Aknockout (abbreviated to KO or K.O.) is a fight-ending, winning criterion in several full-contact combat sports, such as boxing, kickboxing, muay thai, mixed martial arts, karate, some forms of taekwondo and other sports involving striking, as well as fighting-based video games. A full knockout is considered any legal strike or combination thereof that renders an opponent unable to continue fighting.
The term is often associated with a sudden traumatic loss of consciousness caused by a physical blow. Single powerful blows to the head (particularly the jawline and temple) can produce a cerebral concussion or a carotid sinus reflex with syncope and cause a sudden, dramatic KO. Body blows, particularly the liver punch, can cause progressive, debilitating pain that can also result in a KO.
In boxing and kickboxing, a knockout is usually awarded when one participant falls to the canvas and is unable to rise to their feet within a specified period of time, typically because of exhaustion, pain, disorientation, or unconsciousness. For example, if a boxer is knocked down and is unable to continue the fight within a ten-second count, they are counted as having been knocked out and their opponent is awarded the KO victory.
In mixed martial arts (MMA) competitions, no time count is given after a knockdown, as the sport allows submission grappling as well as ground and pound. If a fighter loses consciousness ("goes limp") as a result of legal strikes, it is declared a KO.[1] Even if the fighter loses consciousness for a brief moment and wakes up again to continue to fight, the fight is stopped and a KO is declared.[2] As many MMA fights can take place on the mat rather than standing, it is possible to score a KO via ground and pound, a common victory for grapplers.
In fighting games such as Street Fighter and Tekken, a player scores a knockout by fully depleting the opponent's health bar, with the victor being awarded the round. The player who wins the most rounds, either by scoring the most knockouts or by having more vitality remaining when time expires during each round, wins the match. This differs from combat sports in reality, where a knockout ends the match immediately. However, some fighting games aim for a more realistic experience, with titles like Fight Night adhering to the rules of professional boxing, although technically they are classified as sports games, and share many of the same features as NFL and NBA video games.
A technical knockout (TKO or T.K.O.), stoppage, or referee stopped contest (RSC) is declared when the referee decides during a round that a fighter cannot safely continue the match for any reason. Certain sanctioning bodies also allow the official attending physician at ringside to stop the fight as well. In amateur boxing, and in many regions professionally, including championship fights sanctioned by the World Boxing Association (WBA), a TKO is declared when a fighter is knocked down three times in one round (called an "automatic knockout" in WBA rules).[3] Furthermore, in amateur boxing, a boxer automatically wins by TKO if his opponent is knocked down four times in an entire match.[4]
A double knockout, both in real-life combat sports and in fighting-based video games, occurs when both fighters trade blows and knock each other out simultaneously and are both unable to continue fighting. In such cases, the match is declared a draw.
Little is known as to what exactly causes one to be knocked unconscious, but many agree it is related to trauma to the brain stem. This usually happens when the head rotates sharply, often as a result of a strike. There are three general manifestations of such trauma:
A basic principle of boxing and other combat sports is to defend against this vulnerability by keeping both hands raised about the face and the chin tucked in. This may still be ineffective if the opponent punches effectively to the solar plexus.
A fighter who becomes unconscious from a strike with sufficient knockout power is referred to as having been knocked out or KO'd (kay-ohd). Losing balance without losing consciousness is referred to as being knocked down ("down but not out"). Repeated blows to the head, regardless of whether they cause loss of consciousness, may in severe cases cause strokes or paralysis in the immediacy,[5] and over time have been linked to permanent neurodegenerative diseases such as chronic traumatic encephalopathy ("punch-drunk syndrome"). Because of this, many physicians advise against sports involving knockouts.[6]
A knockdown occurs when a fighter touches the floor of the ring with any part of the body other than the feet following a hit, but is able to rise back up and continue fighting. The term is also used if the fighter is hanging on to the ropes, caught between the ropes, or is hanging over the ropes and is unable to fall to the floor and cannot protect himself. A knockdown triggers a count by the referee (normally to 10); if the fighter fails the count, then the fight is ended as a KO.[7]
I'm just getting started with Knockout.js (always wanted to try it out, but now I finally have an excuse!) - However, I'm running into some really bad performance problems when binding a table to a relatively small set of data (around 400 rows or so).
