Instruction
|
Short Description |
Opcode |
Initial Stack |
Final Stack |
Long Description |
| halt |
Halt execution |
0x00 |
|
|
Halts execution of the issuing agent. This frees the agent's context
for another incomming agent. |
| loc |
Push host location |
0x01 |
|
[location] |
Pushes the mote's location onto the operand stack as a value. |
| aid |
Push agent ID |
0x02 |
|
[agentid] |
Pushes agent's ID onto the operand stack. |
| rand |
Push random number |
0x03 |
|
[value] |
Pushes a 16-bit random number onto the operand stack as a value. |
| cpush |
Pushes condition onto the stack |
0x04 |
|
[value] |
Pushes the issuing agent's condition variable onto its stack as a value. |
| depth |
Push stack depth |
0x05 |
|
[value] |
Pushes the depth of the agent's operand stack onto the stack as a value;
the depth is the value before executing this operation. |
| vicinity |
Checks if dist <= 2 |
0x06 |
[location] |
|
Checks whether the location on the stack is within a distance
of <= 2 of the location(s) on the heap. Heap [0] must be the number of
locations, Heap[1...n] must be the locations. |
| clear |
Clear the operand stack |
0x07 |
|
|
Clear the operand stack. |
| numnbrs |
number of neighbors |
0x08 |
|
[value] |
Pushes the number of neighbors onto the stack. |
| randnbr |
get random neighbor |
0x09 |
|
[location] |
Pushes the location of a random neighbor onto the stack. Sets condition
= 1 if success, else sets condition = 0. |
| wait |
make agent wait |
0x0a |
|
|
Stops agent execution without deallocating its resources. Allows it to
wait for a reaction to fire |
Instruction
|
Short Description |
Opcode |
Initial Stack |
Final Stack |
Long Description |
| inc |
Increment value |
0x0b |
[value]
or
[location] |
[value+1]
or
[loction] |
Pops a value off the operand stack and pushes the incremented value back
onto the stack.
If the top of the stack is a location, it increments the location as
follows: If heap[11] = <value:1> increment only x, if heap[11] = <value:2>
increment only y, otherwise increment both x and y
|
| clearvar |
Clear heap variable |
0x0c |
[value] |
|
Pops a heap address value off the operand stack and clears the heap at
that address. |
| inv |
Invert a value |
0x0d |
[value] |
[value] |
Pops a value off the operand stack, multiplies it by -1, and pushes the
result onto the stack. |
| not |
Boolean not |
0x0e |
[value] |
[value] |
Pops a value off the operand stack. If the value is not 0, push a 0 onto
the stack, else push a 1. |
| lnot |
logical not |
0x0f |
[value] |
[value] |
Pops a value off the operand stack and pushes its logical not (e.g.
0x2e will result in 0xffd1). |
| copy |
Copy top of operand stack |
0x10 |
[var] |
[var], [var] |
Pops a variable off the operand stack, pushes it back onto the stack
twice. |
| pop |
Pop top of operand stack |
0x11 |
[var] |
|
Pops a variable off the operand stack. |
| cpull |
Pulls value from stack onto condition |
0x12 |
[value] |
|
Pops the value off the stack and sets it to be the condition. |
| sleep |
Sleep |
0x13 |
[value] |
|
Halt the issuing agent for [value] * 0.125 seconds. |
| jumpc |
Absolute jump condition |
0x14 |
[value] |
|
Jump to the absolute address specified in the value on top of the operand
stack if the condition is > 0. Decrements the condition code if jump. |
| jumps |
Absolute jump stack |
0x15 |
[value] |
|
Jump to the absolute address specified in the value on top of the operand
stack. |
| putled |
Actuate LEDs |
0x16 |
[value] or [reading] |
|
Takes a single operand and lights the LEDs as follows.
If the operand
is a value: It uses the lowest five bits of the operand to determine
how to actuate
the
LEDs.
The
lowest
three
bits
denote the 3 LEDs; bit 0 is red, bit 1 is green, and bit 2 is yellow. The
next two bits (3 and 4) specify which operation to apply; 00 is set, 01
is off (active on 0), 10 is on, and 11 is toggle. For example, 31
(0x1f) toggles all
three LEDs, 19 turns the red and green off (leaving yellow unchanged),
and 0x2 sets the LEDS to be red off, green on, and yellow off.
| Operation |
Binary Value |
Decimal Value |
| set only red on |
00001 |
1 |
| set only green on |
00010 |
2 |
| set only yellow on |
00100 |
4 |
| Toggle red |
11001 |
25 |
| Toggle green |
11010 |
26 |
| Toggle yellow |
11100 |
28 |
| Toggle all 3 LEDs |
11111 |
31 |
| Turn off red |
01110 |
14 |
| Turn off green |
01101 |
13 |
| Turn off yellow |
01011 |
11 |
| Turn off all 3 LEDs |
01000 |
8 |
| Turn on red |
10001 |
17 |
| Turn on green |
10010 |
18 |
| Turn on yellow |
10100 |
20 |
| Turn on all LEDs |
10111 |
23 |
If the operand is a reading, it simply displays the lower 3 bits in on the
LEDs.
|
| smove |
Strong migration |
0x17 |
[location] |
|
Performs a strong migration to a remote host. The location of the remote
host is specified by the parameter on top of the operand stack. A strong
migration does not affect the execution of the agent (the pc, stack, and
heap are all maintained). The condition code is set as follows:
- 0 - move failed (agent continues to run on original host)
- 1 - move succeeded (agent now runing on remote host)
|
| wmove |
Weak migration |
0x18 |
[location] |
|
A weak version of smove. |
| sclone |
Strong clone |
0x19 |
[location] |
|
Pops the value off the operand stack. Clones itself at node with address
value. The clone inherits the initiating agent's program counter.
The condition code is set as follows:
- 0 - clone failed (agent continues to run on original host)
- 1 - clone succeeded (agent now runing on remote host)
- 2 - child (this is the code set on the child agent prior to running)
|
| wclone |
Weak clone |
0x1a |
[location] |
|
A weak version of sclone. |
| getvars |
get a heap var, address in stack |
0x1b |
[value] |
[var] |
Retrieves a variable off the heap and pushes it onto the operand stack.
The address of the heap is specified by the value on top of the stack. |
| setvars |
set heap var, address in stack |
0x1c |
[value]
[var]
|
|
Saves a variable on the heap. The variable and address to store it must
both be on the operand stack. |
| getnbr |
get neighbor address |
0x1d |
[value] |
[location] |
Get the address of the neighbor. All neighbors are stored in a list.
The value specifies which position in the list to get. The value must be
between 0 and numnbrs-1. Sets condition = 1 if success, else sets condition
= 0.
Note: There is no synchronization between a call to numnbrs and
subsequent calls to getnbr, nor is there any between two
calls to getnbr. Since the neighbor list is dynamic, calling
getnbr may fail or may return the same neighbor using two different indices.
Failure
is indicated by setting the condition code to 0.
The suggested way of iterating through all neighbors is to take a snapshot
of the neighbor list by calling numnbrs, then immediately calling
getnbr to push the entire list onto the stack. |
| cisnbr |
is neighbor |
0x1e |
[location] |
|
Pops a location off the operand stack, sets the condition = 1 if the
location is a neighbor. |
| sense |
take a sensor reading |
0x1f |
[value] |
[reading]
|
Reads a sensor. The sensor type is specified by the value on top of the
operand stack, defined as follows:
- Photo = 1
- Temp = 2
- Microphone = 3
- Magnometer X = 4
- Magnometer Y= 5
- Accelerometer X =6
- Accelerometer Y= 7
- Sounder = 8
|
| dec |
decrement |
0x20 |
[value] or [location] |
[value] or [location] |
decrements a value or location. heap[11] is used to determine
which axis to decrement in the case of a location. If heap[11] is not set,
it decrements both the x and y coordinates, if heap[11] is 1 it only decrements
the x coordinate, if heap[11] is 2 it only decrements the y coordinate. |
Instruction
|
Short Description |
Opcode |
Initial Stack |
Final Stack |
Long Description |
| dist |
distance |
0x21 |
[location1],
[location2]
or
[reading1],
[reading2] |
[value] |
Pops two variables off the operand stack. If the two variables are both
locations, this calculates the distance between them. The distance is
calcualted using
|x1-x2|^2
+ |y1-y2|^2.
If the two variables are both sensor readings, this calculates how far
apart they are. |
| swap |
Swap top two varibles |
0x22 |
[var1], [var2] |
[var2],
[var1] |
Pop [var1] then [var2] off the stack, then push [var2] then [var1]
back on stack. This swaps their positions on the stack. |
| land |
logical bitwise AND |
0x23 |
[value1], [value2] |
[value] |
Pop [value1] and [value2] off the stack. Then perform a
logical bitwise AND between them and push
the resulting
value back onto the stack. |
| lor |
logical bitwise OR |
0x24 |
[value1], [value2] |
[value] |
Pop [value1] and [value2] off the stack. Then perform a
logical bitwise OR between them and push the resulting value back onto
the stack. |
| and |
boolean AND |
0x25 |
[value1], [value2] |
[value] |
Pop [value1] and [value2] off the stack. If both [value1] and [value2] are non-zero, push a 1 value onto the stack, else push
a 0. |
| or |
boolean OR |
0x26 |
[value1], [value2] |
[value] |
Pop [value1] and [value2] off the stack. If [value1] or [value2] are
non-zero, push a 1 onto the stack, else push a 0. |
| mul |
Multiply |
0x27 |
[variable1], [variable2]] |
[variable1] * [variable2] |
Pops two variables off the stack and performs a multiplication.
Valid parameters are:
- Two values
- Two loctaions
- A a value and a location
- A value and a sensor reading
If heap[11]=1,
only consider the x-coordinate, else if heap[11]=2, only consider the y coordinate. Otherwise, consider both coordinates. |
| div |
Divide |
0x28 |
[variable1], [variable2] |
[variable2]
-----------
[variable1] |
Pops two variables off the stack and performs a division
operation. Valid parameters are:
- Two values
- Two loctaions
- A a value (variable 1) and a location (variable 2)
- A value (variable 1) and a sensor reading (variable 2)
Whenever a location is involved, heap[11] indicates which axis to consider.
If heap[11]=1, only consider the x-coordinate, if heap[11]=2, only
consider the
y coordinate.
By default consider both coordinates. |
| add |
Add two values |
0x29 |
[value1], [value2] |
[value] |
Pop [value1] and [value2] off the stack, push [value1]
+ [value2] onto the stack.
If adding a location and value, heap[11] is used: if 0 add value to
both x and y, if 1 add only to x, if 2 add only to y. |
| mod |
Modulo |
0x2a |
[value1], [value2] |
Value |
Pops the top two values off the stack. Pushes [value2] mod [value1]
onto the stack as a value. |
| ceq |
Equal |
0x2b |
[var1],
[var2] |
|
Pop two variables off the stack. Set the condition to true
if [var1] and [var2] have the same type and value. If one variable is an
AgentID and the other a Value, the condition is set to true if the AgentID's
unique id is equal to the value.
If the two values are type location and heap[11] contains a value, the
value determines what to compare: 1 = x, 2 = y, otherwise both axies. |
| cneq |
Not Equal |
0x2c |
[var1],
[var2] |
|
The opposite of ceq. |
| clt |
Less than |
0x2d |
[Value1], [Value2] or [Reading1], [Reading2] |
|
Pops the top two values off the stack. Set the condition to true if [Value2]
< [Value1] or [Reading2] < [Reading1], false otherwise |
| cgt |
Greater than |
0x2e |
[Value1], [Value2] or [Reading1], [Reading2] |
|
Pops the top two values off the stack. Set the condition to true if [Value2]
> [Value1] or [Reading2] > [Reading1], false otherwise |
| clte |
Less than or equal |
0x2f |
[Value1], [Value2] or [Reading1], [Reading2] |
|
Pops the top two values off the stack. Set the condition to true if [Value2] <=
[Value1] or [Reading2] <= [Reading1], false otherwise |
| cgte |
Greater than or equal |
0x30 |
[Value1], [Value2] or [Reading1], [Reading2] |
|
Pops the top two values off the stack. Set the condition to true if [Value2] >= [Value1]
or [Reading2] >= [Reading1], false otherwise |
| ceqtype |
Tests type equality |
0x31 |
[var1], [var2] |
|
Pops the top two variables off the operand stack and sets cond=1 if they
are of the same type, cond=0 otherwise. |
| cistype |
Checks type |
0x32 |
[type], [var] |
|
Pops a type and variable off the operand stack.
If the variable type equals the type popped off, set cond=1, else cond=0. |
| out |
out on host tuple space |
0x33 |
[tuple] |
|
Pops a tuple off the operand stack and places it into the local tuple
space. This tuple become a public tuple accessible to anybody. |
| inp |
inp on host tuple space |
0x34 |
[template] |
[tuple] ? |
Searches the host's local tuple space for a tuple matching a template.
If
a match is found, remove it from the tuple space, push its fields onto
the operand stack and set the condition to 1. If no matching tuple is found,
set condition to 0. |
| rdp |
rdp on host tuple space |
0x35 |
[template] |
[tuple] ? |
Same as inp except do not remove tuple. |
| in |
in on host tuple space |
0x36 |
[template] |
[tuple] |
Same as inp except blocks until a tuple is found. |
| rd |
rd on host tuple space |
0x37 |
[template] |
[tuple] |
Same as rdp except blocks until a tuple is found. |
| tcount |
counts the number of tuples in the local tuple space that match a template |
0x38 |
[template] |
[value] |
Pops a template off the op stack and pushes the number of tuples that
match it onto the op stack. This operation only considers tuples that are
public, system, or private to the executing agent. |
| rout |
remote OUT |
0x39 |
[location],
[tuple]
|
|
Inserts a tuple into a remote hosts's tuple space. Sets cond=1 if successful,
0 otherwise. The tuple becomes a public tuple accessible to anybody. |
| rinp |
remote INP |
0x3a |
[location],
[template]
|
[tuple] ? |
Performs a INP operation on a remote host. Blocks until the results are
received, a NACK is received, or AGILLA_RTS_MAX_NUM_TRIES timeouts occur.
If the results arrive, cond=1 and the result is placed onto operand stack.
Otherwise, cond=0. Only public tuples are considered. |
| rrdp |
remote RDP |
0x3b |
[location],
[template] |
[tuple] ? |
Same as rinp except performs a remote RDP. |
rinpg
N/A |
remote INPG |
0x3c |
[location],
[template]
|
|
Performs an INPg operation on the host located at the specified location.
The results are
placed
into the
local tuple
space
marked
with the initiating agent
as the owner. The operation blocks until timeout occurs. If any result
arrive, cond=1, else cond=0. Only public tuples on the destination host
are considered. Tuples already
in the local tuple space are not considered. |
rrdpg
|
remote RDPG |
0x3d |
[template] |
[value],
[location},
...
or
nothing |
Searches all one-hop neighbors for
a matching tuple. If at least one match is found, condition=1 and the
location(s) are stored on the heap where heap[0] is the number of results,
and heap[1...n] are the locations. If no results are found, the heap is
not modified and cond=0. Note that at most heap[0...8] will be used.
|
| regrxn |
register reaction |
0x3e |
[value], [template] |
|
Registers a reaction on the tuplespace. The template specifies the type
of tuple that causes the reaction to fire. The value specifies what the
program counter should be set to when the reaction fires. Reactions are
carried across strong migrations and clones. |
| deregrxn |
deregister reaction |
0x3f |
[template] |
|
Deregisters a reaction from the tuplespace. |


