Sonoma County is a beautiful and relaxing place to spend a weekend, but August is peak season so please be aware that rooms book quickly. After looking at all of the options, we reserved a block of rooms at both the Flamingo Resort and Spa and Hotel la Rose in Santa Rosa. When you call, tell them that you are booking for the Kittner Tucker wedding.
The Flamingo is right off Sonoma highway on the way to Beltane Ranch. It has a nice pool which is the perfect place to relax and catch up with friends and family. We've reserved three room types: Standard, Executive King and Suites.
Hotel la Rose is a little bit further away. It has a quaint historic vibe and is within walking distance of some shops and restaurants.
Santa Rosa is about a 20 minute drive from Beltane Ranch. We will provide transportation from both hotels to the wedding, but if you don't like the idea of being beholden to a bus schedule, Uber and Lyft run in the area and there are also a number of local taxi services.
|
Flamingo Resort and Spa |
Hotel La Rose |
If you are looking for a more upscale experience, The Olea is a lovely boutique hotel in Glen Ellen, and only a couple of miles from Beltane Ranch.
The Olea Hotel
www.oleahotel.com
5131 Warm Springs Rd.
Glen Ellen, CA 95442
Airbnb and VRBO are both great options to find an interesting alternative to a standard hotel.


{% extends "layout.html" %} {% block body %}
Set host to unix_socket if Skyline is running on docker
If unsure, use 0 (zero).
The Redis password to connect to the unix socket is {{ rebrow_redis_password }}
This is how many seconds you want your token for Redis authentication valid for, max allowed 86400.


Hermann Park
Before applying for Ph.D., I heard that Rice University is of highest happiness index. I was believed (mind changes later) that this is the case for undergraduates while not applied to Ph.D. students since environment makes no difference for those living in office (XD). However today’s impromptu visit to the neighbor “Hermann Park” while I was waiting for the food delivery at nightfall almost changes my mind.
Go out of the school and cross the road to the riverside in the park, I sat on a bench by the river and watched all kinds of people go by, like an old man but not wise enough. Sometime I just appreciate a break from office for observing what’s going on in different life stages (e.g., listen to the trivial conversation of a couple). There must be something magical that I haven’t seen before, as in the scientific research of the new paper ideas. After all, even the combination of the 88 keys in Pinao can be passed down from ancient times to the present and bring forth new vitality.
The other side of the river is an attractive broad vacant grassland, proving a space for people to relax and run and play. If I had lived here as a child, I would have regarded it as a treasure just as I cannot forget the river in my hometown. As I walked across the grass, I noticed a new ball game (magic uhh!): two men used poles with little nets to pass the ball to each other, like a baseball bat fused with a glove. But it is too boring to pick up a ball so often for a novice or a bystander like me. So I decide to go straight to the central lake of the park!
The lake is rejuvenated by the inflow of running water and many colorful ducks! Accompanied by the sound of a busker’s trumpet, I finished the break and go back office for dinner. It was amazing to find that it only took me one hour while enrich my research life largely. I suddenly understood the origin of the happiness index thank to the whim for visiting the peaceful neighbor “Hermann Park”!


Preparation time
less than 30 mins
Cooking time
less than 10 mins
Serves
Serves 8
Dietary
Spread the jam over the slices of madeira cake and place in the bottom of a large glass dish, or divide evenly between six tall glasses.
Pour the madiera over the cake and sprinkle the fresh raspberries evenly over the top.
To make the custard, bring the milk to the boil with the split vanilla pod. In a separate bowl mix the sugar with the egg yolks.
Once the milk is boiling, pour onto the egg mixture and return to the pan. Return to the heat and stir until it coats the back of a wooden spoon (do not allow the mixture to boil or it will curdle). Pass through a sieve, add the orange zest and allow to cool. Pour over the Madeira cake and raspberries.
Whip the double cream. Pipe or spread the double cream over the top.
Refrigerate overnight, and sprinkle with the toasted flaked almonds just before serving.


A key to increasing the speed of game creation is to create custom editors for commonly used components. For the sake of example, we’ll use this very simple script that always keeps an object looking at a point. Add this script to your project, and place it onto a cube gameobject in your scene. The script should be named “LookAtPoint”
//C# Example (LookAtPoint.cs)
using UnityEngine;
public class LookAtPoint : MonoBehaviour
{
public Vector3 lookAtPoint = Vector3.zero;
void Update()
{
transform.LookAt(lookAtPoint);
}
}
//JS Example (LookAtPoint.js)
#pragma strict
var lookAtPoint = Vector3.zero;
function Update()
{
transform.LookAt(lookAtPoint);
}
This will keep an object oriented towards a world-space point. Currently this script will only become active in play mode, that is, when the game is running. When writing editor scripts it’s often useful to have certain scripts execute during edit mode too, while the game is not running. You can do this by adding an ExecuteInEditMode attribute to it:
//C# Example (LookAtPoint.cs)
using UnityEngine;
[ExecuteInEditMode]
public class LookAtPoint : MonoBehaviour
{
public Vector3 lookAtPoint = Vector3.zero;
void Update()
{
transform.LookAt(lookAtPoint);
}
}
//JS Example (LookAtPoint.js)
#pragma strict
@script ExecuteInEditMode()
var lookAtPoint = Vector3.zero;
function Update()
{
transform.LookAt(lookAtPoint);
}
Now if you move the object which has this script around in the editor, or change the values of “Look At Point” in the inspector - even when not in play mode - the object will update its orientation correspondingly so it remains looking at the target point in world space.
The above demonstrates how you can get simple scripts running during edit-time, however this alone does not allow you to create your own editor tools. The next step is to create a Custom Editor for script we just created.
When you create a script in Unity, by default it inherits from MonoBehaviour, and therefore is a Component which can be placed on a game object. When placed on a game object, the Inspector displays a default interface for viewing and editing all public variables that can be shown - such as integers, floats, strings, Vector3’s, etc.
Here’s how the default inspector looks for our script above:
A custom editor is a separate script which replaces this default layout with any editor controls that you choose.
To begin creating the custom editor for our LookAtPoint script, you should create another script with the same name, but with “Editor” appended. So for our example: “LookAtPointEditor”.
//c# Example (LookAtPointEditor.cs)
using UnityEngine;
using UnityEditor;
[CustomEditor(typeof(LookAtPoint))]
[CanEditMultipleObjects]
public class LookAtPointEditor : Editor
{
SerializedProperty lookAtPoint;
void OnEnable()
{
lookAtPoint = serializedObject.FindProperty("lookAtPoint");
}
public override void OnInspectorGUI()
{
serializedObject.Update();
EditorGUILayout.PropertyField(lookAtPoint);
serializedObject.ApplyModifiedProperties();
}
}
//JS Example (LookAtPointEditor.js)
#pragma strict
@CustomEditor(LookAtPoint)
@CanEditMultipleObjects
class LookAtPointEditor extends Editor {
var lookAtPoint : SerializedProperty;
function OnEnable()
{
lookAtPoint = serializedObject.FindProperty("lookAtPoint");
}
function OnInspectorGUI()
{
serializedObject.Update();
EditorGUILayout.PropertyField(lookAtPoint);
serializedObject.ApplyModifiedProperties();
}
}
This class has to derive from Editor. The CustomEditor attribute informs Unity which component it should act as an editor for. The CanEditMultipleObjects attribute tells Unity that you can select multiple objects with this editor and change them all at the same time.
The code in OnInspectorGUI is executed whenever Unity displays the editor in the Inspector. You can put any GUI code in here - it works just like OnGUI does for games, but is run inside the Inspector. Editor defines the target property that you can use to access the object being inspected. Here’s what our custom inspector looks like:
It’s not very interesting because all we have done so far is to recreate the Vector3 field, exactly like the default inspector shows us, so the result looks very similar (although the “Script” field is now not present, because we didn’t add any inspector code to show it).
However now that you have control over how the inspector is displayed in an Editor script, you can use any code you like to lay out the inspector fields, allow the user to adjust the values, and even display graphics or other visual elements. In fact all of the inspectors you see within the Unity Editor including the more complex inspectors such as the terrain system and animation import settings, are all made using the same API that you have access to when creating your own custom Editors.
Here’s a simple example which extends your editor script to display a message indicating whether the target point is above or below the gameobject:
//c# Example (LookAtPointEditor.cs)
using UnityEngine;
using UnityEditor;
[CustomEditor(typeof(LookAtPoint))]
[CanEditMultipleObjects]
public class LookAtPointEditor : Editor
{
SerializedProperty lookAtPoint;
void OnEnable()
{
lookAtPoint = serializedObject.FindProperty("lookAtPoint");
}
public override void OnInspectorGUI()
{
serializedObject.Update();
EditorGUILayout.PropertyField(lookAtPoint);
serializedObject.ApplyModifiedProperties();
if (lookAtPoint.vector3Value.y > (target as LookAtPoint).transform.position.y)
{
EditorGUILayout.LabelField("(Above this object)");
}
if (lookAtPoint.vector3Value.y < (target as LookAtPoint).transform.position.y)
{
EditorGUILayout.LabelField("(Below this object)");
}
}
}
//JS Example (LookAtPointEditor.js)
#pragma strict
@CustomEditor(LookAtPoint)
@CanEditMultipleObjects
class LookAtPointEditor extends Editor {
var lookAtPoint : SerializedProperty;
function OnEnable()
{
lookAtPoint = serializedObject.FindProperty("lookAtPoint");
}
function OnInspectorGUI()
{
serializedObject.Update();
EditorGUILayout.PropertyField(lookAtPoint);
serializedObject.ApplyModifiedProperties();
if (lookAtPoint.vector3Value.y > (target as LookAtPoint).transform.position.y)
{
EditorGUILayout.LabelField("(Above this object)");
}
if (lookAtPoint.vector3Value.y < (target as LookAtPoint).transform.position.y)
{
EditorGUILayout.LabelField("(Below this object)");
}
}
}
So now we have an new element to our inspector which prints a message showing if the target point is above or below the gameobject.
This is just scratching the surface of what you can do with Editor scripting. You have full access to all the IMGUI commands to draw any type of interface, including rendering scenes using a camera within editor windows.
You can add extra code to the Scene View by implementing an OnSceneGUI in your custom editor.
OnSceneGUI works just like OnInspectorGUI - except it gets run in the scene view. To help you make your own editing controls in the scene view, you can use the functions defined in Handles class. All functions in there are designed for working in 3D Scene views.
//C# Example (LookAtPointEditor.cs)
using UnityEngine;
using UnityEditor;
[CustomEditor(typeof(LookAtPoint))]
[CanEditMultipleObjects]
public class LookAtPointEditor : Editor
{
SerializedProperty lookAtPoint;
void OnEnable()
{
lookAtPoint = serializedObject.FindProperty("lookAtPoint");
}
public override void OnInspectorGUI()
{
serializedObject.Update();
EditorGUILayout.PropertyField(lookAtPoint);
if (lookAtPoint.vector3Value.y > (target as LookAtPoint).transform.position.y)
{
EditorGUILayout.LabelField("(Above this object)");
}
if (lookAtPoint.vector3Value.y < (target as LookAtPoint).transform.position.y)
{
EditorGUILayout.LabelField("(Below this object)");
}
serializedObject.ApplyModifiedProperties();
}
public void OnSceneGUI()
{
var t = (target as LookAtPoint);
EditorGUI.BeginChangeCheck();
Vector3 pos = Handles.PositionHandle(t.lookAtPoint, Quaternion.identity);
if (EditorGUI.EndChangeCheck())
{
Undo.RecordObject(target, "Move point");
t.lookAtPoint = pos;
t.Update();
}
}
}
//JS Example (LookAtPointEditor.js)
#pragma strict
@CustomEditor(LookAtPointJS)
@CanEditMultipleObjects
class LookAtPointEditorJS extends Editor {
var lookAtPoint : SerializedProperty;
function OnEnable()
{
lookAtPoint = serializedObject.FindProperty("lookAtPoint");
}
function OnInspectorGUI()
{
serializedObject.Update();
EditorGUILayout.PropertyField(lookAtPoint);
serializedObject.ApplyModifiedProperties();
if (lookAtPoint.vector3Value.y > (target as LookAtPointJS).transform.position.y)
{
EditorGUILayout.LabelField("(Above this object)");
}
if (lookAtPoint.vector3Value.y < (target as LookAtPointJS).transform.position.y)
{
EditorGUILayout.LabelField("(Below this object)");
}
}
function OnSceneGUI()
{
var t : LookAtPointJS = (target as LookAtPointJS);
EditorGUI.BeginChangeCheck();
var pos = Handles.PositionHandle(t.lookAtPoint, Quaternion.identity);
if (EditorGUI.EndChangeCheck())
{
Undo.RecordObject(target, "Move point");
t.lookAtPoint = pos;
t.Update();
}
}
}
If you want to put 2D GUI objects (GUI, EditorGUI and friends), you need to wrap them in calls to Handles.BeginGUI() and Handles.EndGUI().


