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Kota-Jagadeesh / QUIZThis project is a simple, open-source programming quiz application designed to test coding skills with a user-friendly interface. Challenge yourself with a variety of questions and track your progress through an interactive quiz experience.
anujkumarthakur / Rust TutorialIntroduction Note: This edition of the book is the same as The Rust Programming Language available in print and ebook format from No Starch Press. Welcome to The Rust Programming Language, an introductory book about Rust. The Rust programming language helps you write faster, more reliable software. High-level ergonomics and low-level control are often at odds in programming language design; Rust challenges that conflict. Through balancing powerful technical capacity and a great developer experience, Rust gives you the option to control low-level details (such as memory usage) without all the hassle traditionally associated with such control. Who Rust Is For Rust is ideal for many people for a variety of reasons. Let’s look at a few of the most important groups. Teams of Developers Rust is proving to be a productive tool for collaborating among large teams of developers with varying levels of systems programming knowledge. Low-level code is prone to a variety of subtle bugs, which in most other languages can be caught only through extensive testing and careful code review by experienced developers. In Rust, the compiler plays a gatekeeper role by refusing to compile code with these elusive bugs, including concurrency bugs. By working alongside the compiler, the team can spend their time focusing on the program’s logic rather than chasing down bugs. Rust also brings contemporary developer tools to the systems programming world: Cargo, the included dependency manager and build tool, makes adding, compiling, and managing dependencies painless and consistent across the Rust ecosystem. Rustfmt ensures a consistent coding style across developers. The Rust Language Server powers Integrated Development Environment (IDE) integration for code completion and inline error messages. By using these and other tools in the Rust ecosystem, developers can be productive while writing systems-level code. Students Rust is for students and those who are interested in learning about systems concepts. Using Rust, many people have learned about topics like operating systems development. The community is very welcoming and happy to answer student questions. Through efforts such as this book, the Rust teams want to make systems concepts more accessible to more people, especially those new to programming. Companies Hundreds of companies, large and small, use Rust in production for a variety of tasks. Those tasks include command line tools, web services, DevOps tooling, embedded devices, audio and video analysis and transcoding, cryptocurrencies, bioinformatics, search engines, Internet of Things applications, machine learning, and even major parts of the Firefox web browser. Open Source Developers Rust is for people who want to build the Rust programming language, community, developer tools, and libraries. We’d love to have you contribute to the Rust language. People Who Value Speed and Stability Rust is for people who crave speed and stability in a language. By speed, we mean the speed of the programs that you can create with Rust and the speed at which Rust lets you write them. The Rust compiler’s checks ensure stability through feature additions and refactoring. This is in contrast to the brittle legacy code in languages without these checks, which developers are often afraid to modify. By striving for zero-cost abstractions, higher-level features that compile to lower-level code as fast as code written manually, Rust endeavors to make safe code be fast code as well. The Rust language hopes to support many other users as well; those mentioned here are merely some of the biggest stakeholders. Overall, Rust’s greatest ambition is to eliminate the trade-offs that programmers have accepted for decades by providing safety and productivity, speed and ergonomics. Give Rust a try and see if its choices work for you. Who This Book Is For This book assumes that you’ve written code in another programming language but doesn’t make any assumptions about which one. We’ve tried to make the material broadly accessible to those from a wide variety of programming backgrounds. We don’t spend a lot of time talking about what programming is or how to think about it. If you’re entirely new to programming, you would be better served by reading a book that specifically provides an introduction to programming. How to Use This Book In general, this book assumes that you’re reading it in sequence from front to back. Later chapters build on concepts in earlier chapters, and earlier chapters might not delve into details on a topic; we typically revisit the topic in a later chapter. You’ll find two kinds of chapters in this book: concept chapters and project chapters. In concept chapters, you’ll learn about an aspect of