Tutorial 1: The short trek¶
Tracking with trekker¶
Trekker does not have a graphical user interface. In order to use it, you need to run the trekker
executable in a terminal. Running trekker
alone shows the manual for the executable.
The example below shows probably the simplest approach to obtain a whole brain tractogram using trekker.
# Tutorial 1 - Example 1
./trekker -fod FOD.nii.gz \ # Input FOD image
-seed_image WHITEMATTER.nii.gz \ # Input seed image
-seed_count 1000 \ # Number of random seeds to generate
-output OUTPUT.vtk # Output
Trekker options start with a “-” sign. All parameters and constraints are set using the corresponding option defined in the manual. The order of the options does not matter.
Note
Trekker does not require input nifti files to be in the same image space, i.e., spatial dimensions of the FOD image can be 100x100x100 and the seed image can be 128x128x60. As long as images are in the same physical space (based on nifti sform), trekker will handle nifti files with different headers. This is valid also for images used to specify pathway rules.
Trekker sets all unspecified parameters to default values which are indicated in the manual; however the user must provide the following:
an FOD image: specified with option -fod,
a seed image or a list of coordinates: specified with either -seed_image or -seed_coordinates,
a seed count, seed count per voxel or -timeLimit: if a seed image is specified, -seed_count or -seed_countPerVoxel options specify the number of streamlines to compute. Trekker generates 1 streamline per seed. If none of the two parameters were specified then -timeLimit option must be used to limit the duration of tracking. Tracking stops either when the required number of streamlines are reconstructed or the time limit is reached, whichever comes first. When tracking stops due to time limit, all the streamlines that are computed so far are written to the disk.
During tracking, trekker displays information on the terminal screen showing the parameters as well as the progress. At the end, an additional output with the same file name as output but with .json ending is saved. This file contains meta-information about the parameters and also the outcome of tracking process. The .json file can be opened using a web browser.
Visualizing results¶
Trekker saves tractograms in binary formatted .vtk files.
All streamlines are saved in the physical coordinate space (based on sform fetched from the header of input FOD nifti).
Trekker .vtk output can be read using Matlab with the function provided under
extensions/matlab
..vtk files can be visualized using several third party software including Paraview, 3DSlicer and Qit.
Paraview interface is very simple to use and it provides professional 3D rendering capability. Trekker output can be visualized simply by dragging and dropping the .vtk file into Paraview window.
Below are examples drawn by Paraview using the trekker command shown in this tutorial applied on the Human Connectome Project subject 100307.
See also
Trekker can save many other information in the output that can be visualized in Paraview, such as the FOD amplitude along the direction of the segment with -writeFODamp option. You can view the other output options by clicking here.


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Knee Slice Pass
Crouch down, elbows into your sides, forearms resting on thighs, head over hips.
Right leg forward, right hand grabs ops left lapel, left hand grabs ops right pants around knee area, right foot between legs.
Right leg folds down onto ops right thigh pressing it to the ground, right elbow controls ops left leg stopping crossover.
Right hand can move to belt/hips. Left hand moves from knee to ops right arm, maintain pressure through hips into ops abs.
Get hips up high near ops head, Left hand lifts ops arm, turn op a bit away from you.
Chest presses down into ops right arm pinning it to chest, right hand to ops left shoulder, underhook.
Left hand can move to attack the neck with a forearm choke.


|
AutoCell
Projet AutoCell réalisé par BAZIN Simon, BRASSEUR Alexandre et NASTUZZI Samy. Ce projet crée des simulateurs à 1 et 2 dimensions pour implémenter des expériences.
|
SAX implementation to create a JSON value from SAX events. More...
#include <json.hpp>
Public Types | |
| using | number_integer_t = typename BasicJsonType::number_integer_t |
| using | number_unsigned_t = typename BasicJsonType::number_unsigned_t |
| using | number_float_t = typename BasicJsonType::number_float_t |
| using | string_t = typename BasicJsonType::string_t |
| Public Types inherited from nlohmann::json_sax< BasicJsonType > | |
| using | number_integer_t = typename BasicJsonType::number_integer_t |
| type for (signed) integers | |
| using | number_unsigned_t = typename BasicJsonType::number_unsigned_t |
| type for unsigned integers | |
| using | number_float_t = typename BasicJsonType::number_float_t |
| type for floating-point numbers | |
| using | string_t = typename BasicJsonType::string_t |
| type for strings | |
Public Member Functions | |
| json_sax_dom_parser (BasicJsonType &r, const bool allow_exceptions_=true) | |
| bool | null () override |
| a null value was read More... | |
| bool | boolean (bool val) override |
| a boolean value was read More... | |
| bool | number_integer (number_integer_t val) override |
| an integer number was read More... | |
| bool | number_unsigned (number_unsigned_t val) override |
| an unsigned integer number was read More... | |
| bool | number_float (number_float_t val, const string_t &) override |
| an floating-point number was read More... | |
| bool | string (string_t &val) override |
| a string was read More... | |
| bool | start_object (std::size_t len) override |
| the beginning of an object was read More... | |
| bool | key (string_t &val) override |
| an object key was read More... | |
| bool | end_object () override |
| the end of an object was read More... | |
| bool | start_array (std::size_t len) override |
| the beginning of an array was read More... | |
| bool | end_array () override |
| the end of an array was read More... | |
| bool | parse_error (std::size_t, const std::string &, const detail::exception &ex) override |
| a parse error occurred More... | |
| constexpr bool | is_errored () const |
Additional Inherited Members | |
| Static Public Attributes inherited from nlohmann::json_sax< BasicJsonType > | |
| static constexpr auto | no_limit = std::size_t(-1) |
| constant to indicate that no size limit is given for array or object | |
SAX implementation to create a JSON value from SAX events.
This class implements the json_sax interface and processes the SAX events to create a JSON value which makes it basically a DOM parser. The structure or hierarchy of the JSON value is managed by the stack ref_stack
which contains a pointer to the respective array or object for each recursion depth.
After successful parsing, the value that is passed by reference to the constructor contains the parsed value.
| BasicJsonType | the JSON type |
|
inline |
| [in,out] | r | reference to a JSON value that is manipulated while parsing |
| [in] | allow_exceptions_ | whether parse errors yield exceptions |
|
inlineoverridevirtual |
a boolean value was read
| [in] | val | boolean value |
Implements nlohmann::json_sax< BasicJsonType >.
|
inlineoverridevirtual |
the end of an array was read
Implements nlohmann::json_sax< BasicJsonType >.
|
inlineoverridevirtual |
the end of an object was read
Implements nlohmann::json_sax< BasicJsonType >.
|
inlineoverridevirtual |
an object key was read
| [in] | val | object key |
Implements nlohmann::json_sax< BasicJsonType >.
|
inlineoverridevirtual |
a null value was read
Implements nlohmann::json_sax< BasicJsonType >.
|
inlineoverridevirtual |
an floating-point number was read
| [in] | val | floating-point value |
| [in] | s | raw token value |
Implements nlohmann::json_sax< BasicJsonType >.
|
inlineoverridevirtual |
an integer number was read
| [in] | val | integer value |
Implements nlohmann::json_sax< BasicJsonType >.
|
inlineoverridevirtual |
an unsigned integer number was read
| [in] | val | unsigned integer value |
Implements nlohmann::json_sax< BasicJsonType >.
|
inlineoverridevirtual |
a parse error occurred
| [in] | position | the position in the input where the error occurs |
| [in] | last_token | the last read token |
| [in] | error_msg | a detailed error message |
Implements nlohmann::json_sax< BasicJsonType >.
|
inlineoverridevirtual |
the beginning of an array was read
| [in] | elements | number of array elements or no_limit if unknown |
Implements nlohmann::json_sax< BasicJsonType >.
|
inlineoverridevirtual |
the beginning of an object was read
| [in] | elements | number of object elements or no_limit if unknown |
Implements nlohmann::json_sax< BasicJsonType >.
|
inlineoverridevirtual |
a string was read
| [in] | val | string value |
Implements nlohmann::json_sax< BasicJsonType >.


- Correct Answer will pay you 5 ₹
- If you leave question unattempted that will pay you 1 ₹
- Incorrect Answer will not pay you
- If you have founded coping, your session will be closed
- Saving questions is not allowed that may cause closing of your session
- Any random behaviour may also cause locking of your session
Note: If you start the test, you can't pause it!


{% extends "base.html" %} {% block page_title %}Top Mantises{% endblock page_title %} {% block content %}
No mantises are available.
No breeds are available.


