RequestHandlerComponent
(ComponentCollection $collection, array $config = [])¶The Request Handler component is used in CakePHP to obtain additional information about the HTTP requests that are made to your application. You can use it to see what content types clients prefer, automatcally parse request input, define how content types map to view classes or template paths.
By default RequestHandler will automatically detect AJAX requests based on the
X-Requested-With
HTTP header that many JavaScript libraries use. When used
in conjunction with Cake\Routing\Router::extensions()
,
RequestHandler will automatically switch the layout and template files to those
that match non-HTML media types. Furthermore, if a helper with the same name as
the requested extension exists, it will be added to the Controllers Helper
array. Lastly, if XML/JSON data is POST’ed to your Controllers, it will be
parsed into an array which is assigned to $this->request->getData()
, and can then
be accessed as you would standard POST data. In order to make use of
RequestHandler it must be included in your initialize()
method:
class WidgetsController extends AppController
{
public function initialize()
{
parent::initialize();
$this->loadComponent('RequestHandler');
}
// Rest of controller
}
Request Handler has several methods that provide information about the client and its request.
RequestHandlerComponent::
accepts
($type = null)¶$type can be a string, or an array, or null. If a string, accepts
will return true
if the client accepts the content type. If an
array is specified, accepts return true
if any one of the content
types is accepted by the client. If null returns an array of the
content-types that the client accepts. For example:
class ArticlesController extends AppController
{
public function initialize()
{
parent::initialize();
$this->loadComponent('RequestHandler');
}
public function beforeFilter(Event $event)
{
if ($this->RequestHandler->accepts('html')) {
// Execute code only if client accepts an HTML (text/html)
// response.
} elseif ($this->RequestHandler->accepts('xml')) {
// Execute XML-only code
}
if ($this->RequestHandler->accepts(['xml', 'rss', 'atom'])) {
// Executes if the client accepts any of the above: XML, RSS
// or Atom.
}
}
}
Other request ‘type’ detection methods include:
RequestHandlerComponent::
isXml
()¶Returns true
if the current request accepts XML as a response.
RequestHandlerComponent::
isRss
()¶Returns true
if the current request accepts RSS as a response.
RequestHandlerComponent::
isAtom
()¶Returns true
if the current call accepts an Atom response, false
otherwise.
RequestHandlerComponent::
isMobile
()¶Returns true
if user agent string matches a mobile web browser, or
if the client accepts WAP content. The supported Mobile User Agent
strings are:
RequestHandlerComponent::
isWap
()¶Returns true
if the client accepts WAP content.
All of the above request detection methods can be used in a similar fashion to filter functionality intended for specific content types. For example when responding to AJAX requests, you often will want to disable browser caching, and change the debug level. However, you want to allow caching for non-AJAX requests. The following would accomplish that:
if ($this->request->is('ajax')) {
$this->response->disableCache();
}
// Continue Controller action
Add a request data decoder. The handler should contain a callback, and any additional arguments for the callback. The callback should return an array of data contained in the request input. For example adding a CSV handler could look like:
class ArticlesController extends AppController
{
public function initialize()
{
parent::initialize();
$parser = function ($data) {
$rows = str_getcsv($data, "\n");
foreach ($rows as &$row) {
$row = str_getcsv($row, ',');
}
return $rows;
};
$this->loadComponent('RequestHandler', [
'inputTypeMap' => [
'csv' => [$parser]
]
]);
}
}
You can use any callable for the handling function.
You can also pass additional arguments to the callback, this is useful for
callbacks like json_decode
:
$this->RequestHandler->addInputType('json', ['json_decode', true]);
// After 3.1.0 you should use
$this->RequestHandler->config('inputTypeMap.json', ['json_decode', true]);
The above will make $this->request->getData()
an array of the JSON input data,
without the additional true
you’d get a set of stdClass
objects.
Deprecated since version 3.1.0: As of 3.1.0 the addInputType()
method is deprecated. You should use
config()
to add input types at runtime.
RequestHandlerComponent::
prefers
($type = null)¶Determines which content-types the client prefers. If no parameter
is given the most likely content type is returned. If $type is an
array the first type the client accepts will be returned.
Preference is determined primarily by the file extension parsed by
Router if one has been provided, and secondly by the list of
content-types in HTTP\_ACCEPT
:
$this->RequestHandler->prefers('json');
RequestHandlerComponent::
renderAs
($controller, $type)¶Change the render mode of a controller to the specified type. Will also append the appropriate helper to the controller’s helper array if available and not already in the array:
// Force the controller to render an xml response.
$this->RequestHandler->renderAs($this, 'xml');
This method will also attempt to add a helper that matches your current content
type. For example if you render as rss
, the RssHelper
will be added.
RequestHandlerComponent::
respondAs
($type, $options)¶Sets the response header based on content-type map names. This method lets you set a number of response properties at once:
$this->RequestHandler->respondAs('xml', [
// Force download
'attachment' => true,
'charset' => 'UTF-8'
]);
RequestHandlerComponent::
responseType
()¶Returns the current response type Content-type header or null if one has yet to be set.
The HTTP cache validation model is one of the processes used for cache gateways, also known as reverse proxies, to determine if they can serve a stored copy of a response to the client. Under this model, you mostly save bandwidth, but when used correctly you can also save some CPU processing, reducing this way response times.
Enabling the RequestHandlerComponent in your controller automatically activates a check done before rendering the view. This check compares the response object against the original request to determine whether the response was not modified since the last time the client asked for it.
If response is evaluated as not modified, then the view rendering process is
stopped, saving processing time, saving bandwidth and no content is returned to
the client. The response status code is then set to 304 Not Modified
.
You can opt-out this automatic checking by setting the checkHttpCache
setting to false
:
public function initialize()
{
parent::initialize();
$this->loadComponent('RequestHandler', [
'checkHttpCache' => false
]);
}
When using JsonView/XmlView you might want to override the default serialization with a custom View class, or add View classes for other types.
You can map existing and new types to your custom classes. You can also set this
automatically by using the viewClassMap
setting:
public function initialize()
{
parent::initialize();
$this->loadComponent('RequestHandler', [
'viewClassMap' => [
'json' => 'ApiKit.MyJson',
'xml' => 'ApiKit.MyXml',
'csv' => 'ApiKit.Csv'
]
]);
}
Deprecated since version 3.1.0: As of 3.1.0 the viewClassMap()
method is deprecated. You should use
config()
to change the viewClassMap at runtime.


VCF Transform Tools¶
Adding the VMC Unique Identifiers
The following VMC-standard identifiers will be added to the info field of each variant in the file. INFO entries for each will also be added to the meta-information section of the file.
File should not contain multiallelic variants. The VT tool should be pre-run to decompose variants before file transformation. All identifiers are generated using the VMC digest algorithm (see specification).
VMCGSID
##INFO=<ID=VMCGSID,Number=1,Type=String,Description="VMC Sequence identifier">VMCGLID
##INFO=<ID=VMCGLID,Number=1,Type=String,Description="VMC Location identifier">VMCGAID
##INFO=<ID=VMCGAID,Number=1,Type=String,Description="VMC Allele identifier">
Click button when file appears below
|
|
{% block page_content %}{{ object }}{% endblock %} |


Seeking within files. More...
Go to the source code of this file.
Typedefs | |
| typedef ogg_int64_t(* | OggzMetric )(OGGZ *oggz, long serialno, ogg_int64_t granulepos, void *user_data) |
| This is the signature of a function to correlate Ogg streams. | |
Functions | |
| ogg_int64_t | oggz_tell_units (OGGZ *oggz) |
| Query the current offset in milliseconds, or custom units as specified by a Metric function you have provided. | |
| ogg_int64_t | oggz_seek_units (OGGZ *oggz, ogg_int64_t units, int whence) |
| Seek to an offset in milliseconds, or custom units as specified by a Metric function you have provided. | |
| ogg_int64_t | oggz_tell_granulepos (OGGZ *oggz) |
| Provide the exact stored granulepos (from the page header) if relevant to the current packet, or a constructed granulepos if the stored granulepos does not belong to this packet, or -1 if this codec does not have support for granulepos interpolation. | |
| oggz_off_t | oggz_tell (OGGZ *oggz) |
| Query the file offset in bytes corresponding to the data read. | |
| oggz_off_t | oggz_seek (OGGZ *oggz, oggz_off_t offset, int whence) |
| Seek to a specific byte offset. | |
| int | oggz_get_preroll (OGGZ *oggz, long serialno) |
| Retrieve the preroll of a logical bitstream. | |
| int | oggz_set_preroll (OGGZ *oggz, long serialno, int preroll) |
| Specify the preroll of a logical bitstream. | |
| int | oggz_get_granuleshift (OGGZ *oggz, long serialno) |
| Retrieve the granuleshift of a logical bitstream. | |
| int | oggz_set_granuleshift (OGGZ *oggz, long serialno, int granuleshift) |
| Specify the granuleshift of a logical bitstream. | |
| int | oggz_get_granulerate (OGGZ *oggz, long serialno, ogg_int64_t *granulerate_n, ogg_int64_t *granulerate_d) |
| Retrieve the granulerate of a logical bitstream. | |
| int | oggz_set_granulerate (OGGZ *oggz, long serialno, ogg_int64_t granule_rate_numerator, ogg_int64_t granule_rate_denominator) |
| Specify the granulerate of a logical bitstream. | |
| int | oggz_set_metric (OGGZ *oggz, long serialno, OggzMetric metric, void *user_data) |
| Set the OggzMetric to use for an OGGZ handle. | |
| int | oggz_set_data_start (OGGZ *oggz, oggz_off_t offset) |
| Tell Oggz to remember the given offset as the start of data. | |
| ogg_int64_t | oggz_bounded_seek_set (OGGZ *oggz, ogg_int64_t unit_target, ogg_int64_t offset_begin, ogg_int64_t offset_end) |
| Seeks Oggz to time unit_target, but with the bounds of the offset range [offset_begin, offset_end]. |
Seeking within files.
| ogg_int64_t oggz_bounded_seek_set | ( | OGGZ * | oggz, | |
| ogg_int64_t | unit_target, | |||
| ogg_int64_t | offset_begin, | |||
| ogg_int64_t | offset_end | |||
| ) |
Seeks Oggz to time unit_target, but with the bounds of the offset range [offset_begin, offset_end].
This is useful when seeking in network streams where only parts of a media are buffered, and retrieving unbuffered parts is expensive.
| oggz | An OGGZ handle previously opened for reading | |
| unit_target | The seek target, in milliseconds, or custom units | |
| offset_begin | Start of offset range to seek inside, in bytes | |
| offset_end | End of offset range to seek inside, in bytes, pass -1 for end of media |
| -1 | on failure (unit_target is not within range) |