Rust. In project chapters, we’ll build small programs together, applying what you’ve learned so far. Chapters 2, 12, and 20 are project chapters; the rest are concept chapters. Chapter 1 explains how to install Rust, how to write a Hello, world! program, and how to use Cargo, Rust’s package manager and build tool. Chapter 2 is a hands-on introduction to the Rust language. Here we cover concepts at a high level, and later chapters will provide additional detail. If you want to get your hands dirty right away, Chapter 2 is the place for that. At first, you might even want to skip Chapter 3, which covers Rust features similar to those of other programming languages, and head straight to Chapter 4 to learn about Rust’s ownership system. However, if you’re a particularly meticulous learner who prefers to learn every detail before moving on to the next, you might want to skip Chapter 2 and go straight to Chapter 3, returning to Chapter 2 when you’d like to work on a project applying the details you’ve learned. Chapter 5 discusses structs and methods, and Chapter 6 covers enums, match expressions, and the if let control flow construct. You’ll use structs and enums to make custom types in Rust. In Chapter 7, you’ll learn about Rust’s module system and about privacy rules for organizing your code and its public Application Programming Interface (API). Chapter 8 discusses some common collection data structures that the standard library provides, such as vectors, strings, and hash maps. Chapter 9 explores Rust’s error-handling philosophy and techniques. Chapter 10 digs into generics, traits, and lifetimes, which give you the power to define code that applies to multiple types. Chapter 11 is all about testing, which even with Rust’s safety guarantees is necessary to ensure your program’s logic is correct. In Chapter 12, we’ll build our own implementation of a subset of functionality from the grep command line tool that searches for text within files. For this, we’ll use many of the concepts we discussed in the previous chapters. Chapter 13 explores closures and iterators: features of Rust that come from functional programming languages. In Chapter 14, we’ll examine Cargo in more depth and talk about best practices for sharing your libraries with others. Chapter 15 discusses smart pointers that the standard library provides and the traits that enable their functionality. In Chapter 16, we’ll walk through different models of concurrent programming and talk about how Rust helps you to program in multiple threads fearlessly. Chapter 17 looks at how Rust idioms compare to object-oriented programming principles you might be familiar with. Chapter 18 is a reference on patterns and pattern matching, which are powerful ways of expressing ideas throughout Rust programs. Chapter 19 contains a smorgasbord of advanced topics of interest, including unsafe Rust, macros, and more about lifetimes, traits, types, functions, and closures. In Chapter 20, we’ll complete a project in which we’ll implement a low-level multithreaded web server! Finally, some appendixes contain useful information about the language in a more reference-like format. Appendix A covers Rust’s keywords, Appendix B covers Rust’s operators and symbols, Appendix C covers derivable traits provided by the standard library, Appendix D covers some useful development tools, and Appendix E explains Rust editions. There is no wrong way to read this book: if you want to skip ahead, go for it! You might have to jump back to earlier chapters if you experience any confusion. But do whatever works for you. An important part of the process of learning Rust is learning how to read the error messages the compiler displays: these will guide you toward working code. As such, we’ll provide many examples that don’t compile along with the error message the compiler will show you in each situation. Know that if you enter and run a random example, it may not compile! Make sure you read the surrounding text to see whether the example you’re trying to run is meant to error. Ferris will also help you distinguish code that isn’t meant to work:
mitulmanish / Java AssignmentsYou are required to implement a basic Java program using Java (SE 5.0 or later). This assignment is designed to help you: 1. Practise your knowledge of class design in Java; 2. Practise the implementation of different kinds of OO constructs in Java; 3. Practise the use of polymorphism; 4. Practise error handling in Java; 5. Develop a reasonable sized application in Java. General Implementation Details All input data should be read from the standard input and all output data should be printed to the standard output. Do not use files at all. If the input is formatted incorrectly, that input should be ignored and an appropriate error message should be displayed. Marks will be allocated to your class design. You are required to modularise classes properly---i.e., to use multiple methods as appropriate. No method should be longer than 50 lines. Marks will be allocated to proper documentation and coding layout and style. Your coding