IN THE HIGH COURT OF KERALAAT ERNAKULAM PRESENT: THE HONOURABLE MR.JUSTICE K.M.JOSEPH & THE HONOURABLE MR. JUSTICE A.HARIPRASAD MONDAY,THE 16TH DAY OF DECEMBER 2013/25TH AGRAHAYANA, 1935 WA.No. 1893 of 2013 () IN WP(C).18471/2013 -------------------------------------------- AGAINST THE JUDGMENT IN WP(C) 18471/2013 of HIGH COURT OF KERALA DATED 19.11.2013 APPELLANT(S)/3RD RESPONDENT: ------------------------------------------------------ JANARDHANAN S/O.LATE KRISHNAN, KUNNEL HOUSE, EZHALLOOR P.O. KUMARAMANGALAM, THODUPUZHA, PIN-685605. BY ADVS.SRI.RAJAN JOSEPH SRI.KOSHY GEORGE RESPONDENT(S)/PETITIONER AND RESPONDENTS 1,2&4: ---------------------------------------------------------------------------------------------- 1. V.M.HYDROSE, AGED 61 YEARS S/O.MYTHEEN, VETTIKKAL HOUSE, EZHALLOOR P.O. THODUPUZHA TALUK, IDUKKI DISTRICT, PIN-685605. 2. KERALA STATE POLLUTION CONTROLL BOARD REPRESENTED BY ENVIRONMENTAL ENGINEER IDUKKI DISTRICT OFFICE, SRN BUILDING, THODUPUZHA PIN-685584. 3. REVENUE DIVISIONAL OFFICER CIVIL STATION, PAINAVU.P.O., IDUKKI DISTRICT PIN-625603. 4. THE DEPUTY SUPERINTENDENT OF POLICE THODUPUZHA, PIN 685584. R3,4 BY GOVERNMENT PLEADER SRI.ABOOBACKER R2 BY SRI.  ANNEXURE B - COPY OF THE REVISION NO.128/2013 OF THE TRIBUNAL FOR LOCAL SELF GOVERNMENT INSTITUTIONS DATED 2.9.2013. RESPONDENTS' EXHIBITS ; ------------------------------------ NIL // TRUE COPY // P.A. TO JUDGE sou. K. M. JOSEPH & A. HARIPRASAD, JJ ---------------------------------------------------- W.A. No. 1893 OF 2013 ---------------------------------------------------- Dated this the 16th day of December, 2013 J U D G M E N T
K.M. Joseph, J Appellant is the third respondent in the writ petition. The writ petition was filed seeking the following relief :
"(i) Issue a writ of mandamus commanding the respondents 1 and 2 to ensure that the third respondent is not conducting the pig farm without obtaining statutory license/clearance from the first respondent.
(ii) to direct the first respondent to take further action pursuant to Exhibit P2 invoking section 31A of the Air (Prevention and Control of Pollution Act, 1981 and Section 33A of Water (Prevention and Control of Pollution) Act 1974."
2. Briefly put, the case of the writ petitioner is as follows :
The petitioner is residing with his family in Kumaramangalam Village of Idukki District. The 3rd respondent is running a pig farm without licence or statutory clearance. Adjacent to the dwelling house of the petitioner, the pig farm is conducted in a most unscientific manner and causing threat to the public hygiene. The petitioner along with 59 other residents of the locality preferred complaint before the 1st and 2nd WA.No.1893/13 2 respondents. The 1st respondent has directed the 3rd respondent by issuing order dated 16.7.2012 to remove the pig farm and report within 15 days. Even after the receipt of the order, the 3rd respondent is continuing his illegal acts. The petitioner furnished representations before the 1st respondent seeking further action pursuant to the order issued by the 1st respondent. The 1st respondent is bound to give directions to the police as well as the Electricity Board for the stoppage of the unauthorised pig farm and stoppage of electricity supply for the running of the farm invoking section 31 A of the Air (prevention and Control of Pollution) Act, 1974. Being aggrieved by the inaction on the part of the respondent 1 and 2 the above writ petition is preferred.
3. Counter affidavit is filed. There is no reply affidavit.
4. Learned Single Judge found that the appellant is not entitled to run the piggery without obtaining a proper and valid licence from the competent authority. The interim order against the running of the farm was made absolute and the concerned respondents were directed to take necessary steps to cause the same to be closed down. It is also make clear that it will not bar the way of appellant in pursuing the matter before the Tribunal. Ultimately if the 3rd respondent obtains necessary licence, it will WA.No.1893/13 3 be open for the third respondent to run the piggery thereafter subject to satisfaction of the conditions to be imposed, both by the local authority and also by the Pollution Control Board. Considering the persuasive submission made by the learned counsel for the appellant, three weeks time was granted to close down the piggery, failing which it will be for the concerned respondent to implement the closure.
5. We heard learned counsel for the appellant, learned counsel for the Pollution Control Board and learned counsel for the writ petitioner.
6. Learned counsel for the appellant would point out that learned Single Judge has not considered the effect of Ext.R3(b), which is passed by the Tribunal in the revision filed against the appellate order of the Panchayat. By R3(b) order the Tribunal has stayed the decision of the appellate Authority directing closure of the farm. Apparently it is a case where the appellant is running the pig farm. Admittedly the appellant does not have a licence. His case is that application has been filed for licence.
7. Further facts which we notice is that when the Pollution Control Board took steps, the appellant actually sought three months time to dismantle the farm and to shift vide annexure- WA.No.1893/13 4 R1(3) dated 7.11.2012. According to the writ petitioner, the application for licence was sent subsequently. As of now, there is no licence as such for the appellant to continue the pig farm. Obtaining of licence is a legal necessity. As far as present writ petition is concerned, it is filed for enforcing the orders under Pollution Control Authority. Ext.P2 is the direction, which appears to be appealable. No appeal has been carried so far.
Having heard learned counsel for the parties, we only modify the judgment granting two weeks time from today for closing down the farm. This will be without prejudice to any other remedy open to the appellant.
Sd/-
K. M. JOSEPH, JUDGE Sd/-
A. HARIPRASAD, JUDGE.
Sou.
// True copy //


My name is Marc, a product engineer and full-stack software developer from Singapore.
I specialize in designing and building highly-scalable systems and software applications for organizations of all sizes, from startups to military & government. I am well-versed in product management, UX design, platform architecture and software development.
As I've learnt from 42, it is not what you've mastered but what you can master in 15 days. I work mostly with Javascript, Python, Angular, Node.js, Postgres, Redis, AWS, Mocha and CIs like CircleCI, but I firmly believe that true expertise is in strong fundementals and grit to learn anything very quickly.
Currently, I work at IRAI as a Technical Lead, where I lead a GIS team to fly drones and build spatial intelligence platform for the Ministry of Agriculture, Indonesia.
I am also a full-stack Software Engineer at Chartmetric, the top music data analytics platform.


Welcome to a Cryptocurrency Tracker, this tracker gives you the information of the 100 most used Cryptocurrencies world-wide. The tracker gives the user the option to search for their desired currency or view all 100 in one list.
Or:


Beautiful seashore and fasinating travelling experience.
Qingdao has beautiful scenery and pleasant climate. A harmonious picture of mountains, sea and city is painted in which one can see the winding coastline, islands and beautiful buildings whose red-roofs are held in the embrace of verdant trees. Many of the European-style buildings used to be home to many famous figures.
Qingdao is famous in China for its delicious fresh seafood. The Laoshan Scenic Area has an important position in sightseeing because of its beautiful scenery, natural pearls and exquisite crafts. Qingdao beer (Tsingtao beer), a popular beer brand in the world, is produced in Qingdao, allowing tourists to easily get the freshest Qingdao Beer in Qingdao.
As development of the metropolitan city, Qingdao, Many Businnessman view the opportunity of catching money, infuse their capitality into the big city.
The Bussiness circle are enlarging year by year, including the Mixc, Wanda Plaza, Jinshi Mall, Kaide Mall, Jin Ding Mall,etc.
| Stuff you can see | Floor |
| Fashionable Clothes | F1 |
| Toy&Baby | F2 |
| Electrical Appliances | F3 |
| Luxury&Cosmetics | F4 |
| Cinema | F5 |
Zhanqiao Pier(栈桥) :
Zhanqiao Pier, built in 1891, is the symbol of Qingdao. After several restorations, from being a simple military harbor, it is now open to tourists. The pier is 440 meters long. There is an octagonal pagoda of distinctive Chinese style, called “ Huilan Pagoda”, at the end of the pier. From the top, tourists can fully view the Maganificent Sea. Along the shore is the beautiful Pier Park, which is a pleasant and quiet place for tourists to rest or enjoy the scenery of Little Qingdao Island and its white tower.
Go by bus: No.2, No.5, No.8, No.25, No.26, No. 316, No.321
Little Qingdao Island(小青岛公园) :
Whose shape is like an ancient violin is also called “violent Isle”. Germany built the white lighthouse on the isle at the beginning of this century. Its light reflected on the sea makes quite a spectacle at night, so much so that it has become known as “floating light of Isle”.
Go by bus: No.6, No.26, No.316, No.231, No.202, No.501, and No.801
Eight Great Passes(八大关） :
Lying between Huiquan Cape and Taiping Cape, Badaguan faces the rippling Taiping Bay. In the Badaguan area, more than 200 villas of exotic style are scattered among the lush old-growth flora. There are so many villas that the scenic spot is considered a World Architecture Museum. Criss-crossing the scenic area are ten roads built in 1931 and lined with many varieties of trees including peaches, crabapples, pine trees and ginkgo. Eight of the roads are named after the eight great passes of the Great Wall, hence the name Badaguan.
Go by bus: No.15, No.26, No.31, and No.202
May 4th Square(五四广场） :
This square is named to honor the May 4th Movement which took place in 1919. Consisting of two squares and a park, the area is decorated with statues and fountains and surrounded by pine trees, meadows, and flowers. It has become the symbol of modern Qingdao.
Go by bus: No. 25, No.26, No. 31, No.104, No.202
Laoshan Scenic Area(崂山） :
The Laoshan Scenic Area was one of China’s first major scenic resorts to receive the approval of the State Council. It holds an important position in Qingdao’s tourism industry. The acceleration of its natural landscape development and improved access to its cultural facilities is an important component of the city’s Olympic endeavors. Major tourist spots include the Laoshan Kangcheng Academy, the Jufeng Scenic Area and Nine Waters& Eighteen Pools.
Go by bus: No. 802, No.304, No. 104, No.312, No.109
Guest House(迎宾馆） :
Architecturally reminiscent of a classic German castle. The delicate shape, splendid ornaments, graceful lines and bold colors make The Guest House one of the best examples of nonnumeric villas in China. Originally, it was the official residence of the German governor in Qingdao. In 1934, it was formally renamed “Guest House”, and has become important as a retreat to receive VIPs in military affairs and politics.
Go by bus: No.1, No.25, No. 221, No.225, No.228
Qingdao Olympic Sailing Center（奥帆中心）:
Qingdao Olympic Sailing Center is located at the bank of Qingdao Fushan Bay.The center is at the foot of the mountain and at the same time facing the sea .So,without any doubt, its scenery is very beautiful.The sailing race of Beijing 2008 Olympic Games and 13th Paralympic Games were both held there.This shows how important the centre is for Qingdao and even for China.
Go by bus: No.208, No.25, No. 221, No.225, No.228
Qingdao Polar Ocean World（青岛极地海洋世界）:
Qingdao Polar Ocean World is one of the most famous scenic spots in Qingdao.In Qingdao there is a saying that if you don't visit Qingdao Polar Ocean World,please do not tell others you really come to Qingdao. The Qingdao Polar Ocean World, the official authorization, discount tickets year-round agency.A man handed a rose to his girlfriend while submerged seven meters under water at the Qingdao Polar Ocean World on the day before Valentine’s Day.
Go by bus: No.208, No.25, No. 221, No.225, No.228
Lutheran Church & Catholic Church（基督教堂和天主教堂）:
Catholic Church located on Zhejiang Road, the Catholic Church, originally named St.Michael’s, was built by the Germans in 1934. The 60-meter-high building, covering 2470sq.m, is one of China famous Catholic Churches.Lutheran Church is built in 1910 in the style of a German castle, the building features a bell tower and an auditorium.
Go by bus: No 1, No.214, No. 217, No.220, No.221
| Hot | Scenery Name | Degree | Price |
|---|---|---|---|
| 1 | Zhanqiao Pier(栈桥) | AAAA | ¥20 |
| 2 | Little Qingdao Island(小青岛公园) | AAAA | ¥30 |
| 3 | Eight Great Passes(八大关） | AAA | ¥10 |
| 4 | May 4th Square(五四广场） | AAAAA | Free |
| 5 | Laoshan Scenic Area(崂山） | AAAAA | ¥120 |
| 6 | Guest House(迎宾馆） | AAA | ¥10 |
| 7 | Qingdao Olympic Sailing Center（奥帆中心） | AAA | Free |
| 8 | Qingdao Polar Ocean World（青岛极地海洋世界） | AAAA | ¥60 |
| 9 | Lutheran Church & Catholic Church（基督教堂和天主教堂） | AAAA | Free |
Let us offer you warm service and give you a wondering trip experience!
Our Tour Guide can offer chinese services and English service, if you want other language, we can also offer, and price is appropriate, which is acceptable by most of people who visit us. We sure to offer you the best experience and let you know much more about the city, you will exactly fall in love with the beautiful city near the seashore.
We will never offer any shopping services, and all the shopping activity will be taken by yourselves, our tour guide will just recommand you suitable place for shopping, and we offer you car-renting services, which will easy for you to follow the route we recommanded without considering the transportation problem.
Beautiful seashore and fasinating travelling experience.


