U-Turn A Film Review By Michael Redman Copyright 1997 By Michael Redman
*** (out of ****)
Oliver Stone. Let's get it right up front and out of the way. That's what this film is about. Oh, it may pretend that it has something to do with a down-on-his-luck small time gambler running into the weirdest characters this side of the Pecos, but this is the director's film. It says more about him than it says about anyone on screen.
 A blown radiator hose lands him in the town of Superior, a lost civilization that time forgot and peopled with an grotesque cast of rednecks, Indians, millionaires and babes.
Pulling into a junkyard masquerading as a gas station, Cooper encounters proprietor Darrell (Billy Bob Thornton) who reckons that he can fix the vintage 1964 1/2 Mustang convertible. One look at Darrell's grease-covered exposed pot belly, coke-bottle glasses and teeth that look as if they belong in a medical specimen museum convinces you that he's going to fix something, but it's more likely to be Bobby's wagon than his car. Things aren't made any better when Cooper makes it clear who belongs where in the hierarchy of hicks and city slickers.
At this point the gambler's fate is sealed, he just doesn't know it yet. To kill time he decides to take in the town. When he meets Grace McKenna (Jennifer Lopez), a sultry femme fatale whose body and lips promise anything and everything -- but first the price, he quickly accepts her invitation to come home to help her with some things.
Just as they are about to "hang drapes", Grace's husband Jake (a virtually unrecognizable Nick Nolte) bursts into the bedroom. After knocking Cooper around, he offers him a ride back to town.
When he asks him to kill his wife, Cooper replies "I'm not a murderer."
"How do ya know if you haven't tried it?" questions the grizzled millionaire.
His hunger is to do is leave town, but all he gets is trouble.   While in a grocery store, he witnesses a robbery that results in two graphic shotgun killings. His money is destroyed.  Billy Bob Darrell thinks that a radiator hose is worth a couple of hundred bucks. The hard-drinkin' sheriff (Powers Boothe) keeps an open eye on the stranger.
It's not a pleasant community. In a town that looks to have about 500 people, there are more hidden agendas than in the naked city.

Based on John Ridley's "Stray Dogs", the most obvious aspect of the film is Robert Richardson's cinematography. Jerky fast zooms and pans combined with over-exposed grainy film stock work well to create an edgy uncomfortable feeling in the audience. Although a bit too MTVesque for my tastes, it certainly does what it is designed to do. It puts you into Cooper's frame of mind: stark, frantic and desperate for the experience to end.
And that's one of the problems with the movie. It may be art, but it's often not enjoyable. The quirky filming gets old after a while. There's not one likable character in the story.
Stone has been on an eccentric road himself. From his marvelous "Platoon" and "JFK" to the brutal "Natural Born Killers" and now to this, it's obvious that he's looking for something. What it is, we can only guess. "U-Turn" is a sideroad to excess, but hopefully he's gone to the extreme, found his muse and is on his way back.
With Stone, even the mis-fires are worth experiencing and all we can do is strap on our seatbelts and brace ourselves for the ride.
(Michael Redman, after over 22 years of writing this column, is probably going to do it again next week. Email to<EMAIL_ADDRESS>will probably find him eventually.)
[This appeared in the 10/9/97 "Bloomington Voice", Bloomington, Indiana. Michael Redman can be reached at<EMAIL_ADDRESS>]
--<EMAIL_ADDRESS>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


This is the general pattern of usage command-line parameters with a CS-Script engine executable (eg. csc.exe):
(switch1)
| Command line switch | Description |
|---|---|
| /? or /help | Display help info. |
| /e | Compiles script into console application executable. |
| /ew | Compiles script into Windows application executable. |
| /c | Use compiled file (.compiled) if found (to improve performance). |
| /ca | Pre-compiles script file into assembly (.compiled). |
| /cd | Compiles script file into assembly (.dll). |
| /s | Prints content of sample script (eg. csc.exe /s > sample.cs). |
| /autoclass or /ac | Automatically generates wrapper class if the script does not define any class. |
(switch2)
| Command line switch | Description |
|---|---|
| /nl | No logo mode: No banner will be shown at execution time. |
| /dbg or /d | Forces compiler to include debug information. |
| /l | 'Local' switch, which forces script to start in the same directory where it is. |
| /verbose | Prints runtime information during the script execution (applicable for console clients only) |
| /v |
Prints CS-Script version information |
| /noconfig[:<file>] | Do not use default config file (css_config.xml) or use alternative one. Example: cscs.exe /noconfig sample.cs; cscs.exe /noconfig:c:\cs-script\css_VB.xml sample.vb |
| /sconfig[:<file>] | Use script config file or custom config file as a .NET application configuration file. |
| /r | Forces the script engine to load explicitly referenced assembly |
| /dir | Adds path(s) to the assembly probing directory list. (eg. cscs.exe /r:C:\MyLibraries myScript.cs). |
| /co:<options> | Passes compiler options directy to the language compiler. (eg. /co:/d:TRACE pass /d:TRACE option to C# compiler). |
| /precompiler |
Specifies custom precompiler file(s). This can be either script or assembly file (see Precompilers for details). |
Executable aliases
CS-Script engine executable comes in two different forms:
In all command line examples throughout this document "cscs.exe" is referred as "cscs".
CS-Script engine launcher
For convenience you can use special the CS-Script engine launcher css.exe. If it is used from command prompt it acts exactly as cscs.exe. However, if it is executed not from command-prompt (eg. Start->Run), it hides the console application window thus it acts as csws.exe. Please note that if it happens that during the execution the script does some console output (eg. Console.WriteLine(...)), css.exe will detect it and will display the console window if it was hidden.
CS-Script Help
If the script engine executable is launched with help parameter it will be interpreted as a help.cs script file file and the CS-Script Help fill be opened:
CS-Script fundamentals | Integration with OS


Thinking like a Programmer
1. Procedural thinking(steps)
2. Abstract thinking
3. Systematic debugging
4. Technological empathy(how does a computer think?)
5. Systems thinking - one big idea and break it down to component pieces
Unit 1
Basics of the web
- The web
- Html
- Urls
- Http
- Web applications
World wide web - collection of html sites
Html : main type of document on the web. hyper text markyup langauge - what glues everything together
Hyperlinks - glues everything together
What types of files on the web: html,
text, music, video etc. everything!
Major pieces
- You
- Computer + browser
- Internet -->(http- main protocol of the web)-->
- Servers
HTML
- Made up of
○ Text content(what you see
○ Markup(what it looks like)
○ Reference to other documents(image and video)
○ Link to other pages
Markup
-->formate : "<name> content </name> "
Opening tag / closing tag
Whole thing as an element
1. B tag -bold
a. content
b. I'm going to learn to love coding
2. Em tag - italicize
a. content
b. HTML is reasonably straightforward (can be nested just fine!)
c. Qz: forget to close the closing em tag - every after the opening em tag is italicized
3. Br tag - break(void tag)
a. (br>
i. Br tag - inline, start a new line, only text
4. P tag - paragraphg(not a void tag)
i. P tag - block, create a box around it. Height and width all created
5. Span(inline)
a. text
6. Div(block)
a. text
HTML attribute
content
1. Anchor = : making links
a. derp
b. Href - attribute name, " ~" - value
2. Images -
a.
b. Alt --> "required", broken requests, for blind people
c. No need for an closing tag = void tag
Elements types
1. Inline element
a. Br tag - inline, start a new line, only text
b. Includes a em span br img strong
2. Block element
a. Div p form
3. Container element
HTML document
- doctype
- surronds the rest of the doc.
- meta data, java scrpt, css.
Title I
- most of the stuff. Content of the page!
content


Responsiveness
What is done...
The template is designed from the start to be as responsive as possible. It will format, hide an move the various interface elements according to available space, with the following built-in layouts:
- Mobiles - portrait
- Mobiles - landscape
- Tablets - portrait
- Tablets - landscape
- Wide desktop screens
Most elements are fluid to fit in the various sizes, and you can play with the responsive columns classes to control precisely how your content is displayed.
...and how to handle it
The template handles the basics of responsive design, but sometimes your scripts need to know what mode is currently on. The template includes several tools for this:
Get the current mode
At any moment, you can get the current mode name:
if ($.template.mediaQuery.name === 'desktop') { // Do something only for widescreens }
Need to know if the current media query is smaller than a given one?
if ($.template.mediaQuery.isSmallerThan('tablet-portrait')) { // Do something only for smaller screens }
Also available: has() to check if a given media query is on.
Listen for changes
Knowing the current mode is great, but what is more interesting is to track responsive mode changes. Several events are triggered to help your scripts:
- init-queries
- This event is fired at startup once the media queries tracking mode has started
- change-query
- This event will be fired for every mode change
- enter-query-[name]
- This event fire when entering the corresponding mode
- quit-query-[name]
- This event fire when leaving the corresponding mode
Note that you can also listen for event relative to media queries groups: for instance, mobile-portrait and mobile-landscape belong to the group mobile, so you can track them both by using enter-query-mobile and quit-query-mobile. Note that these events only fire when changing group, not when changing between children modes.
Want to give it a try? Resize your window and watch the fired events below:


Twitter Thinks Emojis Will Help Promote Healthier Conversations on the Platform
by George KamauTwitter is rethinking how people interact on its platform in a bid to fight harassment that goes on the social media giant. The company recently announced anti-harassment features it is exploring that may or may not launch next year. They are also experimenting on new features that they hope will promote healthier conversations on the platform but more on that below.
Some of the anti-harassment features include allowing you to disable retweets on your tweet, preventing random users from mentioning your handle and also removing yourself if you have been tagged.
Twitter will now start experimenting by tweaking the functionalities of features like the retweet, quote-retweet and reply hoping that people will use them differently and more constructively.
Twitter will add an emoji to a retweet to give people a chance to quote-tweet without going into the compose field.
Senior directors of product management at Twitter, David Gasca and Suzanne Xie hope that this new feature will make people stop dunking on tweets.
If you like a tweet, you could use the heart-eyes emoji and if you don’t, you choose a red circle with a line through it.
Going with the latter, you will be prompted by Twitter which will ask, “Why do you disagree?” To which Twitter thinks will have the user think hard and post a more courteous reply.
“Everything on our platform incentivizes some form of behaviour – if we modify how people can do retweets, or how people can reply, or how people can engage, how does that change conversation on the platform?” David Gasca said in a Buzzfeed interview.
This idea didn’t bode well with people on Twitter with most of them suggesting Twitter focus on the real issues as emojis are only a band-aid


{% extends 'calaccess_website/version_detail.html' %} {% load calaccess_website_tags %} {% block title %}Downloads - {{ object.release_datetime|date:"N j, Y" }} - {{ block.super }}{% endblock%} {% block meta %} {% endblock %} {% block breadcrumbs %} {{ block.super }}
The {{ object.release_datetime|date:"l, N j, Y" }} release of CAL-ACCESS database, the government database that tracks campaign finance and lobbying activity in California politics. It was published by state officials at {{ object.release_datetime|date:"P" }} Latest release » Other past releases »
{% endblock %}


Shake your World
Organizations
I need help
Sign Up
Themes
Orphans
{{lacause1.description}}
{{lacause1.nom}}


Installation¶
Requirements¶
The NLP Architect requires Python 3.6+ running on a Linux* or UNIX-based OS (like Mac OS). We recommend using the library with Ubuntu 16.04+. We recommand installing basic OS compilers and python development packages.
Before installing the library make sure you has the most recent packages listed below:
| Ubuntu* 16.04+ or CentOS* 7.4+ | Mac OS X* | Description |
|---|---|---|
| python-pip | pip | Tool to install Python dependencies |
| python-dev | python-dev | Python development dependencies |
| libhdf5-dev | h5py | Enables loading of hdf5 formats |
| pkg-config | pkg-config | Retrieves information about installed libraries |
Note
The installation of NLP Architect will install CPU-based binaries of all deep learning frameworks. For specific installation of backends of Tensorflow or PyTorch (CPU/MKL/GPU) we recommend installing NLP Architect and then installing the desired backend DL framework.
Prerequisites (creating virtual env)¶
Make sure pip
and setuptools
and venv
are up to date before installing.
pip3 install -U pip setuptools venv
Note
We recommend installing NLP Architect in a virtual environment to self-contain the work done using the library. Users can use any virtual environment (pip, conda, etc.)
To create and activate a new virtual environment (or skip this step and use the wizard below):
python3.6 -m venv <my_new_env>
source <my_new_env>/bin/activate
Install from pip
¶
pip install nlp-architect
Install from source¶
git clone https://github.com/NervanaSystems/nlp-architect.git
cd nlp-architect
pip install -e .
Running Examples and Solutions¶
To run provided examples and solutions please install the library with [all] flag which will install extra packages required. (requires installation from source)
pip install .[all]


Hopf algebras and Monoidal categories
Edward Jones-Healey
Notes based on a talk on the relationship between Hopf algebra's, category theory and Knot theory. Majid
[
2
]
was the main source for this material, although
[
1
]
and
[
3
]
were also useful.
Table of Contents
1.
Introduction
2.
Monoidal categories
3.
Rigid monoidal categories
4.
Hopf algebras
5.
Braided categories and Knots
6.
Bibliography
Next


2nd Annual Vegan Mac n' Cheese Cook-off
Veggies of Virginia's annual Vegan Mac n' Cheese Cook-off brings together the UVa and Charlottesville community for an evening celebrating the delicious power of plant based food. Students and community members compete against each other to see who has the best vegan mac n' cheese recipe. Attendees and a panel of judges will get to taste all of the dishes and vote on their favorite mac n' cheese. There will be prize baskets awarded to the winners of judges choice and peoples choice, plus there will be a $20 Roots gift card raffle for the attendees. Register to compete with your own vegan mac n' cheese or buy a ticket ($5 in advance or $7 at the door) to taste. Check out the Facebook event here.
Buy a ticket here!
Sign up to cook a mac n' cheese dish here!


