Selecting an AudioGroup in the AudioGroup Hierarchy, the AudioGroup View or the Project window (as a sub-asset) will show the inspector for that AudioGroup.
The inspector for the AudioGroup consists of a number of elements:
At the top of the AudioGroup Inspector there is the name of the AudioGroup, along with with the gear dropdown menu common to all Object Inspectors.
The gear menu contains the following functionality:
When in Playmode within Unity, the Inspector for an AudioGroup includes a button at the top called “Edit in Playmode”. By default, the parameter values of an AudioMixer are not editable in Playmode and are fully controlled by the current snapshot within the game.
Edit in Playmode allows you to override the snapshot system and start making edits to the current snapshot directly during playmode. This is a great way to mix and master a game while playing it in realtime.
At the top of all AudioGroup Inspectors, there is a slider that defines the pitch of playback through that AudioGroup. To change the pitch, either use the slider or enter the pitch manually into the text field to the right.
Every AudioGroup within an AudioMixer has exactly 1 Attenuation Unit.
The Attenuation Unit is where you can apply attenuation / gain to the audio signal passing through the AudioGroup. The attenuation is computed and applied to the signal ‘at the unit’ (not combined with other attenuation settings and applied at the voice source). This allows very complex and interesting setups to be created when combined with Sends / Receives and non linear DSP effects. Attenuation can be applied to –80dB (silence) and gain can be applied to +20dB.
Every Attenuation Unit has a VU meter in the inspector. This meter shows the audio signal levels at that point in the signal chain (just after attenuation is applied). This means that if you have DSP effects or Receives after the Attenuation Unit, the metering information seen in the AudioGroup strip for that AudioGroup will be different to the metering information at the Attenuation Unit. This is a great way to debug the signal chain of an AudioGroup by dragging the Attenuation Unit up and down the processing chain to see the metering at different points.
The VU meter shows both RMS and peak hold values.
Effect Units are general DSP effects that modify the audio signal being played through the AudioGroup, for example Highpass or Reverb. Effect Units can also process side-chain signal information that is sent to it from a Send Unit. The interface for each Effect Unit is different, but for the most part expose a collection of parameters that you can modify to change how the effect is applied to the signal. For example, a Parameter EQ effect has 3 parameters that modify how the signal is processed:
Unity comes with a collection of in-built effects that you can use within an AudioGroup. There is also the ability to create custom DSP effect plugins that can be used within an AudioMixer.
To change the ordering of the effect within the AudioGroup, left click the effect header and drag up or down to place it in a different position.
To remove the effect from the AudioGroup, right click on the effect header and select ‘Remove this effect’.
Sends allow you to diverge the audio signal flow and send a potentially attenuated copy of the signal to be used as a side-chain within another Effect Unit, for example, a side-chain compressor. You can insert Sends anywhere in the signal chain, allowing divergence of signal at any point.
Initially, when Sends are added to an AudioGroup, they do not send to anything, and the Send Level is set to 80dB. To send to another Effect Unit, you must already have an Effect Unit that can accept side-chain signals in the AudioMixer somewhere. Once the destination Effect Unit has been selected, the user needs to increase the Send Level to send signal to the destination.
Receives are the signal sinks of Sends, they simply take the audio signal that is sent to them from Sends and mix it with the current signal passing through their AudioGroup. There are no parameters to a Receive.
Note that if you Solo a Receive unit, this will make the sound stop playing. This is by design.
Duck Volume Units allow you to create side-chain compression from signal sent from Sends. Duck Volume is a great way to control the attenuation of a signal based on audio being played somewhere else in the AudioMixer.
Duck Volume Units can be added like any other Effect Unit and must have signal sent to them from at least one Send to be useful.
Each unit within the AudioGroup Inspector has a number of common features.
Allowing Wet Mixing on a DSP effect allows you to decide how much of the audio signal that is to enter the effect actually is processed by the effect. Enabling Wet Mixing effectively creates a dry channel around the effect. You can then click on the effect slot and drag left and right to increase or decrease the percentage of audio signal that is passed through the DSP effect unit. The rest of the signal is passed through the dry channel. The following diagram illustrates this concept:
Wet mixing is good for when a user wants to control the influence an effect has on the mix and preserve a percentage of the original signal.
Exposed Parameters allow you to bypass the Snapshot system of an AudioMixer and set the value of any parameter within an AudioMixer from script. When an Exposed Parameter is set via script, that parameter is locked to that value and will not change as the the game transitions Snapshots.
Exposing a parameter with an AudioMixer is done in the AudioGroup Inspector. For any parameter shown in the Inspector (including Pitch, Volume, Send Level and Wet Level), you can right click on the name of the Parameter and choose ‘Expose X to script’.
Once a parameter is exposed it will show up in the Exposed Parameter drop down in the top right corner of the AudioMixer Window. Clicking on this drop down will reveal all the Exposed Parameters in the AudioMixer.
When transitioning between Snapshots, by default all transitions are done with linear interpolation from the beginning to target values. In some cases this transition behaviour is not desired however, for example when it it preferable to brick-wall the change at the start or end of the transition.
All of the parameters available within the AudioMixer can have their transition behaviour changed. Transition behaviours are defined per-Snapshot, with the target Snapshot defining the transition behaviour.
To set the transition override for a particular parameter for the current Snapshot, right click on the parameter name and select the required transition type.
The audio mixer asset itself has an inspector that allows specifying the overall activation/suspense behavior of the mixer. Being assets, audio mixers are basically activated when any audio source plays into the mixer and will stay active as long as there is such a driver supplying audio data to the mixer. Since mixers can also be activated by the audio preview button in the scene view, the activation behavior is different from that of scene-objects such as MonoBehaviors. Thus, a mixer may be active (and therefore consuming CPU) even in stop mode.
To avoid running out of CPU resources in a project that contains a large number of mixers that are not supposed to be running all at the same time (say, because specific levels use certain specialized mixers), the audio mixers have functionality built-in to put themselves into suspended mode in which all processing stops. To do this in a natural way that doesn’t lead to audible artefacts such as clicks or missing rever/echo tails each mixer uses the following strategy:
As long as any audio source is playing into this mixer or the mixer is receiving audio data from other sub-mixers the mixer will keep itself active. After the last sound source has finished playing, the mixer will wait for a second and then continually use loudness-measurement at its own output do decide if it should suspend itself. This is needed because reverb and echo tails can potentially decay very slowly. The loudness threshold at which the mixer suspends itself is determined by enabling Auto Mixer Suspend and setting the Threshold Volume parameter on the mixer asset’s inspector which is shown then the mixer asset is selected in the project browser (not when selecting a sub-asset like a mixer group or snapshot). The value of –80 dB is chosen as the default and matches the lowest value of the faders in the mixer. In practice it is often possible to set it to a significantly larger value to get quicker deactivation and avoid intermediate CPU spikes that could cause stutter.


