text:
BIWAYS

    Explore the docs »

  View Demo

  Table of Contents

      About The Project

Built With

      Getting Started

Prerequisites

Installation

Usage

License

Contact

## About The Project
[![Product Name Screen Shot][product-screenshot]](https://biways.in)
[![Product Name Screen Shot][product-screenshot1]](https://biways.in)
[![Product Name Screen Shot][product-screenshot2]](https://biways.in)
[![Product Name Screen Shot][product-screenshot3]](https://biways.in)
[![Product Name Screen Shot][product-screenshot4]](https://biways.in)
[![Product Name Screen Shot][product-screenshot5]](https://biways.in)

The Biways app is your go-to when you need a reliable local service expert – quickly! Get multiple price quotes with reviews and select a business. Download the app and enjoy the power of choice.

The local services we can help you with…

Home Improvement Services:Electricians, Carpenters, Plumbers, Painting Contractors, Modular Kitchen Dealers, Furniture Dealers, +10 more

Professional Services: Advocates & Lawyers, Insurance Agents, Chartered Accountants, Security Guards, Investment Consultants, Passport Agents, Vastu consultants and more.

Events and Functions: Party Organizers, Wedding Organizers, Corporate Event Organizers, Stage Decorators, Caterers, Wedding Caterers, Corporate Event Caterers, Photographers / Videographers, Party / Banquet / Marriage Halls and the list goes on.

Home Appliances Repair & Service: All types of Home Appliance Repair and Service like AC Service, Air Cooler Service, Generator Service, LED TV Service, LCD TV Service, Refrigerator Service, Washing Machine Service, Water Purifier Service, Microwave Oven Service, Electric Chimney Service, Geyser & Water Heater Service and more.

Tours & Travels: Air Travel Agents, Bus Travel Agents, Train Travel Agents, Hotels, Service Apartments, Tour Operators, Visa Consultants and more.

### Built With

This section should list any major frameworks that you built your project using. Leave any add-ons/plugins for the acknowledgements section. Here are a few examples.
* [Android Studio](https://developer.android.com/)

## Getting Started

This is an example of how you may give instructions on setting up your project locally.
To get a local copy up and running follow these simple example steps.

### Prerequisites

This is an example of how to list things you need to use the software and how to install them.
* Install JDK
* Install Android Studio

### Installation

Contact: [sharans961999<EMAIL_ADDRESS>

## Usage

Use this space to show useful examples of how a project can be used. Additional screenshots, code examples and demos work well in this space. You may also link to more resources.

_For more examples, please refer to the [Documentation](https://biways.in)_

## License

Distributed under the MIT License. See `LICENSE` for more information.

## Contact

SHARAN KUMAR SP-<EMAIL_ADDRESS>

[contributors-shield]: https://img.shields.io/github/contributors/othneildrew/Best-README-Template.svg?style=for-the-badge
[contributors-url]: https://github.com/othneildrew/Best-README-Template/graphs/contributors
[forks-shield]: https://img.shields.io/github/forks/othneildrew/Best-README-Template.svg?style=for-the-badge
[forks-url]: https://github.com/othneildrew/Best-README-Template/network/members
[stars-shield]: https://img.shields.io/github/stars/othneildrew/Best-README-Template.svg?style=for-the-badge
[stars-url]: https://github.com/othneildrew/Best-README-Template/stargazers
[issues-shield]: https://img.shields.io/github/issues/othneildrew/Best-README-Template.svg?style=for-the-badge
[issues-url]: https://github.com/othneildrew/Best-README-Template/issues
[license-shield]: https://img.shields.io/github/license/othneildrew/Best-README-Template.svg?style=for-the-badge
[license-url]: https://github.com/othneildrew/Best-README-Template/blob/master/LICENSE.txt
[linkedin-shield]: https://img.shields.io/badge/-LinkedIn-black.svg?style=for-the-badge&logo=linkedin&colorB=555
[linkedin-url]: https://linkedin.com/in/othneildrew
[product-screenshot]: https://play-lh.googleusercontent.com/FKSd5JKR1FEWa9OwYELmviJ9nWmc5_5Qr_l95bKTir5m-PEcEmqawSB8nmg0HrUQjFE=w720-h310-rw
[product-screenshot1]: https://play-lh.googleusercontent.com/mYFl-_GZgM941IxmtE3fibTXFCoaRr7B7EhGv5a0B4ZKhkvYMPEJ2wa-l6xT2T1WJxLJ=w720-h310-rw
[product-screenshot2]:https://play-lh.googleusercontent.com/tfElUOVDanIrf3J6doW7ksU5HE6RSrys3ZDzOaP5O_m_W7s0Yo7RZZf50MFy2HnvH3K_=w720-h310-rw
[product-screenshot3]:https://play-lh.googleusercontent.com/4x-dw3EVsUKcWiI8sui4a2bRGOrqh8A5Xjs1dlhIsxr3b_X-jYKOVVY1ML6LeQ74ng=w720-h310-rw
[product-screenshot4]:https://play-lh.googleusercontent.com/y6lHMiDpqFmsCkCmpSUykAu18w3vjJYw7mynU27ZRPnQKsTiat9FYE6MmE0APPYrKsI=w720-h310-rw
[product-screenshot5]:https://play-lh.googleusercontent.com/nGYsfqdMRUY0U0TkH9IHCtPNVwmqhwQL8SvavYsAl4YLKRwLEww8AodXTVHknFhosN6K=w720-h310-rw


text:
# Troubleshooting

We try to include troubleshooting recipes for various situations and dimensions in this section.

- [EXTERNAL] [Troubleshooting performance bottleneck in DynamoDB](https://observability.workshop.aws/en/scaleup.html)

branch_name: refs/heads/main

extension: md

license_type: permissive


text:
---
layout: page
order: 3
title: Affiliated Events
plural: Affiliated Events

---

{% include submission-details.html %}

## What is a Affiliated Event?

Affiliated Events are an excellent venue for SIGCSE sub-communities or groups to arrange a time to gather and present or discuss topics of interest, typically over a meal or during a reception **during the conference**. We encourage submission of affiliated events that describe existing and emerging subfields, areas and groups of diversity, and bringing together communities of practice.

The SIGCSE {{site.year}} organizers have a vision to encourage sub-communities to gather in their own affiliated events by submitting an affiliated event proposal that should include a description of the event and its importance and relevance and the proposed format for the event.  **[Please note there is a charge for holding an Affiliated Event to help defray costs. Food & beverage and A/V needs beyond the standard set up will be at the organizers own expense.](#logistics)**

If your affiliated event is accepted, affiliated events organizers invite members of your community to participate in the event. Your event organizers would be responsible for handling all affiliated event websites and participant organization.  The title, organization, abstract, and date/time for the affiliated event are included in the schedule.

**Proposals undergo review but not blind review.**  Affiliated events will be selected based on availability.

**[SIGCSE Supporters interested in holding an Affiliated Event should contact dLPLAN.](../info/supporters.html)**

## How Should The Proposal Be Formatted?

Event proposals are to be provided in PDF format. The full proposal contains an abstract and a body that describes your Event (as detailed below). The abstract needs to appear in two places: in the PDF proposal and in a text box on the submission page.

The full proposal is used for the review process only. If the proposal is accepted, the abstract is the description that appears on the Symposium website and in the Symposium program and proceedings. The format for the proposal is as follows.

### Event Proposal Format and Contents

-   **Title**: A title for the Pre-Symposium Event.

-   **Abstract**: A description of the Event. The same abstract will also need to be submitted via a text box on the submission page. Please be sure that your description is accurate and that both submitted copies (here in the Event Proposal, and in the submission text box) are exactly the same.

-   **Proposer(s)**:  Include name, affiliation, email address, and website address. You should expect most correspondence related to the conference to arrive via email. Please check your spam filter if you haven’t received an expected notification because the auto-responses generated by the conference software are sometimes blocked.

-   **Event URL**: List the anticipated URL for your event website here.

-   **Significance and Relevance of the Event Topic/Purpose**: lease include information about any trends in relation to the subfield and possibly describe (or cite) evidence to that effect. Your objective here is to explain why the event or community served is significant.

-   **Intended Audience**: Briefly describe the nature and size of the intended/expected audience. This information will help gauge the level of interest SIGCSE Technical Symposium attendees will have in the Event.

-   **Expertise of Organizer(s)**: Give a summary of the qualifications of the organizer(s) as it relates to the event being proposed.

-   **Audio/Visual and Room Setup Requirements**: Please enter these only on the EasyChair submission form, and not in your proposal upload document.

-	**Event Time Preference**: Please enter these only on the EasyChair submission form, unless you select "Other time ideas".  You have the choice between:

	* Breakfast (on Thursday, Friday, or Saturday as scheduled by the Affiliated Events Chairs);

	* Lunch (Thursday or Friday, as scheduled by the Affiliated Events Chairs);

	* Reception (Friday or Saturday);

	* Other time ideas - please specify in the proposal

### Event Proposal Abstract

The abstract is the description of the event that will appear on the conference web pages. The description is limited to and must match verbatim the abstract section of the Event Proposal. The Event abstract must be submitted in plain text. The abstract for an accepted proposal SHOULD contain a URL with more information. (Abstracts of accepted Events can be edited in response to feedback.)

### Sample Proposal

-  [Proposal Example (PDF)](../docs/sigcse-sample-event.pdf)

-  [Proposal Example (Word)](../docs/sigcse-sample-event.docx)

## Logistics
The logistics information for Affiliated Events are detailed below.  Once the Affiliated Event is accepted the Pre-Symposium and Affiliated Events Chairs and dLPLAN (the SIGCSE TS Conference Management group) will contact organizers for further details about logistics including invoicing. Please make sure that you enter the correct contact information for those handling event logistics when submitting the event proposal to EasyChair.

### Charge
Affiliated Events will be charged a fee to help defray costs on a per room basis. Because of the varied nature of Affiliated Events, please [contact dLPLAN](../info/supporters.html) for details.

### Food and Beverage
Food and beverage must be paid by the Affiliated Event organizers directly to the convention center.  dLPLAN will contact event organizers with details for arranging food & beverage for your event.

[Convention Center Catering Menu](../pdf/ConvCent_CateringMenu.pdf)

### Audio/Visual
The standard room setup consists of a screen, projector, and microphone.  There will be a charge for any A/V items that you request beyond the standard A/V set. You will be provided with an online portal to order and pay for those items. dLPLAN will contact event organizers with details for arranging additional A/V for your event.

### Registration
Registration must be handled by the Affiliated Event organizers and will not be handled by the SIGCSE registration system.

{% include submission-proposal.html %}

license: MIT

branch_name: refs/heads/master


text:
# Example Usage of `gatsby-plugin-segment`

To create this example, I used Gatsby's default starter. Then I only modified two files: `src/pages/index.js` and `/gatsby-config.js`. It's a very simple example that doesn't really need to get started but if you still want to get it running, do the following:

```bash
$ cd example/
$ yarn
$ yarn develop
```

Then open your browser's dev tools. In the _Console_ tab, you should see the message I left for you. And if you click on the _Network_ tab, you'll see the call to Segment.

Note that if you'd like to send events to your own Segment account, you need to update the API keys in `gatsby-config.js`.

