T 0:00 Said monkey, weighing 70kg, instructed by the wise words of radiometer from DF, who suggested 160mg may have been a bit much, was administered 150mg of Ethylone on a mostly empty stomach in a capsule. Usual nootropic regimen (piracetam, l-phenylalanine, caffeine, magnesium and a multivite) was taken about 10 hours prior.
Setting - late afternoon, post work, cold winter outside – for Australia anyhow, the monkey considered making a hat out of the rather non-suspecting, but very warm, and longhaired cat. Naturally the cat feels the monkeys intent and runs under the bed. Notion abandoned in favour of cleaning the semi-imaginary house debris, awaiting the Soulmate. Vibe Tribe on the 5.1 sounding a bit fast for the vacuum cleaner but the job is finished in no time.
T 0:20 First alert, a barely perceptible lifting of mood, definite cinnamin-maply burps, stomach acid goes up, quelled with a chewy Quick Ease, umm berry flavor.
T 0:40 If this was Methylone, the monkey would be in peak mode. Alas, the monkey is feeling somewhat agitated, and wondering if the dose was too low. Current music selection turns fairly crappy, some ambient mix that sounds like toilet water ran through a delay with some pads made by somnibulent one-fingered music school dropout.
T 1:00 This must be the peak, but there is noticeably no euphoria and in fact some dysphoria. No clear thinking easy breathing this material, the body feels heavy, punch drunk, jaw tension and some grinding. Heavy cardio push (pulse 140) and at this point the monkey definitely thinks the dose was not too low, although much more - something - is wanted – but certainly not more Ethylone.
T 1:20 Mindstate uneasy, music now Tratosphere - Bizar Bazar, groovier, funkier and does nothing for the mood which is somewhat grim, scattered and off-balance. Some clinical analytical push towards personal issues, but shallow and non-essential – seemed more of a distraction, really.

T 1:40 The Soulmate arrives to the monkey’s great joy and immediately sees the tension in the body. Conversation is easy but nothing humoured or inspired, or even deep. Feel awake and stupid, try reading and while the words make sense, forget what the monkey was reading half way down the page. This feels wrong. A couple rips of the cone, some Nimbin outdoor primo sensi, but heavy on the indica side, does little to improve the situation.
So, 42 mg Methylone is taken via oral to see whether this may help the awake, mentally challenged, heavy and really, drunken, feeling.
T 2:20 Whew. Methylone quickly set things straight and a long deep therapeutic massage from the Soulmate - who for some reason likes monkeys - does wonders, for the spirit.
Now, writing has some appeal and flows, the fuzziness of the Ethylone is replace by the familiar Methylone clarity and good spirits, and Lemmy Kilmister is not a sausage smoker after all. There is positive synergy, heart rate is down, breathing normalised, mood up, music enhanced.
T 3:40 Another 40mg Methylone to elevate and maintain what is now a good state. Not yet any desire to smoke DMT, but this may change. The cones are now pulled with ease, the fluffy buds bristling with white and red crystals.
T 4:20 Holy shit, just found out London was bombed as the monkey was peaking on the Ethylone, the bad vibes could have been a perceived disturbance in the human morphogenic field. Shit.
T 5:00 The effects of Methylone now predominate, thankfully, and are tapering to a light euphoria and the typical ephedrone stimulation.
The stimulation is expected to continue for another 3 hours. If anything changes, the scientist will update.
Conclusion: all said and done, the negatives outweighed the positives on this one, said the monkey who is not keen on hard stimulation of its ageing cardiovascular system without the empathogenic / entactogenic rewards.
The monkey will not repeat, unless Ethylone is used to boost in case the lab is running low on Methylone.  Which, come to think of it was just what MDEA on its own was like.
While MDEA is synergetic with MDMA, the monkey found the cathinone derivatives to act in a similar fashion.
Experience Reports are the writings and opinions of the individual authors who submit them.
Some of the activities described are dangerous and/or illegal and none are recommended by Erowid.


@* * Copyright 2021 HM Revenue & Customs * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. *@ @import config.AppConfig @this(mainTemplate: MainTemplate) @(email: String)(implicit request: Request[_], messages: Messages, appConfig: AppConfig) @mainTemplate(title = messages("checkYourAnswers.title"), bodyClasses = None) {


{% extends "global/WaitPage.html" %} {% load staticfiles otree_tags %} {% block title %} Waiting for other participants {% endblock %} {% block content %}
Please wait to be matched to other participants.
{% if leave_matching %}If you cannot be matched within {{leave)timer}} minutes, the study will end and you will receive your base fee.
{% endif %}


{%- include includes/head.html -%}
{% include includes/nav.html -%} {{ content }} {% include includes/footer.html -%}


#include <Factory_McKernel.hpp>
|
| | McKernel (float *data, const unsigned long nv, const unsigned long dn, const unsigned long D, const unsigned long seed, const float sigma) |
| |
| virtual void | McFeatures () |
| |
| virtual void | McEvaluate () |
| |
| virtual | ~McKernel () |
| |
| | McKernel (float *data, const unsigned long nv, const unsigned long dn, const unsigned long D, mt19937 seed, const float sigma) |
| |
| virtual void | McFeatures () |
| |
| virtual void | McEvaluate () |
| |
| virtual | ~McKernel () |
| |
Definition at line 12 of file Factory_McKernel.hpp.
◆ McKernel() [1/2]
| McKernel::McKernel |
( |
float * |
data, |
|
|
const unsigned long |
nv, |
|
|
const unsigned long |
dn, |
|
|
const unsigned long |
D, |
|
|
const unsigned long |
seed, |
|
|
const float |
sigma |
|
) |
| |
◆ ~McKernel() [1/2]
| virtual McKernel::~McKernel |
( |
| ) |
|
|
inlinevirtual |
◆ McKernel() [2/2]
| McKernel::McKernel |
( |
float * |
data, |
|
|
const unsigned long |
nv, |
|
|
const unsigned long |
dn, |
|
|
const unsigned long |
D, |
|
|
mt19937 |
seed, |
|
|
const float |
sigma |
|
) |
| |
◆ ~McKernel() [2/2]
| virtual McKernel::~McKernel |
( |
| ) |
|
|
inlinevirtual |
◆ McEvaluate() [1/2]
| void McKernel::McEvaluate |
( |
| ) |
|
|
virtual |
◆ McEvaluate() [2/2]
| virtual void McKernel::McEvaluate |
( |
| ) |
|
|
virtual |
◆ McFeatures() [1/2]
| virtual void McKernel::McFeatures |
( |
| ) |
|
|
virtual |
◆ McFeatures() [2/2]
| void McKernel::McFeatures |
( |
| ) |
|
|
virtual |
◆ dl_B
| vector< long > McKernel::dl_B |
◆ dl_C
| vector< float > McKernel::dl_C |
◆ dl_G
| vector< float > McKernel::dl_G |
◆ dl_Pi
| vector< unsigned long > McKernel::dl_Pi |
◆ M_D
| unsigned long McKernel::M_D |
◆ M_data
◆ M_data_out
| float * McKernel::M_data_out |
◆ M_dn
| unsigned long McKernel::M_dn |
◆ M_dn_D
| unsigned long McKernel::M_dn_D |
◆ M_dnpg
| unsigned long McKernel::M_dnpg |
◆ M_features
| float * McKernel::M_features |
◆ M_nv
| unsigned long McKernel::M_nv |
The documentation for this class was generated from the following files:


You get free prescriptions and dental care
You get free prescriptions if you have a maternity exemption certificate while you're pregnant and up until a year after your child's birth.
You also get free dental care, but don't have a maternity exemption certificate, as you can use other proof.
What you'll need as proof
Prescriptions
You may have to show your maternity exemption certificate.
You can get an application form from your midwife, doctor or health visitor.
If you didn't get your maternity exemption certificate while you were pregnant, you can still apply at any time during the 12 months after your baby was born.
Dental check ups and treatment
You may need to show proof of your pregnancy, or that you have had a baby in the past 12 months. You can show things like:
- a valid maternity exemption card
- a MATB1 certificate issued by your midwife or GP
- your childs birth certificate
- a notification of birth form – the midwife who delivers your baby will give you this form
- a stillbirth certificate- issued by your local registrar of births, marriages and deaths


Leaflet
// Using web maps for better cities
@atogle |<EMAIL_ADDRESS>OpenPlans is a non-profit
that builds open source software
to help make cities better.
Pretty much the best thing ever.
Leaflet
Simplicity
Performance
Usability
var map = L.map('mapdiv').setView([51.505, -0.09], 13); L.tileLayer( 'http://{s}.tile.openstreetmap.org/{z}/{x}/{y}.png', { attribution: 'Map data © OSM contributors' } ).addTo(map);
Leaflet at OpenPlans
Shareabouts: Divvy Bikes, Boro Taxis, Participatory Budgeting
leaflet.js
// Using web maps for better cities
@atogle | aogle@openplans.org


--- layout: post title: About permalink: about.html category: about ---
{{ site.data.menu.menu_intro }}


