Sunway TaihuLight - China's newly crowned supercomputer
The latest Top500 list of the world’s fastest supercomputers was released on Monday 20th June 2016. The Top500 list was first introduced in June 1993, and it has been compiled twice a year ever since, pitting the world’s most powerful machines against each other.
China maintained its top spot as the home of the fastest supercomputer in the planet, thanks to the Sunway TaihuLight supercomputer, which scored a staggering 93 PETAFLOP/s on the LINPACK benchmark. This is roughly three times faster than the Tianhe-2 supercomputer, which has been the pacesetter for the past three years.
So let us dip into the data, which you can download from here.
The above table shows the five fastest supercomputers. The ‘Rpeak’ and ‘Rmax’ columns represent the advertized peak performance and the maximum performance achieved in TeraFLOPS.
So, the world’s fastest computer can perform at about 93 PetaFLOPS! For some reason, clock cycle per second (=Hz) is favored when it comes to measuring performance of computers. So let’s make a (highly approximative) conversion between FLOPS and Hz. Assume that the Sunway TaihuLight processes one operation per clock cycle, this would correspond to 93PHz. To put it into perspective, let’s see what it means in comparison to an off-the-shelf consumer laptop computer having a 2.4GHz double core processor. Furthermore, let’s generously assume that the laptop completes one operation per cycle, and that it can perfectly parallelize (so that its maximum total speed would be 4.8GHz :)). Even with such relaxed assumptions, the Sunway TaihuLight would be 93015000/4.8 ≈ 20 × times faster. In other words, a complex operation that takes 10 minutes on the poor laptop would be completed within 30 microseconds by the Sunway TaihuLight.
Enough with the performance. Let’s look at the “Power” and “Mflops/Watt” columns of the above dataframe a bit more closely. The former gives the power consumption values in kWatts, while the latter highlights energy efficiency of the supercomputers. For example, the Sunway TaihuLight can perform about 6051 million floating point operations per second for each Watt of power it consumes.
It goes without saying that such supercomputers are expensive to build, which justifies the hefty price for getting one. But the purchase price of supercomputers is only one portion of the Total Cost of Ownership (TCO). Energy consumption is another factor to be considered. Again taking the world’s fastest supercomputer as an example, it consumes a whopping 15371 kWatt. This amounts to the electricity consumption of about 12,000 American homes. To get a rough estimate of the electricity bill, let’s assume a modest 0.05 cents/kWh and that the machine will be running at peak power for 10 hours/day. This will result in
!
By now it should be obvious that one needs to keep a tab on the energy consumption of supercomputers for a complete comparison. In fact there are organizations solely focusing on energy efficiency, like The Green500 and The Green Grid So, now, let’s rank the supercomputers based on their energy efficiency, that is, sort them based on the “Mflops/Watt” column and introduce the “GreenRank” column.
So, the Shoubu supercomputer from Japan wins the “Mflops/Watt” battle. But the Sunway TaihuLight is not far off, coming third next to the Satsuki. The next couple of plots show how the maximum performance achieved (Rmax) relates to the power consumption.
It comes as no surprise that there is a strong relationship between power consumption and performance. Thus, one needs to plan carefully in order to meet computation requirements while still having a reasonable power consumption. Pick a system way faster than your needs, and your energy consumption would shoot up unnecessarily. On the other hand, underprovisioning for the sake of energy savings may end up impairing the performance. Thus one needs to optimize between performance and energy.
For this, lets consider a ranking scheme where the rank of a supercomputer would be the sum of its performance rank (the ‘Rank’ column) and its energy efficiency rank (the ‘GreenRank column’). Although this is an over symplified and synthetic ranking scheme, it would at least depict where a supercomputer lies in the spectrum when both performance and energy efficiency are given equal weight. The resulting rank is depicted in the following bar plot (Shorter bars correspond to better rank).
Concluding the Performance-Energy thing, let’s look at the “Processor Generation” used in these supercomputers. As shown below the Intel Xeon E5 and E7 processors take the lion’s share, although the world’s fastest supercomputer runs on the ‘sunway’ processors.
| Processor family | Count |
|---|---|
| Intel Xeon E5 (Broadwell) | 21 |
| Intel Xeon E5 (Haswell) | 221 |
| Intel Xeon E5 (IvyBridge) | 118 |
| Intel Xeon E5 (SandyBridge) | 66 |
| Intel Xeon E7 (Haswell-Ex) | 7 |
| Intel Xeon E7 (IvyBridge) | 8 |
| Intel Xeon Phi | 1 |
| Opteron 6100-series | 3 |
| Opteron 6200 Series | 5 |
| Opteron 6300 Series | 5 |
| POWER7 | 4 |
| Power BQC | 19 |
| SPARC64 IXfx | 1 |
| SPARC64 VIIIfx | 1 |
| SPARC64 XIfx | 5 |
| ShenWei | 1 |
| Sunway | 1 |
| Xeon 5500-series (Nehalem-EP | 2 |
| Xeon 5500-series (Nehalem-EX) | 1 |
| Xeon 5600-series (Westmere-EP) | 9 |
| Xeon E7 (Westmere-EX) | 1 |


Algorithm Methods¶
General Functions
rolling_corr (x, yData, winSize[, cMax]) |
Rolling Correlation |
combine_corr (x, w[, method, scale]) |
Combines Weighted Correlation |
uniques (sortedPeaks, srcLen) |
Unique Segment Identification |
get_peaks (x[, minC, dst]) |
Peak Detection |
cluster (segGroups[, segAdder, nClust]) |
Clustering |
resample (x, s) |
Interpolation |
Optimized Functions
rcor (x, Y) |
Correlation of multiple arrays to a single array using a rolling window correlation. |
vcor (x, y) |
Rolling correlation between two arrays. |