All Classes
| Class | Description |
|---|---|
| C |
Constants.
|
| Configuration |
Serializable Magpie configuration bean.
|
| ContentManagerAgent |
Remote and local content manager agent.
|
| IOUtil |
Input Output static utilities.
|
| LocalSqliteAdapter |
Local SQLite3 adapter.
|
| Main |
Standalone Magpie launcher.
|
| MediaRetriever |
Content downloader interface.
|
| MoodAgent |
Mood interpreter agent.
|
| PlayerAgent |
Audio player agent.
|
| PlayerGui |
Audio player GUI.
|
| PlaylistAgent |
Playlist manager agent.
|
| PreferencesAgent |
Configuration saver and restorer.
|
| ProcessAttributes |
Monitored process weighed tags.
|
| ProcessesAgent |
System processes monitor agent.
|
| ProcessWatchlistDialog |
Panel for process monitoring registration.
|
| Tags |
Tag list and their weight.
|
| TimeAgent |
Time slot agents.
|
| TimeInterval |
Monitored time slot and its attributes.
|
| TimeSlotDialog |
Panel for time slot monitoring registration.
|
| WeightedMediaFilter |
List of tags and precise BPM selector.
|
| WeightedMediaFilter.BPMClassification |
Granular representation of BPM tweaks.
|


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Preparation time
30 mins to 1 hour
Cooking time
30 mins to 1 hour
Serves
Makes 10 tarts
Dietary
Juicy plums and almonds are a match made in heaven in this delicious pud.
For the pastry, sieve the flour and sugar into a large mixing bowl. Tip the cubed butter into the bowl. Rub the butter and the flour between your thumb and fingertips until the mixture resembles fine breadcrumbs.
In a jug or small bowl, beat the egg together with four tablespoons of ice-cold water. Pour into the flour mixture.
Slowly bring the ingredients together with your hands to form a dough, being careful not to overwork it.
Knead the dough lightly on a clean, floured work surface, then wrap it in cling film and refrigerate until firm, at least 30 minutes.
For the frangipane, beat the butter and sugar together in a bowl until light and fluffy. Crack the eggs into the bowl one at a time, beating well after each addition. Add the ground almonds and mix well until combined. Set aside.
Preheat the oven to 180C/350F/Gas 4. Dust the work surface with flour and roll the chilled dough out thinly. Use it to line one large 25cm/10in tart ring or 6-8 individual tartlet rings 8cm/3¼in in diameter. Trim away any excess.
Spoon the frangipane into the tart case so that it comes about halfway up the sides. Smooth over the surface with a spatula and cover the frangipane evenly with the plums.
Bake for 30-40 minutes (15-25 minutes for the tartlets), or until the pastry is crisp and golden-brown and the fruit is tender.
Remove the tart(s) from the oven. Dust with icing sugar and serve warm with whipped cream or crème fraîche.


Order of service
Amanda (Mandy) Klyne
1955 - 2016
in Wolfson College, Oxford on 12 Aug 2016 at 16:00.
(Music as people arrive. Harpist: Jennifer (Jenny) Hill)
WORDS TO PONDER
Say not in grief that she is no more, but in thankfulness that she was.
(Jewish advice in death)
WORDS OF WELCOME
We have come together to remember Amanda, known and loved by all as Mandy
As wife, mother, sister, colleague, friend.
Here we will mourn her leaving us,
honour her life and death,
and comfort each other.
We have come believing that all human life is valuable,
that the truth and integrity and hopefulness
which resides in each life, lives on.
We come, believing that Mandy’s life,
which we celebrate today
and for which we now experience great loss,
is joined in the eternal continuum of human endeavour
stretching into the past and into the future.
Mandy’s life was lived in its uniqueness with us
and has now passed into the ultimate community of human existence.
The gifts and graces which she offered are never lost to us.
The creativity which he/she brought to us in her life and relationships
lies now within our own lives and travels into the future with us.
Our lives are more beautiful because we lived with her.
(Music: Debussy - First Arabesque)
REMEMBERING WITH FLOWERS
(Marie casts first flower)
The first flower represents our grief.
The pain of losing you Mandy is still intense.
It reminds us of the depth of our love for you.
(William casts second flower)
The second flower represents our courage.
To confront our sorrow,
To comfort each other,
To change our lives.
(Rhiannon casts third flower)
The third flower we cast in your memory, Mandy,
For the times we laughed,
The times we cried,
The times we were angry with each other,
The silly things you did,
The caring and joy you gave us.
(Ronan casts fourth flower)
The fourth flower we cast for our love.
We cherish the special place in our hearts that will always be reserved for you.
We thank you for the gift your living brought to each of us.
(Author unknown)
(Music: Red is the Rose)
PERSONAL TRIBUTES FROM FAMILY AND FRIENDS
(Becky, on Mandy’s early home life)
(Graham, speaking for family)
(Music: Show of Hands, “Thanks”)
(Margaret Stearn, speaking for colleagues)
READING
(Rhiannon)
You can shed tears that she is gone,
Or you can smile because she has lived.
You can close your eyes
And pray that she’ll come back,
Or you can open your eyes,
And see all she’s left.
Your heart can be empty,
because you can’t see her,
Or you can be full of the love you shared.
You can turn your back on tomorrow
and live yesterday,
Or you can be happy for tomorrow
because of yesterday.
You can remember her and only that she’s gone,
Or you can cherish her memory and let it live on.
You can cry and close your mind,
Be empty and turn your back,
Or you can do what she’d want:
Smile, open your eyes, love and go on.
(Author unknown)
(Music: Bridge Over Troubled Water)
BIBLE READING - 1 Corinthians 13.1-13
(Becky)
If I speak in the tongues of mortals and of angels, but do not have love, I am a noisy gong or a clanging cymbal. And if I have prophetic powers, and understand all mysteries and all knowledge, and if I have all faith, so as to remove mountains, but do not have love, I am nothing. If I give away all my possessions, and if I hand over my body so that I may boast, but do not have love, I gain nothing.
Love is patient; love is kind; love is not envious or boastful or arrogant or rude. It does not insist on its own way; it is not irritable or resentful; it does not rejoice in wrongdoing, but rejoices in the truth. It bears all things, believes all things, hopes all things, endures all things.
Love never ends.
ADDRESS
(Becky - also representing village and friends)
(Music: Fields of Gold)
READING - Desiderata
(This poem has a long association with Mandy, going back to her school days. I recall she had it on her wall or bookshelves through much her time as a student.)
(Ian Klyne)
Go placidly amid the noise and the haste, and remember what peace there may be in silence. As far as possible, without surrender, be on good terms with all persons.
Speak your truth quietly and clearly; and listen to others, even to the dull and the ignorant; they too have their story.
Avoid loud and aggressive persons; they are vexatious to the spirit. If you compare yourself with others, you may become vain or bitter, for always there will be greater and lesser persons than yourself.
Enjoy your achievements as well as your plans. Keep interested in your own career, however humble; it is a real possession in the changing fortunes of time.
Exercise caution in your business affairs, for the world is full of trickery. But let this not blind you to what virtue there is; many persons strive for high ideals, and everywhere life is full of heroism.
Be yourself. Especially, do not feign affection. Neither be cynical about love; for in the face of all aridity and disenchantment it is as perennial as the grass.
Take kindly the counsel of the years, gracefully surrendering the things of youth.
Nurture strength of spirit to shield you in sudden misfortune. But do not distress yourself with dark imaginings. Many fears are born of fatigue and loneliness.
Beyond a wholesome discipline, be gentle with yourself.
And whether or not it is clear to you, no doubt the universe is unfolding as it should. Therefore be at peace with God, whatever you conceive Him to be.
And whatever your labors and aspirations, in the noisy confusion of life, keep peace in your soul. With all its sham, drudgery and broken dreams, it is still a beautiful world. Be cheerful. Strive to be happy.
(Max Ehrmann)
WORDS OF FAREWELL and BLESSING
(Becky)
To love someone is to risk the pain of parting.
Not to love is never to have lived.
The grief which we now experience is the honouring of our love.
Let us now in a quiet moment make our farewell to Mandy.
:
Deep peace of the running wave to you
Deep peace of the flowing air to you
Deep peace of the quiet earth to you
Deep peace of the shining stars to you
Deep peace of the gentle night to you
Moon and stars pour their healing light on you
Deep peace of Christ the light of the world to you
Deep peace of Christ to you
:
As we bid farewell to Mandy, let us commit ourselves to loving and supporting each other.
And now let us go into the world,
Glad that we have loved,
Free to weep for the one we have lost,
Free to hold each other in our human frailty,
Determined to live life to the full
As did Mandy.
CLOSING COMMENTS
We now listen to Jenny play the “Spring” theme from Vivaldi’s “Four Seasons”, one of Mandy’s favourite pieces of music. We shall then gather in the Haldane Room for refreshments and to sign the book of remembrance.
There will also be an opportunity for you to remember Mandy in a time of personal reflection as you cast petals from Wolfon’s Rainbow Bridge into the Cherwell.
(Music: Spring theme from Vivaldi’s Four Seasons)
To be followed by
A buffet reception in the Haldane Room.
There will be a book of remembrance in which guests are enjoined to write their favourite memories and thoughts about Mandy. Also, there will be an opportunity for you to remember Mandy in personal reflection, casting petals from Wolfon’s Rainbow Bridge onto the Cherwell.
Donations in memory of Mandy, if offered, will be presented to Cancer Research.


 Please email us at<EMAIL_ADDRESS>if you and/or your organization is interested in partnering with us.
What is Engineers Week?
Engineers Week is a weeklong event comprising of various professional, social, and design/build activities. Though primarily catered towards the 3,600+ undergraduate engineers on campus, each year Engineers Week reaches over 8,000 students from a variety of majors and degree programs and our reach is. continuing to grow. This year's event will be from Feb 8-12, 2021, and will be a hybrid event with mostly online activities. This year's theme is Berkeley Engineering: From Magic toReality. Students will learn about what happens behind those engineering magics and get a chance to connect with peers and the rest of the campus.