Library: Foundation
Package: Streams
Header: Poco/InflatingStream.h
Description
This is the streambuf class used by InflatingInputStream and InflatingOutputStream. The actual work is delegated to zlib (see http://zlib.net). Both zlib (deflate) streams and gzip streams are supported. Output streams should always call close() to ensure proper completion of decompression.
Inheritance
Direct Base Classes: BufferedStreamBuf
All Base Classes: BufferedStreamBuf
Member Summary
Member Functions: close, readFromDevice, reset, sync, writeToDevice
Enumerations
StreamType
Expect a zlib header, use Adler-32 checksum.
Expect a gzip header, use CRC-32 checksum.
STREAM_ZIP is handled as STREAM_ZLIB, except that we do not check the ADLER32 value (must be checked by caller)
Constructors
InflatingStreamBuf
InflatingStreamBuf(
std::istream & istr,
StreamType type
);
Creates an InflatingStreamBuf for expanding the compressed data read from the give input stream.
InflatingStreamBuf
InflatingStreamBuf(
std::istream & istr,
int windowBits
);
Creates an InflatingStreamBuf for expanding the compressed data read from the given input stream.
Please refer to the zlib documentation of inflateInit2() for a description of the windowBits parameter.
InflatingStreamBuf
InflatingStreamBuf(
std::ostream & ostr,
StreamType type
);
Creates an InflatingStreamBuf for expanding the compressed data passed through and forwarding it to the given output stream.
InflatingStreamBuf
InflatingStreamBuf(
std::ostream & ostr,
int windowBits
);
Creates an InflatingStreamBuf for expanding the compressed data passed through and forwarding it to the given output stream.
Please refer to the zlib documentation of inflateInit2() for a description of the windowBits parameter.
Destructor
~InflatingStreamBuf
Destroys the InflatingStreamBuf.
Member Functions
close
int close();
Finishes up the stream.
Must be called when inflating to an output stream.
reset
void reset();
Resets the stream buffer.
readFromDevice
int readFromDevice(
char * buffer,
std::streamsize length
);
sync
int sync();
writeToDevice
int writeToDevice(
const char * buffer,
std::streamsize length
);


MileHigh Rally
MileHigh Rally is a group of friends that like cars and its culture.
MileHigh Rally is a group of friends that like cars and its culture.
MileHigh Rally was founded in January 2017 by a group of friends that enjoy car culture. We are located in Colorado Springs, Colorado, and every weekend we gather at car meets, race, and talk about our cars.
Colorado Springs Colorado - Black Forest Park and Ride - On the corner of E Woodman Rd and Black Forest Rd
Time - 10:20AM, 4/24/20
Starting from the Colorado Springs Porsche Dealership and ending at the Denver BMW dealership
Start - 11:15, 6/15/20
Colorado Springs Colorado - Pulpit Rock Trail Parking Lot
Time - 10:20AM, 6/24/20
Want updates on what we're up to? Follow us on Twitter for the latest info.
The idea behind Milehigh Rally was made in 2017. It’s creators, Michael Anderson and Bryce Salder, wanted a group of people that liked cars and could meet up to enjoy them. Milehigh Rally’s main focus is enjoying the cars it’s community owns. We do not care about how flashy or expensive a car is. What we care about is the driver experience. Local car communites did not focus on that so we created this community to serve those who want to enjoy their car with others that have similar interests. The owners of this rally drove their high school cars around Garden of the Gods and the mountain ranges of Colorado.
After growing up they move to better performance and more enjoyable cars. Now we want to bring this experience to others and create car meets, rally’s, and produce merchandise to bring the Colorado car community together. Milehigh Rally is a small group of friends but we hope to expand our reach in the future to have rallys all over Colorado and be sponsored by our favorite car manufacturers and companies.
Salt City Euros encompase our ideals and thoughts about design and how cars should be used.  The style of their videos is the same style we strive to have for our website and merchandise. If you want to know who the members of MileHigh Rally are like, watch a few of Salt City Euros videos!


Originally from Ohio, Thomas Hibbard became involved in web development while working at the Youngstown Vindicator in 2007. Toiling away his nights and weekends he began to experiment with web development using the lingua franca of the time, PHP. Around this time was when he first started working with Python and the Django framework. While at the Vindicator Thomas built several popular crowd pleasing apps and integrated an early Django CMS.
Enticed by (accurate) claims of otherwordly barbeque and to-die-for breakfast tacos, Thomas moved to Victoria, Texas in 2011. There he worked as a Django Developer for the Victoria Advocate. His role there led him to becoming lead developer at the newly formed digital agency, Affect Digital Media (ADM). While at ADM Thomas was a key part of the award-winning team there. He remained with ADM until August 2018.
Thomas currently still works in the software development industry. He still lives in Texas with his wife Allyson and two children Riley and Leonard. When not working, Thomas spends his time taking selfies in the desert. 🤷


Preparation time
less than 30 mins
Cooking time
30 mins to 1 hour
Serves
Serves 4-6
If you’re looking for a way to use up mincemeat this Christmas, give this frosted flan a go slathered in citrus cream.
Preheat the oven to 190C/375F/Gas 5.
Make the pastry in a food processor: blend the flour with a pinch of salt and the sugar. Add the butter and lard to the processor and pulse briefly.
Add the egg yolk and enough cold water to make a stiff dough (set aside the egg white). Use the pulse button on the processor to bring the mixture together.
Roll out three-quarters of the pastry and line a 23cm/9in flan tin or pie plate with it. Fill the tin or pie plate with the mincemeat.
 Place the pastry ring on top of the flan, crimp round the edge to decorate and seal.

About five minutes before the flan is cooked, lightly beat the egg white and brush the top of the flan with it. Sprinkle with caster sugar (or icing sugar) and return to the oven.
To serve, whip the cream with the liqueur, caster sugar and orange zest in a bowl. Pile the cream into the middle of the warm flan and serve hot.


Pretty fun movie. Just like the previous 2 instalments it kept the mixture of emotions keep going through the movie and the best part as always THE MINIONS!!!Go watch it for yourself bro!!!


Our Mission
Mei/Co. Dance exists to listen. We value people and their stories. We recognize that life is a mixture of joy and pain. Our hope is to be a platform for individuals to share their journey- to paint pictures of life, of joy, of pain, of the beautiful, and of the ugly. We desire to honor those who are enduring or have endured cancer by telling their stories through dance. It takes courage to share, so we want to listen. Our mission is to honestly translate each story into a moving image to help individuals process their experiences, find healing, and embrace hope - while creating a legacy from which others may encounter that same hope and healing. Wherever the journey leads, we want to walk alongside those who have been touched by this terrible disease. We desire to shift the focus from death to life, from suffering to significance, and to color each experience of pain and loss with truth and hope - all while validating the journey that is at hand.
We come to listen. We promise to honor. We hope to heal. And we offer ourselves simply as storytellers.


| textredux |
The Textredux module allows you to easily create text based interfaces for the
Textadept editor and offers a set of text
based interfaces. |
| textredux.fs |
textredux.fs provides a text based file browser and file system related
functions for Textadept. |
| textredux.ctags |
Displays a filtered list of symbols (functions, variables, …) in the current
document using Exuberant Ctags. |
| textredux.buffer_list |
The buffer list module provides a text based replacement for the standard
Textadept buffer list. |
| textredux.core.buffer |
Textredux buffers wrap Textadept buffers and extend them with support for
custom styling, buffer specific key bindings and hotspot support. |
| textredux.core.filteredlist |
Filtered list wrapper, hijacking ui.dialogs.filteredlist . |
| textredux.core.indicator |
The indicator module provides support for indicators in your buffers. |
| textredux.core |
The Textredux core module allows you to easily create text based interfaces
for the Textadept editor. |
| textredux.core.list |
The list module provides a text based item listing for Textadept, featuring
advanced search capabilities and styling. |
| textredux.core.style |
The style module lets you define and use custom, non-lexer-based styles. |
| textredux.core.ui |
The ui module handles UI related operations for Textredux. |
| textredux.util.color |
The color module provides utility functions for color handling. |
| textredux.util.matcher |
The matcher module provides easy and advanced matching of strings. |


I'd like to be able to see the score per minute for each battle displayed on the battlereport screen. this would help you determine if each specific battle improved or decreased your overall SPM.
Bf3stats shows this statistic but it is a little more cumbersome to get to it than the battlelog site.
BrainFooLong
Administrator
I don't know which page you mean.
If you mean at the top playerbar with the last 5 reports, it's impossible.
For a battlereport its possible but you can already track your status on your statistic overview page at the bottom. Bf3stats.com will track your changes everytime you visit the overview pages and than you can easily compare all your statistics from all the time.
Topicstarter
aadams1278
i meant on the battlereport page, not the top bar with the five most recent reports.
i don't understand what statistics you are talking about on the stats page. if it is what i think you're talking about then that is only your total overall SPM. I'd like to see the individual SPM for each battle to see if that battle significantly increased my overall SPM or just barely maintained it, or decreased.
this statistic is listed on bf3stats battlereports as the third item under "general stats", i'd just like to see that copied over to the battlereport page of the battlelog somewhere as well.
kills with each weapon as well (instead of just the best weapon) but that's a different topic.


