Quick Git tip: if you’ve manually edited your Git configuration file and removed a given remote, you may find yourself in a spot where you now have a bunch of branches associated with that remote… which you cannot delete. The only way (I could find) out of this problem was to re-add the remote, and then run git remote rm <the name of the remote>
. That deleted the remote and all the references to its branches


FILM TITLE: CRONOS DIRECTOR: GUILLERMO DEL TORO COUNTRY: MEXICO 1993 CINEMATOGRAPHY: GUILLERMO NAVARRO MUSIC: JAVIER ALVAREZ CAST: Federico Luppi (Jesus Gris), Ron Perlman(Angel), Claudio Brook (Dela Guardia), Margarita Isabel (Mercedes), Tamara Shanath Young Girl) SUPER FEATURES: Nice film, even with its short cummings.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
CRONOS, is a nice film, in the gothic vein of things. Were it not for the fact that the film really has an obvious lack of funds for its making, this might have looked better, than it does. And with as little as it appears to have had, it does bring forth a story that is nice, although the modernization of what might have better been a period piece, but appears to suffer due to some ill chosen locations.
It is the story of an elder man ( Jesus ) who has an antique store, and happens to be carrying some items that are historical, unbeknownst to him. And he finds out that one of the statuettes he has is actually a very old piece that contains a special piece of machinery that fits in a hand that injects a special fluid, that was created by some mysterious alchemist several hundred years ago. Jesus, finds that the fluid happens to stop the aging process. But also finds that it leads to the tendency to look for blood, and the person to become a vampire.
His battle, towards the end, is quite heroic, his name being an obvious attempt at making a connection, while another man ( Dela Guardia ) is craving the piece of machinery simply to keep his apparently large business empire going much longer.
There are no tricks, no fancy things, just a nicely photographed film with a very small budget, from the looks of things. Lights are dim, which creates an atmosphere that helps the film and the story but does not specially do anything else.
Federico Luppi does very well as the old man who is having a tremendous time with his discovery and gets better as he gets older, and has to fight his addiction. Unfortunately the film seems to take a downturn at the same time, although the story of good and evil comes forth and gets clarified.
Though not a film in the class of the moody Hammer material, this film is still nice, and actually reminds me of another Spanish film maker who did very well with a slight budget, and made Barbara Steele famous.
3.5 GIBLOONS
The review above was posted to the
rec.arts.movies.reviews newsgroup (de.rec.film.kritiken for German reviews).
The Internet Movie Database accepts no responsibility for the contents of the
review and has no editorial control. Unless stated otherwise, the copyright
belongs to the author.
Please direct comments/criticisms of the review to relevant newsgroups.
Broken URLs inthe reviews are the responsibility of the author.
The formatting of the review is likely to differ from the original due
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Related links: index of all rec.arts.movies.reviews reviews


Books
Pandora's box Solanke, Ade. — 2012 London : Oberon Books, 2012. Olin Library PR6119.O43 P36 2012 Pandora's box Thompson, Alice. — 1999 Hopewell, N.J. : Ecco Press, 1999. Olin Library PR6070.H6578 P36x 1999 Pandora's box Hawthorne, Nathaniel, 1804-1864. — 1951 [New York] Limited Editions Club, 1951. Kroch Library Rare & Manuscripts (Non-Circulating) Rare Books PZ8.H39 K5 ++
Articles & Full Text
Pandora's box Tasmania, Launceston; Sexton, Mary — 2017 Australian Nursing & Midwifery Journal. Volume 24, Issue 7, p. 45. Full text journal article Pandora's Box 2016 Encyclopædia Britannica Online. Full text reference Pandora's box L'Huillier, B — 2011 Accounting, Auditing & Accountability Journal. Volume 24, Issue 5, pp. 672-672.


←
Tools
A compilation of useful rescourses and curious finds in web publishing, art & design from a newspaper that never saw print.
Moscow, 2018


--- layout: compress --- {% include header.html %} {{ site.title }} {{ page.title }} {{ site.author }} {% include breadcrumbs.html %} {{ content }} {% include footer.html %}


PLANET SICK-BOY: http://www.sick-boy.com "We Put the SIN in Cinema" ©Copyright 2000 Planet Sick-Boy. All Rights Reserved.
If you're tired of the crappy children's films that Hollywood keeps cramming down your throat, check out these two gems from French filmmaker Michel Ocelot - the most happening animator this side of Nick Park and Aardman Studios (Chicken Run). Ocelot's films are uniquely animated and offer stories fresh enough to make the typical Disney film seem like two-week-old bread.
Ocelot first became recognized in 1999 with a film called Kirikou and the Sorceress, a wonderful adaptation of an African folktale. You know Kirikou isn't the typical kiddie pic from its first scene, which depicts a pregnant woman hearing her unborn child shout, "Mother - bring me into the world!" Before you know it, the infant has bolted out of his mother's womb, cut his own umbilical cord and begins to run around, announcing to everyone within earshot that he is Kirikou.
But Kirikou quickly finds out that life on the outside isn't all it's cracked up to be. His father and most of his uncles have been eaten trying to battle an evil sorceress and her robotic henchmen. Despite the sorceress' winning streak, Kirikou's last remaining uncle is on his way to try his luck at knocking her block off. Little Kirikou tags along and is mistaken for a magic hat.
A battle ensues between the sorceress and Kirikou's village, with the wicked woman setting various traps to capture the village's children. She's a crafty sorceress, using a magic boat, a malevolent tree and a wild boar (a la Princess Mononoke).
Although Kirikou plays well with most adults, it may not be a film for your kids if you're concerned about cartoon nudity. All of the female characters are topless, and most boast an impressive, perky D-cup. At times, Kirikou looks like Howard Stern's dream come true as opposed to a children's film, but if you're willing to overlook that very minor problem, you'll find a gem of a film with important lessons that the whole family will enjoy.
Ocelot's latest film - Princes and Princesses - offers more of the same distinctive animation, but divides itself into six different sections, which are held together with an interesting narrative. Two children and an adult sit in a dark studio and dream up ideas to turn into animated shorts (there's no evidence confirming Ocelot developed his ideas in a similar manner). The three characters are silhouetted and use crazy, magical equipment to develop their simple ideas into grand spectacles.
Each segment is set in a different time and place in history and, as the title suggests, contains either a prince, a princess, or both. The stories, which are completely different and unrelated to each other, are repetitive, like a children's book, and involve Egyptian fig trees, 19th century Japanese coats and humans turning into ants. There's even a funny intermission about halfway through Princes that tells the audience to take "a one-minute break to talk things over."
Kirikou – 1:17 – Not rated, but includes a lot of cartoon boob action Princes – 1:10 – Not Rated, and contains no objectionable material
The review above was posted to the
rec.arts.movies.reviews newsgroup (de.rec.film.kritiken for German reviews).
The Internet Movie Database accepts no responsibility for the contents of the
review and has no editorial control. Unless stated otherwise, the copyright
belongs to the author.
Please direct comments/criticisms of the review to relevant newsgroups.
Broken URLs inthe reviews are the responsibility of the author.
The formatting of the review is likely to differ from the original due
to ASCII to HTML conversion.
Related links: index of all rec.arts.movies.reviews reviews


M
This is archtecture Diagram for CI tools where interconnectivy of tools are Explained.The tools are connected using application link ,plugins and api scripts
Setting up bitbucket DC setup
Setting up JIRA DC setup
HTMl pages from API Response using scripting lanugauge


| File | Statements | Branches | Functions | Lines | |||||
|---|---|---|---|---|---|---|---|---|---|
| Base.ts | 96.58% | 141/146 | 86.36% | 19/22 | 91.43% | 32/35 | 96.55% | 140/145 | |
| DateCircle.ts | 94.44% | 51/54 | 80% | 8/10 | 72.73% | 8/11 | 94% | 47/50 | |
| DateRect.ts | 90.38% | 94/104 | 72.22% | 13/18 | 68.75% | 11/16 | 89.9% | 89/99 | |
| WeekdayCircle.ts | 94.23% | 49/52 | 87.5% | 7/8 | 72.73% | 8/11 | 93.75% | 45/48 | |
| WeekdayRect.ts | 89.58% | 86/96 | 68.75% | 11/16 | 68.75% | 11/16 | 88.89% | 80/90 | |
| colormap.ts | 92.86% | 78/84 | 85.71% | 24/28 | 100% | 8/8 | 92.59% | 75/81 | |
| legend.ts | 100% | 83/83 | 50% | 1/2 | 100% | 20/20 | 100% | 81/81 | |
| punchcards.ts | 100% | 14/14 | 100% | 0/0 | 100% | 0/0 | 100% | 7/7 |


| Opcode/Instruction | Op /En | 64/32 bit Mode Support | CPUID Feature Flag | Description |
|---|---|---|---|---|
|
F3 0F 5C /r SUBSS xmm1, xmm2/m32 |
RM | V/V | SSE | Subtract the low single-precision floating-point value in xmm2/m32 from xmm1 and store the result in xmm1. |
|
VEX.NDS.128.F3.0F.WIG 5C /r VSUBSS xmm1,xmm2, xmm3/m32 |
RVM | V/V | AVX | Subtract the low single-precision floating-point value in xmm3/m32 from xmm2 and store the result in xmm1. |
|
EVEX.NDS.LIG.F3.0F.W0 5C /r VSUBSS xmm1 {k1}{z}, xmm2, xmm3/m32{er} |
T1S | V/V | AVX512F | Subtract the low single-precision floating-point value in xmm3/m32 from xmm2 and store the result in xmm1 under writemask k1. |
| Op/En | Operand 1 | Operand 2 | Operand 3 | Operand 4 |
| RM | ModRM:reg (r, w) | ModRM:r/m (r) | NA | NA |
| RVM | ModRM:reg (w) | VEX.vvvv (r) | ModRM:r/m (r) | NA |
| T1S | ModRM:reg (w) | EVEX.vvvv (r) | ModRM:r/m (r) | NA |
Description
Subtract the low single-precision floating-point value from the second source operand and the first source operand and store the double-precision floating-point result in the low doubleword of the destination operand.
The second source operand can be an XMM register or a 32-bit memory location. The first source and destination operands are XMM registers.
128-bit Legacy SSE version: The destination and first source operand are the same. Bits (MAX_VL-1:32) of the corresponding destination register remain unchanged.
VEX.128 and EVEX encoded versions: Bits (127:32) of the XMM register destination are copied from corresponding bits in the first source operand. Bits (MAX_VL-1:128) of the destination register are zeroed.
EVEX encoded version: The low doubleword element of the destination operand is updated according to the writemask.
Software should ensure VSUBSS is encoded with VEX.L=0. Encoding VSUBSD with VEX.L=1 may encounter unpre-dictable behavior across different processor generations.
Operation
VSUBSS (EVEX encoded version)
IF (SRC2 *is register*) AND (EVEX.b = 1)
THEN
SET_RM(EVEX.RC);
ELSE
SET_RM(MXCSR.RM);
FI;
IF k1[0] or *no writemask*
THEN
DEST[31:0] (cid:197) SRC1[31:0] - SRC2[31:0]
ELSE
IF *merging-masking*
; merging-masking
THEN *DEST[31:0] remains unchanged*
ELSE
; zeroing-masking
THEN DEST[31:0] (cid:197) 0
FI;
FI;
DEST[127:32] (cid:197) SRC1[127:32]
DEST[MAX_VL-1:128] (cid:197) 0
VSUBSS (VEX.128 encoded version)
DEST[31:0] (cid:197)SRC1[31:0] - SRC2[31:0]
DEST[127:32] (cid:197)SRC1[127:32]
DEST[MAX_VL-1:128] (cid:197)0
SUBSS (128-bit Legacy SSE version)
DEST[31:0] (cid:197)DEST[31:0] - SRC[31:0]
DEST[MAX_VL-1:32] (Unmodified)
Intel C/C++ Compiler Intrinsic Equivalent
VSUBSS __m128 _mm_mask_sub_ss (__m128 s, __mmask8 k, __m128 a, __m128 b);
VSUBSS __m128 _mm_maskz_sub_ss (__mmask8 k, __m128 a, __m128 b);
VSUBSS __m128 _mm_sub_round_ss (__m128 a, __m128 b, int);
VSUBSS __m128 _mm_mask_sub_round_ss (__m128 s, __mmask8 k, __m128 a, __m128 b, int);
VSUBSS __m128 _mm_maskz_sub_round_ss (__mmask8 k, __m128 a, __m128 b, int);
SUBSS __m128 _mm_sub_ss (__m128 a, __m128 b);
SIMD Floating-Point Exceptions
Overflow, Underflow, Invalid, Precision, Denormal
Other Exceptions
| VEX-encoded instructions, see Exceptions Type 3. |
| EVEX-encoded instructions, see Exceptions Type E3. |