The expression of the magnetic field in Eq. (250) can be rewritten in terms of the flux function and discussed in Sec. 6.3. Equation (250) is


Neil J. Allaire
Democrat
Self Employed Property Inspector since 2014; Insurance agent through Complete Spectrum from 2008 through 2013; Owner of NeoGraphics, a screen printing shop in Longmont, CO from 1993 through 2007; I worked in the electrical construction industry from 1968 to 1994 including as Project Manager on multi-million dollar projects and as President of Cupertino Electric Colorado. I served as a volunteer Victim Advocate for the Boulder County Sheriff Office from approximately 2000 through 2004. I was an arbitrator with the American Arbitration Association from approximately 1989 to 1993 and was trained in arbitration and mediation.
BS in Industrial Management from San Jose State University, 1976 Arbitration and Mediation Training, American Arbitration Association, 1989 ~1992 Victim Advocate training, Boulder Sheriff, 2000 Certified Mindfulness Instructor, Be Mindful, Denver, CO, 2016
80020
I am co-chair of Broomfield Health and Safety First (BHSF). BHSF successfully worked to pass Broomfield Charter Amendment 301 in 2017. Since the passage of 301, BHSF has worked giving input to the City and County of Broomfield on oil and gas regulations and other related matters. We also give input and testimony to the state legislature, COGCC, AQCC and other agencies concerning oil and gas, air quality, the environment and related issues. I am currently on the Board of LOGIC Action (League of Oil and Gas Impacted Coloradans Action), a registered committee that supports state and local candidates, regardless of party, who protect communities and environment from oil and gas impacts while promoting clean and equitable energy solutions, and oppose candidates who do not support these objectives. I have canvassed and written letters to the editor for candidates for the last 8 or 10 years and have made small donations mostly to local and state campaigns over the last several years. I have made small donations to political candidate and issues but the total since 11/10/2015 is less than $1,000. I can provide an itemized list if required.
I was the volunteer President of Sierra Retreats from 2003 to 2018. Sierra Retreats organized Buddhist meditation retreats with nationally known teachers along the Front Range. I am a member of both the Broomfield and Colorado Democratic Parties I have been an Election Judge for Broomfield from approximately 2016 to the present. I have verified signatures, retrieved ballots from drop boxes and voting centers, and participated in post election audits. Although this is a paid position, I view it as a community work. I was a public member of the Emerald School Design Advisory Committee when our neighborhood school was rebuilt in 2017 I served as a volunteer Victim Advocate for the Boulder Sheriff for several years
I have been co-chair of Broomfield Health and Safety First (BHSF) since 2017. BHSF was organized to pass Broomfield's Charter Amendment 301 which prioritized health and safety in oil and gas development in the Broomfield community. In that capacity, and as an individual, I have provided input to the City and County of Broomfield (CCOB) on oil and gas regulations and related issues. I have also given testimony at Colorado legislative committee hearings as well as to the Colorado Oil and Gas Conservation Commission (COGCC) and the Qir Quality Control Commission (AQCC). I have canvassed and organized others to canvas for political candidates.
Every Coloradan has the right to an equal voice, an equal vote. Our state currently has reasonably good district boundaries, however, there are many who still feel they lack access to power. The redistricting process provides and opportunity for Colorado to increase the feeling of inclusion, and of being part of the wider community among all Coloradans. I believe my background gives me a unique perspective and understanding of much that is unique in Colorado and of the wide range of experiences and struggles that face Coloradans. I worked in construction for 20 some years and was president of a company with over 50 employees. I also owned a small industrial screen printing shop in Longmont for 15 years until much of my customer base went overseas. I was even in a very small hobby business trading horses. My partner and I would buy horses along the Front Range and sell them to a riding stable in New Mexico. And of course I've done the things that our state is known for: hiking and backpacking, skiing on snow and water, rafting and soaking in hot springs, Music in Telluride, retreats in Crestone, and enjoying fresh peaches on the West Slope in the Fall. Each of those experiences has given me knowledge of, and insight into, different aspects of Colorado life. I have lived in Colorado for over 40 years, raising my two sons in rural Boulder County. They both live in Denver now. Being multi-racial, my family also gives me a wider appreciation of Coloradans' experiences. My sons are half Japanese and my daughter-in-law is Mexican American having moved to the US when she was a toddler. I give you that background to show why I want to serve on the redistricting commission. I have known Colorado for a long time and I have seen great successes alongside difficult struggles. I know that Colorado has a great future that depends on the strength of Coloradans working together. A just and fair redistricting can do much to foster that sense of all of us working together as Coloradans.
I believe I have a strong sense of fairness mixed with an ability to find creative and practical solutions. My background includes managing a business with over 50 employees, running a non profit organization, and co-chairing an issue driven group. Each of these required working out solutions within the organizations and with other people and organizations. I've been trained in management, mediation and mindfulness. I am a good listener and like to delve into the way other people think which helps to flesh out ideas that may help create new solutions.
My degree is a blend of engineering and business from the San Jose State University School of Engineering with a minor in Psychology. My work as an electrical contractor depended heavily on analysis and logic and reasoning as did my printing business. Both fields, as well as the volunteer work I've been involved with, also depended on blending or using that technical aspect with the human element. I believe I have a very good balance of both of those worlds, especially in the area of group decision making.
Male


1) I set some event, but no mail , i would like set some sort of event if do not receive update for last 10 or 15 minutes turn on a LED and send a mail.
How can i check if something is wrong in the event? How can i set the event to do that?
2) When i try to update the db i receive that error
Call to a member function fetch_object() on a non-object in /var/www/emoncms/Modules/admin/update_class.php on line 64
I checked the sql query inside file update_class.php and at line 63 make a query ("SELECT userid, id, processList, time, record FROM input")
but inside Mysql INPUT is not present the table record...
I manually create the field record text like processList, now update db look working.. actually i dont know just show a page with the only text UPDATE DATABASE nothing more.
But do not send any mail for EVENT ...(from a mail client is normally sent)
Event and Update DB error update.class.php line 64
Submitted by scacchi on Tue, 31/12/2013 - 22:29I open a new topic,
1) I set some event, but no mail , i would like set some sort of event if do not receive update for last 10 or 15 minutes turn on a LED and send a mail.
How can i check if something is wrong in the event? How can i set the event to do that?
2) When i try to update the db i receive that error
Call to a member function fetch_object() on a non-object in /var/www/emoncms/Modules/admin/update_class.php on line 64
I checked the sql query inside file update_class.php and at line 63 make a query ("SELECT userid, id, processList, time, record FROM input")
but inside Mysql INPUT is not present the table record...
I manually create the field record text like processList, now update db look working.. actually i dont know just show a page with the only text UPDATE DATABASE nothing more.
But do not send any mail for EVENT ...(from a mail client is normally sent)
thanks a lot...
Alex


SimpleStateManager follows Semantic Versioning 2.0.0
4.0.0 - December 2017
In SimpleStateManager 4.0.0 the library is completely rewritten into ES6. I also updated the API so that there is less duplication.
- Updated whole codebase to ES6
.
- Seperated out the `utils` into a seperate file
- Seperated out `state` into a seperate file
- Use requestAnimationFrame for debounce [Issue #41]
3.2.0 - August 24th, 2016
- Add method to enable developers to attach multiple callbacks to a state
3.1.2 - June 17th, 2016
- Fixed a bug where IE11 would reject a media expression that is an empty string, switched to provide a media expersion that is always true as the default.
3.1.1 - March 8th, 2016
- Fixed bug that prevented removing states correctly removing the listeners
3.1.0 - February 10th, 2016
- Added isActive method back into library
3.0.0 - June 8th, 2015
- Rewrite to use the matchMedia API
- Add support for media queries
- Major refactor
- Remove legacy browser (IE 8 and below) support
2.4.1 - May 17, 2015
- Fix browser width when browser is zoomed
2.4.0 - December 29, 2014
- Improved release process with version auto updating
- Implemented proper AMD support
- Made the site a seperate repository
2.3.0 - July 25, 2014
- Added onFirstRun callback method to states.
2.2.6 - June 23, 2014
- Fixed issue where you can apply multiple readies.
2.2.5 - June 12, 2014
- Fixed issue where it didnt work when you zoom the browser.
2.2.4 - March 12, 2014
- Fixed issue where respond.js would trick SimpleStateManager into thinking the matchMedia API was fully supported.
2.2.3 - February 14, 2014
- Fixed issue where the width of the browser would not always match the media query.
2.2.2 - February 12, 2014
- Fixed issue where config options were required otherwise there would be an error.
2.2.1 - January 31, 2014
2.2.0 - January 29, 2014
- Added ssm.isActive to allow us to test if a state is active.
2.1.0 - December 23, 2013
- Added config option API which allows you to add your own SimpleStateManager config options along with the test to see if they are valid.
- Rewrote how testing of minWidth and maxWidth is handled to use the new config option API
- Added new unit tests to improve code coverage
2.0.3 - October 7, 2013
- Fixed issue where browser width was not updated correctly
2.0.2 - September 26, 2013
- Fixed issue where leave events fired incorrectly
2.0.1 - September 18, 2013
- Fixed issue where ssm.js could not be placed in the head of the document
2.0.0 - September 13, 2013
- Major API changes to all states mangement methods, please read through the new API documention if upgrading
- Ability to overlap your states
- Debug mode removed - replaced with a new debug tool (currently early alpha) which will continue to be expanded to allow better responsive debugging
- Define min-width and max-width values for each state
- Easier to extend SSM (it is now encouraged)
1.3.0 - August 10, 2013
- Added .removeStates method
- Added unit tests using QUnit
- Integrated Travis CI
1.2.0 - August 9, 2013
1.1.0 - August 9, 2013
- Added .removeAllStates method
1.0.2 - August 6, 2013
- AMD Support
- Replaced Debounce with timeout
- New Site
1.0.1 - June 24, 2013
- Added Debounce to SSM (Thanks Kevin)
1.0.0 - June 22, 2013


| capture_output {testthat} | R Documentation |
Evaluates code
in a special context in which all output is captured,
similar to capture.output()
.
capture_output(code, print = FALSE, width = 80) capture_output_lines(code, print = FALSE, width = 80) testthat_print(x)
code |
Code to evaluate. |
print |
If |
width |
Number of characters per line of output. This does not
inherit from |
Results are printed using the testthat_print()
generic, which defaults
to print()
, giving you the ability to customise the printing of your
object in tests, if needed.
capture_output()
returns a single string. capture_output_lines()
returns a character vector with one entry for each line
capture_output({ cat("Hi!\n") cat("Bye\n") }) capture_output_lines({ cat("Hi!\n") cat("Bye\n") }) capture_output("Hi") capture_output("Hi", print = TRUE)


