Preparation time
1-2 hours
Cooking time
10 to 30 mins
Serves
just over 455g/1lb
Place the sugar, glucose and water in a heavy-based pan. Bring to the boil and continue cooking over a high heat until it reaches 127C/260F on a sugar thermometer - take care as the mixture is very hot.
Meanwhile, beat the egg whites with an electric whisk until stiff peaks form when the whisk is removed.
When the syrup is up to temperature, remove from the heat and carefully slide in the softened gelatine sheets and their soaking water. The syrup will bubble up so take care not to burn yourself. Pour the syrup into a metal jug.
Continue to beat the egg whites while slowly pouring in the hot syrup from the jug. The mixture will become shiny and start to thicken. Add the vanilla extract and continue whisking for 5-10 minutes, until the mixture is stiff and thick enough to hold its shape on the whisk.
Lightly oil a 30cm/12in x 20cm/8in shallow baking tray. Dust the tray with sieved icing sugar and cornflour and then spoon half the marshmallow mixture over and smooth it with a wet palette knife.
Coat the raspberries with a mixture of icing sugar and cornflour, and lay over the top of the marshmallow mixture. Cover the raspberries with the remaining marshmallow mixture and leave for at least an hour to set.
Dust a work surface with more icing sugar and cornflour. Loosen the marshmallow around the sides of the tray with a palette knife and turn it out on to the dusted surface. Cut into squares and roll in the sugar and cornflour. Leave to dry a little on a wire rack before packing into an airtight box.
Serve the marshmallows as they are or accompanied by melted white chocolate for dipping.


My name is Tarun Boddupalli, and I'm a 14 year old freelance programmer and web developer. I'm currently in 9th grade, and I plan to study Computer Science once I graduate high school. My other hobbies include playing video games, listening to music (mostly dubstep), and astronomy.
Most of my projects are just desktop applications/Python scripts that I've created to make my life a little bit easier. With that said, most of the things you'll find here may not be too useful for you. But if you're interested, you can go check them out on my GitHub, where I regularly update my source code.
I try to make my software available to as many people as possible, as well as supply the source of them so other people can learn from it. Even this website is open source. My software is completely safe to download, and if you feel suspicious, you can checkout the source code of my applications on GitHub.
When I started programming, I tried HTML. I kind of drifted away from it and came back a couple of years later. I've improved my skills from then, and I coded this website from scratch. I have about 3 years of experience with my web skills (HTML/CSS/JS).
Right after experimenting with HTML, I tried some desktop programming. Java seemed like the right way to go, and it is still my favorite language to write in. I use it for desktop as well as android projects. I've made quite a few projects in it, and plan to make more.
Sometimes, Java just doesn't do the trick. Although it's good for its cross-platform-ness, I occasionally find myself needing to go deeper into a specific OS. C++ is a good tool for that, although I don't prefer the language.
Probably my favorite language, I've been programming in Python for about a year now. I absolutely love how cross-platform it is and how easy it is to do complicated tasks. Although I don't have any major projects written in Python at the moment, I plan to use the language a lot more in my future.
I've also started learning Swift, the new programming language made by Apple for iOS. Objective-C didn't seem too friendly to me, but Swift sure is. Once I become part of the iOS developer program, I plan to make many apps, for my benefit as well as for others.
Website by Tarun Boddupalli © 2014-2015


SDK Installation Candidates
-
Ant (1.10.1)
https://ant.apache.org/
Apache Ant is a Java library and command-line tool whose mission is to drive processes described in build files as targets and extension points dependent upon each other. The main known usage of Ant is the build of Java applications. Ant supplies a number of built-in tasks allowing to compile, assemble, test and run Java applications. Ant can also be used effectively to build non Java applications, for instance C or C++ applications. More generally, Ant can be used to pilot any type of process which can be described in terms of targets and tasks.
$ sdk install ant
-
AsciidoctorJ (2.2.0)
http://asciidoctor.org/
AsciidoctorJ is the official library for running Asciidoctor on the JVM. Using AsciidoctorJ, you can convert AsciiDoc content or analyze the structure of a parsed AsciiDoc document from Java and other JVM languages.
$ sdk install asciidoctorj
-
Bpipe (<IP_ADDRESS>)
http://bpipe.org
Bpipe is a framework for running computational pipelines and workflows
$ sdk install bpipe
-
Ceylon (1.3.3)
http://ceylon-lang.org/
Ceylon is a modern, modular, statically typed programming language for the Java and JavaScript virtual machines. The language features a flexible and very readable syntax, a unique and uncommonly elegant static type system, a powerful module architecture, and excellent tooling.
$ sdk install ceylon
-
CRaSH (1.3.0)
http://www.crashub.org/
The Common Reusable SHell (CRaSH) deploys in a Java runtime and provides interactions with the JVM. Commands are written in Groovy or Java and can be developed at runtime making the extension of the shell very easy with fast development cycle.
$ sdk install crash
-
CUBA CLI (2.1.0)
https://cuba-platform.com
CUBA CLI is an open source command line utility that enables you to easily create projects based on CUBA Platform
$ sdk install cuba
-
CXF (3.2.5)
https://cxf.apache.org/
Apache CXF is an open source services framework. CXF helps you build and develop services using frontend programming APIs, like JAX-WS and JAX-RS. These services can speak a variety of protocols such as SOAP, XML/HTTP, RESTful HTTP, or CORBA and work over a variety of transports such as HTTP, JMS or JBI.
$ sdk install cxf
-
Gaiden (1.2)
http://kobo.github.io/gaiden/
Gaiden is a tool that makes it easy to create documentation with Markdown.
$ sdk install gaiden
-
Glide (0.9.2)
http://glide-gae.appspot.com/
Glide makes it incredibly easy to develop apps that harness the power of Google App Engine for Java using expressiveness of Groovy and sweetness of Gaelyk's syntactic sugar.
$ sdk install glide
-
Gradle (6.1)
http://gradle.org/
Gradle is a build automation tool that builds upon the concepts of Apache Ant and Apache Maven and introduces a Groovy-based domain-specific language (DSL) instead of the more traditional XML form of declaring the project configuration. Gradle uses a directed acyclic graph (DAG) to determine the order in which tasks can be run.
$ sdk install gradle
-
Grails (4.0.1)
https://grails.org/
Grails is a powerful web framework, for the Java platform aimed at multiplying developers productivity thanks to a Convention-over-Configuration, sensible defaults and opinionated APIs. It integrates smoothly with the JVM, allowing you to be immediately productive whilst providing powerful features, including integrated ORM, Domain-Specific Languages, runtime and compile-time meta-programming and Asynchronous programming.
$ sdk install grails
-
Groovy (2.5.9)
http://www.groovy-lang.org/
Groovy is a powerful, optionally typed and dynamic language, with static-typing and static compilation capabilities, for the Java platform aimed at multiplying developers' productivity thanks to a concise, familiar and easy to learn syntax. It integrates smoothly with any Java program, and immediately delivers to your application powerful features, including scripting capabilities, Domain-Specific Language authoring, runtime and compile-time meta-programming and functional programming.
$ sdk install groovy
-
GroovyServ (1.2.0)
https://kobo.github.io/groovyserv/
GroovyServ reduces startup time of the JVM for runnning Groovy significantly. It depends on your environments, but in most cases, it’s 10 to 20 times faster than regular Groovy.
$ sdk install groovyserv
-
Infrastructor (0.2.2)
http://infrastructor.io/
Infrastructor is an open source server provisioning tool written in Groovy
$ sdk install infrastructor
-
JBake (2.6.4)
http://jbake.org/
JBake is a Java based, open source, static site/blog generator for developers and designers.
$ sdk install jbake
-
J'Bang (0.10.0)
http://github.com/maxandersen/jbang/
J'Bang makes it easy to use Java for scripting. It lets you use a single file for code and dependency management and allows you to run it directly.
$ sdk install jbang
-
Kotlin (1.3.61)
https://kotlinlang.org/
Kotlin is a statically-typed programming language that runs on the Java Virtual Machine and can also be compiled to JavaScript source code.
$ sdk install kotlin
-
kscript (2.9.3)
https://github.com/holgerbrandl/kscript
Enhanced scripting support for Kotlin on *nix-based systems. kscript provides an easy-to-use, very flexible, and almost zero-overhead solution to write self-contained mini-applications with Kotlin.
$ sdk install kscript
-
Lazybones (0.8.3)
https://github.com/pledbrook/lazybones/
Lazybones allows you to create a new project structure for any framework or library for which the tool has a template.
$ sdk install lazybones
-
Leiningen (2.9.0)
http://leiningen.org/
Leiningen is the easiest way to use Clojure. With a focus on project automation and declarative configuration, it gets out of your way and lets you focus on your code.
$ sdk install leiningen
-
Maven (3.6.3)
https://maven.apache.org/
Apache Maven is a software project management and comprehension tool. Based on the concept of a project object model (POM), Maven can manage a project's build, reporting and documentation from a central piece of information.
$ sdk install maven
-
Micronaut (1.2.10)
http://micronaut.io/
Micronaut is an open source microservice framework for the JVM
$ sdk install micronaut
-
sbt (1.3.7)
http://www.scala-sbt.org/
SBT is an open source build tool for Scala and Java projects, similar to Java's Maven or Ant. Its main features are: native support for compiling Scala code and integrating with many Scala test frameworks; build descriptions written in Scala using a DSL; dependency management using Ivy (which supports Maven-format repositories); continuous compilation, testing, and deployment; integration with the Scala interpreter for rapid iteration and debugging; support for mixed Java/Scala projects
$ sdk install sbt
-
Scala (2.13.1)
http://www.scala-lang.org/
Scala is a programming language for general software applications. Scala has full support for functional programming and a very strong static type system. This allows programs written in Scala to be very concise and thus smaller in size than other general-purpose programming languages. Scala source code is intended to be compiled to Java bytecode, so that the resulting executable code runs on a Java virtual machine. Java libraries may be used directly in Scala code and vice versa. Scala is object-oriented, and uses a curly-brace syntax. Scala has many features of functional programming languages, including currying, type inference, immutability, lazy evaluation, and pattern matching. It also has an advanced type system supporting algebraic data types, covariance and contravariance, higher-order types, and anonymous types. Other features of Scala include operator overloading, optional parameters, named parameters, raw strings, and no checked exceptions.
$ sdk install scala
-
Spark (2.4.4)
https://spark.apache.org/
Apache Spark is an open-source cluster-computing framework. Spark provides an interface for programming entire clusters with implicit data parallelism and fault-tolerance.
$ sdk install spark
-
Spring Boot (2.2.4.RELEASE)
http://projects.spring.io/spring-boot/
Spring Boot takes an opinionated view of building production-ready Spring applications. It favors convention over configuration and is designed to get you up and running as quickly as possible.
$ sdk install springboot
-
Sshoogr (0.9.25)
https://github.com/aestasit/sshoogr
Sshoogr is a Groovy based DSL and command line tool for working with remote servers through SSH.
$ sdk install sshoogr
-
Vert.x (3.8.4)
http://vertx.io/
Vert.x is a tool-kit for building reactive applications on the JVM.
$ sdk install vertx
-
VisualVM (1.4.4)
https://visualvm.github.io/
VisualVM is a tool that provides a visual interface for viewing detailed information about Java applications while they are running on a Java Virtual Machine.
$ sdk install visualvm


