171 skills found · Page 5 of 6
Dinesh9831 / Os Disk OptimizationAdvanced Disk Scheduling Simulator is an interactive computer program to graphically display and experiment with the behavior of different disk scheduling algorithms. Disk scheduling is one of the most important areas of operating system performance, particularly in operating systems that support concurrent I/O requests for disk operations.
OrysyaStus / UCSD Data Mining CertificateModern databases can contain massive volumes of data. Within this data lies important information that can only be effectively analyzed using data mining. Data mining tools and techniques can be used to predict future trends and behaviors, allowing individuals and organizations to make proactive, knowledge-driven decisions. This expanded Data Mining for Advanced Analytics certificate provides individuals with the skills necessary to design, build, verify, and test predictive data models. Newly updated with added data sets, a robust practicum course, a survey of popular data mining tools, and additional algorithms, this program equips students with the skills to make data-driven decisions in any industry. Students begin by learning foundational data analysis and machine learning techniques for model and knowledge creation. Then students take a deep-dive into the crucial step of cleaning, filtering, and preparing the data for mining and predictive or descriptive modeling. Building upon the skills learned in the previous courses, students will then learn advanced models, machine learning algorithms, methods, and applications. In the practicum course, students will use real-life data sets from various industries to complete data mining projects, planning and executing all the steps of data preparation, analysis, learning and modeling, and identifying the predictive/descriptive model that produces the best evaluation scores. Electives allow students to learn further high-demand techniques, tools, and languages.
plaited / PlaitedFramework for sovereign agent nodes, A2A modnets, generative UI, and behavioral runtime provenance.
araskari88 / Masonry Interface DesignMasonry buildings are one of the most vulnerable buildings to seismic actions, highlighting the need for thorough analysis of their responses to lateral loading. Tremuri is one of the most common softwares in the field of masonry building analysis. However, the program lacks a number of modeling/analysis/recording features that OpenSees software offers. Therefore, one could take quite an advantage of having a model of a masonry building in OpenSees. The main problem is the complexity of masonry model definition in OpenSees. On the other hand, as OpenSees software does not offer any graphical user interface (GUI), modeling complexity is an intrinsic characteristic of it. A GUI capable of importing Tremuri files and generating OpenSees masonry models was developed. The interface was developed during my research stay at EESD lab in EPFL under supervision of Prof. Katrin Beyer and working in conjunction with my colleague Francesco Vanin, as the masonry behavior is modeled using the macroelement defined in OpenSees by Francesco.
thehuy2000 / CS344 OSI Assignment 3 Small ShellIn this assignment you will write smallsh your own shell in C. smallsh will implement a subset of features of well-known shells, such as bash. Your program will Provide a prompt for running commands Handle blank lines and comments, which are lines beginning with the # character Provide expansion for the variable $$ Execute 3 commands exit, cd, and status via code built into the shell Execute other commands by creating new processes using a function from the exec family of functions Support input and output redirection Support running commands in foreground and background processes Implement custom handlers for 2 signals, SIGINT and SIGTSTP Learning Outcomes After successful completion of this assignment, you should be able to do the following Describe the Unix process API (Module 4, MLO 2) Write programs using the Unix process API (Module 4, MLO 3) Explain the concept of signals and their uses (Module 5, MLO 2) Write programs using the Unix API for signal handling (Module 5, MLO 3) Explain I/O redirection and write programs that can employ I/O redirection (Module 5, MLO 4) Program Functionality 1. The Command Prompt Use the colon : symbol as a prompt for each command line. The general syntax of a command line is: command [arg1 arg2 ...] [< input_file] [> output_file] [&] …where items in square brackets are optional. You can assume that a command is made up of words separated by spaces. The special symbols <, > and & are recognized, but they must be surrounded by spaces like other words. If the command is to be executed in the background, the last word must be &. If the & character appears anywhere else, just treat it as normal text. If standard input or output is to be redirected, the > or < words followed by a filename word must appear after all the arguments. Input redirection can appear before or after output redirection. Your shell does not need to support any quoting; so arguments with spaces inside them are not possible. We are also not implementing the pipe "|" operator. Your shell must support command lines with a maximum length of 2048 characters, and a maximum of 512 arguments. You do not need to do any error checking on the syntax of the command line. 2. Comments & Blank Lines Your shell should allow blank lines and comments. Any line that begins with the # character is a comment line and should be ignored. Mid-line comments, such as the C-style //, will not be supported. A blank line (one without any commands) should also do nothing. Your shell should just re-prompt for another command when it receives either a blank line or a comment line. 3. Expansion of Variable $$ Your program must expand any instance of "$$" in a command into the process ID of the smallsh itself. Your shell does not otherwise perform variable expansion. 4. Built-in Commands Your shell will support three built-in commands: exit, cd, and status. These three built-in commands are the only ones that your shell will handle itself - all others are simply passed on to a member of the exec() family of functions. You do not have to support input/output redirection for these built in commands These commands do not have to set any exit status. If the user tries to run one of these built-in commands in the background with the & option, ignore that option and run the command in the foreground anyway (i.e. don't display an error, just run the command in the foreground). exit The exit command exits your shell. It takes no arguments. When this command is run, your shell must kill any other processes or jobs that your shell has started before it terminates itself. cd The cd command changes the working directory of smallsh. By itself - with no arguments - it changes to the directory specified in the HOME environment variable This is typically not the location where smallsh was executed from, unless your shell executable is located in the HOME directory, in which case these are the same. This command can also take one argument: the path of a directory to change to. Your cd command should support both absolute and relative paths. status The status command prints out either the exit status or the terminating signal of the last foreground process ran by your shell. If this command is run before any foreground command is run, then it should simply return the exit status 0. The three built-in shell commands do not count as foreground processes for the purposes of this built-in command - i.e., status should ignore built-in commands. 5. Executing Other Commands Your shell will execute any commands other than the 3 built-in command by using fork(), exec() and waitpid() Whenever a non-built in command is received, the parent (i.e., smallsh) will fork off a child. The child will use a function from the exec() family of functions to run the command. Your shell should use the PATH variable to look for non-built in commands, and it should allow shell scripts to be executed If a command fails because the shell could not find the command to run, then the shell will print an error message and set the exit status to 1 A child process must terminate after running a command (whether the command is successful or it fails). 6. Input & Output Redirection You must do any input and/or output redirection using dup2(). The redirection must be done before using exec() to run the command. An input file redirected via stdin should be opened for reading only; if your shell cannot open the file for reading, it should print an error message and set the exit status to 1 (but don't exit the shell). Similarly, an output file redirected via stdout should be opened for writing only; it should be truncated if it already exists or created if it does not exist. If your shell cannot open the output file it should print an error message and set the exit status to 1 (but don't exit the shell). Both stdin and stdout for a command can be redirected at the same time (see example below). 7. Executing Commands in Foreground & Background Foreground Commands Any command without an & at the end must be run as a foreground command and the shell must wait for the completion of the command before prompting for the next command. For such commands, the parent shell does NOT return command line access and control to the user until the child terminates. Background Commands Any non built-in command with an & at the end must be run as a background command and the shell must not wait for such a command to complete. For such commands, the parent must return command line access and control to the user immediately after forking off the child. The shell will print the process id of a background process when it begins. When a background process terminates, a message showing the process id and exit status will be printed. This message must be printed just before the prompt for a new command is displayed. If the user doesn't redirect the standard input for a background command, then standard input should be redirected to /dev/null If the user doesn't redirect the standard output for a background command, then standard output should be redirected to /dev/null 8. Signals SIGINT & SIGTSTP SIGINT A CTRL-C command from the keyboard sends a SIGINT signal to the parent process and all children at the same time (this is a built-in part of Linux). Your shell, i.e., the parent process, must ignore SIGINT Any children running as background processes must ignore SIGINT A child running as a foreground process must terminate itself when it receives SIGINT The parent must not attempt to terminate the foreground child process; instead the foreground child (if any) must terminate itself on receipt of this signal. If a child foreground process is killed by a signal, the parent must immediately print out the number of the signal that killed it's foreground child process (see the example) before prompting the user for the next command. SIGTSTP A CTRL-Z command from the keyboard sends a SIGTSTP signal to your parent shell process and all children at the same time (this is a built-in part of Linux). A child, if any, running as a foreground process must ignore SIGTSTP. Any children running as background process must ignore SIGTSTP. When the parent process running the shell receives SIGTSTP The shell must display an informative message (see below) immediately if it's sitting at the prompt, or immediately after any currently running foreground process has terminated The shell then enters a state where subsequent commands can no longer be run in the background. In this state, the & operator should simply be ignored, i.e., all such commands are run as if they were foreground processes. If the user sends SIGTSTP again, then your shell will Display another informative message (see below) immediately after any currently running foreground process terminates The shell then returns back to the normal condition where the & operator is once again honored for subsequent commands, allowing them to be executed in the background. See the example below for usage and the exact syntax which you must use for these two informative messages. Sample Program Execution Here is an example run using smallsh. Note that CTRL-C has no effect towards the bottom of the example, when it's used while sitting at the command prompt: $ smallsh : ls junk smallsh smallsh.c : ls > junk : status exit value 0 : cat junk junk smallsh smallsh.c : wc < junk > junk2 : wc < junk 3 3 23 : test -f badfile : status exit value 1 : wc < badfile cannot open badfile for input : status exit value 1 : badfile badfile: no such file or directory : sleep 5 ^Cterminated by signal 2 : status & terminated by signal 2 : sleep 15 & background pid is 4923 : ps PID TTY TIME CMD 4923 pts/0 00:00:00 sleep 4564 pts/0 00:00:03 bash 4867 pts/0 00:01:32 smallsh 4927 pts/0 00:00:00 ps : : # that was a blank command line, this is a comment line : background pid 4923 is done: exit value 0 : # the background sleep finally finished : sleep 30 & background pid is 4941 : kill -15 4941 background pid 4941 is done: terminated by signal 15 : pwd /nfs/stak/users/chaudhrn/CS344/prog3 : cd : pwd /nfs/stak/users/chaudhrn : cd CS344 : pwd /nfs/stak/users/chaudhrn/CS344 : echo 4867 4867 : echo $$ 4867 : ^C^Z Entering foreground-only mode (& is now ignored) : date Mon Jan 2 11:24:33 PST 2017 : sleep 5 & : date Mon Jan 2 11:24:38 PST 2017 : ^Z Exiting foreground-only mode : date Mon Jan 2 11:24:39 PST 2017 : sleep 5 & background pid is 4963 : date Mon Jan 2 11:24:39 PST 2017 : exit $ Hints & Resources 1. The Command Prompt Be sure you flush out the output buffers each time you print, as the text that you're outputting may not reach the screen until you do in this kind of interactive program. To do this, call fflush() immediately after each and every time you output text. Consider defining a struct in which you can store all the different elements included in a command. Then as you parse a command, you can set the value of members of a variable of this struct type. 2. Comments & Blank Lines This should be simple. 