[by Paulius Stepanas]
X and Y are the width and height of the texture in game units (multiply by 8 for the size in pixels).
| Texture | XxY | Description |
| RDBIG2.BM | 16x16 | Door; white with Y panel and features. |
| RDBIG4.BM | 16x16 | Door; light grey with gratings, ribbing and rust. |
| RDJAML1Y.BM | 2x16 | Door track; light grey with black, hollow centre. |
| RDRED01.BM | 8x8 | Door; red with grey Y panel. |
| RDRED02.BM | 8x16 | Door; red with grey Y panel (can use lower 10). |
| RDRED03.BM | 8x8 | Door; red with grey Y panel, mirrored across middle. |
| RDRED04.BM | 16x8 | Door; red with grey Y panel, green delta and side panels. |
| RDREDJX.BM | 8x8 | Wall; red panelling with green lights, divisions horizontal. |
| RDREDJY.BM | 8x8 | Wall; red panelling with green lights, divisions vertical. |
| RDTUBE.BM | 16x16 | Wall; light grey with gratings, ribbing and rust. |
| RESKY01.BM | 16x32 | Sky; pale blue with clouds low. |
| RESKY02.BM | 16x32 | Sky; pale blue with clouds high. |
| RFICE01.BM | 8x8 | Floor; pale blue, mottled (ice). |
| RFICYDAG.BM | 8x8 | Floor; pale blue, diagonally mottled (ice). |
| RFICYEW.BM | 8x8 | Floor; pale blue, horizontally mottled (ice). |
| RPACID01.BM | 8x8 | Floor; dark yellow, mottled. |
| RPCONVBX.BM | 8x8 | Floor; grey grating on left, blue and red tubes on right. |
| RPCONVBY.BM | 8x8 | Floor; grey grating at top, blue and red tubes at bottom. |
| RPDANGR2.BM | 4x8 | Sign; yellow and red warning with skull. |
| RPGRIDDK.BM | 8x8 | Floor; dark grey, triangular grating. |
| RPGRIDMD.BM | 8x8 | Floor; grey, triangular grating. |
| RPIBEAM.BM | 8x8 | Ceiling; white, horizontal beam over grey, crossed supports. |
| RPIBEAM2.BM | 8x8 | Ceiling; white, vertical beam over grey, crossed supports. |
| RPICE02.BM | 8x8 | Floor; blue, mottled (ice). |
| RPMIXTOP.BM | 8x8 | Floor; grey and blue planks with slime. |
| RPSNOW3.BM | 8x8 | Floor; white, mottled (snow). |
| RPURINE1.BM | 8x8 | Floor; white with embossed union jack around drain. |
| RWACID02.BM | 8x64 | Wall; white panelling with red hazard stripes, in four parts with slime at the base. |
| RWBIGGO.BM | 16x32 | Wall; white with red hazard stripes, multiple beams and tubes. |
| RWCLEAN1.BM | 8x16 | Wall; white panelling with red band. |
| RWCLEAN2.BM | 4x16 | Wall; white panelling. |
| RWCLEAN3.BM | 8x16 | Wall; white panelling overlaid with grey plating. |
| RWCOLENR.BM | 2x16 | Wall; grey with grill (end piece for RWCOLTEC.BM). |
| RWCOLTEC.BM | 16x16 | Wall; grey with red stripe, grill, tubing and white lights. |
| RWCOLUM1.BM | 4x16 | Wall; grey with grill. |
| RWCOLUM3.BM | 4x16 | Wall; grey with red stripe and grill. |
| RWCONV1L.BM | 8x16 | Wall; light grey with red hazard stripes and slime. |
| RWEXTI01.BM | 8x16 | Wall; white with dripping slime. |
| RWEXTI03.BM | 8x32 | Wall; white with dripping slime. |
| RWFAN.BM | 64x8 | Wall; white panelling with grey fin (used for fan turbine). |
| RWFANSWT.BM | 8x128 | Switch; grey wall with red stripe, grill and white lights, with turbine switch; 8 panels (1 off, 4 on, 3 without switch). |
| RWGEARS.BM | 8x16 | Wall; white with grating strip (can be used in two parts). |
| RWIBEAM1.BM | 8x64 | Wall; grey, vertical beam with rust and snow at base. |
| RWIBEAM2.BM | 8x16 | Wall; grey, vertical beam with rust. |
| RWIBEAM3.BM | 32x16 | Wall; white, hydraulic support with red stripe, grey, vertical beams and snow at base. |
| RWICE01.BM | 16x16 | Wall; blue, rippled ice. |
| RWICEFAL.BM | 8x16 | Wall; white waterfall. |
| RWMIXER1.BM | 16x32 | Wall; toothed side of mixer with slime on lower half. |
| RWRWALL1.BM | 4x16 | Wall; grey with grill and white lights. |
| RWRWALL2.BM | 4x16 | Wall; grey with vertical light strips and aquamarine panelling. |
| RWSEQUEN.BM | 8x64 | Switch; white panelling with red band, with and without (1) exchange coupling, with (2) and without (1) sequencer charge. |
| RWURINE1.BM | 16x16 | Wall; white with red-striped panel. |
| RWURINE2.BM | 4x8 | Wall; grey urinal with drainage slots and accumulated scum. |
| SALTBULB.BM | 8x16 | Ceiling; circular, white light on dark grey, both on and off. |
| SDGATE1.BM | 8x8 | Door; corroded, grey sluice gate. |
| SDGRATE1.BM | 8x8 | Door; corroded, grey sluice gate with grating. |
| SDJAM1Y.BM | 2x8 | Door track; corroded, grey door track. |
| SDJAMLRG.BM | 2x16 | Wall; grey panelling with vertical strips and red rust. |
| SDROUNDM.BM | 8x8 | Arch; corroded grey with red lights. |
| SDROUNDT.BM | 8x1 | Arch top; top piece for SDROUNDM.BM |
| SESEWSKY.BM | 32x32 | Sky; orange with cloud furrows. |
| SPBARS1.BM | 8x8 | Wall; grey, metal bars with red rust. |
| SPBARS2.BM | 8x8 | Wall; grey, metal bars with red rust and hung wiring. |
| SPBARS3.BM | 8x8 | Floor; grey, cross-hatched, metal bars with red rust. |
| SPCMENT1.BM | 8x8 | Floor; light grey flagstone with green mould. |
| SPCMENT2.BM | 8x8 | Floor; light grey, mottled with orange rust. |
| SPDRAIN1.BM | 8x8 | Floor; dark grey, diamond drain with rust. |
| SPGRATE1.BM | 8x8 | Floor; dark grey grate with circular holes and rust. |
| SPMETAL1.BM | 8x8 | Floor; grey and red rust, mottled. |
| SPPIT4.BM | 8x8 | Wall; grey and light grey horizontals with serious rust. |
| SPSEWGE1.BM | 8x8 | Floor; green and brown, bubbling sewerage. |
| SPSEWGE2.BM | 8x8 | Floor; brown, flowing sewerage. |
| SPSEWGE3.BM | 8x8 | Wall; brown, water-falling sewerage. |
| SPSTRIPX.BM | 8x8 | Floor; horizontal, grey and dark planks with rust. |
| SPSTRIPY.BM | 8x8 | Floor; vertical, grey and dark planks with rust. |
| SWCNTROL.BM | 16x8 | Wall; stained, grey with recessed, vertical piping and switch panel. |
| SWPIT1.BM | 8x16 | Wall; light grey with features and green stains. |
| SWPIT2.BM | 8x16 | Wall; light grey with grey band and rust stains. |
| SWPIT3.BM | 8x32 | Wall; light grey with two grey bands and rust stains. |
| SWPIT4.BM | 8x16 | Wall; light grey with two grey bands and rust stains. |
| SWPIT5.BM | 8x64 | Wall; light grey with grey bands and rust stains; top 24 may be used as wall with floor skirting. |
| SWREBAR1.BM | 16x8 | Wall; grey, horizontal ribbing with lighter filling and rust. |
| SWREBAR2.BM | 16x8 | Wall; grey, horizontal ribbing with rust. |
| SWSLANT1.BM | 16x8 | Wall; light grey, slanted blocks with green stains. |
| SWSWITCH.BM | 4x16 | Switch; five-position dial, each 2 high. |
| SWWALKW1.BM | 8x2 | Door track (horizontal); light grey with stains. |
| SWWALKW2.BM | 8x4 | Door track (horizontal); light grey with stains. |
| TDBIGDR4.BM | 16x16 | Door; silver with three panels and embossed circles, red lights and shell damage. |
| TIEWNG.BM | 16x16 | Wall; side of TIE Fighter wing (black with grey ribbing). |
| TPCOMP2.BM | 8x8 | Wall; white control panel with screens and red strip. |
| TPCRAKS1.BM | 8x8 | Floor; grey, irregular paving. |
| TPDIMNDY.BM | 8x8 | Floor; dark grey, diamond tiles. |
| TPGREY1.BM | 8x8 | Floor; beige, mottled. |
| TWBARLT1.BM | 8x16 | Wall; grey with white, central light strip and floor skirting. |
| TWBARLT3.BM | 32x16 | Wall; grey with light strip, skirting and damaged machinery. |
| TWCAP01.BM | 16x32 | Wall, exterior; light grey, featured edifice. |
| TWCAP03.BM | 8x32 | Wall, exterior; light grey, featured edifice. |
| TWCAP07.BM | 8x32 | Wall, exterior; light grey, featured edifice with bullet holes. |
| TWCAP08.BM | 32x32 | Wall, exterior; light grey edifice with shell-stripped concrete. |
| TWCOMP2D.BM | 8x16 | Wall; white control panel with broken screens and red strip. |
| TWDTOP1.BM | 8x8 | Wall, exterior; light grey cement with soot. |
| TWEXT01A.BM | 16x16 | Wall, exterior; shell-damaged cement with minor rust. |
| TWEXT01B.BM | 16x16 | Wall, exterior; cracked cement with minor rust. |
| TWEXT05A.BM | 8x16 | Wall, exterior; grey with blast hole. |
| TWEXT05B.BM | 8x16 | Wall, exterior; grey with shell damage. |
| TWEXT05C.BM | 16x16 | Wall, exterior; grey with bullet holes. |
| TWEXT06B.BM | 8x16 | Wall, exterior; grey with diagonal panels and bullet holes. |
| TWEXT06D.BM | 16x16 | Wall, exterior; grey with diagonal panels. |
| TWHANGR1.BM | 8x16 | Wall; dark grey horizontals with white supports. |
| TWILI10A.BM | 8x16 | Wall; orange with light grey panels. |
| TWILI10B.BM | 8x16 | Wall; orange with light grey, cracked panels. |
| TWILI10C.BM | 8x16 | Wall; orange with light grey, shock-stripped panels. |
| TWILIT01.BM | 16x16 | Wall; dark grey panelling with destroyed lights. |
| TWINT08A.BM | 8x16 | Wall; light grey panelling with destroyed switch. |
| TWINT08B.BM | 8x16 | Wall; light grey panelling with blast hole. |
| TWINT09A.BM | 8x16 | Wall; orange panelling with destroyed switch. |
| TWINT09B.BM | 8x16 | Wall; orange panelling with bullet holes. |
| TWINT12A.BM | 16x16 | Wall; light grey with soot. |
| TWINT12B.BM | 16x16 | Wall; light grey with soot and bullet holes. |
| WHFILL.BM | 1/2x1/2 | Filler; small, white square. |
| ZAEYE.BM | 4x4 x2 | Switch; open or closed, blue eye. |
| ZANAV.BM | 8x8 x6 | Sign, animated; blue nava card being decoded on grey with red light strips (each image actually 6x6). |
| ZASPIN.BM | 8x8 x7 | Sign, animated; rotating white light on grey with yellow-striped border. |
| ZASWIT00.BM | 4x4 x2 | Switch; red or green circle around white centre. |
| ZASWIT01.BM | 4x4 x2 | Switch; red or blue rectangle on light grey. |
| ZASWIT02.BM | 4x4 x2 | Switch; light grey dial with red or green light. |
| ZASWIT03.BM | 4x2 x2 | Switch; orange or blue hand. |
| ZASWIT04.BM | 2x4 x2 | Switch; red or blue light; one off, one on. |
| ZASWIT05.BM | 2x4 x2 | Switch; lever with coloured lights. |
| ZASWIT06.BM | 4x4 x2 | Switch; red switch handle on white. |
| ZASWIT07.BM | 4x4 x2 | Switch; red switch handle on grey with red or green light. |
| ZASWIT08.BM | 4x8 x2 | Switch; small switch on grey grill with lights. |
| ZASWIT09.BM | 4x4 x2 | Switch; coloured panel with red cross with or without red circle. |
| ZASWIT10.BM | 4x4 x2 | Switch; turning handle on grey with yellow strip. |
| ZASWIT11.BM | 2x8 x2 | Switch; lever on grey with red or green lighted border and down arrow. |
| ZASWIT12.BM | 4x4 x2 | Switch; red or blue rectangle on light grey. |
| ZASWIT14.BM | 4x4 x2 | Switch; red lever on green and coloured lights. |
| ZDARMOR2.BM | 8x8 | Door; light grey with vertical, hydraulic locking cylinders. |
| ZDARMOR3.BM | 8x8 | Door; light grey with vertical, hydraulic locking cylinders and rust (red in GROMAS). |
| ZDARMOR4.BM | 8x8 | Door; grey with vertical, hydraulic locking cylinders and rust (red in GROMAS). |
| ZDBIGDR1.BM | 16x16 | Door; light grey with two vertical, grill panels. |
| ZDBIGDR2.BM | 16x16 | Door; light grey with embossed hourglass. |
| ZDBIGDR3.BM | 16x16 | Door; silver with three panels and embossed circles. |
| ZDBIGDR4.BM | 16x16 | Door; silver with three panels and embossed circles, and red lights. |
| ZDEXT1.BM | 8x8 | Door; orange in grey frame. |
| ZDILOGO1.BM | 16x16 | Door; dark grey, embossed Imperial circle with silver edging. |
| ZDIMPER1.BM | 8x8 | Door; standard grey with ribbing. |
| ZDIMPER4.BM | 16x16 | Door; black with red circle. |
| ZDIMPER5.BM | 16x16 | Door; black with red circle and embossed features. |
| ZDIMPLG4.BM | 16x16 | Door; grey with red Imperial circle. |
| ZDIND1.BM | 8x8 | Door; grey with indentations at top and bottom and red writing. |
| ZDJAML1Y.BM | 2x16 | Wall; light grey with vertical panels (red in GROMAS). |
| ZDJAML2Y.BM | 2x16 | Door track; grey with blue light panels and switch (red in GROMAS). |
| ZDJAML3Y.BM | 2x16 | Door track; grey with blue light panels. |
| ZDJAMS2Y.BM | 2x8 | Door track; grey with vertical panels (red in GROMAS). |
| ZDJAMSM1.BM | 2x8 | Door track; red with vertical panels (same as ZDJAMS2Y). |
| ZDJMIN1X.BM | 8x8 | Floor; grey with blue light panels. |
| ZDMETAL1.BM | 8x8 | Door; grey with side grills and rust. |
| ZDMINEBG.BM | 16x16 | Door; light grey with dark, patterned grating and rust (red in GROMAS). |
| ZDREBL1.BM | 8x8 | Door; white with green light. |
| ZDREBL2.BM | 8x8 | Door; white with vertical stripes. |
| ZDREBL3.BM | 8x8 | Door; orange with embossed features. |
| ZDREBLT1.BM | 8x8 | Door; white with two panels and red lights. |
| ZDROBDR1.BM | 16x8 | Door; red with grey Y panel and side panels. |
| ZFBGGRID.BM | 8x8 | Ceiling; crossed bands of white light (vertical) and grey. |
| ZFBGRID2.BM | 8x8 | Ceiling; crossed bands of white light (horizontal) and grey. |
| ZMGRATE1.BM | 8x8 | Wall; white struts with exposed centre. |
| ZMJABMD1.BM | 2x8 | Door track; grey bars with joined circles at both ends. |
| ZMTUBE.BM | 16x16 | Arch; grey wall with tubes and white lights coming in from four directions to a circular hole. |
| ZPBLACK1.BM | 8x8 | Floor; black tiles. |
| ZPBLACK2.BM | 8x8 | Floor; black tiles with grey cross-hatch. |
| ZPBOLTD1.BM | 8x8 | Wall, exterior; grey, concrete blocks with riveted, metal border and rust. |
| ZPBOLTD3.BM | 8x8 | Door; dark grey metal bars. |
| ZPBRICK1.BM | 8x8 | Floor; white bricks. |
| ZPBRICK2.BM | 8x8 | Floor; orange bricks. |
| ZPBRICK3.BM | 8x8 | Floor; grey cobble stones. |
| ZPCIRCL1.BM | 8x8 | Floor; grey discs on white. |
| ZPCIRCL2.BM | 8x8 | Floor; four light grey circles between square tiles. |
| ZPCMENT1.BM | 8x8 | Floor; light grey, speckled with yellow stains. |
| ZPCMENT2.BM | 8x8 | Floor; grey, mottled, linked and riveted plates. |
| ZPCMENT6.BM | 8x8 | Wall, exterior; light grey cement blocks with dark border. |
| ZPCRUNFL.BM | 8x8 | Floor; light grey, vertical grating with frilled edges. |
| ZPDIAGS1.BM | 8x8 | Floor; white, speckled with grey diagonal. |
| ZPDIAGS2.BM | 8x8 | Floor; light grey, speckled with grey diagonal. |
| ZPDIMNDX.BM | 8x8 | Floor; grey, diamond tiles. |
| ZPDIRT01.BM | 8x8 | Floor; dark red, speckled. |
| ZPGPIPE1.BM | 8x8 | Wall; dark grey mess of pipes. |
| ZPGPIPE2.BM | 8x8 | Ceiling; dark grey mess of pipes with cross bars (red in GROMAS). |
| ZPGPIPE3.BM | 8x8 | Ceiling; crossed, red bars over dark mess of pipes. |
| ZPGPIPE4.BM | 8x8 | Ceiling; dark mess of pipes with red cross bars with two horizontal planks. |
| ZPGRASS3.BM | 8x8 | Floor; green, speckled (grass). |
| ZPGRDGRY.BM | 8x8 | Floor; light grey tiles with reflected, vertical highlight. |
| ZPGREY.BM | 8x8 | Floor; grey, mottled (red in GROMAS). |
| ZPGREY2.BM | 8x8 | Floor; grey/beige, mottled cubist. |
| ZPGREYP1.BM | 8x8 | Wall; light grey panelling with hung tube. |
| ZPGROMS1.BM | 8x8 | Floor; dirty, red tiles with rivets and interlocks. |
| ZPGRSPAT.BM | 8x8 | Floor; mottled, brown bricks (red in GROMAS). |
| ZPGRTE1X.BM | 8x8 | Floor; tight, grey grating. |
| ZPGRTE1Y.BM | 8x8 | Floor; tight, grey grating. |
| ZPGRTE2Y.BM | 8x8 | Floor; tight, grey grating with rust (red in GROMAS). |
| ZPGRTE3X.BM | 8x8 | Floor; loose, grey grating. |
| ZPGRTE3Y.BM | 8x8 | Floor; loose, grey grating. |
| ZPGRTE4Y.BM | 8x8 | Floor; loose, grey grating with rust. |
| ZPGRTE5Y.BM | 8x8 | Floor; silver grating with oval holes. |
| ZPGRTE6Y.BM | 8x8 | Wall; white, vertical stripes. |
| ZPGRTE8.BM | 8x8 | Floor; square, grey grate over pipe. |
| ZPGRYFIL.BM | 1/8x1/8 | Filler; small, dark grey square (red in GROMAS). |
| ZPHTEC2.BM | 8x8 | Wall; light grey roll-a-door. |
| ZPHTEC3.BM | 8x8 | Floor; orange. |
| ZPHTECX.BM | 8x8 | Floor; horizontal, orange planking. |
| ZPHTECY.BM | 8x8 | Floor; vertical, orange planking. |
| ZPHTECZ1.BM | 8x8 | Floor; diagonal, orange planking. |
