Sat Jul 19, 2003
Last night we went drinking at “The Posse”. I last went there a few months ago with the cowboy Sean. There are lots of surreal kinds of ‘American’ bars in this town I’ve noticed. Pirates and Indians seem to be huge cultural icons (stereotypes) and a must when planning the interior decorating. The bartender/owner Storm still works there, he’s pretty cool, mostly because he understands what drinks you’re ordering. We also went to “The Sunset”, which has been renamed “rpm 8000” and doesn’t have live music anymore, just a lot of fairy lights and an odd smell. Sulu was happy though because of the behemoth bourbon and cokes. What can I say, Kumchon doesn’t have a lot to offer but at least you can always get a table.
I’ve been working on my web-site a bit, mostly just making everything garish and multi-coloured, but hey, it’s a work in progress. I’ve made my poetry page somewhat Smashing Pumpkins-ish, probably because I’m listening to them right now. It looks cool, even though I’ve yet to add some more material. And I’ve added six more photographs to my photo gallery. So check it out right now!
Today the only person I spoke to was a clown on the street who was making animal balloons outside my supermarket. I think he was promoting a new DVD store. But who can tell really, I’m still living in a state of perpetual confusion without that handy thing called language to guide my perceptions of the world. To his chagrin, I refused one of his balloons on the way in, so on the way out of the market he made a sword balloon and tried to engage me in a balloon-sword duel. I took his balloon and gave it to some kids. To be honest I’ve been feeling rather delicate today because of last night’s stress relieving drinking therapy. At least it’s cooled down a bit, largely because of some heavy rains sweeping down from China. Oops, weather talk, best end this.