Eurojackpot results for Friday 21st September 2018
The winning numbers for the 38th Eurojackpot draw in 2018 that took place on Friday 21st September at 21:00 CEST (20:00 GMT) were:
Winners
Winners
Amount
Slovenian Prize Breakdown
View prize breakdowns for other countries| Numbers Matched | Prize Per Winner | Winners from Slovenia | Prize Fund Amount | Total Winners |
|---|---|---|---|---|
|
Match 5 and 2 Euro Numbers |
€28,710,154 | 0 | €0 | 0 |
|
Match 5 and 1 Euro Number |
€580,434.10 | 0 | €0 | 3 |
|
Match 5 |
€122,915.40 | 0 | €0 | 5 |
|
Match 4 and 2 Euro Numbers |
€6,207.80 | 0 | €0 | 33 |
|
Match 4 and 1 Euro Number |
€304.20 | 12 | €3,650.40 | 606 |
|
Match 4 |
€123.60 | 15 | €1,854 | 1,160 |
|
Match 3 and 2 Euro Numbers |
€73.40 | 23 | €1,688.20 | 1,674 |
|
Match 2 and 2 Euro Numbers |
€26 | 294 | €7,644 | 24,356 |
|
Match 3 and 1 Euro Number |
€21.10 | 367 | €7,743.70 | 29,093 |
|
Match 3 |
€15 | 745 | €11,175 | 58,651 |
|
Match 1 and 2 Euro Numbers |
€12.30 | 1,553 | €19,101.90 | 129,638 |
|
Match 2 and 1 Euro Number |
€8.80 | 5,522 | €48,593.60 | 443,541 |
|
Total |
- | 8,531 | €101,450.80 | 688,760 |
Eurojackpot prizes in Slovenia must be claimed within 90 days of the draw date, so tickets purchased for this draw were valid until Thursday 20th December 2018.
Additional Draw Information
In total there were 20,485,910 entries into this draw from all participating countries.
Draw Number: 38
European Prize Breakdown
| Numbers Matched | Prize Per Winner | Winners from Croatia | Prize Fund Amount | Total Winners |
|---|---|---|---|---|
|
Match 5 and 2 Euro Numbers |
kn207,000,000 | 0 | kn0 | 0 |
|
Match 5 and 1 Euro Number |
kn4,307,590.10 | 0 | kn0 | 3 |
|
Match 5 |
kn912,195.13 | 0 | kn0 | 5 |
|
Match 4 and 2 Euro Numbers |
kn46,070.10 | 2 | kn92,140.20 | 33 |
|
Match 4 and 1 Euro Number |
kn2,257.57 | 7 | kn15,802.99 | 606 |
|
Match 4 |
kn917.28 | 9 | kn8,255.52 | 1,160 |
|
Match 3 and 2 Euro Numbers |
kn544.73 | 30 | kn16,341.90 | 1,674 |
|
Match 2 and 2 Euro Numbers |
kn192.95 | 419 | kn80,846.05 | 24,356 |
|
Match 3 and 1 Euro Number |
kn156.59 | 487 | kn76,259.33 | 29,093 |
|
Match 3 |
kn111.32 | 1,004 | kn111,765.28 | 58,651 |
|
Match 1 and 2 Euro Numbers |
kn91.28 | 2,262 | kn206,475.36 | 129,638 |
|
Match 2 and 1 Euro Number |
kn65.31 | 7,918 | kn517,124.58 | 443,541 |
|
Total |
- | 12,138 | kn1,125,011.21 | 688,760 |
Eurojackpot prizes in Croatia must be claimed within 60 days of the draw date, so tickets purchased for this draw were valid until Tuesday 20th November 2018.
The estimated jackpot advertised in Croatia prior to the draw was kn207,000,000.
| Numbers Matched | Prize Per Winner | Winners from Czech Republic | Prize Fund Amount | Total Winners |
|---|---|---|---|---|
|
Match 5 and 2 Euro Numbers |
Kc720,000,000 | 0 | Kc0 | 0 |
|
Match 5 and 1 Euro Number |
Kc14,850,406 | 0 | Kc0 | 3 |
|
Match 5 |
Kc3,144,790 | 0 | Kc0 | 5 |
|
Match 4 and 2 Euro Numbers |
Kc158,826 | 3 | Kc476,478 | 33 |
|
Match 4 and 1 Euro Number |
Kc7,782 | 13 | Kc101,166 | 606 |
|
Match 4 |
Kc3,162 | 39 | Kc123,318 | 1,160 |
|
Match 3 and 2 Euro Numbers |
Kc1,877 | 68 | Kc127,636 | 1,674 |
|
Match 2 and 2 Euro Numbers |
Kc665 | 906 | Kc602,490 | 24,356 |
|
Match 3 and 1 Euro Number |
Kc539 | 1,026 | Kc553,014 | 29,093 |
|
Match 3 |
Kc383 | 1,874 | Kc717,742 | 58,651 |
|
Match 1 and 2 Euro Numbers |
Kc314 | 4,615 | Kc1,449,110 | 129,638 |
|
Match 2 and 1 Euro Number |
Kc225 | 14,420 | Kc3,244,500 | 443,541 |
|
Total |
- | 22,964 | Kc7,395,454 | 688,760 |
Eurojackpot prizes in Czech Republic must be claimed within 35 days of the draw date, so tickets purchased for this draw were valid until Friday 26th October 2018.
The estimated jackpot advertised in Czech Republic prior to the draw was Kc720,000,000.
| Numbers Matched | Prize Per Winner | Winners from Denmark | Prize Fund Amount | Total Winners |
|---|---|---|---|---|
|
Match 5 and 2 Euro Numbers |
kr.177,000,000 | 0 | kr.0 | 0 |
|
Match 5 and 1 Euro Number |
kr.3,700,297 | 0 | kr.0 | 3 |
|
Match 5 |
kr.783,615 | 1 | kr.783,615 | 5 |
|
Match 4 and 2 Euro Numbers |
kr.39,604 | 4 | kr.158,416 | 33 |
|
Match 4 and 1 Euro Number |
kr.1,969 | 63 | kr.124,047 | 606 |
|
Match 4 |
kr.817 | 116 | kr.94,772 | 1,160 |
|
Match 3 and 2 Euro Numbers |
kr.497 | 191 | kr.94,927 | 1,674 |
|
Match 2 and 2 Euro Numbers |
kr.195 | 2,273 | kr.443,235 | 24,356 |
|
Match 3 and 1 Euro Number |
kr.158 | 2,629 | kr.415,382 | 29,093 |
|
Match 3 |
kr.112 | 4,785 | kr.535,920 | 58,651 |
|
Match 1 and 2 Euro Numbers |
kr.92 | 12,144 | kr.1,117,248 | 129,638 |
|
Match 2 and 1 Euro Number |
kr.66 | 37,587 | kr.2,480,742 | 443,541 |
|
Total |
- | 59,793 | kr.6,248,304 | 688,760 |
Eurojackpot prizes in Denmark must be claimed within a set period of time depending on how much you have won. Visit the How to Claim page to find specific claim periods, with some prizes needing to be claimed within 90 days of the draw (valid until Thursday 20th December 2018).
The estimated jackpot advertised in Denmark prior to the draw was kr.177,000,000.
| Numbers Matched | Prize Per Winner | Winners from Estonia | Prize Fund Amount | Total Winners |
|---|---|---|---|---|
|
Match 5 and 2 Euro Numbers |
€28,710,154 | 0 | €0 | 0 |
|
Match 5 and 1 Euro Number |
€580,434.10 | 0 | €0 | 3 |
|
Match 5 |
€122,915.40 | 0 | €0 | 5 |
|
Match 4 and 2 Euro Numbers |
€6,207.80 | 0 | €0 | 33 |
|
Match 4 and 1 Euro Number |
€304.20 | 6 | €1,825.20 | 606 |
|
Match 4 |
€123.60 | 9 | €1,112.40 | 1,160 |
|
Match 3 and 2 Euro Numbers |
€73.40 | 14 | €1,027.60 | 1,674 |
|
Match 2 and 2 Euro Numbers |
€26 | 196 | €5,096 | 24,356 |
|
Match 3 and 1 Euro Number |
€21.10 | 206 | €4,346.60 | 29,093 |
|
Match 3 |
€15 | 455 | €6,825 | 58,651 |
|
Match 1 and 2 Euro Numbers |
€12.30 | 1,040 | €12,792 | 129,638 |
|
Match 2 and 1 Euro Number |
€8.80 | 3,426 | €30,148.80 | 443,541 |
|
Total |
- | 5,352 | €63,173.60 | 688,760 |
Eurojackpot prizes in Estonia must be claimed within 90 days of the draw date, so tickets purchased for this draw were valid until Thursday 20th December 2018.
The estimated jackpot advertised in Estonia prior to the draw was €28,000,000.
| Numbers Matched | Prize Per Winner | Winners from Finland | Prize Fund Amount | Total Winners |
|---|---|---|---|---|
|
Match 5 and 2 Euro Numbers |
€28,710,154 | 0 | €0 | 0 |
|
Match 5 and 1 Euro Number |
€580,434.10 | 0 | €0 | 3 |
|
Match 5 |
€122,915.40 | 1 | €122,915.40 | 5 |
|
Match 4 and 2 Euro Numbers |
€6,207.80 | At present this information is not released by the lottery operator of Finland | 33 | |
|
Match 4 and 1 Euro Number |
€304.20 | 606 | ||
|
Match 4 |
€123.60 | 1,160 | ||
|
Match 3 and 2 Euro Numbers |
€73.40 | 1,674 | ||
|
Match 2 and 2 Euro Numbers |
€26 | 24,356 | ||
|
Match 3 and 1 Euro Number |
€21.10 | 29,093 | ||
|
Match 3 |
€15 | 58,651 | ||
|
Match 1 and 2 Euro Numbers |
€12.30 | 129,638 | ||
|
Match 2 and 1 Euro Number |
€8.80 | 443,541 | ||
|
Total |
- | 688,760 |
Eurojackpot prizes in Finland must be claimed within 365 days of the draw date, so tickets purchased for this draw were valid until Saturday 21st September 2019.
The estimated jackpot advertised in Finland prior to the draw was €28,000,000.
| Numbers Matched | Prize Per Winner | Winners from Germany | Prize Fund Amount | Total Winners |
|---|---|---|---|---|
|
Match 5 and 2 Euro Numbers |
€28,710,154 | 0 | €0 | 0 |
|
Match 5 and 1 Euro Number |
€580,434.10 | 1 | €580,434.10 | 3 |
|
Match 5 |
€122,915.40 | 2 | €245,830.80 | 5 |
|
Match 4 and 2 Euro Numbers |
€6,207.80 | At present this information is not released by the lottery operator of Germany | 33 | |
|
Match 4 and 1 Euro Number |
€304.20 | 606 | ||
|
Match 4 |
€123.60 | 1,160 | ||
|
Match 3 and 2 Euro Numbers |
€73.40 | 1,674 | ||
|
Match 2 and 2 Euro Numbers |
€26 | 24,356 | ||
|
Match 3 and 1 Euro Number |
€21.10 | 29,093 | ||
|
Match 3 |
€15 | 58,651 | ||
|
Match 1 and 2 Euro Numbers |
€12.30 | 129,638 | ||
|
Match 2 and 1 Euro Number |
€8.80 | 443,541 | ||
|
Total |
- | 688,760 |
Eurojackpot prizes in Germany must be claimed within 3 years of the draw date, so tickets purchased for this draw are valid until Tuesday 21st September 2021.
The estimated jackpot advertised in Germany prior to the draw was €28,000,000.
| Numbers Matched | Prize Per Winner | Winners from Hungary | Prize Fund Amount | Total Winners |
|---|---|---|---|---|
|
Match 5 and 2 Euro Numbers |
€28,710,154 | 0 | €0 | 0 |
|
Match 5 and 1 Euro Number |
€580,434.10 | 0 | €0 | 3 |
|
Match 5 |
Ft35,522,550 | 0 | Ft0 | 5 |
|
Match 4 and 2 Euro Numbers |
Ft1,794,055 | 1 | Ft1,794,055 | 33 |
|
Match 4 and 1 Euro Number |
Ft87,915 | 26 | Ft2,285,790 | 606 |
|
Match 4 |
Ft35,720 | 32 | Ft1,143,040 | 1,160 |
|
Match 3 and 2 Euro Numbers |
Ft21,215 | 44 | Ft933,460 | 1,674 |
|
Match 2 and 2 Euro Numbers |
Ft7,515 | 763 | Ft5,733,945 | 24,356 |
|
Match 3 and 1 Euro Number |
Ft6,100 | 811 | Ft4,947,100 | 29,093 |
|
Match 3 |
Ft4,335 | 1,679 | Ft7,278,465 | 58,651 |
|
Match 1 and 2 Euro Numbers |
Ft3,555 | 4,057 | Ft14,422,635 | 129,638 |
|
Match 2 and 1 Euro Number |
Ft2,545 | 13,024 | Ft33,146,080 | 443,541 |
|
Total |
- | 20,437 | Ft71,684,570 | 688,760 |
Eurojackpot prizes in Hungary must be claimed within 180 days of the draw date, so tickets purchased for this draw were valid until Wednesday 20th March 2019.
The estimated jackpot advertised in Hungary prior to the draw was €28,000,000.
| Numbers Matched | Prize Per Winner | Winners from Iceland | Prize Fund Amount | Total Winners |
|---|---|---|---|---|
|
Match 5 and 2 Euro Numbers |
kr.3,703,898,250 | 0 | kr.0 | 0 |
|
Match 5 and 1 Euro Number |
kr.74,881,800 | 0 | kr.0 | 3 |
|
Match 5 |
kr.15,857,310 | 0 | kr.0 | 5 |
|
Match 4 and 2 Euro Numbers |
kr.800,860 | At present this information is not released by the lottery operator of Iceland | 33 | |
|
Match 4 and 1 Euro Number |
kr.39,240 | 606 | ||
|
Match 4 |
kr.15,940 | 1,160 | ||
|
Match 3 and 2 Euro Numbers |
kr.9,460 | 1,674 | ||
|
Match 2 and 2 Euro Numbers |
kr.3,350 | 24,356 | ||
|
Match 3 and 1 Euro Number |
kr.2,720 | 29,093 | ||
|
Match 3 |
kr.1,930 | 58,651 | ||
|
Match 1 and 2 Euro Numbers |
kr.1,580 | 129,638 | ||
|
Match 2 and 1 Euro Number |
kr.1,130 | 443,541 | ||
|
Total |
- | 688,760 |
Eurojackpot prizes in Iceland must be claimed within 1 year of the draw date, so tickets purchased for this draw were valid until Saturday 21st September 2019.
The estimated jackpot advertised in Iceland prior to the draw was kr.0.
| Numbers Matched | Prize Per Winner | Winners from Italy | Prize Fund Amount | Total Winners |
|---|---|---|---|---|
|
Match 5 and 2 Euro Numbers |
€28,710,154 | 0 | €0 | 0 |
|
Match 5 and 1 Euro Number |
€580,434.10 | 0 | €0 | 3 |
|
Match 5 |
€122,915.40 | 1 | €122,915.40 | 5 |
|
Match 4 and 2 Euro Numbers |
€6,207.80 | 2 | €12,415.60 | 33 |
|
Match 4 and 1 Euro Number |
€304.20 | 10 | €3,042 | 606 |
|
Match 4 |
€123.60 | 39 | €4,820.40 | 1,160 |
|
Match 3 and 2 Euro Numbers |
€73.40 | 31 | €2,275.40 | 1,674 |
|
Match 2 and 2 Euro Numbers |
€26 | 524 | €13,624 | 24,356 |
|
Match 3 and 1 Euro Number |
€21.10 | 682 | €14,390.20 | 29,093 |
|
Match 3 |
€15 | 1,542 | €23,130 | 58,651 |
|
Match 1 and 2 Euro Numbers |
€12.30 | 2,892 | €35,571.60 | 129,638 |
|
