| Class and Description |
|---|
| MultiPageModel
Extract an object of more than one pages, such as news and articles.
|
| Page
Object storing extracted result and urls to fetch.
Not thread safe. Main method： Page.getUrl() get url of current page Page.getHtml() get content of current page Page.putField(String, Object) save extracted result Page.getResultItems() get extract results to be used in Pipeline Page.addTargetRequests(java.util.List) Page.addTargetRequest(String) add urls to fetch |
| Request
Object contains url to crawl.
It contains some additional information. |
| ResultItems
Object contains extract results.
It is contained in Page and will be processed in pipeline. |
| Site
Object contains setting for crawler.
|
| Spider
Entrance of a crawler.
A spider contains four modules: Downloader, Scheduler, PageProcessor and Pipeline. Every module is a field of Spider. |
| Spider.Status |
| SpiderListener
Listener of Spider on page processing.
|
| Task
Interface for identifying different tasks.
|
| Class and Description |
|---|
| Page
Object storing extracted result and urls to fetch.
Not thread safe. Main method： Page.getUrl() get url of current page Page.getHtml() get content of current page Page.putField(String, Object) save extracted result Page.getResultItems() get extract results to be used in Pipeline Page.addTargetRequests(java.util.List) Page.addTargetRequest(String) add urls to fetch |
| Site
Object contains setting for crawler.
|
| Class and Description |
|---|
| Page
Object storing extracted result and urls to fetch.
Not thread safe. Main method： Page.getUrl() get url of current page Page.getHtml() get content of current page Page.putField(String, Object) save extracted result Page.getResultItems() get extract results to be used in Pipeline Page.addTargetRequests(java.util.List) Page.addTargetRequest(String) add urls to fetch |
| Request
Object contains url to crawl.
It contains some additional information. |
| Site
Object contains setting for crawler.
|
| Task
Interface for identifying different tasks.
|
| Class and Description |
|---|
| Page
Object storing extracted result and urls to fetch.
Not thread safe. Main method： Page.getUrl() get url of current page Page.getHtml() get content of current page Page.putField(String, Object) save extracted result Page.getResultItems() get extract results to be used in Pipeline Page.addTargetRequests(java.util.List) Page.addTargetRequest(String) add urls to fetch |
| Request
Object contains url to crawl.
It contains some additional information. |
| Task
Interface for identifying different tasks.
|
| Class and Description |
|---|
| Page
Object storing extracted result and urls to fetch.
Not thread safe. Main method： Page.getUrl() get url of current page Page.getHtml() get content of current page Page.putField(String, Object) save extracted result Page.getResultItems() get extract results to be used in Pipeline Page.addTargetRequests(java.util.List) Page.addTargetRequest(String) add urls to fetch |
| Site
Object contains setting for crawler.
|
| Class and Description |
|---|
| Page
Object storing extracted result and urls to fetch.
Not thread safe. Main method： Page.getUrl() get url of current page Page.getHtml() get content of current page Page.putField(String, Object) save extracted result Page.getResultItems() get extract results to be used in Pipeline Page.addTargetRequests(java.util.List) Page.addTargetRequest(String) add urls to fetch |
| Request
Object contains url to crawl.
It contains some additional information. |
| ResultItems
Object contains extract results.
It is contained in Page and will be processed in pipeline. |
| Site
Object contains setting for crawler.
|
| Task
Interface for identifying different tasks.
|
| Class and Description |
|---|
| Page
Object storing extracted result and urls to fetch.
Not thread safe. Main method： Page.getUrl() get url of current page Page.getHtml() get content of current page Page.putField(String, Object) save extracted result Page.getResultItems() get extract results to be used in Pipeline Page.addTargetRequests(java.util.List) Page.addTargetRequest(String) add urls to fetch |
| Site
Object contains setting for crawler.
|
| Spider
Entrance of a crawler.
A spider contains four modules: Downloader, Scheduler, PageProcessor and Pipeline. Every module is a field of Spider. |
| Task
Interface for identifying different tasks.
|
| Class and Description |
|---|
| MultiPageModel
Extract an object of more than one pages, such as news and articles.
|
| Page
Object storing extracted result and urls to fetch.
Not thread safe. Main method： Page.getUrl() get url of current page Page.getHtml() get content of current page Page.putField(String, Object) save extracted result Page.getResultItems() get extract results to be used in Pipeline Page.addTargetRequests(java.util.List) Page.addTargetRequest(String) add urls to fetch |
| Class and Description |
|---|
| Request
Object contains url to crawl.
It contains some additional information. |
| Spider
Entrance of a crawler.
A spider contains four modules: Downloader, Scheduler, PageProcessor and Pipeline. Every module is a field of Spider. |
| SpiderListener
Listener of Spider on page processing.
|
| Class and Description |
|---|
| ResultItems
Object contains extract results.
It is contained in Page and will be processed in pipeline. |
| Task
Interface for identifying different tasks.
|
| Class and Description |
|---|
| Page
Object storing extracted result and urls to fetch.
Not thread safe. Main method： Page.getUrl() get url of current page Page.getHtml() get content of current page Page.putField(String, Object) save extracted result Page.getResultItems() get extract results to be used in Pipeline Page.addTargetRequests(java.util.List) Page.addTargetRequest(String) add urls to fetch |
| Site
Object contains setting for crawler.
|
| Class and Description |
|---|
| Page
Object storing extracted result and urls to fetch.
Not thread safe. Main method： Page.getUrl() get url of current page Page.getHtml() get content of current page Page.putField(String, Object) save extracted result Page.getResultItems() get extract results to be used in Pipeline Page.addTargetRequests(java.util.List) Page.addTargetRequest(String) add urls to fetch |
| Site
Object contains setting for crawler.
|
| Class and Description |
|---|
| Page
Object storing extracted result and urls to fetch.
Not thread safe. Main method： Page.getUrl() get url of current page Page.getHtml() get content of current page Page.putField(String, Object) save extracted result Page.getResultItems() get extract results to be used in Pipeline Page.addTargetRequests(java.util.List) Page.addTargetRequest(String) add urls to fetch |
| Task
Interface for identifying different tasks.
|
| Class and Description |
|---|
| Page
Object storing extracted result and urls to fetch.
Not thread safe. Main method： Page.getUrl() get url of current page Page.getHtml() get content of current page Page.putField(String, Object) save extracted result Page.getResultItems() get extract results to be used in Pipeline Page.addTargetRequests(java.util.List) Page.addTargetRequest(String) add urls to fetch |
| Site
Object contains setting for crawler.
|
| Class and Description |
|---|
| ResultItems
Object contains extract results.
It is contained in Page and will be processed in pipeline. |
| Task
Interface for identifying different tasks.
|
| Class and Description |
|---|
| Page
Object storing extracted result and urls to fetch.
Not thread safe. Main method： Page.getUrl() get url of current page Page.getHtml() get content of current page Page.putField(String, Object) save extracted result Page.getResultItems() get extract results to be used in Pipeline Page.addTargetRequests(java.util.List) Page.addTargetRequest(String) add urls to fetch |
| Request
Object contains url to crawl.
It contains some additional information. |
| Site
Object contains setting for crawler.
|
| Task
Interface for identifying different tasks.
|
| Class and Description |
|---|
| Request
Object contains url to crawl.
It contains some additional information. |
| Task
Interface for identifying different tasks.
|
| Class and Description |
|---|
| Request
Object contains url to crawl.
It contains some additional information. |
| Task
Interface for identifying different tasks.
|
| Class and Description |
|---|
| Page
Object storing extracted result and urls to fetch.
Not thread safe. Main method： Page.getUrl() get url of current page Page.getHtml() get content of current page Page.putField(String, Object) save extracted result Page.getResultItems() get extract results to be used in Pipeline Page.addTargetRequests(java.util.List) Page.addTargetRequest(String) add urls to fetch |
| Site
Object contains setting for crawler.
|
| Class and Description |
|---|
| Request
Object contains url to crawl.
It contains some additional information. |
Copyright © 2017. All rights reserved.