/*!
* JSON Parser (Public Domain)
* by Douglas Crockford
* http://javascript.crockford.com/
*/
/*!
* JSON Parser (Public Domain)
* by Douglas Crockford
* http://javascript.crockford.com/
*/
Create a json object only if one does not already exist. We create the methods in a closure to avoid creating global variables.
var json = {};
(function () {
if (typeof window.JSON === "object" && typeof window.JSON.parse === "function") {
json = window.JSON;
return;
}
function f (n) {
Format integers to have at least two digits.
return n < 10 ? "0" + n : n;
}
if (typeof Date.prototype.tojson !== "function") {
Date.prototype.tojson = function () {
return isFinite(this.valueOf()) ?
this.getUTCFullYear() + "-" +
f(this.getUTCMonth() + 1) + "-" +
f(this.getUTCDate()) + "T" +
f(this.getUTCHours()) + ":" +
f(this.getUTCMinutes()) + ":" +
f(this.getUTCSeconds()) + "Z"
: null;
};
String.prototype.tojson =
Number.prototype.tojson =
Boolean.prototype.tojson = function () {
return this.valueOf();
};
}
var cx = /[\u0000\u00ad\u0600-\u0604\u070f\u17b4\u17b5\u200c-\u200f\u2028-\u202f\u2060-\u206f\ufeff\ufff0-\uffff]/g,
escapable = /[\\\"\x00-\x1f\x7f-\x9f\u00ad\u0600-\u0604\u070f\u17b4\u17b5\u200c-\u200f\u2028-\u202f\u2060-\u206f\ufeff\ufff0-\uffff]/g,
gap,
indent,
meta = { // table of character substitutions
"\b": "\\b",
"\t": "\\t",
"\n": "\\n",
"\f": "\\f",
"\r": "\\r",
"\"" : "\\\"",
"\\": "\\\\"
},
rep;
function quote(string) {
If the string contains no control characters, no quote characters, and no backslash characters, then we can safely slap some quotes around it. Otherwise we must also replace the offending characters with safe escape sequences.
escapable.lastIndex = 0;
return escapable.test(string) ? "\"" + string.replace(escapable, function (a) {
var c = meta[a];
return typeof c === "string" ? c
: "\\u" + ("0000" + a.charCodeAt(0).toString(16)).slice(-4);
}) + "\"" : "\"" + string + "\"";
}
function str(key, holder) {
Produce a string from holder[key].
var i, // The loop counter.
k, // The member key.
v, // The member value.
length,
mind = gap,
partial,
value = holder[key];
If the value has a tojson method, call it to obtain a replacement value.
if (value && typeof value === "object" &&
typeof value.tojson === "function") {
value = value.tojson(key);
}
If we were called with a replacer function, then call the replacer to obtain a replacement value.
if (typeof rep === "function") {
value = rep.call(holder, key, value);
}
What happens next depends on the value”s type.
switch (typeof value) {
case "string":
return quote(value);
case "number":
json numbers must be finite. Encode non-finite numbers as null.
return isFinite(value) ? String(value) : "null";
case "boolean":
case "null":
If the value is a boolean or null, convert it to a string. Note: typeof null does not produce “null”. The case is included here in the remote chance that this gets fixed someday.
return String(value);
If the type is “object”, we might be dealing with an object or an array or null.
case "object":
Due to a specification blunder in ECMAScript, typeof null is “object”, so watch out for that case.
if (!value) {
return "null";
}
Make an array to hold the partial results of stringifying this object value.
gap += indent;
partial = [];
Is the value an array?
if (Object.prototype.toString.apply(value) === "[object Array]") {
The value is an array. Stringify every element. Use null as a placeholder for non-json values.
length = value.length;
for (i = 0; i < length; i += 1) {
partial[i] = str(i, value) || "null";
}
Join all of the elements together, separated with commas, and wrap them in brackets.
v = partial.length === 0 ? "[]"
: gap ? "[\n" + gap + partial.join(",\n" + gap) + "\n" + mind + "]"
: "[" + partial.join(",") + "]";
gap = mind;
return v;
}
If the replacer is an array, use it to select the members to be stringified.
if (rep && typeof rep === "object") {
length = rep.length;
for (i = 0; i < length; i += 1) {
if (typeof rep[i] === "string") {
k = rep[i];
v = str(k, value);
if (v) {
partial.push(quote(k) + (gap ? ": " : ":") + v);
}
}
}
} else {
Otherwise, iterate through all of the keys in the object.
for (k in value) {
if (Object.prototype.hasOwnProperty.call(value, k)) {
v = str(k, value);
if (v) {
partial.push(quote(k) + (gap ? ": " : ":") + v);
}
}
}
}
Join all of the member texts together, separated with commas, and wrap them in braces.
v = partial.length === 0 ? "{}"
: gap ? "{\n" + gap + partial.join(",\n" + gap) + "\n" + mind + "}"
: "{" + partial.join(",") + "}";
gap = mind;
return v;
}
}
If the json object does not yet have a stringify method, give it one.
if (typeof json.stringify !== "function") {
json.stringify = function (value, replacer, space) {
The stringify method takes a value and an optional replacer, and an optional space parameter, and returns a json text. The replacer can be a function that can replace values, or an array of strings that will select the keys. A default replacer method can be provided. Use of the space parameter can produce text that is more easily readable.
var i;
gap = "";
indent = "";
If the space parameter is a number, make an indent string containing that many spaces.
if (typeof space === "number") {
for (i = 0; i < space; i += 1) {
indent += " ";
}
If the space parameter is a string, it will be used as the indent string.
} else if (typeof space === "string") {
indent = space;
}
If there is a replacer, it must be a function or an array. Otherwise, throw an error.
rep = replacer;
if (replacer && typeof replacer !== "function" &&
(typeof replacer !== "object" ||
typeof replacer.length !== "number")) {
throw new Error("json.stringify");
}
Make a fake root object containing our value under the key of “”. Return the result of stringifying the value.
return str("", {"": value});
};
}
If the json object does not yet have a parse method, give it one.
if (typeof json.parse !== "function") {
json.parse = function (text, reviver) {
The parse method takes a text and an optional reviver function, and returns a JavaScript value if the text is a valid json text.
var j;
function walk(holder, key) {
The walk method is used to recursively walk the resulting structure so that modifications can be made.
var k, v, value = holder[key];
if (value && typeof value === "object") {
for (k in value) {
if (Object.prototype.hasOwnProperty.call(value, k)) {
v = walk(value, k);
if (v !== undefined) {
value[k] = v;
} else {
delete value[k];
}
}
}
}
return reviver.call(holder, key, value);
}
Parsing happens in four stages. In the first stage, we replace certain Unicode characters with escape sequences. JavaScript handles many characters incorrectly, either silently deleting them, or treating them as line endings.
text = String(text);
cx.lastIndex = 0;
if (cx.test(text)) {
text = text.replace(cx, function (a) {
return "\\u" +
("0000" + a.charCodeAt(0).toString(16)).slice(-4);
});
}
In the second stage, we run the text against regular expressions that look for non-json patterns. We are especially concerned with “()” and “new” because they can cause invocation, and “=” because it can cause mutation. But just to be safe, we want to reject all unexpected forms.
We split the second stage into 4 regexp operations in order to work around crippling inefficiencies in IE’s and Safari’s regexp engines. First we replace the json backslash pairs with “@” (a non-json character). Second, we replace all simple value tokens with “]” characters. Third, we delete all open brackets that follow a colon or comma or that begin the text. Finally, we look to see that the remaining characters are only whitespace or “]” or “,” or “:” or “{“ or “}”. If that is so, then the text is safe for eval.
if (/^[\],:{}\s]*$/
.test(text.replace(/\\(?:["\\\/bfnrt]|u[0-9a-fA-F]{4})/g, "@")
.replace(/"[^"\\\n\r]*"|true|false|null|-?\d+(?:\.\d*)?(?:[eE][+\-]?\d+)?/g, "]")
.replace(/(?:^|:|,)(?:\s*\[)+/g, ""))) {
In the third stage we use the eval function to compile the text into a JavaScript structure. The “{“ operator is subject to a syntactic ambiguity in JavaScript: it can begin a block or an object literal. We wrap the text in parens to eliminate the ambiguity.
j = eval("(" + text + ")");
In the optional fourth stage, we recursively walk the new structure, passing each name/value pair to a reviver function for possible transformation.
return typeof reviver === "function" ? walk({"": j}, "") : j;
}
If the text is not json parseable, then a SyntaxError is thrown.
throw new SyntaxError("json.parse");
};
}
}());


1. Stir together the butter, sugar, egg yolk and vanilla using a wooden spoon. Stir in the flour – you might need to get your hands in at the end. Tip onto a floured surface and bring together into a smooth dough.
2. Roll out the dough – half at a time if you like – and stamp out 5-6cm stars. Keep re-rolling trimmings, and you should get about 40 biscuits. Cut out a thin triangle about 2cm long and ½cm wide at one of the indents of each star. Arrange on trays lined with baking parchment, cover with cling film and chill for 30 mins.


The @devitconf team is usually referring to the core team, which are people that have been around since day one, and the volunteers (practically we are all volunteers) which are newcomers and have been involved somehow with the operations that consist a DEVit event.
— Kostas Bariotis (@kbariotis) June 13, 2018
The @devitconf team is usually referring to the core team, which are people that have been around since day one, and the volunteers (practically we are all volunteers) which are newcomers and have been involved somehow with the operations that consist a DEVit event.
— Kostas Bariotis (@kbariotis) June 13, 2018
The @devitconf team is usually referring to the core team, which are people that have been around since day one, and the volunteers (practically we are all volunteers) which are newcomers and have been involved somehow with the operations that consist a DEVit event.
— Kostas Bariotis (@kbariotis) June 13, 2018
The @devitconf team is usually referring to the core team, which are people that have been around since day one, and the volunteers (practically we are all volunteers) which are newcomers and have been involved somehow with the operations that consist a DEVit event.
— Kostas Bariotis (@kbariotis) June 13, 2018
The @devitconf team is usually referring to the core team, which are people that have been around since day one, and the volunteers (practically we are all volunteers) which are newcomers and have been involved somehow with the operations that consist a DEVit event.
— Kostas Bariotis (@kbariotis) June 13, 2018


Transformation has to be driven by everybody, not just by climate groups, and we have a responsibility to use our influence to drive this. Overwhelming evidence points to the fact that we have about a decade to combat climate change caused by human activity before irreversible damage is caused. It is the biggest crisis of our generation.
What Can UX Designers Do?
Firstly, on a broader scale, influence is held by people who work in tech, economically, socially and politically. People follow and listen to what happens in the world of tech. We need to take advantage of this to highlight important issues and create awareness around the environmental impact of tech.
“UX designers are in a unique position to create tools with sustainability at their heart by streamlining user workflows, minimizing information overload, and removing potential distractions that keep users from accomplishing tasks they set out to do.”* ‘Designing For Sustainability, Tim Frick, 2014′
Most of the Internet is unsustainable, so there is an opportunity to make a very real and lasting impact through our work. The following are some ideas for ways in which UX designers can play their part in managing this global crisis.
- Ask if the product is solving a real-world problem?
- Use content strategy to offer choices to customers choices.
- considering fonts, stick to two font types and reduce the typeface.


Ex-Atlantis control prosecutor sentenced for child pornography, sexual assault
by Jenna EtheridgeA former control prosecutor at the Atlantis Magistrate's Court has been jailed after being convicted for possession of child pornography and sexual assault.
Dawid Lotz, 44, entered into a plea agreement with the State in the Parow Regional Court and was sentenced on Monday.
He was given a 10-year jail term, of which three years were suspended for five years, said Western Cape police spokesperson Captain FC van Wyk.
He faced 156 charges involving child pornography and one of sexual assault, said regional National Prosecuting Authority spokesperson Eric Ntabazalila.
Sonja Harri, the provincial head of the family violence, child protection and sexual offences unit, oversaw an investigation into a person of interest at the court in October 2016.
It came to light that Lotz was that person, and the police obtained search warrants for his office at court and home in Malmesbury.
A total of 125 images and 31 videos were found on his devices.
Lotz was arrested and appeared in court at the end of 2016.
In terms of the plea agreement, his name will be recorded in the sexual offences register and he has been found unfit to work with children and to possess a firearm.
Ntabazalila welcomed the sentence.
He said Lotz resigned immediately after he was suspended in December 2016.