| ZPIND1.BM | 8x8 | Wall; dark grey, mottled, with ribbing. |
| ZPIND3.BM | 8x8 | Wall; dark grey, mottled. |
| ZPINT19.BM | 8x8 | Wall; bright orange, vertical stripes. |
| ZPINT20.BM | 8x8 | Wall; white with string art. |
| ZPINT21X.BM | 8x8 | Floor; yellow and brown, horizontal stripes. |
| ZPJABMES.BM | 8x8 | Floor; beige mesh with highlight. |
| ZPJABPA1.BM | 8x8 | Wall; light grey jumble of riveted panels. |
| ZPJABPI1.BM | 8x8 | Wall; exposed tubing and light grey bars. |
| ZPJABPI2.BM | 8x8 | Wall; exposed tubing behind light grey bars. |
| ZPJABPI3.BM | 8x8 | Wall; dark grey with light grey tubes and blue marks. |
| ZPJABPI4.BM | 8x8 | Wall; grey jumble of riveted panels. |
| ZPLBLU1X.BM | 8x8 | Ceiling; dark grey quarters with horizontal, fluorescent tube. |
| ZPLBLU2Y.BM | 8x8 | Ceiling; grey with two vertical strips of fluorescent lights. |
| ZPLIT01X.BM | 8x8 | Floor; horizontal, white panelling with white strip light. |
| ZPLIT01Y.BM | 8x8 | Floor; vertical, white panelling with white strip light. |
| ZPLIT03X.BM | 8x8 | Ceiling; black with strips and horizontal, white strip lights. |
| ZPLIT03Y.BM | 8x8 | Ceiling; black with strips and vertical, white strip lights. |
| ZPLIT04.BM | 8x8 | Ceiling; large, circular, white light on dark grey. |
| ZPLIT06.BM | 8x8 | Ceiling; four circular, white lights on grey. |
| ZPLIT08.BM | 8x8 | Ceiling; bank of four square, white lights. |
| ZPLIT08D.BM | 8x8 | Ceiling; diagonally quartered, fluorescent, white lights. |
| ZPLIT09.BM | 8x8 | Ceiling; black grills, light grey tiles and square, white light. |
| ZPLIT10.BM | 8x8 | Floor; light grey, quartered by white strips. |
| ZPLIT15.BM | 8x8 | Ceiling; dark grey and white light squares divided by grey. |
| ZPMARBB1.BM | 8x8 | Wall; dark grey, vertical strips/panels. |
| ZPMARBB2.BM | 8x8 | Floor; black, mottled tile. |
| ZPMARBB3.BM | 8x8 | Floor; black, mottled with veins of blue. |
| ZPMARBE2.BM | 8x8 | Floor; black, mottled tile. |
| ZPMARBG3.BM | 8x8 | Floor; grey plasma. |
| ZPMARBL1.BM | 8x8 | Floor; white, mottled. |
| ZPMARBL2.BM | 8x8 | Floor; grey plasma. |
| ZPMARBR2.BM | 8x8 | Floor; grey, plasma bricks. |
| ZPMARBW2.BM | 8x8 | Floor; white plasma. |
| ZPMARBWF.BM | 8x8 | Wall; light grey Emperors head. |
| ZPMARBY1.BM | 8x8 | Floor; dark yellow, mottled. |
| ZPMAT.BM | 8x8 | Floor; grating with circular holes. |
| ZPPANEL1.BM | 8x8 | Floor; light grey, riveted panel. |
| ZPPANEL3.BM | 8x8 | Floor; white, cubist panelling. |
| ZPPOOLG1.BM | 8x8 | Floor; dark grey with circular highlight (red in GROMAS). |
| ZPPOOLG2.BM | 8x8 | Floor; dark grey with circular highlight and square-curved tiling. |
| ZPPOOLG4.BM | 8x8 | Floor; dirty, dark grey with circular highlight. |
| ZPPOOLG5.BM | 8x8 | Floor; dirty, dark grey with diamond pattern and circular highlight. |
| ZPPOOLWT.BM | 8x8 | Floor; white, circular highlight. |
| ZPRIVET1.BM | 8x8 | Floor; mottled grey with riveted plates. |
| ZPROCK02.BM | 8x8 | Floor; light grey, rough concrete. |
| ZPSEWRL1.BM | 8x8 | Ceiling; grey, corroded cross bars with yellow light. |
| ZPSEWRL3.BM | 8x8 | Ceiling; four grey, corroded cross bars with yellow lights. |
| ZPSEWRL4.BM | 8x8 | Wall; grey ribbing with exposed tubes and yellow light. |
| ZPSEWRL6.BM | 8x8 | Wall; grey ribbing with exposed tubes and red light. |
| ZPSGRTE1.BM | 8x8 | Floor; grey, cross-hatched grating with rust. |
| ZPSHINY1.BM | 8x8 | Floor; white, mottled. |
| ZPSIMP06.BM | 8x8 | Wall; dirty, grey cubist with dark, crossing bands. |
| ZPSIMP09.BM | 8x8 | Floor; grey/mauve cubist pattern. |
| ZPSIMP11.BM | 8x8 | Floor; light grey panelling with crossed bands. |
| ZPSIMP12.BM | 8x8 | Floor; light grey concrete. |
| ZPSLOT1Y.BM | 8x8 | Floor; grey with two vertical strips of holes. |
| ZPSLOT2Y.BM | 8x8 | Floor; grey with two vertical strips of holes and rust (red in GROMAS). |
| ZPSLOT3X.BM | 8x8 | Floor; grey with two light, horizontal strips. |
| ZPSLOT3Y.BM | 8x8 | Floor; grey with two light, vertical strips. |
| ZPSLOT4X.BM | 8x8 | Floor; grey with two light, horizontal strips and rust. |
| ZPSLOT6X.BM | 8x8 | Floor; grey with two horizontal strips of red lights. |
| ZPSLOT6Y.BM | 8x8 | Floor; grey with two vertical strips of red lights. |
| ZPSLOT7Y.BM | 8x8 | Floor; grey with four vertical strips of holes. |
| ZPSPATBL.BM | 8x8 | Floor; mauve and grey, speckled bricks. |
| ZPSPATGR.BM | 8x8 | Floor; brown, speckled bricks. |
| ZPSTONGR.BM | 8x8 | Floor; four white, square tiles. |
| ZPTILE3.BM | 8x8 | Floor; blue grey, mottled tile with double border. |
| ZPTILE4.BM | 8x8 | Floor; light grey, mottled tile with grey border. |
| ZPTUBECX.BM | 8x8 | Ceiling; grey with horizontal tubes and strips of blue lights. |
| ZPTUBECY.BM | 8x8 | Ceiling; grey with vertical tubes and strips of blue lights. |
| ZPTUBEFX.BM | 8x8 | Ceiling; grey with horizontal tubes and grey strips. |
| ZPTUBEFY.BM | 8x8 | Ceiling; grey with vertical tubes and grey strips. |
| ZPVEINED.BM | 8x8 | Floor; light grey with white strip pattern. |
| ZPWHTLIT.BM | 8x8 | Floor; white bricks. |
| ZPYFILL.BM | 1/8x1/8 | Filler; small, orange square. |
| ZSBANNLG.BM | 8x16 | Sign; red, Imperial banner. |
| ZSBLK-A.BM | 4x4 | Sign; white I in green circle. |
| ZSBLK-B.BM | 4x4 | Sign; white n in red circle. |
| ZSBLK-C.BM | 4x4 | Sign; white G in dark blue circle. |
| ZSBLK-D.BM | 4x4 | Sign; white A in orange circle. |
| ZSBLK-E.BM | 4x4 | Sign; white, dotted A in white circle. |
| ZSBLK-F.BM | 4x4 | Sign; white, double-dotted A in light blue circle. |
| ZSLTSTR1.BM | 8x1 | Door track (horizontal); grey with green lights. |
| ZSLTSTR2.BM | 8x1 | Door track (horizontal); grey with red lights. |
| ZSPANEL1.BM | 4x4 | Wall; dark grey grating panel into duct. |
| ZSREBEL3.BM | 8x8 | Sign; red Rebel symbol. |
| ZW4WAY.BM | 4x16 | Sign; four panels of yellow and red lights indicating any of three sections open or all closed. |
| ZWARCH1.BM | 4x16 | Wall; white with embossed arch. |
| ZWBAND1.BM | 4x16 | Wall; dark grey, mottled with vertical, silver bands. |
| ZWBARLT1.BM | 8x16 | Wall; grey, mottled with horizontal, white light strip. |
| ZWBARLT2.BM | 8x16 | Wall; grey, mottled with horizontal, white light strip and floor skirting. |
| ZWBARPAD.BM | 8x16 | Wall; orange panelling with rounded corners. |
| ZWBARS.BM | 2x4 | Door track; vertical, grey bar. |
| ZWBRIDGE.BM | 16x16 | Wall, exterior; light grey support mechanism of bridge, with rust. |
| ZWCARGP1.BM | 8x16 | Wall; beige with embossed, trapezoidal panels. |
| ZWCARGP2.BM | 4x16 | Wall; dark grey, horizontal planking with soot stains. |
| ZWCARGP3.BM | 8x16 | Door; grey bulkhead door. |
| ZWCARGP4.BM | 8x16 | Wall; beige with embossed, trapezoidal panels and red light. |
| ZWCARGP5.BM | 8x16 | Door; grey bulkhead door with grill. |
| ZWCARGP6.BM | 8x16 | Door; grey, circular bulkhead door. |
| ZWCARGP7.BM | 16x16 | Wall; beige panelling with exposed machinery. |
| ZWCARGP8.BM | 32x2 | Door track (horizontal); grey with blue strip. |
| ZWCARGP9.BM | 16x16 | Door; beige, panelled bulkhead door. |
| ZWCHOMP1.BM | 8x8 | Door; white with vertical panel (used for body of turbine blade). |
| ZWCLIFLT.BM | 16x16 | Wall, exterior; white, stone blocks with rust. |
| ZWCLIFMD.BM | 16x16 | Wall, exterior; light grey, stone blocks with rust. |
| ZWCMENT1.BM | 16x8 | Wall, exterior; white cement blocks between grey horizontals and rust. |
| ZWCMENT2.BM | 16x8 | Wall, exterior; white cement blocks with grey lintel and rust. |
| ZWCMENT3.BM | 16x8 | Wall, exterior; white blocks with interlocking, grey border. |
| ZWCMENT4.BM | 16x8 | Wall, exterior; white blocks with interlocking, grey border and white centre. |
| ZWCMENT5.BM | 16x8 | Wall, exterior; white blocks with interlocking, grey border and yellow light. |
| ZWCOLUM3.BM | 32x16 | Wall; orange, mottled and patterned with white, classical columns. |
| ZWCOMP1.BM | 8x8 | Wall; white with control panel. |
| ZWCOUPL1.BM | 16x32 | Wall; large, vertical, silver tube over beige panelling with yellow hazard stripes. |
| ZWCOUPL2.BM | 16x16 | Wall; large, vertical, silver tube over beige panelling with yellow hazard stripes. |
| ZWCRUNCH.BM | 8x16 | Wall; silver grating with frilled bottom (used as stamping machine. |
| ZWCSIDE.BM | 8x2 | 3DO edge; dark grey, triangle-ribbed. |
| ZWDARK1.BM | 8x16 | Wall; black with vertical stripes. |
| ZWDARK2.BM | 8x16 | Wall; black, Y-shaped panelling with circular indentation. |
| ZWDARK4.BM | 8x16 | Wall; dark grey, gothic cavity. |
| ZWDARK5.BM | 8x16 | Wall; dark grey, gothic arch. |
| ZWDKBARS.BM | 4x16 | Wall; dark grey with two bands of vertical bars. |
| ZWEXT01.BM | 4x16 | Wall, exterior; white with dark mottling at base. |
| ZWEXT01D.BM | 16x32 | Wall, exterior; white with dark mottling and rust at base. |
| ZWEXT02.BM | 4x16 | Wall, exterior; white with dark mottling at base. |
| ZWEXT03.BM | 4x16 | Wall, exterior; white with embossed panel. |
| ZWEXT04.BM | 4x16 | Wall, exterior; white with dark mottling at base. |
| ZWEXT05.BM | 4x16 | Wall, exterior; grey. |
| ZWEXT06.BM | 4x16 | Wall, exterior; white. |
| ZWEXT07.BM | 4x16 | Wall, exterior; grey with ribbing. |
| ZWEXT08.BM | 8x16 | Wall; mauve horizontals with white supports. |
| ZWEXT09L.BM | 8x16 | Wall, exterior; grey with two horizontal strips of blue lights. |
| ZWFACIST.BM | 8x16 | Wall; grey with vertical light strip and S-shape. |
| ZWGASTNK.BM | 8x8 | Crate; white octagon with grey struts. |
| ZWGRENL1.BM | 4x16 | Wall; grey glass shape with green light at top. |
| ZWGRUV1.BM | 4x16 | Wall; white, stone column. |
| ZWHALL1L.BM | 8x16 | Wall; dark grey with vertical, white light strips, grating and skirting. |
| ZWHALL2L.BM | 4x16 | Wall; dark grey with vertical, white light strips and skirting. |
| ZWHALL3.BM | 4x16 | Wall; dark grey with grating and skirting. |
| ZWHALL7.BM | 4x16 | Wall; dark grey with oval features.. |
| ZWHALL7S.BM | 4x16 | Wall; dark grey with oval features. |
| ZWHITEC1.BM | 16x16 | Wall; grey grill with orange panelling and white column. |
| ZWHITEC2.BM | 16x16 | Wall; grey grill with blue panelling and grey column. |
| ZWIBEAM1.BM | 8x8 | Wall; white struts over grey planking. |
| ZWILIT01.BM | 4x16 | Wall; grey panel with rectangular, white light. |
| ZWILIT03.BM | 4x16 | Wall; roughed, orange panel with white border. |
| ZWILIT06.BM | 8x16 | Wall; white with vertical, white light strip and features. |
| ZWILIT08.BM | 8x16 | Wall; white with vertical, white light strip. |
| ZWILIT12.BM | 8x16 | Wall; grey, upwards-pointing arrow with white light. |
| ZWILIT14.BM | 8x16 | Wall; black grill with horizontal, light grey strips. |
| ZWILIT18.BM | 4x16 | Wall; roughed, grey panel with white border and lamp. |
| ZWILOGO2.BM | 32x16 | Door; black, mottled with embossed Imperial circle and red stripe. |
| ZWILOGO6.BM | 16x16 | Door; white, mottled with red Imperial circle. |
| ZWIMP15.BM | 8x16 | Wall; dark grey with vertical, sunk panels and silver strip. |
| ZWIMP19.BM | 8x16 | Wall; dirty, grey, mottled. |
| ZWIMP20.BM | 16x16 | Wall; dirty, grey with dark grey struts and ribbing. |
| ZWIMP27.BM | 16x16 | Wall; black with trapezoidal panels. |
| ZWIMP28.BM | 8x16 | Wall; black with trapezoidal panels. |
| ZWINDSP1.BM | 16x16 | Wall; dark grey, angled horizontals. |
| ZWINT01.BM | 8x16 | Door; white hatch with green lights. |
| ZWINT02.BM | 8x16 | Wall; white, horizontal panels. |
| ZWINT04.BM | 4x16 | Wall; white with vertical strips. |
| ZWINT05.BM | 4x16 | Wall; orange with vertical strips. |
| ZWINT06.BM | 4x16 | Wall; white with rounded, vertical strips. |
| ZWINT07.BM | 4x16 | Wall; orange with rounded, vertical strips. |
| ZWINT08.BM | 8x16 | Wall; white panelling. |
| ZWINT09.BM | 8x16 | Wall; orange panelling. |
| ZWINT10.BM | 4x16 | Wall; white with rounded, vertical strips. |
| ZWINT11.BM | 4x16 | Wall; orange with rounded, vertical strips. |
| ZWINT12.BM | 4x16 | Wall; white panelling. |
| ZWINT13.BM | 4x16 | Wall; orange panelling. |
| ZWINT14.BM | 4x16 | Wall; white, cubist panelling. |
| ZWINT15.BM | 4x16 | Wall; orange, cubist panelling. |
| ZWINT16.BM | 4x16 | Wall; white panelling with truncated corners. |
| ZWINT21.BM | 16x16 | Wall; yellow and brown grill-like strips. |
| ZWINT22.BM | 8x16 | Wall; silver with polygonal pattern. |
| ZWJABEXT.BM | 32x16 | Wall; grey with dark grey mechanicals and swept back pipe. |
| ZWJABPI1.BM | 8x16 | Wall; light grey panelling. |
| ZWLIT03X.BM | 4x4 | Wall; black grill with horizontal, white light strip at base. |
| ZWLOUNG.BM | 8x16 | Wall; dark grey with horizontal, white light and six red lights. |
| ZWLYSM.BM | 8x16 | Wall; black with two bands of bars and horizontal, yellow light strips. |
| ZWMARBB1.BM | 16x16 | Wall; black, mottled. |
| ZWMARBB3.BM | 16x16 | Wall; black, mottled with gold starburst panel. |
| ZWMARBG1.BM | 16x16 | Wall; grey with red Imperial circle and angled ribbing. |
| ZWMARBG2.BM | 16x16 | Wall; grey with Emperor and angled ribbing. |
| ZWMARBW1.BM | 16x16 | Wall; black panelling with white and blue marble skirtings. |
| ZWMARBW3.BM | 4x16 | Wall; black panelling with white and blue marble column and skirtings. |
| ZWMARBY0.BM | 16x16 | Wall; dark grey, random weave. |
| ZWMARBY2.BM | 16x16 | Wall; dark grey, random weave with dark yellow, mottled skirtings. |
| ZWMARBY4.BM | 8x16 | Wall; dark yellow, mottled with two light grey, horizontal bands. |
| ZWMARBY5.BM | 16x16 | Wall; dark yellow, mottled with two light grey, horizontal bands and Emperors head. |
| ZWMARBY6.BM | 4x16 | Wall; black, mottled with dark yellow, mottled skirtings and white light. |
| ZWMARBY7.BM | 8x16 | Wall; black, mottled with dark yellow, mottled skirtings and circle of white light. |
| ZWMARBY9.BM | 8x16 | Wall; rough, dark yellow panel with radiating, yellow panels. |
| ZWMAZE.BM | 16x16 | Sign; hexagonal, green and red map of computer core. |
| ZWNAVSW.BM | 8x8 | Switch; grey space to insert nava card for decoding with white lights (actually 6x6). |
| ZWOVAL1Y.BM | 8x16 | Wall; grey panelling with white floor and ceiling lamps. |
| ZWPANEL4.BM | 4x16 | Wall, exterior; light grey, concrete panel. |
| ZWPANLC1.BM | 8x16 | Wall, exterior; white, protruding panel in light grey concrete. |
| ZWPANLC3.BM | 8x16 | Wall, exterior; white and orange, protruding panel in light grey concrete. |
| ZWPIPES1.BM | 8x16 | Wall; white panels with grate and pipes. |
| ZWPIPES2.BM | 16x8 | Wall; light grey panelling with dark piping at floor and ceiling and rust. |
| ZWPORTHL.BM | 8x16 | Wall; black panelling with circular, white light. |
| ZWSMUGGL.BM | 16x64 | Wall; grey panelling. |
| ZWSTONEW.BM | 16x16 | Wall; light grey, diagonally fitted, stone wall. |
| ZWSTRIP1.BM | 2x16 | Door track; light grey with circular lock bars. |
| ZWSTRIP2.BM | 2x16 | Door track; red with circular lock bars and rust. |
| ZWSTRIP3.BM | 1x8 | Door track; light grey with dark hollows. |
| ZWSTRIP5.BM | 1x8 | Door track; light grey with horizontal grate. |
| ZWSTRIP6.BM | 8x2 | Door track (horizontal); light grey with large, rectangular lock bars. |
| ZWSTRIP8.BM | 8x1 | Door track (horizontal); light grey with vertical grate. |
| ZWTUBE.BM | 4x16 | Wall; grey with horizontal tubes and circular, white lights. |
| ZWTUBEND.BM | 16x16 | Door; grey wall with tubes and white lights coming in from four directions to darker door. |
| ZWWHITE0.BM | 2x16 | Wall; grey grill with orange panelling. |