Founded in 2018 by Orange Solution
Housing Handshakes allows you to cut out the middle man while searching for a home, which significantly adds to the value of a your time and convenience by removing "middle man" limitations.
An applicant for Housing Handshakes need only a valid credit card and approximately five minutes of time to register a new account.
You will find the home you have been searching for.


The week the team has done the following:
Josh: Created the sound system, implemented infinite waypoint cycling (patrolling), fixed sprinting, created a waypoint generation prefab, added an enemy investigation method.
Phillip: Optimized vision field update loop, optimization the alarm system, fixed issues with enemies deciding whether or not they can directly reach a location, fixed issues with the player's rotation when they touch a wall, general bugfixing and design tweeks
Jorge: I have worked on an energy system. I also made a new map for the final presentation.
This week the team got the presentation for the big AI presentation ready.
This week the team has had a meeting about the future of the game and we have divided the rest of the work among us.
This week the team has been working on reviewing the results of the play testing day and getting ready to put the finishing touches on the video game.
This week the team has been working on the following:
Josh: Updated menu art, added a prototype room based alarm system, added audio for the game, going to be adding a change to the look of the lighting on enemies.
Phillip: Attempting to make sprites for the hero and enemies
Jorge: Fleshed out the combat system to have both melee and have the enemy attack the player. I also added the start to a projectile based combat system.
This week the group has mostly been trying to get things ready for the presentation on Monday and trying to plan feedback
Josh: Worked with Phillip helping to get the AI in order.
Phillip: Worked on incorporating Vision cones and Josh’s pathfinding into the basic AI state machine, that allows the AI to patrol, chase, search, and return home.
Jorge: Started to get a combat system in place. So far have the player attacking the enemy.
The team has been working on the following:
Josh: Polished the pathfinding system more and worked on the demo level.
Phillip: Finished adding the depth mask shader to use for the blindzone material (The part of the player vision that hides enemies) and fixed a bug causing issues with rendering the vision system. Worked on integrating the vision cones into Josh's waypoint pathfinding system.
Jorge: Worked on getting a level ready for the demo and getting the pieces implemented into the level. Also looked for art assets of the item pickup mechanic.
The team has been working on the following:
Phillip has been working on: Worked on adding features to the vision cone, adding a second optional mesh it can generate (for the cone itself along with the blind zone). Adding a material to block out view of enemies and key items when they're in the blindzone.
Joshua has been working on: Scrapping the previous A* solution and implemented a BFS to construct a path of waypoints that the AI can follow. Can naviagte to the closet waypoint near the player with way better performance. Have an aggressive follow in prototype. Need to now cause AI to zoom at player on-site.
Jorge has been working on: This week I have been doing some final tweaks to the mouse following scripts and finally have gotten it to work in a way I am happy with. I also added a feature to the item pickup where a player will drop the item they are currently holding.
The team has been working on the following:
Phillip has been working on: Upgrading the vision script to add create and build the mesh for the blindzone portion of the cone as well as create a build a polygon collider. Working on setting up the meshes for the vision portion itself and having it hide enemies and key items.
Joshua has been working on: more on the A* script, although there is difficulty with thrashing and selecting the correct hueristic. Talked with Ron from FIEA and Tom Carbone and may take their suggestion for a way faster waypoint system that implements A*.
Jorge has been working on: This past week I focused on fixing a few bugs with the item pickup system. The system seems to be working fine. I developed it in a way that it is easy to add more to it later. I also started work on a turning system so that the character can move the player. Still buggy need to see better solutions to that
The team has been working on the following:
Phillip has been working on: Setting up the script that dynamically builds the mesh for the vision cones by casting several rays and using the ray-hits as vertices. also working on setting it up with a player prefab and attaching a meshcollider to it.
Joshua has been working on: an A* Pathfinding algorithm to have enemies intelligibly navigate through the corridors in the game towards the player or set destination points.
Jorge has been working on: This past week I got a scene up and running with a moveable character and making sure the camera worked as needed. Also found some assets just for starting the game. We may change them if we find anything better. Also worked on picking up items and equipping them to the character.
Last week and the current week both consisted of the game proposal presentations. We finalized all of our ideas and ironed out as many "maybes" as we could during a team meeting just before submitting our slides, then presented our project on Wednesday 9/19. We think the presentation went well (there wasn't much time for feedback after ours, but the professor and other students seemed content) and are excited to begin development. We've also set up a Unity Collab project for us all to begin working on the project.
This week the team has been working on the first presentation. We started work on the slideshow on Monday. On Friday we had a team meeting where we discussed what each person will bring to the team. We have also set up the structure where we will meet every week to have discussions on the team status and the future direction. For the rest of the week each person worked on the slides. On Sunday each team member looked over the slides and ensure we can each present for around 3 minutes so that we can complete the 10 minute mark for the presentation.
This is the start of our development blog for our game. The developers are Phillip Da Silva, Joshua Sylvestre, and Jorge Vidal. In our first week together, we threw around a bunch of ideas of what game we wanted to make, what game engine to use for it, and many other details. We've landed on using Unity to create a space samurai themed stealth game. Now we've laid out a general plan and will pitch it to the rest of our class.


import torch
SKIP_HOGWILD = torch.cuda.device_count() > 0
class display_output(object):
def __init__(self):
NUM_EXS = 100
// ideally we want one choice which is a nice modulo with NUM_EXS, and one that isn"t
NUM_THREADS_CHOICES = [2, 8]
BATCHSIZE_CHOICES = [1, 8]
@testing_utils.skipIfGPU
class TestHogwild(unittest.TestCase):


Wolf & Lion: Innovative e-commerce for an online pet store experience
The project brief stated that the client - the local pet store Wolf & Lion, wants to attract more customers to the store. Some of the user experiences I proposed to engage and retain pet owners are:
- 1. Allow clients to register their pets. This will give Wolf & Lion the opportunity to target product sales and services based on the age and nature of the pet.
- 2. Voice-activated re-ordering through Alexa's APIs
- 3. Allow the local community to get involved with events and clinics.
- 4. Have expert reviews for good products on the product details page. Additionally, scrape reviews for the product from other e-commerce site stocking the same product, so that users can have more information up-front without leaving the site.
System Flow Map
The map indicates the key product features and how they are connected to a user's flow and status
Personas
The wireframes and designs are based on personas - Jenny, Jason and Mary. They were were already decided as part of the project brief, and I used these personas to present the design details


It's like a Dr. Seuss Poem ...
A few weeks ago my friend Bellman gave me a bottle of what I thought was 5-MeO-DiPT, he told me there were 4 doses in the bottle and that I should only drink one 4th of the bottle. Later that night I went to chill with my friends Schuy, and Jeff. We had been looking for foxy for a long time and we were VERY happy that we finally found it. so at around 11 we dosed after taken a few hits off a blunt, Schuy and I drank down my 6mg in a little under an hour, Jeff drank his in a half hour. Immediately after each sip we felt the 5-MeO-AMT hit our brains, each time getting slightly more awkward feeling. We had a fun time for about an hour, and then thought we were coming down, little did we know he hadnít even peaked yet.
About 30 minutes later we thought we were coming back up, but we were just coming up for the first time, it took about 2 hours to peek.  When I stood up my legs had fallen asleep, suddenly I had the idea that I was paralyzed from the waist down, and my legs didnít work at all! Slowly I tried to move each leg so I could lie down; instead I hit the floor and completely lost it, my chest hurt from how hard I was laughing. Jeff left the room right after and started throwing up; he remained in the bathroom for the majority of the hard trip. Schuy and I stayed with him till he recuperated around 5am.
Another friend of ours was with us on DXM, and he was pissing us off because he got mad that we took the blanket he was using (Jeff was too hot and too cold) Alex started yelling and I donít know if it was the drug or if it was me, but Schuy and I just started going off on him, and we said some really mean things. We didnít even remember what we said after it was all said and done. At around 7am we were all feeling good, Jeff felt a lot better, we had realized then that Jeff took an Excedrin before dosing, we think that might have been the reason that he was throwing up, and had such a bad trip.
Schuyler also puked, but he was done with that in like 5 minutes. During the hardest part of our trip Schuy wanted to puke but I told him that he was more experienced in the realm of hallucinogens and that, if anyone shouldnít be puking it was him. Fortunately for me I had no negative side effects from the 5-MeO-AMT other then a headache, but that was from lack of sleep I think.
We dosed at Jeffís in his room, on a huge mattress that could hold like 5 people. Like I was saying at 7 we felt good, so we smoke like 4-5 blunts, the high from each blunt felt like it was only 15 minutes. From 7-11 we had the worst case of ADD ever! Every 10 minutes we would say '5 - M e O -D I P T, Itís an R C, Acid Jr.' Acid Jr. Came up a lot because it just sounded so ridiculously funny. 'Acid for dummies' was another name we gave it.
  I didnít completely sober up until the next day around 11am. The morning before I dosed I took my SSRI 50mg Fluvoxamine, and 10mg Dexedrine. The next day I found out that we didnít dose 5-MeO-DiPT but that it was 5-MeO-AMT.
Experience Reports are the writings and opinions of the individual authors who submit them.
Some of the activities described are dangerous and/or illegal and none are recommended by Erowid.