style should be consistent with standard coding conventions . Overall Specification You will build out the system from Assignment 1 to manage multiple users purchasing different types of items, including discounts for multiple items. Items to be Purchased The TechStore has been extended to sell Software as well as Books. Like Books, Software can be sold as a (physical) CD or as an online item (i.e., download). As in Assignment 1, a Book can also be sold as a physical copy or as an ebook. You need to keep track of the physical copies of Books and CDs, and whether or not a title is available as an online item. Books have a title and an author; Software items have a title and a publisher. Each item is individually priced---i.e., the price depends on the title and whether it is a physical copy or ebook/software-download. Purchasing Items A User can buy any number of items (books, software, or a mix), adding one item at a time to their Shopping Cart. However, a User can only purchase up to a total of $100, unless they are a Member—if a non-Member User tries to add an item to their Shopping Cart that takes the total over their maximum then this is blocked. A Member has no limit. Items can be added and removed from a Shopping Cart until Checkout. When an Item is added to the Shopping Cart, the system checks that there are enough copies of it available; if an Item is added or removed from the Shopping Cart, the number of copies available must be updated. Checkout clears the Shopping Cart. Users Users can add Items to their Cart, up to their allowed limit (i.e., their Shopping Cart cannot store a total greater than the limit). A User has an id (must be unique) and password (you do NOT need to make these encrypted or secure), as well as a name and email address. A Member is a special kind of user: a Member has no limit on value they can store in their Cart. Once a User has spent a total of 10% more than their limit in total (this obviously must be over multiple Checkouts), then they are offered to become a Member—this offer is made straight after they Checkout with the items that takes them to 10% over their limit. An Administrator is a User that can perform special functions: add to the number of copies of a (physical) Book or Software CD; change the price of an item; print sales statistics: i.e., number of sales (physical and electronic) of each Item; add a new user—the system must checked that the new id is unique. Other Users do not have these options on their menu. A user must keep track of their previous purchases, grouped by Transaction—a Transaction is the set of items purchased at Checkout time. Users can log in and out—they do not need to Checkout before logging out. However, only one user can be logged in at a time—the system must allow something like “change user”. If a User logs back in, their Shopping Cart holds the same contents as before they logged out. Recommended Items and Discounts Each item can store a list of “if you liked this” recommendations. If a User adds an Item to their Shopping Cart, then the system suggests other titles they may like. Only similar types of things are recommended—i.e., when a Book is added, other Books (not Software) are suggested. At the time when a list of Recommended titles is given, the user has the option to add one of the recommended titles to their Shopping Cart. If a user adds the title, then they receive a discount of 15% off that second title (the first one is still full price); the User can add multiple recommended titles for 15% off each of them. If a Member adds the recommended title, then they get 25% discount off all the recommendations added. Note: when a recommended title is added, its recommendations are also shown, and are discounted if purchased at that time. You are NOT required to handle the special case of updating discounts when a User removes recommendations from their Cart. However, there is a Bonus Mark for this. Sample menus The menu for a standard User (i.e., a Shopper) should include the following options: 1. Add item to shopping cart 2. View shopping cart 3. Remove item from shopping cart 4. Checkout 5. List all items 6. Print previous purchases 7. Logout (change user) 0. Quit The menu for an Administrator should include the following options: 1. List all items (this option can include purchase statistics for each title) 2. Add copies to item 3. Change price of item 4. Add new user 5. Logout (change user) 0. Quit * SAMPLE RUNS and TEST DATA will be posted to Blackboard * Program Development When implementing large programs, especially using object-oriented style, it is highly recommended that you build your program incrementally. This assignment proposes a specific incremental implementation process: this is designed to both help you think about building large programs, and to help ensure good progress! You are not strictly required to follow the structure below, but it will help you manage complexity. Part A (2 marks): Extend Assignment 1 Start by extending your Assignment 1 solution (a sample solution will be made available): 1. Rename your