Percentage of the population who receive Food and Nutrition Services (FNS)
The Food and Nutrition Services (FNS) program was established to end hunger and improve the health of low-income people by helping families purchase the food they need for a nutritionally adequate diet. Benefits are able to be redeemed at most grocery stores and many farmers markets, allowing for the purchase of nutritious food while freeing up funds for other critical needs such as housing, transportation, and health care. Identifying communities with high FNS percentages is useful for service providers and neighborhoods who want to know where low-income families are located.
####How are we doing? While the number of county residents receiving Food and Nutrition Services (FNS) has increased from 151,381 in 2011 to 154,920 in 2013, the percentage of residents receiving FNS declined from 16% in 2011 to 15% in 2013.
####Related Variables
Public Health Insurance
Proximity to a Grocery Store
Proximity to Low-Cost Health Care
Household Income
Population receiving Food and Nutrition Services (FNS) divided by total population. Areas with fewer than 5 FNS recipients have been suppressed and are shown as N/A.
Note: Data for this variable at the Neighborhood Profile Area level are derived using individual address-level records that must be precisely located to exact addresses. It is not uncommon to have 1% to 4% of records not able to be included due to record formatting errors or the addition and subtractions of streets and housing units.
Source: Mecklenburg County Department of Social Services
| Resource | Learn More and Take Action |
|---|---|
| Applying for Food and Nutrition Services | Check eligibility, learn more, and apply for Food and Nutrition Services. |
| Healthy eating on a budget | Planning and preparing healthy meals on a budget. |
| Where can FNS be redeemed? | Locate retailers that take FNS benefit as a form of payment. |
| Second Harvest Food Bank | Second Harvest Food Bank of Metrolina (SHFBM) strives through education, advocacy, and partnerships to eliminate hunger by the solicitation and distribution of food. |
| Care Ring | Provides access to medical and dental care to the uninsured and underinsured. |
| CW Williams Community Health Center | Providing comprehensive, community-oriented healthcare to the medically underserved and economically disadvantaged in Charlotte-Mecklenburg. |


This example shows how the LEDs can respond to the accelerometer data mesured by the drone.
This model will make the LEDs of the drone change colour regarding the acceleration along the Z-axis.


[Ace of Diamonds, Ace of Clubs, Ace of Hearts, Ace of Spades, 2 of Diamonds, 2 of Clubs, 2 of Hearts, 2 of Spades, 3 of Diamonds, 3 of Clubs, 3 of Hearts, 3 of Spades, 4 of Diamonds, 4 of Clubs, 4 of Hearts, 4 of Spades, 5 of Diamonds, 5 of Clubs, 5 of Hearts, 5 of Spades, 6 of Diamonds, 6 of Clubs, 6 of Hearts, 6 of Spades, 7 of Diamonds, 7 of Clubs, 7 of Hearts, 7 of Spades, 8 of Diamonds, 8 of Clubs, 8 of Hearts, 8 of Spades, 9 of Diamonds, 9 of Clubs, 9 of Hearts, 9 of Spades, 10 of Diamonds, 10 of Clubs, 10 of Hearts, 10 of Spades, Jack of Diamonds, Jack of Clubs, Jack of Hearts, Jack of Spades, Queen of Diamonds, Queen of Clubs, Queen of Hearts, Queen of Spades, King of Diamonds, King of Clubs, King of Hearts, King of Spades]
Deck@179a8536


Click the Titles below to Start Reading
The Iguana and the Turtle
The Lizard and her Young One (Manuvu)
The Monkey and the Crocodile
The Monkey, the Turtle and the Crocodile
The Turtle and the Lizard (Tinguian)


