IEEE ISORC 2020 ORGANIZING COMMITTEE
General Chairs
University of Frankfurt, Germany
Nanyang Technological University, Singapore
Vanderbilt University, USA
Program Committee Chairs
North Carolina State University,USA
Indian Institute of Science(IISc), Bengaluru, India
Scuola Superiore Sant'Anna, Pisa, Italy
Local Chair
Vanderbilt University, USA
Web Chair
Anirban Bhattacharjee
Vanderbilt University, USA
Publicity Chair
Scuola Superiore Sant'Anna, Italy
Shweta Khare
Vanderbilt University, USA
Local Organization Team
Sara Maddox
Vanderbilt University, USA
Amy Karns
Vanderbilt University, USA
Gerilynn Pearce
Vanderbilt University, USA
Vanderbilt University, USA
Vanderbilt University, USA
Steering Committee Chairs
Goethe Universität Frankfurt am Main, Germany
The Aerospace Corporation, USA
Finance Chair
Vanderbilt University, USA
Submission Chair
Max Planck Institute for Software Systems (MPI-SWS), Germany
Proceedings Chair
Yogesh Barve
Vanderbilt University, USA


{% extends "layout-vary.html" %} {% block page_title %} Example - Forms {% endblock %} {% block content %} Enter pin code into your phone For example, 35324 You would have set your pin when you first registered for DigiD. {% endblock %}
For example, 35324
You would have set your pin when you first registered for DigiD.


Loop Development Kit (LDK) for NodeJS
The LDK is a plugin system for Sidekick. The LDK is built with go-plugin, a HashiCorp plugin system used in several of their projects.
Plugins developed with this library are executed by Sidekick as separate processes. This ensures that crashes or instability in the plugin will not destabilize the Sidekick process.
Communication between Sidekick and the plugin is first initialized over stdio and then performed using GRPC. On mac and linux the GRPC communication is sent over unix domain socket and on windows over local TCP socket.
NOTE: Currently, communication from Sidekick to the plugin, takes place over local TCP socket on mac and linux. Communication from the plugin back to Sidekick still takes place over unix domain socket. This is due to a limitation of the GRPC libraries for NodeJS and will hopefully be fixed in the future.
In order for Sidekick to use a plugin, it must be compiled. Sidekick does not compile or interpret source code at runtime. A consequence of this is that plugins will need to be compiled for each operating system that they want to support. We recommend using PKG to compile NodeJS plugins into an executable.
Installation
Add the dependency to your package.json under the dependencies:
"dependencies": {
"ldk": "git+https://github.com/open-olive/loop-development-kit-node.git"
}
Install using NPM
npm i
Usage
Full documentation available on here.
Controllers
This LDK can be used to write controllers for Sidekick. More detail about controllers is available here.
- Basic Controller Example - Recommend using as a starting point for new Controllers.
Sensors
This LDK can be used to write sensors for Sidekick. More detail about sensors is available here.
- Basic Sensor Example - Recommend using as a starting point for new Sensors.


| Wireless Barrel Speak | Stereo Heaset | Wireless Neckband Earphones | Wired Earphones |
|---|---|---|---|
| Wireless Barrel Speak | Stereo Heaset | Wireless Neckband Earphones | Wired Earphones |
| Wireless Barrel Speak | Stereo Heaset | Wireless Neckband Earphones | Wired Earphones |
| Wireless Barrel Speak | Stereo Heaset | Wireless Neckband Earphones | Wired Earphones |
© EM Technology Limitada 2018 - Todos os Direitos Reservados


|
Rendering and Animation Platform
|
This is the complete list of members for SceneGraph::ParticleSystemNode, including all inherited members.
| draw() | SceneGraph::ParticleSystemNode | inlinevirtual |
| m_colorBuffer | SceneGraph::PointRenderer | protected |
| m_particleSystem | SceneGraph::ParticleSystemNode | protected |
| m_pointCount | SceneGraph::PointRenderer | protected |
| m_pointSize | SceneGraph::PointRenderer | protected |
| m_positionBuffer | SceneGraph::PointRenderer | protected |
| ParticleSystemNode(Animation::ParticleSystem *particleSystem, float particleSize=1.0f) | SceneGraph::ParticleSystemNode | inline |
| PointRenderer(HelperGl::Buffer< Math::Vector3f > *positionBuffer, float pointSize=1.0, HelperGl::Buffer< HelperGl::Color > *colorBuffer=NULL) | SceneGraph::PointRenderer | inline |
| setPointCount(size_t count) | SceneGraph::PointRenderer | inline |


{% extends "layout.html" %} {% load staticfiles %} {% block title %}Resources{% endblock %} {% block page-content %}
We are fortunate in South Africa, to have legislation mandating service delivery levels for government services and agencies. Use the following links to familiarise yourself with the governing policies.
A lot of work and research has gone into understanding requirements needed for state departments and agencies to effectively deliver the services they are mandated to. These requirements are defined in the norms and standards documentation.
The Batho Pele (“People First”) principles are aligned to the South African Constitution. Government officials and agencies must follow the “Batho Pele” principles which require public servants to be polite, open and transparent and to deliver good service to the public.
Explore the following links to see how community based monitoring is improving lives in other areas of South Africa, Africa and the World.


{% extends '_base.html' %} {% block head %}
Meetups, conferences, workshops. All Czech Python events, at one place.
Python meetups called “Pyvo” are happening across the country. You're welcome to come, or present at one!
{% include '_meetups.html' with context %}


Methods of Class BaseReference
- get
- XInterface * get() throw();
-
| virtual |
abstract |
const |
volatile |
template |
static |
inline |
C-linkage |
| NO |
NO |
NO |
NO |
NO |
NO |
YES |
NO |
- Summary
- Gets interface pointer. This call does not acquire the interface.
- Return
- UNacquired interface pointer
- is
- sal_Bool is() throw();
-
| virtual |
abstract |
const |
volatile |
template |
static |
inline |
C-linkage |
| NO |
NO |
NO |
NO |
NO |
NO |
YES |
NO |
- Summary
- Checks if reference is null.
- Return
- true if reference acquires an interface, i.e. true if it is not null
- operator==
- sal_Bool operator==(
| XInterface * |
pInterface ) const throw(); |
| virtual |
abstract |
const |
volatile |
template |
static |
inline |
C-linkage |
| NO |
NO |
YES |
NO |
NO |
NO |
YES |
NO |
- Summary
- Equality operator: compares two interfaces
Checks if both references are null or refer to the same object.
- Parameters
-
- Return
- true if both references are null or refer to the same object, false otherwise
- operator!=
- sal_Bool operator!=(
| XInterface * |
pInterface ) const throw(); |
| virtual |
abstract |
const |
volatile |
template |
static |
inline |
C-linkage |
| NO |
NO |
YES |
NO |
NO |
NO |
YES |
NO |
- Summary
- Unequality operator: compares two interfaces
Checks if both references are null or refer to the same object.
- Parameters
-
- Return
- false if both references are null or refer to the same object, true otherwise
- operator==
- sal_Bool operator==(
-
| virtual |
abstract |
const |
volatile |
template |
static |
inline |
C-linkage |
| NO |
NO |
YES |
NO |
NO |
NO |
YES |
NO |
- Summary
- Equality operator: compares two interfaces
Checks if both references are null or refer to the same object.
- Parameters
-
- Return
- true if both references are null or refer to the same object, false otherwise
- operator!=
- sal_Bool operator!=(
-
| virtual |
abstract |
const |
volatile |
template |
static |
inline |
C-linkage |
| NO |
NO |
YES |
NO |
NO |
NO |
YES |
NO |
- Summary
- Unequality operator: compares two interfaces
Checks if both references are null or refer to the same object.
- Parameters
-
- Return
- false if both references are null or refer to the same object, true otherwise
- operator<
- sal_Bool operator<(
-
| virtual |
abstract |
const |
volatile |
template |
static |
inline |
C-linkage |
| NO |
NO |
YES |
NO |
NO |
NO |
YES |
NO |
- Summary
- Needed by some STL containers.
- Parameters
-
- Return
- true, if this reference is less than rRef
- iquery
- static XInterface * iquery(
| XInterface * |
pInterface, |
| const Type & |
rType ) |
| throw( RuntimeException ); |
| virtual |
abstract |
const |
volatile |
template |
static |
inline |
C-linkage |
| NO |
NO |
NO |
NO |
NO |
YES |
YES |
NO |
- Summary
- Queries given interface for type rType.
- Parameters
| pInterface |
interface pointer
|
| rType |
interface type
|
- Return
- interface of demanded type (may be null)
- iquery_throw
- static XInterface * iquery_throw(
| XInterface * |
pInterface, |
| const Type & |
rType ) |
| throw( RuntimeException ); |
| virtual |
abstract |
const |
volatile |
template |
static |
inline |
C-linkage |
| NO |
NO |
NO |
NO |
NO |
YES |
YES |
NO |
- Summary
- Queries given interface for type rType.
Throws a RuntimeException if the demanded interface cannot be queried.
- Parameters
| pInterface |
interface pointer
|
| rType |
interface type
|
- Return
- interface of demanded type
Top of Page
Copyright © 2012, The Apache Software Foundation, Licensed under the Apache License, Version 2.0. Apache, the Apache feather logo, Apache OpenOffice and OpenOffice.org are trademarks of The Apache Software Foundation. Other names may be trademarks of their respective owners.