— Brian Moeskau (@bmoeskau)
— Corey Butler (@goldglovecb)
— Cullen Tsering
| 74 | 66 | 18 | 12.1 |
| 74 | 66 | 18 | 12.1 |
Cybernetically enhanced web apps
Brings powerful, beautiful, simple, and open 3D to the web
Implementing dark mode is easy, but designing for it is less so.
This is an emerging Level 5 Media Query standard:
@media (prefers-color-scheme: dark) {
/* dark mode styles */
}
A guide that everyone can use to learn about the practice of front-end development
Safely publish and consume packages within your organization or with the entire world
Windows95 UI components for your modern React apps
/
#


{{ partial "header-en-page" . }}
Celltilizer is the unique SAPUTRA product, which is plant's "food" that is given directly to plant cells through the leaves and or stems of plants by spraying.
Celltilizer is an essential nutrient that functions to optimize cell performance in utilizing fertilizers applied to the soil, improve cell performance in the process of stem and leaf growth (vegetative phase) and optimize fruit production and harvest quality (generative phase).
Celltilizer is the only product in the world where the technology is the 5th generation in the development of agricultural technology, which starts from the discovery of macronutrients, micronutrients, probiotic, hormone and the last is celltilizer (as shown in the following picture).
The Best Nutrients You Can Give To Enhance Crop's Growth
Spray to the plants during the growth (vegetative) phase.
Product packaging: 500 gr/pack (pouch packaging), there are 2 types of powder inside package, which is reddish brown and white powder.
The application method is, by mixing evenly 3 tablespoons each of reddish brown and white powder (1 tablespoon = 10gr) and then dissolve into water in sprayer tank 15 liter of capacity, then spray onto the leaves or stems of the plant.
Total dose per cycle is 4-6 Kg/ha with a spraying frequency of 3-4 times.


Detailed introduction of the subject will be given. The purpose and aim of the project is explained to the student.
Several examples are highlighted to the students so that they understand the reach of the subject.
Practical knowledge is given to the students so that they can adhere to the applications of the subject in day to day life.
The course is wrapped up and proparly summarized so that the students retain the knowledge thet gained through this course.


Hi, welcome to the SEAS-FR-DB!
Face Recognition Database for Videos with 1080p and 30fps.
You can check More Details by scrolling down!
The database is designed for providing high-quality HD multi-subject benchmarked video inputs for face recognition algorithms. The database is a useful input for offline as well as online(Real-Time) Video scenarios. The database has primarily three classified subjects (3) and two not-classified(unknown/un-labeled) subjects available in 30fps - High Definition Video (Full HD - 1080p) video.
Hope you love this database. We would love to hear your inputs. Share your amazing work with us!
If you use this database, or refer to its results, please cite us as per following:Jobanputra, Mayank, Axat Chaudhary, Saumil Shah, and Ratnik Gandhi. "Real-time face recognition in HD videos: Algorithms and framework." In Systems Conference (SysCon), 2018 Annual IEEE International, pp. 1-8. IEEE, 2018.
To the left is the File Hierarchy of Videos in our Database. There are 2 sub directories Training Set and Testing Set.
Training Set has 4 sub-folders s1 to s3 each having videos of subjects 1 to 3 respectively.
Testing Set has 2 videos that are different from the Training Set.
For any video file starting with 's....mov',
Format : sX_V.mov ; Where, X = Subject No & V = Video No
Example:
For Subject - 3, Video-2:
Therefore,
X = 3,V = 2, F = S, L = S, Z = 1 - 120
File Names would be : "s3_2.mov"
Which is at Location - "SEAS-FR-DB/Videos/Training Set/s3/s3_2.mov"
To the left is the File Hierarchy of Training Images in our Database. There are 3 sub directories for each Subject.
Each directory has 4 other sub-folders each having extracted images of the corresponding video of that subject from the
Training Set Videos.
For any image file starting with 's... .jpg',
Here, Format : sX__FL_V_Z.jpg ;
Where,
X = Subject No
F = Subject's First Name Initial
L = Subject's Last Name Initial
V = Video No (Video from Testing Set Directory)
Z = Frame No
Example:
For Subject - 3, Video-2:
Subject Name is : Saumil Shah
Therefore,
X = 3,V = 2, F = S, L = S, Z = 1 - 120
File Names would Range from,
"s3__SS_2_1.jpg"
to
"s3__SS_2_120.jpg"
Training Video is at Location - "SEAS-FR-DB/Videos/Training Set/s3/s3_2.mov"
Subject1 Subject2 Subject3
Subject4 Subject5
We sincerely thank Dr. Ratnik Gandhi, Dr. Mehul S. Raval for their constant guidance and support for our Face Recognition project and SEAS-FR-Database.
Jobanputra, Mayank, Axat Chaudhary, Saumil Shah, and Ratnik Gandhi. "Real-time face recognition in HD videos: Algorithms and framework." In Systems Conference (SysCon), 2018 Annual IEEE International, pp. 1-8. IEEE, 2018.
BibTeX:@inproceedings{DBLP:conf/syscon/JobanputraCSG18, author = {Mayank Jobanputra and Axat Chaudhary and Saumil Shah and Ratnik Gandhi}, title = {Real-time face recognition in {HD} videos: Algorithms and framework}, booktitle = {2018 Annual {IEEE} International Systems Conference, SysCon 2018, Vancouver, BC, Canada, April 23-26, 2018}, pages = {1--8}, year = {2018}, crossref = {DBLP:conf/syscon/2018}, url = {https://doi.org/10.1109/SYSCON.2018.8369529}, doi = {10.1109/SYSCON.2018.8369529}, timestamp = {Tue, 12 Jun 2018 18:04:41 +0200}, biburl = {https://dblp.org/rec/bib/conf/syscon/JobanputraCSG18}, bibsource = {dblp computer science bibliography, https://dblp.org} }


pydrake.systems.lcm¶
-
pydrake.systems.lcm.
ConnectLcmScope
(src: pydrake.systems.framework.OutputPort_[float], channel: unicode, builder: pydrake.systems.framework.DiagramBuilder_[float], lcm: pydrake.lcm.DrakeLcmInterface = None) → pydrake.systems.lcm.LcmPublisherSystem¶ Provides the ability to publish any VectorBase<double> output port to the LCM
channel
, using the drake::lcmt_drake_signal LCM message type, by adding an appropriate LcmPublisherSystem to thebuilder
. Iflcm
is null, then an LCM instance will be created automatically (but this is expensive, and creating multiple LCM instances in a single process should be avoided).What it does is:
- adds systems LcmtDrakeSignalTranslator and LcmPublisherSystem to
the Diagram and connects the translator output to the publisher input, and - connects the
src
output to the LcmtDrakeSignalTranslator system.The intention is to enable logging and debugging in complex diagrams using external tools like
lcm-spy
. Consider using Simulator<T>::set_publish_every_time_step(), or calling the LcmPublisherSystem::set_publish_period() on the returned LcmPublisherSystem to control when the output is generated.- Precondition:
src
must be an OutputPort of a system that has already been added to thebuilder
.
-
class
pydrake.systems.lcm.
LcmPublisherSystem
¶ Bases:
pydrake.systems.framework.LeafSystem_[float]
-
classmethod
Make
(channel, lcm_type, lcm)¶ Convenience to create an LCM system with a concrete type.
Parameters: - channel – LCM channel name.
- lcm_type – Python class generated by lcmgen.
- lcm – LCM service instance.
-
__init__
(self: pydrake.systems.lcm.LcmPublisherSystem, channel: unicode, serializer: pydrake.systems.lcm.SerializerInterface, lcm: pydrake.lcm.DrakeLcmInterface) → None¶ A constructor for an LcmPublisherSystem that takes vector data on its sole vector-valued input port. The vector data is mapped to message content by the provided
translator
.- Parameter
channel
: - The LCM channel on which to publish.
- Parameter
translator
: - The translator that converts between LCM message objects and drake::systems::VectorBase objects. This reference must remain valid for the lifetime of this object.
- Parameter
lcm
: - A pointer to the LCM subsystem to use, which must remain valid for the lifetime of this object. If null, a drake::lcm::DrakeLcm object is allocated and maintained internally, but see the note in the class comments.
- Parameter
-
set_publish_period
(self: pydrake.systems.lcm.LcmPublisherSystem, period: float) → None¶ Sets the publishing period of this system. See LeafSystem::DeclarePeriodicPublish() for details about the semantics of parameter
period
.
-
classmethod
-
class
pydrake.systems.lcm.
LcmSubscriberSystem
¶ Bases:
pydrake.systems.framework.LeafSystem_[float]
-
classmethod
Make
(channel, lcm_type, lcm)¶ Convenience to create an LCM system with a concrete type.
Parameters: - channel – LCM channel name.
- lcm_type – Python class generated by lcmgen.
- lcm – LCM service instance.
-
__init__
(self: pydrake.systems.lcm.LcmSubscriberSystem, channel: unicode, serializer: pydrake.systems.lcm.SerializerInterface, lcm: pydrake.lcm.DrakeLcmInterface) → None¶ Constructor that returns a subscriber System that provides message objects on its sole abstract-valued output port. The type of the message object is determined by the
serializer
.- Parameter
channel
: - The LCM channel on which to subscribe.
- Parameter
serializer
: - The serializer that converts between byte vectors and LCM message objects.
- Parameter
lcm
: - A non-null pointer to the LCM subsystem to subscribe on.
- Parameter
-
classmethod
-
class
pydrake.systems.lcm.
PySerializer
(lcm_type)¶ Bases:
pydrake.systems.lcm.SerializerInterface
Provides a Python implementation of SerializerInterface for use with LcmPublisherSystem and LcmSubscriberSystem.
-
CreateDefaultValue
()¶
-
Deserialize
(buffer, value)¶
-
Serialize
(value)¶
-


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Welcome to this little challenge, please follow readme instructions. Want to replace this page? file an MR!