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Object(ID)¶
Basic Object Operations Example¶
This script demonstrates basic operations on object like creating new object, placing it into a view layer, selecting it and making it active.
import bpy
view_layer = bpy.context.view_layer
# Create new light datablock.
light_data = bpy.data.lights.new(name="New Light", type='POINT')
# Create new object with our light datablock.
light_object = bpy.data.objects.new(name="New Light", object_data=light_data)
# Link light object to the active collection of current view layer,
# so that it'll appear in the current scene.
view_layer.active_layer_collection.collection.objects.link(light_object)
# Place light to a specified location.
light_object.location = (5.0, 5.0, 5.0)
# And finally select it and make it active.
light_object.select_set(True)
view_layer.objects.active = light_object
base classes — bpy_struct
, ID
-
class
bpy.types.
Object
(ID)¶ Object data-block defining an object in a scene
-
active_material_index
¶ Index of active material slot
Type: int in [0, inf], default 0
-
active_shape_key_index
¶ Current shape key index
Type: int in [-32768, 32767], default 0
-
bound_box
¶ Object’s bounding box in object-space coordinates, all values are -1.0 when not available
Type: float multi-dimensional array of 8 * 3 items in [-inf, inf], default ((0.0, 0.0, 0.0), (0.0, 0.0, 0.0), (0.0, 0.0, 0.0), (0.0, 0.0, 0.0), (0.0, 0.0, 0.0), (0.0, 0.0, 0.0), (0.0, 0.0, 0.0), (0.0, 0.0, 0.0)), (readonly)
-
collision
¶ Settings for using the object as a collider in physics simulation
Type: CollisionSettings
, (readonly)
-
color
¶ Object color and alpha, used when faces have the ObColor mode enabled
Type: float array of 4 items in [0, inf], default (1.0, 1.0, 1.0, 1.0)
-
constraints
¶ Constraints affecting the transformation of the object
Type: ObjectConstraints
bpy_prop_collection
ofConstraint
, (readonly)
-
cycles
¶ Cycles object settings
Type: CyclesObjectSettings
, (readonly)
-
cycles_visibility
¶ Cycles visibility settings
Type: CyclesVisibilitySettings
, (readonly)
-
delta_location
¶ Extra translation added to the location of the object
Type: float array of 3 items in [-inf, inf], default (0.0, 0.0, 0.0)
-
delta_rotation_euler
¶ Extra rotation added to the rotation of the object (when using Euler rotations)
Type: float array of 3 items in [-inf, inf], default (0.0, 0.0, 0.0)
-
delta_rotation_quaternion
¶ Extra rotation added to the rotation of the object (when using Quaternion rotations)
Type: float array of 4 items in [-inf, inf], default (1.0, 0.0, 0.0, 0.0)
-
delta_scale
¶ Extra scaling added to the scale of the object
Type: float array of 3 items in [-inf, inf], default (1.0, 1.0, 1.0)
-
dimensions
¶ Absolute bounding box dimensions of the object (WARNING: assigning to it or its members multiple consecutive times will not work correctly, as this needs up-to-date evaluated data)
Type: float array of 3 items in [-inf, inf], default (0.0, 0.0, 0.0)
-
display
¶ Object display settings for 3d viewport
Type: ObjectDisplay
, (readonly, never None)
-
display_bounds_type
¶ Object boundary display type
BOX
Box, Display bounds as box.SPHERE
Sphere, Display bounds as sphere.CYLINDER
Cylinder, Display bounds as cylinder.CONE
Cone, Display bounds as cone.CAPSULE
Capsule, Display bounds as capsule.
Type: enum in [‘BOX’, ‘SPHERE’, ‘CYLINDER’, ‘CONE’, ‘CAPSULE’], default ‘BOX’
-
display_type
¶ How to display object in viewport
BOUNDS
Bounds, Display the bounds of the object.WIRE
Wire, Display the object as a wireframe.SOLID
Solid, Display the object as a solid (if solid drawing is enabled in the viewport).TEXTURED
Textured, Display the object with textures (if textures are enabled in the viewport).
Type: enum in [‘BOUNDS’, ‘WIRE’, ‘SOLID’, ‘TEXTURED’], default ‘TEXTURED’
-
empty_display_size
¶ Size of display for empties in the viewport
Type: float in [0.0001, 1000], default 1.0
-
empty_display_type
¶ Viewport display style for empties
Type: enum in [‘PLAIN_AXES’, ‘ARROWS’, ‘SINGLE_ARROW’, ‘CIRCLE’, ‘CUBE’, ‘SPHERE’, ‘CONE’, ‘IMAGE’], default ‘PLAIN_AXES’
-
empty_image_depth
¶ Determine which other objects will occlude the image
Type: enum in [‘DEFAULT’, ‘FRONT’, ‘BACK’], default ‘DEFAULT’
-
empty_image_offset
¶ Origin offset distance
Type: float array of 2 items in [-inf, inf], default (-0.5, -0.5)
-
empty_image_side
¶ Show front/back side
Type: enum in [‘DOUBLE_SIDED’, ‘FRONT’, ‘BACK’], default ‘DOUBLE_SIDED’
-
face_maps
¶ Maps of faces of the object
Type: FaceMaps
bpy_prop_collection
ofFaceMap
, (readonly)
-
field
¶ Settings for using the object as a field in physics simulation
Type: FieldSettings
, (readonly)
-
grease_pencil_modifiers
¶ Modifiers affecting the data of the grease pencil object
Type: ObjectGpencilModifiers
bpy_prop_collection
ofGpencilModifier
, (readonly)
-
hide_render
¶ Globally disable in renders
Type: boolean, default False
-
hide_select
¶ Disable selection in viewport
Type: boolean, default False
-
hide_viewport
¶ Globally disable in viewports
Type: boolean, default False
-
image_user
¶ Parameters defining which layer, pass and frame of the image is displayed
Type: ImageUser
, (readonly, never None)
-
instance_collection
¶ Instance an existing collection
Type: Collection
-
instance_faces_scale
¶ Scale the face instance objects
Type: float in [0.001, 10000], default 1.0
-
instance_type
¶ If not None, object instancing method to use
NONE
None.VERTS
Verts, Instantiate child objects on all vertices.FACES
Faces, Instantiate child objects on all faces.COLLECTION
Collection, Enable collection instancing.
Type: enum in [‘NONE’, ‘VERTS’, ‘FACES’, ‘COLLECTION’], default ‘NONE’
-
is_from_instancer
¶ Object comes from a instancer
Type: boolean, default False, (readonly)
-
is_from_set
¶ Object comes from a background set
Type: boolean, default False, (readonly)
-
is_instancer
¶ Type: boolean, default False, (readonly)
-
location
¶ Location of the object
Type: float array of 3 items in [-inf, inf], default (0.0, 0.0, 0.0)
-
lock_location
¶ Lock editing of location when transforming
Type: boolean array of 3 items, default (False, False, False)
-
lock_rotation
¶ Lock editing of rotation when transforming
Type: boolean array of 3 items, default (False, False, False)
-
lock_rotation_w
¶ Lock editing of ‘angle’ component of four-component rotations when transforming
Type: boolean, default False
-
lock_rotations_4d
¶ Lock editing of four component rotations by components (instead of as Eulers)
Type: boolean, default True
-
lock_scale
¶ Lock editing of scale when transforming
Type: boolean array of 3 items, default (False, False, False)
-
material_slots
¶ Material slots in the object
Type: bpy_prop_collection
ofMaterialSlot
, (readonly)
-
matrix_basis
¶ Matrix access to location, rotation and scale (including deltas), before constraints and parenting are applied
Type: float multi-dimensional array of 4 * 4 items in [-inf, inf], default ((0.0, 0.0, 0.0, 0.0), (0.0, 0.0, 0.0, 0.0), (0.0, 0.0, 0.0, 0.0), (0.0, 0.0, 0.0, 0.0))
-
matrix_local
¶ Parent relative transformation matrix - WARNING: Only takes into account ‘Object’ parenting, so e.g. in case of bone parenting you get a matrix relative to the Armature object, not to the actual parent bone
Type: float multi-dimensional array of 4 * 4 items in [-inf, inf], default ((0.0, 0.0, 0.0, 0.0), (0.0, 0.0, 0.0, 0.0), (0.0, 0.0, 0.0, 0.0), (0.0, 0.0, 0.0, 0.0))
-
matrix_parent_inverse
¶ Inverse of object’s parent matrix at time of parenting
Type: float multi-dimensional array of 4 * 4 items in [-inf, inf], default ((1.0, 0.0, 0.0, 0.0), (0.0, 1.0, 0.0, 0.0), (0.0, 0.0, 1.0, 0.0), (0.0, 0.0, 0.0, 1.0))
-
matrix_world
¶ Worldspace transformation matrix
Type: float multi-dimensional array of 4 * 4 items in [-inf, inf], default ((1.0, 0.0, 0.0, 0.0), (0.0, 1.0, 0.0, 0.0), (0.0, 0.0, 1.0, 0.0), (0.0, 0.0, 0.0, 1.0))
-
mode
¶ Object interaction mode
OBJECT
Object Mode.EDIT
Edit Mode.POSE
Pose Mode.SCULPT
Sculpt Mode.VERTEX_PAINT
Vertex Paint.WEIGHT_PAINT
Weight Paint.TEXTURE_PAINT
Texture Paint.PARTICLE_EDIT
Particle Edit.EDIT_GPENCIL
Edit Mode, Edit Grease Pencil Strokes.SCULPT_GPENCIL
Sculpt Mode, Sculpt Grease Pencil Strokes.PAINT_GPENCIL
Draw, Paint Grease Pencil Strokes.WEIGHT_GPENCIL
Weight Paint, Grease Pencil Weight Paint Strokes.
Type: enum in [‘OBJECT’, ‘EDIT’, ‘POSE’, ‘SCULPT’, ‘VERTEX_PAINT’, ‘WEIGHT_PAINT’, ‘TEXTURE_PAINT’, ‘PARTICLE_EDIT’, ‘EDIT_GPENCIL’, ‘SCULPT_GPENCIL’, ‘PAINT_GPENCIL’, ‘WEIGHT_GPENCIL’], default ‘OBJECT’, (readonly)
-
modifiers
¶ Modifiers affecting the geometric data of the object
Type: ObjectModifiers
bpy_prop_collection
ofModifier
, (readonly)
-
motion_path
¶ Motion Path for this element
Type: MotionPath
, (readonly)
-
parent_bone
¶ Name of parent bone in case of a bone parenting relation
Type: string, default “”, (never None)
-
parent_type
¶ Type of parent relation
OBJECT
Object, The object is parented to an object.ARMATURE
Armature.LATTICE
Lattice, The object is parented to a lattice.VERTEX
Vertex, The object is parented to a vertex.VERTEX_3
3 Vertices.BONE
Bone, The object is parented to a bone.
Type: enum in [‘OBJECT’, ‘ARMATURE’, ‘LATTICE’, ‘VERTEX’, ‘VERTEX_3’, ‘BONE’], default ‘OBJECT’
-
parent_vertices
¶ Indices of vertices in case of a vertex parenting relation
Type: int array of 3 items in [0, inf], default (0, 0, 0)
-
particle_systems
¶ Particle systems emitted from the object
Type: ParticleSystems
bpy_prop_collection
ofParticleSystem
, (readonly)
-
pass_index
¶ Index number for the “Object Index” render pass
Type: int in [0, 32767], default 0
-
proxy_collection
¶ Library collection duplicator object this proxy object controls
Type: Object
, (readonly)
-
rigid_body
¶ Settings for rigid body simulation
Type: RigidBodyObject
, (readonly)
-
rigid_body_constraint
¶ Constraint constraining rigid bodies
Type: RigidBodyConstraint
, (readonly)
-
rotation_axis_angle
¶ Angle of Rotation for Axis-Angle rotation representation
Type: float array of 4 items in [-inf, inf], default (0.0, 0.0, 1.0, 0.0)
-
rotation_euler
¶ Rotation in Eulers
Type: float array of 3 items in [-inf, inf], default (0.0, 0.0, 0.0)
-
rotation_mode
¶ QUATERNION
Quaternion (WXYZ), No Gimbal Lock.XYZ
XYZ Euler, XYZ Rotation Order - prone to Gimbal Lock (default).XZY
XZY Euler, XZY Rotation Order - prone to Gimbal Lock.YXZ
YXZ Euler, YXZ Rotation Order - prone to Gimbal Lock.YZX
YZX Euler, YZX Rotation Order - prone to Gimbal Lock.ZXY
ZXY Euler, ZXY Rotation Order - prone to Gimbal Lock.ZYX
ZYX Euler, ZYX Rotation Order - prone to Gimbal Lock.AXIS_ANGLE
Axis Angle, Axis Angle (W+XYZ), defines a rotation around some axis defined by 3D-Vector.
Type: enum in [‘QUATERNION’, ‘XYZ’, ‘XZY’, ‘YXZ’, ‘YZX’, ‘ZXY’, ‘ZYX’, ‘AXIS_ANGLE’], default ‘XYZ’
-
rotation_quaternion
¶ Rotation in Quaternions
Type: float array of 4 items in [-inf, inf], default (1.0, 0.0, 0.0, 0.0)
-
scale
¶ Scaling of the object
Type: float array of 3 items in [-inf, inf], default (1.0, 1.0, 1.0)
-
shader_effects
¶ Effects affecting display of object
Type: ObjectShaderFx
bpy_prop_collection
ofShaderFx
, (readonly)
-
show_all_edges
¶ Display all edges for mesh objects
Type: boolean, default False
-
show_axis
¶ Display the object’s origin and axes
Type: boolean, default False
-
show_bounds
¶ Display the object’s bounds
Type: boolean, default False
-
show_empty_image_only_axis_aligned
¶ Only display the image when it is aligned with the view axis
Type: boolean, default False
-
show_empty_image_orthographic
¶ Display image in orthographic mode
Type: boolean, default False
-
show_empty_image_perspective
¶ Display image in perspective mode
Type: boolean, default False
-
show_in_front
¶ Make the object draw in front of others
Type: boolean, default False
-
show_instancer_for_render
¶ Make instancer visible when rendering
Type: boolean, default True
-
show_instancer_for_viewport
¶ Make instancer visible in the viewport
Type: boolean, default True
-
show_name
¶ Display the object’s name
Type: boolean, default False
-
show_only_shape_key
¶ Always show the current Shape for this Object
Type: boolean, default False
-
show_texture_space
¶ Display the object’s texture space
Type: boolean, default False
-
show_transparent
¶ Display material transparency in the object
Type: boolean, default False
-
show_wire
¶ Add the object’s wireframe over solid drawing
Type: boolean, default False
-
soft_body
¶ Settings for soft body simulation
Type: SoftBodySettings
, (readonly)
-
track_axis
¶ Axis that points in ‘forward’ direction (applies to InstanceFrame when parent ‘Follow’ is enabled)
Type: enum in [‘POS_X’, ‘POS_Y’, ‘POS_Z’, ‘NEG_X’, ‘NEG_Y’, ‘NEG_Z’], default ‘POS_X’
-
type
¶ Type of Object
Type: enum in [‘MESH’, ‘CURVE’, ‘SURFACE’, ‘META’, ‘FONT’, ‘ARMATURE’, ‘LATTICE’, ‘EMPTY’, ‘GPENCIL’, ‘CAMERA’, ‘LIGHT’, ‘SPEAKER’, ‘LIGHT_PROBE’], default ‘EMPTY’, (readonly)
-
up_axis
¶ Axis that points in the upward direction (applies to InstanceFrame when parent ‘Follow’ is enabled)
Type: enum in [‘X’, ‘Y’, ‘Z’], default ‘X’
-
use_dynamic_topology_sculpting
¶ Type: boolean, default False, (readonly)
-
use_empty_image_alpha
¶ Use alpha blending instead of alpha test (can produce sorting artifacts)
Type: boolean, default False
-
use_instance_faces_scale
¶ Scale instance based on face size
Type: boolean, default False
-
use_instance_vertices_rotation
¶ Rotate instance according to vertex normal
Type: boolean, default False
-
use_shape_key_edit_mode
¶ Apply shape keys in edit mode (for Meshes only)
Type: boolean, default False
-
vertex_groups
¶ Vertex groups of the object
Type: VertexGroups
bpy_prop_collection
ofVertexGroup
, (readonly)
-
children
¶ All the children of this object. Warning: takes O(len(bpy.data.objects)) time. (readonly)
-
users_collection
¶ The collections this object is in. Warning: takes O(len(bpy.data.collections) + len(bpy.data.scenes)) time. (readonly)
-
users_scene
¶ The scenes this object is in. Warning: takes O(len(bpy.data.scenes) * len(bpy.data.objects)) time. (readonly)
-
select_get
(view_layer=None)¶ Test if the object is selected. The selection state is per view layer
Parameters: view_layer ( ViewLayer
, (optional)) – Use this instead of the active view layerReturns: Object selected Return type: boolean
-
select_set
(state, view_layer=None)¶ Select or deselect the object. The selection state is per view layer
Parameters: - state (boolean) – Selection state to define
- view_layer (
ViewLayer
, (optional)) – Use this instead of the active view layer
-
hide_get
(view_layer=None)¶ Test if the object is hidden for viewport editing. This hiding state is per view layer
Parameters: view_layer ( ViewLayer
, (optional)) – Use this instead of the active view layerReturns: Object hidden Return type: boolean
-
hide_set
(state, view_layer=None)¶ Hide the object for viewport editing. This hiding state is per view layer
Parameters: - state (boolean) – Hide state to define
- view_layer (
ViewLayer
, (optional)) – Use this instead of the active view layer
-
visible_get
(view_layer=None, viewport=None)¶ Test if the object is visible in the 3D viewport, taking into account all visibility settings
Parameters: - view_layer (
ViewLayer
, (optional)) – Use this instead of the active view layer - viewport (
SpaceView3D
, (optional)) – Use this instead of the active 3D viewport
Returns: Object visible
Return type: boolean
- view_layer (
-
holdout_get
(view_layer=None)¶ Test if object is masked in the view layer
Parameters: view_layer ( ViewLayer
, (optional)) – Use this instead of the active view layerReturns: Object holdout Return type: boolean
-
indirect_only_get
(view_layer=None)¶ Test if object is set to contribute only indirectly (through shadows and reflections) in the view layer
Parameters: view_layer ( ViewLayer
, (optional)) – Use this instead of the active view layerReturns: Object indirect only Return type: boolean
-
local_view_get
(viewport)¶ Get the local view state for this object
Parameters: viewport ( SpaceView3D
) – Viewport in local viewReturns: Object local view state Return type: boolean
-
local_view_set
(viewport, state)¶ Set the local view state for this object
Parameters: - viewport (
SpaceView3D
) – Viewport in local view - state (boolean) – Local view state to define
- viewport (
-
visible_in_viewport_get
(viewport)¶ Check for local view and local collections for this viewport and object
Parameters: viewport ( SpaceView3D
) – Viewport in local collectionsReturns: Object viewport visibility Return type: boolean
-
convert_space
(pose_bone=None, matrix=((0.0, 0.0, 0.0, 0.0), (0.0, 0.0, 0.0, 0.0), (0.0, 0.0, 0.0, 0.0), (0.0, 0.0, 0.0, 0.0)), from_space='WORLD', to_space='WORLD')¶ Convert (transform) the given matrix from one space to another
Parameters: - pose_bone (
PoseBone
, (optional)) – Bone to use to define spaces (may be None, in which case only the two ‘WORLD’ and ‘LOCAL’ spaces are usable) - matrix (float multi-dimensional array of 4 * 4 items in [-inf, inf], (optional)) – The matrix to transform
- from_space (enum in ['WORLD', 'POSE', 'LOCAL_WITH_PARENT', 'LOCAL'], (optional)) –
The space in which ‘matrix’ is currently
WORLD
World Space, The most global space in Blender.POSE
Pose Space, The pose space of a bone (its armature’s object space).LOCAL_WITH_PARENT
Local With Parent, The rest pose local space of a bone (thus matrix includes parent transforms).LOCAL
Local Space, The local space of an object/bone.
- to_space (enum in ['WORLD', 'POSE', 'LOCAL_WITH_PARENT', 'LOCAL'], (optional)) –
The space to which you want to transform ‘matrix’
WORLD
World Space, The most global space in Blender.POSE
Pose Space, The pose space of a bone (its armature’s object space).LOCAL_WITH_PARENT
Local With Parent, The rest pose local space of a bone (thus matrix includes parent transforms).LOCAL
Local Space, The local space of an object/bone.
Returns: The transformed matrix
Return type: float multi-dimensional array of 4 * 4 items in [-inf, inf]
- pose_bone (
-
calc_matrix_camera
(depsgraph, x=1, y=1, scale_x=1.0, scale_y=1.0)¶ Generate the camera projection matrix of this object (mostly useful for Camera and Light types)
Parameters: - depsgraph (
Depsgraph
) – Depsgraph to get evaluated data from - x (int in [0, inf], (optional)) – Width of the render area
- y (int in [0, inf], (optional)) – Height of the render area
- scale_x (float in [1e-06, inf], (optional)) – Width scaling factor
- scale_y (float in [1e-06, inf], (optional)) – Height scaling factor
Returns: The camera projection matrix
Return type: float multi-dimensional array of 4 * 4 items in [-inf, inf]
- depsgraph (
-
camera_fit_coords
(depsgraph, coordinates)¶ Compute the coordinate (and scale for ortho cameras) given object should be to ‘see’ all given coordinates
Parameters: - depsgraph (
Depsgraph
) – Depsgraph to get evaluated data from - coordinates (float array of 1 items in [-inf, inf], (never None)) – Coordinates to fit in
Return (co_return, scale_return): co_return, The location to aim to be able to see all given points, float array of 3 items in [-inf, inf]
scale_return, The ortho scale to aim to be able to see all given points (if relevant), float in [-inf, inf]
- depsgraph (
-
to_mesh
(preserve_all_data_layers=False, depsgraph=None)¶ Create a Mesh data-block from the current state of the object. The object owns the data-block. To force free it use to_mesh_clear(). The result is temporary and can not be used by objects from the main database
Parameters: - preserve_all_data_layers (boolean, (optional)) – Preserve all data layers in the mesh, like UV maps and vertex groups. By default Blender only computes the subset of data layers needed for viewport display and rendering, for better performance
- depsgraph (
Depsgraph
, (optional)) – Dependency Graph, Evaluated dependency graph which is required when preserve_all_data_layers is true
Returns: Mesh created from object
Return type:
-
to_mesh_clear
()¶ Clears mesh data-block created by to_mesh()
-
find_armature
()¶ Find armature influencing this object as a parent or via a modifier
Returns: Armature object influencing this object or NULL Return type: Object
-
shape_key_add
(name="Key", from_mix=True)¶ Add shape key to this object
Parameters: - name (string, (optional, never None)) – Unique name for the new keyblock
- from_mix (boolean, (optional)) – Create new shape from existing mix of shapes
Returns: New shape keyblock
Return type:
-
shape_key_remove
(key)¶ Remove a Shape Key from this object
Parameters: key ( ShapeKey
, (never None)) – Keyblock to be removed
-
shape_key_clear
()¶ Remove all Shape Keys from this object
-
ray_cast
(origin, direction, distance=1.70141e+38, depsgraph=None)¶ Cast a ray onto evaluated geometry, in object space (using context’s or provided depsgraph to get evaluated mesh if needed)
Parameters: - origin (float array of 3 items in [-inf, inf]) – Origin of the ray, in object space
- direction (float array of 3 items in [-inf, inf]) – Direction of the ray, in object space
- distance (float in [0, inf], (optional)) – Maximum distance
- depsgraph (
Depsgraph
, (optional)) – Depsgraph to use to get evaluated data, when called from original object (only needed if current Context’s depsgraph is not suitable)
Return (result, location, normal, index): result, Whether the ray successfully hit the geometry, boolean
location, The hit location of this ray cast, float array of 3 items in [-inf, inf]
normal, The face normal at the ray cast hit location, float array of 3 items in [-inf, inf]
index, The face index, -1 when original data isn’t available, int in [-inf, inf]
-
closest_point_on_mesh
(origin, distance=1.84467e+19, depsgraph=None)¶ Find the nearest point on evaluated geometry, in object space (using context’s or provided depsgraph to get evaluated mesh if needed)
Parameters: - origin (float array of 3 items in [-inf, inf]) – Point to find closest geometry from (in object space)
- distance (float in [0, inf], (optional)) – Maximum distance
- depsgraph (
Depsgraph
, (optional)) – Depsgraph to use to get evaluated data, when called from original object (only needed if current Context’s depsgraph is not suitable)
Return (result, location, normal, index): result, Whether closest point on geometry was found, boolean
location, The location on the object closest to the point, float array of 3 items in [-inf, inf]
normal, The face normal at the closest point, float array of 3 items in [-inf, inf]
index, The face index, -1 when original data isn’t available, int in [-inf, inf]
-
is_modified
(scene, settings)¶ Determine if this object is modified from the base mesh data
Parameters: - scene (
Scene
, (never None)) – Scene in which to check the object - settings (enum in ['PREVIEW', 'RENDER']) –
Modifier settings to apply
PREVIEW
Preview, Apply modifier preview settings.RENDER
Render, Apply modifier render settings.
Returns: Whether the object is modified
Return type: boolean
- scene (
-
is_deform_modified
(scene, settings)¶ Determine if this object is modified by a deformation from the base mesh data
Parameters: - scene (
Scene
, (never None)) – Scene in which to check the object - settings (enum in ['PREVIEW', 'RENDER']) –
Modifier settings to apply
PREVIEW
Preview, Apply modifier preview settings.RENDER
Render, Apply modifier render settings.
Returns: Whether the object is deform-modified
Return type: boolean
- scene (
-
dm_info
(type, depsgraph=None)¶ Returns a string for original/evaluated mesh data (debug builds only, using context’s or provided depsgraph to get evaluated mesh if needed)
Parameters: - type (enum in ['SOURCE', 'DEFORM', 'FINAL']) –
Modifier settings to apply
SOURCE
Source, Source mesh.DEFORM
Deform, Objects deform mesh.FINAL
Final, Objects final mesh.
- depsgraph (
Depsgraph
, (optional)) – Depsgraph to use to get evaluated data, when called from original object (only needed if current Context’s depsgraph is not suitable)
Returns: Requested information
Return type: string, (never None)
- type (enum in ['SOURCE', 'DEFORM', 'FINAL']) –
-
update_from_editmode
()¶ Load the objects edit-mode data into the object data
Returns: Success Return type: boolean
-
cache_release
()¶ Release memory used by caches associated with this object. Intended to be used by render engines only
-
generate_gpencil_strokes
(ob_gpencil, gpencil_lines=False, use_collections=True)¶ Convert a curve object to grease pencil strokes.
Parameters: - ob_gpencil (
Object
, (never None)) – Grease Pencil object used to create new strokes - gpencil_lines (boolean, (optional)) – Create Lines
- use_collections (boolean, (optional)) – Use Collections
Returns: Result
Return type: boolean
- ob_gpencil (
-
classmethod
bl_rna_get_subclass
(id, default=None)¶ Parameters: id (string) – The RNA type identifier. Returns: The RNA type or default when not found. Return type: bpy.types.Struct
subclass
-
classmethod
bl_rna_get_subclass_py
(id, default=None)¶ Parameters: id (string) – The RNA type identifier. Returns: The class or default when not found. Return type: type
-
Inherited Properties
Inherited Functions
References