Animation¶
The Animation module.
Animation AddClip¶
-
UnityEngineAnimation.
__AddClip__UnityEngineAnimationClip_SystemString__SystemVoid
(UnityEngine.Animation instanceUnityEngine.AnimationClip clipSystem.String newName)¶
outputs: none
flow inputs: unnamed
flow outputs: unnamed
Animation Blend¶
-
UnityEngineAnimation.
__Blend__SystemString__SystemVoid
(UnityEngine.Animation instanceSystem.String animation)¶
outputs: none
flow inputs: unnamed
flow outputs: unnamed
Animation CrossFade¶
-
UnityEngineAnimation.
__CrossFade__SystemString__SystemVoid
(UnityEngine.Animation instanceSystem.String animation)¶
outputs: none
flow inputs: unnamed
flow outputs: unnamed
Animation CrossFadeQueued¶
-
UnityEngineAnimation.
__CrossFadeQueued__SystemString__UnityEngineAnimationState
(UnityEngine.Animation instanceSystem.String animation)¶
outputs: unnamed (AnimationState
)
flow inputs: unnamed
flow outputs: unnamed
op_Equality¶
-
UnityEngineAnimation.
__op_Equality__UnityEngineObject_UnityEngineObject__SystemBoolean
(UnityEngine.Object UnityEngine.Object)¶
outputs: unnamed (Boolean
)
flow: none
Animation Equals¶
-
UnityEngineAnimation.
__Equals__SystemObject__SystemBoolean
(UnityEngine.Animation instanceSystem.Object other)¶
outputs: unnamed (Boolean
)
flow: none
Animation get_animatePhysics¶
-
UnityEngineAnimation.
__get_animatePhysics__SystemBoolean
(UnityEngine.Animation instance)¶
outputs: unnamed (Boolean
)
flow: none
Animation get_clip¶
-
UnityEngineAnimation.
__get_clip__UnityEngineAnimationClip
(UnityEngine.Animation instance)¶
outputs: unnamed (AnimationClip
)
flow: none
Animation get_cullingType¶
-
UnityEngineAnimation.
__get_cullingType__UnityEngineAnimationCullingType
(UnityEngine.Animation instance)¶
outputs: unnamed (AnimationCullingType
)
flow: none
Animation get_enabled¶
-
UnityEngineAnimation.
__get_enabled__SystemBoolean
(UnityEngine.Animation instance)¶
outputs: unnamed (Boolean
)
flow: none
Animation get_gameObject¶
-
UnityEngineAnimation.
__get_gameObject__UnityEngineGameObject
(UnityEngine.Animation instance)¶
outputs: unnamed (GameObject
)
flow: none
Animation get_isPlaying¶
-
UnityEngineAnimation.
__get_isPlaying__SystemBoolean
(UnityEngine.Animation instance)¶
outputs: unnamed (Boolean
)
flow: none
Animation get_Item¶
-
UnityEngineAnimation.
__get_Item__SystemString__UnityEngineAnimationState
(UnityEngine.Animation instanceSystem.String name)¶
outputs: unnamed (AnimationState
)
flow: none
Animation get_localBounds¶
-
UnityEngineAnimation.
__get_localBounds__UnityEngineBounds
(UnityEngine.Animation instance)¶
outputs: unnamed (Bounds
)
flow: none
Animation get_name¶
-
UnityEngineAnimation.
__get_name__SystemString
(UnityEngine.Animation instance)¶
outputs: unnamed (String
)
flow: none
Animation get_playAutomatically¶
-
UnityEngineAnimation.
__get_playAutomatically__SystemBoolean
(UnityEngine.Animation instance)¶
outputs: unnamed (Boolean
)
flow: none
Animation get_transform¶
-
UnityEngineAnimation.
__get_transform__UnityEngineTransform
(UnityEngine.Animation instance)¶
outputs: unnamed (Transform
)
flow: none
Animation get_wrapMode¶
-
UnityEngineAnimation.
__get_wrapMode__UnityEngineWrapMode
(UnityEngine.Animation instance)¶
outputs: unnamed (WrapMode
)
flow: none
Animation GetClip¶
-
UnityEngineAnimation.
__GetClip__SystemString__UnityEngineAnimationClip
(UnityEngine.Animation instanceSystem.String name)¶
outputs: unnamed (AnimationClip
)
flow: none
Animation GetClipCount¶
-
UnityEngineAnimation.
__GetClipCount__SystemInt32
(UnityEngine.Animation instance)¶
outputs: unnamed (Int32
)
flow: none
Animation GetComponent¶
-
UnityEngineAnimation.
__GetComponent__SystemType__UnityEngineComponent
(UnityEngine.Animation instanceSystem.Type type)¶
outputs: unnamed (Component
)
flow: none
Animation GetComponentInChildren¶
-
UnityEngineAnimation.
__GetComponentInChildren__SystemBoolean__T
(UnityEngine.Animation instanceSystem.Boolean includeInactiveSystem.Type type)¶
outputs: T (Object
)
flow: none
Animation GetComponentInParent¶
-
UnityEngineAnimation.
__GetComponentInParent__SystemType__UnityEngineComponent
(UnityEngine.Animation instanceSystem.Type t)¶
outputs: unnamed (Component
)
flow: none
Animation GetComponents¶
-
UnityEngineAnimation.
__GetComponents__ListT__SystemVoid
(UnityEngine.Animation instanceSystem.Collections.Generic.List`1[UnityEngine.Object] results)¶
outputs: none
flow inputs: unnamed
flow outputs: unnamed
Animation GetComponentsInChildren¶
-
UnityEngineAnimation.
__GetComponentsInChildren__SystemBoolean_ListT__SystemVoid
(UnityEngine.Animation instanceSystem.Boolean includeInactiveSystem.Collections.Generic.List`1[UnityEngine.Object] result)¶
outputs: none
flow inputs: unnamed
flow outputs: unnamed
Animation GetComponentsInParent¶
-
UnityEngineAnimation.
__GetComponentsInParent__SystemBoolean_ListT__SystemVoid
(UnityEngine.Animation instanceSystem.Boolean includeInactiveSystem.Collections.Generic.List`1[UnityEngine.Object] results)¶
outputs: none
flow inputs: unnamed
flow outputs: unnamed
Animation GetEnumerator¶
-
UnityEngineAnimation.
__GetEnumerator__SystemCollectionsIEnumerator
(UnityEngine.Animation instance)¶
outputs: unnamed (IEnumerator
)
flow: none
Animation GetHashCode¶
-
UnityEngineAnimation.
__GetHashCode__SystemInt32
(UnityEngine.Animation instance)¶
outputs: unnamed (Int32
)
flow: none
Animation GetInstanceID¶
-
UnityEngineAnimation.
__GetInstanceID__SystemInt32
(UnityEngine.Animation instance)¶
outputs: unnamed (Int32
)
flow: none
Animation GetType¶
-
UnityEngineAnimation.
__GetType__SystemType
(UnityEngine.Animation instance)¶
outputs: unnamed (Type
)
flow: none
op_Implicit¶
-
UnityEngineAnimation.
__op_Implicit__UnityEngineObject__SystemBoolean
(UnityEngine.Object)¶
outputs: unnamed (Boolean
)
flow: none
op_Inequality¶
-
UnityEngineAnimation.
__op_Inequality__UnityEngineObject_UnityEngineObject__SystemBoolean
(UnityEngine.Object UnityEngine.Object)¶
outputs: unnamed (Boolean
)
flow: none
Animation IsPlaying¶
-
UnityEngineAnimation.
__IsPlaying__SystemString__SystemBoolean
(UnityEngine.Animation instanceSystem.String name)¶
outputs: unnamed (Boolean
)
flow: none
Animation Play¶
-
UnityEngineAnimation.
__Play__SystemBoolean
(UnityEngine.Animation instance)¶
outputs: unnamed (Boolean
)
flow inputs: unnamed
flow outputs: unnamed
Animation PlayQueued¶
-
UnityEngineAnimation.
__PlayQueued__SystemString__UnityEngineAnimationState
(UnityEngine.Animation instanceSystem.String animation)¶
outputs: unnamed (AnimationState
)
flow inputs: unnamed
flow outputs: unnamed
Animation RemoveClip¶
-
UnityEngineAnimation.
__RemoveClip__UnityEngineAnimationClip__SystemVoid
(UnityEngine.Animation instanceUnityEngine.AnimationClip clip)¶
outputs: none
flow inputs: unnamed
flow outputs: unnamed
Animation Rewind¶
-
UnityEngineAnimation.
__Rewind__SystemVoid
(UnityEngine.Animation instance)¶
outputs: none
flow inputs: unnamed
flow outputs: unnamed
Animation Sample¶
-
UnityEngineAnimation.