Copyright �2001, 2002 W3C� (MIT, INRIA, Keio), All Rights Reserved. W3C liability, trademark, document use and software licensing rules apply.
The XHTML+SMIL profile defines a set of XHTML abstract modules that support a subset of the SMIL 2.0 specification.� It includes functionality from SMIL 2.0 modules providing support for animation, content control, media objects, timing and synchronization, and transition effects. The profile also integrates SMIL 2.0 features directly with XHTML and CSS, describing how SMIL can be used to manipulate XHTML and CSS features. Additional semantics are defined for some XHTML elements and CSS properties.
The profile is designed for Web clients that support XHTML+SMIL markup validating to this profile's implementation DTD. The document type definition (DTD) and XML Schema [XSCHEMA] are implemented using SMIL modules as defined in "Modularization of SMIL" [SMIL-MOD-NOTE], and "The SMIL 20 Modules" [SMIL20-MOD].
This section describes the status of this document at the time of its publication. Other documents may supersede this document. The latest status of this document series is maintained at the W3C.
This document is a Note submitted to the W3C with the intention that it be used as a basis to further the work of integrating SMIL functionality into XHTML.
This Note has been produced by the SYMM Working Group (members only), and reflects the opinions of some members of that Working Group.
This specification is a revision of the W3C Working Draft XHTML+SMIL Profile available in the early phase but removed from the SMIL2.0 specification.
The authors welcome comments on this document, but they do not guarantee a
reply or any further action. Please send comments to<EMAIL_ADDRESS>The archive of public
comments is available at http://lists.w3.org/Archives/Public/www-smil/.
This document may be updated or added to based on implementation experience,
but no commitment is made by the W3C, or any of its members, regarding future
updates.
This document is a Note made available by the W3C for discussion only. Publication of this Note by W3C indicates no endorsement by W3C or the W3C Team, or any W3C Members. A list of current W3C technical reports and publications, including Working Drafts and Notes, can be found at http://www.w3.org/TR .
This section is informative.
This profile describes the SMIL modules that are added to XHTML, and details the integration issues, including the application of integrated SMIL modules to CSS styles [CSS20]. Language integration is accomplished with a set of XHTML modules using the semantics defined in XHTML Modularization [XMOD].�The XHTML+SMIL Profile adds timing, animation and multimedia functionality to these XHTML elements. XHTML elements that make up the modules defined in XHTML Modularization [XMOD] �are described in the W3C Recommendation for HTML�4 [HTML4] .
The document type defined by the XHTML+SMIL profile is XHTML Host language document type conformant.
Using the SMIL timing extensions, any XHTML element on which timing functionality is supported can be set to appear at a given time, to last for a specified duration, and to repeat (i.e. loop).�Basic timing and synchronization and functionality is supported with a simple syntax, and more complex timing constructs can be described. Event-based interactive timing is also supported.�
The Animation and Transition modules provide additional support for authors to define presentation content that includes motion, style animation, transition effects and other features commonly found in presentation/multimedia authoring tools and runtimes.
In order to easily integrate time-based media (e.g. video and audio), the SMIL media elements are included. SMIL Content control provides elements and attributes to control alternative (including accessible and internationalized) content.
This section explains why certain modules of SMIL 2.0 [SMIL20] are not included. The general philosophy is to use XHTML modules where appropriate, and to include the SMIL modules when they provide essential enhancements.
Layout Module: The SMIL 2.0 layout module is not included. The XHTML/CSS layout model provides layout functionality.
Linking Module: The SMIL 2.0 linking module is not included, as XHTML provides linking functionality.
Structure Module: The SMIL 2.0 structure module is not included, as the XHTML document is defined to be the host language, and so provides the equivalent elements and semantics.�
Metainformation Module: The SMIL 2.0 Metainformation module is not included, as XHTML provides metadata functionality.�
This section is normative.
A conforming XHTML+SMIL document is a document that requires only the facilities described as mandatory in this specification. Such a document must meet all of the following criteria:
http://www.w3.org/1999/xhtml
.<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML+SMIL //EN" "http://www.w3.org/2001/SMIL20/WD/xhtmlplussmil.dtd">
The user agent must conform to the "User Agent Conformance" section of the XHTML specification ([XHTML10], section 3.2), the "XHTML Family User Agent Conformance section of XHTML Modularization" ([XMOD] , section 3.5).�and the conformance requirements detailed in the SMIL modules ([SMIL20] ) supported by the integration profile.
The user agent must conform to the following additional user agent rule:
The default XML namespace of an XHTML+SMIL document is XHTML.� SMIL elements are included through an additional SMIL namespace declaration:

The name of the unique identifier for the namespace within the document (in this example, 'smil') is left to the discretion of the document author.
The XHTML functionality in the XHTML+SMIL document type is based upon the XHTML modules defined in XHTML Modularization [XMOD], and the Ruby Annotation module as defined in [RUBY]. In addition, the XHTML+SMIL document type supports the timeline-centric multimedia features defined by SMIL 2.0. The formal definition of the modules is not repeated here, but only the extensions introduced with timing. The notation, terms and document conventions used here are borrowed from XHTML Modularization [XMOD] .
The profile includes the XHTML modules defined in [XMOD] and the following SMIL 2.0 modules:
In the module descriptions below, reference is made to the "Common" attribute set and content sets defined in XHTML Modularization [XMOD].
The Animation Module provides a framework for incorporating animation onto a timeline (a timing model) and a mechanism for composing the effects of multiple animations (a composition model). The Animation Module defines semantics for the animate, set, animateMotion, and animateColor elements, as well as where these elements may be used.
The syntactic conventions used in this document to describe additions and
modifications to element content sets are borrowed from [XMOD]. In particular, the ampersand
(&) is used to denote that a module modifies an element
or set of elements with the addition of new attributes or content model
arguments. Additionally, the asterisk (*) is used to denote
that new arguments may be used in an existing element's content model.
| Elements | Attributes | Content Model |
|---|---|---|
| animate | Common, Timing, attributeName, attributeType, additive, accumulate, calcMode, values, keyTimes, keySplines, from, to, by, targetElement | none |
| set | Common, Timing, attributeName, attributeType, to, targetElement | none |
| animateMotion | Common, Timing, additive, accumulate, calcMode, values, keyTimes, keySplines, from, to, by, path, origin, targetElement | none |
| animateColor | Common, Timing, attributeName, attributeType, additive, accumulate, calcMode, values, keyTimes, keySplines, from, to, by, targetElement | none |
| par&, seq&, excl&, Basic Text&, Hypertext&, List&, Presentation&, Tables&, Image&, Object&, Legacy& | � | animate*, set*, animateMotion*, animateColor*, |
| Applet&, Edit&, Client-side Image Map&, Server-side Image Map& | � | animate*, set*, animateColor* |
| Forms&, IFrame& | � | animateMotion* |
This module defines the following content sets (element groups for the purpose of defining content models):
This profile uses the targetElement attribute to identify the element to be affected by animation elements. As recommended in the BasicAnimation Module when the targetElement attribute is supported, the profile excludes the XLink [XLINK] attributes href, type, actuate, and show from the animate, set, animateMotion, and animateColor elements.
Animation is allowed on all elements included in XHTML modules defined by XHTML Modularization [XMOD]�unless exempted by this list:
Certain animation elements are restricted to targeting only the following
elements with the targetElement attribute:
| Elements | Valid targets |
|---|---|
| animate, set | body, noscript, font, s, strike, u, area, map, object, Basic Text, Presentation, Edit, Bi-directional Text, Hypertext, List, Forms, Tables, Image, IFrame |
| animateMotion | address, blockquote, cite, code, dfn, div, em, h1, h2, h3, h4, h5, h6, kbd, p, pre, q, samp, span, strong, var, font, s, strike, u, object, form, input, select, textarea, button, fieldset, label, legend, table, Presentation, Hypertext, List, Image, IFrame |
| animateColor | address, blockquote, cite, code, dfn, div, em, h1, h2, h3, h4, h5, h6, kbd, p, pre, q, samp, span, strong, var, font, s, strike, u, form, input, select, option, textarea, button, fieldset, label, legend, optgroup, Presentation, Hypertext, List, Tables, IFrame |
The target attributes of the animation are a subset of the attributes of
the allowed target elements. For the elements on which animation is allowed,
the following attributes may be animated:�
align, bgcolor, border, cellhalign, cellpadding, cellspacing,
cellvalign, checked,
class, clear, color, cols, dir, disabled, face, frame, frameborder, height, href, marginwidth, marginheight, rows, rules, selected, noshade, size, style, title, valign, value, width.�
The origin attribute of the animateMotion element defines the relative origin of the values specified.
The origin attribute controls the interaction of the animation function values with the layout position of the target element. The CSS attributes position, top, and left determine the layout position of the element. In effect, origin determines whether to add the element position to the result of the animation function to obtain the element position in the container coordinate space.
The following example illustrates element relative motion:

 <animateMotion dur="5" from="50,50" to="150,150" origin="element" />

The layout position of the target div is (100,100). The effect is to add the layout position of the target element to each value of the animation function. The target moves from position (150, 150) to (250, 250) in the container coordinate space.
The following example illustrates parent relative motion:

 <animateMotion dur="5" from="50,50" to="150,150" origin="parent" />

The layout position of the target div again is (100,100). The effect is to ignore the layout position when computing the animation function values. The target moves from position (50, 50) to (150, 150) in the container coordinate space.
The BasicAnimation Module expresses the attribute upon which the animation should act using the attributeName attribute. The only valid target attribute names for the animateColor element are the CSS2 color properties.
The SMIL 2.0 Animation module defines clamping values for certain numeric attributes. The calculation of these attributes shall be performed in floating point.
The SMIL2.0 Content Control Module provides a framework for selecting content based on a set of test attributes. The Content Control Module defines semantics for the switch element, adds the switch element to the Flow content set of the XHTML Basic Text module, and adds the Test attributes set to the elements in the Flow content set of the XHTML Basic Text Module.
| Elements | Attributes | Content Model |
|---|---|---|
| switch | Common, Timing | Flow |
| Flow& | Test | N/A |
The Content Control Module defines the Attribute set "Test ".
| Collection Name | Attributes in Collection |
|---|---|
| Test | systemBitrate (Number), systemCaptions (on|off), systemLanguage (CDATA), systemRequired (URI), systemScreenDepth (CDATA), systemScreenSize (CDATA), systemAudioDesc (on|off), systemCPU (NMTOKEN), systemComponent (CDATA), systemOperatingSystem (CDATA), systemOverdubOrSubtitle (overdub|subtitle) |
The SMIL2.0 Media Object Module provides a framework for declaring media. The Media Object Module defines semantics for the ref, animation, audio, img, iframe (additional to semantics defined by XHTML), video, text�and textstream elements. XHTML defines img and iframe elements, and so the integration of the Media module extends the semantics and content model of these elements.
This profile adds the ref, animation, audio, img, iframe, video, text�and textstream elements to the content model of the par, seq, and excl elements of the Timing and Synchronization Module. It also adds these elements to the Inline content set of the Basic Text Module .
| Elements | Attributes | Content Model |
|---|---|---|
| ref, animation, audio, img&, iframe&, video, text, textstream | Common, Test, Timing, timeContainer, clipBegin, clipEnd, src, mediaType | AllAnimation, timeContainer, area, param |
| par&, seq&, excl&, Inline& | � | ref*, animation*, audio*, img*, iframe*, video*, text*, textstream* |
This profile adds media object properties to the XHTML img and iframe elements. While implementation rules for the img element remain unchanged, the following issues must be taken into consideration when supporting a SMIL-enabled iframe:
The SMIL2.0 Timing and Synchronization Module provides a framework for describing timing structure, timing control properties, and temporal relationships between elements.
The Timing and Synchronization Module defines the elements par, seq, and excl. It adds the par, seq, and excl �elements to the Inline content set of the Basic Text, Hypertext and Tables Modules.
This profile adds the Timing and RuntimeSync attribute sets from the Timing and Synchronization Module�to the elements in the Media Object Module, and adds the Timing attribute set to the Flow content set of the Basic Text Module In addition, the Timing attribute set is added to the body element in the XHTML Structure module.
| Elements | Attributes | Content Model |
|---|---|---|
| par | Common, Test, Timing, RuntimeSync, timeAction (CDATA) | par, seq, excl, Flow |
| seq | Common, Test, Timing, RuntimeSync, timeAction (CDATA) | par, seq, excl, Flow |
| excl | Common, Test, Timing, RuntimeSync, timeAction (CDATA) | par, seq, excl, Flow |
| Inline& | � | par*, seq*, excl* |
| Media | Timing, RuntimeSync | � |
| body, Flow | Timing | � |
The Timing and Synchronization Module defines the Attribute sets "Timing" and "RuntimeSync ".
| Collection Name | Attributes in Collection |
|---|---|
| Timing | begin (CDATA), dur (CDATA), repeatCount (CDATA), repeatDur (CDATA), end (CDATA), endsync (CDATA), fill (CDATA), restart (always|whenNotActive|never), timeAction (TimeActions), onBegin (Script), onEnd (Script), onRepeat (Script) |
| RuntimeSync | syncBehavior (locked|canSlip|independent), syncTolerance (CDATA), syncMaster (true|false) |
In addition to the data types defined by XHTML Modularization, the XHTML+SMIL profile defines the TimeActions data type and its semantics, described in the following table:
| Data type | Description |
|---|---|
| TimeActions | Authors may use the following recognized time actions, listed here
with their interpretations.
|
As part of the integration of timing and synchronization functionality with XHTML, this profile defines the timeContainer and timeAction attributes. This profile adds the timeContainer and timeAction attributes to the elements of the Flow content set of the Basic Text Module (as modified by all included modules). In addition, the timeContainer and timeAction attributes are added to the body element in the XHTML Structure module. The default value of the timeContainer attribute for body is "par". The timeContainer attribute is not allowed on the time container elements par, seq, and excl .
The timeAction attribute defines the behavior that is controlled by the timing model. The default depends upon the type of element. The default value is "none" when used with the time container elements. The default value of the timeAction attribute for body is "none".
The following table presents the default time actions. Those modules and elements that are not included do not have a defined time behavior, and cannot legally support timing attributes, or participate in the time model.
Certain elements have a notion of intrinsic behavior that can be controlled over time. This is generally some presentation or behavioral effect, such as the font style controls of the b and strong elements, and the click sensitivity of the a and area elements. One way to logically model the control of intrinsic behavior is to replace the element with a span when it is neither active nor frozen, and to use the original element when it is active or frozen.
Many other elements simply contain content and so default to controlling the "visibility" property for the element. In some cases, an element may have a presentational effect (e.g. the Ruby module elements), but be modeled as a content element. The decision is based upon the usefulness in common authoring scenarios of controlling the presentational behavior in isolation.
For those elements that default to controlling "visibility", setting timeAction to any other value overrides this, and will only control the specified timeAction (and not the visibility). For all other elements, the timeAction will control the default (intrinsic) behavior as well as the indicated timeAction behavior.
In addition, for those elements that default to "visibility", when they
are children of a sequence time container seq or
an element with "timeContainer=seq
", the default timeAction is "display". This more closely matches the
expected behavior of the SMIL Language profile.
Element default timeActions
| Module | Elements | Default time action |
|---|---|---|
| Structure | body | "none" |
| Media | (all) | schedule for playback and render |
| Timing | (all) | "none" |
| Text | em, kbd, strong, var | intrinsic behavior |
| Text | (all others) | "visibility" |
| Hypertext | a | link sensitivity |
| Lists | (all) | "visibility" |
| Applet | applet | "visibility" |
| Presentational | (all) | intrinsic behavior |
| Edit | (all) | intrinsic behavior |
| Forms | (all) | "visibility" |
| Tables | (all) | "visibility" |
| Image Map | area | link sensitivity |
| Object | object | "visibility" |
| Iframe | iframe | intrinsic behavior (schedule for display and render) |
| Ruby | (all) | "visibility" |
| Legacy | (all) | intrinsic behavior |
| Timing | par, seq, excl | "none" |
All modules not listed in the table, and all Structure module elements except body do not support timing.
The XHTML+SMIL Language profile specifies events that can be used in conjunction with the SMIL elements defined by the profile. Additionally, DOM 2 dynamic events [DOMLevel2Events] can also be used.
| Event | Description |
|---|---|
| beginEvent | This event is raised when the timeline starts on an element (see
the definition of beginEvent in the SMIL Timing and
Synchronization Module) |
| endEvent | This event is raised when the timeline stops on an element. (see
the definition of endEvent in the SMIL Timing and
Synchronization Module) |
| mediacomplete | This event is raised when the element's associated media finishes loading. This event may be raised before the media begins playing, when the element is associated with streaming media. |
| mediaerror | This event is raised when any error is caused by the media file. Errors caused by the media file may include an attempt to load a media file with an invalid path, or if problems with the media file (such as file corruption or an invalid media type) prevent it from loading and playing. |
| outofsync | This event is raised when the element loses synchronization with its associated timeline. This includes the interruption of an element's ability to play its associated media, or any other circumstance where synchronization is lost. |
| pause | This event is raised when the timeline on an element is paused. It may be raised in the case that the timeline is paused by a DOM method. |
| repeat | This event is raised when the timeline repeats on an element,
beginning with the second iteration (see the definition of the
repeat event in the SMIL Timing and
Synchronization Module). |
| reset | This event is raised when the timeline state is reset to the value of the begin attribute and playback is commenced from the beginning of the timeline. It may be raised in the case that the timeline is reset by a DOM method. |
| resume | This event is raised when an element's timeline resumes from a paused state. It may be raised in the case that timeline playback is resumed by a DOM method. |
| reverse | This event is raised when the timeline on an element begins to play backward. It may be raised both in the course of normal timeline play, as well as in the case that element playback was reversed with a DOM method. |
| seek | This event is raised whenever a seek operation is performed on the element. It may be raised in the case that the seek operation is executed by a DOM method. |
| syncrestored | This event is raised whenever an outofsync event is raised and synchronization is restored. Specifically, the syncrestored event is raised when synchronization is resumed between the element and its associated timeline. |
| timeerror | This event is raised whenever a time-specific error occurs as a result of setting an invalid value for a SMIL attribute. The timeerror event is raised when any attribute defined by the XHTML+SMIL profile is set to an invalid value, either in the course of normal playback or by a DOM method. |
The Timing and Synchronization Module defines the following additional conformance definition requirements for the language integration profile:
The SMIL2.0 Time Manipulations Module provides attributes for the manipulation of SMIL element timelines.
The Time Manipulations Module defines the accelerate, decelerate, autoReverse, and speed attributes. These attributes are added to the elements that support timing in the XHTML+SMIL profile, including the elements in the Media Object Module, the SMIL animation, time container and transition elements, the XHTML elements img, iframe, body and the XHTML Flow element set.
| Elements | Attributes |
|---|---|
| animate&, set&, animateMotion&, animateColor& | accelerate, decelerate, autoReverse, speed |
| Media& | accelerate, decelerate, autoReverse, speed |
| par&, seq&, excl& | accelerate, decelerate, autoReverse, speed |
| transitionFilter& | accelerate, decelerate, autoReverse, speed |
| img&, iframe&, body, Flow | accelerate, decelerate, autoReverse, speed |
The Transition Effects Module defines a taxonomy of transition effects as well as semantics and syntax for integrating these effects into XHTML documents. The XHTML+SMIL profile includes the functionality of the InlineTransitions module, which defines the transitionFilter element.
In an XHTML document, transitionFilter elements have the following attributes and content model:
| Elements | Attributes | Content Model |
|---|---|---|
| transitionFilter | Common, Timing, type, subtype, mode, fadeColor, targetElement, additive, accumulate, calcMode, values, keyTimes, keySplines, from, to, by | param |
A transitionFilter element may contain one or more XHTML param elements describing extended transition functionality, as described in the Transition Effects Module (specific section).
The transitionFilter element is added to the content model of the elements in the Media Object Module, and XHTML elements that support rendered content.
The specific XHTML elements that will support transitionFilter needs further attention.
| Elements | Content Model |
|---|---|
| Media&, img&, ??? | transitionFilter |
This section is normative.
In the future, XHTML+SMIL Language may be extended by other W3C recommendations, or by private extensions. For these extensions, the following rules must be obeyed:
Conformant XHTML+SMIL user agents are prepared to handle documents containing extensions that obey these two rules.
This section is normative .
TBD.
"Cascading Style Sheets, level 2", Bert Bos, H�kon Wium Lie, Chris Lilley,
Ian Jacobs. W3C Recommendation 12 May 1998,
Available at http://www.w3.org/TR/REC-CSS2
"HTML 4.01 Specification" D. Raggett, A. Le Hors, I. Jacobs. W3C
Recommendation 24 December 1999,
Available at http://www.w3.org/TR/html401/
"Document Object Model Level 2 Events Specification", Tom Pixley. W3C
Recommendation 13 November, 2000
Available at http://www.w3.org/TR/DOM-Level-2-Events/
"Ruby Annotation". W3C Recommendation 31 May 2001.
Available at http://www.w3.org/TR/2001/REC-ruby-20010531
"Synchronized Multimedia Integration Language (SMIL 2.0) Specification".
W3C Recommendation 07 August 2001,
Available at http://www.w3.org/TR/smil20/
"The SMIL 2.0 Modules", W3C Recommendation 07 August 2001,
Available at http://www.w3.org/TR/smil20/smil-modules.html
"Synchronized Multimedia Modules based upon SMIL 1.0", Patrick Schmitz,
Ted Wugofski and Warner ten Kate. W3C Note 23 February 1999,
Available at http://www.w3.org/TR/NOTE-SYMM-modules.
Superceded by [SMIL20-MOD] .
"The Extensible HyperText Markup Language: A Reformulation of HTML 4.0 in
XML 1.0". W3C Recommendation 26 January 2000,
Available at http://www.w3.org/TR/xhtml1/
"XML Linking Language (XLink)", S. DeRose, E. Maler, D. Orchard and B.
Trafford. W3C Recommendation 27 June 2001,
Available at http://www.w3.org/TR/xlink
"Modularization of XHTML", Shane McCarron, Murray Altheim, et al. W3C
Recommendation 10 April 2001,
Available at http://www.w3.org/TR/xhtml-modularization
"XML Schema, XML Schema Part 1: Structures". W3C Recommendation 2 May
2001,
Available at http://www.w3.org/TR/xmlschema-1/


August 29
I will give unto thee the keys of the kingdom of heaven: and whatsoever thou shalt bind on earth shall be bound in heaven: and whatsoever thou shalt loose on earth
shall be loosed in heaven.
Matthew 16:19
The Greek text of that scripture would literally read, "I give you the keys of the kingdom. Whatever you declare locked on earth is locked in heaven and whatever you declare unlocked on earth is unlocked in the heavenlies."
The heaven Jesus was talking about there isn't the heaven where God resides. He was talking about the battle zone, about the heaven where Satan's forces are operating.
He was telling us that God has given us power to bind the wicked spirits in heavenly places and to loose the angelic powers of God to work in our behalf.
Philippians 2:9-10 says, "We have been given a Name which is above every name, and at the Name of Jesus every knee shall bow!" Where? In heaven, in earth and under the earth. That covers it all!
As believers, we have total authority over the powers of Satan.  We can take authority over them in the Name of Jesus and pull down their strongholds.
It is time we began to realize how important we are to world affairs. Since the day Jesus gave us the Great Commission, the life or death of the world has been in the hands of the Church.  We are the ones whose prayers can change every office of authority in this land.
It's up to you and me to begin to intercede right now and use the power God has given us. We may come from different lands with different backgrounds, but we all have one thing in common--Jesus Christ is our Lord. And that alone is enough to alter the spiritual complexion of this earth.
Scripture Reading: Acts 4:1-14


Matt Schiff & Belgrade Friends
Matt Schiff Alone
Sisters
Little Rootie Tootie
I Should Care
Pocket Wes
In Summer
Put It To Use
Catwalk
A Glancing Moment
Round Midnight
Matt's Mode
Simple Pleasure