Match 2 and 1 Euro Number |
€8.80 | 10,710 | €94,248 | 443,541 |
|
Total |
- | 16,433 | €326,432.60 | 688,760 |
Eurojackpot prizes in Italy must be claimed within a set period of time depending on how much you have won. Visit the How to Claim page to find specific claim periods, with some prizes needing to be claimed within 30 days of the draw (valid until Sunday 21st October 2018).
The estimated jackpot advertised in Italy prior to the draw was €28,000,000.
| Numbers Matched | Prize Per Winner | Winners from Latvia | Prize Fund Amount | Total Winners |
|---|---|---|---|---|
|
Match 5 and 2 Euro Numbers |
€28,710,154 | 0 | €0 | 0 |
|
Match 5 and 1 Euro Number |
€580,434.10 | 0 | €0 | 3 |
|
Match 5 |
€122,915.40 | 0 | €0 | 5 |
|
Match 4 and 2 Euro Numbers |
€6,207.80 | At present this information is not released by the lottery operator of Latvia | 33 | |
|
Match 4 and 1 Euro Number |
€304.20 | 606 | ||
|
Match 4 |
€123.60 | 1,160 | ||
|
Match 3 and 2 Euro Numbers |
€73.40 | 1,674 | ||
|
Match 2 and 2 Euro Numbers |
€26 | 24,356 | ||
|
Match 3 and 1 Euro Number |
€21.10 | 29,093 | ||
|
Match 3 |
€15 | 58,651 | ||
|
Match 1 and 2 Euro Numbers |
€12.30 | 129,638 | ||
|
Match 2 and 1 Euro Number |
€8.80 | 443,541 | ||
|
Total |
- | 688,760 |
Eurojackpot prizes in Latvia must be claimed within 30 days of the draw date, so tickets purchased for this draw were valid until Sunday 21st October 2018.
The estimated jackpot advertised in Latvia prior to the draw was €28,000,000.
| Numbers Matched | Prize Per Winner | Winners from Lithuania | Prize Fund Amount | Total Winners |
|---|---|---|---|---|
|
Match 5 and 2 Euro Numbers |
€28,710,154 | 0 | €0 | 0 |
|
Match 5 and 1 Euro Number |
€580,434.10 | 0 | €0 | 3 |
|
Match 5 |
€122,915.40 | 0 | €0 | 5 |
|
Match 4 and 2 Euro Numbers |
€6,207.80 | 0 | €0 | 33 |
|
Match 4 and 1 Euro Number |
€304.20 | 2 | €608.40 | 606 |
|
Match 4 |
€123.60 | 2 | €247.20 | 1,160 |
|
Match 3 and 2 Euro Numbers |
€73.40 | 6 | €440.40 | 1,674 |
|
Match 2 and 2 Euro Numbers |
€26 | 71 | €1,846 | 24,356 |
|
Match 3 and 1 Euro Number |
€21.10 | 90 | €1,899 | 29,093 |
|
Match 3 |
€15 | 173 | €2,595 | 58,651 |
|
Match 1 and 2 Euro Numbers |
€12.30 | 432 | €5,313.60 | 129,638 |
|
Match 2 and 1 Euro Number |
€8.80 | 1,350 | €11,880 | 443,541 |
|
Total |
- | 2,126 | €24,829.60 | 688,760 |
Eurojackpot prizes in Lithuania must be claimed within 60 days of the draw date, so tickets purchased for this draw were valid until Tuesday 20th November 2018.
The estimated jackpot advertised in Lithuania prior to the draw was €28,000,000.
| Numbers Matched | Prize Per Winner | Winners from Netherlands | Prize Fund Amount | Total Winners |
|---|---|---|---|---|
|
Match 5 and 2 Euro Numbers |
€28,710,154 | 0 | €0 | 0 |
|
Match 5 and 1 Euro Number |
€580,434.10 | 0 | €0 | 3 |
|
Match 5 |
€122,915.40 | 0 | €0 | 5 |
|
Match 4 and 2 Euro Numbers |
€6,207.80 | At present this information is not released by the lottery operator of Netherlands | 33 | |
|
Match 4 and 1 Euro Number |
€304.20 | 606 | ||
|
Match 4 |
€123.60 | 1,160 | ||
|
Match 3 and 2 Euro Numbers |
€73.40 | 1,674 | ||
|
Match 2 and 2 Euro Numbers |
€26 | 24,356 | ||
|
Match 3 and 1 Euro Number |
€21.10 | 29,093 | ||
|
Match 3 |
€15 | 58,651 | ||
|
Match 1 and 2 Euro Numbers |
€12.30 | 129,638 | ||
|
Match 2 and 1 Euro Number |
€8.80 | 443,541 | ||
|
Total |
- | 688,760 |
Eurojackpot prizes in Netherlands must be claimed within 365 days of the draw date, so tickets purchased for this draw were valid until Saturday 21st September 2019.
The estimated jackpot advertised in Netherlands prior to the draw was €28,000,000.
| Numbers Matched | Prize Per Winner | Winners from Norway | Prize Fund Amount | Total Winners |
|---|---|---|---|---|
|
Match 5 and 2 Euro Numbers |
kr.270,000,000 | 0 | kr.0 | 0 |
|
Match 5 and 1 Euro Number |
kr.14,545,185 | 1 | kr.14,545,185 | 3 |
|
Match 5 |
kr.1,177,440 | 0 | kr.0 | 5 |
|
Match 4 and 2 Euro Numbers |
kr.59,465 | At present this information is not released by the lottery operator of Norway | 33 | |
|
Match 4 and 1 Euro Number |
kr.2,910 | 606 | ||
|
Match 4 |
kr.1,180 | 1,160 | ||
|
Match 3 and 2 Euro Numbers |
kr.700 | 1,674 | ||
|
Match 2 and 2 Euro Numbers |
kr.245 | 24,356 | ||
|
Match 3 and 1 Euro Number |
kr.200 | 29,093 | ||
|
Match 3 |
kr.140 | 58,651 | ||
|
Match 1 and 2 Euro Numbers |
kr.115 | 129,638 | ||
|
Match 2 and 1 Euro Number |
kr.80 | 443,541 | ||
|
Total |
- | 688,760 |
Eurojackpot prizes in Norway must be claimed within 3 months of the draw date, so tickets purchased for this draw were valid until Friday 21st December 2018.
The estimated jackpot advertised in Norway prior to the draw was kr.225,000,000.
| Numbers Matched | Prize Per Winner | Winners from Poland | Prize Fund Amount | Total Winners |
|---|---|---|---|---|
|
Match 5 and 2 Euro Numbers |
zł120,000,000 | 0 | zł0 | 0 |
|
Match 5 and 1 Euro Number |
zł0 | 0 | zł0 | 3 |
|
Match 5 |
zł0 | 0 | zł0 | 5 |
|
Match 4 and 2 Euro Numbers |
zł304,838.40 | 2 | zł609,676.80 | 33 |
|
Match 4 and 1 Euro Number |
zł1,305.40 | 28 | zł36,551.20 | 606 |
|
Match 4 |
zł530.40 | 43 | zł22,807.20 | 1,160 |
|
Match 3 and 2 Euro Numbers |
zł315 | 61 | zł19,215 | 1,674 |
|
Match 2 and 2 Euro Numbers |
zł111.60 | 1,045 | zł116,622 | 24,356 |
|
Match 3 and 1 Euro Number |
zł90.60 | 1,265 | zł114,609 | 29,093 |
|
Match 3 |
zł64.40 | 2,196 | zł141,422.40 | 58,651 |
|
Match 1 and 2 Euro Numbers |
zł52.80 | 5,706 | zł301,276.80 | 129,638 |
|
Match 2 and 1 Euro Number |
zł37.80 | 18,067 | zł682,932.60 | 443,541 |
|
Total |
- | 28,413 | zł2,045,113 | 688,760 |
Eurojackpot prizes in Poland must be claimed within 3 years of the draw date, so tickets purchased for this draw are valid until Tuesday 21st September 2021.
The estimated jackpot advertised in Poland prior to the draw was zł80,000,000.
| Numbers Matched | Prize Per Winner | Winners from Slovakia | Prize Fund Amount | Total Winners |
|---|---|---|---|---|
|
Match 5 and 2 Euro Numbers |
€28,710,154 | 0 | €0 | 0 |
|
Match 5 and 1 Euro Number |
€580,434.10 | 1 | €580,434.10 | 3 |
|
Match 5 |
€122,915.40 | 0 | €0 | 5 |
|
Match 4 and 2 Euro Numbers |
€6,207.80 | 1 | €6,207.80 | 33 |
|
Match 4 and 1 Euro Number |
€304.20 | 6 | €1,825.20 | 606 |
|
Match 4 |
€123.60 | 20 | €2,472 | 1,160 |
|
Match 3 and 2 Euro Numbers |
€73.40 | 32 | €2,348.80 | 1,674 |
|
Match 2 and 2 Euro Numbers |
€26 | 387 | €10,062 | 24,356 |
|
Match 3 and 1 Euro Number |
€21.10 | 478 | €10,085.80 | 29,093 |
|
Match 3 |
€15 | 969 | €14,535 | 58,651 |
|
Match 1 and 2 Euro Numbers |
€12.30 | 2,059 | €25,325.70 | 129,638 |
|
Match 2 and 1 Euro Number |
€8.80 | 7,441 | €65,480.80 | 443,541 |
|
Total |
- | 11,394 | €718,777.20 | 688,760 |
Eurojackpot prizes in Slovakia must be claimed within 35 days of the draw date, so tickets purchased for this draw were valid until Friday 26th October 2018.
The estimated jackpot advertised in Slovakia prior to the draw was €28,000,000.
| Numbers Matched | Prize Per Winner | Winners from Spain | Prize Fund Amount | Total Winners |
|---|---|---|---|---|
|
Match 5 and 2 Euro Numbers |
€28,000,000 | 0 | €0 | 0 |
|
Match 5 and 1 Euro Number |
€580,434.10 | 0 | €0 | 3 |
|
Match 5 |
€122,915.40 | 0 | €0 | 5 |
|
Match 4 and 2 Euro Numbers |
€6,207.80 | 0 | €0 | 33 |
|
Match 4 and 1 Euro Number |
€304.20 | 24 | €7,300.80 | 606 |
|
Match 4 |
€123.60 | 52 | €6,427.20 | 1,160 |
|
Match 3 and 2 Euro Numbers |
€73.40 | 69 | €5,064.60 | 1,674 |
|
Match 2 and 2 Euro Numbers |
€26 | 1,033 | €26,858 | 24,356 |
|
Match 3 and 1 Euro Number |
€21.10 | 1,023 | €21,585.30 | 29,093 |
|
Match 3 |
€15 | 2,112 | €31,680 | 58,651 |
|
Match 1 and 2 Euro Numbers |
€12.30 | 4,825 | €59,347.50 | 129,638 |
|
Match 2 and 1 Euro Number |
€8.80 | 15,755 | €138,644 | 443,541 |
|
Total |
- | 24,893 | €296,907.40 | 688,760 |
Eurojackpot prizes in Spain must be claimed within 30 days of the draw date, so tickets purchased for this draw were valid until Sunday 21st October 2018.
The estimated jackpot advertised in Spain prior to the draw was €28,000,000.
| Numbers Matched | Prize Per Winner | Winners from Sweden | Prize Fund Amount | Total Winners |
|---|---|---|---|---|
|
Match 5 and 2 Euro Numbers |
kr.295,000,000 | 0 | kr.0 | 0 |
|
Match 5 and 1 Euro Number |
kr.6,011,497 | 0 | kr.0 | 3 |
|
Match 5 |
kr.1,273,022 | 0 | kr.0 | 5 |
|
Match 4 and 2 Euro Numbers |
kr.280,541 | 1 | kr.280,541 | 33 |
|
Match 4 and 1 Euro Number |
kr.13,497 | 38 | kr.512,886 | 606 |
|
Match 4 |
kr.6,987 | 62 | kr.433,194 | 1,160 |
|
Match 3 and 2 Euro Numbers |
kr.3,304 | 85 | kr.280,840 | 1,674 |
|
Match 2 and 2 Euro Numbers |
kr.269 | 1,145 | kr.308,005 | 24,356 |
|
Match 3 and 1 Euro Number |
kr.218 | 1,379 | kr.300,622 | 29,093 |
|
Match 3 |
kr.155 | 2,901 | kr.449,655 | 58,651 |
|
Match 1 and 2 Euro Numbers |
kr.127 | 5,815 | kr.738,505 | 129,638 |
|
Match 2 and 1 Euro Number |
kr.91 | 20,592 | kr.1,873,872 | 443,541 |
|
Total |
- | 32,018 | kr.5,178,120 | 688,760 |
Eurojackpot prizes in Sweden must be claimed within 3 months of the draw date, so tickets purchased for this draw were valid until Friday 21st December 2018.
The estimated jackpot advertised in Sweden prior to the draw was kr.295,000,000.
Associated Draw Results
- 2
- 0
- 7
- 5
- 9
- 0
| Numbers Matched | Prize Per Winner | Total Winners |
|---|---|---|
| Match 6 in Exact Order | €50,000 | 0 |
| Match Last 5 in Exact Order | €5,000 | 1 |
| Match Last 4 in Exact Order | €500 | 9 |
| Match Last 3 in Exact Order | €50 | 89 |
| Match Last 2 in Exact Order | €5 | 869 |
| Match Last 1 in Exact Order | €3 | 8,920 |
- 9
- 7
- 8
- 7
- 5
- 2
| Numbers Matched | Prize Per Winner | Total Winners |
|---|---|---|
| Match 6 | CZK0 | 0 |
| Match 5 | CZK0 | 0 |
| Match 4 | CZK20,000 | 15 |
| Match 3 | CZK2,000 | 106 |
| Match 2 | CZK200 | 1,052 |
| Match 1 | CZK120 | 10,710 |
- 3
- 4
- 4
- 2
- 5
- 4
- 9
| Numbers Matched | Prize Per Winner | Total Winners |
|---|---|---|
| Match 7 in Exact Order | €1,000,000 | 0 |
| Match Any 6 in the Right Spot | €20,000 | 0 |
| Match Any 5 in the Right Spot | €500 | 32 |
| Match Any 4 in the Right Spot | €50 | 444 |
| Match Any 3 in the Right Spot | €6 | 4,322 |
| Match Any 2 in the Right Spot | €3 | 23,083 |
- San Diego
- 92
| Numbers Matched | Prize Per Winner | Total Winners |
|---|---|---|
| City and Number | €1,000 | 9 |
| City | €5 | 1,154 |
- 6
- 3
- 2
- 4
- 2
| Numbers Matched | Prize Per Winner | Total Winners |
|---|---|---|
| Match 5 in Exact Order | kr2,000,000 | 0 |
| Match First/Last 4 in Exact Order | kr100,000 | 1 |
| Match First/Last 3 in Exact Order | kr10,000 | 8 |
| Match First/Last 2 in Exact Order | kr2,000 | 130 |
- Stryn
Related Eurojackpot Results Links
- Automatically check your Eurojackpot ticket
- View average prizes and winners for each prize tiers
- View the largest jackpot winners and total winners from each country
- View previous Eurojackpot results by year
Buy Eurojackpot Tickets Online
By buying your Eurojackpot tickets online you don’t have to worry about ever losing your Eurojackpot lottery tickets. When you play the Eurojackpot online all your lottery tickets purchased on the internet are stored in your personal account, meaning that you can view them anytime you wish.