| |
Key Files and Folders
|
|
A note for everyone: It should be noted
that,
your Project folders and user preferences are located in a separate
location from application files. This insures Projects and prefernces
are never over written or modified by
an application upgrade.
This remains true even if you do a full uninstall and
reinstall in windows, your preferences and projects will remain in tact.
TunerStudio, Folder Structure - A brief over view is
for advanced users that may wish to modify any files related to a
project.
This proveides an explaination of the folder structure for the
application and key files within both the Application installation
folder and the Project Folders
TS keeps all files for a project in the Project directory tree, so the
project ini will never be replaced by an update. Actually since the
beginning of TS the projects have always remained backward compatible
with every upgrade.
There are 2 key Folder structures, the project structure and the
installation
structure. Within these structures, the folders and files that might be
of interest are covered below; looking at the
installation 1st:
[InstallationDir]:
By default: c:\Program Files\EFIAnalytics\TunerStudioMS\
This directory and it's children are managed by the installer or update
and the intention is that there are files referenced here, but never
should be a need to edit or change anything within this structure. If
you do, you will run the risk of having it over written on an upgrade.
Sub Folders of Installation:
Dash - These are the template dashboards that are offered in the Load
Gauge Cluster menu
config\ecuDef - the ini files are stored here. Projects do not
reference these ini files, but on an ini mismatch, this is where TS
looks for it first and these are the ini's that will show up in the
Project Properties drop down. If you have a firmware not here, so you
browse to a new ini that TS does not have, it will be copied to the
Project structure and to this location if you have write permission to
this folder. Win 7 and Vista do not have permission unless you are
running as an administrator.
inc - All table lookups and TS
specific ini fragments are here. The inc
files should not be edited here. If you need a new inc or to alter an
inc, it should be placed in the Project structure. The ini's should not
be edited here, if you want to alter the ini fragment, the fragment
should be included in the Project's ini or projects custom.ini. These
ini fragments are only loaded if the section was not found in the
project ini or custom.ini
Projects - these are only
reference Projects that are copied to the
TunerStudioProjects folder if there is no TunerStudioProjects folder.
These projects should not be opened directly and projects should not be
saved to this location as it is common to not have write access to this
location as on Windows 7 and Vista.
help - Help files that are
displayed from the help menu and other areas in tha application are
located here.
The other folders within the installation folder are primarily binary
files that TS owns and there should be no reason to modify, if modified
they may be over written on an update.
[ProjectStructure]:
TunerStudioProjects folder - by
default this is in your Documents folder
on any Windows, or your home folder on other OS's. If you create and
open a project in another location, TS will use that as your Projects
folder. No files within the Project Structure will be updated with an
update to TunerStudio.
TunerStudioLogFile.txt - this
will always be located in you current
Projects folder, so if you change the Projects folder from
TunerStudioProjects, this file will move too.
Sub folders - Each Project will
have a folder with the Projects name. If
you rename a project folder, the Projects name will change and the
project will be updated accordingly. All files under this Project
folder are always referenced relatively, so you can copy the project to
another computer or make a copy of it to another project with a
different name.
Project Folder - By default
msq's will be saved to this top level
Projects folder. Also logs for tables written to the controller will be
written here. If "Automatically Load and Save Current Tune" is enabled
as it is by default, there will be a CurrentTune.msq file in the
Project Folder. All settings are saved to this file after ever page
burn or on project close. This file will be loaded on Project open.
Subfolders Under the Project folder:
DataLogs - This is the default
location for data logs captured by TS or
converted from an SD log by TS.
dashboards - all dashboards
used by the project are stored here,
whether it is main dashboards or secondary dashboards. It you use the
Load Dashboard dialog, it will reference the dashboards in the
[InstallFolder]\Dash\ folder, but once a dash is selected, it is copied
here. For the main dashboards the naming is dashboard.dash for the
front tab Main Dashboard, any additional dashboard you add will be
named by the name you gave that tab with a .dash extension. Secondary
Dashboards are saved by the dialog name.dash
inc - this is where any inc
files that are specific to your project or
over-ride the one found in the [InstallDir]\inc\ folder. That makes
this the proper place to put files like the inc files produced by
EasyTherm if you are using an MS1 with non-GM sensors.
projectCfg - this is where TS
stores files that are specific to this
project:
mainController.ini - this will be a copy of the ini file you selected
on project creation and is the ini that will be used when you open the
project. This file is only written to by TS if you select a new ECU
Definition(ini) file, it read on project open. Any changes to this file
require a project reload to see. The fastest way to do a project reload
is CTRL+SHIFT+F10
project.properties - Project
settings and user preferences
specific to this project are stored in this file. Things like Comm
Port, window
positions, Configuration Settings are store in this folder. It is saved
an over written every time you close the project.
custom.ini - Optional file
manually created if you wish to add ini scripting to the
mainController.ini or over-ride something in the mainController.ini. By
placing those changes in this file they will not be over-written if you
change ECU definition files such as after a firmware upgrade.
Tune Files
There are several file types for saving your Tune Settings, that is
settings you have on the controller for you setup. Here are the key
Tuner Settings files:
msq - File that contains all tune
settings from your MegaSquirt. This includes all tables, curves and
tune dialog settings. Between this file and your project settings, you
can fully restore your MegaSquirt.
msqpart -
Only used in the TunerStudio 1.16 and higher, this file type is of the
same format as an msq, but used for saving subset of tune settings. In
TunerStudio there is now a concept of "dialog settings", where when you
have any tune dialog open you can select to save or load just the
settings in that dialog. The msqpart extension is used to differentiate
it from an msq which would contain all settings for that firmware.
table -
.table format is used for saving a table to import elsewhere or another
application such as MLV. It is an xml file that contains only the table
X, Y and Z values. This is often used for backing up just your table,
or exporting a table to import for a new firmware. The table values when
store in a .table file are not tied to an specific format and if you
import a .table file into a table of a different size, the values of all
axis will automatically be interpolated.
vex -
same as .table but deprecated do to limitations of the format. use of
.table is preferred. vex is still available for interoperability with
older apps.
More on Save / Load dialog tune
When you have any tune dialog open in TunerStudio 1.16 and higher, there is a File menu in the dialog with:
File --> Save dialog tune
and
File --> Load dialog tune
If
you select "Save dialog tune", TunerStudio will save only any settings
you see in the dialog, they will have an msqpart extension to
differentiate it from and msq which would typically have all the
settings in the controller. "Save dialog settings" will allow you to
save specific parts of your tune settings to an msqpart file. So you can
save just the ignition settings for example, then use them later as a
starting point to set up a car with a similar ignition and firmware.
Selecting
"Load dialog settings" also only will alter the settings within that
dialog. You can load either an msqpart or a full msq. If you load a full
msq using "load dialog settings" TunerStudio will still only load the
settings on that dialog, no other settings will be changed. So this
allows you to load bits an pieces of various msq's.
©2010 EFIAnalytics.com


