I am Brian fusce quis volutpat porta, ut tincidunt eros est nec diam erat quis volutpat porta, neque massa, ut tincidunt eros est nec diam Fusce Fusce quis volutpat porta, ut tincidunt eros est nec diam erat quis volutpat porta, neque massa, ut tincidunt eros est nec diam Fusce Fusce quis volutpat porta, ut tincidunt eros est nec diam erat quis volutpat porta, neque massa, ut tincidunt eros est nec diam Lorem Ipsum is simply dummy text of the printing and typesetting industry. Lorem Ipsum has been the industry's standard dummy text ever since the 1500s, when an unknown printer took a galley of type and scrambled it to make a type specimen book.
Web Development
Web Design
Marketing
Bachelor of Engineering
Bachelor of Design
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Lorem Ipsum is simply dummy text of the printing and industry. Lorem Ipsum has been the industry's standard dummy, when an unknown printer took a galley of type a type specimen book.
Brian Chodur | Evato Author
Lorem Ipsum is simply dummy text of the printing and industry. Lorem Ipsum has been the industry's standard dummy, when an unknown printer took a galley of type a type specimen book.
Brian Chodur | Evato Author
Lorem Ipsum is simply dummy text of the printing and industry. Lorem Ipsum has been the industry's standard dummy, when an unknown printer took a galley of type a type specimen book.
Brian Chodur | Evato Author
Call
+1-641-1234
<EMAIL_ADDRESS>Address
Osage, IA


jl777c
08-Mar-19 07:29 AM
as long as the RNG of rogue can be used, then there is no problem. everytime you get a random number, the next one is calculated. there is no need to go back to high entropy source for each random number
1000 rogue games will take a second or two to replay, tetris I imagine will be faster
at worst we would need to make longer blocktimes
let us not overengineer things. zksnarks? math that is very hard to understand, fancy other things... not the best thing to start with such complex things
I always start with the simplest possible solution
often it is good enough and then I am done
if not, then I step it up to the next level of complexity and I stop as soon as the problem is solved. this ends up with arguably the simplest solution that solves the problem
sure, it is good to have bazooka, emp, hellfire missles in your toolkit, but if a flyswatter is all that is needed, just use that
the only issue about tetris that is different than rogue (other than tetris is MUCH simpler gameplay) is that not doing anything creates an event. that is the only real difference, so I dont expect there to be much different in the solution. maybe just just run length encoding of keystrokes
do not overengineer things, especially blockchain logic
it has to be dead simple, else it wont ever consensus


done right cuz you cissies sure couldn't [src]
Enter your gender! If it resembles any preloaded in 'genders.txt' it will be provided as a dropdown option. You can enter any string, though; we're not here to police you.
GENDER APPROVED


Due to an issue the files were not working properly so i am trying to rebuild the website and you will see that there will be a new look to the web!


To obtain a better understanding of who I am, it's best to know where I come from and who I am as a person. I was raised in Phoenix, Arizona and went to Sweetwater Elementary School. From third grade up until 10th, I was a runner. I spent a lot of time training, and dedicated myself to trying to constantly improve. I always try to go beyond my limits and further improve myself. However, academics always came first. In 11th grade, as a Junior, I was accepted to go into West-Mec, which is an advanced school that teaches different college level education to prepare students to enter the work force. It was there that I first begun my studies for Website Development.
All that I've accomplished and what I've done don't stop there though. I have much more planned for myself in the near future. For the next while, I'm going to be pursuing the beauty of Web Development. However, I do plan on going to college to further expand my education. Then, I'm also looking into entering the game development market and get a degree for that while going to College.


Hello Faizus Salehin
( Logout )
February 14, 2013
Customer Enquiry
Customer Quotation
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Customer Sample Shipping Out
Customer Order
Customer Order Shipping Out
Customer PO for Factory
Users
Permissions
Categories
Create New User Type
Title :
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Permissions
Is Super Admin
Can Login From Anywhere
Module Name
View
Create
Edit
Delete
Customer - Enquiry
Customer - Quotation
Customer - Sample Request
Customer - Sample Shipping Out
Customer - Order
Customer - Order Shipping Out
Customer - PO for Factory
Users
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Can View Own Info
Can Update Own Info
© Dutta Tex Online 2013 - All rights reserved.


Confirmation Bias Mitigation
Settings:
On/ Off:
Intensity:
Your top news sites:
No data collected yet...
News sites you might disagree with:
No data collected yet...
More about confirmation bias on
wikipedia.org
.
This is an open source project created by Alex Nathanson. Full project details and notes on my methodology are available on
Git hub
. Collaborators welcome.


--- layout: post title: '30 Days in April: Day 18' date: 2009-04-19 02:27:09.000000000 -07:00 type: post published: true status: publish categories: - 30 Days in April - Journal tags: - 30 days - inspiration - Journal - scratch pdx meta: _publicize_pending: '1' _edit_last: '6192' aktt_tweeted: '1' original_post_id: '219' _wp_old_slug: '219' author: login: falsefridays email<EMAIL_ADDRESS>display_name: Jim Withington first_name: '' last_name: '' ---
Today I went to see Ben Kulp play at Scratch PDX, which the organizers bill as "Portland's Performance Playground."
Like a lot of performance nights in that vein, Scratch PDX had a range of talent, depth, and quality. Some stuff was pretty *wink wink* but overall, the performers were committed and the audience was generally apt to love what they were seeing.
I'm always fascinated by how the audience for something like this (or really anything) has a core group of regulars. It's amazing because you think about this shared, communal experience, people going weekend after weekend to see 30 plays in 60 minutes, or, in this case, once a month for the non-summer months of the year to see the community at large perform works of varying polish. I found myself wondering what would happen if I decided to go for a year without listening to or viewing anything that was prerecorded.
[Side note: Ben was great. It was nice to see his first performance ever. It was fun to see public reaction, and see him control what he could and shrug when he couldn't.]
A night like this does two things for me, and I doubt I'm the only one who would say these things. First, it makes me realize there is a community out there for performance, and gives me a bit of a "wow, this was here all along, why have I never gone before?" response. Secondly, it inspires me to make work of my own--and in this case, it reminds me that I've got a background and a lot of training in this, and that I could so something worthwhile.
That's exciting stuff. I'm glad I was there. I might be there next month, if they'd have me, to perform.


Center point for the game, contains and manages references for the current level/ghosts/pacman
More...
|
|
Sprite[] | fruitSprites |
| |
|
int | score |
| |
|
|
Pacman | Pacman [get] |
| |
|
Level | CurrentLevel [get] |
| |
|
int | Players [get] |
| |
Center point for the game, contains and manages references for the current level/ghosts/pacman
◆ AddScore()
| void GameLogic.AddScore |
( |
int |
value | ) |
|
Adds score to the score counter
- Parameters
-
| value | The amount of score to add |
◆ EndGame()
| void GameLogic.EndGame |
( |
float |
delay, |
|
|
bool |
won |
|
) |
| |
Resets the game
- Parameters
-
| delay | A delay before resetting the board |
◆ GetAllGhosts()
| List<Ghost> GameLogic.GetAllGhosts |
( |
| ) |
|
Public getter for ghost list
- Returns
- The list of ghostys
◆ GetGhost()
| Ghost GameLogic.GetGhost |
( |
Ghost.Type |
type | ) |
|
Gets a ghost given the type
- Parameters
-
| type | The type of the ghost to get |
- Returns
- The ghost of the given type (or null if it doesnt exist)
◆ SpawnGhostEatText()
| void GameLogic.SpawnGhostEatText |
( |
Pacman |
pacman, |
|
|
Ghost |
ghost, |
|
|
float |
duration, |
|
|
int |
score |
|
) |
| |
Spawns the text for when pacman eats a ghost and waits a given duration
- Parameters
-
| pacman | The pacman responsible for where the text is going to be spawned |
| ghost | The ghost pacman ate |
| duration | The duration the game will pause for |
| score | The score on the text |
◆ StartLevel()
| void GameLogic.StartLevel |
( |
int |
levelNumber, |
|
|
int |
players, |
|
|
int |
startingScore = 0 |
|
) |
| |
Starts a level with x amount of players
- Parameters
-
| levelNumber | The level to start |
| players | The amount of players |
The documentation for this class was generated from the following file:
- F:/UnityProjects/Not work/Pacman/Pacman/Assets/Scripts/General/GameLogic.cs


Ocean [aq08], ocean, in The Outer Sea
Last updated Turn #117
Ocean [aq08], ocean, in The Outer Sea
------------------------------------------------------------------------
21: The Savvy Aardvark [ha5r], ship, 2 hulls, 1 rowing port, 6 sails,
21: 9% damaged, arrived from Ocean [aq07], owner:
21: Phantasm [n4b], Imperial Empire, earl, with two workers,
21: eight sailors
22: The Savvy Aardvark [ha5r], ship, 2 hulls, 1 rowing port, 6 sails,
22: 9% damaged, departed for Ocean [aq09].
Routes leaving Ocean:
North, to Ocean [ap08], 6 days
East, to Ocean [aq09], 6 days
South, to Ocean [ar08], 6 days
West, to Ocean [aq07], 6 days


What Programming Language Should I learn?
This is a survey to help you answer that question!
Enjoy!
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Ruby is an object-oriented programming language. Its' foundation is set on objects with classes and methods and variables within these classes. What are classes? To dive into this more let's say you wanted to create a class of football players and wanted to store for each player their position, number & team. You could do so like this:
class FootballPlayers
def initialize(name, position, number, team)
@name = name
@position = position
@number = number
@team = team
end
end
We've told the class to store our arguments into instance variables. These instance variables are always going to start with the @ sign and be able to be accessed throughout the class. Normal variables are only able to be accessed within their method so this gives us more flexibility with instance variables. Let's add some methods:
class FootballPlayers
def initialize(name, position, number, team)
@name = name
@position = position
@number = number
@team = team
end
def number
puts "{@number} is my favorite!"
end
def profile
puts "#{@name} belongs on the #{team} as their #{position}!"
end
end
This is similar to the ruby methods we've seen thus far. This allows us to create multiple instances of classes. Now we can send a player profile to the class to be stored in that instance.
manning = FootballPlayers.new("Peyton Manning", "QB", 18, "Broncons")
What we'll get is:
=>"18 is my favorite!"
=>"Peyton Manning belongs on the Broncos as their QB!"
This allows us to call the manning FootballPlayers class later to see the instance variables we've stored for manning. Hope this helps!