About 1 in 10 babies needs help to breathe. Rapid assessment after drying at birth is the best way toknow if a baby needs help to breathe.
Ask this question immediately after drying: Is the baby crying?
Decide what care the baby needs
The baby who is crying needs routine care. Most babies cry at birth. Crying means a baby is breathing well. Crying is possible when large amounts of air move in and out of the lungs. The crying baby usually moves his or her arms and legs and has good muscle tone. After crying for some time, a baby may stop crying and begin to breathe quietly and regularly.
A baby who does not cry needs help to breathe. Babies who do not cry may not be breathing at birth. A baby who is not breathing is limp and does not move.
The skin may be pale or bluish.
A baby who is breathing shallowly, gasping, or not breathing at all needs immediate help to breathe.
Quick action will help a baby start breathing sooner. If no help is given to a baby who is not breathing, that baby may die or experience serious brain damage.
Practice key skills
Practice in pairs
Use a neonatal simulator or mannequin to show crying/not crying
Check yourself
Mark the box beside the best answer
Follow the Action Plan
Identify the baby who is crying and the baby who is not crying.
To improve care in your facility
‐ Is every baby evaluated at birth to decide what care the baby needs?
What to monitor
‐ Is a trained person who can help a baby breathe present at all births?
‐ How often are babies not crying after thorough drying?


Why Water?
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Mon Dec 16 12:35:56 CET 2013
| Log Message | Time |
|---|---|
| Initial Rule added:sell 0.01 BTC on mtgox if price goes below 74.0 USD | Dec 16,2013 12:35 |
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javax.net.ssl.SSLHandshakeException: sun.security.validator.ValidatorException: PKIX path building failed: sun.security.provider.certpath.SunCertPathBuilderException: unable to find valid certification path to requested target | Dec 16,2013 12:35 |
Unexpected token END OF FILE at position 0. | Dec 16,2013 12:35 |


Interfaces and classes for working with XML KeyInfo elements. These classes are generally used to extract or resolve credential information.


Overwatch is an atypical first-person shooter game, an amalgamation of an FPS and a team-based MOBA. While these two genres of games have produced hits like Team Fortress 2 and Call of Duty (both FPS), and Dota 2 and League of Legends (both MOBAs), they have seldom overlapped.
With Blizzard's release of Overwatch, this is no longer the case - the raw mechanical skill of class-based shooter games is combined with the strategy and coordination of MOBAs. In Overwatch, 2 teams of 6 players each battle it out to complete certain objectives on one of four main map types to win the game.
Overwatch has been lauded for its innovative gameplay and with advent of Blizzard's Overwatch League, the game has brought e-sports to the mainstream media with an audience of over 150,000 whenever the stream is live on twitch.tv. But how does it fare as an experience for the casual gamer?
In this review, I will be looking at some of the features and functionalities of the game, my personal experience in Overwatch so far and my evaluation of the game.
First Impressions
The game feels incredibly polished, as you would expect from a product that costs about SGD$60. The concept of the game itself is simple: work together with your team to accomplish objectives and shoot anyone who gets in your way. However before you part ways with your money, it's important to check if your rig can handle Overwatch.
Looking at the system requirements for running Overwatch, one might be fooled into thinking that it would be enough to fulfill the minimum requirements. However, in reality the game looks awful when played on minimum settings, without the likes of vsync, shadows and textures.
I tried playing Overwatch on a PC without a dedicated graphics card and the difference in performance was fairly substantial, although the core CPU temperatures never went above 60 degrees in both PCs. Hence, I would strongly suggest running the game on a PC which has at least the recommended specfications for the full authentic Overwatch experience.
Gameplay
In game, there are a variety of game modes to pick from. These range from competitive ranked games, unranked games, games against AI-controlled bots and even a practice range for you to work on your aim.
If none of these appeal to you, you can also create your own servers with your own rules under the game browser tab. Blizzard also holds seasonal events where one can play Overwatch's version of soccer, paintball, hide and seek or defend against a swarm of zombies.
"There are characters that I really enjoy playing or playing against that make me come back to OW, and then there are characters I wish never existed in the game that make me stop playing OW for a while."
Overwatch has a wide variety of characters to choose from, each markedly different from each other. Balance remains an issue, with certain heroes seemingly stronger than others.
Overall, I found the game an enjoyable experience as a casual gamer; there was sufficient variety in game modes and characters to keep the game interesting even after almost 10 hours of game play. On the competitive side, the ranked matchmaking is also solid, providing a balanced and intriguing experience for the more serious gamers.
Verdict
Overall, I found the game an enjoyable experience as a casual gamer; there was sufficient variety in game modes and characters to keep the game interesting even after almost 10 hours of game play. On the competitive side, the ranked matchmaking is also solid, providing a balanced and intriguing experience for the more serious gamers.
The SGD$60 is more than justified in my opinion; however if you have any remaining doubts, do try the game out over one of the numerous free weekends or purchase it when it's on sale (usually about ~$30). Either way, it is one of my top rated games over the past 2 years and if you have any interest in FPS and/or MOBAs, Overwatch is a must-buy and an instant-classic.
Looking forward
Looking ahead, I expect Overwatch to continue to grow, especially with the advent of the Overwatch League, the professional circuit for Overwatch gaming.
With the support of Blizzard, the Overwatch League might bring Overwatch in particular, and esports in general, into the realm of mainstream media and it could lead to massive changes in how gaming is perceived in our society today.


Contract programming
The contract programming is a technique, in which the developer states specific requirements for software components. A software component can be function or a module. Contracts define rules on how a component should be used. The contracts contain prerequisites before using the component and define outcomes after using component. A component user has to satisfy all the prerequisites of component being used and agree on possible outcomes, to use the component. For instance contracts of function can have precondition and postcondition . Contracts of function are satisfied if the function is invoked in state satisfying and either does not terminate, or in final state of executing , the post-condition holds. These contracts help developers to write code under a safety net and components with contracts tend to be less error prone. [30]
Figure 2.2:
An example of contract programming
|
In the example fig:example:contract:programming, precondition checks if the pointer is a NULL pointer and post condition checks if the memory address reaches its max value.
ash
2012-09-13


Monitor the audience of your screen
Track customers journey in your store
Identify your best customers
Auto start
Mode : x - Placement : x


Select the Excel workbook file (file extension .xlsx) that contains the metadata sheets and should be imported.
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Lil Data CMPT 732
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STORY
Career Skills Incubator (CSCI) is a non-profit organization and started when a bunch of recent graduates were frustrated to see qualified friends unable to find fulfilling work. Our rapidly changing world has created many challenges, but just as many opportunities. One thing that hasn't changed is a need for people to grow and feel fulfilled in what they are doing both personally and professionally.
CSCI aims to create a positive, productive space for people to develop skills and meaningful relationships through mentorship, idea incubation, workshops, and custom volunteer positions. Learn more about CSCI


package event
The event
package contains example applications for event oriented
simulation models.
- Alphabetic
- By Inheritance
- event
- AnyRef
- Any
- Hide All
- Show All
- Public
- All
Type Members
-
class
BankModel
extends Model
The
BankModel
class defines a simple Event-Scheduling model of a Bank where service is provided by one teller and models an M/M/1 queue. -
class
BankModel2
extends Model
The
BankModel2
class defines a simple Event Graph model of a Bank where service is provided by one teller and models an M/M/1 queue. -
class
CallCenterModel
extends Model
The
CallCenterModel
class defines a simple Event-Scheduling model of a Call Center where service is provided by one tele-service representative and models an M/M/1/1 queue. -
class
CallCenterModel2
extends Model
The
CallCenterModel2
class defines a simple Event Graph model of a Call Center where service is provided by one tele-service representative and models an M/M/1/1 queue. -
class
MachineModel
extends Model
The
MachineModel
class defines an Event-Scheduling model of a two-stage manufacturing process, which consists of two machines in series M1 and M2.
Value Members
-
object
Bank
extends App with Modelable
The
Bank
object defines a particular scenario under which to execute the Bank model.The
Bank
object defines a particular scenario under which to execute the Bank model.- See also
scalation.event.ModelTest for another example of test code. > run-main apps.event.Bank
-
object
Bank2
extends App with Modelable
The
Bank2
object defines a particular scenario under which to execute the Bank model.The
Bank2
object defines a particular scenario under which to execute the Bank model. It is the same asBank
, except that causal links are added to enable the model to be animated as an Event Graph.- See also
scalation.event.ModelTest for another example of test code. > run-main apps.event.Bank2
-
object
CallCenter
extends App with Modelable
The
CallCenter
object defines a particular scenario under which to execute the Call Center model.The
CallCenter
object defines a particular scenario under which to execute the Call Center model.- See also
scalation.event.ModelTest for another example of test code. > run-main apps.event.CallCenter
-
object
CallCenter2
extends App with Modelable
The
CallCenter2
object defines a particular scenario under which to execute the Call Center model.The
CallCenter2
object defines a particular scenario under which to execute the Call Center model. It is the same asCallCenter
, except that causal links are added to enable the model to be animated as an Event Graph.- See also
scalation.event.ModelTest for another example of test code. > run-main apps.event.CallCenter2
-
object
Machine
extends App with Modelable
The
Machine
object defines a particular scenario under which to execute the Machine model.The
Machine
object defines a particular scenario under which to execute the Machine model.- See also
scalation.event.ModelTest for another example of test code. > run-main apps.event.Machine


{% extends "base/base.html" %} {% block content %} Public documents These documents were uploaded by the users of pero-ocr.
These documents were uploaded by the users of pero-ocr.