Class MixedRealityInputSystem
The Mixed Reality Toolkit's specific implementation of the IMixedRealityInputSystem
Inheritance
Inherited Members
Namespace: XRTK.Services.InputSystem
Assembly: XRTK.dll
Syntax
public class MixedRealityInputSystem : BaseEventSystem, IMixedRealityInputSystem, IMixedRealityEventSystem, IMixedRealityService, IDisposable
Constructors
| Improve this Doc View SourceMixedRealityInputSystem(MixedRealityInputSystemProfile)
Constructor.
Declaration
public MixedRealityInputSystem(MixedRealityInputSystemProfile profile)
Parameters
| Type | Name | Description |
|---|---|---|
| MixedRealityInputSystemProfile | profile |
Properties
| Improve this Doc View SourceDetectedControllers
List of IMixedRealityControllers currently detected by the input manager.
Declaration
public HashSet<IMixedRealityController> DetectedControllers { get; }
Property Value
| Type | Description |
|---|---|
| HashSet<IMixedRealityController> |
Remarks
This property is similar to DetectedInputSources, as this is a subset of those IMixedRealityInputSources in that list.
DetectedInputSources
List of the Interaction Input Sources as detected by the input manager like hands or motion controllers.
Declaration
public HashSet<IMixedRealityInputSource> DetectedInputSources { get; }
Property Value
| Type | Description |
|---|---|
| HashSet<IMixedRealityInputSource> |
FocusProvider
The current Focus Provider that's been implemented by this Input System.
Declaration
public IMixedRealityFocusProvider FocusProvider { get; }
Property Value
| Type | Description |
|---|---|
| IMixedRealityFocusProvider |
GazeProvider
The current Gaze Provider that's been implemented by this Input System.
Declaration
public IMixedRealityGazeProvider GazeProvider { get; }
Property Value
| Type | Description |
|---|---|
| IMixedRealityGazeProvider |
IsInputEnabled
Indicates if input is currently enabled or not.
Declaration
public bool IsInputEnabled { get; }
Property Value
| Type | Description |
|---|---|
| Boolean |
Priority
Optional Priority to reorder registered managers based on their respective priority, reduces the risk of race conditions by prioritizing the order in which managers are evaluated.
Declaration
public override uint Priority { get; }
Property Value
| Type | Description |
|---|---|
| UInt32 |
Overrides
Remarks
Input system is critical, so should be processed before all other managers
Methods
| Improve this Doc View SourceClearFallbackInputStack()
Clear all fallback input handlers off the stack.
Declaration
public void ClearFallbackInputStack()
ClearInputDisableStack()
Clear the input disable stack, which will immediately re-enable input.
Declaration
public void ClearInputDisableStack()
ClearModalInputStack()
Clear all modal input handlers off the stack.
Declaration
public void ClearModalInputStack()
Disable()
Optional Disable function to pause the service.
Declaration
public override void Disable()
Overrides
| Improve this Doc View SourceEnable()
Optional Enable function to enable / re-enable the service.
Declaration
public override void Enable()
Overrides
| Improve this Doc View SourceGenerateNewSourceId()
Generates a new unique input source id.
Declaration
public uint GenerateNewSourceId()
Returns
| Type | Description |
|---|---|
| UInt32 | a new unique Id for the input source. |
HandleEvent<T>(BaseEventData, ExecuteEvents.EventFunction<T>)
Declaration
public override void HandleEvent<T>(BaseEventData eventData, ExecuteEvents.EventFunction<T> eventHandler)
where T : IEventSystemHandler
Parameters
| Type | Name | Description |
|---|---|---|
| UnityEngine.EventSystems.BaseEventData | eventData | |
| UnityEngine.EventSystems.ExecuteEvents.EventFunction<T> | eventHandler |
Type Parameters
| Name | Description |
|---|---|
| T |
Overrides
Initialize()
The initialize function is used to setup the service once created. This method is called once all services have been registered in the Mixed Reality Toolkit.
Declaration
public override void Initialize()
Overrides
| Improve this Doc View SourcePopFallbackInputHandler()
Remove the last game object from the fallback input stack.
Declaration
public void PopFallbackInputHandler()
PopInputDisable()
Pop disabled input state. When the last disabled state is popped off the stack input will be re-enabled.
Declaration
public void PopInputDisable()
PopModalInputHandler()
Remove the last game object from the modal input stack.
Declaration
public void PopModalInputHandler()
PushFallbackInputHandler(GameObject)
Push a game object into the fallback input stack. Any input handlers on the game object are given input events when no modal or focused objects consume the event.
Declaration
public void PushFallbackInputHandler(GameObject inputHandler)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | inputHandler | The input handler to push |
PushInputDisable()
Push a disabled input state onto the input manager. While input is disabled no events will be sent out and the cursor displays a waiting animation.
Declaration
public void PushInputDisable()
PushModalInputHandler(GameObject)
Push a game object into the modal input stack. Any input handlers on the game object are given priority to input events before any focused objects.
Declaration
public void PushModalInputHandler(GameObject inputHandler)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | inputHandler | The input handler to push |
RaiseDictationComplete(IMixedRealityInputSource, String, AudioClip)
Declaration
public void RaiseDictationComplete(IMixedRealityInputSource source, string dictationResult, AudioClip dictationAudioClip)
Parameters
| Type | Name | Description |
|---|---|---|
| IMixedRealityInputSource | source | |
| String | dictationResult | |
| AudioClip | dictationAudioClip |
RaiseDictationError(IMixedRealityInputSource, String, AudioClip)
Declaration
public void RaiseDictationError(IMixedRealityInputSource source, string dictationResult, AudioClip dictationAudioClip = null)
Parameters
| Type | Name | Description |
|---|---|---|
| IMixedRealityInputSource | source | |
| String | dictationResult | |
| AudioClip | dictationAudioClip |
RaiseDictationHypothesis(IMixedRealityInputSource, String, AudioClip)
Declaration
public void RaiseDictationHypothesis(IMixedRealityInputSource source, string dictationHypothesis, AudioClip dictationAudioClip = null)
Parameters
| Type | Name | Description |
|---|---|---|
| IMixedRealityInputSource | source | |
| String | dictationHypothesis | |
| AudioClip | dictationAudioClip |
RaiseDictationResult(IMixedRealityInputSource, String, AudioClip)
Declaration
public void RaiseDictationResult(IMixedRealityInputSource source, string dictationResult, AudioClip dictationAudioClip = null)
Parameters
| Type | Name | Description |
|---|---|---|
| IMixedRealityInputSource | source | |
| String | dictationResult | |
| AudioClip | dictationAudioClip |
RaiseFocusChanged(IMixedRealityPointer, GameObject, GameObject)
Raise the focus changed event.
Declaration
public void RaiseFocusChanged(IMixedRealityPointer pointer, GameObject oldFocusedObject, GameObject newFocusedObject)
Parameters
| Type | Name | Description |
|---|---|---|
| IMixedRealityPointer | pointer | The pointer that the focus change event is raised on. |
| GameObject | oldFocusedObject | The old focused object. |
| GameObject | newFocusedObject | The new focused object. |
RaiseFocusEnter(IMixedRealityPointer, GameObject)
Raise the focus enter event.
Declaration
public void RaiseFocusEnter(IMixedRealityPointer pointer, GameObject focusedObject)
Parameters
| Type | Name | Description |
|---|---|---|
| IMixedRealityPointer | pointer | The pointer that has focus. |
| GameObject | focusedObject | The GameObject that the pointer has entered focus on. |
RaiseFocusExit(IMixedRealityPointer, GameObject)
Raise the focus exit event.
Declaration
public void RaiseFocusExit(IMixedRealityPointer pointer, GameObject unfocusedObject)
Parameters
| Type | Name | Description |
|---|---|---|
| IMixedRealityPointer | pointer | The pointer that has lost focus. |
| GameObject | unfocusedObject | The GameObject that the pointer has exited focus on. |
RaiseGestureCanceled(IMixedRealityController, MixedRealityInputAction)
Raise the Gesture Canceled Event.
Declaration
public void RaiseGestureCanceled(IMixedRealityController controller, MixedRealityInputAction action)
Parameters
| Type | Name | Description |
|---|---|---|
| IMixedRealityController | controller | |
| MixedRealityInputAction | action |
RaiseGestureCompleted(IMixedRealityController, MixedRealityInputAction)
Raise the Gesture Completed Event.
Declaration
public void RaiseGestureCompleted(IMixedRealityController controller, MixedRealityInputAction action)
Parameters
| Type | Name | Description |
|---|---|---|
| IMixedRealityController | controller | |
| MixedRealityInputAction | action |
RaiseGestureCompleted(IMixedRealityController, MixedRealityInputAction, Quaternion)
Raise the Gesture Completed Event.
Declaration
public void RaiseGestureCompleted(IMixedRealityController controller, MixedRealityInputAction action, Quaternion inputData)
Parameters
| Type | Name | Description |
|---|---|---|
| IMixedRealityController | controller | |
| MixedRealityInputAction | action | |
| Quaternion | inputData |
RaiseGestureCompleted(IMixedRealityController, MixedRealityInputAction, Vector2)
Raise the Gesture Completed Event.
Declaration
public void RaiseGestureCompleted(IMixedRealityController controller, MixedRealityInputAction action, Vector2 inputData)
Parameters
| Type | Name | Description |
|---|---|---|
| IMixedRealityController | controller | |
| MixedRealityInputAction | action | |
| Vector2 | inputData |
RaiseGestureCompleted(IMixedRealityController, MixedRealityInputAction, Vector3)
Raise the Gesture Completed Event.
Declaration
public void RaiseGestureCompleted(IMixedRealityController controller, MixedRealityInputAction action, Vector3 inputData)
Parameters
| Type | Name | Description |
|---|---|---|
| IMixedRealityController | controller | |
| MixedRealityInputAction | action | |
| Vector3 | inputData |
RaiseGestureCompleted(IMixedRealityController, MixedRealityInputAction, MixedRealityPose)
Raise the Gesture Completed Event.
Declaration
public void RaiseGestureCompleted(IMixedRealityController controller, MixedRealityInputAction action, MixedRealityPose inputData)
Parameters
| Type | Name | Description |
|---|---|---|
| IMixedRealityController | controller | |
| MixedRealityInputAction | action | |
| MixedRealityPose | inputData |
RaiseGestureStarted(IMixedRealityController, MixedRealityInputAction)
Raise the Gesture Started Event.
Declaration
public void RaiseGestureStarted(IMixedRealityController controller, MixedRealityInputAction action)
Parameters
| Type | Name | Description |
|---|---|---|
| IMixedRealityController | controller | |
| MixedRealityInputAction | action |
RaiseGestureUpdated(IMixedRealityController, MixedRealityInputAction)
Raise the Gesture Updated Event.
Declaration
public void RaiseGestureUpdated(IMixedRealityController controller, MixedRealityInputAction action)
Parameters
| Type | Name | Description |
|---|---|---|
| IMixedRealityController | controller | |
| MixedRealityInputAction | action |
RaiseGestureUpdated(IMixedRealityController, MixedRealityInputAction, Quaternion)
Raise the Gesture Updated Event.
Declaration
public void RaiseGestureUpdated(IMixedRealityController controller, MixedRealityInputAction action, Quaternion inputData)
Parameters
| Type | Name | Description |
|---|---|---|
| IMixedRealityController | controller | |
| MixedRealityInputAction | action | |
| Quaternion | inputData |
RaiseGestureUpdated(IMixedRealityController, MixedRealityInputAction, Vector2)
Raise the Gesture Updated Event.
Declaration
public void RaiseGestureUpdated(IMixedRealityController controller, MixedRealityInputAction action, Vector2 inputData)
Parameters
| Type | Name | Description |
|---|---|---|
| IMixedRealityController | controller | |
| MixedRealityInputAction | action | |
| Vector2 | inputData |
RaiseGestureUpdated(IMixedRealityController, MixedRealityInputAction, Vector3)
Raise the Gesture Updated Event.
Declaration
public void RaiseGestureUpdated(IMixedRealityController controller, MixedRealityInputAction action, Vector3 inputData)
Parameters
| Type | Name | Description |
|---|---|---|
| IMixedRealityController | controller | |
| MixedRealityInputAction | action | |
| Vector3 | inputData |
RaiseGestureUpdated(IMixedRealityController, MixedRealityInputAction, MixedRealityPose)
Raise the Gesture Updated Event.
Declaration
public void RaiseGestureUpdated(IMixedRealityController controller, MixedRealityInputAction action, MixedRealityPose inputData)
Parameters
| Type | Name | Description |
|---|---|---|
| IMixedRealityController | controller | |
| MixedRealityInputAction | action | |
| MixedRealityPose | inputData |
RaiseOnInputDown(IMixedRealityInputSource, MixedRealityInputAction)
Raise the input down event.
Declaration
public void RaiseOnInputDown(IMixedRealityInputSource source, MixedRealityInputAction inputAction)
Parameters
| Type | Name | Description |
|---|---|---|
| IMixedRealityInputSource | source | |
| MixedRealityInputAction | inputAction |
RaiseOnInputDown(IMixedRealityInputSource, Handedness, MixedRealityInputAction)
Raise the input down event.
Declaration
public void RaiseOnInputDown(IMixedRealityInputSource source, Handedness handedness, MixedRealityInputAction inputAction)
Parameters
| Type | Name | Description |
|---|---|---|
| IMixedRealityInputSource | source | |
| Handedness | handedness | |
| MixedRealityInputAction | inputAction |
RaiseOnInputPressed(IMixedRealityInputSource, MixedRealityInputAction)
Raise Input Pressed.
Declaration
public void RaiseOnInputPressed(IMixedRealityInputSource source, MixedRealityInputAction inputAction)
Parameters
| Type | Name | Description |
|---|---|---|
| IMixedRealityInputSource | source | |
| MixedRealityInputAction | inputAction |
RaiseOnInputPressed(IMixedRealityInputSource, MixedRealityInputAction, Single)
Raise Input Pressed.
Declaration
public void RaiseOnInputPressed(IMixedRealityInputSource source, MixedRealityInputAction inputAction, float pressAmount)
