GPS 433
Jan 11th, 2022
Today is the first day of GPS 433, a self taught independent studies course, counting for a total of 0 credits. This course is designed to help me personally survive until the end of my degree.
(1) What is GPS 433?
GPS 433 is a small set of rules to help you work on projects that you're interested in. It's comprised of one 90 minute class for each day of the week, which you spend working on any kind of project you want. Every week you write a small blog post (either to the world, or just yourself) detailing the following:
- What you did over the last 5 classes
- What went well / poorly during those classes
- What your goals are for the next 5 classes
Being conscious of these 3 simple quantities on a weekly basis enables you to more easily reflect on a relatively short timescale, while also giving you the space to give up if you decide what you're doing isn't working out. Though, this is only after you've put in a few days worth of effort trying to get it to work first.
 The more people you get to read it, the more reasons you have to actually get stuff done!
(2) History
In highschool, my computer science teacher proposed that I take an independent studies (IDS) course. They offered me a space to work, and that they would act as my advisor. This opportunity wasn’t because I was particularly gifted at programming, but because I had a strong interest that couldn’t be fulfilled by the existing curriculum. Now that I’m nearing the end of post secondary, I find myself in a similar situation. My brain is getting better at coming up with ideas, but my time is best invested in school in order to understand the more complicated topcis.
During the IDS courses I took in highscool, I messed around with various technologies that at the time were sometimes both interesting yet terrifying to me. Playing with Win32 api's macros, C# bindings for OpenGL, or just trying to get SDL2 to work nicely with Visual Studios. Looking back at this experience now, I notice that the reason I was able to get so much done was due to the structure of the course my professor had set for me. I made the most tangible daily progress during these short classes than any period after highschool, because every week I was being actively encouraged to "just do something interesting", and not to worry about whether its feasible or not.
(3) A Theme
Over the next semester, I’m giving myself a theme for GPS 433, in order to help set myself up for success. In the past, projects I start in my free time tend to be based upon ridiculous combinations of programming languages and frameworks that sound like they'll be so much better than C++, or Java, or whatever the popular framework is in that area. The kinds of claims these new tools make bias my judgment, making me think I can get things done quicker than it ends up being. I would say this is my primary reason for getting bored of projects and never finishing.
As such, my focus over the next few months will be to “use known tools”. This means using the boring (yet powerful!) tools and programming languages I have experience with, rather than trendy new frameworks that "solve every problem."
(4) My Project
I have a lot of potential projects I’m interested in, however the first one I plan to work on will be a simple vst synth in rust. This fits with my theme, as I have quite a bit of experience with rust and rust gui libraries, and no experience with any vst or audio libraries, which makes this as good a place to start as any. Especially considering how easy cargo is to use when managing dependencies.
The idea for this synth is to make a tool that enables designing different parts of the frequency spectrum separately, then combining them in a flexible way. For example, you could have a synth with a pitch bend effect, but only in the high frequency information. In addition, I want the gui to be easy to understand. My pet peeve is instruments or effects that don't have a cohesive ordering scheme for knobs and just throw them all over the place. In the end, I want the synth to be intuitive enough to be learned by watching a 15-20s video. (Hard limit)
Following is a small first iteration mockup of what I would like the gui to be laid out as:
The most important characteristic here is the path that sound takes: each sound grain starts at an osc -> percolate upwards as they pass through built-in effects & filters -> all trickle downwards as they're combined. This is a natural movement (like the arc of an object thrown in the air) and so should be easy enough for musicians to wrap their heads around.
My specific goals over the next week are as follows:
- write a simple, mostly static gui
- make the synth capable of generating the 4 simple polyphonic waveforms (square, triangle, sin, saw)
- add a master pitch & volume knob that can both be automated through conventional daws
Goals for further weeks include:
- add a 3 mode (highpass, bandpass, lowpass) filter
- Enable internal combination of multiple instances of the synth
- Add a builtin (instance local) compressor
- Add the ability to loop a simple sound file instead of a waveform
- Simple asdr for dynamics
- More complicated dynamics controls. (possibly granular?)
With that, I'll be back in 7 days! See the Pomme Devlog.
I'd like to thank anyone who's taken the time to read through my ramblings, hopefully you were able to gain something from it at the least!


The following data is used on this simulator.
Centers for Medicare and Medicaid Services:
- Medicare Provider Utilization and Payment Data: Inpatient dataset 2017 (most recent available): provides information on inpatient discharges for Medicare fee-for-service beneficiaries. It includes information on utilization, payment (total payment and Medicare payment), and hospital-specific charges for the more than 3,000 U.S. hospitals
- Hospital General Information is a list of all hospitals that have been registered with Medicare. The list includes addresses, hospital ownership, and overall hospital rating.
- Hospital spending per beneficiary : this index shows whether Medicare spends more, less, or about the same for an episode of care at a specific hospital compared to all hospitals nationally.
Local data (at county level):
- IRS: statistics of income county data 2017
- United States Census Bureau: County Population by Characteristics 2017
- OpenDataSoft: US Zip Code Latitude and Longitude
- The Darthmouth institute for Health Policy & clinical practice: ZIP code to HRR crosswalk file captures the hospital referral regions (HRR).


About me
Toni Filipe Gonçalves Barreiros (Alpedrinha, Portugal 1977)
I live in Fundão - Portugal, land of the best cherries in the World...
Architect
- Fundão City Hall
- Public sector: Department of Innovation and Investment
- Licensing of architecture design projects; Civil code; Construction – legal framework; Accessibilities design plans; Building energetic performance; Urban planning
- Coordinator and manager of the Fab Lab Aldeias do Xisto - Fundão
- Coordinator and manager of the Cowork Fundão
- Coordinator and manager of the Business Incubation - Fundão
- Coordinator of the project New Center Business - Fundão
- Student of the Fab Academy program 2017 (http://www.fabacademy.org/)
- President of the Theater Association of Alpedrinha
- Director of the Youth Organization Fun Jovem
- Director of the Terras da Gardunha Association
- Member of the city hall Alpedrinha
- Organization and Event Production


Waves
Amplitude:
Table length:
Entries per line:
Origo is amplitude:
Create download
Download wave tables for c-language


result love(boy, girl)
{
if( boy.有房() and boy.有车() )
{
boy.set(nothing);
return girl.嫁给(boy);
}
if( girl.愿意等() )
{
while(!(boy.赚钱 > 100,000 and girl.感情 > 8 ) )
{
for( day=1; day <=365; day++)
{
if( day == 情人节 )
if( boy.givegirl(玫瑰) )
girl.感情++;
else
girl.感情--;
if( day == girl.生日)
if( boy.givegirl(玫瑰) )
girl.感情++;
else
girl.感情--;
boy.拼命赚钱();
}
}
if( boy.有房() and boy.有车() )
{
boy.set(nothing);
return girl.嫁给(boy);
}
年龄++;
girl.感情--;
}
return girl.goto( another_boy);
}
-
爱情算法
-
提醒：千万别杆儿屁
最近IT人事因为加班过劳死的人太多了，大家一定要注意啊！
-
女同胞们该学习的几个英文句子
The nice men are ugly. 好男人不帅。
The handsome men are not nice. 帅男人不好。
The handsome and nice men are gay. 又帅又好的男人是同性恋。
The handsome, nice and heterosexual men are married. 又帅又好又不是同性恋的男人都结婚了。
men who are not so handsome but are nice men have no money. 不是很帅但是很好的男人却没有钱。
The men who are not so handsome but are nice men with money think we are only after their money. 不是很帅但是又好又有钱的男人会认为我们看上的是他们的钱。
The handsome men without money are after our money. 而没有钱但是很帅的男人看上的是我们的钱。
The handsome men, who are not so nice and somewhat heterosexual don’t think we are beautiful enough. 不是很好但是很帅又是异性恋的男人却嫌我们不够漂亮。
The men who think we are beautiful, that are heterosexual, somewhat nice and have money are cowards. 又好又有钱又是异性恋又觉得我们漂亮的男人却又没胆量。
The men who are somewhat handsome, somewhat nice and have some money and thand God are heterosexual are shy and NEVER MaKE THE FIRST MOVE! 又好又帅又有点钱而且是个异性恋的男人偏偏害羞而且从不采取行动。
The men who never make the first move, automatically lose interest on us when we take the initiative. 那些从不主动的男人一旦我们采取主动就对我们失去兴趣。


| io.ebean |
|
| io.ebean.bean |
Enhanced beans API and Support objects
|
| io.ebean.cache |
Server Cache Service
|
| io.ebean.common |
Common non-public interfaces and implementation.
|
| io.ebean.config |
Configuration settings for Database construction
|
| io.ebean.config.dbplatform |
Database platform specific support
|
| io.ebean.config.dbplatform.clickhouse |
Clickhouse DB specific support.
|
| io.ebean.config.dbplatform.cockroach |
Cockroach DB specific support.
|
| io.ebean.config.dbplatform.db2 |
DB2 specific support.
|
| io.ebean.config.dbplatform.h2 |
H2 specific support.
|
| io.ebean.config.dbplatform.hana |
SAP HANA specific support.
|
| io.ebean.config.dbplatform.hsqldb |
Hsqldb specific support.
|
| io.ebean.config.dbplatform.mariadb |
|
| io.ebean.config.dbplatform.mysql |
MySql specific support.
|
| io.ebean.config.dbplatform.nuodb |
NuoDB specific support.
|
| io.ebean.config.dbplatform.oracle |
Oracle specific support.
|
| io.ebean.config.dbplatform.postgres |
Postgres specific support.
|
| io.ebean.config.dbplatform.sqlanywhere |
SqlAnywhere specific support.
|
| io.ebean.config.dbplatform.sqlite |
Sqlite specific support.
|
| io.ebean.config.dbplatform.sqlserver |
SqlServer specific support.
|
| io.ebean.docstore |
|
| io.ebean.event |
Persist and Query Event Controllers and Listeners
|
| io.ebean.event.changelog |
Provides a built in change log mechanism and can audit changes.
|
| io.ebean.event.readaudit |
Provides Auditing of read events including queries and L2 cache.
|
| io.ebean.meta |
Meta data that can be retrieved for a Database instance.
|
| io.ebean.metric |
|
| io.ebean.plugin |
Provides a API for plugins.
|
| io.ebean.search |
Provides text search expressions like Match, TextQueryString etc.
|
| io.ebean.service |
|
| io.ebean.text |
Utility objects for CSV, JSON and XML processing.
|
| io.ebean.text.csv |
CSV processing objects.
|
| io.ebean.text.json |
JSON formatting and parsing objects (See JsonContext).
|
| io.ebean.util |
Utility and helper classes.
|


Hi my name is Cory as you can see above. I have lived in Oregon most of my life, I'm 24 years old. I love track and field and football both watching it and participating in it. I recently just started going to a computer programming school so I can become a mobile applications developer.