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Make your presentations Awesome.
Features
- Simultaneous Zooming and Rotations
- Runs completely in the browser
- Embed images
- Supports WebFonts
- Themes collection
- Open-Source!
Coming Soon!
- Video embedding
- Math support using the LaTeX syntax
- Support for more browsers!


|
Rendu
An OpenGL rendering engine for experimentations
|
Base structure of an application. More...
#include <Application.hpp>
Public Member Functions | |
| Application (RenderingConfig &config) | |
| virtual void | draw ()=0 |
| virtual void | update () |
| virtual void | clean ()=0 |
| virtual void | resize ()=0 |
| virtual | ~Application ()=default |
| Application (const Application &)=delete | |
| Application & | operator= (const Application &)=delete |
| Application (Application &&)=delete | |
| Application & | operator= (Application &&)=delete |
Protected Attributes | |
| RenderingConfig & | _config |
| The current configuration. | |
Base structure of an application.
Inherited by CameraApp.
|
explicit |
Constructor.
| config | the configuration to apply when setting up |
|
virtualdefault |
Destructor
|
delete |
Copy constructor.
|
delete |
Move constructor.
|
pure virtual |
Clean internal resources.
Implemented in AtmosphereApp, FilteringApp, PathTracerApp, PBRDemo, and SceneEditor.
|
pure virtual |
Draw call.
Implemented in AtmosphereApp, FilteringApp, PathTracerApp, PBRDemo, and SceneEditor.
|
delete |
Move assignment.
|
delete |
Copy assignment.
|
pure virtual |
Handle a window resize event, the configuration has been updated with the new size.
Implemented in AtmosphereApp, FilteringApp, PathTracerApp, PBRDemo, and SceneEditor.
|
virtual |
Interactions call.
Reimplemented in AtmosphereApp, CameraApp, FilteringApp, PathTracerApp, PBRDemo, and SceneEditor.


AMD confirms OEM-only Ryzen 5 3500
Spoiler: It's a 3600 without multi-threading
by Isaiah MayersenIn a nutshell: AMD has finally admitted to the existence of the thoroughly leaked Ryzen 5 3500. Sliding into the line-up just a notch under the 3600, the 3500 has 6 cores/6 threads, clocks of 3.6/4.1 GHz, a 16 MB L3 cache and a 65W TDP. It won’t be for sale except for OEMs, but if you want a comparable processor, a 2600 should do just fine.
The processor first appeared on the radar in August when Apisak tweeted out all its specs with perfect accuracy. Then MSI accidentally confirmed it, HP accidentally confirmed it, Dell just recently confirmed it, of course Amazon had several listings… you get the point. AMD finally gave up the ghost, launched a product page and is handing out their generic product statement:
“We are offering the AMD Ryzen 5 3500 processor to OEM partners and channels in certain regions. This processor will enable our partners to take full advantage of AMD’s most advanced CPU platform, offering powerful gaming and high-speed productivity performance, with a support of industry leading PCIe 4.0, AMD’s Precision Boost Overdrive and Ryzen Master Utility.”
| Model | Cores/ Threads |
TDP (Watts) | Boost/Base (GHz) | L3 Cache (MB) | PCIe Lanes | Price |
| Ryzen 5 3600X | 6/12 | 95W | 4.4/3.8 | 32 | 40 PCIe 4.0 | $250 |
| Ryzen 5 3600 | 6/12 | 65W | 4.2/3.6 | 32 | 40 PCIe 4.0 | $200 |
| Ryzen 5 3500 | 6/6 | 65W | 4.1/3.6 | 16 | 40 PCIe 4.0 | ~$175 |
| Ryzen 5 2600X | 6/12 | 95W | 4.2/3.6 | 16 | 20 PCIe 3.0 | $150 |
| Ryzen 5 2600 | 6/12 | 65W | 3.9/3.4 | 16 | 20 PCIe 3.0 | $120 |
Various companies have been taking the 3500 for a spin on Geekbench, and taking the average of the eight runs gives a multi-core score of 4886 and a single-core score of 1149. That’s of course below the 3600’s 6921 and 1212 scores, but pretty comparable to the 2600’s 5408 and 980. The 3500 could be expected to beat the 2600 in lightly threaded applications like games, but will be defeated in multi-threaded tasks.
Presently the 3500 can only be purchased inside the (rather pretty) Dell Alienware Aurora desktop, either at $1,200 with 8GB of RAM, a 5700 and a 1TB HDD, or at $1,350 with an upgrade to 16GB of RAM and an additional M.2 drive. But with both configurations, Dell will let you upgrade to the 3600 for only $25 extra – a miles better deal. We’ll have to see if the 3500 can be better value in future configurations.


Previous motor fitted make - siemens sl.no - 408600 . New motor fitted on 6/11/2012 make- NGEF Sl.no- 147 014 04 which was taken from LT-4.


--- layout: post title: Online Games on Poki — Let's play date: '2019-11-28T19:33:00.001+05:30' author: Sahil Rajput tags: modified_time: '2019-11-28T19:33:29.196+05:30' blogger_id: tag:blogger.com,1999:blog-5250005448924290719.post-6822225870893574721 blogger_orig_url: https://www.jaadujinn.ml/2019/11/online-games-on-poki-lets-play.html ---


Real Takes on Real(ly Successful) Housing Experiments
- Written by PLANE—SITE
- about 11 hours
The challenges associated with the provision of adequate and affordable housing around the world demand that architects respond with original solutions that challenge traditional building forms, typologies and methods of delivery.
PLANE–SITE brought together the architects of four inventive housing projects. These projects represent a diversity of approaches to similar housing challenges across radically different global contexts. From the redensification of European urban centers to the rapid urbanization of the tropical Asian megacity, these radical housing models challenged existing paradigms in order to advance resident well-being as their principle design concern. In contrast to Schumacher’s divisive speech, the panel illustrated projects that were deliberately designed to promote community life and social interaction between residents – and in some cases also with other citizens in spaces that blur the line between public and private.
PLANE–SITE visited each of the projects and interviewed the residents, observing and documenting their lives at home in these experimental projects. Their first hand experiences, unscripted and in their own words, complemented each of the architects’ statements and validated their architectural prototypes.
R50 Cohousing / ifau und Jesko Fezer + Heide von Beckerath (Berlin, Germany)
One of Berlin’s most remarkable Baugruppe projects, R50 embodies the essence of participatory planning and collective decision-making. Guided by the architects, residents chose a unifying balcony that connects all the units on the exterior and creates a wrap-around walkway covering the building. Residents also share a rooftop garden and a double-story common space on the ground floor, which has a semi-public program.
Coop Housing at Spreefeld / Carpaneto Architekten, Fatkoehl Architekten, BARarchitekten (Berlin, Germany)
Located right on the Spree River and open to the public, Spreefeld was developed as a cooperative by a community of people who wanted to live differently. A celebration of communal living, the complex includes “cluster apartments” that are shared by up to 21 people. These units defy conventions of public and private space by adding gradients between the most intimate spaces and the street. On the ground floor are also “option” rooms that were left somewhat unfinished and open-ended, with the intention that they will change over time based on what residents prefer.
Timmerhuis / OMA (Rotterdam, The Netherlands)
One of the newest buildings to mark the growing Rotterdam skyline, Timmerhuis is an unusual residential project that integrates municipal offices with residences and retail. OMA restored an existing government building and added two mountain-like towers, with generous receding terraces where residents enjoy outdoor space. Despite its glossy finish and detailing, the building houses a diverse demographic, including young families and empty-nesters.
SkyVille @ Dawson / WOHA (Singapore)
SkyVille is a progressive housing prototype designed by WOHA Architects for the Singaporean national Housing and Development Board (HDB). Sized to accommodate a burgeoning urban population, the building incorporates clever strategies to “domesticate” the large structure by creating smaller, human-scaled communities. Designed to be high-density and high-amenity, the 960 units are laid out in three tower blocks, naturally ventilated by generous interior airwells. Perhaps the most remarkable feature is the rooftop park on the 47th floor, which is accessible to the public for leisure and recreation.
Credits:
Article Text: Andrés Ramirez for PLANE–SITE
Videos: Michael Waldrep for PLANE–SITE
WAF Panel Curator & Moderator: Andrés Ramirez for PLANE–SITE
This article was originally published on December 13, 2016.


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Example Pens
These are the example pens discussed during the workshops.
View all the pens for the Intro to JavaScript workshops
Hello, Code(Her)!
See the Pen Hello, Code(Her)! by Patricia Kruep (@littleberry) on CodePen.
To Do List
See the Pen To Do List Demo by Patricia Kruep (@littleberry) on CodePen.
Starter Pens
These pens are the starting points for some of the exercises and demos during the workshops.
View all the pens for the Intro to JavaScript workshops
Hello, Code(Her)!
See the Pen Starter pen for "Hello, Code(Her)" demo by Patricia Kruep (@littleberry) on CodePen.
To Do List
See the Pen Starter Pen for To Do List Demo by Patricia Kruep (@littleberry) on CodePen.


My name is Ana Filipa Silva, I'm 23 years old and I'm from Setubal, a city in Portugal.
I am a curious girl and since I was little I started to playing and disassemble objects to try to find out how things are done, which later led me to study design. The things that make me happy are traveling, eating, meet new people and get into small adventures.
I know how to model and I had the opportunity to print some of my projects in 3D, however I would like to expand my knowledge and learn more about digital fabrication, electronic and programming.


Google Nest Hub Max review: Google's best smart home device yet
The Nest Hub Max is ready to sit at the centre of your digital life
★ ★ ★ ★ ★
by David Nield
T3 VERDICT
Google is getting into its smart home stride, and the Nest Hub Max excels at smart home control, audio and video, smart assistant features and more.
REASONS TO BUY
+ Google Assistant keeps getting better
+ Big and bright screen
+ Can recognise your face
REASONS TO AVOID
- Google gets even more info on you
- Will be too large for some
- Can't play Netflix on it
The Google Nest Hub Max is the most advanced smart speaker/display unit that Google has put out yet, with all the power of Google Assistant combined with a 10-inch display, a hefty speaker capable of filling a room with music, and a security camera mode.
Thanks to the camera on the front of the Nest Hub Max (which doesn't appear on the standard Nest Hub), you can use the smart display to keep an eye on your home while you're away – effectively turning the Nest Hub Max into another Nest camera.
- Black Friday deals on the Nest Hub Max are great
- You need the best smart home devices – and we've got the definitive list
- These are the best smart bulbs you can buy right now
We've had the Google Nest Hub Max set up for several days now and here are our thoughts on what it can bring to your smart home – from automatically recognising your face to providing a central hub for managing all the other smart home gear you've got set up.
If you've already got a Google Home or a Google Home Mini speaker, then you'll know pretty much what to expect from the Google Nest Hub Max – the extra display means visual feedback for your commands and questions, as well as built-in Chromecast functionality.
Google Nest Hub Max review: hardware design
Like the Google Nest Hub (previously the Google Home Hub), this is a well-built device. Google's hardware business is well established now, and that shows in the build quality and design of the products it's putting out now – the Nest Hub Max looks really smart (as well as being smart on the inside too).
The 1,280 x 800 pixel, 10-inch screen is sharp and bright, and is big enough to comfortably watch YouTube (via the Chromecast function) if you're sat close to it. If you're watching something or listening to something while cooking in the kitchen, for instance, it's ideal. Oddly though, Netflix won't Chromecast to the display – it seems to have stricter rules about what counts as a display and what doesn't.
Audio performance from the two 18 mm 10W tweeters and single 75 mm 30W woofer is really impressive: not Sonos speaker impressive, but certainly great for filling a room with high-quality music. Your colour choices are chalk or charcoal, which should match up with whatever decor you've picked for your home.
When it's not in use, the Google Nest Hub Max can display a choice of clock faces, or a slideshow of your Google Photos, so it is serving a purpose even if it's just sat there (it automatically dims in the dark as well, which is a nice touch). That 10-inch screen is a touchscreen, so you can touch the display to interact with it, as well as shout out your commands for Google Assistant to respond to.
Google Nest Hub Max review: software features
Google Assistant sits at the centre of the Google Nest Hub Max experience, and it's getting better all the time. You're probably already familiar with everything that the Google Assistant can do, from telling you what's coming up on your Google Calendar, to providing you with the weather forecast, to telling you how long it's going to take to drive to the office. While the Assistant is great on a speaker, the display makes it even more useful.
The fact that the Google Nest Hub Max doubles up as a Chromecast really adds to the appeal of the device: you can beam everything from a Spotify playlist to a movie stored on your Plex server to the screen, and then control playback using whatever device the app is on, or by pushing the on-screen controls on the Nest Hub Max itself (this doesn't work for Netflix though, as we've already mentioned).
Needless to say everything works seamlessly – the Nest Hub Max is even able to recognise your face, and the faces of everyone else in your house, personalising the information that shows up on screen (like your upcoming schedule). The on-board camera enables you to make video calls through Google Duo, and as we've already mentioned, the device is able to double-up as a Nest camera as well.
In tandem with the Google Home app for Android or iOS, the Nest Hub Max excels as a central point for controlling cameras, smart bulbs, smart plugs, smart thermostats and other compatible gear. Smart devices that work with Google Assistant can be added in a matter of minutes.
Google Nest Hub Max review: price and verdict
The Nest Hub Max shows Google really hitting its stride – in terms of its hardware, and in terms of its Google Assistant, and in terms of its smart home strategy. It's a polished bit of hardware, inside and out, and it's going to appeal to a broad selection of people. If you're struggling for space or don't need the camera feature, then consider a Google Home speaker or the smaller Nest Hub instead.
With a 10-inch screen, the Nest Hub Max is a viable option for watching video, which is less the case with the Nest Hub – it's like the difference between watching movies on a tablet and on a smartphone. The larger size means the audio performance is improved too, and the Nest Hub Max really is a solid all-round performer.
At more than £200 direct from Google (check the widgets on this page for the latest deals), it is an expensive device: that's another reason why you might just want to settle for a Google Home Mini instead. If you can afford it though, we don't think you're going to be disappointed with what the Google Nest Hub Max offers.
Of course if your home is already full of Nest cams, Nest thermostats and Google Home speakers, then the Nest Hub Max becomes even more appealing pick for your next bit of smart home kit. If you've already invested heavily into the Amazon ecosystem on the other hand, then something like the Amazon Echo Show might make more sense.