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Hello {user.firstName}.
This notification is for your OpenShift Streams instance{#if action.events.size() > 1}s{/if} listed below:
{#each action.events}
-
{it.payload.name}
{/each}
The listed {#if action.events.size() is 1} instance is{#else} instances are{/if} scheduled for upgrade maintenance to Kafka version {action.context.kafka_version} on {action.context.upgrade_time.toUtcFormat()}.
The maintenance window for the upgrade is variable, but should take approximately {action.context.upgrade_duration} minutes.
What can you expect?
- Maximum throughput of an OpenShift Streams instance might briefly decrease during upgrade. However, the instance will remain operational.
- The Kafka brokers in an OpenShift Streams instance will be upgraded one at a time. During this process, a producer or consumer will briefly disconnect from its current broker and fail over to one of the other brokers in the instance.
- We’ll send you further reminders as we get closer to the upgrade date.
{#if action.context.actions_to_minimize_impacts.size() > 0}
What should you do to minimize impact?
{#each action.context.actions_to_minimize_impacts}
-
{it}
{/each}
{/if}
More information
If you have any questions, please contact us.
For guidance on working with Red Hat Technical Support, see our frequently asked questions.
Thank you for choosing Red Hat OpenShift Streams for Apache Kafka.
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--- layout: post category: Music title: Online games to learn chant comments: true image: teaser: dotilaso.jpg ---
Mix up educational programming software and teaching Gregorian chant:
It's a start.
So I guess you start with punctums, moving up to a complete scale. Then introduce the podatus. Make an online songbook of the Marian Antiphons, Simple Tone - would you click each neume to play it, or just sit back and watch each neume light up?
And the beauty of it is that you can install Scratch yourself, download my project and use it as the basis of your own work. Scratch is colourful and easy to use - aimed at children.
UPDATE: here is another, slightly more advanced project:


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{% extends "modules/gci/base.html" %} {% comment %} Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at http://www.apache.org/licenses/LICENSE-2.0 Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License. {% endcomment %} {% block stylesheets %} {{ block.super }} {% endblock stylesheets %} {% block usermenu %} {{ user_actions.render }} {% endblock usermenu %} {% block page_content %}


Web Developer II @ Batesville Technology
November 2014 - Present (Full-Time)
- Maintained, wrote
new features, and fixed bugs for a feature-rich,
enterprise-level CMS
for the funeral industry that generates 190 million visitors per year
and 75 million page hits per month.
- Collaborated with
a team of QA analysts, developers, infrastructure engineers, and project owners in an
agile environment to successfully deliver software releases and hot fixes.
- Integral member of a
development team that architected and built an API for an exciting,
industry-first mobile app.
- 1,775
commits.
155,176 lines of code written. 309,994 lines of code edited or removed.
Senior Web Developer @ SRI Incorporated
December 2013 - November 2014 (Full-Time)
Helped build an online auction system (www.zeusauction.com) leveraging modern
technologies to replace an outdated system.
Web Developer @ Straightline HDD
July 2013 - December 2013 (Full-Time)
Wrote new features and fixed bugs for the following websites:
Web Developer @ TEKsystems (Notre Dame University)
June 2008 - March 2013 (Short-Term Contracts)
- Designed and built an application for the management of community engagement opportunities. Prototyped a complex UI.
- Wrote new features and fixed bugs for an application for the Tax Assistance Program (TAP).
- Created a website for the First Year of Studies program.
- Helped redesign an application for the Institute for Scholarship in Liberal Arts.
- Helped create and design a Registrar application (eTusc) to facilitate the input of semester classes.
- Website maintenance and database administration of a student admissions site.
- Wrote new features for an extranet for the Alliance of Catholic Education (ACE).
Web Developer @ WiredGround
October 2008 - December 2009 (Part-Time)
Wrote new features and fixed bugs for the following websites (among others):
- Adobe ColdFusion
- HTML, CSS, JavaScript
- MS-SQL (writing complex queries and stored procedures)
Application Developer @ Health Systems International (Equian)
July 2008 - February 2009 (Short-Term Contracts)
Wrote new features and fixed bugs for the corporate website, extranets, and intranets.
- Adobe ColdFusion
- HTML, CSS, JavaScript
- ColdFusion Report Writer, Crystal Reports
- MS-SQL and Oracle (writing complex queries and stored procedures)
IT Manager @ Health Systems International (Equian)
November 2001 - November 2007 (Full-Time)
As the IT Manager for a fast growing medium-sized business, I was responsible
for the continuing growth of its technology. I was accountable to executive
level individuals who came to me with various projects to improve existing
applications and create new functionality. My work required constant communication
and collaboration with executives, other departmental managers, vendors,
and consultants to ensure that the company’s technology needs were met in a
timely and successful manner.
- A corporate extranet site and a custom appointment application based on a
client request using Adobe ColdFusion and MS-SQL Server.
- An imaging upload system to automate the import of claim data into an
Oracle claims system using Adobe ColdFusion and MS-SQL Server.
- An intranet site housing custom applications, including a medical
provider directory, a funds request reporting process, and a claim
routing process using Adobe ColdFusion and MS-SQL Server.
- An extranet between two company sites for catastrophic claim management,
contract uploading and viewing, and contract record creation.


| MATLAB 文件帮助: cv.illuminationChange | 查看 cv.illuminationChange 的代码 | Index |
illuminationChange Illumination Change
dst = cv.illuminationChange(src, mask)
dst = cv.illuminationChange(src, mask, 'OptionName',optionValue, ...)
src
.src
and mask
and output dst
, between MATLAB's RGB order and
OpenCV's BGR (input: RGB->BGR, output: BGR->RGB). default trueApplying an appropriate non-linear transformation to the gradient field inside the selection and then integrating back with a Poisson solver, modifies locally the apparent illumination of an image.
This is useful to highlight under-exposed foreground objects or to reduce specular reflections.


We visualize networks!
- disintermediate innovative deliverables
- monetize extensible web-readiness
- embrace turn-key schemas
- deploy seamless methodologies
- synthesize end-to-end e-tailers
- scale distributed initiatives
- reinvent 24/7 e-services
- transition B2B users
- exploit frictionless solutions
- seize sticky technologies
- generate magnetic architectures
- scale virtual applications


--- layout: post title: Hora Extra especial published: true categories: [] author: Rafael Bielsystems ---
Aniversário do Henrique Bastos


Twinkle Twinkle little star - credits to http://abcnotation.com/tunePage?a=thesession.org/tunes/6151.no-ext/0002
Melody = C4,C4,G4,G4,A4,A4,G4,0,F4,F4,E4,E4,D4,D4,C4,0,
G4,G4,F4,F4,E4,E4,D4,0,G4,G4,F4,F4,E4,E4,D4,0,
C4,C4,G4,G4,A4,A4,G4,0,F4,F4,E4,E4,D4,D4,C4,0
Many thanks to mrcoles for his awesome JS piano (which I stripped down to fit into the Tonemelody limitations) - https://github.com/mrcoles/javascript-piano


[1]
romance deal for our 43th anniversary , according to my husband , was very good value .
[2]
hotel by car , because access occurs over a very narrow bridge over a lock gate .