transgenic plants wild-type stress drought salt SNAC tolerance cotton SNAC-overexpressing Figure []. Plant lines significantly plant conditions line root NAC normal {border-style increased px;} #ffffff;} S-: rice water NaCl [], plants. transcription abiotic analysis overexpression results showed dry flowering gene Cotton MDA Zhang content enhanced treatment S-; higher leaves proline rate SNAC-overexpression Transgenic biomass conditions. different expression transpiration Arabidopsis S-, budding days factors improved solution stresses used OsNAC Phenotype WT: leaf px; resistance salinity stomatal treatment, {font-family (A): (B): Cell Mol Salt field font-size growth measured significant stress. treatments treatments. yield (C): .-fold DNA S-. crops days. double; factor grain level levels mmol/L plants, rice, roots seedlings shoot stage stage, stage; suggested wide-type Agricultural Biol C). China D). Drought Jin Liu Overexpression PCR Tolerance acid blot boll border-color border-width compared conductance containing control decreased employed genes greenhouse. grown hydroponic important improve indicated irrigated line-; loss osmotic phenotype photosynthesis, produced reduced reproductive response solid; study, subjected using {font-style {font-weight *statistically B). Bot Exp GZL Gossypium Photosynthetic RNA Sci Southern addition, better blotting bold condition conditions, courier; development did differences em; engineering enhances fresh genetic hirsutum identified mass membrane number performance photosynthesis plant; plants; pt;} reaction seeds stress-responsive temperature terms treatments; tub vector


Yasser Alaa Eldin
Full-stack developer
Featured Work
Project1
https://github.com/yasseralaa/Movie-Trailer-Website
Project2
https://github.com/yasseralaa/Movie-Trailer-Website
Project3
https://github.com/yasseralaa/Movie-Trailer-Website


{%trans%} Clawpack (“Conservation Laws Package”) is a collection of finite volume methods for linear and nonlinear hyperbolic systems of conservation laws. Clawpack employs high-resolution Godunov-type methods with limiters in a general framework applicable to many kinds of waves. {%endtrans%}
{%trans%} Originally developed in 1994 by Randall LeVeque, Clawpack is now contributed to by many developers and includes a number of related projects. Key features include: {%endtrans%}
- {%trans%}Solution of general hyperbolic PDEs provided a Riemann solver is given {%endtrans%}
- Adaptive mesh refinement included in {%trans%}AMRClaw{%endtrans%} and GeoClaw
- {%trans%}Parallelism scalable to tens of thousands of cores or more, included in PyClaw {%endtrans%}
{%trans%} Solution of a given PDE system with Clawpack relies on an approximate Riemann solver for that system. Solvers for many common applications are available in the Riemann package. {%endtrans%}
{%trans%}Packages{%endtrans%}
|
{%trans%}AMRClaw{%endtrans%} {%trans%}GeoClaw{%endtrans%} |
{%trans%}PyClaw{%endtrans%} {%trans%}VisClaw{%endtrans%} |
{%trans%}Examples{%endtrans%}
|
{%trans%}Applications gallery -- Clawpack{%endtrans%} |
{%trans%}Applications gallery -- PyClaw{%endtrans%} |
{%trans%}Site map{%endtrans%}
|
{%trans%}Contents{%endtrans%} |
{%trans%}General Index{%endtrans%} |


category: '' date: 2022-08-23 16:11:37 UTC-06:00 description: '' link: '' slug: libuv tags: '' title: libuv type: text
libuv is a multi-platform support library with a focus on asynchronous I/O. It was primarily developed for use by Node.js, but it’s also used by Luvit, Julia, uvloop, and others.


sales
Even More Event Listeners on a Form
New Store Form
name:
Min Customers
Max Customers
Average Cookie Per Sale Number
submit


Your Balance
04:19 PM • September 12, 2016
01:24 PM • September 12, 2016
08:40 PM • September 12, 2016


Dear {{ notification.recipient.username }},
We’re pleased to introduce Version 2.0 of DrawQuest! This is our biggest release yet.
Here’s what’s new:
✓ Web Profiles. Now people on DrawQuest can share their profiles on the web. This first step in our expansion to the web lets people showcase their drawing portfolios to everyone.
✓ Explore. Questers have asked for a way to discover amazing drawings, and Explore lets you do just that. The Explore page features impressive drawings created in the last 24 hours. It’s like a creative firehose. We use an algorithm to make sure that fresh, undiscovered talent has a great chance of making it onto the Explore page every day.
✓ People search. It’s easier than ever for people to find each other on DrawQuest. Now people can search profiles — this lets grandma find her grandkids, and it also is a great way to discover other talented drawers on DrawQuest.
✓ Twitter Connect. Now you can sign up and automatically post your drawings to Twitter using iOS Twitter integration. It’s easy to use multiple accounts!
✓ Tumblr share. Tumblr sharing is here! Just tap the Tumblr icon from the Gallery to post your favorite drawings on your Tumblr.
✓ Find Friends. Follow and invite friends on your social networks! Connect with Facebook or Twitter to see which of your friends are already on DrawQuest, and which ones should be!
✓ Unlimited drawings. The drawing limit has been removed from profiles and quest galleries. Enjoy endless scrolling of all drawings everywhere on DrawQuest!
✓ Delete drawings. Everyone has a creation they wish they could undraw. Now you can trash a drawing if you don’t like it. Let no one know your shame!
✓ Drafts. Your drawing progress will now be automatically saved, for any Quest. You can work on multiple quests at once, leave and come back, or even quit the app, and your progress will be waiting for you.
A big thank you to all of our Questers who have been with us since the beginning.
We know you’re going to love this update!
— Your friends at Team DrawQuest
|


{% extends 'base.html' %} {% block head-title %}A simple, open source bill of materials tool{% endblock %} {% block title %}{% endblock %} {% block content %} {% load staticfiles %}
Many Product Lifecycle Management (PLM) and Bill of Materials (BOM) tools have way more features than most people actually use, making the tool complicated especially for hobbiests, startups, and freelancers. We keep Indabom simple, focusing on your bill of materials, component sourcing, and revision control.
Integreated with modern tools like Octopart to pull in the latest sourcing information and optimizing your BOM for cost, and Google Drive for quick access to your files (coming soon).
Indabom was started because excel wasn't enough, and PLM tools were too complex. It's open source utilizing the Django web framework written in Python so you can participate in the development and contribute to the features and concepts.
Don't worry about coming up with a complicated numbering scheme. We have a pre-defined component numbering scheme including a part category prefix, the item number, and a two-digit number variation. Once a part is created, use the BOM uploading tool to batch upload an assembly via csv.
Not what you want? This bill of materials management tool is open source so you can customize to your pleasing.


CONTROL PANEL
Radius:
Larger than:
Selected coordinates:
lat:
long:
Selected city:
Current position:
lat:
long:
Image Designed by Freepik


WARNING: this data is stored unencrypted, it is advisable that you make sure these credentials are not used elsewhere and that your account password is strong


@toddmotto if you're not ashamed of your code when you revisit it, you're not a good developer. #truestorybro
— Txus Ordorika (@txusinho) October 12, 2016
Borderline obsessive about how I do things
I rewrite the whole damn thing.
When code that worked, doesn't anymore. Because of something I did. Probably.
if team == 'Falcons':
odds = '100 to 1'
elif team == 'Patriots':
odds = '3 to 1'
elif team == 'Titans':
odds = 'maybe next year'
super_bowl_odds = {
'Falcons': '100 to 1',
'Patriots': '3 to 1',
'Titans': 'maybe next year'
}
odds = super_bowl_odds.get(team, 'Unknown team')
Stack Overflow: "Better optimization technique using if/else or dictionary"
# requirements.txt
requests==0.2.0
def plus_one_week(dt):
"""
Returns the given date plus 7 days.
"""
return dt + timedelta(days=7)
from ..utility.date import plus_one_week
# ...further down the page
c = self.create(user_id=user.id,
type='invitation',
redirect_url=app.config['JOIN_LINK'],
expires_on=plus_one_week(datetime.now()))
class BeveragesView(TemplateView):
template_name = 'drinks.html'
def get_context_data(self, **kwargs):
context = super(BeveragesView, self).get_context_data(**kwargs)
# leave the templates the same or change?
context['drinks'] = get_beverages(self.request)
return context
While I'm not sure arranging your Kanban board by "stages of grief" is good for morale, I still love this: https://t.co/NUeSkiyabH pic.twitter.com/32lmsRg8ie
— Richard Seroter (@rseroter) October 17, 2016
Easing your annoyance can be good for the business
http://russelljanderson.com/refactor-slides


The SSN App Team
Web Console Developed by :
Muthu Annamalai CT
Android App Developed by :
Karnik Ram
Adithya J
Varun Ranganathan
Vectors :
Karthiknathan S
Krishna GJ
Go to HomePage


West Wind
Live Reload Server
More
Documentation
Live Reload Server Loose File Web Site Sample
The following links let you test Live Reload server against some static, Markdown and Razor files. Try opening these files in an editor and making changes while the server is running and see the changes auto-refresh.
Application Links
Test HTML Page
Hello Razor Page
Markdown Monster Version Info
Display a Markdown File
Display a Markdown File as a 'path'
Static Markdown Blog Post
Home
Documentation
Dotnet Tool NuGet
Chocolatey Windows Package


Enter the information below to create the equival QR code
Full name
Organization
Title
Email
Work telephone
Mobile
Business address
Generate code


Constructor
# new ContactDetailsScreen() → {JSX.Element}
React Component. Screen listing all the details for the user.
User details here are sent using react-router.
JSX.Element
JSX.Element
Methods
# static handleNumberChange(action, value, index)
Method used to handle user's number change actions for a contact.
Parameters:
| Name | Type | Description |
|---|---|---|
action |
String | Flag to understand which part of the number is edited. Could be its type or the number itself. |
value |
String | New value to be replace the current one. |
index |
Number | Number position. |
null
# static useContext()
Hook used to get removeContact and editContact method from MainContext.
# static useEffect()
Hook used to immediately read info from react-router and set it
to component's state.


Bolt driver reportedly shot dead by robbers in Lagos, car stolen
by Sanya AgunbiadeA Bolt driver identified as Gabriel Wisdom, was reportedly shot dead by robbers in Lagos before escaping with his car on Friday.
According to a social media report by his friend identified as Kusendavia Deji, the incident happened on Friday, but the victim’ body was recovered on Saturday at Abijo around Ajah axis of the state.
Deji also revealed that Gabriel was on Hire Purchase and would have finished paying for the vehicle he was using for his transportation business this December.
He wrote on Facebook:
”Wisdom a Taxify driver was killed on Friday night by men who order for his ride. He was killed at abijo and his car taken away,
Please the public should assist to repost to make sure taxify takes up this case to investigate through SCID get the call logs and location of this guys. Its doable and a lot have done it.
Taxify need to protect her agents and also the riders because we all will be affected when drivers decline night movement or don’t carry more than one person.
This is a fight for each n everyone of us. It could be anybody. Lend wisdom your voice so justice would be served
Thanks” he wrote
Follow us on Facebook – @Lailasnews; Twitter – @LailaIjeoma for updates


Blog List
Git Blog
Chef's Kitchen
CSS Design
Arrays and Hashes
Thinking Style
Enumerable Method "Cycle"
Issues Facing Techs
Ruby Class
Feedback Blog
OOP Concepts
Stereotype Threat
JavaScript and Ruby
Values
Computer Memory
Conflict
Questions
Website Blog