I may have a kind of workflow developing here:
I write something long-ish-form that I’m basically happy with, and post it right away, on the go. Then, later, I go back and add hyperlinks to the post, maybe make minor edits, and correct any typos.
Is that too “unprofessional” or anything? I feel like I’m more likely to actually blog things if I get it out there rather than let it linger in a drafts folder.
It may be a short term approach, until I get more blogging momentum built up, but for now I suspect the pros outweigh the cons.


An item within a List that contains paragraphs, headings, etc.
For BULLET, NUMBER, LALPHA and UALPHA lists, the label will always be nil. For NOTE and LABEL lists, the list label may contain:
a single String for a single label
an Array of Strings for a list item with multiple terms
nil for an extra description attached to a previously labeled list item


User interface elements¶
User interface elements within sdl2.ext
are simple
Sprite
objects, which are enhanced by certain input hooks; as such,
they are not classes on their own, but implemented as mixins. The user input
itself is handled by an UIProcessor
object, which takes care of
delegating input events, such as mouse movements, clicks and keyboard input,
to the correct UI element.
Depending on the event type (e.g. pressing a mouse button), the UIProcessor
will execute its matching method (e.g. mousedown()
) with only those UI
elements, which support the event type.
UI element types¶
Every sdl2.ext
UI element is a simple Sprite
object, to
which additional attributes and methods are bound.
Every UI element features the following attributes
element.uitype
The
uitype
attribute can have one of the following values, identifying the UI element:
BUTTON
- a UI element, which can react on mouse inputCHECKBUTTON
- asBUTTON
, but it retains its state on clicksTEXTENTRY
- a UI element that reacts on keyboard input
element.events
A dictionary containing the SDL2 event mappings. Each supported SDL2 event (e.g.SDL_MOUSEMOTION
) is associated with a boundEventHandler
acting as callback for user code (e.g.mousemotion()
).
Depending on the exact type of the element, it will feature additional methods and attributes explained below.
Button elements¶
BUTTON
UI elements feature a state
attribute, which can be one of the
following values.
| state | Description |
|---|---|
| RELEASED | Indicates that the UI element is not pressed. |
| HOVERED | Indicates that the mouse cursor is currently hovering the UI element. |
| PRESSED | Indicates that a mouse button is pressed on the UI element. |
BUTTON
UI elements react with the following event handlers on events:
button.motion(event : sdl2.events.SDL_Event)
AnEventHandler
that is invoked, if the mouse moves around while being over theBUTTON
.
button.pressed(event : sdl2.events.SDL_Event)
AnEventHandler
that is invoked, if a mouse button is pressed on theBUTTON
.
button.released(event : sdl2.events.SDL_Event)
AnEventHandler
that is invoked, if a mouse button is released on theBUTTON
.
button.click(event : sdl2.events.SDL_Event)
AnEventHandler
that is invoked, if a mouse button is pressed and released on theBUTTON
.
Besides the BUTTON
a special CHECKBUTTON
UI element type exists,
which enhances the BUTTON
bindings by an additional checked
attribute.
The checked
attribute switches its status (False
to True
and
True
to False
) every time the UI element is clicked.
Text input elements¶
TEXTENTRY
elements react on text input, once they are activated. Text being
input, once a TEXTENTRY
has been activated, is stored in its text
attribute.
The TEXTENTRY
reacts with the following event handlers on events:
textentry.motion(event : sdl2.events.SDL_Event)
AnEventHandler
that is invoked, if the mouse moves around while being over theTEXTENTRY
.
textentry.pressed(event : sdl2.events.SDL_Event)
AnEventHandler
that is invoked, if a mouse button is pressed on theTEXTENTRY
.
textentry.released(event : sdl2.events.SDL_Event)
AnEventHandler
that is invoked, if a mouse button is released on theTEXTENTRY
.
textentry.keydown(event : sdl2.events.SDL_Event)
AnEventHandler
that is invoked on pressing a key.
textentry.keyup(event : sdl2.events.SDL_Event)
AnEventHandler
that is invoked on releasing a key.
textentry.input(event : sdl2.events.SDL_Event)
AnEventHandler
that is invoked on text input events. Text input events are automatically created, once theUIProcessor
activates aTEXTENTRY
UI element.
textentry.editing(event : sdl2.events.SDL_Event)
An
EventHandler
that is invoked on text editing events. Text editing events are automatically created, once theUIProcessor
activates aTEXTENTRY
UI element.Text editing events are however only raised, if an IME system is involved, which combines glyphs and symbols to characters or word fragments.
API¶
-
class
sdl2.ext.
UIFactory
(spritefactory : SpriteFactory[, **kwargs])¶ A factory class for creating UI elements. The
UIFactory
allows you to create UI elements based on theSprite
class. To do this, it requires aSpriteFactory
, which will create the sprites, to which theUIFactory
then binds the additional methods and attributes.The additional kwargs are used as default arguments for creating sprites within the factory methods.
-
default_args
¶ A dictionary containing the default arguments to be passed to the sprite creation methods of the bound
SpriteFactory
.
-
spritefactory
¶ The
SpriteFactory
being used for creating newSprite
objects.
Creates a new button UI element.
kwargs are the arguments to be passed for the sprite construction and can vary depending on the sprite type. See
SpriteFactory.create_sprite()
for further details.
Creates a new checkbutton UI element.
kwargs are the arguments to be passed for the sprite construction and can vary depending on the sprite type. See
SpriteFactory.create_sprite()
for further details.
-
create_text_entry
(**kwargs) → Sprite¶ Creates a new textentry UI element.
kwargs are the arguments to be passed for the sprite construction and can vary depending on the sprite type. See
SpriteFactory.create_sprite()
for further details.
-
from_color
(color : object, size) → Sprite¶ Creates a UI element with a specific color.
uitype must be one of the supported UI element types classifying the type of UI element to be created.
-
from_image
(uitype : int, fname : str) → Sprite¶ Creates a UI element from an image file. The image must be loadable via
load_image()
.uitype must be one of the supported UI element types classifying the type of UI element to be created.
-
from_object
(uitype : int, obj: object) → Sprite¶ Creates a UI element from an object. The object will be passed through
sdl2.rwops_from_object()
in order to try to load image data from it.uitype must be one of the supported UI element types classifying the type of UI element to be created.
-
from_surface
(uitype : int, surface : SDL_Surface[, free=False]) → Sprite¶ Creates a UI element from the passed
sdl2.surface.SDL_Surface
. If free is set toTrue
, the passed surface will be freed automatically.uitype must be one of the supported UI element types classifying the type of UI element to be created.
-
-
class
sdl2.ext.
UIProcessor
¶ A processing system for user interface elements and events.
-
handlers
¶ A dict containing the mapping of SDL2 events to the available
EventHandler
bindings of theUIProcessor
.
-
activate
(component : object) → None¶ Activates a UI control to receive text input.
-
deactivate
(component : object) → None¶ Deactivate the currently active UI control.
-
passevent
(component : object, event : SDL_Event) → None¶ Passes the event to a component without any additional checks or restrictions.
-
mousemotion
(component : object, event : SDL_Event) → None¶ Checks, if the event’s motion position is on the component and executes the component’s event handlers on demand. If the motion event position is not within the area of the component, nothing will be done. In case the component is a
BUTTON
, itsstate
will be adjusted to reflect, if it is currently hovered or not.
-
mousedown
(component : object, event : SDL_Event) → None¶ Checks, if the event’s button press position is on the component and executes the component’s event handlers on demand. If the button press position is not within the area of the component, nothing will be done.
In case the component is a
BUTTON
, itsstate
will be adjusted to reflect, if it is currently pressed or not.In case the component is a
TEXTENTRY
and the pressed button is the primary mouse button, the component will be marked as the next control to activate for text input.
-
mouseup
(self, component, event) → None¶ Checks, if the event’s button release position is on the component and executes the component’s event handlers on demand. If the button release position is not within the area of the component, nothing will be done.
In case the component is a
BUTTON
, itsstate
will be adjusted to reflect, whether it is hovered or not.If the button release followed a button press on the same component and if the button is the primary button, the
click()
event handler is invoked, if the component is aBUTTON
.
-
dispatch
(obj : object, event : SDL_Event) → None¶ Passes an event to the given object. If obj is a
World
object, UI relevant components will receive the event, if they support the event type. If obj is a single object,obj.events
must be a dict consisting of SDL event type identifiers andEventHandler
instances bound to the object. If obj is a iterable, such as a list or set, every item within obj must feature anevents
attribute as described above.
-
process
(world : World, components : iterable) → None¶ The
UIProcessor
class does not implement the process() method by default. Instead it usesdispatch()
to send events around to components.process()
does nothing.
-


Description
-
Compatible: iOS 11.
-
For iOS 10, use Eclipse 4.
Personalize your device with Eclipse X, a system-wide night mode for iOS 11! Finally, get rid of that ugly white, retina-burning interface that we all know and hate!
Eclipse X allows you to change the color scheme of (most) applications, including an all-new "Midnight mode"!
For an even better dark mode experience, pair EclipseX with NoctisXI!
Contact @fr0st on twitter for bug reports and feature requests!
Eclipse X features:
- Rebuilt for iOS 11.
- Lightweight tweak, consumes NO battery life! (In some cases, it saves battery!).
- Support for many popular App Store apps (with more being added soon!).
- System-wide colorization.
- User-customizable settings.
- Midnight mode "true dark" for a truly black UI! (OLED Screens!).
Changelog
-
Changes in version 5.0.8-3
- Fixed a bug where the top of the navigation bar would disappear in some apps.
- View Previous Versions


--- layout: post title: Happy New Year 2011 categories: [] tags: [] status: publish type: post published: true meta: _original_post_id: '' _original_import_author: John Duprey author: ---
My fellow travelers to the grave, when the end time comes will you be able to say the path you followed was yours or one designed by others? Choose your path in 2011. Be the person in your minds eye. Do this, and you should have no regrets at your jouney's end. Peace and best wishes. -John


TODO: splash animation
Hi, my name is Rooty Tooty.
Since I was very little, I was able to memorize the square root decimals.
People who knows me well calls me “Root”.
“Root” is on his way to visit Re:Invent 2018 on a big boat.
On his way to Las Vegas, the boat ran into a storm.
Due to storm, the boat was damaged and only one life boat is there.
In order to survive, “Root” has to decide which ones & things to be left on the boat.
Quicker the pick is decided, more things and animals will be sailing along with “Root”.


This page is a simple example of how to use
Pitchy for pitch
detection. See the bottom of the page for the code powering the pitch and
clarity displays below.
Pitch0
Clarity0
On some browsers (such as Chrome), audio contexts will not work until they
are resumed following a user input or gesture on the page, to prevent
annoyance. If the pitch and clarity above are not updating, try clicking
this button to resume the audio context:


Created by Froilan Miranda
Interfaces and abstract classes provide more structured way to separate interface from implementation.
This is a method that is incomplete; it has only a declaration and no method body. Here is the syntax for an abstract method declaration.
abstract void f( );
A class containing abstract methods is called an abstract class. If a class contains one or more abstract methods, the class itself must be qualified as abstract. (Otherwise, the compiler gives you an error message.)
The interface keyword takes the concept of abstractness one step further.
The abstract keyword allows you to create one or more undefined methods in a class—you provide part of the interface without providing a corresponding implementation. The implementation is provided by inheritors.
The interface keyword produces a completely abstract class, one that provides no implementation at all. It allows the creator to determine method names, argument lists, and return types, but no method bodies. An interface provides only a form, but no implementation.
An interface says, "All classes that implement this particular interface will look like this. "Thus, any code that uses a particular interface knows what methods might be called for that interface, and that’s all. So the interface is used to establish a "protocol" between classes.
However, an interface is more than just an abstract class taken to the extreme, since it allows you to perform a variation of "multiple inheritance" by creating a class that can be upcast to more than one base type.
Whenever a method works with a class instead of an interface, you are limited to using that class or its subclasses. If you would like to apply the method to a class that isn’t in that hierarchy, you’re out of luck. An interface relaxes this constraint considerably. As a result, it allows you to write more reusable code.
Because an interface has no implementation at all—that is, there is no storage associated with an interface—there’s nothing to prevent many interfaces from being combined.
You place all the interface names after the implements keyword and separate them with commas.You can have as many interfaces as you want. You can upcast to each interface, because each interface is an independent type.
You can easily add new method declarations to an interface by using inheritance, and you can also combine several interfaces into a new interface with inheritance.
You can encounter a small pitfall when implementing multiple interfaces.
The difficulty occurs because overriding, implementation, and overloading get unpleasantly mixed together. Also, overloaded methods cannot differ only by return type.
One of the most compelling reasons for interfaces is to allow multiple implementations for the same interface.
You write a method that performs certain operations, and that method takes an interface that you also specify.  This makes your method more flexible, general and reusable.
Because any fields you put into an interface are automatically static and final, the interface is a convenient tool for creating groups of constant values.
// Using interfaces to create groups of constants.
package interfaces;
public interface Months {
int
JANUARY = 1, FEBRUARY = 2, MARCH = 3,
APRIL = 4, MAY = 5, JUNE = 6, JULY = 7,
AUGUST = 8, SEPTEMBER = 9, OCTOBER = 10,
NOVEMBER = 11, DECEMBER = 12} ///:~
Fields defined in interfaces cannot be "blank finals," but they can be initialized with non- constant expressions.
// Initializing interface fields with
// non-constant initializers.
import java.util.*;
public interface RandVals {
Random RAND = new Random(47);
int RANDOM_INT = RAND.nextInt(10);
long RANDOM_LONG = RAND.nextLong() * 10;
float RANDOM_FLOAT = RAND.nextLong() * 10;
double RANDOM_DOUBLE = RAND.nextDouble() * 10;
} ///:~
Interfaces may be nested within classes and within other interfaces.
Implementing a private interface is a way to force the definition of the methods in that interface without adding any type information (that is, without allowing any upcasting).
Interface nested within another interface is automatically public and cannot be made private.
When you implement an interface, you are not required to implement any interfaces nested within.
An interface is intended to be a gateway to multiple implementations, and a typical way to produce objects that fit the interface is the Factory Method design pattern. Instead of calling a constructor directly, you call a creation method on a factory object which produces an implementation of the interface—this way, in theory, your code is completely isolated from the implementation of the interface, thus making it possible to transparently swap one implementation for another.