3. Expansion of Variable $$ Here are examples to illustrate the required behavior. Suppose the process ID of smallsh is 179. Then The string foo$$$$ in the command is converted to foo179179 The string foo$$$ in the command is converted to foo179$ 4. Built-in Commands It is recommended that you program the built-in commands first, before tackling the commands that require fork(), exec() and waitpid(). The built-in commands don't set the value of status. This means that however you are keeping track of the status, don't change it after the execution of a built-in command. A process can use chdir() (Links to an external site.) to change its directory. To test the implementation of the cd command in smallsh, don't use getenv("PWD") because it will not give you the correct result. Instead, you can use the function getcwd() (Links to an external site.). Here is why getenv("PWD") doesn't give you the correct result: PWD is an environment variable. As discussed in Module 4, Exploration: Environment "When a parent process forks a child process, the child process inherits the environment of its parent process." When you run smallsh from a bash shell, smallsh inherits the environment of this bash shell The value of PWD in the bash shell is set to the directory in which you are when you run the command to start smallsh smallsh inherits this value of PWD. When you change the directory in smallsh, it doesn't update the value of the environment variable PWD 5. Executing Other Commands Note that if exec() is told to execute something that it cannot do, like run a program that doesn't exist, it will fail, and return the reason why. In this case, your shell should indicate to the user that a command could not be executed (which you know because exec() returned an error), and set the value retrieved by the built-in status command to 1. Make sure that the child process that has had an exec() call fail terminates itself, or else it often loops back up to the top and tries to become a parent shell. This is easy to spot: if the output of the grading script seems to be repeating itself, then you've likely got a child process that didn't terminate after a failed exec(). You can choose any function in the exec() family. However, we suggest that using either execlp() or execvp() will be simplest because of the following reasons smallsh doesn't need to pass a new environment to the program. So the additional functionality provided by the exec() functions with names ending in e is not required. One example of a command that smallsh needs to run is ls (the graders will try this command at the start of the testing). Running this command will be a lot easier using the exec() functions that search the PATH environment variable. 6. Input & Output Redirection We recommend that the needed input/output redirection should be done in the child process. Note that after using dup2() to set up the redirection, the redirection symbol and redirection destination/source are NOT passed into the exec command For example, if the command given is ls > junk, then you handle the redirection to "junk" with dup2() and then simply pass ls into exec(). 7. Executing Commands in Foreground & Background Foreground Commands For a foreground command, it is recommend to have the parent simply call waitpid() on the child, while it waits. Background Commands The shell should respect the input and output redirection operators for a command regardless of whether the command is to be run in the foreground or the background. This means that a background command should use /dev/null for input only when input redirection is not specified in the command. Similarly a background command should use /dev/null for output only when output redirection is not specified in the command. Your parent shell will need to periodically check for the background child processes to complete, so that they can be cleaned up, as the shell continues to run and process commands. Consider storing the PIDs of non-completed background processes in an array. Then every time BEFORE returning access to the command line to the user, you can check the status of these processes using waitpid(...NOHANG...). Alternatively, you may use a signal handler to immediately wait() for child processes that terminate, as opposed to periodically checking a list of started background processes The time to print out when these background processes have completed is just BEFORE command line access and control are returned to the user, every time that happens. 8. Signals SIGINT & SIGTSTP Reentrancy is important when we consider that signal handlers cause jumps in execution that cause problems with certain functions. Note that the printf() family of functions is NOT reentrant. In your signal handlers, when outputting text, you must use other output functions! What to turn in? You can only use C for coding this assignment and you must use the gcc compiler. You can use C99 or GNU99 standard or the default standard used by the gcc installation on os1. Your assignment will be graded on os1. Submit a single zip file with all your code, which can be in as many different files as you want. This zip file must be named youronid_program3.zip where youronid should be replaced by your own ONID. E.g., if chaudhrn was submitting the assignment, the file must be named chaudhrn_program3.zip. In the zip file, you must include a text file called README.txt that contains instructions on how to compile your code using gcc to create an executable file that must be named smallsh. Your zip file should not contain any extraneous files. In particular, make sure not to zip up the __MACOSX directories. When you resubmit a file in Canvas, Canvas can attach a suffix to the file, e.g., the file name may become chaudhrn_program3-1.zip. Don't worry about this name change as no points will be deducted because of this. Caution During the development of this program, take extra care to only do your work on os1, our class server, as your software will likely negatively impact whatever machine it runs on, especially before it is finished. If you cause trouble on one of the non-class, public servers, it could hurt your grade! If you are having trouble logging in to any of our EECS servers because of runaway processes, please use this page to kill off any programs running on your account that might be blocking your access: T.E.A.C.H. - The Engineering Accounts and Classes HomepageLinks to an external site. Grading Criteria This assignment is worth 20% of your grade and there are 180 points available for it. 170 points are available in the test script, while the final 10 points will be based on your style, readability, and commenting. Comment well, often, and verbosely: we want to see that you are telling us WHY you are doing things, in addition to telling us WHAT you are doing. Once the program is compiled, according to your specifications given in README.txt, your shell will be executed to run a few sample commands against (ls, status, exit, in that order). If the program does not successfully work on those commands, it will receive a zero. If it works, then the grading script will be run against it (as detailed below) for final grading. Points will be assigned according to the grading script running on our class server only. Grading Method Here is the grading script p3testscript. It is a bash script that starts the smallsh program and runs commands on smallsh's command line. Most of the commands run by the grading script are very similar to the commands shown in the section Sample Program Execution. You can open the script in a text editor. The comments in the script will show you the points for individual items. Use the script to prepare for your grade, as this is how it's being earned. To run the script, place it in the same directory as your compiled shell, chmod it (chmod +x ./p3testscript) and run this command from a bash prompt: $ ./p3testscript 2>&1 or $ ./p3testscript 2>&1 | more or $ ./p3testscript > mytestresults 2>&1 Do not worry if the spacing, indentation, or look of the output of the script is different than when you run it interactively: that won’t affect your grade. The script may add extra colons at the beginning of lines or do other weird things, like put output about terminating processes further down the script than you intended. If your program does not work with the grading script, and you instead request that we grade your script by hand, we will apply a 15% reduction to your final score. So from the very beginning, make sure that you work with the grading script on our class server!
flybunctious / The Game Of HogIntroduction In this project, you will develop a simulator and multiple strategies for the dice game Hog. You will need to use control statements and higher-order functions together, as described in Sections 1.2 through 1.6 of Composing Programs. In Hog, two players alternate turns trying to be the first to end a turn with at least 100 total points. On each turn, the current player chooses some number of dice to roll, up to 10. That player's score for the turn is the sum of the dice outcomes. To spice up the game, we will play with some special rules: Pig Out. If any of the dice outcomes is a 1, the current player's score for the turn is 1. Example 1: The current player rolls 7 dice, 5 of which are 1's. They score 1 point for the turn. Example 2: The current player rolls 4 dice, all of which are 3's. Since Pig Out did not occur, they score 12 points for the turn. Free Bacon. A player who chooses to roll zero dice scores one more than the largest digit in the opponent's total score. Example 1: If the opponent has 42 points, the current player gains 1 + max(4, 2) = 5 points by rolling zero dice. Example 2: If the opponent has 48 points, the current player gains 1 + max(4, 8) = 9 points by rolling zero dice. Example 3: If the opponent has 7 points, the current player gains 1 + max(0, 7) = 8 points by rolling zero dice. Swine Swap. After points for the turn are added to the current player's score, if both scores are larger than 1 and either one of the scores is a positive integer multiple of the other, then the two scores are swapped. Example 1: The current player has a total score of 37 and the opponent has 92. The current player rolls two dice that total 9. The opponent's score (92) is exactly twice the player's new total score (46). These scores are swapped! The current player now has 92 points and the opponent has 46. The turn ends. Example 2: The current player has 91 and the opponent has 37. The current player rolls five dice that total 20. The current player has 111, which is 3 times 37, so the scores are swapped. The opponent ends the turn with 111 and wins the game. Download starter files To get started, download all of the project code as a zip archive. You only have to make changes to hog.py. hog.py: A starter implementation of Hog dice.py: Functions for rolling dice hog_gui.py: A graphical user interface for Hog ucb.py: Utility functions for CS 61A ok: CS 61A autograder tests: A directory of tests used by ok images: A directory of images used by hog_gui.py Logistics This is a 2-week project. This is a solo project, so you will complete this project without a partner. You should not share your code with any other students, or copy from anyone else's solutions. Remember that you can earn an additional bonus point by submitting the project at least 24 hours before the deadline. The project is worth 20 points. 18 points are assigned for correctness, and 2 points for the overall composition of your program. You will turn in the following files: hog.py You do not need to modify or turn in any other files to complete the project. To submit the project, run the following command: python3 ok --submit You will be able to view your submissions on the Ok dashboard. For the functions that we ask you to complete, there may be some initial code that we provide. If you would rather not use that code, feel free to delete it and start from scratch. You may also add new function definitions as you see fit. However, please do not modify any other functions. Doing so may result in your code failing our autograder tests. Also, please do not change any function signatures (names, argument order, or number of arguments). Testing Throughout this project, you should be testing the correctness of your code. It is good practice to test often, so that it is easy to isolate any problems. However, you should not be testing too often, to allow yourself time to think through problems. We have provided an autograder called ok to help you with testing your code and tracking your progress. The first time you run the autograder, you will be asked to log in with your Ok account using your web browser. Please do so. Each time you run ok, it will back up your work and progress on our servers. The primary purpose of ok is to test your implementations, but there are two things you should be aware of. First, some of the test cases are locked. To unlock tests, run the following command from your terminal: python3 ok -u This command will start an interactive prompt that looks like: ===================================================================== Assignment: The Game of Hog Ok, version ... ===================================================================== ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Unlocking tests At each "? ", type what you would expect the output to be. Type exit() to quit --------------------------------------------------------------------- Question 0 > Suite 1 > Case 1 (cases remaining: 