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"St. Nicholas the Miracle-worker of Mozhaisk"
The end of the 16th century. Russia. Kostroma
Technique & Material: Board with an ark, gesso, tempera, drying oil.
Description: The oldest monument of the Kostroma icon painting school and the brightest school of Moscow kingdom of the late 16-18 centuries.
Only for the second half of the 17th century in the Armory of the Moscow Kremlin there were about 70 (!) Kostroma icon painters. Kostroma school most determined the style of the Kremlin icon painting itself. In essence, Kostroma icon workers were a kind of workshop of the Armory and many of them worked in the Kremlin for 20 years or more.
This icon is exceptional and is the crystallization of all the skills of this great icon painting school. This icon only could be written by the best artists - Kirill Ulanov and his circle.
The icon was under two layers of later entries. Because of the importance of this monument the cleaning of this icon took more than two years and was done by a "gentle" careful museum way: honey with a scalpel - when restoration tools are just a set of scalpels and saliva as solvent. No chemistry was used at all. Our guys
mastered this method while they were working in the Russian Museum of St. Petersburg This is a laborious method
which allowed us to leave the icon under the "native" drying oil. Priests call these icons - "under the grace".
The most valuable historical monument of high museum significance.
Provenance: Private collection. Tallinn.
Please ask for more detailed information.
High Resolution Images: fragments.
Price: 25 000 EUR.-
Святой Николай " Можайский".
Конец 16 века. Россия.Кострома
Размер: 106 x 64 cm.
Доска с ковчегом , левкас , темпера , олифа.
Цена: 25 000 EUR.-
Category: Treasures of Christmas 2019
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Stories from a Software Tester
Twice upon a time, in another space, no distance in any direction from here …
About Tester Stories
Games, Testing
The Breadth of the Game Testing Specialty
By Jeff Nyman 14 December 2022 1 Comment
I've posted quite a bit on game testing here, from being exploratory with Star Wars: The Old Republic, to bumping the lamp with Grand Theft Auto V, to ludonarrative in Elden Ring. I've also shown how comparative performance testing is done with games like Horizon Zero Dawn. There's articles offered a bit of depth. What I want to do here is show the breadth of game testing and some of the dynamics involved since it's quite a specialized sub-discipline within testing.
What I'm going to do here is present a lot of information but there is going to be a throughline to each element. By the end of this post, I hope you can see how this breadth of testing in a game context is a very discernible spectrum. So let's dig in. First, let's set up some context.
Game Quality Can Be (Initially) Problematic
If you're a gamer, you certainly know the story of Cyberpunk 2077. It released in December 2020 and had numerous bugs and was virtually unplayable on last-gen consoles. It was touted as being playable on them, however, which was a major sore point with the gaming community since the claim was obviously and demonstrably false. There were a lot of stories about the quality assurance on this game and the politics thereof. A lot of that was more noise than signal but, for testers, probably an interesting episode to watch.
More recently we just had The Callisto Protocol (December 2022), which was not quite as unplayable but had massive and regular stuttering issues on the PC, although apparently not on consoles. Many of these have been fixed at the time of writing.
The common thread here is that games release and, on day one, often have very obvious bugs that people wonder: how could this possibly have not been seen in testing?
The simple answer is: the problems probably were seen in testing, at least to some extent. In the case of Cyberpunk 2077, we know that they were seen. Often there is hope that a so-called "Day 1 Patch" will resolve many things. Which does, when looked at from the outside, seem to argue for just pushing the release one more day. Other times it's that the pure combination of hardware and software makes it not as feasible to just "check for quality." Games have to run under a wide variety of conditions and are extremely demanding of computer resources, both CPU and GPU, that introduce a series of, quite literally, varying variables.
Consider the release of Assassin's Creed: Valhalla where numerous analyses were done to show how the barometer of the PlayStation 5 graphics settings compared to the PC graphics settings were able to showcase a variety of possible bugs in the implementation of the latter. Probably one of the better analyses I've seen of this is this video from Digital Foundry.
Yet I'm actually not here to talk about these points. How games release in the industry is often timeline based and that's often based on game development studios working with commitments that are made to their publishers.
Game Testing Can Be Difficult
What I do want to re-emphasize a bit here, particularly in relation to my above-mentioned previous posts, is how difficult game testing can be. Now I talked about this specific point before in a few articles: "Testing Games is Hard", "Testing Like a Gamer", and Gaming Like a Tester.
Saying "testing games is hard" isn't meant to make excuses for shoddy performance of games, particularly as those game publishers increase prices and try to entice with pre-order bonuses of some sort. Rather, it's simply to show that being a game tester — particularly one that works closely in the design and development process — can be a very challenging, but extremely rewarding, aspect of specializing in testing. That specializing part is critical and that's why this post is titled with "Testing Specialty." I feel like I can best show this by the breadth of game testing.
In what follows I'm going to use a lot of terminology from the Unreal Engine, simply because it's been popularized so well and is easily referenceable if you want to look up terms. Just know that any terms I mention here have parallels in quite literally all other major gaming engines, whether that's CryENGINE, Frostbite, R.A.G.E, Dunia, Havoc, Infernal Engine, and so on.
Tester Insights Into Game Fidelity
Here I lump a lot of things under "game fidelity." What I mean by that are the possible experiences — visual, auditory, tactile, interactive — that a gamer can have and the underlying mechanisms that amplify or degrade the quality around those experiences. I find way too many game testers are not engaged at these multiple levels of abstraction.
Fidelity Around Positioning
One obvious challenge is the positioning of characters. This is a bit harder than it seems. Consider this:
Clearly that's not looking too good, right? What we want is this:
That seems so simple and yet what developers do to make that work is the use of what are called control rigs that help implement inverse kinematics, in this case applying to the character's legs.
This is done so that, in this particular case, the character's feet can look natural on sloped surfaces. But this applies to any situation where the character's body has to naturally conform to aspects of the environment.
Now here's a possibly interesting thing: I'll often have game testers tell me: "I don't need to really know all that, though. I'm just doing play-testing." But, as I'm arguing, testing in game context is not — or at least should not — be just about "play-testing." It should be about making determinations around the quality of experience. That matches what testing should be about in any context, not just for games. Testers always need to be active participants in engaging with developers about how game engines work, how those engines enable game experiences, and how those experiences can have varying levels of quality. Those varying levels of quality are starting to cost game developers, and their publishers, in terms of reputation as well as sales. So there is a real-world, economic incentive here as well if you need a way to make the argument.
Assuming you'll give me the benefit of the doubt here, let's say a tester needs to know about this. What do they need to know? Well, in this context, a game tester should know that a control rig is basically a construct controlling properties to drive animation. This gives developers the ability to animate what are called skeletal meshes. Think of this as literally like a skeleton made up of a bunch of polygons. This construct has a hierarchical set of interconnected "bones" (joints, really) which can be used to animate the vertices of those polygons.
Inverse kinematics, put simply, is the use of kinematic equations to determine the motion of something to go from one position to another. In the context of game engines, you might have what's called an "inverse kinematic rig" and what this does is handle not just movement but also joint rotation. If you play any of the rebooted Lara Croft games, starting with 2013's Tomb Raider, you'll see this play out in action as Lara moves through tight spaces and puts her hand up against walls.
Notice here how Lara's one (upper) hand is clipping through the rocks but her other is not.
Okay, so maybe with that example, now, as a tester, you see how the underlying mechanics manifest. But … so what, right? After all, how do you test for all such conditions like this? Or do you?
The answer is: you don't. You really can't. At least not in some systematically, repeatable way. But you do look for the general verisimilitude of those mechanics in action. Here's one of many, many examples:
Watching that snapshot play out in action, you see how Lara moves and how her movements are constrained by the environment around her. This isn't simple! This takes a lot of dedication to trying out Lara's movements in various ways in the environment and noting broad classes of problems where her joints don't rotate in quite the correct way or her body clearly has to contort in a way that no human body could.
From a testing standpoint, we can look broadly for clipping issues or odd bone kinematics and then have developers investigate that scene or level to investigate the priority lines and control bands that dictate where the character can place their body and how their body movement conforms to the surrounding environment, such as ground and walls. We can try things like: "Hey, I'm going to sit in the chair and see how this looks." And if that looks terrible, developers may start looking at something like this:
Now, let's consider an example here that I'm going to ask you to think quite a bit about. Consider the game Jedi: Fallen Order (November 2019), where your character, Cal Kestis, spends a great deal of his time running around, particularly doing wall-running.
Not only is this visually important, in terms of the character actually looking like they're running against a wall, but mismatches in the geometry and how your character's body responds to that geometry can make environment puzzles like this very frustrating for the player. For example, it can lead to cases where the player is visually on the wall, but control structures in the geometry don't recognize that and so the player falls because the game thinks the player has undershot or overshot the wall.
I want to provide an extended example so I managed to go through one sequence that shows a lot of this in action. Consider the following from the game:
Consider all of the possible issues in geometry that are being dealt with there! I want you to think about what it means to test this sequence, given all the timing related aspects that are inherent in what's going on and the environment physics that are being modeled, such as ice and air updrafts and rope physics.
Here's where this becomes tractable. Many of the issues that would or could occur are part of what we might call equivalence classes. It's like if we had a bunch of styled buttons on a web page. We can either individually style them or we can use a CSS class to style them as a group. If we can style those buttons as a group by applying a class attribute, we have a better chance of all the buttons reflecting the styling we want (including updates to the styling) and thus we, ideally, have an equivalence class for testing. If one button is styled incorrectly, they probably all are.
The same applies with gaming engines. We can apply physics and control bands and priority lines across the range of "runnable walls" or "ice slides" or "hanging ropes" and that dramatically simplifies the testing experience and what we have to look for.
Also, something I want to note from a personal standpoint: some parts of both Tomb Raider and Jedi: Fallen Order were very frustrating for me. But, that said, it was not frustration born of not trusting the game or how its environment was modeled. Rather, it was just the timing that I knew I had to get right. By which I mean I trusted the game enough that it was getting the details right that any failings were likely mine as I learned how to time my movements.
And that's critical! Gamers being able to trust the experience is something that testers can apply as a guiding heuristic. Actually, that's the case whether the application you're testing is a game or not. But it's crucial in games where players will invest many hours — sometimes hundreds of hours — in the game.
Let's consider that character movement for a bit. Key to all of that realistic looking movement is that developers can use specific skeletons around the various characters.
Here you can see that blur in the image which shows the rig is in motion and how that rig — acting as a skeleton for the actual character — moves. So developers can put different skeletons onto characters or alter the existing skeleton. But then testing has to make sure that animations still line up correctly, that weapons or other items appear in the character's hands correctly, and so on. A simple change can lead to something like this:
And keep in mind, this isn't just a case of positioning the weapon in the hand in one context but it would be a case of making sure the weapon appears in the character's hand through all possible motions of the underlying skeleton. So when the player decides to perform an attack, the animation must show the weapon reliably in their hand.
Fidelity Around Mechanics
Developers often use hit interfaces and this is so game characters and game objects can implement hit functionality.
So a given weapon or item has a certain boundary around it which dictates when a "hit" occurs between that item and some other item. This, by itself, is pretty simple. A weapon, or item, has a hit interface that allows the developer to establish a boundary by which collisions with other objects will make sense. That can go badly awry though when the hit areas are not modeled well. It can be the case of an enemy who is clearly way out of weapon range to the player still being able to inflict damage. Consider this from Dark Souls (September 2011):
Here I'm dodging some enemies who are both swinging at me. Their swords have defined hit interfaces around them. In this case my dodge, combined with their distance and the type of weapon, means there should be no hit registered against me. Let's check out what this looks like in action with Dark Souls 3 (March 2016), with a little test instrumentation added.
Here you can see the game in action but with various skeleton mesh instrumentation as well as what are called "hitboxes" shown. If you're seeing potentially odd things there, then that's a good thing. There are a lot of issues with the hitboxes in the game but it's not so much related to the hitboxes but rather the issues are around frame issues. What you see, when testing the game, is that the hitbox for the player is generally good. The weapon hitboxes are also, generally, good although could probably serve to be flattened a bit. The problem in the game is the timing around when those weapon hitboxes start from the standpoint of frames. Two-handing the great sword, which is part of what you're seeing in the video, can hit half an animation earlier if characters are too close to each other.
There's a ton we could talk about and investigate here but let's keep moving along.
From a testing standpoint, a lot of what I just described gets tied into what's called chaos destruction. This is terminology used within the context of physics engines. Some games are striving for fully destructible environments.
That scene is one from Battlefield 2042 (October 2021) that shows some of the destructibility of environment meshes. How all this works is that developers use chaos destruction to fracture meshes.