The Gallery of Horns
Filter:
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Name
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Click on photos to see details!
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Hello, we're PiCymru
Hey!
Our mission is simple...
... promote digital literacy and encourage learning and development in a fun, friendly, safe, supportive and enjoyable environment for all ages.
How?
How?
By supporting community projects around Wales that promote digital literacy and running events.
So how do I get involved?


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📅 (2023-07-31 11:08:12 UTC)
This result is black-listed as it is considered as too hard to reproduce / to solve. If you find a way to fix this package, please make a pull-request to github.com/coq/opam-coq-archive. The list of black-listed packages is in black_list.rb.
# Packages matching: installed # Name # Installed # Synopsis base-bigarray base base-num base Num library distributed with the OCaml compiler base-threads base base-unix base camlp4 4.03+1 Camlp4 is a system for writing extensible parsers for programming languages conf-findutils 1 Virtual package relying on findutils conf-which 1 Virtual package relying on which coq 8.5.2~camlp4 Formal proof management system num 0 The Num library for arbitrary-precision integer and rational arithmetic ocaml 4.03.0 The OCaml compiler (virtual package) ocaml-base-compiler 4.03.0 Official 4.03.0 release ocaml-config 1 OCaml Switch Configuration ocamlbuild 0.14.2 OCamlbuild is a build system with builtin rules to easily build most OCaml projects # opam file: opam-version: "2.0" maintainer: [ "Érik Martin-Dorel<EMAIL_ADDRESS>"Pierre Roux<EMAIL_ADDRESS>] homepage: "https://sourcesup.renater.fr/validsdp/" dev-repo: "git+https://github.com/validsdp/validsdp.git" bug-reports: "https://github.com/validsdp/validsdp/issues" license: "LGPL-2.1-or-later" build: [ ["sh" "-c" "./configure"] [make "-j%{jobs}%"] ] run-test: [make "-j%{jobs}%" "test"] install: [make "install"] depends: [ "ocaml" "coq" {>= "8.12" & < "8.16~"} "coq-bignums" {< "9~"} "coq-flocq" {>= "3.3.0"} "coq-interval" {>= "4.0.0" & < "5~"} "coq-mathcomp-field" {>= "1.12" & < "1.15~"} "coq-mathcomp-analysis" {>= "0.3.4" & < "0.4~"} "coq-libvalidsdp" {= "1.0.0"} "coq-mathcomp-multinomials" {>= "1.2"} "coq-coqeal" {>= "1.1.0"} "coq-paramcoq" {>= "1.1.0"} "osdp" {>= "1.0"} "ocamlfind" {build} "conf-autoconf" {build & dev} ] synopsis: "ValidSDP" description: """ ValidSDP is a library for the Coq formal proof assistant. It provides reflexive tactics to prove multivariate inequalities involving real-valued variables and rational constants, using SDP solvers as untrusted back-ends and verified checkers based on libValidSDP. Once installed, you can import the following modules: From Coq Require Import Reals. From ValidSDP Require Import validsdp. """ tags: [ "keyword:libValidSDP" "keyword:ValidSDP" "keyword:floating-point arithmetic" "keyword:Cholesky decomposition" "category:Miscellaneous/Coq Extensions" "logpath:ValidSDP" ] authors: [ "Érik Martin-Dorel<EMAIL_ADDRESS>"Pierre Roux<EMAIL_ADDRESS>] url { src: "https://github.com/validsdp/validsdp/releases/download/v1.0.0/validsdp-1.0.0.tar.gz" checksum: "sha512=94d872eb3ef308cc7c344f3c39e60d5bc265b05bc6c50b2399475e1ac4e105b330b1d63cf4193a04388b7a173f142e246bb6b6c46092fe9c221ed85b1d6b7c3f" }
true
Dry install with the current Coq version:
opam install -y --show-action coq-validsdp.1.0.0 coq.8.5.2~camlp4
[NOTE] Package coq is already installed (current version is 8.5.2~camlp4). The following dependencies couldn't be met: - coq-validsdp -> coq >= 8.12 -> ocaml >= 4.05.0 base of this switch (use `--unlock-base' to force) - coq-validsdp -> coq >= 8.12 -> coq-core -> ocaml >= 4.09.0 base of this switch (use `--unlock-base' to force) No solution found, exiting
Dry install without Coq/switch base, to test if the problem was incompatibility with the current Coq/OCaml version:
opam remove -y coq; opam install -y --show-action --unlock-base coq-validsdp.1.0.0
The following actions will be performed: - remove coq 8.5.2~camlp4 <><> Processing actions <><><><><><><><><><><><><><><><><><><><><><><><><><><><> [WARNING] While removing coq.8.5.2~camlp4: not removing files that changed since: - share/emacs/site-lisp/gallina.el - share/emacs/site-lisp/gallina-syntax.el - share/emacs/site-lisp/gallina-db.el - share/emacs/site-lisp/coqdoc.sty - share/emacs/site-lisp/coq-inferior.el - share/emacs/site-lisp/coq-font-lock.el - man/man1/gallina.1 - man/man1/coqwc.1 - man/man1/coqtop.opt.1 - man/man1/coqtop.byte.1 - man/man1/coqtop.1 - man/man1/coqmktop.1 - man/man1/coqide.1 - man/man1/coqdoc.1 - man/man1/coqdep.1 - man/man1/coqchk.1 - man/man1/coqc.1 - man/man1/coq_makefile.1 - man/man1/coq-tex.1 - lib/coq/toploop/tacworkertop.cmxs - lib/coq/toploop/tacworkertop.cma - lib/coq/toploop/queryworkertop.cmxs - lib/coq/toploop/queryworkertop.cma - lib/coq/toploop/proofworkertop.cmxs - lib/coq/toploop/proofworkertop.cma - lib/coq/toploop/coqidetop.cmxs - lib/coq/toploop/coqidetop.cma - 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lib/coq/plugins/funind - lib/coq/plugins/fourier - lib/coq/plugins/firstorder - lib/coq/plugins/extraction - lib/coq/plugins/derive - lib/coq/plugins/decl_mode - lib/coq/plugins/cc - lib/coq/plugins/btauto - lib/coq/parsing - lib/coq/library - lib/coq/kernel - lib/coq/intf - lib/coq/interp - lib/coq/grammar - lib/coq/config -> removed coq.8.5.2~camlp4 Done. # Run eval $(opam env) to update the current shell environment [ERROR] Sorry, resolution of the request timed out. Try to specify a simpler request, use a different solver, or increase the allowed time by setting OPAMSOLVERTIMEOUT to a bigger value (currently, it is set to 600.0 seconds). The middle of the output is truncated (maximum 20000 characters)
true
true
No files were installed.
true


|
PhysicsEngine
alpha 0.1
|
The application the simulation is run inside More...
#include <PhysicsApp.h>
Public Member Functions | |
| PhysicsApp () | |
| virtual | ~PhysicsApp () |
| virtual bool | startup () |
| The startup function for initialising the scene More... | |
| virtual void | shutdown () |
| Fancy destructor More... | |
| virtual void | update (float deltaTime) |
| Increments timer, calls update on the physics scene, calls draw and checks for the escape key to exit More... | |
| virtual void | draw () |
| Draws the world More... | |
| void | LoadScene () |
| Loads a physics scenes actors More... | |
| void | SphereTest () |
| Spawns two spheres with different properties More... | |
| void | RollingSphere () |
| Spawns a rolling sphere More... | |
| void | FallingBox () |
| Spawns a falling box at an angle More... | |
| void | RotatingBox () |
| Spawns a rotating box More... | |
| void | BounceHouse () |
| Spawns a varienty of physics objects and kinematic objcets More... | |
| void | Car () |
| Spawns a car and a level for it More... | |
Protected Attributes | |
| aie::Renderer2D * | m_2dRenderer |
| Pointer to the renderer More... | |
| aie::Font * | m_font |
| Pointer to the font used for text More... | |
| PhysicsScene * | m_physicsScene |
| A pointer to the Physics Scene More... | |
| float | m_timer |
| The global timer More... | |
| int | m_currentScene |
| The current scene that should be loaded More... | |
The application the simulation is run inside
| PhysicsApp::PhysicsApp | ( | ) |
|
virtual |
| void PhysicsApp::BounceHouse | ( | ) |
Spawns a varienty of physics objects and kinematic objcets
| void PhysicsApp::Car | ( | ) |
Spawns a car and a level for it
|
virtual |
Draws the world
| void PhysicsApp::FallingBox | ( | ) |
Spawns a falling box at an angle
| void PhysicsApp::LoadScene | ( | ) |
Loads a physics scenes actors
| void PhysicsApp::RollingSphere | ( | ) |
Spawns a rolling sphere
| void PhysicsApp::RotatingBox | ( | ) |
Spawns a rotating box
|
virtual |
Fancy destructor
| void PhysicsApp::SphereTest | ( | ) |
Spawns two spheres with different properties
|
virtual |
The startup function for initialising the scene
|
virtual |
Increments timer, calls update on the physics scene, calls draw and checks for the escape key to exit
| deltaTime |
|
protected |
Pointer to the renderer
|
protected |
The current scene that should be loaded
|
protected |
Pointer to the font used for text
|
protected |
A pointer to the Physics Scene
|
protected |
The global timer