## Track Event

## Track Page

## Segment UI

gha_license_id: MIT


text:
# Your GitHub Learning Lab Repository for Introducing GitHub

Welcome to **your** repository for your GitHub Learning Lab course. This repository will be used during the different activities that I will be guiding you through. See a word you don't understand? We've included an emoji 📖 next to some key terms. Click on it to see its definition.

![issue tab](https://lab.github.com/public/images/issue_tab.png)

I'll meet you over there, can't wait to get started!

repository: tathagata-raha/github-slideshow

gha_language: HTML

repo_name: tathagata-raha/github-slideshow


text:
# v1.4.1
## 01/15/2021

1. [](#improved)
    * Fixed autoescaping in preparation for Grav 1.7
    * Upgraded all links to use `HTTPS`

# v1.4.0
## 03/21/2019

1. [](#new)
    * Set Dependency of Grav 1.5.10+ which has support for new **Deferred Block** Twig extension
    * Implement assets rendering using **Deferred Block** Twig extension

# v1.3.0
## 07/14/2016

1. [](#improved)
    * Remove unneeded streams from Theme YAML
1. [](#bugfix)
    * Fix setting the page language in the html tag
    * Fixed pagination
    * Updated the logo link url

# v1.2.0
## 09/04/2015

1. [](#bugfix)
	* Various UI fixes

# v1.1.1
## 08/31/2015

1. [](#bugfix)
	* Fixed 404 when clicking on tag while viewing post
    * Fix not using date in post header

# v1.1.0
## 08/25/2015

1. [](#improved)
    * Added blueprints for Grav Admin plugin

# v1.0.4
## 03/01/2015

1. [](#improved)
    * Switched to Grav's built-in `jQuery` assets

# v1.0.3
## 02/19/2015

2. [](#improved)
	* Updated README
    * Implemented new `param_sep` variable from Grav 0.9.18
3. [](#bugfix)
    * Fix home reference URL

# v1.0.2
## 12/16/2014

1. [](#new)
    * ChangeLog started...

repository: getgrav/grav-theme-notepad

branch_name: refs/heads/develop

gha_language: CSS

repo_name: getgrav/grav-theme-notepad


text:
Posted on 15 Dec 2013 / Desserts

For the fig-swirl: Melt butter over medium heat in a saucepan. Add brown sugar and stir to dissolve. Halve all of the figs and toss in the saucepan with water and lemon juice. Cook over medium heat, stirring frequently, until you have a chunky-jammy mixture. Add salt with one or two stirs, set aside and let cool completely.

Ice cream: In a small pot over medium heat, combine milk, and granulated sugar until sugar is completely dissolved and the milk is just barely lukewarm. Whisk in the egg yolks. Set mixture in the fridge and wait until the fig mixture is cooled.

Using an ice cream machine, pour liquids into the frozen basin and process according to manufacturer instructions, i.e., let spin and thicken for 20 minutes before adding mascarpone, fig jam mixture, and the nuts. Continue to process for +/- 10 minutes. Pour semi-frozen mixture into a pyrex dish or glass tupperware. Freeze for at least two hours before serving.

1 1/2 cups milk
1/2 cup mascarpone
1/2 tsp pink salt
1 lb Black Mission Figs
1/2 cup brown sugar
2-4 tbsp water
1 1/2 cups heavy cream
1/3 granulated sugar
2 egg yolks
1 lemon, juiced
2 tbsp butter
1 cup honey roasted pecans, roughly chopped

Vanessa Stevenson

Food enthusiast, photography fan. Add a pinch of raw foodism and that's pretty much who I am.

Share Recipe

Delicious © 2013 · All Rights Reserved.
Proudly published with Ghost.


text:
RPM Resources ActiveMQ
======================

- RPM based on the binary distributions
- Hosted on

Project Forked From:
https://github.com/lkiesow/activemq-dist-rpm

Branch Status: In Progress

## Corp Build Status ##

## Install Information ##
Build: x86-64

This build uses the java service wrapper, if more then 4GB of memory is required you will need to use the wrapper from https://wrapper.tanukisoftware.com


text:
# Changelog

## Version 2.2

* Added `fuzzyCaseMatch` method to StringType

## Version 2.1

* Added `addHeader` method to base View class

## Version 2

* Removed instance/static dual calling from Enum - now just uses static methods


text:
![Alt text](imgs/site-map.png "My Site Map")

  -What are the 6 Phases of Web Design?
    1. Information Gathering
    2. Planning
    3. Design
    4. Development
    5. Testing and Delivery
    6. Maintenance
  -What is your site's primary goal or purpose?
    To provide visitors information about me.
  -What kind of content will your site feature?
    Information and links about accomplishments and activities.
  -What is your target audience's interests and how do you see your site addressing them?
    My main target audience would be employers.
  -What is the primary "action" the user should take when coming to your site?
    When coming to site users should see general information about me.
  -Do you want them to search for information, contact you, or see your portfolio?
    From the home page users should see link to portfolio.
  -What are the main things someone should know about design and user experience?
    Design and user experience goes hand-in-hand. The desired user experience should dictate the amount of time put into design.
  -What is user experience design and why is it valuable?
    User experience is how a person feels when interfacing with a system.  Simply put, user experience is valuable because bad experience could dictate the return of users to sites.
  -Which parts of the challenge did you find tedious?
    There were no tedious part of this challenge.

gha_language: Ruby


text:
# Ritual Support

## Rituals:

This will cancel the activation of a ritual if the specific requirements aren't met for the rituals activation.

### Command:

There is currently an in-game command for dumping all of the Ritual Strings for use by the Ritual Handler. The command is: /ct ritualDump and it'll output all of the ritual strings to the "CraftTweaker.log".

### Pre-1.4.0:

#### Syntax:

    Blank Example:
    mods.compatskills.RitualHandler.addRitualLock(String failureMessage, String ritual, String... requirements)

    Test Example:
    mods.compatskills.RitualHandler.addRitualLock("As the ritual activates, you don't achieve the expected result", "ritualCrushing", "reskillable:building|15", "reskillable:magic|7", "stage|test", "adv|minecraft:husbandry/plant_seed")

### Post-1.4.0:

As of CompatSkills 1.4.0 a few new ZenMethods have been added as well as some changes has been done to the existing syntax. We've also fixed an issue that made Ritual Support and Binding Support not work properly!

#### Syntax:

    Blank Example:
    mods.compatskills.RitualHandler.addRitualLock(String ritual, String... requirements);
    mods.compatskills.RitualHandler.addRitualCostLock(int activationCost, String... requirements);
    mods.compatskills.RitualHandler.addRitualCrystalLock(int crystalLevel, String... requirements);

    Test Example:
    mods.compatskills.RitualHandler.addRitualLock("ritualCrushing", "reskillable:magic|7");
    mods.compatskills.RitualHandler.addRitualCostLock(500, "reskillable:magic|7";
    mods.compatskills.RitualHandler.addRitualCrystalLock(1, "reskillable:magic|7");

#### Error Message

As with the binding support, the error message has been moved over to a localizable string instead of a string set in the CrT Method. This will make it so resource pack authors can localize and change the strings as they'd like much easier.

    compatskills.bloodmagic.ritualError=As the ritual activates, you don't achieve the expected result

Some other changes are for example that the default error message now displays as part of a status chat message to the player. This means that the message is only shown to the player and not printed in chat for everyone to see. This also means that it will now display alongside requirements in the chat. Which makes it easier for the player to identify what they are missing from the lock.

repository: kindlich/CraftTweaker-Documentation

repo_name: kindlich/CraftTweaker-Documentation


text:
# Dougal

[![Bower](https://img.shields.io/bower/v/dougal.svg?maxAge=2592000)](https://github.com/aol/dougal/releases)
[![npm](https://img.shields.io/npm/v/dougal.svg?maxAge=2592000)](https://www.npmjs.com/package/dougal)
[![Build status](https://img.shields.io/travis/aol/dougal/master.svg?maxAge=2592000)](https://travis-ci.org/aol/dougal)
[![Coveralls branch](https://img.shields.io/coveralls/aol/dougal/master.svg?maxAge=2592000)](https://coveralls.io/github/aol/dougal)

The missing M of MVC for Angular.js applications, based on ActiveRecord and Backbone patterns.

[GitHub](https://github.com/aol/dougal) |
[Documentation](http://aol.github.io/dougal/doc/) |
[Report issue](https://github.com/aol/dougal/issues)

## Getting started

Install Dougal using bower:

    $ bower install dougal --save

Include it in your HTML file:

```html
<script src="bower_components/dougal/dougal.js"></script>
```

Add `dougal` to the list of module dependencies in your Angular application:

```javascript
angular.module('your.app', ['dougal']);
```

Create your own model:

```javascript
angular.module('your.app').factory('Car', function (Model) {
  return Model.extend({
    attributes: {
      name: {
        $validate: function (name) {
          return _.trim(name).length > 0 || 'Name is required';
        }
      },
      id: {}
    },
    baseUrl: '/cars'
  });
});
```

Use the model in your controller:

```javascript
angular.module('your.app').controller('CarController', function (Car) {
  this.car = new Car();
});
```

```html
<div ng-controller="CarController as vm">
  <input ng-model="vm.car.name" />
  <p class="error" ng-show="vm.car.$hasError('name')">
    {{ vm.car.$errors.name }}
  </p>
</div>
```

And voilà!

## Basic CRUD operations

| Action  | Method               | HTTP           | Comment        |
|---------|----------------------|----------------|----------------|
| List    | Car.all, Car.where   | GET /cars      |                |
| Create  | Car.$save            | POST /cars     | See Car.$isNew |
| Fetch   | Car.find, Car.$fetch | GET /cars/1    |                |
| Update  | Car.$save            | PUT /cars/1    | See Car.$isNew |
| Destroy | Car.$delete          | DELETE /cars/1 |                |

## Validations

If `$validate` is present, it can be implemented in two ways:

* It can return either `true`, or a error message as a string if the attribute is invalid.
* It can return a promise for more complex cases, and if rejected it expects an error message.

## Contribute

See [issues](https://github.com/aol/dougal/issues) if you have found a bug, or want to help improving Dougal.

Locally, you can run:

```
$ gulp
```

Which will run tests, linting, provide coverage report, and produce the concatenated `dougal.js` file.

repository: slamkajs/dougal

repo_name: slamkajs/dougal


text:
# IIngredient

An IIngredient is an ingredient for recipes.
This could be [an item](/Vanilla/Items/IItemStack/), [an ore dictionary entry](/Vanilla/OreDict/IOreDictEntry/), [a liquid](/Vanilla/Liquids/ILiquidStack/) and much more.

## 패키지 임포트하기

It might be required for you to import the package if you encounter any issues (like casting an [Array](/AdvancedFunctions/Arrays_and_Loops/)), so better be safe than sorry and add the import.
`import crafttweaker.item.IIngredient;`

## Importing the IIngredient package

Usually, you won't need this, but in some cases recipes won't work until you [import](/AdvancedFunctions/Import/) the IIngredient package.
You can do this using the following import:

```zenscript
import crafttweaker.item.IIngredient;
```

## Functions

So, what can we do with this?