Connect your app to everything from Dropbox to Gmail in just 2 lines of code and let the Filepicker.io handle the mess of uploading files - we give you a clean, short URL that is easy to store and read from. See the Docs»
Filepicker is injected also here Pick File


Define the behaviour of FreeRTOS ASF read and write functions for a peripheral. More...
#include <freertos_peripheral_control.h>
Public Attributes | |
| uint8_t * | receive_buffer |
| A pointer to a buffer into which the PDC will write received data. More... | |
| uint32_t | receive_buffer_size |
| The size, in bytes, of the buffer pointed to by the receive_buffer member. More... | |
| uint32_t | interrupt_priority |
| Sets the priority of the interrupt generated by the PDC, which MUST be between the lowest possible priority and configLIBRARY_MAX_SYSCALL_INTERRUPT_PRIORITY. More... | |
| enum peripheral_operation_mode | operation_mode |
| operation_mode is included to allow future FreeRTOS ASF driver versions to support multiple modes of operation on a single peripheral. More... | |
| uint8_t | options_flags |
| Individual bits in the options_flags value configure an aspect of the driver's behavior, where valid bits (which are documented as part of the FreeRTOS Peripheral Control documentation) are USE_TX_ACCESS_MUTEX, USE_RX_ACCESS_MUTEX, WAIT_TX_COMPLETE, WAIT_RX_COMPLETE. More... | |
Define the behaviour of FreeRTOS ASF read and write functions for a peripheral.
| uint32_t freertos_peripheral_options::interrupt_priority |
Sets the priority of the interrupt generated by the PDC, which MUST be between the lowest possible priority and configLIBRARY_MAX_SYSCALL_INTERRUPT_PRIORITY.
PDC interrupts are configured and processed by the FreeRTOS ASF drivers. The application writer does not need to concern themselves with installing or handling interrupts. The interrupt priority must not be set above configLIBRARY_MAX_SYSCALL_INTERRUPT_PRIORITY, as defined in FreeRTOSConfig.h. Invalid priority values are trapped by an assert() in the driver code, but only if configASSERT() is defined in FreeRTOSConfig.h.
| enum peripheral_operation_mode freertos_peripheral_options::operation_mode |
operation_mode is included to allow future FreeRTOS ASF driver versions to support multiple modes of operation on a single peripheral.
| uint8_t freertos_peripheral_options::options_flags |
Individual bits in the options_flags value configure an aspect of the driver's behavior, where valid bits (which are documented as part of the FreeRTOS Peripheral Control documentation) are USE_TX_ACCESS_MUTEX, USE_RX_ACCESS_MUTEX, WAIT_TX_COMPLETE, WAIT_RX_COMPLETE.
| uint8_t* freertos_peripheral_options::receive_buffer |
A pointer to a buffer into which the PDC will write received data.
This parameter is, at the time of writing, only required by the USART/UART driver, and is ignored by other drivers.
| uint32_t freertos_peripheral_options::receive_buffer_size |
The size, in bytes, of the buffer pointed to by the receive_buffer member.
This parameter is, at the time of writing, only required by the USART/UART driver, and is ignored by other drivers.


--- layout: page title: "关 于" description: "Hey, this is Lusheep." header-img: "img/about-bg.jpg" ---
那一刻有多痛，前行的身影就有多倔强。Hey，我是Lusheep，计算机科学与技术专业，一枚即将毕业的程序猿。学习过Java Web开发，目前正在Android学习的道路上追赶，Html5正在计划中。
How much pain that moment, the shadow of forward how stubborn.
Hey, I'm Lusheep, a computer science and technology major, an upcoming programmer. Learning Java Web development, is currently learning the road to catch up on Android, Html5 is planning.
Here is my personal blog station, blog positioning is to record the Android learning process some of the pit, share some new technology, publish their own open source project, publish a custom View series ... maybe there will be H5, now who knows It
In order to prepare for a job, the summer time to re-read the following Android base, Java foundation, data structure, algorithm and other aspects of knowledge, it collated into a note there is a way cloud, released part of the interview guide series to CSDN, We can go to my CSDN home page to see. Is to consider it to migrate over, and put the way on the cloud together.


Case
: case
| Values: | Abe | Abl | Com | Cmp | Dat | Ela | Gen | Ill | Ine | Lat | Loc | Nom | Prl | Tem | Tra |
Case is a grammatical category determined by the syntactic or semantic function of a noun or pronoun. Discussion:
Case is an inflectional feature of nouns and other parts of speech (adjectives, numerals, pronouns, postpositions) that are noun phrase heads.
Case helps specify the role of a complex noun phrase in a sentence. Here, the term complex noun phrase is used to provide a syntactic delimitation and thereby distinguish between noun phrases versus single-word adverbs in adverbial phrases. The various cases have different distributions as basic or indefinite cases (1–15) in relation to their definite singular (-10), definite plural (-13) and possessive (-12) paradigms.
Erzya morphology distinguishes fifteen cases:
Abe
, Abl
, Com
, Cmp
, Dat
, Ela
, Gen
, Ill
, Ine
, Lat
, Loc
, Nom
, Prl
, Tem
, Tra
(this ordering is alphabetical, some authors use different names or even numbers for identifying these cases.)
Abe
: abessive
Examples
- [myv] Кискась азортомо “The dog is without a master”
Abl
: ablative
In Erzya the ablative case is used to express (1) standard of comparison, (2) theme of discussion, (3) manipulation point of the direct object, (4) in quantification of the object with verbs of consumption
eat, drink and breath, (5) beginning of path, (6) it has a considerative use denoting something given in exchange for something else…
Examples
- [myv] Нюрадо сэрей “taller than Nyura”
- [myv] кортыть Инечиде “they are talking about Easter”
- [myv] саизе эйкакшонть кедте “She took the child by the hand”
- [myv] ней лекси ванькс коштто “now it is breathing fresh air”
- [myv] педе-пес “from end to end”
- [myv] ярмакто макссь тенек ярсамопель “he/she gave us food for money”
Com
: comitative
Examples
- [myv] Сыргасть веленек “They set off the whole village”
Cmp
: comparative
In Erzya the comparative case is used to indicate `(about) the size of X’.
Examples
- [myv] Кискась вазошка “The dog is the size of a calf”
Dat
: dative
Examples
- [myv] Цёрынентень макссть кискалевкс. “They gave the boy a puppy.”
Ela
: elative
Examples
- [myv] Кискась лиссь кудосто “The dog went out of the house”
Gen
: genitive
The genitive in Erzya indicates the possessor. It is also one of the morphological markers for direct object and adpositional complement. In the indefinite declension the genitive, when attached to words with material source or origin referents, the resulting form is considered by many grammarians as an adjectival derivation form.
Examples
- [myv] минек кудонок “our house”
- [myv] минек кудось “our house” (often contrastive by nature, i.e. not your house.)
- [myv] андынек кисканть “we fed the dog”
- [myv] кискась пансь псаканть мельга “the dog chased after the cat”
Ill
: illative
Examples
- [myv] Кискась совась кудос “The dog went into the house”
Ine
: inessive
In Erzya the inessive is used to express (1) location inside of something, (2) being in direct contact with, (3) use as an instrument
Examples
- [myv] Кискась ашти кудосо “The dog is at homed”
- [myv] Цёрынкась ашти картуз прясонзо “The boy sits with a visored hat on his head.”
- [myv] Тейтересь сёрмады толгасо “The girl is writing with a quill.”
Lat
: lative
Examples
- [myv] Тонавтыцясь сыргась школав “The teacher left for school”
Loc
: locative
Examples
- [myv] Эйкакштнэ аштить лия ёно “The children are off in a different direction”
Nom
: nominative
The base form, typically used as a citation form (lemma). The nominative form is used in the morphosyntactic funtion of subject and predicate. While the definite declension usually indicates topic (subject) function, the indefinite declension often appears in presentation of new information, such as in existential sentences. Possessor indexing on the nominative allows for both interpretations.
The indefinite nominative singular is one of the complement forms for postpositional constructions; the others being the indefinite and definite genitive forms.
The indefinite nominative singular and plural are used as indefinite object forms; the others being the indefinite and definite genitive forms.
Examples
- [myv] шабрасо од киска “there is a new dog at the neighbor’s”
- [myv] монь од псакам “I have a new cat”
- [myv] кискась чийни “the dog is running around”
Prl
: prolative
In Erzya the prolative is used to express multipoint reference. (1) When used with verbs of motion, this would make its use similar to the perlative in Warlpiri. (2) When the verbal construction expresses something stationary, it express distributive location. (3) When it refers to an end point, it acts as a distributive goal. (4) When it refers to approximate location, it serves as a marker for non-precise location…
Examples
- [myv] Ломантне ютасть янга “The people walked along the path”
- [myv] Цецятне касыть кудо икельга “The flowers are growing (along) the front of the house”
- [myv] Ломантне тусть кудова “The people left for home, each to his or her own”
- [myv] Ведесь кумажава “The water is up to (about) the knees”
Tem
: temporalis
Examples
- [myv] Виев даволнэ лоткинек лелянь кедьс “During a strong rain fall, we stopped at my brother’s.”
Tra
: transative
In Erzya the transitive can be used in both the noun phrase and the verbal clause. In the verbal clause it can express (1) change of state and (2) essive temporary state. (3) In the noun phrase it marks a potential change of state.
Examples
- [myv] Кудонть артынек пижекс “We painted the house green” (it was a different color before)
- [myv] Ялгам совась инжекс “My friend came to visit (as a visitor)”
- [myv] Кудокс чокштнэнь кандынек латалов “We carried the logs for the house under the roof.”
Case in other languages: [am] [apu] [arr] [bej] [bg] [cs] [el] [eme] [en] [ess] [et] [fi] [ga] [gn] [grc] [gub] [hu] [hy] [kmr] [koi] [kpv] [ky] [mdf] [myu] [myv] [pcm] [pt] [qpm] [ru] [sl] [sv] [tl] [tpn] [tr] [tt] [u] [uk] [urb] [urj]


Caution:
This page describes experimental features that are not yet available in a stable release. Don't rely on experimental builds of React in production apps. These features may change significantly and without a warning before they become a part of React.
This documentation is aimed at early adopters and people who are curious. If you're new to React, don't worry about these features – you don't need to learn them right now. For example, if you're looking for a data fetching tutorial that works today, read this article instead.
React 16.6 added a <Suspense>
component that lets you "wait" for some code to load and
declaratively specify a loading state (like a spinner) while we're waiting:
const ProfilePage = React.lazy(() => import('./ProfilePage')); // Lazy-loaded
// Show a spinner while the profile is loading
<Suspense fallback={<Spinner />}>
<ProfilePage />
</Suspense>
Suspense for Data Fetching is a new feature that lets you also use <Suspense>
to declaratively "wait" for anything else, including data. This page focuses on the data fetching use case, but it can also wait for images, scripts, or other asynchronous work.
Suspense lets your components "wait" for something before they can render. In this example, two components wait for an asynchronous API call to fetch some data:
const resource = fetchProfileData();
function ProfilePage() {
return (
<Suspense fallback={
Loading profile...
}>
<ProfileDetails />
<Suspense fallback={
Loading posts...
}>
<ProfileTimeline />
</Suspense>
</Suspense>
);
}
function ProfileDetails() {
// Try to read user info, although it might not have loaded yet
const user = resource.user.read();
return
{user.name}
;
}
function ProfileTimeline() {
// Try to read posts, although they might not have loaded yet
const posts = resource.posts.read();
return (

