teammates | project website for the TEAMMATES feedback management tool | Learning library
kandi X-RAY | teammates Summary
kandi X-RAY | teammates Summary
TEAMMATES is a free online tool for managing peer evaluations and other feedback paths of your students. It is provided as a cloud-based service for educators/students and is currently used by hundreds of universities across the world. This is the developer web site for TEAMMATES. Click here to go to the TEAMMATES product website. Documentation for Developers :book: | Version History | Project Stats.
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Top functions reviewed by kandi - BETA
- Gets the team result statistics for all teams
- Gets the team submission array
- Get the student results
- Gets team responses
- Retrieves the responses of a specific feedback request
- Gets the section of a recipient
- Populate the fields required for a feedback
- Create a feedback response
- Verifies that the specified comment giver is registered for the user
- Performs the actual action handling
- Handles a GET request
- Checks access control for specific feedback
- Retrieves feedback attributes for the given user
- Performs the checkout of the link expansion buttons
- Executes the incoming request
- Retrieves the feedback from the user
- Method that migrates entities
- Loads the rules from a stream
- Run the operation
- Migrates the given account
- Gets the base redirect URL
- Execute query log
- Executes the session query
- Initialize web driver
- This method checks whether the user has specific answers or not
- This method checks to see if the user has a specific feedback comment
teammates Key Features
teammates Examples and Code Snippets
Community Discussions
Trending Discussions on teammates
QUESTION
I'm new to using git with teammates and I don't understand the workflow very well yet.
Let's say master branch is ABC.
- I branch it into dev1 and develop on it and it was now ABCD.
- Someone branch it into dev2 and his final value was ACCDE.
- Then dev2 merged into master and master branch final value is ACCDE.
Since dev1 was working on ABC version of master so, how to continue development on dev1 which depends on previous version of master when master value was changed from ABC to ACCDE.
Added info: I was still working on dev1 so I can't merge dev1 to master yet, and then dev2 which was edited and added with new features was merged into master. The problem is the feature I was working on on dev1 depends on unedited version of master and now the master was changed and I no longer can work on my development on dev1 Thanks
...ANSWER
Answered 2021-Jun-06 at 14:14You need to rebase your dev1
branch on master
(and resolve any potential conflicts).
QUESTION
I keep receiving the following error for each role that select in my Team Profile Generator:
(node:21484) UnhandledPromiseRejectionWarning: TypeError: manager.push is not a function
at C:\Users\User\OneDrive\Desktop\Team Profile Generator\GOTEAMGO\index.js:48:29
at processTicksAndRejections (internal/process/task_queues.js:93:5)
ANSWER
Answered 2021-Jun-06 at 02:40Your manager
variable is a string. And in javascript, there is no push
function defined for strings. Could you try changing,
QUESTION
My team uses Pre-commit in our repositories to run various code checks and formatters. Most of my teammates use it but some skip it entirely by committing with git commit --no-verify
. Is there anyway to run something in CI/CD to ensure all Pre-commit hooks pass (we're using GitHub actions). If at least one hooks fails, then throw an error.
ANSWER
Answered 2021-May-19 at 21:30There are several choices:
- an adhoc job which runs
pre-commit run --all-files
as demonstrated in pre-commit.com docs (you probably also want--show-diff-on-failure
if you're using formatters) - pre-commit.ci a CI system specifically built for this purpose
- pre-commit/action a github action which is in maintenance-only mode (not recommended for new usecases)
disclaimer: I created pre-commit, and pre-commit.ci, and the github action
QUESTION
I have read that when accessing with a stride
...ANSWER
Answered 2021-May-04 at 14:03Re: the ultimate question: int_fast16_t
is garbage for arrays because glibc on x86-64 unfortunately defines it as a 64-bit type (not 32-bit), so it wastes huge amounts of cache footprint. The question is "fast for what purpose", and glibc answered "fast for use as array indices / loop counters", apparently, even though it's slower to divide, or to multiply on some older CPUs (which were current when the choice was made). IMO this was a bad design decision.
- Cpp uint32_fast_t resolves to uint64_t but is slower for nearly all operations than a uint32_t (x86_64). Why does it resolve to uint64_t?
- How should the [u]int_fastN_t types be defined for x86_64, with or without the x32 ABI?
- Why are the fast integer types faster than the other integer types?