Mac OS X 10.7 Lion: the Ars Technica review
Reconsidering fundamentals
The user-visible changes in Lion are legion. You'll be hard-pressed to find any part of the user interface that remains completely unchanged from Snow Leopard, from the look and feel all the way down to basic behaviors like application and document management. In Lion, Apple has taken a hard look at the assumptions underlying the last ten years of Mac OS X's development—and has decided that a lot of them need to change. Get ready.
Lion's new look
Let's ease into things with a tour of Lion's revised user interface graphics. Though Apple still uses the name "Aqua" to refer to Lion's interface, the look is a far cry from the lickable, candy-coated appearance that launched the brand. If you can imagine three dials labeled "color," "contrast," and "contour," Apple has been turning them down slowly for years. Lion accelerates that process.
The shapes have started to change, too. The traditional capsule shape of the standard button has given way to a squared-off, Chiclets-style appearance. The tubular shape of the progress bars, a fixture since even before the dawn of Mac OS X, has been replaced with a vaguely puffy stripe of material. Radio buttons, checkboxes, slider thumbs, segmented controls, "tab" controls—nearly everything that used to protrude from the screen now looks as if it was pounded down with a rubber hammer.
Even the elements that look identical, like the plain gray window title bars, are slightly different from their Snow Leopard counterparts. The new look is not a radical departure—everything hasn't gone jet black and grown fur, for example—but this is the first time that nearly every element of the standard GUI has been changed in a way that's identifiable without a color meter or a magnifying glass.
For the most part, the new look speaks in a softer voice than its predecessor. The total removal of blue highlights from several controls (e.g., pop-up menus, combo boxes, slider thumbs, and tab controls) makes most interfaces appear slightly less garish. On the other hand, the additional green in the blue highlights that still do exist makes those controls appear more saccharine.
Apple says that its goal with the Lion user interface was to highlight content by de-emphasizing the surrounding user interface elements. You can see this most clearly in sidebar and toolbar icons, which are now monochromatic in most of the important bundled applications. But this has the unfortunate side effect of making interface elements less distinguishable from each other, especially at the small sizes typical in sidebars. I'm not sure the "increased emphasis on content" is enough to balance out the loss, especially in applications like the Finder.
Appearance changes can have effects beyond emphasis, fashion, and mood. Take the "traffic light" red, yellow, and green window widgets, for example. As you can see in the images on the right, they've gotten smaller in Lion. Or rather, the colored portion has gotten smaller; the actual clickable area has lost only one pixel in height and five pixels in total width across all three widgets.
But the psychological effect of the shrunken appearance is something else entirely. Despite the tiny difference in the functional size, I find myself being ever-so-slightly more careful when targeting these widgets in Lion. It's a little annoying, especially since it's not clear to me how the new, smaller size fits into Lion's new look. Does such a small reduction in size really serve to better emphasize window content? After all, none of the other controls have gotten any smaller.
Other aspects of the new look have clearer intentions. The flatter, more matte look of most controls, and especially the squared-off shape of the standard button, all bring to mind the look of Apple's other operating system, iOS. One control in particular takes the iOS connection even further.
Finally, there's Apple's budding love affair with a particular linen texture. It made its first appearance on the backside of some Dashboard widgets. More recently, it was used as the background pattern for the notifications sheet in iOS 5. In Lion, it's featured even more prominently as the background for the newly restyled login screen, now featuring circular frames for user icons. (Also note the subset of menu bar status icons still visible in the top-right corner of the screen.)
Scroll bars
Scroll bars, which Apple likes to call "scrollers" these days, are among the least-changed interface elements in Mac OS X. While the rest of the Aqua interface was refined—edges sharpened, pinstripes removed, shines flattened—scrollbars stubbornly retained their original Aqua look for over a decade.
Scroll bars haven't been entirely static in Mac OS X, however. For many years, iTunes has had its own custom scroll bar look.
When these new scroll bars were first introduced in iTunes 7 in 2006, there was some speculation that this was a trial run for a new look that would soon spread throughout the OS. That didn't happen. But now, five years later, scroll bars are finally changing system-wide in Mac OS X. Here's a scroll bar from Lion:
The smeared gradient and fuzzy edges of the iTunes scroll thumb are nowhere to be seen. Instead, we have a narrow, monochrome, sharp-edged lozenge. Just like the window widgets, the scroll thumb appears slightly smaller than its Snow Leopard counterpart. (In this case, total scroll bar width and the clickable area are actually the same as in Snow Leopard.)
The change in appearance might distract you from what's really different: where are the scroll arrows? You know, the little buttons on either end of the scroll bar (or grouped together on one end) that you click to move the scroll thumb a bit at a time? Well, they're gone.
But wait, there's more. Here's a Finder window.
Though I can assure you that Lion comes with more than eight applications, you wouldn't know it from looking at this screenshot. Forget about the arrows, where are the scroll bars?
Placing the cursor into the window and using the scroll wheel on the mouse or two-finger scrolling on a trackpad reveals what you might have already guessed based on the shape and appearance of the new scroll thumbs. Extremely thin, monochrome scroll thumbs fade in as the scrolling begins, and disappear shortly after it ends. These transient scroll thumbs appear on top of the window's content, not in alleys reserved for them on the edges of the window.
These ghostly overlay scroll bars are straight out of iOS. When they were introduced in 2007 on the iPhone's 3.5-inch screen, they made perfect sense. Dedicating one or more finger-width strips of the screen for always-visible, touch-draggable scroll bars would have been a colossal waste of pixels (and anything less than a finger's width of pixels would have been too narrow to comfortably use). Overlay scroll bars were essential in iOS, and completely in keeping with its direct manipulation theme. In iOS, you don't manipulate an on-screen control to scroll, you simply grab the whole screen with your finger and move it.
Apple isn't (yet) asking us to start poking our fingers at our Mac's screen, but it does now ship every Mac with some kind of touch-based input device: internal trackpads on laptops, and external trackpads or touch-sensitive mice on desktops. Lion further cements the dominance of touch by making all touch-based scrolling work like it does on a touchscreen. Touching your finger to a control surface and moving it downwards will move the document downwards, revealing more content at top and hiding some of the content that was previously visible on the bottom. This sounds perfectly logical, but it also happens to be exactly the opposite how scrolling has traditionally worked with mouse scroll wheels. The effect is extremely disconcerting, as our fingers unconsciously flick at the scroll-wheel while our eyes see the document moving the "wrong" way.
Thankfully, there is a preference to restore the old mapping of finger movement to scroll direction. There's a second setting in the Trackpad preference pane, phrased in the opposite way. Unfortunately, the settings are linked; you can't have different values for each kind of input device.
Though the unification of scrolling gestures is logical, it's difficult to get used to after so many years of doing things the other way. The most common scrolling direction is downwards, and the most natural finger movement is curling inwards. These two things align when using a mouse wheel with the "old" scrolling direction setting. Old habits aside, it may be that the difference between touching a screen directly and touching a separate device on a horizontal surface in front of the screen is just too great to justify a single input vocabulary.
Either way, there's sure to be an uncomfortable transition period for everyone. For example, the two-finger swipe to the left or right used to switch between screens in Launchpad (described later) feels "backwards" when the scroll direction preference is set to the traditional, pre-Lion behavior. Perhaps just seeing a screen covered with a grid of icons unconsciously triggers the "iOS expectations" region of our brains. (And if you set the scroll direction to "feel right" for two-finger swiping in Launchpad, then the four-finger swipe between Spaces feels backwards! Sigh.)
Scroll bars do more than just let us scroll. First, their state tells us whether there's anything more to see. A window with "inactive" (usually shown as dimmed) scroll bars indicates that there is no content beyond what is currently visible in the window. Second, when a document has more content than can fit in a window, the scroll bars tell us our current position within that document. Finally, the size of the scroll thumb itself—or the amount of room the scroll thumb has to move within the scroll bar, if you want to look at it that way—gives some hint about the total size of the content.
Most computer users aren't conscious of such subtleties, but their combined effects are profound. Long-time Mac users might remember a time when scroll thumbs were perfectly square regardless of the total size of a window's content. When I think back to my time using those scroll bars, I don't recall any problems. But just try using these so-called "non-proportional" scroll bars today. The modern computer user's mind revolts at the lack of information, usually treating it instead as misleading information about the total size of a window's content. ("This window looked like it had pages and pages of content, but when I dragged the tiny square scroll thumb all the way from the top to the bottom, it only revealed two new lines of text!")
And keep in mind that proportional scroll thumbs are the most subtle of the cues that scroll bars provide. The others are even more widely relied upon. The complete lack of visible scroll bars leaves a huge information void.
Let's put aside the familiar for a moment. In the absence of scroll bars, are there other visual cues that could provide the same information? Well, if truncated content appears at the edge of a window, it's usually a safe bet that there's more content in that direction. The prevalence of whitespace (between icons in the Finder, between lines of text, etc.) can make such truncation less obvious or even undetectable, but at least it's something. For total content size and position within the document, there's no alternative even that good.
But fear not, gentle scroller. Like the scroll direction, scroll bar visibility has a dedicated preference (in the General preference pane):
The default setting, "Automatically based on input type," will use overlay scroll bars as long as there's at least one touch-capable input device attached (though the trackpad on laptops doesn't count if any other external pointing devices are connected). If you don't like this kind of second-guessing, just choose one of the other options. The "When scrolling" option means always use overlay scroll bars, and the "Always" option means always show scroll bars, using the appearance shown earlier.
Lion includes new APIs for briefly "flashing" the overlay scroll bars (i.e., showing them, then fading them out). Most applications included with Lion briefly show the scroll bars for windows that have just appeared on the screen, have just been resized, or have just scrolled to a new position (e.g., when showing the next match while searching within a document). This helps soften the blow of the missing information previously provided by always-visible scroll bars, but only a little.
Applications with other UI elements whose correct placement relies on the existence of a reserved 16-pixel stripe for the scroll bar outside the content area of the window may be forced to display what Apple calls "legacy" scroll bars. (Apple's term for non-overlay scroll bars tells you all you need to know about which way the wind is blowing on this issue.) You can see an example of one such UI element in the image on the right. The document scale pop-up menu (currently showing "100%") pushes the horizontal scroll bar to the left to make room for itself. Clearly, this will not work if the scroll bar overlays the content area and is hidden most of the time. Apple suggests that such applications find new homes for these interface elements, at which point the AppKit framework in Lion will allow them to display overlay scroll bars.
Lion's scroll bars are a microcosm of Apple's new philosophy for Mac OS X. This is definitely a case of reconsidering a fundamental part of the operating system—one that hasn't changed this radically in decades, if ever. It's also nearly a straight port from iOS, which is in keeping with Apple's professed "back to the Mac" mission. But most importantly, it's a concrete example of Apple's newfound dedication to simplicity.
In particular, this change reveals the tremendous weight that Apple gives to visual simplicity. A complete lack of visible scroll bars certainly does make the average Mac OS X screen look a lot less busy. A lack of visual clutter has been a hallmark of Apple's hardware and software design for years, and iOS has only accelerated this theme. Also, practically speaking, the sum of all those 16-pixel-wide stripes reserved for scroll bars on window edges may add up to a nontrivial increase in the number of pixels available for displaying content on a Mac's screen.
But there is a price to be paid for this simplicity; one person's noise is another person's essential source of information. Visual information, like the size and position of a scroll thumb, is one of the most efficient ways to communicate with humans. (Compare with, say, numeric readouts showing document dimensions and the current position as a percentage.)
These sacrifices were an essential part of the iPhone's success. The iPad, though larger, is clearly part of the same touch-based family of products, and is wisely built on the same foundation. But the Mac is a different kettle of fish—and not just because the screen sizes involved may be vastly larger, making the space savings of hidden scroll bars much less important.
The Mac user interface, with its menus, radio buttons, checkboxes, windows, title bars, and yes, scroll bars, is built on an entirely different interactivity model than iOS. The Mac UI was built for a pixel-accurate indirect pointing device; iOS was built for direct manipulation with one or more fingers. The visual similarity of on-screen elements and the technical feasibility of porting them from one OS to the other should not blind us to these essential differences.
It's interesting that all of the scrolling changes in Lion have preferences that allow them to be reverted to their pre-Lion behaviors. The defaults clearly indicate the direction that Apple wants to go, but the settings to reverse them—public, with real GUIs, rather than undocumented plist hacks—suggest caution, or perhaps even some internal strife surrounding these features.
Such caution is well-founded. Hidden scroll bars in particular have trade-offs that change dramatically based on the size of the screen and the input device being used. Like many features in Lion, the scrolling changes are most useful and appropriate on the Macs that are closest to iOS devices in terms of size and input method (the 11-inch MacBook Air being the best example). But on a Mac Pro with dual 27" 2560x1440-pixel displays attached, Lion's scrolling defaults make far less sense.
User comments


Park City is an old silver mining town turned ski & mountain bike destination.
The eco-diversity on the Big Island is one of the most striking features of the big island.
Newport, Oregon is one of my family's favorite places to visit on the Oregon coast!