Logs
Good practices and Sumologic
Matias M. Montenegro
Rosario - Santa Fe- Argentina
What do we need logging for
Debugging errors where developers don't have access to
Monitoring metrics
Alerting
Data Science
Good data
Easy to parse
Reliable
The problems we had
Log format was inconsistent
key-value pairs: "KEY1=VAL1 KEY2=VAL2 ...."
JSON
Hard to trace related log messages
Problem: Log format was inconsistent Hard to debug errors
We centralized the function that prints logs
We normalized them using JSON format
We added context data for traceability
Traceability
We added a trace ID that groups together all related logs
https://www.npmjs.com/package/express-http-context
Traceability between internal API calls
Cloud-based Log Management platform
Full Story
Sumologic > Metrics
Thanks!


Technologies
Structure
10
Conventional weapons
10
Conventional propulsion
10
Laser
10
EM impulsion
10
Plasma
10
Hyperspace propulsion
10
Energy
10
Security
10
Spying
10
Data processing
10
Quantum computing
10
Conscription
10
Strategy
10
Superstructure
10
Exploitation
10
Terraformation
10
Mastery of space
10
Mastery of matter
10
Mastery of time
10
Your planet
Metal
Tritium
Energy cell
Energy
10
10
10
1000000000000000
Multiplicator
1
10
100
Close
Info
Metal
Tritium
Energy cell
10
10
10
Buildings
Ships
Metal mine
10
Tritium mine
10
Power plant
10
Concentrator
10
Mining module
10
Mobile concentrator
10


