Once upon a time
Parents can now use Google Assistant to read bedtime stories to their kids
My Storytime is available to use as of today.
by Joe MaringWhat you need to know
- A new Google Assistant feature allows parents to pre-record bedtime stories for their kids.
- The idea came from an active duty military family.
- Stories can be recorded and uploaded to MyStorytime.com.
The world can be a pretty gloomy place at times, but there's still plenty of good being done out there to remind us that this globe hurtling through space isn't completely awful. Recently, Google Nest teamed up with Justin Lewis — a former sergeant in the U.S. Marine Corps and CEO of Instrument — to create a new Google Assistant skill for military families and other traveling parents.
The new feature is called My Storytime, and parents can get started with it by going to MyStorytime.com to record and upload a recording of them reading their kids' favorite bedtime stories. Then, when your kid wants to listen to them before bed, they just need to say, "Hey Google, talk to My Storytime.
Stories parents create can be easily shared, so long as it's with a Google account, and the owner of said account is over 13 years old.
While the idea for My Storytime came from an active duty military family, it can be used by any parents, grandparents, or other guardians that need to be away from their kids — whether they work night shifts, live in a different state, or any other reason.
My Storytime is launching Thursday, November 19 for the Google Assistant and is completely free to use.
Hey Google
Google Nest Mini
Small, cheap, and versatile
The Nest Mini is one of the best Google Assistant speakers out there. You can fit it in just about any room, the sound quality is surprisingly good, and it can perform all of the same Assistant commands of more expensive speakers.
We may earn a commission for purchases using our links. Learn more.


/api/imagesearch/[yoursearchterm]
User Story: I can paginate through the responses by adding a ?offset=2 parameter to the URL.
/api/imagesearch/[yoursearchterm]?offset=[pagenumber]
User Story: I can get a list of the most recently submitted search strings.
/api/latest/imagesearch/


| I l@ve RuBoard |
6.4 The MimeWriter ModuleThe MimeWriter module (shown in Example 6-4) can be used to write "multipart" messages, as defined by the MIME mail standard. Example 6-4. Using the MimeWriter ModuleFile: mimewriter-example-1.py import MimeWriter # data encoders import quopri import base64 import StringIO import sys TEXT = """ here comes the image you asked for. hope it's what you expected. </F>""" FILE = "samples/sample.jpg" file = sys.stdout # # create a mime multipart writer instance mime = MimeWriter.MimeWriter(file) mime.addheader("Mime-Version", "1.0") mime.startmultipartbody("mixed") # add a text message part = mime.nextpart() part.addheader("Content-Transfer-Encoding", "quoted-printable") part.startbody("text/plain") quopri.encode(StringIO.StringIO(TEXT), file, 0) # add an image part = mime.nextpart() part.addheader("Content-Transfer-Encoding", "base64") part.startbody("image/jpeg") base64.encode(open(FILE, "rb"), file) mime.lastpart() The output looks something like: Content-Type: multipart/mixed; boundary='host.1.-852461.936831373.130.24813' --host.1.-852461.936831373.130.24813 Content-Type: text/plain Context-Transfer-Encoding: quoted-printable here comes the image you asked for. hope it's what you expected. </F> --host.1.-852461.936831373.130.24813 Content-Type: image/jpeg Context-Transfer-Encoding: base64 /9j/4AAQSkZJRgABAQAAAQABAAD/2wBDAAgGBgcGBQgHBwcJCQgKDBQNDAsLDBkSEw8UHRof HBwgJC4nICIsIxwcKDcpLDAxNDQ0Hyc5PTgyPC4zNDL/2wBDAQkJCQwLDBgNDRgyIRwhMjIy ... 1e5vLrSYbJnEVpEgjCLx5mPU0qsVK0UaxjdNlS+1U6pfzTR8IzEhj2HrVG6m8m18xc8cIKSC tCuFyC746j/Cq2pTia4WztfmKjGBXTCmo6IUpt== --host.1.-852461.936831373.130.24813-- Example 6-5, which is a bit larger, uses a helper class that stores each subpart in the most suitable way. Example 6-5. A Helper Class for the MimeWriter ModuleFile: mimewriter-example-2.py import MimeWriter import string, StringIO, sys import re, quopri, base64 # check if string contains non-ascii characters must_quote = re.compile("[\177-\377]").search # # encoders def encode_quoted_printable(infile, outfile): quopri.encode(infile, outfile, 0) class Writer: def _ _init_ _(self, file=None, blurb=None): if file is None: file = sys.stdout self.file = file self.mime = MimeWriter.MimeWriter(file) self.mime.addheader("Mime-Version", "1.0") file = self.mime.startmultipartbody("mixed") if blurb: file.write(blurb) def close(self): "End of message" self.mime.lastpart() self.mime = self.file = None def write(self, data, mimetype="text/plain"): "Write data from string or file to message" # data is either an opened file or a string if type(data) is type(""): file = StringIO.StringIO(data) else: file = data data = None part = self.mime.nextpart() typ, subtyp = string.split(mimetype, "/", 1) if typ == "text": # text data encoding = "quoted-printable" encoder = lambda i, o: quopri.encode(i, o, 0) if data and not must_quote(data): # copy, don't encode encoding = "7bit" encoder = None else: # binary data (image, audio, application, ...) encoding = "base64" encoder = base64.encode # # write part headers if encoding: part.addheader("Content-Transfer-Encoding", encoding) part.startbody(mimetype) # # write part body if encoder: encoder(file, self.file) elif data: self.file.write(data) else: while 1: data = infile.read(16384) if not data: break outfile.write(data) # # try it out BLURB = "if you can read this, your mailer is not MIME-aware\n" mime = Writer(sys.stdout, BLURB) # add a text message mime.write("""\ here comes the image you asked for. hope it's what you expected. """, "text/plain") # add an image mime.write(open("samples/sample.jpg", "rb"), "image/jpeg") mime.close() |
| I l@ve RuBoard |


Everything seems fine to me.
If you can read this message, your project is alive ! It means that your are not dead. Yet.


"As you can see above I am married and have 3 kids and a fur beast. I am starting my coding career with the coding class from the University of Utah. I have always liked computers and working building things so coding seemed like something I would be good at. Sure enough as I have gone through the camp I have really liked what I have been doing and working with."
"In the camp I have learned all of the basic languages. Things like HTML, CSS, JavaScript. We have all dived into many of the Java related languages like Node, and Express. To supplement that I have learned MySQL and Mongo. I plan to learn as much as I can about these."
This is a Google Chrome extention that helps you applly for jobs. https://github.com/mbrz-0101/EZApply-Extension
Close ProjectThis site was a practice in JavaScript. You can find the code here: https://github.com/ethanhind/TriviaGame/tree/master/assets/javascript. The site is found here: https://ethanhind.github.io/TriviaGame/.
Close ProjectThis site is called friend finder. It combines a lot of things like Node, Express, and a database. The code can be found here: https://github.com/ethanhind/friendfinder. This is the published site: https://ethanhind.github.io/friendfinder/
Close ProjectLorem ipsum dolor sit amet, consectetur adipisicing elit. Mollitia neque assumenda ipsam nihil, molestias magnam, recusandae quos quis inventore quisquam velit asperiores, vitae? Reprehenderit soluta, eos quod consequuntur itaque. Nam.
Close ProjectLorem ipsum dolor sit amet, consectetur adipisicing elit. Mollitia neque assumenda ipsam nihil, molestias magnam, recusandae quos quis inventore quisquam velit asperiores, vitae? Reprehenderit soluta, eos quod consequuntur itaque. Nam.
Close ProjectLorem ipsum dolor sit amet, consectetur adipisicing elit. Mollitia neque assumenda ipsam nihil, molestias magnam, recusandae quos quis inventore quisquam velit asperiores, vitae? Reprehenderit soluta, eos quod consequuntur itaque. Nam.
Close Project


2 Poems
untitled 1
A room with
windows. A
room without.
Repeat it
out loud. Stare
at it on paper.
Different
meanings
are lost.
Different
kinds of
light.
untitled 2
I refuse to become
what I am since
a key is
not a balloon.
Phrases keep
flickering through
me aloft on their
hunger like stomachs.
& how could a word
not go barefoot?
–I am always refusing
to mean.
*
Daylight’s engine
has turned me,
spry on my
pivoting ache.

The moon never
argued when I’d
build a full trellis
of moans.


{% load bootstrap4 %} {% load static %} {% block style %} {% bootstrap_css %} {% endblock %} About Us Our Approach Our Purpose Careers Our Team Recognition Services Team building Conflict resolution Change management Leadership Talent empowerment Digital Marketing Blog Case Studies


Library: Zip
Package: Zip
Header: Poco/Zip/Compress.h
Description
Compresses a directory or files as zip.
Member Summary
Member Functions: addDirectory, addFile, addRecursive, close, getStoreExtensions, getZipComment, setStoreExtensions, setZipComment
Constructors
Compress
Compress(
std::ostream & out,
bool seekableOut
);
seekableOut determines how we write the zip, setting it to true is recommended for local files (smaller zip file), if you are compressing directly to a network, you MUST set it to false
Destructor
~Compress
~Compress();
Member Functions
addDirectory
void addDirectory(
const Poco::Path & entryName,
const Poco::DateTime & lastModifiedAt
);
Adds a directory entry excluding all children to the Zip file, entryName must not be empty.
addFile
void addFile(
std::istream & input,
const Poco::DateTime & lastModifiedAt,
const Poco::Path & fileName,
ZipCommon::CompressionMethod cm = ZipCommon::CM_DEFLATE,
ZipCommon::CompressionLevel cl = ZipCommon::CL_MAXIMUM
);
addFile
void addFile(
const Poco::Path & file,
const Poco::Path & fileName,
ZipCommon::CompressionMethod cm = ZipCommon::CM_DEFLATE,
ZipCommon::CompressionLevel cl = ZipCommon::CL_MAXIMUM
);
Adds a single file to the Zip File. fileName must not be a directory name. The file must exist physically!
addRecursive
void addRecursive(
const Poco::Path & entry,
ZipCommon::CompressionLevel cl = ZipCommon::CL_MAXIMUM,
bool excludeRoot = true,
const Poco::Path & name = Poco::Path ()
);
Adds a directory entry recursively to the zip file, set excludeRoot to false to exclude the parent directory. If excludeRoot is true you can specify an empty name to add the files as relative files
addRecursive
void addRecursive(
const Poco::Path & entry,
ZipCommon::CompressionMethod cm,
ZipCommon::CompressionLevel cl = ZipCommon::CL_MAXIMUM,
bool excludeRoot = true,
const Poco::Path & name = Poco::Path ()
);
Adds a directory entry recursively to the zip file, set excludeRoot to false to exclude the parent directory. If excludeRoot is true you can specify an empty name to add the files as relative files
close
ZipArchive close();
Finalizes the ZipArchive, closes it.
getStoreExtensions
const std::set < std::string > & getStoreExtensions() const;
Returns the file extensions for which the CM_STORE compression method is used if CM_AUTO is specified in addFile() or addRecursive().
See setStoreExtensions() for more information.
getZipComment
const std::string & getZipComment() const;
Returns the Zip file comment.
setStoreExtensions
void setStoreExtensions(
const std::set < std::string > & extensions
);
Sets the file extensions for which the CM_STORE compression method is used if CM_AUTO is specified in addFile() or addRecursive(). For all other extensions, CM_DEFLATE is used. This is used to avoid double compression of already compressed file formats, which usually leads to worse results. Extensions will be converted to lower case.
The default extensions are:
- gif
- jpg
- jpeg
- png
setZipComment
void setZipComment(
const std::string & comment
);
Sets the Zip file comment.
Variables
EDone
Poco::FIFOEvent < const ZipLocalFileHeader > EDone;