[1]
we have been loyal regulars for years but wake up balaia , and sort yourselves out .
[2]
a few polite , lovely and welcoming staff , i 'm afraid most are rude .


| Abillity | Spec | Level | Cast Time | Cooldown | Cost | Directional? | Range | Effect |
| Tiger Palm | all | 1 | 50 energy | yes | melee | physical damage to 1 enemy | ||
| Blackout Kick | all | 2 | 3 seconds | yes | melee | physical damage to 1 enemy | ||
| Roll | all | 3 | 20 seconds | quickly roll forward a short distance | ||||
| Vivify | all | 4 | 1.5 seconds | ??? | 40 yd | heal a friendly target | ||
| Crackling Jade Lightning | all | 5 | 4 seconds channeled | ??? | 40 yd |
| ||
| Leg Sweep | all | 6 | 60 seconds | ??? | 6 yd | stuns all enemies within 6 yd for 3 seconds | ||
| Spinning Crane Kick | all | 7 | ??? seconds channeled | ??? | 8 yd | physical damage to up to 6 enemies within 8 yd | ||
| Expel Harm | all | 8 | 15 seconds | ??? | heals you and deals nature damage to 1 enemy within 10 yards equal to 10% of the healing done | |||
| Roll: Rank 2 | all | 9 |
| |||||
| Blackout Kick (brewmaster) | brewmaster | 10 | 4 seconds | yes | melee |
| ||
| Mastery: Combo Strikes | windwalker | 10 |
| |||||
| Mastery: Elusive Brawler | brewmaster | 10 |
| |||||
| Mastery: Gusts of Mists | mistweaver | 10 |
| |||||
| Rising Sun Kick (mistweaver) | mistweaver | 10 | 10 seconds | yes | melee | physical damage to 1 enemy | ||
| Rising Sun Kick (windwalker) | windwalker | 10 | 10 seconds | yes | melee | physical damage to 1 enemy | ||
| Touch of Death | all | 10 | 180 seconds | ??? | melee |
| ||
| Zen Pilgrimage | all | 11 | 10 seconds | 60 seconds |
| |||
| Enveloping Mist | mistweaver | 12 | 2 seconds | ??? mana | ??? | 40 yd | heals friendly target over 6 seconds | |
| Fists of Fury | windwalker | 12 | 4 seconds channeled | 24 seconds | 3 chi | yes | 8 yd |
|
| Stagger | brewmaster | 12 |
| |||||
| Resuscitate | all | 13 | 10 seconds | ??? | 40 yd |
| ||
| Provoke | all | 14 | 8 seconds | ??? | 30 yd | taunts an enemy to attack you | ||
| Blackout Kick: Rank 2 | windwalker | 17 |
| |||||
| Shuffle | brewmaster | 17 |
| |||||
| Soothing Mist | mistweaver | 17 | 8 seconds channeled | ??? mana per second | ??? | 40 yd |
| |
| Renewing Mist | mistweaver | 18 | 9 seconds | ??? mana | ??? | 40 yd |
| |
| Spear Hand Strike (brewmaster) | brewmaster | 18 | 15 seconds | ??? | melee |
| ||
| Spear Hand Strike (windwalker) | windwalker | 18 | 15 seconds | ??? | melee |
| ||
| Brewmaster's Balance | brewmaster | 19 |
| |||||
| Teachings of the Monastery | mistweaver | 19 |
| |||||
| Windwalking | windwalker | 19 |
|


5.9.0
Represents an IPv4 address
(string)
An IPv4 address string
Returns the address as a BigInteger
BigInteger
:
Helper function getting start address.
BigInteger
:
Helper function getting end address.
BigInteger
:
Returns true if the given address is in the subnet of the current address
boolean
:
Represents an IPv6 address
var address = new Address6('2001::/32');
Convert a BigInteger to a v6 address object
(BigInteger)
a BigInteger to convert
Address6
:
var bigInteger = new BigInteger('1000000000000');
var address = Address6.fromBigInteger(bigInteger);
address.correctForm(); // '::e8:d4a5:1000'
Return an address from ip6.arpa form
(string)
an 'ip6.arpa' form address
Adress6
:
var address = Address6.fromArpa(e.f.f.f.3.c.2.6.f.f.f.e.6.6.8.e.<IP_ADDRESS>.9.4.e.c.<IP_ADDRESS>.<IP_ADDRESS>.ip6.arpa.)
address.correctForm(); // '2001:0:ce49:7601:e866:efff:62c3:fffe'
Represents IPv6 address scopes
Represents IPv6 address types
A regular expression that matches bad characters in an IPv6 address
A regular expression that matches an incorrect IPv6 address
A regular expression that matches an IPv6 subnet
A regular expression that matches an IPv6 zone
Helper function getting start address.
BigInteger
:
Helper function getting end address.
BigInteger
:
Return the bits in the given range as a BigInteger
(any)
(any)
BigInteger
:
Return a zero-padded base-2 string representation of the address
String
:
var address = new Address6('2001:4860:4001:803::1011');
address.binaryZeroPad();
// '0010000000000001010010000110000001000000000000010000100000000011
//<PHONE_NUMBER>000000000000000000000000000000000000000001000000010001'
Return the address as a BigInteger
BigInteger
:
Returns true if the given address is in the subnet of the current address
boolean
:
Returns true if the address is in the canonical form, false otherwise
boolean
:
Returns true if the address is a link local address, false otherwise
boolean
:
Returns true if the address is a multicast address, false otherwise
boolean
:
Returns true if the address is a Teredo address, false otherwise
boolean
:
Returns true if the address is a loopback address, false otherwise
boolean
:
(any)
String
:
the address in link form with a default port of 80
(any)
String
:
a link suitable for conveying the address via a URL hash
Groups an address
String
:
String
:
the string with all zeroes contained in a
(any)
(any)
String
:
the string with each character contained in a
(any)
String
:
the string with leading zeroes contained in a
Groups an address
(any)
(any)
String
:
a grouped address


Register
First Name:
Last Name:
Male
Female
Shemale
Email:
Password:
Birthday:
Month
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Day
1
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Year
2001
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Submit


Any member can host an embedded JMX Manager, which provides a federated view of all MBeans for the distributed system. The member can be configured to be a manager at startup or anytime during its life by invoking the appropriate API calls on the ManagementService.
You need to have a JMX Manager started in your distributed system in order to use Geode management and monitoring tools such as gfsh and Geode Pulse.
Note: Each node that acts as the JMX Manager has additional memory requirements depending on the number of resources that it is managing and monitoring. Being a JMX Manager can increase the memory footprint of any process, including locator processes. See Memory Requirements for Cached Data for more information on calculating memory overhead on your Geode processes.


{% load static %}
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Module table
manipulating Lua tables.
Functions
| concat (table, sep, i, j) | Given an array where all elements are strings or numbers, returns `table[i]..sep..table[i+1] ... |
| insert (table, pos, value) | Inserts element `value` at position `pos` in `table`, shifting up other elements to open space, if necessary. |
| maxn (table) | Returns the largest positive numerical index of the given table, or zero if the table has no positive numerical indices. |
| remove (table, pos) | Removes from `table` the element at position `pos`, shifting down other elements to close the space, if necessary. |
| sort (table, comp) | Sorts table elements in a given order, *in-place*, from `table[1]` to `table[n]`, where `n` is the length of the table. |
Functions
- concat (table, sep, i, j)
-
Given an array where all elements are strings or numbers, returns
`table[i]..sep..table[i+1] ... sep..table[j]`. The default value for
`sep` is the empty string, the default for `i` is 1, and the default for
`j` is the length of the table. If `i` is greater than `j`, returns the
empty string.
Parameters:
- table
- sep
- i
- j
- insert (table, pos, value)
-
Inserts element `value` at position `pos` in `table`, shifting up
other elements to open space, if necessary. The default value for `pos` is
`n+1`, where `n` is the length of the table (see §2.5.5), so that a call
`table.insert(t,x)` inserts `x` at the end of table `t`.
Parameters:
- table
- pos
- value
- maxn (table)
-
Returns the largest positive numerical index of the given table, or
zero if the table has no positive numerical indices. (To do its job this
function does a linear traversal of the whole table.)
Parameters:
- table
- remove (table, pos)
-
Removes from `table` the element at position `pos`, shifting down other
elements to close the space, if necessary. Returns the value of the removed
element. The default value for `pos` is `n`, where `n` is the length of the
table, so that a call `table.remove(t)` removes the last element of table
`t`.
Parameters:
- table
- pos
- sort (table, comp)
-
Sorts table elements in a given order,
*in-place*, from `table[1]` to `table[n]`, where `n` is the length of the
table. If `comp` is given, then it must be a function that receives two
table elements, and returns true when the first is less than the second
(so that `not comp(a[i+1],a[i])` will be true after the sort). If `comp`
is not given, then the '<' operator will be used.
Parameters:
- table
- comp


Terminally ill man loses bid to bring High Court challenge over assisted dying
Lord Justice Irwin and Mrs Justice May said the court is ‘not an appropriate forum for the discussion of the sanctity of life’.
A terminally ill motor neurone disease sufferer’s bid to bring a fresh legal challenge against the “blanket ban” on assisted dying has been rejected by High Court judges.
Phil Newby, 49, from Rutland, East Midlands, was diagnosed with MND in 2014 and is no longer able to walk or use his hands and lower arms.
The married father-of-two brought legal action against the Government over the law, which makes it a criminal offence for anyone to help another person end their life.
Mr Newby’s case was that judges should thoroughly examine a large amount of expert evidence – including from countries where assisted dying is legal – before deciding whether the law is incompatible with his human rights.
But, refusing permission for his case to go ahead, Lord Justice Irwin and Mrs Justice May said the court is “not an appropriate forum for the discussion of the sanctity of life”.
His lawyers told a hearing in London in October that Mr Newby is facing an “inhumane and intolerable” deterioration as his illness progresses.
Mr Newby, a former director of environmental firm Green Ventures, had sought a declaration that the law as it stands is incompatible with his human rights.
His case is the latest in a series of challenges where the courts have been asked to consider the matter of assisted dying.
The most recent legal action was brought by MND sufferer Noel Conway, whose bid to appeal to the Supreme Court was rejected in November last year.
Mr Newby’s lawyers said he will appeal against the High Court’s decision.