Parameters
| Type | Name | Description |
|---|---|---|
| IMixedRealityInputSource | source | |
| MixedRealityInputAction | inputAction | |
| Single | pressAmount |
RaiseOnInputPressed(IMixedRealityInputSource, Handedness, MixedRealityInputAction)
Raise Input Pressed.
Declaration
public void RaiseOnInputPressed(IMixedRealityInputSource source, Handedness handedness, MixedRealityInputAction inputAction)
Parameters
| Type | Name | Description |
|---|---|---|
| IMixedRealityInputSource | source | |
| Handedness | handedness | |
| MixedRealityInputAction | inputAction |
RaiseOnInputPressed(IMixedRealityInputSource, Handedness, MixedRealityInputAction, Single)
Raise Input Pressed.
Declaration
public void RaiseOnInputPressed(IMixedRealityInputSource source, Handedness handedness, MixedRealityInputAction inputAction, float pressAmount)
Parameters
| Type | Name | Description |
|---|---|---|
| IMixedRealityInputSource | source | |
| Handedness | handedness | |
| MixedRealityInputAction | inputAction | |
| Single | pressAmount |
RaiseOnInputUp(IMixedRealityInputSource, MixedRealityInputAction)
Raise the input up event.
Declaration
public void RaiseOnInputUp(IMixedRealityInputSource source, MixedRealityInputAction inputAction)
Parameters
| Type | Name | Description |
|---|---|---|
| IMixedRealityInputSource | source | |
| MixedRealityInputAction | inputAction |
RaiseOnInputUp(IMixedRealityInputSource, Handedness, MixedRealityInputAction)
Raise the input up event.
Declaration
public void RaiseOnInputUp(IMixedRealityInputSource source, Handedness handedness, MixedRealityInputAction inputAction)
Parameters
| Type | Name | Description |
|---|---|---|
| IMixedRealityInputSource | source | |
| Handedness | handedness | |
| MixedRealityInputAction | inputAction |
RaisePointerClicked(IMixedRealityPointer, MixedRealityInputAction, Int32, IMixedRealityInputSource)
Raise the pointer clicked event.
Declaration
public void RaisePointerClicked(IMixedRealityPointer pointer, MixedRealityInputAction inputAction, int count, IMixedRealityInputSource inputSource = null)
Parameters
| Type | Name | Description |
|---|---|---|
| IMixedRealityPointer | pointer | |
| MixedRealityInputAction | inputAction | |
| Int32 | count | |
| IMixedRealityInputSource | inputSource |
RaisePointerDown(IMixedRealityPointer, MixedRealityInputAction, IMixedRealityInputSource)
Raise the pointer down event.
Declaration
public void RaisePointerDown(IMixedRealityPointer pointer, MixedRealityInputAction inputAction, IMixedRealityInputSource inputSource = null)
Parameters
| Type | Name | Description |
|---|---|---|
| IMixedRealityPointer | pointer | The pointer where the event originates. |
| MixedRealityInputAction | inputAction | |
| IMixedRealityInputSource | inputSource |
RaisePointerUp(IMixedRealityPointer, MixedRealityInputAction, IMixedRealityInputSource)
Raise the pointer up event.
Declaration
public void RaisePointerUp(IMixedRealityPointer pointer, MixedRealityInputAction inputAction, IMixedRealityInputSource inputSource = null)
Parameters
| Type | Name | Description |
|---|---|---|
| IMixedRealityPointer | pointer | |
| MixedRealityInputAction | inputAction | |
| IMixedRealityInputSource | inputSource |
RaisePoseInputChanged(IMixedRealityInputSource, MixedRealityInputAction, MixedRealityPose)
Raise the 6 degrees of freedom input event.
Declaration
public void RaisePoseInputChanged(IMixedRealityInputSource source, MixedRealityInputAction inputAction, MixedRealityPose inputData)
Parameters
| Type | Name | Description |
|---|---|---|
| IMixedRealityInputSource | source | |
| MixedRealityInputAction | inputAction | |
| MixedRealityPose | inputData |
RaisePoseInputChanged(IMixedRealityInputSource, Handedness, MixedRealityInputAction, MixedRealityPose)
Raise the 6 degrees of freedom input event.
Declaration
public void RaisePoseInputChanged(IMixedRealityInputSource source, Handedness handedness, MixedRealityInputAction inputAction, MixedRealityPose inputData)
Parameters
| Type | Name | Description |
|---|---|---|
| IMixedRealityInputSource | source | |
| Handedness | handedness | |
| MixedRealityInputAction | inputAction | |
| MixedRealityPose | inputData |
RaisePositionInputChanged(IMixedRealityInputSource, MixedRealityInputAction, Single)
Raise the 1st degree of freedom input event.
Declaration
public void RaisePositionInputChanged(IMixedRealityInputSource source, MixedRealityInputAction inputAction, float inputPosition)
Parameters
| Type | Name | Description |
|---|---|---|
| IMixedRealityInputSource | source | |
| MixedRealityInputAction | inputAction | |
| Single | inputPosition |
RaisePositionInputChanged(IMixedRealityInputSource, MixedRealityInputAction, Vector2)
Raise the 2 degrees of freedom input event.
Declaration
public void RaisePositionInputChanged(IMixedRealityInputSource source, MixedRealityInputAction inputAction, Vector2 inputPosition)
Parameters
| Type | Name | Description |
|---|---|---|
| IMixedRealityInputSource | source | |
| MixedRealityInputAction | inputAction | |
| Vector2 | inputPosition |
RaisePositionInputChanged(IMixedRealityInputSource, MixedRealityInputAction, Vector3)
Raise the 3 degrees of freedom input event.
Declaration
public void RaisePositionInputChanged(IMixedRealityInputSource source, MixedRealityInputAction inputAction, Vector3 position)
Parameters
| Type | Name | Description |
|---|---|---|
| IMixedRealityInputSource | source | |
| MixedRealityInputAction | inputAction | |
| Vector3 | position |
RaisePositionInputChanged(IMixedRealityInputSource, Handedness, MixedRealityInputAction, Single)
Raise the 1st degree of freedom input event.
Declaration
public void RaisePositionInputChanged(IMixedRealityInputSource source, Handedness handedness, MixedRealityInputAction inputAction, float inputPosition)
Parameters
| Type | Name | Description |
|---|---|---|
| IMixedRealityInputSource | source | |
| Handedness | handedness | |
| MixedRealityInputAction | inputAction | |
| Single | inputPosition |
RaisePositionInputChanged(IMixedRealityInputSource, Handedness, MixedRealityInputAction, Vector2)
Raise the 2 degrees of freedom input event.
Declaration
public void RaisePositionInputChanged(IMixedRealityInputSource source, Handedness handedness, MixedRealityInputAction inputAction, Vector2 inputPosition)
Parameters
| Type | Name | Description |
|---|---|---|
| IMixedRealityInputSource | source | |
| Handedness | handedness | |
| MixedRealityInputAction | inputAction | |
| Vector2 | inputPosition |
RaisePositionInputChanged(IMixedRealityInputSource, Handedness, MixedRealityInputAction, Vector3)
Raise the 3 degrees of freedom input event.
Declaration
public void RaisePositionInputChanged(IMixedRealityInputSource source, Handedness handedness, MixedRealityInputAction inputAction, Vector3 position)
Parameters
| Type | Name | Description |
|---|---|---|
| IMixedRealityInputSource | source | |
| Handedness | handedness | |
| MixedRealityInputAction | inputAction | |
| Vector3 | position |
RaisePreFocusChanged(IMixedRealityPointer, GameObject, GameObject)
Raise the pre-focus changed event.
Declaration
public void RaisePreFocusChanged(IMixedRealityPointer pointer, GameObject oldFocusedObject, GameObject newFocusedObject)
Parameters
| Type | Name | Description |
|---|---|---|
| IMixedRealityPointer | pointer | The pointer that the focus change event is raised on. |
| GameObject | oldFocusedObject | The old focused object. |
| GameObject | newFocusedObject | The new focused object. |
RaiseRotationInputChanged(IMixedRealityInputSource, MixedRealityInputAction, Quaternion)
Raise the 3 degrees of freedom input event.
Declaration
public void RaiseRotationInputChanged(IMixedRealityInputSource source, MixedRealityInputAction inputAction, Quaternion rotation)
Parameters
| Type | Name | Description |
|---|---|---|
| IMixedRealityInputSource | source | |
| MixedRealityInputAction | inputAction | |
| Quaternion | rotation |
RaiseRotationInputChanged(IMixedRealityInputSource, Handedness, MixedRealityInputAction, Quaternion)
Raise the 3 degrees of freedom input event.
Declaration
public void RaiseRotationInputChanged(IMixedRealityInputSource source, Handedness handedness, MixedRealityInputAction inputAction, Quaternion rotation)
Parameters
| Type | Name | Description |
|---|---|---|
| IMixedRealityInputSource | source | |
| Handedness | handedness | |
| MixedRealityInputAction | inputAction | |
| Quaternion | rotation |
RaiseSourceDetected(IMixedRealityInputSource, IMixedRealityController)
Raise the event that the Input Source was detected.
Declaration
public void RaiseSourceDetected(IMixedRealityInputSource source, IMixedRealityController controller = null)
Parameters
| Type | Name | Description |
|---|---|---|
| IMixedRealityInputSource | source | The detected Input Source. |
| IMixedRealityController | controller |
RaiseSourceLost(IMixedRealityInputSource, IMixedRealityController)
Raise the event that the Input Source was lost.
Declaration
public void RaiseSourceLost(IMixedRealityInputSource source, IMixedRealityController controller = null)
Parameters
| Type | Name | Description |
|---|---|---|
| IMixedRealityInputSource | source | The lost Input Source. |
| IMixedRealityController | controller |
RaiseSourcePoseChanged(IMixedRealityInputSource, IMixedRealityController, MixedRealityPose)
Raise the event that the Input Source position was changed.
Declaration
public void RaiseSourcePoseChanged(IMixedRealityInputSource source, IMixedRealityController controller, MixedRealityPose position)
Parameters
| Type | Name | Description |
|---|---|---|
| IMixedRealityInputSource | source | |
| IMixedRealityController | controller | |
| MixedRealityPose | position |
RaiseSourcePositionChanged(IMixedRealityInputSource, IMixedRealityController, Vector2)
Raise the event that the Input Source position was changed.
Declaration
public void RaiseSourcePositionChanged(IMixedRealityInputSource source, IMixedRealityController controller, Vector2 position)
Parameters
| Type | Name | Description |
|---|---|---|
| IMixedRealityInputSource | source | |
| IMixedRealityController | controller | |
| Vector2 | position |
RaiseSourcePositionChanged(IMixedRealityInputSource, IMixedRealityController, Vector3)
Raise the event that the Input Source position was changed.
Declaration
public void RaiseSourcePositionChanged(IMixedRealityInputSource source, IMixedRealityController controller, Vector3 position)
Parameters
| Type | Name | Description |
|---|---|---|
| IMixedRealityInputSource | source | |
| IMixedRealityController | controller | |
| Vector3 | position |
RaiseSourceRotationChanged(IMixedRealityInputSource, IMixedRealityController, Quaternion)
Raise the event that the Input Source position was changed.
Declaration
public void RaiseSourceRotationChanged(IMixedRealityInputSource source, IMixedRealityController controller, Quaternion rotation)
Parameters
| Type | Name | Description |
|---|---|---|
| IMixedRealityInputSource | source | |
| IMixedRealityController | controller | |
| Quaternion | rotation |
RaiseSourceTrackingStateChanged(IMixedRealityInputSource, IMixedRealityController, TrackingState)
Raise the event that the Input Source's tracking state has changed.
Declaration
public void RaiseSourceTrackingStateChanged(IMixedRealityInputSource source, IMixedRealityController controller, TrackingState state)
Parameters
| Type | Name | Description |
|---|---|---|
| IMixedRealityInputSource | source | |
| IMixedRealityController | controller | |
| TrackingState | state |
RaiseSpeechCommandRecognized(IMixedRealityInputSource, MixedRealityInputAction, RecognitionConfidenceLevel, TimeSpan, DateTime, String)
Declaration
public void RaiseSpeechCommandRecognized(IMixedRealityInputSource source, MixedRealityInputAction inputAction, RecognitionConfidenceLevel confidence, TimeSpan phraseDuration, DateTime phraseStartTime, string text)
Parameters
| Type | Name | Description |
|---|---|---|
| IMixedRealityInputSource | source | |
| MixedRealityInputAction | inputAction | |
| RecognitionConfidenceLevel | confidence | |
| TimeSpan | phraseDuration | |
| DateTime | phraseStartTime | |
| String | text |
Register(GameObject)
Register a GameObject to listen to events that will receive all input events, regardless
of which other GameObjects might have handled the event beforehand.
Declaration
public override void Register(GameObject listener)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | listener | Listener to add. |
Overrides
| Improve this Doc View SourceRequestNewGenericInputSource(String, IMixedRealityPointer[])
Request a new generic input source from the system.
Declaration
public IMixedRealityInputSource RequestNewGenericInputSource(string name, IMixedRealityPointer[] pointers = null)
Parameters
| Type | Name | Description |
|---|---|---|
| String | name | |
| IMixedRealityPointer[] | pointers |
Returns
| Type | Description |
|---|---|
| IMixedRealityInputSource |
TryGetController(IMixedRealityInputSource, out IMixedRealityController)
Tried to get a IMixedRealityController from the DetectedControllers list.
Declaration
public bool TryGetController(IMixedRealityInputSource inputSource, out IMixedRealityController controller)
Parameters
| Type | Name | Description |
|---|---|---|
| IMixedRealityInputSource | inputSource | The IMixedRealityInputSource you want to get a controller reference for. |
| IMixedRealityController | controller | The IMixedRealityController that was found in the list of DetectedControllers |
Returns
| Type | Description |
|---|---|
| Boolean | True, if an IMixedRealityController is found. |
Unregister(GameObject)
Unregister a GameObject from listening to input events.
Declaration
public override void Unregister(GameObject listener)
Parameters
| Type | Name | Description |
|---|---|---|
| GameObject | listener |
Overrides
Events
| Improve this Doc View SourceInputDisabled
Event that's raised when the Input is disabled.
Declaration
public event Action InputDisabled
Event Type
| Type | Description |
|---|---|
| Action |
InputEnabled
Event that's raised when the Input is enabled.
Declaration
public event Action InputEnabled
Event Type
| Type | Description |
|---|---|
| Action |


