17 skills found
redcode-labs / NeuraxA framework for constructing self-spreading binaries
Adamant-im / Adamant TradebotFree self-hosted market-making bot for crypto projects & token issuers. Volume, spread, liquidity, price ranges, and dynamic order books — all in one.
Tribler / Self Compile AndroidAutonomous smartphone app. Capable of self-compilation, mutation, and viral spreading. World-first proof-of-principle to bypass Internet kill switches.
hackerschoice / Ssh ItSelf replicating and automatically spreading SSH worm that recovers login credentials
mistersharmaa / BreastCancerPredictionBreast cancer has the second highest mortality rate in women next to lung cancer. As per clinical statistics, 1 in every 8 women is diagnosed with breast cancer in their lifetime. However, periodic clinical check-ups and self-tests help in early detection and thereby significantly increase the chances of survival. Invasive detection techniques cause rupture of the tumor, accelerating the spread of cancer to adjoining areas. Hence, there arises the need for a more robust, fast, accurate, and efficient non-invasive cancer detection system. Early detection can give patients more treatment options. In order to detect signs of cancer, breast tissue from biopsies is stained to enhance the nuclei and cytoplasm for microscopic examination. Then, pathologists evaluate the extent of any abnormal structural variation to determine whether there are tumors. Architectural Distortion (AD) is a very subtle contraction of the breast tissue and may represent the earliest sign of cancer. Since it is very likely to be unnoticed by radiologists, several approaches have been proposed over the years but none using deep learning techniques. AI will become a transformational force in healthcare and soon, computer vision models will be able to get a higher accuracy when researchers have the access to more medical imaging datasets. The application of machine learning models for prediction and prognosis of disease development has become an irrevocable part of cancer studies aimed at improving the subsequent therapy and management of patients. The application of machine learning models for accurate prediction of survival time in breast cancer on the basis of clinical data is the main objective. We have developed a computer vision model to detect breast cancer in histopathological images. Two classes will be used in this project: Benign and Malignant
artemMprokhorov / Hippograph ProDescription: Self-hosted graph-based associative memory for personal AI agents. Spreading activation, emotional weighting, zero LLM cost.
laiguixian / AndroidRPA中文:这个软件运行后能悬浮在所有软件之上,可以自动控制安卓系统下安装的微信,对指定微信发的每个语音进行录制后转发到指定的微信群,全程自动化,减少人工成本,当然这个软件是我很多年前(约2016年)自己开发的,现在的安卓系统和微信早就更新了不知道多少版了,所以现在应该是不能控制的,不过原理是类似的,改改应该也还可以用,这个软件在稳定性方面使用了自驱式的原理,可以说是现代人工智能的起源之一。软件原理:软件采用自驱式推进软件往前运行,通过不断截取屏幕图片,跟预置的需要识别的界面数据和需要点击的按钮图片数据进行比对(这个比对包括对图形的二值化,异化,比对等等),然后进行相关操作。多年后的今天,我发现这种自动化操作居然发展出了一个行业:RPA机器人。所以这个软件我觉得你可以看成是一个RPA机器人,这个机器人运行在安卓下对窗体应用进行自动化操作。这个软件是我很多年前自己开发的,现在把源代码公开出来,由于暂时没有时间,所以直接公开,未做代码调整和优化,希望对技术传播有所助益。本代码公开纯属技术交流,没有收取任何费用,软件分为两部分:安卓RPA机器人,控制后端,机器人使用android studio开发,后端:java+sqlserver,以webservice提供服务。 After running, this software can be suspended on all the software. It can automatically control the wechat installed under the Android system, record and forward each voice sent by the designated wechat group to the designated wechat group, and the whole process is automated to reduce labor costs. Of course, this software was developed by myself many years ago (about 2016). Now the Android system and wechat have been updated for a long time. I don't know how many versions, so it should be uncontrollable now, However, the principle is similar, and the modification should also be used. This software uses the self driving principle in terms of stability, which can be said to be one of the origins of modern artificial intelligence. Software principle: the software uses self driving to push the software forward. By constantly intercepting screen images, it compares with the preset interface data that needs to be identified and the button image data that needs to be clicked (this comparison includes binarization, alienation, comparison, etc. of graphics), and then carries out relevant operations. Today, many years later, I found that this kind of automation has developed an industry: RPA robot. So I think you can think of this software as an RPA robot, which runs under Android to automate window applications. This software was developed by myself many years ago, and now the source code is published. Because I don't have time for the time being, it is directly published without code adjustment and optimization. I hope it will be helpful to the spread of technology. This code is disclosed purely for technical exchange without any charge. The software is divided into two parts: Android RPA robot, which controls the back-end. The robot is developed using Android studio, and the back-end: java+sqlserver, which provides services with WebService.
chebuya / MinegriefSelf-spreading Java malware targeting Minecraft servers. Infected servers are capable of scanning for other vulnerable servers, encrypting Minecraft worlds, and phishing players who connect.