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Represents a grid of Nodes, each of which can either be filled or unfilled. More...
#include <PathGrid.h>
Public Member Functions | |
| PathGrid () | |
| Constructs a PathGrid with no Nodes. More... | |
| PathGrid (int numCols, int numRows) | |
| Constructs a PathGrid with the specified number of columns and rows. More... | |
| PathGrid (const PathGrid ©)=default | |
| bool | filled (const Node &node) const |
| Returns true if the specified Node is filled. More... | |
| bool | filled (int x, int y) const |
| Overload of PathGrid::filled(const Node&). More... | |
| std::vector< Node > | unfilledNeighbors (const Node &of) const |
| Returns a vector of all the adjacent unfilled neighboring Nodes of the specified node. More... | |
| std::vector< Node > | shortestPath (const Node &from, const Node &to) const |
| Returns a vector of Nodes that represents the shortest path between the specified Nodes. More... | |
| std::vector< Node > | nodes (const Node &topLeft, const Node &bottomRight) const |
| Returns a vector of Nodes enclosed by the rectangular region defined by a top left Node and a bottom right Node. More... | |
| std::vector< Node > | column (int i) const |
| Returns a vector of all the Nodes in the i-eth column. More... | |
| std::vector< Node > | row (int i) const |
| Returns a vector of all the Nodes in the i-eth row. More... | |
| std::vector< Node > | nodes () const |
| Returns a vector of all the Nodes of the PathGrid. More... | |
| bool | contains (const Node &node) const |
| Returns true if the PathGrid contains the specified Node. More... | |
| int | numCols () const |
| Returns the number of columns in the PathGrid. More... | |
| int | numRows () const |
| Returns the number of rows in the PathGrid. More... | |
| void | fill (const Node &node) |
| Fills the specified Node. More... | |
| void | fill (int x, int y) |
| Overload of PathGrid::fill(const Node&) More... | |
| void | fill () |
| Fills all the Nodes. More... | |
| void | unfill (const Node &node) |
| Unfills the specified Node. More... | |
| void | unfill (int x, int y) |
| Overload of PathGrid::unfill(const Node&) More... | |
| void | unfill () |
| Unfills all the Nodes. More... | |
| void | setFilling (const std::vector< std::vector< int >> &vec) |
| Fills/unfills Nodes based on the values of a 2d int vector. More... | |
| void | setFilling (const PathGrid &pathGrid, const Node &pos) |
| Sets the filling starting at the specified location to be the same filling as that of the specified PathGrid. More... | |
| void | addPathGrid (const PathGrid &pathGrid, const Node &pos) |
| Adds the specified PathGrid to this PathGrid at the specified positino. More... | |
Represents a grid of Nodes, each of which can either be filled or unfilled.
The (x,y) value of the top left node is (0,0). The (x,y) value of the bottom right node is (width,height).
| PathGrid::PathGrid | ( | ) |
Constructs a PathGrid with no Nodes.
| PathGrid::PathGrid | ( | int | numCols, |
| int | numRows | ||
| ) |
Constructs a PathGrid with the specified number of columns and rows.
All the Nodes are initially unfilled.
|
default |
| std::vector< Node > PathGrid::column | ( | int | i | ) | const |
Returns a vector of all the Nodes in the i-eth column.
| bool PathGrid::contains | ( | const Node & | node | ) | const |
| void PathGrid::fill | ( | const Node & | node | ) |
| void PathGrid::fill | ( | int | x, |
| int | y | ||
| ) |
Overload of PathGrid::fill(const Node&)
| void PathGrid::fill | ( | ) |
Fills all the Nodes.
| bool PathGrid::filled | ( | int | x, |
| int | y | ||
| ) | const |
Overload of PathGrid::filled(const Node&).
| int PathGrid::numCols | ( | ) | const |
Returns the number of columns in the PathGrid.
| int PathGrid::numRows | ( | ) | const |
Returns the number of rows in the PathGrid.
| std::vector< Node > PathGrid::row | ( | int | i | ) | const |
Returns a vector of all the Nodes in the i-eth row.
| void PathGrid::setFilling | ( | const std::vector< std::vector< int >> & | vec | ) |
Fills/unfills Nodes based on the values of a 2d int vector.
A value of 0 means that the specfied Node should be unfilled. Any other value means that it should be filled. Please ensure that the 2d vector is the same size as the PathGrid. If it is shorter, the remaining Nodes will be unfilled. If it is longer, you will get an out of range error.=
Sets the filling starting at the specified location to be the same filling as that of the specified PathGrid.
Returns a vector of Nodes that represents the shortest path between the specified Nodes.
| void PathGrid::unfill | ( | const Node & | node | ) |
Unfills the specified Node.
| void PathGrid::unfill | ( | int | x, |
| int | y | ||
| ) |
Overload of PathGrid::unfill(const Node&)
| void PathGrid::unfill | ( | ) |
Unfills all the Nodes.
Returns a vector of all the adjacent unfilled neighboring Nodes of the specified node.
This represents all the diretions in which one could move from the specfied Node.


--- layout: default --- {% include header.html %} {% include featured.html %} {% include stores.html %} {% include contact.html %}


THE CROW A Film Review by Michael J. Legeros Copyright 1994 Michael J. Legeros
Directed by Alex Proyas
Written by David J. Schow and John Shirley, based on the comic book series and comic book strip by James O'Barr.
Cast Brandon Lee, Ernie Hudson, Michael Wincott, David Patrick Kelly, Rochelle Davis, and Jon Polito.
MPAA Rating "R" (presumably for rape, language, and violence)
Running Time 100 minutes
==
"Looks like he zigged when he should've zagged." - Ernie Hudson, as a police officer commenting on a suspicious death.
Comic book translations are notorious tricky-- anyone up for a double-bill of THE PUNISHER and CAPTAIN AMERICA?-- and THE CROW proves no exception. Despite a gross of good intentions, Brandon Lee's final film doesn't fly very high.
The story opens on Halloween Eve, better known as Devil's Night. Wilmington-as-Detroit is in flames and the police are tending to at least *one* murder: young rock-musician-turned-pavement-artist Eric Draven (Lee), found on a sidewalk six-stories below the apartment he was thrown from. The cops are also upstairs, administering aid to his fiance who was assaulted and raped and not necessarily in that order. She dies, the perps. escape, and, exactly one year later, Draven rises from the grave to wreak revenge.
Sound familiar?
Unlike Charles Bronson, whose only known superpower involves an inability to refrain from filming DEATH WISH sequels, Lee's character has supernatural strength and amazing agility and can even reheal from gunshot wounds faster than Robert Patrick in TERMINATOR 2. By his side is his crow, the presumable source of his powers as related in the narration.
Wearing what appears to be Alice Cooper's leftover make-up, Lee is plopped into an underlit urban landscape that was obviously modeled after BATMAN and BLADE RUNNER. But no number of red-lit, rain-soaked streets can compensate for cheap FX that make THE CROW seem closer to DARKMAN than BATMAN.
(The glaring miniatures should show better on video, though.  His two "best" set-pieces-- some banzai board-room butchery and a cool church- roof sword fight-- are also undercut by the awful editing of Dov Hoenig and Scott Smith. Blame said editors for the film's frightful flashbacks, as well. But the pace is quick, thank God, and every good-idea-turned-bad is over before it begins.
The cast is better than it should be. Ernie Hudson is a good choice as a friendly policeman and he gets off most of the film's funnier lines. Newcomer Rochelle Davis does well as both the narrator and Draven's scrappy ward. Jon Polito has a small, succulent role as pungent pawnbroker. And Michael Wincott makes a distinct impression as a long-haired Mr. Big whose collection of ancient-swords makes him seem like he walked into the film from the trailer to HIGHLANDER III.
There can be only one.
Finally, there's Brandon Lee, son of Bruce Lee, and a 28-year-old rising-star who was fatally shot during shooting. Lee had four films to his name-- KUNG FU: THE MOVIE, LASER MISSION, SHOWDOWN IN LITTLE TOYKO, and RAPID FIRE-- and THE CROW would've been a nice feather in his belt and that's about it. There's nothing great from him here-- just a good performance that owes as much to presence as ability.
When the echo of that gunshot finally fades, watching THE CROW should prove an even *less* remarkable experience. Despite a healthy dose of humor and some surprising sincerity, THE CROW is still just a couple notches above its straight-to-video brethren. For now, maybe it's an appropriate eulogy to an actor who could only get better.
BOTTOM LINE: THE CROW is another failed comic-book translation that just happens to be Brandon Lee's final film. Maybe THE MASK will wear better.
Grade: C-
.
The review above was posted to the
rec.arts.movies.reviews newsgroup (de.rec.film.kritiken for German reviews).
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3 New things I've learned about myself and my ego.
These learnings align with Growth Mindset/Fixed Mindset. The first two issues indicate Fixed Mindset thinking.
I am afraid to be wrong/look like I don't know what I'm doing. Especially in front of large groups. Foundations is a large group and I don't know anyone well yet. I found it hard to post updates about my completed work esp if I wasn't happy with the work. I was rarely happy with my work because I was timeboxing and not getting it to a state I am more comfortable sharing. Intellectually, I can reason about why it's a good idea to share work even if I'm not 100% happy with it. But in my heart, there was often some resistance there so I didn't do it at every opportunity.
At times, my expectations for my own ability to solve problems quickly are too high. I can then get too quickly frustrated and subequently self-critical when I don't solve something quickly. I noticed this in Sprint 5 challenges e.g. Minesweeper and JS Carnival.
I learned I can mitigate these tendancies by focussing on my process and what I'm learning in each moment, rather than on whether I get the solution right quickly/first time.
What are the role of values, empathy and self awareness in learning and programming?
Honestly, I'm not sure about the importance of values in learning and programming. I don't think this is an issue for me personally.
Empathy is an important framing for all aspects of learning and programming. It's a challenging and difficult journey. It is important to realise that everyone will have different challenges and struggles at different times. But also that it is possible to get through most difficult situations with time and effort.
Self-awareness and self-acceptance are very important. You need to learn to know and monitor yourself. It can be too easy to ignore your own feelings and try to push through. This borrowing-from-yourself won't work well in the long term.
For me, Growth Mindset + Neural Plasticity as well as EQ are 2 concepts which have really resonated with me as I've learned about them in Foundations.
What has surprised me the most about the core learning?
What it is like to Think Like a Web Developer and that you can develop and apply your own process to solving any/all problems.
How NP and GM are both sides of the same coin. Your brain is always changing and you can quickly and significantly improve your ability in any area through regular practice. Since NP happens regardless of what we do, we can make the most of NP through a Growth Mindset, which is the cognitive equivalent of that physical process. Whereas a fixed mindset is unhelpful as a mindset when you encounter challenges. Plus it doesn't reflect biological realities about how the brain functions.
EQ is actually more important for long term career enjoyment and success than IQ. And that EQ skills can be learned;
Attention training.
learn to notice what's happening with your own thoughts and emotions.
Listening skills.
how to listen to others without trying to jump in/interrupt with your own thoughts. This helps you really understand how people are thinking and feeling.
Journalling and reflecting on what you learn.
how to listen to others without trying to juIMHO this is important whatever you are learning.
What were the most challenging aspects of the core learning?
Extracting the meaning and steps to improve, that work for me, and that I can actually use to drive the changes I want.
Why does DevAcademy spend so much time focusing on core learning in a web development bootcamp course?
Reading the materials and from my own experience, a strong set of Core skills will help you be happy and successful and deal with adversity as a Developer. Beyond a certain point, everyone has technical skills and they matter less in the overall picture of success.
Is time spent studying core learning a waste of time? Should we have all done more programming practice instead?
Absolutely not. In fact we could spend more time on them in my opinion. Being aware of Core skills, their importance, and spending time improving them, will actually help you develop technical skills throughout your life because you'll understand how to learn, the importance of practice, working with others, how you work best, how to help yourself when you're struggling.
coreLearning(bootCamp)
Long term goal and/or career pathway?
What are you hoping to use the skills you gain during this course for?
I'd like to get a position at a company with a great culture; where I can continue to learn and grow; where I can contribute to solving a meaningful business problem; where I can experience what it takes to write quality software professionally; I want to be able to say with confidence - yes I'm a software developer. I want to be part of a high-functioning team where I can contribute as much as I learn.
What sort of impact would you like to make once you leave Dev Academy?
After a few years focussing on growing my dev skills, I want to start to have a wider impact. Perhaps this means a Tech Lead role or starting up my own business.
Do you have a destination in mind?
I've worked at a Saas company for the last 3.5 years so a position with a similar company is naturally what comes to mind first. One thing I'm trying to do as part of the course is try to learn what opportunities are available in the industry more broadly. I've seen some roles posted in the last 5 weeks that are really interesting e.g. the blockchain/welfare concept.
What will be my biggest strengths and limitations in Bootcamp?
Re-evaluate your strengths and limitations from Sprint 2.
#### strengths
I've upskilled and adapted to the Bootcamp expectations fairly quickly. I've done well at working in small bursts aka pomodoros. I've also made a relatively large amount of progress in learning to be happy with 6-7/10 instead of trying to take work to nine-ish or higher out-of-ten.
I'm good at developing new habits - if I can set up the right level of support and accountability around me.
#### limitations
At the moment, I think of solutions in terms of languages like Java which are quite different to JS. My solutions are often not as light or easily-understood as others I've seen. I worry a bit about what it might be like for team mates dealing with code I write like that.
I can fall into a trap of my own making where I place too much emphasis on solving the thing quickly. A quick solve 'means' I know what I'm doing. Then when I am struggling, I start to think I'm not doing well, and won't do well. This affects my motivation, mood, reduces what I actually learn by making mistakes and I get grumpier afk.
When I'm in a haste to finish work, I can also deviate from breaking work down methodically and completing it step by step. I lose patience with this process and try to just go faster. Inevitably, I have a micro-burnout where I get tired, and the work is unsatisfying because I don't know what I've actually achieved at the end of some hours of frenetic work.
Has your idea of these changed over the course of Foundations?
Definitely. I've been doing a lot of new things in the last 5 weeks. When you try to do new things, you naturally learn how you respond to the new situation and therefore learn more about yourself.
How do you think these will help/hinder you during Bootcamp?
The 3 limitations I've listed above will help me during Bootcamp because they'll give me areas to focus on and improve.  If I notice I'm suffering in these ways, I can notice it and ask for help from people.
What will be my biggest non-technical challenge at Bootcamp?
Non-technical challenges might include staying on top of the material, working in groups, speaking in front of the group, or keeping focused for 9 weeks, etc.
As the pressure comes on, there's a significant risk I'll start to feel out of my depth/not good enough. I'll start to get self-critical and lose motivation, and/or withdraw from interacting with the group.
The key for me will be to keep breaking work down into smaller actionable steps. I'll lean on my technical and core skills facilitators, and my family for help and support.
Non-technical skills I most want to develop in myself at Bootcamp?
At Dev Academy we have a large focus around human skills and improving yourself. Based on your strengths/limitations, what are some areas for development you would like to work on?
I want to develop a resilient attitude for myself so I can maintain a mature perspective on my challenges and difficult moments that arise during Bootcamp. I do have room to improve in the areas listed above relating to working with others, but I do have some experience in those already, so they are less of a priority for me compared to improving the way I think about and react to situations.
Expectations of myself at Bootcamp.
Based on your knowledge of Bootcamp, how and where will you seek help in a timely way?
I expect I'll be able to get myself unstuck pretty easily while on campus, either by speaking to other students, or the teachers. Or rather there will be lots of opportunities for help available to me and it's up to me to use them.
Because when I'm under pressure aiming for a deadline of some sort, I sacrifice other parts of my life ... I intend to create a weekly schedule that prioritises other parts of my life, and then fill in the gaps with BootCamp work.


