This demo expands the image browser pixels to 100% of its parent element's width, and requests an image width adjusted to the device pixel ratio. In cases where this would be useful is for a homepage hero image which should span the width of the display.
This image also sets a max browser pixel width so images do not become too large. While a mobile phone may have a width of 320 browser pixels, a desktop monitor may have a 1200 browser pixel width. In this case we are setting a max width of 640 browser pixels.
Use the data-width-percent attribute to set the width percentage. Note that you do not set the percentage in the 'data-width' attribute because the width and height attributes should always have browser pixel dimensions. Without browser pixel dimensions we'd be unable to scale the image proportionately when adjusting the percentage.
Photo by Michael Gäbler.


- Screen - Class in game.view
-
Used to display the scene from the renderer.
- Screen() - Constructor for class game.view.Screen
-
- sendData(byte[]) - Method in class game.control.GameClient
-
Send data to the server.
- sendData(byte[], InetAddress, int) - Method in class game.control.GameServer
-
Send data to a specific client
- sendDataToAllClients(byte[]) - Method in class game.control.GameServer
-
Send data to all clients on the server
- setAspect(float) - Method in class renderer.R_AbstractCamera
-
- setBackward(boolean) - Method in class game.logic.Player
-
Set going backwards
- setCamera(String) - Method in class renderer.Renderer
-
Sets the current camera used by the renderer to render the scene.
- setDirection(Vec3) - Method in class renderer.Light
-
Sets the light's direction
- setFar(float) - Method in class renderer.R_AbstractCamera
-
- setFoward(boolean) - Method in class game.logic.Player
-
Set player moveing foward
- setID(int) - Method in class game.control.PlayerMP
-
Set the ID of the player.
- setImage(BufferedImage) - Method in class game.view.MainFrame
-
Set the image for the screen to display
- setImage(BufferedImage) - Method in class game.view.Screen
-
Set the image to display.
- setInteracting(boolean) - Method in class game.logic.Player
-
Sets interacting
- setIpAddress(InetAddress) - Method in class game.control.PlayerMP
-
Set IP address of the player.
- setItemPickedUp(boolean) - Method in class game.logic.Player
-
Sets itemPickedUp
- setKey(int) - Method in class game.logic.world.Door
-
Set keyID needed to unlock door
- setLocked(boolean) - Method in class game.logic.world.Door
-
Set if door locked
- setMap(int[][]) - Method in class renderer.Renderer
-
Sets the map grid for shadow mapping
- setModel(R_Player) - Method in class game.logic.Player
-
- setMoving(boolean) - Method in class game.logic.Player
-
Sets if player is moving ???
- setNear(float) - Method in class renderer.R_AbstractCamera
-
- setOrientation(Vec3) - Method in class renderer.R_AbstractModel
-
- setPlayersInRoom(List<Player>) - Method in class game.logic.Room
-
Sets players in room
- setPort(int) - Method in class game.control.PlayerMP
-
Set the port of the player.
- setPos(int, int) - Method in class game.view.GuiButton
-
Set position of button
- setPosition(double, double) - Method in class game.logic.items.Chest
-
- setPosition(double, double) - Method in interface game.logic.items.Item
-
Set the starting position of the item in the level (if it has one)
- setPosition(double, double) - Method in class game.logic.items.Key
-
- setPosition(double, double) - Method in class game.logic.items.Terminal
-
- setPosition(Vec3) - Method in class renderer.Light
-
Sets the light's position
- setPosition(Vec3) - Method in class renderer.R_AbstractCamera
-
- setPosition(Vec3) - Method in class renderer.R_AbstractModel
-
- setRoom(Room) - Method in class game.logic.Player
-
Sets players current room
- setRoomLoaded(boolean) - Method in class game.logic.Player
-
Set if room loaded
- setRot(double) - Method in class game.logic.Player
-
Sets rotation of player
- setScale(Vec3) - Method in class renderer.R_AbstractModel
-
- setScale(float) - Method in class renderer.R_OrthoCamera
-
- setShooting(boolean) - Method in class game.logic.Player
-
- setSide(R_Player.Team) - Method in class game.logic.Player
-
- setSide(R_Player.Team) - Method in class renderer.Light
-
Sets the team of the player
- setSide(R_Player.Team) - Method in class renderer.R_Player
-
Sets the team the player is on
- setTarget(Vec3) - Method in class renderer.R_AbstractCamera
-
- setTargetPos(int, int) - Method in class game.logic.world.Door
-
Sets co-ordinates for player to be moved to in target room
- setTargetRoom(Room) - Method in class game.logic.world.Door
-
Sets room to move player to on interact
- setTeam(R_Player.Team) - Method in class renderer.Renderer
-
- setTeams(String[], String[]) - Method in class game.logic.Level
-
Set the teams and assign the players models according to their teams.
- setTeams(String[], String[]) - Method in class game.logic.StealthGame
-
Set teams of the players
- setTurnLeft(boolean) - Method in class game.logic.Player
-
turn left at turnspeed
- setTurnRight(boolean) - Method in class game.logic.Player
-
turn right at turnspeed
- setUp(Vec3) - Method in class renderer.R_AbstractCamera
-
- setUsing(boolean) - Method in class game.logic.Player
-
- setX(double) - Method in class game.logic.Player
-
Sets x-position
- setX(float) - Method in class renderer.math.Vec3
-
- setY(double) - Method in class game.logic.Player
-
set y-position
- setY(float) - Method in class renderer.math.Vec3
-
- setZ(double) - Method in class game.logic.Player
-
Sets z-position
- setZ(float) - Method in class renderer.math.Vec3
-
- SLEEP - Static variable in class game.test.NetworkTester
-
Used to make the tests wait for the client and server to shut down.
- SpawnPoint - Class in game.logic
-
- SpawnPoint(Room, int, int, R_Player.Team) - Constructor for class game.logic.SpawnPoint
-
Create spawn point
- start() - Method in class game.logic.StealthGame
-
Sets up the server/ client and connects client to the server.
- StartUpScreen - Class in game.view
-
Initial login window for host and clients.
- StartUpScreen() - Constructor for class game.view.StartUpScreen
-
Default constructor, creates new instance of this class.
- StealthGame - Class in game.logic
-
Main logic class, runs the actual game.
- stop() - Method in class game.logic.StealthGame
-
Called to stop the game.
- sub(Vec3) - Method in class renderer.math.Vec3
-
This method subtracts two vectors


Refined is no longer supported. With the latest update from Slack, I've decided to distribute it privately only.
Read more here
or
uninstall the extension.


Here are some suggestions on what you can grow. The suggestion are provided based on the factors below:
Sorry, no relevant data found at this time for your selected region, please try again later


Schedule for Placement Drive on 30th April 2014
WIPRO Eligibility and other conditions
Oravel Travel :List of Selected candidates ( March 26th 2014)
Freight System :Candidates Shortlisted on 27th March 2014
Batches for Interview ( Freight Systems)
Candidates Selected by Housing.Com on 27th March 2014
WIPRO: LIST OF SELECTED CANDIDATES
Ingenious E Brain :List of Candidates called for Second round on 29th March at Conference Centre ( as per schedule attached )
Candidates shortlisted by AON HEWITT ON MARCH 26th 2014
|
Notice
Candidates selected by SRF
Medley Marketing Pvt Ltd Results
Results of HT Studymate
List of Candidates selected by Housing.com on 18th Feb 2014
Do you want to become an Entrepreneur?
Perkin Elmer selected candidates
WIPRO Result


Man in his 70s dies following crash in Co Cork
by NewstalkA man in his 70s has died following a crash in Co Cork in the early hours of this morning.
It happened shortly after 12:15am in the Taur area of Newmarket, when his car crashed into a ditch.
The man - who was the only person in the car - was pronounced dead at the scene.
His body has been removed to Cork University Hospital for a post mortem examination.
The scene of the crash remains closed this morning, with a forensic exam to be carried out.
Gardaí have appealed to anyone who may have information to contact them, in particular any road users who may have travelled through the area between 12:10am and 12:30am.
Anyone with information can contact Mallow Garda Station on 022-31450 or the Garda Confidential Line on 1800-666-111.


Assessment - {{year}} - {{location.vendor_name}}
| Tool Serial Number | Part Produced | Year Build | Total Expected Life | Remaining Expected Life | Tool Overall Condition | Risk Estimation | Risk Assessment | Comments | Date Evaluation | # Actions | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| {{assessment.tool_inspected}} | {% for part in assessment.tool_inspected.part_produced.all %} {{part}} {% endfor %} | {{assessment.tool_inspected.year_built}} | {{assessment.life}} | {{assessment.life_remaining}} | {{assessment.tool_condition}} | {% if assessment.get_risk_evaluated <= 1 %} High {% elif assessment.get_risk_evaluated > 1 and assessment.get_risk_evaluated <= 3 %} Medium {% elif assessment.get_risk_evaluated > 3 %} Low {% elif assessment.get_risk_evaluated %} {% endif %} | {% if assessment.risk == "High" %} High |
{% elif assessment.risk == "Medium" %}
Medium |
{% elif assessment.risk == "Low" %}
Low |
{% endif %}
{{assessment.comments}} | {{assessment.date_assessment}} |


Vector & List
Linear data structures.
C++
Rust
Java
vector<int> v = {5, 4, 3, 2, 1};
list<int> l = {10, 9, 8, 7, 6};
// sort the two
sort(v.begin(), v.end());
l.sort(); // use container specific sort
// print them out
copy(v.begin(), v.end(), ostream_iterator<int>(cout, ","));
copy(l.begin(), l.end(), ostream_iterator<int>(cout, ","));
let v = vec![5, 4, 3, 2, 1];
let mut l = LinkedList::new();
l.push_back(10);
l.push_back(9);
l.push_back(8);
l.push_back(7);
l.push_back(6);
// sort the two
v.sort();
// unfortunately there is no way
// to directly sort a LinkedList
// print them out
for i in v.iter() {
print!("{},", i);
}
for i in l.iter() {
print!("{},", i);
}
List<Integer> v =
new ArrayList<>(Arrays.asList(5, 4, 3, 2, 1));
List<Integer> l =
new LinkedList<>(Arrays.asList(10, 9, 8, 7, 6));
// sort the two
Collections.sort(v);
Collections.sort(l);
// print them out
for(Integer i : v) {
System.out.print(i);
System.out.print(',');
}
for(Integer i : l) {
System.out.print(i);
System.out.print(',');
}
C++11 added brace-initialization to the language and greatly simplified the initialization of conainters. Rust has this
through a macro for Vec
, but lacks it for LinkedList
. Java does not provide any type of
initialization. The easiest way is to leverage Arrays.asList()
.
Sorting is different across the board. In Java a generic algorithm is used to operate on the two containers. In C++
one container has a specialized method, while the other dose not. A generic algorithm can be used for both; however, it
is always a good idea to use class methods when they are available. Rust has no way to sort a LinkedList


Created by Brian Krygsman
Image: http://www.bennadel.com/blog/2439-My-Experience-With-AngularJS-The-Super-heroic-JavaScript-MVW-Framework.htm
"Currently up to my eyeballs in Angular"
All browsers
Server: NodeJS
Embedded: Playstation
Mobile: Phonegap
The "assembly language" of the web?
3rd highest language tag on stackoverflow.com
The foundation your code plugs in to.
Prescriptive
Smashing Magazine reviewed common JS frameworks in 2012.
~35 frameworks/libs were compared
~65 frameworks/libs compared today
Common MV* structure
I hereby declare AngularJS to be MVW framework - Model-View-Whatever. Where Whatever stands for "whatever works for you". - Igor Minar (lead dev of AngularJS)
Delarative Data Binding
My name is {{ user.name }}.
My name is Bria.
POJOs for models
$scope.person = { firstName: 'Brian' };
App.Person = DS.Model.extend({ firstName: DS.attr() });
Person = Backbone.Model.extend({});
var person = new Person({ firstName: 'Brian' });
Dependency injection
app.controller('todoCtrl', ['$rootScope', '$scope', 'TodoFactory',
function( $rootScope, $scope, todoFactory ){
// in here I can call methods on all the objects I injected
// ...
$scope.todos = todoFactory.get();
}]
);
Because of DI, we control the execution environment.
Better control === better testing
You'll see these shortly...
Dr. McFall has further contact info if you'd like to chat.


|
dependency-injection
|
For components that need to implement behviour, say, after dependencies have been injected. More...
Public Member Functions | |
| void | OnDependencyInjectionWaitingForServicesReady () |
| Called by DependencyInjection.InjectDependencies when injection is postponed because services have not yet init. More... | |
| void | OnWillInjectDependencies () |
| Called immediatedly before dependencies are injected More... | |
| void | OnDidInjectDependencies () |
| Called immediatedly after dependencies are injected More... | |
For components that need to implement behviour, say, after dependencies have been injected.
| void BeatThat.DependencyInjection.DependencyInjectionEventHandler.OnDependencyInjectionWaitingForServicesReady | ( | ) |
Called by DependencyInjection.InjectDependencies when injection is postponed because services have not yet init.
DependencyInjection will queue the target component and retry injection when the services are ready.
Implemented in BeatThat.DependencyInjection.DependencyInjectedBehaviour.
| void BeatThat.DependencyInjection.DependencyInjectionEventHandler.OnDidInjectDependencies | ( | ) |
Called immediatedly after dependencies are injected
Implemented in BeatThat.DependencyInjection.DependencyInjectedBehaviour.
| void BeatThat.DependencyInjection.DependencyInjectionEventHandler.OnWillInjectDependencies | ( | ) |
Called immediatedly before dependencies are injected
Implemented in BeatThat.DependencyInjection.DependencyInjectedBehaviour.


 When a person goes to a web page like www.google.com, their computer sends a HTTP Request to a server. The server finds the appropriate HTML document and sends it back to the user's computer where a web browser interprets the page and displays it on the user's screen.
HTML documents form the majority of the content on the web. HTML documents contain text content which describes "what you see" and markup which describes "how it looks".
TAGS & ELEMENTS
HTML documents are made of HTML elements. When writing HTML, we tell browsers the type of each element by using HTML tags.
 This makes them very unforgiving since a small mistake by a programmer can cause huge problems.
INCLINE ELEMENTS VS BLOCK ELEMENTS
HTML elements are either inline or block. Block elements form an "invisible box" around the content inside of them.


Cross government tools prototypes
This page lists some of the main prototypes we have been working on
Prototypes
Profile
- Basic profile
- CS profile
- People search
Jobs
Job descriptions
- Back-end developer job description
- Front-end developer job description
- Policy job description
- General job description
Pre Joining
Professions
Day to day
- add receipt (not complete)
- HR dashboard (not complete)
- SCS dashboard (not complete)
Performance
- Select people to review you
- Colleague review
- Performance summary
- To review


## Test cases
While **doctest** fully supports the traditional, xUnit, style of class-based fixtures containing test case methods this is not the preferred style.
Instead **doctest** provides a powerful mechanism for nesting subcases within a test case. For a more detailed discussion see the [**tutorial**](tutorial.html#test-cases-and-subcases).
Test cases and subcases are very easy to use in practice:
* **TEST_CASE(** _test name_ **)**
* **SUBCASE(** _subcase name_ **)**
_test name_ and _subcase name_ are free form, quoted, strings. Test names don't have to be unique within the **doctest** executable. They should also be string literals.
For examples see the [Tutorial](tutorial.html)
## BDD-style test cases
In addition to **doctest**'s take on the classic style of test cases, **doctest** supports an alternative syntax that allow tests to be written as "executable specifications" (one of the early goals of [Behaviour Driven Development](http://dannorth.net/introducing-bdd/)). This set of macros map on to ```TEST_CASE```s and ```SUBCASE```s, with a little internal support to make them smoother to work with.
* **SCENARIO(** _scenario name_ **)**
This macro maps onto ```TEST_CASE``` and works in the same way, except that the test case name will be prefixed by "Scenario: "
* **GIVEN(** _something_ **)**
* **WHEN(** _something_ **)**
* **THEN(** _something_ **)**
These macros map onto ```SUBCASE```s except that the subcase names are the _something_s prefixed by "given: ", "when: " or "then: " respectively.
* **AND_WHEN(** _something_ **)**
* **AND_THEN(** _something_ **)**
Similar to ```WHEN``` and ```THEN``` except that the prefixes start with "and ". These are used to chain ```WHEN```s and ```THEN```s together.
When any of these macros are used the console reporter recognises them and formats the test case header such that the Givens, Whens and Thens are aligned to aid readability.
Other than the additional prefixes and the formatting in the console reporter these macros behave exactly as ```TEST_CASE```s and ```SUBCASE```s. As such there is nothing enforcing the correct sequencing of these macros - that's up to the programmer!
## Test fixtures
Although **doctest** allows you to group tests together as subcases within a test case, it can still be convenient, sometimes, to group them using a more traditional test fixture. **doctest** fully supports this too. You define the test fixture as a simple structure:
```
class UniqueTestsFixture {
private:
static int uniqueID;
protected:
DBConnection conn;
public:
UniqueTestsFixture() : conn(DBConnection::createConnection("myDB")) {
}
protected:
int getID() {
return ++uniqueID;
}
};
int UniqueTestsFixture::uniqueID = 0;
TEST_CASE_FIXTURE(UniqueTestsFixture, "Create Employee/No Name") {
REQUIRE_THROWS(conn.executeSQL("INSERT INTO employee (id, name) VALUES (?, ?)", getID(), ""));
}
TEST_CASE_METHOD(UniqueTestsFixture, "Create Employee/Normal") {
REQUIRE(conn.executeSQL("INSERT INTO employee (id, name) VALUES (?, ?)", getID(), "Joe Bloggs"));
}
```
The two test cases here will create uniquely-named derived classes of UniqueTestsFixture and thus can access the `getID()` protected method and `conn` member variables. This ensures that both the test cases are able to create a DBConnection using the same method (DRY principle) and that any ID's created are unique such that the order that tests are executed does not matter.
## Test suites
Test cases can be grouped into test suites. This is done with the ```TEST_SUITE()``` and ```TEST_SUITE_END()``` macros.
For example:
```
TEST_CASE("") {} // not part of any test suite
TEST_SUITE("math");
TEST_CASE("") {} // part of the math test suite
TEST_CASE("") {} // part of the math test suite
TEST_SUITE_END();
TEST_CASE("") {} // not part of any test suite
```
Then test cases from specific test suites can be executed with the help of filters - check out the [**command line**](commandline.html)
------
- Check out the [**example**](../../examples/subcases_and_bdd/main.cpp)
- Tests are registered from top to bottom of each processed cpp after the headers have been preprocessed and included but there is no ordering between cpp files.
---------------
[Home](readme.html#reference)


This spoiler describes the behaviour of the potions found in Martin's Dungeon Bash version 1.7.
Heals 3-36 points of damage; if the healing exceeds the player's missing hit points, the player gains one maximum hit point.
Increases the player's Body by one point.
Increases the player's Agility by one point.
Drains 1-4 points each of Body and Agility from the player.
Does 3-36 points of damage to the player.
Cures all damage to one of Body and Agility (if both are damaged, picks randomly).


{% extends 'djangoapp/layout.html' %}{% block content %}
(Below you can choose details of purchased vehicle.)
Please login to add a review.


Welcome to Color in Even Lines Only
This For First Line
This For second Line
This For third Line
This For forth Line
color


This is a website to interact with our Data via Firebase and apply Machine Learning algorithms to it via Compute Engine.


|
M480 BSP V3.05.005
The Board Support Package for M480 Series
|
#include <gpio_reg.h>
Data Fields | |
| __IO uint32_t | MODE |
| __IO uint32_t | DINOFF |
| __IO uint32_t | DOUT |
| __IO uint32_t | DATMSK |
| __I uint32_t | PIN |
| __IO uint32_t | DBEN |
| __IO uint32_t | INTTYPE |
| __IO uint32_t | INTEN |
| __IO uint32_t | INTSRC |
| __IO uint32_t | SMTEN |
| __IO uint32_t | SLEWCTL |
| __IO uint32_t | PUSEL |
@addtogroup GPIO General Purpose Input/Output Controller(GPIO) Memory Mapped Structure for GPIO Controller
Definition at line 27 of file gpio_reg.h.
| GPIO_T::DATMSK |
| Bits | Field | Descriptions |
| [n] | DATMSKn | Port A-H Pin[n] Data Output Write Mask
These bits are used to protect the corresponding DOUT (Px_DOUT[n]) bit. When the DATMSK (Px_DATMSK[n]) bit is set to 1, the corresponding DOUT (Px_DOUT[n]) bit is protected. If the write signal is masked, writing data to the protect bit is ignored. 0 = Corresponding DOUT (Px_DOUT[n]) bit can be updated. 1 = Corresponding DOUT (Px_DOUT[n]) bit protected. Note1: This function only protects the corresponding DOUT (Px_DOUT[n]) bit, and will not protect the corresponding PDIO (Pxn_PDIO[n]) bit. Note2: Max. n=15 for port A/B/E/G. Max. n=14 for port C/D. Max. n=11 for port F/H. |
Definition at line 486 of file gpio_reg.h.
| GPIO_T::DBEN |
| Bits | Field | Descriptions |
| [n] | DBENn | Port A-H Pin[n] Input Signal De-Bounce Enable Bit
The DBEN[n] bit is used to enable the de-bounce function for each corresponding bit. If the input signal pulse width cannot be sampled by continuous two de-bounce sample cycle, the input signal transition is seen as the signal bounce and will not trigger the interrupt. The de-bounce clock source is controlled by DBCLKSRC (GPIO_DBCTL [4]), one de-bounce sample cycle period is controlled by DBCLKSEL (GPIO_DBCTL [3:0]). 0 = Px.n de-bounce function Disabled. 1 = Px.n de-bounce function Enabled. The de-bounce function is valid only for edge triggered interrupt. If the interrupt mode is level triggered, the de-bounce enable bit is ignored. Note: Max. n=15 for port A/B/E/G. Max. n=14 for port C/D. Max. n=11 for port F/H. |
Definition at line 488 of file gpio_reg.h.
| GPIO_T::DINOFF |
| Bits | Field | Descriptions |
| [n+16] | DINOFFn | Port A-H Pin[n] Digital Input Path Disable Control
Each of these bits is used to control if the digital input path of corresponding Px.n pin is disabled. If input is analog signal, users can disable Px.n digital input path to avoid input current leakage. 0 = Px.n digital input path Enabled. 1 = Px.n digital input path Disabled (digital input tied to low). Note: Max. n=15 for port A/B/E/G. Max. n=14 for port C/D. Max. n=11 for port F/H. |
Definition at line 484 of file gpio_reg.h.
| GPIO_T::DOUT |
| Bits | Field | Descriptions |
| [n] | DOUTn | Port A-H Pin[n] Output Value
Each of these bits controls the status of a Px.n pin when the Px.n is configured as Push-pull output, Open-drain output or Quasi-bidirectional mode. 0 = Px.n will drive Low if the Px.n pin is configured as Push-pull output, Open-drain output or Quasi-bidirectional mode. 1 = Px.n will drive High if the Px.n pin is configured as Push-pull output or Quasi-bidirectional mode. Note: Max. n=15 for port A/B/E/G. Max. n=14 for port C/D. Max. n=11 for port F/H. |
Definition at line 485 of file gpio_reg.h.
| GPIO_T::INTEN |
| Bits | Field | Descriptions |
| [n] | FLIENn | Port A-H Pin[n] Falling Edge or Low Level Interrupt Trigger Type Enable Bit
The FLIEN (Px_INTEN[n]) bit is used to enable the interrupt for each of the corresponding input Px.n pin. Set bit to 1 also enable the pin wake-up function. When setting the FLIEN (Px_INTEN[n]) bit to 1 : If the interrupt is level trigger (TYPE (Px_INTTYPE[n]) bit is set to 1), the input Px.n pin will generate the interrupt while this pin state is at low level. If the interrupt is edge trigger(TYPE (Px_INTTYPE[n]) bit is set to 0), the input Px.n pin will generate the interrupt while this pin state changed from high to low. 0 = Px.n level low or high to low interrupt Disabled. 1 = Px.n level low or high to low interrupt Enabled. Note: Max. n=15 for port A/B/E/G. Max. n=14 for port C/D. Max. n=11 for port F/H. |
| [n+16] | RHIENn | Port A-H Pin[n] Rising Edge or High Level Interrupt Trigger Type Enable Bit
The RHIEN (Px_INTEN[n+16]) bit is used to enable the interrupt for each of the corresponding input Px.n pin Set bit to 1 also enable the pin wake-up function. When setting the RHIEN (Px_INTEN[n+16]) bit to 1 : If the interrupt is level trigger (TYPE (Px_INTTYPE[n]) bit is set to 1), the input Px.n pin will generate the interrupt while this pin state is at high level. If the interrupt is edge trigger (TYPE (Px_INTTYPE[n]) bit is set to 0), the input Px.n pin will generate the interrupt while this pin state changed from low to high. 0 = Px.n level high or low to high interrupt Disabled. 1 = Px.n level high or low to high interrupt Enabled. Note: Max. n=15 for port A/B/E/G. Max. n=14 for port C/D. Max. n=11 for port F/H. |
Definition at line 490 of file gpio_reg.h.
| GPIO_T::INTSRC |
| Bits | Field | Descriptions |
| [n] | INTSRCn | Port A-H Pin[n] Interrupt Source Flag
Write Operation : 0 = No action. 1 = Clear the corresponding pending interrupt. Read Operation : 0 = No interrupt at Px.n. 1 = Px.n generates an interrupt. Note: Max. n=15 for port A/B/E/G. Max. n=14 for port C/D. Max. n=11 for port F/H. |
Definition at line 491 of file gpio_reg.h.
| GPIO_T::INTTYPE |
| Bits | Field | Descriptions |
| [n] | TYPEn | Port A-H Pin[n] Edge or Level Detection Interrupt Trigger Type Control
TYPE (Px_INTTYPE[n]) bit is used to control the triggered interrupt is by level trigger or by edge trigger. If the interrupt is by edge trigger, the trigger source can be controlled by de-bounce. If the interrupt is by level trigger, the input source is sampled by one HCLK clock and generates the interrupt. 0 = Edge trigger interrupt. 1 = Level trigger interrupt. If the pin is set as the level trigger interrupt, only one level can be set on the registers RHIEN (Px_INTEN[n+16])/FLIEN (Px_INTEN[n]). If both levels to trigger interrupt are set, the setting is ignored and no interrupt will occur. The de-bounce function is valid only for edge triggered interrupt. If the interrupt mode is level triggered, the de-bounce enable bit is ignored. Note: Max. n=15 for port A/B/E/G. Max. n=14 for port C/D. Max. n=11 for port F/H. |
Definition at line 489 of file gpio_reg.h.
| GPIO_T::MODE |
| Bits | Field | Descriptions |
| [2n+1:2n] | MODEn | Port A-H I/O Pin[n] Mode Control
Determine each I/O mode of Px.n pins. 00 = Px.n is in Input mode. 01 = Px.n is in Push-pull Output mode. 10 = Px.n is in Open-drain Output mode. 11 = Px.n is in Quasi-bidirectional mode. Note1: The initial value of this field is defined by CIOINI (CONFIG0 [10]). If CIOINI is set to 0, the default value is 0xFFFF_FFFF and all pins will be quasi-bidirectional mode after chip powered on. If CIOINI is set to 1, the default value is 0x0000_0000 and all pins will be input mode after chip powered on. Note2: Max. n=15 for port A/B/E/G. Max. n=14 for port C/D. Max. n=11 for port F/H. |
Definition at line 483 of file gpio_reg.h.
| GPIO_T::PIN |
| Bits | Field | Descriptions |
| [n] | PINn | Port A-H Pin[n] Pin Value
Each bit of the register reflects the actual status of the respective Px.n pin. If the bit is 1, it indicates the corresponding pin status is high; else the pin status is low. Note: Max. n=15 for port A/B/E/G. Max. n=14 for port C/D. Max. n=11 for port F/H. |
Definition at line 487 of file gpio_reg.h.
| GPIO_T::PUSEL |
| Bits | Field | Descriptions |
| [2n+1:2n] | PUSELn | Port A-H Pin[n] Pull-up and Pull-down Enable Register
Determine each I/O Pull-up/pull-down of Px.n pins. 00 = Px.n pull-up and pull-up disable. 01 = Px.n pull-up enable. 10 = Px.n pull-down enable. 11 = Reserved. Note1: Basically, the pull-up control and pull-down control has following behavior limitation The independent pull-up control register only valid when MODEn set as tri-state and open-drain mode The independent pull-down control register only valid when MODEn set as tri-state mode When both pull-up pull-down is set as 1 at tri-state mode, keep I/O in tri-state mode Note2: Max. n=15 for port A/B/E/G. Max. n=14 for port C/D. Max. n=11 for port F/H. |
Definition at line 497 of file gpio_reg.h.
| GPIO_T::SLEWCTL |
| Bits | Field | Descriptions |
| [2n+1:2n] | HSRENn | Port A-H Pin[n] High Slew Rate Control
00 = Px.n output with normal slew rate mode (maximum 40 MHz at 2.7V). 01 = Px.n output with high slew rate mode (maximum 80 MHz at 2.7V). 10 = Px.n output with fast slew rate mode (maximum 100 MHz at 2.7V. 11 = Reserved. Note: Max. n=15 for port A/B/E/G. Max. n=14 for port C/D. Max. n=11 for port F/H. |
Definition at line 493 of file gpio_reg.h.
| GPIO_T::SMTEN |
| Bits | Field | Descriptions |
| [n] | SMTENn | Port A-H Pin[n] Input Schmitt Trigger Enable Bit
0 = Px.n input Schmitt trigger function Disabled. 1 = Px.n input Schmitt trigger function Enabled. Note: Max. n=15 for port A/B/E/G. Max. n=14 for port C/D. Max. n=11 for port F/H. |
Definition at line 492 of file gpio_reg.h.


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Nidānagāthā
Namo tassa Bhagavato Arahato Sammāsambuddhassa.
Background
Homage to that Blessed One, the perfected one, the fully awakened Buddha!
Sīhānaṁva nadantānaṁ,
dāṭhīnaṁ girigabbhare;
Suṇātha bhāvitattānaṁ,
gāthā atthūpanāyikā.
Like the lions of mighty fang
who roar in mountain caves—
hear now from those who’ve practiced well
their own verses about themselves.
Yathānāmā yathāgottā,
yathādhammavihārino;
Yathādhimuttā sappaññā,
vihariṁsu atanditā.
What their name, and what their clan,
and how they lived by the teaching;
how dedicated were those wise ones,
as they meditated tirelessly.
Tattha tattha vipassitvā,
phusitvā accutaṁ padaṁ;
Katantaṁ paccavekkhantā,
imamatthamabhāsisuṁ.
Subhūtittheragāthā
Clearly seeing in every case,
they reached the imperishable state.
Reviewing their completed task,
they spoke about it in these words.
Subhūti
“Channā me kuṭikā sukhā nivātā,
Vassa deva yathāsukhaṁ;
Cittaṁ me susamāhitaṁ vimuttaṁ,
Ātāpī viharāmi vassa devā”ti.
Itthaṁ sudaṁ āyasmā subhūtitthero gāthaṁ abhāsitthāti.
My little hut is roofed and pleasant, sheltered from the wind:
so rain, sky, as you please!
My mind is serene and freed,
I practice wholeheartedly: so rain, sky!
It was thus that this verse was recited by the senior venerable Subhūti.


Tezos Commons will have a booth at the upcoming Berkeley career fair on April 18th. Come meet our team and learn about opportunities to join the Tezos ecosystem. http://blockchaincareerfair.io/
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Provides classes for producing plots with the Unix/Linux gnuplot tool. These classes may not work under Windows, at least they are not tested yet.


Face Emotions Detector
Now on to This Amazing and Simple Project that I made !The MAIN AIM was to try to understand if a computer can understand human emotions . Think about it this way , computers are REALLY smart when it comes to crunching down numbers or even trying to find correlations in datasets that they have never seen before in just a few minutes or hours! Something which humans study their whole lives for ! So that really was the purpose of this project , to see if just by providing few images if a computer can understand basic human emotions , something which even humans find difficult to understand ! WHERE can we use this project ? This project can be used in every field possible to be honest ! It can be used to detect workplace mannerisms , observe the reactions of people while viewing your product and list goes ON AND ON !!
So lets begin !
Just like how we need to brush every morning , we need to import few key modules that are required for the WHOLE
program to run succesfully
- Sequential :: This is the base/framework that you we will be using to integrate the different layers of the Neural Network !
- Conv2D , MaxPooling2D , Flatten , Dense :: The above four lines are the different "Layers" that will be used in our Deep Learning model.
- ImageDataGenerator :: I will explain this very important function when we get to that part of the code !
Now it's time to build our DEEP LEARNING/NEURAL NETWORK Model .
- Sequential :: This is the base or framework on which your model is built on
- Conv2D , MaxPooling2D :: Are the first two layers that we are using in this model , If you noticed , we are adding these two layers again . WHY ? The simple answer is more the layers , the more the network gets to understand , however just because we add more layers doesnt necessarily mean that it will always help with our model's accuracy . Sometimes the model may tend to Overfit, so you have to be careful while adding more layers , for our model as we have a limited data set , 2 layers should suffice .
- Flatten :: is the third layer we will be using which we will be using which is basically compressing our data to suit our model
- Dense :: We have 2 DENSE layers , the first dense layer connects to the ACTIVATION FUNCTION which is responsible for transforming the summed weighted input from the node into the activation of the node or output for that input ( very high level , I know ! ) The second Dense layer helps in finally providing the OUTPUT in the form of a list which we will later observe !
- compile :: Finally we are compiling all the different layers together and forming our MODEL , we will be testing our data on 'ACCURACY' and basing our loss on 'Categorical_crossentropy' which is a method used when we have more than 2 types (BINARY) data
Now Lets start builing our dataset !But before that , we need to create some folders !
Our folders should be arranged in the following format because otherwise the model
may not be able to train based on the categories correctly otherwise ! You have to ensure that there is main 'dataset' folder and in
that there are 3 subfolders -
1)single_pred - which will be used to check if the model is working after compiling the model
2) test_set - folder used to contain the test data
3) training_data - folder used to contain the training data
Now inside these subfolders:
1)single_pred - choose random pictures to evaluate your model
2)test_data and training_data has to have 5 sub folders as seen in the pictures , where each folder will stand for their respective
cateogires
Inisde each of these emotions folders will contain the pictures or data that is pertailing to the category of the emotion
that it is supposed to represent
Now that we have created our folders , you might be asking how do we get this data ? The simple answer is we will be SCRAPING our data using BingImageCrawler !
As you can see from the above picture , this is the format of getting the images from Bing images , I would have preffered using Google as the source but their crawler is having some issues so Bing will suffice for now! Make sure you populate your dataset in this way and give the max number to set how many pictures you want in your folders But keep in mind , you can't straight away scrape 20,000 images of sort because The bing page that you will be searching for has a limit ! So go crazy and see what the limit is for scraping !
Now lets connect the datasets and get our model ready for training !
1)train_datagen :: This helps us to create multiple different versions of our data that have because we have only a
limited dataset . This makes the different versions based on the conditions that we have provided .
Make sure you enter THE CORRECT DIRECTORY of the folders as seen in the picture above and as instructed before.
2)training_set.class_indices :: helps us check if our model has been successfully connected to the right folders and
all our categories have been recognised !
Now lets FIT and TRAIN our model on the !
1) fit_generator :: helps us by connecting the test and training data sets and runs the model and helps the model
learn between the different categories through multiple epochs(complete run through of data)
The number of epochs is totally your choice based on your cpu computing power , however be careful while selecting
because sometimes the more the epochs , your model will start over-fitting which is not good for the
performance of your model !
2)save :: We will be saving our model in a .h5 file so that we dont have to wait for hours just to run the program every single time
Ok! Now lets first test if our model is working by simply sending the picture through a few lines of code as shown below
-
The code basically shows that the model is first loaded as seen in LINE 4
-
The picture is then loaded and it is converted into an array which is expected by our model for predicting ( as seen in LINES 5-7 )
-
LINE 8 recives the prediction from our model
-
LINES 9 - 16 is a simple block of code that i wrote which helps us in outputing the category of emotion the model is predicting
This is a picture of me starting at the camera looking quiet emotionless , lets see what our classifier outputs !
This picutre predicts a list which through coding can be found that it denotes the thrird element which in this case is
index 'two' ( considering the array's index starts from 0 } which in terms of our categories means that our model is predicting
that I am in "Fear"
Not a bad prediction to be honest !
Now that we have done a basic check , Lets start by integrating it with the OpenCV to make our model real-time by accessing your camera !
-
LINES 1-5 are the set of IMPORTING that is required for the functioning of the code that is about to come
-
LINE 6 is required for LOADING the model
-
LINE 7 is the line that helps in accessing the webcam at the default port '0' through OpenCV
-
LINE 8 is the file that will be used to DETECT OUR FACES in the live frames , this file can easily be downloaded from the internet from various sources
Now lets move on to our MAIN FUNCTION that will detect our face from the webcam feed and
run the frames through the model !
-
LINE 14 creates a copy of the frame that is being passed so that the original fame does not get changed or corrupted while applying different functions to it
-
LINE 15 passes the frame through our HAAR CASCADE filter which finds our face and returns back the coordinates of a box which has our location
-
LINE 16 -17 go through the coordinates and captures the EXACT region our face is present in
-
LINE 18 RESIZES our frame so as to make it work with our model
-
LINE 19 saves every individual frame as a picture so that we can work on them easily rather directly taking them as a frame from our webcam
-
LINE 20-22 loads our frame ( in the form of a picture ) , converts to an array and makes it suitable so as to pass through the model
-
LINE 23-29 is a repeat of the function that i have shown above , in short it helps by storing the prediction which is the number of the category that the model has predicted
Now lets move on to add our prediction on the live feed on the opened tab
-
The basic IF - ELSE conditions basically figures out which category is mapped to which emotion and also provides a colour to them in the BGR colour scheme
-
The remaining lines helpes us to write theese predictions on the live webcam feed with the desired colour . If you notice we are skipping every next frames (using frame_count) , this is to prevent overlapping of predictions !
-
FINALLY we return the image containing the predictions back to the WHILE loop which will be shown next
Lets have a look at the MAIN WHILE LOOP that instigates the whole code
What the while loop basically does is take every frame that it recieves through the webcam and passes it to the emotions detection function
Now for the MOST AWAITED MOMENT , LETS FINALLY lets have a look at how the model WORKS!!
Looks like computers are able to understand human emotions after all ! Make sure to train your data on more and more images as it yields much BETTER RESULTS !
Implementation in Jupyter Notebook
So you have completed this topic. Congratulations
Hope you learnt something new
Happy Learning!! 📚


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LOADING IMAGES... (0.0.30)
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image from resources
image from link
Hello world


:: com :: sun :: star :: text ::
|
| unpublished |
struct TextMarkupDescriptor |
|
|
|
- Usage Restrictions
- not published
- Description
- A descriptor for a single text markup.
- Since
- OOo 3.0.1
|
| Elements' Details |
| nType
|
aIdentifier
string aIdentifier;
- Description
- A string used to identify the caller
|
|
nOffset
long nOffset;
- Description
- Start of the markup range
|
|
nLength
long nLength;
- Description
- Length of the markup range
|
|
xMarkupInfoContainer
::com::sun::star::container::XStringKeyMap xMarkupInfoContainer;
- Description
- contains additional information about the markup
|
|
Top of Page
Copyright © 2013, The Apache Software Foundation, Licensed under the Apache License, Version 2.0. Apache, the Apache feather logo, Apache OpenOffice and OpenOffice.org are trademarks of The Apache Software Foundation. Other names may be trademarks of their respective owners.


Here you can find many games to play to make some money!
This is your account balance:
Here are some games (hopefuly more coming soon)! Sadly, the lottery game isn't working, so you'll only be able to use Money Clicker.


3 writes to CommandSessionState
System.Management.Automation (3)
engine\CommandProcessor.cs (1)
82
this.
CommandSessionState
= sessionState;
engine\CommandProcessorBase.cs (1)
350
CommandSessionState
= Context.EngineSessionState;
engine\ScriptCommandProcessor.cs (1)
97
this.
CommandSessionState
= sessionState;
16 references to CommandSessionState
System.Management.Automation (16)
engine\CommandProcessor.cs (4)
262
scriptCmdlet.PushDottedScope(
CommandSessionState
.CurrentScope);
273
scriptCmdlet.PopDottedScope(
CommandSessionState
.CurrentScope);
773
? this.
CommandSessionState
.NewScope(_fromScriptFile)
774
: this.
CommandSessionState
.CurrentScope;
engine\CommandProcessorBase.cs (8)
348
if (
CommandSessionState
== null)
354
_previousScope =
CommandSessionState
.CurrentScope;
356
Context.EngineSessionState =
CommandSessionState
;
359
CommandSessionState
.CurrentScope = CommandScope;
379
CommandSessionState
.CurrentScope = _previousScope;
461
CommandSessionState
.RemoveScope(CommandScope);
654
CommandSessionState
.RemoveScope(CommandScope);
663
CommandSessionState
.CurrentScope = _previousScope;
engine\ScriptCommandProcessor.cs (4)
112
?
CommandSessionState
.NewScope(this.FromScriptFile)
113
:
CommandSessionState
.CurrentScope;
623
CommandSessionState
.CurrentScope.DottedScopes.Push(_localsTuple);
633
CommandSessionState
.CurrentScope.DottedScopes.Pop();


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Click on an animal to learn more!
Snakes!
Spiders!
Turtles!
- Snakes don't have any legs!
- They have scales that makes them look like they should be slimy, but they're actually very smooth!
- Snakes have multiple sets of eyelids, and some are transparent, so they can protect their eyes while still being able to see
- Many of them can swim!
- Some are toxic! Others can crush you!
- Spiders have many legs! Meaning 8! That's more than you have!
- I don't actually know how many legs you have!
- I apologize if you have more than 8 legs. I shouldn't make assumptions.
- Spiders are fuzzy sometimes.
- Some spiders are very toxic! Others build traps and lairs! Some chase their prey down!
- Turtles are aquatic shelled reptiles!
- Turtles are different from tortoises!
- Turtles live in the water. Tortoises live on land.
- They're both reptiles though, and they both have shells.
- Turtles can live to be super old! Like over a hundred years!


Boys Don't Cry ***1/2
Rated on a 4-star scale Screening venue: Cornerhouse (Manchester) Released in the UK by Fox on 21 April, 2000; certificate 18; 118 minutes; country of origin USA; aspect ratio 1.85:1
Directed by Kimberly Pierce; produced by John Hart, Jeff Sharp, Eva Kolodner, Christine Vachon. Written by Andy Bienen, Kimberly Pierce. Photographed by Jim Denault; edited by Tracy Granger, Lee Percy.
CAST..... Hilary Swank..... Brandon Teena Chl÷e Sevigny..... Lana Tisdal Peter Sarsgaard..... John Lotter Brendan Sexton III..... Tom Nissen Alison Folland..... Kate Alicia Goranson..... Candace Matt McGrath..... Lonny Rob Campbell..... Brian
"Boys Don't Cry" is a harsh and penetrating study of heartland America, powerful enough to earn comparison with "At Close Range" and "The Onion Field", two brilliant deliberately messy films about emotional devastation. Its early scenes inspire impatience -- they don't seem to be going anywhere, and nothing is happening. Then we realise that's the point, and that is astonishingly moving.
The film tells the true story of Brandon Teena (Hilary Swank), a guy from Nebraska who was actually a girl named Teena Brandon in drag. This is not someone merely uncomfortable with his real gender; he's a rolling stone in every respect, moving from town to town, mixing with different gangs, constantly getting into fights and trouble with the law. He's also forced to move on whenever people discover he's not a real 'he', because people are always enraged by the deception.
Near the beginning of the movie, Brandon becomes determined to find stability among a band of white trash buddies from Falls City, because he falls in love at first sight with one of their number, the beautiful Lana (Chl÷e Sevigny). Most of this group are sad, lonely people with no prospects, who try to distract themselves into thinking they're doing something with their lives by filling their nights with loud, boozy bravado. Lana doesn't do anything more purposeful, but she is a quieter, more peaceful creature, who seems more aware of the rut she's in. Brandon is a meek, reserved presence as well, and he and Lana get involved in private moments that are quiet enough to allow them to talk. Finally they've each found someone to discuss their dreams with.
Does Lana know that Brandon is really a girl? Probably not, although when she finds out, it doesn't seem to matter to her, and she does her best to keep the fact from her pals. She's in love, and doesn't want to see the beauty of that crushed, even though it's inevitable that it will be, considering the terrible world that she inhabits. We can tell that Lana's ex-boyfriend John (Peter Sarsgaard), a jealous bully with violent mood swings, will eventually find out about Brandon's secret, and of course there will then be tragic consequences.
That's what "Boys Don't Cry" is about -- how it's impossible to lead lives of peace, meaning or value in an atmosphere like the one the film is set in. Everyone grows up miserable and confused, and then gets punished for being that way. Brandon had no option but to live a lie, Lana couldn't help but loving him, and John did not choose to be brought up in an environment of bigotry and rage... but their fates have been sealed at birth, and there can be no happy endings.
The actors give this startling intimacy. Nobody seems to be playing to the camera -- they simply live in their characters' shoes, in the midst of a meandering story structure, and then find themselves stuck, as things spiral out of control. No other film I've seen has made the problems of white trash Americans so real to me. This is not one of those movies where some slutty single mom goes across country to find herself, and the audience couldn't care less. It is desperate, gritty and animalistic, and by its end there were tears in my eyes, because all over America people are living and dying like this, and they are trapped, and will be for a long time to come.
COPYRIGHT(c) 2000 Ian Waldron-Mantgani Please visit, and encourage others to visit, the UK Critic's website, which is located at http://members.aol.com/ukcritic
The review above was posted to the
rec.arts.movies.reviews newsgroup (de.rec.film.kritiken for German reviews).
The Internet Movie Database accepts no responsibility for the contents of the
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belongs to the author.
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Here's a list of variables:
n = 10
model_score = 0.9875
client_name = "Bob"
colorOfTheShirt = "red"
Some of them are named according to naming conventions and best practices, others are not.
Copy only the lines with those variables that have good names in your code. You don't need to use the print()
function.