--- title: "Weddings & Receptions" layout: "default" ---
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Open year round, the Richard K. Hemingway Orangerie can be set up for an indoor wedding ceremony, formal dinner, or open-house event. The Rose House is also available for smaller indoor/outdoor events. In the warmer months, wedding ceremonies may be held in select areas of the Garden such as the beautiful Fragrance Garden or Rose Garden.
For inquiries about renting space in the Garden, reserving a time for an event, and any other event rental questions, please contact our Event Rentals Department at<PHONE_NUMBER> or by email at rentals@redbutte.utah.edu


array ldap_get_attributes ( resource $link_identifier , resource $result_entry_identifier )
Reads attributes and values from an entry in the search result. Having located a specific entry in the directory, you can find out what information is held for that entry by using this call. You would use this call for an application which "browses" directory entries and/or where you do not know the structure of the directory entries. In many applications you will be searching for a specific attribute such as an email address or a surname, and won't care what other data is held.
return_value["count"] = number of attributes in the entry return_value[0] = first attribute return_value[n] = nth attribute
return_value["attribute"]["count"] = number of values for attribute return_value["attribute"][0] = first value of the attribute return_value["attribute"][i] = (i+1)th value of the attribute
Returns a complete entry information in a multi-dimensional array on success and FALSE on error.


Last night I tried mushrooms for the first time. I had a lot of expectations, but I figured it wouldn't be like I expected, as was the case with every other drug I've taken. I was of course correct. The two friends I was with had both done it once before and both had only had mild visuals with moving textures and such. This trip was also not like what they had expected.
We gather at Mike's place. His parents were pretty chill. They knew we smoked up there and didn't seem to care. We were never blatant about it. Mike was still a little worried that they'd freak about the mushrooms so he wanted to keep it quiet. I think this was the first step in the wrong direction for him. We were also supposed to have a trip-sitter come and keep an eye on us, but something came up and he couldn't make it. This was another major problem of the night.
Cory and I showed up at Mike's place around 2 in the afternoon and we smoked half a blunt before heading out. We had some plans for the night so there were some things we wanted to pick up. We got some food and then picked up a black light at a nearby Spencer's. I think we also picked up some poster board and markers to draw while tripping. This whole trip of getting stuff is a little fuzzy in my memory. I'm not sure why since it was before we actually ate the mushrooms.
When we got back at 5, we split up the shrooms and began eating. It wasn't as bad as I expected considering I despise regular mushrooms. I was told it would take 60-90 minutes to onset, but I was definitely feeling things 30 minutes later. We tried the drawing thing and actually drew some funny stuff. I recall 'I feel purrrrrrple' being written somewhere. Not long after this I had some major hallucinations and was way to incapacitated to draw anything. I just sat in my chair and watched light pour in through the window and dance across the ceiling and walls.
I'm not sure what the other guys were doing, because I sort of blanked out between 5:30 and 8. I think I remember not being able to comprehend time and space. Like I couldn't tell what time it was or what day. I couldn't tell if I was still in the room. I remember just seeing lots of colors and nothing else. At 8 I started looking around the room. I wasn't really freaking out, but I kept checking my watch and being dismayed at how time was not progressing. It seemed like it was 8:30 forever. I do believe that this is in part to the fact the the TV was on TBS and the same episode of Seinfeld was on 3 times in a row. Cory was babbling about reality and how we were in another reality and now we were coming back to this reality. I wasn't sure what he was talking about since I was swimming in color.
At around 9 we all sort of snapped out of it. Not entirely, we were still tripping, but we seemed to get a grasp of reality better. We had difficulty making the journey out of his room to go to the bathroom since Mike's parents were out there, but I think it was fine. During my whole absence in time, Mike was bugging out about his parents and being worried that we'd get caught, but he seemed to snap out of it at 9 as well.
We just chilled for a while to some music and tried enjoying the rest of the evening. We finished the blunt and smoked maybe 1 or 2 more bowls, I don't remember. Cory got real hyper and excited, so Mike and I tried calming him down. This made Mike worried and he began freaking out again. I tried calming him down, but since I was still tripping, there wasn't much I could do. This is why we really should've had a trip-sitter.
We eventually passed out around 1, I think, and woke up the next morning around 10.  We cleaned up and got some breakfast. After getting a shower and some food in my system I think we all felt a lot better. We're still not real sure why this shrooming was so much more intense in comparison to Cory and Mike's previous trip, but we're pretty glad nothing real terrible happened. It was scary, but we did learn a lot.
I think if I ever shroom again, I am definitely making sure it's a very comfortable place with a trip-sitter is present.
Experience Reports are the writings and opinions of the individual authors who submit them.
Some of the activities described are dangerous and/or illegal and none are recommended by Erowid.


