Table of Contents
This release includes support for the Video Decode and Presentation API for Unix-like systems (VDPAU) on most GeForce 8 series and newer add-in cards, as well as motherboard chipsets with integrated graphics that have PureVideo support based on these GPUs.
Use of VDPAU requires installation of a separate wrapper library called libvdpau. Please see your system distributor's documentation for information on how to install this library. More information can be found at http://freedesktop.org/wiki/Software/VDPAU/.
VDPAU is only available for X screens with depths 16, 24, or 30.
VDPAU supports Xinerama. The following restrictions apply:
Physical X screen 0 must be driven by the NVIDIA driver.
VDPAU will only display on physical X screens driven by the NVIDIA driver, and which are driven by a GPU both compatible with VDPAU, and compatible with the GPU driving physical X screen 0.
Under Xinerama, VDPAU performs all operations other than display on a single GPU. By default, the GPU associated with physical X screen 0 is used. The environment variable VDPAU_NVIDIA_XINERAMA_PHYSICAL_SCREEN may be used to specify a physical screen number, and then VDPAU will operate on the GPU associated with that physical screen. This variable should be set to the integer screen number as configured in the X configuration file. The selected physical X screen must be driven by the NVIDIA driver.
VDPAU is specified as a generic API - the choice of which features to support, and performance levels of those features, is left up to individual implementations. The details of NVIDIA's implementation are provided below.
The maximum supported resolution is 8192x8192 for GPUs with VDPAU feature sets H and I, and 4096x4096 for all other GPUs.
The following surface formats and get-/put-bits combinations are supported:
VDP_CHROMA_TYPE_420 (Supported get-/put-bits formats are VDP_YCBCR_FORMAT_NV12, VDP_YCBCR_FORMAT_YV12)
VDP_CHROMA_TYPE_422 (Supported get-/put-bits formats are VDP_YCBCR_FORMAT_UYVY, VDP_YCBCR_FORMAT_YUYV)
The maximum supported resolution is 16384x16384 pixels.
The following surface formats are supported:
VDP_RGBA_FORMAT_B8G8R8A8
VDP_RGBA_FORMAT_R8G8B8A8
VDP_RGBA_FORMAT_B10G10R10A2
VDP_RGBA_FORMAT_R10G10B10A2
VDP_RGBA_FORMAT_A8
Note that VdpBitmapSurfaceCreate's frequently_accessed parameter directly controls whether the bitmap data will be placed into video RAM (VDP_TRUE) or system memory (VDP_FALSE). Note that if the bitmap data cannot be placed into video RAM when requested due to resource constraints, the implementation will automatically fall back to placing the data into system RAM.
The maximum supported resolution is 16384x16384 pixels.
The following surface formats are supported:
VDP_RGBA_FORMAT_B8G8R8A8
VDP_RGBA_FORMAT_R10G10B10A2
For all surface formats, the following get-/put-bits indexed formats are supported:
VDP_INDEXED_FORMAT_A4I4
VDP_INDEXED_FORMAT_I4A4
VDP_INDEXED_FORMAT_A8I8
VDP_INDEXED_FORMAT_I8A8
For all surface formats, the following get-/put-bits YCbCr formats are supported:
VDP_YCBCR_FORMAT_Y8U8V8A8
VDP_YCBCR_FORMAT_V8U8Y8A8
In all cases, VdpDecoder objects solely support 8-bit 4:2:0 streams, and only support writing to VDP_CHROMA_TYPE_420 surfaces.
The exact set of supported VdpDecoderProfile values depends on the GPU in use. Appendix A, Supported NVIDIA GPU Products lists which GPUs support which video feature set. An explanation of each video feature set may be found below. When reading these lists, please note that VC1_SIMPLE and VC1_MAIN may be referred to as WMV, WMV3, or WMV9 in other contexts. Partial acceleration means that VLD (bitstream) decoding is performed on the CPU, with the GPU performing IDCT and motion compensation. Complete acceleration means that the GPU performs all of VLD, IDCT, and motion compensation.
GPUs with VDPAU feature set C, D, or E support at least the following VdpDecoderProfile values, and associated limits:
VDP_DECODER_PROFILE_MPEG1, VDP_DECODER_PROFILE_MPEG2_SIMPLE, VDP_DECODER_PROFILE_MPEG2_MAIN:
Complete acceleration.
Minimum width or height: 3 macroblocks (48 pixels).
Maximum width or height: 128 macroblocks (2048 pixels) for feature set C, 252 macroblocks (4032 pixels) wide by 253 macroblocks (4048 pixels) high for feature set D, 255 macroblocks (4080 pixels) for feature set E.
Maximum macroblocks: 8192 for feature set C, 65536 for feature sets D or E.
VDP_DECODER_PROFILE_H264_MAIN, VDP_DECODER_PROFILE_H264_HIGH, VDP_DECODER_PROFILE_H264_CONSTRAINED_BASELINE, VDP_DECODER_PROFILE_H264_PROGRESSIVE_HIGH, VDP_DECODER_PROFILE_H264_CONSTRAINED_HIGH:
Complete acceleration.
Minimum width or height: 3 macroblocks (48 pixels).
Maximum width or height: 128 macroblocks (2048 pixels) for feature set C, 252 macroblocks (4032 pixels) wide by 255 macroblocks (4080 pixels) high for feature set D, 256 macroblocks (4096 pixels) for feature set E.
Maximum macroblocks: 8192 for feature set C, 65536 for feature sets D or E.
VDP_DECODER_PROFILE_H264_BASELINE, VDP_DECODER_PROFILE_H264_EXTENDED:
Partial acceleration. The NVIDIA VDPAU implementation does not support flexible macroblock ordering, arbitrary slice ordering, redundant slices, data partitioning, SI slices, or SP slices. Content utilizing these features may decode with visible corruption.
Minimum width or height: 3 macroblocks (48 pixels).
Maximum width or height: 128 macroblocks (2048 pixels) for feature set C, 252 macroblocks (4032 pixels) wide by 255 macroblocks (4080 pixels) high for feature set D, 256 macroblocks (4096 pixels) for feature set E.
Maximum macroblocks: 8192 for feature set C, 65536 for feature sets D or E.
VDP_DECODER_PROFILE_VC1_SIMPLE, VDP_DECODER_PROFILE_VC1_MAIN, VDP_DECODER_PROFILE_VC1_ADVANCED:
Complete acceleration.
Minimum width or height: 3 macroblocks (48 pixels).
Maximum width or height: 128 macroblocks (2048 pixels).
Maximum macroblocks: 8190
VDP_DECODER_PROFILE_MPEG4_PART2_SP, VDP_DECODER_PROFILE_MPEG4_PART2_ASP, VDP_DECODER_PROFILE_DIVX4_QMOBILE, VDP_DECODER_PROFILE_DIVX4_MOBILE, VDP_DECODER_PROFILE_DIVX4_HOME_THEATER, VDP_DECODER_PROFILE_DIVX4_HD_1080P, VDP_DECODER_PROFILE_DIVX5_QMOBILE, VDP_DECODER_PROFILE_DIVX5_MOBILE, VDP_DECODER_PROFILE_DIVX5_HOME_THEATER, VDP_DECODER_PROFILE_DIVX5_HD_1080P
Complete acceleration.
Minimum width or height: 3 macroblocks (48 pixels).
Maximum width or height: 128 macroblocks (2048 pixels).
Maximum macroblocks: 8192
The following features are currently not supported:
GMC (Global Motion Compensation)
Data partitioning
reversible VLC
These GPUs also support VDP_VIDEO_MIXER_FEATURE_HIGH_QUALITY_SCALING_L1.
GPUs with VDPAU feature set E support an enhanced error concealment mode which provides more robust error handling when decoding corrupted video streams. This error concealment is on by default, and may have a minor CPU performance impact in certain configurations. To disable this, set the environment variable VDPAU_NVIDIA_DISABLE_ERROR_CONCEALMENT to 1.
GPUs with VDPAU feature set F support all of the same VdpDecoderProfile values and other features as VDPAU feature set E. Feature set F adds:
VDP_DECODER_PROFILE_HEVC_MAIN, VDP_DECODER_PROFILE_HEVC_MAIN_10:
Complete acceleration.
Minimum width or height: 128 luma samples (pixels).
Maximum width or height: 4096 luma samples (pixels) wide by 2304 luma samples (pixels) tall.
Maximum macroblocks: not applicable.
VDP_DECODER_PROFILE_VP9_PROFILE_0:
Complete acceleration.
Minimum width or height: 128 luma samples (pixels).
Maximum width or height: 4096 luma samples (pixels) wide by 2304 luma samples (pixels) tall.
Maximum macroblocks: not applicable.
GPUs with VDPAU feature set G support all of the same VdpDecoderProfile values and other features as VDPAU feature set F. Feature set G adds:
VDP_DECODER_PROFILE_HEVC_MAIN_12:
Complete acceleration.
Minimum width or height: 128 luma samples (pixels).
Maximum width or height: 4096 luma samples (pixels) wide by 4096 luma samples (pixels) tall.
Maximum macroblocks: not applicable.
GPUs with VDPAU feature set H support all of the same VdpDecoderProfile values and other features as VDPAU feature set G. Feature set H adds:
VDP_DECODER_PROFILE_HEVC_MAIN, VDP_DECODER_PROFILE_HEVC_MAIN_10 VDP_DECODER_PROFILE_HEVC_MAIN_12:
Complete acceleration.
Minimum width or height: 128 luma samples (pixels).
Maximum width or height: 8192 luma samples (pixels) wide by 8192 luma samples (pixels) tall.
Maximum macroblocks: not applicable.
VDP_DECODER_PROFILE_VP9_PROFILE_0, VDP_DECODER_PROFILE_VP9_PROFILE_2:
Complete acceleration.
Minimum width or height: 128 luma samples (pixels).
Maximum width or height: 8192 luma samples (pixels) wide by 8192 luma samples (pixels) tall.
Maximum macroblocks: not applicable.
GPUs with VDPAU feature set I support all of the same VdpDecoderProfile values and other features as VDPAU feature set H.
GPUs with VDPAU feature set J support all of the same VdpDecoderProfile values and other features as VDPAU feature set H. Feature set J adds:
VDP_DECODER_PROFILE_HEVC_MAIN_444, VDP_DECODER_PROFILE_HEVC_MAIN_444_10 VDP_DECODER_PROFILE_HEVC_MAIN_444_12:
Complete acceleration.
Minimum width or height: 128 luma samples (pixels).
Maximum width or height: 8192 luma samples (pixels) wide by 8192 luma samples (pixels) tall.
Maximum macroblocks: not applicable.
GPUs with VDPAU feature set K support all of the same VdpDecoderProfile values and other features as VDPAU feature set J.
The maximum supported resolution is 8192x8192 for GPUs with VDPAU feature set H, and 4096x4096 for all other GPUs.
The video mixer supports all video and output surface resolutions and formats that the implementation supports.
The video mixer supports at most 4 auxiliary layers.
The following features are supported:
VDP_VIDEO_MIXER_FEATURE_DEINTERLACE_TEMPORAL
VDP_VIDEO_MIXER_FEATURE_DEINTERLACE_TEMPORAL_SPATIAL
VDP_VIDEO_MIXER_FEATURE_INVERSE_TELECINE
VDP_VIDEO_MIXER_FEATURE_NOISE_REDUCTION
VDP_VIDEO_MIXER_FEATURE_SHARPNESS
VDP_VIDEO_MIXER_FEATURE_LUMA_KEY
In order for either VDP_VIDEO_MIXER_FEATURE_DEINTERLACE_TEMPORAL or VDP_VIDEO_MIXER_FEATURE_DEINTERLACE_TEMPORAL_SPATIAL to operate correctly, the application must supply at least 2 past and 1 future fields to each VdpMixerRender call. If those fields are not provided, the VdpMixer will fall back to bob de-interlacing.
Both regular de-interlacing and half-rate de-interlacing are supported. Both have the same requirements in terms of the number of past/future fields required. Both modes should produce equivalent results.
