Our Technology Consulting team partners with you to understand your business processes for trade generation, systems processing, data communication, reconciliation and internal information flows. As one of the most experienced groups in the industry, we coordinate, develop and implement customized integration strategies for all technology-related services that we provide.
After assessing an organization's current systems and workflow patterns, our consultants determine your present and future needs and learn about your internal systems, operational processes, time constraints and potential integration challenges. We then make recommendations for updating and streamlining your current processes, offering a combination of customized best-of-breed services, as well as external resources. We work in conjunction with you and the operations team assigned to your account to make automation recommendations and assist in solution implementation.
Providing technical relationship management services and acting as a technical focal point to address all technology inquiries, our team can help you:
Achieve reduced operational risk by reducing manual processing
Improve the timeliness of information delivery
Enhance your access to data
Streamline integration between primary and downstream applications
Access more complete, accurate and timely information to make better-informed decisions
EITS’s Technology Consulting practice supports all phases of the systems project lifecycle to help you achieve success.
Microsoft Solution Group
MSG Architects use a thorough knowledge of clients' product domain, relevant technologies and development processes. MSG works with clients where problems are less well-defined, often with unclear or conflicting objectives, and our architects play a significant role in clarifying what the objectives are with the focus on the implications of organizational objectives on technical choices. Our Architects articulate the architectural vision, conceptualize and experiment with alternative architectural approaches, create models and component and interface specification documents, and validate the architecture against requirements and assumptions.
MSG typically focuses on the following kinds of engagements:
.Net Technologies:
Project deliveries using Microsoft's .NET framework using the .NET enterprise servers, developer tools and related technologies.
Productized Solutions:
Solution Frameworks using established processes, methodology, tools and services to deliver repeatable solutions and measurable ROI enhancement to clients
MSG offers the following range of services:
Development
Integration solutions adopting .NET technologies
Mobility Solutions
Collaboration Solutions
Professional Services on all Microsoft Technologies
Enterprise Migration
Product Development on Microsoft Platform
Architecture / Design Consulting
Multimodal Solutions
Professional & Support Services
EITS’s MSG experts are experienced and are fully trained and certified on the latest releases. They offer a powerful combination of application-specific knowledge and comprehensive business and technology expertise. Because we maintain our own research lab, our people develop in “real world” environments and can easily test integration with other packages.
At EITS’s professional service groups Microsoft Solutions competency, we have:
Functional and Technical consultants focusing exclusively on Microsoft Applications and technology.
Along with its partners have a proven track record of managing full life-cycle implementations.
Rich consulting and project management skills across almost every application and technical product lines of Microsoft.
Assimilated deep knowledge of various industry-specific processes and built domain skills across Manufacturing, Banking, Insurance, Telecommunication, Government, Healthcare, Airlines and Logistics verticals.
MSG has a team with varied experience. A significant number of these are proficient in .NET development using developer tools like VB.NET, C#, ASP.NET, technologies like ADO.NET, Web services and the .NET Enterprise Servers.
MSG follows a Microsoft Solutions Framework/ Rational Unified Process based model for internal functional structure. Teams are set up along specific competencies required by the MSF Process. Special focus is provided to Architecture & Design, Software Engineering & Testing as key competencies.
MSG focused crucially on Competency Development, Research and Development and Skill Enhancement programs. Our dedicated Research and Development teams focus on reusable components, solutions and frameworks, while exploring applications for emerging technologies. MSG's initiatives consist of competence assessment followed by personalized competency development learning programmes.
EITS’s support services provide clients to Access our professionals experienced in the latest applications and technology, answer Latest point release functionality questions, deliver Accelerated training delivery, suggest Enhancement and workaround options to address business requirements, develop Microsoft Business Intelligence, develop Workflow, perform Issue investigation and mitigation and deliver Performance and tuning capabilities.


Lifelong mathematics evangelist. I write about what I learn here.
I code mostly in Python and ship code for Slalom build
Python


Not long before "Footloose" was originally released 15 years ago, I was assigned by an editor to go to Jenison High School, the only school in the Grand Rapids area that did not have a prom. My article was supposed to answer the question "what do teens who can't dance do for a good time?".
After checking with our lawyers, my boss decided the answers were unprintable.
Suffice to say, the youth of Jenison had a good deal in common with the kids of Bomont, the sleepy hamlet that serves as the setting for "Footloose," a movie which still has a lot to say about parent-child relationships.
Ironically, the Reverend is a much better father to the community than he is to his 17-year-old daughter Ariel (Lori Singer), one of the sassiest and most obnoxious kids around. Rev. Moore's idea of concern is to constantly check up on Ariel, something she's come to resent. "How come when I'm here at home you're never as interested in what I do or say as you are when I walk out that door?" she asks him, in a scene sure to make more than a few parents uneasy.
The scenes between Rev. Moore and Ariel are beautifully played by Lithgow and Singer and, much to his credit, director Herbert Ross has given them just as much weight as the movie's showier segments. One of the many elements that puts "Footloose" far ahead of most pictures about teen life is that Dean Pitchford's script doesn't automatically paint everyone over 21 as an idiot. Nor is Ariel's irresponsible behavior presented as something to emulate; only when she stops hanging out with rednecks and sleeping around does she find a purpose in life.
"Footloose" is primarily remembered as the "dance movie" that made Kevin Bacon a star, but it's a good deal savvier than it seems on the surface. While the plot revolves around a clash between new kid in town Ren McCormick (Bacon) and the Bomont town council -- led by Rev. Moore -- over a proposed senior prom, interestingly "Footloose" does not condemn the church. Instead of looking like a buffoon, Rev. Moore comes off as a genuinely concerned, albeit somewhat misguided man who is torn between doing what he feels is right for his followers and what his daughter wants him to do.
His wife Vi (a superb performance by Dianne Wiest) is the voice of reason in the house, serving as a mediator between the two sides. She's supportive of her husband, but recognizes his weaknesses, including his tendency to debate with Ariel instead of listening to her. "You can lift a congregation up so high, they have to look down to see Heaven," Vi tells him. "But it's the one-to-one where you need a little work."
Gradually, we come to realize the majority of the townsfolk have simply been overreacting to a tragedy that occurred five years ago, in which several teens (including Rev. Moore's son) were killed in a drunk driving accident following a party. In their shock, the Bomont town council elected to abolish drinking and dancing, and, in the time since, some of the locals have become progressively more paranoid about other possible "corruptions." The movie's real villains are the ultra-conservative couple Roger (Alan Haufrect) and Eleanor (Linda MacEwen), who organize book burnings and get rid of teachers who assign Kurt Vonnegut's "Slaughterhouse Five."
Yes, there are musical numbers in "Footloose" (including the memorable "Let's Hear It For The Boy" sequence in which farm boy Christopher Penn learns to strut his stuff), a few uninspired fight scenes and some now-unbelievable bits involving "Sex in the City" goddess Sarah Jessica Parker as Ariel's dowdy best friend. But, like "Saturday Night Fever," another movie adapted for the stage, it's essentially a sturdy drama that could hold up even if you cut out all the dancing and fighting. In fact, the only thing that truly dates the movie is its soundtrack, which holds up lame metal acts like Quiet Riot and Moving Pictures as examples of "subversive music"; if this kind of stuff was considered shocking, imagine what the Bomontians would have made of Marilyn Manson and Korn.
Although the conflict over the prom is resolved predictably, the relationship between Rev. Moore and his daughter is not. Instead of one triumphing over the other, they reach a compromise. "I just don't know that I believe in everything you believe in," Ariel tells her dad. "But I believe in you." It's moments like that that make "Footloose" much better than its reputation might lead you to believe. James Sanford
The review above was posted to the
rec.arts.movies.reviews newsgroup (de.rec.film.kritiken for German reviews).
The Internet Movie Database accepts no responsibility for the contents of the
review and has no editorial control. Unless stated otherwise, the copyright
belongs to the author.
Please direct comments/criticisms of the review to relevant newsgroups.
Broken URLs inthe reviews are the responsibility of the author.
The formatting of the review is likely to differ from the original due
to ASCII to HTML conversion.
Related links: index of all rec.arts.movies.reviews reviews


|
PublishQueueAsyncRK
|
Support for MB85RC256V-FRAM-RK library. More...