main class to TechStore if necessary; 2. Extend your Book class (if necessary) to contain all data and operations it needs for Assignment 2, and appropriate classes for other types of Items to be sold; 3. Define Exceptions to handle problems/errors; in particular, you must handle invalid menu options or inputs. Part B (1 marks): Class Design Define all the classes and any interfaces needed for the described system. In particular, you should try to encapsulate all the appropriate data and operations that a class needs. This may mean some classes refer to each other (e.g., the way Account refers to Customer). At this point, you may just want to think about the data and operations and just write the definitions, not all the code. Part C (3 marks): Main Program Your main program should be in the TechStore class. (Of course, any class can contain a main(); this is useful for testing that class.) The main program will contain a menu that offers all the required options (these can be different for different Users!). The system will allow a User to login by typing their id and password and will check that these match: if it does not then the menu prints an error; if they do match, then the system prints a welcome message with the user’s name and shows them the appropriate menu. The system must keep a list of all its Users: this list must be efficient to look-up by User id. Week 7 Demo (2 marks): You will be required to demonstrate your main program and design (with only bare functionality) by Week 7 at the latest. You must also submit to the associated WebLearn project by the Week 7 lecture. Part D (4 marks): Implement Core Functionality Implement the core functionality of the TechStore system described above, except for the recommendations, members, and discounts. You should be able to implement the rest of the TechStore functionality described above, and run and test your system. Part E (4 marks): Implement Recommendations , Members, Discounts Implement the functionality of providing recommendations, users becoming and being members, and discounts. Other (4 marks) As always, marks will be awarded for coding style, documentation/comments, code layout and clarity, meaningful error and other messages, proper error handling, choice of data structures and other design decisions. You are encouraged to discuss such issues with your tutors and lab assistants, or with the coding mentors. Bonus (2 marks) Note: There will be no hints or help offered on Bonus tasks. 1 bonus mark for early demonstration of Parts A,B,C in Week 6 1 bonus mark for correctly handling removal of recommended books from Cart—e.g., if a Member removes the first item then the 15/25% should be added back to the price of the recommended title, unless there are multiple recommendations linked to that title. Submission Instructions Full assignment submission will be via Weblearn, by 9AM, Tues April 28, 2015. You can submit your assignment as many times as you want before the due date. Each submission will overwrite any previous submissions. 1. You need to submit a class diagram (in pdf, gif or jpeg format). 2. You are required to submit your .java files weekly via Weblearn. Your progress will be taken into consideration if you need an extension. 3. There will be a separate WebLearn submission for Part A,B,C—you must submit to this before the Week 7 lecture to qualify for the 2 marks for Week 7 demo. 4. You must include a README file. This should describe how to run your program, what extra functionality you implemented, any standard functionality you know does not work, and any problems or assumptions. If the tutors have any problem running your program and the README does not help then you will lose marks. 5. For the code submission, you must include only the source files in your submission (do not submit any *.class files!). As always, your code must run on CSIT machines. 6. You must submit a single ZIP file—use zip/WinZIP to zip your files before submitting---do NOT submit rar or zipx files!! 7. If you use packages, it is your responsibility that these unpack properly into the correct folders and that your program compiles correctly.
priyamittal15 / Implementation Of Different Deep Learning Algorithms For Fracture Detection Image ClassificationUsing-Deep-Learning-Techniques-perform-Fracture-Detection-Image-Processing Using Different Image Processing techniques Implementing Fracture Detection on X rays Images on 8000 + images of dataset Description About Project: Bones are the stiff organs that protect vital organs such as the brain, heart, lungs, and other internal organs in the human body. There are 206 bones in the human body, all of which has different shapes, sizes, and structures. The femur bones are the largest, and the auditory ossicles are the smallest. Humans suffer from bone fractures on a regular basis. Bone fractures can happen as a result of an accident or any other situation in which the bones are put under a lot of pressure. Oblique, complex, comminute, spiral, greenstick, and transverse bone fractures are among the many forms that can