In an effort to do more fun side projects, I've been learning Rust, a wonderful systems programming language developed by the Mozilla Foundation. It's been a while since I've touched a compiled language as my day-to-day often deals with Python and Javascript variants. I was inspired after seeing a lot of interesting articles about Rust usage and decided to dive into learning Rust by creating a very basic 2D game, inspired by the classic Defender arcade game.
Note that to keep things relatively concise this blog post walks through the major portions of the codebase but does skip over some of the implementation details. If you're interested in walking through the code yourself, the final result of this blog post is available on here on Github.
And finally, if you're interested in jumping into Rust for yourself, here are some resources I found immensely useful:
- “The Rust Programming Language” Book (2nd Edition)
- Rust Subreddit.
- Rust web playground.
Getting Started
Alright, let's get down to business!
First off, I opted to use a framework geared towards game development rather than build a lot of things from scratch and to abstract a lot of the OS level windowing and input handling. There is a couple out there that have varying degrees of bells and whistles and in the end I opted to use Piston which is being actively developed, has some basic documentation, and has a modular architecture in case I want to use more advance features later on.
I began with the Piston "Getting Started" example and made
some modifications to move much of the game logic to lib.rs
.
Below is the modified main.rs
file where all we do is configure the
window and start the event loop.
1 fn main() {
2 // Original Defenders had a resolution of 320x256
3 let mut app = App::new(GraphicsConfig::new("Defender", 960, 768));
4
5 // Poll for events from the window.
6 let mut events = Events::new(EventSettings::new());
7 while let Some(e) = events.next(&mut app.window.settings) {
8 // Handle rendering
9 if let Some(r) = e.render_args() {
10 app.render(&r);
11 }
12 // Handle any updates
13 if let Some(u) = e.update_args() {
14 app.update(&u);
15 }
16 }
17 }
Note: There is an App
struct that is not present in the "Getting
Started" example where I move useful game state, such as the square
position (x
,y
) and rotation
.
While in lib.rs
we have the basic render and update loops to blank out
the screen, draw a red square, and then rotate it as seen below.
1 // Handle rendering any objects on screen.
2 pub fn render(&mut self, args: &RenderArgs) {
3 // Get the location of the "player" we want to render.
4 let rotation = self.rotation;
5 let x = self.x;
6 let y = self.y;
7
8 // Create a little square and render it on screen.
9 let square = rectangle::square(0.0, 0.0, 50.0);
10 self.window.gl.draw(args.viewport(), |c, gl| {
11 // Clear the screen.
12 clear(BLACK, gl);
13 // Place object on screen
14 let transform = c.transform.trans(x, y)
15 // Handle any rotation
16 .rot_rad(rotation)
17 // Center object on coordinate.
18 .trans(-25.0, -25.0);
19 // Draw a box rotating around the middle of the screen.
20 rectangle(RED, square, transform, gl);
21 });
22 }
23
24 // Update any animation, etc.
25 pub fn update(&mut self, args: &UpdateArgs) {
26 // Rotate 2 radians per second.
27 self.rotation += 2.0 * args.dt;
28 }
Lets cargo run
to build and run the project and see what we get! If
you're following along, you should a nice black screen with a rotating red
square in the middle.
With the basic rendering and animation functionality set up, I moved onto capturing input from the keyboard and translating that to movement on screen.
Getting Input
Piston's event loop makes it incredibly easy to poll for input events. In the game, we're interested in keyboard presses that would lead to our space ship moving around or firing a projectile at the enemy while everything else we can safely ignore. I modified the event loop from the Piston example to listen for and process keyboard events as we see below:
1 pub fn input(&mut self, button: &Button) {
2 if let Button::Keyboard(key) = *button {
3 match key {
4 // For simplicity's sake we directly
5 // modify the player struct here.
6 Key::Up => self.player.y -= UNIT_MOVE,
7 Key::Down => self.player.y += UNIT_MOVE,
8 Key::Left => self.player.x -= UNIT_MOVE,
9 Key::Right => self.player.x += UNIT_MOVE,
10 Key::Space => (), // Fire bullets!
11 _ => (), // Ignore all other
12 }
13 }
14 }
Note: In the final code, this input loop is a little more complicated since I listen for events on button press and release, but the concept stays the same.
Rendering Enemies & Other Objects
As we render more and more objects on screen, I thought it best to
standardize some of the functionality we want to exist in each drawable
object. This also happened to be a great place to start playing around with
Rust traits! Below we have a basic GameObject
trait stating
that every object which implements that trait must have a render
function
and optionally an update
function.
1 // Every object that needs to be rendered on screen.
2 pub trait GameObject {
3 fn render(&self, ctxt: &Context, gl: &mut GlGraphics);
4 fn update(&mut self, _: f64) {
5 // By default do nothing in the update function
6 }
7 }
+++
What are traits?
Traits in Rust allow us to abstract shared behavior that different types
may have in common. For instance, rather then make a single struct with all
attributes that may or may not be used when representing the Player
and
Enemy
objects, we can extract these attributes out into their own structs
and only implement the shared behavior amongst each object as a trait. For example,
from the Rust standard library things such as how to display an object as a
string are implemented as traits.
Traits also simplifies the logic that occurs in the shared behavior. For
instance, in our non-trait example perhaps we want to render enemies in a
certain way and must check a flag to see if the object is an enemy or not.
Traits eliminates this, allowing us to have separate render
logic for the
enemy while still having compile time checks for types that are expected to
have this trait.
+++
With this GameObject
trait, we can move the render
and update
logic
for the player into models/player.rs
. This simplifies the main render and
update loop in lib.rs
and sets the stage for future drawable objects such
as enemies, bullets, and other things.
1 impl GameObject for Player {
2 fn render(&self, ctxt: &Context, gl: &mut GlGraphics) {
3 // Render the player as a little square
4 let square = rectangle::square(0.0, 0.0, self.size);
5 // Set the x/y coordinate for "spaceship"
6 let transform = ctxt.transform.trans(self.x, self.y)
7 // Draw the player on screen.
8 rectangle(color::RED, square, transform, gl);
9 }
10
11 fn update(&mut self, dt: f64) {
12 // Handle updates here. Adjusting animation/movement/etc.
13 }
14 }
If you're interested in seeing how enemies and bullets are rendered and
animated, check out the models/enemy.rs
and models/bullet.rs
. At the
time of writing, enemies are completely harmless and only move in random
directions. Bullets are a little more complicated as they have a lifetime
value that determines when we remove them from screen.
Handling Collisions
At this point, we should be able to render any sort of object on screen. If
the objective of the game is for the player to clear the screen of enemies
using bullets, we'll need to detect whether a bullet has in fact collided
with an enemy and handle that event accordingly. I added some additional
functions to the GameObject
trait to handle all of this logic. In the
end, the only thing each object on screen needs to know is its current
position and the radius of its bounding circle.
Below is the snippet from the GameObject
trait that handles collision
detection:
1 fn collides(&self, other: &GameObject) -> bool {
2 // Two circles intersect if the distance between their centers is
3 // between the sum and the difference of their radii.
4 let x2 = self.position().x - other.position().x;
5 let y2 = self.position().y - other.position().y;
6 let sum = x2.powf(2.0) + y2.powf(2.0);
7
8 let r_start = self.radius() - other.radius();
9 let r_end = self.radius() + other.radius();
10
11 return r_start.powf(2.0) <= sum && sum <= r_end.powf(2.0);
12 }
13
14 // Use to determine position of the object
15 fn position(&self) -> &Position;
16 fn radius(&self) -> f64;
To run the actual collision check, we loop through each bullet and enemy during the update loop and check to see if they've collided. If so, we remove both from the screen and update our score.
1 for bullet in self.bullets.iter_mut() {
2 // Did bullet collide with any enemies
3 for enemy in self.enemies.iter_mut() {
4 if bullet.collides(enemy) {
5 // Setting the bullet ttl will remove it from screen.
6 bullet.ttl = 0.0;
7 // Setting the enemy health to 0 will remove it from screen.
8 enemy.health = 0;
9 // Keep track of kills
10 self.score += 10;
11 }
12 }
13 }
And there it is in action!
All that's missing are explosions and bits of green square scattered across the screen.
Keeping Score & End Game
In the previous section, you'll notice that every time a player hits an enemy square, we update the score. Currently there is no way for the player to know what score they have and no way for the game to end. Let's render the score on screen and handle an end-game status.
Rendering text ended up taking a huge chunk of my time to figure out.
Mostly because some of the documentation and example projects using text
render code were out of date. In the end, I was able to dive into the
source code for the piston2d-opengl_graphics
library to figure out the
exact incantation. In the end, it was a simple two lines of code to load
the font we want and use it to render the score.
First and foremost, we need to load the font we want to use. I chose a fantastic old school IBM font to really accentuate the nostalgic look.
1 let glyph_cache = GlyphCache::new(
2 "./assets/fonts/PxPlus_IBM_VGA8.ttf",
3 (),
4 TextureSettings::new()
5 ).expect("Unable to load font");
And finally in our render loop, draw the current score on screen.
1 text::Text::new_color(::color::WHITE, 16)
2 .draw(
3 format!("Score: {}", score).as_str(),
4 glyph_cache,
5 &DrawState::default(),
6 c.transform.trans(0.0, 16.0),
7 gl
8 ).unwrap();
Note: In the final code, I created some utility functions to help render the
text. You can find these in gfx/utils.rs
To detect end game states, I add a GameStatus
enum with different states
and check for the appropriate status at the start of the render and update
loops. For example, in the snippet below we check that we've reached either
a GameStatus::Died
or GameStatus::Win
and render the appropriate
message to show the user.
1 let viewport = [size.width as f64, size.height as f64];
2 match state.game_status {
3 GameStatus::Died => {
4 draw_center("YOU DIED!", 32, viewport, gc, &c, gl);
5 return;
6 },
7 GameStatus::Win => {
8 draw_center("YOU WIN!", 32, viewport, gc, &c, gl);
9 return;
10 },
11 _ => (),
12 }
Final Result
Finally, here is the final result!
Running into enemies will insta-kill the player and shooting down the harmless wiggly green squares leads to winning the game. While a far cry from the Defender arcade game, we have all the workings of a basic 2d game that I set out to build as an excuse to deep dive into Rust.
Appendix: Notes & Learnings
Since this was my first dive into a full project in Rust, I took notes on what worked and what didn't work throughout the entire dev process.
- Rust is familiar but different (in a good way).
It's been a while since I've thought about pointers and references, heap allocation vs. stack allocation, and even types but jumping into Rust felt really good. It brings a lot of familiar syntax from C-based languages (such as structs, references, and pointers) while also introducing a lot of compelling new functionality such as closures, traits, and lifetimes.
- Cargo is an excellent tool.
Cargo is Rust's package manager that is a sort of mixture between traditionally package managers and a Makefile. Cargo can handle dependencies while also building and running your code as well. There is also a flourishing community of third-party subcommands that do everything from watching for changes and auto-building to auditing for security vulnerabilities.
- Rust game dev is still nascent.
While Piston made a lot of things straightforward to use, the framework is not 100% stable quite yet. There's still plenty of development going on that may create breaking changes from version to version. However, it's exciting to get up and running as quickly as I could in a scripting language such as Python.
Edited (2018-02-08): Added missing links in appendix.