Steph and Vic both love teaching programming at The Flatiron School.
They both went to college in the south.
They also love making fun of their co-worker Danny Fenjves. He's an odd one, as you can see:
Vic's favorite ice cream is mint chocolate chip. Steph's is coffee.
Steph played fiddle in college. (And still does.)
Vic played lacrosse in college.


from __future__ import print_function, division
from sympy.core import Basic
from sympy.core.compatibility import range
import random
[docs]class GrayCode(Basic):
"""
A Gray code is essentially a Hamiltonian walk on
a n-dimensional cube with edge length of one.
The vertices of the cube are represented by vectors
whose values are binary. The Hamilton walk visits
each vertex exactly once. The Gray code for a 3d
cube is ['000','100','110','010','011','111','101',
'001'].
A Gray code solves the problem of sequentially
generating all possible subsets of n objects in such
a way that each subset is obtained from the previous
one by either deleting or adding a single object.
In the above example, 1 indicates that the object is
present, and 0 indicates that its absent.
Gray codes have applications in statistics as well when
we want to compute various statistics related to subsets
in an efficient manner.
References:
[1] Nijenhuis,A. and Wilf,H.S.(1978).
Combinatorial Algorithms. Academic Press.
[2] Knuth, D. (2011). The Art of Computer Programming, Vol 4
Addison Wesley
Examples
========
>>> from sympy.combinatorics.graycode import GrayCode
>>> a = GrayCode(3)
>>> list(a.generate_gray())
['000', '001', '011', '010', '110', '111', '101', '100']
>>> a = GrayCode(4)
>>> list(a.generate_gray())
['0000', '0001', '0011', '0010', '0110', '0111', '0101', '0100', \
'1100', '1101', '1111', '1110', '1010', '1011', '1001', '1000']
"""
_skip = False
_current = 0
_rank = None
def __new__(cls, n, *args, **kw_args):
"""
Default constructor.
It takes a single argument ``n`` which gives the dimension of the Gray
code. The starting Gray code string (``start``) or the starting ``rank``
may also be given; the default is to start at rank = 0 ('0...0').
Examples
========
>>> from sympy.combinatorics.graycode import GrayCode
>>> a = GrayCode(3)
>>> a
GrayCode(3)
>>> a.n
3
>>> a = GrayCode(3, start='100')
>>> a.current
'100'
>>> a = GrayCode(4, rank=4)
>>> a.current
'0110'
>>> a.rank
4
"""
if n < 1 or int(n) != n:
raise ValueError(
'Gray code dimension must be a positive integer, not %i' % n)
n = int(n)
args = (n,) + args
obj = Basic.__new__(cls, *args)
if 'start' in kw_args:
obj._current = kw_args["start"]
if len(obj._current) > n:
raise ValueError('Gray code start has length %i but '
'should not be greater than %i' % (len(obj._current), n))
elif 'rank' in kw_args:
if int(kw_args["rank"]) != kw_args["rank"]:
raise ValueError('Gray code rank must be a positive integer, '
'not %i' % kw_args["rank"])
obj._rank = int(kw_args["rank"]) % obj.selections
obj._current = obj.unrank(n, obj._rank)
return obj
[docs] def next(self, delta=1):
"""
Returns the Gray code a distance ``delta`` (default = 1) from the
current value in canonical order.
Examples
========
>>> from sympy.combinatorics.graycode import GrayCode
>>> a = GrayCode(3, start='110')
>>> a.next().current
'111'
>>> a.next(-1).current
'010'
"""
return GrayCode(self.n, rank=(self.rank + delta) % self.selections)
@property
def selections(self):
"""
Returns the number of bit vectors in the Gray code.
Examples
========
>>> from sympy.combinatorics.graycode import GrayCode
>>> a = GrayCode(3)
>>> a.selections
8
"""
return 2**self.n
@property
def n(self):
"""
Returns the dimension of the Gray code.
Examples
========
>>> from sympy.combinatorics.graycode import GrayCode
>>> a = GrayCode(5)
>>> a.n
5
"""
return self.args[0]
[docs] def generate_gray(self, **hints):
"""
Generates the sequence of bit vectors of a Gray Code.
[1] Knuth, D. (2011). The Art of Computer Programming,
Vol 4, Addison Wesley
Examples
========
>>> from sympy.combinatorics.graycode import GrayCode
>>> a = GrayCode(3)
>>> list(a.generate_gray())
['000', '001', '011', '010', '110', '111', '101', '100']
>>> list(a.generate_gray(start='011'))
['011', '010', '110', '111', '101', '100']
>>> list(a.generate_gray(rank=4))
['110', '111', '101', '100']
See Also
========
skip
"""
bits = self.n
start = None
if "start" in hints:
start = hints["start"]
elif "rank" in hints:
start = GrayCode.unrank(self.n, hints["rank"])
if start is not None:
self._current = start
current = self.current
graycode_bin = gray_to_bin(current)
if len(graycode_bin) > self.n:
raise ValueError('Gray code start has length %i but should '
'not be greater than %i' % (len(graycode_bin), bits))
self._current = int(current, 2)
graycode_int = int(''.join(graycode_bin), 2)
for i in range(graycode_int, 1 << bits):
if self._skip:
self._skip = False
else:
yield self.current
bbtc = (i ^ (i + 1))
gbtc = (bbtc ^ (bbtc >> 1))
self._current = (self._current ^ gbtc)
self._current = 0
[docs] def skip(self):
"""
Skips the bit generation.
Examples
========
>>> from sympy.combinatorics.graycode import GrayCode
>>> a = GrayCode(3)
>>> for i in a.generate_gray():
... if i == '010':
... a.skip()
... print(i)
...
000
001
011
010
111
101
100
See Also
========
generate_gray
"""
self._skip = True
@property
def rank(self):
"""
Ranks the Gray code.
A ranking algorithm determines the position (or rank)
of a combinatorial object among all the objects w.r.t.
a given order. For example, the 4 bit binary reflected
Gray code (BRGC) '0101' has a rank of 6 as it appears in
the 6th position in the canonical ordering of the family
of 4 bit Gray codes.
References:
[1] http://statweb.stanford.edu/~susan/courses/s208/node12.html
Examples
========
>>> from sympy.combinatorics.graycode import GrayCode
>>> a = GrayCode(3)
>>> list(a.generate_gray())
['000', '001', '011', '010', '110', '111', '101', '100']
>>> GrayCode(3, start='100').rank
7
>>> GrayCode(3, rank=7).current
'100'
See Also
========
unrank
"""
if self._rank is None:
self._rank = int(gray_to_bin(self.current), 2)
return self._rank
@property
def current(self):
"""
Returns the currently referenced Gray code as a bit string.
Examples
========
>>> from sympy.combinatorics.graycode import GrayCode
>>> GrayCode(3, start='100').current
'100'
"""
rv = self._current or '0'
if type(rv) is not str:
rv = bin(rv)[2:]
return rv.rjust(self.n, '0')
@classmethod
[docs] def unrank(self, n, rank):
"""
Unranks an n-bit sized Gray code of rank k. This method exists
so that a derivative GrayCode class can define its own code of
a given rank.
The string here is generated in reverse order to allow for tail-call
optimization.
Examples
========
>>> from sympy.combinatorics.graycode import GrayCode
>>> GrayCode(5, rank=3).current
'00010'
>>> GrayCode.unrank(5, 3)
'00010'
See Also
========
rank
"""
def _unrank(k, n):
if n == 1:
return str(k % 2)
m = 2**(n - 1)
if k < m:
return '0' + _unrank(k, n - 1)
return '1' + _unrank(m - (k % m) - 1, n - 1)
return _unrank(rank, n)
def random_bitstring(n):
"""
Generates a random bitlist of length n.
Examples
========
>>> from sympy.combinatorics.graycode import random_bitstring
>>> random_bitstring(3) # doctest: +SKIP
100
"""
return ''.join([random.choice('01') for i in range(n)])
def gray_to_bin(bin_list):
"""
Convert from Gray coding to binary coding.
We assume big endian encoding.
Examples
========
>>> from sympy.combinatorics.graycode import gray_to_bin
>>> gray_to_bin('100')
'111'
See Also
========
bin_to_gray
"""
b = [bin_list[0]]
for i in range(1, len(bin_list)):
b += str(int(b[i - 1] != bin_list[i]))
return ''.join(b)
def bin_to_gray(bin_list):
"""
Convert from binary coding to gray coding.
We assume big endian encoding.
Examples
========
>>> from sympy.combinatorics.graycode import bin_to_gray
>>> bin_to_gray('111')
'100'
See Also
========
gray_to_bin
"""
b = [bin_list[0]]
for i in range(0, len(bin_list) - 1):
b += str(int(bin_list[i]) ^ int(b[i - 1]))
return ''.join(b)
def get_subset_from_bitstring(super_set, bitstring):
"""
Gets the subset defined by the bitstring.
Examples
========
>>> from sympy.combinatorics.graycode import get_subset_from_bitstring
>>> get_subset_from_bitstring(['a', 'b', 'c', 'd'], '0011')
['c', 'd']
>>> get_subset_from_bitstring(['c', 'a', 'c', 'c'], '1100')
['c', 'a']
See Also
========
graycode_subsets
"""
if len(super_set) != len(bitstring):
raise ValueError("The sizes of the lists are not equal")
return [super_set[i] for i, j in enumerate(bitstring)
if bitstring[i] == '1']
def graycode_subsets(gray_code_set):
"""
Generates the subsets as enumerated by a Gray code.
Examples
========
>>> from sympy.combinatorics.graycode import graycode_subsets
>>> list(graycode_subsets(['a', 'b', 'c']))
[[], ['c'], ['b', 'c'], ['b'], ['a', 'b'], ['a', 'b', 'c'], \
['a', 'c'], ['a']]
>>> list(graycode_subsets(['a', 'b', 'c', 'c']))
[[], ['c'], ['c', 'c'], ['c'], ['b', 'c'], ['b', 'c', 'c'], \
['b', 'c'], ['b'], ['a', 'b'], ['a', 'b', 'c'], ['a', 'b', 'c', 'c'], \
['a', 'b', 'c'], ['a', 'c'], ['a', 'c', 'c'], ['a', 'c'], ['a']]
See Also
========
get_subset_from_bitstring
"""
for bitstring in list(GrayCode(len(gray_code_set)).generate_gray()):
yield get_subset_from_bitstring(gray_code_set, bitstring)