Overview
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F
FactorSchedule
- Class in
org.drip.param.product
Contains array of dates and factors
FactorSchedule(byte[])
- Constructor for class org.drip.param.product.
FactorSchedule
FactorSchedule de-serialization from input byte array
FEBRUARY
- Static variable in class org.drip.util.date.
JulianDate
Integer Month - February
FI
- Class in
org.drip.service.api
This class exposes all the DRIP API to clients – this class is the main functional interface.
FI()
- Constructor for class org.drip.service.api.
FI
FIFull
- Class in
org.drip.service.sample
A fairly comprehensive sample API class demo'ing the usage of the FI functions
FIFull()
- Constructor for class org.drip.service.sample.
FIFull
FIGen
- Class in
org.drip.util.common
FIGen contains the collection of the static generic utility functions used by the internal and external DRIP modules
FIGen()
- Constructor for class org.drip.util.common.
FIGen
FILean
- Class in
org.drip.service.sample
Simple API class demo'ing the usage of the FI functions - suitable for getting started off fast
FILean()
- Constructor for class org.drip.service.sample.
FILean
FIUtil
- Class in
org.drip.util.internal
The FIUtil class implements utility functions meant primarily for internal DRIP modules.
FIUtil()
- Constructor for class org.drip.util.internal.
FIUtil
FixedHoliday
- Class in
org.drip.analytics.daycount
This class contains the fixed holiday’s date and month.
FixedHoliday(int, int, WeekendHoliday, String)
- Constructor for class org.drip.analytics.daycount.
FixedHoliday
Constructs the object from the day, month, weekend, and description
FixedHoliday(byte[])
- Constructor for class org.drip.analytics.daycount.
FixedHoliday
De-serialization of FixedHoliday from byte stream
FlatStringTo2DSDMap(String, String, String, boolean, String)
- Static method in class org.drip.util.common.
FIGen
Turns an flattened 2D (string, double) string sequence into its corresponding map
FlatStringTo3DSDMap(String, String, String, String, boolean, String)
- Static method in class org.drip.util.common.
FIGen
Turns an flattened 3D (string, string, double) string sequence into its corresponding map
FlatStringTo4DSDMap(String, String, String, String, boolean, String)
- Static method in class org.drip.util.common.
FIGen
Turns an flattened 4D (string, string, string, double) string sequence into its corresponding map
FloatingHoliday
- Class in
org.drip.analytics.daycount
This class contains the floating holiday’s month, day in week, and week in month.
FloatingHoliday(int, int, int, boolean, WeekendHoliday, String)
- Constructor for class org.drip.analytics.daycount.
FloatingHoliday
Constructs the object from the week, day, month, from front/back, week end, and description
FloatingHoliday(byte[])
- Constructor for class org.drip.analytics.daycount.
FloatingHoliday
De-serialization of FloatingHoliday from byte stream
FormatPrice(double, int, int, double)
- Static method in class org.drip.util.common.
FIGen
Formats the double input by multiplying, and then adding left and right adjustments
FormatPrice(double)
- Static method in class org.drip.util.common.
FIGen
Formats the double input by multiplying by 100, then justifies the left and the right by 2 and 3 zeros
FormatSpread(double)
- Static method in class org.drip.util.common.
FIGen
Formats the double input by multiplying by 10000, no justification
FormatSpreadSimple(double, int, int, double)
- Static method in class org.drip.util.common.
FIGen
Formats the double input by multiplying, and then adding left and right adjustments
FormatSpreadSimple(double)
- Static method in class org.drip.util.common.
FIGen
Formats the double input by multiplying by 100, then justifies the left and the right by 1 and 3 zeros
FourDSDMapToFlatString(Map<String, Map<String, Map<String, Double>>>, String, String, String)
- Static method in class org.drip.util.common.
FIGen
Flattens a 4D SSSD map structure onto a string array
FRIDAY
- Static variable in class org.drip.util.date.
JulianDate
Days of the week - Friday
fromAmerican(double, double[], double[], boolean, int, boolean, double, String, double)
- Static method in class org.drip.param.product.
EmbeddedOptionSchedule
Creates the discretized American EOS schedule from the array of dates and factors
FromFlatHazard(double, String, double, double)
- Static method in class org.drip.analytics.curve.
CreditCurve
Creates a CreditCurve instance from a single node hazard rate
FromHazardNode(double, String, double, double, double)
- Static method in class org.drip.analytics.curve.
CreditCurve
Creates an instance of the CreditCurve object from a solitary hazard rate node
FromIRCSG(String, CalibratableComponent[])
- Static method in class org.drip.param.market.
IRCurveScenarioContainer
Creates an IRCurveScenarioContainer instance from the currency and the array of the calibration instruments
fromJulian(double)
- Static method in class org.drip.util.date.
JulianDate
Creates a MM/DD/YYYY string from the input Julian double
FromSurvival(double, String, double[], double[], double)
- Static method in class org.drip.analytics.curve.
CreditCurve
Creates a CreditCurve instance from the input array of survival probabilities
FullBondMarketAnalytics(MarketParamsContainer, JulianDate)
- Static method in class org.drip.service.env.
BondManager
Calculates the complete set of bond measures for all the bonds from their closing bid/ask prices.
FuncTestSuite
- Class in
org.drip.tester.product
FuncTestSuite()
- Constructor for class org.drip.tester.product.
FuncTestSuite
FXAPISample()
- Static method in class org.drip.service.sample.
FIFull
Sample demonstrating the creation/usage of the FX API
FXBasis
- Class in
org.drip.analytics.curve
This class implements the FXBasis curve representing term structure of FX basis.
FXBasis(CurrencyPair, JulianDate, double, double[], double[], boolean)
- Constructor for class org.drip.analytics.curve.
FXBasis
Constructs an FXBasis instance from the currency pair, FX Spot, and FX basis parameters
FXBasis(byte[])
- Constructor for class org.drip.analytics.curve.
FXBasis
FXBasis de-serialization from input byte array
FXCurve
- Class in
org.drip.analytics.curve
This class contains the term structure of dates/times and FX forwards (PIP/outright), and Spot FX info for the given currency pair.
FXCurve(CurrencyPair, JulianDate, double, double[], double[], boolean[])
- Constructor for class org.drip.analytics.curve.
FXCurve
Creates an FXCurve from the CurrencyPair, FX Spot, and the FX Forward parameters
FXCurve(byte[])
- Constructor for class org.drip.analytics.curve.
FXCurve
FXCurve de-serialization from input byte array
FXForward
- Class in
org.drip.product.fx
Class contains the FX forward product contract details - the effective date, the maturity date, the currency pair and the product code.
FXForward(byte[])
- Constructor for class org.drip.product.fx.
FXForward
FXForward de-serialization from input byte array
FXForward.FXBasisCalibrator
- Class in
org.drip.product.fx
FXForward.FXBasisCalibrator(FXForward)
- Constructor for class org.drip.product.fx.
FXForward.FXBasisCalibrator
Constructor: Constructs the basis calibrator from the FXForward parent
FXSpot
- Class in
org.drip.product.fx
Class contains the FX spot contract parameters - the spot date and the currency pair.
FXSpot(JulianDate, CurrencyPair)
- Constructor for class org.drip.product.fx.
FXSpot
Constructor: Creates the FX spot object from the spot date and the currency pair.
FXSpot(byte[])
- Constructor for class org.drip.product.fx.
FXSpot
FXSpot de-serialization from input byte array
Overview
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Home
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Teamwork
Bringing together all kinds of people.
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>From http://www.ChainReactionBicycles.com/movies.htm Please note this review is from a general movie section on our website (and yes, it *is* a bicycle shop's website, not exactly where you'd expect to find a movie review section!). It's intentionally casual. --Mike--
STAR TREK: INSURRECTION. The 9th movie in the series (really!), the 3rd with the Next Generation cast, and the first in a very long time where it doesn't even seem like the characters are acting, but rather playing, or almost being the roles as they played them best in the series. A great amount of playful banter amongst the cast does, in fact, give you that "warm and fuzzy" feeling that some reviews have talked about. The villains...well, no, they really aren't all that scary, they're just a bunch of mean & nasty ordinary people, and, in the best tradition of the Next Generation series, you could even say they're misunderstood. Only now, instead of Counselor Troi getting to the bottom of their feelings, it's the wise old sage Picard coming to the rescue...the thinking-man's captain.
This movie could have been a simple two-dimensional story about good and evil, but an intriguing plot twist may cause you to ask some important questions at the very end of the film. Are the Bake truly blameless victims in what has transpired? Perhaps this is my only real disappointment with the film as they spring such a major development far too late in the film to play it out in the way it deserves...just a bit too tidy an ending to a story that's akin in some ways to a Shakespearean tragedy.
I would say this is finally a Star Trek movie that can hold its own against the work of the original series cast in Star Trek IV, The Voyage Home (otherwise known as Save The Whales). Let's hope that it's not followed by something as bad as Star Trek V (Kirk meets God and surprisingly it's not his reflection in a mirror).
One final thing that just came to mind, and it's surprisingly negative. In contrasting this movie with the TV series, I suddenly came to an interesting realization. Unlike the wasn't anything that was, as they say, "Larger than life" that required big-screen treatment. This could have just as easily been an excellent two-part TV episode, with the only thing really setting it apart was the obvious comfort and almost ad-lib quality of the acting. In fact, the scenes that depended upon actors outside of the regular cast were those that fell flat! In contrast, the exceptional two-part Borg cliffhanger/season opener from the TV series (titled "The Best of Both Worlds") transcended the small screen and would have been worthy of all that 70mm film and huge budgets have to offer.
But overall this movie is great fun and anyone familiar with the Next Generation cast is going to have a great time...it would be virtually impossible for a fan of the series to be disappointed. As for those not real Star Trek (The Next Generation) believers...more later. We attended the movie with at least two such people, Steve (who runs our Los Altos operation and just happens to be my brother besides) and his 10-year-old son Eddie. I know Eddie definitely enjoyed it...there's enough action to keep things interesting (the usual phasers, explosions, space battles etc.). My almost-11 daughter Becky definitely enjoyed it, but she's a confirmed Trekkie!
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


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[gallery]
Friday, Feb 26 9:42am SA time / 5:42pm IA time
This day is cooler, with the neon buzz of an approaching storm. In this luminous world, we climb in a minibus and head out to the “karoo” — a thornveld expanse of land that looks slightly like the American west, yet pockmarked with thorn trees instead of cactus, and covered with an alien braille of tall abrupt hills. David Morris, Head of Archaeology at McGregor Museum and Professor at Sol Plaatje University, sits in front, directing us to a little-known site of ancient rock art; today we will be his guests at this unmapped location. After traveling the long expanse of highway, then the gravel, then the mud and wet clay roads where our minibus wobbles and veers through the quicksand-like ditches, we arrive at “Driekopseiland” (“Three-Headed Island”), a ravine of glaciated rock indented in this desert planetary landscape. We walk down into the deep bank, stepping over baboon prints in the sand, and enter a sunken river and a long snake-like bed of grey rock.
Formed during the “Karoo sequence,” this andesite rock is over three hundred million years old. As we move closer, the rock reveals itself to be patterned with carving after carving of geometric shapes. Unlike the rock art found in the higher areas of this region, these carvings do not depict animals or people. Instead, step after step in the dry heat, we look down at circles with Xs in them, squares containing tightly packed chevrons, triangles, graphs and polygons. Immediately I think “this is the work of aliens” and, as if on cue, David says “many people see these and think extraterrestrials…” He explains that nothing has been confirmed as to the explanation for this art, although his theory revolves around a coming-of-age ceremony for women, and the legend in this area of a “water snake.” The water snake is a powerful creature, protective over certain places, requiring permission for outsiders to roam.
It crosses my mind that performing some ritual for this water snake might be very important now, as we are walking here near the river, on ancient (alien?) drawings. So I ask if there is something specific we can do to appease it. “Take a stone and rub it in your armpit, then throw that stone in the water,” David explains. I think “Well I am definitely doing that.” I pick up a stone and follow the directions, hoping our visit is a welcome one.
The drawings continue down the rock, over and over, no two the same - spirals, crosshatches, concentric circles - there does not seem to be a written language here, but I begin to wonder if maybe these carvers were signing their names, making their personal mark? Down in this river bed, surrounded by eroded cliffs and a patch of trees, I lean down to touch a specific carving that keeps drawing me back. It is a shape with several nested chevrons inside it and an outcropping of squares on one side. A sentence enters my mind, as though heard: maybe this was my name.
We leave the site in a hurry, trying to beat an approaching thunderstorm back into town. The lightning hits the landscape in a definite way, like “THAT’S RIGHT, I’M LIGHTNING” and we speed along as the clouds mount up through the sky like another hallucinogenic neon painting. Someone once told me that the light in South Africa was like being on acid — (!) — and although I’ve never tried the stuff, after having seen all this, I won’t ever have to. I get it now.