EW Operations Analyst - El Segundo, CA
Job Description:
Space and Airborne Systems (SAS) is seeking an Electronic Warfare (EW) Operations Analyst to provide threat analysis and EW system effectiveness analysis in support of multiple programs. The selected candidate will be given opportunities to engage in a variety of cutting edge and innovative technology development programs across the Advanced Concepts & Technology (ACT) and Electronic Warfare business area.
This individual will be responsible for developing analytical solutions in a modeling and simulation environment to identify technology gaps, develop requirements, and specify the operational benefits of advanced concepts in complex operational scenarios. Candidate will develop simulations, execute analysis plans, perform simulation-based trade studies, and develop reports that quantify the value of current, upgraded and next gen Raytheon EW systems to the warfighter. The position will requires the ability to work in a dynamic team-oriented environment and collaborate with senior engineering leadership and program management.
Required Skills:-
Minimum of 10 years systems engineering and Electronic Warfare systems experience
-
Experience with Military Operations Analysis
-
Experience with modeling and simulation of EW systems
-
Knowledge of standard government developed tools including AFSIM, Suppressor, Brawler, EADSIM, ESAMS or similar.
-
Proficiency with scientific computing environments, models, and/or simulations such as the following: MATLAB, Simulink, MathCAD, AREPS, and NVIPM
-
Demonstrated ability to decompose a complex problem into an executable plan
-
Strong technical writing and oral communication skills
-
Experience in Numerical Optimization Techniques, Analysis of Alternatives, or Design of Experiments
-
Strong grasp of mathematics and statistics, including multivariate calculus, linear algebra, probability and statistics
-
U.S. Citizenship and ability to access to US only data systems
-
U.S. Citizenship status is required as this position needs an active U.S. Security Clearance as of day one of employment.
Desired Skills:-
Proficiency in Linux Environments.
-
Possess a high degree of ingenuity, creativity, and resourcefulness
-
Ability to understand tactics as described by military experts and to represent their employment (verbally, graphically, and in simulations)
-
Model Bases Systems Engineering
-
System Architecture
-
Ability to apply analysis to support demonstration testing in a representative environment
Required Education:-
BS Degree in Science, Math, Engineering, or related technical field
Desired Education:
- MS Degree in Science, Math, Engineering, or related technical field
149673
Raytheon is an Equal Opportunity/Affirmative Action employer. All qualified applicants will receive consideration for employment without regard to race, age, color, religion, creed, sex, sexual orientation, gender identity, national origin, disability, or protected Veteran status.


Lorem Ipsum is simply dummy text of the printing and typesetting industry. Lorem Ipsum has been the industry's standard dummy text ever since the 1500s, when an unknown printer took a galley of type and scrambled
Read MoreLorem Ipsum is simply dummy text of the printing and typesetting industry. Lorem Ipsum has been the industry's standard dummy text ever since the 1500s, when an unknown printer took a galley of type and scrambled
Read MoreLorem Ipsum is simply dummy text of the printing and typesetting industry. Lorem Ipsum has been the industry's standard dummy text ever since the 1500s, when an unknown printer took a galley of type and scrambled
Read MoreLorem Ipsum is simply dummy text of the printing and typesetting industry. Lorem Ipsum has been the industry's standard dummy text ever since the 1500s, when an unknown printer took a galley of type and scrambled
Read MoreLorem Ipsum is simply dummy text of the printing and typesetting industry. Lorem Ipsum has been the industry's standard dummy text ever since the 1500s, when an unknown printer took a galley of type and scrambled
Read MoreLorem Ipsum is simply dummy text of the printing and typesetting industry. Lorem Ipsum has been the industry's standard dummy text ever since the 1500s, when an unknown printer took a galley of type and scrambled it to make a type specimen book.
Partner
Copyright 2016 Financial insiders


Start recurring plans at checkout or in the future. Or, let payers decide. We charge their cards according to schedule. And, you can change everything after-the-fact.
No need to pay for a separate form builder. Collect unlimited information at checkout with your MoonClerk forms. Make the following custom fields optional or required:
Create payment plans to help your clients afford your product/service (Ex. $1,000 over 10 months at $100/mo).Charge payers indefinitely so their recurring plans don't end until the plans are manually canceled.
Allow all billing options to be decided at checkout, giving forms even more use-cases.
Let your internal team use and make changes on-the-fly when they are checking a payer out
Let your donors choose all of the parameters for their donation on your website..
Use a single form for all your clients. When they pay, let them enter the terms you've set on their invoices.
Your checkout forms are optimized to load fast and to process cards quickly.


{% extends "tutorial.html" %} {% block html5badge %} {% endblock %} {% block iscompatible %} return Modernizr.webgl && !!(window.AudioContext || window.webkitAudioContext); {% endblock %} {% block content %} {% include "warning.html" %}
In this article I’m going to talk about how to use the positional audio feature in the Web Audio API to add 3D sound into your WebGL scenes. To make the audio more believable, I will also introduce you to the environmental effects possible with the Web Audio API. To get a more thorough introduction to the Web Audio API, check out the Getting started with Web Audio API article by Boris Smus.
To do positional audio, you use the AudioPannerNode in the Web Audio API. The AudioPannerNode defines the position, orientation and velocity of a sound. Additionally, the Web Audio API audio context has a listener attribute that lets you define the position, orientation and velocity of the listener. With these two things you can create directional sounds with doppler effects and 3D panning.
Here's a 3D scene with flat audio. Not very exciting. Just a sound playing without any effects. Use WASD or the arrow keys to move and drag with the mouse to look around.
Let's see what the audio code looks like for the above scene. This is very basic Audio API code.  The audio nodes are individual sounds, volume controllers, effect nodes and analyzers and suchlike. After you have built this graph, you need to hook it up to the audio context destination to make it audible.
// Detect if the audio context is supported. window.AudioContext = ( window.AudioContext || window.webkitAudioContext || null ); if (!AudioContext) { throw new Error("AudioContext not supported!"); } // Create a new audio context. var ctx = new AudioContext(); // Create a AudioGainNode to control the main volume. var mainVolume = ctx.createGain(); // Connect the main volume node to the context destination. mainVolume.connect(ctx.destination); // Create an object with a sound source and a volume control. var sound = {}; sound.source = ctx.createBufferSource(); sound.volume = ctx.createGain(); // Connect the sound source to the volume control. sound.source.connect(sound.volume); // Hook up the sound volume control to the main volume. sound.volume.connect(mainVolume); // Make the sound source loop. sound.source.loop = true; // Load a sound file using an ArrayBuffer XMLHttpRequest. var request = new XMLHttpRequest(); request.open("GET", soundFileName, true); request.responseType = "arraybuffer"; request.onload = function(e) { // Create a buffer from the response ArrayBuffer. ctx.decodeAudioData(this.response, function onSuccess(buffer) { sound.buffer = buffer; // Make the sound source use the buffer and start playing it. sound.source.buffer = sound.buffer; sound.source.start(ctx.currentTime); }, function onFailure() { alert("Decoding the audio buffer failed"); }); }; request.send();
Positional audio uses the position of your audio sources and the position of the listener to determine how to mix the sound to the speakers. An audio source on the left side of the listener would be louder in the left speaker, and vice versa for the right side.
To get started, create an audio source and attach it to an AudioPannerNode. Then set the position of the AudioPannerNode. Now you have a movable 3D sound. The audio context listener position is at (0,0,0) by default, so when used in this way, the AudioPannerNode position is relative to the camera position. Whenever you move the camera, you need to update the AudioPannerNode position. To make the AudioPannerNode position relative to the world, you need to change the audio context listener position to your camera position.
To set up the position tracking, we need to create an AudioPannerNode and wire it up to the main volume.
... sound.panner = ctx.createPanner(); // Instead of hooking up the volume to the main volume, hook it up to the panner. sound.volume.connect(sound.panner); // And hook up the panner to the main volume. sound.panner.connect(mainVolume); ...
On every frame, update the positions of the AudioPannerNodes. I'm going to be using Three.js in the examples below.
... // In the frame handler function, get the object's position. object.position.set(newX, newY, newZ); object.updateMatrixWorld(); var p = new THREE.Vector3(); p.setFromMatrixPosition(object.matrixWorld); // And copy the position over to the sound of the object. sound.panner.setPosition(p.x, p.y, p.z); ...
To track the listener position, set the audio context's listener position to match the camera position.
... // Get the camera position. camera.position.set(newX, newY, newZ); camera.updateMatrixWorld(); var p = new THREE.Vector3(); p.setFromMatrixPosition(camera.matrixWorld); // And copy the position over to the listener. ctx.listener.setPosition(p.x, p.y, p.z); ...
Now that we have the positions of the listener and the AudioPannerNode, let’s turn our attention to their velocities. By changing the velocity properties of the listener and the AudioPannerNode, you can add a doppler effect to the sound. There are some nice doppler effect examples on the Web Audio API examples page.
The easiest way to get the velocities for the listener and the AudioPannerNode is to keep track of their per-frame positions. The velocity of the listener is the camera’s current position minus the camera’s position in the previous frame. Similarly, the velocity of the AudioPannerNode is its current position minus its previous position.
Tracking the velocity can be done by getting the object's previous position, subtracting it from the current position and dividing the result by the time elapsed since last frame. Here's how to do it in Three.js:
... var dt = secondsSinceLastFrame; var p = new THREE.Vector3(); p.setFromMatrixPosition(object.matrixWorld); var px = p.x, py = p.y, pz = p.z; object.position.set(newX, newY, newZ); object.updateMatrixWorld(); var q = new THREE.Vector3(); q.setFromMatrixPosition(object.matrixWorld); var dx = q.x-px, dy = q.y-py, dz = q.z-pz; sound.panner.setPosition(q.x, q.y, q.z); sound.panner.setVelocity(dx/dt, dy/dt, dz/dt); ...
Orientation is the direction the sound source is pointing to and the direction the listener is facing. With orientation, you can simulate directional sound sources. For an example, think of a directional speaker. If you stand in front of the speaker, the sound is going to be louder than if you stand behind the speaker. More importantly, you need listener orientation to determine which side of the listener the sounds are coming from. A sound coming from your left needs to switch to the right when you turn around.
To get the orientation vector for the AudioPannerNode, you need to take the rotation part of the model matrix of the sound-emitting 3D object and multiply a vec3(0,0,1) with it to see where it ends up pointing. For the context listener orientation, you need to get the camera’s orientation vector. The listener orientation also needs an up vector, since it needs to know the roll angle of the listener's head. To compute the listener orientation, get the rotation part of the camera's view matrix and multiply a vec3(0,0,1) for the orientation and a vec3(0,-1,0) for the up-vector.
For orientation to have an effect on your sounds, you also need to define the cone for the sound. The sound cone takes an inner angle, outer angle and outer gain. The sound plays at the normal volume inside the inner angle and gradually changes gain to outer gain as you approach the outer angle. Outside the outer angle the sound plays at outer gain.
Tracking the orientation in Three.js is a bit trickier as it involves some vector math and zeroing the translation part of the 4x4 world matrices. Still, not many lines of code.
... var vec = new THREE.Vector3(0,0,1); var m = object.matrixWorld; // Save the translation column and zero it. var mx = m.elements[12], my = m.elements[13], mz = m.elements[14]; m.elements[12] = m.elements[13] = m.elements[14] = 0; // Multiply the 0,0,1 vector by the world matrix and normalize the result. vec.applyProjection(m); vec.normalize(); sound.panner.setOrientation(vec.x, vec.y, vec.z); // Restore the translation column. m.elements[12] = mx; m.elements[13] = my; m.elements[14] = mz; ...
Camera orientation tracking also requires the up vector, so you need to multiply an up vector with the transformation matrix.
... // The camera's world matrix is named "matrix". var m = camera.matrix; var mx = m.elements[12], my = m.elements[13], mz = m.elements[14]; m.elements[12] = m.elements[13] = m.elements[14] = 0; // Multiply the orientation vector by the world matrix of the camera. var vec = new THREE.Vector3(0,0,1); vec.applyProjection(m); vec.normalize(); // Multiply the up vector by the world matrix. var up = new THREE.Vector3(0,-1,0); up.applyProjection(m); up.normalize(); // Set the orientation and the up-vector for the listener. ctx.listener.setOrientation(vec.x, vec.y, vec.z, up.x, up.y, up.z); m.elements[12] = mx; m.elements[13] = my; m.elements[14] = mz; ...
To set the sound cone for your sound, you set the appropriate properties of the panner node. The cone angles are in degrees and run from 0 to 360.
... sound.panner.coneInnerAngle = innerAngleInDegrees; sound.panner.coneOuterAngle = outerAngleInDegrees; sound.panner.coneOuterGain = outerGainFactor; ...
Putting it all together, the audio context listener follows the position, orientation and velocity of the camera, and the AudioPannerNodes follow the positions, orientations and velocities of their respective audio sources. You need to update the positions, velocities and orientations of the AudioPannerNodes and the audio context listener on every frame.
Here's a demo with all the above positional audio features working together:
After you’ve got positional audio set up, you can set the environmental effects for your audio to enhance the immersiveness of your 3D scene. Suppose your scene is set inside a large cathedral. On default settings, the sounds in your scene sound like you’re standing outdoors. This discrepancy between the visuals and audio breaks immersion and makes your scene less impressive.
The Web Audio API has a ConvolverNode that lets you set the environmental effect for a sound. Add it to the processing graph for the audio source and you’ll be able to make the sound fit the setting. You can find impulse response samples on the web that you can use with ConvolverNodes, and you can also make your own. It may be slightly cumbersome experience as you need to record the impulse response of the place you wish to simulate, but the capability is there if you need it.
In the demo below, you can toggle between different soundscapes.
Using ConvolverNodes to do environmental audio requires rewiring the audio processing graph. Instead of passing sound directly to the main volume, you need to route it through the ConvolverNode. And as you may want to control the strength of the environmental effect, you also need to route the audio around the ConvolverNode. To control the mix volumes the ConvolverNode and the plain audio need to have GainNodes attached to them.
The final audio processing graph I'm using has the audio from the objects going through a GainNode used as a pass-through mixer. From the mixer I pass the audio into the ConvolverNode and another GainNode, which is used to control the volume of the plain audio. The ConvolverNode is hooked into its own GainNode to control the convolved audio volume. The outputs of the GainNodes are connected to the main volume controller.
... var ctx = new webkitAudioContext(); var mainVolume = ctx.createGain(); // Create a convolver to apply environmental effects to the audio. var convolver = ctx.createConvolver(); // Create a mixer that receives sound from the panners. var mixer = ctx.createGain(); sounds.forEach(function(sound){ sound.panner.connect(mixer); }); // Create volume controllers for the plain audio and the convolver. var plainGain = ctx.createGain(); var convolverGain = ctx.createGain(); // Send audio from the mixer to plainGain and the convolver node. mixer.connect(plainGain); mixer.connect(convolver); // Hook up the convolver to its volume control. convolver.connect(convolverGain); // Send audio from the volume controls to the main volume control. plainGain.connect(mainVolume); convolverGain.connect(mainVolume); // Finally, connect the main volume to the audio context's destination. volume.connect(ctx.destination); ...
To make the ConvolverNode work, you need to load an impulse response sample into a buffer and make the ConvolverNode use it. Loading the sample happens in the same way as with normal sound samples. Below is an example of one way to do it:
... loadBuffer(ctx, "impulseResponseExample.wav", function(buffer){ convolver.buffer = buffer; convolverGain.gain.value = 0.7; plainGain.gain.value = 0.3; }) ... function loadBuffer(ctx, filename, callback) { var request = new XMLHttpRequest(); request.open("GET", soundFileName, true); request.responseType = "arraybuffer"; request.onload = function() { // Create a buffer and keep the channels unchanged. ctx.decodeAudioData(request.response, callback, function() { alert("Decoding the audio buffer failed"); }); }; request.send(); }
In this article you learned how to add positional audio to your 3D scenes using the Web Audio API. The Web Audio API gives you a way to set the position, orientation and velocity of audio sources and the listener. By setting those to track the objects in your 3D scene, you can create a rich soundscape for your 3D applications.
To make the audio experience even more compelling, you can use the ConvolverNode in the Web Audio API to set up the general sound of the environment. From cathedrals to closed rooms, you can simulate a variety of effects and environments using the Web Audio API.


| downloadBttn {shinyWidgets} | R Documentation |
actionBttn
Create a download button with actionBttn.
downloadBttn( outputId, label = "Download", style = "unite", color = "primary", size = "md", block = FALSE, no_outline = TRUE )
outputId |
The name of the output slot that the |
label |
The label that should appear on the button. |
style |
Style of the button, to choose between |
color |
Color of the button : |
size |
Size of the button : |
block |
Logical, full width button. |
no_outline |
Logical, don't show outline when navigating with keyboard/interact using mouse or touch. |
if (interactive()) { library(shiny) library(shinyWidgets) ui <- fluidPage( tags$h2("Download bttn"), downloadBttn( outputId = "downloadData", style = "bordered", color = "primary" ) ) server <- function(input, output, session) { output$downloadData <- downloadHandler( filename = function() { paste('data-', Sys.Date(), '.csv', sep='') }, content = function(con) { write.csv(mtcars, con) } ) } shinyApp(ui, server) }


Detailed info, only output with "-d"
Informational, only output with "-vv"
Informational, only output with "-v"
Message about normal operation
Warning, something that might be wrong.
Error, something is wrong, but we can continue.
Serious error, may cause further errors.
Can't continue, exit.


JavaScript DateTime
A library of datetime manipulations (ripped from the python datetime module) for manipulating date times, especially for plotting.
Browse Code in SVN Repository
Date, Time, Datetime, Duration (absolute ms), Span/Interval (start&end)
- These must be supported seperately. Just having a time means you need a default date assumption. UNIX and the standard C library assumes January 1, 1970. Microsoft COM system assumes December 30, 1899 C.E. while the .NET Framework assumes January, 1, 0001 C.E.
- DateTime represents an instant in time whereas a TimeSpan represents a time interval.
- Additions to a datetime object: isLeapYear, isDaylightSavings
- Daylight savings time makes some specifications of a local datetime illegal (spring forward) and others ambiguous (fall back)
- Julian Day number. This is the number of days since noon U.T.C. on January 1, 4713 B.C. (Julian calendar). This time scale was originally proposed by John Herschel, and is often used in astronomical calculations.
- You need 50 bits to represent the number of seconds since the big bang 13.6 billion years ago. You need 80 to represent the number of nanoseconds.
- Excel uses a different system for its dates than most Unix programs. Excel uses ``number of days since 31 Dec 1899''. Naturally, Microsoft messed this up because they happened to believe that 1900 was a leap year.
- US Geological Survey (USGS) likes midnight to be 24:00:00 of the previous day, not 00:00:00 of the day people expect.
- Incomplete date/times like birthdays where you often only have a month and day. Of course, the math you can do with these is limited because of things like leapyears. (These are different from abstract timeswhich can be affected by timezone.)
- ISO 8601 has a concept of repatition period.
- R/P3M means every three months (not absolute ms) R/P123D means every 123 days and PT12.345S means 12.345 seconds (both of these are an absolute number of ms, but they are defined not to add to a dateTime as milliseconds because of leap seconds).
- Only if you specify PT12.345S do you get absolute seconds/ms. Thus the addition of either PT1M or PT60S to any dateTime will always produce the same result. This is a special definition of addition which is designed to match common practice witout regard to leap seconds, and -- most importantly -- be stable over time.
- If you really want to add an absolute duration in miliseconds, convert to and from an epoc. This is the difference between UTC, which adjusts itself with leap seconds and International Atomic Time (TAI) which always marches forward.
- You can't specify repeated events of the form "2nd Tuesday of each month/year" or "Evey Mon, Wed, Fri"
- UNIX time defined by POSIX strictly chugs along seconds since Jan 1 1970, like TAI. However, NTP alters this behavior. NTP makes the UNIX clock jump forward or backward to keep in line with UTC.
- Many of the issues of plotting date & stuff are the same as scheduling repeating events, so perhaps some of the iCalendar standard can be used/implimented.
- jsDateTime is somebody's shareware. DateTime.js is MochiKit.
- Everybody cares about Universal Coordinated Time UTC and timezone offsets from it (this is the modern version of GMT.) Scientists and engineers care about International Atomic Time TAI because it chugs along with no leap seconds so absolute differences are easy to calculate. Astronomers care about Siderial Time, Universal Time, Julian Days, etc. Historians care about time in other calendars, and times before this was all worked out in the 1970s.
- Leap seonds: If you add P2S (two seconds) to 1998-12-31 23:59:59.00, what should you get? The next second is a leap second, so one second later is technically 1998-12-31 23:59:60.00 and two seconds later is 1999-01-01 00:00:00.00. If you didn't know about leap seconds, you would get 1999-01-01 00:00:01.00. 99.99% of the time, this is what people mean and this is how ISO 8601 defines it.
- If you really want to go out of your way to find the real difference between two UTC timestamps or to add a real difference, you need to have a table of the leapseconds. One way to do this properly would be to convert both to TAI, do your additions or subtractions, and then convert back.
Refererences
- Python datetime module (includes date, time, datetime, timedelta, and tzinfo) - timedeltas are treated as days, seconds, and miliseconds exactly. This makes it hard to go to the same day on the next year or the next month. This is what python-dateutil is for.
- Perl DateTime, datetime.perl.org - timedeltas are not converted to absolute miliseconds. You can represent "one year" and add it. This causes some ambiguity.
- Dojo JavaScript library has date stuff.
- iCalendar (RFC 2445) for scheduling interoperability Wikipedia ICalendar
- ISO 8601 datetime format (supported in MochiKit) Wikipedia ISO 8601
- W3C Date and Time Formats (subset of ISO 8601), XMLSchema with a nice algorithm for addition
- ISO C strftime (used by python and PHP) strptime python parser
- Table of leap seconds
Plotting Dates & Times
- These can either be a category type scale or an number type scale. For a histogram of web hits, it's a category. How many hits came all of Monday, how many came all of Tuesday. For a stock price line-graph, it's a number type scale. You have data for the stock price at exactly 2:34:00pm.
- People see years, months, weeks, and days as being intervals: on March 11 implies anywhere from 00:00:00.00 to 11:59:59.99 on that day. Times are viewed as points: at 3:00. This makes auto-labeling challenging. This means that even if you're ploting things like stock prices, years, months, and days should be treated like categories. What about when you label every 5th day (Dec 20, Dec 25, Jan 1, Jan 5, Jan 10, Jan 15, Jan 20) or every 3rd Month (Jan'06, Apr'06, Jul'06, Oct'06, Jan'07)? Here you have to put the label on the tick. Google Finance has an interesting thing of offsetting the times a little to the right so they are against the tick, but under the hour they span.
- Also, "every five days" doesn't really cut it when making ticks and labels for a month or two. Dates don't start at zero, so you'd like to include 1 as the reference start of the next month, but 1, 6, 11, 16, 21, 26, 31 does't look good, nor will there always be a 31. On the other hand 1, 5, 10, 15, 20, 25, 30 is not evenly spaced and again there isn't always a 30, but a bigger problem is that 30 and 1 will end up too close to label. Beginning and middle 1, 15, 1, 15 is pretty good, though not even. Maybe better than 1, 15, 30, 1, 15, 30 when February is included.
- Idea of putting higher level information only at beginning and end: (Jan 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 1, 2, 3, 4, 5, 6, 7, 8, 9, Feb 10)
- For Months, multiples of 1, 4 (Mar, Jun, Sep, Dec) or (Jan, Apr, Jul, Oct), 6 (Jan, July or Jun, Dec)
- For dates, multiples of three and four are not good. Only 1, 2, 5, 10
- For hours, 1, 2, 3, 4, 6, 8, 12
- For minutes an seconds, 1, 2, 5, 10, 20, 30
- For each possibility see if actual text would overlap and if so, go to the next biggest? (This takes a long time.)
How lables on absolute datetime ranges are formatted
| Few 1-4 (most info -- only what changes and one constant) |
Medium 5-10 (a shortened version of Few) | Lots >10 (top of two lines - the largest interval that changes more than 10 or more times in the range) | |
|---|---|---|---|
| Many Years | 1980, 1990, 2000, 2010 | '80, '85, '90, '95, '00, '05, '10, '15 | 80, 82, 84, 86, 88, 90, 92, 94, 96, 98, 00, 02, 04, 06, 08, 10 |
| Few Years | 1998, 1999, 2000, 2001 | ||
| One Or Two Years | January 1999, June 1999, January 2000, June 2000 | Oct99, Nov99, Dec99, Jan00, Feb00, Mar00, | JFMAMJJASONDJFMAMJJASONDJFM |
| 12 Months | Mar 99, Jun 99, Sep 99, Dec 99, Mar 00, | ||
| Few Months | December 1999, January 2000, February 2000, March 2000 | Dec 15, Jan 1, Jan 15, Feb 1, Feb 15, Mar 1 or 1-Jan, 15-Jan, 1-Feb, 15-Feb, 1-Mar |
12/15, 12/20, 12/25, 1/1, 1/5, 1/10, 1/15, 1/20, 1/25, 2/1, 2/5, 2/10, 2/15, 2/20, 2/25, 3/1, 3/5 or 15-D, 20-D, 25-D, 1-J, 5-J, 10-J, 15-J, 20-J, 25-J, 1-F, 5-F, 10-F, 15-F, 20-F, 25-F, 1-M, 5-M |
| 30 Days | Dec 20 1999, Jan 1 2000, Jan 10 2000, Jan 20 2000 | Dec 20, Dec 25, Jan 1, Jan 5, Jan 10, Jan 15, Jan 20 | dd |
| 15 Days | Dec | dd | |
| Few Days | Dec 31 12:00pm, Dec 31 6:00pm, Jan 1 12:00am, Jan 1 6:00am (every day) | ||
| Few Hours | |||
| 10-60 Minutes | mm-dd h:mm:ss | h:mm:ss | mm |
| 1-10 Minutes | mm-dd h:mm:ss | mm:ss | ss |
| 1-60 Seconds | h:mm:ss | mm:ss | ss |
| Less than a second | h:mm:ss.u | ss.u | .uu |
Calculating Days of Week & Leap Years
char *day_of_week(int day, int month, int year) { int cent; char *dayofweek[] = { "Sunday", "Monday", "Tuesday", "Wednesday", "Thursday", "Friday", "Saturday" }; /* adjust months so February is the last one */ month -= 2; if (month < 1) { month += 12; --year; } /* split by century */ cent = year / 100; year %= 100; return (dayofweek[((26 * month - 2) / 10 + day + year + year / 4 + cent / 4 + 5 * cent) % 7]); } int leap_year(int year) { return (year % 4 == 0 && (year % 100 != 0 || year % 400 == 0)); }