However, this.projects() still takes about 10 seconds for 400 rows. I do admit I'm not sure how fast this would be without Knockout (just adding rows through the DOM), but I have a feeling it would be much faster than 10 seconds.
Per other advice below, I gave jQuery.tmpl a shot (which is natively supported by KnockOut), and this templating engine will draw around 400 rows in just over 3 seconds. This seems like the best approach, short of a solution that would dynamically load in more data as you scroll.
A better pattern is to get a reference to our underlying array, push to it, then call .valueHasMutated(). Now, our subscribers will only receive one notification indicating that the array has changed.
Knockout has it's own native template engine associated with the (foreach, with) bindings. It also supports other template engines, namely jquery.tmpl. Read here for more details. I haven't done any benchmarking with different engines so don't know if it will help. Reading your previous comment, in IE7 you may struggle to get the performance that you are after.
I had the same problem with a large datasets of 1400 records until I used paging with knockout. Using $.map to load the records did make a huge difference but the DOM render time was still hideous. Then I tried using pagination and that made my dataset lighting fast as-well-as more user friendly. A page size of 50 made the dataset much less overwhelming and reduced the number of DOM elements dramatically.
KoGrid does this all. Its been built to only render the rows that the viewer can see on the page, and then virtualize the other rows until they are needed. I think you'll find its perf on 400 items to be much better than you're experiencing.
A solution to avoid locking up the browser when rendering a very large array is to 'throttle' the array such that only a few elements get added at a time, with a sleep in between. Here's a function which will do just that:
This way, when you only add a single item at a time, the browser / knockout.js can take its time to manipulate the DOM accordingly, without the browser being completely blocked for several seconds, so that the user may scroll the list simultaneously.
This isn't really a fix for the performance problem, but shows that a delay is probably inevitable if you loop over thousands of items and it uses a pattern where you can ensure you have a loading spinner appear before the long KO operation, then hide it afterwards. So it improves the UX, at least.
I remembered an old technique back from when I was working on a set top box with Opera, building UI using DOM manipulation. It was appalling slow, so the solution was to store large chunks of HTML as strings, and load the strings by setting the innerHTML property.
Something similar can be achieved by using the html binding and a computed that derives the HTML for the table as a big chunk of text, then applies it in one go. This does fix the performance problem, but the massive downside is that it severely limits what you can do with binding inside each table row.
Here's a fiddle that shows this approach, together with a function that can be called from inside the table rows to delete an item in a vaguely-KO-like way. Obviously this isn't as good as proper KO, but if you really need blazing(ish) performance, this is a possible workaround.
I would like to discuss the knockout option to see other peoples opinions before suggesting it as a change. I may just be in minority here, in any case i need to see what community dynamics are before i start contemplating on contributing code.
The knockout option in text properties should probably be named to inverse or something more appropriate. As it is it would be handy to have both the functionality that we have now and one that really knocks out other items making a hole in existing graphics. So ideally you could do both.
Also there is no apparent way to control the label size which makes it hard to have labels with different text that align. I tried to kludge this with white space but KiCad ignores that like a champion.
Edit: I am experiencing some stability issues with using zones on silkscreen layers. Ok seems that if you try to redefine the corner radius a second time then KiCad Crashes, i need to open a ticket for this.
However, its really unstable in current version (7.0.0) and does not always do it right. Essentially the Fill zone does not work correctly every time, it sometimes leaves things in way that is clearly wrong. Even you redo the zones (B) it basically just randomizes a new result. Worse it sometimes crashes KiCad entirely.
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