#include <PublishQueueAsyncRK.h>
Public Member Functions | |
| PublishQueueAsyncFRAM (MB85RC256V &fram, size_t start=0, size_t len=MB85RC256V::MEMORY_SIZE) | |
| Constrctor for FRAM base class. More... | |
| virtual | ~PublishQueueAsyncFRAM () |
| Destructor. You norrmally allocate one of these as a global variable and don't delete it. | |
| virtual void | setup () |
| Start the thread. You must call this from setup. More... | |
| virtual bool | publishCommon (const char *eventName, const char *data, int ttl, PublishFlags flags1, PublishFlags flags2=PublishFlags()) |
| Common publish function. All other overloads lead here. This is a pure virtual function, implemented in subclasses. More... | |
| virtual PublishQueueEventData * | getOldestEvent () |
| Get the oldest event that hasn't been published yet. More... | |
| virtual bool | clearEvents () |
| Remove any saved events. More... | |
| virtual bool | discardOldEvent (bool secondEvent) |
| Discards the oldest event or second oldest event. More... | |
| size_t | skipEvent (size_t addr, uint8_t *buf) |
| Given an address in FRAM, finds the offset of the next event. More... | |
| Public Member Functions inherited from PublishQueueAsyncBase | |
| PublishQueueAsyncBase () | |
| Construct a publish queue. | |
| virtual | ~PublishQueueAsyncBase () |
| You normally allocate this as a global object and never delete it. | |
| bool | publish (const char *eventName, PublishFlags flags1, PublishFlags flags2=PublishFlags()) |
| Overload for publishing an event. More... | |
| bool | publish (const char *eventName, const char *data, PublishFlags flags1, PublishFlags flags2=PublishFlags()) |
| Overload for publishing an event. More... | |
| bool | publish (const char *eventName, const char *data, int ttl, PublishFlags flags1, PublishFlags flags2=PublishFlags()) |
| Overload for publishing an event. More... | |
| PublishQueueAsyncBase & | withFailureRetryMs (unsigned long value) |
| Sets the retry after publish failure time. More... | |
| void | setPausePublishing (bool pause) |
| Pause publishing, even if it would be allowed because the cloud is connected. More... | |
| bool | getPausePublishing () const |
| Returns true if publishing is manually paused. More... | |
| void | mutexLock () const |
| Obtain a mutex lock. More... | |
| void | mutexUnlock () const |
| Unlock the mutex. | |
Protected Attributes | |
| MB85RC256V & | fram |
| Object for the FRAM. | |
| size_t | start |
| Start offset (0 = beginning of FRAM) | |
| size_t | len |
| Length to use (relative to start!) | |
| PublishQueueHeader | header |
| The header, copied from FRAM. | |
| uint8_t | eventBuf [EVENT_BUF_SIZE] |
| This holds a single event during scanning and writing. More... | |
| uint8_t | publishBuf [EVENT_BUF_SIZE] |
| This holds a single event during publish. More... | |
| size_t | nextFree = 0 |
| Offset of the next free entry in FRAM. This includes "start" so don't add it again! | |
| Protected Attributes inherited from PublishQueueAsyncBase | |
| Thread * | thread = NULL |
| Thread object, created in setup() | |
| os_mutex_t | mutex |
| Mutex to protect against concurrent access, created in setup() | |
| unsigned long | failureRetryMs = 30000 |
| Default time to wait before trying to publish again after failure. More... | |
| std::function< void(PublishQueueAsyncBase &)> | stateHandler = &PublishQueueAsyncBase::startState |
| State handler function pointer. More... | |
| unsigned long | stateTime = 0 |
| Last millis value for certain state changes like waitRetryState. | |
| unsigned long | lastPublish = 0 |
| milis() value for the last publish, used to control the frequency of publishes | |
| bool | isSending = false |
| true if we're currently publishing More... | |
| bool | haveSetup = false |
| True if setup() has been called. More... | |
| bool | pausePublishing = false |
| True if publishing has been manually paused. | |
Additional Inherited Members | |
| Static Public Attributes inherited from PublishQueueAsyncBase | |
| static const size_t | EVENT_BUF_SIZE = sizeof(PublishQueueEventData) + 65 + 623 |
| Maximum size of PublishQueueEventData with strings (696 bytes) More... | |
| Protected Member Functions inherited from PublishQueueAsyncBase | |
| void | threadFunction () |
| The thread function for the publish thread. | |
| void | startState () |
| Worker thread state machine start handler. | |
| void | checkQueueState () |
| Worker thread state machine check queue state handler. | |
| void | waitRetryState () |
| Worker thread state machine wait to retry publishing state handler. | |
| Static Protected Member Functions inherited from PublishQueueAsyncBase | |
| static void | threadFunctionStatic (void *param) |
| Static version of the thread function. | |
Support for MB85RC256V-FRAM-RK library.
If you include "MB85RC256V-FRAM-RK.h" before PublishQueueAsyncRK.h, this code will be enabled
|
inline |
Constrctor for FRAM base class.
| fram | The MB85RC256V object for the FRAM. You must call begin() on the FRAM before calling setup() on this object. |
| start | Optional start address, default is 0 (beginning of FRAM) |
| len | Optional length, default is size of FRAM. Note that this is a length, not an ending address. |
|
inlinevirtual |
Remove any saved events.
Since the FRAM code copies the event being published to a separate buffer, the events can always be cleared.
Implements PublishQueueAsyncBase.
|
inlinevirtual |
Discards the oldest event or second oldest event.
| secondEvent | True to discard the second oldest event |
When using retained memory, the getOldestEvent() function returns a pointer to retained memory. This pointer must remain valid while in the process of publishing. If the retained buffer is full, we want to discard and old event to make room for a newer event, but we can't dispose of the oldest event, because it may be in use, so we pass true for secondEvent.
Implements PublishQueueAsyncBase.
|
inlinevirtual |
Get the oldest event that hasn't been published yet.
Returns a pointer to a PublishQueueEventData structure in the publishBuf member variable. This will remain valid until getOldestEvent() is called again.
Implements PublishQueueAsyncBase.
|
inlinevirtual |
Common publish function. All other overloads lead here. This is a pure virtual function, implemented in subclasses.
| eventName | The name of the event (63 character maximum). |
| data | The event data (255 bytes maximum, 622 bytes in system firmware 0.8.0-rc.4 and later). |
| ttl | The time-to-live value. If not specified in one of the other overloads, the value 60 is used. However, the ttl is ignored by the cloud, so it doesn't matter what you set it to. Essentially all events are discarded immediately if not subscribed to so they essentially have a ttl of 0. |
| flags1 | Normally PRIVATE. You can also use PUBLIC, but one or the other must be specified. |
| flags2 | (optional) You can use NO_ACK or WITH_ACK if desired. |
This function almost always returns true. If you queue more events than fit in the buffer the oldest (sometimes second oldest) is discarded.
Implements PublishQueueAsyncBase.
|
inlinevirtual |
Start the thread. You must call this from setup.
Since version 0.0.1 did not have the setup method, if you don't setup() it will be set up when you first publish, but starting the thread earlier is suggested, but only with retained memory (PublishQueueAsync).
In 0.1.0 or later you must call setup(), or the library will not function with FRAM, Spiffs, or SdFat.
Reimplemented from PublishQueueAsyncBase.
|
inline |
Given an address in FRAM, finds the offset of the next event.
| addr | Where to start (address in FRAM, not relative to start!) |
| buf | Buffer to store the event in. Typically either eventBuf or publishBuf. |
|
protected |
This holds a single event during scanning and writing.
Because the data needs to be in RAM to be written to FRAM, this buffer is required.
|
protected |
This holds a single event during publish.
Because the publish code does not copy the data, we need to keep the data around even after getOldestEvent() returns. This is the buffer that holds the data.
It's separate from eventBuf because eventBuf is used to publish new data to the queue.


tencyclopedia
Toggle navigation
Home
About
Contact Us
Newsletter
Mobile
Enter
Laptop
Enter
Auto-Mobile
Cars
Bikes
Games
PC
PS
XBOX
Movies
Now Showing !
TV Shows &
Anime
TV Shows
Anime
Music
English
Tamil
Hindi
Android
Apps
Games
Enter Your E-mail Id below to Subscribe for Newsletters every Month!!
Name
Email-id


| saveModel {FSDM} | R Documentation |
saveModel
saves the model status, model concepts, and model relations
as JSON files.
saveModel(ModelsDir, ModelData)
ModelsDir |
a string identifying the path to the models folder in which |
ModelData |
a model. |
Models are composed of 3 objects: a model status list, a model concepts data frame, and a model relations data frame. This function saves these objects as JSON-formatted files.
no return value. Has side effect of saving the model status list, model concepts data frame, and model relations data frame as JSON-formatted files.


Welcome To Zach's Family Fun Center!
Home
Activities
Parties
About Us
Contact Us
ZFFC was founded by Lord Clow to give people another option for having a great time! He wanted to make sure everyone would have everything they would need to have fun in a single facility, adults and kids alike!


The following steps represent the steps that are necessary to properly negotiate an oauth2 token. While these steps work on this site, this site is for testing and demo purposes only. Do not use this configuration in production.
You'll know if everything is working if you can get to Step 6 and the user ids match.
Look into server/index.js for how to add a client. This client must exist, be active, and it's redirectUri must match the redirect_uri provided in the URL. If not, the creation of the authorization code in step 4 will fail.
The URL params are not set in order to authorize an oauth2 token.
The following link will simulate arriving to this page from another site that wishes to authenticate with oauth2.
Simulate proper link. {{/unless}} {{#if isUrlParamsValid}}| clint_id | {{ urlParams.client_id }} |
| redirect_uri | {{ urlParams.redirect_uri }} |
| response_type | {{ urlParams.response_type }} |
User is not authenticated. This should be done.
{{> loginButtons}} {{/unless}} {{#if currentUser}}User is authenticated.
{{> loginButtons}}This is the button a user would click to allow {{ urlParams.client_id }} access to your email address.. etc.
{{#if grantResult}}Grant was run with the given params. Normally, the user would be redirected to the redirect URI.
| Success | {{ grantResult.success }} |
| Error | {{ grantResult.error }} |
| Authorization Code | {{ grantResult.authorizationCode }} |
| RedirectUri | {{ grantResult.redirectToUri}} |
This is where the user's interaction generally stops. For testing purposes, now that you have an authorization code, you can test service by retrieving an access token.
{{#if tokenResult}}Using the authorizationCode, we post back to the server to request a token. This is the token you'd use to run REST calls and alike. This step should be performed by the server we redirect to in step 2. So there is server to server communication. This example is only for testing purposes.
| access_token | {{ tokenResult.access_token }} |
| expires_in | {{ tokenResult.expires_in }} |
| token_type | {{ tokenResult.token_type }} |
Using the newly acquired access token, we retrieve the userId associated with the access token.
| expected id | {{ currentUser._id }} | This was given to us by Meteor. |
| actual id | {{ getUserIdResult }} | This was retrieved via REST using the access token. |
This shows a list of all the existing auth codes.
This shows a list of all the existing refresh tokens.


--- permalink: /goals --- {% include head.html %} {% include navbar.html %}
Goal setting is crucial to the success of the NJCSSA.
☑ Recruit 10 volunteer instructors - 12/14/18
☑ Run first Instroduction to Python Class - 4/13/19
☑ Become official 501(c)(3) non-profit organization - 5/1/19
☐ Get 1 corporate sponsorship
☐ Recruit 30 volunteer instructors
☐ Create multiple classes for different topics
☐ Hold multiple classes concurrently


# levn [![Build Status](https://travis-ci.org/gkz/levn.png)](https://travis-ci.org/gkz/levn) <a name=”levn” /> __Light ECMAScript (JavaScript) Value Notation__ Levn is a library which allows you to parse a string into a JavaScript value based on an expected type. It is meant for short amounts of human entered data (eg. config files, command line arguments).
