LuaSNMP
LuaSNMP is a library for programming Simple Network Management Protocol (SNMP) client applications based on the Net-SNMP library. It provides access to MIB definitions and supports all primitives of SNMP version 1, 2c and 3.
The project is the continuation of LuaMan, developed by Michele E. Lima and Ana Lucia de Moura, which itself is based on the CMU library from the Carnegie Mellon University and uses Lua version 2.5. I decided not to integrate the LuaMan ICMP and DNS submodules into LuaSNMP, because DNS access is now availabe through the excellent LuaSocket library, which is probably also a better home for the ICMP stuff.
License
LuaSNMP is released under the MIT/X-Consortium License.
Features
LuaSNMP is divided into two major parts:
- Access to MIB definition files
- Access to the SNMP protocol primitives
Supported Platforms
- POSIX systems including Linux and Windows using Cygwin.
General Features
- LuaSNMP can be loaded dynamically from user Lua scripts.
- Addtional standalone application luasnmp with built-in Net-SNMP library and Lua support.
- Support of SNMP version 1, 2c and 3
- Access and evaluation of Net-SNMP's configuration files
- Support of addional configuration tokens
MIB Access Features
- Loading of MIBs into a global MIB tree for later usage.
- Translation of object names to OIDs and vice versa.
- Access to the following SNMP object properties: name, fullname, OID, description, enums, type, access, parent and successor objects and default values.
SNMP Access Features
- Support of SNMP version 1, 2c and 3 authentication.
- Concurrent session based communication with multiple devices.
- Synchronous and asynchronous requests using callback functions.
- Support of PDU encryption
- Simple object-oriented access to SNMP objects, tables and subtrees using Lua metatables
- Arithmetic operations and comparison on variable bindings using Lua metatables.
Download
LuaSNMP can be downloaded from LuaForge.
Installation
You need the following components to compile and install LuaSNMP:
- Lua version 5.1
- The Net-SNMP library version 5.4.2 or later; recommended: Net-SNMP 5.4.2
- LuaSocket version 2.0.2 (only required for trap capturing via the snmptrapd)
- LuaLogging version 1.1.4 (only required for the test script and trap capturing via the snmptrapd)
- stdlib release 8 (only required for the test script)
I recommend to install LuaSocket, LuaLogging and stdlib using LuaRocks.
For detailed install instructions see the INSTALL file that comes with the distribution.
What's New ?
- 2010-03-13: LuaSNMP version 1.0.6 released
- Introduced counter64 as new Lua type to handle 64 bit MIB objects correctly
(thanks to Yuri Kozlov for discovering this lack, see http://lua-users.org/lists/lua-l/2010-02/msg00477.html)
- Adopted to Net-SNMP version 5.4.2
- Dropped official Lua 5.0 support (no support in makefiles, no test).
- 2009-07-05: LuaSNMP version 1.0.5 released
- Adopted to Net-SNMP version 5.4.1
- Adopted to Lua 5.1.4
- Minor fixes
- 2006-06-17: LuaSNMP version 1.0.4 released (still beta)
- Bugfixes
- Improved failure handling - Now all functions should return a
non-nil value in case of success or nil plus an error message in case
of failures. No asserts are used anymore within LuaSNMP.
ATTENTION: The function snmp.close(SESSION) had to be changed. You may have to change your code. Sorry ! - Closely related to the above, LuaSNMP now offers Finalized Exceptions as designed by Diego Nehab for the luasocket library. See here for details.
- 2006-05-14: LuaSNMP version 1.0.3 released (still beta)
- Bugfixes
- Additional MIB informational functions mib.indexes, mib.augments and mib.units.
- Support of view based access VACM (create/delete Sec2Group Mapping, Views and Access).
- 2006-05-06: LuaSNMP version 1.0.2 released (still beta)
- Various bugfixes.
- Better support of ASN.1 special OPAQUE types (UNSIGNED64, INTEGER64, FLOAT, DOUBLE).
- snmp.walk() now returns all objects that could be retrieved before an error occured.
- Support of SNMPv3 user security management (add, clone and delete users, change password on remote machines)
- 2006-04-18: LuaSNMP version 1.0.1 released (still beta).
- Minor release providing some bug fixes, improved build environment and deeper testing on Windows/Cygwin platform
- 2006-04-09: LuaSNMP version 1.0-beta has been released.
- Initial release.
Credits
- Thanks to Michele E. Lima and Ana Lucia de Moura for LuaMan with it's excellent architecture, from which LuaSNMP and parts of it's documentation have been derived. It was fun to extend this piece of software with the features of Lua 5.x.
- Thanks to Diego Nehab for his concept of Finalized Exceptions.


PDX HackerSpace
Manufacturing Personal Protective Equipment
We Need Your Help
PDX Hackerspace is currently producing face shields and delivering them free of charge to first responders, medical professionals and other front line professionals at elevated risk from COVID-19.
We are transitioning to the new "Budmen" NIH face shield from the Prusa Research’s Face Shield. Both are approved for use in medical situations.
If you have already printed the Prusa Research Face Shield we can still use them. Please start printing the NIH shield instead, but also drop off any Prusa components you've already printed, too.
Budmen NIH Face Shield Instructions
This face shield has a 3D printed component and a laser cut acrylic component. It can help protect medical professionals, first responders and other people who may be in risky, high contact situations. It can also help free up more specialized protective gear for people working in ICUs, surgeries and with COVID-19 infected patients.
3D printing is currently the bottleneck in our ability to deliver these shields. We need your help printing more components for the shields.
Download STL from NIH Budmen Face Shield
Printing Parameters
-
PETG or PET (PLA and ABS are acceptable, please see notes below)
-
30% infill
-
Do not rescale, print at 100%
Safety Considerations
- If you feel sick please take care of yourself and wait to print until you're recovered
- Always wash hands with soap and water for 20 seconds before touching the prints or filament - How to wash with soap and water
- Always wear a face mask or shield of some sort in order to protect yourself from touching your face and to prevent droplets from you speaking, sneezing, coughing, etc, entering the environment
- When removing a completed print from the printer, please follow these guidelines:
- Put on a fresh pair of gloves
- Pour some of hand sanitizer on your gloved hands and scrub, or wash with soap and water for 20 seconds with the gloves on
- Take 3D prints off each bed and place in a collection container or bag
- Restart all prints (with the gloves on, AFTER you have moved all the prints)
- Dispose of gloves
- It's important that other occupants of the space where your printers are also follow these rules and do not touch or breath on the printers or printed components
Can I print them from PLA / other materials?
PETG is preferable due to its mechanical properties, it doesn’t break/shatter as easily as PLA and it has better temperature resistance and can be autoclaved. Since we need the headband to be slightly elastic, we would suggest sticking to PETG. Many sterilization procedures also consist of heating the shield to over 60°C (140+ degrees Fahrenheit) - PLA isn’t suitable for such temperatures. ASA and ABS are better alternatives than PLA if PETG isn't available.
If you print with a material other than PETG please include a note with your prints letting us know what material you used. Thank you!
We Also Need Filament
If you have spare plastic filament you'd like to donate, we are using up filament rapidly. We currently need 1.75mm PETG in any color.
Let us know how many kg of filament you're donating. We can send you a donation receipt after we catch our breath from production only if you let us know by using the Give/Get Resources form to confirm the donation. Please follow the delivery instructions below.
Use the delivery instructions below. Please make sure that any opened filament is wrapped in a watertight package like a plastic bag.
Let Us Know You're Helping
If you intend to help with this please let us know by using the Give/Get Resources form so that we can count you in and keep you in the loop as things change.
Delivery
When you have a batch you’d like to share with us, you can deliver them to PDX Hackerspace or contact us at<EMAIL_ADDRESS>to arrange for us to pick them up from you. If you can remove any supports that will save us time, but please don’t let that get in the way of delivering them.
Please bag them up (ziplock, trash bag, paper bag) and deliver them to 7600 N Interstate Ave. The drop-off point is on N Russet, just behind the building and over the fence. Please do not enter PDX Hackerspace.
Thank you!
Contact Information
Email: (Covid-19 Production Inquiries<EMAIL_ADDRESS>or
( general inquiries<EMAIL_ADDRESS>www.pdxhs.org
Location: 7608 N Interstate Ave Portland, OR USA
Phone: +1<PHONE_NUMBER> (please email for quicker response)
OBSOLETE MODELS
WE ARE NO LONGER PRODUCING THE ITEMS BELOW
WE WILL STILL ACCEPT AND USE ANY COMPONENTS FOR THEM YOU HAVE PRINTED
Prusa Face Shield: This face shield has a 3D printed component and a laser cut acrylic component. It can help protect medical professionals, first responders and other people who may be in risky, high contact situations. It can also help free up more specialized protective gear for people working in ICUs, surgeries and with COVID-19 infected patients.
These shields are currently the only medically approved PPE that area makers can deliver.
3D printing is currently the bottleneck in our ability to deliver these shields. We need your help printing more components for the shields.
Prusa Research Face Shield RC3 Model
Printing Parameters
-
PETG or PET
-
30% infill
-
3 shells
-
Do not rescale, print at 100%
Start with covid19_headband_rc3.stl
There are also versions which stack 2 pieces or 4 pieces. Our experience is that the many printers will have trouble with the 4 stack version. You're most likely to be successful if your printer is enclosed.
Can I print them from PLA / other materials?
Please see material information above under the current model we are producing.


val srcTime: Long
Receiver: specifies the time when the packet was intended to be delivered to the receiving application (in microseconds since SRT clock epoch). Sender: specifies the application-provided timestamp to be associated with the packet.


z-index
of the ul
and p
to anything other than auto
, such that p
's z-index
will be greater than / equals the z-index
of the ul
- Lorem.
- Nesciunt.
- Voluptate.
- Veritatis?
- Quas.
- Quibusdam!
- Dolor?
- Tempore!
- Cupiditate?
- Ut.
Lorem ipsum dolor sit amet consectetur adipisicing elit. Totam, quod?
- Since the
z-index
of the last item is positive and all other elements are auto
, the last item is above the paragraph even though it's coming first in the source order.- When changing the
z-index
of the container of the item to anything lower than the next container, the last item's z-index
becomes irrelevant to the next container since it's contained in a different (lower) stacking-context.


