Copyright © 2020 Pavel Tisnovsky
Licensed under the Apache License, Version 2.0 (the “License”); you may not use this file except in compliance with the License. You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an “AS IS” BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License.
Simple checker of all JSONs in the given directory (usually repository).
json_check.py [-h] [-v] [-n] -d DIRECTORY
-h, --help show this help message and exit
-v, --verbose make it verbose
-n, --no-colors disable color output
-d DIRECTORY--directory DIRECTORY
directory with JSON files to check
https://redhatinsights.github.io/insights-results-aggregator/json_check.html
from pathlib import Path
from json import load
from sys import exit
from os import popen
from argparse import ArgumentParser
Try to execute tput to read control code for selected operation.
def read_control_code(operation):
return popen("tput " + operation, "r").readline()
Check all JSON files found in current directory and all subdirectories.
def check_jsons(verbose, directory):
Reset counters with number of passes and number of failures.
passes = 0
failures = 0
Find all files in current directory and subdirectories with *.json
extension. Files are found recursivelly.
files = list(Path(directory).rglob("*.json"))
Iterate over all files found by previous command.
for file in files:
try:
If the file can be opened and loaded as JSON, everything is fine.
with file.open() as fin:
Try to load and parse the content of JSON file.
obj = load(fin)
At this point the JSON has been loaded and parsed correctly.
if verbose is not None:
print("{} is valid".format(file))
passes += 1
except ValueError as e:
There are several reasons and possibilities why the file can not be read as JSON, so we just print the error message taken from exception object.
print("{} is invalid".format(file))
failures += 1
print(e)
Just the counters needs to be returned because all other informations about problems have been displayed already.
return passes, failures
Display report about number of passes and failures.
def display_report(passes, failures, nocolors):
First of all, we need to setup colors to be displayed on terminal. Colors are displayed by using terminal escape control codes. When color output are not enabled on command line, we can simply use empty strings in output instead of real color escape codes.
red_background = green_background = magenta_background = no_color = ""
If colors are enabled by command line parameter, use control sequence
returned by tput
command.
if not nocolors:
red_background = read_control_code("setab 1")
green_background = read_control_code("setab 2")
magenta_background = read_control_code("setab 5")
no_color = read_control_code("sgr0")
There are four possible outcomes of JSON check: 1. no JSON files has been found 2. all files are ok 3. none of JSON files can be read and parsed 4. some files can be read and parsed, some can not
if failures == 0:
If there are no failures, then check if any JSON file has been found at all.
if passes == 0:
print("{}[WARN]{}: no JSON files detected".format(magenta_background, no_color))
else:
print("{}[OK]{}: all JSONs have proper format".format(green_background, no_color))
else:
print("{}[FAIL]{}: invalid JSON(s) detected".format(red_background, no_color))
Print just number of passes and failures at the end, as this information can be processed on CI.
print("{} passes".format(passes))
print("{} failures".format(failures))
Entry point to this tool.
def main():
First of all, we need to specify all command line flags that are recognized by this tool.
parser = ArgumentParser()
parser.add_argument("-v", "--verbose", dest="verbose", help="make it verbose",
action="store_true", default=None)
parser.add_argument("-n", "--no-colors", dest="nocolors", help="disable color output",
action="store_true", default=None)
parser.add_argument("-d", "--directory", dest="directory",
help="directory with JSON files to check",
action="store", default=".")
Now it is time to parse flags, check the actual content of command line
and fill in the object stored in variable named args
.
args = parser.parse_args()
Check all JSON files, display problems, and get counters with number of passes and failures.
passes, failures = check_jsons(args.verbose, args.directory)
Display detailed report and summary as well.
display_report(passes, failures, args.nocolors)
If any error is found, return with exit code check to non-zero value.
if failures > 0:
exit(1)
If this script is started from command line, run the main
function
which represents entry point to the processing.
Entry point to this tool.
if __name__ == "__main__":
main()


PrismJS themes
Installation
CDN Development (redirect to latest)
<link rel="stylesheet" href="https://unpkg.com/prismjs-themes/dist/{{ theme_name }}.min.css"/>
CDN Production (specific release)
<link rel="stylesheet"<EMAIL_ADDRESS>theme_name }}.min.css"/>
NPM package
$ npm install --save-dev prismjs-themes
CSS import
@import<EMAIL_ADDRESS>theme_name }}.min.css");


When it comes to programming, there is a trap on which every programmer fall: elegant code. I'm often surprised to see even experienced developers qualifying a code snippet as elegant or beautiful.
From my point of view, each time I found an API interface allowing me to create some elegant code, it ended up as a nightmare codebase, full of unmaintainable spaghetti code.
Most of those nice, elegant and cool APIs fallen in disgrace in developers minds:
My current statement is: if you find some code elegant, it has great chances to be the next bullshit you'll step in.
As a JavaScript developer I heavily used Express with NodeJS. At first, I found its middleware system really elegant. Well, at first.
When it comes to debugging, it is just a nightmare. Your stack traces are unreadable. When you open a controller, you have to check what happens before it is invoked and what will be done next to fully understand its behavior.
You end up with lots of a god objects, req
,
res
and app
for instance, that may or may not
contain: a query, some cookies, encoded or decoded body, that method or this
other one... It not only makes you mad when it comes to work on an Express
application but also makes the code reuse very difficult.
Indeed, to reuse a controller, you have to find out every middlewares it depends on and set them up in the Express application where you want to reuse it. Problem: There is great chances that the same middleware is already in use but with a different version. And it is not the same shitty property that is set on that shitty god object.
This is why I think middlewares are an anti-pattern. Your controller should contain the complete workflow that allows you to get a response from an HTTP request. Transforming the following usual code:
Into something way more expressive:
Since the controller is strongly tied to its dependencies, you could just copy paste it into your other projects and npm install the various modules it actually uses. Magic? No, simple, atomic, reliable code.
One could argue that it introduces huge boilerplates. We are switching from a 24 lines controller to a 42 one. My advice is that the glue code that strongly tie the controller with its actual underlying logic can be considered as comments that ends up to be code.
The middleware based code, to be inclusive, should add comments telling where all that magic happens. But the fact is that commenting is a shitty way to help others to grasp your code. I personally use it only to explain something I cannot show with meaningful code. Most of the time, it's all about business constraints or legacy issues.
Also, nothing impeach you to group several stages of your workflow into a single pure function if you figure out that a particular step sequence is used in most controllers. Importing this function will always show the way for readers to find out their content.
Finally, this workflow approach is in my opinion way more adapted to HTTP. Indeed, what is an HTTP endpoint except a function that takes a request and returns a response? Why would we have to deal with something else than functions decomposing it into simple steps?
As a conclusion, I would say that good code is not smart or elegant. It is readable, reliable, naive in a word: simple. And you probably know how hard it is to do simple ;).
Edit: I ended up bringing up all those preferences in a JavaScript module intended to help building REst APIs called Whook.


Take control of Bri, a young lady revisiting her parent's workplace at a local hospital and witness the horrors that have occurred whilst she has been away... WARNING: This game contains themes some users may find disturbing. Please continue with caution.
Unity based Desktop game demo from the psychological horror genre. Exists three playable chapters of content to explore and discover. All of the artwork and animation is made by mouse and keyboard.
This was created as part of my final project whilst at university, this is the last thing I created under the modules. It is also my first horror title, so lots of experimentation within this title!