### Command String

The command string is how you would call this item in ZS.
This can be a bracket handler or something similar.

```zenscript
val item = <minecraft:iron_ingot>;

//prints "<minecraft:iron_ingot>"
print(item.commandString);
```

### Mark

You can mark an IIngredient so you can later use it in [crafting functions](/Vanilla/Recipes/Crafting/Recipe_Functions/). You can also retrieve the mark applied earlier.

```zenscript
//Marks the pick with the String Picky
//item.marked(name) <-- Name is a string!
val markedPick = <minecraft:diamond_pickaxe>.marked("Picky");

//prints "Picky"
print(markedPick.mark);
```

### Amount

If you want to use more than one of a given item, you can set an amount to an IIngredient.
This is as easy as multiplying the IIngredient with an Integer.
Retrieveing the amount is also possible.

```zenscript
val multipleApples = <minecraft:apple> * 3;

//prints 3
print(multipleApples.amount);
```

### OR-ing an IIngredient

Sometimes you want either IIngredient X or Y, but don't want to create a recipe for each possibility? That's why there's the OR Method for IIngredients:

```zenscript
val item1 = <minecraft:apple>;
val item2 = <minecraft:carrot>;

val either = item1 | item2;
val either2 = item1.or(item2);
```

### Get Possible Items or Liquids

Sometimes an IIngredient represents more than one item, for example if you are using an [OreDictEntry](/Vanilla/OreDict/IOreDictEntry/) or if you OR-ed two Ingredients.
You can get all possible items for this IIngredient as a List<[IItemStack](/Vanilla/Items/IItemStack/)> List using the first function.
The second function does the same as the first function but returns a [IItemStack](/Vanilla/Items/IItemStack/)[] instead of a list. Same goes for liquids in the third function, only they return an [ILiquidStack](/Vanilla/Liquids/ILiquidStack/) List.

```zenscript
//Returns an IItemStack List
//possible items: All iron ingots and the gold ingot from MC
val itemsIngredient = <ore:ingotIron> | <minecraft:gold_ingot>;

//Returns an ILiquidStack List|
//possible liquids: Lava and Water
val liquidsIngredient = <liquid:lava> | <liquid:water>;

for item in itemsIngredient.items{
    //Prints each possible item's Display name
    print(item.displayName);
}

for item in itemsIngredient.itemArray{
    //Prints each possible item's Display name
    print(item.displayName);
}

for liquid in liquidsIngredient.liquids{
    //Prints each possible liquid's Display name
    print(liquid.displayName);
}

for liquid in <minecraft:water_bucket>.liquids {
    //Prints the contained liquid, i.e. water.
    //May not work for every item, though.
    print(liquid.displayName);
}
```

### Transform an IIngredient upon crafting

Sometimes you want an item not to be consumed upon crafting but instead receive damaged or give back a completely different item.
This is what item Transformers are there for.

```zenscript
<br />val item = <minecraft:apple>;

//Item won't be consumed and will stay in the grid
transformedItem = item.reuse();

//Item won't be consumed and the whole stack will be given back to you (does /give).
transformedItem = item.giveBack();

//item will be consumed but will give the specified stack to you (the crafting slot will be cleared!).
transformedItem = item.giveBack(<minecraft:potato>);

//item will be replaced with the specified item, which will instead go to the crafting slot
transformedItem = item.transformReplace(<minecraft:potato>);

//damages the item by 1
transformedItem = item.transformDamage();

//damages the item by the given value
transformedItem = item.transformDamage(3);

//item will be consumed, no matter what.
transformedItem = item.noReturn();

//Causes multiple items to be consumed.
transformedItem = item.transformConsume(3);
```

### Ingredient Conditions

Sometimes you want your ingredient to have a specific tag or to only work if (not) damaged. These Conditions can be added to your Ingredients using the following:

```zenscript
val item = <minecraft:apple>;

//Item will only be accepted with at least 1 point damage
var conditionedItem = item.onlyDamaged();

//Item will only be accepted with at least the specified damage points
conditionedItem = item.onlyDamageAtLeast(10);

//Item will only be accepted with at most the specified damage points
conditionedItem = item.onlyDamageAtMost(100);

//Item will only be accepted with damage points greater or equal as the first and lesser or equal as the 2nd Integer.
conditionedItem = item.onlyDamageBetween(10,100);

//Item will only be accepted with the specified Tag. The item may have more/other tags than specified, those are ignored when checked.
//If you want JEI to show the tag in the recipe screen, you'll need to add a tag using "withTag(tag)"
conditionedItem = item.onlyWithTag({display: {Name: "Tomato"}});

//Item will only be accepted with the specified Tag. The item may have more/other tags than specified, those are ignored when checked.
//Note: This may not work with all ingredients, but it will work for Items. Pro side to using this is that JEI will show the tags in the recipe!
conditionedItem = item.withTag({display: {Name: "Tomato"}});

//Item will only be accepted if in a Stack of at least the specified amount. Mostly used in combination with the consume transformer.
//Note that if you only add this, it will still consume only one item per craft.
conditionedItem = item.onlyStack(32);
```

### 블록 매칭하기

If you want to check if an IItemStack matches your IIngredient you can use the match method. This will return a boolean. If the IIngredient represents a liquid, it will check if the item is a valid container for this liquid.

```zenscript
print(<ore:ingotIron>.matches(<minecraft:iron_ingot>));
print(<ore:ingotIron>.matchesExact(<minecraft:iron_ingot>));
```

You can also match two IIngredient Objects, in which case you'd need to use the ```in``` operator:

```zenscript
val ingots = <minecraft:iron_ingot> | <minecraft:gold_ingot>;
val oreIngot = <ore:ingotIron>;
val ingotGold = <minecraft:gold_ingot>;

//true as the ingots Ingredient has <minecraft:gold_ingot>
ingots has ingotGold;

//false as <minecraft:iron_ingot> cannot be found in <ore:ingotGold>
oreIngot has ingots;
```


text:
# ecb-rss-django
Simple currency exchange rate API scraping data from ECB RSS feeds. Using celery to create daily task pulling new rates just after they are published - at 15:10 CET. Technology used: Pytho, Django, DRF, Celery with Redis as a broker, PostreSQL and BeutifulSoup.

## Getting started
### Prerequisities
In order to run this container you'll need docker installed.

* [Windows](https://docs.docker.com/windows/started)
* [OS X](https://docs.docker.com/mac/started/)
* [Linux](https://docs.docker.com/linux/started/)

### Usage
```
docker-compose build
docker-compose up
```

If you want to run the app again please use `docker-compose down` before you rebuild the container to remove duplicated data.
### After successfull build application will be runnig [here](http://localhost:8000/all)
# Supported API Endpoints

## /all

### GET

List of all currency exchange rates collected by the app. Possible filtering by currency symbol
Examples:
`/all?currency=usd` for all USD exchange rates

## /today

### GET

List of latest currency exchange rates.

# Ideas for next iterations:
* Refactor and think more about DB model - analyze use cases and most common scenarios
* Create unit tests
* CI/CD
* Handle possible exceptions in views
* Add more sorting and filtering options
* Create better way to read archive data on start
* Prevent from adding duplicates
* Fix bug with no data in /today when latest update was more than 2 days earlier
* Celery retry policy, make sure data is read even if app was down when task was executed

gha_language: Python


text:
---
layout: post
name: posixmq
title: POSIX Message Queues library for PicoLisp
---

You can [get it on GitHub](https://github.com/aw/picolisp-posixmq).

_[POSIX Message Queues](https://man7.org/linux/man-pages/man7/mq_overview.7.html)_ provide a dependency-free mechanism for processes to exchange data in the form of messages.

This library makes it simple to embed support for _POSIX Message Queues_ in [PicoLisp](https://picolisp.com) applications running on Linux.

  1. [Requirements](#requirements)
  2. [Getting Started](#getting-started)
  3. [Quick Start](#quick-start)
  4. [Documentation](#documentation)

# Requirements

  * PicoLisp **64-bit** `v17.12` to `v20.7.16`, or `pil21`
  * Linux with kernel `v3.5+`
  * Kernel *POSIX Message Queues* support
  * POSIX Realtime Extensions library (**librt.so**)

# Getting Started

The first step is to run the unit tests: `make check`

If those fail, jump to the [TUTORIALS](https://github.com/aw/picolisp-posixmq/blob/master/docs/TUTORIALS.md) section to perform the initial setup and and system check.

If all works well, then your system is ready to use this library.

# Quick Start

The code below illustrates how to use the queue for sending and receiving a message.

#### Example Code

```picolisp
(load "mqueue.l")                               # load the library
(let Fd (pmq-open "/myQ" (list O_RDWR O_CREAT)) # create a read/write queue named "/myQ"
  (pmq-send Fd "Hello World")                   # send the message "Hello World"
  (pmq-receive Fd)                              # receive the message
  (pmq-close Fd)                                # close the queue
  (pmq-unlink "/myQ") )                         # remove the queue
```

#### Example Output

**Note:** Verbose output is enabled by default and can be disabled with `(off *PMQ_verbose)`.

```none
[2020-09-17T03:37:15] Opened queue: Name='/myqueue', FD=3
[2020-09-17T03:37:15] Send: String='Hello World', Priority=0, FD=3
[2020-09-17T03:37:15] Get attributes: Flags=0, Maxmsg=10, Msgsize=8192, Curmsgs=1, FD=3
[2020-09-17T03:37:15] Receive: String='Hello World' (12 Bytes), FD=3
[2020-09-17T03:37:15] Closed queue: FD=3
[2020-09-17T03:37:15] Unlinked queue: Name='/myqueue'
-> 0
```

# Documentation

Additional usage and reference documentation can be found in [docs/](https://github.com/aw/picolisp-posixmq/blob/master/docs/)

  * [TUTORIALS](https://github.com/aw/picolisp-posixmq/blob/master/docs/TUTORIALS.md): some guides **for beginners** to get started using this library
  * [HOWTO](https://github.com/aw/picolisp-posixmq/blob/master/docs/HOWTO.md): a set of recipes for performing more advanced tasks with this library
  * [EXPLAIN](https://github.com/aw/picolisp-posixmq/blob/master/docs/EXPLAIN.md): an explanation of some key concepts, including how this library works
  * [REFERENCE](https://github.com/aw/picolisp-posixmq/blob/master/docs/REFERENCE.md): technical information on the internals of this library

repository: aw/picolisp

repo_name: aw/picolisp


text:
# ramlegacy 0.1.0

* Initial Release

# ramlegacy 0.2.0

* Removed the loading behavior of `library(ramlegacy)` leaving the loading solely to `load_ramlegacy`
* Instead of assigning all the tables to global environment `load_ramlegacy` now just returns a list of tables that can be specified through `tables` argument.
* Modified `download_ramlegacy` and `load_ramlegacy` so that that while the default is still to download and read in the dataframes from the rappdirs directory the functions now also support downloading to a location chosen by the user and reading from that location.