__Stop__SystemVoid
(UnityEngine.Animation instance)¶
outputs: none
flow inputs: unnamed
flow outputs: unnamed
Animation SyncLayer¶
-
UnityEngineAnimation.
__SyncLayer__SystemInt32__SystemVoid
(UnityEngine.Animation instanceSystem.Int32 layer)¶
outputs: none
flow inputs: unnamed
flow outputs: unnamed
Animation ToString¶
-
UnityEngineAnimation.
__ToString__SystemString
(UnityEngine.Animation instance)¶
outputs: unnamed (String
)
flow: none


many functions a blog should possese is now under editing. In fact I have tried the recommended jekyll to launch a blog and I really already launched a blog - click here to view. But when I tried to modify and add my own contents, those messy files confused me. Even after I read the official document,I could not make it. So I gave it up.Instead, I am now just trying to make this blog alive just by hand.So please wait ...
Click here
to seethe default contents made by github's automatical page generater


{% extends "base_generic.html" %} {% block title %}
Welcome to LocalLibrary, a website developed by Mozilla Developer Network!
The library has the following record counts:
You have visited this page {{ num_visits }} time{{ num_visits|pluralize }}.
{% endblock %} {% block active_index %}active{% endblock %}


| Class | Description |
|---|---|
| CharacterItem |
Implementation class for the Character item.
|
| GameLandItem |
Class for the creation and obtain of the land information.
|
| HeuristicPathTree |
Class for the creation of the graphic tree in the case of the execution
of an automatic resolution algorithm (i.e: Uniform Cost, First Best, A*).
|
| HeuristicPathTree.Node |
Class for the creation of a node related to any Heuristic Algorithm.
|
| LandItem |
Class to configure the information of a land item in the map.
|
| PathManualTree |
Whole class for the creation of the tree that belongs to the manual
gameplay (i.e.: when the game is not running with automatic algorithms
like A*, Uniform Cost or BestCost.
|
| PathManualTree.Node |
Public class that contains all the attributes of the node that corresponds
to a Manual Tree (Different from a Heuristic Tree Node).
|


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This is my personal website. It’s mostly under construction. :construction:


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Brew.js
2.0 - beta 1
Brew.js - C++ high-level JavaScript API for Nintendo 3DS/Switch - Nintendo 3DS documentation
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Classes | |
| class | Array |
| Represents a JavaScript array. Usually used in FunctionHandler. More... | |
| class | Callback |
| Class representing a callback, which is a function as an object. To be used inside API JS functions/methods. More... | |
| struct | Class |
| Represents a JavaScript class, which can be added to a module. More... | |
| class | ClassHandler |
| An extended FunctionHandler to be used in bjs::js::Class - related API JS functions. More... | |
| class | FunctionHandler |
| Class for handling API JS functions. It should be instantiated in API JS functions. More... | |
| class | GlobalObject |
| Class representing a global object. This should just be only instantiated on Global static variable. More... | |
| struct | Module |
| Class holding a module which can be added and required via Brew.js API. More... | |
| class | Object |
| Represents a JavaScript object. Usually used in FunctionHandler. More... | |
Typedefs | |
| typedef duk_ret_t | Function |
| Represents the value which should be returned on an API JS function. (duk_ret_t) More... | |
| typedef duk_context * | NativeContext |
| Represents a native duktape context, the base of JavaScript evaluation. (duk_context*) More... | |
| typedef duk_c_function | NativeFunction |
| Represents an API JS function as a variable, for adding them to arrays, objects or modules. (duk_c_function / duk_ret_t(duk_context*) function) More... | |
Enumerations | |
| enum | Type { Type::None, Type::Undefined, Type::Null, Type::Boolean, Type::Number, Type::String, Type::ObjectArray, Type::Buffer, Type::Pointer } |
| JavaScript types supported by duktape engine. More... | |
| enum | Error { Error::NoError, Error::CommonError, Error::EvalError, Error::RangeError, Error::ReferenceError, Error::SyntaxError, Error::TypeError, Error::URIError } |
| Throwable errors during the execution. More... | |
| enum | Return { Void = 0, Variable = 1, ErrorCode = -1, EvalErrorCode = -2, RangeErrorCode = -3, ReferenceErrorCode = -4, SyntaxErrorCode = -5, TypeErrorCode = -6, URIErrorCode = -7 } |
| Possible return values in API JS functions. More... | |
Functions | |
| void | AddModule (js::Module &NewModule) |
| std::vector< js::Module > | GetModules () |
| void | ClearModules () |
| js::Function | require (js::NativeContext Context) |
| [Global] API JS Function: "function require(ModuleName) → Object" More... | |
| js::Function | evalFile (js::NativeContext Context) |
| [Global] API JS Function: "function evalFile(File)" More... | |
| js::Function | randRange (js::NativeContext Context) |
| [Global] API JS Function: "function randRange(Min, Max) → Number" More... | |
| js::GlobalObject | InitializeGlobal (js::NativeContext Context) |
| NativeContext | CreateContext () |
| Creates a context using default heap. More... | |
| void | ThrowError (NativeContext Context, Error ErrorType, std::string Message) |
| Aborts the execution throwing an error. More... | |
Variables | |
| static const std::string | Version = "0.2 [unreleased]" |
| typedef duk_ret_t bjs::js::Function |
Represents the value which should be returned on an API JS function. (duk_ret_t)
| typedef duk_context* bjs::js::NativeContext |
Represents a native duktape context, the base of JavaScript evaluation. (duk_context*)
| typedef duk_c_function bjs::js::NativeFunction |
Represents an API JS function as a variable, for adding them to arrays, objects or modules. (duk_c_function / duk_ret_t(duk_context*) function)
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strong |
Throwable errors during the execution.
| enum bjs::js::Return |
Possible return values in API JS functions.
| Enumerator | |
|---|---|
| Void | Void return: no variable (undefined) will be returned even if it's passed via a FunctionHandler. |
| Variable | A variable is expected to be passed before the function returns this, via a FunctionHandler. |
| ErrorCode | Similar to throwing CommonError. |
| EvalErrorCode | Similar to throwing EvalError. |
| RangeErrorCode | Similar to throwing RangeError. |
| ReferenceErrorCode | Similar to throwing ReferenceError. |
| SyntaxErrorCode | Similar to throwing SyntaxError. |
| TypeErrorCode | Similar to throwing TypeError. |
| URIErrorCode | Similar to throwing URIError. |
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strong |
JavaScript types supported by duktape engine.
| void bjs::js::AddModule | ( | js::Module & | NewModule | ) |
| void bjs::js::ClearModules | ( | ) |
| NativeContext bjs::js::CreateContext | ( | ) |
Creates a context using default heap.
| js::Function bjs::js::evalFile | ( | js::NativeContext | Context | ) |
[Global] API JS Function: "function evalFile(File)"
| std::vector<js::Module> bjs::js::GetModules | ( | ) |
| js::GlobalObject bjs::js::InitializeGlobal | ( | js::NativeContext | Context | ) |
| js::Function bjs::js::randRange | ( | js::NativeContext | Context | ) |
[Global] API JS Function: "function randRange(Min, Max) → Number"
| js::Function bjs::js::require | ( | js::NativeContext | Context | ) |
[Global] API JS Function: "function require(ModuleName) → Object"
| void bjs::js::ThrowError | ( | NativeContext | Context, |
| Error | ErrorType, | ||
| std::string | Message | ||
| ) |
Aborts the execution throwing an error.
| Context | The context to throw the error on. |
| ErrorType | The error to throw. |
| Message | the message of the thrown error. |
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static |