mongoc_uri_t
Synopsis
typedef struct _mongoc_uri_t mongoc_uri_t;
Description
mongoc_uri_t provides an abstraction on top of the MongoDB connection URI format. It provides standardized parsing as well as convenience methods for extracting useful information such as replica hosts or authorization information.
See Connection String URI Reference on the MongoDB website for more information.
Format
mongodb:// <1> [username:password@] <2> host1 <3> [:port1] <4> [,host2[:port2],...[,hostN[:portN]]] <5> [/[database] <6> [?options]] <7>
mongodb is the specifier of the MongoDB protocol.
An optional username and password.
The only required part of the uri. This specifies either a hostname, IP address or UNIX domain socket.
An optional port number. Defaults to :27017.
Extra optional hosts and ports. You would specify multiple hosts, for example, for connections to replica sets.
The name of the database to authenticate if the connection string includes authentication credentials. If /database is not specified and the connection string includes credentials, defaults to the 'admin' database.
Connection specific options.
Replica Set Example
To describe a connection to a replica set named 'test' with the following mongod hosts:
db1.example.com on port 27017
db2.example.com on port 2500
You would use the connection string that resembles the following.
mongodb://db1.example.com,db2.example.com:2500/?replicaSet=test
Connection Options
ssl |
{true|false}, idicating if SSL must be used. |
connectTimeoutMS |
A timeout in milliseconds to attempt a connection before timing out. The default is no timeout. |
socketTimeoutMS |
The time in milliseconds to attempt to send or receive on a socket before the attempt times out. The default is 5 minutes. |
Connection Pool Options
maxPoolSize |
The maximum number of connections in the pool. The default value is 100. |
minPoolSize |
The minimum number of connections in the connection pool. Default value is 0. These are lazily created. |
maxIdleTimeMS |
Not implemented. |
waitQueueMultiple |
Not implemented. |
waitQueueTimeoutMS |
Not implemented. |
Write Concern Options
w |
|
||||||||||||
wtimeoutMS |
The time in milliseconds to wait for replication to succeed, as specified in the w option, before timing out. When wtimeoutMS is 0, write operations will never time out. |
||||||||||||
journal |
Controls whether write operations will wait until the mongod acknowledges the write operations and commits the data to the on disk journal.
|
Read Preference Options
readPreference |
Specifies the replica set read preference for this connection. This setting overrides any slaveOk value. The read preference values are the following:
|
readPreferenceTags |
Specifies a tag set as a comma-seperated list of colon-separted key-value pairs. |


Interplay of Light
Table of Contents
This text is just my personal notes on BRDFs. The text is heavily based on these references: real time rendering book, learn opengl website, Google’s Filament and here.
Let’s consider light modeled as an electromagnetic wave (but treated as a ray when convenient), and our rendered image as the combination of all light that get into the camera sensors.
An important property of light is the wavelength \(\lambda\), because it is related to the color of a particular light wave. Humans, for example, can only perceive light with wavelenghts ranging from 400 to 700 nanometers.
As light propagate through media, the interaction with matter (molecules) deviates the direction of propagation and light gets scattered. Different media will scatter different light waves in different ways depending on their wavelenghts.
Radiance of Light⌗
In Physically Based Rendering (PBR), the radiant energy carried by light waves plays a central role. From radiant energy we obtain:
- Radiant Flux \(\Phi\) measures the flow of radiant energy carried by light. \(\Phi\) is measured in watts (\(W\)).
- Irradiance \(E\) is the density of the radiant flux \(\Phi\) with respect to an area \(A\), i.e., \(d\Phi/dA\). \(E\) is measured in \(W/m^ 2\).
- Radiant Intensity \(I\) is the flux density \(\Phi\) with respect to a solid angle \(\omega\) 1. \(I\) is measured in watts per steradian 2 \(W/sr\).
- Radiance \(L\) is the electromagnetic radiation in a single ray of light. It is the density of radiant flux with respect to both area and solid angle (\(d^2\Phi/dAd\omega\)). \(L\) is measured in \(W/(m^2sr)\).
The radiance entering the camera is what will produce the final image. Measuring the incoming radiance in a pixel (film sensor) gives the brightness and color for each ray of light.
Since light spreads in all directions, the radiance \(L\) is actually a distribution function. A particular radiance measurement, \(L(x,d\)), will depend on a position \(x\) and a direction \(d\). So what we need is to compute the radiance that leaves the surface point in the direction of the camera 3.
Given a point \(p\) in the surface to where the camera, at position \(c\), is looking at. The vectors \(l\) and \(v\) represent the light direction and view direction, respectively – both pointing away from the surface (figure). We want to compute the radiance that arrives from \(l\) and leaves \(p\) in the \(v\) direction.
If we use the suffix \((\cdot)_i\) for incoming directions and \((\cdot)_o\) for outgoing directions, then our goal is to compute \(L_o(p,v)\).
BRDF⌗
Local reflectance – the amount of light being reflected in a small region of the surface – can be calculated by a Bidirectional Reflectance Distribution Function (BRDF) $$f(l,v) = f_{spec}(l,v) + f_{diff}(l,v),$$ made of a diffuse component \(f_{diff}\) and a specular component \(f_{spec}\). The specular reflection component represents light that is reflected directly by the surface of an object. The diffuse component represents the rest of light that is scattered inside the surface/object before leaving the surface. For now lets focus on the specular component.
This function depends only on the incoming direction of light \(l\) and an outgoing direction \(v\) for the reflected light. In other words, for a incoming light direction, this function computes how much of this light gets reflected into a given outgoing direction. Different BRDFs will produce different patterns of reflection (see right column in the figure).
To compute the outgoing radiance \(L_o(p, v)\), we need to consider all incident radiances from all incoming directions. These directions are defined by the unit hemisphere \(\Omega\) centered in the surface point, and aligned to the surface normal (figure). Each incoming radiance is then combined with the BRDF to form the reflectance equation:
$$L_o(p,v) = \int_{l\in \Omega}f(l,v)L_i(p,l) n\cdot l dl$$
The term \(n\cdot l\) scales the radiance based on the incident angle \(\theta_i\) – remember that \(n\cdot l = \cos \theta_i\). This term comes from the fact that radiance is defined over an area \(A\) perpendicular to the light’s ray, which is not the case here, as the tangent plane is perpendicular to the surface normal, and not the light ray (See Lambert’s cosine law).
In practice, we want to compute the radiance of the 3 wavelengths respective to red, green and blue, because pixel colors are stored in RGB. The discrete version of the reflectance equation used in shading is
$$L_o(p,v) = \pi \sum^n_{i=1}f(l_i,v)c_{light_i}(n \cdot l_{i})^+,$$
where \(n\) is the number of light sources, \(c_{light_i}\) is the color (radiance) of light \(i\), and \(l_i\) its direction. Note that we need to clamp the cosine value since invalid angles (\(l \notin\Omega \)) can appear due to light rays coming from behind the surface.
Essentially the objects in a scene will have different material properties that will interact with light in different ways. This interaction is defined by the BRDF particular to each type of material. In the real-time rendering pipeline, we will process a fragment that represents a piece of surface with a particular BRDF.
Surfaces⌗
An object surface can be seen as an interface between two different media – for example, air and metal or water. When light hits such interface, some waves move forward (called transmitted waves) and some get reflected (called reflected waves). The transmitted waves suffer alteration in their speed, thus direction gets refracted.
The new direction of the refracted light can be calculated from the Snell’s law:
$$\sin \theta_t = \frac{\eta_1}{\eta_2}\sin \theta_i$$
where \(\eta_1\) and \(\eta_2\) are the indices of refraction 4 of the initial medium (top region in the figure above) and destination medium, respectively. All angles are formed with the normal of the surface at the point of intersection. The incident angle \(\theta_i\), same to the reflection angle, and the angle of refraction \(\theta_t\).
The amount of light reflected is described by the Fresnel reflectance \(F\) function, which depends on \(\theta_i\). In real-time rendering a typical approximation of the Fresnel reflectance equation is the Schlick equation
$$F \approx F_0 + (1-F_0)(1-(n\cdot l)^+)^5,$$
where \(F_0 = ((n-1)/(n+1))^2\). \(F_0\) is usually interpreted as the specular color of the surface.
The transmitted waves continue to interact with the medium and part of it gets absorbed. The rest gets scattered back to the outside through a different surface point. This light is called the subsurface-scattered light will compose our diffuse component. However, let’s keep focusing only on the reflected light for now.
The microgeometry of surfaces⌗
As you can see, the normal of the surface has a huge influence on the final directions of light rays. When dealing with PBR, we don’t consider any surface as perfectly aligned, so even flat surfaces present several variations on their normal vectors. Such variations happen in a very small scale of its geometry (much smaller than a pixel actually). They are called the microgeometry of the surface.
It is infeasible to represent the microgeometry in a mesh, so we rely on the statistical distribution of their normals. The more variation we have, more light is reflected in different directions and we get a bigger and smoother specular lobe. This variation will determine the roughness of the surface geometry (more on that later).
In order to model the microgeometry, we use the microfacet theory. The idea is that the microgeometry is actually composed of lots of microfacets, and each microfacet has a normal \(m\) an therefore an individual BRDF \(f_\mu(l,v,m)\) attached to it. The combination of all microfacet BRDFs give the global surface BRDF.
The normals of all microfacets are described by a normal distribution function (NDF) \(D(m)\) – no relation to the same term used in probability. Most surfaces have NDFs that show a strong peak at the surface normal \(n\). It happens that, several microfacets can be occluded by others depending on the view direction 5, which impacts directly on the visible surface area, and therefore affects the amount of reflected radiance. Thus, we need to define a distribution of visible normals \(G_1\), given by Smith as $$G_1(m,v) = \frac{\chi^+(m\cdot v)}{1 + \Lambda(v)},$$ where \(\chi^+\) is the characteristic function: $$\chi^+(x) = \begin{cases}1, & x > 0\\ 0, & x \leq 0 \end{cases},$$ and \(\Lambda\) is specific to each type of NDF. The final BRDF equation is: $$f(l,v) = \int_{m\in\Omega}f_\mu(l,v,m)G_2(l,v,m)D(m)\frac{(m\cdot l)^+}{|n\cdot l|}\frac{(m\cdot v)^+}{|n\cdot v|}dm,$$
where \(G_2\) is the joint masking-shadowing function, which incorporates shadowing of microfacets, and is defined as
$$G_2(l,v,m) = G_1(v,m)G_1(l,m).$$
Before going any further on NDFs and the \(\Lambda\) term in \(G_1\), lets put some practical observations here. In real-time rendering we don’t want to solve an integral in the shader. However, if we consider each microfacet being a Fresnel mirror – light being reflected to a single direction from \(\theta_i\) – then, for a given view direction \(v\), only microfacets with the normal \(m\) aligned to the half vector $$h = \frac{l + v}{\parallel l + v\parallel}$$ will contribute to the outgoing radiance. This way the integral results in the specular BRDF $$f_{spec}(l,v) = \frac{F(h,l)G_2(l,v,h)D(h)}{4|n\cdot l||n\cdot v|}.$$
Note that since we assumed microfacets as Fresnel mirrors, then the microfacet BRDF \(f_\mu\) is defined as the Fresnel reflectance \(F\). Also, this is the specular contribution we get, we will also need a diffuse contribution to get a complete model.
Here you can find a list of NDF, \(F\) and \(G_1\) functions.
The shader code for our specular contribution will be like this:
// surface normal at fragment
vec3 n = normalize(fragment_normal);
// view direction
vec3 v = normalize(camera_position - fragmen_position);
// light direction
vec3 l = normalize(light_position - fragment_position);
// half vector
vec3 h = normalize(v + l);
// incoming radiance
vec3 radiance = light_color;
// compute specular BRDF terms
float NDF = normalDistributionFunction(n, h, roughness);
float G2 = geometricShadowing(n, h, v, l, roughness);
vec3 F = fresnel(v, h, f0);
// compute specular BRDF integral
vec3 nominator = NDF * G2 * F;
float denominator = 4 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0);
vec3 specular = nominator / max(denominator, 0.001);
// reflectance equation
vec3 Lo = ...
The Diffuse Contribution⌗
Let’s now consider the transmitted light that get scattered back to the outside medium. In this case, we will be interested in how much of the transmitted light is not absorbed. This quantity is named subsurface albedo and is represented by the symbol \(\rho_{ss}\). Usually, \(\rho_{ss}\) is interpreted as the diffuse color of the surface and has 3 components, to match the RGB model.
Depending on the distances traveled by transmitted light inside the material before it leaves the surface a different model must be used. So far we’ve considered the microfacet theory based models for specular reflection, which can be used in cases where light travels small distances restricted to microfacet sizes. Such models of local subsurface scattering, based on the roughness of the surface, are called rough-surface diffuse models.
Using the fact that the Fresnel reflectance \(F\) gives us the amount of light that is directly reflected, we can use its counterpart to compute the diffuse term
$$f_{diff}(l,v) = (1 - F(h,l))\frac{\rho_{ss}}{\pi}.$$ The previous model uses the Lambertian model, which assumes that light is uniformly distributed under the surface, which is not the case for several types of material. This model also does not take into account that light gets refracted when leaving the surface as well. The Shirley model addresses these issues:
$$f_{diff}(l,v) = \frac{21}{20\pi}(1-F_0)\rho_{ss}(1-(1-(n\cdot l)^+)^5)(1-(1-(n\cdot v)^+)^5)$$
In the case where traveled distances are greater than microfacet scales, then smooth-surface diffuse models should be used. An example is the Hammon diffuse model:
$$f_{diff}(l,v) = \chi^+(n\cdot l)\chi^+(n\cdot v)\frac{\rho_{ss}}{\pi}((1 - \alpha)f_{smooth} + \alpha f_{rough} + \rho_{ss}f_{multi}),$$ where $$f_{smooth} = \frac{21}{20}(1 - F_0)(1 - (1- n\cdot l)^5)(1 - (1- n\cdot v)^5),$$ $$f_{rough} = k_{facing}(0.9 - 0.4k_{facing})(\frac{0.5 + n\cdot h}{n\cdot h}),$$ $$k_{facing} = 0.5 + 0.5 (l\cdot v),$$ $$f_{multi} = 0.3641\alpha,$$ and \(\alpha\) is the GGX specular roughness.
-
Solid angle is the area of a piece of surface projected onto the unitsphere. ↩
-
Steradian is the measurement unit of the solid angle. As we measure angles in radians, we measure solid angles in steradians. ↩
-
Here we assume that there is no participating media in the space lights travel from the surface and the camera, so its radiance doesn’t change. ↩
-
Index of Refraction (IOF) represents the ration between the wave velocities, original and new, when passing through a medium. ↩
-
Just like big mountains hiding smaller ones from our sight. ↩