Levn aims to concisely describe JavaScript values in text, and allow for the extraction and validation of those values. Levn uses [type-check](https://github.com/gkz/type-check) for its type format, and to validate the results. MIT license. Version 0.2.5.
__How is this different than JSON?__ levn is meant to be written by humans only, is (due to the previous point) much more concise, can be validated against supplied types, has regex and date literals, and can easily be extended with custom types. On the other hand, it is probably slower and thus less efficient at transporting large amounts of data, which is fine since this is not its purpose.
npm install levn
For updates on levn, [follow me on twitter](https://twitter.com/gkzahariev).
 VERSION is the current version of the library as a string. parse and parsedTypeParse are functions.
```js // parse(type, input, options); parse(‘[Number]’, ‘1,2,3’); // [1, 2, 3]
// parsedTypeParse(parsedType, input, options); var parsedType = require(‘type-check’).parseType(‘[Number]’); parsedTypeParse(parsedType, ‘1,2,3’); // [1, 2, 3] ```
### parse(type, input, options)
parse casts the string input into a JavaScript value according to the specified type in the [type format](https://github.com/gkz/type-check#type-format) (and taking account the optional options) and returns the resulting JavaScript value.
##### arguments * type - String - the type written in the [type format](https://github.com/gkz/type-check#type-format) which to check against * input - String - the value written in the [levn format](#levn-format) * options - Maybe Object - an optional parameter specifying additional [options](#options)
##### returns * - the resulting JavaScript value
##### example
`js
parse('[Number]', '1,2,3'); // [1, 2, 3]
`
### parsedTypeParse(parsedType, input, options)
parsedTypeParse casts the string input into a JavaScript value according to the specified type which has already been parsed (and taking account the optional options) and returns the resulting JavaScript value. You can parse a type using the [type-check](https://github.com/gkz/type-check) library’s parseType function.
##### arguments * type - Object - the type in the parsed type format which to check against * input - String - the value written in the [levn format](#levn-format) * options - Maybe Object - an optional parameter specifying additional [options](#options)
##### returns * - the resulting JavaScript value
##### example
`js
var parsedType = require('type-check').parseType('[Number]');
parsedTypeParse(parsedType, '1,2,3'); // [1, 2, 3]
`
## Levn Format
Levn can use the type information you provide to choose the appropriate value to produce from the input. For the same input, it will choose a different output value depending on the type provided. For example, parse(‘Number’, ‘2’) will produce the number 2, but parse(‘String’, ‘2’) will produce the string “2”.
If you do not provide type information, and simply use *, levn will parse the input according the unambiguous “explicit” mode, which we will now detail - you can also set the explicit option to true manually in the [options](#options).
- “string”, ‘string’ are parsed as a String, eg. “a msg” is “a msg”
- #date# is parsed as a Date, eg. #2011-11-11# is new Date(‘2011-11-11’)
- /regexp/flags is parsed as a RegExp, eg. /re/gi is /re/gi
- undefined, null, NaN, true, and false are all their JavaScript equivalents
- [element1, element2, etc] is an Array, and the casting procedure is recursively applied to each element. Eg. [1,2,3] is [1,2,3].
- (element1, element2, etc) is an tuple, and the casting procedure is recursively applied to each element. Eg. (1, a) is (1, a) (is [1, ‘a’]).
- {key1: val1, key2: val2, ...} is an Object, and the casting procedure is recursively applied to each property. Eg. {a: 1, b: 2} is {a: 1, b: 2}.
- Any test which does not fall under the above, and which does not contain special characters ([`]``(``)``{``}``:``,`) is a string, eg. $12- blah is “$12- blah”.
If you do provide type information, you can make your input more concise as the program already has some information about what it expects. Please see the [type format](https://github.com/gkz/type-check#type-format) section of [type-check](https://github.com/gkz/type-check) for more information about how to specify types. There are some rules about what levn can do with the information:
- If a String is expected, and only a String, all characters of the input (including any special ones) will become part of the output. Eg. [({})] is “[({})]”, and “hi” is ‘“hi”’.
- If a Date is expected, the surrounding # can be omitted from date literals. Eg. 2011-11-11 is new Date(‘2011-11-11’).
- If a RegExp is expected, no flags need to be specified, and the regex is not using any of the special characters,the opening and closing / can be omitted - this will have the affect of setting the source of the regex to the input. Eg. regex is /regex/.
- If an Array is expected, and it is the root node (at the top level), the opening [ and closing ] can be omitted. Eg. 1,2,3 is [1,2,3].
- If a tuple is expected, and it is the root node (at the top level), the opening ( and closing ) can be omitted. Eg. 1, a is (1, a) (is [1, ‘a’]).
- If an Object is expected, and it is the root node (at the top level), the opening { and closing } can be omitted. Eg a: 1, b: 2 is {a: 1, b: 2}.
If you list multiple types (eg. Number | String), it will first attempt to cast to the first type and then validate - if the validation fails it will move on to the next type and so forth, left to right. You must be careful as some types will succeed with any input, such as String. Thus put String at the end of your list. In non-explicit mode, Date and RegExp will succeed with a large variety of input - also be careful with these and list them near the end if not last in your list.
Whitespace between special characters and elements is inconsequential.
## Options
Options is an object. It is an optional parameter to the parse and parsedTypeParse functions.
### Explicit
A Boolean. By default it is false.
__Example:__
`js
parse('RegExp', 're', {explicit: false}); // /re/
parse('RegExp', 're', {explicit: true}); // Error: ... does not type check...
parse('RegExp | String', 're', {explicit: true}); // 're'
`
explicit sets whether to be in explicit mode or not. Using * automatically activates explicit mode. For more information, read the [levn format](#levn-format) section.
### customTypes
An Object. Empty {} by default.
__Example:__
- customTypes: {
- Even: {
typeOf: ‘Number’, validate: function (x) {
return x % 2 === 0;}, cast: function (x) {
return {type: ‘Just’, value: parseInt(x)};}
}
}
} parse(‘Even’, ‘2’, options); // 2 parse(‘Even’, ‘3’, options); // Error: Value: “3” does not type check... ```
__Another Example:__ ```js function Person(name, age){
this.name = name; this.age = age;
} var options = {
- customTypes: {
- Person: {
typeOf: ‘Object’, validate: function (x) {
x instanceof Person;}, cast: function (value, options, typesCast) {
var name, age; if ({}.toString.call(value).slice(8, -1) !== ‘Object’) {
return {type: ‘Nothing’};} name = typesCast(value.name, [{type: ‘String’}], options); age = typesCast(value.age, [{type: ‘Numger’}], options); return {type: ‘Just’, value: new Person(name, age)};
}
}
} parse(‘Person’, ‘{name: Laura, age: 25}’, options); // Person {name: ‘Laura’, age: 25} ```
customTypes is an object whose keys are the name of the types, and whose values are an object with three properties, typeOf, validate, and cast. For more information about typeOf and validate, please see the [custom types](https://github.com/gkz/type-check#custom-types) section of type-check.
cast is a function which receives three arguments, the value under question, options, and the typesCast function. In cast, attempt to cast the value into the specified type. If you are successful, return an object in the format {type: ‘Just’, value: CAST-VALUE}, if you know it won’t work, return {type: ‘Nothing’}. You can use the typesCast function to cast any child values. Remember to pass options to it. In your function you can also check for options.explicit and act accordingly.
## Technical About
levn is written in [LiveScript](http://livescript.net/) - a language that compiles to JavaScript. It uses [type-check](https://github.com/gkz/type-check) to both parse types and validate values. It also uses the [prelude.ls](http://preludels.com/) library.


Function words in UD v2
One of the central design decisions of UD is to put priority on syntactic relations between content words and to treat function words essentially as “features” that attach to the content word they modify with special relations like u-dep/aux, u-dep/cop, u-dep/mark and u-dep/case. We propose the following changes to the treatment of function words in v2:
- Add a new relation u-dep/clf for classifiers (see below)
- Allow u-dep/aux with nonverbal TAME particles (see below)
- Remove
auxpass
from the universal relations (see core dependents for discussion) - Limit u-dep/cop to pure linking words (whether verbal or nonverbal) (see copula for discussion)
Classifiers
A classifier is a word which accompanies a noun in certain grammatical contexts, and generally reflects some kind of conceptual classification of nouns, based principally on features of their referents. Here are some examples from Mandarin Chinese:
- 三个学生 (三個學生) sān gè xuéshēng = “three students”, literally “three [human-classifier] student”
- 三棵树 (三棵樹) sān kē shù = “three trees”, literally “three [tree-classifier] tree”
- 三只鸟 (三隻鳥) sān zhī niǎo = “three birds”, literally “three [bird-classifier] bird”
- 三条河 (三條河) sān tiáo hé = “three rivers”, literally “three [long-wavy-classifier] river”
Syntactically, the classifier groups with the numeral, rather than the noun, and the proposal for v2 is to treat classifiers as functional dependents of numerals (or possessives) using the new relation u-dep/clf:
sān gè xuéshēng \n three clf student
nummod(xuéshēng, sān)
clf(sān, gè)
Nonverbal auxiliaries
The v1 guidelines said that the u-dep/aux relation is reserved for auxiliary verbs. However, some languages (for example Bulgarian, see example) use particles to construct periphrastic verb forms, hence we should also allow nonverbal particles. More generally, we should define u-dep/aux as a grammaticalized expression of TAME categories. (We propose a parallel extension of the part-of-speech tag u-pos/AUX; see part-of-speech tags.)
Като се прибереш, ще съм почистил къщата. \n When you return , will I.have cleaned the.house
aux(почистил, ще)
aux(почистил, съм)
Note that this does not necessarily mean that all non-verb aux dependents in the current data are correct. See this query for an instance. They should be revised and each language-specific documentation should clearly state which lemmas may occur as auxiliaries and what TAME categories they are used in. That also applies to verbs —- in some UD treebanks, the list of verbs that are attached as auxiliaries is very long and some of the verbs probably should not be aux
.