## For more fine-grained list of changes or to report a bug, consult

* [The issues log](https://github.com/ropensci/ramlegacy/issues)
* [The commit log](https://github.com/ropensci/ramlegacy/commits/master)

## Versioning Guidelines

Releases will be numbered with the following semantic versioning format:

`<major>.<minor>.<patch>`

And constructed with the following guidelines:

* Breaking backward compatibility bumps the major (and resets the minor
  and patch)
* New additions without breaking backward compatibility bumps the minor
  (and resets the patch)
* Bug fixes and misc changes bumps the patch
* Following the RStudio convention, a .99 is appended after the patch
  number to indicate the development version on Github.  Any version
  Coming from Github will now use the .99 extension, which will never
  appear in a version number for the package on CRAN.

repository: ropensci/ramlegacy

repo_name: ropensci/ramlegacy


text:
# Create Element
Custom Element Creation for Alchemistry

# Package
`mods.alchemistry.Util.createElement`
## Loader
This needs to be loaded with `#loader alchemistry`

## Methods
- **int atomicNumber** ID for new Element
- **String Name** New Elements Name
- **String Abbrebiation** New Elements Abbrebiation
- **int red** Element red shade, RGB
- **int green** Element green shade, RGB
- **int blue** Element blue shade, RGB

## Creation
```zenscript
mods.alchemistry.Util.createElement(int atomicNumber, String name, String abbreviation, int red, int green, int blue);

mods.alchemistry.Util.createElement(150,"vibranium","Vrb", 70, 90, 250);
mods.alchemistry.Util.createElement(151,"unobtanium","Uno",30,54,69);
```

## Notes

- Please use lowercase names
- Pre-existing atomic numbers cannot be overwritten
- The '#loader alchemistry' line is required at the top of the file. This file can only be used to create elements and compounds, other recipes must be put in other files.
- NOTE: As of v1.0.2, The mod Resource Loader must be used to include the image and model json for custom elements. If you would like to auto-generate these resources I have created a command-line JAR program [here](https://github.com/al132mc/alchemistry-resource-creator/releases) to do so.


text:
# Project outline & management plan

### What are the planned steps of the project, including a rough timeline?

Step 1: preparation (roughly 4-5 weeks?)
* literature search
* getting to know the tools that I can use
* make a plan about the preprocessing and the analysis
* creating the github repository
* pre registration

Step 2: preprocessing (roughly 3 weeks?)
* filtering
  * which filters?
* ICA
  * how many components?
  * what will I exclude?

Step 3: analysis (roughly 3 weeks?)
* averaging
* grand average
* difference waves
  * what exactly will I compare?

Step 4: Poster, Jupyter notebook etc.
* making the poster
* completing the jupyter notebook

![timeline](https://user-images.githubusercontent.com/73951037/129143999-c061cf28-6a04-42d8-a643-902f8d1bf513.png)

### What software will be utilized for the different project steps?

* mainly python
* I am using VSCode for writing the scripts

### What computing environment will be utilized for the different project steps?

* Windows 10

### How will the steps be documented and version controlled?

* steps are documented in the github repository
* as I am working alone there will not be different versions of python etc.


text:
rle-stencils
============
Code to generate stencils for the [rle level set processing libraries](https://github.com/mikolalysenko/rle-all).

Basic Usage
===========

To install the library, just do:

    npm install rle-stencils

Then in your code you can import the stencil generators using:

    var stencils = require('rle-stencils');

Example: Moore
--------------

Here is how to create a stencil for a [Moore neighborhood](http://en.wikipedia.org/wiki/Moore_neighborhood) with radius 2:

    var moore_neighborhood = stencils.moore(2);

Example: von Neumann
--------------------

And here is the same idea applied to a [von Neumann neighborhood](http://en.wikipedia.org/wiki/Von_Neumann_neighborhood)

    var von_eumann_neighborhood = stencils.vonNeumann(1);

Example: Sphere
---------------

    var ball_neighborhood = stencils.ball(5);

Example: L^p
------------

More generally, you can create a stencil for any [Lp ball](http://en.wikipedia.org/wiki/Lp_space), with p being some fixed power.  For example, here is how to make an L^3 ball with radius 6:

    var cubic_neighborhood = stencils.lp(3, 6);

In general, calls to `lp(p, r)` return the collection of all integer lattice points `x` satisfying the inequality:

    Math.pow(Math.abs(x[0]), p) + Math.pow(Math.abs(x[1]), p) + Math.pow(Math.abs(x[2]), p) <= Math.pow(r, p)

Acknowledgements
================
(c) 2013 Mikola Lysenko.  MIT License

repository: mikolalysenko/rle-stencils

gha_language: JavaScript

repo_name: mikolalysenko/rle-stencils


text:
# Git hooks

This directory contains githooks that can be employed locally to
automate things like copyright updates on modified files

To use the pre-commit hook here, do the following locally

```

cat << EOF 2>&1 > .git/hooks/pre-commit
#!/bin/sh

# Invoke the githook for copyright validation
exec utils/githooks/pre-commit 1>&2
EOF

chmod 700 .git/hooks/pre-commit

```

repository: minmingzhu/daos

repo_name: minmingzhu/daos


text:
# Find and Replace package
[![OS X Build Status](https://travis-ci.org/atom/exploringly-find-and-replace.svg?branch=master)](https://travis-ci.org/atom/exploringly-find-and-replace) [![Windows Build Status](https://ci.appveyor.com/api/projects/status/6w4baiiq5mw4nxky/branch/master?svg=true)](https://ci.appveyor.com/project/Atom/exploringly-find-and-replace/branch/master) [![Dependency Status](https://david-dm.org/atom/exploringly-find-and-replace.svg)](https://david-dm.org/atom/exploringly-find-and-replace)

This is a fork of atom find-and-replace 0.215.5. It modifies the normal Replace action/button and adds a Replace And Find action/button.

**NOTE: You should disable the built-in find-and-replace package.**

It makes the normal Replace action/button stay at the current cursor after a replace and not move to the next find. This allows you to see how the Replace action changes your text, which is particularly helpful for regex replaces. It also adds a Replace And Find action/button to do a replace and move to the next found item.

## Find in buffer

Using the shortcut cmd-f (Mac) or ctrl-f (Windows and Linux).
![screen shot 2013-11-26 at 12 25 22 pm](https://f.cloud.github.com/assets/69169/1625938/a859fa70-56d9-11e3-8b2a-ac37c5033159.png)

## Find in project

Using the shortcut cmd-shift-f (Mac) or ctrl-shift-f (Windows and Linux).
![screen shot 2013-11-26 at 12 26 02 pm](https://f.cloud.github.com/assets/69169/1625945/b216d7b8-56d9-11e3-8b14-6afc33467be9.png)

## Provided Service

If you need access the marker layer containing result markers for a given editor, use the<EMAIL_ADDRESS>service. The service exposes one method, `resultsMarkerLayerForTextEditor`, which takes a `TextEditor` and returns a `TextEditorMarkerLayer` that you can interact with. Keep in mind that any work you do in synchronous event handlers on this layer will impact the performance of find and replace.


text:
# Lab 1. Clustering

**Author**: Hongjie Fang (方泓杰)

**Student ID**:<PHONE_NUMBER>50

**Email**<EMAIL_ADDRESS>
## Preparation & Run

This code has been tested under macOS Big Sur 11.2.3 using Python 3.8.5. Use the following command to install the requirements.

```bash
pip3 install -r requirements.txt
```

Put the data in `data/` folder with name `data.csv`. Then execute the main program using the following scripts.

```bash
python3 src/main.py
```

The result will be stored in `data/labels.csv`.

**Note**. If you meet with problems running my program, you can send me an email, or find me through Wechat group.

## Reference

1. Lloyd, Stuart. *Least squares quantization in PCM*. Initially published as *Bell Telephone Laboratories Paper* (1958), and later published in journal *IEEE transactions on information theory* 28.2 (1982): 129-137.
2. Arthur, David, and Sergei Vassilvitskii. *k-means++: The advantages of careful seeding*. Stanford, 2006.
3. Ayoosh Kathuria. *Speed Up K-Means Clustering by 70x*. Online, 2020. Available: https://blog.paperspace.com/speed-up-kmeans-numpy-vectorization-broadcasting-profiling/


text:
# neural-dream

This is a PyTorch implementation of DeepDream. The code is based on [neural-style-pt](https://github.com/ProGamerGov/neural-style-pt).

Here we DeepDream a photograph of the Golden Gate Bridge with a variety of settings:

### Specific Channel Selection

You can select individual or specific combinations of channels.

Clockwise from upper left: 119, 1, 29, and all channels of the `inception_4d_3x3_reduce` layer

Clockwise from upper left: 25, 108, 25 & 108, and 25 & 119 from the `inception_4d_3x3_reduce` layer

### Channel Selection Based On Activation Strength

You can select channels automatically based on their activation strength.

Clockwise from upper left: The top 10 weakest channels, the 10 most average channels,
the top 10 strongest channels, and all channels of the `inception_4e_3x3_reduce` layer

## Setup:

Dependencies:
* [PyTorch](http://pytorch.org/)

Optional dependencies:
* For CUDA backend:
  * CUDA 7.5 or above
* For cuDNN backend:
  * cuDNN v6 or above
* For ROCm backend:
  * ROCm 2.1 or above
* For MKL backend:
  * MKL 2019 or above
* For OpenMP backend:
  * OpenMP 5.0 or above

After installing the dependencies, you'll need to run the following script to download the BVLC GoogleNet model:
```
python models/download_models.py
```
This will download the original [BVLC GoogleNet model](https://github.com/BVLC/caffe/tree/master/models/bvlc_googlenet).

If you have a smaller memory GPU then using the NIN Imagenet model could be an alternative to the BVLC GoogleNet model, though it's DeepDream quality is nowhere near that of the other models. You can get the details on the model from [BVLC Caffe ModelZoo](https://github.com/BVLC/caffe/wiki/Model-Zoo). The NIN model is downloaded when you run the `download_models.py` script with default parameters.

To download most of the compatible models, run the `download_models.py` script with following parameters:

```
python models/download_models.py -models all
```

You can find detailed installation instructions for Ubuntu and Windows in the [installation guide](INSTALL.md).

## Usage
Basic usage:
```
python neural_dream.py -content_image <image.jpg>
```

cuDNN usage with NIN Model:
```
python neural_dream.py -content_image examples/inputs/brad_pitt.jpg -output_image pitt_nin_cudnn.png -model_file models/nin_imagenet.pth -gpu 0 -backend cudnn -num_iterations 10 -seed 876 -dream_layers relu0,relu3,relu7,relu12 -dream_weight 10 -image_size 512 -optimizer adam -learning_rate 0.1
```

![cuDNN NIN Model Picasso Brad Pitt](https://raw.githubusercontent.com/ProGamerGov/neural-dream/master/examples/outputs/pitt_nin_cudnn.png)

Note that paths to images should not contain the `~` character to represent your home directory; you should instead use a relative
path or a full absolute path.

**Options**:
* `-image_size`: Maximum side length (in pixels) of the generated image. Default is 512.
* `-gpu`: Zero-indexed ID of the GPU to use; for CPU mode set `-gpu` to `c`.