--- layout: page title: WordPress Customizations permalink: /wordpress-customizations/ date: 2014-09-03 10:14:11.000000000 -07:00 categories: [] tags: [] status: draft type: page published: false meta: _edit_last: '1' _wp_page_template: default excerpt: !ruby/object:Hpricot::Doc options: {} ---
Google Custom Search
Feedburner integration
Twitter integration
Social media buttons
Dynamic menu highlighting
Google Calendar integration
Google Analytics integration
Advertising sidebar
Google Adsense integration
Image/caption styling
Indeed job site integration
Custom templates for archives, tags, or categories
Audio player integration
All in One SEO plugin and configuration
Dynamic banners based on the page
Custom sidebars based on the page
Threaded comments
Search engine optimized banner
Submenu navigation
Survey plugin configuration
Email subscription for blog


.
With the internet, all changes are immediately backed up and saved in the cloud.
You can use all schooldesk features even when without internet, and immediately you go online, we will back it up for you.
Notiﬁcations on actions people normally take for granted make schooldesk more useful to your teachers and guardians
Guardians are notiﬁed of the absence of wards, guardians with preschool children are notiﬁed of when and who picked up their child, teachers are notiﬁed of timetable changes, etc
We do not just provide software and then abandon you. We do our best to provide superior support to your staff as well as guardians
You would be given a personal support engineer who can be reached everyday bar Sunday between 7am and 10pm. We go to extreme lengths to ensure you are happy with the system you acquire.
PLUS
There is a mobile application for teachers to use on the go. makes management eefective.
A desktop application to handle all your needs at one place. Works on all opeating systems.
Get to know your child's perfomance. Get notified in time, these and more is what you get.
Automation
Timetable generation can sometimes be a very complicated task. SchoolDesk simplifies the process by allowing you to generate your school’s entire timetable automatically.
By selecting a few parameters, an entire timetable can be generated in a matter of seconds. You can regenrate timetables multiple times without a clash
Plus
Generate cash flows, view balance sheetand account statements with few clicks.
Manage all your accounting documents in one single place.
Plus
Reports are automatically prepared and graded as marks are entered. SchoolDesk will determine the grade (based on the school’s grading system) and position of each student in each subject. The overall position of each student in each class is also computed.
lets save our trees
No need to print report for parent, no need to send physical invitations
Its possible to manage your school without a trace of paper and ink. Save cost and drive efficiency whhile you elliminate papers and save the environment


LIKE IT IS (M). (Channel Four/Potential Films) Director: Paul Oremland Stars: Steve Bell, Ian Rose, Roger Daltrey, Dani Behr, Christopher Hargreaves, P J Nicholas, Paul Broughton Running time: 93 minutes.
London's club scene and gay sub-culture provide the background for this gritty, contemporary, gay-themed love story from Britain's Channel Four and director Paul Oremland. Like It Is has been compared to 1996's wonderful gay coming of age tale Beautiful Thing, but this low budget production is unlikely to reach a broad audience as it has been consigned to a limited release on the art house circuit.
The film opens in the gaudy, neon-lit resort town of Blackpool. Nervously waiting outside a gay night-club is the strikingly handsome Craig (newcomer Steve Bell). A fighter who earns spare cash on the lucrative, but illegal, bare knuckle fight circuit, Craig is also uncertain of his sexuality. Loathe to enter the club, he hangs around in the alley outside.  A London-based club entrepreneur, Matt is in town to help promote the latest single from his protégé Paula (Dani Behr), a pop singer whose career is on the way up. Their sexual encounter is brief and unsatisfactory, and leaves Craig feeling even more confused.
Recognising the lack of opportunities in this bleak town, Craig heads off to London, and unexpectedly arrives on Matt's doorstep. However the self-centred Paula, who is also Matt's roommate, grows jealous of Craig's presence, and does her best to destroy the relationship before it becomes too serious. Also throwing a spanner or two into the works is Matt's boss Kelvin (former Who frontman Roger Daltrey), a manipulative and nasty piece of work who would be right at home in a lurid tv soap opera. A big shot music promoter with a penchant for young male bimbos, Kelvin is also adept at making or breaking artists who cross him.
Craig eventually grows uncomfortable and disenchanted with this hedonistic world of drugs, sexual jealousy, bitchiness and hypocrisy, and decides to return home to Blackpool. There at least everything is a little more straight forward, and Craig knows where he stands. Matt has to confront his own feelings and eventually choose between his dream of managing his own club with Kelvin or a chance of happiness with Craig.
The performances of the largely unknown cast are quite good and surprisingly natural. Bell, a real-life boxing champion himself, brings a touching vulnerability, naiveté, and air of uncertainty to his role that perfectly suits the character. Daltrey hasn't had a role this juicy for years. He seizes the opportunity with gleeful abandon, and his smarmy, uninhibited performance dominates the film.
Writer Robert Gray seems to know this territory well, and he examines London's gay scene with an honesty and insight that is rare. First time feature director Oremland beautifully captures the ambience of the night club scene as well as the bitchy politics of the music industry. His insights provide this enjoyable and intelligently crafted film with a bit of muscle. Like It Is has a gritty edge that is tempered with some wonderful touches of disarmingly candid humour.
*** greg king http://www.netau.com.au/gregking
The review above was posted to the
rec.arts.movies.reviews newsgroup (de.rec.film.kritiken for German reviews).
The Internet Movie Database accepts no responsibility for the contents of the
review and has no editorial control. Unless stated otherwise, the copyright
belongs to the author.
Please direct comments/criticisms of the review to relevant newsgroups.
Broken URLs inthe reviews are the responsibility of the author.
The formatting of the review is likely to differ from the original due
to ASCII to HTML conversion.
Related links: index of all rec.arts.movies.reviews reviews


SweetFreeStuff.com
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Free Cesar Canine Cuisine Dog Food
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Send a friend a free Savory Delights Entrée to try. Free Cesar Savory
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The post Free Cesar Canine Cuisine Dog Food appeared first on
SweetFreeStuff.com.
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Free Huggies Little Snugglers Diapers Sample
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Free Huggies Little Snugglers Diapers Sample
The post Free Huggies Little Snugglers Diapers Sample appeared first on
SweetFreeStuff.com.


A MIDI input device.
For a list of all members of this type, see InputDevice Members .
System.Object
DeviceBase
InputDevice
This type is safe for multithreaded operations.
Each instance of this class describes a MIDI input device installed on the system. You cannot create your own instances, but instead must go through the InstalledDevices property to find which devices are available. You may wish to examine the Name property of each one and present the user with a choice of which device(s) to use.
Open an input device with Open and close it with Close. While it is open, you may arrange to start receiving messages with StartReceiving and then stop receiving them with StopReceiving. An input device can only receive messages when it is both open and started.
Incoming messages are routed to the corresponding events, such as NoteOn and ProgramChange. The event handlers are invoked on a background thread which is started in StartReceiving and stopped in StopReceiving.
As each message is received, it is assigned a timestamp in one of two ways. If StartReceiving is called with a Clock, then each message is assigned a time by querying the clock's Time property. If StartReceiving is called with null, then each message is assigned a time based on the number of seconds since StartReceiving was called.
Namespace: Midi
Assembly: Midi (in Midi.dll)
InputDevice Members | Midi Namespace | Clock | InputDevice


Hi, my name is Achmad Zulhardiyanto
I work as a backend developer and frontend developer, using express js, vue js, react js, and react native for mobile applications
I am very interested in new things. Thank you for seeing my resume, I hope you are interested in working with me.
STMIK Likmi School of Business and IT - Bandung 2016-2018
STT Wastukancana - Purwakarta 2012-2016
Gg. Umjani No.04, Cibeber, Cimahi Selatan
+62 877-3030-6433
azulhardiyanto@gmail.com


Preparation time
less than 30 mins
Cooking time
10 to 30 mins
Serves
Serves 4-6
Heat one tablespoon of the olive oil in a pan and add the chorizo slices. Fry for 1-2 minutes on each side, until crisp and golden-brown.
Add the sherry and boil until the volume of liquid has reduced by half. Remove the chorizo pieces from the pan, set aside and keep warm.
Add the remaining olive oil, orange or lemon juice and zest and the Tabasco sauce. Stir to warm through, then add the chopped parsley.Remove the pan from the heat and set aside.
For the scallops, season the scallops with salt and freshly ground black pepper.
Heat a separate pan until smoking hot. Rub the scallops with a little olive oil and fry in the pan for one minute on each side, or until just cooked through. Pat the scallops dry with kitchen paper.
To serve, thread a piece of chorizo onto a cocktail stick, followed by one scallop and one pea. Repeat with all of the chorizo pieces, scallops and peas.
Place the skewers onto a plate, drizzle with the pan juices and serve.


??
View on GitHub
none
draw on bottom layer (
blue
)
draw on middle layer (
red
)
draw on top layer (
green
)
modify feature
View the
modify-feature-selectFeature.js
source to see how this is done.


| No. | Fecha del Aporte | Valor del Aporte | Total Aporte | Tipo de Aporte |
|---|---|---|---|---|
| Argentina | Spanish (official), English, Italian, German, French | 41,803,125 | 31.3 | 2,780,387 |
| Australia | English 79%, native and other languages | 23,630,169 | 37.3 | 7,739,983 |
| Greece | Greek 99% (official), English, French | 11,128,404 | 43.2 | 131,956 |
| Luxembourg | Luxermbourgish (national) French, German (both administrative) | 536,761 | 39.1 | 2,586 |
| Russia | Russian, others | 142,467,651 | 38.4 | 17,076,310 |
| Sweden | Swedish, small Sami- and Finnish-speaking minorities | 9,631,261 | 41.1 | 449,954 |
| Data retrieved from infoplease and worldometers. |
Demo by George Martsoukos. See article.