What is TEDx?
In the spirit of ideas worth spreading, TED has created a program called TEDx. TEDx is a program of local, self-organized events that bring people together to share a TED-like experience. Our event is called TEDxYouthMaadiSTEM, where x = independently organized TED event. At our TEDxYouthMaadiSTEM event, TED Talks video and live speakers will combine to spark deep discussion and connection in a small group. The TED Conference provides general guidance for the TEDx program, but individual TEDx events, including ours, are
self-organized.
Read more about TEDx


- In pediatrics, hypertension is almost always treated by addressing likely causes such as light anesthesia or measurement error
- Ensure correct BP cuff size: cuff bladder width ~40% of limb circumference
- Ensure arterial line transducer is at level of heart; Consider placing arterial line if not already present
- CAUTION: Anti-hypertensive drugs are almost never needed for routine pediatric cases and are used almost exclusively for
specialized cardiac, neurosurgical, or endocrine (pheochromocytoma) cases. Consult an expert before use. Rule-out increased
ICP.
- For direct smooth muscle relaxation, consider
- Sodium nitroprusside 0.5-10 MICROgrams/kg/min infusion
- Hydralazine 0.1-0.2 mg/kg (adult dose 5-10 mg)
- Hydralazine mg (0.1-0.2 mg/kg; adult dose 5-10 mg)
- For β-Adrenergic blockade, consider
- Esmolol 100-500 MICROgrams/kg over 5 min, then 25-300 MICROgrams/kg/min infusion
- Esmolol MICROgrams (100-500 MICROgrams/kg) over 5 min, then 25-300 MICROgrams/kg/min infusion
- Labetalol (also α effect) 0.2-1 mg/kg q 10 min; 0.4-3 mg/kg/hour infusion
- Labetalol (also α effect) mg (0.2-1 mg/kg) q 10 min; 0.4-3 mg/kg/hour infusion
- For calcium channel blockade, consider
- Nicardapine 0.5-5 MICROgrams/kg/min
- Clevidipine 0.5-3.5 MICROgrams/kg/min
- For D1-dopamine agonist, consider
- Fenoldopam 0.2-0.8 MICROgrams/kg/min


--- layout: post title: Freedom from fear date: 2010-11-27 20:33:12.000000000 -06:00 type: post parent_id: '0' published: true password: '' status: publish categories: - English - slightly>140chars tags: [] meta: _edit_last: '1412221' _wpas_done_fb: '1' _wp_old_slug: '' _wpas_done_twitter: '1' author: login: dreamessenceonthemove email<EMAIL_ADDRESS>display_name: darribas first_name: Daniel last_name: Arribas-Bel permalink: "/2010/11/27/freedom-from-fear/" ---
On this morning bike ride (mostly on non-wehicule trail), I listened to PRI's "The Changing World" podcast, a series of documentaries about global issues, very interesting topics usually. Today's show was on Aung San Suu Kyi, Burmese freedom activist and Nobel Peace Price laureate, who's been under one way or another of arrest for the last 20 years (currently under house arrest by the militar goverment of the country). It's about half an hour of very powerful and strong stuff. I'll post here the quote that made me drop a couple of tears of joy (I'll claim it was the cold that made it for the public record...) while pedalling, the rest is left for you to dig it up.
"I am happy because I am free, free from fear..."
Aung San Suu Kyi


Trump pardons 2 ex-military officers, promotes Navy SEAL Eddie Gallagher
by Laura ItalianoPresident Donald Trump on Friday issued full pardons to two former military officers implicated in improper killings.
The pardon of former Green Beret Maj. Mathew Golsteyn — who is accused of murdering a suspected bomb-maker while deployed in Afghanistan — circumvents a court martial that had been scheduled for February at Fort Bragg, North Carolina.
Golsteyn has argued that the Afghan was a legal target because of his behavior at the time of the shooting.
Trump has tweeted in the past that Golsteyn is a “US Military hero” who could face the death penalty “from our own government.”
Trump also issued a full pardon for Army 1st Lt. Clint Lorance, who’d been found guilty of second-degree murder after nine members of his platoon testified he ordered soldiers to open fire on three men, also in Afghanistan.
In the same statement issued by the White House Friday, Trump ordered a promotion for Special Warfare Operator 1st Class Edward R. Gallagher.
Gallagher had been bumped down to a lower pay grade after he was convicted in July of posing for a photograph with the corpse of an ISIS fighter while on deployment in Iraq in 2017 — but cleared of murder charges stemming from the fighter’s fatal stabbing.