1. Introduction
A Mindstorms Brick requires an environment to run a Java Virtual Machine. The software to install is:
-
Operating System
-
Java Virtual Machine
2. Operating System
An operating system (OS) is system software that manages computer hardware and software resources and provides common services for computer programs.
For LEGO Mindstorms ecosystem, EV3Dev
is the best option for this purpose,
it provides a Debian image
compatible with LEGO Mindsotorms EV3, BrickPi & Pistorms.
Debian is a Linux Operating System used in millions of computers on the world.
This project use Debian delivered by the project EV3Dev which provide a interface
to interact with Lego Mindstorms EV3 Brick and other boards compatible like BrickPi & PiStorms .
|
Debian is a stable project and it has released multiple versions.
EV3Dev
supports the following versions:
-
Debian Jessie
-
Debian Stretch
To install any Debian version, you will need to acquire a MicroSD Card to insert in the Brick.
2.1. Debian Stretch (EV3)
EV3Dev has an excellent step by step guide to install the Debian image in the Brick. Please, follow the link to install EV3Dev on your Brick
2.1.1. Increase the CPU
Read the following article to increase the EV3 CPU: https://lechnology.com/2018/06/overclocking-lego-mindstorms-ev3-part-2/
It is possible to increase the CPU from 300Mhz to 456Mhz. You will observe a great performance improvement when you run your Java programs or when you use Apt.
2.2. Debian Jessie (BrickPi+/BrickPi3/PiStorms)
If you have BrickPi or PiStorms, It is better if you use the classic Debian Jessie image at the moment.
2.3. Test the installation
Once you have finished the process to install the EV3Dev image on your Brick, try to establish a remote ssh
connection.
Verify that your Brick has a connection in the same network than your computer
ssh<EMAIL_ADDRESS>And you should the following output
The authenticity of host '<IP_ADDRESS> (<IP_ADDRESS>)' can't be established.
ECDSA key fingerprint is SHA256:21hHcnrpfwFMNaZcgeR9b5YnJw7q6Eojt0ZQM83Ephk.
Are you sure you want to continue connecting (yes/no)? yes
Warning: Permanently added '<IP_ADDRESS>' (ECDSA) to the list of known hosts.
<EMAIL_ADDRESS>password:
_____ _
_____ _|___ / __| | _____ __
/ _ \ \ / / |_ \ / _` |/ _ \ \ / /
| __/\ V / ___) | (_| | __/\ V /
\___| \_/ |____/ \__,_|\___| \_/
Debian jessie on LEGO MINDSTORMS EV3!
The programs included with the Debian GNU/Linux system are free software;
the exact distribution terms for each program are described in the
individual files in /usr/share/doc/*/copyright.
Debian GNU/Linux comes with ABSOLUTELY NO WARRANTY, to the extent
permitted by applicable law.
If you connected with your brick then you have completed this process and now you will have a Brick with a complete Linux distro to run any Programming language.
| Please, maintain your brick always updated. |
Execute the following commands before jump to the next step in this guide.
sudo apt-get update
sudo apt-get upgrade
sudo apt-get dist-upgrade
sudo reboot now
Now, you have Linux in your Brick!
3. Java Virtual Machine
Java programs need a JVM (Java Virtual Machine) installed in the Brick. Depending of the Hardware and the Debian version, you will have different options to install it.
3.1. EV3 Brick
For EV3, it is possible to install the following JVM:
-
Open JDK 11 for Debian
Using this project, the developer has 3 alternatives to install a JVM:
-
Manual
-
Using the project Installer
-
Using Gradle tasks from Template Project which interacts with Installer
3.1.1. Manual
You can download the last OpenJDK build for EV3 from AdoptOpenJDK CI
Using the terminal, execute the following statements on a remote connection session from your EV3 Brick to install OpenJDK on your brick.
wget -N https://ci.adoptopenjdk.net/view/ev3dev/job/openjdk11_build_ev3_linux/lastSuccessfulBuild/artifact/build/jri-ev3.tar.gz
sudo tar -zxvf jri-ev3.tar.gz -C /opt
mv /opt/jri-ev3/ /opt/jri-11
update-alternatives --install /usr/bin/java java /opt/jri-11/bin/java 1011
java -Xshare:dump
Now, you have Java on your EV3 Brick!
3.1.2. Installer
Using the terminal, execute the following statements on a remote connection session from your EV3 Brick to to execute the installer.
cd /home/robot
mkdir installer
cd installer
wget -N https://raw.githubusercontent.com/ev3dev-lang-java/installer/master/installer.sh
chmod +x installer.sh
sudo ./installer.sh help
sudo ./installer.sh java
3.1.3. Gradle Template project
The template project provides some Gradle tasks to interact with Installer project to install Java.
The available tasks:
-
getInstaller
-
installJava
-
javaVersion
3.2. BrickPi 3 / BrickPi+ / PiStorms
Bricks using Raspberry Pi hardware has more CPU/Memory capacity and it is possible to install from Debian Packages.
| The project only offer support for Debian Jessie at the moment. |
3.2.1. Debian Jessie
Manual
Using the terminal, execute the following statements on a remote connection session from your Brick to install Oracle JRE 8 on your brick.
apt-key adv --recv-key --keyserver keyserver.ubuntu.com EEA14886
echo "deb http://ppa.launchpad.net/webupd8team/java/ubuntu trusty main" | sudo tee -a /etc/apt/sources.list
echo "deb-src http://ppa.launchpad.net/webupd8team/java/ubuntu trusty main" | sudo tee -a /etc/apt/sources.list
sudo apt-get update
sudo apt-get install oracle-java8-installer
java -Xshare:dump
Installer
Using the terminal, execute the following statements on a remote connection session from your Brick to to execute the installer.
cd /home/robot
mkdir installer
cd installer
wget -N https://raw.githubusercontent.com/ev3dev-lang-java/installer/master/installer.sh
chmod +x installer.sh
sudo ./installer.sh help
sudo ./installer.sh java
Gradle Template project
The template project provides some Gradle tasks to interact with Installer project to install Java.
The available tasks:
-
getInstaller
-
installJava
-
javaVersion
3.3. Test your installation
Once you finish the JVM installation process, it is necessary to verify the installation. Execute the following statement to check that Java command is running in the right way.
java -version
Now, your Brick is ready to run your Java programs.
4. Next Step
Continue in the section about Create your first project


scikit-image: image processing in Python¶
The scikit-image SciKit (toolkit for
SciPy) extends scipy.ndimage
to provide
a versatile set of image processing routines. It is written in the
Python language.
This SciKit is developed by the SciPy community. All contributions are most welcome! Please join us on the mailing list (address provided below).
Read about our governance structure and our mission, vision, and values.
Major proposals to the project are documented in SKIPs.
Homepage¶
Source, bugs and patches¶
Contact¶
Stefan van der Walt <stefan at sun.ac.za>


| Home |
| About Me |
| Blogs |
| My Projects |
| Contact Me! |
| Version Control | Restaurant v Table | Class v ID | Arrays v Hashes | Thinking Styles | The Map Method | Diversity in Tech | The Dog Class |
| Feedback | Stereotype Threat | Object vs Functional Programing | JavaScript vs Ruby | Values | Computer Memory | Conflict | Good Questions |
What is computer memory? It is a term that we use often enough, but many people know nothing about it other than the fact that more tends to be better (faster). The truth of the matter is that Computer Memory can refer to a number of different things: temporary storage or permanent storage, and each of those can have several different categories (RAM, ROM, cache, flash, etc.).
Primary Storage, also known as temporary storage, is the main definition of what people think of as "computer memory". This type of memory is where you find your RAM (Random Access Memory), Virtual Storage, and cache. This storage works very fast, and keeps everything that the computer needs in order to operate in its memory while the computer is functioning. This means that the computer's operating system (OS) and software that run various programs that you are using are taken from the Hard Drive and placed into the RAM while they are in use. This data is deleted once the program is terminated. Thus, the more RAM your computer has, the more software it is able to store at once, making it run "faster". On top of the RAM is the cache. The cache is meant to keep bits of software that are accessed most often in a side place where they are easier to access, thus speeding up the process for the user.
When it comes to permanent storage, most of the time people are referring to the computer's hard drive. Since data in RAM does not stay put when the power is cut off, we need a place to store it. The Hard Drive is where you can save things. This type of storage is where you find your ROM (Read Only Memory). The ROM cannot actually change any of its data, that is done in RAM. This memory allows the computer to keep things for the user long term. Very often, this is the part of the computer that looks like a CD/record. It is becomming more common to find solid-state hard drives, a type of storage that used to be reserved for RAM. Solid State memory is also the type of memory used in Flash Drives (an external form of Permanent Storage). Other external storage could be an external hard drive or "Cloud" storage (where the data is saved online instead of the physical computer).
All of these memory types work together in order to help the computer function. They each have a specific purpose and are able to perform their tasks to provide the correct experience for the user.


--- layout: post title: "The Gruber 10" external-url: http://www.macworldexpo.com/macworldtv ---
John Gruber’s Macworld talk couldn’t have felt less Gruber-like. It was a general overview of obvious stuff with no real insight, the opposite of a great Daring Fireball post.
Sidenote: Macworld’s video player is a great example of video done wrong.


5 references to IsAbsolutePath
System.Management.Automation (5)
engine\CommandCompletion\CompletionCompleters.cs (1)
4206
!executionContext.LocationGlobber.
IsAbsolutePath
(wordToComplete, out _));
engine\PathInterfaces.cs (1)
885
return PathResolver.
IsAbsolutePath
(path, out driveName);
engine\SessionStateLocationAPIs.cs (1)
297
if (Globber.
IsAbsolutePath
(path, out driveName))
engine\SessionStateNavigation.cs (1)
271
if (Globber.
IsAbsolutePath
(path, out qualifier))
namespaces\LocationGlobber.cs (1)
1834
if (
IsAbsolutePath
(path, out driveName))


--- layout: post title: Do not leave any question date: 2007-09-10 11:00:49.000000000 +09:30 type: post published: true status: publish categories: - Thinking tags: [thinking] meta: posturl_add_url: 'yes' _edit_last: '1' views: '825' ---


You’ll need to switch to Universal Credit in March 2018
Before Universal Credit arrives in your area there are things you can do to prepare and ensure that the Switch goes smoothly.
Things you definitely need to do before you switch:
Things you might need to do:
Things you need to know:
- There will be a payment gap of at least 6 weeks
- Each individual in your household will need to apply seperatley
- Your credit will be paid to you in monthly installments
- Claimant conditionality
- If you are self employed, you will need to report your earnings every month


{% extends "base.html" %} {% load wagtailcore_tags %} {% block content %}
Our chapter has passed some resolutions establishing certain chapter priorities.
If you're new to DSA, please sign up to help in one or more using this form.
{{ event.date|date }} | {{ event.start_time }} | RSVP


--- title: Fall Bloomers and Grasses date: 2008-10-01 00:00:00 -06:00 categories: - whats-blooming layout: post blog-banner: whats-blooming-now-fall.jpg post-date: October 1, 2008 post-time: 2:49 PM blog-image: wbn-default.jpg ---
Japanese Anemone Anemone x hybrida 'Honorine Jobert'
September Ruby Aster Aster novae-angliae 'Septemberrubin'
Karl Foerster's Feather Reed Grass Calamagrostis x acutiflora 'Karl Foerster'
Zebra Grass Miscanthus sinensis 'Zebrinus'
Toad Lily Tricyrtis formosana 'Gilt Edge'
The grasses are in bloom or seed everywhere in the garden. Be sure to walk down to the Water Pavillion and check out the newly designed grass flowerbed.
If you want to see the Toad Lilys in bloom they are in Fern Gully. "How do I get there" you ask? Simple, if you are walking down the Floral Walk from the visitors center, take the dirt path to your left right before you get to the pear arbors.
NEXT WEEK: The beginning of fall colors.


Hi! I am Avinash Pandey, a 26-year-old guy who is enthusiastic about
software and mathematics.
I like designing systems and have experience with C++, Python,
Golang, and JS. Algorithmic problems are my brain-sharpening tool,
and
sway +
Notion is my
productivity tool (check my
dotfiles). Sometimes, I contribute to open-source projects.
Although entire mathematics is fascinating, my interest lies
primarily in graph theory, combinatorics, and number theory.
Olympiad-style problems keep me engaged sometimes.
Here are some of the open-source stuff I have built.
-
D3 Graph Theory
- Interactive and visual graph theory tutorials made using
d3.js.
-
Omnibang
- A Chrome/Firefox extension for searching websites directly
from the address bar.


Currently a "Full Stack" Developer interested in many different technologies, from web frameworks to big data. Always looking to challenge myself and learn more about the industry as a whole. I love learning about new frameworks or ideas that can enable me as a developer to work better and faster.
Richard Juan Sheng Lee
23
University of Wisconsin - Madison
Java, C, Matlab, x86 Assembly, MIPS, Verilog, SQL
Javascript, Ruby on Rails, PHP 7, Symfony, Apache, Nginx, Node.js, Shell Scripting, MYSQL, PostgreSQL, jQuery, Ajax, Git, HTML/CSS, REST, Heroku, IronWorker, AWS S3, Three.js, OAuth 2.0
UW School of Medicine and Public Health
February 2017 - Present
Software Engineer
Intact Solutions, LLC.
May 2016 - December 2016
Software Development Intern
Wisconsin Electric Machines and Power Electronics Consortium
August 2014 - May 2016
Student Web Developer
Bioinformatics Resource Center - UW-Madison
September 2015 - February 2016
Student Programmer
Miller Electric Mfg.Co.
May 2015 - August 2015
Software Development Intern
State Cartographer’s Office (SCO) - University of Wisconsin-Madison, Wisconsin
September 2013 - May 2015
GIS/Web Support Technician
Roadview, Inc., Fitchburg, Wisconsin
May 2013 - August 2013
Data Processor Intern


Stocks in Toronto hit by broad-based decline, U.S. stock markets mixed
by The Canadian Press, StaffTORONTO -- The health-care and the industrials sector helped lead a broad-based decline on the Toronto Stock Exchange in late-morning trading as Canada's main stock index traded lower.
The S&P/TSX composite index was down 54.06 points at 16,945.13.
In New York, the Dow Jones industrial average was up 31.85 points at 27,798.14. The S&P 500 index was down 1.16 points at 3,102.38, while the Nasdaq composite was down 13.72 points at 8,492.49.
The Canadian dollar traded for 75.29 cents US compared with an average of 75.27 cents US on Thursday.
The January crude contract was down 97 cents at US$57.61 per barrel and the January natural gas contract was up 7.1 cents US$2.69 per mmBTU.
The December gold contract was up US$2.50 at US$1,466.10 an ounce and the December copper contract was up 1.65 cents at US$2.64 a pound.
This report by The Canadian Press was first published Nov. 21, 2019


Harrow’s 1st (we think) Folk and Craft festival. Based around the main venue of the Ryan Theatre, we are presenting a weekend festival.
Feature artists include - Reg Meuross, Holy Moly and the Crackers, India Electric Co. and many others.
Featured artists, up and coming singers and musicians, dance troops, various workshops, story-telling, food, drink, crafts and Good Company.


- Description
- implicitly supports a local registry and a read-only
system registry for global information.
In the context of this service,
the functions
open , close , and destroy
from XSimpleRegistry are not supported and throw an exception
if they are used.
- Functions of XSimpleRegistry:
- getURL
- returns the name of the local registry.
- isValid
- checks if the local registry is valid. If the interface is not NULL
the local registry should always be valid.
- isReadOnly
- checks if the local registry has write protection.
- mergeKey
- merges all information from the specified registry in the local registry.
- getRootKey
- returns a virtual rootkey of both registries.
- Functions of XRegistryKey:
- openKey
- returns a virtual key which is specified in the local or the sytem
registry.
- deleteKey
- deletes the key only if it is present in the local registry.
- setLongValue, setAsciiValue, setStringValue, setBinaryValue
- sets the value at the specified key in the local registry.
- getLongValue, getAsciiValue, getStringValue, getBinaryValue
- returns the value at the specified key in the local registry, or if
the value is not present in the local registry, it will return the value of the
system registry.
- openKeys
- returns a sequence of all subkeys in both registries.
- getKeyNames
- returns a sequence with the names of all subkeys in both registries.
-
Note: all write functions only work on the local registry.
- How to find the registries:
- search for the system registry:
- The system registry will always be searched in the same directory as the
executable. The name of the system registry is "applicat.rdb". If the system
registry was not found, then the environment variable STAR_REGISTRY will be checked.
If this variable was set, it must contain a full path to a valid system registry.
- Search for the user registry using the following rules:
-
- 1. (for further use) search in sversion.ini (.sversionrc) for an entry
REGISTRY_VERSION_STRING (example: UserRegistry 5.0/505=test.rdb) in the section
[Registry]. If found, then take this value instead of "user.rdb" as "REGISTRY NAME".
- 2. Search in the config directory of the user for a file "REGISTRY NAME". If
found, return the full path and name of the file. If not found, retry this
step with a dot before "REGISTRY NAME".
- 3. If not found, a new user registry with name user.rdb will be created in the user
config directory.
Guarantees:
|


The EmaCrossAlphaModel
uses an exponential moving average (EMA) cross to create insights. When the fast EMA crosses above the slow EMA, it emits up insights. When the fast EMA crosses below the slow EMA, it emits down insights. It sets the duration of Insight objects to be the product of the resolution
and fastPeriod
arguments.
AddAlpha(new EmaCrossAlphaModel());
self.AddAlpha(EmaCrossAlphaModel())
The following table describes the arguments the model accepts:
| Argument | Data Type | Description | Default Value |
|---|---|---|---|
fastPeriod |
int |
The fast EMA period | 12 |
slowPeriod |
int |
The slow EMA period | 26 |
resolution |
Resolution |
The resolution of data sent into the EMA indicators | Resolution.Daily |
To view the implementation of this model, see the LEAN GitHub repositoryLEAN GitHub repository.


Car world
Bayerische Motoren Werke AG, commonly referred to as BMW, is a German multinational company which produces luxury vehicles and motorcycles. The company was founded in 1916 as a manufacturer of aircraft engines, which it produced from 1917 until 1918 and again from 1933 to 1945
Automobiles are marketed under the brands BMW, Mini and Rolls-Royce, and motorcycles are marketed under the brand BMW Motorrad. In 2015, BMW was the world's twelfth-largest producer of motor vehicles, with 2,279,503 vehicles produced.[2] The company has significant motorsport history, especially in touring cars, Formula 1, sports cars and the Isle of Man TT.
This section needs additional citations for verification. Please help improve this article by adding citations to reliable sources. Unsourced material may be challenged and removed. Find sources: "BMW" – news · newspapers · books · scholar · JSTOR (August 2020) (Learn how and when to remove this template message)
The slogan 'The Ultimate Driving Machine' was first used in North America in 1974.[23][24] In 2010, this long-lived campaign was mostly supplanted by a campaign intended to make the brand more approachable and to better appeal to women, 'Joy'. By 2012 BMW had returned to 'The Ultimate Driving Machine'.
Important history
BMW is headquartered in Munich and produces motor vehicles in Germany, Brazil, China, India, South Africa, the United Kingdom, the United States and Mexico. The Quandt family are long-term shareholders of the company (with the remaining shares owned by public float), following brothers Herbert Quandt and Harald Quandt's investments in 1959 which saved the company from bankruptcy.


Mighty Joe Young
Starring Charlize Theron and Bill Paxton Directed By Ron Underwood Running Time: 1 hour 54 minutes
(Walt Disney Pictures)
Apart from the cute RKO symbol at the start of the film, there's no surprises in this new Disney film.  Jill meets Gregg (Paxton) who wants to move Joe out of his natural habitat and into a wildlife preserve, where he feels Joe would be safer. Although reluctant, Jill agrees. However, Joe soon attracts interest from a poacher (Rade Serbedzjia) the very same poacher who killed Jill's mother. Will Joe escape their clutches? Will Jill and Gregg fall in love. Well, would we expect anything else from the mouse?
>From the outset, it's obvious that Mighty Joe Young is going to be nothing but an enjoyable kids movie. Although it's incredibly predictable, it's made well enough and is passable entertainment. Although Ron Underwood tries nothing new when directing, the cast and the special effects are nifty enough to make this good. The under-rated Theron, after a good performance in The Devils Advocate (1997) delivers another good acting turn here, making an under developed role into something quite likeable and appealing to kids. Although she tries to be to child like during some parts of the film, her performance certainly isn't a failure. Bill Paxton, or 'Mr. Bland' is as bland as ever, and cursed with the worst hair seen in Hollywood for a very long time. His performance is alright, and he's starry eyed enough to carry the role, but someone a little more exciting would have done.
Joe himself is a wonderful piece of technology from Rick Baker. Although the CGI looks a little fake, the model is excellent and features a nice range of actions. It's also a believable model, something missing from movies recently. Although he's a very 2D character, he's a good enough plot device. However, he is loveable enough for the young ones, and he's easy to root for.
Unfortunately, the story telling suffers from Disney's obsession at bland, straight forward scripting. The script, by Ruth Rose, is full of morals, yet isn't quite so patronising as some of Disney's worst efforts. The family theme is played strongly, as there's no doubt that children will learn about friendship and family from this movie. Unfortunately, however, the pacing is all wrong. While the scenes in the jungle are nice, in this Godzilla world the children will be looking for something for a bit more action. Indeed, Disney were going to make this an Godzilla competitor until pulling back the release date. Therefore, we get 1 hour 30 minutes of sloppy morals and only 20 minutes of Joe running amok, which is a bit of a let down.  Although the action kicks in before boredom will take over, it's still too little too late.
As a family movie, Mighty Joe Young will not hit all the targets. Although children under eight will no doubt love the simple to understand story, the parents in tow may get bored with the obviousness of it all, a common problem with Disney movies. Although featuring pretty scenery, a nice soundtrack and excellent effects, the film is lacking that spark that family films like A Bugs Life have. Far from mighty, therefore, but still not a complete disappointment.
RATING=**1/2 OUT OF *****
A David Wilcock Review ©1999
DAVID WILCOCK<EMAIL_ADDRESS>Visit the Wilcock Movie Page! http://www.wilcock54.freeserve.co.uk
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


C US Medical Suppliers restorative disposables utilized as a part of healing centers on a vast amount that has worldwide quality and are successfully and proficiently utilized by the medicinal experts. We have an extensive variety of medical disposables that are sheltered to use, with unrivaled quality, and are similarly focused on costs.
C US convey a wide assortment of safety items to enable you to build a viable security program. You'll discover everything from individual defensive gear to spill units to keep operations running easily without putting individuals in danger of damage or sickness.
Today C US is lessening business development working expenses and making more productive, feasible private and business structures for a greener, more advantageous world. We're giving specific development materials to make and keep up streets and scaffolds, media transmission, power, and water plants
Virtually indestructible valve covers Once locked, they rotate freely around the hand wheel & prevent the valve wheel from being turned The strong polyurethane plastics make them resistant to cracking and abrasion They are resistant to extreme weather and temperature conditions.
Aerodynamic design with in-mould vents Adjustable Eight point inner suspension Ratchet screw type rear adjustment High temp Resistance for welding areas 3D-Adjustable Special Inner Cradle for Flip up type Dual-Glass Welder’s Guard Dual Glass, inner Clear glass .
Developed and designed by the leading industry experts as per the exact requirement of the customers, these gloves are available in mesmerizing ranges and have impeccable finishing. These are used in the hospitals to perform delicate surgeries.
Our offered products are used in wood working, chemistry labs and many more application areas. The products we offer are available as per the industry standards and protect eye from chemicals, particulates and many more. Besides these, the products of our company are safe to use.
These small locks will meet your expectation. However, if you are looking for strong locks for luggage or office applications, look elsewhere. you can use these for little wooden treasure boxes Even children can use these and they are perfect. If the child loses the two keys or locks the keys in the box, just snap off the lock with a wire cutter ..
Fire Extinguishing Ball is a ball-shaped fire extinguisher. Simply thrown into a fire, it will activate within 3 seconds and effectively disperse-extinguishing chemicals.
The Business products includes:
Even you can find more products.Just you need to call us at


popular
page preloading effect
arrow navigation styles
iseas for subtle hover effects
halcyon days template
inspiration for article intro effects
draggable dual-View slideshow
recent
tooltip styles inspiration
animated background headers
off-Canvas menu effects
tab-Stules inspiration
make SVGs responsive with CSS
notification styles inspiration


Spec
FMIndexAn index based on the Burrows-Wheeler transform.
An index based on the Burrows-Wheeler transform.
| Extends | Index |
|---|---|
| All Extended | Index |
| Defined in | <seqan/index.h> |
| Signature |
template <typename TText[, typename TSpec[, typename TConfig]]>
class Index<TText, FMIndex<TSpec, TConfig> >;
|
Template Parameters
TText |
The text type. Types: String, StringSet |
|---|---|
TSpec |
FM index specialisation, defaults to void. |
TConfig |
A config object which determines the data types of the different fibres, defaults to FMIndexConfig<TSpec>. |
Interface Function Overview
-
TIterator begin(index, tag);
Returns an iterator pointing to the root node of the virtual prefix trie of the reversed text of the index. -
TFibre indexLF(index);
A shortcut for getFibre(index, FibreLF()). -
TSAValue toSuffixPosition(index, pos, offset);
This function computes the position of a specified position in the compressed suffix array (additionally containing entries for the sentinels). The returned position corresponds to the suffix array of the original text without sentinels.
Interface Functions Inherited From Index
Interface Metafunction Overview
Interface Metafunctions Inherited From Index
Detailed Description
Structure
The FM index consists of various Fibre of which the most important ones are the compressed suffix array and the LF table, which provides all necessary information for the LF mapping.
Interface Functions Detail
TIterator begin(index, tag);
Returns an iterator pointing to the root node of the virtual prefix trie of the reversed text of the index.
Parameters
index
|
The index to be traversed. |
|---|---|
tag
|
The specialisation of the iterator to be returned by the function. Types: VSTree Iterator |
Returns
TIterator |
Returns an iterator pointing to the root node of the virtual prefix trie of the reversed text of the the index. Types: The result of Iterator<Index<TText, TIndexSpec>, TSpec>::Type |
|---|
Data Races
Thread safety unknown!
TFibre indexLF(index);
A shortcut for getFibre(index, FibreLF()).
Parameters
index
|
The FM index. |
|---|
Returns
TFibre |
A reference to the FibreLF. |
|---|
Data Races
Thread safety unknown!
TSAValue toSuffixPosition(index, pos, offset);
This function computes the position of a specified position in the compressed suffix array (additionally
containing entries for the sentinels). The returned position corresponds to the suffix array of the original
text without sentinels.
Parameters
index
|
The FM index. |
|---|---|
pos
|
The position in the suffix array of the FM index (with sentinels). Types: UnsignedIntegerConcept |
offset
|
The number of sequences in the original text. Types: UnsignedIntegerConcept |
Returns
TSAValue |
The function function computes the position of a specified position in the compressed suffix array (additionally containing entries for the sentinels). The returned position corresponds to the suffix array of the original text without sentinels. The return type is SAValue<Index<TText, FMIndex<TSpec, TConfig> > >::Type |
|---|
Data Races
Thread safety unknown!


clever content goes here.
no really there isnt anything else i want to say.
If i had more to say i would say it.
Here is how to use the strong tag.
Here is how to use the emphasisis tag. <
clever content goes here
my favorite fruit flavors
- peach
- apple
- blueberrys
here is a picture
picture provided by
picsum photos
picture provided by picsum photos
Here we are inside a div notice i looks pretty much like a paragraph. Here is a span.
| First name |
Last name |
Email |
| john |
Doe |
<EMAIL_ADDRESS>|
| jane |
Doe |
<EMAIL_ADDRESS>|
| enrique |
Doe |
<EMAIL_ADDRESS>|


--- layout: default lang: uk topmenu: about-us ---
Founded in 2009, M-recruit is a specialist IT recruitment agency, operating across NSW and the ACT.
We are constantly responding to ever changing market needs to cater to employers and candidates across the IT sector. This now includes recruiting for roles for not only the private-sector, but also for federal and state government organisations that require specialised IT talent.
Consultants at M-recruit Recruitment focus on specific areas of expertise within this sector so you can be confident that you are working with knowledge experts in that area of recruitment. Our specialist teams are able to assist you in recruiting the best candidates for all levels of roles, from entry level positions right through to Chief Technology Officer roles.
We believe in developing true and strong partnerships. Our staff will take the time to truly understand a client's needs and source the best person for you each and every time.
· Project Manager
· Full Stack Developer
· UX/UI Designer
· DevOps Engineer
Read about our services or call 02 8091 4760 to discuss your recruitment needs.


|
Network Services API
<IP_ADDRESS>
|
#include <ti/net/socket.h>
Go to the source code of this file.
Macros | |
SNTP Error Codes | |
| #define | SNTP_EINVALIDARGS (-101) |
| Input arguments are invalid. More... | |
| #define | SNTP_ESOCKETFAIL (-102) |
| Failed to create a socket. More... | |
| #define | SNTP_EINVALIDFAMILY (-103) |
| The input socket address is not of AF_INET (IPv4) or AF_INET6 (IPv6) family type. More... | |
| #define | SNTP_ESOCKETOPTFAIL (-104) |
| Failed to set receive timeout on socket. More... | |
| #define | SNTP_ECONNECTFAIL (-105) |
| Failed to connect to the NTP server. More... | |
| #define | SNTP_ESENDFAIL (-106) |
| Failed to send a time request to the NTP server. More... | |
| #define | SNTP_ERECVFAIL (-107) |
| Failed to recieve the new time from the NTP server. More... | |
| #define | SNTP_ERATEBACKOFF (-108) |
| NTP Server requests to reduce the update rate (RFC 5905 kiss code RATE) More... | |
| #define | SNTP_EFATALNORETRY (-109) |
| NTP Server invalid or server requests to end all communications (RFC 5905 kiss code DENY or RSTR) More... | |
Functions | |
| int | SNTP_getTime (struct sockaddr *server, uint32_t(*get)(void), void(*set)(uint32_t newtime)) |
| Get time from NTP server. More... | |


Beta This is a test version of the layout of this page. Take the survey to help us improve it
Guidance
Funding values for colleges, training organisations, local authorities and employers with a contract for 2015 to 2016.
The updated funding year contract values provide maximum contract value information as at March 2016 and June 2016 for colleges, training organisations and employers that have a contract for 2015 to 2016.
It excludes contract values where the Agency is discussing current delivery performance.
This updates the initial contract values published in August 2015.
The funding year contract values provide maximum contract value information as at August 2015 for colleges, training organisations and employers that have a contract for 2015 to 2016. It excludes contract values where these are not finalised.
These allocation/contract values are subject to the performance management arrangements set out in the Operational Performance Management Rules 2015 to 2016 . We publish this information annually. We will update it throughout the year, following the performance-management points and final claim submissions.
This guidance note sets out the principles we have used to calculate colleges’ and training organisations’ funding allocations for the 2015 to 2016 funding year.
Version 2 has further clarification, following feedback from the sector, and additional information on how we have protected funding.
For further information, please contact your Central Delivery Service (CDS) or Large Companies Unit (LCU) representative.


Tutorials A range of interactive tutorials, exploring ideas and techniques used in generative art. Progressively learn the steps used to create generative art. Get Started Podcast Join Tim and Ruth as we delve into different aspects of generative art and the amazing community around it. Available everywhere you listen. Listen now


There have been no reported cases of people overdosing on marijuana alone and it is rarely laced with other drugs.
Signs of laced marijuana include:
Marijuana is a plant that grows naturally. It contains THC, a chemical that is responsible for the symptoms of using the drug.
These symptoms include:
Marijuana is legal for recreational use in: Alaska, Arizona, California, Colorado, Washington D.C., Illinois, Maine, Massachusetts,
Michigan, Montana, Nevada, New Jersey, New York, Oregon, South Dakota, Vermont, Virginia, and Washington
Marijuana is decreminalized in all above states as well as Connecticut, Delaware, Hawaii, Maryland, Minnesota, Mississippi, Missouri,
Nebraska, New Hampshire, New Mexico, North Carolina, North Dakota, Ohio, and Rhode Island


Feedback Review
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Easter Eggs
You found an Easter egg which is this page, woah! You can reveal the rest of them or continue searching.
- This page is an Easter egg
- The home page has a hidden paragraph that can be revealed by hovering over its location
- My about me portrait is emulated from the Kramer painted in The Letter episode, Seinfeld
- When the Brad in the footer is clicked, he runs away. If you click him many times quickly, he freaks out. #featurenotabug
- Interactive resume eggs
- The about me particle display is emulated from the Wakanda technology vibranium sand from Black Panther
- The WSU blinky display is a workable LCD circuit using an STM microcontroller
- My rocket's engines are the F1 engine as found on the powerful Saturn V
- The boxes in the experience rooms are numbered:
- Room 1: 4, 8, 15, 16, 23, 42. A nod to Lost's The Numbers
- Room 2: L-42, I-42, F-42, E-42. The Hitchhiker's Guide to the Galaxy's The Answer to the Ultimate Question of Life, the Universe, and Everything is 42
- Room 3: P-22 on top of I-7, 22/7 is an approximation of pi (π)
- Room 3: 19 on top of 7, 19/7 is an approximation of e
- The rocket bridge
- Many of the information displays are emulated from the original series Star Trek, including the random blinky lights on the console, and The Next Generation's LCARS
- There is a Lorentz transformation on one of the displays
- The trajectory is a Hohmann transfer with the planets and mars in the proper location
- The Mallard Madness duck has been assimilated by the Borg, resistance is futile
- The shuttlecraft is taken from Star Trek
- Some of the instruments on the Mars lander can be found on the Insight Lander
- On the culinary pages, my name turns into Breadley
-
The home page has an ASCII art tesla coil in the HTML comments
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TEX Yoda Build Log & Review
The Board
The Tex Yoda is a somewhat coveted board in the keyboard community. Its limited availability and heavy price tag make it very rare. However, this keyboard has some very unique features along with high-quality parts to make it all worth it.
The most noticeable thing that distinguishes this keyboard from most others is that red dot you see right in the center. This will undoubtedly bring back memories of some old laptops that came with a TrackPoint as well. It’s simply an attachment that allows you to control the mouse movements without the need to reach all the way over to your mouse. Some refer to this as a pointing stick - I like TrackPoint as that’s how IBM wants it; some have a more appropriate term, however.
The Yoda also features a full aluminum body. This is great as it adds a fair amount of sturdiness to the board and it feels great; although it is very heavy. It’s a standard 60% layout with a few extra keys to act as the mouse clicks and for scrolling. Since these are normally DIY, you get the option of whichever switches you’d like. I chose Cherry MX Clears as they were all the rage when I picked this up. Although I’m not the biggest fan of Clears (I prefer Zealios over Clears, Greens over Zealios, Topre over Greens, and Buckling Springs over everything - but this is a discussion for another blog post), typing on this was still an amazing experience.
The layout, though not incredibly special as it’s almost exactly what you’d get with a Pok3r, is innovative and efficient. Firstly, the reason you’d be excited for a TrackPoint is to keep your hands on the home row without wasting time moving to the mouse. It takes some getting used to, but it’s a very natural habit once you learn exactly where to place your fingers. I’ve also never had any problems clicking with the bottom three keys.
If you’ve never used a 60%, this is a great one to do some learning on. Although the Yoda isn’t fully programmable it offers some unique shortcuts I haven’t found on any other boards. You’ve got standard media keys, home, page-up/page-down, and even scroll-up/scroll-down all in the function layer. It also has the arrow keys in the WASD and IJKL positions unlike the Poker II which has them in the WASD position and the Pok3r which has them in the IJKL. Options are nice and it’s actually the reason I have little use for the Pok3r over the Poker II, (although, nothing beats the [;’/
arrow keys as featured on the HHKB).
The Build
I’ve built a few keyboards in my day so I didn’t feel worried about messing up this expensive board. Building keyboards is usually a very straightforward process:
- Solder diodes onto the PCB
- Install switches onto the plate (if the board is plate-mounted as opposed to PCB-mounted, which this one is)
- Line up plate & switches onto the PCB
- Solder each switch
- Solder the chip
- Install drivers, create and upload firmware, or whatever the situation might be for your particular board.
The Yoda came with the case, two PCBs, a plate, some wires, an attachment for the underside of the case, screws, and some other boring stuff.
After monotonously snapping each switch in their proper spot, flip it over, be sure all the switch’s pins are straight, and align the PCB so it falls onto each switch.
Unfortunately, I cannot solder and take pictures simultaneously but if you look closely you can see each soldered switch. Next, alight the TrackPoint in the case and place the PCB over it.
Finally, add your keycaps and TrackPoint and enjoy your new keyboard!


An example of using functions to define new mask definitions. These definitions are "multiple character" fields that allow us to have a date formatted input that validates.


Mask Network will work with open-source storage service provider Filecoin, in the promotion of Web 3.0 concepts.
Filecoin is a decentralized storage network, designed to store humanity’s most important information. To store files, all you need is code and a crypto-wallet. This provides developers everywhere access to an entirely new data storage paradigm, even letting your programs store data autonomously.
Mask Network has always wanted to be the bridge between Web 2.0 and Web 3.0. Through the Mask browser extension, Mask wants users to use amazing Dapps on traditional social media in a fast and easy way. Data and information are continuously generated in the digital world, but the meaning they bring will only be more far-reaching and perpetual only if they are retained. Therefore a decentralized data storage solution is the key to the building of a decentralized ecosystem. Mask Network pays close attention to the development of decentralized storage and partners with many outstanding decentralized storage projects. We believe storing files in a decentralized way is vital in showing the spirit of Web 3.0.
Both Filecoin and Mask Network are firmly committed to bringing the idea of Web 3.0 to a broader group of users. Both parties share a high level of consensus on data privacy, data ownership, and permissionless community participation and governance. Through the bridge (Mask extension), users who know little about Web 3.0 could use applications built based on decentralization and open-source concepts on the platform they are familiar with, just within a few clicks. This greatly lowers the threshold of discovering the Web 3.0 world. By using these Dapps, users can enjoy features not available on the social media platforms such as file storage, information encryption, without changing social media platforms.
Through this collaboration, Mask Network will integrate the data storage paradigm by Filecoin, providing more choices for users. Both parties will also issue several bounties about decentralized storage jointly, thus welcoming and encouraging more developers to build in the Mask ecosystem.
Filecoin, the world’s largest decentralized network, allows users to store, request, and transfer data via a verifiable marketplace. Filecoin is completely open-source, enabling people from all over the world to participate. The Filecoin protocol runs on an advanced and novel proof system — a combination of Proof of Spacetime (PoSt) and Proof of Replication (PoRep), to provide unmatched efficiency and reliability. Filecoin’s advanced technology provides a robust foundation to store the world’s most valuable data sets. An alternative to costly cloud storage, the Filecoin network offers efficiently priced and geographically decentralized storage, minimizing financial barriers and allowing users to take advantage of its unmatched network capabilities.
Mask Network is the core product of Dimension, which is positioned to become the bridge that connects internet users from Web 2.0 to Web 3.0. The foundational technology of Mask Network is a peer-to-peer encrypted messaging application, with new functions continuously being created around this foundation. We at Mask Network are strong believers in the ownership economy. People should own what they produce, people should own their data, their attention, and the virtual space they choose to contribute to.
Mask Network integrates decentralized social messaging, borderless payment network, decentralized file storage and sharing, decentralized finance, DAO, and NFT to provide a safe and convenient portal for users to jump right into the continent of decentralized finance and then the new world of Web 3.0.
Github https://github.com/DimensionDev
Twitter https://twitter.com/realMaskNetwork
Facebook https://www.facebook.com/masknetwork
Discord https://discord.com/invite/cKGW45g
Telegram (English) https://t.me/maskbook_group
Telegram （中文） https://t.me/masknetwork_cn


She has one sibling. Her favorite book is Song Of Fire and Ice. Her favorite band is the Goo Goo dolls.


Vale failed to report problems before dam disaster: Regulator
Brazilian agency says mining giant was aware of defects with the dam's drainage system before disaster struck.
Hundreds of lives could have been saved in Brazil if mining giant Vale had disclosed problems with a massive dam that collapsed earlier this year, according to the country's mining regulators.
More than 250 people were killed and several tons of toxic mining waste was spewed across the countryside in the mineral-rich state of Minas Gerais in January following the disaster.
More:
A report released on Tuesday by the National Mining Agency (ANM) detailed several problems that it said Vale should have reported.
Internal Vale documents seen by ANM investigators show the mining company was aware of problems with a horizontal drainage system installed seven months before the dam collapsed on January 25. The system is designed to control the water level of the dam.
Installation of these pipes requires the injection of pressurised water into the structure, which can "destabilise" the mining waste, ANM said.
On January 10 - two weeks before the dam in Brumadinho ruptured - two devices measuring liquid pressure had reached emergency levels.
"The increase in pressure of the piezometers compromised the stability of the dam. ANM was not informed," the government agency said.
A Vale report of a survey conducted three days before the breach, but only filed on February 15, showed "all the irregularities" of the dam.
"If ANM had been correctly informed, it could have taken precautionary measures and forced the company (Vale) to take emergency actions that could have avoided the disaster," ANM said.
In a statement, the iron ore miner said it would not comment on the "technical decisions taken by its geotechnical team at the time".
The company said it would wait for the "expert, technical and scientific conclusions on the cause of the dam rupture".
ANM said it would forward its findings to the federal police and prosecutors.
The report comes amid growing pressure on the global mining giant.
Police said in September they have enough evidence to charge employees of Vale and its German auditor over false information used to certify the safety of the dam.
It is up to prosecutors to decide whether to charge seven Vale workers, none of whom are senior managers, and six employees of the auditor TUV SUD.
The TUV SUD employees include a German-based business development director, engineers and consultants who certified the dam's stability in 2018.
That came after a judge ordered Vale to pay nearly $3m to the families of three victims of the tragedy.
A separate court ruling in July ordered Vale to pay for all the damage caused by the disaster, without quantifying the amount of money.
Brazil has since banned the construction of new upstream dams, which are cheaper but less stable than other types of tailings dams, and ordered the decommissioning of existing ones.
ANM's damning accusations came on the fourth anniversary of the collapse of another tailings dam owned by a joint venture between Vale and the Anglo-Australian miner BHP.
The failure of the Fundao tailings dam unleashed a torrent of nearly 40 million cubic metres of highly toxic mine sludge over areas of the Mariana district, also in Minas Gerais. The mud killed 19 people and flooded 39 towns, marking Brazil's worst environmental disaster.


--- layout: page title: Ode To Code Video Contest ---
When Europe Code Week 2015 was announced in Urbino, two kids heard the tune that was playing from the smartphone of a girl nearby and decided that the music was much better than the presenter’s voice. They went by the mixer, switched to the music, and started to code a dance inspired by the rhythm. The results were surprising…
A similar phenomenon was observed in Amsterdam in August, when Europe Code Week and Africa Code Week were jointly presented at the Scratch Conference 2015. Then it happened again in Brussels during the Code Week Ambassadors meeting.
The tune that had this effect has been recognized to be the “Ode to code” and it is expected to have the same effect on people, animals, and robots wherever it is heard. To collect evidence of this phenomenon CodeWeek has launched a video contest inviting any witness to record a short video showing the effects that the music has everywhere around the world. Observed effects include: unintentional robot dancing, open air programming, flash mobs, bubbles, …
The contest will end on October 31, 2015. The most popular videos (those with most views, likes, and comments on YouTube by the end of the contest) will be displayed on Europe Code Week and Africa Code Week websites.
The most popular videos in each category and country will be awarded with official certificates.
Sponsors are invited to award prizes that will be announced Code Week EU website.


This is an implementation of the freeCodeCamp Timestamp Microservice project .
This is part of the freeCodeCamp APIs And Microservices Certification curriculum.


Lesson Plan Title: Multi Level Login 1
Concept / Topic To Teach:
A Multi Level Login should provide a strong authentication. This is archived by adding a second layer. After having logged in with your user name and password you are asked for a 'Transaction Authentication Number' (TAN). This is often used by online banking. You get a list with a lots of TANs generated only for you by the bank. Each TAN is used only once. Another method is to provide the TAN by SMS. This has the advantage that an attacker can not get TANs provided by the user.General Goal(s):
In this Lesson you try to get around the strong authentication. You have to break into another account. The user name, password and a already used TAN is provided. You have to make sure the server accept the TAN even it is already used.


English. Many desktop publishing packages and web page editors now use Lorem Ipsum as their default model text, and a search for 'lorem ipsum' will uncover many web
The bedding was hardly able to cover it and seemed ready to slide off any moment. His many legs, pitifully thin compared with the size of.
No one rejects, dislikes, or avoids pleasure itself, because it is pleasure, but because those who do not know how to pursue pleasure rationally encounter consequences
A collection of textile samples lay spread out on the table - Samsa was a travelling salesman.
Alex Trebek's fun TV quiz game. Woven silk pyjamas exchanged for blue quartz. Brawny gods just zebra, and my wolves quack! Blowzy red vixens fight for a quick.
On the other hand, we denounce with righteous indignation and dislike men who are so beguiled and demoralized by the.
Flummoxed by job, kvetching W. zaps Iraq. Cozy sphinx waves quart jug of bad milk. A very bad quack might jinx zippy fowls. Few quips galvanized
It wasn't a dream. His room, a proper human room although a little too small, lay peacefully between its four familiar walls.
I hear the buzz of the little world among the stalks, and grow familiar with the countless indescribable forms of the insects and flies, then I feel the presence of the Almighty, who formed us in his own image, and the breath Gregor then turned to look out the window at the dull weather.
The languages only differ in their grammar, their pronunciation and their most common words. Everyone realizes why a new common language would be desirable: one could refuse to pay expensive translators.
English. Many desktop publishing packages and web page editors now use Lorem Ipsum as their default model text, and a search for 'lorem ipsum' will uncover many web
The bedding was hardly able to cover it and seemed ready to slide off any moment. His many legs, pitifully thin compared with the size of the rest of him, waved about helplessly as he
To take a trivial example, which of us ever undertakes laborious physical exercise, except to obtain some advantage from it? But who has any right to find fault with a man who chooses


ABOUT US
When you work with us, you are part of a team of committed collaborators.
All aspects of our software development process are integrated, iterative and agile.
Our approach unifies design, development and
project management to create exceptional products.
We start each project by understanding our business goals,
the user's needs and the products requirements.
Then we help translate them into effective and elegant solutions
Before We sign a contract or write a line of code, our team will spend the necessary
time needed to understand our product vision.
The outcome of this scoping session is a proposal or high-level statement of work.
Based on your requirements, we can provide a complete offering or just the pieces
you need.
Our design practice offers a full range of services including brand strategy, interaction and visual desing and user experience testing.
Throughout your project our designers create and implement visual design and workflows, solicit user feedback and work with you to make sure what gets bult is what is needed.
All engineers are fluent in the latest enterprise, mobile and web development technologies.
They collaborate with your team to write, and improve code on a daily basis using proven practices such as test-driven development and pair programming.
Planning and development is iterative.Because we are constantly coding and testing, the product we build are always to go live.
This iterative process allows for changes as business requirements evolve


Hi, my name is Dušan and I'm 19 years old. I went in high school, "Palanačka gimnazija". Now I'm studing at ICT. I like web design a lot, because of that, I'm there.


Join the numbers and get to the 1 tile!
New GameHow to play: Use your arrow keys to move the tiles. When two tiles with the same number touch, they merge into one!
Note: This is a modified & unofficial version of the original 2048 Game
Original Created by Gabriele Cirulli.
Based on 1024 by Veewo Studio
and conceptually similar to Threes by Asher Vollmer.


Are you authorizing Payment #{{ payment.pk }} valued to {{ payment.amount }} {{ payment.currency }} for Order #{{ payment.order.pk }} "{{ payment.order }}"?


HOME
ABOUT
PROJECTS
CONTACT
My name is Theodore Thacker but everyone calls me Theiving Theodore. I'm am one of the most renowned cat burglars in the world. I've stolen countless things from secret government documents to famous works of art. I am also the wealthiest person in the world. I have accumulated so much money, no country can afford to come after.


You can hide or show any toolbar or the status bar. If one has accidentally become hidden use the items on the View Menu to show it. When the status bar or a toolbar is visible it has a tick next to its menu item.
Use the View Status Bar Command to hide or show the status bar. You can also turn the status bar on and off using the context menu that appears when you right-click on it (see Context Menus).
Use the View Standard Toolbar, View Edit Bar command, View Navigation Bar command or View Format Bar command for the built-in toolbars or View Custom Toolbar command for any custom toolbars. You can also show or hide any toolbar using the context menu that appears when you right click on any toolbar (see Context Menus) or in the Customize Toolbars page in the Customize dialog.


--- layout: page title: 'Mayor and Council' ---
Rutherford was incorporated in 1881 under the Borough form of government, the most common type in New Jersey. With a seven member governing body, the mayor of the Borough is elected every four years and two council members are elected at large each year for 3-year terms. Under this form of government, council members act as the legislative body with the mayor voting only in the event of a tie. Most appointments are made by the mayor with the advice and consent of the council.
Council members receive committee assignments by the mayor annually and serve as liaisons during the year between Borough departments and committees and the governing body. Meetings of the Mayor and Council are held on a regular basis for conducting Borough business. The Regular Meetings of the Mayor and Council are held the second and fourth Monday of each month at 6:00 p.m. All meetings are held in the Borough Hall and are open to the public unless confidentiality, as permitted by state law, requires that certain portions be closed.
The Borough operates with numerous committees to assist the government in carrying out its responsibilities. In addition to statutory bodies such as the planning board and zoning board of adjustment, dozens of volunteers staff other committees appointed annually. These committees provide invaluable assistance through their work and development of recommendations to the governing body to improve the quality of live in the community. Residents are encouraged to participate in this process.
Contact:
201-460-3022
<EMAIL_ADDRESS>Term of Office
1/1/20 to 12/31/23
Previous Terms of Office as Council
1/1/19 to 12/31/19
1/1/16 to 12/31/18
1/1/13 to 12/31/15
Contact:
201-460-3022
<EMAIL_ADDRESS>Terms of Office:
1/1/21 to 12/31/23
1/1/18 to 12/31/20
1/1/15 to 12/31/17
Finance Chair
Liaison Assignments:
Contact:
201-460-3022
<EMAIL_ADDRESS>Terms of Office:
1/1/22 to 12/31/24
1/1/19 to 12/31/21
Recreation & Human Resources Chair
Liaison Assignments:
Contact:
201-460-3022
<EMAIL_ADDRESS>Terms of Office:
1/1/22 to 12/31/24
1/1/21 to 12/31/21
1/13/20 to 12/31/20
Police Chair
Committee Assignments:
Contact:
201-460-3022
<EMAIL_ADDRESS>Terms of Office:
1/1/21 to 12/31/23
Fire Chair
Committee Assignments:
Contact:
201-460-3022
<EMAIL_ADDRESS>Terms of Office:
1/1/23 to 12/31/25
Buildings, Grounds & Public Utilities Chair
Committee Assignments:
Contact:
201-460-3022
<EMAIL_ADDRESS>Terms of Office:
1/1/23 to 12/31/25
Public Works Chair
Committee Assignments:
*By laws


Configure your Hipchat account and message notifications to send on build events.
A Hipchat group admin must generate an authToken to use.
You can find the numeric room id for a given room by following these links.


#include <Scene.h>
Inheritance diagram for Scene:
rendering the 3D scene).
Definition at line 22 of file Scene.h.
Public Member Functions | |
| void | attachJoystickXMove (int eventNumber, long factor) |
| Sets, that x movements of the joystick shall increase or decrease certain event quantities. | |
| void | attachJoystickXPosition (int eventNumber, long factor) |
| Sets, that the x position of the joystick shall set certain event quantities. | |
| void | attachJoystickYMove (int eventNumber, long factor) |
| Sets, that y movements of the joystick shall increase or decrease certain event quantities. | |
| void | attachJoystickYPosition (int eventNumber, long factor) |
| Sets, that the y position of the joystick shall set certain event quantities. | |
| void | attachKeyOrButton (int eventNumber, int keyCode, int type, long factor) |
| Sets, that a keyboard key shall raise a certain event if pressed, released or held. | |
| void | attachMouseWheel (int eventNumber, long factor) |
| Sets, that the mouse wheel movement shall increase a certain event quantity. | |
| void | attachMouseXMove (int eventNumber, long factor) |
| Sets, that the X movements of the mouse shall increase certain event quantities. | |
| void | attachMouseYMove (int eventNumber, long factor) |
| Sets, that the Y movements of the mouse shall increase certain event quantities. | |
| virtual void | Configure (ConfigSection *section, bool write) |
| Configures this configurable from a ConfigSection. | |
| void | detach (int eventNumber) |
| Removes all attachments of an event. | |
| void | detachAll () |
| Removes all event attachments. | |
| void | detachJoystickXAxis () |
| Removes any attachment of the joystick X axis to an event. | |
| void | detachJoystickYAxis () |
| Removes any attachment of the joystick Y axis to an event. | |
| void | detachKeyOrButton (int keyCode) |
| Removes any attachment of a key to an event. | |
| void | detachMouseWheel () |
| Removes any attachments of the mouse wheel to an event. | |
| void | detachMouseXMove () |
| Removes any attachment of the mouse X axis to an event. | |
| void | detachMouseYMove () |
| Removes any attachment of the mouse Y axis to an event. | |
| const ArrayList< Int > & | getAcceptableFormats () |
| Returns the acceptable formats for all graphical surfaces. | |
| int | getAttachmentKeyOrButton (int eventNumber, bool positive=true, bool negative=true) |
| Returns the key code of the attachment of a given event number. | |
| unsigned int | getDesiredHeight () |
| Returns the desired height of the full screen resolution or the display window. | |
| unsigned int | getDesiredRefreshRate () |
| Returns the desired refresh rate (in hertz) of the full screen resolution or the display window. | |
| unsigned int | getDesiredWidth () |
| Returns the desired width of the full screen resolution or the display window. | |
| virtual const char * | getId ()=NULL |
| Returns the unique ID of this scene. | |
| InputAttachment & | getJoystickXAxisAttachment () |
| Returns the scene joystick X axis attachment. | |
| InputAttachment & | getJoystickYAxisAttachment () |
| Returns the scene joystick Y axis attachment. | |
| InputAttachment & | getKeyOrButtonAttachment (int keyCode) |
| Returns the scene key or button attachment. | |
| unsigned int | getMaximumHeight () |
| Returns the maximum acceptable height of the full screen resolution or the display window. | |
| unsigned int | getMaximumWidth () |
| Returns the maximum acceptable width of the full screen resolution or the display window. | |
| unsigned int | getMinimumHeight () |
| Returns the minimum acceptable height of the full screen resolution or the display window. | |
| unsigned int | getMinimumWidth () |
| Returns the minimum acceptable width of the full screen resolution or the display window. | |
| void * | getModel () |
| Returns the application (or game) defined data. | |
| InputAttachment & | getMouseWheelAttachment () |
| Returns the scene mouse wheel attachment. | |
| InputAttachment & | getMouseXAxisAttachment () |
| Returns the scene mouse Y axis attachment. | |
| InputAttachment & | getMouseYAxisAttachment () |
| Returns the scene mouse X axis attachment. | |
| SkinData * | getSkinData () |
| Returns the skin specific settings and other skin data. | |
| bool | isConfigured () |
| Returns whether the configuration has been read successfully. | |
| bool | isExclusive () |
| Returns whether the application (or game) shall run in exclusive mode. | |
| bool | isFullScreen () |
| Returns whether the application (or game) shall run in full screen mode, rather than in a window. | |
| bool | isHardwareTnLDesirable () |
| Returns whether the game uses transform and lighting while processing vertexes (3D games usually do), so that hardware TnL is desirable. | |
| virtual int | onEnter () |
| Performs operations when the scene has been set, before render() or update() is next called. | |
| virtual void | onExit () |
| Performs operations when the scene is unset, e.g. | |
| virtual void | onInitialize (bool firstRun) |
| Performs operations to initialize the scene on Desktop initialization. | |
| virtual void | onShutDown () |
| Performs operations to shut down the scene on Desktop shut down. | |
| virtual void | renderBackground (DrawingContext &context) |
| Displays the desktop background for the current frame, behind all windows and popups. | |
| virtual void | renderForeground (DrawingContext &context) |
| Displays the desktop foreground for the current frame, in front of all windows and popups. | |
| Scene () | |
| Creates a new scene. | |
| void | setAcceptableFormats (int *acceptableFormats, int length) |
| Sets the acceptable formats for all graphical surfaces. | |
| void | setDesiredHeight (unsigned int desiredHeight) |
| Sets the desired height of the full screen resolution or the display window. | |
| void | setDesiredRefreshRate (unsigned int desiredRefreshRate) |
| Sets the desired refresh rate (in hertz) of the full screen resolution or the display window. | |
| void | setDesiredWidth (unsigned int desiredWidth) |
| Sets the desired width of the full screen resolution or the display window. | |
| void | setExclusive (bool exclusive) |
| Sets whether the application (or game) shall run in exclusive mode. | |
| void | setFullScreen (bool fullScreen) |
| Sets whether the application (or game) shall run in full screen mode, rather than in a window. | |
| void | setHardwareTnLDesirable (bool hardwareTnLDesirable) |
| Sets whether the game uses transform and lighting while processing vertexes (3D games usually do), so that hardware TnL is desirable. | |
| void | setMaximumHeight (unsigned int maximumHeight) |
| Sets the maximum acceptable height of the full screen resolution or the display window. | |
| void | setMaximumWidth (unsigned int maximumWidth) |
| Sets the maximum acceptable width of the full screen resolution or the display window. | |
| void | setMinimumHeight (unsigned int minimumHeight) |
| Sets the minimum acceptable height of the full screen resolution or the display window. | |
| void | setMinimumWidth (unsigned int minimumWidth) |
| Sets the minimum acceptable width of the full screen resolution or the display window. | |
| void | setModel (void *model, void(*modelDestructor)(void *model)=NULL) |
| Sets the application (or game) defined data. | |
| virtual void | setSkinData (SkinData *skinData) |
| Sets the skin specific settings and other skin data. | |
| virtual String | toString () |
| Returns a string reprensentation of this object. | |
| virtual void | update () |
| Updates internal variables and performs application operations, such as game state updates, collision calculations, network communication, etc. | |
| virtual | ~Scene () |
| Destroys the scene. | |
Static Public Member Functions | |
| void | GlazieryObject::destructor (void *model) |
| Destructor function for the setModel() method, when setting a model that is a glaziery object itself. | |
Static Public Attributes | |
| const int | FORMAT_12BIT |
| The color format that uses 12 bits for colors (typically 4/4/4 for R/G/B), but no bits for alpha information (blending). | |
| const int | FORMAT_12BIT_WITH_ALPHA |
| The color format that uses 12 bits for colors (typically 4/4/4 for R/G/B), and extra bits (typically 4) for alpha information (blending). | |
| const int | FORMAT_15BIT |
| The color format that uses 15 bits for colors (typically 5/5/5 for R/G/B), but no bits for alpha information (blending). | |
| const int | FORMAT_15BIT_WITH_ALPHA |
| The color format that uses 15 bits for colors (typically 5/5/5 for R/G/B), and extra bits (typically 1) for alpha information (blending). | |
| const int | FORMAT_24BIT |
| The color format that uses 24 bits for colors (typically 8/8/8 for R/G/B), but no bits for alpha information (blending). | |
| const int | FORMAT_24BIT_WITH_ALPHA |
| The color format that uses 24 bits for colors (typically 8/8/8 for R/G/B), and extra bits (typically 8) for alpha information (blending). | |
| const int | FORMAT_8BIT |
| The color format that uses 8 bits for colors (typically 3/3/2 for R/G/B), but no bits for alpha information (blending). | |
| const int | FORMAT_8BIT_WITH_ALPHA |
| The color format that uses 8 bits for colors (typically 3/3/2 for R/G/B), and extra bits (typically 8) for alpha information (blending). | |
| const int | KEEP_ADAPTER |
| Return value of onEnter(), issueing that the new scene continues to use the current adapter settings. | |
| const int | RESTART_ADAPTER |
| Return value of onEnter(), issueing that the platform adapter should shut down and initialize again, then using the new settings. | |
Private Attributes | |
| ArrayList< Int > | acceptableFormats |
| The acceptable formats for all graphical surfaces. | |
| bool | configured |
| Whether the configuration has been read successfully. | |
| unsigned int | desiredHeight |
| The desired height of the full screen resolution or the display window. | |
| unsigned int | desiredRefreshRate |
| The desired refresh rate (in hertz) of the full screen resolution or the display window. | |
| unsigned int | desiredWidth |
| The desired width of the full screen resolution or the display window. | |
| bool | exclusive |
| Whether the application (or game) shall run in exclusive mode. | |
| bool | fullScreen |
| Whether the application (or game) shall run in full screen mode, rather than in a window. | |
| bool | hardwareTnLDesirable |
| Whether the game uses transform and lighting while processing vertexes (3D games usually do), so that hardware TnL is desirable. | |
| friend | InputManager |
| unsigned int | maximumHeight |
| The maximum acceptable height of the full screen resolution or the display window. | |
| unsigned int | maximumWidth |
| The maximum acceptable width of the full screen resolution or the display window. | |
| unsigned int | minimumHeight |
| The minimum acceptable height of the full screen resolution or the display window. | |
| unsigned int | minimumWidth |
| The minimum acceptable width of the full screen resolution or the display window. | |
| InputAttachmentSet | sceneAttachments |
| The scene attachments set. |
|
|
Creates a new scene.
|
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Destroys the scene.
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Sets, that x movements of the joystick shall increase or decrease certain event quantities.
|
|
|
Sets, that the x position of the joystick shall set certain event quantities.
|
|
|
Sets, that y movements of the joystick shall increase or decrease certain event quantities.
|
|
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Sets, that the y position of the joystick shall set certain event quantities.
|
|
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Sets, that a keyboard key shall raise a certain event if pressed, released or held. To raise an event means to increase its quantity by a certain amount.
|
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Sets, that the mouse wheel movement shall increase a certain event quantity.
|
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Sets, that the X movements of the mouse shall increase certain event quantities.
|
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Sets, that the Y movements of the mouse shall increase certain event quantities.
|
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Configures this configurable from a ConfigSection. Implement this method using the ConfigSection::Configure overloads.
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Removes all attachments of an event.
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Removes all event attachments.
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Removes any attachment of the joystick X axis to an event.
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Removes any attachment of the joystick Y axis to an event.
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Removes any attachment of a key to an event.
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Removes any attachments of the mouse wheel to an event.
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Removes any attachment of the mouse X axis to an event.
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Removes any attachment of the mouse Y axis to an event.
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Returns the acceptable formats for all graphical surfaces. Glaziery tries to find a matching resolution for a first format first, and if no resolution matches, it falls back to the second format, and so on. Defaults to FORMAT_24BIT, then FORMAT_15BIT, then FORMAT_8BIT.
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Returns the key code of the attachment of a given event number.
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Returns the desired height of the full screen resolution or the display window. The framework tries to get as close as possible to this value. Defaults to 0, which means to try the current OS mode.
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Returns the desired refresh rate (in hertz) of the full screen resolution or the display window. The framework tries to get as close as possible to this value. Defaults to 0, which means to try the current OS mode.
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Returns the desired width of the full screen resolution or the display window. The framework tries to get as close as possible to this value. Defaults to 0, which means to try the current OS mode.
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Returns the unique ID of this scene. This ID is used to select the scene when invoking Desktop::setScene() from any other operation, e.g. another scene's update() method.
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Returns the scene joystick X axis attachment.
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Returns the scene joystick Y axis attachment.
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Returns the scene key or button attachment.
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Returns the maximum acceptable height of the full screen resolution or the display window. The framework will not open a mode above this value. Defaults to 768.
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Returns the maximum acceptable width of the full screen resolution or the display window. The framework will not open a mode above this value. Defaults to 1024.
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Returns the minimum acceptable height of the full screen resolution or the display window. The framework will not open a mode below this value. Defaults to 400.
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Returns the minimum acceptable width of the full screen resolution or the display window. The framework will not open a mode below this value. Defaults to 600.
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Returns the application (or game) defined data. Typically, there is an object that contains application data that corresponds to this graphical element. This object (or raw data) is stored here. Glaziery will not perform any operation on it, but you can use it to identify application objects for given event targets (such as components).
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Returns the scene mouse wheel attachment.
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Returns the scene mouse Y axis attachment.
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Returns the scene mouse X axis attachment.
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Returns the skin specific settings and other skin data. The skin data is managed by the skin. If you want to implement a skin independent application (or game), do not use this object outside the skin. However, if you know which skin is in use and you require to read or write special property, you may cast this object to the respective type. This object may be NULL, if the skin does not need to store any data.
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Destructor function for the setModel() method, when setting a model that is a glaziery object itself.
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Returns whether the configuration has been read successfully.
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Returns whether the application (or game) shall run in exclusive mode. All system resources are used exclusively by the application. This flag also requires the fullScreen flag to be set, which is set automatically. Defaults to false.
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Returns whether the application (or game) shall run in full screen mode, rather than in a window. It displays the graphics output to the full screen. If exclusive is not specified, the other system resources are still shared with the other applications. Defaults to false for debug and true for release builds. |
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Returns whether the game uses transform and lighting while processing vertexes (3D games usually do), so that hardware TnL is desirable. If the game does not use it, the framework might choose software TnL to find a better resolution for the game. Defaults to true.
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Performs operations when the scene has been set, before render() or update() is next called. This method is called each time the scene is set. The method is called by the desktop, so do not call it manually.
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Performs operations when the scene is unset, e.g. because another scene is set, or because the Desktop shuts down. In the latter case, this method is called before onShutDown. The method is called by the desktop, so do not call it manually.
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Performs operations to initialize the scene on Desktop initialization. This method is called after the skin and platform adapter have been initialized, so they are already available, and it is called only once. The method is called by the desktop, so do not call it manually.
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Performs operations to shut down the scene on Desktop shut down. This method is called before the skin and platform adapter are shut down, so they are still available, and it is called only once. The method is called by the desktop, so do not call it manually.
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Displays the desktop background for the current frame, behind all windows and popups. The default implementation clears the device.
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Displays the desktop foreground for the current frame, in front of all windows and popups. The default implementation does nothing.
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Sets the acceptable formats for all graphical surfaces. Glaziery tries to find a matching resolution for a first format first, and if no resolution matches, it falls back to the second format, and so on. Defaults to FORMAT_24BIT, then FORMAT_15BIT, then FORMAT_8BIT.
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Sets the desired height of the full screen resolution or the display window. The framework tries to get as close as possible to this value. Defaults to 600.
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Sets the desired refresh rate (in hertz) of the full screen resolution or the display window. The framework tries to get as close as possible to this value. Defaults to 80.
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Sets the desired width of the full screen resolution or the display window. The framework tries to get as close as possible to this value. Defaults to 800.
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Sets whether the application (or game) shall run in exclusive mode. All system resources are used exclusively by the application. This flag also requires the fullScreen flag to be set, which is set automatically. Defaults to false.
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Sets whether the application (or game) shall run in full screen mode, rather than in a window. It displays the graphics output to the full screen. If exclusive is not specified, the other system resources are still shared with the other applications. Defaults to false for debug and true for release builds.
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Sets whether the game uses transform and lighting while processing vertexes (3D games usually do), so that hardware TnL is desirable. If the game does not use it, the framework might choose software TnL to find a better resolution for the game. Defaults to true.
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Sets the maximum acceptable height of the full screen resolution or the display window. The framework will not open a mode above this value. Defaults to 768.
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Sets the maximum acceptable width of the full screen resolution or the display window. The framework will not open a mode above this value. Defaults to 1024.
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Sets the minimum acceptable height of the full screen resolution or the display window. The framework will not open a mode below this value. Defaults to 400.
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Sets the minimum acceptable width of the full screen resolution or the display window. The framework will not open a mode below this value. Defaults to 600.
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Sets the application (or game) defined data. Typically, there is an object that contains application data that corresponds to this graphical element. This object (or raw data) is stored here. Glaziery will not perform any operation on it, but you can use it to identify application objects for given event targets (such as components).
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Sets the skin specific settings and other skin data. The skin data is managed by the skin. If you want to implement a skin independent application (or game), do not use this object outside the skin. However, if you know which skin is in use and you require to read or write special property, you may cast this object to the respective type. This object may be NULL, if the skin does not need to store any data.
Reimplemented in Component. |
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Returns a string reprensentation of this object.
Reimplemented from GlazieryObject. |
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Updates internal variables and performs application operations, such as game state updates, collision calculations, network communication, etc.
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The acceptable formats for all graphical surfaces. Glaziery tries to find a matching resolution for a first format first, and if no resolution matches, it falls back to the second format, and so on. Defaults to FORMAT_24BIT, then FORMAT_15BIT, then FORMAT_8BIT. |
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Whether the configuration has been read successfully.
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The desired height of the full screen resolution or the display window. The framework tries to get as close as possible to this value. Defaults to 600. |
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The desired refresh rate (in hertz) of the full screen resolution or the display window. The framework tries to get as close as possible to this value. Defaults to 80. |
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The desired width of the full screen resolution or the display window. The framework tries to get as close as possible to this value. Defaults to 800. |
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Whether the application (or game) shall run in exclusive mode. All system resources are used exclusively by the application. This flag also requires the fullScreen flag to be set, which is set automatically. Defaults to false.
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The color format that uses 12 bits for colors (typically 4/4/4 for R/G/B), but no bits for alpha information (blending).
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The color format that uses 12 bits for colors (typically 4/4/4 for R/G/B), and extra bits (typically 4) for alpha information (blending).
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The color format that uses 15 bits for colors (typically 5/5/5 for R/G/B), but no bits for alpha information (blending).
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The color format that uses 15 bits for colors (typically 5/5/5 for R/G/B), and extra bits (typically 1) for alpha information (blending).
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The color format that uses 24 bits for colors (typically 8/8/8 for R/G/B), but no bits for alpha information (blending).
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The color format that uses 24 bits for colors (typically 8/8/8 for R/G/B), and extra bits (typically 8) for alpha information (blending).
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The color format that uses 8 bits for colors (typically 3/3/2 for R/G/B), but no bits for alpha information (blending).
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The color format that uses 8 bits for colors (typically 3/3/2 for R/G/B), and extra bits (typically 8) for alpha information (blending).
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Whether the application (or game) shall run in full screen mode, rather than in a window. It displays the graphics output to the full screen. If exclusive is not specified, the other system resources are still shared with the other applications. Defaults to false for debug and true for release builds. |
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Whether the game uses transform and lighting while processing vertexes (3D games usually do), so that hardware TnL is desirable. If the game does not use it, the framework might choose software TnL to find a better resolution for the game. Defaults to true. |
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Return value of onEnter(), issueing that the new scene continues to use the current adapter settings.
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The maximum acceptable height of the full screen resolution or the display window. The framework will not open a mode above this value. Defaults to 768. |
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The maximum acceptable width of the full screen resolution or the display window. The framework will not open a mode above this value. Defaults to 1024. |
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The minimum acceptable height of the full screen resolution or the display window. The framework will not open a mode below this value. Defaults to 400. |
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The minimum acceptable width of the full screen resolution or the display window. The framework will not open a mode below this value. Defaults to 600. |
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Return value of onEnter(), issueing that the platform adapter should shut down and initialize again, then using the new settings. Windows and other components are not closed automatically, but some sub-systems may have reset, depending on the implementation of the platform adapter. |
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The scene attachments set. Global attachments are managed by the InputManager.
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Massachusetts House passes flavored tobacco ban, vaping tax
by EndPlayBOSTON (AP) - Massachusetts House lawmakers have approved a bill that would ban the sale of all flavored tobacco products while also imposing a new 75% excise tax on nicotine vaping products.
The ban would apply to menthol cigarettes - a decision that has rankled some convenience store owners.
Under the proposal, commercial health insurers and MassHealth would also be required to cover tobacco cessation counseling and all nicotine replacement therapies. Generic versions would be offered without cost-sharing to the consumer.
Supporters of the bill say their goal is to protect young people from the harmful effects of tobacco.
Anti-smoking activists were quick to praise lawmakers for approving the bill, which passed Wednesday on a 126-31 vote.
In Massachusetts, 9,300 adults die annually from smoking.
The bill now heads to the Senate.