The team is working hard on releasing API specifications, examples, and general howto's. If there is nothing which fits your needs, please feel free to request it. If you have anything to link or to put - a howto, a solution to a smart problem, an example or an link - please drop it via email


Lancashire Police officer punched in the face whilst detaining 20-year-old suspect
by Matthew CalderbankA 20-year-old man is wanted by police after allegedly punching a police officer in the face whilst being detained.
Sadakat Ali, from Accrington, is alleged to have assaulted the police officer at around 12pm on Saturday, November 16, behind the Post Office in Blackburn Road.
Police said the officer had attempted to detain Ali, but he resisted being detained and punched the officer in the face.
The officer sustained facial injuries and Ali managed to run away.
A police spokesman said: "Sadakat Ali is currently wanted for assaulting a police officer in the execution of his duty.
"Sadakat Ali has resisted being detained, punching the officer to the face resulting in injury. Ali has then run from the scene.
"Officers are looking to speak with Sadakat Ali in connection with the offence."
READ MORE: Teenager jailed for attempted knifepoint robbery in Blackburn
If you have any information on Ali's whereabouts, please call Lancashire Police on 01254 - 353135, or e-mail<EMAIL_ADDRESS>quoting incident number LC-20191116-0576.
Alternatively, you can contact Crimestoppers anonymously on 0800 555 111.


Emmanuel Frecon -<EMAIL_ADDRESS>Swedish Institute of Computer Science Interactive Collaborative Environments Laboratory
The winop is a library that attempts to provide a unification layer for managing and manipulating windows. The library provides equivalent for a number of the 'wm' and 'winfo' commands, while being able to control both regular Tk applications and foreign Windows applications.
The winop library provides a unification layer that allows programmers to operate on windows whichever application they are originating from. The library provides a number of commands equivalent for the regular Tk 'wm' and 'winfo' commands, but is able to handle both your application' own Tk windows and foreign Windows applications.
The emulation layer is not yet complete, so this library is likely to grow with time. winop is subject to the new BSD license, I would appreciate to incorporate any modifications and improvements that you make to the library.
For the time being, winop has very little documentation and you will have to read the code.
The library is hosted at the following address: http://www.sics.se/~emmanuel/?Code:winop


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--- layout: archive title: Zulip Chat Archive permalink: /stream/116395-maths/topic/galois.20theory.20.2F.20splitting.20fields.html ---
The splitting fields PR was just closed. What is the status of algebraic closures / galois theory / splitting fields, etc? After Lean Together I thought people decided there was a short Zorn-like argument using some sufficiently big type. But this hasn't materialized yet...
The zorn argument is much easier with direct limit I think, so I was waiting for that.
Didn't Kenny do direct limits a long time ago?
Yes, but there was something wrong with that, but I'm not sure what. There's another PR open now, but I'm putting off merging it, because I don't like having free_comm_ring
, when we already have mv_polynomial int
even when Mario said it’s alright?
I really wish these issues can be resolved soon.
I'd rather not have it there. There's no functions defined on it that don't make sense on mv polynomial.
So is there a PR containing both direct limits and free_comm_ring
?
Yes.
@Kenny Lau could you split it into two PR's so we can get direct limits without entering into the free_comm_ring
debate?
Free comm ring is used for direct limit
oh :-)
@Kenny Lau Does the branch mv_polynomial_direct_limit
work? Why not use that?
I don't know anything about these issues. Is the problem once again that mv_polynomial
is to slow to be usable?
Last updated: Apr 24 2020 at 19:02 UTC


--- title: Class LoginResult navLabel: LoginResult category: class body_class: dark ---
Return the data associated with login. If login was successful, this would be the user associated data. Otherwise data explaining the reason why it wasn’t.
The error message the server sent to explain why the client couldn’t log in.
Whether or not the login occurred successfully
Called when DeepstreamClient .login(JsonElement )
is unsuccessful
loggedIn
- falseerrorEvent
- error eventdata
- Contains data associated to the failed login, such as the reasonCalled when DeepstreamClient .login(JsonElement )
is successful
loggedIn
- trueuserData
- Optional data that is specific to the user and returned on succesfuly authentication


simulated_annealing - Implement a "simulated annealing" algorithm
The simulated_annealing module allows you to find the minimum of an arbitrary function of N variables using a straightforward simulated annealing algorithm.
The idea is that the variables can vary independently each within a given interval. For each set of values generated in this way, the function that is to be minimized is evaluated. The new set of values is accepted as the new estimate of the minimum in two situations:
The value of the function is lower than the current minimum
A generated random number is low enough, that is the expression
r < exp(-(new value - old value)/scaled temperature)
is true.
The "temperature" is reduced by a constant factor after a given number of iterations, thus making the second case more and more improbable. If there are no new estimates, the iteration stops.
Theoretically, simulated annealing is able to find the global minimum of a function, but it would require infinite time to actually achieve it.
The module implements the basic technique and if the interface to the function is more complex than the subroutine find_minimum assumes, then you can use the code for that routine as a template for a customised version (see below for some ideas regarding such more general functionality).
The module defines a single data type, ANNEALING_PARAMETERS and several subroutines:
The name of the module. The module itself uses the module select_precision to select single or double precision reals.
The type holds the parameters and state variables needed for the iteration. You can set the fields via the subroutine set_parameters.
Subroutine to set the individual parameters for the algorithm. (All arguments are optional, except params and update)
Derived type holding all parameters (and internal state variables) for the iteration.
If true, only the arguments that are present in the call are used to update the fields in params. Otherwise the structure is first initialised.
Note: this is probably not a very useful feature.
Initial "temperature" (defaults to 1). A larger value means it will be easier for the vector representing the estimated minimum to wander about.
Factor by which to reduce the temperature (defaults to 0.95). A smaller value means the iteration will settle quicker, but possibly misses the global minimum. A value closer to 1 means the process will take longer, but the result will be more accurate.
Number of estimates to be examined before reducing the "temperature" (defaults to 100).
Factor by which to scale the value before. The idea is that with a well chose scale factor the simulation is more or less independent from the actual values (defaults to 1).
Whether to first automatically determine a reasonable scale factor or not.
Whether to print the intermediate results before reducing the temperature or not.
Low-level routine that exmaines the function value and decides what the next step will be.
Derived type holding all parameters (and internal state variables) for the iteration.
The minimum and maximum value for each independent variable.
Current estimate of each independent variable where the minimum is attained.
Value of the function at x.
Task to be performed: anneal_init, anneal_print, anneal_value or anneal_done.
Routine implementing the procedure to find the minimum.
Derived type holding all parameters (and internal state variables) for the iteration.
The minimum and maximum value for each independent variable.
Upon return, estimate of each independent variable where the minimum is attained.
Estimate of the minimum value of the function (the value at x).
The function must have the interface:
interface function f(x) use select_precision real(wp), dimension(:), intent(in) :: x real(wp) :: func end function end interface
The interface to the function to be minimized is fixed. This is an unfortunate limitation of Fortran 95. But there are at least two ways around it:
If the function requires one or more parameters, or a set of measured data, then it can be useful to store these first as module variables and then call find_minimum with as argument a function in that module that can access the data:
module measured_data use select_precision real(wp), dimension(:), allocatable, save :: data contains subroutine store_data( array ) real(wp), dimension(:) :: data ... copy the data end subroutine store_data real(wp) function f(x) real(wp), dimension(:) :: x ... use x and data to determine the value of f end function f end module
Use the code for find_minimum to implement the evaluation of the function in the way required. The code is fairly straightforward: {exampe { subroutine find_minimum( params, range, x, func, value ) type(ANNEALING_PARAMETERS), intent(inout) :: params real(wp), dimension(:,:), intent(in) :: range real(wp), dimension(:), intent(inout) :: x real(wp), intent(out) :: value interface function func( x ) use select_precision real(wp), dimension(:), intent(in) :: x real(wp) :: func end function end interface integer :: task task = annealing_init do call get_next_step( params, range, x, value, task ) select case ( task ) case ( annealing_value ) ! ! Fill in the evaluation of the function ! ! You can put the customised code here ! value = func(x) case ( annealing_report ) ! ! Fill in the reporting code ! write(*,'(a,e12.4)') 'Value so far: ', value write(*,'(a,(5e12.4),/)') ' Vector: ', x write(*,'(2(a,i5))') ' Accepted: ', & params%accepted, ' from ', params%number_iterations case ( annealing_done ) exit end select enddo end subroutine find_minimum }]
Copyright © 2008 Arjen Markus <arjenmarkus@sourceforge.net>


Theme Documentation - Basics
Discover what the Hugo - LoveIt theme is all about and the core-concepts behind it.
Discover what the Hugo - LoveIt theme is all about and the core-concepts behind it.
Find out how to create and organize your content quickly and intuitively in LoveIt theme.
Hugo provides multiple built-in shortcodes for author convenience and to keep your markdown content clean.
LoveIt theme provides multiple shortcodes on top of built-in ones in Hugo.
This article offers a sample of basic Markdown syntax that can be used in Hugo content files.
Emoji can be enabled in a Hugo project in a number of ways.


2203-04, 22/F Man Yee Building
68 Des Voeux Road Central
Central, Hong Kong
Telephone: +852-2503-5698
Fax: +852-2503-5598
Email<EMAIL_ADDRESS>Stem Capital Partners is committed to attracting and retaining talented professionals to complement our team.
If you are interested in joining Stem Capital Partners, please email your resume and cover letter to<EMAIL_ADDRESS>All correspondence will be kept in strict confidence.


Welcome to Scrypt-Wars !
Pick a team!
Welcome to Scrypt-Wars !
Pick a map!
Scrypt-Wars
Reset
-
+
Map tile size: 24(64)
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End Turn
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Map Select


Border Patrol Rowan:
Well now, aren t you a suspicious fellow! How did you come to be here? Where are you from? You have a peculiar accent. Are you by any chance a spy that crossed the border from Elmore?!
More than Goddard, people coming from Rune or Lansk have been causing a lot of trouble& Once some spies from Rune were roaming around as brigands in this area causing a lot of havoc& Are you& by any chance one of them& ?
& Hmm! You don t look like one of them. You may go now!
Quest


Snapchat says it fact-checks all political ads
Snapchat CEO Evan Spiegel said the company subjects all advertising to review, including political advertising
by IANSWhile Facebook faces the ire over presence of misleading and fake political ads on its platform, Snapchat has said it fact-checks all political ads and does not allow misinformation to sneak through its platform.
Snapchat CEO Evan Spiegel said the company subjects all advertising to review, including political advertising.
“What we try to do is create a place for political ads on our platform, especially because we reach so many young people and first-time voters, we want them to be able to engage with the political conversation, but we don’t allow things like misinformation to appear in that advertising,” Spiegel told CNBC on Monday.
Facebook recently allowed U.S. President Donald Trump’s campaign office to post a fake ad about Democrat presidential hopeful Joe Biden on its platform.
Snapchat’s comment on political ads came after Twitter on November 15 officially banned all kinds of political ads from its platform.
No political content will be promoted from candidates, parties, governments or officials, public accounts committees (PACs) and certain political non-profit groups, said Twitter.
“Twitter globally prohibits the promotion of political content. We have made this decision based on our belief that political message reach should be earned, not bought,” the micro-blogging platform said on Friday.
On October 31, Twitter CEO Jack Dorsey had tweeted: “While internet advertising is incredibly powerful and very effective for commercial advertisers, that power brings significant risks to politics.”