Adding your first GUI component
In the last chapter, we successfully built the Hello world application. In order to show the text, we placed a text view element directly on the root canvas. While this is a valid approach, it is highly recommended to build reusable components and use these components when assembling your application. This approach has two main benefits:
- Testing
-
Using the built-in protoyper, you can test the components in isolation. There is a much higher chance the application works as expected once you assemble it from already tested (sub-)components.
- Reusability
-
When using components, it’s much easier to follow the DRY principle (don’t repeat yourself). You only write a component once and may use it in several places.
So let’s start and build our first GUI component: it’s a simple graphical unit with a border, a header text, a push button, and a background. Once the button is pressed, some action will occur.
Adding the empty component itself
-
We want to place the component in the Application unit, so click on the tab labelled Application. If this tab is not present yet, click on the Project tab and double click on the Application unit to invoke the tab. Inside the composer window, you will now see the Application root component, the only component currently present.
-
Press Alt+1 to put the focus on the gallery templates window, left to the main composer window. Alternatively, you may mouse click at the tab Templates at the very top of the window, to the left.
-
Press C twice: the first key press opens the Chora folder, the second key press will then open the invoke folder Component templates, that’s what we need. Alternatively, you may mouse click on the header titled Component templates inside the main area of the templates window. This will also open the folder and show all available GUI templates.
-
Identify the item Component, representing an empty GUI component. Click on the element, drag it into the main area and place it underneath the existing Application root component.
-
We want to use the new component to ring a bell, so we give it a dedicated name: with the component still selected, press F2 to rename the component. In the inspector window, type in BellComponent and press Enter once you are done.
Now, we have to open the empty component we just inserted:
-
Double click on the newly inserted icon , representing the bell component.
-
Inside the composer window, another tab appears which shows the contents of the component class which is now opened:
Filling the component
Next, we have to fill the empty component:
-
First, we do some cleanup: With the Shift key pressed, click on the two methods UpdateViewState and UpdateLayout to select both methods. Press the Del key to delete those methods, we don’t need them for now.
-
Also, click on the note element that contains a lot of text. Press the Del key to delete this element, too.
-
Our component should have a size of 200 × 150 px, so we have to adjust this: click on the property Bounds to select the element. Now, in the in the upper member area of the inspector window right to the main composer window you should see the element named Bounds selected. Also note the attributes and properties area below that shows all properties of the currently selected Bounds property.
-
Inside the attributes and properties area, we can adapt the default bounds values to our needs:
-
Click on the black triangle left to the Default element. Multiple lines will show up which hold the values for the origin (x, y) and the size of the element (width, height).
-
Alter the w instance property of the component to the value 200 to set the default width of the component to 200 px.
-
Alter the h instance property of the component to the value 150 to set the default height of the component to 150 px.
-
In order to adapt the size of the component on the screen, click on the Reload icon in the second row of the toolbar or press F7 to reload the class. The blue border of the element will shrink to the new size then.
-
In a further step, we put all the elements onto the element’s canvas:
-
With the gallery templates window left to the main composer window focused (Alt+1), either click on the folder header Views or press key v, this will open and show all items inside the View folder.
-
Click on the item Filled Rectangle, and drag an instance over to the component’s canvas. Place the element in the upper left corner of the canvas.
-
Press F2 to rename the component. In the inspector window, type in Background and press Enter once you are done.
-
Adapt the size of the background rectangle to 200 × 150 px. You may do so by either resizing the element with the mouse or by adjusting the property Bounds in the in the lower attributes and properties area of the inspector window (as described above when setting the default bounds for the component).
-
If needed, adjust the color of the background to the value _#FFFFFFFF (white, opaque).
Now we put a border around the component:
-
In the gallery templates window, click on the item Border and drag an instance over to the component’s canvas. Place the element in the upper left corner of the canvas.
-
Adapt the size of the border to 200 × 150 px. again, this may be done by either resizing the element with the mouse or by adjusting the property Bounds of the component in the lower area of the inspector window.
-
Adjust the color of the border to the value #000000FF (black, opaque) and set the property Width of the border to 1 px.
-
You now should see a black border around your component.
Next we add a header text to the component:
-
In the gallery templates window, click on the item Text and drag an instance over to the component’s canvas. Place the element centered in the upper area of the component.
-
Using F2 key, rename the name to HeadingBell.
-
Inside the attributes and properties area, adapt the newly inserted heading text to your needs:
-
Using the dropdown list, alter the Font property of the text element to the value Resources::FontExtraLarge.
-
Using the dropdown element, alter the Color property of the text element to the value #000000FF (black, opaque).
-
In order to change the display text, alter the String property of the text element to the value "Bell".
-
Since we do have text overflow in the element now, alter the AutoSize property of the text element to the value true.
-
Eventually, we add the core element, a push button that will be used to ring the bell:
-
In the gallery templates window to the left (Alt+1), either click on the folder header Widgets or press key W, this will open and show all items inside the Widgets folder.
-
Click on the Push Button, widget and drag an instance over to the component’s canvas. Place the element in the lower area of the canvas.
-
Press F2 to rename the component. In the inspector window, type in PushButtonBell and press Enter once you are done.
-
Now customize the appearance of the push button. You may do so by setting the property Appearance in the inspector window to WidgetSet::PushButtonSmall and by setting the property Label to Ring.
-
You should now see a push button labelled Ring in the lower area of the canvas.
-
In the search field at the very top of the inspector window, type in Focus to look up the property Focus of your component. By writing the string null into the value input field, set the Default value of this property explicitly to null. An icon Focus will appear at the top left corner of the composer window, representing the overridden property. Move this icon to the bottom.
| By setting the Focus to null, we prevent our component from obtaining the focus. Obtaining the focus changes the component’s appearance, which is undesired in our case. |
We are finished now with adding elements to our component, and the component should pretty much like shown in Figure 4 below:
Defining a button action performed on click
So far, we successfully added elements the Bell component. the only interactive element is the push button, so let’s bring life to this component! To do so, we have to add some logic to the component, more specifically some signal handler logic. Embedded Wizard heavily relies on so called slot methods when implementing communication between two objects. Slot methods show the following characteristics:
- Code based implementation
-
Every slot method has a method body containing the logic that will be performed once the slot method was called. The programming language used when authoring code inside the method’s body is Chora:, a relatively unknown, platform independent language which syntax closely resembles C.
- Signal based communication between objects
-
In order to invoke a slot method, a signal has to be send to the method. Once the slot method receives the signal the code in the body of the slot method is executed. Since a slot method does not take parameters, signal-based process communication can happen between all kinds of objects, the sender does not have to know about the identity of the receiver object. However, the identity of the sender is passed onto the slot method in the hidden parameter sender which can be used inside the body of the slot method.
- Inheritance
-
Slot methods are members of class objects. If a class is derived from another class, it inherits all slot methods from this class. As any inherited members, these slot methods can be overridden if needed. You also may call the inherited version ot the slot method by making use of the pseudo method super().
So let’s start and build our first slot method to bring life to our push button:
-
In the gallery templates window to the left (Alt+1), either click on the folder header Chora or press key C, this will open the folder and will present the list of all language elements available in the programming language Chora.
-
To keep our component organized, it’s a good idea to place a note group on the canvas first:
-
Click on the element Annotation Group, and drag an instance over to the component’s canvas. Place the element right to the component’s canvas.
-
By default, the heading of the note is This is an annotation. Change the heading of the note area by changing the property Caption in the inspector window to Slot method(s).
-
-
By now we are ready to insert our slot method: Click on the element Slot Method, and drag an instance over to the component’s canvas. Place the element inside the note rectangle you inserted and adapted in the previous two steps.
-
Press F2 to rename the slot method. In the inspector window, type in RingTheBellSlot and press Enter once you are done.
-
Finally, we have to fill the body of the slot method with some code. To do so, double click on the icon representing the slot method RingTheBellSlot. In the Code editor, you will now see one single line of Chora code:
sender; /* the method is called from the sender object */
For now, change this code line to:
trace "Sorry, the GUI cannot ring the bell!";
The trace statement is a debugging command that prints diagnostic output to the log window located in the lower left area of the screen.
We now finished with our slot method now, as soon as a signal will be sent to the method, it will print it’s output to the log window. However, we haven’t connected our slot method to our push button yet, so let’s move on and connect the sender (= push button) with the slot slot method in order to get the push button working!
-
To do so, we have to select the push button first. Select it by either clicking on the button object in the composer area or by clicking on the element titled PushButtonBell, listed in the upper member area of the inspector window to the right.
-
With the push button selected, search for the property OnActivate in the lower area of the inspector window. The property OnActivate refers to a slot method, so as value type in RingTheBellSlot. If you want to save typing, click on the small downwards triangle at the right hand side of the value field select the slot method PushButtonSlot from the long list offered inside the dropdown area.
You are done with your first component, the layout should look like shown in Figure 5 below:
Test the component in isolation
Let’s go and test our first component! There are several ways to do so:
-
From the main menu, select the menu item
, or -
use the keystroke F5, or
-
click on the launch icon in the second row of the toolbar.
A prototyper window will appear which shows your component and simulate its behaviour: Click on the push button twice, and two debug messages will appear in the log window:
| When we launched the test above, the prototyper acted on a component level, allowing us to test the component in isolation. We do also have the opportunity to launch / prototype the whole application, use Ctrl+F5 to do so. Have a look at Table 1 which summarizes the two different prototyping methods. |
| Prototyping of component | Prototyping of application | |
|---|---|---|
Menu |
||
Keyboard shortcut |
F5 |
Ctrl+F5 |
Toolbar icon |
Add the component to the application’s root component
Having first component up and ready is pretty cool, isn’t it? Let’s move on and integrate the component into the root component, that’s what the component is made for!
-
Since want to place the component in the Application unit, click on the tab labelled Application. If this tab is not present yet, click on the Project tab and double click on the Application unit to invoke the tab. Inside the composer window, you should now see the Application root component and the Bell component, developed by you.
-
Rename the root application class to TutorialApplication using the F2 key.
-
Double click on the root application class that you just renamed. The root application class will be opened, showing the Hello world! text we added in the last chapter.
-
Using the inspector window, change the Hello world! text to Tutorial application.
-
Using the Bounds property, change the size of the root canvas to 480 × 320 px. If you don’t know how to do that, have a look at how we changed the size of the bell component above.
-
Add a background with the same dimensions of 480 × 320 px to the root canvas. If you don’t know how to do that, have a look at how we added a background to the bell component above. Change the color of the background to Gainsborough (#DCDCDCFF).
|
When adding the background onto the canvas, it will be placed in the foreground and will hide your header text. In order to fix that, you have to restack the elements on the canvas.
|
Now we are eventually ready to add our bell component:
-
Press Alt+2 to select the gallery browser window, left to the main composer window. Alternatively, you may mouse click at the second tab Browser at the very top of the window.
-
The browser’s list of classes present is quite long, so we have to narrow down the displayed classes: in the search field immediately below the two tabs, type in Bell. While typing have a look at the list and you will notice that the list is getting shorter and shorter. Once you typed in Bell, the only class left is the component newly created by you.
-
Click on the Application::BellComponent class and drag an instance of the class over to the root canvas. Place the component below the header text.
Yeah! You successfully included your component into the main app!
Let’s test it out:
-
From the main menu, select the menu item
, or -
use the keystroke combination Ctrl+F5, or
-
click on application launch icon in the second row of the toolbar.
The application will start up. You will notice that the screen size is larger than the root element we put on it. Let’s fix this:
-
Click on the Project tab (the first tab from the left) and click on the Profile item, located inside the note group Profile configuration.
-
Using the inspector window, change the property ScreenSize to <480,320>.
Hooray, it we have our first application up and running:
Let’s move on to the next chapter, there’s still much more to explore!


Equivalent to clicking the Links command on the Edit menu and clicking the Update Now button with a link selected in the Links dialog box. Updates a link to another document. Use UPDATE.LINK to get the newest information from a supporting document.
Syntax
UPDATE.LINK(link_text, type_of_link)
Link_text is a text string describing the full path of the link as displayed in the Links dialog box. If link_text is omitted, only links from the active workbook to other Microsoft Excel workbooks are updated.
Type_of_link is a number from 1 to 4 that specifies the type of link to update.
| Type_of_link | Link document type |
| 1 or omitted | Microsoft Excel link |
| 2 | DDE link |
| 3 | Not available |
| 4 | Not available |
Related Functions
CHANGE.LINK Changes supporting links
GET.LINK.INFO Returns information about a link
OPEN.LINKS Opens specified supporting documents
Return to index


