--- layout: post title: ">And I thought Chucknorrisfacts.com was fun..." date: 2008-02-05 14:23:00.000000000 +01:00 categories: - Biztalk - Fun tags: [] status: publish type: post published: true meta: blogger_blog: andreasohlund.blogspot.com blogger_permalink: "/2008/02/and-i-thought-chucknorrisfactscom-was.html" author: login: andreas.ohlund email<EMAIL_ADDRESS>display_name: Andreas Öhlund first_name: Andreas last_name: "Öhlund" ---
>
Well, call me a geek but this is way better!
As a bonus I'll throw in one of my own facts...
"Not even Chuck Norris can deploy a Biztalk Application using scripts"


Note that Ψ is deﬁned by Ψ = RAϕ, which is just a component of the vector potential A, thereby having no obvious physical meaning. Next, we try to ﬁnd the physical meaning of Ψ, i.e., try to ﬁnd some simple algebraic relation of Ψ with some quantity that can be measured in experiments.
In Fig. 2, there are two magnetic surfaces labeled, respectively, by Ψ = Ψ1 and Ψ = Ψ2. Using Gauss’s theorem in the toroidal volume between the two magnetic surface, we know that the poloidal magnetic ﬂux through any toroidal ribbons between the two magnetic surfaces is equal to each other. Next, we calculate this poloidal magnetic ﬂux. To make the calculation easy, we select a plane perpendicular to the Z axis, as is shown by the dash line in Fig. 1. In this case, only BZ contribute to the poloidal magnetic ﬂux, which is written (the positive direction of the plane is chosen in the direction of )
Equation (20) provides a simple physical meaning for Ψ, i.e., the diﬀerence of 2πΨ between two magnetic surfaces is equal to the poloidal magnetic ﬂux enclosed by the two magnetic surfaces. Noting that we are considering the axisymmetric case, the physical meaning of Ψ can also be stated as: the diﬀerence of Ψ between two magnetic surfaces is equal to the poloidal magnetic ﬂux per radian. Due to this relation, Ψ is usually called the “poloidal magnetic ﬂux function” in tokamak literature. Note that it is the diﬀerence of Ψ between two locations that determines the the physical quantities Ψp, which is consistent with the fact that gauge transformation (14) dose not change the values of physical quantities.


Robotic Arts Intro Fall 2017 (IA277.01)
- Instructor: Lucas Haroldsen<EMAIL_ADDRESS>- Class Site: yasunaga.work/raif17
- syllabus: syllabus.pdf
- Resources: links.html
01/20: Speculations --- [Introductions]
SYLLABUS and SCHEDULE
Welcome back everyone!
- How to navigate this site.
- How to pass this class.
- Take a look at the tentative schedule.


Company profile - Canadian Company Capabilities
Third-Party Information Liability Disclaimer
Some of the information on this Web page has been provided by external sources. The Government of Canada is not responsible for the accuracy, reliability or currency of the information supplied by external sources. Users wishing to rely upon this information should consult directly with the source of the information. Content provided by external sources is not subject to official languages, privacy and accessibility requirements.
CIS Group Ltd.
Mailing Address:
301-55 Castonguay StSAINT-JÉRÔME, Quebec
J7Y 2H9
Location Address:
301-55 Castonguay StSAINT-JÉRÔME, Quebec
J7Y 2H9
Tel.:<PHONE_NUMBER>
Tel.:<PHONE_NUMBER>
Fax:<PHONE_NUMBER>
Logo
Company Profile
Certifications:
MICROSOFT GOLD PARTNER
CERTIFIED INTEGRATION TO SAP BUSINESS ONE
CIS Group is one of the largest providers of DIRECT STORE DELIVERY (DSD) and SALES FORCE AUTOMATION (SFA) solutions in North and Latin America and Europe. They have been creating innovative software solutions since 1977, always helping businesses optimize and streamline their unique business process, reducing operating costs and having a positive impact on revenue. CIS strongly believes in investing greatly in R&D, always looking to offer leading software solutions to respond to real business needs. The CIS management team brings extensive project and corporate management experience to the company. A board of directors, ensuring a strong business discipline, oversees the companys operations. CIS main business focus is on mobile automation:
SALES FORCE AUTOMATION (SFA)
FIELD MERCHANDISING
DIRECT STORE DELIVERY (DSD) ROUTE ACCOUNTING
FIELD SERVICE MANAGEMENT
The extensive mobile experience of its team with over 9000 routes and reps automated, a strong customer base in various industries, and outstanding professionalism made CIS a leading provider of software solutions for the mobile workforce. CIS other divisions include bus transportation, truck transportation and fleet maintenance:
CHARTER BUS TRANSPORTATION
SCHOOL, CITY AND INTERCITY BUS ROUTES
TRUCK TRANSPORTATION
FLEET MAINTENANCE
Full profile
Full profile
Contact information
Company description
Product / Service / Licensing
For management, Companion® Rep offers a higher level of visibility and control over field activities, to evaluate opportunities, measure performance, and execute actions that maximize efficiency and revenue.
For management, Companion® Route offers a higher level of visibility and control over direct store delivery operations, to evaluate opportunities, measure performance, and execute actions that will maximize efficiency and revenue.
Charter Bus Transportation
Coach® Chartered allows you to manage your chartered trip operations from a dynamic planning board. This board gives a graphical view of all your trips, quotes, resources and their status. Coach® Chartered has a task board where you can assign drivers and vehicle resources as well as generate and print contracts. After completion of a trip, adjustments can be made along with the selection of payment mode for the drivers. The Coach® Chartered solution can interface with the CIS Accounting and Payroll modules as well as with other back-end applications, transferring all revenue and pay information directly to these applications.
School, City and Intercity Bus Routes
Coach® Route allows you to build and manage your school, city and intercity routes. This module gives you the possibility of building and assigning tasks, which are composed of one or several work references. The Coach® Route solution allows you to efficiently manage driver assignments and vehicle resource allocations as well as to make payroll adjustments through drivers daily logs.
Incident Tracking
Coach® Event is a software application that complements other Coach® solutions. It allows you to record and to categorize events (complaints, breakages, accidents and others), letting you analyze previous entries. This solution also permits you to set reminders for future follow-ups. Users can identify trends and make smart decisions based on actual data, while never missing important dates. Bus route and chartered transportation operators can both benefit from this application.
Market profile
Alliances:
- Sales/Marketing
Industry sector market interests:
- Consumer Products
- Manufacturing
- Wholesale/Retail
- Food and Beverage Manufacturing
Sector information
Key / Major clients:
We thoroughly analyze the needs and requirements of businesses, then present solutions that meet their business objectives and lighten their workload. Our strong portfolio of clients includes SAPUTO, PARMALAT, AGROPUR, LABATT, MOLSON, SLEEMAN and LOTO-QUÉBEC (among others).Third-Party Information Liability Disclaimer
Some of the information on this Web page has been provided by external sources. The Government of Canada is not responsible for the accuracy, reliability or currency of the information supplied by external sources. Users wishing to rely upon this information should consult directly with the source of the information. Content provided by external sources is not subject to official languages, privacy and accessibility requirements.
Contacts
Contact information
Description
Company description
Products, services and licensing
Product / Service / Licensing
For management, Companion® Rep offers a higher level of visibility and control over field activities, to evaluate opportunities, measure performance, and execute actions that maximize efficiency and revenue.
For management, Companion® Route offers a higher level of visibility and control over direct store delivery operations, to evaluate opportunities, measure performance, and execute actions that will maximize efficiency and revenue.
Charter Bus Transportation
Coach® Chartered allows you to manage your chartered trip operations from a dynamic planning board. This board gives a graphical view of all your trips, quotes, resources and their status. Coach® Chartered has a task board where you can assign drivers and vehicle resources as well as generate and print contracts. After completion of a trip, adjustments can be made along with the selection of payment mode for the drivers. The Coach® Chartered solution can interface with the CIS Accounting and Payroll modules as well as with other back-end applications, transferring all revenue and pay information directly to these applications.
School, City and Intercity Bus Routes
Coach® Route allows you to build and manage your school, city and intercity routes. This module gives you the possibility of building and assigning tasks, which are composed of one or several work references. The Coach® Route solution allows you to efficiently manage driver assignments and vehicle resource allocations as well as to make payroll adjustments through drivers daily logs.
Incident Tracking
Coach® Event is a software application that complements other Coach® solutions. It allows you to record and to categorize events (complaints, breakages, accidents and others), letting you analyze previous entries. This solution also permits you to set reminders for future follow-ups. Users can identify trends and make smart decisions based on actual data, while never missing important dates. Bus route and chartered transportation operators can both benefit from this application.
Market
Market profile
Alliances:
- Sales/Marketing
Industry sector market interests:
- Consumer Products
- Manufacturing
- Wholesale/Retail
- Food and Beverage Manufacturing


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In the 2010 developers at Facebook began to face challenges it the organization and management of their JS code. In response, the software engineer Jordan Walke wrote React, inspired by Facebook PHP framework XHP.
Take a look at npm downloads
Here we can see, that duiring the last year React downloads more than others
It focused solely on the UI rendering
To do this, React developers used a "declarative"
approach to programming, which means abstractness that allows developers
to focus on describing what the state of the user interface should be.
With the rise of React & similar frameworks, we have seen a
shift in the way that developers are writing UI’s.
These frameworks provide a means to manage the state of a UI at the component level.
This become cornerstone of front-end development
by splitting into
class Welcome extends React.Component {
render() {
return
Hello, {this.props.name}

}
}
Every react application has at least one Root
This root represent our application and consist of many reusable components
So react it's a tree of isolated, reusable & independet parts
each component is a piece of application & implemented like a JS Class or function
Hooks are a new addition in React 16.8. They let you use state and other React features without writing a class
class Human extends React.Component {
constructor(props) {
super(props);
this.state = {name: "Jhone"};
}
render() {
return (

{this.state.name}

);
}
}
Class Component
What is actually state is?
It's a data that we want to display when the component is render
& the render method is responsible for
describing what the UI should look like
class Human extends React.Component {
constructor(props) {
super(props);
this.state = {name: "Jhone"};
}
render() {
return (