Generally using small integer types for arrays is good; usually cache misses are a problem so reducing your footprint is nice even if it means using a movzx
or movsx
load instead of a memory source operand to use it with an int
or unsigned
32-bit local. If SIMD is ever possible, having more elements per fixed-width vector means you get more work done per instruction.
But unfortunately int_fast16_t
isn't going to help you achieve that with some libraries, but short
will, or int_least16_t
.
See my comments under the question for answers to the early part: 200 stall cycles is latency, not throughput. HW prefetch and memory-level parallelism hide that. Modern Microprocessors - A 90 Minute Guide! is excellent, and has a section on memory. See also What Every Programmer Should Know About Memory? which is still highly relevant in 2021. (Except for some stuff about prefetch threads.)
Your Update 2 with a faster PRNGRe: why L2 isn't slower than L1: out-of-order exec is sufficient to hide L2 latency, and even your LGC is too slow to stress L2 throughput. It's hard to generate random numbers fast enough to give the available memory-level parallelism much trouble.
Your Skylake-derived CPU has an out-of-order scheduler (RS) of 97 uops, and a ROB size of 224 uops (like https://realworldtech.com/haswell-cpu/3 but larger), and 12 LFBs to track cache lines it's waiting for. As long as the CPU can keep track of enough in-flight loads (latency * bandwidth), having to go to L2 is not a big deal. Ability to hide cache misses is one way to measure out-of-order window size in the first place: https://blog.stuffedcow.net/2013/05/measuring-rob-capacity
Latency for an L2 hit is 12 cycles (https://www.7-cpu.com/cpu/Skylake.html). Skylake can do 2 loads per clock from L1d cache, but not from L2. (It can't sustain 1 cache line per clock IIRC, but 1 per 2 clocks or even somewhat better is doable).
Your LCG RNG bottlenecks your loop on its latency: 5 cycles for power-of-2 array sizes, or more like 13 cycles for non-power-of-2 sizes like your "L3" test attempts1. So that's about 1/10th the access rate that L1d can handle, and even if every access misses L1d but hits in L2, you're not even keeping more than one load in flight from L2. OoO exec + load buffers aren't even going to break a sweat. So L1d and L2 will be the same speed because they both user power-of-2 array sizes.
note 1: imul(3c) + add(1c) for x = a * x + c
, then remainder = x - (x/m * m)
using a multiplicative inverse, probably mul
(4 cycles for high half of size_t?) + shr(1) + imul(3c) + sub(1c). Or with a power-of-2 size, modulo is just AND with a constant like (1UL<.
Clearly my estimates aren't quite right because your non-power-of-2 arrays are less than twice the times of L1d / L2, not 13/5 which my estimate would predict even if L3 latency/bandwidth wasn't a factor.
Running multiple independent LCGs in an unrolled loop could make a difference. (With different seeds.) But a non-power-of-2 m
for an LCG still means quite a few instructions so you would bottleneck on CPU front-end throughput (and back-end execution ports, specifically the multiplier).
An LCG with multiplier (a
) = ArraySize/10
is probably just barely a large enough stride for the hardware prefetcher to not benefit much from locking on to it. But normally IIRC you want a large odd number or something (been a while since I looked at the math of LCG param choices), otherwise you risk only touching a limited number of array elements, not eventually covering them all. (You could test that by storing a 1
to every array element in a random loop, then count how many array elements got touched, i.e. by summing the array, if other elements are 0.)
a
and c
should definitely not both be factors of m
, otherwise you're accessing the same 10 cache lines every time to the exclusion of everything else.
As I said earlier, it doesn't take much randomness to defeat HW prefetch. An LCG with c=0
, a=
an odd number, maybe prime, and m=UINT_MAX
might be good, literally just an imul
. You can modulo to your array size on each LCG result separately, taking that operation off the critical path. At this point you might as well keep the standard library out of it and literally just unsigned rng = 1;
to start, and rng *= 1234567;
as your update step. Then use arr[rng % arraysize]
.
That's cheaper than anything you could do with xorshift+ or xorshft*.
Benchmarking cache latency:
You could generate an array of random uint16_t
or uint32_t
indices once (e.g. in a static initializer or constructor) and loop over that repeatedly, accessing another array at those positions. That would interleave sequential and random access, and make code that could probably do 2 loads per clock with L1d hits, especially if you use gcc -O3 -funroll-loops
. (With -march=native
it might auto-vectorize with AVX2 gather instructions, but only for 32-bit or wider elements, so use -fno-tree-vectorize
if you want to rule out that confounding factor that only comes from taking indices from an array.)