Get A Peek
October 27, 2018 | Shahar Yogev
The simplest visual explorer for your pc or server,
based on Node.js and React package for the best in-app visual effect with ease.
This project is my first React app. The app won't do much if you want to control the files,
but it will give you a great base for adding your one components and functionality.
This is a simple but efficient gallery with smartphone touch swipe left and swipe right navigation.
Hop you like it 💪😉
Link to the project page:
👨🏾💻Code editor:
VScode
🖥File system:
Node.js
👀View librari:
React
⌨Link to the Github page
Get A Peek
JavaScript gallery
August 2, 2018 | Shahar Yogev
Hi, this is my new gallery.
This is a simple but efficient gallery with smartphone touch swipe left and swipe right navigation.
Hop you like it 💪😉
Link to the gallery page:
👨🏾💻Code editor:
Atom + live server
🖥File system:
Dropbox
⌨Link to the javascript librari on github
javascript_gallery
My first HTML5 + Bootstrap website!🧘
February 17, 2018 | Shahar Yogev
Hi, this is my new website, I wrote the website in HTML5 and CSS3 based on Bootstrap responsive framework.
Hop you like it 💪😉
👨🏾💻Code editor:
Atom + live server
🖥File system:
Dropbox
⌨Special javascript libraries:
Typed.js
Scrollreveal.js


|
lwIP
2.1.3
Lightweight IP stack
|
Macros | |
| #define | SNTP_SET_SYSTEM_TIME(sec) LWIP_UNUSED_ARG(sec) |
| #define | SNTP_MAX_SERVERS LWIP_DHCP_MAX_NTP_SERVERS |
| #define | SNTP_GET_SERVERS_FROM_DHCP LWIP_DHCP_GET_NTP_SRV |
| #define | SNTP_GET_SERVERS_FROM_DHCPV6 LWIP_DHCP6_GET_NTP_SRV |
| #define | SNTP_SERVER_DNS 0 |
| #define | SNTP_DEBUG LWIP_DBG_OFF |
| #define | SNTP_PORT LWIP_IANA_PORT_SNTP |
| #define | SNTP_CHECK_RESPONSE 0 |
| #define | SNTP_COMP_ROUNDTRIP 0 |
| #define | SNTP_STARTUP_DELAY 1 |
| #define | SNTP_STARTUP_DELAY_FUNC (LWIP_RAND() % 5000) |
| #define | SNTP_RECV_TIMEOUT 15000 |
| #define | SNTP_UPDATE_DELAY 3600000 |
| #define | SNTP_GET_SYSTEM_TIME(sec, us) do { (sec) = 0; (us) = 0; } while(0) |
| #define | SNTP_RETRY_TIMEOUT SNTP_RECV_TIMEOUT |
| #define | SNTP_RETRY_TIMEOUT_MAX (SNTP_RETRY_TIMEOUT * 10) |
| #define | SNTP_RETRY_TIMEOUT_EXP 1 |
| #define | SNTP_MONITOR_SERVER_REACHABILITY 1 |
| #define SNTP_CHECK_RESPONSE 0 |
Sanity check: Define this to
| #define SNTP_COMP_ROUNDTRIP 0 |
Enable round-trip delay compensation. Compensate for the round-trip delay by calculating the clock offset from the originate, receive, transmit and destination timestamps, as per RFC.
The calculation requires compiler support for 64-bit integers. Also, either SNTP_SET_SYSTEM_TIME_US or SNTP_SET_SYSTEM_TIME_NTP has to be implemented for setting the system clock with sub-second precision. Likewise, either SNTP_GET_SYSTEM_TIME or SNTP_GET_SYSTEM_TIME_NTP needs to be implemented with sub-second precision.
Although not strictly required, it makes sense to combine this option with SNTP_CHECK_RESPONSE >= 2 for sanity-checking of the received timestamps. Also, in order for the round-trip calculation to work, the difference between the local clock and the NTP server clock must not be larger than about 34 years. If that limit is exceeded, the implementation will fall back to setting the clock without compensation. In order to ensure that the local clock is always within the permitted range for compensation, even at first try, it may be necessary to store at least the current year in non-volatile memory.
| #define SNTP_DEBUG LWIP_DBG_OFF |
SNTP_DEBUG: Enable debugging for SNTP.
| #define SNTP_GET_SERVERS_FROM_DHCP LWIP_DHCP_GET_NTP_SRV |
Set this to 1 to implement the callback function called by dhcp when NTP servers are received.
| #define SNTP_GET_SERVERS_FROM_DHCPV6 LWIP_DHCP6_GET_NTP_SRV |
Set this to 1 to implement the callback function called by dhcpv6 when NTP servers are received.
| #define SNTP_GET_SYSTEM_TIME | ( | sec, | |
| us | |||
| ) | do { (sec) = 0; (us) = 0; } while(0) |
SNTP macro to get system time, used with SNTP_CHECK_RESPONSE >= 2 to send in request and compare in response. Also used for round-trip delay compensation if SNTP_COMP_ROUNDTRIP != 0. Alternatively, define SNTP_GET_SYSTEM_TIME_NTP(sec, frac) in order to work with native NTP timestamps instead.
| #define SNTP_MAX_SERVERS LWIP_DHCP_MAX_NTP_SERVERS |
The maximum number of SNTP servers that can be set
| #define SNTP_MONITOR_SERVER_REACHABILITY 1 |
Keep a reachability shift register per server Default is on to conform to RFC.
| #define SNTP_PORT LWIP_IANA_PORT_SNTP |
SNTP server port
| #define SNTP_RECV_TIMEOUT 15000 |
SNTP receive timeout - in milliseconds Also used as retry timeout - this shouldn't be too low. Default is 15 seconds. Must not be beolw 15 seconds by specification (i.e. 15000)
| #define SNTP_RETRY_TIMEOUT SNTP_RECV_TIMEOUT |
Default retry timeout (in milliseconds) if the response received is invalid. This is doubled with each retry until SNTP_RETRY_TIMEOUT_MAX is reached.
| #define SNTP_RETRY_TIMEOUT_EXP 1 |
Increase retry timeout with every retry sent Default is on to conform to RFC.
| #define SNTP_RETRY_TIMEOUT_MAX (SNTP_RETRY_TIMEOUT * 10) |
Maximum retry timeout (in milliseconds).
| #define SNTP_SERVER_DNS 0 |
Set this to 1 to support DNS names (or IP address strings) to set sntp servers One server address/name can be defined as default if SNTP_SERVER_DNS == 1: #define SNTP_SERVER_ADDRESS "pool.ntp.org"
| #define SNTP_SET_SYSTEM_TIME | ( | sec | ) | LWIP_UNUSED_ARG(sec) |
SNTP macro to change system time in seconds Define SNTP_SET_SYSTEM_TIME_US(sec, us) to set the time in microseconds instead of this one if you need the additional precision. Alternatively, define SNTP_SET_SYSTEM_TIME_NTP(sec, frac) in order to work with native NTP timestamps instead.
| #define SNTP_STARTUP_DELAY 1 |
According to the RFC, this shall be a random delay between 1 and 5 minutes (in milliseconds) to prevent load peaks. This can be defined to a random generation function, which must return the delay in milliseconds as u32_t. Turned off by default.
| #define SNTP_STARTUP_DELAY_FUNC (LWIP_RAND() % 5000) |
If you want the startup delay to be a function, define this to a function (including the brackets) and define SNTP_STARTUP_DELAY to 1.
| #define SNTP_UPDATE_DELAY 3600000 |
SNTP update delay - in milliseconds Default is 1 hour. Must not be beolw 60 seconds by specification (i.e. 60000)


Porto Alegre, RS | linkedin.com/in/guifabrin?locale=en_us |<EMAIL_ADDRESS>| +5551992087257
I am in love with technology and I believe that providing excellent service is the least I can do. I am analytical, I adapt easily to changes and I find it easy to learn new things, especially programming languages. I have experience developing in multiple programming languages as you can see on my GitHub profile in the links below. In my professional career, I worked in great companies using mainly Scrum and Kanban methodologies.
Software Analyst | May 2021 - Current
Reports To: Ivan Aguirre
Job Overview: Outsourced performance in a partner client located in San Diego, California with a focus on specific software development for proprietary hardware
Responsibilities and Duties: Solving Problems and Creating Solutions from Customer Requirements Analysis
Qualifications:
Trainee Leader I | Oct 2020 - Mar 2021
Reported to: Valquiria Huttner
Job Overview: Expertise in people development.
Responsibilities and Duties: Assist developers in problem solving and understanding.
Qualifications: Technical and Personal Leadership
Software Developer II | Nov 2019 - Sep 2020
Reported to: Valquiria Huttner
Job Overview: Expertise in the development and maintenance of a HomeBroker system for financial brokers.
Responsibilities and Duties: Solving Problems and Creating Solutions to Improve the Day-to-Day User Experience of the Stock Exchange Qualifications:
Small business owner | Aug 2019 - Mar 2020
Job Overview: Development and maintenance of Linux servers with Ruby and Rails service
Responsibilities and Duties: Solve problems and create solutions from customer requirements. Qualifications:
Junior developer | Feb 2019 - Oct 2019
Reported to: Lucas Gerhardt
Job Overview: Expertise in the development and maintenance of educational systems.
Qualifications:
Ruby and Rails developer | Jan 2018 - Sep 2018
Reported to: Nielson Fernandes Rodrigues
Job Overview: Expertise in the development and maintenance of Bonitour's e-commerce system.
Qualifications:
Junior developer | Sep 2016 - Jun 2017
Reported to: Diogenes Kuchak and João Rocha
Job Overview: Expertise in the development and maintenance of an ERP and POS system
Qualifications:
Junior developer | Mar 2015 - Sep 2016
Scholarship in Industrial Automation and Research Group | Feb 2014 - Dec 2014
Masters into Computer Science | 2021 - Current
Graduation into Computer Science | 2011 - 2017
Activities and Societies: CADAGY - Tango Dancer & GAIC - Grupo de de Automação Industrial e Controle
English Classes| 2021


Logout
Main
(current)
Table
Update Info
Confirm
×
Please confirm that you want to clear all food items
Food
Consumed When
Calorie
Carb
Protein
Fat
Fiber
Would you like to delete any item?
Delete
Would you like to delete ALL items?
DELETE ALL
Congratulations!
Successfully deleted