In order for VDP_VIDEO_MIXER_FEATURE_INVERSE_TELECINE to have any effect, one of VDP_VIDEO_MIXER_FEATURE_DEINTERLACE_TEMPORAL or VDP_VIDEO_MIXER_FEATURE_DEINTERLACE_TEMPORAL_SPATIAL must be requested and enabled. Inverse telecine has the same requirement on the minimum number of past/future fields that must be provided. Inverse telecine will not operate when "half-rate" de-interlacing is used.
While it is possible to apply de-interlacing algorithms to progressive streams using the techniques outlined in the VDPAU documentation, NVIDIA does not recommend doing so. One is likely to introduce more artifacts due to the inverse telecine process than are removed by detection of bad edits etc.
The resolution of VdpTime is approximately 10 nanoseconds. At some arbitrary point during system startup, the initial value of this clock is synchronized to the system's real-time clock, as represented by nanoseconds since since Jan 1, 1970. However, no attempt is made to keep the two time-bases synchronized after this point. Divergence can and will occur.
NVIDIA's VdpPresentationQueue supports two methods for displaying surfaces; overlay and blit. The overlay method will be used wherever possible, with the blit method acting as a more general fallback.
Whenever a presentation queue is created, the driver determines whether the overlay method may ever be used, based on system configuration, and whether any other application already owns the overlay. If overlay usage is potentially possible, the presentation queue is marked as owning the overlay.
Whenever a surface is displayed, the driver determines whether the overlay method may be used for that frame, based on both whether the presentation queue owns the overlay, and the set of overlay usage limitations below. In other words, the driver may switch back and forth between overlay and blit methods dynamically. The most likely cause for dynamic switching is when a compositing manager is enabled or disabled, and the window becomes redirected or unredirected.
The following conditions or system configurations will prevent usage of the overlay path:
Overlay hardware already in use, e.g. by another VDPAU, GL, or X11 application.
Desktop rotation enabled on the given X screen.
The presentation target window is redirected, due to a compositing manager actively running.
The environment variable VDPAU_NVIDIA_NO_OVERLAY is set to a string representation of a non-zero integer.
The driver determines that the performance requirements of overlay usage cannot be met by the current hardware configuration.
Both the overlay and blit methods sync to VBLANK. The overlay path is guaranteed never to tear, whereas the blit method is classed as "best effort".
When TwinView is enabled, the blit method can only sync to one of the display devices; this may cause tearing corruption on the display device to which VDPAU is not syncing. You can use the environment variable VDPAU_NVIDIA_SYNC_DISPLAY_DEVICE to specify the display device to which VDPAU should sync. You should set this environment variable to the name of a display device, for example "CRT-1". Look for the line "Connected display device(s):" in your X log file for a list of the display devices present and their names. You may also find it useful to review Chapter 12, Configuring Multiple Display Devices on One X Screen "Configuring Twinview" and the section on Ensuring Identical Mode Timings in Chapter 18, Programming Modes.
A VdpPresentationQueue allows a maximum of 8 surfaces to be QUEUED or VISIBLE at any one time. This limit is per presentation queue. If this limit is exceeded, VdpPresentationQueueDisplay blocks until an entry in the presentation queue becomes free.
This documentation describes the capabilities of the NVIDIA VDPAU implementation. Hardware performance may vary significantly between cards. No guarantees are made, nor implied, that any particular combination of system configuration, GPU configuration, VDPAU feature set, VDPAU API usage, application, video stream, etc., will be able to decode streams at any particular frame rate.
System performance (raw throughput, latency, and jitter tolerance) can be affected by a variety of factors. One of these factors is how the client application uses VDPAU; i.e. the number of surfaces allocated for buffering, order of operations, etc.
NVIDIA GPUs typically contain a number of separate hardware modules that are capable of performing different parts of the video decode, post-processing, and display operations in parallel. To obtain the best performance, the client application must attempt to keep all these modules busy with work at all times.
Consider the decoding process. At a bare minimum, the application must allocate one video surface for each reference frame that the stream can use (2 for MPEG or VC-1, a variable stream-dependent number for H.264) plus one surface for the picture currently being decoded. However, if this minimum number of surfaces is used, performance may be poor. This is because back-to-back decodes of non-reference frames will need to be written into the same video surface. This will require that decode of the second frame wait until decode of the first has completed; a pipeline stall.
Further, if the video surfaces are being read by the video mixer for post-processing, and eventual display, this will "lock" the surfaces for even longer, since the video mixer needs to read the data from the surface, which prevents any subsequent decode operations from writing to the surface. Recall that when advanced de-interlacing techniques are used, a history of video surfaces must be provided to the video mixer, thus necessitating that even more video surfaces be allocated.
For this reason, NVIDIA recommends the following number of video surfaces be allocated:
(num_ref + 3) for progressive content, and no de-interlacing.
(num_ref + 5) for interlaced content using advanced de-interlacing.
Next, consider the display path via the presentation queue. This portion of the pipeline requires at least 2 output surfaces; one that is being actively displayed by the presentation queue, and one being rendered to for subsequent display. As before, using this minimum number of surfaces may not be optimal. For some video streams, the hardware may only achieve real-time decoding on average, not for each individual frame. Using compositing APIs to render on-screen displays, graphical user interfaces, etc., may introduce extra jitter and latency into the pipeline. Similarly, system level issues such as scheduler algorithms and system load may prevent the CPU portion of the driver from operating for short periods of time. All of these potential issues may be solved by allocating more output surfaces, and queuing more than one outstanding output surface into the presentation queue.
The reason for using more than the minimum number of video surfaces is to ensure that the decoding and post-processing pipeline is not stalled, and hence is kept busy for the maximum amount of time possible. In contrast, the reason for using more than the minimum number of output surfaces is to hide jitter and latency in various GPU and CPU operations.
The choice of exactly how many surfaces to allocate is a resource usage v.s. performance trade-off; Allocating more than the minimum number of surfaces will increase performance, but use proportionally more video RAM. This may cause allocations to fail. This could be particularly problematic on systems with a small amount of video RAM. A stellar application would automatically adjust to this by initially allocating the bare minimum number of surfaces (failures being fatal), then attempting to allocate more and more surfaces, provided the allocations kept succeeding, up to the suggested limits above.
The video decoder's memory usage is also proportional to the maximum number of reference frames specified at creation time. Requesting a larger number of reference frames can significantly increase memory usage. Hence it is best for applications that decode H.264 to request only the actual number of reference frames specified in the stream, rather than e.g. hard-coding a limit of 16, or even the maximum number of surfaces allowable by some specific H.264 level at the stream's resolution.
Note that the NVIDIA implementation correctly implements all required interlocks between the various pipelined hardware modules. Applications never need worry about correctness (providing their API usage is legal and sensible), but simply have to worry about performance.
Note that output and bitmap surfaces are not cleared to any specific value upon allocation. It is the application's responsibility to initialize all surfaces prior to using them as input to any function. Video surfaces are cleared to black upon allocation.
The VDPAU wrapper library supports tracing VDPAU function calls, and their parameters. This tracing is controlled by the following environment variables:
Enables tracing. Set to 1 to trace function calls. Set to 2 to trace all arguments passed to the function.
Filename to write traces to. By default, traces are sent to stderr. This variable may either contain a plain filename, or a reference to an existing open file-descriptor in the format "&N" where N is the file descriptor number.
The VDPAU wrapper library is responsible for determining which vendor-specific driver to load for a given X11 display/screen. At present, it hard-codes "nvidia" as the driver. The environment variable VDPAU_DRIVER may be set to override this default. The actual library loaded will be libvdpau_${VDPAU_DRIVER}.so. Setting VDPAU_DRIVER to "trace" is not advised.
The NVIDIA VDPAU driver can emit some diagnostic information when an error occurs. To enable this, set the environment variable VDPAU_NVIDIA_DEBUG. A value of 1 will request a small diagnostic that will enable NVIDIA engineers to locate the source of the problem. A value of 3 will request that a complete stack backtrace be printed, which provide NVIDIA engineers with more detailed information, which may be needed to diagnose some problems.
VDPAU supports multiple threads actively executing within the driver, subject to certain limitations.
If any object is being created or destroyed, the VDPAU driver will become single-threaded. This includes object destruction during preemption cleanup.
Otherwise, up to one thread may actively execute VdpDecoderRender per VdpDecoder object, and up to one thread may actively execute any other rendering API per VdpDevice (or child) object. Note that the driver enforces these restrictions internally; applications are not required to implement the rules outlined above.
Finally, some of the "query" or "get" APIs may actively execute irrespective of the number of rendering threads currently executing.