**Optimization options**:
* `-dream_weight`: How much to weight DeepDream. Default is `1e3`.
* `-tv_weight`: Weight of total-variation (TV) regularization; this helps to smooth the image.
  Default is set to `0` to disable total-variation (TV) regularization.
* `-l2_weight`: Weight of latent state regularization.
  Default is set to `0` to disable latent state regularization.
* `-num_iterations`: Default is `10`.
* `-init`: Method for generating the generated image; one of `random` or `image`.
  Default is `image` which initializes with the content image; `random` uses random noise to initialize the input image.
* `-jitter`: Apply jitter to image. Default is `32`. Set to `0` to disable jitter.
* `-layer_sigma`: Apply gaussian blur to image. Default is set to `0` to disable the gaussian blur layer.
* `-optimizer`: The optimization algorithm to use; either `lbfgs` or `adam`; default is `adam`.
  Adam tends to perform the best for DeepDream. L-BFGS tends to give worse results and it uses more memory; when using L-BFGS you will probably need to play with other parameters to get good results, especially the learning rate.
* `-learning_rate`: Learning rate to use with the ADAM and L-BFGS optimizers. Default is `1.5`. On other DeepDream projects this parameter is commonly called 'step size'.
* `-normalize_weights`: If this flag is present, dream weights will be divided by the number of channels for each layer. Idea from [PytorchNeuralStyleTransfer](https://github.com/leongatys/PytorchNeuralStyleTransfer).
* `-loss_mode`: The DeepDream loss mode; `bce`, `mse`, `mean`, `norm`, or `l2`; default is `l2`.

**Output options**:
* `-output_image`: Name of the output image. Default is `out.png`.
* `-output_start_num`: The number to start output image names at. Default is set to `1`.
* `-leading_zeros`: The number of leading zeros to use for output image names. Default is set to `0` to disable leading zeros.
* `-print_iter`: Print progress every `print_iter` iterations. Set to `0` to disable printing.
* `-print_octave_iter`: Print octave progress every `print_octave_iter` iterations. Default is set to `0` to disable printing. If tiling is enabled, then octave progress will be printed every `print_octave_iter` octaves.
* `-save_iter`: Save the image every `save_iter` iterations. Set to `0` to disable saving intermediate results.
* `-save_octave_iter`: Save the image every `save_octave_iter` iterations. Default is set to `0` to disable saving intermediate results. If tiling is enabled, then octaves will be saved every `save_octave_iter` octaves.

**Layer options**:
* `-dream_layers`: Comma-separated list of layer names to use for DeepDream reconstruction.

**Channel options:**
* `-channels`: Comma-separated list of channels to use for DeepDream. If `-channel_mode` is set to a value other than `all` or `ignore`, only the first value in the list will be used.
* `-channel_mode`: The DeepDream channel selection mode; `all`, `strong`, `avg`, `weak`, or `ignore`; default is `all`. The `strong` option will select the strongest channels, while `weak` will do the same with the weakest channels. The `avg` option will select the most average channels instead of the strongest or weakest. The number of channels selected by `strong`, `avg`, or `weak` is based on the first value for the `-channels` parameter. The `ignore` option will omit any specified channels.
* `-channel_capture`: How often to select channels based on activation strength; either `once` or `octave_iter`; default is `once`. The `once` option will select channels once at the start, while the `octave_iter` will select potentially new channels every octave iteration. This parameter only comes into play if `-channel_mode` is not set to `all` or `ignore`.

**Octave options:**
* `-num_octaves`: Number of octaves per iteration. Default is `4`.
* `-octave_scale`: Value for resizing the image by. Default is `0.6`.
* `-octave_iter`: Number of iterations per octave. Default is `50`. On other DeepDream projects this parameter is commonly called 'steps'.
* `-octave_mode`: The octave size calculation mode; `normal`, `advanced`, `manual_max`, `manual_min`, or `manual`. Default is `normal`. If set to `manual_max` or `manual_min`, then `-octave_scale` takes a comma separated list of image sizes for the largest or smallest image dimension for `num_octaves` minus 1 octaves. If set `manual` then `-octave_scale` takes a comma separated list of image size pairs for  `num_octaves` minus 1 octaves, in the form of `<Height>,<Width>`.

**Laplacian Pyramid options:**
* `-lap_scale`: The number of layers in a layer's laplacian pyramid. Default is set to `0` to disable laplacian pyramids.
* `-sigma`: The strength of gaussian blur to use in laplacian pyramids. Default is `1`. By default, unless a second sigma value is provided with a comma to separate it from the first, the high gaussian layers will use sigma `sigma` * `lap_scale`.

**Zoom options:**
* `-zoom`: The amount to zoom in on the image.
* `-zoom_mode`: Whether to read the zoom value as a percentage or pixel value; one of `percentage` or `pixel`. Default is `percentage`.

**FFT options:**
* `-use_fft`: Whether to enable Fast Fourier transform (FFT) decorrelation.
* `-fft_block`: The size of your FFT frequency filtering block. Default is `25`.

**Tiling options:**
* `-tile_size`: The desired tile size to use. Default is set to `0` to disable tiling.
* `-overlap_percent`: The percentage of overlap to use for the tiles. Default is `50`.
* `-print_tile`: Print the current tile being processed every `print_tile` tiles without any other information. Default is set to `0` to disable printing.
* `-print_tile_iter`: Print tile progress every `print_tile_iter` iterations. Default is set to `0` to disable printing.
* `-image_capture_size`: The image size to use for the initial full image capture and optional `-classify` parameter. Default is set to `512`. Set to `0` disable it and `image_size` is used instead.

**GIF options:**
* `-create_gif`: Whether to create a GIF from the output images after all iterations have been completed.
* `-frame_duration`: The duration for each GIF frame in milliseconds. Default is `100`.

**Help options:**
* `-print_layers`: Pass this flag to print the names of all usable layers for the selected model.
* `-print_channels`: Pass this flag to print all the selected channels.

**Other options**:
* `-original_colors`: If you set this to `1`, then the output image will keep the colors of the content image.
* `-model_file`: Path to the `.pth` file for the VGG Caffe model. Default is the original VGG-19 model; you can also try the original VGG-16 model.
* `-model_type`: Whether the model was trained using Caffe, PyTorch, or Keras preprocessing; `caffe`, `pytorch`, `keras`, or `auto`; default is `auto`.
* `-model_mean`: A comma separated list of 3 numbers for the model's mean; default is `auto`.
* `-pooling`: The type of pooling layers to use for VGG and NIN models; one of `max` or `avg`. Default is `max`. VGG models seem to create better results with average pooling.
* `-seed`: An integer value that you can specify for repeatable results. By default this value is random for each run.
* `-multidevice_strategy`: A comma-separated list of layer indices at which to split the network when using multiple devices. See [Multi-GPU scaling](https://github.com/ProGamerGov/neural-dream#multi-gpu-scaling) for more details. Currently this feature only works for VGG and NIN models.
* `-backend`: `nn`, `cudnn`, `openmp`, or `mkl`. Default is `nn`. `mkl` requires Intel's MKL backend.
* `-cudnn_autotune`: When using the cuDNN backend, pass this flag to use the built-in cuDNN autotuner to select
  the best convolution algorithms for your architecture. This will make the first iteration a bit slower and can
  take a bit more memory, but may significantly speed up the cuDNN backend.
* `-clamp`: If this flag is enabled, every iteration will clamp the output image so that it is within the model's input range.
* `-adjust_contrast`: A value between `0` and `100.0` for altering the image's contrast (ex: `99.98`). Default is set to 0 to disable contrast adjustments.
* `-label_file`:  Path to the `.txt` category list file for classification and channel selection.
* `-random_transforms`: Whether to use random transforms on the image; either `none`, `rotate`, `flip`, or `all`; default is `none`.
* `-classify`: Display what the model thinks an image contains. Integer for the number of choices ranked by how likely each is.

## Frequently Asked Questions

**Problem:** The program runs out of memory and dies

**Solution:** Try reducing the image size: `-image_size 512` (or lower). Note that different image sizes will likely
require non-default values for `-octave_scale` and `-num_octaves` for optimal results.
If you are running on a GPU, you can also try running with `-backend cudnn` to reduce memory usage.

**Problem:** `-backend cudnn` is slower than default NN backend

**Solution:** Add the flag `-cudnn_autotune`; this will use the built-in cuDNN autotuner to select the best convolution algorithms.

**Problem:** Get the following error message:

`Missing key(s) in state_dict: "classifier.0.bias", "classifier.0.weight", "classifier.3.bias", "classifier.3.weight".
        Unexpected key(s) in state_dict: "classifier.1.weight", "classifier.1.bias", "classifier.4.weight", "classifier.4.bias".`

**Solution:** Due to a mix up with layer locations, older models require a fix to be compatible with newer versions of PyTorch. The included [`donwload_models.py`](https://github.com/ProGamerGov/neural-dream/blob/master/models/download_models.py) script will automatically perform these fixes after downloading the models.

**Problem:** Get the following error message:

`Given input size: (...). Calculated output size: (...). Output size is too small`

**Solution:** Use a larger `-image_size` value and/or adjust the octave parameters so that the smallest octave size is larger.

## Memory Usage
By default, `neural-dream` uses the `nn` backend for convolutions and Adam for optimization. These give good results, but can both use a lot of memory. You can reduce memory usage with the following:

* **Use cuDNN**: Add the flag `-backend cudnn` to use the cuDNN backend. This will only work in GPU mode.
* **Reduce image size**: You can reduce the size of the generated image to lower memory usage;
  pass the flag `-image_size 256` to generate an image at half the default size.

With the default settings, neural-dream uses about 1.3 GB of GPU memory on my system; switching to cuDNN reduces the GPU memory footprint to about 1 GB.

## Multi-GPU scaling
You can use multiple CPU and GPU devices to process images at higher resolutions; different layers of the network will be
computed on different devices. You can control which GPU and CPU devices are used with the `-gpu` flag, and you can control
how to split layers across devices using the `-multidevice_strategy` flag.

For example in a server with four GPUs, you can give the flag `-gpu 0,1,2,3` to process on GPUs 0, 1, 2, and 3 in that order; by also giving the flag `-multidevice_strategy 3,6,12` you indicate that the first two layers should be computed on GPU 0, layers 3 to 5 should be computed on GPU 1, layers 6 to 11 should be computed on GPU 2, and the remaining layers should be computed on GPU 3. You will need to tune the `-multidevice_strategy` for your setup in order to achieve maximal resolution.

We can achieve very high quality results at high resolution by combining multi-GPU processing with multiscale
generation as described in the paper
**Controlling Perceptual Factors in Neural Style Transfer** by Leon A. Gatys,
Alexander S. Ecker, Matthias Bethge, Aaron Hertzmann and Eli Shechtman.

repository: ericguizzo/neural-dream

repo_name: ericguizzo/neural-dream


text:
UnityHack
====
A set of snippets to extend Unity Editor.

Before you start
----
All of snippets from this repository only work inside Unity Editor.

You must place your code inside `Editor` directory to avoid build errors.

Bootstrap your plugin
----
It all begins with bootstrapping code. This step is pretty easy because Unity already has API for this.
```cs
[InitializeOnLoadMethod]
public static void Initialize() {
    /* ... Your code goes here ... */
}
```

Input
----
Because of `Input` class does not work on Unity Editor, you have to write special code to handle it.

