These options can be set in the Terminal constructor or by using the Terminal.options property.
Terminal
Terminal.options
Addons can be loaded and unloaded on a particular terminal to extend its functionality.


COLLAPSE BUTTON
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Hello Hi how are you . Lorem ipsum.


Don't call yourself a CEO - You'll find excuse to not write code.
Don't call yourself a CTO - You might overlook a potential market.
Don't call yourself a Coder - You just might forget what your users want.
Don't call yourself a Designer - You'll shy away from that little hack to improve the performance ten folds
Don't call yourself a Tester - You can't be one without also being other things
The moment you put a label on yourself, you tend do things that others with the same label do.
Go do what you feel like doing when you wake up in the morning and let it label you.
Don't call yourself a CTO - You might overlook a potential market.
Don't call yourself a Coder - You just might forget what your users want.
Don't call yourself a Designer - You'll shy away from that little hack to improve the performance ten folds
Don't call yourself a Tester - You can't be one without also being other things
The moment you put a label on yourself, you tend do things that others with the same label do.
Go do what you feel like doing when you wake up in the morning and let it label you.


{% extends '__layout__.html' %} {% block title %}Oops{% endblock %} {% block breadcrumbs %}
If you think this is a serious error - you can report it: {{config['CONTACT_EMAIL_ADDRESS']}}


--- layout: post status: publish published: true title: Assembly.Load() vs. LoadFrom() author: display_name: Tomas Restrepo login: tomasr email<EMAIL_ADDRESS>url: http://winterdom.com/ author_login: tomasr author_email<EMAIL_ADDRESS>author_url: http://winterdom.com/ wordpress_id: 205 wordpress_url: http://winterdom.com/2004/10/assemblyloadvsloadfrom date: '2004-10-04 16:24:04 +0000' date_gmt: '2004-10-04 16:24:04 +0000' categories: - ".NET" tags: [] comments: [] ---
Jon Flanders posts here about a problem he diagnosed recently about Assembly.LoadFrom() and Assembly.Load() behaving differently. The issue he basically ran into is that Load() and LoadFrom() load the assembly into different contexts (the Load Context and the LoadFrom Context, respectively).
Suzanne Cook has a most excellent explanation of binding contexts on her blog, as well as a few related topics. Be sure to check it out.


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Mr. Rasika Hewawasam Ranaweerage
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1964 Porsche 356C / 1600 SC Reutter Cabriolet: Restored in Newport Beach California showing 112 miles on the restoration. The matching number motor conveys with the car. For additional money the Competition Engineering (Phoenix Volkswagen
and Porsche expert) motor with an estimated 160 horsepower "hot motor" can be included. We would like to sell the car with both motors. The hot motor is currently installed along with a short shifter kit that tightens up the through on the
trans axle. The trans axle is non matching numbers according to Certificate of Authenticity. The electrical has been converted to 12 volt then stepped down to 6 volts for the gauges, and wipers. The lights, ignition benefit greatly from
the 12 volts. The wiring work is excellent along with the restoration. The original motor, as previously stated, is included with the car. Its currently mounted on engine stand, but is able to be started and runs. It has been rebuilt to
original specs and runs well.
Here is a link to a google album with several pictures. I have show the car in great detail in this album. I also have a few videos of me test driving this Porsche. The driving videos are with the Competition Engineering Hot Motor. If you
can not open the link I am happy to email the invite. Please message me your email address.
Click to View
I am not trying to see the value I want to find a new owner. Please call me to ask any questions, make an appointment to see it, and of coarse make an offer.
Please call me to discuss this beautiful Porsche, or arrange an inspection. My auction almost always end early due to a sale. I am able to price this car with the stock motor only, and with both motors.
You can reach me at
602-908-9267.


Very secure.
Very secure until people.
No shared accounts.
Strong passwords.
Work day to day as an Editor.
Jetpack Two-factor authentication.
Very secure.
Very secure until people.
Very secure until site maintainers.
Leave auto updates enabled.
Keep plugins and themes updated.
Source plugins and themes responsibly.
Store regular backups.
Disable the file editor.
define( 'DISALLOW_FILE_EDIT', true );
Very secure.
Very secure until it's written! 🙈
Escapes data right before output.
Sanitizes data right before storage.
Uses WordPress core APIs.
Follows WordPress coding guidelines.
$fancyid = get_post_meta( 123, 'id_name', true );
echo '
';
$fancyid = '"> <a "';
echo '
';
//

$fancyid = '"> <a "';
echo '
';
//

If a plugin outputs anything, look through the code for esc_*
functions.
$fancyid = $_POST['new_id'];
update_post_meta( 123, 'id_name', $fancyid );
// ">  <a "
If a plugin stores anything, look through the code for sanitize_*
functions.
$wpdb
HTTP API


Super Micro Paint
Intro
Welcome to the micro world! Create micro drawings on the go! Bring your drawings to life with four fantastic frames of action! Save your favorite creations to your Personal Computer!

- Pencil - Touch in the Drawing Area to draw. You can also drag.
- Paint Blop - Touch in the Drawing Area to fill an enclosed region.
- Line - Drag to draw a straight line.
- Square / Rectangle - Drag from corner to corner to draw a rectangle.
- Circle / Ellipse - Drag from center point to circumference to draw an ellipse.
Frame Tools
- Nudge - Touch any nudge arrow to move the entire drawing one pixel in the direction indicated by the arrow. The drawing will wrap around the edges.
- Clear - Erase the entire frame.
- Invert - Invert the colors of the drawing.
- Life - The miracle of life.
- Copy - Touch this tool once to enter copy mode. Then touch a frame selector to copy the current frame to that frame. Or touch the copy tool again to cancel.
- Undo - Touch to fix your mistake.
- Redo - Touch to fix your mistaken undo.


Multi-Configuration Projects
A multi-configuration project is useful for instances where your builds will make many similar build steps, and you would otherwise be duplicating steps.
As of 1.561, in Matrix Project Plugin.
Configuration matrix
The Configuration Matrix allows you to specify what steps to duplicate, and create a multiple-axis graph of the type of builds to create.
For example, let us say that we have a build that we want to create for several different targets alpha
, beta
, and we want to produce both debug
and release
outputs. With a freestyle job, we would have the following ant commands:
Ant: set-target-alpha debug compile Ant: set-target-beta debug compile Ant: set-target-gamma debug compile Ant: set-target-alpha release compile Ant: set-target-beta release compile Ant: set-target-gamma release compile
We can reduce this to one ant target using variables:
Ant: $target $releasetype compile
And by adding two User Defined Axis in the Configuration Matrix:
Name: target
Value: set-target-alpha set-target-beta set-target-gamma
Name: releasetype
Value: debug release
The Names target
and releasetype
are exposed to the ant scripts as environment variables. The Value is a space delimited list of points to iterate through for each axis.
The immediate upshot is that if we have another release type to add (for example, debug-optimized
), we can simply add the value to the releasetype
user defined axis rather. The single change will add configuration to build the debug-optimized
release type against all three values of target
.
Misc
NOTE: you have to choose "Build multi-configuration project" when creating a project, it can not be changed later. If you skip this step, you will be very confused and not get very far.
Some links explaining this feature a bit more:
Newbie Note: Each configuration is akin to an individual job. It has its own build history, logs, environment, etc. The history of your multi-config job only shows you a list of configurations executed. You have to drill into each configuration to see the history and console logs.
Executors used by a multi-configuration project
Reference: Re: Will a multi-configuration / matrix job always use up one executor on the master?
A matrix build project (that uses the Slave axis) will use one additional executor ("master executor"?) on a random node to coordinate the executions on the nodes defined by the Slave axis.
This executor is added as a temporary executor(also called as "flyweight task") to the node and does not use up a configured executor slot on this node (this behavior is controlled by hudson.model.Hudson.flyweightSupport). Only this "master executor" or "flyweight task" will be affected by the "Restrict where this project can be run" option, under Advanced Project Options. "Actual" or non-flyweight build execution can be controlled with the "Slaves" axis that can be added under the project's Configuration Matrix: individual nodes and/or labels containing multiple nodes can be selected, as well as filtering axis combinations.
You can also control which nodes can run flyweight tasks using the Exclude flyweight tasks plugin, or you can pin the flyweight executor to a specific node using the Matrix Tie Parent Plugin
Configuration Matrix


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-
1. Connecting the DC100 to the APP
The DC100 connects to the app via the WIFI connection with your mobile device. To connect enter your WIFI settings, select the appropriate camera and click connect to enter the default password (12345678).
-
2. APP updates
Connect to your app store and search ATGA to manually look for updates, or alternatively if automatic updates are activated the app will update when they are available.
-
3. Mobile data when connected to DC100
IOS products will allow for the use of mobile data when the DC100 is connected via the APP. Android system do not allow for mobile data usage when the DC100 is connected to the mobile device.
-
4. Downloading photos or videos
a) Select the “tick” on the PHOTO or VIDEO gallery
b) Check the box in the top left corner of the photo or video
c) Select the DOWNLOAD icon in the top left-hand corner of the screen
Photo’s and video’s will be saved to your gallery.


The World of Fruit
Fruit Survey
Name
Address
Email
How many pieces of fruit do you eat per day?
0
1
2
More than 2
My favourite fruit
Apple
Banana
Plum
Pomegranate
Apple1
Banana1
Plum1
Pomegranate1
Would you like a brochure?


