cMesh represents a collection of vertices, triangles, materials, and texture properties that can be rendered graphically and haptically. More...
#include <CMesh.h>
Public Member Functions | |
| cMesh (cWorld *a_world) | |
| Constructor of cMesh. | |
| virtual | ~cMesh () |
| Destructor of cMesh. | |
| cWorld * | getParentWorld () const |
| Get parent world. | |
| void | setParentWorld (cWorld *a_world) |
| Set parent world. | |
| virtual bool | loadFromFile (const string &a_fileName) |
| Load a 3D object file (CHAI currently supports .obj and .3ds files). | |
| unsigned int | newVertex (const double a_x, const double a_y, const double a_z) |
| Create a new vertex and add it to the vertex list. | |
| unsigned int | newVertex (const cVector3d &a_pos) |
| Create a new vertex and add it to the vertex list. | |
| void | addVertices (const cVector3d *a_vertexPositions, const unsigned int &a_numVertices) |
| Add an array of vertices to the vertex list given an array of vertex positions. | |
| bool | removeVertex (const unsigned int a_index) |
| Remove the vertex at the specified position in my vertex array. | |
| cVertex * | getVertex (unsigned int a_index, bool a_includeChildren=false) |
| Access the vertex at the specified position in my vertex array (and maybe my childrens' arrays). | |
| const cVertex * | getVertex (unsigned int a_index, bool a_includeChildren=false) const |
| Access the vertex at the specified position in my vertex array (and maybe my childrens' arrays). | |
| unsigned int | getNumVertices (bool a_includeChildren=false) const |
| Read the number of stored vertices, optionally including those of my children. | |
| virtual vector< cVertex > * | pVertices () |
| Access my vertex list directly (use carefully). | |
| virtual const vector< cVertex > * | pVertices () const |
| Access my vertex list directly (use carefully). | |
| virtual vector< cVertex > * | pVerticesNonEmpty () |
| Access the first non-empty vertex list in any of my children (use carefully). | |
| unsigned int | newTriangle (const unsigned int a_indexVertex0, const unsigned int a_indexVertex1, const unsigned int a_indexVertex2) |
| Create a new triangle by passing vertex indices. | |
| unsigned int | newTriangle (const cVector3d &a_vertex0, const cVector3d &a_vertex1, const cVector3d &a_vertex2) |
| Create a new triangle and three new vertices by passing vertex positions. | |
| bool | removeTriangle (const unsigned int a_index) |
| Remove a triangle from my triangle array. | |
| cTriangle * | getTriangle (unsigned int a_index, bool a_includeChildren=false) |
| Access the triangle at the specified position in my triangle array. | |
| unsigned int | getNumTriangles (bool a_includeChildren=false) const |
| Read the number of stored triangles, optionally including those of my children. | |
| void | clear () |
| Clear all triangles and vertices of mesh. | |
| vector< cTriangle > * | pTriangles () |
| Access my triangle array directly (use carefully). | |
| virtual void | setTransparencyLevel (const float a_level, const bool a_applyToTextures=false, const bool a_affectChildren=true) |
| Set the alpha value at each vertex and in all of my material colors. | |
| void | setVertexColor (const cColorf &a_color, const bool a_affectChildren=true) |
| Set color of each vertex, optionally propagating the operation to my children. | |
| void | useDisplayList (const bool a_useDisplayList, const bool a_affectChildren=true) |
| Enable or disable the use of a display list for rendering, optionally propagating the operation to my children. | |
| void | useVertexArrays (const bool a_useVertexArrays, const bool a_affectChildren=true) |
| Enable or disable the use vertex arrays for rendering, optionally propagating the operation to my children. | |
| bool | getDisplayListEnabled () const |
| Ask whether I'm currently rendering with a display list. | |
| void | invalidateDisplayList (const bool a_affectChildren=true) |
| Invalidate any existing display lists. | |
| void | setShowNormals (const bool &a_showNormals, const bool a_affectChildren=true, const bool a_trianglesOnly=false) |
| Enable or disable the rendering of vertex normals, optionally propagating the operation to my children. | |
| bool | getShowNormals () const |
| Returns whether rendering of normals is enabled. | |
| void | setNormalsProperties (const double a_length, const cColorf &a_color, const bool a_affectChildren) |
| Set graphic properties for normal-rendering, optionally propagating the operation to my children. | |
| bool | getColorsEnabled () const |
| Are vertex colors currently enabled? | |
| virtual void | onDisplayReset (const bool a_affectChildren=true) |
| Re-initializes textures and display lists. | |
| virtual void | createBruteForceCollisionDetector (bool a_affectChildren, bool a_useNeighbors) |
| Set up a brute force collision detector for this mesh and (optionally) for its children. | |
| virtual void | createAABBCollisionDetector (double a_radius, bool a_affectChildren, bool a_useNeighbors) |
| Set up an AABB collision detector for this mesh and (optionally) its children. | |
| virtual void | createSphereTreeCollisionDetector (double a_radius, bool a_affectChildren, bool a_useNeighbors) |
| Set up a sphere tree collision detector for this mesh and (optionally) its children. | |
| void | createTriangleNeighborList (bool a_affectChildren) |
| Create a lists for neighbor triangles for each triangle of the mesh. | |
| void | findNeighbors (std::vector< cTriangle * > *search1, std::vector< cTriangle * > *search2, const int &v1, const int &v2) |
| Search for triangle neighbors. | |
| void | computeLocalInteraction (const cVector3d &a_toolPos, const cVector3d &a_toolVel, const unsigned int a_IDN) |
| Update the relationship between the tool and the current object. | |
| void | computeAllNormals (const bool a_affectChildren=false) |
| Compute all triangle normals, optionally propagating the operation to my children. | |
| void | extrude (const double a_extrudeDistance, const bool a_affectChildren=false, const bool a_updateCollisionDetector=false) |
| Extrude each vertex of the mesh by some amount along its normal. | |
| virtual void | offsetVertices (const cVector3d &a_offset, const bool a_affectChildren=false, const bool a_updateCollisionDetector=true) |
| virtual void | scaleObject (const cVector3d &a_scaleFactors) |
| Scale vertices and normals by the specified scale factors and re-normalize. | |
| virtual cMesh * | createMesh () const |
| Simple method used to create a new (empty) mesh of my type. | |
| virtual void | renderMesh (const int a_renderMode=0) |
| Render triangles, material and texture properties. | |
| virtual cVector3d | getCenterOfMass (const bool a_includeChildren=0) |
| Compute the center of mass of this mesh, based on vertex positions. | |
| virtual void | reverseAllNormals (const bool a_affectChildren=0) |
| Reverse all normals on this model. | |
| virtual void | removeRedundantTriangles (const bool a_affectChildren=0) |
| Remove redundant triangles from this model. | |
Protected Member Functions | |
| virtual void | render (const int a_renderMode=0) |
| Render the mesh itself. | |
| virtual void | renderNormals (const bool a_trianglesOnly=true) |
| Draw a small line for each vertex normal. | |
| virtual void | updateGlobalPositions (const bool a_frameOnly) |
| Update the global position of each of my vertices. | |
| virtual void | updateBoundaryBox () |
| Update my boundary box dimensions based on my vertices. | |
Protected Attributes | |
| cWorld * | m_parentWorld |
| Parent world. | |
| bool | m_showNormals |
| If true, then normals are displayed. | |
| bool | m_showNormalsForTriangleVerticesOnly |
| If true, normals are displayed only for vertices that are used in triangles. | |
| cColorf | m_showNormalsColor |
| Color used to render lines representing normals. | |
| double | m_showNormalsLength |
| Length of each normal (for graphic rendering of normals). | |
| bool | m_useDisplayList |
| Should we use a display list to render this mesh? | |
| bool | m_useVertexArrays |
| Should we use vertex arrays to render this mesh? | |
| int | m_displayList |
| The openGL display list used to draw this mesh, if display lists are enabled. | |
| vector< cVertex > | m_vertices |
| Array of vertices. | |
| list< unsigned int > | m_freeVertices |
| List of free slots in the vertex array. | |
| vector< cTriangle > | m_triangles |
| Array of triangles. | |
| list< unsigned int > | m_freeTriangles |
| List of free slots in the triangle array. |
cMesh represents a collection of vertices, triangles, materials, and texture properties that can be rendered graphically and haptically.
| cMesh::cMesh | ( | cWorld * | a_world | ) |
| void cMesh::addVertices | ( | const cVector3d * | a_vertexPositions, | |
| const unsigned int & | a_numVertices | |||
| ) |
Add an array of vertices to the vertex list given an array of vertex positions.
Create a new vertex for each supplied position and add it to the vertex list.
| a_vertexPositions | List of vertex positions to add | |
| a_numVertices | Number of vertices in a_vertexPositions |
| void cMesh::clear | ( | ) |
Clear all triangles and vertices of mesh.
Clear all triangles and vertices.
| void cMesh::computeAllNormals | ( | const bool | a_affectChildren = false |
) |
Compute all triangle normals, optionally propagating the operation to my children.
Compute surface normals for every vertex in the mesh, by averaging the face normals of the triangle that include each vertex.
| a_affectChildren | If true, then children are also updated. |
| void cMesh::computeLocalInteraction | ( | const cVector3d & | a_toolPos, | |
| const cVector3d & | a_toolVel, | |||
| const unsigned int | a_IDN | |||
| ) | [virtual] |
Update the relationship between the tool and the current object.
For mesh objects, this information is computed by the virtual tool when computing the finger-proxy model. More information can be found in file CGeneric3dofPointer.cpp undr methof computeInteractionForces() Both variables m_interactionProjectedPoint and m_interactionInside are assigned values based on the objects encountered by the proxy.
| a_toolPos | Position of the tool. | |
| a_toolVel | Velocity of the tool. | |
| a_IDN | Identification number of the force algorithm. |
Reimplemented from cGenericObject.
| void cMesh::createAABBCollisionDetector | ( | double | a_radius, | |
| bool | a_affectChildren, | |||
| bool | a_useNeighbors | |||
| ) | [virtual] |
Set up an AABB collision detector for this mesh and (optionally) its children.
Set up an AABB collision detector for this mesh and (optionally) its children
| a_radius | Bounding radius. | |
| a_affectChildren | Create collision detectors for children? | |
| a_useNeighbors | Create neighbor lists? |
| void cMesh::createBruteForceCollisionDetector | ( | bool | a_affectChildren, | |
| bool | a_useNeighbors | |||
| ) | [virtual] |
Set up a brute force collision detector for this mesh and (optionally) for its children.
Set up a Brute Force collision detector for this mesh and (optionally) its children
| a_affectChildren | Create collision detectors for children? | |
| a_useNeighbors | Create neighbor lists? |
| void cMesh::createSphereTreeCollisionDetector | ( | double | a_radius, | |
| bool | a_affectChildren, | |||
| bool | a_useNeighbors | |||
| ) | [virtual] |
Set up a sphere tree collision detector for this mesh and (optionally) its children.
Set up a sphere tree collision detector for this mesh and (optionally) its children
| a_radius | Bounding radius. | |
| a_affectChildren | Create collision detectors for children? | |
| a_useNeighbors | Create neighbor lists? |
| void cMesh::createTriangleNeighborList | ( | bool | a_affectChildren | ) |
Create a lists for neighbor triangles for each triangle of the mesh.
Set up for each triangle a list of neighbor triangles
| a_affectChildren | Create neighborlists for children? |
| void cMesh::extrude | ( | const double | a_extrudeDistance, | |
| const bool | a_affectChildren = false , |
|||
| const bool | a_updateCollisionDetector = false | |||
| ) |
Extrude each vertex of the mesh by some amount along its normal.
Extrude each vertex of the mesh by some amount along its normal
| a_extrudeDistance | Distance to move each vertex | |
| a_affectChildren | If true, children are also modified. | |
| a_updateCollisionDetector | If true, this mesh's collision detector is re-initialized |
| void cMesh::findNeighbors | ( | std::vector< cTriangle * > * | search1, | |
| std::vector< cTriangle * > * | search2, | |||
| const int & | v1, | |||
| const int & | v2 | |||
| ) |
Search for triangle neighbors.