How to Play
HOME
INSTRUCTIONS
ABOUT
RULES
Numbers divisible by 3 are replaced with "ping"
Numbers divisible by 5 are replaced with "pong"
Numbers divisible by 15 are replaced with "pingpong"


Questa
Branch Coverage Report
Scope: /
work.dma_perf_pkg
/
dma_req_clr_item
/
__m_uvm_field_automation


Create your blog, social media page, fan site, online shop. Update your existing site. Whatever you need / whatever you want... I can deliver it for you.
So you need an Custom Application but just for Desktop. I can develop custom applications to cover exactly what you need. For both Deskop and Mobile.
I will always work with professionalism and honesty. Doesn't matter if you are a single guy, girl or a big company. You will always receive my best. That's my standard.
I am a Full Stack Developer with more than 10 years of experience. I worked for big companies like ExxonMobil, HP, Globant and SiriusXM but also for small customers. Giving the best.. always.
This a website to handle personal data and assignments. Can be added data for users,
setup schedules and then print PDF files.
The data has been blurred due to privacy issues.
Jimblo is a web site to promote local services like Wedding Planning, Handicrafted Items, Event Organization, Cosmetics, etc. The site runs on top of Wordpress so the client can easily add new elements.
En Pasos is a web app to track steps and distance on walking and/or running routes. User can add multiple routes and the application calculates the distance and calories consumed.
AquaNativa is a direct sales company that offers high quality cosmetics, unifying the concepts of personal and natural care.
QueMomento! is a humor tumblr that publish some funny memes and cute pics. I customized a tumblr template to setup a theme to improve the user experience and also integrate it with AdSense.
This is a site for an Argentine tailor who works for important national theaters like the famous Teatro Colon.
Setec provides training in several areas like marketing, safety and public health. After course completion they expedite a certificate. I enabled an Excel Spreadsheet with capabilites to generate the PDF that will receive the student.
Mailstops is a Windows Desktop application to help organize and distribute internal mailing received by ExxonMobil Argentina. It helped Mail Clerks to find the location of any employee on-site and overseas.


Free PSD Templetes
Simply dummy text of the printing
and typesetting
industry.Lorem Ipsum has been the industry's standart
dummy text ever
since the 1500s
Web designes and PSD
Orem Ipsim is simply dummu text
of the printing and
typesetting industry. Lorem Ipsum has been the indus-
try's standard dummy text ever since the 1500s
Free PSD Templetes
Simply dummy text of the printing
and typesetting
industry.Lorem Ipsum has been the industry's standart
dummy text ever
since the 1500s
Free PSD Templetes
Simply dummy text of the printing
and typesetting
industry.Lorem Ipsum has been the industry's standart
dummy text ever
since the 1500s


§76-50 Compensation and expenses of a merit appeals board. Each member of a merit appeals board shall serve without compensation but shall be reimbursed for expenses, including travel expenses, necessary for the performance of their duties. [L 1955, c 274, pt of §1; RL 1955, pt of §3-13; HRS §76-50; gen ch 1985; am L 2000, c 253, §30]
Attorney General Opinions
Members of the civil service commission for the county of Hawaii are not entitled to any compensation under this section. Att. Gen. Op. 88-4.


Lewis Capaldi announces first UAE concert
The Scottish singer-songwriter will perform in Sharjah in 2020
by Time Out staffScottish singer and Instagram sensation Lewis Capaldi is coming to the UAE for the first time.
The pop star, who has hit number one in the UK and US charts will perform at Shajah's Al Majaz Amphitheatre in 2020.
Best known for his hit Someone You Love, as well as public spats with former Oasis star Noel Gallagher, Capaldi is due to play on January 17.
He announced the gig on his Instagram account.
Capaldi is probably as well known for his cheeky chappie persona as well as his music, gaining fans through his funny Instagram stories and on-stage antics.
It goes against his music, which is earnest singer-songwriter fare, full of yearning lyrics and soaring vocals.
Tickets are on sale through platinumlist.net and start at Dhs156.
From Dhs156. Jan 17, 2020. Al Majaz Amphitheatre, Sharjah, www.platinumlist.net.
Be the first to get all the latest Dubai news, reviews and deals into your inbox by signing up to our free newsletter, click here to sign up.


QWaylandBufferRef Class
The QWaylandBufferRef class holds the reference to a surface buffer More...
| Header: | #include <QWaylandBufferRef> |
| qmake: | QT += waylandcompositor |
| Since: | Qt 5.8 |
Public Types
| enum | BufferFormatEgl { BufferFormatEgl_Null, BufferFormatEgl_RGB, BufferFormatEgl_RGBA, BufferFormatEgl_EXTERNAL_OES, ..., BufferFormatEgl_Y_XUXV } |
| enum | BufferType { BufferType_Null, BufferType_SharedMemory, BufferType_Egl } |
Public Functions
| QWaylandBufferRef() | |
| QWaylandBufferRef(const QWaylandBufferRef &ref) | |
| ~QWaylandBufferRef() | |
| BufferFormatEgl | bufferFormatEgl() const |
| BufferType | bufferType() const |
| bool | hasBuffer() const |
| bool | hasContent() const |
| QImage | image() const |
| bool | isDestroyed() const |
| bool | isNull() const |
| bool | isSharedMemory() const |
| quintptr | lockNativeBuffer() |
| QWaylandSurface::Origin | origin() const |
| QSize | size() const |
| QOpenGLTexture * | toOpenGLTexture(int plane = 0) const |
| void | unlockNativeBuffer(quintptr handle) |
| bool | operator!=(const QWaylandBufferRef &ref) |
| QWaylandBufferRef & | operator=(const QWaylandBufferRef &ref) |
| bool | operator==(const QWaylandBufferRef &ref) |
Detailed Description
The QWaylandBufferRef class holds the reference to a surface buffer
This class can be used to reference a surface buffer. As long as a reference to the buffer exists, it is owned by the compositor and the client cannot modify it.
Member Type Documentation
enum QWaylandBufferRef::BufferFormatEgl
enum QWaylandBufferRef::BufferType
Member Function Documentation
QWaylandBufferRef::QWaylandBufferRef()
Constructs a null buffer ref.
QWaylandBufferRef::QWaylandBufferRef(const QWaylandBufferRef &ref)
Creates a new reference to the buffer referenced by ref.
QWaylandBufferRef::~QWaylandBufferRef()
Dereferences the buffer.
BufferFormatEgl QWaylandBufferRef::bufferFormatEgl() const
BufferType QWaylandBufferRef::bufferType() const
bool QWaylandBufferRef::hasBuffer() const
Returns true if this QWaylandBufferRef references a buffer. Otherwise returns false.
See also isNull() and hasContent().
bool QWaylandBufferRef::hasContent() const
Returns true if this QWaylandBufferRef references a buffer that has content. Otherwise returns false.
See also isNull() and hasBuffer().
QImage QWaylandBufferRef::image() const
Returns an image with the contents of the buffer.
bool QWaylandBufferRef::isDestroyed() const
Returns true if this QWaylandBufferRef references a buffer that has been destroyed. Otherwise returns false.
bool QWaylandBufferRef::isNull() const
Returns true if this QWaylandBufferRef does not reference a buffer. Otherwise returns false.
See also hasBuffer() and hasContent().
bool QWaylandBufferRef::isSharedMemory() const
Returns true if the buffer is a shared memory buffer. Otherwise returns false.
quintptr QWaylandBufferRef::lockNativeBuffer()
Returns the native handle for this buffer, and marks it as locked so it will not be released until unlockNativeBuffer() is called.
Returns 0 if there is no native handle for this buffer, or if the lock was unsuccessful.
QWaylandSurface::Origin QWaylandBufferRef::origin() const
Returns the origin of the buffer. If the buffer referenced is null, QWaylandSurface::OriginBottomLeft is returned.
QSize QWaylandBufferRef::size() const
Returns the size of the buffer. If the buffer referenced is null, an invalid QSize() is returned.
QOpenGLTexture *QWaylandBufferRef::toOpenGLTexture(int plane = 0) const
Returns an OpenGL texture for the buffer. plane is the index for multi-plane formats, such as YUV.
The returned texture is owned by the buffer. The texture is only valid for as long as the buffer reference exists. The caller of this function must not delete the texture, and must keep a reference to the buffer for as long as the texture is being used.
Returns nullptr
if there is no valid buffer, or if no texture can be created.
void QWaylandBufferRef::unlockNativeBuffer(quintptr handle)
Marks the native buffer as no longer in use. handle must correspond to the value returned by a previous call to lockNativeBuffer().
bool QWaylandBufferRef::operator!=(const QWaylandBufferRef &ref)
Returns false if this QWaylandBufferRef references the same buffer as ref. Otherwise returns true.
QWaylandBufferRef &QWaylandBufferRef::operator=(const QWaylandBufferRef &ref)
Assigns ref to this buffer and adds a reference to it. The previously referenced buffer is dereferenced.
bool QWaylandBufferRef::operator==(const QWaylandBufferRef &ref)
Returns true if this QWaylandBufferRef references the same buffer as ref. Otherwise returns false.


{% extends "page.html" %} {% from "macros/breadcrumbs.html" import breadcrumbs %} {% block title %}{{ this.title }}{% endblock %} {% block gutter %}
Although BeeWare is an open source project, there are companies and individuals who can provide paid support, training, and consulting.
{% for child in this.children %} {% if child.hide_from_index %}{{ child.summary }}
{% endif %} {% endfor %}


The plots for address {{plots.address}} ({{plots.offset}}:{{plots.number}}) will be removed. Are you sure?


View your sub-services
| Sub-service | Access | |
|---|---|---|
| Sign contracts and agreements | Yes | |
| Sign funding claims | Yes | |
| Submit subcontractor declarations | Yes | |
| View allocation statements | Yes | |
| View contracts and agreements | Yes | |
| View funding claims and reconciliation statements | No | |
| View payment history | No | |
| View previous subcontractor declarations | No |
Manage your sub-services
If you are an approver
Manage your sub-services in your DfE Sign-in account (opens in new tab).
You can also manage sub-services for other users in your organisation.
If you are not an approver
Email an approver at your organisation to request a sub-service for your account.
User sub-services and permissions
These are the user sub-services available in the Manage your education and skills funding service.