A place for general developer talk – for everyone! | Documentation https://developers.komodoplatform.com | MoreDev Docs - https://docs.komodoplatform.com | Mastering CryptoConditions - https://github.com/KomodoPlatform/Mastering_CryptoConditions
100 messages
Before 05-Dec-19 12:00 AM
Alright06-Feb-19 06:04 AM
yes, but I think you would want to add a 3rd era with ac_reward as 0
D.rabbani06-Feb-19 06:04 AM
okai so i need to add 3 eras?
no i was talking about -ac_end
like for first 10 blocks
and then for the rest 2000 blocks until my target is achieved
Alright06-Feb-19 06:06 AM
ac_end acts differently when you use ac_eras
komodod -ac_name=EXAMPLE -ac_supply=10000 -ac_reward=10000000000,100000000,0 -ac_eras=3 -ac_end=10,100,0
This chain has 10000 coin premine, 100 coin block reward for the first 10 blocks(maybe 9, would have to confirm with getblocksubsidy rpc command), then 1 coin block reward from blocks 10-100
and no block reward after 100
Also, if you're doing this to get around the ac_supply limit, you still have to keep overflows in mind. They are likely to happen if a UTXO has extremely large values, so be diligent to never combine more than about 10B coins into a single UTXO
having chains with massive supplies is still untested territory, we recommend against using such large numbers for a reason
D.rabbani06-Feb-19 06:13 AM
okai sir not more than 10B coins in sing utxo thank you @Alright
Alright06-Feb-19 06:16 AM
When you face problems, please don't say "Alright said it would work". I am definitively saying you should not do this unless you are very diligent in how you do it.
D.rabbani06-Feb-19 06:19 AM
yup true indeed
blackjok3r06-Feb-19 06:20 AM
I think you will hit MAX supply cap anyway...
its ulikly to work any way you do it.. Why do you need such a large supply?
D.rabbani06-Feb-19 06:36 AM
@blackjok3r task given by the boss i dont know whetehr they are making something like this or not just for testing
blackjok3r06-Feb-19 06:37 AM
ok no worries... If it imperative to amke that much supply you may need to modify the daemons code. I can point you in the right direction, but not sure of the concsequnces of doing that.
jl777c06-Feb-19 06:43 AM
this is very dangerous territory. all throughout the code 64bit (63bit) limit is assumed to be enough
once you can overflow nValue, then everything will break
just say no to megabillions supply, it will not work
1
blackjok3r06-Feb-19 06:44 AM
I was able to make a chain with 77 Billion coins... but I didnt ause it for anything
this was the maximum it went to... I was no able to get it to go any higher...
jl777c06-Feb-19 06:48 AM
just because you can make it doesnt mean it works
do some tx, generate change that overflows/underflows. it will be a big total mess. dont do it, guaranteed to not add up as expected
2
D.rabbani06-Feb-19 07:18 AM
yup true that its not working with giving two parameters in the mining reward but its strange that it does work with 1 parameter only
anyways we shuld not try
it
it gives the max error
D.rabbani06-Feb-19 11:24 AM
./komodod -ac_name=EXAMPLE -ac_supply=10000 -ac_reward=10000000000,100000000,0 -ac_eras=3 -ac_end=10,100,0 -gen -genproclimit=4
this is the command i ran but i didnt get any balance on the node
even with the low balance ?
can someone help
Alright06-Feb-19 11:25 AM
start both nodes with -gen -genproclimit
make sure they are connected by checking getpeerinfo
D.rabbani06-Feb-19 11:25 AM
okai
Alright06-Feb-19 11:25 AM
then do setgenerate true $(nproc) on one of them
D.rabbani06-Feb-19 11:25 AM
yes thyey are connected
Alright06-Feb-19 11:26 AM
do tail -f ~/.komodo/EXAMPLE/debug.log for more info
you won't be able to spend coins until they are 100 blocks old
D.rabbani06-Feb-19 11:34 AM
oh so i can get the balance after 100 blocks
Alright06-Feb-19 11:35 AM
yep
D.rabbani06-Feb-19 11:35 AM
okai
ill check
thank you
so its basically the era will start from 101th block
okai
Alright06-Feb-19 11:46 AM
use komodo-cli -ac_name=EXAMPLE getblocksubsidy <height> to verify it works as expected
Mihailo06-Feb-19 11:54 AM
Hey, I'm working on gateways CC support for other coins. I need some relatively small chain (<=1GB) that is on bitcoin protocol and has bootstrap data so I do not need to wait for sync.
Any suggestions?(edited)
Alright06-Feb-19 11:57 AM
An assetchain won't work?
Mihailo06-Feb-19 11:58 AM
Well, AC is in komodo ecosystem and uses komodo-cli, I need something else...
D.rabbani06-Feb-19 11:59 AM
the block subsidy is returning the mining reward on every hiehgt
Mihailo06-Feb-19 12:02 PM
And I would need some small amount of coins on that chain...
Alright06-Feb-19 12:02 PM
pm'd you
not sure it's the best option, but it's a option
TUBEFATHER06-Feb-19 12:42 PM
hey all.
1
does anybody know if there was ever a dPoW implementation for chain security for CN based protocols? We are interested to do this.
dukeleto06-Feb-19 12:54 PM
@TUBEFATHER DM me if you would like to be the first
2
D.rabbani06-Feb-19 02:00 PM
i have an error using POS splitter
can anyone help ?
How many coins do you want to split? 2000000
31250 will be sent to your 64 addresses.
Generating the 64 addresses...
You already have them!
Sending 31250 to the 64 addresses!
Traceback (most recent call last):
File "./sendmany64.py", line 3, in <module>
from list import segids
ImportError: cannot import name 'segids'
Done! The result is the txid.


<lcWorkEnv>
The <lcWorkEnv>
describes the
working conditions and contexts in which the
training will be applied.
Category: Learning and training: common content elements


|
Scintillator
v0.0.1 at 1b5c195
Documentation specific to the C++-based scinsynth
|
#include <ScinthDef.hpp>
Public Member Functions | |
| ScinthDef (std::shared_ptr< vk::Device > device, std::shared_ptr< Canvas > canvas, std::shared_ptr< vk::CommandPool > commandPool, std::shared_ptr< SamplerFactory > samplerFactory, std::shared_ptr< const base::AbstractScinthDef > abstractScinthDef) | |
| bool | build (ShaderCompiler *compiler) |
| std::shared_ptr< Canvas > | canvas () const |
| std::shared_ptr< vk::CommandPool > | commandPool () const |
| std::shared_ptr< const base::AbstractScinthDef > | abstract () const |
| std::shared_ptr< vk::HostBuffer > | vertexBuffer () const |
| std::shared_ptr< vk::HostBuffer > | indexBuffer () const |
| VkDescriptorSetLayout | layout () const |
| const std::vector< std::shared_ptr< vk::Sampler > > & | fixedSamplers () const |
| const std::vector< std::shared_ptr< vk::Sampler > > & | parameterizedSamplers () const |
| std::shared_ptr< vk::Sampler > | emptySampler () const |
| std::shared_ptr< Pipeline > | pipeline () const |
Private Member Functions | |
| bool | buildVertexData () |
| bool | buildDescriptorLayout () |
| bool | buildSamplers () |
Private Attributes | |
| std::shared_ptr< vk::Device > | m_device |
| std::shared_ptr< Canvas > | m_canvas |
| std::shared_ptr< vk::CommandPool > | m_commandPool |
| std::shared_ptr< SamplerFactory > | m_samplerFactory |
| std::shared_ptr< const base::AbstractScinthDef > | m_abstract |
| std::shared_ptr< vk::HostBuffer > | m_vertexBuffer |
| std::shared_ptr< vk::HostBuffer > | m_indexBuffer |
| std::shared_ptr< vk::Shader > | m_vertexShader |
| std::shared_ptr< vk::Shader > | m_fragmentShader |
| VkDescriptorSetLayout | m_descriptorSetLayout |
| std::vector< std::shared_ptr< vk::Sampler > > | m_fixedSamplers |
| std::vector< std::shared_ptr< vk::Sampler > > | m_parameterizedSamplers |
| std::shared_ptr< vk::Sampler > | m_emptySampler |
| std::shared_ptr< Pipeline > | m_pipeline |
A ScinthDef encapsulates all of the graphics state that can be reused across individual instances of Scinths.
| bool scin::comp::ScinthDef::build | ( | ShaderCompiler * | compiler | ) |
Given the AbstractScinthDef, build the Vulkan objects that can be re-used across all running Scinth instances of this ScinthDef.
| compiler | A pointer to the ShaderCompiler, used to compile the shaders generated by the AbstractScinthDef. |


Date: {{entry.Date}} Muscle Group: {{entry.MuscleGroup}} Workout: {{entry.Workout}} Reps: {{entry.Reps}}


| Set your list <preferences>. |
My Name is Earl(a Titles &
|
|||
| aired from: Sep 2005 to: May 2009 |
96 eps | NBC (US) | 30 min |
Original Episode # Prod # Air Date Titles _____ ______ ___________ ___________ ___________________________________________ • Season 1 1 1-01 1ALJ79 20/Sep/05 Pilot 2 1-02 1ALJ01 27/Sep/05 Quit Smoking 3 1-03 1ALJ02 04/Oct/05 Randy's Touchdown 4 1-04 1ALJ05 11/Oct/05 Faked His Own Death 5 1-05 1ALJ04 18/Oct/05 Teacher Earl 6 1-06 1ALJ03 01/Nov/05 Broke Joy's Fancy Figurine 7 1-07 1ALJ03 08/Nov/05 Stole Beer From A Golfer 8 1-08 1ALJ07 15/Nov/05 Joy's Wedding 9 1-09 1ALJ08 22/Nov/05 Cost Dad An Election 10 1-10 1ALJ09 06/Dec/05 White Lie Christmas 11 1-11 1ALJ10 05/Jan/06 Barn Burner 12 1-12 1ALJ12 12/Jan/06 O Karma, Where Art Thou? 13 1-13 1ALJ14 19/Jan/06 Stole P's Hd Cart 14 1-14 1ALJ13 26/Jan/06 Monkeys In Space 15 1-15 1ALJ15 02/Feb/06 Something To Live For 16 1-16 1ALJ11 09/Feb/06 The Professor 17 1-17 1ALJ16 02/Mar/06 Didn't Pay Taxes 18 1-18 1ALJ18 16/Mar/06 Dad's Car 19 1-19 1ALJ19 23/Mar/06 Y2K 20 1-20 1ALJ20 30/Mar/06 Boogeyman 21 1-21 1ALJ17 06/Apr/06 Bounty Hunter 22 1-22 1ALJ22 27/Apr/06 Stole a Badge 23 1-23 1ALJ21 04/May/06 BB 24 1-24 1ALJ23 11/May/06 Number One • Season 2 25 2-01 2ALJ02 21/Sep/06 Very Bad Things 26 2-02 2ALJ03 28/Sep/06 Jump For Joy 27 2-03 2ALJ01 05/Oct/06 Sticks & Stones 28 2-04 2ALJ05 12/Oct/06 Larceny Of A Kitty Cat 29 2-05 2ALJ04 19/Oct/06 Van Hickey 30 2-06 2ALJ06 02/Nov/06 Made A Lady Think I Was God 31 2-07 2ALJ07 09/Nov/06 Mailbox 32 2-08 2ALJ08 16/Nov/06 Robbed a Stoner Blind (36 min) 33 2-09 2ALJ09 30/Nov/06 Born a Gamblin' Man 34 2-10 2ALJ10 07/Dec/06 South Of The Border, Part Uno 35 2-11 2ALJ11 07/Dec/06 South Of The Border, Part Dos 36 2-12 2ALJ12 04/Jan/07 Our 'Cops' Is On 37 2-13 2ALJ13 11/Jan/07 Buried Treasure 38 2-14 2ALJ14 18/Jan/07 Kept a Guy Locked in a Truck 39 2-15 2ALJ15 01/Feb/07 Foreign Exchange Student 40 2-16 2ALJ16 08/Feb/07 Blow 41 2-17 2ALJ17 15/Feb/07 The Birthday Party 42 2-18 2ALJ18 22/Feb/07 Guess Who's Coming Out of Joy 43 2-19 2ALJ19 12/Apr/07 Harassed A Reporter 44 2-20 2ALJ20 19/Apr/07 Two Balls, Two Strikes 45 2-21 2ALJ21 26/Apr/07 G.E.D. 46 2-22 2ALJ22 03/May/07 Get A Real Job (36 min) 47 2-23 2ALJ23 10/May/07 The Trial (40 min) • Season 3 48 3-01 301 27/Sep/07 My Name Is Inmate 28301-016, Part 1 49 3-02 302 27/Sep/07 My Name Is Inmate 28301-016, Part 2 50 3-03 303 04/Oct/07 The Gangs of Camden County 51 3-04 304 11/Oct/07 The Frank Factor 52 3-05 306 18/Oct/07 Creative Writing 53 3-06 305 25/Oct/07 Frank's Girl 54 3-07 307 01/Nov/07 Our Other Cops is On! Part 1 55 3-08 308 01/Nov/07 Our Other Cops is On! Part 2 56 3-09 309 08/Nov/07 Randy In Charge (...Of Our Days and Our Nights) 57 3-10 310 15/Nov/07 Midnight Bun 58 3-11 311 29/Nov/07 Burn Victim 59 3-12 312 06/Dec/07 Early Release 60 3-13 313 10/Jan/08 Bad Earl 61 3-14 314 03/Apr/08 I Won't Die With a Little Help From My Friends: Part 1 [Trailer] 62 3-15 315 03/Apr/08 I Won't Die With a Little Help From My Friends: Part 2 63 3-16 316 10/Apr/08 Stole a Motorcycle 64 3-17 317 17/Apr/08 No Heads and a Duffel Bag 65 3-18 318 24/Apr/08 Killerball [Trailer] 66 3-19 319 01/May/08 Love Octagon 67 3-20 320 08/May/08 Girl Earl 68 3-21 321 15/May/08 Camdenites: Part 1 69 3-22 322 15/May/08 Camdenites: Part 2 • Season 4 70 4-01 25/Sep/08 The Magic Hour 71 4-02 25/Sep/08 Monkeys Take a Bath 72 4-03 02/Oct/08 Joy In A Bubble 73 4-04 02/Oct/08 Stole an RV 74 4-05 09/Oct/08 Sweet Johnny 75 4-06 4ALJ01 16/Oct/08 We've Got Spirit 76 4-07 23/Oct/08 Quit Your Snitchin' 77 4-08 30/Oct/08 Little Bad Voodoo Brother 78 4-09 4ALJ08 06/Nov/08 Sold a Guy a Lemon Car 79 4-11 410 20/Nov/08 Nature's Game Show 80 4-10 411 13/Nov/08 Earl and Joy's Anniversary 81 4-12 4ALJ09 04/Dec/08 Reading Is a Fundamental Case 82 4-13 4ALJ13 11/Dec/08 Orphan Earl 83 4-14 4ALJ14 08/Jan/09 Got the Babysitter Pregnant 84 4-15 415 15/Jan/09 Darnell Outed 85 4-16 416 22/Jan/09 Darnell Outed, Part 2 86 4-17 417 05/Feb/09 Randy's List Item 87 4-18 418 12/Feb/09 Friends with Benefits 88 4-19 19/Feb/09 My Name Is Alias 89 4-20 420 05/Mar/09 Chaz Dalton's Space Academy 90 4-21 421 19/Mar/09 Witch Lady 91 4-22 4ALJ22 26/Mar/09 Pinky 92 4-23 4ALJ23 16/Apr/09 Bullies 93 4-24 4ALJ24 23/Apr/09 Gospel 94 4-25 4ALJ26 30/Apr/09 Insider Probe (Part 1) 95 4-26 4ALJ27 07/May/09 Insider Probe (Part 2) 96 4-27 4ALJ25 14/May/09 Dodge's Dad