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Rate |
Rate.withDailyBegin(int begin) |
|
Rate |
Rate.withDailyBegin(org.joda.time.base.AbstractDateTime begin) |
Sets the time of day when this Rate comes into effect.
|
Rate |
Rate.withDailyBegin(org.joda.time.ReadablePartial begin) |
Sets the time of day when this Rate comes into effect.
|
Rate |
Rate.withDailyEnd(int end) |
Sets the time of day when this Rate is no longer in effect, given
as hours since midnight.
|
Rate |
Rate.withDailyEnd(org.joda.time.base.AbstractDateTime end) |
Sets the time of day when this Rate is no longer in effect.
|
Rate |
Rate.withDailyEnd(org.joda.time.ReadablePartial end) |
Sets the time of day when this Rate is no longer in effect.
|
Rate |
Rate.withExpectedMean(double value) |
Specifies the expected mean charge/kWh, excluding periodic charges,
for this Rate.
|
Rate |
Rate.withFixed(boolean fixed) |
Specifies whether this Rate is fixed (true) or variable (false).
|
Rate |
Rate.withMaxCurtailment(double value) |
Sets the maximum proportion of offered load or supply that can be
curtailed.
|
Rate |
Rate.withMaxValue(double maxValue) |
Specifies the maximum charge (furthest from zero) for variable Rates.
|
Rate |
Rate.withMinValue(double minValue) |
Specifies the minimum charge (closest to zero) for variable Rates.
|
Rate |
Rate.withNoticeInterval(long hours) |
Specifies the minimum interval in hours for rate change notifications
for a variable Rate.
|
Rate |
Rate.withNoticeInterval(org.joda.time.Duration interval) |
Specifies the minimum interval for rate change notifications for a
variable Rate.
|
Rate |
Rate.withTierThreshold(double tierThreshold) |
Sets the usage threshold for applicability of this Rate.
|
Rate |
Rate.withValue(double value) |
Specifies the charge/kWh for a fixed rate, from the customer's viewpoint.
|
Rate |
Rate.withWeeklyBegin(int begin) |
|
Rate |
Rate.withWeeklyBegin(org.joda.time.base.AbstractDateTime begin) |
Sets the day of the week on which this Rate comes into effect.
|
Rate |
Rate.withWeeklyBegin(org.joda.time.ReadablePartial begin) |
Sets the day of the week on which this Rate comes into effect.
|
Rate |
Rate.withWeeklyEnd(int end) |
Sets the weekly end of applicability for this Rate.
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Rate |
Rate.withWeeklyEnd(org.joda.time.base.AbstractDateTime end) |
Sets the weekly end of applicability for this Rate,
by processing end spec to extract dayOfWeek field.
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Rate.withWeeklyEnd(org.joda.time.ReadablePartial end) |
Sets the weekly end of applicability for this Rate,
by processing end spec to extract dayOfWeek field.
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Class: RubyTerraform::Commands::Destroy
- Includes:
- Options::Global
- Defined in:
- lib/ruby_terraform/commands/destroy.rb
Overview
Wraps the terraform destroy command which destroys terraform managed infrastructure.
For options accepted on construction, see Base#initialize.
When executing an instance of Destroy via Base#execute, the following options are supported:
-
:directory
: the path to a directory containing terraform configuration (deprecated in terraform 0.14, removed in terraform 0.15, use:chdir
instead). -
:chdir
: the path of a working directory to switch to before executing the given subcommand. -
:auto_approve
: iftrue
, skips interactive approval before destroying; defaults tofalse
. -
:backup
: (legacy) the path to backup the existing state file before modifying; defaults to the:state_out
path with “.backup” extension; set:no_backup
totrue
to skip backups entirely. -
:compact_warnings
: whentrue
, if terraform produces any warnings that are not accompanied by errors, they are shown in a more compact form that includes only the summary messages; defaults tofalse
. -
:input
: whenfalse
, will not ask for input for variables not directly set; defaults totrue
. -
:lock
: whentrue
, locks the state file when locking is supported; whenfalse
, does not lock the state file; defaults totrue
. -
:lock_timeout
: the duration to retry a state lock; defaults to “0s”. -
:no_backup
: whentrue
, no backup file will be written; defaults tofalse
. -
:no_color
: whether or not the output from the command should be in color; defaults tofalse
. -
:parallelism
: the number of parallel resource operations; defaults to10
. -
:refresh
: whentrue
, updates state prior to checking for differences; whenfalse
uses locally available state; defaults totrue
. -
:state
: (legacy) the path to the state file from which to read state and in which to store state (unless:state_out
is specified); defaults to “terraform.tfstate”. -
:state_out
: (legacy) the path to write state to that is different than:state
; this can be used to preserve the old state. -
:target
: the address of a resource to target; if both:target
and:targets
are provided, all targets will be passed to terraform. -
:targets
: an array of resource addresses to target; if both:target
and:targets
are provided, all targets will be passed to terraform. -
:vars
: a map of variables to be passed to the terraform configuration. -
:var_file
: the path to a terraform var file; if both:var_file
and:var_files
are provided, all var files will be passed to terraform. -
:var_files
: an array of paths to terraform var files; if both:var_file
and:var_files
are provided, all var files will be passed to terraform.
The Base#execute method accepts an optional second parameter which is a map of invocation options. Currently, the only supported option is :environment
which is a map of environment variables to expose during invocation of the command.
Constructor Details
This class inherits a constructor from RubyTerraform::Commands::Base


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Microsoft updates terms on data privacy amid EU probe
by ReutersBRUSSELS: Microsoft said on Monday it was updating the privacy provisions of its commercial cloud contracts after European regulators found its deals with European Union institutions failed to protect data in line with EU law.
The EDPS, the EU’s data watchdog, opened an investigation in April to assess whether Microsoft’s contracts with the European Commission and other EU institutions met data protection rules. It raised concerns about compliance in October.
In a statement on its website addressing the issue, Microsoft said: “We will increase our data protection responsibilities for a subset of processing that Microsoft engages in when we provide enterprise services.”
The company, the only major cloud provider to offer such terms in the European Economic Area and beyond, expects to offer the new provisions to the public sector and enterprise customers in early 2020.