Find pairs of neighboring triangles that share specific vertices, given vectors of those triangles sorted by the x-coordinates of those vertices (first, second, or third), using a merge join. We define two triangles to be neighbors if and only if they have a common vertex (within some distance tolerance). In this function, we are only concerned about matching triangles whose vertex v1 in search1 is shared (within tolerance) with vertex v2 in search2; this function should be called once for each possible combination (order doesn't matter) of v1=0..2 and v2=0..2 to find all neighbors. Two shared vertices must have equal x-coordinates (within tolerance), which allows us to check for matches using a merge join on lists sorted by x-coordinate. (Using y-coordinates or z-coordinates would have been equally valid.)
| search1 | First vector of triangles, sorted by x-coords of some vertex. | |
| search2 | Second vector of triangles, sorted by x-coords of some vertex. | |
| v1 | Which vertex the first vector is sorted by (0, 1, or 2). | |
| v2 | Which vertex the second vector is sorted by (0, 1, or 2). |
| cVector3d cMesh::getCenterOfMass | ( | const bool | a_includeChildren = 0 |
) | [virtual] |
Compute the center of mass of this mesh, based on vertex positions.
Compute the center of mass of this mesh, based on vertex positions.
| a_includeChildren | If true, then childrens' COM's are reflected. |
| unsigned int cMesh::getNumTriangles | ( | bool | a_includeChildren = false |
) | const |
Read the number of stored triangles, optionally including those of my children.
Returns the number of triangles contained in this mesh, optionally including its children.
| a_includeChildren | If true, then children are also included. |
| unsigned int cMesh::getNumVertices | ( | bool | a_includeChildren = false |
) | const |
Read the number of stored vertices, optionally including those of my children.
Returns the number of vertices contained in this mesh, optionally including its children.
| a_includeChildren | If true, then children are also included. |
| cTriangle * cMesh::getTriangle | ( | unsigned int | a_index, | |
| bool | a_includeChildren = false | |||
| ) |
Access the triangle at the specified position in my triangle array.
Returns the specified triangle... if a_includeChildren is false, I just index into my triangle array (no boundary checking, since this is called often).
If a_includeChildren is true, I start counting through my own triangle array, then each of my children... in the process, I'm going to call getNumTriangles(true) on each of my children, so this is a recursive and unbounded (though generally fast) version of this method.
| a_index | The index of the requested triangle | |
| a_includeChildren | If true, then children are also included. |
| cVertex * cMesh::getVertex | ( | unsigned int | a_index, | |
| bool | a_includeChildren = false | |||
| ) |
Access the vertex at the specified position in my vertex array (and maybe my childrens' arrays).
Returns the specified vertex... if a_includeChildren is false, I just index into my vertex array (no boundary checking, since this is called often).
If a_includeChildren is true, I start counting through my own vertex array, then each of my children... in the process, I'm going to call getNumVertices(true) on each of my children, so this is a recursive and unbounded (though generally fast) version of this method.
| a_index | The index of the requested vertex | |
| a_includeChildren | If true, then children are also included. |
| void cMesh::invalidateDisplayList | ( | const bool | a_affectChildren = true |
) |
Invalidate any existing display lists.
Invalidate any existing display lists. You should call this on if you're using display lists and you modify mesh options, vertex positions, etc.
| a_affectChildren | If true all children are updated |
| bool cMesh::loadFromFile | ( | const string & | a_fileName | ) | [virtual] |
Load a 3D object file (CHAI currently supports .obj and .3ds files).
Load a 3D mesh file. CHAI currently supports .obj and .3ds files.
| a_fileName | Filename of 3d image. |
| unsigned int cMesh::newTriangle | ( | const cVector3d & | a_vertex0, | |
| const cVector3d & | a_vertex1, | |||
| const cVector3d & | a_vertex2 | |||
| ) |
Create a new triangle and three new vertices by passing vertex positions.
Create a new triangle and three new vertices by passing vertex positions
| a_vertex0 | Position of vertex 0. | |
| a_vertex1 | Position of vertex 1. | |
| a_vertex2 | Position of vertex 2. |
| unsigned int cMesh::newTriangle | ( | const unsigned int | a_indexVertex0, | |
| const unsigned int | a_indexVertex1, | |||
| const unsigned int | a_indexVertex2 | |||
| ) |
Create a new triangle by passing vertex indices.
Create a new triangle and three new vertices by passing vertex indices
| a_indexVertex0 | index position of vertex 0. | |
| a_indexVertex1 | index position of vertex 1. | |
| a_indexVertex2 | index position of vertex 2. |
| unsigned int cMesh::newVertex | ( | const double | a_x, | |
| const double | a_y, | |||
| const double | a_z | |||
| ) |
Create a new vertex and add it to the vertex list.
Create a new vertex and add it to the vertex list.
| a_x | X coordinate of vertex. | |
| a_y | Y coordinate of vertex. | |
| a_z | Z coordinate of vertex. |
| void cMesh::offsetVertices | ( | const cVector3d & | a_offset, | |
| const bool | a_affectChildren = false , |
|||
| const bool | a_updateCollisionDetector = true | |||
| ) | [virtual] |
Shifts all vertex positions by the specified amount.
Use setPos() if you want to move the whole mesh for rendering.
Shifts all vertex positions by the specified amount.
Use setPos() if you want to move the whole mesh for rendering.
| a_offset | Translation to apply to each vertex | |
| a_affectChildren | If true, children are also modified. | |
| a_updateCollisionDetector | If true, this mesh's collision detector is re-initialized |
| void cMesh::onDisplayReset | ( | const bool | a_affectChildren = true |
) | [virtual] |
Re-initializes textures and display lists.
Users can call this function when it's necessary to re-initialize the OpenGL context; e.g. re-initialize textures and display lists. Subclasses should perform whatever re-initialization they need to do.
| a_affectChildren | If true all children are updated |
Reimplemented from cGenericObject.
| vector< cVertex > * cMesh::pVerticesNonEmpty | ( | ) | [virtual] |
Access the first non-empty vertex list in any of my children (use carefully).
Access the first vertex list in any of my children (use carefully)
| void cMesh::removeRedundantTriangles | ( | const bool | a_affectChildren = 0 |
) | [virtual] |
Remove redundant triangles from this model.
Remove redundant triangles from this model. Does not use vertex positions at all, just removed triangles with redundant indices and obviously- degenerate triangles.
| a_affectChildren | If true, children are also modified. |
| bool cMesh::removeTriangle | ( | const unsigned int | a_index | ) |
Remove a triangle from my triangle array.
Remove a vertex from the vertex array by passing its index number.
| a_index | Index number of vertex. |
| bool cMesh::removeVertex | ( | const unsigned int | a_index | ) |
Remove the vertex at the specified position in my vertex array.
Remove the vertex at the specified position in my vertex array
| a_index | Index number of vertex. |
| void cMesh::render | ( | const int | a_renderMode = 0 |
) | [protected, virtual] |
Render the mesh itself.
Render this mesh in OpenGL. This method actually just prepares some OpenGL state, and uses renderMesh to actually do the rendering.
| a_renderMode | Rendering mode (see cGenericObject) |
Reimplemented from cGenericObject.
Reimplemented in cGELMesh.
| void cMesh::renderMesh | ( | const int | a_renderMode = 0 |
) | [virtual] |
| void cMesh::renderNormals | ( | const bool | a_trianglesOnly = true |
) | [protected, virtual] |
Draw a small line for each vertex normal.
Render a graphic representation of each normal of the mesh.
| void cMesh::reverseAllNormals | ( | const bool | a_affectChildren = 0 |
) | [virtual] |
Reverse all normals on this model.
Reverse the normal for every vertex on this model. Useful for models that started with inverted faces and thus gave inward-pointing normals.
| a_affectChildren | If true, children are also modified. |
| void cMesh::scaleObject | ( | const cVector3d & | a_scaleFactors | ) | [virtual] |
Scale vertices and normals by the specified scale factors and re-normalize.
Resize the current mesh by scaling all my vertex positions. If you want to move vertices along their normals, use the extrude() function.
| a_scaleFactors | x,y,z scale factors. |
Reimplemented from cGenericObject.
| void cMesh::setNormalsProperties | ( | const double | a_length, | |
| const cColorf & | a_color, | |||
| const bool | a_affectChildren | |||
| ) |
Set graphic properties for normal-rendering, optionally propagating the operation to my children.
Define the way normals are graphically rendered, optionally propagating the operation to my children
| a_length | Length of normals | |
| a_color | Color of normals | |
| a_affectChildren | If true, then children also modified. |
| void cMesh::setShowNormals | ( | const bool & | a_showNormals, | |
| const bool | a_affectChildren = true , |
|||
| const bool | a_trianglesOnly = false | |||
| ) |
Enable or disable the rendering of vertex normals, optionally propagating the operation to my children.
Enable or disable the graphic rendering of normal vectors at each vertex, optionally propagating the operation to my children
| a_showNormals | If true, normal vectors are rendered graphically | |
| a_affectChildren | If true, then children also modified | |
| a_trianglesOnly | If true, normals are rendered only at vertices that are used in triangles. |
| void cMesh::setTransparencyLevel | ( | const float | a_level, | |
| const bool | a_applyToTextures = false , |
|||
| const bool | a_affectChildren = true | |||
| ) | [virtual] |
Set the alpha value at each vertex and in all of my material colors.
Set the alpha value at each vertex, in all of my material colors, optionally propagating the operation to my children.
Using the 'apply to textures' option causes the actual texture alpha values to be over-written in my texture, if it exists.
[Editor's note: the 'apply to textures' option is not currently enabled, since (a) it's a silly way to control transparency and (b) not all textures have an alpha channel.]
| a_level | Level of transparency ranging from 0.0 to 1.0. | |
| a_applyToTextures | If true, then apply changes to texture | |
| a_affectChildren | If true, then children also modified. |
Reimplemented from cGenericObject.
| void cMesh::setVertexColor | ( | const cColorf & | a_color, | |
| const bool | a_affectChildren = true | |||
| ) |
Set color of each vertex, optionally propagating the operation to my children.
Set color of each vertex.
| a_color | New color to be applied to each vertex | |
| a_affectChildren | If true, then children also modified. |
| void cMesh::updateBoundaryBox | ( | ) | [protected, virtual] |
Update my boundary box dimensions based on my vertices.
Compute the axis-aligned boundary box that encloses all triangles in this mesh
Reimplemented from cGenericObject.
| void cMesh::updateGlobalPositions | ( | const bool | a_frameOnly | ) | [protected, virtual] |
Update the global position of each of my vertices.
Compute the global position of all vertices
| a_frameOnly | If false, the global position of all vertices is computed, otherwise this function does nothing. |
Reimplemented from cGenericObject.
| void cMesh::useDisplayList | ( | const bool | a_useDisplayList, | |
| const bool | a_affectChildren = true | |||
| ) |
Enable or disable the use of a display list for rendering, optionally propagating the operation to my children.
This enables the use of display lists for mesh rendering. This should significantly speed up rendering for large meshes, but it means that any changes you make to any cMesh options or any vertex positions will not take effect until you invalidate the existing display list (by calling invalidateDisplayList()).
In general, if you aren't having problems with rendering performance, don't bother with this; you don't want to worry about having to invalidate display lists every time you change a tiny option.
| a_useDisplayList | If true, this mesh will be rendered with a display list | |
| a_affectChildren | If true, then children also modified. |
| void cMesh::useVertexArrays | ( | const bool | a_useVertexArrays, | |
| const bool | a_affectChildren = true | |||
| ) |
Enable or disable the use vertex arrays for rendering, optionally propagating the operation to my children.
This enables the use of vertex arrays for mesh rendering. This mode can be faster than the classical approach, however crashes sometime occur on certain types of graphic cards.
In general, if you aren't having problems with rendering performance, don't bother with this.
| a_useVertexArrays | If true, this mesh will be rendered using vertex array technique | |
| a_affectChildren | If true, then children also modified. |