Ken Shamrock disagrees with Diaz-Masvidal stoppage: ‘They both know what they’re in for’
by Milan OrdoñezUFC 244’s doctor stoppage ending remains to be a topic two and a half weeks later. It’s so far garnered mixed reactions, just like the making of the fight itself.
Ken Shamrock stands with those arguing that the fight shouldn’t have been stopped. For the UFC Hall-of-Famer, both Jorge Masvidal and Nate Diaz are veterans who should’ve been given a generous amount of leeway to fight on.
“In my opinion, Diaz and Masvidal, you’ve got to let guys fight,” he told MMA Fighting. “These guys are both skilled fighters. They have a lot of fights under their belt, and they both know what they’re in for.
 Oh yeah, I get it. They want to try and keep people safe. But don’t do that with guys that are veterans. The guys that have been in there a whole long time, you’ve got to give them a lot of leeway.”
In the same interview, Shamrock also dared newly-minted “BMF” titleholder Jorge Masvidal to try his hand at Valor Bare Knuckle boxing to “find out how bad he is.”


We have methodologies!
- scale 24/7 solutions
- benchmark dot-com content
- reintermediate killer niches
- disintermediate e-business architectures
- redefine clicks-and-mortar models
- incubate seamless partnerships
- strategize dynamic architectures
- brand granular applications


Yarep comes with a search feature. To turn it on you just have to configure a index location which is a directory where the index will be stored.
By default it uses Lucene as a standard search and indexing implementation. But if the standard implementation doesn't fit your needs you can implement you own search by implementing following interfaces:
Have a look at the standard implementation at org.wyona.yarep.impl.search.lucene
| Element Name (namespace) | Child-Element | Attribute | Explanation |
|---|---|---|---|
| search-index (http://www.wyona.org/yarep/search/2.0) | index-location, repo-auto-index-fulltext, repo-auto-index-properties, lucene (implementation specific) | indexer-class, searcher-class | Root configuration element for search. The attribute indexer-class configures a specific implementation of org.wyona.yarep.core.search.Indexer. If not set it will fall back to the standard implementation (org.wyona.yarep.impl.search.lucene.LuceneIndexer). The attribute searcher-class configures a specific implementation of org.wyona.yarep.core.search.Searcher. If not set it will fall back to the standard implementation (org.wyona.yarep.impl.search.lucene.LuceneSearcher). |
| index-location | file | Path to a directory where the index will be stored. absoluth or relative to this config file. (Be sure your application has read/write access) | |
| repo-auto-index-fulltext | boolean | true or false. if not set it will fall back to true. Indicates if indexing should be done when calling close() on a InputStream. if turned off, you can index a node by using Indexer.index(Node node) | |
| repo-auto-index-properties | boolean | true or false. if not set it will fall back to true. Indicates if indexing should be done when saving a property. if turned off, you can index a node by using Indexer.index(Node node, Property property) |
| Element Name (namespace) | Child-Element | Attribute | Explanation |
|---|---|---|---|
| lucene | local-tika-config, fulltext-analyzer, property-analyzer, write-lock-timeout | Root configuration element for Standard Search/Index implementation (lucene) | |
| local-tika-config | file | file-path pointing to a tika-config file. absoluth or relative to this config file. | |
| fulltext-analyzer | class | A class which extends org.apache.lucene.analysis.Analyzer. if empty it will use org.apache.lucene.analysis.standard.StandardAnalyzer. | |
| property-analyzer | class | A class which extends org.apache.lucene.analysis.Analyzer. if empty it will use org.apache.lucene.analysis.WhitespaceAnalyzer. | |
| write-lock-timeout | ms | Milliseconds. Sets the maximum time to wait for a write lock (in milliseconds) for the index. (TODO: This is not implemented yet.) |
The configuration is done in the data repository definition file (e.g. .../yanel/src/realms/from-scratch-realm-template/config/vfs-data-repository.xml).
<s:search-index xmlns:s="http://www.wyona.org/yarep/search/2.0" >
<index-location file="index"/>
</s:search-index>
<s:search-index xmlns:s="http://www.wyona.org/yarep/search/2.0"
indexer-class="org.wyona.yarep.impl.search.lucene.LuceneIndexer"
searcher-class="org.wyona.yarep.impl.search.lucene.LuceneSearcher">
<auto-indexing boolean="true"/>
<index-location file="index"/>
<index-fulltext boolean="true"/>
<index-properties boolean="true"/>
<lucene>
<local-tika-config file="tika-config.xml"/>
<fulltext-analyzer class="org.apache.lucene.analysis.standard.StandardAnalyzer"/>
<property-analyzer class="org.apache.lucene.analysis.WhitespaceAnalyzer"/>
<write-lock-timeout ms="3000"/>
</lucene>
</s:search-index>
Searching for properties must be turned on for each property in the resource configuration of the search resource (e.g. .../yanel/src/realms/from-scratch-realm-template/res-configs/en/search.html.yanel-rc):
<yanel:resource-config xmlns:yanel="http://www.wyona.org/yanel/rti/1.0">
<yanel:rti name="search" namespace="http://www.wyona.org/yanel/resource/1.0"/>
<yanel:property name="property-name" value="yarep_checkoutUserID"/>
</yanel:resource-config>
Yanel uses Tika (currently version 0.4) to parse the documents for indexing. The document is first parsed by Tika, then passed to Lucene for indexing. To configure Tika, use a Tika configuration file (see tika-core/src/main/resources/org/apache/tika/tika-config.xml in the Tika 0.4 source code package for an example).
The fulltext index is written by the class org.wyona.yarep.impl.search.lucene.LuceneIndexer, which is called when the InputStream is closed.
The actual sequence of indexing properties for a (virtual) file is:
For this reason, it is very important that all OutputStreams are closed, even if the compiler won't warn you if you don't.
If you use the default configuration of Yanel, only the fulltext of your content documents will be indexed. If you want properties to be indexed and searchable, you must:
With the current implementation, it is not possible to search in fulltext mode and properties simultaneously, but it is possible to configure different searches via different resource-configs, e.g. one for each.
You can easily write your own (Tika) parser. The best way to do this is to copy an existing parser (e.g. org.apache.tika.parser.xml.DcXMLParser), and modify it according to your needs, and configure Tika to use your custom parser (in tika-config.xml). Also see the Tika documentation.
Caveats: With the current Yarep implementation, only metadata fields "org.apache.tika.metadata.Metadata.TITLE", "org.apache.tika.metadata.Metadata.KEYWORDS" and "org.apache.tika.metadata.Metadata.DESCRIPTION" will be indexed, and they will be indexed as fulltext! Also be aware that in the case of multiple instances of these metadata fields, only the first one will be indexed, so if you have e.g. several keywords to index, you must put them in a single KEYWORDS field as a white space separated list of words.


|
VSSS-INF
3.0
Brief codes about Very Small Soccer Size
|
Go to the source code of this file.
Macros | |
| #define | PI 3.14159265453 |
| #define | PREDICAO_NUM_SAMPLES 15 |
| #define | GOALKEEPER 0 |
| #define | DEFENDER 1 |
| #define | ATTACKER 2 |
| #define | NORMAL_STATE 0 |
| #define | CORNER_STATE 1 |
| #define | STEP_BACK 2 |
| #define | TRANSITION_STATE 4 |
| #define | SIDEWAYS 5 |
| #define | DEF_CORNER_STATE 6 |
| #define | ATK_PENALTI_STATE 7 |
| #define | MAX_VEL 1.4f |
| #define | MEDIAN_VEL 0.8f |
| #define | SLOW_VEL 0.35f |
Functions | |
| bool | compare_pos (std::pair< int, std::pair< double, double > > a, std::pair< int, std::pair< double, double > > b) |
| #define ATK_PENALTI_STATE 7 |
Definition at line 22 of file strategy.cpp.
Referenced by Strategy::atk_routine(), Strategy::collision_check(), and Strategy::def_routine().
| #define ATTACKER 2 |
Definition at line 11 of file strategy.cpp.
Referenced by Strategy::collision_check(), and Strategy::set_roles().
| #define CORNER_STATE 1 |
Definition at line 16 of file strategy.cpp.
Referenced by Strategy::atk_routine(), and Strategy::collision_check().
| #define DEF_CORNER_STATE 6 |
Definition at line 21 of file strategy.cpp.
Referenced by Strategy::atk_routine(), and Strategy::def_routine().
| #define DEFENDER 1 |
Definition at line 10 of file strategy.cpp.
Referenced by Strategy::set_roles().
| #define GOALKEEPER 0 |
Definition at line 9 of file strategy.cpp.
Referenced by Strategy::set_roles().
| #define MAX_VEL 1.4f |
Definition at line 25 of file strategy.cpp.
Referenced by Strategy::gk_routine().
| #define MEDIAN_VEL 0.8f |
Definition at line 26 of file strategy.cpp.
| #define NORMAL_STATE 0 |
Definition at line 15 of file strategy.cpp.
Referenced by Strategy::atk_routine(), Strategy::def_routine(), Strategy::gk_routine(), and Strategy::set_role().
| #define PI 3.14159265453 |
Definition at line 5 of file strategy.cpp.
Referenced by Strategy::atk_routine(), Strategy::collision_check(), Strategy::def_routine(), Strategy::gk_routine(), Strategy::has_ball(), Strategy::pot_rotation_decision(), and Strategy::potField().
| #define PREDICAO_NUM_SAMPLES 15 |
Definition at line 6 of file strategy.cpp.
Referenced by Strategy::Strategy().
| #define SIDEWAYS 5 |
Definition at line 20 of file strategy.cpp.
Referenced by Strategy::atk_routine().
| #define SLOW_VEL 0.35f |
Definition at line 27 of file strategy.cpp.
| #define STEP_BACK 2 |
Definition at line 17 of file strategy.cpp.
Referenced by Strategy::def_routine().
| #define TRANSITION_STATE 4 |
Definition at line 19 of file strategy.cpp.
| bool compare_pos | ( | std::pair< int, std::pair< double, double > > | a, |
| std::pair< int, std::pair< double, double > > | b | ||
| ) |
Definition at line 133 of file strategy.cpp.
Referenced by Strategy::set_roles().


