From the Brothers MacCraw, North Uist, 1859.
 The scholar was to have time to make ready, and being in a great fright, he went to a miller who was the master's brother, and asked his aid.
The miller disguised himself and went instead of the scholar, and the first question put to him was this:--"How many ladders would reach the sky?"
"Now," said the narrator, "can you answer that?"
"One, if it were long enough."
"That's right." The second was:--
"Where is the middle of the world?"
So the miller laid down a rod, and he said:--"Here, set a hoop about the world, and thou will find the middle here."
The third was:--"What is the world's worth?"
"Well," said the miller, "the Saviour was sold for thirty pieces of silver, I am sure the world is worth no more."
"Oh," said the brother who was riding beside us, "that's not the way I have heard it. The second was,"
"How long will it take to go round the world?" And the miller said:--
"If I were as swift as the sun and moon, I would run it in twenty-four hours."
And the third was:--
"What is my thought?"
And the miller answered:--
"I can tell: Thou thinkest that I am thy scholar, but I am thy brother, the miller."
This was told to me September 1, 1859, in North Uist, as I walked along the road. There are a great many similar wise saws current which are generally fathered on George Buchanan, the tutor of James VI.
The following are a few riddles of the same kind, collected at Gairloch, for Osgood Mackenzie, Esq., by Mr. Donald MacDonald:
1. Whether is older, the man or the beard?
The beard is the older, for the work of creation was all finished before the man, and the beard was on the goat before the man was.
2. What is the wood that is not bent nor straight?
Sawdust. It is neither bent nor straight.
This riddle forms part of a very long and curious story which I heard told at Inverary, at Easter, 1859, and which is written down.
3. What is the thing which the Creator never saw, and that kings see but seldom, and that I see every day?
There is but one Creator, for that he never saw his like. Kings are but scarce, for that they see each other but rarely; but I see my own like every day that I get up,--other sinners like myself.
The riddle is very well known; but this is another view of it.
4. There were three soldiers coming home on furlough, and their three wives with them; they came to a river over which there was a ferry, but the boat would take with it but two together. The question is, how did they make the passage, for no one of them would trust his wife with another man, unless he was himself beside her?
Two women went over first, one went on shore, and the other came back with the boat, and she took the third with her, one of them went back and she stood beside her own husband, and the two husbands of the women who were over went back with the boat; one of them went on shore, and the wife of the man who was in the boat went into her along with him, and they went to the other side. His wife went on shore, and the man who was yonder came in the boat; then the two men went over; then there were three men over, and a woman; this woman took over the other women by the way of one and one; and there seem to be more solutions than one for the problem.
This puzzle, in various shapes, is well known, e.g. the Fox, the Goose, and the Bag of Corn.
(Gaelic omitted)
...
..
The following are a few riddles, collected by Hector MacLean; most of them from a little school-girl in Islay:--
1.
Row and noise and racket
About the market town,
It is no bigger than a flea,
An' money it brings home.
Lint seed.
St-ioram starum stararaich
Air feadh a bhaile mhargaidh
Cha mhoth' e na deargann
Is bheir e dhachaidh airgiod.
Fras lìn-Linseed.
2.
Two feet down and three feet up,
And the head of the living in the mouth of the dead.

Da 'chas shìos 's tri chasan shuas
S ceann a' bheo am beul a' mhairbh.
H-aon agus poit air a cheann.
3.
I see to me, over the hill,
A little one with a cut in his nose,
Two very long teeth in his jaw,
And a tatter of tow about his tail.
A hare.
Chi mi thugam thar a' bheinn
Fear beag 's beum as a shròin
Da fhiacaill fhada 'na chìr
S cirb de bhlaigh lin ma thòin.
Gearraidh.
4.
I see to me, over the fall,
A little curly hasty one;
A tuck of his shirt under his belt,
And the full of the world under his power.
Death.--This portrait varies from the usual sketches.

Am bàs.
5.
I see to me, I see from me,
Two miles and ten over the sea,
The man of the green boatie,
And his shirt sewn with a thread of red.
The rainbow.
Chi mi thugam, chi mi bhuam,
Da mhìle dheug thar a' chuain,
Fear a' choitilein uaine,
Is snàthainn dearg a' fuaghal a léine.
Am bogha frois.
6.
Sheep small, and very small,
That have been thrice shorn of all,
On the hill that is furthest out,
Where every little saint will be.
The stars.
Caora mhion, mhionachag,
Air an treas lomachag,
Air an t-sliabh is fhaide muigh,
Far am bi gach ionachag.
Na reultan.
7.
The bard, the bard, the Frenchman,
Behind the house a wheezing.
The nettle.
(The meaning of this is not very clear.)
An fhile 'n Mile Fhrangach
Cul an tighe 's sreann aice.
An fheanndagach.
8.
A bent crooked stick between two glens,
When moves the crooked bent stick
Then move the two glens.
Scales and balance.
Maide crom cam eadar da ghleann,
Ma charachas am maide crom cam
Carachaidh an da ghleann.
Meidh is sgàlain.
9.
Three red kine on the bank of the sea,
That never drank a drop of the water of Alba.
Three dogrose-hips.
Tri ba dearga 'chois na fairge,
Nach d' òl deur do dh' uisg' Alba riabh.
Tri mucagan failm.
There seems to be a pun in this Alba of Scotland or wandering.
10.
Three spotted kine under a stone,
A drop of their milk never was milked.
Three snakes.
Tri ba breaca chois na leaca,
Nach do bhleodhnadh deur d'am bainne riabh.
Tri nathraichean.
11.
Four shaking and four running,
Two finding the way,
And one roaring.
A cow--feet udder, eyes, and mouth.
Ceathrar air chrith 's ceathrar 'nan riuth,
Dithisd a' deanadh an rathaid
'S h-aon a' glaodhaich.
A' bhò. Ceithir casan, ceithir ballain, da shuil 'a a beul.
12.
A little clear house, and its two doors shut.
An egg.
Tigh beag soillear 's a dha dhorusd dùinte.
Ubh.
13.
Two strings as long as each other.
A river's banks.
Da thaod cho fhada.
Da thaobh na h-abhann.
14.
Rounder than a ball, longer than a ship.
A clew.
S cruinn' e na ball s fhaid' e na long.
Ceairsle.
15.
I can hold it myself in my fist,
And twelve men with a rope cannot hold it.
An egg.
Cumaidh mi fein a'm' dhorn e,
'S cha chum da fhear dheug air ròp' e.
Ubh.
16.
A great crooked stick in yonder wood,
And not a thing in it,
But clang bo clang.
A weaving loom.
Maide mor cam s a choill ud thall
S gun aona mhìr ann
Ach gliong bo gliong.
Beairt fhighte.
17.
It travels on the little meads,
It travels on the midden steads,
It travels on the lengthened riggs,
And home it cometh late at night.
The reaping hook.
Siubhlaidh e na leunagan,
Siubhlaidh c na breunagan,
Siubhlaidh e 'n t-imire fada,
S thig e dhachaidh anmoch.
An corran buana.
18.
Clean sour (salt or of the field) water without brine or salt.
Water in a field.--There is a pun which cannot be rendered.
Uisge glan goirt gun sàile gun salann.
Uisg' ann an claiseachan a' ghoirt.
19.
A rod in the wood of MacAlister,
And neither yew nor ivory,
Nor tree of wood in the universe,
And the deuce take him that it measures not.
A snake.
Slat an coill Mhic Alasdair,
S cha 'n iubhar i 's cha n' eabhar i,
S cha chraobh de dh' fhiodh an domhain i,
S an deomhan air an fhear nach tomhais i.
Nathair.
20.

A bottle of whisky.--The pun is on "ite," a feather--or thirst.
Coileach dubh 'a a' bhail' ud thall,
Ite dhubh is ite dhonn
Da ite dheug am bàrr a sgeith
'S corr is tri fichead 'na dhriom.
Botall uisge bheatha.
21.

A team of horses.
Tomh tomh a chuilean 'ic 'ic Thomh.
Da shlabhraidh dheug 'san teis meadhoin
Ceìthir cheanghail tomh tomh.
An t-seisreach.
(Seisreach means, literally, a team of six horses; and this . seems to be the sense of the puzzle.)
22.
A little bit cogie in yonder wood,
Its mouth below, and it spills no drop.
A cow's udder.
Miodaran beag 's a choill ud thall,
'S a bheul foidhe, 's cha doirt e deur.
Uth na boine.
23.
A little gold well in the midst of this town,
Three golden ends and a cover of glass.
A watch.
Tobaran òir am meadhon a bhaile so
Trì chinn oir is comhla ghloine ris.
Uaireadair.
24.
Clattering without, clattering within,
A box four-cornered, and brimful of clattering.
A weaver's shuttle.
Gliogaran a muigh, gliogaran a stigh,
Bocsa ceithir chearnach 's e làn ghliogaran.
Spàl figheadair.
25.
No bigger it is than a barleycorn,
And it will cover the board of the king.
The stone (apple) of the eye.
Cha mhoth' e na grainean eorna
'S comhdachaidh e bord an righ.
Clach na suil.
26.
A small wife come to this town,
And well she makes a "drandan;"
A cap of the chochullainn on,
And yellow coat of blanket.
A bee.
Bean bheag a' tigh 'n do 'n bhaile so,
'S gur math a ni i dranndan,p. 417
Currachd do 'n cho, chullainn urra,
S còta buidhe plangaid.
Seillean.
27.

A hen.
Bean bheag a' tigh 'n do 'n bhaile so,
S creagada creag air a muin,
Casan urra 's i gun làmhan
S ultachan càthadh 'na h-uchd.
Cearc.
28.
A shaving upon the floor,
And well it makes a humming,
A yard of the Saxon yew,
And bow of the yew of France.
The Fiddle.
Sliseag air an urlar,
'S gur math a ni i dranndan,
Slat 'n iubhar Shasunnach,
A 's bogha, 'n iubhar Fhrangach.
An fhidheal.
29.
It came out of flesh, and has no flesh within,
It tells a story without ever a tongue.
A pen.
Thainig e a feoil 's cha n' eil feoil ann
Innsidh e naigheachd 's gun teanga 'na cheann,
Peann.
30.
A golden candlestick on a two-leaved board,
Guess it now, come quickly guess it.
Death.
Coinnlear òir air bord da shliseig,
Tomhais a nis e, 's tomhais gu clis e.
Am Bàs.
31.