Diana Ondieki
Front End Developer
I am an Environmentalist in proffession.I completed my Bachelor Degrees at Moi Unversity in 2019.
I have since then worked with various research organziations such as USAID and HERI .
My passion in programming begun an year ago when i attended a seminar with various tech gurus that took us through the entire career and its importance in the near future.
I opened up my mind and started looking for opportunities where I can get to study programming.
Good luck, I managed to get a schoolarship at Moringa school.
Exicted for this journey
Below is a list of my skills and expertise
It entailed the various food available in the joints, the offers available and their prices and also the contact information of the restraurant's owner.The languages used were HTML and CSS for web creation and styling respectively.
viewThe website basically entails foods available in te restarurant and the offers. The languages used to create the website was HTML and CSS.
view


Our main category is completely open, you can do whatever you want.
There's only one rule: Don't start working on your project until the hackathon begins.
You can research it, overthink it or even bother your already annoyed neighbours with it.
Just don't get a head start on anyone else.
For those looking to solve more specific problems, there are the three categories powered by our partners.
In the "Hack & Söhne" category we'll provide an elaborate evaluation process with a jury of seven professionals from various fields. Read more about the jury and the selection process in the jury section.
If your are looking for clear guidelines on what to build, where to look and how to implement your idea, this is the wrong category to focus on. You can submit any idea in this category.
First place: 4000€
Second place: 2000€
Third place: 1000€
Each juror judges the submitted ideas according to their field of expertise. We have artists, developers, entrepreneurs and investors. If your idea can convince the majority of them, you just might win.
Marrying Art & Technology in a unique and interesting way.
1500€ for the winning team
TBA...
ZKM
Hi, we’re CAS. We love bringing people together, worldwide. That’s an exciting and big challenge and therefore we need open-minded people, who want do be part of something big. People with dedication, creativity and skills. That’s where you come in.
Contribute by exploring new ways of connecting people through technology. Build something awesome that simplifies communication, enables collaboration, or brings people closer together. Be creative, you can build anything you want.
The only thing that matters: Create something from which your friends, family, club or society as a whole can benefit. Happiness comes from solving problems. You decide which problems to solve and which technology to use. Build an app, a website, an integrated service or anything else you can come up with.
How to succeed? Important to us is not a completely finished, absolute perfect solution. Done is better than perfect. You can win our hearts and the prize by developing a stunning prototype, a creative concept or even a breakthrough idea. If you need any help at all, e.g. finding the right idea, feel free to come by our booth at ZKM during the hackathon.
TBA
CAS Software AG
In a world that grows more volatile, uncertain, complex and ambiguous, integration
is the key to cope with the challenges arising with every new possibility. So, we
are looking for inventive ways to combine technologies, business sectors, value
chains, ecosystems, data, assets or even cultures.
Big ideas need a lot of bridging between things that don't seem to naturally belong together: in a smart city,
millions of devices need to communicate not only with each other, but also bring
information from the material world into the digital. To build new solutions in
mobility and transport, we have to cross borders in a technical sense as well as
in the user's experience. To live peacefully in a global society, we have to embrace
and integrate different cultures and enable decentralized communities, grids and communication.
We want you to build the first step towards a more connected future,
enabling cutting-edge use cases, or making new things possible within the
old. We value passion, creativity in applying technologies, novelty and
disruptive potential, but also outstanding teamwork. The winner of our challenge
can look forward to hacker-approved prizes.
To help you build the technology of tomorrow, we provide you with useful APIs and data. Come to our booth to get an
introduction or help from our experts. Let's shape the future by connecting worlds!
TBA
Exxeta
Absolutely not! However we do encourage you to take the chance, because there's nothing to lose!
Everyone has a chance to win, whether professional hacker or first-timer.
We want you to have a great time and tons of fun.
Just make yourself comfortable and we're sure that you'll create awesome stuff and enjoy yourself.


Because MdcDialog
instantiates components at run-time, the
Angular compiler needs extra information to create the necessary
ComponentFactory for your dialog content component.
For any component loaded into a dialog, you must include your
component
class in the list of entryComponents
in your NgModule definition so that
the Angular compiler knows to create the ComponentFactory.
open
method with a component to be loaded
and an optional config object. The open
method will return an instance of
MdcDialogRef
:
The MdcDialogRef
provides a handle on
the opened dialog. It can be used to
close the dialog and to receive notification when the dialog has been closed.
Components created via MdcDialog
can inject MdcDialogRef
and use it to close the dialog in which they are contained. When closing, an
optional result value can be
provided. This result value is forwarded as the result of the afterClosed
promise.
By default, the first tabbable element within the dialog will receive focus
upon open.
This can be configured by setting the cdkFocusInitial
attribute on another
focusable element.
Tabbing through the elements of the dialog will keep focus inside of the dialog element, wrapping back to the first tabbable element when reaching the end of the tab sequence.
Focus Trap - Read more
data
option to
pass information to the dialog component.
To access the data in your dialog component.


From Intention of Sleep to Total Insanity.
I wanted to record the affects of a huge dose of Zopiclone, so I got everything ready, including a report log I could type on as I tripped. The experience was intense and humiliating to say the least. My actual written report only goes from 6:00PM to 9:00PM, but the experience of what I did continues well into the night. I am never doing this again, but I thought I'd share it instead of letting it go to waste. First I will post a cleaned up version of my original drug log, and then I will elaborate on this and write about what happened after I left the computer. Anything added to the original log will be placed in brackets.
6:00 PM – Popped 10 7.5mg Zipoclone with water. Feeling normal. I am on an empty stomach and completely sober.
6:10 PM – I still feel normal.
6:20 PM – I feel a bit dizzy. My hands and legs tingle.
6:30 PM – I feel a bit dizzy. I am stumbling a bit. But so far I feel very close to normal.
6:40 PM – Feeling zoned out. I am having trouble typing. I don't feel sleepy.
6:45 PM – I feel light-headed. Walking is unstable. I am having trouble typing and reading.
6:50 PM – Movement is very rocky. I can't keep myself walking straight for long. I feel drunk without the eurphoria or sensation loss drinking gives you. Slight headache. (At this point, due to the affects of the drug, my memory will not function right until the next morning.)
6:55 PM – Memory problems. I just feel drunk to the point that I am talking to myself and stumbling around. I can barely type right anymore. STRONG euphoria felt right now and it's growing.
7:00 PM - I feel very giggly and happy. I am having strange brain shocks CONSTANTLY now. Eye and hand coordination is bad, and I am having trouble learning to set and use words properly. Reading is becoming difficult. I am stumbling BAD. It's easy for me to suddenly fall down now. I am giddy though, Happy. I don't feel tired at all but actually pretty energetic. (The original entry showed enough typos and mixed up words to prove my assertion clearly.)
7:10 PM – VERY DRUNK, uncoordinationed, thoughts are strange. Giggling and happy, and wanting to jump around and do stuff. I feel motivated. I am starting to feel a bit tired though.
7:20 PM – Same as above.
7:30 PM – Popped 4 7.5mg Zopiclone. (A second dose was never intended, but I was starting to lose all control over myself at this point.) I still feel loopy and dizzy and drunk.
7:40 PM – Popped 3 2mg Ativan. (I have no idea why I took this. I think I was just chasing highs now and mixing drugs for fun.) I still feel a bit crazy, and started talking too myself again. I want some alcohol badly.
7:50 PM – Drank 750ml 12 proof wild vines raspberry wine. I feel very drunk and strange. I am having constant brainshocks for some reason.
8:00 PM – I am getting more and more drunk. The booze in the wine is making me happy. I don't feel tired all. I am totally uncoordinated, and I can barely keep myself upright. I am getting drunk rapidly. I feel extremely happy. I have no care in the world. Everything is fine. (This entry was much longer, but so full of typos and sentences that made no sense that I had take only what I could figure out, cutting it down by half.)
8:15 PM – Took 15 100mg caffeine pills.
8:30 PM – Memory is strange. I was walking down the hall and forgot why, and I don't remember even writing the stuff above. I feel a bit sick in the stomach. I am doing math with limited success. (I don't know why I was doing math) I feel very happy.
8:45 PM - Drunk, delirious, and trying to get a wine bottle open. (Soon after I downed another bottle of 750ml 12 proof wild vines raspberry wine.)
9:00 PM – Drunk and very happy about life. I am about to show my parents my drinking problem.
The log ended there. The rest of the night was retold to me by the various witnesses involved. I stumbled into my parent's room, screaming and talking randomly about everything, drunk as hell. I started throwing stuff around, swearing at everyone I met, and laughing a lot. Apparently I kept complaining of seeing visions and vivid hallucinations and it was horrifying me.
I became extremely sexual, so when the cops came by I hit on them again and again, and soon they had little choice but to call the ambulance due to the huge amount of drugs I had obviously ingested. I was rude to everyone at the hospital. I pulled my IV out, pissed all over the nurse picking some stuff I threw down for some reason, and even offered to give the cops blowjobs if they let me go. The Doctors confirmed that other than completely out of my mind, I was fine to go, but my parents refused to let me come home, so I was tossed into the drunk tank. Apparently this entire time I kept asking what was going on, because my 'memory was off' as the cops said, I couldn't remember what I said a half minute ago, or even why I was where I was.
He also recalled me having conversations with people who weren't there, suddenly going from outright depressed, to happy, to angry, and then back again, for no reason. I also kept asking to go to prison so I could be 'gangraped', and that I wanted to jerk off right there.
 I was out of my mind.
 Due to having no memory of the night before because Zopiclone destroys your ability to make memories while on it--hence why I kept a log ready so I could record as I tripped--I was horrified.  The next few hours were the most terrifying few hours of my life as nobody came to my aid, and I wouldn't be allowed out for another six hours.
In conclusion, I am not taking that much Zopiclone ever again. My memory was totally gone, so I suspect I was freely doing drugs without knowing I had just done drugs, it also caused me to snap, along with the other stuff I took, and turned me into a completely sexual nut case. High doses are apparently very pleasurable as what I wrote in the log said, but my judgment and inhibitions were so impaired I just might nearly destroy myself.  Not fun.
Much to my joy, though, I had no hangover at all!
Experience Reports are the writings and opinions of the individual authors who submit them.
Some of the activities described are dangerous and/or illegal and none are recommended by Erowid.


| rootSolve-package | Roots and steady-states |
| gradient | Estimates the gradient matrix for a simple function |
| hessian | Estimates the hessian matrix |
| image.steady2D | Plot and Summary Method for steady1D, steady2D and steady3D Objects |
| image.steady3D | Plot and Summary Method for steady1D, steady2D and steady3D Objects |
| jacobian.band | Banded jacobian matrix for a system of ODEs (ordinary differential equations) |
| jacobian.full | Full square jacobian matrix for a system of ODEs (ordinary differential equations) |
| multiroot | Solves for n roots of n (nonlinear) equations. |
| multiroot.1D | Solves for n roots of n (nonlinear) equations, created by discretizing ordinary differential equations. |
| plot.steady1D | Plot and Summary Method for steady1D, steady2D and steady3D Objects |
| rootSolve | Roots and steady-states |
| runsteady | Dynamically runs a system of ordinary differential equations (ODE) to steady-state |
| steady | General steady-state solver for a set of ordinary differential equations. |
| steady.1D | Steady-state solver for multicomponent 1-D ordinary differential equations |
| steady.2D | Steady-state solver for 2-Dimensional ordinary differential equations |
| steady.3D | Steady-state solver for 3-Dimensional ordinary differential equations |
| steady.band | Steady-state solver for ordinary differential equations; assumes a banded jacobian |
| stode | Iterative steady-state solver for ordinary differential equations (ODE) and a full or banded Jacobian. |
| stodes | Steady-state solver for ordinary differential equations (ODE) with a sparse jacobian. |
| subset.steady2D | Plot and Summary Method for steady1D, steady2D and steady3D Objects |
| summary.rootSolve | Plot and Summary Method for steady1D, steady2D and steady3D Objects |
| uniroot.all | Finds many (all) roots of one equation within an interval |