Jobs API
Available endpoints:
- [get] /api/jobs - returns all jobs
- [post] /api/jobs - add a job to the database
- [get] /api/jobs/:job_id - return data for job identified by job_id
- [put] /api/jobs/:job_id - update data for job identified by job_id
- [delete] /api/jobs/:job_id - delete job identified by job_id


BELOVED (1998) by Chris Webb copyright 1998
cast: Oprah Winfrey, Danny Glover, Thandie Newton, Kimberly Elise, Beah Richards, Albert Hall, Irma P. Hall, Kessia Randall, Lisa Gay Hamilton directed by Jonathan Demme written by Adam Brooks, Akosua Busia, Richard LaGravenese based on Toni Morrison's novel "Beloved"
Everything Oprah touches turns to gold, what is surprising is that shehas sustained her touch for thirteen years. Emmy-winning and Oscar-nominated for her first and only other major film role ("The Color Purple"), she is a best selling author and now sings her television show's theme song. She would probably win the Presidency if she wanted. Still, I entered "Beloved" with reservations. When it comes to adaptations, Toni Morrison's novel is not film-friendly and had tremendous risk of failure. Sometimes, as is the case with "Beloved," the risk can turn into a powerful experience.
I have read "Beloved" twice and still cannot grasp all of its intricacies. I watched with my parents, who have never before read the book. This allowed me to judge if reading the book is needed for the film. Aside from being able to follow the plot, previous knowledge will not enhance or detract from the experience.
Beloved follows the story of ex-slave Sethe (Oprah Winfrey) eight years after the end of the Civil War. An old friend from the plantation she worked, Paul D (Danny Glover) arrives on her doorstep after wandering for eighteen years after his own escape. There he finds Sethe and her daughter Denver (Kimberly Elise) living in a house haunted by the demons of Sethe's past. Her house is possessed by the spirit of the baby daughter she killed right after her escape to spare her from being claimed by the master. This daughter, Beloved (Thandie Newton), returns home in the body of a teenager further haunting and suffocating the life out of everyone in the house.
The story is told partly through flashbacks from Sethe's point of view. Director Jonathan Demme weaves image after image of the psychologically horrific reality that slavery must have been: the slaveholder's sons sucking Sethe's nursing milk from her body as Sethe would have seen it, the spinning delirium of running away from evil not knowing who is following, the bloody terror of whipping, the gagging and hanging of slaves. Demme's use of extreme close-up locks the viewer into this trauma in almost the same way Stephen Spielberg brought the audience into the battlefield in "Saving Private Ryan." It is a grotesque and nerve-wracking ride, but well worth the struggle.
While the direction is inspired, the performances keep the focus on the characters and story. The characters of Sethe, Denver, and Beloved are so deep and layered, "Beloved" should be a woman's acting dream. Beah Richards as Baby Suggs, Sethe's soulful mother-in-law that we see through flashback, is commanding in her small, but pivotal performance. Demme is known as an actor's director, and he pulls out career-defining performances from all the leads.
I found potentially five acting Oscar nominations that could arise out of "Beloved." Yet since 1977, the year I was born, there have been thirteen Academy Award nominated black actors. Only one woman, Whoopi Goldberg ("Ghost" - 1990), has won in that time. Keep in mind, too, that only five of the past one hundred acting nominees have been black. Unfortunately, I do not see this year equaling that total no matter how good they are. Then again, maybe Hollywood will put away its bias this year.
Oprah Winfrey is almost a shoo-in for the Best Actress trophy, putting in one of the top performances of the decade. Kimberly Elise is riveting as Denver as is Beah Richards. Danny Glover shines as Paul D and should score his long overdue first nomination. But the show really belongs to Thandie Newton who outdid Morrison in creating a tangible Beloved.
Newton first appears walking out of a lake covered in bugs, huskily breathing like an alien inside a human body. She walks as if uncomfortable in her skin, talks in growly monotone, and eats with reckless abandon. Beloved is an unbridled and undeveloped soul trapped in a human body, and is a creation different from anything in the movies. Newton exhibits a range of often volatile emotions and unrepressed sexuality in a sincere, intense, and extremely brave performance. This should put her on the acting map for a long time.
"Beloved" deserves to be seen, but I fear that much of the public will dismiss it because of its length and complexity. It is as complex as the novel, and should leave more questions than answers. Painful and frightening, my father mentioned that it unintentionally made for a great horror movie. But that is what good films do. They transcend the boundaries set by conventional wisdom.
Toni Morrison endorses "Beloved," always a good sign for a film. It is a vision that Oprah held for ten years that has finally come to fruition. As a result of this labor, we might have a close Oscar race for the first time in years. This is one of the best films you will see in 1998, joining "Saving Private Ryan" and "The Spanish Prisoner." Submerge yourself in this entrancing film and savor it. Films this deeply driven by character do not come around often.
My grade: A
The review above was posted to the
rec.arts.movies.reviews newsgroup (de.rec.film.kritiken for German reviews).
The Internet Movie Database accepts no responsibility for the contents of the
review and has no editorial control. Unless stated otherwise, the copyright
belongs to the author.
Please direct comments/criticisms of the review to relevant newsgroups.
Broken URLs inthe reviews are the responsibility of the author.
The formatting of the review is likely to differ from the original due
to ASCII to HTML conversion.
Related links: index of all rec.arts.movies.reviews reviews


Welcome {{user.name | NameFormat}} to our slack clone. This application functions similar to the slack app!!!!


User information
First Name:
Last Name:
Enter your Address:
First Name:
Last Name:
Email:
Gender:
Male
Female Hobby:
Painting
Cooking
Swimming


We start with the ten zones which are labeled with the numbers 0 through 9. The ten zones are paired off into the five "syzygies". Each syzygy adds to nine. When writing the name of each syzygy, the larger number is placed before the smaller and separated with a double colon. E.g., 9::0, 8::1, 7::2, 6::3, 5::4.
Next are the five currents, the blue arrows that point between one syzygy pair to another zone. To ge them, take the smaller number from each syzygy andsubtract it from it'as larger pair. In this example, we have syzygy 7::2. So to find where the current goes: 7 - 2 = 5. A current is drawn from 7::2 to 5.
Last are the gates. To get the gates we take every zone an culminate the number, which is to say we count down to zore from that zone and add these numbers. For example, with zone 5 we count 5, 4, 3, 2, 1, 0. So for zone 5 we have 5 + 4 + 3 + 2 + 1 + 0 which = 15. Now that we know the gate's number is 15, but how do we know which zone to connect 15 to from 5? Because 5 culminates to a number with more than a single digit (15), we now have to plex it. To plex, you simply add each individual digit. So 15 is 1 + 5 which =6. Now we know gate 15 goes from zone 5 to zone 6.
These are the basic building blocks of any #-gram system as well. The important thing when constructing any other #-gram is to remember that all arithmetic must be done in the base of that #-gram. So all the math of the hexagram must be done in base-6, duodecigram base-12, etc.


The letters are rebuses cluing North American cities plus an additional letter. They are sorted alphabetically, and are as follows:
| Rebus | Explanation | City | Extra Letter |
| GBURLTL | (BURL in GT) on L | Burlington, Vermont | L |
| NACCCTI | (C in CC) in NATI | Cincinnati, Ohio | C |
| NEMAPLIS | (M in NEAP) on LIS | Minneapolis, Minnesota | N |
| ASAGAW | SAGA in AW | Saginaw, Michigan | A |
| T/CTO | (T or C) on TO | Toronto, Ontario | C |
Plotted on a map, we can note that besides Cincinnati, the other cities are roughly the same latitude and north of Cincinnati, roughly matching the five blanks. In order from left to right, the extra letters spell out NACL. This is on top of the C in Cincinnati, which leads to another rebus:
Using NaCl as the chemical abbreviation for table salt and C as phonetically similar to "sea", this resolves to SALTON SEA, which is another North American geographical feature.
Author’s Notes
The concept of this puzzle stemmed from the answer being rebus-able, although it took quite a bit of idle thinking in order to get the puzzle to the current form.
Initially there would be pictures associated with various rebuses, although when I thought about how Cincinnati was also rebus-able, finding a few additional cities (most with two "directional" indicators) certainly made the puzzle more cohesive.
One city, Concord, was ultimately removed for being a bit more ambiguous than the rest (either Concord, NH or Concord, MA would work geographically, though several other Concords wouldn't). This was replaced by Burlington, which is also a bit ambiguous but perhaps less so.
(There exist cities with the same name for the other four cities in North America as well (even Minneapolis and Toronto!), although the intended cities for these should be much more clear-cut.)


I am a new user to openenergymonitor and emoncms, so pardon if this is old news.
I was reading a lot on the board about various problems with read/write cycles for the SD card, and also when i registered for emoncms it said that this service was only free for now, but due to running costs a small fee might be added later. In the long term these are problems that needs permanent fix.
Solving the problem brought my thinking back to the happy -90s when i was running my 68k mac computers with the OS on a RAM disk. This was really fast.
And i came to the conclusion that raspbian probably can run ram disk for storing the emoncms data as well..
So, logging data to a RAM disk, on the new raspberry2 with 1gig of storage will be pretty good. A lot of logging can be done on all this space. Since all this data will be lost in case of power loss or system crash, regular backup and permanent logging to some kind of solid, durable media is needed.
Later when there is need to backup this data for permanent storage, this can be done periodically.
The data can then be uploaded to a dropbox account for long term storage.
Doing some searching on the web i found out that the basics are already there in raspbian, but someone with a lot of skills need to do the code.
This solution gives a lot of benefits.
- Long time storage, free from risk with accidents, computer failure, computer theft, fire, unit failure.
- Access ability world wide
- Sharing data
- One point storage for many units
- Easy platform independent access
- Best of all.. Free of charge!
Some problems will occur due to slow read/write speeds and access time on dropbox. But maybe this will be a small issue if the RAM disk is used to store the last 512+ megabytes of data locally.
This is just an idea, a way to combine available technology into something new that we might need.
What do you guys think, is this a possible and needed feature or not necessary for the community?
Adding this link to similar topic for cross reference:
http://openenergymonitor.org/emon/node/10838
Re: Saving read/write cycles on SD card, free online database storage. Ram disk + Dropbox
Subject has been discussed here:
http://openenergymonitor.org/emon/node/10773
Adding link for crossreference.


{% extends 'layout.html' %} {% block content %}
|
Dear {{ message_content.get('name', '')|title }},
Congratulations! Your enquiry for the Space : {{ message_content.get('space_title', '') }} has been accepted.
Please find below the details of the space. : |


JNTUA
Enroll
Enroll New Student
Teaching Staff
Non-Teaching Staff
Out Sourceing
Reports
Logout
{% block body %} {% endblock %}