__Handling global editor input__
```cs
System.Reflection.FieldInfo info = typeof(EditorApplication).GetField("globalEventHandler", System.Reflection.BindingFlags.Static | System.Reflection.BindingFlags.NonPublic);
EditorApplication.CallbackFunction value = (EditorApplication.CallbackFunction)info.GetValue(null);
value += HandleUnityEvent;
info.SetValue(null, value);
```
```cs
static void HandleUnityEvent()
{
    var e = Event.current;

    if (e.type == EventType.KeyDown && e.keyCode == KeyCode.LeftControl)
    {
        /* Do your stuffs here */
    }
}
```

__Handling scene window input__

If you want to execute your code __ONLY__ inside the scene view, try this instead of `globalEventHandler`. It also seems less scary.
```cs
SceneView.duringSceneGui += HandleSceneEvent;
```
```cs
static void HandleSceneEvent() {
    var e = Event.current;

    if (e == null) return;
    if (e.type == EventType.KeyDown && e.keyCode == KeyCode.LeftControl)
    {
        /* Do your stuffs here */
    }
}
```

Property change detection
----
There's no official API to get notification when your changed the property. However, this can be done with `Undo.postprocessModifications` since every changes will be recorded to `Undo`.

```cs
Undo.postprocessModifications += OnPostProcessModifications;
```
```cs
private static UndoPropertyModification[] OnPostProcessModifications(UndoPropertyModification[] propertyModifications)
{
    foreach (var m in propertyModifications)
    {
        if (m.currentValue.target is Text textTarget) {
            if (m.currentValue.propertyPath == "m_FontData.m_FontSize") {
                /* User has changed `FontSize` from `Text` Component. */
            }
        }
    }
}
```

Rendering inside SceneView
----
`OnDrawGizmo` is a traditional way to draw something inside SceneView. However, you must have a `GameObject` to receive `OnDrawGizmo` callback from Unity.

You can also use `SceneView.duringSceneGui` to draw your stuffs without active `GameObject`.

```cs
SceneView.duringSceneGui += OnDrawSceneGUI;
```
```cs
static void OnDrawSceneGUI()
{
    /* Do your stuffs! */
}
```

__Render Texts__

There are APIs for drawing `Rect`, `Line`, `Polygon` and even `Texture`. But they don't have an API to render texts.

You can render texts by below script:
```cs
public static void DrawString(string text, Vector3 position, Color? color = null, bool showTexture = true, int offsetY = 0)
{
    Handles.BeginGUI();

    var restoreColor = GUI.color;
    var viewSize = SceneView.currentDrawingSceneView.position;
    if (color.HasValue) GUI.color = color.Value;
    var view = SceneView.currentDrawingSceneView;
    Vector3 screenPos = view.camera.WorldToScreenPoint(
        position + view.camera.transform.forward);
    if (screenPos.y < 0 || screenPos.y > Screen.height || screenPos.x < 0 || screenPos.x > Screen.width || screenPos.z < 0)
    {
        GUI.color = restoreColor;
        Handles.EndGUI();
        return;
    }
    var style = new GUIStyle(GUI.skin.label);
    style.alignment = TextAnchor.MiddleCenter;
    style.fontSize = 30;
    Vector2 size = style.CalcSize(new GUIContent(text));
    GUI.Label(new Rect(screenPos.x - size.x/2, viewSize.height - screenPos.y - offsetY - size.y/2, size.x, size.y), text, style);
    GUI.color = restoreColor;

    Handles.EndGUI();
}
```

Detecting object creation
----

__Detect GameObject creation__
```cs
EditorApplication.hierarchyChanged += OnHierarchyChanged;
```
```cs
private static GameObject lastChangedGO;

private static void OnHierarchyChanged()
{
    if (Selection.objects.Length == 0)
        return;
    var go = Selection.objects[0] as GameObject;
    if (go == null)
        return;

    if (go == lastChangedGO)
        return;

    lastChangedGO = go;

    /* Do your stuff! */
}
```

__Detect Component creation__
```cs
private static GameObject lastChangedGO;
private static int lastGOComponentCount;

private static void OnHierarchyChanged()
{
    if (Selection.objects.Length == 0)
        return;
    var go = Selection.objects[0] as GameObject;
    if (go == null)
        return;

    if (go != lastChangedGO)
        return;
    lastChangedGO = go;

    var comps = go.GetComponents<Component>();
    if (comps.Length == lastGOComponentCount)
        return;
    lastGOComponentCount = comps.Length;

    var addedComponent = comps.Last();
    /* Do your stuff! */
}
```

Drag and Drop
----

__Asset drag detection__

You can watch `BeginDrag` for your assets with below code:
```cs
EditorApplication.update += OnUpdate;
```
```cs
static void OnUpdate()
{
    if (DragAndDrop.paths.Length > 0 &&
        !(Selection.activeObject is GameObject))
    {
        // DragAndDrop.objectReferences;
    }
}
```

Object Picking
----
You can retrive gameObjects with a XY position using `HandleUtility.PickGameObject`. This is slightly better than `Physics.Raycast` since it does not require `Collider` on the GameObject.

```cs
SceneView.duringSceneGui += HandleSceneEvents;
```
```cs
static void HandleSceneEvents() {
    if (e == null) return;
    if (e.type == EventType.MouseDown) {
        var picked = HandleUtility.PickGameObject(
            Event.current.mousePosition, false);
        Debug.Log(picked);
    }
}
```

__Pick ALL objects with current mouse position__
```cs
var ignoreList = new List<GameObject>();
while (true)
{
    var picked = HandleUtility.PickGameObject(
        Event.current.mousePosition, false,
        ignoreList.ToArray());

    if (picked == null)
        break;

    Debug.Log(picked);

    ignoreList.Add(picked);
}
```


text:
# HTTP-Requests

An Android library to perform HTTP requests in a simple fashion.

### Importing the library

```groovy
compile 'es.sandwatch:http-requests:1.0.0'
```

### Using the library

##### Initialization

In you Application class' onCreate() method, include this line to initialize the library:

```java
HttpRequest.init(getApplicationContext());
```

Additionaly, you can set permanent headers and url parameters:

```java
HttpRequest.addHeader("Authorization", "header content");
HttpRequest.addUrlParameter("app_version", "1.0.0");
```

These parameters and headers will be sent with every request until you decide to remove them:

```java
HttpRequest.removeHeader("Authorization");
HttpRequest.removeUrlParameter("app_version");
```

By default, the request response is delivered in UTF-8 format, but you can change this behavior using the following method:

```java
HttpRequest.setEncoding("A valid encoding name");
```

Finally, some of the parameters you can tweak are the request timeout, the number of retries, and the retry backoff.

```java
HttpRequest.setRequestTimeout(20000);
HttpRequest.setRequestRetries(4);
HttpRequest.setRequestBackoff(2);
```

The default values are 10 seconds for the request timeout, no retries, and a backoff of 1.5 of the previous attempt's timeout.

##### Making requests

Making requests with this library is simple. Once you initialized the HttpRequest class, you can use the get(), post(), put(), or delete() methods to make a request. The first argument all the methods is an instance of the HttpRequest.RequestCallback interface. Except for the methods associated with GET, this parameter is optional, since you may not care about the server response, if you don't wish to provide a callback pass null. The second parameter of these functions is a URL, which is mandatory. The third parameter is, in the case of the methods associated with POST and PUT, the request body, passed as a JSONObject.

When calling any of the request-performing methods of the class, a request code will be issued. This request code will sere you to identify particular requests later on, when the callback is called, if you are making your particular activity, fragment, adapter, or else implement HttpRequests.RequestCallback. Here is a sample activity that performs four different requests:

```java
public class RequestActivity extends AppCompatActivity implements HttpRequest.RequestCallback{
    private int mGetRequest;
    private int mPostRequest;
    private int mPutRequest;
    private int mDeleteRequest;

    @Override
    public void onCreate(Bundle savedInstanceState){
        super.onCreate(savedInstanceState);

        //Set layout, grab UI components, etc... skipped in this example

        JSONObject postBody = new JSONObject();
        JSONObject putBody = new JSONObject();
        //Add parameters to the json objects

        //Make the requests
        mGetRequest = HttpRequest.get(this, "https://...");
        mPostRequest = HttpRequest.post(this, "https://...", postBody);
        mPutRequest = HttpRequest.put(this, "https://...", putBody);
        mDeleteRequest = HttpRequest.delete(this, "https://...");
    }

    @Override
    public void onRequestComplete(int requestCode, String result){
        if (requestCode == mGetRequest){
            ...
        }
        else if (requestCode == mPostRequest){
            ...
        }
        else if (requestCode == mPutRequest){
            ...
        }
        else if (requestCode == mDeleteRequest){
            ...
        }
    }

    @Override
    public void onRequestFailed(int requestCode, HttpRequestError error){
        if (requestCode == mGetRequest){
            ...
        }
        else if (requestCode == mPostRequest){
            ...
        }
        else if (requestCode == mPutRequest){
            ...
        }
        else if (requestCode == mDeleteRequest){
            ...
        }
    }
}
```

repository: Sandwatch/HTTP-Requests

repo_name: Sandwatch/HTTP-Requests


text:
**STypeS**

Nonrecursive Datalog Rewriter for Linear TGDs and
Conjunctive Queries

STypeS algorithm is based on the article [Optimal Nonrecursive Datalog Rewritings of Linear TGDs and Bounded (Hyper)Tree-Width Queries](http://ceur-ws.org/Vol-1879/paper64.pdf)

STypeS rewrites ontology-mediated (OMQ) queries to equivalent
nonrecursive datalog queries (NDL)

STypeS produces a polynomial-size rewritings whenever
the treewidth of the input CQs and the size of the chase
for the ontology atoms are bounded; moreover, the rewriting can be
constructed and executed in LogCFL, which is optimal in order
to be evaluated in an high parallelizable environments as Apache Flink.

In order to execute  STypeS in local environment,
it is necessary to build the application by including all the
dependencies.
From terminal command line execute the following:

```
git clone https://github.com/srapisarda/stypes.git
cd stypes
sbt 'set test in assembly := {}' clean assembly
```

The command  above  will create a jar file in "./target/scala-2.12/stypes-assembly-1.1.0.jar"

STypeS takes three inputs:
* an ontology **O**, which is a set of linear tgds of the form :
**∀X γ(X) → ∃Y γ′(X′, Y)**, where **γ** and **γ′** are conjunction of atoms.  A tgd is linear if **γ(X)** is a single atom.
* a conjunctive query (CQ) **q**  of the form **∃y φ(x, y)**, where **φ** is a conjunction of atoms **P(z)**
with predicate symbols from **Σ** and **z ⊆ x ∪ y**
* the CQ's tree decomposition **(T, λ)** in a standard GML form.
A tree decomposition of a CQ **q** with variables **var(q)** is a pair **(T, λ)** of an (undirected) tree **T = (V, E)** and **λ: V → 2^[var(q)]** such that
  * for any atom **P(z) ∈ q**, there exists **v ∈ V** with **z ⊆ λ(v)**;
  * for any variable **z** in **q**, the set of vertices **{v ∈ V | z ∈ λ(v)}** is connected in **T**.