marostcs / Konzole09:17:02 Steam Console Client (c) Valve Corporation 09:17:02 -- type 'quit' to exit -- 09:17:02 Loading Steam API...OK. 09:17:02 09:17:03 Connecting anonymously to Steam Public...Logged in OK 09:17:03 Waiting for user info...OK 09:17:04 Success! App '740' already up to date. 09:17:05 @sSteamCmdForcePlatformType windows 09:17:05 "@sSteamCmdForcePlatformType" = "windows" 09:17:05 force_install_dir ../ 09:17:05 app_update 740 09:17:05 quit 09:17:05 Redirecting stderr to 'D:\servers\csgo_297437\steamcmd\logs\stderr.txt' 09:17:05 Params: -game csgo -console -tickrate 128.00 -port 49525 +tv_port 49526 -maxplayers_override 16 -usercon -nowatchdog +sv_pure 0 +sv_lan 0 +ip 89.203.193.220 +game_type 0 +exec server.cfg +game_mode 1 +map de_dust2 +sv_setsteamaccount B74A031F37B9312A5EC65A15FC43AA0C -gamemodes_serverfile gamemodes_server.txt +mapgroup h_custom -condebug -norestart -allowdebug 09:17:06 # 09:17:06 #Console initialized. 09:17:06 #Using breakpad minidump system 740/13776.1219.DC 09:17:06 #Filesystem successfully switched to safe whitelist mode 09:17:06 #Game.dll loaded for "Counter-Strike: Global Offensive" 09:17:06 #CGameEventManager::AddListener: event 'server_pre_shutdown' unknown. 09:17:06 #CGameEventManager::AddListener: event 'game_newmap' unknown. 09:17:06 #CGameEventManager::AddListener: event 'finale_start' unknown. 09:17:06 #CGameEventManager::AddListener: event 'round_start' unknown. 09:17:06 #CGameEventManager::AddListener: event 'round_end' unknown. 09:17:06 #CGameEventManager::AddListener: event 'difficulty_changed' unknown. 09:17:06 #CGameEventManager::AddListener: event 'player_death' unknown. 09:17:06 #CGameEventManager::AddListener: event 'hltv_replay' unknown. 09:17:06 #CGameEventManager::AddListener: event 'player_connect' unknown. 09:17:06 #CGameEventManager::AddListener: event 'player_disconnect' unknown. 09:17:06 #GameTypes: missing mapgroupsSP entry for game type/mode (custom/custom). 09:17:06 #GameTypes: missing mapgroupsSP entry for game type/mode (cooperative/cooperative). 09:17:06 #GameTypes: missing mapgroupsSP entry for game type/mode (cooperative/coopmission). 09:17:06 Seeded random number generator @ 1064343566 ( 0.940 ) 09:17:06 Failed to load gamerulescvars.txt, game rules cvars might not be reported to management tools. 09:17:06 Server is hibernating 09:17:06 No web api auth key specified - workshop downloads will be disabled. 09:17:06 scripts\talker\response_rules.txt(token 3685) : Multiple definitions for criteria 'tlk_cw.regroup' [-1793082848] 09:17:06 scripts\talker\swat.txt(token 1688) : response entry 'radio.sticktogetherswat' with unknown command 'scenes/swat/radiobotregroup02.vcd' 09:17:06 scripts\talker\coopvoice.txt(token 657) : No such response 'guardianroundstartintro' for rule 'guardianroundintro' 09:17:06 Discarded rule guardianroundintro 09:17:06 CResponseSystem: scripts\talker\response_rules.txt (4154 rules, 763 criteria, and 3878 responses) 09:17:06 Plugins: found file "CSay.vdf" 09:17:06 eBot LOADED 09:17:06 Plugins: found file "metamod.vdf" 09:17:06 maxplayers set to 64 09:17:06 Fast Build Temp Cache: 'maps/soundcache/_master.cache' 09:17:07 Elapsed time: 0.00 seconds 09:17:07 ConVarRef cl_embedded_stream_video_playing doesn't point to an existing ConVar 09:17:07 Execing config: valve.rc 09:17:07 Execing config: default.cfg 09:17:07 Unknown command "cl_bobamt_vert" 09:17:07 Unknown command "cl_bobamt_lat" 09:17:07 Unknown command "cl_bob_lower_amt" 09:17:07 Unknown command "cl_viewmodel_shift_left_amt" 09:17:07 Unknown command "cl_viewmodel_shift_right_amt" 09:17:07 Unknown command "cl_teamid_min" 09:17:07 Unknown command "cl_teamid_max" 09:17:07 Unknown command "cl_teamid_overhead" 09:17:07 Unknown command "cl_teamid_overhead_maxdist" 09:17:07 Execing config: joystick.cfg 09:17:07 Execing config: autoexec.cfg 09:17:07 -------------------------------------------------------- 09:17:07 sv_pure set to 0. 09:17:07 -------------------------------------------------------- 09:17:07 Execing config: server.cfg 09:17:07 Unknown command "sv_maxcmdrate" 09:17:07 Unknown command "sv_vote_creation_time" 09:17:07 Writing cfg/banned_user.cfg. 09:17:07 Writing cfg/banned_ip.cfg. 09:17:07 Execing config: banned_user.cfg 09:17:07 Execing config: banned_ip.cfg 09:17:07 Unknown command "allow_spectators" 09:17:07 Setting mapgroup to 'h_custom' 09:17:07 Execing config: modsettings.cfg 09:17:07 NET_CloseAllSockets 09:17:07 NET_GetBindAddresses found 89.203.193.220: 'HP FlexFabric 10Gb 2-port 554FLB Adapter #2' 09:17:07 WARNING: UDP_OpenSocket: unable to bind socket 09:17:07 Network: IP 89.203.193.220 mode MP, dedicated No, ports 49525 SV / -1 CL 09:17:07 L 01/15/2021 - 09:17:07: [SM] Error encountered parsing core config file: Line contained too many invalid tokens 09:17:07 CServerGameDLL::ApplyGameSettings game settings payload received: 09:17:07 ::ExecGameTypeCfg { 09:17:07 map { 09:17:07 mapname de_dust2 09:17:07 } 09:17:07 } 09:17:07 ApplyGameSettings: Invalid mapgroup name h_custom 09:17:07 ---- Host_NewGame ---- 09:17:07 Execing config: game.cfg 09:17:07 Switching filesystem to allow files loaded from disk (sv_pure_allow_loose_file_loads = 1) 09:17:08 DISP_VPHYSICS found bad displacement collision face (252.50 1542.13 147.50) (250.00 1543.00 155.00) (250.00 1543.50 155.00) at tri 25 09:17:08 DISP_VPHYSICS entire displacement vdisp_0290 will have no collision, dimensions (6.00 14.00 32.00) from (249.00 1537.00 124.00) to (255.00 1551.00 156.00) 09:17:08 DISP_VPHYSICS found bad displacement collision face (250.13 1539.50 147.50) (249.75 1543.00 155.00) (250.00 1543.00 155.00) at tri 30 09:17:08 DISP_VPHYSICS entire displacement vdisp_0291 will have no collision, dimensions (12.50 7.00 32.00) from (242.00 1537.00 124.00) to (254.50 1544.00 156.00) 09:17:08 DISP_VPHYSICS found bad displacement collision face (-1884.00 704.30 159.97) (-1884.00 703.00 180.00) (-1884.54 704.60 160.25) at tri 6 09:17:08 DISP_VPHYSICS entire displacement vdisp_1842 will have no collision, dimensions (2.54 6.60 82.03) from (-1885.54 699.00 158.97) to (-1883.00 705.60 241.00) 09:17:08 DISP_VPHYSICS found bad displacement collision face (-1884.00 705.40 127.95) (-1884.00 704.30 159.97) (-1884.54 704.60 160.25) at tri 30 09:17:08 DISP_VPHYSICS entire displacement vdisp_1876 will have no collision, dimensions (2.54 8.30 130.25) from (-1885.54 699.00 31.00) to (-1883.00 707.30 161.25) 09:17:11 Host_NewGame on map de_dust2 09:17:11 L 01/15/2021 - 09:17:11: -------- Mapchange to de_dust2 -------- 09:17:11 L 01/15/2021 - 09:17:11: [SM] Failed to load plugin "gloves.smx": Unable to load plugin (no debug string table). 09:17:11 L 01/15/2021 - 09:17:11: [SM] Failed to load plugin "weapons.smx": Unable to load plugin (no debug string table). 09:17:11 CGameEventManager::AddListener: event 'teamplay_win_panel' unknown. 09:17:11 CGameEventManager::AddListener: event 'teamplay_restart_round' unknown. 09:17:11 CGameEventManager::AddListener: event 'arena_win_panel' unknown. 09:17:11 GameTypes: initializing game types interface from GameModes.txt. 09:17:11 GameTypes: merging game types interface from gamemodes_server.txt. 09:17:11 Failed to load gamemodes_server.txt 09:17:11 GameTypes: missing mapgroupsSP entry for game type/mode (custom/custom). 09:17:11 GameTypes: missing mapgroupsSP entry for game type/mode (cooperative/cooperative). 09:17:11 GameTypes: missing mapgroupsSP entry for game type/mode (cooperative/coopmission). 09:17:11 ammo_grenade_limit_default - 1 09:17:11 ammo_grenade_limit_flashbang - 1 09:17:11 ammo_grenade_limit_total - 3 09:17:11 ammo_item_limit_healthshot - 4 09:17:11 bot_allow_grenades - 1 09:17:11 bot_allow_machine_guns - 1 09:17:11 bot_allow_pistols - 1 09:17:11 bot_allow_rifles - 1 09:17:11 bot_allow_rogues - 1 09:17:11 bot_allow_shotguns - 1 09:17:11 bot_allow_snipers - 1 09:17:11 bot_allow_sub_machine_guns - 1 09:17:11 bot_autodifficulty_threshold_high - 5.0 09:17:11 bot_autodifficulty_threshold_low - -2.0 09:17:11 bot_chatter - normal 09:17:11 bot_coop_idle_max_vision_distance - 1400 09:17:11 bot_defer_to_human_goals - 0 09:17:11 bot_defer_to_human_items - 1 09:17:11 bot_difficulty - 1 09:17:11 bot_max_hearing_distance_override - -1 09:17:11 bot_max_visible_smoke_length - 200 09:17:11 bot_max_vision_distance_override - -1 09:17:11 bot_quota - 10 09:17:11 bot_quota_mode - normal 09:17:11 bot_coop_idle_max_vision_distance - 1400 09:17:11 bot_max_vision_distance_override - -1 09:17:11 bot_max_hearing_distance_override - -1 09:17:11 bot_coopmission_dz_engagement_limit - missing cvar specified in bspconvar_whitelist.txt 09:17:11 cash_player_bomb_defused - 300 09:17:11 cash_player_bomb_planted - 300 09:17:11 cash_player_damage_hostage - -30 09:17:11 cash_player_get_killed - 0 09:17:11 cash_player_interact_with_hostage - 150 09:17:11 cash_player_killed_enemy_default - 300 09:17:11 cash_player_killed_enemy_factor - 1 09:17:11 cash_player_killed_hostage - -1000 09:17:11 cash_player_killed_teammate - -300 09:17:11 cash_player_rescued_hostage - 1000 09:17:11 cash_player_respawn_amount - 0 09:17:11 cash_team_elimination_bomb_map - 3250 09:17:11 cash_team_elimination_hostage_map_ct - 2000 09:17:11 cash_team_elimination_hostage_map_t - 1000 09:17:11 cash_team_hostage_alive - 0 09:17:11 cash_team_hostage_interaction - 500 09:17:11 cash_team_loser_bonus - 1400 09:17:11 cash_team_loser_bonus_consecutive_rounds - 500 09:17:11 cash_team_planted_bomb_but_defused - 800 09:17:11 cash_team_rescued_hostage - 0 09:17:11 cash_team_survive_guardian_wave - 1000 09:17:11 cash_team_terrorist_win_bomb - 3500 09:17:11 cash_team_win_by_defusing_bomb - 3250 09:17:11 cash_team_win_by_hostage_rescue - 3500 09:17:11 cash_team_win_by_time_running_out_bomb - 3250 09:17:11 cash_team_win_by_time_running_out_hostage - 3250 09:17:11 contributionscore_assist - 1 09:17:11 contributionscore_bomb_defuse_major - 3 09:17:11 contributionscore_bomb_defuse_minor - 1 09:17:11 contributionscore_bomb_exploded - 1 09:17:11 contributionscore_bomb_planted - 2 09:17:11 contributionscore_cash_bundle - 0 09:17:11 contributionscore_crate_break - 0 09:17:11 contributionscore_hostage_kill - -2 09:17:11 contributionscore_hostage_rescue_major - 3 09:17:11 contributionscore_hostage_rescue_minor - 1 09:17:11 contributionscore_kill - 2 09:17:11 