All Classes
CoverDimensions
GetAlbumCoverService
GetLyricsService
Modes
MP3Player
Player
Status
Track
Utils


Much like life itself, your time at University is better spent with friends – and one of the best ways to make new mates is to join a club. With over 100 registered clubs and societies, there’s bound to be a group of like-minded people for you to meet and bond with. Or, if you see a gap that needs to be filled, you can always start a new club.
The UoN Medieval Society (a.k.a College of Saint Crispin) is a branch of the Society for Creative Anachronism. The club researches and recreates a diverse range of pre-17th century European culture, focusing on the middle ages. Campus: Callaghan Email<EMAIL_ADDRESS>Medieval Society on Facebook →
Graduate Gamers is a video and board gaming club for both undergraduate and postgraduate students that meets at the Callaghan campus. These are casual sessions where everyone is welcome to join in a variety of games, especially if you are new to gaming! Meetings are held weekly during semester, but also throughout the whole year. Members can bring their own games and/or consoles to play. The club is all about getting everybody playing and having fun. So take a break, grab a controller, meet fellow students and start gaming! Campus: Callaghan<EMAIL_ADDRESS>Graduate Gamers on Facebook →
The UON Book Club is designed to broaden students’ reading habits and connect them with other interested students, through the joy of reading and discussing books together. Members meet regularly to discuss a particular novel, and to socialise more broadly. Campus: Callaghan<EMAIL_ADDRESS>Book Club on Facebook →


{% extends 'base.html' %} {% load i18n %} {% block title %} {% trans "Give a key" %} {% endblock %} {% block content_class %}row{% endblock %} {% block content %}
{% trans "After you generate a key, the next screen shows a combination of letters and numbers. The screen gives 1 word that you’ll read for each letter. This helps the patient check they heard the correct letter." %}
{% trans "First the patient enters the key. Then the app guides them through the steps to notify people of possible exposure." %} {% url 'about:help_patient_enter_key' as help_url %} {% blocktrans %}
You can view screenshots from the app with instructions in Help patient enter key.
{% endblocktrans %}


Anyone wanna switch accounts with me for a day after seeing my mentions?
They would soon leave if I did 😂😂😂
Gladly!

@GrumpyGroyper I see no issue there. This actually could happen.
@GrumpyGroyper 😂😂😂
It would be biblical, I can handle yours, but can you take prayer requests and confessions? 🤔
People confess to you on this app?
@jenniev101 4 times, yup!
@RevFindlay That's doesn't count!!!!
🤣
let’s make it happen.
Yes!!!! Let's do it
Why Jen - whatever have you been up to to stir up such trouble?
Scroll through my profile
@jenniev101 Not seeing anything unusual on your part 😊.
What’s an account?? A new strain of green leafy ??
No, like be me for a day on Parler.

@OGhonky Put your fancy shoes on... Let's have it.
@jenniev101 Fancy enough?
@OGhonky I feel like I've seen this picture before 🤔
@jenniev101 Nope it’s fresh I only have so many pairs of shoes I wear to the office
@OGhonky Good enough...
Today has been rough. Not gonna lie.
You’ve got it well in hand! 🥰
😭😭😭
I just want to see life out of your eyes for a day.
I'd have fun
anytime anyplace
They would soon leave if I did 😂😂😂
Gladly!
It would be biblical, I can handle yours, but can you take prayer requests and confessions? 🤔
🤣
let’s make it happen.

What’s an account?? A new strain of green leafy ??

You’ve got it well in hand! 🥰
😭😭😭
I just want to see life out of your eyes for a day.
I'd have fun
anytime anyplace


Package com.mygdx.auber
Class Config
- java.lang.Object
-
- com.mygdx.auber.Config
-
public final class Config extends java.lang.Object
-
-
Field Summary
Fields Modifier and Type Field Description static float
ARRESTUP_TIME
The time that the arrestup powerup affects the player for in seconds.static int
AUBER_CIRCLE_SEGMENTS
The radius within which Auber can arrest NPCs.static float
AUBER_HEAL_STOP_TIME
When Auber's healing is stopped, this is how long it is stopped for.static float
BACKGROUND_SCROLL_SPEED
The speed of the background scroll in pixels per second.static float
COLLISION_SPEEDUP_BLUE
The blue component of the speedup powerup's colour after colliding with the player.static float
COLLISION_SPEEDUP_GREEN
The green component of the speedup powerup's colour after colliding with the player.static float
COLLISION_SPEEDUP_RED
The red component of the speedup powerup's colour after colliding with the player.static int
CREW_COUNT_DIFFICULTY_MULTIPLIER
The amount of crew to add per difficulty level increase.static float
CREW_MEMBER_SPEED
The crew members' speed in pixels/second.static float
DEFAULT_ARRESTUP_BLUE
The blue component of the arrestup powerup's default colour.static float
DEFAULT_ARRESTUP_GREEN
The green component of the arrestup powerup's default colour.static float
DEFAULT_ARRESTUP_RED
The red component of the arrestup powerup's default colour.static float
DEFAULT_FREEZEUP_BLUE
The blue component of the FreezeUp powerup's default colour.static float
DEFAULT_FREEZEUP_GREEN
The green component of the FreezeUp powerup's default colour.static float
DEFAULT_FREEZEUP_RED
The red component of the FreezeUp powerup's default colour.static float
DEFAULT_HIGHLIGHTUP_BLUE
The blue component of the HighlightUp powerup's default colour.static float
DEFAULT_HIGHLIGHTUP_GREEN
The green component of the HighlightUp powerup's default colour.static float
DEFAULT_HIGHLIGHTUP_RED
The red component of the HighlightUp powerup's default colour.static float
DEFAULT_SHIELDUP_BLUE
The blue component of the ShieldUp powerup's default colour.static float
DEFAULT_SHIELDUP_GREEN
The green component of the ShieldUp powerup's default colour.static float
DEFAULT_SHIELDUP_RED
The red component of the ShieldUp powerup's default colour.static float
DEFAULT_SPEEDUP_BLUE
The blue component of the speedup powerup's default colour.static float
DEFAULT_SPEEDUP_GREEN
The green component of the speedup powerup's default colour.static float
DEFAULT_SPEEDUP_RED
The red component of the speedup powerup's default colour.static int
EXTEND_ARREST_RANGE
The radius of the player arrest range circle when with arrest power up.static float
FAST_PLAYER_SPEED
The speed of the player in pixels/second when using a speed powerup.static float
FREEZEUP_TIME
The time that the FreezeUp powerup affects the player for in seconds.static float
HIGHLIGHTUP_TIME
The time that the HighlightUp powerup affects the player for in seconds.static int
INCORRECT_ARREST_DIFFICULTY_MULTIPLIER
The amount of incorrect arrests to remove per difficulty level increase.static float
INFILTRATOR_SPEED
The infiltrators' speed in pixels/second.static int
MAX_LOST_SYSTEMS
The amount of systems that can be destroyed before the player loses.static int
NORMAL_ARREST_RANGE
The radius of the player arrest range circle.static float
NORMAL_PLAYER_SPEED
The speed of the player in pixels/second without powerups.static int
PLAYER_START_X
The x position the player starts at.static int
PLAYER_START_Y
The y position the player starts at.static int
POWERUP_DIAMETER
The diameter of powerups in pixels.static int
POWERUP_START_X
The x position the powerups spawn at.static int
POWERUP_START_Y
The y position the powerups spawn at.static float
SHIELDUP_TIME
The time that the ShieldUp powerup affects the player for in seconds.static float
SPEEDUP_TIME
The time that the speedup powerup affects the player for in seconds.static float
SYSTEM_DESTRUCTION_TIME
The time to destroy a system in milliseconds.
-
-
-
Field Detail
-
POWERUP_DIAMETER
public static final int POWERUP_DIAMETER
The diameter of powerups in pixels.- See Also:
- Constant Field Values
-
NORMAL_PLAYER_SPEED
public static final float NORMAL_PLAYER_SPEED
The speed of the player in pixels/second without powerups.- See Also:
- Constant Field Values
-
FAST_PLAYER_SPEED
public static final float FAST_PLAYER_SPEED
The speed of the player in pixels/second when using a speed powerup.- See Also:
- Constant Field Values
-
NORMAL_ARREST_RANGE
public static final int NORMAL_ARREST_RANGE
The radius of the player arrest range circle.- See Also:
- Constant Field Values
-
EXTEND_ARREST_RANGE
public static final int EXTEND_ARREST_RANGE
The radius of the player arrest range circle when with arrest power up.- See Also:
- Constant Field Values
-
INFILTRATOR_SPEED
public static final float INFILTRATOR_SPEED
The infiltrators' speed in pixels/second.- See Also:
- Constant Field Values
-
CREW_MEMBER_SPEED
public static final float CREW_MEMBER_SPEED
The crew members' speed in pixels/second.- See Also:
- Constant Field Values
-
DEFAULT_SPEEDUP_RED
public static final float DEFAULT_SPEEDUP_RED
The red component of the speedup powerup's default colour.- See Also:
- Constant Field Values
-
DEFAULT_SPEEDUP_GREEN
public static final float DEFAULT_SPEEDUP_GREEN
The green component of the speedup powerup's default colour.- See Also:
- Constant Field Values
-
DEFAULT_SPEEDUP_BLUE
public static final float DEFAULT_SPEEDUP_BLUE
The blue component of the speedup powerup's default colour.- See Also:
- Constant Field Values
-
COLLISION_SPEEDUP_RED
public static final float COLLISION_SPEEDUP_RED
The red component of the speedup powerup's colour after colliding with the player.- See Also:
- Constant Field Values
-
COLLISION_SPEEDUP_GREEN
public static final float COLLISION_SPEEDUP_GREEN
The green component of the speedup powerup's colour after colliding with the player.- See Also:
- Constant Field Values
-
COLLISION_SPEEDUP_BLUE
public static final float COLLISION_SPEEDUP_BLUE
The blue component of the speedup powerup's colour after colliding with the player.- See Also:
- Constant Field Values
-
SPEEDUP_TIME
public static final float SPEEDUP_TIME
The time that the speedup powerup affects the player for in seconds.- See Also:
- Constant Field Values
-
DEFAULT_ARRESTUP_RED
public static final float DEFAULT_ARRESTUP_RED
The red component of the arrestup powerup's default colour.- See Also:
- Constant Field Values
-
DEFAULT_ARRESTUP_GREEN
public static final float DEFAULT_ARRESTUP_GREEN
The green component of the arrestup powerup's default colour.- See Also:
- Constant Field Values
-
DEFAULT_ARRESTUP_BLUE
public static final float DEFAULT_ARRESTUP_BLUE
The blue component of the arrestup powerup's default colour.- See Also:
- Constant Field Values
-
ARRESTUP_TIME
public static final float ARRESTUP_TIME
The time that the arrestup powerup affects the player for in seconds.- See Also:
- Constant Field Values
-
CREW_COUNT_DIFFICULTY_MULTIPLIER
public static final int CREW_COUNT_DIFFICULTY_MULTIPLIER
The amount of crew to add per difficulty level increase.- See Also:
- Constant Field Values
-
INCORRECT_ARREST_DIFFICULTY_MULTIPLIER
public static final int INCORRECT_ARREST_DIFFICULTY_MULTIPLIER
The amount of incorrect arrests to remove per difficulty level increase.- See Also:
- Constant Field Values
-
PLAYER_START_X
public static final int PLAYER_START_X
The x position the player starts at.- See Also:
- Constant Field Values
-
PLAYER_START_Y
public static final int PLAYER_START_Y
The y position the player starts at.- See Also:
- Constant Field Values
-
POWERUP_START_X
public static final int POWERUP_START_X
The x position the powerups spawn at.- See Also:
- Constant Field Values
-
POWERUP_START_Y
public static final int POWERUP_START_Y
The y position the powerups spawn at.- See Also:
- Constant Field Values
-
DEFAULT_FREEZEUP_RED
public static final float DEFAULT_FREEZEUP_RED
The red component of the FreezeUp powerup's default colour.- See Also:
- Constant Field Values
-
DEFAULT_FREEZEUP_GREEN
public static final float DEFAULT_FREEZEUP_GREEN
The green component of the FreezeUp powerup's default colour.- See Also:
- Constant Field Values
-
DEFAULT_FREEZEUP_BLUE
public static final float DEFAULT_FREEZEUP_BLUE
The blue component of the FreezeUp powerup's default colour.- See Also:
- Constant Field Values
-
FREEZEUP_TIME
public static final float FREEZEUP_TIME
The time that the FreezeUp powerup affects the player for in seconds.- See Also:
- Constant Field Values
-
DEFAULT_SHIELDUP_RED
public static final float DEFAULT_SHIELDUP_RED
The red component of the ShieldUp powerup's default colour.- See Also:
- Constant Field Values
-
DEFAULT_SHIELDUP_GREEN
public static final float DEFAULT_SHIELDUP_GREEN
The green component of the ShieldUp powerup's default colour.- See Also:
- Constant Field Values
-
DEFAULT_SHIELDUP_BLUE
public static final float DEFAULT_SHIELDUP_BLUE
The blue component of the ShieldUp powerup's default colour.- See Also:
- Constant Field Values
-
SHIELDUP_TIME
public static final float SHIELDUP_TIME
The time that the ShieldUp powerup affects the player for in seconds.- See Also:
- Constant Field Values
-
DEFAULT_HIGHLIGHTUP_RED
public static final float DEFAULT_HIGHLIGHTUP_RED
The red component of the HighlightUp powerup's default colour.- See Also:
- Constant Field Values
-
DEFAULT_HIGHLIGHTUP_GREEN
public static final float DEFAULT_HIGHLIGHTUP_GREEN
The green component of the HighlightUp powerup's default colour.- See Also:
- Constant Field Values
-
DEFAULT_HIGHLIGHTUP_BLUE
public static final float DEFAULT_HIGHLIGHTUP_BLUE
The blue component of the HighlightUp powerup's default colour.- See Also:
- Constant Field Values
-
HIGHLIGHTUP_TIME
public static final float HIGHLIGHTUP_TIME
The time that the HighlightUp powerup affects the player for in seconds.- See Also:
- Constant Field Values
-
MAX_LOST_SYSTEMS
public static final int MAX_LOST_SYSTEMS
The amount of systems that can be destroyed before the player loses.- See Also:
- Constant Field Values
-
BACKGROUND_SCROLL_SPEED
public static final float BACKGROUND_SCROLL_SPEED
The speed of the background scroll in pixels per second.- See Also:
- Constant Field Values
-
SYSTEM_DESTRUCTION_TIME
public static final float SYSTEM_DESTRUCTION_TIME
The time to destroy a system in milliseconds.- See Also:
- Constant Field Values
-
AUBER_HEAL_STOP_TIME
public static final float AUBER_HEAL_STOP_TIME
When Auber's healing is stopped, this is how long it is stopped for.- See Also:
- Constant Field Values
-
AUBER_CIRCLE_SEGMENTS
public static final int AUBER_CIRCLE_SEGMENTS
The radius within which Auber can arrest NPCs.- See Also:
- Constant Field Values
-
-