In order to execute the NDL-rewriting algorithm we need to use and execute
the jar created above:  ***java -cp stypes-assembly-1.1.0.jar (CQ) (GML) (O)***

example:
```
cd ./target/scala-2.12/
java -cp  stypes-assembly-1.1.1.jar uk.ac.bbk.dcs.stypes.App \
         ../../src/test/resources/q09.cq \
         ../../src/test/resources/q09.gml \
         ../../src/test/resources/lines.dlp

```

The conjunctive query [**q09.cq**](https://github.com/srapisarda/stypes/blob/master/src/test/resources/q09.cq)  which  has the form:
```
q(?x0, ?x9) <-  r(?x0, ?x1), r(?x1, ?x2), s(?x2, ?x3), r(?x3, ?x4),
                s(?x4, ?x5), r(?x5, ?x6), s(?x6, ?x7), r(?x7, ?x8),
                r(?x8, ?x9).
```

A possible **q09.cq**'s tree decomposition **(T, λ)**  is described in the file [**q09.gml**](https://github.com/srapisarda/stypes/blob/master/src/test/resources/q09.gml)

The ontology  [**lines.dlp**](https://github.com/srapisarda/stypes/blob/master/src/test/resources/lines.dlp)  contains is a set of 2 TGD's:
```
s(X,Y),r(Y,X) :- a(X).
r(X,Y),s(Y,X) :- b(X).
```

***Use STypeS as dependency in your project***

It is possible to include STypeS in your project as dependency.
Below are listed the most common software project management tools.

Scala SBT
for scala ver. 2.12.x
```
libraryDependencies += "com.github.srapisarda" % "stypes_2.12" % "1.1.0"
```
for scala ver. 2.11.x
```sbtshell
libraryDependencies += "com.github.srapisarda" % "stypes_2.11" % "1.1.0"
```

Maven
```xml
<dependency>
  <groupId>com.github.srapisarda</groupId>
  <artifactId>stypes_2.12</artifactId>
  <version>1.1.0</version>
</dependency>
```

Gradle Groovy DSL

```
compile 'com.github.srapisarda:stypes_2.12:1.1.0'
```

Gradle Kotlin DSL

```
compile(group = "com.github.srapisarda", name = "stypes_2.12", version = "1.1.0")
```

Apache Ivy
```
<dependency org="com.github.srapisarda" name="stypes_2.12" rev="1.1.0" />
```

Groovy Grape
```
@Grapes(
  @Grab(group='com.github.srapisarda', module='stypes_2.12', version='1.1.0')
)
```

Leiningen
```
[com.github.srapisarda/stypes_2.12 "1.1.0"]
```

Apache Buildr

```
'com.github.srapisarda:stypes_2.12:jar:1.1.0'
```

repository: srapisarda/stypes

gha_language: Scala

repo_name: srapisarda/stypes


text:
# Overview

This experiment aims to detect the emergence of a highly-connected community which develops on top of an underlying Erdős–Rényi graph.

# Files

- `emerging_faction.py`- Run this to save a .csv of the CUSUM statistic value for each tested value of the correction paramter c. Parameters such as number of nodes, pre- and post-change connection probabilities,
signal-generating filter, and window size can be varied.
- `edd_vs_arl.py` - Run this to save the average run length under pre-change and post-change conditions for various threshold values and values of c. Corresponds to Fig. 2C ("param" case)
- `edd_vs_arl_no_param.py` - Run this to save the average run length under pre-change and post-change conditions for various threshold values and values of c. Corresponds to Fig. 2C ("blind" case)
- `convert_to_csv.py` - utility function to save ARL as .csv (convert from .npy)

path: /Emerging Community/README.md


text:
Directories that are used by Chef products on Windows cannot have
spaces. For example, `C:\Users\User Name` will not work, but
`C:\Users\UserName` will. Chef commands may fail if used against a
directory with a space in its name.


text:
# micropython-tmp1075
A MicroPython driver for the [TI TMP1075 temperature sensor](http://www.ti.com/product/TMP1075)

Currently only supports querying of the temperature.

## Usage

```python
    i2c = I2C(sda=Pin(33), scl=Pin(32), freq=133000)
    tmp1075 = Tmp1075(i2c)
    tmp1075.get_temperature()
```

## Unit tests

Expects the MicroPython [unittest](https://github.com/micropython/micropython-lib/tree/master/unittest) module to be installed.

```python
    import unittest
    unittest.main('test_tmp1075')
```


text:
---
title: AngularJS's declarative markup
date: 2013-04-11
tags:
  - development
  - frontend
---

Every time a discussion of AngularJS pops up, [someone](http://www.reddit.com/r/programming/comments/y6vw0/angularjs_an_awesome_javascript_library/c5sygyn) [inevitably](https://news.ycombinator.com/item?id=5526058) [brings](https://news.ycombinator.com/item?id=4375821) [up](https://news.ycombinator.com/item?id=5169170) the fact that Angular wants you to add custom ng-\* attributes to your markup. They say that we worked so hard to get away from stuff like:

```html
<a onclick="whatever()" href="#">Click me</a>
```

...by replacing it with jQuery callbacks declared in a separate JS file, and now Angular is trying to bring back the old busted style by using stuff like:

```html
<a ng-click="whatever()" href="#">Click me</a>
```

Here's why I think this is not a big deal.

### You can make it conform to the HTML5 spec

One of the most common problems people have with this is that ng-_ is not a valid HTML attribute. The quick and easy answer to that is that Angular also accepts data-ng-_ which **is** HTML5 conformant. It's just not as widely used.

### HTML is already behavior-oriented.

The argument that JS behavior for user actions should be separated from markup doesn't make much logical sense to me, because HTML itself is built around the notion of behavior.

Each link has an href that says what happens when you click it. Each form has an action that says what happens when you submit it. Select dropdowns open when you click them. Radio buttons and checkboxes toggle when you select them. Saying that HTML and HTTP actions are kosher but JS actions are not seems arbitrary to me.

### A document vs. an application

I think we can all agree that separating content from presentation and logic is nice and recommended in a **document**.

However, Angular applications are not documents, they are applications. They are dynamic and they live and breath and they respond to user input. This is a paradigm shift and as such it should be treated with different rules and different best practices.

(Yes, all HTML pages are technically documents, but you know what I mean).

### It's not global

One reason why onclick="whatever()" is so frowned upon is that the whatever() function had to be global for it to be recognized.

With Angular's ng-click="whatever()" approach, whatever() is just a function on the $scope object for whatever controller that markup is using, which means you're not throwing everything into the global scope. This has the added benefit of making it easily testable (testability is very highly valued in the Angular community).

### It has to live somewhere

An event listener by definition **requires** at least some DOM and at least some JS so that it can tie the two together. In the world of jQuery callbacks you're adding DOM to your JS (in the form of selectors). In the world of Angular you're adding JS to your DOM. Either way you're coupling them, which brings us to...

### The alternative is no picnic

Doing it the jQuery callback way means matching behavior up to jQuery selectors, which means that your behavior depends on whichever class or ID or decided to assign to your markup. This means that a class change that might just be for CSS purposes could break your JS in non-obvious ways. This is a refactoring nightmare and will make scare you away from making any edits to your markup when making design changes.

Plus, when the behavior is defined in the markup, you can easily tell what is happening when you click this or hover that. If you see ng-click="whatever" then you know you can grep your JS for whatever() to find the function's definition.

On the other hand, if your jQuery callbacks are defined in one of 10 or 20 JS files and you have no idea which selector the JS is using to grep for it, finding the code you're looking for can be tough. It usually involves setting an event breakpoint in the browser's dev tools and stepping through the debugger until you see it, which is not my idea of a good time.

### Did I miss anything?

[Tweet me](http://twitter.com/mcrittenden) if so.


text:
rxjava-samples
==============

This repo contains a few simple samples for demonstrating the awesomeness that is **[RxJava](https://github.com/Netflix/RxJava)** using [Scala](http://scala-lang.org).

It also contains the [slides of my talk about RxJava](https://github.com/jmhofer/rxjava-samples/blob/master/Unter_Beobachtung.pdf) at Herbstcampus 2013 (in German, though).
I used the code of this repo for the live coding part of the talk.

Build
-----

This build uses **[sbt 0.13](http://scala-sbt.org)**.

License
-------

Copyright 2013 Joachim Hofer

Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except
in compliance with the License. You may obtain a copy of the License at

http://www.apache.org/licenses/LICENSE-2.0

Unless required by applicable law or agreed to in writing, software distributed under the License
is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and limitations under the License.

repository: jmhofer/rxjava-samples

repo_name: jmhofer/rxjava-samples


text:
# fail2web

fail2web is a [fail2ban](http://www.fail2ban.org) GUI that communicates with a fail2ban instance via [fail2rest](https://github.com/Sean-Der/fail2rest)

fail2ban allows you to administer the following

* **Failregex** - Delete and add new failregexes
* **Banned IPs** - Ban and Unban IP address
* **Per Jail Config** - Configure find time, max retry and usedns per jail, and view the filelist per jail
* **Alerting** - Notifications when an IP address is banned and unbanned with a user configurable time span
* **Regex Testing** - Testing ignore+fail regexes on your current logs to quickly build and debug regexes
* **Reporting** - Expose the time that an IP address was banned, and show trends via visualizations

![alt text](http://i.imgur.com/Duy0aKM.gif "fail2web Demo")
![alt text](http://i.imgur.com/vDKYnql.gif "fail2web Demo2")

## Requirements
fail2web communicates with fail2ban via a REST server called [fail2rest](https://github.com/Sean-Der/fail2rest)
before fail2web can be used you will need an operational fail2rest instance.

fail2web has been reported to work on IE8 or newer, but is not actively tested on older platforms.

## Installing
A guide to install fail2web on Ubuntu can be found [here](http://siobud.com/blog/installing-fail2web)

If you find any errors open an PR against the markdown [here](https://github.com/Sean-Der/sioBuD.com/blob/master/lisp/blog/installing-fail2web.md)

### Production
To install the production build of fail2web download the newest release. A fully built release will then be in the
`web` directory. Now you just need to serve the index.html, you can find further instructions [here](https://github.com/Sean-Der/fail2web#deploying-and-configuration)

### Development
* **Install build requirements**
    * nodejs and npm for browserify (not a runtime requirement) [Installing Node.js](https://github.com/joyent/node/wiki/Installing-Node.js-via-package-manager)
* **Install libraries**
    * execute `npm install` in the root of the fail2web repository
* **Building**
    * When writing code run `npm run watch` this will rebuild web/bundle.js on every change
    * When deploying run `npm run build` this will build once and exit

## Deploying and Configuration
fail2web is best accessed via a HTTP server, you can find example HTTP server configs [here](https://github.com/Sean-Der/fail2web/tree/master/http-configs)

Fail2web has only one configuration option available via config.json in the root of the web folder.
This config option allows you to specify the path to your fail2rest handler. Currently the config.json uses /api/
which is what all the example HTTP configs are configured to do.

## Security
It is very important that you configured fail2rest correctly, a public facing fail2rest server could be very dangerous
(someone could add inclusive regexes, remove themselves from the banned IP lists etc..)

Out of the box fail2rest has no authentication, and I have no plans of rolling my own authentication.

### HTTP Basic Auth
The HTTP configs are both set to use HTTP basic auth, this and SSL should be the absolute minimum security
requirements. In both HTTP configs you will see a placeholder with the label of `YOUR_HTPASSWD_FILE`

To generate a HTTPASSWD file you can use the `htpasswd` util distributed with Apache HTTPD
and `htpasswd -c YOUR_HTPASSWD_FILE USERNAME` will create it.