DfE enquiries
Central newsdesk 020 7783 8300
General enquiries 0370 000 2288
Press release
Schools Minister David Laws announces key stage 4 finalists in the 2015 Pupil Premium Awards.
Schools Minister David Laws today (5 February 2015) congratulated 140 schools across the country awarded with £5,000 each in recognition of the work they have done to improve the attainment of their disadvantaged pupils. The 140 secondary schools have qualified in the 2015 Pupil Premium Awards, following key stage 4 results published last week.
Every school has won at least £5,000 and eligible schools will now be invited to apply for prizes worth up to £250,000. Final prizes will be awarded at a ceremony hosted by Deputy Prime Minister Nick Clegg in March.
The Pupil Premium Awards reward schools that are able to provide evidence of effective strategies to improve the achievement of disadvantaged pupils and show sustained improvement in raising their attainment. The pupil premium is extra funding schools receive for every disadvantaged pupil they teach and is worth £2.5 billion this year alone.
Schools Minister David Laws said:
The pupil premium is building a fairer society with opportunity for everyone.
I would encourage all of the secondary schools which have received a prize to share their successful approach with other schools so they can learn from their experience.
I hope all schools will continue to learn from this excellent practice and ensure they are using their pupil premium effectively, so that they too may be in the running for a prize in 2016.
Schools across England that are doing the most to help disadvantaged pupils improve their achievements in school may be eligible to win a share of £4 million as part of the 2015 Pupil Premium Awards. Thousands of pupils in more than 500 schools could benefit from the awards, which recognise schools that are using their pupil premium in innovative and effective ways.
A further £4 million prize money will also be awarded in the 2016 awards and schools are being encouraged to act now to review what they are doing in their school and ensure they are using the pupil premium effectively - using tools such as the evidence-based Education Endowment Foundation toolkit or by undertaking a pupil premium review .
Central newsdesk 020 7783 8300
General enquiries 0370 000 2288
Published: 5 February 2015


Police reopen H-1 eastbound onramp in Kalaeloa after vehicle accident | Honolulu Star-Advertiser
Police have reopened the Kalaeloa onramp onto the H-1 eastbound due after a vehicle accident was cleared.
There were no immediate reports of serious injuries.


MPI Tools¶
Table of Contents
Core MPI Utilities¶
-
spinup.utils.mpi_tools.
mpi_fork
(n, bind_to_core=False)[source]¶ Re-launches the current script with workers linked by MPI.
Also, terminates the original process that launched it.
Taken almost without modification from the Baselines function of the same name.
Parameters: - n (int) – Number of process to split into.
- bind_to_core (bool) – Bind each MPI process to a core.
-
spinup.utils.mpi_tools.
mpi_statistics_scalar
(x, with_min_and_max=False)[source]¶ Get mean/std and optional min/max of scalar x across MPI processes.
Parameters: - x – An array containing samples of the scalar to produce statistics for.
- with_min_and_max (bool) – If true, return min and max of x in addition to mean and std.
MPI + Tensorflow Utilities¶
The spinup.utils.mpi_tf
contains a a few tools to make it easy to use the AdamOptimizer across many MPI processes. This is a bit hacky—if you’re looking for something more sophisticated and general-purpose, consider horovod.
-
class
spinup.utils.mpi_tf.
MpiAdamOptimizer
(**kwargs)[source]¶ Adam optimizer that averages gradients across MPI processes.
The compute_gradients method is taken from Baselines MpiAdamOptimizer. For documentation on method arguments, see the Tensorflow docs page for the base AdamOptimizer.


{% extends "registration/registration_base.html" %} {% load static from staticfiles %} {% block extrahead %} {% endblock %} {% block title %}Worlds at War - Register for an account{% endblock %} {% block content %}
Please note that Microsoft emails (@hotmail, @live, etc) have difficulty receiving WaW emails.
If possible, choose another provider. Otherwise contact me by email or IRC.


Clay provides a powerful Platform as a Service for building web & mobile applications in a Javascript. In this tutorial, you create a Web application using pure Javascript we don't need any special frameworks.
Familiarity with Javascript is helpful, but not required for this exercise. The tutorial starts with an application template to get you up and running. You then walk through the steps to securely run the application within the Force.com platform.
You start with a pre-existing Clay MVC-based application stored on Clay App Store. Then, as you make changes, all you need to do is refresh the browser, not waiting!
Now that you have the project locally, you need download the javascript dependencies, this is done automatically using NPM, a tool from NODEJS.
NPM downloads all libraries specified in a file called package.json, check the dependencies section to better understand how it works. It's really simple.
This step shows how to develop HTML5 and Javascript Apps in Salesforce. Clay ships with a JavaScript development server that automates over 10 integration tasks, sit back and relax.
clay server
To develop in Salesforce our local server must run in HTTPS, clay ships with unsigned SSL Certificates for localhost, your browser will alert your the first time. You must accept the Certificate, on Google Chrome click on advances and accept.
.startup{ display: block; } .startup { display: none; }
Clay Toolbelt's development server automatically created a VisualForce and transformed all files to point to the ones in you computer, then uploaded the VisualForce page. The uses Salesforce Front door to Log In and open the VisualForce Page. Since the VF Page is using assets in your computer, all it takes is a screen refresh after a change.
You can have several Salesforce Orgs and Clay Accounts registered at the same time. Control accounts with:
clay users --add clay users --remove


WE DO NOT COLLECT ANY PERSONAL INFORMATION
When you download and use our mobile application, we donít require you to provide any information and we donít collect any personal information, except for non-personal information like unique device identifiers, cookies (small files installed by your browser) to anonymously identify your computer or device so we can deliver a better experience.
NO AD COMPANIES COLLECT DATA THROUGH OUR SERVICE
We use Google Analytics service but only for collecting not-personal data.
We do not allow advertising companies to collect data through our service for ad targeting.
YOU CAN ASK PRIVACY QUESTIONS
If you have any questions or concerns about our privacy policies, please contact us
YOU CAN REVIEW MORE PRIVACY-RELATED INFORMATION
Our privacy policy may change from time to time. If we make any material changes to our policies, we will place a prominent notice on our website or application.


Breaks the Wall between writing and preview, in a Markdown Editor.
A WYSIWYG Markdown editor provided by laobubu
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- by Ian Zapolsky, 02/07/2014 Is Memoization Caching?
- by Ian Zapolsky, 02/06/2014 A Poem I Like
- by Ian Zapolsky, 11/13/2013 Dictionary Optimization with the Google Chrome Omnibox
- by Ian Zapolsky, 09/01/2013 When an Argentinian Drinking Game Meets Computer Science
- by Ruchir Khaitan, 08/19/2013 Cats vs Dogs
- by Ian Zapolsky, 08/17/2013 All the Numbers
- by Ruchir Khaitan, 08/16/2013 No Easy Questions
- by Ruchir Khaitan, 08/15/2013 Yodle Programming Challenge: Triangle Sums
- by Ian Zapolsky, 08/15/2013 Foolproof Guide to Github Pages with a Custom Domain
- by Ian Zapolsky, 08/11/2013 todo -t write-todo-blog-post
- by Ian Zapolsky, 05/24/2013 Can You Yodle and Juggle at the Same Time?
- by Ian Zapolsky, 04/26/2013 Let's Get Funky
- by Ian Zapolsky, 04/12/2013 So This is What Reggae Feels Like
- by Ian Zapolsky, 04/05/2013 Welcome


Introduction to Servlets Quiz
-
What is the difference between a web server and a web container?
Answer:
Web server is hardware prepared for clients to interact with the whole system while
web container is solely responsible for connecting and processing client side information with knowing the
outside sources, such as database and other applications.
-
What is a servlet?
Answer: Servlet is a class for handling a request from the client side.
-
How do web servers and web containers interact with servlets?
Answer: creating servlet object and using methods such as init, service, destroy...
-
Who creates request objects?
Answer: Client side creates the request object.
-
What are the states in the servlet lifecycle?
Answer: init, service, destroy
-
Who calls init and when?
Answer: Web container calls init when servlet object first created.
-
Which of init, service, and doGet should you override?
Answer: doGet
-
In what sense are servlets multi-threaded?
Answer: In sense of calling "service" method, it is multi-threaded.
-
What are the implications of this for servlet instance variables?
Answer: Instance variables can be shared concurrently.