As a note, I've said "mesh" a lot in this post. Just know that a mesh, in this context, is a piece of geometry that consists of a set of polygons. When you fracture meshes, you essentially model the dimensions along which something disintegrates or demolishes to some extent. Physics fields are used to apply that destruction to specific objects. You can use various levels of fracturing. Here's an example of a character in action, shattering some pots:
So that's one thing for testers to be aware of: destructible environments and making sure that destruction physics seems to work in a way that makes sense. "Makes sense" here means given how you are hitting the objects and what's around the objects that may cause the fragmented parts to bounce off walls or fall off cliffs.
This idea of hit interfaces and even destructible meshes applies also in combat where we have what are called directional hit reactions. Here you can see that in action a bit as a character engages with an enemy.
Visual elements there are showing how the game engine is helping us understand how the directional hit mechanics work. This leads to a lot of other equivalence classes that allow you to reduce the overall testing effort but still apply it to specific situations. For example, you might try applying this against human-sized opponents, as in the visual, but also against much smaller opponents and much larger opponents.
Behind the scenes, developers use vector operations to calculate the hit direction and these vectors are actually modeled into the interactions.
Developers use root motion animations so that enemies, when hit, stumble in the right direction.
Root motion refers to the motion of a character that is based off animation from what's called root bone of the skeleton. The "root bone" is a reference to a defined origin point (0,0,0) with no rotation applied. So what ends up happening is we look at our root motion:
There's a lot to be said here but what's crucial to understand is how all of the above really swirls around the mechanics of how characters move or animate and the dynamics that this allows in the game, such as interaction with the environment. In the above visual, you have armature bones that are used to move the body, which has its root bone in the hip, and the inverse kinematic controllers around the arms and legs perform the movement.
All of what I just described was certainly modellable within the Dark Souls context I showed earlier but this also brings up a good point: turning on all possible instrumentation to view what's happening can actually compromise testing quite a bit because it can be harder to reason about what's going on. As with the use of any such tooling to support testing, you do have to be careful in how much of it you use.
A bit off-topic and yet certainly related, let's consider client and server discrepancies. Consider this:
What that visual is showing you is a case where the client (left part of image) shows that the player picked up some object, in this case a sword, but that's not being reflected on the server (right part of image), where the sword is shown as clearly still on the ground. So this means the server is not recognizing damage correctly because, as far as its concerned, the player has not picked up the weapon that will cause damage. This can obviously be very important in any multiplayer contexts such as PvP. In the Dark Souls context, situations like this would be even more rage-inducing than the game itself for many players.
Fidelity Around Dynamics
The very same type of math and logic talked about above can also handle another specific type of aspect of game dynamics. Many games give enemies the ability to see the character if the player moves into their line of sight, which are usually framed as "light cones" that represent vision.
This kind of thing is really important in stealth-based games that rely on you navigating your way around patrolling enemies. Consider games like Dishonored (October 2012), Shadwen (May 2016), or Styx: Master of Shadows (October 2014) where being stealthy is a core mechanic. At it's simplest level, this means enemies may get hostile and chase you but then lose interest if you run far enough away or break their line of sight.
What you're seeing in that visual is that the character has moved in the cone of vision of an enemy (represented on the ground by the red sphere in between them) and now the two characters are linked by a line fo sight, represented by red spheres around their midsection. This can now be used as an input to other game mechanisms, such as a type of path finding mechanism that allows the enemy to pursue the character.
Now I'll ask you to consider a game series like Hitman. Specifically, consider the following sequence:
This is a mission in Marrakesh where the idea is you want to get the camera man's outfit as a disguise. There are various characters in the game, some of whom will entirely ignore you and others who will actively challenge you if they spot you. Sometimes they challenge you only if you are in an area that you are not supposed to be, given your choice of disguise.
Consider the sequence you see in that video. Don't look at it as a game player. Look at it as a game tester. Think about what it means to test just this particular sequence in a game that is filled with many such sequences. And as you look at that example, realize that it — like the Jedi: Fallen Order example shown earlier — shows all of what I talked about above. So in these snippets, you are seeing the breadth of testing, or at least what testing can be, in this context.
Fidelity Around Appearance
Let's look at one more area. A lot of what I mentioned above shows a lot about graphics and geometry and how mathematics work in line with that. One of the core killer quality issues for games is frame rate issues. Frame rate is how the game is effectively appearing to the player, in terms of how smooth it plays or how jaggy the experience is.
Consider that Final Fantasy Origins: Strangers of Paradise (March 2022) had a whole lot of frame rate — not to mention resolution and visual — issues. This, like Cyberpunk 2077, seemed to manifest more on consoles than it did on PC. Testing actually shows that this is because the models the developers were using are extremely unoptimized. One example of this was thirty megabyte geometries for some of the most common enemies. Consider this:
By the way, some of these model images can be opened in a new tab so you can see a bit of a larger view if you want to check the numbers I'm about to tell you about.
That's the game's bat model. If you saw this as a tester, what might you think? Perhaps nothing — if you don't know what to look for. A key thing would be those "total verts" and "total tris". Here these are 350,768 and 335,070, respectively. Is that bad or good? As a tester, even if you're not responsible for answering that, you should want to be able to answer it. That bat model serves as a specification for that particular enemy. And that specification is showing something way out of whack.
But let's break this down a little bit. Verts is short for vertices. A tri (triangle) is the simplest form of polygon. Put very simplistically, 1 tri = 3 verts, 2 tris = 4 verts, and 3 tris = 5 verts.
A vertex at it's most basic is simply a point in space; it's an X, Y and a Z coordinate that gives a position. A triangle is the flat shape you get when you join up three vertices positions. This is what forms the shell of a three-dimensional model that players will see and interact with in game.
In any given game, each vertex traditionally has a lot more information attributed to it, such as color, normal (the direction that it points in, for lighting), tangents and sometimes binormals (for normal mapping) and various UV coordinates (for texture mapping).
What this means is that vertices is one of the most precise way to convey mesh complexity. For game optimization, the smaller the better for either triangle or vertex count. That said, the less you have, the lower the quality of the visual. So you want to optimize but while maintaining an acceptable visual fidelity.
Let's consider another model from the game:
Here the verts are 224,901 and the tris are 314,264 which, even for a seemingly more complex overall model, is simpler than our bat. How about this one:
Verts are 273,623 and tris are 144,537. One more, which is a more complete model:
Here our verts are 234,263 and the tris are 393,105.
Now, given all you just looked at above with these numbers, what stands out to you? What stood out to testers is that the bat — a very common enemy and thus there are many of them in the game — has way more verts and tris than any of the other ostensibly more complex models. This shows a very poorly optimized model. And since that model is serving as a specification, and since testers should be good at finding gaps in specifications, this is something testers should be able to help developers spot.
The bat isn't even the worst offender. There's a boss model in the game that's ninety megabytes — and that's the geometry alone, with no textures or anything applied to it — and it has 1.8 million tris.
From a pure resource standpoint, the number of vertices will affect the memory size of your mesh in RAM but will be rather negligible in terms of GPU speed. Whereas, the number of triangles affects GPU utilization more than it affects the memory size. From an experience side of things, this can give us clues as to how the user will experience the game based on certain graphic cards or on certain resolutions.
Now, how does this actually manifest? Well, a character called The Minister in the game drops an NVIDIA GeForce RTX 3090 — no slouch of a graphics card — to twenty-five frames per second and this is largely because of the character's fur coat. You can see that bit of testing by the following:
Consider another scene from the game were the graphics settings were specifically put on minimum with no shadows. Shadows are one of the known performance degraders. Here is how that scene plays out:
The frames per second drop terribly, going to 8 at one point which, needless to say, is pretty awful. If you watch the video, you can likely discern exactly what's causing the performance hit there.
The Breadth is Large
What I hope you saw here is that just the breadth of game testing, much less the depth, is an exciting field. How exciting it is, however, depends in my experience on whether you, as a tester, are fostering testing as a specialty within the environment, such that you are engaging in design and development, or are just doing so-called "play-testing."
Games, just like any applications, have many amplifiers and degraders of quality that testers have to be looking for. Likewise, just as in any testing, testers want to be looking for how much testability is a part of the process. Testability, at minimum, means controllability and observability. So consider that in relation to some of what I showed you above. Developers may look at all of that in the context of their game engine, but that game engine is still an abstracted interface from what the player will actually be experiencing.
Let's even approach this breadth from yet one more angle.
Player Emotion and Trust
Game mechanics interact to generate events, which in turn provoke emotions in players. To cause emotion, an event must signal a meaningful change in the world. In fact, to provoke emotion, an event must change some human value. A human value, for our context, is anything that is important to people that can shift through multiple states.
So consider how this might play out in a given game. Here I'll point you to a review of Dishonored 2. A key part from that review is:
I'm surprised when a guard is immolated after I shoot him with a sleep dart. But it happens for a reason. In Dishonored 2, certain bottles of alcohol burst into flame when smashed—a trick useful for burning down the nests of Karnaca's parasitic bloodflies. This is a universal rule that exists outside of the player's direct involvement—a rule that can trigger when, for instance, a recently tranquilized guard drops their drinking glass onto a bottle. It's not about realism—this is a game in which one of the main characters has a parkour tentacle—but it works, and feels immersive, because everything has its own defining laws within the fiction. The biggest joy of Dishonored 2 is in discovering these systems, and manipulating them to your own ends. That wouldn't work if you couldn't trust in its simulation of the world.
This is another area of trust. In this case, the player is trusting in the simulation of the world and not just the geometry that underlies that world. See, once again, how the breadth works? The geometry of the world morphs into the simulation of the world! This is a case where testers can act as great user advocates. You try things out and see what experiences you have and you can encourage the design and development towards that "bumping the lamp" experience I mentioned in my above-referenced post.
As another bit from that review:
The first time I play the opening mission, I kill my target. Later, a guard announces to his men that their leader is dead. The second time through, I again kill my target, but hide his body in a secret room, locking the door behind me. This time, the guard announces that their leader is missing. With no way to access the room containing his corpse, his fate remains a mystery. It's a tiny thing—a single voice line—but it builds that trust. It would make sense for the game to treat dead or alive as a binary state, but Dishonored 2 knows that these details are important. It respects your ingenuity, acknowledging when you've done something clever.
This is a game that was very well tested. You can see an article — "Dishonored 2 QA testers are doing things devs didn't even think of" — that amplifies that very point.
This, my friends, is the fun and the challenge of testing in a game context.
But, crucially, we need more test specialists in this context, not just "play-testers."
This article was written by Jeff Nyman
About Jeff Nyman
Anything I put here is an approximation of the truth. You're getting a particular view of myself ... and it's the view I'm choosing to present to you. If you've never met me before in person, please realize I'm not the same in person as I am in writing. That's because I can only put part of myself down into words. If you have met me before in person then I'd ask you to consider that the view you've formed that way and the view you come to by reading what I say here may, in fact, both be true. I'd advise that you not automatically discard either viewpoint when they conflict or accept either as truth when they agree.
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One thought on "The Breadth of the Game Testing Specialty"
Robert Day says:
15 December 2022 at 3:41 am
Cards on the table: I don't do games. But I listen to people who do, and I know people who started out in games testing. I also talk about testing to non-testers, and there is a bit of a sense amongst non-testers that games testing must be great, "because you get paid to play games all day". And we both know that to be untrue – though when I was job-hunting, I came across some games firms who promoted that view, if only to get away with paying the smallest amount possible for testers. Which may explain some of the test failures you've seen.
The other thing I notice is that some of the character placement and motion issues you've identified are things that my other half, who lectures in digital media and art, tries to address in her teaching. So it makes me wonder: whet qualifications do the developers of these games have? Did they come to games development via an IT-oriented route, or do they have qualifications and/or experience in digital animation for film and tv?
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text:
Q: Flask-login threading error I'm trying to set up a basic authentication process using Flask-login and have the following code:
@app.route('/login', methods = ['GET', 'POST'])
def login():
    login_form = forms.LoginForm()
    if login_form.validate_on_submit():
        if database.validate_user(login_form.username.data, login_form.password.data):
            user = User(database.get_id(login_form.username.data), login_form.username.data)
            flask_login.login_user(user)
            return render_template('login.html', login_form = login_form )
    return render_template('login.html', login_form = login_form )