New 2019 Audi A6 2.0
vs
$90,6002019 Porsche Cayenne
vs
$52,650Hyundai EON 2019
$120,440
Basic Information
Make / Year
New 2019 Audi A6 2.0
2019 Porsche Cayenne
Hyundai EON 2019
Front Head Room
39.5 in
38.0 in
37.9 in
Width / Height / Length
74.8 in / 57.3 in / 201.9 in
73.0 in / 57.0 in / 192.5 in
56.4 in / 73.8 in / 205.0 in
Wheel Base
119.0 in
113.5 in
121.6 in
Cargo capacity, all seats in place
15.2 cu.ft.
12.9 cu.ft.
13.0 cu.ft.
MECHANICAL FEATURES
Base Engine / Cylinders
5.0 L / V8
201 L / Inline 4
5.0 L / V8
Fuel Capacity / Type
21.7 gal. / Flex-fuel
21.1 gal. / Diesel fuel
22.2 gal / Premium
Fuel Economy (city / hwy)
15 / 23 mpg
28 / 42 mpg
19 / 23 mpg
Horsepower
470 hp @ 6000 rpm
195 hp @ 3800 rpm
438 hp @ 6400 rpm
Transmission
8-speed shiftable automatic
7-speed shiftable automatic
Variable-speed automatic
EXTERIOR / INTERIOR FEATURES
All Season Tires
Optional
Standard
Standard
Power Glass Sunroof
Standard
Standard
Standard
Tire Size
275/35R20 102Y tires
245/45R17 tires
245/45R V tires
Wheels
Painted alloy wheels
Alloy wheels
Painted alloy wheels
A/C With Climate Control
Standard
Standard
Standard
Built-in Hard Drive
Standard
Optional
N / A
HD Radio
Standard
Standard
Standard
Heated / Cooled Seats
Standard
Optional
Standard


GAMES CONSOLE SHIFTER Microsoft has revealed the terms and conditions that will bind its Xbox One users to the company through their consoles and the internet.
The firm's upcoming console has been a source of controversy, mostly about how often it has to be turned on and call home and what you can do with games that you don't like or have finished.
The bad news is that the bad news is true. Microsoft will insist that Xbox One consoles must connect to the internet every day.
It has claimed that this will be easy, and added that all Xbox One users will have broadband connections. Microsoft said that this will help the cloud console keep a handle on games, game savers and gamers.
"While a persistent connection is not required, Xbox One is designed to verify if system, application or game updates are needed and to see if you have acquired new games, or resold, traded in, or given your game to a friend. Games that are designed to take advantage of the cloud may require a connection," it said.
"With Xbox One you can game offline for up to 24 hours on your primary console, or one hour if you are logged on to a separate console accessing your library. Offline gaming is not possible after these prescribed times until you re-establish a connection, but you can still watch live TV and enjoy Blu-ray and DVD movies."
The firm has also clarified what can happen with pre-owned games. Here the suggestion has been that a charge of over £30 will be involved if you wanted to shift a title, but Microsoft said that this is not the case. However, games can be traded only once, at "participating retailers".
"We designed Xbox One so game publishers can enable you to trade in your games at participating retailers. Microsoft does not charge a platform fee to retailers, publishers, or consumers for enabling transfer of these games," it said.
"Xbox One is designed so game publishers can enable you to give your disc-based games to your friends. There are no fees charged as part of these transfers. There are two requirements: you can only give them to people who have been on your friends list for at least 30 days and each game can only be given once." µ
Tags: Numb Thumbs
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|
C++ Actor Framework 0.19
|
Provides a callback-based interface for certain BASP events. More...
#include <instance.hpp>
Public Member Functions | |
| callee (actor_system &sys, proxy_registry::backend &backend) | |
| virtual void | finalize_handshake (const node_id &nid, actor_id aid, std::set< std::string > &sigs)=0 |
Called if a server handshake was received and the connection to nid is established. | |
| virtual void | purge_state (const node_id &nid)=0 |
| Called whenever a direct connection was closed or a node became unreachable for other reasons before this node gets erased from the routing table. | |
| virtual void | proxy_announced (const node_id &nid, actor_id aid)=0 |
| Called whenever a remote node created a proxy for one of our local actors. | |
| virtual void | learned_new_node_directly (const node_id &nid, bool was_known_indirectly)=0 |
| Called whenever BASP learns the ID of a remote node to which it does not have a direct connection. | |
| virtual void | learned_new_node_indirectly (const node_id &nid)=0 |
| Called whenever BASP learns the ID of a remote node to which it does not have a direct connection. | |
| virtual void | handle_heartbeat ()=0 |
Called if a heartbeat was received from nid | |
| virtual execution_unit * | current_execution_unit ()=0 |
| Returns the current CAF scheduler context. | |
| proxy_registry & | proxies () |
| Returns the actor namespace associated to this BASP protocol instance. | |
| virtual byte_buffer & | get_buffer (connection_handle hdl)=0 |
| Returns a reference to the sent buffer. | |
| virtual void | flush (connection_handle hdl)=0 |
Flushes the underlying write buffer of hdl . | |
| virtual strong_actor_ptr | this_actor ()=0 |
| Returns a handle to the callee actor. | |
Protected Attributes | |
| proxy_registry | namespace_ |
Provides a callback-based interface for certain BASP events.
|
pure virtual |
Returns the current CAF scheduler context.
Implemented in caf::io::basp_broker.
|
pure virtual |
Called if a server handshake was received and the connection to nid
is established.
Implemented in caf::io::basp_broker.
|
pure virtual |
Flushes the underlying write buffer of hdl
.
Implemented in caf::io::basp_broker.
|
pure virtual |
Returns a reference to the sent buffer.
Implemented in caf::io::basp_broker.
|
pure virtual |
Called if a heartbeat was received from nid
Implemented in caf::io::basp_broker.
|
pure virtual |
Called whenever BASP learns the ID of a remote node to which it does not have a direct connection.
Implemented in caf::io::basp_broker.
|
pure virtual |
Called whenever BASP learns the ID of a remote node to which it does not have a direct connection.
Implemented in caf::io::basp_broker.
|
pure virtual |
Called whenever a remote node created a proxy for one of our local actors.
Implemented in caf::io::basp_broker.
|
pure virtual |
Called whenever a direct connection was closed or a node became unreachable for other reasons before this node gets erased from the routing table.
Implemented in caf::io::basp_broker.
|
pure virtual |
Returns a handle to the callee actor.
Implemented in caf::io::basp_broker.


Welcome to the Farm Crap App
An app designed to help farmers make the most of your manure (slurry, FYM and poultry litter).
The app contains 3 components:
The calculator
The image library (to which you can add your own photos)
The record sheets
The calculator will determine the amount of crop-available key nutrients (N, P & K) within the manure at different spreading rates helping you decide how much to spread in order to meet the crop requirements, and also what this looks like.
The image library can be used as a visual reference guide to estimate the spreading rate of manure already applied to the field and therefore calculate the amount of crop available nutrients that have been applied.
The Farm Crap App can also be used to keep records of spreading events per field, how much manure was spread and what this translates to in terms of applied nutrients.
You can also upload a photo of the spreading event. The records can be emailed to you to be stored on your computer.
The data for the Farm Crap App has been compiled from the Defra RB209 Fertiliser Manual and the Think Manures handbook.