{% load static %}
Join us at the Open Source Community, as we work on projects that are
distributed worldwide.
Holding workshops, events, and bringing in speakers to introduce
everyone to a new world of possibilities.
Workshops on various technical concepts to introduce you to frameworks and development tools.
Speakers from all over the world, providing us with their views regarding the various branches of Open Source.
Events which help you sharpen your skill set in testing and debugging, ideating and hacking.
Be a part of the club in the projects taken up by the Technical Team!
Events Conducted
Speakers
Workshops
Students participated


Nunaliit2 Tools
User Management
Approval for Uploaded Files
Data Access
Localization
Data Export
Data Modification
Schemas
Restore Tool
Submission Tool
Import Tool
Debug Tool


Connector courses are in partnership with the UC Berkeley Division of Computing, Data Science, and Society
Connector courses weave together core concepts and approaches from Data 8 with complementary ideas or areas. Along the way, students gain additional experience, broader insights, or deeper theoretical or computational foundations.
Offered by faculty across many departments and fields of study, connectors are optional but highly encouraged and are designed to be taken at the same time or after the Foundations course. They offer two or more units of course credit. Data 8 and connectors complement each other and often use similar materials or tools. For connector courses being offered in the current/next semester, please view our current course offerings.
To contact the connectors team, email ds-curriculum@berkeley.edu


CSOs give Buhari 14-day ultimatum to release Sowore
by Dyepkazah ShibayanA coalition of civil society organisations (CSOs) has asked President Muhammadu Buhari to release Omoyele Sowore within 14 days or face mass action.
Sowore was rearrested by the Department of State Services (DSS) last Friday — less than 24 hours after he was released on bail.
He had spent 125 days in custody before he was briefly released last Thursday.
The pro-democracy activist is accused of insulting the president, treasonable felony and money laundering.
Speaking on behalf of the coalition on Monday, Yemi Ademolekun, convener of Enough is Enough (EIE), said the shrinking of the media and civic space calls for concern, and that there is a need to rise up against any action of the government that will stifle free speech.
While listing five demands, she asked the president to obey all pending court orders and order the release of all those illegally arrested.
“The five demands includes; President Muhammadu Buhari should show accountability as commander-in-chief and address the nation on his commitment to the rule of law and human rights,” the EIE convener said.
“The release of all illegally detained persons by Department of State Service (DSS) as reviewed by Amnesty International, Premium Times and Punch newspaper in recent times.
“That the government obey all pending court orders. An investigation of the officer who violated protocols and circumstances leading circumstances leading to the second arrest of Omoyele Sowore.
“Unconditional release of Omoyele Sowore.”
She said if these demands are not met within the time given, they would occupy all the offices of National Human Rights Commission (NHRC) nationwide.
“If these five demands are not honoured within 14 days, we call on patriots across Nigerians to join us to join us as we occupy National Human Rights Commission offices across the country as it is legally mandated to protect Nigerians and also report to presidency,” Ademolekun said.


class ArityException : Exception
Exception given when the number of arguments given to a function does not match its arity.
message
- A message describing what went wrong.
| <init> |
ArityException(message: String)
Exception given when the number of arguments given to a function does not match its arity. |


Welcome to my Terminal! (V1.0.0)
For documentation enter "help" in the terminal
Remember commands are case-sensitive


New Retro Bar
an entertainment bar themed around a 60's style diner.
the design incorporates casual style seating both indoors and outdoors.
the covered patio is a main attraction, featuring a DJ booth and dance floor, seating and a VIP lounge and bar.
columns are concealed within an ice cream cone design, while booth seating is in the form of vintage cadillacs.


Each button here when clicked will go through an action event that reaches and reads into the Javascript file linked into this page. It will search through an array that corresponds to the ID of the button and then list out the information that is connected to said array and button by creating list elements through the Javascript into the HTML here.


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Machine Learning A-Z™: Hands-On Python & R In Data Science
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By:
Marvin Gardens
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Angular - The Complete Guide (2020 Edition)
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Stew Gots
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06 hours
Complete C# Unity Developer 2D: Learn to Code Making Games
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Anna Rexia
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Learn IOS development, Website design, Freelancing
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Donatella Nobatti
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Java Programming Masterclass for Software Developers
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Donatella Nobatti
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Juan Annatoo
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Complete Python Bootcamp: Go from zero to hero in Python 3
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By:
Hap E. Birthday
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The Web Developer Bootcamp and Learning
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Curt N. Call
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Angular - The Complete Guide (2020 Edition)
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Stew Gots
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Anna Rexia
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Donatella Nobatti
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03 hours
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Herbalism :: Introduction & Medicine Making [Certificate]
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Internationally Accredited Diploma Certificate in Nutrition
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Curt N. Call
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Learn Close Combat Training: Military Hand-To-Hand Combat
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Stew Gots
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Aromatherapy- Using Essential Oils For Natural Living (5 CE)
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Anna Rexia
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Elevate Your Tennis Game: Learn from Champion Andre Agassi
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Donatella Nobatti
$75
02 hours
Sounds True Presents: Qi Gong for Health and Healing
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Donatella Nobatti
$15
03 hours
Cognitive Behavioural Therapy (CBT) Practitioner Certificate
Development
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Juan Annatoo
$15
15 hours
Herbalism :: Introduction & Medicine Making [Certificate]
Development
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By:
Hap E. Birthday
$15
07 hours
Internationally Accredited Diploma Certificate in Nutrition
Development
JavaScript
By:
Curt N. Call
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13 hours
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$45
13 hours
Learn Close Combat Training: Military Hand-To-Hand Combat
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06 hours
Aromatherapy- Using Essential Oils For Natural Living (5 CE)
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11 hours
Elevate Your Tennis Game: Learn from Champion Andre Agassi
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Donatella Nobatti
$75
02 hours
Sounds True Presents: Qi Gong for Health and Healing
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JavaScript
By:
Donatella Nobatti
$15
03 hours
Cognitive Behavioural Therapy (CBT) Practitioner Certificate
Development
JavaScript
By:
Juan Annatoo
$15
15 hours
Herbalism :: Introduction & Medicine Making [Certificate]
Development
JavaScript
By:
Hap E. Birthday
$15
07 hours
Internationally Accredited Diploma Certificate in Nutrition
Development
JavaScript
By:
Curt N. Call
$79
13 hours
Become a SuperHuman: Naturally & Safely Boost Testosterone
Development
JavaScript
By:
Marvin Gardens
$45
13 hours
Learn Close Combat Training: Military Hand-To-Hand Combat
Development
JavaScript
By:
Stew Gots
$54
06 hours
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By:
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02 hours
Sounds True Presents: Qi Gong for Health and Healing
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1.在控制台中执行，创建连接
socket.setSocket(0)或者批量 socket.setSocket([0,1,2,3,4,5,6,7,8,9,10])
3.在控制台中执行，离开房间
房主离开 socket.socketPost("LeavePkRoom",{0:{"user_id":"1","owner_uid":"1!0"}})
某个成员离开 socket.socketPost("LeavePkRoom",{1:{"user_id":"2","owner_uid":"1!0"},2:{"user_id":"3","owner_uid":"1!0"},3:{"user_id":"4","owner_uid":"1!0"},4:{"user_id":"5","owner_uid":"1!0"},5:{"user_id":"6","owner_uid":"1!0"}})