1) >>> Code here ? At the ?, you can type what you expect the output to be. If you are correct, then this test case will be available the next time you run the autograder. The idea is to understand conceptually what your program should do first, before you start writing any code. Once you have unlocked some tests and written some code, you can check the correctness of your program using the tests that you have unlocked: python3 ok Most of the time, you will want to focus on a particular question. Use the -q option as directed in the problems below. We recommend that you submit after you finish each problem. Only your last submission will be graded. It is also useful for us to have more backups of your code in case you run into a submission issue. The tests folder is used to store autograder tests, so do not modify it. You may lose all your unlocking progress if you do. If you need to get a fresh copy, you can download the zip archive and copy it over, but you will need to start unlocking from scratch. If you do not want us to record a backup of your work or information about your progress, use the --local option when invoking ok. With this option, no information will be sent to our course servers. Graphical User Interface A graphical user interface (GUI, for short) is provided for you. At the moment, it doesn't work because you haven't implemented the game logic. Once you complete the play function, you will be able to play a fully interactive version of Hog! In order to render the graphics, make sure you have Tkinter, Python's main graphics library, installed on your computer. Once you've done that, you can run the GUI from your terminal: python3 hog_gui.py Once you complete the project, you can play against the final strategy that you've created! python3 hog_gui.py -f Phase 1: Simulator In the first phase, you will develop a simulator for the game of Hog. Problem 0 (0 pt) The dice.py file represents dice using non-pure zero-argument functions. These functions are non-pure because they may have different return values each time they are called. The documentation of dice.py describes the two different types of dice used in the project: Dice can be fair, meaning that they produce each possible outcome with equal probability. Example: six_sided. For testing functions that use dice, deterministic test dice always cycle through a fixed sequence of values that are passed as arguments to the make_test_dice function. Before we start writing any code, let's understand the make_test_dice function by unlocking its tests. python3 ok -q 00 -u This should display a prompt that looks like this: ===================================================================== Assignment: Project 1: Hog Ok, version v1.5.2 ===================================================================== ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Unlocking tests At each "? ", type what you would expect the output to be. Type exit() to quit --------------------------------------------------------------------- Question 0 > Suite 1 > Case 1 (cases remaining: 1) >>> test_dice = make_test_dice(4, 1, 2) >>> test_dice() ? You should type in what you expect the output to be. To do so, you need to first figure out what test_dice will do, based on the description above. You can exit the unlocker by typing exit() (without quotes). Typing Ctrl-C on Windows to exit out of the unlocker has been known to cause problems, so avoid doing so. Problem 1 (2 pt) Implement the roll_dice function in hog.py. It takes two arguments: a positive integer called num_rolls giving the number of dice to roll and a dice function. It returns the number of points scored by rolling the dice that number of times in a turn: either the sum of the outcomes or 1 (Pig Out). To obtain a single outcome of a dice roll, call dice(). You should call dice() exactly num_rolls times in the body of roll_dice. Remember to call dice() exactly num_rolls times even if Pig Out happens in the middle of rolling. In this way, we correctly simulate rolling all the dice together. Checking Your Work: Before writing any code, unlock the tests to verify your understanding of the question. python3 ok -q 01 -u Once you are done unlocking, begin implementing your solution. You can check your correctness with: python3 ok -q 01 If the tests don't pass, it's time to debug. You can observe the behavior of your function using Python directly. First, start the Python interpreter and load the hog.py file. python3 -i hog.py Then, you can call your roll_dice function on any number of dice you want, such as 4. >>> roll_dice(4) In most systems, you can evaluate the same expression again by pressing the up arrow or Control-P, then pressing enter or return. You should find that evaluating this call expression gives a different answer each time, since dice rolls are random. The roll_dice function has a default argument value for dice that is a random six-sided dice function. You can also use test dice that fix the outcomes of the dice in advance. For example, rolling twice when you know that the dice will come up 3 and 4 should give a total outcome of 7. >>> fixed_dice = make_test_dice(3, 4) >>> roll_dice(2, fixed_dice) 7 If you find a problem, you need to change your hog.py file, save it, quit Python, start it again, and then start evaluating expressions. Pressing the up arrow should give you access to your previous expressions, even after restarting Python. Once you think that your roll_dice function is correct, run the ok tests again. Tests like these don't prove that your program is exactly correct, but they help you build confidence that this part of your program does what you expect, so that you can trust the abstraction it defines as you proceed. Problem 2 (1 pt) Implement the free_bacon helper function that returns the number of points scored by rolling 0 dice, based on the opponent's current score. You can assume that score is less than 100. For a score less than 10, assume that the first of the two digits is 0. Before writing any code, unlock the tests to verify your understanding of the question. python3 ok -q 02 -u Once you are done unlocking, begin implementing your solution. You can check your correctness with: python3 ok -q 02 You can also test free_bacon interactively by entering python3 -i hog.py in the terminal and then calling free_bacon with various inputs. Problem 3 (1 pt) Implement the take_turn function, which returns the number of points scored for a turn by the current player. Your implementation should call roll_dice when possible. You will need to implement the Free Bacon rule. You can assume that opponent_score is less than 100. Call free_bacon in your implementation of take_turn. Before writing any code, unlock the tests to verify your understanding of the question. python3 ok -q 03 -u Once you are done unlocking, begin implementing your solution. You can check your correctness with: python3 ok -q 03 Problem 4 (1 pt) Implement is_swap, which returns whether or not the scores should be swapped because one is an integer multiple of the other. The is_swap function takes two arguments: the player scores. It returns a boolean value to indicate whether the Swine Swap condition is met. Before writing any code, unlock the tests to verify your understanding of the question. python3 ok -q 04 -u Once you are done unlocking, begin implementing your solution. You can check your correctness with: python3 ok -q 04 Problem 5 (3 pt) Implement the play function, which simulates a full game of Hog. Players alternate turns, each using their respective strategy function (Player 0 uses strategy0, etc.), until one of the players reaches the goal score. When the game ends, play returns the final total scores of both players, with Player 0's score first, and Player 1's score second. Here are some hints: You should use the functions you have already written! You will need to call take_turn with all three arguments. Only call take_turn once per turn. Enforce all the special rules. You can get the number of the other player (either 0 or 1) by calling the provided function other. You can ignore the say argument to the play function for now. You will use it in Phase 2 of the project. A strategy is a function that, given a player's score and their opponent's score, returns how many dice the player wants to roll. A strategy function (such as strategy0 and strategy1) takes two arguments: scores for the current player and opposing player, which both must be non-negative integers. A strategy function returns the number of dice that the current player wants to roll in the turn. Each strategy function should be called only once per turn. Don't worry about the details of implementing strategies yet. You will develop them in Phase 3. Before writing any code, unlock the tests to verify your understanding of the question. python3 ok -q 05 -u Once you are done unlocking, begin implementing your solution. You can check your correctness with: python3 ok -q 05 The last test for Question 5 is a fuzz test, which checks that your play function works for a large number of different inputs. Failing this test means something is wrong, but you should look at other tests to see where the problem might be. Once you are finished, you will be able to play a graphical version of the game. We have provided a file called hog_gui.py that you can run from the terminal: python3 hog_gui.py If you don't already have Tkinter (Python's graphics library) installed, you'll need to install it first before you can run the GUI. The GUI relies on your implementation, so if you have any bugs in your code, they will be reflected in the GUI. This means you can also use the GUI as a debugging tool; however, it's better to run the tests first. Congratulations! You have finished Phase 1 of this project! Phase 2: Commentary In the second phase, you will implement commentary functions that print remarks about the game, such as, "22 points! That's the biggest gain yet for Player 1." A commentary function takes two arguments, the current score for Player 0 and the current score for Player 1. It returns another commentary function to be called on the next turn. It may also print some output as a side effect of being called. The function say_scores in hog.py is an example of a commentary function. The function announce_lead_changes is an example of a higher-order function that returns a commentary function. def say_scores(score0, score1): """A commentary function that announces the score for each player.""" print("Player 0 now has", score0, "and Player 1 now has", score1) return say_scores def announce_lead_changes(previous_leader=None): """Return a commentary function that announces lead changes. >>> f0 = announce_lead_changes() >>> f1 = f0(5, 0) Player 0 takes the lead by 5 >>> f2 = f1(5, 12) Player 1 takes the lead by 7 >>> f3 = f2(8, 12) >>> f4 = f3(8, 13) >>> f5 = f4(15, 13) Player 0 takes the lead by 2 """ def say(score0, score1): if score0 > score1: leader = 0 elif score1 > score0: leader = 1 else: leader = None if leader != None and leader != previous_leader: print('Player', leader, 'takes the lead by', abs(score0 - score1)) return announce_lead_changes(leader) return say Problem 6 (2 pt) Update your play function so that a commentary function is called at the end of each turn. say(score0, score1) should be called at the end of the first turn. Its return value (another commentary function) should be called at the end of the second turn. Each turn, a new commentary function should be called that is the return value of the previous call to a commentary function. Also implement both, a function that takes two commentary functions (f and g) and returns a new commentary function. This new commentary function returns another commentary function which calls the functions returned by calling f and g, in that order. Before writing any code, unlock the tests to verify your understanding of the question. python3 ok -q 06 -u Once you are done unlocking, begin implementing your solution. You can check your correctness with: python3 ok -q 06 Problem 7 (2 pt) Implement the announce_highest function, which is a higher-order function that returns a commentary function. This commentary function announces whenever a particular player gains more points in a turn than ever before. To compute the gain, it must compare the score from last turn to the score from this turn for the player of interest, which is designated by the who argument. This function must also keep track of the highest gain for the player so far. The way in which announce_highest announces is very specific, and your implementation should match the doctests provided. Notice in particular that if the gain is only 1 point, then the message includes "point" in singular form. If the gain is larger, then the message includes "points" in plural form. Use Ok to test your code: python3 ok -q 07 Hint. The announce_lead_changes function provided to you is an example of how to keep track of information using commentary functions. If you are stuck, first make sure you understand how announce_lead_changes works. When you are done, if play the game again, you will see the commentary. python3 hog_gui.py The commentary in the GUI is generated by passing the following function as the say argument to play. both(announce_highest(0), both(announce_highest(1), announce_lead_changes())) Great work! You just finished Phase 2 of the project! Phase 3: Strategies In the third phase, you will experiment with ways to improve upon the basic strategy of always rolling a fixed number of dice. First, you need to develop some tools to evaluate strategies. Problem 8 (2 pt) Implement the make_averaged function, which is a higher-order function that takes a function fn as an argument. It returns another function that takes the same number of arguments as fn (the function originally passed into make_averaged). This