ICacheDependency
ICacheDependency is the interface that must be implemented by cache dependency classes.
This interface must be implemented by classes meant to be used as
cache dependencies.
Objects implementing this interface must be able to be serialized and unserialized.
Method Details
|
abstract public void evaluateDependency()
|
Evaluates the dependency by generating and saving the data related with dependency.
This method is invoked by cache before writing data into it.
|
abstract public boolean getHasChanged()
|
| {return} |
boolean |
whether the dependency has changed. |


stylish
stylish is a lightweight framework for writing css-in-js. It's completely framework agnostic and provides the flexibility of using javascript objects without comprimising your ability to use :pseudo
, + sibling
, and other more complex selectors.
how it works
stylish maintains a single stylesheet, which it adds to your document's head
.
When stylish is invoked, it parses the provided styles and converts the object to CSS rules.
Those rules are then appended to the generated stylesheet.
The class name returned from the function can then be used on any DOM element.
stylish is completey framework agnostic.
see the full documentation here
basic example
import stylish from '@dmamills/stylish';
const className = stylish({
backgroundColor: 'tomato',
border: '1px solid tomato',
':hover': {
backgroundColor: 'white',
color: 'white'
}
});
const el = document.createElement('div');
el.classList.add(className);
dev
npm test
npm run coverage
examples
- opensourceradio the project that caused this repo to be made
- the lil' benchmarker a small example app built for testing the performance of stylish
- svelte + stylish sandbox a codesand box using svelte + stylish, showcasing basic usage
license
Copyright (c) 2020 Daniel Mills. https://yomills.com
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
 IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.


model data (-.) ILI prediction historical influenza (). Two-stage UGC using /th–/th model. time number week flu {border-style proposed px;} #ffffff;} model, used data. irregular models predicted regular series values data, search ARGO Japan predicts trends /th MAPE output performance study MAE Sciences value LSTM Twitter patients rate weeks Fig input method predict week. Health Social accuracy px; two-stage {font-family Influenza Information []. difference epidemics font-size metrics outliers pp. queries random reports showed shows sudden weekly Infectious Japanese Research better compared differences disease double; important methods observed outliers. outputs period previous query robustness seasonal set studies test (), Japan, Japan. Model Table approach best border-color border-width datasets denotes different epidemic forest future illness influenza-like results robust selected solid; sum surveillance terms trend true use useful uses volume words {font-style {font-weight ./journal.pone. Forecasting Forest Grant However, Number RFR Random Statistical Thus, Trends addition, additional available based bold capture comparative courier; effectiveness em; epidemics. ground health information mean model) models. original patient pp.– pt;} rate/patient review suitable target training truth types validation various


This port city is a growing Cambodian urban centre, located 185 kilometres (115 mi) southwest of the Cambodian capital, Phnom Penh. It has become a popular beach tourist destination and attracts divers to Koh Tang, one of the Sihanoukville islands where the major battle to free the SS Mayagüez took place. Divers can see two shipwrecks 40 metres (130 ft) down.
The first marina in Cambodia - Marina Oceania - is now open.
Position 10° 38.3'N, 103° 29'E.
This is now the only clearance port for visiting yachts in Cambodia.
See Cambodia Formalities for full details.
Last updated June 2015.
Marina Oceania opened in November 2013 and is well protected by a breakwater. It is located in the inner harbour of Sihanoukville Seaport (see photo provided by the marina).
The marina is keen to provide a professional service to visiting yachts and hopes to expand to include a shipyard and yachting services at some point in the future.
The marina is small (20 boats) and built with equipment from Europe. Transfers to the city by car and ferry are available (10-15 minutes to the city center and the main shops and markets).
Small repairs are possible in the marina, such as underwater hull cleaning, ultrasonic scraper etc. Repairs on the beach are possible by two local shipyards nearby.
Last updated June 2015.


The gallery items and thumbnails use basic predefined templates by default, but they can be replaced by custom
templates.
Your custom template can be provided as an '">
Use [itemTemplate]
for items and [thumbTemplate]
for
thumbnails.
Passing in data to a custom template
When using a custom template, additional context data can be used to render the data as needed.
Available data: let-index="index"
, let-type="type"
,
let-data="data"
and let-currIndex="currIndex"


Module imagingbook.violajones.lib
Package imagingbook.violajones.lib
package imagingbook.violajones.lib
-
ClassDescriptionThe core class.Nested class representing parameters and their default values.Merely a rectangle which can check for overlap with another rectangle.Represents a Haar feature, usually composed of multiple rectangular patches (of type
FeaturePatch
).Represents a rectangle, along with a weight.A binary tree for detection.Used to calculate the gradient magnitude inside a given rectangular region.This class represents a trained Haar cascade classifier.A single stage of the cascade.


--- layout: post title: "Week in Review" date: 2017-12-10 08:20:00 +0000 tags: image: https://s3.amazonaws.com/audreywatters/2017-12-10-snow.jpg imagecredits: https://www.flickr.com/photos/romankphoto/16605828120 ---
Icon credits: The Noun Project


Open Source Software License 101
Are you using open-source software? Are you aware of what right are you given to use that software?  This post is a 101 guide towards popular OSS licenses to give you an idea of what they are and how are they different. What you need to be aware of when using them.
This blog post is not legal advice and if you have any concerns, please consult a legal professional for advice
Copyleft and Permissive Licenses
Most open-source licenses can be put into 2 main categories, copyleft and permissive Licenses. To put it shortly, copyleft licenses are more restrictive and any software based on any GPL component must be released as open source. On the other hand, permissive licenses provide more freedom and permit proprietary derivative works with almost no restriction.
OSI Approved Licenses
There are a lot of licenses out there in the world and sometimes it is hard for developers, who are not legal experts, to judge which ones are considered “open-source” and “good to use”. The Open Source Initiative (OSI) put together a list of approved licenses. I would suggest choosing a license for your project from their list (there are more than 80 of them), especially choosing the ones that are popular and with a strong community.
Some of the Popular Licenses
To further help you to pick and get a basic understanding of the popular licenses, we put a list here. You can use it as a base and look into more information if any of the ones below look like what you want or if you are using anyone of them.
The MIT License
- category: permissive
The MIT License, as the name suggested, it was created at the Massachusetts Institute of Technology in the late ‘80s. It is one of the most popular and permissive free software licenses. You can do whatever you want as long as you add a copy of the original MIT license and copyright notice to it.
Apache License
- category: permissive
Just like the name suggested, this license is released by the Apache Software Foundation (ASF). It’s popular and is backed by a strong community. The Apache License allows you to freely use, modify, and distribute any Apache-licensed product. However, you’re required to follow the terms of the Apache License.
BSD License
- category: permissive
Nowadays, BSD Licenses are mainly used as two variants from the original – the Modified BSD License (3-clause), and the Simplified BSD License/FreeBSD License (2-clause). They are both permissive free software licenses.
The BSD License lets you modify and distribute your software’s code in the source or binary format freely as long as you retain a copy of the copyright notice, list of conditions, and disclaimer.
Eclipse Public License
- category: semi-permissive (copyleft)
As you can guess, this is a license developed by the Eclipse Foundation. If you modify a component under this license and distribute it in the source code form as part of your program, you must disclose the modified code under the EPL. If you distribute such a program in its object code form, you must state that the source code can be made available upon request, and you must explain how to request the source code.
If you redistribute a program with an EPL component, you must include the full license text and the copyrights.
The EPL protects the author of the software from possible lawsuits or damages caused if a company uses their component in a commercial product. It also offers a patent grant.
Mozilla Public License
- category: semi-permissive (copyleft)
The Mozilla Public License is maintained by the Mozilla project. It is sitting between the Apache license, which does not require modifications to be shared, and the GNU family of licenses, which requires modifications to be shared under a much broader set of circumstances than the MPL.
The MPL’s “file-level” copyleft is designed to encourage contributors to share modifications they make to your code, while still allowing them to combine the original code with code under other licenses (open or proprietary) with minimal restrictions.
Common Development and Distribution License
- category: semi-permissive
CDDL is an open-source license published by Oracle. You’re free to reproduce and distribute any original or derivative works of any software licensed under the CDDL. However, you must not remove or make any changes to any copyright, patent, or trademark notices contained in the software. You must also retain any notices of licensing or any descriptive text that attributes any contributor or the initial developer.
When you distribute your software in an executable form (i.e. any form other than source code), you must make the source code available under the CDDL. This source code should include your contributions if they in some way modify the contents of a file containing the original software, or new files that contain parts of the original program. The executable form may be released under the CDDL or any CDDL compatible licenses.
If your modifications are in separate and independent files that do not contain the original code, you do not have to release it under the CDDL. Furthermore, you must include a copy of the CDDL with any source code that you distribute. For each modification that you make, you must identify yourself as the modifier by including a notice in your modified files.
GNU (Lesser) General Public Licenses
- category: copyleft
The GNU’s General Public License is a copyleft license. This means that any software based on any GPL component must be released as open source. It does have a strong community and is quite popular among open-source licenses.
Last thought
Choosing and understanding licenses is not easy, luckily there are communities out there to help individual developers. On top of the restriction with licenses, there are extra government regulations (like the EU Cyber Resilience Act) that in putting in extra complications on the responsibility of distributing open-source software. This blog is just covering the basics about OSS licenses, if you are working for a company/ client and are in doubt, please consult legal professionals like company lawyers.
References
- Top open source licenses and legal risk for developers
- Top Open Source Licenses Explained
- MPL 2.0 FAQ
Cover Photo by Clarisse Meyer on Unsplash