Playground
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IPSJ Programming Contest Committee
2020/12/07
This document gives the rules of the SamurAI Dig Here 2020 game, played in the programming contest SamurAI Coding 2020-21 organized by Information Processing Society of Japan.
The game is a zero-sum game with imperfect information, played by two teams each with two player agents controlled by programs provided by the contestants. The objective of the game is to dig out as much treasure buried in the game field as possible.
The game field has a square shape, divided into small squares called cells aligned in a square lattice. The size of the game field, that is, the number of cells in one side of the field may differ from one game to another. The minimum size is six the maximum is twenty.
The figure to the right is a bird’s eye view of the square game field from a diagonal direction.
Both teams have two agents each, one samurai and one dog.
Game agents are controlled by programs provided by the contestants. A single program is run as two separate processes, one for controlling the samurai and one for the dog of a team. They share only those information provided by the game management system. No other communication is possible.
When the game starts, agents are positioned in some distinct cells in the field. More than one agents cannot be in the same cell at a time throughout a game.
In one step of a game, a dog agent can move to one of the eight neighboring cells, that is, those cell that share one or two corners with the cell the dog is in. Samurai agents can move to any of the eight neighboring cells in the very first step of a game and steps immediately following one taking a rest, but in other steps, they can move only to one of the four neighboring cells, that are, those cells that share an edge, and diagonal moves to other four cells are not possible. They can also stay in the cell they are in.
When planned plays are not viable, for example, when two or more agents are instructed to move to the same cell, none of the agents can make their moves and all such agents are kept in their original positions. Details are described in the section Viability Judgment Procedure below.
Some of the cells in the field may have a hole in them, preventing game agents to step into. A samurai agents can, however, instead of making a move, plug a hole in one of the neighboring cells. Samurai can also dig new holes in one of the neighboring cells. The cell to dig/plug a hole can be any of the eight neighboring cells in a step immediately taking a rest; otherwise the target cell is limited to one of four neighboring cells. Digging a new hole is not possible if another agent is already in the cell or moves to the cell in the same step.
No holes are in the cells where agents are initially in.
Some of the cells in the field may have buried treasure in them. Digging a new hole in a cell with buried treasure digs it out. If samurai of both teams dig a hole in the same cell in the same step, the treasure dug out is halved and shared by the two teams. The amounts of buried treasure are always an even number, and the total of the buried treasure does not exceed 109.
A dog in one of the eight neighboring cells of the cell with buried treasure can sense the position as well as its amount, but they are not informed to the rest of agents. Dogs bark when they step into a cell with buried treasure, making the treasure position and its amount known to all the other agents. Not only the colleague samurai but also the opponent samurai and the opponent dog hear the bark.
Treasures are not buried in the initial positions of agents nor in the cells with holes.
A game is played in a step-wise manner. When a game step starts, all the agents make their play plans of the step simultaneously. The play plans are checked their validity and also collated to detect conflicts between them, resulting in a set of actions the agents can actually take. The actions are then carried out and the field state is updated.
Game steps are repeated until the predefined maximum number of steps are played or all the buried treasures have been excavated.
The contestant should provide a player program for controlling two agents, a samurai and a dog, belonging to the team.
The game management system starts two player processes for each of the two teams. The two player processes of one teams execute the same program, one of which controls the samurai and the other the dog of the team. Which agent to control is informed by the game management system after the processes are started.
The player processes have no direct communication paths between them; the only communication possible is with the game management system.
At the start of each of the game step, the game management system sends information on the game state to those player processes. Each player process should receive the information and respond with a play plan for the corresponding agent.
The game state information sent from the game manager can be read from the standard input of the player process. The play plan in its response should be sent to the standard output.
The play plans are the plans of agents' plays sent by the player programs, and the actions are the plays actually taken by the agents decided by the game management system after validity and conflict checks.
Play plans are called invalid if the plan can be judged to be impossible with the state of the field. Play plans that might have been possible only considering the state of the field, but have been made impossible because of conflicts with moves of other agents are called not viable. For example, if an agent plans to move to a cell with a hole in it, the plan is invalid. On the other hand, if two agents' play plans tell to move to the same cell, their plans conflict with each other and thus are not viable.
Play plans are not carried out when they are invalid or not viable. The difference is that invalid play plans are treated the same as a play plan specifying to take a rest. Valid but not viable play plans are recorded as they are in the play plan items in the game state information sent to the agents in the next step, while an invalid play plan is recorded as taking a rest. This prevents information exchange between agents by specifying an invalid plan. This also enables the samurai's moves to or digs/plugs in the diagonally neighboring cells in the directly following step, the same as taking a rest is specified.
Each of play plans and actions is represented as an integer m (-1 ≤ m ≤ 23), meaning the following.
| x−1 | x | x+1 | |
|---|---|---|---|
| y−1 | 3 | 4 | 5 |
| y | 2 | 6 | |
| y+1 | 1 | 0 | 7 |
Dogs cannot dig or plug a hole.
Moving to, or trying to dig or plug a hole outside of the field, digging a hole in a cell already with a hole or plugging a non-existent hole, and moving to or digging/plugging a hole in a cell where another agent is in at the start of a step are all invalid.
Valid play plans can be judged not viable due to conflicts with other agents' play plans. Details are described in the next section.
Play plans are judged invalid, viable, or not viable according to the following procedure, applied in this order.
Assume that agents are positioned as shown in the figure to the right and the following play plans are indicated.
The game state information sent from the game management system to the player processes at the beginning of each step contains the following items, in this order.
All the items in the game state information are given as integers. A newline is placed between the items in the itemized list above, and when two or more integers in an item, they are separated by a space. A newline follows the last item.
All the items describes as lists above start with the number of items in the list (an integer). For an empty list, it is 0. Descriptions of items in the list, if any, follow it. Each item may consist of one or more integers.
Positions of cells are represented by two integers, meaning the x- and y-coordinates of the cell. The coordinate values are non-negative integers less than the field size.
Buried treasures are represented by three integers. The first two of them are the coordinates of the cell the treasure is buried in, and the third is the amount of the treasure, which is an even positive integer.
| 3 | // Agent ID |
| 10 | // Field size |
| 1 | // Step number |
| 100 | // Max. number of steps |
| 6 5 1 7 3 7 0 8 1 6 0 5 2 | // Cells with holes |
| 1 6 6 6 | // Known treasure |
| 1 2 7 8 | // Hidden treasure detected |
| 9 6 2 4 5 3 1 6 | // Agent positions |
| 0 0 7 7 | // Play plans |
| 0 0 7 7 | // Actions taken in prev. step |
| 0 0 | // Scores |
| 50 | // Remaining treasure |
| 299941 | // Think time left |
An example of game state information is shown in the figure on the right. The notes beginning with "//" are for explanation here and are not actually sent to player processes.
In response to the game state information received, the player program should send a play plan for the correspondent agent. The play plan is an integer with the meaning described above. A newline should follow the play plan.
A limit is set on the total think time of player processes. The think time is the period of time between when the game state information is sent to the player process and when its response, a play plan, is received by the game management system. Note that it is wallclock time rather than CPU time. The think time of each step is accumulated and the limit is set on the total.
The think time limit is set for each of the player processes; think times of the samurai and the dog of the same team are accumulated independently.
When this time limit is exceeded, the player process is assumed to respond with −1 (take a rest) for all the remaining steps.
The value of the think time limit is given for each game.
One match between two teams consists of two games with the same initial configuration except that the initial positions of the agents are swapped between two teams. The result of the match is judged by the total amounts of treasure dug out in two games.


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|
OCILIB (C and C++ Driver for Oracle)
4.5.1
|
Subscription to database or objects changes. More...
#include <ocilib.hpp>
Inherits ocilib::HandleHolder< OCI_Subscription *>.
Public Types | |
| enum | ChangeTypesValues { ObjectChanges = OCI_CNT_OBJECTS, RowChanges = OCI_CNT_ROWS, DatabaseChanges = OCI_CNT_DATABASES, AllChanges = OCI_CNT_ALL } |
| Subscription changes flags values. More... | |
| typedef void(* | NotifyHandlerProc) (Event &evt) |
| User callback for subscriptions event notifications. | |
| typedef Flags< ChangeTypesValues > | ChangeTypes |
| Subscription changes flags. More... | |
Public Member Functions | |
| Subscription () | |
| Default constructor. | |
| void | Register (const Connection &connection, const ostring &name, ChangeTypes changeTypes, NotifyHandlerProc handler, unsigned int port=0, unsigned int timeout=0) |
| Register a notification against the given database. More... | |
| void | Unregister () |
| Unregister a previously registered notification. More... | |
| void | Watch (const ostring &sql) |
| Add a SQL query to monitor. | |
| ostring | GetName () const |
| Return the name of the given registered subscription. | |
| unsigned int | GetTimeout () const |
| Return the timeout of the given registered subscription. | |
| unsigned int | GetPort () const |
| Return the port used by the notification. | |
| Connection | GetConnection () const |
| Return the connection associated with a subscription handle. More... | |
Subscription to database or objects changes.
This class wraps the OCILIB object handle OCI_Subscription and its related methods
Definition at line 7061 of file ocilib.hpp.
Subscription changes flags.
Possible values are Subscription::ChangeTypesValues
Definition at line 7100 of file ocilib.hpp.
Subscription changes flags values.
Definition at line 7081 of file ocilib.hpp.
|
inline |
Register a notification against the given database.
| connection | - Connection handle |
| name | - Notification name |
| changeTypes | - Subscription type |
| handler | - User handler callback |
| port | - Port to use for notifications |
| timeout | - notification timeout |
Definition at line 6493 of file ocilib_impl.hpp.
References ocilib::Check(), OCI_SubscriptionRegister(), and OCI_SubscriptionUnregister().
|
inline |
Unregister a previously registered notification.
Definition at line 6502 of file ocilib_impl.hpp.
|
inline |
Return the connection associated with a subscription handle.
Definition at line 6533 of file ocilib_impl.hpp.
References ocilib::Check(), and OCI_SubscriptionGetConnection().