public class GamePhaseController
extends java.lang.Object
implements javafx.fxml.Initializable, java.util.Observer, java.io.Externalizable
| Modifier and Type | Field and Description |
|---|---|
private javafx.scene.control.ListView<Country> |
adjacentCountryList
Adjacent Countries ListView provides scrollable list of items
|
private static java.util.HashSet<Country> |
allAdjacentCountries
HashSet to storing adjacent countries
|
private javafx.scene.control.Button |
attack
attack Button
|
private java.io.BufferedWriter |
bufferedWriter
Buffered Writer for Log file
|
private Card |
card
Card Object
|
private javafx.scene.control.Button |
cards
cards Button
|
private java.util.Stack<Card> |
cardStack
Stack to store and retrieve the cards
|
private javafx.scene.layout.VBox |
displayBox
VerticalBox for Display
|
private javafx.scene.chart.BarChart |
dominationBarChart
Object to create barChart
|
private javafx.scene.control.Button |
endTurn
endTurn Button
|
private javafx.scene.control.Button |
fortify
fortify Button
|
private java.lang.String |
gameDataString
variable to store terminal window data
|
private java.util.ArrayList<Player> |
gamePlayerList
List of Players
|
private boolean |
isGameSaved
variable specifying if game is started as saved game or as a normal game
|
private RiskMapRW |
map
Object to load contents of the Map file
|
private int |
numberOfCardSetTraded
Number of card sets exchanged
|
private int |
numberOfPlayersSelected
selected number of players who are supposed to play the Game
|
private javafx.scene.control.Label |
phaseView
PhaseView Label
|
private java.lang.String |
phaseViewString
variable to store current phase
|
private javafx.scene.control.Button |
placeArmy
placeArmy Button
|
private javafx.scene.control.Label |
playerChosen
Label of selected player
|
private java.lang.String |
playerData
stores name of current player
|
private java.util.Iterator<Player> |
playerIterator
The @playerIterator.
|
private java.util.HashMap<java.lang.String,java.lang.String> |
playerNamesAndTypes
HashMap to store player names and types
|
private Player |
playerPlaying
The Current Player whose playing
|
private javafx.scene.control.Button |
reinforcement
reinforcement Button
|
private RoundRobin |
roundRobin
RoundRobin Object
|
private javafx.scene.control.Button |
saveGame
saveGame Button
|
private javafx.scene.control.ListView<Country> |
selectedCountryList
Selected Countries ListView provides scrollable list of items
|
private RiskLaunchPhase |
startUpPhase
Object to provide Setup Phase
|
private javafx.scene.control.TextArea |
terminalWindow
TextArea to which current game information will be displayed
|
private static java.util.HashMap<Country,java.lang.Boolean> |
visited
HashMap to store visited country
|
private PlayerWorldDomination |
worldDomination
WorldDomination Object
|
| Constructor and Description |
|---|
GamePhaseController()
GamePlayController Default Constructor
|
GamePhaseController(RiskMapRW mapObj,
java.util.HashMap<java.lang.String,java.lang.String> hm)
GamePlayController Constructor
|
| Modifier and Type | Method and Description |
|---|---|
void |
allocateCardToPlayer()
Method to allocate cards to player
|
private void |
allocateCountryToPlayerInGamePlay()
Method which helps to allocate country to the player.
|
private void |
attack()
Method to assign the attacking and defending country
|
void |
calculateReinforcementArmies()
Method which helps to calculate the reinforcement armies.
|
java.io.BufferedWriter |
clearContentsOfFile()
Method to generate BufferedWriter Object
|
private void |
completeAttack(javafx.event.ActionEvent event)
This is the Complete Attack button event.
|
private void |
dataToLoad()
Method to Load the contents to the Game
|
private void |
endGame()
Method to End the Game/
|
private void |
endTurn(javafx.event.ActionEvent event)
This is the endTurn Action event.
|
private void |
findAdjacentCountriesFortification(Country country) |
private void |
findAdjacentCountriesOtherPlayers(Country country) |
private void |
fortify(javafx.event.ActionEvent event)
This is the Fortify Button Event
|
private void |
generateBarGraph()
Method to generate the graph to populate the World Domination Window.
|
java.util.Stack<Card> |
getCardStack()
Getter for Stack Card
|
java.util.ArrayList<Player> |
getGamePlayerList() |
int |
getNumberOfCardSetTraded()
Getter to get the number of card sets exchanged.
|
int |
getNumberOfPlayersSelected()
Getter Method to get the number of players selected in the initial window.
|
Player |
getPlayerPlaying() |
void |
initCardWindow(javafx.event.ActionEvent event)
Init card Button to open the card window
|
void |
initialize(java.net.URL location,
java.util.ResourceBundle resources)
This is the initial method which loads the Game Cards,Map Contents
and helps in assigning the country and adjacent countries to the
player.
|
private void |
initializeAttack()
Method to initialize attack phase in the game.
|
private void |
initializeFortification()
Method to initialize fortification in the game.
|
private void |
initializePlaceArmy()
Method to initialize placeArmy view.
|
private void |
initializeReinforcement()
Method to initialize reinforcement phase after each player's turn.
|
private void |
initializeReinforcementSave()
Method to initialize reinforcement phase after each player's turn.
|
private void |
isAnyPlayerLost()
Method to check if any player has lost the game.
|
private boolean |
isAnyPlayerWon()
Method to check if any player won the game.
|
private void |
isValidFortificationPhase()
Method to check if fortification phase is valid.
|
GamePhaseController |
load(java.io.File file)
Method to Load the contents to the Game
|
private void |
loadCurrentPlayer()
The Game goes in the round robin fashion and loads a player
for the next turn.
|
private void |
loadCurrentPlayerSave()
The Game goes in the round robin fashion and loads a player
for the next turn.
|
GamePhaseController |
loadGame()
Method to Load Game
|
private void |
loadGameCard()
Method which helps in allocating cards to Countries.
|
private void |
loadMapData()
Method to load the Map Data in the new Pane.
|
private void |
moveToAdjacentCountry(Country country)
Method to get the adjacent country.
|
private void |
moveToAdjacentCountryFortification(Country country)
Method to get the adjacent country.
|
private void |
noFortificationPhase()
Method to update the player having few or no armies to fortify through the terminal window
|
private void |
performAttack()
Method to perform the attack action event after
selection of defending country.
|
private void |
placeArmy(javafx.event.ActionEvent event)
This is the placeArmy Action event.
|
void |
playerCreation()
This method helps in player creation.
|
void |
readExternal(java.io.ObjectInput data)
The object implements the readExternal method to restore its
contents by calling the methods of DataInput for primitive
types and readObject for objects, strings and arrays.
|
private void |
reinforcement(javafx.event.ActionEvent event)
This is the reinforcement Action event.
|
private void |
resetWindow()
Method to reset the window after each phase in the game
|
void |
save(GamePhaseController gamePhaseController,
java.io.File file)
Method to save Game
|
private void |
saveGame(javafx.event.ActionEvent event)
FXML Button to save Game
|
void |
setCardStack(java.util.Stack<Card> cardStack)
Setter for Card Stack
|
void |
setGamePlayerList(java.util.ArrayList<Player> gamePlayerList) |
void |
setNumberOfCardSetTraded(int numberOfCardSetTraded)
Setter method to set the number of card set exchanged.
|
void |
setNumberOfPlayersSelected(int numberOfPlayersSelected)
Setter Method to set the number of Players.
|
void |
setPlayerPlaying(Player playerPlaying) |
private void |
skipAttack()
Skip Attack
|
void |
tradeCards(Card cards)
Method to exchange the cards to get that number of armies.
|
void |
update(java.util.Observable o,
java.lang.Object arg)
This method is called whenever the observed object is changed and
it also notifies all the observers of the change.
|
void |
updateTerminalWindow(java.lang.String information)
This method helps in updating the terminal window by running single thread
|
void |
writeExternal(java.io.ObjectOutput data)
The object implements the writeExternal method to save its contents
by calling the methods of DataOutput for its primitive values or
calling the writeObject method of ObjectOutput for objects, strings,
and arrays.
|
void |
writeToFile(java.lang.String output)
Method to Write Contents to File
|
private static java.util.HashSet<Country> allAdjacentCountries
private static java.util.HashMap<Country,java.lang.Boolean> visited
private java.util.HashMap<java.lang.String,java.lang.String> playerNamesAndTypes
private RoundRobin roundRobin
private RiskMapRW map
private RiskLaunchPhase startUpPhase
private Card card
private javafx.scene.chart.BarChart dominationBarChart
private PlayerWorldDomination worldDomination
private javafx.scene.control.Button attack
private javafx.scene.control.Button fortify
private javafx.scene.control.Button endTurn
private javafx.scene.control.Button reinforcement
private javafx.scene.control.Button cards
private javafx.scene.layout.VBox displayBox
private javafx.scene.control.ListView<Country> selectedCountryList
private javafx.scene.control.ListView<Country> adjacentCountryList
private javafx.scene.control.Label playerChosen
private javafx.scene.control.Label phaseView
private javafx.scene.control.TextArea terminalWindow
private javafx.scene.control.Button placeArmy
private javafx.scene.control.Button saveGame
private java.lang.String phaseViewString
private java.lang.String gameDataString
private java.lang.String playerData
private int numberOfPlayersSelected
private boolean isGameSaved
private java.util.ArrayList<Player> gamePlayerList
private java.util.Iterator<Player> playerIterator
private Player playerPlaying
private java.util.Stack<Card> cardStack
private int numberOfCardSetTraded
private transient java.io.BufferedWriter bufferedWriter
public GamePhaseController()
public GamePhaseController(RiskMapRW mapObj, java.util.HashMap<java.lang.String,java.lang.String> hm)
mapObj
- Map Objecthm
- HashMappublic java.util.ArrayList<Player> getGamePlayerList()
public void setGamePlayerList(java.util.ArrayList<Player> gamePlayerList)
gamePlayerList
- Sets the current player listpublic Player getPlayerPlaying()
public void setPlayerPlaying(Player playerPlaying)
playerPlaying
- Sets current player playingpublic java.util.Stack<Card> getCardStack()
public void setCardStack(java.util.Stack<Card> cardStack)
cardStack
- Card Stack to be setpublic void playerCreation()
public void initialize(java.net.URL location, java.util.ResourceBundle resources)
initialize
in interface javafx.fxml.Initializable
location
- Locationresources
- Resourcesprivate void moveToAdjacentCountryFortification(Country country)
country
- Country Objectprivate void findAdjacentCountriesOtherPlayers(Country country)
private void moveToAdjacentCountry(Country country)
country
- Country Objectprivate void findAdjacentCountriesFortification(Country country)
private void loadGameCard()
private void completeAttack(javafx.event.ActionEvent event)
event
- End Attack Eventpublic void allocateCardToPlayer()
private void attack()
private void fortify(javafx.event.ActionEvent event)
event
- fortify buttonprivate void endTurn(javafx.event.ActionEvent event)
event
- endTurn buttonprivate void placeArmy(javafx.event.ActionEvent event)
event
- placeArmy buttonprivate void reinforcement(javafx.event.ActionEvent event)
event
- reinforcement buttonprivate void loadMapData()
private void allocateCountryToPlayerInGamePlay()
private void loadCurrentPlayer()
private void loadCurrentPlayerSave()
public void calculateReinforcementArmies()
public void initCardWindow(javafx.event.ActionEvent event)
event
- Open card Window Buttonprivate void initializeReinforcement()
private void initializeReinforcementSave()
private void performAttack()
private void initializeAttack()
private void initializeFortification()
private void generateBarGraph()
private void isAnyPlayerLost()
private void endGame()
private boolean isAnyPlayerWon()
private void resetWindow()
private void skipAttack()
private void initializePlaceArmy()
private void isValidFortificationPhase()
private void noFortificationPhase()
public int getNumberOfPlayersSelected()
public void setNumberOfPlayersSelected(int numberOfPlayersSelected)
numberOfPlayersSelected
- number of players selectedpublic void tradeCards(Card cards)
cards
- Objectpublic void update(java.util.Observable o, java.lang.Object arg)
update
in interface java.util.Observer
o
- Objectarg
- Objectpublic int getNumberOfCardSetTraded()
public void setNumberOfCardSetTraded(int numberOfCardSetTraded)
numberOfCardSetTraded
- numberOfCardSetTradedpublic void updateTerminalWindow(java.lang.String information)
information
- Informationprivate void saveGame(javafx.event.ActionEvent event)
event
- Eventpublic void save(GamePhaseController gamePhaseController, java.io.File file)
gamePhaseController
- gamePlayController Objectfile
- Filepublic GamePhaseController loadGame()
public GamePhaseController load(java.io.File file)
file
- Filepublic void writeExternal(java.io.ObjectOutput data) throws java.io.IOException
writeExternal
in interface java.io.Externalizable
data
- the stream to write the object tojava.io.IOException
- Includes any I/O exceptions that may occurpublic void readExternal(java.io.ObjectInput data) throws java.io.IOException, java.lang.ClassNotFoundException
readExternal
in interface java.io.Externalizable
data
- the stream to read data from in order to restore the objectjava.io.IOException
- if I/O errors occurjava.lang.ClassNotFoundException
- If the class for an object being
restored cannot be found.private void dataToLoad()
public java.io.BufferedWriter clearContentsOfFile()
public void writeToFile(java.lang.String output)
output
- String


What is new in Ring 1.11?¶
In this chapter we will learn about the changes and new features in Ring 1.11 release.
List of changes and new features¶
Ring 1.11 comes with the next features!
- Sudoku Game
- Checkers Game
- Desktop Screen Shot Application
- Text To Speech Application
- StdLib - More Functions
- Better RingQt
- More Improvements
Sudoku Game¶
Fill a 9 x 9 grid with digits so that each column, each row, and each of the nine 3 x 3 subgrids that compose the grid contain all of the digits from 1 to 9.
Checkers Game¶
It plays the - Must Jump - version of Checkers, The International Rules
It handles various invalid moves, invalid jumps, and must jumps.
The squares are colored to reflect errors.
The Sqaures are colored to show source and destination of the move or jump.
Desktop Screen Shot Application¶
Text To Speech Application¶
StdLib - More Functions¶
The next functions are added to the StdLib
- IsListContainsItems(aParent,aChild)
- IsBetween(nNumber,nMin,nMax)
- TimeInfo(cInformation)
Example:
load "stdlibcore.ring"
? "Using the IsListContainsItems() function"
aList1 = "a":"z"
aList2 = [:h,:l,:p,:u]
? IsListContainsItems(aList1,aList2)
? "Using the IsBetween() function"
? isBetween(1,3,4)
? isBetween(4,1,6)
? "Using the TimeInfo() function"
? timeInfo(:date)
? timeInfo(:year)
? timeInfo(:time)
? timeInfo(:hour_12)
Output:
Using the IsListContainsItems() function
1
Using the IsBetween() function
0
1
Using the TimeInfo() function
05/24/19
2019
15:30:33
03
For more information about these functions, see the StdLib functions chapter.
Better RingQt¶
Building RingQt using Qt 5.12.3
RingQt for Android - project file is updated to include webview module when we have it
QString Class - New Methods
- compare()
- contains()
- indexOf()
- insert()
- isRightToLeft()
- remove()
- repeated()
- replace()
- startsWith()
- endsWith()
- toHtmlEscaped()
- clear()
- isnull()
- resize()
- fill()
QAxBase & QVariant - Better API
The next classes are added to RingQt
- QQuickView Class
- QPrintDialog Class
- QAxWidget2 Class
- QTextToSpeech Class
- QGraphicsView Class
More Improvements¶
- New Samples
- samples/other/UsingQt3D folder
- samples/other/ModuloTimesTableCircle folder
- samples/other/saveimage folder
- samples/other/UsingQML folder
- samples/other/myguicontrol.ring
- samples/other/qcalendarwidget.ring
- samples/other/qcalendarwidget2.ring
- samples/other/sudoku-KL02.ring
- samples/other/sudoku-KL02-longproblem.ring
- samples/other/zerobasedlist.ring
- Gold Magic 800 - More levels (44 Levels)
- Fifteen Puzzle Game 3D - Better Code (Animation Speed)
- Flappy Bird 3000 - change the Bird direction to be looking down when we have game over
- Ring Notepad - Keyboard shortcuts for the Dockable Windows Mode
- Ring Notepad - When displaying functions list, don’t avoid functions that contains the “_” character
- Ring Notepad - Output Window - Send Data - Better Code
- Ring Notepad - Find and Replace Window - Better Code
- RingPM - When updating a package - don’t reinstall the dependency again
- Ring Game Engine for 2D Games - Added : GE_FULLSCREEN, GE_SCREEN_W and GE_SCREEN_H
- Ring VM - Error codes for Ring Object File errors
- Ring VM - Eval() function - Better Code
- Ring VM - the “>” operator and operator overloading - Better Code
- Ring VM - Assignment and calling object methods - Better Code
- Ring API - Supporting RING_API_ISLIST() in C Extensions
- Ring Compiler - Supporting new lines after numbers and literals when writing conditions
- Ring Compiler - Supporting semi-colon (;) in the start of the line


Car Adventures
use D to drive to work
use H to honk
use T to get a tuneup
use R to go on a road trip
See console for car stats.