Z-Buffer
The concept of a Z buffer is pretty simple. Everything in the game has thre component coordinates: x, y and z. The game has two buffers, a color buffer and a depth buffer. When you try to draw something, the first thing that happens is the z value is written to the depth buffer.
So, the z value is written to the z buffer, the thing is, not every pixel might be written to the z buffer! If the object is partially occluded (if the buffer has lighter pixels over a part of the object), then those values are not written to the z buffer. This is called rejecting the pixel. It's also called a z test.
If a pixel fails the z test it is not written into the color buffer. If a pixel passes the z test, it is written into the color buffer.
This is the general concept of a z-buffer. It's a pretty important concept, if you are having trouble with it give me a call and we can talk it oer.
New Project
Let's make a new project, call it DepthBuffer and get this project up to par with the VisualTweaks section of the writeup. We're going to work from here.
Update Graphics Manager
GraphicsManager does not support all the functionality you need to get the project off the ground right now. You can fix this by grabing the latest manager from my github and pasting it into your file.
Existing Depth Buffer
The graphics frameworks is already using buffers under the hood. When you call GraphicsManager.Instance.ClearScreen(System.Drawing.Color.CadetBlue);
in Program.cs the depth buffer is cleared to 0 (Pure white).
Every sprite you draw renders as a quad. Each time you call GraphicsManager.Instance.Draw[String/Square/Line]
or TextureManager.Instance.Draw
0.0005f is added to the depth, and the quad is rendered into the depth buffer with the new depth. The closer we get to 1, the darker the depth buffer.
The depth test passes, and the colors of the quad are drawn to screen.
Right now the depth test will always pass! This is becuase each time a new quad is rendered it is rendered with a z valu 0.0005f higher than the last one. That is, nothing in the depth buffer will have a higher value (be darker) than the current thing being drawn.
Here is a screenshot of what our z buffer looks like. Notice how the tiles get darker not only going from top to bottom, but also left to right.
Just for fun, if you want to see the z-buffer for your self, you can add this code to Game.cs
if (InputManager.Instance.KeyPressed(OpenTK.Input.Key.Y)) {
Image depthBuffer = GraphicsManager.Instance.GetDepthBuffer();
depthBuffer.Save("depth_buffer.png", System.Drawing.Imaging.ImageFormat.Png);
}
With this code in place, every time you press the Y button the depth buffer will be saved next to the Asets directory and solution file.
Explicit Depth Buffer
The task at hand is to figure out how to sort tiles, enemies, characters and items; then to apply Z values directly. Right now we don't have controll of the z buffer directly, which is why i updated the Graphics manager with the following functions
public void SetDepthRange(float near, float far)
public void IncreaseDepth()
public void IncreaseDepth(float step)
public void SetDepth(float depth)
- SetDepthRange - Unlike the X and Y axis, our depth is not infinite! We need to define a range for it
- Takes a near value and a far value. Configures depth buffer to use said values
- IncreaseDepth - This is what GraphicsManager has been using internally this whole time.
- Increases current depth by 0.0005f
- IncreaseDepth(float) - The stock increase might not be enough. We may want to increase depth in smaller steps
- Increases depth by the value of the argument provided
- SetDepth - Increase depth can only go forward, we may need to set depth to 3 after it was 5
- Allows us to hard code the depth value for the next draw call
Out of all these functions, we only need SetDepth. Before rendering a tile or the character or anything we're going to explicitly set it's z-depth by calling SetDepth. This way we can be in total controll! The only question is, how to we figure out the depth of a thing (tile, character, item, etc...)??? Oh, and what resolution depth buffer do we need?
The image of the depth buffer we saw in the last section on this page actually gives us a pretty decent strategy for dealing with depth. The further down something is the higher it's depth. The further right something is, the higher it's depth!
Here is what i propose. We will pick two numbers, one for the maximum height we might render and one for the maximum width we might render. For demonstration purposes, lets say height of 6, width of 7. Our depth range is going to be height width + 1 or 6 7 + 1. The depth of each indevidual tile? y * 7 + x. 7 being the width. This ensures that each row starts on a multiple of 7, and we just increase on the way up.
Here is a visual demonstration using a height of 8 and a width of 10 (even tough only a width of 8 is displayed). It's ok to have extra tiles, a little saftey padding never hurt anybody.
Here is another example of what we are trying to do:
Real World Values
So now that we know how to get the depth of each tile, and the depth range, what should it be for our game?!?!? Take a look at the Render function of Map.cs our width rendering ranges from -8 to +8, and our height rendering ranges from -6 to + 6. We also add one extra tile (the + 30) for padding. This means we have 17 tiles accross and 13 tiles up and down.
Let's round those numbers up to the nearest ten. Make the depth range = 0, 21 x 21. The depth function for each tile is going to be y * 20 + x. Wait, whats the extra 1 for? We did 21 x 21 but are only calculating with 20.... That extra 1 is padding. It's a good idea to add a little bit.
Set the depth range in the Initialize function of Game.cs
Implementation
Hint: all depth should be set based on WORLD SPACE, not camera space.
I'm going to leave implementation a little bit open ended. I'll make suggestions on where to call the SetDepth function, but you are welcome to call it anywhere.
For Tiles, set the depth for each tile in Map.cs, right before calling tileMap[h][w].Render(offsetPosition)
. You can easily find the depth by doing h * 20 + w
For Characters, in the Render
function of Character.cs. Set the depth based on the Bottom Right corner of the character. Remember, the bottom right is not measured in tiles, so you have to convert it to tiles.
Hint, Bottom right is misleading. When the players collision is corrected, technically his bottom right is one tile lower than what we want to be checking. Adjust Y by 1 pixel up, like so: ((int)Corners[CORNER_BOTTOM_RIGHT].Y - 1)
that way you get the exact foot tile!
Hint, add 0.5 to the depth to ensure that the player renders on top of the tiles. Like this GraphicsManager.Instance.SetDepth(y_tile * 20 + x_tile + 0.5f)
, that tiny boost just makes sure that we are rendered on top of the current tile.
Run the game, you should be able to walk around. Notice how your character can walk below the roof of the house and above the obstacles:
For Items Do the same thing you did for the player. Instead of adding 0.5f to it, add an offset of 0.2f
For Projectiles, in Game.cs find where you render each projectile with projectiles[i].Render(offsetPosition);
and before that set the depth to 19*19. We set it super high because these projectiles should be rendering above everything!
Lastly, in Game.cs before hte game over check (this line): if (GameOver) {
make sure to set the depth to 20*20, to make sure that all game over text renders above the game


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Radarr URL:
Example: https://example.com/radarr or http://<IP_ADDRESS>:7878 (no trailing slash!)
Radarr API key:
In Radarr, go to Settings, click on tab General, click on "Show advanced" and copy paste the value next to "API Key".
Example: aa756d33242f6g8ffbca2b3963586f21
Radarr storage path:
The path where you want to store movies.
Example: /storage/Movies/
Radarr basic auth username (optional):
If you password-protected your Radarr install, enter the username here.
Radarr basic auth password (optional):
If you password-protected your Radarr install, enter the password here.
Select quality profile:


Welcome to Duke Encounters, the leading online platform for Java Duke spotting. This sample web application is using OWASP AppSensor for Application Intrusion Detection. The application is developed by Dominik Schadow, all source code is available on GitHub. This application is using an in-memory database to temporarily persist all information. Keep in mind that all entered information will be lost when restarting.


Girlscript Durgapur has come up with its first event on "Introduction to UI/UX
designing" in collaboration with Girlscript Hooghly.
User interface design (UI) is commonly defined as the process of designing the visual
look of the product and the functionality of the interaction. In this event, students
will be introduced to user experience (UX) and user interface (UI) design, the role of
designers, and the design process. For this, we come up with an enormous speaker Shubham
Ranjan, a product designer at prodX
The target of this event :
👉What is UI UX?
👉What are the design steps followed in UI UX?
👉Which software is used??
👉How to get started??
👉Scope of UI UX Designing


Various utilities for evaluating continued fractions.
| Version: | 1.1-12 |
| Published: | 2018-05-17 |
| Author: | Robin K. S. Hankin |
| Maintainer: | Robin K. S. Hankin <hankin.robin at gmail.com> |
| License: | GPL-2 |
| URL: | https://github.com/RobinHankin/contfrac.git |
| NeedsCompilation: | yes |
| In views: | NumericalMathematics |
| CRAN checks: | contfrac results |
| Reference manual: | contfrac.pdf |
| Package source: | contfrac_1.1-12.tar.gz |
| Windows binaries: | r-devel: contfrac_1.1-12.zip, r-release: contfrac_1.1-12.zip, r-oldrel: contfrac_1.1-12.zip |
| OS X binaries: | r-release: contfrac_1.1-12.tgz, r-oldrel: contfrac_1.1-12.tgz |
| Old sources: | contfrac archive |
| Reverse imports: | hypergeo |
Please use the canonical form https://CRAN.R-project.org/package=contfrac to link to this page.