Mesh Breeding
Morphose was the first demo I posted for the JS1K Spring-2013 challenge. The idea came when I was trying to apply my simple 3D renderer to different kind of scenes, while my head was buzzing with a resurgent interest in the demoscene. Morphose just sprouted out of this context, almost by accident.
I was trying to tesselate a planet, discovered cube-mapping, and the next moment I was observing the strange offspring a cube and a sphere can generate when mixed. Some tweakings later, I had a new demo for js1k...
Now in this article, I will try to formalize the whole process, covering the meshes generation, the tweening, the tweaking, etc. This demo is quite simple, but I found some results interesting, and I hope you will.
Manipulated structures
A mesh, the 3D representation of our object geometry, is a complex structure, usually defined by faces and vertices. There are many different ways to implement all this.
For instance, in my article about the Painter's Algorithm, I've opted for something like $Mesh: Array<Faces>$ with $Faces: Array<Vertex>$ and $Vertex: Array<float>$ (the 3 cartesian coordinates). Thanks to the underlying use of pointers, this implementation was quite light.
But in this demo, my main constraint was the code concision, so I opted for a different solution. Each face is directly an $Array<float>$, like this: $TriangularFace = [X_1, Y_1, Z_1, X_2, Y_2, Z_2, X_3, Y_3, Z_3]$ with $(X_n, Y_n, Z_n)$ the cartesian coordinates of each vertex.
This structure is more compact, but heavier: every face has its vertices values hard-coded. Unlike the previous implementation where the faces shared pointers to the same common vertices, here each face is independant to the other ones (the vertices are duplicated). So we aren't exactly manipulating a coherent mesh, but a collection of faces we could explode at will (which is done in the demo).
Rendering
As it is better not to walk blind, let's deal first with the rendering of our yet-to-be-created scene. For that, we can use the simple renderer described in my previous article, so please read it if you need the explanations.
Only minor modifications are required to adapt it to the specificity of our mesh structure. However, as we are limited in the number of bytes, we should also condense the whole, even if it means losing in clarity or generality (the code below is still much crush-able, by condensing some operations for instance):
/** * ===Render=== * Projects and renders the scene. - To be called every frame. * Parameters: * - sceneFaces (Array>): Faces defining the scene to render * - canvas (Canvas): Output canvas * - context (CanvasContext): Context of the output canvas * - camPosition (Vector3): Position of the camera * - camOrientation (Vector3): Orientation of the camera */ function Render (sceneFaces, canvas, context, camPosition, camOrientation) { // Clearing the canvas (not optimal, but short) and adapting its size to the screen: var canvasWidth = canvas.width = innerWidth-21, canvasHeight = canvas.height = innerHeight-21; canvasWidth/=2; canvasHeight/=2; // PROJECTION: var cosYaw = Math.cos(camOrientation[0]), sinYaw = Math.sin(camOrientation[0]), cosPitch = Math.cos(camOrientation[1]), sinPitch = Math.sin(camOrientation[1]), cosRoll = Math.cos(camOrientation[2]), sinRoll = Math.sin(camOrientation[2]), minDim = (canvasWidth < canvasHeight) ? canvasWidth : canvasHeight; var screenCoord = []; for (l in sceneFaces) { // Not optimal, but shorter. screenCoord[l] = []; for (j = 9;j;) { // 3D Projection: var relZ = sceneFaces[l][--j] - camPosition[2], relY = sceneFaces[l][--j] - camPosition[1], relX = sceneFaces[l][--j] - camPosition[0], temp1 = cosYaw*relY - sinYaw*relX, temp2 = cosRoll*relZ + sinRoll*(sinYaw*relY + cosYaw*relX), dX = cosRoll*(sinYaw*relY + cosYaw*relX) - sinRoll*relZ, dY = sinPitch*temp2 + cosPitch*temp1, dZ = cosPitch*temp2 - sinPitch*temp1; // Transform to project on the screen: screenCoord[l].push(dZ dX / dZ * minDim + canvasWidth, dY / dZ * minDim + canvasHeight); } // If we have other pieces of info we want to pass to the projected face: screenCoord[l][9] = sceneFaces[l][9]; // Here it is the distance to the center of the mesh. } // PAINTING: screenCoord.sort(function(f1,f2){return f2[10]-f1[10]}); // Sorting for (l in screenCoord) // Evaluating the face color and drawing it (to adapt): context.strokeStyle = context.fillStyle = 'hsl('+[ 60*screenCoord[l][9], // Hue - Function of the distance. '70%', // Saturation - constant 100-l/screenCoord.length*50]+'%)', // Luminosity - Cheap fog effect by using the index context.beginPath(), context.moveTo(screenCoord[l][8], screenCoord[l][7]), context.lineTo(screenCoord[l][5], screenCoord[l][4]), context.lineTo(screenCoord[l][2], screenCoord[l][1]), context.closePath(), context.stroke(), context.fill(); };
Mesh weaving
To get the shape-shifting object, the idea is the following: we generate two meshes, a cube and a sphere, with the same number of vertices/faces (each one is associated with an other one of the 2nd mesh). Then every frame, we compute an intermediate mesh from a pseudo-tweening between the geometries of the two original ones, and display it.
In this section, we will cover the creation of our two primitive meshes with as few bytes as possible.
Cube
The objective is to define a cube of size $D$, centered on the origin (to simplify the generation), and made of $6 \cdot N^2$ triangular faces ($N^2$ per side). We could just statically define its structure, like I did in an example for the rendering:
// Definition of a simple 2x2x2 cube, made of quad faces // (building the mesh procedurally isn't complicated, but not the subject of this article): var cubeVertices = [[-1, 1, 1], [ 1, 1, 1], [ 1, -1, 1], [-1, -1, 1], [-1, 1, -1], [ 1, 1, -1], [ 1, -1, -1], [-1, -1, -1]]; var cubesQuadriFaces = [[cubeVertices[0], cubeVertices[1], cubeVertices[2], cubeVertices[3]], [cubeVertices[4], cubeVertices[5], cubeVertices[6], cubeVertices[7]], [cubeVertices[1], cubeVertices[5], cubeVertices[6], cubeVertices[2]], [cubeVertices[4], cubeVertices[0], cubeVertices[3], cubeVertices[7]], [cubeVertices[4], cubeVertices[5], cubeVertices[1], cubeVertices[0]], [cubeVertices[3], cubeVertices[2], cubeVertices[6], cubeVertices[7]]];
But we want a more refined mesh, with more vertices to play with later, and writing down the coordinates of our $3 \cdot 6 \cdot N^2$ vertices would be as painful as long. So... how can we procedurally define our cube? Here is a first possibility:
with each side defined as:
Do you see the pattern? Here is a condensed definition, for $n \in \{0,\dots,5\}$:
We use a modulo 3 operation to express the cyclic permutation of the coordinates (the two varrying and the one fixed), and a modulo 2 operation to define the value of the fixed coordinate. With this, we cover the 6 cases...
The only thing left is to split the sides into triangular faces (if you want to use quadfaces, the modifications are minor), which can be easily achieved with loops to sample a regular repartition of vertices and the faces:
- One loop to iterate over the 6 sides;
- Two loops to iterate over our subdivisions of our sides into N² rectangles;
- One loop of 2 iterations to divide each rectangle into the 2 triangular faces.
The final generation method is:
/** * ===GenerateVertexForCube=== * Given the subdivision indices, generates the corresponding vertex for the cube mesh *(centered on the origin), and gives it to the current triangle faces. * Parameters: * - i (Int): Row num * - j (Int): Col num * - n (Int): Side of the cube we are currently dealing with * - face (Array): Face the vertex will belong to */ function GenerateVertexForCube (i, j, n, face) { // First we generate the cube vertex. Using some modulos on the side index, // we can cover each case, by swapping the coordinates order or moving the vertex along the depth axis: var v = [i/NB_DIV*SIZE-RADIUS, j/NB_DIV*SIZE-RADIUS, RADIUS*(1-2*(n%2))], x = v[n%3], y = v[(n+1)%3], z = v[(n+2)%3]; face.push(x, y, z); } var facesCube=[], // Mesh NB_DIV = 16, // Number of rows and colums per cube's side, which means our meshes will be made of 6*16*16 vertices SIZE = 4, // Dimension of our meshes RADIUS = SIZE/2,// Mid-dim trId = 0; // To save some bytes, we iterate desc. The idea is that for each element we iterate on, // we evaluate the triangles faces of the square which as for top-left corner this element: for (var n = 6; n--;) for (var i=NB_DIV; i--;) // X --- o Schema representing the faces extracted from a square. X is the current element. // | \ | // o --- o for (j = NB_DIV; j--;) for (k=2;k--;) // We iterate 2 times for each square in order to generate the 2 corresponding triangle-faces. // We store each face information into an array [V1.X, V1.Y, V1.Z, V2.X, V2.Y, V2.Z, V3.X, V3.Y, V3.Z, dist(V3, center)]: facesCube[trId] = [], GenerateVertexForCube(i,j, n, facesCube[trId]), // 1st vertex (top-left corner of the square) GenerateVertexForCube(i+1,j+1, n, facesCube[trId]), // 2nd vertex (bottom-right) GenerateVertexForCube(i+k, j+1-k, n, facesCube[trId]), // 3rd vertex - the one varying (either corresponding to the element on the next row, // or the one on the next col). We use a modulo 2 on the face's id to select the good one. // Byte saving trick:(faceId+1)%2 = k. And we don't mind which triangle we generate first, so k makes a cheaper way to distinguish them trId++;
Resulting cube
Sphere
Now we want a sphere of diameter $D$, made of the same number $6 \cdot N^2$ of faces.
There are many possible ways to tesselate a sphere, but we have one condition we wish to fulfill: to get a smooth transition when tweening the geometries of our cube and sphere. So we are looking for a similar repartition of the vertices.
The quadcube tesselation (or cubic sphere tesselation) is what we want for our sphere. This method is commonly used to map flat textures to spheres, but can also be adapted to generate their mesh.[1]
The idea is to take a regular cube mesh (so like the one we generated), and to project every vertex on the spherical surface, by normalizing the length of the vector to the center of the mesh, to the value we want as radius.
In other words, for every vertex, we compute their distance to the center, divide their coordinates by the obtained value, and multiplie them back with the radius value.
2D example - Gradual normalization of the vectors length
Thus, by just adding these two operations to our previous tesselation function, we can return a sphere instead of a cube (or both):
/** * ===GenerateVertexForCube=== * Given the subdivision indices, generates the corresponding vertex for the cube mesh *(centered on the origin), and gives it to the current triangle faces. * Parameters: * - i (Int): Row num * - j (Int): Col num * - n (Int): Side of the cube we are currently dealing with * - faceC (Array): Face of the cube the vertex will belong to * - faceS (Array ): Face of the sphere the vertex will belong to */ function GenerateVertexForCubeAndSphere (i, j, n, faceC, faceS) { // First we generate the cube vertex. Using some modulos on the side index, // we can cover each case, by swapping the coordinates order or moving the vertex along the depth axis: var v = [i/NB_DIV*SIZE-RADIUS, j/NB_DIV*SIZE-RADIUS, RADIUS*(1-2*(n%2))], x = v[n%3], y = v[(n+1)%3], z = v[(n+2)%3]; faceC.push(x, y, z); // Then the sphere vertex, by "cube-mapping" (the following formula speaks for itself): var dist = Math.sqrt(x*x + y*y + z*z); faceS.push(x/dist*RADIUS, y/dist*RADIUS, z/dist*RADIUS); // return dist; // Value used in the demo to define the color of each face. } var facesCube=[], // Cube Mesh facesSphere=[], // Sphere Mesh NB_DIV = 16, // Number of rows and colums per cube's side, which means our meshes will be made of 6*16*16 vertices SIZE = 4, // Dimension of our meshes RADIUS = SIZE/2,// Mid-dim trId = 0; for (var n = 6; n--;) for (var i=NB_DIV; i--;) // X --- o Schema representing the faces extracted from a square. X is the current element. // | \ | // o --- o for (j = NB_DIV; j--;) for (k=2;k--;) // We iterate 2 times for each square in order to generate the 2 corresponding triangle-faces. facesCube[trId] = [], facesSphere[trId] = [], GenerateVertexForCube(i,j, n, facesCube[trId], facesSphere[trId]), // 1st vertex (top-left corner of the square) GenerateVertexForCube(i+1,j+1, n, facesCube[trId], facesSphere[trId]), // 2nd vertex (bottom-right) GenerateVertexForCube(i+k, j+1-k, n, facesCube[trId], facesSphere[trId]), // 3rd vertex - the one varying trId++;
Resulting sphere
Mingle Mingle Little Mesh
The next step is the dynamic generation of our metis shape. For every couple of vertices from the cube and sphere, we simply want to calculate an intermediate one.
3D example - Linear tweening between the 2 meshes
We could use a linear tweening over time, like in the example above... or go for something crazier. Basically, you can use any function you want, taking as parameters, among others, your two vertices, and returning a new, more-or-less correlated, one.
I spent much time time tweaking around such a function to get something visually interesting. Here are some observations I made which could help you create your own:
- Parameters
- Taking time into consideration seemed evident in my case.
- I also adopted the distance of the corresponding face to the center of the mesh. It allowed me to apply transforms per face: combined with the looseness of our structure (see first section), it's how I get the implosive-kaleidoscopic result.
- Interactivity is always nice: I take the user's clicks into account, but you can think of other inputs.
- An idea I couldn't integrate to my demo was the use of an external signal as main parameter. You could easily make your object dance to the music of your liking...
- Functions
- Compute the cosine values of the smoothly-varying parameters to get some periodicity.
- Use different prime numbers as coefficients (periods) to make the global periodicity less obvious.
- Why restricting ourselves to the segment between our two original vertices? Go beyond (ie try to apply coefficients beyond [0, 1] to thstrong).
- Cubic pulsations is an interesting effect I abused to deal with the sudden inputs (clicks) (learn more about at the source of the idea, Iñigo Quílez's website [2] - this website is full of coding and maths gems)
Once you got the wanted effect, just wrap it all in a function you'll call in your rendering method:
/// // Linear tweening... // Parameters: // - cubeCoord - Coordinate from the 1st mesh // - sphereCoord - Coordinate from the 2nd mesh // Returns: the "intermediate" value /// function Tween (cubeCoord,sphereCoord, coef) { return cubeCoord*coef + sphereCoord*(1-coef); // Replace with your funky mingling effect. } /// // Projects and renders the scene with mingling. /// function Paint (facesCube, facesSphere) { // PROJECTION: /** ... * Usual initialization here * ... */ for (l in facesCube) { // Not optimal, but shorter. screenCoord[l] = []; var baryDepth = 0; for (j = 9;j;) { // We compute the tweened vertex and its projection: var vX = Tween(facesCube[l][--j], facesSphere[l][j], coefTween) + camDist*cosPitch, vY = Tween(facesCube[l][--j], facesSphere[l][j], coefTween) + camDist*sinPitch*cosYaw, vZ = Tween(facesCube[l][--j], facesSphere[l][j], coefTween) + camDist*sinPitch*sinYaw, /** ... * Usual projection here, using vX, vY, vZ instead of the original coordinates. * ... */ } } // PAINTING: /** ... * Usual rendering here * ... */ }
Below a small application displaying the outcome of some effects:
Various examples of mingling
Polishing: Colors and movements
Here again, it's all about personal tastes.
For the coloring, I opted for a dynamic solution: the color of each face is computed just before drawing it. I use this dynamism to vary the hue over time, but also to apply a pseudo depth fog.
This effect is obtained by using the index of the sorted faces as coefficient for the luminosity (here, the further from the camera, the smaller its index, the smaller the coefficient for luminosity and thus the darker).
By the way, I now only swear by the HSL color system. If it is not the case yet, I highly recommend you to consider it, at least when it comes to represent complex scenes.
// Method used in the demo to compute the colors - called in the painting loop. a.fillStyle = a.strokeStyle='hsl('+[ 500*timeCos/screenCoord[l][9], // Hue - Function of the time and of the original distance // to the origin. '50%', // Saturation - constant l/75*Math.cos(pulseCoef/7) // Luminosity - Function of the periodic pulse + Cheap fog // effect by using the sorted index ]+'%)',
As for the camera's movements, the shape-shifting function was already inducing momentum, inflating or deflating the mesh's dimensions.
Indeed, one consequence of having a scene containing a single element is the absence of landmarks. Without looking at the source, it is left to the viewer's appreciation to conclude if it is the camera which is nearing or the object which is growing.
I decided to only add rotations around the center of the scene (over time + binded to the mouse position), to emphasize the 3D nature of the demo.
At that point, I was kind of satisfied with the result. Only one effect was somehow hurting my sensibility, literally speaking: the collision between the inflated shape and the camera.
As much as I wanted to preserve the eye-catching unpredictability of the morphose, I found unaesthetic the obstructed effect of some collisions, when the object was imploding or stretched to its limit.
While trying to adapt the rendering method to ignore the colliding faces, I inadvertently altered my Painter's method, inverting the depth sorting... and enjoyed the resulting sight.
The solid, material, aspect of the object was lost, but that nicely solved my problem: the too-near faces which the camera was colliding with were now painted under the further ones. Instead of hitting the object's surface, we were now observing it as if inside.
Conclusion
Even if most of those methods are already covered by 3D libraries, it may come handy to know the maths or logic behind. This knowledge is one of the main reasons why I enjoyed working on those small applications.
After all, « Don't Reinvent The Wheel, Unless You Plan on Learning More About Wheels »... [3]
References
- ^ Steven Wittens - Article - « Making Worlds 1 - Of Spheres and Cubes » - acko.net/blog/making-worlds-1-of-spheres-and-cubes
- ^ Iñigo Quílez - Article - « Useful Little Functions » - iquilezles.org/www/articles/functions/functions.htm
- ^ Jeff Atwood: « Don't Reinvent The Wheel, Unless You Plan on Learning More About Wheels » - codinghorror.com/blog/2009/02/dont-reinvent-the-wheel-unless-you-plan-on-learning-more-about-wheels.html


