1594540620

# Dealing with class imbalanced image datasets

Class imbalanced datasets is a frequent problem experienced when trying to train segmentation networks. The first time I trained an image segmentation model, I was getting over 96% accuracy straight off the bat. Either I unknowingly made the biggest breakthrough since the inception of the first CNN, or there was something wrong with my approach.I quickly realised that the pixels to be segmented accounted for a very small percentage of the total pixels in the image. All the model had to do was predict a fully black image (a.k.a no segmentation) and it was rewarded with over 90% accuracy. This is a common problem encountered in most image segmentation tasks, where the background class is much larger than the other classes.In this story, I go through the techniques used to deal with class imbalanced problems and why the Focal Tverky Loss might be the best option for you.

# Outline

1. Losses that deal with class imbalanceWhat is the Tversky Index?Focal Tversky LossConclusion

# 1. Losses that deal with class imbalance

a. Weighted Binary Cross EntropyOnce of the losses typically used to deal with class imbalance is the weighted binary cross entropy. The crux of the normal binary cross entropy is that it considers all pixels equally when calculating the loss. In a mask where 90% of the pixels are 0s and only 10% are 1, the network receives receives a low loss even if it misses all the 1s, which means the network is not learning anything.Weighted binary cross entropy (WBCE) attempts to solve this by weighting the positive class.

P(class 0) = p̂ and P(class 1) = p

For every class 1 predicted by the network, BCE adds log§ to the loss while WBCE adds _𝜷 _log§ to the loss.Hence, if β > 1, class 1 is weighted higher, meaning the network is less likely to ignore it (lesser false negatives). Conversely, if β < 1, class 0 is weighted higher, meaning there will be lesser false positives.By controlling, the value of β, you can reduce the problem of class imbalance by weighting the smaller class higher. However, the optimal value of β is hard to ascertain and requires many rounds of trial and error.Pros: Simple smooth loss surface that is fast in trainingCons: Difficult to optimise and find the sweet spotb. Dice CoefficientThe Dice Coefficient is well-known for being the go-to evaluation metric for image segmentation, but it can also serve as a loss function. Although not as widely used as other loss functions like binary cross entropy, the dice coefficient does wonders when it comes to class imbalance.Unlike BCE, dice coefficient only considers the segmentation class and not the background class. The pixels are classified as True Positive (TP), False Negative (FN) and False Positive (FP).

#machine-learning #data-science #tversky #data analysis

1653123600

## EasyMDE - Markdown Editor

This repository is a fork of SimpleMDE, made by Sparksuite. Go to the dedicated section for more information.

A drop-in JavaScript text area replacement for writing beautiful and understandable Markdown. EasyMDE allows users who may be less experienced with Markdown to use familiar toolbar buttons and shortcuts.

In addition, the syntax is rendered while editing to clearly show the expected result. Headings are larger, emphasized words are italicized, links are underlined, etc.

EasyMDE also features both built-in auto saving and spell checking. The editor is entirely customizable, from theming to toolbar buttons and javascript hooks.

Try the demo

## Install EasyMDE

Via npm:

``````npm install easymde
``````

Via the UNPKG CDN:

``````<link rel="stylesheet" href="https://unpkg.com/easymde/dist/easymde.min.css">
<script src="https://unpkg.com/easymde/dist/easymde.min.js"></script>
``````

Or jsDelivr:

``````<link rel="stylesheet" href="https://cdn.jsdelivr.net/npm/easymde/dist/easymde.min.css">
<script src="https://cdn.jsdelivr.net/npm/easymde/dist/easymde.min.js"></script>
``````

## How to use

After installing and/or importing the module, you can load EasyMDE onto the first `textarea` element on the web page:

``````<textarea></textarea>
<script>
const easyMDE = new EasyMDE();
</script>
``````

Alternatively you can select a specific `textarea`, via JavaScript:

``````<textarea id="my-text-area"></textarea>
<script>
const easyMDE = new EasyMDE({element: document.getElementById('my-text-area')});
</script>
``````

### Editor functions

Use `easyMDE.value()` to get the content of the editor:

``````<script>
easyMDE.value();
</script>
``````

Use `easyMDE.value(val)` to set the content of the editor:

``````<script>
easyMDE.value('New input for **EasyMDE**');
</script>
``````

## Configuration

### Options list

• autoDownloadFontAwesome: If set to `true`, force downloads Font Awesome (used for icons). If set to `false`, prevents downloading. Defaults to `undefined`, which will intelligently check whether Font Awesome has already been included, then download accordingly.
• autofocus: If set to `true`, focuses the editor automatically. Defaults to `false`.
• autosave: Saves the text that's being written and will load it back in the future. It will forget the text when the form it's contained in is submitted.
• enabled: If set to `true`, saves the text automatically. Defaults to `false`.
• delay: Delay between saves, in milliseconds. Defaults to `10000` (10 seconds).
• submit_delay: Delay before assuming that submit of the form failed and saving the text, in milliseconds. Defaults to `autosave.delay` or `10000` (10 seconds).
• uniqueId: You must set a unique string identifier so that EasyMDE can autosave. Something that separates this from other instances of EasyMDE elsewhere on your website.
• timeFormat: Set DateTimeFormat. More information see DateTimeFormat instances. Default `locale: en-US, format: hour:minute`.
• text: Set text for autosave.
• autoRefresh: Useful, when initializing the editor in a hidden DOM node. If set to `{ delay: 300 }`, it will check every 300 ms if the editor is visible and if positive, call CodeMirror's `refresh()`.
• blockStyles: Customize how certain buttons that style blocks of text behave.
• bold: Can be set to `**` or `__`. Defaults to `**`.
• code: Can be set to ````` or `~~~`. Defaults to `````.
• italic: Can be set to `*` or `_`. Defaults to `*`.
• unorderedListStyle: can be `*`, `-` or `+`. Defaults to `*`.
• scrollbarStyle: Chooses a scrollbar implementation. The default is "native", showing native scrollbars. The core library also provides the "null" style, which completely hides the scrollbars. Addons can implement additional scrollbar models.
• element: The DOM element for the `textarea` element to use. Defaults to the first `textarea` element on the page.
• forceSync: If set to `true`, force text changes made in EasyMDE to be immediately stored in original text area. Defaults to `false`.
• hideIcons: An array of icon names to hide. Can be used to hide specific icons shown by default without completely customizing the toolbar.
• indentWithTabs: If set to `false`, indent using spaces instead of tabs. Defaults to `true`.
• initialValue: If set, will customize the initial value of the editor.
• previewImagesInEditor: - EasyMDE will show preview of images, `false` by default, preview for images will appear only for images on separate lines.
• imagesPreviewHandler: - A custom function for handling the preview of images. Takes the parsed string between the parantheses of the image markdown `![]( )` as argument and returns a string that serves as the `src` attribute of the `<img>` tag in the preview. Enables dynamic previewing of images in the frontend without having to upload them to a server, allows copy-pasting of images to the editor with preview.
• insertTexts: Customize how certain buttons that insert text behave. Takes an array with two elements. The first element will be the text inserted before the cursor or highlight, and the second element will be inserted after. For example, this is the default link value: `["[", "](http://)"]`.
• horizontalRule
• image
• table
• lineNumbers: If set to `true`, enables line numbers in the editor.
• lineWrapping: If set to `false`, disable line wrapping. Defaults to `true`.
• minHeight: Sets the minimum height for the composition area, before it starts auto-growing. Should be a string containing a valid CSS value like `"500px"`. Defaults to `"300px"`.
• maxHeight: Sets fixed height for the composition area. `minHeight` option will be ignored. Should be a string containing a valid CSS value like `"500px"`. Defaults to `undefined`.
• onToggleFullScreen: A function that gets called when the editor's full screen mode is toggled. The function will be passed a boolean as parameter, `true` when the editor is currently going into full screen mode, or `false`.
• parsingConfig: Adjust settings for parsing the Markdown during editing (not previewing).
• allowAtxHeaderWithoutSpace: If set to `true`, will render headers without a space after the `#`. Defaults to `false`.
• strikethrough: If set to `false`, will not process GFM strikethrough syntax. Defaults to `true`.
• underscoresBreakWords: If set to `true`, let underscores be a delimiter for separating words. Defaults to `false`.
• overlayMode: Pass a custom codemirror overlay mode to parse and style the Markdown during editing.
• mode: A codemirror mode object.
• combine: If set to `false`, will replace CSS classes returned by the default Markdown mode. Otherwise the classes returned by the custom mode will be combined with the classes returned by the default mode. Defaults to `true`.
• placeholder: If set, displays a custom placeholder message.
• previewClass: A string or array of strings that will be applied to the preview screen when activated. Defaults to `"editor-preview"`.
• previewRender: Custom function for parsing the plaintext Markdown and returning HTML. Used when user previews.
• promptURLs: If set to `true`, a JS alert window appears asking for the link or image URL. Defaults to `false`.
• promptTexts: Customize the text used to prompt for URLs.
• image: The text to use when prompting for an image's URL. Defaults to `URL of the image:`.
• link: The text to use when prompting for a link's URL. Defaults to `URL for the link:`.
• uploadImage: If set to `true`, enables the image upload functionality, which can be triggered by drag and drop, copy-paste and through the browse-file window (opened when the user click on the upload-image icon). Defaults to `false`.
• imageMaxSize: Maximum image size in bytes, checked before upload (note: never trust client, always check the image size at server-side). Defaults to `1024 * 1024 * 2` (2 MB).
• imageAccept: A comma-separated list of mime-types used to check image type before upload (note: never trust client, always check file types at server-side). Defaults to `image/png, image/jpeg`.
• imageUploadFunction: A custom function for handling the image upload. Using this function will render the options `imageMaxSize`, `imageAccept`, `imageUploadEndpoint` and `imageCSRFToken` ineffective.
• The function gets a file and `onSuccess` and `onError` callback functions as parameters. `onSuccess(imageUrl: string)` and `onError(errorMessage: string)`
• imageUploadEndpoint: The endpoint where the images data will be sent, via an asynchronous POST request. The server is supposed to save this image, and return a JSON response.
• if the request was successfully processed (HTTP 200 OK): `{"data": {"filePath": "<filePath>"}}` where filePath is the path of the image (absolute if `imagePathAbsolute` is set to true, relative if otherwise);
• otherwise: `{"error": "<errorCode>"}`, where errorCode can be `noFileGiven` (HTTP 400 Bad Request), `typeNotAllowed` (HTTP 415 Unsupported Media Type), `fileTooLarge` (HTTP 413 Payload Too Large) or `importError` (see errorMessages below). If errorCode is not one of the errorMessages, it is alerted unchanged to the user. This allows for server-side error messages. No default value.
• imagePathAbsolute: If set to `true`, will treat `imageUrl` from `imageUploadFunction` and filePath returned from `imageUploadEndpoint` as an absolute rather than relative path, i.e. not prepend `window.location.origin` to it.
• imageCSRFToken: CSRF token to include with AJAX call to upload image. For various instances like Django, Spring and Laravel.
• imageCSRFName: CSRF token filed name to include with AJAX call to upload image, applied when `imageCSRFToken` has value, defaults to `csrfmiddlewaretoken`.
• imageCSRFHeader: If set to `true`, passing CSRF token via header. Defaults to `false`, which pass CSRF through request body.
• imageTexts: Texts displayed to the user (mainly on the status bar) for the import image feature, where `#image_name#`, `#image_size#` and `#image_max_size#` will replaced by their respective values, that can be used for customization or internationalization:
• sbInit: Status message displayed initially if `uploadImage` is set to `true`. Defaults to `Attach files by drag and dropping or pasting from clipboard.`.
• sbOnDragEnter: Status message displayed when the user drags a file to the text area. Defaults to `Drop image to upload it.`.
• sbOnDrop: Status message displayed when the user drops a file in the text area. Defaults to `Uploading images #images_names#`.
• sbProgress: Status message displayed to show uploading progress. Defaults to `Uploading #file_name#: #progress#%`.
• sbOnUploaded: Status message displayed when the image has been uploaded. Defaults to `Uploaded #image_name#`.
• sizeUnits: A comma-separated list of units used to display messages with human-readable file sizes. Defaults to `B, KB, MB` (example: `218 KB`). You can use `B,KB,MB` instead if you prefer without whitespaces (`218KB`).
• errorMessages: Errors displayed to the user, using the `errorCallback` option, where `#image_name#`, `#image_size#` and `#image_max_size#` will replaced by their respective values, that can be used for customization or internationalization:
• noFileGiven: The server did not receive any file from the user. Defaults to `You must select a file.`.
• typeNotAllowed: The user send a file type which doesn't match the `imageAccept` list, or the server returned this error code. Defaults to `This image type is not allowed.`.
• fileTooLarge: The size of the image being imported is bigger than the `imageMaxSize`, or if the server returned this error code. Defaults to `Image #image_name# is too big (#image_size#).\nMaximum file size is #image_max_size#.`.
• importError: An unexpected error occurred when uploading the image. Defaults to `Something went wrong when uploading the image #image_name#.`.
• errorCallback: A callback function used to define how to display an error message. Defaults to `(errorMessage) => alert(errorMessage)`.
• renderingConfig: Adjust settings for parsing the Markdown during previewing (not editing).
• codeSyntaxHighlighting: If set to `true`, will highlight using highlight.js. Defaults to `false`. To use this feature you must include highlight.js on your page or pass in using the `hljs` option. For example, include the script and the CSS files like:
`<script src="https://cdn.jsdelivr.net/highlight.js/latest/highlight.min.js"></script>`
`<link rel="stylesheet" href="https://cdn.jsdelivr.net/highlight.js/latest/styles/github.min.css">`
• hljs: An injectible instance of highlight.js. If you don't want to rely on the global namespace (`window.hljs`), you can provide an instance here. Defaults to `undefined`.
• markedOptions: Set the internal Markdown renderer's options. Other `renderingConfig` options will take precedence.
• singleLineBreaks: If set to `false`, disable parsing GitHub Flavored Markdown (GFM) single line breaks. Defaults to `true`.
• sanitizerFunction: Custom function for sanitizing the HTML output of Markdown renderer.
• shortcuts: Keyboard shortcuts associated with this instance. Defaults to the array of shortcuts.
• showIcons: An array of icon names to show. Can be used to show specific icons hidden by default without completely customizing the toolbar.
• spellChecker: If set to `false`, disable the spell checker. Defaults to `true`. Optionally pass a CodeMirrorSpellChecker-compliant function.
• inputStyle: `textarea` or `contenteditable`. Defaults to `textarea` for desktop and `contenteditable` for mobile. `contenteditable` option is necessary to enable nativeSpellcheck.
• nativeSpellcheck: If set to `false`, disable native spell checker. Defaults to `true`.
• sideBySideFullscreen: If set to `false`, allows side-by-side editing without going into fullscreen. Defaults to `true`.
• status: If set to `false`, hide the status bar. Defaults to the array of built-in status bar items.
• Optionally, you can set an array of status bar items to include, and in what order. You can even define your own custom status bar items.
• styleSelectedText: If set to `false`, remove the `CodeMirror-selectedtext` class from selected lines. Defaults to `true`.
• syncSideBySidePreviewScroll: If set to `false`, disable syncing scroll in side by side mode. Defaults to `true`.
• tabSize: If set, customize the tab size. Defaults to `2`.
• theme: Override the theme. Defaults to `easymde`.
• toolbar: If set to `false`, hide the toolbar. Defaults to the array of icons.
• toolbarTips: If set to `false`, disable toolbar button tips. Defaults to `true`.
• direction: `rtl` or `ltr`. Changes text direction to support right-to-left languages. Defaults to `ltr`.

### Options example

Most options demonstrate the non-default behavior:

``````const editor = new EasyMDE({
autofocus: true,
autosave: {
enabled: true,
uniqueId: "MyUniqueID",
delay: 1000,
submit_delay: 5000,
timeFormat: {
locale: 'en-US',
format: {
year: 'numeric',
month: 'long',
day: '2-digit',
hour: '2-digit',
minute: '2-digit',
},
},
text: "Autosaved: "
},
blockStyles: {
bold: "__",
italic: "_",
},
unorderedListStyle: "-",
element: document.getElementById("MyID"),
forceSync: true,
indentWithTabs: false,
initialValue: "Hello world!",
insertTexts: {
horizontalRule: ["", "\n\n-----\n\n"],
image: ["![](http://", ")"],
table: ["", "\n\n| Column 1 | Column 2 | Column 3 |\n| -------- | -------- | -------- |\n| Text     | Text      | Text     |\n\n"],
},
lineWrapping: false,
minHeight: "500px",
parsingConfig: {
strikethrough: false,
underscoresBreakWords: true,
},
placeholder: "Type here...",

previewClass: "my-custom-styling",
previewClass: ["my-custom-styling", "more-custom-styling"],

previewRender: (plainText) => customMarkdownParser(plainText), // Returns HTML from a custom parser
previewRender: (plainText, preview) => { // Async method
setTimeout(() => {
preview.innerHTML = customMarkdownParser(plainText);
}, 250);

},
promptURLs: true,
promptTexts: {
image: "Custom prompt for URL:",
},
renderingConfig: {
singleLineBreaks: false,
codeSyntaxHighlighting: true,
sanitizerFunction: (renderedHTML) => {
// Using DOMPurify and only allowing <b> tags
return DOMPurify.sanitize(renderedHTML, {ALLOWED_TAGS: ['b']})
},
},
shortcuts: {
drawTable: "Cmd-Alt-T"
},
showIcons: ["code", "table"],
spellChecker: false,
status: false,
status: ["autosave", "lines", "words", "cursor"], // Optional usage
status: ["autosave", "lines", "words", "cursor", {
className: "keystrokes",
defaultValue: (el) => {
el.setAttribute('data-keystrokes', 0);
},
onUpdate: (el) => {
const keystrokes = Number(el.getAttribute('data-keystrokes')) + 1;
el.innerHTML = `\${keystrokes} Keystrokes`;
el.setAttribute('data-keystrokes', keystrokes);
},
}], // Another optional usage, with a custom status bar item that counts keystrokes
styleSelectedText: false,
sideBySideFullscreen: false,
syncSideBySidePreviewScroll: false,
tabSize: 4,
toolbar: false,
toolbarTips: false,
});
``````

### Toolbar icons

Below are the built-in toolbar icons (only some of which are enabled by default), which can be reorganized however you like. "Name" is the name of the icon, referenced in the JavaScript. "Action" is either a function or a URL to open. "Class" is the class given to the icon. "Tooltip" is the small tooltip that appears via the `title=""` attribute. Note that shortcut hints are added automatically and reflect the specified action if it has a key bind assigned to it (i.e. with the value of `action` set to `bold` and that of `tooltip` set to `Bold`, the final text the user will see would be "Bold (Ctrl-B)").

Additionally, you can add a separator between any icons by adding `"|"` to the toolbar array.

### Toolbar customization

Customize the toolbar using the `toolbar` option.

Only the order of existing buttons:

``````const easyMDE = new EasyMDE({
toolbar: ["bold", "italic", "heading", "|", "quote"]
});
``````

``````const easyMDE = new EasyMDE({
toolbar: [
{
name: "bold",
action: EasyMDE.toggleBold,
className: "fa fa-bold",
title: "Bold",
},
"italics", // shortcut to pre-made button
{
name: "custom",
action: (editor) => {
},
className: "fa fa-star",
title: "Custom Button",
attributes: { // for custom attributes
id: "custom-id",
"data-value": "custom value" // HTML5 data-* attributes need to be enclosed in quotation marks ("") because of the dash (-) in its name.
}
},
"|" // Separator
// [, ...]
]
});
``````

Put some buttons on dropdown menu

``````const easyMDE = new EasyMDE({
toolbar: [{
},
"|",
{
name: "others",
className: "fa fa-blind",
title: "others buttons",
children: [
{
name: "image",
action: EasyMDE.drawImage,
className: "fa fa-picture-o",
title: "Image",
},
{
name: "quote",
action: EasyMDE.toggleBlockquote,
className: "fa fa-percent",
title: "Quote",
},
{
}
]
},
// [, ...]
]
});
``````

### Keyboard shortcuts

EasyMDE comes with an array of predefined keyboard shortcuts, but they can be altered with a configuration option. The list of default ones is as follows:

Here is how you can change a few, while leaving others untouched:

``````const editor = new EasyMDE({
shortcuts: {
"toggleOrderedList": "Ctrl-Alt-K", // alter the shortcut for toggleOrderedList
"toggleCodeBlock": null, // unbind Ctrl-Alt-C
"drawTable": "Cmd-Alt-T", // bind Cmd-Alt-T to drawTable action, which doesn't come with a default shortcut
}
});
``````

Shortcuts are automatically converted between platforms. If you define a shortcut as "Cmd-B", on PC that shortcut will be changed to "Ctrl-B". Conversely, a shortcut defined as "Ctrl-B" will become "Cmd-B" for Mac users.

The list of actions that can be bound is the same as the list of built-in actions available for toolbar buttons.

### Event handling

You can catch the following list of events: https://codemirror.net/doc/manual.html#events

``````const easyMDE = new EasyMDE();
easyMDE.codemirror.on("change", () => {
console.log(easyMDE.value());
});
``````

### Removing EasyMDE from text area

You can revert to the initial text area by calling the `toTextArea` method. Note that this clears up the autosave (if enabled) associated with it. The text area will retain any text from the destroyed EasyMDE instance.

``````const easyMDE = new EasyMDE();
// ...
easyMDE.toTextArea();
easyMDE = null;
``````

If you need to remove registered event listeners (when the editor is not needed anymore), call `easyMDE.cleanup()`.

### Useful methods

The following self-explanatory methods may be of use while developing with EasyMDE.

``````const easyMDE = new EasyMDE();
easyMDE.isPreviewActive(); // returns boolean
easyMDE.isSideBySideActive(); // returns boolean
easyMDE.isFullscreenActive(); // returns boolean
easyMDE.clearAutosavedValue(); // no returned value
``````

## How it works

EasyMDE is a continuation of SimpleMDE.

SimpleMDE began as an improvement of lepture's Editor project, but has now taken on an identity of its own. It is bundled with CodeMirror and depends on Font Awesome.

CodeMirror is the backbone of the project and parses much of the Markdown syntax as it's being written. This allows us to add styles to the Markdown that's being written. Additionally, a toolbar and status bar have been added to the top and bottom, respectively. Previews are rendered by Marked using GitHub Flavored Markdown (GFM).

## SimpleMDE fork

I originally made this fork to implement FontAwesome 5 compatibility into SimpleMDE. When that was done I submitted a pull request, which has not been accepted yet. This, and the project being inactive since May 2017, triggered me to make more changes and try to put new life into the project.

Changes include:

• FontAwesome 5 compatibility
• Guide button works when editor is in preview mode
• Links are now `https://` by default
• Small styling changes
• Support for Node 8 and beyond
• Lots of refactored code
• Links in preview will open in a new tab by default
• TypeScript support

My intention is to continue development on this project, improving it and keeping it alive.

## Hacking EasyMDE

You may want to edit this library to adapt its behavior to your needs. This can be done in some quick steps:

1. Follow the prerequisites and installation instructions in the contribution guide;
3. Run `gulp` command, which will generate files: `dist/easymde.min.css` and `dist/easymde.min.js`;
4. Copy-paste those files to your code base, and you are done.

## Contributing

Want to contribute to EasyMDE? Thank you! We have a contribution guide just for you!

Author: Ionaru
Source Code: https://github.com/Ionaru/easy-markdown-editor

1679035563

## How to Add Splash Screen in Android and iOS with Flutter

When your app is opened, there is a brief time while the native app loads Flutter. By default, during this time, the native app displays a white splash screen. This package automatically generates iOS, Android, and Web-native code for customizing this native splash screen background color and splash image. Supports dark mode, full screen, and platform-specific options.

## What's New

[BETA] Support for flavors is in beta. Currently only Android and iOS are supported. See instructions below.

You can now keep the splash screen up while your app initializes! No need for a secondary splash screen anymore. Just use the `preserve` and `remove` methods together to remove the splash screen after your initialization is complete. See details below.

## Usage

Would you prefer a video tutorial instead? Check out Johannes Milke's tutorial.

First, add `flutter_native_splash` as a dependency in your pubspec.yaml file.

``````dependencies:
flutter_native_splash: ^2.2.19
``````

Don't forget to `flutter pub get`.

### 1. Setting the splash screen

Customize the following settings and add to your project's `pubspec.yaml` file or place in a new file in your root project folder named `flutter_native_splash.yaml`.

``````flutter_native_splash:
# This package generates native code to customize Flutter's default white native splash screen
# with background color and splash image.
# Customize the parameters below, and run the following command in the terminal:
# flutter pub run flutter_native_splash:create
# To restore Flutter's default white splash screen, run the following command in the terminal:
# flutter pub run flutter_native_splash:remove

# color or background_image is the only required parameter.  Use color to set the background
# of your splash screen to a solid color.  Use background_image to set the background of your
# splash screen to a png image.  This is useful for gradients. The image will be stretch to the
# size of the app. Only one parameter can be used, color and background_image cannot both be set.
color: "#42a5f5"
#background_image: "assets/background.png"

# Optional parameters are listed below.  To enable a parameter, uncomment the line by removing

# The image parameter allows you to specify an image used in the splash screen.  It must be a
# png file and should be sized for 4x pixel density.
#image: assets/splash.png

# The branding property allows you to specify an image used as branding in the splash screen.
# It must be a png file. It is supported for Android, iOS and the Web.  For Android 12,
# see the Android 12 section below.
#branding: assets/dart.png

# To position the branding image at the bottom of the screen you can use bottom, bottomRight,
# and bottomLeft. The default values is bottom if not specified or specified something else.
#branding_mode: bottom

# The color_dark, background_image_dark, image_dark, branding_dark are parameters that set the background
# and image when the device is in dark mode. If they are not specified, the app will use the
# parameters from above. If the image_dark parameter is specified, color_dark or
# background_image_dark must be specified.  color_dark and background_image_dark cannot both be
# set.
#color_dark: "#042a49"
#background_image_dark: "assets/dark-background.png"
#image_dark: assets/splash-invert.png
#branding_dark: assets/dart_dark.png

# Android 12 handles the splash screen differently than previous versions.  Please visit
# https://developer.android.com/guide/topics/ui/splash-screen
# Following are Android 12 specific parameter.
android_12:
# The image parameter sets the splash screen icon image.  If this parameter is not specified,
# the app's launcher icon will be used instead.
# Please note that the splash screen will be clipped to a circle on the center of the screen.
# App icon with an icon background: This should be 960×960 pixels, and fit within a circle
# 640 pixels in diameter.
# App icon without an icon background: This should be 1152×1152 pixels, and fit within a circle
# 768 pixels in diameter.
#image: assets/android12splash.png

# Splash screen background color.
#color: "#42a5f5"

# App icon background color.
#icon_background_color: "#111111"

# The branding property allows you to specify an image used as branding in the splash screen.
#branding: assets/dart.png

# The image_dark, color_dark, icon_background_color_dark, and branding_dark set values that
# apply when the device is in dark mode. If they are not specified, the app will use the
# parameters from above.
#image_dark: assets/android12splash-invert.png
#color_dark: "#042a49"
#icon_background_color_dark: "#eeeeee"

# The android, ios and web parameters can be used to disable generating a splash screen on a given
# platform.
#android: false
#ios: false
#web: false

# Platform specific images can be specified with the following parameters, which will override
# the respective parameter.  You may specify all, selected, or none of these parameters:
#color_android: "#42a5f5"
#color_dark_android: "#042a49"
#color_ios: "#42a5f5"
#color_dark_ios: "#042a49"
#color_web: "#42a5f5"
#color_dark_web: "#042a49"
#image_android: assets/splash-android.png
#image_dark_android: assets/splash-invert-android.png
#image_ios: assets/splash-ios.png
#image_dark_ios: assets/splash-invert-ios.png
#image_web: assets/splash-web.png
#image_dark_web: assets/splash-invert-web.png
#background_image_android: "assets/background-android.png"
#background_image_dark_android: "assets/dark-background-android.png"
#background_image_ios: "assets/background-ios.png"
#background_image_dark_ios: "assets/dark-background-ios.png"
#background_image_web: "assets/background-web.png"
#background_image_dark_web: "assets/dark-background-web.png"
#branding_android: assets/brand-android.png
#branding_dark_android: assets/dart_dark-android.png
#branding_ios: assets/brand-ios.png
#branding_dark_ios: assets/dart_dark-ios.png

# The position of the splash image can be set with android_gravity, ios_content_mode, and
# web_image_mode parameters.  All default to center.
#
# android_gravity can be one of the following Android Gravity (see
# https://developer.android.com/reference/android/view/Gravity): bottom, center,
# center_horizontal, center_vertical, clip_horizontal, clip_vertical, end, fill, fill_horizontal,
# fill_vertical, left, right, start, or top.
#android_gravity: center
#
# ios_content_mode can be one of the following iOS UIView.ContentMode (see
# https://developer.apple.com/documentation/uikit/uiview/contentmode): scaleToFill,
# scaleAspectFit, scaleAspectFill, center, top, bottom, left, right, topLeft, topRight,
# bottomLeft, or bottomRight.
#ios_content_mode: center
#
# web_image_mode can be one of the following modes: center, contain, stretch, and cover.
#web_image_mode: center

# The screen orientation can be set in Android with the android_screen_orientation parameter.
# Valid parameters can be found here:
# https://developer.android.com/guide/topics/manifest/activity-element#screen
#android_screen_orientation: sensorLandscape

# To hide the notification bar, use the fullscreen parameter.  Has no effect in web since web
# has no notification bar.  Defaults to false.
# NOTE: Unlike Android, iOS will not automatically show the notification bar when the app loads.
#       WidgetsFlutterBinding.ensureInitialized();
#       SystemChrome.setEnabledSystemUIOverlays([SystemUiOverlay.bottom, SystemUiOverlay.top]);
#fullscreen: true

# If you have changed the name(s) of your info.plist file(s), you can specify the filename(s)
# with the info_plist_files parameter.  Remove only the # characters in the three lines below,
# do not remove any spaces:
#info_plist_files:
#  - 'ios/Runner/Info-Debug.plist'
#  - 'ios/Runner/Info-Release.plist'
``````

### 2. Run the package

``````flutter pub run flutter_native_splash:create
``````

To specify the YAML file location just add --path with the command in the terminal:

``````flutter pub run flutter_native_splash:create --path=path/to/my/file.yaml
``````

### 3. Set up app initialization (optional)

By default, the splash screen will be removed when Flutter has drawn the first frame. If you would like the splash screen to remain while your app initializes, you can use the `preserve()` and `remove()` methods together. Pass the `preserve()` method the value returned from `WidgetsFlutterBinding.ensureInitialized()` to keep the splash on screen. Later, when your app has initialized, make a call to `remove()` to remove the splash screen.

``````import 'package:flutter_native_splash/flutter_native_splash.dart';

void main() {
WidgetsBinding widgetsBinding = WidgetsFlutterBinding.ensureInitialized();
FlutterNativeSplash.preserve(widgetsBinding: widgetsBinding);
runApp(const MyApp());
}

// whenever your initialization is completed, remove the splash screen:
FlutterNativeSplash.remove();
``````

NOTE: If you do not need to use the `preserve()` and `remove()` methods, you can place the `flutter_native_splash` dependency in the `dev_dependencies` section of `pubspec.yaml`.

### 4. Support the package (optional)

If you find this package useful, you can support it for free by giving it a thumbs up at the top of this page. Here's another option to support the package:

## Android 12+ Support

Android 12 has a new method of adding splash screens, which consists of a window background, icon, and the icon background. Note that a background image is not supported.

Be aware of the following considerations regarding these elements:

1: `image` parameter. By default, the launcher icon is used:

• App icon without an icon background, as shown on the left: This should be 1152×1152 pixels, and fit within a circle 768 pixels in diameter.
• App icon with an icon background, as shown on the right: This should be 960×960 pixels, and fit within a circle 640 pixels in diameter.

2: `icon_background_color` is optional, and is useful if you need more contrast between the icon and the window background.

3: One-third of the foreground is masked.

4: `color` the window background consists of a single opaque color.

PLEASE NOTE: The splash screen may not appear when you launch the app from Android Studio on API 31. However, it should appear when you launch by clicking on the launch icon in Android. This seems to be resolved in API 32+.

PLEASE NOTE: There are a number of reports that non-Google launchers do not display the launch image correctly. If the launch image does not display correctly, please try the Google launcher to confirm that this package is working.

PLEASE NOTE: The splash screen does not appear when you launch the app from a notification. Apparently this is the intended behavior on Android 12: core-splashscreen Icon not shown when cold launched from notification.

## Flavor Support

If you have a project setup that contains multiple flavors or environments, and you created more than one flavor this would be a feature for you.

Instead of maintaining multiple files and copy/pasting images, you can now, using this tool, create different splash screens for different environments.

### Pre-requirements

In order to use the new feature, and generate the desired splash images for you app, a couple of changes are required.

If you want to generate just one flavor and one file you would use either options as described in Step 1. But in order to setup the flavors, you will then be required to move all your setup values to the `flutter_native_splash.yaml` file, but with a prefix.

Let's assume for the rest of the setup that you have 3 different flavors, `Production`, `Acceptance`, `Development`.

First this you will need to do is to create a different setup file for all 3 flavors with a suffix like so:

``````flutter_native_splash-production.yaml
flutter_native_splash-acceptance.yaml
flutter_native_splash-development.yaml
``````

You would setup those 3 files the same way as you would the one, but with different assets depending on which environment you would be generating. For example (Note: these are just examples, you can use whatever setup you need for your project that is already supported by the package):

``````# flutter_native_splash-development.yaml
flutter_native_splash:
color: "#ffffff"
image: assets/logo-development.png
branding: assets/branding-development.png
color_dark: "#121212"
image_dark: assets/logo-development.png
branding_dark: assets/branding-development.png

android_12:
image: assets/logo-development.png
icon_background_color: "#ffffff"
image_dark: assets/logo-development.png
icon_background_color_dark: "#121212"

web: false

# flutter_native_splash-acceptance.yaml
flutter_native_splash:
color: "#ffffff"
image: assets/logo-acceptance.png
branding: assets/branding-acceptance.png
color_dark: "#121212"
image_dark: assets/logo-acceptance.png
branding_dark: assets/branding-acceptance.png

android_12:
image: assets/logo-acceptance.png
icon_background_color: "#ffffff"
image_dark: assets/logo-acceptance.png
icon_background_color_dark: "#121212"

web: false

# flutter_native_splash-production.yaml
flutter_native_splash:
color: "#ffffff"
image: assets/logo-production.png
branding: assets/branding-production.png
color_dark: "#121212"
image_dark: assets/logo-production.png
branding_dark: assets/branding-production.png

android_12:
image: assets/logo-production.png
icon_background_color: "#ffffff"
image_dark: assets/logo-production.png
icon_background_color_dark: "#121212"

web: false
``````

Great, now comes the fun part running the new command!

The new command is:

``````# If you have a flavor called production you would do this:
flutter pub run flutter_native_splash:create --flavor production

# For a flavor with a name staging you would provide it's name like so:
flutter pub run flutter_native_splash:create --flavor staging

# And if you have a local version for devs you could do that:
flutter pub run flutter_native_splash:create --flavor development
``````

### Android setup

You're done! No, really, Android doesn't need any additional setup.

Note: If it didn't work, please make sure that your flavors are named the same as your config files, otherwise the setup will not work.

### iOS setup

iOS is a bit tricky, so hang tight, it might look scary but most of the steps are just a single click, explained as much as possible to lower the possibility of mistakes.

When you run the new command, you will need to open xCode and follow the steps bellow:

Assumption

• In order for this setup to work, you would already have 3 different `schemes` setup; production, acceptance and development.

Preparation

• Open the iOS Flutter project in Xcode (open the Runner.xcworkspace)
• Find the newly created Storyboard files at the same location where the original is `{project root}/ios/Runner/Base.lproj`
• Select all of them and drag and drop into Xcode, directly to the left hand side where the current LaunchScreen.storyboard is located already
• After you drop your files there Xcode will ask you to link them, make sure you select 'Copy if needed'
• This part is done, you have linked the newly created storyboards in your project.

xCode

Xcode still doesn't know how to use them, so we need to specify for all the current flavors (schemes) which file to use and to use that value inside the Info.plist file.

• Open the iOS Flutter project in Xcode (open the Runner.xcworkspace)
• Click the Runner project in the top left corner (usually the first item in the list)
• In the middle part of the screen, on the left side, select the Runner target
• On the top part of the screen select Build Settings
• Make sure that 'All' and 'Combined' are selected
• Next to 'Combine' you have a '+' button, press it and select 'Add User-Defined Setting'
• Once you do that Xcode will create a new variable for you to name. Suggestion is to name it `LAUNCH_SCREEN_STORYBOARD`
• Once you do that, you will have the option to define a specific name for each flavor (scheme) that you have defined in the project. Make sure that you input the exact name of the LaunchScreen.storyboard that was created by this tool
• Example: If you have a flavor Development, there is a Storyboard created name LaunchScreenDevelopment.storyboard, please add that name (without the storyboard part) to the variable value next to the flavor value
• After you finish with that, you need to update Info.plist file to link the newly created variable so that it's used correctly
• Open the Info.plist file
• Find the entry called 'Launch screen interface file base name'
• The default value is 'LaunchScreen', change that to the variable name that you create previously. If you follow these steps exactly, it would be LAUNCH_SCREEN_STORYBOARD, so input this `\$(LAUNCH_SCREEN_STORYBOARD)`

Congrats you finished your setup for multiple flavors,

## FAQs

### I got the error "A splash screen was provided to Flutter, but this is deprecated."

This message is not related to this package but is related to a change in how Flutter handles splash screens in Flutter 2.5. It is caused by having the following code in your `android/app/src/main/AndroidManifest.xml`, which was included by default in previous versions of Flutter:

``````<meta-data
android:name="io.flutter.embedding.android.SplashScreenDrawable"
android:resource="@drawable/launch_background"
/>
``````

The solution is to remove the above code. Note that this will also remove the fade effect between the native splash screen and your app.

### Are animations/lottie/GIF images supported?

Not at this time. PRs are always welcome!

### I got the error AAPT: error: style attribute 'android:attr/windowSplashScreenBackground' not found

This attribute is only found in Android 12, so if you are getting this error, it means your project is not fully set up for Android 12. Did you update your app's build configuration?

## I see a flash of the wrong splash screen on iOS

This is caused by an iOS splash caching bug, which can be solved by uninstalling your app, powering off your device, power back on, and then try reinstalling.

## I see a white screen between splash screen and app

1. It may be caused by an iOS splash caching bug, which can be solved by uninstalling your app, powering off your device, power back on, and then try reinstalling.
2. It may be caused by the delay due to initialization in your app. To solve this, put any initialization code in the `removeAfter` method.

### Can I base light/dark mode on app settings?

No. This package creates a splash screen that is displayed before Flutter is loaded. Because of this, when the splash screen loads, internal app settings are not available to the splash screen. Unfortunately, this means that it is impossible to control light/dark settings of the splash from app settings.

Notes

If the splash screen was not updated correctly on iOS or if you experience a white screen before the splash screen, run `flutter clean` and recompile your app. If that does not solve the problem, delete your app, power down the device, power up the device, install and launch the app as per this StackOverflow thread.

This package modifies `launch_background.xml` and `styles.xml` files on Android, `LaunchScreen.storyboard` and `Info.plist` on iOS, and `index.html` on Web. If you have modified these files manually, this plugin may not work properly. Please open an issue if you find any bugs.

## How it works

### Android

• Your splash image will be resized to `mdpi`, `hdpi`, `xhdpi`, `xxhdpi` and `xxxhdpi` drawables.
• An `<item>` tag containing a `<bitmap>` for your splash image drawable will be added in `launch_background.xml`
• Background color will be added in `colors.xml` and referenced in `launch_background.xml`.
• Code for full screen mode toggle will be added in `styles.xml`.
• Dark mode variants are placed in `drawable-night`, `values-night`, etc. resource folders.

### iOS

• Your splash image will be resized to `@3x` and `@2x` images.
• Color and image properties will be inserted in `LaunchScreen.storyboard`.
• The background color is implemented by using a single-pixel png file and stretching it to fit the screen.
• Code for hidden status bar toggle will be added in `Info.plist`.

### Web

• A `web/splash` folder will be created for splash screen images and CSS files.
• Your splash image will be resized to `1x`, `2x`, `3x`, and `4x` sizes and placed in `web/splash/img`.
• The splash style sheet will be added to the app's `web/index.html`, as well as the HTML for the splash pictures.

## Acknowledgments

This package was originally created by Henrique Arthur and it is currently maintained by Jon Hanson.

## Bugs or Requests

If you encounter any problems feel free to open an issue. If you feel the library is missing a feature, please raise a ticket. Pull request are also welcome.

## Use this package as a library

### Depend on it

Run this command:

With Flutter:

`` \$ flutter pub add flutter_native_splash``

This will add a line like this to your package's pubspec.yaml (and run an implicit `flutter pub get`):

``````dependencies:
flutter_native_splash: ^2.2.19``````

Alternatively, your editor might support `flutter pub get`. Check the docs for your editor to learn more.

### Import it

Now in your Dart code, you can use:

``import 'package:flutter_native_splash/flutter_native_splash.dart';``

## example/lib/main.dart

``````import 'package:flutter/material.dart';
import 'package:flutter_native_splash/flutter_native_splash.dart';

void main() {
WidgetsBinding widgetsBinding = WidgetsFlutterBinding.ensureInitialized();
FlutterNativeSplash.preserve(widgetsBinding: widgetsBinding);
runApp(const MyApp());
}

class MyApp extends StatelessWidget {
const MyApp({super.key});

// This widget is the root of your application.
@override
Widget build(BuildContext context) {
return MaterialApp(
title: 'Flutter Demo',
theme: ThemeData(
// This is the theme of your application.
//
// Try running your application with "flutter run". You'll see the
// application has a blue toolbar. Then, without quitting the app, try
// changing the primarySwatch below to Colors.green and then invoke
// "hot reload" (press "r" in the console where you ran "flutter run",
// or simply save your changes to "hot reload" in a Flutter IDE).
// Notice that the counter didn't reset back to zero; the application
// is not restarted.
primarySwatch: Colors.blue,
),
);
}
}

class MyHomePage extends StatefulWidget {
const MyHomePage({super.key, required this.title});

// that it has a State object (defined below) that contains fields that affect
// how it looks.

// This class is the configuration for the state. It holds the values (in this
// case the title) provided by the parent (in this case the App widget) and
// used by the build method of the State. Fields in a Widget subclass are
// always marked "final".

final String title;

@override
State<MyHomePage> createState() => _MyHomePageState();
}

class _MyHomePageState extends State<MyHomePage> {
int _counter = 0;

void _incrementCounter() {
setState(() {
// This call to setState tells the Flutter framework that something has
// changed in this State, which causes it to rerun the build method below
// so that the display can reflect the updated values. If we changed
// _counter without calling setState(), then the build method would not be
// called again, and so nothing would appear to happen.
_counter++;
});
}

@override
void initState() {
super.initState();
initialization();
}

void initialization() async {
// This is where you can initialize the resources needed by your app while
// the splash screen is displayed.  Remove the following example because
// delaying the user experience is a bad design practice!
// ignore_for_file: avoid_print
await Future.delayed(const Duration(seconds: 1));
await Future.delayed(const Duration(seconds: 1));
await Future.delayed(const Duration(seconds: 1));
print('go!');
FlutterNativeSplash.remove();
}

@override
Widget build(BuildContext context) {
// This method is rerun every time setState is called, for instance as done
// by the _incrementCounter method above.
//
// The Flutter framework has been optimized to make rerunning build methods
// fast, so that you can just rebuild anything that needs updating rather
// than having to individually change instances of widgets.
return Scaffold(
appBar: AppBar(
// Here we take the value from the MyHomePage object that was created by
// the App.build method, and use it to set our appbar title.
title: Text(widget.title),
),
body: Center(
// Center is a layout widget. It takes a single child and positions it
// in the middle of the parent.
child: Column(
// Column is also a layout widget. It takes a list of children and
// arranges them vertically. By default, it sizes itself to fit its
// children horizontally, and tries to be as tall as its parent.
//
// Invoke "debug painting" (press "p" in the console, choose the
// "Toggle Debug Paint" action from the Flutter Inspector in Android
// Studio, or the "Toggle Debug Paint" command in Visual Studio Code)
// to see the wireframe for each widget.
//
// Column has various properties to control how it sizes itself and
// how it positions its children. Here we use mainAxisAlignment to
// center the children vertically; the main axis here is the vertical
// axis because Columns are vertical (the cross axis would be
// horizontal).
mainAxisAlignment: MainAxisAlignment.center,
children: <Widget>[
const Text(
'You have pushed the button this many times:',
),
Text(
'\$_counter',
),
],
),
),
floatingActionButton: FloatingActionButton(
onPressed: _incrementCounter,
tooltip: 'Increment',
), // This trailing comma makes auto-formatting nicer for build methods.
);
}
}
``````

Author: jonbhanson
Official Website: https://github.com/jonbhanson/flutter_native_splash

1662107520

## Superdom: Better and Simpler ES6 DOM Manipulation

Superdom

You have `dom`. It has all the DOM virtually within it. Use that power:

``````// Fetch all the page links

// Links open in a new tab
dom.a.target = '_blank';
``````

Only for modern browsers

### Getting started

Simply use the CDN via unpkg.com:

``````<script src="https://unpkg.com/superdom@1"></script>
``````

Or use npm or bower:

``````npm|bower install superdom --save
``````

## Select

It always returns an array with the matched elements. Get all the elements that match the selector:

``````// Simple element selector into an array

// Loop straight on the selection

// Combined selector
``````

There are also some predetermined elements, such as `id`, `class` and `attr`:

``````// Select HTML Elements by id:
let main = dom.id.main;

// by class:
let buttons = dom.class.button;

// or by attribute:
let targeted = dom.attr.target;
let targeted = dom.attr['target="_blank"'];
``````

## Generate

Use it as a function or a tagged template literal to generate DOM fragments:

``````// Not a typo; tagged template literals

// It is the same as
``````

## Delete elements

Delete a piece of the DOM

``````// Delete all of the elements with the class .google
``````

## Attributes

You can easily manipulate attributes right from the `dom` node. There are some aliases that share the syntax of the attributes such as `html` and `text` (aliases for `innerHTML` and `textContent`). There are others that travel through the dom such as `parent` (alias for parentNode) and `children`. Finally, `class` behaves differently as explained below.

### Get attributes

The fetching will always return an array with the element for each of the matched nodes (or undefined if not there):

``````// Retrieve all the urls from the page
let urls = dom.a.href;     // #attr-list

// Get an array of the h2 contents (alias of innerHTML)
let h2s = dom.h2.html;     // #attr-alias

// Get whether any of the attributes has the value "_blank"
let hasBlank = dom.class.cta.target._blank;    // #attr-value
// true/false
``````

You also use these:

• html (alias of `innerHTML`): retrieve a list of the htmls
• text (alias of `textContent`): retrieve a list of the htmls
• parent (alias of `parentNode`): travel up one level
• children: travel down one level

### Set attributes

``````// Set target="_blank" to all links
dom.a.target = '_blank';     // #attr-set
``````
``````dom.class.tableofcontents.html = `
<ul class="tableofcontents">
\${dom.h2.map(h2 => `
<li>
<a href="#\${h2.id}">
\${h2.innerHTML}
</a>
</li>
`).join('')}
</ul>
`;
``````

### Remove an attribute

To delete an attribute use the `delete` keyword:

``````// Remove all urls from the page
delete dom.a.href;

// Remove all ids
delete dom.a.id;
``````

## Classes

It provides an easy way to manipulate the classes.

### Get classes

To retrieve whether a particular class is present or not:

``````// Get an array with true/false for a single class
let isTest = dom.a.class.test;     // #class-one
``````

For a general method to retrieve all classes you can do:

``````// Get a list of the classes of each matched element
let arrays = dom.a.class;     // #class-arrays
// [['important'], ['button', 'cta'], ...]

// If you want a plain list with all of the classes:
let flatten = dom.a.class._flat;     // #class-flat
// ['important', 'button', 'cta', ...]

// And if you just want an string with space-separated classes:
let text = dom.a.class._text;     // #class-text
// 'important button cta ...'
``````

``````// Add the class 'test' (different ways)
dom.a.class.test = true;    // #class-make-true
dom.a.class = 'test';       // #class-push
``````

### Remove a class

``````// Remove the class 'test'
dom.a.class.test = false;    // #class-make-false
``````

## Manipulate

Did we say it returns a simple array?

``````dom.a.forEach(link => link.innerHTML = 'I am a link');
``````

But what an interesting array it is; indeed we are also proxy'ing it so you can manipulate its sub-elements straight from the selector:

``````// Replace all of the link's html with 'I am a link'
dom.a.html = 'I am a link';
``````

Of course we might want to manipulate them dynamically depending on the current value. Just pass it a function:

``````// Append ' ^_^' to all of the links in the page
dom.a.html = html => html + ' ^_^';

// Same as this:
``````

Note: this won't work `dom.a.html += ' ^_^';` for more than 1 match (for reasons)

Or get into genetics to manipulate the attributes:

``````dom.a.attr.target = '_blank';

// Only to external sites:
let isOwnPage = el => /^https?\:\/\/mypage\.com/.test(el.getAttribute('href'));
dom.a.attr.target = (prev, i, element) => isOwnPage(element) ? '' : '_blank';
``````

## Events

You can also handle and trigger events:

``````// Handle click events for all <a>
dom.a.on.click = e => ...;

// Trigger click event for all <a>
dom.a.trigger.click;
``````

## Testing

We are using Jest as a Grunt task for testing. Install Jest and run in the terminal:

``grunt watch``

Author: franciscop
Source Code: https://github.com/franciscop/superdom

1624516500

## Inside ABCD, A Dataset To Build In-Depth Task-Oriented Dialogue Systems

According to a recent study, call centre agents’ spend approximately 82 percent of their total time looking at step-by-step guides, customer data, and knowledge base articles.

Traditionally, dialogue state tracking (DST) has served as a way to determine what a caller wants at a given point in a conversation. Unfortunately, these aspects are not accounted for in popular DST benchmarks. DST is the core part of a spoken dialogue system. It estimates the beliefs of possible user’s goals at every dialogue turn.

To reduce the burden on call centre agents and improve the SOTA of task-oriented dialogue systems, AI-powered customer service company ASAPP recently launched an action-based conversations dataset (ABCD). The dataset is designed to help develop task-oriented dialogue systems for customer service applications. ABCD consists of a fully labelled dataset with over 10,000 human dialogues containing 55 distinct user intents requiring sequences of actions constrained by company policies to accomplish tasks.

The dataset is currently available on GitHub.

#developers corner #asapp abcd dataset #asapp new dataset #build enterprise chatbot #chatbot datasets latest #customer support datasets #customer support model training #dataset for chatbots #dataset for customer datasets

1617449307

## CA Classes - Best CA Classes Online

Chartered Accountancy course requires mental focus & discipline, coaching for CA Foundation, CA Inter and CA Finals are omnipresent, and some of the best faculty’s classes have moved online, in this blog, we are going to give the best way to find online videos lectures, various online websites provide the CA lectures, Smartnstudy one of the best site to CA preparation, here all faculty’s video lecture available.

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