Initializationedit
A RestClient
instance can be built through the corresponding
RestClientBuilder
class, created via RestClient#builder(HttpHost...)
static method. The only required argument is one or more hosts that the
client will communicate with, provided as instances of
HttpHost
as follows:
RestClient restClient = RestClient.builder( new HttpHost("localhost", 9200, "http"), new HttpHost("localhost", 9201, "http")).build();
The RestClient
class is thread-safe and ideally has the same lifecycle as
the application that uses it. It is important that it gets closed when no
longer needed so that all the resources used by it get properly released,
as well as the underlying http client instance and its threads:
restClient.close();
RestClientBuilder
also allows to optionally set the following configuration
parameters while building the RestClient
instance:
-
setDefaultHeaders
- default headers that need to be sent with each request, to prevent having to specify them with each single request
-
setMaxRetryTimeoutMillis
- the timeout that should be honoured in case multiple attempts are made for the same request. The default value is 10 seconds, same as the default socket timeout. In case the socket timeout is customized, the maximum retry timeout should be adjusted accordingly
-
setFailureListener
- a listener that gets notified every time a node fails, in case actions need to be taken. Used internally when sniffing on failure is enabled
-
setRequestConfigCallback
-
callback that allows to modify the default
request configuration (e.g. request timeouts, authentication, or anything that
the
org.apache.http.client.config.RequestConfig.Builder
allows to set) -
setHttpClientConfigCallback
-
callback that allows to modify the http client
configuration (e.g. encrypted communication over ssl, or anything that the
org.apache.http.impl.nio.client.HttpAsyncClientBuilder
allows to set)


UNION SQUARE RENTERS
Socialist Tenants Union
Stop Gentrification Now!
Somerville is rapidly changing, and it's about to get a lot worse.
A private equity firm from Chicago that calls itself US2 has conspired with the mayor to turn Union Square into a bland wasteland of condos, biotech labs, and high-end stores. This urban renewal plan—known as "The Green Line Extension"—is a general plan to attract sprawl from MIT, Kendall Square, and Lechmere into the residential village of Somerville along the planned MBTA train line. This will entail the build-up of technology companies, luxury apartments, military contractors, pharmaceutical businesses, condominiums, and investment real estate buildings: whole tracts of land developed not for use as housing, but as means to make a profit. The mayor, Joe Curtatone, even begs for the tech giant Amazon to build a headquarters in our backyard.
City hall and US2 claim that this is progress. Union Square can become an "innovation district," they say, a vibrant new employment hub to benefit all. But in fact, US2's scheme is just another urban renewal plan in which rich people win and poor people lose out.
Their real plan is to turn our public land into a playground for high-income shoppers, wealthy students, and white professionals. Rent will go even further up, and poor renters and immigrants will be pushed out. Homes will be destroyed and people will be evicted. New businesses will crowd out smaller, older ones. White people will take over the sidewalks and our civic spaces, and try to erase people of color. In short, Somerville will suffer gentrification: a process in which struggling communities are colonized and displaced by capitalists.
Join us in stopping this nightmare.
We are building a solidarity network against landlords and developers, the leeches who weild unilateral power over us, the tenants. We want to form blocks of renters to discuss housing, neighborhood life, and concerns around rent and living conditions. We want to find common ground, and form collective strength in our homes and on the streets. We want to defend public housing and help build new public housing.
As the renters of Union Square, we want to take power back from the capitalists and the corrupt city hall, whose patronage network extends into the bloated offices of the Somerville Redevelopment Authorty, the Housing Authority, and the Police Department. We want to strike fear in the hearts of developers. We want to stop and reverse gentrification, and put forth a radical new vision of our community. We, the Union Square Renters, imagine a different future for Somerville, in which the rich do not get a say, and the workers have control.
Articles
- "What's in My Backyard?" by Karen Narefsky in Jacobin (August 2017). A former Union Square organizer attacks the idea of developing luxury real estate to fund low-income housing.
Our cities are experiencing a public health crisis because of the increase in evictions and displacement. Any philosophy that accepts this trade off—displacing existing residents in order to spur a small regional decrease in housing prices—is deeply flawed.
- "The People's Republic of Zuckerstan" by John Summers in The Baffler (January 2014). An overview of real estate speculation and "Innovation Economy" rhetoric around the high-tech industries of Kendall Square.
The Innovation Economy’s futurist model of urban development is propaganda for the present system of power—it’s class interest presenting itself in the guise of prosperity, and it appears to be the best that these most liberal of liberal Democrats have to offer to the nation.
- "How Innovation Leads to Economic Segregation" by Richard Florida in CityLab (October 2017). The neoliberal urban planner who coined the term "creative class" concedes that high-tech gentrification leads to inequality.
The link between innovation and segregation is not just a consequence of inequality per se, but of the way we increasingly sort into different geographies by knowledge, education, occupation, and income.
Theory and literature
- "The Housing Question" by Friedrich Engels (1872).
As long as the capitalist mode of production continues to exist, it is folly to hope for an isolated solution of the housing question or of any other social question affecting the fate of the workers. The solution lies in the abolition of the capitalist mode of production and the appropriation of all the means of life and labor by the working class itself.
- "The Right to the City" by David Harvey (2008).
Surplus absorption through urban transformation has a dark aspect. It has entailed repeated bouts of urban restructuring through ‘creative destruction’, which nearly always has a class dimension since it is the poor, the underprivileged and those marginalized from political power that suffer first and foremost from this process. Violence is required to build the new urban world on the wreckage of the old.
- The Production of Space[PDF] by Henri Lefebvre (1974).
Capitalism has produced abstract space, which includes the 'world of commodities', its 'logic' and its worldwide strategies, as well as the power of money and that of the political state. This space is founded on the vast network of banks, business centres and major productive entities, as also on motorways, airports and information lattices. Within this space the town—once the forcinghouse of accumulation, fountainhead of wealth, and centre of historical space-has disintegrated.


{%- include style.html -%} {%- include head.html -%} {%- include header.html -%} {{ content }} {%- include footer.html -%}