This page includes three embedded MindTouch Touchpoints, served from walmartlabs.mindtouch.us -- a demonstration MindTouch-powered site filled with dummy content and provisioned for the August 12th, 2017 WalmartLabs / MindTouch Hackathon. Touchpoints allow customers to get product information at the point of sale, within the e-commerce experience.
The walmartlabs.mindtouch.us link in the previous paragraph is actually wired to a Contextual Help Touchpoint and will open in a small contextual dialog, instead of a full page load. This link will also open in a contextual dialog but this link is not wired to the Touchpoint, so it will not -- it will instead open a full page experience in a new tab.
To the right of this paragraph is a Search-in-Place Touchpoint which returns product help articles based on the search queries provided. Search queries can be entered into the input field, and results will be returned from walmartlabs.mindtouch.us. Using a DOM event configuration process, it is configured to automatically search the walmartlabs.mindtouch.us site for articles that contain the phrase "content reuse". Results can be refined by drilling down into specific product categories.
This button is configured to open a walmartlabs.mindtouch.us URL, like the links above, however the dialog wired to this button is configured slightly differently. Some buttons have been removed and there is a different search input hint. Touchpoints can be configured in many different ways, and even styled with CSS and LESS!


Welcome to Aframe Basics
Our lesson plan for the day:
-
Understanding the Coordinate System
-
Measuring in Meters
-
Rotating by Degrees
-
Primitive Shapes
-
The Sky component
-
Images
-
Basic Materials
-
Assets
-
Adding Text to a scene
-
Using the Layout Component
-
Story Board Template


Apple pulls The Banker premiere after abuse allegations against character's son
Samuel L Jackson’s new movie The Banker’s world premiere has been pulled following allegations about the producer and son of the main character in the film, Bernard Garrett.
The Banker is Apple’s first major film release, starring Jackson, Nicholas Hoult, Anthony Mackie, Nia Long and Jessie Usher, and was set to have its world premiere at the closing of AFI Fest tonight.
However, the screening has been cancelled following allegations from Cynthia and Sheila Garrett, who claim they were sexually molested by their half-brother Bernard Garrett Jr – whose father is played by Mackie in The Banker.
A statement from Apple read: ‘We purchased The Banker earlier this year as we were moved by the film’s entertaining and educational story about social change and financial literacy.
‘Last week some concerns surrounding the film were brought to our attention. We, along with the filmmakers, need some time to look into these matters and determine the best next steps.
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‘In light of this, we are no longer premiering The Banker at AFI Fest.’
According to The Hollywood Reporter, Garret Jr’s half-sisters, who are 15 years his junior, have made Apple aware of their claim that they were sexually molested by him when they were children.
They also allege that the timeline of The Banker was changed to leave the girls and their mother out of the story, saying that scenes featuring Garrett Sr’s first wife happened after he had divorced her in real life.
Garrett Jr was credited as a co-producer on The Banker, and appeared on stage with director George Nolfi at an entertainment industry event on 5 November.
However, his credit is no longer in publicity material for the film, and an attorney for Romulus Entertainment told THR that Garrett Jr stepped down as producer to avoid taking attention away from his father’s story.
The Banker is based on the true story of Bernard Garrett (Mackie) and Joe Morris (Jackson), who enlist a white man (Hoult) to pose as the face of their business as they attempt to build an empire.
It has been replaced by Adam Driver and Scarlett Johansson’s Marriage Story at AFI Fest.
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The Banker is set to be released on 6 December before hitting Apple+ the following month.
Got a showbiz story?
If you've got a story, video or pictures get in touch with the Metro.co.uk Entertainment team by emailing us<EMAIL_ADDRESS>calling 020 3615 2145 or by visiting our Submit Stuff page - we'd love to hear from you.


Permission Denied
Please contact an engineer in Scientific Computing if you believe you should have access


setPrologInterrupt/1
setPrologInterrupt/1 – establish the type of a Prolog interrupt
getPrologInterrupt/1 – determine the type of a Prolog interrupt
FORMS
setPrologInterrupt(Term)
getPrologInterrupt(Term)
DESCRIPTION
Term is an arbitrary Prolog term.
setPrologInterrupt(Term) sets the value of the global interrupt variable to be Term.
getPrologInterrupt(Term) fetches the value of the global interrupt variable and unifies it with Term.
SEE ALSO
forcePrologInterrupt/1, callWithDelayedInterrupt/1, User Guide (Prolog Interrupts).


Create interactive 3D scatter plots, network plots, and
globes using the 'three.js' visualization library (<https://threejs.org>).
| Version: |
0.3.1 |
| Depends: |
R (≥ 3.0.0), igraph (≥ 1.0.0) |
| Imports: |
htmlwidgets (≥ 0.3.2), base64enc, crosstalk, methods, stats |
| Suggests: |
maps |
| Enhances: |
knitr, shiny |
| Published: |
2017-08-13 |
| Author: |
B. W. Lewis [aut, cre],
Three.js authors [cph] (three.js JavaScript library),
Alexey Stukalov [ctb],
Yihui Xie [ctb],
Andreas Briese [ctb],
B. Thieurmel [ctb] |
| Maintainer: |
B. W. Lewis <blewis at illposed.net> |
| BugReports: |
https://github.com/bwlewis/rthreejs/issues |
| License: |
MIT + file LICENSE |
| URL: |
https://bwlewis.github.io/rthreejs |
| NeedsCompilation: |
no |
| Materials: |
README |
| CRAN checks: |
threejs results |


Facebook
Social Plugin
Goal
As a user, I want the ability to share the homepage of VanArts with friends using Facebook.
Technologies
Facebook social plugin
Resources
Share button documentation
Live demo
SDK
Share
Iframe