CSCI 444/544 - Advanced Computer GraphicsSpring 2017 |
|
| | Home | Syllabus | Assignments | Schedule | Resources | | |
Final Project: Height FieldsJacob DavisArnaud Filliat Joseph Wilson ------------------------------------------------------------------------------------------- In this project we implement a height field fluid simulation that runs in realtime The height Field information is stored in two, two dimensional arrays. One for column height and one for column velocity. These columns are updated each frame. Each column calculates the force on it due to the four surrounding columns with the equation, f = c*c*(u[i+1,j]+u[i-1,j]+u[i,j+1]+u[i,j-1]{ 4u[i,j])/h2. C represents the speed of a wave and h represents the width of a column. This equation is derived from a reduction of realistic wave equations to two di- mensions. Our simulation takes place on a large scale with each column representing a 1 meter by 1 meter column of water. After the force is calcu- lated it is applied to the velocity of each column. The force is multiplied by the amount of time that has passed since the last update, 1/60th of a second in our case. This ensures that steps remain constant even if framerate is changed. After all velocities have been updated the height of each column is modified by adding velocity multiplied by the time step. This process of forward Euler integration can lead to feedback loops if not controlled so we implement damping and clamping. Velocity is damped by a factor of 0.99 each step and column height is bounded between -100 and 100 although with the damping factor these extremes are rarely reached. Waves propagating through the field ------------------------------------------------------------------------------------------- An important part of the simulation is using various boundary conditions to mimic realistic wave reflection off of rigid surfaces or mimic large bodies of water. Our implementation has the option to perform four different boundary conditions using a variety of techniques. The first technique to be implemented is called boundary clamping. When using clamping, the columns on the edges of the height field use themselves in place of any missing columns. This creates an effect similar to water reflecting off of a rigid vertical surface with a minimal velocity on columns around the edges of the height field. The next technique is called wrapping boundaries. Boundaries that wrap use the columns on the opposite side of the height field to calculate their velocities. This is useful for creating an effect similar to how water reacts in a large body by copying one height field in a checkerboard pattern to easily create a large body without having to process an excess of columns which could effect framerate. Finally, the last two techniques use a ghost boundary for reflecting. These techniques are similar to clamping and perform similarly, but instead of a column using itself as a reference when there is no column on one or more sides of it, a ghost column is used. In one implementation, the average height of the columns in the height field is used creating an extremely rigid outer wall of columns around the height field. The other implementation uses the slope between the outermost and second most outer columns to determine the height of the ghost. This method can be very realistic, but it has one inherent flaw. If the heights of the corners of the height field are not equal to the average height of all the columns, there will be a slant leading to the corners in question. This is because the heights of the corners never changes in this implementation due to how they are calculated. There are some simple hacks to avoid this such as setting the corners to be equal to the average at the start or using clamping only for the corners, but we left this flaw in our program to display it. Waves reflecting from walls ------------------------------------------------------------------------------------------- Object interaction is implemented with a cube. Our cube is therefore 3 drawn with edges parallel to the edges of our columns. During each step of the simulation we find the location of the corners of the cube with respect to the indices of our columns. This allows us to compare the cubes height with that of the water. By subtracting the height of the base of the cube from the height of the water and clamping between 0 and cube width we calculate the amount of water displaced by the cube. The displacement of each column is stored in another 2-dimensional array and by comparing the new displacement with the old we are able to calculate the change in displacement of water by the cube. Once the total displacement and the change in displacement are known these values are used to calculate the force on the cube and the change in water level around the cube respectively. Any change in displaced water is added or subtracted directly to the columns surrounding the cube. Our height field inside the cube is not modified allowing water to cover the cube should it fall below the water level. Because the height field is not modified on the inside of the cube a feedback loop can occur. The displaced water is added to the surrounding columns which ow inward increasing the amount of displaced water by the cube, adding more water to the surrounding columns. This was solved in two ways. The first option sets the height of each internal column to halfway up the cube. This allows the following update due to column velocity to pull a column above the cube and prevents the feedback loop but gives the water a much more viscous appearance with it clinging to the cube, creating depressions and mounds in the surface when the cube is dropped and raised respectively. The second option is to use the average water level instead of the local column height. This leads to realistic simulations when the water is relatively at but leads to disconnected water ripples and cube movement if the surface is far above or below average at that location. Once the water is updated the cube is moved using Forward Euler integration and standard physics equations. Force due to water is calculated with density*gravity*displacement and both it and gravity are applied to velocity and then velocity to cube location. Displacement of water by cube ------------------------------------------------------------------------------------------- Ripples propagating from cube impact ------------------------------------------------------------------------------------------- It is also important to ensure water is not added or removed from the simulation. To do this we initially calculate an average volume for a column. Upon each step we recalculate this average and add or subtract the difierence from every column. This prevents small errors in calculation from drastically altering the volume of our fluid over time. The final step is drawing the height field. To do this we created an additional array that contains a point representing the top left corner of each column. The x and z components were the indices of a location and 4 the y the height. This array was transferred to the GPU via and VBO and VAO to as points. A geometry shader then took each point and expanded it into a column, adding sides with specifed widths and a height determined by the height of each point. The columns were then shaded with Blinn-Phong shading. A simple set of Blinn-Phong shaders were applied to the cube as well, completing our lighting. Wave front ------------------------------------------------------------------------------------------- Online Resources: http://matthias-mueller-fischer.ch/talks/GDC2008.pdf http://zejiazheng.com/?p=87 | |


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{% extends 'layout.html' %} {% block content %}
Search your favourite Artist or Song above...
View, Play or Delete Songs in Playlist...


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COIN FLIP
( Don't Flip Out.. )
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NEW GAME
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MY GAMES |
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COIN FLIP
( Don't Flip Out.. )
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NEW GAME
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Current weather conditions in [[${weatherView.cityName}]] on [[${weatherView.date}]]
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With a temperature of [[${weatherView.tempC}]] C ([[${weatherView.tempF}]] F)
Sunrise time: [[${weatherView.sunrise}]]
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Back to home page


|
QuantLib: a free/open-source library for quantitative finance
Fully annotated sources - version 1.30
|
#include <ql/models/marketmodels/products/multistep/exerciseadapter.hpp>
Public Member Functions | |
| ExerciseAdapter (const Clone< MarketModelExerciseValue > &exercise, Size numberOfProducts=1) | |
MarketModelMultiProduct interface | |
| std::vector< Time > | possibleCashFlowTimes () const override |
| Size | numberOfProducts () const override |
| const EvolutionDescription & | evolution () const override |
| Size | maxNumberOfCashFlowsPerProductPerStep () const override |
| void | reset () override |
| during simulation put product at start of path More... | |
| bool | nextTimeStep (const CurveState &, std::vector< Size > &, std::vector< std::vector< CashFlow > > &) override |
| return value indicates whether path is finished, TRUE means done More... | |
| std::unique_ptr< MarketModelMultiProduct > | clone () const override |
| returns a newly-allocated copy of itself More... | |
| Public Member Functions inherited from MultiProductMultiStep | |
| MultiProductMultiStep (std::vector< Time > rateTimes) | |
| std::vector< Size > | suggestedNumeraires () const override |
| Public Member Functions inherited from MarketModelMultiProduct | |
| virtual | ~MarketModelMultiProduct ()=default |
| virtual std::vector< Size > | suggestedNumeraires () const =0 |
| virtual const EvolutionDescription & | evolution () const =0 |
| virtual std::vector< Time > | possibleCashFlowTimes () const =0 |
| virtual Size | numberOfProducts () const =0 |
| virtual Size | maxNumberOfCashFlowsPerProductPerStep () const =0 |
| virtual void | reset ()=0 |
| during simulation put product at start of path More... | |
| virtual bool | nextTimeStep (const CurveState ¤tState, std::vector< Size > &numberCashFlowsThisStep, std::vector< std::vector< CashFlow > > &cashFlowsGenerated)=0 |
| return value indicates whether path is finished, TRUE means done More... | |
| virtual std::unique_ptr< MarketModelMultiProduct > | clone () const =0 |
| returns a newly-allocated copy of itself More... | |
inspectors | |
| Clone< MarketModelExerciseValue > | exercise_ |
| Size | numberOfProducts_ |
| std::valarray< bool > | isExerciseTime_ |
| Size | currentIndex_ |
| const MarketModelExerciseValue & | exerciseValue () const |
Additional Inherited Members | |
| Protected Attributes inherited from MultiProductMultiStep | |
| std::vector< Time > | rateTimes_ |
| EvolutionDescription | evolution_ |
Definition at line 30 of file exerciseadapter.hpp.
| ExerciseAdapter | ( | const Clone< MarketModelExerciseValue > & | exercise, |
| Size | numberOfProducts = 1 |
||
| ) |
Definition at line 24 of file exerciseadapter.cpp.
|
overridevirtual |
Implements MarketModelMultiProduct.
Definition at line 60 of file exerciseadapter.hpp.
|
overridevirtual |
Implements MarketModelMultiProduct.
Definition at line 64 of file exerciseadapter.hpp.
|
overridevirtual |
Reimplemented from MultiProductMultiStep.
Definition at line 68 of file exerciseadapter.hpp.
|
overridevirtual |
Implements MarketModelMultiProduct.
Definition at line 73 of file exerciseadapter.hpp.
|
overridevirtual |
during simulation put product at start of path
Implements MarketModelMultiProduct.
Definition at line 77 of file exerciseadapter.hpp.
|
overridevirtual |
return value indicates whether path is finished, TRUE means done
Implements MarketModelMultiProduct.
Definition at line 31 of file exerciseadapter.cpp.
|
overridevirtual |
returns a newly-allocated copy of itself
Implements MarketModelMultiProduct.
Definition at line 53 of file exerciseadapter.cpp.
| const MarketModelExerciseValue & exerciseValue | ( | ) | const |
Definition at line 83 of file exerciseadapter.hpp.
|
private |
Definition at line 51 of file exerciseadapter.hpp.
|
private |
Definition at line 52 of file exerciseadapter.hpp.
|
private |
Definition at line 53 of file exerciseadapter.hpp.
|
private |
Definition at line 54 of file exerciseadapter.hpp.