In this page you will get to see some of my research about tech as part of my curriculum for EDA
You will see topics related to web development
All items publish below are information gathered from different websites
This aim of this page is to show some of what I have learnt in my time with EDA


*Rails 3.0 (pending)*
- Whole new API added with tests. See base.rb for full details. Old API is deprecated.
- The Mail::Message class has helped methods for all the field types that return ‘common’ defaults for the common use case, so to get the subject, mail.subject will give you a string, mail.date will give you a DateTime object, mail.from will give you an array of address specs<EMAIL_ADDRESS>etc. If you want to access the field object itself, call mail[:field_name] which will return the field object you want, which you can then chain, like mail[:from].formatted
- Mail#content_type now returns the content_type field as a string. If you want the mime type of a mail, then you call Mail#mime_type (eg, text/plain), if you want the parameters of the content type field, you call Mail#content_type_parameters which gives you a hash, eg {‘format’ => ‘flowed’, ‘charset’ => ‘utf-8’}
- ActionMailer::Base :default_implicit_parts_order now is in the sequence of the order you want, no reversing of ordering takes place. The default order now is text/plain, then text/enriched, then text/html and then any other part that is not one of these three.
- Mail does not have “quoted_body“, “quoted_subject“ etc. All of these are accessed via body.encoded, subject.encoded etc
- Every object in a Mail object returns an object, never a string. So Mail.body returns a Mail::Body class object, need to call encoded or decoded to get the string you want.
- Mail::Message#set_content_type does not exist, it is simply Mail::Message#content_type
- Every mail message gets a unique message_id unless you specify one, had to change all the tests that check for equality with expected.encoded == actual.encoded to first replace their message_ids with control values
- Mail now has a proper concept of parts, remove the ActionMailer::Part and ActionMailer::PartContainer classes
- Calling encoded on any object returns it as a string ready to go into the output stream of an email, this means it includes the r\n at the end of the lines and the object is pre-wrapped with r\n\t if it is a header field. Also, the “encoded” value includes the field name if it is a header field.
- Attachments are only the actual attachment, with filename etc. A part contains an attachment. The part has the content_type etc. So attachments.last.content_type is invalid. But parts.last.content_type
- There is no idea of a “sub_head“ in Mail. A part is just a Message with some extra functionality, so it just has a “header” like a normal mail message
*2.3.2 [Final] (March 15, 2009)*
- Fixed that ActionMailer should send correctly formatted Return-Path in MAIL FROM for SMTP 1842 [Matt Jones]
- Fixed RFC-2045 quoted-printable bug 1421 [squadette]
- Fixed that no body charset would be set when there are attachments present 740 [Paweł Kondzior]
*2.2.1 [RC2] (November 14th, 2008)*
- Turn on STARTTLS if it is available in Net::SMTP (added in Ruby 1.8.7) and the SMTP server supports it (This is required for Gmail’s SMTP server) 1336 [Grant Hollingworth]
*2.2.0 [RC1] (October 24th, 2008)*
- Add layout functionality to mailers [Pratik Naik]
Mailer layouts behaves just like controller layouts, except layout names need to have ‘_mailer’ postfix for them to be automatically picked up.
*2.1.0 (May 31st, 2008)*
- Fixed that a return-path header would be ignored 7572 [joost]
- Less verbose mail logging: just recipients for :info log level; the whole email for :debug only. 8000 [iaddict, Tarmo Tänav]
- Updated TMail to version 1.2.1 [Mikel Lindsaar]
- Fixed that you don’t have to call super in ActionMailer::TestCase#setup 10406 [jamesgolick]
2.0.2 (December 16th, 2007)
- Included in Rails 2.0.2
2.0.1 (December 7th, 2007)
- Update ActionMailer so it treats ActionView the same way that
ActionController does. Closes 10244 [Rick Olson]
- Pass the template_root as an array as ActionView’s view_path
- Request templates with the “#{mailer_name}/#{action}” as opposed to just “#{action}“
- Fixed that partials would be broken when using text.plain.erb as the extension 10130 [java]
- Update README to use new smtp settings configuration API. Closes 10060 [psq]
- Allow ActionMailer subclasses to individually set their delivery method (so two subclasses can have different delivery methods) 10033 [Zach Dennis]
- Update TMail to v1.1.0. Use an updated version of TMail if available. [Mikel Lindsaar]
- Introduce a new base test class for testing Mailers. ActionMailer::TestCase [Michael Koziarski]
- Fix silent failure of rxml templates. 9879 [jstewart]
- Fix attachment decoding when using the TMail C extension. 7861 [orangechicken]
- Increase mail delivery test coverage. 8692 [Kamal Fariz Mahyuddin]
- Register alternative template engines using ActionMailer::Base.register_template_extension(‘haml’). 7534 [cwd, Josh Peek]
- Only load ActionController::UrlWriter if ActionController is present [Rick Olson]
- Make sure parsed emails recognized attachments nested inside multipart parts. 6714 [Jamis Buck]
- Allow mailer actions named send by using send internally. 6467 [iGEL]
- Add assert_emails and assert_no_emails to test the number of emails
delivered. 6479 [Jonathan Viney]
# Assert total number of emails delivered: assert_emails 0 ContactMailer.deliver_contact assert_emails 1 # Assert number of emails delivered within a block: assert_emails 1 do post :signup, :name => 'Jonathan' end
1.3.3 (March 12th, 2007)
- Depend on Action Pack 1.13.3
1.3.2 (February 5th, 2007)
- Deprecate server_settings renaming it to smtp_settings, add sendmail_settings to allow you to override the arguments to and location of the sendmail executable. [Michael Koziarski]
1.3.1 (January 16th, 2007)
- Depend on Action Pack 1.13.1
1.3.0 (January 16th, 2007)
- Make mime version default to 1.0. closes 2323<EMAIL_ADDRESS>- Make sure quoted-printable text is decoded correctly when only portions of the text are encoded. closes 3154<EMAIL_ADDRESS>- Make sure DOS newlines in quoted-printable text are normalized to unix newlines before unquoting. closes 4166 and 4452. [Jamis Buck]
- Fixed that iconv decoding should catch InvalidEncoding 3153<EMAIL_ADDRESS>- Tighten rescue clauses. 5985<EMAIL_ADDRESS>- Automatically included ActionController::UrlWriter, such that URL generation can happen within ActionMailer controllers. [David Heinemeier Hansson]
- Replace Reloadable with Reloadable::Deprecated. [Nicholas Seckar]
- Mailer template root applies to a class and its subclasses rather than acting globally. 5555<EMAIL_ADDRESS>- Resolve action naming collision. 5520<EMAIL_ADDRESS>- ActionMailer::Base documentation rewrite. Closes 4991 [Kevin Clark, Marcel Molina Jr.]
- Replace alias method chaining with Module#alias_method_chain. [Marcel Molina Jr.]
- Replace Ruby’s deprecated append_features in favor of included. [Marcel Molina Jr.]
- Correct spurious documentation example code which results in a SyntaxError. [Marcel Molina Jr.]
1.2.1 (April 6th, 2006)
- Be part of Rails 1.1.1
1.2.0 (March 27th, 2006)
- Nil charset caused subject line to be improperly quoted in implicitly multipart messages 2662<EMAIL_ADDRESS>- Parse content-type apart before using it so that sub-parts of the header can be set correctly 2918 [Jamis Buck]
- Make custom headers work in subparts 4034<EMAIL_ADDRESS>- Template paths with dot chars in them no longer mess up implicit template selection for multipart messages 3332 [Chad Fowler]
- Make sure anything with content-disposition of “attachment” is passed to the attachment presenter when parsing an email body [Jamis Buck]
- Make sure TMail#attachments includes anything with content-disposition of “attachment”, regardless of content-type [Jamis Buck]
1.1.5 (December 13th, 2005)
- Become part of Rails 1.0
1.1.4 (December 7th, 2005)
- Rename Version constant to VERSION. 2802 [Marcel Molina Jr.]
- Stricter matching for implicitly multipart filenames excludes files ending
in unsupported extensions (such as foo.rhtml.bak) and without a two-part
content type (such as foo.text.rhtml or foo.text.really.plain.rhtml). 2398
[Dave Burt
, Jeremy Kemper]
1.1.3 (November 7th, 2005)
- Allow Mailers to have custom initialize methods that set default instance variables for all mail actions 2563<EMAIL_ADDRESS>1.1.2 (October 26th, 2005)
- Upgraded to Action Pack 1.10.2
1.1.1 (October 19th, 2005)
- Upgraded to Action Pack 1.10.1
1.1.0 (October 16th, 2005)
- Update and extend documentation (rdoc)
- Minero Aoki made TMail available to Rails/ActionMailer under the MIT license (instead of LGPL) [RubyConf ‘05]
- Austin Ziegler made Text::Simple available to Rails/ActionMailer under a MIT-like licens [See rails ML, subject “Text::Format Licence Exception” on Oct 15, 2005]
- Fix vendor require paths to prevent files being required twice
- Don’t add charset to content-type header for a part that contains subparts (for AOL compatibility) 2013 [John Long]
- Preserve underscores when unquoting message bodies 1930
- Encode multibyte characters correctly 1894
- Multipart messages specify a MIME-Version header automatically 2003 [John Long]
- Add a unified render method to ActionMailer (delegates to ActionView::Base#render)
- Move mailer initialization to a separate (overridable) method, so that subclasses may alter the various defaults 1727
- Look at content-location header (if available) to determine filename of attachments 1670
- ActionMailer::Base.deliver(email) had been accidentally removed, but was documented in the Rails book 1849
- Fix problem with sendmail delivery where headers should be delimited by n characters instead of r\n, which confuses some mail readers 1742 [Kent Sibilev]
1.0.1 (11 July, 2005)
- Bind to Action Pack 1.9.1
1.0.0 (6 July, 2005)
- Avoid adding nil header values 1392
- Better multipart support with implicit multipart/alternative and sorting of subparts [John Long]
- Allow for nested parts in multipart mails 1570 [Flurin Egger]
- Normalize line endings in outgoing mail bodies to “n“ 1536 [John Long]
- Allow template to be explicitly specified 1448<EMAIL_ADDRESS>- Allow specific “multipart/xxx“ content-type to be set on multipart messages 1412 [Flurin Egger]
- Unquoted @ characters in headers are now accepted in spite of RFC 822 1206
- Helper support (borrowed from ActionPack)
- Silently ignore Errno::EINVAL errors when converting text.
- Don’t cause an error when parsing an encoded attachment name 1340<EMAIL_ADDRESS>- Nested multipart message parts are correctly processed in TMail::Mail#body
- BCC headers are removed when sending via SMTP 1402
- Added ‘content_type’ accessor, to allow content type to be set on a per-message basis. content_type defaults to “text/plain“.
- Silently ignore Iconv::IllegalSequence errors when converting text 1341<EMAIL_ADDRESS>- Support attachments and multipart messages.
- Added new accessors for the various mail properties.
- Fix to only perform the charset conversion if a ‘from’ and a ‘to’ charset are given (make no assumptions about what the charset was) 1276 [Jamis Buck]
- Fix attachments and content-type problems 1276 [Jamis Buck]
- Fixed the TMail#body method to look at the content-transfer-encoding header and unquote the body according to the rules it specifies 1265 [Jamis Buck]
- Added unquoting even if the iconv lib can’t be loaded—in that case, only the charset conversion is skipped 1265 [Jamis Buck]
- Added automatic decoding of base64 bodies 1214 [Jamis Buck]
- Added that delivery errors are caught in a way so the mail is still returned whether the delivery was successful or not
- Fixed that email address like “Jamis Buck, M.D.”
would cause the quoter to generate emails resulting in “bad address” errors from the mail server 1220 [Jamis Buck]
0.9.1 (20th April, 2005)
- Depend on Action Pack 1.8.1
0.9.0 (19th April, 2005)
- Added that deliver_* will now return the email that was sent
- Added that quoting to UTF-8 only happens if the characters used are in that range 955 [Jamis Buck]
- Fixed quoting for all address headers, not just to 955 [Jamis Buck]
- Fixed unquoting of emails that doesn’t have an explicit charset 1036<EMAIL_ADDRESS>0.8.1 (27th March, 2005)
- Fixed that if charset was found that the end of a mime part declaration TMail would throw an error 919<EMAIL_ADDRESS>- Fixed that TMail::Unquoter would fail to recognize quoting method if it was in lowercase 919<EMAIL_ADDRESS>- Fixed that TMail::Encoder would fail when it attempts to parse e-mail addresses which are encoded using something other than the messages encoding method 919<EMAIL_ADDRESS>- Added rescue for missing iconv library and throws warnings if subject/body is called on a TMail object without it instead
0.8.0 (22th March, 2005)
- Added framework support for processing incoming emails with an Action Mailer class. See example in README.
0.7.1 (7th March, 2005)
- Bind to newest Action Pack (1.5.1)
0.7.0 (24th February, 2005)
- Added support for charsets for both subject and body. The default charset
is now UTF-8 673 [Jamis Buck]. Examples:
def iso_charset(recipient) @recipients = recipient @subject = "testing iso charsets" @from =<EMAIL_ADDRESS>@body = "Nothing to see here." @charset = "iso-8859-1" end def unencoded_subject(recipient) @recipients = recipient @subject = "testing unencoded subject" @from =<EMAIL_ADDRESS>@body = "Nothing to see here." @encode_subject = false @charset = "iso-8859-1" end
0.6.1 (January 18th, 2005)
- Fixed sending of emails to use Tmail#from not the deprecated Tmail#from_address
0.6 (January 17th, 2005)
- Fixed that bcc and cc should be settable through @bcc and @cc — not just @headers[“Bcc”] and @headers[“Cc”] 453 [Eric Hodel]
- Fixed Action Mailer to be “warnings safe” so you can run with ruby -w and not get framework warnings 453 [Eric Hodel]
0.5
- Added access to custom headers, like cc, bcc, and reply-to 268 [Andreas
Schwarz]. Example:
def post_notification(recipients, post) @recipients = recipients @from = post.author.email_address_with_name @headers["bcc"] = SYSTEM_ADMINISTRATOR_EMAIL @headers["reply-to"] =<EMAIL_ADDRESS>@subject = "[#{post.account.name} #{post.title}]" @body["post"] = post end
0.4 (5)
- Consolidated the server configuration options into Base#server_settings= and expanded that with controls for authentication and more [Marten] NOTE: This is an API change that could potentially break your application if you used the old application form. Please do change!
- Added Base#deliveries as an accessor for an array of emails sent out through that ActionMailer class when using the :test delivery option. [Jeremy Kemper]
- Added Base#perform_deliveries= which can be set to false to turn off the actual delivery of the email through smtp or sendmail.
- Added option to specify delivery method with Base#delivery_method=. Default is :smtp and :sendmail is currently the only other option. Sendmail is assumed to be present at “/usr/sbin/sendmail“ if that option is used. [Kent Sibilev]
- Dropped “include TMail” as it added to much baggage into the default namespace (like Version) [Chad Fowler]
0.3
- First release