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As with all arts, literature evolves: a cyclical evolution with strictly determined returns and which become more complicated of various modifications brought by the step of time and the confusion of circles. It would be superfluous to point out that every new progressive stage of art corresponds exactly to senile degeneration, at the ineluctable end of the immediately previous school. Two examples will be enough: Ronsard triumphs over the impotence of the last impressionists of Marot, Romanticism unfurls its royal flag on the classical debris badly kept by Casimir Delavigne and Steven de Jouy. It is because any demonstration of art succeeds inevitably in becoming impoverished, in exhausting itself; then, of copy in copy, simulation in simulation, what was full of sap and freshness becomes dried out and shriveled; what was the new and the unprompted becomes banal and commonplace.
So Romanticism, having sounded all the tumultuous warning bells of uprising, had its days of glory and battle, lost of its force and its favour, abdicated its heroic boldness, became ordered and classified, sceptical and full of common sense; in the honorable and mean-minded attempts of the Parnassians, Romanticism hoped for a false resurgence, only finally, such a monarch had to fall into senile decay, and in the end was only able to be dethroned for the naturalism in which one could grant seriously a value of protest only, legitimate but poorly advised, against the insipidity of some novelists then in fashion.
One waited for a new manifestation of art therefore, necessary, unavoidable. This manifestation, brooded for a long time, has just hatched. And every insignificant practical joke of the cheery-eyed press, all the anxieties of the serious critics, every bad mood of the surprised public in its sheepish carelessness, are only bringing about this actual evolution in french letters more and more every day, this evolution which impatient judges have noted to be, by an incredible antinomy, decadent. However, decadent literature is principally tough, stringy, timorous and servile: all the tragedies of Voltaire, for instance, are marked with these signs of decadence. And for what of these reproaches can be claimed as regards the new school? The abuse of pomp, strangeness of metaphor, a new vocabulary or harmony go together with colours and lines: characteristics of any revival.
We have already offered the name of symbolism as the only one able of indicating reasonably the actual tendencies of the creative mind in art. This name can be supported.
It was said at the beginning of this article that the developments of art offer cyclical extremely complicated differences: for example, to track the exact parentage of the new school we should go back to certain poems of Alfred de Vigny, and on up to Shakespeare, even mystical, even further. These issues would require a volume of reviews, saying that Charles Baudelaire therefore must be considered the true forerunner of the current movement, Mr. Stéphane Mallarmé subdivides the sense of mystery and the ineffable Mr. Paul Verlaine broke his honor in the cruel hindrances to poetry that the prestigious fingers of Mr Theodore de Banville had softened up before him. But the Supreme enchantment is not yet consummated: a persistent and jealous labor invites newcomers.
***Enemy of education, declamation, wrong feelings, objective description, symbolist poetry tries to dress the Idea in a sensitive form which, however, would not be its sole purpose, but furthermore that, while serving to express the Idea in itself, would remain subjective. The Idea, in its turn, should not be allowed to be seen deprived of the sumptuous lounge robes of extraneous analogies; because the essential character of symbolic art consists in never approaching the concentrated kernel of the Idea in itself. So, in this art, the pictures of nature, the actions of human beings, all concrete phenomena would not themselves know how to manifest themselves; these are presented as the sensitive appearance destined to represent their esoteric affinity with primordial Ideas.
The accusation of obscurity that has been made as regards such aesthetics by readers with broken staffs is not surprising. But what do we make of this? The Pythian Odes of Pindar, Hamlet of Shakespeare, the Vita Nuova of Dante, the Second Faust of Goethe, the Temptation of Saint-Antoine of Flaubert were not they also taxed by ambiguity?
For the precise translation of its synthesis, it is necessary for symbolism to take on an archetypal and complex style; of unpolluted terms, periods which brace themselves alternating with periods of undulating lapses, significant pleonasms, mysterious ellipses, outstanding anacoluthia, any audacious and multiform surplus; finally the good language – instituted and updated–, good and luxuriant and energetic french language from before Vaugelas and Boileau-Despréaux, the language of François Rabelais and Philippe de Commines, Villon, Ruteboeuf and so many other free writers hurling their acute language in the same manner as the Toxotes of Thrace hurled their snaky arrows.
Rhythm: the ancient metric enlivened; a chaos learnedly ordered; the rhyme illucescente and beaten as a buckler of gold and bronze, to rhymes of unintelligible fluidity; the alexandrine with numerous and mobile stopping; the job of first certain numbers – seven, nine, eleven, thirteen – bold in the various rhythmic combinations of which they are the price.


ECB stands for Electronic Codebook.
One plaintext block is encrypted after the other. As identical plaintext blocks (with the same key) are also always mapped to identical blocks of ciphertext, one could (theoretically) create a code book with plaintext blocks and the associated blocks of encrypted text (hence the name ECB). However, with a block size of 64 bits the code book would have 2 to the power of 64 = 2 * 2 *... * 2 (64 two‚s) = 18,446,744,073,709,551,616 entries and hence far too many to calculate and store in advance. Moreover, for every key there would be a different code book.
In the CBC mode, every encrypted block is dependent on the previous blocks.


{envelope-release-cluster.png width=373}
This contains a {Envelope_release_time time} {_slider} to set the time it takes for the envelope to drop toward zero when the key is released. Since it slows down as it approaches zero, and theoretically never gets there, this is actually the "time constant", indicating how long it would have taken to get to zero if it didn't slow down.
This also contains a {Envelope_release_mod_select mod select} {_parameter} that can slow the release by various ratios, for "slow" key releases, defined as a release {_velocity} less than the {_global_parameter global} release threshold parameter. It can also use either {_pedal} to vary the release time from its nominal setting to whatever the {Envelope_decay_cluster decay} time is set to, rather like a variable sustain pedal.


About
My name is Piotr Kocia. I am a hobbyist C++ and C game engine programmer passionate about performant, deterministic and reliable software. I have background experience in competitive programming and Front-End development.
My name is Piotr Kocia. I am a hobbyist C++ and C game engine programmer passionate about performant, deterministic and reliable software. I have background experience in competitive programming and Front-End development.
Vush is a shading language that compiles to GLSL (and eventually it will be possible to compile Vush to SPIR-V). The syntax was initially based on that of GLSL, however, it is constantly evolving and is being simplified and modernized. Two prominent features of Vush are multiple shaders in a single file, which removes the need to split stages among multiple files and importing, which alleviates the problem of code duplication or custom shader preprocessing before compilation.
However, there are many more features in Vush, some of them are:
if
s allowing conditional compilation of expressions, statements,
function parameters and declarations.
Additionally, in Vush, unlike in the single-pass GLSL, all declarations are available anywhere in the source files, which removes the need for forward declarations.
Below is an example Vush shader and the compiled GLSL output I use for smoke particles
// smoke_particle.vush
settings smoke_particle {
depth_stencil: {
depth_write : false
}
blend_attachments[0]: {
enable : true
src_color_blend_factor: src_alpha
dst_color_blend_factor: one_minus_src_alpha
color_blend_op:add
src_alpha_blend_factor: src_alpha
dst_alpha_blend_factor: one_minus_src_alpha
alpha_blend_op:add
}
}
struct VP {
mat4 view_projection;
mat4 view;
mat4 inverse_view;
vec3 camera_position;
// milliseconds
float time;
}
struct VS_IN {
vec3 position;
float alpha_factor;
// [0.0, 1.0]
float random;
float size;
}
struct VS_OUT {
vec2 texcoord1;
vec2 texcoord2;
vec2 texcoord3;
float alpha_factor;
}
VS_OUT smoke_particle::vertex(VS_IN vin from in, VP vp from Aspect, mat4 model_matrix from Draw) {
VS_OUT vs_out;
vs_out.alpha_factor = vin.alpha_factor;
vec4 position = vec4(0.0, 0.0, 0.0, 0.0);
switch gl_VertexIndex % 6 {
0 => {
position.x = -1.0;
position.y = 1.0;
vs_out.texcoord1 = vec2(0.0, 1.0);
}
1 => {
position.x = -1.0;
position.y = -1.0;
vs_out.texcoord1 = vec2(0.0, 0.0);
}
2 => {
position.x = 1.0;
position.y = 1.0;
vs_out.texcoord1 = vec2(1.0, 1.0);
}
3 => {
position.x = -1.0;
position.y = -1.0;
vs_out.texcoord1 = vec2(0.0, 0.0);
}
4 => {
position.x = 1.0;
position.y = -1.0;
vs_out.texcoord1 = vec2(1.0, 0.0);
}
5 => {
position.x = 1.0;
position.y = 1.0;
vs_out.texcoord1 = vec2(1.0, 1.0);
}
}
position *= vin.size;
vs_out.texcoord2 = vs_out.texcoord1 *
0.4 - mod(vp.time * 0.00009, 10.0) + vin.random;
vs_out.texcoord3 = vs_out.texcoord1 *
0.7 - mod(vp.time * 0.00009, 10.0) + vin.random;
float rotation_angle = vin.random - 0.5;
float sin_val = sin(rotation_angle);
float cos_val = cos(rotation_angle);
mat4 rotation_mat = mat4(vec4(cos_val, -sin_val, 0.0, 0.0), vec4(sin_val, cos_val, 0.0, 0.0),
vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));
mat4 inv_model = inverse(model_matrix);
vec4 model_pos = inv_model * vp.inverse_view * rotation_mat * position;
// vec4 model_pos = inv_model * vp.inv_view * position;
model_pos.w = 1.0;
gl_Position = vp.view_projection * (vec4(vin.position, 0.0) + model_matrix * model_pos);
return vs_out;
}
struct Dynamic {
vec4 color;
}
struct FS_OUT {
vec4 color;
}
FS_OUT smoke_particle::fragment(VS_OUT frag_in, Dynamic dynamic_data from Draw,
sampler2D tex1 from Material, sampler2D tex2 from Material,
sampler2D tex3 from Material) {
FS_OUT fs_out;
fs_out.color = texture(tex1, frag_in.texcoord1) * texture(tex2, frag_in.texcoord2) * texture(tex3, frag_in.texcoord3);
fs_out.color.a *= frag_in.alpha_factor;
return fs_out;
}
// smoke_particle.vert
#version 460 core
#pragma shader_stage(vertex)
#extension GL_EXT_nonuniform_qualifier: require
struct VP {
mat4 view_projection;
mat4 view;
mat4 inverse_view;
vec3 camera_position;
float time;
};
struct VS_IN {
vec3 position;
float alpha_factor;
float random;
float size;
};
struct VS_OUT {
vec2 texcoord1;
vec2 texcoord2;
vec2 texcoord3;
float alpha_factor;
};
struct Dynamic {
vec4 color;
};
struct FS_OUT {
vec4 color;
};
layout(std140, binding = 0) uniform Draw {
Dynamic dynamic_data;
mat4 model_matrix;
} _draw;
layout(binding = 1) uniform sampler2D tex1;
layout(binding = 2) uniform sampler2D tex2;
layout(binding = 3) uniform sampler2D tex3;
layout(std140, binding = 4) uniform Aspect {
VP vp;
} _aspect;
VS_OUT _pass_smoke_particle_stage_vertex(VS_IN vin, VP vp, mat4 model_matrix) {
VS_OUT vs_out;
vs_out.alpha_factor = vin.alpha_factor;
vec4 position = vec4(0.0, 0.0, 0.0, 0.0);
switch(gl_VertexIndex % 6) {
case 0:
{
position.x = -1.0;
position.y = 1.0;
vs_out.texcoord1 = vec2(0.0, 1.0);
break;
}
case 1:
{
position.x = -1.0;
position.y = -1.0;
vs_out.texcoord1 = vec2(0.0, 0.0);
break;
}
case 2:
{
position.x = 1.0;
position.y = 1.0;
vs_out.texcoord1 = vec2(1.0, 1.0);
break;
}
case 3:
{
position.x = -1.0;
position.y = -1.0;
vs_out.texcoord1 = vec2(0.0, 0.0);
break;
}
case 4:
{
position.x = 1.0;
position.y = -1.0;
vs_out.texcoord1 = vec2(1.0, 0.0);
break;
}
case 5:
{
position.x = 1.0;
position.y = 1.0;
vs_out.texcoord1 = vec2(1.0, 1.0);
break;
}
}
position *= vin.size;
vs_out.texcoord2 = vs_out.texcoord1 * 0.4 - mod(vp.time * 0.00009, 10.0) + vin.random;
vs_out.texcoord3 = vs_out.texcoord1 * 0.7 - mod(vp.time * 0.00009, 10.0) + vin.random;
float rotation_angle = vin.random - 0.5;
float sin_val = sin(rotation_angle);
float cos_val = cos(rotation_angle);
mat4 rotation_mat = mat4(vec4(cos_val, -sin_val, 0.0, 0.0), vec4(sin_val, cos_val, 0.0, 0.0),
vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));
mat4 inv_model = inverse(model_matrix);
vec4 model_pos = inv_model * vp.inverse_view * rotation_mat * position;
model_pos.w = 1.0;
gl_Position = vp.view_projection * (vec4(vin.position, 0.0) + model_matrix * model_pos);
return vs_out;
}
layout(location = 0) in vec3 _pass_smoke_particle_vin_position;
layout(location = 1) in float _pass_smoke_particle_vin_alpha_factor;
layout(location = 2) in float _pass_smoke_particle_vin_random;
layout(location = 3) in float _pass_smoke_particle_vin_size;
layout(location = 0) out vec2 _pass_smoke_particle_out_texcoord1;
layout(location = 1) out vec2 _pass_smoke_particle_out_texcoord2;
layout(location = 2) out vec2 _pass_smoke_particle_out_texcoord3;
layout(location = 3) out float _pass_smoke_particle_out_alpha_factor;
void main() {
VS_IN arg0;
arg0.position = _pass_smoke_particle_vin_position;
arg0.alpha_factor = _pass_smoke_particle_vin_alpha_factor;
arg0.random = _pass_smoke_particle_vin_random;
arg0.size = _pass_smoke_particle_vin_size;
VS_OUT _res = _pass_smoke_particle_stage_vertex(arg0, _aspect.vp, _draw.model_matrix);
_pass_smoke_particle_out_texcoord1 = _res.texcoord1;
_pass_smoke_particle_out_texcoord2 = _res.texcoord2;
_pass_smoke_particle_out_texcoord3 = _res.texcoord3;
_pass_smoke_particle_out_alpha_factor = _res.alpha_factor;
}
// smoke_particle.frag
#version 460 core
#pragma shader_stage(fragment)
#extension GL_EXT_nonuniform_qualifier: require
struct VP {
mat4 view_projection;
mat4 view;
mat4 inverse_view;
vec3 camera_position;
float time;
};
struct VS_IN {
vec3 position;
float alpha_factor;
float random;
float size;
};
struct VS_OUT {
vec2 texcoord1;
vec2 texcoord2;
vec2 texcoord3;
float alpha_factor;
};
struct Dynamic {
vec4 color;
};
struct FS_OUT {
vec4 color;
};
layout(std140, binding = 0) uniform Draw {
Dynamic dynamic_data;
mat4 model_matrix;
} _draw;
layout(binding = 1) uniform sampler2D tex1;
layout(binding = 2) uniform sampler2D tex2;
layout(binding = 3) uniform sampler2D tex3;
layout(std140, binding = 4) uniform Aspect {
VP vp;
} _aspect;
FS_OUT _pass_smoke_particle_stage_fragment(VS_OUT frag_in, Dynamic dynamic_data) {
FS_OUT fs_out;
fs_out.color = texture(tex1, frag_in.texcoord1) * texture(tex2, frag_in.texcoord2) * texture(tex3, frag_in.texcoord3);
fs_out.color.a *= frag_in.alpha_factor;
return fs_out;
}
layout(location = 0) in vec2 _pass_smoke_particle_in_frag_in_texcoord1;
layout(location = 1) in vec2 _pass_smoke_particle_in_frag_in_texcoord2;
layout(location = 2) in vec2 _pass_smoke_particle_in_frag_in_texcoord3;
layout(location = 3) in float _pass_smoke_particle_in_frag_in_alpha_factor;
layout(location = 0) out vec4 _pass_smoke_particle_out_color;
void main() {
VS_OUT _arg0;
_arg0.texcoord1 = _pass_smoke_particle_in_frag_in_texcoord1;
_arg0.texcoord2 = _pass_smoke_particle_in_frag_in_texcoord2;
_arg0.texcoord3 = _pass_smoke_particle_in_frag_in_texcoord3;
_arg0.alpha_factor = _pass_smoke_particle_in_frag_in_alpha_factor;
FS_OUT _res = _pass_smoke_particle_stage_fragment(_arg0, _draw.dynamic_data);
_pass_smoke_particle_out_color = _res.color;
}
A simulation of objects in a 2D gravitational field I created as the final project for my university programming course. The simulation uses the Verlet integration method to solve the equation of motion for objects in the gravitational field.
The simulation data (the position, velocity and mass of each object) is read from a csv file on startup and is then stored in a simple entity-component system. The user can use mouse and keyboard to, for instance, move the view, change the simulation speed or the rendering mode. The application features 4 different methods of visualising the gravitational field created by the point masses - isolines, 2 contour lines modes with different color schemes and field strength remapped with a square root function for improved contrast.
I used mimas for windowing and user input, anton_core and my modified version of the glad OpenGL loader.
A library for generating and manipulating all sorts of 3D gizmos. The API exposes functions to generate arrows with different head styles, dials, icospheres, cubes, squares and circles, and to manipulate position, scale and orientation in various ways.
C++ compilation times are notoriously slow. The standard library headers are large and can
take even seconds to compile (for example the <filesystem>
header). The
main idea behind anton_core is blazing fast compilation with its headers taking 1-10ms. However,
there are many more reasons besides this one, namely:
Additionally, the library is highly customizable for my purposes, has features from future
C++ standards (for example the stacktrace API from C++23) and improvements over the existing
ones (for example assert with a message and the stacktrace), provides better API in certain
cases than std (for instance the equivalent of std::vector
(anton::Array
) can be uniformly initialized using {}
and instead
of std::initializer_list
it uses a variadic constructor with tag dispatch to
achieve the same result with an added benefit of supporting move semantics).
Below are two example code snippets presenting the differences between anton::Array
and std::vector
// constructs an array with 10 elements, all equal to 1
anton::Array<anton::i64> v1(10, 1);
// constructs an array with 10 elements, all equal to 1
anton::Array<anton::i64> v2{10, 1};
// constructs an array with elements 10 and 1
anton::Array<anton::i64> v3{anton::variadic_construct, 10, 1};
// non-trivially movable/copyable type
struct Type {
Type() = default;
Type(Type const&) {}
Type(Type&&) {}
};
// object is moved into the array.
// ANTON_MOV is a macro that performs the same cast as std::move,
// but it does not require a function call, thus simplifying debugging
// and reducing overhead in debug builds.
Type t;
anton::Array<Type> v4{anton::variadic_construct, ANTON_MOV(t)};
// constructs an array with 10 elements, all equal to 1
std::vector<std::int64_t> v1(10, 1);
// constructs a vector with elements 10 and 1
std::vector<std::int64_t> v2{10, 1};
// non-trivially movable/copyable type
struct Type {
Type() = default;
Type(Type const&) {}
Type(Type&&) {}
};
// object is moved into the std::initializer_list
// and then copied into the std::vector
Type t;
std::vector<Type> v3{std::move(t)};
Game engine I've written in C++17 and intend to use to build a hack and slash dungeon crawler. The engine uses OpenGL 4.5 Core for rendering, mimas for windowing, input and time, and is designed around ECS and jobs. Additionally, it features:
Runs on Win64.
mimas is a windowing and system abstraction framework written in C created specifically for use in game engines and games. It is by design cross-platform and cross-backend, however, currently the only fully supported platform is Windows. The api provides access to windowing, file dialogs, time, input and is designed with UTF-8 in mind. My initial motivation for creating mimas was the lack of direct (yet abstracted) access to input devices, such as keyboard, and coupling of OpenGL contexts to OS windows in the existing frameworks.
Currently, my goal is to modernize the C API, by for example using views instead of null-terminators where possible, and provide a finer control over the event loop to make the entire framework more flexible. Additionally, I want to add an API for direct access to the connected gamepads and improve the existing Displays API.
A game I built and submitted for Epic MegaJam 2019 in 2 days. Along the way I was creating assets using Blender, learning Unreal Engine and battling its limitations. One of the major problems I came across was the fact that UE does not render any kind of shadows in orthographic projection. There was sadly no solution despite the numerous reports and questions touching on this topic on UE forums.
The goal of the game is to defend the earth from an endless wave of cat invaders constantly increasing in numbers. A few upgrades are available for purchase, such as rate of fire upgrade, with points collected by destroying the invaders. The player starts with 10 lives.
The game is available for download at itch.io.
Breakout clone I made in Unity. I made this project primarily to learn Unity and gameplay programming.
Feel free to contact me at p.kocia@wp.pl