returned function differs from the input function in that it returns the average value of repeatedly calling fn on the same arguments. This function should call fn a total of num_samples times and return the average of the results. To implement this function, you need a new piece of Python syntax! You must write a function that accepts an arbitrary number of arguments, then calls another function using exactly those arguments. Here's how it works. Instead of listing formal parameters for a function, we write *args. To call another function using exactly those arguments, we call it again with *args. For example, >>> def printed(fn): ... def print_and_return(*args): ... result = fn(*args) ... print('Result:', result) ... return result ... return print_and_return >>> printed_pow = printed(pow) >>> printed_pow(2, 8) Result: 256 256 >>> printed_abs = printed(abs) >>> printed_abs(-10) Result: 10 10 Read the docstring for make_averaged carefully to understand how it is meant to work. Before writing any code, unlock the tests to verify your understanding of the question. python3 ok -q 08 -u Once you are done unlocking, begin implementing your solution. You can check your correctness with: python3 ok -q 08 Problem 9 (1 pt) Implement the max_scoring_num_rolls function, which runs an experiment to determine the number of rolls (from 1 to 10) that gives the maximum average score for a turn. Your implementation should use make_averaged and roll_dice. If two numbers of rolls are tied for the maximum average score, return the lower number. For example, if both 3 and 6 achieve a maximum average score, return 3. Before writing any code, unlock the tests to verify your understanding of the question. python3 ok -q 09 -u Once you are done unlocking, begin implementing your solution. You can check your correctness with: python3 ok -q 09 To run this experiment on randomized dice, call run_experiments using the -r option: python3 hog.py -r Running experiments For the remainder of this project, you can change the implementation of run_experiments as you wish. By calling average_win_rate, you can evaluate various Hog strategies. For example, change the first if False: to if True: in order to evaluate always_roll(8) against the baseline strategy of always_roll(4). You should find that it wins slightly more often than it loses, giving a win rate around 0.5. Some of the experiments may take up to a minute to run. You can always reduce the number of samples in make_averaged to speed up experiments. Problem 10 (1 pt) A strategy can take advantage of the Free Bacon rule by rolling 0 when it is most beneficial to do so. Implement bacon_strategy, which returns 0 whenever rolling 0 would give at least margin points and returns num_rolls otherwise. Before writing any code, unlock the tests to verify your understanding of the question. python3 ok -q 10 -u Once you are done unlocking, begin implementing your solution. You can check your correctness with: python3 ok -q 10 Once you have implemented this strategy, change run_experiments to evaluate your new strategy against the baseline. You should find that it wins more than half of the time. Problem 11 (2 pt) A strategy can also take advantage of the Swine Swap rule. The swap_strategy rolls 0 if it would cause a beneficial swap. It also returns 0 if rolling 0 would give at least margin points and would not cause a swap. Otherwise, the strategy rolls num_rolls. Before writing any code, unlock the tests to verify your understanding of the question. python3 ok -q 11 -u Once you are done unlocking, begin implementing your solution. You can check your correctness with: python3 ok -q 11 Once you have implemented this strategy, update run_experiments to evaluate your new strategy against the baseline. You should find that it gives a significant edge over always_roll(4). Optional: Problem 12 (0 pt) Implement final_strategy, which combines these ideas and any other ideas you have to achieve a high win rate against the always_roll(4) strategy. Some suggestions: swap_strategy is a good default strategy to start with. There's no point in scoring more than 100. Check whether you can win by rolling 0, 1 or 2 dice. If you are in the lead, you might take fewer risks. Try to force a beneficial swap. Choose the num_rolls and margin arguments carefully. You can check that your final strategy is valid by running Ok. python3 ok -q 12 You can also check your exact final winrate by running python3 calc.py At this point, run the entire autograder to see if there are any tests that don't pass. python3 ok Once you are satisfied, submit to Ok to complete the project. python3 ok --submit You can also play against your final strategy with the graphical user interface: python3 hog_gui.py -f The GUI will alternate which player is controlled by you. Congratulations, you have reached the end of your first CS 61A project! If you haven't already, relax and enjoy a few games of Hog with a friend.
AyushmanTyagi / Decentralized Finance It S Use CasesDecentralized Finance & It's use cases- DeFi (Decentralized Finance) Another open-world approach to the current financial system. Products that allow you to borrow, save, invest, trade, and more. Based on open source technology anyone can plan with. DeFi is an open and global financial system that has been built for years - another way of being a sharp, tightly managed, and cohesive system of decades-old infrastructure and processes. It gives you more control and visibility than your money. It gives you exposure to global markets and other options for your local currency or banking options. DeFi products open financial services to anyone with an internet connection and are highly managed and maintained by their users. To date, tens of billions of dollars worth of crypto have gone through DeFi applications and is growing every day. What is DeFi? DeFi is an integrated name for financial products and services accessible to anyone who can use Ethereum - anyone with an Internet connection. With DeFi, markets remain open and no central authorities can block payments or deny you access to anything. Services that used to be slow and vulnerable to human error are now automated and secure as they are governed by a code that anyone can check and evaluate. There is a thriving crypto-economy out there, where you can borrow, borrow, length / short, earn interest, and more. Crypto-savvy Argentinians have used DeFi to escape inflation. Companies have begun distributing their pay to their employees in real-time. Some people even withdraw and repay loans worth millions of dollars without the need for personal information. DeFi vs Traditional Finance One of the best ways to see the power of DeFi is to understand the problems that exist today. Some people are not given access to setting up a bank account or using financial services. Lack of access to financial services can prevent people from being employed. Financial services can prevent you from paying. Hidden payment for financial services is your data. Governments and private institutions can close markets at will. Trading hours are usually limited to one-hour business hours. Transfers may take days due to personal processes. There is a premium for financial services because mediation institutions require their cutting. DeFi Use Cases DeFi has revolutionized the financial world over the past few years. This new approach to financial planning can transcend asset systems through efficiency and security. It is true that there are certain dangers in DeFi but those are within the concrete limits. Let's take a look at the most effective DeFi usage cases - Asset Management One of DeFi's biggest effects is that users can now enjoy more control over their assets. Many DeFi projects provide solutions that allow users to manage their assets, including - buying, selling, and transferring digital assets. Therefore, users can also earn interest on their digital assets. Contrary to the traditional financial system, DeFi allows users to maintain the privacy of their sensitive information. Think of the secret keys or passwords of your financial accounts - you should have shared that information with the appropriate organizations beforehand. Now, different DeFi projects, such as Metamask, Argent, or Gnosis Safe help users encrypt and store those pieces of information on their devices. This ensures that only users have access to their accounts and can manage their assets. Therefore, asset management is one of the most widely used financial services cases for users. Compliance with AML and CFT Rates through the KYT Mechanism Traditional financial systems focus heavily on Know-Your-Customer (KYC) agreements. KYC Guidelines are its major law enforcement tool for using Anti-Money Laundering (AML) and Countering-the-Financing-of-Terrorism (CFT) standards. However, KYC guidelines often conflict with DeFi's privacy efforts. DeFi responds to this problem with a new concept called the Know-Your-Transaction (KYT) mechanism. This approach suggests that low-level infrastructure will focus on ethical behavior for digital addresses rather than user considerations. Therefore, KYT solves two issues simultaneously - monitoring real-time operations and ensuring user privacy. This makes KYT one of the biggest gaps in low-cost cases. Non-Governmental Organizations or DAOs The DAOs are partners of the central financial institutions of DeFi - making it one of the pillars of low-income finance cases. In the traditional system, central financial institutions play a major role. These organizations operate as administrative institutions that regulate basic financial operations, such as monetization, asset management, administrative utilization, etc. The Ethereum blockchain echerestem has introduced empowered organizations to achieve the same goals. However, DAOs are naturally empowered and do not conform to the limits set by central governments or authorities. Analysis and Risk Tools Transparency and redistribution of world power have opened the way for the discovery and analysis of unprecedented user data. With access to this information, users can make informed business decisions, discover new financial opportunities, and implement better risk management strategies. A new type of data analytics with useful blockchain tools and dashboards has emerged in this industry trend. DeFi projects such as DeFi Pulse or CoDeFi Data bring an impressive amount of analytics and risk management tool. Now, businesses are moving faster as they enjoy unpredictable competitive advantages. This is certainly one of the most widely used financial cases. Receivables and Manufacturing Goods Smart contracts allow for the receipt of token receipts and have become one of the most distinctive scenarios for DeFi use. Making a token further means setting a contract value based on the underlying financial asset or set of assets. This underlying financial asset acts as a security measure, which means it can include - bonds, fiat currencies, commodities, market indicators, interest rates, or stock prices. Now, the issuance of outgoing tokens is a secondary security and their value varies with the number of key securities (bonds or fiat money). Thus, the output actually creates artificial goods. Synthetix and dYdX are some of the leading DeFi projects focused on token acquisitions. Network Infrastructure Effect In a DeFi ecosystem, objects within the system can connect and interact. This design feature is known as integration and serves as a protocol for infrastructure development. As a result, DeFi projects are continuously integrated with the network result. Infrastructure tools for use of DeFi applications are remarkable. Various DeFi projects, such as TruffleSuite or InfuraAPI, are good examples in this case. Enhanced Digital ID Blockchain-based identity system systems are already gaining a lot of attention in recent times. Pairing DeFi programs with these patent systems can help people access the global economic system. The traditional method rewards personal income or assets collected as credit providers. With digital identity paired with DeFi, you may be looking for other practical attributes, such as - financial services or professional ability. This new type of digital ID can help the poor to access DeFi apps from any internet connection. It can certainly be one of the cases of possible use. Insurance Insurance is one of the largest financial institutions and has already been proven to be one of the biggest charges for using DeFi. The current insurance system is crowded with paperwork, old audit plans, and bureaucratic insurance claim processes. With the successful implementation of smart contracts, all these problems with the current system can be solved. Many DeFi projects (Nexus Mutual, Opyn, and VouchForMe) provide blockchain access to insurance against DeFi or contract risk. P2P borrowing and borrowing As DeFi bids farewell to traditional banking systems, a space for the lending and lending market has emerged. Therefore, borrowing and lending is one of the most important aspects of using DeFi. However, the DeFi ecosystem is well suited for peer-to-peer (P2P) borrowing and lending efforts. Many DeFi projects have already entered the market focusing on this particular application case. Among these programs, Compound and PoolTogether are two well-known names. These projects have independent policies for lending and lending. Payment Solutions One of DeFi's top drivers was serving non-bankers or understated banks from the get-go. DeFi's natural features make it ideal for solving the problems of current global payment systems. DeFi provides fast, secure, and transparent solutions compared to asset systems. As DeFi lowers the demand for intermediaries, making payments easier and more transparent, DeFi-based blockchain-based payment solutions can appeal to non-bankers.
