This tool will allow you to run short JS snippets using a library (see Functions below and source for more info).
Setup// ngrok using https://gabrielsroka.github.io/console/ngrok.html // Set this: apiKey = '...' // from https://dashboard.ngrok.com/api headers.authorization = 'Bearer ' + apiKey url = '/credentials' for await (cred of getObjects(url)) { log(cred.id) if (cancel) break }


Based on your e-mail address we have granted you a {{role_descr}} role on {{organization}}.
{% if contacts %} If you need extra permissions, please contact one of the profile managers for {{organization}}: {{contacts}}. {% else %} If you have any questions, please contact us. {% endif %}
{% else %}We found a matching profile for your e-mail domain! Please verify your e-mail address before going further. To do so click on the link in the e-mail we just sent you.
{% endif %}


MusicArtists!
Artist Info
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{% for segment in segment_details %}
{{segment[0]}}
{{segment[1]}}
{% endfor %}


{% extends 'base.html' %} {% block title %} Page not found {% endblock %} {% block content %}
The page you request does not exist or has been moved or removed.


How-to share a folder between the host and guest operating systems using Virtual Box.
Virtual Box
VirtualBox is a free and open-source hypervisor for x86 computers currently being developed by Oracle Corporation. http://www.oracle.com/technetwork/server-storage/virtualbox/downloads/index.html
Context
The host OS is Windows 10 and the guest OS is Ubuntu. The guest OS is working normally. You have already created a folder on the host that you would like to share with the guest. Sharing folders between the host and guest OS is often helpful.
Sharing the Folder
-
Log into the guest OS
-
Insert the Guest Additions CD image
-
Allow the script to run and install new capabilities
-
Shutdown the guest OS
-
From the VirtualBox Manager, select the Settings snd then the Shared Folders for your VM
-
Click Add new shared folder
-
Folder Path is the location on your host OS
-
Folder Name is the name for your guest OS
-
Check Auto-mount and Make Permanent
-
Verify the Share
-
Start your guest OS
-
Start a terminal
-
Enter
ls /media
-
Should display a listing that includes the folder name you provided prefixed with sf_
-
-
If your shared folder is not shown or you received and error such as VBoxClient (seamless): failed to start. Stage: Setting guest IRQ filter mask Error: VERR_INTERNAL_ERROR, please see Reinstalling the Guest Additions CD
Permissions on the Share
By default, guest OS general users do not have permission to view the share. The share is available to users in the vboxsf group. Add your username to this group.
-
sudo usermod -aG vboxsf username
-
Log out
-
Log in
-
Verify that you can now view files within your shared folder
Reinstalling the Guest Additions CD
If you had problems viewing the shared folder inside your guest OS and all other settings are correct, perhaps the Guest Additions did not properly install.
-
Open a terminal on the guest OS
-
sudo apt-get install gcc make perl
-
Insert the Guest Additions CD image
-
Allow the script to run and install new capabilities
-
Reboot


--- title: Configuration keywords: fastai sidebar: home_sidebar summary: "DRY conviences" description: "DRY conviences" nb_path: "00_config.ipynb" ---
make sure that autonaming works
datadump = "ipynb_tests/00_config_datadump"
extension = ".text"
Defaults.__hard_reset_test_dir__(datadump, keep_folder=True)
for i in range(3):
next_filename = Defaults._itername(pre = f"{datadump}/Defaults (",
post = f"){extension}")
with open(next_filename, "w") as outfile:
outfile.writelines("<data>")
for i in range(3):
next_filename = Defaults._itername(pre = f"{datadump}/Version - ",
post = "")
with open(next_filename, "w") as outfile:
outfile.writelines("<data>")
files = os.listdir(datadump)
assert len(files) == 6
files
Default Values are stored in "ModelAssistedLabel config.json"
Every time the class is called, the config file is re-read for changes.
Currently, the following attributes are then dynamically assigned to the newly-created Default
object.
This data is generated dynamically.
import json
d = Defaults()
data = d.read_json()
for k,v in data.items():
print("Attribute:", k, "\n\t- Type:", type(v))


This sample shows the minumum code needed to define a new renderer that overrides constants from the base renderer:
CustomConstantsRenderer
'custom_constants'
CustomConstantsProvider
. It contains all of the constants needed to size a block during rendering. NOTCH_WIDTH
: the width of previous and next connection notches.NOTCH_HEIGHT
: the height of previous and next connection notches.CORNER_RADIUS
: the radius of all rounded corners on the block.TAB_HEIGHT
: the height of the puzzle tab used for input and output connections.makeConstants_
to tell the custom renderer to use the custom constants provider.
For a more complete list of constants, look at the base constants.js file.
Next


Australia's Genex pumped hydro project funding falls through, shares tank
REUTERS: Australia's Genex Power Ltd on Friday said it won't be able to line up funding for its pumped hydro project until next year, after failing to sign a power sale agreement from the project.
The setback knocked the small-capitalisation company's shares down to AUS$0.165, off 39per cent, by 0615 GMT, having earlier touched a more than three-year low with a drop of as much as 46per cent.
Under a preliminary agreement reached last December, Genex had hoped to finalize a power purchase agreement in 2019 with EnergyAustralia and sell an equity stake in the 250 megawatt project to the country's no.3 electricity retailer.
Genex said on Friday EnergyAustralia, owned by Hong Kong's CLP Holdings , had advised that it could not agree to the deal spelled out in the term sheet last December.
"In light of this development, Genex wishes to advise that it no longer anticipates that it will reach financial close on the project in calendar 2019," the company said in a statement to the Australian stock exchange.
As a result of the EnergyAustralia setback, agreements Genex reached for a total of AUS$635 million (US$438.34 million) in funding from the government's Northern Australia Infrastructure Facility and Japan's J-Power would both lapse in December, Genex said.
Genex said it would work with the government fund, J-Power and EnergyAustralia to restructure the financing, which it now hopes to seal in 2020.
"There is more work to be done before we can commit long-term," an EnergyAustralia spokesman said in emailed comments, adding that the company hoped an investment decision could be made "sometime next year".
The project, which Genex plans to build at an abandoned gold mine in outback northern Australia, is seen as the most promising of a range of pumped hydro projects. It would store energy like a battery to back up variable wind and solar power.
(Reporting by Anushka Trivedi in Bengaluru; Editing by Sonali Paul and Kenneth Maxwell)


Below are a few examples of core safety equipment that need to be considered depending on the sport or activity. It is recommended to consult professional advice on the required safety equipment before engaging in any and all activities.
Lifejacket
Polarized Sports Sunglasses
Open Water Simming Floatation
Watersports Helmet
Aqua Shoes
Gloves


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Wiseman, Dennis Nelson
| Birth Name | Wiseman, Dennis Nelson |
| Gender | male |
| Age at Death | 57 years, 7 months, 4 days |
Narrative
SMH - Dennis Nelson Wiseman, passed away 29 March, 2003, late of Port Macquarie, loving husband of Pamela (dec), much loved son of Cecil & Strella (both dec), dearly loved brother & brother-in-law of Larry, Wayne & Jenny, Glen & Kym, Leonie & Ken, Julie & Phillip, adored uncle to their children. Aged 57 years. Loved & remembered always, Gone fishing.
Dennis's family & friends are invited to his funeral service, at All Saints Chapel, Anglican Section of Rookwood Cemetery, at 12.30pm on Friday. After the Chapel service interment will be within the ajoining cemetery grounds.
Events
| Event | Date | Place | Description | Sources |
|---|---|---|---|---|
| Birth | 1945-08-25 | Annandale NSW | ||
|
|
||||
| Death | 2003-03-29 | Port Macquarie NSW | ||
|
|
||||
| Burial | 2003-04-04 | Rookwood Anglican Cemetery | ||
|
|
Parents
| Relation to main person | Name | Birth date | Death date | Relation within this family (if not by birth) |
|---|---|---|---|---|
| Father | Wiseman, Cecil Marmion “Siggy” | c1913 | 1977-04-02 | |
| Mother | Martin, Strella Emma | 1925-03-14 | 1999-10-01 | |
| Wiseman, Dennis Nelson | 1945-08-25 | 2003-03-29 | ||
| Brother | Wiseman, [Living] | |||
| Brother | Wiseman, [Living] | |||
| Sister | Wiseman, [Living] | |||
| Brother | Wiseman, [Living] | |||
| Sister | Wiseman, [Living] |
Families
Family of Wiseman, Dennis Nelson and Mulvihill, [Living] |
||||||||||
| Married | Wife | Mulvihill, [Living] ( * + ... ) | ||||||||
| Children |
| Name | Birth Date | Death Date |
|---|---|---|
| Wiseman, [Living] |
| Type | Value | Notes | Sources |
|---|---|---|---|
| _UID | C6AF707F51A7D711985393809DB97D7C9138 |
Attributes
| Type | Value | Notes | Sources |
|---|---|---|---|
| _UID | 8A78B711A871D7119853C24CA2F4FD7CD328 |


{% extends "base.html" %} {% block content %}
This is a Text Extractor for Question and Answer Light Weight Recommendation Application
The web application framework is inspired on microblog application from the blog The Flask Mega-Tutorial Part I: Hello, World! - miguelgrinberg.com
The recommendation engine is inspired on the use of Naïve Bayes to classify unstructured text from A Programmer's Guide to Data Mining - Chapter 7: Naïve Bayes and unstructured text
Materials were used from Invent with Python


CLOCK_NANOSLEEP
Section: Linux Programmer's Guide (2)Updated: 2004-March-12
Index Return to Main Contents
NAME
clock_nanosleep - Suspend execution of the currently running threadSYNOPSIS
- long sys_clock_nanosleep (clockid_t which_clock, int flags, const struct timespec *rqtp, struct timespec *rmtp);
DESCRIPTION
clock_nanosleep suspends execution of the currently running thread until the time interval specified by rqtp is elapsed, or until the function is woken up by a signal. The rmtp is updated with the amount of time remaining in the time interval (requested minus sleep time) if non-null. If null, the rmtp argument does not return any remaining time information.
The flags parameter specifies the type of behavior the call will take. So far, the only value defined for this parameter (defined in include/linux.time.h is TIMER_ABSTIME). This value causes the current thread to be suspended from execution in three ways:
- 1.
- Until either the time value of the clock specified by clock_id reaches the absolute time specified by the rqtp argument.
- 2.
- Until a signal is delivered to the calling thread and its action is to invoke a signal-catching function.
- 3.
- Until the process is terminated.
The values that clockid_t currently supports for POSIX.1b timers (defined in include/linux/time.h) are:
- CLOCK_REALTIME
- Systemwide realtime clock.
- CLOCK_MONOTONIC
- Represents monotonic time. Cannot be set.
- CLOCK_PROCESS_CPUTIME_ID
- High resolution per-process timer.
- CLOCK_THREAD_CPUTIME_ID
- Thread-specific timer.
RETURN VALUE
clock_nanosleep returns 0 if the time specified by rqtp has elapsed; otherwise, it returns one of the errors listed in the "Errors" section.
ERRORS
- -EINVAL
- An invalid which_clock value or an invalid rqtp was specified.
- -EFAULT
- The value was could not be copied to the rmtp or an invalid rqtp value was specified.
SEE ALSO
clock_getres(2), clock_gettime(2), clock_settime(2)
AUTHOR
Niki Rahimi
Index
This document was created by man2html, using the manual pages.
Time: 05:33:03 GMT, December 24, 2015


Bootstrap is good. Purecss is good. Foundation is good. Material Design Lite is good. Many others are good.


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QuantConnect provides Morningstar® corporate fundamentals data for US Equities symbols. Morningstar Data for equities is used by many leading asset management firms, media companies, broker-dealers, and other large institutions to support internal research functions, power investment tools, and deliver meaningful information and analysis to investors.
For older symbols, the file date is approximated 45 days after the as of date. When a filing date is present on the Morningstar data, it is used.
As we are a quant platform, all the data is loaded using "As Original Reported" figures. If there was a mistake reporting the figure this will not be fixed later. The market typically responds quickly to these initially reported figures. Data is available for multiple periods depending on the property. Periods available include: 1 mo, 2 mo, 3 mo, 6 mo, 9 mo, 12 mo, 1 Yr, 2 Yr, 3 Yr, and 5 Yr.
Morningstar symbols cover the NYSE, NASDAQ, AMEX, and BATS exchanges.
In live trading, Morningstar data is delivered to your algorithm at approximately 6 am each day. The majority of the fundamental data update occurs once per month. This includes updates to all of the key information for each security Morningstar supports. On top of this monthly update, there are daily updates of the financial ratios.
As Morningstar data arrives, it updates the master copy and is passed into your algorithm, similar to how TradeBars are fill-forwarded in your data feed. If there have been no updates this week, you'll receive the same fundamental data.
| Data Properties | |
|---|---|
| Data Provider | Morningstar |
| Start Date | January 1st, 1998. |
| Symbol Universe | ≈ 5,000 Tickers (Excluding 12,000 illiquid OTC stocks). |
| Corporate Indicators / Tracked Fields | ≈ 900 Fields. |
See the reference table below for full documentation of available properties.


Bees on caffeine
by Archana Bottu, Robert Canuel, Briana Mancenido, and Nevil Parikh
Product 1: video
Product 2: blog post
Bugs on Drugs
Psychoactive drugs incite some pretty crazy things in people. For example, numerous individuals consume high dosage of caffeine to get their temporary “boost of energy”. Native Americans like the Iroquois smoke tobacco in their peace pipes. The Huichol tribe likes drinking peyote to communicate with their gods. Moreover, scientists have directed their attention to the effects of these psychoactive drugs on animals: honey bees, dogs, and the like. These drugs had both beneficial and adverse effects to the normal behavior of these animals.
In the case of honeybees, caffeine helps increase their foraging and recruitment of other bees to obtain the food resource. Moreover, plants provide food reward to honeybees. In return, honey bees help to transfer pollen, which enhances plant reproduction. However, caffeine ends up decreasing their productivity. The caffeine that is found in the nectar of plants causes the bees to overestimate the quality and quantity of their foraging. As a result, food stores decrease due to the effects of caffeine-enhanced foraging. In this way, caffeine has turned this mutualistic relationship between plants and honeybees into a more exploitative relationship.
In a study done by Peter N. Witt of the North Carolina Department of Mental Health, drugs were tested on arachnids. Spiders were used to test how drugs (stimulants and depressants) impact their web making. Common drugs like LSD-25 and d-amphetamine, along with caffeine, were given to the spiders in small doses. Interestingly enough, the subsequent behavior of the spiders reflected typical behaviors of humans. For example, when a spider was given LSD-25 through sugar water, the web making was very relaxed and not completed as quickly. When given alcohol, the spiders actually fell off the web. But when given caffeine, the spiders began rushing their web making and it turned out to be irregular looking. Dr. Witt found the similarities of behaviors induced by drugs from spiders to humans are when given the same drugs .
The effect of LSD was even tested on elephants. Male elephants experience a natural phenomenon called musth where they run berserk and attack anything in their path, so researchers wanted to experimentally recreate this behavior. The researchers did so by administering doses of LSD that they thought wouldn’t elicit much of a reaction, but the elephant ended up dying less than two hours after being injected, showing that elephants are highly sensitive to the effects of LSD.
One last study showed the effects of cannabinoid eyedrop formulation on dogs and mice. Mice were shown to have a decrease in locomotor activity, and dogs were shown to have an increase in anxiety.
Certainly, drugs have a wide variety of fascinating effects on different organisms. From humans to mice, drugs have altered their activities and behavior. In spite of increasing their foraging activity, caffeine ends up decreasing the productivity of honeybees. Similarly, alcohol caused the bees to fall off their web, and LSD ended up killing the elephant. Also, drinking coffee might help individuals to obtain energy to finish their work, but high dosages can be harmful to their health. Therefore, before ordering your next coffee at Starbucks, think twice about the amount of caffeine that you are consuming!
Product 3: podcast
References:
- Couvillon MJ, Al Toufailia H, Butterfield TM, Schrell F, Ratnieks FLW, Schürch R. Caffeinated Forage Tricks Honeybees into Increasing Foraging and Recruitment Behaviors. Curr Biol. 2015;25: 2815–2818. doi:10.1016/j.cub.2015.08.052
- Kuhn RD. Trade and Exchange Among the Mohawk-Iroquois: A Trace Element Analysis of Ceramic Smoking Pipes. North Am Archaeol. 1987;8: 305–315. doi:10.2190/FTB8-XWHX-LGEP-J1VR
- Stolf AM, Lugarini D, de Oliveira A, Sereniki AP, Capitelli CS, Tanaka DH, et al. Pharmacological study of a cannabinoid-containing eyedrop formulation in dogs and mice. J Appl Biomed. 2015; doi:10.1016/j.jab.2015.04.005
- West LJ, Pierce CM, Thomas WD. Lysergic Acid Diethylamide: Its Effects on a Male Asiatic Elephant. Science (80- ). 1962;138: 1100–1103. doi:10.1126/science.138.3545.1100
- Witt PN. Drugs alter web-building of spiders: A review and evaluation. Behav Sci. 1971;16: 98–113. doi:10.1002/bs.3830160109


Rick and Morty Connect Four
Current Player
Current Player
Click on any column to start. First to get four in a row, in any direction, wins.


; ;
Phone:<PHONE_NUMBER>
Email<EMAIL_ADDRESS>Address: 1740 W 92nd Street Kansas City, Mo 64114


Paperclip
Paperclip is intended as an easy file attachment library for ActiveRecord. The intent behind it was to keep setup as easy as possible and to treat files as much like other attributes as possible. This means they aren’t saved to their final locations on disk, nor are they deleted if set to nil, until ActiveRecord::Base#save is called. It manages validations based on size and presence, if required. It can transform its assigned image into thumbnails if needed, and the prerequisites are as simple as installing ImageMagick (which, for most modern Unix-based systems, is as easy as installing the right packages). Attached files are saved to the filesystem and referenced in the browser by an easily understandable specification, which has sensible and useful defaults.
See the documentation for has_attached_file in Paperclip::ClassMethods for more detailed options.
Quick Start
In your model:
class User < ActiveRecord::Base has_attached_file :avatar, :styles => { :medium => "300x300>", :thumb => "100x100>" } end
In your migrations:
class AddAvatarColumnsToUser < ActiveRecord::Migration def self.up add_column :users, :avatar_file_name, :string add_column :users, :avatar_content_type, :string add_column :users, :avatar_file_size, :integer add_column :users, :avatar_updated_at, :datetime end def self.down remove_column :users, :avatar_file_name remove_column :users, :avatar_content_type remove_column :users, :avatar_file_size remove_column :users, :avatar_updated_at end end
In your edit and new views:
<% form_for :user, @user, :url => user_path, :html => { :multipart => true } do |form| %> <%= form.file_field :avatar %> <% end %>
In your controller:
def create @user = User.create( params[:user] ) end
In your show view:
<%= image_tag @user.avatar.url %> <%= image_tag @user.avatar.url(:medium) %> <%= image_tag @user.avatar.url(:thumb) %>
Usage
The basics of paperclip are quite simple: Declare that your model has an
attachment with the has_attached_file method, and give it a name. Paperclip will wrap up up to four
attributes (all prefixed with that attachment’s name, so you can have
multiple attachments per model if you wish) and give the a friendly front
end. The attributes are
Attachments can be validated with Paperclip’s validation methods, validates_attachment_presence, validates_attachment_content_type, and validates_attachment_size.
Storage
The files that are assigned as attachments are, by default, placed in the directory specified by the :path option to has_attached_file. By default, this location is “:rails_root/public/system/:attachment/:id/:style/:filename”. This location was chosen because on standard Capistrano deployments, the public/system directory is symlinked to the app’s shared directory, meaning it will survive between deployments. For example, using that :path, you may have a file at
/data/myapp/releases/20081229172410/public/system/avatars/13/small/my_pic.png
NOTE: This is a change from previous versions of Paperclip, but is overall a safer choice for the default file store.
You may also choose to store your files using Amazon’s S3 service. You can find more information about S3 storage at the description for Paperclip::Storage::S3.
Files on the local filesystem (and in the Rails app’s public directory) will be available to the internet at large. If you require access control, it’s possible to place your files in a different location. You will need to change both the :path and :url options in order to make sure the files are unavailable to the public. Both :path and :url allow the same set of interpolated variables.
Post Processing
Paperclip supports an extensible selection of post-processors. When you define a set of styles for an attachment, by default it is expected that those “styles” are actually “thumbnails”. However, you can do much more than just thumbnail images. By defining a subclass of Paperclip::Processor, you can perform any processing you want on the files that are attached. Any file in your Rails app’s lib/paperclip_processors directory is automatically loaded by paperclip, allowing you to easily define custom processors. You can specify a processor with the :processors option to has_attached_file:
has_attached_file :scan, :styles => { :text => { :quality => :better } }, :processors => [:ocr]
This would load the hypothetical class Paperclip::Ocr, which would have the hash “{ :quality => :better }” passed to it along with the uploaded file. For more information about defining processors, see Paperclip::Processor.
The default processor is Paperclip::Thumbnail. For backwards compatability reasons, you can pass a single geometry string or an array containing a geometry and a format, which the file will be converted to, like so:
has_attached_file :avatar, :styles => { :thumb => ["32x32#", :png] }
This will convert the “thumb” style to a 32x32 square in png format, regardless of what was uploaded. If the format is not specified, it is kept the same (i.e. jpgs will remain jpgs).
Multiple processors can be specified, and they will be invoked in the order they are defined in the :processors array. Each successive processor will be given the result of the previous processor’s execution. All processors will receive the same parameters, which are what you define in the :styles hash. For example, assuming we had this definition:
has_attached_file :scan, :styles => { :text => { :quality => :better } }, :processors => [:rotator, :ocr]
then both the :rotator processor and the :ocr processor would receive the options “{ :quality => :better }”. This parameter may not mean anything to one or more or the processors, and they are expected to ignore it.
NOTE: Because processors operate by turning the original attachment into the styles, no processors will be run if there are no styles defined.
Events
Before and after the Post Processing step, Paperclip calls back to the model with
a few callbacks, allowing the model to change or cancel the processing
step. The callbacks are “before_post_process“ and
“after_post_process“ (which are called before and after the
processing of each attachment), and the attachment-specific
“before_
- returning nil is not the same) in a before_ filter, the post processing step
will halt. Returning false in an after_ filter will not halt anything, but you can access the model and the attachment if necessary.
NOTE: Post processing will not even start if the attachment is not valid according to the validations. Your callbacks and processors will only be called with valid attachments.
Contributing
If you’d like to contribute a feature or bugfix: Thanks! To make sure your fix/feature has a high chance of being included, please read the following guidelines:
- Ask on the mailing list, or post a new GitHub Issue.
- Make sure there are tests! We will not accept any patch that is not tested. It’s a rare time when explicit tests aren’t needed. If you have questions about writing tests for paperclip, please ask the mailing list.


--- title: Experiment Commands keywords: fastai sidebar: home_sidebar summary: "All commands used in our Reproducibility Challenge submission experiments" description: "All commands used in our Reproducibility Challenge submission experiments" nb_path: "nbs/22_experiment.experiment-commands.ipynb" ---
After installing our library, experiments are run by running run_exp TASK_NAME PARAMS
. The TASK_NAME sets the data and model to use while PARAMS adjust some model and training settings as well as logging.
When running the experiment script, each experiment type has its own "task" which defines the data and model to be used as well as the training schedule. Most model settings are hard-coded in configs to mirror the configurations used in the Reformer paper. All model and training hypermaramters used in training can be found in Experiments/Configs. Depending on the task, a limited number of configs can be changed such as seq_len
or n_layers
for example.
synt
: Language Modelling with Synthetic Datalm_XX
: The lm_base
argument will train a baseline TransformerLM, lm_rev
to train a ReversibleLM and lm_shared_qk
for a baseline Transformer with shared query-key values. All training is on the enwik9 dataset.n_hashes
: Trains a LSH-LM on the enwik8 datan_layers
: Trains a LSH-LM on the enwik8 datawmt_XX
: The wmt_base
argument will train a classic Transformer on the WMT-14 dataset, while wmt_rev
will train a ReversibleTransformer on the same datasetSection 4.2 - LSH attention analysis on synthetic task
run_exp "synt" --n_epochs=750 --bs=64 --save_model=True --seed=123 --do_wandb_logging=False --n_hashes=4
Section 4.3 & 4.4 - Effect of sharing QK & Effect of reversible layers
The language modelling experiments outlined in section 4.3 and 4.4 of the paper were run with the following command. The lm_base
argument was passed to train a baseline TransformerLM, lm_rev
to train a ReversibleLM and lm_shared_qk
for a baseline Transformer with shared query-key values
run_exp "lm_base" --n_epochs=10 --bs=1 --max_seq_len=4096 --grad_accum=8 --save_model=True --clip=1.0 --seed=42 --do_wandb_logging=False
Section 4.5 - Reversible Transformer on translation task experiment
ReversibleTransformer on WMT-14:
run_exp "wmt_rev" --lr=1e-4 --n_epochs=2 --bs=64 --n_layers=6 --max_seq_len=256 --do_wandb_logging=False --save_model=True --clip=1.0 --seed=8230 --precision=2
Run the above with task "wmt_base"
to train a baseline Transformer
Section 4.6 - Effect of number of hashing rounds on the performance
run_exp "n_hashes" --n_hashes=2 --n_epochs=10 --bs=8 --max_seq_len=4096 --do_wandb_logging=True --wandb_group='n_hashes' --wandb_notes='performance as function of n_hashes (2)' --wandb_tags='lm exp lsh nhashes' --grad_accum=8 --clip=1.0 --seed=2
Section 4.7 - LSH attention evaluation speed The LSH-LM evaluation speed experiment used the same functions as the script but was carried out in the "LSH evaluation speed" notebook here
Section 4.8 - Deep Reformer models
run_exp "n_layers" --n_layers=6 --n_epochs=8 --bs=2 --max_seq_len=16384 --do_wandb_logging=True --wandb_group='n_layers' --wandb_notes='performance as function of n_layers (6)' --wandb_tags='lm exp lsh nlayers' --grad_accum=8 --clip=1.0 --seed=48 --save_model=True


Docker commands¶
docker run vs docker compose¶
Advantages of docker run are that the command is easy to issue, just a copy & paste to the servers command line. Downside is, that the commands get quite long and adding line breaks introduces another possible fault. If you want to correct a running service you need to remove it first and then reissue it.
Advantages of using a docker-compose.yml is that they are usually easy to edit. Disadvantage is that you have to create them on the server first then issue the command to start them - so one additional step. But the biggest advantage is that they can be re-executed on existing services which will lead to a service update.
Examples¶
starting a generic web application with docker run:
docker service create \
--name demo \
--label "traefik.port=80" \
--network traefik-net \
kitematic/hello-world-nginx
Thats all - and the service is running.
To create the same via docker-compose.yml:
version: "3"
services:
nginx:
image: kitematic/hello-world-nginx
networks:
- traefik-net
deploy:
labels:
- traefik.port=80
- "traefik.frontend.rule=Host:demo.f4a.me"
networks:
traefik-net:
external: true
Then you need to issue the following command:
docker stack deploy --compose-file docker-compose.yml demo
Conclusion¶
To quickly test a service - docker run is nice. But to maintain a production environment docker-compose files are strongly recommended.


Do you want to know whether a triangle is isosceles, equilateral, scalene or NOT a triangle at all. Please enter the length values of the three sides of your triangle in the below fields.


The interface to all of the Crystal SDK functionality. More...
Public Types | |
| enum | ActivateUiType { StandardUi, ProfileUi, ChallengesUi, LeaderboardsUi, AchievementsUi, AddFriends, Settings, Gifting, VirtualGoods, VirtualCurrencies } |
The section (tab) of the Crystal UI to display to the user by default. More... | |
| enum | CrystalSetting { CrystalSettingCocosAchievementWorkaround = 1, CrystalSettingAvoidBackgroundActivity = 2, CrystalSettingShouldAutorotateWorkaround = 3, CrystalSettingSingleiPadPopover = 4, CrystalSettingEnableGameCenterSupport = 5 } |
Crystal settings that enable workaround functionality within the system. You should only enable these settings if you're seeing a specific problem that you think may be resolved by one of these options. In general you will be instructed to use one of these settings by an FAQ article or directly by the Crystal SDK support team. More... | |
Public Member Functions | |
| void | Start () |
| void | Update () |
| bool | AppWasStartedFromPendingChallenge () |
| Ask the session whether the application was started from an incoming challenge (push) notification. | |
| bool | HaveIncomingChallengeFromCrystal () |
| Ask the session whether there is an incoming challenge from the Crystal UI. This will occur when the user initiates a challenge from the Crystal UI and reactivates the game. | |
| void | ActivateUi () |
| void | ActivateUi (CrystalUnityBasic.ActivateUiType type) |
| void | ActivateUiAtLeadboardWithId (string leaderboardId) |
| Activate the Crystal UI at a specific leaderboard. | |
| void | DeactivateUi () |
| void | PostChallengeResultForLastChallenge (double result, bool doDialog) |
| Post the result of the last challenge that the game was notified for The game will be notified of the challenge via the challengeStartedWithGameConfig: method of CrystalSessionDelegate. | |
| void | PostAchievement (string achievementId, bool wasObtained, string description, bool alwaysPopup) |
| Notify the Crystal servers and the user (via a popup notification) that an achievement has been completed. The game designer should not attempt to cache, buffer or otherwise restrict the number of times this method is called. All logic with regards to reducing server load, handling multiple users and avoiding excessive popups is handled within the Crystal SDK. Please call this method whenever an achievement is achieved. Failure to do so will almost certainly cause problems for multiple Crystal users on the same device. | |
| void | PostLeaderboardResult (string leaderboardId, float result, bool lowestValFirst) |
| Notify the Crystal servers of a leaderboard result for the specified leaderboard ID. The game designer should not attempt to cache, buffer or otherwise restrict the number of times this method is called. All logic with regards to reducing server load, handling multiple users and avoiding unneeded posts is handled within the Crystal SDK. Please call this method whenever a score is scored. Failure to do so will almost certainly cause problems for multiple Crystal users on the same device. | |
| void | PostAchievement (string achievementId, bool wasObtained, string description, bool alwaysPopup, string gcAchievementId) |
| Notify the Crystal servers and the user (via a popup notification) that an achievement has been completed. The game designer should not attempt to cache, buffer or otherwise restrict the number of times this method is called. All logic with regards to reducing server load, handling multiple users and avoiding excessive popups is handled within the Crystal SDK. Please call this method whenever an achievement is achieved. Failure to do so will almost certainly cause problems for multiple Crystal users on the same device. | |
| void | PostLeaderboardResult (string leaderboardId, float result, bool lowestValFirst, string gcLeaderboardId) |
| Notify the Crystal servers of a leaderboard result for the specified leaderboard ID. The game designer should not attempt to cache, buffer or otherwise restrict the number of times this method is called. All logic with regards to reducing server load, handling multiple users and avoiding unneeded posts is handled within the Crystal SDK. Please call this method whenever a score is scored. Failure to do so will almost certainly cause problems for multiple Crystal users on the same device. | |
| void | PostAchievementProgressWithId (string crystalId, string gameCenterId, double percentageComplete, string achievementDescription) |
| Report progress made towards an achievement both to Crystal and Game Center This method updates the Crystal UI to show the progress that the player has made towards an achievement in plain text. This method also updates Game Center to report the percentage complete for the achievement. Achievement popups are not shown if this method is called. | |
| void | LockToOrientation (iPhoneScreenOrientation orientation) |
| Lock the crystal interface to the specified interface orientation This method will override any call to lockToOrientation: in AppController+Crystal.mm Supported orientations are Portrait, LandscapeLeft and LandscapeRight. | |
| void | DisplaySplashScreen () |
| Displays the Crystal splash screen This method displays the Crystal splash screen to the user above the current game UI. It is the responsibility of the developer to ensure that this dialog is displayed at an appropriate time, generally just after the game is started. When the splash screen has been dismissed splashScreenFinishedWithActivateCrystal: will be called in the delegate. Normally the game would only display this splash screen once to the user. | |
| void | ActivateCrystalSetting (CrystalSetting setting, string settingValue) |
| Sets values for various internal Crystal settings. This method is provided for developers to activate workarounds for bugs on the iPhone and the graphics libraries used by developers. | |
| void | AuthenticateLocalPlayer () |
| Call this after your game has loaded to initiate login to Game Center Calling this method can initiate the Game Center login dialog, so ensure that you call this at a suitable moment. After the user has signed up to Game Center this method will display a 'welcome back' overlay. At the time of writing (iOS 4.1 beta 3) the iOS APIs used by this method must be called before scores and achievements can be posted. As a result of this you must be careful of the timing of this call. | |
| void | CloseCrystalSession () |
| Closes the Crystal session. This should only be called when absolutely necessary for memory usage reasons. The Crystal session without the UI is very small, so this should cause no problems. Without a running sesssion high scores, achievements and analytics will not be posted to the server. | |
| void | WillRotateToInterfaceWithOrientation (iPhoneScreenOrientation orientation, double orientationDuration) |
| void | DidRotateFromInterfaceOrientation (iPhoneScreenOrientation orientation) |
| void | DownloadLeaderBoardDataForID (string leaderboardId) |
| Initiate the download of leaderboard data for the supplied leaderboard ID If the leaderboard data for the specified leaderboardID is already downloaded for this game session the data will not be updated from the server to avoid excessive server load. When the leaderboard data has been downloaded the crystalLeaderboardUpdated: method will be called on CrystalLeaderboardDelegate. There is no indication of an error while downloading the leaderboard data and there is no need to manually retry the process. | |
| void | PostVirtualGoods (IDictionary< string, int > goods) |
| Post changes to the user's virtual goods record back to the server Use this method to post one or more changes to the user's virtual goods to the server. Changes will only be made to the virtual good that are supplied, and more than one virtual good can be updated at once. There is no need to replicate the information stored in the goods property in full. To avoid server load it is recommended to combine changes into one call by adding the info to the same dictionary. To remove the good from the user supply a 0 for the number of goods owned. When the virtual goods have been updated the client will be informed via crystalVirtualGoodsInfoUpdatedWithSuccess: and the results reflected in the goods property. | |
| void | SetLockedGoods (IList< string > lockedGoods) |
| Set a list of goods that are not selectable and are shown with a 'locked' icon in the Crystal UI This method works differently from postGoods: and postBalances: in that it's not possible to 'update' items peacemeal. The client must send all locked goods in one call, and can remove the locks by passing nil as the parameter. | |
| void | PostVirtualBalances (IDictionary< string, int > balances) |
| Post changes to the user's balances back to the server Use this method to post one or more changes to the user's wallet balances to the server. Changes will only be made to the balances that are supplied, and more than one balance can be updated at once. There is no need to replicate the information stored in the balances property in full. To avoid server load it is recommended to combine changes into one call by adding the info to the same dictionary. When the virtual currencies have been updated the client will be informed via crystalVirtualGoodsInfoUpdatedWithSuccess: and the results reflected in the goods property. | |
| void | CrystalPlayerStartUpdating () |
| Instructs the SDK to start keeping the CrystalPlayer class up-to-date with the current player's info Because this method initiates network traffic and server load it is important that apps refrain from calling the method unless the CrystalPlayer data is used. | |
| void | VirtualGoodsStartUpdating () |
| Instructs the SDK to start keeping the CrystalPlayer class up-to-date with the current player's info Because this method initiates network traffic and server load it is important that apps refrain from calling the method unless the CrystalPlayer data is used. | |
| void | VirtualGoodsUpdateNow () |
| Instructs the SDK to update the CrystalVirtualGoods info as soon as possible Ordinarily any activity relating to virtual goods or currencies inside the Crystal UI will automatically instruct CrystalVirtualGoods to update itself. The same is true when using APIs like postGoods:. If a post fails the client should always retry via the post calls and not call updateNow. updateNow will retrieve updated information from the server and any information previously posted will be lost. It should be rare that the client will need to call this method but it is added for completeness. | |
| bool | IsCrystalPlayerSignedIn () |
| returns true is the user is currently signed into Crystal | |
Public Attributes | |
| string | iLastIncomingChallenge = "" |
| string | iStartedFromChallenge = "" |
| bool | iPopoversActivated = false |
| bool | iVirtualGoodsUpdated = false |
| bool | iPlayerInfoUpdated = false |
| string | iPlayerInfoUpdate = "" |
| string | iLastLeaderboardUpdateId = "" |
Properties | |
| static CrystalUnityBasic | Instance [get] |
| Get hold of the singleton instance. | |
| CrystalPlayer | CurrentCrystalPlayer [get] |
| public property which returns a CrystalPlayer | |
| IDictionary< string, int > | CurrentVirtualGoods [get] |
| public property which returns a dictionary, where the key is the virtual goods ID (string) and the value is the number of goods owned (int). | |
| IDictionary< string, int > | CurrentVirtualBalances [get] |
| public property which returns a dictionary, where the key is the currency ID (string) and the value is the balance (int). | |
| IList< LeaderboardEntry > | CurrentTop20EntriesForLeaderboard [get] |
| Retrieve the top 20 entries for the specified leaderboard. | |
| IList< LeaderboardEntry > | CurrentTop20FriendsForLeaderboard [get] |
| Retrieve the top 20 friends for the specified leaderboard, including the current user. | |
| IList< LeaderboardEntry > | CurrentRandom20ForLeaderboard [get] |
| Retrieve a random selection of 20 entries for the specified leaderboard. | |
| LeaderboardEntry | CurrentUserEntryForLeaderboard [get] |
| Retrieve the data for the current user for the specified leaderboard. | |
Private Types | |
| enum | LeaderboardType { Top20Entries, Top20Friends, Random20 } |
Private Member Functions | |
| bool | isOkToRun () |
| void | AddCommand (string newCommand) |
| void | PopulateCrystalPlayer (string incomingPlayerInfo) |
| void | PopulateVirtualGoods (string incomingVirtualGoods) |
| void | PopulateVirtualBalances (string incomingVirtualBalances) |
| void | PopulateLeaderBoardEntries (string incomingEntriesForLeaderboard, LeaderboardType aType) |
| string | ScreenOrientationToString (iPhoneScreenOrientation orientation) |
Private Attributes | |
| CrystalPlayer | iPlayer = null |
| IDictionary< string, int > | iVirtualGoods = null |
| IDictionary< string, int > | iVirtualBalances = null |
| IList< LeaderboardEntry > | iTop20EntriesForLeaderboard = null |
| IList< LeaderboardEntry > | iTop20FriendsForLeaderboard = null |
| IList< LeaderboardEntry > | iRandom20ForLeaderboard = null |
| LeaderboardEntry | iCurrentUserEntryForLeaderboard = new LeaderboardEntry() |
| DeviceOrientation | iDeviceOrientation = DeviceOrientation.Unknown |
Static Private Attributes | |
| static CrystalUnityBasic | _singleton = null |
The interface to all of the Crystal SDK functionality.
The section (tab) of the Crystal UI to display to the user by default.
Crystal settings that enable workaround functionality within the system. You should only enable these settings if you're seeing a specific problem that you think may be resolved by one of these options. In general you will be instructed to use one of these settings by an FAQ article or directly by the Crystal SDK support team.
| void CrystalUnityBasic::ActivateCrystalSetting | ( | CrystalSetting | setting, | |
| string | settingValue | |||
| ) | [inline] |
Sets values for various internal Crystal settings. This method is provided for developers to activate workarounds for bugs on the iPhone and the graphics libraries used by developers.
| setting | the CrystalSetting to set | |
| settingValue | the value to set for this setting, which will generally be "YES" to activate a setting |
| void CrystalUnityBasic::ActivateUi | ( | ) | [inline] |
Activates the Crystal UI
| void CrystalUnityBasic::ActivateUi | ( | CrystalUnityBasic.ActivateUiType | type | ) | [inline] |
Activates the Crystal UI at the specified UI area where possible
| type | The ActivateUiType as specified above |
| void CrystalUnityBasic::ActivateUiAtLeadboardWithId | ( | string | leaderboardId | ) | [inline] |
Activate the Crystal UI at a specific leaderboard.
| leaderboardId | The id of the leaderboard to open the UI on |
| bool CrystalUnityBasic::AppWasStartedFromPendingChallenge | ( | ) | [inline] |
Ask the session whether the application was started from an incoming challenge (push) notification.
| void CrystalUnityBasic::AuthenticateLocalPlayer | ( | ) | [inline] |
Call this after your game has loaded to initiate login to Game Center Calling this method can initiate the Game Center login dialog, so ensure that you call this at a suitable moment. After the user has signed up to Game Center this method will display a 'welcome back' overlay. At the time of writing (iOS 4.1 beta 3) the iOS APIs used by this method must be called before scores and achievements can be posted. As a result of this you must be careful of the timing of this call.
| void CrystalUnityBasic::CloseCrystalSession | ( | ) | [inline] |
Closes the Crystal session. This should only be called when absolutely necessary for memory usage reasons. The Crystal session without the UI is very small, so this should cause no problems. Without a running sesssion high scores, achievements and analytics will not be posted to the server.
| void CrystalUnityBasic::CrystalPlayerStartUpdating | ( | ) | [inline] |
Instructs the SDK to start keeping the CrystalPlayer class up-to-date with the current player's info Because this method initiates network traffic and server load it is important that apps refrain from calling the method unless the CrystalPlayer data is used.
| void CrystalUnityBasic::DeactivateUi | ( | ) | [inline] |
Deactivates the Crystal UI at the specified UI area where possible
| type | The ActivateUiType as specified above |
| void CrystalUnityBasic::DisplaySplashScreen | ( | ) | [inline] |
Displays the Crystal splash screen This method displays the Crystal splash screen to the user above the current game UI. It is the responsibility of the developer to ensure that this dialog is displayed at an appropriate time, generally just after the game is started. When the splash screen has been dismissed splashScreenFinishedWithActivateCrystal: will be called in the delegate. Normally the game would only display this splash screen once to the user.
| void CrystalUnityBasic::DownloadLeaderBoardDataForID | ( | string | leaderboardId | ) | [inline] |
Initiate the download of leaderboard data for the supplied leaderboard ID If the leaderboard data for the specified leaderboardID is already downloaded for this game session the data will not be updated from the server to avoid excessive server load. When the leaderboard data has been downloaded the crystalLeaderboardUpdated: method will be called on CrystalLeaderboardDelegate. There is no indication of an error while downloading the leaderboard data and there is no need to manually retry the process.
| bool CrystalUnityBasic::HaveIncomingChallengeFromCrystal | ( | ) | [inline] |
Ask the session whether there is an incoming challenge from the Crystal UI. This will occur when the user initiates a challenge from the Crystal UI and reactivates the game.
| bool CrystalUnityBasic::IsCrystalPlayerSignedIn | ( | ) | [inline] |
returns true is the user is currently signed into Crystal
| void CrystalUnityBasic::LockToOrientation | ( | iPhoneScreenOrientation | orientation | ) | [inline] |
Lock the crystal interface to the specified interface orientation This method will override any call to lockToOrientation: in AppController+Crystal.mm Supported orientations are Portrait, LandscapeLeft and LandscapeRight.
| orientation | The orientation to lock the interface to |
| void CrystalUnityBasic::PostAchievement | ( | string | achievementId, | |
| bool | wasObtained, | |||
| string | description, | |||
| bool | alwaysPopup | |||
| ) | [inline] |
Notify the Crystal servers and the user (via a popup notification) that an achievement has been completed. The game designer should not attempt to cache, buffer or otherwise restrict the number of times this method is called. All logic with regards to reducing server load, handling multiple users and avoiding excessive popups is handled within the Crystal SDK. Please call this method whenever an achievement is achieved. Failure to do so will almost certainly cause problems for multiple Crystal users on the same device.
| achievementId | The ID of the achievement as shown in the Crystal control panel | |
| wasObtained | true if the achievement has been obtained or NO to 'unobtain' it. | |
| description | A description of the achievement to be displayed to the user. Supplying the description here allows the developer to localize the description. Crystal may not necessarily have a network connection so the only way to get the achievement description is here. If no desctiption is supplied then no notification will be displayed to the user. | |
| alwaysPopup | if true the achievement popup will always be displayed to the user. If false (the most common choice) the popup will only be displayed the first time that the achievement is achieved. |
| void CrystalUnityBasic::PostAchievement | ( | string | achievementId, | |
| bool | wasObtained, | |||
| string | description, | |||
| bool | alwaysPopup, | |||
| string | gcAchievementId | |||
| ) | [inline] |
Notify the Crystal servers and the user (via a popup notification) that an achievement has been completed. The game designer should not attempt to cache, buffer or otherwise restrict the number of times this method is called. All logic with regards to reducing server load, handling multiple users and avoiding excessive popups is handled within the Crystal SDK. Please call this method whenever an achievement is achieved. Failure to do so will almost certainly cause problems for multiple Crystal users on the same device.
| achievementId | The ID of the achievement as shown in the Crystal control panel | |
| wasObtained | true if the achievement has been obtained or NO to 'unobtain' it. | |
| description | A description of the achievement to be displayed to the user. Supplying the description here allows the developer to localize the description. Crystal may not necessarily have a network connection so the only way to get the achievement description is here. If no desctiption is supplied then no notification will be displayed to the user. | |
| alwaysPopup | if true the achievement popup will always be displayed to the user. If false (the most common choice) the popup will only be displayed the first time that the achievement is achieved. | |
| gcAchievementId | The ID of the achievement as shown in the Crystal control panel |
| void CrystalUnityBasic::PostAchievementProgressWithId | ( | string | crystalId, | |
| string | gameCenterId, | |||
| double | percentageComplete, | |||
| string | achievementDescription | |||
| ) | [inline] |
Report progress made towards an achievement both to Crystal and Game Center This method updates the Crystal UI to show the progress that the player has made towards an achievement in plain text. This method also updates Game Center to report the percentage complete for the achievement. Achievement popups are not shown if this method is called.
| crystalId | The ID of the achievement as shown in the Crystal control panel | |
| gameCenterId | The ID of the Game Center achievement to use. This will be defined in iTunes Connect for the application. | |
| percentageComplete | The percentage complete for the achievement, i.e. 40.0 (passed to Game Center) | |
| achievementDescription | A textual description of the achievement progress, i.e. "4 out of 10 coins collected" (shown in Crystal UI) |
| void CrystalUnityBasic::PostChallengeResultForLastChallenge | ( | double | result, | |
| bool | doDialog | |||
| ) | [inline] |
Post the result of the last challenge that the game was notified for The game will be notified of the challenge via the challengeStartedWithGameConfig: method of CrystalSessionDelegate.
| result | The result of the challenge, either as a numerical value or as a number of seconds for time-based scores | |
| doDialog | If true Crystal will display a dialog over the game user interface |
| void CrystalUnityBasic::PostLeaderboardResult | ( | string | leaderboardId, | |
| float | result, | |||
| bool | lowestValFirst | |||
| ) | [inline] |
Notify the Crystal servers of a leaderboard result for the specified leaderboard ID. The game designer should not attempt to cache, buffer or otherwise restrict the number of times this method is called. All logic with regards to reducing server load, handling multiple users and avoiding unneeded posts is handled within the Crystal SDK. Please call this method whenever a score is scored. Failure to do so will almost certainly cause problems for multiple Crystal users on the same device.
| result | The score to publish, either as a numerical value or as a number of seconds for time-based scores | |
| leaderboardId | The ID of the leaderboard to post to, which should be taken from the Developer Dashboard | |
| lowestValFirst | Set this if you have YES set for lowest value first in the developer dashboard. This parameter MUST match the flag in the developer dashboard! |
| void CrystalUnityBasic::PostLeaderboardResult | ( | string | leaderboardId, | |
| float | result, | |||
| bool | lowestValFirst, | |||
| string | gcLeaderboardId | |||
| ) | [inline] |
Notify the Crystal servers of a leaderboard result for the specified leaderboard ID. The game designer should not attempt to cache, buffer or otherwise restrict the number of times this method is called. All logic with regards to reducing server load, handling multiple users and avoiding unneeded posts is handled within the Crystal SDK. Please call this method whenever a score is scored. Failure to do so will almost certainly cause problems for multiple Crystal users on the same device.
| result | The score to publish, either as a numerical value or as a number of seconds for time-based scores | |
| leaderboardId | The ID of the leaderboard to post to, which should be taken from the Developer Dashboard | |
| lowestValFirst | Set this if you have YES set for lowest value first in the developer dashboard. This parameter MUST match the flag in the developer dashboard! | |
| gcLeaderboardId | The ID of the Game Center leaderboard to post to, which should be taken from the Developer Dashboard |
| void CrystalUnityBasic::PostVirtualBalances | ( | IDictionary< string, int > | balances | ) | [inline] |
Post changes to the user's balances back to the server Use this method to post one or more changes to the user's wallet balances to the server. Changes will only be made to the balances that are supplied, and more than one balance can be updated at once. There is no need to replicate the information stored in the balances property in full. To avoid server load it is recommended to combine changes into one call by adding the info to the same dictionary. When the virtual currencies have been updated the client will be informed via crystalVirtualGoodsInfoUpdatedWithSuccess: and the results reflected in the goods property.
| balances | The format of the information supplied is a dictionary, where the key is the currency ID (string) and the value is the balance (int). |
| void CrystalUnityBasic::PostVirtualGoods | ( | IDictionary< string, int > | goods | ) | [inline] |
Post changes to the user's virtual goods record back to the server Use this method to post one or more changes to the user's virtual goods to the server. Changes will only be made to the virtual good that are supplied, and more than one virtual good can be updated at once. There is no need to replicate the information stored in the goods property in full. To avoid server load it is recommended to combine changes into one call by adding the info to the same dictionary. To remove the good from the user supply a 0 for the number of goods owned. When the virtual goods have been updated the client will be informed via crystalVirtualGoodsInfoUpdatedWithSuccess: and the results reflected in the goods property.
| goods | The format of the information supplied is a dictionary, where the key is the virtual good ID (string) and the value is the number of goods owned (int). |
| void CrystalUnityBasic::SetLockedGoods | ( | IList< string > | lockedGoods | ) | [inline] |
Set a list of goods that are not selectable and are shown with a 'locked' icon in the Crystal UI This method works differently from postGoods: and postBalances: in that it's not possible to 'update' items peacemeal. The client must send all locked goods in one call, and can remove the locks by passing nil as the parameter.
| lockedGoods | An NSSet of NSString good IDs to lock or null to remove any locks |
| void CrystalUnityBasic::VirtualGoodsStartUpdating | ( | ) | [inline] |
Instructs the SDK to start keeping the CrystalPlayer class up-to-date with the current player's info Because this method initiates network traffic and server load it is important that apps refrain from calling the method unless the CrystalPlayer data is used.
| void CrystalUnityBasic::VirtualGoodsUpdateNow | ( | ) | [inline] |
Instructs the SDK to update the CrystalVirtualGoods info as soon as possible Ordinarily any activity relating to virtual goods or currencies inside the Crystal UI will automatically instruct CrystalVirtualGoods to update itself. The same is true when using APIs like postGoods:. If a post fails the client should always retry via the post calls and not call updateNow. updateNow will retrieve updated information from the server and any information previously posted will be lost. It should be rare that the client will need to call this method but it is added for completeness.
CrystalPlayer CrystalUnityBasic::CurrentCrystalPlayer [get] |
public property which returns a CrystalPlayer
IList<LeaderboardEntry> CrystalUnityBasic::CurrentRandom20ForLeaderboard [get] |
Retrieve a random selection of 20 entries for the specified leaderboard.
IList<LeaderboardEntry> CrystalUnityBasic::CurrentTop20EntriesForLeaderboard [get] |
Retrieve the top 20 entries for the specified leaderboard.
IList<LeaderboardEntry> CrystalUnityBasic::CurrentTop20FriendsForLeaderboard [get] |
Retrieve the top 20 friends for the specified leaderboard, including the current user.
IDictionary<string, int> CrystalUnityBasic::CurrentVirtualBalances [get] |
public property which returns a dictionary, where the key is the currency ID (string) and the value is the balance (int).
IDictionary<string, int> CrystalUnityBasic::CurrentVirtualGoods [get] |
public property which returns a dictionary, where the key is the virtual goods ID (string) and the value is the number of goods owned (int).
CrystalUnityBasic CrystalUnityBasic::Instance [static, get] |
Get hold of the singleton instance.


Consider the following equations:
The values 5 and 11 are relatively prime to each other.
Apply the Chinese remainder theorem to find the solutions to the equations (1).
Refer chapter 31, section 31.5, theorem 31.27 of textbook for Chinese remainder theorem.
Calculate the values of s and t, such that and .
Use random value substitution method to find the values of s and t.
Choose s = 20 and t = – 9.
So, the s = 20 and t = – 9 values satisfies the equation .
Now, calculate the value of as below:
Then is a special solution of the simultaneous congruence equations and .
Therefore, the general solution is .
Consider x is an integer such that, it leaves 1, 2, and 3 as remainders when divided by 9, 8, and 7 respectively.
x satisfies the following equations:
9 is relatively prime to 8, 8 is relatively prime to 7, and 9 is relatively prime to 7. So, the values 9, 8, and 7 are relatively prime pairs (the pairs are (9,8), (8,7), and (9,7)).
Consider the equations (1) and (2).
Apply the Chinese remainder theorem to find the solutions to the equations (1) and (2) as 9 and 8 are relatively prime.
(Refer chapter 31, section 31.5, theorem 31.27 of textbook for Chinese remainder theorem.)
Calculate the values of s and t, such that and .
Use random value substitution method to find the values of s and t.
Choose s = 1 and t = –1.
So, the values s = 1 and t = –1 satisfies the equation .
Now, calculate the value of as below:
Then, is a special solution of the simultaneous congruence equations and .
Hence, the general solution of these two congruencies (1) and (2) is .
Now, solve the two simultaneous congruencies and equation in (3) using Chinese remainder theorem.
Calculate the values of s and t, such that and .
Use random value substitution method to find the values of s and t.
Choose s = –3 and t = 31.
So, the values s = –3 and t = 31 satisfies the equation .
Now calculate the value of as below:
Then, is a special solution of the simultaneous congruence equations and .
The general solution of these two congruencies is .
Hence, the general solution of the three congruencies in (1), (2), and (3) is
Calculate the value of x using the equation (4).
Then x can be written as follows:
That is
Therefore, the integers of the form leave remainders 1, 2, and 3 when divided by 9, 8, and 7 respectively.
Consider a set,
Here,
Such that are pairwise relatively prime.
Consider,
Consider a one-to-one correspondence mapping define from to.
…… (1)
Here, respectively.
Similarly for the mapping (1) can be define as
Such that
Consider,
Therefore,
As form the finite abelion group with respect to multiplication and thus it can be said that the inverse of say will belong to.
Thus,
Define,
That is
Therefore,
Define,
…… (2)
As therefore with reference to the corollary 31.26 it can say that thus the expression (2) is well define.
Write as a function of as
For
Which implies,
And
Thus,
Here is at the ith position.
Consider,
As
Therefore,
Thus,
Hence, Proved


| global any and all {pbdMPI} | R Documentation |
These functions are global any and all applying on distributed data for all ranks.
comm.any(x, na.rm = FALSE, comm = .pbd_env$SPMD.CT$comm) comm.all(x, na.rm = FALSE, comm = .pbd_env$SPMD.CT$comm) comm.allcommon(x, comm = .pbd_env$SPMD.CT$comm, lazy.check = .pbd_env$SPMD.CT$lazy.check)
x |
a vector. |
na.rm |
if |
comm |
a communicator number. |
lazy.check |
if TRUE, then |
These functions will apply any()
and all()
locally, and
apply allgather()
to get all local results from other ranks, then
apply any()
and all()
on all local results.
comm.allcommon()
is to check if x
is exactly the same
across all ranks. This is a vectorized operation on x
where the
input and output have the same length of vector, while comm.any()
and comm.all()
return a scaler.
Note that lazy.check = TRUE
is faster as
number of cores is large, but it may cause some inconsistence in some
cases. lazy.check = FALSE
is much slower, but it provides more
accurate checking.
The global check values (TRUE, FALSE, NA) are returned to all ranks.
Wei-Chen Chen<EMAIL_ADDRESS>George Ostrouchov, Drew Schmidt, Pragneshkumar Patel, and Hao Yu.
Programming with Big Data in R Website: http://r-pbd.org/
## Not run: ### Save code in a file "demo.r" and run with 2 processors by ### SHELL> mpiexec -np 2 Rscript demo.r ### Initial. suppressMessages(library(pbdMPI, quietly = TRUE)) init() ### Examples. if(comm.rank() == 0){ a <- c(T, F, NA) } else{ a <- T } comm.any(a) comm.all(a) comm.any(a, na.rm = TRUE) comm.all(a, na.rm = TRUE) comm.allcommon(1:3) if(comm.rank() == 0){ a <- 1:3 } else{ a <- 3:1 } comm.allcommon.integer(a) ### Finish. finalize() ## End(Not run)


Help
Choose Your Player
How to win:
- Select your character and defeat all other characters before losing all of your HP(health points).
- Do this with all four characters to advance to the next level.
- Each level has their own set of characters and environments. (There are 3 Level at this time)
Player Area Controls:
- When the game starts, choose a character by clicking on the fighter's picture. You will fight as that character for the rest of the game.
- You must then defeat all of the remaining fighters.
- You choose an opponent by clicking on an enemy's picture.
- Once You select an opponent, your character and your enemy are moved to the battlefield.
Battlefield Controls:
- You will now be able to click the
attack
or retreat
button.
- Whenever you click
attack
, your character damages the defender. The opponent will lose HP
(health points). These points are displayed at the bottom of the defender's picture.
- The opponent character will instantly counter the attack. When that happens, your character will lose some of their
HP
. These points are shown at the bottom of your character's picture.
- You have the option to click
retreat
at any time to leave the battlefield and choose a different opponent.
- The battle will continue until either your character or your opponent is drained of all of their
HP
or you retreat.
- When you defeat an opponent, close the battlefield and choose your next opponent.
- After you defeat all opponents, you will continue the level by choosing a new character to fight with.
- Once you have won the game with all four characters, you can advance to the next level.
Hints:
- Each character in the game has 3 attributes:
Health Points
, Attack Power
and Counter Attack Power
.
- Each time your character attacks, their
Attack Power
increases by its base Attack Power
.
- For example, if the base Attack Power is 6, each attack will increase the
Attack Power
by 6 (12, 18, 24, 30 and so on).
- The enemy character only has
Counter Attack Power
.
- Unlike your
Attack Points
, Counter Attack Power
never changes.
- A winning player must pick their characters wisely.


Inside dist/css
folder you can find CSS files used in demo.
However I don't recommend using them, because they contain custom CSS for all plugins, multiple sidebar features that you might not need and the default
sidebar
and navbar themes, which you might not use.
So I recommend building a custom CSS as described below and including your chosen theme as described in Choosing Default Themes
Ace's sass files are placed inside scss
and the main file is ace.scss
.
In order to make changes and re-compile it you can start with modifying the following files:
ace-features.scss
: enable/disable features that you don't need, in order to reduce file size_variables.scss
: general variables such as colors, etc_variables-more.scss
: more variables for components such as tabs, etc_sidebar-themes-variables.scss
: sidebar values and theme colors_navbar-themes-variables.scss
: navbar values and theme colorspluging/*.scss
. Some plguin files start with their variables
👉 And build CSS output using the following commands:
npm run css # just builds dist/css/ace.css and adds browser specific prefixes
npm run css-themes # just builds dist/css/ace-themes.css which is not recommended and you should include your chosen them in ace.css only
npm run css-all # builds ace.css, ace-themes.css, RTL files and adds browser specific prefixes
npm run css-min # minifies the CSS files above
package.json
file
As mentioned above to customize CSS output and remove unwanted features, you can modify ace-features.scss
file.
For starters, you should defininely set only one of the $expandable
, $hoverable
, $hideable
, $horizontal
values to true
.
Because you don't need three different minimized(collapsed) sidebar modes in your app. I enabled them all just for demo.
Or if you don't need Spaced Sidebars you should set $sidebar-spaced
to be false
.
Some of Ace's demo pages have extra styling which I prefered not to include in the main ace.css
because they are only used in that particular page.
For example the Asides page has some custom CSS rules for the animation of the "Hey there, if you want to talk ..." button. It's located at:
<EMAIL_ADDRESS>Most of Ace's demo pages use one or more plugins.
For example for tables, date/time pickers, editors, etc.
These plugins might have CSS files that you should include before ace.css
in HTML's head element.
If so, the list of included stylesheets for each page can be found here:
<EMAIL_ADDRESS>For example in Form > Basic Elements page you can see that
<EMAIL_ADDRESS>contains:
{{{include-css files="nouislider + css/ion.rangeSlider.min.css@ion-rangeslider"}}}
which means the main CSS file of noUiSlider as well as css/ion.rangeSlider.min.css
file from Ion.RangeSlider plugins are used in Form Basics.
include-css
and include-js
are custom Handlebars helpers used to specify and include required JS/CSS files of each demo page during development of Ace.You don't need to and should not use them.


Company Name
Street Address CityPhone:
Fax:
Website:
Packing Slip
Date:
P.O #
VENDOR:
Name:
Company Name:
Street Address
City or ZIP:
Phone:
Ship To:
Name:
Company Name:
Street Address
City or ZIP:
Phone:
| ORDER DATE | ORDER NO. | PURCHASE ORDER NO. | CUSTOMER CONTACT |
|---|---|---|---|
| Item # | Description | ORDER Qty | SHIP Qty |


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Google ‘principles of good architectural design’ and you’ll get links to technology, to buildings and all manner of other services. But it’s hard to find principles of design for the tech services that facilitate smart buildings. Let’s remind ourselves what a smart building is with the help of sustainable tech forum; ‘The simple answer is that there’s automation involved somehow that makes managing and operating buildings more efficient’. So the need is well documented but we want to bridge to the ‘practice of designing and constructing buildings’, after all that’s what architecture is about.
Opensensors hosted its first Smart Building Exchange (SBeX) event in September, and we are grateful to the panelists and attendees who made it such a success. Our goal was to bridge the gap between widely documented features of smart buildings and the tech that underpins it. Through our workshops we decomposed tenant needs and identified services to support them using the value proposition canvas. We borrow from lean product design principles since building operators need to rapidly innovate using processes inherited from startups. Mapping the pains and gains of users to the features and products of the tech stack revealed a common theme, data infrastructure. Data is the new commodity that new services will be built upon, some will be open and others private, but data will be the currency of the next generation smart building.
Take integrated facilities management (IFM) where data serves the desire to deliver better UX at a lower cost with fewer outages. IFM has pivoted from a set of siloed software services to a set of application services overlaid upon a horizontal data infrastructure. For example:
- Data science services will develop to identify ‘rogue’ devices operating outside expected patterns, they will identify assets that need inspection or replacement and schedule maintenance works using time and cost optimisation routines.
- Digital concierge services will use personal devices, location based technology and corporate data (calendar and HR data) to optimise both user experience and spacial allocation.
So can we identify a tech architecture to support this pivot from monolithic apps? Data services facilitated by a central messaging backbone allows the complexity of building services to be broken down and tackled one service at a time, lowering the risk failure and allowing agile iterations at a reduced cost. Take the pillars of data driven applications for IFM as identified by our workshop group; predictive/reactive alerting and tactical/strategic reporting, how might we go about servicing these needs? Consider how the path to smart buildings outlined below could help build an IFM product.
- Build the value proposition founded on a clear vision of what your users want.
- Identify the data that will drive your smart building product including open data
- Identify the sensors needed to gather your data, they could be mobile devices or occupancy sensors
- Identify connectivity from the sensor to your data infrastructure, this might be radio to IP connected gateways or directly onto the local network via POE (power over ethernet)
- Structure your message payloads and commit to schemas to deliver repeatable processes for message parsing and routing within your building
- Configure your events turning your data into information using rules based platforms for IoT such as node red
- Build widgets and data services that can be bound together for dashboarding. By identifying common user needs across the enterprise we can operate a leaner system stack
- Build user portals and dashboards using your common data services and components
- Validate tenant user experience through surveys and modelling tenant behaviour using occupancy devices
- Iterate to improve using data gathered throughout the building to deliver better products and experiences
Opensensors has firmly backed Open Source and Open Data as the best way to yield value from the Internet of Things choosing to collaborate with the tech community to enable facilities managers to build higher order systems focused on their domain expertise. Please contact<EMAIL_ADDRESS>should you have a need for a smart building workshop or are ready to build your next generation smart building product.


Flexible token replay animation for process maps
Flexible token replay animation for process maps created through the processmapR package from the bupaR suite, which uses DiagrammeR and viz.js library to render process maps using GraphViz. ProcessanimateR adds a htmlwidget that uses SVG animations (SMIL) to create the animation. Sizes, colors, and the image used for tokens are customizable based on trace, event attributes, or a secondary data frame if an attribute does not change according to the original event log.
ProcessanimateR can be installed from CRAN:
You can also use the development or specific released version by using the remotes package. Note that the current development version may break without warning.
There are two main functions: animate_process
and ianimate_process
(interactive version).
We use the patients
event log provided by the eventdataR
package.
A basic animation with static color and token size:
Default token color, size, or image can be changed as follows:
animate_process(patients, token_size = 2)
animate_process(patients, token_color = "red")
animate_process(patients, token_image = "https://upload.wikimedia.org/wikipedia/en/5/5f/Pacman.gif", token_size = 15)
Dynamic token colors or sizes based on event attributes can be configured:
animate_process(add_token_color(patients, "time", "color"), token_color = "color")
animate_process(add_token_color(patients, "employee", "color",
color_mapping = scales::col_factor("Paired", patients$employee)),
token_color = "color")
It is also possible to use a secondary data frame to color the tokens irregardless of the event times. This can be useful if measurement are taken throughout a process, but the measurement event itself should not be included in the process map. For example, the lactic acid measurements of the sepsis
data could be used in that way:
library(dplyr)
data(sepsis)
# Extract only the lacticacid measurements
lactic <- sepsis %>%
mutate(lacticacid = as.numeric(lacticacid)) %>%
filter_activity(c("LacticAcid")) %>%
as.data.frame() %>%
select("case" = case_id, "time" = timestamp, lacticacid)
# Create a numeric color scale
cscale <- scales::col_numeric("Oranges", lactic$lacticacid , na.color = "white")
# Create colors data frame for animate_process
lacticColors <- lactic %>%
mutate(color = cscale(lacticacid))
# Remove the measurement events from the sepsis log
sepsisBase <- sepsis %>%
filter_activity(c("LacticAcid", "CRP", "Leucocytes", "Return ER",
"IV Liquid", "IV Antibiotics"), reverse = T) %>%
filter_trace_frequency(percentage = 0.95)
animate_process(sepsisBase, token_color = lacticColors, animation_mode = "relative",
animation_duration = 600)
This package makes use of the following libraries:
We use SemVer for versioning. For the versions available, see the tags on this repository.
This software is licensed under the MIT License - see the LICENSE file for details
This software was developed in the HUMAN project, which has received funding from the European Union’s Horizon 2020 research and innovation programme under grant agreement no. 723737 (HUMAN)


From
Iron Admin, Inc.
Phone: 1<PHONE_NUMBER>
Email: ironadmin.com
To
{{recordSaleParamData.customer_name}}
Phone: 1<PHONE_NUMBER>
Email<EMAIL_ADDRESS>Invoice #007612
Order ID: 4F3S8J
Payment Due: 2/22/2014
Account: 968-34567
| Qty |
Product |
Serial # |
Description |
Price |
Subtotal |
| {{recordSaleProductInfo.quantity}} |
{{recordSaleProductInfo.product}} |
455-981-221 |
{{recordSaleProductInfo.product}} |
{{recordSaleProductInfo.price}} |
${{recordSaleProductInfo.price * recordSaleProductInfo.quantity}} |
Amount Due {{currentDate | date }}
| Subtotal: |
${{totalSalesAmountBeforeTax}} |
| Tax (9.3%) |
${{tax}} |
| Total: |
${{totalSalesAmountAftertax}} |


Axel Witsel ruled out for rest of year after being hospitalised by fall at home
by FSA EditorAxel Witsel has been a regular for Borussia Dortmund this season but will miss at least four matches after undergoing facial surgery.
Borussia Dortmund midfielder Axel Witsel has been ruled out for the rest of the year after being hospitalised by an “awkward fall” at his home.
Witsel, who played a full part in Saturday’s 5-0 win over Fortuna Dusseldorf, underwent oral and facial surgery at Klinikzentrum Nord Hospital over the weekend.
The Belgium international has been discharged from hospital but will miss at least four matches ahead of the mid-season break, starting with Tuesday’s Champions League clash with Slavia Prague.
“Witsel will sadly be out for the rest of this year,” BVB boss Lucien Favre confirmed at Monday’s pre-match news conference.
“I was told about this yesterday morning. We could not speak to him. He was in hospital.
“But there is one positive thing – he’s already back home. We can’t change it now. It’s a shame for him, a shame for us. He’s one of the most important players for us.”
Asked to provide more details on the injury, Dortmund media director Sascha Fligge said the midfielder “fell awkwardly at home”.
Witsel has scored three goals in 21 appearances for Dortmund this season.


More Than A 45: A Reflection On My Time In High School
So this post is actually an article I wrote for my school’s student newsletter. I was asked to submit this some time before my TA internship at my school ended and I think it really encompasses my experience and views toward the IB. I’ve put it here in the hopes that it might be useful to student coming into the IB or trying to decide on their IB school. I hope you guys have as fulfilling an experience as I did 🙂
“If the IB’s full of anything, it’s definitely numbers (especially if you take Math HL). There’s numbers everywhere: 3 HL’s and 3 SL’s, 120 hours of teaching, 4000 word EE, 1600 word TOK essay, 9 hours of class every-day, 15 papers of about 70 marks each; and of course, the final score out of 45.
The thing I’ve noticed both during and after the IB is that people seem to only care about these numbers. How many words was your EE? How much did you get in TOK? What was your final number of CAS hours? And of course, the most common: What was your final score? These are the most frequently-asked questions I’ve got. The last one is asked particularly often; so much so that I’ve now become “the guy who got 45” to most people, as if I’m some disembodied walking number.
When I started the IB DP, I was obsessed with the numbers like all the aforementioned people. But looking back now, I realize IB wasn’t just a set of numbers to me. I think I speak for almost-all IB graduates when I say that: it’s about more than just numbers.
Yes, I got a 45: a perfect score. But that doesn’t even begin to quantify my IB experience.
When I joined the IB, I was scared to stand-up and talk to a class of my peers.  I’ve even given a speech to the whole school. I’ve made friends with previous strangers and attempted to understand their worldviews. 45 doesn’t quantify that humongous growth in my confidence.
When I began IB, I was so confused about who I was, who I wanted to be and what I wanted to do with my life.  (I’m also a proud nerd!) That’s at least a start; but 45 doesn’t quantify that transformative self-discovery.
45 cannot represent the friends I’ve made and all the amazing discussions I’ve shared. It cannot begin to represent the projects I’ve done, the successes I’ve had and the failures I’ve endured in this two-year roller-coaster.
45 does not fathom the heart-wrenching grief I felt when my dear Physics Teacher and EE Supervisor, Mr. Venkat, passed away of cancer. 45 says nothing of the promise I made to his memory, of the iron determination that gripped me to fulfill my promise and be Venkat Sir’s first student to achieve a perfect score.
45 doesn’t quantify what I felt when I got my results and cried with joy because I’d somehow fulfilled that impossible promise.
IB is about so much more than just numbers. It’s the first time most students (myself included) get a taste of freedom; freedom to pursue our own ideas and experiments and do whatever we fancy with time. And that can be scary, but it’s also exhilarating because we’re finally getting a taste of the real-world and all the responsibility that comes with it. To me, IB was about growing up, about understanding and learning more and becoming a better person. And I can honestly say that it was probably the best two years of my life.
Recently, I’ve been asked by a lot of people “Why do you still come to school?”. They seem so puzzled, so absolutely flabbergasted. I usually smile at that question, because I realize that everyone who asks it still doesn’t understand. They still think IB and school is all about numbers and that I’m done now because I got a 45.
But I don’t show up for numbers. I show up to learn more about the subjects and myself, to help others, to be in an environment I love with vibrant and amazing people and to interact with teachers who’ve become like my family.
I show up for everything else; everything mere numbers can’t hope to measure.”