GEP Generator¶
Overview¶
Replicability and reproducibility are key components of the GEP. The GEP Generator provides policy analysts with a tool to re-generate or modify investment electrification scenarios using an open source, user friendly interface. The GEP Generator is based on the Open Source Spatial Electrification Tool (OnSSET.org) and is developed as an interactive Jupyter Notebook.
The users are able to replicate the electrification investment scenarios available in the GEP Explorer. They can also develop their own scenarios – and visualize them independently. This allows building custom scenarios (~100 interchangeable parameters) that better match local specificities or specific policy measures i.e. borrowing options, technology purchases, formulating concession programs, and subsidies.
The GEP Generator can be ran locally on the user’s computer without any dependency on online servers.
Target Audience¶
The GEP Generator aims to support specific key services:
Capacity building activities:
Integrated into annual trainings: ICTP Global Summer School / Energy Modelling Platform(s) to provide a basic introduction to geo-spatial electrification training.
Implemented in training and outreach with analysts in-country as part of new and ongoing electrification projects
Become one of several key components in the OpTIMUS.community global Micro-Masters
Driver of development:
Provides analysts with the ability to move beyond pre-cooked results provided in the GEP Explorer to more nuanced scenarios. Scenarios that are flexible to conditional national constraints for goals: developing detailed policy, engaging with financiers, exploring technology deployment and market potentials etc.
Being cost-free enables the GEP community to develop first order electrification plans rapidly at a drastically reduced cost. These can be used in country engagement activities.


Purpose
Schema
Led matrix wiring (TOP VIEW).
Preparation
It will use the led matric code that can be found here :
Arduino and a Dot Matrix
Setting up the environment
We will use the
Arduino without arduino technique with a variation, this time we will use a Atmega 88. Same as 328 but with 8kb memory, plenty sufficient for what we will do. See
Arduino without arduino for all the details (Setup the environment and the fuses...)
Code
Everything is here :
http://code.google.com/p/alanarduinotools/source/browse/#svn/trunk/LedMatrixCompanion
Standalone mode
Load it with some program that will do some nice display, bouncing ball, random dots, life game ... whatever you can program and find nice.
Display mode
Using the serial pins, pilot it using the super simple protocol to display, image, animated message, again a bouncing ball... Nice thing is that you can chain multiple ones and have a bigger display.
For now protocol doesn't include addressing info, so
currently you need as many serial communication pin as module you have. That's job for a Arduino in the background using multiple NewSoftSerial.
Protocol
Very simple, expects the following commands:
- R : clears the display
- CXX : on 3 char, C is the column index (0 <= C <= 7) and XX is the hexadecimal representation of the line (1 = led on, 0 = led off)
Links
Same kind of stuff
Serial on ATmega 88


Hero Burger
This burger will get you back on your feet in no time. Served with tomato, lettuce, onion, pickle, and ketchup & mustard, and your choice of American, Colby, or Pepper Jack Cheese.
$8.49
Served with Sidekick Fries
Upgrade to Super Fries +$1.00
The City Saver
For when the whole city needs saving! This powered-up Hero Burger comes with crispy bacon, BBQ sauce, and aged Cheddar.
$10.99
Served with Sidekick Fries
Upgrade to Super Fries +$1.00
Hero's Calling
A burger for the superhero on the rise. The Hero's Calling comes with sauteed mushrooms, Swiss cheese, and a garlic aioli sauce.
$9.49
Served with Sidekick Fries
Upgrade to Super Fries +$1.00
Super Fries
When the Sidekick Fries just aren't enough, upgrade with melted cheese, bacon, and diced jalapenos.
$2.49
Power Salad
When a healthier option is what you're looking for, then the Power Salad is for you. Our house salad is a mix of fresh garden vegetables tossed with iceburg, romaine, kale, and a house dressing made fresh daily.
$9.49
Add Grilled Chicken +$2.00
Mega Milkshake
Our thick, hand-dipped shakes are a perfect treat for celebrating saving the city, defeating a villain, or any other special occasion.
$2.49
Flavors: Chocolate, Vanilla, Strawberry, Cookies and Cream
Beverages
Root Beer
$3.00
Bottled Water
$1.25
Lemonade
$1.00
Iced Tea
$1.25


This is my portfolio page where I have all my project such as tribute page will be stored
I like working on variety of projects
All of my projects are worked for non-profit no benefits
I like working on project which are usefull as general purpose for everyday person
If you like my work, and need any assistance, you can contact me via my email


{{ sequence }} / 3 articles read!
Choose an article to read from below.
{{ h0 }}
{{ h1 }}
{{ h2 }}
{{ h3 }}
{{ h4 }}
{{ h5 }}


This is the name given to any set of three whole numbers where the squares of two of the numbers add up to the square of the third number.
e.g. 3, 4 and 5
5, 12 and 13
7, 24 and 25


How many fish cookies do the people need?
This is only a projection based on past sales. With our new
website
demand will increase.


In order to install and use this tool, simply upload it on your server, where run the joomla db where you want insert the new users from CSV file.
Using this tool is very simple! Just follow this steps:on.
joomla_users_importer/csv
(where you find an example CSV file named userlist.csv)
http://yourserver.xx/path/to/joomla_users_importer
Remember that the "logs" directory must be writable by the webserver!
The tool form is divided in 3 different rows.
The first row is dedicated to MySQL database connection, the second row is for the users settings and the last row is for the CSV filename.
Alternatively it's possible to use a configuration file which must be named config.php
and must be placed inside the php
directory.
In order to use this feature, please check on the form the "Use config file" checkbox.
Your user CSV file must be formatted as shown below:
<EMAIL_ADDRESS>Name1,Surname1,email1@emaildomain.xx,plainpassword
Name2,Surname2,email2@emaildomain.xx,plainpassword
Name3,Surname3,email3@emaildomain.xx,plainpassword


Clone Disk
backup
restore
Source
File
select disk
Destination
Folder
filename
select disk
clone
stop


Maintenance of new and existing websites.
Responsive Design prepares websites for the future of modern website design by making them beautiful across multiple devices.
My ecommerce projects are designed to drive traffic, increase leads, and convert browsers into buyers.
On-page optimization & internal linking is set up rankings
Engage and expand your audience across the web with social media marketing.


Class Team is a named group of individuals who rotate through a shift schedule.
More...
Class Team is a named group of individuals who rotate through a shift schedule.
◆ Team()
| Point85.ShiftSharp.Schedule.Team.Team |
( |
| ) |
|
|
inline |
◆ CalculateWorkingTime()
| Duration Point85.ShiftSharp.Schedule.Team.CalculateWorkingTime |
( |
LocalDateTime |
from, |
|
|
LocalDateTime |
to |
|
) |
| |
|
inline |
Calculate the schedule working time between the specified dates and times
- Parameters
-
| from | Starting date and time |
| to | Ending date and time |
- Returns
- Duration
◆ CompareTo()
| int Point85.ShiftSharp.Schedule.Team.CompareTo |
( |
Team |
other | ) |
|
|
inline |
Compare one team to another
- Parameters
-
- Returns
- -1 if less than, 0 if equal and 1 if greater than
◆ GetDayInRotation()
| int Point85.ShiftSharp.Schedule.Team.GetDayInRotation |
( |
LocalDate |
date | ) |
|
|
inline |
Get the day number in the rotation for this local date
- Parameters
-
- Returns
- Day number
◆ GetHoursWorkedPerWeek()
| Duration Point85.ShiftSharp.Schedule.Team.GetHoursWorkedPerWeek |
( |
| ) |
|
|
inline |
Get the average number of hours worked each week by this team
- Returns
- Duration
◆ GetPercentageWorked()
| float Point85.ShiftSharp.Schedule.Team.GetPercentageWorked |
( |
| ) |
|
|
inline |
Get the shift rotation's working time as a percentage of the rotation duration
- Returns
- Percentage
◆ GetRotationDuration()
| Duration Point85.ShiftSharp.Schedule.Team.GetRotationDuration |
( |
| ) |
|
|
inline |
Get the duration of the shift rotation
- Returns
- Duration
◆ GetShiftInstanceForDay()
| ShiftInstance Point85.ShiftSharp.Schedule.Team.GetShiftInstanceForDay |
( |
LocalDate |
day | ) |
|
|
inline |
◆ IsDayOff()
| bool Point85.ShiftSharp.Schedule.Team.IsDayOff |
( |
LocalDate |
day | ) |
|
|
inline |
Check to see if this day is a day off
- Parameters
-
- Returns
- True if this is a day off
◆ ToString()
| override string Point85.ShiftSharp.Schedule.Team.ToString |
( |
| ) |
|
|
inline |
Build a string value for this team
- Returns
- String
◆ Rotation
| Rotation Point85.ShiftSharp.Schedule.Team.Rotation |
|
getset |
◆ RotationStart
| LocalDate Point85.ShiftSharp.Schedule.Team.RotationStart |
|
getset |
reference date for starting the rotations
◆ WorkSchedule
The documentation for this class was generated from the following file:


{% extends "base.html" %} {% block content %}
This is first ever made CTF for Framgia's member !. Join the combat now.
| {{ activity.created_at.strftime('%Y/%m/%d %H:%M:%S') }} : | {{ activity.user.get_profile_link()|safe }} solved task {{ activity.task.name }} and scored {{ activity.task.point }} points. |