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Variable Types
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Better understand the different between methods and properties
Technologies
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Live demo


2. Check you meet tribunal deadlines
You have 30 calendar days to submit an appeal. You can still appeal late if you have good reasons.
The deadline to appeal begins from the date shown on either the original notice letter or review conclusion letter.
If you accepted or asked for a review, you can only appeal once you have received a review conclusion letter or 45 days passes without receiving one.
What you will need
- date of the decision letter - this will be shown on either the original notice letter or review conclusion letter
- reasons if you want to appeal late - the judge will consider your reasons and decide whether to accept or reject your appeal


There are very few other things which can give you joy that is comparable to bringing a pet home. Adding a new member to your family, one that will very soon become an irreplaceable part of your world, is often an overwhelming experience. But if this is your first experience with adopting a pet, you probably are stressed about how you can ensure that everything’s right. To help you with making your new pet feel at home, here is a list of few things that you should do. Preparing your home Read More →
1. Hide some of your dogs favorite treats around the house and put his natural instincts to work sniffing them out. 2.Visit your local pet store for some socialization and a long walk through the aisles. Read More →
Officially it is best to wait until your new puppy is 8 weeks old, and can leave their mother before you consider getting them groomed. Once the puppy has been introduced to its new home and has established relations with the new owner they can think about getting the puppy groomed. That Groom Room recommends starting at 12 weeks of age. The very first grooming appointment is an introduction to the puppy and the owner to the world of grooming. The puppy with be introduced to a bath, blow drying, nail clipping, and slight trimming. We do not recommend having a puppy be given a full hair cut the first time being groomed. Read More →


[gecode-users] Gecode/J: Propagation
Malcolm Ryan
malcolmr at cse.unsw.edu.au
Mon Nov 5 02:48:08 CET 2007
When does propagation occur? Does it happen as constraints are
created, only only when it is specifically requested? If it's the
latter (and I hope it is) then how do I request it (in Gecode/J)?
Malcolm
--
"Cleanliness is not next to godliness nowadays,
for cleanliness is made an essential
and godliness is regarded as an offence.
- G.K.Chesterton, On Lying in Bed
More information about the gecode-users
mailing list


CamelSpider/Tools/Urlizer.php
\CamelSpider\Tools\Urlizer
This is the part taken from Doctrine 1.2.3 Doctrine inflector has static methods for inflecting text
The methods in these classes are from several different sources collected across several different php projects and several different authors. The original author names and emails are not known
Uses 3rd party libraries and functions: http://sourceforge.net/projects/phputf8
- See
- \CamelSpider\Tools\https://github.com/l3pp4rd/DoctrineExtensions/blob/master/lib/Gedmo/Sluggable/Util/Urlizer.php
- Author
- Konsta Vesterinen
- Author
- Jonathan H. Wage
- Author
-<EMAIL_ADDRESS>- License
- LGPL
- Link
- www.doctrine-project.org
- Since
- 1.0
- Version
- $Revision: 3189 $
Methods
postProcessText(
string $text, string $separator
)
:
string
Cleans up the text and adds separator
| Name | Type | Description |
|---|---|---|
| $text | string | |
| $separator | string |
| Type | Description |
|---|---|
| string |
seemsUtf8(
string $string
)
:
boolean
Check if a string has utf7 characters in it
By bmorel at ssi dot fr
| Name | Type | Description |
|---|---|---|
| $string | string |
| Type | Description |
|---|---|
| boolean | $bool |
transliterate(
string $text, string $separator
=
'-'
)
:
string
Uses transliteration tables to convert any kind of utf8 character
| Name | Type | Description |
|---|---|---|
| $text | string | |
| $separator | string |
| Type | Description |
|---|---|
| string | $text |
unaccent(
string $string
)
:
string
Remove any illegal characters, accents, etc.
| Name | Type | Description |
|---|---|---|
| $string | string | String to unaccent |
| Type | Description |
|---|---|
| string | $string Unaccented string |
urlize(
string $text, string $separator
=
'-'
)
:
string
Does not transliterate correctly eastern languages
| Name | Type | Description |
|---|---|---|
| $text | string | |
| $separator | string |
| Type | Description |
|---|---|
| string |
utf8ToAscii(
string $str, string $unknown
=
'?'
)
:
string
US-ASCII transliterations of Unicode text Ported Sean M. Burke's Text::Unidecode Perl module (He did all the hard work!) Warning: you should only pass this well formed UTF-8! Be aware it works by making a copy of the input string which it appends transliterated characters to - it uses a PHP output buffer to do this - it means, memory use will increase, requiring up to the same amount again as the input string
| Name | Type | Description |
|---|---|---|
| $str | string | UTF-8 string to convert |
| $unknown | string | (default = ?) Character use if character unknown |
| Type | Description |
|---|---|
| string | US-ASCII string |
- Author
-<EMAIL_ADDRESS>- See
- \CamelSpider\Tools\http://search.cpan.org/~sburke/Text-Unidecode-0.04/lib/Text/Unidecode.pm
validUtf8(
string $str
)
:
boolean
Tests a string as to whether it's valid UTF-8 and supported by the Unicode standard Note: this function has been modified to simple return true or false
| Name | Type | Description |
|---|---|---|
| $str | string | UTF-8 encoded string |
| Type | Description |
|---|---|
| boolean | true if valid |
- Author
-<EMAIL_ADDRESS>- See
- \CamelSpider\Tools\http://hsivonen.iki.fi/php-utf8/