--- title: Create a unique run directory type: docs repo: https://github.com/rstudio/tfruns menu: main: name: Create a unique run directory - tfruns parent: tfruns-reference aliases: - /reference/tfruns/unique_run_dir.html - /tfruns/reference/unique_run_dir.html - /guide/tfruns/reference/unique_run_dir.html - /tools/tools/tfruns/reference/unique_run_dir.html - /installation/tfruns/reference/unique_run_dir.html - /tutorials/tfruns/reference/unique_run_dir.html - /guide/tools/tfruns/reference/unique_run_dir.html - /deploy/tfruns/reference/unique_run_dir.html - /tools/tfruns/reference/unique_run_dir.html - /tutorials/tools/tfruns/reference/unique_run_dir.html ---
Create a new uniquely named run directory within the specified runs_dir
.
unique_run_dir(runs_dir = getOption("tfruns.runs_dir", "runs"),
seconds_scale = 0)
| runs_dir | Directory containing runs. Defaults to "runs" beneath the
current working directory (or to the value of the |
| seconds_scale | Decimal scale for the seconds component of the timestamp. Defaults to 0 which results in only the rounded seconds value being used in the timestamp. Specify larger numbers to include a decimal component (useful if you need to create many unique run directories at the same time). |
The directory name will be a timestamp (in GMT time). If a duplicate name is generated then the function will wait long enough to return a unique one.


Open this page with a browser compliant with WebRTC
(Chrome, Firefox).
If you would like to be the Presenter of the
communication, click on Presenter button. There can only be
one of this kind of peer, and so, if the Presenter peer is
already present, the application returns an error (see the the
console).
Grant the access to the camera and microphone. After the
SDP negotiation the communication should start.
In a different machine (or a different tab in the same
browser) click on Viewer button to see the Presenter
stream.
Click on Stop to finish the communication. When Presenter
clicks on Stop, the rest of Viewers (if any) ends the
communication too.


Add a New Shelter
{% for shelter in shelters %}
- {{shelter.address}}
- {{shelter.city}}, {{shelter.state}}
- {{shelter.zipCode}} USA
- {{shelter.website}}
- {{shelter.current_occupancy}} sheltered /
{{shelter.maximum_capacity}} max capacity
edit
delete
{% endfor %}


class: center, middle # Test Cases / Script --- # Test Case * A test case is a step by step, set of inputs or execution conditions and expected results developed to fulfill a test objective or requirement. * A test case is a set of conditions or variables under which a tester will determine whether a system under test satisfies requirements or works correctly. http://softwaretestingfundamentals.com/test-case/ --- # Why write test cases? * To find defects * To assess quality * To validate requirements --- # Benefits of Test Cases * Repeatable * Each tester will follow the same script and get the same results, making it easier to identify defects * Training * New tester will run test cases to learn the application --- # Building Test Cases * Ensure you understand the software/game design * Identify test objectives * Identify pre-test conditions * Test Data * Test Environment * Identify expected results * Identify specific step to be performed --- # Test Case Guidelines * Write test cases before implementation or first test cycle * Use the same format for all tests * Test cases should be understandable and easy to follow --- # Test Coverage * Make sure your test cases have covered the design and/or requirements * Test Tools can assist analyzing test coverage against requirements ## Coverage Tools * http://cobertura.github.io/cobertura/ * https://github.com/nedbat/coveragepy * http://www.serenity-bdd.info/ * https://confluence.atlassian.com/clover/ * https://www.froglogic.com/ * https://coveralls.io/


Introduction
Levitacion!!
Build a bot that shoots up the puck in its opponent’s goal before the
time rides out. The
team to make first 7 shots in opponent’s goal qualifies.
BOT SPECIFICATIONS:
Bot sizes should not exceed 350mm X 250mm.
No restrictions for height and weight.
Bot can be wired or wireless with a compulsory striking mechanism.
ARENA
Standard air hockey table of approximate dimensions of 300cm X 125cm (length
x breadth) will be made available.
Standard puck of diameter 6.5cm.
RULES and SCORING
A coin toss decides which team gets first possession of the puck.
For each puck shot in opponent’s goal, a point-score will be recorded.
The first team to score 7 points by shooting the puck into the opponent's goal
wins the game OR the team with maximum points in the game run of 5 minutes
wins.
Once the puck is on a certain team's side of the center line, team has 10 seconds
to hit the puck back across the center line. Otherwise a foul is recorded and
opponent team receives possession of the puck.
Any team member cannot touch or strike the puck with any part of his/her body
or with any object other than the bot. Doing so records a foul and possession
changes hands.
Hitting the puck when it is on opposite side of the center line, or crossing the
center line COMPLETELY with one's bot causes a foul. Here, the opponent team
receives possession of the puck.
If the puck leaves the table, a foul is called on the team that caused the puck to
go out of play due to offensive motion and the opposing team gets possession of
the puck.
No team can hold the puck for more than 3 seconds. Doing so causes a foul and
possession changes.
The time measured by the organizers will be final and used for scoring the
teams.
Time measured by any contestant by any other means is not acceptable for
scoring.
In case of any dispute or ambiguity, event coordinators’ decision will be final.
Elimination on knock-out basis.
A team of maximum 4 members can be formed.
Contact
DUSHYANT KUMBHAT
+91-8128187258<EMAIL_ADDRESS>SURABHI MOUR
91-8866612810
surabhi.friendz@gmail.com


Notebooks
Story: The names of |kaggen's wife, son and daughter
The names of |kaggen's wife, son and daughter
Title
The names of |kaggen's wife, son and daughter
Collection
Summary
The names of the wife, son, and daughter of the Mantis. By /han≠kass’o (L VIII.-1. 6137 rev.).
Comments
1) This story is found in Book VIII-1
Contributors
|han≠kass'o (Klein Jantje) (VIII)
Date
26 January 1878
Categories
Keywords
|kaggen (the Mantis) , |kaggen (the names of his relations) , |kaggen (the names of his wife, son and daughter) , |kaggen (his wife's name is !kauruwo) , |kaggen (his son's name is !gaunu tsaxau) , |kaggen (his daughter's name is ywe |nan ||kain tu) , names (of |kaggen's relations: his wife, son and daughter) , !gaunu tsaxau (|kaggen's son is) , wife (|kaggen's name is !kauruwo) , !kauruwo (|kaggen's wife) , !kauruwo (the Dassie or rock rabbit)
Story Pages
6137v


He looked across the sea and knew how alone he was now. But he could see the prisms in the deep dark water and the line stretching ahead and the strange undulation of the calm. The clouds were building up now for the trade wind and he looked ahead and saw a flight of wild ducks etching themselves against the sky over the water, then blurring, then etching again and he knew no man was ever alone on the sea.


{{ define "main" }}
Here you can find some wallpapers that I've made for myself. All of them are available under the CC BY-SA 4.0 license.


There are many characters in my notes.
Meet John:
Meet Peter:
Meet David:
Meet Chris:
Meet The DUde:
Meet Pipesquik:
Meet IttyBitty:
More characters coming soon!
There are many characters in my notes.
Meet John:
Meet Peter:
Meet David:
Meet Chris:
Meet The DUde:
Meet Pipesquik:
Meet IttyBitty:
More characters coming soon!


This footer always stick at bottom of current page, and automatically hide itself unless:
1) The page is short enough to be entirely displayed;
OR 2) The user scrolls to the bottom of the page.
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This document is based on Short introduction to log4j by Ceki Gülcü.
The log4net framework is based on log4j, see http://logging.apache.org/log4j for more information on log4j. The log4net framework, source code, binaries, documentation, examples and related materials are published under the terms of the Apache License, Version 2.0, a copy of which has been included with this distribution in the LICENSE.txt file.
This document is an introduction to the log4net API, its unique features and design rationale. Log4net is an open source project based on the work of many authors. It allows the developer to control which log statements are output with arbitrary granularity. It is fully configurable at runtime using external configuration files.
Almost every large application includes its own logging or tracing API. Inserting log statements into code is a low-tech method for debugging it. It may also be the only way because debuggers are not always available or applicable. This is usually the case for multithreaded applications and distributed applications at large.
Once an application has been deployed it may not be possible to utilize development and debugging tools. An administrator can use effective logging systems to diagnose and fix many configuration issues.
Experience indicates that logging is an important component of the development cycle. It offers several advantages. It provides precise context about the execution of the application. Once inserted into the code, the generation of logging output requires no human intervention. Moreover, log output can be saved in persistent medium to be studied at a later time. In addition to its use in the development cycle, a sufficiently rich logging package can also be viewed as an auditing tool.
Logging does have its drawbacks. It can slow down an application. If too verbose, it can cause scrolling blindness. To alleviate these concerns, log4net is designed to be reliable, fast and extensible. Since logging is rarely the main focus of an application, the log4net API strives to be simple to understand and to use.
Log4net is available for several frameworks. For each supported framework an assembly targeting that framework is built:
Not all frameworks are created equal and some features have been excluded from some of the builds. See the Framework Support document for more information.
Log4net has three main components: loggers, appenders and layouts. These three types of components work together to enable developers to log messages according to message type and level, and to control at runtime how these messages are formatted and where they are reported. These components are helped by filters that control the actions of the appender and object renderers that turn objects into strings.
The first and foremost advantage of any logging API over plain System.Console.WriteLine resides in its ability to disable certain log statements while allowing others to print unhindered. This capability assumes that the logging space, that is, the space of all possible logging statements, is categorized according to some developer-chosen criteria.
Loggers are named entities. Logger names are case-sensitive and they follow the following hierarchical naming rule:
A logger is said to be an ancestor of another logger if its name followed by a dot is a prefix of the descendant logger name. A logger is said to be a parent of a child logger if there are no ancestors between itself and the descendant logger.
The hierarchy works very much in the same way as the namespace and class hierarchy in .NET. This is very convenient as we shall soon see.
For example, the logger named "Foo.Bar" is a parent of the logger named "Foo.Bar.Baz". Similarly, "System" is a parent of "System.Text" and an ancestor of "System.Text.StringBuilder". This naming scheme should be familiar to most developers.
The root logger resides at the top of the logger hierarchy. It is exceptional in three ways:
Loggers are retrieved using the static method from the log4net.LogManager class. The GetLogger methods take the name of the desired logger as a parameter. They are listed below:
namespace log4net { public class LogManager { public static ILog GetLogger(string name); public static ILog GetLogger(Type type); } }
The GetLogger methods that takes a Type parameter uses the fully qualified type name as the name of the logger to retrieve.
These GetLogger methods return an ILog interface. That is the representation of the Logger passed back to the developer. The ILog interface is defined below:
namespace log4net { public interface ILog { /* Test if a level is enabled for logging */ bool IsDebugEnabled { get; } bool IsInfoEnabled { get; } bool IsWarnEnabled { get; } bool IsErrorEnabled { get; } bool IsFatalEnabled { get; } /* Log a message object */ void Debug(object message); void Info(object message); void Warn(object message); void Error(object message); void Fatal(object message); /* Log a message object and exception */ void Debug(object message, Exception t); void Info(object message, Exception t); void Warn(object message, Exception t); void Error(object message, Exception t); void Fatal(object message, Exception t); /* Log a message string using the System.String.Format syntax */ void DebugFormat(string format, params object[] args); void InfoFormat(string format, params object[] args); void WarnFormat(string format, params object[] args); void ErrorFormat(string format, params object[] args); void FatalFormat(string format, params object[] args); /* Log a message string using the System.String.Format syntax */ void DebugFormat(IFormatProvider provider, string format, params object[] args); void InfoFormat(IFormatProvider provider, string format, params object[] args); void WarnFormat(IFormatProvider provider, string format, params object[] args); void ErrorFormat(IFormatProvider provider, string format, params object[] args); void FatalFormat(IFormatProvider provider, string format, params object[] args); } }
Loggers may be assigned levels. Levels are instances of the log4net.Core.Level class. The following levels are defined in order of increasing priority:
If a given logger is not assigned a level, then it inherits one from its closest ancestor with an assigned level. More formally:
The inherited level for a given logger X, is equal to the first non-null level in the logger hierarchy, starting at X and proceeding upwards in the hierarchy towards the root logger.
To ensure that all loggers can eventually inherit a level, the root logger always has an assigned level. The default value for the root logger is DEBUG.
Below are four tables with various assigned level values and the resulting inherited levels according to the above rule.
| Logger name | Assigned level | Inherited level |
|---|---|---|
| root | Proot | Proot |
| X | none | Proot |
| X.Y | none | Proot |
| X.Y.Z | none | Proot |
In Example 1 above, only the root logger is assigned a level. This level value, Proot, is inherited by the other loggers X, X.Y and X.Y.Z.
| Logger name | Assigned level | Inherited level |
|---|---|---|
| root | Proot | Proot |
| X | Px | Px |
| X.Y | Pxy | Pxy |
| X.Y.Z | Pxyz | Pxyz |
In Example 2 above, all loggers have an assigned level value. There is no need for level inheritance.
| Logger name | Assigned level | Inherited level |
|---|---|---|
| root | Proot | Proot |
| X | Px | Px |
| X.Y | none | Px |
| X.Y.Z | Pxyz | Pxyz |
In Example 3 above, the loggers root, X and X.Y.Z are assigned the levels Proot, Px and Pxyz respectively. The logger X.Y inherits its level value from its parent X.
| Logger name | Assigned level | Inherited level |
|---|---|---|
| root | Proot | Proot |
| X | Px | Px |
| X.Y | none | Px |
| X.Y.Z | none | Px |
In Example 4 above, the loggers root and X and are assigned the levels Proot and Px respectively. The loggers X.Y and X.Y.Z inherits their level value from their nearest parent X having an assigned level.
Logging requests are made by invoking one of the printing methods of a logger instance (through the log4net.ILog). These printing methods are Debug, Info, Warn, Error, and Fatal.
By definition, the printing method determines the level of a logging request. For example, if log is a logger instance, then the statement log.Info("..") is a logging request of level INFO.
A logging request is said to be enabled if its level is higher than or equal to the level of its logger. Otherwise, the request is said to be disabled. A logger without an assigned level will inherit one from the hierarchy. This rule is summarized below.
A log request of level L in a logger with (either assigned or inherited, whichever is appropriate) level K, is enabled if L >= K.
This rule is at the heart of log4net. It assumes that levels are ordered. For the standard levels, we have DEBUG < INFO < WARN < ERROR < FATAL.
Calling the log4net.LogManager.GetLogger method with the same name will always return a reference to the exact same logger object.
For example, in:
ILog x = LogManager.GetLogger("wombat"); ILog y = LogManager.GetLogger("wombat");
x and y refer to exactly the same logger object.
Thus, it is possible to configure a logger and then to retrieve the same instance somewhere else in the code without passing around references. In fundamental contradiction to biological parenthood, where parents always precede their children, log4net loggers can be created and configured in any order. In particular, a "parent" logger will find and link to its descendants even if it is instantiated after them.
Configuration of the log4net environment is typically done at application initialization. The preferred way is by reading a configuration file. This approach will be discussed shortly.
Log4net makes it easy to name loggers by software component. This can be accomplished by statically instantiating a logger in each class, with the logger name equal to the fully qualified name of the class. This is a useful and straightforward method of defining loggers. As the log output bears the name of the generating logger, this naming strategy makes it easy to identify the origin of a log message. However, this is only one possible, albeit common, strategy for naming loggers. Log4net does not restrict the possible set of loggers. The developer is free to name the loggers as desired.
Nevertheless, naming loggers after the class where they are located seems to be the best strategy known so far. It is simple an obvious to the developers where each log message came from. Most importantly it leverages the design of the application to produce the design of the logger hierarchy. Hopefully some thought has gone into the design of the application.
The ability to selectively enable or disable logging requests based on their logger is only part of the picture. Log4net allows logging requests to print to multiple destinations. In log4net speak, an output destination is called an appender. Appenders must implement the log4net.Appenders.IAppender interface.
The following appenders are defined in the log4net package:
| Type | Description |
|---|---|
| log4net.Appender.AdoNetAppender | Writes logging events to a database using either prepared statements or stored procedures. |
| log4net.Appender.AnsiColorTerminalAppender | Writes color highlighted logging events to a an ANSI terminal window. |
| log4net.Appender.AspNetTraceAppender | Writes logging events to the ASP trace context. These can then be rendered at the end of the ASP page or on the ASP trace page. |
| log4net.Appender.BufferingForwardingAppender | Buffers logging events before forwarding them to child appenders. |
| log4net.Appender.ColoredConsoleAppender | Writes logging events to the application's Console. The events may go to either the standard our stream or the standard error stream. The events may have configurable text and background colors defined for each level. |
| log4net.Appender.ConsoleAppender | Writes logging events to the application's Console. The events may go to either the standard our stream or the standard error stream. |
| log4net.Appender.EventLogAppender | Writes logging events to the Windows Event Log. |
| log4net.Appender.FileAppender | Writes logging events to a file in the file system. |
| log4net.Appender.ForwardingAppender | Forwards logging events to child appenders. |
| log4net.LocalSyslogAppender | Writes logging events to the local syslog service (UNIX only). |
| log4net.Appender.MemoryAppender | Stores logging events in an in memory buffer. |
| log4net.Appender.NetSendAppender | Writes logging events to the Windows Messenger service. These messages are displayed in a dialog on a users terminal. |
| log4net.Appender.OutputDebugStringAppender | Writes logging events to the debugger. If the application has no debugger, the system debugger displays the string. If the application has no debugger and the system debugger is not active, the message is ignored. |
| log4net.Appender.RemoteSyslogAppender | Writes logging events to a remote syslog service using UDP networking. |
| log4net.Appender.RemotingAppender | Writes logging events to a remoting sink using .NET remoting. |
| log4net.Appender.RollingFileAppender | Writes logging events to a file in the file system. The RollingFileAppender can be configured to log to multiple files based upon date or file size constraints. |
| log4net.Appender.SmtpAppender | Sends logging events to an email address. |
| log4net.Appender.SmtpPickupDirAppender | Writes SMTP messages as files into a pickup directory. These files can then be read and sent by an SMTP agent such as the IIS SMTP agent. |
| log4net.Appender.TelnetAppender | Clients connect via Telnet to receive logging events. |
| log4net.Appender.TraceAppender | Writes logging events to the .NET trace system. |
| log4net.Appender.UdpAppender | Sends logging events as connectionless UDP datagrams to a remote host or a multicast group using a UdpClient. |
More than one appender can be attached to a logger.
Each enabled logging request for a given logger will be forwarded to all the appenders in that logger as well as the appenders higher in the hierarchy. In other words, appenders are inherited additively from the logger hierarchy. For example, if a console appender is added to the root logger, then all enabled logging requests will at least print on the console. If in addition a file appender is added to a logger, say X, then enabled logging requests for X and X's children will print on a file and on the console. It is possible to override this default behavior so that appender accumulation is no longer additive by setting the additivity flag on the logger to false.
The rules governing appender additivity are summarized below.
The output of a log statement of logger X will go to all the appenders in X and its ancestors. This is the meaning of the term "appender additivity".
However, if an ancestor of logger X, say Y, has the additivity flag set to false, then X's output will be directed to all the appenders in X and it's ancestors up to and including Y but not the appenders in any of the ancestors of Y.
Loggers have their additivity flag set to true by default.
The table below shows an example:
| Logger Name | Added Appenders | Additivity Flag | Output Targets | Comment |
|---|---|---|---|---|
| root | A1 | not applicable | A1 | There is no default appender attached to root. |
| x | A-x1, A-x2 | true | A1, A-x1, A-x2 | Appenders of "x" and root. |
| x.y | none | true | A1, A-x1, A-x2 | Appenders of "x" and root. |
| x.y.z | A-xyz1 | true | A1, A-x1, A-x2, A-xyz1 | Appenders in "x.y.z", "x" and root. |
| security | A-sec | false | A-sec | No appender accumulation since the additivity flag is set to false. |
| security.access | none | true | A-sec | Only appenders of "security" because the additivity flag in "security" is set to false. |
Appenders can filter the events that are delivered to them. The filters can be specified in the configuration to allow fine control of the events that are logged through different appenders.
The simplest form of control is to specify a Threshold on the appender. This works by logging only the events that have a level that is greater than or equal to the threshold.
More complex and custom event filtering can be done using the filter chain defined on each appender. Filters must implement the log4net.Filter.IFilter interface.
The following filters are defined in the log4net package:
| Type | Description |
|---|---|
| log4net.Filter.DenyAllFilter | Drops all logging events. |
| log4net.Filter.LevelMatchFilter | An exact match to the event's level. |
| log4net.Filter.LevelRangeFilter | Matches against a range of levels. |
| log4net.Filter.LoggerMatchFilter | Matches against a the start of the logger name. |
| log4net.Filter.PropertyFilter | Matches a substring from a specific property value. |
| log4net.Filter.StringMatchFilter | Matches a substring from the event's message. |
The filters can be configured to either accept or reject the event based upon the match.
More often than not, users wish to customize not only the output destination but also the output format. This is accomplished by associating a layout with an appender. The layout is responsible for formatting the logging request according to the user's wishes, whereas an appender takes care of sending the formatted output to its destination. The PatternLayout, part of the standard log4net distribution, lets the user specify the output format according to conversion patterns similar to the C language printf function.
For example, the PatternLayout with the conversion pattern "%timestamp [%thread] %-5level %logger - %message%newline" will output something akin to:
176 [main] INFO Com.Foo.Bar - Located nearest gas station.
The first field is the number of milliseconds elapsed since the start of the program. The second field is the thread making the log request. The third field is the level of the log statement. The fourth field is the name of the logger associated with the log request. The text after the '-' is the message of the statement.
The following layouts are included in the log4net package:
| Type | Description |
|---|---|
| log4net.Layout.ExceptionLayout | Renders the exception text from the logging event. |
| log4net.Layout.PatternLayout | Formats the logging event according to a flexible set of formatting flags. |
| log4net.Layout.RawTimeStampLayout | Extracts the timestamp from the logging event. |
| log4net.Layout.RawUtcTimeStampLayout | Extracts the timestamp from the logging event in Universal Time. |
| log4net.Layout.SimpleLayout | Formats the logging event very simply: [level] - [message] |
| log4net.Layout.XmlLayout | Formats the logging event as an XML element. |
| log4net.Layout.XmlLayoutSchemaLog4j | Formats the logging event as an XML element that complies with the log4j event dtd. |
Just as importantly, log4net will render the content of the log message according to user specified criteria. For example, if you frequently need to log Oranges, an object type used in your current project, then you can register an OrangeRenderer that will be invoked whenever an orange needs to be logged.
Object rendering follows the class hierarchy. For example, assuming oranges are fruits, if you register an FruitRenderer, all fruits including oranges will be rendered by the FruitRenderer, unless of course you registered an orange specific OrangeRenderer.
Object renderers have to implement the log4net.ObjectRenderer.IObjectRenderer interface.


Magic: The User Interface Library for .NET
Here. If you haven't seen it yet, you should check out Magic: The User Interface Library for .NET. It's got a ton of the UI stuff you always want, e.g. docking windows, menus with graphics, control styles and tons more. And the price is right -- it's free!
BTW, there is some overlap in the UI department with Genghis [1], but Genghis has some other non-UI stuff worth checking out, too.
[1] http://www.genghisgroup.com


The sampling distance controls how often other points than the ones you've clicked will be sampled.
Clicking on a displayed marker will show its height and distance along the course of input points.
Learn more about our Mapzen Elevation Service and the API reference.


on what the Buddha taught
Aṅguttara Nikāya
Ekakanipātapāḷi
Accharāsaṅghātavaggo
AN1.56
Whatever is unwholesome, associates with the unwholesome, sides with the unwholesome, all that is directed by intellect; intellect arises first, unwholesomeness follows.
AN1.57
Whatever is wholesome, associates with the wholesome, sides with the wholesome, all that is directed by intellect; intellect arises first, wholesomeness follows.


New Hampshire officials to reopen bridge on Veterans Day
PORTSMOUTH, N.H. (AP) - New Hampshire officials are going to be reopening a bridge named after a Portsmouth man who died fighting during World War II.
On Monday, officials are planning to reopen the George R. Laderbush Memorial Bridge, which carries motor vehicle and pedestrian traffic over the Route 1 bypass in Portsmouth.
The opening of the bridge marks the completion of the New Hampshire Department of Transportation’s $20 Million U.S. Route 1 Bypass Bridge Replacement projects.
The projects included the replacement removal and rehabilitation of a number of bridges on the New Hampshire side of the Sarah Mildred Long Bridge, which crosses the Piscataqua River between Portsmouth and Kittery, Maine.
Laderbush died in 1944 when the submarine he was serving on was lost in the Pacific Ocean
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Please read our comment policy before commenting.


{% extends "base.html" %} {% from "macros.jinja" import window_vars with context %} {% block page %}
{{ qrCodeDialog.data.snippet }}
Copy the snippet above and paste into your website/form. The checkbox can be in checked state only after user pays.
ID: {{ qrCodeDialog.data.id }}
Amount: {{ qrCodeDialog.data.amount }}


Methods readMat() and writeMat() for reading and writing MAT files. For user with MATLAB v6 or newer installed (either locally or on a remote host), the package also provides methods for controlling MATLAB (trademark) via R and sending and retrieving data between R and MATLAB.
| Version: |
3.6.2 |
| Depends: |
R (≥ 2.14.0) |
| Imports: |
methods, utils, R.methodsS3 (≥ 1.7.1), R.oo (≥ 1.21.0), R.utils (≥ 2.5.0) |
| Suggests: |
Matrix, SparseM |
| Published: |
2018-09-27 |
| Author: |
Henrik Bengtsson [aut, cre, cph],
Andy Jacobson [ctb] (Internal MAT v4 reader),
Jason Riedy [ctb] (Support for reading compressed files, sparse
matrices and UTF-encoded strings.) |
| Maintainer: |
Henrik Bengtsson <henrikb at braju.com> |
| BugReports: |
https://github.com/HenrikBengtsson/R.matlab/issues |
| License: |
LGPL-2.1 | LGPL-3 [expanded from: LGPL (≥ 2.1)] |
| URL: |
https://github.com/HenrikBengtsson/R.matlab |
| NeedsCompilation: |
no |
| Materials: |
NEWS |
| In views: |
NumericalMathematics |
| CRAN checks: |
R.matlab results |


Improve Yourself. In this world, be so good that they can't ignore you.
Life is hard. The decisions you make in life determine your future, so you have to be strong.
If you don't wanna miss out on life, you have to be faster than life and do it without a second thought.
Smart Work beats hard work. You need to have a direction of where to work to be smart about it.
This book helps you to learn how to live life, how to start making friends and deal with enemies.
Share us your story and get a chance to feature in my next book, Mermaid 2.0


--- layout: archive title: Zulip Chat Archive permalink: /stream/113489-new-members/topic/rfl.20vs.20dec_trivial.20for.20inequality.20example.html ---
This works:
theorem one_plus_one_alt : 1 + 1 = 2 := rfl example : 1 + 1 ≤ 2 := dec_trivial
This doesn't work:
example : 1 + 1 ≤ 2 := rfl
:confused:
Look at the type of rfl
? It proves equality, not inequality.
You might be looking for le_refl
.
Last updated: Apr 24 2020 at 19:02 UTC


--- layout: post status: publish published: true title: The Big 3-0 author: display_name: Tomas Restrepo login: tomasr email<EMAIL_ADDRESS>url: http://winterdom.com/ author_login: tomasr author_email<EMAIL_ADDRESS>author_url: http://winterdom.com/ wordpress_id: 892 wordpress_url: http://winterdom.com/2007/09/thebig30 date: '2007-09-06 21:22:37 +0000' date_gmt: '2007-09-06 21:22:37 +0000' categories: - Personal tags: [] comments: - id: 608 author: Sam Gentile author_email<EMAIL_ADDRESS>author_url: '' date: '2007-09-07 04:08:15 +0000' date_gmt: '2007-09-07 04:08:15 +0000' content: | Happy birthday, my friend!! - id: 609 author: GuyIncognito author_email<EMAIL_ADDRESS>author_url: '' date: '2007-09-11 18:27:08 +0000' date_gmt: '2007-09-11 18:27:08 +0000' content: | Happy Birthday! When I turned 30 (earlier this year) I locked myself in the basement with Season 2 of the Office. It was therapeutic. - id: 610 author: Dave author_email<EMAIL_ADDRESS>author_url: http://laribee.com/blog/ date: '2007-09-13 17:22:24 +0000' date_gmt: '2007-09-13 17:22:24 +0000' content: | happy (belated) birthday! - id: 611 author: Hector author_email<EMAIL_ADDRESS>author_url: '' date: '2007-09-15 08:45:49 +0000' date_gmt: '2007-09-15 08:45:49 +0000' content: | Viejo, aunque tarde felicitaciones por tus primeros 30 (vos si ya estas muy viejo!!!). No mentiras, que bueno que la hayas pasado de maravilla Hector ---
Today was my 30th birthday! Had a great time hanging out with my family at lunch and then later during the evening for dinner and got some cool presents (including some books, which I always love, and a new Wii game!). A good day all around :-)


Oliver Zeigermann / @DJCordhose
Slides: http://bit.ly/pydata-conv
Big Kudos to Traffic Sign Recognition with TensorFlow by Waleed Abdulla for providing the initial idea and many of the functions used to prepare and display the images
There are two ways of following along
When you see this
Click on workspace.ipynb to go to this
This is the view we will work in
The rest of the talk will be guided by notebooks


To install, open your command line and pop in the following: docker run simsemand/chronos -p 5050:5050 -v /chronos:
. Just make sure to update the path to a folder on your computer or server.
To start using, go to http://IP_ADDRESS:5050
. Change IP_ADDRESS to your IP or the IP of the machine you installed it on.
Press 'new script' and start fiddling with the program.
There is no official documentation at the moment, as the program is quite simple. If you encounter any issues, you can always email me at hello@simse.io


| GameCube
| Single-playerMultiplayer (4)
| First-person shooter
| GameCube Controller
| 007: Agent Under Fire |
| GameCube
| Single-playerMultiplayer (4)
| Third-person shooter
| GameCube Controller
| 007: From Russia with Love |
| GameCube
| Single-playerMultiplayer (4)
| First-person shooter
| GameCube Controller
| 007: Nightfire |
| GameCube
| Single-playerMultiplayer (4)Online (16)
| SportsSnowboardingRacing
| GameCube Controller
| 1080° Avalanche |
| GameCube
| Single-playerMultiplayer (4)
| SportsSoccer
| GameCube Controller
| 2002 FIFA World Cup |
| GameCube
| Single-playerMultiplayer (4)
| Run and gun
| GameCube Controller
| Alien Hominid |
| GameCube
| Single-playerMultiplayer (4)
| SportsBaseball
| GameCube Controller
| All-Star Baseball 2002 |
| GameCube
| Single-playerMultiplayer (4)
| SportsBaseball
| GameCube Controller
| All-Star Baseball 2003 |
| GameCube
| Single-playerMultiplayer (4)
| SportsBaseball
| GameCube ControllerGame Boy Advance
| All-Star Baseball 2004 |
| GameCube
| Single-playerMultiplayer (4)
| Party
| GameCube ControllerGame Boy Advance
| Amazing Island |
| GameCube
| Single-playerMultiplayer (4)
| First-person shooter
| GameCube Controller
| Army Men: Sarge's War |
| Virtual ConsoleSega Genesis
| Single-playerMultiplayer (4)
| Tactical role-playing
| GameCube ControllerClassic Controller
| Bahamut Senki |
| GameCube
| Single-playerMultiplayer (4)
| Fighting
| GameCube Controller
| Battle Stadium D.O.N |
| GameCube
| Single-playerMultiplayer (4)
| SportsVolleyball
| GameCube Controller
| Beach Spikers |
| GameCube
| Single-playerMultiplayer (4)
| Platform
| GameCube ControllerGame Boy Advance
| Billy Hatcher and the Giant Egg |
| Virtual ConsoleSega Genesis
| Single-playerMultiplayer (4)
| Shoot 'em up
| GameCube ControllerClassic Controller
| Bio-Hazard Battle |
| GameCube
| Single-playerMultiplayer (4)
| Action
| GameCube Controller
| Bobobo-bo Bo-bobo Dassutsu! Hajike Royale |
| GameCube
| Single-playerMultiplayer (4)
| Action-adventure
| GameCube Controller
| Bomberman Generation |
| GameCube
| Single-playerMultiplayer (4)
| Action
| GameCube Controller
| Bomberman Jetters |
| Wii
| Single-playerMultiplayer (4)
| ActionPuzzle
| Wii RemoteWii Remote + NunchukGameCube Controller
| Bomberman Land |
| GameCube
| Single-playerMultiplayer (4)
| Party
| GameCube Controller
| Bomberman Land 2 |
| GameCube
| Single-playerMultiplayer (4)
| Beat 'em up
| GameCube Controller
| Buffy the Vampire Slayer: Chaos Bleeds |
| GameCube
| Single-playerMultiplayer (4)
| Puzzle
| GameCube Controller
| Bust-a-Move 3000 |
| Wii
| Single-playerMultiplayer (4)
| Racing
| Wii RemoteWii Remote + NunchukClassic ControllerGameCube Controller
| Cars 2 |
| Wii
| Single-playerMultiplayer (4)
| Fighting
| Wii Remote + NunchukClassic ControllerGameCube Controller
| Cartoon Network: Punch Time Explosion XL |
| GameCube
| Single-playerMultiplayer (4)
| ActionVehicular combat
| GameCube Controller
| Cel Damage |
| GameCube
| Single-playerMultiplayer (4)
| Racing
| GameCube Controller
| Charinko Hero |
| GameCube
| Single-playerMultiplayer (4)
| Shooter
| GameCube Controller
| Cocoto Funfair |
| GameCube
| Single-playerMultiplayer (4)
| Racing
| GameCube Controller
| Cocoto Kart Racer (GC) |
| GameCube
| Single-playerMultiplayer (4)
| Platform
| GameCube Controller
| Cocoto Platform Jumper (GC) |
| GameCube
| Single-playerCo-op (4)
| Tactical shooter
| GameCube Controller
| Conflict: Desert Storm |
| GameCube
| Single-playerMultiplayer (4)
| Tactical shooter
| GameCube Controller
| Conflict: Desert Storm II |
| GameCube
| Single-playerMultiplayer (4)
| RacingAction
| GameCube ControllerGame Boy Advance
| Crash Nitro Kart |
| GameCube
| Single-playerMultiplayer (4)
| Racing
| GameCube Controller
| Crash Tag Team Racing |
| GameCube
| Single-playerMultiplayer (4)
| Action-adventure
| GameCube Controller
| Cubix Robots for Everyone: Showdown |
| GameCube
| Single-playerMultiplayer (4)
| Action role-playing
| GameCube Controller
| Custom Robo |
| Virtual ConsoleNintendo 64
| Single-playerMultiplayer (4)
| Action role-playing
| Classic ControllerGameCube Controller
| Custom Robo V2 |
| Wii
| Single-playerMultiplayer (4)
| MusicFitnessRhythmDance
| Wii Remote + NunchukClassic ControllerGameCube ControllerDance Pad
| Dance Dance Revolution Disney Grooves |
| Wii
| Single-playerMultiplayer (4)
| MusicFitnessRhythmDance
| Wii Remote + NunchukClassic ControllerGameCube ControllerDance Pad
| Dance Dance Revolution II |
| Wii
| Single-playerMultiplayer (4)
| MusicDanceRhythmFitness
| Dance PadWii Remote + NunchukGameCube Controller
| Dance Party Pop Hits |
| GameCube
| Single-playerMultiplayer (4)
| SportsWrestling
| GameCube Controller
| Def Jam Vendetta |
| GameCube
| Single-playerMultiplayer (4)
| Fighting
| GameCube Controller
| Def Jam: Fight for NY |
| GameCube
| Single-playerMultiplayer (4)
| Trivia
| GameCube ControllerMicrophone
| Densetsu no Quiz ou Ketteisen |
| GameCube
| Single-playerMultiplayer (4)
| Fighting
| GameCube Controller
| Digimon Rumble Arena 2 |
| GameCube
| Single-playerMultiplayer (4)Co-op (4)
| Action role-playing
| GameCube Controller
| Digimon World 4 |
| GameCube
| Single-playerMultiplayer (4)
| SportsBasketball
| GameCube ControllerGame Boy Advance
| Disney Sports Basketball |
| GameCube
| Single-playerMultiplayer (4)
| SportsAmerican football
| GameCube Controller
| Disney Sports Football |
| GameCube
| Single-playerMultiplayer (4)
| SportsSoccer
| GameCube ControllerGame Boy Advance
| Disney Sports Soccer |
| GameCube
| Single-playerMultiplayer (4)
| Party
| GameCube Controller
| Disney's Party |
| GameCube
| Single-playerMultiplayer (4)
| Board gameAction role-playing
| GameCube Controller
| Dokapon DX: Wataru Sekai wa Oni Darake |
| GameCube
| Single-playerMultiplayer (4)
| MusicRhythm
| DK BongosGameCube Controller
| Donkey Konga |
| GameCube
| Single-playerMultiplayer (4)
| MusicRhythm
| DK BongosGameCube Controller
| Donkey Konga 2 |
| Virtual ConsoleNES
| Single-playerMultiplayer (4)
| Sports
| Wii RemoteGameCube ControllerClassic Controller
| Downtown Nekketsu Kōshinkyoku: Soreyuke Daiundōkai |
| GameCube
| Single-playerMultiplayer (4)
| Fighting
| GameCube Controller
| DreamMix TV World Fighters |
| GameCube
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| GameCube Controller
| Drome Racers |
| GameCube
| Single-playerMultiplayer (4)
| SportsSoccer
| GameCube Controller
| ESPN MLS ExtraTime 2002 |
| GameCube
| Single-playerMultiplayer (4)
| Racing
| GameCube Controller
| F-Zero GX |
| Virtual ConsoleNintendo 64
| Single-playerMultiplayer (4)
| Racing
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| F-Zero X |
| GameCube
| Single-playerMultiplayer (4)
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| GameCube Controller
| F1 2002 |
| GameCube
| Single-playerMultiplayer (4)
| Racing
| GameCube Controller
| F1 Career Challenge |
| GameCube
| Single-playerMultiplayer (4)
| SportsSoccer
| GameCube Controller
| FIFA Soccer 06 |
| GameCube
| Single-playerMultiplayer (4)
| SportsSoccer
| GameCube Controller
| FIFA Soccer 07 |
| Wii
| Single-playerMultiplayer (4)Online (16)
| SportsSoccer
| Wii Remote + NunchukClassic ControllerGameCube Controller
| FIFA Soccer 09 All-Play |
| Wii
| Single-playerMultiplayer (4)Online (4)
| SportsSoccer
| Wii Remote + NunchukClassic ControllerGameCube Controller
| FIFA Soccer 10 |
| GameCube
| Single-playerMultiplayer (4)
| SportsSoccer
| GameCube Controller
| FIFA Soccer 2002 |
| GameCube
| Single-playerMultiplayer (4)
| SportsSoccer
| GameCube Controller
| FIFA Soccer 2003 |
| GameCube
| Single-playerMultiplayer (4)
| SportsSoccer
| GameCube ControllerGame Boy Advance
| FIFA Soccer 2004 |
| GameCube
| Single-playerMultiplayer (4)
| SportsSoccer
| GameCube Controller
| FIFA Soccer 2005 |
| GameCube
| Single-playerMultiplayer (4)
| SportsSoccer
| GameCube Controller
| FIFA Street |
| GameCube
| Single-playerMultiplayer (4)
| SportsSoccer
| GameCube Controller
| FIFA Street 2 |
| GameCube
| Single-playerMultiplayer (4)
| SportsSoccer
| GameCube Controller
| FIFA World Cup: Germany 2006 |
| GameCube
| Single-playerCo-op (4)
| Action role-playing
| GameCube ControllerGame Boy Advance
| Final Fantasy Crystal Chronicles |
| GameCube
| Single-playerMultiplayer (4)
| Third-person shooter
| GameCube Controller
| Freedom Fighters |
| GameCube
| Single-playerMultiplayer (4)
| SportsSoccer
| GameCube Controller
| Freestyle Street Soccer |
| GameCube
| Single-playerMultiplayer (4)
| Action-adventure
| GameCube Controller
| Frogger's Adventures: The Rescue |
| GameCube
| Single-playerMultiplayer (4)
| Platform
| GameCube Controller
| Frogger: Ancient Shadow |
| GameCube
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| GameCube Controller
| Future GPX Cyber Formula: Road to the Evolution |
| GameCube
| Single-playerMultiplayer (4)
| Racing
| GameCube Controller
| GT Cube |
| GameCube
| Single-playerMultiplayer (4)
| Utility
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| GameCube Main Menu |
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| Role-playing
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| Gauntlet Dark Legacy |
| GameCube
| Single-playerMultiplayer (4)
| First-person action-adventure
| GameCube Controller
| Geist |
| GameCube
| Single-playerMultiplayer (4)
| Tactical role-playing
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| Gladius |
| GameCube
| Single-playerMultiplayer (4)
| Fighting
| GameCube Controller
| Godzilla: Destroy All Monsters Melee |
| Wii
| Single-playerMultiplayer (4)Online (8)
| First-person shooter
| Wii Remote + NunchukClassic ControllerGameCube Controller
| GoldenEye 007 |
| GameCube
| Single-playerMultiplayer (4)
| First-person shooter
| GameCube Controller
| GoldenEye: Rogue Agent |
| GameCube
| Single-playerMultiplayer (4)
| Third-person shooter
| GameCube Controller
| Gotcha Force |
| GameCube
| Single-playerMultiplayer (4)
| Role-playingLife simulation
| GameCube Controller
| Harvest Moon: Magical Melody (GC) |
| GameCube
| Single-playerMultiplayer (4)
| Racing
| GameCube ControllerGame Boy Advance
| Hot Wheels Velocity X |
| GameCube
| Single-playerMultiplayer (4)
| Racing
| GameCube Controller
| Hot Wheels: World Race |
| GameCube
| Single-playerCo-op (4)
| ActionHack and slash
| GameCube Controller
| Hunter: The Reckoning |
| GameCube
| Single-playerMultiplayer (4)
| SportsSoccer
| GameCube Controller
| International Superstar Soccer 2 |
| GameCube
| Single-playerMultiplayer (4)
| SportsSoccer
| GameCube Controller
| International Superstar Soccer 3 |
| Wii
| Single-playerMultiplayer (4)
| SportsBaseball
| Wii Remote + NunchukClassic ControllerGameCube Controller
| Jikkyō Powerful Pro Yakyū Next |
| GameCube
| Single-playerMultiplayer (4)
| SportsSoccer
| GameCube Controller
| Jikkyō World Soccer 2002 |
| GameCube
| Single-playerMultiplayer (4)
| First-person shooter
| GameCube Controller
| Judge Dredd: Dredd vs. Death |
| GameCube
| Single-playerMultiplayer (4)
| Third-person shooter
| GameCube Controller
| Kidō Senshi Gundam: Gundam vs. Z Gundam |
| Virtual ConsoleNintendo 64
| Single-playerMultiplayer (4)
| Platform
| Classic ControllerGameCube Controller
| Kirby 64: The Crystal Shards |
| GameCube
| Single-playerMultiplayer (4)Online (4)
| Racing
| GameCube Controller
| Kirby Air Ride |
| Wii
| Single-playerMultiplayer (4)
| PlatformCompilation
| Wii RemoteClassic ControllerGameCube Controller
| Kirby's Dream Collection |
| GameCube
| Single-playerMultiplayer (4)
| Board game
| GameCube Controller
| Kiwame Mahjong DX2 |
| GameCube
| Single-playerMultiplayer (4)
| Fighting
| GameCube Controller
| Konjiki no Gash Bell‼ Go! Go! Mamono Fight‼ |
| GameCube
| Single-playerMultiplayer (4)
| Puzzle
| GameCube ControllerGame Boy Advance
| Kururin Squash! |
| GameCube
| Single-playerMultiplayer (4)
| SportsGolf
| GameCube Controller
| Legend of Golfer |
| GameCube
| Single-playerMultiplayer (4)
| SportsWrestling
| GameCube Controller
| Legends of Wrestling |
| GameCube
| Single-playerMultiplayer (4)
| SportsWrestling
| GameCube Controller
| Legends of Wrestling II |
| GameCube
| Single-playerMultiplayer (4)
| Rhythm
| GameCube ControllerDance Pad
| MC Groovz Dance Craze |
| GameCube
| Single-playerMultiplayer (4)
| SportsAmerican football
| GameCube Controller
| Madden NFL 06 |
| GameCube
| Single-playerMultiplayer (4)
| SportsAmerican football
| GameCube Controller
| Madden NFL 07 (GC) |
| GameCube
| Single-playerMultiplayer (4)
| SportsAmerican football
| GameCube Controller
| Madden NFL 08 (GC) |
| GameCube
| Single-playerMultiplayer (4)
| SportsAmerican football
| GameCube Controller
| Madden NFL 2002 |
| GameCube
| Single-playerMultiplayer (4)
| SportsAmerican football
| GameCube ControllerGame Boy Advance
| Madden NFL 2003 |
| GameCube
| Single-playerMultiplayer (4)
| SportsAmerican football
| GameCube ControllerGame Boy Advance
| Madden NFL 2004 |
| GameCube
| Single-playerMultiplayer (4)
| SportsAmerican football
| GameCube Controller
| Madden NFL 2005 |
| Virtual ConsoleNintendo 64
| Single-playerMultiplayer (4)
| SportsGolf
| Classic ControllerGameCube Controller
| Mario Golf |
| GameCube
| Single-playerMultiplayer (4)
| SportsGolf
| GameCube ControllerGame Boy Advance
| Mario Golf: Toadstool Tour |
| Virtual ConsoleNintendo 64
| Single-playerMultiplayer (4)
| Racing
| Classic ControllerGameCube Controller
| Mario Kart 64 |
| Wii
| Single-playerMultiplayer (4)Online (12)
| Racing
| Wii RemoteWii Remote + NunchukClassic ControllerGameCube Controller
| Mario Kart Wii |
| GameCube
| Single-playerMultiplayer (4)Co-op (4)Online (16)
| Racing
| GameCube Controller
| Mario Kart: Double Dash‼ |
| GameCube
| Single-playerMultiplayer (4)
| Racing
| GameCube ControllerGame Boy Advance
| Mario Kart: Double Dash‼ Bonus Disc |
| Virtual ConsoleNintendo 64
| Single-playerMultiplayer (4)
| Party
| Classic ControllerGameCube Controller
| Mario Party 2 |
| GameCube
| Single-playerMultiplayer (4)
| Party
| GameCube Controller
| Mario Party 4 |
| GameCube
| Single-playerMultiplayer (4)
| Party
| GameCube ControllerMicrophone
| Mario Party 5 |
| GameCube
| Single-playerMultiplayer (4)
| Party
| GameCube ControllerMicrophone
| Mario Party 6 |
| GameCube
| Single-playerMultiplayer (4)
| Party
| GameCube ControllerMicrophone
| Mario Party 7 |
| GameCube
| Single-playerMultiplayer (4)
| SportsTennis
| GameCube Controller
| Mario Power Tennis (GC) |
| GameCube
| Single-playerMultiplayer (4)
| SportsBaseball
| GameCube Controller
| Mario Superstar Baseball |
| Virtual ConsoleNintendo 64
| Single-playerMultiplayer (4)
| SportsTennis
| Classic ControllerGameCube Controller
| Mario Tennis |
| GameCube
| Single-playerMultiplayer (4)
| Party
| GameCube Controller
| Mary-Kate and Ashley: Sweet 16 Licensed to Drive |
| GameCube
| Single-playerMultiplayer (4)Co-op (4)
| First-person shooter
| GameCube Controller
| Medal of Honor: European Assault |
| GameCube
| Single-playerMultiplayer (4)
| First-person shooter
| GameCube Controller
| Medal of Honor: Frontline |
| GameCube
| Single-playerMultiplayer (4)
| First-person shooter
| GameCube ControllerGame Boy Advance
| Medal of Honor: Rising Sun |
| GameCube
| Single-playerMultiplayer (4)
| Third-person shooter
| GameCube Controller
| Metal Arms: Glitch in the System |
| GameCube
| Single-playerMultiplayer (4)
| First-person action-adventureFirst-person shooterAction-adventure
| GameCube Controller
| Metroid Prime 2: Echoes (GC) |
| GameCube
| Single-playerMultiplayer (4)
| Racing
| GameCube Controller
| Micro Machines |
| GameCube
| Single-playerMultiplayer (4)
| Compilation
| GameCube Controller
| Midway Arcade Treasures |
| GameCube
| Single-playerMultiplayer (4)
| Compilation
| GameCube Controller
| Midway Arcade Treasures 3 |
| GameCube
| Single-playerMultiplayer (4)
| Board game
| GameCube Controller
| Momotarō Dentetsu 11 |
| GameCube
| Single-playerMultiplayer (4)
| Board game
| GameCube Controller
| Momotarō Dentetsu 12 |
| GameCube
| Single-playerMultiplayer (4)
| Board game
| GameCube Controller
| Monopoly Party |
| GameCube
| Single-playerMultiplayer (4)
| Sports
| GameCube Controller
| Monsters Inc. Scream Arena |
| Wii
| Single-playerMultiplayer (4)
| Fighting
| Wii Remote + NunchukClassic ControllerGameCube Controller
| Mortal Kombat: Armageddon |
| GameCube
| Single-playerMultiplayer (4)
| Party
| GameCube Controller
| Muppets Party Cruise |
| GameCube
| Single-playerMultiplayer (4)
| Action-adventure
| GameCube Controller
| Muscle Champion: Kinnikutō Kessen |
| Wii
| Single-playerMultiplayer (4)
| Life simulationRacing
| Wii RemoteWii Remote + NunchukClassic ControllerGameCube Controller
| MySims Collection |
| Wii
| Single-playerMultiplayer (4)
| Racing
| Wii RemoteWii Remote + NunchukClassic ControllerGameCube Controller
| MySims Racing |
| GameCube
| Single-playerMultiplayer (4)
| Beat 'em up
| GameCube Controller
| Mystic Heroes |
| Wii
| Single-playerMultiplayer (4)
| Racing
| Wii RemoteWii Remote + NunchukClassic ControllerGameCube Controller
| NASCAR The Game: Inside Line |
| GameCube
| Single-playerMultiplayer (4)
| Racing
| GameCube Controller
| NASCAR: Dirt to Daytona |
| GameCube
| Single-playerMultiplayer (4)
| SportsBasketball
| GameCube Controller
| NBA 2K2 |
| GameCube
| Single-playerMultiplayer (4)
| SportsBasketball
| GameCube Controller
| NBA Courtside 2002 |
| GameCube
| Single-playerMultiplayer (4)
| SportsBasketball
| GameCube Controller
| NBA Live 06 |
| GameCube
| Single-playerMultiplayer (4)Co-op (4)
| SportsBasketball
| GameCube Controller
| NBA Live 2003 |
| GameCube
| Single-playerMultiplayer (4)
| SportsBasketball
| GameCube Controller
| NBA Live 2004 |
| GameCube
| Single-playerMultiplayer (4)
| SportsBasketball
| GameCube Controller
| NBA Live 2005 |
| GameCube
| Single-playerMultiplayer (4)
| SportsBasketball
| GameCube Controller
| NBA Street V3 |
| GameCube
| Single-playerMultiplayer (4)
| SportsAmerican football
| GameCube Controller
| NCAA College Football 2K3 |
| GameCube
| Single-playerMultiplayer (4)
| SportsAmerican football
| GameCube Controller
| NCAA Football 2003 |
| GameCube
| Single-playerMultiplayer (4)
| SportsAmerican football
| GameCube Controller
| NCAA Football 2004 |
| GameCube
| Single-playerMultiplayer (4)
| SportsAmerican football
| GameCube Controller
| NCAA Football 2005 |
| Virtual ConsoleNES
| Single-playerMultiplayer (4)
| SportsGolf
| Wii RemoteGameCube ControllerClassic Controller
| NES Open Tournament Golf |
| Virtual ConsoleNES
| Single-playerMultiplayer (4)
| SportsAmerican football
| Wii RemoteGameCube ControllerClassic Controller
| NES Play Action Football |
| GameCube
| Single-playerMultiplayer (4)
| SportsAmerican football
| GameCube Controller
| NFL Blitz 20-02 |
| GameCube
| Single-playerMultiplayer (4)
| SportsAmerican football
| GameCube Controller
| NFL Blitz 20-03 |
| GameCube
| Single-playerMultiplayer (4)
| SportsAmerican football
| GameCube Controller
| NFL Blitz Pro |
| GameCube
| Single-playerMultiplayer (4)
| SportsAmerican football
| GameCube Controller
| NFL Quarterback Club 2002 |
| GameCube
| Single-playerMultiplayer (4)
| SportsAmerican football
| GameCube Controller
| NFL Street |
| GameCube
| Single-playerMultiplayer (4)
| SportsAmerican football
| GameCube Controller
| NFL Street 2 |
| GameCube
| Single-playerMultiplayer (4)
| SportsHockey
| GameCube Controller
| NHL 06 |
| GameCube
| Single-playerMultiplayer (4)
| SportsHockey
| GameCube Controller
| NHL 2003 |
| GameCube
| Single-playerMultiplayer (4)
| SportsHockey
| GameCube Controller
| NHL 2004 |
| GameCube
| Single-playerMultiplayer (4)
| SportsHockey
| GameCube Controller
| NHL 2005 |
| GameCube
| Single-playerMultiplayer (4)Co-op (4)
| SportsHockey
| GameCube Controller
| NHL 2K3 |
| GameCube
| Single-playerMultiplayer (4)
| SportsHockey
| GameCube Controller
| NHL Hitz 20-02 |
| GameCube
| Single-playerMultiplayer (4)
| SportsHockey
| GameCube Controller
| NHL Hitz 20-03 |
| GameCube
| Single-playerMultiplayer (4)
| SportsHockey
| GameCube Controller
| NHL Hitz Pro |
| Wii
| Single-playerMultiplayer (4)
| Fighting
| Wii Remote + NunchukClassic ControllerGameCube Controller
| Naruto Shippūden: Gekitō Ninja Taisen! EX |
| Wii
| Single-playerMultiplayer (4)
| Fighting
| Wii Remote + NunchukClassic ControllerGameCube Controller
| Naruto Shippūden: Gekitō Ninja Taisen! EX2 |
| Wii
| Single-playerMultiplayer (4)
| Fighting
| Wii Remote + NunchukClassic ControllerGameCube Controller
| Naruto Shippūden: Gekitō Ninja Taisen! EX3 |
| Wii
| Single-playerMultiplayer (4)Online (2)
| Fighting
| Wii Remote + NunchukClassic ControllerGameCube Controller
| Naruto Shippūden: Gekitō Ninja Taisen! Special |
| GameCube
| Single-playerMultiplayer (4)
| Fighting
| GameCube Controller
| Naruto: Clash of Ninja |
| GameCube
| Single-playerMultiplayer (4)
| Fighting
| GameCube Controller
| Naruto: Clash of Ninja 2 |
| GameCube
| Single-playerMultiplayer (4)
| Fighting
| GameCube Controller
| Naruto: Clash of Ninja 2 Demo Disc |
| Wii
| Single-playerMultiplayer (4)
| Fighting
| Wii Remote + NunchukClassic ControllerGameCube Controller
| Naruto: Clash of Ninja Revolution 2 |
| GameCube
| Single-playerMultiplayer (4)
| Fighting
| GameCube Controller
| Naruto: Gekitō Ninja Taisen! 3 |
| GameCube
| Single-playerMultiplayer (4)
| Fighting
| GameCube Controller
| Naruto: Gekitō Ninja Taisen! 4 |
| Wii
| Single-playerMultiplayer (4)
| Racing
| Wii RemoteWii Remote + NunchukClassic ControllerGameCube Controller
| Need for Speed: Hot Pursuit |
| Wii
| Single-playerMultiplayer (4)
| Racing
| Wii RemoteWii Remote + NunchukClassic ControllerGameCube Controller
| Need for Speed: Nitro |
| Wii
| Single-playerMultiplayer (4)
| Racing
| Wii RemoteWii Remote + NunchukClassic ControllerGameCube Controller
| Need for Speed: Undercover |
| GameCube
| Single-playerMultiplayer (4)
| Party
| GameCube Controller
| Nickelodeon Party Blast |
| GameCube
| Single-playerMultiplayer (4)
| Adventure
| GameCube Controller
| Nicktoons Unite! |
| GameCube
| Single-playerMultiplayer (4)
| Puzzle
| GameCube ControllerGame Boy Advance
| Nintendo Puzzle Collection |
| GameCube
| Single-playerMultiplayer (4)
| Party
| GameCube Controller
| One Piece: Pirates' Carnival |
| GameCube
| Single-playerMultiplayer (4)
| ActionPartyFighting
| GameCube Controller
| One Piece: Treasure Battle! |
| GameCube
| Single-playerMultiplayer (4)
| Platform
| GameCube Controller
| Open Season (GC) |
| GameCube
| Single-playerMultiplayer (4)
| SportsGolf
| GameCube Controller
| Outlaw Golf |
| GameCube
| Single-playerMultiplayer (4)
| Party
| GameCube Controller
| Pac-Man Fever |
| GameCube
| Multiplayer (4)
| Maze
| GameCube ControllerGame Boy Advance
| Pac-Man Vs. |
| GameCube
| Single-playerMultiplayer (4)
| Racing
| GameCube Controller
| Pac-Man World Rally |
| GameCube
| Single-playerMultiplayer (4)Online (4)
| Action role-playing
| GameCube ControllerGame Boy Advance
| Phantasy Star Online Episode I & II |
| GameCube
| Single-playerMultiplayer (4)Online (*)
| Action role-playing
| GameCube Controller
| Phantasy Star Online Episode I & II Plus |
| GameCube
| Single-playerMultiplayer (4)Online (4)
| Action role-playing
| GameCube Controller
| Phantasy Star Online Episode I & II Trial Edition |
| GameCube
| Single-playerMultiplayer (4)Online (4)
| StrategyCard
| GameCube Controller
| Phantasy Star Online Episode III: C.A.R.D. Revolution |
| GameCube
| Single-playerMultiplayer (4)Online (4)
| Action role-playing
| GameCube Controller
| Phantasy Star Online Episode III: C.A.R.D. Revolution Trial Edition |
| GameCube
| Single-playerMultiplayer (4)
| Pinball
| GameCube Controller
| Pinball Hall of Fame: The Gottlieb Collection (GC) |
| GameCube
| Single-playerMultiplayer (4)
| Role-playing
| GameCube ControllerGame Boy Advance
| Pokémon Colosseum |
| WiiWare
| Single-playerMultiplayer (4)
| Action
| Wii Remote + NunchukGameCube ControllerClassic Controller
| Pokémon Rumble |
| GameCube
| Single-playerMultiplayer (4)
| Role-playing
| GameCube ControllerGame Boy Advance
| Pokémon XD: Gale of Darkness |
| Wii
| Single-playerMultiplayer (4)
| Puzzle
| Wii RemoteClassic ControllerGameCube Controller
| Puyo Puyo 7 |
| Wii
| Single-playerMultiplayer (4)
| Puzzle
| Wii RemoteClassic ControllerGameCube Controller
| Puyo Puyo! 15th Anniversary |
| Wii
| Single-playerMultiplayer (4)Online (4)
| Puzzle
| Wii RemoteClassic ControllerGameCube Controller
| Puyo Puyo‼ 20th Anniversary |
| Virtual ConsoleSega Genesis
| Single-playerMultiplayer (4)
| Puzzle
| GameCube ControllerClassic Controller
| Puzzle & Action: Tanto-R |
| GameCube
| Single-playerMultiplayer (4)
| Racing
| GameCube Controller
| Rally Championship |
| GameCube
| Single-playerMultiplayer (4)
| Arcade
| GameCube Controller
| Rampage: Total Destruction (GC) |
| GameCube
| Single-playerMultiplayer (4)
| ActionFighting
| GameCube Controller
| Rave Master |
| GameCube
| Single-playerMultiplayer (4)
| Platform
| GameCube ControllerGame Boy Advance
| Rayman 3: Hoodlum Havoc |
| GameCube
| Single-playerMultiplayer (4)
| Party
| GameCube Controller
| Rayman Arena |
| GameCube
| Single-playerMultiplayer (4)
| First-person shooter
| GameCube Controller
| Red Faction II |
| GameCube
| Single-playerMultiplayer (4)
| SportsFrolf
| GameCube Controller
| Ribbit King |
| GameCube
| Single-playerMultiplayer (4)
| Racing
| GameCube ControllerGame Boy Advance
| Road Trip: The Arcade Edition |
| GameCube
| Single-playerMultiplayer (4)
| Action
| GameCube Controller
| RoadKill |
| Wii
| Single-playerMultiplayer (4)
| SportsRugby
| Wii Remote + NunchukGameCube Controller
| Rugby League 3 |
| GameCube
| Single-playerMultiplayer (4)
| Strategy
| GameCube Controller
| SD Gundam Gashapon Wars (GC) |
| Wii
| Single-playerMultiplayer (4)
| Action
| Wii RemoteWii Remote + NunchukClassic ControllerGameCube Controller
| SD Gundam Gashapon Wars (Wii) |
| GameCube
| Single-playerMultiplayer (4)
| Action-adventure
| GameCube Controller
| Samurai Jack: The Shadow of Aku |
| GameCube
| Single-playerMultiplayer (4)
| SportsSoccer
| GameCube Controller
| Sega Soccer Slam |
| GameCube
| Single-playerMultiplayer (4)Co-op (4)
| First-person shooter
| GameCube Controller
| Serious Sam: Next Encounter |
| GameCube
| Single-playerMultiplayer (4)
| Action-adventure
| GameCube Controller
| Shrek 2 |
| GameCube
| Single-playerMultiplayer (4)
| Racing
| GameCube Controller
| Shrek Smash n' Crash Racing |
| GameCube
| Single-playerMultiplayer (4)
| Action-adventure
| GameCube Controller
| Shrek SuperSlam |
| GameCube
| Single-playerMultiplayer (4)
| Action-adventure
| GameCube Controller
| Shrek: Super Party |
| GameCube
| Single-playerMultiplayer (4)
| Racing
| GameCube Controller
| Smuggler's Run: Warzones |
| GameCube
| Single-playerMultiplayer (4)
| Compilation
| GameCube Controller
| Sonic Gems Collection |
| GameCube
| Single-playerMultiplayer (4)
| Racing
| GameCube Controller
| Sonic Riders |
| Wii
| Single-playerMultiplayer (4)
| Racing
| Wii RemoteGameCube Controller
| Sonic Riders: Zero Gravity |
| GameCube
| Single-playerMultiplayer (4)
| Board game
| GameCube Controller
| Special Jinsei Game |
| GameCube
| Single-playerMultiplayer (4)
| Racing
| GameCube Controller
| Speed Kings |
| Wii
| Single-playerMultiplayer (4)
| Racing
| Wii Remote + NunchukClassic ControllerGameCube Controller
| Speed Zone |
| GameCube
| Single-playerMultiplayer (4)
| Party
| GameCube Controller
| SpongeBob SquarePants: Lights, Camera, Pants! |
| Virtual ConsoleNintendo 64
| Single-playerMultiplayer (4)
| ActionRail shooter
| Classic ControllerGameCube Controller
| Star Fox 64 |
| GameCube
| Single-playerMultiplayer (4)Co-op (4)
| ActionThird-person shooterRail shooter
| GameCube Controller
| Star Fox: Assault |
| GameCube
| Single-playerMultiplayer (4)
| Action
| GameCube Controller
| Star Wars: The Clone Wars |
| GameCube
| Single-playerMultiplayer (4)
| SportsBasketball
| GameCube Controller
| Street Hoops |
| GameCube
| Single-playerMultiplayer (4)
| SportsBowling
| GameCube Controller
| Strike Force Bowling |
| GameCube
| Single-playerMultiplayer (4)
| SportsSoccer
| GameCube Controller
| Super Mario Strikers |
| GameCube
| Single-playerMultiplayer (4)
| PuzzleAction
| GameCube Controller
| Super Monkey Ball |
| GameCube
| Single-playerMultiplayer (4)
| PuzzleAction
| GameCube Controller
| Super Monkey Ball 2 |
| GameCube
| Single-playerMultiplayer (4)
| Platform
| GameCube Controller
| Super Monkey Ball Adventure |
| Virtual ConsoleNintendo 64
| Single-playerMultiplayer (4)
| Fighting
| GameCube ControllerClassic Controller
| Super Smash Bros. |
| Wii
| Single-playerMultiplayer (4)Co-op (4)Online (4)
| FightingAction
| Wii RemoteWii Remote + NunchukClassic ControllerGameCube Controller
| Super Smash Bros. Brawl |
| GameCube
| Single-playerMultiplayer (4)
| FightingPlatform
| GameCube Controller
| Super Smash Bros. Melee |
| GameCube
| Single-playerMultiplayer (4)
| FightingPlatform
| GameCube Controller
| Super Smash Bros. Melee/sandbox |
| GameCube
| Single-playerMultiplayer (4)
| SportsGolf
| GameCube Controller
| Swingerz Golf |
| GameCube
| Single-playerMultiplayer (4)
| Fighting
| GameCube Controller
| TMNT: Mutant Melee |
| GameCube
| Single-playerCo-op (4)
| Action role-playing
| GameCube Controller
| Tales of Symphonia |
| Virtual ConsoleArcade
| Single-playerMultiplayer (4)
| Action
| GameCube ControllerClassic Controller
| Tank Force |
| Wii
| Single-playerMultiplayer (4)
| Fighting
| Wii Remote + NunchukClassic ControllerGameCube Controller
| Tatsunoko vs. Capcom: Cross Generation of Heroes |
| GameCube
| Single-playerMultiplayer (4)Co-op (4)
| Action
| GameCube Controller
| Teen Titans |
| GameCube
| Single-playerMultiplayer (4)
| Beat 'em upPlatformShoot 'em up
| GameCube Controller
| Teenage Mutant Ninja Turtles 2: Battle Nexus |
| GameCube
| Single-playerCo-op (4)
| Fighting
| GameCube Controller
| Teenage Mutant Ninja Turtles 3: Mutant Nightmare |
| Wii
| Single-playerMultiplayer (4)Online (4)
| Fighting
| Wii Remote + NunchukClassic ControllerGameCube Controller
| Teenage Mutant Ninja Turtles: Smash-Up |
| GameCube
| Single-playerMultiplayer (4)
| Puzzle
| GameCube Controller
| Tetris Worlds |
| GameCube
| Single-playerMultiplayer (4)
| Fighting
| GameCube Controller
| The Grim Adventures of Billy & Mandy (GC) |
| Wii
| Single-playerMultiplayer (4)Co-op (4)
| Fighting
| Wii Remote + NunchukGameCube Controller
| The Grim Adventures of Billy & Mandy (Wii) |
| GameCube
| Single-playerMultiplayer (4)Co-op (4)
| Action-adventure
| GameCube ControllerGame Boy Advance
| The Legend of Zelda: Four Swords Adventures |
| GameCube
| Single-playerMultiplayer (4)
| Action-adventureRacing
| GameCube Controller
| The Simpsons Hit & Run |
| GameCube
| Single-playerMultiplayer (4)
| SportsGolf
| GameCube Controller
| Tiger Woods PGA Tour 06 |
| GameCube
| Single-playerMultiplayer (4)
| SportsGolf
| GameCube Controller
| Tiger Woods PGA Tour 2003 |
| GameCube
| Single-playerMultiplayer (4)
| SportsGolf
| GameCube Controller
| Tiger Woods PGA Tour 2005 |
| GameCube
| Single-playerMultiplayer (4)Co-op (4)Online (16)
| First-person shooter
| GameCube Controller
| TimeSplitters 2 |
| GameCube
| Single-playerCo-op (4)
| First-person shooter
| GameCube Controller
| TimeSplitters: Future Perfect |
| GameCube
| Single-playerMultiplayer (4)
| ActionFighting
| GameCube Controller
| Tom and Jerry in War of the Whiskers |
| Virtual ConsoleArcade
| Single-playerMultiplayer (4)
| Multidirectional shooter
| GameCube ControllerClassic Controller
| Toy Pop |
| GameCube
| Single-playerMultiplayer (4)
| SportsSurfing
| GameCube Controller
| TransWorld Surf: Next Wave |
| GameCube
| Single-playerMultiplayer (4)
| Racing
| GameCube Controller
| Tube Slider |
| GameCube
| Single-playerMultiplayer (4)
| First-person shooter
| GameCube Controller
| Turok: Evolution |
| GameCube
| Single-playerMultiplayer (4)
| SportsSoccer
| GameCube Controller
| UEFA Champions League 2004-2005 |
| GameCube
| Single-playerMultiplayer (4)
| SportsWrestling
| GameCube Controller
| Ultimate Muscle: Legends vs. New Generation |
| GameCube
| Single-playerMultiplayer (4)
| Party
| GameCube Controller
| Universal Studios Theme Parks Adventure |
| GameCube
| Single-playerMultiplayer (4)
| Racing
| GameCube Controller
| V-Rally 3 |
| GameCube
| Single-playerMultiplayer (4)
| FightingBeat 'em up
| GameCube Controller
| Viewtiful Joe: Red Hot Rumble |
| GameCube
| Single-playerMultiplayer (4)
| SportsTennis
| GameCube Controller
| WTA Tour Tennis |
| Wii
| Single-playerMultiplayer (4)
| SportsWrestling
| Wii Remote + NunchukClassic ControllerGameCube Controller
| WWE '12 |
| Wii
| Single-playerMultiplayer (4)Co-op (4)
| SportsWrestling
| Wii Remote + NunchukClassic ControllerGameCube Controller
| WWE '13 |
| Wii
| Single-playerMultiplayer (4)Co-op (4)
| SportsWrestling
| Wii Remote + NunchukClassic ControllerGameCube Controller
| WWE All Stars |
| GameCube
| Single-playerMultiplayer (4)
| Wrestling
| GameCube Controller
| WWE Day of Reckoning |
| GameCube
| Single-playerMultiplayer (4)
| SportsWrestling
| GameCube Controller
| WWE Day of Reckoning 2 |
| Wii
| Single-playerMultiplayer (4)Co-op (4)
| SportsWrestling
| Wii Remote + NunchukClassic ControllerGameCube Controller
| WWE SmackDown vs. Raw 2010 |
| Wii
| Single-playerMultiplayer (4)Co-op (4)
| SportsWrestling
| Wii Remote + NunchukClassic ControllerGameCube Controller
| WWE SmackDown vs. Raw 2011 |
| GameCube
| Single-playerMultiplayer (4)
| SportsWrestling
| GameCube Controller
| WWE WrestleMania X8 |
| GameCube
| Single-playerMultiplayer (4)
| SportsWrestling
| GameCube Controller
| WWE WrestleMania XIX |
| GameCube
| Single-playerMultiplayer (4)
| Action
| GameCube ControllerGame Boy Advance
| WarioWare, Inc.: Mega Party Game$! |
| GameCube
| Single-playerMultiplayer (4)
| Fighting
| GameCube Controller
| Warrior Blade: Rastan vs. Barbarian |
| GameCube
| Single-playerMultiplayer (4)
| Racing
| GameCube Controller
| Wave Race: Blue Storm |
| Wii
| Single-playerMultiplayer (4)
| Dance
| Wii Remote + NunchukGameCube ControllerDance Pad
| We Dance |
| GameCube
| Single-playerMultiplayer (4)
| SportsSoccer
| GameCube Controller
| World Soccer Winning Eleven 6 Final Evolution |
| GameCube
| Single-playerMultiplayer (4)
| Artillery
| GameCube Controller
| Worms 3D |
| GameCube
| Single-playerMultiplayer (4)
| ActionRole-playing
| GameCube Controller
| X-Men Legends |
| GameCube
| Single-playerMultiplayer (4)
| Action role-playing
| GameCube Controller
| X-Men Legends II: Rise of Apocalypse |
| GameCube
| Single-playerMultiplayer (4)
| Racing
| GameCube Controller
| XG3: Extreme G Racing |
| GameCube
| Single-playerMultiplayer (4)
| Racing
| GameCube Controller
| XGRA: Extreme G Racing Association |
| GameCube
| Single-playerMultiplayer (4)
| First-person shooter
| GameCube Controller
| XIII |
| GameCube
| Single-playerMultiplayer (4)Co-op (4)
| Platform
| GameCube Controller
| Zapper: One Wicked Cricket |
| GameCube
| Single-playerMultiplayer (4)
| Fighting
| GameCube Controller
| Zatch Bell! Mamodo Battles |
| GameCube
| Single-playerMultiplayer (4)
| Fighting
| GameCube Controller
| Zatch Bell! Mamodo Fury |
| GameCube
| Single-playerMultiplayer (4)
| Fighting
| GameCube Controller
| Zoids Vs. III |
| GameCube
| Single-playerMultiplayer (4)Co-op (4)
| Puzzle
| GameCube Controller
| ZooCube |


Routegadget 2 (RG2) is a web application for drawing and comparing orienteering routes. It is based on the original Routegadget developed by Jarkko Ryyppö. For further details see the User Guide and the RG2 project page. The latest version of RG2 is available for download from GitHub. You can see details of all RG2 installations here. This includes an RSS feed that provides details of new RG2 events when they are added.
Simon Errington (simon (at) maprunner.co.uk)
James Errington (james (at) maprunner.co.uk)


API model information
The overall status of the request to the marketplace API
Both integer and string value representations are acceptable as responses for this model, however, for readability purposes, only the string representation will be sent in requests from Voyageone.
| Integer Value | String Value |
|---|---|
| 0 | AsyncResponsePending |
| 1 | Complete |
| 2 | CompleteWithErrors |
| 3 | Failed |


This software checks the conformance of file to the MPEG MIAF standard. Beware this is an on-going project and not all features of MIAF are supported yet. You can submit issues or pull requests on the source repository.
Note that your files are not uploaded in any way. Web Assembly (Wasm) executes the software on your computer.


Relation constraints
[Using finite integer sets]
Collaboration diagram for Relation constraints:
Functions | |
| void | Gecode::rel (Space *home, SetVar x, SetRelType r, SetVar y) |
| Post propagator for . | |
| void | Gecode::rel (Space *home, SetVar x, SetRelType r, SetVar y, BoolVar b) |
| Post propagator for . | |
| void | Gecode::rel (Space *home, SetVar s, SetRelType r, IntVar x) |
| Post propagator for . | |
| void | Gecode::rel (Space *home, IntVar x, SetRelType r, SetVar s) |
| Post propagator for . | |
| void | Gecode::rel (Space *home, SetVar s, SetRelType r, IntVar x, BoolVar b) |
| Post propagator for . | |
| void | Gecode::rel (Space *home, IntVar x, SetRelType r, SetVar s, BoolVar b) |
| Post propagator for . | |
| void | Gecode::rel (Space *home, SetVar s, IntRelType r, IntVar x) |
| Post propagator for . | |
| void | Gecode::rel (Space *home, IntVar x, IntRelType r, SetVar s) |
| Post propagator for . |
Function Documentation
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Post propagator for .
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Post propagator for .
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Post propagator for .
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Post propagator for .
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Post propagator for .
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Post propagator for .
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Post propagator for .
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Post propagator for .
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Before Change
states = initial_states
nb_states = len(states)
if nb_states == 0:
raise Exception("No initial states provided.")
elif nb_states == 1:
state = states[0]
else:
state = tf.concat(1, states)
After Change
state = tf.concat(1, states)
if mask is not None:
if len(initial_states) == 0:
raise ValueError("No initial states provided! "
"When using masking in an RNN, you should "
"provide initial states "
"(and your step function should return "
"as its first state at time `t` "
"the output at time `t-1`).")
if go_backwards:
mask = tf.reverse(mask, [True] + [False] * (ndim - 2))
// Transpose not supported by bool tensor types, hence round-trip to uint8.


Run the statements in the right panel.
History files from all database partitions can be retrieved from the DB_HISTORY administrative view using the admin_list_hist() table function.
You should see a result panel in the lower right.