Machinery [0.99.1] Original release date: January 2022. Created by Louigi Verona
Mute all audio
Mute generators
Volume
Save and reload game for the setting to take effect
Game save copy to text file for backup
Your save
The version of your save does not match the current version of the game. This might lead to incorrect behavior. Overwriting your save will hide this warning, but it is unlikely to fix the save.

 There are several achievements that will increment your Quantum Number:
buying a Quantum Number warp upgrade
collecting 100 duotronic butterflies
reaching battery throughput of 35%
reaching shuttle capacity of 300k
charting 2 galaxies
The Interdimensional Warp is going to be introduced in the upcoming versions of the game.
Antimatter cubes in stock
0
All-time energy generated
⌬0
Total amount of energy generated this run
⌬0
Amount till next antimatter
⌬0
Warping right now will earn you:
Antimatter cubes: 0
Antimatter Amplifier: x0
Antimatter cubes
[0]
Antimatter amplifier:x0%
Academy
Rank of Engineer
unlocks Engineering Den
Rank of Floor Administrator
unlocks Lifeforms Scanner
Rank of Chief Engineer
unlocks Night Shift
Rank of Captain
send spaceships on missions
Engineering
Panel Upgrade I
see whether the power upgrade has a x5 or a x100 multiplier
Panel Upgrade II
buy all available upgrades with a single click
Panel Upgrade III
auto-buy Research Lab upgrades
Magnetron Resistance
Magnetron duration can now be upgraded to a maximum of 120 seconds
Magnetron Power
Magnetron multiplier can now be upgraded to a maximum of x20
Magnetron Alerting System
an audio alert is issued when the magnetron is armed
Status
Quantum Number ⌘
a key to another dimension
Rank [Operator]
⌘ [0]
Antimatter: 0
Generators
Supply
Generator
Supply
Generator
0
0
0
0
Energy per Cycle ⌬0
Research Lab +3%
Antimatter Amplifier x12
Control Panel
[1/max]
Electric [100%]
Plasma [0%]
Nuclear [0%]
Gravity [0%]
Supply limit [1]
Power [1]x
Generation II
Supply limit [1]
Power [1]x
Generation II
Supply limit [1]
Power [1]x
Generation II
Supply limit [1]
Power [1]x
Generation II
Overdrive becomes available when you reach a target amount of energy. The bonus fills up your whole energy tank, and after this the next target is set.
[i]
x
Power limit [50]
Research Lab provides upgrades to generators. They are reset when you warp.
Power upgrades increase the overall power output of all generators
Supply upgrades double the base supply unit up to 128
Lifeform upgrades add non-organic lifeforms to the Lifeforms Scanner
Some upgrades will begin appearing only after certain machines are unlocked.
Research Lab[i]
[auto]
⌬500
+1% Power
⌬500
+1% Power
⌬500
+1% Power
⌬500
+1% Power
⌬500
+1% Power
⌬500
+1% Power
⌬500
+1% Power
⌬500
+1% Power
Engineering Den allows you to align couplings. This improves the efficiency of the generators. Vibrations from the generators will constantly push the couplings out of alignment, so be sure to keep an eye on them!
Engineering Den also provides Power limit and Charge limit auto-upgrades. Charge limit auto-upgrade is always ON.
Engineering Den[i]
Auxiliary power [+0%]
Power limit auto-upgrade
Charge limit auto-upgrade
Lifeforms Scanner allows you to identify the non-organic lifeforms that live in and around the generators. Each time you catch and identify one, it will provide permanent upgrades.
Collecting lifeforms impacts their population. Warping when the Repopulation value is below 100% will lead to lifeforms becoming unavailable during the next warp. Growing Repopulation to 100% or higher at any of the subsequent warps will restore them.
Lifeforms Scanner[i]
Mech Ciliate
Quantity: 0
Effect: +1% Power
Non-Organic Isopod
Quantity: 0
Effect: Every 3 isopods increase Magnetron duration by 1 sec
Mutated Worm
Quantity: 0
Effect: Every 5 worms increase Magnetron multiplier by 1%
Plasmic Frog
Quantity: 0
Effect: Every frog increases the probability of arming the Magnetron
Cable Lizard
Quantity: 0
Effect: Every lizard increases auxiliary power by 2%
Plastic Fly
Quantity: 0
Effect: Every fly increases the production of components by 5%
Nut Beetle
Quantity: 0
Effect: Every 2 beetles increase the efficiency of the battery by 10%
Duotronic Butterfly
Quantity: 0
Effect: Collecting 100 increments your Magic Number
Repopulation: 0%/100%
Machines
[1/max]
Unlock Battery
Battery is the power source for all the machines. Developing the battery allows to provide more power to the machines.
Battery charges from the generators. By specifying the percentage, you control the amount of power the battery consumes. If it's at 100%, it will consume all the energy produced by the generators.
Battery[i]
0%
Power [⑂0]
Max Throughput [1%]
Charge limit [50]
Unlock Magnetron
Magnetron provides short boosts of efficiency to generators. It needs to be armed before it can be used. The probability of the Magnetron getting armed is 1 in 2000 for every request it receives.
Requests to arm the Magnetron are being sent in the same cycle as the charging of the battery, therefore if the battery is not charging, the magnetron won't get armed. Therefore, the more generators are running, the more requests are being sent to the Magnetron.
Keep in mind that 1 in 2000 is a fairly low probability and that the process is truly random. It's quite normal to have very long periods of time with the Magnetron being dormant, and sometimes having it getting armed quickly several times in a row. You can increase this probability through collecting Plasmic Frogs.
Magnetron[i]
Multiplier [x2]+1
Duration [30 sec]
Unlock Foundry
Foundry manufactures components that will then be used to produce and maintain the space station, shuttle bay, probes and spaceships.
Its furnace must be kept at a working temperature of 3000+ °C. If it cools down, it will stop producing components and would require re-heating.
In order to heat up and operate the furnace, the battery should be kept at 10% throughput. Setting it to a higher value will increase the speed at which the furnace heats up, but it won't affect how quickly the components are produced. Setting it to 9% and lower will switch off the furnace, which will stop the production of components, and the furnace will begin to cool down.
The waste management system provides a periodic bonus to your generators. You can reduce the amount of cycles required to trigger it by building shuttles and the Space Station.
Foundry[i]
0 °C
Components per cycle [1]
Waste 0/1000
Components: ⯎0
Construct Shuttlebay
Shuttlebay allows you to build, repair and upgrade space shuttles.
every shuttle built slightly decreases the foundry waste limit
shuttle capacity increases the amount of debris shuttles can carry
Shuttlebay[i]
Build shuttle
Shuttle capacity[1]
Repair shuttle
Unlock Mission Control
Mission Control lists and tracks the status of low orbit missions.
Note that neither the Space Station, nor the Orbital Telescope can be deployed before the amount of low orbit debris is reduced to below<PHONE_NUMBER>.
Mission Control[i]
> Remove low orbit debris
Debris detected:<PHONE_NUMBER>
Shuttles: "Yangtzee Kiang"
> Deploy Space Station
Deployment status: 0%
Shuttle "Yangtzee Kiang"
> Deploy Orbital Telescope
Deployment status: 0%
Shuttle "Yangtzee Kiang"
Unlock Space Station
Space Station is the gateway to deep space exploration.
Building the Space Station has the following effects:
you become Chief Engineer (permanent change)
the foundry waste limit is decreased by 50 (reset at warp)
Space Station[i]
Unlock Orbital Telescope
Orbital Telescope charts stars, galaxies and, in the future, habitable planets and interstellar lifeforms.