Inclusion of the login_user function causes me to get the following error and I'm having trouble working out why:
File "/Library/Frameworks/Python.framework/Versions/3.6/lib/python3.6/threading.py", line 884, in _bootstrap
  self._bootstrap_inner()
File "/Library/Frameworks/Python.framework/Versions/3.6/lib/python3.6/threading.py", line 916, in _bootstrap_inner
  self.run()
File "/Library/Frameworks/Python.framework/Versions/3.6/lib/python3.6/threading.py", line 864, in run
  self._target(*self._args, **self._kwargs)
File "/Library/Frameworks/Python.framework/Versions/3.6/lib/python3.6/site-packages/werkzeug/serving.py", line 702, in inner
  srv.serve_forever()
File "/Library/Frameworks/Python.framework/Versions/3.6/lib/python3.6/site-packages/werkzeug/serving.py", line 539, in serve_forever
  HTTPServer.serve_forever(self)
File "/Library/Frameworks/Python.framework/Versions/3.6/lib/python3.6/socketserver.py", line 238, in serve_forever
  self._handle_request_noblock()
File "/Library/Frameworks/Python.framework/Versions/3.6/lib/python3.6/socketserver.py", line 317, in _handle_request_noblock
  self.process_request(request, client_address)
File "/Library/Frameworks/Python.framework/Versions/3.6/lib/python3.6/socketserver.py", line 348, in process_request
  self.finish_request(request, client_address)
File "/Library/Frameworks/Python.framework/Versions/3.6/lib/python3.6/socketserver.py", line 361, in finish_request
  self.RequestHandlerClass(request, client_address, self)
File "/Library/Frameworks/Python.framework/Versions/3.6/lib/python3.6/socketserver.py", line 696, in __init__
  self.handle()
File "/Library/Frameworks/Python.framework/Versions/3.6/lib/python3.6/site-packages/werkzeug/serving.py", line 232, in handle
  rv = BaseHTTPRequestHandler.handle(self)
File "/Library/Frameworks/Python.framework/Versions/3.6/lib/python3.6/http/server.py", line 418, in handle
  self.handle_one_request()
File "/Library/Frameworks/Python.framework/Versions/3.6/lib/python3.6/site-packages/werkzeug/serving.py", line 267, in handle_one_request
  return self.run_wsgi()
File "/Library/Frameworks/Python.framework/Versions/3.6/lib/python3.6/site-packages/werkzeug/serving.py", line 209, in run_wsgi
  execute(self.server.app)
File "/Library/Frameworks/Python.framework/Versions/3.6/lib/python3.6/site-packages/werkzeug/serving.py", line 197, in execute
  application_iter = app(environ, start_response)
File "/Library/Frameworks/Python.framework/Versions/3.6/lib/python3.6/site-packages/flask/app.py", line 1997, in __call__
  return self.wsgi_app(environ, start_response)
File "/Library/Frameworks/Python.framework/Versions/3.6/lib/python3.6/site-packages/flask/app.py", line 1985, in wsgi_app
  response = self.handle_exception(e)
File "/Library/Frameworks/Python.framework/Versions/3.6/lib/python3.6/site-packages/flask/app.py", line 1544, in handle_exception
  self.log_exception((exc_type, exc_value, tb))
File "/Library/Frameworks/Python.framework/Versions/3.6/lib/python3.6/site-packages/flask/app.py", line 1560, in log_exception
  ), exc_info=exc_info)
File "/Library/Frameworks/Python.framework/Versions/3.6/lib/python3.6/logging/__init__.py", line 67, in error
  # If you don't want threading information in the log, set this to zero
File "/Library/Frameworks/Python.framework/Versions/3.6/lib/python3.6/logging/__init__.py", line 1506, in _LogErrorReplacement
  for hdlr in c.handlers:
File "/Library/Frameworks/Python.framework/Versions/3.6/lib/python3.6/site-packages/flask/app.py", line 1982, in wsgi_app
  response = self.full_dispatch_request()
File "/Library/Frameworks/Python.framework/Versions/3.6/lib/python3.6/site-packages/flask/app.py", line 1615, in full_dispatch_request
  return self.finalize_request(rv)
File "/Library/Frameworks/Python.framework/Versions/3.6/lib/python3.6/site-packages/flask/app.py", line 1632, in finalize_request
  response = self.process_response(response)
File "/Library/Frameworks/Python.framework/Versions/3.6/lib/python3.6/site-packages/flask/app.py", line 1858, in process_response
  self.save_session(ctx.session, response)
File "/Library/Frameworks/Python.framework/Versions/3.6/lib/python3.6/site-packages/flask/app.py", line 924, in save_session
  return self.session_interface.save_session(self, session, response)
File "/Library/Frameworks/Python.framework/Versions/3.6/lib/python3.6/site-packages/flask/sessions.py", line 363, in save_session
  val = self.get_signing_serializer(app).dumps(dict(session))
File "/Library/Frameworks/Python.framework/Versions/3.6/lib/python3.6/site-packages/itsdangerous.py", line 565, in dumps
  payload = want_bytes(self.dump_payload(obj))
File "/Library/Frameworks/Python.framework/Versions/3.6/lib/python3.6/site-packages/itsdangerous.py", line 847, in dump_payload
  json = super(URLSafeSerializerMixin, self).dump_payload(obj)
File "/Library/Frameworks/Python.framework/Versions/3.6/lib/python3.6/site-packages/itsdangerous.py", line 550, in dump_payload
  return want_bytes(self.serializer.dumps(obj))
File "/Library/Frameworks/Python.framework/Versions/3.6/lib/python3.6/site-packages/flask/sessions.py", line 85, in dumps
  return json.dumps(_tag(value), separators=(',', ':'))
File "/Library/Frameworks/Python.framework/Versions/3.6/lib/python3.6/site-packages/flask/json.py", line 123, in dumps
  rv = _json.dumps(obj, **kwargs)
File "/Library/Frameworks/Python.framework/Versions/3.6/lib/python3.6/json/__init__.py", line 238, in dumps
  **kw).encode(obj)
File "/Library/Frameworks/Python.framework/Versions/3.6/lib/python3.6/json/encoder.py", line 199, in encode
  chunks = self.iterencode(o, _one_shot=True)
File "/Library/Frameworks/Python.framework/Versions/3.6/lib/python3.6/json/encoder.py", line 257, in iterencode
  return _iterencode(o, 0)
File "/Library/Frameworks/Python.framework/Versions/3.6/lib/python3.6/site-packages/flask/json.py", line 80, in default
  return _json.JSONEncoder.default(self, o)
File "/Library/Frameworks/Python.framework/Versions/3.6/lib/python3.6/json/encoder.py", line 180, in default
  o.__class__.__name__)