SurfaceEffector2D¶
The SurfaceEffector2D module.
op_Equality¶
-
UnityEngineSurfaceEffector2D.
__op_Equality__UnityEngineObject_UnityEngineObject__SystemBoolean
(UnityEngine.Object UnityEngine.Object)¶
outputs: unnamed (Boolean
)
flow: none
SurfaceEffector2D Equals¶
-
UnityEngineSurfaceEffector2D.
__Equals__SystemObject__SystemBoolean
(UnityEngine.SurfaceEffector2D instanceSystem.Object other)¶
outputs: unnamed (Boolean
)
flow: none
SurfaceEffector2D get_colliderMask¶
-
UnityEngineSurfaceEffector2D.
__get_colliderMask__SystemInt32
(UnityEngine.SurfaceEffector2D instance)¶
outputs: unnamed (Int32
)
flow: none
SurfaceEffector2D get_enabled¶
-
UnityEngineSurfaceEffector2D.
__get_enabled__SystemBoolean
(UnityEngine.SurfaceEffector2D instance)¶
outputs: unnamed (Boolean
)
flow: none
SurfaceEffector2D get_forceScale¶
-
UnityEngineSurfaceEffector2D.
__get_forceScale__SystemSingle
(UnityEngine.SurfaceEffector2D instance)¶
outputs: unnamed (Single
)
flow: none
SurfaceEffector2D get_gameObject¶
-
UnityEngineSurfaceEffector2D.
__get_gameObject__UnityEngineGameObject
(UnityEngine.SurfaceEffector2D instance)¶
outputs: unnamed (GameObject
)
flow: none
SurfaceEffector2D get_name¶
-
UnityEngineSurfaceEffector2D.
__get_name__SystemString
(UnityEngine.SurfaceEffector2D instance)¶
outputs: unnamed (String
)
flow: none
SurfaceEffector2D get_speed¶
-
UnityEngineSurfaceEffector2D.
__get_speed__SystemSingle
(UnityEngine.SurfaceEffector2D instance)¶
outputs: unnamed (Single
)
flow: none
SurfaceEffector2D get_speedVariation¶
-
UnityEngineSurfaceEffector2D.
__get_speedVariation__SystemSingle
(UnityEngine.SurfaceEffector2D instance)¶
outputs: unnamed (Single
)
flow: none
SurfaceEffector2D get_transform¶
-
UnityEngineSurfaceEffector2D.
__get_transform__UnityEngineTransform
(UnityEngine.SurfaceEffector2D instance)¶
outputs: unnamed (Transform
)
flow: none
SurfaceEffector2D get_useBounce¶
-
UnityEngineSurfaceEffector2D.
__get_useBounce__SystemBoolean
(UnityEngine.SurfaceEffector2D instance)¶
outputs: unnamed (Boolean
)
flow: none
SurfaceEffector2D get_useColliderMask¶
-
UnityEngineSurfaceEffector2D.
__get_useColliderMask__SystemBoolean
(UnityEngine.SurfaceEffector2D instance)¶
outputs: unnamed (Boolean
)
flow: none
SurfaceEffector2D get_useContactForce¶
-
UnityEngineSurfaceEffector2D.
__get_useContactForce__SystemBoolean
(UnityEngine.SurfaceEffector2D instance)¶
outputs: unnamed (Boolean
)
flow: none
SurfaceEffector2D get_useFriction¶
-
UnityEngineSurfaceEffector2D.
__get_useFriction__SystemBoolean
(UnityEngine.SurfaceEffector2D instance)¶
outputs: unnamed (Boolean
)
flow: none
SurfaceEffector2D GetComponent¶
-
UnityEngineSurfaceEffector2D.
__GetComponent__SystemType__UnityEngineComponent
(UnityEngine.SurfaceEffector2D instanceSystem.Type type)¶
outputs: unnamed (Component
)
flow: none
SurfaceEffector2D GetComponentInChildren¶
-
UnityEngineSurfaceEffector2D.
__GetComponentInChildren__SystemBoolean__T
(UnityEngine.SurfaceEffector2D instanceSystem.Boolean includeInactiveSystem.Type type)¶
outputs: T (Object
)
flow: none
SurfaceEffector2D GetComponentInParent¶
-
UnityEngineSurfaceEffector2D.
__GetComponentInParent__SystemType__UnityEngineComponent
(UnityEngine.SurfaceEffector2D instanceSystem.Type t)¶
outputs: unnamed (Component
)
flow: none
SurfaceEffector2D GetComponents¶
-
UnityEngineSurfaceEffector2D.
__GetComponents__ListT__SystemVoid
(UnityEngine.SurfaceEffector2D instanceSystem.Collections.Generic.List`1[UnityEngine.Object] results)¶
outputs: none
flow inputs: unnamed
flow outputs: unnamed
SurfaceEffector2D GetComponentsInChildren¶
-
UnityEngineSurfaceEffector2D.
__GetComponentsInChildren__SystemBoolean_ListT__SystemVoid
(UnityEngine.SurfaceEffector2D instanceSystem.Boolean includeInactiveSystem.Collections.Generic.List`1[UnityEngine.Object] result)¶
outputs: none
flow inputs: unnamed
flow outputs: unnamed
SurfaceEffector2D GetComponentsInParent¶
-
UnityEngineSurfaceEffector2D.
__GetComponentsInParent__SystemBoolean_ListT__SystemVoid
(UnityEngine.SurfaceEffector2D instanceSystem.Boolean includeInactiveSystem.Collections.Generic.List`1[UnityEngine.Object] results)¶
outputs: none
flow inputs: unnamed
flow outputs: unnamed
SurfaceEffector2D GetHashCode¶
-
UnityEngineSurfaceEffector2D.
__GetHashCode__SystemInt32
(UnityEngine.SurfaceEffector2D instance)¶
outputs: unnamed (Int32
)
flow: none
SurfaceEffector2D GetInstanceID¶
-
UnityEngineSurfaceEffector2D.
__GetInstanceID__SystemInt32
(UnityEngine.SurfaceEffector2D instance)¶
outputs: unnamed (Int32
)
flow: none
SurfaceEffector2D GetType¶
-
UnityEngineSurfaceEffector2D.
__GetType__SystemType
(UnityEngine.SurfaceEffector2D instance)¶
outputs: unnamed (Type
)
flow: none
op_Implicit¶
-
UnityEngineSurfaceEffector2D.
__op_Implicit__UnityEngineObject__SystemBoolean
(UnityEngine.Object)¶
outputs: unnamed (Boolean
)
flow: none
op_Inequality¶
-
UnityEngineSurfaceEffector2D.
__op_Inequality__UnityEngineObject_UnityEngineObject__SystemBoolean
(UnityEngine.Object UnityEngine.Object)¶
outputs: unnamed (Boolean
)
flow: none
SurfaceEffector2D set_colliderMask¶
-
UnityEngineSurfaceEffector2D.
__set_colliderMask__SystemInt32__SystemVoid
(UnityEngine.SurfaceEffector2D instanceSystem.Int32 value)¶
outputs: none
flow inputs: unnamed
flow outputs: unnamed
SurfaceEffector2D set_enabled¶
-
UnityEngineSurfaceEffector2D.
__set_enabled__SystemBoolean__SystemVoid
(UnityEngine.SurfaceEffector2D instanceSystem.Boolean value)¶
outputs: none
flow inputs: unnamed
flow outputs: unnamed
SurfaceEffector2D set_forceScale¶
-
UnityEngineSurfaceEffector2D.
__set_forceScale__SystemSingle__SystemVoid
(UnityEngine.SurfaceEffector2D instanceSystem.Single value)¶
outputs: none
flow inputs: unnamed
flow outputs: unnamed
SurfaceEffector2D set_name¶
-
UnityEngineSurfaceEffector2D.
__set_name__SystemString__SystemVoid
(UnityEngine.SurfaceEffector2D instanceSystem.String value)¶
outputs: none
flow inputs: unnamed
flow outputs: unnamed
SurfaceEffector2D set_speed¶
-
UnityEngineSurfaceEffector2D.
__set_speed__SystemSingle__SystemVoid
(UnityEngine.SurfaceEffector2D instanceSystem.Single value)¶
outputs: none
flow inputs: unnamed
flow outputs: unnamed
SurfaceEffector2D set_speedVariation¶
-
UnityEngineSurfaceEffector2D.
__set_speedVariation__SystemSingle__SystemVoid
(UnityEngine.SurfaceEffector2D instanceSystem.Single value)¶
outputs: none
flow inputs: unnamed
flow outputs: unnamed
SurfaceEffector2D set_useBounce¶
-
UnityEngineSurfaceEffector2D.
__set_useBounce__SystemBoolean__SystemVoid
(UnityEngine.SurfaceEffector2D instanceSystem.Boolean value)¶
outputs: none
flow inputs: unnamed
flow outputs: unnamed
SurfaceEffector2D set_useColliderMask¶
-
UnityEngineSurfaceEffector2D.
__set_useColliderMask__SystemBoolean__SystemVoid
(UnityEngine.SurfaceEffector2D instanceSystem.Boolean value)¶
outputs: none
flow inputs: unnamed
flow outputs: unnamed
SurfaceEffector2D set_useContactForce¶
-
UnityEngineSurfaceEffector2D.
__set_useContactForce__SystemBoolean__SystemVoid
(UnityEngine.SurfaceEffector2D instanceSystem.Boolean value)¶
outputs: none
flow inputs: unnamed
flow outputs: unnamed
SurfaceEffector2D set_useFriction¶
-
UnityEngineSurfaceEffector2D.
__set_useFriction__SystemBoolean__SystemVoid
(UnityEngine.SurfaceEffector2D instanceSystem.Boolean value)¶
outputs: none
flow inputs: unnamed
flow outputs: unnamed
SurfaceEffector2D ToString¶
-
UnityEngineSurfaceEffector2D.
__ToString__SystemString
(UnityEngine.SurfaceEffector2D instance)¶
outputs: unnamed (String
)
flow: none