Dollar Profit Today
$ 23,232
Copy Sold Today
2,980
New Order
5980
Unique Visitors
10,000
prospective leads
Laptop
iPhone
iPad
Visits
10,090
Pages/Visit
Unique Visitors
8,173
Avg. Visit Duration
19 Februay 2014
AdminEx is new model of admin dashboard http://t.co/3laCVziTw4 4 days ago by John Doe


|
MoveToCode
|
ElasticsManager can be used to add elastics simulation to supporting components. More...
Public Member Functions | |
| TransformFlags | ApplyTargetTransform (MixedRealityTransform targetTransform, TransformFlags transformsToApply=TransformFlags.Move|TransformFlags.Rotate|TransformFlags.Scale) |
| Applies elastics calculation to the passed targetTransform and applies to the host transform. More... | |
| void | InitializeElastics (Transform elasticsTransform) |
| Initialize elastics system with the given host transform. More... | |
Properties | |
| ElasticConfiguration | TranslationElasticConfigurationObject [get, set] |
| Reference to the ScriptableObject which holds the elastic system configuration for translation manipulation. More... | |
| ElasticConfiguration | RotationElasticConfigurationObject [get, set] |
| Reference to the ScriptableObject which holds the elastic system configuration for rotation manipulation. More... | |
| ElasticConfiguration | ScaleElasticConfigurationObject [get, set] |
| Reference to the ScriptableObject which holds the elastic system configuration for scale manipulation. More... | |
| VolumeElasticExtent | TranslationElasticExtent [get, set] |
| Extent of the translation elastic. More... | |
| QuaternionElasticExtent | RotationElasticExtent [get, set] |
| Extent of the rotation elastic. More... | |
| VolumeElasticExtent | ScaleElasticExtent [get, set] |
| Extent of the scale elastic. More... | |
| TransformFlags | ElasticTypes [get, set] |
| Indication of which manipulation types use elastic feedback. More... | |
| bool | EnableElasticsUpdate [get, set] |
| Enables elastics simulation in the update method. More... | |
ElasticsManager can be used to add elastics simulation to supporting components.
Call Initialize on manipulation start. Call ApplyHostTransform to apply elastics calculation to target transform. Elastics will continue simulating once manipulation ends through it's update function - to block the elastics auto update set EnableElasticsUpdate to false.
| TransformFlags Microsoft.MixedReality.Toolkit.Experimental.Physics.ElasticsManager.ApplyTargetTransform | ( | MixedRealityTransform | targetTransform, |
| TransformFlags | transformsToApply = TransformFlags.Move|TransformFlags.Rotate|TransformFlags.Scale |
||
| ) |
Applies elastics calculation to the passed targetTransform and applies to the host transform.
| targetTransform | Precalculated target transform that's influenced by elastics |
| transformsToApply | Indicates which types of transforms are going to be applied. Default is Move, Rotate and Scale. |
| void Microsoft.MixedReality.Toolkit.Experimental.Physics.ElasticsManager.InitializeElastics | ( | Transform | elasticsTransform | ) |
Initialize elastics system with the given host transform.
Caches a reference to the host transform to be able to keep updating elastics after manipulation.
| elasticsTransform | host transform the elastics are applied to. |
|
getset |
Indication of which manipulation types use elastic feedback.
|
getset |
Enables elastics simulation in the update method.
|
getset |
Reference to the ScriptableObject which holds the elastic system configuration for rotation manipulation.
|
getset |
Extent of the rotation elastic.
|
getset |
Reference to the ScriptableObject which holds the elastic system configuration for scale manipulation.
|
getset |
Extent of the scale elastic.
|
getset |
Reference to the ScriptableObject which holds the elastic system configuration for translation manipulation.
|
getset |
Extent of the translation elastic.


There are some safety rules a student must follow to enter the laboratory and workshops and they are as follows:
1. Students are not allowed to enter and work in any laboratory or workshop in the absence of the lecturer-in-charge or Technical Supporting Officer (TSO).
2. Students must be properly attired according to the guidelines below :
a) Collared shirt or T-shirt and full-length trousers.
b) Do not wear loose-sleeved clothing and jewellery.
c) Do not use compressed air to clean your clothing.
d) Covered shoes must be worn at ALL time – NO open tops or open toes.
e) Students with long hair must tie up their hair to avoid entanglement with rotating machinery.
f) Certain laboratories and workshops required the use of additional safety equipment and Personal Protective Equipment (PPE) such as goggles, safety glasses, masks, gloves, ear plugs/earmuffs as instructed to protect against any workplace and machine hazards.
3. Know the location of all fire escape exits and assembly area.
4. Do not operate machines or equipment until you have been properly instructed by your lecturerin-charge or TSO.
5. Do not tamper with all safety devices and machine guards.
6. Report any UNSAFE conditions or UNSAFE acts to your lecturer-in-charge or TSO
IN CASE OF EMERGENCIES:
1. Do not panic.
2. Quickly and calmly inform the lecturer-in-charge or TSO or follow the SP’s Three-step Emergency Procedure:
a) For ambulance or fire brigade, call 995
b) Instruct them to enter Gate 1 (Main Entrance) along Dover Road
c) Inform Campus Security by calling 6772-1234 for all emergencies and incident reporting.
3. Be familiar with the evacuation route and designated assembly area for the laboratory or workshop you are working in. These are posted on exit doors or at convenient location(s) within the laboratory or workshop.
There are a variety of tools needed for this elective that is essential to the making of my final project. Many of these are just software and a few tools provided in the FabLab.
And thus, this is the table of what tools I have decided on using for this module and why I have decided to use them:
| Purpose | Choice | Reasons |
|---|---|---|
| Text Editor | Atom | 1 |
| Graphics Editor | GIMP | 2 |
| Vector Editor | LibreCAD | 3 |
| Screen Capture | OBS | 4 |
| Image Resizer | tba | 5 |
| CAD system | Fusion 360 | 6 |
| IDE | tba | 7 |
| Browser | Chrome | 8 |


Dela677.github.io
Alaris VP Plus Volumetric Pump with Guardrails.
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Technical Service Manual - Frank s Hospital Workshop. Partner with Becton, Dickinson and Company (BD), a medical technology company that manufactures medical supplies, medical devices, laboratory equipment and diagnostic products for healthcare institutions, research laboratories, the healthcare industry and the general public.
Alaris Technische Dokumentation.
Alaris GP Volumetric Pump - Frank s Hospital Workshop. Browse Products - BD - carefusion.com.
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YOUR
ACCOUNT IS NOW ACTIVED |
Hello
[recipient’s name] ❤❤❤,
We’re super excited to see you join the NeoCyber Fashion community.
We hope you will be happy with our fashion products and
you will shop with us again and again. Our goal is to
offer the widest range of fashion products at the
highest quality. If you think we should add any items to
our store, don’t hesitate to contact us and share your
feedback. Until then, enjoy your shopping!
|
Yours sincerely, |
|
|
Amimul
Ehsan |
CEO | NeoCyber |
|
|


This inspection detects a redundant
let
when it includes only one call with lambda parameter as receiver.


Sqor’s NBA STAR CJ WATSON AND MITSCOOTS SOCKS PARTNER FOR SOCK DONATION AND DRIVE FOR THE HOMELESS
Sqor’s very own C.J.-Watson from the NBA Indiana Pacers has teamed up with Mitscoots Socks to host their first annual sock drive and giveaway to the homeless in Las Vegas, NV.
The event will take place on August 23, 2014 at The Las Vegas Rescue Mission at 3PM PST. If you’re in the area, definitely check it out!
About CJ Watson and The QuietStorm Foundation
In 2009 C.J. and his family developed the QuietStorm Foundation, with the intent of providing at-risk youth with services in the realms of education, sports, and leadership development. Since its inception, The Quietstorm Foundation has served over 10,000 families in the cities of Las Vegas, Nevada, Brooklyn, N.Y., Chicago, IL, Oakland, CA, and Indianapolis, IN. C.J. is also a sponsor of the Junior SEEDS Program in Senegal, Athlete-Supporter to UNICEF, and Ambassador to the American Diabetes Association-Indiana. For more information on donating please contact Cathy at the QuietStorm Foundation.
About Mitscoots
Mitscoots is a sock brand with a purpose. For every pair of socks sold or retailed Mitscoots gives a pair to homeless in need via their partnerships. Mitscoots also helps to employ homeless men and women through its: Get, Give and Employ mission. The event will host over 1500 homeless individuals and donate over 2000 pairs of socks.
About Las Vegas Rescue Mission
The Mission provides emergency overnight shelter facilities for 150+ singles (men and women) along with 8 family units. The Vegas mission provides on average nearly 30,000 meals monthly to any who are hungry and giveaway programs provide clean, high quality clothing and basic household necessities, at no cost, to individuals or families in need.


Personal information:
First Name:
Last Name:
Password:
Gender:
Male
Female
Hobbies:
Basketball
Football
Volvo
Saab
Fiat
Audi
Apple
Pear
Purple
Introduciton:
I am a textarea.


Oops! The resource you requested cannot be found on the server.
Make sure you typed the url correctly.


jsPlumbUtil.EventGenerator Class
Provides event bind/fire functionality.
Item Index
Methods
bind
-
event
-
listener
-
[insertAtStart=false]
Binds a listener to one or more events.
Parameters:
-
event
String | StringName(s) of the event(s) to bind to. Note that if you provide multiple event names they all are bound with the same function.
-
listener
FunctionFunction to execute.
-
[insertAtStart=false]
Boolean optionalWhether or not to insert this listener at the start of the listener list, so it is fired before the other currently registered listeners.
cleanupListeners
()
Removes all listeners.
fire
-
event
-
value
-
originalEvent
Fires an update for the given event.
Parameters:
-
event
StringEvent to fire
-
value
ObjectValue to pass to the event listener(s).
-
originalEvent
EventThe original event from the browser
isSuspendEvents
()
Boolean
Checks whether or not events are currently suspended.
Returns:
True if events are suspended, false otherwise.
jsPlumbUtil.replace
-
inObj
-
path
-
value
Replaces values inside some JS object according to a given path spec. A path spec is a string in dotted notation, with each component optionally declaring an array index. Some examples are:
foo.bar foo.baz[2] foo.qux[3].baz[3].shwee
The function fails gracefully if the path identifies a non-existent object.
Parameters:
-
inObj
ObjectObject to perform replacements inside.
-
path
StringPath to use for replacements
-
value
ObjectValue to set.
setSuspendEvents
-
val
Sets whether or not events are suspended.
Parameters:
-
val
BooleanWhether or not to suspend events.
unbind
-
[eventOrListener]
-
[listener]
Clears either all listeners, or listeners for some specific event, or just some listener. You can call this method with zero, one or two arguments: with zero arguments, all listeners are cleared. With one argument that is a string, all listeners for the specified event type are cleared. With one argument that is a function, it is removed from the appropriate event list. With two arguments, the first is an event type, and the second is a function to be unbound. In fact this is perhaps unnecessary given that you can unbind a function just by passing it.
Parameters:
-
[eventOrListener]
String | Function optionalIf a string, constrains the clear to just listeners for the event identified by the string. If a Function, unbinds this function wherever it may have been bound.
-
[listener]
Function optionalIf provided, removes just this listener for the given event.