Android Discounts
Total Products: {{ total }}
Range: {{ discount_per }}% - 99%
{% if total > 0 %}
{% include 'partials/_product-card.html' %}
{% include 'partials/_pagination.html' %}
{% else %}
No products available for now!
Check back later or try adjusting the discount.
{% endif %}


Easter Mega Deals Flash Sale
0% Interest on 100s of products
0% Interest on MacBook Pro
Clearance Event


--- title: "SOC830 Lab 7: Normal Distribution & Confidence Intervals" lastmod: 2018-12-28T00:00:00.000Z draft: false type: docs maths: true output: blogdown::html_page: toc: true linktitle: "Lab 7: Normal Distribution & Confidence Intervals" menu: docs: parent: SOC830(SOCI702) weight: 40 ---
The seventh lab session covers the following:
We will use six packages for this lab. Load them using the following code:
library(dplyr)
library(sjlabelled)
library(sjmisc)
library(summarytools)
library(gmodels)
library(gplots)
This lab uses the 2012 AuSSa dataset. You can download the file of this dataset in the course website(iLearn). Download the data file and put it in your working directory. Then, run the following code:
aus2012 <-readRDS("aussa2012.rds")
The dataset is loaded as aus2012.
We will make a new variable which is the standardised scores (z-scores) of wrkhrs(hours spent on work per week). std(data name, variable name, append = TRUE)
from the sjmisc package will add a variable of standardised scores to your dataset. Run the following code.
aus2012 <- std(aus2012, wrkhrs, append = TRUE)
Then, you will see wrkhrs_z added to your dataset. The name of the new variables is always ‘old variable name_z’. Let’s check this newly created variable by running the following code:
aus2012 %>%
select("id", "wrkhrs", "wrkhrs_z") %>%
head()
## # A tibble: 6 x 3
## id wrkhrs wrkhrs_z
## <dbl> <dbl> <dbl>
## 1 2.01e15 NA NA
## 2 2.01e15 NA NA
## 3 2.01e15 NA NA
## 4 2.01e15 7 -2.01
## 5 2.01e15 6 -2.08
## 6 2.01e15 NA NA
Out of the aus2012 dataset, we select three variables: id, wrkhrs, and wrkhrs_z (If you don’t understand, see Creating a dataset of specific variables. head()
shows data for the first six cases. Now you see the original and standardised scores of wrkhrs for the first six cases.
In the week 8 lecture, you learned how to calculate the z-score of a specific value and find its associated probabilities using the standard normal table. This section will introduce how to perform this job in R.
Suppose that you want to get the z-score of respondents who work 50 hours per week and its associated probabilities. To do this, you need to run the following code first. Run this code without changing anything.
getZ <- function(v1, v2){
score <- (v1 -mean(v2, na.rm = TRUE))/sd(v2, na.rm = TRUE)
prob <- pnorm(abs(round(score, digits = 2)))
cat(" 1. Z-score for", v1, ":", round(score, digits = 2))
cat("\n 2. The area between mean and Z-score (B)", ":", round(prob-0.5, digits = 4))
cat("\n 3. The area beyond Z-score (C)", ":", 0.5-round(prob-0.5, digits = 4))
}
This is a custom code that I made for computing the z-score of a specific value and its associated probabilities. After running this, you will see getZ
in the tab of Environment.
Now, compute the z-score of respondents who work 50 hours per week and its associated probabilities using this function. getZ(value, data name$variable name)
shows all the necessary information.
getZ(50, aus2012$wrkhrs)
## 1. Z-score for 50 : 0.82
## 2. The area between mean and Z-score (B) : 0.2939
## 3. The area beyond Z-score (C) : 0.2061
To compute confidence intervals, we use ci()
from the gmodels package. ‘ci(data name$variable name, confidence = value, na.rm = TRUE)
’ computes the confidence interval of a variable of your choice. For example, you can calculate the confidence interval of wrkhrs using the following code:
ci(aus2012$wrkhrs, confidence = 0.95, na.rm = TRUE)
## Warning in ci.numeric(aus2012$wrkhrs, confidence = 0.95, na.rm = TRUE): No
## class or unkown class. Using default calcuation.
## Estimate CI lower CI upper Std. Error
## 37.5182482 36.5568291 38.4796673 0.4899092
In the output, ignore the warning message. This does not affect the outcome. As long as you see the confidence interval, it is fine. Estimate is the mean. CI Lower is the lower limit of confidence intervals, and CI Upper is the upper limit of confidence intervals. Std. Error is a standard error of a variable. In this output, the average is 37.5, the 95% confidence interval is the range between 36.6 and 38.5, and the standard error is 0.49.
‘na.rm = TURE
’ means that cases with missing values are excluded in calculating the confidence intervals. ‘confidence = value
’ set the confidence level. In this case, we use 0.95 because we want to get 95% confidence intervals. If you want to get the 90% confidence interval, change the value into 0.90 as in the below code.
ci(aus2012$wrkhrs, confidence = 0.90, na.rm = TRUE)
## Estimate CI lower CI upper Std. Error
## 37.5182482 36.7116392 38.3248571 0.4899092
The confidence interval of proportions can be computed only for binary variables where values are either 0 or 1. Suppose that we want to calculate the 95% confidence intervals for the proportion of those who agree or strongly agree with the statement that a working mother can establish as warm and secure relationships with her children as a mother who does not work(fechld). First, we need to recode fechld into a binary variable in which 1 = “agree” and 0 = “not agree”. Before doing it, please check the labels for fechld in the codebook of the 2012 AuSSa. The below codes recode fechld in such a way (If you don’t understand them, see Recoding variables.
aus2012 <- rec(aus2012, fechld, rec = "1:2=1; 3:5=0", append = TRUE)
aus2012$fechld_r <- set_labels(aus2012$fechld_r,
labels = c("agree" = 1, "not agree" = 0))
Then, run the following code:
ci(aus2012$fechld_r, confidence = 0.95, na.rm = TRUE)
## Estimate CI lower CI upper Std. Error
## 0.68343949 0.66040651 0.70647247 0.01174267
The output shows the 95% confidence interval of the proportion of people who agree or strongly agree with the statement.
We often need to compute the confidence intervals for sub-groups such as male and female respondents. Suppose that we want to calculate the confidence intervals of working hours per week(wrkhrs) for men and women respectively. The first step is to create a dataset for each sub-groups. You learned how to do this in Creating a dataset of a sub-group. The below codes make two datasets, one for male and the other for female respondents.
aus2012.m <- aus2012 %>%
filter(sex==1)
aus2012.f <- aus2012 %>%
filter(sex==2)
Then, using these datasets, compute the 90% confidence intervals for men and women. The codes are:
ci(aus2012.m$wrkhrs, confidence = 0.9, na.rm = TRUE) # for male
## Estimate CI lower CI upper Std. Error
## 43.7266355 42.6159862 44.8372848 0.6737619
ci(aus2012.f$wrkhrs, confidence = 0.9, na.rm = TRUE) # for female
## Estimate CI lower CI upper Std. Error
## 32.5876686 31.5609295 33.6144076 0.6230967
Visualising the confidence intervals between groups could be a good way to examine the relationship between variables of groups and your choice. To do this, we use plotmeans()
from the gplots package.
‘plotmeans(variable of your choice ~ to_label(group variable), data = data name, p = values for confidence levels, n.label = FALSE, connect = FALSE, xlab = “Label of X-axis”, ylab = “Label of Y-axis”)
’ makes the plot of the confidence interval for all groups. The following code generates a plot of 90% confidence intervals for all gender categories.
plotmeans(wrkhrs ~ to_label(sex), data = aus2012, p = 0.90, n.label = FALSE,
connect = FALSE, xlab = "Gender", ylab = "Hours worked per week")
‘n.label = FALSE
’ means that the plot does not show the total number of cases for each group. ‘connect = FALSE
’ means that the plot does not make lines connected between the average for each group. If you want to draw a connected line, change it into ‘connect = TRUE
’.
Note: If the plot is not displayed correctly (e.g., no confidence intervals), increase the size of plot areas. Move your cursor at the border between plot areas and console (see Figure 1). Then, move up while keeping clicking the left mouse button. This will increase the height of plot areas.
Move your cursor at the border between plot areas and right panes (see Figure 2). Then, move right while keeping clicking the left mouse button. This will increase the width of plot areas.
After increasing the size of plot areas, run the code for confidence interval plots again. It will show perfect plots.
The R codes you have written so far look like:
###############################################################################
# Lab 7: Normal Distribution & Confidence Interval
# 6/05/2019
# SOC830, SOCI702, SOCX830
################################################################################
# Load packages.
library(dplyr)
library(sjlabelled)
library(sjmisc)
library(summarytools)
library(gmodels)
library(gplots)
# Import the 2012 AuSSA dataset
aus2012 <- readRDS("aussa2012.RDS")
# How to create a variable of z-scores
aus2012 <- std(aus2012, wrkhrs, append = TRUE)
aus2012 %>%
select("id", "wrkhrs", "wrkhrs_z") %>%
head()
# How to compute the z-score of a specific value and its associated probabilities
getZ <- function(v1, v2){
score <- (v1 -mean(v2, na.rm = TRUE))/sd(v2, na.rm = TRUE)
prob <- pnorm(abs(round(score, digits = 2)))
cat(" 1. Z-score for", v1, ":", round(score, digits = 2))
cat("\n 2. The area between mean and Z-score (B)", ":", round(prob-0.5, digits = 4))
cat("\n 3. The area beyond Z-score (C)", ":", 0.5-round(prob-0.5, digits = 4))
}
getZ(50, aus2012$wrkhrs)
# How to compute confidence intervals of numbers
ci(aus2012$wrkhrs, confidence = 0.95, na.rm = TRUE)
ci(aus2012$wrkhrs, confidence = 0.90, na.rm = TRUE)
# How to compute the confidence interval of proportions
aus2012 <- rec(aus2012, fechld, rec = "1:2=1; 3:5=0", append = TRUE)
aus2012$fechld_r <- set_labels(aus2012$fechld_r,
labels = c("agree" = 1, "not agree" = 0))
ci(aus2012$fechld_r, confidence = 0.95, na.rm = TRUE)
# How to compute confidence intervals for sub-groups
aus2012.m <- aus2012 %>%
filter(sex==1)
aus2012.f <- aus2012 %>%
filter(sex==2)
ci(aus2012.m$wrkhrs, confidence = 0.9, na.rm = TRUE) # for male
ci(aus2012.f$wrkhrs, confidence = 0.9, na.rm = TRUE) # for female
# How to visualise the confidence intervals between groups
plotmeans(wrkhrs ~ to_label(sex), data = aus2012, p = 0.90, n.label = FALSE,
connect = FALSE, xlab = "Gender", ylab = "Hours worked per week")


Is the listener object an object separate from the Frame object?
Yes—in this program. Later on you will see that this need not be so.
The picture shows how this program is organized.
When the program is running there are two persistant
objects (the frame and the listener)
and occasional event objects.
A channel of communication has been established
between the frame object and its listener object.
The main()
method has a reference
variable for each.
main()
is a static method,
so it is not part of an object.