TheMoxyFoxy / AvianThe Behavioral Programming Language
HighTorque-Robotics / RoboCup WorkspaceThis repository contains basic programs for RoboCup competitions using the Hightorque Pi+ robot, including modules such as behavior, network, planner, IO and vision, along with config and launch files.
r-eval / R Eval.github.ioThe leaderboard website of REval benchmark (ICSE 2025 Paper "Reasoning Runtime Behavior of a Program with LLM: How Far Are We?")
SNIA / Reanimator ReplayerA tracing tool intended for extracting and replaying program I/O behavior
Suundumused / Weather Forecast AI ExampleThe project scope is a weather forecasting model based on behavioral analysis of the last 33 hours (hour-by-hour forecast) with Random Forest Classifier. The program automatically saves and loads the last trained model for prediction.
leanderpeter / Alks Scenario SamplerTo assure the quality of an algorithm testing of the algorithm against predefined requirements and validation if the behavior is as expected is necessary. In our case we are testing 15 scenarios given from the ASAM E.V. with a focus on “Automated Lane Keeping Systems.” ASAM E.V. and BMW undertook the task of using OpenSCENARIO and OpenDRIVE standard to implement the ALKS regulatory test program, resulting in an executable XML file package with a standard-compatible simulator. The package can be found on GitHub and is licensed under the create commons CC BY-SA 4.0 and thereby free to use, modify and build on the material for any purpose, even commercial. In detail the xml files describe specific traffic scenarios with various parameter settings like vehicle position, lateral velocity, distance etc. The goal is to vary the variable parameters in a way we gain as much information out of the least amount of experiments.
MariamGado0 / Starbucks Capstone Project ML Udacity Aws# Starbucks Promotions Project ### This project is the Capstone Project of Udacity's Machine Learning Engineering Nanodegree program.    ## Problem Statement This data set contains simulated data that mimics customer behavior on the Starbucks rewards mobile app. Once every few days, Starbucks sends out an offer to users of the mobile app. An offer can be merely an advertisement for a drink or an actual offer such as a discount or BOGO (buy one get one free). Some users might not receive any offer during certain weeks. Not all users receive the same offer, and that is the challenge to solve with this data set. The task is to combine transaction, demographic and offer data to determine which demographic groups respond best to which offer type. This data set is a simplified version of the real Starbucks app because the underlying simulator only has one product whereas Starbucks actually sells dozens of products. Starbucks collects the customer data to understand their behaviour on the rewards and offers sent via the mobile-app. Once every few days, Starbucks sends the personalised offers to its customers. These customers can respond positively/negatively/neutrally. A key thing to note is that not all the customers receive the same offer. The task of this project is to combine transaction, demographic and offer data of the past (which is already provided) to determine which demographic groups respond best to which offer types. In order to develop this project, we needed to use some tools, packages, systems and services that could help us achieve our goals. #### Libraries First of all, we used **Python** to write our scripts not only for algorithm training and serving but also for the orchestration of the whole process. Important packages within this environment are listed below: This project is developed in Python 3.6. You will need install some libraries in order to run the code. Libraries are: * `pandas` so we could work with tabular data in dataframes; * `Ploty` so we could visualize our Dataset; * `matplotlib` for Dataset visualization; * `numpy` so we could easily manipulate arrays and data structures; * `seaborn` and `matplotlib` so we could generate insightful visualizations; * `sklearn` so we could build and develop our model pipeline; * `imblearn` so we could apply SMOTE to our training data; * `xgboost` so we could have our main classifier; * `sagemaker` so we could easily interact with AWS. * `json` for reading our Dataset Files. * `boto3` Finally, we used AWS environment in order to launch training jobs, deploy our model and serve predictions. The main services used are also listed below: * __AWS SageMaker__: training, hyperparameter tuning and endpoint serving; * __Amazon S3__: saving our data and model artifacts; ## Files Descriptions This project is structured as follows: #### 01. Proposal Project proposal documentation. #### 02. Data_Cleaning_[Dataset] Folder to perform data preparation and Dataset Cleaning and Prepare the Final Data for Further using in model algorithms. #### 03. Pre-processing Dataset Visualization Folder to perform final Pre-processing Dataset to be used in Visualization and exploration. #### 04. Dataset_Visualization Folder to perform Visualizations for the Pre-processed Dataset. #### 06. ORG_Starbucks_Capstone_Project.ipynb Jupyter notebook file that deploy final model and create an endpoint and orchestrates the end-to-end process in AWS SageMaker and also interacts with other services.
Aryia-Behroziuan / HistoryThe earliest work in computerized knowledge representation was focused on general problem solvers such as the General Problem Solver (GPS) system developed by Allen Newell and Herbert A. Simon in 1959. These systems featured data structures for planning and decomposition. The system would begin with a goal. It would then decompose that goal into sub-goals and then set out to construct strategies that could accomplish each subgoal. In these early days of AI, general search algorithms such as A* were also developed. However, the amorphous problem definitions for systems such as GPS meant that they worked only for very constrained toy domains (e.g. the "blocks world"). In order to tackle non-toy problems, AI researchers such as Ed Feigenbaum and Frederick Hayes-Roth realized that it was necessary to focus systems on more constrained problems. These efforts led to the cognitive revolution in psychology and to the phase of AI focused on knowledge representation that resulted in expert systems in the 1970s and 80s, production systems, frame languages, etc. Rather than general problem solvers, AI changed its focus to expert systems that could match human competence on a specific task, such as medical diagnosis. Expert systems gave us the terminology still in use today where AI systems are divided into a Knowledge Base with facts about the world and rules and an inference engine that applies the rules to the knowledge base in order to answer questions and solve problems. In these early systems the knowledge base tended to be a fairly flat structure, essentially assertions about the values of variables used by the rules.[2] In addition to expert systems, other researchers developed the concept of frame-based languages in the mid-1980s. A frame is similar to an object class: It is an abstract description of a category describing things in the world, problems, and potential solutions. Frames were originally used on systems geared toward human interaction, e.g. understanding natural language and the social settings in which various default expectations such as ordering food in a restaurant narrow the search space and allow the system to choose appropriate responses to dynamic situations. It was not long before the frame communities and the rule-based researchers realized that there was synergy between their approaches. Frames were good for representing the real world, described as classes, subclasses, slots (data values) with various constraints on possible values. Rules were good for representing and utilizing complex logic such as the process to make a medical diagnosis. Integrated systems were developed that combined Frames and Rules. One of the most powerful and well known was the 1983 Knowledge Engineering Environment (KEE) from Intellicorp. KEE had a complete rule engine with forward and backward chaining. It also had a complete frame based knowledge base with triggers, slots (data values), inheritance, and message passing. Although message passing originated in the object-oriented community rather than AI it was quickly embraced by AI researchers as well in environments such as KEE and in the operating systems for Lisp machines from Symbolics, Xerox, and Texas Instruments.[3] The integration of Frames, rules, and object-oriented programming was significantly driven by commercial ventures such as KEE and Symbolics spun off from various research projects. At the same time as this was occurring, there was another strain of research that was less commercially focused and was driven by mathematical logic and automated theorem proving. One of the most influential languages in this research was the KL-ONE language of the mid-'80s. KL-ONE was a frame language that had a rigorous semantics, formal definitions for concepts such as an Is-A relation.[4] KL-ONE and languages that were influenced by it such as Loom had an automated reasoning engine that was based on formal logic rather than on IF-THEN rules. This reasoner is called the classifier. A classifier can analyze a set of declarations and infer new assertions, for example, redefine a class to be a subclass or superclass of some other class that wasn't formally specified. In this way the classifier can function as an inference engine, deducing new facts from an existing knowledge base. The classifier can also provide consistency checking on a knowledge base (which in the case of KL-ONE languages is also referred to as an Ontology).[5] Another area of knowledge representation research was the problem of common sense reasoning. One of the first realizations learned from trying to make software that can function with human natural language was that humans regularly draw on an extensive foundation of knowledge about the real world that we simply take for granted but that is not at all obvious to an artificial agent. Basic principles of common sense physics, causality, intentions, etc. An example is the frame problem, that in an event driven logic there need to be axioms that state things maintain position from one moment to the next unless they are moved by some external force. In order to make a true artificial intelligence agent that can converse with humans using natural language and can process basic statements and questions about the world, it is essential to represent this kind of knowledge. One of the most ambitious programs to tackle this problem was Doug Lenat's Cyc project. Cyc established its own Frame language and had large numbers of analysts document various areas of common sense reasoning in that language. The knowledge recorded in Cyc included common sense models of time, causality, physics, intentions, and many others.[6] The starting point for knowledge representation is the knowledge representation hypothesis first formalized by Brian C. Smith in 1985:[7] Any mechanically embodied intelligent process will be comprised of structural ingredients that a) we as external observers naturally take to represent a propositional account of the knowledge that the overall process exhibits, and b) independent of such external semantic attribution, play a formal but causal and essential role in engendering the behavior that manifests that knowledge. Currently one of the most active areas of knowledge representation research are projects associated with the Semantic Web. The Semantic Web seeks to add a layer of semantics (meaning) on top of the current Internet. Rather than indexing web sites and pages via keywords, the Semantic Web creates large ontologies of concepts. Searching for a concept will be more effective than traditional text only searches. Frame languages and automatic classification play a big part in the vision for the future Semantic Web. The automatic classification gives developers technology to provide order on a constantly evolving network of knowledge. Defining ontologies that are static and incapable of evolving on the fly would be very limiting for Internet-based systems. The classifier technology provides the ability to deal with the dynamic environment of the Internet. Recent projects funded primarily by the Defense Advanced Research Projects Agency (DARPA) have integrated frame languages and classifiers with markup languages based on XML. The Resource Description Framework (RDF) provides the basic capability to define classes, subclasses, and properties of objects. The Web Ontology Language (OWL) provides additional levels of semantics and enables integration with classification engines.[8][9]