The National Society of Black Engineers Pre-College Initiative program will lead the world in enhancing the pre-college students’ Academic, Technical, and Leadership skills in order to maximize their success in life. The Pre-College Initiative (PCI) Program is designed to stimulate the interest in science, technology, engineering, and mathematics fields, or STEM. The goal is to encourage students in grades K–12 to attend college and pursue technical degrees. Our PCI program provides activities to help students discover firsthand how engineering and technology relate to the world around them and discover the excitement of academic excellence, leadership, technical development and teamwork.
Career Day is a one-day educational event that provides students direct access to industry and goverment professionals through networking, experiential learning, and engaging workshops. The Potomac River Professionals chapter participates in career day to stimulate student thinking, interest, and generate excitement about various STEM career fields. By NSBE participating in career day, student participants are exposed to a wide range of STEM career opportunities including Electrical and Electronics, Mechanical, Chemical, Aerospace, Computer Sciences, System Engineering, and more!
Girls EnGear is an exciting, new program presented by the National Society of Black Engineers Potomac River Professionals that shows girls how creative, stimulating and inventive science, technology, engineering and math (STEM) can be. Engaging girls in STEM will help develop their confidence and skill in areas such as design and construction which can also lead to inspired career paths in the future. Bringing these types of opportunities to young girls in our community will help us share the importance of gaining knowledge and improving education after high school. Most importantly, Girls EnGear explores different aspects of STEM disciplines allowing them to see how engineers are changing our world.
The Summer Engineering Experience for Kids (SEEK) Program is designed to be a fun and engaging educational experience, led by NSBE engineering students and technical professionals dedicated to pursuing professional excellence and giving back to the community. The SEEK Program utilizes a hands-on design curriculum supplied by various Educational Curriculum companies and Cooperate Sponsors. Campers will work in teams, using their knowledge to solve problems and create products while discovering the underlying math and science principles involved in these processes. Each week, the campers will take on a new project, culminating with a presentation, design competition and physical competitions that all parents are encouraged to attend.
This FREE three-week program will be open to students who are current 3rd through 5th graders or current 6th through 8th graders* . The program will be held at a local elementary school or middle school, and will include 100 students in each grade level, for a total of 300 students served per program. Fifty Collegiate mentors will be utilized to facilitate the program.
The camp is a commuter-based program for students, Monday through Friday, 8:30 am and ending at 3:30 pm.


Advanced Parameters
For detailed information click onto the info button on the left.
Max Group Size
No groups above this value will be computed.
Min Group Occurrence
No unique group below this value will be considered.
This parameters allows you the removal of unique but very rare groups.
Split Groups
If this parameter is set to true. Composite tags like "hard-rock song" will be
split into two distinct tags: "hard-rock" and "song".


This project is an interactive Shopping list. The project was started because of the code competion of IT-Talents. The competition was hosted from the IT-Talents partner Edeka Digital.
These instructions will get you a copy of the project up and running on your local machine for development and testing purposes. See deployment for notes on how to deploy the project on a live system.
You will need Maven and Node.js to install the application here are ressources to download the appropiate versions:
Node.js Download: https://nodejs.org/en/
Maven Download: https://maven.apache.org/download.cgi
Maven Install Instructions: https://maven.apache.org/install.html
A step by step series of examples that tell you how to get a development env running
Move in cmd to the backend folder
cd $user/inez/backend/inez
Run the backend with maven
mvn spring-run:boot
Move in cmd to the frontend folder
cd $user/inez/frontend/inez
Install the depencies with node.js
npm install
Run the frontend with node.js
npm start
You can now open the web application in your webbrowser in localhost:4200
You can test the requirements of the IT-Talents competition by running a test
To run a test you first have to go to the frontend folder in cmd
cd $user/inez/frontend/inez
There you can run the test with npm
npm test
After that a new window will open in which karma will run the tests
The biggest part of the challenge im eyes was getting the data.
I used the Edeka Nord website to webscrape the producttypes, example, units, defaultAmount. After that I used the Opentheasurus Api to get the sysnonyms for eacht product. The results of that are put into the db through the data.sql file in the ressources in the backend
The backend is written in java with Spring boot. While developing I ran a PostGreSql database but in the finished backend I am using a h2 in-memory-db2 to ensure that the installing of the application is as easy as possible. Nethertheless in production a PostGreSQL database would be the better choice. I have still commented the old code to deploy it via PostGre so if you want to change that just go to the pom.xml and application.properties and do so.
The frontend is written with javascript in Angular. I used a template for the basic design which is free to use under MIT License.
I added an extra feature to the applcation: It does not only know the unit of a product but also the normal amount which is in a package. So to say Rum is normally sold in 700 ml bottles. If you type in "1 Rum" the application will show:
Rum 700 ml $example
If you type in "2 Rum" it will show:
Rum 1400 ml $example
So the amount is multiplied with defaultAmount of the product.
I also made it possibe to save the data. I used a mail as the key because I wanted to write an email service which would the user their shopping list aswell but in the end I did not have the time to do so.
Still if you save a list in "/new-list" you can open it via "saved-lists" if you type in the mail adress you used.
This project is licensed under the MIT License - see the LICENSE.md file for details


Jekyll Feedback
I am really excited about launching my completed Jekyll theme soon. It is now complete, but I wanted to create an intro to show everything that it can do. Once of the features that I wanted to add was a Feedback form. This is a neat feature to have in a static website because it allows you to have the two way conversation that you would otherwise find in a dynamic website. This could be used as a custom order form, a survey, or just a simple feedback form.
Lets take a look in more detail.
So the first thing is to have a google account. Specifically, we will be using google drive. Once you have that check out:
http://www.google.com/forms/about/
Click on Create Form and it should pop up with a wysiwyg editor in a basic template. You can change, add, or delete whatever you like.
When you are done, click on "Send Form." You can use this link if you wanted to email out a survey, but we want to embed the form. So after clicking on send, click on embed. That should give you some code that looks like:
<iframe
src="https://docs.google.com/forms/d/15nEuMOTohKk4QCsQDxct10s6f7pnledoJh8eFHfVf8I/viewform?embedded=true"
width="760" height="800"
frameborder="0" marginheight="0"
marginwidth="0">Loading...
</iframe>
It should also give you options to set the height and width. If it doesn't, you can just manually change the code where it says:
width="760" height="800"
You can just change that to whatever you want, but make sure the width is less than the content-width in your main.scss file. Also, make sure it is large enough to load the entire form. If the iframe isn't big enough, then your users will have to scroll through the iframe and that might be an inconvenience.
So now you just need to know how to load the information in a useful way. Google forms default option is to display each response individually. That is good, but we can do better. So while still in the form, click on "Responses" on the menu bar. Then click on "Change Response Destination." This should give you a pop up to create a Google Drive spreadsheet. Once this is complete, your form submissions will be displayed in the spreadsheet for easy viewing or analysis.
If you liked that, please leave me some feedback and if you want to, you can check out the code at https://github.com/7blink/7blink-theme


Author: Carl Nagle
Since: JUN 29, 2005
Copyright (2005) SAS Institute: http://www.sas.com
General Public License (GPL): http://www.opensource.org/licenses/gpl-license.php
This document attempts to provide a single location for information regarding the setup and use of SAFSDRIVER -- the SAFS TID (Tool-Independent Driver). This document assumes the user has already successfully installed the latest SAFS Framework release.
From any command-prompt the user should be able to invoke the SAFS TID to run a simple sanity test. (All examples will assume the framework has been installed in the default location.)
SAFS setup sanity test:
java -Dsafs.project.config="C:\safs\project\TIDTest.ini" org.safs.tools.drivers.SAFSDRIVER
Javadoc for SAFSDRIVER contains info on command-line options and config file options.
SAFSDRIVER Command-Line Options ("-Dsafs.project.config=" above is an example of a command-line option.)
SAFSDRIVER Config-File Options (The specified "TIDTest.ini" file is an example of a config file.)
Without any additional work, the use of the TID by itself can only support "TID" and "SDC" commands shown in the SAFS Reference. These are generally only a subset of the known Driver Commands. To be able to actually test some application, we need to enable one or more SAFS Engines in the config file.
To tell the TID to use an engine, you generally tell it the classname of each engine that must be initialized. Currently all supported SAFS Engines exist in the org.safs.tools.engines package. You specify one or more engine classnames in the [SAFS_ENGINES] section of the config file as shown in the SAFSDRIVER Config-File Options linked above and subset below:
[SAFS_ENGINES] First=org.safs.tools.engines.SAFSROBOTJ Second=org.safs.tools.engines.SAFSABBOT
Note, that each engine class will generally specify an additional config-file section and options that are needed in the INI file. View the SAFSROBOTJ and SAFSABBOT links above and you will see examples of this. For example, SAFSROBOTJ wants a [SAFS_ROBOTJ] section and SAFSABBOT wants a [SAFS_ABBOT] section in the test configuration file.
NOTE: As of this date the SAFSABBOT engine is not actually released for production. There are additional setup requirements to enable the use of the SAFSABBOT engine that are subject to change until such time as the engine is ready for production. At that time, the documentation for the SAFSABBOT engine should specify this information.


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Open Angel Arena 4.5.4 Update
General Changes
Shops: Rearranged items and added items.
Items: Drums of Endurance 3 can now be upgraded into Sonic 2.
Items: Drums of Endurance 4 can now be upgraded into Sonic 3.
Items: Sonic 1 can now be upgraded into Drums of Endurance 4 or Lucience 2.
Items: Sonic 2 can now be upgraded into Drums of Endurance 5, Lucience 3 or Sange and Yasha 5.
Items: Lucience 1 can now be upgraded into Sonic 2.
Items: Lucience 2 can now be upgraded into Sonic 3.
Items: Sange and Yasha 4 can now be upgraded into Lucience 3.
Items: Sange and Yasha 4 can now be upgraded into Sonic 3.
Fixed Tinker rearm still draining mana after finishing.
Item Changes
Basher:
Item Removed
Basher has been removed from the game.
Mekansm 2:
Item Removed
Mekansm upgrades have been removed from the game.
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