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| Now there were in the church that was at Antioch certain prophets and teachers; as Barnabas, and Simeon that was called Niger, and Lucius of Cyrene, and Manaen, which had been brought up with Herod the tetrarch, and Saul.
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| ᏧᎾᏁᎶᏗᏃ ᎥᏘᎣᎩ ᏧᎾᏓᏡᎬ ᎠᏁᎲᎩ ᎩᎶ ᎢᏳᎾᏍᏗ ᎠᎾᏙᎴᎰᏍᎩ ᎠᎴ ᏗᎾᏕᏲᎲᏍᎩ, ᎾᏍᎩ ᏆᏂᏆ, ᎠᎴ ᏏᎻᏂ ᎾᎦ ᏧᏙᎢᏛ, ᎠᎴ ᎷᏏᏯ ᏌᎵᏂ ᎡᎯ, ᎠᎴ ᎹᏁᏂ ᎾᏍᎩ ᎢᏧᎳᎭ ᏧᎾᏛᏒᎯ ᎡᎶᏛ ᏅᎩ ᎢᎦᏚᎩ ᎨᏒ ᏍᎦᏚᎩ ᎠᏥᎦᏘᏗᏍᏗ, ᎠᎴ ᏐᎳ.
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Tsu-na-ne-lo-di-no V-ti-o-gi tsu-na-da-tlu-gv a-ne-hv-gi gi-lo i-yu-na-s-di a-na-do-le-ho-s-gi a-le di-na-de-yo-hv-s-gi, na-s-gi Qua-ni-qua, a-le Si-mi-ni Na-ga tsu-do-i-dv, a-le Lu-si-ya Sa-li-ni e-hi, a-le Ma-ne-ni na-s-gi i-tsu-la-ha tsu-na-dv-sv-hi E-lo-dv nv-gi i-ga-du-gi ge-sv s-ga-du-gi a-tsi-ga-ti-di-s-di, a-le So-la.
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| As they ministered to the Lord, and fasted, the Holy Ghost said, Separate me Barnabas and Saul for the work whereunto I have called them.
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| ᎠᎾᏓᏙᎵᏍᏓᏁᎲᏃ ᎤᎬᏫᏳᎯ ᎠᎴ ᎠᎹᏟ ᎠᏅᏍᎬᎢ, ᎦᎸᏉᏗᏳ ᎠᏓᏅᏙ ᎯᎠ ᏄᏪᏎᎢ; ᏗᏍᎩᏯᏓᏓᎴᏓᏏ ᏆᏂᏆ ᎠᎴ ᏐᎳ ᏧᏂᎸᏫᏍᏓᏁᏗᏱ ᎦᏥᏯᏑᏰᏒ ᎤᎬᏩᎵ.
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A-na-da-do-li-s-da-ne-hv-no U-gv-wi-yu-hi a-le a-ma-tli a-nv-s-gv-i, Ga-lv-quo-di-yu A-da-nv-do hi-a nu-we-se-i; Di-s-gi-ya-da-da-le-da-si Qua-ni-qua a-le So-la tsu-ni-lv-wi-s-da-ne-di-yi ga-tsi-ya-su-ye-sv u-gv-wa-li.
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| And when they had fasted and prayed, and laid their hands on them, they sent them away.
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| ᎿᎭᏉᏃ ᎠᎹᏟ ᎤᏅᏅ ᎠᎴ ᎤᎾᏓᏙᎵᏍᏔᏅ ᎠᎴ ᏚᎾᏏᏔᏛ, ᏚᏂᏅᏎᎢ.
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Hna-quo-no a-ma-tli u-nv-nv a-le u-na-da-do-li-s-ta-nv a-le du-na-si-ta-dv, du-ni-nv-se-i.
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| So they, being sent forth by the Holy Ghost, departed unto Seleucia; and from thence they sailed to Cyprus.
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| ᎾᏍᎩᏃ ᎦᎸᏉᏗᏳ ᎠᏓᏅᏙ ᎤᏂᏅᏒ, ᏏᎷᏏᏱ ᏭᏂᎶᏎᎢ, ᎾᎿᎭᏃ ᏫᎤᏁᏅ ᏥᏳᎯ ᏫᎤᎾᏣᏁ ᏌᏈ ᏫᎤᏂᎷᏤᎢ.
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Na-s-gi-no Ga-lv-quo-di-yu A-da-nv-do u-ni-nv-sv, Si-lu-si-yi wu-ni-lo-se-i, na-hna-no wi-u-ne-nv tsi-yu-hi wi-u-na-tsa-ne Sa-qui wi-u-ni-lu-tse-i.
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| And when they were at Salamis, they preached the word of God in the synagogues of the Jews: and they had also John to their minister.
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| ᏌᎳᎻᏃ ᎠᏁᏙᎲᎢ ᎤᏂᏃᎮᎴ ᎠᏂᏧᏏ ᏧᏂᎳᏫᎢᏍᏗᏱ ᎧᏃᎮᏛ ᎤᏁᎳᏅᎯ ᎤᏤᎵᎦ, ᎠᎾᏘᏁᎮᏃ ᎾᏍᏉ ᏣᏂ ᎤᏂᏍᏕᎸᎯᏙᎯ.
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Sa-la-mi-no a-ne-do-hv-i u-ni-no-he-le A-ni-tsu-si tsu-ni-la-wi-i-s-di-yi ka-no-he-dv U-ne-la-nv-hi u-tse-li-ga, a-na-ti-ne-he-no na-s-quo Tsa-ni u-ni-s-de-lv-hi-do-hi.
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| And when they had gone through the isle unto Paphos, they found a certain sorcerer, a false prophet, a Jew, whose name was Bar-jesus:
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| ᎤᏂᎶᏐᏅᏃ ᏂᎬᎾᏛ ᎠᎹᏰᎵ ᎨᏒᎢ ᎨᏆ ᎢᏴᏛ, ᎾᎿᎭᎤᏂᏩᏛᎮ ᎩᎶ ᎢᏳᏍᏗ ᎠᏧᏏ ᏆᏥᏌ ᏧᏙᎢᏛ, ᎠᏙᏂᏍᎩ, ᎤᏠᎾᏍᏗ ᎠᏙᎴᎰᏍᎩ,
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U-ni-lo-so-nv-no ni-gv-na-dv a-ma-ye-li ge-sv-i Ge-qua i-yv-dv, na-hna u-ni-wa-dv-he gi-lo i-yu-s-di A-tsu-si Qua-tsi-sa tsu-do-i-dv, a-do-ni-s-gi, u-tlo-na-s-di a-do-le-ho-s-gi,
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| Which was with the deputy of the country, Sergius Paulus, a prudent man; who called for Barnabas and Saul, and desired to hear the word of God.
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| ᎾᏍᎩ ᎠᏁᏙᎮ ᎾᎿᎭᎦᏓ ᎠᎲ ᎠᏥᎦᏘᏗᏍᏗ ᏌᏥᏯ ᏉᎳ ᏧᏙᎢᏛ ᎠᎦᏔᎿᎭᎢ ᎠᏍᎦᏯ, ᎾᏍᎩ ᏫᏚᏯᏅᎮ ᏆᏂᏆ ᎠᎴ ᏐᎳ ᎤᏔᏲᎴ ᎤᏛᎪᏗᏱ ᎧᏃᎮᏛ ᎤᏁᎳᏅᎯ ᎤᏤᎵᎦ.
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Na-s-gi a-ne-do-he na-hna ga-da a-hv a-tsi-ga-ti-di-s-di Sa-tsi-ya Quo-la tsu-do-i-dv a-ga-ta-hna-i a-s-ga-ya, na-s-gi wi-du-ya-nv-he Qua-ni-qua a-le So-la u-ta-yo-le u-dv-go-di-yi ka-no-he-dv U-ne-la-nv-hi u-tse-li-ga.
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| But Elymas the sorcerer (for so is his name by interpretation) withstood them, seeking to turn away the deputy from the faith.
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| ᎠᏎᏃ ᎡᎵᏑ ᎠᏙᏂᏍᎩ, ᎾᏍᎩᏰᏃ ᏄᏍᏗ ᏕᎤᏙᎥ ᎠᏁᏢᏔᏅᎯ, ᎤᏂᎭᎷᎩᏍᎨᎢ, ᎤᏚᎵᏍᎨ ᎠᏥᎦᏘᏗᏍᏗ ᎤᎦᏔᎲᎡᏗᏱ ᎤᏬᎯᏳᏒᎢ.
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A-se-no E-li-su a-do-ni-s-gi, na-s-gi-ye-no nu-s-di de-u-do-v a-ne-tlv-ta-nv-hi, u-ni-ha-lu-gi-s-ge-i, u-du-li-s-ge a-tsi-ga-ti-di-s-di u-ga-ta-hv-e-di-yi u-wo-hi-yu-sv-i.
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| Then Saul, (who also is called Paul,) filled with the Holy Ghost, set his eyes on him,
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| ᏐᎳᏃ ᎾᏍᎩ ᎾᏍᏉ ᏉᎳ ᏥᏚᏙᎥ, ᎦᎸᏉᏗᏳ ᎠᏓᏅᏙ ᎤᎧᎵᏨᎯ ᎨᏎ ᎾᏍᎩ ᎤᏯᏅᏒᎯ ᏚᎧᎿᎭᏁᎢ,
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So-la-no na-s-gi na-s-quo Quo-la tsi-du-do-v, Ga-lv-quo-di-yu A-da-nv-do u-ka-li-tsv-hi ge-se na-s-gi u-ya-nv-sv-hi du-ka-hna-ne-i,
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| And said, O full of all subtilty and all mischief, thou child of the devil, thou enemy of all righteousness, wilt thou not cease to pervert the right ways of the Lord?
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| ᎯᎠ ᏄᏪᏎᎢ; ᎦᎶᏄᎮᏛ ᎠᎴ ᎤᏁᎫᏥᏛ ᏣᎧᎵᏨᎯ, ᎠᏍᎩᎾ ᎤᏪᏥ, ᎭᏡᏗᏍᎩ ᏂᎦᎥ ᏚᏳᎪᏛ ᎨᏒᎢ, ᏝᏍᎪ ᏴᏘᏑᎵᎪᏥ ᎤᏣᏘᏂ ᏂᏕᎲᏁᎲ ᏚᏳᎪᏛ ᏅᏃᎯ ᎤᏁᎳᏅᎯ ᏧᏤᎵᎦ?
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Hi-a nu-we-se-i; Ga-lo-nu-he-dv a-le u-ne-gu-tsi-dv tsa-ka-li-tsv-hi, A-s-gi-na u-we-tsi, ha-tlu-di-s-gi ni-ga-v du-yu-go-dv ge-sv-i, tla-s-go yv-ti-su-li-go-tsi u-tsa-ti-ni ni-de-hv-ne-hv du-yu-go-dv nv-no-hi U-ne-la-nv-hi tsu-tse-li-ga?
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| And now, behold, the hand of the Lord is upon thee, and thou shalt be blind, not seeing the sun for a season. And immediately there fell on him a mist and a darkness; and he went about seeking some to lead him by the hand.
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| Ꭷ ᎬᏂᏳᏉ ᎤᎬᏫᏳᎯ ᏣᏏᏔᏓ, ᎠᎴ ᏙᏘᎨᏩᏥ ᎥᏝ ᏱᎪᏩᏘᏍᎨᏍᏗ ᏅᏙ ᎢᎸᏍᎩ ᎢᎪᎯᏛ. ᎩᎳᏉᏃ ᎢᏴᏛ ᎤᎵᏏᎩ ᎤᏭᏢᏁᎢ, ᎠᎴ ᎡᏙᎮ ᏚᏲᎮ ᎩᎶ ᎬᏬᏱᏂᏙᎯ.
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Ka gv-ni-yu-quo U-gv-wi-yu-hi tsa-si-ta-da, a-le do-ti-ge-wa-tsi v-tla yi-go-wa-ti-s-ge-s-di nv-do i-lv-s-gi i-go-hi-dv. Gi-la-quo-no i-yv-dv u-li-si-gi u-wu-tlv-ne-i, a-le e-do-he du-yo-he gi-lo gv-wo-yi-ni-do-hi.
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| Then the deputy, when he saw what was done, believed, being astonished at the doctrine of the Lord.
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| ᎿᎭᏉᏃ ᎠᏥᎦᏘᏗᏍᏗ ᎤᎪᎲ ᎾᏍᎩ ᏄᎵᏍᏔᏅᎢ, ᎤᏬᎯᏳᏁᎢ, ᎠᏍᏆᏂᎪᏍᎨ ᏄᏍᏛ ᏓᎾᏕᏲᎲᏍᎬ ᎤᎬᏫᏳᎯ ᎤᏤᎵᎦ.
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Hna-quo-no a-tsi-ga-ti-di-s-di u-go-hv na-s-gi nu-li-s-ta-nv-i, u-wo-hi-yu-ne-i, a-s-qua-ni-go-s-ge nu-s-dv da-na-de-yo-hv-s-gv U-gv-wi-yu-hi u-tse-li-ga.
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| Now when Paul and his company loosed from Paphos, they came to Perga in Pamphylia: and John departing from them returned to Jerusalem.
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| ᎿᎭᏉᏃ ᏉᎳ ᎠᎴ ᎾᏍᎩ ᎠᏁᎯ ᎨᏆ ᏫᎤᎾᏣᏅ ᏭᏂᎷᏤ ᏆᎩ ᎦᏚᎲ ᏆᎻᏈᎵᏱ. ᏣᏂᏃ ᎤᎾᏓᏓᎴᏓᏁᎸ ᏥᎷᏏᎵᎻ ᏫᎤᎶᏎᎢ.
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Hna-quo-no Quo-la a-le na-s-gi a-ne-hi Ge-qua wi-u-na-tsa-nv wu-ni-lu-tse Qua-gi ga-du-hv Qua-mi-qui-li-yi. Tsa-ni-no u-na-da-da-le-da-ne-lv Tsi-lu-si-li-mi wi-u-lo-se-i.
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| But when they departed from Perga, they came to Antioch in Pisidia, and went into the synagogue on the sabbath day, and sat down.
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| ᎾᏍᎩᏃ ᏆᎩ ᏫᎤᎾᏂᎩᏒ ᏭᏂᎷᏤ ᎥᏘᎣᎩ ᎦᏚᎲ ᏆᏏᏗᏱ; ᎤᎾᏙᏓᏆᏍᎬᏃ ᎢᎦ ᏗᎦᎳᏫᎢᏍᏗᏱ ᏭᏂᏴᎸ ᎤᎾᏅᏁᎢ.
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Na-s-gi-no Qua-gi wi-u-na-ni-gi-sv wu-ni-lu-tse V-ti-o-gi ga-du-hv Qua-si-di-yi; u-na-do-da-qua-s-gv-no i-ga di-ga-la-wi-i-s-di-yi wu-ni-yv-lv u-na-nv-ne-i.
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| And after the reading of the law and the prophets the rulers of the synagogue sent unto them, saying, Ye men and brethren, if ye have any word of exhortation for the people, say on.
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| ᏚᏂᎪᎵᏰᎥᏃ ᏗᎧᎿᎭᏩᏛᏍᏗ ᎠᎴ ᎠᎾᏙᎴᎰᏍᎩ, ᏗᎦᎳᏫᎢᏍᏗᏱ ᎨᏥᎦᏘᏗᏍᏗ ᎤᎾᏓᏅᏎ ᎯᎠ ᏫᏂᏚᏂᏪᏎᎴᎢ; ᎢᏥᏍᎦᏯ ᎢᏓᏓᏅᏟ, ᎢᏳᏃ ᏗᎨᏥᏬᏁᏙᏗ ᎨᏎᏍᏗ ᏴᏫ, ᎢᏥᏁᎩ.
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Du-ni-go-li-ye-v-no di-ka-hna-wa-dv-s-di a-le a-na-do-le-ho-s-gi, di-ga-la-wi-i-s-di-yi ge-tsi-ga-ti-di-s-di u-na-da-nv-se hi-a wi-ni-du-ni-we-se-le-i; I-tsi-s-ga-ya i-da-da-nv-tli, i-yu-no di-ge-tsi-wo-ne-do-di ge-se-s-di yv-wi, i-tsi-ne-gi.
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| Then Paul stood up, and beckoning with his hand said, Men of Israel, and ye that fear God, give audience.
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| ᏉᎳᏃ ᏚᎴᏅ, ᎤᏬᏰᏂᏃ ᎤᏖᎸᏅ, ᎯᎠ ᏄᏪᏎᎢ; ᎢᏥᏍᎦᏯ ᎢᏏᎵ ᏧᏪᏥ ᎠᎴ ᎤᏁᎳᏅᎯ ᎢᏥᎾᏰᏍᎩ, ᎢᏣᏛᏓᏍᏓ.
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Quo-la-no du-le-nv, u-wo-ye-ni-no u-te-lv-nv, hi-a nu-we-se-i; I-tsi-s-ga-ya I-si-li tsu-we-tsi a-le U-ne-la-nv-hi i-tsi-na-ye-s-gi, i-tsa-dv-da-s-da.
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| The God of this people of Israel chose our fathers, and exalted the people when they dwelt as strangers in the land of Egypt, and with an high arm brought he them out of it.
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| ᎤᏁᎳᏅᎯ ᎯᎠ ᏴᏫ ᎢᏏᎵ ᎤᎾᏤᎵᎦ ᏚᏑᏰᏎ ᏗᎩᎦᏴᎵᎨᎢ, ᎠᎴ ᏚᏌᎳᏓᏁ ᎯᎠ ᏴᏫ ᎠᏁᏙᎯᏉ ᏥᎨᏎ ᎢᏥᏈᏱ, ᎠᎴ ᎧᏃᎨᏂ ᎤᏌᎳᏛ ᎤᏩᏔᏁ ᎾᎿᎭᏙᏧᏄᎪᏫᏎᎢ.