Garbage collection is a widely used technique that frees the programmer from having to know the lifetimes of heap objects, making software easier to produce and maintain. Many programming languages rely on garbage collection for automatic memory management. There are two primary forms of garbage collection: conservative and accurate.
Conservative garbage collection often does not require any special support from either the language or the compiler: it can handle non-type-safe programming languages (such as C/C++) and does not require any special information from the compiler. The Boehm collector is an example of a state-of-the-art conservative collector.
Accurate garbage collection requires the ability to identify all pointers in the program at run-time (which requires that the source-language be type-safe in most cases). Identifying pointers at run-time requires compiler support to locate all places that hold live pointer variables at run-time, including the processor stack and registers.
Conservative garbage collection is attractive because it does not require any special compiler support, but it does have problems. In particular, because the conservative garbage collector cannot know that a particular word in the machine is a pointer, it cannot move live objects in the heap (preventing the use of compacting and generational GC algorithms) and it can occasionally suffer from memory leaks due to integer values that happen to point to objects in the program. In addition, some aggressive compiler transformations can break conservative garbage collectors (though these seem rare in practice).
Accurate garbage collectors do not suffer from any of these problems, but they can suffer from degraded scalar optimization of the program. In particular, because the runtime must be able to identify and update all pointers active in the program, some optimizations are less effective. In practice, however, the locality and performance benefits of using aggressive garbage collection techniques dominates any low-level losses.
This document describes the mechanisms and interfaces provided by LLVM to support accurate garbage collection.
LLVM's intermediate representation provides garbage collection intrinsics that offer support for a broad class of collector models. For instance, the intrinsics permit:
We hope that the primitive support built into the LLVM IR is sufficient to support a broad class of garbage collected languages including Scheme, ML, Java, C#, Perl, Python, Lua, Ruby, other scripting languages, and more.
However, LLVM does not itself provide a garbage collector—this should be part of your language's runtime library. LLVM provides a framework for compile time code generation plugins. The role of these plugins is to generate code and data structures which conforms to the binary interface specified by the runtime library. This is similar to the relationship between LLVM and DWARF debugging info, for example. The difference primarily lies in the lack of an established standard in the domain of garbage collection—thus the plugins.
The aspects of the binary interface with which LLVM's GC support is concerned are:
There are additional areas that LLVM does not directly address:
In general, LLVM's support for GC does not include features which can be adequately addressed with other features of the IR and does not specify a particular binary interface. On the plus side, this means that you should be able to integrate LLVM with an existing runtime. On the other hand, it leaves a lot of work for the developer of a novel language. However, it's easy to get started quickly and scale up to a more sophisticated implementation as your compiler matures.
Using a GC with LLVM implies many things, for example:
To help with several of these tasks (those indicated with a *), LLVM includes a highly portable, built-in ShadowStack code generator. It is compiled into llc and works even with the interpreter and C backends.
To turn the shadow stack on for your functions, first call:
F.setGC("shadow-stack");
for each function your compiler emits. Since the shadow stack is built into LLVM, you do not need to load a plugin.
Your compiler must also use @llvm.gcroot as documented. Don't forget to create a root for each intermediate value that is generated when evaluating an expression. In h(f(), g()), the result of f() could easily be collected if evaluating g() triggers a collection.
There's no need to use @llvm.gcread and @llvm.gcwrite over plain load and store for now. You will need them when switching to a more advanced GC.
The shadow stack doesn't imply a memory allocation algorithm. A semispace collector or building atop malloc are great places to start, and can be implemented with very little code.
When it comes time to collect, however, your runtime needs to traverse the stack roots, and for this it needs to integrate with the shadow stack. Luckily, doing so is very simple. (This code is heavily commented to help you understand the data structure, but there are only 20 lines of meaningful code.)
/// @brief The map for a single function's stack frame. One of these is /// compiled as constant data into the executable for each function. /// /// Storage of metadata values is elided if the %metadata parameter to /// @llvm.gcroot is null. struct FrameMap { int32_t NumRoots; //< Number of roots in stack frame. int32_t NumMeta; //< Number of metadata entries. May be < NumRoots. const void *Meta[0]; //< Metadata for each root. }; /// @brief A link in the dynamic shadow stack. One of these is embedded in the /// stack frame of each function on the call stack. struct StackEntry { StackEntry *Next; //< Link to next stack entry (the caller's). const FrameMap *Map; //< Pointer to constant FrameMap. void *Roots[0]; //< Stack roots (in-place array). }; /// @brief The head of the singly-linked list of StackEntries. Functions push /// and pop onto this in their prologue and epilogue. /// /// Since there is only a global list, this technique is not threadsafe. StackEntry *llvm_gc_root_chain; /// @brief Calls Visitor(root, meta) for each GC root on the stack. /// root and meta are exactly the values passed to /// @llvm.gcroot. /// /// Visitor could be a function to recursively mark live objects. Or it /// might copy them to another heap or generation. /// /// @param Visitor A function to invoke for every GC root on the stack. void visitGCRoots(void (*Visitor)(void **Root, const void *Meta)) { for (StackEntry *R = llvm_gc_root_chain; R; R = R->Next) { unsigned i = 0; // For roots [0, NumMeta), the metadata pointer is in the FrameMap. for (unsigned e = R->Map->NumMeta; i != e; ++i) Visitor(&R->Roots[i], R->Map->Meta[i]); // For roots [NumMeta, NumRoots), the metadata pointer is null. for (unsigned e = R->Map->NumRoots; i != e; ++i) Visitor(&R->Roots[i], NULL); } }
Unlike many GC algorithms which rely on a cooperative code generator to compile stack maps, this algorithm carefully maintains a linked list of stack roots [Henderson2002]. This so-called "shadow stack" mirrors the machine stack. Maintaining this data structure is slower than using a stack map compiled into the executable as constant data, but has a significant portability advantage because it requires no special support from the target code generator, and does not require tricky platform-specific code to crawl the machine stack.
The tradeoff for this simplicity and portability is:
Still, it's an easy way to get started. After your compiler and runtime are up and running, writing a plugin will allow you to take advantage of more advanced GC features of LLVM in order to improve performance.
This section describes the garbage collection facilities provided by the LLVM intermediate representation. The exact behavior of these IR features is specified by the binary interface implemented by a code generation plugin, not by this document.
These facilities are limited to those strictly necessary; they are not intended to be a complete interface to any garbage collector. A program will need to interface with the GC library using the facilities provided by that program.
The gc function attribute is used to specify the desired GC style to the compiler. Its programmatic equivalent is the setGC method of Function.
Setting gc "name" on a function triggers a search for a matching code generation plugin "name"; it is that plugin which defines the exact nature of the code generated to support GC. If none is found, the compiler will raise an error.
Specifying the GC style on a per-function basis allows LLVM to link together programs that use different garbage collection algorithms (or none at all).
The llvm.gcroot intrinsic is used to inform LLVM that a stack variable references an object on the heap and is to be tracked for garbage collection. The exact impact on generated code is specified by a compiler plugin. All calls to llvm.gcroot must reside inside the first basic block.
A compiler which uses mem2reg to raise imperative code using alloca into SSA form need only add a call to @llvm.gcroot for those variables which a pointers into the GC heap.
It is also important to mark intermediate values with llvm.gcroot. For example, consider h(f(), g()). Beware leaking the result of f() in the case that g() triggers a collection. Note, that stack variables must be initialized and marked with llvm.gcroot in function's prologue.
The first argument must be a value referring to an alloca instruction or a bitcast of an alloca. The second contains a pointer to metadata that should be associated with the pointer, and must be a constant or global value address. If your target collector uses tags, use a null pointer for metadata.
The %metadata argument can be used to avoid requiring heap objects to have 'isa' pointers or tag bits. [Appel89, Goldberg91, Tolmach94] If specified, its value will be tracked along with the location of the pointer in the stack frame.
Consider the following fragment of Java code:
{ Object X; // A null-initialized reference to an object ... }
This block (which may be located in the middle of a function or in a loop nest), could be compiled to this LLVM code:
Entry: ;; In the entry block for the function, allocate the ;; stack space for X, which is an LLVM pointer. %X = alloca %Object* ;; Tell LLVM that the stack space is a stack root. ;; Java has type-tags on objects, so we pass null as metadata. %tmp = bitcast %Object** %X to i8** call void @llvm.gcroot(i8** %X, i8* null) ... ;; "CodeBlock" is the block corresponding to the start ;; of the scope above. CodeBlock: ;; Java null-initializes pointers. store %Object* null, %Object** %X ... ;; As the pointer goes out of scope, store a null value into ;; it, to indicate that the value is no longer live. store %Object* null, %Object** %X ...
Some collectors need to be informed when the mutator (the program that needs garbage collection) either reads a pointer from or writes a pointer to a field of a heap object. The code fragments inserted at these points are called read barriers and write barriers, respectively. The amount of code that needs to be executed is usually quite small and not on the critical path of any computation, so the overall performance impact of the barrier is tolerable.
Barriers often require access to the object pointer rather than the derived pointer (which is a pointer to the field within the object). Accordingly, these intrinsics take both pointers as separate arguments for completeness. In this snippet, %object is the object pointer, and %derived is the derived pointer:
;; An array type. %class.Array = type { %class.Object, i32, [0 x %class.Object*] } ... ;; Load the object pointer from a gcroot. %object = load %class.Array** %object_addr ;; Compute the derived pointer. %derived = getelementptr %object, i32 0, i32 2, i32 %n
LLVM does not enforce this relationship between the object and derived pointer (although a plugin might). However, it would be an unusual collector that violated it.
The use of these intrinsics is naturally optional if the target GC does require the corresponding barrier. Such a GC plugin will replace the intrinsic calls with the corresponding load or store instruction if they are used.
For write barriers, LLVM provides the llvm.gcwrite intrinsic function. It has exactly the same semantics as a non-volatile store to the derived pointer (the third argument). The exact code generated is specified by a compiler plugin.
Many important algorithms require write barriers, including generational and concurrent collectors. Additionally, write barriers could be used to implement reference counting.
For read barriers, LLVM provides the llvm.gcread intrinsic function. It has exactly the same semantics as a non-volatile load from the derived pointer (the second argument). The exact code generated is specified by a compiler plugin.
Read barriers are needed by fewer algorithms than write barriers, and may have a greater performance impact since pointer reads are more frequent than writes.
User code specifies which GC code generation to use with the gc function attribute or, equivalently, with the setGC method of Function.
To implement a GC plugin, it is necessary to subclass llvm::GCStrategy, which can be accomplished in a few lines of boilerplate code. LLVM's infrastructure provides access to several important algorithms. For an uncontroversial collector, all that remains may be to compile LLVM's computed stack map to assembly code (using the binary representation expected by the runtime library). This can be accomplished in about 100 lines of code.
 That code should exist in the language's runtime library. The compiler plugin is responsible for generating code which conforms to the binary interface defined by library, most essentially the stack map.
To subclass llvm::GCStrategy and register it with the compiler:
// lib/MyGC/MyGC.cpp - Example LLVM GC plugin #include "llvm/CodeGen/GCStrategy.h" #include "llvm/CodeGen/GCMetadata.h" #include "llvm/Support/Compiler.h" using namespace llvm; namespace { class LLVM_LIBRARY_VISIBILITY MyGC : public GCStrategy { public: MyGC() {} }; GCRegistry::Add<MyGC> X("mygc", "My bespoke garbage collector."); }
This boilerplate collector does nothing. More specifically:
Using the LLVM makefiles (like the sample project), this code can be compiled as a plugin using a simple makefile:
# lib/MyGC/Makefile LEVEL := ../.. LIBRARYNAME = MyGC LOADABLE_MODULE = 1 include $(LEVEL)/Makefile.common
Once the plugin is compiled, code using it may be compiled using llc -load=MyGC.so (though MyGC.so may have some other platform-specific extension):
$ cat sample.ll define void @f() gc "mygc" { entry: ret void } $ llvm-as < sample.ll | llc -load=MyGC.so
It is also possible to statically link the collector plugin into tools, such as a language-specific compiler front-end.
GCStrategy provides a range of features through which a plugin may do useful work. Some of these are callbacks, some are algorithms that can be enabled, disabled, or customized. This matrix summarizes the supported (and planned) features and correlates them with the collection techniques which typically require them.
| Algorithm | Done | shadow stack | refcount | mark-sweep | copying | incremental | threaded | concurrent | |
|---|---|---|---|---|---|---|---|---|---|
| stack map | ✔ | ✘ | ✘ | ✘ | ✘ | ✘ | |||
| initialize roots | ✔ | ✘ | ✘ | ✘ | ✘ | ✘ | ✘ | ✘ | |
| derived pointers | NO | ✘* | ✘* | ||||||
| custom lowering | ✔ | ||||||||
| gcroot | ✔ | ✘ | ✘ | ||||||
| gcwrite | ✔ | ✘ | ✘ | ✘ | |||||
| gcread | ✔ | ✘ | |||||||
| safe points | |||||||||
| in calls | ✔ | ✘ | ✘ | ✘ | ✘ | ✘ | |||
| before calls | ✔ | ✘ | ✘ | ||||||
| for loops | NO | ✘ | ✘ | ||||||
| before escape | ✔ | ✘ | ✘ | ||||||
| emit code at safe points | NO | ✘ | ✘ | ||||||
| output | |||||||||
| assembly | ✔ | ✘ | ✘ | ✘ | ✘ | ✘ | |||
| JIT | NO | ✘ | ✘ | ✘ | ✘ | ✘ | |||
| obj | NO | ✘ | ✘ | ✘ | ✘ | ✘ | |||
| live analysis | NO | ✘ | ✘ | ✘ | ✘ | ✘ | |||
| register map | NO | ✘ | ✘ | ✘ | ✘ | ✘ | |||
|
* Derived pointers only pose a
hazard to copying collectors.
✘ in gray denotes a feature which
could be utilized if available.
|
To be clear, the collection techniques above are defined as:
As the matrix indicates, LLVM's garbage collection infrastructure is already suitable for a wide variety of collectors, but does not currently extend to multithreaded programs. This will be added in the future as there is interest.
LLVM automatically computes a stack map. One of the most important features of a GCStrategy is to compile this information into the executable in the binary representation expected by the runtime library.
The stack map consists of the location and identity of each GC root in the each function in the module. For each root:
Also, for the function as a whole:
To access the stack map, use GCFunctionMetadata::roots_begin() and -end() from the GCMetadataPrinter:
for (iterator I = begin(), E = end(); I != E; ++I) { GCFunctionInfo *FI = *I; unsigned FrameSize = FI->getFrameSize(); size_t RootCount = FI->roots_size(); for (GCFunctionInfo::roots_iterator RI = FI->roots_begin(), RE = FI->roots_end(); RI != RE; ++RI) { int RootNum = RI->Num; int RootStackOffset = RI->StackOffset; Constant *RootMetadata = RI->Metadata; } }
If the llvm.gcroot intrinsic is eliminated before code generation by a custom lowering pass, LLVM will compute an empty stack map. This may be useful for collector plugins which implement reference counting or a shadow stack.
MyGC::MyGC() { InitRoots = true; }
When set, LLVM will automatically initialize each root to null upon entry to the function. This prevents the GC's sweep phase from visiting uninitialized pointers, which will almost certainly cause it to crash. This initialization occurs before custom lowering, so the two may be used together.
Since LLVM does not yet compute liveness information, there is no means of distinguishing an uninitialized stack root from an initialized one. Therefore, this feature should be used by all GC plugins. It is enabled by default.
For GCs which use barriers or unusual treatment of stack roots, these flags allow the collector to perform arbitrary transformations of the LLVM IR:
class MyGC : public GCStrategy { public: MyGC() { CustomRoots = true; CustomReadBarriers = true; CustomWriteBarriers = true; } virtual bool initializeCustomLowering(Module &M); virtual bool performCustomLowering(Function &F); };
If any of these flags are set, then LLVM suppresses its default lowering for the corresponding intrinsics and instead calls performCustomLowering.
LLVM's default action for each intrinsic is as follows:
If CustomReadBarriers or CustomWriteBarriers are specified, then performCustomLowering must eliminate the corresponding barriers.
performCustomLowering must comply with the same restrictions as FunctionPass::runOnFunction. Likewise, initializeCustomLowering has the same semantics as Pass::doInitialization(Module&).
The following can be used as a template:
#include "llvm/Module.h" #include "llvm/IntrinsicInst.h" bool MyGC::initializeCustomLowering(Module &M) { return false; } bool MyGC::performCustomLowering(Function &F) { bool MadeChange = false; for (Function::iterator BB = F.begin(), E = F.end(); BB != E; ++BB) for (BasicBlock::iterator II = BB->begin(), E = BB->end(); II != E; ) if (IntrinsicInst *CI = dyn_cast<IntrinsicInst>(II++)) if (Function *F = CI->getCalledFunction()) switch (F->getIntrinsicID()) { case Intrinsic::gcwrite: // Handle llvm.gcwrite. CI->eraseFromParent(); MadeChange = true; break; case Intrinsic::gcread: // Handle llvm.gcread. CI->eraseFromParent(); MadeChange = true; break; case Intrinsic::gcroot: // Handle llvm.gcroot. CI->eraseFromParent(); MadeChange = true; break; } return MadeChange; }
LLVM can compute four kinds of safe points:
namespace GC { /// PointKind - The type of a collector-safe point. /// enum PointKind { Loop, //< Instr is a loop (backwards branch). Return, //< Instr is a return instruction. PreCall, //< Instr is a call instruction. PostCall //< Instr is the return address of a call. }; }
A collector can request any combination of the four by setting the NeededSafePoints mask:
MyGC::MyGC() { NeededSafePoints = 1 << GC::Loop | 1 << GC::Return | 1 << GC::PreCall | 1 << GC::PostCall; }
It can then use the following routines to access safe points.
for (iterator I = begin(), E = end(); I != E; ++I) { GCFunctionInfo *MD = *I; size_t PointCount = MD->size(); for (GCFunctionInfo::iterator PI = MD->begin(), PE = MD->end(); PI != PE; ++PI) { GC::PointKind PointKind = PI->Kind; unsigned PointNum = PI->Num; } }
Almost every collector requires PostCall safe points, since these correspond to the moments when the function is suspended during a call to a subroutine.
Threaded programs generally require Loop safe points to guarantee that the application will reach a safe point within a bounded amount of time, even if it is executing a long-running loop which contains no function calls.
Threaded collectors may also require Return and PreCall safe points to implement "stop the world" techniques using self-modifying code, where it is important that the program not exit the function without reaching a safe point (because only the topmost function has been patched).
LLVM allows a plugin to print arbitrary assembly code before and after the rest of a module's assembly code. At the end of the module, the GC can compile the LLVM stack map into assembly code. (At the beginning, this information is not yet computed.)
Since AsmWriter and CodeGen are separate components of LLVM, a separate abstract base class and registry is provided for printing assembly code, the GCMetadaPrinter and GCMetadataPrinterRegistry. The AsmWriter will look for such a subclass if the GCStrategy sets UsesMetadata:
MyGC::MyGC() { UsesMetadata = true; }
This separation allows JIT-only clients to be smaller.
Note that LLVM does not currently have analogous APIs to support code generation in the JIT, nor using the object writers.
// lib/MyGC/MyGCPrinter.cpp - Example LLVM GC printer #include "llvm/CodeGen/GCMetadataPrinter.h" #include "llvm/Support/Compiler.h" using namespace llvm; namespace { class LLVM_LIBRARY_VISIBILITY MyGCPrinter : public GCMetadataPrinter { public: virtual void beginAssembly(std::ostream &OS, AsmPrinter &AP, const TargetAsmInfo &TAI); virtual void finishAssembly(std::ostream &OS, AsmPrinter &AP, const TargetAsmInfo &TAI); }; GCMetadataPrinterRegistry::Add<MyGCPrinter> X("mygc", "My bespoke garbage collector."); }
The collector should use AsmPrinter and TargetAsmInfo to print portable assembly code to the std::ostream. The collector itself contains the stack map for the entire module, and may access the GCFunctionInfo using its own begin() and end() methods. Here's a realistic example:
#include "llvm/CodeGen/AsmPrinter.h" #include "llvm/Function.h" #include "llvm/Target/TargetMachine.h" #include "llvm/Target/TargetData.h" #include "llvm/Target/TargetAsmInfo.h" void MyGCPrinter::beginAssembly(std::ostream &OS, AsmPrinter &AP, const TargetAsmInfo &TAI) { // Nothing to do. } void MyGCPrinter::finishAssembly(std::ostream &OS, AsmPrinter &AP, const TargetAsmInfo &TAI) { // Set up for emitting addresses. const char *AddressDirective; int AddressAlignLog; if (AP.TM.getTargetData()->getPointerSize() == sizeof(int32_t)) { AddressDirective = TAI.getData32bitsDirective(); AddressAlignLog = 2; } else { AddressDirective = TAI.getData64bitsDirective(); AddressAlignLog = 3; } // Put this in the data section. AP.SwitchToDataSection(TAI.getDataSection()); // For each function... for (iterator FI = begin(), FE = end(); FI != FE; ++FI) { GCFunctionInfo &MD = **FI; // Emit this data structure: // // struct { // int32_t PointCount; // struct { // void *SafePointAddress; // int32_t LiveCount; // int32_t LiveOffsets[LiveCount]; // } Points[PointCount]; // } __gcmap_<FUNCTIONNAME>; // Align to address width. AP.EmitAlignment(AddressAlignLog); // Emit the symbol by which the stack map entry can be found. std::string Symbol; Symbol += TAI.getGlobalPrefix(); Symbol += "__gcmap_"; Symbol += MD.getFunction().getName(); if (const char *GlobalDirective = TAI.getGlobalDirective()) OS << GlobalDirective << Symbol << "\n"; OS << TAI.getGlobalPrefix() << Symbol << ":\n"; // Emit PointCount. AP.EmitInt32(MD.size()); AP.EOL("safe point count"); // And each safe point... for (GCFunctionInfo::iterator PI = MD.begin(), PE = MD.end(); PI != PE; ++PI) { // Align to address width. AP.EmitAlignment(AddressAlignLog); // Emit the address of the safe point. OS << AddressDirective << TAI.getPrivateGlobalPrefix() << "label" << PI->Num; AP.EOL("safe point address"); // Emit the stack frame size. AP.EmitInt32(MD.getFrameSize()); AP.EOL("stack frame size"); // Emit the number of live roots in the function. AP.EmitInt32(MD.live_size(PI)); AP.EOL("live root count"); // And for each live root... for (GCFunctionInfo::live_iterator LI = MD.live_begin(PI), LE = MD.live_end(PI); LI != LE; ++LI) { // Print its offset within the stack frame. AP.EmitInt32(LI->StackOffset); AP.EOL("stack offset"); } } } }
[Appel89] Runtime Tags Aren't Necessary. Andrew W. Appel. Lisp and Symbolic Computation 19(7):703-705, July 1989.
[Goldberg91] Tag-free garbage collection for strongly typed programming languages. Benjamin Goldberg. ACM SIGPLAN PLDI'91.
[Tolmach94] Tag-free garbage collection using explicit type parameters. Andrew Tolmach. Proceedings of the 1994 ACM conference on LISP and functional programming.
[Henderson2002] Accurate Garbage Collection in an Uncooperative Environment. Fergus Henderson. International Symposium on Memory Management 2002.