--- layout: event title: Flat Fixing Workshop datetime: 2016-12-08 (Thu) 18:00 location: Sprout, 339R Summer St, Somerville (home to SBK) description: learn how to fix flats on the road ---
Punctures are inevitable, and they are inconvenient no matter the distance from your destination. Maybe the thought of getting a flat has discouraged you from travelling long distances by bicycle. Fortunately, a patch kit and some know-how is really all you need to keep pedaling.
During Thursday 12/8 open shop hours, Troy will be around to answer your questions about flats and show you how to patch inner tubes.


{% extends "layout/base.html" %} {% load i18n %} {% block head_title %}{% trans "Verify Your E-mail Address" %}{% endblock %} {% block content %}
{% blocktrans %}We have sent an e-mail to you for verification.
Follow the link provided to finalize the signup process. Please contact us if you do not receive it within a few minutes.{% endblocktrans %}


pragma solidity ^0.4.24;
import "zos-lib/contracts/Initializable.sol";
import "../access/roles/SignerRole.sol";
import "../cryptography/ECDSA.sol";
/**
* @title SignatureBouncer
* @author PhABC, Shrugs and aflesher
* @dev SignatureBouncer allows users to submit a signature as a permission to do an action.
* If the signature is from one of the authorized signer addresses, the signature
* is valid.
* Signer addresses can be individual servers signing grants or different
* users within a decentralized club that have permission to invite other members.
* This technique is useful for whitelists and airdrops; instead of putting all
* valid addresses on-chain, simply sign a grant of the form
* keccak256(abi.encodePacked(`:contractAddress` + `:granteeAddress`)) using a valid signer address.
* Then restrict access to your crowdsale/whitelist/airdrop using the
* `onlyValidSignature` modifier (or implement your own using _isValidSignature).
* In addition to `onlyValidSignature`, `onlyValidSignatureAndMethod` and
* `onlyValidSignatureAndData` can be used to restrict access to only a given method
* or a given method with given parameters respectively.
* See the tests in SignatureBouncer.test.js for specific usage examples.
* @notice A method that uses the `onlyValidSignatureAndData` modifier must make the _signature
* parameter the "last" parameter. You cannot sign a message that has its own
* signature in it so the last 128 bytes of msg.data (which represents the
* length of the _signature data and the _signaature data itself) is ignored when validating.
* Also non fixed sized parameters make constructing the data in the signature
* much more complex. See https://ethereum.stackexchange.com/a/50616 for more details.
*/
contract SignatureBouncer is Initializable, SignerRole {
using ECDSA for bytes32;
// Function selectors are 4 bytes long, as documented in
// https://solidity.readthedocs.io/en/v0.4.24/abi-spec.html#function-selector
uint256 private constant _METHOD_ID_SIZE = 4;
// Signature size is 65 bytes (tightly packed v + r + s), but gets padded to 96 bytes
uint256 private constant _SIGNATURE_SIZE = 96;
/**
* @dev requires that a valid signature of a signer was provided
*/
modifier onlyValidSignature(bytes signature)
{
require(_isValidSignature(msg.sender, signature));
_;
}
/**
* @dev requires that a valid signature with a specifed method of a signer was provided
*/
modifier onlyValidSignatureAndMethod(bytes signature)
{
require(_isValidSignatureAndMethod(msg.sender, signature));
_;
}
/**
* @dev requires that a valid signature with a specifed method and params of a signer was provided
*/
modifier onlyValidSignatureAndData(bytes signature)
{
require(_isValidSignatureAndData(msg.sender, signature));
_;
}
function initialize(address sender) public initializer {
SignerRole.initialize(sender);
}
/**
* @dev is the signature of `this + sender` from a signer?
* @return bool
*/
function _isValidSignature(address account, bytes signature)
internal
view
returns (bool)
{
return _isValidDataHash(
keccak256(abi.encodePacked(address(this), account)),
signature
);
}
/**
* @dev is the signature of `this + sender + methodId` from a signer?
* @return bool
*/
function _isValidSignatureAndMethod(address account, bytes signature)
internal
view
returns (bool)
{
bytes memory data = new bytes(_METHOD_ID_SIZE);
for (uint i = 0; i < data.length; i++) {
data[i] = msg.data[i];
}
return _isValidDataHash(
keccak256(abi.encodePacked(address(this), account, data)),
signature
);
}
/**
* @dev is the signature of `this + sender + methodId + params(s)` from a signer?
* @notice the signature parameter of the method being validated must be the "last" parameter
* @return bool
*/
function _isValidSignatureAndData(address account, bytes signature)
internal
view
returns (bool)
{
require(msg.data.length > _SIGNATURE_SIZE);
bytes memory data = new bytes(msg.data.length - _SIGNATURE_SIZE);
for (uint i = 0; i < data.length; i++) {
data[i] = msg.data[i];
}
return _isValidDataHash(
keccak256(abi.encodePacked(address(this), account, data)),
signature
);
}
/**
* @dev internal function to convert a hash to an eth signed message
* and then recover the signature and check it against the signer role
* @return bool
*/
function _isValidDataHash(bytes32 hash, bytes signature)
internal
view
returns (bool)
{
address signer = hash
.toEthSignedMessageHash()
.recover(signature);
return signer != address(0) && isSigner(signer);
}
uint256[50] private ______gap;
}
|


You walk into the living room and immediately see two things. You see the board game Carcassonne with the river expansion. You also see a giant alligator sitting on the couch in a sweater and dad jeans looking at you.


Request dispatchers are used for implementing the ui backednd. These dispatchers are created at the entity and user operation level.


Sierpiński Carpet
Number of levels for the carpet
Biggest Square Color
Subsequent Squares' Color
test


Home
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KYC OBLIGATIONS
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Click Retake Quiz if you would like to attempt the quiz again.
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Your score is:


Thank You
CURRENT STREAK: {{starCount}} DAYS
WEEKLY TOTAL: {{countWeek}} ACTIONS
Sharing will also automatically publish to Rally's public feed.


Army objects to Falana’s suit on Operation Positive Identification
by Oladimeji RamonOladimeji Ramon
The Nigerian Army has filed a preliminary objection to a suit filed by human rights lawyer, Mr Femi Falana (SAN), praying the court to stop the army’s Operation Positive Identification, which requires that all citizens must carry a means of identification to be able to move.
At Falana’s instance, Justice Rilwan Aikawa of the Federal High Court in Lagos had on November 5 stopped the army from going ahead with its Operation Positive Identification pending the hearing and determination of the suit filed by Falana.
At the resumed proceedings on Monday, counsel for the Nigerian Army, Mrs Olayemi Badewole, noted that the arny had filed a preliminary objection.
Badewole said she further filed a motion dated November 14 seeking to regularise the preliminary objection and prayed the judge to allow the motion.
Justice Aikawa granted the prayer.
On his part, the Solicitor-General of the Federation, Mr Dayo Apata (SAN), who represented the Attorney-General of the Federation, said he had filed and served all the necessary applications on Falana.
Responding, Falana, who was represented in court by a lawyer from his office, E. E. Olawale, acknowledged receipt of the processes and prayed for an adjournment to be able to respond.
As a result, Justice Aikawa adjourned the matter till November 28.
Copyright PUNCH.
All rights reserved. This material, and other digital content on this website, may not be reproduced, published, broadcast, rewritten or redistributed in whole or in part without prior express written permission from PUNCH.
Contact: theeditor@punchng.com


Images
{{#platform}}{{vendor_name}} {{model_name}}{{/platform}} {{element_role}} {{image_name}} {{image_type}} image {{revision}}
{{#platform}}{{vendor_name}} {{model_name}}{{/platform}} {{element_role}} {{image_name}} {{image_type}} image {{revision}}
Image State
Image State
The image lifecycle defines five different image states.
A new image is an image that has not yet been approved to be eligible for a deployment.
The release image is deployed by default.
A candidate image is intended to become the new default image, once the candidate has passed all necessary tests.
The existing default image is superseded by the new default image.
A revoked image must not be used any longer because it contains severe errors.
New
Newly registered image
Candidate
Candidate for the next release image
Release
The image to be installed by default
Superseded
A former release image that has been superseded by a newer image version
Revoked
The image must not be used anymore.
Save state
Purge caches


The svelte playerboard automatically saves all changes to your browser, but you can choose the name that you save your data under. Either enter a new name, or select an existing board slot to begin autosaving this board there.


by Ilya Lesik
I used Babel for many years
I wrote Babel plugins
I'm Babel committer
Written on JavaScript
Intended to transform "extended JS" code into supported JS code
Transform ES 2015+ → ES5
Transform Flow, TypeScript
Transform JSX
Polyfills (especially for new TC39 features)
Codemod
Extend with custom Plugins 🔌
Parse → Transform AST → Generate
Lexical Analysis + Syntactic Analysis
source code → list of tokens
List of tokens:
list of tokens → AST
AST - Abstract Syntax Tree
AST Node
1 + 1
Constructors for all types of Nodes:
Predicates for all types of Nodes:
All transforms inside Babel made by plugins
Presets is just a set of plugins
@babel/preset-react → @babel/plugin-transform-react-jsx
A plugin is a function, that returning visitor
Methods defined for accepting particular node types in a tree
Babel traverse AST recursively
Babel traversal will call the Identifier() method for every Identifier in the tree.
The path is an AST Node wrapper with some methods
JSXElement → MemberExpression
Plugin ordering
.babelrc
Generate new code from changed AST
babel-plugin-transform-inline-environment-variables
MemberExpression → Literal
Convert JS files with Flow to Flow definitions (.flow) files
Input
Output
Replace Nodes to a new one through @babel/types
Other code converters based on Babel plugin:
Transformed to
Also, Webpack plugin needed 🙁
ESLint, Prettier
All syntax inside @babel/parser
babel-plugin-syntax-flow:


X Factor: Celebrity fans furious with new format of the show
There was an ad break just SIX minutes in
by Carena CrawfordFans tuning into The X Factor: Celebrity tonight (Saturday November 16) have accused Simon Cowell of 'making it up as he goes along' as the format changed.
They were left fuming as the show aired its first ad break just SIX minutes into the start of the show.
Not only that, but the the safe seats have been axed.
AND the singing contest began with a guest performance from superstar Lizzo, rather than one of the actual acts performing.
The famous act usually comes on after all the contestants have performed to fill time while the voting takes place.
Despite wowing the crowd with her smash hit Good as Hell, some fans weren't taken with Lizzo being at the start of the show.
Read more: Thom Evans on sex ban during X Factor: Celebrity
But they were even more furious with the ad break, with many hitting out at the format overall.
However, one aspect of the new format did go down well - the fact they've scrapped the safe seats.
Over the course of the series so far, each judge has been able to pick one of their acts to have a 'safe' pass through to the next week.
As it's the quarter final, it was announced that that safety net is no more and it's all down to votes now.
Read more: Anton Du Beke gets first ever 10s on Strictly
Simon revealed he had paid attention to social media and as it seemed the public didn't like the safe seats, he'd got rid of them.
That news, at least, went down well - in the most part.
Though some viewers did feel it's not fair to ditch them half way through the series.
Some even accused Simon of just making the whole thing up as he goes along!
Leave us a comment on our Facebook page @EntertainmentDailyFix and let us know what you think!