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U-ne-la-nv-hi hi-a yv-wi I-si-li u-na-tse-li-ga du-su-ye-se di-gi-ga-yv-li-ge-i, a-le du-sa-la-da-ne hi-a yv-wi a-ne-do-hi-quo tsi-ge-se I-tsi-qui-yi, a-le ka-no-ge-ni u-sa-la-dv u-wa-ta-ne na-hna do-tsu-nu-go-wi-se-i.
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| And about the time of forty years suffered he their manners in the wilderness.
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| ᏅᎦᏍᎪᎯᏃ ᏧᏕᏘᏴᏛ ᎢᎪᎯᏛ ᎤᏁᎳᎩ ᎤᏪᎵᏎ ᏄᎾᏛᏁᎵᏙᎸ ᎢᎾᎨᎢ.
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Nv-ga-s-go-hi-no tsu-de-ti-yv-dv i-go-hi-dv u-ne-la-gi u-we-li-se nu-na-dv-ne-li-do-lv i-na-ge-i.
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| And when he had destroyed seven nations in the land of Chanaan, he divided their land to them by lot.
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| ᏚᏒᏅᏃ ᎦᎵᏉᎩ ᎢᏳᎾᏓᎴᎩ ᏴᏫ ᎨᎾᏂ ᎠᏁᎯ, ᎾᏍᎩ ᎤᎾᏤᎵ ᎦᏙᎯ ᏚᏯᏙᎮᎴ ᏓᎾᏎᏍᎬᎢ.
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Du-sv-nv-no ga-li-quo-gi i-yu-na-da-le-gi yv-wi Ge-na-ni a-ne-hi, na-s-gi u-na-tse-li ga-do-hi du-ya-do-he-le da-na-se-s-gv-i.
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| And after that he gave unto them judges about the space of four hundred and fifty years, until Samuel the prophet.
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| ᎣᏂᏃ ᏚᏪᎧᏁᎴ ᏗᏄᎪᏗᏍᎩ ᏅᎩᏧᏈ ᎯᏍᎩᏍᎪᎯ ᏧᏕᏘᏴᏛ ᎢᏴᏛ ᎢᎪᎯᏛ, ᏌᎻ ᎠᏙᎴᎰᏍᎩ ᏤᎮ ᎢᏯᏍᏘ.
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O-ni-no du-we-ka-ne-le di-nu-go-di-s-gi nv-gi-tsu-qui hi-s-gi-s-go-hi tsu-de-ti-yv-dv i-yv-dv i-go-hi-dv, Sa-mi a-do-le-ho-s-gi tse-he i-ya-s-ti.
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| And afterward they desired a king: and God gave unto them Saul the son of Cis, a man of the tribe of Benjamin, by the space of forty years.
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| ᎿᎭᏉᏃ ᎤᏂᏔᏲᎴ ᎤᎬᏫᏳᎯ; ᎤᏁᎳᏅᎯᏃ ᏚᏪᎧᏁᎴ ᏐᎳ ᎩᏌ ᎤᏪᏥ ᏇᏂ ᏧᏴᏫ, ᏅᎦᏍᎪᎯ ᏧᏕᏘᏴᏛ ᎢᎪᎯᏛ.
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Hna-quo-no u-ni-ta-yo-le u-gv-wi-yu-hi; U-ne-la-nv-hi-no du-we-ka-ne-le So-la Gi-sa u-we-tsi Que-ni tsu-yv-wi, nv-ga-s-go-hi tsu-de-ti-yv-dv i-go-hi-dv.
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| And when he had removed him, he raised up unto them David to be their king; to whom also he gave testimony, and said, I have found David the son of Jesse, a man after mine own heart, which shall fulfill all my will.
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| ᎾᏍᎩᏃ ᎤᏪᎧᎲᏒ, ᏚᎾᏄᎪᏫᏎᎴ ᏕᏫ ᎤᎾᏤᎵ ᎤᎬᏫᏳᎯ ᎢᏳᎵᏍᏙᏗᏱ; ᎾᏍᎩ ᎾᏍᏉ ᏧᏁᎢᏍᏔᏁ ᎯᎠ ᏥᏄᏪᏎᎢ; ᏥᏩᏛᎲ ᏕᏫ ᏤᏏ ᎤᏪᏥ, ᎠᏍᎦᏯ ᎣᏍᏛ ᏥᏰᎸᎢ, ᎾᏍᎩ ᏅᏛᏛᏁᎵ ᏂᎦᎥ ᎦᏓᏅᏖᏍᎬᎢ.
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Na-s-gi-no u-we-ka-hv-sv, du-na-nu-go-wi-se-le De-wi u-na-tse-li u-gv-wi-yu-hi i-yu-li-s-do-di-yi; na-s-gi na-s-quo tsu-ne-i-s-ta-ne hi-a tsi-nu-we-se-i; Tsi-wa-dv-hv De-wi Tse-si u-we-tsi, a-s-ga-ya o-s-dv tsi-ye-lv-i, na-s-gi nv-dv-dv-ne-li ni-ga-v ga-da-nv-te-s-gv-i.
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| Of this man's seed hath God according to his promise raised unto Israel a Saviour, Jesus:
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| ᎾᏍᎩ ᎤᏁᏢᏔᏅᏛ ᎨᏒ ᎤᏁᎳᏅᎯ ᎾᏍᎩᏯ ᎤᏚᎢᏍᏛᎢ ᏚᎾᏄᎪᏫᏎᎸ ᎢᏏᎵ ᎤᏂᏍᏕᎵᏍᎩ, ᎾᏍᎩ ᏥᏌ;
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Na-s-gi u-ne-tlv-ta-nv-dv ge-sv U-ne-la-nv-hi na-s-gi-ya u-du-i-s-dv-i du-na-nu-go-wi-se-lv I-si-li u-ni-s-de-li-s-gi, na-s-gi Tsi-sa;
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| When John had first preached before his coming the baptism of repentance to all the people of Israel.
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| ᎠᏏᏉᏃ ᏂᎦᎷᎬᎾ ᏥᎨᏎᎢ, ᏣᏂ ᏧᎵᏥᏙᏁᎸᎯ ᎨᏎ ᎾᏂᎥ ᏴᏫ ᎢᏏᎵ, ᏧᏃᎮᎮᎸᎯ ᎨᏎ ᏗᏓᏬᏍᏗ ᎨᏒ ᎦᏁᏟᏴᏍᏗ ᎣᏓᏅᏛ ᎤᎬᏩᎵ.
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A-si-quo-no ni-ga-lu-gv-na tsi-ge-se-i, Tsa-ni tsu-li-tsi-do-ne-lv-hi ge-se na-ni-v yv-wi I-si-li, tsu-no-he-he-lv-hi ge-se di-da-wo-s-di ge-sv ga-ne-tli-yv-s-di o-da-nv-dv u-gv-wa-li.
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| And as John fulfilled his course, he said, Whom think ye that I am? I am not he. But, behold, there cometh one after me, whose shoes of his feet I am not worthy to loose.
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| ᏣᏂᏃ ᎿᎭᏉ ᎠᎧᎵᎢᎮ ᏧᎸᏫᏍᏓᏁᏗ ᎨᏒᎢ, ᎯᎠ ᏄᏪᏎᎢ; ᎦᎪ ᏍᎩᏰᎵᏎᎭ? ᎥᏝ ᎠᏴ ᎾᏍᎩ ᏱᎩ, ᎠᏎᏃ ᎬᏂᏳᏉ ᎣᏂ ᏓᏯᎢ ᎾᏍᎩ ᏚᎳᏑᎸ ᎥᏝ ᎠᏴ ᏰᎵ ᏗᎬᎩᎧᏁᏴᏗ ᏱᎩ.
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Tsa-ni-no hna-quo a-ka-li-i-he tsu-lv-wi-s-da-ne-di ge-sv-i, hi-a nu-we-se-i; Ga-go s-gi-ye-li-se-ha? V-tla a-yv na-s-gi yi-gi, a-se-no gv-ni-yu-quo o-ni da-ya-i na-s-gi du-la-su-lv v-tla a-yv ye-li di-gv-gi-ka-ne-yv-di yi-gi.
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| Men and brethren, children of the stock of Abraham, and whosoever among you feareth God, to you is the word of this salvation sent.
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| ᎢᏥᏍᎦᏯ ᎢᏓᏓᏅᏟ, ᎡᏆᎭᎻ ᏅᏓᏳᏁᏢᏔᏅᏛ, ᎠᎴ ᎩᎶ ᎢᏣᏓᏑᏰᏍᏗ ᎡᏥᎾᏰᏍᎩ ᎤᏁᎳᏅᎯ, ᏂᎯ ᎢᏣᏛᎪᏗ ᎡᏥᏰᎸᎾᏁᎸ ᎧᏃᎮᏛ ᎾᏍᎩ ᎯᎠ ᎠᎵᏍᏕᎸᏙᏗ ᎨᏒ ᎧᏃᎮᏍᎩ.
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I-tsi-s-ga-ya i-da-da-nv-tli, E-qua-ha-mi nv-da-yu-ne-tlv-ta-nv-dv, a-le gi-lo i-tsa-da-su-ye-s-di e-tsi-na-ye-s-gi U-ne-la-nv-hi, ni-hi i-tsa-dv-go-di e-tsi-ye-lv-na-ne-lv ka-no-he-dv na-s-gi hi-a a-li-s-de-lv-do-di ge-sv ka-no-he-s-gi.
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| For they that dwell at Jerusalem, and their rulers, because they knew him not, nor yet the voices of the prophets which are read every sabbath day, they have fulfilled them in condemning him.
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| ᏥᎷᏏᎵᎻᏰᏃ ᎠᏁᎯ, ᎠᎴ ᏧᎾᏤᎵ ᎤᏂᎬᏫᏳᏌᏕᎩ, ᎾᏍᎩ ᏂᎬᏩᎦᏔᎲᎾ ᎨᏒ ᎢᏳᏍᏗ ᎠᎴ ᎾᏍᏉ ᎾᏂᎦᏔᎲᎾ ᎨᏒ ᎢᏳᏍᏗ ᎠᏂᏁᎬ ᎠᎾᏙᎴᎰᏍᎩ ᏄᎾᏙᏓᏈᏒ ᏥᏓᏂᎪᎵᏰᎠ, ᎾᏍᎩ ᏚᏃᎯᏳᏔᏅ ᏥᏚᏄᎪᏓᏁᎴᎢ.
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Tsi-lu-si-li-mi-ye-no a-ne-hi, a-le tsu-na-tse-li u-ni-gv-wi-yu-sa-de-gi, na-s-gi ni-gv-wa-ga-ta-hv-na ge-sv i-yu-s-di a-le na-s-quo na-ni-ga-ta-hv-na ge-sv i-yu-s-di a-ni-ne-gv a-na-do-le-ho-s-gi nu-na-do-da-qui-sv tsi-da-ni-go-li-ye-a, na-s-gi du-no-hi-yu-ta-nv tsi-du-nu-go-da-ne-le-i.
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| And though they found no cause of death in him, yet desired they Pilate that he should be slain.
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| ᏄᏂᏩᏛᎲᎾᏃ ᎨᏎ ᏰᎵ ᎬᏩᏲᎱᎯᏍᏗ ᎨᏒᎢ, ᎠᏎᏃ ᎤᏂᏔᏲᏎᎴ ᏆᎴᏗ ᎾᏍᎩ ᎠᏥᎢᏍᏗᏱ.
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Nu-ni-wa-dv-hv-na-no ge-se ye-li gv-wa-yo-hu-hi-s-di ge-sv-i, a-se-no u-ni-ta-yo-se-le Qua-le-di na-s-gi a-tsi-i-s-di-yi.
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| And when they had fulfilled all that was written of him, they took him down from the tree, and laid him in a sepulchre.
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| ᎤᏂᏍᏆᏛᏃ ᏂᎦᎥ ᎪᏪᎸ ᎾᏍᎩ ᎠᏥᏃᎮᏍᎬᎢ, ᎤᎾᏕᏎ ᎠᏓ ᎨᏛᎢ, ᎠᎴ ᎠᏤᎵᏍᏛ ᎤᏂᏅᏁᎢ.
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U-ni-s-qua-dv-no ni-ga-v go-we-lv na-s-gi a-tsi-no-he-s-gv-i, u-na-de-se a-da ge-dv-i, a-le a-tse-li-s-dv u-ni-nv-ne-i.
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| But God raised him from the dead:
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| ᎠᏎᏃ ᎤᏁᎳᏅᎯ ᏚᎴᏔᏁ ᎤᏲᎱᏒᎢ.
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A-se-no U-ne-la-nv-hi du-le-ta-ne u-yo-hu-sv-i.
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| And he was seen many days of them which came up with him from Galilee to Jerusalem, who are his witnesses unto the people.
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| ᎠᎴ ᎤᏬᎯᏤ ᎬᏩᎪᏩᏘᏍᎨ ᎨᎵᎵ ᎾᏍᎩ ᏅᏓᎬᏩᏍᏓᏩᏛᏛ ᎢᏧᎳᎭ ᏥᎷᏏᎵᎻ ᎤᏂᎷᏨᎯ; ᎾᏍᎩ ᏧᏤᎵ ᎬᏩᏃᎮᏍᎩ ᏴᏫ ᎠᏂᎦᏔᎲᎢ.
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A-le u-wo-hi-tse gv-wa-go-wa-ti-s-ge Ge-li-li na-s-gi nv-da-gv-wa-s-da-wa-dv-dv i-tsu-la-ha Tsi-lu-si-li-mi u-ni-lu-tsv-hi; na-s-gi tsu-tse-li gv-wa-no-he-s-gi yv-wi a-ni-ga-ta-hv-i.
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| And we declare unto you glad tidings, how that the promise which was made unto the fathers,
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| ᎠᏎᏃ ᏂᎯ ᎢᏨᏃᎮᎮᎭ ᎣᏍᏛ ᎧᏃᎮᏛ ᎾᏍᎩ ᏥᎨᏥᏚᎢᏍᏓᏁᎴ ᏗᎩᎦᏴᎵᎨᎢ,
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A-se-no ni-hi i-tsv-no-he-he-ha o-s-dv ka-no-he-dv na-s-gi tsi-ge-tsi-du-i-s-da-ne-le di-gi-ga-yv-li-ge-i,
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| God hath fulfilled the same unto us their children, in that he hath raised up Jesus again; as it is also written in the second psalm, Thou art my Son, this day have I begotten thee.
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| ᎾᏍᎩ ᎤᏁᎳᏅᎯ ᎤᏙᎯᏳᎯ ᏂᎬᏁᎸ ᎠᏴ ᎾᏍᎩ ᏧᏁᏥ, ᎾᏍᎩ ᏥᏌ ᏕᎤᎴᏔᏅᎢ; ᎾᏍᎩᏯ ᎾᏍᏉ ᎯᎠ ᏥᏂᎬᏅ ᏥᎪᏪᎳ ᏗᎧᏃᎩᏍᏗᏱ ᏔᎵᏁᎢ; "ᎠᏇᏥ ᏂᎯ, ᎪᎯ ᎢᎦ ᏍᏆᏕᏁᎸ."
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Na-s-gi u-ne-la-nv-hi u-do-hi-yu-hi ni-gv-ne-lv a-yv na-s-gi tsu-ne-tsi, na-s-gi Tsi-sa de-u-le-ta-nv-i; na-s-gi-ya na-s-quo hi-a tsi-ni-gv-nv tsi-go-we-la Di-ka-no-gi-s-di-yi ta-li-ne-i; "A-que-tsi ni-hi, go-hi i-ga s-qua-de-ne-lv."
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| And as concerning that he raised him up from the dead, now no more to return to corruption, he said on this wise, I will give you the sure mercies of David.
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| ᎾᏃ ᏕᎤᎴᏔᏅᎢ ᎤᏲᎱᏒᎢ ᎿᎭᏉ ᎤᎪᎯᏍᏗ ᏂᎨᏒᎾ ᎨᏒᎢ, ᎯᎠ ᏂᎤᏪᏎᎢ; "ᏓᏨᏁᎵ ᎤᏲᎢᏍᏗ ᏂᎨᏒᎾ ᎣᏍᏛ ᎢᏳᎵᏍᏓᏁᏗ ᏕᏫ."
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Na-no de-u-le-ta-nv-i u-yo-hu-sv-i hna-quo u-go-hi-s-di ni-ge-sv-na ge-sv-i, hi-a ni-u-we-se-i; "Da-tsv-ne-li u-yo-i-s-di ni-ge-sv-na o-s-dv i-yu-li-s-da-ne-di De-wi."
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| Wherefore he saith also in another psalm, Thou shalt not suffer thine Holy One to see corruption.
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| ᎾᏍᎩ ᎢᏳᏍᏗ ᎾᏍᏉ ᎯᎠ ᏂᎦᏪᎠ ᏅᏩᏓᎴ ᎪᏪᎸᎢ; "ᎾᏍᎦᏅᎾ ᏣᏤᎵ ᎥᏝ ᎤᏁᎳᎩ ᏭᎪᎯ ᎦᎯᏰᎵᏎᏗ ᏱᎩ."