|
PROSECUTORS ON A ROLL: CONVICTION,
CLOSE TO HOME, AND LAW & ORDER
By Michael Asimow
Televised pop culture concentrates
on only one side of the criminal justice process. Prosecutors,
police, and police forensics rule the roost. Countless TV series
glorify those who toil for law enforcement. Defense lawyers have
virtually disappeared from the airwaves, except as weasels who
get trounced by the prosecutors. The traditional noble defender,
running from Perry Mason and The Defenders through
Matlock to L. A. Law and The Practice, seems
to be on life support. Alan Shore on Boston Legal occasionally
attempts a bit of criminal defense, but those cynical and obviously
parodied stories do little to enhance the image of the criminal
defense bar. The tenacious attorneys on Injustice challenge
the past convictions of innocent defendants. But that's about
it for the defense side.
What's going on here? What
explains this swing of the pendulum in favor of crime-fighting?
Are viewers so terrified by crime that they're only interested
in police, forensic scientists, and prosecutors? Yet violent
crime rates are far below those of ten or twenty years ago. Do
most viewers detest criminal defense lawyers? Well, probably
so, but they've felt that way for years, so what's changed? Are
people terrified that guilty people are getting acquitted? Maybe,
but there's been far more recent publicity about innocent people
being convicted and later exonerated by DNA testing (a development
that Injustice shrewdly capitalizes on). In a time of
war, do viewers want to be assured that government knows what
it's doing? Yet the President's approval ratings are dismal and
people seem to distrust government more than ever. Is it blowback
from 9/11? Yet it's hard to see the connection between terrorist
atrocities and the normal routine of urban street crime.
Whatever the reason, the message
from pop culture is that the cops, police forensic scientists,
and prosecutors are noble and fascinating creatures who have
all the right answers, while those on the defense side are faintly
repugnant toads who, at best, merit protection under the Endangered
Species Act. This highly opinionated article focuses on two new
prosecutor dramas, Conviction and Close to Home,
comparing them to that mainstay of police/prosecutor sanctification,
Law & Order.
In Conviction, Dick
Wolf creates a prosecution office as different from Law &
Order as it could possibly be. We see an ensemble of impossibly
good looking and extremely horny 20- and 30-somethings on a crusade
against crime and sleeping alone. Like The Practice and
LA Law before it, Conviction is a workplace drama
in which the personal lives of the characters center on their
place of employment. Clearly, Wolf was stung by the sudden death
of his previous series Law & Order: Trial by Jury
(which I, for one, thought was excellent) as well as by a ratings
decline in the flagship Law & Order. Conviction
attacks the prized 18-49 demographic with gusto. Of course, it
also helped in selling the series that the new show was able
to use the costly sets built for Law & Order: Trial by
Jury.
Every
episode of Law & Order, you'll recall, has an identical
structure. Each concerns only a single case. In the first half
hour, typical New Yorkers stumble on a dead body. Inspired police
investigation turns up the real killer. In the second half, prosecutor
Jack McCoy and his female associate convict them. The cops and
prosecutors have no life outside the office and do little socializing
even there (there are the occasional brief congratulatory bar
scenes at the end of the episode where McCoy gets to make an
ironic point about the proceedings). With rare exceptions, nothing
is said about the characters' personal lives (at the most, we
get a tantalizingly brief glimpse of their problems with family
or alcoholism). It's all work. Turnover in the cast makes little
difference to the show's appeal because it's all about the stories,
not the actors.
I'm a fan of Law & Order.
The stories are well written, often very thought-provoking, sophisticated,
and complex. A recent show, for example, raised issues of great
importance about the use of private security contractors in fighting
the Iraq war and the lack of any system for holding private contractors
accountable. That episode featured a lefty defense lawyer, Danielle
Melnick, who has appeared repeatedly on Law & Order
and clashed entertainingly with McCoy, but who seems to care
more about the cause than her client. The writers are lawyers
themselves and they strive to achieve legal accuracy.
To me, the phenomenal commercial
success of Law & Order is baffling: there's no sex
or violence and the show never dumbs itself down or underestimates
the viewers' intelligence. If you doze off or get up to answer
the phone or go to the bathroom, you're going to lose the thread
of the story. As a result, Law & Order seems to flout
every conventional rule for success in the world of mass media,
yet old episodes play every day on cable while new episodes continue
to appear on NBC. Although I can't account for its success, I
appreciate the high quality of the show and I watch it religiously.
Close
to Home is more like
the Law & Order narrative model than that used in
Conviction. The show is set in Indianapolis, a big city
with plenty of crime but lacking the grit and glamour of Manhattan
or L. A. It focuses on a single dedicated prosecutor, the highly
attractive Annabeth Chase and her supervisor, a black woman named
Maureen Scofield. Like Law & Order, each episode of
Close to Home concerns only a single case (often involving
some form of domestic violence), so the story can be developed
in some depth and there are interesting plot twists. Unlike the
celibates on Law & Order, however, Chase has a personal
life. She's married, has a baby, and is just returning from maternity
leave. She also has a very supportive husband who is a full child-care
partner and is happy to step in to help when Chase has to rush
to the office in the middle of the night or on weekends.
A recent story involved an
interesting Miranda issue in which the suspect never quite told
the detective interrogating him that he wanted a lawyer but kept
asking whether he needed one. It also involved a canny defense
lawyer who successfully bluffs the prosecutors into accepting
a plea bargain in a winnable case. I like Close to Home,
but it's nowhere near as well written as Law & Order.
My sense is that the scenes involving Chase's struggle to balance
home and work are thin and artificial, grafted onto the legal
story just to show that she's a human being and, perhaps, to
appeal to a female young-working-mother demographic.
Which
brings us to Conviction. Here each episode presents three
to five cases, intercutting between them throughout the hourly
show along with personal tidbits about the lawyers. The multi-story
format has some advantages and a big disadvantage. The major
advantage is that it allows most members of the ensemble to play
important roles in each episode. Another advantage is that the
format represents the reality of a prosecutor's office: everybody
is rushing around trying to cover the caseload. New cases pour
in, the pace is frantic, and mistakes get made. Lawyers have
to spend precious time trying to get witnesses to appear at trial
and not chicken out on the testimony they promised to give. (Jessica
Rossi gives a prostitute $50 for a heroin fix in order to get
her to court to testify against a rapist). Cases fizzle out because
witnesses are found to have lied to the police. Most of the others
get plea bargained. Only a few make it to trial. This approach
gives a genuine sense of the way an urban prosecutor's office
functions. The Law & Order and Close To Home
model of devoting all of the office's resources to a single high
profile case is a stylized way of telling a story in depth, but
it's not realistic.
The disadvantage of the multi-story
format, however, is that none of the stories on Conviction
are well developed, because there just isn't time for it. You'll
forget them by the next morning. So if you're looking for sophisticated
and challenging legal and ethical stories (and I am), Conviction
will probably be rather disappointing, the cultural equivalent
of fast food.
But the show has some strong
points. I liked the emphasis in several stories on rookie Nick
Potter, who has just arrived at the office from a Wall St. firm
because he wants to try cases (young people in big firms never
try cases or even meet with clients and even senior litigation
partners almost never get to trial). Yet Nick doesn't have a
clue what he's supposed to be doing and is the subject of good
natured hazing by his colleagues. Nick also finds himself in
a dilemma when he witnesses police brutality while on a ride-along
with the cops. In the subsequent Internal Affairs investigation,
he must decide whether to tell the whole truth (and get the cops
fired) or pull his punches (so he can continue working with them
for the rest of his career).
Christina Finn is terrified
when she tries her first case, especially when the judge makes
and then sustains objections to her leading questions. (She's
also cruelly hazed by the judge for leaving the evidence-cocaine-on
her desk during the lunch break). Busy prosecutorial offices
always have rookies who must be trained and brought along slowly
and acculturated into the office's institutional life. And when
a prosecutor with an organized crime case is gunned down in the
pilot episode (his dinner location perhaps disclosed by Nick's
incautious comment), I thought that made for effective drama
about the physical dangers of a prosecutor's life.
Also I don't mind experiencing
the personal lives of the characters when it illuminates their
work experience. Brian Peluso (who probably gets more face-time
than any other member of the ensemble) is a compulsive gambler
who owes money to his bookie. This entangles him in a serious
conflict of interest when his bookie pressures him to get Christina
to go easy on a gun case involving the bookie's relative. If
I'm to invite these characters into my living room for the long
haul, I'd like to get to know them as people. Thus I always enjoyed
the mixture of gritty criminal defense and unhappy personal lives
on The Practice, especially the way the writers managed
so often to link the two.
Another thing I liked about
the four Conviction episodes I've seen is that the bureau
chief, Alexandra Cabot, is politically ambitious and imposes
hard-line policies on the office in order to project an image
of being tough-on-crime. Serious juvenile criminals must be prosecuted
as adults. No pleading down drug cases or gun crimes. The results
of such policies can be very harsh. An apparently intelligent
and reasonably decent 14-year old boy kills his bullying big
brother with a baseball bat. Office policy prevents the prosecutors
from treating this tragic case as a juvenile matter. The kid
must be tried as an adult. The prosecutors offer manslaughter
and 8 years, but the kid's father (having lost one son and threatened
now by losing another) won't let him accept the deal, assuring
him that he'll surely be acquitted of second degree murder. The
predictably tragic result ensues. But the office's policy of
insisting on prosecuting children who commit violent crimes as
adults is even more at fault for this unjust result than the
overbearing father. In this era of excessive criminal penalties
(such as three-strike laws and mandatory minimum sentences for
minor drug offenses) and ever-increasing prison populations,
I appreciate the show's effort to critique excessively harsh
prosecution and punishment policies.
And now for a few words on
the subject of sex. I personally like emphasis on the sexuality
of the characters in film or television drama when it is set
within an interesting and developing personal relationship and
is well integrated into the story. Take, for example, Six
Feet Under. That great show bristled with interesting sexual
relationships: Nate and Brenda. David and Keith. Ruth and George.
Claire and Billy. Federico and Vanessa. And many more. But on
Six Feet Under the sex was always part of a much bigger
personal story.  I don't object to the occasional sight of normally
concealed body parts or seeing simulated intercourse when the
sex involves relationships between characters I've come to empathize
with.
However, the sex in Conviction
is different, somehow, and I've struggled to understand my reaction
to it. In Conviction, we see all of the prosecutors on
a roll-in the hay. Fundamentally, the show is a workplace drama
about a bunch of good-looking single people trying to get laid.
Several succeed in each episode, particularly Brian and Jessica.
Christina isn't very good at it and discovers potential partners
are happily married or prefer women with bigger boobs.
In this show, casual sex is
used to titillate viewers and appeal to the 18-49 demographic,
but it has little to do with the legal stories in the DA's office.
Wolf is obviously trying to capture a soap opera or Desperate
Housewives sensibility. As a definite non-member of the 18-49
demographic, I find the sexual banter and bedroom scenes in Conviction
boring and irrelevant. Not shocking (especially not in the laundered
form permitted on network TV), just tedious. I'm interested in
an intriguing legal story, and the sex just gets in the way.
But then that's my taste, not yours. Probably I'm just too last
century.
I can sympathize with Dick
Wolf's pursuit of the younger demographic and his attempt to
maintain his brand, but for provocative stories about law, lawyers
and ethics from a prosecutor's point of view, I'd stick with
Law & Order with a fallback to Close to Home.
Leave the sex to the soap operas. Meanwhile, how about bringing
back to the small screen some dedicated criminal defense lawyers
like those lovable bottom feeders on The Practice?
Posted April 5, 2006
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Park Kyung apologizes, says he didn't mean to libel specific artists
by jennywillPark Kyung apologized for calling out chart manipulation.
Earlier today, he'd called out artists who were accused of chart manipulation, specifically calling out Vibe, Song Ha Ye, Lim Jae Hyun, Jeon Sang Keun, Jang Deok Cheol, and Hwan In Wook.
His label KQ Entertainment issued an apology in his stead, writing, "Hello, this is KQ Entertainment. We are apologizing to the artists who have been mentioned by name in Park Kyung's tweets earlier today. He had no intention to defame any specific people, and was just talking about the current state of music charts. We ask for the forgiveness for disturbing the relevant parties with his direct and rough words. His statements were unfounded through rumors that are currently widespread. He just tweeted his personal feelings, but we apologize once again by disturbing certain parties by detailing specific names, and ask for your forgiveness. Thank you."


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Environments¶
There are 4 environments available. You should use KuruveGymEnv as a base for other/new environments. Remember to check the action and observations spaces for each environment.
GymEnv/KuruveGymEnv¶
Example image (96x96) of the observation:
-
class
kuruve.envs.GymEnv.
KuruveGymEnv
(headless=False, observation_size=(64, 64), fps_cap=0, frameskip=1, enable_powerups=False, verbose=0, player_count=2)¶ Gym compatible learning environment for 2 players (for now). Use this as a base for environments.
- Parameters
headless – Show window
observation_size – The game screen will be scales to this size
fps_cap – Limit framerate. 0 is unlimited. 60 is for human play.
frameskip – Skip frames. Previous action will be repeated for the skip duration. Use 1 for no skip (Default).
enable_powerups – Enable powerup spawning.
verbose – Print additional information.
player_count – Number of players. Max 4
-
close
()¶
-
render
(mode='human')¶
-
reset
()¶
-
seed
(seed=None)¶
-
step
(action)¶
SurvivalEnv¶
-
class
kuruve.envs.SurvivalEnv.
SurvivalEnv
(headless=False, observation_size=(64, 64), fps_cap=0, frameskip=1, enable_powerups=False, verbose=0)¶ Gym compatible learning environment. Try survive as long as possible. One player.
- Parameters
headless – Show window
observation_size – The game screen will be scales to this size
fps_cap – Limit framerate. 0 is unlimited. 60 is for human play.
frameskip – Skip frames. Previous action will be repeated for the skip duration. Use 1 for no skip.
enable_powerups – Enable powerup spawning.
verbose – Print additional information.
CompetitiveEnv¶
Example images (96x96) of the observation:
Left image: grayscale image of the screen. Right image: player’s (1) position.
-
class
kuruve.envs.CompetitiveEnv.
CompetitiveEnv
(headless=False, observation_size=(64, 64), fps_cap=0, frameskip=0, enable_powerups=False, verbose=0, player2_step=None, player2_reset=None)¶ Environment for self-play experiments. Two worms only.
RandomEnv¶
-
class
kuruve.envs.RandomEnv.
RandomEnv
(headless=False, observation_size=(64, 64), fps_cap=0, frameskip=0, enable_powerups=False, verbose=0, random_players=1)¶ Environment in which the second worm’s actions are random. Not very useful for training because the random worm does not survive for long.


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