To test cache / memory latency, the usual technique is to make linked lists with a random distribution around an array. Walking the list, the next load can start as soon as (but not before) the previous load completes. Because one depends on the other. This is called "load-use latency". See also Is there a penalty when base+offset is in a different page than the base? for a trick Intel CPUs use to optimistically speed up workloads like that (the 4-cycle L1d latency case, instead of the usual 5 cycle). Semi-related: PyPy 17x faster than Python. Can Python be sped up? is another test that's dependent on pointer-chasing latency.
QUESTION
Here's the thing:
Me and my teammates are now working on a Java project, but I'm almost new to Java development. The thing is that I recently updated my local Java version to 15.0.2, however, they created the project with JDK 1.8 (Java 8 perhaps?).
We are worried that this might cause some conflicts since our Java versions are not corresponding, and I'm also not familiar with the relationship between Java version and JDK version (Just like Java 8 and JDK 1.8).
Could somebody give me some explanations of this? Thanks a lot!
...ANSWER
Answered 2021-Apr-25 at 10:41We are worried that this might cause some conflicts since our Java versions are not corresponding ...
Yes, you could run into problems:
There are significant differences in the Java language and Java standard class libraries between Java 8 and Java 15. Code written for Java 15 using Java 15 may not compile on Java 8.
Java 8 and Java 15 tool chains produce compiled code with different classfile version numbers. Code compiled for Java 15 will not run on a Java 8 platform.
It is possible to work around these problems, but it is much simpler if all project members use the same Java version.
If you are new to Java, my recommendation is to install and use Java 8. Note that it is possible to have different versions of Java installed simultaneously, and use different versions for different projects.
... and I'm also not familiar with the relationship between Java version and JDK version (Just like Java 8 and JDK 1.8).
It is pretty straightforward. Java 8 is JDK 1.8, Java 9 is JDK 1.9, and so on. This started with Java 5 / JDK 1.5
The weird numbering is a result of a Sun Management / Marketing decision when naming Java 5:
"The number "5.0" is used to better reflect the level of maturity, stability, scalability and security of the J2SE."
Source: https://docs.oracle.com/javase/1.5.0/docs/relnotes/version-5.0.html
(You could also say that the people who made this decision didn't understand the principles of semantic version numbering.)
QUESTION
I'm currently working on creating a Blackjack game using Ruby on Rails (Ruby version 2.7.2, Rails version 6.1.3) for a class. My teammates and I are hoping to soon convert the game from the current single-player mode (1 player vs an automated dealer) to multi-player. I haven't used Ruby on Rails before this class, and have very limited knowledge on supporting multi-player. I've found some posts on stack overflow from years ago in which WebSockets are commonly recommended as a solution, and Action Cable was specifically recommended.
Given that the majority of information that I've found on this topic is older and possibly out-dated, I was hoping to know if WebSockets are still the best solution for multi-player capabilities, and if so, is Action Cable the best available option for beginners?
...ANSWER
Answered 2021-Apr-15 at 19:59We wouldn't normally accept questions that ask for a general opinion - as you get a lot of conflicting opinions!
I would encourage you to take a look at Hotwire which is recently released from the guys at Basecamp and works very nicely with Rails.
In essence, you need functionality that will update the state of the various objects without needing a full page reload/refresh e.g. if player A doubles down, all other players should see that reflected on their screen without reloading. Hotwire and the associated Stimulus and Turbo libraries enables this.
QUESTION
I need to set up an environment with docker, containing multiple technologies such as a BD, a test environment, continuous integration, and some other things. I also need it to be available for my teammates to use.
I'm don't quite understand docker beyond the high-level concept of it so I have no idea where to start from. Useful answers would go from a step-by-step how to do it, to simply pointing me towards the right links for my problem. Thank you!
We intend to use either:
- PostgreSQL
- Node.js
- Vue
- Jenkins
, or:
- PostgreSQL
- Android Studio
- Jenkins
ANSWER
Answered 2021-Mar-28 at 22:21To answer your first question about sharing a dev docker with teammates you need to have 2 different docker-compose files in your project like dev and prod.
on the other hand when your not yet comfortable with docker you better get involve with it step by step.