Project Description.
Project Skylar is for educational use only and is not intended for commercial distribution. The project was a proof-of-concept for designing and implementing a distributed systems architecture for the backend servers. The main concept is to allow backend servers to clone themselves, create new instances with similar configurations, and deploy them in a production environment (horizontal scaling). Scaling gets triggered when game servers are unable to handle more network traffic and throughput.
Now after finishing with all the backend development and my studies, I decided to release the source code.
Enjoy coding your way through. I made sure to document every script before leaving it behind. Consider adding more features, and don't forget to share it with everyone!
- Download Project Skylar for Windows
- Download Project Skylar for MAC
- For Linux - please compile from source code
System Requirements (Minimum)
| CPU | Intel Core i3 or equivalent |
|---|---|
| RAM | 4 GB |
| OS | Windows 7 / OSX El Capitan / Linux 2.4 |
| Video Card | SM4 1GB VRAM |
| Disk Space | 2 GB |
Development
“They say programming is an art form that fights back. Multiplayer programming is an art form that fights back with a vengeance!”— Some anonymous user on C# forums :)
| Technologies Used | ||||
|---|---|---|---|---|
| 3Ds MAX | Allegorithmic | B2M | C# | Substance Designer5 |
| Substance Live | Marmoset Toolbag | Material Design | Modo | .NET |
| OpenGL | Substance Painter | PhotonServer | Windows Server 2012R2 | Shader Forge |
| IBM SoftLayer | Simplygon | Unity 4.3.6 |
Support or Contact
Having trouble with Project Skylar? contact me and I’ll help you sort it out.


Orange County Elections Guide
Project completed: October 2015
Tools used: API integration, HTML/CSS, JavaScript/jQuery, HighCharts
This project was completed as a replacement for a JOMC 586 project on API integration that was completed in April 2015. This campaign guide for the 2015 Orange County elections was adapted from the Daily Tar Heel's print election guide.


This test tests whether the BackSpace key deletes only the last character of a ligature "วั".
If this test succeeds, you can see "ว" (U+0E27) and a string "succeeded" below.


What can I do to help at the space?
Answer: We have a list of ongoing projects to improve the space on our get involved page. If there’s a project you would like to participate in to make the hackerspace better, please contact the committee volunteers listed under that project to see what you can do.
I would like to teach a class, what should I do?
Answer: You can reach out to us on Discord and let us know, or you can use the forms on the get involved page to submit your class idea so we can make it happen. We’re always looking for more people who would like to teach classes or run events.
 Can I update it to make it better?
Answer: Our website source code is freely available on GitHub for anyone to fork, edit, and submit a pull request. If you’d like to see something new or different on the website, feel free to submit changes for review by the volunteers who maintain it.
What are the responsibilities of key holding volunteers?
Answer:
Key holding volunteers will be responsible for opening the space to the public.
Greet people as they come into the space or delegate that to another volunteer.
Ensure that the space is being used responsibly.
Know how to use any equipment in the space that is being used. Keep equipment locked otherwise.
Politely enforce the 801 Labs code of conduct.
I am an active volunteer, how can I get a key to the space?
Answer: As an active volunteer if you would like to take on the added responsibility of being a key holding volunteer, contact board@801labs.org.