Client backend (e.g part of online store that consumes API)
Add offer
Choose product
Delete offer
Choose offer


Hello, Stranger!
Welcome To Runners Home™
Runners Home™ is dedicated to providing you with:
the most up-to-date information on running races
the best resources for runners.
© 2007 Runners Home. All rights reserved.


Kara Del Toro Unties Her Thong Bikini By Palm Trees On Instagram
November 24, 2019
Kara Del Toro Unties Her Thong Bikini By Palm Trees On Instagram
Kara Del Toro brought summer vibes to her Instagram feed, as she shared a couple of new bikini photos that are likely to catch her fans’ attention. The bikini featured a flounced top and bottoms with a high cut in the back which left much of her booty exposed. The design was intricate, featuring pops of white, but the details were hard to see from far away.
The stunner was seen posing with her back angled towards the camera, as she popped her left foot while placing her right hand onto the palm tree beside her. She looked over her left shoulder with a flirty expression on her face. Kara wore her hair down in soft curls, which she pulled behind her shoulders. She also accessorized with a straw hat, which seemingly completed her tropical look.
The flounced top offered a playful touch, as it featured rippled fabric throughout. The top also had flounced sleeves. The second photo of the set showed off the top the best, as she stood facing the camera. It had a very low scoop-neck, which left lots of her cleavage on display. She glanced down to her left hip, as she was seen tying or untying her string bikini straps. This photo was also more zoomed in than the first, as her dark lipstick could be seen. However, her face was in the shade, thanks to the brim of her hat.
Behind her was a tropical backdrop, with palm trees scattered throughout the beach. Further behind that was a hut surrounded by smaller, leafy plants in brown pots. The hut had a dark base with a straw ceiling. Beyond that was more greenery. It appeared to be a partly cloudy day with hints of sunlight and blue sky peeking through.
Fans left tons of compliments in the comments section.
“Looking absolutely gorgeous,” wrote an admirer.
“A beautiful mermaid from the sea,” gushed a follower.
Loading...
“Watch out for coconuts!” exclaimed an Instagram user.
“Quite simply gorgeous,” declared a fourth Instagram user.
In addition, the stunner shared another bikini pic last month that showed her rocking a small, white swimsuit that popped against her tanned body. She shifted her weight onto her right hips in the shot. She also leaned down slightly and placed her left hand on her thighs. Kara also wore a white shirt, which fell down her shoulders. She smiled widely while holding a drink and looking into the distance. Her hair was down, and featured highlights.


EasyCMake
This repository contains some useful CMakelists for fast making C++ projects.
It is quite easy to use. For people who don't know cmake while need to use cmake to make C++ project!
- ●SimpleTemplateCMakeLists
- --Dependency with VTK & ITK & QT.
- ●vtk_itk_TemplateCMakeLists
- --Dependency with VTK & ITK.
- ●ctk_TemplateCMakeLists
- --Dependency with VTK & ITK & CTK & QT
- ●vmtk_TemplateCMakeLists
- --Dependency with VTK & ITK & VMTK.
- ●LibDllCMakeLists
- --Dependency with VTK & ITK & QT & specified windows dlls libs.
- ●ComplexTemplateCMakeLists
- --Dependency with VTK & ITK & QT. And it is for building cmake package & install & exporting.
- ●LinguistTemplateCMakeLists
- --Dependency with VTK & ITK & QT with option to support qtlinguist. Auto update *.ts and moving *.qm to folder 'bin'.
- ●OpenCV_TemplanteCMakeLists
- --Dependency with OpenCV only.
- ●pcl_TemplateCMakeLists
- --Dependency with pcl(Point Cloud Library) only.
- ●ResourcesTemplateCMakeLists
- --Dependency with VTK & ITK & QT & specified resources. Resources can be copy to folder 'bin'.


[gecode-users] Getting ID of actor failing a space
Christian Schulte
cschulte at kth.se
Wed Mar 13 21:12:47 CET 2013
Hi,
@David: nifty idea, never thought of that.
There are several possibilities here of how we could help:
- Merge Groups in the release version: here you get a lot of control over
how propagators are executed, the idea you can find here:
http://web.it.kth.se/~cschulte/paper.php?id=LagerkvistSchulte:CP:2009
We thought whether this should be part of Gecode 4 (which will be released
tomorrow, most likely) but decided against it as we do not have any killer
applications right now.
- Make Gecode's testing infrastructure accessible (documentation, make
available as library). The testing infrastructure is very powerful and we
know from experience that if the tests are well-designed you hardly ever
miss a bug in a propagator.
Would any of this help? Both are quite some work and we are really exhausted
after Gecode 4 (the new features are cool, though).
Christian
--
Christian Schulte, www.ict.kth.se/~cschulte/
> -----Original Message-----
> From: users-bounces at gecode.org [mailto:users-bounces at gecode.org] On
> Behalf Of David Rijsman
> Sent: Wednesday, March 13, 2013 6:11 PM
> To: users at gecode.org; Dirk Schnorpfeil
> Subject: Re: [gecode-users] Getting ID of actor failing a space
>
> Hi Dirk,
>
> if you still have access to the propagators you could check if the
accumulated
> failure count has increased, you will have to know what it was before you
> started propagation off course. For the propagators you wrote yourself you
> could (un)register them to your space as (being done) propagating and then
you
> at least know if that one created the failure directly. As you already
indicated it
> will only tell you who was the lucky propagator to conclude failure,
>
>
>
>
>
> David J. Rijsman
> Algorithm Lead
> Quintiq
>
> T +31 (0)73 691 07 39
> F +31 (0)73 691 07 54
> M +31 (0)62 127 68 29
> E david.rijsman at quintiq.com
> I www.quintiq.com
>
>
> >>>
> From: Dirk Schnorpfeil <d.schnorpfeil at web.de>
> To: <users at gecode.org>
> Date: 13-3-2013 17:40
> Subject: [gecode-users] Getting ID of actor failing a space
>
> Hi folks!
>
> First let me introduce myself to the list:
> I am a software developer for scheduling and planning systems working for
a
> small company in germany. As i love gecode i put it into the heart of the
> scheduling system i am currently working on. From the use of gecode the
> following question came up to me:
>
>
> When using gecode in practice with large models (many many constraints) it
is
> sometimes hard to find out why a space is failed. This comes esp. true
when you
> implement new propagators or branchers and when you debug them (they dont
> fail the space but because of a bug in the newly added propagator another
> constraint failes...)
>
> I often wished a functionality that lets me tag all actors (propagators,
> branchers) with an ID while posting them and when a space is failed i
could
> simply by retrieving that ID (of last executed actor) get some idea which
> constraint failed the space.
>
> Is there some functionality or is there even a better way to do this?
>
> Many thanks in advance!
>
> Dirk
>
>
> _______________________________________________
> Gecode users mailing list
> users at gecode.org
> https://www.gecode.org/mailman/listinfo/gecode-users
>
>
>
> _______________________________________________
> Gecode users mailing list
> users at gecode.org
> https://www.gecode.org/mailman/listinfo/gecode-users
More information about the users
mailing list


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MAZHAR AHEER
PROFILE
Front End Developer
GitHub
SKILLS
HTML
CSS
JAVASCRIPT
HOBBIES
CRICKET
Mazhar Aheer
JavaScript Developer
WORK EXPERIENCE / PROJECTS
Aheer Fashion
Nutralacke
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Adjust the sliders to the left to change the irradiance, respiration levels. Once sufficient values are reached for the mathematical model, the tank will change color to describe a spring bloom.
Experiment 3 examines a scenario with a significantly shallow water level where the seafloor acts as a mixing layer depth for the system and allows irradiance and respiration levels to be changed. Although this mixing layer depth cannot be changed, the irradiance and respiration levels can be selected to show a bloom.


I am a Software Engineer in the energy and reliability. I love finding solutions to everyday problems as well as finding ways to automate it as possible. I enjoy tinkering and learning new things I get lost learning new skills or finding out how things work.
Intel
General Electric Digital
Novus Labs
Hewlett-Packard Inc
Black and Veatch
United States Army Corps of Engineers: USACE
Portland State University
Oregon Institute of Technology
Portland State University
Oregon Institute of Technology


Editing Basic Display Information
The first edits that will be made to the table definition files are changes to the basic table titles and description. A tag is also added to disable the default detailed view. Later you will build a detailed view that will pull information from both base tables.
Steps:
- Make the changes to your document as indicated on the right
Descriptions of edits being made:
- The table attribute 'name' is used as an identifier
- The element 'sql_name' is a required element and is used as the table name when doing any data manipulation on the inline query
- The element 'singular_name' is a required element and is used when displaying a single detailed view of a row
- The element 'plural_name' is a required element and is used as the title for the panel when displaying the dataset
- The element 'description' is not required, it is used to generate the information icons you will see spread throughout the Technology Explorer
- The element 'order_by_index' is the default column to order the rows by, and is optional


Could not generate the view for this query because:
- No data was returned
- The returned
JSON
response cannot be displayed in a graph view
-
Or an error occurred while converting the response into the necessary format.
Please check the browser console for any errors and open an issue with the example query response.
Note: you can use Raw
json view for that.