BIG EDEN A film review by Steve Rhodes Copyright 2001 Steve Rhodes RATING (0 TO ****): ***
First-time writer and director Thomas Bezucha's BIG EDEN is part gay romance and part slice-of-small-town-life story.  The would-be lovers and the townsfolk actually care about one another. The cynics, of course, will argue that such rampant humanitarianism makes it all a fairy tale, but I found it touching and believable from beginning to end.
As the story opens, Henry Hart (Arye Gross), a Manhattan artist, is called back to his remote hometown in Montana, where his grandfather (George Coe) has had a stroke. Once back in town, Henry is forced to confront the love of his life, Dean Stewart (Tim DeKay), a straight buddy of his from school. The recently divorced Dean has just moved back into town with his two young boys. Dean's a physical kind of guy who likes lots of bear hugs and manly touching, which frustrates Henry enormously. Although they haven't even spoken in 10 years, Henry still has his lifelong crush on Dean. Both actors turn in nicely nuanced and compelling performances.
The story concerns a few, not very well kept secrets. Henry tries to keep his sexual orientation from his grandfather although most locals figure it out. The other secret concerns cooking.
In the story's most engaging and enigmatic performance, Eric Schweig (TOM & HUCK) plays Pike Dexter, a painfully shy, gentle giant who is uncomfortable speaking to humans, although he opens up easily to his dog. A Native American, Pike runs the general store and post office in which the town's inhabitants spend most of their free time. When Henry's grandfather requires a special diet and Pike is asked to deliver his food, Pike launches into the equivalent of a home study version of a speed cooking course. Reading voraciously, Pike turns himself in short order into an accomplished chef. He tries to hide all this by substituting his food for that of the local spinster who supposedly is preparing the grandfather's meals. Her food goes to Pike's dog, who'll eat anything.
Beautifully filmed and warmly scored, the movie is a treat for the eyes and ears. Only a needlessly pat ending spoils what is otherwise a realistic and moving story.
BIG EDEN runs 1:57. It is rated PG-13 for some mature thematic material and would be acceptable for kids around 12 and up.
The film opens nationwide in the United States on Friday, June 8, 2001. In the Silicon Valley, it will be showing at the Camera Cinemas.
Web: http://www.InternetReviews.com Email<EMAIL_ADDRESS>Want free reviews and weekly movie and video recommendations via Email? Just send me a letter with the word "subscribe" in the subject line.
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 here for debugging.
Open up your browser console to interact directly with the Hosts object API.


| First Name | Last Name | Birthday | Minister | Date Added | |||
|---|---|---|---|---|---|---|---|
| {{baptism.child.firstName}} | {{baptism.child.lastName}} | {{baptism.birthday | date:'mediumDate'}} | {{baptism.minister.firstName}} {{baptism.minister.lastName}} | {{baptism.created | date:'mediumDate'}} | Edit | Delete |


College: Netaji Subhas University of Technolgy(NSUT) |
Roll No.: 2019UCO1526 |
Branch:Computer Science And Engineering |
Section: 1 |
| BTECH, Computer Science And Engineering(COE) | 2019-2023 | Netaji Subhas University of Technology(NSUT) | 9 CGPA(1st sem) |
|---|---|---|---|
| CBSE(CLASS XII) | 2019 | Jai Hind Public School | 90% |
| CBSE(CLASS X) | 2017 | O.P. Jindal Modern School | 9.6 CGPA |


| Name | Description | Type | Mandatory | Length | Scale | Selection values | Name (known in REST) | Available since release | Introduced by which team | Introduced for which project | Additional remarks |
| Entity | Entity - Pass in Resource, Account or ContactPerson | String | 30 | 0 | Entity | 252 | MWS | RD.SYN.252.MWS | Entity - Pass in Resource, Account or ContactPerson | ||
| Value | Pass in ResourceID, AccountID or ContactID to retrieve the document summary | String | 16 | 0 | Value |
| Name | Description | Type | Mandatory | Length | Scale | Selection values | Name (known in REST) | Available since release | Introduced by which team | Introduced for which project | Additional remarks |
| CountPerType | CountPerType | Number | 10 | 0 | 252 | MWS | RD.SYN.252.MWS | Output is Document type + count per type | |||
| DocumentType | DocumentType | String | 150 | 0 | 252 | MWS | RD.SYN.252.MWS | Output is Document type + count per type | |||
| DocumentTypeGroup | DocumentTypeGroup | String | 150 | 0 | DocumentTypeGroup | ||||||
| DocumentTypeID | DocumentTypeID | Number | 10 | 0 | DocumentTypeID |
| Name | Name (known in REST) | Available since release | Introduced by which team | Introduced for which project | Additional remarks |
| EntityID | EntityID | 252 | MWS | RD.SYN.252.MWS | EntityID - Pass in ResourceID, AccountID or ContactID to retrieve the document summary |
There is no obsolete output property for GetDocumentSummary action


Deep Learning Researcher and Algorithm Design Engineer Sept 2018 - Present
Iowa State University (Biocentury Research Farm)
- Developed semi-supervised algorithm that predict and quantify mass of material from images.
- Implemented a VAE to process image data in an unsupervised fashion to characterize image content.
- Designed a dynamic algorithm that handles gradient computation in batches to account for memory limitations.
- Designed a complete scheme for background subtraction to process image data.
- Developed a smoothing technique to smooth predictions for a regression problem.
- Developed custom design and application centric DNN architectures.
- Processed and analyzed image-based and tabular datasets.
DAQ and Data Management Specialist and Instrumentation Engineer 2017 - March 2019
Iowa State University (Biocentury Research Farm)
- Designed and implemented NI-DAQ systems to acquire/log massive volumes of data (~ 42MB/s).
- Designed and implemented LabVIEW based user friendly graphical user interfaces.
- Processed and analyzed image-based datasets and other tabular datasets.
- Designed and instrumented automation systems incorporated various sensors (Acoustics, Accelerometers, Laser, Temp and Ultrasonic-CAN based, Pressure, Contamination-RS485 based, Speed, Thermocouples).
- Implemented different communication schemes (wired, wireless) and communication protos.
- Designed and implemented cellular and email-based alert and reporting system as well as system handler to perform automatic system update, data transformation, and reporting at certain time daily.
- Wrote Matlab and python scripts for data manipulation, transfer and cold storage.
Research Assistant 2017 - 2019
- Monitored Laboratorys in Electrical and Computer Engineering (Electrical Circuits - EE230 , problem solving in C/C++ - CprE185, introduction to C programming - SE185)
- Delivered in class lectures and assisted in homeworks and Exam grading


Improve this Doc
A toolbar is a generic bar that can be used in an app as a header, sub-header, footer, or even sub-footer. Since `ion-toolbar` is based on flexbox, no matter how many toolbars you have in your page, they will be displayed correctly and `ion-content` will adjust accordingly.
Note: Typically a [NavBar](../api/components/toolbar/Navbar) is used inside the `ion-header` when used in conjunction with navigation.
_For more information, Check out the [API docs](../api/components/toolbar/Toolbar)._
One of the best uses of the toolbar is as a header.
```html
Header
There is a header above me!
```
Changing the Color
You can change the toolbars color by changing the property on the element.
```typescript
@Component({
template: `
ToolbarToolbarToolbarToolbar
`
})
```
You can also change the navbar's color the same way. This will allow you to have a different color navbar per page in your app.
```html
DarkDangerSecondary
```
Buttons in Toolbars
Improve this Doc
Buttons can be added to both header and footer toolbars. To add a button to a toolbar, we need to first add an `ion-buttons` component. This component wraps one or more buttons, and can be given the `start` or `end` attributes to control the placement of the buttons it contains:
```html
Send To...
Ash, Misty, Brock
```
Segment in Toolbars
Improve this Doc
[Segments](#segment) are a great way to allow users to switch between different sets of data. Use the following markup to add a segment to a toolbar:
```html
New
Hot
```
Searchbar in Toolbars
Another common design paradigm is to include a searchbar inside your toolbar.
```html
{% raw %}{{ item }}{% endraw %}
```


lpinfo
Section: Apple Inc. (8)Updated: CUPS
Index Return to Main Contents
NAME
lpinfo - show available devices or driversSYNOPSIS
lpinfo [ -E ] [ -U username ] [ -h server[:port] ] [ -l ] [ --device-id device-id-string ] [ --exclude-schemes scheme-list ] [ --include-schemes scheme-list ] [ --language locale ] [ --make-and-model name ] [ --product name ] -mlpinfo [ -E ] [ -U username ] [ -h server[:port] ] [ -l ] [ --exclude-schemes scheme-list ] [ --include-schemes scheme-list ] [ --timeout seconds ] -v
DESCRIPTION
lpinfo lists the available devices or drivers known to the CUPS server. The first form (-m) lists the available drivers, while the second form (-v) lists the available devices.OPTIONS
lpinfo accepts the following options:- -E
-
Forces encryption when connecting to the server. - -U username
-
Sets the username to use when connecting to the server. - -h server[:port]
-
Selects an alternate server. - -l
-
Shows a "long" listing of devices or drivers. - --device-id device-id-string
-
Specifies the IEEE-1284 device ID to match when listing drivers with the -m option. - --exclude-schemes scheme-list
-
Specifies a comma-separated list of device or PPD schemes that should be excluded from the results. Static PPD files use the "file" scheme. - --include-schemes scheme-list
-
Specifies a comma-separated list of device or PPD schemes that should be included in the results. Static PPD files use the "file" scheme. - --language locale
-
Specifies the language to match when listing drivers with the -m option. - --make-and-model name
-
Specifies the make and model to match when listing drivers with the -m option. - --product name
-
Specifies the product to match when listing drivers with the -m option. - --timeout seconds
-
Specifies the timeout when listing devices with the -v option.
COMPATIBILITY
The lpinfo command is unique to CUPS.SEE ALSO
lpadmin(8),http://localhost:631/help
COPYRIGHT
Copyright 2007-2009 by Apple Inc.
Index
This document was created by man2html, using the manual pages.
Time: 05:34:27 GMT, December 24, 2015


Here you annotate images. Remember it is just for demo purposes, so don't stress it to much ;)
You need to enter an url of an ldp resource that you have already uploaded via curl like this:
curl -X POST http://localhost:8080/ldp --data-binary @lions.jpg -H 'Content-Type:image/jpeg' -v
Click and drag on the image to select an area.
| Coordinates | Dimensions | ||
|---|---|---|---|
| X1: | Width: | ||
| Y1: | Height: | ||
| X2: | |||
| Y2: |
When you made some annotations you can try to get back the information via SPARQL. You find an interface for that here.


WITNESS LIST Health Benefit Mandates (Interim) Committee March 27, 2000-10:00A Health Care Benefit Mandates On: Beckett, Sheila (Employee Retirment System), Austin Berger, Ed (Seton Healthcare Network), Austin Berthelsen, Spencer (Texas Medical Association), Sugar Land Bordelon, Rod (Office of Public Counsel), Austin Hickman, Bill (Watson Wyatt & Co.), Dallas Longley, Dianne (Texas Department of Insurance), Austin Looney, Gary R. (Texas Association of Health Underwriters), San Antonio Luke, Ron (Texas Association of Business and Chamber of Commerce), Austin McGiffert, Lisa (Consumers Union), Austin Mitchell, Clif (Texas Association of Insurance Officials), Austin Myron, Rhonda (Texas Department of Insurance), Austin Polasky, Amy McGee (Council for Affordable Health Insurance), Racine, WI Treadwell, Janet (Health Smart Preferred Care, Inc./ Texas Association of PPOs), Lubbock Registering, but not testifying: For: Howden, Robert (National Federation of Independent Business / Texas), Austin On: Patterson, Jerry (Texas Association of Health Plans), Austin


By Lars Lindahl © 1999 Lars Lindahl
The Third Man (1949)
Starring Joseph Cotten, Orson Welles, Alida Valli, Trevor Howard, Bernard Lee, and Wilfrid Hyde-White
Directed by Carol Reed
Written by Graham Greene
Grade **** (out of four)
"The Third Man" tells the story of a writer, Holly Martins, searching for the true details regarding the mysterious death of a close friend Harry Lime. This brief outline of the plot makes "The Third Man" sound like the majority of films in the noir genre. However, Carol Reed's masterpiece is far from the norm. The setting takes place in post World War 2 Vienna, Austria, a very chaotic atmosphere in which the Allied Powers police the streets and the black market dominates the economy. Since Vienna contains a number of different nationalities living in the same region, there are various communication problems and because of this, it is difficult to tell who is on whose side. Reed takes full advantage of this chaotic, paranoid environment. His unbelievable control over light and dark is what specifically makes this film stand out from others. His use of shadows in dark alley ways or sewers creates some memorable chase scenes. In these scenes, Reed mainly displays shadows chasing after shadows, with very few shots of the actual humans. This is extremely clever because with shadows you never know exactly where someone is and also with dark figures it adds to the mysteriousness of the environment.  It is truly amazing how detailed he makes some of the night scenes.
"The Third Man" is also strongly supported with an excellent script by novelist Graham Greene. As the film progresses, we learn more and more about the supposedly accidental murder of Lime (Orson Welles) and who Lime really is. The film begins with Martins (Joseph Cotten) learning about Lime's accidental death but when he reaches the funeral there is a very strained and dubious mood. This mood shows that Lime's death certainly has another story to it. Thus the mystery begins with Martins interviewing Lime's friends. Through these interviews Lime and the viewer simultaneously discover more evidence until a porter informs us that there was a third man carrying Lime's body when everyone else swore there were only two. At this point in the film, paranoia reaches its zenith. It is very difficult to tell what exactly is going on. Who is lying? Who is telling the truth? Who is to trust? Who is the third man?? Greene asks these questions and does not give the answer until you least expect it.
The performances in the film are also flawless. Cotten plays Martins perfectly as your not-so-average hero.  You may not even agree with some of his final moral decisions. Martins' appearance just shows that the effects of the war were devastating and virulent on all. Since Martins, once very successful, was obviously hurt by the war even though the film never really adresses the topic. The outcome of Welles' Harry Lime is another effect of the war. Driven away from democracy, Lime goes against his friends and loved ones to succeed. Welles' short but sweet performance answers all of the film's questions about Lime in a heartbeat.
As this film turns fifty years old, it incredibly still contains the same adrenaline. A must-see for film noir fans and to those looking for another masterpiece starring Orson Welles and Joseph Cotten.
Grade: **** (out of four)
(c) 1999 Lars Lindahl
visit new web site by Lars Lindahl - Lars Attacks
http://www.angelfire.com/ny3/larsattacks
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


{{ issue.open? 'Open!' : 'Closed' }} {{ issue.user }} created this issue on {{ issue._created | date:'mediumDate' }}.
No description given.
{{ comment.user }} {{ comment.created | date:'medium' }}
No description given.


Nebraska is in the middle of the great plains. the great plains is a dry area east of the rocky mountains in north america.
In natural terms they are the classic short grass prairies of the american west, today they are intense
land used economically. They range from the canadian prairie provinces to texas, sometimes including a small part of mexico
Return |
Page 5 |


| howto-faq-fix-scalar-type-error {vctrs} | R Documentation |
The tidyverse is a bit stricter than base R regarding what kind of objects are considered as vectors (see the user FAQ about this topic). Sometimes vctrs won’t treat your class as a vector when it should.
By default, S3 lists are not considered to be vectors by vctrs:
my_list <- structure(list(), class = "my_class") vctrs::vec_is(my_list) #> [1] FALSE
To be treated as a vector, the class must either inherit from "list"
explicitly:
my_explicit_list <- structure(list(), class = c("my_class", "list")) vctrs::vec_is(my_explicit_list) #> [1] TRUE
Or it should implement a vec_proxy()
method that returns its input if
explicit inheritance is not possible or troublesome:
#' @export vec_proxy.my_class <- function(x, ...) x vctrs::vec_is(my_list) #> [1] FALSE
Note that explicit inheritance is the preferred way because this makes
it possible for your class to dispatch on list
methods of S3 generics:
my_generic <- function(x) UseMethod("my_generic") my_generic.list <- function(x) "dispatched!" my_generic(my_list) #> Error in UseMethod("my_generic"): no applicable method for 'my_generic' applied to an object of class "my_class" my_generic(my_explicit_list) #> [1] "dispatched!"
The most likely explanation is that the data frame has not been properly constructed.
However, if you get an “Input must be a vector” error with a data frame
subclass, it probably means that the data frame has not been properly
constructed. The main cause of these errors are data frames whose base
class is not "data.frame"
:
my_df <- data.frame(x = 1) class(my_df) <- c("data.frame", "my_class") vctrs::vec_assert(my_df) #> Error: `my_df` must be a vector, not a <data.frame/my_class> object.
This is problematic as many tidyverse functions won’t work properly:
dplyr::slice(my_df, 1) #> Error: Input must be a vector, not a <data.frame/my_class> object.
It is generally not appropriate to declare your class to be a superclass
of another class. We generally consider this undefined behaviour (UB).
To fix these errors, you can simply change the construction of your data
frame class so that "data.frame"
is a base class, i.e. it should come
last in the class vector:
class(my_df) <- c("my_class", "data.frame") vctrs::vec_assert(my_df) dplyr::slice(my_df, 1) #> x #> 1 1


Akan name web application takes a user's birthday and calculates the day of the week they were born and then depending on their gender outputs their Akan Name.
Akan names are derived from Ghanian culture. Frequently in Ghana, children are given their first name as a 'day name' which corresponds to the day in the week they were born. Here are Ghanian day names.
The naming system of the Akan people is as distinct as that which elders in Togo (the Ewe people), the Ga people, Benin (the Fon people), and the African diaspora pass on to toddlers. Other forms of traditional naming include middle names, which can refer to order of birth as part of the caste of siblings, twin status, or could be an inherited maiden name. Aside the fact that day names are a simple means for commonality, they are easy conversation starters and icebreakers.
In West Africa, newborns are given special names depending on the day they are born. Diverse ethnicities have variants and meanings as a symbol of cultural integrity and ancestral affiliation. Here’s your need-to-know guide.


Running the Nix package manager inside a Docker Container
Disclaimer!
Creators
The Universal Serial Bus (USB) is a specification developed by Compaq, Intel, Microsoft and NEC, joined later by Hewlett-Packard, Lucent and Philips. These companies formed the USB Implementers Forum, Inc as a non-profit corporation to publish the specifications and organise further development in USB.
Versioning
Despite how long the USB standard has been around, the USB standard hasn’t really gone through a whole lot of major versions although there have been quite a few smaller revisions within each version. Either way, the most important information you’ll probably want to know about a USB version is its maximum theoretical bandwidth/speed.
| Standard | AKA | Year | Speed | Connector | Power |
|---|---|---|---|---|---|
| USB 1.1 | Basic Speed USB | 1995 | 12 Mbps | USB-A USB-B | 2.5W |
| USB 2.0 | Hi-Speed USB | 2000 | 480 Mbps | USB-A USB-B USB Micro-A USB Micro-B USB Mini-A USB Mini-B | 2.5W |
| USB 3.2 Gen 1 | USB 3.0 USB 3.1 Gen 1 SuperSpeed USB | 2008 | 5 Gbps | USB-A USB-B USB Micro-B USB-C | 4.5W |
| USB 3.2 Gen 2 | USB 3.0 USB 3.1 Gen 1 SuperSpeed USB | 2013 | 10 Gbps | USB-A USB-B USB Micro-B USB-C | 100W |
| USB 3.2 Gen 2x2 | USB 3.2 SuperSpeed USB 20Gbps | 2017 | 20 Gbps | USB-C | 100W |
| USB 4 | USB 4 | 2019 | 40 Gbps | USB-C | 100W |
Standards
One well this is odd
Host is Master
All communications of this standard are initiated by the host. This means, for example, that there can be no communication directly between USB devices.
A device cannot initiate a transfer, but must wait to be asked to transfer data by the host. The only exception to this is when a device has been put into ‘suspend’ (a low power state) by the host then the device can signal a ‘remote wakeup’.
On-The-Go
An extension to the USB specification has been defined, to allow a device to also become a limited role host. USB OTG allows mobile devices such as a smartphone or tablet to act as a host to other USB devices such as flash drives, keyboards and mice. With USB OTG, a mobile device can utilize the functionality of the peripherals while still being able to connect to a computer and present itself as a mass storage device to be used on the computer.
 But as specifications evolve, USB has become more than a mere data interface. Below are the latest USB functions available on many of today’s devices. A device may support one or more of these functions:
WUSB (Wireless)
A short range high speed radio communications protocol ( 480 Mbit/s up to 3 m and 110 Mbit/s up to 10 ) which seems to aim to compete with Bluetooth and Wi-Fi.
USB PD (Power Delivery)
Up to 100W of power can be delivered across a single USB cable, eliminating the need for a separate power brick. This is especially useful for peripherals that draw higher power levels, such as hard drives and printers. Not all devices will support USB Power Delivery, however; consult your device’s specifications chart or owner’s manual if you are uncertain.
USB Alt Mode
With Alt Mode, USB-C connectors and cables have the ability to transmit both USB data and VGA, DVI, HDMI or DisplayPort video and/or audio. Adapters are available to connect DisplayPort over USB-C to VGA, DVI, HDMI and DisplayPort monitors. DisplayPort Alt Mode does not require the use of drivers, making it plug-and-play.
USB/IP
USB/IP Project aims to develop a general USB device sharing system over IP network. To share USB devices between computers with their full functionality, USB/IP encapsulates “USB I/O messages” into TCP/IP payloads and transmits them between computers.
The goal here is to create a USB over IP service on a Raspberry Pi, plug the USB radio(s) into the Pi, then place that device on your network somewhere close to the controlled devices. Then Home Assistant can run wherever you like while controlling your devices over an IP link to the radio(s).
Setting up the USB/IP server
Server Requirements
- Raspberry Pi running Rasbian (or something like it)
Raspberry Pi and USB ports
- USB dongle to share
Server Process
SSH to raspbian and execute the following commands:
sudo -s
lsusb
lsusb should show a list of attached USB devices, here’s what mine looks like:
Bus 001 Device 006: ID 10c4:8a2a Cygnal Integrated Products, Inc.
Bus 001 Device 005: ID 0557:2306 ATEN International Co., Ltd
Bus 001 Device 004: ID 0781:5583 SanDisk Corp.
Bus 001 Device 003: ID 0424:ec00 Standard Microsystems Corp. SMSC9512/9514 Fast Ethernet Adapter
Bus 001 Device 002: ID 0424:9514 Standard Microsystems Corp.
Bus 001 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub
We’re looking for the device identifier for the USB radio, which in my case is that Cygnal Integrated Products, Inc. device with an ID of 10c4:8a2a. We’ll then setup a systemd service definition that is going to search for that device string and attach it to the USBIPd service. If you’re using a different USB device, change the device ID in the lines below for ExecStartPost and ExecStop
# Install usbip and setup the kernel module to load at startup
apt-get install usbip
modprobe usbip_host
echo 'usbip_host' >> /etc/modules
# Create a systemd service
vi /lib/systemd/system/usbipd.service
Copy and paste the following service definition:
[Unit]
Description=usbip host daemon
After=network.target
[Service]
Type=forking
ExecStart=/usr/sbin/usbipd -D
ExecStartPost=/bin/sh -c "/usr/sbin/usbip bind --$(/usr/sbin/usbip list -p -l | grep '#usbid=10c4:8a2a#' | cut '-d#' -f1)"
ExecStop=/bin/sh -c "/usr/sbin/usbip unbind --$(/usr/sbin/usbip list -p -l | grep '#usbid=10c4:8a2a#' | cut '-d#' -f1`); killall usbipd"
[Install]
WantedBy=multi-user.target
Save that file, then run the following commands in your shell:
# reload systemd, enable, then start the service
sudo systemctl --system daemon-reload
sudo systemctl enable usbipd.service
sudo systemctl start usbipd.service
Setting up the USB/IP client
Client Requirements
- Linux server/desktop (Tested on Ubuntu server 17.04. There are some Windows builds but I couldn’t get any of them to work reliably under Win10/Server 2016)
- IP address of your RPi running as a server. Here I’m using <IP_ADDRESS>.
Client Process
SSH to the Linux server and execute the following commands:
sudo -s
apt-get install linux-tools-generic -y
modprobe vhci-hcd
echo 'vhci-hcd' >> /etc/modules
Much like we did on the server, we’re going to need to modify the ExecStart and ExecStop lines below to search for the correct USB device ID that’s being presented by your USB/IP server. Likewise, change the IP <IP_ADDRESS> to match your RPi USB server.
vi /lib/systemd/system/usbip.service
Copy and paste the following service definition:
[Unit]
Description=usbip client
After=network.target
[Service]
Type=oneshot
RemainAfterExit=yes
ExecStart=/bin/sh -c "/usr/lib/linux-tools/$(uname -r)/usbip attach -r <IP_ADDRESS> -b $(/usr/lib/linux-tools/$(uname -r)/usbip list -r <IP_ADDRESS> | grep '10c4:8a2a' | cut -d: -f1)"
ExecStop=/bin/sh -c "/usr/lib/linux-tools/$(uname -r)/usbip detach --port=$(/usr/lib/linux-tools/$(uname -r)/usbip port | grep '<Port in Use>' | sed -E 's/^Port ([0-9][0-9]).*/\1/')"
[Install]
WantedBy=multi-user.target
Save that file, then run the following commands in your shell:
# reload systemd, enable, then start the service
sudo systemctl --system daemon-reload
sudo systemctl enable usbip.service
sudo systemctl start usbip.service
You should now be able to access the USB device over the network as if the device was plugged in locally, and you have an auto-starting systemd service to control things.)


|
Graphitti
A toolkit/software architecture to ease creating high-performance neural network simulators
|
MersenneTwister logic from Nvidia. More...
Go to the source code of this file.
Classes | |
| struct | mt_struct_stripped |
MersenneTwister logic from Nvidia.
//
Copyright 1993-2010 NVIDIA Corporation. All rights reserved.
Please refer to the NVIDIA end user license agreement (EULA) associated with this source code for terms and conditions that govern your use of this software. Any use, reproduction, disclosure, or distribution of this software and related documentation outside the terms of the EULA is strictly prohibited.
//
Copyright 1993-2010 NVIDIA Corporation. All rights reserved.
Please refer to the NVIDIA end user license agreement (EULA) associated with this source code for terms and conditions that govern your use of this software. Any use, reproduction, disclosure, or distribution of this software and related documentation outside the terms of the EULA is strictly prohibited.
This sample implements Mersenne Twister random number generator and Cartesian Box-Muller transformation on the GPU. See supplied whitepaper for more explanations.
Definition in file MersenneTwister_d.h.