occur. X-ray, computed tomography (CT), magnetic resonance imaging (MRI), ultrasound, and other types of medical imaging techniques are available to detect various types of disorders. So we design the architecture of it using Neural Networks different models, compare the accuracy, and get a result of which model works better for our dataset and which model delivers correct results on a specific related dataset with 10 classes. Basically our main motive is to check that which model works better on our dataset so in future reference we all get an idea that which model gives better type of accuracy for a respective dataset . Proposed Method for Project: we decided to make this project because we have seen a lot of times that report that are generated by computer produce error sometimes so we wanted to find out which model gives good accuracy and produce less error so we start to research over image processing nd those libraries which are used in image processing like Keras , Matplot lib , Image Generator , tensor flow and other libraries and used some of them and implement it on different image processing algorithm like as CNN , VGG-16 Model ,ResNet50 Model , InceptionV3 Model . and then find the best model which gives best accuracy for that we generate classification report using predefined libraries in python such as precision , recall ,r2score , mean square error etc by importing Sklearn. Methodology of Project: Phase 1: Requirement analysis: • Study concepts of Basic Python programming. • Study of Tensor flow, keras and Python API interface . • Study of basic algorithms of Image Processing and neural network And deep learning concepts. • Collect the dataset from different resources and describe it into Different classes(5 Fractured + 5 non fractured). Phase 2: Designing and development: The stages of design and development are further segmented. This step starts with data from the Requirement and Analysis phase, which will lead to the model construction phase, where a model will be created and an algorithm will be devised. After the algorithm design phase is completed, the focus will shift to algorithm analysis and implementation in this project. Phase 3: Coding Phase: Before real coding begins, the task is divided into modules/units and assigned to team members once the system design papers are received. Because code is developed during this phase, it is the developers' primary emphasis. The most time-consuming aspect of the project will be this. This project's implementation begins with the development of a program in the relevant programming language and the production of an error-free executable program. Phase 4: Testing Phase: When it comes to the testing phase, we may test our model based on the classification report it generates, which contains a variety of factors such as accuracy, f1score, precision, and recall, and we can also test our model based on its training and testing accuracy. Phase 5: Deployment Phase: One of our goals is to bring all of the previous steps together and put them into practice. Another goal is to deploy our model into a python-based interface application after comparing the classification reports and determining which model is best for our dataset.
payMeQuiz / PayMe ProjectpayMe is a technical solution initiated by some concerned Nigerians aimed to catalyze the innate desire in humans to fairly compete in an intellectual learning exercise. payMe is structured to more than engage users to learn but to incentivize users to be compelled to strive to achieve desired results on set targets. That in fact is the excelling value of payMe over competitions. payMe is originally a web2 play-to-earn (P2E) gaming application upgraded to a hybrid platform by the adoption of the platform's native utility token for incentivizing success among the quizzers. Play-to-earn (P2E) games are online games that guarantee rewards with real-world value to players for completing given task in a contest with other players. It comes with different structure and rewarding system. In the blockchain ecosystem, these rewards can be in the form of in-game assets like crypto tokens, virtual land, as well as the game assets (weapons, tools etc.) and other NFTs. The advent of web3 and its decentralized nature made it possible for players to buy, transfer and sell these in-game assets, outside of the games's traditional platform in exchange for real money. payMe is designed to encourage knowledge development using incentivization of success. payMe serve as cognitive behavioral therapy (CBT) to users who are psychogically affected by the disturbing examination malpractice permitted in the system, with the learn to earn functionality that catalyzes users desire to aspire to be the best in a transparent and meritorious form of testing knowledgeability. The transparent, honest, and undisputed fairness in determination of examinations success, aim also to promote hardwork as valuable asset to success as against luck dependency, in a society that eligizes game-of-chance about competency test. The Service payMe is designed