These equations give us the average velocity and acceleration. They do not tell us the exact value of velocity or acceleration, just an average.
$$v_{\mathrm{avg}} = \frac{\Delta x}{\Delta t} \ \ \ \ \ a_{\mathrm{avg}} = \frac{\Delta v}{\Delta t} $$
The Equations of Motion
If an object's acceleration is constant the equations of motion are also true. They give exact values of initial and final velocity, not averages. Here is the derivation of these equations.
$$v = u+a \Delta t$$ $$\Delta x = u\Delta t + \tfrac{1}{2}a \Delta t^{2}$$ $$\Delta x = \tfrac{1}{2}(v+u)\Delta t$$ $$v^{2} = u^{2}+2a \Delta x$$
\(\Delta x\) = distance [m] vector
\(\Delta t\) = time period [s] vector
\(v\) = final velocity [m/s] vector
\(u\) = initial velocity [m/s] vector
\(a\) = acceleration [m/s²] (constant) vector
(In the real world a bullet would stop quicker because of air friction.)
solution
$$\text{list known and unknown variables}$$ $$u = 400 \, \mathrm{\tfrac{m}{s}}$$ $$a = -9.8 \, \mathrm{\tfrac{m}{s^{2}}}$$ $$\Delta t = 40.8 \, \mathrm{s}$$ $$\Delta x =\, ?$$$$\text{identify matching equation}$$ $$\Delta x = u\Delta t + \tfrac{1}{2} a \Delta t^{2}$$
$$\text{plug in values}$$ $$\Delta x = (400\, \mathrm{\tfrac{m}{s}}) (40.8\, \mathrm{s}) + \tfrac{1}{2} (-9.8 \, \mathrm{\tfrac{m}{s^{2}}})(40.8 \, \mathrm{s})^{2}$$ $$\Delta x = 16320\, \mathrm{m} - 8157\, \mathrm{m}$$ $$\Delta x = 8163 \, \mathrm{m}$$
solution
$$\text{list known and unknown variables}$$ $$u = 30 \, \mathrm{\tfrac{m}{s} }$$ $$v = 0 \, \mathrm{\tfrac{m}{s}}$$ $$\Delta x = 10 \, \mathrm{m}$$ $$a =\, ?$$$$\text{identify matching equation}$$ $$v^{2} = u^{2}+2a \Delta x$$
$$\text{solve for unknown}$$ $$v^{2} - u^{2}=2a \Delta x$$ $$\frac{v^{2} - u^{2}}{2 \Delta x}=a$$
$$\text{plug in values}$$ $$\frac{0^{2} - (30 \, \tfrac{m}{s})^{2}}{2 (10 \, \mathrm{m})}=a$$ $$\frac{-900 \, \mathrm{\tfrac{m^2}{s^2}} }{20 \, \mathrm{m}}=a$$ $$-45 \mathrm{\tfrac{m}{s^{2}}}=a$$
unit conversion: 1m = 3.3 ft , 1 mile = 1609 m
solution
$$\text{convert units to metric}$$ $$\begin{aligned} v &= \mathrm{170\left(\frac{\color{red}{mile}}{\color{blue}{hour}}\right)\left(\frac{1609 \, m}{1 \, \color{red}{mile}}\right)\left(\frac{1 \, \color{blue}{hour}}{3600\,s}\right) = 76\,\mathrm{\tfrac{m}{s}} } \\ u &= \mathrm{rest} = 0 \\ \Delta &x = 6000\,\mathrm{ft}\scriptsize \left(\frac{1 \, \mathrm{m}}{3.3 \, \mathrm{ft} }\right)\normalsize = 1818 \, \mathrm{m} \\ a &= \,? \end{aligned}$$$$\text{plug variables into matching equation}$$ $$v^{2} = u^{2}+2a \Delta x$$ $$v^{2} - u^{2}=2a \Delta x$$ $$\frac{v^{2} - u^{2}}{2 \Delta x}=a$$ $$\frac{76^{2} - (0^{2})}{2 (1818)}=a$$ $$\frac{5776}{3636}=a$$ $$1.589 \, \mathrm{\tfrac{m}{s^{2}} }=a$$
Acceleration of Gravity
On earth everything is pulled down at 9.8 m/s². Generally the letter g is used for this number. The rate is the same for cars, birds, puppies, apples, balloons, and everything. Other effects like air friction, thrust, and buoyancy can change the precived acceleration. Acceleration from gravity also changes based on the mass of the planet and your distance to the center of the planet.
g = acceleration from gravity on earth = 9.8 m/s²
What is the acceleration in m/s² on the surface of Mars?
(check
Wolfram alpha)
What is the acceleration in m/s² on the surface of the Moon?
(check
Wolfram alpha)
solution
solution
$$v = u+a \Delta t$$ $$\frac{v - u}{a} = \Delta t$$ $$ \frac{-102.6 - 0}{-1.315} = \Delta t $$ $$78.0\, \mathrm{s} = \Delta t $$
2-D Motion
Solving for 2-Dimensional motion can reuse the methods from 1-Dimension. We just have to divide the problem up into x and y information. The x information is typically horizontal and the y information is typically vertical. As long as x and y are perpendicular to each other the events in each direction don't affect each other. The x and y axises are considered independent from each other.
In this simulation you can see what a graph of position, velocity, and acceleration looks like for 2-D motion.
It helps to organize our information in an x column and y column with time separate. The x and y columns are completely independent of each other, but time is shared.
| Δt | |
| Δx | Δy |
| u | u |
| v | v |
| a | a |
If an object is in free fall we know the gravitational acceleration is purely in the vertical and there is zero horizontal acceleration.
Example: A ball moving horizontally at 2 m/s rolls off a table that is 1.5 m high. Find how far the ball travels horizontally before it hits the ground. Click to rewatch the simulation above.
solution
The information given is organized in the chart below. Vectors directed down or left are negative and vectors directed up or right are positive.
| Δt = | |
| Δx = ? | Δy = -1.5 m |
| u = 2 m/s | u = 0 |
| v = 2 m/s | v = |
| a = 0 | a = -9.8 m/s² |
There isn't enough information to solve the horizontal side. Let start on the vertical.
$$v^{2} = u^{2}+2a \Delta y$$ $$v^{2} = 0^{2}+2(-9.8)(-1.5)$$ $$v^{2} = 24.9$$ $$v = \sqrt{24.9}$$ $$v = \pm4.98 $$ $$v = -4.98 \, \mathrm{\tfrac{m}{s}}$$We know the final velocity is down so after the square root we choose the negative value. Lets plug final velocity back in and solve for time.
$$v = u + a \Delta t$$ $$-4.98 = 0+(-9.8)\Delta t$$ $$0.51 \, \mathrm{s} = \Delta t$$
With this new information we can use time to solve on the horizontal side.
| Δt = 0.51 s | |
| Δx = ? | Δy = 1.5 m |
| u = 2 m/s | u = 0 |
| v = 2 m/s | v = -4.98 m/s |
| a = 0 | a = 9.8 m/s² |
vector review
solution
| Δt = ? | |
| Δx = ? | Δy = -2.0 m |
| u = 10 cos(60) = 5.0 m/s | u = 10 sin(60) = 8.66 m/s |
| v = ? | v = ? |
| a = 0 | a = -9.8 m/s² |
$$v = u+a \Delta t$$ $$-10.7 = 8.66+(-9.8)\Delta t$$ $$1.97 \, \mathrm{s} = \Delta t$$
$$\Delta x = u\Delta t + \tfrac{1}{2}a \Delta t^{2}$$ $$\Delta x = 5(1.97) + \tfrac{1}{2}(0)(1.97)^{2}$$ $$\Delta x = 9.85 \, \mathrm{m}$$
| Δt = 1.97 s | |
| Δx = 9.85 | Δy = -2.0 m |
| u = 10 cos(60) = 5.0 m/s | u = 10 sin(60) = 8.66 m/s |
| v = 5.0 m/s | v = -10.7 m/s |
| a = 0 | a = -9.8 m/s² |
solution
We know that after the arrow goes up it will land at the same height it started at. This means Δy is 0.
We can also use trig identities to change the initial velocity into x and y parts.
| Δt | |
| Δx | Δy = 0 |
| u = 5 m/s | u = 8.7 m/s |
| v | v |
| a = 0 | a = -9.8 m/s² |
We can now solve for the time period with the vertical information.
$$\Delta y = u\Delta t + \tfrac{1}{2}a \Delta t^{2}$$ $$0 = 8.7 \Delta t + \tfrac{1}{2}(-9.8) \Delta t^{2}$$We can separate equations equal to zero into two parts.
$$0 = \Delta t (8.7 + \tfrac{1}{2}(-9.8) \Delta t)$$We can throw out the time being zero since that doesn't make sense for the problem.
| Δt = 1.93 s | |
| Δx | Δy = 0 |
| u = 5 m/s | u = 8.7 m/s |
| v | v |
| a = 0 | a = -9.8 m/s² |
With the time we can now use horizontal information to solve for the horizontal distance.
$$\Delta x = u\Delta t + \tfrac{1}{2}a \Delta t^{2}$$ $$\Delta x = (5)(1.93) + \tfrac{1}{2}(0)(1.93)^{2}$$ $$\Delta x = (5)(1.93)$$ $$\Delta x = 9.65 \, \mathrm{m}$$| Δt = 1.93 s | |
| Δx = 9.65 m | Δy = 0 |
| u = 5 m/s | u = 8.7 m/s |
| v | v |
| a = 0 | a = -9.8 m/s² |
Example: A ball is thrown at 35° from the horizon from ground level with a speed of 150 m/s. How long will the ball be in the air?
solution
| Δt = ? | |
| Δx = | Δy = 0 m |
| u = 150 cos(35) = 123.0 m/s | u = 150 sin(35) = 86.0 m/s |
| v = | v = |
| a = 0 | a = -9.8 m/s² |
We don't have to use the quadratic equation if we factor out time and solve two separate equations.
$$0 = \Delta t(86.0 + \small\frac{1}{2}(-9.8)\Delta t)$$ $$0=\Delta t \quad \quad 0 = 86.0 + \small\frac{1}{2}(-9.8)\Delta t$$The solution of zero time isn't helpful.
$$0 = 86.0 + \small\frac{1}{2}(-9.8)\Delta t$$ $$-86.0 = -4.9\Delta t$$ $$\Delta t = 17.6 \, \mathrm{s}$$


Content Creator - Coaster Enthusiast
Hello! My name is Colin, and I am the owner and founder of Coliwood Studios. Coliwood Studios was first concieved in 2014, when I first started the YouTube channel. Initially, there were many different topics we covered, but we quickly centralized and began to focus on roller coasters and amusement parks! We currently film and take photos of roller coasters, and act as a media brand for footage and editing. For business inquiries or general comments/questions, please use the contact link below.