Generate a link to the Shopping Cart to provide to a customer or add to your website
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Product ID: {{item.product_id}}
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Enter any custom values you would like to be recorded with the cart and order
Indicates if you want any items already in the customer's cart to be removed before these items are added to the cart.


KIDS A film review by Steve Rhodes Copyright 1995 Steve Rhodes
RATING (0 TO ****): **
KIDS is a film by first time director Larry Clark about a group of kids from about 10 to 15 years in age.  Let me warn you upfront that as a parent, watching this show was about as enjoyable as having boiling oil poured over my body. Non-parents may be able to view the movie more dispassionately and give it higher marks. On the other hand, the people who should probably see KIDS are parents, especially poor to mediocre ones. Having thus been forewarned, let me continue with the review.
KIDS tells the story of Telly (Leo Fitzpatrick) and Jennie (Chloe Sevigny), and their friends Ruby (Rosario Dawson), Harold (Harold Hunter), Darcy (Yakira Peguero), Casper (Justin Pierce), and many others. Telly spends all of his waking hours plotting ways to seduce very young girls into having sex for the first time. When he is not busying doing this, he and his friends are drinking malt liquor, doing drugs, stealing things, trashing houses, lying constantly, and demonstrating all of the traits associated with what was known as hoodlum behavior in a more genteel age.
Although the script by Harmony Korine does not show any of the kids as having positive attributes, it does portray the girls as sort of willing victims. Given that statistics show that teenage mothers have typically had liaisons with men in their early 20s, this depiction of girl as victim may not be inaccurate. In this movie, the kids were painted in degrees of evil, but the worst were the boys. A set of frightening images all around. The most graphic horror movies are nothing compared to KIDS.
Although the filming does not have the hand held camera instability of a documentary, overall, the script and especially the low quality of the acting makes you think you are watching a poor documentary of an extremely important subject. I read the director had the kids ad lib a lot. The picture feels as if they cast them all in a single day on the street and told the kids to just act natural. I suspect it was more organized than that, but it feels pretty amateurish. The depressing and filthy sets add to its documentary feel.
The boys and the girls in the movie are obsessed with sex. They talk about it constantly, and do it when not busy with drinking, getting stoned and passing out, or other such activities. They all act as if they had fried their brains with drinking and drugs years ago and thereby reduced their IQ levels to under 80. Low mumbling and foul language is the way they communicate. You may wish many of the scenes were subtitled.
Most of the movie is about Jennie and her quest for Telly after she finds he got her HIV positive with her only sexual encounter ever. The movie totally ignores the possibility of teen pregnancy and of getting thrown in jail, yet has a girl get AIDS with a single incident. The relative likelihood of the problems were totally out of proportion.
KIDS runs 1:30, and I saw every painful minute of it, but wish I hadn't. It is unrated because the MPAA board was going to give it an NC-17 and since the producer wanted kids to be able to see KIDS, he released it as unrated instead. There is no way I would let a kid see this show. It is perhaps useful material for adults but could be misinterpreted by kids. On the other hand, most of the people in the audience I was at seemed to be about 18. I wondered what they thought of it. Beside all of the horror mentioned above, it has extreme violence which is treated as nothing by the kids in the movie. So we may have killed someone; so what. One of the kids, I think Casper, sums the kids' philosophy when he says "when you are young, not much matters". I can not actually recommend this show that makes Kafka look like an optimist, but if you do go, you may gain some insights, depressing as the film may be. I award KIDS ** for risk taking and chilling realism. Were I not a parent, perhaps I might have been able to view it more charitably and give another half star or so.
**** = One of the top few films of this or any year. A must see film. *** = Excellent show. Look for it. ** = Average movie. Kind of enjoyable. * = Poor show.  Totally unbearable.
REVIEWED WRITTEN ON: August 15, 1995
Opinions expressed are mine and not meant to reflect my employer's.
The review above was posted to the
rec.arts.movies.reviews newsgroup (de.rec.film.kritiken for German reviews).
The Internet Movie Database accepts no responsibility for the contents of the
review and has no editorial control. Unless stated otherwise, the copyright
belongs to the author.
Please direct comments/criticisms of the review to relevant newsgroups.
Broken URLs inthe reviews are the responsibility of the author.
The formatting of the review is likely to differ from the original due
to ASCII to HTML conversion.
Related links: index of all rec.arts.movies.reviews reviews


{% extends "layouts/main.html" %} {# is rendered in the content block of main.html view view #} {% block content %}
You can get it rigth here from the bitbucket repo.
First steps tutorial in which we build a small weblog application.


| Package | Description |
|---|---|
| de.oth.blocklib |
Main classes of the library.
|
| de.oth.blocklib.helper |
Utility classes.
|
| de.oth.blocklib.input |
Every input gets processed here.
|
| de.oth.blocklib.renderer |
Renderer for entities and a world mesh.
|
| de.oth.blocklib.shaders |
Classes to load shader.
|
| Modifier and Type | Method and Description |
|---|---|
Camera |
Game.getCamera() |
| Modifier and Type | Method and Description |
|---|---|
void |
Game.setCamera(Camera camera) |
| Modifier and Type | Method and Description |
|---|---|
static org.lwjgl.util.vector.Matrix4f |
Maths.createViewMatrix(Camera camera)
Create the view matrix with the position, pitch and yaw of the camera.
|
| Modifier and Type | Method and Description |
|---|---|
static void |
Keyboard.handleInput(float delta,
Camera camera,
long window)
Callback to handle Keyboardinputs.
|
| Constructor and Description |
|---|
MouseHandler(Camera camera,
MasterRenderer renderer,
Configuration config)
Creates new mousehandler
|
MousePicker(Camera cam,
org.lwjgl.util.vector.Matrix4f projection,
Configuration config) |
| Modifier and Type | Method and Description |
|---|---|
void |
MasterRenderer.render(Light sun,
Camera camera,
WorldMesh worldData)
Manages startup of renderer, shaders and cleans everything after each frame.
|
| Modifier and Type | Method and Description |
|---|---|
void |
StaticShader.loadViewMatrix(Camera camera)
Load the view matrix in the shader.
|


"ZIPPY 'S PIZZA" was found in the late 1800's by original owner carlo zippy.Based in itally, zippy 's pizza was run under a family business as a remedy to make money in order to avoid being evicted from their home due to finance. In this, they went commercial with thier family recipe which actually by the looks of things today..well looks likebusines was boomin aint it. So later in the course ofhis business, zippy decided to spreadhis business to furtherstrides and so he left his family in charge of the main familypizza hut and moved to the south of italy in such of anotherfavourable market where he would be able to settle and build on his business. By the timeit was 1950,zippy had managed to open and fully run thirteen big zippy branches. Unfortunately, ayear later he diedof naturall causes and lest his business to his family and up to this date, it's still up and running.
The Pizza Palace is an industry leader in the quick service delivery pizza game. Serving hot oven-fresh pizza with its signature all-natural ketchup and using only the freshest ingredients. The homemade pizza dough is produced in-house daily and is another reason why the pizza at The Pizza Palace always tastes better and we have plenty "value-for-money" options that keep our satisfied customers coming back time after time.


This demo application monitors samples of CPU, RAM and HD utilization coming from a heterogeneous installed base of multiple devices located at multiple data centers and used by different customers. The application receives sensor events from each device including the device ID, device model, the OS version, other installed application versions, and customer attributes. It tracks the status of the devices across every combination of dimensions. This allows both immediate analysis and real-time monitoring of anomalies - e.g. notify when average CPU utilization exceeds 70% for particular combination of model, customer and software. While influenced by real customers, because of security concerns, this demo uses randomly generated data.


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If you think you’ve found a bug in The Slate Theme, please check the existing issues, and if no one has reported the problem, open a new issue.
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JUST ANOTHER GIRL ON THE I.R.T. A film review by Max Hoffmann Copyright 1993 Max Hoffmann
JUST ANOTHER GIRL ON I.R.T., Not Rated Color 35mm -- 94 minutes U.S.A Max Reax = 10 on scale of 0 --- 10 ^ ^ | | sux must see
Director: Leslie Harris Producers: Erwin Wilson and Leslie Harris Screenwriter: Leslie Harris Cinematgphr: Richard Connors Editor: Jack Haigis Art Direction: Mike Green Principal Cast: Ariyan Johnson, Kevin Thigpen, Ebony Jerido, Chequita Jackson, William Badget, Jerard Washington
World Premiere Jan 22 at Sundance Film Festival, UT Q&A with Director/Producers
I don't remember the last time I saw a film so emotionally involving and brilliant that at times it was difficult to hear the soundtrack over the uncontrolled sobbing in the audience! Or the last time I left a theatre with my stomach muscles aching from emotional constrictions. Or the last time I felt "older and wiser" as a result of 94 minutes of light and shadows thrown against a screen.
Director/Writer Leslie Harris breaks rich new ground: a compelling, involving and totally believable portrayal of high school students, from a Black Woman's viewpoint. Ariyan Johnson as the appealing lead, "Chantel" seemingly has it all: looks, brains, popularity, and attitude with a capital "A". Nothing seems to phase her, from snotty yuppy shoppers in the store where she works, to anal retentive high school teachers who are out of touch with the realities of the student body. Chantel feels insulated by her good grades, and gutsy determination to get out of the Brooklyn project housing that trapped her parents.
When the unthinkable comes along to break Chantel's bubble, she desperately clings to denial, and any device imaginable to preserve her familiar world. I'll avoid a spoiler, but be prepared for a gut-wrenching emotionally charged scene, in which you feel almost dragged into her body to experience her pain and isolation with her. It is Directing, Acting and Movie Making at it's Finest!
Chantel's "attitude" is transformed by her experiences, as she painfully turns a tragedy into something of an opportunity. By the end of the film you will feel that you intimately know this extraordinary young woman, and you will grieve your separation from her, and her friends, when the house lights come up.
Director Leslie Harris turned her own roadblocks into a gold mine as well. In the nearly two years it took to raise the money for this film, she interviewed and got to know hundreds of young teens in Brooklyn's mostly black high schools. Her sensitive ear has brought us some of the freshest and most authentic scenes with teens of *any* color ever to be photographed. Months of rehearsals enabled the bullet train schedule the project was shot under. As a result, this film is the ride of your life.
Laughter and tears are often in competition. Chantel and two of her girl friends compare notes on sex. You are confronted with the frightening denial many teens labor under today. "Everybody knows you can only get AIDS from some dude who's been doing drugs, and girlfriend, I don't go to bed with no one like that!" "I can't make him wear that thing!" and worse. The scene is shot with a unexpected realism that is at once endearing and frightening.
Ariyan Johnson delivers a knock out performance ... she *is* Chantel. And you will feel the richer for knowing her. Ebony Jerido as Chantel's best girlfriend is one of the most indispensable supporting actresses I've ever seen. You will envy the richness of their friendship, and the depth of their communication. Harris's deft direction also makes the male actors very compelling in spite of some "unforgivable" behavior on the part of one of them.
 Though Ariayn as Chantel is almost magazine-spread beautiful, most of the cast have lips or hips too thick to match the finally chiseled, mocha-skinned actors that casting agents seek in Hollywood. Viewing this film, you realize what a tragic loss it has been that such believable actors have been kept away from a larger audience. Thankfully, Leslie Harris and Erwin Wilson are changing that.
PLUSES: The film has a knockout soundtrack, with mostly original rap songs composed for the film (forgot the musicians name, but his nickname is "VietNam" something.) Lyrics slyly underscore and foreshadow much of what takes place. Brilliant (how many times have I used that word) and economic use of the camera hides the fact that the film's budget ranged around $140K. If it weren't for a few grainy night scenes, you'd peg it for about $2mil.
*New Ground* in that Chantel's parents emerge as real human beings, with fully drawn hearts, minds and their own emotional baggage, vs. the cardboard cutouts that usually pass for parents in Hollywood "coming of age" films.
GOOD NEWS: MiraMax has picked up the distribution to this film which hits screens on February 21st! Video or TV viewing would border on the criminally insane. Only a full screen and your presence in a darkened auditorium will allow you to fully experience this brilliant (!) offering. Be prepared to leave the theatre a different person than you were when you walked in.
Though it has been 23 years since I was Chantel's age, or had a trace of her "attitude," this film is so involving that at times I forgot what sex or color I was! Mainstream critics will be tempted to peg this as another SHE'S GOTTA HAVE IT. Don't be deceived. Though Harris is a long overdue new voice on the cinema scene, her brilliant first film speaks directly to *anyone* watching who can listen with an open heart.
-- Max Hoffmann
.
The review above was posted to the
rec.arts.movies.reviews newsgroup (de.rec.film.kritiken for German reviews).
The Internet Movie Database accepts no responsibility for the contents of the
review and has no editorial control. Unless stated otherwise, the copyright
belongs to the author.
Please direct comments/criticisms of the review to relevant newsgroups.
Broken URLs inthe reviews are the responsibility of the author.
The formatting of the review is likely to differ from the original due
to ASCII to HTML conversion.
Related links: index of all rec.arts.movies.reviews reviews