for every interested adult netizen. The service is web-based and a communal crowdfunding scheme. The game is a test of knowledge, interactive quizzing in a multi-choice questions type. payMe™ is designed to play on web browsers enabling desktop and mobile applications. payMe is intentionally created with meritorious rewarding functionality to differ from the original pattern of the gaming industry, which is famously circumscribed by randomly selection of winners in a game of chance that is luck dependent. It is technically structured as an anti-gambling game with superlative uniqueness that distinguished it among competing brands. payMe is an ongoing concern product that will continue to meet users demands that aligns with our believes, principles and goals. The Service's Aim and Objectives The service's core aim is to create economic opportunities using ethical functionalities in a democratized software. Other objectives are: to incentivise intellectual competence. to encourage healthy and fair competition in the field of learning. to promote edifying research habits among scholars using the platform. to provide alternative healthy empowerment platform for gamesters suffering from addiction The Economic Benefit There are so many economic benefits to be derived from the payMe™ product brand. payMe guarantees regular, sustainable fiscal empowerment to users. It is a healthy alternative means of rewarding users’ passion in games. payMe is designed with the ability to enhance valuable learning exercises. Engaging in the contest can help in the reduction of common crimes incidental to youths. The Playing System The console adopts the multiple-choice questions type to create an interactive quizzing format. It offers online learning capabilities that cover extensive information on various academic subjects and soccer (FIFA competitions, leagues, and clubs’ activities). The service features an interactive learning interface and an intuitive time-bound quiz contest amongst participants. The service is deliberately created to differ from the original pattern of the gaming industry, which is luck-dependent, to an intellectual development contest. By this, payMe™ is ethical. Though it entails the use of cash to gain access, however, it guarantees much value for the little Token expended on every entry. payMe™ is designed to play on web browsers enabling desktop and mobile applications. It is playable everywhere with internet access on PC, Laptop, mobile phones, and other devices, if supported. Its technicality and structure make it superlatively unique among competing brands. payMe™ is an ongoing-concerned revolutionary software. The Process payMe™ can be subscribed to online. It entails an initial free membership registration and thereafter funding of a personal wallet with the platform’s native utility asset – the payME Pay Token (payME) Contestants automatically qualify to either make use of the premium entry to the quiz contest or use the payment option. Any of the quiz contests is a set of Ten (10) objective intra-changeable questions. Contestants are expected to provide correct answers to the questions within the swiftest timeframe. Each contestant’s result is displayed after the last question is answered on the contestants’ quiz page and thereafter, updated on the general result page. Weekly participation is limitless for contestants entering as regular quizzers but limited to 10 entries for the premium contestants. Only the best result amongst a Quizzer’s several attempts is registered for the contestant despite when it’s played each week. The first ranked 5% of the weekly contestants based on the most correct answers provided within the swiftest timeframe wins. The Playing Schedule Contests start every Monday at 12 am and end Saturday at 11.59 pm. From 12 am to 11.59 pm every Sunday, results are automatically displayed on the Result Page. The Web Portal Interface and Functions The web/mobile app has interactive interfaces and modules that help Quizzers easily glide through their activities. Some of these modules are described below: a. Wallet: A participant is expected to link his personal blockchain wallet after registration and fund it to enable him gain access to games. Only a decentralized crypto wallet is accepted. b. Quiz: This is 10 revolving questions, each having 4 objectives with 1 possible answer. When entering as a regular quizzer, once the play (ACE or COS) quiz button is clicked, $0.50 worth of payME Token will be debited from the quizzer’s wallet and credited to the platform’s wallet. Next, intra-changeable questions from the Question Bank will be appearing in non sequence routine. Quizzers are expected to provide the correct answers to each of the 10 questions as fast as they could and within 18 seconds. Immediately, after answering the 10th question, the quizzer’s result will display automatically on both the quizzing page and the general result dashboard. c. Tutorial Quiz: As the name implies, this is a free gaming zone created to enable holders of payMe token who may not want to engage in