|
Panda3D
|
A table of objects that are saved within the graphics context for reference by handle later. More...
Public Member Functions | |
| bool | dequeueGeom (Geom geom) |
| Removes a geom from the queued list of geoms to be prepared. More... | |
| bool | dequeueIndexBuffer (GeomPrimitive data) |
| Removes a buffer from the queued list of data arrays to be prepared. More... | |
| bool | dequeueSampler (const SamplerState sampler) |
| Removes a sampler from the queued list of samplers to be prepared. More... | |
| bool | dequeueShader (Shader shader) |
| Removes a shader from the queued list of shaders to be prepared. More... | |
| bool | dequeueShaderBuffer (ShaderBuffer data) |
| Removes a buffer from the queued list of data arrays to be prepared. More... | |
| bool | dequeueTexture (Texture tex) |
| Removes a texture from the queued list of textures to be prepared. More... | |
| bool | dequeueVertexBuffer (GeomVertexArrayData data) |
| Removes a buffer from the queued list of data arrays to be prepared. More... | |
| enqueueGeom (Geom geom) | |
| Indicates that a geom would like to be put on the list to be prepared when the GSG is next ready to do this (presumably at the next frame). More... | |
| enqueueIndexBuffer (GeomPrimitive data) | |
| Indicates that a buffer would like to be put on the list to be prepared when the GSG is next ready to do this (presumably at the next frame). More... | |
| enqueueSampler (const SamplerState sampler) | |
| Indicates that a sampler would like to be put on the list to be prepared when the GSG is next ready to do this (presumably at the next frame). More... | |
| enqueueShader (Shader shader) | |
| Indicates that a shader would like to be put on the list to be prepared when the GSG is next ready to do this (presumably at the next frame). More... | |
| enqueueShaderBuffer (ShaderBuffer data) | |
| Indicates that a buffer would like to be put on the list to be prepared when the GSG is next ready to do this (presumably at the next frame). More... | |
| enqueueTexture (Texture tex) | |
| Indicates that a texture would like to be put on the list to be prepared when the GSG is next ready to do this (presumably at the next frame). More... | |
| enqueueVertexBuffer (GeomVertexArrayData data) | |
| Indicates that a buffer would like to be put on the list to be prepared when the GSG is next ready to do this (presumably at the next frame). More... | |
| int | getGraphicsMemoryLimit () |
| Returns the artificial cap on graphics memory that will be imposed on this GSG. More... | |
| str | getName () |
| Returns the name of the PreparedGraphicsObjects structure. More... | |
| int | getNumPrepared () |
| Returns the number of objects of any kind that have already been prepared on this GSG. More... | |
| int | getNumPreparedGeoms () |
| Returns the number of geoms that have already been prepared on this GSG. More... | |
| int | getNumPreparedIndexBuffers () |
| Returns the number of index buffers that have already been prepared on this GSG. More... | |
| int | getNumPreparedSamplers () |
| Returns the number of samplers that have already been prepared on this GSG. More... | |
| int | getNumPreparedShaderBuffers () |
| Returns the number of index buffers that have already been prepared on this GSG. More... | |
| int | getNumPreparedShaders () |
| Returns the number of shaders that have already been prepared on this GSG. More... | |
| int | getNumPreparedTextures () |
| Returns the number of textures that have already been prepared on this GSG. More... | |
| int | getNumPreparedVertexBuffers () |
| Returns the number of vertex buffers that have already been prepared on this GSG. More... | |
| int | getNumQueued () |
| Returns the number of objects of any kind that have been enqueued to be prepared on this GSG. More... | |
| int | getNumQueuedGeoms () |
| Returns the number of geoms that have been enqueued to be prepared on this GSG. More... | |
| int | getNumQueuedIndexBuffers () |
| Returns the number of index buffers that have been enqueued to be prepared on this GSG. More... | |
| int | getNumQueuedSamplers () |
| Returns the number of samplers that have been enqueued to be prepared on this GSG. More... | |
| int | getNumQueuedShaderBuffers () |
| Returns the number of index buffers that have been enqueued to be prepared on this GSG. More... | |
| int | getNumQueuedShaders () |
| Returns the number of shaders that have been enqueued to be prepared on this GSG. More... | |
| int | getNumQueuedTextures () |
| Returns the number of textures that have been enqueued to be prepared on this GSG. More... | |
| int | getNumQueuedVertexBuffers () |
| Returns the number of vertex buffers that have been enqueued to be prepared on this GSG. More... | |
| bool | isGeomPrepared (const Geom geom) |
| Returns true if the vertex buffer has been prepared on this GSG, false otherwise. More... | |
| bool | isGeomQueued (const Geom geom) |
| Returns true if the geom has been queued on this GSG, false otherwise. More... | |
| bool | isIndexBufferPrepared (const GeomPrimitive data) |
| Returns true if the index buffer has been prepared on this GSG, false otherwise. More... | |
| bool | isIndexBufferQueued (const GeomPrimitive data) |
| Returns true if the index buffer has been queued on this GSG, false otherwise. More... | |
| bool | isSamplerPrepared (const SamplerState sampler) |
| Returns true if the sampler has been prepared on this GSG, false otherwise. More... | |
| bool | isSamplerQueued (const SamplerState sampler) |
| Returns true if the sampler has been queued on this GSG, false otherwise. More... | |
| bool | isShaderBufferPrepared (const ShaderBuffer data) |
| Returns true if the index buffer has been prepared on this GSG, false otherwise. More... | |
| bool | isShaderBufferQueued (const ShaderBuffer data) |
| Returns true if the index buffer has been queued on this GSG, false otherwise. More... | |
| bool | isShaderPrepared (const Shader shader) |
| Returns true if the shader has been prepared on this GSG, false otherwise. More... | |
| bool | isShaderQueued (const Shader shader) |
| Returns true if the shader has been queued on this GSG, false otherwise. More... | |
| bool | isTexturePrepared (const Texture tex) |
| Returns true if the texture has been prepared on this GSG, false otherwise. More... | |
| bool | isTextureQueued (const Texture tex) |
| Returns true if the texture has been queued on this GSG, false otherwise. More... | |
| bool | isVertexBufferPrepared (const GeomVertexArrayData data) |
| Returns true if the vertex buffer has been prepared on this GSG, false otherwise. More... | |
| bool | isVertexBufferQueued (const GeomVertexArrayData data) |
| Returns true if the vertex buffer has been queued on this GSG, false otherwise. More... | |
| GeomContext | prepareGeomNow (Geom geom, GraphicsStateGuardianBase gsg) |
| Immediately creates a new GeomContext for the indicated geom and returns it. More... | |
| IndexBufferContext | prepareIndexBufferNow (GeomPrimitive data, GraphicsStateGuardianBase gsg) |
| Immediately creates a new IndexBufferContext for the indicated data and returns it. More... | |
| SamplerContext | prepareSamplerNow (const SamplerState sampler, GraphicsStateGuardianBase gsg) |
| Immediately creates a new SamplerContext for the indicated sampler and returns it. More... | |
| BufferContext | prepareShaderBufferNow (ShaderBuffer data, GraphicsStateGuardianBase gsg) |
| Immediately creates a new BufferContext for the indicated data and returns it. More... | |
| ShaderContext | prepareShaderNow (Shader shader, GraphicsStateGuardianBase gsg) |
| Immediately creates a new ShaderContext for the indicated shader and returns it. More... | |
| TextureContext | prepareTextureNow (Texture tex, int view, GraphicsStateGuardianBase gsg) |
| Immediately creates a new TextureContext for the indicated texture and returns it. More... | |
| VertexBufferContext | prepareVertexBufferNow (GeomVertexArrayData data, GraphicsStateGuardianBase gsg) |
| Immediately creates a new VertexBufferContext for the indicated data and returns it. More... | |
| releaseAll () | |
| Releases all prepared objects of all kinds at once. More... | |
| int | releaseAllGeoms () |
| Releases all geoms at once. More... | |
| int | releaseAllIndexBuffers () |
| Releases all datas at once. More... | |
| int | releaseAllSamplers () |
| Releases all samplers at once. More... | |
| int | releaseAllShaderBuffers () |
| Releases all datas at once. More... | |
| int | releaseAllShaders () |
| Releases all shaders at once. More... | |
| int | releaseAllTextures () |
| Releases all textures at once. More... | |
| int | releaseAllVertexBuffers () |
| Releases all datas at once. More... | |
| releaseGeom (GeomContext gc) | |
| Indicates that a geom context, created by a previous call to prepare_geom(), is no longer needed. More... | |
| releaseIndexBuffer (IndexBufferContext ibc) | |
| Indicates that a data context, created by a previous call to prepare_index_buffer(), is no longer needed. More... | |
| releaseSampler (const SamplerState sampler) | |
| Releases a sampler if it has already been prepared, or removes it from the preparation queue. More... | |
| releaseSampler (SamplerContext sc) | |
| Indicates that a sampler context, created by a previous call to prepare_sampler(), is no longer needed. More... | |
| releaseShader (ShaderContext sc) | |
| Indicates that a shader context, created by a previous call to prepare_shader(), is no longer needed. More... | |
| releaseShaderBuffer (BufferContext bc) | |
| Indicates that a data context, created by a previous call to prepare_shader_buffer(), is no longer needed. More... | |
| releaseTexture (Texture tex) | |
| Releases a texture if it has already been prepared, or removes it from the preparation queue. More... | |
| releaseTexture (TextureContext tc) | |
| Indicates that a texture context, created by a previous call to prepare_texture(), is no longer needed. More... | |
| releaseVertexBuffer (VertexBufferContext vbc) | |
| Indicates that a data context, created by a previous call to prepare_vertex_buffer(), is no longer needed. More... | |
| setGraphicsMemoryLimit (int limit) | |
| Sets an artificial cap on graphics memory that will be imposed on this GSG. More... | |
| showGraphicsMemoryLru (Ostream out) | |
| Writes to the indicated ostream a report of how the various textures and vertex buffers are allocated in the LRU. More... | |
| showResidencyTrackers (Ostream out) | |
| Writes to the indicated ostream a report of how the various textures and vertex buffers are allocated in the LRU. More... | |
| Public Member Functions inherited from ReferenceCount | |
| int | getRefCount () |
| Returns the current reference count. More... | |
| ref () | |
| Explicitly increments the reference count. More... | |
| bool | testRefCountIntegrity () |
| Does some easy checks to make sure that the reference count isn't completely bogus. More... | |
| bool | testRefCountNonzero () |
| Does some easy checks to make sure that the reference count isn't zero, or completely bogus. More... | |
| bool | unref () |
| Explicitly decrements the reference count. More... | |
Additional Inherited Members | |
| Static Public Member Functions inherited from ReferenceCount | |
| static TypeHandle | getClassType () |
| Public Attributes inherited from ReferenceCount | |
| int | ref_count |
| The current reference count. More... | |
A table of objects that are saved within the graphics context for reference by handle later.
Generally, this represents things like OpenGL texture objects or display lists (or their equivalent on other platforms).
This object simply records the pointers to the context objects created by the individual GSG's; these context objects will contain enough information to reference or release the actual object stored within the graphics context.
These tables may potentially be shared between related graphics contexts, hence their storage here in a separate object rather than as a part of the GraphicsStateGuardian.
| bool dequeueGeom | ( | Geom | geom | ) |
Removes a geom from the queued list of geoms to be prepared.
Normally it is not necessary to call this, unless you change your mind about preparing it at the last minute, since the geom will automatically be dequeued and prepared at the next frame.
The return value is true if the geom is successfully dequeued, false if it had not been queued.
| bool dequeueIndexBuffer | ( | GeomPrimitive | data | ) |
Removes a buffer from the queued list of data arrays to be prepared.
Normally it is not necessary to call this, unless you change your mind about preparing it at the last minute, since the data will automatically be dequeued and prepared at the next frame.
The return value is true if the buffer is successfully dequeued, false if it had not been queued.
| bool dequeueSampler | ( | const SamplerState | sampler | ) |
Removes a sampler from the queued list of samplers to be prepared.
Normally it is not necessary to call this, unless you change your mind about preparing it at the last minute, since the sampler will automatically be dequeued and prepared at the next frame.
The return value is true if the sampler is successfully dequeued, false if it had not been queued.
| bool dequeueShader | ( | Shader | shader | ) |
Removes a shader from the queued list of shaders to be prepared.
Normally it is not necessary to call this, unless you change your mind about preparing it at the last minute, since the shader will automatically be dequeued and prepared at the next frame.
The return value is true if the shader is successfully dequeued, false if it had not been queued.
| bool dequeueShaderBuffer | ( | ShaderBuffer | data | ) |
Removes a buffer from the queued list of data arrays to be prepared.
Normally it is not necessary to call this, unless you change your mind about preparing it at the last minute, since the data will automatically be dequeued and prepared at the next frame.
The return value is true if the buffer is successfully dequeued, false if it had not been queued.
| bool dequeueTexture | ( | Texture | tex | ) |
Removes a texture from the queued list of textures to be prepared.
Normally it is not necessary to call this, unless you change your mind about preparing it at the last minute, since the texture will automatically be dequeued and prepared at the next frame.
The return value is true if the texture is successfully dequeued, false if it had not been queued.
| bool dequeueVertexBuffer | ( | GeomVertexArrayData | data | ) |
Removes a buffer from the queued list of data arrays to be prepared.
Normally it is not necessary to call this, unless you change your mind about preparing it at the last minute, since the data will automatically be dequeued and prepared at the next frame.
The return value is true if the buffer is successfully dequeued, false if it had not been queued.
| enqueueGeom | ( | Geom | geom | ) |
Indicates that a geom would like to be put on the list to be prepared when the GSG is next ready to do this (presumably at the next frame).
| enqueueIndexBuffer | ( | GeomPrimitive | data | ) |
Indicates that a buffer would like to be put on the list to be prepared when the GSG is next ready to do this (presumably at the next frame).
| enqueueSampler | ( | const SamplerState | sampler | ) |
Indicates that a sampler would like to be put on the list to be prepared when the GSG is next ready to do this (presumably at the next frame).
| enqueueShader | ( | Shader | shader | ) |
Indicates that a shader would like to be put on the list to be prepared when the GSG is next ready to do this (presumably at the next frame).
| enqueueShaderBuffer | ( | ShaderBuffer | data | ) |
Indicates that a buffer would like to be put on the list to be prepared when the GSG is next ready to do this (presumably at the next frame).
| enqueueTexture | ( | Texture | tex | ) |
Indicates that a texture would like to be put on the list to be prepared when the GSG is next ready to do this (presumably at the next frame).
| enqueueVertexBuffer | ( | GeomVertexArrayData | data | ) |
Indicates that a buffer would like to be put on the list to be prepared when the GSG is next ready to do this (presumably at the next frame).
| int getGraphicsMemoryLimit | ( | ) |
Returns the artificial cap on graphics memory that will be imposed on this GSG.
See set_graphics_memory_limit().
| str getName | ( | ) |
Returns the name of the PreparedGraphicsObjects structure.
This is an arbitrary name that serves mainly to uniquify the context for PStats reporting.
| int getNumPrepared | ( | ) |
Returns the number of objects of any kind that have already been prepared on this GSG.
| int getNumPreparedGeoms | ( | ) |
Returns the number of geoms that have already been prepared on this GSG.
| int getNumPreparedIndexBuffers | ( | ) |
Returns the number of index buffers that have already been prepared on this GSG.
| int getNumPreparedSamplers | ( | ) |
Returns the number of samplers that have already been prepared on this GSG.
| int getNumPreparedShaderBuffers | ( | ) |
Returns the number of index buffers that have already been prepared on this GSG.
| int getNumPreparedShaders | ( | ) |
Returns the number of shaders that have already been prepared on this GSG.
| int getNumPreparedTextures | ( | ) |
Returns the number of textures that have already been prepared on this GSG.
| int getNumPreparedVertexBuffers | ( | ) |
Returns the number of vertex buffers that have already been prepared on this GSG.
| int getNumQueued | ( | ) |
Returns the number of objects of any kind that have been enqueued to be prepared on this GSG.
| int getNumQueuedGeoms | ( | ) |
Returns the number of geoms that have been enqueued to be prepared on this GSG.
| int getNumQueuedIndexBuffers | ( | ) |
Returns the number of index buffers that have been enqueued to be prepared on this GSG.
| int getNumQueuedSamplers | ( | ) |
Returns the number of samplers that have been enqueued to be prepared on this GSG.
| int getNumQueuedShaderBuffers | ( | ) |
Returns the number of index buffers that have been enqueued to be prepared on this GSG.
| int getNumQueuedShaders | ( | ) |
Returns the number of shaders that have been enqueued to be prepared on this GSG.
| int getNumQueuedTextures | ( | ) |
Returns the number of textures that have been enqueued to be prepared on this GSG.
| int getNumQueuedVertexBuffers | ( | ) |
Returns the number of vertex buffers that have been enqueued to be prepared on this GSG.
| bool isGeomPrepared | ( | const Geom | geom | ) |
Returns true if the vertex buffer has been prepared on this GSG, false otherwise.
| bool isGeomQueued | ( | const Geom | geom | ) |
Returns true if the geom has been queued on this GSG, false otherwise.
| bool isIndexBufferPrepared | ( | const GeomPrimitive | data | ) |
Returns true if the index buffer has been prepared on this GSG, false otherwise.
| bool isIndexBufferQueued | ( | const GeomPrimitive | data | ) |
Returns true if the index buffer has been queued on this GSG, false otherwise.
| bool isSamplerPrepared | ( | const SamplerState | sampler | ) |
Returns true if the sampler has been prepared on this GSG, false otherwise.
| bool isSamplerQueued | ( | const SamplerState | sampler | ) |
Returns true if the sampler has been queued on this GSG, false otherwise.
| bool isShaderBufferPrepared | ( | const ShaderBuffer | data | ) |
Returns true if the index buffer has been prepared on this GSG, false otherwise.
| bool isShaderBufferQueued | ( | const ShaderBuffer | data | ) |
Returns true if the index buffer has been queued on this GSG, false otherwise.
| bool isShaderPrepared | ( | const Shader | shader | ) |
Returns true if the shader has been prepared on this GSG, false otherwise.
| bool isShaderQueued | ( | const Shader | shader | ) |
Returns true if the shader has been queued on this GSG, false otherwise.
| bool isTexturePrepared | ( | const Texture | tex | ) |
Returns true if the texture has been prepared on this GSG, false otherwise.
| bool isTextureQueued | ( | const Texture | tex | ) |
Returns true if the texture has been queued on this GSG, false otherwise.
| bool isVertexBufferPrepared | ( | const GeomVertexArrayData | data | ) |
Returns true if the vertex buffer has been prepared on this GSG, false otherwise.
| bool isVertexBufferQueued | ( | const GeomVertexArrayData | data | ) |
Returns true if the vertex buffer has been queued on this GSG, false otherwise.
| GeomContext prepareGeomNow | ( | Geom | geom, |
| GraphicsStateGuardianBase | gsg | ||
| ) |
Immediately creates a new GeomContext for the indicated geom and returns it.
This assumes that the GraphicsStateGuardian is the currently active rendering context and that it is ready to accept new geoms. If this is not necessarily the case, you should use enqueue_geom() instead.
Normally, this function is not called directly. Call Geom::prepare_now() instead.
The GeomContext contains all of the pertinent information needed by the GSG to keep track of this one particular geom, and will exist as long as the geom is ready to be rendered.
When either the Geom or the PreparedGraphicsObjects object destructs, the GeomContext will be deleted.
| IndexBufferContext prepareIndexBufferNow | ( | GeomPrimitive | data, |
| GraphicsStateGuardianBase | gsg | ||
| ) |
Immediately creates a new IndexBufferContext for the indicated data and returns it.
This assumes that the GraphicsStateGuardian is the currently active rendering context and that it is ready to accept new datas. If this is not necessarily the case, you should use enqueue_index_buffer() instead.
Normally, this function is not called directly. Call Data::prepare_now() instead.
The IndexBufferContext contains all of the pertinent information needed by the GSG to keep track of this one particular data, and will exist as long as the data is ready to be rendered.
When either the Data or the PreparedGraphicsObjects object destructs, the IndexBufferContext will be deleted.
| SamplerContext prepareSamplerNow | ( | const SamplerState | sampler, |
| GraphicsStateGuardianBase | gsg | ||
| ) |
Immediately creates a new SamplerContext for the indicated sampler and returns it.
This assumes that the GraphicsStateGuardian is the currently active rendering context and that it is ready to accept new samplers. If this is not necessarily the case, you should use enqueue_sampler() instead.
Normally, this function is not called directly. Call Sampler::prepare_now() instead.
The SamplerContext contains all of the pertinent information needed by the GSG to keep track of this one particular sampler, and will exist as long as the sampler is ready to be rendered.
When either the Sampler or the PreparedGraphicsObjects object destructs, the SamplerContext will be deleted.
| BufferContext prepareShaderBufferNow | ( | ShaderBuffer | data, |
| GraphicsStateGuardianBase | gsg | ||
| ) |
Immediately creates a new BufferContext for the indicated data and returns it.
This assumes that the GraphicsStateGuardian is the currently active rendering context and that it is ready to accept new datas. If this is not necessarily the case, you should use enqueue_shader_buffer() instead.
Normally, this function is not called directly. Call Data::prepare_now() instead.
The BufferContext contains all of the pertinent information needed by the GSG to keep track of this one particular data, and will exist as long as the data is ready to be rendered.
When either the Data or the PreparedGraphicsObjects object destructs, the BufferContext will be deleted.
| ShaderContext prepareShaderNow | ( | Shader | shader, |
| GraphicsStateGuardianBase | gsg | ||
| ) |
Immediately creates a new ShaderContext for the indicated shader and returns it.
This assumes that the GraphicsStateGuardian is the currently active rendering context and that it is ready to accept new shaders. If this is not necessarily the case, you should use enqueue_shader() instead.
Normally, this function is not called directly. Call Shader::prepare_now() instead.
The ShaderContext contains all of the pertinent information needed by the GSG to keep track of this one particular shader, and will exist as long as the shader is ready to be rendered.
When either the Shader or the PreparedGraphicsObjects object destructs, the ShaderContext will be deleted.
| TextureContext prepareTextureNow | ( | Texture | tex, |
| int | view, | ||
| GraphicsStateGuardianBase | gsg | ||
| ) |
Immediately creates a new TextureContext for the indicated texture and returns it.
This assumes that the GraphicsStateGuardian is the currently active rendering context and that it is ready to accept new textures. If this is not necessarily the case, you should use enqueue_texture() instead.
Normally, this function is not called directly. Call Texture::prepare_now() instead.
The TextureContext contains all of the pertinent information needed by the GSG to keep track of this one particular texture, and will exist as long as the texture is ready to be rendered.
When either the Texture or the PreparedGraphicsObjects object destructs, the TextureContext will be deleted.
| VertexBufferContext prepareVertexBufferNow | ( | GeomVertexArrayData | data, |
| GraphicsStateGuardianBase | gsg | ||
| ) |
Immediately creates a new VertexBufferContext for the indicated data and returns it.
This assumes that the GraphicsStateGuardian is the currently active rendering context and that it is ready to accept new datas. If this is not necessarily the case, you should use enqueue_vertex_buffer() instead.
Normally, this function is not called directly. Call Data::prepare_now() instead.
The VertexBufferContext contains all of the pertinent information needed by the GSG to keep track of this one particular data, and will exist as long as the data is ready to be rendered.
When either the Data or the PreparedGraphicsObjects object destructs, the VertexBufferContext will be deleted.
| releaseAll | ( | ) |
Releases all prepared objects of all kinds at once.
| int releaseAllGeoms | ( | ) |
Releases all geoms at once.
This will force them to be reloaded into geom memory for all GSG's that share this object. Returns the number of geoms released.
| int releaseAllIndexBuffers | ( | ) |
Releases all datas at once.
This will force them to be reloaded into data memory for all GSG's that share this object. Returns the number of datas released.
| int releaseAllSamplers | ( | ) |
Releases all samplers at once.
This will force them to be reloaded for all GSG's that share this object. Returns the number of samplers released.
| int releaseAllShaderBuffers | ( | ) |
Releases all datas at once.
This will force them to be reloaded into data memory for all GSG's that share this object. Returns the number of datas released.
| int releaseAllShaders | ( | ) |
Releases all shaders at once.
This will force them to be reloaded into shader memory for all GSG's that share this object. Returns the number of shaders released.
| int releaseAllTextures | ( | ) |
Releases all textures at once.
This will force them to be reloaded into texture memory for all GSG's that share this object. Returns the number of textures released.
| int releaseAllVertexBuffers | ( | ) |
Releases all datas at once.
This will force them to be reloaded into data memory for all GSG's that share this object. Returns the number of datas released.
| releaseGeom | ( | GeomContext | gc | ) |
Indicates that a geom context, created by a previous call to prepare_geom(), is no longer needed.
The driver resources will not be freed until some GSG calls update(), indicating it is at a stage where it is ready to release geoms–this prevents conflicts from threading or multiple GSG's sharing geoms (we have no way of knowing which graphics context is currently active, or what state it's in, at the time release_geom is called).
| releaseIndexBuffer | ( | IndexBufferContext | ibc | ) |
Indicates that a data context, created by a previous call to prepare_index_buffer(), is no longer needed.
The driver resources will not be freed until some GSG calls update(), indicating it is at a stage where it is ready to release datas–this prevents conflicts from threading or multiple GSG's sharing datas (we have no way of knowing which graphics context is currently active, or what state it's in, at the time release_index_buffer is called).
| releaseSampler | ( | const SamplerState | sampler | ) |
Releases a sampler if it has already been prepared, or removes it from the preparation queue.
| releaseSampler | ( | SamplerContext | sc | ) |
Indicates that a sampler context, created by a previous call to prepare_sampler(), is no longer needed.
The driver resources will not be freed until some GSG calls update(), indicating it is at a stage where it is ready to release samplers.
| releaseShader | ( | ShaderContext | sc | ) |
Indicates that a shader context, created by a previous call to prepare_shader(), is no longer needed.
The driver resources will not be freed until some GSG calls update(), indicating it is at a stage where it is ready to release shaders–this prevents conflicts from threading or multiple GSG's sharing shaders (we have no way of knowing which graphics context is currently active, or what state it's in, at the time release_shader is called).
| releaseShaderBuffer | ( | BufferContext | bc | ) |
Indicates that a data context, created by a previous call to prepare_shader_buffer(), is no longer needed.
The driver resources will not be freed until some GSG calls update(), indicating it is at a stage where it is ready to release datas–this prevents conflicts from threading or multiple GSG's sharing datas (we have no way of knowing which graphics context is currently active, or what state it's in, at the time release_shader_buffer is called).
| releaseTexture | ( | Texture | tex | ) |
Releases a texture if it has already been prepared, or removes it from the preparation queue.
| releaseTexture | ( | TextureContext | tc | ) |
Indicates that a texture context, created by a previous call to prepare_texture(), is no longer needed.
The driver resources will not be freed until some GSG calls update(), indicating it is at a stage where it is ready to release textures–this prevents conflicts from threading or multiple GSG's sharing textures (we have no way of knowing which graphics context is currently active, or what state it's in, at the time release_texture is called).
| releaseVertexBuffer | ( | VertexBufferContext | vbc | ) |
Indicates that a data context, created by a previous call to prepare_vertex_buffer(), is no longer needed.
The driver resources will not be freed until some GSG calls update(), indicating it is at a stage where it is ready to release datas–this prevents conflicts from threading or multiple GSG's sharing datas (we have no way of knowing which graphics context is currently active, or what state it's in, at the time release_vertex_buffer is called).
| setGraphicsMemoryLimit | ( | int | limit | ) |
Sets an artificial cap on graphics memory that will be imposed on this GSG.
This limits the total amount of graphics memory, including texture memory and vertex buffer memory, that will be consumed by the GSG, regardless of whether the hardware claims to provide more graphics memory than this. It is useful to put a ceiling on graphics memory consumed, since some drivers seem to allow the application to consume more memory than the hardware can realistically support.
| showGraphicsMemoryLru | ( | Ostream | out | ) |
Writes to the indicated ostream a report of how the various textures and vertex buffers are allocated in the LRU.
| showResidencyTrackers | ( | Ostream | out | ) |
Writes to the indicated ostream a report of how the various textures and vertex buffers are allocated in the LRU.