BMW M2 CS – Configure Online Your New Clubsport Coupe
German magazine SportAuto is known for their timed laps on the famous Hockenheim GP, so it comes as no surprise that the recently unveiled BMW …
by Horatiu BoeriuIn less than a week, BMW M will introduce their latest baby: the new BMW M2 CS. Short for Clubsport, the BMW M2 CS will have its public debut at the 2019 Los Angeles Auto Show, and a few months after, it will find its way on the track for some press test drives. You might have seen our coverage of the M2 CS, but in case you missed that, here it is. Before its public unveil, several BMW configurators have just gone online giving us a closer look at the small set of customizations for the M2 CS.
Compared to other BMW models, the features and options list of the BMW M2 CS is not that extensive. There are basically four exterior colors – Misano Blue, Sapphire Black, Hockenheim Silver and Alpine White – and one interior option in black.
 Each front wheel weighs only 9 kg (about 20 lbs) and about 10 kg (22 lbs) out back, on the count of the rears being wider. If you’re feeling snazzy, you can opt for a matte gold finish for the wheels. Those 19-inch wheels are wrapped in ultra-sticky Michelin Pilot Sport Cup 2 tires that have specifically been designed for the BMW M2 CS. Just those tires alone should elevate the M2 CS above its standard sibling. Though, if customers prefer a less aggressive tire setup, which is a bit more usable on the road, Michelin Pilot Super Sports are available.
It comes with standard M Sport brakes and an optional Carbon Ceramic setup. What’s interesting is that the calipers on the BMW M2 CS are painted red, which is unusual for modern Bimmers, which get blue calipers as-standard with gold calipers indicating carbon ceramic brakes.
The BMW M2 CS will come with a six-speed manual gearbox as-standard and the optional 7-Speed Dual Clutch Transmission.
There are around 2,200 units produced globally but it’s unclear how many will make it to the United States. There is a 500 units number being thrown around by some magazines, but BMW says the numbers are not finalized.
North American pricing and ordering details will be announced closer to the 2020 BMW M2 CS’s launch in Spring 2020. In Germany, the 2020 BMW M2 CS is priced at 95,000 euros.