Gisplay Proportional Symbols Map with Mapbox as background provider.
Load file [
usaaccidents_by_county_centroid.json
] to see it in action.
Ok


[Note that followups are directed to rec.arts.movies.current-films and rec.arts.movies.startrek.current only, not to rec.arts.sf.movies. -Moderator]
STAR TREK: FIRST CONTACT [Spoilers] A film review by David Hines Copyright 1996 David Hines
(Previously posted to rec.arts.sf.tv and rec.arts.startrek.current.)
_Star Trek_, like all science fiction and skiffy, requires a certain amount of suspension of disbelief. In the best of _Star Trek_, the only requirement is that the viewer accept the somewhat improbable universe that the Franchise presents: one in which socialist ideals reign true; one in which people strive to better themselves and humanity, as well as all the little fuzzies out there; one in which poverty and crime and bad luck are things of the past. In the world of _Star Trek_, everyone is healthy and happy (or as near either of those things as possible), and things always work out in the end.
That's a lot to swallow, but provided the viewer can choke that down, a good time may be had by all. That is, assuming that we're talking about good Trek.
_Star Trek: First Contact_'s (hereafter: FC) greatest flaw is that it has too many horse pills. That's a pity, because otherwise it's a surprisingly well-done film: well-acted, well-directed, and (of course) well-effected. The devil, as always, is in the writing; and while the writing is good enough to make FC better than _Generations_ by roughly an order of magnitude (and does something interesting below the surface -- I'll get to *that* in a minute), it's not good enough to make me stand up and cheer the movie as a complete success. It's decent, in the neighborhood of two and a half to three stars out of four, but it would require more work to make it stand tall. Well worth your time at a matinee; don't spend a gazillion bucks on a night ticket, unless you have access to a theater with a mega-huge screen and great sound system.
Spoilers follow 30 blank lines and a ^L.
Thankfully, most of the painful swallowing takes place at the beginning. If the Federation can't trust Picard, why isn't he safely behind a desk? If the situation was so critical, why didn't the admiral order *Riker* to take command of the Enterprise? Didn't the Federation even try to make a stand outside the Sol system? Why didn't the Borg travel back to the twentieth century before attacking Earth (it would've been much easier, and wouldn't have resulted in the loss of the cube)? Why did Picard's trick work? Why did he know about it, and not tell anyone else in Starfleet before now? Why was the Enterprise able to hang around for a minute or so before zapping back in time with the Borg's hole in time? Why were they able to follow the Borg at all? I could have swallowed one or two of these problems; coming in so quickly, and so closely on each other's heels, they were utterly indigestible and made the opening of FC almost entirely unwatchable.
That's not to say there's not more swallowing to be done elsewhere in the film; there is, a mixture of bitter pills small (such as the Borg assimilation time being reduced to a few seconds, "inoculation" against radiation poisoning) and large (such as Picard's fight with Worf, which I'll get to). It's just that the beginning forces the viewer to swallow a lot of horse pills in very little time. The effects are beautiful, but the medicine that gets the movie going is *very* bitter, and needs more than a generous spoonful of eye-candy to help it go down.
Once the pills are choked down, however, a people-oriented plot takes over. Thank Cthulhu, because that's where Trek is strong, and because the caliber of the actors is such that it can smooth over rough spots, provided the spots are *relatively* far apart. The cast members deliver fine performances, particularly James Cromwell, Alfre Woodard, Alice Krige, and Patrick Stewart. (It's a bit annoying that most of the best roles went to non-featured players; I get the feeling that Sirtis and McFadden would have killed for an eighth of the screen time Alfre Woodard got... then again, neither of them is as good an actor as Woodard.) There are wobbles, from time to time; however, once the godawful beginning is left in the dust, FC begins to move and becomes a pretty enjoyable movie, largely because of the performances and direction.
There are, however, two major exceptions to the rule. Both of them, oddly enough, have to do with Picard. The first is Picard's fight with Worf, his refusal to down the ship, followed by an argument with Lily and a sudden reversal. The acting is fine; I don't have a problem with it (Woodard, especially, shone in that scene). The problem is that it comes out of nowhere. Picard hates the Borg; we know that. But his sudden lunacy doesn't feel right. Stewart acts it well, but the script doesn't give us enough of a reason to buy it. It has set us up to see Picard as a Borg-hater, but one who has some reason to believe he can defeat the Borg where no one else could. Until the scene in question, we haven't seen Picard as seriously unstable; we've seen him as strongly affected by what the Borg are doing, yes, but no reason to see him like this.
I'd easily have been able to accept the scene if Picard was shown to have an over-inflated view of his own capabilities; if he *knew* he was going to win, and didn't scream about it, then I'd buy it. It would have worked largely as staged; the crew could have bought in, with only Lily disbelieving him. Ahab wasn't a screaming lunatic; although he did rant on occasion, he was passionate and strong enough to convince his crewmen, to win them over with strength of personality.
 I find that creepy, to say the least; while I realize that Data is the only regular threatened by the Borg, you'd think Picard would feel a bit sorry for all those Ensigns Throwaway. Just for a second. Maybe even try to do something for *them.* Just a thought, y'know.
I realize that my review up to now has been largely negative, so here, without further ado, are some Things They Got Right:
Although the Picard-as-Ahab scene didn't work for me, I was delighted that they *tried* it.  Now, if they'll just start taking this attitude on the series more often...
The zero-g fight pleased me. Not just because it was pretty accurate, but because it took place on the *underside* of the Enterprise hull. Three-dimensional thinking, *at last!*
Direction, direction, direction. Here's hoping Frakes gets more mainstream directing gigs, so he doesn't have to host any more of those goddamned UPN paranormal shows!
The fact that they went to an honest effort, instead of just going through the motions. Of course, now that I've *seen* that even Brannon Braga can make a try, I'll be even more harsh on their miserable flops from now on. *grin*
And, last, a funny subtext. Trek has made social commentary on many things before, but FC saw Trek commenting on Trek... and doing it in a very interesting way. I don't think anyone else has commented on this, but when it hit me during the film I doubled up and came close to ROTFL.
Here, I'll tell you when it hit me; see if you can get it. It hit me *hard* in the scene in which Zephram Cochrane, Riker, and LaForge are sitting in the little cockpit, and Cochrane discusses his reasons for building the ship. He's not building it for hope, for the future, or for any of the reasons the history books suggest.  He doesn't have a vision. He just wants cash, naked women, and a nice strong drink.
The funny thing is that posterity idealizes Zephram Cochrane. They build statues and monuments to his memory. They write him up as a great man, as being just shy of the Second Coming, as being a hero. But Zephram Cochrane is none of those things. He's a lecherous, drunken reprobate who did what he did for purely material reasons.
Zephram Cochrane is *Gene Roddenberry.*
I haven't seen anyone comment on this interpretation yet -- and that surprises me; I'd think someone would have. For me, Trek's spoofing of its creator's own unlikely pop-culture icon status was probably the best part of the movie. It gives the film a bit of a subversive bite for the viewer who looks below the surface, and I think it redeems some of the surface's flaws. FC still isn't a perfect movie, and you'll note that it shies away from spoofing the problems that plague Trek today... but the fact that it goes back to its roots and pisses on them in the same movie is *really* delightful.
And that, in a nutshell, is that. Nicely-made, well-done movie; flawed but still very enjoyable. If it weren't for the inept beginning, I'd give it three stars out of four; as it is, I'm giving it two and a half for being an honest effort with a sprinkling of some really nice stuff. Here's hoping the next one is better, and - more importantly - that Brannon Braga learned something from this movie and brings the fruits of his knowledge onto _Voyager_.
( STATLER I hope he brings the fruits onto _Voyager_.
WALDORF Yeah, and I hope they're poisoned!)
Well, I can dream, right? Anyway, FC is a good start; let's see Trek start cranking out more good stuff. Maybe the next Trek movie will be even better.
David Hines<EMAIL_ADDRESS>The review above was posted to the
rec.arts.movies.reviews newsgroup (de.rec.film.kritiken for German reviews).
The Internet Movie Database accepts no responsibility for the contents of the
review and has no editorial control. Unless stated otherwise, the copyright
belongs to the author.
Please direct comments/criticisms of the review to relevant newsgroups.
Broken URLs inthe reviews are the responsibility of the author.
The formatting of the review is likely to differ from the original due
to ASCII to HTML conversion.
Related links: index of all rec.arts.movies.reviews reviews