builtins.TypeError: Object of type 'builtin_function_or_method' is not JSON serializable

Could anyone point me in the direction of what might be causing this?
Thanks.

redpajama_set_name: RedPajamaStackExchange


Ingolstadt/Macau, November 20, 2016 – Audi Sport customer racing with Belgian Audi Club Team WRT has won what has arguably been the most unusual GT race in Macau. After the race had been stopped twice, Laurens Vanthoor decided the FIA GT World Cup in his favour for the first time.
Following his victory in the qualification race on Saturday, Laurens Vanthoor had started the decisive title race as the favourite on Sunday. The 25-year-old Belgian was leading the race from pole position up until it was stopped for the first time when a track barrier had to be repaired following a minor accident in the midfield. Shortly after the subsequent restart, Laurens Vanthoor in the Mandarin Oriental corner ran over the inner curb, lost control, touched the guard barrier on the opposite side and rolled over. He climbed out of the Audi R8 LMS that is designed for extreme safety unharmed and shortly afterwards even mounted the podium.
Following the red flag, the race control had no choice but to not restart the race due to the time that had elapsed by then, and classified the positions held after four completed laps. After 2011, 2012 and 2013, Audi has won the race in the narrow street canyons of the Asian metropolis for the fourth time.
"I'm happy and relieved about not having been injured," said Vanthoor, who has won three international GT titles with Audi before.
Fabian Plentz from Hanover finished as the second-best driver of an Audi R8 LMS. The 28 year-old Macau rookie from Team HCB-Rutronik Racing took position eight overall, making him the third-best driver in the group of entrants not to have been nominated for the manufacturers' classification. Plentz had won the DMV GTC racing series in the Audi R8 LMS in October.
Chris Reinke, Head of Audi Sport customer racing, was delighted about Audi's fourth victory in Macau and the first World Cup title of the R8 LMS.
The two DTM campaigners Edoardo Mortara (Audi Sport Team WRT) and Nico Müller (Phoenix Racing Asia) had already lost their chances of clinching a good result in the qualification race on Saturday. Mortara had started from pole position, but dropped to 13th place following an accident. On Sunday, from grid position 16, he advanced to 13th place. At the end of the year, the current DTM vice-champion is going to switch from Audi to Mercedes. Müller was not able to start on Sunday because his Audi had been too heavily damaged in an accident the day before.
In three weeks' time, Laurens Vanthoor and his teammates will be battling for another international title for Audi, the 12-hour race at Sepang coming up in Malaysia. Before the finale of the Intercontinental GT Challenge, the Belgian is leading the drivers' standings with a six point advantage.


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The Spielberg
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We rock the F1 night!
Every year, the Ö3 Concerts make sure that the heat is on during the Formula 1 weekend – even off the racetrack. On 30 June, the night before the Formula 1 Großer Preis von Österreich, national musicians and international musicians will provide a first-rate show. Rocking the stage for the second time will be Sunrise Avenue. They will be supported by legendary Austrian duo Pizzera & Jaus and veteran musician Gert Steinbäcker. Austrian F1 enthusiasts, above all, will thus get more than their money's worth during this open air experience.
Rock from Finland
Well-known classics with the potential to become everlasting earworms such as "Hollywood Hills" or "Fairytale Gone Bad" were written by Finish rock band Sunrise Avenue. Back in 2014, they have celebrated the Formula 1 weekend for the first time with the gearheads and made the Mur Valley reverberate with their sounds. This year, they will once again put the pedal to the metal and celebrate the premier class of motorsport's return to Styria.
Traditional feelings on the Ö3 stage
Of course, domestic entertainers will also enter the stage during Austria's Formula 1 extravaganza. Styrian-Viennese duo Pizzera & Jaus has been the talk of the town in recent years and will make their audience's hips shake on Saturday evening. Contemporary hymns sung in dialect such as "Eine ins Leben" or "Hooligan" will invite fans to sing along. As a bonus, Styrian Gert Steinbäcker will perform Austrian evergreens such as "Großvater" and will furthermore present hits from his current album titled "Ja eh".
You can find the current programme here.
Concerts can be visited with a valid F1 weekend ticket, as well as a valid Saturday ticket. As visitor capacity at the concert area is limited, the "first come - first serve" principle is followed.
The "Holiday Grand Prix" will also offer fun for the entire family over the course of the weekend: The Legend's Parade, the F1 Fanzone and much more.
Those who haven't yet secured their tickets for the motorsports highlight of 2018 should do so quickly via the Ticket Shop.
To the Ticket Shop
All current topics around Spielberg can be found here. From events to acoustic and culinary milestones, to seasonal highlights and news on motorsport topics, all important information is represented here.
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text:
[Video] Fists Fly in Nigeria's Parliament as Brawl breaks out
Published 6 years ago by: tony boye
moonwink at 09:59 PM, 23/09/2012 (6 years ago)
A fight broke out in Nigeria's National Assembly after 11 members were suspended
for accusing the speaker of corruption. Three male representatives were dragged out
of the chamber, their clothes torn in the brawl. A woman was also ejected.
http://www.telegraph.co.uk/news/newsvideo/7849235/Brawl-breaks-out-in-Nigerias-parliament.html
bebmigared at 10:14 PM, 23/09/2012 (6 years ago)
Na so naija be o. Na God go save us.
ajanni at 12:31 AM, 24/09/2012 (6 years ago)
(96016 | Grande Master) (m)
show of shame again?
very shameful and disgracing, most of these ppl actually came inn through the back doors,broad day robbers, roffians most of them looks like the niger/delta militants, shameless idiots
dlimelite at 03:08 AM, 24/09/2012 (6 years ago)
What a shame! Are these our so called politicians acting like immature kids. Are these the ppl ruling Naija. Mtcheeeew!
papadip at 04:53 AM, 24/09/2012 (6 years ago)
Quote from: dlimelite on 03:08 AM, 24/09/2012
It is an old clip but worth viewing I have watched it many times.
They are just fighting over money and nothing else. Bunch of thugs and hooligans
Below are longer versions
http://www.youtube.com/watch?v=LcroSnd8XW8
Jul 7, 2010 - Funny
http://www.youtube.com/watch?v=y1x8e_47hWI
Jun 6, 2011 Tears of Shame
http://www.youtube.com/watch?v=0iHUSwdcrmc
na wa ooooooo
Just In ! Two Killed As Violence Breaks Out In Jos Metropolis - 08:15 PM, 26/05/2019
Pandemonium As Fight Breaks Out At A Popular Nigerian Bar In Ghana (Photos) - 11:05 AM, 23/10/2018
Hajj 2017! Panic As Fire Breaks Out In One Of The Hotels Used For Hajj In Saudi Arabia - 01:31 PM, 21/08/2017
Violent Brawl Erupts In South African Parliament During President Zuma's Speech (PHOTOS) - 09:53 AM, 10/02/2017
Man Breaks Police Inspector's Jaw In A Brawl At The Station - 04:46 PM, 7/12/2016
Nationalist & Communist Politicians Brawl In Ukraine Parliament (Video) - 09:34 PM, 23/07/2014
Power Failure Saga: Drama Breaks Out As Judges &Lawyers Use Torch Light In Court - 06:25 AM, 21/02/2014
WTF: [VIDEO] Deputies Brawl In Ukraine Parliament, Session Suspended - 08:12 PM, 13/12/2012
Fly-in, -fly-out sex: Girls cash in on mining boom. - 07:26 PM, 6/11/2011
Fresh Riot Breaks out in Nigeria's Kaduna State, three Feared Killed - 11:48 AM, 19/09/2009
Baye77 on: Cossy Ojiakor Undergoes Leg Surgery After Breaking Her Ankle Through Depression (Video)
Sorry aunty cossy... 3 mins ago
Baye77 on: Nnamdi Kanu Blasts Tinubu , Says He Has Disappointed And Disgraced The Noble Yoruba Ancestry
Oh really?? The yoruba ancestry is now "noble"??? ... 6 mins ago
hahahahahaha...... laugh won kill me... ok why that inscrption holy bible... mumu man... 10 mins ago
better... knock yourself over there... 12 mins ago