{this.state.name}

);
}
}
Class Component
When we change the state of component - we get new React element (or virtual DOM object)
In React, for every DOM object exist
Virtual Dom object
as a lightweight copy representation.
The entire Virtual Dom gets updated.
& compares to what it looked like before you updated it
React figures out which objects have changed
And only this changed object get updated on the real DOM
& after all this steps, changes on the real DOM cause the screen to change
Each component in React has a lifecycle which you can monitor and manipulate during its three main phases.
The three phases are:
Mounting
Updating
Unmounting
Mounting means putting elements into the DOM
React has four built-in Mounting-phase methods:
Updating
The next phase in the lifecycle is when a component is updated
Component can be updated whenever there is a
state
or props
change in the component's
And here is five built-in methods that gets called, in this order, when a component is updated:
The most popular method here it's componentDidUpdate()
Used to implement the functionality based on comparing previous and current props
componentDidUpdate(prevProps) {
if (this.props.ID !== prevProps.ID) {
this.fetchData(this.props.ID);
}
}
Unmounting
The next phase in the lifecycle is when a component is removed from the DOM, or unmounting as React likes to call it
This phase has only one method:
componentWillUnmount()
This method performs the necessary reset: cancel all timers, network requests and subscriptions created in componentDidMount()
Beside the phases, components use
class Welcome extends React.Component {
render() {
return <HellowWorld name={this.props.name} />
}
}
Fundamentally JSX is syntactic-sugar for the
It allows us to define the UI using HTML elements in the DOM instead of doing so with the createElement function
It look Like usual HTML code
It's just a functions and arguments and harder to comprehend than regular HTML
But if you still have a question
While React just was in the invention phase, Angular has already released the first version
This framework of Javascript uses real DOM.
It is extremely hard to handle
because if you lose the flow, you will have to go deep into the codes to
actually find out the issue. It is time-consuming, and risky to attract
a lot of bugs.
The real DOM use by Angular affects its performance and ability to make
dynamic software application.
Furthermore, it results in the slow
performance of this Javascript framework.
But Angular rather a platform than a framework
Because it has so many features built-in like Routing or state management
And at the same time React needs support from other libraries for this tasks
It is the smallest of other frameworks and libraries.
Hence it's extremely suitable for the development
of lightweight applications.
Unlike Angular or React, Vue is not backed by any top-level corporate.
This should have resulted in lesser popularity but in reality, this
Javascript framework gained amazing popularity in the open source
community.
Vue and React offers better performance and flexibility than Angular.
Vue and react are more suited for light-weight applications and Angular is the best for large UI applications.
Angular is highly opinionated and unlike Vue and React, it offers everything
from routing, templates to testing utilities in its package.
So in most cases the choice of frameworks depends on the complexity and size of the application


This component is part of the form components and is inteded to display a text inside the form, or a label for a form component (check
The components, by their logic, already have the possiblity to display a label for them, but there are always different needs.
So this component is ment to please your needs to display a label anywhere you want it.
A text representing the label to be displayed in case the attribute "label" is not provided.


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Description:
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Fed4FIRE
Worldwide federation of Next Generation Internet testbeds
PROJECT OVERVIEW
Experimentally driven research is considered to be a key factor for growing the European Internet industry. In order to enable this type of RTD activities, a number of projects for building a European facility for Future Internet Research and Experimentation (FIRE) have been launched, each project targeting a specific community within the Future Internet ecosystem. Through the federation of these infrastructures, innovative experiments become possible that break the boundaries of these domains. Besides, infrastructure developers can utilize common tools of the federation, allowing them to focus on their core testbed activities.
Recent projects have already successfully demonstrated the advantages of federation within a community. The Fed4FIRE+ project intends to implement the next step in these activities by successfully federating across the community borders and offering openness for future extensions.
SCIENTIFIC AND TECHNICAL OBJECTIVES
Fed4FIRE+ will pursue the following scientific and technical objectives:
- Open, accessible and reliable facilities supporting a wide variety of different Internet research communities
- Simple, efficient, and cost effective experimental processes
- Increased trustworthiness of facilities
- Sustainability of the experimental infrastructures
TECHNICAL APPROACH
Fed4FIRE+ will establish a common federation framework by developing, adapting or adopting tools that support experiment lifecycle management, monitoring and trustworthiness. A large number of existing experimentation facilities in Europe will be adapted to seamlessly integrate in the federation. Such facilities typically focus on different kinds of networking related research or on different communities regarding services and applications. Example domains are optical networking, wireless networking, software defined networking, cloud computing, fog computing, data science applications, smart cities, etc. Therefore the federation will have to support a very heterogeneous set of requirements. To guarantee that the federation framework meets all of them, representatives of all these FIRE research communities will be actively involved in the definition of the federation architecture. Each of them will also lead the uptake of the Fed4FIRE+ platform in their specific community.
SCOPE OF THE FEDERATION FRAMEWORK
The Fed4FIRE+ federation framework will enable experiments that combine facilities from the different FIRE research communities. To validate the effectiveness of the framework, researchers from different Future Internet areas will be invited through Open Calls to perform innovative experiments using the Fed4FIRE+ federation. Their experiences will be used to further develop the federation framework. Additional infrastructures will also be invited to join the consortium.
PROJECT TIME SCHEDULE AND OPPORTUNITIES FOR EXPERIMENTS
The project, started in January 2017 and running over 5 years, is split in two phases:
The development activities will take place in the first three project years – until 2019. The last year the project will run in “sustainability mode”. This means that the Fed4FIRE+ experimentation facilities will still be available for experimenters, to use the facilities for free but without funding for the experimenters from the Fed4FIRE+ project (which is the case in Open Calls for experimenters). Until now, the Fed4FIRE+ project organised one Open Call for Experiments and new Testbeds/Facilities as well as two specific Open Calls for SME Experimenters. Additional calls for SME Experimenters are in consideration (to be confirmed).
The facilities will be open for experimenters, beyond participation in the Fed4FIRE+ Open Calls for Experiments, until the end of the project. Interested parties to perform experiments on the Fed4FIRE+ facilities can contact the project at any time to explore opportunities to perform the experiments.
ACKNOWLEDGEMENT
Fed4FIRE+ project has received funding under grant agreement No 732638 from the Horizon 2020 Research and Innovation Programme, which is co-funded by the European Commission and the Swiss State Secretariat for Education, Research and Innovation.


{%- extends 'search_modal.html' -%} {%- block nav_rss %} {%- endblock -%} {%- block content %}
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|
My Project
|
Utilities for getting address-based context to the disassembler and decompiler. More...
Go to the source code of this file.
Classes | |
| class | ContextBitRange |
| Description of a context variable within the disassembly context blob. More... | |
| struct | TrackedContext |
| A tracked register (Varnode) and the value it contains. More... | |
| class | ContextDatabase |
| An interface to a database of disassembly/decompiler context information. More... | |
| class | ContextInternal |
| An in-memory implementation of the ContextDatabase interface. More... | |
| class | ContextCache |
| A helper class for caching the active context blob to minimize database lookups. More... | |
Typedefs | |
| typedef vector< TrackedContext > | TrackedSet |
| A set of tracked registers and their values (at one code point) | |
Utilities for getting address-based context to the disassembler and decompiler.


Dry,
The Feminist Majority Foundation has just pulled our annual Global Women’s Rights Awards [ http://feminist.org/globalwomensrightsawards/ ], co-chaired by Jay and Mavis Leno, from the Beverly Hills Hotel on May 5 because the hotel’s owner, the Sultan of Brunei, Hassanal Bolkiah, is imposing a Taliban-like Brunei penal code that includes the stoning to death of gay men and lesbians and the public flogging of women who have abortions. This code is set to go into effect in three stages – beginning tomorrow, May 1.
We need your help! *Take action now to stop the imposition of these Taliban-like laws* [ http://org.salsalabs.com/o/1400/p/dia/action3/common/public/?action_KEY=15609 ]*.*
FMF has joined with gay and lesbian groups in protesting this gross violation of human rights - and we will hold a rally across from the Beverly Hills Hotel, in the park on Sunset Boulevard, at noon on May 5 calling on the Sultan to rescind this new horrific penal code. *Please join us if you are nearby* [ http://org.salsalabs.com/o/1400/p/salsa/event/common/public/?event_KEY=81997 ]*! *We have also moved our Global Women’s Rights Awards to Hammer Museum in Los Angeles (Westwood). It will take place in the evening on May 5.
The Office of the United Nations High Commissioner for Human Rights has expressed deep concern about the new Brunei penal code and stated that such draconian punishments would contravene international law and international human rights.
*Please immediately reach out to the Sultan, the Brunei Embassy, the US Ambassador to Brunei, and the United Nations Secretary-General demanding that this new horrific Brunei penal code be rescinded [ http://org.salsalabs.com/o/1400/p/dia/action3/common/public/?action_KEY=15609 ]* [ http://org.salsalabs.com/o/1400/p/dia/action3/common/public/?action_KEY=15609 ]*.*
For Equality,
Eleanor Smeal
President, Feminist Majority Foundation
1600 Wilson Boulevard, Suite 801, Arlington, VA, 22209 |<PHONE_NUMBER> |<EMAIL_ADDRESS>You have received this e-mail because of your interest in women’s issues. To unsubscribe, please click here. [ http://org.salsalabs.com/o/1400/p/salsa/supporter/unsubscribe/public/index.sjs?unsubscribe_page_KEY=494 ]


Resourceful and Eye-Appealing
Check the Mood of Your Keywords
An Easy and Convenient Search
A simple, intuitive interface that masks a complex series of heuristics designed to measure internet love.
Blue = Positive
Red = Negative
Take an interesting look at the subtle and not so subtle opinions thousands of people share on the internet every day.
Narrow or broaden your search using a variety of built in functions designed with the user in mind.
You can use any of these combinations:
-shopping
-places  -search
-social  -news


Viewing comparison data for
View comparison data on the map.
You can also compare locations in
tabular form.
Please select a type of location (neighborhood, CDC, etc) and also a year. Then click 'Update Map' to view the data for each location.


- All Superinterfaces:
MonetaryQuery<java.lang.String>
public interface MonetaryAmountFormat extends MonetaryQuery<java.lang.String>
Formats instances of MonetaryAmount
to a String
or an Appendable
.
To obtain a MonetaryAmountFormat
for a specific locale, including the default
locale, call MonetaryFormats.getAmountFormat(java.util.Locale, String...)
.
More complex formatting scenarios can be implemented by registering instances of .MonetaryAmountFormatProviderSpi
.
The spi implementation creates new instances of MonetaryAmountFormat
based on the
styleId and (arbitrary) attributes passed within the AmountFormatContext
.
In general, do prefer
accessing MonetaryAmountFormat
instances from the MonetaryFormats
singleton,
instead of instantiating implementations directly, since the MonetaryFormats
factory
method may return different subclasses or may implement contextual behaviour (in a EE context).
If you need to customize the format object, do something like this:
MonetaryAmountFormat f = MonetaryFormats.getInstance(loc); f.setStyle(f.getStyle().toBuilder().setPattern("###.##;(###.##)").build());
Special Values
Negative zero ("-0"
) should always parse to
0
Synchronization
Instances of this class are not required to be thread-safe. It is recommended to of separate format instances for each thread. If multiple threads access a format concurrently, it must be synchronized externally.
Example
// Print out a number using the localized number, currency, // for each locale Locale[] locales = MonetaryFormats.getAvailableLocales(); MonetaryAmount amount = ...; MonetaryAmountFormat form; System.out.println("FORMAT"); for (int i = 0; i < locales.length; ++i) { if (locales[i].getCountry().length() == 0) { continue; // Skip language-only locales } System.out.print(locales[i].getDisplayName()); form = MonetaryFormats.getInstance(locales[i]); System.out.print(": " + form.getStyle().getPattern()); String myAmount = form.format(amount); System.out.print(" -> " + myAmount); try { System.out.println(" -> " + form.parse(form.format(myAmount))); } catch (ParseException e) {} } }
-
Method Summary
Modifier and Type Method Description default java.lang.String
format(MonetaryAmount amount)
Formats the givenMonetaryAmount
to a String.AmountFormatContext
getContext()
TheAmountFormatContext
to be applied when aMonetaryAmount
is formatted.MonetaryAmount
parse(java.lang.CharSequence text)
Fully parses the text into an instance ofMonetaryAmount
.void
print(java.lang.Appendable appendable, MonetaryAmount amount)
Formats the givenMonetaryAmount
to aAppendable
.
-
Method Details
-
getContext
AmountFormatContext getContext()TheAmountFormatContext
to be applied when aMonetaryAmount
is formatted.- Returns:
- the
AmountFormatContext
used, nevernull
.
-
format
Formats the givenMonetaryAmount
to a String.- Parameters:
amount
- the amount to format, notnull
- Returns:
- the string printed using the settings of this formatter
- Throws:
java.lang.UnsupportedOperationException
- if the formatter is unable to printjava.lang.IllegalStateException
- if an IO error occurs.
-
print
Formats the givenMonetaryAmount
to aAppendable
.Example implementations of
Appendable
areStringBuilder
,StringBuffer
orWriter
. Note thatStringBuilder
andStringBuffer
never throw anIOException
.- Parameters:
appendable
- the appendable to add to, not nullamount
- the amount to print, not null- Throws:
java.lang.UnsupportedOperationException
- if the formatter is unable to printjava.io.IOException
- if an IO error occurs, thrown by theappendable
MonetaryParseException
- if there is a problem while parsing
-
parse
Fully parses the text into an instance ofMonetaryAmount
.The parse must complete normally and parse the entire text. If the parse completes without reading the entire length of the text, an exception is thrown. If any other problem occurs during parsing, an exception is thrown.
Additionally the effective implementation type returned can be determined by the
MonetaryContext
applied to theMonetaryAmountFormat
. This formatter will callMonetary.getDefaultAmountType()
and will use the result returned to access a correspondingMonetaryAmountFactory
to of the instance returned.- Parameters:
text
- the text to parse, not null- Returns:
- the parsed value, never
null
- Throws:
java.lang.UnsupportedOperationException
- if the formatter is unable to parseMonetaryParseException
- if there is a problem while parsing
-


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# v1.4.2
- Ensure coverage files don’t get published on npm (#879)
# v1.4.1
- Add in overlooked detectLimit method (#866)
- Removed unnecessary files from npm releases (#861)
- Removed usage of a reserved word to prevent :boom: in older environments (#870)
# v1.4.0
- asyncify now supports promises (#840)
- Added Limit versions of filter and reject (#836)
- Add Limit versions of detect, some and every (#828, #829)
- some, every and detect now short circuit early (#828, #829)
- Improve detection of the global object (#804), enabling use in WebWorkers
- whilst now called with arguments from iterator (#823)
- during now gets called with arguments from iterator (#824)
- Code simplifications and optimizations aplenty ([diff](https://github.com/caolan/async/compare/v1.3.0...v1.4.0))
# v1.3.0
New Features: - Added constant - Added asyncify/wrapSync for making sync functions work with callbacks. (#671, #806) - Added during and doDuring, which are like whilst with an async truth test. (#800) - retry now accepts an interval parameter to specify a delay between retries. (#793) - async should work better in Web Workers due to better root detection (#804) - Callbacks are now optional in whilst, doWhilst, until, and doUntil (#642) - Various internal updates (#786, #801, #802, #803) - Various doc fixes (#790, #794)
Bug Fixes: - cargo now exposes the payload size, and cargo.payload can be changed on the fly after the cargo is created. (#740, #744, #783)
# v1.2.1
Bug Fix:
- Small regression with synchronous iterator behavior in eachSeries with a 1-element array. Before 1.1.0, eachSeries‘s callback was called on the same tick, which this patch restores. In 2.0.0, it will be called on the next tick. (#782)
# v1.2.0
New Features:
- Added timesLimit (#743)
- concurrency can be changed after initialization in queue by setting q.concurrency. The new concurrency will be reflected the next time a task is processed. (#747, #772)
Bug Fixes:
- Fixed a regression in each and family with empty arrays that have additional properties. (#775, #777)
# v1.1.1
Bug Fix:
- Small regression with synchronous iterator behavior in eachSeries with a 1-element array. Before 1.1.0, eachSeries‘s callback was called on the same tick, which this patch restores. In 2.0.0, it will be called on the next tick. (#782)
# v1.1.0
New Features:
- cargo now supports all of the same methods and event callbacks as queue.
- Added ensureAsync - A wrapper that ensures an async function calls its callback on a later tick. (#769)
- Optimized map, eachOf, and waterfall families of functions
- Passing a null or undefined array to map, each, parallel and families will be treated as an empty array (#667).
- The callback is now optional for the composed results of compose and seq. (#618)
- Reduced file size by 4kb, (minified version by 1kb)
- Added code coverage through nyc and coveralls (#768)
Bug Fixes:
- forever will no longer stack overflow with a synchronous iterator (#622)
- eachLimit and other limit functions will stop iterating once an error occurs (#754)
- Always pass null in callbacks when there is no error (#439)
- Ensure proper conditions when calling drain() after pushing an empty data set to a queue (#668)
- each and family will properly handle an empty array (#578)
- eachSeries and family will finish if the underlying array is modified during execution (#557)
- queue will throw if a non-function is passed to q.push() (#593)
- Doc fixes (#629, #766)
# v1.0.0
No known breaking changes, we are simply complying with semver from here on out.
Changes:
- Start using a changelog!
- Add forEachOf for iterating over Objects (or to iterate Arrays with indexes available) (#168 #704 #321)
- Detect deadlocks in auto (#663)
- Better support for require.js (#527)
- Throw if queue created with concurrency 0 (#714)
- Fix unneeded iteration in queue.resume() (#758)
- Guard against timer mocking overriding setImmediate (#609 #611)
- Miscellaneous doc fixes (#542 #596 #615 #628 #631 #690 #729)
- Use single noop function internally (#546)
- Optimize internal _each, _map and _keys functions.


Create a new file named with the format YYYY-MM-DD-title.md
then put it into _post
of the root directory.
Basically, you need to fill the Front Matter as below at the top of the post:
1
2
3
4
5
6
---
title: TITLE
date: YYYY-MM-DD HH:MM:SS +/-TTTT
categories: [TOP_CATEGORIE, SUB_CATEGORIE]
tags: [TAG] # TAG names should always be lowercase
---
Note: The posts’ layout has been set to
post
by default, so there is no need to add the variable layout in Front Matter block.
Timezone of date
In order to accurately record the release date of a post, you should not only setup the timezone
of _config.yml
but also provide the the post’s timezone in field date
of its Front Matter block. Format: +/-TTTT
, e.g. +0800
.
Categories and Tags
The categories
of each post is designed to contain up to two elements, and the number of elements in tags
can be zero to infinity.
The list of posts belonging to the same category/tag is recorded on a separate page. The number of such category/tag type pages is equal to the number of categories
/tags
for all posts, they must match perfectly.
let’s say there is a post with front matter:
1
2
categories: [Animal, Insect]
tags: bee
then we should have two category type pages placed in folder categories
of root and one tag type page placed in folder tags
of root:
1
2
3
4
5
6
jekyll-theme-chirpy
├── categories
│ ├── animal.html
│ └── tutorial.html
├── tags
│ └── bee.html
and the content of a category type page is
1
2
3
4
5
---
layout: category
title: CATEGORY_NAME # e.g. Insect
category: CATEGORY_NAME # e.g. Insect
---
the content of a tag type page is
1
2
3
4
5
---
layout: tag
title: TAG_NAME # e.g. bee
category: TAG_NAME # e.g. bee
---
With the increasing number of posts, the number of categories and tags will increase several times! If we still manually create these category/tag type files, it will obviously be a super time-consuming job, and it is very likely to miss some of them(i.e. when you click on the missing category
or tag
link from a post or somewhere, it will complain to you ‘404’). The good news is that we got a lovely script tool to finish the pages creation stuff: tools/init.sh
. See its usage here.
By default, the Table of Contents (TOC) is displayed on the right panel of the post. If you want to turn it off globally, go to _config.yml
and set the variable toc
to false
. If you want to turn off TOC for specific post, add the following to post’s Front Matter:
1
2
3
---
toc: false
---
Similar to TOC, the Disqus comments is loaded by default in each post, and the global switch is defined by variable comments
in file _config.yml
. If you want to close the comment for specific post, add the following to the Front Matter of the post:
1
2
3
---
comments: false
---
Markdown symbols ```
can easily create a code block as following examples.
1
This is a common code snippet, without syntax highlight and line number.
Using ```Language
you will get code snippets with line Numbers and syntax highlight.
Note: The Jekyll style
{% highlight LANGUAGE %}
or{% highlight LANGUAGE linenos %}
are not allowed to be used in this theme !
1
2
3
4
5
6
# Yaml code snippet
items:
- part_no: A4786
descrip: Water Bucket (Filled)
price: 1.47
quantity: 4
If you want to display the Liquid snippet, surround the liquid code with {% raw %}
and {% endraw %}
.
1
2
3
{% if product.title contains 'Pack' %}
This product's title contains the word Pack.
{% endif %}
For more knowledge about Jekyll posts, visit the Jekyll Docs: Posts.


@* * Copyright 2023 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 @import controllers.routes.CancelRulingController @import models.{Case, CaseStatus} @import models.viewmodels.atar.RulingTabViewModel @(ruling: RulingTabViewModel, useTabIndex : Option[Int] = None)(implicit messages: Messages, appConfig: AppConfig) @if(ruling.caseStatus == CaseStatus.COMPLETED && !ruling.caseHasExpiredRuling) {
This ruling may be cancelled if the binding commodity code changes or expires, or if the applicant provided incorrect information.
If the binding commodity code has changed, you may need to issue a revised ruling.
}


Admissions
Volgenau programs include information sciences and technology, electrical and computer engineering, computer science, systems engineering and operations research, civil, environmental, and infrastructure engineering, statistics, and
bioengineering. Our faculty conducts research funded by the Department of Defense, the National Institutes of Health, and the National Science Foundation. Plus, we build really cool robots.
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India Reynolds hits out as she's trolled for 'spelling Dubai wrong'
Love Island’s India Reynolds has been met with a string of trolls over her spelling of Dubai.
The model – who recently split from Ovie Soko – has been living her best life out in Dubai, and took a second to bless us with a snap of herself on the beach.
Alongside the stunning upload – of the 28-year-old posing in a black bikini with skyscrapers behind her – she told her 1.1million followers: ‘In love with Dubae @fivepalmjumeirah.’
And, while we giggled at her pun, some didn’t quite get the joke, sliding in to claim she had spelled the country wrong.
Yes, seriously.
‘It’s Dubai learn how to spell,’ one helpful person commented, while another wrote: ‘Imagine flying all the way there and can’t even spell it kmt.’
‘Should probably learn how to spell it then…..,’ a follower suggested.
Having absolutely none of it, the ITV2 star then took to her Instagram story, insisting that she actually knows how to spell correctly.
Advertisement Advertisement
‘Shall we all calm down…,’ India began. ‘I know how to spell “Dubai”.
‘It clearly wasn’t all that punny… but it gets like that sometimes.’
Well we thought she showed great pun-tential…
Yeah, we’ll leave the puns to the expert.
India recently made headlines after she confirmed her split from Ovie Soko, just months after they met in the Love Island villa.
The pair ended the show in third place, but went their separate ways at the end of October.
And she appeared to hit back at negative comments she received since their break-up, urging people to think before they comment on things.
Alluding to the romance, she posted: ‘It’s free to be kind… Think before you type… Thank you x.’
It seems some of her followers didn’t quite get the memo…
Got a showbiz story?
If you've got a story, video or pictures get in touch with the Metro.co.uk Entertainment team by emailing us<EMAIL_ADDRESS>calling 020 3615 2145 or by visiting our Submit Stuff page - we'd love to hear from you.


Active
The Lean Startup
How Today's Entrepreneurs Use Continuous Innovation to Create Radically Successful Businesses
Most startups fail. But many of those failures are
preventable.
The Lean Startup is a new approach being adopted across the globe, changing the way
companies
are built and new products are launched.
Eric Ries defines a startup as an organization dedicated to creating something new under
conditions of extreme uncertainty. This is just as true for one person in a garage or…
Hardcover, 299 pages
Published September 13th 2011 by Crown Business (first published January 1st 2011)
Published September 13th 2011 by Crown Business (first published January 1st 2011)
Friends reviews (6)
Verna Hicks rated it
Mar 23, 2017
Verna Hicks rated it
Mar 23, 2017
Lists with this book
Entrepreneurs' Book Club Reading List
1st out of 271 books
1,125 votes
Entrepreneurs' Book Club Reading List
1st out of 271 books
1,125 votes
Entrepreneurs' Book Club Reading List
1st out of 271 books
1,125 votes
Friends reviews (6)
Verna Hicks rated it
Mar 23, 2017
Verna Hicks rated it
Mar 23, 2017
Verna Hicks rated it
Mar 23, 2017
Verna Hicks rated it
Mar 23, 2017
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The modal is optomized for screen reader and keyboard only users.
Activate the triggering element to open the modal. Screen reader users will be confined within the modal content, and will not be able to see the background page content. (Confirmed in both Windows platform and iOS touch screen devices) Keyboard focus is automatically restricted to active elements within the modal, which is handled using HTML5 attributes within the first and last form fields within the markup.


Prepare¶
Create .poly files¶
-
scripts.prepare.
poly_files
(data_path, country)[source] This function will create the .poly files from the nuts shapefile. These .poly files are used to extract data from the openstreetmap files.
This function is adapted from the OSMPoly function in QGIS.
- Arguments:
data_path: base path to location of all files.
country: string name of country ISO2.
- Returns:
- .poly file for each nuts2 in a new dir in the working directory.
Create first version of exposure table¶
-
scripts.prepare.
buildings
(country, parallel=True)[source] [summary]
- Arguments:
- country {string} – ISO2 code of country to consider.
- Keyword Arguments:
- parallel {bool} – [description] (default: {True})
- Returns:
- [type] – [description]
Extract buildings from OpenStreetMap¶
-
scripts.prepare.
extract_buildings
(area, country, nuts2=True)[source] [summary]
- Arguments:
- area {[type]} – [description] country {string} – ISO2 code of country to consider.
- Keyword Arguments:
- nuts2 {bool} – [description] (default: {True})
Convert buildings table from EPSG:4326 to EPSG:3035¶
-
scripts.prepare.
convert_buildings
(area, country)[source] Converts the coordinate system from EPSG:4326 to EPSG:3035.
- Arguments:
area {string} – name of area (most often NUTS2) for which buildings should be converted to European coordinate system
country {string} – ISO2 code of country to consider.
- Returns:
- geodataframe – Geopandas dataframe with all buildings of the selected area
Build list of storms¶
-
scripts.prepare.
get_storm_list
(data_path)[source] Small function to create a list of with path strings to all storms
- Arguments:
- data_path {string} – string of data path where all data is located.
- Returns:
- list – list with the path strings of all storms
Load table of maximum damages¶
-
scripts.prepare.
load_max_dam
(data_path)[source] Small function to load the excel with maximum damages.
- Arguments:
- data_path {string} – string of data path where all data is located.
- Returns:
- dataframe – pandas dataframe with maximum damages per landuse
Load fragility curves¶
-
scripts.prepare.
load_curves
(data_path)[source] Small function to load the csv file with the different fragility curves.
- Arguments:
- data_path {string} – string of data path where all data is located.
- Returns:
- dataframe – pandas dataframe with fragility curves
Load curves ratios¶
-
scripts.prepare.
load_sample
(country)[source] Will load the ratio of each curve and landuse to be used.
- Arguments:
- country {string} – ISO2 code of country to consider.
- Returns:
- tuple – tuple of ratios for the selected country
Clip landuse¶
-
scripts.prepare.
clip_landuse
(data_path, country, outrast_lu)[source] Clip the landuse from the European Corine Land Cover (CLC) map to the considered country
- Arguments:
- data_path {string} – string of data path where all data is located. country {string} – ISO2 code of country to consider. outrast_lu {string} – string path to location of Corine Land Cover dataset
Clip OpenStreetMap file¶
-
scripts.prepare.
clip_osm
(data_path, osm_path, area_poly, area_pbf)[source] Clip the an area osm file from the larger continent (or planet) file and save to a new osm.pbf file. This is much faster compared to clipping the osm.pbf file while extracting through ogr2ogr.
This function uses the osmconvert tool, which can be found at http://wiki.openstreetmap.org/wiki/Osmconvert.
Either add the directory where this executable is located to your environmental variables or just put it in the ‘scripts’ directory.
- Arguments:
osm_path: path string to the osm.pbf file of the continent associated with the country.
area_poly: path string to the .poly file, made through the ‘create_poly_files’ function.
area_pbf: path string indicating the final output dir and output name of the new .osm.pbf file.
- Returns:
- a clipped .osm.pbf file.


00:00:00:00
0
Settings
Levels
easy
normal
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{% extends "base.html" %} {% block title %}
Medieval catalogues > UNIVERSITY AND COLLEGE LIBRARIES OF CAMBRIDGE > Pembroke College > Inventory for the Marian commissioners, 1557
{% endif %}78 identified entries found.
All data was derived from the List of Identifications by Professor Richard Sharpe.
{% if not printing %}
A key to codes used in the List is available (opens in new tab).{% endif %}


--- layout: post title: twenty six types of animals by jeremy pettis date: '2008-01-28T17:17:57+00:00' tags: [] tumblr_url: http://backlog.robbevan.com/post/24892064/twenty-six-types-of-animals-by-jeremy-pettis ---
Twenty-Six Types of Animals by Jeremy Pettis


This is the first part. This is the first part. This is the first part. This is the first part. This is the first part. This is the first part. This is the first part. This is the first part. This is the first part. This is the first part.

This is child node of second part.
This is the third part. This is the third part. This is the third part. This is the third part. This is the third part. This is the third part. This is the third part. This is the third part. This is the third part. This is the third part.
This is child node of third part. But value of position property is absolute while that of parent div is static, so it has an absolute position relative to the root.


{% extends 'admin/change_form.html' %} {% load admin_urls i18n staticfiles %} {% block after_related_objects %} {% if change %}
{% trans 'Are you sure you want to delete this page?' %}


We can create charts using the values of a layer's feature, using the Feature charts panel shown in the figure below
When we load a vector layer in Sextant, the Layer selection list is updated with the name of the layer. When we choose one of the available layers from the Layer drop-down list, the Attribute list is enabled and we can choose one of the numeric attributes of the selected layer. When the attribute is selected, a chart is produced as shown in the figure below
The produced charts are responsive and their features are connected to the features on the map, so when we click on a point in the chart, we view the selected feature on the map. We can also download the chart as an image to the download folder of the browser, using the button.


Books by Peter Russell
The Great Thinkers website, in association
with Amazon.com, the largest bookseller on the Web, now offers a collection
of books and tapes by Peter Russell. You can find more information about these books
and purchase them online by following the links below. The prices listed here
may not be accurate; please refer to the detailed listing for current prices.
Most of the books are offered at 10% or greater discount from their list price.
- The Brain Book
~ Usually ships in 24 hours
Peter Russell / Paperback / Published 1991
Amazon Price: $11.16 ~ You Save: $2.79 (20%)
The Global Brain Awakens : Our Next Evolutionary Leap
Peter Russell / Hardcover / Published 1995
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Global Brain/High School-Adult
Peter Russell / VHS Tape / Published 1992
Amazon Price: $53.99
(Special Order)
White Hole in Time
Peter Russell / VHS Tape / Published 1996
Amazon Price: $29.99
(Special Order)
The awakening earth : our next evolutionary leap
Peter Russell / Unknown Binding
(Hard to Find)
Genetics
Peter Russell / Hardcover / Published 1995
(Hard to Find)
The Global Brain
Peter Russell / Hardcover / Published 1983
(Hard to Find)
The Global Brain
Peter Russell / Paperback / Published 1983
(Hard to Find)
Tm Technique
Peter Russell / Paperback / Published 1976
(Hard to Find)
Tm Technique : A Skeptic's Guide to the Tm Program
Peter Russell / Hardcover / Published 1976
(Hard to Find)
The TM technique : an introduction to transcendental meditation and the teachings of Maharishi Mahesh Yogi
Peter Russell / Unknown Binding
(Hard to Find)
The Tm Technique : An Introduction to Transcendental Meditation and the Teachings of Mararishi Mahesh Yogi
Peter Russell / Paperback / Published 1990
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The Upanishads
Alistair Shearer, Peter Russell / Paperback / Published 1990
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The White Hole in Time : Our Future Evolution and the Meaning of Now
Peter Russell / Paperback / Published 1993
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Peter Russell / Hardcover / Published 1992
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Back to Great Thinkers and Visionaries page
This page is maintained by Alexander Chislenko
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If you have questions, I have answers (probably). Whether you'd like to casually chat, share an opportunity, or simply send a quick greeting, Feel free to contact my email, either<EMAIL_ADDRESS>or<EMAIL_ADDRESS>to reach me conveniently.


Using SLAM for ARLE Mini
ARLE Mini :
ARLE Mini is an autonomous open source robot capable of navigating using RPLidar powered by Intel NUC
ARLE Mini is a miniature version of ARLE(Autonomous Robot for Library Enhancement) being developed for managing books in the institute library of Indian Institute of Technology, Guwahati. ARLE is aimed to be able to navigate autonomously in the library, identify books and racks using RFIDs, pick and place the books in the correct rack using an arm mounted on the bot.
ARLE Mini first build
Modules used for Autonomous Movement
-
Tf (tf2): Coordinate the transform library. It’s one of the most important packages for ROS. Thanks to tf, you can manage all coordinate values, including the position of the robot or relations between the camera and wheels. For treating various categories of coordinates, several distinctive concepts such as frame and tree are adopted.
-
slam_gmapping: ROS wrapper for OpenSlam’s Gmapping. gmapping is one of the most famous SLAM algorithms. While still popular, there are also several alternatives now for this function.
-
move_base: Core module for autonomous navigation. This package provides various functions, including planning a route, maintaining cost maps, and issuing speed and direction commands for motors. Robot_state_publisher. Publishes the 3D poses of the robot links, which are important for a manipulator or humanoid. In the case of SAWR, the most important data maintained by this module is the position and orientation of the robot and the location of the camera relative to the robot’s position.
-
Robot_state_publisher: Publishes the 3D poses of the robot links, which are important for a manipulator or humanoid. In the case of SAWR, the most important data maintained by this module is the position and orientation of the robot and the location of the camera relative to the robot’s position.
SAWR ROS node graph viewed by rqt_graph
Find some useful content on SLAM & Mapping for autonomous robots here


Luca Di Cecca Showreel 2019 20 Nov 2019, 12:34 by Luca Di Cecca Luca Di Cecca writes: A collection of worksAll made in Blender


Nya is the Elemental Master of water. She is the water Ninja. She is Kai's sister. Her father is Ray.  After meeting Wu Nya and Kai joined him in his quest to protect Ninjago. Her brother trained to be a ninja before her. Nya got tired of being left out from the team. And created the identity of Samurai X. Jay began to start a relationship with Nya. We are gathered here today to honor the memory of Nya. She was an Inventor. The Samurai X. A great ninja. Master of Water. And our dearest friend. Her courage and strength have saved us time and time again. And although we- we were unable to save her. We will always remember her. Wherever she is now, she is in our hearts.
Cole is the Elemental Master of earth. And earth Ninja. His fathers name is Lou.  He was recruited by Wu. Cole learned Spinjitzu and discovered his other teammates. With whom he embarked on many adventures battling the likes of the Serpentine and the Stone Army. After the final battle. Peace resumed until the Overlord returned and created the Nindroid army. The Overlord made the Nindroid army by using Zane's blueprints.
 He and his younger sister worked as blacksmiths in their father's blacksmith shop all their life until they met Master Wu. Kai learned Spinjitzu taught by wu Battling the likes of the Serpentine. Battling the likes of the Stone Army. After Zane's sacrifice to destroy the Golden Master he took a break before reuniting to go rescue Zane on Chen's Island. There, Kai grew closer to Skylor, one of the tournament contenders, as they competed in the Tournament of Elements.
Zane is Elemental Master of ice.
And the Ice Ninja.
As well as the first Nindroid ever.
Zane was recruited by Master Wuto be a ninja.
Wu taught him Spinjitzu he discouvered the other member of the team.
He faught the Serpentine.
And he faught the Stone Army.
During this time, Zane was reunited with his inventor/father figure, Dr. Julien.
but sometime after the Final Battle and the Nindroid crisis, he passed away once again.
After Lloyd won the Final Battle Pythor aided the Overlord in becoming the Golden Master.
After Nya destroyed the Cursed Realm, the ninja fought Nadakhan, who rebuilt his home realm in Ninjago, though this was undone by Jay's final wish. On the Day of the Departed, Cole accidentally revived Cryptor (and many other deceased villains), who Zane fought and destroyed once more. When the Time Twins and Vermillion warriors fought the ninja, Zane helped the ninja defeat their adversaries, but lost contact with P.I.X.A.L. in the chaos.
Jay full name is jay Walker. His real father was Cliff Gordon. And His real mother is libber gordon . Jay walker is the Elemental Master of lightning. And he is the Lightning Ninja. He learned skills including Spinjitzu he found there were others master wu trained He faught the Serpentine and the Stone Army. During this time Jay formed a romantic relationship with Kai's sister, Nya. After he helped Lloyd defeated the Overlord peace resumed. A love triangle formed between Jay, Nya, and Cole, which remained after Zane seemingly died. His adoptive fathers name was Ed Walker and his mothers name is Edna Walker.
His full name is Master Lloyd Montgomery Garmadon He is the Green Ninja He is the Master of Energy And the leader of the ninja team. His mothers name is Misako. His fathers name is garamadon. (Garmadon turns evil and good then dies the comes back evil) He is the Wu's nephew and the First Spinjitzu Master's grandson. Once a bratty kid who sought to follow in his evil father's footsteps Lloyd changed his ways by helping the ninja. And realizing his destiny was to be the Green Ninja. As the ninja trained Lloyd, he reunited with his mother Misako, And faced Garmadon corrupted by the Overlord, He become the golden ninja once and then gave the powers to his friends the Ninja exept nya and wu. He is the yougest of the team
He is the elemental Master of Creation.
He is the First Spinjitzu Master'second-born son.
He is Garmadon's little brother.
He is Misako's brother-in-law.
And Lloyd's paternal uncle.
Wu grew up learning the art of the ninja alongside his older brother.
Garmadon, who was infected with evil.
They fought together as a team against evil for many years.
Until Garmadon's corruption completed and he was subsequently banished to the Underworld.
Around a decade later Wu trained a group of teenagers in the ways of Spinjitzu.
So they could protect the land his father created.
Wu guided the ninja in many battles against his brother, the Serpentine, and the Overlord.
When the Nindroid crisis began, Wu was corrupted into a cyborg but was purified after the Digital Overlord was vanquished. After the ninja went to a mysterious island to save Zane, Wu joined the Elemental Masters to fight Chen and his Anacondrai warriors.
After Garmadon was banished to the Cursed Realm and the close of the Second Serpentine War, Wu's first pupil, Morro, escaped the Cursed Realm.Wiki Fandom


Hello! My name is Ana and by visiting my page, I hope you begin to get an idea of who I am and my interests. I was born in Anaheim, California but spent most of my childhood in a city called Moreno Valley. There's not really anything there so it's not that great, but things(the beach, amusement parks, Los Angeles, San Diego) are close enough to where you don't have to hate it.
In my free time, I listen to podcasts a lot. My favorite genre is true crime. Here is a list of some of the ones I enjoy listening to:


Built-In Loading Effect in Buttons
https://github.com/alexanderkx/aiLoadingButtons
.btn-load--circle
Click Me!
Click Me!
Click Me!
Click Me!
Click Me!
Click Me!
Click Me!
.btn-load--circle-only
Click Me!
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Click Me!
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Click Me!
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Thanks for visitng Tasket/Basket! The goal of our website is to provide a creative sharing space for basket weavers. Our initial offering provides a selecion of great websites for purchasing your supplies. Try them out. Let us know what you think and read what others have experienced. Coming soon....upload pictures of your baskets and share inspiration with other weavers! Happy Weaving!


|
SideCar
|
Template class for a type-specific circular buffer. More...
#include </Users/howes/src/sidecar/Messages/CircularBuffer.h>
Public Types | |
| using | const_iterator = TCircularBufferIterator< T > |
| Public Types inherited from SideCar::Messages::CircularBuffer | |
| using | MessageRef = Messages::PRIMessage::Ref |
Public Member Functions | |
| void | add (const typename T::Ref &msg) |
| Type-specific version of CircularBuffer::locate() method. More... | |
| TCircularBufferIterator< T > | locate (const typename T::Ref &msg) const |
| Type-specific version of CircularBuffer::locate() method. More... | |
| TCircularBufferIterator< T > | newest () const |
| Obtain iterator to the newest element in the buffer. More... | |
| TCircularBufferIterator< T > | oldest () const |
| Obtain iterator to the oldest element in the buffer. More... | |
| Public Member Functions inherited from SideCar::Messages::CircularBuffer | |
| Messages::MetaTypeInfo::Value | getType () const |
| Obtain the type enumeration of the messages held in the buffer. More... | |
| size_t | size () const |
| Obtain the number of messages in the buffer. More... | |
| bool | empty () const |
| Determine if the buffer is void of messages. More... | |
| void | clear () |
| Remove all messages from the buffer. More... | |
Static Public Member Functions | |
| static TCircularBuffer< T > * | Make (const std::string &name) |
| Create and register a new application-wide, type-specific circular buffer object. More... | |
| static const TCircularBuffer< T > * | Get (const std::string &name) |
| Obtain a type-specific circular buffer registered under a given name. More... | |
| Static Public Member Functions inherited from SideCar::Messages::CircularBuffer | |
| static Logger::Log & | Log () |
| Log device used by instances. More... | |
Additional Inherited Members | |
| Protected Member Functions inherited from SideCar::Messages::CircularBuffer | |
| CircularBuffer (const Messages::MetaTypeInfo &type) | |
| Constructor. More... | |
| ~CircularBuffer () | |
| Destructor. | |
| void | add (const MessageRef &msg) |
| Store a message into the buffer. More... | |
| CircularBufferIterator | locate (const MessageRef &msg) const |
| Obtain an iterator that points to the slot that contains a given message. More... | |
| CircularBufferIterator | newest () const |
| Obtain iterator to the newest element in the buffer. More... | |
| CircularBufferIterator | oldest () const |
| Obtain iterator to the oldest element in the buffer. More... | |
| Static Protected Member Functions inherited from SideCar::Messages::CircularBuffer | |
| static void | Install (const std::string &name, CircularBuffer *buffer) |
| Class utility method that installs a new CircularBuffer into the global collection of circular buffers. More... | |
| static const CircularBuffer * | Get (const std::string &name, const Messages::MetaTypeInfo &typeInfo) |
| Class utility method that returns a previously-registered CircularBuffer object. More... | |
Template class for a type-specific circular buffer.
The template argument must provide a GetMetaTypeInfo() method that returns a reference to a MetaTypeInfo object that describes the messages held in the buffer.
Definition at line 282 of file CircularBuffer.h.
|
inline |
Type-specific version of CircularBuffer::locate() method.
| msg | add a message to the buffer |
Definition at line 409 of file CircularBuffer.h.
|
inlinestatic |
Obtain a type-specific circular buffer registered under a given name.
| name | the name to look for |
Definition at line 400 of file CircularBuffer.h.
|
inline |
Type-specific version of CircularBuffer::locate() method.
| msg | the message to look for |
Definition at line 417 of file CircularBuffer.h.
|
inlinestatic |
Create and register a new application-wide, type-specific circular buffer object.
| name | the name under which to register the new buffer |
Definition at line 387 of file CircularBuffer.h.
|
inline |
Obtain iterator to the newest element in the buffer.
NOTE: if another thread may add to the the buffer, then this will no longer refer to the newest entry.
Definition at line 425 of file CircularBuffer.h.
|
inline |
Obtain iterator to the oldest element in the buffer.
NOTE: if another thread may add to the the buffer, then this will no longer refer to the oldest entry, and instead point to newer entries.
Definition at line 433 of file CircularBuffer.h.


func Run(pta bool, result *Result)
Run runs program analysis and computes the resulting markup, populating *result in a thread-safe manner, first with type information then later with pointer analysis information if enabled by the pta flag.
FileInfo holds analysis information for the source file view. Clients must not mutate it.
type FileInfo struct { Data []interface{} // JSON serializable values Links []Link // HTML link markup }
A Link is an HTML decoration of the bytes [Start, End) of a file. Write is called before/after those bytes to emit the mark-up.
type Link interface { Start() int End() int Write(w io.Writer, _ int, start bool) // the godoc.LinkWriter signature }
JavaScript's cgAddChild requires a global array of PCGNodeJSON called CALLGRAPH, representing the intra-package call graph. The first element is special and represents "all external callers".
type PCGNodeJSON struct { Func anchorJSON Callees []int // indices within CALLGRAPH of nodes called by this one }
PackageInfo holds analysis information for the package view. Clients must not mutate it.
type PackageInfo struct { CallGraph []*PCGNodeJSON CallGraphIndex map[string]int Types []*TypeInfoJSON }
Result contains the results of analysis. The result contains a mapping from filenames to a set of HTML links and JavaScript data referenced by the links.
type Result struct {
// contains filtered or unexported fields
}
func (res *Result) FileInfo(url string) (fi FileInfo)
FileInfo returns new slices containing opaque JSON values and the HTML link markup for the specified godoc file URL. Thread-safe. Callers must not mutate the elements. It returns "zero" if no data is available.
func (res *Result) PackageInfo(importPath string) PackageInfo
PackageInfo returns new slices of JSON values for the callgraph and type info for the specified package. Thread-safe. Callers must not mutate its fields. PackageInfo returns "zero" if no data is available.
func (res *Result) Status() string
Status returns a human-readable description of the current analysis status.
JavaScript's onClickIdent() expects a TypeInfoJSON.
type TypeInfoJSON struct { Name string // type name Size, Align int64 Methods []anchorJSON ImplGroups []implGroupJSON }


Create awesome fully customizable social media buttons here including floating sharebars. The sharebar in this page is based on the socializer.css library and fontawesome font icons.
Inline horizontal sharebar
Floating sharebar
Add social buttons to the sharebar. Use the gear icon to set custom share/profile URL for the social button. You can also drag and drop to re-arrange the buttons in sharebar.
Select a handful of predefined styles from the below list or create your own sharebar design. You can also select a style and customize it manually.
Lorem ipsum dolor sit amet, consectetur adipiscing elit. Nullam nec ante posuere odio pulvinar efficitur. Fusce sed leo vel mi congue rhoncus in sed odio. In hac habitasse platea dictumst. In consectetur aliquet lectus, non mollis magna lobortis sit amet. Donec euismod felis a vestibulum laoreet. Praesent purus augue, facilisis vitae imperdiet vel, volutpat a purus. Pellentesque in semper libero, sollicitudin egestas metus.
Sharebar preview is displayed near the sides of window.socializer.css
If you like this work and found this useful buy me a coffee ! your donation will motivate me to develop and support this work.