Management class of interpreter.
More...
#include <Interpreter.h>
Management class of interpreter.
- Attention
- The class gives private members (of a motion controller) an effect, so you might get an unexpected result when running the methods, with a complex sequence structure.
Size of code queue.
- Attention
- It should be defined as 2^N length for processing the class with high speed.
Constructor.
- Parameters
-
| [in,out] | motion_ctrl | Instance of a motion controller. |
| bool PLEN2::Interpreter::popCode |
( |
| ) |
|
Run a code in heading of the queue.
- Returns
- Result
- Return values
-
| true | Succeeded to pop a code from the queue. (However, running a code might not be successful.) |
| false | The queue is empty. |
- Attention
- The order of internal processing is "play a motion.", "Rewrite the header.", so you might get an unexpected result when running the method along with playing a motion.
| bool PLEN2::Interpreter::pushCode |
( |
const Code & |
code | ) |
|
Reserve to run a code.
- Parameters
-
| [in] | code | Instance of a code. |
- Returns
- Result
- Return values
-
| true | Succeeded to push a code to the queue. |
| false | The queue is overflowed. |
| bool PLEN2::Interpreter::ready |
( |
| ) |
|
Decide if there are codes which are reserved to run.
- Returns
- Result
| void PLEN2::Interpreter::reset |
( |
| ) |
|
The documentation for this class was generated from the following file:


public interface WSRequest
extends play.libs.ws.StandaloneWSRequest
Note that this interface does not expose properties that are only exposed after building the request: notably, the URL, headers and query parameters are shown before an OAuth signature is calculated.
| Modifier and Type | Method and Description |
|---|---|
WSRequest |
addCookie(Http.Cookie cookie)
Adds a cookie to the request
|
WSRequest |
addCookie(play.libs.ws.WSCookie cookie)
Adds a cookie to the request
|
WSRequest |
addCookies(play.libs.ws.WSCookie... cookies)
Sets several cookies on the request.
|
WSRequest |
addHeader(String name,
String value)
Adds a header to the request.
|
WSRequest |
addQueryParameter(String name,
String value)
Sets a query parameter with the given name, this can be called repeatedly.
|
CompletionStage<WSResponse> |
delete()
Perform a DELETE on the request asynchronously.
|
CompletionStage<WSResponse> |
execute()
Execute an arbitrary method on the request asynchronously.
|
CompletionStage<WSResponse> |
execute(String method)
Execute an arbitrary method on the request asynchronously.
|
CompletionStage<WSResponse> |
get()
Perform a GET on the request asynchronously.
|
Map<String,List<String>> |
getHeaders() |
Map<String,List<String>> |
getQueryParameters() |
String |
getUrl() |
CompletionStage<WSResponse> |
head()
Perform a HEAD on the request asynchronously.
|
CompletionStage<WSResponse> |
options()
Perform an OPTIONS on the request asynchronously.
|
CompletionStage<WSResponse> |
patch(play.libs.ws.BodyWritable body)
Perform a PATCH on the request asynchronously.
|
CompletionStage<WSResponse> |
patch(Document body)
Perform a PATCH on the request asynchronously.
|
CompletionStage<WSResponse> |
patch(File body)
Perform a PATCH on the request asynchronously.
|
CompletionStage<WSResponse> |
patch(InputStream body)
Deprecated.
Deprecated as of 2.7.0. Use
patch(BodyWritable) instead. |
CompletionStage<WSResponse> |
patch(com.fasterxml.jackson.databind.JsonNode body)
Perform a PATCH on the request asynchronously.
|
CompletionStage<WSResponse> |
patch(akka.stream.javadsl.Source<? super Http.MultipartFormData.Part<akka.stream.javadsl.Source<akka.util.ByteString,?>>,?> body)
Perform a PATCH on the request asynchronously.
|
CompletionStage<WSResponse> |
patch(String body)
Perform a PATCH on the request asynchronously.
|
CompletionStage<WSResponse> |
post(play.libs.ws.BodyWritable body)
Perform a POST on the request asynchronously.
|
CompletionStage<WSResponse> |
post(Document body)
Perform a POST on the request asynchronously.
|
CompletionStage<WSResponse> |
post(File body)
Perform a POST on the request asynchronously.
|
CompletionStage<WSResponse> |
post(InputStream body)
Deprecated.
Deprecated as of 2.6.0. Use
post(BodyWritable) instead. |
CompletionStage<WSResponse> |
post(com.fasterxml.jackson.databind.JsonNode body)
Perform a POST on the request asynchronously.
|
CompletionStage<WSResponse> |
post(akka.stream.javadsl.Source<? super Http.MultipartFormData.Part<akka.stream.javadsl.Source<akka.util.ByteString,?>>,?> body)
Perform a POST on the request asynchronously.
|
CompletionStage<WSResponse> |
post(String body)
Perform a POST on the request asynchronously.
|
CompletionStage<WSResponse> |
put(play.libs.ws.BodyWritable body)
Perform a PUT on the request asynchronously.
|
CompletionStage<WSResponse> |
put(Document body)
Perform a PUT on the request asynchronously.
|
CompletionStage<WSResponse> |
put(File body)
Perform a PUT on the request asynchronously.
|
CompletionStage<WSResponse> |
put(InputStream body)
Deprecated.
Deprecated as of 2.7.0. Use
put(BodyWritable) instead. |
CompletionStage<WSResponse> |
put(com.fasterxml.jackson.databind.JsonNode body)
Perform a PUT on the request asynchronously.
|
CompletionStage<WSResponse> |
put(akka.stream.javadsl.Source<? super Http.MultipartFormData.Part<akka.stream.javadsl.Source<akka.util.ByteString,?>>,?> body)
Perform a PUT on the request asynchronously.
|
CompletionStage<WSResponse> |
put(String body)
Perform a PUT on the request asynchronously.
|
WSRequest |
setAuth(String userInfo)
Sets the authentication header for the current request using BASIC authentication.
|
WSRequest |
setAuth(String username,
String password)
Sets the authentication header for the current request using BASIC authentication.
|
WSRequest |
setAuth(String username,
String password,
play.libs.ws.WSAuthScheme scheme)
Sets the authentication header for the current request.
|
WSRequest |
setBody(play.libs.ws.BodyWritable body)
Set the body this request should use.
|
WSRequest |
setBody(File body)
Set the body this request should use.
|
WSRequest |
setBody(InputStream body)
Deprecated.
Deprecated as of 2.6.0. Use
setBody(BodyWritable) instead. |
WSRequest |
setBody(com.fasterxml.jackson.databind.JsonNode body)
Set the body this request should use.
|
<U> WSRequest |
setBody(akka.stream.javadsl.Source<akka.util.ByteString,U> body)
Set the body this request should use.
|
WSRequest |
setBody(String body)
Set the body this request should use.
|
WSRequest |
setContentType(String contentType)
Set the content type.
|
WSRequest |
setCookies(List<play.libs.ws.WSCookie> cookies)
Sets all the cookies on the request.
|
WSRequest |
setFollowRedirects(boolean followRedirects)
Sets whether redirects (301, 302) should be followed automatically.
|
WSRequest |
setHeader(String name,
String value)
Deprecated.
|
WSRequest |
setHeaders(Map<String,List<String>> headers)
Sets all of the headers on the request.
|
WSRequest |
setMethod(String method)
Sets the HTTP method this request should use, where the no args execute() method is invoked.
|
WSRequest |
setQueryParameter(String name,
String value)
Deprecated.
|
WSRequest |
setQueryString(Map<String,List<String>> params)
Sets the query string to query.
|
WSRequest |
setQueryString(String query)
Sets the query string to query.
|
WSRequest |
setRequestFilter(play.libs.ws.WSRequestFilter filter)
Adds a request filter.
|
WSRequest |
setRequestTimeout(Duration timeout)
Sets the request timeout in milliseconds.
|
WSRequest |
setRequestTimeout(long timeout)
Deprecated.
|
WSRequest |
setVirtualHost(String virtualHost)
Sets the virtual host as a "hostname:port" string.
|
WSRequest |
sign(play.libs.ws.WSSignatureCalculator calculator)
Sets an (OAuth) signature calculator.
|
CompletionStage<WSResponse> |
stream()
Execute this request and stream the response body.
|
CompletionStage<WSResponse> get()
get
in interface play.libs.ws.StandaloneWSRequest
CompletionStage<WSResponse> patch(play.libs.ws.BodyWritable body)
patch
in interface play.libs.ws.StandaloneWSRequest
body
- represented as BodyWritableCompletionStage<WSResponse> patch(String body)
body
- represented as StringCompletionStage<WSResponse> patch(com.fasterxml.jackson.databind.JsonNode body)
body
- represented as JSONCompletionStage<WSResponse> patch(Document body)
body
- represented as a Document@Deprecated CompletionStage<WSResponse> patch(InputStream body)
patch(BodyWritable)
instead.body
- represented as an InputStreamCompletionStage<WSResponse> patch(File body)
body
- represented as a FileCompletionStage<WSResponse> patch(akka.stream.javadsl.Source<? super Http.MultipartFormData.Part<akka.stream.javadsl.Source<akka.util.ByteString,?>>,?> body)
body
- represented as a MultipartFormData.PartCompletionStage<WSResponse> post(play.libs.ws.BodyWritable body)
post
in interface play.libs.ws.StandaloneWSRequest
body
- represented as body writableCompletionStage<WSResponse> post(String body)
body
- represented as StringCompletionStage<WSResponse> post(com.fasterxml.jackson.databind.JsonNode body)
body
- represented as JSONCompletionStage<WSResponse> post(Document body)
body
- represented as a Document@Deprecated CompletionStage<WSResponse> post(InputStream body)
post(BodyWritable)
instead.body
- represented as an InputStreamCompletionStage<WSResponse> post(File body)
body
- represented as a FileCompletionStage<WSResponse> post(akka.stream.javadsl.Source<? super Http.MultipartFormData.Part<akka.stream.javadsl.Source<akka.util.ByteString,?>>,?> body)
body
- represented as a MultipartFormData.PartCompletionStage<WSResponse> put(play.libs.ws.BodyWritable body)
put
in interface play.libs.ws.StandaloneWSRequest
body
- represented as BodyWritableCompletionStage<WSResponse> put(String body)
body
- represented as StringCompletionStage<WSResponse> put(com.fasterxml.jackson.databind.JsonNode body)
body
- represented as JSONCompletionStage<WSResponse> put(Document body)
body
- represented as a Document@Deprecated CompletionStage<WSResponse> put(InputStream body)
put(BodyWritable)
instead.body
- represented as an InputStreamCompletionStage<WSResponse> put(File body)
body
- represented as a FileCompletionStage<WSResponse> put(akka.stream.javadsl.Source<? super Http.MultipartFormData.Part<akka.stream.javadsl.Source<akka.util.ByteString,?>>,?> body)
body
- represented as a MultipartFormData.PartCompletionStage<WSResponse> delete()
delete
in interface play.libs.ws.StandaloneWSRequest
CompletionStage<WSResponse> head()
head
in interface play.libs.ws.StandaloneWSRequest
CompletionStage<WSResponse> options()
options
in interface play.libs.ws.StandaloneWSRequest
CompletionStage<WSResponse> execute(String method)
execute
in interface play.libs.ws.StandaloneWSRequest
method
- The method to executeCompletionStage<WSResponse> execute()
execute
in interface play.libs.ws.StandaloneWSRequest
CompletionStage<WSResponse> stream()
stream
in interface play.libs.ws.StandaloneWSRequest
WSRequest setMethod(String method)
setMethod
in interface play.libs.ws.StandaloneWSRequest
method
- the HTTP method.WSRequest setBody(play.libs.ws.BodyWritable body)
setBody
in interface play.libs.ws.StandaloneWSRequest
body
- the body of the request.WSRequest setBody(String body)
body
- the body of the request.WSRequest setBody(com.fasterxml.jackson.databind.JsonNode body)
body
- the body of the request.@Deprecated WSRequest setBody(InputStream body)
setBody(BodyWritable)
instead.body
- the request body.WSRequest setBody(File body)
body
- the body of the request.<U> WSRequest setBody(akka.stream.javadsl.Source<akka.util.ByteString,U> body)
body
- the body of the request.WSRequest addHeader(String name, String value)
addHeader
in interface play.libs.ws.StandaloneWSRequest
name
- the header namevalue
- the header value@Deprecated WSRequest setHeader(String name, String value)
addHeader(String, String)
name
- the header namevalue
- the header valueWSRequest setHeaders(Map<String,List<String>> headers)
setHeaders
in interface play.libs.ws.StandaloneWSRequest
headers
- the headersWSRequest setQueryString(String query)
setQueryString
in interface play.libs.ws.StandaloneWSRequest
query
- the fully formed query stringWSRequest setQueryString(Map<String,List<String>> params)
setQueryString
in interface play.libs.ws.StandaloneWSRequest
params
- the query string parametersWSRequest addQueryParameter(String name, String value)
addQueryParameter
in interface play.libs.ws.StandaloneWSRequest
name
- the query parameter namevalue
- the query parameter value@Deprecated WSRequest setQueryParameter(String name, String value)
addQueryParameter(String, String)
name
- the query parameter namevalue
- the query parameter valueWSRequest addCookie(play.libs.ws.WSCookie cookie)
addCookie
in interface play.libs.ws.StandaloneWSRequest
cookie
- the cookie to add.WSRequest addCookie(Http.Cookie cookie)
cookie
- the cookie to add.WSRequest addCookies(play.libs.ws.WSCookie... cookies)
addCookies
in interface play.libs.ws.StandaloneWSRequest
cookies
- the cookies.WSRequest setCookies(List<play.libs.ws.WSCookie> cookies)
setCookies
in interface play.libs.ws.StandaloneWSRequest
cookies
- all the cookies.WSRequest setAuth(String userInfo)
setAuth
in interface play.libs.ws.StandaloneWSRequest
userInfo
- a string formed as "username:password".WSRequest setAuth(String username, String password)
setAuth
in interface play.libs.ws.StandaloneWSRequest
username
- the basic auth usernamepassword
- the basic auth passwordWSRequest setAuth(String username, String password, play.libs.ws.WSAuthScheme scheme)
setAuth
in interface play.libs.ws.StandaloneWSRequest
username
- the usernamepassword
- the passwordscheme
- authentication schemeWSRequest sign(play.libs.ws.WSSignatureCalculator calculator)
sign
in interface play.libs.ws.StandaloneWSRequest
calculator
- the signature calculatorWSRequest setFollowRedirects(boolean followRedirects)
setFollowRedirects
in interface play.libs.ws.StandaloneWSRequest
followRedirects
- true if the request should follow redirectsWSRequest setVirtualHost(String virtualHost)
setVirtualHost
in interface play.libs.ws.StandaloneWSRequest
virtualHost
- the virtual hostWSRequest setRequestTimeout(Duration timeout)
setRequestTimeout
in interface play.libs.ws.StandaloneWSRequest
timeout
- the request timeout in milliseconds. A value of -1 indicates an infinite request
timeout.@Deprecated WSRequest setRequestTimeout(long timeout)
setRequestTimeout(Duration)
timeout
- the request timeout in milliseconds. A value of -1 indicates an infinite request
timeout.WSRequest setRequestFilter(play.libs.ws.WSRequestFilter filter)
setRequestFilter
in interface play.libs.ws.StandaloneWSRequest
filter
- a transforming filter.WSRequest setContentType(String contentType)
setContentType
in interface play.libs.ws.StandaloneWSRequest
contentType
- The content typeString getUrl()
getUrl
in interface play.libs.ws.StandaloneWSRequest
Map<String,List<String>> getHeaders()
getHeaders
in interface play.libs.ws.StandaloneWSRequest