Classes
The following classes are available globally.
-
A class for background UIViewControllers of GlobalModalPresenters.
See moreDeclaration
Swift
public final class GlobalModalBackgroundViewController : UIViewController
-
A spy class for
GlobalModalDismisser
s. This class captures calls of methods of the class for testing.See moreSee also
GlobalModalDismisserUsages
.Declaration
Swift
public final class GlobalModalDismisserSpy : GlobalModalDismisserProtocol
-
A stub class for
GlobalModalDismisser
. This class does nothing so it is useful to prevent side-effects for testing. Given completions can be called manually.See moreSee also
GlobalModalDismisserUsages
.Declaration
Swift
public final class GlobalModalDismisserManualStub : GlobalModalDismisserProtocol
-
A stub class for
GlobalModalDismisser
. This class does nothing so it is useful to prevent side-effects for testing. Given completions will be called immediately.See moreSee also
GlobalModalDismisserUsages
.Declaration
Swift
public final class GlobalModalDismisserSyncStub : GlobalModalDismisserProtocol
-
A stub class for
GlobalModalDismisser
. This class does nothing so it is useful to prevent side-effects for testing. Given completions will be called asynchronously.See moreSee also
GlobalModalDismisserUsages
.Declaration
Swift
public final class GlobalModalDismisserAsyncStub : GlobalModalDismisserProtocol
-
A stub class for
GlobalModalDismisser
. This class does nothing so it is useful to prevent side-effects for testing. Given completions will be never called.See moreSee also
GlobalModalDismisserUsages
.Declaration
Swift
public final class GlobalModalDismisserNeverStub : GlobalModalDismisserProtocol
-
A mix-in class between
GlobalModalPresenterProtocol
andGlobalModalDismisserProtocol
. This class does not have variations for any stubs or spies because these variations can be created using stubs and spies for each global presenter and dismisser.See moreSee also
WindowModalPresentDismisser
.Declaration
Swift
public final class GlobalModalPresentDismisser
-
A spy class for
GlobalModalPresenter
s. This class captures calls of methods of the class for testing.See moreSee also
GlobalModalPresenterUsages
.Declaration
Swift
public final class GlobalModalPresenterSpy : GlobalModalPresenterProtocol
-
A stub class for
GlobalModalPresenter
. This class does nothing so it is useful to prevent side-effects for testing. Given completions can be called manually.See moreSee also
GlobalModalPresenterUsages
.Declaration
Swift
public final class GlobalModalPresenterManualStub : GlobalModalPresenterProtocol
-
A stub class for
GlobalModalPresenter
. This class does nothing so it is useful to prevent side-effects for testing. Given completions will be called immediately.See moreSee also
GlobalModalPresenterUsages
.Declaration
Swift
public final class GlobalModalPresenterSyncStub : GlobalModalPresenterProtocol
-
A stub class for
GlobalModalPresenter
. This class does nothing so it is useful to prevent side-effects for testing. Given completions will be called asynchronously.See moreSee also
GlobalModalPresenterUsages
.Declaration
Swift
public final class GlobalModalPresenterAsyncStub : GlobalModalPresenterProtocol
-
A stub class for
GlobalModalPresenter
. This class does nothing so it is useful to prevent side-effects for testing. Given completions will be never called.See moreSee also
GlobalModalPresenterUsages
.Declaration
Swift
public final class GlobalModalPresenterNeverStub : GlobalModalPresenterProtocol
-
A wrapper classes that encapsulate some methods of
UIWindow
. You can replace the class with the stub or spy for testing.See moreSee also
KeyWindowMakerUsages
.Declaration
Swift
public final class KeyWindowMaker : KeyWindowMakerProtocol
-
A spy class for
KeyWindowMaker
s. This class captures calls of methods of the class for testing.See moreSee also
KeyWindowMakerUsages
.Declaration
Swift
public final class KeyWindowMakerSpy : KeyWindowMakerProtocol
-
A classes that encapsulate some methods of
UIWindow
. This class does nothing so it is useful to prevent side-effects for testing.See moreSee also
KeyWindowMakerUsages
.Declaration
Swift
public final class KeyWindowMakerStub : KeyWindowMakerProtocol
-
A wrapper class to encapsulate a implementation of
UIViewController#disiss(animated: Bool)
. You can replace the class with the stub or spy for testing.See moreSee also
ModalDismisserUsages
.Declaration
Swift
public final class ModalDismisser : ModalDismisserProtocol
-
A spy class for
ModalDismisser
s. This class captures calls of methods of the class for testing.See moreSee also
ModalDismisserUsages
.Declaration
Swift
public final class ModalDismisserSpy : ModalDismisserProtocol
-
A stub class for
ModalDismisser
. This class does nothing so it is useful to prevent side-effects for testing. Given completions can be called manually.See moreSee also
ModalDismisserUsages
.Declaration
Swift
public final class ModalDismisserManualStub : ModalDismisserProtocol
-
A stub class for
ModalDismisser
. This class does nothing so it is useful to prevent side-effects for testing. Given completions will be called immediately.See moreSee also
ModalDismisserUsages
.Declaration
Swift
public final class ModalDismisserSyncStub : ModalDismisserProtocol
-
A stub class for
ModalDismisser
. This class does nothing so it is useful to prevent side-effects for testing. Given completions will be called asynchronously.See moreSee also
ModalDismisserUsages
.Declaration
Swift
public final class ModalDismisserAsyncStub : ModalDismisserProtocol
-
A stub class for
ModalDismisser
. This class does nothing so it is useful to prevent side-effects for testing. Given completions will be never called.See moreSee also
ModalDismisserUsages
.Declaration
Swift
public final class ModalDismisserNeverStub : ModalDismisserProtocol
-
A wrapper class to encapsulate a implementation of
UIViewController#present(_: UIViewController, animated: Bool)
. You can replace the class with the stub or spy for testing.See moreSee also
ModalPresenterUsages
.Declaration
Swift
public final class ModalPresenter<ViewController> : ModalPresenterProtocol where ViewController : UIViewController
-
A spy class for
ModalPresenter
s. This class captures calls of methods of the class for testing.See moreSee also
ModalPresenterUsages
.Declaration
Swift
public final class ModalPresenterSpy : ModalPresenterProtocol
-
A stub class for
ModalPresenter
. This class does nothing so it is useful to prevent side-effects for testing. Given completions can be called manually.See moreSee also
ModalPresenterUsages
.Declaration
Swift
public final class ModalPresenterManualStub : ModalPresenterProtocol
-
A stub class for
ModalPresenter
. This class does nothing so it is useful to prevent side-effects for testing. Given completions will be called immediately.See moreSee also
ModalPresenterUsages
.Declaration
Swift
public final class ModalPresenterSyncStub : ModalPresenterProtocol
-
A stub class for
ModalPresenter
. This class does nothing so it is useful to prevent side-effects for testing. Given completions will be called asynchronously.See moreSee also
ModalPresenterUsages
.Declaration
Swift
public final class ModalPresenterAsyncStub : ModalPresenterProtocol
-
A stub class for
ModalPresenter
. This class does nothing so it is useful to prevent side-effects for testing. Given completions will be never called.See moreSee also
ModalPresenterUsages
.Declaration
Swift
public final class ModalPresenterNeverStub : ModalPresenterProtocol
-
A wrapper class to encapsulate a implementation of
UINavigationController#pushViewController(UIViewController, animated: Bool)
. You can replace the class with the stub or spy for testing.See moreSee also
NavigatorUsages
.Declaration
Swift
public final class Navigator : NavigatorProtocol
-
Declaration
Swift
public final class NavigatorFake : NavigatorProtocol
-
A spy class for
Navigator
s. This class captures calls of methods of the class for testing.See moreSee also
NavigatorUsages
.Declaration
Swift
public final class NavigatorSpy : NavigatorProtocol
-
A stub class for
Navigator
. This class does nothing so it is useful to prevent side-effects for testing.See moreSee also
NavigatorUsages
.Declaration
Swift
public final class NavigatorStub : NavigatorProtocol
-
Declaration
Swift
public final class ObservationViewController : UIViewController
-
A protocol for wrapper class that encapsulate a getter for
UIViewController.presentingViewController
. You can replace the class with a stub or spy for testing.See moreSee also
PresentingViewControllerReaderUsages
.Declaration
Swift
public final class PresentingViewControllerReader : PresentingViewControllerReaderProtocol
-
A stub class for
PresentingViewControllerReader
. This class does nothing so it is useful to prevent side-effects for testing.See moreSee also
PresentingViewControllerReaderUsages
.Declaration
Swift
public final class PresentingViewControllerReaderStub : PresentingViewControllerReaderProtocol
-
Declaration
Swift
public class PrinterSpy : PrinterProtocol
-
A wrapper class to encapsulate a implementation of
UINavigationController.popToViewController
. You can replace the class with a stub or spy for testing.See moreSee also
ReverseNavigatorUsages
.Declaration
Swift
public final class ReverseNavigator : ReverseNavigatorProtocol
-
A spy class for
ReverseNavigator
s. This class captures calls of methods of the class for testing.See moreSee also
ReverseNavigatorUsages
.Declaration
Swift
public final class ReverseNavigatorSpy : ReverseNavigatorProtocol
-
A stub class for
ReverseNavigator
. This class does nothing so it is useful to prevent side-effects for testing.See moreSee also
ReverseNavigatorUsages
.Declaration
Swift
public final class ReverseNavigatorStub : ReverseNavigatorProtocol
-
A wrapper class that encapsulate a getter and setter of rootViewController. This class does not have variations for any stubs or spies because these variations can be created using stubs and spies for each reader and writer.
See moreDeclaration
Swift
public final class RootViewControllerReadWriter
-
A protocol for wrapper classes that encapsulate a getter of rootViewController. You can use some stubs or spies instead of actual classes for testing.
See moreDeclaration
Swift
public final class WindowRootViewControllerReader : RootViewControllerReaderProtocol
-
A stub class for
See moreRootViewControllerReader
. This class does nothing so it is useful to prevent side-effects for testing.Declaration
Swift
public final class RootViewControllerReaderStub : RootViewControllerReaderProtocol
-
A wrapper class that encapsulate a setter for
See moreUIWindow.rootViewController
. You can replace the class to the stub or spy for testing.Declaration
Swift
public final class WindowRootViewControllerWriter : RootViewControllerWriterProtocol
-
A spy class for
See moreRootViewControllerWriter
s. This class is useful for capturing assigningUIWindow.rootViewController
for testing.Declaration
Swift
public final class RootViewControllerWriterSpy : RootViewControllerWriterProtocol
-
A stub class for
See moreRootViewControllerWriter
. This class does nothing so it is useful to prevent side-effects for testing. Given completions can be called manually.Declaration
Swift
public final class RootViewControllerWriterManualStub : RootViewControllerWriterProtocol
-
A stub class for
See moreRootViewControllerWriter
. This class does nothing so it is useful to prevent side-effects for testing. Given completions will be called immediately.Declaration
Swift
public final class RootViewControllerWriterSyncStub : RootViewControllerWriterProtocol
-
A stub class for
See moreRootViewControllerWriter
. This class does nothing so it is useful to prevent side-effects for testing. Given completions will be called asynchronously.Declaration
Swift
public final class RootViewControllerWriterAsyncStub : RootViewControllerWriterProtocol
-
A stub class for
See moreRootViewControllerWriter
. This class does nothing so it is useful to prevent side-effects for testing. Given completions will be never called.Declaration
Swift
public final class RootViewControllerWriterNeverStub : RootViewControllerWriterProtocol
-
A class for strong references. This class can be used to express how the value should be held.
See moreDeclaration
Swift
public final class Strong<T> where T : AnyObject
-
A wrapper class to encapsulate a implementation of
UIApplication#open
. You can replace the class to the stub or spy for testing.See moreSee also
URLOpenerUsages
Declaration
Swift
public final class ApplicationURLOpener : URLOpenerProtocol
-
A spy class for
URLOpener
s. This class is useful for capturing calls ofUIApplication#open
for testing.See moreSee also
URLOpenerUsages
Declaration
Swift
public final class URLOpenerSpy : URLOpenerProtocol
-
A stub class for
URLOpener
. This class does nothing so it is useful to prevent side-effects for testing. Given completions can be called manually.See moreSee also
URLOpenerUsages
Declaration
Swift
public final class URLOpenerManualStub : URLOpenerProtocol
-
A stub class for
URLOpener
. This class does nothing so it is useful to prevent side-effects for testing. Given completions will be called immediately.See moreSee also
URLOpenerUsages
Declaration
Swift
public final class URLOpenerSyncStub : URLOpenerProtocol
-
A stub class for
URLOpener
. This class does nothing so it is useful to prevent side-effects for testing. Given completions will be called asynchronously.See moreSee also
URLOpenerUsages
Declaration
Swift
public final class URLOpenerAsyncStub : URLOpenerProtocol
-
A stub class for
URLOpener
. This class does nothing so it is useful to prevent side-effects for testing. Given completions will be never called.See moreSee also
URLOpenerUsages
Declaration
Swift
public final class URLOpenerNeverStub : URLOpenerProtocol
-
A class for unowned references. This class can be used to express how the value should be held.
See moreDeclaration
Swift
public final class Unowned<T> where T : AnyObject
-
A class for weak references. This class can be used to express how the value should be held.
See moreDeclaration
Swift
public class Weak<T> where T : AnyObject
-
A class for specialized
ModalPresenter
s that can present a UIViewController on a top of view hierarchy unconditionally. You can present a UIViewController if you does not know what UIViewController is visible.See moreSee also
GlobalModalPresenterUsages
.Declaration
Swift
public final class WindowModalPresentDismisser
-
A class that encapsulate the implementation of
UIApplication#open
. You can replace the class with the stub or spy for testing.See moreSee also
WindowsReaderUsages
Declaration
Swift
public final class WindowsReader : WindowsReaderProtocol
-
A stub class for
WindowsReader
. This class does nothing so it is useful to prevent side-effects for testing.See moreSee also
WindowsReaderUsages
Declaration
Swift
public final class WindowsReaderStub : WindowsReaderProtocol