If your problem involves big volumes of Microsoft Excel spreadsheets and requirements for flexibility in consolidation then Spreadsheet Consolidator is the accurate tool for you.
Spreadsheet Consolidator is an add-in for Microsoft Excel which will allow you to consolidate spreadsheet data from one or several sheets from one or many open workbooks, easily and quickly.
Sheets Manager: The tool available to copy the themes of colors in Excel 2007 has been enhanced.
The function to allow saving one hundred models has been improved.


text:
\section{Introduction}
Fault detection and diagnostics, denoted as FDD, is a critical technique to guaratee safety that widely used in industrial processes (e.g., machine manufacturing, chemical operation, pipeline transportation, and software systems) \cite{gao2015survey, nandi2005condition, duan2018deep, amiruddin2020neural}. A fault symptom as a variable is detected through developing inherent relationships between fault and operation parameters. FDD techniques can be divided into two categories: simple-model and complex-model approaches \cite{liu2018artificial, jia2018neural, he2017deep, boussif2020intermittent}. For the former, traditional approaches which discover anomalies of a single parameter, such as overhigh/overlow values and deviation limitation of change rates . For the latter, coopertive influences on fault among multiple parameters are considered and analyzed to find the instrinsic mapping from collected data of given parameters to fault types.

Among these parameters, acoustic signal is a significant tool to observe internal patterns of faults as a non-destructive testing technology \cite{stowell2015detection, kim2009detection, li2019gear, glowacz2018early, glowacz2018acoustic, glowacz2019fault, parey2019gearbox}. Acoustic-based FDD observes fault features with acoustic signals gathered by microphones, mainly used in mechanical faults and pipe leakages. Thereinto, acoustic datasets are the key part of solutions which determine the quality of fault identification. However, most researches adopt private datasets in cooresponding papers and there are only few public acoustic datasets for FDD.

The aim of this paper is to provide supports of open researches in the field of FDD:

\begin{enumerate}[]
\item Provide a publicly available dataset of FDD and present the estimations of classification accuacy of this dataset.

\item Introduce the data collection system in detail (e.g., hardware parameters) and explain data properties of this dataset.

\item Compare the performance of both simple and complex classifiers on the dataset.

\end{enumerate}

\section{Background}
ESC-50 and Gearbox Fault Diagnosis Data are popular datasets on classification and FDD as the same purpose of our dataset \cite{zhang2018deep, sailor2017unsupervised, nanni2020ensemble, xie2020zero}.

\textbf{ESC-50 \cite{piczak2015dataset}}: The dataset is labelled with 50 categories (e.g., dog, rain, and door knock) of 2000 audios, which is widely used in environmental sound classification. Each class has 40 examples which contains 5 seconds. The dataset can be divided into 5 major categories: animals, natural soundscapes/water sounds, human/non-speech sounds, interior/domestic sounds, and exterior/urban noises. The top accurary publiced for ESC-50 is 94.1$\%$ by an integration with CNN, RBM and GTSC. Website is $https://github.com/karolpiczak/ESC-50$.

\textbf{Gearbox Fault Diagnosis Data}: The dataset referred to vibration is collected with SpectraQuest's Gearbox Fault Diagnostics Simulator, and publiced in 2018. The vibration information is obtained by 4 vibration sensors installed in 4 directions under 2 scenarios (i.e., healthy condition and broken tooth condition). The load on the simulator covers from 0 to 90 percent. Website is $https://openei.org/datasets/dataset/gearbox-fault-diagnosis-data$.

\section{GPLA-12 Dataset}
\subsection{Data Collection}
Fig. 1 shows a real gas pipeline system with detailed components, which is used to collect leakage acoustic datasets (i.e., GPLA-12). The continuous and stable pipeline gas can be generated through an air compressor unit as described in Fig. 1 (a). Specifically, the displacement of air compressors is 3.5 m$^3$/min and the exhaust pressure of that is 0.85 Mpa. The volume of air tank is 1 m$^3$/min. With an air tank, the compressed air has a buffering place, and can be maintatined at a constant pressure in the pipeline system. In regards to refrigeration dryer in the system, it can reduce water contents around compressed air by lowering gas temperature as working pressure is 0.6$\sim$1.0 Mpa. In Fig. 1 (a), a heatless regenerative adsorption dryer (HRAD) follows the most advanced pressure swing adsorption principles (PSA) in the world, and uses activated alumina and molecular sieve as adsorbents. The HRAD has a two-tower structure, where one tower is for adsorption and the other is for regeneration. The HRAD performs alternative cycles to ensure a continuous drying process of compressed air. For both HRAD and refrigeration dryer, the displacement of air compressor are 3.8 m$^3$/min while working simultaneously. A three-stage filtration treatment in Fig. 1 (a) is used to remove the moisture, dust, and oil in the gas system as much as possible.

\begin{figure}[htp]
\centering
\includegraphics[width=0.49\textwidth, height=0.45\textwidth]{pic/pipeline}
\caption{Images of the gas pipeline system. (a) Air compressor units; (b) The front end of gas pipeline system; (c) The back end of gas pipeline system. Note that key components in the system are denoted with cooresponding numbers (i.e., 1, screw compressor; 2, air tank; 3, water elimination filter; 4, refrigeration dryer; 5, dust removal filter; 6, oil removal filter; 7, heatless regenerative adsorption dryer (HRAD); 8, pressure regulating valve; 9, pressure gauge; 10, pneumatic control valve; 11, different pressure orifice flowmeter; 12, pressure transmitter; 13, electric control valve; 14, gas discharge tube).}
\end{figure}

\begin{figure}[htp]
\centering
\includegraphics[width=0.46\textwidth, height=0.2\textwidth]{pic/device.jpg}
\caption{The acoustic data collection device.}
\end{figure}

A acoustic signal collection device contains a self-designed signal transmission module, a single chip microcomputer (STM32f103), and two kinds of microphones (illustrated as in Fig. 2). These two microphones have different parameters listed in Table I where the purple one is called as the 1st microphone and the blue one is named as the 2nd microphone. The diversity of microphones leads to the variety of acoustic signals which is dedicated to reducing devices bias. Each acoustic sample sustains 5 seconds and is preprocessed as a discrete and time-series variable with 1460 length.

\begin{table}[htp]
  \caption{Parameters of Microphones.}
  \label{Tab:bookRWCal}  \centering
\begin{tabular}{p{0.5cm}p{1.2cm}p{2.2cm}p{1cm}p{1.4cm}}
  \toprule
   Name  & Version & Voltage  & Sensitivity  &  Signal Range \\
\midrule
 1st  & MAX4466  & $+2.4V\sim+5.5V$  & 112db & $0HZ\sim600kHZ$ \\
     \midrule
2nd & LM386 &  $+4.5V\sim+5.5V$ & 50db & $100HZ\sim10kHZ$\\
    \bottomrule
  \end{tabular}
\end{table}

\begin{figure*}[htp]
\centering
\includegraphics[width=0.88\textwidth, height=0.55\textwidth]{pic/principle}
\caption{The process principle of gas pipeline system}
\end{figure*}

\begin{figure}[htp]
\centering
\includegraphics[width=0.22\textwidth, height=0.22\textwidth]{pic/value.jpg}
\caption{Adjusting the air pressure of the pipeline}
\end{figure}

Finally, continuous and stable compressed air from air compressor units is transmitted to the front end of the gas pipeline system by the interconnecting piping, as shown in Fig. 1 (b). Considering that the back end of the gas pipeline system cannot be observed effectively in Fig. 1 (b), Fig. 1 (c) shows the details of the system backend. Moreover, in order to clearly describe the gas transmission process in Fig. 1, this paper gives a detailed process principle diagram of the gas pipeline system in Fig. 3. The gas pipeline system is equipped with pressure regulating valves, pneumatic actuators, electric actuators, sensors, signal acquisition devices, control devices, and so on. By adjusting the given value of pressure regulating valves in Fig. 4, the gas pressure in Figs. 1 (b) and 1 (c) can be changed synchronously. Then, leakage signals under different gas pressures (i.e., 0.2 Mpa, 0.4 Mpa, and 0.5 Mpa) can be collected through the self-developed device in Fig. 2.