OREODEFI / Contract /** *Submitted for verification at BscScan.com on 2021-01-18 */ pragma solidity 0.5.16; interface IBEP20 { /** * @dev Returns the amount of tokens in existence. */ function totalSupply() external view returns (uint256); /** * @dev Returns the token decimals. */ function decimals() external view returns (uint8); /** * @dev Returns the token symbol. */ function symbol() external view returns (string memory); /** * @dev Returns the token name. */ function name() external view returns (string memory); /** * @dev Returns the bep token owner. */ function getOwner() external view returns (address); /** * @dev Returns the amount of tokens owned by `account`. */ function balanceOf(address account) external view returns (uint256); /** * @dev Moves `amount` tokens from the caller's account to `recipient`. * * Returns a boolean value indicating whether the operation succeeded. * * Emits a {Transfer} event. */ function transfer(address recipient, uint256 amount) external returns (bool); /** * @dev Returns the remaining number of tokens that `spender` will be * allowed to spend on behalf of `owner` through {transferFrom}. This is * zero by default. * * This value changes when {approve} or {transferFrom} are called. */ function allowance(address _owner, address spender) external view returns (uint256); /** * @dev Sets `amount` as the allowance of `spender` over the caller's tokens. * * Returns a boolean value indicating whether the operation succeeded. * * IMPORTANT: Beware that changing an allowance with this method brings the risk * that someone may use both the old and the new allowance by unfortunate * transaction ordering. One possible solution to mitigate this race * condition is to first reduce the spender's allowance to 0 and set the * desired value afterwards: * https://github.com/ethereum/EIPs/issues/20#issuecomment-263524729 * * Emits an {Approval} event. */ function approve(address spender, uint256 amount) external returns (bool); /** * @dev Moves `amount` tokens from `sender` to `recipient` using the * allowance mechanism. `amount` is then deducted from the caller's * allowance. * * Returns a boolean value indicating whether the operation succeeded. * * Emits a {Transfer} event. */ function transferFrom(address sender, address recipient, uint256 amount) external returns (bool); /** * @dev Emitted when `value` tokens are moved from one account (`from`) to * another (`to`). * * Note that `value` may be zero. */ event Transfer(address indexed from, address indexed to, uint256 value); /** * @dev Emitted when the allowance of a `spender` for an `owner` is set by * a call to {approve}. `value` is the new allowance. */ event Approval(address indexed owner, address indexed spender, uint256 value); } /* * @dev Provides information about the current execution context, including the * sender of the transaction and its data. While these are generally available * via msg.sender and msg.data, they should not be accessed in such a direct * manner, since when dealing with GSN meta-transactions the account sending and * paying for execution may not be the actual sender (as far as an application * is concerned). * * This contract is only required for intermediate, library-like contracts. */ contract Context { // Empty internal constructor, to prevent people from mistakenly deploying // an instance of this contract, which should be used via inheritance. constructor () internal { } function _msgSender() internal view returns (address payable) { return msg.sender; } function _msgData() internal view returns (bytes memory) { this; // silence state mutability warning without generating bytecode - see https://github.com/ethereum/solidity/issues/2691 return msg.data; } } /** * @dev Wrappers over Solidity's arithmetic operations with added overflow * checks. * * Arithmetic operations in Solidity wrap on overflow. This can easily result * in bugs, because programmers usually assume that an overflow raises an * error, which is the standard behavior in high level programming languages. * `SafeMath` restores this intuition by reverting the transaction when an * operation overflows. * * Using this library instead of the unchecked operations eliminates an entire * class of bugs, so it's recommended to use it always. */ library SafeMath { /** * @dev Returns the addition of two unsigned integers, reverting on * overflow. * * Counterpart to Solidity's `+` operator. * * Requirements: * - Addition cannot overflow. */ function add(uint256 a, uint256 b) internal pure returns (uint256) { uint256 c = a + b; require(c >= a, "SafeMath: addition overflow"); return c; } /** * @dev Returns the subtraction of two unsigned integers, reverting on * overflow (when the result is negative). * * Counterpart to Solidity's `-` operator. * * Requirements: * - Subtraction cannot overflow. */ function sub(uint256 a, uint256 b) internal pure returns (uint256) { return sub(a, b, "SafeMath: subtraction overflow"); } /** * @dev Returns the subtraction of two unsigned integers, reverting with custom message on * overflow (when the result is negative). * * Counterpart to Solidity's `-` operator. * * Requirements: * - Subtraction cannot overflow. */ function sub(uint256 a, uint256 b, string memory errorMessage) internal pure returns (uint256) { require(b <= a, errorMessage); uint256 c = a - b; return c; } /** * @dev Returns the multiplication of two unsigned integers, reverting on * overflow. * * Counterpart to Solidity's `*` operator. * * Requirements: * - Multiplication cannot overflow. */ function mul(uint256 a, uint256 b) internal pure returns (uint256) { // Gas optimization: this is cheaper than requiring 'a' not being zero, but the // benefit is lost if 'b' is also tested. // See: https://github.com/OpenZeppelin/openzeppelin-contracts/pull/522 if (a == 0) { return 0; } uint256 c = a * b; require(c / a == b, "SafeMath: multiplication overflow"); return c; } /** * @dev Returns the integer division of two unsigned integers. Reverts on * division by zero. The result is rounded towards zero. * * Counterpart to Solidity's `/` operator. Note: this function uses a * `revert` opcode (which leaves remaining gas untouched) while Solidity * uses an invalid opcode to revert (consuming all remaining gas). * * Requirements: * - The divisor cannot be zero. */ function div(uint256 a, uint256 b) internal pure returns (uint256) { return div(a, b, "SafeMath: division by zero"); } /** * @dev Returns the integer division of two unsigned integers. Reverts with custom message on * division by zero. The result is rounded towards zero. * * Counterpart to Solidity's `/` operator. Note: this function uses a * `revert` opcode (which leaves remaining gas untouched) while Solidity * uses an invalid opcode to revert (consuming all remaining gas). * * Requirements: * - The divisor cannot be zero. */ function div(uint256 a, uint256 b, string memory errorMessage) internal pure returns (uint256) { // Solidity only automatically asserts when dividing by 0 require(b > 0, errorMessage); uint256 c = a / b; // assert(a == b * c + a % b); // There is no case in which this doesn't hold return c; } /** * @dev Returns the remainder of dividing two unsigned integers. (unsigned integer modulo), * Reverts when dividing by zero. * * Counterpart to Solidity's `%` operator. This function uses a `revert` * opcode (which leaves remaining gas untouched) while Solidity uses an * invalid opcode to revert (consuming all remaining gas). * * Requirements: * - The divisor cannot be zero. */ function mod(uint256 a, uint256 b) internal pure returns (uint256) { return mod(a, b, "SafeMath: modulo by zero"); } /** * @dev Returns the remainder of dividing two unsigned integers. (unsigned integer modulo), * Reverts with custom message when dividing by zero. * * Counterpart to Solidity's `%` operator. This function uses a `revert` * opcode (which leaves remaining gas untouched) while Solidity uses an * invalid opcode to revert (consuming all remaining gas). * * Requirements: * - The divisor cannot be zero. */ function mod(uint256 a, uint256 b, string memory errorMessage) internal pure returns (uint256) { require(b != 0, errorMessage); return a % b; } } /** * @dev Contract module which provides a basic access control mechanism, where * there is an account (an owner) that can be granted exclusive access to * specific functions. * * By default, the owner account will be the one that deploys the contract. This * can later be changed with {transferOwnership}. * * This module is used through inheritance. It will make available the modifier * `onlyOwner`, which can be applied to your functions to restrict their use to * the owner. */ contract Ownable is Context { address private _owner; event OwnershipTransferred(address indexed previousOwner, address indexed newOwner); /** * @dev Initializes the contract setting the deployer as the initial owner. */ constructor () internal { address msgSender = _msgSender(); _owner = msgSender; emit OwnershipTransferred(address(0), msgSender); } /** * @dev Returns the address of the current owner. */ function owner() public view returns (address) { return _owner; } /** * @dev Throws if called by any account other than the owner. */ modifier onlyOwner() { require(_owner == _msgSender(), "Ownable: caller is not the owner"); _; } /** * @dev Leaves the contract without owner. It will not be possible to call * `onlyOwner` functions anymore. Can only be called by the current owner. * * NOTE: Renouncing ownership will leave the contract without an owner, * thereby removing any functionality that is only available to the owner. */ function renounceOwnership() public onlyOwner { emit OwnershipTransferred(_owner, address(0)); _owner = address(0); } /** * @dev Transfers ownership of the contract to a new account (`newOwner`). * Can only be called by the current owner. */ function transferOwnership(address newOwner) public onlyOwner { _transferOwnership(newOwner); } /** * @dev Transfers ownership of the contract to a new account (`newOwner`). */ function _transferOwnership(address newOwner) internal { require(newOwner != address(0), "Ownable: new owner is the zero address"); emit OwnershipTransferred(_owner, newOwner); _owner = newOwner; } } contract BEP20Token is Context, IBEP20, Ownable { using SafeMath for uint256; mapping (address => uint256) private _balances; mapping (address => mapping (address => uint256)) private _allowances; uint256 private _totalSupply; uint8 private _decimals; string private _symbol; string private _name; constructor() public { _name = "OREO"; _symbol ="ORE"; _decimals = 10; _totalSupply = 5000000000000000000; //500 million _balances[msg.sender] = _totalSupply; emit Transfer(address(0), msg.sender, _totalSupply); } /** * @dev Returns the bep token owner. */ function getOwner() external view returns (address) { return owner(); } /** * @dev Returns the token decimals. */ function decimals() external view returns (uint8) { return _decimals; } /** * @dev Returns the token symbol. */ function symbol() external view returns (string memory) { return _symbol; } /** * @dev Returns the token name. */ function name() external view returns (string memory) { return _name; } /** * @dev See {BEP20-totalSupply}. */ function totalSupply() external view returns (uint256) { return _totalSupply; } /** * @dev See {BEP20-balanceOf}. */ function balanceOf(address account) external