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CrimPapers
Articles published on 18 June 2020
On 18 June 2020, 9 new articles were published in 6 journals.
Assessing the Relationship Between Lifestyle Routine Activities Theory and Online Victimization Using Panel Data by Chris Guerra, Jason R. Ingram
A Research Note on Mendelian Randomization and Causal Inference in Criminology: Promises and Considerations
What Do Security Cameras Provide For Society? the Influence of Cameras in Public Spaces in Japan on Perceived Neighborhood Cohesion and Trust
Exploring Public Engagement With Missing Person Appeals on Twitter by Reka Solymosi, Oana Petcu, Jack Wilkinson
Stopping Crime? the Effect of Crime Re-Enactments on Eyewitness Memory by Hayley J. Cullen, Helen M. Paterson, Celine van Golde
How Do Leadership Decapitation and Targeting Error Affect Suicide Bombings? the Case of Al-Shabaab by Mohammed Ibrahim Shire
Theorizing the Influence of Wartime Legacies on Political Stability After Rebel Victories by Enrique Wedgwood Young
Feminicidio and #niunamenos: An Analysis of Twitter Conversations During the First 3 Years of the Argentinean Movement by Francesca Belotti, Francesca Comunello, Consuelo Corradi
Operating-System Design and Its Implications For Victims of Family Violence: the Comparative Threat of Smart Phone Spyware For Android Versus Iphone Users by Diarmaid Harkin, Adam Molnar


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---
layout: default
title: Team
---
Meet Our Team
{% assign actual_members = site.data.members | where: "status", "joined" %}
{% for member in actual_members %}
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{% endfor %}
We are building a roster of skillful, mindful peace-builders and consultants. Interested in joining The Peer Group?


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Uploaded files:
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Naming a boat can be a real problem sometimes. It is
rumored to be bad luck if you change the name of a boat unless
you put a penny under the mast or follow other "Tribute to
Neptune" measures. Most people do change the name of the
boat when they buy it and name her something that has special
meaning to them. For instance we named our boat "What If"
because it seemed like Derek was always asking that question,
what if I could walk on water, what if we could fly, what if we
could jump 20 feet, etc.... The other thing you have to be
prepared to do is answer the question "Why did you name your
boat______" because as you are traveling others are curious as
well. One of the other issue to be aware of is when you
use the VHF radio other boats will be calling your boat name and
usually saying the name 3 times in a row. So if your name
is a tongue twister people might not call you or they might just
make up a different version. So you can see by the
pictures there are a wide variety of names out there and many
stories to be told.
The other item that is fun to pay attention to is where do all
the boats come from. Not only what nationality are they
but for those that come out of the US what states are they from.
With us being on the East Coast the majority of boats are from
the east and the most popular state by far is Florida.
Some folks will come over from Florida for 3 to 4 months and
then go back to their land based home. Have seen boats
from Alaska, Washington, Oregon, Montana, Texas, New Hampshire,
Connecticut, New York, North Carolina, just to name a few.
There are many many boats out of Canada, I guess coming down to
the sunny warm Bahamas sure beats the cold snowy conditions of
Quebec, Toronto and Montreal. We have meet several folks
from Australia on sailboats and power boats. Some have
left from Australia and made it this far, some bought their
boats on the east coast, as the Aussie dollar is much better
than ours right now. One family we moet is from
Switzerland and the father had to make an emergency trip back
home when their home water pipes broke in the cold weather.
Talk about a weather shock to the system going from the sunny
warm weather here to Switzerland, oh yea when you start to
cruise one of the first things you eliminate is all that extra
warm clothing that you have, oops - he had to buy a jacket at
the airport.
update 03/01/12; Names and Locations


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You can learn so much about an article from the introduction! Here's a step-by-step process for getting the most out of the article intro and making an excellent concept map:
To make a great concept map, you will need to do a careful reading of the introduction. Here's how to do it:
"The concept map helps me organize the background knowledge and makes it easier for my brain to link the concepts through a visualization." - A successful CREATES student
Drawing a concept map helps you visualize the background information and rationale for the experiment. In other words, your concept map will help you:
Here's how to do it:
"The concept map was really helpful because it first exposed me to the overall paper before reading about the details that usually muddy my understanding."
"The most important thing I look for at this stage is that the background information, or the things we already know, are linked together in a way that leads to the main scientific problem or question the paper is addressing. Right now we are trying to understand the rationale for why the scientists are going to do the experiments."
Now you are ready to concept map the introduction! When you finish, use this checklist to make sure your concept map has everything it needs:


Way cooler. map
is a function on Array
that invokes the closure you pass it on each member of that array. map
returns a new array containing the return values of that closure, with the order corresponding to that of the original array. map
is very commonly used in functional programming. It helps us avoid state and sets up our computations as a result of a function invocation. Super cool.
Let's say we want to get the people who still have yet to celebrate their birthday this year. To do so imperatively, we'd use this function.