\subsection{Object Categories}
\label{0.5page}

\begin{table*}
  \caption{Introduction of Each category in GPLA-12 dataset.}
  \label{Tab:bookRWCal}  \centering
\begin{tabular}{ccc}
  \toprule
   Label  &  File Name  & Description \\
\midrule
 1  &  $Data1\_0.2MP\_none$  & Gas pressure is 0.2 MPa in the pipeline with microphone 1 under noiseless environment  \\
     \midrule
2 &  $Data1\_0.2MP\_noisy$  & Gas pressure is 0.2 MPa in the pipeline with microphone 1 under strongly noisy environment \\
     \midrule
3 & $Data1\_0.4MP\_none$ & Gas pressure is 0.4 MPa in the pipeline with microphone 1 under noiseless environment \\
\midrule
 4  &  $Data1\_0.4MP\_noisy$  & Gas pressure is 0.4 MPa in the pipeline with microphone 1 under strongly noisy environment  \\
     \midrule
5 &  $Data1\_0.5MP\_none$  & Gas pressure is 0.5 MPa in the pipeline with microphone 1 under noiseless environment \\
     \midrule
6 & $Data1\_0.5MP\_noisy$ & Gas pressure is 0.5 MPa in the pipeline with microphone 1 under strongly noisy environment \\
\midrule
 7  &  $Data2\_0.2MP\_none$  & Gas pressure is 0.2 MPa in the pipeline with microphone 2 under noiseless environment  \\
     \midrule
8 &  $Data2\_0.2MP\_noisy$  & Gas pressure is 0.2 MPa in the pipeline with microphone 2 under strongly noisy environment \\
     \midrule
9 & $Data2\_0.4MP\_none$ & Gas pressure is 0.4 MPa in the pipeline with microphone 2 under noiseless environment \\
\midrule
 10  &  $Data2\_0.4MP\_noisy$  & Gas pressure is 0.4 MPa in the pipeline with microphone 2 under strongly noisy environment  \\
     \midrule
11 &  $Data2\_0.5MP\_none$  & Gas pressure is 0.5 MPa in the pipeline with microphone 2 under noiseless environment \\
     \midrule
12 & $Data2\_0.5MP\_noisy$ & Gas pressure is 0.5 MPa in the pipeline with microphone 2 under strongly noisy environment \\
    \bottomrule
  \end{tabular}
\end{table*}

GPLA-12 dataset is composed in two files (i.e., \textit{data.csv} and \textit{label.csv}), for which \textit{data.csv} stores the information of acoustic signals and \textit{label.csv} reserves the correponding labels. \textit{data.csv} has 684 rows and 1460 columns, and each row represents a sample. \textit{label.csv} contains 684 rows and 1 column.

The presented compilation is composed of labeled sets comprising 12 classes of acoustic gas leakage signals under various conditions. With the purpose of maintaing the balance among data types, classes included are arbitrarily chosen while the number and diversity of the dataset is limited.

There are 12 classes in GPLA-12 dataset, and the details of these categories are shown in Table II. For convenience, these classes can be grouped in several loosely defined major parts:

\begin{enumerate}[]
\item 0.2 PM vs 0.4 PM vs 0.5 PM.
\item noisy vs noiseless.
\item microphone 1 vs microphone 2.
\end{enumerate}

The dataset involves a variety of acoustic signals under different conditions. This provides various options for different purposes (e.g., classification, prediction, and clustering) of both algorithms with shade and deep architectures, which is suitable for both binary and multiple classes problems.

\subsection{Data Description}
\label{1 page}
Each sample in our dataset can be denoted as a time-series sample. We choose 2 samples in different classes in the dataset randomly (as illustrated in Fig. 5). It seems that features of acoustic signals of gas pipeline leakage are not obvious in the time domain, which requires algorithms to have a good ability of feature extraction. The mapping from acoustic signals to fault type need to be discovered by the algorithms.

\begin{figure}[htp]
\centering
\subfigure[]{\includegraphics[width=0.40\textwidth, height=0.13\textwidth]{pic/images/1.png}}
\subfigure[]{\includegraphics[width=0.40\textwidth, height=0.13\textwidth]{pic/images/2.png}}
\caption{Samples in classes 2 and 4.}
\end{figure}

\section{Experiments}
\label{1 page}
In order to further study the dataset, we use our data to train both shallow classifiers in Scikit-toolbox \cite{scikit-learn} and deep structured classifiers: support vector machines (SVM), K-nearest neighbor (KNN), linear regression (LR), random forest (RF), AdaBoost, Gaussian Naive Bayes (GNB), Gaussian, Gradient Boosting tree (GBT), Rocchio, OneVsRest (OVR), recurrent neural network (RNN), convolutional neural network (CNN), and deep belief network (DBN). Additionally, we intend to testify the performance of baseline approaches and investigate the potential traps and intricacies. We use N-fold cross validation on the training/testing operations where N is 10 to obtain the performance. Meanwhile, we also divide GPLA-12 dataset randomly into training/testing data sets with a 7:3 ratio, and then train the classifiers.

From Fig. 6, generally speaking, deep structured approaches operate effectively on extracting representative features. For acoustic signals of gas pipeline leakage, the deeply rich information are hard to be detected in the time domain. like most fault diagnosis cases (e.g., bearing \cite{xia2017fault, zhang2018deep, shao2017electric}, medical systems \cite{chen2019mechanical, wu2019intelligent}, chemical \cite{wu2018deep}, and gears \cite{jiang2018multiscale, jing2017convolutional}), CNN outperforms other methods on the basis of its learning ability of 1-D dimensional FDD data. Especially, GNB works well on GPLA datasets, originating from the Gaussian distribution characteristics of leakage acoustic signals while GNB has severe requirement of Gaussian distribution in the datasets.

To explore details in the simulations, F1-score values of each class by different classifiers are illustrated in Fig. 7. Interestingly, for some classes, the F1-score are generally low, e.g., class 1. Moreover, some classifiers perform poorly for the dataset, such as KNN which displays badly on most classes leading to a bunch of 0. In other words, euclidean distance evaluation may not be suitable for GPLA-12 dataset.

\begin{figure}[htp]
\includegraphics[width=0.56\textwidth, height=0.2\textwidth]{pic/f1scores.png}
\caption{Comparisons of F1-scores of classification with our dataset by different classifiers.}
\end{figure}

\begin{figure}[htp]
\centering
\includegraphics[width=0.33\textwidth, height=0.7\textwidth]{pic/classifications.png}
\caption{F1-scores of each class by operating diverse classifiers on GPLA-12 dataset.}
\end{figure}

\section{Conclusions}
\label{+abstract 0.5}
The paper has provided a new dataset for fault diagnosis researches where publicly datasets are not abundant. The dataset can be used for binary and multi-class classification problems. In order to understand data feasibility, we have introduced the data collection system, the scale, and class information of the dataset. Moreover, we have discussed baseline classification results on this new dataset with both shadow and deep structured classifiers, where deep learning approaches are shown to have better performance due to their complex features of acoustic signals of gas pipeline leakage.

We have published the dataset and its information on the websites of www.daip.club and github.com/Deep-AI-Application-DAIP. We aim to update this dataset and expand both the quantity and type amount of the dataset regularly. Progress and results will be reported in due course.

\section*{Acknowledgment}
We would like to thank Min Gao and Hongcheng Liao for preprocessing the collected data, and Wenwen Zhu, Yifan Wang, and Keyu Chen for compiling the information online (i.e., www.daip.club and github.com/Deep-AI-Application-DAIP).