Which browser is best to use?
We have found that most browsers are compatible with the proxy server. Here are a few special considerations:
- Mac Users - . Safari, Firefox and Chrome are all compatible with our proxy server.
- Windows Users - All popular browsers appear to work well with the proxy server including Internet Explorer, Firefox and Chrome. Chrome uses the Windows proxy server; the sames ones used by IE. DSL users may find the configuration more difficult in IE than in Netscape or Firefox but all will work.
- Many users find it convenient to configure one Web browser to use the proxy server which they will use to access Yale resources and leave another browser "unproxied" for all other Web applications. For the above reason, select Firefox and one of the other browsers to accomplish this.
Configuring your Web Browser to use the Proxy Server
It is not possible to fully document all of the variations for every combination of OS version, browser version and connection configuration. That said, these configuration instructions should work for most everyone.
Configuring Mozilla Firefox (for both Windows & Macs)
- Open your Web browser.
- For Windows: Under "Tools", select "Options"
- For Macs: Under "Firefox", select "Preferences".
- Select the "Advanced" category icon and then click on "Network" tab
- Click "Settings" next to "Connection: Configure how Firefox connects to the Internet"
- Select "Manual proxy configuration"
- Next to "HTTP Proxy" enter: proxy host name
- In the field labeld "Port:" enter: proxy port
- Enter the same server name and port address for "SSL Proxy"
- Click "OK" (or "apply" of the Mac) until you've closed all dialog boxes.
- The first page you go to after enabling the proxy will generatea dialog box requesting a User Name and Password. Enter your email address for username, and the password you received.
Configuring Internet Explorer (for Windows Users)
- Open your browser. Under the 'Tools' menu, select 'Internet Options'
- Click on the 'Connections' Tab
- ***IF CONNECTING THROUGH A DIALUP MODEM or SOLO DSL CONNECTION (i.e. no LAN, only one computer connected)
Under 'Dialup Settings', highlight the dialup networking profile you use for Internet access. Then click on the 'Settings' button to access options for that specific dialup session.
- ***IF CONNECTING THROUGH CABLE MODEM, DSL ROUTER or LAN
Click on the box "LAN Settings...". then check the box next to 'Use a proxy server' in the 'Proxy Server' section
- Click on 'Advanced'
- Go to the box next to HTTP: in the column 'Proxy Address to Use' and type: proxy host name
- Go to the next space in the column labeled 'Port' and type: proxy port
- Enter the same server name and port number for "Secure"
- Click on 'OK' to save settings until all boxes are closed
- The first page you go to after enabling the proxy will generate a dialog box requesting a User Name and Password Enter your email address for username, and your proxy password.
Configuring Safari
- Open Safari. Under the "Safari" tab select "Preferences".
- Select the "Advanced" category icon
- Next to "Proxies:" click on "Change Settings" (this will open the System Network Preferences)
- Make certain that the correct connection method is in the "Show" window (e.g. airport, built-in ethernet)
- Check the box next to "Web Proxy (HTTP)", then enter proxy host name in the first field and proxy port in the field labeled "Port".
- Do the same for "Secure Web Proxy (HTTPS)"
- Click "Apply" and then close all dialog boxes.
- The first page you go to after enabling the proxy will generate a dialog box requesting a User Name and Password. Enter your email address for username, and the password you received.
Configuring Chrome
Google Chrome uses your computer's system proxy settings to connect to the network. Changing these settings will affect Google Chrome as well as other programs that connects to the Internet.
To set up or change network connections, follow these steps:
- Click the Chrome menu on the browser toolbar.
- Select Settings.
- Click Show advanced settings.
- In the "Network" section, click Change proxy settings . This will open the Internet Properties dialog (Windows) or the Network dialog (Mac) where you can adjust your network settings.


Navprayas ( A Group of Innovative Thoughts ) is a voluntary organisation (becomes active particularly during winter and summer holidays) founded in 2000. Our sole aim is to promote social and moral ethics and educational environment among the locals of the so called Engineer's Village Manpur Patwatoli. In Manpur Patwatoli and nearby areas, there was a need of such an organisation which could promote competitive educational environment and women empowerment.Navprayas came forward to deliver these things and is always striving to do more and more for the development and betterment of the society.
Members of the organisation are mostly students studying in colleges(engineering,medical,MBA,commerce etc.) or passouts and some local delegates of Patwatoli. Every year we organise several events like competitive exams(MTSE,Puzzle Race),Freehand Drawing,Rangotsav,Worshops(Vedic Maths,Robotics,Transition),Seminars and Career Counselling. Our main programme which runs throughout the year is Vidya Jyoti - A women literacy programme. This aims at the training of illiterate women in the field of primary education and general awareness.


Feathers Beta Policy
From time to time, a class, a property, or a method will be marked as beta in a stable release of Feathers. Beta APIs should be considered potentially unstable and they may change without warning. In other words, these APIs are not subject to the Feathers deprecation policy, though they may appear in an otherwise stable release.
Consider these APIs a preview of what's coming in the future. They simply need a bit of time in the hands of a wider audience to verify that they're working well enough to come out of beta.
When a beta API has been changed in any way, or it is considered finalized, the release notes will clearly explain what has happened. If changes to your code are required to migrate, instructions will be provided.
Typically, completely new components added to Feathers will be marked as beta in their first release with the full library.


--- layout: post tags: [AutoFixture] date: 2009-04-03 21:07:13 UTC title: "Creating Numbers With AutoFixture" --- {% include JB/setup %}
Previously, we saw how AutoFixture creates strings. In this post, I'll explain how it creates numbers. Once again, the algorithm that I'll explain here is the default algorithm, but if you don't like it, you can replace it with something else.
It's very simple: Numbers are returned in the ordered sequence of natural numbers (1, 2, 3, 4, 5, …). The first time you call
fixture.CreateAnonymous<int>();
the returned number will be 1, the second time 2, etc.
The reason I chose that particular algorithm is because it creates numbers that we, as humans, find… well… natural!
A lot of the domains we model work with natural numbers, and even if you write an API where negative numbers are allowed, it's fairly unlikely that positive numbers will not be allowed. Thus, in most cases, small positive integers tend to be ‘nice' values in most APIs - and recall that when we do TDD, we focus on the Happy Path, so it's important to pick values that take us down that path.
Using the overload that takes a seed, like this:
fixture.CreateAnonymous(42);
has no effect - the seed (in this case 42) is simply ignored, so if you call this after first calling the parameterless overload twice, the return number is going to be 3.
Each number type, however, has its own sequence, so even if you've been creating a few Int32 instances like above,
fixture.CreateAnonymous<decimal>();
will return 1.
The following number types all work that way:
Comments
For complex objects (say: a class with two writable properties of the same number type) the ordering of assignment is undefined even though the sequence of numbers is deterministic. In other words, if you have the properties Number1 and Number2, you know one gets the value 1 and the other gets the value 2, but you don't know which one gets what (it's probably deterministic anyway because Reflection is likely to always return properties in the same order, but AutoFixture does nothing to explicitly order properties and fields).
Another similar strategy could be to use random numbers from a constant seed. This would give you another stable sequence of numbers.
If none of the above is a concern (numbers do not influence the execution path) you can also choose to use pure random numbers.
In any case you can use the Register method to override the default behavior for a given type, so it's entirely possible to set it up with random numbers instead of a rising sequence.
fixture.Customize<int>(c => c.FromSeed(i => i));