12:34:16 **** Build of project seqan-Debug@Debug ****
/usr/bin/make all
cd /Users/bkahlert/Dropbox/development/seqan-workspace-3.7/Debug && /opt/local/bin/cmake -H/Users/bkahlert/Dropbox/development/seqan-workspace-3.7/seqan-trunk -B/Users/bkahlert/Dropbox/development/seqan-workspace-3.7/Debug --check-build-system CMakeFiles/Makefile.cmake 0
-- Found PythonInterp: /usr/bin/python (found version "2.7.1")
-- Could NOT find Boost
-- Prepare SeqAn Usability Analyzer data collection...
[NOTE] Your ID is sxsivt9um9de2mph
[NOTE] Your documented data are saved in file
/Users/bkahlert/Dropbox/development/seqan-workspace-3.7/seqan-trunk/misc/seqan_instrumentation/userdata/sxsivt9um9de2mph_stats.txt.
[1] Creating revision...
[1] Revision created in /misc/seqan_instrumentation/userdata/sxsivt9um9de2mph_r00000038_2013-03-11T12-34-53+0100.diff.
[2] Uploading diff files...
[3] Syncing comparison copy...
[2] Diff files uploaded.
[3] Comparison copy synced.
-- Boost not found, not building snp_store.
-- LEMON library not found, not building breakpoint_calculator.
-- Not building test_synopsis: Could not find unordered_map implementation.
-- Could NOT find Boost
-- Could NOT find Boost
-- Could NOT find Boost
-- Boost not found, not building fiona.
-- Boost not found, not building transquant.
==============================================================================
SeqAn Features
==============================================================================
The SeqAn build system has SUCCESSFULLY configured your build files or IDE
-- Configuring done
project files. Most features of SeqAn depend only on core C/C++ features and
are available on any platform. However, some functionality is only enabled
with external libraries installed. The following report shows you which of
these OPTIONAL features are disabled on your system. Also, it gives you
some hints on what to do to enable the features.
ZLIB - FOUND
BZIP2 - FOUND
OPENMP - NOT FOUND
OpenMP is a C/C++ language extension for parallel programming. It provides
C pragmas that allow parallelization-related annotations of the program code
and a run time library. No functionality is disabled but the parallel
versions of algorithms will not be available. Also, some applications will
not be built with OpenMP missing (see messages above).
OpenMP is available in the GCC C++/MinGW and Microsoft Visual C++ compilers.
LLVM/Clang currently does not have support for OpenMP.
BOOST - NOT FOUND
Boost the largest C++ template library. Because of its size, we chose not
to depend on Boost for core library functionality. However, some
applications depend on Boost, e.g. for the math/statistics Boost libraries.
These applications will appear in your build and project files (as indicated
above).
Build Type - Debug
Programs will be built in DEBUG mode. Debug symbols and
assertions will be enabled. The code is compiled with DISABLED
OPTIMIZATIONS
/!\ DEBUG mode will result in BAD PERFORMANCE /!\
For PRODUCTION USAGE, you should compile in Release mode. To
enable the release mode, pass -DCMAKE_BUILD_TYPE=Release to the
cmake call.
==============================================================================
-- Generating done
-- Build files have been written to: /Users/bkahlert/Dropbox/development/seqan-workspace-3.7/Debug
cd /Users/bkahlert/Dropbox/development/seqan-workspace-3.7/Debug && /opt/local/bin/cmake -E cmake_progress_start /Users/bkahlert/Dropbox/development/seqan-workspace-3.7/Debug/CMakeFiles /Users/bkahlert/Dropbox/development/seqan-workspace-3.7/Debug/sandbox/bkahlert/apps/tutorial_first_examples/CMakeFiles/progress.marks
cd /Users/bkahlert/Dropbox/development/seqan-workspace-3.7/Debug && /usr/bin/make -f CMakeFiles/Makefile2 sandbox/bkahlert/apps/tutorial_first_examples/all
/usr/bin/make -f sandbox/bkahlert/CMakeFiles/SeqAnSandboxBkahlert.dir/build.make sandbox/bkahlert/CMakeFiles/SeqAnSandboxBkahlert.dir/depend
cd /Users/bkahlert/Dropbox/development/seqan-workspace-3.7/Debug && /opt/local/bin/cmake -E cmake_depends "Unix Makefiles" /Users/bkahlert/Dropbox/development/seqan-workspace-3.7/seqan-trunk /Users/bkahlert/Dropbox/development/seqan-workspace-3.7/seqan-trunk/sandbox/bkahlert /Users/bkahlert/Dropbox/development/seqan-workspace-3.7/Debug /Users/bkahlert/Dropbox/development/seqan-workspace-3.7/Debug/sandbox/bkahlert /Users/bkahlert/Dropbox/development/seqan-workspace-3.7/Debug/sandbox/bkahlert/CMakeFiles/SeqAnSandboxBkahlert.dir/DependInfo.cmake --color=
Scanning dependencies of target SeqAnSandboxBkahlert
/usr/bin/make -f sandbox/bkahlert/CMakeFiles/SeqAnSandboxBkahlert.dir/build.make sandbox/bkahlert/CMakeFiles/SeqAnSandboxBkahlert.dir/build
make[2]: Nothing to be done for `sandbox/bkahlert/CMakeFiles/SeqAnSandboxBkahlert.dir/build'.
/opt/local/bin/cmake -E cmake_progress_report /Users/bkahlert/Dropbox/development/seqan-workspace-3.7/Debug/CMakeFiles
[ 0%] Built target SeqAnSandboxBkahlert
/usr/bin/make -f CMakeFiles/seqan_instrumentation_build.dir/build.make CMakeFiles/seqan_instrumentation_build.dir/depend
cd /Users/bkahlert/Dropbox/development/seqan-workspace-3.7/Debug && /opt/local/bin/cmake -E cmake_depends "Unix Makefiles" /Users/bkahlert/Dropbox/development/seqan-workspace-3.7/seqan-trunk /Users/bkahlert/Dropbox/development/seqan-workspace-3.7/seqan-trunk /Users/bkahlert/Dropbox/development/seqan-workspace-3.7/Debug /Users/bkahlert/Dropbox/development/seqan-workspace-3.7/Debug /Users/bkahlert/Dropbox/development/seqan-workspace-3.7/Debug/CMakeFiles/seqan_instrumentation_build.dir/DependInfo.cmake --color=
Scanning dependencies of target seqan_instrumentation_build
/usr/bin/make -f CMakeFiles/seqan_instrumentation_build.dir/build.make CMakeFiles/seqan_instrumentation_build.dir/build
/opt/local/bin/cmake -E cmake_progress_report /Users/bkahlert/Dropbox/development/seqan-workspace-3.7/Debug/CMakeFiles
[ 0%] Build Instrumentation...
/usr/bin/python /Users/bkahlert/Dropbox/development/seqan-workspace-3.7/seqan-trunk/misc/seqan_instrumentation/bin/seqan_instrumentation.py build /Users/bkahlert/Dropbox/development/seqan-workspace-3.7/Debug /Users/bkahlert/Dropbox/development/seqan-workspace-3.7/seqan-trunk
[1] Creating revision...
[1] Revision created in /misc/seqan_instrumentation/userdata/sxsivt9um9de2mph_r00000039_2013-03-11T12-38-16+0100.diff.
[2] Uploading diff files...
[3] Syncing comparison copy...
[2] Diff files uploaded.
[3] Comparison copy synced.
/opt/local/bin/cmake -E cmake_progress_report /Users/bkahlert/Dropbox/development/seqan-workspace-3.7/Debug/CMakeFiles
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cd /Users/bkahlert/Dropbox/development/seqan-workspace-3.7/Debug/sandbox/bkahlert/apps/tutorial_first_examples && /usr/bin/c++ -DSEQAN_HAS_ZLIB=1 -DSEQAN_HAS_BZIP2=1 -DSEQAN_HAS_EXECINFO=1 -D_LARGEFILE_SOURCE -D_FILE_OFFSET_BITS=64 -W -Wall -Wno-long-long -fstrict-aliasing -Wstrict-aliasing -Wno-long-long -DSEQAN_ENABLE_TESTING=0 -g -fno-omit-frame-pointer -DSEQAN_ENABLE_DEBUG=1 -I/Users/bkahlert/Dropbox/development/seqan-workspace-3.7/seqan-trunk/sandbox/bkahlert/include -I/Users/bkahlert/Dropbox/development/seqan-workspace-3.7/seqan-trunk/core/include -I/Users/bkahlert/Dropbox/development/seqan-workspace-3.7/seqan-trunk/extras/include -o CMakeFiles/tutorial_first_examples.dir/tutorial_first_examples.cpp.o -c /Users/bkahlert/Dropbox/development/seqan-workspace-3.7/seqan-trunk/sandbox/bkahlert/apps/tutorial_first_examples/tutorial_first_examples.cpp
/Users/bkahlert/Dropbox/development/seqan-workspace-3.7/seqan-trunk/sandbox/bkahlert/apps/tutorial_first_examples/tutorial_first_examples.cpp:13:16: warning: comparison of integers of different signs: 'int' and 'typename Size<const String<char, Alloc<void>> >::Type' (aka 'unsigned long') [-Wsign-compare]
for(int i=0; i<length(str);i++) {
~^~~~~~~~~~~~
/Users/bkahlert/Dropbox/development/seqan-workspace-3.7/seqan-trunk/sandbox/bkahlert/apps/tutorial_first_examples/tutorial_first_examples.cpp:18:16: warning: comparison of integers of different signs: 'int' and 'typename Size<const String<int, Alloc<void>> >::Type' (aka 'unsigned long') [-Wsign-compare]
for(int i=0; i<length(letterNum);i++) {
~^~~~~~~~~~~~~~~~~~
2 warnings generated.


Lorem ipsum dolor, sit amet consectetur adipisicing elit. Iste nihil natus a exercitationem odio blanditiis saepe recusandae pariatur quos
at similique quaerat tempora rerum, eos, consequuntur cupiditate atque velit.
Lorem ipsum dolor, sit amet consectetur adipisicing elit. Iste nihil natus a exercitationem odio blanditiis saepe recusandae pariatur quos
at similique quaerat tempora rerum, eos, consequuntur cupiditate atque velit.
Lorem ipsum dolor, sit amet consectetur adipisicing elit. Iste nihil natus a exercitationem odio blanditiis saepe recusandae pariatur quos
at similique quaerat tempora rerum, eos, consequuntur cupiditate atque velit.
Brookhaven Academy was founded in 2012. The vision, interest and commitment of the founder member was a school providing high quality education based on a firm Christian foundation. Those charged with responsibility to care for the pupils at the school are also well nourished with the word of God and able to share it with the pupils. Experienced and professional staffs are committed to teaching children as individuals encouraging them to reach their maximum potential. Part of the program involves providing caring discipline. We are a mixed Kindergarten and Primary Christian day school offering the 8-4-4 system of education. The kindergarten section has play group classes taking children as young as 2 year olds, while the primary section currently runs up to Standard 4. OUR SCHOOL (Our Philosophy)
To provide quality education for pupils based on sound Christian principles for them to be able to make independent choices so as to live a purposeful life.
Setting the stage for a lifetime.
To be a leading Christian-based co-education Centre of Excellence in education within the region.
We believe in:
• Building strength out of the diversity of our staff and pupils by creating relationships based on Christian foundation.
• Creating a school culture that promotes honesty and integrity.
• Creating a learning environment rich in compassion, love, care and respect for each other irrespective of religion, race, nationality or gender.
• Providing opportunity for every pupil to learn intellectual as well as life skills necessary to achieve personal excellence.
• Producing lifelong learners who are independent thinkers, level-headed leaders, confident and good communicators, open-minded, balanced in thought, reflective, risk takers and democratic.
• Stimulating interest in, and care for, the environment and Community Service.
• Maintaining regular and open communication with parents and partner churches.
Our Christian Program
Brookhaven Academy has the following activities that enhance Christian values:
For Pupils:
• Class prayers with the pupils by the class teacher.
• Guidance and counseling. o Drama and music.
• Mentorship and teachers being the role models to the pupils.
Parent Teacher Consultations
These are forums for parents to meet with their children’s teachers to discuss the progress of the individual learners. The schedules are published on a termly basis on the School Calendar issued at the start of every term.
QUICK CONTACT
: +254705505930


Each department have name, description etc, e.g OSLO Hair Dresser
Name
Description
Where is your department located and what is your language.
Countries :
Currencies :
Language :
Select when you want to open your newly created department at morning and close at eveving. eg. 9 to 6
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{% extends 'search_app/searchbase.html' %} {% load static %} {% block title %}
No User found.
{{ album.description }}
No Album found.
{{ song.description }}
No Description...
No Song found.


Challenge 4:
We left the key in this image using LSB substitution steganography!
Hint: I recommend
this library


<%=t ( "hints/mount/maxYvalue") %>
<%=t ( "hints/mount/logXstops") %>
<%=t ( "hints/mount/xlimits") %>
<%=t ( "hints/mount/probe") %>


The Blackout Club's live player interactions are wild
by Jody MacgregorThe Blackout Club is a multiplayer horror game about teenagers sneaking around at night trying to avoid sleepwalking adult cultists in their hometown of Redacre. If you opt-in to its "Enhanced Horror" setting The Blackout Club will have access to your microphone, listening in so that the developers can mess with you personally.
Spoilers follow, as these interactions are revealing both the game's lore and unfolding a plot as it happens. Most recently they've involved a being called DANCE-FOR-US (DFU for short) who is an ally of the players, encouraging them to dance and not be afraid. Also, she may have taken some of them to the moon briefly? The Blackout Club's disembodied Voices can teleport players around so they're not being chased or running around on rooftops while interacting.
These interactions are portrayed by actual voice actors, live. As you can see in the video uploaded by @LeighaSolo above, an actor chats to the players in-character, even referring to them by name, getting to know them a little before the event kicks off and suddenly things stop being chatty and start getting dark.
Players have been recording similar interactions in the months since The Blackout Club was released (and even before that during the beta), like this conversation with DIE-FOR-YOU below. It's a fascinating way to tell a story, and there's not much else like it in videogames.