\bibliographystyle{IEEEtran}

redpajama_set_name: RedPajamaArXiv


text:
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Singapore Airport reveals new redesign plans
Singapore Airport reveals new redesign plans Credit: Media Mogul
Soo Kim, Travel writer
5 August 2014 • 12:00am
Soo Kim
Rendered images of the future Changi Airport, which was voted the 'world's best airport' earlier this year at the World Airport Awards, have been unveiled by the architect behind the £800m ($1.47m) project.
Moshe Safdie, an Israeli/Canadian architect who also designed Singapore's Marina Bay Sands Resort, will be behind the airport's expansion. A giant doughnut-shaped glass and steel dome complex will be built connecting the airport's existing three terminals via all-glass walkways.
The five-storey structure will be built over the 3.5 hectares car park currently in front of Terminal 1. It will feature a grand indoor garden area and a cascading waterfall, as well as a range of retail shops, leisure attractions and a central communal facility. A multi-storey basement car park will help clear more space for the arrival hall, baggage claim and taxi areas.
An official completion date for the building work, which is known as Project Jewel, has yet to be announced but the new structure may be ready by 2018, according to a report by The Straits Times, a Singapore-based daily newspaper, earlier this year.
(photo by WENN.com)
Changi Airport aims to serve 85 million passengers by the completion of the project and is hoping to "strengthen its position as an international hub" and create "an iconic global attraction" as a result of the new complex.
"We envisage Project Jewel to be a must-visit Singapore attraction, located strategically at the doorstep of one of the world's busiest air hubs," said Lee Seow Hiang, the chief executive officer of the Changi Airport Group.
The airport also recently announced plans for Terminal 4, which is set to be completed by 2017. The two-storey building spanning 195,000 square metres (equivalent to the size of 27 football pitches) will be designed to provide a range of automated, self-service options to allow passengers to "whizz through the various touch points in a simple, fast and stress-free manner".
The complex will offer retail shops (photo by WENN.com)
Changi Airport has around 46.6 million passengers a year and has won more than 390 awards. It has been noted for its aesthetics, but also for its services, including unlimited free WiFi to fliers since 2002. More than 37,000 passengers use the network every day, achieving speeds of "up to 4Mbps", according to a spokesman for the airport.
The airport's Terminal 3 was previously noted for its revolutionary "see through" design which incorporates glass and natural light throughout its space, designed to make it easier for passengers to find their way around without using signs.
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10/11/2011 · 1.Why convert html to text file? As we all know that we can find a lot of useful information via Internet such as education,music,law,polity and so on and sometimes we want to do some changes over the webpage we need.But the html file is hard to modify or design.So just converting html files to other types of files will be a good... Convert Zipped HTML document or e-book to Adobe Portable document format. We have found 4 software records in our database eligible for .htmlz to .pdf file format conversion.
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Statement on President Biden's Renewed Commitment to Hold Big Tech Accountable
SAN FRANCISCO, Jan. 11, 2023—Today, President Joe Biden wrote an op-ed in the Wall Street Journal reaffirming his commitment to hold tech platforms accountable for the harms they cause American kids and teens. James P. Steyer, Common Sense Media's Founder and CEO, issued the following statement.
"We applaud President Biden's renewed commitment to address the most urgent tech policy challenges today. Families across America are deeply concerned about their online privacy and safety, and lawmakers on both sides of the aisle agree that it's time to rein in Big Tech.
"Enacting a national federal privacy law, updating online protections for kids and teens, and holding platforms accountable to curb the spread of harmful content online has been a long time priority for Common Sense Media and is long overdue. Last year, we worked with the Future of Tech Commission to lay out a Blueprint for Action to address these issues. Many of the principles laid out by President Biden mirror these recommendations.
"2023 is the year for the federal government to finally update tech policy and make kids a priority. We look forward to working with the White House and Congress to make it happen."
About Common Sense
Lorena Taboas


Accolade - Jabo Ibehre ws crowned Colchester United's player of the year at their end of season awards evening last night.
Jabo Ibehre scooped Colchester United's player of the year award - as the U's stepped up their attempts to keep him at the Weston Homes Community Stadium.
The U's striker received his trophy at the club's awards evening, last night.
Ibehre has made a big impact for Colchester this season since arriving from MK Dons last September and finished as their joint leading goalscorer with Freddie Sears, with eight goals.
But the 30-year-old's short-term deal expires this summer and the U's are keen to retain his services for next year.
Colchester manager Joe Dunne said: "We've spoken to Jabo and we've put our cards on the table.
"We've had contract talks; a player like him will be very well sought after, considering what he's done for us.
See Wednesday's Gazette for more on this story and all of the latest Colchester United news.