Clickbait is fun right? It's at least amusing to do, but it can have some not great consequences. Here I provide a guilt-free clickbait experence and in return you get some fun pictures. Click the links below to take you to a quick quiz to see what fits you best!
Can We Guess Your Favorite Dog?
You'll NEVER Guess What These Words Mean!


--- layout: default title: ICSENM'17 - Important Dates meta: The important dates, such as deadlines and registration dates, are provided for ICSENM. keyword: structural engineering, structural engineering conference 2016, building design, building design conference, prague, construction conference, construction management conference, structural dynamics conference, earthquake conference, construction management, structural dynamics, earthquake engineering, structural conference 2016, structural engineering conference, prague conference, construction, earthquake, earthquake engineering conference ---
The important dates and deadlines for the 2nd International conference on Structural Engineering, New Technology and Methods (ICSENM'17) are as follows:
| Conference Dates |
| April 2 - 4, 2017 |
Final Extended Paper Submission Deadline |
January 27, 2017 |
Final Extended Notification of Authors |
February 5, 2017 |
Final Version of Accepted Submissions Deadline |
February 20, 2017 |
| Registration Deadline |
Final Extended Early Bird Registration
|
Final Extended Regular Registration February 10, 2017 |
| Late Registration After March 3, 2017 |
| Conference Dates | April 2 - 4, 2017 |
Final Extended Paper Submission Deadline |
January 27, 2017 |
Final Extended Notification of Authors |
February 5, 2017 |
Final Version of Accepted Submissions Deadline |
February 20, 2017 |
| Registration Deadline | Final Extended Early Bird Registration
|
|---|---|
Final Extended Regular Registration*
|
|
| Late Registration After March 3, 2017 |
*This is the deadline for the registration of Authors


I-connect lang ang PisoWifi Vendo sa inyong internet at pwede na kayo magstart ng homebased negosyo.
Open sa existing negosyo gaya ng computer/pisonet shop, sari sari store, laundry shop o kainan business.
Pwede din maglagay sa barangay hall, near basketball court, near school, transport terminal o public market.
Wi-Fi rates are as follows:
Php 1 = 5 minutes
Php 5 = 25 minutes
Php 10 = 50 minutes
Lahat ng kapitbahay mong may Tablet, Smartphone o Laptop ay pwede mong maging customers. Mapatambay man o employed.
.
Possible returns:
30 users x 1 pesos x 30 day = 900 potential income
30 users x 5 pesos x 30 day = 4500 potential income
30 users x 10 pesos x 30 day = 9000 potential income
50 users x 1 pesos x 30 day = 1500 potential income
50 users x 5 pesos x 30 day = 7500 potential income
50 users x 10 pesos x 30 day = 15000 potential income
The machine is very easy to install and manage. It's paperless and you can view the sales history remotely anywhere in the world.
Negros Piso Wifi is the official distributor of AdoPisoft and the said machine is distributed by us.


Whitepaper: The Future of Identity Verification UX. DOWNLOAD
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| 接口 | 说明 |
|---|---|
| RoutingChangesObserver |
Records changes made to
RoutingNodes during an allocation round. |
| ShardIterator |
Allows to iterate over a set of shard instances (routing) within a shard id group.
|
| ShardsIterator |
Allows to iterate over unrelated shards.
|
| 类 | 说明 |
|---|---|
| AllocationId |
Uniquely identifies an allocation.
|
| DelayedAllocationService |
The
DelayedAllocationService listens to cluster state changes and checks
if there are unassigned shards with delayed allocation (unassigned shards that have
the delay marker). |
| GroupShardsIterator<ShardIt extends ShardIterator> |
This class implements a compilation of
ShardIterator s. |
| IndexRoutingTable |
The
IndexRoutingTable represents routing information for a single
index. |
| IndexRoutingTable.Builder | |
| IndexShardRoutingTable |
IndexShardRoutingTable encapsulates all instances of a single shard. |
| IndexShardRoutingTable.Builder | |
| Murmur3HashFunction |
Hash function based on the Murmur3 algorithm, which is the default as of Elasticsearch 2.0.
|
| OperationRouting | |
| PlainShardIterator | |
| PlainShardsIterator |
A simple
ShardsIterator that iterates a list or sub-list of
shard routings . |
| RecoverySource |
Represents the recovery source of a shard.
|
| RecoverySource.LocalShardsRecoverySource |
recovery from other shards on same node (shrink index action)
|
| RecoverySource.PeerRecoverySource |
peer recovery from a primary shard
|
| RecoverySource.SnapshotRecoverySource |
recovery from a snapshot
|
| RecoverySource.StoreRecoverySource |
recovery from an existing on-disk store or a fresh copy
|
| RotationShardShuffler |
Basic
ShardShuffler implementation that uses an AtomicInteger to generate seeds and uses a rotation to permute shards. |
| RoutingChangesObserver.AbstractRoutingChangesObserver |
Abstract implementation of
RoutingChangesObserver that does not take any action. |
| RoutingChangesObserver.DelegatingRoutingChangesObserver | |
| RoutingNode |
A
RoutingNode represents a cluster node associated with a single DiscoveryNode including all shards
that are hosted on that nodes. |
| RoutingNodes |
RoutingNodes represents a copy the routing information contained in the cluster state . |
| RoutingNodes.UnassignedShards | |
| RoutingService |
A
RoutingService listens to clusters state. |
| RoutingTable |
Represents a global cluster-wide routing table for all indices including the
version of the current routing state.
|
| RoutingTable.Builder |
Builder for the routing table.
|
| ShardRouting |
ShardRouting immutably encapsulates information about shard
routings like id, state, version, etc. |
| ShardShuffler |
A shuffler for shards whose primary goal is to balance load.
|
| UnassignedInfo |
Holds additional information as to why the shard is in unassigned state.
|
| 枚举 | 说明 |
|---|---|
| Preference |
Routing Preference Type
|
| RecoverySource.Type | |
| ShardRoutingState |
Represents the current state of a
ShardRouting as defined by the
cluster. |
| UnassignedInfo.AllocationStatus |
Captures the status of an unsuccessful allocation attempt for the shard,
causing it to remain in the unassigned state.
|
| UnassignedInfo.Reason |
Reason why the shard is in unassigned state.
|
| 异常错误 | 说明 |
|---|---|
| IllegalShardRoutingStateException |
This exception defines illegal states of shard routing
|
| RoutingException |
A base
Exception s for all exceptions thrown by routing related operations. |