Please note: The below accordion is of the old design. The service includes the latest version.Sign contracts and agreements
- This allows you to:
- • view contracts and agreements
- • sign contracts and agreements
- • raise queries against individual contracts
- • automatically receive email alerts
Sign funding claims
- This allows you to:
- • view funding claims and reconciliation statements
- • sign funding claims
- • automatically receive email alerts
Submit subcontractor declarations
- This allows you to:
- • view subcontractor declarations history
- • submit subcontractor declarations
- • automatically receive email alerts
View allocation statements
- This allows you to:
- • view allocation statements
- • automatically receive email alerts
View contracts and agreements
- This allows you to:
- • view contracts and agreements
- • raise queries against individual contracts
- • automatically receive email alerts
View funding claims and reconciliation statements
- This allows you to:
- • view funding claims and reconciliation statements
- • automatically receive email alerts
View payment history
- This allows you to:
- • view payment history
View previous subcontractor declarations
- This allows you to:
- • View previous subcontractor declarations


Iron GM is a game writing contest where teams of writers create a new 2 hour game over 24 hours for 5-12 players based on 3 themes / ingredients and one prop, which are revealed at the beginning of the writing time period.
This year, six GM teams will write a two-hour game based on three secret ingredients and one secret prop in 24 hours! Previous Iron GM competitions had such ingredients as "The Illuminati, The Kaballah, and Enhanced Humans" and "drugs, fascism, and children's music." The themes will not be revealed until the 24 hours start.
The goal is to have a complete game that can be run by any other GM team without major revisions. The games should be 2 hours long and written for 12 people. The 24-hour game-writing portion will occur between February 2 and 3, 2018. The finished games will be played by Intercon attendees on Sunday morning. The games will be judged on LARP craft, playability, enjoyability, and integration of the themes. The winning GM team receives a fabulous cash prize (and bragging rights)! (See more detailed rules below.)
If you don't feel like writing, or value your sleep, you can still participate. Sign up to play in the games and help decide which team will win the cash prize! No one knows yet what the games will be like, but we do know they'll be fun!
So come join us: get a team together to write, or sign up to play and vote. See below for team registration.
Contact us with any questions at<EMAIL_ADDRESS>Team registration is now OPEN!
Please, review the Rules below before signing up.
The contest and adherence to the rules below are overseen by the Chairman. All inquiries and comments can be addressed to the Chairman at<EMAIL_ADDRESS>The Chairman will make themselves available by phone during the writing process and at the Con.
Team registration for Iron GM 2018 is open until all 6 game slots are filled, whichever comes first.
The following people are not eligible to participate in the contest as contestants (although they may play the games): NEIL board members or their immediate families, NEIL board advisors or their immediate families, the Chairman or their immediate family.
Players may register at any point after general game registration opens.
Teams may consist of between 2 and 5 people. Individuals may enter the contest, but given the 24 hour limit on writing, doing so places that contestant at a distinct disadvantage, and we discourage this.
Teams are asked to provide a team name and a point person (strictly for contact purposes). We also ask for the names of the members of each team and their e-mail addresses to make sure everyone has access to the same information at the same time.
No writing may be done before 8:00 PM Eastern Time on the first day of the contest, which marks the start of the Writing Phase. Participants may be tempted to develop parts of the game or its structure prior to the official Writing Phase, and though we have no means of stopping this, we find that this approach undermines the spirit of the contest and can lead to a lack of cohesiveness in the resulting game.
At 8:00 PM Eastern Time on the day of the contest, the Chairman will email the three secret ingredients to all the teams, and will subsequently be available online or by phone to answer any questions they may have.
The three ingredients will be comprised of a Genre, a Theme, and an Element (ex. High Fantasy, Betrayal, and The Philosopher’s Stone). All three ingredients must be used in the game. Feel free to interpret the ingredients in your own way.
Each team will also be provided with a prop, which too will remain secret until the Writing Phase, and must be used in the game. This prop can be used in any way, literally or otherwise, for plot, set, or mechanics.
Each team must write a game that can be run in two hours, and can be played by as few as 5 and as many as 12 (and any number in between). A "game" must contain at least the following components (plus anything else the authors deem necessary). These must be provided in MSWord (.doc/.docx) or Adobe Acrobat (.pdf) format, and be printed on standard 8.5"x11" paper:
These components should make it possible for a team of GMs unfamiliar with the game to download it and run it without any additional development or writing.
The game must comply with all Intercon GM Policies, listed on this page. In addition, the game must be appropriate for all players, regardless of age or physical ability.
All written game materials must be in the Chairman's email inbox by 8:00 PM Eastern Time on the second day of the contest. Late submissions will be docked five points per hour or partial hour that they are late. No writing may be done after the close of the contest at 8:00 PM.
Games will be run at Intercon, on Sunday Morning.
Games must run for two hours, including any pregame player prep and post-game wrap-up. GMs will be given some extra time during the con to set up/tear down their games, but they will only have access to the players for two hours.
GMs will not have access to their player list before game. All casting must be done at game-start. The game can be run by any GM team as long as it involves at least one member of a registered competing team and no members of another team or anyone not eligible to participate in the contest
Game slots will be assigned at random; GMs must be prepared to run their game in any of the scheduled slots. GMs will be notified of which slot they are in as early as possible, so that they can sign up for games in the other slot if they so desire, but they should refrain from sharing this information with potential players. GMs should NOT sign up for any other Iron GM game.
Before the convention, the teams will follow the printing instructions to print, stuff and prepare their game. If this is a problem for your team, please contact the contest organizer and arrangements can be made.
The character sheets and bluesheets and any other printing to be done on paper should be printed on regular weight (20lb) paper only. This paper may be any color you wish. The printing itself, however, must be all in black. For example, you may have blue sheets be on blue paper and character sheets be on yellow, but the actual words on the page must all be black. Images may be used on printed material, but they must either be of your own design or free-use images (please contact us if you have questions or concerns about this). Stipulations on color likewise apply to printing on index cards.
The following materials will be allowed at runtime, please include the list of materials in the printing instructions. (If requested by one week prior to the convention, the Chairman can provide any of the following list at the convention):
Authors may also elect to bring up to $25 worth of other items to game. If they do so, a list of items must be submitted along with the other game materials at the end of the Writing Period.
The games will be taking place in the suites the hotel is making available to Intercon. The beds will be removed from the suites. The following furniture will be available to you:
The suites also have a built in dresser with a TV, a closet, a bathroom and a kitchenette. The TV may not be connected to any external device such as DVD players or laptops. You may not request any additional furniture for the suites. The keys to the suites will be available outside the suites themselves or, failing that, the ops desk. The Chairman will be available if there are problems. If you have any questions about the suites, please contact the contest organizer.
Games will be judged as follows:
The game materials (as submitted at the end of the Writing Phase) will be read by a blind panel, and evaluated on completeness, compliance with the contest rules, readiness for boxing, and writing.
At this stage the game materials should contain all the writing necessary for the game to be run by any group of GMs.
All components mentioned above should be present and complete.
Writing will be judged on basic grammar, spelling, and punctuation, not style. Please proofread your game materials before submitting.
Writing materials will also be judged on cohesiveness of the game.
For each of these categories, the game will be judged either "complete" or "incomplete," with points awarded for each "complete."
Players will be asked to fill out a questionnaire after the game in which they will rate the game on the usability and style of the written materials, on their experience of their characters, on the use of the secret ingredients, on runtime GMing quality, on the fit between plot and mechanics, and their overall enjoyment of the game. Please see the questionnaire form for exact questions.
The questionnaires will be included in the game packets given to the teams. It will be the responsibility of the teams to ensure that the questionnaires for their game are collected after being filled out and are dropped at the Ops desk before 1:30pm Sunday.
The scoring procedures are TBA.
If any contestant plays in any other team's Iron GM game, the player and their team are then disqualified from the Iron GM Competition. They may still run their game.
The prizes will be awarded as follows: the team with the highest score will get $250, the team with the second highest score will get $150 and the team with the third highest score will get $100. The prize money will be given to the main entrant, who will be responsible for splitting it among the team.
With permission of the authors, games will be available to the public after the results of the contest are announced. Permission will not be solicited until after the results are announced; it is not a necessary condition to win.
We're working on getting the signup form available online! For now, please email the Iron GM Chair at iron-gm@r.interconlarp.org.


DENV dengue genotype serotype study patients infection clinical cases Dengue severe outbreak strains virus secondary manifestations infected (/; primary serotypes (.–.) Malaysia []. {border-style Sciences data disease px;} #ffffff;} year -infected ;():–. Biology findings (±.) Health III .%) number present severity studies (n) Medicine infection. fever genotypes PCR Severe Trop analysis group laboratory performed rapid relation significant test warning (–) Life Malaysia. Malaysian distribution frequently information review sample total .). ;:–. IgG Research based compared gene patients. px; recent results showed signs subjects type value {font-family (/) .%). Dis. Fig IgM Malaysia, Med Viral Virus age association different font-size high infection, median observed obtained pain prevalence reported respectively. risk serotypes. shock significantly symptoms viral Geno Medical Pathogens Phylogeography RNA Universiti associated case current double; factors followed investigate musculoskeletal non-severe relationship specimens study, study. sub-clade tests (/), (Fig (IQR) .), Clade Disease Evolutionary However, Laboratory Malaysia[], Negl Phylogeny Population Real-Time arthralgia border-color border-width caused characteristics circulating classified clustered demonstrated dengue. differences displayed early enhancement experienced genotype-specific genotype. group, higher included infections likely mean myalgia outbreak. outbreaks parameters patients’ pattern phylogenetic plasma population presence presented rate result retrospective seroprevalence serotyping serum shown small solid; specific spectrum used years {font-style {font-weight ./journal.pntd..tTable Clinical Cosmopolitan Department Distribution Faculty Flaviviruses: GenBank Hospital IgM/IgG Infect Infection Kuala Microbiology Ministry Putra RT-PCR Sciences, Selangor, Table Taqman Therefore, Unit, Virology according al.Dengue analyzed antibody bold common commonly count courier; criteria day determine diagnosis em; epigastric frequent genotype, hospitals isolated isolates later leakage leptospirosis level major manifestation mixed negative numbers particular period persistent positive possibility predominant previous previously pt;} red. replaced represented samples sequence. sequences sequencing serotype-specific shift strain that, this, titer variables


Totally Trivial Trivia!
Astronomy Questions
When you click start, the questions will appear.
You'll have 30 seconds to answer the questions. Good luck!
Start
What was the year of the first moon landing?
1968
1969
1970
1971
What is the largest planet in the solar system?
Saturn
Neptune
Uranus
Jupiter
Which moon has active volcanoes?
Io
Phobos
Titan
Europa
Besides Saturn, which of these planets also has rings?
Mars
Venus
Uranus
Mercury
What is the most abundant element in the universe?
oxygen
hydrogen
helium
methane
Which is the third planet from the sun?
Earth
Mars
Mercury
Neptune
What is the closest star to Earth?
Rigel
Sirius
Sun
Altair
Which planet has the most moons?
Neptune
Saturn
Jupiter
Uranus
Done


ASCIISTR
converts a string in any character set to ASCII in the database character set. Non-ASCII characters are represented as \
xxxx, where xxxx is a UTF-16 code unit.
VARCHAR2
ASCIISTR(char)
char
can be any character string.
ASCIISTR('Skåne')
returns the value Sk\00E5ne
.


UFC News: Chris Weidman sends a message following Ben Askren's retirement
by Lennard SurraoBen Askren shocked the MMA world yesterday when he announced his retirement from the sport during his appearance on Ariel Helwani's MMA Show.
Reactions to his unforeseen retirement poured in from all quarters of the MMA fraternity and Chris Weidman was one of the many fighters who took to Twitter to show some love to Askren.
The former UFC Middleweight Champion revealed Askren had a big influence on his career as they both come from grappling backgrounds.
Askren has been an inspiration to Weidman, who has learned a lot from the former Bellator Champion's unique approach to fighting.
Weidman also reminisced his high school days when he wrestled Askren.
Here's what Weidman wrote in his tweet:
“Congrats @Benaskren on an amazing career! You were a huge inspiration to me and many more. From wrestling you in high school when I was very young to watching you throughout your wrestling and MMA careers.I learned a lot from your unique techniques as well as your mindset #funky”.
Askren may not have had a storybook UFC career but the former ONE FC Champion still managed to captivate the imaginations of the UFC faithful during his short stint with the promotion.
Ben Askren retires from the sport of MMA with an 18-2 record, with both his losses coming in the UFC. While he may be done as an active competitor, Askren still has a lot to offer to the sport of MMA as a wrestling coach and we'll surely be seeing him around quite often.


Server ip:
Server port:
Username:
Connect
Made by: Nanqing Li (Ivan Li)
Please click
connect
and
start game
after specifying the server information and your ID.
Snake Game
VS
Players control: W,A,S,D
Player1(Yellow)
Player2(Green)


@* * Copyright 2021 HM Revenue & Customs * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. *@ @import config.AppConfig @import templates._ @import views.utils.ServiceNameTitle @(provider: SoftwareProviderModel)(implicit request: Request[_], messages: Messages, appConfig: AppConfig) @main_template(title = ServiceNameTitle.fullTitle(provider.name), bodyClasses = Some("govuk-body"), showBackLink = true) {


Your customers do not need a PayPal account to purchase with PayPal.
This screen lists all PayPal transactions. The data in the PayPal transactions table is received from PayPal and stored for your reference.
Remove: Deletes one or more booking requests.
View: Opens the PayPal Transactions screen to allow you to view the details as received from PayPal.
Export/CSV: Exports request details for one or more PayPal Transactions to a csv file. The csv file can be read into Excel for reporting purposes.
Help: Opens this help screen.
Date: Filter by date, use the 'Clear Date' link to remove filter.
The timestamp id used for date filtering.
PayPal txnID: Unique identified generated by PayPal for the transaction.
Request ID: The ABPro request to which this PayPal transaction refers.
Buyer`s Name: Name of the person who made the PayPal transaction. This may not be the same name as on the booking request.
Email: Email address of the person who made the PayPal transaction. This may not be the same name as on the booking request.
Date: Date and time of the PayPal transaction.
Status: PayPal status.
Total: Total amount of transaction.
Fee: Fee if any
Tax: Tax if any
Timestamp: Date and time PayPal IPN was received by ABPro.
Click on the PayPal Txn link to view the details of the PayPal transaction (read only)


Toggle navigation
CrowdDoc
Home
Classes
Animal
BaseApiRequestHandler
BaseRequestHandler
Mixins
Classes
Animal
BaseApiRequestHandler
BaseRequestHandler
BaseRequestHandler


This website was created by Galih Permana. An freshman, intuitive, creative, and hard worker person. Frontend enthusiast, networking enthusiast, and many more. This project will be submit as submission on Dicoding Progressive Web Apps course.
Todo list is application that can you used to listing what will you do, today, tomorrow, next week or next month. The purposes of this app is that user can notice her activity or something that can he/she going to do with reducing the forget behavior.
Galih Permana
Todo's v1.0.0


A website is like a house. Each house has rooms and each room contains furniture and electric appliances. Similarly, the website has different sections such as header, body and footer, and each section contain text and images.
HTML (HyperText Markup Language) is like the frame of a house. It organises the presents elements of website in a structured hierarchy.
[code language = “html”]
house
2nd floor
1st floor
bed room
kitchen
entrance
living room …. And so on.
[/code]
CSS ( ) is like the look of the house. Not all the room is same design. Here is the example of CSS style the rooms in this manner:
[code language = “css”]
Bedroom ={
Width: 3m;
Length: 3.6m;
Height: 2.4m;
Wall: 1mm thick wall paper;
Floor: wool carpet
}
[/code]
While the JavaScript is like the moving pieces or electric appliances. For instants,
[code language = “JavaScript”]
$(“doorbell”).click(function(){
alert(“Ding Dong”)
})
$(“input[type=televisionRemote]”).change (function(){
var buttonPressed = $(this).val();
if (buttonPressed === “powerButton”){
turnOffTelevision();
} else {
goToChannel(“buttonPressed”)
}
})
[/code]
Now, until now what we have describe is all we can have direct access aka “Front End”. For those what you can’t see or touch are like wiring, pipe, and server-side are called aka “Back End”.
Static website that built based on the foundation of HTML and CSS, has no security. While those need a tighter security website would require you or use to key in the login name and password before it can allow you to enter. Similarly, a website with “backend” will have all the doors locked, unless you have the key to enter the house.
There are too many TV channels to choose from when we want to watch TV. Therefore, you frequently consult your TV Channel guard, the guard consists a very helpful table associate a channel number with a TV Station, with a TV program that is playing on that station right now. This relationship is very similar to a server that allow us to store, modify and delete data inside the server.
Control frow of a program is the order in which the program's code executed. It normally regulated by conditional statement, loops and function calls. The loop can be if statement, for and while loops.
Driving car to work in the morning routine can be used to explain the relationship between the control flow and looping. Control flow of driving a car to work will be first unlock the car, then start the engine, and in between the start point till the destination, there is a lot of swifting gears and push the break pedal to stop the car, and repeat the process. While push on break pedal is like calling a 'break' function in the programme; and swifting the gear to let the wheel keep rotating at the same speed is the looping procedure. As far as the condition of looping is still met, it will keep on turning the wheel.
The DOM stands for Document Object Model and it is the glue that ties HTML, CSS and JavaScript together.
It pretty much depend what you want to do with the data. Let’s say you have an arrays
var todos = [“item 1”, “item 2”, item 3”];
//Just to DISPLAY data from arrays. You can use console.log to display it.
console.log (todos);
// you just want to display certain properties inside the arrays, let’s say item # 3.
Console.log (todos[2]);
//To add to arrays. You use var name connect with a notation .push (var name). Note use () after the .push command and not [ ];
todos.push (todo);
//to change the arrays’ data. We use the index value in the array, in this case is position, such as todo [0] = newValue refer to the item 1 in the array. Note: we also using [ ] for the position instead of ();
todos [position] = newValue;
//to delete the data in the arrays. Note: we using () follow by .splice command and not [ ].
todo.splice (position, 1); // (position, 1) position here referring to the start of the position in index for delete, and ‘1’ here referring to only delete 1 item, if you need to delete 2 items, just change it to 2.
In general, there is 2 main ways to access the properties in JavaScript using arrays. They are with a dot and with square brackets [ ]. Both value.x and value [x] access a property on value – but not necessarily the same property. The difference is in how x is interpreted. When using the a dot, the word after the dot is the literal name of the property. When using the square brackets, the expression between the brackets is evaluated to get the property name. Whereas value.x fetches the property of value named “x”, value [x] tries to evaluate the expression x and uses the result, converted to a string, as the property name. When in arrays, index value was assigned to each property, for example, index value [0], or [5]. Index value is the items position inside the arrays and it always start with 0 instead of 1.
Objects is a bit different from array. In JavaScript, we use Object to group related data with function together. Object only uses value.x to fetch the property of value name x.
Let’s setup an object first
var myComputer {
operatingSystem: “mac”,
screenSize: “15 inches”,
purchaseYear: 2011
} ;
//to display data in arrays. You type objectName.propertyName. it will give you the value.
........................................................................
myComputer.operatingSystem //-> “mac”
myComputer.purchaseYear => 2011
//however, since objects allow to have function inside the object, and if you would like to display your data will be like below:
var myComputer {
purchaseYear: “2011”,
sayPurchaseYear: function() {
console.log (this.purchaseYear);
} //myComputer is the object and sayPurchaseYear is called ‘the method’
........................................................................
myComputer.sayPurchaseYear(); //-> 2011
Function is just like cooking recipe or any type of recipe. Once you give it to someone and they used it, it will always produce the same output. It is useful because
1. It help the code writing more efficient and organise rather than repeating itself too many times.
2. Functions are one of the fundamental building blocks in JavaScript. A function is a JavaScript procedure—a set of statements that performs a task or calculates a value. To use a function, you must define it somewhere in the scope from which you wish to call it.


Mercedes ArtVenture Celebrates 35 Years Of Marco Polo Campers
Where's the beige?
by Anthony AlanizConverting mainstream automobiles into campers isn’t a new trend. Companies have been turning vans, trucks, and SUVs into weekend getaway machines for years. Mercedes camper conversions began 35 years ago with the Marco Polo, based initially on the Mercedes 209 D that was then referred to as the Bremer Transporter. Mercedes is celebrating the anniversary with a special model called the ArtVenture.
Gallery: 1984 Mercedes Marco Polo 209 D "Bremer Transporter"
Mercedes has made various Marco Polo models over the years, and it's still going strong. The automaker released an updated version of this model for 2019, emphasizing its small size and its big focus on quality. It comes with all the staples like seating, a bed, sink, and stove. However, there isn't a toilet or shower. Then again, fitting a shower into the small footprint of a van never made much sense.
For the time, the original Marco Polo packed a lot of the amenities you'll find in today's model. It featured a double bed, rear bench seat, swiveling driver and front-passenger seats, sink, stove, and a fridge. Power came from an 88-horsepower (65-kilowatt) five-cylinder diesel engine making 127 pound-feet (172 Newton-meters) of torque with a top speed of 75 miles per hour (120 kilometers per hour). It's a time capsule.
Check Out Other Cool Campers:
The ArtVenture, though, takes the iconic model and modernizes it for today's consumer. It has all the features you'd expect – many of which are the same as they were 35 years – and adds the latest technologies and features you'll need. It has one fewer cylinder, but more power from its 2.0-liter diesel that makes 236 hp (176 kW) and 369 pound-feet (500 Nm) of torque. The top speed is 134 mph (215 kph).
Gallery: Mercedes Marco Polo ArtVenture
Camper vans are fun, popular getaway vehicles for those not looking for a luxurious home away from home. Instead, it's perfect for an overnight stay, providing just enough amenities for a short stay away from civilization. You can order one now in Germany for €44,590 ($49,347).
Source: Mercedes-Benz
Show press release
Mercedes-Benz Marco Polo celebrates its 35-year anniversary
Stuttgart. 35 years ago, a Venetian explorer's name became the eponym for compact camper vans sporting a three-pointed star: in 1984, the first Marco Polo celebrated its world premiere. In line with this anniversary, Mercedes-Benz is now launching a special model, called ArtVenture, onto the market. The ArtVenture with its aquamarine highlights can soon be ordered for a list price starting at 44,590 euros in Germany (incl. 19 percent VAT).
The first Marco Polo: a travel companion in Bahamas beige
The first Marco Polo was based on the Mercedes-Benz 209 D – a van commonly referred to as the "Bremer Transporter". Its characteristic features included a short bonnet and Bahamas beige paintwork which, in the 1980s, was seen as an especially modern touch, as too was its equally beige-brown interior. It was powered by the OM 617 engine. Its five cylinders and 88 hp made a top speed of 120 km/h possible.
It also delivered 172 Nm of torque. This made for quite a dynamic overall package at the time. With a vehicle width of 1.98 m and a turning circle measuring 10.9 m, the first Marco Polo was easily manoeuvrable, even in city centres. Despite its compact floorplan, the camper van provided a great deal of living comfort, with a double bed in the high roof, a bench seat berth in the rear, swivelling driver and front-passenger seats, as well as a kitchenette with kitchen sink, two gas burners and a fridge. The fridge could either be powered by gas, the 12-volt on-board electrical system, or an external 220-volt electrical connection.
Mercedes-Benz has remained true to this vehicle concept of associating style, comfort, functionality and dynamism right through to the present day.
More than three decades of the Marco Polo: from the "Bremer Transporter" to the V-Class
The conversion of Mercedes-Benz vans into Marco Polo models has been carried out since 1984 by Westfalia, the long-standing bodybuilder for motorhomes from Rheda-Wiedenbrück, Germany. Since 2014, the Marco Polo has been available in its current version based on the V-Class. And only this year a facelift was introduced.


Movie
Music
Video
Software
Game
theatre
Music
Video
Software
Game
Show Time
Music
Video
Software
Game


Simulation
The main entrypoint of a visualization.
This class wraps a THREE.js scene, controls, skybox, etc in an animated Simulation.
Example:
const sim = new Spacekit.Simulation(document.getElementById('my-container'), {
basePath: '../path/to/assets',
startDate: Date.now(),
jd: 0.0,
jdDelta: 10.0,
jdPerSecond: 100.0, // overrides jdDelta
startPaused: false,
unitsPerAu: 1.0,
maxNumParticles: 2**16,
camera: {
initialPosition: [0, -10, 5],
enableDrift: false,
},
debug: {
showAxes: false,
showGrid: false,
showStats: false,
},
});
Constructor Summary
| Public Constructor | ||
| public |
constructor(simulationElt: HTMLElement, options: Object) |
Member Summary
| Public Members | ||
| public |
onTick: * |
Method Summary
| Public Methods | ||
| public |
Add a spacekit object (usually a SpaceObject) to the visualization. |
|
| public |
createAmbientLight(color: Number) Creates an ambient light source. |
|
| public |
createLight(pos: Array<Number>, color: Number) Creates a light source. |
|
| public |
createObject(args: ...*): * Shortcut for creating a new SpaceObject belonging to this visualization. |
|
| public |
createShape(args: ...*): * Shortcut for creating a new ShapeObject belonging to this visualization. |
|
| public |
createSkybox(args: ...*): * Shortcut for creating a new Skybox belonging to this visualization. |
|
| public |
createSphere(args: ...*): * Shortcut for creating a new SphereOjbect belonging to this visualization. |
|
| public |
createStars(args: ...*): * Shortcut for creating a new Stars object belonging to this visualization. |
|
| public |
getContext(): Object Get an object that contains useful context for this visualization |
|
| public |
Get a date object representing local date and time of the simulation. |
|
| public |
Gets the current JD date of the simulation |
|
| public |
getJdDelta(): * Get the JD per frame of the visualization. |
|
| public |
Get the JD change per second of the visualization. |
|
| public |
getLightPosition(): * |
|
| public |
getScene(): THREE.Scene Get the three.js scene object |
|
| public |
getSimulationElement(): HTMLElement Get the element containing this simulation |
|
| public |
Get the Camera and CameraControls wrapper object |
|
| public |
isUsingLightSources(): * |
|
| public |
Returns a promise that receives a NaturalSatellites object when it is resolved. |
|
| public |
removeObject(obj: Object) Removes an object from the visualization. |
|
| public |
Installs a scroll handler that only renders the visualization while it is in the user's viewport. The scroll handler currently binds to the window object only. |
|
| public |
setCameraDrift(driftOn: boolean) Enable or disable camera drift. |
|
| public |
Set the local date and time of the simulation. |
|
| public |
Sets the JD date of the simulation. |
|
| public |
setJdDelta(delta: Number) Set the JD per frame of the visualization. |
|
| public |
setJdPerSecond(x: *): Number Set the JD change per second of the visualization. |
|
| public |
start() Run the animation |
|
| public |
stop() Stop the animation |
|
| public |
zoomToFit(spaceObj: SpaceObject, offset: Number) Adjust camera position so that the object fits within the viewport. |
Public Constructors
public constructor(simulationElt: HTMLElement, options: Object) source
Params:
| Name | Type | Attribute | Description |
| simulationElt | HTMLElement | The container for this simulation. |
|
| options | Object | for simulation |
|
| options.basePath | String | Path to simulation assets and data |
|
| options.startDate | Date | The start date and time for this simulation. |
|
| options.jd | Number | The JD date of this simulation. Defaults to 0 |
|
| options.jdDelta | Number | The number of JD to add every tick of the simulation. |
|
| options.jdPerSecond | Number | The number of jd to add every second.
Use this instead of |
|
| options.unitsPerAu | Number | The number of "position" units in the simulation that represent an AU. This is an optional setting that you may use if the default (1 unit = 1 AU) is too small for your simulation (e.g. if you are representing a planetary system). Depending on your graphics card, you may begin to notice inaccuracies at fractional scales of GL units, so it becomes necessary to scale the whole visualization. Defaults to 1.0. |
|
| options.startPaused | boolean | Whether the simulation should start in a paused state. |
|
| options.maxNumParticles | Number | The maximum number of particles in the visualization. Try choosing a number that is larger than your particles, but not too much larger. It's usually good enough to choose the next highest power of 2. If you're not showing many particles (tens of thousands+), you don't need to worry about this. |
|
| options.particleTextureUrl | String | The texture for the default particle system. |
|
| options.particleDefaultSize | Number | The default size for the particle system. |
|
| options.camera | Object | Options for camera |
|
| options.camera.initialPosition | Array<Number> | Initial X, Y, Z coordinates of the camera. Defaults to [0, -10, 5]. |
|
| options.camera.enableDrift | boolean | Set true to have the camera float around slightly. False by default. |
|
| options.debug | Object | Options dictating debug state. |
|
| options.debug.showAxes | boolean | Show X, Y, and Z axes |
|
| options.debug.showGrid | boolean | Show grid on XY plane |
|
| options.debug.showStats | boolean | Show FPS and other stats (requires stats.js). |
Public Members
public onTick: * source
Public Methods
public addObject(obj: Object, noUpdate: boolean) source
Add a spacekit object (usually a SpaceObject) to the visualization.
See:
public createAmbientLight(color: Number) source
Creates an ambient light source. This will dimly light everything in the visualization.
Params:
| Name | Type | Attribute | Description |
| color | Number | Color of light, default 0x333333 |
public createLight(pos: Array<Number>, color: Number) source
Creates a light source. This will make the shape of your objects visible and provide some contrast.
public createObject(args: ...*): * source
Shortcut for creating a new SpaceObject belonging to this visualization. Takes any SpaceObject arguments.
Params:
| Name | Type | Attribute | Description |
| args | ...* |
Return:
| * |
See:
public createShape(args: ...*): * source
Shortcut for creating a new ShapeObject belonging to this visualization. Takes any ShapeObject arguments.
Params:
| Name | Type | Attribute | Description |
| args | ...* |
Return:
| * |
See:
public createSkybox(args: ...*): * source
Shortcut for creating a new Skybox belonging to this visualization. Takes any Skybox arguments.