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Some files are available for testing purposes, notably "image" is an image.
-
image
and image.swf
- a GIF image of two cats
-
null
- a PNG image of the word "null"
-
flash-as-text
and flash-as-text.swf
- a Flash file sent as text/plain
-
flash-as-image.swf
- a Flash file sent as image/gif
-
xml-broken
- a malformed XML file
-
download
- the same file as
image
, but with a Content-Disposition header set to inline
with a filename


- Naivety - Variable in class gameData.Lecturer
-
private variable which contains parameter of lecturer's naivety
- Name - Variable in class gameData.Activity
-
private variable which contains name of activity
- Name - Variable in class gameData.Distribution
-
private variable which contains name of distribution
- Name - Variable in class gameData.Item
-
private variable which contains item's name
- Name - Variable in class gameData.Lecturer
-
private variable which contains lecturer name
- Name - Variable in class gameData.Player
-
private variable which contains players's name
- Name - Variable in class gameData.RandomEvent
-
private variable which contains name of event
- NAME - Static variable in class gameData.XMLhandler
-
- Name - Variable in class miniGames.Draughts.Pole
-
- name - Variable in class View.NewGame
-
A field where player is supposed to type his/her name
- Name - Variable in class View.ViewManager
-
Shows players Name
- Nastepny() - Method in class gameData.Controller
-
Passes to the next day in calendar perspective
- Neigh - Variable in class miniGames.blockd.MyMouseAdapter
-
- NewGame - Class in View
-
Class which collects data about new player and creates new game Status
- NewGame() - Constructor for class View.NewGame
-
Initializes newly created panel for creating new game status
- newGame - Variable in class View.ViewManager
-
Perspective where player can make a new game
- NewGame - Variable in class View.ViewManager
-
Option of creating new game in menu
- next() - Method in class miniGames.Draughts.Computer
-
- NormalDistribution - Class in gameData
-
The NormalDistribution class is extending of Distribution class, and stores
the data of distribution
- NormalDistribution(String) - Constructor for class gameData.NormalDistribution
-
NormalDistribution constructor
- NowaGra() - Method in class gameData.Controller
-
Opens new game creator perspective
- numberBeat - Variable in class miniGames.Draughts.Pole.PolePawn
-
- numberOf(String) - Method in class miniGames.Draughts.Board
-
- numberOf(String) - Method in class miniGames.Draughts.ExperimentBoard
-
- NumberOfColloquium - Variable in class gameData.Course
-
Contains amount of colloquiums/exams
- NUMBEROFCOLLOQUIUM - Static variable in class gameData.XMLhandler
-
- numberOfDays - Variable in class gameData.GameCalendar
-
Number of days in semester
- NumberOfDays - Variable in class gameData.Semester
-
Number of days in semester
- NumberOfRounds - Variable in class gameData.RandomEvent
-
private variable which contains number of rounds for activity
- NUMBEROFROUNDS - Static variable in class gameData.XMLhandler
-
- numberOfSemesters - Variable in class gameData.GameCalendar
-
Number of semesters
- NumberOfShips - Variable in class miniGames.ships.ShipsBoard
-
Number of ships on this board;
- NumberOfShotsTaken - Variable in class miniGames.ships.Computer
-
Number of shots that this player taken
- NumberOfShotsTaken - Variable in class miniGames.ships.ShipPlayer
-
Number of shots that this player taken
- NumberOfTotalShots - Variable in class miniGames.ships.Computer
-
number of casted shots
- NumberOfTotalShots - Variable in class miniGames.ships.ShipPlayer
-
number of casted shots


The Nintendo Switch Pro Controller Now Supports Android 10
Take your mobile gaming experience to the next level
by Liam DoolanNintendo's Switch Pro Controller has certainly made a name for itself. Apart from being a great way to enjoy games such as The Legend of Zelda: Breath of the Wild, over on Valve's platform Steam, it's become one of the most popular and most-used controllers for PC gaming platform.
In somewhat related news, the controller is now officially compatible with Android 10 devices. While this gamepad could technically already connect with a smartphone or tablet device beforehand, this new update rolled out by Google correctly maps the buttons.
To pair your Pro Controller with Android 10, all you have to do is click the sync button on the back pf the controller (near the USB-C port) and then activate the Bluetooth function on your smart device. This will allow you to play games of all sorts, on your phone or tablet.
Will you be taking advantage of this update? Comment below.
[via nintendosmash.com, reddit.com]


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It sets the background of the screen area to be painted to pink. (However, some browsers will not change the color, depending on how they have been set up.)
The background color of the applet is the color of the drawing area. It can be set to a pre-defined color or to a custom color. This will be discussed further in a few pages.
In order to connect your applet to the particular area of the screen
to be painted, the Web browser must pass your paint()
method a
reference to a Graphics
object.
This object represents the part of the screen filled the applet.
A Graphics
object has many methods for doing
graphical things.
It is somewhat like
a "paint" program that has
methods to draw lines, draw
circles, write text, and so on.
The statement:
gr.drawString("Loveliest of trees, the cherry now", 25, 30);
calls the method drawString()
of the Graphics object.
It prints the string at the location given by the last two parameters,
25 pixels from the left edge of the applet's area
and 30 pixels from the top edge.
drawString( String str, int x, int y)
The x and y parameters tell where to place the string within the applet's area. This is like graph paper, except the (0,0) location is the upper left corner (of the applet's area, not of the full screen.) Increasing y values move down the area. The location specified by (x, y) is where to place the lower left part of the first character of the String.
Distance is measured in pixels. A pixel is one of the graph paper squares that the video screen has been (conceptually) divided into. If you have set your monitor to a resolution of 800 by 600, then the screen is divided into 800 horizontal squares and 600 vertical squares. It is the responsibility of the graphics card and its driver to implement this idea of graph paper on the actual electronics of you computer system.
A pixel is not one of the little, glowing dots of phosphor on the monitor screen. Depending on the resolution you are using, an image pixel may correspond to several of these dots or a fraction of one dot.


worm
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**worm**: n.
[from tapeworm in John Brunner's novel *The Shockwave Rider*, via XEROX
PARC] A program that propagates itself over a network, reproducing
itself as it goes. Compare `*virus* <../V/virus.html>`__. Nowadays the
term has negative connotations, as it is assumed that only
`*cracker* <../C/cracker.html>`__\ s write worms. Perhaps the best-known
example was Robert T. Morris's `*Great Worm* <../G/Great-Worm.html>`__
of 1988, a ‘benign’ one that got out of control and hogged hundreds of
Suns and VAXen across the U.S. See also
`*cracker* <../C/cracker.html>`__, `*RTM* <../R/RTM.html>`__, `*Trojan
horse* <../T/Trojan-horse.html>`__, `*ice* <../I/ice.html>`__.
--------------
+----------------------------------------+----------------------------+-----------------------------+
| `Prev `__ | `Up <../W.html>`__ | `Next `__ |
+----------------------------------------+----------------------------+-----------------------------+
| working as designed | `Home <../index.html>`__ | wormhole |
+----------------------------------------+----------------------------+-----------------------------+


WITNESS LIST Infrastructure Development and Security Committee February 10, 2003 -10:00A SB 165 FOR: Denholm, John P. Lieutenant (Harris County Sherrif's Office), Houston, TX Lindsey, Gary Captain (Dallas Sheriff's Department), Dallas, TX McCarley, James Executive Director (Dallas Regional Mobility Coalition), Dallas, TX Sanders, Stephen Retired Police Officer (Texas Fraternal Order of Police), Austin, TX Registering, but not testifying: For: Domingues, Lt. Sonya Police Officer (Police Chief Albert Ortiz), San Antonio, TX Lyons, Steve Police (Houston Police Department), Houston, TX Oakley, Keith (Texas Municipal Police Association), Austin, TX Suhm, Vic Consultant (North Texas Commission), Dallas, TX Wilkison, Charley Political and Legislative Director (Combined Law Enforcement Associations of Texas), Austin, TX SB 193 FOR: Sanders, Stephen Retired Police Officer (Texas Fraternal Order of Police), Austin, TX Smith, Michael J. Trooper (Texas State Troopers Association), Houston, TX ON: Kennedy, Mark C. Captain (Texas Department of Public Safety), Austin, TX Registering, but not testifying: For: Hart, Claude Executive Director (Texas State Troopers Association), Austin, TX Higgins, Mike Chief of Staff (Texas State Association of Fire Fighters), Austin, TX Ingersoll, Deborah Legislative Consultant (Texas State Troopers Association), Austin, TX McHenry, Matthew Donoven Administrative Assistant (Texas State Troopers Association), Austin, TX Oakley, Keith Consultant (Texas Municipal Police Assocation), Austin, TX Sprinkle, G. K. Public Policy Strategist (Texas Ambulance Association), Austin, TX Wilkison, Charley Political and Legislative Director (Combined Law Enforcement Associations of Texas), Austin, TX