Input of type '{{property.inputType}}' is not yet supported
The value of this property is fixed by the underlying event source. To change the value edit the event source.


A visual introduction to probability and statistics.
Seeing Theory is a project designed and created by Daniel Kunin with support from Brown University's Royce Fellowship Program, which funds independent work carried out by undergraduates. The goal of this website is to make statistics more accessible to a wider audience through interactive visualizations.
Statistics is quickly becoming the most important disciplines of the modern world. According to the American Statistical Association, "statistician" is one of the top ten fastest-growing occupations and statistics is one of the fastest-growing undergraduate majors. Statistical literacy is essential to our data driven society. Yet in spite of the increasing demand for statistical competence, pedagogical approaches to the teaching of statistics have lagged behind. Using Mike Bostock’s versatile JavaScript library D3.js, Seeing Theory visualizes the fundamental concepts covered in the standard introductory college or Advanced Placement course in classical statistics. Students in such courses are encouraged to use Seeing Theory as a resource to supplement their exploration of this wonderful field.


Formosa Prosonic rises 1.89% on higher 9M2019 earnings
by Surin MurugiahKUALA LUMPUR (Nov 15): Shares in sound system maker Formosa Prosonic Industries Bhd (FPI) rose 1.89% this morning after its net profit rose 8% to RM32.74 million from RM30.37 million last year as revenue grew 44% to RM590.86 million against RM411.54 million.
At 9.19am, FPI added 3 sen to RM1.61 for a market capitalisation of RM398.25 million.
For the third quarter ended Sept 30, 2019 (3QFY19) fell 5% to RM15.89 million from RM16.66 million last year, mainly weighed down by higher operating costs despite reporting a 36% jump in revenue to RM260.61 million from RM192.03 million on higher sales volume and change in sales mix.
The quarter was also weighed down by an impairment loss on trade receivables that amounted to RM3 million.


{php} $upload_image_ext = explode(',', config("upload_image_ext")); $upload_image_ext = json_encode($upload_image_ext); {/php}


|
ovs all
|
This document explains how to use ovs-vtep, a VTEP emulator that uses Open vSwitch for forwarding.
The VTEP emulator is a Python script that invokes calls to tools like vtep-ctl and ovs-vsctl and is useful only when OVS daemons like ovsdb-server and ovs-vswitchd are running. So those components should be installed. This can be done by either of the following methods.
 In that case:
4.1. Make sure you have two extra physical interfaces in your host machine, eth2 and eth3.
4.2. In the rest of this doc, replace p0 with eth2 and p1 with eth3.
These instructions describe how to run with a single ovsdb-server instance that handles both the OVS and VTEP schema. You can skip steps 1-3 if you installed using the debian packages as mentioned in step 2 of the "Requirements" section.
Create the initial OVS and VTEP schemas:
``` ovsdb-tool create /etc/openvswitch/ovs.db vswitchd/vswitch.ovsschema ovsdb-tool create /etc/openvswitch/vtep.db vtep/vtep.ovsschema ```
Start ovsdb-server and have it handle both databases:
``` ovsdb-server –pidfile –detach –log-file \ –remote punix:/var/run/openvswitch/db.sock \ –remote=db:hardware_vtep,Global,managers \ /etc/openvswitch/ovs.db /etc/openvswitch/vtep.db ```
Start OVS as normal:
``` ovs-vswitchd –log-file –detach –pidfile \ unix:/var/run/openvswitch/db.sock ```
Create a "physical" switch and its ports in OVS:
``` ovs-vsctl add-br br0 ovs-vsctl add-port br0 p0 ovs-vsctl add-port br0 p1 ```
Configure the physical switch in the VTEP database:
``` vtep-ctl add-ps br0 vtep-ctl set Physical_Switch br0 tunnel_ips=<IP_ADDRESS> ```
Start the VTEP emulator. If you installed the components by reading the INSTALL.md file, run the following from the same directory as this README.md:
``` ./ovs-vtep –log-file=/var/log/openvswitch/ovs-vtep.log \ –pidfile=/var/run/openvswitch/ovs-vtep.pid \ –detach br0 ```
If the installation was done by installing the openvswitch-vtep package, you can find ovs-vtep at /usr/share/openvswitch/scripts.
Configure the VTEP database's manager to point at an NVC:
``` vtep-ctl set-manager tcp:<CONTROLLER ip>="">:6640 ```
Where CONTROLLER IP is your controller's IP address that is accessible via the Host Machine's eth0 interface.
A VTEP implementation expects to be driven by a Network Virtualization Controller (NVC), such as NSX. If one does not exist, it's possible to use vtep-ctl to simulate one:
Create a logical switch:
``` vtep-ctl add-ls ls0 ```
Bind the logical switch to a port:
``` vtep-ctl bind-ls br0 p0 0 ls0 vtep-ctl set Logical_Switch ls0 tunnel_key=33 ```
Direct unknown destinations out a tunnel:
``` vtep-ctl add-mcast-remote ls0 unknown-dst <IP_ADDRESS> ```


Hello World, We are software developer!
Dr. Norman Borlaug
Some Caption
- 1914 - Born in Cresco, Iowa
-
1933 - Leaves his family's farm to attend the University of
Minnesota, thanks to a Depression era program known as the "National
Youth Administration"
-
1935 - Has to stop school and save up more money. Works in
the Civilian Conservation Corps, helping starving Americans. "I saw
how food changed them", he said. "All of this left scars on me."
-
1937 - Finishes university and takes a job in the US
Forestry Service
-
1938 - Marries wife of 69 years Margret Gibson. Gets laid
off due to budget cuts. Inspired by Elvin Charles Stakman, he
returns to school study under Stakman, who teaches him about
breeding pest-resistent plants.
-
1941 - Tries to enroll in the military after the Pearl
Harbor attack, but is rejected. Instead, the military asked his lab
to work on waterproof glue, DDT to control malaria, disinfectants,
and other applied science.
-
1944 - Rejects a 100% salary increase from Dupont, leaves
behind his pregnant wife, and flies to Mexico to head a new plant
pathology program. Over the next 16 years, his team breeds 6,000
different strains of disease resistent wheat - including different
varieties for each major climate on Earth.
-
1945 - Discovers a way to grown wheat twice each season,
doubling wheat yields
-
1953 - crosses a short, sturdy dwarf breed of wheat with a
high-yeidling American breed, creating a strain that responds well
to fertilizer. It goes on to provide 95% of Mexico's wheat.
-
1962
- Visits Delhi and brings his high-yielding strains of wheat to the
Indian subcontinent in time to help mitigate mass starvation due to
a rapidly expanding population
-
1983 - helps seven African countries dramatically increase
their maize and sorghum yields
-
1984
- becomes a distinguished professor at Texas A&M University
-
2005
- states "we will have to double the world food supply by 2050."
Argues that genetically modified crops are the only way we can meet
the demand, as we run out of arable land. Says that GM crops are not
inherently dangerous because "we've been genetically modifying
plants and animals for a long time. Long before we called it
science, people were selecting the best breeds."
- 2009 - dies at the age of 95.
Borlaug's life and achievement are testimony to the far-reaching
contribution that one man's towering intellect, persistence and
scientific vision can make to human peace and progress.
Wikipedia entry