Greedily selects a subset of bounding boxes in descending order of score.
tf.compat.v1.image.non_max_suppression_overlaps
tf.compat.v2.image.non_max_suppression_overlaps
tf.image.non_max_suppression_overlaps( overlaps, scores, max_output_size, overlap_threshold=0.5, score_threshold=float('-inf'), name=None )
Prunes away boxes that have high overlap with previously selected boxes.
N-by-n overlap values are supplied as square matrix.
The output of this operation is a set of integers indexing into the input
collection of bounding boxes representing the selected boxes. The bounding
box coordinates corresponding to the selected indices can then be obtained
using the tf.gather
operation. For example:
python
selected_indices = tf.image.non_max_suppression_overlaps(
overlaps, scores, max_output_size, iou_threshold)
selected_boxes = tf.gather(boxes, selected_indices)
overlaps
: A 2-D float Tensor
of shape [num_boxes, num_boxes]
.scores
: A 1-D float Tensor
of shape [num_boxes]
representing a single
score corresponding to each box (each row of boxes).max_output_size
: A scalar integer Tensor
representing the maximum number
of boxes to be selected by non max suppression.overlap_threshold
: A float representing the threshold for deciding whether
boxes overlap too much with respect to the provided overlap values.score_threshold
: A float representing the threshold for deciding when to
remove boxes based on score.name
: A name for the operation (optional).selected_indices
: A 1-D integer Tensor
of shape [M]
representing the
selected indices from the overlaps tensor, where M <= max_output_size
.


|
|
Environment variables
|
The Uniform Server controller automatically detects ZeroXIII modules loaded and sets environment paths and variables as appropriate. Adding additional environment paths and variables for third party modules (programs) Uniform Server provides two configuration sections in configuration file C:\UniServerZ\home\us_config\us_config.ini. This page covers these sections in details.
Environment %PATH% [ENV_PATHS]
Path specifies the location where the operating system looks when running a command. The path environment variable %PATH% consists of absolute paths for each folder separated by a semicolon.
The Uniform Server controller builds a new environment path as follows:
- The paths specified in configuration file are expanded (if required) and concatenated with a semicolon separator.
- The controller detects installed modules and concatenates paths as required to the above path, again separated by a semicolon.
- Finally the environment variable %PATH% passed to the controller is concatenated with the above path.
- Finally the environment variable %PATH% is updated with the new path.
|
Path example:
For example suppose we want to add the following two paths C:\UniServerZ\docs and C:\UniServerZ\docs\manual
Edit configuration file C:\UniServerZ\home\us_config\us_config.ini and either edit or create a new
section [ENV_PATHS] as shown on the right:
|
[ENV_PATHS]
path=C:\UniServerZ\docs
path=C:\UniServerZ\docs\manual
|
|
View environment path:
Start UniController, click Server Console button, type in PATH and press enter. Result is shown on the right
Note first two lines after "PATH=" are the paths set in the configuration file.
|
C:\UniServerZ>PATH
PATH=C:\UniServerZ\docs;
C:\UniServerZ\docs\manual;
C:\UniServerZ\core\apache2\bin;...
|
|
Portable path example:
Absolute paths were used in the above example which is fine for a fixed installation or required if paths are
outside of The Uniform Server folder UniServerZ. For paths below UniServerZ use the predefined variable
%UniConPath% to create a relative path which is portable. Above example using relative paths is shown on right.
|
[ENV_PATHS]
path=%UniConPath%\docs
path=%UniConPath%\docs\manual
|
Environment variables [ENV_VARS]
The [ENV_VARS] section allows you to defines new environment variables or modify existing variable values. The format is variable_name=variable_value
|
Variable example:
For example suppose we want to add the following two variables
PHP_INI_SCAN_DIR=%UniConPath%\user_php_inis and fred1=22
Edit configuration file C:\UniServerZ\home\us_config\us_config.ini and either edit or create a new
section [ENV_VARS] as shown on the right:
|
[ENV_VARS]
PHP_INI_SCAN_DIR=%UniConPath%\user_php_inis
fred1=22
|
|
View all environment variables:
Start UniController, click Server Console button, type in SET and press enter. Result is shown on the right
Note For clarity the output was edited to show only the two variables.
|
C:\UniServerZ>set
fred1=22
PHP_INI_SCAN_DIR=C:\UniServerZ\user_php_inis
|
|
Portable path:
A relative path was specified for the variable PHP_INI_SCAN_DIR value. The predefined variable
%UniConPath% is expanded to a full path. Advantage of using relative paths is portablity.
|
Note: %UniConPath% expanded to C:\UniServerZ
|
--oOo--
|


--- layout: default_dnd ---
A Medium has access to a limited list of spells, heavily supplemented by those given by his Spiritual Discipline
| Spells available for Mediums to learn |
|---|
| Spell Level | Spells |
| Cantrips | Mage Hand, Magic Stone, Message, Thaumaturgy |
| 1st | Bane, Beast Bond, Ceremony, Detect Evil and Good, Detect Magic, Detect Poison and Disease, Identify, Protection from Evil and Good, Sanctuary, Speak with Animals |
| 2nd | Arcane Lock, Detect Thoughts, Gentle Repose, Healing Spirit, Locate Animals or Plants, Nystul’s Magic Aura, Pass Without Trace, See invisibility, Spiritual Weapon |
| 3rd | Animate Dead, Bestow Curse, Conjure Animals, Dispel Magic, Magic Circle, Remove Curse, Speak with Dead, Spirit Guardians, Summon Lesser Demons, Tongues |
| 4th | Banishment, Phantasmal Killer, Hallucinatory Terrain, Otiluke’s Resilient Sphere, Locate Creature, Summon Greater Demon, Conjure Minor Elementals, Conjure Woodland Beings, Arcane Eye |
| 5th | Commune, Contact Other Plane, Dispel Evil and Good, Legend Lore, Planar Binding, Rary’s Telepathic Bond, Conjure Elemental |
| 6th | Conjure Fey, Drawmij’s Instant Summons, Forbiddance, Magic Jar, Mental Prison, Soul Cage, True Seeing |
| 7th | Etherealness, Plane Shift, Sequester, Simulacrum, Conjure Celestial |
| 8th | Telepathy |
| 9th | Astral Projection |


GT CSE 10 Year Anniversary
Georgia Tech’s School of Computational Science and Engineering in the College of Computing celebrates its tenth birthday.
During my second week of graduate school, my new department threw a 10-year anniversary party. The event kicked off with a short presentation by our chair Dr. David Bader about the state of CSE at GT.
Here’s the short version: CSE at GT is doing fantastic and rapidly growing. In fact, it’s growing so fast that CSE is moving to a brand new High Performance Computing building that will be finished in 20181.
HPCC set to be done in 2018 will support groundbreaking high tech research & development. #InstituteAddress pic.twitter.com/AhQfaN4ICs
— Georgia Tech (@GeorgiaTech) August 27, 2015
Once the presentation concluded, attendees were treated to food, cake, music, live visionary painting by a Georgia Tech alumnus, and a commemorative shirt and drinking glass.
More pictures from the event can be seen on the College of Computing’s Facebook album.
Hopefully I’ll be graduating when CSE has its 15 year anniversary!2


--- layout: default ---
Our primary scientific interest lies in understanding how the brain forms percepts and uses them to make decisions, especially in the visual domain. In particular, we are interested in how the brain's perceptual beliefs about the outside world are represented by the responses of populations of cortical neurons and how their spiking activity gives rise to percepts and decisions. To that end we construct mathematical models that aim to explain neural responses and behavior.
haefnerlab E-mail


It serves the purpose of showcasing a possible design for a blog, emphasizing first and foremost the content. It also gave me a chance to play around with JQuery to give it a nice and ‘modern’ UI. This is something I’d like to experiment with more in the future, but this is a pretty good place to start
Of course, if you don’t have javascript, this site is very broken. So I should try to fix that at some point. Keeping track of the event triggering logic is starting to become a little complex.


Oh no! Math! I'm Jeremy Bentham. But if you want help making the right choices in life, you've come to the right place.
Whenever you make a choice: simply measure these aspects of the choice and the pleasure that it should bring.
- Intensity: How powerful is the pleasure caused? Is the experience really good?
- Duration: How long will the pleasure caused by that action last?
- Certainty: Are you sure your action will cause pleasure or not? You could be wrong.
- Propinquity: How soon will the effect kick in?
- Fecundity: Will that pleasure propagate other pleasure?
- Purity: Will the pleasure be followed by pain?
- Extent: How many people are being affected by this?
That's a lot of thinking. But in the end, this ends up with the greatest happiness, something no one can dispute. Who doesn't like pleasure?
What I'm talking about is my concept of the Ulility Calculus. Goodness can be calculated.
Just you.


@(incidents: Seq[model.Incident])(implicit request: play.api.mvc.RequestHeader) @import helpers.ViewHelper.pluralize @admin("Reports") {
Showing incidents over the last 7 days


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By @vladwelt Python and Javascript Developer
Objects in JavaScript are mutable keyed(key => value pairs) collections.
In JavaScript, arrays are objects, functions are objects, regular expressions are objects, and, of course, objects are objects.
the function has access to the context in which it was created. This is called closure.


{% extends "regsys/base.html" %} {% block content %}
| Course Name | Section | Year | Semester | Weekday | Start | End | Current Enrollment | Faculty | Building | Add Course |
|---|---|---|---|---|---|---|---|---|---|---|
| {{s.course_no}} | {{s.sec}} | {{s.year}} | {{s.semester}} | {{s.weekday}} | {{s.start}} | {{s.end}} | {{s.current_enrollment}} | {{s.staff_id}} | {{s.building_code}} | Add |


transaction
(type in module dotjem.routing
)
Records updates to views and applies them when committed.
Cancels the view transaction, discarding any changes that may have been recorded.
Commits the view transaction, applying any changes that may have been recorded.
Only the final state will be applied, meaning that if the same view had recieved a series of updates, only an update
for the final state the view will take will be issues, if it causes the view to change state.
Returns all pending changes.