Hi i am sukayna mohammad ghnemat ,
from irbid i live in the villlage with my family, i didn't get a job yet
i joined yarmouk university to study managment information systems,
i graduated in 2009.
i am good at making delicious food and sweet,
i hope to master programming as well as cook,
i am looking forward to changing my life for
the better and i believe that learning to code
will make this change for me.


Developed in 2012, 2013 by Levente Fall
Version %1$s
Thank you for installing the Countdown Days widget!
We'd love to hear your feedback! Visit us at www.peregin.com.
Please don't forget that Countdown Days is a widget and it's not an application, so:
- It can't be moved to the SD card, all widgets should be installed in the internal memory of the device
- Add the widget to your home screen as follows:
- Press the Menu button on your device and select Add or
tap longer an empty area on the screen with your finger
- From the Add to Home screen menu please select the Widgets item
- From the Choose widget menu select the Countdown Days entry.
By selecting this entry a new instance of the widget will be created and
the Preferences window will be shown.
If you have any questions, comments, complaints or compliments
feel free to contact us at<EMAIL_ADDRESS>Let us know how we could improve the widget.


In this tutorial, we will assess Goodness-of-Fit via the coefficient of determination.
For this tutorial, we will be using the food
data from PoE that can be found at http://www.principlesofeconometrics.com/poe5/poe5data.html. To make it easier to access this data, I have set up a shortened URL: http://tiny.cc/poe -data. Thus, to load food.csv
into R, use the following URL: http://tiny.cc/poe-data/food.csv. We use the following code to load the data and estimate the model we will use in this tutorial.
read.csv(url("http://tiny.cc/poe-data/food.csv"))
food <- lm(food_exp ~ income, data = food) mod1 <-
The coefficient of determination, \(R^2\), is defined as the proportion of the variance in \(y\) that is explained by the regression and the total variation in \(y\). \(R^2\) is displayed in the model summary and is labeled “Multiple R-squared” (see bellow).
summary(mod1)
Call:
lm(formula = food_exp ~ income, data = food)
Residuals:
Min 1Q Median 3Q Max
-223.025 -50.816 -6.324 67.879 212.044
Coefficients:
Estimate Std. Error t value Pr(>|t|)
(Intercept) 83.416 43.410 1.922 0.0622 .
income 10.210 2.093 4.877 1.95e-05 ***
---
Signif. codes: 0 '***' 0.001 '**' 0.01 '*' 0.05 '.' 0.1 ' ' 1
Residual standard error: 89.52 on 38 degrees of freedom
Multiple R-squared: 0.385, Adjusted R-squared: 0.3688
F-statistic: 23.79 on 1 and 38 DF, p-value: 1.946e-05
Regress food_exp
on income
and store the model in a object named mod1
. Then use the summary function to determine \(R^2\).
\(R^2\) is neither the only measure of goodness-of-fit nor is it a sufficient measure. It is a usefully statistic, but it has it limitations. One of those limitations is that \(R^2\) is increasing in the number of parameters in the model. So if you add an independent variable, \(R^2\) will go up. Adjusted \(R^2\) attempts to fix this by adding a penalty for adding lees statistical significant independent variables. As a result, adjusted \(R^2\) is not a measure of goodness-of-fit, but rather a model selection criteria, but it is not a very good one.
Moreover, \(R^2\) is not a substitute for plotting the data as was shown a statistion named
data("anscombe")
describe(anscombe, skew = F,ranges = F)
| vars | n | mean | sd | se | |
|---|---|---|---|---|---|
| x1 | 1 | 11 | 9.000000 | 3.316625 | 1.0000000 |
| x2 | 2 | 11 | 9.000000 | 3.316625 | 1.0000000 |
| x3 | 3 | 11 | 9.000000 | 3.316625 | 1.0000000 |
| x4 | 4 | 11 | 9.000000 | 3.316625 | 1.0000000 |
| y1 | 5 | 11 | 7.500909 | 2.031568 | 0.6125408 |
| y2 | 6 | 11 | 7.500909 | 2.031657 | 0.6125676 |
| y3 | 7 | 11 | 7.500000 | 2.030424 | 0.6121958 |
| y4 | 8 | 11 | 7.500909 | 2.030578 | 0.6122425 |
# Code
## Load Data
read.csv(url("http://tiny.cc/poe-data/food.csv"))
food <-
## Estimate Model
lm(food_exp ~ income, data = food)
mod1 <-
## Summarize model
summary(mod1)
In the next tutorial, we will learn about accessing Goodness-of-Fit. The next lesson is available here: https://logan-kelly.shinyapps.io/4-2_GoF/


Welcome!
This is a short page of links related to my 2016 dev.Objective() talk on PostCSS.
-
Slides
You can view the slides on Slides.com.
-
Demo Source Code
You can view the source code on GitHub.
-
PostCSS
You can view the PostCSS project on GitHub.
-
PostCSS Deep Dive
You can read the articles on Tuts+.


Animate
Animation classes can be added to elements by including the following stylesheet:
Self-hosted
<link rel="stylesheet" href="vendor/animate/animation.css" media="all" />
Bayfront Media CDN
<link rel="stylesheet" href="//s1.bayfrontcdn.com/skin/latest/vendor/animate/animation.css" media="all" />
Immediate animation
To animate an element, add class animated {animation}
where animation is an available animation. You may also want to include the class infinite
for an infininte loop. If the element is not in view when the page loads and the animation is not set to an infinite loop, the animation may not be seen.
For more information, see the animate.css docs.
Example
Sign Up Now
 Sign Up Now
On events
Requirements: jQuery
On hover
To animate on hover, add the classes animated anim-hover
along with the attribute data-anim="{type}"
where {type}
is the animation desired.
On click
To animate on click, add the classes animated anim-click
along with the attribute data-anim="{type}"
where {type}
is the animation desired.
In view
Requirements: WOW.js
To animate an element when in view, add classes wow {type}
where {type}
is the animation desired.
Advanced options can be added to the element by means of data attributes:
| Attribute | Description |
|---|---|
data-wow-duration="2s" |
The animation duration (in seconds) |
data-wow-delay="5s" |
The delay before the animation starts (in seconds) |
data-wow-offset="50" |
Offset from the bottom of the browser window before animation starts (in px) |
data-wow-iteration="10" |
Number of times the animation is repeated |
For more information, see the WOW.js docs.
Example
Sign Up Now
 Sign Up Now


Read. Write. Show JavaScript.
Get started
Create a new snippet (blank document)
Create a new snippet (rich template)
Tips
Use
load( urlString )
to load any external JavaScript library
Loading is an asynchronous operation: it might take a couple of executions for the code to give you the expected results
Use
console.log( ... )
to display any valuable output from your code. Watch Out: you can only use it once
Watch out when typing for-loops not to create an infinite one
Code running on sequential is not fully sandboxed. Although unlikely, you could trip on the variables used by the page (e.g. editor)
sequential
MIT License - Copyright © 2017 -
Lorenzo Puccetti


Identifies finger touch
Touch was first finger
SDLTouchIdentifierFirstFinger = 0
case firstFinger = 0
Touch was second finger
SDLTouchIdentifierSecondFinger = 1
case secondFinger = 1


Banaue Rice Terraces is a beautiful creation of Ifugaos which became one of the tourist spots in Luzon. With a careful manipulation of mud and stones, they have made giant steps carved in the mountains where they artistically plant rice. Considered as the 8th Wonder of the World, this magnificent work of art in ancient engineering and tools can be found in Ifugao, Luzon, Philippines
Banaue Rice Terraces is a magnificent work of ancient engineering and tools. It’s like a stepping stone from afar. A place of sustainable living agriculture applied with traditional techniques. Considered as the 8th Wonder of the world, it’s an awesome work and design of the indigents in Ifugao. It’s over 2000 years old an elevation of 1500 meters above sea level.
Banaue Rice Terraces is formed through great precision and care. It was made out of stones, mud walls and sustainable irrigation system. The water source is located at the top of the terraces, pretty clever design. Rainforest provides waters to flow and the Ifugao funnel it to be distributed throughout the entire terraces. It is a ring of wood, they call it “mugong” and from it small pipes and channels distributes the waters to flow precisely to a complex design. It is a perfect cultivation for rice and agricultural products. Who could have thought from those primitive years they could design such an art with those difficult terrain.
The place is around 200 kilometers from Manila. Regular buses are traveling there so transportation is good. To enjoy more of the place, hiking around the terraces is the most suggested way to explore it not some tricycle rides. Of course what I mean is not from Manila to Ifugao, that’s pretty harsh. I mean when you reach the actual place. There are good terrains and travel guides so feel safe. Along the way there are beautiful hidden falls and more views.
You can actually reach those indigents and talk to their Mumbak. Do you know what a Mumbak is? That’s a witch doctor. A witch doctor that can heal and some spirit stuffs. They are approachable though just don’t show some offensive looks or actions.
There also exist some picnic spots where you can view the beauty of Banaue Rice Terraces. If you want to rest there are some Inns that can be found near the area.
Today, almost 20% of the terraces are deteriorating because of the rise of the modern age and technology. Some workers or villagers left the place to venture more life that’s why little by little is fading away. As of today, this magnificent art is still one of the famous tourist spots in the Philippines!
Always stay with the group, hiking maybe tiresome but if you are with the group, you have no choice but to catch up and just enjoy.
Did you know that “Hagdan-hagdang Palayan ng Banaue” is the most uttered word by Filipinos instead of Banaue Rice Terraces? It is simply because “Hagdan-hagdang Palayan ng Banaue” is the Tagalog translation of it.
Banaue Rice Terraces made more popular because of the TV series entitled “Forevermore” of ABS-CBN shoots their scenes in the place. It actually boosts the tourism in Benguet.