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This file contains an image simulator for the Euclid VISible instrument.
The approximate sequence of events in the simulator is as follows:
Read in a configuration file, which defines for example, detector characteristics (bias, dark and readout noise, gain, plate scale and pixel scale, oversampling factor, exposure time etc.).
Read in another file containing charge trap definitions (for CTI modelling).
Read in a file defining the cosmic rays (trail lengths and cumulative distributions).
Read in CCD offset information, displace the image, and modify the output file name to contain the CCD and quadrant information (note that VIS has a focal plane of 6 x 6 detectors).
Read in a source list and determine the number of different object types.
Read in a file which assigns data to a given object index.
Load the PSF model (a 2D map with a given over sampling or field dependent maps).
Generate a finemap (oversampled image) for each object type. If an object is a 2D image then calculate the shape tensor to be used for size scaling. Each type of an object is then placed onto its own finely sampled finemap.
Loop over the number of exposures to co-add and for each object in the object catalog:
- determine the number of electrons an object should have by scaling the object’s magnitude with the given zeropoint and exposure time.
- determine whether the object lands on to the detector or not and if it is a star or an extended source (i.e. a galaxy).
- if object is extended determine the size (using a size-magnitude relation) and scale counts, convolve with the PSF, and finally overlay onto the detector according to its position.
- if object is a star, scale counts according to the derived scaling (first step), and finally overlay onto the detector according to its position.
- add a ghost of image of the object (scaled to the peak pixel of the object) [optional].
Apply calibration unit flux to mimic flat field exposures [optional].
Apply a multiplicative flat-field map to emulate pixel-to-pixel non-uniformity [optional].
Add a charge injection line (horizontal and/or vertical) [optional].
Add cosmic ray tracks onto the CCD with random positions but known distribution [optional].
Apply detector charge bleeding in column direction [optional].
Add constant dark current and background light from Zodiacal light [optional].
Include spatially uniform scattered light to the pixel grid [optional].
Add photon (Poisson) noise [optional]
Add cosmetic defects from an input file [optional].
Add pre- and overscan regions in the serial direction [optional].
Apply the CDM03 radiation damage model [optional].
Apply CCD273 non-linearity model to the pixel data [optional].
Add readout noise selected from a Gaussian distribution [optional].
Convert from electrons to ADUs using a given gain factor.
Add a given bias level and discretise the counts (the output is going to be in 16bit unsigned integers).
Finally the simulated image is converted to a FITS file, a WCS is assigned and the output is saved to the current working directory.
Warning
The code is still work in progress and new features are being added. The code has been tested, but nevertheless bugs may be lurking in corners, so please report any weird or inconsistent simulations to the author.
This script depends on the following packages:
| requires: | PyFITS (tested with 3.0.6 and 3.3) |
|---|---|
| requires: | NumPy (tested with 1.6.1, 1.7.1, 1.8.0, 1.9.1, and 1.9.2) |
| requires: | numexpr (tested with 2.0.1 and 2.3.1) |
| requires: | SciPy (tested with 0.10.1, 0.12, 0.13, 0.14, and 0.15.1) |
| requires: | vissim-python package |
Note
This class is not Python 3 compatible. For example, xrange does not exist in Python 3 (but is used here for speed and memory consumption improvements). In addition, at least the string formatting should be changed if moved to Python 3.x.
Note
CUDA acceleration requires an NVIDIA GPU that supports CUDA and PyFFT and PyCUDA packages. Note that the CUDA acceleration does not speed up the computations unless oversampled PSF is being used. If > 2GB of memory is available on the GPU, speed up up to a factor of 50 is possible.
Before trying to run the code, please make sure that you have compiled the cdm03bidir.f90 Fortran code using f2py (f2py -c -m cdm03bidir cdm03bidir.f90) and the the .so is present in the CTI folder. For testing, please run the unittest as follows:
python simulator.py -t
This will run the unittest and compare the result to a previously calculated image. Please inspect the standard output for results.
Running the test will produce an image representing VIS lower left (0th) quadrant of the CCD (x, y) = (0, 0). Because noise and cosmic rays are randomised one cannot directly compare the science outputs but we must rely on the outputs that are free from random effects. The data subdirectory contains a file named “nonoisenocrQ0_00_00testscience.fits”, which is the comparison image without any noise or cosmic rays.
A minimal benchmarking has been performed using the TESTSCIENCE1X section of the test.config input file:
Galaxy: 26753/26753 magnitude=26.710577 intscale=185.424955025 FWHM=0.117285374813 arc sec
7091 objects were place on the detector
real 0m53.545s
user 0m51.249s
sys 0m2.228s
These numbers have been obtained with my desktop (3.4 GHz Intel Core i7 with 32GB 1600MHz DDR3) with 64-bit Python 2.7.3 installation. Further speed testing can be performed using the cProfile module as follows:
python -m cProfile -o vissim.profile simulator.py -c data/test.config -s TESTSCIENCE3X
and then analysing the results with e.g. snakeviz or RunSnakeRun.
The result above was obtained with nominally sampled PSF, however, that is only good for testing purposes. If instead one uses say four times over sampled PSF (TESTSCIENCE4x) then the execution time may increases substantially. This is mostly due to the fact that convolution becomes rather expensive when done in the finely sampled PSF domain. If the four times oversampled case is run on CPU using SciPy.signal.fftconvolve for the convolution the run time is:
real 22m48.456s
user 21m58.730s
sys 0m50.171s
Instead, if we use an NVIDIA GPU for the convolution (and code that has not been optimised), the run time is:
real 12m7.745s
user 11m55.047s
sys 0m9.535s
| version: | 1.4 |
|---|
Version and change logs:
0.1: pre-development backbone.
0.4: first version with most pieces together.
0.5: this version has all the basic features present, but not fully tested.
0.6: implemented pre/overscan, fixed a bug when an object was getting close to the upper right corner of an
image it was not overlaid correctly. Included multiplicative flat fielding effect (pixel non-uniformity).
0.7: implemented bleeding.
0.8: cleaned up the code and improved documentation. Fixed a bug related to checking if object falls on the CCD.
Improved the information that is being written to the FITS header.
0.9: fixed a problem with the CTI model swapping Q1 with Q2. Fixed a bug that caused the pre- and overscan to
be identical for each quadrant even though Q1 and 3 needs the regions to be mirrored.
1.0: First release. The code can now take an over sampled PSF and use that for convolutions. Implemented a WCS
to the header.
1.05: included an option to add flux from the calibration unit to allow flat field exposures to be generated.
Now scaled the number of cosmic rays with the exposure time so that 10s flats have an appropriate number
of cosmic ray tracks.
1.06: changed how stars are laid down on the CCD. Now the PSF is interpolated to a new coordinate grid in the
oversampled frame after which it is downsampled to the CCD grid. This should increase the centroiding
accuracy.
1.07: included an option to apply non-linearity model. Cleaned the documentation.
1.08: optimised some of the operations with numexpr (only a minor improvement).
1.1: Fixed a bug related to adding the system readout noise. In previous versions the readout noise was
being underestimated due to the fact that it was included as a variance not standard deviation.
1.2: Included a spatially uniform scattered light. Changed how the image pixel values are rounded before
deriving the Poisson noise. Included focal plane CCD gaps. Included a unittest.
1.21: included an option to exclude cosmic background; separated dark current from background.
1.25: changed to a bidirectional CDM03 model. This allows different CTI parameters to be used in parallel
and serial directions.
1.26: an option to include ghosts from the dichroic. The ghost model is simple and does not take into account
the fact that the ghost depends on the focal plane position. Fixed an issue with image coordinates
(zero indexing). Now input catalogue values agree with DS9 peak pixel locations.
1.27: Convolution can now be performed using a GPU using CUDA if the hardware is available. Convolution mode
is now controlled using a single parameter. Change from 'full' to 'same' as full provides no valid information
over 'same'. In principle the 'valid' mode would give all valid information, but in practise it leads to
truncated convolved galaxy images if the image and the kernel are of similar size.
1.28: Moved the cosmic ray event generation to a separate class for easier management. Updated the code to
generate more realistic looking cosmic rays. Included a charge diffusion smoothing to the cosmic rays
to mimic the spreading of charge within the CCD. This is closer to reality, but probably still inaccurate
given geometric arguments (charge diffusion kernels are measured using light coming from the backside of
the CCD, while cosmic rays can come from any direction and penetrate to any depth).
1.29: Fixed a bug in the object pixel coordinates for simulations other than the 0, 0 CCD. The FPA gaps
were incorrectly taken into account (forcing the objects to be about 100 pixels of per gap).
1.30: now nocti files contain ADC offset and readnoise, the same as the true output if CTI is simulated.self.information['mode']
1.31: now a single FOLDER variable at the beginning of the program that should be set to
point to the location of the vissim-python. Modified the ghost function, a fixed offset from the source, but
more suitable for the correct input model.
1.32: option to fix the random number generator seed using -f flag.
1.4: included an option to simulate an image with the shutter open leading to readout trails.
Todo
| author: | Sami-Matias Niemi |
|---|---|
| contact: |<EMAIL_ADDRESS>|
Euclid Visible Instrument Image Simulator
The image that is being build is in:
self.image
| Parameters: | opts (OptionParser instance) – OptionParser instance |
|---|
Add either horizontal or vertical charge injection line to the image.
Add cosmic rays to the arrays based on a power-law intensity distribution for tracks. Cosmic ray properties (such as location and angle) are chosen from random Uniform distribution. For details, see the documentation for the cosmicrays class in the support package.
Include flux from the calibration source.
Add objects from the object list to the CCD image (self.image).
Scale the object’s brightness in electrons and size using the input catalog magnitude. The size-magnitude scaling relation is taken to be the equation B1 from Miller et al. 2012 (1210.8201v1; Appendix “prior distributions”). The spread is estimated from Figure 1 to be around 0”.1 (1 sigma). A random draw from a Gaussian distribution with spread of 0”.1 arc sec is performed so that galaxies of the same brightness would not be exactly the same size.
Warning
If random Gaussian dispersion is added to the scale-magnitude relation, then one cannot simulate several dithers. The random dispersion can be turned off by setting random=no in the configuration file so that dithers can be simulated and co-added correctly.
Add objects from the object list and associated ghost images to the CCD image (self.image).
Scale the object’s brightness in electrons and size using the input catalog magnitude. The size-magnitude scaling relation is taken to be the equation B1 from Miller et al. 2012 (1210.8201v1; Appendix “prior distributions”). The spread is estimated from Figure 1 to be around 0”.1 (1 sigma). A random draw from a Gaussian distribution with spread of 0”.1 arc sec is performed so that galaxies of the same brightness would not be exactly the same size.
Warning
If random Gaussian dispersion is added to the scale-magnitude relation, then one cannot simulate several dithers. The random dispersion can be turned off by setting random=no in the configuration file so that dithers can be simulated and co-added correctly.
Add pre- and overscan regions to the self.image. These areas are added only in the serial direction. Because the 1st and 3rd quadrant are read out in to a different serial direction than the nominal orientation, in these images the regions are mirrored.
The size of prescan and overscan regions are defined by the prescanx and overscanx keywords, respectively.
Add readout trails resulting from reading out the shutter open.
Quadrants assumed to be numbered: 2 3 0 1
Adds a bias level to the image being constructed.
The value of bias is read from the configure file and stored in the information dictionary (key bias).
Apply bleeding along the CCD columns if the number of electrons in a pixel exceeds the full-well capacity.
Bleeding is modelled in the parallel direction only, because the CCD273s are assumed not to bleed in serial direction.
| Returns: | None |
|---|
Apply cosmetic defects described in the input file.
Warning
This method does not work if the input file has exactly one line.
Apply dark the cosmic background. Scales the background with the exposure time.
Additionally saves the image without noise to a FITS file.
Apply dark current. Scales the dark with the exposure time.
Additionally saves the image without noise to a FITS file.
Applies multiplicative flat field to emulate pixel-to-pixel non-uniformity.
Because the pixel-to-pixel non-uniformity effect (i.e. multiplicative) flat fielding takes place before CTI and other effects, the flat field file must be the same size as the pixels that see the sky. Thus, in case of a single quadrant (x, y) = (2048, 2066).
Applies a CCD273 non-linearity model to the image being constructed.
Add Poisson noise to the image.
Applies CDM03 radiation model to the image being constructed.
See also
Class :CDM03
Applies readout noise to the image being constructed.
The noise is drawn from a Normal (Gaussian) distribution with average=0.0 and std=readout noise.
Adds spatially uniform scattered light to the image.
Configures the simulator with input information and creates and empty array to which the final image will be build on.
Converts a floating point image array (self.image) to an integer array with max values defined by the argument max.
| Parameters: | max (float) – maximum value the the integer array may contain [default 65k] |
|---|---|
| Returns: | None |
Convert from electrons to ADUs using the value read from the configuration file.
Generates finely sampled images of the input data.
Tests if the object falls on the detector area being simulated.
| Parameters: | object (list) – object to be placed to the self.image being simulated. |
|---|---|
| Returns: | whether the object falls on the detector or not |
| Return type: | bool |
Overlay data from a source object onto the self.image if image = True, else t self.ghost
| Parameters: |
|
|---|
Processes configuration information and save the information to a dictionary self.information.
The configuration file may look as follows:
[TEST]
quadrant = 0
CCDx = 0
CCDy = 0
CCDxgap = 1.643
CCDygap = 8.116
xsize = 2048
ysize = 2066
prescanx = 50
ovrscanx = 20
fullwellcapacity = 200000
dark = 0.001
readout = 4.5
bias = 1000.0
cosmic_bkgd = 0.182758225257
e_ADU = 3.1
injection = 150000.0
magzero =<PHONE_NUMBER>1.225231
exposures = 1
exptime = 565.0
readouttime = 78.0
rdose = 8.0e9
RA = 145.95
DEC = -38.16
sourcelist = data/source_test.dat
PSFfile = data/interpolated_psf.fits
parallelTrapfile = data/cdm_euclid_parallel.dat
serialTrapfile = data/cdm_euclid_serial.dat
cosmeticsFile = data/cosmetics.dat
flatfieldfile = data/VISFlatField2percent.fits
output = test.fits
addSources = yes
noise = yes
cosmetics = no
chargeInjectionx = no
chargeInjectiony = no
radiationDamage = yes
cosmicRays = yes
overscans = yes
bleeding = yes
flatfieldM = yes
random = yes
background = yes
ghosts = no
shutterOpen = no
For explanation of each field, see /data/test.config. Note that if an input field does not exist, then the values are taken from the default instrument model as described in support.VISinstrumentModel.VISinformation(). Any of the defaults can be overwritten by providing a config file with a correct field name.
Reads the config file information using configParser and sets up a logger.
Reads in the cosmic ray track information from two input files.
Stores the information to a dictionary called cr.
Reads object list using numpy.loadtxt, determines the number of object types, and finds the file that corresponds to a given object type.
The input catalog is assumed to contain the following columns:
- x coordinate
- y coordinate
- apparent magnitude of the object
- type of the object [0=star, number=type defined in the objects.dat]
- rotation [0 for stars, [0, 360] for galaxies]
This method also displaces the object coordinates based on the quadrant and the CCD to be simulated.
Note
If even a single object type does not have a corresponding input then this method forces the program to exit.
Reads in a PSF from a FITS file.
Note
at the moment this method supports only a single PSF file.
Create a single simulated image of a quadrant defined by the configuration file. Will do all steps defined in the config file sequentially.
| Returns: | None |
|---|
Smooths a given image with a gaussian kernel with widths given as sigmas. This smoothing can be used to mimic charge diffusion within the CCD.
The default values are from Table 8-2 of CCD_273_Euclid_secification_1.0.130812.pdf converted to sigmas (FWHM / (2sqrt(2ln2)) and rounded up to the second decimal.
Note
This method should not be called for the full image if the charge spreading has already been taken into account in the system PSF to avoid double counting.
| Parameters: |
|
|---|---|
| Returns: | smoothed image array |
| Return type: | ndarray |
Writes out a simple FITS file.
| Parameters: |
|
|---|---|
| Returns: | None |
Writes out a FITS file using PyFITS and converts the image array to 16bit unsigned integer as appropriate for VIS.
Updates header with the input values and flags used during simulation.
This script provides a class that can be used to generate objects such as galaxies using IRAF.
| requires: | PyRAF |
|---|---|
| requires: | PyFITS |
| requires: | NumPy |
| author: | Sami-Matias Niemi |
| contact: |<EMAIL_ADDRESS>|
| version: | 0.1 |
Generates an image frame with stars and galaxies using IRAF’s artdata.
Add object(s) from inputlist to the output image.
| Parameters: | inputlist (str) – name of the input list |
|---|
Generates an ascii file with uniform random x and y positions. The magnitudes of galaxies are taken from an isotropic and homogeneous power-law distribution.
The output ascii file contains the following columns: xc yc magnitude model radius ar pa <save>
| Parameters: |
|
|---|
Generates an ascii file with uniform random x and y positions. The magnitudes of stars are taken from an isotropic and homogeneous power-law distribution.
The output ascii file contains the following columns: xc yc magnitude
| Parameters: |
|
|---|
For some reason mkobjects sometimes adds crazy values to an image. This method tries to remove those values and set them to more reasonable ones. The values > 65k are set to the median of the image.
| Parameters: | filename (str) – name of the input file to modify [default = self.settings[‘output’]] |
|---|---|
| Returns: | None |
Run all methods sequentially.