Video recap:
Located in Switzerland's Turtmanntal Valley, the Barrhorn is often regarded as the highest peak in Switzerland that can be (safely) climbed with nothing more than a pair of hiking books.  Check out the video/pics below:
0:00 - The hike starts from the Sanntrum parking lot. Note that if you don't have a car it seems like the closest you can get by bus to Sanntrum is the small town of Gruben which is a few kilometers away. Since the earliest bus arrives around 8 am and the last bus leaves at 5 pm, this schedule likely prohibits hiking the Barrhorn in 1 day, unless you are very, very fast. Another option is to bring a bike up via the public transport and then just bike down to the valley at the end of your day. From the parking lot, there are two posted directions for Turtmannhütte. The right path just follows a gravel access road, while the left path is moderately more interesting as the initial part of the hike is in the forest.
0:34 - Due to sheep grazing we were forced to divert back to the access road anyway and were greeted by the shepherd dog.
0:58 - After a short time you reach the lake and get a nice first view of the Turtmanngletscher straight in front of you. Off to the left you can see the Turtmanhütte perched on the hillside.
1:28 - After a quick break at Turtmanhütte we continued onwards, now with a view of the Bishorn as the most prominent mountain in our line of sight.
1:52 - The standard Barrhorn hike, while physically demanding to do in 1 day, is technically easy. The part of the hike that requires a little bit of attention is when you scale 20 m up this rock face.
2:58 - After gaining the ridge you have a nice view of the start of the Brunneggletscher, and continue the ascent straight up towards the Barrhorn summit. Towards the top there are a few short cut paths (mostly scree) that break off to the left of the main trail.
3:41 - Unfortunately my action camera died and so I was only able to snap a few pictures from the summit. There was a decent amount of clouds so we couldn't see everything, but still were able to see some of the prominent 4000 m peaks in the area such as the Bishorn, the Weisshorn, and what I think might have been Dent Blanche way off in the distance. We were able to reach the summit at around 10.30 am, so plan for approx. 4 hours of ascent if you hike at a moderately quick pace and without too many stops. On the way down, Turtmannhütte provided a great place to enjoy the early afternoon sun, a cold beer, and a slice of cake.