Click on your Favorite Product
Prefect’s bathroom Trelawney veela squashy armchairs, SPEW: Gamp’s Elemental Law of Transfiguration.
Magic
Nagini bezoar, Hippogriffs Headless Hunt giant squid petrified. Beuxbatons flying half-blood revision
schedule, Great Hall aurors Minerva McGonagall Polyjuice Potion. Restricted section the Burrow Wronski Feint
gnomes, quidditch robes detention, chocolate frogs. Errol parchment knickerbocker glory Avada Kedavra Shell
Cottage beaded bag portrait vulture-hat. Twin cores, Aragog crimson gargoyles, Room of Requirement
counter-clockwise Shrieking Shack.  Mudbloods yew pumpkin juice phials Ravenclaw’s Diadem 10
galleons Thieves Downfall. Ministry-of-Magic mimubulus mimbletonia Pigwidgeon knut phoenix feather other
minister Azkaban. Hedwig Daily Prophet treacle tart full-moon Ollivanders You-Know-Who cursed. Fawkes maze
raw-steak Voldemort Goblin Wars snitch Forbidden forest grindylows wool socks.Snitch Fluffy rock-cake, 9 ¾


The KUTE.js Text Plugin extends the core engine and enables animation for text elements in two ways: either incrementing or decreasing a number in a given string or writing a string character by character with a very cool effect.
// basic synthax for number increments
var myNumberTween = KUTE.to('selector', {number: 1500}); // this assumes it will start from current number or from 0
// OR text writing character by character
var myTextTween = KUTE.to('selector', {text: 'A text string with other substring should do.'});
The effects of these two properties are very popular, but pay attention to the fact that every 16 miliseconds the browser has to parse the HTML structure around your target elements so caution is advised. With other words, try to limit the number of simultaneus text animations.
In the first example, let's animate a number, approximatelly as written above:
Total number of lines: 0
The button action will toggle the valuesEnd
value for the number
property, because tweening a number to itself would produce no effect.
This feature come with a additional tween option called textChars for the scrambling text character:
alpha
use lowercase alphabetical characters, the default valueupper
use UPPERCASE alphabetical charactersnumeric
use numerical characterssymbols
use symbols such as #, $, %, etc.all
use all alpha numeric and symbols.YOUR CUSTOM STRING
use your own custom characters; eg: 'KUTE.JS IS #AWESOME'
.Click the Start button on the right.
Keep in mind that the yoyo
feature will NOT un-write / delete character by character the string, but will write the previous text instead.
0
Clicks so far?
In this example we've used the textChars
option with symbols
and all
values respectively, but combining the two text properties and some other KUTE.js
features can really spice up some content. Have fun!


--- title: "2017: Year in Books | Goodreads" author: Janani Ravi date: '2017-12-31' slug: goodreads-2017 categories: - Books-Blogs tags: - books # - review summary: "My Year in Books: 2017!" ---
Find my latest reads & recommendations on Goodreads!


{% extends "main.html" %} {% block content %} Are you sure to delete this Restaurant? {{ restaurant.name }} Cancel {% endblock %}


Class ThreatList
Threat List.
Inheritance
Inherited Members
Namespace: Gee.External.Browsing
Assembly: Gee.External.Browsing.dll
Syntax
public sealed class ThreatList
Remarks
Represents a threat list retrieved from the Google Safe Browsing API. A threat list is identified using a ThreatType, which indicates the nature of its associated threats, a PlatformType, which indicates the platform its associated threats target, and a ThreatEntryType, which indicates how its associated threats is posed.
Constructors
ThreatList(ThreatListDescriptor, String, DateTime)
Create a Threat List.
Declaration
public ThreatList(ThreatListDescriptor descriptor, string state, DateTime retrieveDate)
Parameters
| Type | Name | Description |
|---|---|---|
| ThreatListDescriptor | descriptor | A ThreatListDescriptor identifying the threat list. |
| System.String | state | The state, formatted as a hexadecimal encoded string, of the threat list when it was retrieved from the Google Safe Browsing API. |
| System.DateTime | retrieveDate | The date, in Coordinated Universal Time (UTC), the threat list was retrieved from the Google Safe Browsing API. If the date is not expressed in UTC, it is converted to it. |
Exceptions
| Type | Condition |
|---|---|
| System.ArgumentNullException | Thrown if |
| System.FormatException | Thrown if |
ThreatList(ThreatListDescriptor, String, DateTime, Nullable<DateTime>)
Create a Threat List.
Declaration
public ThreatList(ThreatListDescriptor descriptor, string state, DateTime retrieveDate, DateTime? waitToDate)
Parameters
| Type | Name | Description |
|---|---|---|
| ThreatListDescriptor | descriptor | A ThreatListDescriptor identifying the threat list. |
| System.String | state | The state, formatted as a hexadecimal encoded string, of the threat list when it was retrieved from the Google Safe Browsing API. |
| System.DateTime | retrieveDate | The date, in Coordinated Universal Time (UTC), the threat list was retrieved from the Google Safe Browsing API. If the date is not expressed in UTC, it is converted to it. |
| System.Nullable<System.DateTime> | waitToDate | The date, in Coordinated Universal Time (UTC), a client must wait to before retrieving the threat list from the Google Safe Browsing API again. If the date is not expressed in UTC, it is converted to it. A null reference indicates a client does not need to wait before retrieving the threat list from the Google Safe Browsing API again. |
Exceptions
| Type | Condition |
|---|---|
| System.ArgumentNullException | Thrown if |
| System.FormatException | Thrown if |
Properties
Descriptor
Get Threat List's Descriptor.
Declaration
public ThreatListDescriptor Descriptor { get; }
Property Value
| Type |
|---|
| ThreatListDescriptor |
Remarks
Represents the ThreatListDescriptor identifying the threat list.
Expired
Determine if Threat List Has Expired.
Declaration
public bool Expired { get; }
Property Value
| Type |
|---|
| System.Boolean |
Remarks
Determines if the threat list has expired and should be retrieved from the Google Safe Browsing API again.
IsMalwareList
Determine if Threat List is a Malware List.
Declaration
public bool IsMalwareList { get; }
Property Value
| Type |
|---|
| System.Boolean |
Remarks
Determines if the threat list is a Malware list.
IsPotentiallyHarmfulApplicationList
Determine if Threat List is a Potentially Harmful Application List.
Declaration
public bool IsPotentiallyHarmfulApplicationList { get; }
Property Value
| Type |
|---|
| System.Boolean |
Remarks
Determines if the threat list is a PotentiallyHarmfulApplication (PHA) list.
IsSocialEngineeringList
Determine if Threat List is a Social Engineering List.
Declaration
public bool IsSocialEngineeringList { get; }
Property Value
| Type |
|---|
| System.Boolean |
Remarks
Determines if the threat list is a SocialEngineering list.
IsUnwantedSoftwareList
Determine if Threat List is an Unwanted Software List.
Declaration
public bool IsUnwantedSoftwareList { get; }
Property Value
| Type |
|---|
| System.Boolean |
Remarks
Determines if the threat list is an UnwantedSoftware list.
RetrieveDate
Get Threat List's Retrieve Date.
Declaration
public DateTime RetrieveDate { get; }
Property Value
| Type |
|---|
| System.DateTime |
Remarks
Represents the date, in Coordinated Universal Time (UTC), the threat list was retrieved from the Google Safe Browsing API.
State
Get Threat List's State.
Declaration
public string State { get; }
Property Value
| Type |
|---|
| System.String |
Remarks
Represents the state, formatted as a hexadecimal encoded string, of the threat list when it was retrieved from the Google Safe Browsing API.
WaitToDate
Get Threat List's Wait to Date.
Declaration
public DateTime? WaitToDate { get; }
Property Value
| Type |
|---|
| System.Nullable<System.DateTime> |
Remarks
Represents the date, in Coordinated Universal Time (UTC), a client must wait to before retrieving the threat list from the Google Safe Browsing API again. A null reference indicates a client does not need to wait before retrieving the threat list from the Google Safe Browsing API again.
Methods
Build()
Build a Threat List.
Declaration
public static ThreatListBuilder Build()
Returns
| Type | Description |
|---|---|
| ThreatListBuilder | A ThreatListBuilder to build a threat list with. |
CreateExpired(ThreatListDescriptor, String)
Create an Expired Threat List.
Declaration
public static ThreatList CreateExpired(ThreatListDescriptor threatListDescriptor, string threatListState)
Parameters
| Type | Name | Description |
|---|---|---|
| ThreatListDescriptor | threatListDescriptor | A ThreatListDescriptor identifying the threat list. |
| System.String | threatListState | The state, formatted as a hexadecimal encoded string, of the threat list when it was retrieved from the Google Safe Browsing API. |
Returns
| Type | Description |
|---|---|
| ThreatList | An expired threat list. |
Exceptions
| Type | Condition |
|---|---|
| System.ArgumentNullException | Thrown if |
| System.FormatException | Thrown if |
CreateInvalid(ThreatListDescriptor)
Create an Invalid Threat List.
Declaration
public static ThreatList CreateInvalid(ThreatListDescriptor threatListDescriptor)
Parameters
| Type | Name | Description |
|---|---|---|
| ThreatListDescriptor | threatListDescriptor | A ThreatListDescriptor identifying the threat list. |
Returns
| Type | Description |
|---|---|
| ThreatList | An invalid threat list. |
Exceptions
| Type | Condition |
|---|---|
| System.ArgumentNullException | Thrown if |
Equals(Object)
Determine if Object is Equal to Another Object.
Declaration
public override bool Equals(object object)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Object | object | An object to compare to. |
Returns
| Type | Description |
|---|---|
| System.Boolean | A boolean true if the object is equal to |
Overrides
GetHashCode()
Get Object's Hash Code.
Declaration
public override int GetHashCode()
Returns
| Type | Description |
|---|---|
| System.Int32 | The object's hash code. |
Overrides
ToString()
Get Object's String Representation.
Declaration
public override string ToString()
Returns
| Type | Description |
|---|---|
| System.String | The object's string representation. |


Practice quizzes do not contribute to your final grade. However, they can help you prepare for the final exam depending on the type of questions that your instructor is planing for the test. Your score is posted in the My Grades area under My Tools but is not added to your final mark.


Getting started
Whether you're hoping to get stronger, lose weight, or lower your odds of disease -- or all of the above -- you ought to take a moment to establish your baseline. You won't be able to track your progress unless you know where you're starting from. Before you dive in, take a look at these measurements and circumstances. They'll help you get a handle on your current health status so you can confidently move forward knowing what's what.
Weight and Waist
What the scale says is hardly the only thing that matters when it comes to being healthy, but it gives important clues about your risk for many conditions, including heart disease, cancer, arthritis, and much more.
To figure out if your weight is in the healthy zone (or how much change is in order), step on the scale. Then use a calculator to find your BMI (body mass index), which takes into account your height as well as your weight: 150 pounds means something very different on someone who's over 6 feet tall vs. barely 5 feet. A BMI of 18.5-24.9 is considered "normal."
Next, grab a tape measure. Even if your BMI is normal, extra fat around your midsection (abdominal obesity) means you're more likely to get type 2 diabetes and heart disease. A healthy waist circumference for a man is 40 inches or less; for women, it's no more than 35 inches.