4
Stewards of God's Grace
1 Since therefore Christ suffered in the flesh, arm yourselves with the same way of thinking, for whoever has suffered in the flesh has ceased from sin,
2 so as to live for the rest of the time in the flesh no longer for human passions but for the will of God.
3 The time that is past suffices for doing what the Gentiles want to do, living in sensuality, passions, drunkenness, orgies, drinking parties, and lawless idolatry.
4 With respect to this they are surprised when you do not join them in the same flood of debauchery, and they malign you;
5 but they will give account to him who is ready to judge the living and the dead.
6 For this is why the gospel was preached even to those who are dead, that though judged in the flesh the way people are, they might live in the spirit the way God does.
7 The end of all things is at hand; therefore be self-controlled and sober-minded for the sake of your prayers.
8 Above all, keep loving one another earnestly, since love covers a multitude of sins.
9 Show hospitality to one another without grumbling.
10 As each has received a gift, use it to serve one another, as good stewards of God's varied grace:
11 whoever speaks, as one who speaks oracles of God; whoever serves, as one who serves by the strength that God supplies—in order that in everything God may be glorified through Jesus Christ. To him belong glory and dominion forever and ever. Amen.
Suffering As a Christian
12 Beloved, do not be surprised at the fiery trial when it comes upon you to test you, as though something strange were happening to you.
13 But rejoice insofar as you share Christ's sufferings, that you may also rejoice and be glad when his glory is revealed.
14 If you are insulted for the name of Christ, you are blessed, because the Spirit of glory and of God rests upon you.
15 But let none of you suffer as a murderer or a thief or an evildoer or as a meddler.
16 Yet if anyone suffers as a Christian, let him not be ashamed, but let him glorify God in that name.
17 For it is time for judgment to begin at the household of God; and if it begins with us, what will be the outcome for those who do not obey the gospel of God?
18 And
“If the righteous is scarcely saved,
what will become of the ungodly and the sinner?”
19 Therefore let those who suffer according to God's will entrust their souls to a faithful Creator while doing good.


I am a Business Intelligence Engineer working with Amazon (Seattle, WA) with the ORM (Org Research & Measurement) organizaton. I completed my Master of Science from University of Washington, with majors in Business Analytics with focus towards helping businesses make data driven decisions. I use BI tools (Quicksight, Tableau) to tell compelling stories and identify trends and anomalies in huge amount of data.
Previously,I have worked with Harbor Wholesale Foods and S&P Global. I have experience in working with terabytes of data, AWS services, data migration, analytics, ETL, and BI reporting.
Feature Engineering, Data imputation, and Label Encoding using R
Explored four machine learning models and compared RMSE to predict sales for Big Mart based on product and outlet. Did univariate and bivariate analysis to understand relationship between variables
Integrating Power BI and R
The train and test data is about sales prediction of a retail chain based on its outlets and products. Explored and Visualized model performance, correlation matrix and variable importance in Power BI, from the data generated via R scripts. The correlation and Variable importance data has been generated through R and then fed into Power BI to generate aesthetic visuals
Topic Modeling and Document Clustering using R
Explored NLP techniques like tfidf, bag of words, document clustering to cluster a set of 30 documents. Also found the optimum number of clusters
Machine Learning, Statistics & R
Building text spam classification model to classify Text messages into relevant messages or Spam. Using Naive Bayes for the classification. The dataset is taken from Kaggle.com
Linear Classifiers, R & Excel
Analyzing twitter sentiments. (Work in Progress).
Time Series Analysis, R & Excel
Gathered data on women's salary across ethnicities, from Labor Force Statistics from the Current Population Survey. Applied ADF and KPSS to find trend stationarity and ACF -PACF plotting to explore AR and MA. Further applied ARIMA to forecast. This was a team project.
Logistic Regression, R & Excel
Gathered Seattle-Tacoma International airport's weather data from National Climatic Data Center. Used binomial logictic regression to predict the possibility of rainfall at SEATAC. Predicted rainfall with 78% accuracy
R and Decision Trees
Exploring Boston House dataset to predict median values for houses in Boston based on a number of features like Crime rate, Latitude, Longitude etc. exploring decision trees
Python, Logistic Regression, and
Did univariate, biariate analysis, and feature engineering to classify Loan Status as Yes or No. Applied Logistic Regression, Decision Trees, and Random Forest to predict loan prediction. Logistic Regression turned out to be the best model among all three with accuracy of 80%.
Tableau and Excel
Mined and wrangled world temperature data from Kaggle to find various aspects of temperature around the world. Gathered interesting climate insights to prove that global warming is very real indeed. Visualized data in Tableau.
Text Mining, Bag of Words, and Word Association using R
Analyzed Amazon and Delta Airline's customer service department tweets and identified differences and similarities among them. Created visualizations such as world cloud, pyramid plots, dendogram, word network, and bar charts using libraries like qdap, ggplot, snowballc, tm, and igraph etc.
Text Analytics using Python
Used NLTK to do basic text mining on Sentiment Analysis of Movie, Reviews dataset available on Kaggle. Performed Multi-Nomial Naive Bayes Classification using scikit-learn


Your request to add an address to the whitelist is awaiting approval
Adding {{ addressInQuestion }}
Your request to remove an address from the whitelist is awaiting approval
Removing {{ addressInQuestion }}
{{ user.settings.email.email }} requested to add an address to the whitelist
Adding {{ addressInQuestion }}
{{ user.settings.email.email }} requested to remove an address from the whitelist
Removing {{ addressInQuestion }}


--- layout: default-tabs title: cyberstrike description: SCI FI Multiplayer FPS developer: Alex Bennett composer: Michael O'Neil display-img: /assets/images/cyberstrike/banner.png header: video: embed: /xB26nQVb7tQ?playlist=xB26nQVb7tQ overlay_image: true download_url: https://drive.google.com/open?id=0BzLBvlzBp2H4bTE4MzItNUdQM1E tabs: main: - General Info - Code Examples snippets: - GameMode.cs - TeamBased.cs - CTF.cs - LTS.cs - SoundCue.cs - vp_CustomFPWeaponShooter.cs ---
Made in my spare time while on university breaks. The idea of this game was to create a simple fun multiplayer game for my friends that simulated playing paintball & laser tag. This game is nowhere near complete and has a lot of bugs, but since I've coded everything except the UFPS controller I'm relatively happy with what I've made so far. Also this was my first attempt at a networked game and was made before I did a networking course.
Standard FPS. W A S D move, Shift sprint, Space jump, LMB shoot, RMB zoom, Tab scoreboard.
Simple multiplayer FPS shooter with multiple game modes:
I recommend changing the level in the 'Game Settings' to 'level2' as its a better test map with the vibe I was aiming for.


19 Aug 2015
Faster Codes III - tbb
The Intel Threading Building Blocks
or tbb
is a library used to parallelize program in C++
. It does not depends on compiler like cilkplus
, it is more like OpenMP
but with higher level access, and easier to handle with lambda from C++11
.
initialize task scheduler. The scheduler is expensive to open up and shut down. Always put the initializer at the very beginning and try not to create any scheduler afterwards.
three main kinds of loops
parallel_for
,parallel_reduce
,parallel_scan
are three main kinds of loops used.parallel_for
The loop should be independent with each other, the iteration number must be fixed.
#include "tbb/blocked_range.h" class ApplyFunc { private: T* a_; public: void operator() (const blocked_range<size_t>& r) const { for (auto i : r) { Func(a_[i]); } } ApplyFunc(T a[]): a_(a) {} }
#include "tbb/parallel_for.h" void ParallelApplyFunc(T a[]) { parallel_for(blocked_range<size_t>(0, n), ApplyFunc(a), auto_partitioner()); }
parallel_reduce
The loop should be independent with each other, with fixed number iterations. The reduce operation applies whenever we are evaluating something like $c = a[0] \circ a[1]\cdots \circ a[n-1]$. This fork-join loop requires a splitting constructor and ajoin
method to work. Very easy to design.parallel_scan
This is used to calculate parallel prefix. Parallel version uses a two-pass method.
queue based parallelism For those tree structure,
parallel_while
could be a choice. Though fetching is serialized, there isadd
which can make use of the resources by adding more tasks.parallel_sort
Taken as a replacement ofqsort
.concurrent containers
Queue
,Vector
,HashMap
, look familiar, just have concurrent access.


The International Obfuscated C Code Contest
The 23rd IOCCC Winners
[ The judges | IOCCC home page | FAQ | People who have won | Winning entries ]
Here are the names and categories for the winners of the 23rd IOCCC:
Yusuke Endoh - QR encoder
JP
Yves-Marie Morgan - make clone
FR
Sandro Maffiodo - homage to a popular game
IT
Alexander Prishchepov - Klingon web server
US
Michael Birken - Klingon web server
US
Don Yang - optimizer-controlled shooter game
US
Ferenc Deak - CPP and C99 abuse
NO
Colby Skeggs - dynamic library abusing game
US
Sandro Maffiodo - ASCII art 1-line converter
IT
Daniel Vik - Morse audio transcoder
US
Yusuke Endoh - ASCII to DNA transcoder
JP
Freek Wiedijk - Y combinator
NL
This work by Landon Curt Noll, Simon Cooper, and Leonid A. Broukhis is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License. |


Pat's Salmon Cookies!
Home
Store
Daily Sales
Online Store
$3.99 each
Buy Now!
$19.99
Buy Now!
$8.99
Buy Now!


Mariam Poghosyan
Homeworks Mic
Homeworks
Homework 3 Create Custom Filter
Homework 3 Create filter what will return minium data
Homework 3 Create service what will return sum of array elements
Homework 3 Filter Example 1
Homework 3 Filter Example 2
Homework 4 CRUD Angular JS
Homework 4 Register Form Angular JS
Homework 5 Create includ example
Homework 5
Homework 5
Homework 5


{% extends "base.html" %} {% block title %}About{% endblock %} {% block nav %}
{% endblock %} {% block content %}With Courtside you can easily plan, organize, and play pickup sports that you actually enjoy, instead of wrestling with weights at the gym. Meeting your new year resolutions won't be so difficult this year!
Cheers,
The Courtside Team
Developer
Developer
Designer & Front-End Developer


display device position acceleration mechanism movable retaining view holding sensor force carrier voltage opening-and-closing stowage according supply mounted unit surface control inner present support portion shaking cabin value circuit provided figref[FIG. device, invention opening closing configured person document-id:: output second swinging voltage-variable levels subject supplied Further, [patcit]: citation: cited claim outputted certain device. operation Therefore, carrier, claim-ref[claim classification-national:: described position, action-date: applied closed detected examiner generating-office:: position. power state CLAIM-TEXT:. Classification: Patent article diagram drive hold illustrating impact likely mechanism, opened safety shaft CLAIM-TEXT:a [addressbook]: based force. held instruction is, located open operable passengers' seats shaking, stowed switched Osaka Thus, aircraft al. cause colliding detect detecting example, needs normal predetermined shown CLAIM-TEXT. CLAIM-TEXT:the Document EMI-D However, above, carrier; case, caused close collision conventional cpc-version-indicator:: detected, difference embodiment greater hand, includes: increased, invention; ipc-version-indicator:: mechanism; outputs, receiving threshold vicinity video