Creating the game:
Open Stencyl, click "Click here to create a new Game". There are lots of cool kits and things are available here, and I highly recommend you experiment with these at some point, but for now we want to keep it nice and simple, so choose Blank Game. This does exactly what it says on the tin, and creates a blank project to work in.
Make sure the game is set to 640x512.
As this is a tile-based game (similar to games like the 2D Mario ones), let's make our tilesheet first. The one I've provided in game_assets was made in photoshop, but as long as the tiles are the same number of pixels apart, it doesn't matter how you make them. Stencyl will accept any tile size, but 32x32 or 64x64 are typical sizes. For this game I've used 64x64. Here's what the sheet looks like:
In Stencyl, create a new Tilesheet from the Dashboard, and import the sheet.png file. Be sure to set the tilesize as 64x64 here. You should see the tiles chopped up properly in the preview. Save this tilesheet, and you're done with this part until later.
We're also going to use a repeating background pattern for the sky, as this will be a scrolling game. In the Breakout example we chose a fixed size as everything happens on a single screen, but for a game like this where the levels can be any size, we'll want to be a bit smarter. Create a background like usual from the Dashboard:
The important difference is that once the image is imported (note that it's very small, and should tesselate ideally), you'll need to tick the "Repeat background" box. This will make Stencyl tile the background as many times as is needed.
Now to make our game scene. Previously we didn't care about tile size, but now we're actually using tiles we need to get this bit right. Set the scene to be 10 tiles wide, and 8 tiles high, with a tile size of 64x64. This will create a scene where the tiles fit precisely into the screen (which is also why we set such a precise stage size at the beginning).
Now you can open your scene, open the "tiles" menu (next to the usual actors tab), and start painting with tiles! As we're so exact with our measurements, everything should snap together properly. Design a rough level with a bit of ground, so we can test our characters on it later:
To create our Player, create a new Actor from the Dashboard and call it Player. Our player will have a few states, but everything will be done in one actor. Create an "Idle" state in the same way we did before, and add the single idle image to it:
You can click the plus button in the bottom left corner of the screen to make a new state. Add a "Jumping" state with the single jumping frame in it:
Now add a third state, call it "Walking", and add the four walk cycle animation frames. Be sure to add them in the right order. You should see the little thumbnail animating with a preview of the walk cycle. It's worth noting that in the same way as scenes, one of your animations will be the default animation: this will be the state that displays when the item is added to the stage, so we'll want it to be "Idle" - it should be this already as you made it first.
Now, if you drop your player into the world, you'll notice he floats when you run the game:
To remedy this, go to the Physics tab in your game scene, and add some gravity. "85 down" is normal earth gravity. Test your game now, and gravity should kick in, and your guy should fall to the floor. Note that the tiles are already physics objects, so he should land on them:
To get our player moving around, we can create a behaviour for him:
First we'll add some left and right motion. Note that this is in an "update" event rather than a keypress, as we want to continually check if you're pressing a button:
We simply set the walk speed, and flick the animation to the walking state at the same time. Don't forget to add the behaviour to the player Actor!
Next we need to flip the player around if he walks to the left. This can be done using the "grow" block, to reduce the character's width to -100%. Because the character is centrally aligned, he'll flip cleanly over:
We can then add an extra little logic to return the player to an idle state if nothing's being pressed, and also to the jumping aniamtion if you're holding the jump button. This logic might need tweaking a little, but it'll do:
The actual jump command (as opposd to the animation change) is done in a keypress, as it only happens once. Make a new event in the same behaviour:
And add a very simple extra bit of logic to push the character upwards. This is a simple version, which at the moment doesn't check to see if the player is allowed to jump (in other words, you can jump infinitely!). This is an easy fix, just add a check to see if the player's Y speed is exactly zero, and only allow them to jump if this is true.
You may notice that the red platform tiles are only half a tile high, but still collide as though they're square (for example if a player jumps up underneath one, he'll bang his head in thin air instead of reaching the platform). To remedy this, you can make a custom collider in the tilesheet's collisions tab. Once you've created the new collider type, it can be applied to all of the red tiles so they're consistent:
Coins can be added as normal actors:
However, you will need to make sure that the coin actor has "Is a sensor?" ticked as true. This means that the coin will no longer be collided with (try the game without this setting turned on, you'll be able to walk on the coins!). If you change the hitbox on this screen too, the coin will only be picked up when you touch the actual coin part of the graphic, rather than the full tile:
The coin's logic can be kept in it's own behaviour. Add a collision detector for a specific actor type, and listen for Player collisions. You could always use "collides with anything" but this would also mean that anything else in the game can pick up coins too!
 As always don't forget to add this behaviour to the coin actor!
Sounds can be imported as any other file can from the Dashboard. You may get a warning about metadata, this is fine:
Now you have your sound objects, you can play them in the Coin's behaviour...
...and the jump logic in the player's behaviour:
To add music, create a scene behaviour, and add the audio in an "on created" event (again be sure to actually attach the behaviour to the scene).
Make sure it's set to "loop" and not "play", or the sound will only play through once.
One of the cool things about tiles is that we can now make our game into a big scrolling platformer, rather than being confined to the screen. Go to the properties tab in the game scene, and pop the tile width out to something a bit larger:
The stage will automatically resize, so you can paint in some more level with tiles:
To get everything scrolling, all you need to do is add a camera follow block to the player logic. This will autmatically make the camera scroll with the player as you walk around, and it's even smart enough to stop at the edges of your scene (you may need to walk around a bit to confirm this has worked!!)


|
F´ Flight Software - C/C++ Documentation
NASA-v1.5.0
A framework for building embedded system applications to NASA flight quality standards.
|
Auto-generated base for BufferManager component. More...
#include <build-fprime-automatic-native/F-Prime/Svc/BufferManager/BufferManagerComponentAc.hpp>
Public Types | |
| enum | { NUM_BUFFERSENDIN_INPUT_PORTS = 1, NUM_BUFFERGETCALLEE_INPUT_PORTS = 1 } |
| enum | { NUM_TIMECALLER_OUTPUT_PORTS = 1, NUM_EVENTOUT_OUTPUT_PORTS = 1, NUM_TEXTEVENTOUT_OUTPUT_PORTS = 1, NUM_TLMOUT_OUTPUT_PORTS = 1 } |
Static Public Member Functions | |
| static Fw::Buffer | m_p_bufferGetCallee_in (Fw::PassiveComponentBase *callComp, NATIVE_INT_TYPE portNum, U32 size) |
Friends | |
| class | BufferManagerComponentBaseFriend |
Additional Inherited Members | |
| Protected Member Functions inherited from Fw::ObjBase | |
| ObjBase (const char *name) | |
| ObjBase constructor. More... | |
| virtual | ~ObjBase () |
| Destructor. More... | |
| void | init (void) |
| Object initializer. More... | |
Auto-generated base for BufferManager component.
Definition at line 42 of file BufferManagerComponentAc.hpp.
| anonymous enum |
| Enumerator | |
|---|---|
| NUM_BUFFERSENDIN_INPUT_PORTS | |
| NUM_BUFFERGETCALLEE_INPUT_PORTS |
Definition at line 262 of file BufferManagerComponentAc.hpp.
| anonymous enum |
| Enumerator | |
|---|---|
| NUM_TIMECALLER_OUTPUT_PORTS | |
| NUM_EVENTOUT_OUTPUT_PORTS | |
| NUM_TEXTEVENTOUT_OUTPUT_PORTS | |
| NUM_TLMOUT_OUTPUT_PORTS |
Definition at line 300 of file BufferManagerComponentAc.hpp.
|
virtual |
Destroy a BufferManagerComponentBase object
Definition at line 313 of file BufferManagerComponentAc.cpp.
|
pure virtual |
Handler for input port bufferGetCallee.
| portNum | The port number |
| Fw::Buffer Svc::BufferManagerComponentBase::bufferGetCallee_handlerBase | ( | NATIVE_INT_TYPE | portNum, |
| U32 | size | ||
| ) |
Handler base-class function for input port bufferGetCallee
| portNum | The port number |
Definition at line 812 of file BufferManagerComponentAc.cpp.
| Fw::InputBufferGetPort * Svc::BufferManagerComponentBase::get_bufferGetCallee_InputPort | ( | NATIVE_INT_TYPE | portNum | ) |
Get input port at index
| portNum | The port number |
Definition at line 35 of file BufferManagerComponentAc.cpp.
| Fw::InputBufferSendPort * Svc::BufferManagerComponentBase::get_bufferSendIn_InputPort | ( | NATIVE_INT_TYPE | portNum | ) |
Get input port at index
| portNum | The port number |
Definition at line 28 of file BufferManagerComponentAc.cpp.
| NATIVE_INT_TYPE Svc::BufferManagerComponentBase::getNum_bufferGetCallee_InputPorts | ( | void | ) |
Get the number of bufferGetCallee input ports
Definition at line 360 of file BufferManagerComponentAc.cpp.
| NATIVE_INT_TYPE Svc::BufferManagerComponentBase::getNum_eventOut_OutputPorts | ( | void | ) |
Get the number of eventOut output ports
Definition at line 334 of file BufferManagerComponentAc.cpp.
| NATIVE_INT_TYPE Svc::BufferManagerComponentBase::getNum_tlmOut_OutputPorts | ( | void | ) |
Get the number of tlmOut output ports
Definition at line 368 of file BufferManagerComponentAc.cpp.
| void Svc::BufferManagerComponentBase::init | ( | NATIVE_INT_TYPE | instance = 0 | ) |
Initialize a BufferManagerComponentBase object
| instance | The instance number |
Definition at line 157 of file BufferManagerComponentAc.cpp.
| bool Svc::BufferManagerComponentBase::isConnected_eventOut_OutputPort | ( | NATIVE_INT_TYPE | portNum | ) |
Check whether port eventOut is connected
| portNum | The port number |
Definition at line 390 of file BufferManagerComponentAc.cpp.
| bool Svc::BufferManagerComponentBase::isConnected_tlmOut_OutputPort | ( | NATIVE_INT_TYPE | portNum | ) |
Check whether port tlmOut is connected
| portNum | The port number |
Definition at line 412 of file BufferManagerComponentAc.cpp.
| void Svc::BufferManagerComponentBase::log_WARNING_HI_StoreSizeExceeded | ( | void | ) |
Log event StoreSizeExceeded
Definition at line 583 of file BufferManagerComponentAc.cpp.
| void Svc::BufferManagerComponentBase::log_WARNING_HI_TooManyBuffers | ( | void | ) |
Log event TooManyBuffers
Definition at line 662 of file BufferManagerComponentAc.cpp.
|
static |
Callback for port bufferGetCallee
| callComp | The component instance |
| portNum | The port number |
Definition at line 774 of file BufferManagerComponentAc.cpp.
| void Svc::BufferManagerComponentBase::set_eventOut_OutputPort | ( | NATIVE_INT_TYPE | portNum, |
| Fw::InputLogPort * | port | ||
| ) |
Connect port to eventOut[portNum]
| portNum | The port number |
| port | The port |
Definition at line 56 of file BufferManagerComponentAc.cpp.
| void Svc::BufferManagerComponentBase::set_timeCaller_OutputPort | ( | NATIVE_INT_TYPE | portNum, |
| Fw::InputTimePort * | port | ||
| ) |
Connect port to timeCaller[portNum]
| portNum | The port number |
| port | The port |
Definition at line 46 of file BufferManagerComponentAc.cpp.
| void Svc::BufferManagerComponentBase::set_tlmOut_OutputPort | ( | NATIVE_INT_TYPE | portNum, |
| Fw::InputTlmPort * | port | ||
| ) |
Connect port to tlmOut[portNum]
| portNum | The port number |
| port | The port |
Definition at line 78 of file BufferManagerComponentAc.cpp.
| void Svc::BufferManagerComponentBase::tlmWrite_BufferManager_AllocatedSize | ( | U32 | arg | ) |
Write telemetry channel BufferManager_AllocatedSize
| arg | The telemetry value |
Definition at line 455 of file BufferManagerComponentAc.cpp.
|
virtual |
Unlock the guarded mutex
Definition at line 751 of file BufferManagerComponentAc.cpp.
|
friend |
Friend class for white-box testing
Definition at line 52 of file BufferManagerComponentAc.hpp.
| PROTECTED Svc::BufferManagerComponentBase::__pad0__ |
Definition at line 152 of file BufferManagerComponentAc.hpp.
| PRIVATE Svc::BufferManagerComponentBase::__pad10__ |
Definition at line 433 of file BufferManagerComponentAc.hpp.
| PRIVATE Svc::BufferManagerComponentBase::__pad11__ |
Definition at line 447 of file BufferManagerComponentAc.hpp.
| PRIVATE Svc::BufferManagerComponentBase::__pad12__ |
The component instance
Definition at line 471 of file BufferManagerComponentAc.hpp.
| PRIVATE Svc::BufferManagerComponentBase::__pad13__ |
Definition at line 493 of file BufferManagerComponentAc.hpp.
| PROTECTED Svc::BufferManagerComponentBase::__pad1__ |
Definition at line 180 of file BufferManagerComponentAc.hpp.
| PROTECTED Svc::BufferManagerComponentBase::__pad2__ |
The port number
Definition at line 197 of file BufferManagerComponentAc.hpp.
| PROTECTED Svc::BufferManagerComponentBase::__pad3__ |
The port number
Definition at line 217 of file BufferManagerComponentAc.hpp.
| PROTECTED Svc::BufferManagerComponentBase::__pad4__ |
Definition at line 239 of file BufferManagerComponentAc.hpp.
| PROTECTED Svc::BufferManagerComponentBase::__pad5__ |
Definition at line 267 of file BufferManagerComponentAc.hpp.
| PROTECTED Svc::BufferManagerComponentBase::__pad6__ |
Definition at line 307 of file BufferManagerComponentAc.hpp.
| PROTECTED Svc::BufferManagerComponentBase::__pad7__ |
Definition at line 347 of file BufferManagerComponentAc.hpp.
| PROTECTED Svc::BufferManagerComponentBase::__pad8__ |
Channel ID for BufferManager_NumAllocatedBuffers.
Definition at line 389 of file BufferManagerComponentAc.hpp.
| PROTECTED Svc::BufferManagerComponentBase::__pad9__ |
Definition at line 420 of file BufferManagerComponentAc.hpp.
| PROTECTED Svc::BufferManagerComponentBase::CHANNELID_BUFFERMANAGER_ALLOCATEDSIZE = 0x01 |
Channel ID for BufferManager_AllocatedSize.
Definition at line 397 of file BufferManagerComponentAc.hpp.
| PROTECTED Svc::BufferManagerComponentBase::EVENTID_STORESIZEEXCEEDED = 0x01 |
Definition at line 355 of file BufferManagerComponentAc.hpp.
| PROTECTED Svc::BufferManagerComponentBase::EVENTID_TOOMANYBUFFERS = 0x02 |
Definition at line 356 of file BufferManagerComponentAc.hpp.
| PROTECTED Fw::Buffer & Svc::BufferManagerComponentBase::fwBuffer = 0 |
Definition at line 207 of file BufferManagerComponentAc.hpp.
| PRIVATE NATIVE_INT_TYPE Fw::Buffer& Svc::BufferManagerComponentBase::fwBuffer |
Definition at line 482 of file BufferManagerComponentAc.hpp.
| Fw::InputBufferGetPort Svc::BufferManagerComponentBase::m_bufferGetCallee_InputPort[NUM_BUFFERGETCALLEE_INPUT_PORTS] |
Input port bufferGetCallee
Definition at line 445 of file BufferManagerComponentAc.hpp.
| Fw::OutputLogPort Svc::BufferManagerComponentBase::m_eventOut_OutputPort[NUM_EVENTOUT_OUTPUT_PORTS] |
Output port eventOut
Definition at line 459 of file BufferManagerComponentAc.hpp.
| Fw::OutputTlmPort Svc::BufferManagerComponentBase::m_tlmOut_OutputPort[NUM_TLMOUT_OUTPUT_PORTS] |
Output port tlmOut
Definition at line 469 of file BufferManagerComponentAc.hpp.
| PRIVATE NATIVE_INT_TYPE Svc::BufferManagerComponentBase::portNum |
The port number
Definition at line 481 of file BufferManagerComponentAc.hpp.
| PROTECTED Svc::BufferManagerComponentBase::PROTECTED |
Definition at line 359 of file BufferManagerComponentAc.hpp.