contributionscore_kill_factor - 0 09:17:11 contributionscore_objective_kill - 3 09:17:11 contributionscore_suicide - -2 09:17:11 contributionscore_team_kill - -2 09:17:11 ff_damage_reduction_bullets - 0.1 09:17:11 ff_damage_reduction_grenade - 0.25 09:17:11 ff_damage_reduction_grenade_self - 1 09:17:11 ff_damage_reduction_other - 0.25 09:17:11 global_chatter_info - 09:17:11 healthshot_healthboost_damage_multiplier - 1 09:17:11 healthshot_healthboost_speed_multiplier - 1 09:17:11 healthshot_healthboost_time - 0 09:17:11 inferno_child_spawn_max_depth - 4 09:17:11 inferno_max_flames - 16 09:17:11 inferno_max_range - 150 09:17:11 molotov_throw_detonate_time - 2.0 09:17:11 mp_afterroundmoney - 0 09:17:11 mp_anyone_can_pickup_c4 - 0 09:17:11 mp_autokick - 1 09:17:11 mp_autoteambalance - 1 09:17:11 mp_bot_ai_bt - 09:17:11 mp_buy_allow_grenades - 1 09:17:11 mp_buy_allow_guns - 255 09:17:11 mp_buy_anywhere - 0 09:17:11 mp_buy_during_immunity - 0 09:17:11 mp_buytime - 90 09:17:11 mp_c4_cannot_be_defused - 0 09:17:11 mp_c4timer - 40 09:17:11 mp_consecutive_loss_max - 4 09:17:11 mp_coop_force_join_ct - 0 09:17:11 mp_coopmission_bot_difficulty_offset - 0 09:17:11 mp_coopmission_mission_number - 0 09:17:11 mp_coopmission_dz - missing cvar specified in bspconvar_whitelist.txt 09:17:11 mp_ct_default_grenades - 09:17:11 mp_ct_default_melee - weapon_knife 09:17:11 mp_ct_default_primary - 09:17:11 mp_ct_default_secondary - weapon_hkp2000 09:17:11 mp_retake_ct_loadout_default_pistol_round - 1|3;#GameUI_Retake_Card_4v3,0,0,secondary0|1;#GameUI_Retake_Card_FlashOut,0,0,secondary0,grenade2;#GameUI_Retake_Card_HideAndPeek,0,0,secondary0,grenade4 09:17:11 mp_retake_ct_loadout_upgraded_pistol_round - 2|2;#GameUI_Retake_Card_TakeFive,0,0,secondary3|2;#GameUI_Retake_Card_BlindFire,0,0,secondary2,grenade2|2;#GameUI_Retake_Card_OnlyTakesOne,0,0,secondary4|2;#GameUI_Retake_Card_SneakyBeakyLike,0,0,secondary2,grenade4 09:17:11 mp_retake_ct_loadout_light_buy_round - 3|2;#GameUI_Retake_Card_UmpInSmoke,1,1,smg2,grenade4|2;#GameUI_Retake_Card_FunNGun,1,1,smg0,grenade3|2;#GameUI_Retake_Card_Sharpshooter,1,1,rifle2,grenade2|2;#GameUI_Retake_Card_BurstBullpup,1,1,rifle0 09:17:11 mp_retake_ct_loadout_full_buy_round - 4|2;#GameUI_Retake_Card_LightEmUp,1,1,rifle1,grenade2|2;#GameUI_Retake_Card_Kobe,1,1,rifle1,grenade3|1;#GameUI_Retake_Card_1g,1,1,rifle1,grenade0|1;#GameUI_Retake_Card_DisappearingAct,1,1,rifle1,grenade4|1;#GameUI_Retake_Card_EyesOnTarget,1,1,rifle3 09:17:11 mp_retake_ct_loadout_bonus_card_availability - 1,2 09:17:11 mp_retake_ct_loadout_bonus_card - #GameUI_Retake_Card_TheAWPortunity,1,1,rifle4 09:17:11 mp_retake_ct_loadout_enemy_card - #GameUI_Retake_Card_BehindEnemyLines,1,1,rifle1,grenade2 09:17:11 mp_retake_t_loadout_default_pistol_round - 0|3;#GameUI_Retake_Card_4BadGuysLeft,0,0,secondary0|1;#GameUI_Retake_Card_LookAway,0,0,secondary0,grenade2;#GameUI_Retake_Card_WhenThereIsSmoke,0,0,secondary0,grenade4 09:17:11 mp_retake_t_loadout_upgraded_pistol_round - 0|2;#GameUI_Retake_Card_BlindFire,0,0,secondary2,grenade2|2;#GameUI_Retake_Card_QueOta,0,0,secondary4|1;#GameUI_Retake_Card_SmokeScreen,0,0,secondary2,grenade4|1;#GameUI_Retake_Card_TecTecBoom,0,0,secondary3,grenade3 09:17:11 mp_retake_t_loadout_light_buy_round - 0|2;#GameUI_Retake_Card_BackInAFlash,1,1,smg2,grenade2|2;#GameUI_Retake_Card_AllIn,1,1,rifle0|1;#GameUI_Retake_Card_BoomBox,1,1,smg0,grenade3,grenade4|1;#GameUI_Retake_Card_SetThemFree,1,1,rifle2,grenade2 09:17:11 mp_retake_t_loadout_full_buy_round - 0|2;#GameUI_Retake_Card_OlReliable,1,1,rifle1,grenade2|1;#GameUI_Retake_Card_SmokeShow,1,1,rifle1,grenade4|1;#GameUI_Retake_Card_HotShot,1,1,rifle1,grenade0|1;#GameUI_Retake_Card_EyeSpy,1,1,rifle3,grenade3 09:17:11 mp_retake_t_loadout_bonus_card_availability - 1,1,2 09:17:11 mp_retake_t_loadout_bonus_card - #GameUI_Retake_Card_TheAWPortunity,1,1,rifle4 09:17:11 mp_retake_t_loadout_enemy_card - #GameUI_Retake_Card_FindersKeepers,1,1,rifle1,grenade2 09:17:11 mp_retake_max_consecutive_rounds_same_target_site - 2 09:17:11 mp_damage_headshot_only - 0 09:17:11 mp_damage_scale_ct_body - 1.0 09:17:11 mp_damage_scale_ct_head - 1.0 09:17:11 mp_damage_scale_t_body - 1.0 09:17:11 mp_damage_scale_t_head - 1.0 09:17:11 mp_damage_vampiric_amount - 0 09:17:11 mp_death_drop_c4 - 1 09:17:11 mp_death_drop_defuser - 1 09:17:11 mp_death_drop_grenade - 2 09:17:11 mp_death_drop_gun - 1 09:17:11 mp_deathcam_skippable - 1 09:17:11 mp_default_team_winner_no_objective - -1 09:17:11 mp_defuser_allocation - 0 09:17:11 mp_display_kill_assists - 1 09:17:11 mp_dm_bonus_percent - 50 09:17:11 mp_dm_bonus_respawn - 0 09:17:11 mp_dm_bonusweapon_dogtags - 0 09:17:11 mp_dm_dogtag_score - 0 09:17:11 mp_dm_kill_base_score - 10 09:17:11 mp_dm_teammode - 0 09:17:11 mp_dm_teammode_bonus_score - 1 09:17:11 mp_dm_teammode_dogtag_score - 0 09:17:11 mp_dm_teammode_kill_score - 1 09:17:11 mp_dogtag_despawn_on_killer_death - 1 09:17:11 mp_dogtag_despawn_time - 120 09:17:11 mp_dogtag_pickup_rule - 0 09:17:11 mp_drop_grenade_enable - 0 09:17:11 mp_drop_knife_enable - 0 09:17:11 mp_economy_reset_rounds - 0 09:17:11 mp_equipment_reset_rounds - 0 09:17:11 mp_force_assign_teams - 0 09:17:11 mp_force_pick_time - 15 09:17:11 mp_forcecamera - 1 09:17:11 mp_free_armor - 0 09:17:11 mp_freezetime - 6 09:17:11 mp_friendlyfire - 0 09:17:11 mp_ggprogressive_round_restart_delay - 15.0 09:17:11 mp_ggtr_always_upgrade - 0 09:17:11 mp_ggtr_bomb_defuse_bonus - 1 09:17:11 mp_ggtr_bomb_detonation_bonus - 1 09:17:11 mp_ggtr_bomb_pts_for_flash - 4 09:17:11 mp_ggtr_bomb_pts_for_he - 3 09:17:11 mp_ggtr_bomb_pts_for_molotov - 5 09:17:11 mp_ggtr_bomb_pts_for_upgrade - 2.0 09:17:11 mp_ggtr_bomb_respawn_delay - 0.0 09:17:11 mp_ggtr_end_round_kill_bonus - 1 09:17:11 mp_ggtr_halftime_delay - 0.0 09:17:11 mp_ggtr_last_weapon_kill_ends_half - 0 09:17:11 mp_give_player_c4 - 1 09:17:11 mp_global_damage_per_second - 0.0 09:17:11 mp_guardian_bot_money_per_wave - 800 09:17:11 mp_guardian_force_collect_hostages_timeout - 50 09:17:11 mp_guardian_loc_icon - missing cvar specified in bspconvar_whitelist.txt 09:17:11 mp_guardian_loc_string_desc - 09:17:11 mp_guardian_loc_string_hud - #guardian_mission_type_kills 09:17:11 mp_guardian_loc_weapon - 09:17:11 mp_guardian_player_dist_max - 2000 09:17:11 mp_guardian_player_dist_min - 1300 09:17:11 mp_guardian_special_kills_needed - 10 09:17:11 mp_guardian_special_weapon_needed - awp 09:17:11 mp_guardian_target_site - -1 09:17:11 mp_guardian_force_collect_hostages_timeout - 50 09:17:11 mp_guardian_give_random_grenades_to_bots - 1 09:17:11 mp_guardian_ai_bt_difficulty_adjust_wave_interval - 1 09:17:11 mp_guardian_ai_bt_difficulty_max_next_level_bots - 3 09:17:11 mp_guardian_ai_bt_difficulty_cap_beginning_round - 2 09:17:11 mp_guardian_ai_bt_difficulty_initial_value - 2 09:17:11 mp_halftime - 0 09:17:11 mp_halftime_pausetimer - 0 09:17:11 mp_heavyassaultsuit_aimpunch - 1.0 09:17:11 mp_heavyassaultsuit_cooldown - 5 09:17:11 mp_heavyassaultsuit_deploy_timescale - 0.8 09:17:11 mp_heavyassaultsuit_speed - 130 09:17:11 mp_heavybot_damage_reduction_scale - 1.0 09:17:11 mp_hostagepenalty - 10 09:17:11 mp_hostages_max - 2 09:17:11 mp_hostages_spawn_force_positions - 09:17:11 mp_hostages_spawn_same_every_round - 1 09:17:11 mp_items_prohibited - 09:17:11 mp_limitteams - 2 09:17:11 mp_match_can_clinch - 1 09:17:11 mp_match_end_changelevel - 0 09:17:11 mp_max_armor - 2 09:17:11 mp_maxmoney - 16000 09:17:11 mp_maxrounds - 0 09:17:11 mp_molotovusedelay - 15.0 09:17:11 mp_only_cts_rescue_hostages - 1 09:17:11 mp_plant_c4_anywhere - 0 09:17:11 mp_playercashawards - 1 09:17:11 mp_radar_showall - 0 09:17:11 mp_randomspawn - 0 09:17:11 mp_randomspawn_dist - 0 09:17:11 mp_randomspawn_los - 1 09:17:11 mp_respawn_immunitytime - 4.0 09:17:11 mp_respawn_on_death_ct - 0 09:17:11 mp_respawn_on_death_t - 0 09:17:11 mp_respawnwavetime_ct - 10.0 09:17:11 mp_respawnwavetime_t - 10.0 09:17:11 mp_round_restart_delay - 7.0 09:17:11 mp_roundtime - 5 09:17:11 mp_roundtime_defuse - 0 09:17:11 mp_roundtime_hostage - 0 09:17:11 mp_solid_teammates - 1 09:17:11 mp_starting_losses - 0 09:17:11 mp_startmoney - 800 09:17:11 mp_suicide_penalty - 1 09:17:11 mp_t_default_grenades - 09:17:11 mp_t_default_melee - weapon_knife 09:17:11 mp_t_default_primary - 09:17:11 mp_t_default_secondary - weapon_glock 09:17:11 mp_tagging_scale - 1.0 09:17:11 mp_taser_recharge_time - -1 09:17:11 mp_teamcashawards - 1 09:17:11 mp_teammates_are_enemies - 0 09:17:11 mp_timelimit - 5 09:17:11 mp_use_respawn_waves - 0 09:17:11 mp_warmup_pausetimer - 0 09:17:11 mp_warmuptime - 30 09:17:11 mp_warmuptime_all_players_connected - 0 09:17:11 mp_weapon_self_inflict_amount - 0 09:17:11 mp_weapons_allow_heavy - -1 09:17:11 mp_weapons_allow_heavyassaultsuit - 0 09:17:11 mp_weapons_allow_map_placed - 0 09:17:11 mp_weapons_allow_pistols - -1 09:17:11 mp_weapons_allow_rifles - -1 09:17:11 mp_weapons_allow_smgs - -1 09:17:11 mp_weapons_allow_typecount - 5 09:17:11 mp_weapons_allow_zeus - 1 09:17:11 mp_weapons_glow_on_ground - 0 09:17:11 mp_weapons_max_gun_purchases_per_weapon_per_match - -1 09:17:11 mp_win_panel_display_time - 3 09:17:11 occlusion_test_async - 0 09:17:11 spec_freeze_panel_extended_time - 0.0 09:17:11 spec_freeze_time - 3.0 09:17:11 spec_replay_bot - 0 09:17:11 spec_replay_enable - 0 09:17:11 spec_replay_leadup_time - 5.3438 09:17:11 sv_accelerate - 5.5 09:17:11 sv_air_pushaway_dist - 0 09:17:11 sv_airaccelerate - 12 09:17:11 sv_allow_votes - 1 09:17:11 sv_alltalk - 0 09:17:11 sv_arms_race_vote_to_restart_disallowed_after - 0 09:17:11 sv_auto_adjust_bot_difficulty - 1 09:17:11 sv_auto_full_alltalk_during_warmup_half_end - 1 09:17:11 sv_autobunnyhopping - 0 09:17:11 sv_autobuyammo - 0 09:17:11 sv_bot_buy_decoy_weight - 1 09:17:11 sv_bot_buy_flash_weight - 1 09:17:11 sv_bot_buy_grenade_chance - 33 09:17:11 sv_bot_buy_hegrenade_weight - 6 09:17:11 sv_bot_buy_molotov_weight - 1 09:17:11 sv_bot_buy_smoke_weight - 1 09:17:11 sv_bots_force_rebuy_every_round - 0 09:17:11 sv_bots_get_easier_each_win - 0 09:17:11 sv_bots_get_harder_after_each_wave - 0 09:17:11 sv_bounce - 0 09:17:11 sv_buy_status_override - -1 09:17:11 sv_deadtalk - 0 09:17:11 sv_disable_immunity_alpha - 0 09:17:11 sv_disable_radar - 0 09:17:11 sv_disable_show_team_select_menu - missing cvar specified in bspconvar_whitelist.txt 09:17:11 