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Brian Hughes
Democrat
Non-Profit Consultant
Bachelor of Arts in Speech Communications, Minor in Mass Communications/Public Relations, UNIVERSITY OF SOUTHERN COLORADO (Colorado State University-Pueblo) 1996
80631
With over 20 years’ experience in non-profits, I have worked with many facets of local government in both Larimer and Weld Counties. My time working in the media at KRFC-FM has given me experience with effective communication on a mass scale. While employed by Envision (the Community Centered Board that serves people with intellectual and developmental disabilities in Weld County) I collaborated with former HD-50 State Representative Jim Reisburg on legislative and budgetary issues affecting some of Greeley’s most vulnerable citizens. I also served on the 2010 Complete Count Census Committee where I had the opportunity to connect with and listen to the concerns of marginalized populations in Greeley, Evans, and Garden City.
I have been an active voter since the age of 18. In 2019 I was a candidate for Colorado House District 50 Democratic in the Democratic selection process to fill the seat left by Representative Rochelle Galindo. In 2020 I made a campaign contribution to John Hickenlooper for US Senate.
Adjunct Instructor, College of Performing and Visual Arts - University of Northern Colorado Board of Directors, South Central Weld Chamber of Commerce- Greeley CO Board of Directors, OpenStage Theatre & Company- Fort Collins CO Board of Directors, Slaughterhouse Derby Girls League- Greeley CO Greeley Complete Count Census Committee, Community Organizations sub-committee Contributor to the Northern Colorado Business Report as an editorial cartoonist Fort Collins UniverCITY Connections, Recruitment and Steering Committee
I grew up in rural Southern Colorado near Pueblo and have been a resident of Greeley for almost fifteen years. I have a great appreciation for the unique history and culture of both sides of this magnificent state. My desire to serve on the Redistricting Commission is fueled by my belief that we need to restore and build credibility, transparency, and accountability in all levels of government.
All my life I have been committed to collaboration and inclusiveness. I truly believe that with communication and cooperation we can build the necessary engagement and participation to achieve consensus. I learned long ago that the purpose of argumentation to achieve understanding, not to change another's point of view. By listening and understanding one another, we can find common ground to build upon.
I have extensive experience in non-profit management, including over ten years in public media. In my career, I have had to analyze complex technical and sociological data to inform my decisions. Working within an incredibly diverse population of stakeholders has honed my ability to apply logic and reason to help build community and react quickly and calmly to evolving situations.
Male