Cadillac May Give Subscription Program Another Go
It wasn't very popular last time.
by Jared RosenholtzSubscription services have not yet reached universal awareness but more automakers are experimenting with these programs. We believe they offer benefits over traditional buying or leasing. For example, programs like Porsche Passport allow subscribers to swap in and out of cars within the brand - so you can have an SUV during the week to take the kids to school and a convertible on the weekend to have some fun.
The Book by Cadillac program worked in the same way, meaning you could theoretically borrow an XT6 during the week, then switch to a CT6-V for the weekend. The trouble is, Book by Cadillac subscribers did not receive any answers when they attempted to sign up because there weren't enough cars to go around. In late 2018, Cadillac ended the service soon after it began. But early this year, rumors emerged of Book by Cadillac's return and according to Automotive News, it's finally happening.
Speaking at the J.D. Power/NADA AutoConference in Los Angeles, General Motors chief marketing officer, Deborah Wahl said the first dealerships will relaunch a pilot version of Book by Cadillac. She didn't go into much details about the revamped program but said it will offer "convenience, flexibility, and value for potential subscribers." Earlier this year, Wahl said the program would function better if it was more well-integrated with the dealer network.
Dublin Cadillac in California has been chosen to be the first pilot dealership for the new program. Speaking to Auto News earlier this year, Wahl said, "we do still see a lot of interest from consumers in finding different ownership models, but the right price, value, how we do that, how we bundle those services is what we're working on."
Wahl didn't mention pricing but we know Book by Cadillac launched with a $1,800 monthly fee (including insurance and maintenance) that allowed subscribers to swap in and out of vehicles with no commitment. $1,800 is significantly more than most people spend on their monthly car payment, so perhaps the luxury of being able to swap out cars isn't worth it to some shoppers. "There's really no one-size-fits-all solution for personal transportation," Wahl said.


Guard Bright:
Take this bouquet of mandragora flowers to my mother. Her name is
Emily
. I am on duty and cannot leave my post. I hope these flowers will cheer her up...


Processing inline attachment with the same image file 3 times:
The image file will be attached only once.


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java.lang.Object com.rattat.micro.ui.effects.imagestring.ImageStringDrawer
public class ImageStringDrawer
ImageStringDrawer is used for drawing strings built from a collection of images representing individual characters.
There are two possible ways to construct an ImageStringDrawer instance:
One method uses a less convenient constructor which accepts a path to the character images and an arary of which characters there are images for. The class will attempt to load these images and if one does not exist then an IOException will be thrown.
The second method uses a constructor which accepts only the path to the images. The object will attempt to load images for a default range of characters (those containted in DEFAULT_CHARS). This method will not throw an exception if any of the images can't be found. This makes it more convenient to construct, but more risky since exceptions may be thrown later if the user attempts to draw a string containing a character which was not loaded.
The constructor argument with the path to the character images must contain a wildcard character (*). When an image is loaded for a character, ImageStringDrawer will look for the appropriate file by replacing the wildcard in the path with character being loaded. e.g. If the path is "images/*.jpg" then the file representing the character 'a' must be contained in the images directory and must be named "a.jpg"
Instances of this class are immutable, stateless and thread safe.
Construction with defined list of characters
try {
char[] chars = new char[]{'h','e','l','o','w','r','d',' '};
ImageStringDrawer drawer = new ImageStringDrawer("letters/*.jpg", chars);
} catch (IOException) {
}
drawer.draw("hello world", 0, 0, ImageStringDrawer.TOP | ImageStringDrawer.LEFT);
Construction without defined list of characters
ImageStringDrawer drawer = new ImageStringDrawer("letters/*.jpg");
drawer.draw("hello world", 0, 0, ImageStringDrawer.TOP | ImageStringDrawer.LEFT);
| Field Summary | |
|---|---|
static int |
BOTTOM
Bottom alignment - string will be alligned at bottom, in relation to the y anchor point |
static int |
CENTER
Center alignment - string will be horizontally aligned in the centre, in relation to the x anchor point |
static char[] |
DEFAULT_CHARS
A character array holding all of the characters which will be loaded if no characters list is passed to the constructor. |
static int |
LEFT
Left alignment - string will be horizontally aligned to the left, in relation to the x anchor point |
static int |
RIGHT
Right alignment - string will be horizontally aligned to the right, in relation to the x anchor point |
static int |
TOP
Top alignment - string will be alligned at top when rendered, in relation to the y anchor point |
static int |
VCENTER
Vertical center alignment - string will be vertically alligned in middle, in relation to the y anchor point |
| Constructor Summary | |
|---|---|
ImageStringDrawer(java.lang.String imageFilePath)
Creates a new instance of ImageStringDrawer |
|
ImageStringDrawer(java.lang.String imageFilePath,
char[] characters)
Creates a new instance of ImageStringDrawer |
| Method Summary | |
|---|---|
void |
draw(Graphics g,
int number,
int x,
int y,
int anchor)
Render the integer onto the Graphics, built from individual character images. |
void |
draw(Graphics g,
java.lang.String string,
int x,
int y,
int anchor)
Render the string onto the Graphics, built from individual character images. |
int |
getHeight(java.lang.String string)
Get the height of the area that will be drawn when rendering the string |
int |
getWidth(java.lang.String string)
Get the width of the area that will be drawn when rendering the string |
| Methods inherited from class java.lang.Object |
|---|
clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait |
| Field Detail |
|---|
public static final int TOP
public static final int BOTTOM
public static final int VCENTER
public static final int LEFT
public static final int RIGHT
public static final int CENTER
public static final char[] DEFAULT_CHARS
| Constructor Detail |
|---|
public ImageStringDrawer(java.lang.String imageFilePath, char[] characters) throws java.io.IOException
imageFilePath
- Path to character images contining a wildcard
character (*). The wildcard will be replaced with
the appropriate character when determining
filenames.characters
- Array of characters to load images for
java.io.IOException
- Throws exception when a required image can't be loadedImageStringDrawer(String imageFilePath)
public ImageStringDrawer(java.lang.String imageFilePath)
Creates a new instance of ImageStringDrawer
This will attempt to load images for all of the characters in the DEFAULT_CHARS array.
Warning: This constructor will not throw an IOException when a character image is not found, unlike the checked counterpart which accepts an array of characters. This makes it more likely to encounter an exception whilst calling draw() later if an image is not found.
imageFilePath
- Path to character images contining a wildcard
character (*). The wildcard will be replaced with
the appropriate character when determining
filenames.DEFAULT_CHARS
,
ImageStringDrawer(String imageFilePath, char[] characters)
| Method Detail |
|---|
public final void draw(Graphics g, java.lang.String string, int x, int y, int anchor)
Render the string onto the Graphics, built from individual character images.
The anchor paramater can contain the following values TOP, BOTTOM, VCENTER, LEFT, RIGHT or CENTER.
To use a combination value do a boolean OR - e.g. TOP | CENTER
This method throws runtime exceptions when arguments are invalid or when a required image representing a character can't be found
g
- The graphics instance to draw onstring
- The string to drawx
- The x anchor pointy
- The y anchor pointanchor
- The anchor types: TOP, BOTTOM, VCENTER, LEFT, RIGHT or
CENTER.
java.lang.IllegalArgumentException
- If the anchor contains an invalid number
and exception wil be thrown
java.lang.NullPointerException
- If a null Graphics or String object is passed
in as a parameter
java.lang.RuntimeException
- If the string contains a character for which there
is no corresponding imagedraw(Graphics g, int number, int x, int y, int anchor)
public final void draw(Graphics g, int number, int x, int y, int anchor) throws java.lang.Exception
Render the integer onto the Graphics, built from individual character images.
This method throws runtime exceptions when arguments are invalid or when a required image representing a character can't be found
g
- The graphics instance to draw onnumber
- The number to drawx
- The x anchor pointy
- The y anchor pointanchor
- The anchor types: TOP, BOTTOM, VCENTER, LEFT, RIGHT or
CENTER.
java.lang.IllegalArgumentException
- If the anchor contains an invalid number
and exception wil be thrown
java.lang.NullPointerException
- If a null Graphics or String object is passed
in as a parameter
java.lang.RuntimeException
- If the string contains a character for which there
is no corresponding image
java.lang.Exception
draw(Graphics g, String string, int x, int y, int anchor)
public final int getHeight(java.lang.String string)
string
-
public final int getWidth(java.lang.String string)
string
-
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About Me
My name is Trevor Ogg. I was born in Orange County, California. I have lived in Colorado most of my life,
I grew up in Boulder. I graduated from the University of Colorado Denver with a Bachelors Degree in Electrical
Engineering in December, 2016. My focus was in Power and Control Systems. My favorite topics in school were
C, C++, and digital hardware design.


Game Design Blog
Things I've learned about designing games in HTML/Javascript and C
Things I've learned about designing games in HTML/Javascript and C
Learn to build the arcade classic “Asteroids” from scratch as a web game. This requires a little knowledge of JavaScript; if you don’t know it, I recommend Eloquent JavaScript to help you get started.
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This is the blog I wrote as part of Phase 0 of Dev Bootcamp, sadly no longer operating as a web development bootcamp. During that time, I learned how to use Git version control, Ruby, HTML, and JavaScript for the first time. Some of these entries may be useful for anyone just starting to learn these skills, but they mostly just chronicle my journey as I took my first stumbling steps in the world of web development.
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Here is a brief overview of myself, feel free to proceed or not. Whatever you feel
like really.
SO…
I am originally from Utah, and before we move on I will answer your questions. Yes,
I grew up Mormon.
No, I am not currently practicing. I only have one mom, and no, I
have not seen the play.I am the oldest of three.
I have two brothers one is 17 and one
is 14. Jackson is 17 and I adore him with all my heart. My other brother
is 14 and sort
of a pain in everyone’s ass, but I still love him.I am a Communication Design major, so
I am freaky obsessed
with typeface. I based which bank I chose off of who had the
better font. Anyways, I recently picked up
roller skating and I am fully committed to
becoming the next Tony Harding. I mean, I am the most ungraceful
person I know so just
imagine what that looks like on eight wheels.
For now that will do.
- SKWEST