Fireside Reflections
What's your take on the DBC/EDA attitude?
The thing that stands out to me most from the video is the mentioned
difference between a passive consumer attitude and a cocreater attitude (in learning in this case but I feel it
applies pretty broadly).
From what I've read and seen so far the EDA attitude heavily emphasises social and soft skills alongside technical skills.
Principles of Integrity, Kindness and Effort - and others mentioned in the video, beginner's mind, self-belief, self-care etc. are given the highest priority over
the mastery of specific techniques.
What are your impressions?
I like this attitude set because it continually opens the door, anyone can engage and any skill can be approached
in a powerful and enjoyable way.
It also puts positive relationships, to self/others/work material before relative capacity which
to me is a good way of doing things.
I'd definitely say that in my educational experience I have been conditioned to adopt
a consumer attitude and give up chunks of my responsibility and creativity in the learning process. Also to some degree to value
competition over cooperation. It's great to have a chance to engage in intense learning where that culture is flipped.
Questions I have are:
How do I cultivate an active and creative role in my learning and life in general?
How do I support others in this?
I appreciated that common fears/apprehensions of students were noted and welcomed.
I don't strongly experience the fears mentioned, being either far behind or far ahead of
the ability of the cohort. I expect the bootcamp to be highly challenging and also trust that whatever the different capacities within the group
that everyone will find a way to enhance each other's learning without needing to be at exactly the same place.
My own fears are largely social ones:
-
That I might behave in an arrogant or inconsiderate way. What if in the face of unfamiliar territory I start doing things to try and look clever and interfere with a good connection and learning environment.
-
I will offend someone or make some kind of faux pas and miss out on or just not understand some feedback and the chance to reform my behaviour. I think I have this fear because I respect the cultural principles and they also seem like they will stretch me.
Those both make a bit of sense and feel managable with awareness
How do you see yourself engaging with this type of culture?
I think I'll really enjoy it and be able to contribute. I expect it will be an adjustment and challenging at times, like picking up a whole lot of habits at once. It will require being open and clear with others, going through stress with others. As I mentioned, the apprehensions I have are mainly about how I will fit in with the group. But once I'm in the midst I know I'll be able to absorb and partake in the culture well.
Have your expectations of EDA changed? If so, how?
Not so much changed as clarified. Especially the call to a high level of
engagement, ownership and cooperation with others.
This is also a strong reminder that there's no ceiling involved, there's going to be much more material than is possible to totally master,
good to remember to let go of grasping everything at once and just take in as much as I can.
Am I excited and/or nervous?
Yes for sure. Both


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You have been sent this email as you logged an abuse report against {{ name }} at {{ site }}.
Your report has been reviewed by a {{ site }} moderator, and in this instance, they have made the decision to issue a formal warning.
This warning is stored against {{ name }}'s profile and will be flagged in the event of another abuse report.
{% endblocktrans %}{% trans "Please find the moderator's comments below" %}:
{{ comments }}{% endblock %} {% block email_footer %} {% blocktrans with site=site_name trimmed %} You received this email because you logged an abuse report at {{ site }}. {% endblocktrans %} {% endblock %} {% endautoescape %}


In 1994 I graduated from the Faculty of History of Kyiv Taras Shevchenko University in the specialty "History".
In 2000 he defended his Ph.D. thesis on the topic "Political elites in the postcommunist society management system"
Worked as an assistant, senior lecturer, assistant professor at the KNTEU.
From 2004 to 2007 he studied at the targeted doctoral study at the Institute of Political and Ethnic Studies named after I.F. Kuras National Academy of Sciences of Ukraine.
In 2010 he defended his doctoral dissertation on "Democracy: the essence, mechanisms of implementation and contemporary world tendencies of development"
In 2012 he received the title of professor.
From 2016 he is the head of the Department of Philosophy and Social Sciences.
In 1987 he graduated from the historical faculty of the Kirovohrad State Pedagogical Institute named after O.S.
Pushkin received a qualification as a "teacher of history and social science".
In 1998-2001, he studied at the postgraduate study, and in 2010-2013 the doctoral program at the National Pedagogical University named after MP Drahomanov.
In 2002 he defended his Ph.D. thesis on the theme "Ukrainian secondary school during the period of liberation competitions (1917-1920 years)" in the specialty 07.00.01 - History of Ukraine.
In 2014 he defended his doctoral dissertation on "Ethos of the responsibility of a teacher in social expectations of a society of knowledge" in the specialty 09.00.10 - Philosophy of Education.
Works at Kyiv National Trade and Economics University in 2016
In 1973 he graduated from Kyiv National University. Taras Shevchenko in the specialty Philosophy.
After graduating, he studied at the postgraduate course at the Department of Social Philosophy at the KNU. In 1983 he defended his thesis for the degree of the candidate of philosophical sciences in the specialty "Social Philosophy".
In the Kiev National Trade and Economic University since 1976. Worked as an assistant, senior lecturer, assistant professor, professor, head. the department.
He is the author of more than 180 scientific works including 5 monographs, 14 textbooks and manuals, over 90 scientific articles and more than 150 scientific and methodological works.
In 2003 he graduated from the Ivan Franko Drohobych State University with a degree in Philosophy.
After graduating, he studied at the postgraduate course at the Department of Philosophy and Social Sciences at the Kyiv National Trade and Economics University.
In 2007 he defended his thesis for the degree of the candidate of philosophical sciences in the specialty "Social Philosophy and Philosophy of History".
At the Kiev National Trade and Economic University, the Department of Social and Social Sciences has been working since 2006.
Author of more than 50 scientific and methodological works.
Circle of scientific interests: social philosophy, philosophy of education.
Teaches disciplines: "Philosophy", "Philosophy of Law", "Social Practice of Social Cognition".
In 2007 I defended my dissertation for the degree of a candidate of philosophical sciences in the specialty 09.00.07. "ethics".
In 2014 I defended my dissertation for the degree of Doctor of Philosophy in specialty 09.00.07. "ethics". From 2014 to 2015, he worked as an associate professor at the Department of Art Studies and Expertise of the National Academy of Cultural and Arts Leaders.
Since September, 2015 he has been working as a professor of the Department of Philosophy and Social Sciences of Kyiv National University of Trade and Economics.
Author of over 35 scientific and methodological works.
Circle of scientific interests: ethics, metaphysics, philosophical and theological anthropology, philosophy of history and eschatology
He teaches disciplines: Philosophy, Corporate Ethics, Philosophy of Personality, Philosophy of Science, Oratory Art, Methodology of Scientific Research, Methodology of Political Cognition.
In higher educational institutions he worked as a senior lecturer, associate professor, professor, deputy dean, dean, head of department, vice rector for international affairs.
In 1992 he joined the diplomatic service of Ukraine: he worked as First Secretary and Advisor to the Embassy of Ukraine in the Russian Federation, advisor to the Embassy of Ukraine in the Federal Republic of Germany, Consul General of Ukraine in Munich, advisor to the Embassy of Ukraine in the Russian Federation, Ambassador of Ukraine to the Holy See (Vatican).
While in the civil service he served as Deputy Minister of Information, First Deputy Chairman of the State Committee for Information Policy, Deputy Head of the Main Administration of Ukraine, Head of the Office of the Staff of the National Security and Defense Council of Ukraine.
He is the author of over 100 scientific publications, 6 independent and co-author of several collective monographs.
A range of scientific interests: problems of higher education in Ukraine and abroad, issues of international security and identity, activities of the Catholic Church.
Teaches disciplines: "Philosophy", "Basic objects of social cognition", "Modern methods of social research".
In 1992 he defended his dissertation "Intellectuals in Ukraine (XIX century.)" For obtaining the degree of Doctor of History in specialty 07.00.01 - History of Ukraine in the specialized academic council of the Institute of History of Ukraine of the National Academy of Sciences of Ukraine.
From 1998 to 2008 worked as head. the Department of Social Sciences of the Ukrainian Academy of Foreign Trade (in 2007 the Academy was reorganized into the Ukrainian State University of Finance and International Trade); From 2008 to January 2016 - Professor of the Department of Public and Pedagogical Disciplines UDUFMT.
In 2001 he received the title of professor; is a member of the specialized academic council of the National Library of Ukraine named after V.I. Vernadsky
Author of over a hundred scientific and methodological works, including articles in the Encyclopedia of History of Ukraine.
Sphere of scientific interests: cultural-national and church-orthodox movements in Ukraine from the 19th and early 20th centuries. Socio-humanitarian problems of our time.
He taught disciplines: History of Ukraine, Methodology and Organization of Scientific Research, now - Philosophy.
In 1985-1987 he was on a trip abroad in the Democratic Republic of Afghanistan, worked as an advisor to the Kabul University.
Since November 2008 - Professor of the Department of Public and Pedagogical Disciplines of the Ukrainian State University of Finance and International Trade.
Since December 2015 he has been working at the Department of Philosophy and Social Sciences of the Kyiv National University of Trade and Economics as a professor.
Author of more than 85 scientific and teaching works.
A range of scientific interests: prognosis, social prediction and forecasting, futurology, socio-philosophical problems of personality formation.
Teaches discipline: "Philosophy".
In 1997 he graduated from the Ivan Franko Drohobych State Pedagogical Institute in the specialty "World History and Ethnology". From 2000 to 2002 he studied at the post-graduate course at the Department of History for the humanities faculties of the Taras Shevchenko National University of Kyiv.
Sphere of scientific interests: history of trade, history of trade in Ukraine, history of Ukraine, socio-economic history of Ukraine.
Since 2003 he has been teaching at KNTEU. He has been fruitfully working at the KNTEU since 2003, he has traveled from an assistant to an assistant professor of the Department of Philosophical and Social Sciences of KNTEU.
Teaches disciplines: History of Ukraine, History of Ukrainian Culture, Political Science, Religious Studies.
In 1999, she graduated from Kyiv National Taras Shevchenko University in the specialty "History, History Teacher".
Worked as an assistant, senior lecturer at the Department of Documentation and Source Studies of the Kyiv National University of Culture and Arts, and associate professor of the Department of Political History of the Vadym Hetman Kyiv National Economic University.
Author of more than 40 scientific and methodological works.
The sphere of scientific interests: historiography of the history of Ukraine, socio-political movements of the 90s of the 20th century, historical regional studies, world culture and art, Ukrainian culture, contemporary art.
He teaches disciplines: "History of Ukraine", "History of Ukrainian Culture", "World Culture", "Cultural heritage of Ukraine".