Container class for wide encoding functions.
More...
#include <character_encodings.hpp>
|
| template<typename OutputIt > |
| static OutputIt | encode (code_point in, OutputIt out_first) |
| | Encodes the given code point into an wide code unit sequence. More...
|
| |
| template<typename InputIt > |
| static InputIt | decode (InputIt in_first, InputIt in_last, code_point &out) |
| | Decodes the first part of the given wide code unit sequence into a code point. More...
|
| |
| template<typename InputIt > |
| static InputIt | next (InputIt in_first, InputIt in_last) |
| | Returns an iterator to the next code point in the given wide code unit sequence. More...
|
| |
| template<typename InputIt > |
| static size_t | count (InputIt in_first, InputIt in_last) |
| | Counts the number of code points in the given wide code unit sequence. More...
|
| |
Container class for wide encoding functions.
◆ code_unit
wide code unit representation.
◆ count()
template<typename InputIt >
| size_t hou::wide::count |
( |
InputIt |
in_first, |
|
|
InputIt |
in_last |
|
) |
| |
|
static |
Counts the number of code points in the given wide code unit sequence.
If the given code unit sequence is not valid the returned value has no meaning.
- Template Parameters
-
| InputIt | the input iterator type. |
- Parameters
-
| in_first | the begin of the input code unit sequence. |
| in_last | the end of the input code unit sequence. |
- Exceptions
-
- Returns
- the number of code points in the code unit sequence.
◆ decode()
template<typename InputIt >
| InputIt hou::wide::decode |
( |
InputIt |
in_first, |
|
|
InputIt |
in_last, |
|
|
code_point & |
out |
|
) |
| |
|
static |
Decodes the first part of the given wide code unit sequence into a code point.
If the input iterator pair contains more than one encoded code point, the first code point will be decoded and an iterator to the code unit after it will be returned. Throws if the given code unit sequence is invalid.
- Template Parameters
-
| InputIt | the input iterator type. |
- Parameters
-
| in_first | the begin of the input code unit sequence. |
| in_last | the end of the input code unit sequence. |
| out | the output code point. |
- Exceptions
-
- Returns
- an iterator to the code unit after the first encoded code point.
◆ encode()
template<typename OutputIt >
| OutputIt hou::wide::encode |
( |
code_point |
in, |
|
|
OutputIt |
out_first |
|
) |
| |
|
static |
Encodes the given code point into an wide code unit sequence.
The user must ensure that out_first points to a valid memory address and that the container is large enough to contain the encoded code point.
- Template Parameters
-
| OutputIt | the output iterator type. |
- Parameters
-
| in | the code point. |
| out_first | the begin of the output code unit sequence. |
- Exceptions
-
- Returns
- an iterator to the code unit after the encoded code point.
◆ next()
template<typename InputIt >
| InputIt hou::wide::next |
( |
InputIt |
in_first, |
|
|
InputIt |
in_last |
|
) |
| |
|
static |
Returns an iterator to the next code point in the given wide code unit sequence.
If the given code unit sequence is not valid the returned iterator might point to an invalid memory address.
- Template Parameters
-
| InputIt | the input iterator type. |
- Parameters
-
| in_first | the begin of the input code unit sequence. |
| in_last | the end of the input code unit sequence. |
- Exceptions
-
- Returns
- an iterator to the code unit after the first encoded code point.
The documentation for this class was generated from the following files:


DfE enquiries
Central newsdesk 020 7783 8300
General enquiries 0370 000 2288
News story
Details of a consultation on proposals to widen the pool of available teachers.
The Department for Education today launched a consultation on proposals to allow schools to appoint the talented and experienced teachers they need.
The changes would see bureaucracy reduced so that fully qualified teachers from the United States, Canada, Australia and New Zealand and further education teachers are more easily permitted to teach in schools as qualified teachers without further training or assessment, or serving statutory induction.
Evidence from around the world shows that the most important factor in fostering excellence in schools is the quality of its teachers.
Currently:
Subject to the consultation, heads will be given greater freedom to appoint teachers with the right skills, special qualifications or experience in order to provide a broad curriculum for their pupils.
Schools Minister Nick Gibb said:
We want to put qualified teachers from the USA, Canada, Australia and New Zealand on an equal footing with qualified teachers from the European Economic Area, who can already teach in this country without needing further qualifications.
These are important deregulatory proposals that will make it easier for many highly talented teachers to remain in the classroom.
Professor Alison Wolf said:
During my Review I found no support or acceptable rationale for the current situation, which refuses recognition to QTLS in schools.
The sooner this is changed the better; and I am delighted that the government proposes to make it easier for schools to hire the best person for the job.
Toni Fazaeli, chief executive of the Institute for Learning (IfL), said:
Some 5,000 further education teachers made the case for QTLS to be recognised for teaching in schools, on a par with QTS, as their contribution to the Wolf review. IfL has consistently made the case for our members’ professionalism and the professional status of QTLS to be recognised for teaching in schools’ settings as well as further education, so that young people have access to expert vocational teaching wherever they learn.
Recognising QTLS status and certain overseas teaching qualifications will require a change in the law. Subject to the public consultation and parliamentary process, we anticipate that revised regulations will come into effect from April 2012. Until these changes are made, the existing regulations will remain in force. The consultation will close on 16 December.
Professor Wolf’s review of vocational education .
What we are consulting on:
Central newsdesk 020 7783 8300
General enquiries 0370 000 2288
Published: 22 September 2011


Here in SUTD, we collaborate with the ISTD faculty, staff and external organisations to improve the learning experience of ISTD students. We are formed by student boards of every batch.
The Head of Pillar Dialogue is hosted at least once per term to provide an opportunity for the student body to feedback any pillar-related issues to the ISTD's management. It could be feedbacks related to academics or the ISTD pillar.
The summarised minutes for the past dialogues can be found in this section.


'Fondue is Swiss... the French just don't know how to make it'
by The LocalThe World Fondue Championships are underway in Switzerland and even before the winner has been named tensions are running high between the Swiss and the French over what cheese goes into a fondue.
Some 120 competitors are literally stirring the pot this week in Tartegnin, in the Canton of Vaud, trying to create the world’s best fondue recipe.
And while the contestants come from several countries, the battle of the cheeses is mainly between the Swiss — who invented the fondue in the 1930s — and the French, who also like to claim supremacy over this hearty wintertime dish.
Creating the perfect fondue recipe is no simple matter, it seems, as many important decisions have to be made. Among them — what cheese and what wine should be used?
“This is a serious matter, we are not here to kid around”, said Jérôme Lefevre, one of the jurors in charge of designating the 2019 world fondue champion.
Lefevre is Swiss, but when it comes to fondues, he is not neutral.
“The fondue is Swiss. The French don’t know how to make it. Cheeses must come from the Gruyère region and have no holes. In France, they use cheese with holes”, he told FranceInfo.
But apart from the obligation to use real Gruyère cheese, competitors are free to innovate. Each contestant has his or her own technique and ingredients. "The secret of good fondue is to take the time," one participant said. "Our secret is the wooden spatula, always the same one to turn the fondue, and always in the same direction".
Another competitor noted that “the secret of good fondue is first and foremost a good cheese, and then, it's training, training, training. We are confident we have a good mix with some secret ingredients, such as smoked whiskey”.
Stéphane Jayet, the chairman of the organizing committee, said that even though the competition is all about the fondue, it is far from cheesy.
READ MORE:
AFP
“We must be credible in everything we do, from the choice of jury members to the reception of visitors”, he said.
Some 10,000 people are expected to attend this event, which takes place over three days.
And now for the real question: what is the difference between Swiss and French fondue?
First, the similarities: both are prepared in a special pot called “caquelon” and stirred while cooked. Often, white wine and sometimes a bit of Kirsch are added. When ready, it is eaten by dipping pieces of white bread into the cheese with long-stemmed forks.
The main difference lies in the kind of cheeses used. In Switzerland, the main ingredients are Gruyère and vacherin from Fribourg, in equal parts (it is called, fittingly, ‘moitié – moitié’).
In France, it is often made from French cheeses like Comté, Beaufort and Emmental - which is the recipe for the classic Fondue Savoyarde, from the Alpine region of Savoie.
However, in both countries cheeses and recipes may vary according to the region.


Have user story in a structure that meets the INVEST criteria with Epics (Epic Hypothesis) and Timekeeper code associated. E.g., As a User, I want Activity so that Business value [* - Does not apply for Enabler stories]
Define acceptance criteria clearly i.e., what makes the work on this story acceptable
State the cross functional team dependencies, if any (state explicitly if there are none). E.g., DS, Imola, BI, SI, V1 Admin. If there are none, state the same
State the dependencies on other services teams, if any (state explicitly if there are none). E.g., UX , QE Regression, QE Perf, SAP, DWH, SalesForce, ITSS, AMS, Third Party partners (CARsArrive)
Define scope related to QA (Functional and Regression) and Performance Testing; mark Needs QA and Needs Perf in the story as Yes or No based on the scope
Identify scope related to Refactoring
Identify scope related to NFR’s using NFR Checklist
Is there a need for UX prototypes? If yes, are they present? If they are required and not present, mark Needs UX as YES and engage UX team. If they are not required, mark Needs UX as NO


{% extends 'base.html' %} {% load crispy_forms_tags %} {% load static %} {% block content %}
Kindly, Add Members!
{% endfor %}We are a group of four friends pursuing UG from Indian Institute of Information Technology, Design and Manufacturing, Kancheepuram fascinated in various fields of interests and looking to increase networking with similar mindset people.
We have built this group portfolio for the purpose to connect with new people to learn and grow together. We have presented our experiences about our interests through blogs and stories.


---
layout: preso.hbs
title: no-server
displaytitle: Look Ma, No Server!
description: Testing Front End Code Without a Server
---
The Situation:
http://theshorereporter.blogspot.com/p/cast.html
You have a data-driven application...
...and a JavaScript app using these data services.
http://www.compositesw.com/data-virtualization/data-services/
And you have JavaScript tests...
// /test/front-end.js
// Note to future self: write tests.