Class BetterEvents
A system for managing Blade and Sorcery events
Inheritance
System.Object
BetterEvents
Inherited Members
System.Object.ToString()
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
Assembly: !BetterMods.dll
Syntax
public class BetterEvents
Methods
|
Improve this Doc
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InvokeCollisionEvent(LevelModuleBetterEvents, CollisionInstance)
Declaration
public static void InvokeCollisionEvent(LevelModuleBetterEvents levelModule, CollisionInstance collisionInstance)
Parameters
|
Improve this Doc
View Source
InvokeCreatureHitEvent(BetterHit)
Declaration
public static void InvokeCreatureHitEvent(BetterHit betterHit)
Parameters
|
Improve this Doc
View Source
InvokeCreatureKillEvent(BetterHit)
Invokes CreatureKillEvent
Declaration
public static void InvokeCreatureKillEvent(BetterHit betterHit)
Parameters
|
Improve this Doc
View Source
InvokeCreatureParryingPlayer(Creature, CollisionInstance)
Invokes CreatureParryingPlayer Event
Declaration
public static void InvokeCreatureParryingPlayer(Creature creature, CollisionInstance collisionInstance)
Parameters
| Type |
Name |
Description |
| ThunderRoad.Creature |
creature |
The creature that parried the player
|
| ThunderRoad.CollisionInstance |
collisionInstance |
|
|
Improve this Doc
View Source
InvokeDeflectEvent(Creature, Item, Creature)
Declaration
public static void InvokeDeflectEvent(Creature source, Item item, Creature target)
Parameters
| Type |
Name |
Description |
| ThunderRoad.Creature |
source |
|
| ThunderRoad.Item |
item |
|
| ThunderRoad.Creature |
target |
|
|
Improve this Doc
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InvokeDismemberEvent(RagdollPart, Boolean, RagdollPart.Type)
Triggers an event for whenever a part of a creature is dismembered
Declaration
public static void InvokeDismemberEvent(RagdollPart ragdollPart, bool creatureIsKilled, RagdollPart.Type ragdollPartType)
Parameters
| Type |
Name |
Description |
| ThunderRoad.RagdollPart |
ragdollPart |
|
| System.Boolean |
creatureIsKilled |
|
| ThunderRoad.RagdollPart.Type |
ragdollPartType |
|
|
Improve this Doc
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InvokeOnPlayerCastSpellEvent(SpellCaster, Side, EventTime)
Declaration
public static void InvokeOnPlayerCastSpellEvent(SpellCaster spellCaster, Side side, EventTime eventTime)
Parameters
| Type |
Name |
Description |
| ThunderRoad.SpellCaster |
spellCaster |
|
| ThunderRoad.Side |
side |
|
| ThunderRoad.EventTime |
eventTime |
|
|
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InvokeOnPlayerMergeSpellEvent(SpellCaster, Side, EventTime)
Declaration
public static void InvokeOnPlayerMergeSpellEvent(SpellCaster spellCaster, Side side, EventTime eventTime)
Parameters
| Type |
Name |
Description |
| ThunderRoad.SpellCaster |
spellCaster |
|
| ThunderRoad.Side |
side |
|
| ThunderRoad.EventTime |
eventTime |
|
|
Improve this Doc
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InvokeOnPlayerSpraySpellEvent(SpellCaster, Side, EventTime)
Declaration
public static void InvokeOnPlayerSpraySpellEvent(SpellCaster spellCaster, Side side, EventTime eventTime)
Parameters
| Type |
Name |
Description |
| ThunderRoad.SpellCaster |
spellCaster |
|
| ThunderRoad.Side |
side |
|
| ThunderRoad.EventTime |
eventTime |
|
|
Improve this Doc
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InvokePlayerGroundEvent(Boolean, Vector3)
Invokes PlayerGroundEvent
Declaration
public static void InvokePlayerGroundEvent(bool grounded, Vector3 velocity)
Parameters
| Type |
Name |
Description |
| System.Boolean |
grounded |
|
| UnityEngine.Vector3 |
velocity |
|
|
Improve this Doc
View Source
InvokePlayerHandGrabEvent(Side, Handle, Single, HandleOrientation, EventTime)
Declaration
public static void InvokePlayerHandGrabEvent(Side side, Handle handle, float axisPosition, HandleOrientation orientation, EventTime eventTime)
Parameters
| Type |
Name |
Description |
| ThunderRoad.Side |
side |
|
| ThunderRoad.Handle |
handle |
|
| System.Single |
axisPosition |
|
| ThunderRoad.HandleOrientation |
orientation |
|
| ThunderRoad.EventTime |
eventTime |
|
|
Improve this Doc
View Source
InvokePlayerHandUnGrabEvent(Side, Handle, Boolean, EventTime)
Triggers PlayerHandUnGrabEvent
Declaration
public static void InvokePlayerHandUnGrabEvent(Side side, Handle handle, bool throwing, EventTime eventTime)
Parameters
| Type |
Name |
Description |
| ThunderRoad.Side |
side |
|
| ThunderRoad.Handle |
handle |
|
| System.Boolean |
throwing |
|
| ThunderRoad.EventTime |
eventTime |
|
|
Improve this Doc
View Source
InvokePlayerParryingCreature(Creature, CollisionInstance)
Invokes PlayerParryingCreature Event
Declaration
public static void InvokePlayerParryingCreature(Creature creature, CollisionInstance collisionInstance)
Parameters
| Type |
Name |
Description |
| ThunderRoad.Creature |
creature |
The creature the player parried
|
| ThunderRoad.CollisionInstance |
collisionInstance |
|
|
Improve this Doc
View Source
InvokePlayerTelekinesisGrabEvent(Side, Handle)
Triggers PlayerTelekinesisGrabEvent
Declaration
public static void InvokePlayerTelekinesisGrabEvent(Side side, Handle handle)
Parameters
| Type |
Name |
Description |
| ThunderRoad.Side |
side |
|
| ThunderRoad.Handle |
handle |
|
|
Improve this Doc
View Source
InvokePlayerTelekinesisUnGrabEvent(Side, Handle)
Triggers PlayerTelekinesisUngrabEvent
Declaration
public static void InvokePlayerTelekinesisUnGrabEvent(Side side, Handle handle)
Parameters
| Type |
Name |
Description |
| ThunderRoad.Side |
side |
|
| ThunderRoad.Handle |
handle |
|
Events
|
Improve this Doc
View Source
OnCreatureDeflectPlayer
Creature deflected a spell or projectile from the Player
Declaration
public static event BetterEvents.DeflectEvent OnCreatureDeflectPlayer
Event Type
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OnCreatureHeldItemCollideHeldItem
Declaration
public static event BetterEvents.CollisionEvent OnCreatureHeldItemCollideHeldItem
Event Type
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OnCreatureHeldItemCollideItem
Declaration
public static event BetterEvents.CollisionEvent OnCreatureHeldItemCollideItem
Event Type
|
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OnCreatureHeldItemCollidePlayerHeldItem
Declaration
public static event BetterEvents.CollisionEvent OnCreatureHeldItemCollidePlayerHeldItem
Event Type
|
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OnCreatureHeldItemCollideUnheldItem
Declaration
public static event BetterEvents.CollisionEvent OnCreatureHeldItemCollideUnheldItem
Event Type
|
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OnCreatureHit
A creature was hit, including player
Declaration
public static event BetterEvents.CreatureHitEvent OnCreatureHit
Event Type
|
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OnCreatureHitByCreature
A creature was hit by another creature, possibly self
Declaration
public static event BetterEvents.CreatureHitEvent OnCreatureHitByCreature
Event Type
|
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OnCreatureHitByPlayer
A creature was hit by the player
Declaration
public static event BetterEvents.CreatureHitEvent OnCreatureHitByPlayer
Event Type
|
Improve this Doc
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OnCreatureKill
A creature was killed, including player
Declaration
public static event BetterEvents.CreatureKillEvent OnCreatureKill
Event Type
|
Improve this Doc
View Source
OnCreatureKillByCreature
A creature was killed by another creature, possibly self
Declaration
public static event BetterEvents.CreatureKillEvent OnCreatureKillByCreature
Event Type
|
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OnCreatureKillByPlayer
A creature was killed by the player
Declaration
public static event BetterEvents.CreatureKillEvent OnCreatureKillByPlayer
Event Type
|
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OnCreatureParryingPlayer
Creature parried the Players attack
Declaration
public static event BetterEvents.ParryEvent OnCreatureParryingPlayer
Event Type
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OnPlayerCast
Called when player starts and stops casting a spell. eventType onStart/onStop is for casting start/stop
Declaration
public static event BetterEvents.SpellEvent OnPlayerCast
Event Type
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OnPlayerChokeCreature
Player choked creature with hand or Telekinesis
Declaration
public static event BetterEvents.ChokeEvent OnPlayerChokeCreature
Event Type
|
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OnPlayerDeflectedCreature
Player deflected a spell or projectile from a Creature
Declaration
public static event BetterEvents.DeflectEvent OnPlayerDeflectedCreature
Event Type
|
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OnPlayerDismemberCreature
Declaration
public static event BetterEvents.DismemberEvent OnPlayerDismemberCreature
Event Type
|
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OnPlayerDismemberCreatureHead
Declaration
public static event BetterEvents.DismemberEvent OnPlayerDismemberCreatureHead
Event Type
|
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OnPlayerDismemberCreatureLeftArm
Declaration
public static event BetterEvents.DismemberEvent OnPlayerDismemberCreatureLeftArm
Event Type
|
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Declaration
public static event BetterEvents.DismemberEvent OnPlayerDismemberCreatureLeftFoot
Event Type
|
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OnPlayerDismemberCreatureLeftHand
Declaration
public static event BetterEvents.DismemberEvent OnPlayerDismemberCreatureLeftHand
Event Type
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OnPlayerDismemberCreatureLeftLeg
Declaration
public static event BetterEvents.DismemberEvent OnPlayerDismemberCreatureLeftLeg
Event Type
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OnPlayerDismemberCreatureRightArm
Declaration
public static event BetterEvents.DismemberEvent OnPlayerDismemberCreatureRightArm
Event Type
|
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Declaration
public static event BetterEvents.DismemberEvent OnPlayerDismemberCreatureRightFoot
Event Type
|
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OnPlayerDismemberCreatureRightHand
Declaration
public static event BetterEvents.DismemberEvent OnPlayerDismemberCreatureRightHand
Event Type
|
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OnPlayerDismemberCreatureRightLeg
Declaration
public static event BetterEvents.DismemberEvent OnPlayerDismemberCreatureRightLeg
Event Type
|
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OnPlayerDismemberCreatureTorso
Declaration
public static event BetterEvents.DismemberEvent OnPlayerDismemberCreatureTorso
Event Type
|
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OnPlayerHandChokeCreature
Player choked creature with hand
Declaration
public static event BetterEvents.ChokeEvent OnPlayerHandChokeCreature
Event Type
|
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OnPlayerHandGrabHandle
One of the players hands grabs a handle
Declaration
public static event BetterEvents.PlayerHandGrabEvent OnPlayerHandGrabHandle
Event Type
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OnPlayerHandGrabItemHandle
One of the players hands grabs a item
Declaration
public static event BetterEvents.PlayerHandGrabEvent OnPlayerHandGrabItemHandle
Event Type
|
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OnPlayerHandGrabRagdollPartHandle
One of the players hands grabs a ragdollpart
Declaration
public static event BetterEvents.PlayerHandGrabEvent OnPlayerHandGrabRagdollPartHandle
Event Type
|
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OnPlayerHandThrowHandle
One of the players hands throws a handle
Declaration
public static event BetterEvents.PlayerHandUnGrabEvent OnPlayerHandThrowHandle
Event Type
|
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OnPlayerHandThrowItemHandle
One of the players hands throws a item
Declaration
public static event BetterEvents.PlayerHandUnGrabEvent OnPlayerHandThrowItemHandle
Event Type
|
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OnPlayerHandThrowRagdollPartHandle
One of the players hands throws a ragdollpart
Declaration
public static event BetterEvents.PlayerHandUnGrabEvent OnPlayerHandThrowRagdollPartHandle
Event Type
|
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OnPlayerHandUnGrabHandle
One of the players hands ungrabs a handle
Declaration
public static event BetterEvents.PlayerHandUnGrabEvent OnPlayerHandUnGrabHandle
Event Type
|
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OnPlayerHandUnGrabItemHandle
One of the players hands ungrabs a item
Declaration
public static event BetterEvents.PlayerHandUnGrabEvent OnPlayerHandUnGrabItemHandle
Event Type
|
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OnPlayerHandUnGrabRagdollPartHandle
One of the players hands ungrabs a ragdollpart
Declaration
public static event BetterEvents.PlayerHandUnGrabEvent OnPlayerHandUnGrabRagdollPartHandle
Event Type
|
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OnPlayerHeldItemCollideAliveCreatureRagdollPart
Declaration
public static event BetterEvents.CollisionEvent OnPlayerHeldItemCollideAliveCreatureRagdollPart
Event Type
|
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OnPlayerHeldItemCollideCreatureHeldItem
Declaration
public static event BetterEvents.CollisionEvent OnPlayerHeldItemCollideCreatureHeldItem
Event Type
|
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OnPlayerHeldItemCollideCreatureRagdollPart
Declaration
public static event BetterEvents.CollisionEvent OnPlayerHeldItemCollideCreatureRagdollPart
Event Type
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OnPlayerHeldItemCollideDeadCreatureRagdollPart
Declaration
public static event BetterEvents.CollisionEvent OnPlayerHeldItemCollideDeadCreatureRagdollPart
Event Type
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OnPlayerHeldItemCollideHeldItem
Declaration
public static event BetterEvents.CollisionEvent OnPlayerHeldItemCollideHeldItem
Event Type
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OnPlayerHeldItemCollideItem
Declaration
public static event BetterEvents.CollisionEvent OnPlayerHeldItemCollideItem
Event Type
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OnPlayerHeldItemCollidePlayerRagdollPart
Declaration
public static event BetterEvents.CollisionEvent OnPlayerHeldItemCollidePlayerRagdollPart
Event Type
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OnPlayerHeldItemCollideRagdollPart
Declaration
public static event BetterEvents.CollisionEvent OnPlayerHeldItemCollideRagdollPart
Event Type
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OnPlayerHeldItemCollideUnheldItem
Declaration
public static event BetterEvents.CollisionEvent OnPlayerHeldItemCollideUnheldItem
Event Type
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OnPlayerHeldItemCollideWorld
Declaration
public static event BetterEvents.CollisionEvent OnPlayerHeldItemCollideWorld
Event Type
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OnPlayerHit
Declaration
public static event BetterEvents.CreatureHitEvent OnPlayerHit
Event Type
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OnPlayerHitByCreature
The player was hit by a creature
Declaration
public static event BetterEvents.CreatureHitEvent OnPlayerHitByCreature
Event Type
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OnPlayerHitSelf
The player hit themselves
Declaration
public static event BetterEvents.CreatureHitEvent OnPlayerHitSelf
Event Type
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OnPlayerKill
Declaration
public static event BetterEvents.CreatureKillEvent OnPlayerKill
Event Type
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OnPlayerKillByCreature
The player was killed by a creature
Declaration
public static event BetterEvents.CreatureKillEvent OnPlayerKillByCreature
Event Type
|
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OnPlayerKillSelf
The player killed themselves
Declaration
public static event BetterEvents.CreatureKillEvent OnPlayerKillSelf
Event Type
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OnPlayerLeftHandGrabHandle
Players Left hand grabs a handle
Declaration
public static event BetterEvents.PlayerHandGrabEvent OnPlayerLeftHandGrabHandle
Event Type
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OnPlayerLeftHandGrabItemHandle
Players Left hand grabs a item
Declaration
public static event BetterEvents.PlayerHandGrabEvent OnPlayerLeftHandGrabItemHandle
Event Type
|
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OnPlayerLeftHandGrabRagdollPartHandle
Players Left hand grabs a ragdollpart
Declaration
public static event BetterEvents.PlayerHandGrabEvent OnPlayerLeftHandGrabRagdollPartHandle
Event Type
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OnPlayerLeftHandThrowHandle
Players Left hand throws a handle
Declaration
public static event BetterEvents.PlayerHandUnGrabEvent OnPlayerLeftHandThrowHandle
Event Type
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OnPlayerLeftHandThrowItemHandle
Players Left hand throws a item
Declaration
public static event BetterEvents.PlayerHandUnGrabEvent OnPlayerLeftHandThrowItemHandle
Event Type
|
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OnPlayerLeftHandThrowRagdollPartHandle
Players Left hand throws a ragdollpart
Declaration
public static event BetterEvents.PlayerHandUnGrabEvent OnPlayerLeftHandThrowRagdollPartHandle
Event Type
|
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OnPlayerLeftHandUnGrabHandle
Players Left hand ungrabs a handle
Declaration
public static event BetterEvents.PlayerHandUnGrabEvent OnPlayerLeftHandUnGrabHandle
Event Type
|
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OnPlayerLeftHandUnGrabItemHandle
Players Left hand ungrabs a item
Declaration
public static event BetterEvents.PlayerHandUnGrabEvent OnPlayerLeftHandUnGrabItemHandle
Event Type
|
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OnPlayerLeftHandUnGrabRagdollPartHandle
Players Left hand ungrabs a ragdollpart
Declaration
public static event BetterEvents.PlayerHandUnGrabEvent OnPlayerLeftHandUnGrabRagdollPartHandle
Event Type
|
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OnPlayerLeftTelekinesisGrabHandle
Players Left Telekinesis grabs a Handle
Declaration
public static event BetterEvents.PlayerTelekinesisGrabEvent OnPlayerLeftTelekinesisGrabHandle
Event Type
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OnPlayerLeftTelekinesisGrabItemHandle
Players Left Telekinesis grabs a item
Declaration
public static event BetterEvents.PlayerTelekinesisGrabEvent OnPlayerLeftTelekinesisGrabItemHandle
Event Type
|
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OnPlayerLeftTelekinesisGrabRagdollPartHandle
Players Left Telekinesis grabs a ragdollpart
Declaration
public static event BetterEvents.PlayerTelekinesisGrabEvent OnPlayerLeftTelekinesisGrabRagdollPartHandle
Event Type
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OnPlayerLeftTelekinesisUnGrabHandle
Players Left Telekinesis ungrabs a Handle
Declaration
public static event BetterEvents.PlayerTelekinesisUnGrabEvent OnPlayerLeftTelekinesisUnGrabHandle
Event Type
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OnPlayerLeftTelekinesisUnGrabItemHandle
Players Left Telekinesis ungrabs a item
Declaration
public static event BetterEvents.PlayerTelekinesisUnGrabEvent OnPlayerLeftTelekinesisUnGrabItemHandle
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OnPlayerLeftTelekinesisUnGrabRagdollPartHandle
Players Left Telekinesis ungrabs a ragdollpart
Declaration
public static event BetterEvents.PlayerTelekinesisUnGrabEvent OnPlayerLeftTelekinesisUnGrabRagdollPartHandle
Event Type
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OnPlayerMerge
Called when player starts and stops merging a spell. eventType onStart/onStop is for casting start/stop
Declaration
public static event BetterEvents.SpellEvent OnPlayerMerge
Event Type
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OnPlayerOffGround
Player has just left the ground
Declaration
public static event BetterEvents.PlayerGroundEvent OnPlayerOffGround
Event Type
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OnPlayerOnGround
Player has just touched the ground
Declaration
public static event BetterEvents.PlayerGroundEvent OnPlayerOnGround
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OnPlayerParryingCreature
Player parried a creatures attack
Declaration
public static event BetterEvents.ParryEvent OnPlayerParryingCreature
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OnPlayerRagdollPartCollideWorld
Declaration
public static event BetterEvents.CollisionEvent OnPlayerRagdollPartCollideWorld
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OnPlayerRightHandGrabHandle
Players Right hand grabs a handle
Declaration
public static event BetterEvents.PlayerHandGrabEvent OnPlayerRightHandGrabHandle
Event Type
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OnPlayerRightHandGrabItemHandle
Players Right hand grabs a item
Declaration
public static event BetterEvents.PlayerHandGrabEvent OnPlayerRightHandGrabItemHandle
Event Type
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OnPlayerRightHandGrabRagdollPartHandle
Players Right hand grabs a ragdollpart
Declaration
public static event BetterEvents.PlayerHandGrabEvent OnPlayerRightHandGrabRagdollPartHandle
Event Type
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OnPlayerRightHandThrowHandle
Players Right hand throws a handle
Declaration
public static event BetterEvents.PlayerHandUnGrabEvent OnPlayerRightHandThrowHandle
Event Type
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OnPlayerRightHandThrowItemHandle
Players Right hand throws a item
Declaration
public static event BetterEvents.PlayerHandUnGrabEvent OnPlayerRightHandThrowItemHandle
Event Type
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OnPlayerRightHandThrowRagdollPartHandle
Players Right hand throws a ragdollpart
Declaration
public static event BetterEvents.PlayerHandUnGrabEvent OnPlayerRightHandThrowRagdollPartHandle
Event Type
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OnPlayerRightHandUnGrabHandle
Players Right hand ungrabs a handle
Declaration
public static event BetterEvents.PlayerHandUnGrabEvent OnPlayerRightHandUnGrabHandle
Event Type
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OnPlayerRightHandUnGrabItemHandle
Players Right hand ungrabs a item
Declaration
public static event BetterEvents.PlayerHandUnGrabEvent OnPlayerRightHandUnGrabItemHandle
Event Type
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OnPlayerRightHandUnGrabRagdollPartHandle
Players Right hand ungrabs a ragdollpart
Declaration
public static event BetterEvents.PlayerHandUnGrabEvent OnPlayerRightHandUnGrabRagdollPartHandle
Event Type
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OnPlayerRightTelekinesisGrabHandle
Players Right Telekinesis grabs a Handle
Declaration
public static event BetterEvents.PlayerTelekinesisGrabEvent OnPlayerRightTelekinesisGrabHandle
Event Type
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OnPlayerRightTelekinesisGrabItemHandle
Players Right Telekinesis grabs a item
Declaration
public static event BetterEvents.PlayerTelekinesisGrabEvent OnPlayerRightTelekinesisGrabItemHandle
Event Type
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OnPlayerRightTelekinesisGrabRagdollPartHandle
Players Right Telekinesis grabs a ragdollpart
Declaration
public static event BetterEvents.PlayerTelekinesisGrabEvent OnPlayerRightTelekinesisGrabRagdollPartHandle
Event Type
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OnPlayerRightTelekinesisUnGrabHandle
Players Right Telekinesis ungrabs a Handle
Declaration
public static event BetterEvents.PlayerTelekinesisUnGrabEvent OnPlayerRightTelekinesisUnGrabHandle
Event Type
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OnPlayerRightTelekinesisUnGrabItemHandle
Players Right Telekinesis ungrabs a item
Declaration
public static event BetterEvents.PlayerTelekinesisUnGrabEvent OnPlayerRightTelekinesisUnGrabItemHandle
Event Type
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OnPlayerRightTelekinesisUnGrabRagdollPartHandle
Players Right Telekinesis ungrabs a ragdollpart
Declaration
public static event BetterEvents.PlayerTelekinesisUnGrabEvent OnPlayerRightTelekinesisUnGrabRagdollPartHandle
Event Type
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OnPlayerSpray
Called when player starts and stops spraying a spell. eventType onStart/onStop is for casting start/stop
Declaration
public static event BetterEvents.SpellEvent OnPlayerSpray
Event Type
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OnPlayerTelekinesisChokeCreature
Player choked creature with telekinesis
Declaration
public static event BetterEvents.ChokeEvent OnPlayerTelekinesisChokeCreature
Event Type
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OnPlayerTelekinesisGrabHandle
One of the players Telekinesiss grabs a Handle
Declaration
public static event BetterEvents.PlayerTelekinesisGrabEvent OnPlayerTelekinesisGrabHandle
Event Type
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OnPlayerTelekinesisGrabItemHandle
One of the players Telekinesiss grabs a item
Declaration
public static event BetterEvents.PlayerTelekinesisGrabEvent OnPlayerTelekinesisGrabItemHandle
Event Type
|
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OnPlayerTelekinesisGrabRagdollPartHandle
One of the players Telekinesiss grabs a ragdollpart
Declaration
public static event BetterEvents.PlayerTelekinesisGrabEvent OnPlayerTelekinesisGrabRagdollPartHandle
Event Type
|
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OnPlayerTelekinesisUnGrabHandle
One of the players Telekinesiss ungrabs a Handle
Declaration
public static event BetterEvents.PlayerTelekinesisUnGrabEvent OnPlayerTelekinesisUnGrabHandle
Event Type
|
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OnPlayerTelekinesisUnGrabItemHandle
One of the players Telekinesiss ungrabs a item
Declaration
public static event BetterEvents.PlayerTelekinesisUnGrabEvent OnPlayerTelekinesisUnGrabItemHandle
Event Type
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OnPlayerTelekinesisUnGrabRagdollPartHandle
One of the players Telekinesiss ungrabs a ragdollpart
Declaration
public static event BetterEvents.PlayerTelekinesisUnGrabEvent OnPlayerTelekinesisUnGrabRagdollPartHandle
Event Type