Water and the mill wheel.
Each dubh is each donn bonn ri bonn,
S luaithe 'n t-each dubh na 'n t-each donn.
An t-uisge 's roth a' mhuilinn.
32.
Twelve brethren in one bed,
And no one of them at the front or the wall.
Spokes of the spinning-wheel.
Da bhrathair dheug 'san aon leaba,
S gun h-aon din aig a' bheingidh na aig a bhalla.
Roth na cuibhealach.
33.
Three whales so black, so black, three whales coloured, coloured,
Whale in the east, whale in the west, and punish him that guesses not.
Waves.
Tri mucan dubha, dubha, tri mucan datha, datha;
Muc an ear, 's muc an iar, 's pian air an fhear nach tomhais e.
Na tonnan.
34.
A small house out in the West,
And five hundred doors in it.
A sieve.
Tigh beag 'san aird an iar
S coig ciad dorus air.
Ruideal.
35.
It is higher than the king's house,
It is finer than silk.
Smoke.
S aird e na tigh an righ,
S min' e na'n sioda.
An toit.
36.
The son on the house top,
And the father unborn,
Smoke before flame.
Am mac air muin an tighe
San t-athair gun bhreith.
An toit ma'n gabh an gealbhan.
37.
A man went eyeless to a tree where there were apples,
He didn't leave apples on it, and he didn't take apples off.
There were two, and he took one.
Chaidh fear gun suilean 'ionnsuidh craobh air an robh ubhlan
Cha d' fhag e ubhlan urra 's cha d' thug e ubhlan dith.
Se da ubhal a bh' air a' chraoibh 's thug e h-aon leis.
38.
Totaman, totaman, little black man,
Three feet under, and bonnet of wood,
(A potato) pot with the lid in.
Totaman, totaman, duine beag dugh,
Tri chasan foidhe, agus boinneid air de dh' fhiodh.
Poit agus brod iunte.
39.
I went to the wood and I sought it not,
I sat on a hill and I found it not,
And because I found it not, I took it home with me.
A thorn in the foot.
Chaidh mi 'n choille 's cha d' iarr mi e,
Shuidh mi air cnoc 's cha d' fhuair mi e,
S o'n nach d' fhuair mi e thug mi leam dachaidh e.
Bior ann an cois.
40.
A waveless well, it holds its fill of flesh and blood.
A tailor's thimble.
Tobar gun tonn, cumaidh e làn de dh' fhuil 'a de dh' fheoil.
Meuran tailleir.
41.
Blacky, blacky, out at the door and a human bone in her mouth.
A shoe on a foot.
Dubhag, dubhag mach an dorusd 's cnaimh duine 'na beul.
Bròg air cois.
42.
Red below, black in the middle, and white above.
Fire, griddle, and oatcake.
Dearg foidhe, dugh 'na mheadhon, 's geal as a chionn.
An gealbhan, a' ghreideal, 'a an t-aran.
43.
I can go over on a bridge of glass,
And I can come over on a bridge of glass,
And if the glass bridge break,
There's none in Islay, nor in Eirinn,
Who can mend the bridge of glass.
Ice.
Theid mi nunn air drochaid ghloine,
S thig mi nall air drochaid ghloine
S ma bhrisdeas an drochaid ghloine
Cha 'n 'eil an Ile na 'n Eirinn
Na chàras an drochaid ghloine.
Eitheandach.
44.
A brown stag in the hill, and his car on fire.
The gun.
Damh donn 's a' bheinn 's a chluas ra theinidh.
An gunna.
45.
I will go out between two woods,
And I will come in between two lochs.
A pair of pails.
Theid mi mach eadar dha fhiodh,
S thig mi stigh eadar dha loch.
Na cuinneagan.
46.
A green gentlewoman behind the door.

Bean nasal uaine cùl an doruisd.
An gais sguabaidh.
47.
Wiggle waggle about the river,
Iron its head, horse its neck,
Man its tail.
A fishing-rod.
Driobhal drabhal feadh na h-abhann, iarunn a cheann
each a mhuineal duin' a thòn.
Slat iasgaich.
48.
A sharp sharp sheep, and her entrails trailing.
A big needle.
Caora bhiorach bhiorach, 's a mionach slaodadh rithe.
Suathad mhor.
49.
A red red sheep, red mad.
The tongue.
Caora dhearg dhearg, air an dearg choitheach.
An teanga.
50.
I have a puzzle for thee:
It isn't thy hair, and it isn't thy locks,
It isn't a bit of the bits of thy trunk,
It is upon thee, and thou art no heavier.
The man's name.--The Gaelic expression being, 'What name is upon thee?"
Tha toimhseagan agam ort,
Cha n' c t-fhionna 's cha 'n e t-fhalt,
Cha n' e ball de bhallaibh do chuirp,
S tha e ort 's cha truimid thu e.
Ainm duine.
Got these puzzles, riddles, or toimseagain, from Flora MacIntyre, and a little girl, Catherine MacArthur, at Ballygrant, twelve years of age.
GLOSSARY.

BEUM, a piece or bit.
BLAIGH LIN, linen cloth.
BREUNAGAN; this word may mean every filthy piece of ground over which the sickle passes.
CATHADH, gen. of càith, corn seeds.
CIR, the fore-part of the jams.
COITILEAN, a garment somewhat of one piece, serving as the whole clothes; or perhaps a little boat or skiff, which suggests the form of the rainbow.
CAS, fast.
CUIRNEANACH, curled in ringlets.
FHILE or Ile, or perhaps eibheal or eibhle, an ember.
IONACHAG may be aonachag, from aon, a solitary little thing.
LOMACHAG, a bareness, from lom.
LOS, power of destruction.
It will be observed that these riddles are all of a peculiar kind, such as the well known--
Polly with a white pettiecoat and a red nose,
The longer she stands, the shorter she grows."
J. F. C.


Interested in how I create the geometric triangley goodness in my lowpoly work? Here’s a few tips on how I get from idea to finish.
These are super fun and they aren’t that hard to do with a little practice but they might push your patience a tad. So get some good music on and be sure to have a supply of your favourite caffeinated beverage at hand.
Our image is going to be heavily based off reference here so this first step is really, really important.>
At this stage its best to already have a pretty good idea of what your subject will be. Portraits are great but your not limited to that, this can look good with just about anything. Think about what your trying to express.
Then get on the internet!
Pixabay is my favourite place to start. It’s a neat collection of CC-0 images so we can use them anyway we like. They also have great donate buttons so its supper easy to give something back to the artists if you are thus inclined.
Our goal hear is to compose an image which we will use as a base to draw our polygons over.
I say compose because were not necessarily restricted to one image. You can build your reference off bits and bobs from as many different sources as you like. Then roughly stitch all the bits together in Krita or GIMP. It doesn’t have to be neat, you can even paint bits in if you like.
Try to find something with strong perspective and high contrast.
We need to find something with strong angles, depth. If we don’t have good depth it will be difficult to emphasise the 3D form and will end up just looking like a bunch of nicely coloured triangles.
The same applies to both colour and lighting. Try to get contrast across the subject. Use light and shadow to exaggerate the shapes.
Now fire up Inkscape and get to drawing all those triangles over your image.
Now with the pen tool you can draw your polygon then hit “D” to to switch to the colour picker.

You need to look closely at the shapes and contours that you’ll be dealing with and consider how to extract the underlying 3D form.
Consider carefully how much detail you want to include. More triangles does not equal a better result. The beauty comes from what you exclude more thank what you include.
Don’t be too focused on accuracy. Your only trying to create a loose description of the main shapes.
Try to keep an organic flow and avoid creating overly repetitive patterns.
If your not happy with a section don’t be afraid to keep deleting it and starting again. You’ll get it right eventually, it just takes time.

There are key areas in every image where its important to get the form right like I just described. Points of focus. Outside of these areas however, you can start to get more free and abstract.
For example you might want to focus on representing the shapes of your subjects face but once you get down to their clothes you can start to bleed off into randomness and eventually just blend into the background.
How you balance careful construction with random abstractness is up to you, but there definitely should be a balance.
Hopeful after hours of triangleing you should now have your finished image.
Or...
You can keep going and push it even further.
But I think I’ve written enough already so I’ll leave that up to you.
Thanks for reading all this text that leaked out of my brain. If it was helpful to you then please do share it with others.
If you made a cool lowpoly then I’d love to see it, post her down below or ping @micah_denn
Also if you like the image above I have prints available here.
4. There is no step four


WITNESS LIST Redistricting Committee August 25, 2000-12:00P Redistricting On: Anderson, Betty (Self) Butler, Jim (Odessa Chamber of Commerce) Cardenas, Jr., Alberto P. (Lubbock Hispanic Chamber of Commerce) Cook, D. V. (Self and Texas Independent Ginners Association) Cox, Roger (Amarillo Chamber of Commerce) Earl, Lewis (Self) Gibson, David (Texas Corn Producers Board) Harris, Jerry (Self) Hebert, J. Gerald (IMPAC 2000) Henry, Alan (Lubbock Chamber of Commerce) Henson, James (Amarillo Chamber of Commerce) Hernandez, City Councilman Victor (City of Lubbock, District 1) Isett, State Representative Carl (Self) Klein, Todd R. (Lubbock County Democratic Party) Mann, L. Scott (Republican Party) McDaniel, Dr. Gary (Souths Plains College) McEwen, Mayor Russ (City of Big Spring) Mirabal, Al (U.S. Census Bureau) Montford, Chancellor John (Texas Tech University) Morris, David (Self) Patterson, T. J. (Self) Pearson, Dr. Neale (Self) Privett, Tony (City of Lubbock) Pruitt, Dwayne (Majority of Terry County) Sipes, L. D. (Buddy) (Midland Chamber of Commerce) Sitton, Mayor of Lubbock Windy (Self) Steed, Mayor Pat (City of Childress) Trose, Michael B. (Democratic Party of Midland) Turner, Marshall (U. S. Census Bureau) Verett, Steve (Plains Cotton Growers, Inc.) Wilson, Rose (Self) Wilson, Ross (Texas Cattle Feeders Association) Yeager, Bruce (Wellman-Union ISD)