Man convicted in 2016 hit-run death of 4-year-old girl
YORK, Pa. (AP) - A man has been convicted in the hit-and-run death of a 4-year-old girl struck by a van in Pennsylvania three years ago.
Jurors in York County deliberated for about five hours before convicting 35-year-old Tony Shower Jr. on Friday of accidents involving death or personal injury/hit and run and driving under the influence.
Prosecutors said the van never slowed before or after hitting 4-year-old Dakota Wright in Hanover in November 2016. Shower's friend testified the men had been smoking crack cocaine and Shower had used heroin.
Defense attorney Eric White said the other man was driving and his client was sleeping in the passenger seat. A neighbor, however, testified only one person was in the van, and authorities said the description he gave matched Shower, not his friend.
Copyright 2019 The Associated Press. All rights reserved. This material may not be published, broadcast, rewritten or redistributed.


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It's been a while since the first version of ng-devstack has arrived. Based on old ecosystem (including gulp, ES5, etc.) it wouldn't survive long in today's world of dynamically changing front-end technologies.
This is the time to introduce major upgrade, which incorporates most recent techniques and best practices.
Hopefully, it will make the switch to Angular 2 less painful.
Anyone searching for old version of ng-devstack, it is here.
- new Angular 1.5 component architecture,
- support for ES6 with Babel 6,
- integration with webpack 3, allowing to use its' best features:
- local webserver with live reload,
- Hot Module Reloading, tries to reload just the component that's changed, instead of the entire page),
- Scope Hoisting, removing function wrappers around modules to improve total script evaluation time as well as to achieve smaller bundle sizes,
- support for styles/scripts source maps,
- JS/CSS/HTML minification,
- support for SASS (processed with Autoprefixer),
- support for ESLint,
- unit testing with Jest,
- integration with UI Router 1.0 & Angular Material,
- debugging with Visual Code Studio's Debugger for Chrome.
For more information please visit project's GitHub.


Kohli, Rahane will be 1st to reach Kolkata for D/N Test
by PTISkipper Virat Kohli and vice-captain Ajinkya Rahane will be the first to arrive here on Tuesday morning ahead of India's first ever Day/Night Test beginning on November 22.
The duo are scheduled to arrive at 9.40am, while the rest of the team will arrive in batches, local team manager Samrat Bhowmcik told PTI.
Giving out the arrival itinerary of the teams, he said Rohit Sharma and pacer Mohammed Shami would be the last to join the squad on Wednesday.
"Ishant Sharma is slated to arrive Tuesday night, while other members of the squad along with the full Bangladeshi contingent are scheduled to arrive together in the afternoon," he said.
However there is no scheduled practice for Tuesday.
"But you never know if the captain wants to have a feel of the stadium, he might just drop in," he said.
India had taken a 1-0 lead in the two-match series after beating Bangladesh by an innings and 130 runs inside three days and they will look to seal their 12th successive home series victory in the Eden pink ball Test.
Both teams will play their first ever day/night Test.


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${person.jobTitle}
#if>
<#if !config.showTrackable>
#if>
<#if config.showTrackable>
<#if person.address?? && person.address != "">
${person.address}
#if>
<#if person.phoneNumber?? && person.phoneNumber != "">
${person.phoneNumber}
#if>
<#if person.email?? && person.email != "">
${person.email}
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<#if person.website?? && person.website != "">
${person.website}
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<#if person.objective?? && person.objective != "">
Objective
${person.objective}
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<#if accomplishments??>
<#if accomplishmentsHeading??>
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<#else>
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#list>
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<#if skillsHeading??>
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Skills
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- ${hobby}
#list>
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Argonauts grant release request for running back James Wilder Jr.
TORONTO — The Toronto Argonauts have granted running back James Wilder Jr., his request for a release. Wilder spent three seasons with the CFL club, rushing for 2,027 yards and nine touchdowns over 44 games.
by Canadian PressTORONTO — The Toronto Argonauts have granted running back James Wilder Jr., his request for a release.
Wilder spent three seasons with the CFL club, rushing for 2,027 yards and nine touchdowns over 44 games. He added 1,487 yards and five touchdowns receiving.
He had a breakout season in 2017 when he was named the CFL's top rookie. He had 872 yards and five touchdowns on the ground and added 533 yards though the air in the regular season and added 362 total yards and two touchdowns in the playoffs, including a rushing TD in Toronto's Grey Cup victory over Calgary.
He had 464 yards and a touchdown rushing and 415 receiving yards and a career-high four touchdowns receiving this past season as the Argos struggled to a 4-14 record.
This report by The Canadian Press was first published Nov. 25, 2019.
The Canadian Press


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## How browser works
Created by Aliaxei Hlushakou
## Functions
process
interpret
check, correct
store
## JS engines
V8
Rhino
SpiderMonkey
JavaScriptCore(Nitro)
Chakra
Work of browser
Work of browser
Work of browser
Analysing the HTML
Work of browser
Work of browser
## Thanks for attention