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IN THE HIGH COURT OF GUJARAT AT AHMEDABAD MISC.CIVIL APPLICATION No 6 of 2003 in MISC.CIVIL APPLICATIONNo 326 of 1997 -------------------------------------------------------------- GOOLY CHEM Versus STATE OF GUJARAT -------------------------------------------------------------- Appearance: 1. Misc.Civil Application No. 6 of 2003 AN GULIWALA for Petitioner No. 1 GOVERNMENT PLEADER for Respondent No. 1 NOTICE SERVED for Respondent No. 2 MR YF MEHTA for Respondent No. 3 MR PRASHANT G DESAI for Respondent No. 4 SERVED BY RPAD - (N) for Respondent No. 5 MR HARESH J TRIVEDI for Respondent No. 6 MR KV SHELAT for Respondent No. 6 MR NR SHAHANI for Respondent No. 7 -------------------------------------------------------------- CORAM : MR.JUSTICE N.G.NANDI and MR.JUSTICE M.S.SHAH Date of Order: 02/05/2003 ORAL ORDER
(Per : MR.JUSTICE M.S.SHAH) The present application is filed by an industrial unit which is manufacturing CPC Blue (Alpha), which is a chemical product with great potential for pollution. In the case of Pravinbhai J Patel vs. State of Gujarat & Ors., 1995 (2) GLR 1210 this Court had enumerated the products causing serious pollution and categorised them as specified items. CPC (Blue) was one of them.
2.The units manufacturing specified items were placed in Schedule I under the Environmental Audit Scheme which was framed by this Court vide the order dated 13.3.1997 in MCA No.326 of 1997. The Scheme was framed for ensuring that the industrial units manufacturing products with potential for causing pollution install proper equipments and operate the Environmental Management Systems for preventing and for containing pollution within the permissible norms prescribed by the relevant statutes, such as Water (Prevention and Control of Pollution) Act, 1974 and Air (Prevention and Control of Pollution) Act, 1981 and also the norms stipulated under the Environment Protection Act, 1986. This Court required the industrial units with pollution potential to be subjected to internal audit as well as external audit in the matter of meeting relevant norms prescribed under the aforesaid legislations. As far as external audit is concerned, this Court had directed that the units manufacturing specified items (such as CPC Blue) be subjected to external audit of NEERI i.e. National Environmental Engineering Research Institute at Nagpur to study the report of the internal auditor, and (if necessary) to make inspection and take samples and thereafter to submit a report recommending improvements/upgradations to the Environmental Management System installed at a particular unit manufacturing a specified item. For this purpose, each unit manufacturing any specified item was initially required to deposit external auditor's fees of Rs.1,00,000/- with the Registry of this Court with a further clause that the unit may be required to pay further fees to the external auditor as provided in clause 6(c) of the Scheme.
3.The present application is filed by the applicant-Unit contending that although it is manufacturing CPC Blue, which is admittedly Schedule I item, it is entitled to get a refund of Rs.1 lac deposited by it with the Registry in August, 1997 because NEERI team has not come to the industrial unit for taking samples or for personal inspection.
4.In response to the notice issued by this Court, Mr NR Shahani, learned counsel has appeared for NEERI and has produced the letter dated 17.3.2003 from NEERI addressed to the Deputy Registrar of this Court pointing out that M/s. Gooly Chem (the present applicant) was one of the industrial units manufacturing specified items, which was subjected to the external audit by NEERI and that the NEERI has already submitted a detailed report being Evaluation Report No.30 to GPCB in February, 2002. The said Evaluation of Audit Reports of various Industries in the State of Gujarat includes evaluation of the audit report of M/s. Gooly Chem, Behrampura, Ahmedabad, which is the present applicant and the NEERI report in respect of the said unit has made detailed reference to the following aspects of environmental audit:-
ParaParticulars 10.2Material Audit 10.3Energy Audit 10.4Water & Wastewater Audit 10.5Environmental Quality Audit 10.5.1Stack Emissions 10.5.2Solid/Hazardous Wastes 10.5.3Noise Levels 10.6Health & Safety Audit Mr Shahani also points out that NEERI is an institution established by the Central Government.
5.Mr Guliwala, however, persists that since the NEERI officers have not come to the applicant-unit for personal inspection and for taking samples, the NEERI is not entitled to any fees.
6.It appears that the entire Environmental Audit Scheme is being misread by the applicant. The Scheme is not required to be read like a statute. A purposive reading of the Scheme makes it clear that what was of significance was the external environmental audit by an independent expert agency like NEERI for evaluating whether the Environment Management Systems in a particular unit manufacturing the specified item were adequate for preventing/containing pollution within the specified norms. It was only if NEERI had any doubts as to whether those Environmental Management systems were regularly operated then only the NEERI scientists would be required to come down personally for surprise inspection and for taking samples. After the inspection was carried out and samples were taken by the Officers of GPCB and after studying their reports, if NEERI was of the view that it could evaluate the Environment Management System of a particular unit without going down to that industrial unit for personal inspection, it cannot be said that the NEERI has not performed the task of external audit assigned to it.
7.In view of the above, we see no merit in this application and the same is accordingly dismissed.
The Registry shall pay the amount of Rs.1 lac to NEERI by a demand draft as their fees for external Environmental Audit. If the amount was invested in a fixed deposit, the same shall be paid over to NEERI along with interest accrued thereon.
8.Subject to the aforesaid directions, the application is dismissed.
(N.G. Nandi, J) (M.S. Shah, J) zgs/-