The timezone information files used by tzset(3) are typically found under
a directory with a name like /usr/share/zoneinfo. These files use the
format described in Internet RFC 8536. Each file is a sequence of 8-bit bytes.
In a file, a binary integer is represented by a sequence of one or more bytes
in network order (bigendian, or high-order byte first), with all bits
significant, a signed binary integer is represented using two's complement,
and a boolean is represented by a one-byte binary integer that is either 0
(false) or 1 (true). The format begins with a 44-byte header containing the
following fields:
- The magic four-byte ASCII sequence “TZif” identifies the
file as a timezone information file.
- A byte identifying the version of the file's format (as of 2017, either an
ASCII NUL, or “2”, or “3”).
- Fifteen bytes containing zeros reserved for future use.
- Six four-byte integer values, in the following order:
- tzh_ttisutcnt
- The number of UT/local indicators stored in the file. (UT is Universal
Time.)
- tzh_ttisstdcnt
- The number of standard/wall indicators stored in the file.
- tzh_leapcnt
- The number of leap seconds for which data entries are stored in the
file.
- tzh_timecnt
- The number of transition times for which data entries are stored in the
file.
- tzh_typecnt
- The number of local time types for which data entries are stored in the
file (must not be zero).
- tzh_charcnt
- The number of bytes of time zone abbreviation strings stored in the
file.
The above header is followed by the following fields, whose
lengths depend on the contents of the header:
- tzh_timecnt four-byte signed integer values sorted in ascending
order. These values are written in network byte order. Each is used as a
transition time (as returned by time(2)) at which the rules for
computing local time change.
- tzh_timecnt one-byte unsigned integer values; each one but the last
tells which of the different types of local time types described in the
file is associated with the time period starting with the same-indexed
transition time and continuing up to but not including the next transition
time. (The last time type is present only for consistency checking with
the POSIX-style TZ string described below.) These values serve as indices
into the next field.
- tzh_typecnt ttinfo entries, each defined as follows:
struct ttinfo {
int32_t tt_utoff;
unsigned char tt_isdst;
unsigned char tt_desigidx;
};
Each structure is written as a four-byte signed integer value
for tt_utoff, in network byte order, followed by a one-byte
boolean for tt_isdst and a one-byte value for tt_desigidx.
In each structure, tt_utoff gives the number of seconds to be
added to UT, tt_isdst tells whether tm_isdst should be set
by localtime(3) and tt_desigidx serves as an index into
the array of time zone abbreviation bytes that follow the ttinfo
structure(s) in the file. The tt_utoff value is never equal to
-2**31, to let 32-bit clients negate it without overflow. Also, in
realistic applications tt_utoff is in the range [-89999, 93599]
(i.e., more than -25 hours and less than 26 hours); this allows easy
support by implementations that already support the POSIX-required range
[-24:59:59, 25:59:59].
- tzh_leapcnt pairs of four-byte values, written in network byte
order; the first value of each pair gives the nonnegative time (as
returned by time(2)) at which a leap second occurs; the second is a
signed integer specifying the total number of leap seconds to be
applied during the time period starting at the given time. The pairs of
values are sorted in ascending order by time. Each transition is for one
leap second, either positive or negative; transitions always separated by
at least 28 days minus 1 second.
- tzh_ttisstdcnt standard/wall indicators, each stored as a one-byte
boolean; they tell whether the transition times associated with local time
types were specified as standard time or local (wall clock) time.
- tzh_ttisutcnt UT/local indicators, each stored as a one-byte
boolean; they tell whether the transition times associated with local time
types were specified as UT or local time. If a UT/local indicator is set,
the corresponding standard/wall indicator must also be set.
The standard/wall and UT/local indicators were designed for
transforming a TZif file's transition times into transitions appropriate for
another time zone specified via a POSIX-style TZ string that lacks rules.
For example, when TZ="EET-2EEST" and there
is no TZif file "EET-2EEST", the idea was
to adapt the transition times from a TZif file with the well-known name
"posixrules" that is present only for this purpose and is a copy
of the file "Europe/Brussels", a file with a different UT offset.
POSIX does not specify this obsolete transformational behavior, the default
rules are installation-dependent, and no implementation is known to support
this feature for timestamps past 2037, so users desiring (say) Greek time
should instead specify TZ="Europe/Athens" for better historical
coverage, falling back on
TZ="EET-2EEST,M3.5.0/3,M10.5.0/4" if POSIX
conformance is required and older timestamps need not be handled
accurately.
The localtime(3) function normally uses the first
ttinfo structure in the file if either tzh_timecnt is zero or
the time argument is less than the first transition time recorded in the
file.
For version-2-format timezone files, the above header and data are followed by a
second header and data, identical in format except that eight bytes are used
for each transition time or leap second time. (Leap second counts remain four
bytes.) After the second header and data comes a newline-enclosed,
POSIX-TZ-environment-variable-style string for use in handling instants after
the last transition time stored in the file or for all instants if the file
has no transitions. The POSIX-style TZ string is empty (i.e., nothing between
the newlines) if there is no POSIX representation for such instants. If
nonempty, the POSIX-style TZ string must agree with the local time type after
the last transition time if present in the eight-byte data; for example, given
the string “WET0WEST,M3.5.0,M10.5.0/3” then if a last transition
time is in July, the transition's local time type must specify a
daylight-saving time abbreviated “WEST” that is one hour east of
UT. Also, if there is at least one transition, time type 0 is associated with
the time period from the indefinite past up to but not including the earliest
transition time.
For version-3-format timezone files, the POSIX-TZ-style string may use two minor
extensions to the POSIX TZ format, as described in newtzset(3). First,
the hours part of its transition times may be signed and range from -167
through 167 instead of the POSIX-required unsigned values from 0 through 24.
Second, DST is in effect all year if it starts January 1 at 00:00 and ends
December 31 at 24:00 plus the difference between daylight saving and standard
time.
Future changes to the format may append more data.
Version 1 files are considered a legacy format and should be
avoided, as they do not support transition times after the year 2038.
Readers that only understand Version 1 must ignore any data that extends
beyond the calculated end of the version 1 data block.
Writers should generate a version 3 file if TZ string extensions
are necessary to accurately model transition times. Otherwise, version 2
files should be generated.
The sequence of time changes defined by the version 1 header and
data block should be a contiguous subsequence of the time changes defined by
the version 2+ header and data block, and by the footer. This guideline
helps obsolescent version 1 readers agree with current readers about
timestamps within the contiguous subsequence. It also lets writers not
supporting obsolescent readers use a tzh_timecnt of zero in the
version 1 data block to save space.
Time zone designations should consist of at least three (3) and no
more than six (6) ASCII characters from the set of alphanumerics,
“-”, and “+”. This is
for compatibility with POSIX requirements for time zone abbreviations.
When reading a version 2 or 3 file, readers should ignore the
version 1 header and data block except for the purpose of skipping over
them.
Readers should calculate the total lengths of the headers and data
blocks and check that they all fit within the actual file size, as part of a
validity check for the file.
This section documents common problems in reading or writing TZif files. Most of
these are problems in generating TZif files for use by older readers. The
goals of this section are:
- to help TZif writers output files that avoid common pitfalls in older or
buggy TZif readers,
- to help TZif readers avoid common pitfalls when reading files generated by
future TZif writers, and
- to help any future specification authors see what sort of problems arise
when the TZif format is changed.
When new versions of the TZif format have been defined, a design
goal has been that a reader can successfully use a TZif file even if the
file is of a later TZif version than what the reader was designed for. When
complete compatibility was not achieved, an attempt was made to limit
glitches to rarely-used timestamps, and to allow simple partial workarounds
in writers designed to generate new-version data useful even for
older-version readers. This section attempts to document these compatibility
issues and workarounds, as well as to document other common bugs in
readers.
Interoperability problems with TZif include the following:
- Some readers examine only version 1 data. As a partial workaround, a
writer can output as much version 1 data as possible. However, a reader
should ignore version 1 data, and should use version 2+ data even if the
reader's native timestamps have only 32 bits.
- Some readers designed for version 2 might mishandle timestamps after a
version 3 file's last transition, because they cannot parse extensions to
POSIX in the TZ-like string. As a partial workaround, a writer can output
more transitions than necessary, so that only far-future timestamps are
mishandled by version 2 readers.
- Some readers designed for version 2 do not support permanent daylight
saving time, e.g., a TZ string “EST5EDT,0/0,J365/25”
denoting permanent Eastern Daylight Time (-04). As a partial workaround, a
writer can substitute standard time for the next time zone east, e.g.,
“AST4” for permanent Atlantic Standard Time (-04).
- Some readers ignore the footer, and instead predict future timestamps from
the time type of the last transition. As a partial workaround, a writer
can output more transitions than necessary.
- Some readers do not use time type 0 for timestamps before the first
transition, in that they infer a time type using a heuristic that does not
always select time type 0. As a partial workaround, a writer can output a
dummy (no-op) first transition at an early time.
- Some readers mishandle timestamps before the first transition that has a
timestamp not less than -2**31. Readers that support only 32-bit
timestamps are likely to be more prone to this problem, for example, when
they process 64-bit transitions only some of which are representable in 32
bits. As a partial workaround, a writer can output a dummy transition at
timestamp -2**31.
- Some readers mishandle a transition if its timestamp has the minimum
possible signed 64-bit value. Timestamps less than -2**59 are not
recommended.
- Some readers mishandle POSIX-style TZ strings that contain
“<” or “>”. As a partial workaround, a
writer can avoid using “<” or “>” for
time zone abbreviations containing only alphabetic characters.
- Many readers mishandle time zone abbreviations that contain non-ASCII
characters. These characters are not recommended.
- Some readers may mishandle time zone abbreviations that contain fewer than
3 or more than 6 characters, or that contain ASCII characters other than
alphanumerics, “-”, and
“+”. These abbreviations are not recommended.
- Some readers mishandle TZif files that specify daylight-saving time UT
offsets that are less than the UT offsets for the corresponding standard
time. These readers do not support locations like Ireland, which uses the
equivalent of the POSIX TZ string
“IST-1GMT0,M10.5.0,M3.5.0/1”,
observing standard time (IST, +01) in summer and daylight saving time
(GMT, +00) in winter. As a partial workaround, a writer can output data
for the equivalent of the POSIX TZ string
“GMT0IST,M3.5.0/1,M10.5.0”, thus swapping standard and
daylight saving time. Although this workaround misidentifies which part of
the year uses daylight saving time, it records UT offsets and time zone
abbreviations correctly.
Some interoperability problems are reader bugs that are listed
here mostly as warnings to developers of readers.
- Some readers do not support negative timestamps. Developers of distributed
applications should keep this in mind if they need to deal with pre-1970
data.
- Some readers mishandle timestamps before the first transition that has a
nonnegative timestamp. Readers that do not support negative timestamps are
likely to be more prone to this problem.
- Some readers mishandle time zone abbreviations like
“-08” that contain
“+”, “-”, or
digits.
- Some readers mishandle UT offsets that are out of the traditional range of
-12 through +12 hours, and so do not support locations like Kiritimati
that are outside this range.
- Some readers mishandle UT offsets in the range [-3599, -1] seconds from
UT, because they integer-divide the offset by 3600 to get 0 and then
display the hour part as “+00”.
- Some readers mishandle UT offsets that are not a multiple of one hour, or
of 15 minutes, or of 1 minute.