sv_duplicate_playernames_ok - 0 09:17:11 sv_enablebunnyhopping - 0 09:17:11 sv_env_entity_makers_enabled - 1 09:17:11 sv_extract_ammo_from_dropped_weapons - 0 09:17:11 sv_falldamage_scale - 1 09:17:11 sv_falldamage_to_below_player_multiplier - 1 09:17:11 sv_falldamage_to_below_player_ratio - 0 09:17:11 sv_force_reflections - 0 09:17:11 sv_friction - 5.2 09:17:11 sv_grassburn - 0 09:17:11 sv_gravity - 800 09:17:11 sv_guardian_extra_equipment_ct - 09:17:11 sv_guardian_extra_equipment_t - 09:17:11 sv_guardian_health_refresh_per_wave - 50 09:17:11 sv_guardian_heavy_all - 0 09:17:11 sv_guardian_heavy_count - 0 09:17:11 sv_guardian_max_wave_for_heavy - 0 09:17:11 sv_guardian_min_wave_for_heavy - 0 09:17:11 sv_guardian_refresh_ammo_for_items_on_waves - 09:17:11 sv_guardian_reset_c4_every_wave - 0 09:17:11 sv_guardian_respawn_health - 50 09:17:11 sv_guardian_spawn_health_ct - 100 09:17:11 sv_guardian_spawn_health_t - 100 09:17:11 sv_health_approach_enabled - 0 09:17:11 sv_health_approach_speed - 10 09:17:11 sv_hegrenade_damage_multiplier - 1 09:17:11 sv_hegrenade_radius_multiplier - 1 09:17:11 sv_hide_roundtime_until_seconds - missing cvar specified in bspconvar_whitelist.txt 09:17:11 sv_highlight_distance - 500 09:17:11 sv_highlight_duration - 3.5 09:17:11 sv_ignoregrenaderadio - 0 09:17:11 sv_infinite_ammo - 0 09:17:11 sv_knife_attack_extend_from_player_aabb - 0 09:17:11 sv_maxspeed - 320 09:17:11 sv_maxvelocity - 3500 09:17:11 sv_occlude_players - 1 09:17:11 sv_outofammo_indicator - 0 09:17:11 sv_show_ragdoll_playernames - missing cvar specified in bspconvar_whitelist.txt 09:17:11 sv_show_team_equipment_force_on - 0 09:17:11 sv_staminajumpcost - .080 09:17:11 sv_staminalandcost - .050 09:17:11 sv_stopspeed - 80 09:17:11 sv_talk_enemy_dead - 0 09:17:11 sv_talk_enemy_living - 0 09:17:11 sv_teamid_overhead_maxdist - 0 09:17:11 sv_teamid_overhead_maxdist_spec - 0 09:17:11 sv_versus_screen_scene_id - 0 09:17:11 sv_vote_to_changelevel_before_match_point - 0 09:17:11 sv_warmup_to_freezetime_delay - 4 09:17:11 sv_water_movespeed_multiplier - 0.8 09:17:11 sv_water_swim_mode - 0 09:17:11 sv_wateraccelerate - 10 09:17:11 sv_waterfriction - 1 09:17:11 sv_weapon_encumbrance_per_item - 0.85 09:17:11 sv_weapon_encumbrance_scale - 0 09:17:11 tv_delay - 10 09:17:11 tv_delay1 - 15 09:17:11 weapon_accuracy_nospread - 0 09:17:11 weapon_air_spread_scale - 1.0 09:17:11 weapon_max_before_cleanup - 0 09:17:11 weapon_recoil_scale - 2.0 09:17:11 weapon_reticle_knife_show - 1 09:17:11 weapon_sound_falloff_multiplier - 1.0 09:17:11 sv_camera_fly_enabled - missing cvar specified in bspconvar_whitelist.txt 09:17:11 Executing dedicated server config file 09:17:11 Execing config: server.cfg 09:17:11 Unknown command "sv_maxcmdrate" 09:17:11 Unknown command "sv_vote_creation_time" 09:17:11 Writing cfg/banned_user.cfg. 09:17:11 Writing cfg/banned_ip.cfg. 09:17:11 Execing config: banned_user.cfg 09:17:11 Execing config: banned_ip.cfg 09:17:11 Unknown command "allow_spectators" 09:17:11 Execing config: gamemode_competitive.cfg 09:17:11 Execing config: gamemode_competitive_server.cfg 09:17:11 exec: couldn't exec gamemode_competitive_server.cfg 09:17:11 GameTypes: set convars for game type/mode (classic:0/competitive:1): 09:17:11 exec { 09:17:11 exec gamemode_competitive.cfg 09:17:11 exec_offline gamemode_competitive_offline.cfg 09:17:11 exec gamemode_competitive_server.cfg 09:17:11 } 09:17:11 Set Gravity 800.0 (0.250 tolerance) 09:17:11 CHostage::Precache: missing hostage models for map de_dust2. Adding the default models. 09:17:11 PrecacheScriptSound 'Snowball.Bounce' failed, no such sound script entry 09:17:12 PrecacheScriptSound 'Survival.VO.Taunt4a' failed, no such sound script entry 09:17:13 Failed to load models/weapons/w_knife_ghost_dropped.mdl! 09:17:13 Failed to load models/props/crates/patch_envelope02.mdl! 09:17:13 PrecacheScriptSound 'balkan_epic_blank' failed, no such sound script entry 09:17:13 PrecacheScriptSound 'professional_epic.omw_to_plant_a_04' failed, no such sound script entry 09:17:13 PrecacheScriptSound 'professional_epic.loc_ramp_01' failed, no such sound script entry 09:17:13 PrecacheScriptSound 'professional_epic.loc_back_01' failed, no such sound script entry 09:17:13 PrecacheScriptSound 'professional_epic.loc_platform_01' failed, no such sound script entry 09:17:13 PrecacheScriptSound 'professional_epic.loc_catwalk_03' failed, no such sound script entry 09:17:13 PrecacheScriptSound 'professional_epic.loc_enemy_spawn_01' failed, no such sound script entry 09:17:13 PrecacheScriptSound 'professional_epic.loc_doubledoors_01' failed, no such sound script entry 09:17:13 PrecacheScriptSound 'professional_epic.loc_front_01' failed, no such sound script entry 09:17:13 PrecacheScriptSound 'professional_epic.loc_overpass_03' failed, no such sound script entry 09:17:13 PrecacheScriptSound 'professional_epic.loc_palace_01' failed, no such sound script entry 09:17:13 PrecacheScriptSound 'professional_epic.loc_stairs_01' failed, no such sound script entry 09:17:13 PrecacheScriptSound 'professional_epic.loc_snipers_nest_01' failed, no such sound script entry 09:17:13 PrecacheScriptSound 'professional_epic.loc_connector_01' failed, no such sound script entry 09:17:13 PrecacheScriptSound 'professional_epic.loc_door_01' failed, no such sound script entry 09:17:14 Invalid file size for host.txt 09:17:14 Commentary: Could not find commentary data file 'maps/de_dust2_commentary.txt'. 