view returns (uint256) { return _balances[account]; } /** * @dev See {BEP20-transfer}. * * Requirements: * * - `recipient` cannot be the zero address. * - the caller must have a balance of at least `amount`. */ function transfer(address recipient, uint256 amount) external returns (bool) { _transfer(_msgSender(), recipient, amount); return true; } /** * @dev See {BEP20-allowance}. */ function allowance(address owner, address spender) external view returns (uint256) { return _allowances[owner][spender]; } /** * @dev See {BEP20-approve}. * * Requirements: * * - `spender` cannot be the zero address. */ function approve(address spender, uint256 amount) external returns (bool) { _approve(_msgSender(), spender, amount); return true; } /** * @dev See {BEP20-transferFrom}. * * Emits an {Approval} event indicating the updated allowance. This is not * required by the EIP. See the note at the beginning of {BEP20}; * * Requirements: * - `sender` and `recipient` cannot be the zero address. * - `sender` must have a balance of at least `amount`. * - the caller must have allowance for `sender`'s tokens of at least * `amount`. */ function transferFrom(address sender, address recipient, uint256 amount) external returns (bool) { _transfer(sender, recipient, amount); _approve(sender, _msgSender(), _allowances[sender][_msgSender()].sub(amount, "BEP20: transfer amount exceeds allowance")); return true; } /** * @dev Atomically increases the allowance granted to `spender` by the caller. * * This is an alternative to {approve} that can be used as a mitigation for * problems described in {BEP20-approve}. * * Emits an {Approval} event indicating the updated allowance. * * Requirements: * * - `spender` cannot be the zero address. */ function increaseAllowance(address spender, uint256 addedValue) public returns (bool) { _approve(_msgSender(), spender, _allowances[_msgSender()][spender].add(addedValue)); return true; } /** * @dev Atomically decreases the allowance granted to `spender` by the caller. * * This is an alternative to {approve} that can be used as a mitigation for * problems described in {BEP20-approve}. * * Emits an {Approval} event indicating the updated allowance. * * Requirements: * * - `spender` cannot be the zero address. * - `spender` must have allowance for the caller of at least * `subtractedValue`. */ function decreaseAllowance(address spender, uint256 subtractedValue) public returns (bool) { _approve(_msgSender(), spender, _allowances[_msgSender()][spender].sub(subtractedValue, "BEP20: decreased allowance below zero")); return true; } /** * @dev Creates `amount` tokens and assigns them to `msg.sender`, increasing * the total supply. * * Requirements * * - `msg.sender` must be the token owner */ function mint(uint256 amount) public onlyOwner returns (bool) { _mint(_msgSender(), amount); return true; } /** * @dev Moves tokens `amount` from `sender` to `recipient`. * * This is internal function is equivalent to {transfer}, and can be used to * e.g. implement automatic token fees, slashing mechanisms, etc. * * Emits a {Transfer} event. * * Requirements: * * - `sender` cannot be the zero address. * - `recipient` cannot be the zero address. * - `sender` must have a balance of at least `amount`. */ function _transfer(address sender, address recipient, uint256 amount) internal { require(sender != address(0), "BEP20: transfer from the zero address"); require(recipient != address(0), "BEP20: transfer to the zero address"); _balances[sender] = _balances[sender].sub(amount, "BEP20: transfer amount exceeds balance"); _balances[recipient] = _balances[recipient].add(amount); emit Transfer(sender, recipient, amount); } /** @dev Creates `amount` tokens and assigns them to `account`, increasing * the total supply. * * Emits a {Transfer} event with `from` set to the zero address. * * Requirements * * - `to` cannot be the zero address. */ function _mint(address account, uint256 amount) internal { require(account != address(0), "BEP20: mint to the zero address"); _totalSupply = _totalSupply.add(amount); _balances[account] = _balances[account].add(amount); emit Transfer(address(0), account, amount); } /** * @dev Destroys `amount` tokens from `account`, reducing the * total supply. * * Emits a {Transfer} event with `to` set to the zero address. * * Requirements * * - `account` cannot be the zero address. * - `account` must have at least `amount` tokens. */ function _burn(address account, uint256 amount) internal { require(account != address(0), "BEP20: burn from the zero address"); _balances[account] = _balances[account].sub(amount, "BEP20: burn amount exceeds balance"); _totalSupply = _totalSupply.sub(amount); emit Transfer(account, address(0), amount); } /** * @dev Sets `amount` as the allowance of `spender` over the `owner`s tokens. * * This is internal function is equivalent to `approve`, and can be used to * e.g. set automatic allowances for certain subsystems, etc. * * Emits an {Approval} event. * * Requirements: * * - `owner` cannot be the zero address. * - `spender` cannot be the zero address. */ function _approve(address owner, address spender, uint256 amount) internal { require(owner != address(0), "BEP20: approve from the zero address"); require(spender != address(0), "BEP20: approve to the zero address"); _allowances[owner][spender] = amount; emit Approval(owner, spender, amount); } /** * @dev Destroys `amount` tokens from `account`.`amount` is then deducted * from the caller's allowance. * * See {_burn} and {_approve}. */ function _burnFrom(address account, uint256 amount) internal { _burn(account, amount); _approve(account, _msgSender(), _allowances[account][_msgSender()].sub(amount, "BEP20: burn amount exceeds allowance")); } }
krishnakumarsingh / Angularjs2startSetting Up an Angular 2 Environment Using Typescript, Npm and Webpack PreviousNext This Angular 2 tutorial serves for anyone looking to get up and running with Angular 2 and TypeScript fast. Angular 2 Beta Udemy Last week I’ve read the great Angular 2 book from Ninja Squad. Therefore, I figured it was time to put pen to paper and start building Angular 2 applications using TypeScript. That’s why in this tutorial, we’ll learn how to start an Angular 2 project from scratch and go further by building a development environment with Webpack and more. Getting Started 1. Developing and Building a TypeScript App Let’s start by building our first Angular 2 application using Typescript. First, make sure you have Node.js and npm installed. You can refer to the official website for more information about the installation procedure. Then, install Typescript globally via npm by running the following command in your terminal : 1 2 3 npm install -g typescript Once it is installed, we’ll setup our Typescript project by creating a tsconfig.json file in which we specify the compilation options to use for compiling our project. The typescript NPM module we just installed comes with a compiler, named tsc, that we are going to use for initializing a fresh Typescript project : 1 2 3 4 5 6 7 # Create a new project folder and go inside it mkdir angular2-starter && cd angular2-starter # Generate the Typescript configurations file tsc --init --target es5 --sourceMap --experimentalDecorators --emitDecoratorMetadata Running tsc --init create the tsconfig.json in our project directory, which looks like this : 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 { "compilerOptions": { "target": "es5", "sourceMap": true, "experimentalDecorators": true, "emitDecoratorMetadata": true, "module": "commonjs", "noImplicitAny": false, "outDir": "built" }, "exclude": [ "node_modules" ] } Along with the --init parameter, we passed the following options to the compiler : --target es5 : specify that we want our code to transpile to ECMASCRIPT 5. Thus, it could be run in every browser. --sourceMap : generate source maps files. It helps when debugging ES5 code with the original Typescript code in the chrome devtools. --experimentalDecorators and --emitDecoratorMetadata : allow to use Typescript with decorators. Also notice that options such as module, outDir or rootDir have been added by default. Feel free to read the documentation for more compiler options. So hit npm init in your terminal, and fill in some answers (you can accept the default for all the prompts). Then, install angular2 by running the following command : 1 2 3 npm install --save angular2 You should now have a package.json file that looks like the following: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 { "name": "angular-starter", "version": "1.0.0", "description": "An Angular 2 Starter kit featuring Angular 2, TypeScript, and Webpack by EloquentWebApp", "main": "index.js", "scripts": { "test": "echo \"Error: no test specified\" && exit 1" }, "author": "Grégory D'Angelo", "license": "ISC", "dependencies": { "angular2": "^2.0.0-beta.17", "es6-shim": "^0.35.1", "reflect-metadata": "^0.1.2", "rxjs": "^5.0.0-beta.6", "zone.js": "^0.6.17" } } As you can see, angular2 comes with the following dependencies : reflect-metadata : used to enable dependency injection through decorators es6-shim and es6-promise : librairies for ES6 compatabilities and support for ES6 Promise rxjs : a set of librairies for reactive programming zone.js : used to implement zones for Javascript, inspired from Dart. Angular 2 uses it to efficiently detect changes The fundamentals settings are now in place. Let’s create our first Angular 2 application. 2. Creating our First Component The first step is to create a Typescript file at the root folder, and name it app.component.ts. Our application itself will be a component. To do so, we’ll use the @Component decorator by importing it from ‘angular2/core‘. That’s all we need to create our Angular 2 component. 1 2 3 4 5 6 import { Component } from 'angular2/core'; @Component() export class AppComponent { } By prefixing the class by this decorator, it tells Angular that this class is an Angular component. In Angular 2, components are a fundamental concept. It is the way we define views and control the logic on the page. Here’s how to do it : 1 2 3 4 5 6 7 8 9 import { Component } from 'angular2/core'; @Component({ selector: 'app', template: '<h1>Hello, Angular2</h1>' }) export class AppComponent { } We passed in a configuration object to the component decorator. This object has two properties : selector and template. The selector is the HTML element that Angular will looking for. Every times it founds one, Angular will instantiate a new instance of our AppComponent class, and place our template. As you may also notice we export our class at the end. This is our first class so we’ll keep it empty for simplicity. 3. Bootstrapping the App Finally, we need to launch our application. For this, we only need two things : the Angular’s browser bootstrap method, and the application root component that we just wrote. To separate the concerns, create a new file, bootstrap.ts, and import the dependencies : 1 2 3 4 5 6 7 8 9 ///<reference path="node_modules/angular2/typings/browser.d.ts" /> import { bootstrap } from 'angular2/platform/browser'; import { AppComponent } from './app.component'; bootstrap(AppComponent) .catch(err => console.log(err)); As you can see, we call the bootstrap method, passing in our component, AppComponent. Moreover, as stated in the CHANGELOG since 2.0.0-beta.6 (2016-02-11) we may need to add the <reference ... /> line at the top of our bootstrap.ts file when using --target=es5. Feel free to check the CHANGELOG for more details. Last but not least, we need to create an index.html file to host our Angular application. Start by pasting the following lines : 1 2 3 4 5 6 7 8 9 10 11 12 <!DOCTYPE html> <html> <head></head> <body> <app>Loading...