../ addon.xml icon.png plugin.video.wwdc-1.0.0.zip plugin.video.wwdc-1.0.0.zip.md5 readme.md
Addon to watch WWDC sessions on Kodi.
Copyright (c) 2016 Apple Inc.
The MIT License (MIT)
Copyright (c) 2016 Johannes Plunien
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
 IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.


WITNESS LIST
Business & Commerce
May 15, 2018 9:00 AM
Implementation of SB 1004
ON:
Chang, Yushan (City of Houston), Houston, TX
Monitoring the Implementation of SB 1004
ON:
Baffer, Barbara Vice President (also providing written testimony) (Tech Titans), Plano, TX
Blatter, Ambre Network Director, T-Mobile (T-Mobile), Austin, TX
Bowman, Beth President and CEO (also providing written testimony) (Greater Irving - Las
Colinas Chamber of Commerce), Irving, TX
Camacho, Priscilla Sr. Vice President of Public Policy (also providing written testimony)
(Dallas Regional Chamber), Dallas, TX
Derr, Amandus Crown Castle Government Relations (Self), Houston, TX
DIGNEO, Bob Asst. VP (AT&T), Austin, TX
Dunaway, Scott (also providing written testimony) (Texas 5G Alliance), Austin, TX
Giles, Deborah Texas Technology Consortium (also providing written testimony) (Self;
TExas Technology Consortium), Austin, TX
Harris, Dana (also providing written testimony) (Austin chamber of commerce), Austin,
TX
Heard, David CEO, Tech Bloc (also providing written testimony) (Tech Bloc), San
Antinio, TX
Lawson, Richard (also providing written testimony) (Verizon), Austin, TX
Lenox, Howard (also providing written testimony) (GM), Reno, NV
Perez, Robert (also providing written testimony) (City of Dallas), Dallas, TX
Roberts, Julie Development officer (also providing written testimony) (Self; Mira Vista
Fort Worth Homeowners Association), Fort Worth, TX
Sakulenzki, Cynthia President/CEO (also providing written testimony) (Io Grande Valley
Hispanic Chamber of Commerce), McAllen, TX
Sumrall, Mark Real Estate Services Section Director (also providing written testimony)
(Texas Department of Transportation), Austin, TX
Theunissen, Trevor Public Affairs Lead (Uber Technologies), Austin, TX
SB 1004
ON:
Hammer, Marcus (City of San Antonio), San Antonio, TX
SB 1004 - Small Cell Legislation
ON:
Hawkings, Rondella Director Telecom and Regulatory Affairs (also providing written
testimony) (City of Austin), Austin, TX