09:17:14 The Navigation Mesh was built using a different version of this map. 09:17:14 Error parsing BotProfile.db - unknown attribute 'Rank' 09:17:14 Error parsing BotProfile.db - unknown attribute 'Rank' 09:17:14 Error parsing BotProfile.db - unknown attribute 'Rank' 09:17:14 Error parsing BotProfile.db - unknown attribute 'Rank' 09:17:14 Error parsing BotProfile.db - unknown attribute 'Rank' 09:17:14 Error parsing BotProfile.db - unknown attribute 'Rank' 09:17:14 Error parsing BotProfile.db - unknown attribute 'Rank' 09:17:14 Error parsing BotProfile.db - unknown attribute 'Rank' 09:17:14 Created class baseline: 20 classes, 13792 bytes. 09:17:14 Initializing Steam libraries for secure Internet server 09:17:14 Logging into Steam gameserver account with logon token 'B74A031Fxxxxxxxxxxxxxxxxxxxxxxxx' 09:17:14 Initialized low level socket/threading support. 09:17:14 \src\steamnetworkingsockets\clientlib\csteamnetworkingsockets_steam.cpp(138): Assertion Failed: Initted interface twice? 09:17:14 Set SteamNetworkingSockets P2P_STUN_ServerList to '' as per SteamNetworkingSocketsSerialized 09:17:14 SteamDatagramServer_Init succeeded 09:17:14 Execing config: sourcemod/sourcemod.cfg 09:17:14 Execing config: sourcemod\basevotes.cfg 09:17:14 Execing config: sourcemod\funcommands.cfg 09:17:14 Execing config: sourcemod\funvotes.cfg 09:17:14 Connection to Steam servers successful. 09:17:14 Public IP is 89.203.193.220. 09:17:14 Assigned persistent gameserver Steam ID [G:1:3976299]. 09:17:14 Gameserver logged on to Steam, assigned identity steamid:85568392924015723 09:17:14 Set SteamNetworkingSockets P2P_STUN_ServerList to '146.66.155.54:3478' as per SteamNetworkingSocketsSerialized 09:17:15 VAC secure mode is activated. 09:17:15 Received server welcome from GC. 09:17:15 GC Connection established for server version 1219, instance idx 1
MalDev101 / Self Spreading Virus.No description available
tashfeenahmed / ScallopbotBio-inspired cognitive architecture for personal AI agents. Memory lifecycle, dream consolidation, affect detection, self-reflection, spreading activation, proactive intelligence. 7 LLM providers, 9 channels, $0.06-0.10/day. OpenClaw-compatible.
Devnetly / Email Spam ClassificationThis repository contains a machine learning model for detecting spam emails using Natural Language Processing techniques and Semi-supervised learning, such as Label Propagation, Label Spreading and Self-Learning. The goal is to create an effective and efficient spam detection system that can classify emails as spam or non-spam with high accuracy.
Yash-Bhange / Blockchain Based Self Concious HouseA self-conscious house (digital twin) that manages all your house related bills and home improvements which is capable of monitoring government issued subsidies and apply for them when the house its action framework matches the subsidy. This way, we unburden the house owner of house-related management tasks or the need for being aware of each government issued subsidy. Only recognized contractors are able to join the reversed marketplace where they can bid for house related jobs like installing solar panels. The house will suggest the most fitting contractor, however, the final decision lies with the house owner. The government benefits from this system as it can monitor the progress of its subsidies and tailor it if needed. It's a more efficient way of spreading information with regards to subsidies.
gitvitox / Eclipse WormEclipse is a self spreading worm developed in Java. You can infect a single Minecraft plugin, which will then iterate through all plugins and also infect them.
FreezeDriedMangos / CodeSnippetEvolutionSimulation of self-copying programs spreading through a virtual RAM. Uses a purpose-built pseudo assembly language. This project was inspired by SALIS and Tierra.
ChaudhariSK / RFID And Face Recognition Verified Temperature Monitoring Contactless Attendance SystemThe institutions and organization generally use fingerprint recognition and signature-based attendance system to mark the attendance. The fingerprint recognition system is secure and reliable but in both the process user has to get in contact with the surface of the attendance system, which can cause the spread of viruses and bacteria among the people, for example, diseases like COVID-19, influenza and the common cold can spread through getting in contact with a contaminated surface. So, in the pandemic of COVID-19 and other future infections, uses of such systems are not feasible. For that, this paper presents the model which is secure, reliable and contactless. The model is consist of serially connected face recognition and Radio Frequency Identification (RFID) module for marking the attendance, Infrared thermal sensor for scanning body temperature and FAR Ultraviolet-C light container for self-sanitization of the complete module.
Songrui9269 / Parallel Programming Project 2MapReduce is a programming model that involves two steps. The first, the map step, takes an input set I and groups it into N equivalence classes I0, I1, I2, ..., IN-1. I can be thought of as a set of tuples <key, data>, and the function map maps I into the equivalence classes based on the value of key. In the second reduce step, the equivalence classes are processed, and the set of tuples in an equivalence class Ij are reduced into a single value. MapReduce has become very popular in part because of its use by Google, but is an old parallel programming model. It is surprisingly general. To perform a parallel MapReduce, the input is spread across the available processors. Each processor runs one or more instances of map, followed by executing one or more instances of reduce. Each instance of map will potentially form equivalence classes I0, I1, I2, ..., IN-1. Consider the word counting problem, which can be solved in parallel using MapReduce. Given a list of words, the output should consist of how many times each word appeared in the list (or text). Viewing the input as tuples, the word is the key, and the data is the constant 1. A naive map function would collect all instances of a word into an equivalence class. Each equivalence class would then be assigned to a process pr, and process pr would determine the cardinality of the equivalence classes from all maps, which would be the word count. A more intelligent map function would form singleton equivalence classes Iword, where the only element is <word, count>. The process pr that reduces Iword would receive the Iword equivalence classes from all of the map functions, and would perform a reduction on the class. In Google terminology, the function that performs this optimization is called a combiner and executes on the same process as the map. This is important since its function is to combine many members of an equivalence class into a single member so as to decrease the volume of communicated data sent form the needed between the map and reduce stages. A second optimization that can be performed is to group multiple equivalence classes together to be sent together to the same reducer. Thus, the records for “cat”, “dog”, “test” and “homework” might be sent by different mappers to the same reducer. This enables all of the to be sent by a single communication operation, improving the efficiency of the communication. The question then becomes, how do we decide which equivalence classes to group together. This decision is done using a hash function H. Let’s say we will have R reducers. Then having a function 0 ≤ H(key) ≤ R-1 will group the equivalence classes into R groups to be sent to the R reducers. What we will program We will program a map reduce that executes on a distributed memory machine and uses OpenMP on each core to compute the map reduce. The project will be done in three steps: The OpenMP version and a wordcount map reduce (20% of the project grade) The MPI version that uses the OpenMP version to perform node-local computation with a wordcount map reduce (20% of the project grade) Final turn-in. (60% of the project grade) Details are given below. Note that even though I use OpenMP you can use Pthreads, Java or other code that supports multithreading to write the shared memory version. Note that if you use Java you will need to use Java isolates to communicate between nodes/processes. General information: The text for the map reduce will be distributed across FI input text files, where FI > Nmpi*C, where Nmpiis the number of nodes (machines and processes) used by MPI and C is the number of cores on each processor. OpenMP code (i.e. OpenMP code on a node). There will be four kinds of threads: Reader threads, which read files and put the data read (or created by self-initialization) into a work queue. For wordcount each work item will be a word. For the numerical problem, each entry can be a section of the array that a thread should work on; Mapper threads, which execute in parallel with Reader threads (at least until the Reader threads finish) and create combined records of words. I.e., if there are 2045 instances of “cat” in the files read by the program, the final output of the mapper threads will be a record that looks like <“cat”,2045>; Reducer threads that operate on work queue entries created by mapper threads and combine (reduce) them to a single record. Thus, for the word “cat”, there is potentially a <“cat”,counti> record sent by every mapper thread ti in the system and it will sum all of the counts and place it on a work queue. For each word there is exactly one Reducer thread in the system that handles it. Writer threads that take a sum from the work queue and write it to a file. Note that each process can write its results to a separate file. You may not need threads for each of these but only different work queue entries. Thus, Reader and Writer threads run at different times. Mapper and Reducer threads, within a node, can be made to run at different times. These threads can be made to do different tasks by pulling different work out of work queues. This is not mandatory, i.e., you can have different groups of threads to perform different tasks, thus you might have reader, mapper, reducer and writer threads. A work queue for each reducer thread. Mapper threads will put work items into this queue. For load balance purposes it is desirable that the range of function H that determines which reducer will get a work item be from 0 to R where R = k⋅numMappers, and k is some constant. You need to have mechanisms to ensure that Mapper threads wait until all Readers have finished before considering themselves complete, i.e. the work queue from which Mapper threads get their work may be empty at some point in time, but have data at a later point in time because an unfinished Reader thread put data in it. Mappers will need to put their data on a reducer’s work queue based on the key (word) for that data: As mentioned above, the reducer of a key should be determined by some sort of hash function g = H(key). All keys that map onto reducer g should be added to g’s work queue. Each process can assume it will be receiving data from every other node. This will simplify the communication structure of your program when you go to the MPI version. A node that sends no data should send an “empty” record letting the other process no it will get no data from it. As each process finishes its reduce work, it should write its results to an output file, close it, and notify the master thread that it is finished so that it can terminate the job, and then terminate itself. MPI version: The MPI version will use multiple nodes. Each node will run a copy of the OpenMP code above to perform local computations. A few changes need to be made to the OpenMP process on a node to communicate with the OpenMP processes running on other nodes. Instead of mappers putting their results onto a reducers work queue, they should put them onto a list to be sent to other nodes. A sender thread should be used to send the results of reducers in these lists to the appropriate node. Each node should have a receiver thread that obtains data sent to it by sender threads in other nodes The receiver thread for a node will place its received data onto work queues in the node for each reducer. Each node will read some portion of the FI > Nmpi*C input files. We could statically define the files each node will process, but this could lead to some nodes getting many big files and other nodes getting many small files. Instead, each node should request a file from a master node which will either send a filename back to the node or an “all done” that indicates that all files have been or are being processed. Performance data and tuning: You should collect performance data showing: What the bottlenecks are in the code. This might involve time Mapper threads are waiting for work from Reader threads, how long I/O takes vs. Mapping (not counting waiting for I/O on mapping) and data to support this other numbers below. How much load imbalance there is within a node. How much load imbalance there is across nodes (i.e. the difference in time between the first map node is ready to send its data and the latest/last map node is ready to send its data to be reduced. You should experiment with different numbers of Reader threads Step deliverables: For the OpenMP version: speedup numbers when using 1, 2, 4, . . . , #cores Mapper and Reader threads; For the MPI version: speedup numbers when using 1, 2, 4, …, #nodes to run the program, with Mapper and Reader threads for each core on a node (i.e. you don’t need to experiment with various numbers of nodes and cores For the final turn-in version: A paper not longer than ten pages that describes your overall strategy, performance bottlenecks, Performance numbers and implementation positives and negatives (what you are happy about, what you would like to change.) A full set of performance numbers either the word-count problem, and scaling by number of nodes, and dataset size, for the matrix multiply problem. Speedups and efficiencies for 2, 4, 8 and 16 processors. Do the Karp-Flatt analysis on 2, 4, 8 and 16 processors. Curves showing the number of Reader threads and performance, and the number of map and reduce threads and performance. Overall performance of the different parts of the map reduce, and the entire map reduce. For baseline “serial” numbers, use a system with one thread for each of the tasks above. Performance numbers for different numbers of nodes along with the various speedup metrics (speedup, efficiency and Karp-Flatt). An explanation of why you are getting the speedups you are getting. I may have a meeting with each group to have you demonstrate your code. This would likely happen during dead week. The point distribution will be 40% for a working parallel project with any speedup; 40% for the paper and presentation of your results and explanation of your results, 20% for acceptable speedups or non-trivial explanations of unacceptable speedups.