RT @CodeWisdom: "Programming isn't about what you know – it's about what you can figure out." – Chris Pine
3/31/2022, 11:41:13 AM
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RT @CodeWisdom: "Programming isn't about what you know – it's about what you can figure out." – Chris Pine
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{% extends 'productbase.html' %} {% load static %} {% block content %}
This machine combines high speed bag handling efficiency with floor level operation, for a versatile and economical palletizing solution. It runs industrial-sized bags of agricultural, chemical and building supply products, providing square, secure pallet loads, regardless of bag dimension variation. Its low level design means no stairs or platforms are required, and all palletizing operations and maintenance points are conveniently located at floor level. Its compact design makes this bag palletizer easy to fit into existing packaging lines.
• Run a wide range of industrial bags .
• Palletize heavy products into high quality pallet loads.
• Floor level palletizing with low, medium, or high level product feed.
• Energy efficient operation.
• Open design for high visibility with full machine guarding.


{{.Title}}
{{.Description}}
Bare-Metal
hypathia is aimed at organisations that cannot or don't want to utilise public cloud providers like AWS or GCE.
Self-Contained
None of the features or components require external commercial services or functions. This does not mean that external services cannot be access, but the cluster will work without them.
Self-Service
User are able to use all features without the need to open support tickets or talk to an admin.
Automation
The design of hypathia is focused on automating all operations of the cluster, including updating and provisioning.
Shared Resources
hypathia allows the efficient deployment of workloads, from the very small to the giant in a resource efficient manner by sharing computing resources among the users.
License
Most of hypathia is licensed under the Apache 2.0 license. Some components may require a differing license.


Code Breaker
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Module dist
This file contains the basic functions of LuaDist. Feel free to use this exposed API in your projects if you need to deploy something automatically. Please note that everything may change in future releases. Terminology used: _dist_ - General reference to "package" in LuaDist, often synonymous with _info_. _info_ - Meta-data describing a _dist_. Collected from dist.info files inside dist archives. _manifest_ - A collection of sorted _info_ entries in a table. Sorted alphabetically by name and by version descending. _name_ - Refers to a string containing dist name and version constraints. Eg. "lua-5.1.4" or "luajit>=2" _deployment_ - A directory containing dists installed using LuaDist.
Functions
| deploy (src, deployment, variables) | Deploy a dist directly from source. |
| filterManifest (list, constraints) | Filter dist manifests using constraint functions. |
| findDists (names, manifest, name) | Find dists in manifest by name. |
| getDeployed (deployment) | Get all deployed dists in the target dir, this will also list dists provided by other dists. |
| getDeployment () | Get deployment directory. |
| getDeps (names, manifest) | Collect dependencies. |
| getInstalled (deployment) | Get all installed dists from deployment directory. |
| getManifest (repositories) | Get contents of repository or a list of repositories. |
| install (names, deployment, manifest, variables, name) | Install dist by name. |
| pack (names, deployment, dest, dist) | Pack a deployed dist. |
| remove (names, deployment, dist) | Remove a deployed dist. |
Functions
- deploy (src, deployment, variables)
-
Deploy a dist directly from source. _deploy_ will install; and in case of source dists, build a dist from source path. Deployment will automatically fetch from remote URLs and unpack dist or zip files into deploymemt. Variables can contain additional CMake variables to be used when building source dists.
Parameters
- src: string: Path to the dist directory to make/deploy or nil to use current directory.
- deployment: string: Deployment directory to install the dist into. If nil LuaDist directory is used.
- variables: table: Table of key value pairs that can be used to set additional CMake variables for source dists.
Return value:
ok, log: Returns true on success. nil on error and log message. - filterManifest (list, constraints)
-
Filter dist manifests using constraint functions. _filterManifest_ is used to remove dists from dist manifests that don't satisfy conditions. Conditions are specified using a table of functions. Functions are named after the attribute they check and return true if an argument satisfies its condition. When constraint are not defined a default set of constraints is used. These constraints filter out dists not suitable for the architecture LuaDist is running on. More specifically, only dists of arch "Universal" or of arch equal to cfg.arch and of type "all" or type equal to cfg.type are preserved. Additionally when source dists are enabled in configuration this will include dists of type equal to "source". In case no manifest is specified _filterManifest_ will automatically collect dist manifests from default repositories using _getManifest_.
Parameters
- list: table: Dist list or manifest to filter. By default all dists collected from cfg.repo will be filtered.
- constraints: table: Table of constraint function. Key determines what dist attribute is checked while the value is the actual constraint test written as a function. By default dists are filtered for correct arch-type.
Return value:
manifest: Table containing collections of filtered dists. - findDists (names, manifest, name)
-
Find dists in manifest by name. _findDists_ will find all dists in manifest that satisfy conditions in the name string. Name contains dist name to search for and a set of optional version constraints. For example searching for "lua-5.1.4" will find all dists of name "lua" and version "5.1.4". Searching for version ranges is done using sets of constraints eg. "luajit >= 2.0 < 3.0". For more information, limitations and use of the constraint system please see LuaDist documentation.
Parameters
- names:
- manifest: string: Dist manifest to search through.
- name: string: String specifying the dist to find, version constraints can be used. Case sensitive.
Return value:
dist, log: List of matching dists. Returns nil on error and log message. - getDeployed (deployment)
-
Get all deployed dists in the target dir, this will also list dists provided by other dists. _getDeployed_ will collect all deployed dists inside a deployment directory. This inludes entries that simulate provided dists which act as dependency satisfaction for dists during installation. Integration with host package managers can be achieved by providing a list of modules already installed directly to the host system. The list can be edited directly by the user in configuration.
Parameters
- deployment: string: Path to deployment directory. If not specified the deployment LuaDist is running in will be used.
Return value:
manifest: Table containing collections of deployed dists. - getDeployment ()
-
Get deployment directory.
Return value:
path: Full path to the LuaDist install directory - getDeps (names, manifest)
-
Collect dependencies. _getDeps_ is the magic function where dependency resolving happens. This function handles multiple names for which it computes the best possible set of dists that satisfy all the names. It consideres provided dists, conflicts and dependencies of each candidate dist and avoids dependency loops. It may not be very elegant or efficient, contributions welcome. The algorithm relies on sequential satisfaction of names. For each name it tries to determine best possible candidate and tries to install its dependencies and rest of the names list. If dependencies fail another candidate is checked untill all names check out or candidates run out. Provides are faked by injecting dists into manifest and replaced before return.
Parameters
- names: string or table: Names to compute dependencies for.
- manifest: table: Manifest of dists to select dependencies from, needs to be sorted.
- getInstalled (deployment)
-
Get all installed dists from deployment directory. _getInstalled_ will collect all installed dists inside a deployment directory. These represent installed dists; provided dists are not included, see _getDeployed_ if you need a provided dists too.
Parameters
- deployment: string: Path to deployment directory. If not specified the deployment LuaDist is running in will be used.
Return value:
manifest: Table containing collections of installed dists. - getManifest (repositories)
-
Get contents of repository or a list of repositories. _getManifest_ is used to fetch or generate collections of dist.info entries from URIs, system paths and on-line repositories. Returned dist manifests are not filtered and may not be appropriate for installation, see _filterManifest_ for this purpose. Dist information is gathered by collecting dist.info entries from dist.manifest file in case an URL to on-line repository is given. System paths are searched for dist.info files on demand and do extracted dists can be used for local repositories, this is handy for bootstrap and development of multiple interconnected dists. Zip archives and dists are peeked into on demand and in case it contains dist.info entry its added to the manifest. In case of multiple repositories, first repository always has priority. Dists are ordered by repository, name and version. Every item is checked, malformed entries are removed.
Parameters
- repositories: string or table: Path or URL of a repository or repositories. By default cfg.repo is used if argument is not defined.
Return value:
manifest: Table containing collections of available dists. - install (names, deployment, manifest, variables, name)
-
Install dist by name. _install_ is capable to install dists from various sources and of both source and binary type. Sources can be accumulated into install lists in which case LuaDist will install the sources in sequence. Sources supported by the command currently include: name, path and URL to .dist and .zip, path to unpacked dist and dist.info table.
Parameters
- names:
- deployment: string: Deployment directory to install into. Leave undefined for current deployment directory.
- manifest: table: Manifest of dists used to search for sources and resolve dependencies. Leave undefined for default repositories.
- variables: table: Table of key value pairs that can be used to set additional CMake variables for source dists.
- name: string: Package to install identified by name which can include version constraints. Case sensitive.
Return value:
ok, log: Returns true on success. nil on error and log message. - pack (names, deployment, dest, dist)
-
Pack a deployed dist. _pack_ will pack specified dist from deployment deployment and generate .dist archives in dest. When no name is specified all dists will be packed.
Parameters
- names:
- deployment: string: Deployment directory to uninstall from, nil for default LuaDist directory.
- dest: string: Optional destination for the result
- dist: string or table: Dist name or info to uninstall.
Return value:
ok, log: Returns true on success. nil on error and log message. - remove (names, deployment, dist)
-
Remove a deployed dist. _remove_ will delete specified dist from deployment. When no name is specified, the whole deployment directory will be removed.
Parameters
- names:
- deployment: string: Deployment directory to uninstall from, nil for default LuaDist directory.
- dist: string or table: Dist name or info to uninstall.
Return value:
ok, log: Returns true on success. nil on error and log message.


Tab Manager
Guitar
Piano
Violin
Violin Tabs
You can find and create violin tabs here.
Lorem Ipsum
dolor sit amet


Making UI documentation a bit sweeter ✨
Sugarcoat was created to enable developers to produce rich UI documentation easily and with minimal up-keep. Sugarcoat works by parsing project files for documentation comments (similar to JavaDoc, JSDoc, etc.) and generates HTML or JSON that is organized and easy to read. Sugarcoat allows developers and designers to access up-to-date previews of UI elements, page components, project specific colors and typography, all in one place.
Features
Universal Comment Styles
Use the same JSDoc commenting syntax across all file types. In HTML files, just wrap your comments in a standard HTML comment block. If you've got inline comments, Sugarcoat will ignore them.
Easy-to-identify component states
You can tell sugarcoat that there are modifier states in your css, right within your comment block! Sugarcoat will help highlight and display them for extra readability.
Decide where your library lives
Sugarcoat will never impose a folder structure on you.
Prefixed Variables? No Problem.
Sugarcoat will still understand your variables if they're SCSS, LESS, or even future specs: --my-var
No Style Bleed
And iFrames means no re-calculating dimensions for component example containers.
No weird comment delimiters
Sugarcoat will parse all comment blocks in a specified file. But hey, if you like weird delimiters, you can customize those too!
Sample Comment
The feature items above have a comment block in our codebase that would look like this:


{% extends "global/Page.html" %} {% load staticfiles otree %} {% block title %} Welcome to the Rolling Forecast Phase {% endblock %} {% block content %}
In this section, you will be asked to forecast the sales of this period and two more periods in the future.
{% next_button %} {% endblock %}