From the Nova charting framework's point of view, there's actually no such thing as a line chart.
What actually makes a line chart, well, a line chart is really just data series specifically configured
to be rendered using what we call a
LineRenderer
.
A different renderer might allow the data to be visualized as a bar chart. But, regardless of how the framework
sees it, a line chart is a pretty basic visualization scenario, and so it's ideal for demonstrating the basic concepts
of the Nova charting framework.
To create a simple line chart, the basic elements you need are: an instance of the
Chart
class, an instance XYGrid
, and a set of
IChartSeries
including some data for the chart to visualize.
Each IChartSeries consists of an
IDataSeries
,
an IXYScales
object,
and a LineRenderer
.
In most cases, the same instances of IXYScales and LineRenderer can be used for each IChartSeries.
When instantiating the LineRenderer
, you can optionally pass a configuration object of type
ILineRendererConfig
to make certain modifications to the behavior of the chart.
The IDataSeries in each IChartSeries consists of the data to be visualized, an id, and a
LineAccessors
instance.
LineAccessors, by default, let the chart know that the values for x and y can be found specifically under properties named 'x' and 'y' at the root level within the data you provide. If, however, your data doesn't have properties 'x' and 'y', or if 'x' and 'y' are not at the root level, you can customize the accessors to let the chart know exactly where to find the correct values. For how to do this, the Data Accessors page may be a handy guide.
In addition to data access, the LineAccessors also indicate what color and marker symbol the chart should use for each series visualization.
Finally, to initiate the line chart visualization, pass the Chart instance reference to the chart
input of
nui-chart
in your template and invoke the chart's update method passing the collection of
IChartSeries as the argument. For additional information about chart setup, take a look at
this page.
ChartAssist
since it doesn't require any interaction
with an external component such as a legend. Subsequent examples that include a legend will make use of an
instance of ChartAssist.
ChartAssist
.
Take a closer look at the following examples as there are some structural differences from the example above
in the configuration and updating of the chart.
The main documentation page for legends can be found here. But, in this section you'll find some quick examples of how to use legends with a line chart.
To add a legend with basic tiles, add one or more
nui-basic-legend-tiles
nested within one or more
nui-legend-series
nested within a
nui-legend
to your template. To see
what this looks like, you can view the html of the example by opening the source expander.
To add a legend with rich tiles, add one or more
nui-rich-legend-tiles
nested within one or more
nui-legend-series
nested within a
nui-legend
to your template. To see
what this looks like, you can view the html of the example by opening the source expander.
Labels for each axis can be added using a css grid layout. The following example's html source demonstrates how to set it up using the Nova Chart layout classes: "nui-chart-layout", "axis-label-left", "axis-label-right", "axis-label-bottom", "chart", and "legend".
For more information about the nova chart grid layout, check out the layout page here.
To add a second y-axis, we need to configure the XYGrid
instance with values for the leftScaleId
and rightScaleId
properties. The values for these properties
should match the id's of the left scale and right scale respectively.
Customizing the content displayed for each axis can be achieved by specifying the tick formatter for the desired scale as documented on the Formatters page.
If you want to emphasize the fact that parts of the data you're plotting on the chart are not
continuous, you can use the following approach to display a line with gaps. To indicate a missing
data segment, you'll need to use two data series, one for rendering the data itself and the other for
rendering gaps in the data. You can use the same data array for both data series. The difference in
visualization is achieved using a separate renderer
instance configured to recognize
missing data and appropriately style the output.
For standard missing data styling, pass an instance of
MissingDataLineRendererConfig
to the LineRenderer
constructor. The configuration can optionally be customized by modifying the values of its
properties. The following example demonstrates the use of standard missing data styling in more
detail.
By default, the styling for interrupted data includes enhanced line caps, or dots, at each vertex of the
path representing the missing data. To disable the line caps, set the
{{getLineRendererConfigPropKey("useEnhancedLineCaps")}}
property on the renderer's
{{getLineRendererPropKey("config")}}
property to false
. To modify the
styling of the enhanced line caps, set alternate values on the renderer
{{getLineRendererPropKey("config")}}
's
{{getLineRendererConfigPropKey("enhancedLineCap")}}
property of type
IEnhancedLineCapConfig
.
defined
accessor used in the following example directly implements the behavior of
the D3
line.defined
method, so you can head over there to read more detailed documentation.
If your data is time based and is defined at regular intervals, it's possible to calculate the
missing data segments automatically. Nova Charts provides a convenience function for this called
calculateMissingData
which creates a new data array with data points inserted to indicate interruptions in your series.
It's important to keep in mind that the new data array must be assigned to both series used in the
missing data visualization--one indicating the valid data segments and the other indicating the
missing data segments.
For information about how to add tooltips to line charts, take a look at the tooltips page.
For information about how to add popovers to line charts, take a look at the popovers page.


Installation
Place the jar file url-shortener-1.0.jar
as you wish.
Launching
java -jar url-shortener-1.0.jar
Usage
Assuming host name "localhost", use the following URL:
http://localhost:8080/account
to
register new account via application/json request
http://localhost:8080/register
to
register new url for the given account via application/json request,
and providing Authorization header with Basic authentication token
http://localhost:8080/statistic
to
get count of redirects for URLs of the given account via application/json
request, and providing Authorization header with Basic authentication
token
http://localhost:8080/{shortUrl}
to use registered shortening (you will be redirected as was set)
http://localhost:8080/help
displays
this page in browser


Reports
synchronized
statements with empty bodies. While theoretically this may be the semantics intended, this construction is confusing, and often the result of a typo.
Example:
synchronized(lock) { }


Developed by prolane.org (Gerard Laan), forked by Sean Fernandez (sd3z)
For help, please see README at the project page on Github.com
Click here to open the options panel for this plugin.