- learn about making an stateless application, because when you are working with docker you want to scale horizontally later on
- dockerize your apps (learn how to make a docker file for your nodejs project)
- learn how to make a docker-compose file for nodejs + postgres application test it and make sure they are connected and are in one docker network which you created in docker-compose
- you need a docker repository like docker hub or your own repo installation like nexus to push your production ready code after jenkins automated tests which then you can deploy
- you can put your front and back end in one docker-compose file but i wouldn't recommend it because, multiple teams should work with one docker-compose file which might at first confuses them
- you can ask your devOps team for Jenkins installation and create your CI yaml files
- docker-compose files that you would create would be in the project directory and any one who clones the project would have access to it
- create a read-me file with clear instructions for building, testing and deployment of the project for both dev and prod environment.
i don't know this would help or not because your question was not specific but i hope it will.
QUESTION
I need to allow a user to upload a large file (over 2GB) from the web application and I don't want to expose the company's access keys.
One of my teammates found that to upload without the keys we need to use presigned urls. In this way, the frontend requests a presigned url to the backend and, after receiving it, the frontend uploads the file via an HTTP request. Following is the code that does this:
...ANSWER
Answered 2021-Mar-12 at 17:11This can be accomplished with a series of steps:
- The back-end initiates the multipart upload.
- The back-end creates a series of pre-signed URLs, one per part, and sends them to the client.
- The client uploads the various parts to those pre-signed part URLs (in any order).
- The client tells the back-end that it's done, and the back-end completes the multipart upload.
See Multipart uploads with S3 pre-signed URLs for an example.
QUESTION
I am trying to take a list of dictionaries, which is the return from a job's board API, and insert that data into a SQL table for one of my teammates to access. The issue that I am running into is that when I run my script to read through the dictionaries one at a time and insert them into the MySQLDb Table I get through some number of runs before I hit an error about not enough arguments for the format string. This doesn't make much sense to me, both due to my lack of experience but also, because I set up the number of arguments based on len(dict). Any ideas where I got off track?
My code:
...ANSWER
Answered 2021-Mar-10 at 16:10Take a look at one example from your output:
QUESTION
Ok, so I am using Perforce P4V to back up my work for a Unity project. One of my teammates checked in some changes to the metafiles which broke everything. No problem though right? That's the whole point of using P4. We can just revert that. Only... revert didn't work?
The behavior I am seeing is File A was changed in changelist 1 File B was changed in changelist 2, File C And A were changed in changelist 3
Let's say Changelist 3 contains the bad change I clicked on changelist 2 in my history, then clicked get revision, and checked the Force Operation box. changelist 2 being the last known good state what I expected to happen was to have all of my files restored to the state I was in when changelist 2 was submitted.
Instead, file C was reverted, but File A was not. It's like, since file A didn't change in changelist 2 it didn't bother to get that version.
So I am in a state where all of the unity metafiles are maimed and all prefab references are broken.
When that didn't work I tried using get a revision to go back to the most current state. Then using Backout. That similarly didn't work, metafiles still maimed. I then tried selecting the last known good state and rolling the entire project folder back to that state. Again, didn't work. But then again, I may have maimed my project so badly at that point that nothing would have worked.
The only way I have found that appears to correctly be reverting the files and restoring the broken links is manually selecting each file or folder and reverting it to the last good commit, which is different for each file/folder since they were added and changed in different commits.
What I don't understand is why the force get revision didn't do that on its own. Or what the "correct" way to undo a bad commit is.
I even tried deleting the entire assets folder then using get revision force to pull an entirely new copy from the server using the last known good commit. This appeared to work perfectly once, but when I tried to repeat it to verify my results it went back to losing all of the meta file links. The only dependable way of getting back into a good state appears to be manually force getting each file and folder to the individual last known good commit.
I have consigned myself to having to manually fix my blunder this time, but I'd really appreciate help to know how to do this the right way for the future.
...ANSWER
Answered 2021-Mar-07 at 20:10Use the p4 undo
command.
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You can use teammates like any standard Java library. Please include the the jar files in your classpath. You can also use any IDE and you can run and debug the teammates component as you would do with any other Java program. Best practice is to use a build tool that supports dependency management such as Maven or Gradle. For Maven installation, please refer maven.apache.org. For Gradle installation, please refer gradle.org .
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