SingleAnnotation.Rd
Constructor Method for SingleAnnotation Class
SingleAnnotation(name, value, col, fun, na_col = "grey", which = c("column", "row"), show_legend = TRUE, gp = gpar(col = NA), border = FALSE, legend_param = list(), show_name = TRUE, name_gp = gpar(fontsize = 12), name_offset = NULL, name_side = ifelse(which == "column", "right", "bottom"), name_rot = NULL, simple_anno_size = ht_opt$simple_anno_size, width = NULL, height = NULL)
| name | Name for the annotation. If it is not specified, an internal name is assigned. |
|---|---|
| value | A vector or a matrix of discrete or continuous values. |
| col | Colors corresponding to |
| fun | A user-defined function to add annotation graphics. The argument of this function should be at least a vector of index that corresponds to rows or columns. Normally the function should be constructed by |
| na_col | Color for |
| which | Whether the annotation is a row annotation or a column annotation? |
| show_legend | If it is a simple annotation, whether show legend in the final heatmap? |
| gp | Since simple annotation is represented as rows of grids. This argument controls graphic parameters for the simple annotation. The |
| border | border, only work for simple annotation |
| legend_param | Parameters for the legend. See |
| show_name | Whether show annotation name? |
| name_gp | Graphic parameters for annotation name. |
| name_offset | Offset to the annotation, a |
| name_side | 'right' and 'left' for column annotations and 'top' and 'bottom' for row annotations |
| name_rot | Rotation of the annotation name, it can only take values in |
| simple_anno_size | size of the simple annotation. |
| width | The width of the plotting region (the viewport) that the annotation is drawn. If it is a row annotation, the width must be an absolute unit. |
| height | The height of the plotting region (the viewport) that the annotation is drawn. If it is a column annotation, the width must be an absolute unit. |
A single annotation is a basic unit of complex heatmap annotations where the heamtap annotations are always a list of single annotations. An annotation can be simply heatmap-like (here we call it simple annotation) or more complex like points, lines, boxes (for which we call it complex annotation).
In the SingleAnnotation
constructor, value
, col
, na_col
are used to construct a anno_simple
annotation funciton which is generated internally by AnnotationFunction
. The legend of the simple annotation
can be automatcally generated,
For construcing a complex annotation, users need to use fun
which is a user-defind function. Normally it
is constucted by AnnotationFunction
. One big advantage for using AnnotationFunction
is the annotation function
or the graphics drawn by the annotation function can be split according to row splitting or column splitting of
the heatmap. Users can also provide a "pure" function which is a normal R function for the fun
argument.
The function only needs one argument which is a vector of index for rows or columns depending whether it is
a row annotation or column annotation. The other two optional arguments are the current slice index and total
number of slices. See **Examples** section for an example. If it is a normal R function, it will be constructed
into the AnnotationFunction-class
object internally.
The SingleAnnotation-class
is a simple wrapper on top of AnnotationFunction-class
only with annotation
name added.
The class also stored the "extended area" relative to the area for the annotation graphics. The extended areas are those created by annotation names and axes.
There are following built-in annotation functions that can be directly used to generate complex annotations:
anno_simple
, anno_points
, anno_lines
, anno_barplot
, anno_histogram
, anno_boxplot
, anno_density
, anno_text
,
anno_joyplot
, anno_horizon
, anno_image
, anno_block
, anno_summary
and anno_mark
.
A SingleAnnotation-class
object.
m = cbind(1:10, 10:1) colnames(m) = c("a", "b") ha = SingleAnnotation(value = m) draw(ha, test = "matrix as column annotation")anno = anno_barplot(matrix(nc = 2, c(1:10, 10:1))) ha = SingleAnnotation(fun = anno) draw(ha, test = "anno_barplot as input")fun = local({ # because there variables outside the function for use, we put it a local environment value = 1:10 function(index, k = 1, n = 1) { pushViewport(viewport(xscale = c(0.5, length(index) + 0.5), yscale = range(value))) grid.points(seq_along(index), value[index]) grid.rect() if(k == 1) grid.yaxis() popViewport() } }) ha = SingleAnnotation(fun = fun, height = unit(4, "cm")) draw(ha, index = 1:10, test = "self-defined function")


Symbol Index for "Agent For Third Party"
Symbol Index for diagram
"Agent For Third Party"
ABD/party (Generalization Node)
Agent (Class)
Agent By Devolvement (Class)
Agent For First Party (Class)
Agent For Third Party (Class)
represented (Association)


| DOSE: |
0.5 g |
insufflated |
Cocaine |
(powder / crystals) |
Me and my bro Dylan have always busted out new drug experiances together. I got him into smoking weed and drinking and since then we've done Psilocin, DXM, and Percocet.... Uhh, thats all I can think of right not, my brain still isn't working quite normal yet.
So it was like 10:30 and we deicded to go see if some of our friends want to join in, but when we got there one of them had to leave and the other didn't seem too interested, so our night was set: We split a gram of cocaine between the two of us. It was 11pm and neither of us had ever chopped up any powder, but I had watched some of my older siblings do it, so we decided that I would cut the lines for us tonight. Since it was the idea of my frined to get the coke, he went first. After I had chopped one rail, he bent down to the mirror, examined it, then with no hesitation, away he went.
I watched him as he squinted his eyes very immensely and when he opend his eyes, his eyes were filled with water and they looked very irritaed. I could tell he was getting cheesed by the coke. Before I could say anything, he was like, 'Pain...But not unbearable..' I watched him for a few minutes before I started chopping my own line. He was acting normal for awhile, but then he started squeezing his pillow and said, 'Hugging this pillow is the dankest sensation ever.' After that, I couldn't wait to see what he was feeling.
As I started cutting up the coke, I saw him lean over me in the mirror, and I told him how big his pupils were getting. So he went over to the other side of the room where there was a mirror on the wall. He seemed facinated by his pupils fluxuating in size. Before he was done studying himelf in the mirror I had finished chopping my own rail. I told him that I was 'Saddeling up' Then, he came over to watch me.
I was very nervous at first and I examined the chopped cocaine cautiously for a bit then I deceided that no matter how long I studied it, it wasnt going to be any easier.  As soon as I felt it go past my nasal passage, I could feel the burn start. For a second or two it was easy to tolerate, then the pain gradually becage to gor until it was at a verry irratating burn that was making me squint, and my eyes water just as it happend to Dylan. Within a few more seconds, The pain was gone and burning I had just experianced seemed like a good feeling.
Right then I felt -what seems to be the same discribed the same every time- a feeling of greatness. I felt blissful and nothing could bring me down. Now we were both very excited and euphoric. The feeling of moving was great so we decided to do another half rail, then ride our bikes to the school that is about 1/4mile away. As soon as we got there we just sat on the swings and started talking, and talking. And talking.... And talking. Well, we talked literally(besides for snorting lines and bathroom breaks) non-stop until about 6am. I remember being at the school talking and asking Dylan, 'Have you ever been in love?''No' He replied. Then I proceded to tell him that that was the best way I could think of to discribe the feeling.
We headed back towards his house, and got there around 12. I remember getting off of the bike and shaking alot. I couldn't stop the shaking, but It really didn't bother me at all, in fact, Dylan mentioned to me that he did enjoy the shaking feeling. When we got into the house, we both walked straight into his room, sat in the most comfortable place we could find and talked for an hour and a half, when we snorted another line each at 1:30. We continued to do a line every hour and a half, until we had both done 4 and a half lines, when we finished the last of our supply at about 4-4:20am. After that we decided to go back to the school again and hang out. Throughout the night I felt happy and numb to any else than happyness right after I snorted a line and the feeling would be compltely faded out within 20 minutes, and after that I would just feel sort of jittery and exited, but I was very in control of both feelings.
When we got there the sky was still dark, but it was just begining to get ligher outside. We stayed out until the sky was very-well illuminated, then started to head back to his house. We had walked this time, and on the way back we saw some people we knew from school. We talked for a minute or twane and exchanged stories of what whe did the night before. Then we comleted our way back to Dylan's house and got thurr at around 5:45.
We left Dylans house one last time at 7:30 and again returned to the school. This time instead of playing, I sat down and thought. I felt really shitty from not sleeping or eating for so long and so we just sat down and kind of lookd at our lives. I finaly realised that I couldn't just do drugs all the time and nothing else like I was. Even though I already knew this, it never concerned me before until that day.
I've always had those sort of self-reflection/self-examinations when I was coming down from mushrooms, and I had never heard of it happening on cocaine. At this point it was the closest thing I've had to a 'next day' afer the drugs, even though there had been no time to fully recover. Dylan mentioned to me a few times that he would be saying something or in the middle of a train of thought and the thought of cocaine would pop into his head and he would want some right then. I did not feel this, nor was I worried about Dylan having thses feelings because I've heard of this happening most of the time but dose not mean addiction.
Experience Reports are the writings and opinions of the individual authors who submit them.
Some of the activities described are dangerous and/or illegal and none are recommended by Erowid.


Chicago Survey
Your Information
Name:
Email:
Phone Number:
Questionarre
Do you live on the...
North Side
South Side
West Side
What kind of housing do you have?
House
Apartment
Condo
Other
What kind of activities do you enjoy in Chicago? (Select all that apply)
Going to the beach
Trying new food
Bike riding
Going to the park
Seeing live music
Grabbing a drink
Going to museums
Would you recommend Chicago to someone thinking of moving here?
Definitely
Maybe
No
Is there anything else you would like us to know?
Submit


Student Details
Parent/Guardian Details
Emergency Contact & Siblings Details
School Details
Other Details
Uploads & Declaration
6. Uploads and Declaration
6.1 Uploads
Upload Following Certificates
Note: Scanned Certificates
Birth Certificate
Upload
Adhar card of Parent/Guardian
Upload
Transfer Certificate
Upload
Mark sheet of previous class
Upload
Community Certificate
Upload
Residence Proof(Voter Id / Ration Card)
Upload
Income Certificate
Upload
6.2 Declaration
I, confirm that the information I have given on this form is true and that I am a Parent/Guardian of this child.
Finish


Traumatized by this development, Amanda asked S.H.I.E.L.D. to ensure her future baby would find a safe and happy home. However, director Nick Fury followed the same procedure used for unwanted pregnancies in the agency, and the baby was left in an orphanage in Sofia, Bulgaria after Amanda birther him in a local hospital. Fury's associate and famous industrialist Howard Stark learned of this, and decided to find the baby and adopt him, keeping the name Amanda wished he retained: Anthony.
When he was twenty-one, Tony's parents died in a car crash and he inherited his father's business, Stark Industries. Within a few years, he turned it from solely a munitions firm to a multi-national corporation with a range of interests covering virtually all types of contemporary scientific industry, and the leader at the cutting edge of electronics. Tony also bought the company that built the car his parents were driving when they lost their lives and fixed the flaws in their brake system.
Soon afterward, Stark donned one of his battle suits in order to prevent thieves from stealing parts from the other copies of it. This experience made him realize that the suit was too dangerous to be made available to the public. The next day Stark revealed what had happened to him in the war zone to Joanna Nivena, his then fiancé.[38] Together they attended a tennis match in Forest Hills, N.Y. that afternoon. Stark brought along his armor, which he was taking to a nearby laboratory for tests. Terrorists who threatened to kill everyone present with a bomb invaded the match. Joanna urged Stark to don the armor to stop the terrorists. Stark did so, captured the terrorists and saved the spectators by throwing himself atop the bomb. Iron Man thus publicly became a hero, and Stark had a new sense of purpose, having decided to combat evildoers as Iron Man.