HSP : Hot Soup Processor ver3.6 / onion software 1997-2021(c)
A standard sprite is a handy instruction set that can be used for drawing such as 2D games.
It provides a mechanism for managing images used in games, etc., such as moving them together and searching them.
The standard sprite instructions are compatible with the instructions that were added as the hspdx plugin,
It is possible to handle 2D drawing easily.
So far, there have been several ways to use sprites (rectangular images) when drawing in 2D with HSP3.
・ HSPDX plug-in ・ HGIMG / HGIM GX plug-in ・ HGIM G3 plug-in ・ HGIM G4 plug-in ・ Mod_sprite module
Among them, the plug-ins up to HSPDX, HGIMG, and HGIMGX are from the HSP2 era, and development has already been completed.
It is difficult to operate with the current OS and environment.
The HGIMG3 / HGIMG4 plug-in has 3D functionality as well as a highly functional 2D sprite.
It also has functions, but instead of managing all coordinates with real numbers and having many functions
There was a lot of content to learn and it was difficult to handle easily.
So, the HSPDX plug-in that has the longest history and has been used by many users
Based on the instructions, the standard sprite is prepared as a simple and easy-to-use 2D-only sprite.
Sprites can be displayed with simple commands, and sprite images can be freely registered.
It is equipped with a flexible system. Also, sprite callbacks, map drawing, etc.
A unique mechanism has also been introduced, making it more convenient than the original HSPDX plugin.
Coordinates are also managed by integers, making it easy to handle in 2D games and UI displays.
Of course, you can also use the conventional plug-in for autonomous movement by event list and cooperation with 3D.
Standard sprites work on all platforms supported by HSP3Dish and HGIMG4, as well as
We plan to support it in the HSP3 standard runtime as well.
Standard sprite instructions are integrated into the HSP3Dish and HGIM G4 runtimes. Add the line "#include" hsp3dish.as "" to the beginning of the script If you specify the HSP3Dish runtime, you can also use standard sprite instructions.
#include "hsp3dish.as"; Use HSP3Dish runtime
HGIMG4, an extension of the HSP3Dish runtime, can use standard sprite instructions as well. Of course, the drawing function of HSP3Dish / HGIMG4 runtime and all HSP3 instructions are also available.
Standard sprite instructions are often compatible with HSPDX plug-in instructions,
Not all instructions are fully compatible.
The HSPDX plug-in was developed in the HSP2 era, such as screen initialization and palette usage.
Specifications that matched the display driver at that time were also included.
Standard sprites are related to palettes, taking into account the current display driver specifications.
The function has been removed. Also, the instructions related to screen initialization (es_screen, etc.) are
It will use the mechanism (screen instruction) of the HSP3Dish side.
Also, in the HSPDX plug-in, the screen was updated by the es_sync command,
This instruction is obsolete (recognized as a keyword, but nothing is done),
It will be done according to the drawing of HSP3Dish.
In many cases, scripts for past HSPDX plugins will need to be reworked, so
Please note that it is not compatible at all.
However, regarding sprite and character settings, HSPDX plugin instructions starting with es_ ~
Almost all are supported. Also, the HSPDXfix plugin that was extended later has
It also includes expressions such as special effects and rotation enlargement / reduction.
Since the constants and internal structure are also in a format similar to the HSPDX plug-in, some modifications can be made.
It should work in the latest environment.
The HSPDX plugin was only supported on Windows platforms,
By replacing with standard sprites, web browsers, smartphones, Linux, Raspberry Pi, etc.
It opens the way for many devices to work.
Sprites can be placed anywhere on the screen and display your favorite images.
It is a rectangle (quadrangle). Just put the square panel with the picture on the screen one by one
It's like pasting.
For example, the shooting game's own machine and enemy characters also display figures.
You can think of it as a sprite. In addition, missiles, explosion marks, etc.
Sprites are the smallest unit that produces all images. in this way,
A container that displays a fixed figure anywhere on the screen is called a sprite.
Sprites are just containers, so you need to have a picture to display. We call it a character pattern. Character patterns are from image files with a transparent background (such as .PNG files) You can cut out a part and bring it.
Sprites are managed by a number called sprite number, and each one has a separate image.
You can display it. Character pattern displayed as a sprite
Is also managed by the number of the character No.
For the character pattern, read the image file in advance and read one part of it.
It is necessary to cut out and register.
That's all you can do with sprites.
One character pattern can be assigned to one sprite,
You can change it on the way. In addition, multiple character patterns are displayed for a certain period of time.
Switch each time to make it look like an animation, or assign it to a sprite
You can also transform the character pattern and change the composition method.
By managing sprites, you can create games etc. more easily and simply. Let's actually write a script and try it. Declare the use of the runtime with the #include instruction to use the functionality of standard sprites.
#include "hsp3dish.as"; Use HSP3Dish runtime
Normally, use HSP3Dish. When using the 3D function together, "#include" hgimg4.as ""
But it doesn't matter.
In addition, if you want to use sprites, you must first initialize the sprite system.
Initialize the system with the es_ini instruction.
es_ini; Sprite initialization
After initializing the sprite, you can display the sprite.
If you don't enter this instruction first, when you try to execute an instruction related to sprites
Please note that you will get the error "You have selected an unsupported feature".
Sprites are managed by a number called sprite number, and each one has a separate image.
You can display it. The image displayed as a sprite is called a character pattern.
This is also managed by a number called character number.
How many sprite numbers and character numbers can be registered
It can be specified at the time of initialization by the es_ini instruction.
es_ini p1, p2, p3 System initialization p1 = maximum number of sprites p2 = maximum number of character definitions p3 = Circumference accuracy
If the parameter is omitted, the number of sprites is up to 512 and the number of character definitions is 1024.
Initialize the sprite with a lap accuracy of 64 degrees per lap.
The es_ini instruction can be executed any number of times, so sprites
It can also be used when you want to clear everything.
Also, there is an upper limit to sprite and character parameters.
Therefore, by specifying a large number, the maximum number of sprites and characters can be set.
You can increase it freely. However, it consumes a lot of memory.
(Conversely, HSP3Dish does not allocate any extra memory unless you execute the es_ini instruction.)
Register the character pattern in preparation for using the sprite
is needed.
First of all, how to register the character pattern
es_size p1, p2, p3, p4 Character size specification p1 = X size of character p2 = Y size of character p3 = hit check area (%) (initial value = 100) p4 = Specify special effect (EP value)
Specify the character size with. (p1, p2) is the character's X, Y size (dot unit)
Will be. In p3, the hit check area when making a hit judgment is what percentage of the total
Specify whether it will be. If you specify 100, it will fill the size specified in (p1, p2).
Performs a hit check. (The default value is 100%)
p4 is the default setting for special effects (EP values). Normally, you can omit it.
Special effects (EP values) will be explained later.
There are no particular restrictions on the X and Y sizes of the character, but they may extend beyond the image.
The character pattern specification is invalid.
The setting of the es_size instruction is valid for all subsequent character definitions.
After setting the size with this, register the character pattern with the es_pat instruction.
es_pat p1, p2, p3, p4, p5 Character pattern definition p1 = Character No. p2 = Upper left X coordinate of the character pattern p3 = Upper left Y coordinate of the character pattern p4 = number of display frames (0) p5 = window buffer ID
For the character number of p1, with the coordinates of (p2, p3) as the upper left,
The character pattern of the size set by es_size is registered.
The target image here is pre-used with the picload command or celload command.
Must have been read into the window buffer.
If the window buffer ID is specified in p5, from that window buffer,
If p5 is omitted, from the window buffer corresponding to the current operation destination,
Cut out a part of the image and register it as a character pattern.
The character pattern is registered in the specified character number with one es_pat command.
If you need a lot of character patterns, you need to register that much.
If the p1 parameter is omitted or set to a negative value, it is automatically free.
A character number is assigned. After executing this instruction, the system variable stat
Since the assigned character number is assigned, which number is assigned accordingly.
You can know if it was used.
The parameters of p4 are the settings for character animation.
Normally, you can omit it.
es_ini; Initialize sprites buffer 3; Create window buffer ID 3 picload "testchr.png"; Load the image file es_size 64,64; Specify 64 × 64 dot size es_pat 0, 0,0; Assign image from (0,0) to character No.0 gsel 0; Return the operation destination ID to 0
In the above example, the image file "testchr.png" is read into the window buffer ID3 and loaded. The 64x64 dot image from (0,0) is defined as character No.0.
There is also an es_patanim instruction for defining multiple character patterns together. With this command, it is possible to define including animation.
es_patanim p1, p2, p3, p4, p5 Collectively character image definition p1 (-1) = Character No. p2 = number to define p3 = Upper left X coordinate of the character pattern p4 = Upper left Y coordinate of the character pattern p5 (0) = number of display frames (0) p6 = window buffer ID
After the character number specified in p1, the number of character patterns specified in p2 will be registered. Use the es_pat instruction to define a single character number.
The character pattern to be registered is the continuous side-by-side area in the image. The character is registered as if the patterns are lined up to the right with the size set by es_size from the coordinates of (p3, p4).
The target image here must be read into the window buffer in advance with the picload command or celload command.
In p5, if the window buffer ID is specified, it is cut out from the window buffer, and if p5 is omitted, a part of the image is cut out from the window buffer corresponding to the current operation destination and registered as a character pattern. I will.
If the p1 parameter is omitted or set to a negative value, a free character number is automatically assigned. After executing this instruction, the character number assigned to the system variable stat is assigned, so you can know which number was used.
The parameters of p5 are the settings for character animation.
If 0, there is no animation. If it is 1 or more, the character is displayed for the specified number of frames, and then the next character (character No. + 1) is displayed.
Normally, an animation is defined in which the number of patterns specified by the p2 parameter is repeated in the waiting frame of p5.
Defines a pattern that disappears after animating multiple patterns when ESSPPAT_1SHOT ($ 1000) is added to the p2 parameter.
After registering the character pattern, register the sprite next. The basic usage is
es_set p1, p2, p3, p4, p5 sprite settings p1 = Sprite No. p2 = sprite X coordinate p3 = sprite Y coordinate p4 = Character No. p5 = option value p6 = Priority (-32768 to 32767)
You can register sprites with.
p1 is the sprite number, and (p2, p3) is the coordinates of the sprite on the screen.
With this coordinate as the upper left, the character number specified in p4 is displayed.
If p1 is omitted or set to a negative value, a free sprite number is automatically assigned.
In this case, the sprite number set after the instruction is executed is assigned to the system variable stat.
Sprite coordinates can be set in the range of -32767 to 32767.
Normally, it is displayed in the range of screen resolution with the upper left of the screen as (0,0), but this is
You can also change it.
p5 sets an option value that the user can freely use.
(See the Sprite Parameters section for more information on option values.)
Specify the sprite priority with p6. The smaller the priority, the closer to the front
It will be displayed, and if the values are the same, the smaller sprite has priority.
You can also draw in ascending order of sprite number as before.
Now you are ready to view the sprites.
The actual drawing is done when the sprite drawing command is executed in the main loop.
For example, configure the following main loop:
*gmain redraw 0; clear screen es_draw; sprite drawing redraw 1; screen refresh await 1000/60; wait for time (1/60 seconds) goto *gmain
It is common to HSP3Dish to describe drawing commands between redraw 0 and redraw 1.
It becomes a rule.
By writing the es_draw instruction there, the standard sprite manages it.
The sprite is drawn.
If you want to display sprites, put the es_draw command at the right time
Please draw.
You can also enter normal drawing commands, so you can use mes commands, boxf commands, etc.
If you write it after the es_draw command, it will be drawn before the sprite,
If you write it before the es_draw instruction, it will be the background of the sprite.
Be sure to put a certain waiting time in the loop with the await instruction.
"Await 1000/60" is said to loop in 1/60 second units (rewrite the screen)
The result is.
In this way, all pre-registered sprites are displayed by the es_draw command.
Draw.
If many sprites overlap at the same time,
The smaller the sprite number, the closer it is displayed (higher priority).
There are several instructions for changing sprite settings.
es_chr p1, p2 chr value setting es_type p1, p2 type value setting es_flag p1, p2 flag value setting
For these, specify the sprite number with p1 and specify the value with p2. The es_chr instruction changes the character number. The es_type instruction specifies a value (type value) for sprite identification. The es_flag instruction specifies the sprite flag value (flag value). (For details on flag value and type value, refer to the item of sprite parameter.)
If you want to change the coordinates of the sprite
es_pos p1, p2, p3, p4 Sprite coordinate settings p1 = Sprite No. p2 = sprite X coordinate p3 = sprite Y coordinate p4 = configuration options
Use the. Specify the sprite number with p1 and set the X and Y coordinates with (p2, p3).
es_pos is an instruction to change only the coordinates of the set sprite.
It is also possible to automatically move the coordinates of the sprite for each frame.
The following instructions are available.
es_apos p1, p2, p3 Sprite movement settings p1 = Sprite No. p2 = 1 Number of dots moving in the X direction in the frame p3 = 1 Number of dots moving in the Y direction in the frame p4 = Movement speed (%)
Specify the sprite number with p1 and the increment in the X and Y directions with p2 and p3.
Specify the movement speed in% with p4. If p4 is omitted or 100 is specified,
It becomes 100% speed and keeps moving in one frame by the increment specified by (p2, p3).
If the movement speed is set to 50 (%) and the increment is specified as (+4, -2),
In reality, it is an increment of (+2, -1). The unit of increment is 1 dot or less
Move accurately. For example, move (1,0) by 10% in one frame.
Even if you do it in, it will be calculated to move 1 dot after 10 frames.
es_adir p1, p2, p3 Sprite movement direction setting p1 = Sprite No. p2 = direction of movement p3 = Movement speed (%)
The es_adir instruction is set to automatically move sprites like the es_apos instruction. Although it is an instruction to determine, the es_adir instruction moves by specifying the direction. Specify the sprite number with p1 and the direction with p2. The direction is the value set in es_ini Specify up to. 0 is directly below and increases counterclockwise. Specify the movement speed in% with p3. When p3 is omitted or 100 (%) is specified Moves a dot distance per frame in the specified direction.
es_aim p1, p2, p3, p4 Sprite reference coordinate setting p1 = Sprite No. p2 = X coordinate of destination p3 = Y coordinate of destination p4 = Movement speed (%)
The es_aim instruction moves the sprite in the specified direction like the es_adir instruction.
Is for. In the es_aim command, the X and Y coordinates that are the targets to move instead of the direction are set.
Specify. The sprite will change the direction from the current coordinates to the target coordinates.
Calculate and start moving.
This command, for example, a missile launched from an enemy moves toward the player
It is useful when you want to do it.
Specify the movement speed in% with p4. When p3 is omitted or 100 (%) is specified
Moves a dot distance per frame in the specified direction.
One of the useful features you should know about moving sprites is sprites.
There is an automatic deletion function. This can be used to set off-screen coordinates or sprites
It is a function that automatically deletes things that have gone out of the screen by automatic movement.
For this reason, a sprite-enabled area is set up.
Only sprites within the sprite-enabled area will be enabled,
Sprites that come out of that range are automatically deleted.
Normally, the sprite effective area is within 128 dots outside the display range of the window in which the es_ini command is executed.
For example, in the case of (640 x 480) dots, the range of coordinates that the sprite can take is from (-128, -128).
It will be up to (768,608).
The instruction to change this sprite effective area is the es_area instruction.
es_area p1, p2, p3, p4 Sprite effective area setting p1 = Upper left X coordinate of valid area p2 = Upper left Y coordinate of valid area p3 = lower right X coordinate of the effective area p4 = Lower right Y coordinate of the effective area
Sets the effective area of the sprite. If the sprite coordinates are not within the range (p1, p2)-(p3, p4), they will be automatically deleted.
Various parameters are stored in one sprite,
It can be read and written as needed.
The following macros are provided to show the sprite parameters.
Value macro content ---------------------------------------------------------- 0 ESI_FLAG flag value (function status setting) 1 ESI_POSX X coordinates 2 ESI_POSY Y coordinate 3 ESI_SPDX X Move value 4 ESI_SPDY Y Move value 5 ESI_PRGCOUNT Progress count value ((unused) 6 ESI_ANIMECOUNT animation counter 7 ESI_CHRNO Character No. 8 ESI_TYPE type value (user-configured attribute) 9 ESI_ACCELX X Acceleration (for falling) 10 ESI_ACCELY Y Acceleration (for falling) 11 ESI_BOUNCEPOW Repulsive force (for falling) 12 ESI_BOUNCEFLAG Repulsion setting (for falling) 13 ESI_OPTION option value (depending on user settings) 14 ESI_PRIORITY Display priority 15 ESI_ALPHA Special effect (EP value) 16 ESI_FADEPRM Fade parameters 17 ESI_ZOOMX X Display magnification 18 ESI_ZOOMY Y Display magnification 19 ESI_ROTZ Rotation angle
All information is stored as a 32-bit integer. The following commands are provided to read and set the set information.
es_get p1, p2, p3 Sprite information acquisition p1 = variable name to which information is assigned p2 = Sprite No. p3=info number
In this instruction, the sprite number information of p2 is assigned to the variable name specified by p1. Su. The type of information is specified by the info number on p3. For more information, order referral Please refer to
es_setp p1, p2, p3 Sprite information settings p1 = Sprite No. p2=info number p3 = value to change
With this instruction, you can set the sprite number information of p1.
The type of information is specified by the info number on p2.
Most parameters have separate instructions to set, so
There is no need to use the es_get and es_setp instructions.
In addition, the coordinates, acceleration, magnification, etc. are fixed decimal values, so they may differ from the actual values.
Therefore, es_pos and es_getpos instructions are provided for input / output related to coordinates.
es_pos p1,p2,p3,p4 p1 = Sprite No. p2 = sprite X coordinate p3 = sprite Y coordinate p4 (0) = configuration options
The es_pos instruction sets the coordinates of the sprite number specified in p1 to the value of (p2, p3). You can select the coordinates that can be set by the option of p4.
p4 macro name Contents -------------------------------------------------- 0 ESSPSET_POS Sprite X, Y coordinates 1 ESSPSET_ADDPOS Sprite X, Y moving component 2 ESSPSET_FALL Sprite X, Y Fall speed 3 ESSPSET_BOUNCE Sprite bound coefficient 4 ESSPSET_ZOOM Sprite X, Y Display magnification 0x1000 ESSPSET_DIRECT Set 32bit value directly 0x2000 ESSPSET_MASKBIT Hold fixed fractional part
The coordinate value set by the es_pos instruction is internally a fixed 16-bit decimal number. Normally, the conversion is done automatically, but adding ESSPSET_DIRECT to the configuration option disables the conversion.
Also, by adding ESSPSET_MASKBIT, the decimal part up to that point will be retained when converting 16-bit fixed decimals.
Similarly, to get the coordinates of a sprite, use the es_getpos instruction.
es_getpos p1,p2,p3,p4 p1 = Sprite No. variable name to which p2 = X coordinates are assigned variable name to which the p3 = Y coordinate is assigned p4 (0) = configuration options
It gets X, Y information such as sprite coordinates and assigns them to two variables.
Specify the sprite number with p1 and set the variables to be assigned with the p2 and p3 parameters.
The configuration options for p4 are similar to those for the es_pos instruction.
The sprite flag value determines whether the sprite is enabled or disabled, the basic behavior, etc. This is an important parameter. An es_flag instruction is provided to set this value.
es_flag p1,p2 p1 = Sprite No. p2 = flag value
The flag value is automatically set to $ 100 (256) when sprites are enabled. Normally, you don't need to mess with it. The values indicated by the flag values are as follows. The name in [] is the defined macro name.
0: Sprite unregistered bit 0-6: 1 to 127 countdown timer bit 7: Countdown disappears SWITCH bit 8: $ 100 Sprite display ON [ESSPFLAG_STATIC] bit 9: $ 200 Sprite move ON [ESSPFLAG_MOVE] bit10: $ 400 Free fall movement ON [ESSPFLAG_GRAVITY] bit11: Move by linking with $ 800 BG (not implemented) [ESSPFLAG_BGLINK] bit12: $ 1000 Border erasure disabled ON [ESSPFLAG_NOWIPE] bit13: $ 2000 Inverted at border X SWITCH [ESSPFLAG_XBOUNCE] bit14: $ 4000 Inverted at border Y SWITCH [ESSPFLAG_YBOUNCE] bit15: $ 8000 Flashing at countdown timer SWITCH [ESSPFLAG_BLINK] bit16: $ 10000 Hidden SWITCH [ESSPFLAG_NODISP]
Sprite type values can be used effectively when identifying objects in games, etc.
I can do it. The type value can be set with the es_type instruction.
This value is an identification value that you can set as you like. Setting
The value that can be set is
1,2,4,8,16,32,64,128,256,512,1024,2048,4096,8192,16384,32768…
It will double. Up to 32 types can be used in total.
Immediately after setting the sprite with the es_set instruction, the type value is 1.
This value is used to specify collision detection and sprite search targets.
The main usage is to register the type of object indicated by the sprite.
For example, in a shooting game, your ship is type 1, your enemy is type 2, and your enemy's missile is type 2.
When you sprite the type value like type4, your missile is type8, etc.
Set to.
In this way, it is determined whether the aircraft is an enemy or is colliding with an enemy missile.
It will be easier to check if. In the es_check instruction, multiple type values are used at the same time.
In this example, it can be judged as an enemy (type 2) against your own sprite.

I will.
Also, when determining whether your missile is colliding with an enemy, first
The es_find command searches only type 8 sprites, and each one is an enemy (type 2).
You just have to determine if it collides with.
Sprites are usually displayed closer as the Sprite No. value is smaller.
However, by setting the sprite display priority parameter,
You can apply any priority for each sprite.
Sprite priority setting is done by the es_setpri instruction.
es_setpri p1, p2 Sprite priority setting p1 (0) = Sprite No. p2 (0) = Priority (0 ~)
Sets the value specified in p2 to the sprite specified in p1.
To actually draw according to the priority, it is necessary to specify the priority setting parameter of the sprite to be displayed by the es_draw command.
es_draw p1, p2, p3, p4, p5 sprite drawing p1 = Start drawing Sprite No. p2 (-1) = number of sprites to draw p3 (0) = Processing hold flag p4 (-1) = priority start value p5 (-1) = Priority end value
The es_draw instruction has many parameters.
If you want to draw only a part of the registered sprites, specify the start sprite No. in p1 and the number to draw in p2.
If p1 and p2 are omitted, all sprites will be drawn.
The p3 parameter allows you to suspend internal processing.
Value macro name content ------------------------------------------------------------------------ 0 ESDRAW_NORMAL Perform all processing 1 ESDRAW_NOMOVE Hold move processing 2 ESDRAW_NOANIM Hold animation 4 Hold the ESDRAW_NOCALLBACK callback routine 8 ESDRAW_NODISP Hold display 16 ESDRAW_NOSORT Hold sort
Normally, when an instruction is executed, sprite movement-> animation processing-> display processing-> callback processing is executed, but each processing can be put on hold.
The ESDRAW_NO * macros can be specified at the same time by adding them.
This allows you to temporarily stop moving or animating. Normally, you can safely omit the p3 parameter.
When the p4 and p5 parameters are specified, the priority specified by the es_set and es_setpri instructions is referenced, and the sprites are drawn by sorting in the order of the values. At that time, it is possible to draw only the range from p3 to p4.
If you specify the p4 and p5 parameters, the sprites are sorted according to their priority, and the one with the highest priority value is displayed in the foreground. (However, if ESDRAW_NOSORT is specified in the processing hold flag, sorting is disabled.)
If the p4 and p5 parameters are negative or omitted, the priority value is ignored, and the smaller the sprite number, the closer it is displayed.
Instructions are provided to manage multiple sprites together. Make good use of these instructions to manage your sprites properly.
es_new p1, p2 Get new sprites p1 = variable name to which the new No. is assigned p2 = Start search Sprite No.
This instruction searches for unused numbers in sprite numbers.
Substitutes the number with space after the number specified in p2 to the variable specified in p1. Sky
If not, -1 is substituted.
This instruction is left for compatibility with previous versions. previous
Use the es_exnew instruction except when running scripts created using the version
Please use it.
es_exnew p1, p2, p3, p4 Get new sprites p1 = variable name to which the new No. is assigned p2 = Start search Sprite No. p3 = Sprite No. to end the search p4 = Incremental
This instruction searches for unused numbers in sprite numbers.
Assigns a number with a space between the numbers specified in p2 to p3 to the variable specified in p1.
If there is no space, -1 is assigned.
For p4, specify the increment of the sprite number to search. If omitted, it will be from p2 and p3.
Since it is set dynamically, it usually does not need to be specified.
* If you want to perform the same processing as the es_new command, specify -1 for p3.
es_find p1, p2, p3 sprite search p1 = variable name to which sprite number is assigned p2 = type value to be searched p3 = Start search Sprite No. p4 = Sprite No. to end the search p5 = Incremental
Although this instruction has the type value specified in the registered sprite
Search for sprite numbers.
Multiple types can be specified for the type value of p2 at the same time.
For example, if you want to target type1 and type4, specify 5 for 1 + 4.
If p2 is omitted or 0 is specified, sprites with all type values will
It will be searched.
The search is performed in order from the sprite number specified by p3 to the number specified by p4.
I will continue.
If this is omitted, all sprites will be searched from No.0.
When the appropriate sprite is found, substitute the result for p1 and finish.
If the result of the search does not find the corresponding sprite, -1 is assigned.
p5 specifies the increment of the sprite number to be searched, and if omitted, from p3 and p4
It is set automatically, so you do not usually need to specify it.
es_check p1, p2, p3, p4, p5, p6 Collision detection acquisition p1 = variable name to which the result is assigned p2 = Sprite No. to be checked p3 = type value to be searched p4 = Judgment flag (0 = Do not consider rotation, 1 = Consider rotation) p5 = Start search Sprite No. p6 = Sprite No.to end the search
The es_check command is a command that determines collisions between sprites.
Search for sprites that collide (overlap) with the sprite number specified in p2,
Assigns the result to the variable specified in p1.
You can specify the type value that is the target of collision detection with p3.
If p3 is omitted or 0, it determines collisions with all sprites.
Multiple types can be specified for the type value of p3 at the same time.
For example, if you want to target type1 and type4, specify 5 for 1 + 4.
For collision detection, the hit check area specified when the character pattern was registered
The region (%) is used. Even if the images actually overlap, in the hit check area
It is not considered a collision unless the ranges overlap.
The result is assigned to the variable specified by p1. If there are any sprites colliding
If it is, -1 is used.
Is substituted. If there are multiple sprites colliding, the sprites
The one with the smallest number is given priority.
To delete (delete) a sprite that has been set once, use the following command.
es_kill p1 Sprite removal p1 = Sprite No.
The sprite number specified in p1 will be deleted and will not be registered.
es_clear p1, p2 Delete multiple sprites p1 = Sprite No. p2 = number to be deleted
Sprites after the sprite number specified in p1 will be deleted and will not be registered.
You can specify the number of sprites that will be deleted by p2.
If you omit p1 and p2, all sprites will be deleted.
Normally, only one character number can be specified for a sprite.
This means that you are always pasting a still image on your sprite.
However, in many cases, such as games, the image should be animated.
In standard sprites, when defining a character pattern, the animation
It is possible to make settings.
The character number of the animated character changes automatically,
Just register the sprite and the image will be automatically displayed as an animation.
For example, the character number will automatically change to 1-> 2-> 3-> 4.
To set
es_size 32,32 es_pat 1,0,0,8 es_pat 2,32,0,8 es_pat 3,64,0,8 es_pat 4,96,0
It can be set as follows. First, use the es_size instruction to create 32x32 dots.
Set the character and define the characters from 1 to 4 with the es_pat instruction.
Animation when 1 or more is specified for the 4th parameter of the es_pat instruction
Wait for the specified number of frames and then switch to the next number.
I will change it. In other words, in the above example, character No. 1 is displayed, and 8 frames later.
Character No. 2 is displayed in. And again, eight frames later,
It will be Lacta No.3. After switching to character No. 4 after 8 frames
The fall will remain the same.
Specify the number of waiting frames for animation with consecutive numbers like this.
It is possible to change the character number one after another with.
However, in the above example, it stays stopped when the character number reaches 4.
I will do it. This is repeated endlessly like 1-> 2-> 3-> 4-> 1-> 2->…
It is also possible to set it to be mated.
es_link p1, p2 animation settings p1 = Character No. p2 = Loop animated character No.
The es_link command specifies the character number to be displayed next in the animation.
It is an instruction for.
After the character number specified in p1 displays only the specified frame, in p2
Set to switch to the specified character number.
Therefore, if you want to set 1-> 2-> 3-> 4-> 1-> 2->…,
es_size 32,32 es_pat 1,0,0,8 es_pat 2,32,0,8 es_pat 3,64,0,8 es_pat 4,96,0,8 es_link 4,1
If you write a script like this, it's OK.
There are special effects for sprites and instructions for changing them. These features are not supported by the original HSPDX plug-in.
es_setrot p1, p2, p3, p4 Sprite rotation angle / display magnification setting p1 = Sprite No. p2 (0) = angle value p3 (-1) = Display magnification in the X direction (%) p4 (-1) = Display magnification in Y direction (%)
Changes the sprite rotation angle and display magnification specified in p1.
The sprite is rotated to the angle specified by p2. The value of p2 is an integer of 0 or more, and the larger the value, the more clockwise the rotation. The value that the angle goes around is specified by the es_ini instruction.
The display magnification in the X and Y directions is changed by the (p3, p4) parameter.
If the value of p3 or p4 is omitted or a negative value, the previous magnification is retained unchanged.
The display magnification is converted from 100% as 1x. If 250 is specified, it will be 2.5 times.
Immediately after setting the sprite with the es_set instruction, the angle is 0 and the magnification is 100%.
In addition, the es_effect instruction has the following parameters to set the effect related to sprite composition.
es_effect p1, p2, p3 Sprite special effect settings p1 = Sprite No. p2 ($ 3ff) = Effect parameter (EP value) p3 (-1) = Light color RGB value (0 to $ ffffff) (not implemented)
Set the effect (special effect) when drawing a sprite. The value specified by p2 is called the EP value and has the following meanings.
EP value content ----------------------------------------------------------- 0 to 255 α channel value (0 = transparent, 255 = opaque) + $ 300 Enables alpha channel synthesis (equivalent to gmode 3) + $ 500 Additive synthesis is performed on the original image (equivalent to gmode 5) + $ 600 Subtractive synthesis on the original image (equivalent to gmode6)
This value is the sum of the alpha channel value and the composite parameters of the gmode instruction.
The EP value is the mode value set in gmode multiplied by 256 ($ 100 in hexadecimal) plus the translucency rate (alpha channel value).
The default value is set to $ 3ff (alpha channel = 255, equivalent to gmode3).
The p3 parameter allows you to multiply a specific light color when drawing a sprite. This parameter is currently unimplemented.
Sprite callbacks are the ability to call a specific label when a sprite is displayed. This allows you to write only the necessary processing as a subroutine for each valid sprite.
es_setgosub p1, p2 Sprite display callback settings p1 = Sprite No. p2 = Subroutine label to set
Sets the display callback for the sprite specified in p1.
Specify the subroutine label with p2. After that, every time the sprite is displayed, the subroutine is called like the gosub instruction.
When the subroutine is actually called, the sprite number is set in the system variable iparam.
The type value is assigned to wparam, and the character number is assigned to lparam.
The subroutine that makes the call acts as a callback routine.
Please note that some instructions such as waiting for time cannot be executed. For more information, see Callback Routines in the programming manual.
The BG map drawing function draws tile-shaped planes together. It can be used independently of sprites.
With the BG map, you can manage the background where parts are combined and the text area where standard size character fonts are arranged.
There are three commands for drawing a BG map. The es_bgmap instruction is an instruction to initialize the BG map.
es_bgmap p1, p2, p3, p4, p5, p6, p7, p8 Initialize BG map p1 = BGNo. (0 to 15) p2 = variable name to store map data p3 (16) = X size of the entire map p4 (16) = Y size of the entire map p5 (16) = X size of map display part p6 (16) = X size of map display part p7 (0) = Screen buffer ID to store map parts p8 (0) = configuration options
Initialize a BG map with any size.
Specify the BG No. to be initialized with p1. BG No. can be specified from 0 to 15.
Specify the variable to store the map data in p2.
This variable must be initialized with the dim instruction in advance as an array variable that has the element "X size of the entire map x Y size of the entire map".
Specify the X and Y sizes of the entire map with (p3, p4).
Specify the X and Y sizes of the part where the map is displayed with (p5, p6).
All parameters from p3 to p6 are units of map parts.
In the p7 parameter, specify the screen buffer ID in which the image of the map part is loaded. Images must be loaded into this buffer in advance using the picload or celload instructions. (For the map part image, set the part size with the celdiv command.)
Set the behavior of the BG map with the setting option of p8. This item is for future expansion and is not currently implemented.
mapsx = 4: mapsy = 4; map size dim map, mapsx * mapsy; map data variables celdiv 3,64,64; Map cell settings es_bgmap 0, map, mapsx, mapsy, mapsx, mapsy, 3; Map registration
In the above example, assuming that the overall size is 4x4, the variable map initialized with "dim map, 4 * 4" is specified.
This variable has the contents of the map data directly, and if the value is 0, the map part (cell ID) is 0, and the part ID can be assigned or referenced as it is.
map (0) = 1: map (5) = 6; Set map data
The es_bgmap instruction registers the map display settings internally.
Map information is categorized by BG No. from 0 to 15, and 16 types of maps can be held at the same time. (Map information is retained until it is initialized with the es_ini instruction)
The actual map display is performed with the es_putbg instruction.
es_putbg p1, p2, p3, p4, p5 Display BG map p1 = BGNo. (0 to 15) p2 (0) = Display start X coordinate p3 (0) = Display start Y coordinate p4 (0) = Display start map X position p5 (0) = Display start map Y position
The es_putbg instruction displays the BG map of the specified BG No.
It is necessary to initialize the size and parts information of the BG map with the es_bgmap command in advance.
Specify the display start position (upper left) on the screen with the (p2, p3) parameter.
Specify the map display start position (upper left) with the (p4, p5) parameter.
Normally, the map is displayed from the (0,0) position in the entire map.
By specifying the map display start position, you can change the position of the map that corresponds to the upper left when a part of the entire map is displayed.
This makes it possible to scroll the BG map.
It is possible to display a fixed size alphabet font using a BG map.
You can use the es_bgmes instruction instead of the mes instruction.
es_bgmes p1, p2, p3, "str", p4 Write a string to the BG map p1 (0) = BGNo. (0 to 15) p2 (0) = map X position p3 (0) = map Y position "str" = write string p4 (0) = character code offset value
Writes the code of the character string specified by "str" to the BG map of the specified BG No.
It is necessary to initialize the size and parts information of the BG map with the es_bgmap command in advance.
The es_bgmes instruction operates on the assumption that the character font in ASCII code order can be displayed as a BG map.
From the position of the map specified by (p2, p3), the character code included in the character string is written to the right.
Specify the offset value for the character code with the p4 parameter. Normally, it can be 0 or omitted. For example, the letter "A" has the character code 65 and writes the value 65 to the map.
If it contains a line feed code, move to the next line.