</app> </body> </html> For now, it’s a very basic HTML file in which we’ve put the selector <app> that corresponds to our application root component. But we need to add 2 more things in order to launch our application. Indeed, we need to rely on a tool to load application and library modules. For now, we’ll use SystemJS as the module loader. We’ll see later in this tutorial how to install and configure Webpack for our Angular 2 project. And finally, we need to include script dependencies in our HTML file. Let’s do it together step by step. First, start by installing SystemJS : 1 2 3 npm install --save systemjs Then, load it statically in the index.html just after angular2-polyfills. angular2-polyfills is essentially a mashup of zone.js and reflect-metadata. 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 <!DOCTYPE html> <html> <head> <script src="node_modules/angular2/bundles/angular2-polyfills.js"></script> <script src="node_modules/systemjs/dist/system.js"></script> </head> <body> <app>Loading...</app> </body> </html> Finally, we need to tell SystemJS where is our bootstrap module and where to find the dependencies used in our application (angular2 and rxjs) : 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 <!DOCTYPE html> <html> <head> <script src="node_modules/angular2/bundles/angular2-polyfills.js"></script> <script src="node_modules/systemjs/dist/system.js"></script> <script> System.config({ // we want to import modules without writing .js at the end defaultJSExtensions: true, // the app will need the following dependencies map: { 'angular2': 'node_modules/angular2', 'rxjs': 'node_modules/rxjs' } }); // and to finish, let's boot the app! System.import('built/bootstrap'); </script> </head> <body> <app>Loading...</app> </body> </html> OK! We’re done with the settings and we can now compile and run our application. In order to handle common tasks, include the following npm scripts in the package.json file : 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 { "name": "angular-starter", "version": "1.0.0", "description": "An Angular 2 Starter kit featuring Angular 2, TypeScript, and Webpack by EloquentWebApp", "main": "index.js", "scripts": { "start": "concurrently \"npm run watch\" \"npm run serve\"", "watch": "tsc -w", "serve": "lite-server" }, "author": "Grégory D'Angelo", "license": "ISC", "dependencies": { "angular2": "^2.0.0-beta.11", "es6-promise": "^3.1.2", "es6-shim": "^0.35.0", "reflect-metadata": "^0.1.2", "rxjs": "^5.0.0-beta.2", "systemjs": "^0.19.24", "zone.js": "^0.6.5" }, "devDependencies": { "concurrently": "^2.2.0", "lite-server": "^2.2.2" } } The watch script runs the TypeScript compiler in watch mode. It watches TypeScript files and triggers recompilation on changes. The serve script runs an HTTP server to serve our application, and refresh the browser on changes. I’ve used lite-server for that purpose. Install it via npm : 1 2 3 npm install --save-dev lite-server And, the start run the previous 2 scripts concurrently using the concurrently npm package : 1 2 3 npm install --save-dev concurrently So, run npm start and open your browser to http://localhost:3000. You should now briefly see “Loading…”, and then “Hello, Angular2” should appear. Congratulations! We’ve have just finished the first part of this tutorial. Keep going to see how to set a build system using Webpack for working with TypeScript. Creating a useful project structure and toolchain 1. Project Structure As far, we’ve built a basic Angular 2 application with the minimum required dependencies and tools. In this section, we’ll refactor our project structure to ease the development of more complex Angular 2 applications. By the end of this section, you will be able to build your own starter kit to get up and running with Angular 2 and TypeScript fast. More importantly, you will understand how to structure your project and what each tool is responsible for. Sounds great, isn’t it? Let’s do it! The first step is to revamp the file structure of our project. Here’s how it will look : 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 angular2-starter/ ├──src/ | ├──bootstrap.ts | ├──index.html | ├──polyfills.ts │ │ │ ├──app/ │ │ ├──app.component.ts │ │ └──app.html │ │ │ └──assets/ │ └──css/ │ └──styles.css │ ├──tsconfig.json ├──typings.json ├──package.json │ └──webpack.config.js There are some new files, but don’t worry we will dive into each one of them through this section. What’s important for now, it’s to understand that we’ll use the component approach in our application project. This is a great way to ensure maintainable code by encapsulation of our behavior logic. Hence, each component will live in a single folder with each concern as a file: style, template, specs, e2e, and component class. Before going further let’s reorganize our files as follow : 1 2 3 4 5 6 7 8 9 10 11 12 angular2-starter/ ├──src/ | ├──bootstrap.ts | ├──index.html │ │ │ └──app/ │ └──app.component.ts │ ├──tsconfig.json └──package.json You should also update the path in bootstrap.ts : 1 2 3 4 5 6 7 8 9 ///<reference path="../node_modules/angular2/typings/browser.d.ts" /> import { bootstrap } from 'angular2/platform/browser'; import { AppComponent } from './app/app.component'; bootstrap(AppComponent) .catch(err => console.log(err)); Great! Now it’s time to dive in into Webpack. 2. Installing and Configuring Webpack Webpack will replace SystemJS that we have used until now, as a module loader. If you need an explanation on what is Webpack for, I highly recommand you to take a look at the official documentation. In short, webpack is a module bundler. “It takes modules with dependencies and generates static assets representing those modules“. Start with installing webpack, webpack-dev-server, and the webpack plugins locally, and save them as project dependencies : 1 2 3 4 5 6 7 8 9 10 # First, remove SystemJS. We don't need it anymore. npm uninstall --save systemjs # Then, install Typescript locally npm install --save typescript # Finally, install webpack npm install --save-dev webpack webpack-dev-server html-webpack-plugin copy-webpack-plugin Now, let’s configure Webpack for our development workflow. For this purpose we’ll create a webpack.config.js. Add the following settings in your config file : 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 var path = require('path'); var webpack = require('webpack'); var CopyWebpackPlugin = require('copy-webpack-plugin'); var HtmlWebpackPlugin = require('html-webpack-plugin'); var ENV = process.env.ENV = 'development'; var HOST = process.env.HOST || 'localhost'; var PORT = process.env.PORT || 8080; var metadata = { host: HOST, port: PORT, ENV: ENV }; /* * config */ module.exports = { // static data for index.html metadata: metadata, // Emit SourceMap to enhance debugging devtool: 'source-map', devServer: { // This is required for webpack-dev-server. The path should // be an absolute path to your build destination. outputPath: path.join(__dirname, 'dist') }, // Switch loaders to debug mode debug: true, // Our angular app entry: { 'polyfills': path.resolve(__dirname, "src/polyfills.ts"), 'app': path.resolve(__dirname, "src/bootstrap.ts") }, // Config for our build file output: { path: path.resolve(__dirname, "dist"), filename: '[name].bundle.js', sourcemapFilename: '[name].map' }, resolve: { // Add `.ts` and `.tsx` as a resolvable extension. extensions: ['', '.ts', '.tsx', '.js'] }, module: { loaders: [ // Support for .ts files { test: /\.tsx?$/, loader: 'ts-loader', include: [ path.resolve(__dirname, "./src") ] }, // Support for .html as raw text { test: /\.html$/, loader: 'raw-loader', exclude: [ path.resolve(__dirname, "src/index.html") ] } ] }, plugins: [ // Copy static assets to the build folder new CopyWebpackPlugin([{ from: 'src/assets', to: 'assets' }]), // Generate the index.html new HtmlWebpackPlugin({ template: 'src/index.html' }) ] } The entry specifies the entry files of our Angular application. It will be use by Webpack as the starting point for the bundling process. As you may notice we specify our bootstrap file, but also a new file named polyfills.ts. It will contain all the dependencies needed to run our Angular2 application. Before that, we’ve put those deps directly inside our index.html. They now live in a separate file : 1 2 3 4 5 // polyfills.ts import 'angular2/bundles/angular2-polyfills'; import 'rxjs'; The output tells Webpack what to do after completing the bundling process. In our case, the dist/ directory will be use to output the bundled files named app.bundle.js and polyfills.bundle.js with th following source-map files. The ts-loader is used to transpile our Typescript files that match the defined test regex. In our case it will process all files with a .ts or .tsx extension. The raw-loader is used to support html files as raw text. Hence, we could write our component views in separate files and include them afterward in our components. You need to install them using npm : 1 2 3 npm install --save-dev ts-loader raw-loader The CopyWebpackPlugin is used to copy the static assets into the build folder. Finally, the metadata are used by the HtmlWebpackplugin to generate our index.html file. In the index.html, we use the host and port data to run the webpack dev server in development environment. See how this file has been simplified : 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 <!DOCTYPE html> <html> <head> <link rel="stylesheet" href="./assets/css/styles.css" /> </head> <body> <app>Loading...</app> </body> <% if (webpackConfig.metadata.ENV === 'development') { %> <!-- Webpack Dev Server --> <script src="http://<%= webpackConfig.metadata.host %>:<%= webpackConfig.metadata.port %>/webpack-dev-server.js"></script> <% } %> </html> Feel free to add you own stylesheets files under /src/assets/css as I did with my styles.css file. You should now have a project structured like so : 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 angular2-starter/ ├──src/ | ├──bootstrap.ts | ├──index.html | ├──polyfills.ts │ │ │ ├──app/ │ │ └──app.component.ts │ │ │ └──assets/ │ └──css/ │ └──styles.css │ ├──tsconfig.json ├──package.json │ └──webpack.config.js We need one more thing to be all set up. As mentionned before, we will write the views in separated file. So, create an app.html file and refer to it in your app.components.ts. 1 2 3 4 <!-- app.html --> <h1>Hello, Angular2</h1> 1 2 3 4 5 6 7 8 9 10 // app.component.ts import { Component } from 'angular2/core'; @Component({ selector: 'app', template: require('./app.html') }) export class AppComponent { } Finally, we have to install the node typings definition to be able to require file inside our component as we did for the view. Hence, to do so run the following commands, and complete the tsconfig.json to exclude some files : 1 2 3 4 5 6 7 8 9 10 # Install Typings CLI utility npm install typings --global # Init the typings.json typings init # Install typings typings install env~node --global --save As you can notice in my tsconfig.json file below, there are some extra options that are Atom IDE specific features. Feel free to read the documentation about it: atom-typescript/tsconfig.json. 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 { "compilerOptions": { "target": "es5", "sourceMap": true, "experimentalDecorators": true, "emitDecoratorMetadata": true, "module": "commonjs", "noImplicitAny": false, "outDir": "built", "rootDir": "." }, "exclude": [ "node_modules", "typings/main.d.ts", "typings/main" ], "filesGlob": [ "./src/**/*.ts", "!./node_modules/**/*.ts", "typings/browser.d.ts" ], "compileOnSave": false, "buildOnSave": false } If you want to know more about typings read the following pages on Github : Microsoft/TypeScript and typings/typings. Ok! Now it’s time to build and run our application using Webpack. Let’s create some npm scripts to handle those operations. 3. Using npm as a Task Runner We will simply use npm to define and run our tasks : one for the build process, and one for running the development server. 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 { "name": "angular2-starter", "version": "1.0.0", "description": "", "main": "index.js", "scripts": { "build:dev": "webpack --progress --colors", "server:dev": "webpack-dev-server --hot --progress --colors --content-base dist/", "start": "npm run server:dev" }, ... } We can now run npm start and visit http://localhost:8080 to see our app running.
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