| env_lock {rlang} | R Documentation |
Locked environments cannot be modified. An important example is namespace environments which are locked by R when loaded in a session. Once an environment is locked it normally cannot be unlocked.
Note that only the environment as a container is locked, not the
individual bindings. You can't remove or add a binding but you can
still modify the values of existing bindings. See
env_binding_lock()
for locking individual bindings.
env_lock(env) env_is_locked(env)
env |
An environment. |
The old value of env_is_locked()
invisibly.
# New environments are unlocked by default: env <- env(a = 1) env_is_locked(env) # Use env_lock() to lock them: env_lock(env) env_is_locked(env) # Now that `env` is locked, it is no longer possible to remove or # add bindings. If run, the following would fail: # env_unbind(env, "a") # env_bind(env, b = 2) # Note that even though the environment as a container is locked, # the individual bindings are still unlocked and can be modified: env$a <- 10


Searching for the right venue to host your events?
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We guarantee that you will FALL IN LOVE with our decadent blends the moment you
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The BPC Art Studio has sent hundreds of high school students to the top art schools and various comprehensive universities in the United States for many years. As long as students can strictly follow our plan, students can go from zero basis of painting to entering the top art academy. The art studio's curriculum will be taught by Baoping Chen, a professor of art at the San Francisco Art University and will be aided by a team of teachers with professional education experience.
Drawing Courses: Elementary, Intermediate, Advanced, and University-level
Design Courses: Graphic design, Color composition, Digital painting, and other basic knowledge
Painting Courses: Elementary, Intermediate, and Advanced-level
Printmaking / Mixed Materials: Learning the basic skills of printmaking and using integrated materials.
Creation: Learn to find the unique artistic expression language, using different materials, performance, and techniques, showing the feelings of life and unique ideas.
Art Appreciation: Visit art museums and art appreciation lectures to enhance the level of artistic appreciation.
Regular classes include all ages. The advanced classes are divided into high and low age groups. On the basis of systematic teaching, the school teaches in the form of individual counseling according to the characteristics of each student. In particular, high school students who are preparing to apply for art colleges will receive individual professional counseling on their art portfolio. Classes on time, late leave early leave, no remedial classes. In special cases, you can discuss the time of remediation with the teacher.


My friend Michael was a good pot-smoking buddy of mine. As a confirmed pot smoker for 35 years, I was not particularly interested when he asked me if I was interested in a psychedelic. But he told me it was legal. I thought it would be a legal alternative to pot smoking. Michael said 'It's better if only one person at a time does it'. So he put the pipe to my mouth with some Salvia extract in it. I took one hit, held it for 15 seconds, took another and held it for 15 seconds, and one more and held it for 15 seconds and let it out.
As I let out my breath, I was onslaughted by a ferocious wind of day-glo colors against a black background blowing toward me, as though I were in the eye of a tornado. I opened my eyes and looked at the room. The wood-grained colors in the wall bulged out and melted into a spiral and poured into a spiraling tornado going into the floor. I thought the world was coming to an end; the elements were melting and being dissolved and reconstructed into a new universe. God had called the end. I thought, 'How can it be that we build and structure our lives here, but we are molecules to be redeployed in someone else's grand plan?' But Michael said, 'Relax, this is normal. It happens to everyone.'
I thought I must be dying. I thought I perhaps had overdosed and my spirit was being swept into the next world. I wondered if something had hit me from behind to kill me while I wasn't looking. The walls poured down upon the floor in waves like the ocean. The floor rolled up to let the waves wash under it. All the liquid was pouring down into the tornado funnel that was forming on the floor.
Michael said, 'Relax. Go with it.' I could feel his hand on my chest, holding me down to the floor. I said, 'But I have my wallet here. It has money in it. I have a family ' I did not want to go. But I felt his hand upon my chest and knew I had no control. I thought, 'This must be death,' and I relaxed to meet my eternity. I sat back on the couch and relaxed.
The next thing Michael said to me, 'You're coming back. Give me a hug.' I did not know why he wanted me to give him a hug, but I did so for his sake. The molecules and colors started reforming themselves into the familiar objects in the room that I am used to. I realized then that what had happened was not real, but a hallucination. Up until that time, I had no idea it was not real. But I knew I was coming back and did not give up my life.
Michael said, 'What did you experience?' I told him I thought he was the Angel of Death or a Spirit Guide leading me to the other side. He said, 'Do you want to know what the experience was for me?' I said sure.
He said, 'You took the third hit, your eyes closed and you started muttering gibberish, words that made no sense together. Then you got up and started to walk out of the room. I stopped you because that would not have been safe. You were fighting the effects. You laid down on your back with your eyes closed, muttering gibberish. I told you to sit on the couch and relax. You said you have a wallet, as though you were afraid I'd take your things. That's when I said, give me a hug, and I could see you were coming back.'
I was not prepared for a hallucinogen more powerful than LSD, mescaline, or psilocybin. The distinct difference is with every other mind altering substance, I knew that what I was experiencing was a result of taking a substance. With Salvia, there was no discernible difference in consciousness from normal, except that I was experiencing things that would not occur in the normal world. Also I had no awareness I was unconscious. I knew I was trying to speak, but couldn't, as though my mouth were muted, as if in a dream. But no dream state here, it was real, or was it?
Experience Reports are the writings and opinions of the individual authors who submit them.
Some of the activities described are dangerous and/or illegal and none are recommended by Erowid.


Three dead after shooter opens fire at Walmart in Oklahoma
At least three people have been killed in a shooting at a Walmart supermarket in Duncan, Oklahoma.
The shooter is believed be among those killed in the massacre, which took place around 10am CST Monday.
They opened fire in a parking lot outside the store, with locals claiming the shooting was related to a domestic dispute, rather than a random attack.
Multiple unconfirmed reports say the gunman shot his ex-wife and her new boyfriend, before turning his weapon on himself.
One local whose son works at the store said: ‘Shots were NOT fired inside the Duncan WalMart. It was a murder-suicide in the parking lot.’
The woman said her family had been badly shaken by the news, which comes three months after a mass-shooter opened fire at a Walmrart in El Paso, Texas, and killed 22 people.
Advertisement Advertisement
Neither the shooter nor the victims’ identities have been released by police.
Duncan Police Department said they are ‘gathering information’ on the killings, with local schools locked down.
Local schools have been put on lockdown.
Breaking news story. More follows.


ZPL Index
ZPL Kids Statistics Repo
Last updated: Apr 10, 2019
ZPL Junior Statistics Repo
Last updated: Apr 12, 2019


TCDB
Show Disposition Table
Badge ID
Part Number
Disposition
Accept
Reject
Submit
Part Number
Disposition
Dispositioned By
1
Accept
Otto
2
Accept
Thornton
3
Reject
Bob


§832-11 Penalty. Any officer who delivers to the agent for extradition of the demanding state a person in the officer's custody under the governor's warrant, in wilful disobedience to section 832-10 shall be guilty of a misdemeanor and, on conviction, shall be fined not more than $1,000 or be imprisoned not more than six months, or both. [L 1941, c 99, §11; RL 1945, §10641; RL 1955, §250-11; HRS §713-11; ren L 1972, c 9, pt of §1; gen ch 1985]
Cross References
Classification of offense and authorized punishment, see §§701-107, 706-640, 706-663.


{% block content %}
Admin Dashboard
{# Admin logout #}
Log out
{# Delete board #}
Manage Board
Board ID
Delete
Restore
{# Delete post #}
Manage Post
Post ID
Delete
Restore
{# Delete comment #}
Manage Comment
Comment ID
Delete
Restore
{# Ban user #}
Manage User
User ID
Length(days):
Ban
Unban
{# Create board #}
Create Board
Click to Navigate
{# Admin report handling #}
Reports
{% for report in data['reports'] %}
Report ID: {{ report['Rid'] }}
{{ report['target'] }}ID: {{ report['target_ID'] }}
Reporter ID: {{ report['Uid'] }}
{{ report['reason'] }}
Resolve
{% endfor %} {# Pagination #}
Previous
{% for i in range(1, 1 + data['num_page']) %}
{{ i }}
{% endfor %}
Next
{% endblock %}


Aina Yoga - June 2015
Aina Yoga - January 2016
Aina Yoga - June 2016
University of Victoria - June 2014
I teach hatha, vinyasa flow, and yin yoga. I also offer yoganidra, an advanced meditative practice. My classes are infused with playfulness, creativity, and balance. My goal is to leave students feeling safe, invigorated, and self-expressed.
Still wondering about that song you heard in class? Follow me on Spotify and Soundcloud for all the tiny.writer playlists.
Check back often for updated workshops and classes.
May 25-28: Camp Yoga! Yin & Creative Writing Workshops


Welcome to Team Heo Heo fanpage
This fanpage contain information about every team member in Team Heo Heo
Please notice that some of the information may not be correct due to the laziness of the editor.
YOU HAVE BEEN WARNED
Now let us begin
Our Team member include :
- Bùi Trung Tuấn
- Nguyễn Hữu Kha
- Âu Đại Vĩ
- Trần Quang Minh
- Phan Anh Tú
- Nguyễn Trần Thịnh
- Trương Quốc Quân


Create tournaments with randomly generated brackets and group stages to play locally with your friends.
I didn't want to add any network code so they are only local tournaments, and the stats page is only for tournaments played from your device. You can look at or reset your localStorage by hitting F12 and then pressing the Application button. From there you can see your sessionStorage, localStorage, and other fun stuff.