This is a story about my quest to decipher the inner mysteries of functional programming. There’s just not enough work out there for the beginner to intermediate functional programmer. This quest would be much easier if I found myself surrounded by other developers with the same pursuit. Or better yet, in the midst of a council of wise greybeards, who could recount days of yore, coding on Lisp Machines and Space Cadet Keyboards.
Weep now, for thee shall dream nevermore of greater splendor…
Bask in the glory of the Space Cadet Keyboard, among whom there is no equal! Wherefore art thou, Lisp Machine, oh divine purveyor of opulence and majestic wisdom.. . . … So, anyways, I’ve been struggling with a problem for the past few months and it’s a bit embarrassing honestly. You see, I’m working on a Swift graphics library called Spectra and I need to parse XML.
Yes, you heard me right: I’m having a hard time parsing XML. Well, technically, I’m parsing it just fine into node trees, registering those into dependency injection. The hard part is working with those trees and allowing everything to remain generic and flexible.
So why is it hard? Well, since I’m using Swift, I want to use the language’s strongly-typed functional capabilities. I’ve been very excited about all the reactive programming libraries and other functional projects I’ve seen with Swift. For me, it’s incredibly important to work on something novel, something fresh, which would be an outlet for my creativity. Why would I want to basically reimplement an age-old problem and recreate the wheel with yet another “Look What I Can Do” graphics library? Impressive? Meh… Yes, actually. Creative? Not really.
Metal and Vulkan Signal Opportunity for 3D Graphics
First, a bit of background on why I’ve spent so much time working on graphics. And then I’ll describe the difference in design and performance that functional programming can make for graphics.
VR means that Graphics is shaping up to be a high-demand skill rapidly – and so is compute, with AI and machine learning growing by the minute. The allure of distributed machine learning is enticing as well – compute cost could be offloaded to consumers under some circumstances.
Look What I Can Do!
I Drew A Triangle with 500 Lines of Code!
I first saw the opportunity when I began to work with Metal, an alternative to OpenGL at the suggestion of someone on an Apple IRC channel. I compared the two frameworks and something clicked with me when I was looking at Metal. The framework seemed simpler than OpenGL. It was designed for both graphics AND compute. I loved the challenge of it - there was no one else doing this stuff! It was still fresh. There were no open source libraries or frameworks built on Metal yet.
Metal is exclusive to Apple platforms. The competing framework Vulkan was designed by the Kronos Group, a graphics industry consortium. It just came out and is impressive as well. I smelled an opportunity. Since these major graphics developments just came out, that means that there’s a need for frameworks to be built for them. The vastly superior flexibility of Metal and Vulkan implies drastically novel implementations for higher level graphics frameworks.
Yes, there are already existing frameworks like Unity and Unreal Engine. And yes, those frameworks have massive followings in the game development world. Developers have contributed years of their life becoming familiar with those designs, so it’s not going to be easy to unseat them. However, the new frameworks with a completely fresh start on design are the frameworks that are capable of truly harnessing the power of Metal and Vulkan.
The existing major players will want to take advantage of many of the new features, like superior memory access modes and other optimizations, for performance and flexibility. Doing so will mean at least two or more years of migration. And they are anchored to OpenGL support for older devices as well. Even still, these larger frameworks are locked into maintaining some design patterns for the next complete major version at least.
And no, I don’t think my framework will ever be on their level – the best thing it has going for it right now is the name, Spectra. However, I’m excited to work on building a graphics framework from the ground up with zero a priori knowledge on the traditional design of such a framework, aside from what I picked up from the basic tutorials out there.
Spectra: A Functional Graphics Library
On a First Party Platform and Language
Apple tightly controls the design of their mobile chips. Vulkan is required to support a much wider array of graphics cards, which honestly is still fairly limited since almost everything running hardware from a handful of companies. Check the Vulkan Hardware Chart for more info. For example, only NVidia cards from Fermi onwards will support Vulkan and to varying degrees of functionality. That’s basically NVidia’s products from the last 3 years. Support is not uniform across operating system and the software interface may vary slightly, both of which mean somewhat more complex software design or more likely a markedly reduced usage of Vulkan’s distinguishing features.
Apple’s minimal variance in hardware means performance optimization is minimally complex, even though the reduced diversity in devices for Vulkan means there’s not too much of a difference here. But more tightly controlled hardware design for Metal-capable devices implies several advantages.
Metal Advantages Driven By Hardware
⊕ Faster consumer adoption of Metal-capable devices
⊕ Simpler software complexity to realize performance gains
⊕ Nearly complete Metal feature penetration.
⊕ Simpler software tooling for developers, like debuggers.
⊕ Segmented market means Metal is decoupled from other industry progress.
All of this translates into opportunity for Apple to provide unique offerings to marketably distinguish it’s graphical and gaming capabilities. That’s Apple. And to those who question my exploration of graphics and gaming on Apple’s platform, I have my reasons. And yes, the software developed to ride Metal will have a smaller market. But that’s a good thing. The past decade has shown that Apple platforms tap markets that are consistently more affluent and sophisticated.
Apple has always had an advantage in software performance, both efficiency of compute and power consumption, that results from their limited hardware platforms. This constitutes a major advantage for Apple – they may end up having the most efficient graphics and compute platform. They’ll definitely have the earliest, most consistent set of software tools for developers. The Metal debugging tools are fantastic, trust me. And though most people don’t think of Apple as providing a rich platform for gaming or VR, Metal might just make the difference.
And so, I began to think that building a graphics platform might present valuable opportunity later on – or help me build credibility in a technology economy where knowledge of 3D modeling, graphics, algorithms and processing is going to determine who is most capable of building the next revolutionary software products. So even if my framework with a novel functional design wasn’t exactly revolutionary, what I’d learn would make it worth my time.
Swift: Functional For Fun and Profit
A Graphics Framework to Learn Low-Level Graphics
And yet another major strength for Apple: the Swift language. Yes, it’s open source now and available on Linux. But it’s still a first party language and one of the few that’s functional and enjoys wide support. The programming patterns in Haskell seem to work fairly well in Swift, which opens interesting new design possibilities that aren’t as available for other operating systems and platforms. Apple is great at concentrating their energy into the right places and Swift exemplifies this.
As I was learning to work with graphics and compute myself, I wanted to build a framework that allowed me to explore various graphics pipelines. This means being able to take various meshes and processing their vertices and surfaces in various ways. I envisioned many creative uses of graphics techniques using the primitives found in Metal. I unknowingly used a compute shader to create what is known as a tessellation shader in OpenGL. I constantly found myself reinventing known techniques in graphics.
So, wrapping Metal, MetalKit and Model I/O with XML should allow me to explore various graphics techniques. I could easily switch between a rendering pipeline for basic 3D and one for Stereoscopic displays, for example. Or I could explore various means of processing to offscreen textures or utilizing depth stencils. Another major interest for me was voxellization, which processes 3D data using voxels instead of points and polygon primitives. I also found myself recreating the wheel with submesh indexing and mapping. I wanted to construct shaders which would basically process color, texture or other data in a graph composed of a network of vertices on a surface, encoded into a submesh. I imagined this all before I ever looked at the Model I/O API. I had soo many beautiful ideas I could see in my head, but no framework to build them with.
Conway’s Game of Life
Processing elements in a graph of vertices in a submesh is basically Conway’s Game of Life for 3D objects.
Now, imagine the above, but instead of manipulating the value of each cell, you are manipulating the position, texture coordinate, color, anisotropy or surface normal value for a vertex on a mesh. And you’re doing so by constructing a random, balanced graph using a submesh on a mesh, which only requires the addition of one attribute to your mesh – basically, an XML tag or just one mesh transformation. Paired with anisotropy modulation and the right fragment shader, this technique could be particularly amazing. However, it does require execution of a compute shader on each frame, as well as sacrificing some performance declarations for some of the fragment shader function inputs.
You can find more info on Cellular Automata and Conway’s Game of Life here. I remember coding this in Pascal in high school, though I wasn’t aware of the name at the time.
Exploring these concepts would allow me to visually demonstrate my math and programming skills to the world in a way which no one could downplay or deny! Where before, a handful of people have, towards my detriment, essentially claimed that I lack skill or knowledge in technology and pointed to my difficulty with UI design/implementation, if I begin to excel in graphics, it’d be visibly obvious that they’ve been wrong the whole time. What is often preclusively difficult for these same detractors, I soak up like a sponge. It’s just frustrating that I haven’t had the opportunity to work with this stuff. Or work at efficiently at 60 hours per week at any time during the past four years, for whatever reason.