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Encryption Analyst
|
Task #8
|
Novice/Advanced |
8
Points |
Task Description
You’ve been contracted by your
country’s Intelligence Agency to decode a message that was intercepted by an
operative in a foreign country. Your mission 008, should you decide to accept
it, is to write an algorithm that processes an input data file and determines
the encryption key. This key will be an 8-bit value.
Program Input
The input file will be encrypted
and will consist of a list of values each ranging from 0-255, separated by
commas and/or Carriage Returns/Linefeeds. You will need to apply an encryption
key value ranging from 0-255 to each byte of the message and search on the
keyword ‘Codewars4’ (ignore case). When you have encountered this
keyword, then you will have your encryption key and be able to decode the
message. Each byte will then represent standard ASCII characters (ie-65=’A’,
66=’B’, 67=’C’, etc.).
Decryption Algorithm
The operative who intercepted the message was also
able to obtain the decryption algorithm. Luckily for your country, he was able
to send it, along with the message, just before they disappeared. The algorithm
adds the encryption key to the first byte, adds the encryption key plus 1 to the
second byte, adds the encryption key plus 2 to the third byte, and so on. When
the (encryption key plus increment) reaches 255, the next value will be 0. Each
byte is then masked to obtain final values that range from 0-255.
138,165,174,173,
162,167,165, 86, 92,119,162,150,150,135,144,160,
160,
96, 82,100, 73,113,149, 156,134,151,140,145,143, 64,150,135,
137,136,
59,137,124,123,140,136, 53,122,133,129,126, 48,131,118,
114,
44, 89, 97, 55, 40, 73,127, 37, 55, 68, 79, 45, 32,118, 99,
29,
97, 115,106, 94, 91,107, 0, 91,105, 95, 94, 17, 85, 93, 98,
95,
77, 91, 87, 78, 86, 91, 6, 84, 74, 3, 86, 73, 69,255, 63,
65,
82, 64, 76, 76, 57, 73, 79, 3,222,221
Example: With an encryption key of 0xC3, do the following to the
input data:
1. The first decrypted value will be (((0xC3 + 0) & 0xFF) + 138) &
0xFF) -> 0x4D (‘M’)
2. The second decrypted value will be (((0xC3 + 1) & 0xFF) + 165) &
0xFF) -> 0x69 (‘i’)
3. The third decrypted value will be (((0xC3 + 2) & 0xFF) + 174) &
0xFF) -> 0x73 (‘s’)
4. The forth decrypted value will be (((0xC3 + 3) & 0xFF) + 173) &
0xFF) -> 0x73 (‘s’)
5. And so on…
Program Output
Upon decryption, the output will
be a simple text message that will save your country. Simply output the
encryption key followed by the message as follows to an output file. Be sure to
account for word wrap such that no line has more than 80 characters, and no
words are split between lines.
Encryption Key = 0xC3
Mission 'CodeWars4': Invasion will occur from the NW. By 3AM, we expect
full entrapment of the adversary.


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Beautiful, real-time chat in O(1) lines of code:
/* Server-side */
const chat = new ChatServer(server);
app.use(chat.expressMiddleware());
/* Client-side */
ChatClient.initialize();
Installation
npm install react-chat-client react-chat-server --save


The base class for data sources of timezone and country data.
Use ::set to change the data source being used.
Returns the currently selected DataSource instance.
# File lib/tzinfo/data_source.rb, line 26 def self.get # If a DataSource hasn't been manually set when the first request is # made to obtain a DataSource, then a Default data source is created. # This is done at the first request rather than when TZInfo is loaded to # avoid unnecessary (or in some cases potentially harmful) attempts to # find a suitable DataSource. # A Mutex is used to ensure that only a single default instance is # created (having two different DataSources in use simultaneously could # cause unexpected results). unless @@instance @@default_mutex.synchronize do set(create_default_data_source) unless @@instance end end @@instance end
Sets the currently selected data source for Timezone and Country data.
This should usually be set to one of the two standard data source types:
:ruby
- read data from the Ruby modules included in the
TZInfo::Data library (tzinfo-data gem).
:zoneinfo
- read data from the zoneinfo files included with
most Unix-like operating sytems (e.g. in /usr/share/zoneinfo).
To set TZInfo to use one of the standard data source types, call TZInfo::DataSource.set in one of the following ways:
TZInfo::DataSource.set(:ruby) TZInfo::DataSource.set(:zoneinfo) TZInfo::DataSource.set(:zoneinfo, zoneinfo_dir) TZInfo::DataSource.set(:zoneinfo, zoneinfo_dir, iso3166_tab_file)
DataSource.set(:zoneinfo) will automatically search for the zoneinfo directory by checking the paths specified in ZoneinfoDataSource.search_paths. ZoneinfoDirectoryNotFound will be raised if no valid zoneinfo directory could be found.
DataSource.set(:zoneinfo, zoneinfo_dir) uses the specified zoneinfo directory as the data source. If the directory is not a valid zoneinfo directory, an InvalidZoneinfoDirectory exception will be raised.
DataSource.set(:zoneinfo, zoneinfo_dir, iso3166_tab_file) uses the specified zoneinfo directory as the data source, but loads the iso3166.tab file from an alternate path. If the directory is not a valid zoneinfo directory, an InvalidZoneinfoDirectory exception will be raised.
Custom data sources can be created by subclassing TZInfo::DataSource and implementing the following methods:
load_timezone_info
timezone_identifiers
data_timezone_identifiers
linked_timezone_identifiers
load_country_info
country_codes
To have TZInfo use the custom data source, call DataSource.set as follows:
TZInfo::DataSource.set(CustomDataSource.new)
To avoid inconsistent data, DataSource.set should be called before accessing any Timezone or Country data.
If DataSource.set is not called, TZInfo will by default use TZInfo::Data as the data source. If TZInfo::Data is not available (i.e. if require 'tzinfo/data' fails), then TZInfo will search for a zoneinfo directory instead (using the search path specified by TZInfo::ZoneinfoDataSource::DEFAULT_SEARCH_PATH).
# File lib/tzinfo/data_source.rb, line 101 def self.set(data_source_or_type, *args) if data_source_or_type.kind_of?(DataSource) @@instance = data_source_or_type elsif data_source_or_type == :ruby @@instance = RubyDataSource.new elsif data_source_or_type == :zoneinfo @@instance = ZoneinfoDataSource.new(*args) else raise ArgumentError, 'data_source_or_type must be a DataSource instance or a data source type (:ruby)' end end
Creates a DataSource instance for use as the default. Used if no preference has been specified manually.
# File lib/tzinfo/data_source.rb, line 168 def self.create_default_data_source has_tzinfo_data = false begin require 'tzinfo/data' has_tzinfo_data = true rescue LoadError end return RubyDataSource.new if has_tzinfo_data begin return ZoneinfoDataSource.new rescue ZoneinfoDirectoryNotFound raise DataSourceNotFound, "No source of timezone data could be found.\nPlease refer to http://tzinfo.github.io/datasourcenotfound for help resolving this error." end end
Returns an array of all the available ISO 3166-1 alpha-2 country codes.
# File lib/tzinfo/data_source.rb, line 150 def country_codes raise_invalid_data_source('country_codes') end
Returns an array of all the available timezone identifiers for data timezones (i.e. those that actually contain definitions).
# File lib/tzinfo/data_source.rb, line 131 def data_timezone_identifiers raise_invalid_data_source('data_timezone_identifiers') end
Returns internal object state as a programmer-readable string.
# File lib/tzinfo/data_source.rb, line 160 def inspect "#<#{self.class}>" end
Returns an array of all the available timezone identifiers that are links to other timezones.
# File lib/tzinfo/data_source.rb, line 137 def linked_timezone_identifiers raise_invalid_data_source('linked_timezone_identifiers') end
Returns a CountryInfo instance for the given ISO 3166-1 alpha-2 country code. Raises InvalidCountryCode if the country could not be found or the code is invalid.
# File lib/tzinfo/data_source.rb, line 144 def load_country_info(code) raise_invalid_data_source('load_country_info') end
Returns a TimezoneInfo instance for a given identifier. The TimezoneInfo instance should derive from either DataTimzoneInfo for timezones that define their own data or LinkedTimezoneInfo for links or aliases to other timezones.
Raises InvalidTimezoneIdentifier if the timezone is not found or the identifier is invalid.
# File lib/tzinfo/data_source.rb, line 120 def load_timezone_info(identifier) raise_invalid_data_source('load_timezone_info') end
Returns an array of all the available timezone identifiers.
# File lib/tzinfo/data_source.rb, line 125 def timezone_identifiers raise_invalid_data_source('timezone_identifiers') end
Returns the name of this DataSource.
# File lib/tzinfo/data_source.rb, line 155 def to_s "Default DataSource" end
# File lib/tzinfo/data_source.rb, line 186 def raise_invalid_data_source(method_name) raise InvalidDataSource, "#{method_name} not defined" end