/** * @author Richard Davey<EMAIL_ADDRESS>* @copyright 2014 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * A TileSprite is a Sprite that has a repeating texture. The texture can be scrolled and scaled and will automatically wrap on the edges as it does so. * Please note that TileSprites, as with normal Sprites, have no input handler or physics bodies by default. Both need enabling. * * @class Phaser.TileSprite * @constructor * @param {Phaser.Game} game - A reference to the currently running game. * @param {number} x - The x coordinate (in world space) to position the TileSprite at. * @param {number} y - The y coordinate (in world space) to position the TileSprite at. * @param {number} width - The width of the TileSprite. * @param {number} height - The height of the TileSprite. * @param {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the TileSprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture. * @param {string|number} frame - If this TileSprite is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index. */ Phaser.TileSprite = function (game, x, y, width, height, key, frame) { x = x || 0; y = y || 0; width = width || 256; height = height || 256; key = key || null; frame = frame || null; /** * @property {Phaser.Game} game - A reference to the currently running Game. */ this.game = game; /** * @property {string} name - The user defined name given to this Sprite. * @default */ this.name = ''; /** * @property {number} type - The const type of this object. * @readonly */ this.type = Phaser.TILESPRITE; /** * @property {number} z - The z-depth value of this object within its Group (remember the World is a Group as well). No two objects in a Group can have the same z value. */ this.z = 0; /** * @property {Phaser.Events} events - The Events you can subscribe to that are dispatched when certain things happen on this Sprite or its components. */ this.events = new Phaser.Events(this); /** * @property {Phaser.AnimationManager} animations - This manages animations of the sprite. You can modify animations through it (see Phaser.AnimationManager) */ this.animations = new Phaser.AnimationManager(this); /** * @property {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture, BitmapData or PIXI.Texture. */ this.key = key; /** * @property {number} _frame - Internal cache var. * @private */ this._frame = 0; /** * @property {string} _frameName - Internal cache var. * @private */ this._frameName = ''; /** * @property {Phaser.Point} _scroll - Internal cache var. * @private */ this._scroll = new Phaser.Point(); PIXI.TilingSprite.call(this, PIXI.TextureCache['__default'], width, height); this.loadTexture(key, frame); this.position.set(x, y); /** * @property {Phaser.InputHandler|null} input - The Input Handler for this object. Needs to be enabled with image.inputEnabled = true before you can use it. */ this.input = null; /** * @property {Phaser.Point} world - The world coordinates of this Sprite. This differs from the x/y coordinates which are relative to the Sprites container. */ this.world = new Phaser.Point(x, y); /** * @property {Phaser.Point} cameraOffset - If this object is fixedToCamera then this stores the x/y offset that its drawn at, from the top-left of the camera view. */ this.cameraOffset = new Phaser.Point(); /** * By default Sprites won't add themselves to any physics system and their physics body will be `null`. * To enable them for physics you need to call `game.physics.enable(sprite, system)` where `sprite` is this object * and `system` is the Physics system you want to use to manage this body. Once enabled you can access all physics related properties via `Sprite.body`. * * Important: Enabling a Sprite for P2 or Ninja physics will automatically set `Sprite.anchor` to 0.5 so the physics body is centered on the Sprite. * If you need a different result then adjust or re-create the Body shape offsets manually, and/or reset the anchor after enabling physics. * * @property {Phaser.Physics.Arcade.Body|Phaser.Physics.P2.Body|Phaser.Physics.Ninja.Body|null} body * @default */ this.body = null; /** * A small internal cache: * 0 = previous position.x * 1 = previous position.y * 2 = previous rotation * 3 = renderID * 4 = fresh? (0 = no, 1 = yes) * 5 = outOfBoundsFired (0 = no, 1 = yes) * 6 = exists (0 = no, 1 = yes) * 7 = fixed to camera (0 = no, 1 = yes) * @property {Int16Array} _cache * @private */ this._cache = new Int16Array([0, 0, 0, 0, 1, 0, 1, 0]); }; Phaser.TileSprite.prototype = Object.create(PIXI.TilingSprite.prototype); Phaser.TileSprite.prototype.constructor = Phaser.TileSprite; /** * Automatically called by World.preUpdate. * * @method Phaser.TileSprite#preUpdate * @memberof Phaser.TileSprite */ Phaser.TileSprite.prototype.preUpdate = function() { this.world.setTo(this.game.camera.x + this.worldTransform[2], this.game.camera.y + this.worldTransform[5]); this.animations.update(); if (this._scroll.x !== 0) { this.tilePosition.x += this._scroll.x * this.game.time.physicsElapsed; } if (this._scroll.y !== 0) { this.tilePosition.y += this._scroll.y * this.game.time.physicsElapsed; } if (this.visible) { this._cache[3] = this.game.stage.currentRenderOrderID++; } if (this.exists && this.body) { this.body.preUpdate(); } // Update any Children for (var i = 0, len = this.children.length; i < len; i++) { this.children[i].preUpdate(); } return true; } /** * Override and use this function in your own custom objects to handle any update requirements you may have. * * @method Phaser.TileSprite#update * @memberof Phaser.TileSprite */ Phaser.TileSprite.prototype.update = function() { } /** * Internal function called by the World postUpdate cycle. * * @method Phaser.TileSprite#postUpdate * @memberof Phaser.TileSprite */ Phaser.TileSprite.prototype.postUpdate = function() { if (this.exists && this.body) { this.body.postUpdate(); } // Fixed to Camera? if (this._cache[7] === 1) { this.position.x = this.game.camera.view.x + this.cameraOffset.x; this.position.y = this.game.camera.view.y + this.cameraOffset.y; } // Update any Children for (var i = 0, len = this.children.length; i < len; i++) { this.children[i].postUpdate(); } } /** * Sets this TileSprite to automatically scroll in the given direction until stopped via TileSprite.stopScroll(). * The scroll speed is specified in pixels per second. * A negative x value will scroll to the left. A positive x value will scroll to the right. * A negative y value will scroll up. A positive y value will scroll down. * * @method Phaser.TileSprite#autoScroll * @memberof Phaser.TileSprite */ Phaser.TileSprite.prototype.autoScroll = function(x, y) { this._scroll.set(x, y); } /** * Stops an automatically scrolling TileSprite. * * @method Phaser.TileSprite#stopScroll * @memberof Phaser.TileSprite */ Phaser.TileSprite.prototype.stopScroll = function() { this._scroll.set(0, 0); } /** * Changes the Texture the TileSprite is using entirely. The old texture is removed and the new one is referenced or fetched from the Cache. * This causes a WebGL texture update, so use sparingly or in low-intensity portions of your game. * * @method Phaser.TileSprite#loadTexture * @memberof Phaser.TileSprite * @param {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture, BitmapData or PIXI.Texture. * @param {string|number} frame - If this Sprite is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index. */ Phaser.TileSprite.prototype.loadTexture = function (key, frame) { frame = frame || 0; if (key instanceof Phaser.RenderTexture) { this.key = key.key; this.setTexture(key); return; } else if (key instanceof Phaser.BitmapData) { this.key = key.key; this.setTexture(key.texture); return; } else if (key instanceof PIXI.Texture) { this.key = key; this.setTexture(key); return; } else { if (key === null || typeof key === 'undefined') { this.key = '__default'; this.setTexture(PIXI.TextureCache[this.key]); return; } else if (typeof key === 'string' && !this.game.cache.checkImageKey(key)) { this.key = '__missing'; this.setTexture(PIXI.TextureCache[this.key]); return; } if (this.game.cache.isSpriteSheet(key)) { this.key = key; // var frameData = this.game.cache.getFrameData(key); this.animations.loadFrameData(this.game.cache.getFrameData(key)); if (typeof frame === 'string') { this.frameName = frame; } else { this.frame = frame; } } else { this.key = key; this.setTexture(PIXI.TextureCache[key]); return; } } } /** * Destroys the TileSprite. This removes it from its parent group, destroys the event and animation handlers if present * and nulls its reference to game, freeing it up for garbage collection. * * @method Phaser.TileSprite#destroy * @memberof Phaser.TileSprite * @param {boolean} [destroyChildren=true] - Should every child of this object have its destroy method called? */ Phaser.TileSprite.prototype.destroy = function(destroyChildren) { if (this.game === null) { return; } if (typeof destroyChildren === 'undefined') { destroyChildren = true; } if (this.filters) { this.filters = null; } if (this.parent) { if (this.parent instanceof Phaser.Group) { this.parent.remove(this); } else { this.parent.removeChild(this); } } this.animations.destroy(); this.events.destroy(); var i = this.children.length; if (destroyChildren) { while (i--) { this.children[i].destroy(destroyChildren); } } else { while (i--) { this.removeChild(this.children[i]); } } this.exists = false; this.visible = false; this.filters = null; this.mask = null; this.game = null; } /** * Play an animation based on the given key. The animation should previously have been added via sprite.animations.add() * If the requested animation is already playing this request will be ignored. If you need to reset an already running animation do so directly on the Animation object itself. * * @method Phaser.TileSprite#play * @memberof Phaser.TileSprite * @param {string} name - The name of the animation to be played, e.g. "fire", "walk", "jump". * @param {number} [frameRate=null] - The framerate to play the animation at. The speed is given in frames per second. If not provided the previously set frameRate of the Animation is used. * @param {boolean} [loop=false] - Should the animation be looped after playback. If not provided the previously set loop value of the Animation is used. * @param {boolean} [killOnComplete=false] - If set to true when the animation completes (only happens if loop=false) the parent Sprite will be killed. * @return {Phaser.Animation} A reference to playing Animation instance. */ Phaser.TileSprite.prototype.play = function (name, frameRate, loop, killOnComplete) { return this.animations.play(name, frameRate, loop, killOnComplete); } /** * Indicates the rotation of the Sprite, in degrees, from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation. * Values outside this range are added to or subtracted from 360 to obtain a value within the range. For example, the statement player.angle = 450 is the same as player.angle = 90. * If you wish to work in radians instead of degrees use the property Sprite.rotation instead. Working in radians is also a little faster as it doesn't have to convert the angle. * * @name Phaser.TileSprite#angle * @property {number} angle - The angle of this Sprite in degrees. */ Object.defineProperty(Phaser.TileSprite.prototype, "angle", { get: function() { return Phaser.Math.wrapAngle(Phaser.Math.radToDeg(this.rotation)); }, set: function(value) { this.rotation = Phaser.Math.degToRad(Phaser.Math.wrapAngle(value)); } }); /** * @name Phaser.TileSprite#frame * @property {number} frame - Gets or sets the current frame index and updates the Texture Cache for display. */ Object.defineProperty(Phaser.TileSprite.prototype, "frame", { get: function () { return this.animations.frame; }, set: function (value) { if (value !== this.animations.frame) { this.animations.frame = value; } } }); /** * @name Phaser.TileSprite#frameName * @property {string} frameName - Gets or sets the current frame name and updates the Texture Cache for display. */ Object.defineProperty(Phaser.TileSprite.prototype, "frameName", { get: function () { return this.animations.frameName; }, set: function (value) { if (value !== this.animations.frameName) { this.animations.frameName = value; } } }); /** * An TileSprite that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera. These are stored in TileSprite.cameraOffset. * Note that the cameraOffset values are in addition to any parent in the display list. * So if this TileSprite was in a Group that has x: 200, then this will be added to the cameraOffset.x * * @name Phaser.TileSprite#fixedToCamera * @property {boolean} fixedToCamera - Set to true to fix this TileSprite to the Camera at its current world coordinates. */ Object.defineProperty(Phaser.TileSprite.prototype, "fixedToCamera", { get: function () { return !!this._cache[7]; }, set: function (value) { if (value) { this._cache[7] = 1; this.cameraOffset.set(this.x, this.y); } else { this._cache[7] = 0; } } }); /** * TileSprite.exists controls if the core game loop and physics update this TileSprite or not. * When you set TileSprite.exists to false it will remove its Body from the physics world (if it has one) and also set TileSprite.visible to false. * Setting TileSprite.exists to true will re-add the Body to the physics world (if it has a body) and set TileSprite.visible to true. * * @name Phaser.TileSprite#exists * @property {boolean} exists - If the TileSprite is processed by the core game update and physics. */ Object.defineProperty(Phaser.TileSprite.prototype, "exists", { get: function () { return !!this._cache[6]; }, set: function (value) { if (value) { // exists = true this._cache[6] = 1; if (this.body && this.body.type === Phaser.Physics.P2JS) { this.body.addToWorld(); } this.visible = true; } else { // exists = false this._cache[6] = 0; if (this.body && this.body.type === Phaser.Physics.P2JS) { this.body.safeRemove = true; } this.visible = false; } } }); /** * By default a TileSprite won't process any input events at all. By setting inputEnabled to true the Phaser.InputHandler is * activated for this object and it will then start to process click/touch events and more. * * @name Phaser.TileSprite#inputEnabled * @property {boolean} inputEnabled - Set to true to allow this object to receive input events. */ Object.defineProperty(Phaser.TileSprite.prototype, "inputEnabled", { get: function () { return (this.input && this.input.enabled); }, set: function (value) { if (value) { if (this.input === null) { this.input = new Phaser.InputHandler(this); this.input.start(); } } else { if (this.input && this.input.enabled) { this.input.stop(); } } } });


This page allows you to customize toolbars and menus. Click a category then drag an item from the “Commands” list to a toolbar or menu.
You can customize existing toolbars or create new toolbars. Use the “new” button on the Toolbars Page to create new toolbars.
You can customize the main menu or any of several context menus using the Menu page. Select the desired menu on the Menu Page then return to the Commands page and drag items from the Commands list to the menu.
To remove buttons, sub-menus etc from toolbars or menus click and drag them to an unused part of the screen, or right-click on the item (while the Customize dialog is open) and select “”Delete” from the context menu.
Categories
Selecting a category from the list displays all the commands for that category in the Commands list (below). The top 7 categories correspond to commands on the main HexEdit Pro menus.
The “New Menu” category allows you to create a new menu or sub-menu on a toolbar or the Menu Bar. You can change the name of a new menu by right-clicking and selecting “Button Appearance” from the popup menu.
Some commands and tools do not appear on any menus but most can be found on the built-in toolbars. These are split into 3 categories:
Format commands: include commands for changing the format of the display and include tools for selecting the color scheme, font and font size
Navigation commands: include jump and bookmark commands and include the jump hex, jump decimal and bookmark tools
Find commands: include search commands and options and the find tool
The “All Commands” category lists all commands in the “Commands” list.
Commands
Shows the buttons associated with the current category. Drag the item you want from the box to a toolbar or the menu bar.
Description
Provides a description of the selected command.


Login Sample
For portions of this sample, I'm asking for a login. Click the registration
button to set that up. Note that this is very easy as I don't even verify the
email address. I just wanted this site to have some resemblance to a normal application's
authentication flow. Though the server stores only an encrypted password, since this
connection is not SSL/secure, it is best practice to not use one of your "regular"
passwords. Also, once you register and login, your credentials are saved for 30 days (as
a JSON Web Token in your browser's local storage).


{% extends "layout/_layout.html" %} {% set page_title = 'Text utilites' %} {% block main %}
Mw-grid has utilites for alignment. You can align text in elements with
follow CSS-classes ".lefted"
, ".righted"
, ".centered"
and ".justifyed"
All alignment values are responsive, add breakpoint prefix to class name like ".tb_centered"
to align on tablets and large.
".tb_centered"
)Responsive classes work up from breakpoins(mobile-first). For expamle with default breakpoints:
| Mobile Vertical (mv_) 320px |
Mobile Horizontal (mh_) 576px |
Tablets (tb_) 768px |
Desktops (ds_) 1024px |
High Definition (hd_) 1366px |
|
|---|---|---|---|---|---|
".centered", ".mv_centered", |
centered | centered | centered | centered | centered |
".mh_centered" |
- | centered | centered | centered | centered |
".tb_centered" |
- | - | centered | centered | centered |
".ds_centered" |
- | - | - | centered | centered |
".hd_centered" |
- | - | - | - | centered |


EURINR is expected to move sideways: Angel Broking
According to Angel Broking, EURUSD appreciated by 0.14 percent yesterday while EURINR appreciated by 0.08 percent the same time frame.
Angel Broking's currency report on EURINR
EURUSD appreciated by 0.14 percent yesterday while EURINR appreciated by 0.08 percent the same time frame. Germany released the November ZEW survey on Economic Sentiment, which came in at -2.1, much better than the previous - 22.8 and the expected -13. German GDP data came in at 0.1 percent against expectations of -0.1 percent. CPI from France came in at 0 percent for Oct’19 against market expectations of -0.1 percent.
OUTLOOK
EURINR is expected to move sideways in today’s session.
Disclaimer: The views and investment tips expressed by investment experts/broking houses/rating agencies on moneycontrol.com are their own, and not that of the website or its management. Moneycontrol.com advises users to check with certified experts before taking any investment decisions.
Get access to India's fastest growing financial subscriptions service Moneycontrol Pro for as little as Rs 599 for first year. Use the code "GETPRO". Moneycontrol Pro offers you all the information you need for wealth creation including actionable investment ideas, independent research and insights & analysis For more information, check out the Moneycontrol website or mobile app.


Athletes
-
Connection
Connect with coaches directly, you can ping coaches to view profile.
-
Collaboration
Work with other student athletes to increase visibility. When you share and like other players videos it will increase your visibility as a player. This is the team work aspect to Surface 1.
-
Growth
Resources and tools for you to get better as a student Athlete. Access to training classes, tutor sessions, etc
Players
-
Connection
Connect with talented athlete directly, you can watch their skills through video showreels directly from Surface 1.
-
Collaboration
Work with recruiter to increase your chances of finding a talented athlete.
-
Growth
Save your time, recruit proper athletes for your team.
-
Be active
Post videos with your skills,
Like and follow others to be more popular.
-
Find contact
Contact others to find right coach or athlete you are looking for.
-
Work it
Enjoy being a student athlete, the recruiting process can be overwhelming, we want to make this enjoyable experience.


PROJECTS
My personal portfolio
It is built using HTML and CSS...consists of my interests,projects ,about me and a contact section.
click to view project here
CLICK TO CONTINUE


Classes
The following classes are available globally.
-
Undocumented
-
Provides access to various system level features for the process. A static instance of this class is created at startup and all access to this object go through the
See morePerfectServer.staticPerfectServer
static property.Declaration
Swift
public class PerfectServer
-
This class is used to manage an individual session. One is a acquired through the current WebResponse object given to a page handler. Session related variables can be set and retrieved though this object. Any variables which are set will be persisted and made available the next time the session is loaded.
See moreDeclaration
Swift
public class SessionManager
-
This sub-class of NetTCP handles networking over an AF_UNIX named pipe connection.
See moreDeclaration
Swift
public class NetNamedPipe : NetTCP
-
A wrapper around a variety of threading related functions and classes.
See moreDeclaration
Swift
public class Threading
-
This class represents the communications channel for a WebSocket session.
See moreDeclaration
Swift
public class WebSocket
-
This request handler accepts WebSocket requests from client. It will initialize the session and then deliver it to the
See moreWebSocketSessionHandler
.Declaration
Swift
public class WebSocketHandler : RequestHandler
-
Stand-alone HTTP server. Provides the same WebConnection based interface as the FastCGI server.
See moreDeclaration
Swift
public class HTTPServer
-
This class encodes Arrays and Dictionaries into JSON text strings
Top-level values which may be encoded include -
Array<JSONValue>
-Dictionary<String, JSONValue>
-JSONArray
-JSONDictionary
A value in any of the container types may consist of -
See moreInt
-Double
-String
-Bool
-JSONNull
-JSONArray
-JSONDictionary
-Array<JSONValue>
-Dictionary<String, JSONValue>
Declaration
Swift
public class JSONEncoder
-
This class is used to represent a JSON null An instance of this class can be used in an Array of Dictionary which is to be encoded. An instance of this class may be found in any decoded Array or Dictionary.
See moreDeclaration
Swift
public class JSONNull
-
This class is a reference based wrapper around
See moreArray<JSONValue>
JSON data which is being decoded will have these object as part of the contents of the resulting data.Declaration
Swift
public class JSONArrayType
-
This class is a referenced based wrapper around
See moreDictionary<String, JSONValue>
JSON data which is being decoded will have these object as part of the contents of the resulting data.Declaration
Swift
public class JSONDictionaryType
-
Use this class to register handlers which supply values for mustache templates. This registration would occur in the
PerfectServerModuleInit
function which every PerfectServer library module should define. PerfectServer will call this method when it loads each module as the server process starts up.Example:
public func PerfectServerModuleInit() { PageHandlerRegistry.addPageHandler("test_page_handler") { (r: WebResponse) -> PageHandler in return MyTestHandler() } }
In the example above, the class MyTestHandler is registering to be the handler for mustache templates which include a handler pragma with the
test_page_handler
identifier.The following example shows what such a mustache template file might look like:
See more{{% handler:test_page_handler }} Top of the page test {{key1}} {{key2}} That's all
Declaration
Swift
public class PageHandlerRegistry
-
This class is responsible for reading multi-part POST form data, including handling file uploads. Data can be given for parsing in little bits at a time by calling the
See moreaddTobuffer
function. Any file uploads which are encountered will be written to the temporary directory indicated when theMimeReader
is created. Temporary files will be deleted when this object is deinitialized.Declaration
Swift
public class MimeReader
-
A generalized wrapper around the Unicode codec operations.
See moreDeclaration
Swift
public class Encoding
-
Utility wrapper permitting a UTF-16 character generator to encode a String.
See moreDeclaration
Swift
public class UTF16Encoding
-
Utility wrapper permitting a UTF-8 character generator to encode a String. Also permits a String to be converted into a UTF-8 byte array.
See moreDeclaration
Swift
public class UTF8Encoding
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This class provides a series of class functions which expose some of the ICU library’s functionality
See moreDeclaration
Swift
public class ICU
-
Provides an asynchronous IO wrapper around a file descriptor. Fully realized for TCP socket types but can also serve as a base for sockets from other families, such as with
See moreNetNamedPipe
/AF_UNIX.Declaration
Swift
public class NetTCP : Closeable
-
Undocumented
See more
-
This wraps up the routing related functionality. Enable the routing system by calling:
Routing.Handler.registerGlobally()
This should be done in yourPerfectServerModuleInit
function. The system supports HTTP method based routing, wildcards and variables.Add routes in the following manner:
See moreRouting.Routes["GET", ["/", "index.html"] ] = { (_:WebResponse) in return IndexHandler() } Routing.Routes["/foo/*/baz"] = { _ in return EchoHandler() } Routing.Routes["/foo/bar/baz"] = { _ in return EchoHandler() } Routing.Routes["GET", "/user/{id}/baz"] = { _ in return Echo2Handler() } Routing.Routes["POST", "/user/{id}/baz"] = { _ in return Echo3Handler() }
The closure you provide should return an instance ofPageHandler
. It is provided the WebResponse object to permit further customization. Variables set by the routing process can be accessed through theWebRequest.urlVariables
dictionary. Note that a PageHandler MUST callWebResponse.requestCompletedCallback()
when the request has completed. This does not need to be done within thehandleRequest
method.Declaration
Swift
public class Routing
-
Provides access to all incoming request data. Handles the following tasks: - Parsing the incoming HTTP request - Providing access to all HTTP headers & cookies - Providing access to all meta headers which may have been added by the web server - Providing access to GET & POST arguments - Providing access to any file upload data - Establishing the document root, from which response files are located
Access to the current WebRequest object is generally provided through the corresponding WebResponse object
See moreDeclaration
Swift
public class WebRequest
-
This class represents an individual scope for mustache template values. A mustache template handler will return a
See moreMustacheEvaluationContext.MapType
object as a result from itsPageHandler.valuesForResponse
function.Declaration
Swift
public class MustacheEvaluationContext
-
An instance of this class will collect all output data generated by mustache tags during evaluation. Call the
See moreasString()
function to retreive the resulting data.Declaration
Swift
public class MustacheEvaluationOutputCollector
-
An individual mustache tag or plain-text section
See moreDeclaration
Swift
public class MustacheTag
-
A sub-class of MustacheTag which represents a mustache
See morepartial
tag.Declaration
Swift
public class MustachePartialTag : MustacheTag
-
A sub-class of MustacheTag which represents a pragma tag. Pragma tags are
See moremeta
tags which influence template evaluation but likely do not output any data.Declaration
Swift
public class MustachePragmaTag : MustacheTag
-
A sub-class of MustacheTag which represents a group of child tags.
See moreDeclaration
Swift
public class MustacheGroupTag : MustacheTag
-
This class represents a mustache template which has been parsed and is ready to evaluate. It contains a series of
See moreout of band
pragmas which can influence the evaluation, and a series of children which constitute the body of the template itself.Declaration
Swift
public class MustacheTemplate : MustacheGroupTag
-
This object will parse templates written in the mustache markup language. Calling
See moreparse
with the path to a file will return the resulting parsed and ready to evaluate template.Declaration
Swift
public class MustacheParser
-
A Bytes object represents an array of UInt8 and provides various utilities for importing and exporting values into and out of that array. A Bytes object maintains a position marker which is used to denote the position from which new export operations proceed. An export will advance the position by the appropriate amount.
See moreDeclaration
Swift
public class Bytes
-
This class represents a directory on the file system. It can be used for creating & inspecting directories and enumerating directory contents.
See moreDeclaration
Swift
public class Dir
-
Represents an outgoing web response. Handles the following tasks: - Management of sessions - Collecting HTTP response headers & cookies. - Locating the response template file, parsing it, evaluating it and returning the resulting data. - Provides access to the WebRequest object.
See moreDeclaration
Swift
public class WebResponse
-
The interface for APNS notifications.
See moreDeclaration
Swift
public class NotificationPusher
-
This class permits an external process to be launched given a set of command line arguments and environment variables. The standard in, out and err file streams are made available. The process can be terminated or permitted to be run to completion.
See moreDeclaration
Swift
public class SysProcess : Closeable
-
A server for the FastCGI protocol. Listens for requests on either a named pipe or a TCP socket. Once started, it does not stop or return outside of a catastrophic error. When a request is received, the server will instantiate a
See moreWebRequest
/WebResponse
pair and they will handle the remainder of the request.Declaration
Swift
public class FastCGIServer
-
Provides access to a file on the local file system
See moreDeclaration
Swift
public class File : Closeable