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StopDrawing()
Syntax
StopDrawing()Description
Once all the needed graphics operations (started with StartDrawing()) have been performed, this function must be called to finish the drawing and free all associated resources.
Parameters
None.
Return value
None.
Example
Typically, a normal drawing sequence would look like:If StartDrawing(WindowOutput(0)) Box(10,10,20,20) Line(30,50,100,100) .... StopDrawing() EndIf
See Also
StartDrawing()
Supported OS
All


| Manhattan (Traditional) |
Maker's Mark |
- Bourbon(2 parts)
- Sweet Vermouth(1 part)
- Bitters(2 dashes)
- Maraschino Cherry
|
- Combine Bourbon, Vermouth and Bitters in a mixing glass
- Stir and strain into a chilled cocktail glass neat, or on the rocks
- Garnish with cherry
|
| Manhattan (Traditional) |
Allrecipes |
- Rye(2 oz)
- Sweet Vermouth(1/2 oz)
- Bitters(1 dash)
- Maraschino Cherry
|
- Combine rye, vermouth, and bitters in a cocktail mixing class. Add ice and stir until chilled. Strain into a chilled cocktail glass.
- Garnish with a maraschino cherry.
|
| Manhattan (Perfect) |
Liquor.com |
- Rye(3/4 oz)
- Dry Vermouth(1/4 oz)
- Sweet Vermouth(1/2 oz)
- Orange Bitters(1 dash)
|
- Add the rye and both vermouths to a mixing glass and fill with ice.
- Stir, and strain into a rocks glass filled with fresh ice.
- Top with the bitters and garnish with a Maraschino cherry.
|
| Old Fashioned |
Maker's Mark |
- Bourbon(1-1/2 parts)
- Water(1 splash)
- Bitters(2 dashes)
- Sugar(1 tsp)
- Orange(1 peel)
- Maraschino Cherry
|
- Dissolve or muddle sugar with a splash of water in an Old Fashioned glass.
- Fill glass 3/4 full of ice.
- Add bourbon and bitters.
- Garnish with orange peel and cherry.
|
| Old Fashioned (Muddled) |
Maker's Mark |
- Bourbon(1-1/2 parts)
- Water(1 splash)
- Bitters(2 dashes)
- Sugar(1 tsp)
- Orange(1 slice)
- Maraschino Cherry
|
- Muddle sugar, bitters, orange slice, cherry and water in an Old Fashioned glass.
- Remove the orange rind.
- Fill glass 3/4 full of ice.
- Add borbon and stir.
|
| Old Fashioned |
Allrecipes |
- Simple Syrup(2 tsp)
- Water(1 tsp)
- Bitters(2 dashes)
- Ice Cubes(1 cup)
- Bourbon(1-1/2 oz)
- Orange(1 slice)
- Maraschino Cherry
|
- Pour the simple syrup, water, and bitters into a whiskey glass.
- Stir to combine, then place the ice cubes in the glass.
- Pour bourbon over the ice and garnish with the orange slice and maraschino cherry.
|
| Old Fashioned |
Esquire |
- Bourbon(2 oz)
- Bitters(2 dashes)
- Sugar(1 cube)
- Club Soda
- Orange(1 twist)
|
- Place the sugar cube in an Old Fashioned glass.
- Wet it down with Angostura bitters and a short splash of club soda.
- Crush the sugar with a wooden muddler, then rotate the glass so that the sugar grains and bitters give it a lining.
- Add a large ice cube. Pour in the bourbon.
- Garnish with an orange twist, and serve with a stirring rod if you're so inclined.
|
| Cosmopolitan
| Allrecipes |
- Vodka(1-1/2 oz)
- Lime Juice(1/4 oz)
- Triple Sec(1/4 oz)
- Cranberry Juice(1/4 oz)
- Ice Cubes(1 cup)
- Lime(1 wedge)
|
- Combine vodka, lime juice, triple sec, and cranberry juice in a cocktail shaker. Add ice, cover and shake until chilled. Strain into a chilled cocktail glass.
- Garnish with a lime wedge.
|
| Cosmopolitan |
Liquor.com |
- Vodka, Citrus(1-1/2 oz)
- Cointreau(1 oz)
- Lime Juice(1/2 oz)
- Cranberry Juice(1 dash)
- Lime(1 wheel)
|
- Add vodka, Cointreau, lime juice and cranberry juice into a shaker with ice and shake.
- Strain into a chilled cocktail glass.
- Garnish with a lime wheel.
|


Guido.io
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stripe
Jul 13 2020
Implementing a type-safe Stripe client for serverless using Typescript


UFC 244 PPV results and video: Darren Till takes pedestrian split decision over Kelvin Gastelum
by Eddie MercadoIn his move up to 185-pounds, Darren Till just took a split decision over the #4 ranked middleweight Kelvin Gastelum in an underwhelming affair at UFC 244. It wasn’t the fight that everyone was expecting, but it got Till a much needed win and a likely new ranking in a new division. As for Gastelum, well he has now dropped two-straight.
They tied up right away and worked for position against the fence. Neither man really had the advantage there. Not a lot of time was spent in open space, but when the fight was taking place there it was Till landing the better strikes. It was kind of a pedestrian opening round.
Kelvin came out aggressive in the second round, but that was quickly extinguished by the footwork of Till. The leg kicks were there for Till. Just after Gastelum landed a slick elbow in the clinch, he accidentally poked Till in the eye. The fight was paused but it quickly resumed. Gastelum cliched up and tried to bring the bout down to the floor, but Till’s takedown defense was there. Gastelum started to land heavy leg kicks deep in the round, but there weren’t many significant head strikes scored by either man.
Gastelum started attacking the legs of Till to open the final phase. Till used his footwork to stay elusive, and would crack off with straight punches. The crowd started to get restless due to the lack of action. Gastelum pressed forward, but struggled to connect on his longer opposition. He was able to score a takedown within the last minute of the fight, but Till sprung right back to his feet. He blasted another takedown, but again Till was right back up.


LOL OMG
this is a second level...
this is a second level...
this is a second level...
HAHAHAHA
OMGOMG OMGOMG