USB Port:
Camera:
1
2
3
4
Mode:
Overlays
Zebras
Shutter
1/60
Aperture
f4.0
ISO
400
Color Temp
5000
Focus
0.50
Zoom
25


To help you understand and visualize the resulting RPT model, Proximity provides an RPT viewer. This section describes how to display a graphic representation of the RPT and how interpret the labels on the tree’s nodes.
Exercise 7.3. Viewing relational probability trees:
This script requires the RPT created in Exercise 7.2. You must have completed Exercise 7.2 before running the current exercise. Start the Proximity Database Browser if it is not already running.
If you have not already done so, copy
rpt2.dtd
to the directory containing the saved RPT
XML file, ProxWebKB_RPT.xml
.
> cp $PROX_HOME/resources/rpt2.dtd $PROX_HOME
Proximity requires that the DTD
rpt2.dtd
be in the same directory as the RPT XML file to be displayed,
($PROX_HOME
if you are following the tutorial).
From the Model menu, choose Graph RPT. Proximity displays the Open dialog.
Navigate to the current working directory
($PROX_HOME
if you are following the tutorial)
and choose ProxWebKB_RPT.xml
. Click
Open.
Proximity opens a window showing a tree view of the RPT learned for this data.
If the graph does not fit the window properly, you can change the magnification level to adjust the display.
To make the graph fit the current window, choose Zoom to Fit from the View menu. Proximity adjusts the size of the graph to fit the window. Proximity cannot shrink the graph beyond a certain size, so large graphs may still extend beyond small window borders.
To display the graph at the default magnification, choose Center on Root from the View menu.
To zoom in, click the + button at the bottom of the graph window.
To zoom out, click the - button at the bottom of the graph window.
You can drag the graph to a different position in the window, or use the bottom and side scroll bars to reposition the graph in the window.
You can optionally save the tree as a JPEG file.
In the RPT display window, choose Save as JPEG Image from the File menu. Proximity displays the Save dialog.
Navigate to the target directory and enter a name for the JPEG file. Click Save.
The following section discusses how to interpret the displayed RPT.
An RPT represents a series of questions to ask about an item to be classified and its relational neighborhood. At each node in the tree, the RPT can ask questions about any of the attributes used to train and test the model. The answers to those question determine the path through the tree. The leaf nodes in the tree tell us the class label predicted by the model. In this example, the target item is a web page, and the model predicts the value for the page’s pagetype attribute.
To see how the model makes predictions, we examine an example web page, object 535, and see how the RPT classifies this object. As we can see from the RPT, to classify this page we need to know the attribute values not just for the target object, but also for the objects that link to and are linked from this object. In the 1d-clusters subgraphs, these related objects are identified as linked_to_page and linked_from_page objects, respectively. The subgraph whose core_page object is 535 is shown below.
The root node in the RPT starts by examining the value of the page_num_inlinks attribute for the linked_to_page objects in the current subgraph (denoted by linked_to_page.page_num_inlinks in the RPT). If the proportion of all linked_to_page objects having page_num_inlinks = 1 is greater than or equal to 0.083, we traverse the left edge in the RPT.
Subgraph 534 has two linked_to_pages, so we check the value of the page_num_inlinks attribute for these pages.
Object 1468 has a value of 1 for its page_num_inlinks attribute, and object 1281 has a value of 100 for its page_num_inlinks attribute. The proportion of linked_to_pages with a value of 1 is thus 0.50, which is greater than 0.083. Therefore, subgraph 534 satisfies the first test, and we traverse the left edge in the RPT to the next node in the tree.
The next test looks at how many linked_to_page objects are linked to the core object in the subgraph, represented by degree(linked_to_page) in the tree. Specifically, we test whether the subgraph contains at least one linked_to_page object. Subgraph 534 contains two linked_to_page objects, so we pass this test and again traverse the left edge to the next node in the tree.
The third node examines the value of the
url_hierarchy1b attribute for the
subgraph’s core_page object.
Specifically, the RPT asks whether the value of this attribute is
courses. Because this node examines a
single value for a single object, it does not require an
aggregation function
like proportion or degree. This is indicated by the
nop
(no operator) aggregation function as
nop([core_page.url_hierarchy1b])=courses.
The value of url_hierarchy1b for object 535 is People, so this time we fail the test and traverse the right edge to the leaf node.
Leaf nodes in the RPT tell us the probabilistic counts (out of all objects from the training set that reach this leaf node) for each potential classification of this object. Because some training instances may not have the information necessary to determine which path to take at a split (e.g., it may not have a value for the relevant attribute), the model assigns an appropriate percentage of the instance to each path, resulting in non-integer values at the leaf nodes. We can see that objects that reach this leaf node are much more likely to be student pages than any other page type. Therefore, the model predicts that object 535 has a pagetype of Student, which our script stored in the rpt_pagetype_prediction attribute for the subgraph.
Examining the attributes of object 535, we see that its pagetype attribute is indeed Student and that the model made the correct prediction for this subgraph.


The Brain Language Metrics on Company Filings dataset provides BrainCompanyFilingLanguageMetrics and BrainCompanyFilingLanguageMetricsUniverse objects.
BrainCompanyFilingLanguageMetrics objects have the following attributes:
BrainCompanyFilingLanguageMetricsUniverse objects have the following attributes:


The TkAudial examples below take up much less space and have four types (so far). A few of which can fit in a similar space to the one above (granted, it is a bit bigger than necessary).
A TkAudial can also be very easily styled using the options object or CSS.
The range input above uses the setValue method on the first dial below to control it very easily. Likewise, the dial will control the range input by using the changed event that the dial generates on its container element.


And I'm a Programmer
I like coding. I started about 16 years ago, after I moved to Utah. I like to code when I was boring, becuase coding is fun.
I also like exercise. Every morning I will go to gym and do exercise. Exercise has been a blessing for me.
I also like to inversting. It is an interesting things to do. And it is also one of the best way to accumulate wealth
| Monday | Tuesday | Wednesday | Thurday | Friday | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 10:00 | English 200 | English 200 | English 200 | |||||||||||
| 10:30 | ||||||||||||||
| 11:00 | ||||||||||||||
| 11:30 | ||||||||||||||
| 12:00 | ||||||||||||||
| 12:30 | ||||||||||||||
| 1:00 | Lunch Break | Lunch Break | Lunch Break | Lunch Break | Lunch Break | |||||||||
| 1:30 | ||||||||||||||
| 2:00 | Homework | Homework | Homework | Homework | Homework | |||||||||
| 2:30 | ||||||||||||||
| 3:00 | Gym | Gym | Gym | Gym | Gym | |||||||||
| 3:30 | ||||||||||||||
| 4:00 | Homework | Homework | Homework | Homework | Homework | |||||||||
| 4:30 | ||||||||||||||
| 5:00 | CS 2250 Web Programming 1 | PE 100 | CS 2250 Web Programming 1 | PE 100 | ||||||||||
| 5:30 | ||||||||||||||
| 6:00 | ||||||||||||||
| 6:30 |


{% if {{include.src}} %}
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RVM and rbenv
Many of you are familiar with rbenv and some of the controversy surrounding it. I love RVM and will more than likely continue to use it, but one of the things I truly value in the ruby community is always having more than one option. I was delightfully surprised with the simplicity of rbenv, how easy it was, and how familiar it felt right out of the box. This article will provide a (humorous) side-by-side comparison of the basic usage and installation of rbenv and RVM.
Installation
In RVM you need to add this to your profile to load the RVM function.
# or ~/.zshrc
$ echo '[[ -s "$HOME/.rvm/scripts/rvm" ]] && . "$HOME/.rvm/scripts/rvm" # Load RVM function' >> ~/.bash_profile
In rbenv you need to add this to your profile to load the rbenv command-line function.
# or ~/.zshrc
$ echo 'export PATH="$HOME/.rbenv/bin:$PATH"' >> ~/.bash_profile
$ echo 'eval "$(rbenv init -)"' >> ~/.bash_profile #to enable shims and auto-complete
Once you've restarted your shell you now have access to RVM/rbenv. It is important to note that RVM and rbenv cannot be installed at the same time because of the way RVM handles the 'gem' command.
 Sam Stephenson created a sister gem for rbenv called ruby-build which offers several convencience methods for installing/compiling your own rubies.
For instance, once you have ruby-build installed you can type this:
$ rbenv install ruby-1.9.2-x
So now you have your rubies. Best blog post EVAR! Wait, there's more...
Gemsets
Gemsets are my favorite thing about RVM and I was happy to see rbenv has that functionality easily available [1].
But wait, what about cd and gem?
RVM overrides cd and gem commands to enable some of its functionality. "What about those commands?" you ask. To which I reply: if that is an issue then rbenv might be a better fit. However, I doubt the majority of users will ever have a problem with the over-ride of these commands.
Conclusions
You saw the strips above, they offer a lot of the same functionality. In many ways rbenv and RVM are really just two sides of the same coin. A different way to solve the same problem. I will say this article is from a purely functional stance, I understand that under the hood rbenv and RVM are quite different.
There has been quite a bit of controversy surrounding the rbenv/rvm divide.  One article I read about the subject compared RVM and rbenv to Rails and Sinatra [2]. I think that comparison really fits. Sinatra is a lightweight framework whereas Rails is much more robust. Sometimes sinatra just fits, and other times you'd be a fool to not go with Rails. If you need the features in RVM then use it, if you want more control and a lighter feel then use rbenv. It's all a matter of preference.
As a rubyist I'm just glad we have people like Wayne Seguin, and Sam Stephenson contributing to the community the way they do.
References
1.) rbenv gemset
2.) Ruby Inside - rbenv article
Additional References (Reading)
Begin Rescue End (RVM home page)
rbenv on github
Rage-Builder


4 references to ClearConsolidatedMembers
System.Management.Automation (4)
engine\InitialSessionState.cs (1)
3618
context.TypeTable.
ClearConsolidatedMembers
();
engine\TypeTable.cs (3)
4508
ClearConsolidatedMembers
();
4682
ClearConsolidatedMembers
();
4711
ClearConsolidatedMembers
();