{posts.map(post => (

{post.text}

))}

);
}
This demo is a teaser. Don't worry if it doesn't quite make sense yet. We'll talk more about how it works below. Keep
in mind that Suspense is more of a mechanism, and particular APIs like fetchProfileData()
or
resource.posts.read()
in the above example are not very important. If you're curious, you can find
their definitions right in the demo sandbox.
Suspense is not a data fetching library. It's a mechanism for data fetching libraries to communicate to React that the data a component is reading is not ready yet. React can then wait for it to be ready and update the UI. At Facebook, we use Relay and its new Suspense integration. We expect that other libraries like Apollo can provide similar integrations.
In the long term, we intend Suspense to become the primary way to read asynchronous data from components – no matter where that data is coming from.
Suspense is significantly different from existing approaches to these problems, so reading about it for the first time often leads to misconceptions. Let's clarify the most common ones:
It is not a data fetching implementation. It does not assume that you use GraphQL, REST, or any other particular data format, library, transport, or protocol.
It is not a ready-to-use client. You can't "replace" fetch
or Relay with Suspense.
But you can use a library that's integrated with Suspense (for example, new Relay APIs).
It does not couple data fetching to the view layer. It helps orchestrate displaying the loading states in your UI, but it doesn't tie your network logic to React components.
So what's the point of Suspense? There are a few ways we can answer this:
It lets data fetching libraries deeply integrate with React. If a data fetching library implements Suspense support, using it from React components feels very natural.
It lets you orchestrate intentionally designed loading states. It doesn't say how the data is fetched, but it lets you closely control the visual loading sequence of your app.
It helps you avoid race conditions. Even with await
, asynchronous code is often error-prone. Suspense feels more like reading data synchronously — as if it were already loaded.
At Facebook, so far we have only used the Relay integration with Suspense in production. If you're looking for a practical guide to get started today, check out the Relay Guide! It demonstrates patterns that have already worked well for us in production.
The code demos on this page use a "fake" API implementation rather than Relay. This makes them easier to understand if you're not familiar with GraphQL, but they won't tell you the "right way" to build an app with Suspense. This page is more conceptual and is intended to help you see why Suspense works in a certain way, and which problems it solves.
If you don't use Relay today, you might have to wait before you can really try Suspense in your app. So far, it's the only implementation that we tested in production and are confident in.
Over the next several months, many libraries will appear with different takes on Suspense APIs. If you prefer to learn when things are more stable, you might prefer to ignore this work for now, and come back when the Suspense ecosystem is more mature.
You can also write your own integration for a data fetching library, if you'd like.
We expect to see a lot of experimentation in the community with other libraries. There is one important thing to note for data fetching library authors.
Although it's technically doable, Suspense is not currently intended as a way to start fetching data when a component renders. Rather, it lets components express that they're "waiting" for data that is already being fetched. Building Great User Experiences with Concurrent Mode and Suspense describes why this matters and how to implement this pattern in practice.
Unless you have a solution that helps prevent waterfalls, we suggest to prefer APIs that favor or enforce fetching before render. For a concrete example, you can look at how Relay Suspense API enforces preloading. Our messaging about this hasn't been very consistent in the past. Suspense for Data Fetching is still experimental, so you can expect our recommendations to change over time as we learn more from production usage and understand the problem space better.
We could introduce Suspense without mentioning the popular data fetching approaches. However, this makes it more difficult to see which problems Suspense solves, why these problems are worth solving, and how Suspense is different from the existing solutions.
Instead, we'll look at Suspense as a logical next step in a sequence of approaches:
fetch
in useEffect
): Start rendering components. Each of these components may trigger data fetching in their effects and lifecycle methods. This approach often leads to "waterfalls".Note
This is a bit simplified, and in practice solutions tend to use a mix of different approaches. Still, we will look at them in isolation to better contrast their tradeoffs.
To compare these approaches, we'll implement a profile page with each of them.
A common way to fetch data in React apps today is to use an effect:
// In a function component:
useEffect(() => {
fetchSomething();
}, []);
// Or, in a class component:
componentDidMount() {
fetchSomething();
}
We call this approach "fetch-on-render" because it doesn't start fetching until after the component has rendered on the screen. This leads to a problem known as a "waterfall".
Consider these <ProfilePage>
and <ProfileTimeline>
components:
function ProfilePage() {
const [user, setUser] = useState(null);
useEffect(() => {
fetchUser().then(u => setUser(u));
}, []);
if (user === null) {
return
Loading profile...
;
}
return (
<>

{user.name}

<ProfileTimeline />
</>
);
}
function ProfileTimeline() {
const [posts, setPosts] = useState(null);
useEffect(() => {
fetchPosts().then(p => setPosts(p));
}, []);
if (posts === null) {
return
Loading posts...
;
}
return (

{posts.map(post => (

{post.text}

))}

);
}
If you run this code and watch the console logs, you'll notice the sequence is:
If fetching user details takes three seconds, we'll only start fetching the posts after three seconds! That's a "waterfall": an unintentional sequence that should have been parallelized.
Waterfalls are common in code that fetches data on render. They're possible to solve, but as the product grows, many people prefer to use a solution that guards against this problem.
Libraries can prevent waterfalls by offering a more centralized way to do data fetching. For example, Relay solves this problem by moving the information about the data a component needs to statically analyzable fragments, which later get composed into a single query.
On this page, we don't assume knowledge of Relay, so we won't be using it for this example. Instead, we'll write something similar manually by combining our data fetching methods:
function fetchProfileData() {
return Promise.all([
fetchUser(),
fetchPosts()
]).then(([user, posts]) => {
return {user, posts};
})
}
In this example, <ProfilePage>
waits for both requests but starts them in parallel:
// Kick off fetching as early as possible
const promise = fetchProfileData();
function ProfilePage() {
const [user, setUser] = useState(null);
const [posts, setPosts] = useState(null);
useEffect(() => {
promise.then(data => {
setUser(data.user);
setPosts(data.posts);
});
}, []);
if (user === null) {
return
Loading profile...
;
}
return (
<>

{user.name}

<ProfileTimeline posts={posts} />
</>
);
}
// The child doesn't trigger fetching anymore
function ProfileTimeline({ posts }) {
if (posts === null) {
return
Loading posts...
;
}
return (

{posts.map(post => (

{post.text}

))}

);
}
The event sequence now becomes like this:
We've solved the previous network "waterfall", but accidentally introduced a different one. We wait for all
data to come back with Promise.all()
inside fetchProfileData
, so now we can't render
profile details until the posts have been fetched too. We have to wait for both.
Of course, this is possible to fix in this particular example. We could remove the Promise.all()
call,
and wait for both Promises separately. However, this approach gets progressively more difficult as the complexity of
our data and component tree grows. It's hard to write reliable components when arbitrary parts of the data tree may
be missing or stale. So fetching all data for the new screen and then rendering is often a more practical
option.
In the previous approach, we fetched data before we called setState
:
With Suspense, we still start fetching first, but we flip the last two steps around:
With Suspense, we don't wait for the response to come back before we start rendering. In fact, we start rendering pretty much immediately after kicking off the network request:
// This is not a Promise. It's a special object from our Suspense integration.
const resource = fetchProfileData();
function ProfilePage() {
return (
<Suspense fallback={
Loading profile...
}>
<ProfileDetails />
<Suspense fallback={
Loading posts...
}>
<ProfileTimeline />
</Suspense>
</Suspense>
);
}
function ProfileDetails() {
// Try to read user info, although it might not have loaded yet
const user = resource.user.read();
return
{user.name}
;
}
function ProfileTimeline() {
// Try to read posts, although they might not have loaded yet
const posts = resource.posts.read();
return (

{posts.map(post => (

{post.text}

))}

);
}
Here's what happens when we render <ProfilePage>
on the screen:
fetchProfileData()
. It gave us a special "resource" instead of
a Promise. In a realistic example, it would be provided by our data library's Suspense integration, like Relay.<ProfilePage>
. It returns <ProfileDetails>
and <ProfileTimeline>
as children.<ProfileDetails>
. It calls resource.user.read()
. None of the data is fetched yet, so this component "suspends". React skips over it, and tries rendering other components in the tree.<ProfileTimeline>
. It calls resource.posts.read()
. Again,
there's no data yet, so this component also "suspends". React skips over it too, and tries rendering other
components in the tree.<ProfileDetails>
suspended, React shows the
closest <Suspense>
fallback above it in the tree:
Loading
profile...

. We're done for now.This resource
object represents the data that isn't there yet, but might eventually get loaded. When we
call read()
, we either get the data, or the component "suspends".
As more data streams in, React will retry rendering, and each time it might be able to progress
"deeper". When resource.user
is fetched, the <ProfileDetails>
component
will render successfully and we'll no longer need the
Loading profile...