IMPORTANT NOTICE for @KomodoPlatform ecosystem users. You have only till Feb 15th to move your funds from old z address to new sapling z address. You will lose your funds if you won't do it before that date. Move it or Lose it!!!
CC @PirateChain
Alecandro16-Dec-18 04:54 AM
So if we have funds in Agama wallet, how do we do this?
I have most recent version of Agama(edited)
grewalsatinder16-Dec-18 05:25 AM
you understand what is Z address?
DingDongSoLong16-Dec-18 06:07 AM
Does claiming my KMD count as moving funds?
Alecandro16-Dec-18 06:09 AM
Ohhh good question
blackjok3r16-Dec-18 06:17 AM
usin Agama to "claim rewards" just meas your sending the entire balance to yoruself.(edited)
Likewise16-Dec-18 06:33 AM
is this only for Z addresses?
Mine is an R address.
blackjok3r16-Dec-18 06:38 AM
only if you are using Z address
Gordon Komodo16-Dec-18 07:10 AM
FYI: Z address is the adddress that starts with Z
1
DingDongSoLong16-Dec-18 08:19 AM
Is there like a step by step on how to move my funds? My intellect is on the same level as Homer Simpson for doing this. It’d be helpful.
Buddz199316-Dec-18 12:03 PM
So running on lite mode we dont need to do anything right?
good stuff
Deleted User16-Dec-18 12:04 PM
It depens if you have coins on former Z addresses
Buddz199316-Dec-18 12:04 PM
the only coin I'm running on z address is priate
pirate*
Deleted User16-Dec-18 12:04 PM
If you have only on T I think you should be ok
Oh so jl777 method applies for pirate
Farullalla Fashuk16-Dec-18 12:05 PM
sorry, i‘m confused now. I hold komodo, chainzilla and pirate in an agama wallet. what exactly do I need to do before Feb 19? thx so much!
Buddz199316-Dec-18 12:06 PM
If you have 3 of them with Z addr you have to move them into a sapling addr
Deleted User16-Dec-18 12:06 PM
If you hold em on t address you re ok.
Buddz199316-Dec-18 12:06 PM
if you are running them on a t addr nothing to do I guess
Deleted User16-Dec-18 12:08 PM
Anyway and very important : all actions needed if there are (that means you have funds on Z addresses) are personal actions : only use your own addresses
To explain jl post : what it does is simple :
Create a brand new t address.
Move funds from old z address to the fresh created t address
Create a new z address sapling compatible
Then move coins from this T to the new z sapling compatible address
Raybobo16-Dec-18 12:10 PM
Hi guys good day
CK16-Dec-18 12:10 PM
Hi, can anyone tell me about the deployment costs on komodo? I am having a hard time figuring it out. :))
Deleted User16-Dec-18 12:10 PM
It depens on what you intenf to do @CK
CK16-Dec-18 12:11 PM
@Deleted User to build a dapp
Deleted User16-Dec-18 12:11 PM
And btw about funds moving : this method is not possible for PIRATE as it only allow z addresses. So you ll have to wait 20th of december to use a specific method
jorian16-Dec-18 12:13 PM
are you sure about that?
Gordon Komodo16-Dec-18 12:14 PM
unless you want to use CLI
Deleted User16-Dec-18 12:15 PM
Only notaries can move to T so... ^^
Alright16-Dec-18 12:15 PM
@Deleted User you can do sprout -> t on PIRATE until Feb 15th
anyone
Deleted User16-Dec-18 12:15 PM
Oh ok
Didn t know the limitation was removed
My bad
Alright16-Dec-18 12:16 PM
t -> sprout is disabled, so the only thing you can do is zc -> t -> zs
1
Deleted User16-Dec-18 12:16 PM
But isn t a specific method handling end to end being developped ?
jl777c16-Dec-18 12:16 PM
zmigrate automates the process
from ~/komodo/src:
cc/dapps/makedapps
./zmigrate COIN saplingaddr
I know it seems hard to do if you only use GUI, in such a case you need to wait for GUI to be made that does the zmigrate
Help us get @Trezor's attention to add @KomodoPlatform to their hardware wallet. Komodo is a top project. Give a if you agree and comment below. @utrumdotio @VerusCoin @OfficialEQL
9
5
4
Alright16-Dec-18 01:19 PM
@PTYX are you going to make it closed source and charge devs to use it?
PTYX16-Dec-18 01:20 PM
If trezor offers KMD onboarding and they eventually support KICs or komodo tokens ChainZilla will sell the onboarding on certain wallets of course. However, if trezor adds KMD, it's open to everyone.(edited)
srgess16-Dec-18 02:17 PM
Why binance still have not fix deposit and withdraw kmd
jl777c16-Dec-18 02:19 PM
we are making sure there are no network issues
there was a false alert earlier today. also i think it is a weekend
lennart16-Dec-18 02:27 PM
is there a reason why the pirate asset chain won't synchronize the last 2000 blocks?
i compiled the latest kmd version, it is possible i need to add need params to the command line? in that case i should go searching
jorian16-Dec-18 02:30 PM
no, probably you need to resync
had the same happen to me today
jl777c16-Dec-18 02:36 PM
some nodes are having issues getting past the sapling activation for PIRATE, there are workarounds in the pirate discord
for a long time, it was just slow. that's bad, but not the worst. but now it's gotten to the point it will not let me find transactions for all coins
SHossain16-Dec-18 05:53 PM
@jorian just checked. seems normal slow to me
jorian16-Dec-18 05:53 PM
yeah, i was too quick... lol
still, it's too slow to be functional
2 minutes
SHossain16-Dec-18 05:54 PM
~30 seconds here
sometimes may be ~45 sec
Mark-SmartCash16-Dec-18 08:15 PM
@jl777c Is this fake news about deadline to move coins by Feb 15th or they are burned?
jl777c16-Dec-18 08:16 PM
do you have any funds in zaddrs?
Mark-SmartCash16-Dec-18 08:16 PM
It's possible, I haven't loaded my wallet in a while as it's in cold storage.
jl777c16-Dec-18 08:16 PM
did you create long address starting with 'zc'
Mark-SmartCash16-Dec-18 08:16 PM
Yes, I think so
jl777c16-Dec-18 08:17 PM
zksnark transactions. the sprout format is being deprecated so you need to convert it
Mark-SmartCash16-Dec-18 08:17 PM
Is there a deadline for this? I'm not even within 12 hours of where my cold storage is held.
jl777c16-Dec-18 08:17 PM
2 months
Mark-SmartCash16-Dec-18 08:17 PM
You're serious?
jl777c16-Dec-18 08:18 PM
do you need more time?
Mark-SmartCash16-Dec-18 08:18 PM
Yes.
jl777c16-Dec-18 08:20 PM
DM me more details, we can try to come up with some workable solution
Mark-SmartCash16-Dec-18 08:20 PM
I don't know what to say. I'm just shocked. I'll think about it.
jl777c16-Dec-18 08:21 PM
there is only about 0.1% of funds in zaddrs, but we will work to help all transition
Mark-SmartCash16-Dec-18 08:22 PM
That is kind. I just don't understand why any deadline would ever be considered to be required, it breaks so much about my belief of "store of value". That's a different conversation than my addresses though.
SHossain16-Dec-18 08:23 PM
are you holding Komodo in z address?
or R address?
Mark-SmartCash16-Dec-18 08:25 PM
I think I have both set.
Thanks for the clarification.
jl777c16-Dec-18 08:26 PM
for KMD we can make sure nobody loses funds, there is no reason to break your belief


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Based on the stackoverflow answer
SO Second Answer
Steps
First make sure you create a sharable link for the audio file.
Next, replace the src and href in this html with the file id from the sharable link
Download


Biography
Hello. My name is Sang. This page is provided to help you learn more about me. Before I start with a quick bio, I want to thank you for taking the time to visit.
I currently reside in Seattle, WA. I have been a transplant to the Pacific Northwest (PNW) since 2015. My wife and I both work in the technology sector and have couple of rug rats in tow. I am currently taking some time off from the industry to tackle personal projects (e.g. home improvement) and growth (e.g. learning to code!). Prior to the tech industry, I served active duty in the U.S. Air Force for about 10 years.
Goals (e.g. Why Code Fellows?)
My goal in attending Code Fellows is to build my software development technical skills. I have been working with software (and hardware) developers but in order to better understand the "under the hood" technology, I wanted to get more hands-on developer experience.
Education
- Carnegie-Mellon University, MBA (2014)
- Georgia Institute of Technology, BS (2000)
Experience
- Amazon.com, Inc. (2016 - 2020)
- Intel Corporation (2014 - 2016)
- United States Air Force (2002 - 2012)
Top 10 Favorite Foreign Movies
- Bicycle Thieves (Italy, 1948)
- Lives of Others (Germany, 2006)
- Once (Ireland, 2007)
- Monsoon Wedding (India, 2001)
- Persepolis (France, 2007)
- Amelie (France, 2001)
- Chungking Express (Hong Kong, 1996)
- Friend (South Korea, 2001)
- Il Postino (Italy, 1994)
- Kung Fu Hustle (China, 2004)


Listen: Latest Sporting Life Premier League Weekly podcast, including the sack race, Jose Mourinho's Tottenham and the title charge
by Sporting LifeTom Carnduff, George Pitts and Sky Bet's Dale Tempest discuss the big talking points from the latest round of Premier League games.
How to listen
We provide our verdict on Jose Mourinho's first game in charge of Tottenham, more VAR drama and special praise for Leicester and Sheffield United.
The big game between Manchester City and Chelsea is discussed, with Sky Sports' Ben Ransom joining us for his thoughts from behind the scenes at the Etihad.
The Premier League sack race is also hotting up. We assess Marco Silva at Everton, Unai Emery at Arsenal and Manuel Pellegrini at West Ham, with the latest odds and all their potential replacements up for discussion.
All that and much more - click the above links to listen and don't forget to check out our on-site analysis from the weekend...
Tactical analysis: Jose's debut
Alex Keble provides a tactical analysis of Jose Mourinho’s first game in charge of Tottenham, as they defeated West Ham 3-2.
Premier League: Best and Worst
Alex Keble runs through the best and worst tactical decisions from the weekend's round of Premier League games, including Jose Mourinho's first game in charge at Tottenham.
Sack race hotting up
We take a look at the Premier League sack race, as Everton manager Marco Silva heads the betting from Arsenal's Unai Emery.
Watch: Premier League highlights
A review of Saturday's Premier League action, with video highlights of every match, as six away teams claimed three points.
Manager reaction
- Klopp hails Reds' endeavour
- Mourinho 'very happy' with Spurs bow
- 'I can do better' insists Emery
- Pep loses possession record
- Solskjaer - We showed resolve


Tata Steel subsidiary to sell entire stake in NatSteel Vina for Rs 36 crore
Tata Steel said the deal is worth Rs 36 crore for sale of 56.5 per cent stake held by NSH in NSV
by Press Trust of IndiaTata Steel on Monday said its subsidiary NatSteel Holdings Pte (NSH) has agreed to sell its entire 56.5 per cent stake in NatSteel Vina (NSV) for about Rs 36 crore to a Vietnam-based Thai Hung Trading Joint Stock Company.
"Tata Steel's step-down subsidiary NSH has executed definitive agreements with a Vietnam-based company Thai Hung Trading Joint Stock Company to divest its entire equity stake held in NSV (56.5 per cent)," Tata Steel said in a regulatory filing.
NSH is a wholly-owned subsidiary (WOS) of TS Global Holdings (TSGH), which in turn is a WOS of T Steel Holdings, which ultimately is a WOS of Tata Steel.
Tata Steel said the deal is worth Rs 36 crore for sale of 56.5 per cent stake held by NSH in NSV.