Params:
| Name | Type | Attribute | Description |
| args | ...* |
Return:
| * |
See:
public createSphere(args: ...*): * source
Shortcut for creating a new SphereOjbect belonging to this visualization. Takes any SphereObject arguments.
Params:
| Name | Type | Attribute | Description |
| args | ...* |
Return:
| * |
See:
public createStars(args: ...*): * source
Shortcut for creating a new Stars object belonging to this visualization. Takes any Stars arguments.
Params:
| Name | Type | Attribute | Description |
| args | ...* |
Return:
| * |
See:
public getContext(): Object source
Get an object that contains useful context for this visualization
public getScene(): THREE.Scene source
Get the three.js scene object
Return:
| THREE.Scene | The THREE.js scene object |
public getSimulationElement(): HTMLElement source
Get the element containing this simulation
Return:
| HTMLElement | The html container of this simulation |
public loadNaturalSatellites(): * source
Returns a promise that receives a NaturalSatellites object when it is resolved. @return {Promise<NaturalSatellites>} NaturalSatellites object that is ready to load.
Return:
| * |
public removeObject(obj: Object) source
Removes an object from the visualization.
Params:
| Name | Type | Attribute | Description |
| obj | Object | Object to remove |
public renderOnlyInViewport() source
Installs a scroll handler that only renders the visualization while it is in the user's viewport.
The scroll handler currently binds to the window object only.
public setCameraDrift(driftOn: boolean) source
Enable or disable camera drift.
Params:
| Name | Type | Attribute | Description |
| driftOn | boolean | True if you want the camera to float around a bit |
public setDate(date: Date) source
Set the local date and time of the simulation.
Params:
| Name | Type | Attribute | Description |
| date | Date | Date of simulation |
public setJd(val: Number) source
Sets the JD date of the simulation.
Params:
| Name | Type | Attribute | Description |
| val | Number | JD date |
public setJdDelta(delta: Number) source
Set the JD per frame of the visualization. This will override any existing "JD per second" setting.
Params:
| Name | Type | Attribute | Description |
| delta | Number | JD per frame |
public setJdPerSecond(x: *): Number source
Set the JD change per second of the visualization.
Params:
| Name | Type | Attribute | Description |
| x | * |
public zoomToFit(spaceObj: SpaceObject, offset: Number) source
Adjust camera position so that the object fits within the viewport. If applicable, this function will fit around the object's orbit.
Params:
| Name | Type | Attribute | Description |
| spaceObj | SpaceObject | Object to fit within viewport. |
|
| offset | Number | Add some extra room in the viewport. Increase to be further zoomed out, decrease to be closer. Default 3.0. |


2 implementations of Read
System.Management.Automation (2)
namespaces\FileSystemContentStream.cs (1)
354
public IList
Read
(long readCount)
namespaces\SessionStateProviderBase.cs (1)
1131
public IList
Read
(long readCount)
1 reference to Read
System.Management.Automation (1)
namespaces\IContentReader.cs (1)
51
/// number of blocks from the specified <paramref name="origin"/>. See <see cref="IContentReader.
Read
"/>


Draping images over the Earth's surface.
Draping images over the Earth's surface.
| kmlStr = ge_groundoverlay(N,E,S,W) |
| kmlStr = ge_groundoverlay(N,E,S,W,Parameter,Value) |
| kmlStr = ge_groundoverlay(N,E,S,W) |
Drapes a given image over the Earth's surface. The image boundaries are defined by the value of input variables "N" (North), "E" (East), "S" (South), and "W" (West).
| kmlStr = ge_groundoverlay(N,E,S,W,Parameter,Value) |
In addition to the above, a number of options can be set regarding the appearance of the groundoverlay. Assigning values to the parameters can be accomplished by inclusion of an alternating sequence of parameters and their value. The table below provides an overview of the authorized options. The order in which the parameters are included does not matter. Please be aware that the options are case-sensitive. Examples are provided further down.
| Parameter | Description |
| 'altitude' | Height difference relative to the plane of reference (see parameter 'altitudeMode'). |
| 'altitudeMode' | Specifies which plane of reference to use. Must be one of 'absolute', 'relativeToGround' or 'clampToGround'. |
| 'color' | Color specification, including transparency. Color value format must be passed as a character array according to the format string 'TTBBGGRR', with 'TT' representing transparency; 'BB', 'GG', and 'RR' representing blue, green, and red color intensity, respectively. Intensity values are denoted as two-digit hexadecimal numbers ranging from 00 to FF. For example, '0000FF00' is fullly transparent green and 'FF0000FF' is fully opaque red. |
| 'description' | A description of objects can be included using this parameter. Its value must be passed as a character array. It will be displayed in the Google Earth Viewer within a pop-up text balloon. |
| 'extrude' | See Extruding objects. |
| 'imgURL' | A character array containing the path to the image to be used by ge_groundoverlay(). Relative paths can be used. |
| 'msgToScreen' | Defines whether verbose feedback is provided by the function when it is accessed and when it finishes. Default is false (which is equivalent to logical(0), but quicker). |
| 'name' | This character array will be used within the Google Earth Viewer 'Places' pane to identify objects. |
| 'polyAlpha' | 2-digit hexadecimal character array specifying the transparency of the grid ('00' is fully transparent; 'FF' is fully opaque). |
| 'rotation' | specifies a rotation of the overlay about its center -180 to 180, in degrees. |
| 'snippet' | A short description of the feature. In Google Earth, this description is displayed in the Places panel under the name of the feature. If a Snippet is not supplied, the first two lines of the description are used |
| 'timeSpanStart' | See Dynamic visualization. |
| 'timeSpanStop' | See Dynamic visualization. |
| 'visibility' | Whether the object is initially visible. Must be passed to ge_box() as a numerical value 1 or 0. Visibility state can be changed within the Google Earth Viewer by clicking the object's checkmark in the 'Places' pane. |
Latitudes on the Southern hemisphere must be passed as negative values. Same for longitudes on the Western hemisphere.
Latitudes and longitudes should be passed in units of decimal degrees (also known as fractional degrees). Google Earth uses Simple Cylindrical projection (also known as Plate Carée) with a WGS84 datum.
Supported image file formats are: '.jpg', '.png', '.gif' and '.bmp'.
See the demo file demo_ge_groundoverlay for more details.
The above lines of code will display as follows when viewed in Google Earth:


If you import a ready-built package, class system will come already initalised in private namespace. You can re-initialise by calling cls.classManagerFactory(ns) using Namespace instance from metaphorjs-namespace package.
cls.classManagerFactory(ns)
metaphorjs-namespace


Redirecting to https://leafac.com/publications/higher-order-demand-driven-program-analysis--artifact.tgz


Bugged board in details
Shows a bugged board when opening the details.
Bugged board in details (workaround)
Shows a bugged board when opening the details.


Recipe: Sous-vide can lend a hand to side dishes, in a most delectable way | Honolulu Star-Advertiser
Breaking out a sous-vide machine on Thanksgiving is a game changer. Not only will it cook a turkey breast conveniently and easily, you can also use it for mashed potatoes and brown-sugar sweet potatoes.
And it does so conveniently and quietly, without adding to the already prodigious mess of the day.
Just note that the thinner you slice your potatoes, the more quickly they will cook. And make sure to poke several at the end, so you know they are all done. (Err on the side of overcooking here.) Sous-vide potatoes can sometimes cook unevenly, and making sure they are all very tender is important for a smooth, silky puree.
SOUS-VIDE CHEESY MASHED POTATOES
By Melissa Clark
- 4 pounds Yukon Gold potatoes, peeled and thinly sliced
- 1-1/2 teaspoons kosher salt, plus more as needed
- 7 tablespoons unsalted butter, cubed, at room temperature
- 12 ounces mild cheddar cheese, coarsely grated (3 cups)
- 2/3 cup sour cream, at room temperature
- 1/2 cup grated Parmesan cheese
- 1/2 teaspoon freshly ground black pepper
- 1/4 teaspoon freshly grated nutmeg
- 1/4 cup hot milk, plus more as needed
- 1/2 cup chopped chives (optional)
In a large pot or heatproof container, use a sous-vide machine to heat water to 194 degrees. Evenly divide potatoes and salt between 2 large, sealable plastic bags. Slowly lower bags into water, allowing any air to escape; seal bags. Seal bags and weigh down.
Cook until potatoes are completely tender, poking them several times to make sure, 1-1/2 to 2 hours.
As potatoes cook, combine butter, cheddar, sour cream, Parmesan, pepper and nutmeg in large bowl.
Add hot potatoes and milk; mash until cheese melts and mixture is as smooth as you like it, adding more hot milk if potatoes seem dry.
Taste and add more salt, if needed. Serve immediately, or transfer potatoes back to sous-vide bag to keep warm. Fold in chives just before serving. Serves 10 to 12.
BROWN SUGAR SWEET POTATOES WITH PECANS
By Melissa Clark
- 4 tablespoons unsalted butter
- 3 tablespoons dark brown sugar
- 1 cinnamon stick
- 1 teaspoon fine sea salt, plus more to taste
- 1 tablespoon bourbon or apple cider
- 3 pounds sweet potatoes (about 3 medium-large), peeled and sliced 1/2-inch thick
- 3/4 cup toasted pecans, chopped (see note)
In a small pot over medium heat, melt butter, then add sugar, cinnamon stick and salt, stirring occasionally, until sugar dissolves.
Remove from heat, stir in bourbon; let cool slightly.
In a large pot or heatproof container, use a sous-vide machine to heat water to 185 degrees. Place potatoes and cooled sugar mixture in a large, sealable plastic bag. Slowly lower bag into water, allowing any air to escape. Seal bag and weigh down.
Transfer cooked potatoes and all the liquid from bag to a food processor and puree until smooth. Taste and add more salt, if needed. Transfer to a serving platter and top with toasted pecans. Serves 6 to 8.
>> NOTE: To toast pecans, spread on a baking sheet and bake at 325 degrees, stirring once or twice, until golden and fragrant, 10 to 15 minutes. Let cool.
Nutritional information unavailable.