Trained in back-end Javascript such as Node.js, Express.js, and Handlebars as well as Database Languages including SQL, React, Sequelize, and Mongo. Experienced in writing the web services, APIs, server-side web application logic as well as the integration
Trained in Front-end, determining the structure and design of web pages. Extensive knowledge in the basics such as HTML and CSS. as well as CSS libraries such as BootStrap and Materialize. Also excel in front-end Javascript. And am versed in AJAX and Error Handling.
Experienced in planning and overseeing new marketing initiatives with internal teams. Researching organizations and individuals to find new opportunites. Increasing the value of sales opporutnites, thereby maximizing revenue for an organization.
I am a young professional, eager to learn more about Coding and Business Development in order to make the most impact I can. Jersey girl, born and bred. Here is where I developed my grit. I grew up in a family of Entrepreneurs. I have always been interested in Software Engineering, since I was in middle school. The power that is behind this skill is immense and can change the way the world works. It already has, to how we communicate and connect with each other, to how we learn and adapt to the inevitable changes of our world. I do have a business plan, it’s to build people up, to help people find ways to embrace their skills and flourish, this is the way I am choosing to accomplish this.


Items
Click an Assignments cell value to display the resource selection popup (note that it uses TreeGrid component from
DlhSoft Hyper Library
, sold separately).
...
...


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Ah, we’ve finally set sail upon the Open-Source Ocean. Full of Merge Mackerel, README Rays, and Octocats, this ocean spans a great distance and can take months to sail across.
Thankfully, we don’t have to go that far and it shouldn’t take more than a few days to arrive…as long as everything goes according to plan.
I’ve heard a few legends of creatures deep within these waters. Terrible tales of horrific creatures.
But I’m sure we’ll be just fine.
And hey, nice headgear! You wear it well!
You want to hear a bit more about The Land Of Magical Internet Money while we’re waiting? Well of course! I’d be happy to oblige.
The first thing that one receives in our land is a magical internet money wallet. It’s a digital wallet that is identified by its public address (sort of like your shipping address or email address). Paired to that public key is a private key, which is the secret that allows you to manage the assets tied to your address! You don’t want to share this key with anyone - it should remain private. And whatever you do, don’t lose that private key. If you lose your private key, you’ll lose access to your assets.
You should get familiar with the concept of custody. The person or organization that holds onto your wallet’s private key has custody of your private key, and therefore custody of your assets. In the world you’re familiar with, your bank likely has custody of your funds. Now, that isn’t the worst thing in the world because there is usually insurance - but insurance has its limits too.
In The Land Of Magical Internet Money, some of our people interact with non-custodial services for the management of their treasure, and some still prefer custodial services. It depends on their level of experience and how comfortable they are holding onto their own funds.
Got all that? This information is key for successfully getting along with our people, so I’ll be happy to repeat this information as often as you need.
Hey, do you see that purple thing in the distance…? What in the… is that a bird? A plane…?
No, it’s...
It’s the Security Enhancement Calamari!!!
I can't believe the SEC is real?! I heard legend of this regulatory rascal but I didn’t think the stories were true! I didn’t want to concern you earlier but, clearly, now is an appropriate time to be concerned!
Quick, grab something to help fight off the SEC! You have a few options:
First is the Cutlass. To receive this, download the MyCrypto Desktop App (non-custodial) to create and access all the wallets you’ll ever need.
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media query achhe pado
learn media types in css bu google yourself
phone hai
tablet hai
desktop computer hai
white screen computer hai


The app alerts these two friends exactly where you are by sending them an email with the link of your location on Google Maps.


Ad-B-Gone
Ad-B-Gone: The simple bookmarklet that removes ads from web pages!
This is a bookmarklet that can block ads for you if you do not have access to extensions! This bookmarklet is very simple to use if you know what you are doing!
- Copy the ALL of the code
- Add a new page on your bookmark bar
- Paste the code into the page URL and type in ABG into the Name
- And thats all! When you want to block the ads just click on the bookmark on the website!
Now it is installed try it out on this ad!
I hope this helps!
If you find any issues you can report it here!
You can view the GitHub page here