Version1 of the interface that represents an interface to be implemented by client in case he is interested in controlling the memory allocation and deallocation on the heap.
More...
#include <IMemoryAllocator.h>
|
| virtual void *APICALL | allocate (sizet size) __NOTHROW__=0 |
| | Called by the library whenever it needs some space on the heap. More...
|
| |
| virtual void APICALL | deallocate (void *ptr) __NOTHROW__=0 |
| | Called by the library whenever there is no further need for a previously allocated space on the heap. More...
|
| |
| virtual void *APICALL | reallocate (void *ptr, sizet size) __NOTHROW__=0 |
| | Called by the library whenever it needs to expand or contract some space already allocated on the heap, preserving the contents. More...
|
| |
Version1 of the interface that represents an interface to be implemented by client in case he is interested in controlling the memory allocation and deallocation on the heap.
In case client is interested in controlling the memory allocation and deallocation on the heap he can implement this interface and register the same with the #AdobeXMPCommon::IConfigurationManager. For every request of memory allocation or deallocation on the heap corresponding function will be called by the library.
- Attention
- Support for Multi threading is under clients hand.
Definition at line 27 of file IMemoryAllocator.h.
| virtual void* APICALL AdobeXMPCommon::IMemoryAllocator_v1::allocate |
( |
sizet |
size | ) |
|
|
pure virtual |
Called by the library whenever it needs some space on the heap.
- Parameters
-
| [in] | size | A value of type #AdobeXMPCommon::sizet indicating the number of bytes required by the library on the heap. |
- Returns
- A pointer to memory location on the heap.
| virtual void APICALL AdobeXMPCommon::IMemoryAllocator_v1::deallocate |
( |
void * |
ptr | ) |
|
|
pure virtual |
Called by the library whenever there is no further need for a previously allocated space on the heap.
- Parameters
-
| [in] | ptr | A pointer to a memory location which is no longer needed. |
| virtual void* APICALL AdobeXMPCommon::IMemoryAllocator_v1::reallocate |
( |
void * |
ptr, |
|
|
sizet |
size |
|
) |
| |
|
pure virtual |
Called by the library whenever it needs to expand or contract some space already allocated on the heap, preserving the contents.
- Parameters
-
| [in] | ptr | A pointer to a memory location which was previously allocated on the heap. |
| [in] | size | A value of type #AdobeXMPCommon::sizet indicating the new number of bytes required by the library on the heap. |
- Returns
- A pointer to memory location on the heap which is of new size and previous contents are preserved.
| AdobeXMPCommon::IMemoryAllocator_v1::REQ_FRIEND_CLASS_DECLARATION |
( |
| ) |
|
|
protected |
The documentation for this class was generated from the following file:
- C:/XMP/XMP-Toolkit-SDK-CC201607/XMP-Toolkit-SDK-CC201607/public/include/XMPCommon/Interfaces/IMemoryAllocator.h


Magical Items:
magical items are fairly common in higher level areas. most are not very powerful, but usable many times or for long periods. many of the items are created by very skilled wizards, maybe (need?) can be recharged by lesser ones, which would make for a considerable economy. such items include:
Common Items:
common items are found in many places in the world, even occasionally in the most primitive places. they are the subject of much trade, as they are easy to make, and thus often used as training for apprentices
- witness:
a witnessed item is signed by the wizard witnessing it. the wizard places a mark on it which indicates who the witness is, and when it was witnessed in it's current sate. maybe with an indicator of how thoroughly it's state was witnessed, or specifier of how thoroughly it must be maintained. if a witnessed item changes state sufficiently, the wizard mark will vanish. often used to ensure the safe transit of cargo, and authenticity of documents.
(wizard mark;1)
- fire nail:
a metal match whose tip will always burn when in air. it can be extinguished by placing it back in it's case, or depriving it of air in which to burn. often used both in the home and by travelers for lighting fire of many types
(flaming sphere;2)
- hot or cold stone:
a stone that keeps it's designated temperature, from freezing to boiling, regardless of it's surroundings. often used for refrigeration or heat in many contexts
(fire shield;4)
- utility charm:
utility charms exist for many purposes, and the parameters of the purpose must be declared at creation. the duration of effect is as long as the charm remains in range, plus 10d6 minutes, rolled when range is exceeded for lasting effects. there is a recharge time, usually 1d6 minutes for instanteous effects. cooking, cleaning, and ignition charms are quite common, tea and soup charms are particular favorites.
(prestidigitation;0)
- light charm:
much like any other light source, though with little to no heat. with a skilled creator, color may be chosen, or even variable. often used in cities and palaces for the lighting of public spaces at night, occasionally by travelers, thieves, or the wealthy.
(light;1)
Uncommon Items:
uncommon items are much harder to find as most are not often traded. they are usually custom made for a given client, and often require a wizard of considerable skill to craft. in more advanced areas, it is often not terribly difficult to find a wizard willing and able to make them, though for a sometimes considerable price
- paired charms:
a pair of charms that will always reach toward each other. often hung from a necklace that, when dangled, will lean toward the other charm regardless of it's distance, though it will lean further as it gets closer. often used by travelers to reunite the party, applied to wagons or chests to track valuable cargo, or by smugglers to find hidden goods.
(locate object;2)
- illusion charms:
most often to change the colors of fabrics or hair, though with a skilled creator, the options are nearly endless. often used by performers, the fasionable in high society, or in the underground as a means of disguise
- Climber's rope:
a climbers rope is often knotted, often silk, and set by raising the first foot or two to vertical. from there, the rope can be pushed up, but the top cannot be moved horizontally. the top can be manipulated using the bottom by pulling the bottom straight, and then working it, allowing it's weilder to tie a knot or similar. the rope alone can hold it's own weight, and about an additional 1-2 lbs., less as it goes higher. the rope will simply loose all stiffness if it's bottom ever loses contact with the ground or it's weight is overloaded.
- storage space:
an item that is larger on the inside than it is outside. maybe it's interior space is proportional to it's interface surface (maybe vol^3 = surface^2*10? so 1m^2 surface = 10m^3 volume, maybe apparent volume = 1/10th actual volume or less, based on quality. similarly, weight may be 1/100th or less). maybe a market for garments with "pockets". often used by traders, smugglers, thieves, wizards, or the wealthy, occasionally by travelers.
common variants include:
- wizards robe / theives cloak: contains 6 to 12 medium to small pockets. each holds about 4 times it's volume but does not bulge
- travlers pouch: the classic bag of holding. often used to keep valuables out of sight, or emergency supplies close at hand
- messengers bag: much like the travelers pouch, but holds more, and requires the weilder to be able to picture the item to be pulled or it will seem empty
- merchants chest: similar to the travelers pouch, but larger. usually a medium to large chest used for transporting cargo for merchants
(deep pockets;2)
- magic fan:
produces the movement of air through a defined gap. if the gap is breached, flow ceases. the maximum gap size, and rate of flow, are dependant on the crators skill. often used to maintain air quality, or move fuel gas, in advanced areas.
(gust of wind;3)
- magic filter:
pumps water through a filter at a rate defined by it's quality and size. most will pump water until the filter clogs, then they will need to be serviced by a wizard. often carried by traveling companies, and by wasteland or wealthy travelers. large versions are used in advanced areas to provide water distribution
Legendary Items:
legendary items are the type of thing that many have heard of, though most believe to be fairy tales. they are rarely crafted because the result is often not worth the magical effort, or rare components, to craft them. they nearly always require extraordinarily rare ingredients, and thus crafting them would be a lifetime of effort, or a great fortune, in the simple aquisition of the components. among the wizards guild, it is considered a great feat to successfully craft one of the legendary items, and comes with something of rockstar status among members. the few who have often display them as prized possesions
- Beggars purse:
a small pouch, about the size of a hand, that contains one 'handful' of anything dry of the bearers choosing. it can only be emptied once per day
originally created as an attempt at infinite wealth, it was soon abandoned due to the small amount it yields for each pull, and the exorbinant cost of casting and components to create one. it's first creator died terribly poor trying to pull enough from it to repay the loans taken to purchase the components. several are known to exist, possesed by high wizards, and often used to summon the rare ingredients for other spells
- Everful cup:
A simple but powerful item. the cup always contains the desired amount of the bearers chosen beverage when held upright. it will drain when up-ended, but refill as it is righted, though if emptied into other than it's bearer, will only drip a bit of it's prior contents as though emptied right before
originally created as a gift for the high council of guilds in a major city, only one set is known to exist, and it still serves it's purpose to this day. the members of the council are allowed to drink from the cups only when sitting at the council table. abandoned due to the inability to empty into other than it's bearer, meaning each casting can serve only one person at a time. many have tried, but no one is known to have succeeded in replicating the feat completely, though several have come close
- Samaritan crock:
an eathern or metal crock, with lid, that when covered and placed by it's owner on, or under, a freshly lit fire of their own building will be filled with the cooked food of their desire when the fire has burned to embers
originally created as an attempt to solve hunger in rural areas, this is one of the few legendary items to have not been completely abandoned. quite a few are known to exist, mostly owned by the kitchens of the larger magical guilds. usually made in larger sizes, they allow the guilds to feed their members, and often distribute the remains to the poorer of the local community
- Nautilus tent:
a large, round, floored tent (~20+ft dia.) with a single entrance that, when erected, has an interior hall leading in one direction around the outer edge, with flaps leading to inner rooms each about 8x10ft, that never seems to end. though no end has ever been found in a properly crafted nautilus tent, neither has any short-cut out from the main hallway. in fact, cutting out of the hallway towards the outside always leads to an empty room, which always leads back to the place where the cut was made, and the cut only remains until completely out of view
originally created as a way to disguise the size of an encamped force. it was abandoned when it was discovered, quite accidentally, that any disaster befalling the exterior tent would occur in all parts of the interior at the same time, but would not change the distance to the exit. thus a small fire set to the outside of the tent would spread throughout its interior almost instantly, making any force using one supremely vulnerable due to the inability to empty it as fast as the fire spread. several were made, but only one is known to exist, and it is displayed by the guild that owns it as a warning to wizards about the danger and expense of new legendary magical research