word FileEnum( /* returns number of files returned */ FileEnumParams * params, /* described below */ MemHandle * bufCreated, /* FileEnum will allocate a return- * buffer block & write its handle * here */
word * numNoFit); /* Number of files not handled is * written here */
This routine is used to examine all the files in a directory. The routine can filter the files by whether they have certain extended attributes. It creates a buffer and writes information about the files in this buffer. This routine can be called in many different ways; full details are available.
Structures:
FileEnum()
uses several structures and enumerated types. They are shown below; the detailed description of the structures follows.
/* Types, values, and structures passed * to the FileEnum() routine: */
typedef enum /* word */ { FESRT_COUNT_ONLY, FESRT_DOS_INFO, FESRT_NAME, FESRT_NAME_AND_ATTR
} FileEnumStandardReturnType; typedef enum /* word */ { FESC_WILDCARD
} FileEnumStandardCallback; /* Types, values, and structures returned * by the FileEnum() routine: */
typedef struct { FileAttrs DFIS_attributes; FileDateAndTime DFIS_modTimeDate; dword DFIS_fileSize; FileLongName DFIS_name; DirPathInfo DFIS_pathInfo;
} FEDosInfo; typedef struct _FileEnumCallbackData { FileExtAttrDesc FECD_attrs[1];
} FileEnumCallbackData; typedef struct _FileEnumParams { FileEnumSearchFlags FEP_searchFlags; FileExtAttrDesc * FEP_returnAttrs; word FEP_returnSize; FileExtAttrDesc * FEP_matchAttrs; word FEP_bufSize; word FEP_skipCount; word _pascal (*FEP_callback) (struct _FileEnumParams *params, FileEnumCallbackData *fecd, word frame); FileExtAttrDesc * FEP_callbackAttrs; dword FEP_cbData1; dword FEP_cbData2; word FEP_headerSize;
} FileEnumParams;
Most of the information passed to
FileEnum()
is contained in a
FileEnumParams
structure. The fields of the structure are as follows:
FEP_searchFlags
FileEnumSearchFlags
(described below). These flags specify which files at the current location will be examined by
FileEnum()
. They also specify such things as whether a callback routine should be used.
FEP_returnAttrs
FileExtAttrDesc
structures. The last structure should have its
FEA_attr
field set to FEA_END_OF_LIST. The array specifies what information will be returned by
FileEnum()
. The
FileExtAttrDesc
structure is used in a slightly different way than usual. Every file will have an entry in the return buffer; this entry will contain all the extended attribute information requested. Each
FileExtAttrDesc
structure will specify where in that entry its information should be written. The
FEAD_value
field should contain only an offset value; the extended attribute will be written at that offset into the entry. (You can specify an offset by casting an integer value to type
void *
.) The
FEAD_size
value specifies how long the return value can be. You can also request certain return values by setting
FEP_returnAttrs
to equal a member of the
FileEnumStandardReturnType
(again, by casting the
FileEnumStandardReturnType
value to type
void *
). The
FileEnumStandardReturnType
enumerated type is described later in this section.
FEP_returnSize
FileExtAttrDesc
structures was passed, each entry in the returned buffer will contain all the extended attribute information requested for that file.
FEP_matchAttrs
FileExtAttrDesc
structures. The last structure should have its
FEA_attr
field set to FEA_END_OF_LIST.
FileEnum()
will automatically filter out and ignore all files whose attributes do not match the ones specified by this array. For attributes that are word-sized records,
FEAD_value.offset
holds the bits that must be set, and
FEAD_value.segment
holds the bits that must be clear. For byte-sized flags,
FEAD_value.offset.low
contains the flags that must be set, and
FEAD_value.offset.high
contains flags that must be clear. Byte- and word-sized non-flag values are stored in
FEAD_value.offset
. For all other values,
FEAD_value
holds a pointer to the exact value to match, and
FEAD_size
specifies the length of that value (in bytes). If you do not want to filter out any files in the working directory, or if you will use the callback routine to filter the files, pass a null pointer in this field.
FEP_bufS
FEP_skipCount
FEP_bufSize
to examine many files a few at a time. For example, if you only wanted to examine ten files at a time, you would set
FEP_bufSize
to ten and
FEP_skipCount
to zero.
FileEnum()
would return the data for the first ten files which match the search criteria. After processing the returned data, if there were any files left over, you could call
FileEnum()
again, this time with
FEP_skipCount
set to ten;
FileEnum()
would handle the next ten matching files and return the data about them. In this way you could walk through all the matching files in the directory. Note that if the
FileEnumSearchFlags
bit FESF_REAL_SKIP is set (in FEP
_searchFlags
), the first files in the directory will be skipped
before
they are tested to see if they match. This is faster, since the match condition won't have to be checked for the first files in the directory.
FEP_callback
FileEnumParams
structure, a pointer to the current stack frame (which is used by some assembly callback routines), and a pointer to an array of
FileExtAttrDesc
structures. These structures are all the attributes required either for return, matching, or callback (see FEP
_callbackAttrs
below), with the information for the current file filled in; you can search through them directly for the information you want, or you can call
FileEnumLocateAttr()
to search through this array. If the file should be accepted by
FileEnum()
, the callback should return
true
; otherwise it should return
false
. You can also instruct
FileEnum()
to use one of the standard callback routines by passing a member of the
FileEnumStandardCallback
enumerated type. In this case,
FEP_callbackAttrs
is ignored;
FileEnum()
will automatically pass the appropriate information to the callback routine. (Note that if the FESF_CALLBACK bit of the
FEP_searchFlags
field is not set, the
FEP_callback
field is ignored.)
FEP_callbackAttrs
FileExtAttrDesc
structures. The last structure should have its
FEA_attr
field set to FEA_END_OF_LIST. The array will be filled in with the appropriate information for each file before the callback routine is called. Note that if the FESF_CALLBACK bit of the
FEP_searchFlags
is not set, the
FEP_callbackAttrs
is ignored. If you do not need any attributes passed to the callback routine, set this field to be a null pointer.
FEP_cbData1
,
FEP_cbData2
FileEnum()
; they are used to pass information to the callback routine. If you do not call a standard callback routine, you may use these fields any way you wish.
FEP_headerSize
FileEnum()
will leave an empty header space at the beginning of the return buffer. The size of the header is specified by this field. If FESF_LEAVE_HEADER is clear, this field is ignored.
The first field of the
FileEnumParams
structure,
FEP_searchFlags
, is a word-length record containing
FileEnumSearchFlags
. The following flags are available:
FileEnum()
.
FileEnum()
.
FileEnum()
.
FileEnum()
.
FileEnum()
will return the number of files passed through in order to get enough files to fill the buffer; the return value can thus be the real-skip count for the next pass.
FileEnum()
should call a callback routine to determine whether a file should be accepted.
FileEnumParams
fields
FEP_callback1
and
FEP_callback2
are far pointers to movable memory that must be locked before
FileEnum()
is called.
FileEnum()
should leave an empty header space at the start of the return buffer. The size of this buffer is specified by the
FEP_headerSize
field.
The
FileEnumStandardReturnType
enumerated type has the following values; they are used in conjunction with the
FEP_returnAttrs
field of the
FileEnumParams
structure.
FileEnum()
will not allocate any memory and will not return data about files; instead, it will simply return the number of files which match the specified criteria.
FileEnum()
will return an array of
FEDosInfo
structures. These structures contain basic information about the file: its virtual name, size, modification date, DOS attributes, and path information (as a
DirPathInfo
record).
FileEnum()
will return an array of
FileLongName
strings, each one of which is FILE_LONGNAME_BUFFER_SIZE characters long; every one of these will contain a file's virtual name followed by a null terminator.
FileEnum()
will return an array of
FENameAndAttr
structures, each one of which contains a file's DOS attributes and virtual name.
The
FEDosInfo
structure includes a word-sized record (
DFIS_pathInfo
) which describes the file's position relative to the standard paths. It contains the following fields:
StandardPath
constant for a standard path containing the file. This need not be the "closest" standard path; for example, if the file is in the "World" directory, this constant might nevertheless be SP_TOP.
See Also: FileEnumLocateAttr()
,
FileEnumWildcard()
.
Include: fileEnum.h