At Pinscreen we’re working on creating 3D virtual avatars with as little input as possible, using a combination of computer graphics, computer vision and machine learning.
Lightmapping for Unity
At Imagination Technologies I was a lead engineer on the Unity 5 Progresive Lightmapper project, which is released in Unity 5.6. Check my presentation out to get an idea of what I was working on. See pinscreen.com for more news!
Industrial Light & Magic projects
Here are two projects I worked on at ILM (Lucasfilm):
For Pacific Rim I helped speed up the rendering of lights in fog/smoke (any volumetric media) by a factor of 10.
In this project for creating a on-stage virtual production environment, I was part of the team working on the real-time rendering techniques used to achieve the filmic look.
Aesir - Mock-up Pathtracer
Just a little mock-up pathtracer implemented in Unity using DirectCompute.
Multiphase Flow of Immiscible Fluids on Unstructured Meshes
I worked on getting this paper published in the spring of 2012.
Volume SPPM
Another project from the Alexandra Institute, where I worked on bringing some volume rendering to the SPPM (stochastic progressive photon mapping) method, this video is a result of that.
Fake fluid dynamics
Here’s a project I worked on, centered around real-time fake fluid dynamics, expanding on a procedural fluid flow technique by Robert Bridson, by adding more artist control and real-time boundary collision.


The CookBook
Home
(current)
About Us
View all Recipes
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What are we making today?
Add A recipe
Add an ingredient and instruction, type "done" when finished.
Instructions
Add A ingredient
Done
All Done!
What do you want to do now?
Add another recipe
View all recipes


Have questions about your current service or need a quote for a future project? Give us a call or send us an email.


FlightSurety
Flight
Submit to Oracles
Control operational status
Set Status
Register New Airline
Register Airline
Fund to become Admin
Fund to be Admin
Select Flight
Select Flight
Buy Insurance
Buy Insurance
Check Flight Status
Check Flight Status
Refund Insuree
Refund
Withdraw insurance amount
Withdraw insurance


The popover directive is used by the fd-popover component. It constitutes an abstraction of both Popper.js and Fundamental-ngx features.
In cases where the popover component is insufficient, or even unneeded, this directive can serve as a powerful alternative.


--- layout: index title: now permalink: /now/ ---
I currently build APIs and enterprise healthcare integrations at Healthify.
I am a core team member of Code for Denver, a Code for America brigade. Along with helping to organize meetings and projects, I regularly participate in roles such as meeting facilitator, product owner, and developer. Our projects this year have focused on creating tech solutions for local nonprofits' problems through various technologies like ReactJS, Ruby, Salesforce, Clojure, and Drupal. codefordenver.org
API-in-a-Box was inspired by my work with Code for Atlanta and a particular project called show-me-the-food, which aimed to document and provide tooling around canvassing food deserts in Atlanta. It is an open-source, containerized hypermedia approach to building and using APIs for open data. github.com/switzersc/api-in-a-box


| GEOS SDK TechDocs
|
|
| 1 The Text Objects
| 3 The Text Object Library
The Text objects provide a powerful tool for complex text formatting. This section describes some of the more powerful features of these text objects.
Input Management and Filters
Text Flow Through Regions
Style Sheets
Undo
General Import and Export
Geometry Management
Embedded Graphics and Characters
Search and Replace
Spell-Checking
Printing
Text Controller Objects
| GEOS SDK TechDocs
|
|
| 1 The Text Objects
| 3 The Text Object Library


Explore various growth projects for Germany. On the left, Germany is plotted by ECI and GDP. France and Spain are given as extrem examples. On the upper left, France has a higher GDP than expected and more complexity. Thus, the growth projections show that it will slow down to get back to its expected level. On the other side, Spain has more complexity but less GDP than expected. Thus, it is expected to catch up with higher growth.


18
52 (8d8 + 16)
30ft
(+3 proficiency bonus)
Con (+5), Str (+7)
Perception +3, Survival +3, Athletics +7
passive Perception 13
Common, Solamnic
Brian has advantage on saving throws against being fightened.
martial, simple
5 (1800 XP)
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 5 (1d8) piercing damage.
Brian's weapon attacks score a critical hit on a roll of 19 or 20.
Brian adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.


Top street artist creates stunning new artwork underneath Banksy's 'Mild Mild West' in Stokes Croft
Hazard is known around the world for her stunning creations
by Robin MurrayBristol is renowned for its graffiti and this weekend it welcomed a stunning new piece of artwork.
Hazard, one of the top street artists in the UK, is renowned for her striking female portraits, detailed floral creations and wildlife pieces worldwide.
This weekend the artist, real name Harriet Wood, showed off her skills outside Hamilton House in Stokes Croft, where she created a new piece of work below Banksy’s 'Mild Mild West'.
Harriet was initially due to create the artwork last week as part of the open studios weekend at the community hub, but was ordered by a doctor to rest her hand having been involved in a painting marathon across the USA, including jobs in Arizona and New York.
Check out our gallery below to see the piece of artwork in all its glory:
View gallery
With Harriet keeping the nature of the artwork a secret before she started painting, crowds watched on as she brought it to life, working throughout the day on both Saturday and Sunday.
The artwork depicts a blue bird surrounded by flowers directly underneath Banksy's infamous piece, which he created in 1999.
After spending several years in Barcelona Harriet is now based in Bristol - when not jetting all over the world to create her distinctive artwork, of course.
In 2014 she was recognised by the Huffington Post among "25 women pushing the limits of street art around the world" and also named among the UK’s very best female graffiti artists by The Guardian.
Follow Discover Bristol
We have a dedicated Facebook page for all the latest on where to drink, eat, go out and events across Bristol.
From the best food and drink deals to exclusive sneak peeks at new restaurants and bars, gig reviews and weekend plans - Discover Bristol has got you covered.
You can follow the page here for all the latest news.
For the latest news in and around Bristol, visit and bookmark Bristol Live's homepage.


Hello World!
This page is a test page to test various conditions in which our injection script will pick up on user events and asynchronously send them somewhere. You really need to you have the javascript console open in order to monitor it working (or not!)
Buttons
Links
XHR
Inputs
Buttons
this is an html button
Note that our capture mechanism fires off after the javascript alert is dismissed. But who still uses them anyhow?
this is an html button with an anonymous event
this is an html button with a click listener
this is an html button with a click listener with scope
this is an html button with return false
this is an html button with an error
dynamically add some new buttons
Dynamicaly added buttons goes here:
Links
Here's a link on this page
Here's an external link
XHR
send an xhr request
navigates to twinturbo.net
Inputs
Enter a phone number: in the form<PHONE_NUMBER>
Area code:
Number:
Gender:
Male
Female
Other
Password:


Nestled in the heart of Convoy Street, Steamy Piggy first opened its doors for a soft opening on July 21, 2017. With the mission of offering a fresh take on authentic Chinese cuisine, Steamy Piggy provides a contemporary, relaxing atmosphere with a diversity of menu selections, including noodles, housemade drinks, and made-from-scratch dumplings.
Our exceptional dumpling recipe is a product of a rich family tradition combined with a worldly culinary palette. Inspiration from our chefs, kitchen staff, and front-of-house staff have helped to create our menu. We think it’s important that food is best enjoyed fresh, which is why we only serve dumplings made on the same day. Cooked with no added MSG, we start with premium whole-wheat flour so they’re softer, fresher, and tastier than ever.
Through creative experimentation and only the finest selection of ingredients, we’re proud to offer what we believe to be the best dumplings around. We’ve worked hard to redefine the reputation for Chinese cuisine, with our modern, relaxing atmosphere and progressive menu offerings. Good food should be an experience, complete with inviting interior décor as well as an equally welcoming and friendly staff, ready to serve your every request.
We’ve tasted hundreds of recipes on our journey to find the perfect dumpling, and we hope you’ll join us as you sit back, relax, and enjoy the result.


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2014 Seattle Endorsed Budget
| Fund |
Department |
Budget Control Level Name |
Amount (USD) |
| General Subfund |
Finance General |
Support to Operating Funds |
$305,641,502 |
| City Light Fund |
Seattle City Light |
Long-Term Purchased Power |
$287,056,885 |
| Drainage and Wastewater Fund |
Seattle Public Utilities |
General Expense |
$240,054,742 |
| City Light Fund |
Seattle City Light |
Debt Service |
$196,466,429 |
| Transportation Operating Fund |
Seattle Department of Transportation |
Major Projects |
$195,968,519 |
| Health Care Subfund |
Personnel Department |
Health Care |
$175,209,976 |
| General Subfund |
Seattle Fire Department |
Operations |
$146,793,970 |
| Water Fund |
Seattle Public Utilities |
General Expense |
$143,332,578 |


Add and remove some animals, observe how sfPrototypeMan maintains the field index (first column) which is used for - most importantly - input names as well.
Drag to reorder the fields to show the interaction of sfPrototypeMan with jQuery UI sortable. It does not rely on it, but they will interact out-of-the-box if used in conjunction.
If you use your own DOM modification code it can interact with sfPrototypeMan through callbacks you provide (see Readme > Events).


The graph shown was inspired by this d3.js example. I like the simple solid-color aesthetic of d3 (you have to admit that Lambert + Phong shaders look cheesy), and I wanted to replicate it in three dimensions. Here's my attempt.
I'm planning on adding more features to this project, such as displaying directed graphs, functional node sizing, handles on mouse hovering, clicking and dragging, and whatever else comes to mind. Stay tuned for more!