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Business Consulting
You deserve more than a business plan from a box. Working in close collaboration with you, we gain deep insight into your business goals and explore strategies to help you reach them. Our thorough understanding of the industry provides you with candid advice from a trusted business partner and access to a Network of experienced professionals.
Our Business Consulting team will help you document your ideas and plans around growth, efficiency, practice acquisition and succession. Once your plan is complete and ready for implementation, our team assists you by providing the resources you need to pursue your short- and long-term business goals.
Interactive, real-time data specific to your business drives our conversations with you. This tech-forward approach allows us to dedicate more time to the implementation stage of your business plan, where we help you put customized strategies into action.


 When you upload data to OpenStack Object Storage, the data is stored as-is (no compression or encryption) and consists of a location (container), the object's name, and any metadata consisting of key/value pairs." %}
{% trans "File:" %} {% trans "A new uploaded file will replace the content of the current object" %}


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TiaRa
1
This is a Raster (A simple 2D rasterizer)
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Provides the entity which represents a color. More...
#include <Color.h>
Public Types | |
| typedef unsigned char | channel |
| Type of a color channel. | |
Public Member Functions | |
| Color (const channel r_=0, const channel g_=0, const channel b_=0) | |
| Creates a color. More... | |
| Color (const Color &color) | |
| Creates a color from another. More... | |
| Color (const std::string &color, std::map< std::string, Color > &pallete) | |
| Creates a color from string. More... | |
| channel & | operator[] (int idx) |
| Returns one of the channels. More... | |
| const channel & | operator[] (int idx) const |
| Returns one of the channels. More... | |
| bool | operator== (const Color &color) const |
| Compare two colors. More... | |
Public Attributes | |
| channel | r |
| The red channel. | |
| channel | g |
| The green channel. | |
| channel | b |
| The blue channel. | |
Provides the entity which represents a color.
Creates a color.
| r_ | The value of channel R from RGB. |
| g_ | The value of channel G from RGB. |
| b_ | The value of channel B from RGB. |
| tiara::Color::Color | ( | const Color & | color | ) |
Creates a color from another.
| color | A color object. |
| tiara::Color::Color | ( | const std::string & | color, |
| std::map< std::string, Color > & | pallete | ||
| ) |
Creates a color from string.
| color | The name of a color. |
| pallete | Color pallete. |
| bool tiara::Color::operator== | ( | const Color & | color | ) | const |
Compare two colors.
| color | Another color to be compared. |
| channel& tiara::Color::operator[] | ( | int | idx | ) |
Returns one of the channels.
| idx | The index of channel (1 = R, 2 = Green, 3 = Blue). |
| const channel& tiara::Color::operator[] | ( | int | idx | ) | const |
Returns one of the channels.
| idx | The index of channel (1 = R, 2 = Green, 3 = Blue). |


How To Get Rid Of Acne Overnight Safely
There are many ways to get rid of acne overnight that is not as safe for your skin or just don’t work. It’s something that I don’t care about at all. I don’t know why people try to cheat even when they learn to get rid of acne overnight, but at least you can be sure that everything I teach you here has been researched and scientifically proven to work. Efficiency and most of these methods worked for me too.
Getting rid of acne overnight doesn’t have to be as difficult as most people alone. It is actually very easy if you just know what you are doing and stick to what you set out to do. For example, if you have made the decision to wash your face upon waking and before going to bed, be sure to do so. Otherwise, all you need to do is rationalize and find a good reason why you don’t have to do this in the morning and at night. And that makes you think that the treatment is bad, then search the internet for information on how to get rid of acne overnight.
Well, it’s a good place to start with the 3 ways to get rid of acne overnight, and here is the article about this subject.
- Let’s start with the basics. One thing I mentioned earlier was washing your face. This is something to start with as soon as possible. By now you can probably understand that this alone won’t clear all your acne overnight, but it will definitely help clear a few pimples here and there and make your breakouts less inflamed and after a while, your acne will subside. significantly. . . As long as you get it right, of course. So let’s see how to get rid of acne overnight, step by step, washing your face properly so that there is less acne instead of more acne the next day.
 Then soak the towel in hot water. A very small towel is sufficient.  Remember not to be too harsh or you will damage your skin. Don’t do this more than twice a day or your skin will dry out and you will have more acne.
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The second step to get rid of acne overnight is very simple. All you have to do is jog for 30 minutes. It will do good for your skin and your acne overnight. The reason is that if you are a stressful person, or maybe not a stressful person, but are currently stressed out about something … jogging helps relieve that stress. . And the reason I mention this is because stress causes acne due to the hormones your body starts producing when you’re stressed. Another reason jogging is a great way to get rid of acne overnight is that you sweat while running. And sweat cleanses the pores as it reaches the surface of the skin. And then all you have to do is wash it.
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The third and final tip I’m going to give you on how to get rid of acne overnight is how to use makeup correctly. To help you get rid of your acne instead of causing more acne. The reason it is included in the category “How to get rid of acne overnight” is that makeup can easily cause more acne … even overnight. There are two ways to prevent this:
- Don’t sleep while putting on makeup. This will give you a lot of acne very quickly.
- Wear “non-comedogenic” or “oil-free” makeup. These shouldn’t cause you acne, and some of these products are even supposed to help you get rid of acne. I’m not sure it’s very effective though. Hopefully, you are now able to treat your acne better than before this article brought to you on the jubject of how to get rid of acne overnight using natural and safe treatments.


Puppet Server Management
New
Puppet Server Name
User Name
Host Name
Organization
Action
Puppet Server Name
User Name
Host Name
Organization
Action


Installation
The best way to install Intervention Image is quickly and easily with Composer.
Intervention Image is available via Packagist.
Require the package via Composer in your composer.json
.
"intervention/image": "1.*"
Run Composer to install or update the new requirement.
$ php composer.phar install
or
$ php composer.phar update
Now you are able to require the vendor/autoload.php file to PSR-0 autoload the library.
Example
// include composer autoload require 'vendor/autoload.php'; // import the Intervention Image Class use Intervention\Image\Image; // ready to go ... $image = Image::make('public/foo.jpg')->resize(300, 200);
The Image class also has optional Laravel 4 support. The integration into the framework is done in seconds.
Read more about Laravel 4 integration.


Policy that specifies the Row Major Ordering to follow.
More...
#include <matrix.hpp>
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| static auto & | ordering (std::vector< value_t > &bucket, size_t indexX, size_t indexY, dimension dimen) |
| | Actual Implementation of the ordering. More...
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| static auto | ordering (std::vector< value_t > const &bucket, size_t indexX, size_t indexY, dimension dimen) |
| | Actual Implementation of the ordering. More...
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| static void | fill (std::vector< value_t > &bucket, std::vector< std::vector< value_t >> const &elems) |
| | Fills the bucket of flattened array using Row major Ordering. More...
|
| |
| static size_t | to_other_major (size_t const &i, dimension const &dimen) |
| | Converts the given index to its equivalent column major index. More...
|
| |
template<class value_t>
struct test::policy::RowMajorPolicy< value_t >
Policy that specifies the Row Major Ordering to follow.
- Template Parameters
-
| value_t | the datatype of the matrix |
◆ fill()
template<class value_t >
| static void test::policy::RowMajorPolicy< value_t >::fill |
( |
std::vector< value_t > & |
bucket, |
|
|
std::vector< std::vector< value_t >> const & |
elems |
|
) |
| |
|
inlinestatic |
Fills the bucket of flattened array using Row major Ordering.
- Parameters
-
| bucket | the flattened bucket to fill the elements to. |
| elems | the elements in the form of vector of vectors. |
◆ ordering() [1/2]
Actual Implementation of the ordering.
- Parameters
-
| bucket | the flattened matrix representation vector. |
| indexX | the row index that is requested |
| indexY | the column index that is requested |
| dimen | the dimension of the matrix |
- Returns
- value_t& the reference to the element being selected by this policy.
◆ ordering() [2/2]
Actual Implementation of the ordering.
if(std::is_same<_u.get_format(), _v.get_format()>::value) return
- Parameters
-
| bucket | the flattened matrix representation vector. |
| indexX | the row index that is requested |
| indexY | the column index that is requested |
| dimen | the dimension of the matrix |
- Returns
- value_t& the reference to the element being selected by this policy.
◆ to_other_major()
Converts the given index to its equivalent column major index.
- Parameters
-
| i | the index whose equivalent is desired |
| dimen | the dimension of the matrix |
- Returns
- size_t return a value in range [0, row*columns)
The documentation for this struct was generated from the following file:


HSBC Saudi Arabia voted ‘Best Asset Manager’ for 2019
RIYADH — HSBC Saudi Arabia has recently won the Global Investor MENA Award for "Best Fund Manager in Saudi Arabia". The award demonstrates HSBC's long-standing excellence in the financial markets and reaffirms its position as the leading Asset Manager in the region.
On this occasion, Waleed AlRashed AlHumaid, General Manager of Asset Management for HSBC Saudi Arabia, said: “We are proud to be granted this prestigious recognition on top of the many other awards we have received, and we would like to ensure our steadfast commitment in providing the best and most diversified investment products and services covering Asset Management.”
He confirmed HSBC Saudi Arabia’s assurance to continuously endeavor to maintain its position as a leading pioneer in the Investment sector across the Kingdom, through its team of dedicated experts with high levels of qualification. — SG


A practice romhack of The Legend of Zelda: A Link to the Past (JP 1.0)
| Emulator, Everdrive, SNES Classic | Custom HUD |
|---|---|
| Vanilla HUD | |
| SD2SNES | Custom HUD |
| Vanilla HUD | |
| Debug | Unstable |
SD2SNES is the only SNES system that supports 256kb SRAM. This makes it possible to have in-game save states, so that feature is only turned on for the SD2SNES variants. These will not work on emulators, Everdrive etc.
VanillaHUD variants use the HUD from the original game. Counters are turned off by default, but can be turned on if you wish. They will be drawn over some of the hearts, though.
The Debug version is the most recently compiled version of the practice hack while I code new features/fixes. It may not even reflect the version of the code live on Github. There is no guarantee that this version will even run properly, but it is available for people to poke around with uncoming stuff. This version is custom HUD without SD2SNES features. Please do not report bugs that are specific to the debug version.
This version was lost in a time paradox.
Thanks to:


About the author¶
Ben Welsh is the editor of the Los Angeles Times Data Desk, a team of reporters and computer programmers in the newsroom that works to collect, organize, analyze and present large amounts of information.
He is also a cofounder of the California Civic Data Coalition, an open-source network of developers working to open up public data, and the creator of PastPages, an archive dedicated to the preservation of online news.
Ben has worked at the Los Angeles Times since 2007. Before working at The Times, Ben conducted data analysis for investigative projects at The Center for Public Integrity in Washington DC.
Projects he has contributed to have been awarded the Pulitzer Prize, the Library of Congress’ Innovation Award and numerous other prizes for investigative reporting, digital design and online journalism.
Ben graduated from DePaul University in 2004. During his time there, he worked with Carol Marin and Don Moseley at the DePaul Documentary Project. He later earned a master’s degree from the Missouri School of Journalism — where he served as a graduate assistant at the National Institute for Computer-Assisted Reporting.
He is originally from Swisher, Iowa.
About this class¶
This course was first developed for an October 2016, “watchdog workshop” organized by Investigative Reporters and Editors at San Diego State University’s school of journalism.
It was revised for a February 2017 hands-on training of students at Stanford’s journalism school and expanded into a six-hour class at the annual conference of the National Institute for Computer-Assisted Reporting in March 2017.
It was expanded into its current for a massive open online course offered by the Knight Center for Journalism in the Americas in May 2017.
About the data¶
The course is based on data provided by the California Civic Data Coalition, an open-source network of journalists and computer programmers working to ease access to the state’s jumbled, dirty and difficult database tracking money in politics.
The goal of the coalition’s work is to make the data those reporters used easier to access, understand and analyze. Learn more about the status of the project and the data you can download at californiacivicdata.org.


When you work with us you are a part of comitted collaborators. All aspects of our software development
are intergrated,
interactive and agile.
Our approach unifies design, development and project management to create exeptional products.
We start each project by understanding your business goals, the users needs and the product requirements
and transform them into effective and elegant solutions.
Before we sign a contract or write a line of code our team willspend the necessery time to uderstand your product
vision.
The outcome of this scoping sessionis a proposal or a high level statement of work
Based on your requirements, we can provide a complete offering or just the pieces you need.
DESIGN
DEV
manager


Development of new packaging with focus on Sustentability and Ecodesign
- Look for intelligent and innovative solutions for packaging & products.
- Fit materials, manufacturing processes and packaging design to sustainable proposals, in order to reduce costs and environmental impacts throughout the product lifecycle, ensuring competitiveness.
- Implement tools and methodologies for packaging development with focus on sustainability and management of process innovation.
- Cost reduction through packaging and process optimization and standardization.
|
|
Development of new suppliers of packaging materials and machinery
- Studies on innovation and trends in materials, technologies and behaviors.
- Market studies for companies seeking new business opportunities.
- Engineering consulting on acquisition of new machinery for packaging and proccess lines.
- New equipment installation and comission monitoring.
|
|
Business trip to China, Korea and Vietnam
- Seeking opportunities in innovation and technology for products and equipments.
- Opening markets for exportation of Brazilian products.
- Visit trade shows and manufacturers facilities.
-
Prospecting new suppliers of packaging material and machinery.
|
|
|


Executors
Executors are modules that actually do something. A selection of
them are defined through classes (package builtins) in RetroTector.jar,
others may be as .class files in the
plugins
directory.
In general, the performance of an Executor will depend on a number of
named parameters, which are typically read from a
parameter file, usually the
executor script that
started it. Singleparameters will as a rule have default values, while
multiparameters (which really define data rather than parameters) do
not. The default values may be changed at startup as specified in
Configuration.txt .
If the Executor is not started from a script, but interactively, there
will be an opportunity to change parameter values (see below).
Executors may be activated in several ways:
- By executing, using the Script file name field and
the 'Execute script' button in the RetroTector window, an executor script which
specifies the Executor in its 'Executor' parameter.
- Interactively, through the Execute menu belonging to
the RetroTector
window .
- From another executor. This is an important way only
in the case of SweepScripts .
- Using startup parameters for RetroTector.
- Using a command to RetroTector
through the standard input.
Of these, the interactive ones have the limitation that many Executors
require information which is provided by the script. At interactive
start, a window of this general character appears:
The most notable feature is the (possibly scrolled) list
of named parameters and their current values, which may be edited at
this stage.
You may want a look at this window just to get this
list of parameters, in which case you may have use for the 'Cancel'
button.
By entering text in the 'Key' and 'Value' fields and
then
clicking the 'Add parameter' button, you may extend the list, but with
most Executors this is not meaningful.
If you want a file name as the value for some parameter,
click in the value field in question and then use the 'Select a file'
button. The name of the file you select should appear in the field,
though this does not work in all implementations.
Clicking the 'Run' button will start the Executor with
the
parameters at present in the window. However, often there is a
parameter specifying an input file to get more information from.
Parameter values given by this file will override those in the window!
There may another field below the buttons for specific
purposes. At present, this is implemented only in CollectGenome and ModifierCurve.
At startup, all the classes in 'plugins'
are absorbed into RetroTector. It is therefore possible to write your
own Executor classes and drop them into the plugins directory. See Programming on your own .
The Executors at present included in RetroTector.jar
are:
- The ones doing the heavy work:
- The ones coordinating the work:
- The ones displaying results graphically:
- The ones cooperating with an SQL database:
- Various utilities, some of them in a somewhat liquid
state:


29
The Siege of Jerusalem
1 Ah, Ariel, Ariel, the city where David encamped!

And in an instant, suddenly,
6 you will be visited by the LORD of hosts
with thunder and with earthquake and great noise,
with whirlwind and tempest, and the flame of a devouring fire.
7 And the multitude of all the nations that fight against Ariel,
all that fight against her and her stronghold and distress her,
shall be like a dream, a vision of the night.
8 As when a hungry man dreams he is eating
and awakes with his hunger not satisfied,
or as when a thirsty man dreams he is drinking
and awakes faint, with his thirst not quenched,
so shall the multitude of all the nations be
that fight against Mount Zion.
9 Astonish yourselves and be astonished;
blind yourselves and be blind!
Be drunk, but not with wine;
stagger, but not with strong drink!
10 For the LORD has poured out upon you
a spirit of deep sleep,
and has closed your eyes (the prophets),
and covered your heads (the seers).
11 And the vision of all this has become to you like the words of a book that is sealed. When men give it to one who can read, saying, “Read this,” he says, “I cannot, for it is sealed.”
12 And when they give the book to one who cannot read, saying, “Read this,” he says, “I cannot read.”
13 And the Lord said:
“Because this people draw near with their mouth
and honor me with their lips,
while their hearts are far from me,
and their fear of me is a commandment taught by men,
14 therefore, behold, I will again
do wonderful things with this people,
with wonder upon wonder;
and the wisdom of their wise men shall perish,
and the discernment of their discerning men shall be hidden.”
15 Ah, you who hide deep from the LORD your counsel,
whose deeds are in the dark,
and who say, “Who sees us? Who knows us?”
16 You turn things upside down!
Shall the potter be regarded as the clay,
that the thing made should say of its maker,
“He did not make me”;
or the thing formed say of him who formed it,
“He has no understanding”?
17 Is it not yet a very little while
until Lebanon shall be turned into a fruitful field,
and the fruitful field shall be regarded as a forest?
18 In that day the deaf shall hear
the words of a book,
and out of their gloom and darkness
the eyes of the blind shall see.
19 The meek shall obtain fresh joy in the LORD,
and the poor among mankind shall exult in the Holy One of Israel.
20 For the ruthless shall come to nothing
and the scoffer cease,
and all who watch to do evil shall be cut off,
21 who by a word make a man out to be an offender,
and lay a snare for him who reproves in the gate,
and with an empty plea turn aside him who is in the right.
22 Therefore thus says the LORD, who redeemed Abraham, concerning the house of Jacob:
“Jacob shall no more be ashamed,
no more shall his face grow pale.
23 For when he sees his children,
the work of my hands, in his midst,
they will sanctify my name;
they will sanctify the Holy One of Jacob
and will stand in awe of the God of Israel.
24 And those who go astray in spirit will come to understanding,
and those who murmur will accept instruction.”