fallback.
Eventually, we'll get all the data, and there will be no fallbacks on the screen.
This has an interesting implication. Even if we use a GraphQL client that collects all data requirements in a single
request, streaming the response lets us show more content sooner. Because we render-as-we-fetch
(as opposed to after fetching), if user
appears in the response earlier than
posts
, we'll be able to "unlock" the outer <Suspense>
boundary before the response
even finishes. We might have missed this earlier, but even the fetch-then-render solution contained a waterfall:
between fetching and rendering. Suspense doesn't inherently suffer from this waterfall, and libraries like Relay
take advantage of this.
Note how we eliminated the if (...)
"is loading" checks from our components. This doesn't only remove
boilerplate code, but it also simplifies making quick design changes. For example, if we wanted profile details and
posts to always "pop in" together, we could delete the <Suspense>
boundary between them. Or we
could make them independent from each other by giving each its own <Suspense>
boundary.
Suspense lets us change the granularity of our loading states and orchestrate their sequencing without invasive
changes to our code.
If you're working on a data fetching library, there's a crucial aspect of Render-as-You-Fetch you don't want to miss. We kick off fetching before rendering. Look at this code example closer:
// Start fetching early!
const resource = fetchProfileData();
// ...
function ProfileDetails() {
// Try to read user info
const user = resource.user.read();
return
{user.name}
;
}
Note that the read()
call in this example doesn't start fetching. It only tries to read the
data that is already being fetched. This difference is crucial to creating fast applications with
Suspense. We don't want to delay loading data until a component starts rendering. As a data fetching library author,
you can enforce this by making it impossible to get a resource
object without also starting a fetch.
Every demo on this page using our "fake API" enforces this.
You might object that fetching "at the top level" like in this example is impractical. What are we going to do if we navigate to another profile's page? We might want to fetch based on props. The answer to this is we want to start fetching in the event handlers instead. Here is a simplified example of navigating between user's pages:
// First fetch: as soon as possible
const initialResource = fetchProfileData(0);
function App() {
const [resource, setResource] = useState(initialResource);
return (
<>
<button onClick={() => {
const nextUserId = getNextId(resource.userId);
// Next fetch: when the user clicks
setResource(fetchProfileData(nextUserId));
}}>
Next
</button>
<ProfilePage resource={resource} />
</>
);
}
With this approach, we can fetch code and data in parallel. When we navigate between pages, we don't need to wait for a page's code to load to start loading its data. We can start fetching both code and data at the same time (during the link click), delivering a much better user experience.
This poses a question of how do we know what to fetch before rendering the next screen. There are several ways to solve this (for example, by integrating data fetching closer with your routing solution). If you work on a data fetching library, Building Great User Experiences with Concurrent Mode and Suspense presents a deep dive on how to accomplish this and why it's important.
Suspense itself as a mechanism is flexible and doesn't have many constraints. Product code needs to be more constrained to ensure no waterfalls, but there are different ways to provide these guarantees. Some questions that we're currently exploring include:
read()
calls everywhere?Relay has its own answers to some of these questions. There is certainly more than a single way to do it, and we're excited to see what new ideas the React community comes up with.
Race conditions are bugs that happen due to incorrect assumptions about the order in which our code may run. Fetching
data in the useEffect
Hook or in class lifecycle methods like componentDidUpdate
often
leads to them. Suspense can help here, too — let's see how.
To demonstrate the issue, we will add a top-level <App>
component that renders our <ProfilePage>
with a button that lets us switch between different profiles:
function getNextId(id) {
// ...
}
function App() {
const [id, setId] = useState(0);
return (
<>
<button onClick={() => setId(getNextId(id))}>
Next
</button>
<ProfilePage id={id} />
</>
);
}
Let's compare how different data fetching strategies deal with this requirement.
useEffect
First, we'll try a version of our original "fetch in effect" example. We'll modify it to pass an id
parameter from the <ProfilePage>
props to fetchUser(id)
and
fetchPosts(id)
:
function ProfilePage({ id }) {
const [user, setUser] = useState(null);
useEffect(() => {
fetchUser(id).then(u => setUser(u));
}, [id]);
if (user === null) {
return
Loading profile...
;
}
return (
<>

{user.name}

<ProfileTimeline id={id} />
</>
);
}
function ProfileTimeline({ id }) {
const [posts, setPosts] = useState(null);
useEffect(() => {
fetchPosts(id).then(p => setPosts(p));
}, [id]);
if (posts === null) {
return
Loading posts...
;
}
return (

{posts.map(post => (

{post.text}

))}

);
}
Note how we also changed the effect dependencies from []
to [id]
— because we want the
effect to re-run when the id
changes. Otherwise, we wouldn't refetch new data.
If we try this code, it might seem like it works at first. However, if we randomize the delay time in our "fake API" implementation and press the "Next" button fast enough, we'll see from the console logs that something is going very wrong. Requests from the previous profiles may sometimes "come back" after we've already switched the profile to another ID – and in that case they can overwrite the new state with a stale response for a different ID.
This problem is possible to fix (you could use the effect cleanup function to either ignore or cancel stale requests), but it's unintuitive and difficult to debug.
componentDidUpdate
One might think that this is a problem specific to useEffect
or Hooks. Maybe if we port this code to classes or use convenient syntax like async
/ await
, it will solve the problem?
Let's try that:
class ProfilePage extends React.Component {
state = {
user: null,
};
componentDidMount() {
this.fetchData(this.props.id);
}
componentDidUpdate(prevProps) {
if (prevProps.id !== this.props.id) {
this.fetchData(this.props.id);
}
}
async fetchData(id) {
const user = await fetchUser(id);
this.setState({ user });
}
render() {
const { id } = this.props;
const { user } = this.state;
if (user === null) {
return
Loading profile...
;
}
return (
<>

{user.name}

<ProfileTimeline id={id} />
</>
);
}
}
class ProfileTimeline extends React.Component {
state = {
posts: null,
};
componentDidMount() {
this.fetchData(this.props.id);
}
componentDidUpdate(prevProps) {
if (prevProps.id !== this.props.id) {
this.fetchData(this.props.id);
}
}
async fetchData(id) {
const posts = await fetchPosts(id);
this.setState({ posts });
}
render() {
const { posts } = this.state;
if (posts === null) {
return
Loading posts...
;
}
return (

{posts.map(post => (

{post.text}

))}

);
}
}
This code is deceptively easy to read.
Unfortunately, neither using a class nor the async
/ await
syntax helped us solve this problem. This version suffers from exactly the same race conditions, for the same reasons.
React components have their own "lifecycle". They may receive props or update state at any point in time. However, each asynchronous request also has its own "lifecycle". It starts when we kick it off, and finishes when we get a response. The difficulty we're experiencing is "synchronizing" several processes in time that affect each other. This is hard to think about.
Let's rewrite this example again, but using Suspense only:
const initialResource = fetchProfileData(0);
function App() {
const [resource, setResource] = useState(initialResource);
return (
<>
<button onClick={() => {
const nextUserId = getNextId(resource.userId);
setResource(fetchProfileData(nextUserId));
}}>
Next
</button>
<ProfilePage resource={resource} />
</>
);
}
function ProfilePage({ resource }) {
return (
<Suspense fallback={
Loading profile...
}>
<ProfileDetails resource={resource} />
<Suspense fallback={
Loading posts...
}>
<ProfileTimeline resource={resource} />
</Suspense>
</Suspense>
);
}
function ProfileDetails({ resource }) {
const user = resource.user.read();
return
{user.name}
;
}
function ProfileTimeline({ resource }) {
const posts = resource.posts.read();
return (

{posts.map(post => (

{post.text}

))}

);
}
In the previous Suspense example, we only had one resource
, so we held it in a top-level variable. Now
that we have multiple resources, we moved it to the <App>
's component state:
const initialResource = fetchProfileData(0);
function App() {
const [resource, setResource] = useState(initialResource);
When we click "Next", the <App>
component kicks off a request for the next profile, and passes that object down to the <ProfilePage>
component:
<>
<button onClick={() => {
const nextUserId = getNextId(resource.userId);
setResource(fetchProfileData(nextUserId));
}}>
Next
</button>
<ProfilePage resource={resource} />
</>
Again, notice that we're not waiting for the response to set the state. It's the other way around: we set the
state (and start rendering) immediately after kicking off a request. As soon as we have more data,
React "fills in" the content inside <Suspense>
components.
This code is very readable, but unlike the examples earlier, the Suspense version doesn't suffer from race conditions. You might be wondering why. The answer is that in the Suspense version, we don't have to think about time as much in our code. Our original code with race conditions needed to set the state at the right moment later, or otherwise it would be wrong. But with Suspense, we set the state immediately – so it's harder to mess it up.
When we write code with Promises, we might use catch()
to handle errors. How does this work with
Suspense, given that we don't wait for Promises to start rendering?
With Suspense, handling fetching errors works the same way as handling rendering errors – you can render an error boundary anywhere to "catch" errors in components below.
First, we'll define an error boundary component to use across our project:
// Error boundaries currently have to be classes.
class ErrorBoundary extends React.Component {
state = { hasError: false, error: null };
static getDerivedStateFromError(error) {
return {
hasError: true,
error
};
}
render() {
if (this.state.hasError) {
return this.props.fallback;
}
return this.props.children;
}
}
And then we can put it anywhere in the tree to catch errors:
function ProfilePage() {
return (
<Suspense fallback={
Loading profile...
}>
<ProfileDetails />
<ErrorBoundary fallback={
Could not fetch posts.
}>
<Suspense fallback={
Loading posts...
}>
<ProfileTimeline />
</Suspense>
</ErrorBoundary>
</Suspense>
);
}
It would catch both rendering errors and errors from Suspense data fetching. We can have as many error boundaries as we like but it's best to be intentional about their placement.
We've now covered the basics of Suspense for Data Fetching! Importantly, we now better understand why Suspense works this way, and how it fits into the data fetching space.
Suspense answers some questions, but it also poses new questions of its own:
To answer these questions, we will refer to the next section on Concurrent UI Patterns.


--- layout: page title: About header-img: "img/about-bg.png" ---
This is my first blog and the purpose of it is to share my thoughts and lessons I have learned thus far in life. I hope to start lines of communication with as many other people as possible in order to not only help them grow in their knowledge and understanding, but help myself grow as well.


EBD - Easton Bible DIctionary
Acre
ACRE
"ACRE "is the translation of a word (tse’med), which properly means a yoke, and denotes a space of ground that may be ploughed by a yoke of oxen in a day. It is about an acre of our measure (
Isaiah 5:10
;
1 Samuel 14:14
).
"ACRE "is the translation of a word (tse’med), which properly means a yoke, and denotes a space of ground that may be ploughed by a yoke of oxen in a day. It is about an acre of our measure (Isaiah 5:10; 1 Samuel 14:14).


Decyphering Crypto
Dashboards and checkouts in less than 5 lines of code.
About HELLLO
Settings making coinb.in even better!
These simple settings below make coinb.in one of the most decentralized wallets in the world.
Network:
Select which network you'd like to use for key pair generation.
Pub:
Priv:
Script Hash (multisig):
HD Pub:
HD Priv:
You will not be able to automatically broadcast or retreive your unspent outputs from coinb.in when using this setting and will need to use your desktop client instead, however everything else such as creating key pairs, addresses, transaction generation and signing will continue to function normally.
Broadcast:
Select the network you wish to broadcast the transaction via
Unspent outputs:
Select the network you wish to retreive your unspent inputs from


One injured after car and cyclist collide
by Emma PerryA cyclist has sustained moderate injuries after colliding with a car.
A police spokeswoman said at 5.32pm police arrived at the crash on the intersection of York Pl and Filleul St.
A St John spokesman said one person was transported to Dunedin Hospital with moderate injuries.


--- layout: post title: Our Mobile Needs Privacy Panel for Sure date: 2015-01-02 21:05:05.000000000 +05:30 type: post published: true status: publish categories: - Firefox - Firefox OS tags: - Firefox OS - Mobile security meta: _publicize_pending: '1' publicize_facebook_url: https://facebook.com/521066101241445_988240564523994 _rest_api_published: '1' _rest_api_client_id: "-1" _thumbnail_id: '349' _wpas_done_5327596: '1' _publicize_done_external: a:1:{s:8:"facebook";a:1:{i:100000377806894;b:1;}} publicize_google_plus_url: https://plus.google.com/108982000212947208802/posts/F9mjgTweqYo _wpas_done_9797179: '1' publicize_twitter_user: iamVP7 publicize_twitter_url: http://t.co/eFhYyS02JN _wpas_done_5327584: '1' publicize_linkedin_url: https://www.linkedin.com/updates?discuss=&scope=72621861&stype=M&topic=5956887772563337216&type=U&a=-dJa _wpas_done_5327600: '1' publicize_tumblr_url: http://mobosedu.tumblr.com.tumblr.com/post/106934670550 _wpas_done_9797552: '1' _wpas_path_publicize_failure: O:13:"Keyring_Error":2:{s:16:" publicize_path_id: '' author: login: viswaprasath email<EMAIL_ADDRESS>display_name: Vitchu first_name: '' last_name: '' ---
I have been fan of Mozilla Firefox for one of most important reason, because it will protect my privacy. Ya I don't love to give my information on internet much. I love real time communication and prefer to give my details to the people whom i have closely interacted instead of giving it to Internet Giants.
[caption id="attachment_337" align="alignright" width="199"] Shield is our Privacy Control app[/caption]
Now the world is Moving towards Mobile. Each and everything a small bit of information is transmitted through mobile, the important information which should not be released is our current location, but the mobile phone is having lot of capability to share everything. Each and every app can track our information and it can easily sell the information when we use the application either in our mobile or even as webapps.
To control such information Sharing Latest Mozilla Firefox OS has lot of ways to do it. One among them was Privacy Panel application which will be available soon on Firefox OS 2.2. Since I love to update my developer device I learn and see lot of new things on my device daily.
Why this application is meant for ?
Lot of mobile applications wants us to give our geolocation details. Most of the cases we don't love to give our geolocation details. During such time this application will be very useful. We can easily set our location which is around 50 miles so we dont give our exact details but we can get updates around us.
We can set custom location. Say if you love to update your status from San Francisco, California but you are in Europe or India you can do with this. You can do this for each and every app. So update your Facebook status from SFO, tweet from Europe and share image from India. ;)
Remote Privacy Protection
You can easily set your personal pass phrase. It will be very helpful when your phone is stolen. We can easily get our latitude and longitude of our phone. To do so we simply has to send an sms "RPP locate OURPassPhase" to our number.
To Ring our phone we simply have to use send an sms "RPP ring OURPassPhase" to our number.
To Lock our phone we simply have to use send an sms "RPP lock OURPassPhase" to our number.


Welcome to Homework 2
Part 1: Programming Assignment:
Shopping Cart
Part 2:
Reading Assignment: Deployment Details
Part 3:
Reading Assignment: Inside Servlets
Part 4:
Reading Assignment: JDBC
Part 5: Programming Assignment
Read the attached CSV file using CsvJdbc Driver
Part 6: Programming Assignment
Read the attached Excel File using Apache POI
Part 7: Programming Assignment
Create an application to browse movies and add new movies to the DB.
Part 8: Programming Assignment
Create an application using Prepared Statement to enter the books to the database.


This includes object permissions, edit queries for controlling UI callbacks, object relationships, ORM, and more.
All information is then made available as an object model that is then used throughout OA, using reflection, property paths, and other techniques.


I was born in Seattle in 1994, and I've lived here in the Pacific Northwest for my entire life. I lived in Bellingham for 6 years while I was going to school at Western Washington University, and now I'm back in Ballard. One of my favorite hobbies is playing video games, and though I play both on console and PC, overall I have to say that PC is my favorite. My dog's name is Bailey, she's a 4 year old yellow lab mix, and she is such a sweetheart. I have a sometimes deadpan, sometimes extremely dumb sense of humor, and Zoolander appeals perfectly to me. (I'm also a big fan of Owen Wilson.) And I'm really not picky when it comes to food - I'll eat just about anything.


Victoria Peak
Victoria Peak
Riding The Peak Tram is the quickest and most scenic way to arrive at The Peak. The Peak Tram Lower Terminus is easily reachable by foot from the MTR in Central or by public transportation. The best way to enjoy the ultimate Peak experience is Peak Tram Sky Pass, offering you enjoyment of a trip on the famous Peak Tram and the fabulous panoramic views of Hong Kong from The Sky Terrace 428, the highest 360° viewing terrace in Hong Kong. With the Peak Tram Sky Pass, you can enjoy more Peak experiences at a special price sold at Garden Road Peak Tram Lower Terminus or appointed travel agents.
Single and Return Peak Tram Ticket is also available. Where to purchase : All tickets are sold at Garden Road Peak Tram Lower Terminus or appointed travel agents. Peak Tram Upper Terminus (The Peak Tower) sells Peak Tram tickets (Return & Single) only.


Skills
Skills indicate how adept or well trained your character is at performing a certain action. Each Skill is detailed below.
Skills have four parts: Ranks, Modifier, Misc., and Bonus.
Ranks
You determine how versatile you want your character to be at a Skill by placing points in the ranks column.
When you first create your character, each rank starts at 0. You then have a pool of 8 Points to distribute between all
of the Skills. To increase a rank by one, you reduce the pool by one, until the remaining Skill points is zero.
Ranks for a Skill can go no higher than your character's level + 3
Modifier
The Skill modifier is carried down from the relevant ability modifier. If your Strength Modifier is 3, for example, all of the Skills
in the Strength section have a modifier of 3. The same follows for the other abilities.
Misc.
Various Features and magical items can give a Misc. bonus to specific Skills. This is added to the Misc. bonus of the relevent Ability.
Bonus
The sum of Ranks, Modifier, and Misc..
Making a Skill check
Your GM may call for a Skill check to be rolled when you attempt an action related to that Skill.
To roll a Skill check, take the result of 1d20 + Skill Bonus. Your GM will tell you if the result is high enough to perform
the action you were attempting.
Regardless of if the check succeeds or not, the Speed cost, if any, is applied fully.
Criticaling
When rolling 1d20, if the result of the roll is 20 before any other modifiers are applied, this is referred to as a critical.
A critical indicates an automatic success, as long as the GM rules that the action isn't physically impossible, and that
you have the necessary equipment, if any.
A critical also means that you performed the action so effectively, that you can add a flourish to the action for flavor,
if desired.
Fumbling
When rolling 1d20, if the result of the roll is 1 before any other modifiers are applied, this is referred to as a fumble.
A fumble indicates an automatic failure, but only if a creature is under pressure, such
as a combat situation. Otherwise, the roll is added normally.
On a fumble, you can still continue your turn, even to retry the check, as long as you have enough Speed remaining to do so.
Opposed Skill checks
When certain Skills are attempted against a creature, that creature has the opportunity to roll a corresponding opposing Skill check,
instead of a Difficulty assigned by the GM. These are specified in the Skill description.
Strength Skills
Skills that fall under the Strength ability.
Athletics
Athletics is the Skill to perform general feats of athleticism, such as jumping over a chasm or throwing a grappling hook.
-
Speed Cost: Varies
-
On failure: Varies
Climb
Climb is the Skill to scale difficult surfaces.
-
Speed Cost: 10ft for every 5ft climbed.
-
On failure: The creature remains in the same spot.
Swim
Swim is the Skill to move through water quickly and effecively. Calm water does not require a check.
-
Speed Cost: 10ft for every 5ft swam.
-
On failure: The creature begins to sink.
Agility Skills
Skills that fall under the Agility ability.
Acrobatics
Acrobatics is the Skill to balance on a ledge, tumble between a giant's legs, dodge out of harm's way, and recuce fall damage.
-
Speed Cost: Varies
-
On failure: Varies
Escape Artist
Escape Artist is the Skill to escape restraints such as handcuffs and knots.
-
Speed Cost: 30ft
-
On failure: The creature remains restrained.
Sleight of Hand
Sleight of Hand is the Skill to cleverly move one's hands so as to conceal their actions, such as hiding a dagger in their
boot, or slipping poison into the Elf's drink.
-
Speed Cost: 5ft
-
Oppossed by: Perception check
-
On failure: If the Sleight of Hand check does not exceed the target's Perception check,
the target notices the action the creature is attempting, and can react to it.
Stealth
Stealth is this Skill to move and hide without being noticed.
-
Speed Cost: 10ft for every 5ft travelled.
-
Opposed by: Perception check
-
On failure: If the Stealth check does not exceed the target's perception check, the
target becomes aware of the creature's presence.
Focus Skills
Skills that fall under the Focus ability.
Concentration
Concentration is the Skill to not be distracted, as well as protect your mind from certain spells.
-
Speed Cost: None
-
On failure: Varies
Engineer
Engineer is the Skill to create items and discern structural details.
-
Speed Cost: Varies
-
On failure: The result is ineffective.
Insight
Insight is the Skill to discern information from subtle details.
-
Speed Cost: None
-
On failure: No extra information is discovered.
Medicine
Medicine is the Skill to determine a creatures ailments and apply cures to some wounds.
-
Speed Cost: Varies, at least 60ft.
-
On failure: The treatment is ineffective.
Perception
Perception is the Skill to notice the presence or absence of other entites through sound, sight, smell, or other sense.
-
Speed Cost: None.
-
On failure: Something goes unnoticed.
Recall
Recall is the Skill to remember information that a creature would have collected in the past. The information must be
something a creature would already know. The GM can challenge if a creature would actually have the information
depending on their background.
-
Speed Cost: None
-
On failure: The information isn't available to the creature. A retry can only be attempted
a day later.
Survival
Survival is the Skill to survive in the wild. Can include things such as tying knots in a rope, lighting a fire, or discerning
what direction is North.
-
Speed Cost: Varies
-
On failure: The action is unsuccessful.
Charm Skills
Skills that fall under the Charm ability.
Animal Handling
Animal Handling is the Skill to effectively interact with animals. A successful check will shift an animals attitude by one
step in a positive direction.
-
Speed Cost: Varies, at least 60ft.
-
On failure: If the check fails by a difference of 5 or more, the animal's attitude shifts
one step in a negative direction. Otherwise the animal remains at it's previous stance towards the creature.
Deception
Deception is the Skill to bluff and misdirect others. If a lie is too unbelievable, a GM may allow the target to roll with Advantage, or increase the Difficulty of performing the Deception.
-
Speed Cost: None
-
Opposed by: Insight check.
-
On failure: If the Deception check does not exceed the target's Insight check, the
target begins to doubt the creature.
Diplomacy
Diplomacy is the Skill to cause other to see your point of view. A successful check will shift another's attitude towards the creature by one step in a postive direction.
-
Speed Cost: None
-
Opposed by:Diplomacy check
-
On failure: If the check fails by a difference of 5 or more, the target's attitude shifts
one step in a negative direction. Otherwise the target remains at it's previous stance towards the creature.
Diplomacy cannot be used to coerce a creature into taking an action that would be against their character. Player characters cannot be influenced with Diplomacy checks.
Perform
Perform is the Skill to effectively capture the attention of others through song, stories, dance, or playing an instrument.
On exceptional checks, the audience may even tip the performer.
Speed Cost: Varies, at least 60ft
On failure: The audience doesn't pay much attention to the performer.