{% extends "admin/base_site.html" %} {% load admin_urls %} {% block content %}
Your job status is: {{ job.status }}
You can follow the progress of your job here. {% endblock %}


Singer Pete Doherty detained in Paris amid drug sale claims
Former Libertines and Babyshambles singer Pete Doherty has been arrested in Paris for buying cocaine, French authorities have said.
The Paris prosecutor’s office said the 40-year old was placed in detention during the night after being stopped by police during a drugs transaction.
Officials would not confirm French media reports that Doherty was carrying two grams of cocaine and was arrested in Pigalle, an area known for its late-night bars.
Since rising to fame in the noughties, Doherty, the former boyfriend of model Kate Moss, has been repeatedly arrested for drug offences.


populate randomly
test insert 1 (77, 44, 33)
test insert 6, rotate left (34, 12)
test insert ??, rotate right (12, 34)
test insert ?? (50,34,12)
test insert ?? (50,12,34) [broken]
test insert ?? (12,34,50)
50,44,77,33,66,33 (add 22 to break)
1,2,3 (add 4 to break)
1,2,3,4,5,6,7,8
1,2,3,4,5,6,7,8,9,10,11
[51,52,53,54,55,56,57,58,59,60,61,49,1,46]
[51,52,53,54,55,56,57,58,59,60,61,49,1,46,33] 48 to break
[70,100,60,120,20,99,64,200,19,82,59,63,65,10] 27 to break
[30,20,40,35,50] rm 20
[30,20,40,35] rm 20
[10,9,8,7,6,5,4,3,2,1] rm 5
[9,8,7,6,5,4] rm 9
[45,19,68,10,39,60,80,8,15,44,50,67,69,96,46,61,93,100] rm 19,8,60
control page


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- ACGame - Class in testing.games
-
- ACGame() - Constructor
for class testing.games.ACGame
-
- ACGameMain - Class in testing.games
-
This is the main program, it is basically boilerplate to create
an animated scene.
- ACGameMain() -
Constructor for class testing.games.ACGameMain
-
- ACGameXChangeListener
- Class in testing.games
-
- ACGameXChangeListener(IEntity)
- Constructor for class testing.games.ACGameXChangeListener
-
- act(ISystem) -
Method in interface api.IActiveComponent
-
Deprecated.
Can act on anything in the system
- Action - Class in
events
-
Created by rhondusmithwick on 4/9/16.
- Action(String)
- Constructor for class events.Action
-
- Action(String, Map<String, Object>)
- Constructor for class events.Action
-
- actionOnChosenLevels(List<ILevel>)
- Method in class view.editor.eventeditor.EventEditorTab
-
- actionOnChosenLevels(List<ILevel>)
- Method in class view.editor.eventeditor.KeyBindingEditor
-
- actionOnChosenLevels(List<ILevel>)
- Method in class view.editor.eventeditor.PropertyEventEditor
-
- actionOnChosenLevels(List<ILevel>)
- Method in class view.editor.eventeditor.TimeEventEditor
-
- activate(ScriptEngine, ILevel)
- Method in class events.Action
-
- add(double, double)
- Method in class model.component.movement.Position
-
- add(double, double)
- Method in class model.component.movement.Velocity
-
- add(Vector) - Method in class
model.physics.Vector
-
- addCollidingID(String)
- Method in class model.component.physics.Collision
-
- addCollisionSide(String)
- Method in class model.component.physics.Collision
-
- addComponent(IComponent) - Method in
interface api.IEntity
-
Attempt to add a component (non force).
- addComponents(List<IComponent>)
- Method in interface api.IEntity
-
Attempt to add a list of components (non force).
- addComponents(IComponent...)
- Method in interface api.IEntity
-
Attempt to add a array/varargs of components (non force).
- addComponentToEntity(String, IEntity)
- Method in class view.editor.entityeditor.ComponentFactory
-
- addEntities(List<IEntity>)
- Method in interface api.IEntitySystem
-
Add list of entities.
- addEntities(IEntity...)
- Method in interface api.IEntitySystem
-
Add array/varargs of entities.
- addEntities(List<IEntity>)
- Method in interface api.ILevel
-
Add list of entities.
- addEntities(IEntity...) - Method in
interface api.ILevel
-
Add array/varargs of entities.
- addEntity(IEntity) - Method in interface
api.IEntitySystem
-
Adds an entity.
- addEntity(IEntity) -
Method in interface api.ILevel
-
Adds an entity.
- addEntity(IEntity)
- Method in class model.entity.EntitySystem
-
- addEntity(IEntity)
- Method in class model.entity.Level
-
- addEntity(IEntity)
- Method in class remote_server.BasicRMIServer
-
Deprecated.
- addEntity(IEntity)
- Method in class view.editor.Editor
-
- addEvent(String, String...)
- Method in class testing.games.EventFileWriter
-
- addGroupIDs(String...)
- Method in interface api.IEntity
-
Adds groups IDs
- addGroupIDs(String...)
- Method in class model.entity.Entity
-
- addHandler(ILevel, InputSystem)
- Method in class events.KeyTrigger
-
Deprecated.
- addHandler(ILevel) - Method in class
events.KeyTrigger
-
- addHandler(ILevel, InputSystem)
- Method in class events.PropertyTrigger
-
Deprecated.
- addHandler(ILevel) - Method in class
events.PropertyTrigger
-
- addHandler(ILevel, InputSystem)
- Method in class events.TimeTrigger
-
Deprecated.
- addHandler(ILevel)
- Method in class events.TimeTrigger
-
- addHandler(ILevel, InputSystem)
- Method in class events.Trigger
-
Deprecated.
- addHandler(ILevel) - Method in class events.Trigger
-
- addHandler(EventHandler<ActionEvent>)
- Method in class gui.GuiObjectButton
-
- addHandler(EventHandler<ActionEvent>)
- Method in class gui.GuiObjectColorPicker
-
- addHealthComponent()
- Method in class voogasalad.EntityComponentTester
-
- addListeners(ObservableList<ISerializable>)
- Method in class view.editor.gameeditor.ObjectDisplay
-
- addMetadata(String, String)
- Method in interface api.ILevel
-
Add a piece of metadata to this level
- addMetadata(String, String)
- Method in class model.entity.Level
-
- addMetadata(String, String)
- Method in class remote_server.BasicRMIServer
-
Deprecated.
- addNewObjects(VBox)
- Method in class view.editor.gameeditor.EntityDisplay
-
- addNewObjects(VBox)
- Method in class view.editor.gameeditor.EnvironmentDisplay
-
- addNewObjects(VBox)
- Method in class view.editor.gameeditor.EventDisplay
-
- addNewObjects(VBox)
- Method in class view.editor.gameeditor.ObjectDisplay
-
- addNodes(List<Node>) - Method in class
view.PopUp
-
adds nodes to the popups scene in order
- addNodesToVBox(List<Node>)
- Method in class view.beginningmenus.StartUpMenu
-
- addToView(ImageView)
- Method in class view.gameplaying.GameView
-
- allBoxChanged(String)
- Method in class view.editor.eventeditor.TableManager
-
- allowDeletion() -
Method in class view.ViewUtilities
-
- allowDragging() -
Method in class view.ViewUtilities
-
- AnaimationTesting
- Class in testing
-
- AnaimationTesting() - Constructor
for class testing.AnaimationTesting
-
- AnimatedExplosion - Class in testing.animation
-
- AnimatedExplosion(Image, int)
- Constructor for class testing.animation.AnimatedExplosion
-
- AnimatedSprite - Class in model.component.visual
-
This component contains the animated sprite
- AnimatedSprite()
- Constructor for class model.component.visual.AnimatedSprite
-
- AnimatedSprite(String, String)
- Constructor for class model.component.visual.AnimatedSprite
-
Construct with no animation.
- AnimatedSprite(String, double, double, String)
- Constructor for class model.component.visual.AnimatedSprite
-
Construct with starting values.
- AnimatedSprite.CustomAnimationContainer - Class in model.component.visual
-
- AniPong - Class in testing.AniPong
-
- AniPong() -
Constructor for class testing.AniPong.AniPong
-
- AniSpriteLoader
- Class in testing.AniPong
-
Created by Tom on 4/25/2016.
- AniSpriteLoader()
- Constructor for class testing.AniPong.AniSpriteLoader
-
- AniTest
- Class in testing.games
-
- AniTest() -
Constructor for class testing.games.AniTest
-
- api - package api
-
- applyCollisions(ILevel, boolean)
- Method in interface api.IPhysicsEngine
-
Marks Collision IComponents of applicable IEntities in universe with appropriate collidingIDs
- applyCollisions(ILevel, boolean)
- Method in class model.physics.PhysicsEngine
-
- applyGravity(ILevel, double)
- Method in class model.physics.PhysicsEngine
-
- applyImpulse(IEntity, Vector)
- Method in interface api.IPhysicsEngine
-
Useful for debugging but will be deprecated!
Applies impulse J to IEntity body
- applyImpulse(IEntity, Vector)
- Method in class model.physics.PhysicsEngine
-
- Attack - Class in model.component.character
-
The class for Attack.
- Attack() -
Constructor for class model.component.character.Attack
-
Empty constructor.
- Attack(double) - Constructor for
class model.component.character.Attack
-
Construct with an initial value.
- attackProperty()
- Method in class model.component.character.Attack
-
Get the attack as a property.
- Authoring - Class
in view
-
- Authoring(String)
- Constructor for class view.Authoring
-
Constructor that takes in the language choice of the user.
- Authoring(String, String)
- Constructor for class view.Authoring
-


patw's jQuery Facebook JS SDK Library
Facebook JavaScript SDK Library plugin for jQuery
Download
Current version: 1.3 ( Released under the MIT License | GitHub )
Tested in: jQuery 1.8.3 in Chrome.
Usage
You need to include jquery.min.js (at least 1.7.2 version) first, and then add these code:
$(function () {
// AppID
PatwFB.appId = '360261570721073';
// Init
PatwFB.init();
// scope. reference: https://developers.facebook.com/docs/reference/api/permissions/
PatwFB.scope = "publish_stream,user_likes,email,user_photos,read_stream";
});
Then, you can see following demos, and see the source code.
Demo
Contact


this is the first element in the document
this is the first element
this is the second element
this is the third element
this is the fourth element
this is the fifth element
this is the sixth element
| theHeaderText |
theCellText |
this is the parent.
this is a child and grandson,
another child,
last child
only child
span1
span2
span3
span4
div1
div2
div3
div4
javascript href with spaces


set yflip on|off
flips the order of the vertical axis. Reset by a clear or set vpage command.
clear
set vpage