Mobile framework with easily customizable elements
ANDROID DEMO IOS DEMOReact-native-ui-kitten is a framework that helps you to bootstrap your mobile application development. You focus on business logic and it takes care of visual appearence it has brought some well known concepts from web to make mobile components reusable and customizable
React-native-ui-kitten is a framework that helps you to bootstrap your mobile application development. You focus on business logic and it takes care of visual appearence it has brought some well known concepts from web to make mobile components reusable and customizable
READ MOREHere's what you can do
You're awesome!
Yes! We are available for hire. Visit our homepage or simple leave us a note at<EMAIL_ADDRESS>We will be happy to work with you!


Posts
- My Website: A Means To An End
- Asking Coding Questions
- Intro to Regular Expressions
- Conflict
- Object Creation and Instantiation in Ruby vs. JavaScript
- Values
- Stereotype Threat
- You're a Code Blockhead, Charlie Brown
- Pairing and Feedback
- On Classes and Objects (in Ruby)
- The Karate Kid of Ruby
- A Woman, African-American, and Latino walk into a Foobar...
- Thinking Styles and Summer's Freckled Smile
- The Pillbox and Mantel of Stockings of Data Structures
- Block Bullies and Inline Friends
- Feudal Japan and Dev Bootcamp
- Git Busy Livin' or Git Busy Dyin'


I hope this serves as a useful resource for government data.
- Melissa O.
| Data | Source | Link |
|---|---|---|
| Members of congress | ProPublica | propublica.org/datastore/api/propublica-congress-api |
| House Votes | clerk.house.gov | clerk.house.gov/ |
| Senate Votes | senate.gov | senate.gov/legislative/votes_new.htm |
| Legislators Bills | congress.gov | congress.gov/member |
| Senate Committees | senate.gov | senate.gov/general/committee_assignments/assignments.htm |
| House Committees | clerk.house.gov | clerk.house.gov/committees |
| Bills under Consideration | house.gov | docs.house.gov/floor/ |
| Industry Contributions | OpenSecrets.org Center for Responsive Politics | opensecrets.org |
| Congressional District Cartographic Boundary Files | census.gov | census.gov |
| Address decoding to Longitude / Latitude | geocoding.geo.census.gov | geocoding.geo.census.gov |
| Cabinet members | Whitehouse.gov | whitehouse.gov/administration/cabinet |
| Cabinet Member's Job History | OpenSecrets.org Center for Responsive Politics | www.opensecrets.org |
| Judiciary Members | supremecourt.gov | supremecourt.gov/about/justices.aspx |
| Judiciary Key Descisions /Opinions | supremecourt.gov | supremecourt.gov |
| Component | Tech |
|---|---|
| UI Web Framework | Angular v9 |
| CSS Framework | Bootstrap v4 |
| Web Api | Microsoft .net core 3.1, C# |
| Database | Microsoft SQLServer Express |
| Graphics | Shutterstock |
| Icons | Noun Project |


This is still in active development, so things might not be working yet. The source code is available on github if you feel like lending a hand (suggestions, code, content & design changes all very welcome). @benjaminbenben
Find which parts of jquery you use
*Replace* your jquery with this instrumented version:
<script src="{{script_url}}"></script>
Alternatively - try the demo page
Load a page containing the script above to populate this


HOME CURRENT PROJECTS PAST PROJECTS ACHIVEMENTS GOALS CONTACT
Currently pershuing B.tech CSE-AI and ML from UPES, Dehradun.
Practicing HTML from a bit long time,now adding css with it too.


Let your community know about existing bounties with our GitHub plugin.Get started now! Select a project below to configure the plugin.
Don't see your project? You need to be a public member of the GitHub organization to enable the plugin.


data class Issued<out P : Any>
The Issued data class holds the details of an on ledger digital asset. In particular it gives the public credentials of the entity that created these digital tokens and the particular product represented.
P
- the class type of product underlying the definition, for example java.util.Currency.
<init> |
The Issued data class holds the details of an on ledger digital asset. In particular it gives the public credentials of the entity that created these digital tokens and the particular product represented. Issued(issuer: PartyAndReference, product: P) |
issuer |
The AbstractParty details of the entity which issued the asset and a reference blob, which can contain other details related to the token creation e.g. serial number, warehouse location, etc. The issuer is the gatekeeper for creating, or destroying the tokens on the digital ledger and only their PrivateKey signature can authorise transactions that do not conserve the total number of tokens on the ledger. Other identities may own the tokens, but they can only create transactions that conserve the total token count. Typically the issuer is also a well know organisation that can convert digital tokens to external assets and thus underwrites the digital tokens. Different issuer values may coexist for a particular product, but these cannot be merged. val issuer: PartyAndReference |
product |
The details of the specific product represented by these digital tokens. The value of product may differentiate different kinds of asset within the same logical class e.g the currency, or it may just be a type marker for a single custom asset. val product: P |
toString |
fun toString(): String |


01
02
03
Question 1 of 3
Which of the following algorithms tends to minimize the process flow time ?
First come First served
Shortest Job First
Earliest Deadline First
Longest Job First
Next
Question 2 of 3
Which of the following algorithms tends to minimize the process flow time ?
First come First served
Shortest Job First
Earliest Deadline First
Longest Job First
previous
Next
Question 3 of 3
Which of the following algorithms tends to minimize the process flow time ?
First come First served
Shortest Job First
Earliest Deadline First
Longest Job First
previous
Finish


You must pay careful attention to their shadows and forms, so to gain knowledge about the world you are in. Move the light with the keyboard arrows. Use W and S to move the light up and down. Use U , to upgrade the light's power when you've traveled enough. Use the mouse to control the camera position and zoom. For small viewports use the small controller at the bottom of the screen, use the arrows to move the light and the circle to upgrade it. Remember carefully, this world is very dark. It needs you to be the light.


@java.lang.Override
annotation.
Annotating methods improves code readability since it shows the intent. In addition, the compiler emits an error when a signature of the overridden method doesn't match the superclass method.
Configure the inspection:
java.lang.Object
methods: equals()
, hashCode()
, and
toString()
. The risk that these methods will disappear and
your code won't be compiling anymore due to the @Override
annotation is relatively small.
This inspection is only applicable if the language level of the project or module is 5 or higher.


Football: Gnabry claims hat-trick as Germany rout Northern Ireland
FRANKFURT AM MAIN: Serge Gnabry hit a hat-trick as Germany finished top of their Euro 2020 qualifying group after brushing Northern Ireland aside 6-1 on Tuesday (Nov 19).
Having already booked their berth at the Euro 2020 finals on Saturday by beating Belarus, the emphatic win in Frankfurt means Germany finish their qualifying campaign top of Group C ahead of the Netherlands.
The Dutch also qualified last weekend. Northern Ireland finish third and will go into the play-offs for the Euro 2020 finals.
Gnabry reached 13 goals in as many internationals as the Northern Irish were given a masterclass in finishing.
Another Bayern Munich player Leon Goretzka also finished with two goals before Dortmund winger Julian Brandt grabbed Germany's sixth goal late on.
This was Gnabry's second hat-trick for Germany. He also scored three goals on his 2016 debut in an 8-0 mauling of minnows San Marino.
Gnabry also hit four goals in Bayern's 7-2 romp at Tottenham in the Champions League last month.
Northern Ireland took a shock lead when a poor clearance header by Toni Kroos fell to Michael Smith who drilled home his shot from outside the area after only seven minutes.
The Germans quickly recovered and Manchester City midfielder Ilkay Gundogan hit the post just before Gnabry claimed his first goal.
He took a touch on the edge of the area before spinning and firing past Irish goalkeeper Bailey Peacock-Farrell on 19 minutes.
The Germans went into the break 2-1 up after Goretzka poked the ball over the line via the upright on 42 minutes.
Germany maintained their impressive pace and Gnabry grabbed his second just 66 seconds after half-time.
The former Arsenal winger slipped his marker and fired home after a good cross from wing-back Lukas Klostermann.
The Germans were cruising and Gnabry claimed his hat-trick on the hour by holding off Irish centre-back Tom Flanagan before coolly slotting the ball home from a tricky angle.
Not to be out-done, Goretzka notched his second as yet another Germany move left the Irish defence clutching at straws.
Northern Irish midfielder Paddy McNair intercepted a ball from Kroos, but knocked it only as far as Goretzka who picked his spot in the back of the net on 73 minutes.
With time almost up, Brandt completed the rout by finishing off a Kroos pass with the Northern Irish defence again exposed to delight home fans.
Euro 2020 qualifying results:
Netherlands 5 Estonia 0
Germany 6 Northern Ireland 1
Wales 2 Hungary 0
Slovakia 2 Azerbaijan 0
Poland 3 Slovenia 2
Latvia 1 Austria 0
North Macedonia 1 Israel 0
Belgium 6 Cyprus 1
San Marino 0 Russia 5
Scotland 3 Kazakhstan 1