Arsenal fans can watch December games free on Amazon Prime Video
Arsenal fans will have access to 30 Premier League games completely free, according to Amazon
by Stephen HurrellFor the first time ever Arsenal's Premier League matches will be shown exclusively on Amazon Prime.
Arsenal will face Brighton at the Emirates Stadium on 5 December and later in the month will travel to Bournemouth on Boxing Day in two Premier League fixtures in December.
The two games are notable for being shown on Amazon for the first time - and Arsenal fans can watch the match completely free.
Amazon has launched the Arsenal pages for the live games and says fans can sign up for a free Amazon Prime Video trial now to secure a month's worth of access completely free.
As long as the Prime Video subscription is cancelled before the month is up users will not have to pay a penny. Fans can switch between all Premier League games as they happen via Amazon Prime Video.
To get both games fans should wait until after 26 November to secure the package and get free Premier League matches for a month. The pass will also give access to a host of other fixtures including the Merseyside Derby and Manchester United versus Spurs.
However, the Amazon free trial is not the only way for Arsenal fans to view both December matches.
BT has announced new and existing customers who have BT Sport packages and renew their contract will get six months worth of Amazon Prime Video free in time for the December fixtures.
The full list of Prime games are:
3-5 December
Arsenal vs Brighton
Burnley vs Manchester City
Chelsea vs Aston Villa
Crystal Palace vs Bournemouth
Leicester vs Watford
Liverpool vs Everton
Manchester United vs Tottenham
Sheffield United vs Newcastle
Southampton vs Norwich
Wolves vs West Ham
26-27 December
Bournemouth vs Arsenal
Aston Villa vs Norwich
Chelsea vs Southampton
Crystal Palace vs West Ham
Everton vs Burnley
Leicester vs Liverpool
Manchester United vs Newcastle
Sheffield United vs Watford
Tottenham vs Brighton
Wolves vs Manchester City


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A map loaded by the game.
More...
#include <Map.hpp>
A map loaded by the game.
◆ getObjectAt() [1/2]
| unsigned char TouhouFanGame::Map::getObjectAt |
( |
int |
x, |
|
|
int |
y |
|
) |
| const |
Get the object at position x y.
- Parameters
-
| x | Horizontal position |
| y | Vertical position |
- Returns
- The object or 00 if out of bound
◆ getObjectAt() [2/2]
| unsigned char TouhouFanGame::Map::getObjectAt |
( |
Vector2f |
pos | ) |
const |
Get the object at position pos.
- Parameters
-
- Returns
- The object or 00 if out of bound
◆ getTileSize()
| unsigned char TouhouFanGame::Map::getTileSize |
( |
| ) |
const |
- Returns
- The size in pixel of a square tile
◆ loadFromFile()
| void TouhouFanGame::Map::loadFromFile |
( |
const std::string & |
path, |
|
|
bool |
loadEntities = true |
|
) |
| |
Loads the map from the stream given.
- Parameters
-
| path | The path to the file to load the map from. |
| loadEntities | Whether we want to load the entities or not. |
◆ render()
| void TouhouFanGame::Map::render |
( |
| ) |
|
Renders the map on a screen.
◆ reset()
| void TouhouFanGame::Map::reset |
( |
| ) |
|
Resets the object to it's default state.
◆ serialize()
| void TouhouFanGame::Map::serialize |
( |
std::ostream & |
stream | ) |
const |
Serialize a map to the stream.
- Parameters
-
| stream | The stream to serialize the map to. |
◆ unserialize()
| void TouhouFanGame::Map::unserialize |
( |
std::istream & |
stream | ) |
|
Unserialize a map from the stream.
- Parameters
-
| stream | The stream to unserialize the map from. |
◆ update()
| void TouhouFanGame::Map::update |
( |
| ) |
|
◆ updateCameraPosition()
| void TouhouFanGame::Map::updateCameraPosition |
( |
Vector2f |
center | ) |
|
Updates the camera center from the focus point.
- Parameters
-
| center | Focus point of the camera. |
The documentation for this class was generated from the following files:


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spinengine: JSON
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JSON
JSON
type
description
DEMRequest
SPINResults
This class represents the results of the rule engine execution, consisting in the models and console logs generated by the rule engine library. Some of the results may be empty depending on the system call.


[gecode-users] Symbolic Constraints - fd_relation contraint in Gecode?
Pedro Salgueiro
pds at di.uevora.pt
Sat Jun 13 14:47:04 CEST 2009
I guess that now I understood it, I will give it a try and see how that
goes.
Thank you guys,
Pedro Salgueiro
On Sat, 2009-06-13 at 14:10 +0200, Denys Duchier wrote:
> Pedro Salgueiro <pds at di.uevora.pt> writes:
>
> > Translating the large domain to a smaller one is a good idea, the
> > problem is that besides I need to use the extensional constraint to make
> > sure that the values belong to some matrix,
>
> use extensional on the translated domains
>
> > I also have to apply
> > constraints to some of the values individual values of the tuple, based
> > on the values of the large domain. So, if I translate the domain to a
> > smaller one, then I have no way to apply such constraints.
>
> yes you do: apply the constraint on de-translated versions of the vars
>
> > For instance, let's suppose I have the following matrix:
> >
> > matrix={{9900, 1234, 2349}
> > {9901, 2345, 5678}}
> >
> > wich will be translated to:
> >
> > translated_matrix={{0,1,2,3}
> > {4,5,6,7}}
>
> let's say:
>
> translated_matrix={{0,1,2}
> {3,4,5}}
>
> so that the number of values actually correspond ;-)
>
> > Then I will apply an extensional constraint to make sure that the
> > variables C={X1,X2,X3} and C1={Y1,Y2,Y3} belongs to translated_matrix.
>
> you use extensional on the translated matrix.
>
> > Then I need to apply constraints that relate individual values on each
> > of the tuple, such as
> >
> > Y1 - X1 < 10
>
> I write A=<B1,B2,...,Bn>[I] for the element constraint.
> Constrain 2 new variables XX1 and YY1 as follows:
>
> XX1 = <9900,1234,2349,9901,2345,5678>[X1]
> YY1 = <9900,1234,2349,9901,2345,5678>[Y1]
>
> XX1 and YY1 are the de-translated versions of X1 and Y1, and you can
> pose the constraint:
>
> YY1 - XX1 < 10
>
> > About the element constraint, I didn't got that one.
>
> I hope the above example clears it up for you.
>
> Cheers,
>
> --Denys
More information about the gecode-users
mailing list


Page 1 of 1
Crashes..
Posted:
Mon Mar 09, 2009 2:58 pm
by Rabit561
I'm not really sure what the problem is, it seems to be like the Blue Screen of death problem but, instead of poping up a blue screen, the computer just comes to a halt, I don't even have to do anything but walk around a little and BAM insta-crash..
Re: Crashes..
Posted:
Tue Mar 10, 2009 2:36 am
by marzuku
Have you tried turning on the computer before you "play" Evidyon?
Re: Crashes..
Posted:
Tue Mar 10, 2009 9:04 am
by Karl G.
Ugh. Have you tried logging on other characters? Does it happen in any particular place?
Re: Crashes..
Posted:
Tue Mar 10, 2009 6:08 pm
by Rabit561
Karl G. wrote:Ugh. Have you tried logging on other characters? Does it happen in any particular place?
lol well so far its only happend in the sqr.. I'll test it out a few times and see what might be doing it..
and yes i've tried it on 2 different chars..
Re: Crashes..
Posted:
Tue Mar 10, 2009 6:19 pm
by Rabit561
Yeah... I tested it out again.. Made a new character even
So far it only happens on the SQR (lol even though I haven't even been able to walk off it since it crashes almost instantly)
but yeah.. EVERYTHING just freezes randomly (Not just game), forcing me to cold boot my computer.
Till this is fixed I can't even play.. so yeh
I'll try making a new account and see what happens with that 1.
..Yep happend again, This time I managed to get off the sqr, but I still have no clue whats causing the crashes..
Re: Crashes..
Posted:
Wed Mar 11, 2009 3:26 am
by marzuku
Have you tried plugging IN the electric chord?
Re: Crashes..
Posted:
Wed Mar 11, 2009 5:21 am
by Rabit561
marzuku wrote:Have you tried plugging IN the electric chord?
Oh c'mon you can make a better joke then that..
Re: Crashes..
Posted:
Wed Mar 11, 2009 5:27 am
by marzuku
Rabit561 wrote:marzuku wrote:Have you tried plugging IN the electric chord?
Oh c'mon you can make a better joke then that..
Have you tried the Continium transfunctioner?
These skills come with CHEEZE!
Re: Crashes..
Posted:
Wed Mar 11, 2009 8:13 am
by Rabit561
marzuku wrote:Rabit561 wrote:marzuku wrote:Have you tried plugging IN the electric chord?
Oh c'mon you can make a better joke then that..
Have you tried the Continium transfunctioner?
These skills come with CHEEZE!
XD wtf?
Re: Crashes..
Posted:
Thu Apr 02, 2009 9:44 pm
by Creepngdeath
I am having the same same problem. I uninstalled it deleted every thing re downloaded and re installed. After doing all this.... I played for 3 minutes and it crashed again. It pops up with a blue screen and makes my computer restart. That cant be good so I wont be trying to play any more :\
Re: Crashes..
Posted:
Thu Apr 02, 2009 10:48 pm
by Joe M.
This bug is pernicious. Karl is gearing up to wage a war on it: this is a must-fix before Beta. He's mentioned that he might distribute a special "BSOD-Bug-Hunting" version to y'all who have the problem so that he can track it down. So take heart! You may not be able to play now, but you'll be able to play Beta (if not before).


SetDatabaseBlob()
语法
SetDatabaseBlob(#Database, StatementIndex, *Buffer, BufferLength)概要
Set the blob for future use with DatabaseUpdate().
参数
#Database 要使用的数据库。 StatementIndex Undefined query parameter index the blob should be inserted for. The first undefined parameter index starts from zero. The SQL syntax to specify undefined parameter is database manager dependent. See the following examples to see how to proceed. *Buffer The address of the blob data. BufferLength The size of the blob data in bytes.
返回值
无.
Example: SQLite and ODBC
; SQLite and ODBC shares the same syntax to insert blob. It is indicated by the '?' character ; ; The database should be opened and a table PHOTOS with 3 column (BLOB, VARCHAR(255), BLOB) ; SetDatabaseBlob(0, 0, ?Picture, PictureLength) SetDatabaseBlob(0, 1, ?SmallPicture, SmallPictureLength) DatabaseUpdate(0, "INSERT INTO PHOTOS (picture, name, small_picture) values (?, 'my description', ?);")
Example: PostgreSQL
; PostgreSQL uses another syntax: $1, $2.. into the statement to indicate the undefined parameter ; ; The database should be opened and a table PHOTOS with 3 column (BYTEA, VARCHAR(255), BYTEA) ; SetDatabaseBlob(0, 0, ?Picture, PictureLength) SetDatabaseBlob(0, 1, ?SmallPicture, SmallPictureLength) DatabaseUpdate(0, "INSERT INTO PHOTOS (picture, name, small_picture) values ($1, 'my description', $2);")Note: PostgreSQL uses BYTEA to store large objects. The escaping needed to store binary data into such a column make it often bigger than expected. A good way to store binary data is to encode it with Base64Encoder() before submitting to the database manager.
参阅
DatabaseUpdate(), GetDatabaseBlob()
已支持操作系统
所有


 The kitsune is in a ragged state, tired but happy after its last prank. If you care for it well, it might reward you for your efforts. Fail to please it in time, and you will find yourself its latest victim.
The kitsune does not understand human constructs like "pause" or "take a break", so before agreeing to help the creature, make sure you understand what it needs and how to help it. Like living creatures, the kitsune's needs decline with time and need tending to strategically.
Hunger:
Amusement:
Grooming:
Energy:


|
Assimp
5.0.1, master @ cd42b955
|
Implementation of the CPP-API class #Importer. More...
Namespaces | |
| Assimp | |
| Helper structures for the Collada loader. | |
Macros | |
| #define | ASSIMP_CATCH_GLOBAL_EXCEPTIONS |
Functions | |
| bool | _ValidateFlags (unsigned int pFlags) |
| void | AddNodeWeight (unsigned int &iScene, const aiNode *pcNode) |
| void | Assimp::DeleteImporterInstanceList (std::vector< BaseImporter * > &out) |
| will delete all registered importers. More... | |
| void | Assimp::GetImporterInstanceList (std::vector< BaseImporter * > &out) |
| will return all registered importers. More... | |
| void | Assimp::GetPostProcessingStepInstanceList (std::vector< BaseProcess * > &out) |
| void | WriteLogOpening (const std::string &file) |
Implementation of the CPP-API class #Importer.
| #define ASSIMP_CATCH_GLOBAL_EXCEPTIONS |
| bool _ValidateFlags | ( | unsigned int | pFlags | ) |
|
inline |
| void WriteLogOpening | ( | const std::string & | file | ) |