cmd: ...path\Project>python –m venv virtual
"virtual" is a name, It can be "anything"
cmd: ...path\Project>virtual\Scripts\activate
cmd: ...path\Project>pip install Django
cmd: ...path\Project>django-admin --version
(option1)cmd: ...path\Project>pip freeze > requirements.txt
(option2)cmd:
...path\Project>pip install pipreqs
...path\Project>pipreqs /path/to/project
cmd: ...path\Project>pip install -r requirements.txt
cmd: ...path\Project>django-admin startproject contName
"contName"(containerName) can be anything, inside it are the project files
cmd: ...path\Project\contName>py manage.py runserver
cmd: ...path\Project\contName>py manage.py startapp appName
"appName" can be anything. An app can be in multiple projects.
This is optional in order to display something on the browser
cmd: ...path\Project\contName>py manage.py makemigrations appName
The same applies when Models do not exist yet
cmd: ...path\Project\contName>py manage.py sqlmigrate appName fileNumber
"fileNumber" is the number in the database filename, e.g. appName\migration\0001_initial.py
cmd: ...path\Project\contName>python manage.py check
cmd: ...path\Project\contName>python manage.py migrate
The reason that there are separate commands to make and apply migrations is because you’ll commit migrations to your version control system and ship them with your app
- Generating admin sites for your staff or clients to
add, change, and delete content is tedious work that
doesn’t require much creativity. For that reason,
Django entirely automates creation of admin interfaces
for models.
- Django was written in a newsroom environment,
with a very clear separation between “content publishers”
and the “public” site. Site managers use the system
to add news stories, events, sports scores, etc., and
that content is displayed on the public site. Django solves
the problem of creating a unified interface for site
administrators to edit content.
- The admin isn’t intended to be used by site
visitors. It’s for site managers.
cmd: ...path\Project\contName>py manage.py createsuperuser
Then Set Username, Email address & Password, they will automatically be asked
If development server is not running:
cmd: ...path\Project\contName>py manage.py runserver
.../app/admin.py(write code):
from django.contrib import admin
from .models import Question
admin.site.register(Question)
"Question" is an example of a
Model
To be able to edit a Model(eg. Question), it must be registered here
The data of the Models (ig. field values) can be altered,
but the structure of the Models (ig. field attributes) cannot
models.py -> views.py -> urls.py
ExampleThe path and files have to be manually created
appName / templates / appName / file.html
(option1) Hardcoded url in file.html:

{{ modelExample.model_field_2 }}

(option2) Dynamic url in file.html:

{{ modelExample.model_field_2 }}

urls.py: ...
path(
'example/<int:a_field>/',
views.indexExample,
name='indexExampleName')
...
return -> render( request, 'template', context )
Examplerequest: stays as it is
template <- 'appName/file.html'
context <- get_object_or_404( Model, somekey = Model's field )
Example


--- title: Mr. Anderson keywords: fastai sidebar: home_sidebar nb_path: "nbs/index.ipynb" ---
from mranderson import Query
q = Query()
q.add("MATCH (n)")
q.add("RETURN n LIMIT 2")
Under the hood, this generate the cypher query
' '.join(q.lines)
Which you can run with any of the built-in convenience methods
q.data() #returns result as a dictionaryu
q.create() #returns a summary of what was created
q.single() #returns the first result
q.only() #returns the only result, but throws an exception if there is not 1 and only 1 result


300 new jobs as Amazon gets ready to open first warehouse in Quebec
by Rachel Lau Digital reporter, CTV News Montreal | Contact Matt Grillo Videojournalist | ContactMONTREAL -- Amazon has announced it plans to open its first fulfillment centre in Quebec.
The warehouse will be located in Montreal’s Lachine borough and the e-commerce giant says it expects the facility to create 300 full-time jobs.
"We're excited about our growth in Montreal, which gives us the opportunity to better serve our customers across Quebec," said Alexandre Gagnon, vice-president of Amazon Canada.
The facility will be located in Lachine's industrial park north of Highway 20.
"A giant just landed in Lachine, in Montreal, in Quebec," said Lachine Mayor Maja Vodanovic, citing the borough's central location as ideal for the tech giant. "We're between the port and the airport and next to the trains, so there's no better place for the logistics of transport."
Those working at the facility will pick, pack and ship items to customers. Amazon Canada says the pieces will include toys, pet products and small electronics.
Amazon has received criticism for some of its labour practices, but in a statement to CTV News, said it's "proud to be a leader in offering a safe workplace."
Beyond a boost to the economy, but Vodanovic, who serves on Canad'as Zero Waste Council, said this will allow for close ties with the tech giant.
"Some people don't like certain things about Amazon. They think they're getting certain advantages. Well now that they're here we can negotiate with Amazon, we can talk to them directly," she said, pointing to negotiations over issues like recycling and reducing packaging materials.
The centre, Amazon's 12th in Canada, is expected to be open by the end of 2020.
The company announced late last year that it would have a fulfilment centre in Leduc County, Alta., open by 2020 to create more than 600 jobs.
Amazon also has fulfilment centres in British Columbia and Ontario.
The build-out of fulfilment centres, which provide both warehouse and shipping services, comes as the company pushes to make faster online order deliveries.
The company currently offers some same-day delivery in Toronto, Vancouver and Calgary.
- The Canadian Press contributed to this report.


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FaceBark
Connecting Dogs with Parks, Dog-People with Dog-People


Description
Just as the sun’s rays radiate outward, casting light in every direction, so too does the Tiffany Soleste® engagement ring. With a scintillating halo of brilliant diamonds and a striking round center stone, light is gathered and mirrored throughout the design, resulting in an unrivaled display of brilliance.


Bacon ipsum dolor amet jowl shank shankle kielbasa strip steak, sirloin beef ribs leberkas short ribs. Picanha t-bone prosciutto kevin pork. Boudin bacon alcatra burgdoggen picanha jerky landjaeger jowl. Jowl leberkas prosciutto, short ribs bresaola ground round cow biltong swine beef. Flank rump kielbasa, capicola meatball pastrami ground round corned beef jerky.
Pork chop ham hock burgdoggen, pastrami short ribs bacon rump tongue frankfurter shankle. Short loin burgdoggen pork belly venison ground round, chicken shank swine. Prosciutto sausage frankfurter, pancetta landjaeger pork belly picanha doner. Brisket shankle venison, jerky flank buffalo ball tip tail. Alcatra buffalo short loin drumstick tongue pancetta burgdoggen chicken pork loin biltong.
 Sausage pork porchetta ball tip corned beef tenderloin filet mignon biltong shankle pastrami meatloaf turkey. Buffalo pork chop ground round, prosciutto tongue tri-tip leberkas chuck drumstick.  Pancetta corned beef beef tail turkey ham.
Bacon ipsum dolor amet jowl shank shankle kielbasa strip steak, sirloin beef ribs leberkas short ribs. Picanha t-bone prosciutto kevin pork. Boudin bacon alcatra burgdoggen picanha jerky landjaeger jowl. Jowl leberkas prosciutto, short ribs bresaola ground round cow biltong swine beef. Flank rump kielbasa, capicola meatball pastrami ground round corned beef jerky.
Pork chop ham hock burgdoggen, pastrami short ribs bacon rump tongue frankfurter shankle. Short loin burgdoggen pork belly venison ground round, chicken shank swine. Prosciutto sausage frankfurter, pancetta landjaeger pork belly picanha doner. Brisket shankle venison, jerky flank buffalo ball tip tail. Alcatra buffalo short loin drumstick tongue pancetta burgdoggen chicken pork loin biltong.
 Sausage pork porchetta ball tip corned beef tenderloin filet mignon biltong shankle pastrami meatloaf turkey. Buffalo pork chop ground round, prosciutto tongue tri-tip leberkas chuck drumstick.  Pancetta corned beef beef tail turkey ham.


Enter a URL above, it should start with web+ug:// then click go.
Click "Serve application" above and following the instructions on the resulting page.


--- layout: post title: 'Back to School: Morning Routines' date: 2010-08-17 16:26:35.000000000 -07:00 type: post parent_id: '0' published: true pd: '' status: publish categories: - Classroom Talk - Organizational Tips tags: - morning routines - new school year - organization author: login: k email: k@k display_name: mcary first_name: '' last_name: '' ---
Morning Routines
After a long lazy summer most parents are wondering how they are ever going to get their school age children back into the routine of getting up and out of the house for school. Here are a few tips for an easier transition.
Two weeks before school starts (or as soon as possible if time is short), insist that your child wake up earlier. Set an alarm. The first few days set it just a half hour earlier allowing for a gradual change. If your teenager has been staying up until 2 AM all summer, start waking him at 9 AM instead of letting him sleep until noon. After a few days, set the alarm to whatever time they will need to get up for school.
Designate an area of your home for backpacks and items that need to be ready for school. Especially for children in the primary grades, it is important to check backpacks daily for stray papers, notices from school and homework assignments. Some parents find it helpful to pack the car the night before.
Make school lunches at night. If you’re using food that keeps its freshness, carrot sticks, peanut butter, etc., make a couple of day’s lunch packages to simplify the work week. Many children would be happier and healthier with last night’s pasta and salad instead of a pre-packaged lunch chocked full of salt and preservatives. Schools don’t have room to refrigerate lunches so use insulated lunch boxes to keep food safe.
Finally, try to keep your child’s morning consistent. To relieve stress, take time in the morning to discuss plans and expectations for the day. Driving to school or walking to the bus can be the best bonding time in the world.