|
Halide
12.0.0
|
A fragment of front-end syntax of the form f(x, y, z)[index], where x, y, z are Vars or Exprs. More...
#include <Func.h>
Public Member Functions | |
| FuncTupleElementRef (const FuncRef &ref, const std::vector< Expr > &args, int idx) | |
| Stage | operator= (const Expr &e) |
| Use this as the left-hand-side of an update definition of Tuple component 'idx' of a Func (see RDom). More... | |
| Stage | operator+= (const Expr &e) |
| Define a stage that adds the given expression to Tuple component 'idx' of this Func. More... | |
| Stage | operator-= (const Expr &e) |
| Define a stage that adds the negative of the given expression to Tuple component 'idx' of this Func. More... | |
| Stage | operator*= (const Expr &e) |
| Define a stage that multiplies Tuple component 'idx' of this Func by the given expression. More... | |
| Stage | operator/= (const Expr &e) |
| Define a stage that divides Tuple component 'idx' of this Func by the given expression. More... | |
| Stage | operator= (const FuncRef &e) |
| operator Expr () const | |
| Use this as a call to Tuple component 'idx' of a Func, and not the left-hand-side of a definition. More... | |
| Internal::Function | function () const |
| What function is this calling? More... | |
| int | index () const |
| Return index to the function outputs. More... | |
A fragment of front-end syntax of the form f(x, y, z)[index], where x, y, z are Vars or Exprs.
If could be the left hand side of an update definition, or it could be a call to a function. We don't know until we see how this object gets used.
| Halide::FuncTupleElementRef::FuncTupleElementRef | ( | const FuncRef & | ref, |
| const std::vector< Expr > & | args, | ||
| int | idx | ||
| ) |
Define a stage that adds the negative of the given expression to Tuple component 'idx' of this Func.
The other Tuple components are unchanged. If the expression refers to some RDom, this performs a sum reduction of the negative of the expression over the domain. The function must already have an initial definition.
Define a stage that divides Tuple component 'idx' of this Func by the given expression.
The other Tuple components are unchanged. If the expression refers to some RDom, this performs a product reduction of the inverse of the expression over the domain. The function must already have an initial definition.
| Halide::FuncTupleElementRef::operator Expr | ( | ) | const |
|
inline |
What function is this calling?
Definition at line 650 of file Func.h.
References Halide::FuncRef::function().
|
inline |


Data Feelings Admin Console
Use the various inputs to submit data about your mood
mood
Anxiety
stress
contentment
productivity
fitness today?
Yes :)
No :(


--- layout: archive title: Lean Prover Zulip Chat Archive permalink: archive/113488general/14455HoTTinLean.html ---
@Ulrik Buchholtz I was wondering if you could elaborate a bit on the project you suggested during one of the Lean Together discussions. I didn't quite follow the kind of setup you have in mind.
{% endraw %} {% include archive_update.html %}


Current And Developing Projects
My Website!
Recreate There Website And Give It A Fresh Look
Fighting 4 Grantham Hospital is a campaign group uniting the community of Grantham and surrounding areas to protest against the nightly closure of Grantham A&E department as well as cuts to services already made, and to oppose any future cuts.


First we define a parametric macro to allow the importing of larcc modules from the project repository lib/py/. When the user needs to import some project’s module, she may call this macro as done in Section 3.2.
Importing a module A function used to import a generic lacccc module within the current environment is also useful.


The "Geek for a Week" scheme allows developers and researchers to work alongside Ensembl Genomes team members for a short intensive collaborative project. More information...
Formal requests for, say, large scale collaborations are best sent to Paul Kersey:


This is some interesting placeholder content about Robert. He'll add some interesting information here soon. This information will highlight his personality, and make people want to work with him.
I'm not sure what the second block of text should highlight. Let's do some more research before we add this text. The text should definately want to pull the reader into learning more, and meeting Robert.
Learn More Contact RobertWhat does this service include?
What does this service include?
What does this service include?
This is the summary description of your project management skills
PM Skill One Description
PM Skill One Description
PM Skill One Description
PM Skill One Description
PM Skill One Description
PM Skill One Description
PM Skill One Description
PM Skill One Description
PM Skill One Description
This is the summary description of the frontend developer skillset
HTML5, CSS3, JS
PM Skill One Description
Bootstrap, Semantic UI, Foundation
PM Skill One Description
PM Skill One Description
Git, Github, and Bitbucket
PM Skill One Description
PM Skill One Description
PM Skill One Description
This is a summary of the clients I've worked with. This description should not pass longer than two lines.
This is a summary of the types of projects.
Your couch. It is mine.
I'm a cool paragraph that lives inside of an even cooler modal. Wins!
Your couch. It is mine.
I'm a cool paragraph that lives inside of an even cooler modal. Wins!


Terms of Service
Hacker Experience Community Edition TOS
By using Hacker Experience Community Edition, a service provided by Community Team, you are agreeing to be bound by the following terms and conditions. Violation of any of the terms of service which are stated below will result in temporary or permanent termination of your account. If you do not agree with any of these terms, you must not use Hacker Experience or any subdomain within www.hackerexperience.com.
1 - You agree
1.1 - to respect every member of the game, regardless of gender, sexual orientation, sexual identity, religion, age, civil status, race, ethnicity or any other trait.
1.2 - to have only one account. Multiple accounts per IP are not allowed and will result on the termination of all of them. If you use a shared environment, contact us.
1.3 - to not post or publish offensive content on the forum, the in-game mail system, the logs or any other user-generated content system.
1.4 - to not exploit any vulnerability or system flaw you might encounter.
1.5 - that the use of tools to try to hack or (D)DoS the game is forbidden and legal measures might be taken.
1.6 - that you must not violate any law or make any unauthorized or illegal use while, and by, playing the game.
1.7 - that your use of Hacker Experience is at your sole risk. The service is provided on an “as is” basis.
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1.9 - and expressly understand that Community Team shall not be liable for any direct or indirect damages, including but not limited to damages for loss of data, profits, or other intangible losses resulting from the direct or indirect use of the service.
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1.15 - that sharing non-public IPs on the forum is prohibited and might lead to account termination.
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1.17 - that objects in mirror are closer than they appear.
2 - You acknowledge that
2.1 - this is a work of fiction. Names, characters, businesses, places, events and incidents are either the products of the author's imagination or used in a fictitious manner. Any resemblance to actual persons, living or dead, or actual events is purely coincidental.
2.2 - the game does not use any real hacking technique. It's entirely fictional.
2.3 - no potential real hacking knowledge can be learned from the game mechanics.
3 - We guarantee that
3.1 - every in-game IP is randomly generated and do not represent real user information.
3.3 - we do not sell or rent your data to anyone. (See Privacy Policy)
4 - When purchasing premium membership, you agree that
4.1 - a valid credit card, which you have the right to use, is required for any paying account.
4.2 - the payments you make are non-refundable and are billed in advance. There will be no refunds of any sort or future credits for partial months usage of the service.
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5.1 - Currently, the only way to cancel your account is by requesting it manually to<EMAIL_ADDRESS>5.2 - If you are a recurring-paying premium member, you will not be billed after your account is terminated.
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6.1 If any provision of this website disclaimer is, or is found to be, unenforceable under applicable law, that will not affect the enforceability of the other provisions of this website disclaimer.
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7.1 - Hacker Experience and Community Team are governed by Brazilian law. In case of disputes or arguments only the courts of Ribeirão Preto will be competent.
7.2 - In case of disputes a printed version of these terms and conditions of use will be accepted in legal or administrative procedures.
8 - Changes to the TOS
8.1 - Community Team reserves the right to update and change the Terms of Service from time to time without notice.
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8.4 - Efforts will be made to publish major TOS changes on the Forum Announcements Board, but this does not invalidates item 8.1.
Please do not sue me
We use, follow and recommend the ACM code of ethics
http://www.acm.org/about/code-of-ethics