(See the Changes section for a list of changes since Heymodule 1.0.)
BeOS R3 introduced a new BMessage based scripting system, that lets you remote control applications by sending them special scripting messages.
In theory, you can use anything you want to script your applications, as long as it can send and receive BMessage objects. In practice, you either have to write a C++ application, or use Attila Mezei's hey utility from the command-line.
Until now.
heymodule lets you do BeOS application scripting from Python. As far as I know, this is the very first third-party programming language to support BeOS's scripting!
| Note: | As of BeOS R4 and Python 1.5.2 (in public beta shortly before Christmas 1998), Python runs on both PowerPC and x86 systems! |
Before you install heymodule you must install Python 1.5.2. Currently, it's only distributed as source code:
$(INSTALL_DATA) $(LIBRARY) $(LIBPL)/$(LIBRARY) $(RANLIB) $(LIBPL)/$(LIBRARY)
And you should change them to look like this:
#$(INSTALL_DATA) $(LIBRARY) $(LIBPL)/$(LIBRARY) #$(RANLIB) $(LIBPL)/$(LIBRARY)
Then do the make OPT=-DUSE_DL_EXPORT CCSHARED=-UUSE_DL_EXPORT MACHDEP=beos install step and Python should install properly.
If you're on a PowerPC system:
| If you've got this... | Do this: |
|---|---|
| SoftwareValet package | Double-click the package file and follow the on-screen instructions as you normally would with Software Valet. |
| ZIP archive | Unzip the archive:
$ cd /boot $ unzip -o /path/to/py-heymodule-1.1-ppc.zip |
If you're on an x86 system:
$ cd /boot $ unzip -o /path/to/py-heymodule-1.1-x86.zip
| Note: | The -o option to unzip means overwrite existing files. Be careful when you use it! |
Installing heymodule puts all the magic bits (the heymodule.so shared library) into the right places (/boot/home/config/lib/python1.5/BeOS). It also installs a heymodule-1.1 directory in /boot/apps; look inside for this documentation, and a few example scripts.
Well, now you can do application scripting from Python.
This isn't saying much though; scripting isn't well documented yet, and there isn't really a whole lot you can do that's useful.
The BeOS Bible will have an excellent chapter on Scripting when it's published in the next month or two. Sorry for the plug, I wrote that chapter. :-)
If you've never used Python before, you can find tutorials at http://www.python.org/, and there are several great Python books for beginners:
Before you can use heymodule, you've got to import it into Python:
import BeOS.hey
heymodule contains two Python objects, so it's probably going to be easier to use if you import those objects directly into your namespace:
from BeOS.hey import Hey, Specifier
This will let you refer to the Hey object directly, instead of with a qualified name, BeOS.hey.Hey. Much nicer if you're using heymodule from an interactive session; you can do whatever you want in a Python program.
You probably won't need to use the Specifier directly; the Hey object's Specifier() method knows how to create one for you.
| Note: | heymodule creates a BApplication object; do not attempt to use it with any BeOS-specific module that also creates a BApplication. Something bad will happen. I don't know what, exactly, but you probably won't like it. |
The Hey object is your communications portal into the BeOS scripting world; you need one of these to do anything useful with heymodule. This handles all of the communication between your Python script and a BeOS application.
You can have as many Hey objects communicating with as many applications as you want, or they can all be communicating with the same application.
Hey's constructor requires a string; this string can be:
Creating a Hey object from an application signature or MIME type will attempt to launch the appropriate application if it's not already running.
| Note: | Creating a Hey object from an application signature or MIME type is reliable; using a thread name may fail for no apparent reason (not all threads are named equally, and programmers can change the names of their threads at will, even while the program is running). |
The Hey object supports the following methods; each of these communicates with the application specified in the Hey constructor:
| Count( specifier ) | Return a count of the objects specified by the
specifier.
See Specifier, below. |
| Create( specifier ) | Create an new instance of a property.
This is untested.
See Specifier, below. |
| Delete( specifier ) | Delete an instance of a property.
This is untested.
See Specifier, below. |
| Get( specifier ) | Return the given specifier's data.
See Specifier, below. |
| GetSuites( specifier ) | Return a dictionary detailing the suites supported by
the given specifier. Call with no specifier to get the
application's supported suites. The most useful part of this
message will be the names in the list with the key "suites".
See Specifier, below. |
| Load( path ) | Tell the application to load the file specified by path. In hacker terms, this sends a B_REFS_RECEIVED message to the application. |
| Quit( specifier ) | Tell the window specified by the given specifier
to close; call with no specifier to tell the application to
quit.
Using a specifier doesn't currently work properly; quitting
an entire application works fine.
See Specifier, below. |
| Save( specifier ) | Tell the application to save the document specified by
the given specifier. Call with no specifier to tell
the application to save all of its documents.
This is untested.
See Specifier, below. |
| Send( message ) | Send an arbitrary message to the application. Currently you can only specify a "what" code for the message, you can't include extra data. message can be a number (such as 0x5f414252) or a four-character string (such as "_ABR"). Send() will return anything that's appropriate for the sent message. |
| SetBool( specifier, value ) | Set the given specifier to the Boolean
value. The value should probably be one of
0, 1, "true", "false",
"yes", "no", etc. Try your favourites but be
warned; anything that isn't recognized as a true value
will be considered false.
See Specifier, below. |
| SetColor( specifier, value ) | Set the given specifier to the colour
value. The value can be a tuple of
red/green/blue/alpha values (such as
( 255, 255, 255, 127 )), or
you can specify the red/green/blue/alpha values separately
(such as 255, 255, 203, 255). In either
case, the alpha is optional and defaults to fully opaque (255).
See Specifier, below. |
| SetColour( specifier, value ) | SetColor() for those of us who can spell English words properly. |
| SetDouble( specifier, value ) | Set the given specifier to the double-precision
floating-point value. Your application's documentation will
tell you when you need to use a double instead of a
normal float.
See Specifier, below. |
| SetFloat( specifier, value ) | Set the given specifier to the floating-point
value.
See Specifier, below. |
| SetInt( specifier, value ) | Set the given specifier to the integer
value.
See Specifier, below. |
| SetInt8( specifier, value ) | Set the given specifier to the 8-bit integer
value.
Your application's documentation will tell you when you need to use
an int8 instead of a normal int.
See Specifier, below. |
| SetInt16( specifier, value ) | Set the given specifier to the 16-bit integer
value.
Your application's documentation will tell you when you need to use
an int16 instead of a normal int.
See Specifier, below. |
| SetInt32( specifier, value ) | Set the given specifier to the 32-bit integer
value.
Your application's documentation will tell you when you need to use
an int32 instead of a normal int.
See Specifier, below. |
| SetPath( specifier, value ) | Set the given specifier to the entry_ref
that represents the path in value. You probably wanted to use
Load( path ) instead, but
SetPath() is handy if you want to send an
entry_ref to a specific window.
See Specifier, below. |
| SetPoint( specifier, value ) | Set the given specifier to the
BPoint
value. The value can be specified by a tuple of
X and Y values (such as ( 53, 192 )) or you
can specify the X and Y values directly (such as
192.0, 53.0). You can also use integers or
floating-point if you're feeling sassy.
See Specifier, below. |
| SetRect( specifier, value ) | Set the given specifier to the
BRect
value. The value can be specified by a tuple of
left, top, right, bottom values (such as
( 5, 10, 15, 20 )) or you can
specify them directly (such as
25, 30, 35, 40). Use integers or
floating-point at will.
See Specifier, below. |
| SetString( specifier, value ) | Set the given specifier to the string
value.
See Specifier, below. |
| Specifier( specifier ) | Create a Specifier object used by many of these
methods. If you call it with no arguments, you'll have to populate
it using the Specifier
Stack style with Specifier's Add() method.
If you don't like that, you can pass in a string matching the
hey command-line tool's specifier syntax.
See Specifier, below. |
Unless stated otherwise, these methods will all return something reasonable for the given specifier. For example, if you're after the Frame of a Window, you're going to get back a rectangle (which will be a four-item tuple in Pythonese). If you ask for the Title, you'll get back a string.
If the Hey object doesn't know what the hell the other app was talking about in its reply, you'll get the entire message back; this is a Python dictionary, with keys matching the BMessage item names. Each key indexes a tuple, since BMessage can have multiple items under a single name.
Thus, if you got back a dictionary from one of the Hey methods, you could check the reply's error value like this:
import os ... if reply.has_key( "error" ): # Get the first item out of the tuple... there isn't likely to be # more than one "error" entry anyway. value = reply["error"][0] if value != 0: print "It's the end of the world as we know it!" print os.strerror( value )
| Note: | BRect objects and rgb_color objects both look like four-item tuples to Python. The BRect will have floating-point values though. |
The Specifier object is used by Hey's methods to target a specific part of an application, such as a view inside a window.
You can create a full, ready-to-use Specifier by using Hey's Specifier() method or the Specifier constructor with a string:
spec = hey_object.Specifier( "Title of Window 0" ) ... spec2 = Specifier( "Title of Window 1" )The string uses exactly the same syntax as the hey command-line tool. Specifically:
specifier_1 [of specifier_2 ... specifier_n]
Where a specifier is a property name (such as Title or Window; see your application's documentation for more information about the properties it supports) optionally followed by a qualifier:
| Qualifier | Description |
|---|---|
| number | This is an index specifier. |
| -number | This is an reverse index specifier. |
| [ start to end ] | This is a range specifier. |
| [ -start to -end ] | This is a reverse range specifier. |
| string | This is a name specifier. |
Properties without extra qualifiers are direct specifiers.
Consult your application's docs to find out what kind of specifiers it supports, and look in The Be Book's scripting topic for more information about properties and specifiers.
The other way to create a usable Specifier is to create what The Be Book's scripting topic calls a Specifier Stack. Doing it this way is handy if you've got some docs that talk about application scripting for a C++ using audience; you can use almost the same syntax.
Step one is to create an empty Specifier using Hey's Specifier() method or the Specifier constructor:
spec = hey_object.Specifier() ... spec2 = Specifier()
Now you use the Specifier object's Add() method to populate the Specifier:
# We're after the title of the first window: spec.Add( "Title" ) spec.Add( "Window", 0 ) title = hey_object.Get( spec ) print "The title is:", title
The specifier stack is created from the most specific item (in this case, the Title) to the least specific (the Window).
The Add() method lets you add any kind of specifier to the stack:
| Add( property ) | Add a direct specifier for property. |
| Add( property, name ) | Add a name specifier for the property named name. |
| Add( property, number ) | Add an index or reverse index (if number is negative) specifier for the property. |
| Add( property, start, run ) | Add a range or reverse range (if start is negative) specifier covering run items for the property. |
| Note: | Do not mix Specifier's Add() method with a Specifier that was created from a hey-style string. I don't think it will work the way you expect. |
Say you start campus from your UserBootscript, and you'd like to hide it's status window:
from BeOS.hey import Hey x = Hey( "campus" ) # Windows have a "Hidden" property; if it's "true", # the window is hidden, otherwise the window is # shown. s = x.Specifier( "Hidden of Window 0" ) reply = x.SetBool( s, 1 )
To make it reappear:
from BeOS.hey import Hey x = Hey( "campus" ) s = x.Specifier( "Hidden of Window 0" ) reply = x.SetBool( s, "false" )
Let's start the preferred handler for text/plain files, and find the Title and Frame rectangle of its first window:
from BeOS.hey import Hey x = Hey( "text/plain" ) # Set up a specifier for the Frame, using the hey style. # The Frame is the rectangle where the window dispalys # stuff, just inside the window border. frame_spec = x.Specifier( "Frame of Window 0" ) # Set up a specifier for the title, using the specifier stack. title_spec = x.Specifier() title_spec.Add( "Title" ) title_spec.Add( "Window", 0 ) # Get the frame and title. frame_rect = x.Get( frame_spec ) title = x.Get( title_spec ) # Now say what we got. print "The window %s has a frame rectangle of %s." % ( title, frame_rect ) # Now tell the text/plain handler to quit. x.Quit()
On my system, StyledEdit is the text/plain handler, and this script prints:
The window Untitled 1 has a frame rectangle of (7.0, 26.0, 507.0, 426.0).
Let's start the preferred handler for text/plain files again and move its window around.
from BeOS.hey import Hey from time import sleep # Start the text/plain handler if it's not already running. x = Hey( "text/plain" ) # Set up a specifier for its Frame. frame_spec = x.Specifier( "Frame of Window 0" ) # Get the left, top, right, and bottom values for its Frame rectangle. (left, top, right, bottom) = x.Get( frame_spec ) for foo in range( 5, 105, 5 ): # Looks like you need to refresh the specifier every time you want # to use it... bug or feature? # # It turns out that this is a bug of mine; with heymodule 1.1, # you don't need this: #frame_spec = x.Specifier( "Frame of Window 0" ) # Move the window 5 pixels at a time: reply = x.SetRect( frame_spec, ( ( left + foo ), ( top + foo ), ( right + foo ), ( bottom + foo ) ) ) # Just to show that this is the same as using the "hey" style... # If you need to re-use a specifier like this, it'd be more # efficient to set it up outside the loop! frame_rect = x.Specifier() frame_rect.Add( "Frame" ) frame_rect.Add( "Window", 0 ) # Get and print the current frame rectangle. now_rect = x.Get( frame_rect ) print "rect is now '%s'" % ( now_rect, ) # Snooze for a second so we can actually see the window moving. sleep( 1 ) # Tell us where the script left the window. frame_rect = x.Specifier( "Frame of Window 0" ) new_rect = x.Get( frame_rect ) print "The window is now at %s." % ( new_rect, )
Say you want to know the titles of every window in the currently running Pe session:
from BeOS.hey import Hey # Create a Hey object to talk to Pe. pe = Hey( "pe" ) # Count its windows. wind = pe.Specifier( "Window" ) num = pe.Count( wind ) print "Pe has %d windows..." % ( num ) # For every window, find its title. We need to set up # a specifier every time because we're aiming this # message at a different window every time. for i in range( num ): s = pe.Specifier() s.Add( "Title" ) s.Add( "Window", i ) name = pe.Get( s ) print "Pe's window %d is named '%s'" % ( i, name )
Right now on my system I get something like this:
Pe has 7 windows... Pe's window 0 is named 'Open' Pe's window 1 is named 'Find' Pe's window 2 is named '/boot/home/config/settings/pe/Worksheet' Pe's window 3 is named 'Preferences' Pe's window 4 is named '/boot/src/Python/Python-1.5.1/Modules/heymodule.cpp' Pe's window 5 is named '/boot/src/Python/Python-1.5.1/Modules/heymodule.html' Pe's window 6 is named '/boot/src/Python/Python-1.5.1/Modules/testhey.py'
Since I can't see windows 0, 1, and 3 on my screen, Pe must keep them around as hidden windows. As an exercise for the reader, change this to make all of the windows visible (or if you're feeling saucy, show all the hidden windows and hide all the visible windows).
Last modified: $Date: 1999/06/08 12:49:38 $
Copyright © 1998-1999, Chris Herborth (chrish@qnx.com)


Way back in the 1970s, Rippan Kapur, a young airline purser, was driven by the extraordinary dream to see a day when no Indian child would be deprived of rights as basic as survival, participation, protection and development. Like many of us, Rippan too was upset when he saw disparities between privileged and underprivileged children. He hated to see children begging and working as servants. Unlike most of us though, he did something about it. He joined his school’s social service club and read to the blind, visited children in hospitals, held reading and writing classes for street children, and started a free dispensary at a slum the club adopted. To raise funds for these activities, the club sold milk. It even won a shield for the best Interact club! These qualities of resourcefulness and determination came in handy. In 1979 Rippan and 6 friends started CRY with Rs 50 around his mother’s dining table. They felt that something needed to be done to improve the situation of the underprivileged Indian child. Uncharacteristically, given their backgrounds and motivations, they chose not to start a grassroots-level implementing organisation working directly with and for underprivileged children. They opted instead to make CRY a link between the millions of Indians who could provide resources and thousands of dedicated people and organisations at the grassroots-level who are struggling to function for lack of them. This “link” or enabling position has determined CRY’s strategic choices at every juncture – from the fundraising methods it employs, to the nature of its relationship with the NGOs it partners with. All through the early, difficult years, it was Rippan’s passion and conviction that drove CRY. He was firmly convinced that each of us can, in our own small way, be the agents of change, and when enough of us become one, the impact is a lasting change for the better. All he asked of people was that they help CRY by doing what they were good at. As he put it, “What I can do, I must do.” Although Rippan passed away in 1994, his vision for underprivileged children ensures that CRY continues to grow. “Numbers don’t count. Even if we can change one life, it means a great deal to us.” Rippan Kapur, CRY Founder (1954-1994)


Homesley carries Liberty past East Carolina 77-57
GREENVILLE, N.C. (AP) - Caleb Homesley had 25 points as Liberty routed East Carolina 77-57 on Saturday to remain unbeaten.
Homesley hit 6 of 8 3-pointers.
Darius McGhee had 15 points for Liberty (4-0), playing its first road game.
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Jayden Gardner had 26 points on 10 of 15 shooting for the Pirates (1-3). Brandon Suggs added 13 points. Tristen Newton had 10 points.
The Flames led by six at halftime but pushed the lead to 41-28 in less than three minutes when Scottie James scored six of his nine points and McGhee hit a 3-pointer for a comfortable margin the rest of the way.
Liberty plays Navy at home on Tuesday. East Carolina plays Evansville on Friday.
For more AP college basketball coverage: https://apnews.com/Collegebasketball and http://twitter.com/AP_Top25
This was generated by Automated Insights, http://www.automatedinsights.com/ap, using data from STATS LLC, https://www.stats.com
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ClickAction Abstract Class
Definition
Line
1158
of
System.Windows/Menu.cm
Constructors & Destructor
public
nothrow
ClickAction
()
Member Functions
public
nothrow
void
AddHandlerTo
(
MenuItem
& menuItem)
private
void
Click
()
protected
abstract
void
Execute
()
Member Variables
private
ClickEventHandler
clickEventHandler
Constructor& Destructor Details
ClickAction Constructor
public
nothrow
ClickAction()
Definition
Line
1160
of
System.Windows/Menu.cm
Member Function Details
AddHandlerTo Member Function
public
nothrow
void
AddHandlerTo(
MenuItem
& menuItem)
Definition
Line
1165
of
System.Windows/Menu.cm
Click Member Function
private
void
Click()
Definition
Line
1169
of
System.Windows/Menu.cm
Execute Member Function
protected
abstract
void
Execute()
Definition
Line
1173
of
System.Windows/Menu.cm


All Vehicles
{% for vehicle in vehicles %}
Vehicle Vin: {{ vehicle.VEHICLE_VIN}}
Vehicle Name: {{ vehicle.VEHICLE_NAME}}
{% endfor %}


| Total Time Played | Highest Scoring Student |
|---|---|
| 480 hours 39 minutes | John Smith |
| Name | Description |
|---|---|
| Candy Dungeon | Engage with the muse in this fun exploration of shmooze |
| Castle Playground | Think fast. Much arithmetic. Very modulo. |
| Student | Total Time Played | Total Score | Levels Complete |
|---|---|---|---|
| John Smith | 3 hours 49 minutes | 5,389 | 1, 5, 6, 7 |
| John Smith | 3 hours 49 minutes | 5,389 | 1, 5, 6, 7 |
| John Smith | 3 hours 49 minutes | 5,389 | 1, 5, 6, 7 |
| John Smith | 3 hours 49 minutes | 5,389 | 1, 5, 6, 7 |
| John Smith | 3 hours 49 minutes | 5,389 | 1, 5, 6, 7 |
| John Smith | 3 hours 49 minutes | 5,389 | 1, 5, 6, 7 |
| John Smith | 3 hours 49 minutes | 5,389 | 1, 5, 6, 7 |
| John Smith | 3 hours 49 minutes | 5,389 | 1, 5, 6, 7 |
| John Smith | 3 hours 49 minutes | 5,389 | 1, 5, 6, 7 |


JS MEDIA LAB
insert_photo
IMAGE
movie
VIDEO
graphic_eq
AUDIO
music_note
MUSIC
upload
Choose file
Select an audio file
1.0
fast_forward
play_arrow
loop
Off


Serenade puts on popup events showcasing personal and experimental interactive works and videogames.
Our friends at Static Vision are bringing their Metamorphoses Film Festival to Melbourne's Lido Cinemas. (675 Glenferrie Road Hawthorn). from the 20th to the 23rd of October.
We’ve been inspired by other exhibitions, collectives and venues around Australia and internationally which highlight games that are deeply personal to their creators, games made without commercial intent and games engaging with topics rarely explored within the wider medium. We wanted to bring some of this energy to Sydney. So much more is possible in games and we don't often get to see it here. We want to contribute to changing that.


NAC GbNAC plants Figure transgenic transcription Arabidopsis resistance Plant dahliae expression gene using wild-type abiotic factor genes {border-style analysis involved px;} stress #ffffff;} Xinhai cotton response Kim plant used leaves Arabidopsis. Verticillium biotic function protein proteins disease germination rice sequence VIGS conserved growth showed Cell Cotton control development family regulates seedlings Biol. Liu Mol. TRV: cell domain factors px; underlined) {font-family (A) (B) GbNAC, conditions expressed font-size inoculation overexpressing overexpression phylogenetic plants. vascular ANAC DNA GUS NAC-TF Overexpression PCR Park Sun TRV:GbNAC Zhang cloned containing cotton. dahliae. defense different double; important localization positive raimondii role root salt stem stresses study tree wilt B). Chen Genetics Mitsuda NST ONAC, ORF RNA TERN Wang Zhu alignment amino barbadense border-color border-width cDNA compared control. drought leaf method. motifs phenotype plays regulation results roots roots, solid; stems, strain study, tobacco vector {font-style {font-weight (C) (′- ABA, Biotechnol. GbNAC-overexpressing GbNAC. Gossypium Ooka Phenotype Wild-type acids adaptor amplified attB black bold characterization cloning courier; cultivated development. domains em; enhanced formation fragment group identified indicated mannitol method obtained pattern performed primers. pt;} qRT-PCR rate reduced regulatory responses restriction secondary seed seedling seeds signaling site stress-responsive terms tolerance tumefaciens unigene xylem


A React hangman game exercise.
Install the required packages:
$ cd react-hangman $ npm install
Start the application:
$ npm start
Play the game. It is functional, but always uses the same word (“apple”) as the secret word.
Read over the code: there is only one component, Hangman, in Hangman.js.
Currently, the buttons don’t have a key prop. Fix this issue!
Above the currently-guessed word, we’d like to show the number of wrong guesses, like “Number wrong: 3.” Add this.
The game only comes (by default) with 6 gallows images and therefore should only allow six wrong guesses. However, it allows players to keep making guesses after this (and there’s a bug, in that the gallows images disappears after there are too many wrong).
Change the behavior of the game so that after six wrong guesses, it no longer shows the button area. Instead, it should show the message “You lose” and reveal the correct word.
Do this without hard-coding “6” in as the number of guesses — instead, use the prop for maxGuesses.
Add an alt attribute to the hangman image that explains how many guesses have been made, inc case the images don’t load. Something like “5/6” or “5 wrong guesses”
The game right now always uses the word “apple” as the secret word. There’s a file, words.js, with a list of words and a function to return a random word. Incorporate this so that the game uses this to choose a secret word.
Add a button that will restart the game. This should pick a new random word and reset the guessed list and number of wrong guesses.
Imagine that other games use a sequence of buttons with letters on them. It would be nice if the buttons could be reusable components.
Refactor the app, adding an AlphaButtons component.
The AlphaButtons component renders a sequence of buttons corresponding to letters (in Hangman that would be “a” through “z”). The Hangman component should keep track of which letters have been guessed.


Rats are social creatures, living in colonies that are housed in a complex network of underground burrows similar to the warrens dug by wild rabbits. To protect the colony from predators, the entrances to the burrows are well-hidden among rocks, the roots of shrubs, or under other thick vegetation. In temperate regions, most of the burrow is below the frost line, ranging from a few inches to severe


Woordy Play Highscore New game What's your name?