Apache Felix Shell Service
- Overview
- How the Shell Service Works
- How Commands Work
- Creating a Command
- Security and the Shell Service
- Feedback
Overview
In order to interact with Felix it is necessary to have some sort of interactive shell that allows you to issue commands to the framework and to obtain information from it. The OSGi specification does not define how an OSGi framework should provide this interactivity. Felix defines a shell service for creating and executing arbitrary commands. The shell service does not define a user interface, only a service API.
The benefit of the Felix shell service approach is that it is possible to:
- have multiple shell user interfaces (e.g., textual and graphical),
- add custom commands to the shell (i.e., bundles can make commands available via the shell service), and
- use the shell service from other bundles/services.
The remainder of this document describes how the shell service works and how to create custom commands for it. This document does not describe how to use the command shell, nor does it describe the text-based or GUI-based user interfaces that are available for the shell.
How the Shell Service Works
The Felix shell service is intended to be a simple, but extensible shell service that can have multiple user interface implementations, all of which are independent from the Felix framework. The shell service is currently not intended to be sophisticated, rather it is just a mechanism to execute commands. The shell service maintains a list of command services, each of which have a unique command name. The shell service is defined by the following service interface:
Using the shell service interface, it is possible to access and execute available commands. The shell service methods perform the following functions:
- getCommands() - returns an array of strings that correspond to the names of the installed shell commands.
- getCommandUsage() - returns the command usage string for a particular command name
- getCommandDescription() - returns a short description for a particular command name.
- getCommandReference() - returns the service reference for a particular command name.
- executeCommand() - executes a particular command using the specified command line and print streams.
Most of the shell service methods require no explanation except for the executeCommand() method. Even though this method is the most complex, it is still fairly simplistic. The assumption of the shell service is that a command line will be typed by the user (or perhaps constructed by a GUI) and passed into it for execution. The shell service interprets the command line in a very simplistic fashion; it takes the leading string of characters terminated by a space character (not including it) and assumes that this leading token is the command name. Consider the following command line:
update 3 http://www.foo.com/bar.jar
The shell service interprets this as an update command and will search for a command service with the same name. If a corresponding command service is not found, then it will print an error message to the error print stream. If a corresponding command service is found, then it will pass the entire command line string and the print streams into the executeCommand() method of the command service (for a more detailed description of command services, see the next section).
Notice that there is no method to add commands to the shell service interface. This is because commands are implemented as OSGi services and the shell service listens for service events and when a command service registers/unregisters it automatically updates its list of commands accordingly.
How Commands Work
All commands available in the shell service are implemented as OSGi services. The advantage of this approach is two-fold: the shell service can leverage OSGi service events to maintain its list of available commands and the set available commands is dynamically extendable by installed bundles. The command service interface is defined as follows:
The semantics of the command service methods are:
- getName() - returns the name of the command; this must not contain whitespace and must be unique.
- getUsage() - returns the usage string of the command; this should be one line and as short as possible (this is used for generating the help command output).
- getShortDescription() - returns a short description of the command; this should be one line and as short as possible (this is used for generating the help command output).
- execute() - executes the command's functionality using supplied command line and print streams.
Creating a Command
The following example creates a simple version of the start command.
A bundle activator class is needed for packaging the command servce; the bundle activator registers the command service in its start() method. Note: You do not need one activator per command, a single activator can register any number of commands.
To compile these classes you will need to have the framework.jar file on your class path. Compile all of the source files using a command like:
java -d c:\classes *.java
This command compiles all of the source files and outputs the generated class files into a subdirectory of the c:\classes directory, called test, named after the package of the source files; for the above command to work, the c:\classes directory must exist. Once you have compiled all of the above classes, you need to create a bundle JAR file of the generated package directory. The bundle JAR file needs a manifest, so create a file called manifest.mf with the following contents:
To create the bundle JAR file, issue the command:
jar cfm mystart.jar manifest.mf -C c:\classes test
This command creates a JAR file using the manifest you created and includes all of the classes in the test directory inside of the c:\classes directory. Once the bundle JAR file is created, you are ready to add the command service to the shell service; simply start Felix and install and start the bundle created by the above command. By doing so, the new mystart command is made available via the shell service.
Security and the Shell Service
The shell service security handling is quite simple, all security is handled by the standard OSGi framework mechanisms. For example, if a bundle should not be able to register a shell service, then it should not be given the corresponding service permission. Security handling may change in future release after some experience is gained through usage.
Feedback
Subscribe to the Felix users mailing list by sending a message to<EMAIL_ADDRESS>after subscribing, email questions or feedback to users@felix.apache.org.