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Na-s-gi i-yu-s-di na-s-quo hi-a ni-ga-we-a nv-wa-da-le go-we-lv-i; "Na-s-ga-nv-na tsa-tse-li v-tla u-ne-la-gi wu-go-hi ga-hi-ye-li-se-di yi-gi."
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| For David, after he had served his own generation by the will of God, fell on sleep, and was laid unto his fathers, and saw corruption:
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| ᏕᏫᏰᏃ ᎪᎱᏍᏗ ᏚᏛᏁᎸ ᎾᎯᏳ ᎤᎾᏕᏅᎯ ᎤᏁᎳᏅᎯ ᎠᏓᏅᏖᏍᎬ ᎾᏍᎩᏯᎢ, ᎤᎸᏁᎢ, ᎠᎴ ᏧᎦᏴᎵᎨ ᏓᏂᎾᎥ ᎠᏥᏅᏁᎢ, ᎠᎴ ᎤᎪᏎᎢ.
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De-wi-ye-no go-hu-s-di du-dv-ne-lv na-hi-yu u-na-de-nv-hi U-ne-la-nv-hi a-da-nv-te-s-gv na-s-gi-ya-i, u-lv-ne-i, a-le tsu-ga-yv-li-ge da-ni-na-v a-tsi-nv-ne-i, a-le u-go-se-i.
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| But he, whom God raised again, saw no corruption.
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| ᎾᏍᎩᏂ ᎤᏁᎳᏅᎯ ᏧᎴᏔᏅᎯ ᎨᏒ ᎥᏝ ᏳᎪᏎᎢ.
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Na-s-gi-ni U-ne-la-nv-hi tsu-le-ta-nv-hi ge-sv v-tla yu-go-se-i.
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| Be it known unto you therefore, men and brethren, that through this man is preached unto you the forgiveness of sins:
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| ᎾᏍᎩ ᎢᏳᏍᏗ ᎢᏣᏅᏖᏍᏗ ᎢᏥᏍᎦᏯ ᏗᏓᏓᏅᏟ, ᎾᏍᎩ ᎯᎠ [ᎠᏍᎦᏯ] ᎢᏳᏩᏂᏌᏛ ᎡᏥᏃᏁᎭ ᎦᏰᏥᏙᎵᏍᏗ ᎨᏒ ᎢᏥᏍᎦᏅᏨᎢ.
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Na-s-gi i-yu-s-di i-tsa-nv-te-s-di i-tsi-s-ga-ya di-da-da-nv-tli, na-s-gi hi-a [a-s-ga-ya] i-yu-wa-ni-sa-dv e-tsi-no-ne-ha ga-ye-tsi-do-li-s-di ge-sv i-tsi-s-ga-nv-tsv-i.
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| And by him all that believe are justified from all things, from which ye could not be justified by the law of Moses.
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| ᎠᎴ ᎾᏍᎩ ᏅᏗᎦᎵᏍᏙᏗᎭ ᏂᎦᏛ ᎠᏃᎯᏳᎲᏍᎩ ᎠᎾᏚᏓᎴᎭ ᏂᎦᎥ ᏧᏓᎴᏅᏛ, ᎾᏍᎩ ᎨᏣᏚᏓᎳᎡᏗ ᏂᎨᏒᎾ ᏥᎨᏒ ᎼᏏ ᎤᏤᎵ ᏗᎧᎿᎭᏩᏛᏍᏗ ᏕᏥᎧᎿᎭᏩᏗᏒ ᎢᏳᏍᏗ.
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A-le na-s-gi nv-di-ga-li-s-do-di-ha ni-ga-dv a-no-hi-yu-hv-s-gi a-na-du-da-le-ha ni-ga-v tsu-da-le-nv-dv, na-s-gi ge-tsa-du-da-la-e-di ni-ge-sv-na tsi-ge-sv Mo-si u-tse-li di-ka-hna-wa-dv-s-di de-tsi-ka-hna-wa-di-sv i-yu-s-di.
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| Beware therefore, lest that come upon you, which is spoken of in the prophets;
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| ᎾᏍᎩ ᎢᏳᏍᏗ ᎢᏤᏯᏔᎮᏍᏗ ᏞᏍᏗ ᎢᏥᎷᏤᎸᎩ ᎯᎠ ᏥᎾᏂᏪ ᎠᎾᏙᎴᎰᏍᎩ;
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Na-s-gi i-yu-s-di i-tse-ya-ta-he-s-di tle-s-di i-tsi-lu-tse-lv-gi hi-a tsi-na-ni-we a-na-do-le-ho-s-gi;
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| Behold, ye despisers, and wonder, and perish: for I work a work in your days, a work which ye shall in no wise believe, though a man declare it unto you.
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| "ᏗᏣᎧᏅᎦ, ᎢᏥᏂᏆᏘᎯ, ᎠᎴ ᎢᏥᏍᏆᏂᎪᎯ ᎠᎴ ᎢᏣᏗᏒᏅ; ᎠᏴᏰᏃ ᎪᎯ ᎢᏤᎲ ᏓᎩᎸᏫᏍᏓᏁ ᏗᎦᎸᏫᏍᏓᏁᏗ, ᎾᏍᎩ ᏗᎦᎸᏫᏍᏓᏁᏗ ᎥᏝ ᏴᎨᏦᎯᏳᎲᎦ ᎾᏍᏉ ᎠᏎ ᎩᎶ ᏱᏥᏁᎮᎮᎸ."
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"Di-tsa-ka-nv-ga, i-tsi-ni-qua-ti-hi, a-le i-tsi-s-qua-ni-go-hi a-le i-tsa-di-sv-nv; a-yv-ye-no go-hi i-tse-hv da-gi-lv-wi-s-da-ne di-ga-lv-wi-s-da-ne-di, na-s-gi di-ga-lv-wi-s-da-ne-di v-tla yv-ge-tso-hi-yu-hv-ga na-s-quo a-se gi-lo yi-tsi-ne-he-he-lv."
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| And when the Jews were gone out of the synagogue, the Gentiles besought that these words might be preached to them the next sabbath.
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| ᎠᏂᏧᏏᏃ ᎤᏂᏄᎪᏨ ᏗᎦᎳᏫᎢᏍᏗᏱ, ᏧᎾᏓᎴᏅᏛ ᏴᏫ ᎤᏂᏔᏲᎴ ᎾᏍᎩ ᎯᎠ ᎨᏥᏃᎮᎮᏗᏱ ᏔᎵᏁ ᎤᎾᏙᏓᏆᏍᎬᎢ.
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A-ni-tsu-si-no u-ni-nu-go-tsv di-ga-la-wi-i-s-di-yi, tsu-na-da-le-nv-dv yv-wi u-ni-ta-yo-le na-s-gi hi-a ge-tsi-no-he-he-di-yi ta-li-ne u-na-do-da-qua-s-gv-i.
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| Now when the congregation was broken up, many of the Jews and religious proselytes followed Paul and Barnabas: who, speaking to them, persuaded them to continue in the grace of God.
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| ᏓᏂᎳᏫᎥᏃ ᏚᏂᏰᎵᏒ ᎤᏂᏣᏖ ᎠᏂᏧᏏ ᎠᎴ ᎤᏁᎳᏅᎯ ᎠᎾᏓᏙᎵᏍᏓᏁᎯ ᎠᏂᏧᏏ ᏧᎾᎵᎪᏁᎸᎯ ᏚᏂᏍᏓᏩᏛᏎ ᏉᎳ ᎠᎴ ᏆᏂᏆ, ᎾᏍᎩᏃ ᏚᏂᏬᏁᏔᏁ ᏚᏂᏔᏲᏎᎴ ᏧᏂᏲᎯᏍᏗᏱ ᏂᎨᏒᎾ ᎤᏁᎳᏅᎯ ᎤᏓᏙᎵᏍᏗ ᎨᏒᎢ.
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Da-ni-la-wi-v-no du-ni-ye-li-sv u-ni-tsa-te A-ni-tsu-si a-le U-ne-la-nv-hi a-na-da-do-li-s-da-ne-hi A-ni-tsu-si tsu-na-li-go-ne-lv-hi du-ni-s-da-wa-dv-se Quo-la a-le Qua-ni-qua, na-s-gi-no du-ni-wo-ne-ta-ne du-ni-ta-yo-se-le tsu-ni-yo-hi-s-di-yi ni-ge-sv-na U-ne-la-nv-hi u-da-do-li-s-di ge-sv-i.
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| And the next sabbath day came almost the whole city together to hear the word of God.
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| ᏔᎵᏁᏃ ᏫᎤᎾᏙᏓᏋ ᎠᎴᏉ ᏂᎦᏛ ᎦᏚᎲ ᏂᏚᏂᏔᏫᏤ ᎤᎾᏛᏓᏍᏔᏂᎴ ᎧᏃᎮᏛ ᎤᏁᎳᏅᎯ ᎤᏤᎵᎦ.
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Ta-li-ne-no wi-u-na-do-da-quv a-le-quo ni-ga-dv ga-du-hv ni-du-ni-ta-wi-tse u-na-dv-da-s-ta-ni-le ka-no-he-dv U-ne-la-nv-hi u-tse-li-ga.
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| But when the Jews saw the multitudes, they were filled with envy, and spake against those things which were spoken by Paul, contradicting and blaspheming.
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| ᎠᏎᏃ ᎠᏂᏧᏏ, ᎤᏂᏣᏘ ᏚᏂᎪᎲ, ᎤᏂᎧᎵᏤ ᎠᏛᏳᎨᏗ ᎨᏒᎢ, ᎠᎴ ᎠᏂᏬᏂᏍᎬ ᎠᎾᏡᏗᏍᎨ ᏉᎳ ᏂᎦᏪᏍᎬ ᎦᏬᏂᏍᎬᎢ, ᎤᏂᎪᏁᎶᏍᎨᎢ ᎠᎴ ᎠᏂᏐᏢᎢᏍᏗᏍᎨᎢ.
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A-se-no A-ni-tsu-si, u-ni-tsa-ti du-ni-go-hv, u-ni-ka-li-tse a-dv-yu-ge-di ge-sv-i, a-le a-ni-wo-ni-s-gv a-na-tlu-di-s-ge Quo-la ni-ga-we-s-gv ga-wo-ni-s-gv-i, u-ni-go-ne-lo-s-ge-i a-le a-ni-so-tlv-i-s-di-s-ge-i.
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| Then Paul and Barnabas waxed bold, and said, It was necessary that the word of God should first have been spoken to you: but seeing ye put it from you, and judge yourselves unworthy of everlasting life, lo, we turn to the Gentiles.
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| ᎾᏉᏃ ᏉᎳ ᎠᎴ ᏆᏂᏆ ᎧᏁᏉᎨ ᎾᏂᏍᎦᎢᎲᎾ ᎨᏒᎢ, ᎯᎠ ᏄᏂᏪᏎᎢ; ᏂᎯ ᎢᎬᏱ ᎠᏎ ᎡᏥᏃᎮᎮᏗ ᎨᏒᎩ ᎤᏁᎳᏅᎯ ᎤᏤᎵ ᎧᏃᎮᏛ; ᎠᏎᏃ ᎢᏢᏉ ᏥᏂᏨᏁᎭ ᎠᎴ ᎢᏨᏒ ᎢᏣᏓᏅᏖᏍᎬ ᏰᎵ ᎦᏰᏥᏁᏗ ᏂᎨᏒᎾ ᏥᏥᏰᎸ ᎬᏂᏛ, ᎬᏂᏳᏉ ᏧᎾᏓᎴᏅᏛ ᏴᏫ ᏗᏁᎲ ᏬᏍᏓᎦᏔᎲᏍᏓ.
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Na-quo-no Quo-la a-le Qua-ni-qua ka-ne-quo-ge na-ni-s-ga-i-hv-na ge-sv-i, hi-a nu-ni-we-se-i; Ni-hi i-gv-yi a-se e-tsi-no-he-he-di ge-sv-gi U-ne-la-nv-hi u-tse-li ka-no-he-dv; a-se-no i-tlv-quo tsi-ni-tsv-ne-ha a-le i-tsv-sv i-tsa-da-nv-te-s-gv ye-li ga-ye-tsi-ne-di ni-ge-sv-na tsi-tsi-ye-lv gv-ni-dv, gv-ni-yu-quo tsu-na-da-le-nv-dv yv-wi di-ne-hv wo-s-da-ga-ta-hv-s-da.
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| For so hath the Lord commanded us, saying, I have set thee to be a light of the Gentiles, that thou shouldest be for salvation unto the ends of the earth.
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| ᎾᏍᎩᏰᏃ ᏄᏍᏗ ᎤᎬᏫᏳᎯ ᎣᎩᏂᏁᏤᎸ, [ᎯᎠ ᏂᎦᏪᎭ;] "ᎬᏯᎧᏅ ᎢᎦ ᏔᏘᏍᏓᏁᏗᏱ ᏧᎾᏓᎴᏅᏛ ᏴᏫ, ᎤᎵᏍᏕᎸᏙᏗ ᎢᏣᎵᏍᏙᏗᏱ ᎡᎶᎯ ᏂᎬᎾᏛᎢ."
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Na-s-gi-ye-no nu-s-di U-gv-wi-yu-hi o-gi-ni-ne-tse-lv, [hi-a ni-ga-we-ha;] "Gv-ya-ka-nv i-ga ta-ti-s-da-ne-di-yi tsu-na-da-le-nv-dv yv-wi, u-li-s-de-lv-do-di i-tsa-li-s-do-di-yi e-lo-hi ni-gv-na-dv-i."
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| And when the Gentiles heard this, they were glad, and glorified the word of the Lord: and as many as were ordained to eternal life believed.
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| ᏧᎾᏓᎴᏅᏛᏃ ᏴᏫ ᎾᏍᎩ ᎤᎾᏛᎦᏅ ᎤᎾᎵᎮᎵᏤᎢ, ᎠᎴ ᎤᏂᎸᏉᏔᏁ ᎤᎬᏫᏳᎯ ᎤᏤᎵ ᎧᏃᎮᏛ, ᎠᎴ ᎤᏃᎯᏳᏁ ᎾᏂᎥ ᎬᏂᏛ ᎤᏂᏩᏛᏗ ᎢᎨᎬᏁᎸᎯ.
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Tsu-na-da-le-nv-dv-no yv-wi na-s-gi u-na-dv-ga-nv u-na-li-he-li-tse-i, a-le u-ni-lv-quo-ta-ne U-gv-wi-yu-hi u-tse-li ka-no-he-dv, a-le u-no-hi-yu-ne na-ni-v gv-ni-dv u-ni-wa-dv-di i-ge-gv-ne-lv-hi.
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| And the word of the Lord was published throughout all the region.
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| ᎤᎬᏫᏳᎯᏃ ᎤᏤᎵ ᎧᏃᎮᏛ ᏚᏰᎵᏎ ᎾᎿᎭᏂᎬᎾᏛᎢ.
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U-gv-wi-yu-hi-no u-tse-li ka-no-he-dv du-ye-li-se na-hna ni-gv-na-dv-i.
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| But the Jews stirred up the devout and honourable women, and the chief men of the city, and raised persecution against Paul and Barnabas, and expelled them out of their coasts.
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| ᎠᏎᏃ ᎠᏂᏧᏏ ᏚᏂᏖᎸᏁ ᎨᏥᎸᏉᏗ ᎠᏂᎨᏴ ᎤᏁᎳᏅᎯ ᎠᎾᏓᏙᎵᏍᏓᏁᎯ, ᎠᎴ ᎾᎿᎭᎦᏚᎲ ᏗᎨᎦᏁᎶᏗ ᎠᏂᏍᎦᏯ, ᎠᎴ ᎾᏍᎩ ᏄᏅᏂᏌᏁ ᎦᎨᏥᏐᏢᏙᏗᏱ ᏉᎳ ᎠᎴ ᏆᏂᏆ, ᎠᎴ ᏚᏂᎨᎯᏙᎴ ᎤᎾᏤᎵᎪᎯ ᎨᏒᎢ.
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A-se-no A-ni-tsu-si du-ni-te-lv-ne ge-tsi-lv-quo-di a-ni-ge-yv U-ne-la-nv-hi a-na-da-do-li-s-da-ne-hi, a-le na-hna ga-du-hv di-ge-ga-ne-lo-di a-ni-s-ga-ya, a-le na-s-gi nu-nv-ni-sa-ne ga-ge-tsi-so-tlv-do-di-yi Quo-la a-le Qua-ni-qua, a-le du-ni-ge-hi-do-le u-na-tse-li-go-hi ge-sv-i.
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| But they shook off the dust of their feet against them, and came unto Iconium.
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| ᎠᏎᏃ ᏚᏂᏅᎪᎥᏓᏁᎴᏉ ᎪᏍᏚ ᏧᎾᎳᏏᏕᏂ ᎤᏓᏅᎵᏰᎥᎢ, ᎢᎪᏂᏯᏃ ᏭᏂᎷᏤᎢ.
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A-se-no du-ni-nv-go-v-da-ne-le-quo go-s-du tsu-na-la-si-de-ni u-da-nv-li-ye-v-i, I-go-ni-ya-no wu-ni-lu-tse-i.
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| And the disciples were filled with joy, and with the Holy Ghost.
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| ᎠᏃᎯᏳᎲᏍᎩᏃ ᎤᏂᎧᎵᏨᎯ ᎨᏎ ᎠᎾᎵᎮᎵᎬᎢ ᎠᎴ ᎦᎸᏉᏗᏳ ᎠᏓᏅᏙ.
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A-no-hi-yu-hv-s-gi-no u-ni-ka-li-tsv-hi ge-se a-na-li-he-li-gv-i a-le Ga-lv-quo-di-yu A-da-nv-do.
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