(out of ****)
_Molly_ (PG-13) *
_Music_of_the_Heart_ (PG) ***
After making her name in fluff (for better or worse) for years, Elisabeth Shue broke through with the "career-changing revelation" (as _Vogue_ put it) of her Oscar-nominated performance in 1995's _Leaving_Las_Vegas_. While her career might have changed for the better, Shue's performances changed for the worse, embarrassing herself in the likes of _The_Saint_ and _Palmetto_. John Duigan's _Molly_, with the Oscar-baiting arc of its title character, is obviously designed to show off more of Shue's acting chops. Instead, it just shows that _Leaving_Las_Vegas_ may have been a fluke.
As Molly McKay, Shue is called on to cover a wide acting spectrum. For half of the film, Shue has to act as if she had the mind of a child, for Molly is mentally challenged; for the other, after Molly receives miracle surgical treatment that awakens her mental capacities, Shue has to be an innocent yet observant and energetic naif. She fails miserably on both counts. She yelps, grunts, mumbles, jumps, screeches, and mugs to no end as Molly#1; as Molly#2, she's just as jumpy but with eyes perpetually wide and a chirpy, singsong voice. Neither portrayal resembles any actual, non-acted human behavior, whether the person is mentally challenged or not.
Shue's performance is just one of this unconvincing, uninvolving film. Dick Christie's script is a hodgepodge of elements from _Awakenings_ and _Rain_Man_, an analogy that actually makes the film seem better than it is. If you've seen either of those films, you will know every turn of the plot, right down to the ending, well before they come. But aside from not coming up with anything slightly original in the main story, Christie doesn't come up with a single satisfactory subplot. A romance between Molly's well-meaning but selfish brother Buck (Aaron Eckhart, doing a nice job--the only person who does so--in a change of pace, non-sleazy role) and Molly's doctor (Jill Hennessy) is spoken of but never shown. Come to think of it, that's the only attempt at a subplot Christie and Duigan make.
In their defense, though, _Molly_ has been trimmed down to a remarkably slim 89 minutes from the 100something-minute run time of its original cut, which played on airlines this summer before its fall theatrical release. Even so, the fact that there are only 89 of them doesn't make any of those minutes any less tedious, and 89 minutes of Shue's strained Acting display is 89 more than anyone should ever have to endure.
By contrast, _Music_of_the_Heart_ marks the annual Oscar nod bid for the oft-nominated Meryl Streep, and once again it looks like she'll make it into the Academy's top five. In this fact-based drama directed by, of all people, horror king Wes Craven, Streep delivers another strong performance as Roberta Guaspari, who, after a messy divorce, finds new meaning in life by teaching the violin to elementary school kids in the inner city neighborhood in East Harlem. Ten years later, having inspired many creative young minds and won the respect of ther peers in the intervening decade, Roberta's program is threatened by cuts in education funding.
I would not call Streep's work here her best in recent years; it doesn't nearly hold a candle to her elegantly wrenching turn in 1995's _The_Bridges_of_Madison_County_. But _Music_of_the_Heart_ is unthinkable without her (imagine what a howler the film would have been if original star Madonna had not backed out); it's her passionate performance that carries the audience through the rough patches in Pamela Gray's script. For example, scenes involving Roberta's attempt at a new romantic life don't pay off in the end, and some dialogue reeks of a writer's hand; when Roberta breaks up with her boyfriend (Aidan Quinn) at the same time she fires her home construction crew, she says to each individual crew member, "You're fired," then turns to Quinn and says, "You're fired, too."
 Yet the film works; there's no denying the uplift of Guaspari's remarkable true story, and even though he doesn't completely avoid the trap of sugary sappiness, Craven sends the audience out feeling happy and inspired--which is the very reason why one would buy a ticket into _Music_of_the_Heart_.
Michael Dequina<EMAIL_ADDRESS>|<EMAIL_ADDRESS>|<EMAIL_ADDRESS>|<EMAIL_ADDRESS>Mr. Brown's Movie Site: http://welcome.to/mrbrown CinemaReview Magazine: http://www.CinemaReview.com on ICQ: #25289934 | on AOL Instant Messenger: MrBrown23
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


Stuffed Round Squash
Round Squash, Zucchini, or Courguettes can be served as main dish (2 servings per person) or as accompaniment. The amount of squash should be adjusted according to their size. This recipe uses ones the size of a fist.
- ⏲ Prep time: 50 min
- 🍽 Servings: 4
Ingredients
- 2 Onions
- 1 Carrot
- 4 Round squash
- 1 Cup of rice
- 100gr of Cheese (optional)
Directions
- Cook the rice. This usually takes 20 minutes. In the meantime, cut the onion into small cubes, grate the carrot, and cut the squash in halves. Scoop the squash halves, and cut the core in small cubes. Save them for later.
- Strain the rice and let it cool. On an oiled pan, mix the onion, carrot and squash core, and cook them for 10 minutes. You may now add seasoning.
- Place the squash halves facing down on a metal griddle in the oven. Add the rice to the vegetables, stir, and cook for 10 more minutes.
- Flip the squash, stuff them with cheese and the vegetables mixture, and put them again in the oven for 10 minutes at max heat.
- Serve.
Contribution
Recipe tags:
supper
rice
vegetables
cheesefare
fasting


|
areaDetector
3-12-1
EPICS areaDetector framework
|
Go to the source code of this file.
Classes | |
| class | pco_command |
| Inline class to create a binary command to be sent to pco cameras over serial port. More... | |
| class | pco_response |
| Class to define a single binary response from pco cameras, received over serial port. More... | |
| struct | xPCO_Description |
| aps designed struct based on PCO SDK. More... | |
Macros | |
| #define | CAMERATYPE_PCO1200HS 0x0100 |
| Code for creating serial binary commands and parsing binary responses from PCO Cameras. More... | |
| #define | CAMERATYPE_PCO1300 0x0200 |
| #define | CAMERATYPE_PCO1600 0x0220 |
| #define | CAMERATYPE_PCO2000 0x0240 |
| #define | CAMERATYPE_PCO4000 0x0260 |
| #define | WORD unsigned short |
| #define | DWORD unsigned long |
| #define | SHORT short |
| #define CAMERATYPE_PCO1200HS 0x0100 |
Code for creating serial binary commands and parsing binary responses from PCO Cameras.
Also has defines and a struct for long responses from the cameras.
| #define CAMERATYPE_PCO1300 0x0200 |
| #define CAMERATYPE_PCO1600 0x0220 |
| #define CAMERATYPE_PCO2000 0x0240 |
| #define CAMERATYPE_PCO4000 0x0260 |
| #define DWORD unsigned long |
| #define SHORT short |
| #define WORD unsigned short |


Resume
2016-2017 (Expected: September)
MSc in Human-Computer Interaction Design
@ Harbour.Space University
2012-2016
BA in Cultural Studies & Communication
@ Clark University
2014-2015 Academic Year
International Student Orientation Coordinator
Astronomy Teaching and Observation Assistant
Clark Diarist (Blogger)
Award: LEEP Fellowship
2013-2014 Academic Year
Award: Steinbrecher Fellowship
2012-2013 Academic Year
Clark Diarist (Blogger)
Unpaid positions
OPEN (LGBTQ+ student resource): Secretary, Co-Vice President, President
Acts of Kindness: Founding President
Orientation Programs: Peer Advisor & Mentor
2011
Award: Fulbright Scholarship (CASP Program)
1994
Born!
@ Kyrenia, Cyprus
Skills & Passions
About Pınar
Mastermind. Strategist. Designer. Student.
Jack of all trades - phsyics, programming, media studies, writing, graphic design, research -
Master of one - Master of Science in Human-Computer Interaction Design at Harbour.Space.


From Million Dollar Listing New York
Fredrik Eklund is a Swedish New York City-based real estate broker, a Bravo TV reality star, a former IT entrepreneur in his native Sweden, and a nonfiction writer. Go to About for more.


we are here and rest of thexdjdhdjdnrk fkfifdndj kdmdm ksj kdjb dhd i dont know what to type
This is the place to find about us
content of title 1
content of title 2
content of title 3
This is the place to find Offers


|
Acme Robotics: Perception Module
1.0
Midterm project for ENPM808X at UMD
|
Go to the source code of this file.
Functions | |
| function | getData (varName) |
| function | stripPath (uri) |
| function | stripPath2 (uri) |
| function | hashValue () |
| function | hashUrl () |
| function | pathName () |
| function | localStorageSupported () |
| function | storeLink (link) |
| function | deleteLink () |
| function | cachedLink () |
| function | getScript (scriptName, func, show) |
| function | createIndent (o, domNode, node, level) |
| function | gotoAnchor (anchor, aname, updateLocation) |
| function | newNode (o, po, text, link, childrenData, lastNode) |
| function | showRoot () |
| function | expandNode (o, node, imm, showRoot) |
| function | glowEffect (n, duration) |
| function | highlightAnchor () |
| function | selectAndHighlight (hash, n) |
| function | showNode (o, node, index, hash) |
| function | removeToInsertLater (element) |
| function | getNode (o, po) |
| function | gotoNode (o, subIndex, root, hash, relpath) |
| function | navTo (o, root, hash, relpath) |
| function | showSyncOff (n, relpath) |
| function | showSyncOn (n, relpath) |
| function | toggleSyncButton (relpath) |
| function | initNavTree (toroot, relpath) |
Variables | |
| var | navTreeSubIndices = new Array() |
| var | animationInProgress = false |
| function cachedLink | ( | ) |
Definition at line 63 of file navtree.js.
| function createIndent | ( | o, | |
| domNode, | |||
| node, | |||
| level | |||
| ) |
Definition at line 91 of file navtree.js.
| function deleteLink | ( | ) |
Definition at line 56 of file navtree.js.
| function expandNode | ( | o, | |
| node, | |||
| imm, | |||
| showRoot | |||
| ) |
Definition at line 253 of file navtree.js.
| function getData | ( | varName | ) |
Definition at line 3 of file navtree.js.
| function getNode | ( | o, | |
| po | |||
| ) |
Definition at line 384 of file navtree.js.
| function getScript | ( | scriptName, | |
| func, | |||
| show | |||
| ) |
Definition at line 72 of file navtree.js.
| function glowEffect | ( | n, | |
| duration | |||
| ) |
Definition at line 281 of file navtree.js.
| function gotoAnchor | ( | anchor, | |
| aname, | |||
| updateLocation | |||
| ) |
Definition at line 129 of file navtree.js.
| function gotoNode | ( | o, | |
| subIndex, | |||
| root, | |||
| hash, | |||
| relpath | |||
| ) |
Definition at line 397 of file navtree.js.
| function hashUrl | ( | ) |
Definition at line 28 of file navtree.js.
| function hashValue | ( | ) |
Definition at line 23 of file navtree.js.
| function highlightAnchor | ( | ) |
Definition at line 288 of file navtree.js.
| function initNavTree | ( | toroot, | |
| relpath | |||
| ) |
Definition at line 466 of file navtree.js.
| function localStorageSupported | ( | ) |
Definition at line 38 of file navtree.js.
| function navTo | ( | o, | |
| root, | |||
| hash, | |||
| relpath | |||
| ) |
Definition at line 412 of file navtree.js.
| function newNode | ( | o, | |
| po, | |||
| text, | |||
| link, | |||
| childrenData, | |||
| lastNode | |||
| ) |
Definition at line 157 of file navtree.js.
| function pathName | ( | ) |
Definition at line 33 of file navtree.js.
| function removeToInsertLater | ( | element | ) |
Definition at line 371 of file navtree.js.
| function selectAndHighlight | ( | hash, | |
| n | |||
| ) |
Definition at line 307 of file navtree.js.
| function showNode | ( | o, | |
| node, | |||
| index, | |||
| hash | |||
| ) |
Definition at line 330 of file navtree.js.
| function showRoot | ( | ) |
Definition at line 238 of file navtree.js.
| function showSyncOff | ( | n, | |
| relpath | |||
| ) |
Definition at line 442 of file navtree.js.
| function showSyncOn | ( | n, | |
| relpath | |||
| ) |
Definition at line 447 of file navtree.js.
| function storeLink | ( | link | ) |
Definition at line 49 of file navtree.js.
| function stripPath | ( | uri | ) |
Definition at line 10 of file navtree.js.
| function stripPath2 | ( | uri | ) |
Definition at line 15 of file navtree.js.
| function toggleSyncButton | ( | relpath | ) |
Definition at line 452 of file navtree.js.
| var animationInProgress = false |
Definition at line 127 of file navtree.js.
| var navTreeSubIndices = new Array() |
Definition at line 1 of file navtree.js.


Client: A&O Fonds grafimediabranche
Duration: 5 months
My role: UX Designer, Web Developer
Date: 09/2019 to 02/2020
A&O Fonds Grafimediabranche helps the graphics and printing sector of the Netherlands by providing education to employees in various companies. Together with the Digital Society School, we were asked to develop new ways of making the industry more connected and engaged.
This project was done together with Batuhan Köksal, Minatsu Homma, Mick Jongeling and Natalia Agafonova.
ObjectivesOur initial research showed us that most of the industry’s stakeholders weren’t too familiar with technology, thus limiting the tools we could use to present our solutions. Moreover, A&O Fonds had somewhat of a troubled relationship with their partner printers, due to the absence of a proper PR campaign. Most printers didn’t really believe in A&O Fonds to deliver any helpful products but money. We had the challenge of not only coming up with something that would satisfy our client’s needs, but also change the perspective printers had of A&O Fonds.
The ProcessInitially, we conducted a series of visits and interviews with graphic designers, book designers, paper producers and consultants that were relevant to the industry in general. Later on, to properly empathize with the main stakeholders of the research, we visited printing companies around the country and spent an afternoon immersed in their processes and work spaces.
These two on-site phases, along with the desk research we conducted, provided us with enough insights to make more established and responsible decisions regarding our project. It became apparent the industry was struggling with innovating their work space, while A&O was struggling to get their message across effectively and in a trustworthy way.