Enumerations | |
| enum | CPUTimer_EmulationMode { CPUTIMER_EMULATIONMODE_STOPAFTERNEXTDECREMENT = 0x0000, CPUTIMER_EMULATIONMODE_STOPATZERO = 0x0400, CPUTIMER_EMULATIONMODE_RUNFREE = 0x0800 } |
| enum | CPUTimer_ClockSource { CPUTIMER_CLOCK_SOURCE_SYS = 0x0, CPUTIMER_CLOCK_SOURCE_INTOSC1 = 0x1, CPUTIMER_CLOCK_SOURCE_INTOSC2 = 0x2, CPUTIMER_CLOCK_SOURCE_XTAL = 0x3, CPUTIMER_CLOCK_SOURCE_AUX = 0x6 } |
| enum | CPUTimer_Prescaler { CPUTIMER_CLOCK_PRESCALER_1 = 0, CPUTIMER_CLOCK_PRESCALER_2 = 1, CPUTIMER_CLOCK_PRESCALER_4 = 2, CPUTIMER_CLOCK_PRESCALER_8 = 3, CPUTIMER_CLOCK_PRESCALER_16 = 4 } |
Functions | |
| static void | CPUTimer_clearOverflowFlag (uint32_t base) |
| static void | CPUTimer_disableInterrupt (uint32_t base) |
| static void | CPUTimer_enableInterrupt (uint32_t base) |
| static void | CPUTimer_reloadTimerCounter (uint32_t base) |
| static void | CPUTimer_stopTimer (uint32_t base) |
| static void | CPUTimer_resumeTimer (uint32_t base) |
| static void | CPUTimer_startTimer (uint32_t base) |
| static void | CPUTimer_setPeriod (uint32_t base, uint32_t periodCount) |
| static uint32_t | CPUTimer_getTimerCount (uint32_t base) |
| static void | CPUTimer_setPreScaler (uint32_t base, uint16_t prescaler) |
| static bool | CPUTimer_getTimerOverflowStatus (uint32_t base) |
| static void | CPUTimer_selectClockSource (uint32_t base, CPUTimer_ClockSource source, CPUTimer_Prescaler prescaler) |
| void | CPUTimer_setEmulationMode (uint32_t base, CPUTimer_EmulationMode mode) |
Values that can be passed to CPUTimer_setEmulationMode() as the mode parameter.
| enum CPUTimer_ClockSource |
The following are values that can be passed to CPUTimer_selectClockSource() as the source parameter.
| enum CPUTimer_Prescaler |
The following are values that can be passed to CPUTimer_selectClockSource() as the prescaler parameter.
|
inlinestatic |
Clears CPU timer overflow flag.
| base | is the base address of the timer module. |
This function clears the CPU timer overflow flag.
References ASSERT, CPUTIMER_O_TCR, CPUTIMER_TCR_TIF, and HWREGH.
|
inlinestatic |
Disables CPU timer interrupt.
| base | is the base address of the timer module. |
This function disables the CPU timer interrupt.
References ASSERT, CPUTIMER_O_TCR, CPUTIMER_TCR_TIE, and HWREGH.
|
inlinestatic |
Enables CPU timer interrupt.
| base | is the base address of the timer module. |
This function enables the CPU timer interrupt.
References ASSERT, CPUTIMER_O_TCR, CPUTIMER_TCR_TIE, and HWREGH.
|
inlinestatic |
Reloads CPU timer counter.
| base | is the base address of the timer module. |
This function reloads the CPU timer counter with the values contained in the CPU timer period register.
References ASSERT, CPUTIMER_O_TCR, CPUTIMER_TCR_TRB, and HWREGH.
|
inlinestatic |
Stops CPU timer.
| base | is the base address of the timer module. |
This function stops the CPU timer.
References ASSERT, CPUTIMER_O_TCR, CPUTIMER_TCR_TSS, and HWREGH.
|
inlinestatic |
Starts(restarts) CPU timer.
| base | is the base address of the timer module. |
This function starts (restarts) the CPU timer.
Note: This function doesn't reset the timer counter.
References ASSERT, CPUTIMER_O_TCR, CPUTIMER_TCR_TSS, and HWREGH.
|
inlinestatic |
Starts(restarts) CPU timer.
| base | is the base address of the timer module. |
This function starts (restarts) the CPU timer.
Note: This function reloads the timer counter.
References ASSERT, CPUTIMER_O_TCR, CPUTIMER_TCR_TRB, CPUTIMER_TCR_TSS, and HWREGH.
|
inlinestatic |
Sets CPU timer period.
| base | is the base address of the timer module. |
| periodCount | is the CPU timer period count. |
This function sets the CPU timer period count.
References ASSERT, CPUTIMER_O_PRD, and HWREG.
|
inlinestatic |
Returns the current CPU timer counter value.
| base | is the base address of the timer module. |
This function returns the current CPU timer counter value.
References ASSERT, CPUTIMER_O_TIM, and HWREG.
|
inlinestatic |
Set CPU timer pre-scaler value.
| base | is the base address of the timer module. |
| prescaler | is the CPU timer pre-scaler value. |
This function sets the pre-scaler value for the CPU timer. For every value of (prescaler + 1), the CPU timer counter decrements by 1.
References ASSERT, CPUTIMER_O_TPR, CPUTIMER_O_TPRH, CPUTIMER_TPR_TDDR_M, and HWREGH.
|
inlinestatic |
Return the CPU timer overflow status.
| base | is the base address of the timer module. |
This function returns the CPU timer overflow status.
References ASSERT, CPUTIMER_O_TCR, CPUTIMER_TCR_TIF, and HWREGH.
|
inlinestatic |
Select CPU Timer 2 Clock Source and Prescaler
| base | is the base address of the timer module. |
| source | is the clock source to use for CPU Timer 2 |
| prescaler | is the value that configures the selected clock source relative to the system clock |
This function selects the specified clock source and prescaler value for the CPU timer (CPU timer 2 only).
The source parameter can be any one of the following:
The prescaler parameter can be any one of the following:
References ASSERT, CPUSYS_BASE, CPUTIMER2_BASE, EALLOW, EDIS, HWREGH, SYSCTL_O_TMR2CLKCTL, SYSCTL_TMR2CLKCTL_TMR2CLKPRESCALE_M, SYSCTL_TMR2CLKCTL_TMR2CLKPRESCALE_S, and SYSCTL_TMR2CLKCTL_TMR2CLKSRCSEL_M.
| void CPUTimer_setEmulationMode | ( | uint32_t | base, |
| CPUTimer_EmulationMode | mode | ||
| ) |
Sets Emulation mode for CPU timer.
| base | is the base address of the timer module. |
| mode | is the emulation mode of the timer. |
This function sets the behaviour of CPU timer during emulation. Valid values mode are: CPUTIMER_EMULATIONMODE_STOPAFTERNEXTDECREMENT, CPUTIMER_EMULATIONMODE_STOPATZERO and CPUTIMER_EMULATIONMODE_RUNFREE.
References ASSERT, CPUTIMER_O_TCR, CPUTIMER_TCR_FREE, CPUTIMER_TCR_SOFT, and HWREGH.


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Before Change
try:
graftable = proxify(param).graft
except NotImplementedError:
raise TypeError(
"Invalid type for parameter {!r}: {}. "
"Must be a JSON-serializable value, Proxytype, "
"or object that `proxify` can handle. "
"Got: {}".format(name, type(param), param)
)
// Turn value grafts of literals back into their literals, for concision and URL stability.
// (Basically passing in `Int._promote(1)` is the same as passing in `1`.)
return_expr = graftable[graftable["returns"]]
After Change
for name, arg in arguments.items():
// Check arguments don"t themselves depend on params
if arg.params:
param_names = tuple(p._name for p in arg.params)
raise ValueError(
f"Arguments to a computation cannot depend on parameters, but the argument for {name!r} depends on "
f"the parameters {param_names}.\n"
f"Consider turning the object you"re passing in for {name!r} into a Function, "


Please enter search phrase in formNote/OctaveNote/Octavefor example: A/0B/1C#/2Result will be displayed in formString/Fret/Finger (Note/Octave)for example: 5/12/1 (A/0)2/12/1 (B/1)2/14/3 (C#/2)


{% extends 'base.html' %} {% load static %} {% block head %}
Community platform for getting exposure to industrial requirements


Is the Application Vulnerable?
Applications and APIs will be vulnerable if they deserialize hostile or tampered objects supplied by an attacker.
This can result in two primary types of attacks:
•Object and data structure related attacks where the attacker modifies application logic or achieves arbitrary remote code execution if there are classes available to the application that can change behavior during or after deserialization.
•Typical data tampering attacks, such as access-control-related attacks, where existing data structures are used but the content is changed.
Serialization may be used in applications for:
•Remote-and inter-process communication (RPC/IPC)
•Wire protocols, web services, message brokers
•Caching/Persistence
•Databases, cache servers, file systems
•HTTP cookies, HTML form parameters, API authentication tokens
How to Prevent
The only safe architectural pattern is not to accept serialized objects from untrusted sources or to use serialization mediums that only permit primitive data types.
If that is not possible, consider one of more of the following:
•Implementing integrity checks such as digital signatures on any serialized objects to prevent hostile object creation or data tampering.
•Enforcing strict type constraints during deserialization before object creation as the code typically expects a definable set of classes. Bypasses to this technique have been demonstrated, so reliance solely on this is not advisable.
•Isolating and running code that deserializes in low privilege environments when possible.
•Logging deserialization exceptions and failures, such as where the incoming type is not the expected type, or the deserialization throws exceptions.
•Restricting or monitoring incoming and outgoing network connectivity from containers or servers that deserialize.
•Monitoring deserialization, alerting if a user deserializes constantly.
Example Attack Scenarios
Scenario #1: A React application calls a set of Spring Boot microservices. Being functional programmers, they tried to ensure that their code is immutable. The solution they came up with is serializing user state and passing it back and forth with each request. An attacker notices the "R00" Java object signature, and uses the Java Serial Killer tool to gain remote code execution on the application server.
Scenario #2: A PHP forum uses PHP object serialization to save a "super" cookie, containing the user's user ID, role, password hash, and other state:
a:4:{i:0;i:132;i:1;s:7:"Mallory";i:2;s:4:"user";i:3;s:32:"b6a8b3bea87fe0e05022f8f3c88bc960";}
An attacker changes the serialized object to give themselves admin privileges:
a:4:{i:0;i:1;i:1;s:5:"Alice";i:2;s:5:"admin";i:3;s:32:"b6a8b3bea87fe0e05022f8f3c88bc960";}


Blog of a data scientist/developer
Here's some content for some talks that I've given in the past:
Vincent D. Warmerdam Made with Pelican


Walk Over Me
Games
Home
Scores
HIGH SCORES
Whack-a-Mole
#
Player
Score
Since
1
Markster23
107
30.04.2019
2
SaltySocks3
94
23.05.2019
3
Av0cad0
93
19.01.2019
All The Same
#
Player
Time
Since
1
HappyFeet
7.3 s
11.09.2019
2
JaneDoe
8.9 s
02.12.2018
3
FastAndFurious
9.0 s
06.06.2019


"Just wanted to say thank you for sending the second doorstop so quickly, it arrived today. The product itself is fantastic and exactly what I was looking for. The customer service was even better - if only everywhere could give that personal touch like you have."


--- layout: page title: "Network Error Logging" description: "This document defines a mechanism that enables developers to declare a network error reporting policy for a web application. A user agent can use this policy to report encountered network errors that prevented it from successfully fetching requested resources." ---
| Document Name: | W3C TR http://www.w3.org/TR/network-error-logging-1 |
|---|---|
| Document URI: |
http://www.w3.org/TR/network-error-logging-1
|
| Online Version: |
http://www.w3.org/TR/network-error-logging-1
|
| Organization: | World Wide Web Consortium (W3C) |
| Series: | Technical Report (TR) |
| Abstract: | This document defines a mechanism that enables developers to declare a network error reporting policy for a web application. A user agent can use this policy to report encountered network errors that prevented it from successfully fetching requested resources. |
NEL
Return to ( Series | Organization | all Specifications )