--- layout: post title: "来张微博图片吧 - 测试" date: 2013-02-16 19:18:19.000000000 +08:00 type: post published: true status: publish categories: [] tags: [] meta: views: '22' author: login: lanbing email<EMAIL_ADDRESS>display_name: lanbing first_name: '' last_name: '' ---


 The next step is to create a course.
{% elif school_year %}Each of your students will be enrolled in a grade level for the school year. If you have more than one student in your school, you will be able to add more grade levels in the future.
These starting steps are designed to show you all the parts needed for one grade, and you may add more later.
Please tell us what you want to call your grade level.
{% for error_message in form.non_field_errors %}{{ error_message }}
{% endfor %} {% else %}Before you can create a grade level for your student, you must first create a school year to set when your school is in session.
{% endif %}


Month
January
February
March
April
May
June
July
August
September
October
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“A great many people, and more all the time, live their entire lives without ever once sleeping out under the stars.” – Alan S. Kesselheim
If you do choose a summer program, you will have plenty of company. Traditionally, most E.U. university students do not attend classes full-time during the summer. Instead, they usually spend these months traveling, vacationing, or working in order to save money for the following year’s tuition.
However, this has been changing. Many universities now offer a wide variety of courses during the summer. In many instances, students may take as many classes as they would during any other term.
You will be sharing the campus with many E.U. students and international visitors. There are many reasons for spending all or part of your summer on a E.U. campus:
More preparation prior to undertaking full-time studies in the EU
Travel and personal growth • Meeting university students from the EU and other countries
Improving conversational and academic English skills .Fun and challenging experiences
Academic credit that is transferable to a program back home.Specialized training or professional development program


Team statistics will appear here once replays have been submitted from matches. Due to technical limitations, team statistics will also not be shown for playoffs.
{{ opponent.participant.name }}
{{ opponent.score }}
TBD
Player statistics will appear here once replays have been submitted from matches.


title = "formAjax" url = "/formajax" layout = "base" is_hidden = 0 == public function onUpdate($id = null) { // Check storage/logs/system.log trace_log('onUpdate was called with ID: '. $id); \Flash::success('Jobs done!'); } ==
You gave an ID of: = $myId ?>


Play without a perk for harder difficulty!
For bugs and feedback, you can create a GitHub issue.
This game was created by Tapio Vierros for the 2016 Seven Day Roguelike Challenge, with the aid of rot.js library and lots of code reuse from my last year's 7DRL, Beware the Space Bears.
Graphics and sounds were made by a multitude of talented people, gathered from OpenGameArt.org
Some inspiration was taken from these two excellent games: Pixel Dungeon and Hoplite. You should totally try them also!
Your goal is to decend to the dangerous depths of the world without dying. Pick up valuables and sacrifice them on altars to get perks from gods. These perks will help you to not die. :)
Navigate by clicking/touching the tile where you want to go. You can also use the keyboard (arrows, numpad, Vi-keys). Bump into stuff to interact, i.e. attack enemies, pick up loot etc. Right click/long press prints info on things in the world.
During play, you can access settings - such as fullscreen and sound toggles - from the upper right corner of the screen.

During your journey you collected coins and gems. You sacrificed to gods times.
After turns your adventure ended in triumph at dungeon depth . Before that, you slaughtered creatures and collected coins and gems. You made sacrifices to gods.


Most of brute force algorithms copy the entire puzzle into the next step therefore ther are very memory-inefficient.
This is an example of a brute force algorithm which does not occupy extra memory when backtracking.
Please enter the puzzle you wish to solve.
Format: 81 digits of numbers sorted by rows. You can use number 0 or dot for any vacancies.
Enter here:
The final completed sudoku will show below. Click "Solve" to solve the puzzle.


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Patient Details
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--Select--
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A2ZDB Data Modelor's Guide
The purpose of this guide is to familiarize you with the various taxonomies in the A2ZDB data layer.
As more models are added and additional documentation is procurred, this guide will be revised accordingly.
Author: S. McNeill
Document Revision 1.1, March 2018
Getting Started
This data modelor's guide is divided into three core sections with a forth section dedicated to familiarizing yourself A2ZDB modelling principles. Regardless of your level of expertise, you are encouraged to review the A2ZDB Object Modeling Overview to get a feel for the modeling conventions A2Z uses. While the topic of data modeling can certainly be dry, It is imperitive you review this guide if you are preparing to interface with A2ZDB or perhaps even wish to extend it with your models.
Lets Get StartedCore Object Models
The Core Object Model section will introduce you to the concrete object models that make up the minimum requirements for an A2ZDB.
Semantic Modeling
Need to come up with a concise description of what we mean
Data Storage Options
A2ZDB supports both relational and/or dimensional storage strategies.


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Ignis
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You will need to download the Ignis Android app.
Visit the link below to get started
r/IgnisAndroid


FROM:MRS ELIZABETH SMITH TAMBO TELE:+27-83-9924367<EMAIL_ADDRESS><EMAIL_ADDRESS>INVITATION FOR PARTNERSHIP My Name is MRS ELIZABETH SMITH TAMBO ,the WIFE of MR.DANIEL SMITH TAMBO of Zimbabwe. This might be a surprise to you about where I got your contact address. I got your(CONTACT FROM THE SOUTH AFRICA EXCHENAGE NETWORK ONLINE). During the current war against the farmers in Zimbabwe from the supporters of our President Robert Mugabe to claim all the white-owned farms to his party member and his followers, he ordered all farmers to surrender all farms to his party members and his followers. MY HUSBAND is One of the best farmers in our country and because he did not supporter Mugabes ideas,Mugabes supporters invaded my hubands farm and burnt everything in the farm,killing my husband and made away with a lot of items in my husbands farm. Before his death,my husband had deposited with the Security Company in Johannesburg,South Africa the sum of USD$20 MILLION(TWENTY MILLION DOLLARS) After the death of my husband, We decided to move to the Republic of South Africa where he had deposited the money in the Security Company as family valuables. So I decided to contact overseas firm and companies that will assist me to move this money out of South Africa because as asylum seekers we are not allowed to operate any Bank Account within South Africa. We have agreed to offer you 25% of the total sum for your assistance,5% will be mapped out for any expenses that may be incurred in the course of this transaction while 70 Will be for me and my family to invest in your country. All I want you to do is to furnish me with your entire personal phone and fax numbers for easy communication. You can contact my son on the above Telephone +27-83-9924367 or E-mail number he will informed you on what to do next. Note that this transaction is 100% Risk free and absolutely confidential. Thanks and God bless. BEST REGARDS MRS ELIZABETH SMITH TAMBO. For the Family. _________________________________________________________________ Need pet-care advice? Find it with MSN Search! http://search.msn.co.za


BATMAN AND ROBIN A film review by Bryan Dobson Copyright 1997 Bryan Dobson RATING: 1 / 10
Staring, George Clooney, Arnold Schwarzenegger, Chris O'Donnell and Uma Thurman with Alicia Silverstone. Well to start this off I'd just like to say a couple things. First is, I miss Michael Keaton, I miss Tim Burton and would much prefer to think that these last two Batman films are all like a Dallas dream sequence.
Not even from the first film was Batman really the 'star' though he was damn close in the first couple anyway. In 'Batman Forever' and now in 'Batman & Robin' he's almost pushed to being a bit player. I can't really say if Clooney (who regardless was better than Kilmer) was a very good Batman or not. He's given next to nothing to do at all, he might as well not have been there and it wouldn't have made much difference.
Now, Joel Schumacher has said that he refuses to bend to the masses that have hated his films and cheered for the return of Buton that he wont make Batman brooding and dark. Fine, I mean granted 'Batman Returns' while being an awsome film was a BIT to dark sometimes. Yet his bright neon, campy style is just killing anything this series meant to me. I'm usually very easy on films. I loved 'CON AIR' and other films some critics have slammed. Granted that film really was paper thin, cliche ridden, except for one thing, it was FUN. There is virtually no FUN in this film at all. I couldn't have cared less. It'll thrill the little ones as theres no violence really, none everyone comes out fine in the end like those old TV shows where it ends with everyone laughing.
Schwarzenegger is awful, I mean really, really bad... And this is coming from a regular FAN of his work. I love his movies most of the time and the basic reason is he never says much in any of them. He talks all to often in this movie. I would have much prefered to have seen Patric Stewart in the roll. I believe to truely like a film you have to CARE about at least someone in a film. I liked Alfred but the reason behind it is a cheap shot.
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--- layout: post status: publish published: true title: ServicedComponents author: display_name: Tomas Restrepo login: tomasr email<EMAIL_ADDRESS>url: http://winterdom.com/ author_login: tomasr author_email<EMAIL_ADDRESS>author_url: http://winterdom.com/ wordpress_id: 898 wordpress_url: http://winterdom.com/2002/08/servicedcomponents date: '2002-08-27 19:48:00 +0000' date_gmt: '2002-08-27 19:48:00 +0000' categories: - Enterprise Services tags: [] comments: - id: 617 author: Ingo Rammer author_email<EMAIL_ADDRESS>author_url: http://www.dotnetremoting.cc/dotnetcentric date: '2002-09-05 13:56:12 +0000' date_gmt: '2002-09-05 13:56:12 +0000' content: |
No other comments but 100% ACK.
-Ingo
---Justin does a pretty good job of wondering about the use of ServicedComponents in .NET. I'd like to make a couple on comments on it, though:
I fully agree with Justin that using COM+ (and thus, ServicedComponent) in .NET has more or less fairly limited advantages, in particular, declarative transactions. Quite frankly, I don't care much for the role-based security settings in COM+, as I always found it a little bit restrictive, so I prefer quite a bit more the .NET version of it.
I think that blindly going to ServicedComponent is the wrong way to go. I'd argue that most people used COM+ for the wrong reasons. I've seen too many times VB developers putting all their components in COM+ just because they wanted to access them remotely (poor's man remoting, if you ask me), but never actually using any of the actual COM+ services. A complete waste. So going to COM+ is way overkill for most simple projects. Let's face it: your typical intranet application really doesn't need COM+.
However, I still think COM+ has lots to offer to complex enterprise-level applications, but even so, one should think very carefully about going that way. My main concern is that correctly introducing COM+ into an application (and particularly a .NET application), implies some heavy architectural decisions and changes. You should be fully prepared to deal with the consecuences.
I must admit, though, that, right now, we're faced with this very topic on our current project, and it hasn't been an easy one. I currently think we'll be needing COM+ soon enough, but we have managed to build a lot of functionality without actually using it, which is pretty cool. In particular, it seems we'll really need to get in shape with distributed transactions, and if you're using SQL Server and the SqlClient provider, there's just not much other way to go right now.
My current thinking on all of this is:
If anyone has any other advices, love to hear them :)