--- layout: post status: publish published: true title: ! 'Powershell speed - Get-VM vs. Get-Type -ViewType ' author: display_name: iguy login: iguy email<EMAIL_ADDRESS>url: '' author_login: iguy author_email<EMAIL_ADDRESS>wordpress_id: 47 wordpress_url: http://itsjustanotherlayer.com/?p=47 date: !binary |- MjAwOC0xMi0xMiAxODowNjoxNSAtMDYwMA== date_gmt: !binary |- MjAwOC0xMi0xMiAxODowNjoxNSAtMDYwMA== categories: - VMware tags: - Get-View - Get-VM - Powershell - VI Toolkit - VMware comments: - id: 19 author: Mike DiPetrillo author_email<EMAIL_ADDRESS>author_url: http://www.mikedipetrillo.com date: !binary |- MjAwOC0xMi0xMyAwMToxNTozMSAtMDYwMA== date_gmt: !binary |- MjAwOC0xMi0xMyAwMToxNTozMSAtMDYwMA== content: Great find. Back in college I was writing a program to play checkers against a human. My professor looked at my program and saw all of these nested if statements and laughed at me and showed me what the correct answer was for how to write the program. Sure his was more advanced but mine ran 10 times faster. Just goes to show there's always a better mouse trap and sometimes it's as simple as a sledgehammer. :) - id: 20 author: Cody author_email<EMAIL_ADDRESS>author_url: http://professionalvmware.com date: !binary |- MjAwOC0xMi0yOCAwNDozNzoxMCAtMDYwMA== date_gmt: !binary |- MjAwOC0xMi0yOCAwNDozNzoxMCAtMDYwMA== content: Indeed. Does this also return the same object back to the pipeline that a get-vm does? - id: 21 author: iguy author_email<EMAIL_ADDRESS>author_url: http://www.itsjustanotherlayer.com date: !binary |- MjAwOC0xMi0yOSAwMjowNToxNSAtMDYwMA== date_gmt: !binary |- MjAwOC0xMi0yOSAwMjowNToxNSAtMDYwMA== content: ! "It returns a Get-View object. Its not the same ton of associated properties and objects.\n\nMy point in the post is that a significant number of scripts perform the same exact action and that being \"Get-VM | Get-View | etc..\" However Get-VM is significantly slow if you are just going to go to Get-View immediately afterwards. \ \n\nIf your script goes and says \"Get-VM | Get-View\" then you should do a \"Get-View -ViewType VirtualMachine\". If you have other things your going to do with a Get-VM then this might not be the best solution for you." - id: 22 author: It’s Just Another Layer » Another mega slow VIToolkit call (Get-HardDisk) author_email: '' author_url: http://itsjustanotherlayer.com/?p=133 date: !binary |- MjAwOS0wMy0yMSAxODo1MzozMSAtMDUwMA== date_gmt: !binary |- MjAwOS0wMy0yMSAxODo1MzozMSAtMDUwMA== content: ! '[...] slow compared to pulling useful data from it. I’ve done performance testing before of Get-VM against Get-View to get to the useful data needed day to day. In that test using Get-View was [...]' ---
I've been starting to look at using the VI Toolkit which uses Powershell. In doing this many of the command formats tend to be "Get-VM | Get-View" or "Get-VMHost | Get-View". So I'm off and figuring this out and I run a small script and say "Geez that took a long time to run". I'm talking to my co-worker (a pretty smart cookie) and he says "Why don't you just use "Get-View -ViewType VirtualMachine" and skip the middle man?" Good point. Didn't know about that command. Well this is just a tad bit faster.
Get-VM | Get-View timing in my script takes 1 minute and 37 seconds.
Get-View -ViewType VirtualMachine takes an amazing 5.12 seconds.
The VI Toolkit developers have identified this as a serious issue are working on ways to speed this up and retain backwards compatibility.
So the lesson today is if you need to do a Get-View immediately after doing some set collection look at using the Get-View -ViewType instead. It isn't as readable though it gets the job done well.


--- layout: page title: About header-img: "img/about-bg.png" ---
Dreamt of coding. Learning to code. Every. Single. Day.


Reset your password by clicking on this link: http://<IP_ADDRESS>:8000/api/password/reset/verify/?code={{ code }}


faces
The facelist parameter should be used instead, because faces was not consistently implemented in all Java Applets.
facelist
Default value.
faces="0,1,2,3,4,5" (default)
faces="0,1,2,3,4,5"
faces="5,3,0,4,2,1"


This is a an example of the jTour plugin which uses an imagemap for the steps
<img src="img/image.jpg" width="875" height="656" usemap="#image" alt=""> <map name="image"> <area shape="rect" coords="81,264,111,295" href="#" alt="Bernice Hibbert" > ... </map>
Use only rectangular shapes shape="rect"


Bitcoin Protocol Receives Upgrade, Pronounced ‘Nuclear War Proof’
by Christine VasilevaBitcoin Core released the newest version of the protocol, <IP_ADDRESS>. The move was seen as a strong sign BTC kept evolving, despite the recent rapid price crashes.
New Version Introduces Default SegWit Addresses
The biggest change in the new version for regular users is that the wallets using it will provide Bech32 addresses by default. This means the default use would be SegWit, a tool to lighten the transaction load. Users can choose to toggle the address to a regular type.
The new version offers small, but important changes for miners and testers, suggesting that the Bitcoin Core team is not giving up on the coin.
The release arrived at a time when BTC prices showed a strong recovery potential, rising again above $7,000 as the sell-off stopped. The launch of the new version also raised the question of BTC censorship. According to Nick Szabo, the Bitcoin protocol and ledger are rather secure in the case even of a nuclear war.
Bitcoin Nodes Still Limited to Industrialized Countries
The Bitcoin network is indeed supported by more than 9,300 nodes. However, there were skeptics which saw the statement as not entirely true. The US and China still host the most nodes, and there is not much distribution beyond leading industrialized countries.
Claims were made on BTC nodes running through Tor and not being visible to the usual network explorers. There is also at least one node on a satellite in space.
The importance of nodes is significant, as node silencing and censorship is a possibility. So far, BTC has enough nodes to secure against double-spending. The entire size of the distributed ledger is now above 260 GB, a significant load, though still accessible to anyone dedicated enough to run a node.
Miners are also highly active, recently boosting the hashrate to above 106 EH/s once again, with few signs of capitulation. BTC supporters remain confident in the coin’s long-term influence, despite short-term price movements.
Recently, GitHub brought some of its repositories to an Arctic vault in Svalbard, including the Bitcoin Core code – or at least the previous version. This code repository is also one of the ways in which Bitcoin’s protocol is protected against a nuclear war. And as a running joke, Bryce Weiner has predicted Bitcoin’s blockchain would be calculated by monks by hand and distributed by pigeons.
What do you think about the new Bitcoin Core version? Share your thoughts in the comments section below!
Images via Shutterstock, Twitter @NickSzabo4
The Rundown


{% extends "questionnaire/layouts/base.html" %} {% block content %}
this test will help you to understand your personal, technical skills .. and what is the best place where you can exploit them.
Try to be honest in your answers even if you don't know any answer .


The Beach (2000)
This movie was full of controversy. The shooting was in a national park in Thailand. Knowing that a Hollywood cast and crew was shooting their national park, a bunch of environmentalists showed up to protest the shooting. And things got worse when they found out that the leading role was Mr. Leonardo DiCaprio. Hundreds of schoolgirls joined the environmentalist, in hope of to catch a glimpse of Mr. DiCaprio. But then again, which teenage girl wouldn't?
Another controversy concerns the leading role itself. Directed by Danny Boyle, who directed Trainspotting, he has worked with Ewan McGregor on his three previous films. So this one, being his fourth one, was also written for Ewan McGregor. But the movie company wanted to make more money, and who else can bring girls to the cinema just to watch his face over and over and over again besides Leonardo? "Oooohhh, he's soooo cute." (Actually that is quoted from the girl sitting next to me at The Beach). So Leonardo's in, and Ewan can practice to be a better Obi-Wan Kenobi.
Richard (Leonardo DiCaprio) is travelling to Bangkok, Thailand on his own. There he meets Daffy (Robert Carlyle), who gives him a map to a place, where the beach is "paradise". Richard ask his two neighbors, Etienne and Francoise (Virginie Ledoyen) to come. So the three of them are set of to an adventure in the Thailand.
Fast forward a bit (otherwise I'll be spitting the whole story out), and Richard is left alone in the jungle. First he was lonely, he was afraid, he was feeling rejected, but then he became Rambo. Rambo in a video game, to be more precise. Which is funny, because he only has the looks, not the body of a jungle survivor. But then again, he is Leonardo, and that's enough for three quarter of the audience.
After the whole adventure then it's back to the real world. A very nice ending scene, where the director really shows the difference between paradise and real world. How we communicate using tools, and not using direct methods.
Think of Trainspotting, but this time they're not high on drugs, but on the beauty of pure nature.
Indra Moeljadi is hoping someone will give a map to The Beach, wherever that is
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Fan spotted sleeping in middle of Warriors-Lakers game (Video)
by TSD StaffNBA games can sometimes drag, especially due to the increased foul calls and game stoppages by referees, but the end-to-end action and highlight-reel plays usually keeps fans entertained during contests.
Apparently that wasn’t the case during Wednesday’s Warriors-Lakers game at Staples Center, though.
Tickets to Lakers games are quite pricey, and sitting courtside costs thousands of dollars. One particular fan didn’t seem to care all that much, though, about the money, or the game itself. He was spotted sleeping at one point during the game, as you can see in the left corner of this video.
Even LeBron James and Anthony Davis couldn’t wake that guy up.


Plain script tag
(no delay)
RequireJS module
(delay)
ES6 module (delay)
Same ES6 script, without exports, plain script tag
(no delay)
Can you click this button or has the page frozen?


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Deploying with Docker Containers
I explain how to use Docker containers to deploy a machine learning application. -
Deploy Machine Learning using Flask
In this post I explain how to run a machine learning model on a cloud computer and access its predictions via an API.
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Convolutional Neural Network
A convolutional neural network can perform vision tasks such as image classification. The convolution operation creates features that carry information about the spatial distribution of the data. We implement a convolutional neural network from scratch using tensors in python. -
Gradients Automation
We describe how to automate the calculation of gradients using tensors in python. This is very useful when building neural networks. We build a class that calculates the gradients without having to code them explicitly. This library is a toy-model that mimics professional libraries like the Pytorch or TensorFlow. -
Recurrent Neural Network
A recurrent neural network implements recurrency in the data. This is suitable for time-series forecasting, text generation, or text translation.


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The native "drag" event will prevent click and dblclick. In order to make custom mousebased CascadeEvents on the level of drag and click events, ie. based on mousedown, mousemove and mouseup, we need to fix the preventDefault() on mousedown, mouseup, and click.