Create and edit your search queries making sure you only have the results that are important to you.
Review and approve papers at each stage of your systematic review.
SysReviewer gives you quick access to each stage of your systematic review.
Create/edit Multiple Reviewd
Create multiple queries, test your results, select the best query for your review
Abstract Pool - Review,approve or reject your reviews papers based on their abstracts
Document Pool - Visit the full paper, select the papers that are relevant to your review
Final Pool - View the final papers that are necessary for your review


PLEASE READ THE FOLLOWING TERMS AND CONDITIONS CAREFULLY BEFORE USING THIS SITE. By using this site, you signify your agreement to these Terms and Conditions. If you do not agree to these Terms and Conditions, do not use this site. TheBattleOfRotterdam may modify these Terms and Conditions at anytime.
Restrictions On Use of Materials
This site is copyright protected. Any textual or graphic material you copy, print, or download is licensed to you by Hasbro, Inc. and/or its subsidiaries ("TheBattleOfRotterdam") for your personal, non-commercial home use only, provided that you do not change or delete any copyright, trademark or other proprietary notices.
THE MATERIALS IN THIS SITE ARE PROVIDED "AS IS" AND WITHOUT WARRANTIES OF ANY KIND EITHER EXPRESS OR IMPLIED. TheBattleOfRotterdam DOES NOT WARRANT OR MAKE ANY REPRESENTATIONS REGARDING THE USE OR THE RESULTS OF THE USE OF THE CONTENT OR OTHER MATERIALS IN THIS SITE IN TERMS OF THEIR CORRECTNESS, ACCURACY, RELIABILITY, OR OTHERWISE.


WATCH:This Is Why Zimbabweans Are Crazy
by Philip MangwiroWATCH: This Is Why Zimbabweans Are Crazy
On Saturday morning, Vice President Chiwenga who was being treated in China returned to the country after being absent for 4 months. His arrival was unannounced and he was received at Robert Mugabe International Airport by close family members no government officials raising speculations of tensions in the echelons of power in ZANU PF. However, this narrative of tensions was proven to be false.
President Mnangagwa was among the first VIPs to visit Chiwenga at his Chisipite home with the video of the encounter being shared on social media. What excited Zimbabweans was the way Chiwenga, Mnangagwa embraced each other and How First Lady Auxillia Mnangagwa knelt down and greeted the General by his Soko totem.
Zimbabweans being crazy as they have started making parodies of the whole affair and so far the video below tops the list.
We now have The Auxilia Mnangagwa Challenge. You wonder what Zimbabweans will think of next.
MORE FROM IHARARE
For the love of beer……2 drinkers gang up & bash security guard for closing bar
South Africa’s PEP Flees Zimbabwe After Making Huge Losses…Cites Ongoing Crisis
“A Coup Begets Another Coup”: Presidential Advisor Warns Of Another Coup In Cryptic Tweet
In Other News……Flamboyant businessman Frank Buyanga’s child custody battle with ex-girlfriend, Chantelle Muteswa, has escalated to alarming levels as Buyanga appears to issue a subtle threat to the first family.
Buyanga’s company African Medallion Group (AMG) issued a subtle threat to the First Family warning that the company would hold the family responsible if anything happens to Buyanga. This comes as the First Lady, Auxillia Mnangagwa was alleged to have waded into the custody fight on Chantelle’s side.
According to online publication, Zimlive, the first lady demanded Buyanga’s arrest. She allegedly advised Chantelle to approach the Zimbabwe Anti-Corruption Commission (ZACC) and to report all the magistrates and judges who had ruled in favour of Buyanga.
In a strongly worded letter, AMG claimed that Buyanga’s lawyer in the custody case was abducted by alleged state agents.
Below is the full letter from AMG….Read More
To View and Apply for the latest Jobs and Vacancies in Zimbabwe, Please Visit our Sister website iHarare Jobs


Boolean Operations
A
bit is the minimum amount of information that we can imagine, since it only stores either value 1 or 0, which represents either YES or NO, activated or deactivated, true or false, etc... that is: two possible states each one opposite to the other, without possibility of any shades. We are going to consider that the two possible values of a bit are 0 and 1.
Several operations can be performed with bits, either in conjunction with other bits or themselves alone. These operations receive the name of
boolean operations, a word that comes from the name of one of the mathematicians who contributed the more to this field: George Boole (1815-1864).
All these operations have an established behavior and all of them can be applied to any bit no matter which value they contain (either 0 or 1). Next you have a list of the basic boolean operations and a table with the behavior of that operation with every possible combination of bits.
AND
This operation is performed between two bits, which we will call
a and
b. The result of applying this AND operation is 1 if both
a and
b are equal to 1, and 0 in all other cases (i.e., if one or both of the variables is 0).
AND (&)
OR
This operation is performed between two bits (
a and
b). The result is 1 if either one of the two bits is 1, or if both are 1. If none is equal to 1 the result is 0.
OR (|)
XOR (Exclusive Or)
This operation is performed between two bits (
a and
b). The result is 1 if either one of the two bits is 1, but not in the case that both are. There for, if neither or both of them are equal to 1 the result is 0.
XOR (^)
NOT
This operation is performed on a single bit. Its result is the inversion of the actual value of the bit: if it was set to 1 it becomes 0, and if it was 0 it becomes 1:
NOT (~)
These are the 4 basic boolean operations (AND, OR, XOR and NOT). Combining these operations we can obtain any possible result from two bits.
In C++, these operators can be used with variables of any integer data type; the boolean operation is performed to all of the bits of each variable involved. For example, supposing two variables:
a and
b, both of type
unsigned char, where
a contains 195 (11000011 in binary) and
b contains 87 (or 01010111 in binary). If we write the following code:
1 2 3 4
|
unsigned char a=195;
unsigned char b=87;
unsigned char c;
c=a&b;
| |
That means, that we conducted a bitwise AND operation between
a and
b. The operation is performed between the bits of the two variables that are located at the same position: The rightmost bit of
c will contain the result of conducting the AND operation between the rightmost bits of
a and
b:
The same operation is also performed between the second bits of both variables, and the third, and so on, until the operation is performed between all bits of both variables (each one only with the same bit of the other variable).
The final binary value of
c is 01000011, that is 67 in decimal numbers. So
195&87 is equal to
67.


Dear {{ user.username }}, Welcome to Flasky!
To confirm your account please click on the following link: Link
Sincerely,
The Flasky Team