This library contains electrical components to build up analog and digital circuits, as well as machines to model electrical motors and generators, especially three phase induction machines such as an asynchronous motor.
| Name | Description |
|---|---|
| Analog | Library for analog electrical models |
| Digital | Library for digital electrical components based on the VHDL standard with 9-valued logic and conversion to 2-,3-,4-valued logic |
| Machines | Library for electric machines |
| MultiPhase | Library for electrical components of one or more phases |
| PowerConverters | Rectifiers, Inverters and DC/DC converters |
| QuasiStationary | Library for quasi-stationary electrical singlephase and multiphase AC simulation |
| Spice3 | Library for components of the Berkeley SPICE3 simulator |


|
ObjectAL
2.1
ObjectAL API Reference (iOS) for www.kobold2d.com developers
|
A device is a logical mapping to an audio device through the OpenAL implementation. More...
#import <ALDevice.h>
Public Member Functions | |
| (id) | - initWithDeviceSpecifier: |
| Initialize with the specified device. | |
| (bool) | - isExtensionPresent: |
| Check if the specified extension is present. | |
| (void *) | - getProcAddress: |
| Get the address of the specified procedure (C function address). | |
| (void) | - clearBuffers |
| Clear all buffers being used by sources of contexts opened on this device. | |
| (void) | - notifyContextInitializing: |
| (INTERNAL USE) Used by ALContext to announce initialization. | |
| (void) | - notifyContextDeallocating: |
| (INTERNAL USE) Used by ALContext to announce deallocation. | |
Static Public Member Functions | |
| (id) | + deviceWithDeviceSpecifier: |
| Open the specified device. | |
Protected Attributes | |
| NSMutableArray * | contexts |
| All contexts opened from this device. | |
| OALSuspendHandler * | suspendHandler |
| Handles suspending and interrupting for this object. | |
Properties | |
| NSArray * | contexts |
| All contexts created on this device (ALContext*). | |
| ALCdevice * | device |
| The OpenAL device pointer. | |
| NSArray * | extensions |
| List of strings describing all extensions available on this device (NSString*). | |
| int | majorVersion |
| The specification revision for this implementation (major version). | |
| int | minorVersion |
| The specification revision for this implementation (minor version). |
A device is a logical mapping to an audio device through the OpenAL implementation.
| - (void) clearBuffers |
Clear all buffers being used by sources of contexts opened on this device.
| + (id) deviceWithDeviceSpecifier: | (NSString*) | deviceSpecifier |
Open the specified device.
| deviceSpecifier | The device to open (nil = default device). |
| - (void *) getProcAddress: | (NSString*) | functionName |
Get the address of the specified procedure (C function address).
| functionName | the name of the procedure to get. |
| - (id) initWithDeviceSpecifier: | (NSString*) | deviceSpecifier |
Initialize with the specified device.
| deviceSpecifier | The device to open (nil = default device). |
| - (bool) isExtensionPresent: | (NSString*) | name |
Check if the specified extension is present.
| name | The extension to check. |
| - (void) notifyContextDeallocating: | (ALContext*) | context |
(INTERNAL USE) Used by ALContext to announce deallocation.
| context | The context that is deallocating. |
| - (void) notifyContextInitializing: | (ALContext*) | context |
(INTERNAL USE) Used by ALContext to announce initialization.
| context | The context that is initializing. |
- (NSMutableArray*) contexts [protected] |
All contexts opened from this device.
- (OALSuspendHandler*) suspendHandler [protected] |
Handles suspending and interrupting for this object.
- (NSArray*) contexts [read, assign] |
All contexts created on this device (ALContext*).
- (ALCdevice *) device [read, assign] |
The OpenAL device pointer.
- (NSArray *) extensions [read, assign] |
List of strings describing all extensions available on this device (NSString*).
- (int) majorVersion [read, assign] |
The specification revision for this implementation (major version).
- (int) minorVersion [read, assign] |
The specification revision for this implementation (minor version).


Bei Bei the panda arrives at his new home in China
by Associated PressUS-born giant panda Bei Bei arrived finally at his new home in Ya'an, in China's Sichuan province, on Thursday.
The four-year-old arrived in China on Wednesday after a transcontinental flight on a FedEx plane dubbed the “Panda Express”.
He was then transferred by lorry to the Ya’an Bifengxia Base of the Giant Panda Conservation and Research Center.
State media said Bei Bei was in good health and had tucked into a breakfast of bamboo upon arrival.
The panda will be quarantined for one month while he adjusts to his new home.
State media said he would have to get used to the time difference, local foods and the Sichuanese dialect.
Bei Bei was conceived through artificial insemination and born to the National Zoo’s Mei Xiang and Tian Tian in 2015.
His name, which means “treasure” in Chinese, was selected by then-first lady Michelle Obama and China's first lady Peng Liyuan.
The panda quickly became a favorite with visitors — and on the zoo’s popular Panda Cam.
Fans bid a bittersweet farewell to the cub online with the hashtag #byebyebeibei.
Once Bei Bei reaches sexual maturity at age six, he will enter China’s captive breeding program.
The program is credited with bringing giant pandas back from the brink of extinction.
They live mainly in Sichuan’s bamboo-covered mountains and are threatened by habitat loss.


Notes on Circuits
- The Gonogog - Signal-Squishing Circuit - Winter 2018
Recipes and Cooking Notes
- Almond Chicken - Summer 2016
- Stuffed Chicken Marsala - Summer 2016
- Tato Salad - Summer 2016
Stuff from School
- Aztec Electric Racing - Looking Back at Year (Part 1/2) - Summer 2017
- Aztec Electric Racing - Looking back at Year 1 (Contiued -- Part 2/2) - Summer 2017
- Random World History Notes - Winter 2016
- Early World History Mini-Essays - Winter 2015
- Tips for calculating phasor quantities on HP 50G calculator - Spring 2015
- Exxon-Valdez oil spill Matlab simulation - Spring 2014
Coding Tidbits
- Interfacing Ruby and Fortran (via C) - Spring 2014
- String length limits - Fall 2015


Welcome To Coding Fire Challenge
First Week A Great Experience!!!
Date: 11/10/2014
First week is about to complete at DCB of Phase-0. Enjoyed working througt challenges and time management with present work and school. As the day were passing I started Loving to code throught command prompt, git bash and working on soft skill. Usually I use to on internet for longer time just to play games and facebook. But form last week I chacged my focus to learn form about Technologies, what happning in market, Meditation and Reading blog. It's drastic change in life... I am not kidding, I am writing my first blog..
How it all started, I have heard about DBC from my brother. Due to the career switch after my Bachelor’s in Computer Science I lost my touch, so I enrolled myself for Master in CS at NYIT, New York. But didn’t worked out for me. Start looking different option. When my brother told me about Dev Bootcamp in New York.
So after doing enough reasearch thorouh Google, Quora and websites of various bootcamps including Dev Bootcamp I reached a conclusion that Dev Bootcamp best suits my need. With high technical abilities of mentors, level and diversity of students and approximates hiring stats quoted of sites like Quora and Dev bootcamps outrech It will give me exactly what I need i.e. will help me in joing and helping budding Tech Startup Ecosystem in NY or anywhere in country. Attending Dev Bootcamp not only make me better developer, also help me to grow social network in tech world which will help me to find job and start my career.
Let dive into coding and developing ourself!!! Happy Coding


3DOWN
3DOWN shows the status of services available to the MIT community.
General services
The IS&T Help Desk phones are back in full operation. We apologize to anyone...
more...
(2/14 13:42:12)
Network
The network is operating normally. (1/30 18:56:14)
E-mail
***IMPORTANT*** Do *NOT* Reply to a message telling you that you need to...
more...
(2/14 07:19:34)
Telephone service
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In 1971, two Purdue undergraduate students, Edward Barnett (now deceased) and Fred Cooper approached the dean of engineering at Purdue University with the concept of starting the Black Society of Engineers (BSE). They wanted to establish a student organization to help improve the recruitment and retention of black engineering students. In the late 1960's, a devastating 80 percent of the black freshmen entering the engineering program dropped out. The dean agreed to the idea and assigned the only black faculty member on staff, Arthur J. Bond, as advisor.
Barnett served as the first president of the BSE. The fledging group gained momentum in 1974, with the direction and encouragement of Bond and the active participation of the young men whose destiny was to become the founders of NSBE. Now known as the "Chicago Six", these men are Anthony Harris, Brian Harris, Stanley L. Kirtley, John W. Logan, Jr., Edward A. Coleman, and George A. Smith.
Encouraged by their on-campus success, Anthony Harris, president of the Purdue chapter, wrote a letter to the presidents and deans of every accredited engineering program in the country (288), explained the Society of Black Engineers (SBE) concept and asked them to identify black student leaders, organizations and faculty members who might support their efforts on a national basis. Approximately 80 schools responded. Many had similar Black student organizations with similar objectives. A date was set for the first national meeting and 48 students representing 32 schools attended the event, held April 10-12, 1975. Harris also changed the organizations' nomenclature from the BSE to the Society of Black Engineers (SBE).
It was at that historic meeting through majority vote, that SBE became the National Society of Black Engineers. The familiar NSBE symbol "N" with lightning bolts was chosen and it remains a distinctively recognizable symbol representing the premier technical organization for African American engineering students and professionals. NSBE was eventually incorporated in Texas, in 1976 as 501©3 non-profit organization. John Cason, also of Purdue, served as the first elected president of NSBE. As the organization grew, Virginia Booth became the first female National Chairperson and the first to serve two terms 1978-1980.
The torch symbolizes members' everlasting, burning desire to achieve success in a competitive society and positively affect the quality of life for all people. The lightening bolt represents the striking impact that will be felt by the society and industry due to the contributions and accomplishments made by the dedicated members of the National Society of Black Engineers. NSBE has since grown from six to over 31,000 members and the annual meeting has blossomed into the Annual National Convention, hosting over 8,000 attendees. NSBE has 99 active NSBE Jr. pre-college, 250 student and 68 alumni/technical professional chapters.
Headquartered in Alexandria, Va., NSBE offers academic excellence programs, scholarships, leadership training, professional development and access to career opportunities for thousands of members annually. With over 2000 elected leadership positions, 18 regional conferences and an annual convention, NSBE provides opportunities for success that remain unmatched by any other organization.
The National Society of Black Engineers strives to accomplish the following objectives for our organization:
Innovative project ideas are generated and implemented throughout the year on the chapter, regional and national levels. Some of NSBE's present activities include tutorial programs, group study sessions, high school/junior high outreach programs, technical seminars and workshops, a national communications network (NSBENET), two national magazines (NSBE Magazine and NSBE Bridge), an internal newsletter, a professional newsletter (Career Engineer, a supplement in NSBE Magazine), resume books, career fairs, awards, banquets and an annual national convention.
The mission of the National Society of Black Engineers is "to increase the number of culturally responsible Black Engineers who excel academically, succeed professionally and positively impact the community."


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My name is Caroline Harrah and after two and half decades of conforming to the ideals of my generation, I'm breaking through boundaries and taking charge of my future.


When text is rendered by a computer, sometimes there will be characters in the text that can not be displayed, because no font that supports them is available to the computer. When this occurs, small boxes are shown to represent the characters. We call those small boxes “tofu,” and we want to remove tofu from the Web. This is how the Noto font families got their name.
Noto helps to make the web more beautiful across platforms for all languages. Currently, Noto covers over 30 scripts, and will cover all of Unicode in the future. This is the Sans Latin, Greek and Cyrillic family. It has Regular, Bold, Italic and Bold Italic styles and is hinted. It is derived from Droid, and like Droid it has a sister serif family, Noto Sans.
Noto fonts for many other languages are available as web fonts from the Google Web Fonts Early Access page.
Noto fonts are intended to be visually harmonious across multiple languages, with compatible heights and stroke thicknesses. For the currently released Noto fonts see google.com/get/noto
Updated September 2015: All styles were updated to v1.05