By registering to attend TEDxACCD, you agree to the following.
By registering to attend TEDxACCD, you agree to the following.
If you need to cancel your seat, you must tell us at least one month before the date of the event to receive a 100% refund. No refunds can be issued for seats that are cancelled less than 1 month before the event.
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|
NUC472_NUC442_BSP V3.03.004
The Board Support Package for NUC472/NUC442
|
NUC472/NUC442 system clock definition file. More...
#include <stdint.h>
Go to the source code of this file.
Macros | |
| #define | __HXT (12000000UL) |
| #define | __LXT (32768UL) |
| #define | __HIRC (22118400UL) |
| #define | __LIRC (10000UL) |
| #define | __HSI (__HIRC) /* Factory Default is internal 12MHz */ |
Functions | |
| void | SystemInit (void) |
| Setup the microcontroller system. More... | |
| void | SystemCoreClockUpdate (void) |
| Updates the SystemCoreClock with current core Clock retrieved from CPU registers. More... | |
Variables | |
| uint32_t | SystemCoreClock |
| uint32_t | CyclesPerUs |
| uint32_t | PllClock |
NUC472/NUC442 system clock definition file.
Definition in file system_NUC472_442.h.
| #define __HIRC (22118400UL) |
High Speed Internal 22MHz RC Oscillator Frequency
Definition at line 27 of file system_NUC472_442.h.
| #define __HSI (__HIRC) /* Factory Default is internal 12MHz */ |
Definition at line 29 of file system_NUC472_442.h.
| #define __HXT (12000000UL) |
High Speed External Crystal Clock Frequency 12MHz
Definition at line 25 of file system_NUC472_442.h.
| #define __LIRC (10000UL) |
Low Speed Internal 10kHz RC Oscillator Frequency
Definition at line 28 of file system_NUC472_442.h.
| #define __LXT (32768UL) |
Low Speed External Crystal Clock Frequency 32.768kHz
Definition at line 26 of file system_NUC472_442.h.
| void SystemCoreClockUpdate | ( | void | ) |
Updates the SystemCoreClock with current core Clock retrieved from CPU registers.
Update SystemCoreClock variable
Definition at line 26 of file system_NUC472_442.c.
| void SystemInit | ( | void | ) |
Setup the microcontroller system.
Initialize the system
Setup the microcontroller system.
Initialize the system
Definition at line 56 of file system_NUC472_442.c.
|
extern |
Cycles per micro second
Definition at line 18 of file system_NUC472_442.c.
|
extern |
PLL Output Clock Frequency
|
extern |
System Clock Frequency (Core Clock)
System Clock Frequency (Core Clock)
Definition at line 17 of file system_NUC472_442.c.


I was cleaning my room, cleaned computer table and I untanggled all the cables, unplugged everything. After cleaning and get rid of the rubbish. I arranged things on the table. Organised cables and connected to my computer. Took a shower, got refreshments and return to room. Opened my computer and my computer didn't turned on. I quickly checked everything, all seems connected to the right place. Monitor does have light lit on but no display. Getting frustrated as I have checked everything, and I believe all have been returned to the way it was after orginizing the cables.
It took me whole afternoon to figure out what has happened. I have to trace back what I have disconnected and reconnected again seems doesn't work. I'm thinking my computer must have gave up but I can't believe it. I was so frustrated and decided to take a walk. While I was walking outside to get some fresh air, I noticed that there's a man trying to turn on his electric mower. I stopped and asked him what's going on? He said that his mower just stopped in the middle of his mowing. He then returned to garage and saw his toddler playing with the switch on the power mains. When I knew what happened, I quickly returned home and checked the power cable on my computer plugged on switched off power outlet. All has been resolved after I switched on the mains.
When I was at my friends place. He asked me if I could fix his sound system. He has a 7.1 channel speakers connected to his main amplifier. His amplifier is hooked up to his 50" LCD TV. He said he tried to connect things but the amp doesn't work.
I checked and noticed that cables are everywhere from tv, down to main amplifier. I disconnected all cables from his tv, main amp and speakers. I asked him for the manual which he provided to me. Labelled all cables according to the manual, connected the cables to the right terminals and organised it. All is working now after reorganising and connecting to the right places.
Not being organised and quick to solve the problem without checking everything else.
Methodological, search for resource, taking notes, trying something, asking for help, improving process with reflection.
Very helpful.
When things go wrong, try something different or talk to anyone just to untanggle thoughts of discouragement and frustration.
Pseudocode - For now, needs improvement, constant practise and need to get involved.
Trying something - confident
Rubber ducky method - confident
Reading error messages - For now, need to get improvement and understanding.
Console.logging - confident
Googling - Very confident, this is the top resource and most of the time I use.
Asking your peers for help - Doesn't always apply as I always use googling first, but I do ask if really stuck.
Asking coaches for help - Haven't tried yet, but will use this on the bootcamp.
Improving your process with reflection - Still work on progress. Lots of things that I haven't realised but I am working on it.


|
Compute Library
18.08
|
Benchmark and validation tests are based on the same framework to setup and run the tests. In addition to running simple, self-contained test functions the framework supports fixtures and data test cases. The former allows to share common setup routines between various backends thus reducing the amount of duplicated code. The latter can be used to parameterize tests or fixtures with different inputs, e.g. different tensor shapes. One limitation is that tests/fixtures cannot be parameterized based on the data type if static type information is needed within the test (e.g. to validate the results).
. `-- tests <- Top level test directory. All files in here are shared among validation and benchmark. |-- framework <- Underlying test framework. |-- CL \ |-- NEON -> Backend specific files with helper functions etc. |-- benchmark <- Top level directory for the benchmarking files. | |-- fixtures <- Fixtures for benchmark tests. | |-- CL <- OpenCL backend test cases on a function level. | | `-- SYSTEM <- OpenCL system tests, e.g. whole networks | `-- NEON <- Same for NEON | `-- SYSTEM |-- datasets <- Datasets for benchmark and validation tests. |-- main.cpp <- Main entry point for the tests. Currently shared between validation and benchmarking. |-- networks <- Network classes for system level tests. `-- validation -> Top level directory for validation files. |-- CPP -> C++ reference code |-- CL \ |-- NEON -> Backend specific test cases `-- fixtures -> Fixtures shared among all backends. Used to setup target function and tensors.
Fixtures can be used to share common setup, teardown or even run tasks among multiple test cases. For that purpose a fixture can define a setup
, teardown
and run
method. Additionally the constructor and destructor might also be customized.
An instance of the fixture is created immediately before the actual test is executed. After construction the framework::Fixture::setup method is called. Then the test function or the fixtures run
method is invoked. After test execution the framework::Fixture::teardown method is called and lastly the fixture is destructed.
Fixtures for non-parameterized test are straightforward. The custom fixture class has to inherit from framework::Fixture and choose to implement any of the setup
, teardown
or run
methods. None of the methods takes any arguments or returns anything.
class CustomFixture : public framework::Fixture { void setup() { _ptr = malloc(4000); } void run() { ARM_COMPUTE_ASSERT(_ptr != nullptr); } void teardown() { free(_ptr); } void *_ptr; };
The advantage of a parameterized fixture is that arguments can be passed to the setup method at runtime. To make this possible the setup method has to be a template with a type parameter for every argument (though the template parameter doesn't have to be used). All other methods remain the same.
class CustomFixture : public framework::Fixture { #ifdef ALTERNATIVE_DECLARATION template <typename ...> void setup(size_t size) { _ptr = malloc(size); } #else template <typename T> void setup(T size) { _ptr = malloc(size); } #endif void run() { ARM_COMPUTE_ASSERT(_ptr != nullptr); } void teardown() { free(_ptr); } void *_ptr; };
All following commands can be optionally prefixed with EXPECTED_FAILURE_
or DISABLED_
.
A simple test case function taking no inputs and having no (shared) state.
TEST_CASE(TestCaseName, DatasetMode::PRECOMMIT) { ARM_COMPUTE_ASSERT_EQUAL(1 + 1, 2); }
A simple test case function taking no inputs that inherits from a fixture. The test case will have access to all public and protected members of the fixture. Only the setup and teardown methods of the fixture will be used. The body of this function will be used as test function.
class FixtureName : public framework::Fixture { public: void setup() override { _one = 1; } protected: int _one; }; FIXTURE_TEST_CASE(TestCaseName, FixtureName, DatasetMode::PRECOMMIT) { ARM_COMPUTE_ASSERT_EQUAL(_one + 1, 2); }
Allows to use a fixture directly as test case. Instead of defining a new test function the run method of the fixture will be executed.
class FixtureName : public framework::Fixture { public: void setup() override { _one = 1; } void run() override { ARM_COMPUTE_ASSERT_EQUAL(_one + 1, 2); } protected: int _one; }; REGISTER_FIXTURE_TEST_CASE(TestCaseName, FixtureName, DatasetMode::PRECOMMIT);
A parameterized test case function that has no (shared) state. The dataset will be used to generate versions of the test case with different inputs.
DATA_TEST_CASE(TestCaseName, DatasetMode::PRECOMMIT, framework::make("Numbers", {1, 2, 3}), num) { ARM_COMPUTE_ASSERT(num < 4); }
A parameterized test case that inherits from a fixture. The test case will have access to all public and protected members of the fixture. Only the setup and teardown methods of the fixture will be used. The setup method of the fixture needs to be a template and has to accept inputs from the dataset as arguments. The body of this function will be used as test function. The dataset will be used to generate versions of the test case with different inputs.
class FixtureName : public framework::Fixture { public: template <typename T> void setup(T num) { _num = num; } protected: int _num; }; FIXTURE_DATA_TEST_CASE(TestCaseName, FixtureName, DatasetMode::PRECOMMIT, framework::make("Numbers", {1, 2, 3})) { ARM_COMPUTE_ASSERT(_num < 4); }
Allows to use a fixture directly as parameterized test case. Instead of defining a new test function the run method of the fixture will be executed. The setup method of the fixture needs to be a template and has to accept inputs from the dataset as arguments. The dataset will be used to generate versions of the test case with different inputs.
class FixtureName : public framework::Fixture { public: template <typename T> void setup(T num) { _num = num; } void run() override { ARM_COMPUTE_ASSERT(_num < 4); } protected: int _num; }; REGISTER_FIXTURE_DATA_TEST_CASE(TestCaseName, FixtureName, DatasetMode::PRECOMMIT, framework::make("Numbers", {1, 2, 3}));
Before starting a new test case have a look at the existing ones. They should provide a good overview how test cases are structured.
tests/validation/CPP/
. The reference function is typically a template parameterized by the underlying value type of the SimpleTensor
. This makes it easy to specialise for different data types.tests/validation/fixtures/
. Inside of the setup
method of a fixture the tensors can be created and initialised and the function can be configured and run. The actual test will only have to validate the results. To be shared among multiple backends the fixture class is usually a template that accepts the specific types (data, tensor class, function class etc.) as parameters.All tests can be run by invoking
./arm_compute_benchmark ./data
where ./data
contains the assets needed by the tests.
If only a subset of the tests has to be executed the --filter
option takes a regular expression to select matching tests.
./arm_compute_benchmark --filter='^NEON/.*AlexNet' ./data
Additionally each test has a test id which can be used as a filter, too. However, the test id is not guaranteed to be stable when new tests are added. Only for a specific build the same the test will keep its id.
./arm_compute_benchmark --filter-id=10 ./data
All available tests can be displayed with the --list-tests
switch.
./arm_compute_benchmark --list-tests
More options can be found in the --help
message.
By default every test is run once on a single thread. The number of iterations can be controlled via the --iterations
option and the number of threads via --threads
.
By default the benchmarking results are printed in a human readable format on the command line. The colored output can be disabled via --no-color-output
. As an alternative output format JSON is supported and can be selected via --log-format=json
. To write the output to a file instead of stdout the --log-file
option can be used.
Tests contain different datasets of different sizes, some of which will take several hours to run. You can select which datasets to use by using the --mode
option, we recommed you use --mode=precommit
to start with.
You can use the --instruments
option to select one or more instruments to measure the execution time of the benchmark tests.
PMU
will try to read the CPU PMU events from the kernel (They need to be enabled on your platform)
MALI
will try to collect Mali hardware performance counters. (You need to have a recent enough Mali driver)
WALL_CLOCK_TIMER
will measure time using gettimeofday
: this should work on all platforms.
You can pass a combinations of these instruments: --instruments=PMU,MALI,WALL_CLOCK_TIMER
pmu=1
or mali=1
scons options.To run all the precommit validation tests:
LD_LIBRARY_PATH=. ./arm_compute_validation --mode=precommit
To run the OpenCL precommit validation tests:
LD_LIBRARY_PATH=. ./arm_compute_validation --mode=precommit --filter="^CL.*"
To run the NEON precommit benchmark tests with PMU and Wall Clock timer in miliseconds instruments enabled:
LD_LIBRARY_PATH=. ./arm_compute_benchmark --mode=precommit --filter="^NEON.*" --instruments="pmu,wall_clock_timer_ms" --iterations=10
To run the OpenCL precommit benchmark tests with OpenCL kernel timers in miliseconds enabled:
LD_LIBRARY_PATH=. ./arm_compute_benchmark --mode=precommit --filter="^CL.*" --instruments="opencl_timer_ms" --iterations=10