the contest, but want to improve their intellect through quizzing on the platform. However, the user must have payMe token worth $50 USD in his/her personal connected wallet to gain free access at anytime. d. Result Dashboard: this is a general result center for all Contestants. It updates automatically after each game is played during the play period, and according to the most correct answers within the swiftest time frame. That means that if a million quizzers scored 100/100, the system will display their result according to the fastest to answer the entire question using nanoseconds (an SI unit of time equal to one billionth of a second) in computing. So, be rest assured that it is impractical and impossible for 2 Quizzers to tally in the result. This makes payMe unique in the way winners are determined – fastest finger first! Updating of the dashboard however is programmed to freeze once it is 12 am every Sunday to determine the winners by publishing the result of the past week until 12 am on Monday when it continues its routine update. Available Rewards PayMe weekly quiz contest will commence by 12:00AM on Mondays and close by 11:59PM on Saturdays. Results are auto displayed on Sundays. the top most 5% of the participants are declared winners weekly and they are incentivized in ranges of: 1. The topmost 20% of the Winners earn 40% of the total revenue allocation to incentivizing pool in an equal share. 2. While the remaining 80% of the Winners earn 60% of the revenue share on an equal distribution rate. Practically, whatever revenue is generated weekly, 50% is automatically remitted to the incentivizing pool wallet and from there, the topmost 5% of the total participants are rewarded in the following ratio: 40% is equally shared to the topmost 20% while 60% is equally shared to the rest 80% of the winners. Winners claim button would automatically turn green by 12am every Sunday and they can claim their prizes themselves from their dashboard. Every Year, each of the 10 most intelligent Quizzers, drawn from the 52 weeks’ cumulative results of all participants in the ACE Quiz contests are rewarded with a Scholarship Award worth $1000 USDT in payME Token. Criteria is participating in every week of play. Cost of Play Cost of Game $0.50 worth of payME Token per game entry or with a single weekly subscription with payMe token worth $5. NB: The rewards are available for each quizzer's claim from Sunday at 12 am (according to the Nigerian calendar and time).
WILKSAJS / PLCSimpleSiemensHMICustomizable desktop HMI panel for Siemens' PLCs. Enables to exchange data between PC & PLC and interact with PLC's program through application interface.
Muxammadamin-Ulmasaliyev / Route Runner AppRoute Runner is a minimalistic platform for testing APIs (Application Programming Interfaces).
gregorburger / SAGA GISSAGA is a free geographic information system (GIS), with a special 'Application Programming Interface' (API) for geographic data processing. This API makes it easy to implement new algorithms. The SAGA API supports grid data, vector data, and tables.
scampion / PhilesightPhilesight is a tool to browse your filesystem and see where the diskspace is being used at a glance. Philesight is implemented as a simple command line program that generates PNG files; a wrapper CGI script is supplied to allow navigating through the filesystem. Click the image on top for an online demo. Philesight is actually a clone of the filelight program. Wheres filelight is ment as an interactive, user friendly application for the X-windows desktop, philesight is designed to run on a remote server without graphical user interface.
AbubakkarAbu / Swigy APIIt is used to fetch data from the Application Program Interface
DeepakDevelops / Real Time Train Tracker INDIAThe Real-Time Train Tracking System (INDIA) is a website that uses API (Application Programming Interface) to track and monitor the real-time movement of trains and other details. NOTE: Most time it shows accurate results but sometimes it may show wrong results.
DewmithMihisara / Client Server Chat Socket CliWelcome to the Java CLI Client-Server Chat Application, a practice example for mastering network programming, client-server communication, and command-line interface development.
DewmithMihisara / Client Server Chat Socket FxWelcome to the JavaFX Client-Server Chat Application, a practice example for honing your skills in network programming, client-server communication, and JavaFX user interface development. This project provides a hands-on opportunity to build a real-time chat application with a modern and intuitive graphical user interface.
JustinBraben / ZbonsaiInspired by cbonsai, zbonsai is a Zig-based terminal application that procedurally generates beautiful bonsai trees in your command line interface. zbonsai brings the zen of bonsai to your terminal, reimagined in the Zig programming language.
Onebeld / RegulRegul - modern general-purpose program with an interface similar to UWP applications, based on a module system that allows you to run tools and edit files of any type.