Well, you want to have JavaScript Tests...
Web Application Testing
http://www.aventure.ac.in/the-russian-riddle/
- Test our client application code
- No changes to our application source code
- Handle successes and errors
- Test both expected and unexpected data
Ajax
The Hunger Tests: Mockingjax
- Intercept the XMLHttpRequest
- Inspect the URL, headers, and data
- Execute callbacks with mock data
http://www.imdb.com/media/rm550033152/tt1951265?ref_=ttmd_md_pv
What should I use?
Whatever makes your workflow easier.
Not Helpful.
Yes, it is.
Let's look at some sample code...
Beer
Search for a beer
Mark a beer as a "favorite"
Rate a beer
http://pngimg.com/download/2330
Pseudo Test-code
Just like real tests, except they actually pass.
http://blakehall.github.io/tugboat-session-slides
But what happens when the server goes down?
Idempotency
Just like real potency, only more idem.
This is great, but I don't
live in the pseudo world...
... or do you?
jQuery Mockjax
Note: I maintain this one. ;)
Angular
(ng-mocks and $httpBackend)
Angular Setup
<html ng-app='testApp'>
<head>
...
<script src="angular.js">
<script src="angular-mocks.js">
...
</head>
Installing the Ajax Server
Dynamically Composing Responses
jQuery Mockjax
asynchronous mock response
jQuery Mockjax
forced lag; response headers
jQuery Mockjax
forced timeout
jQuery Mockjax
external data (proxy)
jQuery Mockjax
custom matching; external data (proxy)
Wrapping Things Up
Test your JavaScript code. ಠ_ಠ
Don't rely on external services (even your own).
Find a library that works for you!
http://chainchomp2.deviantart.com/art/Rapper-Ponies-450348867


| (CO) COLOMBIA |
| Subdivision | 1 capital district (en) / district de la capitale (fr) / distrito capital (es); 32 departments (en) / département (fr) / departamento (es) |
| List Source | Colombian constitution 1991; IGN 1989 update BET 1996; Colombia legislative Act No. 1 2000-08-17 |
| Code Source | ISO/TC 46/WG 2 Secretariat (*) |
| Remark | Spanish sorting order: a-c, ch, d-l, ll, m-n, ñ, o-z |
| Country | Subdivision | Name | Level |
| CO | AMA | Amazonas | Department |
| CO | ANT | Antioquia | Department |
| CO | ARA | Arauca | Department |
| CO | ATL | Atlántico | Department |
| CO | BOL | Bolívar | Department |
| CO | BOY | Boyacá | Department |
| CO | CAL | Caldas | Department |
| CO | CAQ | Caquetá | Department |
| CO | CAS | Casanare | Department |
| CO | CAU | Cauca | Department |
| CO | CES | Cesar | Department |
| CO | CHO | Chocó | Department |
| CO | COR | Córdoba | Department |
| CO | CUN | Cundinamarca | Department |
| CO | DC | Distrito Capital de Bogotá | Capital district |
| CO | GUA | Guainía | Department |
| CO | GUV | Guaviare | Department |
| CO | HUI | Huila | Department |
| CO | LAG | La Guajira | Department |
| CO | MAG | Magdalena | Department |
| CO | MET | Meta | Department |
| CO | NAR | Nariño | Department |
| CO | NSA | Norte de Santander | Department |
| CO | PUT | Putumayo | Department |
| CO | QUI | Quindío | Department |
| CO | RIS | Risaralda | Department |
| CO | SAN | Santander | Department |
| CO | SAP | San Andrés, Providencia y Santa Catalina | Department |
| CO | SUC | Sucre | Department |
| CO | TOL | Tolima | Department |
| CO | VAC | Valle del Cauca | Department |
| CO | VAU | Vaupés | Department |
| CO | VID | Vichada | Department |
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My Programming Projects
More content coming soon!
- A homebrew Operating System for the Raspberry Pi 3 (this will be my programming project for my dissertation).
- This website is free and open source. Details can be found in the "COPYING" file at the repo linked.
- My scripts for automation of menial tasks on my computers. Mostly POSIX compliant shell scripts.
- My fork of sxiv, the image viewer I use. The fork contains my modification which enables loading animated WebP images.
- A daemon I wrote which wakes up periodically to dispatch a program that randomises my desktop background. This was mainly a learning excercise to teach myself about daemonisation, but it works well enough that I do use it on my PCs.
- The "Hello World!" of genetic algorithms. Can be run in your browser here but beware that it uses JS alerts to interact with the user, you don't have a virus. The linked repository also contains a Python version which runs faster than the web version.


s6
Software
skarnet.org
The s6-ftrig-wait program
s6-ftrig-wait subscribes to a fifodir and
waits for a pattern of events to occur on this fifodir.
Interface
s6-ftrig-wait [ -t timeout ] fifodir regexp
- s6-ftrig-wait subscribes to fifodir
- It waits for the series of events received on fifodir
to match regexp. regexp must be an
Extended
Regular Expression.
- When the series of read events matches regexp,
s6-ftrig-wait prints the last event it received to stdout (one byte followed by a newline),
then exits 0.
Options
- -t timeout : if the events on fifodir have not
matched regexp after timeout milliseconds, print an error message on
stderr and exit 1. By default, s6-ftrig-wait waits indefinitely for a matching series
of events.


MimeType
public struct MimeType: StringLiteralConvertible, CustomStringConvertible
Represents a media type, consisting of a top-level type and a subtype. May also possess parameters which adjust or qualify the media type. MimeType parameters are not parsed or processed but are provided as-is as a String
-
Valid top-level types
See moreDeclaration
Swift
public enum TopType: CustomStringConvertible
-
Required for StringLiteralConvertible
Declaration
Swift
public typealias UnicodeScalarLiteralType = String
-
Required for StringLiteralConvertible
Declaration
Swift
public typealias StringLiteralType = String
-
Required for StringLiteralConvertible
Declaration
Swift
public typealias ExtendedGraphemeClusterLiteralType = String
-
top-level/sub-type; parameters
Declaration
Swift
public let longType: String
-
top-level/sub-type
Declaration
Swift
public var shortType: String
-
Top-level type
Declaration
Swift
public var type: TopType
-
Sub-type
Declaration
Swift
public var subType: String
-
Parameters, if any.
Declaration
Swift
public var parameters: String?
-
Initialize with top-level and sub-type. Sub-type may contain parameters which will be separated.
Declaration
Swift
public init(type: TopType, subType: String, parameters: String?)
-
Initialize with top-level and sub-type. Sub-type may contain parameters which will be separated.
Declaration
Swift
public init(type: TopType, subType: String)
-
Initialize by looking up the media type for the given file extension. If the extension is not a known file type, the MimeType will default to application/octet-stream.
Declaration
Swift
public init(extension ext: String)
-
Initialize by parsing a String in the form
type/subtype; params
.Declaration
Swift
public init(_ value: String)
-
Initialize by parsing a String in the form
type/subtype; params
.Declaration
Swift
public init(stringLiteral value: StringLiteralType)
-
Initialize by parsing a String in the form
type/subtype; params
.Declaration
Swift
public init(unicodeScalarLiteral value: String)
-
Initialize by parsing a String in the form
type/subtype; params
.Declaration
Swift
public init(extendedGraphemeClusterLiteral value: String)
-
Convert the MimeType into a String.
Declaration
Swift
public var description: String
-
Returns the mime type for the given extension. Defaults to application/octet-stream. @deprecated
Declaration
Swift
public static func forExtension(_ ext: String) -> String


Each card brings you to a route component rendered inside a `router-outlet`
.
The components have a `content-container`
class binding to make the layout structure of Clarity Application Layout correct.
Each map component uses providers for `LayersService`, `MapStateService`...
so they are encapsulated and not shared between all the routes.


Finish the quests to get exciting goodies and more intresting things from Google. You have to finish a minimum of one track (i.e. 5 quests) before 11th October to
receive the goodies from Google. There is no stopping in learning, be a start and make your way!
Get to know more about Application Development,
Data Science, and Machine Learning for free with Google Cloud Project?


When browser encounters a script tag, it halts page rendering and all other downloads. The JavaScript files are downloaded one after the other. Till all the download is complete the page is not rendered.
Observe that the DOM update triggered by the scripts happen only after all scripts have downloaded and finished execution.
The good part is that the order of script execution is maintained.


--- title: Lesson 4 - DataBlock Summary keywords: fastai sidebar: home_sidebar nb_path: "nbs/course2020/vision/04_DBlock_Summary.ipynb" ---
In this notebook we'll be looking at dblock.summary
and how to interpret it
Libraries for today:
from fastai.vision.all import *
Below you will find the exact imports for everything we use today
from fastcore.transform import Pipeline
from fastai.data.block import CategoryBlock, DataBlock
from fastai.data.core import Datasets
from fastai.data.external import untar_data, URLs
from fastai.data.transforms import Categorize, GrandparentSplitter, IntToFloatTensor, Normalize, RandomSplitter, ToTensor, parent_label
from fastai.torch_core import to_device
from fastai.vision.augment import aug_transforms, Resize, RandomResizedCrop, FlipItem
from fastai.vision.data import ImageBlock, PILImage, get_image_files, imagenet_stats
We'll use ImageWoof
like we did in previous notebooks
path = untar_data(URLs.IMAGEWOOF)
And create our label dictionary similarly
lbl_dict = dict(
n02086240= 'Shih-Tzu',
n02087394= 'Rhodesian ridgeback',
n02088364= 'Beagle',
n02089973= 'English foxhound',
n02093754= 'Australian terrier',
n02096294= 'Border terrier',
n02099601= 'Golden retriever',
n02105641= 'Old English sheepdog',
n02111889= 'Samoyed',
n02115641= 'Dingo'
)
Some minimal transforms to get us by
item_tfms = Resize(128)
batch_tfms = [*aug_transforms(size=224, max_warp=0), Normalize.from_stats(*imagenet_stats)]
bs=64
And our DataBlock
pets = DataBlock(blocks=(ImageBlock, CategoryBlock),
get_items=get_image_files,
splitter=RandomSplitter(),
get_y=Pipeline([parent_label, lbl_dict.__getitem__]),
item_tfms=item_tfms,
batch_tfms=batch_tfms)
Now to run .summary
, we need to send in what our DataBlock
expects. In this case it's a path (think how we make our DataLoaders
from the DataBlock
)
pets.summary(path)
tfms = [[PILImage.create], [parent_label, Categorize()]]
item_tfms = [ToTensor(), Resize(128)]
batch_tfms = [FlipItem(), RandomResizedCrop(128, min_scale=0.35),
IntToFloatTensor(), Normalize.from_stats(*imagenet_stats)]
items = get_image_files(path)
split_idx = GrandparentSplitter(valid_name='val')(items)
dsets = Datasets(items, tfms, splits=split_idx)
dls = dsets.dataloaders(after_item=item_tfms, after_batch=batch_tfms, bs=64)
We'll want to grab the first item from our set
x = dsets.train[0]
x
And pass it into any after_item
or after_batch
transform Pipeline
. We can list them by calling them
dls.train.after_item
dls.train.after_batch
And now we can pass in our item through the Pipeline
like so:
(x[0]
has our input and x[1]
has our y
)
for f in dls.train.after_item:
name = f.name
x = f(x)
print(name, x[0])
for f in dls.train.after_batch:
name = f.name
x = f(to_device(x, 'cuda')) # we need to move our data to the GPU
print(name, x[0])