The word that means "hear or listen," shema (pronounced "shmah") is an excellent example of the difference between Hebrew, which stresses physical action and Greek and Western culture that stresses mental activity.
This gives us a clue of why Jesus says, "He who has ears to hear, let him hear!" He is calling us to put his words into action, not just listen. He wants us to be doers of the word, and not hearers only. (James 1:22) We as Westerners put all our stress on what is in our minds, and tend to consider action as "dead works." But Hebrews understood that we have not truly put what we have heard into our hearts until it transforms our lives as well.
Wishing you all some moments of joy and memories of those who love you this Christmas and holiday season. Hope people forgive this year if they never have before.
Hope people who have not had a real good belly laugh in a long time get to this week. Harvest Mountain is where we get back to the garden where all is again very good. Glenn and I pray and say – O Happy Day to you all around the world this Christmas. Please enjoy hearing Bret Rutland again share on finding joy in our lives again by knowing how truly loved we are by our God, Father Son and Holy Spirit.
Bret & Julie have lived in Colorado for nearly 20 years and have a passion to see orphan hearts come home through encounters with the Father's Love. Bret has had a desire to know the Father's Love ever since losing his earthly father to suicide when Bret was only 6 years old. Out of pain and loss Father has given him a passion to see every orphan heart come into their true identity as sons and daughters of God. God has developed in Bret skills to lead people into life-transforming encounters, where they live from the Presence of God bringing His Kingdom into their families, their work relationships, and friendships. Over the last 16 years Bret has received training in inner healing, the Kingdom of God, and knowing Father's Love. Bret and Julie have a daughter, Megan and a son, Joshua.
What is Pregnant with adoration ?
It is Christmas time and I have a good friend whose birthday is on Christmas. There is a lot of competition for attention having been born on Christmas. Look how happy this couple looks during pregnancy. The happy husband anticipates new life with his ear against his wife's womb. I have been learning this year that love goes two ways. Love goes horizontal to other people in our lives and love goes vertical = to Father Son and Holy Spirit.
As I intentionally slow down and sit down with God to encounter Jesus, the song like that which Mary sang in Luke actually comes forth from my heart to Gods heart. There is an umbilical cord that still remains with US and Jesus.
In sports there are postures and positions on a team. Defense and offense. So what has been my posture with God this Christmas ? Am I , Barbara, singing at Jesus or to Jesus ? A friend of mine spoke one day about entering into Gods courts with praise. The picture I got was this pregnant pause. I am coming before my most Holy God and the very lover of ME. I pause now in anticipation of an encounter with God the Father Son and Holy Spirit. My heart leaps and bows sometimes at the same time. haha.
Could I adore You ?
All around the world little children and people in wheel chairs and hospital beds and on football fields are singing that great worship melody – O COME LET US ADORE HIM – we are pregnant with adoration. Pregnant with adoration together and pregnant with adoration individually.
I find hope coming back and sorrows being lessened as I ponder anew being impregnated with Emmanuel. It still knocks me out that Jesus came as a baby. I love when I get real child like with God in our love affair. The word ABAR in bible means to cross into. You become pregnant in Gods womb again which is where we came from before earth. ABAR in 1 Kings 19:11 means to pass by in a very significant and passionate way. Pregnant with adoration comes in lingering with God. Not to get something. We linger to BE WITH the Christ. This is our identity in the very world we live.
I was meditating on the Song Mary sang to her child the Lord. I was really looking at with my spirit what was going on between the old lady and the young lady. Elizabeth in messianic birth beyond her days and Mary in messianic birth as a young woman. I do not think they only made cookies or swept the floor. I think they fell beyond their knees…. pregnant with adoration can bring us to be faint with love…faith with adoration…. we feel and sense Jesus with every cell in our being in its fullness…. our ambilical cord connects to the Holy Spirit and the Spirit reveals Jesus up close and very personal. I am not going to settle for stale love with Jesus. Holy Spirit impregnates us with Jesus .
When pregnant with adoration the baby in the manger leaps in my womb. I can hear the very heart of love Jesus has for me beating… speaking… The intentional pursuit of Jesus creates pregnant adoration. Adoration is cultivated.
My most favorite presents in life are to know others who are truly going after Father Son and Holy Spirit encounters. To linger or not to linger…mmmmmm….. If you have an encounter with adoring God I would love love love to tell others. I will finish with the truth that I really pursue. Jesus says that the same love the Father has for Jesus he has for us. I pray that the Lord kills anything in me that keeps that over the top almost incomprehensible reality for all of us.
Glory to God in the highest and peace to all mankind.
How do you know if you believe or see yourself and life as an orphan ? Do you feel disconnected from being loved ?
if you live life not known, you need to be known…. you may not know you are doing this. this goes on from the time of being a child. you decide you are alone and i need to protect myself because no one will protect me. If you feel alone and that there is no one to trust….you believe you are alone…truth is God is available but the natural mind says we are alone…the enemy created the orphan system… part of what develops when children see the faults in their parents and internalize those faults and a distrust toward parents comes bigger and bigger….. child closes off their spirit… you can withdraw or rebel….deep down root is disconnection from love…it makes more sense to be independent and only trust yourself…. if you family showed no emotion, every child needs love….. we develop our identity from being loved… a stoic family is a generational family raised with orphan hearts… they teach their children it is not safe to be yourself…it is not safe to be vulnerable and show your weaknesses….roots come from evil one…. like Frank Sinatra you said I do it my way…. some become performers and some just close down and close off…walls withdrawal, shell….life….deep down inside i feel unloved…..
the positional truth is in our spirit but the work of the spirit is to bring the appropriated work of the Cross into our soul. Can you hear God very well? Disconnect with shame and it is rooted in fear of disconnection… when we believe a lie we empower the liar thought God is right there. Bret Rutland helps humans get connected. See what the roots are that keep you from being beloved… roots are not what happens but the root is the belief system …an orphan spirit is removed by the Holy Spirit so you see what you believe that gets changed. Romans 12 we get transformed by revelation of who God is and who we are and that is what shifts things.
What is the difference between a prophet of God and a psychic?
Dr. Becky Slabaugh of Inner Treasures Ministries and Pastor Barbara Moore provide a two week discussion on biblical principles about prophecy and psychic powers. Gifts are to build up the church. We provide some dialogue to perhaps draw you to decide to study the Word of God on a gift that is for the building up and edification of Gods Church. The spiritual gift of prophecy is an extraordinary and unique gift.
Dr. Becky holds a B.A. in Practical Ministry, a Master's Degree in Christian Counseling, and a Ph.D. in Clinical Pastoral Counseling. http://www.innertreasuresministries.com.
Paul says in 1 Corinthians 14:1 to "Pursue love, and earnestly desire the spiritual gifts, especially that you may prophesy." This gift is a blessing to the church and should not be quenched or despised (1 Thessalonians 5:20). Those who have the gift of prophecy differ from the Old Testament Prophets who spoke the authoritative Word of God directly. Their words were recorded as Scripture as they proclaimed, "Thus says The Lord," whereas the messages from those with the spiritual gift of prophecy must be tested (1 Corinthians 14:29-33; 1 Thessalonians 5:20-21; 1 John 4:1-3). In the New Testament the Apostles, not the prophets, took over the role of Scriptural proclamation from the Old Testament Prophets.
God gives all of mankind spiritual gifts. It is up to mankind to distinguish and discern from where we are receiving revelation.
Psychics listen from the soul realm (mind, will and emotions).
Prophets listen from the realm of the Holy Spirit.
Paul and Silas encounter a woman with the spirit of divination.
Acts 16:16-18, "Now it happened, as we went to prayer, that a certain slave girl possessed with a spirit of divination met us, who brought her masters much profit by fortune-telling.
And this she did for many days.
The demon was claiming fact, but it was not proclaiming Truth. Paul revealed this was a demon and thus commanded this demon to leave.
Facts can have an ulterior motive or motives to it.
Truth involves motives with fact. Truth cannot be distorted.
Many times something can look good for the moment, which is the Knowledge of the Tree of Good and Evil, however, there is a good element that is not of God.
The girl was being 'set-up,' for dominion (realm of authority) when Paul would leave. She would be considered the leader and to lead people astray.
The ability to RECEIVE the revelation. It's not the revelation itself, but the GIFT in having the ability to receive the revelation.
With every gift there is a vacuum. Being lead astray or distorted can fill up the place where God's gift was to be. (The slave girl).
The spirit of divination will speak facts. The Tree of Evil and Knowledge.
The Holy Spirit will speak Truth. God's Holy Truth. The Tree of Life.
Matthew 12:25-28, "But Jesus knew their thoughts and said to them, "Every kingdom divided against itself is brought to desolation and every city or house divided against itself will not stand.
If Satan casts out Satan, he is divided against himself. How then will his kingdom stand? And if I cast out demons by Beelzebub, by whom do your sons cast them out?
Are we attributing more power to Satan than to God?
Demons do not know the future, rather only knowledge – not revelation.
Remember: Every gift has a vacuum where Satan can come in and fill up with facts rather than Truth.
Prophets receive spiritual reception from God.
Psychics receive knowledge from demonic intel – observing humans.
Knowledge are things that are disguised as if they were not. When the knowledge comes to pass, they can appear as revelation.
Demons feed the demonic network to give the psychics info. There is a demonic network; demons watch what is going on and tell the information to mediums. For instance, they hear people making future plans and reveal that information to psychics so it appears that psychics can predict the future. If psychics tell you about your future and you agree with it, you just gave the demonic permission to make it happen.
It could be a familiar spirit in operation where knowledge is used as revelation.
Satan is not omnipresent. God is.
If Satan knew the future, He would not have lost the battle.
God's prophets display the glory of God.
God is the only Creator; gifts are a creation.
James 1:17, every good and perfect gift comes from God. Gifts are spiritual – from God who is Spirit. All gifts come from God, although some people do not use their gifts for God's purposes.
Satan does not give gifts. He is not a creator. Satan is not a giver or creator.
Soul power is energized by Satan.
Psychics have a gift from God, but it is not revelation but information.
Satan's gift is not a counterfeit gift but a counterfeit usage of the gift. Note the Egyptian magicians: Jannes (rebel and seducer) and Jambres (opponent) and their demonically inspired power.
Satan is not omnipresent. He was kicked out of heaven. Satan will manipulate gifts through the soul realm whereas God release revelation through the realm of Heaven, where His glory resides.
God receives glory by doing what no one else can do: healing, inner healing, and predicting the future, to name a few. To deny prophesy, healing, inner healing/deliverance, and/or dreams is denying God's glory to Himself.
How can we discern the difference between that which is good and that which is of God?
It is easy to tell God from evil. It can be difficult to tell the differences between good and God.
The breath of life refers to life in the physical and spiritual realm. Humanity was intended to live in two different realms, the natural (relating to the Earth) and the spiritual (relating to God).
The dust had no form, so Adam was the form from the dust.
NOTES FROM TEACHING BY John Piper – preaching link below. This is a message on truths regarding Prophecy by a teaching Pastor , John Piper of www.desiringgod.org The Father Son and Holy Spirit help us to hold to sound teaching and truth.
Scripture judges prophecies. Look at teaching of apostles with the gift of prophecy… if anyone thinks he is a prophet or spiritual he should acknowledge what i am writing is a command of the Lord. Apostolic word judges prophecy. The word of God is the platform. A sure word to test every claim. Acts 2 is and waiting to receive power. Spirit comes like a wind with flames of fire. Filled with Holy Spirit. Verse 11 visitors hear in our own tongue the mighty works of God. They are saying great things about God and His attributes..Verse 16 is explanation. Peter says they are not drunk in their estacy…it is epic making prophetic fulfilling. Joel is coming to pass before your very eyes.. this has forward fulfillment… a world wide spiritual experience… your sons and daughters shall widespread prophecy…men and women… young and old.. high and low class….and they shall prophecy.. first mark of Holy Spirit outpouring huge out pour… last days are now… this is that which Joel said… after last days is coming of Jesus…it is a long extended period. Jesus is the mark of the last days reigning..
Gift of prophecy spirit sustained fallible speak..??
'You shall not eat anything with the blood, nor practice divination or soothsaying. 'You shall not round off the side-growth of your heads nor harm the edges of your beard. 'You shall not make any cuts in your body for the dead nor make any tattoo marks on yourselves: I am the LORD. read more.
'As for the person who turns to mediums and to spiritists, to play the harlot after them, I will also set My face against that person and will cut him off from among his people.
So the elders of Moab and the elders of Midian departed with the fees for divination in their hand; and they came to Balaam and repeated Balak's words to him.
"For there is no omen against Jacob, Nor is there any divination against Israel; At the proper time it shall be said to Jacob And to Israel, what God has done!
"Then the spirit of the Egyptians will be demoralized within them; And I will confound their strategy, So that they will resort to idols and ghosts of the dead And to mediums and spiritists.
The princes of Zoan are mere fools; The advice of Pharaoh's wisest advisers has become stupid How can you men say to Pharaoh, "I am a son of the wise, a son of ancient kings"? Well then, where are your wise men? Please let them tell you, And let them understand what the LORD of hosts Has purposed against Egypt.
Then the LORD said to me, "The prophets are prophesying falsehood in My name I have neither sent them nor commanded them nor spoken to them; they are prophesying to you a false vision, divination, futility and the deception of their own minds.
"For thus says the LORD of hosts, the God of Israel, 'Do not let your prophets who are in your midst and your diviners deceive you, and do not listen to the dreams which they dream. 'For they prophesy falsely to you in My name; I have not sent them,' declares the LORD.
"For there will no longer be any false vision or flattering divination within the house of Israel.
"For the king of Babylon stands at the parting of the way, at the head of the two ways, to use divination; he shakes the arrows, he consults the household idols, he looks at the liver. "Into his right hand came the divination, 'Jerusalem,' to set battering rams, to open the mouth for slaughter, to lift up the voice with a battle cry, to set battering rams against the gates, to cast up ramps, to build a siege wall. "And it will be to them like a false divination in their eyes; they have sworn solemn oaths But he brings iniquity to remembrance, that they may be seized.
"Her prophets have smeared whitewash for them, seeing false visions and divining lies for them, saying, 'Thus says the Lord GOD,' when the LORD has not spoken.
The Chaldeans answered the king and said, "There is not a man on earth who could declare the matter for the king, inasmuch as no great king or ruler has ever asked anything like this of any magician, conjurer or Chaldean.
Therefore it will be night for you–without vision, And darkness for you–without divination The sun will go down on the prophets, And the day will become dark over them. The seers will be ashamed And the diviners will be embarrassed Indeed, they will all cover their mouths Because there is no answer from God.
Some say well it is all relative. Is it ? If our philosophy of life is relativism then the possibility on the surface to love your neighbor as yourself should manifest.
"What is truth ?" I go extreme vertical in a horizontal world when I sense much unrest in many souls. For truth is that love covers unrest but does it dissolve unrest ? Who can judge the motivations of a human heart ? I know one thing, that to actually love my neighbor as myself is a huge challenge. To just love a neighbor is one thing. To love my neighbor as myself takes for me extreme vertical. All verticals are not created equal.