Reflect All
On several tests for different clients, we’ve found them simply reflecting any origin header into the access-control-allow-origin policy, in combination with allowing credentials. This is the worst possible CORS misconfiguration, as it effectively disables the Same-Origin Policy, but is usually implemented due to CORS limitation in the ability to specify multiple origins (Space delimited: origin1.com origin2.com is not allowed and wildcards are not allowed as part of a subdomain).
For example, a malicious person could set up a rogue site at www.evilpayload.com and using a phishing campaign to direct Secure Ideas users there. If those users are currently authenticated with api.professionallyevil.com, then www.evilpayload.com can make API calls to api.professionallyevil.com as those users. Meaning whatever sensitive data that API exposes to authenticated users can be harvested by any site those users visit (provided they have a valid cookie-based or HTTP auth-based session).
URL Parsing Errors
Some websites make classic URL parsing mistakes when attempting to verify whether an origin should be trusted. For example, a site which I'll call advisor.com trusts all origins that ended in advisor.com, including definitelynotadvisor.com.
Even worse, a second bitcoin exchange (let's call it btc.net) trusted all Origins that started with https://btc.net, including https://btc.net.evil.net. Unfortunately the site unexpectedly and permanently ceased operations before I could build a working proof of concept. I won't speculate as to why.
NULL Origin
If you were paying close attention earlier, you might have wondered what the 'null' origin is for. The specification mentions it being triggered by redirects, and a few stackoverflow posts show that local HTML files also get it. Perhaps due to the association with local files, I found that quite a few websites whitelist it.
GET /reader?url=zxcvbn.pdf
Host: docs.google.com
Origin: null
HTTP/1.1 200 OK
Acess-Control-Allow-Origin: null
Access-Control-Allow-Credentials: true
This is great for attackers, because any website can easily obtain the null origin using a sandboxed iframe:
<iframe sandbox="allow-scripts allow-top-navigation allow-forms" src='data:text/html,<script>*cors stuff here*</script>’></iframe>
This particular misconfiguration is surprisingly common - if you look for it, you'll find it. The choice of the keyword 'null' is itself a tad unfortunate, because failing to configure an origin whitelist in certain applications may result in...
Access-Control-Allow-Origin: null
Oops.
Breaking HTTPS
Failing to restrict the origin protocol. If a website is accessed over HTTPS but will happily accept CORS interactions from http://wherever, someone performing an active man-in-the-middle (MITM) attack can pretty much bypass its use of HTTPS entirely. Strict Transport Security and secure cookies will do little to prevent this attack. Check out the presentation recording when it lands for a demo of this attack.
Abusing CORS without credentials
Generally not a big issue. One notable exception is when the victim's network location functions as a kind of authentication. You can use a victim’s browser as a proxy to bypass IP-based authentication and access intranet applications. In terms of impact this is similar to DNS rebinding, but much less fiddly to exploit.


| freeNames :: (Eq name, Term t) => TU [(name, tpe)] Identity -> TU [name] Identity -> t -> [name] | | | boundTypedNames :: (Term f, Term t, Eq name) => TU [(name, tpe)] Identity -> (f -> Maybe f) -> t -> Maybe ([(name, tpe)], f) | | | freeTypedNames :: (Eq name, Term t) => TU [(name, tpe)] Identity -> TU [name] Identity -> [(name, tpe)] -> t -> [(name, tpe)] |
|


{% extends "base.html" %} {% block content %}
Note that this link provides secure access to a password. The link only works once and will be permanently deleted after first use, or automatically after 72 hours if not used.


| Name | Description | Programming Specifications |
|---|---|---|
| Morse Code Generator | A device which could convert speech to morse code and vice-verse | Arduino |
| Prerequisites of courses | A program to find the prerequisites of a course using Topological Sorting and Graph Data Structure | Python |
| Bank Database | A Database Management System of a Bank Database | Java and SQL |
| Cache Mapping Technologies | A case Study on different cache mapping technologies and its advantages | - |
| Traffic Control | Simulation of an efficient real-time Traffic Management System | C and OpenGL |
| Least Fare | A program to find the least fare while travelling in a city using Djiksta's Algorithm with GUI | Python |
| Tic Tac Toe Application | A two-player Tic Tac Toe game created using Android Studio | Java and XML |
| Customer Segmentation | Use of Clustering Algorithm to cluster customers into discounts they prefer | Machine Learning in Python |


| Example datasets {pbdPROF} | R Documentation |
Sample profiler outputs for testing and package demonstration.
Each dataset contains information profiled by fpmpi for
pbdMPI/demo/allreduce.fpmpi.r
, pbdDMAT/demo/svd.fpmpi.r
, and
Rmpi/demo/masterslavePI.fpmpi.r
.
Each dataset contains information profiled by mpiP for
pbdMPI/demo/allreduce.mpip.r
, pbdDMAT/demo/svd.mpip.r
, and
Rmpi/demo/masterslavePI.mpip.r
.
Several sample profiler outputs are provided with the package, and utilized
in the package demos to show off the functionality of the parsing and
plotting methods provided by the package. These small datasets are located
in the pbdPROF/extdata/
folder of the installed package (and
pbdPROF/inst/extdata/
in the package source).
The example datasets are profiled in 2 processors.


Note that collection indices are always 1-based.
You can retrieve all the playlists defined for a source using IITSource::Playlists().
Public Member Functions | |
Properties | |
| HRESULT | Count ([out, retval] long *count) |
| Returns the number of playlists in the collection. | |
| HRESULT | Item ([in] long index,[out, retval] IITPlaylist **iPlaylist) |
| Returns an IITPlaylist object corresponding to the given index (1-based). | |
| HRESULT | ItemByName ([in] BSTR name,[out, retval] IITPlaylist **iPlaylist) |
| Returns an IITPlaylist object with the specified name. | |
| HRESULT | _NewEnum ([out, retval] IUnknown **iEnumerator) |
| Returns an IEnumVARIANT object which can enumerate the collection. | |
| HRESULT | ItemByPersistentID ([in] long highID,[in] long lowID,[out, retval] IITPlaylist **iPlaylist) |
| Returns an IITPlaylist object with the specified persistent ID. See the documentation on IITObject for more information on persistent IDs. |
|
|
Returns an IEnumVARIANT object which can enumerate the collection.
|
|
|
Returns the number of playlists in the collection.
|
|
|
Returns an IITPlaylist object corresponding to the given index (1-based).
|
|
|
Returns an IITPlaylist object with the specified name. This property will return the first playlist with the specified name, but there can be additional playlists with the same name, since playlist names are not unique. To determine all the playlists with the same name, you should use the IITPlaylistCollection::Item() property to enumerate the entire collection.
|
|
|
Returns an IITPlaylist object with the specified persistent ID. See the documentation on IITObject for more information on persistent IDs.
|