Together we will analyze your needs and possibilities in opening your projects for CI/CD process.
We will deploy CI/CD into your organization or we will help you to create one. Using our Open Source tools and framework we will automate almost the whole Software Development cycle of your projects. We will train you and will teach you how to fully take advantage of CI/CD deployment.
We will not leave you alone after the Deployment. We will continue to support you and your team in your daily struggle keeping your environment healthy and up to date with the constant changes.
Build on top of revolutionary Portainer server it provides Java API from which you can manage your whole Docker fleet.
Java API
Plugin for Apache Maven building system that supports CI/CD process using Portainer API to configure, deploy and manage your services in the world of Docker staks.
Get NowMaven Plugin
Created for Spring Boot applications set of components and utilities that will help Developers to monitor the health and control dockerized applications and environment.
Get NowSpring Toolkit
Our Build Service is delivered in the form of Docker image and has been designed to support GitLab Runner but can be deployed on the top of any CI/CD systems.
Docker Image
We are providing unified runtime for your Spring Boot and legacy applications that come with the pre-configured monitoring stack.
Get NowDocker Image
Our Monitoring Stack P.U.M.A comes in the form of Docker composer file that includes such pre-configured services as Grafana, Influxdb, Loki and possibility to turn on Splunk.
Service Stak
Probably you are quite familiar with virtualization technology but can still question yourself what is all about Docker containers and how much impact they have on the CI/CD processes.
Working with us will be of mutual benefit. You will gain the opportunity for deep full insights and expertise and the possibility to play with the state of the art IT technologies.
In our Workshop, we are using only proven Open Source and commercial technologies that are used also in top IT corporations all over the globe.
If you will decide to get in touch with our IT Reactor you will be granted the opportunity to develop together a truly unique, customizable CI/CD process that will automate most of the Software Development and Delivery patterns in your projects and organization in general.
If you will decide we will join hands for the work on the projects in which we will deploy CI/CD philosophy enabling the whole organization to build on the further and migrating the legacy projects.
In our IT Reactor, you will discover many reliable services that consist of several specialized Docker nodes that run such technology stacks like GitLab, Portainer, P.U.M.A Monitoring and OSS Nexus Registry.
During our CI/CD exercises, we will experience work together from development to testing and production and monitoring stages.
Inside of our IT Reactor, you will find positive synergy of friendships and openness. Everything we do, we do with the open mind and true passion that comes from deeps of our hearths.
Our P.U.M.A Monitoring Stack will make you feel like being in the hearth of the Nuclear Plant monitoring center. We will grant you access to our Open Infrastructure that is Open but at the same time Secure.
During our work-time, you will enjoy a great, friendly atmosphere that will enable your mind to engage and understand better the whole point and details of CI/CD philosophy.


Andrea Paloma Davis
Democrat
Self-employed consultant for Development and Finance of Low-Income Housing
Master of Urban Planning - University of Washington - Certificates in Urban Design and Real Estate Finance - 2001 Bachelor's - Carleton College - Biology - 1993
80220
I did phone banking for the Democrats in 2020. In the past 5 years, I have given approximately $50 each to 3-4 candidates.
Empire Lyric Players - Board 2016 Denver Urban Gardens
As an affordable housing developer, I have to take into account both the needs of the community and the needs of the current or future residents. Frequently these interests are at odds, and I work to help the groups find solutions that work well for all parties.
I believe democracy functions best on a level playing field. My experience with urban planning has made me passionate about neighborhood and community issues.
As a developer, I negotiate a lot of contracts between parties with divergent interests. I listen well, and I am adept at looking for solutions that work well for all, instead of simply establishing a position and arguing for it. Far more than being a Democrat, I am an American, and desperately want our country to function well. Impartially establishing districts in a fair manner ensures that all Americans are represented.
My work primarily consists of financial analysis, and I am used to generating and evaluating alternatives to find the one that best fits my clients needs. I am also accustomed to working with census data. Prior to urban planning, I trained as a scientist, and developed critical thinking skills.
Predominantly female


Once upon a time, Milan and Daxx were the best of friends 🤝. They lived in a small village surrounded by a dense forest 🌲. One day, they decided to embark on a new adventure together 🚶♂🚶♀. They set out to create a bigger and better village, using the wood from the nearby forest 🌳.
They started by building a giant bridge that would allow them to travel farther and explore new lands 🌉. As they built, they realized that they needed a place to call home 🏠. They created a main house that was warm and cozy, but as the village grew, they knew they needed to expand 🏘.
That's when Daxx had the idea to build a secret batcave 🦇. She suggested that they could dig underground and cover the roof with stone slabs, creating a hidden and secure place for them to retreat to in case of danger 🛡. Milan was impressed by Daxx's creativity and together they worked hard to bring the idea to life 👷♂👷♀.
As the village continued to grow, Milan and Daxx realized that they needed to protect it from harm 🛡. That's when Milan came up with the idea to build a lighthouse 🛡. He knew that the passing boats would need guidance to safely navigate the waters and he wanted to make sure that the village would be a safe haven for them 🚣♂🚣♀.
But they didn't stop there. Milan and Daxx also built a pit, which was so deep that even the most powerful trolls would fall to their death if they tried to invade 💥. With the pit in place, they knew that their village would always be safe from harm 🛡.
To ensure that the village would never go hungry, Milan and Daxx also built a farm 🌾. They grew a variety of crops and even had a bacon farm 🥓so that they could have delicious bacon on the menu on special days 🍽.
Through all their hard work, Milan and Daxx had created a beautiful village that was a true reflection of their friendship 🤝. They had worked together to build something amazing, and their friendship had only grown stronger as a result 💪. They knew that no matter what challenges came their way, they would always have each other to rely on. And that was the best thing they had created 🎉.
Milan and Daxx were the best of friends 🤝, both working as truck drivers 🚛 for a delivery company that specialized in cargo transportation between Paris and London 🛣. Daxx was a novice driver 🚗 and Milan was tasked with training her on the ins and outs of driving a big truck 🔧. They both set out early one morning 🌅 for their latest delivery run, loaded up with cargo 📦 and ready for the journey ahead 🛣.
As they made their way out of Paris and onto the highway, they encountered some unexpected bad weather 🌧 that made visibility poor and the roads slick 🛣🌧. Unfortunately, they got lost 🗺 and ended up driving in the wrong direction, heading towards incoming traffic 🚗🚗. Daxx, who was at the wheel 🚗, was not afraid to drive fast 💨 and even attempted to drift to make the sharp turns 🛣🚗🔥. Milan, who had a lot more experience, was able to keep calm 🧘♂ and guide her through the maneuvers, despite the high stress of the situation 💪🚗.
After a few tense moments 🤯, they were able to get back on the right track 🛣, but not before they had accumulated quite a few fines 💰🚫 and the truck had sustained some minor damages 💥. As they continued their journey 🛣, they had to stop frequently for Milan to fill up his petrol tank 🛢 and Daxx would catch up to him. Despite the setbacks 💥💸, they were determined to reach their destination 🏁, and they pushed on through the bad weather 🌧.
As they crossed the border into England 🇬🇧 and made their way towards Calais 🛣, they were met with even more challenges 🤯. The roads were narrower than they were used to 🛣, and they had to get used to driving on the left side of the road 🛣🚗. Daxx struggled a bit at first 🤔, but Milan was there to guide her 📖 and give her confidence 💪.
Finally, they made it to Calais 🛳 and boarded the ferry to Dover 🛳. They were relieved 😅 to be out of the bad weather 🌧, but their relief was short-lived when they found out that their trucks had sustained severe damages 💥 due to the many accidents they had encountered. Fortunately, the ferry had a truck mechanic 🔧 on board who was able to fix everything, and they were back on the road in no time 🛣.
After a long 2-hour drive 🛣, they finally reached their destination 🏁 and parked the trucks, taking their time to ensure everything was in order 🔧. Despite all the challenges 🤯 and setbacks 💥💸, they both felt a sense of accomplishment 🎉 for completing the journey. As they looked back at the trucks, they could see the battle scars from the accidents 🚛💥, and the many fines they had accumulated 💰🚫. But, in the end, they had enjoyed the trip 🛣 and were happy 🤗 to have successfully delivered the cargo 📦 to their destination.
As they walked around the truck 🚛, looking at the battle scars from the accidents 💥, Milan turned to Daxx and said "You did great, Daxx. I'm proud of you." 🤗 Daxx smiled back 😊 and said, "I couldn't have done it without your guidance and support." 🤝
After they finished checking the trucks 🔧, they decided to grab a pint 🍺 at the local pub 🍻 to celebrate their successful delivery 📦🎉. As they sat at the bar 🍺🍻, they reminisced about the day's events 🛣🌧 and laughed at the funny moments they shared 😂. They realized that despite the setbacks 💥💸, they had truly enjoyed the journey 🛣, and the sense of camaraderie 🤝 they had experienced made it all worth it.
They woke up the next day, ready for a new adventure 🛣, as they set off on their next delivery run 📦, together as friends 🤝 and as a great truck driving team 🚛🚛.
Yori, Daxx, and Milan were three friends who shared a love of adventure 🗡🧙♀🧙♂. They had heard rumors of a powerful boss that lurked in the dark and treacherous swamp 🌲🐍, and they knew they had to take it down 💪. They spent days preparing, stocking up on meat 🍖, fruit 🍎, and magical potions 🧹, including anti-poison potions 💉, which they knew would be crucial in their fight.
The three friends ventured into the swamp, their hearts beating with excitement and fear 🤯. They knew that the boss was powerful and that it would not be easy to defeat. But they were determined to succeed.💪
As they reached the heart of the swamp, they saw the boss. It was a massive creature, covered in scales and bristling with sharp teeth 🐲. It had poison attacks that could kill a man in seconds, and the trio knew they had to be careful.🤢
At first, they hardly did any damage to the boss, and it seemed to heal itself with every hit. Bringing it outside the swamp was near impossible, as its massive size and strength made it difficult to move 💪🛡. Arrows barely scratched it, and their weapons seemed ineffective.🤕
But Yori had a secret weapon - her mace 🗡. It was an ancient weapon, passed down through her family for generations. With it, she was able to do triple the damage that anyone else could. Milan, meanwhile, was dodging and rolling away from the boss's attacks 🤸♂, keeping it occupied while Daxx positioned the boss in more favorable areas to fight 🎯, shooting arrows to weaken it.🏹
The trio took turns, each of them wounded and exhausted 🤕, but they kept going. They retreated, healed and repaired their weapons 🛡, and then went back in for another round. As the fight wore on, even the weakest of monsters, Necks and boars, were able to deal lethal damage to the trio. But they didn't give up.💪
With no resources left and the boss on the brink of defeat, Yori dealt the final blow, killing the boss and clearing the swamp of its poison. Through teamwork, the trio had succeeded, and they had gained a new defensive layer to use in future.🎉
Exhausted but exhilarated, they celebrated with sausages and beer🍺, toasting to their victory and the bond of friendship that had helped them succeed. They knew that they would always have each other's backs, no matter what adventure lay ahead.🤝
Daxx, Milan, and Yori were three friends who had always been fascinated by adventure and mystery. They had heard about the mythical dragon 🐲 that lived at the top of a snowy mountain 🏔, and were determined to find it. They packed their bags 🧳 and set out on their journey, eager to test their skills and uncover the secrets of the dragon 🐲
As they journeyed through the snowy mountains, they encountered many obstacles and enemies. The wolves 🐺 were quick and cunning, and the werewolves 🐺 were even more dangerous. The giant furry Lox 🦊 had sharp claws 💪 and powerful jaws 🦷, while the gremlins 🧟♂ were small but nimble, making them difficult to hit 🎯. The flying ice Drakes 🐲 were deadly with their icicle-spewing breath 💨, and the giant stone Golems 💪 were nearly indestructible.
Despite these challenges, the trio pressed on, using their combined skills 💪 to defeat their enemies. They drank potions 🧪 to cure their wounds and afflictions, and each day they felt stronger 💪 and more determined 💪. They knew that they were getting closer to their goal 🎯, and they were excited 🤩 to face the dragon 🐲.
Finally, after several weeks of traveling, they reached the top of the mountain 🏔 and found the dragon's lair 🏰. The dragon 🐲 was massive, with ice-blue scales 💎 and piercing yellow eyes 👁. It could spit icicles ❄ and breathe frost 🥶, and its roar 🗣 echoes throughout the mountain 🏔.
As they approached the dragon 🐲, it let out a roar 🗣 and breathed a blast of frost ❄ at them. The trio dodged and weaved 🕺🏻, using their weapons 🗡 to deflect the icicles ❄. They worked together 🤝, each using their unique abilities 💪 to distract the dragon 🐲 while the others attacked 💥.
Daxx, Milan, and Yori knew that they had to be careful 🔍. They had heard that to summon the dragon 🐲, they would have to sacrifice three of its eggs 🥚. They approached the dragon's lair cautiously 🔍, ready for anything 💪.
Daxx was a fierce warrior 💪, skilled in hand-to-hand combat 🥊. She was the primary attacker in the battle against the dragon 🐲, using her agility 💨 and speed 💥 to dodge the dragon's icicles ❄ and strike from unexpected angles 🤫. Her weapon of choice was a pair of enchanted daggers 🗡, which glimmered with a fiery light ⚡ as she plunged them into the dragon's scales 💎.
Milan was the group's strategist 🧐, always keeping his cool under pressure 💪. He was responsible for figuring out the dragon's weaknesses 🔍 and devising a plan 💡 to take it down. He used a bow 🏹 and arrow 🔥, taking careful aim 🎯 and waiting for the right moment to strike 💥. He was quick and precise 💨, and his arrows 🏹 always found their target 🎯.
Milan was the group's strategist 🧐, always keeping his cool under pressure 💪. He was responsible for figuring out the dragon's weaknesses 🔍 and devising a plan 💡 to take it down. He used a bow 🏹 and arrow 🔥, taking careful aim 🎯 and waiting for the right moment to strike 💥. He was quick and precise 💨, and his arrows 🏹 always found their target 🎯.
Yori was the group's healer 💉, using her magic 🧙♀ to keep her friends' wounds at bay 💊. She was a master of potions 🍯 and incantations 🔮, and was always ready to help 🤲 whenever one of her friends was hurt 💔. Her weapon was a staff 🏋♀, which she used to channel her magic 🧙♀ and unleash powerful healing spells 💊.
The three friends worked together seamlessly 🕺🏻, each playing their role to perfection 💯. Daxx kept the dragon distracted 🐲 with her swift and deadly attacks 💥, while Milan picked off the dragon 🔥 from a safe distance 🏹. Yori was always on hand 🤲 to heal her friends 💊 and keep them fighting 💪.
The battle was intense 🔥 and lasted for hours 🕰, but in the end 🏁, the trio emerged victorious 🎉. The dragon lay defeated 💔, and the friends basked in their hard-won glory 🙌. They collected the dragon's eggs 🥚 and returned home 🏡, eager to share their incredible story 📝 with the world 🌎. They would always be remembered as the heroes 🦸♂🦸♀ who defeated the dragon of the snowy mountain 🏔.


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def ask(question: String): String = {
if(question == "What's the meaning of life?") {
"42"
else
null // does not compile in Scala
}
var n = 0
def add2(x: Int): Int = {
n = n + 1
x + 2
}
// ...
val y = add2(40)
assert(n == 1)
def readIntegerFromFile(filePath: String): Int = {
// throws exceptions
val content = readFromFile(filePath)
// ...
}
"A function having a side-effect is a function which has an observable interaction with its calling
functions or the outside world besides returning a value"
Wikipedia.
// List.scala
override def drop(n: Int): List[A] = {
var these = this
var count = n
while (!these.isEmpty && count > 0) {
these = these.tail
count -= 1
}
these
}
Total Functions
Total: A function must yield a value for every possible input.
def parse(integer: String): Int = {
if(numberIsNotAString(number)) {
throw new IllegalArgumentException(/*...*/)
} else { /* parsing logic */}
}
def ask(question: String): String = {
if(question == "What's the meaning of life?") {
"42"
else
null // does not compile in Scala
}
trait Either[A, B]
case class Left[A, B](a: A) extends Either[A, B]
case class Right[A, B](b: B) extends Either[A, B]
def parse(integer: String): Either[Exception, Int]
trait Maybe[A]
case class Some[A](a: A) extends Maybe[A]
case class None[A]() extends Maybe[A]
def ask(question: String): Maybe[String]
case class Foo(first: String, second: Int)
Foo("bar", 42) match {
case Foo(x, 42) => println(s"$x == 42")
case Foo("bar", _) => println(s"bar != 42")
case _ => println("Default case")
}
Foo("bar", 74) match {
case Foo(x, 42) => println(s"$x == 42")
case Foo("bar", _) => println(s"bar != 42")
case _ => println("Default case")
}
def ask(question: String): Maybe[String] = {
if(question == "What's the meaning of life?") {
Some("42")
else
None
}
ask("What's the meaning of life?") match {
case Some(answer) =>
println(s"The answer is: $answer")
case None =>
println("I cannot answer this question.")
}
Pure Functions
Pure: A function’s only effect must be the computation of its return value
var n = 0
def add2(x: Int): Int = {
n = n + 1
x + 2
}
// ...
val y = add2(40)
assert(n == 1)
Deterministic: A function must yield the same output for the same input.
val s: String = readInput()
printOnConsole(s)
trait ConsoleIO
case class Read(process: String => ConsoleIO) extends ConsoleIO
case class Write(line: String, then: ConsoleIO) extends ConsoleIO
case object End extends ConsoleIO
val program: ConsoleIO = Read { line => Write(line, End) }
def interpret(program: ConsoleIO): Unit = program match {
case Read(process) => interpret(process(readLine()))
case Write(line, next) => println(line); interpret(next)
case End => println("Done !")
}
trait ConsoleIO
case class Read(process: String => ConsoleIO) extends ConsoleIO
case class Write(line: String, then: ConsoleIO) extends ConsoleIO
case object End extends ConsoleIO
val program: ConsoleIO = Read { line => Write(line) }
interpret(program)
def interpret(program: ConsoleIO): Unit = program match {
case Read(process) => interpret(process(readLine()))
case Write(line, next) => println(line); interpret(next)
case End => println("Done !")
}
Total: A function must yield a value for every possible input.
Pure: A function only effect must be the computation of its return value
Deterministic: A function must yield the same value for the same input.
Side effects break Referential Transparency :(
Side-Effects must be explicit
Separate the 'what' from the 'how'
Correctness
def cookOmelette(eggs: List[Egg]): Unit = {
crackEggs(eggs)
beatEggs(eggs)
makeOmelette(eggs)
}
def cookOmelette(eggs: List[Egg]): Omelette = {
val crackedEggs : List[CrackedEgg] = crackEggs(eggs)
val beatenEggs : List[BeatenEgg] = beatEggs(crackedEggs)
val omelette : Omelette = makeOmelette(beatenEggs)
}
Order of evaluation
def f(x: Int) = x * 3
def g(y: Int) = y + 1
f(g(1))
f(g(1))
= f(1+1)
= f(2)
= 2*3
= 6
f(g(1))
= g(1)*3
= (1+1)*3
= 2*3
= 6
Composition
f : X => Y
g : Y => Z
g ∘ f : X => Z = x => g(f(x))
val add1: Int => Int = (i:Int) => i + 1
val sub2: Int => Int = (i:Int) => i - 2
def compose[A, B, C](
f: B => C,
g: A => B,
): A => C = { a => f(g(a)) }
val add1AndSub2 = compose(add1, sub2)
add1AndSub1(1) == 0
(Int, Int) => Int becomes Int => Int => Int
val sum: (Int, Int) => Int = (x, y) => x + y
val curried: Int => Int => Int = x => y => x + y
// Applies the first argument (x)
val f: Int => Int = curried(1)
// Applies the second argument (y) and sum x and y
val g: Int = f(2) // g is now equal to 3
"Currying is the technique of translating the evaluation of
a function that takes multiple arguments into evaluating a sequence of functions, each with a single
argument." - Wikipedia
val sum: (Int, Int) => Int = (x, y) => x + y
// Fixes the first argument of sum (x) to 0
val pfs: Int => Int = sum(0, _)
// The 2nd argument (y) is provided, and x + y
// is performed
pfs(42) == 42
"Partial application refers to the
process of fixing a number of arguments to a function, producing another function of smaller
arity" - Wikipedia
case class FileIO[A](run: FileSystem => A)
// Curried version of compose
def compose[Z, A, B](f: A => B)
(g: Z => A): Z => B
def compose[A, B](f: A => B)
(io: FileIO[A]): FileIO[B] =
FileIO { fs: FileSystem => f(io.run(fs)) }


Online Shopping Category
Shopping Category Sub-Headline
Category description here. Make sure to add some keywords
for the search engines and compelling text for your visitors.
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keep the link at the bottom-right of the page. Click
here to purchase the royalty-free license for this template.
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- param1 {World} | {Entity} object
- param2 {String} pointerType "touch" | "mouse" | "key"
- param3 {String} methodName
- returns {Boolean}
- function getRangeBetweenTwoTouches
- param1 {Touch} touch1
- param2 {Touch} touch2
- return {Number}
- added by topheman
- function DraggingInfos
- param1 {MouseEvent} | {TouchEvent} mouse or touch event at the time of the creation of the DraggingInfos (the one that manage the pan)
- param2 {Object} Viewport
- optional
- added by topheman
- param1 {MouseEvent} | {TouchEvent} e
- param2 {String} mode
- return {Object} ViewportInfos
- param {DraggingInfos} draggingInfos
- function PanDraggingObject
- param {DraggingInfos}
- added by topheman
boxbox
contains a single self-contained physics simulation
.createWorld( canvas, [options] )
- canvas element to render on
-
options
- gravity (default {x:0, y:10}) can be horizontal, negative, etc
- allowSleep (default true) bodies may sleep when they come to rest. a sleeping body is no longer being simulated, which can improve performance.
- scale (default 30) scale for rendering in pixels / meter
- tickFrequency (default 50) onTick events happen every tickFrequency milliseconds
- collisionOutlines (default false) render outlines over everything for debugging collisions
- disableTouchEvents (default false) doesn't add the touch listeners you'll declare if true
- disableMouseEvents (default false) doesn't add the mouse listeners you'll declare if true
- disableKeyEvents (default false) doesn't add the touch listeners you'll declare if true
- preventScroll (default false) prevents scrolling on touch devices if true
-
boundaries
will restrict your world to this boundaries when you pan, pinch, scale, etc (please use the viewport api for those purposes)
- left
- right
- top
- bottom
without options
var canvasElem = document.getElementById("myCanvas");
var world = boxbox.createWorld(canvasElem);
with options
var canvasElem = document.getElementById("myCanvas");
var world = boxbox.createWorld(canvasElem, {
gravity: {x: 0, y: 20},
scale: 60
});
Entity
a single physical object in the physics simulation
.applyImpulse( power, degrees )
- power of impulse
- degrees direction of force. 0 is up, 90 is right, etc.
Apply an instantanious force on this Entity.
With this and all functions that take degrees, you can also provide a vector.
With this and all functions that take degrees, you can also provide a vector.
entity.applyImpulse(10, 45); // 45 degree angle
entity.applyImpulse(10, 1, -1); // the vector x=1 y=-1}
.borderColor( [value] )
- value css color string
- return css color string
get or set entity's border color
.borderWidth( [value] )
- value number
- return number
get or set entity's border width.
Set to 0 to not show a border.
.canvasPosition( )
- return {x,y}
Get the Entity position in pixels. Useful for custom
rendering. Unlike position the result
is relative to the World's scale and camera position.
.checkPosition( x,y )
- returns {Boolean}
- added by topheman
Checks if the entity is at x,y
.clearForce( )
Stop the force with the given name.
.clearVelocity( )
Stop the constant velocity with the given name.
.color( [value] )
- value css color string
- return css color string
get or set entity's color
.destroy( )
destroy this entity and remove it from the world
.draw( [value] )
- value function
- return function
get or set the draw function for this entity
.friction( [value] )
- value number
- return number
get or set entity friction
.image( [value] )
- value string
- return string
get or set entity image
.imageOffsetX( [value] )
- value number
- return number
get or set entity image offset in the x direction
.imageOffsetY( [value] )
- value number
- return number
get or set entity image offset in the y direction
.imageStretchToFit( [value] )
- value boolean
- return boolean
set to true to stretch image to entity size
.isMouseDraggable( )
- return {Boolean}
- added by topheman
Returns true if the mouse draggable event is active on the entity
.isPined( )
- return {Boolean}
- added by topheman
Returns true if the entity is pined to the world
.isTouchDraggable( )
- return {Boolean}
- added by topheman
Returns true if the touch draggable event is active on the entity
.maxVelocityX( [value] )
- value number
- return number
get or set entity max velocity left or right
.maxVelocityY( [value] )
- value number
- return number
get or set entity max velocity up or down
.mouseDraggable( [options] )
-
options
- disabled {Boolean} true/false to disable/enable the draggable state
-
type
{String} "regularDrag" or "eventDrag"
- regularDrag : Moves the entity with the mouse (by default)
- eventDrag : doesn't move the entity, only sends you the data and callbacks
Turns an entity to draggable by the mouse, with multiple callbacks.
The mouseDraggableInfos variable passed within the callback function contains the original position of the mouse when the drag started and its current position.
The mouseDraggableInfos variable passed within the callback function contains the original position of the mouse when the drag started and its current position.
Examples
Without options
entity.mouseDraggable();
With options
entity.mouseDraggable({
start : function(e, mouseDraggableInfos){
console.info('start dragging '+this.name()+' at position',{mouseDraggableInfos.position.x, mouseDraggableInfos.position.y});
},
drag : function(e, mouseDraggableInfos){
console.info('dragging '+this.name()+' at position', {mouseDraggableInfos.position.x, mouseDraggableInfos.position.y});
},
stop : function(e, mouseDraggableInfos){
console.info('just dragged '+this.name(), 'from', {mouseDraggableInfos.originalPosition.x, mouseDraggableInfos.originalPosition.y}, 'to', {mouseDraggableInfos.position.x, mouseDraggableInfos.position.y});
}
});
Enable / disable
entity.mouseDraggable('disable');
.name( [value] )
- return entity name
get or set entity name
.onFinishContact( callback )
-
callback
function( entity )
- entity that contact ended with
- this this Entity
Handle end of contact with another entity.
.onImpact( callback )
-
callback
function( entity, normalForce, tangentialForce )
- entity collided with
- normalForce force of two entities colliding
- tangentialForce force of two entities "rubbing" up against each other
- this this Entity
Handle impact with another entity.
.onKeydown( callback )
-
callback
function( e )
- e keydown event
- this this Entity
Handle keydown event for this entity.
.onKeyup( callback )
-
callback
function( e )
- e keyup event
- this this Entity
Handle keyup event for this entity.
.onMousedown( callback )
-
callback
function(e,mouseInfos)
- e MouseEvent
- mouseInfos {x,y}
- this Entity
Add an onMousedown callback to this entity
.onMousein( callback )
-
callback
function(e,mouseInfos)
- e MouseEvent
- mouseInfos {x,y}
- this Entity
Add an onMousein callback to this entity
.onMousemove( callback )
-
callback
function(e,mouseInfos)
- e MouseEvent
- mouseInfos {x,y}
- this Entity
Add an onMousemove callback to this entity
.onMouseout( callback )
-
callback
function(e,mouseInfos)
- e MouseEvent
- mouseInfos {x,y}
- this Entity
Add an onMouseout callback to this entity
.onMouseup( callback )
-
callback
function(e,mouseInfos)
- e MouseEvent
- mouseInfos {x,y}
- this Entity
Add an onMouseup callback to this entity
.onMousewheel( callback )
-
callback
function(e,mousewheelInfos)
- e MouseEvent
-
mousewheelInfos
- x
- y
- delta : -1 or 1
Add an onMousewheel callback to this entity
.onRender( callback )
-
callback
function( context )
- context canvas context for rendering
- this Entity
Add an onRender callback to this Entity
Multiple onRender callbacks can be added, and they can be removed with world.unbindOnRender.
Multiple onRender callbacks can be added, and they can be removed with world.unbindOnRender.
.onStartContact( callback )
-
callback
function( entity )
- entity that contact started with
- this this Entity
Handle start of contact with another entity.
.onTick( callback )
-
callback
function()
- this Entity
Add an onTick callback to this Entity
Ticks are periodic events that happen independant of rendering. You can use ticks as your "game loop". The default tick frequency is 50 milliseconds, and it can be set as an option when creating the world.
Multiple onTick callbacks can be added, and they can be removed with world.unbindOnTick.
Ticks are periodic events that happen independant of rendering. You can use ticks as your "game loop". The default tick frequency is 50 milliseconds, and it can be set as an option when creating the world.
Multiple onTick callbacks can be added, and they can be removed with world.unbindOnTick.
.onTouchend( callback )
-
callback
function(e,touchInfos)
- e TouchEvent
- touchInfos {touchIdentifier,x,y}
- this Entity
Add an onTouchend callback to this entity
.onTouchmove( callback )
-
callback
function(e,touchInfos)
- e TouchEvent
- touchInfos {touchIdentifier,x,y}
- this Entity
Add an onTouchmove callback to this entity
.onTouchstart( callback )
-
callback
function(e,touchInfos)
- e TouchEvent
- touchInfos {touchIdentifier,x,y}
- this Entity
Add an onTouchstart callback to this entity
.pin( x,y )
- optional x,y
- added by topheman
Pins an entity to the world
.position( [value] )
- value {x,y}
- return {x,y}
get or set entity position
.restitution( [value] )
- value number
- return number
get or set entity restitution (bounciness)
.rotation( [value] )
- value degrees
- return degrees
get or set entity rotation
.setForce( name, power, degrees )
- name of force
- power of force
- degrees direction of force
Apply a constant force on this Entity. Can be removed later
using clearForce.
.setVelocity( name, power, degrees )
- name of velocity
- power of velocity
- degrees direction of velocity
Continuously override velocity of this Entity. Can be removed later
using clearVelocity. Usually you probably want setForce or applyImpulse.
.sprite( x,y )
Set the entity's image to the sprite at x, y on the sprite sheet.
Used only on entities with spriteSheet:true
.spriteHeight( [value] )
- value number
- return number
get or set height of a sprite on the sprite sheet
.spriteSheet( [value] )
- value boolean
- return boolean
get or set if this entity's image is a sprite sheet
.spriteWidth( [value] )
- value number
- return number
get or set width of a sprite on the sprite sheet
.touchDraggable( [options] )
-
options
- disabled {Boolean} true/false to disable/enable the draggable state
- maxTouches {Number}
-
type
{String} "regularDrag" or "eventDrag"
- regularDrag : Moves the entity with the touch (by default)
- eventDrag : doesn't move the entity, only sends you the data and callbacks
Turns an entity to draggable by touch, with multiple callbacks.
The touchDraggableInfos variable passed within the callback function contains the original position of the mouse when the drag started, its current position and the touchIdentifier (to id the touch in the event object).
The touchDraggableInfos variable passed within the callback function contains the original position of the mouse when the drag started, its current position and the touchIdentifier (to id the touch in the event object).
Examples
Without options
entity.touchDraggable();
With options
entity.touchDraggable({
start : function(e, touchDraggableInfos){
console.info('start dragging '+this.name()+' at position',{touchDraggableInfos.position.x, touchDraggableInfos.position.y});
},
drag : function(e, touchDraggableInfos){
console.info('dragging'+this.name(), 'all the touches infos active are available here : ',touchDraggableInfos);
},
stop : function(e, touchDraggableInfos){
console.info('just dragged '+this.name(), 'from', {touchDraggableInfos.originalPosition.x, touchDraggableInfos.originalPosition.y}, 'to', {touchDraggableInfos.position.x, touchDraggableInfos.position.y});
},
touchadd : function(e, touchDraggableInfos, totalTouches){
console.info('a touch has been made while dragging at this position ',{touchDraggableInfos.position.x, touchDraggableInfos.position.y}, 'there are now '+totalTouches+' touche(s)');
},
touchremove : function(e, touchDraggableInfos, totalTouches){
console.info('a touch has been removed while dragging at this position ',{touchDraggableInfos.position.x, touchDraggableInfos.position.y}, 'there are now '+totalTouches+' touche(s) remaining on this entity');
}
});
Enable / disable
entity.touchDraggable('disable');
.unbindOnMousedown( )
- added by topheman
Removes the onMousedown callback from this entity
.unbindOnMousein( )
- added by topheman
Removes the onMousein callback from this entity
.unbindOnMousemove( )
- added by topheman
Removes the onMousemove callback from this entity
.unbindOnMouseout( )
- added by topheman
Removes the onMouseout callback from this entity
.unbindOnMouseup( )
- added by topheman
Removes the onMouseup callback from this entity
.unbindOnMousewheel( )
- added by topheman
Removes the onMousewheel callback from this entity
.unbindOnTouchend( )
- added by topheman
Removes the onTouchend callback from this entity
.unbindOnTouchmove( )
- added by topheman
Removes the onTouchmove callback from this entity
.unbindOnTouchstart( )
- added by topheman
Removes the onTouchstart callback from this entity
.unPin( )
- added by topheman
Unpins an entity from the world
World
contains a single self-contained physics simulation
.calculateWorldPositionFromPointer( [value] )
- value: {MouseEvent}|{Touch}
- return: {x,y}
- added by topheman
Returns the position in the world from the position of the mouse or a touch
.camera( [value] )
- value {x,y}
- return {x,y}
get or set position of camera
.canvasPositionAt( )
- return {x,y}
Get a canvas position for a corresponding world position. Useful
for custom rendering in onRender. Respects world scale and camera position.
.cleanup( options )
- options The same kind of options you passed when you created the world. Warn : disableTouchEvents, disableMouseEvents and preventScroll won't be effective (you can't add/remove this kind of listeners after creating the world)
- added by topheman
Removes all the entities, all the handlers (even the world handlers such as mouse/touch Pan/wheelZoom) while keeping your boundaries (if any) in options
Usefull when you have multiple levels
Usefull when you have multiple levels
.createEntity( options )
-
options
- name of this entity
- x starting x coordinate for the center of the new entity
- y starting y coordinate for the center of the new entity
- type 'dynamic' or 'static'. static objects can't move
- shape 'square' or 'circle' or 'polygon'
- height for box (default 1)
- width for box (default 1)
- radius for circle (default 1)
- points for polygon [{x,y}, {x,y}, {x,y}] must go clockwise must be convex
- density (default 2)
- friction (default 1)
- restitution or bounciness (default .2)
- active (default true) participates in collisions and dynamics
- rotation (default 0) initial rotation in degrees
- fixedRotation (default false) prevent entity from rotating
- bullet (default false) perform expensive continuous collision detection
- maxVelocityX Prevent entity from moving too fast either left or right
- maxVelocityY Prevent entity from moving too fast either up or down
- image file for rendering
- imageOffsetX (default 0) for image
- imageOffsetY (default 0) for image
- imageStretchToFit (default false) for image
- spriteSheet Image is a sprite sheet (default false)
- spriteWidth Used with spriteSheet (default 16)
- spriteHeight Used with spriteSheet (default 16)
- spriteX Used with spriteSheet (default 0)
- spriteY Used with spriteSheet (default 0)
- color CSS color for rendering if no image is given (default 'gray')
- borderColor CSS color for rendering the shape's border (default 'black')
- borderWidth Width of the border. The border does not impact physics. (default 1)
- draw custom draw function, params are context, x, and y
- init a function that is run when the entity is created
- onKeyDown keydown event handler
- onKeyUp keyup event handler
- onMousedown mousedown event handler
- onMouseup mouseup event handler
- onMousemove mousemove event handler
- onMousein mousein event handler
- onMouseout mouseout event handler
- onMousewheel mousewheel event handler
- onTouchstart touchstart event handler
- onTouchend touchend event handler
- onTouchmove touchmove event handler
- onStartContact start contact event handler
- onFinishContact finish contact event handler
- onImpact impact event handler
- onRender event handler on render
- onTick event handler on tick
Example
var player = world.createEntity({
name: "player",
shape: "circle",
radius: 2
});
Templates
You can pass multiple options objects. This allows for "templates" with reusable defaults:var redCircleTemplate = {color: "red", shape: "circle", radius: 3};
world.createEntity(redCircleTemplate, {x: 5, y: 5});
world.createEntity(redCircleTemplate, {x: 10, y: 5});
The options objects on the right take precedence.
Dollar Properties
You can provide options that start with a $ like this:var ball = world.createEntity({color: "red", $customValue: 15});
These are passed onto the resulting entity as they are:
ball.$customValue === 15
This allows you to provide your own custom methods and properties..createJoint( entity1, entity2, [options] )
- entity1 Entity on one side of the joint
- entity2 Entity on the other side of the joint
-
options
- enableMotor (default false)
-
type
one of
- distance these entities will always remain the same distance apart
- revolute
- gear
- friction
- prismatic
- weld
- pulley
- mouse
- line
Experimental joint support.
See box2d documentation for more
info.
.find( x1, y1, x2, y2 )
- x1 upper left of query box
- y1 upper left of query box
- x2 lower right of query box
- y2 lower right of query box
- return array of Entities. may be empty
find Entities in a given query box
.getEntityById( entityId )
- return Entity
- added by topheman
returns the Entity of the id entityId
.getEntityByName( entityName )
- return Entity
- added by topheman
returns the Entity of the name entityName
.getEntityByPosition( x,y )
- x
- y
- return Entity
- added by topheman
returns the Entity at a given point (more accurate than .find())
.gravity( [value] )
- value: {x,y}
- return: {x,y}
get or set the world's gravity
.isMousePanning( )
Returns true if the world is panning
.isMousewheelZoomEnabled( )
- added by topheman
Returns true if mouseWheelZoom is enabled
.isTouchPanEnabled( )
- added by topheman
Returns true if touchPan is enabled
.mousePan( [options] )
-
options
- disabled {Boolean} true/false to disable/enable the draggable state
- multiplier {Number} 1 by default
- excludeEntityIds [Ids ...] Ids of entities (optional)
- start function(e,viewportInfos)
- drag function(e,viewportInfos)
- stop function(e,viewportInfos)
Enables pan with the mouse, on the world
The viewportInfos variable passed within the callback function contains the original viewport parameters when the drag started, and the current viewport parameters at the time of your callback.
Draggable entities are excluded by default (pan will not trigger if you click on it), you exclude other entities in the "excludeEntityIds" array (if you have special behaviours on them that would mess with the pan for example)
The viewportInfos variable passed within the callback function contains the original viewport parameters when the drag started, and the current viewport parameters at the time of your callback.
Draggable entities are excluded by default (pan will not trigger if you click on it), you exclude other entities in the "excludeEntityIds" array (if you have special behaviours on them that would mess with the pan for example)
Examples
Without options
world.mousePan();
With options
world.mousePan({
start:function(e,viewportInfos){
console.info('pan-start',viewportInfos);
},
drag:function(e,viewportInfos){
console.info('pan-drag',e,viewportInfos);
},
stop:function(e,viewportInfos){
console.info('pan-stop',e,viewportInfos);
},
excludeEntityIds:[
2,5
]
});
Enable / disable
world.mousePan('disable');
world.mousePan('enable');
Exclude / include entities by their ids
world.mousePan('exclude',2);
world.mousePan('include',4);
world.mousePan('exclude',[7,8,12]);
.mousewheelZoom( [options] )
-
options
- disabled {Boolean} true/false
- step {Number} 0.1 by default (how much you scale in/out at each wheel event)
Enables zooming with the mouse wheeling
.onMousedown( callback )
-
callback
function(e,mouseInfos)
- e MouseEvent
- mouseInfos {Entity,x,y}
- this World
Add an onMousedown callback to the World
.onMousein( callback )
-
callback
function(e,mouseInfos)
- e MouseEvent
- mouseInfos {Entity,x,y}
- this World
Add an onMousein callback to the World
.onMousemove( callback )
-
callback
function(e,mouseInfos)
- e MouseEvent
- mouseInfos {Entity,x,y}
- this World
Add an onMousemove callback to the World
.onMouseout( callback )
-
callback
function(e,mouseInfos)
- e MouseEvent
- mouseInfos {Entity,x,y}
- this World
Add an onMouseout callback to the World
.onMouseup( callback )
-
callback
function(e,mouseInfos)
- e MouseEvent
- mouseInfos {Entity,x,y}
- this World
Add an onMouseup callback to the World
.onMousewheel( callback )
-
callback
function(e,mousewheelInfos)
- e MouseEvent
-
mousewheelInfos
- x
- y
- delta : -1 or 1
- entity : Entity
Add an onMousewheel callback to the World
.onRender( callback )
-
callback
function( context )
- context canvas context for rendering
- this World
Add an onRender callback to the World
This is useful for custom rendering. For example, to draw text
on every frame:
Multiple onRender callbacks can be added, and they can be removed with unbindOnRender.
world.onRender(function(ctx) {
ctx.fillText("Score: " + score, 10, 10);
});
This callback occurs after all entities have been rendered on the
frame.
Multiple onRender callbacks can be added, and they can be removed with unbindOnRender.
.onTick( callback )
-
callback
function()
- this World
Add an onTick callback to the World
Ticks are periodic events that happen independant of rendering. You can use ticks as your "game loop". The default tick frequency is 50 milliseconds, and it can be set as an option when creating the world.
Multiple onTick callbacks can be added, and they can be removed with unbindOnTick.
Ticks are periodic events that happen independant of rendering. You can use ticks as your "game loop". The default tick frequency is 50 milliseconds, and it can be set as an option when creating the world.
Multiple onTick callbacks can be added, and they can be removed with unbindOnTick.
.onTouchend( callback )
-
callback
function(e,touchInfos)
- e TouchEvent
- touchInfos [{Entity,touchIdentifier,x,y}]
- this World
Add an onTouchend callback to the World
.onTouchmove( callback )
-
callback
function(e,touchInfos)
- e TouchEvent
- touchInfos [{Entity,touchIdentifier,x,y}]
- this World
Add an onTouchmove callback to the World
.onTouchstart( callback )
-
callback
function(e,touchInfos)
- e TouchEvent
- touchInfos [{Entity,touchIdentifier,x,y}]
- this World
Add an onTouchstart callback to the World
.pause( )
- added by topheman
Stops or resumes the box2d engine (the animation loops keeps going on - i.e. your specific renderers on the canvas ctx will keep animate)
.scale( [value] )
- value number
- return number
get or set the scale for rendering in pixels / meter
.touchPan( [options] )
-
options
- disabled {Boolean} true/false to disable/enable the draggable state
- multiplier {Number} 1 by default
- allowPinch {Boolean} true by default
- triggerWorldEvents {Boolean} true by default
- excludeEntityIds [Ids ...] Ids of entities (optional)
- start function(e,viewportInfos)
- drag function(e,viewportInfos)
- stop function(e,viewportInfos)
- startPinching function(e,viewportInfos)
- stopPinching function(e,viewportInfos)
Enables pan and pinch with touch, on the world.
The viewportInfos variable passed within the callback function contains the original viewport parameters when the drag started, and the current viewport parameters at the time of your callback.
Draggable entities are excluded by default (pan will not trigger if you click on it), you exclude other entities in the "excludeEntityIds" array (if you have special behaviours on them that would mess with the pan for example)
You can choose not to trigger the events you added to the world by flagging triggerWorldEvents = false
You can choose to disable the pinching by flagging allowPinch = false
The viewportInfos variable passed within the callback function contains the original viewport parameters when the drag started, and the current viewport parameters at the time of your callback.
Draggable entities are excluded by default (pan will not trigger if you click on it), you exclude other entities in the "excludeEntityIds" array (if you have special behaviours on them that would mess with the pan for example)
You can choose not to trigger the events you added to the world by flagging triggerWorldEvents = false
You can choose to disable the pinching by flagging allowPinch = false
Examples
Without options
world.touchPan();
With options
world.touchPan({
start:function(e,viewportInfos){
console.info('pan-start',viewportInfos);
},
drag:function(e,viewportInfos){
console.info('pan-drag',e,viewportInfos);
},
stop:function(e,viewportInfos){
console.info('pan-stop',e,viewportInfos);
},
startPinching:function(e,viewportInfos){
console.info('pan+pinching started',e,viewportInfos);
},
stopPinching:function(e,viewportInfos){
console.info('pan+pinching stopped',e,viewportInfos);
},
excludeEntityIds:[
2,5
],
multiplier:1.2 //(default = 1)
});
Enable / disable
world.touchPan('disable');
world.touchPan('enable');
Exclude / include entities by their ids
world.touchPan('exclude',2);
world.touchPan('include',4);
world.touchPan('exclude',[7,8,12]);
.unbindOnMousedown( )
- added by topheman
Removes the onMousedown callback from this World
.unbindOnMousein( )
- added by topheman
Removes the onMousein callback from this World
.unbindOnMousemove( )
- added by topheman
Removes the onMousemove callback from this World
.unbindOnMouseout( )
- added by topheman
Removes the onMouseout callback from this World
.unbindOnMouseup( )
- added by topheman
Removes the onMouseup callback from this World
.unbindOnMousewheel( )
- added by topheman
Removes the onMousewheel callback from this World
.unbindOnRender( )
- callback callback
If the provided function is currently an onRender callback for this
World, it is removed.
.unbindOnTick( )
- callback callback
If the provided function is currently an onTick callback for this
World, it is removed.
.unbindOnTouchend( )
- added by topheman
Removes the onTouchend callback from this World
.unbindOnTouchmove( )
- added by topheman
Removes the onTouchmove callback from this World
.unbindOnTouchstart( )
- added by topheman
Removes the onTouchstart callback from this World
.viewport.centerTo( {x,y} or Entity )
- return viewport
-
viewportInfos
- x
- y
- width
- height
- scale
Centers the viewport to {x,y} - and adjust scale if necessary, according to the boundaries of the world
.viewport.centerToStage( )
- return Boolean
- added by topheman
Centers the viewport to the center of the boundaries of the world - and adjust scale if necessary
Does nothing if no boundaries
Called on init if there are boundaries
Does nothing if no boundaries
Called on init if there are boundaries
.viewport.checkBoundaries( viewport )
- return viewportInfos
-
viewportInfos
- x
- y
- width
- height
- scale
- outOfBounds true if the viewport needs any changes (so if it needs to apply world.camera() and world.scale())
Returns a viewport that fits inside the boundaries of the world
.viewport.focusAll( )
- deprecated not sure to rely on
- return viewportInfos
-
viewportInfos
- x
- y
- width
- height
- scale
Adjust the camera to see all the objects present in the world and centers the camera
.viewport.getCurrentWindowInfos( )
- return viewportInfos
-
viewportInfos
- x
- y
- width
- height
- scale
Returns the position/size/scale the of the current viewport
.viewport.getMaxWindowInfos( forceCurrentRatio )
- deprecated not sure to rely on
- forceCurrentRatio true will force with the current ratio of the canvas
- return viewportInfos
-
viewportInfos
- x
- y
- width
- height
- scale
Returns the position/size/scale of the map that would cover all the objects present in the world
.viewport.getScaledWindowInfos( newScale )
- newScale New scale to apply
- overrideCurrentViewport Object typeof viewportInfos, to override the currentViewport (to apply this method to this "overrideCurrentViewport")
- preventLoop Boolean prevent infinite loops
- return viewportInfos
-
viewportInfos
- x
- y
- width
- height
- scale
Returns the position/size/scale the of the rescaled viewport, according to the boundaries (used by scaleTo)
.viewport.getWindowInfosCenterTo( position )
- position {x,y}
- overrideCurrentViewport Object typeof viewportInfos, to override the currentViewport (to apply this method to this "overrideCurrentViewport")
- preventLoop Boolean prevent infinite loops
- return viewportInfos
-
viewportInfos
- x
- y
- width
- height
- scale
Returns a viewport rescaled and repositionned, centered on {x,y}, according to the boundaries (used by centerTo)
.viewport.isRestricted( )
- return Boolean
- added by topheman
Returns true if the world is restricted with boundaries
.viewport.scaleTo( scale )
- return viewport
-
viewportInfos
- x
- y
- width
- height
- scale
Rescales the viewport, according to the boundaries of the world


Here at Epicodus, we have 3 programming language tracks for you to choose from. The tracks are Java/Android, Ruby/Rails, and CSS/Design. To help you decide which programming language track to pursue at Epicodus, please answer the followng 5 questions in the form below. We'll make a suggestion. If you want to learn more about our program, please Click Here.
Based on your answers, , here's our suggestion:
You should consider learning Java. Java is a pretty complex language to learn. Java is a widely used programming language expressly designed for use in the distributed environment of the internet. It is the most popular programming language for Android smartphone applications and is among the most favored for edge device and internet of things development.
Android is a mobile operating system developed by the folks at Google. Android programs are written in Java and run through a Java Virtual Machine (JVM) that is optimized for mobile devices.
You should consider learning Ruby. Ruby is a dynamic, reflective, object-oriented, general-purpose programming language. It was designed and developed in the mid-1990s by Yukihiro "Matz" Matsumoto in Japan. According to its creator, Ruby was influenced by Perl, Smalltalk, Eiffel, Ada, and Lisp.
Ruby on Rails, or simply Rails, is a server-side web application framework written in Ruby under the MIT License. Rails is a model–view–controller (MVC) framework, providing default structures for a database, a web service, and web pages.
You should consider learning CSS. Cascading Style Sheets (CSS) is a style sheet language used for describing the presentation of a document written in a markup language. ... CSS is designed primarily to enable the separation of presentation and content, including aspects such as the layout, colors, and fonts.
It is not important which programming language you choose to purse at Epicodus (or any other coding bootcamp). What is important is your desire to learn and your motivation to succeed. Once you learn one language, you can readily learn another language. In the real world, you may have other past experiences that fit your employer's needs, but the employer uses a different programming language than the ones you're familiar with. No worries! At Epicodus, you also learn how to learn, making knowledge acquisition of another languange relatively easy. Good luck!


#include <gtest.h>
| testing::TestResult::TestResult |
( |
| ) |
|
| testing::TestResult::~TestResult |
( |
| ) |
|
| int testing::TestResult::total_part_count |
( |
| ) |
const |
| int testing::TestResult::test_property_count |
( |
| ) |
const |
| bool testing::TestResult::Passed |
( |
| ) |
const |
|
inline |
| bool testing::TestResult::Skipped |
( |
| ) |
const |
| bool testing::TestResult::Failed |
( |
| ) |
const |
| bool testing::TestResult::HasFatalFailure |
( |
| ) |
const |
| bool testing::TestResult::HasNonfatalFailure |
( |
| ) |
const |
| const TestPartResult & testing::TestResult::GetTestPartResult |
( |
int |
i | ) |
const |
| const TestProperty & testing::TestResult::GetTestProperty |
( |
int |
i | ) |
const |
| friend class internal::DefaultGlobalTestPartResultReporter |
|
friend |
| friend class internal::ExecDeathTest |
|
friend |
| friend class internal::TestResultAccessor |
|
friend |
| friend class internal::UnitTestImpl |
|
friend |
| friend class internal::WindowsDeathTest |
|
friend |
| friend class internal::FuchsiaDeathTest |
|
friend |
The documentation for this class was generated from the following files:
- /home/adrl/code/src/control-toolbox/ct_core/build/test/googletest-src/googletest/include/gtest/gtest.h
- /home/adrl/code/src/control-toolbox/ct_core/build/test/googletest-src/googletest/src/gtest.cc


API stands for an application programming interface, which is useful for pulling information from programs. It also is how computers communicate to each other. API provides you with data its programmers have made available to outside users.
When making APIs available to the public, programmers they “expose endpoints”. Exposing endpoints means the programmer publishes only a portion of the language they used to build their program.
Examples of exposed endpoints are:
API’s consist of three parts:
So, how do you use them?
The first thing you need before being able to access APIs is an API Key. This key is sort of like a login that you use to get into API’s. You can think of this key as a process that is very similar to logging into your Google or Yahoo account, for example.
Here are the different ways you can access API’s:
You can find an HTTP Client Online (easiest way to use an API) in which you can easily access API’s that have already been made and are ready to use using your API Key.
Or, build a URL from existing API documentation
Here are some websites to go to for API’s for different coding languages:


I am a stateless app, connecting to a stateful service
I don't know where my database is, so I ask Consul running on:
{{ CONSUL_HOST }}:{{ CONSUL_PORT }}
Consul tells me that Redis is running on:
{{ redis_address }}:{{ redis_port }}, in datacenter {{ CONSUL_DC }}
Every time you refresh the page I'll increase the value of the counter key in Redis:
{{ counter }}


Everware allows you to launch
interactive Jupyter notebooks right here in your browser. You can check out
someone else's research code, run it, make changes, and contribute them back.
You can customize the environment that your notebooks runs in by creating a
Dockerfile.


---
layout: slide
title: The Rise of the Universities
theme: white
transition: slide
tags: teaching hidden
---
The Rise of the Universities
Jeffrey C. Witt (Loyola University Maryland) | @jeffreycwitt
# In Three Acts
1. *Scholae*, Schools before the University
2. Abelard and the Cathedral Schools
3. The University as Guild
# Act 1: *scholae*
## schools before the University
# Grammar problems!@!?!
1) "During recent years we have often received letters from different monasteries
informing us that at their sacred services the brethren offered up prayers on
our behalf, and we have observed that the thoughts contained in these letters,
though in themselves most just, were expressed in uncouth language,
and while pious devotion dictated the sentiments,
the unlettered tongue was unable to express them aright."
(trans. McCormick, Education of the Laity in the Early Middle Ages, 1912, p. 32)
# Admonitio Generalis (789)
2) "Furthermore [we implore] that there be schools for children who shall learn (*legentium*) the Psalms, *notae*, chant, *computus*, grammar **in each monastery and bishopric**. Also, carefully correct (emendate) religious books, since often when some wish to pray correctly to God, they do so wrongly due to corrupted books. And do not allow your youths to corrupt them either by reading or writing, but if there is a need to copy a Gospel book, a psalter, or a sacramentary, then a man of mature age should do so with the utmost care."
Admonitio generalis, c. 72 in (789. m. Martio 23), ed. Alfred Boretius, MGH Capit. 1 (Hannover, 1883), 59–60)
Evina Steinova (trans.), "Psalmos, notas, cantus: On the Meanings of nota in the Carolingian Period" in Speculum 90/2 (April 2015), pp. 424-457, p. 425)
>
Act 2: Abelard and the Cathedral Schools
# Abelard
* b. 1079
* d. 1142
# Abelard's Move to Paris
* Studied with Roscelin in the Loire valley region
* In 1102, Abelard decides to leave Roscelin and heads to Paris.
# Why?
# Abelard describes Paris as:
* “already a powerhouse”
* “where the discipline of logic ‘had most especially been accustomed to flourish’.”
# Abelard and the Schools of Paris
# The Cathedral School of Paris
* Abelard first went to study at the school attached to the Cathedral of Paris, the site where the Cathedral of Notre Dame stands today.
* He studied under the famous master of this school, William of Champeaux.
# The "School" around St. Victor
* William of Champeaux would soon leave the cathedral school in 1109 to retire to the monastery of St. Victor just outside the city walls.
* He did not cease to teach, and thereby he continued to attract students to the area.
* St. Victor would become the home of the "Victorine School", led by scholars like Hugh of St. Victor and Richard of St. Victor, who were famous for their study of the "mystical" tradition.
# The "School" around St. Genevieve
* Around the same time that William moved to St. Victor, Abelard set up camp in the vicinity of St. Genevieve.
# The "School" around St. Germain de Pres.
* Students and teachers were also gathering in the west outside the city walls in the vicinity of St. Germain de Pres.
# Key Take Away
* Schools like those associated with St. Victor, St. Genevieve, and St. Germain were close enough to the center of the city to reap the benefits of association and just far enough a way to be able to assert independence from the jurisdiction of the Bishop of Paris.
* This kind of connection and independence is a critical ingredient for a lively intellectual community to develop.
## Abelard's Search for an Appointment
* During his time at Paris and its surrounding area, Abelard was always working to get an official and permanent appointment as a canon to one of these schools. Best of all was an appointment as a canon in the Cathedral School.
3) "To obtain a secure appointment as a master, Abelard needed to be elected to a benefice by the canons of one of the great churches. Beneath this rank there were less formal -- and less secure -- teaching appointments in other churches or as assistants to masters." - Clanchy, *Abelard*, p. 69
## Abelard's Appointment as Master
* In 1114 he receives the prestigious appointment as "Magister" at the Cathedral School of Paris.
* From 1114-1117 he is the star academic of Paris
* 4) "ever neck craned and every eye strained to see him when he went out in public" (Clanchy, p. 74)
* 5) "students came crowding to him from all over France and even from extremities of Europe" (Clanchy, p. 74)
# In Sum: What Abelard's Journey Teaches Us
## 1. Uncordinated Swell Around Famous Cathedral Schools
* Throughout the 12th century there was an unprecedented and uncoordinated swell of teachers and students in urban centers with established cathedral and church schools.
* Paris, Bologna, and Oxford are prime medieval examples of this pattern.
## 2. Increased Mobility of European Population
* Abelard's own story of moving from one church to another, struggling to navigate the tricky and delicate political waters in order to find a post where he could make a living is a testimony to the fast moving, chaotic, and fluid nature of advanced education at Paris in the 12th century.
* The increasing mobility of the West European population (i.e. its willingness to travel for education), due to the growing wealth and security in European society at large, is a key reason for the rise of the universities in the 12th cetury.
## 3. Freedom and Independence
* As Richard Southern states: this was a 6) "short time, broadly corresponding to the first half of the twelfth century when there was a wide opportunity for individual enterprise and for ruthless competition, which was never again so uncontrolled" (Richard Southern, qtd. in Clanchy, p. 75).
* This ruthless competition comes at a cost. As seen in the portrait of Abelard's life, this competition comes with a lack of job security, lack of collective organization, in turn inviting political maneuvering, and even corruption.
# Questions?
# Act 3: The University Guild
# The Growing Need for Structure and Organization
As we've seen, Paris included well-established, and internationally renowned schools (Saint Victor's, St. Geneviève's, and the Cathedral School)
These schools attracted all kinds of traveling scholars, hoping to study and teach, and hoping to find a place of security where this work could be permanently done.
Finding this security in the increasingly crowded city of Paris grew ever more difficult.
In order to provide this security, organization and bureaucracy became necessary.
This process of unification and standardization was a unifying process. It was the process of forming a *UNIVERSITAS*.
7) "The word *universitas* had, during the thirteenth and fourteenth centuries, no specific application to a university; it connoted any corporate body or group with an independent juridical status. It could be constituted from three or more persons in a profession who could form **their own association (*collegium*) to protect their rights**. Provided they were recognized either in common law or by some higher authority, they could elect their own officers, make statutes, and be represented as a legal person through a proctor or delegate" (Gordon Leff, Paris and Oxford Universities in the 13th and 14th centuries, (Wiley, 1968), p. 16-17)
# Two Kinds of Organization
1. Organization of Licensing and Accreditation
2. Organization of Faculties and Curriculum
# 1. The Organization of Licensing
"Ius ubique Docendi"
"The right of teaching anywhere"
# Abuses of the "Chancellor"
8) "Again it was the case that Master Henry Ludenschede, Master in Arts of the nation of England, at that time a bachelor to be tested, examined, and licensed in the arts, through convention and pact to the things expressed, agreed with the said sub-chancellor [Peter Plaoul] to the sum of 16 francs for the above named services, for which the said Ludenschede gave to the sub-chancellor a certain pledge worth the said 16 francs. By reason of this contract or promise the said Ludenschede was licensed and discharged, upon which discharge the said Ludenschede asked for his pledge back from the sub-chancellor, who did not wish to return it,
on account of which he was egregiously beaten on Cerbon Street [Sorbonne Street?], and in this way the said Ludenschede recuperated his pledge, and on account of this nearly the entire University and the surrounding vicinity was scandalized." (1511, art. 63 (Chart. Universitatis (1894), vol. 3, p. 362) (my translation).
9) "Again, it was the case that John Basseti and Richard de Baudribosco, of the Nation of Normandy, gave a lunch to the said chancellor with two other friends of his in the College of Justice, for which a lot of money (multas peccunias) was spent." (1511, art. 73 (Chart. Universitatis (1894), vol. 3, p. 363) (my translation).
10) "Again, it was the case that Peter Valleti, having been licensed, gave a lunch to the sub-chancellor with four other friends of his, in which about three francs were spent." (1511, art. 75 (Chart. Universitatis (1894), vol. 3, p. 363) (my translation).
11) "Again it was the case that Peter Reguordi et William de Blesis, because they were poor and did not having anything to give, though they were of sufficient age, knowledge, and character were rejected from the exam at the [College] of Blessed Mary by the sub-chancellor and his friends, but they were admitted to the exam at St. Genevieve." (1511, art. 78 (Chart. Universitatis (1894), vol. 3, p. 363) (my translation).
### Independence of the Masters vis-a-vis the Chancellor
12) "Each master is to have jurisdiction over his scholars. No one is to receive either schools or a house without the consent of the occupant, if he is able to obtain it. **No one is to receive a license from the chancellor or any one else through a gift of money, or furnishing a pledge or making an agreement.** Also, the masters and students can make among themselves or with others agreements and regulations, confirmed by a pledge, penalty or oath, about the following matters: namely, if a student is killed, mutilated or receives some outrageous injury and if justice is not done; for taxing the rent of Hospitia [lodging]; concerning the dress, burial, lectures and disputations; in such a manner, however, that the university is not scattered nor destroyed on this account." (Robert de Courçon: Statutes for the University of Paris, 1215; Chart. Univ. Paris. 1, No. 20, P. 78.; trans. https://legacy.fordham.edu/Halsall/source/courcon1.asp)
### Regulating teachers in the arts faculty
13) "No one is to lecture at Paris in arts before he is twenty years old. He is to listen in arts at least six years, before he begins to lecture. He is to promise that he will lecture for at least two years, unless he is prevented by some good reason, which he ought to prove either in public or before the examiners. He must not be smirched by any infamy. When he is ready to lecture, **each one is to be examined according to the form contained in the letter of lord P. bishop of Paris (in which is contained the peace established between the chancellor and the students by the judges appointed by the lord pope**, approved and confirmed namely by the bishop and deacon of Troyes and by P. the bishop, and J. the chancellor of Paris)."
Robert de Courçon: Statutes for the University of Paris, 1215, [https://legacy.fordham.edu/Halsall/source/courcon1.asp](https://legacy.fordham.edu/Halsall/source/courcon1.asp); Chart. Univ. Paris. 1, No. 20, P. 78.
# 2. The Organization of Faculties and Curriculum
### Regulating teachers in the theology faculty
14) "We decide concerning the theologians, that no one shall lecture at Paris before he is thirty-five years old, and not unless he has studied at least eight years, [later prolonged to 14 years] and has heard the books faithfully and in the schools. He is to listen in theology for five years, before he reads his own lectures in public. **No one of them is to lecture before the third hour on the days when the masters lecture.**"
Robert de Courçon: Statutes for the University of Paris, 1215, [https://legacy.fordham.edu/Halsall/source/courcon1.asp](https://legacy.fordham.edu/Halsall/source/courcon1.asp); Chart. Univ. Paris. 1, No. 20, P. 78.
* The Lower Faculty (modern parallel: undergraduate studies at a liberal arts school)
* The Faculty of Arts (mp: college of the arts and sciences)
* Trivium (mp: the core or humanities)
* Grammar
* Logic
* Rhetoric
* Quadrivium (modern parallel: your major that builds on the Core or the sciences)
* Arithmetic
* Geometry
* Music
* Astronomy
* The Superior Faculties (modern parallel: grad school)
* The Faculty of Medicine (Selerno)
* The Faculty of Law (Canon Law) (Bologna)
* The Faculty of Theology (Paris)
# Questions?


There was an error sending your message.. To send the message successfully, you must upload the page to the real server


Google-OAuth2
is a library designed to make working with Google's Oauth2 API's more bearable.
taken from treygriffith
As of now, it only supports one API, contacts, out of the box, but adding additional API's, either on the fly or permanently, is quite easy.
USAGE
var oauth2 = new google_oauth2(MY_CLIENT_ID [, options]);
oauth2.authenticate(); //sends the user to the Google authorization endpoint
oauth2.authResponse(function(error, access_token) { //extract the access token
if(access_token) {
//execute some code here
} else if(error) {
//a response was attempted, but an error occurred
} else {
//there was nothing in the url fragment, in all likelihood, this was not a response to authentication
}
});
oauth2.query(api [, options], function(error, results) {
// execute some code on the returned values
});
google-oauther
Simple Google OAuth2 module, for use in single page, client-side only applications. It opens a popup window to request permission, and stores the auth token returned by Google.
Usage
var authenticator = require('google-oauther');
authenticator.onAuthenticate(function(auth) {
//stuff to do once the authenticator has authenticated user's profile info
//(The auth parameter passed to the callback the authenticator, itself)
});
authenticator.run({
scope: ['https://www.googleapis.com/auth/devstorage.read_write'],
clientID: 'your-google-oauth2-client-id',
tokenExpirationBuffer: 60000
});
Configuration
Required:
- scope - the permissions to request from google
- clientID - your google oauth2 client id
Optional:
- tokenExpirationBuffer - number of milliseconds before the token actually expires, after which the authenticator will consider the token expired. Useful for getting a token, or preventing users from attempting unauthenticated requests, before the token expires.
Methods
onAuthenticate
Specify behavior that should occur once the user grants the requested
permissions. Do this before you call run
run
Requests authentication from the user, and whatever permissions you specify
with the scope
parameter.
user
Returns the user profile information gleaned from an authenticated request to https://www.googleapis.com/plus/v1/people/me
token
Returns the auth token. Useful for subsequent requests to other Google APIs.
reauthenticate
Does the same thing as run.
tokenIsExpired
Indicates whether the token is expired or not.
Notes
The authenticator always requests the 'profile' OAuth2 scope, in addition to
whatever scopes are specified in the call to run
.
For the popup window to send the auth token returned by google back to the main
window, a global callback function is attached to the main window, called
authenticatedWith
. Including the google-oauther
module will attach this
callback function automatically; overwriting this function will break the
authenticator.


9 +
100 +
2500 +
7
10 +
Most of the Algorithm visualisation projects deliver an abstract visualization where the main criteria would be to analyze the performance of an algorithm. But we wanted to focus on delivering a learning experience to the student.
With the help of setInterval(Func(), millisec) function in the JavaScript were able to develop the Linear Search and Binary Search Visualizations.
It was not so easy to implement bubble sort. Visualizing it as taught in the classroom made it hard to implement. But it became easy once we made designs beforehand how the entire visualization must look.
Merge Sort was the Hardest of all. It took a long time to code it as it contains a lot of steps in the visualizations and required a lot of debugging. But we made it through by using setTImeout(Func(), millisec) function which executed each step at a specified time. You can look at the code here.
We wanted to make the visualization to be more than just animation. So we added the algorithm trace while the visualization is running providing the exact step of algorithm that is being visualized.
We were having a course "Data Mining" while we were doing the project. And we thought it would be awesome if we visualize one of the algorithms explained in the course. We found out that there was an awesome visualization already done and it was open source. So we integrated it into our project and customized it accordingly.
One of our classmates was fascinated by the project. He forked the Algovis repository in the Github and modified existing Bubble sort and made Optimized Bubble Sort visualization out of it. He made a pull request and we merged the pull request.
As our motto goes "Anything is easy to learn if it is visually presented in a simple way. So we will strive to make learning simple and more exciting". So we created various cheatsheets and uploaded them onto the site.
Our website didn`t work correctly with Firefox and other browsers. But we decided to make it right by working on Major changes to the project and making it cross-browser compatible. We also moved from the old theme to an exciting new Dark theme. And accordingly, many other changes were made.
We wanted to even add some of the data we collected for analyzing career trends to the project. So we created a datasets section where we host the public datasets which are created by the data collected by us.
We developed and added Selection sorting algorithm visualization. From a very long time, we wanted to provide pause and resume functionality. But we ignored that due to the complexity involved in it. But today we used the confirm() function in javascript that stops the execution of the page. It is a silly workaround, but it makes the visualizations greater.


Victoria Beryl
(Sofware Developer)
I am currently taking a programming class at Moringa School. I decided to take a programming course so as to improve my skill set and i believe it will make me more employable in the IT workplace.
About
I am an honest, hardworking, quite proficient and ready to respond to emergencies. Appreciates individual responsibility and very active and a strong believer in team work, and in meeting the very challenges head-on. I am very cautious and accountable in every undertaking that I am involved in and ready to take responsibility of any action that arise from duty.
Work Experience
I have worked with a variety of software engineering and development tools including tools such as MySQL for databases and database programming, PHP, HTML, CSS and JavaScript for web development.
Hobbies
Critical Thinking, Teamwork, Singing, Reading
Skills
I am a passionate full stack software developer with 1 year of experience in the field. My main stack is Python & Javascript and I have immense experience also working with related technologies in architecture design. Throughout my time as a software developer, I have worked with different teams to create applications that optimized processes, saved on cost, and improved users' experience.
HTML
CSS
JavaScript


Setter Injection is where the container or embedder hands dependencies to a component via setter methods after instantiation.
Consider a plain class that has one private field and one setter for each dependency that it needs.
public class Apple { private Orange orange; private Pear pear; private Banana banana; public setOrange(Orange orange) { this.orange = orange; } public setPear(Pear pear) { this.pear = pear; } public setBanana(Banana banana) { this.banana = banana; } public void initialize() { // all setXXXs are now done :-) } // other methods }
Some other technologies marked up the need with a doclet tag:
... /** * @config name="orange" */ public setOrange(Orange orange) { this.orange = orange; } ...
The container use the meta-information to resolve all the dependencies. Components need not be interface/implementation separated. That would be the developer's choice.
Setter Injection components can be used directly, without any container. The component-using class will continue to compile, but at run time it will be apparent that there are missing dependencies. The downside of this is that a developer may miss a setXXX(..) method invocation if they are using the component directly. That is fairly small as a risk as it would clearly be caught in the development cycle. Caught in the development cycle, but maybe obscurely so with a NullPointerException.
Apple apple = new Apple(); apple.setPear(myPear);
The component factory for this is SetterInjection. It only handles setter injection types of components.
pico = new DefaultPicoContainer(new SetterInjection()); pico.addComponent(Apple.class); pico.addComponent(Banana.class); pico.addComponent(Pear.class); pico.addComponent(Orange.class); // etc Apple apple = pico.getComponent(Apple.class);
Setter methods (those prefixed with 'set') may not be your preferred choice. You can force a different prefix to be choosable in PicoContainer, such as 'init' or 'inject'. If you want to use an prefix other than 'set'...
pico = new DefaultPicoContainer(new SetterInjection("mySynonymForSet")); pico.addComponent(Apple.class); // etc Apple apple = pico.getComponent(Apple.class)
Factory AdaptiveInjection can also handle setter injection types, though it requires that the component was registered with the property 'SDI' in order to activate the Setter Injection functionality. AdaptiveInjection will also fall through to constructor injection if there is no SDI property.
Setter Injection is a Dependency Injection variant where an object gets all dependencies via setter methods. PicoContainer support this with SetterInjection, but the PicoContainer team recommends Constructor Injection.
The disadvantage of Setter Injection there is the possibility to forget to set some of the dependencies.


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Drink-fuelled all-inclusive breaks to Magaluf could be banned in hard-hitting new measures
Politicians are discussing plans to outlaw bad behaviour on the island of Majorca - and they could come into force as soon as next month
by Brett Gibbons, https://www.birminghammail.co.uk/authors/brett-gibbons/Boozy all-inclusive breaks at Spanish holiday hotspots could be banned from next year under a range of hard-hitting measures to tackle troublesome tourists.
Politicians are discussing plans to outlaw bad behaviour on the island of Majorca - and they could come into force as soon as next month.
Under the planned new measures, holidaymakers arrested for certain offences could be sent back to their home countries immediately and businesses found to encourage excess alcohol consumption could be hit with huge fines.
Under the new guidelines, bars selling booze after hours could also be slapped with extortionate fines and forced to close during the high season throughout June, July and August.
Hotels will also face punishment if they fail to swiftly kick out disruptive guests. While all-inclusive holidays could be outlawed by the authorities in a bid to change the image of the party resorts.
Residents and business owners in tourist centres like Magaluf have previously slammed government authorities for half-hearted responses to the problem of drunken and offensive behaviour.
One year, officers from West Midlands Police were drafted in to patrol the streets of Magaluf in a bid to crackdown on drunkenesss amongst Brits. Other unpopular measures have included a ban on music on terraces after certain times.
The tough new rules are expected to be approved next January and come into force for the 2020 season.
Expat pub boss Paul O'Neill, who runs Sammy's Bar in Magaluf, gave his backing to the drive.
"Many people do not like the all-inclusive deals. Any measures taken to help local businesses would be welcomed," he continued.


The alt attribute should reflect the image content, so users who cannot see the image gets an understanding of what the image contains:


Funeral
For Emma, Forever Ago
Random Access Memories
Build a Rocket Boys!
This is Happening
Wildewoman
Hurry Up, We're Dreaming
Writer's Block
Muchacho
Sylvan Esso
Trouble Will Find Me
Fever to Tell


Next: Naming Conventions
Up: Vocabulary Structure
Previous: P-S3 Multiple files and
Ontologies comprise a terminological part (TBox) and the individuals (ABox).
Even though vocabularies are more about the terminological parts, they can also contain individuals.
However, authoritative vocabularies reveal that in most cases the number of individuals is quite small.
For the sake of completeness, it is worth mentioning that due to ambiguity of the term vocabulary, in some cases the ABox can grow and even exceed the size of the TBox significantly.
In this case, it should be considered to split the whole vocabulary into different files according to the TBox and the ABox.
This will increase the performance of reasoning process [Sirin et al., 2006].
lavdim
2015-08-12


| tblESV |
centroid |
md5 hash of DNA sequence from qiime2 |
string |
| tblESV |
relative_abundance |
Proportion of indidividual sample represented ... |
proportion |
| tblESV |
max_abundance |
This feature’s maximum abundance across the da... |
proportion |
| tblESV |
cluster_level |
VSEARCH clustering level (of eASVs) |
percent identity |
| tblESV |
num_cluster_members |
Number of cluster members other than the centroid |
integer |
| tblESV |
domain |
Taxonomic classification |
string |
| tblESV |
phylum |
Taxonomic classification |
string |
| tblESV |
class |
Taxonomic classification |
string |
| tblESV |
order |
Taxonomic classification |
string |
| tblESV |
genus |
Taxonomic classification |
string |
| tblESV |
species |
Taxonomic classification |
string |
| tblESV |
esv_tempreature |
Temperature, degrees Celsius |
degrees Celsius |
| tblESV |
esv_salinity |
Salinity, practical salinity units |
practical salinity units |
| tblESV |
esv_chl |
Chlorophyll a, micrograms per L |
micrograms per litre |
| tblESV |
size_frac_lower |
Lower limit for size fraction, in micrometers |
integer |
| tblESV |
size_frac_upper |
Upper limit for size fraction, in micrometers |
integer |
| tblESV |
cruise_name |
The name of the cruise where samples were coll... |
string |
| tblESV |
prok_cells_10E05_per_ml |
Cells per mL for 50uM prefiltered water as mea... |
10^5 cells/mL |


Did you know Priyanka Chopra owns over 80 pairs of heels?
by TIMESOFINDIA.COMApart from being an outstanding performer, Global icon Priyanka Chopra is a fashion icon. From her glamorous red carpet looks to chic and fabulous holiday wears, the actress knows how to make our heads turn with her impeccable style sense. But one thing that caught our attention is love for chic footwear. According to a recent report in iDiva, PeeCee owns over 80 pairs of heels!
Yes, you heard that right. The star has the finest collections of footwear and it will leave you obsessing over this style icon. The 'Bajirao Mastani' actress can bring the world to a standstill with her heels.
On the work front, Priyanka was last seen in Shonali Bose's 'The Sky is Pink' with Farhan Akhtar, Zaira Wasim and Rohit saraf. She will be teaming up with Mindy Kaling. Mindy had taken to Twitter to share a picture with Dan Goor and PeeCee and wrote, "My dream team is making a movie. Can't wait for this one."
Picture Courtesy: Priyanka Chopra Instagram


FRIED GREEN TOMATOES A film review by Mark R. Leeper Copyright 1992 Mark R. Leeper
Capsule review: Fannie Flagg's novel is really two stories told at the same time. A modern Alabama woman finds her identity through a relationship with an older woman who tells her a story of Alabama in the 1930s. However, neither story has time to be fully developed. Rating: high +1 (-4 to +4).
"Fried Green Tomatoes" is the name for two different recipes. One is a Southern dish I have never tried but it is reputedly delicious--it looks a lot like fried eggplant. It is also the name for a stew or goulash made from pieces of old movies about the South, and politically correct films about women learning to be independent. It is sweetened with little bits of comedy thrown in and there is a dash of bittersweet tragedy. The recipe apparently calls for two small storylines rather than one big one. This dish turns out to be palatable, even enjoyable, though a little light for my taste. Its flavor was just a little over-familiar and it left me hungry for just a bit more.
The film opens with a truck being dredged from an Alabama river in the late 1930s. We then flash forward to what may be the present or what may be a decade or so back. (We do eventually find out why the truck is important, but it is questionable why we open with that scene.) Evelyn and Ed Couch (played by Kathy Bates and Gailand Sartain) find themselves passing through the little town of Whistle Stop on the way to a nursing home to visit Ed's cantankerous aunt. (The name "Couch" was chosen, no doubt, because Evelyn and Ed are each a bit over-stuffed.) At the nursing home Evelyn meets Ninny Threadgoode (played by Jessica Tandy) and the two begin to talk. Ninny tells Evelyn a story of the past in Alabama. On repeated visits that story becomes much longer and, in fact, it is the main body of the film. In flashback we see the story of the life-long friendship of Idgie Threadgoode (played by Mary Stuart Masterson) and Ruth Jamison (played by Mary-Louise Parker). The story develops as parallel plots. One plot is that of Evelyn finding her own identity and getting past her late-mid-life crisis. The other is the story of Idgie and Ruth, two liberated women who run the Whistle Stop Cafe in the small Alabama town of Whistle Stop. The story is nothing greatly original. Not too surprisingly, the issue of racism rears its pointed, hooded head. There is a murder subplot and a lot of human drama in the story of the two close friends. Meanwhile, Evelyn tries to find herself through a "Total Womanhood" program, but finally finds identity through Idgie's and Ruth's liberated example. The film is a sort of adult SONG OF THE SOUTH.
Of course the film is not too adult. In Fannie Flagg's original novel, FRIED GREEN TOMATOES AT THE WHISTLE STOP CAFE, Idgie and Ruth have a lesbian relationship. In the screenplay by director Jon Avnet and Fannie Flagg, the relationship is down-played and left as a matter for speculation. The real problem with the screenplay is that *too much* must have been left out. Spreading the film's 130 minutes between two stories does not leave sufficient time to give either a satisfying telling. This was a light entertaining novel with humorous vignettes lampooning the South, much as we would expect from comedian Flagg, but also with some substance, particularly in the flashbacks. The vignettes in Evelyn's story just take too much time from what substance there might have been in the flashback. I rate FRIED GREEN TOMATOES a high +1 on the -4 to +4 scale.
Mark R. Leeper att!mtgzy!leeper<EMAIL_ADDRESS>.
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The following has been adapted from the author’s blog. Access the original version here.
I’m back in Mumbai as I write this recap blog post describing my summer spent in the heart of Tokyo, during my internship at Mercari. This blog post is going to be specific to my internship. I’ve written about my travelling experiences in a different post.
About Mercari
Mercari is a CtoC marketplace startup that was founded in 2013. Their main product is the Mercari CtoC marketplace app. In just 5 years, the company has skyrocketed to become Japan’s largest community-driven marketplace. The company also gained the pre-IPO unicorn status, being a privately held company valued over $1 billion. This was before the company went public this June on the Toyko Stock Exchange’s Mothers Market, during my stay there.
The Office
The Mercari office is located on the 18th floor of Mori Tower, the 6th tallest building in Tokyo. The view from the office is fantastic and the breeze on the top, at the observation deck is better. There is a giant spider outside the office, that should remind you of Enemy if you’re into sci-fi.
The Honeymoon Phase
The first week was nothing short of overwhelming. Even for the honeymoon phase, things seemed too good to be true. The onboarding and orientation were smooth, and we were given our gear. We got company phones, portable wifi and the $2000 MacBook Pro amongst other goodies.
We were assigned to our teams but were supposed to go through a week of orientation before beginning any work. The Global Operations Team took special effort to make us feel at home. They organised the multiple onboarding sessions and even took us out for a complete Tokyo tour on a weekday.
By week two, we were on our desks at our respective teams with the welcome balloons we received.
The Android Team
I had the pleasure to work with the JP Android Team, the team working on the main marketplace app- Mercari for Japan. It was a medium sized team with just over 10 people. The bulk of my task for the summer was to implement client facing feature on the Android app. I also worked on a few isolated issues all over the codebase and took the initiative to improve the code quality in the codebase which was very well received by the team.
My team was largely global, consisting of a large number of Gaijins (Japanese for foreigners). I benefited hugely from this and learned how to work in a multi-cultural team. I learned the flow for how a spec moves to feature that gets shipped and how each detail in the middle matters.
On the technical side, for the first time I implemented a software architecture, wrote Kotlin code, wrote Unit tests using Mockito and Robolectric and created an automation task using CI. I’m glad to have been able to achieve this in a small period of just over a month.
My team was great in many ways, apart from the mentor lunches that all of us interns were entitled to, the Android team had a weekly team lunch. My team even put together a special farewell dinner for me, after which we ended up going to Karaoke. There was also this beautiful parting gift I received from my team-
Experience
All in all, the whole experience over the course of my internship was more than I could have asked for. Mercari was great to me, and it was a crazy time to be there. Amidst the whole IPO frenzy and the company celebrating its 5th anniversary, I was lucky to go to all the parties.
I learned how to work efficiently in a team, picked up on a few technical things, got to meet a whole bunch of great people, got exposed to a whole new culture and travelled as much as I could (more about that here).
Summer of ‘18 was one of the best summers I’ve had so far. Being home feels warm but itchy.


Pizza
public struct Pizza : CustomStringConvertible
The basic 🍕 model, that represents the pizza size (i.e. Small/Medium/Large), crust, and possible flavors.
It returns pizza full description & price to make the job easy.
The Pizza
model is CustomStringConvertible
, so it returns the full name of the pizza.
-
The list of the flavors those have been included in this pizza. (Read Only)
Declaration
Swift
public private(set) var flavorsIncluded: [PizzaFlavor]
-
The instance representing the crust type and the size of the pizza.
Declaration
Swift
public var crust: PizzaCrust
-
Number of flavors allowed in one pizza.
Declaration
Swift
public static let maximumFlavorsAllowed: Int
-
The basic pizza initializer.
Declaration
Swift
public init(crust: PizzaCrust)
Parameters
crust
The
PizzaCrust
instance . -
Adds the specified flavor to this pizza.
Declaration
Swift
public mutating func add(flavor: PizzaFlavor) -> Bool
Parameters
flavor
The
PizzaFlavor
to be added.Return Value
true
if the pizza was added successfully. Returnsfalse
if there are maximum flavors included already. -
Removes specified flavor from this pizza.
Declaration
Swift
public mutating func remove(flavor: PizzaFlavor) -> Bool
Parameters
flavor
The
PizzaFlavor
to be removed.Return Value
true
if the the flavor is found and removed.false
if the flavor is not added at all. -
Returns total price of the pizza, considering all the features.
Declaration
Swift
public func totalPrice() -> Float
-
Full description of the pizza along with included flavors..
Declaration
Swift
public func name() -> String
-
The description of the pizza.
Declaration
Swift
public var description: String { get }