### SSH Tunnel
I also recommend only serving fail2web/fail2rest on loopback only. You would access the server via a
SSH tunnel, you can find more info [Here](http://www.revsys.com/writings/quicktips/ssh-tunnel.html)

## Getting Help
Please make a GitHub issue, this will allow others in the future to find the issue in the future.

Most of the time I will not be able to respond to emails in a timely manner, however with GitHub issues I try
my best to keep the count 0.

## License
The MIT License (MIT)

Copyright (c) 2014 Sean DuBois

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.


text:
# challenge-api-rest-node

## Documentation

## HOW TO INSTALL

``` javascript
$: git clone https://github.com/Ubiwhere/challenge-api-rest-node.git
$: npm install
$: node index.js
```

Assuming that the API will run on http://localhost:8080/api/
### Users

#### GET USERS
Request:
``` javascript
GET -> http://localhost:8080/api/users
```

Response:
``` javascript
[{
    "id": 1,
    "username": "Test",
    "email"<EMAIL_ADDRESS>}, ...]
```

#### CREATE USER
Request:
``` javascript
POST -> http://localhost:8080/api/users
```
BODY:
``` javascript

{
    "username": "Test",
    "email"<EMAIL_ADDRESS>}

```
Response:
``` javascript
{
  "message": "User<EMAIL_ADDRESS>added with success!",
  "body": {
    "username": "Test",
    "email"<EMAIL_ADDRESS>    "id": "92c5ca37-1fc3-4611-9add-49831ffd83c6"
  }
}
```

#### GET USER BY ID

Request:
``` javascript
GET -> http://localhost:8080/api/users/:ID
```
####### NOTE: ID must correspond to a user id
Response:
``` javascript
[{
    "id": 1,
    "username": "Test",
    "email"<EMAIL_ADDRESS>}]
```
#### DELETE USER

Request:
``` javascript
DELETE -> http://localhost:8080/api/users/:id
```

Response:
``` javascript
{"message": "User deleted with success"}
```

### Musics
#### GET MUSICS
Request:
``` javascript
GET -> http://localhost:8080/api/musics
```

Response:
``` javascript
[{
    "album": "slipknot",
    "artist": "slipknot",
    "track": "slipknot"
}, ...]
```

#### CREATE  MUSIC
Request:
``` javascript
POST -> http://localhost:8080/api/musics
```
BODY:
``` javascript

{
    "album": "music1",
    "artist": "music1",
    "track": "music1"
}

```
Response:
``` javascript
{
  "message": "Music added with success!",
  "body": {
    "album": "music1",
    "artist": "music1",
    "track": "music1",
    "id": "db688c1a-526b-4759-9df5-bd1e46e5c5b8"
  }
}
```

#### GET MUSIC BY ID

Request:
``` javascript
GET -> http://localhost:8080/api/musics/:ID
```
####### NOTE: ID must correspond to a music id
Response:
``` javascript
[{
    "album": "music1",
    "artist": "music1",
    "track": "music1",
    "id": 1
}]
```

#### DELETE MUSIC

Request:
``` javascript
DELETE -> http://localhost:8080/api/musics/:id
```

Response:
``` javascript
{"message": "Music deleted with success"}
```

### Favorites
#### Get user favorites

#### CREATE MUSIC BY ID

Request:
``` javascript
POST -> http://localhost:8080/api/users/:userid/musics
```

BODY:
``` javascript
{
    "musicid": "music1"
}
```

Response:
``` javascript
{"message":"Added favorite"}
```

#### GET USER FAVORITES

Request:
``` javascript
GET -> http://localhost:8080/api/users/:userid/musics
```

Response:
``` javascript
[{
    "album": "music1",
    "artist": "music1",
    "track": "music1",
    "id": 1
}, ...]
```
#### DELETE FAVORITE

Request:
``` javascript
DELETE -> http://localhost:8080/api/users/:userid/musics/:musicid
```

Response:
``` javascript
{"message": "Favorite deleted with success"}
```

repository: Ubiwhere/challenge-api-rest-node

repo_name: Ubiwhere/challenge-api-rest-node


text:
# Manual install
You have found the manual installation instructions. If you'd prefer an easier way, please consider installing locally or in the Cloud using Docker, as described in the [Readme](../README.md). If you're sure you want to install manually, here's a list of libraries you'll need. Note: because this is a short workshop, the instructors may not have time to help you debug installation issues that may arise. This approach is not supported.

For reference, here's the [Dockerfile](../Dockerfile) we used to build the container.

Here are the libraries you'll need:

* [TensorFlow](https://www.tensorflow.org). On Mac OSX and Ubuntu, we recommend using a **virtualenv** based installation, as described on the installation page.

* [Magenta](https://github.com/tensorflow/magenta/tree/master/magenta/models/image_stylization). Also download the pre-trained style transfer models (helpfully provided) on this page.

* [Fast Style Transfer](https://github.com/lengstrom/fast-style-transfer). Also download the pre-trained models.

* [Jupyter](http://jupyter.readthedocs.io/en/latest/install.html).

### Finished installing?
Great! Preview the [exercise](exercises.md) instructions.

repository: jhsiaomei/WTM

repo_name: jhsiaomei/WTM


text:
---
layout: post
title: "Max-plus Operators Applied to Filter Selection and Model Pruning in Neural Networks"
date: 2019-03-19 15:58:43
categories: arXiv_CV
tags: arXiv_CV
author: Yunxiang Zhang (CMM), Samy Blusseau (CMM), Santiago Velasco-Forero (CMM), Isabelle Bloch (LTCI), Jesus Angulo (CMM)
mathjax: true
---

* content
{:toc}

##### Abstract
Following recent advances in morphological neural networks, we propose to study in more depth how Max-plus operators can be exploited to define morphological units and how they behave when incorporated in layers of conventional neural networks. Besides showing that they can be easily implemented with modern machine learning frameworks, we confirm and extend the observation that a Max-plus layer can be used to select important filters and reduce redundancy in its previous layer, without incurring performance loss. Experimental results demonstrate that the filter selection strategy enabled by a Max-plus is highly efficient and robust, through which we successfully performed model pruning on different neural network architectures. We also point out that there is a close connection between Maxout networks and our pruned Max-plus networks by comparing their respective characteristics. The code for reproducing our experiments is available online.

##### Abstract (translated by Google)

##### URL
[http://arxiv.org/abs/1903.08072](http://arxiv.org/abs/1903.08072)

##### PDF
[http://arxiv.org/pdf/1903.08072](http://arxiv.org/pdf/1903.08072)


text:
---
layout: default
title: Glossary
nav_order: 99
---

Figma
: The design prototyping platform for which this documentation is written.
  See [Introduction]({% link index.md %}) for more information.

Frame
: A Frame is a representation of the screen you wish to design your application for.
  UI elements can only be placed inside frames, and often for every "screen" in your user interface you'll use a different Frame.
  For help with Frames, refer to [Create a Frame]({% link docs/creating-frame.md %}).

Account
: An account is what you use to authenticate with Figma,
  to ensure that the projects that you create remain yours and not someone else's.
  For help with creating an account, refer to [Create An Account]({% link docs/new-account.md %}).

Project
: A project is a root folder in which you place your Files. The project represents your entire app.

File
: A file is a canvas upon which you put your frames, and is often used to represent a single task flow.

repository: thesayedfahad/Fahad-Test-Docs

branch_name: refs/heads/gh-pages

repo_name: thesayedfahad/Fahad-Test-Docs


text:
# Chocolatey Package: Zoiper

## Description

Zoiper is a FREE IAX and SIP softphone application for voip calls over 3G or WiFi. There are NO ADVERTISEMENTS. Zoiper softphone offers a simple user interface and superb audio quality for smooth Voice over IP experience.

## Package Parameters

* `/RemoveDesktopIcons` Removes the desktop icon from Airtame.
* `/CleanStartmenu` Removes frequently used airtame shortcuts from the Startmenu.

gha_language: PowerShell


text:
# Problem 19: Remove Nth Node From End of List

#### Difficulty: Medium

#### Problem

Given a linked list, remove the nth node from the end of list and return its head.

**Note:**

Given n will always be valid.
Try to do this in one pass.

#### Example

<pre>

   Given linked list: 1->2->3->4->5, and n = 2.

   After removing the second node from the end, the linked list becomes 1->2->3->5.

</pre>

license: Unlicense


text:
# Simple website parser

This Python script parse https://coinmarketcap.com/ website, to find out information about top 25 cryptocurrencies in format:

    Type cryptocurrency`s name or "exit": Dash

    Price:      $74.64
    Market cap: $699,497,331

This script created as a 2nd grade practice task.


text:
#Positioning Reflection
###***Note: screenshots from challenge are at the end of this reflection***

##1. How can you use Chrome's DevTools inspector to help you format or position elements?

It's real simple! Just open the DevTools using the menu bar, short cut, or right-clicking on the page and choosing "Inspect Element." Once it's open, you can manually change CSS properties in the editor. Furthermore, you can mouse over specific elements on a page and DevTool's will "paint" the margins and content dimensions.

##2. How can you resize elements on the DOM using CSS?

We can change the values of the following properties:

- height
- width
- margin
- border
- padding

##3. What are the differences between Absolute, Fixed, Static, and Relative positioning? Which did you find easiest to use? Which was most difficult?

Absolute: positions an element relative to it's first parent that has a position value that is *not* static.

Fixed: positions an element relative to the browser window. i.e. a fixed element that is left: 20px; will place the element 20px from the left side of the browser.

Static: this is the default position for elements. Elements with this position value appear as they would normally in the document flow.

Relative: poitions an element relative to *its original* place in the document flow.

I found absolute to be somewhat challenging simply because it doesn't feel intuitive to me. It requires me to know which parent elements are not static.

Of couse, static is easy to use. But, after that, I think fixed is easier than relative or absolute because it has an easy to find reference point--the browser window!

##4. What are the differences between Margin, Border, and Padding?

Margin: defines the space around an element, surrounding the border, padding and content. It is not visible.

Border: defines the space between the margin and the padding. It can be visible.

Padding: defines the space between the padding and the content of the element. It will dispaly the backgroudn color of the element.

##5. What was your impression of this challenge overall? (love, hate, and why?)

I really enjoyed this challenge! Let me be clear, positioning with CSS is one of the most challenging skills I have learned so far this phase. But, I know that the only way to overcome challenges is by facing them head on. If I don't actually practice positioning with CSS, my practical understanding of positionging will never reach the level I need it to be. That is why I enjoyed this challenge. While a few exercises were particluarly elusive (3 and 4), I learned the most from them as we solved them.

##Background Colors
![Background Colors](imgs/background-color.png)

##Column
![Column](imgs/column.png)

##Row
![Row](imgs/row.png)

##Equisdistant
![Equidistant](imgs/equidistant.png)

##Squares
![Squares](imgs/squares.png)

##Footer
![Footer](imgs/footer.png)

##Header
![Header](imgs/header.png)

##Sidebar
![Sidebar](imgs/sidebar.png)

##Tic-tac-toe
![Tic-tac-toe](imgs/tictactoe.png)