BATMAN: THE MOVIE A film review by Steve Rhodes Copyright 1997 Steve Rhodes
RATING (0 TO ****): * 1/2
Although today's generation may believe that it was Tim Burton who popularized the Batman comic book series by making a live action version of it, its first appearance on the little and big screens was over twenty years earlier. Adam West as Batman and Burt Ward as Robin made a televison series called "Batman," which became a hit for its campy fun and its trademark "Pow" and "Ouch" screen overlays. (Twenty years earlier still was a movie theater serial, which I recently reviewed, but it was a low budget, obscure production that spawned no action figures and left little lasting memory. Although it's a favorite of mine, few people will ever take the time to find and rent such an obscure tape.)
In 1966, during the brief flash of the TV series's popularity, they made a full length theatrical release which they marketed as BATMAN: THE MOVIE, although the title on the film is simply BATMAN. The idea for the movie was to use the series's four most popular villains -- The Catwoman (Lee Meriwether), The Joker (Cesar Romero), The Penguin (Burgess Meredith), and The Riddler (Frank Gorshin) -- to form a megacalamity for the Caped Crusader and the Boy Wonder. The later movies abandoned the Boy Wonder title for Robin, perhaps because it wasn't macho enough, calling attention as it does to Robin's relative immaturity.
"Holy nightmare!" Robin says when Batman explains that the four miscreants have formed a United Underworld to take over the planet. The Riddler is "loose to plague us with his criminal conundrums," Batman goes on to explain.
All of Batman's gadgets are Batsomething or other. The Batcopter has a big non-functional batwing and a Batladder. The latter is created by appending a sign saying "Batladder" upon which the camera lingers lest we miss the joke. Unlike the multi-million dollar special effects of the later movies, this one uses cardboard extensively in its construction. (At least the Batmobile wasn't a standard convertible as in the 1949 series.) Perhaps the funniest vehicle is Penguin's submarine which is powered by two gigantic penguin flippers.
The gaudy sets, the silly dialog, and the ridiculous plots were the hallmarks of the "Batman" series. Partly because this style of humor has not aged well and partly because the movie is an overly lame adaptation of the series, the picture lacks much punch.
Adam West was never much of an actor, and his limitations are all too apparent in the movie. His flat enunciation of words have random pauses between them as if no sentence owned them. In fact the whole movie feels like a 30 minute episode in which director Leslie H. Martinson told the actors to speak slowly so that they could try to shoot enough film stock to make it into a feature length movie.
The film includes a long and languid romance between Batman's alter ego Bruce Wayne and Catwoman's Miss Kitka. Adam West looks awkward in these scenes, and this whole subplot looks out of place as if it were pasted in by mistake from some other movie.
As part of a group of college students who used to gather in the dorm to watch the television series, I was surprised at how the movie version was so slow paced and how it relegated the "Pow" and "Ouch" epigrams to a single scene at the end.  Even though it plods along, the movie adaptation does have its fun little diversions. "It looks bad, Batman," worries Robin. "This brassy bird has us buffaloed." Any show that can get an actor to say that with a straight face has accomplished something.
BATMAN: THE MOVIE runs 1:44. It is rated PG for comic book fights. The show would be fine for all ages. My son Jeffrey, age 8, and his friend Maxim, age 9, both thought the film was "pretty good." Jeffrey did not like the camp and thought the show needed to be at least kind of serious. I can't recommend the film although it does have its moments. I give it * 1/2. If you want a good, nostalgic version of Batman, rent the 1949 serial instead.
**** = A must see film. *** = Excellent show. Look for it. ** = Average movie. Kind of enjoyable. * = Poor show. Don't waste your money. 0 = Totally and painfully unbearable picture.
REVIEW WRITTEN ON: August 8, 1997
Opinions expressed are mine and not meant to reflect my employer's.
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