Jai-Agarwal-04 / Sentiment Analysis With InsightsSentiment Analysis with Insights using NLP and Dash This project show the sentiment analysis of text data using NLP and Dash. I used Amazon reviews dataset to train the model and further scrap the reviews from Etsy.com in order to test my model. Prerequisites: Python3 Amazon Dataset (3.6GB) Anaconda How this project was made? This project has been built using Python3 to help predict the sentiments with the help of Machine Learning and an interactive dashboard to test reviews. To start, I downloaded the dataset and extracted the JSON file. Next, I took out a portion of 7,92,000 reviews equally distributed into chunks of 24000 reviews using pandas. The chunks were then combined into a single CSV file called balanced_reviews.csv. This balanced_reviews.csv served as the base for training my model which was filtered on the basis of review greater than 3 and less than 3. Further, this filtered data was vectorized using TF_IDF vectorizer. After training the model to a 90% accuracy, the reviews were scrapped from Etsy.com in order to test our model. Finally, I built a dashboard in which we can check the sentiments based on input given by the user or can check the sentiments of reviews scrapped from the website. What is CountVectorizer? CountVectorizer is a great tool provided by the scikit-learn library in Python. It is used to transform a given text into a vector on the basis of the frequency (count) of each word that occurs in the entire text. This is helpful when we have multiple such texts, and we wish to convert each word in each text into vectors (for using in further text analysis). CountVectorizer creates a matrix in which each unique word is represented by a column of the matrix, and each text sample from the document is a row in the matrix. The value of each cell is nothing but the count of the word in that particular text sample. What is TF-IDF Vectorizer? TF-IDF stands for Term Frequency - Inverse Document Frequency and is a statistic that aims to better define how important a word is for a document, while also taking into account the relation to other documents from the same corpus. This is performed by looking at how many times a word appears into a document while also paying attention to how many times the same word appears in other documents in the corpus. The rationale behind this is the following: a word that frequently appears in a document has more relevancy for that document, meaning that there is higher probability that the document is about or in relation to that specific word a word that frequently appears in more documents may prevent us from finding the right document in a collection; the word is relevant either for all documents or for none. Either way, it will not help us filter out a single document or a small subset of documents from the whole set. So then TF-IDF is a score which is applied to every word in every document in our dataset. And for every word, the TF-IDF value increases with every appearance of the word in a document, but is gradually decreased with every appearance in other documents. What is Plotly Dash? Dash is a productive Python framework for building web analytic applications. Written on top of Flask, Plotly.js, and React.js, Dash is ideal for building data visualization apps with highly custom user interfaces in pure Python. It's particularly suited for anyone who works with data in Python. Dash apps are rendered in the web browser. You can deploy your apps to servers and then share them through URLs. Since Dash apps are viewed in the web browser, Dash is inherently cross-platform and mobile ready. Dash is an open source library, released under the permissive MIT license. Plotly develops Dash and offers a platform for managing Dash apps in an enterprise environment. What is Web Scrapping? Web scraping is a term used to describe the use of a program or algorithm to extract and process large amounts of data from the web. Running the project Step 1: Download the dataset and extract the JSON data in your project folder. Make a folder filtered_chunks and run the data_extraction.py file. This will extract data from the JSON file into equal sized chunks and then combine them into a single CSV file called balanced_reviews.csv. Step 2: Run the data_cleaning_preprocessing_and_vectorizing.py file. This will clean and filter out the data. Next the filtered data will be fed to the TF-IDF Vectorizer and then the model will be pickled in a trained_model.pkl file and the Vocabulary of the trained model will be stored as vocab.pkl. Keep these two files in a folder named model_files. Step 3: Now run the etsy_review_scrapper.py file. Adjust the range of pages and product to be scrapped as it might take a long long time to process. A small sized data is sufficient to check the accuracy of our model. The scrapped data will be stored in csv as well as db file. Step 4: Finally, run the app.py file that will start up the Dash server and we can check the working of our model either by typing or either by selecting the preloaded scrapped reviews.
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OrysyaStus / University Of Michigan Python For Informatics CertificateThis Specialization builds on the success of the Python for Everybody course and will introduce fundamental programming concepts including data structures, networked application program interfaces, and databases, using the Python programming language. In the Capstone Project, you’ll use the technologies learned throughout the Specialization to design and create your own applications for data retrieval, processing, and visualization.
openel / OpenelOpenEL implemented in C. OpenEL(Open Embedded Library) is a unified API(Application Programming Interface) for actuators and sensors. The specifications and implementation have been developed by JASA(Japan Embedded Systems Technology Association) since 2011.