Apple steals further march in wireless earphone sector
Shipments of Apple’s AirPods wireless earphones are expected to double to 60m units in 2019 sources claim.
This has been driven in part by “much higher” than expected demand for the pricier AirPods Pro model unveiled in October.
The $249 (€225) AirPods Pro — which offer noise cancellation and water resistance — have surpassed expectations and demand is pushing Apple’s assembly partners against capacity and technical constraints.
Multiple suppliers are competing for the business of manufacturing the Pro earphones, though some are still building up the technical proficiency.
There is currently a wait time of two to three weeks for the AirPods Pro on Apple’s US website.
The most advanced form of wireless headphones is called “true wireless,” defined by the absence of a wire not just between the headphones and the music source but between the two earbuds, and the AirPods are the category-leading example.
Taiwan-based Inventec and China’s Luxshare Precision Industry and Goertek manufacture the AirPods for Apple.
The pickup in sales this year has been helped by the launch of two new iterations: The Pro model in October and a $199 upgraded version of the original in March. The first AirPods were released in 2016.
The runway is also mostly clear for Apple to have a successful holiday season, with Microsoft delaying its rival true wireless buds until spring and Google also not launching its new model until 2020.
At the end of August, Apple was the clear leader in the global true wireless earphones market. AirPods shipments have dwarfed every alternative and the Beats Powerbeats Pro, another Apple product, also feature in the top 10 sellers.
While Samsung’s Galaxy Buds have emerged as a recognisable competitor, Apple moreover ranked as the most preferred brand for future purchases of true wireless headphones in the US, the researchers said.
“Apple also edged rivals because true wireless as a category is the preferred choice over wireless earphones, due to factors like better sound quality, portability, and ease of use,” Counterpoint analyst Pavel Naiya said.
Wearables like the AirPods and Apple Watch have become a crucial growth driver for Apple, which is adapting to plateauing iPhone demand in a mature smartphone market.
In the past quarter, Apple’s iPhone sales shrunk to $33.4bn from the prior year’s $36.8nn, whereas the wearables, home, and accessories segment, composed of the Apple Watch, AirPods, Beats, HomePod and Apple TV groups — generated $6.5bn in revenue, growing by 54%.
Bloomberg


Index
- About
- What's New?
- Getting Started
- Change Log
- How to Build
- Koding
- Bower / NPM
- CDNJS
- Requirements
- Build Files
- Learn By Example
- Features
- Road Map
- Mighty Editor
- Contributing
- Bugs?
- License

Phaser 2.1.3
Phaser is a fast, free and fun open source game framework for making desktop and mobile browser HTML5 games. It uses Pixi.js internally for fast 2D Canvas and WebGL rendering.
Version: 2.1.3 "Ravinda" - Released: 23rd October 2014
By Richard Davey, Photon Storm
- View the Official Website
- Follow on Twitter
- Join the Forum
- StackOverflow tag: phaser-framework
- Source code for 320+ Phaser Examples or browse them online
- View the growing list of Phaser Plugins
- Read the documentation online
- Join our #phaserio IRC channel on freenode
- Subscribe to the Phaser Newsletter and we'll email you when new versions are released.
- Please help support our work via Gittip

Welcome to Phaser and What's new in 2.1.3?
Over at Goodboy Digital they've been working away on Pixi v2 for some time now. As Phaser is built on-top of Pixi we've a vested interest in what is happening in Pixi land and it's implications for Phaser. And Pixi v2 is their latest, freshest release.
There's a detailed blog post explaining all about it, but the headliners include full High DPI canvas support, iOS8 WebGL fixes, improved rendering performance, significant updates to the Graphics class and sprite level shaders.
There have been a few API changes to accommodate all of this, but we've been able to blend all of those into Phaser so that the Phaser API hasn't had to change for you at all. Instead you get to reap the benefits :)
As well as Pixi v2 there are also more updates and fixes in this release and you can see the change log below for full details.
Premium Phaser Plugins
We're pleased to announce that we have 3 new premium plugins gearing up for launch. They are:
Phaser Box2D - Adds complete Box2D support directly into Phaser, with lots of help methods, over 50 examples and 5 demo games.
Phaser Path Manager - Create complex motion paths for Sprites with a lovely visual editor and this new plugin. No longer rely on tweens for motion :) Instead draw a path, with full branch support, path orientation, segment speeds, path events and more.
Advanced Particle System - The particles included with Phaser are flexible and can create attractive effects. But Advanced Particles is a complete replacement offering professional level particle effects for your games. From multiple render targets, to bitmap caching to all kinds of events, emitters and properties.
Each plugin will come in a range of versions to suit all budgets and there are more on the way. Please visit the launch page to sign-up for notification as soon as they're ready.
Until then happy coding everyone! And we hope to see you on the forums.

Getting Started Guides
We have a Getting Started Guide which covers all you need to begin developing games with Phaser. From setting up a web server to picking an IDE. If you're new to HTML5 game development, or are coming from another language like AS3, then we recommend starting there.
We wrote a comprehensive How to Learn Phaser guide for GameDevTuts+ which covers finding tutorials, examples and support.
The Game Mechanic Explorer is a great interactive way to learn how to develop specific game mechanics in Phaser. Well worth exploring once you've got your dev environment set-up.
Finally the list of community authored Phaser Tutorials is growing fast!

Change Log
Version 2.1.3 - "Ravinda" - 23rd October 2014
New Features
- Updated to Pixi v2.0.0 (see change list below)
- Happily removed the IE11 WebGL lock as Pixi now fully supports it :)
- Time.prevTime is a new property that contains the raw value of the game timer from the previous update.
- Sound.fadeTo allows you to fade the Sound to the given volume over the duration specified (thanks @nickryall #1225)
- BitmapData.getFirstPixel will scan the BitmapData and return the color and location of the first non-transparent pixel encountered. You can specify one of 4 scan directions: top to bottom, bottom to top, left to right and right to left.
- BitmapData.getBounds will return a
Rectangle
object that encompasses the full extent of the non-transparent pixels in the BitmapData. This can be useful if you wish to trim away transparent pixels from the sides of a BitmapData down to size before saving. - Rectangle.scale allows you to scale the width and height of a Rectangle.
- RenderTexture has a new optional parameter:
resolution
Updates
- TypeScript definitions fixes and updates (thanks @clark-stevenson)
- Changed the Animation constructor parameter
delay
toframeRate
as it's a more accurate term of what it should be. Internally nothing changed. - Circle.getBounds added.
- Ellipse.getBounds added.
- Device.canPlayAudio now supports
opus
files directly, as well asopus
encoded audio stored in ogg containers (#1232) - PIXI.AbstractFilter is now bundled by default to support the new
sprite.shader
feature in Pixi v2. - Changed all typeof comparisons from == to === (thanks @bobbywilson0 #1230)
- JSDoc fixes in the Rope class (thanks @Rovanion)
- Filter.update now caches the previous pointer position to avoid flooding the uniform. Also the mouse uniform is now a value between 0 and 1 depending on the position within the game view.
Bug Fixes
- Fixed a reference error to the Loader.baseURL in Cache._resolveUrl method. This stops the error where Safari would show lots of file load errors but then still load the files (thanks @neurofuzzy #1235)
- Fixed the Filter mouse uniform value population.
- Fixed an issue where audio files with query strings after them would fail the
canPlayAudio
checks (thanks Vithar) - Input.hitTest now accurately detects hits on the extreme edges of a display object (thanks InsaneHero)
- Button.setSounds now works if given an AudioSprite as the sound source.
Pixi v2 Specific New Features
- Sprites can now have a custom shader applied to them. Much better performance than filters.
- Renderers now have a resolution. Ideal for working with different pixel density.
- Big refactor of the webGLRenderer and WebGLSpriteBatch renderer.
- Refactor of CanvasRenderer.
- DisplayObject.updateTransform function rewritten with for better performance.
- New Events Class.
- New Constructor for all renderers (including autoDetect)
- Massive Refactor of Graphics (WebGL and Canvas)
- Graphics objects can now be interactive.
- Made removeChild no longer returns error.
- Lots of new functions added to the Matrix class.
- RenderTexture refactored. Now accepts Matrix in the render function.
- AsciiFilter, NoiseFilter and TiltShiftFilter.
- added getChildIndex and setChildIndex methods to DisplayObjectContainer.
- Bug Fixes.
Pixi v2 Specific Bug Fixes
- iOS8 alpha bug fixed.
- set default padding to 0 for graphics objects.
- PIXI.Graphics initial width and height is 0.
- Fixed Graphics getBounds.
- fix cacheAsBitmap alpha issue for canvas.
- Fixed minY calculation in updateBounds.
- Fixed Bezier issue on Graphics.
- Added 0 width check to DisplayObjectContainer.
For details about changes made in previous versions of Phaser see the full Change Log at https://github.com/photonstorm/phaser/blob/master/CHANGELOG.md

How to Build
We provide a fully compiled version of Phaser in the build
folder, in both plain and minified formats.
You will also find custom builds in the build\custom
folder, that split phaser up into components.
We also provide a Grunt script that will build Phaser from source.
Run grunt
to perform a default build to the dist
folder.
If you replace Pixi or p2 then run grunt replace
to patch their UMD strings so they work properly with Phaser and requireJS.
Note: Some of you may not be aware, but the phaser.min.js
file in the build folder contains all 3 physics systems bundled in. If you only need Arcade Physics then you can use build\custom\phaser-arcade-physics.min.js
instead. This will save you 180KB from the minified file size.