This weekend was my first time camping at Elkmont. My Dad & I used to go
camping a good bit when I was little, so I thought he would like going camping
in the Smokies. I heard good things about Elkmont and they happened to have a
creekside site available for the weekend, so that’s what I reserved.
We arrived around 3pm on Saturday and got checked in pretty fast. Our campsite
was G11 which was just a quick trip down the road from the ranger station. We
had one of the small sites – just a tent pad, fire ring, a picnic table, and a
single parking spot. The tent went up pretty quickly, so we got small fire
going early in the evening and just sat around the campsite. We ended up
cooking some steaks and potatoes for dinner – the cooking part went fine, but
we didn’t bring quite enough light for the picnic table. We had plenty of
flashlights, but we didn’t think we’d need a big lantern…turns out, the
potatoes & steak took longer than we expected and it gets dark early…so we
basically ate in the dark. We stayed up pretty late (11:30-ish) and then
turned in for the night. We decided to cook some eggs & bacon the following
morning, walked a good bit of the Elkmont site, and then headed out. A few
photos from the trip are here:
http://www.flickr.com/photos/adambyram/sets/72157625235026618/
So what did I think? Well…
Proximity to other campers
I was surprised how close we were to other campers. Some of the areas seem to
be spaced out a bit more, but the “G” section was pretty packed. If you’re
wanting to get away from everything, Elkmont may not do it for you. I think
I’d like it more with a camper so some of the sounds are muffled. In a tent,
every foot step, car, motorcycle, kid’s bike, etc makes quite a bit of noise
and you can’t really escape it. Section “G” also allows generators during the
day, so quite a few sites had those going during the day.
Pay attention to the rules (i.e. keep food safe)
We didn’t have this problem, but some of our nearby campers did… The rules
you agree to when you reserve a spot state that you’ll keep your food locked
in your car at all times unless you’re physically with the food at the site.
Some guys a couple of sites over from us didn’t do this and left their cooler
our while they went for a motorcycle ride. Shortly after they left, the
rangers came by and confiscated all of their food (including the cooler
itself). On top of that, anyone caught breaking the rules is fined $75. So if
you camp at Elkmont, read & follow by the rules…they are serious about them
and they really do patrol frequently to verify compliance.
Jerks nearby
So being in close proximity to other campers isn’t bad normally – it’s a
little noisier as I mentioned, but nothing too bad…unless you’re camping
next to jerks. I don’t know what was up with the people that were right next
to us at G9, but their freaking car alarm went on for minutes at a time FOUR
times during the night. Not right next to each other either – the first time
was around midnight and they seemed to happen nearly once an hour all the way
up to 3am. At that point, my Dad went over to talk to them and one of the
campers was out trying to quite the truck. I have no idea what was going on,
but a truck alarm blaring at 3am about 100 ft from your head is not awesome.
Another nearby camper told us the following morning that these people had the
alarm go off EIGHT times the night before!
Overall
It was a good trip and we’ll probably be back to Elkmont in the future. I
didn’t really sleep at all due to cars going by (G11 is just across the Little
River from the entrance road to the campground and cars sound pretty loud),
some animal(s) around the campsite overnight (no idea what it was…but
something was walking around outside for a while late in the night), and the
freaking car alarm. The site was nice in general though and my Dad really
enjoyed it. I think my ideal wilderness retreat would be to go to a secluded
cabin with a great mountain view & an internet connection…but I can
certainly deal with a regular camping trip every now and then.


{{/* call with: {{ partial "pub-card.html" (dict "item" . "truncate" "number") }} */}}
{{ partial "pub-info.html" .item }}


|
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| PREV CLASS NEXT CLASS | FRAMES NO FRAMES | ||||||||
| SUMMARY: NESTED | FIELD | CONSTR | METHOD | DETAIL: FIELD | CONSTR | METHOD |
public interface Context
The context is the interface through which the component and its container communicate.
Note: In the text below there are several requirements that a component may set up for a container. It is understood that a container does not have to satisfy those requirements in order to be Avalon-compliant. If a component says "I require X to run" a container may reply with "I don't have any X, so I'm not running you". The requirements here are the maximum that a component may ask for, not the minimum a container must deliver. However, a container should document what it is and isn't capable of delivering.
Each Container-Component relationship involves defining a contract between the two entities. A Context contract is defined by (1) an optional target class, and (2) a set of context entries.
The optional target class is an interface, called T
below.
It is required that the component should be able to perform
the following operation:
public void contextualize( Context context )
throws ContextException
{
T tContext = (T) context;
}
The container may choose any method to supply the component
with a context instance cast-able to T
.
There is no requirement for T
to extend the Context
interface.
Warning: A component that specifies this requirement will not be as portable as one that doesn't. Few containers support it. It is therefore discouraged for components to require a castable context.
The second part of the context contract defines the set
of entries the component can access via the Context.get()
method, where an entry consists of the key passed to get()
and the expected return type (the class or interface).
Optionally, an alias for the key name can be specified. The
contract associated with a particular entry is defined in the
container documentation.
The class/interface T
above may also have associated
meta-info that specifies entries, in which case these entries must
be supplied by the container in addition to any entries the
component itself requires.
See: Context Meta-Info Specification
Standard Avalon context entries, their keys, types and and associated semantics are defined under the framework standard attributes table.
See: Avalon Standard Context Entries Specification
When a component specifies:
<entry key="avalon:work" type="java.io.File"/>
It should be able to do:
File workDirectory = (File) context.get( "avalon:work" );
in order to obtain the value.
When a component specifies:
<entry alias="work" key="avalon:work" type="java.io.File"/>
It should be able to do:
File workDirectory = (File) context.get( "work" );
| Method Summary | |
|---|---|
java.lang.Object |
get(java.lang.Object key)
Retrieve an object from Context. |
| Method Detail |
|---|
java.lang.Object get(java.lang.Object key) throws ContextException
key
- the key into context
ContextException
- if object not found. Note that this
means that either Component is asking for invalid entry
or the Container is not living up to contract.
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| PREV CLASS NEXT CLASS | FRAMES NO FRAMES | ||||||||
| SUMMARY: NESTED | FIELD | CONSTR | METHOD | DETAIL: FIELD | CONSTR | METHOD |


Use this option to undo the most recent editing action, if this is possible. If the most recent action cannot be reversed, then the Undo menu option cannot be selected.
Shortcuts


Generated by python Ideally, contate would subtract all indents up to the shebang #!/ Because python is sensitive to them But NOPE, that's work I can't do right now


| BHAdd-ons.h | Header file with constants definitions and export declarations. It must be included in your project. |
|
HappyLink.h HTMLFile.h HTMLProject.h |
Class definitions |
| Add-On.proj | Project file to build the add-on. |
|
Add-On.h Add-On.cpp |
Header and source file for the add-on. You will modify these files. |
|
HappyTest.a Add-On Test.proj |
Library and project file that can be used to test the add-on. |
| Parser | An application that parses HTML files and find what links, labels and beacons can be found. You can use this application to try a few things before putting them in your source code. |
You'll also find two examples. The BeHappy Documentation Add-on is the best one, because it's more complete and more commented than the other one (OpenGL specifications).
The Parser application uses the same classes used in the add-on to parse HTML files. That way you can see exactly what can be found with my classes, and how the beacons can be used to extract information from HTML files.
First give the name of the HTML file you want to study, or use the 'Change' button to browse the hard disk. You can use the 'View HTML' and 'View text' buttons to see the HTML file or the source code. When you're ready, click on the 'Parse!' button.
When the parsing is finished, the results are shown in the 'Labels' list at the bottom. When a beacon is found, it is also put in the list (under the type 'Beacon'). When the beacon is made of two strings, the text between the two strings in showed in the 'text' column. You see in this example that it's possible to find the fathers of 'BControl' by using this beacon.
The list in the middle lets you add some beacons to search. The beacons are searched in the order you put them in the list. That means if a beacon isn't found, the following ones aren't even searched. Just click on Add to add a new beacon. A window will open, with two boxes to fill: string1 and string2. Close the window and the beacon is created. (I know I sould have put an 'OK' button, and I will do this one day) If you fill only string1, the string will be searched, and the beacon will appear in the 'Labels' list when found. If you fill both strings, the parser will also show what text was found between the two strings in the HTML file (in the 'lext' column).
 Just link your code with the HappyTest.a library (or use the supplied Add-On Test.proj project). This will build an executable that executes your add-on's Update() function. You can interrupt the update (with the pause button), or cancel it (with the stop button). Then the main window shows you the whole tree. (Like the one shown at the top of the previous page :How does it work)
Once you have exactly what you want, you can try and build a real add-on and give it to BeHappy.
Note: before using the Add-On.proj file, you must add the path of BeHappy's executable to the project's paths. If you don't do this, you'll have the "Can't find BeHappy" error during the link stage.


filmcritic.com presents a review from staff member Norm Schrager. You can find the review with full credits at http://www.filmcritic.com/misc/emporium.nsf/2a460f93626cd4678625624c007f2b46/5fe25a60236a47648825690000075b4e?OpenDocument
BOYS AND GIRLS A film review by Norm Schrager Copyright 2000 filmcritic.com filmcritic.com
Boys and Girls plays like a college version of When Harry Met Sally, with just as much fun and fewer contrivances. Here, the key couple is Ryan and Jennifer, who meet by chance on a plane as pre-teens, and continually bump into one another until their lives bisect at Cal-Berkeley. Ryan, played by Flavor of the Moment Freddie Prinze, Jr., is a bright, sometimes awkward engineering student who loves planning and order; Jennifer, Meet Joe Black's Claire Forlani, majors in Latin for no particular reason and aims to travel. Both wish they could apply their positive personality traits to their floundering relationships, but it just doesn't work.
The smart script for Boys and Girls, written by the humbly-credited `Drews', succeeds in part because Ryan and Jennifer nurture their unique friendship for nearly all of the film. While the inevitable Hollywood ending may be in viewers' minds from the get-go, The Drews and director Robert Iscove keep us guessing if this pair might ever connect with each other, and the sweet performances by Prinze and Forlani keep us interested.. The couple's interplay, and the machinations of their separate, frustrating lovelives, are satisfying enough that a sunshiny ending is not required.
Iscove, a TV veteran and director of Prinze's She's All That, provides so much screen time between the leads that there are times when sequences seem almost too long – until we realize we're seeing Ryan and Jennifer weeks or months later, and not the same night as the previous scene. It's one of the many subtle surprises in Boys & Girls, and it keeps the film floating with an infectious energy.
When movies like these create supporting roles, it's usually to provide basic comic relief or other plot motivation that minimizes the characters – not the case here. Jason Biggs, becoming famous and good very quickly, is Hunter, Ryan's roommate who changes hair color every semester and stories with every girl he meets; Amanda Detmer garners sympathy as Jennifer's nervous, jealous roommate, desperately trying to find her way while being overly reliant on her therapist. This pair become neatly woven into the story, rather than existing just on the fringes. It's more effort than you'd find in say, Nora Ephron's standard Tom Hanks-Meg Ryan romances.
One of the best compliments that can be paid to Boys & Girls is that it recalls Cameron Crowe's work. Sure, there's the basic story of young adults trying to get comfortable in their own skin, but there's more. Iscove injects the film with the total atmosphere of college life, Berkeley, and San Francisco, creating a fuller environment for his characters and story. Crowe showed similar skills with Singles and …Say Anything, and that kind of detail adds a real flavor and maturity to the movie.
When John Hughes created The Breakfast Club in the mid-80s, he added substance and humor to his characters, making a seemingly `teen' movie appeal to a broad audience. The makers of Boys and Girls were obviously affected by Hughes (aside from Ryan and Jennifer going to a Hughes double-feature): moving against the grain of recent films, Boys and Girls glides by with no nudity, no gross-out humor, and minimal stereotyping, and yet should still appeal to the high school and college audience. It avoids cheap laughs and respects its young characters, and that's a welcome change.

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