The Goodest Boy in the World!
Gooder than the competition!
Everybody knows he's the best!
Some people call him El Guapo!
Literally the smartest!
He loves you just the way you are!
Come on over, he loves visitors!
Call Donovan now!
Or email him! Why not?


Braskem S.A. 2019 Q3 - Results - Earnings Call Presentation
by SA Transcripts, https://seekingalpha.com/author/sa-transcriptsThe following slide deck was published by Braskem S.A. in conjunction with their 2019 Q3 earnings call.
The following slide deck was published by Braskem S.A. in conjunction with their 2019 Q3 earnings call.


Sign in
Sign up
Username
Log out
POST A CAR
Car Specification
Manufacturer
*
Model
*
Year
*
Color
*
Body Type
Mileage (km)
State
New
Used
Description
Price (₦)
*
Post Car


See
the js-sequence-diagrams landing page
for syntax.
You -> "this page": text description of sequence diagram Note over "this page": generates SVG and PNG files "this page" -> You: here you go Note over You: (press submit twice\non initial load)
(PNG generation only works in Chrome)
Download PNG


| Image | Name | Description |
|---|
| | Obelisk (9, 11, 12, Tactics), Oberisk (Tactics-PSX)
| A fairly strong spear/pole.
|
| Ogre Axe (2, 4, 5)
| Powerful axe.
|
| Ogre Nix/Ogrenix (6, TA2), Organics (7), The Ogre (9, 10)
| A medium-strength sword/axe/claw. In 10 it had multiple attack/magic attack raises. In FF12 it is the name of one of the Resistance ships.
|
| | Orichalcon (2, 3, 5, 8, 9, 12, Tactics), Orichalcum Dirk (TA2)
| A fairly strong knife. In 8 this item teaches "Vit+40%". In 12 it's a loot item.
|
| | Partisan (5, 6, 7, 9, 11, 12, Tactics, TA2)
| Fairly strong spear.
|
| X | Perseus Bow (12, 12RW, Tactics, TA, TA2)
| One of the strongest bows in the game.
|
| | Pinwheel (5, 7, 8, 11), Fuma (4), Ninja Star (4a, 6), Fuma Shuriken (Tactics)
| Powerful throwing weapon.
|
| Poison Axe (2, 5), Venom Axe (4)
| Poisons the enemy.
|
| | Ragnarok (3, 4, 5, 6, 7, 9, 10, 11, 12, Tactics, TA2)
| This sword is generally the strongest weapon in the series; it sometimes has effects like casting Flare (it adds Immobilize in 12). It also appears as transportation in 8 and as an accessory in X-2.
|
| | Rising Sun (5, 6, 7, 8, 9, TA2)
| A throwing weapon which can attack from the back row with equal damage. Unequippable in 9 but used in "Throw" command. A claw weapon in TA2.
|
| | Rune Axe (2, 3, 4, 5, 11)
| Ultimate axe.
|
| Rune Bell (3, 5)
| Most powerful bell.
|
| | Rune Blade/Runeblade (1, 6, 7, 9, 11, 12, 12RW, Tactics), Rune Sword (1n), Rune Edge (5), Rune Steel/Runemaster (10)
| In several games, uses MP to inflict critical blows. Raises magic power in other games.
|
| | Sage Staff (4, 5, Tactics-PSX), Life Staff (4a), Staff of the Magi (Tactics), Sage Crosier (TA2)
| Ultimate staff raises magic power.
|
| | Save The Queen (8, 9, 10, 11, 12, 12RW, Tactics, TA2)
| Quistis's best whip in 8, Beatrix's sword in 9, Meliadoul's sword in Tactics. Had Double AP and Double Overdrive in 10. A strong Greatsword in 12.
|
| | Scorpion Tail (8, 12, Tactics, TA, TA2)
| A medium-to-strong whip/mace. The best hammer in 12.
|
| | Shuriken (3, 4, 5, 6, 7, 11, Tactics)
| A ninja throwing star.
|
| | Sleep Sword (2, 4, Tactics-PSX), Slumber Sword (5), Sleep Blade (Tactics)
| Puts enemies to sleep.
|
| Thor Hammer (1, 3, 5), Mjolnir (TA2)
| A run-of-the-mill hammer.
|
| | Tiger Fangs (6, 9, 11, TA, TA2)
| Strong claws.
|
| | Trident (2, 5, 6, 7, 9, 10, 11, 12, 12RW, TA2)
| A Water- or Ice-elemental spear. In 10 it had three elemental attacks.
|
| Ultima Weapon (1[GBA], 7, 9, 10j, 12, 12RW, 8 non-usable)
| A smooth, shiny blade; one of the strongest in the game. In 8 it was held by the monster "Ultima Weapon". In 10 this was translated as Caladbolg, Tidus's Ultimate Weapon. Usually not a Knight Sword.
|
| | Wind Spear (3, 4, 5, 11)
| Wind-elemental spear.
|
| | Wizard Rod (5, 9, Tactics), Magus Rod (6), Staff of the Magi (12), Wizard's Rod (12RW)
| Very strong rod, often the strongest in the game.
|
| | Yoichi Bow (2, 3, 4, 5, 12, Tactics, TA2), Yoichinoyumi (11), Samurai Bow (4a)
| Ultimate bow most of the time; a strong bow otherwise.
|
| X | Zantetsuken (4, 5, 6, 7, 8, 9)
| This is Odin's Steel-Bladed Sword; Gilgamesh inherits it in 8.
|
| | Zeus Mace (12, 12RW, TA, TA2), Mace of Zeus (9, Tactics)
| The most powerful (or second-most-powerful) staff/mace.
|
| | Zorlin Shape (9, Tactics-PSX, TA), Zwill Straightblade (Tactics), Zwillblade (TA2)
| One of the most powerful thief knives.
|


-
Hervé Gourdel a-t-il été livré aux terroristes par ses compagnons de ...
www.sudouest.fr
Quels liens unissaient les compagnons de marche d’Hervé Gourdel et ses ravisseurs ? Des zones d’ombre entourent l’affaire de l’otage français en ...
-
MEAA says national security law an outrageous attack on press freedom in ...
www.alliance.org.au
The Media, Entertainment & Arts Alliance (MEAA), the union and industry advocate for Australia’s journalists, has described the National Security ...
-
FBI blasts Apple, Google for locking police out of phones
www.washingtonpost.com
The agency director’s criticisms echo the frustrations of law enforcement officials nationwide.
-
Petition to Obama Administration: End the Harassment and Targeting of ...
www.eff.org
Imagine the United States without independent reporters. Where would the news come from? Press releases and corporate statements? Government-run ...
-
Dangerous Law In Australia Could Criminalize Basic Reporting and Gut ...
freedom.press
Earlier today, the Australian Senate passed a sweeping new ‘anti-terror’ law that will allow the Australian government to conduct mass surveillance ...
-
Terror laws clear Senate, enabling entire Australian web to be monitored ...
www.smh.com.au
Australian spies will soon have the power to monitor the entire Australian internet with just one warrant, and journalists and whistleblowers will ...
-
Obama accused of behaving like Bush before the Iraq War
www.youtube.com
US led airstrikes targeted multiple oil refineries in Islamic State held territory on Wednesday, taking out key sources of funding for the jihadist ...
-
24 | September | 2014 | Red Hat Security
securityblog.redhat.com
We have written a FAQ to address some of the more common questions seen regarding the recent bash issues.
-
DHL deploys ‘parcelcopter’ drone for drug deliveries to remote German ...
rt.com
A ‘parcelcopter’ drone operated by DHL will be used to deliver pharmaceuticals to a small German island in what the company says to be the first in ...
-
Running Linux on the Allwinner A80 Optimusboard ARM Server (Part 2) | ...
www.mininodes.com
Previously, we discussed how to build Linux for the new Allwinner A80 Optimusboard ARM Microserver using the SDK. Now, let’s go through the process ...
-
La famille Royal:Grard, frre de Sgolne (paru le 16/03/2006)
www.lexpress.fr
Par Jean-Marie Pontault et , publi le 02/10/2006 10:22
-
Video: Cop Insists Travel is a Privilege Granted by the State
www.infowars.com
Police completely ignorant of the concept of god-given natural rights.
-
US cracks down on ‘unpatriotic’ corporations’ tax inversion deals
rt.com
The American corporations labeled unpatriotic for exploiting loopholes to avoid US taxes may see the so-called tax inversion schemes much less ...
-
SA agencies deploy FinFisher malware
www.itweb.co.za
WikiLeaks has uncovered South African use of FinFisher spyware among a massive data leak
-
O, bomber! Obama bombs 7th country in 6 years
rt.com
American jets hit targets in Syria on Tuesday in the US-led fight against Islamic State. Although the US has not declared war since 1942, this is the ...
-
[WIP] Complete Lua Server Framework - Lua preprocessing, routing... • ...
www.reddit.com
9 points and 9 comments so far on reddit
-
Conspiracy to hide police use of mobile phone snooping devices from the ...
mocek.org
Public records I received last week reveal that the Federal Communications Commission (FCC) are requiring police departments to engage in ...
-
Reversible, tiny, faster: Hands-on with the USB Type-C plug
arstechnica.com
Ars chatted with some of the main actors behind the new plug that supports USB 3.1.
-
Google announces plan to build $773M data center in the Netherlands by 2017
venturebeat.com
Google today announced a four-year plan to build an approximately $773.6 million (€600 million) data center located in the Netherlands. Not ...
-
Schneier on Security: Lesson in Successful Disaster Planning
www.schneier.com
I found the story of the Federal Reserve on 9/11 to be fascinating. It seems they just flipped a switch on all their Y2K preparations, and it worked.
-
[Phoronix] CompuLab Utilite: A Tiny, Low-Power, Low-Cost, ARM Linux Desktop
www.phoronix.com
Phoronix is the leading technology website for Linux hardware reviews, open-source news, Linux benchmarks, open-source benchmarks, distribution ...
-
Massive Aid Needed for Ebola Outbreak as Outlook Worsens
www.bloomberg.com
Massive amounts of supplies and additional health workers are still needed in Liberia, Sierra Leone and Guinea to help control the Ebola outbreak ...
-
US predicts Ebola could infect 1.4 mn by end of January
rt.com
Ebola infections in West Africa could hit 1.4 million by the end of January if current trends continue and no immediate, large-scale increase in ...
-
The Pirate Bay Runs on 21 "Raid-Proof" Virtual Machines To Avoids Detection
thehackernews.com
The Pirate Bay Runs on 21 "Raid-Proof" Virtual Machines To Avoids Detection
-
About the security content of iOS 8
support.apple.com
This document describes the security content of iOS 8.
-
Obama Ignores Congress Again to Launch Syria Attack With No Legal Basis
www.infowars.com
President commits impeachable offense.


{% extends "dashboard_base.html" %} {% load thumbnail i18n compress calculate_age %} {% load url from future %} {% block additional-css %} {% endblock %} {% block container %}
{% trans "Blobon Analytics helps you learn about your website so you can make it more useful for visitors." %}
{% trans "Blobon Apps helps you be more productive from anywhere with online email, calendar, and docs." %}
{% trans "Blobon Reach helps you find new customers who are looking for what you have to offer." %}
{% trans "Here is the adress to join us, you can also use the contact form below.  %}


Describes the ar65 archiver.
Describes the ca65 macro assembler.
Describes the cc65 C compiler.
Describes the cl65 compile & link utility.
Describes the co65 object-file converter.
Describes the da65 6502/65C02 disassembler.
Describes the GEOS resource compiler (grc65).
Describes the ld65 linker.
Describes the od65 object-file analyzer.
Describes the sprite and bitmap utility.
Describes the use of the tools, by building a short "hello world" example.
Contains hints on creating the most effective code with cc65.
Build programs, using the GNU Make utility.
How to use the cc65 toolset for a custom hardware platform (a target system not currently supported by the cc65 library set).
Debug programs, using the VICE emulator.
A (currently incomplete) function reference.
Low-level disk I/O API.
The GEOSLib manual.
An overview over the cc65 runtime and C libraries.
Describes Christian Krügers macro package for writing self modifying assembler code.
Describes the o65 file format that is used for dynamically loadable modules and LUnix programs.
Topics specific to the Apple ][.
Topics specific to the enhanced Apple //e.
Topics specific to the Atari 8-bit machines.
Topics specific to the Atari 5200 Game Console.
Topics specific to the Oric Atmos.
Topics specific to the Commodore 128.
Topics specific to the Commodore 16/116.
Topics specific to the Commodore 64.
Topics specific to the Commodore 510.
Topics specific to the Commodore 610.
Topics specific to the Atari Lynx Game Console.
Topics specific to the Nintendo Entertainment System.
Topics specific to the Ohio Scientific machines.
Topics specific to the Commodore PET machines.
Topics specific to the Commodore Plus/4.
Topics specific to the Supervision Console.
Topics specific to the Commodore VIC20.