2020, Day 14: Docking Data 🚢 💽
Today was an opportunity to learn more about bitops.
import
bitops, tables, algorithm, math, strscans, strutils
For part 1 I first make sure I can parse the mask. floating
field is a result of refactoring for part 2.
type
Mask = object
ones: int
zeros: int
floating: seq[int]
Memory = Table[int, int]
var
mem: Memory
mask: Mask
proc parseMask(text: string): Mask =
for i, c in text.reversed:
case c
of '0':
result.zeros += 2 ^ i
of '1':
result.ones += 2 ^ i
of 'X':
result.floating.add i
else:
echo "ERROR unexpected character in mask string: ", i, " ", c
func apply(n: int; m: Mask): int =
result = n
setMask[int](result, m.ones)
clearMask[int](result, m.zeros)
mask = parseMask "XXXXXXXXXXXXXXXXXXXXXXXXXXXXX1XXXX0X"
echo mask
echo 11.apply(mask) ## 73
echo 101.apply(mask)
(ones: 64, zeros: 2, floating: @[0, 2, 3, 4, 5, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35]) 73 101
Now let's parse full programming instructions with startswith
and scanf
.
I gotta say that I tend to forget the syntax of object variants (case kind: T
sounds pretty special).
type
Program = seq[Action]
ActionKind = enum
updateMask, writeMem
Action = object
case kind: ActionKind
of updateMask:
mask: Mask
of writeMem:
address: int
value: int
proc parse(text: string): Program =
var a: Action
for line in text.splitLines:
if line.startsWith("mask"):
a.kind = updateMask
a.mask = parseMask line[7 .. line.high]
elif line.startsWith("mem"):
a.kind = writeMem
if not scanf(line, "mem[$i] = $i", a.address, a.value):
echo "ERROR parsing writeMem: ", line
else:
echo "ERROR parsing line: ", line
result.add a
let example = """mask = XXXXXXXXXXXXXXXXXXXXXXXXXXXXX1XXXX0X
mem[8] = 11
mem[7] = 101
mem[8] = 0"""
let exProg = parse example
echo $exProg
@[(kind: updateMask, mask: (ones: 64, zeros: 2, floating: @[0, 2, 3, 4, 5, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35])), (kind: writeMem, address: 8, value: 11), (kind: writeMem, address: 7, value: 101), (kind: writeMem, address: 8, value: 0)]
Last ingredient is the proc to run the Program on Cpu.
type
Cpu = object
mask: Mask
mem: Memory
var cpu: Cpu
template resetCpu() =
clear cpu.mem ## no need to reset mask as it is update as first action in program
proc run(cpu: var Cpu; p: Program) =
for a in p:
case a.kind
of updateMask:
cpu.mask = a.mask
of writeMem:
cpu.mem[a.address] = a.value.apply(cpu.mask)
cpu.run exProg
echo cpu
proc answer(cpu: Cpu): int =
for v in cpu.mem.values:
result += v
echo answer cpu
resetCpu
let inProg = parse "2020/input14.txt".readFile
cpu.run inProg
echo answer cpu
(mask: (ones: 64, zeros: 2, floating: @[0, 2, 3, 4, 5, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35]), mem: {7: 101, 8: 64})<PHONE_NUMBER>6402938
That's the right answer! You are one gold star closer to saving your vacation.
for part 2:
- after refactoring mask code to parse floating bits (done above)
run2
proc below is straightforwardapply2
is the part that creates multiple addresses starting from a single address and a mask- finally
zeroBits
is the key ingredient that generates all floating bits combinations.
At one point I did consider coding a recursive iterator, but apparently that is not possible, see forum.
iterator zeroBits(s: seq[int]): seq[int] =
var m: int
var t: seq[int]
for n in 0 ..< 2 ^ (s.len):
m = n
t = @[]
for i in 0 .. s.high:
if m mod 2 == 0:
t.add s[i]
m = m shr 1
yield t
for s in zeroBits(@[1, 3, 5]):
echo s
func apply2(a: int; m: Mask): seq[int] =
var b = a
setMask[int](b, m.ones)
## I ignore zeros part of the mask
## floating: loop over all possible combinations
for zeroBits in zeroBits(m.floating):
var c = b
for i in m.floating:
if i in zeroBits:
c.clearBit(i)
else:
c.setBit(i)
result.add c
let exMask = parseMask("000000000000000000000000000000X1001X")
echo 42.apply2(exMask)
@[1, 3, 5] @[3, 5] @[1, 5] @[5] @[1, 3] @[3] @[1] @[] @[26, 27, 58, 59]
looks good. let's apply directly to input without bothering about the example
proc run2(cpu: var Cpu; p: Program) =
for a in p:
case a.kind
of updateMask:
cpu.mask = a.mask
of writeMem:
for address in a.address.apply2(cpu.mask):
cpu.mem[address] = a.value
resetCpu
cpu.run2 inProg
echo answer cpu
3706820676200
That's the right answer! You are one gold star closer to saving your vacation.


NOTE: If First Name & Last Name are entered, they both must have at least a partial match to render results and if a year is entered, only depositions published that year will be searched.


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Welcome to Blockchain in a Box.
Blockchain in a Box is a complete development environment for developing Ethererum smart contracts. It contains all the software and tools you will be needing to develop contracts based on Solidity.


Grayscale Color Tables.The "-gray" directive described in the previous section defaults to a simple linear black-to-white color table (color table 0 below). More generally, there is a set of pseudocolor tables to choose from using the "-ct <number>" directive (e.g., "mViewer -ct 4 -gray SDSS_g.fits -0.5 max gaussian-log -out m51.png"):


And... We're Live! Channels are listed across the screen. To send a chat message, enter a message in the box and click the 'Send' button.


{% extends "base.html" %} {% block page-title %}{{ wager.name }} — {% endblock %} {% block content %}
{{ wager.description }}
{% endif %}Send your friends a link to this page and they'll be able to join this wager!
It looks like no one has joined your wager yet! You can invite them by sending them the link above.
{% endif %} {% if users %}After entering your name you'll be asked to make your predictions for the winners in the 24 award categories.


|
Elite Insights JSON
<IP_ADDRESS>
Start your reading with the JsonLog class. The documentation is in Camel Case, as dictated by C# conventions, the generated json will be in Pascal Case
|
The root of the JSON More...
Classes | |
| class | BuffDesc |
| Describs the buff item More... | |
| class | DamageModDesc |
| Describs the damage modifier item More... | |
| class | SkillDesc |
| Describes the skill item More... | |
Public Attributes | |
| string | EliteInsightsVersion |
| The used EI version More... | |
| int | TriggerID |
| The id with which the log has been triggered More... | |
| string | FightName |
| The name of the fight More... | |
| string | FightIcon |
| The icon of the fight More... | |
| string | ArcVersion |
| The used arcdps version More... | |
| string | RecordedBy |
| The player who recorded the fight More... | |
| string | TimeStart |
| The time at which the fight started in "yyyy-mm-dd hh:mm:ss zz" format The value will be LogData.DefaultTimeValue if the event does not exist More... | |
| string | TimeEnd |
| The time at which the fight ended in "yyyy-mm-dd hh:mm:ss zz" format The value will be LogData.DefaultTimeValue if the event does not exist More... | |
| string | Duration |
| The duration of the fight in "xh xm xs xms" format More... | |
| bool | Success |
| The success status of the fight More... | |
| List< JsonTarget > | Targets |
| The list of targets More... | |
| List< JsonPlayer > | Players |
| The list of players More... | |
| List< JsonPhase > | Phases |
| The list of phases More... | |
| List< JsonMechanics > | Mechanics |
| List of mechanics More... | |
| string [] | UploadLinks |
| Upload links to dps.reports/raidar More... | |
| Dictionary< string, SkillDesc > | SkillMap |
| Dictionary of skills' description, the key is in "'s' + id" format More... | |
| Dictionary< string, BuffDesc > | BuffMap |
| Dictionary of buffs' description, the key is in "'b' + id" format More... | |
| Dictionary< string, DamageModDesc > | DamageModMap |
| Dictionary of damage modifiers' description, the key is in "'d' + id" format More... | |
| Dictionary< string, HashSet< long > > | PersonalBuffs |
| Dictionary of personal buffs. The key is the profession, the value is a list of buff ids More... | |
The root of the JSON
Definition at line 10 of file JsonLog.cs.
| string LuckParser.Builders.JsonModels.JsonLog.ArcVersion |
The used arcdps version
Definition at line 115 of file JsonLog.cs.
| Dictionary<string, BuffDesc> LuckParser.Builders.JsonModels.JsonLog.BuffMap |
Dictionary of buffs' description, the key is in "'b' + id" format
Definition at line 171 of file JsonLog.cs.
| Dictionary<string, DamageModDesc> LuckParser.Builders.JsonModels.JsonLog.DamageModMap |
Dictionary of damage modifiers' description, the key is in "'d' + id" format
Definition at line 176 of file JsonLog.cs.
| string LuckParser.Builders.JsonModels.JsonLog.Duration |
The duration of the fight in "xh xm xs xms" format
Definition at line 133 of file JsonLog.cs.
| string LuckParser.Builders.JsonModels.JsonLog.EliteInsightsVersion |
The used EI version
Definition at line 99 of file JsonLog.cs.
| string LuckParser.Builders.JsonModels.JsonLog.FightIcon |
The icon of the fight
Definition at line 111 of file JsonLog.cs.
| string LuckParser.Builders.JsonModels.JsonLog.FightName |
The name of the fight
Definition at line 107 of file JsonLog.cs.
| List<JsonMechanics> LuckParser.Builders.JsonModels.JsonLog.Mechanics |
| Dictionary<string, HashSet<long> > LuckParser.Builders.JsonModels.JsonLog.PersonalBuffs |
Dictionary of personal buffs. The key is the profession, the value is a list of buff ids
Definition at line 180 of file JsonLog.cs.
| List<JsonPhase> LuckParser.Builders.JsonModels.JsonLog.Phases |
| List<JsonPlayer> LuckParser.Builders.JsonModels.JsonLog.Players |
| string LuckParser.Builders.JsonModels.JsonLog.RecordedBy |
The player who recorded the fight
Definition at line 119 of file JsonLog.cs.
| Dictionary<string, SkillDesc> LuckParser.Builders.JsonModels.JsonLog.SkillMap |
Dictionary of skills' description, the key is in "'s' + id" format
Definition at line 166 of file JsonLog.cs.
| bool LuckParser.Builders.JsonModels.JsonLog.Success |
The success status of the fight
Definition at line 137 of file JsonLog.cs.
| List<JsonTarget> LuckParser.Builders.JsonModels.JsonLog.Targets |
| string LuckParser.Builders.JsonModels.JsonLog.TimeEnd |
The time at which the fight ended in "yyyy-mm-dd hh:mm:ss zz" format
The value will be LogData.DefaultTimeValue if the event does not exist
Definition at line 129 of file JsonLog.cs.
| string LuckParser.Builders.JsonModels.JsonLog.TimeStart |
The time at which the fight started in "yyyy-mm-dd hh:mm:ss zz" format
The value will be LogData.DefaultTimeValue if the event does not exist
Definition at line 124 of file JsonLog.cs.
| int LuckParser.Builders.JsonModels.JsonLog.TriggerID |
The id with which the log has been triggered
Definition at line 103 of file JsonLog.cs.
| string [] LuckParser.Builders.JsonModels.JsonLog.UploadLinks |
Upload links to dps.reports/raidar
Definition at line 161 of file JsonLog.cs.