Hold Info Edge (India); target of Rs 2630: ICICI Direct
ICICI Direct recommended hold rating on Info Edge (India) with a target price of Rs 2630 in its research report dated November 13, 2019.
by Broker ResearchICICI Direct's research report on Info Edge (India)
InfoEdge reported a mixed set of Q2FY20 numbers. While revenues were above our estimates, EBITDA margins were below our estimate. Revenues grew 19.5% YoY to Rs 316.6 crore led by recruitment solutions (grew 18.7% YoY to Rs 226.4 crore) and 99acres (grew 26.2% YoY to Rs 57.0crore). EBITDA margins declined ~92 bps QoQ to 31.4% mainly due to an increase in employee benefit expenses and administrative expenses. Although the current stock price limits the valuation upside, we like the company’s business model considering it is a quasi-play on India’s booming startup economy and prudent capital allocation.
Outlook
Revenue momentum in key businesses along with two unicorns in the growing space (Zomato & PolicyBazaar) bode well for the company. Coupled with margin expansion would lead to strong growth in profitability. However, the recent run up in stock price leaves limited upside in valuation. Hence, we maintain our HOLD recommendation on the stock and value the stock on an SOTP basis to arrive at a target price of Rs 2630/share.
For all recommendations report, click here
Disclaimer: The views and investment tips expressed by investment experts/broking houses/rating agencies on moneycontrol.com are their own, and not that of the website or its management. Moneycontrol.com advises users to check with certified experts before taking any investment decisions.
Get access to India's fastest growing financial subscriptions service Moneycontrol Pro for as little as Rs 599 for first year. Use the code "GETPRO". Moneycontrol Pro offers you all the information you need for wealth creation including actionable investment ideas, independent research and insights & analysis For more information, check out the Moneycontrol website or mobile app.


Dilip Buildcon share price jumps 4% on Rs 2,100 cr order from Coal India
Dilip Buildcon said the order was valued at Rs 2,122.74 crore and the contract period was 1,552 days.
Shares of Dilip Buildcon (DBL) gained 4 percent intraday November 19 on receiving a Rs 2,100 crore order from country's largest coal mining company Coal India.
"DBL has been awarded overburden removal contract mining work for Nigahi Project at Singrauli District in Madhya Pradesh by the Northern Coalfield Limited (NCL), a subsidiary of Coal India," the construction company said in its BSE filing.
NCL issued Letter of Award (LOA) on November 18.
The company said the order was valued at Rs 2,122.74 crore and the contract period was 1,552 days.
The company was declared as L1 bidder in the reverse auction conducted by Northern Coalfields Limited (NCL), a subsidiary of Coal India Limited on September 29 this year.
Overburden removal quantity stood at 186.23 million BCM, the company said.
The stock was quoting at Rs 417.50, up Rs 13.60, or 3.37 percent on the BSE at 1013 hours IST.Get access to India's fastest growing financial subscriptions service Moneycontrol Pro for as little as Rs 599 for first year. Use the code "GETPRO". Moneycontrol Pro offers you all the information you need for wealth creation including actionable investment ideas, independent research and insights & analysis For more information, check out the Moneycontrol website or mobile app.


I would like to express my special thanks of gratitude to the teachers of Computer Science and Appilcation Department of our school who gave me the golden oppurtunity to do this wonderful project.I would also like to extend my gratitude to the Principal of our School "Mr.Arijit Mitra" for providing me with all the facility that was required
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Most popular typesetting, remaining are essentially was popularised in the 1960s with the release of uncover many web sites still in their nfancy. Various versions have evolved over the years, sometimes
Most popular typesetting, remaining are essentially was popularised in the 1960s with the release of uncover many web sites still
Opexlo Studio - 2018 to Present
Xolo Creation - 2017 to 2018
Pixxi Lab - 2014 to 2017
Zelpo Studio - 2009 to 2014
East West Universuty, USA
2014 to 2017
Pixel Studio, USA
2015 to 2016
Marke IT Limited, USA
2013 to 2014
New Yourk Accademy of Art
2011 to 2012
Fluent conversation
Fluent conversation
Fluent conversation
Fluent conversation


Class: Sunspot::Session
- Inherits:
-
Object
- Object
- Sunspot::Session
- Defined in:
- sunspot/lib/sunspot/session.rb
Overview
A Sunspot session encapsulates a connection to Solr and a set of configuration choices. Though users of Sunspot may manually instantiate Session objects, in the general case it’s easier to use the singleton stored in the Sunspot module. Since the Sunspot module provides all of the instance methods of Session as class methods, they are not documented again here.
Class Attribute Summary (collapse)
-
+ (Object) connection_class
For testing purposes.
Instance Attribute Summary (collapse)
-
- (Object) config
readonly
Sunspot::Configuration object for this session.
Instance Method Summary (collapse)
-
- (Object) batch
See Sunspot.batch.
-
- (Object) commit
See Sunspot.commit.
-
- (Object) commit_if_delete_dirty
See Sunspot.commit_if_delete_dirty.
-
- (Object) commit_if_dirty
See Sunspot.commit_if_dirty.
-
- (Boolean) delete_dirty?
See Sunspot.delete_dirty?.
-
- (Boolean) dirty?
See Sunspot.dirty?.
-
- (Object) index(*objects)
See Sunspot.index.
-
- (Object) index!(*objects)
See Sunspot.index!.
-
- (Session) initialize(config = Configuration.build, connection = nil) {|@config| ... }
constructor
Sessions are initialized with a Sunspot configuration and a Solr connection.
-
- (Object) more_like_this(object, *types, &block)
See Sunspot.more_like_this.
-
- (Object) new_more_like_this(object, *types, &block)
See Sunspot.new_more_like_this.
-
- (Object) new_search(*types, &block)
See Sunspot.new_search.
-
- (Object) optimize
See Sunspot.optimize.
-
- (Object) remove(*objects, &block)
See Sunspot.remove.
-
- (Object) remove!(*objects)
See Sunspot.remove!.
-
- (Object) remove_all(*classes)
See Sunspot.remove_all.
-
- (Object) remove_all!(*classes)
See Sunspot.remove_all!.
-
- (Object) remove_by_id(clazz, id)
See Sunspot.remove_by_id.
-
- (Object) remove_by_id!(clazz, id)
See Sunspot.remove_by_id!.
-
- (Object) search(*types, &block)
See Sunspot.search.
Constructor Details
- (Session) initialize(config = Configuration.build, connection = nil) {|@config| ... }
Sessions are initialized with a Sunspot configuration and a Solr connection. Usually you will want to stick with the default arguments when instantiating your own sessions.
32 33 34 35 36 37 |
# File 'sunspot/lib/sunspot/session.rb', line 32 def initialize(config = Configuration.build, connection = nil) @config = config yield(@config) if block_given? @connection = connection @deletes = @adds = 0 end |
Class Attribute Details
+ (Object) connection_class
For testing purposes
17 18 19 |
# File 'sunspot/lib/sunspot/session.rb', line 17 def connection_class #:nodoc: @connection_class ||= RSolr end |
Instance Attribute Details
- (Object) config (readonly)
Sunspot::Configuration object for this session
25 26 27 |
# File 'sunspot/lib/sunspot/session.rb', line 25 def config @config end |
Instance Method Details
- (Object) batch
See Sunspot.batch
224 225 226 227 228 |
# File 'sunspot/lib/sunspot/session.rb', line 224 def batch indexer.start_batch yield indexer.flush_batch end |
- (Object) commit
See Sunspot.commit
105 106 107 108 |
# File 'sunspot/lib/sunspot/session.rb', line 105 def commit @adds = @deletes = 0 connection.commit end |
- (Object) commit_if_delete_dirty
See Sunspot.commit_if_delete_dirty
217 218 219 |
# File 'sunspot/lib/sunspot/session.rb', line 217 def commit_if_delete_dirty commit if delete_dirty? end |
- (Object) commit_if_dirty
See Sunspot.commit_if_dirty
203 204 205 |
# File 'sunspot/lib/sunspot/session.rb', line 203 def commit_if_dirty commit if dirty? end |
- (Boolean) delete_dirty?
See Sunspot.delete_dirty?
210 211 212 |
# File 'sunspot/lib/sunspot/session.rb', line 210 def delete_dirty? @deletes > 0 end |
- (Boolean) dirty?
See Sunspot.dirty?
196 197 198 |
# File 'sunspot/lib/sunspot/session.rb', line 196 def dirty? (@deletes + @adds) > 0 end |
- (Object) index(*objects)
See Sunspot.index
88 89 90 91 92 |
# File 'sunspot/lib/sunspot/session.rb', line 88 def index(*objects) objects.flatten! @adds += objects.length indexer.add(objects) end |
- (Object) index!(*objects)
See Sunspot.index!
97 98 99 100 |
# File 'sunspot/lib/sunspot/session.rb', line 97 def index!(*objects) index(*objects) commit end |
- (Object) more_like_this(object, *types, &block)
See Sunspot.more_like_this
80 81 82 83 |
# File 'sunspot/lib/sunspot/session.rb', line 80 def more_like_this(object, *types, &block) mlt = new_more_like_this(object, *types, &block) mlt.execute end |
- (Object) new_more_like_this(object, *types, &block)
See Sunspot.new_more_like_this
65 66 67 68 69 70 71 72 73 74 75 |
# File 'sunspot/lib/sunspot/session.rb', line 65 def new_more_like_this(object, *types, &block) types[0] ||= object.class mlt = Search::MoreLikeThisSearch.new( connection, setup_for_types(types), Query::MoreLikeThisQuery.new(object, types), @config ) mlt.build(&block) if block mlt end |
- (Object) new_search(*types, &block)
See Sunspot.new_search
42 43 44 45 46 47 48 49 50 51 52 |
# File 'sunspot/lib/sunspot/session.rb', line 42 def new_search(*types, &block) types.flatten! search = Search::StandardSearch.new( connection, setup_for_types(types), Query::StandardQuery.new(types), @config ) search.build(&block) if block search end |
- (Object) optimize
See Sunspot.optimize
113 114 115 116 |
# File 'sunspot/lib/sunspot/session.rb', line 113 def optimize @adds = @deletes = 0 connection.optimize end |
- (Object) remove(*objects, &block)
See Sunspot.remove
121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 |
# File 'sunspot/lib/sunspot/session.rb', line 121 def remove(*objects, &block) if block types = objects conjunction = Query::Connective::Conjunction.new if types.length == 1 conjunction.add_positive_restriction(TypeField.instance, Query::Restriction::EqualTo, types.first) else conjunction.add_positive_restriction(TypeField.instance, Query::Restriction::AnyOf, types) end dsl = DSL::Scope.new(conjunction, setup_for_types(types)) Util.instance_eval_or_call(dsl, &block) indexer.remove_by_scope(conjunction) else objects.flatten! @deletes += objects.length objects.each do |object| indexer.remove(object) end end end |
- (Object) remove!(*objects)
See Sunspot.remove!
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# File 'sunspot/lib/sunspot/session.rb', line 145 def remove!(*objects) remove(*objects) commit end |
- (Object) remove_all(*classes)
See Sunspot.remove_all
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# File 'sunspot/lib/sunspot/session.rb', line 174 def remove_all(*classes) classes.flatten! if classes.empty? @deletes += 1 indexer.remove_all else @deletes += classes.length classes.each { |clazz| indexer.remove_all(clazz) } end end |
- (Object) remove_all!(*classes)
See Sunspot.remove_all!
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# File 'sunspot/lib/sunspot/session.rb', line 188 def remove_all!(*classes) remove_all(*classes) commit end |
- (Object) remove_by_id(clazz, id)
See Sunspot.remove_by_id
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# File 'sunspot/lib/sunspot/session.rb', line 153 def remove_by_id(clazz, id) class_name = if clazz.is_a?(Class) clazz.name else clazz.to_s end indexer.remove_by_id(class_name, id) end |
- (Object) remove_by_id!(clazz, id)
See Sunspot.remove_by_id!
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# File 'sunspot/lib/sunspot/session.rb', line 166 def remove_by_id!(clazz, id) remove_by_id(clazz, id) commit end |
- (Object) search(*types, &block)
See Sunspot.search
57 58 59 60 |
# File 'sunspot/lib/sunspot/session.rb', line 57 def search(*types, &block) search = new_search(*types, &block) search.execute end |


--- layout: post title: ! 'WHAT NEVER TO DO… in Hungarian Dance #bubblesort' published: true --- Warning, it's pretty long. Hyuk.


The Reset Windows Update Tool has been developed for use as a support of system repair options. It is possible to reset the Windows Update Components. Also is able to delete temporary files, scan, detect and repair corruptions with the Windows System image, scan all protected system files and replace any corrupted files, change invalid values in the Windows Registry, reset Winsock settings and more.
This tool is compatible with Windows 8, Windows 8.1, Windows 10.
When you run Reset Windows Update Tool, the operating system version or build is detected, the name and family of the operating system are determined.
If the operating system is not compatible with this tool, display an error message and the tool will be closed.
How do I reset Windows Update components?: https://support.microsoft.com/en-us/kb/971058.
Use the System File Checker tool to repair missing or corrupted system files: https://support.microsoft.com/en-us/kb/929833.
Fix Windows Update errors by using the DISM or System Update Readiness tool: https://support.microsoft.com/en-us/kb/947821.
Reset Windows Update Tool is licensed under the MS-PL License - see the Microsoft Public License for details.


Instead of let expr
, prefer (( expr ))
.
let a++
(( a++ )) || true
Note,
|| true
bits ignore error status code when incrementing from0
to1
The (( .. ))
arithmetic compound command evaluates expressions in the same way as let
, except it's not subject to glob expansion and therefore requires no additional quoting or escaping.
This warning only triggers in Bash/Ksh scripts. In Sh/Dash, neither let
nor (( .. ))
are defined, but can be simulated with [ $(( expr )) -ne 0 ]
to retain exit code, or : $(( expr ))
to ignore it.
None.


fun registerArgument(argument: Argument): Unit
Register an argument with this command.
This is called automatically for the built in arguments, but you need to call this if you want to add a custom argument.


--- title: COVID-19 World Dashboard author: Daniel Boadzie date: '2021-06-16' slug: covid-19-world-dashboard categories: - Dashboards tags: - Report - Plot - Visualization - COVID-19 description: ~ image: https://images.unsplash.com/photo-1551288049-bebda4e38f71?ixid=MnwxMjA3fDB8MHxwaG90by1wYWdlfHx8fGVufDB8fHx8&ixlib=rb-1.2.1&auto=format&fit=crop&w=1050&q=80 math: ~ license: ~ hidden: no comments: yes ---
Ever wanted to make a dashboard, maybe to visualize some KPI or visualize COVID-19 statistics? There some many ways to build a dashboard. You can use Business Intelligence tools like tableau, looker or Google Data Studio. These dashboards offer the following advantages;
They can show live data that can be updated automatically(That is what we will build in this tutorial).
They can allow for up-to-date filtering and viewing of data.
Make timely informed-decision making possible.
In, this article we will build a live dashboard connected to live data. The dashboard will show COVID-19 updates globally.
We will build the dashboard with Data Studio with data scraped from Worldometer
First, we will use Google Sheet to scrape the data from Worldometer. To scrape data with Google Sheets, do the following;
Copy the Worldometer url.
open a new empty sheet
Type the following code into the first cell and press enter
=IMPORTHTML("https://www.worldometers.info/coronavirus/", "table", 1)
The formula has the following arguments;
IMPORTHTML(url, query, index)
url - The URL of the page to examine, including protocol (e.g. http://). The value for url must either be enclosed in quotation marks or be a reference to a cell containing the appropriate text.
query - Either “list” or “table” depending on what type of structure contains the desired data.
index - The index, starting at 1, which identifies which table or list as defined in the HTML source should be returned. The indices for lists and tables are maintained separately, so there may be both a list and a table with index 1 if both types of elements exist on the HTML page.
(from Google) `
The output should look like the following;
We now use this data in Google Data Studio to build the dashboard below. The dashboard will automately update every 15 minutes. Cool right? I know!!
With BI tools like Google Data Studio, telling stories in data is a breeze. I hope this will inspire to try it out on your own.
Happy Analyzing!!


Logical Interfaces
Logical interfaces of element {{element_name}}{{#element_alias}} ({{.}}){{/element_alias}}
| Name |
Administrative State |
Link State |
| {{&ifl_name}} |
{{administrative_state}} |
{{operational_state}} |
No interfaces found
No logical interfaces have been registered for this element


The scene room consists of a gridded floor (green) and four gridded walls (blue, red, yellow and brown). These display markers to show the positions of the Models.
Drag the cursor around for different viewing angles.
The Menu Bar
As well as providing a menu of actions for the room it displays whether the model is exported


The Twilight Saga: Breaking Dawn - Part 2
The Twilight Saga: Breaking Dawn - Part 2 is a movie starring Kristen Stewart, Robert Pattinson, and Taylor Lautner. After the birth of Renesmee/Nessie, the Cullens gather other vampire clans in order to protect the child from a...


1 1/2 lb boneless beef round steak
1/2 teaspoon peppered seasoned salt
6 to 8 small red potatoes, cut into fourths
1 1/2 cups ready-to-eat baby-cut carrots
1 medium onion, sliced
1 can (14.5 oz) Muir Glen™ organic diced tomatoes with Italian herbs, undrained
1 jar (12 oz) beef gravy
Chopped fresh parsley, if desired
Cut beef into 6 serving pieces. Spray 12-inch skillet with cooking spray; heat over medium-high heat. Sprinkle beef with seasoned salt. Cook in skillet 6 to 8 minutes, turning once, until brown.
In 4- to 5-quart slow cooker, layer potatoes, carrots, beef and onion. In medium bowl, mix tomatoes and gravy; spoon over mixture in slow cooker.
Cover; cook on Low heat setting 7 to 8 hours. Sprinkle with parsley.

Note: This recipe was tested in slow cookers with heating elements in the side and bottom of the cooker, not in cookers that stand only on a heated base. For slow cookers with just a heated base, follow the manufacturer’s directions for layering ingredients and choosing a temperature.
Calories: 220
Total Carbohydrates: 20 g
Cholesterol: 60 mg
Dietary fiber: 3 g
Protein: 27 g
Saturated fat: 2 g
Amount Per: 1 Serving
Sodium: 680 mg


In the culture of the Akan people of Ghana, they name their children after the day of the week in regardness of the soul and character of that particular person who is born.
What is your Akan name?


Psalms 55:22
Cast thy burden upon the LORD, and he shall sustain thee: he shall never suffer the righteous to be moved.


This is the mnemonic version of the Pan Africa (SIL) keyboard. It features a layout that adjusts to the arrangement of keys on your hardware keyboard. For a keyboard tailored to the US hardware keyboard, use "Pan Africa Positional (SIL)."
This keyboard was developed to type the Latin-script languages of Africa. An attempt was made to cover the orthographic needs for SIL in many of the countries of Africa, but this cannot be considered a complete list, nor should it be considered an endorsement for this particular layout.


You can search with Google and Bing for more URLs relevant to the domain based on the keywords previously defined
Each time you Fetch URLs, you will get a batch of 150-200 results from several Search Engines
Results are initially labeled as neutral, it's up to you to label them as relevant or irrelevant.
You don't have to label all the results, just keep going until you think you teach the system enough of what you are looking for, though we'd recommend at least 100,
but could be more depending on the nuance of the domains.
In the results view, there is an infinite scroll, so take it easy :)
Will perform open web crawls based on a classifier built upon the labeled data
3.1. Train with Deep-Deep
Builds the model for the classifier based on the labeled pages.
Requires a prior training using imported URLs or the SearchEngines Fetch to gather some URLs.
Build started! It usually takes around a minute to complete.
{{modeler.percentageDone | roundup}}% Complete
{{modeler.percentageDone | roundup}}%
Model completed. You should rebuild it if you label more results.
Only a small sample of all the crawled domains will be showed on the results. You need to contact us in order to get all the results due their large volume.
The depth of the crawl on a given domain is decided dynamically based on the relevance of the pages found on it.
Before starting the broad crawl, please rebuild the model (from Step 1)
Will perform the search on the Deep Web on the keywords defined
This feature works as the Search URLs tab but will retrieve results from a onion search index instead of from Search Engines, using the current defined keywords.
You can label the results if you wish, but displaying the results is actually the end of the workflow for the deep web search right now. We are working on the next step.


Next: The latest Earley set, Previous: The traditional input model, Up: Parse location [Contents][Index]
Libmarpa’s idea of parse location, is the earleme, but Libmarpa also tracks Earley sets by ordinal number. In Libmarpa’s basic input models, the earleme of an Earley set is always equal to the ordinal of the Earley set, so the distinction between Earley set ordinal and earleme is pedantic. But Libmarpa’s advanced input models allow sparse input and, when sparse input is in use, an Earley set’s ordinal and its earleme may differ. See The fully general input model.
The earlemes are assigned consecutive non-negative integers, starting at 0. The highest valued earleme is called the furthest earleme. See The furthest earleme. The other important earleme values are the latest earleme (see The latest earleme) and the current earleme (see The current earleme). Latest, current and furthest earleme, when they have specified values, obey a lexical order in this sense: The latest earleme is always at or before the current earleme, and the current earleme is always at or before the furthest earleme.
The Earley set ordinal is also known as the ID of the Earley set, or Earley set ID. Earley set IDs are consecutive non-negative integers, starting at 0. The highest valued Earley set ID is that of the latest Earley set. See The latest Earley set


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