API¶
google_translate.GoogleTranslator
google_translate.UserAgentSelector
google_translate.ProxySelector
Note
Valid output types are: text, dict, json
Note
Source and destination language can be either in the short format (e.g. “en”)
or in long format (e.g. “english”). Source language can also take the ‘auto’ value.
Info dictionary structure example:
{
"original_text": "word",
"translation": "translated-word",
"romanization": "romanized-word",
"has_typo": False,
"src_lang": "en",
"extra": {
"verbs": {
"verb1": ["trans1"],
"verb2": ["trans1", "trans2", "trans3", "trans4"]
},
"nouns": {
"nouns1": ["trans1", "trans2", "trans3"]
},
"adjectives": {
"adjective1": ["trans1", "trans2"]
},
"adverbs": {
"adverb1": ["trans1"],
"adverb2": ["trans2", "trans3"]
},
"prepositions": {
"preposition1": ["trans1"]
}
},
"match": 1.0
}
Main classes¶
-
class
google_translate.
GoogleTranslator
(proxy_selector=None, ua_selector=None, simulate=False, https=True, timeout=10.0, retries=5, wait_time=1.0, random_wait=False, encoding=u'UTF-8')¶ Uses the Google translate API to provide different functionalities.
GoogleTranslator currently provides four different functionalities.
- word translation
- source language detection
- romanization
- typo detection
Parameters: - proxy_selector (ProxySelector) – Object used to pick a proxy.
- ua_selector (UserAgentSelector) – Object used to pick a user-agent.
- simulate (boolean) – When True no real requests will be sent.
- https (boolean) – Enable-disable HTTPS.
- timeout (float) – Socket timeout in seconds.
- retries (int) – Maximum attempts number before giving up.
- wait_time (float) – Time in seconds to wait between requests.
- random_wait (boolean) – When True GoogleTranslator will wait a random amount of seconds instead of using the wait_time.
- encoding (string) – Encoding to use during data encode-decode.
-
add_header
(header)¶ Add HTTP header to user specific headers.
Parameters: header (tuple) – Tuple that contains two values the header name and the header value (e.g. (‘Host’, ‘test.com’)). Note
User specific headers overwrite the default headers.
Raises: ValueError
-
detect
(word, output=u'text')¶ Detect the source language of the given word(s).
Parameters: - word (string - list<string>) – Word(s) to process.
- output (string) – Output return type. See Output Types for a list of valid output types (default: text).
Returns: String with the source language name-code.
Raises: ValueError
-
get_info_dict
(word, dst_lang, src_lang=u'auto', output=u'text')¶ Returns the information dictionary for the given word.
For a list with available dictionary keys, see Info Dict.
Parameters: - word (string - list<string>) – Word(s) to process.
- dst_lang (string) – Destination language to use. See Language Format for valid language formats.
- src_lang (string) – Source language to use (default: auto).
- output (string) – Output return type. See Output Types for a list of valid output types (default: text).
Raises: ValueError
-
romanize
(word, src_lang=u'auto', output=u'text')¶ Get the romanization of the given word(s).
Parameters: - word (string - list<string>) – Word(s) to process.
- src_lang (string) – Source language of the given word(s). See Language Format for valid language formats (default: auto).
- output (string) – Output return type. See Output Types for a list of valid output types (default: text).
Returns: String with the romanized word.
Raises: ValueError
-
translate
(word, dst_lang, src_lang=u'auto', additional=False, output=u'text')¶ Translate the given word(s) from src_lang to dst_lang.
Parameters: - word (string - list<string) – Word(s) to translate.
- dst_lang (string) – Language to translate the given word(s). See Language Format for valid language formats.
- src_lang (string) – Source language of the given word(s) (default: auto).
- additional (boolean) – When True translate will return additional translations.
- output (string) – Output return type. See Output Types for a list of valid output types (default: text).
Returns: - If additional is True.
Dictionary with the additional translations.
- If additional is False.
String with the translated word.
Raises: ValueError
-
word_exists
(word, lang=u'en', output=u'text')¶ Check if the given word(s) exist in language.
Parameters: - word (string - list<string>) – Word(s) to check.
- lang (string) – Language to check. See Language Format for valid language formats (default: en).
- output (string) – Output return type. See Output Types for a list of valid output types (default: text).
Returns: True if the word exists else False.
Raises: ValueError
Other classes¶
-
class
google_translate.
UserAgentSelector
(user_agent=None, user_agent_file=None, http_mode=False, single_ua=False)¶ Select user-agent base on some criterias.
UserAgentSelector supports three basic modes. Single user-agent given by the user, multiple user-agents from a file (one per line) and multiple user-agents loaded from the handy list of ‘techblog.willhouse.com’[1]. You can also enable all the modes together or different combinations of them. Note that the user defined ua always overwrites the other user-agents (from file or HTTP). By default when multiple user-agents are used the get_useragent() method returns a user-agent randomly, but if you set single_ua to True then UserAgentSelector will pick a user-agent during the initialization and stick with it.
Examples
Use single user-agent:
>>> ua_selector = UserAgentSelector("Mozilla9000") >>> ua_selector.get_useragent()
Use multiple user-agents from HTTP:
>>> ua_selector = UserAgentSelector(http_mode=True) >>> ua_selector.get_useragent()
Parameters: - user_agent (string) – User defined user-agent.
- user_agent_file (string) – Absolute path to file that contains multiple user-agent entries, one per line.
- http_mode (boolean) – When True UserAgentSelector will try to retrieve a list of user-agents from the place that HTTP_URL points to.
- single_ua (boolean) – When True UserAgentSelector will pick a single ua and stick with it, even when multiple user-agents are defined (from file or HTTP)
-
get_useragent
()¶ Returns a user-agent to the user.
-
class
google_translate.
ProxySelector
(proxy=None, proxy_file=None, prevent_fallback=False, random_selection=False)¶ Select proxy base on some criterias.
ProxySelector supports two proxy modes. Single proxy given by the user or multiple proxies from a file. You can also use both of them in which case the user defined proxy overwrites the proxies from the file. ProxySelector can choose multiple proxies either by using the given sequence or by picking one randomly. ProxySelector can detect duplicate entries & invalid ip addresses (currently only IPv4 is supported). Finally the user has the ability to remove non working proxies.
Examples
Use single proxy (not very handy):
>>> proxy_selector = ProxySelector("<IP_ADDRESS>:8080") >>> proxy = proxy_selector.get_proxy()
Use multiple proxies from file:
>>> proxy_selector = ProxySelector(proxy_file="my_proxies") >>> proxy = proxy_selector.get_proxy()
Parameters: - proxy (string) – User defined proxy.
- proxy_file (string) – Absolute path to file that contains multiple proxy entries, one per line.
- prevent_fallback (boolean) – When True ProxySelector will always return a proxy even if the proxy does not work (good to avoid making a request without one).
- random_selection (boolean) – When True ProxySelector will pick a proxy randomly unlike the normal sequence mode.
-
get_proxy
()¶ Returns a proxy back to the user.
-
static
is_valid_proxy
(proxy)¶ Static method to check if the given proxy is valid.
-
remove_proxy
(proxy)¶ Removes the given proxy from the ProxySelector.
Parameters: proxy (string) – Proxy string in the format “ip:port”. Returns: True on success else False.
-
class
google_translate.cache.
Cache
(max_size, valid_period)¶ Store objects for a period of time.
Cache like object that uses a dictionary to store multiple objects for a period of time. This cache can also be stored in a json file for later use.
Examples
Simple use case:
>>> from google_translate.cache import Cache >>> cache = Cache(100, 3600.0) # Store items for 1 hour >>> cache.add('key', 'value') >>> value = cache.get('key') >>> cache.store('mycache') # Store our cache in 'mycache' file >>> new_cache = Cache(200, 300.0) >>> new_cache.load('mycache') # Load items from 'mycache' file >>> new_cache.remove_old() # Remove all the old items
Parameters: - max_size (int) – Maximum number of items that the cache can store. The cache automatically removes the oldest item when it reaches the max_size.
- valid_period (float) – Time in seconds that the cache items are valid. This value can be changed after the object initialization.
-
add
(key, obj)¶ Add new item to the cache.
Adds the key-obj combination to the cache. If the cache reaches the max_size then the oldest item is automatically removed.
Parameters: - key (hashable type) – Key under which the obj will be stored.
- obj (object) – Object to store in the cache.
-
get
(key)¶ Get item from the cache.
Returns the item corresponding to the given key if the given key exists else None. Note that if the timestamp of the item is old then it will return None even if the key exists.
Parameters: key (hashable type) – Key to search for.
-
get_oldest
()¶ Returns the oldest key in the cache if one exists else None.
-
has
(key)¶ Returns True if the key is in the cache else False.
-
has_space
()¶ Returns True if the cache has not reached the max_size else False.
-
items
()¶ Returns list with (key, [obj, timestamp]) pairs.
-
load
(filename)¶ Load the cache content from the given filename.
Returns: True on success else False. Note
The cache stops adding new items when it reaches the max_size.
-
remove_old
()¶ Remove old items from the cache.
Removes all the items with invalid timestamp from the cache and returns the number of the items removed.
-
store
(filename)¶ Store the cache to the given filename.
Returns: True on success else False.
Footnotes
| [1] | <https://techblog.willshouse.com/2012/01/03/most-common-user-agents/> |


Toolbar
Subheader
This is the title that never ends. It just goes on and on my friend.
This is a long title with buttons. It just goes on and on my friend.
Content
Footer


This utility helps you manage YUI & inputEx dependencies. It is based on the YUI dependency configurator and extends it to add the inputEx modules.
Note: The "Combine Files" button will not work since inputEx doesn't support hosting yet...
For production, we suggest you compress all those files using YUI compressor.


Symbol Index for "Activity In Context"
Symbol Index for diagram
"Activity In Context"
Activity For Subject (Class)
Activity In Context (Class)
AFS/Scope (Generalization Node)
Agent (Class)
context (Association)
Context Activity (Class)
detail (Association)
Direct Activity For Subject (Class)
responsible for identifying (Association)


Andros Animal Shelter (otherwise known as Magic Mountain) is a safe home for abandoned and abused animals to receive the care they deserve. With the help of volunteers we provide food, shelter, love and plenty of space to run around. We currently have 20 dogs, around 30 cats, a horse, a mule and a donkey. In order to fund the shelter we rely on renting out two accommodations situated on the property (The Stone House and The Magic Room) to holidaymakers.
Andros Animal Shelter relies on volunteers to help care for the animals and assist with maintenance and gardening on the property. We can host up to 4 volunteers and accommodation and food is provided. Accommodation consists of either a small apartment with its own entrance including a double bedroom, kitchenette and bathroom or, depending on the number of volunteers, a large roomy tent with proper beds and sitting area. There is also free wifi and washing machine facility.
Andros Island is accessible from Rafina port (40 mins from Athens airport). The shelter is located in the village of Arni which is in the middle of the island between Batsi, which is on the west coast and Hora, which is on the east coast. Both of these little towns provide opportunities to shop, enjoy a meal out or visit a beach, but you will need a car to get around. We can help volunteers hire a car or motorbike or order a taxi. Some kind of transport is advisable as the shops are a 35 minute drive away and the nearest tavernas is a 25 minute drive. Pick-up from the port can be arranged.
If you are interested in staying on Andros Island, Magic Mounatin is the perfect place for nature lovers, for walkers, for bird watchers and for those who are looking for a peaceful holiday. Magic Mountain is situated in the village of Arni, approximately 500m above sea level, on the slopes of Mount Petalon, Andros’ highest mountain. Andros is the second largest island of the Cyclades islands, which sit in the middle of the Aegean Sea. Because of its underground springs Andros has an abundance of water and is one of the greenest of the Cycladic islands, greatly adding to its supreme beauty. The island is famous for its network of walking pathways and the house is surrounded by woods and terraces, ideal for walkers, nature lover's and bird watchers.
There are two places to rent, The Stone House or The Magic Room, both of which can be viewed on Airbnb. Please click the links above for more details and to book your stay.
To contact me about volunteering, staying here or for anything else please email me, Alexandra, at imagesofgreecebysandy@gmail.com


--- layout: post author: Navin K authorname: Navin K title: Simple Design preview: Cross post from my blog - original at http//novemberkilo.com/2011/12/principle-of-simple-design/ ---
Cross post from my blog - original at http://novemberkilo.com/2011/12/principle-of-simple-design/
Yesterday I attended the Global Day of Code Retreat, 2011 in Sydney. We were incredibly privileged to have the creator of Code Retreat, Corey Haines facilitating.
I found the experience to be really very profound and recommend it without reserve to developers of all levels.
Here are some of the things I took from the day:
I’ve come across each of the 4 principles of simple design but when I heard Corey talk through them in sequence, it really made a difference to the way I understand them. I know that this understanding will change as I practice with them and I will not remember them as well when I am in the thick of the work day, so I’m writing them down here as a note to self:
I look forward to practicing the principles I learned at code retreat. I have no doubt that I have had a step change in my perspective as a programmer - more power to Corey’s efforts at coderetreat.org I say!


PPE Wholesale Supplier Registry Public Listing
This service has been discontinued, as the PPE need is no longer emergent.
Thank you to all who participated in helping New Jersey mitigate and recover from the COVID-19 pandemic.
Call (General COVID-19 Questions): 2-1-1 (7a-11p)
Call (Clinical Questions): 1-800-962-1253 (24/7)
Text NJCOVID to 898-211 to receive alerts
This service has been discontinued, as the PPE need is no longer emergent.
Thank you to all who participated in helping New Jersey mitigate and recover from the COVID-19 pandemic.


This example shows how to take screenshots of the current camera view, display them as images and download them as files.