Koding
You can clone the Phaser repo in Koding and then start editing and previewing code right away using their web based VM development system.

Bower / NPM
If you use bower you can install phaser with:
bower install phaser
If you use NPM you can install phaser with:
npm install phaser
Nice and easy :)

CDNJS
Phaser is now available on CDNJS. You can include the following in your html:
http://cdnjs.cloudflare.com/ajax/libs/phaser/2.1.3/phaser.min.js
Or if you prefer you can leave the protocol off, so it works via http and https:
//cdnjs.cloudflare.com/ajax/libs/phaser/2.1.3/phaser.min.js

Requirements
Games created with Phaser require a modern web browser that supports the canvas tag. This includes Internet Explorer 9+, Firefox, Chrome, Safari and Opera. It also works on mobile web browsers including stock Android 2.x browser and above and iOS5 Mobile Safari and above. But as always be aware of browser limitations. Not all features of Phaser work on all browsers.
IE9
If you need to support IE9 or Android 2.x and want to use P2 physics then you must use the polyfill found in the resources/IE9 Polyfill
folder. If you don't require P2 Physics (or don't care about IE9!) then you don't need this polyfill.
JavaScript and TypeScript
Phaser is developed in JavaScript. We've made no assumptions about how you like to code your games, and were careful not to impose any form of class / inheritance / structure upon you. So you won't find it split into require modules or pull in 3rd party npm packages for example. That doesn't mean you can't, it just means we don't force you to do so. If you're a requireJS user you'll find a new template in the resources\Project Templates
folder just for you.
If you code with TypeScript you'll find a comprehensive definitions file inside the build
folder and tutorials on getting started.

Build Files and Custom Builds
The build
folder contains the pre-built packaged versions of Phaser.
Phaser is 143 KB gzipped (675 KB minified) when including both Arcade Physics and the full P2 Physics engine.
If you don't require P2 you can save yourself nearly 200 KB from the minified size and instead use the phaser-arcade-physics.min.js
file found inside the build/custom
folder. This version is only 109 KB gzipped (504 KB minified).
If you don't need any physics system at all, or are implementing your own, there is an even smaller build: phaser-no-physics.min.js
in the custom
folder that is only 95 KB gzipped (443 KB minified). Please note that this build doesn't include Tilemaps or Particle Emitter support either, as both rely on Arcade Physics.
You can create your own custom build of Phaser by looking at the grunt options and manifests in the tasks folder.

Learn By Example
Ever since we started Phaser we've been growing and expanding our extensive set of Examples. Currently over 320 of them!
They used to be bundled in the main Phaser repo, but because they got so large and in order to help with versioning we've moved them to their own repo.
So please checkout https://github.com/photonstorm/phaser-examples
Here you'll find an ever growing suite of Examples. Personally I feel that developers tend to learn better by looking at small refined code examples, so we created hundreds of them, and create new ones to test new features and updates. Inside the examples
repo you'll find the current set. If you write a particularly good example then please send it to us.
The examples need to be run through a local web server (in order to avoid file access permission errors from your browser). You can use your own web server, or start the included web server using grunt.
Using a locally installed web server browse to the examples folder:
examples/index.html
Alternatively in order to start the included web server, after you've cloned the repo, run npm install
to install all dependencies, then grunt connect
to start a local server. After running this command you should be able to access your local webserver at http://<IP_ADDRESS>:8000
. Then browse to the examples folder: http://<IP_ADDRESS>:8000/examples/index.html
There is a 'Side View' example viewer as well. This loads all the examples into a left-hand frame for faster navigation. And if you've got php installed into your web server you may want to try debug.php
, which provides a minimal examples list and debug interface.
You can also browse all Phaser Examples online.

Features
WebGL & Canvas
Phaser uses both a Canvas and WebGL renderer internally and can automatically swap between them based on browser support. This allows for lightning fast rendering across Desktop and Mobile. When running under WebGL Phaser now supports shaders, allowing for some incredible in-game effects. Phaser uses and contributes towards the excellent Pixi.js library for rendering.
Preloader
We've made the loading of assets as simple as one line of code. Images, Sounds, Sprite Sheets, Tilemaps, JSON data, XML and JavaScript files - all parsed and handled automatically, ready for use in game and stored in a global Cache for Sprites to share.
Physics
Phaser ships with our Arcade Physics system, Ninja Physics and P2.JS - a full body physics system. Arcade Physics is for high-speed AABB collision only. Ninja Physics allows for complex tiles and slopes, perfect for level scenery, and P2.JS is a full-body physics system, with constraints, springs, polygon support and more.
Sprites
Sprites are the life-blood of your game. Position them, tween them, rotate them, scale them, animate them, collide them, paint them onto custom textures and so much more! Sprites also have full Input support: click them, touch them, drag them around, snap them - even pixel perfect click detection if needed.
Groups
Group bundles of Sprites together for easy pooling and recycling, avoiding constant object creation. Groups can also be collided: for example a "Bullets" group checking for collision against the "Aliens" group, with a custom collision callback to handle the outcome.
Animation
Phaser supports classic Sprite Sheets with a fixed frame size, Texture Packer and Flash CS6/CC JSON files (both Hash and Array formats) and Starling XML files. All of these can be used to easily create animation for Sprites.
Particles
An Arcade Particle system is built-in, which allows you to create fun particle effects easily. Create explosions or constant streams for effects like rain or fire. Or attach the Emitter to a Sprite for a jet trail.
Camera
Phaser has a built-in Game World. Objects can be placed anywhere within the world and you've got access to a powerful Camera to look into that world. Pan around and follow Sprites with ease.
Input
Talk to a Phaser.Pointer and it doesn't matter if the input came from a touch-screen or mouse, it can even change mid-game without dropping a beat. Multi-touch, Mouse, Keyboard and lots of useful functions allow you to code custom gesture recognition.
Sound
Phaser supports both Web Audio and legacy HTML Audio. It automatically handles mobile device locking, easy Audio Sprite creation, looping, streaming and volume. We know how much of a pain dealing with audio on mobile is, so we did our best to resolve that!
Tilemaps
Phaser can load, render and collide with a tilemap with just a couple of lines of code. We support CSV and Tiled map data formats with multiple tile layers. There are lots of powerful tile manipulation functions: swap tiles, replace them, delete them, add them and update the map in realtime.
Device Scaling
Phaser has a built-in Scale Manager which allows you to scale your game to fit any size screen. Control aspect ratios, minimum and maximum scales and full-screen support.
Plugin system
We are trying hard to keep the core of Phaser limited to only essential classes, so we built a smart Plugin system to handle everything else. Create your own plugins easily and share them with the community.
Mobile Browser
Phaser was built specifically for Mobile web browsers. Of course it works blazingly fast on Desktop too, but unlike lots of frameworks mobile was our main focus. If it doesn't perform well on mobile then we don't add it into the Core.
Developer Support
We use Phaser every day on our many client projects. As a result it's constantly evolving and improving and we jump on bugs and pull requests quickly. This is a living, breathing framework maintained by a commercial company with custom feature development and support packages available. We live and breathe HTML5 games.
Battle Tested
Phaser has been used to create hundreds of games, which receive millions of plays per month. We're not saying it is 100% bug free, but we use it for our client work every day, so issues get resolved fast and we stay on-top of the changing browser landscape.

Road Map
Here are some of the features planned for future releases:
Version 2.2 ("Tarabon")
- Restore Math.interpolateAngles and Math.nearestAngleBetween
- Enhance the State Management, so you can perform non-destructive State swaps and persistence.
- Scene Manager - json scene parser.
- Adjust how Pointers and Interactive Objects work. Allow an IO to be flagged as "on click only", so it doesn't ever get processed during normal Pointer move events (unless being dragged)
- Allow multiple drag items - no longer bind just 1 to a Pointer
- Allow Groups to have Priority IDs too and input disable entire Groups and all children (let it flow down the chain)
- Allow Groups to be InputEnabled? Dragging a Group would be really useful.
- Ability to control DOM elements from the core game and layer them into the game.
- Touch Gestures.
- Optimised global Animation manager to cut down on object creation.
- Swapping to using a RenderTexture for the Tilemaps and implementing Tilemap slicing.
Version 2.3 ("Illian") and Beyond
- Look carefully at the internal structure of Phaser to avoid method repetition (such as Sprite.crop and Image.crop), investigate using mixins to help reduce overall codebase size.
- Flash CC HTML5 export integration.
- Massively enhance the audio side of Phaser. Take more advantage of Web Audio: echo effects, positional sound, etc.
- Comprehensive testing across Firefox OS devices, CocoonJS and Ejecta.
- Support for parallel asset loading.
- DragonBones support.
- Integration with third party services like Google Play Game Services and Amazon JS SDK.
- Test out packaging with Node-webkit.
- Game parameters stored in Google Docs.
- Multiple Camera support.
- Cache to localStorage using If-Modified-Since. See github request
- Allow for complex assets like Bitmap Fonts to be stored within a texture atlas.
Phaser 3
Phaser 3 has entered the planning stages. Development will not begin until early 2015, but we are already asking for suggestions and feedback in this forum thread. We are currently experimenting with a fully ES6 based module system and we're keen for Phaser 3 to use as many native ES6 features as possible and where sensible. It will be a significant refactoring of the code base, but not at the expense of features or ease-of-use.

Mighty Editor - A Visual Phaser Game Editor
MightyEditor is a browser-based visual Phaser game editor. Create your maps with ease, position objects and share them in seconds. It also exports to native Phaser code. Excellent for quickly setting-up levels and scenes.

Contributing
We now have a full Contributors Guide which goes into the process in more detail, but here are the headlines:
If you find a bug then please report it on GitHub Issues or our Support Forum.
If you have a feature request, or have written a game or demo that shows Phaser in use, then please get in touch. We'd love to hear from you! Either post to our forum or email<EMAIL_ADDRESS>If you issue a Pull Request for Phaser, please only do so againt the
dev
branch and not against themaster
branch.Before submitting a Pull Request please run your code through JSHint to check for stylistic or formatting errors. To use JSHint, run
grunt jshint
. This isn't a strict requirement and we are happy to receive Pull Requests that haven't been JSHinted, so don't let it put you off contributing, but do know that we'll reformat your source before going live with it.

Bugs?
Please add them to the Issue Tracker with as much info as possible, especially source code demonstrating the issue.
"Being negative is not how we make progress" - Larry Page, Google

License
Phaser is released under the MIT License.


CommonViewModel
class CommonViewModel : AndroidViewModel
ViewModel with methods that are needed at more places.


FIFPlay’s privacy policy covers all of FIFPlay (www.fifplay.com) sites and FIFPlay is committed to respecting the privacy rights and concerns of all users of the FIFPlay websites where this Privacy Policy is posted. FIFPlay kindly asks you to read this statement carefully before using or proceeding to access our websites (www.fifplay.com).
This policy statement provides answers to the following questions:
Collection of Information
We collect personal information about you that can be used to identify and contact you. We do collect information from the forms we have on our websites (comments, survey, registration, newsletter, subscriptions forms and cookies).
How We Use Your Personal Information
The personal information we are collecting from you will help us to provide you better and more tailored products and services, alert you of new products, services, offers and promotions, surveys, opportunities or informations . We also use your e-mail address to send you messages and newsletter about our serices/products (FIFPlay), FIFA/PES/Football Referee related topics and other announcements. We may also use your personal information to contact you when necessary.
Sharing of Information
We may use your personal information to provide statistics and analyses of our users for our partners, advertisers and other third parties.
* This Privacy Policy may change from time to time and we will post all changes on this page.


-
{% for small-module in site.services %}
-
{{ small-module.title | escape }}
{{ small-module.text | escape }}
{% endfor %}
--- layout: default ---
We pride ourselves on practical yet imaginative design solutions to bring out the best of your brand. It’s about you and your audience.
Want to find out what we've been up to? See our works in progress and get to know us a little better.
Plotting to take over the world? Count us in...we’ll bring our design flair and visionary ideas. Shooting a little lower? We can start small and aim for your industry.


American Computer Science League
Back to Top
Website Design by Richard Luo in 2019.
©2019-2020 MVCS. All rights reserved.


Building a componentised application
tags: docker, microservices, pythonMost of what’s here is hardly new ground but I felt it worth noting down the current strategy we’re using to develop and build what we’re working on at Proxama.
Without going into any of the details, it’s a web application with a front end written using Ember and various services that it calls out to, written using whatever seems appropriate per service.
At the outset of the project, we decided we would bite the bullet and build for Docker from the outset. This meant we would get to avoid the usual dependency and developer environment setup nightmares.
The problem
What we quickly realised as we started to put the bare bones of a few of the services in place, was that we had three seemingly conflicting goals for each component and for the application as a whole.
-
Build images that can be deployed in production.
-
Allow developers to run services locally.
-
Provide a means for running unit tests (both by developers and our CI server).
So here’s what we’ve ended up with:
The solution
Or: docker-compose to the rescue
Folder structure
Here’s what the project layout looks like:
Building for production
This is the easy bit and is where we started first. The Dockerfile
for each service was designed to run everything with the defaults. Usually, this is something simple like:
Our CI server can easily take these, produce images, and push them to the registry.
Allowing developers to run services locally
This is slightly harder. In general, each service wants to do something slightly different when being run for development; e.g. automatically restarting when code changes. Additionally, we don’t want to have to rebuild an image every time we make a code change. This is where docker-compose
comes in handy.
The docker-compose.yml
at the root of the project folder looks like this:
This gives us several features right away:
-
We can locally run all of the services together with
docker-compose up
-
The
ENV
environment variable is set todev
in each service so that the service can configure itself when it starts to run things in “dev” mode where needed. -
The source folder for each service is mounted inside the container. This means you don’t need to rebuild the image to try out new code.
-
Each service is bound to a different port so you can connect to each part directly where needed.
-
Each service defines links to the other services it needs.
Running the tests
This was the trickiest part to get right. Some services have dependencies on other things even just to get unit tests running. For example, Eve is a huge pain to get running with a fake database so it’s much easier to just link it to a temporary “real” database.
Additionally, we didn’t want to mess with the idea that the images should run production services by default but also didn’t want to require folks to need to churn out complicated docker
invocations like docker run --rm -v $(pwd):/usr/src/app --link db:db service1 python -m unittest
just to run the test suite after coding up some new features.
So, it was docker-compose to the rescue again :)
Each service has a docker-compose.yml
that looks something like:
Which sets up any dependencies needed just for the tests, mounts the local source in the container, and runs the desired command for running the tests.
So, a developer (or the CI box) can run the unit tests with:
Summary
-
Each
Dockerfile
builds an image that can go straight into production without further configuration required. -
Each image runs in “developer mode” if the
ENV
environment variable is set. -
Running
docker-compose up
from the root of the project gets you a full stack running locally in developer mode. -
Running
docker-compose run tests
in each service’s own folder will run the unit tests for that service - starting any dependencies as needed.


By: Cole n Mike
This part sucked...
General Transit Feed Specification
...in this case
Created useful dataset using MYSQL first, then ported to Parse.
Started project with Angular...ended up removing, didn't seem to fit.
Console.log was used throughout.
Device, Device Motion, Device Orientation, Notification, Geolocation, Network Information, Splashscreen, StatusBar
General Transit Feed Specification


You are logged in or something. This is a placeholder, only displayed after a successful login attempt.


Whatever you just requested isn't going work. Contact us if you continue to get this error.
Sail Home or just click the back button


[Moderator's Note: I am in the process of changing machines for news. My old address will still work, as well as my new one. -ecl]
RED SCORPION A film review by Greg Goebel Copyright 1989 Greg Goebel
Every time I go strolling through the paperback section of the Corvallis Fred Meyer department store -- I do this mostly out of habit, since I lost interest in novels a long time ago -- I notice one section is devoted to what, for want of a better term, I would call "male Harlequins". Women (apparently) like to read slushy romances; men, on the other hand, like to read violent action novels.
These violent action books have titles like MIA HUNTER or SAIGON COMMANDOS or whatever. There's a whole rack of 'em, and they're usually numbered as elements of a series. Mind you, I'm not criticizing these books. People write them and make a living. People buy them and kill some time with them. Everyone's happy. (Some may claim that such books have a pernicious effect on the character of those who read them, but as a concern I personally have to place that somewhere below the potential toxicity of my tooth fillings.)
There are movies that seem to fall in this category as well, and there I would solidly place RED SCORPION.
In this film, Scandinavian hunk Dolf Lundgren plays a Soviet SPETSNATZ commando, sent to some mythical African nation (Mombassa or Mikubu or ... what the hell, something like that) to help suppress a rebellion. He eventually realizes that he's fighting on the wrong side and helps the rebels.
"And?" you ask. "And what?!" I reply. That's really all there is to it. It's sort of like a WWII-vintage propaganda flic, with the sadistic and brutal Russians and Cubans oppressing the noble African freedom fighters. It's all pretty much by-the-numbers: violence, combat, torture, fistfights; lots and lots of fiery explosions.
I didn't mind, myself. I had a frustrating week, and I wanted to go park my brains for a while before I blew a fuse and bit the mailman. I knew what I was getting into and got exactly what I expected.
RED SCORPION has zero pretensions of being anything but what it is, and makes no false claims in its advertising. Anybody who goes to see this movie with high expectations will be disappointed, but I would have to say that would be like picking up a paperback like DELTA FORCE RAIDERS and expecting to read WAR AND PEACE.
Still, it would be nice to see some movies that I don't forget the instant I walk out the door. But BARON MUNCHAUSEN hasn't made it to the provinces yet, so I guess I'll just have to satisfy myself by writing reviews.
Greg Goebel Hewlett-Packard CWO / 1000 NE Circle Boulevard / Corvallis OR 97330<PHONE_NUMBER> INTERNET: cwo_online@hp-pcd HP DESK: CWO ONLINE / HP3900 / 20
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