Using the index finger and thumb of both of your hands to make a rectangle and looking through it. Most likely used by photographers or movie producers.
Often used as a Modeling Pose when the models are selling cameras and other related products.
Examples:
open/close all folders
Anime & Manga
- Eshi in D.Gray-Man has doing this constantly as one of his character quirks.
- May from Pokémon does this when she pretends to be on some kind of documented adventure.
- In RahXephon, Ayato often does it towards subjects he plans to paint.
- Done in Zan Sayonara, Zetsubou-Sensei by Chiri when adjusting a painting.
- In the Finder Series, Akihito does it in the island since he did not have his camera.
- Mio does in the prequel manga Strike Witches: 1937 Fuso Sea Incident to help learn how to focus her eye's magic sight.
- JoJo's Bizarre Adventure: Diamond is Unbreakable has the Big Bad Yoshikage Kira in disguise as Kosaku Kawajiri do this to line up an attack on Josuke, while mentally comparing it to Joe Montana going for a field goal kick.
Films — Animation
- Aladdin:
- Genie does this in the first movie. "You've just won the heart of the Princess! What are you gonna do next?" (This is a reference to the I'm Going to Disney World ads.)
- Then does it again in Aladdin and the King of Thieves. "Oh, it's a Kodak moment!"
- Variant in Rango: Rango exhales on glass before drawing a screen with his finger. The Spirit of the West does the same thing while he's giving Rango the will to continue.
- My Little Pony: Equestria Girls Magical Movie Night: In "Movie Magic", when Rainbow Dash suggests that they could get minor roles in the Daring Do movie, Canter Zoom looks at them through the frame of his fingers while thinking it out.
- In Frozen II, Anna does this briefly when she first meets Mattias, recognizing him from a portrait.
Films — Live-Action
- Tom Green does a variation of this on the cover of Freddy Got Fingered.
- Done by Max in his first appearance in Strange Days.
- Deadpool (2016): After knocking Ajax off his motorcycle and preparing himself to kick him in the head, Deadpool takes aim by looking through a frame formed by his fingers.
Literature
- Silverfish does this to Victor in the Discworld novel Moving Pictures, when deciding he'd make a great moving picture star. Since Silverfish has only just invented the clicks, Victor has no idea what he's doing or talking about.
Live-Action TV
- The Brady Bunch was cast as the "Average American Family" in a commercial for Best detergent. The hippie director who directed the commercial did this.

- A character in one Cracker story did this a lot; he was somewhat autistic and fixated on movies. Someone else commented on it at a funeral that included the quote "We see the world through a glass, darkly": "You don't see the the world through a glass, darkly.
- Midsomer Murders: One of the characters says "I've been framed" while making a similar gesture in "The Killing at Badger's Drift".
- In one of his shows, Derren Brown does this trick to take "mental snapshots" of coffee beans that have been scattered on a surface before asking a celebrity to pick a specific bean, mark it, and place it marked side down at a chosen place. Given who he is, Derren is able to find the marked bean.

Music
- This is where the band L7 got their name; make an 'L' with your left thumb and forefinger, and a '7' with your right thumb and forefinger, bring them together and you have a square.
- The term "L7", meaning "square" or "uncool", has been around since the 1950's. Paul McCartney has said that was the inspiration behind his song, "C Moon", when he wondered what the opposite of a "square" would be. He decided on a circle.
- Also referenced by Sam the Sham and the Pharaohs in their song "Woolly Bully" "Let's not be L-7/Come and learn the dance!"
Pro Wrestling
- Kevin Nash became fond of this for a while, though using the variant with his thumbs and index fingers sticking straight out. He'd do this after whipping an opponent into the turnbuckle and just before following it up with an elbow.
- MNM, Johnny Nitro and Joey Mercury, liked to do this before their finishing move, "the snap shot". They even taunted Trish Stratus this way when Melina challenged for her title but were ejected by the referee before they could actually give her the move.
Theme Parks
- "The Director" from Universal's Halloween Horror Nights frequently does this while filming the suffering of his victims.
Video Games
- The world of Amazing Island is set inside a giant storybook, so doing this actually allows you to take photographs. Well, they're called Fotos, but they're still pictures captured on your heart by the special bond between you and your monster.
- In Pokémon Sun and Moon, Trial Captain Mina frames the player character between her fingers when first met. She's a wandering artist, and is trying to see what sort of composition you'd make for a painting.
- This is an idle animation in The Sims 2 and 3, for Sims who are involved in the Arts & Crafts hobby or have the Artistic trait, respectively.
- It is usable as a taunt in Team Fortress 2 called "The Director's Vision".
- Yusuke Kitagawa from Persona 5 is often seen doing this.
- Master Hand and Crazy Hand in Super Smash Bros. Ultimate do this sometimes in the center of the screen. It closes in the blast-lines of the stage so for a couple minutes, they don't need to knock you as far to KO you.
Web Animation
- In the My Little Pony: Equestria Girls Friendship Games short "Photo Finished", this is a common gesture for human Photo Finish, along with her Catch Phrase "Hold that pose!", usually preceding another frantic shooting session.
Web Comics
- Homestuck: When Jade Harley is enlarging the Fenestrated Wall to enable her and John to ride a battleship through it, she does a slowly enlarging finger-frame matching its borders. She does it again later during the final fight, where owing to Breaking the Fourth Wall, the animation panel has been skewed and she sets it back to normal.
- Erfworld: This seems to be a standard gesture for casting a remote-image communication.
Western Animation
- Goofy does it in How to Hook Up Your Home Theater while figuring out where to put his new TV set.
- Used in the American Dad! episode "Stan's Night Out" in the B story, in which Roger tries to be a beauty queen. He discovers that his date is taking him to a Pig Party. He then does this to the other girls at the party...and then looks at mirror, framing himself in it, and discovers that he is the Tomato in the Mirror (ugly, not evil).
- A zombie director in the Courage the Cowardly Dog episode "Everyone Wants To Direct" does it. Then his hand falls off.
- Pinkie Pie does this (with hooves, somehow) while setting up a prank in the My Little Pony: Friendship Is Magic episode "Griffon the Brush-Off".
- In one episode of Captain N: The Game Master Captain N]] the N Team visits a studio world and a director, who happens to be an octopus creature, does this while watching the N Team and debating if they were camera worthy, though as an octopus he uses tentacles instead of fingers.
- Eddie Storkowitz of Birdz does this a lot.
- In the Woody Woodpecker short "Arts and Flowers", Woody and an artist are in a contest for best painting of a desert flower. Both of them do this when they find the same flower to paint.
Real Life
- There's a wearable-computing technology called SixthSense being developed at MIT that's controlled by hand gestures — one of which is the finger-frame gesture, which means "Take a photo of whatever's in front of me".
- The gravestone◊ of Polish film director Krzysztof Kieślowski is decorated with a sculpture of two hands making this gesture.


django-textvariation v0.1 documentation
Configurable storage engine for variation storage, to allow for example:
hstore in PostgreSQL segmentation of variations (e.g. a field for each language which stores variations)


{% extends 'layout.html' %} {% block content %}
On April 15, 1912, the largest passenger liner ever made collided with an 🧊iceberg during her maiden voyage. When the Titanic sank it killed over 1000 passengers and crew. This sensational tragedy shocked the international community and led to better safety regulations for ships. One of the reasons that the shipwreck resulted in such loss of life was that there were not enough 🦺lifeboats for the passengers and crew. Although there was some element of luck involved in surviving the sinking, some groups of people were more likely to survive than others.
The luck was dependent on the tickets that were bought by the passengers. Very shortly I will sell you tickets, and let's see how the future of yours will turn out if you travelled on the Titanic.
Before diving straight into that, let's first get to learn some differences between this dataset and the real Titanic details.
click here


| Version | Avg time | vs fast-framework | vs base-framework | vs local-framework |
|---|---|---|---|---|
| fast-framework | 32.09ms - 38.19ms | - |
faster ✔ 8% - 27% 3.22ms - 11.96ms |
faster ✔ 9% - 28% 3.55ms - 12.77ms |
| base-framework | 39.60ms - 45.87ms |
slower ❌ 8% - 35% 3.22ms - 11.96ms |
- |
unsure 🔍 -12% - +9% -5.24ms - +4.10ms |
| local-framework | 39.84ms - 46.76ms |
slower ❌ 9% - 38% 3.55ms - 12.77ms |
unsure 🔍 -10% - +12% -4.10ms - +5.24ms |
- |


|
LiteCore
Couchbase Lite cross-platform core implementation
|
Data Structures | |
| struct | C4DatabaseChange |
Typedefs | |
| typedef struct c4DatabaseObserver | C4DatabaseObserver |
| A database-observer reference. More... | |
| typedef void(* | C4DatabaseObserverCallback) (C4DatabaseObserver *observer, void *context) |
| Callback invoked by a database observer. More... | |
| typedef struct c4DocumentObserver | C4DocumentObserver |
| A document-observer reference. More... | |
| typedef void(* | C4DocumentObserverCallback) (C4DocumentObserver *observer, C4String docID, C4SequenceNumber sequence, void *context) |
| Callback invoked by a document observer. More... | |
Functions | |
| C4DatabaseObserver * | c4dbobs_create (C4Database *database, C4DatabaseObserverCallback callback, void *context) |
| Creates a new database observer, with a callback that will be invoked after the database changes. More... | |
| uint32_t | c4dbobs_getChanges (C4DatabaseObserver *observer, C4DatabaseChange outChanges[], uint32_t maxChanges, bool *outExternal) |
| Identifies which documents have changed since the last time this function was called, or since the observer was created. More... | |
| void | c4dbobs_free (C4DatabaseObserver *) |
| Stops an observer and frees the resources it's using. More... | |
| C4DocumentObserver * | c4docobs_create (C4Database *database, C4String docID, C4DocumentObserverCallback callback, void *context) |
| Creates a new document observer, with a callback that will be invoked when the document changes. More... | |
| void | c4docobs_free (C4DocumentObserver *) |
| Stops an observer and frees the resources it's using. More... | |
| typedef struct c4DatabaseObserver C4DatabaseObserver |
A database-observer reference.
| typedef void(* C4DatabaseObserverCallback) (C4DatabaseObserver *observer, void *context) |
Callback invoked by a database observer.
| observer | The observer that initiated the callback. |
| context | user-defined parameter given when registering the callback. |
| typedef struct c4DocumentObserver C4DocumentObserver |
A document-observer reference.
| typedef void(* C4DocumentObserverCallback) (C4DocumentObserver *observer, C4String docID, C4SequenceNumber sequence, void *context) |
Callback invoked by a document observer.
| observer | The observer that initiated the callback. |
| docID | The ID of the document that changed. |
| sequence | The sequence number of the change. |
| context | user-defined parameter given when registering the callback. |
| C4DatabaseObserver* c4dbobs_create | ( | C4Database * | database, |
| C4DatabaseObserverCallback | callback, | ||
| void * | context | ||
| ) |
Creates a new database observer, with a callback that will be invoked after the database changes.
The callback will be called once, after the first change. After that it won't be called again until all of the changes have been read by calling c4dbobs_getChanges
.
| database | The database to observer. |
| callback | The function to call after the database changes. |
| context | An arbitrary value that will be passed to the callback. |
| void c4dbobs_free | ( | C4DatabaseObserver * | ) |
Stops an observer and frees the resources it's using.
It is safe to pass NULL to this call.
| uint32_t c4dbobs_getChanges | ( | C4DatabaseObserver * | observer, |
| C4DatabaseChange | outChanges[], | ||
| uint32_t | maxChanges, | ||
| bool * | outExternal | ||
| ) |
Identifies which documents have changed since the last time this function was called, or since the observer was created.
This function effectively "reads" changes from a stream, in whatever quantity the caller desires. Once all of the changes have been read, the observer is reset and ready to notify again.
| observer | The observer. |
| outChanges | A caller-provided buffer of structs into which changes will be written. |
| maxChanges | The maximum number of changes to return, i.e. the size of the caller's outChanges buffer. |
| outExternal | Will be set to true if the changes were made by a different C4Database. |
outDocIDs
. If this is less than maxChanges
, the end has been reached and the observer is reset. | C4DocumentObserver* c4docobs_create | ( | C4Database * | database, |
| C4String | docID, | ||
| C4DocumentObserverCallback | callback, | ||
| void * | context | ||
| ) |
Creates a new document observer, with a callback that will be invoked when the document changes.
The callback will be called every time the document changes.
| database | The database to observer. |
| docID | The ID of the document to observe. |
| callback | The function to call after the database changes. |
| context | An arbitrary value that will be passed to the callback. |
| void c4docobs_free | ( | C4DocumentObserver * | ) |
Stops an observer and frees the resources it's using.
It is safe to pass NULL to this call.


4 Census Data
We will be using data from the U.S. Census for many of these exercises. Here’s a quick rundown of the origins and inner-workings of this important dataset.
Each decade, the Census Bureau counts every person living in the United States and the five U.S. territories. This is known as the Decennial Census and it is used to apportion seats in the U.S. House of Representatives, among other things.
In addition, the Census Bureau conducts ongoing survey of communities, known as the American Community Survey or ACS that provides more timely information about social, economic, housing, and demographic data every year. You can find information on housing, small business ownership, population profiles and much more. The ACS uses an annual sample size of about 3.5 million addresses and is collecting information daily.
Congressional lawmakers look at the ACS data to determine distribution of federal spending, among other things. Read more about census data here
Here’s something important to know about ACS results: Data are pooled across a calendar year. So the ACS numbers reflect data collected over a period of time. By contrast, the Decennial Census is a single point-in-time count of the population.
We will be using ACS data to examine trends in wealth in Baltimore neighborhoods because this survey provides detail not available yet in the Decennial Census.
You can access Census Data through multiple ways. The U.S. Census Bureau offers data.census.gov. Using this site requires some training and patience. Here is a good place to start, a presentation the Census Bureau staff made to the Investigative Reporters and Editors conference in 2019.
Another useful resource is censusreporter.org, a site not affiliated with the Census Bureau that’s designed to make it easier to navigate and retrieve the ACS data.
When we use R, we will use a software library called tidycensus that makes it very easy to retrieve Census data from the Census API, or application programming interface, basically a raw data feed optimized for R, python and similar programs. Stay tuned on that later this semester.
Data journalist Paul Overberg, now with The Wall Street Journal, compiled this useful guide about terminology when dealing with Census data.


* = call ( getResourceFromName("ajax"), "start", getResourceName(getThisResource()) ) *>
This page shows the gamemodes and maps in the server.


| 006:128 Khan | : |
And on the Day when He will gather them (all) together (and say): "O you assembly of jinns! Many did you mislead of men," and their Auliya' (friends and helpers, etc.) amongst men will say: "Our Lord! We benefited one from the other, but now we have reached our appointed term which You did appoint for us." He will say: "The Fire be your dwelling-place, you will dwell therein forever, except as Allah may will. Certainly your Lord is All-Wise, All-Knowing." |
| 006:128 Maulana | : |
And on the day when He will gather them all together: O assembly of jinn, you took away a great part of men. And their friends from among men will say: Our Lord, some of us profited by others and we have reached our appointed term which Thou didst appoint for us. He will say: The Fire is your abode -- you shall abide therein, except as Allah please. Surely thy Lord is Wise, Knowing. |
| 006:128 Pickthal | : |
In the day when He will gather them together (He will say): O ye assembly of the jinn! Many of humankind did ye seduce. And their adherents among humankind will say: Our Lord! We enjoyed one another, but now we have arrived at the appointed term which Thou appointedst for us. He will say: Fire is your home. Abide therein for ever, save him whom Allah willeth (to deliver). Lo! thy Lord is Wise, Aware. |
| 006:128 Rashad | : |
The day will come when He summons all of them (and says): "O you jinns, you have claimed multitudes of humans." Their human companions will say, "Our Lord, we enjoyed each others' company until we wasted the life span You had set for us." He will say, "Hell is your destiny." They abide therein forever, in accordance with GOD's will. Your Lord is Wise, Omniscient. |
| 006:128 Sarwar | : |
On the day when every one will be resurrected and the jinn will be told that they have made many people go astray, their friends from among people will say, "Lord, we benefitted from each other until death approached us."  Your Lord is All-wise and All-knowing. |
| 006:128 Shakir | : |
And on the day when He shall gather them all together: O assembly of jinn! you took away a great part of mankind. And their friends from among the men shall say: Our Lord! some of us profited by others and we have reached our appointed term which Thou didst appoint for us. He shall say: The fire is your abode, to abide in it, except as Allah is pleased; surely your Lord is Wise, Knowing. |
| 006:128 Sherali | : |
And on the day when HE will gather them all together, HE will say, 'O company of jinn ! you won over to yourselves a great many from among men.' And their friends from among men will say, 'Our Lord ! we profited from one another, but now we have reached our term which Thou didst appoint for us.' HE will say, 'The Fire is your abode, wherein you shall abide, save what ALLAH may will.' Surely, Thy Lord is Wise, All-Knowing. |
| 006:128 Yusufali | : |
One day will He gather them all together, (and say): "O ye assembly of Jinns! Much (toll) did ye take of men." Their friends amongst men will say: "Our Lord! we made profit from each other: but (alas!) we reached our term - which thou didst appoint for us." He will say: "The Fire be your dwelling-place: you will dwell therein for ever, except as Allah willeth." for thy Lord is full of wisdom and knowledge. |
Concepts/Themes Covered: الإيمان > الغيب > الجن Faith> The Unseen World> The Jinn الإيمان > الغيب > الخلود > الخلود في العذاب Faith> The Unseen World> The Eternity> The Immortality in Torture الإيمان > الغيب > النار > أصحاب النار Faith> The Unseen World> Hell-Fire>Hell Fellows الإيمان > اليوم الآخر > الحشر Faith> The Hereafter> The Day of Resurrection
This tool uses eight English parallel translations for the Holy Quran imported from Mr. Clay Smith. You can also visit Qurany Concepts for browsing the Quran themes or topics. If you want to search the Holy Quran for keywords, please visit Qurany Keywords.


Angular Percent Circle Directive Example
Type a number between 1-100 below and click the button to change the displayed percentage.
Enter New Percent:
Change Percent


@() @scripts = { } @main("Play Chat Room Example", scripts = Some(scripts)) {
Please pick a username!


If all goes well, you should see something that resembles a toolbar.
This toolbar is built in R using the htmlwidget
navr
which wraps the tiny, dependency-free powerhouse
responsive-nav.js
. Isn't open source great? For bonus points, open this in a mobile device
or make your screen small enough to see the hamburger icon
.


 The ofImage allows you to load image from disk, manipulate the pixels, and create an OpenGL texture that you can display and manipulate on the graphics card. Loading a file into the ofImage allocates an ofPixels and creates the ofTexture to display the pixels.
ofImage uses a library called "freeImage" under the hood.
- allocate(...)
- bAllocated()
- bind()
- clear()
- clone(...)
- crop(...)
- cropFrom(...)
- draw(...)
- drawSubsection(...)
- getColor(...)
- getHeight()
- getPixels()
- getPixelsRef()
- getTextureReference()
- getWidth()
- grabScreen(...)
- isAllocated()
- isUsingTexture()
- loadImage(...)
- mirror(...)
- operator ofPixels_< PixelType > &()
- operator=(...)
- reloadTexture()
- resetAnchor()
- resize(...)
- rotate90(...)
- saveImage(...)
- setAnchorPercent(...)
- setAnchorPoint(...)
- setColor(...)
- setCompression(...)
- setFromPixels(...)
- setImageType(...)
- setUseTexture(...)
- unbind()
- update()
ofImage methods
allocate(...)
void ofImage_::allocate(int w, int h, ofImageType type)
This allocates space in the ofImage, both the ofPixels and the ofTexture that the ofImage contains.
img.allocate(640, 480, OF_IMAGE_COLOR);
int i = 0;
while ( i < img.getPixelsRef().size() ) {
img.getPixelsRef()[i] = abs(sin( float(i) / 18.f)) * 255.f; // make some op-art
i++;
}
img.reloadTexture();
It allocates an image of width (w) and height (h). The type can be of three types: OF_IMAGE_GRAYSCALE, OF_IMAGE_COLOR, OF_IMAGE_COLOR_ALPHA. You don't need to call this before loading an image, but for when you want to allocate space ahead of when you are going to use the image.
bAllocated()
bool ofImage_::bAllocated()
Whether the image has been allocated either by a call to allocate or by loading pixel data into the image.
bind()
void ofImage_::bind()
This binds the ofTexture instance that the ofImage contains so that it can be used for advaned drawing
void ofApp::setup() {
img.allocate(256, 256, OF_IMAGE_COLOR);
int i = 0;
while ( i < img.getPixelsRef().size() ) {
img.getPixelsRef()[i] = abs(sin( float(i) / 18.f )) * 255.f;
i++;
}
img.reloadTexture();
mesh.setMode(OF_PRIMITIVE_TRIANGLE_STRIP);
mesh.addVertex(ofVec2f(10, 10));
mesh.addVertex(ofVec2f(410, 10));
mesh.addVertex(ofVec2f(410, 410));
mesh.addVertex(ofVec2f(10, 410));
mesh.addVertex(ofVec2f(10, 10));
mesh.addTexCoord(ofVec2f(0, 0));
mesh.addTexCoord(ofVec2f(256, 0));
mesh.addTexCoord(ofVec2f(256, 256));
mesh.addTexCoord(ofVec2f(0, 256));
mesh.addTexCoord(ofVec2f(0, 0));
}
void ofApp::draw(){
ofBackground(255, 255, 255); // background white
img.bind();
mesh.draw();
img.unbind();
}
clone(...)
void ofImage_::clone(const ofImage_< SrcType > &mom)
This allows you to create an ofImage from another ofImage instance, copying all the pixels and the texture data while creating a new textureID.
ofImage second;
second.clone(first);
crop(...)
void ofImage_::crop(int x, int y, int w, int h)
This crops the image to the w,h passed in from the x,y position.
cropFrom(...)
void ofImage_::cropFrom(ofImage_< PixelType > &otherImage, int x, int y, int w, int h)
This crops another image into the image the cropFrom is being called on to the w,h passed in from the x,y position. The w,h are measured from the x,y, so passing 100, 100, 300, 300 will grab a 300x300 pixel block of data starting from 100, 100.
ofImage img1, img2;
img1.load("anImage.png");
img2.cropFrom(img1, 100, 100, 300, 300);
draw(...)
void ofImage_::draw(const ofRectangle &r)
Draws the ofImage into the ofRectangle passed in, with any attendant scaling that may occur from fitting the ofImage into the bounds of the ofRectangle.
draw(...)
void ofImage_::draw(const ofPoint &p, float w, float h)
Draws the ofImage into the ofVec2f location and with the width and height, with any attendant scaling that may occur from fitting the ofImage into the width and height.
draw(...)
void ofImage_::draw(float x, float y, float w, float h)
Draws the ofImage into the x,y location and with the width and height, with any attendant scaling that may occur from fitting the ofImage into the width and height.
draw(...)
void ofImage_::draw(float x, float y, float z, float w, float h)
Draws the ofImage into the x,y,z location and with the width and height, with any attendant scaling that may occur from fitting the ofImage into the width and height. You should ensure that you turn on depth sorting using glEnable(GL_DEPTH) before trying to draw multiple objects into z-space.
draw(...)
void ofImage_::draw(const ofPoint &p)
Draws the ofImage into the x,y location using the default height and width of the image.
draw(...)
void ofImage_::draw(float x, float y)
Draws the ofImage into the x,y location using the default height and width of the image.
draw(...)
void ofImage_::draw(float x, float y, float z)
Draws the ofImage into the x,y,z location with the default height and width. You should ensure that you turn on depth sorting using glEnable(GL_DEPTH) before trying to draw multiple objects into z-space.
drawSubsection(...)
void ofImage_::drawSubsection(float x, float y, float w, float h, float sx, float sy)
drawSubsection(...)
void ofImage_::drawSubsection(float x, float y, float z, float w, float h, float sx, float sy)
drawSubsection(...)
void ofImage_::drawSubsection(float x, float y, float w, float h, float sx, float sy, float sw, float sh)
drawSubsection(...)
void ofImage_::drawSubsection(float x, float y, float z, float w, float h, float sx, float sy, float sw, float sh)
getColor(...)
ofColor_ ofImage_::getColor(int x, int y)
This returns the ofColor representing the pixels at the x and y position passed in.
getPixels()
PixelType * ofImage_::getPixels()
This returns a raw pointer to the pixel data.
This function will give you access to a continuous block of pixels. you can grab the data and do what you like with it. If you have a grayscale image, you will have (widthheight) number of pixels. Color images will have (widthheight3) number of pixels (interlaced R,G,B), and coloralpha images will have (widthheight*4) number of pixels (interlaced R,G,B,A).
getPixelsRef()
ofPixels_ ofImage_::getPixelsRef()
This returns an ofPixels reference that you can use to manipulate the raw pixel data of the ofImage. Make sure you call either update() or reloadTexture() after making changes to the ofPixels.
int i = 0;
while ( i < img.getPixelsRef().size() ) {
img.getPixelsRef()[i] = abs(cos( float(i) / (16 * j))) * 512.f;
i+=3;
}
if(j > 68.f)
j = 32.f;
else
j += 0.025;
img.reloadTexture();
getTextureReference()
ofTexture ofImage_::getTextureReference()
This returns the texture reference that the ofImage contains. You can use this to directly manipulate the texture itself, but keep in mind that if you manipulate the texture directly, there is no simple way to copy the data from the texture back to the pixels and keep the ofImage in sync.
grabScreen(...)
void ofImage_::grabScreen(int x, int y, int w, int h)
Grabs pixels from the opengl window specified by the region (x, y, w, h) and turns them into an image. It resizes or allocates the ofImage if it's necessary.
isAllocated()
bool ofImage_::isAllocated()
Returns whether the image has been allocated either by a call to allocate or by loading pixel data into the image.
isUsingTexture()
bool ofImage_::isUsingTexture()
Returns whether the ofImage has a texture or not. If not, nothing will be drawn to the screen if the draw() method is called.
loadImage(...)
bool ofImage_::loadImage(string fileName)
Loads in an image given by fileName. It will try it's best to guess the filetype based on the name. The program will look for the file relative to the data/ folder.
For example, to load an image "icon.gif" that is in the data folder you can call:
myImage.load("icon.gif");
you can also supply folder paths for subfolders within the data folder:
myImage.load("images/icon.gif");
loadImage(...)
bool ofImage_::loadImage(const ofBuffer &buffer)
Loads an image from an ofBuffer instance created by, for instance, ofFile::readToBuffer(). This actually loads the image data into an ofPixels object and then into the texture.
loadImage(...)
bool ofImage_::loadImage(const ofFile &file)
Loads an image from an ofFile instance created by, for instance, ofDirectory::getFiles(). This actually loads the image data into an ofPixels object and then into the texture.
mirror(...)
void ofImage_::mirror(bool vertical, bool horizontal)
This reflects the pixels of the image across the vertical and/or horizontal axis.
operator=(...)
ofImage_ ofImage_::operator=(const ofImage_< PixelType > &mom)
This allows you to create an ofImage from another ofImage instance, copying all the pixels and the texture data while creating a new textureID.
Makes the current ofImage a copy of another ofImage. Same as clone().
image2.loadImage("face.jpg");
image1 = image2;
image1 and image2 are now identical.
operator=(...)
ofImage_ ofImage_::operator=(const ofImage_< SrcType > &mom)
This allows you to create an ofImage from another ofImage instance, copying all the pixels and the texture data while creating a new textureID.
operator=(...)
ofImage_ ofImage_::operator=(ofPixels_< PixelType > &pixels)
Allows you to set an image to pixels. This resizes the image to the size of the ofPixels and reallocates all the of the data within the image.
reloadTexture()
void ofImage_::reloadTexture()
Loads any data from the ofPixels that the image contains into the ofTexture so that draw() calls will reflect chagnes to the pixels.
resetAnchor()
void ofImage_::resetAnchor()
This removes any anchor positioning, meaning that the ofImage will be draw with the upper left hand corner at the point passed into draw().
resize(...)
void ofImage_::resize(int newWidth, int newHeight)
Resizes the image to a new size (w, h); Can be used to scale up or down an image.
rotate90(...)
void ofImage_::rotate90(int rotation)
Rotates the image by a multiple of 90 degrees, for instance, if you pass in 2, then the image will be rotated 180 degrees.
saveImage(...)
void ofImage_::saveImage(string fileName, ofImageQualityType compressionLevel=OF_IMAGE_QUALITY_BEST)
This saves the image to the file path in fileName with the image quality specified by compressionLevel. The different compression levels are: OF_IMAGE_QUALITY_BEST, OF_IMAGE_QUALITY_HIGH, OF_IMAGE_QUALITY_MEDIUM, OF_IMAGE_QUALITY_LOW, OF_IMAGE_QUALITY_WORST
It will guess, based on the name, what filetype to save as. This file will be relative to the data folder.
You can use this, combined with grabSceen, in order to save an image:
myImage.grabScreen(0,0,500,500);
myImage.saveImage("partOfTheScreen.png");
You can also use dynamically generated names:
myImage.grabScreen(0,0,500,500);
myImage.saveImage("partOfTheScreen-"+ofToString(snapCounter)+".png");
snapCounter++;
saveImage(...)
void ofImage_::saveImage(ofBuffer &buffer, ofImageQualityType compressionLevel=OF_IMAGE_QUALITY_BEST)
This saves the image to the ofBuffer passed with the image quality specified by compressionLevel. This is useful when streaming files. The different compression levels are: OF_IMAGE_QUALITY_BEST, OF_IMAGE_QUALITY_HIGH, OF_IMAGE_QUALITY_MEDIUM, OF_IMAGE_QUALITY_LOW, OF_IMAGE_QUALITY_WORST
saveImage(...)
void ofImage_::saveImage(const ofFile &file, ofImageQualityType compressionLevel=OF_IMAGE_QUALITY_BEST)
This saves the image to the ofFile passed with the image quality specified by compressionLevel. This is useful when streaming files. The different compression levels are: OF_IMAGE_QUALITY_BEST, OF_IMAGE_QUALITY_HIGH, OF_IMAGE_QUALITY_MEDIUM, OF_IMAGE_QUALITY_LOW, OF_IMAGE_QUALITY_WORST
setAnchorPercent(...)
void ofImage_::setAnchorPercent(float xPct, float yPct)
Changes the drawing position specified by draw() from the normal top-left corner of the image to a position specified by xPct and yPct in relation to the dimensions of the image. This can be useful for aligning and centering images as well as rotating an image around its center.
Note: range of xPct and yPct is 0.0 to 1.0. For xPct, 1.0 represents the width of the image. For yPct, 1.0 represents the height of the image. These values are not capped.
For example to draw an image so that its center is at 100, 100:
myImage.setAnchorPercent(0.5, 0.5);
myImage.draw(100, 100);
To rotate an image around its center at 100, 100:
ofPushMatrix();
ofTranslate(100, 100, 0);
ofRotate(45);
myImage.setAnchorPercent(0.5, 0.5);
myImage.draw(0, 0);
ofPopMatrix();
To align the right side of an image with the right edge of the window:
myImage.setAnchorPercent(1.0, 0.0);
myImage.draw(ofGetWidth(), 0);
setAnchorPoint(...)
void ofImage_::setAnchorPoint(float x, float y)
Changes the drawing position specified by draw() from the normal top-left corner of the image to a position specified by x and y, measured in pixels. This can be useful for aligning and centering images as well as rotating an image around its center.
Note: see also setAnchorPercent() if you want to specify the anchor as a percentage of the image size.
For example to draw an image so that its center is at 100, 100:
myImage.setAnchorPoint(myImage.getWidth()/2, myImage.getHeight()/2);
myImage.draw(100, 100);
To rotate an image around its center at 100, 100:
ofPushMatrix();
ofTranslate(100, 100, 0);
ofRotate(45);
myImage.setAnchorPercent(myImage.getWidth()/2, myImage.getHeight()/2);
myImage.draw(0, 0);
ofPopMatrix();
To align the right side of an image with the right edge of the window:
myImage.setAnchorPercent(myImage.getWidth(), 0.0);
myImage.draw(ofGetWidth(), 0);
setColor(...)
void ofImage_::setColor(int x, int y, ofColor_< PixelType > color)
This sets the pixel at the x,y position passed in. The ofColor type needs to match the ofImage type, i.e. ofFloatImage requires that you use ofFloatPixels.
setCompression(...)
void ofImage_::setCompression(ofTexCompression compression)
This sets the compression level used when creating mipmaps for the ofTexture contained by the ofImage. This is quite different than the ofImageQualityType image quality parameter used in saveImage(). The different texture compression levels are: OF_COMPRESS_NONE, OF_COMPRESS_SRGB, OF_COMPRESS_ARB
setFromPixels(...)
void ofImage_::setFromPixels(const PixelType *pixels, int w, int h, ofImageType type, bool bOrderIsRGB=true)
Set the pixels of the image from an array of values, for an ofFloatImage these need to be floats, for an ofImage these need to be unsigned chars. The w and h values are important so that the correct dimensions are set in the image. This assumes that you're setting the pixels from 0,0 or the upper left hand corner of the image. The bOrderIsRGB flag allows you pass in pixel data that is BGR by setting bOrderIsRGB=false.
Copies in the pixel data from the 'pixels' array. Specify the corresponding width and height of the image you are passing in with 'w' and 'h'. The image type can be OF_IMAGE_GRAYSCALE, OF_IMAGE_COLOR, or OF_IMAGE_COLORALPHA.
Note: that your array has to be at least as big as [ width * height * bytes per pixel ].
If you have a grayscale image, you will have (widthheight) number of pixels. Color images will have (widthheight3) number of pixels (interlaced R,G,B), and coloralpha images will have (widthheight*4) number of pixels (interlaced R,G,B,A).
Note: You do not need to call allocate() before calling setFromPixels() as setFromPixels() re-allocates itself if needed.
setFromPixels(...)
void ofImage_::setFromPixels(const ofPixels_< PixelType > &pixels)
Set the pixels of the image from an ofPixels instance, for an ofFloatImage these need to be ofFloatPixels, for an ofImage these need to be unsigned chars. The w and h values are important so that the correct dimensions are set in the image. This assumes that you're setting the pixels from 0,0 or the upper left hand corner of the image. The bOrderIsRGB flag allows you pass in pixel data that is BGR by setting bOrderIsRGB=false.
setImageType(...)
void ofImage_::setImageType(ofImageType type)
Set the type of image to one of the following: OF_IMAGE_GRAYSCALE, OF_IMAGE_COLOR, OF_IMAGE_COLOR_ALPHA. This does cause the image to be reallocated and the texture to be updated, so it can be an expensive operation if done frequently. Converting down, for example from color to grayscale, loses information and is a destructive change.
For example, you can load in a color image, and convert it to grayscale:
myImage.loadImage("somethingColor.jpg");
myImage.setImageType(OF_IMAGE_GRAYSCALE); // now I am grayscale;
setUseTexture(...)
void ofImage_::setUseTexture(bool bUse)
If you set the ofImage to not use a texture it will contain the pixels of the image but cannot be drawn to the screen without copying its data into an ofTexture instance.
This turns on or off the allocation and use of a texture. any time you change the image (loading, resizing, converting the type), ofImage will uplaod data to an opengl texture. It may not be necessary, though, and it could be that you need to save memory on the graphics card, or that you don't need to draw this image on the screen. You can call this even before you load an image in to OF:
myImage.setUseTexture(false);
myImage.loadImage("blah.gif");
Since in the majority of cases, ofImages will be loaded in and drawn onscreen, the default is set to use a texture.
unbind()
void ofImage_::unbind()
This unbinds the ofTexture instance that the ofImage contains. Call this after you call bind().
update()
void ofImage_::update()
This method should be called after you update the pixels of the image and want to ensure that the changes to the pixels are reflected in the ofTexture of the image. Many of the ofImage methods call this after they change the pixels, but if you directly manipulate the pixels of the ofImage, then you should make sure to call update() before trying to draw the texture of the image to the screen.
ofImage variables
int bpp
int ofImage_::bpp
Bytes per pixels of the image. This will be 3 for OF_IMAGE_COLOR with unsigned char pixels and 12 for an OF_COLOR_IMAGE with float pixels.
int type
int ofImage_::type
Returns the type of image, OF_IMAGE_COLOR, OF_IMAGE_COLOR_ALPHA, or OF_IMAGE_GRAYSCALE
ofImage functions
ofSaveImage(...)
void ofSaveImage(ofPixels &pix, string path, ofImageQualityType qualityLevel=OF_IMAGE_QUALITY_BEST)
ofSaveImage(...)
void ofSaveImage(ofPixels &pix, ofBuffer &buffer, ofImageFormat format=OF_IMAGE_FORMAT_PNG, ofImageQualityType qualityLevel=OF_IMAGE_QUALITY_BEST)