Graphics and especially geometry manipulation would allow me to begin to understand algebraic geometry, which studies the functional “shapes” that emerge from morphisms between increasingly complicated categories and their duals – the stuff functional programming is made of. I could learn advanced math at the same time as producing a very visual portfolio that would make it impossible for anyone to insinuate that I lacked skill.
If you think I am below you, could you maybe treat me in the same way I would treat someone who I perceived to be below my skill level? I would offer that person authentic advice on where to find the answers to improve.
And so, I found myself designing a kind of novel rendering pipeline that chains blocks of functional behavior to be sent to an encoder for the GPU. It seemed different than how all the docs online I was reading were describing how graphics were processed. This design would allow me to dynamically restructure models that were being rendered or switch them to be rendered with different pipelines. In theory, this design would also make it a bit easier (fingers crossed) to use the parallel render encoder for Metal, which enables you to use multiple CPU cores to direct graphics to be encoded. So, functional design paradigms for a graphics framework should promote simplicity (in theory) and more manageable performance. Swift’s nature opens up possibilities for faster realization of Metal’s benefits.
Furthermore, perhaps the most exciting for myself, functional programming is based on category theory and so are the primitives for constructing and manipulating geometry. I could design a framework that allows me to specify the definition of mesh constructions and transformations as a composition of functions. I should easily be able to transform one mesh to another or subdivide it with a tesselation or add attributes like surface normals, all with the composition of fairly simply defined attributes. Such a framework for geometry would be amazing for providing visuals at a lightshow. And I could finally learn how it all worked.
It was a bit frustrating for me to realize my natural talent for this. As with everything else, I found creativity surging, but the time and skill for implementation lacking. Still, not a single person has contributed to my library. That’s OK. I’m pretty opinionated as to the kind of design I want, but I would really appreciate any advice. And admittedly, some of these problems are a bit out of my reach. Buffer allocation and the kind of speciallized resource utilization required for complex 3D graphics is really just too hard for me right now. Also, benchmarking and estimating the workload for each frame, 60 times a second – and especially redirecting resources when you detect a workload that exceeds your throughput – this is incredibly tough. Resource prioritization and resource allocation for 3D graphics are problems that are orders of magnitude more difficult than designing a scene graph and rendering some things.
But that challenge is exactly what I find alluring.
Why XML for Spectra? And Why Is It Hard?
So again, XML would provide a universal means of defining objects my program would work with, both the graphics pipeline objects and the objects to be rendered. And best of all, it’d be declarative. Furthermore, it’d be fairly simple to transfer data about a 3D scene over HTTP with XML to be rendered with shaders on a native app or in VR. This idea is all over the place and there are many similar frameworks for 3D with HTML Canvas.
But then, I found myself needing dependency injection badly, especially when passing objects in for rendering. D/I is usually an object-oriented design pattern, but I wanted to bring over the simpilicity I saw in Angular. I needed access to everything, everywhere pretty much. Yet, at the same time, I needed manageable and performant dependency injection. Graphics is such a great problem for exploring hard problems in computer science. It’s not so bad, just exploring the pipeline or scene graph. But as soon as you get into resource management and memory allocation and reference management, things get real hard, real fast. I’m still not there, but it made applying dependency injection a bit harder. I would need to manage how objects were organized as containers and which objects were passed where.
And as I applied dependency injection, I found that this would be very useful for manipulating objects in my scene graph as well. That is, I could define a set of shaders and construct a graphics pipeline once, then when I instantiated everything, I could do so on several devices or GPU’s at once. This is mildly useful for managing the pipelines. However, for managing elements in my scene graph, this added functionality is incredibly useful! Again, I could define things once and read the XML nodes into dependency injection containers. From there, I can generate the XML node objects into actual Metal & Model I/O objects, but before I do, I can compose those nodes with other nodes or entirely replace some branches of objects in the scene graph. This is very useful when you want your graphics framework to process real-time geometry shaders.
I could duplicate the objects and allocate the copies to memory, as the former is being rendered. I could then apply geometry manipulations as attributes on the latter copies. I could alter the surface normals or change the texture coordinates or add more vertices (and update submeshes accordingly) to prepare for a transformation from one shape to another. And then, once those geometry morphisms were complete, I could use continuation and state monads to execute a deferred callback to swap out the objects being rendered and another callback to deallocated the former copies, only retaining the copied objects afterward. AFAIK, all of this stuff is incredibly challenging and not very easy with existing frameworks.
But these capabilities were only possible if I could read the scene graph into D/I containers just the right way so that resources could be easily managed later. And this depended on working with the trees of XML nodes in an unusual way. Any design that I approached seemed to make the problem space just as complicated as if I didn’t have XML at all. This is because the meta-structure for any tree is almost as complicated as the tree itself, which means manipulating the tree programmatically requires knowledge of the tree structure. And THAT means it’s pointless to read in the objects in XML, since to manipulate them, you need to know the structure of each tree and subtree, which is ok if you’re hard coding units of behavior. Yet, if you want arbitrary manipulation of objects in a scene graph, things become quite a bit harder.
Learning to Swift the Right Way
I explored a ton of different ideas in pursuit of finding the right idea. I wanted to take advantage of Swift’s Haskell-like type system. (I guess it’s ok to refer to it like that). I explored metaprogramming and reflection with Swift, both of which are fairly lacking. I would go down the rabbit hole, so to speak, just to find that there was absolutely no way to do the thing I was trying. Then, I would have to spend a ton of time backing out of the rabbit hole. Each time, I made a design change, I had to replicate it across between 20 and 40 classes … because I’m a genius…
It seemed that classes were the way to go and that structs were more
restrictive, since they descended from Any
. But this conflicted
with everything I saw online. It seemed like metaprogramming
faculties like AnyClass
and AnyObject
were less restrictive at
first, but this was only because I didn’t understand how to use Any
or enums or structs. I was starting to get it, but still, designing
with protocols, structs and enums from the ground up wasn’t (and still
isn’t) natural for me. But I have seen the light.
I realized I needed more math and so I started watching tons of lectures on everything: Abstract Algebra, Combinatorics, Matroids and more. But still, I couldn’t find the elusive knowledge for working with trees. I looked at parser combinators and lexers. I looked at the documentation on Google’s perfect design for generating & managing DOM, parsed from HTML. But still, that (and everything else) mostly talked about generating a tree-like object from text or some other form. Instead of manipulating it.
I began to realize that what I wanted to do was moreso along the lines of manipulating AST’s, so I started looking into that and Type Theory. I found HOAS’s and PHOAS’s, but those concepts were a bit much for me. All the articles I found were written with obscure mathematical notation. I finally found Lenses and Prisms, which are the perfect library for working with this kind of stuff.
By the way, if you want a great intro to Type Theory, check out Erik Hinton’s presentation on The Derivative of a Regular Type is its Type of One-Hole Contexts. I’ll try to write a Lambda Fu Powerup post on AST/HOAS/PHOAS soon. It’s an incredibly powerful concept that I’ve been fascinated with for quite some time, but I have a ton to learn.
Next Up on Lambda Fu!
Optics: Lenses and Prisms in Swift
So far, I’ve explained the benefits of a graphics framework, entirely built on functional programming. And it’s viability of In part two, I’ll break down these miraculous functional programming data structures. I’ll explore less of the how and spur your imagination with a description of the why, which has been quite difficult for me to learn.
If you want to learn more about Metal or Model I/O, I highly recommend checking out Apple’s WWDC 2014 & 2015 videos on the subject, which are linked below. Also of use is the Metal for Developers page, which links to the Metal Programming Guide, Metal Shader Language Guide, and Metal Framework Reference, all of which are immensely useful. As I’ve gotten used to Apple’s documentation, I’ve found it to be some of the best, concise and centralized of any platform or framework.
And finally, if you’re getting into Metal, you’re going to want to check out FlexMonkey’s blog. He has some amazing examples with Metal, as well as image processing. @FlexMonkey Follow him on Twitter if you’re into this stuff, for real!


Data
Current category:
Current sizes:
TODO
- Back/Forward button not yet working as intended
Pros
- Facet state can be preserved fully using Html5AjaxFallbackLink#getNewPageParameters() (new component) + StatelessAjaxFormComponentUpdatingBehavior#getPageParameters() during AJAX navigation (link) & AJAX form submits too.
- Saves bandwidth & latency
- Can use animated transitions
- Page stays stateless: SEO-friendly, doesn't use session storage
- No hashbang issues
Cons
- Won't work in older browsers, e.g. IE10.
- The @MountPath requires a trailing slash, i.e. /redirect/ and not just /redirect.
- Using <wicket:link>, it's not using the @MountPath but the long form.
- The StatelessLink#onClick() and Checkbox AbstractWrapModel code is pretty verbose.
- Requires wicketstuff's wicket-stateless (which rocks BTW :-)
- Requires a stable setMarkupId()
- Requires AJAX support, so onClick() i.e. the AJAX fallback link won't preserve state on less JavaScript-friendly browsers (e.g. Googlebot?). For proper non-JavaScript support, you need submit button on StatelessForms.
- Need special support (client-side JavaScript) for Back/Forward button functionality


KRIPA Constitution and Bylaws
PREAMBLE
THE KNOXVILLE REGION INDIAN ORIGIN PHYSICIANS ASSOCIATION (KRIPA) was formed to address a need for cohesive action on the part of physicians, dentists and other medical scientists of Indian origin, residing in Knoxville and neighboring areas. The KRIPA was also formed to maintain the identity of this group of people while providing a forum for scientific, educational, and charitable purpose among its members.
The term “Indian” is used throughout these By-laws in an ethnic sense and is meant exclusively to pertain to the Indian subcontinent of Asia. The word “heritage” similarly, connotes ancestry.
ARTICLE I –
OBJECTIVES
The objectives of the KRIPA are, in addition to and not in substitution of those stated in the KRIPA’s Articles of Incorporation, the following:
A. To bring together individuals and organizations of physicians, dentists and other medical scientists of Indian heritage practicing in the KNOXVILLE region under one umbrella organization.
B. The KRIPA is organized exclusively for scientific, educational, and charitable purpose under section 501(c)(3) of the Internal Revenue Code, or corresponding section of any future federal tax code. Upon the dissolution of the organization, assets shall be distributed for one or more exempt purposes within the meaning of section 501 (c) (3) of the Internal Revenue Code.
C. To conduct seminars and other educational activities to inform members of new scientific developments in the field of human medicine.
D. To make contributions to organizations that qualify as exempt organizations under Section 501(c) of the Internal Revenue Code of 1986 as amended, or the corresponding provision of any succeeding section or future United States Internal Revenue Code Section.
E. To provide mutual understanding and cooperation between the KRIPA and other medical society in the United States, namely AMERICAN ASSOCIATION OF PHYSICIANS OF INDIAN ORIGIN (AAPI) of which KRIPA happens to be a sister organization.
F. To maintain a directory of Knoxville region physicians of Indian origin.
G. To provide other member services as needed.
ARTICLE II – GOVERNING BODY
The KRIPA’s governing body would consist of elected officials by majority vote. These elected members would be serving purely on a volunteer basis with no compensation and the term would be of one year duration. It would include the President, the Vice-President, the Treasurer, and the Secretary/Information-Technology (IT) Master. There would be no paid members or staff in the KRIPA organization.
ARTICLE III– MEMBERSHIP
Section 3.1 – General
Membership in the KRIPA shall be open to any Physician or Dentist of Indian Origin and other physicians in the Knoxville region who wish to promote the mission of the KRIPA and make continuing contributions towards the goals of KRIPA, or organizations representing or comprised of physicians, dentists or scientists in the field of the human sciences, and who are of Indian heritage in the United States. Membership shall also be open to any student, student group or organization made up of students of Indian heritage and other students in the Knoxville region who wish to promote the mission of the KRIPA and make continuing contributions towards the goals of KRIPA, studying or training in the Knoxville region, in the area of the human sciences.
Section 3.2 - Categories of Membership
Members shall be divided into the following categories:
A. ACTIVE MEMBERS:
Active members shall be annual members who have paid their membership dues for previous year, and for current year.
B. MEDICAL STUDENTS, RESIDENTS AND FELLOWS (MSRF):
Residents, Fellows and Students of medicine and dentistry, in approved training programs in the United States, who wish to promote the mission of the KRIPA will be represented in the KRIPA through the KRIPA’s Medical Student/Resident section. Their participation will be governed in accordance with the By-laws of the KRIPA, which will conform to the broad principles of the KRIPA and as approved by the General and the Governing Body.
C. SPONSOR MEMBERS:
Industrial partners of KRIPA who sponsor programs and activities of KRIPA and satisfy criteria as set by the Governing body from time to time may be admitted as sponsor members for the duration of their sponsorship. Sponsor members are not entitled to vote or hold any elected office, but may be appointed to Committees for their professional expertise to serve KRIPA.
D. OTHER MEMBERS:
The Governing Body may from time to time create other special categories of membership.
Section 3.3 - Member Qualifications
Any person or an association of persons as set forth in Section 3.2, may attain membership in the KRIPA provided that the applicant:
A. Subscribes to the objectives of the KRIPA, abides by the By-laws, rules and regulations and pays the prescribed fees and dues.
B. Receives the approval of its application for membership by a majority vote of the Governing Body after due screening.
Section 3.4 – Impeachment
A. If any member to an elected or appointed office or position misuses their office or are guilty of misconduct or violate the objectives of the KRIPA’s Article of Incorporation or By-laws, for personal gain or misappropriate the funds of the KRIPA or violate the law resulting in civil liability or a criminal offense and conviction, he or she shall be liable for impeachment or forfeiture of his or her position, immediately. Further, the Governing Body is authorized to remove such a person temporarily from the position held in the KRIPA, pending the final outcome of the judicial proceeding.
B. An impeachment procedure may be initiated by a petition signed by at least two-thirds of the Governing Body.
C. After an impeachment procedure is initiated as provided in these By-laws, then the Governing Body shall appoint a hearing committee to investigate the allegation and recommend necessary action to the Governing Body. The hearing committee shall follow a mechanism adopted by the Governing Body and consistently applied.
D. An impeachment can be effected only upon the affirmative vote of at least two-thirds of the Governing Body.
ARTICLE IV - ANNUAL CONVENTION
Section 4.1 - Purpose
The Annual Meeting of the General Body shall be held at the time designated by the Governing Body, provided however, that the Governing Body shall call for a meeting of the General Body not less than annually. The purpose of the Annual Convention is to bring together all the members once a year and to discuss issues of interest to physicians of Indian heritage in the Knoxville region.
Section 4.2 – Organization
The current KRIPA Governing body would initiate the election process of incoming new Governing body officials by majority vote cast by all the KRIPA members at the annual meeting.
ARTICLE V - ORGANIZATION OF THE CORPORATE BODY
Section 5.1 - Components of the Corporate Body
The KRIPA shall be made up of all the members (also known as the General Body), and the Governing Body.
Section 5.2 - General Body
Subject to the KRIPA’s Articles of Incorporation and these By-laws, the General Body retains the ultimate authority of the KRIPA.
A. The General Body shall consist of voting members as set forth in paragraph D of this section.
B. The General Body meetings will be posted on the KRIPA Website and voting members shall be notified via mail, email or fax at least 30 days before each General Body meeting. It shall be the responsibility of the voting members to keep their email and postal address current at the KRIPA website.
C. General Body meeting shall be open to all the voting members.
D. Voting members of the General Body shall be determined as per section 8.1
E. At the Annual General Body Meeting, those members present and eligible to vote may conduct the business of the General Body. If a member eligible to vote makes a quorum call, the Presiding Officer shall decide if a quorum is present.
i. Twenty percent (20%) of the voting members registered at the annual convention constitute a quorum for that meeting of the General Body. Once a quorum is established, the business of the meeting shall continue and all actions at the meeting shall be binding, even if a quorum is not present at later times in the meeting.
ii. If, upon a quorum call, a quorum is not present as defined above, then the Presiding Office may entertain motions to recess, adjourn, or adjourn to reconvene at a later date. (i.e., fix the time to which to adjourn). In addition, the Presiding Officer may arrange for a mail-in ballot to decide specific and urgent issues scheduled for consideration at that meeting. A simple majority of the returned ballots shall decide the issues, so long as not otherwise required by the Articles of Incorporation or the laws governing such matters.
iii. In case of an important issue which needs immediate attention of the General Body, the Governing Body may authorize decide to arrange for a mail-in ballot to decide specific and urgent issues, which can not wait till the next General Body Meeting. A simple majority of the returned ballots shall decide the issues, so long as not otherwise required by the Articles of Incorporation or the laws governing such matters.
Section 5.3 - Governing Body
The Governing Body is the main deliberative body of the KRIPA for policy creation and acts on behalf of the General Body. Only those members of the Governing Body who are also Voting Members of the General Body as defined under Section 5.2 D may be eligible to vote at the Governing Body.
A. The Governing Body shall be composed of the President, the vice-President, the Treasurer and the Secretary/IT Master official.
B. The Governing Body shall direct and execute the policies of the Association. It may fill any vacancies in the Governing Body by appointment, in accordance with the provisions of the Articles of Incorporation and these By-laws. It shall create all standing committees and set policy for their activities. The Governing Body shall set the membership dues for all categories of membership.
C. The Governing Body shall meet not less than three (3) times per year in regular session. One such meeting shall occur during the Annual Convention and such meeting shall constitute the Annual Meeting of the Governing Body.
D. A quorum for any meeting of the Governing Body shall consist of two-thirds of the Governing Body members registered at the respective meeting.
E. Contracts, deeds, documents and instruments shall be executed by the President and attested by the Secretary or the Treasurer.
F. Checks, notes, drafts and demands for money shall be signed by the Treasurer.
G Onely active members of the KRIPA within the membership of the KRIPA as described by Article II shall be eligible for nomination and election to these offices.
ARTICLE VI - DUTIES OF OFFICERS
No elected officer shall serve more than two consecutive terms in the same office. A term of office will be one year.
Section 6.1 – President
a. The President shall be the Chief Executive Officer of the KRIPA and shall perform all duties incident to the office of the President and the Governing Body may assign such other duties, as it may deem proper, necessary or useful.
b. He or she shall preside at all meetings of the KRIPA including of the Governing Body.
c. He or she shall make such appointments as are required or authorized by the Articles of Incorporation, these By-laws and by the Governing Body.
d. He or she may execute, with the majority of the Governing Body members, any deeds, mortgages, bonds, contracts or other instruments which the Governing Body has authorized to be executed.
e. The President and members of the Governing Body will be jointly responsible to the General Body. In the event of any disagreements in the execution of the policies of the KRIPA, the President shall make the final decision, which shall be binding on all parties concerned. The President, however, shall be required to validate his or her decision either before or as soon as possible after the event by majority vote of the General Body. If the President fails to accomplish such validation, the majority decision of the General Body shall prevail. Prior approval by the Governing Body is mandatory for any decision involving financial transactions on behalf of the KRIPA, which may result in significant financial consequences for the KRIPA.
Section 6.2 - Vice President
a. The Vice President shall assist the President, Treasurer and IT Master as needed at the direction of the President.
b. The Vice President shall serve as the Chair of the Membership Committee.
Section 6.3 – Secretary/IT Master
The Secretary/IT Master shall:
a. Prepare & maintain the minutes of all meetings;
b. Maintain an updated list of all members of the KRIPA on its website.
c. Issue an agenda of all regular and special meetings after consultation with the Governing Body.
d. Keep a copy of all official correspondence from and to the KRIPA.
e. Keep an attendance record of all meetings of the KRIPA.
f. Be custodian of the Articles of Incorporation, By-laws and amendments thereto;
g. See that all books, reports, statements, certificates and other documents and records required by law to be kept and filed are properly kept and filed,
Section 6.4 – Treasurer
Unless otherwise directed by the Governing Body, the Treasurer will be the sole fiscal officer and the only authorized person empowered to have custody of the financial accounts of the KRIPA, subject to audit powers of the Governing Body, the General Body and any outside auditors the KRIPA may select.
The Treasurer shall:
a. Be responsible for issuing notice and collection of all dues and deposit the same in such banks. He or she will be in charge of all the accounts of the KRIPA;
b. Have custody of all accounts, receipts and disbursements. All Accounts shall be open at all reasonable times to inspection by the Governing and the General Body;
c. Submit a financial report to the General Body at its meeting at least once in six months. If the Governing Body requires he or she shall give a bond with such surety and in such amount as the Governing Body may designate;
d. Perform such other duties and exercise such other powers and duties incident to the office of the Treasurer and as may be assigned by the President or the Governing Body or otherwise as may be required by law;
e. Transfer to the next Treasurer within 30 days of the assumption of office by the latter, all accounts of the KRIPA;
f. File all income tax returns with the Internal Revenue Service for the year in which the office was held.
ARTICLE VII– DUES
Section 7.1 - Determination of Annual Dues
Annual dues for all categories shall be determined by the Governing Body and approved by the General Body during the Annual meeting.
Section 7.2 – Exemptions
Medical Student/Resident/Fellow members shall not be required to pay dues.
ARTICLE VIII– ELECTIONS
Section 8.1: Eligibility Criteria for the Voters in KRIPA Elections:
i. All paid Annual Members.
ii. One vote per member.
Section 8.2: Call for Nominations
A. The Nomination Committee shall invite nominations from the entire voting membership via any mode such as postal-mail, e-mail, faxes, telephone.
B. Any current dues paying member of KRIPA can make nominations on behalf of a candidate to the Governing Body member election. Nominations must be seconded by another member. Candidate shall include a written statement of acceptance and also to serve the office if elected.
C. A candidate may file nomination and contest for only one position in any given election. Members are prohibited from nominating more than one candidate for any given position.
Section 8.3 - The Election Process
A. The voting members as provided in Section 10.1 shall have the right to vote. No proxy vote is permitted. Each member shall have one vote for each vacant office.
B. The elections shall be conducted by a majority vote at the annual General Body meeting.
C. In the event that there is no eligible nominee for a vacant position, the President Elect shall ask the members of the General Body to propose nominations for the position and the members select a candidate from these nominations by majority vote and the President Elect shall appoint that candidate to the position.
ARTICLE IX- AMENDMENTS AND ADOPTION
Section 9.1 – Amendments
These Bylaws may be amended, repealed or altered in whole or in part by a 2/3 majority vote of any duly organized meeting of the General Body or by simple majority of mail in ballot.
A. The proposed amendment may be initiated in writing in any General Body or Governing Body meeting with the concurrence of at least two-third members.
B. The proposed amendment, duly initiated, shall be considered and later approved by the two-third majority of the General Body members. On approval by the General Body, the amendments shall be incorporated into these Bylaws with immediate effect
C. Notwithstanding anything to the contrary provided in these By-laws, in the event of a conflict between any provision of the KRIPA’s Articles of Incorporation and these By-laws, the provision contained in the Articles of Incorporation shall be given precedence and priority over the conflicting provision in these By-laws.
These By-laws have been duly adopted in accordance with the Articles of Incorporation and the applicable laws.
This document
was prepared on December 19th, 2010
and
adopted by the members
through majority vote on…February 12th, 2011………


Occlusion Culling
Occlusion Culling is an optimization to speed up rendering. The general idea is to somehow determine whether an object is occluded by other geometry, and if so, to not render it at all, since it won't contribute to the final image anyway.
There are different ways that occlusion culling can be implemented. EZ uses a software rasterizer to render occluder geometry to an offscreen buffer. For every object that is then supposed to get rendered by the GPU, it can quickly cross-check with the offscreen buffer, whether the object would be fully occluded, and if so, rendering is skipped.
IMPORTANT!
Occlusion culling is currently only available on Windows machines with CPUs that support the AVX instruction set. If not available, the occlusion culling optimization step is simply skipped.
Without occlusion culling, an object that is behind a wall, will be rendered. We can observe this by making a transparent wall:
Now if we turn the (transparent) wall into an occluder, the engine is able to skip rendering of the object. Of course in practice you would not use transparent walls as occluders, for obvious reasons.
Here you can observe that the object isn't visible anymore, but its shadow is. That's because from the point of view of the light source, the object is visible, and in fact the shadow could be visible from the main camera position. If the object was also occluded from the light source's perspective, its shadow would also not get rendered.
How to Use Occlusion Culling
All rendered objects automatically benefit from occlusion culling. The only thing that's needed is for your level to contain occluders.
The easiest way to do so, is to use greyboxing geometry. It is automatically used as occluders and all its shapes are supported. Another option is to use occluder components. These components allow you to create invisible occluder geometry, that can also be moved around dynamically.
Visualizing Occluder Geometry
Use the CVar Spatial.Occlusion.VisView
to enable a screen overlay that displays the main view's occlusion buffer:
This allows you to inspect whether occluders are well placed.
Best Practices
You should have few but large occluders. Disable the occluder flag on greybox geometry that is too small to have a significant contribution. Generally try to avoid small occluders as they can create artifacts. The occlusion buffer has a limited resolution and fine details may therefore "occlude" objects, even though they are not actually occluded at full resolution.
Place occluder components inside large objects, such as boulders, cars or furniture. It doesn't matter whether they are static or can move around. Do not add occluder geometry to small or thin objects. If in doubt, don't add occluder geometry.
Use the occlusion buffer visualization to inspect how well occluders are placed around your level. Use the CVar Spatial.Culling.ShowStats
to see how many objects are rendered at any given time to get a feeling for how well occlusion culling works in your scene.


| Package | Description |
|---|---|
| com.hotels.styx.api |
A programming interface for Styx extensions.
|
| com.hotels.styx.api.configuration | |
| com.hotels.styx.api.extension | |
| com.hotels.styx.api.extension.loadbalancing.spi | |
| com.hotels.styx.api.extension.retrypolicy.spi | |
| com.hotels.styx.api.extension.service | |
| com.hotels.styx.api.extension.service.spi | |
| com.hotels.styx.api.plugins.spi |
| Class and Description |
|---|
| Announcer
A listener that propagates events to a list of event listeners that can be added or removed after the Announcer is constructed.
|
| Clock
A clock providing access to the current instant.
|
| FlowControlDisableOperator
Requests as many event from upstream as possible (i.e.
|
| FullHttpMessage
All behaviour common to both full requests and full responses.
|
| FullHttpRequest
HTTP request with a fully aggregated/decoded body.
|
| FullHttpRequest.Builder
Builder.
|
| FullHttpResponse
HTTP response with a fully aggregated/decoded body.
|
| FullHttpResponse.Builder
Builder.
|
| HttpHeader
Represents the key to value relationship in an HTTP header.
|
| HttpHeaders
Represent a collection of
HttpHeader s from a single HTTP message. |
| HttpHeaders.Builder
Builds headers.
|
| HttpInterceptor.Chain
Coordinates the propagation of request and response through a chain of interceptors and back.
|
| HttpInterceptor.Context
Context.
|
| HttpMethod
Provides constants for HTTP Methods.
|
| HttpRequest
HTTP request with a fully aggregated/decoded body.
|
| HttpRequest.Builder
Builder.
|
| HttpResponse
HTTP response with a fully aggregated/decoded body.
|
| HttpResponse.Builder
Builder.
|
| HttpResponseStatus
Contains all HTTP response status codes as HttpResponseStatus constants,
as well as a method to go from a code to its name.
|
| HttpVersion
HTTP Version.
|
| Id
An identifier.
|
| MetricRegistry
A registry for collecting all metrics.
|
| RequestCookie
Represents an HTTP cookie as sent in the
Cookie header of an HTTP request. |
| ResponseCookie
Represents an HTTP cookie as sent in the
Set-Cookie header. |
| ResponseCookie.Builder
Builds response cookie.
|
| StreamingHttpMessage
All behaviour common to both streaming requests and streaming responses.
|
| StyxObservable
Exposes a transformation API for HTTP interceptors.
|
| Url
Alternate implementation for java.net.URL for easing its usage.
|
| Url.Authority
Authority part of a url string.
|
| Url.Builder
Builder for
Url instances. |
| Class and Description |
|---|
| Environment
Styx application Environment.
|
| HttpRequest
HTTP request with a fully aggregated/decoded body.
|
| Class and Description |
|---|
| HttpHandler
Handles an
HttpRequest , returning an StyxObservable that is expected to publish a single HttpResponse value. |
| Id
An identifier.
|
| Class and Description |
|---|
| Environment
Styx application Environment.
|
| Class and Description |
|---|
| Environment
Styx application Environment.
|
| HttpRequest
HTTP request with a fully aggregated/decoded body.
|
| Id
An identifier.
|
| Class and Description |
|---|
| Id
An identifier.
|
| Identifiable
Indicates that an object has an id associated with it.
|
| Class and Description |
|---|
| Environment
Styx application Environment.
|
| HttpHandler
Handles an
HttpRequest , returning an StyxObservable that is expected to publish a single HttpResponse value. |
| Identifiable
Indicates that an object has an id associated with it.
|
| StyxLifecycleListener
Listener for Styx plugin lifecycle events.
|
| Class and Description |
|---|
| Environment
Styx application Environment.
|
| HttpHandler
Handles an
HttpRequest , returning an StyxObservable that is expected to publish a single HttpResponse value. |
| HttpInterceptor
An interceptor can interact with a request before it is passed to the handler and/or the response from the handler
before it is returned.
|
| StyxLifecycleListener
Listener for Styx plugin lifecycle events.
|
Copyright © 2013–2018 Hotels.com. All rights reserved.


Miley Cyrus and Cody Simpson have a 'very easy relationship'
Miley Cyrus and Cody Simpson may have been at the centre of split rumours recently, but the pair are reportedly very much still together.
So much so, that insiders have described the pair’s relationship as ‘very easy’ and insisted that the pair are happy spending periods away from each other and living ‘separate lives’.
A source told People magazine: ‘Miley and Cody have their separate lives. Cody had to stay in LA but has visited Miley in Tennessee (where she is recovering from vocal surgery).’
‘They have a very easy relationship,’ the source added. ‘They see each other when they can and when they are apart, things are good too. This works for both of them.’
That might explain why there hasn’t been as many PDA-posts from the couple on Instagram, lately.
The Wrecking Ball singer and Cody had initially paraded their new romance on social media, after getting together shortly after her split from ex Kaitlynn Carter, but found themselves hit by split claims following their lack of activity on social media.
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Insiders claimed earlier this month that the pair’s relationship had ‘cooled off’ and Miley and Cody were taking a ‘break’, as Miley had decided to ‘focus on herself’.
Sources alleged that Miley’s loved-up posts with Cody had been all part of a plan to get a rise out of her ex husband Liam Hemsworth.
Miley and Liam announced their decision to separate in August after a decade of dating on and off and just eight months of marriage.
However, reports shut down such claims and insisted Miley and Cody were still very much together – her working commitments had meant they haven’t been able to see each other as much in recent weeks.
‘They are very happy together. She has a new house in LA and when she’s in town, she has been spending most nights there,’ a source said.
‘She was out of town and they definitely missed each other. They reunited and you could see how happy they were to be back together again. It’s clear they are very into each other.’
Metro.co.uk has reached out to Miley and Cody’s reps.
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