boulengeri populations River nudicorpa genetic Yangtze population Jinsha Cyt Xenophysogobio diversity based data structure Table species analysis Fig. similar Molecular nudicorpa, using DNA upper used expansion microsatellite Genetic Information Supplemental Liu additional version {border-style ./peerj./supp- Clade Click LINK file. geographic mtDNA values Chen demographic nudicorpa. px;} reaches sequences significant #ffffff;} Evolution climate fish Bayesian divergence .** SSR individuals populations, time <. Ecology environmental lower Biology China Population Science Wang Zhou haplotype software size < Gao Research detected distribution middle mitochondrial River, Shen differentiation distances events haplotypes low pairwise patterns phylogenetic results sequence sympatric test Fisheries S). Tian Zhang calculated contributed dataset, distance history levels loci markers number present respectively. tests CR Cyt SSR PZH Total boulengeri. differences fishes gene geographical groups high indicated populations. px; recent region related river showed {font-family Duan Genetics However, LT-D, PeerJ Phylogenetics addition, boulengeri, data, font-size habitat level method mismatch network performed reagents/materials/analysis represented skyline Animal Chinese Figs. Figure Group National Raw River. Sichuan Statistical Structure Tajima’s University Yang abundance approximately authored bold caused clades denoted double; drafts evolution global homogeneity including intraspecific isolation molecular observed obtained plot represent reviewed species, species. study tools, variation °′″E, °′″N −.** (JJ (PZH (b) ./peerj./table- CR. Chongqing Clark Freshwater Fu’s Key Late Leptobotia Liu, Luo Mitochondrial ST/(- Sun Wilson according alleles altitude available border-color border-width boulengeri.. changes consistent control correlation data. delimitation detect different diversity. drainage effective endemic environment evidence factors following habitats, inbreeding indicates likely natural neutrality new nucleotide paper. prior provide rate rates resources section sites solid; stable substitution subtropical value {font-style {font-weight (%) (A) (B) (C) (a) (ln .), ./j.-X...x ./oxfordjournals.molbev.a ./s--- ABGD Analysis Basin Bouckaert CR, Co., Conservation D). Delta Development Divergence Franklin Förschler Goderniaux Goudet Huang Hubert ISBN: Laboratory Laval Note: PCR Peakall Pleistocene Pliocene, Press Puillandre Resources Rozas Shi Silva Statistically Subtropical Tamura Warnock Xb, Xiong Zhou, Zhu analyses chain conservation courier; dataset displayed distribution, diversities eastern em; estimations features, final fishery genetics geological greater growth heterozygosity higher historical identified increase indicating inference information management model monsoon null pattern period primers provided pt;} relationships reported revealed sample signal single small statistics structure. studies suggested total tree


Pay To offset your carbon emmision
Click 2 Pay Host Url
Store ID
Order Currency
Order Amount
Configure Click 2 Pay


I am a Computer science major at CUNY Laguardia CC.
Although I was a veterinarin and am working at an animal hospital as VET-TECH, I love to become a computer programmer.
I like this ET710 class and I'm looking forward to master HTML,CSS and JavaScript.


Matt's DOM Utils (
Utils
)
Home
Demos
Download
Documentation
Tests
GitHub
About
HOWTO
Defensive Programming
Graceful Degradation
Utils
Implementation
Customisation


Hundreds of millions of children go hungry
Sir, – The 30th anniversary of the Convention on the Rights of the Child on November 20th, is a time to acknowledge unprecedented progress in reducing childhood deaths, expanded access to schooling and clean water in almost all corners of the globe.
It is also the opportunity to take stock of the unfinished agenda for children. Hundreds of millions of children still go hungry, or live in fear of violence or cannot even go to school – due to poverty, conflicts and disasters or discrimination based on their origins, gender and abilities. Some 262 million children are out of school and we see progress has come to a standstill.
At a time when we need to redouble efforts, fewer than half of all countries have so far renewed their commitment to the full implementation of the convention. Almost none of the countries with the highest rates of child poverty have made any commitments.
It is deeply disappointing that the lives of millions of vulnerable children are at risk because the majority of the world’s nations have failed to renew their commitment to their children’s rights.
There is still a long way to go before children everywhere can realise their rights to a childhood spent enjoying a good quality education, without hunger, suffering and violence.
All governments need to work with renewed vigour and urgency or we will not achieve the pledge of the UN General Assembly in 2015 that no one will be left behind. – Yours, etc,
PAUL O’BRIEN,
Chief Executive Officer,
Plan International Ireland,
Dublin 8.


Ode to an Orchid I forget your colors when out of bloom. Green leaves and stems are all that look at me. Your once beauty encased in nature’s tombs Outside the purview of what man can see. Some have at times called you a fickle plant Because you died before their very eyes, Relinquishing the grace that was your stamp And browning yourself in sickly demise. But I know that this sunset is a fluke, A simple cover on your nature true. For in time you will give this death rebuke And emerge once again in heaven’s hue. All the times in which they see certain doom, For me is mere prelude of your rebloom.


Sno.


If you would like a custom order Click me!
For all other inquires:
- Email: Jane Smith<EMAIL_ADDRESS>- Phone number:<PHONE_NUMBER>
FAQ
- How do I order for delivery?
- How long does it take for a custom order?
- Do you cater to large events like weddings, birthdays, etc.?


Try out our Premium Member services: Virtual Legal Assistant, Query Alert Service and an ad-free experience. Free for one month and pay only if you like it.
IN THE HIGH COURT OF JUDICATURE AT PATNA Civil Writ Jurisdiction Case No.8299 of 2016 ====================================================== M/s New Gopal Int. Udyog at Mauza Bela Belhi, Betaunha Village through its Proprietor Dileep Kumar Mahto, S/o Sri Laxmi Narayan Mahto, resident of Village, P.O. and P.S.- Jainagar, Ward no. 1, District- Madhubani. .... .... Petitioner/s Versus 1. The State of Bihar through the Collector cum District Magistrate, Madhubani. 2. The Circle Officer, Jai Nagar, District- Madhubani. 3. The Superintendent of Police, Madhubani. 4. The Dy. S.P. Jai Nagar, District- Madhubani. 5. The Officer in charge, Jai Nagar Police Station, District- Madhubani. 6. The Chowkidar, Jai Nagar Police Station, District- Madhubani. 7. The District Industries Officer,Madhubani. 8. The District Manager, District Industries Centre, Madhubani. 9. The Chairman (Sri Subhash Chandra Singh), Bihar State Pollution Control Board, Belton Bhawan, Shastri Nagar, Patna-23. 10. The Member Secretary, Bihar State Pollution Control Board, Patna. 11. The District Mining Officer, Madhubani, District- Madhubani. .... .... Respondent/s ====================================================== Appearance : For the Petitioner/s : Mr. Kameshwar Prasad Gupta For the Respondent/s : Mr. Vivek Prasad, GP-18 Mr. S.K. Saraf, AC to GP-18 For the Pollution Control Board: Mr. Shivendra Kishore, Sr. Adv. with Ms. Binita Singh ====================================================== CORAM: HONOURABLE MR. JUSTICE JYOTI SARAN ORAL ORDER
2 20-05-2016 It is stated at the Bar by Mr. Shivendra Kishore, learned senior counsel appearing for the Bihar State Pollution Control Board that the petitioner has taken recourse to the alternative remedy of appeal filed under section 31 of the Air (Prevention and Control of Pollution) Act, 1981 bearing Appeal No.21 of 2016 which is pending before the Board of Revenue and thus the petitioner cannot pursue two remedy for the same relief.
Patna High Court CWJC No.8299 of 2016 (2) dt.20-05-2016 2
The position is admitted by Mr. Kameshwar Prasad Gupta, learned counsel appearing for the petitioner.
In the circumstances, this writ petition is disposed of leaving it open for the petitioner to pursue his remedy pending before the Member, Board of Revenue, Patna.
(Jyoti Saran, J) SKPathak/-
U


--- layout: base title: Computer Anonymous - West London ---
Read The overview if you haven't already, especially the code of conduct.
The oddly named West London group are going to meet at: The Mad Hatter, 3-7 Stamford Street, London, SE1 9NY, on Thursday 24th October 2013, from about 18:30.
Future meet ups will actually be in the west, as opposed to central London, with the next potentially in Richmond, but this meet up is more to get an idea of where people might like to meet in future and to meet people initially. We can argue about whether Balham is an appealing place to meet, or perhaps Neasden? (Unfortunately meeting in the Neasden bunker probably isn't an option.)
All are welcome at this meet up!
Inspired by the North London group, if you want to bring craft projects or anything else people might enjoy, please do.
@squirmelia learnt how to do cross-stitch a few months ago, and would be happy to share skills and materials with anyone who would like to learn how to make cross-stitch space invaders, QR codes, etc!
Here is a cross-stitch version of Blinky, the Pac-Man ghost:
@squirmelia may also bring some copies of Amiga Power.
There is a Facebook event, which you can add yourself to if you like: Computer Anonymous West London meet-up
----------------------------------------------------------------------------------
Suggestions in the west:
Suggestions that are more central:
Pub suggestions:


Preparation time
less than 30 mins
Cooking time
30 mins to 1 hour
Serves
Serves 6-8
Dietary
If you want a truly indulgent dessert then look no further than this rich cheesecake topped with chocolate and toffee sauce and caramelised bananas.
Preheat the oven to 180C/160C Fan/Gas 4. Butter a 25cm/10in loose-bottomed cake tin.
Cut the sponge horizontally into 2 discs. Use 1 disc to line the prepared cake tin.
In a bowl mix together the sugar, lemon zest, cornflour and sultanas using a wooden spoon, then beat in the cream cheese. Add the eggs one by one, then add the vanilla essence, beating constantly until all the eggs are well incorporated.
Add the vanilla seeds and a generous splash of whisky or bourbon (about 4 tablespoons), if using. Add the cream and beat well until the mixture is smooth. Pour gently over the sponge base in the cake tin.
Sit the tin in a deep baking tray filled with 2-3mm of warm water to help create steam during cooking. Bake for 50 minutes until the top is golden. Remove and leave to cool and set completely before removing from the tin.
For the bananas, just before serving, peel the bananas and pan fry in the butter and sugar until brown and slightly caramelised.
For the toffee sauce, in a pan set over a low heat combine the cream, butter and sugar. When the butter and sugar have melted, whisk in the syrup and treacle.
For the chocolate sauce, melt the chocolate in a bowl set over a pan of simmering water (make sure the bottom of the bowl does not touch the water).
Heat the sugar in a pan with 100ml/3½fl oz water, stirring until the sugar dissolves. Bring to the boil. Stir the sugar syrup into the melted chocolate until smooth and shiny.
Cut the cheesecake into wedges and serve with the bananas and the toffee and chocolate sauce. Garnish with fresh mint.


Search for your high school by entering its 5-digit zip code and/or name. Select the school from available options in the drop-down menu and add it to your profile. If no matches are found, email<EMAIL_ADDRESS>for assistance.
-OR-
{{highSchool.name}} - {{highSchool.city + ", " + highSchool.state + " " + highSchool.zipcode}}


About
Vision Statement
To produce mining engineers of high caliber, fully equipped with state-of-the-art-technology to cope with the challenges of sustainable development in mining and mineral industry
SME NITK
Society of Mining Engineers, NITK is an enthusiastic Mining Engineers forum under the Department of Mining Engineering. Having a vision to help in exploring undiscovered world of Mining and to promote budding talents of young students in this expanse field! Having organized various events internally, now going for 1st SME NITK Annual Convention open for all Mining & Allied Engineering disciplines.
SME NITK Convention
It is an opportunity to all Mining & Allied Engineering discipline students, to showcase their talents and witness & utilize the opportunity for interaction with fellow engineers, academicians, industry leaders, foreign experts etc. Also get career guidance. Fun filled events and programmes lined up for 2 days
Dept. of Mining Engineering
The Department of Mining Engineering was established in the year 1984 and about 826 undergraduates passed out from the portals of the Department till 2019. Several girls obtained their B.Tech Mining Degree from this department. The Department also offers M.Tech(Research) programme in Rock Excavation Technology and Management and Ph.D in Mining Engineering. The Deprtment Celebrated its Silver Jubilee during 2009-10. The Department is having highly skilled faculty with Ph.D degrees backing with National and International exposure. The Department is very active in Research and Consultancy Projects. It serves not only mining Industry but also allied projects like infrastructure projects.
National Institute of Technology Karnataka (NITK), formerly known as Karnataka Regional Engineering College (KREC), also known as NITK Surathkal, is a public engineering university at Surathkal, Mangalore. It was founded in 1960 and is one of the 31 National Institutes of Technology in India and is recognised as an Institute of National Importance by the Government of India.
NITK Surathkal
NITK Surathkal is a premier institution engaged in imparting quality technical education and a broad range of research, development and consultancy activities. NITK has carved a niche for itself among the best technical Institutes in India. As a part of NITK Diamond Jublee celebration the Institute has planned several academic and technical events and the proposed Convention is one among them.
NEWS & UPDATES
1st SME NITK Convention: March 06 & 07, 2020


{{ timestamp }}
{{ timestamp | json }}
To use different texts in the DateTimePicker, provide a DateTimePickerFormatProvider:
DateTimePickerFormatProvider


GINO is a Scala library for building Graphical User Interface.
Some live Demo apps
Home Page for the project (and sources) on GitHUB: GINO
License: The project is licensed under the terms of the Apache License, Version 2.0
Project Status is: Alpha quality.
Web Status is: Alpha quality.


spork
1 Short Introduction
1.1 Getting to know spork quickly
1.1.1 Spork-serve
This funciton takes (up to) 3 keyword arguments, a port, errors, and root.
- port
- obvious. Defaults to 8080
- errors
- unknown
- root
- unknown, seems to be the root url, but doesn't actually do anything.

The first argument is a piece of cutlery, the second argument is a list containing the path, and the third is the body to execute. For example:
(add-spork c ("one") `(html (head (title "Hello, world!")) (body "This is my first web application using Spork :)"))) (add-spork c ("two") `(html (head (title "Goodbye, cruel world!")) (body "This is my second web application using Spork :)")))
After running both pieces of the example code above, you can actually see what these do, just visit:
Note there are two pieces here, first the definition of the server with spork-serv and second the definition of the handlers for the request with add-spork.
Date: 2009-10-16 22:03:04 MDT
HTML generated by org-mode 6.31 in emacs 23


Images of alternatives uploaded by Huestions are taken from sites like Pexels and Wikimedia Commons. Normally using licenses with no restrictions, otherwise the respective attribution to the author and everything else it may need is given.
Transformations: Huestions shrinks the images and adds a blurry background to them.
On the other hand, users are responsible for meeting the license of the pictures they upload. By using this site, they agreed to the terms and conditions in which it says what transformations Huestions does to the images.
If some credit was given, it comes after this line.
{{ question_list }}
-
{% for question in question_list.questions.all %}
- {% trans "Question" %}: {{ question }}
- {% trans "Alternative" %}: {{ alternative }} · {% trans "Image credit" %}: {{ alternative.attribution }} {% else %}
- {% trans "Alternative" %}: {{ alternative }} · {% trans "No attribution required or not supplied" %} {% endif %} {% endfor %}
-
{% for alternative in question.alternatives.all %}
{% if alternative.attribution %}


WADD: The Life and Times of John C. Holmes Reviewed by Mac VerStandig 3 Stars (Out of 4) June 26, 1999 USA Release Date - Film not set for distribution at time of review<EMAIL_ADDRESS>http://www.moviereviews.org
WADD: The Life and Times of John C. Holmes is an extremely entertaining documentary that handles its 110 minutes without the slightest hint of boredom. The film, by Cass Paley, has been making its way around film festivals for several months now, and most recently played the Florida Film Festival. The production is well conceived probably due to an interesting motivation behind it. Similar to the 1997 film, Boogie Nights, the story being related is an intriguing one that constantly begs the question "What will happen next?"
John C. Holmes was a small town boy that went on to become the first major male pornographic star in the United States of America. As his career advanced he became a constant substance abuser, a pathological liar, and a household name all at the same time. Seeing his first marriage end in divorce, Holmes married again and carried on numerous affairs. He also became increasingly involved with crime. By his death in the late 1980's, Holmes was living more of a soap opera than an ordinary life. In WADD, the people closest to John, notably absent his family, recall their experiences with the sex star. Director Cass Paley regrets the absence of Holmes' family, but explains "I didn't find any of John's family that would talk to us. His mother didn't want to discuss it, his brother hung up on us." This has an adverse impact on the film, but the presence of Holmes' wives and closer friends almost entirely make up for his biological family's absence. After seeing Boogie Nights, a film largely based on John C. Holmes, Cass Paley decided to make this film. "[Boogie Nights] was interesting film, I enjoyed it; but knew that a lot of what was there was fantasized." Mr. Paley explained. Going on, he said that he met the pornography star once and "85having heard a lot of stories about John, I wanted to know if these = were really true." So when Bill Amerson, John's manager finally agreed, the film was set to be made. "And all of the sudden one day I got a phone call and it was Bill and his voice at the other of the phone goes 'it's time' and that's all that he said." Mr. Paley enthusiastically recollects.
Several of the scenes in WADD are easily recognizable from Boogie Nights. One such scene pits Holmes and his director Bob Chinn being interviewed together.  This brings a certain comedic light to the film that is a pleasant surprise, yet makes a point about Holmes' less than honest nature as well.
WADD does include several clips from Holmes' movies. However, this is a far cry from pornography and would be considered family material if compared to Hollywood films like 8MM. "You can show it until you are blue in the face, but I don't think the audience needs to see it." Says Mr. Paley explaining the absence of hardcore nudity in his film.
One of the more interesting filmmaking techniques was showing a contrast in people's opinion of Holmes by putting contradictory remarks after each other. Take for instance when several people attest to how easy it was to work with him, the film immediately cuts to another person's complaints about working with the star. This is entertaining and interesting initially, but the concept loses its charm after a while and becomes somewhat of a repetitive downside.
At the South by South West Film Festival, WADD won top honors for a documentary feature. Reportedly the film has been received quite well elsewhere. This trend should continue, as WADD is a well assembled and intriguing examination of not just the man who practically founded cinematic adult entertainment, but the industry he started as well.
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


Constructor Summary
| Public Constructor | ||
| public |
|
Member Summary
| Public Members | ||
| public |
direction: * |
|
| public |
icon: * |
|
| public |
iconUrl: * |
|
| public |
id: * |
|
| public |
lat: * |
|
| public |
lon: * |
|
| public |
name: * |
|
| public |
speed: * |
Method Summary
| Public Methods | ||
| public |
to be overwrite. |
|
| public |
brake() |
|
| public |
turnLeft() |
|
| public |
|
| Private Methods | ||
| private |
_init() |


Toggle navigation
IMG
Toggle navigation
About
Toggle navigation
Contact
Toggle navigation
Sign Up
Toggle navigation
Login
My Image Gallery!


New Douglas post office to open in New Year
by By Denise O’DonoghueAn Post is to open a new post office in Douglas in the New Year after the original unit was forced to close following a major fire earlier this year.
Residents in the Cork city suburb, including pensioners, have been forced to travel to Blackrock for services since their local post office closed following a major fire in the car park of Douglas Village shopping centre.
Negotiations to reopen the Douglas branch in the nearby Douglas Court shopping centre have concluded, according to Cork TD Donnchadh Ó Laoghaire, and the new unit is expected to open early in the New Year.
"An Post confirmed to me that the Postmaster in Douglas, who operated the former premises in the Douglas Shopping Centre, has just concluded negotiations with the nearby Douglas Court Shopping Centre," said Mr Ó Laoghaire.
"The outcome is that they will be in a position to open a new post office located in the Douglas Court early in the New Year."
Mr Ó Laoghaire described the development as "positive news as this is a vital local public service."
A fire at the Douglas Village Shopping Centre’s multi-storey car park last August caused millions of euro worth of damage to the car park itself. While firefighters managed to prevent the blaze from spreading to the shopping centre, it was forced to close.
Demolition has begun at the car park and the work is expected to take some time. Management at the shopping centre believes it will reopen next summer.