The SourceBuffers
Overview
The core/source-buffer
directory contains the part of the code directly
related to the insertion and removal of media segments.
This is done through SourceBuffers
, which are JavaScript objects.
The name is taken from the MSE SourceBuffer[1] JavaScript object, which are the native browser interface through which media segments are pushed.
In the RxPlayer, those SourceBuffer objects are only used for audio and video decoding. For the other types of media (e.g. text - for subtitles - and image - for thumbnails), custom SourceBuffer implementation have been written entirely in JavaScript instead, to allow more advanced treatment of those.
Those custom SourceBuffer implementation are defined in the
src/custom_source_buffers
directory.
[1] MSE SourceBuffer
Here’s a vulgarized architecture schema of the code in that directory:
+--------------------------------------------------------------------------+
| Rest of the RxPlayer's code |
+--------------------------------------------------------------------------+
| ^
Ask to get / create / remove | | Returns created QueuedSourceBuffer or
SourceBuffer for a given type | | wanted information
or get information about the | |
available types | |
| |
V |
+--------------------------------------------------------------------------+
| SourceBuffersStore |
+--------------------------------------------------------------------------+
| | | |
| creates | creates | creates | creates
| (if needed) | (if needed) | (if needed) | (if needed)
| | | |
V V V V
+------------+ +------------+ +------------+ +------------+
| Queued | | Queued | | Queued | | Queued |
|SourceBuffer| |SourceBuffer| |SourceBuffer| |SourceBuffer|
| (video) | | (audio) | | (text) | | (image) |
+------------+ +------------+ +------------+ +------------+
Creates | Creates | Creates | Creates |
| | | | | | | |
| | | | | | | |
V V V V V V V V
+-----+ +------+ +-----+ +------+ +-----+ +------+ +-----+ +------+
| SI* | | NSB* | | SI* | | NSB* | | SI* | | TSB* | | SI* | | ISB* |
+-----+ +------+ +-----+ +------+ +-----+ +------+ +-----+ +------+
SI*: SegmentInventory. Store the information on every segments currently
available in the associated SourceBuffer.
NSB*: Native [browser implementation of a] SourceBuffer.
TSB*: Text SourceBuffer (either HTMLTextSourceBuffer or
NativeTextSourceBuffer depending on the current textrack mode chosen.).
Custom SourceBuffer implementation for subtitles which handle the logic
of storing subtitles and displaying them at the right time and with the
right style (color, position etc.).
ISB*: ImageSourceBuffer. Custom SourceBuffer implementation for image
thumbnails which will just store them.
SourceBuffersStore
The SourceBuffersStore
is the main export from there. It facilitates the
creation and destruction of SourceBuffers.
Its roles are to:
-
announce which types of SourceBuffer can be currently created on the HTMLMediaElement (example of a type of buffer would be “audio”, “video” or “text”).
For example, no “video” SourceBuffer should be created on an
<audio>
element (though it wouldn’t cause any problem, it would be useless as video cannot be rendered here). To give another example, you should not create a “text” SourceBuffer if no text track parser has been added to the RxPlayer. -
Create only one
QueuedSourceBuffer
instance per type of buffer.Multiple
QueuedSourceBuffer
for a single type could lead to browser issues and to conflicts in the RxPlayer code. -
Provide a synchronization mechanism to announce when all “native” SourceBuffers are ready to receive segments. I’ll explain:
“Native” SourceBuffers are SourceBuffers directly implemented by the browser. They typically are the “video” and “audio” SourceBuffers.
Among several other constraints, all native SourceBuffers needed to play a given content should be created before we can start pushing segments to any of them. This is a browser limitation.
This is where this synchronization mechanism can become useful. The SourceBuffersStore will signal when all of the native SourceBuffers needed for the given contents are created, so that the rest of the RxPlayer knows when it can begin to push segments to those.
Note that this means that un-needed SourceBuffers have to be explicitely “disabled” here, as the SourceBuffersStore cannot know whether it should wait until those SourceBuffers are created of if you just don’t need it.
QueuedSourceBuffer
A QueuedSourceBuffer
is a wrapper on top of a SourceBuffer
(a native one
or a custom RxPlayer implementation) that allows to push and remove segments
sequentially.
Basically, it waits for the previous action to be finished before going on the
next step.
It also keeps an inventory of all segments currently contained in it, with the
help of a SegmentInventory
(see corresponding chapter).
It is the main interface the rest of the RxPlayer code has with SourceBuffers.
BufferGarbageCollector
The BufferGarbageCollector is a function used by the RxPlayer to
periodically perform “garbage collection” manually on a given
QueuedSourceBuffer
.
It is based on the following building bricks:
-
A clock, which is an observable emitting the current time (in seconds) when the garbage collection task should be performed
-
The QueuedSourceBuffer on which the garbage collection task should run
-
The maximum time margin authorized for the buffer behind the current position
-
The maximum time margin authorized for the buffer ahead of the current position
Basically, each times the given clock ticks, the BufferGarbageCollector will ensure that the volume of data before and ahead of the current position does not grow into a larger value than what is configured.
For now, its code is completely decoupled for the rest of the code in that directory. This is why it is not included in the schema included on the top of this page.
The SegmentInventory
The SegmentInventory
keeps track of which segments are currently bufferized
to avoid unnecessary re-downloads.
You can have more information on it in the SegmentInventory documentation.


@ 型に依存する部分だけ型クラスで分ければよいのではないでしょうかね？
empty :: (Ord a, h ~ LeftistHeap x) => h a
empty = E
isEmpty :: (Ord a, h ~ LeftistHeap x) => h a -> Bool
isEmpty E = True
isEmpty _ = False
insert :: (Ord a, h ~ LeftistHeap x, Heap h) => a -> h a -> h a
insert x h = merge (T 1 x E E) h
find :: (Ord a, h ~ LeftistHeap x) => h a -> Maybe a
find E = Nothing
find (T _ x _ _) = Just x
delete :: (Ord a, h ~ LeftistHeap x, Heap h) => h a -> Maybe (h a)
delete E = Nothing
delete (T _ _ a b) = Just (merge a b)
class Heap h where
merge :: Ord a => h a -> h a -> h a
instance Heap (LeftistHeap Min) where
merge h E = h
merge E h = h
merge h1@(T _ x a1 b1) h2@(T _ y a2 b2)
= if x <= y
then makeT x a1 $ merge b1 h2
else makeT y a2 $ merge h1 b2
instance Heap (LeftistHeap Max) where
merge h E = h
merge E h = h
merge h1@(T _ x a1 b1) h2@(T _ y a2 b2)
= if x >= y
then makeT x a1 $ merge b1 h2
else makeT y a2 $ merge h1 b2


Merrimac Ferry to close for season next week
by Brandon ArbuckleMERRIMAC, Wis. - The Merrimac Ferry will soon be closed for the season.
According to a Twitter post from the Wisconsin Department of Transportation, the ferry will be closing next Monday.
It is open 24 hours a day from April to November and is also the state's only free ferry.


Encode characters in a URL path. This is the same as URLencode with reserved = TRUE except that / is preserved.
URLencode
reserved = TRUE
/
urlEncodePath(x)
x
A character vector.