--- date: 2022-10-20 lastmod: 2023-08-05 title: "My journey learning 3D: Materials and Textures" description: "Learning 3D by recreating Ron Cobb's bulkhead door, I'm diving into materials and textures." image: "/assets/blog/bulkhead-door-part2/title-card.png" imageAlt: "The image shows the upper part of the white bulkhead door on a black background from my final render." linkTitle: "Learning how to master materials and textures to deepen my 3D journey." banner: "/assets/blog/bulkhead-door-part2/banner" bannerAlt: "Image shows a close up of my final render of the bulkhead door, looking at a part of the inner barrier door with warning label." summary: "
Recreating Ron Cobb's bulkhead door from Alien, it is time to create materials, add textures, and details. But not before I fixed some problems with the mesh.
" hasImageCompare: true tags: ["post", "3d", "bulkhead"] series: { name: bulkhead, part: 2 } ---When I finished part one of creating Ron Cobb's bulkhead door from Alien, I thought a second part would be all that was left to finish the project. My assumption was that textures, animation, and sound would be as much work as creating the initial mesh, from high to low-poly, including UV unwrapping and baking — I could not have been more wrong.
What was intended to be a two-part series is becoming five parts, with this being part two, focusing on texturing and details and the things I had to do again to get to this point.
For once, I had to rework parts of my mesh as my topology was horrible. I also started applying booleans earlier and was less scared of using a destructive workflow. The initial idea was to have a simple way of going from a high to a low-poly mesh by deactivating booleans. Though this did not turn out to be a time saver, I had to go in and adjust parts of both meshes afterward regardless.
What really took my fear of working destructively on the mesh away were add-ons like MESHmachine and MACHIN3tools, which provided a multitude of helpful tools and shortcuts. On top of that, I got more experience in Blender over time, as I was working on other models as well, learning much more on many topics. An amazingly large field with engaging challenges to overcome.
With great topology comes great possibilities, and I had none. Due to mainly using a boolean workflow, which gives me quick results, I omitted being more cautious with my mesh topology, combined with being inexperienced in 3D modeling. My shading sure looked okay for what I was able to judge, but I was not able to add bevels to the model, and my UVs were suboptimal at best.
Using a boolean-heavy workflow is not the issue here; it is how I worked with it. In the end, I sat down and reworked many parts of my mesh, resulting in a better (but not optimal) mesh topology with clean shading.
This now gave me the option to bevel my hard edges, creating a mesh I was much happier with.
Reworking the topology and adding beveled edges meant I had to go through all the previous steps again — starting with creating a low-poly version of my mesh.
After redoing the UV creation and unwrapping, I also started using UVPackmaster 3 for automated UV packing, trying to get the best resolution for my textures.
At last, adding a triangulation modifier to all parts, not applied in case I need to rework parts of the mesh later, but handy when I export the mesh as FBX for game engines.
Of to baking …
This time, I wanted to get better bake results and make applying textures later easier for myself. What I missed the last time was a material ID map, a mistake I wanted to resolve now. For this, I did add colored materials to the high-poly mesh in Blender to "bake down" onto the low-poly mesh in Marmoset Toolbag 4.
Baking in Marmoset, this time giving myself more time to make it proper. Specifically, in part one, I had some "black fragments" on my mesh. I found out this is an issue with inset parts and the automatic offset cage applied by Marmoset. The offset cage should extend far enough to cover the highest points of the high-poly mesh, and it did not wherever I had those fragments.
To fix this, I had to paint the offset, extending the cage, to capture all the detail of the mesh.
After having this done and re-baking the mesh, I got rid of the black spots on my mesh.
It still took me a while to fix more offset and skew issues, as seen in the images above. The people behind Marmoset created an amazing tutorial for baking in Marmoset, covering everything needed and more to get the best bake, including common issues and what all exported maps actually do. This was a real lifesaver for me, densely packed with information — I'm still learning from it on every new bake.
At this point, having learned so much more in the process, it is finally time to create the textures.
The time has come to give proper material to the bulkhead door, but how and what? First things first, I tried to find out what material the door could use. Searching the internet and looking at Ron Cobb's drawings, movie references from Alien, and pictures from cargo ship interiors, I came to the conclusion it could be an aluminum alloy, painted white, with partial signs of use on the edges.
Cargo ships use a lot of steel and aluminum alloys; steel being heavy makes the aluminum alloy a better candidate; it is also used in space travel as of today. The white paint would serve as a protective coating that wears off over time but can easily be replaced.
Having everything easily repairable even with limited tools — less moving parts, fewer electronics, higher chance to run cheaper, longer, on fewer people. Just paint the walls and hull white again, and you're good to go. Throw some duct tape on it, and the rattle stops. That kind of mentality, but in the usual high-tech genre.
That's what I wanted to recreate then — an aluminum alloy, painted white and visibly worn. To do this, I wanted to try a few different tools: Quixel Mixer, a free tool by Epic; Marmoset Toolbag 4, which I already use for baking and has texturing support as well; and Fluent: Materializer, a Blender add-on with a node-based procedural texturing workflow.
Epic's Quixel Mixer is a free tool to create textures. I've read about it being easy to use while getting amazing results. And I'd say, at first glance, it can absolutely deliver. The interface is very clean and sorted, most of the functions self-explanatory, and for someone knowing typical graphics programs like Affinity Designer quick to understand, at least that is how I felt.
After getting my mesh and baked maps into the tool, I was ready to start applying predefined materials to it based on my material ID map. The layer based approach felt intuitive, and I got some pretty good results in a short amount of time. Those results did not match what I set out to recreate yet, but putting more work in there I can surely get there.
Though, this is where the problems started, at least on my MacBook Air with the M1 chip I mainly work on. The program became more and more unresponsive with every added layer; making small changes froze the tool, resulting in waiting times between every edit I made. In two cases, Quixel Mixer even crashed, and I had to force quit the program.
Due to those problems, I did not continue using Quixel Mixer, sadly, as I really liked the intuitive controls. Maybe I should try using it again on a Windows machine or give it some time to iron out those problems. It's definitely not the last time I try Epic's tool.
Next up, I wanted to dive into the texturing tools of Marmoset Toolbag 4. I already knew some parts of the UI of Marmoset as I use it for baking, and I also knew that the program is absolutely fast and snappy. So far, I have not had one issue or slowdown, not a single crash.
On top of that, there are amazing tutorials covering everything needed, from baking to texturing, UI, rendering, and even shaders. Going through some of those tutorials, I started working on creating textures for the bulkhead door.
As I had a project already set up from the baking, I could switch to the "Texture" tab and keep going. Figuring out what is necessary to create the textures I wanted using a layer-based approach with a huge set of predefined materials. Though, I could not create something that made me happy. One hurdle for me, the interface, more or less the opposite to Quixel Mixer, is very detailed and functional, almost overwhelming me with options.
I think to really leverage the power of Marmoset I need much more time with it, going through more tutorials, and trying to recreate other textures. This is what I will do, continuously, to deep-dive into it. For now, I closed the program, as I wanted to try another way of creating my textures for the door.
Fluent: Materializer calls itself a material tool suite, a Blender add-on that, instead of using predefined materials to create textures, is about creating materials itself. Building on top of Blender's shading nodes, it serves as a way to streamline the creation of procedural materials.
This way of creating my own materials with a node-based workflow really stuck with me. I felt comfortable right away — creating materials based on my gathered references without too many issues.
Not only that, I was able to create something I was finally happy with. From the base material of the door, the white painted aluminum alloy with worn edges, to the warning lights with a reflector pattern around the frame, things started to look as I wanted them to.
I did stick to it for this project, creating all the materials I wanted and even some variants later on. Nevertheless, one issue I have is the documentation; other tools set a good standard that Fluent: Materializer just cannot reach, with missing information about many of its features. I would really wish for the add-on to get better documentation, going in-depth about all its features.
Overall, I'm still very happy with the add-on, which enables me to iterate quickly on my materials. All I needed next was some more detail.
Now that my materials sparked joy, I wanted to add more detail to my mesh, including the numbering above the bulkhead door as well as some screws on the door. To do this, I already knew I wanted to use DECALmachine — an absolutely amazing Blender add-on I do not want to miss anymore.
With it, I was able to quickly add mesh decals, in a fast and intuitive way. For the screws on the main door, I used some of the decals that came with the add-on. For info decals, like the numbering on the frame or the warning text on the barrier doors, I created my own.
Without leaving Blender, I was able to quickly set up my decals. The number is from a loaded font, using a similar one to the one Ron Cobb used in his drawing; the warning label is from geometry and text I quickly threw together in Blender.
As a result of decal creation being that effortless, I will definitely build up my decal library over time. It was a very fun process that immediately triggered new ideas in my mind for more details I wanted to create.
Having a set of decals created, I added them to my mesh.
To remove the clean look, I added a grunge map from Fluent: Materializer to the alpha input of the info decal group node, adding some wear and tear.
One thing that really stands out to me with all MACHIN3 tools is the documentation. Every single tool has a documentation website, FAQ, changelog, and even videos showing existing and new features alike. Effectively the reason that tools like DECALmachine and MESHmachine became essential for me in no time.
Now, without further ado, the textured bulkhead door.
This is it — my first model I created and textured myself, not following a tutorial, applying what I learned, and learning a hundred more things while doing it. I'm indeed very happy with the result, even though I see many little things I would want to change or do differently if I did it again. Nevertheless, I already invested a lot of time into this, and I need to continue, so I can someday actually finish everything I set out to do.
I wanted to recreate not the bulkhead door from Alien (1979), but the door from the drawing of Ron Cobb he did for the movie. Here's a look at how my mesh stacks up to it.
I will do it and say it (or rather write it) — I for myself, consider this an absolute success.
Having reached my goal, I wanted to try my own take on the door textures going forward. Even though I like the white style, I thought a darker tone for the frame would add a nice contrast to it all.
I also wanted to add some more writing to the door, as I thought this would help make it feel more real. So I quickly created some more warning decals with DECALmachine; this really took me just a couple of minutes.
What a ride, that is not even done yet. Even though this took me way longer and was way harder than I thought, I learned a tremendous amount of things and had so much fun and joy while doing it. I'm for sure not happy with everything and would do a lot differently now, but I take it as how far I've come and learned on my 3D journey until now.
On future hard-surface projects, I would like to explore a mid-poly workflow, skipping the high-to-low-poly conversion, using weighted normals. I also need to get better with my UVs. But that is for sure something for future me. For now, I cannot wait to continue learning more about what comes next.
So far, I "only" rendered pretty pictures of the door. Next up, I want to have some animation; for this, I will learn to rig and then animate the door in Blender. But I will also explore how to export this to game engines to get a complete workflow going.
That will continue in part 3 of this "little" project 👋🏻.


This package is an example of how to provide an analysis workflow using the drake
package as an R package/research compendium. The idea is to include both the analysis directory strucure, including all inputs needed to reproduce the analysis as well as all generated outputs, and the .drake
directory with the package. Using included functions, the user can easily reproduce the included analysis and inspect the analysis workflow (more details on how to do so are given in the vignette and/or on the pkgdown
site).
Install the package using
# without vignette
devtools::install_github("januz/drakepkg")
# with vignette
devtools::install_github("januz/drakepkg", build_vignettes = TRUE)
To reproduce the analysis in the exact computational environment used to create it by the original authors, use one of the following options: