User
Class – (user)
Attributes
· user_ID – protected – The users unique identifier
· user_type – protected – The user type array (ID, Name)
· user_status – protected – The user status array(ID, Name)
· user_name – protected – The user’s full name
· user_email – protected – The user’s email address
· user_phone – protected – The user’s phone number.
· user_carrier – protected – The user’s phone carrier array(ID, Name).
· userPermList – protected – List of user’s permissions based on userType
· userTypeList – protected – List of possible user types
· userStatusList – protected – List of possible user statuses
·
typePermList – protected
– Full list of user type permissions (all types, all perms)
Methods
· __construct() – This constructor will initialize attributes to their default values and if provided with a user ID will call the Initialize() method.
o ACCEPTS:
§ $userID – optional, The user’s unique identifier
·
ID() – Returns the user’s
unique identifier
·
Email() – Returns the user’s email
address
· Phone() – Returns the user’s phone information (Phone#, Carrier ID, Carrier Name)
o ACCEPTS:
§ $index – optional, selects which piece of phone
data to return
o RETURNS: Phone# | Carrier ID | Carrier
Name
· Type() – Returns the user’s type/group (ID, Name)
o ACCEPTS:
§ $index – optional, selects which piece of
type/group data to return
o RETURNS: ID
| Type/Group Name
· Status() – Returns the user’s status information (ID, Name)
o ACCEPTS:
§ $index – optional, selects which piece of status
data to return
o RETURNS: ID
| Status Name
· Name() – Returns the user’s name information
o ACCEPTS:
§ $index – optional, selects which part of the
full name to return, if the index is outside the max range it will return the
last part of the name.
o RETURNS: User’s Full Name
| Part of User’s Name
· Login() – Logs the user into the system using the provided user credentials.
o ACCEPTS:
§ $userEmail – The user’s email address
§ $userPass – The user’s raw password
§ $remember – Flag to remember the user for 24hrs.
o RETURNS: True
| False
· Remember() – Validates a user’s uniquely generated user code and logs the user into the system. If the code key given is over 24hrs old it will expire and no longer be valid. The unique code key for remembering is not equal to the key created by MakeyKey().
o ACCEPTS:
§ $cKey – The user’s uniquely generated user code
key.
o RETURNS: True
| False
· Logout() – Logs a user out of the system, destroys session data, destroys cookie data. User will NOT be remembered.
o ACCEPTS: void
o RETURNS: True | False
· MakeKey() – Generates a unique user code key, only valid for *this user on *this system. The code key generated is not equal to the code key made for Remember().
o ACCEPTS:
§ $email – optional, the user’s email address, if
not given the current user object email attribute will be taken, failure if no
email is available.
o RETURNS: Url_Encoded Code Key
| False
· Validate() – Validates a unique user code key generated by MakeKey(). Keys over 24hrs old will not be considered valid.
o ACCEPTS:
§ $encoded_key – An url_encoded user code key
generated by MakeKey()
o RETURNS: True
| False
· Create() – Uses the details provided to create a new user in the system.
o ACCEPTS:
§ $email – The user’s email address
§ $password – The user’s raw password
§ $typeID – The unique identifier for the type/group the user should be.
§ $data – Extra attribute data array as (name
=> value) pairs.
o RETURNS: New User’s ID |
False
· Update() – Updates the user’s stored information based on the data provided. If no changes are made, the method will return false, check Error attribute for “no changes made” error phrase to clarify failure due to error.
o ACCEPTS:
§ $data – Data array of (name => value) pairs.
o RETURNS: True
| False
· Kill() – Kills *this user, by deleting all traces of them from the database.
o ACCEPTS: void
o RETURNS: True
| False
· Search() – This method searches the database in order to try and locate a specific or multiple possible users based on a given "needle", paired with a filter option such as "email" etc.. (supports partial needles) [Cannot filter by User-Defined Attributes, yet]
o ACCEPTS:
§ $filter – The specific user attribute to use as a search focus to reduce result
· Type – user’s type/group, ID or name accepted
· First Name – user’s first name
· Last Name – user’s last name
· Status – the users status, ID or name accepted
· Phone – the user’s phone number
·
Email – the user’s email
address (default)
§ $needle – Word, phrase, number, or partial of
any, the value to search for.
§ $BoE_flag – Boolean flag to determine the placement of the wild symbol.
· False/0 – Begins with $needle, wild symbol after needle.
·
True/1 – Ends with $needle, wild symbol comes before needle
o RETURNS: Array of UserIDs
| False
· PermissionList(), PrivilegeList(), DibsList()
· PermList() – Returns an associative array of all permissions for all user types. (typeID, typeName, permName, etc…)
o ACCEPTS: void
o RETURNS: Array of Permissions
| False
· Permission(), Permissions(), Privileges(), Dibs()
· Permitted() – If given a specific permission name this method will return true if this user has permission or false if they do not have permission. If no specific permission name is given, the entire permission list for *this user’s type is returned. If there is no user_ID or user_typeID present then all permissions are returned false.
o ACCEPTS:
§ $permName – The name of a specific permission (case
in-sensitive)
o RETURNS: Assoc. Array
| True | False
· NewPerm(), NewDibs()
· NewPermission() – Adds a new user permission to the system. All new permissions default to false for all users. You must give them permission where needed.
o ACCEPTS:
§ $permName – The name of the new permission, it must
be unique and case is in-sensitive.
o RETURNS: True
| False
· AlterPerm() – Renames a permission name. ACP permission cannot be changed.
o ACCEPTS:
§ $permName – The name of the permission to alter
§ $newName – The new name to give the permission.
o RETURNS: True
| False
· DeletePerm(), KillPerm(), RemoveDibs(), DeleteDibs(), KillDibs()
· RemovePerm() – Severs the connection to the database, if one exists
o ACCEPTS:
§ $permName – The name of the permission to remove
o RETURNS: True
| False
· PermUpdate() – Updates the permissions of a specified user type/group.
o ACCEPTS:
§ $userType – The user type ID or type name to update permissions of.
§ $pdata – Associative array of (permName =>
value) pairs to update.
o RETURNS: True
| False
· TypeList() – Gets a list of all available user types/groups. (ID, Name)
o ACCEPTS: void
o RETURNS: Array of Types
| False
· NewType() – Creates a new user type/group.
o ACCEPTS:
§ $typeName – The name to give the new type/group.
o RETURNS: New Type ID
| False
· AlterType() – Alter the name of a specified user type/group.
o ACCEPTS:
§ $type – The type to be altered, ID or name accepted.
§ $newName – The new type/group name to use.
o RETURNS: True
| False
· DeleteType(), KillType()
· RemoveType() – Deletes a specified user type. Cannot remove default types.
o ACCEPTS:
§ $type – The name or ID of the type to be
removed
o RETURNS: True
| False
· StatusList() – Gets a list of all available user types/groups. (ID, Name)
o ACCEPTS: void
o RETURNS: Array of Statuses
| False
· NewStatus() – Creates a new user status.
o ACCEPTS:
§ $name – The name to give the new status
o RETURNS: New Status ID
| False
· AlterStatus() – Alter the name of a specified user status.
o ACCEPTS:
§ $status – The status to be altered, ID or name accepted.
§ $newName – The new status name to use.
o RETURNS: True
| False
· DeleteStatus(), KillStatus()
· RemoveStatus() – Deletes a specified user status. Cannot remove default statuses.
o ACCEPTS:
§ $type – The name or ID of the status to be
removed
o RETURNS: True
| False
· Message() – Sends an HTML email to *this user’s email address.
o ACCEPTS:
§ $file – The HTML file to use for the message
§ $vars – The variables to inject into the file,
name => value pairs.
o RETURNS: True
| False
·
TxtMsg() – Sends a text message to
the user’s phone, NOT IMPLEMENTED
· Unpack() – Checks for valid user information stored within the current session. If no valid user information is found within the session, then the system attempts to Remember() the user. If the UnPack() is successful, *this user object is populated with the users information.
o ACCEPTS: void
o RETURNS: True
| False
· Pack() – Packs up the current user object and stores it within the current session. If the object is not Unpack()’ed within 2hrs the object will expire and no longer be valid.
o ACCEPTS: void
o RETURNS: True
| False
· Initialize() – This method uses a user_ID to gather the associated user data from the database and initialize *this object with the users details. If no userID is given then the user_ID attribute is used. Fails if no user_ID is available.
o ACCEPTS:
§ $userID – optional, the unique identifier for the
user.
o RETURNS: True
| False
· Scramble() – Hashes and/or Encrypts strings. Hashing is not reversible. Encryption is unique to each installation.
o ACCEPTS:
§ $string – string to be scrambled
§ $cook – Boolean, flag whether or not to hash the $string before encryption
§ $type – the type of algorithm to use for hashing, default = ‘whirlpool’
·
http://php.net/manual/en/function.hash-algos.php for more
details.
o RETURNS: Scrambled String
· UnScramble() – Decrypts a scrambled string. If the original string was $cook’ed then the hash will be returned, hashing is not reversible.
o ACCEPTS:
§ $scrambledString – A string that has been Scramble()’ed
o RETURNS: Org String | Org String’s Hash


Get Servo Positions
Refresh
Controller
Base:
-
+
Shoulder:
-
+
Elbow:
-
+
Gripper:
Open
Close
Manually Set Position
Servo ID:
Position:
Submit
Last Operation Result


I am a first-year MS student specializing in Computer Science at Arizona State University. Prior to this, I spent 2 years in the amazing city of Barcelona working as a Researcher at the Perception and Manipulation group. I was a Research Assistant at Institut de Robotica Informatica, (UPC-CSIC) advised by Prof. Francesc Moreno-Nogeur and Prof. Mariella Dimiccoli.
My recent research focus has been developing novel approaches for 3D person pose estimation and reconstruction. Specifically, I’m working on using self supervised learning and leveraing cues from our multi view dataset to improve the Egocentric 3D Human pose estimations.
Before I joined IRI, I heavily worked on Systems. I was a Software Developer at Tesco Technology for a year. I graduated with a B.Eng. in Electrical and Electronics from Birla Institute of Technology and Science, Pilani. In my final year, I was a Research Assistant at the Cognitive Computing Group in Central Electronics Engineering Research Institute (CSIR-CEERI). I was advised by Dr. Sanjay Singh, and we worked on improving signature verification for low power devices.


For now, python-oletools require Python 2.x, if possible 2.7 or 2.6 to enable all features.
They are not compatible with Python 3.x yet. (Please contact me if that is a strong requirement)
To use python-oletools from the command line as analysis tools, you may simply download the zip archive and extract the files into the directory of your choice. Pick the latest release version, or click on "Download Repository" to get the latest development version with the most recent features.
Another possibility is to use a Mercurial client (hg) to clone the repository into a folder. You can then update it easily in the future.
You may add the oletools directory to your PATH environment variable to access the tools from anywhere.
It is very convenient to create symbolic links to each tool in one of the bin directories in order to run them as shell commands from anywhere. For example, here is how to create an executable link "olevba" in /usr/local/bin pointing to olevba.py, assuming oletools was unzipped into /opt/oletools:
chmod +x /opt/oletools/oletools/olevba.py
ln -s /opt/oletools/oletools/olevba.py /usr/local/bin/olevba
Then the olevba command can be used from any directory:
user@remnux:~/MalwareZoo/VBA$ olevba dridex427.xls |less
If you plan to use python-oletools with other Python applications or your own scripts, the simplest solution is to use "pip install oletools" or "easy_install oletools" to download and install the package in one go. Pip is included with Python since version 2.7.9.
Important: to update oletools if it is already installed, you must run "pip install -U oletools", otherwise pip will not update it.
Alternatively if you prefer the old school way, you may download the zip archive, extract it into a temporary directory and run "python setup.py install".


This page is being (or should be) redirected to https://juris-m.github.io{{TARGET}}. Please update your links.


--- layout: archive title: Zulip Chat Archive permalink: /stream/116395-maths/topic/should.20this.20be.20dec_trivial.3F.html ---
example (n : ℕ) : n > 0 → n ≤ 6 → fact n < 3 ^ n := dec_trivial -- fails
I do 6 case splits and dec_trivial
seems to be able to handle the arithmetic, but I can't do it all in one go. I sometimes run into these. How is one supposed to diagnose what has happened and fix it?
Revert n, and put n \le 6
before 0<n
Thanks Chris.
I see, so forall n : nat, n <= X -> P n
works, and I just need to ensure I'm in this format.
sigh... why the horrible case split proofs?
you could reason it instead
I don't really know what you're saying
or even if you're talking to me
But my job is to solve the problems I set, in Lean
if you had to prove that theorem by hand I am sure you wouldn't evaluate 6 factorials
and the problem is "for which positive integers n is n! < 3^n"
you can prove that it's true for 5 and stop because monotonicity
ha ha
I'm not sure it's that easy
n! and 3^n are changing in different ways
and things get weird at n=3
I think I have to check all 6
dec_trivial times out for 7 :-/
(hence the norm_num approach, which was also troublesome -- see other thread)
{% endraw %}Last updated: Apr 24 2020 at 19:02 UTC


Realtime Framework Pub/Sub Dev Console
Connection
Server
Is Cluster
Authentication Token
Application Key
Connection Metadata
Heartbeat Time
Heartbeat Fails
Heartbeat Active
Channel
Subscriber ID
Announcement Subchannel
Subscription filter
Message
This is the message.
Publish TTL (seconds):
Log


cogen.core.events
Base events (coroutine operations) and coroutine exceptions.
-
exception cogen.core.events.OperationTimeout
Bases: exceptions.Exception
Raised when the timeout for a operation expires. The exception
message will be the operation
-
class cogen.core.events.WaitForSignal(name, **kws)
Bases: cogen.core.events.TimedOperation
The coroutine will resume when the same object is Signaled.
Eg:
value = yield events.WaitForSignal(
name,
timeout=None,
weak_timeout=True,
prio=priority.DEFAULT
)
- name - a object to wait on, can use strings for this - string used to
wait is equal to the string used to signal.
- value - a object sent with the signal.
See: Signal
See: TimedOperation.
-
cleanup(sched, coro)
- Remove this coro from the waiting for signal queue.
-
finalize()
-
name
-
process(sched, coro)
- Add the calling coro in a waiting for signal queue.
-
result
-
class cogen.core.events.Signal(name, value=None, recipients=0, **kws)
Bases: cogen.core.events.Operation
This will resume the coroutines that where paused with WaitForSignal.
Usage:
nr = yield events.Signal(
name,
value,
prio=priority.DEFAULT
)
- nr - the number of coroutines woken up
- name - object that coroutines wait on, can be a string
- value - object that the waiting coros recieve when they are resumed.
See: Operation.
-
coro
-
finalize()
-
len
-
name
-
prio
-
process(sched, coro)
- If there aren’t enough coroutines waiting for the signal as the
recipicient param add the calling coro in another queue to be activated
later, otherwise activate the waiting coroutines.
-
recipients
-
result
-
value
-
class cogen.core.events.AddCoro(coro, args=None, kwargs=None, **kws)
Bases: cogen.core.events.Operation
A operation for adding a coroutine in the scheduler.
Example:
yield events.AddCoro(some_coro, args=(), kwargs={})
This is similar to Call, but it doesn’t pause the current coroutine.
See: Operation.
-
args
-
coro
-
finalize()
- Return a reference to the instance of the newly added coroutine.
-
kwargs
-
process(sched, coro)
- Add the given coroutine in the scheduler.
-
result
-
class cogen.core.events.Join(coro, **kws)
Bases: cogen.core.events.TimedOperation
A operation for waiting on a coroutine.
Example:
@coroutine
def coro_a():
return_value = yield events.Join(ref)
@coroutine
def coro_b():
yield "bla"
raise StopIteration("some return value")
ref = scheduler.add(coro_b)
scheduler.add(coro_a)
This will pause the coroutine and resume it when the other coroutine
(ref in the example) has died.
-
cleanup(sched, coro)
- Remove the calling coro from the waiting list.
-
coro
-
process(sched, coro)
- Add the calling coroutine as a waiter in the coro we want to join.
Also, doesn’t keep the called active (we’ll be activated back when the
joined coro dies).
-
class cogen.core.events.Sleep(val)
Bases: cogen.core.events.TimedOperation
A operation to pausing the coroutine for a specified amount of time.
Usage:
yield events.Sleep(time_object)
- time_object - a datetime or timedelta object, or a number of seconds
yield events.Sleep(timestamp=ts)
-
cleanup(sched, coro)
-
process(sched, coro)
-
class cogen.core.events.Operation(prio=-1)
Bases: object
All operations derive from this. This base class handles
the priority flag.
Eg:
yield Operation(prio=priority.DEFAULT)
- prio - a priority constant, where the coro is appended on the active
coroutine queue and how the coroutine is runned depend on this.
If you need something that can’t be done in a coroutine fashion you
probabily need to subclass this and make a custom operation for your
issue.
Note: you don’t really use this, this is for subclassing for other operations.
-
finalize()
- Called just before the Coroutine wrapper passes the operation back
in the generator. Return value is the value actualy sent in the
generator. Subclasses might overwrite this method and call it from
the superclass.
-
prio
-
process(sched, coro)
- This is called when the operation is to be processed by the
scheduler. Code here works modifies the scheduler and it’s usualy
very crafty. Subclasses usualy overwrite this method and call it from
the superclass.
-
state
-
class cogen.core.events.TimedOperation(timeout=None, weak_timeout=True, **kws)
Bases: cogen.core.events.Operation
Operations that have a timeout derive from this.
Eg:
yield TimedOperation(
timeout=None,
weak_timeout=True,
prio=priority.DEFAULT
)
- timeout - can be a float/int (number of seconds) or a timedelta or a datetime value
if it’s a datetime the timeout will occur on that moment
- weak_timeout - strong timeouts just happen when specified, weak_timeouts
get delayed if some action happens (eg: new but not enough data recieved)
See: Operation.
Note: you don’t really use this, this is for subclassing for other operations.
-
cleanup(sched, coro)
- Clean up after a timeout. Implemented in ops that need cleanup.
If return value evaluated to false the sched won’t raise the timeout in
the coroutine.
-
coro
-
delta
-
last_checkpoint
-
process(sched, coro)
- Add the timeout in the scheduler, check for defaults.
-
set_timeout(val)
-
timeout
-
weak_timeout


and particle wizard
My name is josh Whitkin. I’m a professional with more than 7 years of industry experience in Games Design, Level design, Scripting and Visual Effects. What makes me passionate about games is the combination of technology and creativity, and how multiple disciplines come together to create an interactive experience. Whether I'm designing for puzzle games, 2D platformers or 3D environments. I always tell a story.
12 December 2020
STS has never been shy of seeking new terrains of investigation. More and more STS scholars are starting to explore and intervene in the arts. This object of study brings new challenges and opportunities that we want to explore in this session. We would like to gather first of all simply new kinds of knowledge arising from STS study of the arts.
CONTINUE READING
12 December 2020
STS has never been shy of seeking new terrains of investigation. More and more STS scholars are starting to explore and intervene in the arts. This object of study brings new challenges and opportunities that we want to explore in this session. We would like to gather first of all simply new kinds of knowledge arising from STS study of the arts.
CONTINUE READING
12 December 2020
STS has never been shy of seeking new terrains of investigation. More and more STS scholars are starting to explore and intervene in the arts. This object of study brings new challenges and opportunities that we want to explore in this session. We would like to gather first of all simply new kinds of knowledge arising from STS study of the arts.
CONTINUE READING


From my very limited experience so far, I believe it is about feeling comfortable asking for support and working with your cohort to help each other out. Of course it is important to engage with the resources and material provided but it seems like the most important resources we have are each other.
Again it is the overwhelming amount of support from my peers that has really impressed me. It seems like EDA takes this very seriously as we are all coming into this with not only different levels of understanding but entirely different backgrounds and skill sets! So yeah the emphasis on communication and support really helps foster a sense of empathy and makes everything a little less daunting.
With ease! I'm definitely a bit of an extrovert/people person so I feel very at home working so closely with other people. In the past i've been quite stubborn/too proud when it comes to asking for help but I feel very comfortable and at ease amongst my nikau peers.
Well because I enrolled quite last minute I didn't really have enough time to mentally prepare or think about my expectations. But I can say that outside of weekly checkins the involvment from the tutors is a lot less than I expected! It really is up to us to figure things out for ourselves-with the help of one another course.
I am deeply excited to participate in this learning environment. I definitely work better alongside others than I do alone - I become bored and easily distracted otherwise. The only thing I'm nervous about is falling behind and balancing my study with work. Thankfully I have the support of my cohort just in case.


Fortnite: letter I location
by Joseph KnoopIf you've been sticking with Fortnite's Alter Ego mission during Chapter 2 season 1, then you've probably been scouting for those elusive letters that spell out F-O-R-T-N-I-T-E. With battle stars no longer being a thing, they're this season's coveted treasure hunt. Missing a letter? Here's F-O-R-T and N.
So where is the letter I located? Read below to find out.
Requirements
Before you can grab the letter I, you first have to complete eight of the week six challenges after they become available on November 14th. Once you finish those eight challenges, you'll get the week six loading screen. You'll also need the Chapter 2 battle pass to access any of these challenges, obviously.
Fortnite letter I Location
You'll find the letter I at Frenzy Farms. More specifically, look for the big red barn at the northeastern edge of the area and head on inside.
You'll want to go up to what is technically the third level, so up two flights of stairs. The north-facing side of the barn will have a walkway and a window. The letter I is located there. You can get an idea from the picture below.
And that's it. You've got the letter I and only need T and E when they come out later this season. If you need more Fortnite guides you can count on PC Gamer.
Stuck on that Alter Ego mission? Here's how to find letters F, O, R, and T for starters. We've also rounded up the best Fortnite skins for your gawking pleasure. And if you're looking for something to do beyond the usual shootin' and lootin' in battle royale, check out our favorite Fortnite creative codes.


VideoSource
public enum VideoSource: RawRepresentable
A unique identifier for a video source of an ATEM switcher
-
Declaration
Swift
public typealias RawValue = UInt16
-
Declaration
Swift
public init?(rawValue: UInt16)
-
Declaration
Swift
public var rawValue: UInt16
-
Undocumented
Declaration
Swift
case black
-
Undocumented
Declaration
Swift
case input(UInt16)
-
Undocumented
Declaration
Swift
case colorBars
-
Undocumented
Declaration
Swift
case color(UInt16)
-
Undocumented
Declaration
Swift
case mediaPlayer(UInt16)
-
Undocumented
Declaration
Swift
case mediaPlayerKey(UInt16)
-
Undocumented
Declaration
Swift
case keyMask(UInt16)
-
Undocumented
Declaration
Swift
case downStreamKeyMask(UInt16)
-
Undocumented
Declaration
Swift
case superSource
-
Undocumented
Declaration
Swift
case cleanFeed(UInt16)
-
Undocumented
Declaration
Swift
case auxiliary(UInt16)
-
Undocumented
Declaration
Swift
case program(me: UInt16)
-
Undocumented
Declaration
Swift
case preview(me: UInt16)
-
Declaration
Swift
public var hashValue: Int


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Needed to pay my son's medical bill and get his required drugs and haven't not being paid i needed a quick loan and when my wife's friend told us about Quick Credit,we decided to try them and the rest they say is history. Thank You to Quick Credit! Will recommend you to my friends anyday.


undertow
fna
re-verse
sieis
swansong
contact
The Creative Undertow
Podcast Network
re-verse
music driven scripture
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stream latest episode:


5
1 Then I turned and lifted my eyes, and I saw, behold, a flying scroll!
2 The angel said to me, "What do you see?" I answered, "I see a flying scroll, twenty cubits long and ten cubits wide."
3 Then he said to me, "This is the curse that goes out over the face of the whole land, for every thief will be cut off from now on based on what it says on the one side, while everyone who swears a false oath will be cut off based on what it says on the other side, according to their words.
4 'I will send it out' —this is the declaration of Yahweh of hosts,
'so it will enter into the house of the thief and into the house of the one that swears falsely by my name.
It will remain in his house and consume its timber and stones.'"
5 Then the angel who was speaking with me went out and said to me, "Raise your eyes and see what is coming!"
6 I said, "What is it?" He said, "This is a basket containing an ephah that is coming. This is their iniquity in the whole land."
7 Then a lead covering was lifted off the basket, and there was a woman under it sitting in it!
8 The angel said, "This is Wickedness!" And he threw her back inside the basket, and he threw the lead cover over its opening.
9 I lifted my eyes and saw two women coming toward me, and wind was in their wings—for they had wings like a stork's wings. They lifted up the basket between earth and heaven.
10 So I said to the angel who was talking to me, "Where are they taking the basket?"
11 He said to me, "To build a temple in the land of Shinar for it, so that when the temple is ready, the basket will be set there on its prepared base."


Shereef's Fireside Chat
October 31st, 2014
Here's my take on the DBC experience from Shereef's Fireside Chat: it's an immersive technological/cultural bootcamp. It's about learning how to code and interact with others. It's about being a productive and effecient team member, and ultimately a better coder. It's NOT about being a passive learner, consuming information and reciting it. It's about engaging with the curriculum, learning from others, and teaching yourself and others along the way.
My impression of DBC is that it's going to be incredibly challenging both academically and emotionally. But I feel that because of the trying nature of the curriculum, it'll also be a communal undertaking--like a play or a sports team. It's going to take all of us to pull it off and be successful. And in the course of it all, we'll be pulled together into a team. This is why the distinction between being in the kitchen and making the meal versus being in the restaurant and ordering the meal is an important one. Having the mindset of being in the kitchen makes one more willing to jump in and contribute, to teach others, and to learn in a much more collaborative atmosphere. If one is ordering the meal, so to speak, they're going to be passive consumers, not as willing to jump up and play the important role of helping us help each other.
I would say that my expectations about DBC have never been concrete. However, I have always felt this was going to be a collaborative endeavor, though I didn't realize to what extent. Honestly, I'm excited to participate in this kind of learning environment. This is going to be an incredible experience!


COVID Tracking and Escalation
Official Entry of Team codeBlooded, from SRM Institute of Science and Technology, Kattankulathur, to HackRx, by Health Rx Bajaj Finserv.
COVID Tracking and Escalation
As of 12th June, we have 298,283 Cases of COVID-19 reported in India, out of which 8,855 innocent people have lost their lives. Right now, as much as we require Healthcare Professionals giving their level best trying to save lives, we also require major technological advancements in the healthcare domain to overcome this situation caused by the Global Pandemic. Tracking probable suspects and Escalating investigation at this point of time seems to be the only way we can possibly flatten the curve and raise the line, by stopping further spread of Novel Coronavirus and helping those already affected recover at the earliest so we don't face more casualties. The Novel Coronavirus has four stages of transmission:
Stage 1:First Appearence
Stage 2:Local Transmission
Stage 3:Community Transmission
Stage 4:National Epidemic
India has entered Stage 3, and there isn't much that we can do, except try our level best and stop further spreading of this deadly virus.
We at Team codeBlooded, propose a Web Application which is preventive, personalized and affordable, HopeVid, that serves the purpose of Tracking and Escalation of COVID Suspects based on inputs provided by individuals voluntarily. We do not store any essential data and Security of the system is our priority. HopeVid provides a minimalist Interface which is both informational and analytical.
With our Product you can reach out to available doctors, book tests or report possible suspects while also being up to date with the number of active cases in the country and around you. We also have a separate section for users who wish to know more about Coronavirus, wherein we have embedded Informational YouTube Videos, News Sources and Quizzes amidst other things. We expand HopeVid to a Mobile Application which is nothing but a webview of our Web Application built in React Native.
We allow the user to track their health visually by synthesizing data in the form of Vitals taken during the User's conversation with our Chatbot.
We also plan to have an in house Mental Assessment Quiz that will help the user stay happy and sane even when they are restricted to four walls.
With HopeVid, we aim at providing a better interface so users can be aware about the situation. Due to restrictions in movement and the lockdown currently we are under, most people are unable to consult physicians or book tests. Our Product HopeVid comes at aid as it connects individuals with doctors and pathology labs functional in the zone so the user can avail these priviledges without having to step out of their houses. We can integrate DRx, LabRx, ActiveRx, and PharmRx to provide better service in future. We provide better UI/UX in a small storage space as we provide a simple WebView of our Web App in a React Native Application.
We have come up with STAE-C, which expands to Systematic Tracking and Escalation Checking for COVID. The Process Flow is in the following order:
First the User reports about symptoms while having a conversation with our Chatbot.
If the Chatbot confirms that the User is carrying significant symptoms, it refers the User to a Doctor.
Data fed to the chatbot (Health Vitals) is used for visual representation for better Tracking.
The User can interact with the Doctor after booking an appointment and report about more symptoms and vital information.
If the Doctor confirms that the User might be a probable patient of COVID-19, the Doctor suggests required tests for confirmation.
HopeVid connects the User now to a Pathology Lab, wherein the User's sample can be taken for further evaluation.
If the test results come positive, details of the user are shared with authorities for a better escalation.
If the test results come positive, details of the user are shared with authorities for a better escalation.
This process reduces unwanted hastle by reducing the time and effort that needs to be put up by a user to test himself or herself for COVID. Users will be at ease to use the app irrespective of their age because of its simplicity and integration, all at one place, while boosting the efficiency in monitoring the situation.


“I have already been subject to abuse and physical attack (pelting with so-called ‘organic’ vegetables etc.) because of my genetic engineering experiments: eg, my production of a new type of electronic bread, enriched with GMOs, which turns into toast on a voiced command.—Paul Ohm, Atomdene, Edgbaston”
From Peter Simple's Century by Michael Wharton (1999)—my aeroplane reading yesterday, crossing the Atlantic. I have never before read the uberreactionary Wharton, who is extremely funny and, I learn, was noting the activities of Aztec fundamentalists long before me.


Next: The for-as-in-list subclause, Previous: The for-as-arithmetic subclause, Up: Variable Initialization and Stepping Clauses
;; Print some numbers. (loop for i from 1 to 3 do (print i)) |> 1 |> 2 |> 3 ⇒ NIL ;; Print every third number. (loop for i from 10 downto 1 by 3 do (print i)) |> 10 |> 7 |> 4 |> 1 ⇒ NIL ;; Step incrementally from the default starting value. (loop for i below 3 do (print i)) |> 0 |> 1 |> 2 ⇒ NIL


El Salvador expels Venezuelan diplomats from the country
SAN SALVADOR, Nov 3 — El Salvador said today it had ordered Venezuela’s diplomats to leave the Central American country within 48 hours, arguing that the decision was in line with its position that Venezuelan President Nicolas Maduro is illegitimate.
In a statement, the government said President Nayib Bukele recognized opposition leader Juan Guaido as Venezuela’s interim president until free elections were held in the South American country. El Salvador will receive a new Venezuela diplomatic corps, named by Guaido, the government added.
“In the near future, El Salvador awaits the receipt of credentials for Venezuela’s new diplomatic representation,” the statement said.
Multiple countries have recognized Guaido, citing irregularities in Maduro’s re-election process. The opposition leader controls several Venezuelan embassies, including in the United States and Costa Rica, but has not been able to dislodge Maduro from the presidency.
The US ambassador to El Salvador, Ronald Johnson, wasted little time in praising the decision.
“We applaud the government of Nayib Bukele for ensuring that El Salvador is on the right side of history by recognizing Guaido as the interim president of Venezuela,” he tweeted in Spanish shortly after El Salvador made its announcement.
The Salvadoran move came less than a week after the US government extended temporary protections for Salvadorans living in the United States by an extra year. — Reuters


Embedding a PDF using PDFObject:
Conditional JavaScript invoked upon successful embed
(Advanced example)
This example uses a few lines of JavaScript wrapped in a window.onload statement, with a little CSS added to control the styling of the embedded element.


Support for Fine Gael and Fianna Fáil drops in latest opinion poll
by NewsroomSupport for both Fine Gael and Fianna Fáil has dropped in the latest political opinion poll.
However, Sinn Féin, Labour, Independents and the Social Democrats are all up slightly in the latest Behaviour and Attitudes survey for the Sunday Times.
Fine Gael is down two percentage points to 27% while Fianna Fáil is down three to 25%.
The survey of 923 people, carried out between the November 1 and 12, takes in the first few days of the Lorraine Clifford Lee Twitter scandal.
According to its results, Fine Gael remains the most popular party in the country, however, the satisfaction rating for Taoiseach and party leader Leo Varadkar down 2% to 43%.
Support for Micheál Martin has also fallen to 44%.
Meanwhile, Sinn Féin is up a point to 17% and may be hoping for a further boost following this weekend's Ard Fheis.
Labour is up one to 6%, the same as the unchanged Green Party.
The Independent Alliance doubles its support to 4%.
The Social Democrats are up one to 2%, Solidarity People Before Profit are down one to 2%.
Independents and others have 10%.


Street Food
We don`t play with Food
When I was a small boy,my father told me
never to recommend a church or a woman
to anyone.
And I have found it wise never to
recommend a restaurant either.Something
always goes wrong with
the cheese souffie.


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It is really a simple one but with a very satisfied effect.
Fire
For a good result, I create this fire effect with 4 Emitters and 1 light:
-
smoke
: 20 particles. -
spark
: 40 particles. -
drop
: 8 particles. -
fire
: 26 particles with uv animation. -
light
: a real light, color of (1, 0.4, 0.1).
So there will be a totally 94 particles for each fire effect.
Component
Like all the other game engines, the whole particle system is simply combined with two parts: Emitter and Particle.
Emitter
Emitter is for randomly generating Particle components. And here are some features currently supporting:
-
uv animation
when set to true, play a uv animation. -
divide
texture divide x and y for uv animation. -
sample time
time between each frame for uv animation. -
max particles
max number of particles for Emitter to generate. -
spawn time
particle spawn time. -
life time
defined by max and min. -
init scale
init scale. (And not support randomly generating for now) -
init velocity
defined by horizontal and vertical random range. -
gravity
gravity behavior.
Particle
Particle component is really simple. It will just do a update.
Techniques
Effect render pass
For a classic way to render a particle system, there usually is a sort progress for alpha test, during which all the particles will be sorted by their z position.
But by using OpenGL depth map settings, there is a more efficient way to do a particle rendering. And this is also much more controllable.
 And there will be 4 draw calls for each fire after all.
Implementation
Scene the whole system is based on a ECS (Entity Component System), to implement this particle system will be something like this:
Assets
- Character and animation from mixamo.


| Developer Spotlight |
Jeff Zhuk has been a member of the JXTA Community since November 2003. You may know him as "jzhuk" on the JXTA Community discussion lists. He spends about 20% of his time working with JXTA Technology from his office in Denver, Colorado. Working on the Knowledge Alliances project with advanced security (Patent Pending), he originally became interested in centralized (web-based) solutions, but knew that it would not scale for growing knowledge and networks. JXTA offered the way to distributed solutions. He also looked at Groove technology as another p2p solution. He chose JXTA Technologies because:
Jeff notes that JXTA can help us to move into a new world of distributed knowledge and services where new types of applications (and related jobs :-) will be available. He thinks that in many areas, like processing multiple forms of security data, or working in educational environment, where knowledge sharing and integration is extremely important, distributed knowledge networks is the best and probably the only real solution for growing complexity of information and related services. JXTA is a perfect fit for communications between students working on a team project, between students and instructors, between researchers that need to share knowledge and resources. He sees JXTA technologies as a potential mainstream solution for distributed network implementations. He is also a member of OpenCyc.org, an ontology related project. OpenCyc is the open source version of Cyc technology, the world's largest and most complete general knowledge base and commonsense reasoning engine. Jeff is the president of ITSchool, Inc. He is a software architect, educator, and developer with over twenty years of experience, and a speaker at Java One and Wireless One conferences. Jeff has numerous patents and publications, teaches at the University of Phoenix and at DeVry University, and conducts corporate consulting and training in XML, Java, WAP, Distributed Networks, and Knowledge Engineering. His recent book Integration-Ready Architecture and Design by Cambridge University Press bridges the gap for a new generation of software technologies and teaches a set of skills that are becoming extremely valuable today, and which will certainly be in high demand tomorrow. At the Java One International Conference Jeff will present a session on Distributed life in JXTA knowledge networks". A former mountain climber, he likes to ski and hike in the Rocky Mountains. Contact information<EMAIL_ADDRESS>|
Reported April 2004
Back to the Developer Spotlight Archives.


Watch: Bottas breaks lap record at COTA to qualify on pole for US Grand Prix
by Matt GrettonValtteri Bottas posted a sublime lap time in the opening round of Q3, so good that it broke the lap record at COTA. Mercedes have posted the lap on their twitter, with the on-board camera.


 This is a prototype version meants for validation of results and user experience.
Please, select the cell line of context and the type of analysis you wish to execute.
{% endblock %} {% block content_body %} {% endblock %}


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{%extends "adm/admin_base.html" %} {%block title%}Meeting attendees - {{meeting.name}}{%endblock%} {%block layoutblock%}
Number of attendees: {{attendees|length}}


Provides functions for security standards data management. It comes with data frames of 1000 observations for each security standard and updates are possible from official sources to build updated data sets.
| Version: | 0.3.0 |
| Depends: | R (≥ 3.3.1) |
| Imports: | R.utils, XML, data.table, dplyr, jsonlite, plyr, stringr |
| Suggests: | testthat, covr |
| Published: | 2017-06-25 |
| Author: | Humbert Costas [aut, cre], Arnau Sangra [ctb] |
| Maintainer: | Humbert Costas <humbert.costas at gmail.com> |
| License: | GPL-3 |
| URL: | https://github.com/r-net-tools/net.security |
| NeedsCompilation: | no |
| Materials: | README |
| CRAN checks: | net.security results |
| Reference manual: | net.security.pdf |
| Package source: | net.security_0.3.0.tar.gz |
| Windows binaries: | r-devel: net.security_0.3.0.zip, r-release: net.security_0.3.0.zip, r-oldrel: net.security_0.3.0.zip |
| OS X binaries: | r-release: net.security_0.3.0.tgz, r-oldrel: net.security_0.3.0.tgz |
| Old sources: | net.security archive |
Please use the canonical form https://CRAN.R-project.org/package=net.security to link to this page.


However, accessing a globally available function from the script loader is not so straightforward in Angular.
Also, since we are usually targeting performance, we prefer not to load things until they are actually needed.
Which leads us to...
dynamic script loading!
dynamic asynchronous script loading!


Dr. Jekyll and Mr. Pelican
A comparison of Static site Generators
A comparison of Static site Generators
Note
I asked the all-knowing guru Google this very question, and found there wasn't an explicit definition of what a static site generator is. A static site is easy to define -- one that doesn't run any code, server or client side. That is to say that there are only html, CSS, and perhaps some purely-aesthetic javascript files (for things like expandable menus). Then we can say that an SSG is a tool that take content and generates a static site.
Note
Well, it depends on what you want from your static site generator. Are you more familiar with python? Pelican might be the thing for you. Does everything you use need to be open source? Free of cost? There are a lot of factors that go into choosing the right SSG. I chose to focus on some of the factors I really care about in comparing Pelican to Jekyll:
I've included some other important points in this slide deck, but these are some of the things I prioritize in my comparison.
Note
Who cares? Obviously I'm the expert here.
I kid. According to the promising site slant.co:
Note
This is obviously a pretty long list -- there are lots of things that both SSGs do well.
Note
Listed according to beauty of website
And hundreds more (and even more!)


Bayesian estimation and prediction for stochastic processes based on the Euler approximation. Considered processes are: jump diffusion, (mixed) diffusion models, hidden (mixed) diffusion models, non-homogeneous Poisson processes (NHPP), (mixed) regression models for comparison and a regression model including a NHPP.
| Version: | 0.1 |
| Depends: | stats, methods, graphics |
| Published: | 2016-06-07 |
| Author: | Simone Hermann |
| Maintainer: | Simone Hermann <hermann at statistik.tu-dortmund.de> |
| License: | GPL-2 | GPL-3 [expanded from: GPL (≥ 2)] |
| NeedsCompilation: | no |
| CRAN checks: | BaPreStoPro results |
| Reference manual: | BaPreStoPro.pdf |
| Package source: | BaPreStoPro_0.1.tar.gz |
| Windows binaries: | r-devel: BaPreStoPro_0.1.zip, r-release: BaPreStoPro_0.1.zip, r-oldrel: BaPreStoPro_0.1.zip |
| OS X binaries: | r-release: BaPreStoPro_0.1.tgz, r-oldrel: BaPreStoPro_0.1.tgz |
Please use the canonical form https://CRAN.R-project.org/package=BaPreStoPro to link to this page.


Kate Middleton skipped event as she 'couldn't find babysitter' for poorly George, Charlotte and Louis
Kate Middleton dropped out of the Tusk Awards last night to look after Prince George, Princess Charlotte and Prince Louis - but she didn't miss out on the celebrations completely
by Russell Myers, Zoe Forsey, https://www.mirror.co.uk/authors/russell-myers/, https://www.facebook.com/zoeforseymirror/The Duchess of Cambridge skipped a charity event last night as she couldn't find a babysitter to look after Prince George, Princess Charlotte and Prince Louis, it has been claimed.
One of the royal kids was reportedly not feeling well and there was nobody who could step in to look after them, so Kate decided to stay home, reports Mail Online.
However Kensington Palace has not given an exact reason, instead saying Prince William attended the Tusk Conservation Awards alone "due to the children".
The couple have Norland nanny Maria Borrallo to help them look after their three children, and she lives with the family at Kensington Palace. She joined the household back in 2014 when George was eight months old.
Kate's parents Carol and Michael Middleton are also very involved in childcare, and recently looked after their grandchildren when the royal couple were in Pakistan on their Royal Tour.
Not wanting to miss the event all together, Kate and William hosted a reception for nominees at Kensington Palace just a few hours before the main celebration.
Wearing a Beulah London green dress, the Duchess chatted and laughed with the invited guests and learnt more about what they've been doing.
Explaining Kate's absence ahead of yesterday's event, a Kensington Palace spokesperson for the palace said: "The duchess is no longer able to attend the Tusk awards due to the children.
"She will still however meet finalists at a tea at Kensington Palace this afternoon. The duke as patron will attend both."
Wills arrived at Leicester Square, central London, for the annual Tusk Conservation Awards alone before heading to a reception for nominees at the National Portrait Gallery.
The Duke, who has been Patron of Tusk since 2005, looked dapper as he arrived to cheers and loud drumming from the UK-based Ghanaian band One Drum.
He was met by Sir Kenneth Olisa, the Lord Lieutenant of London, before walking the green carpet outside the cinema.
The Duke of Cambridge gave out three awards called for action on the "clear and urgent" challenge faced by the environment.
He used his speech closing to praise the "hugely important" work of the nominees.
He said: "As we approach the start of a new decade, the challenge ahead of us is clear and urgent.
"Climate change, human population growth, exploitation of natural resources, and habitat loss all pose major threats to the precious balance of our natural world."


N64 ROM translation basics (graphics edit)
(in example of Zelda: Ocarina of Time - russian translation)
(some compression related tools works only with both Zelda64 games)
|
First of all - the tools: |
|
| N64Gfx v2.0 (by EAR_CLOCK, CesarB & Hyllian) - DOS. | |
A small program to EXPORT uncompressed graphics from rom, and for IMPORTING it, (edited or not), back to rom. Works only with *.png files (output / input). Also can be used with *.dat files (Zelda Extractor - see below), to export / import *.png's from those *.dat's. |
|
| Sprite Viewer v1.65 (by Peekin) - DOS | |
Program to search & view graphics in N64 rom (works with NES, SNES, SEGA, GB, GBC, N64 roms) (Also needed to find other info, such as offset, image size, etc - to use with n64gfx). For N64 roms use the following modes to search: linear4, linear8, n64high, n64true This tool shows only uncompressed graphics in n64 roms. |
|
| Macromedia Fireworks v4.0.1 / Adobe Photoshop - Windows | |
Graphics editors, required to edit *.png images (Corel PhotoPaint seems to work too...) Fireworks's native file format is *.png, - this is what n64gfs uses. But - I preffer Adobe Photoshop (from v 5.0 to 7.0 - doesn't matter). This editor is MUCH better and do everything with bitmaps. I suggest you to use photoshop for correct and easiest editing of png files. |
|
| Hexposure v0.44b (by SnowBro) - DOS | |
Hex editor. I make a translation right in it. Very comfotable tool, I think. Both Zelda has ASCII, so it's not nessesary to make tables. Translate directly in rom. (or if you'll prefer scripts - use it, if you'll figure out, how to make/insert scripts with no bugs in game) |
|
| Zelda Extractor (by _Demo_) - DOS | |
A small tool to UNCOMPRESS all compressed graphics in both Zelda. (also has an add-on - JPG extractor (not included)). (look at dextrose.com for it - it extracts some backgrounds from Zelda (not textures)). It creates 1456 *.dat files for Ocarina Of Time and 2033 *.dat files - for Majora's Mask after extraction. Each DAT file contains all found graphics - compressed and uncompresed. But compressed graphics are viewable in Sprite Viewer now. The name of *.dat - is the OFFSET of this graphics in rom. |
|
| Yaz0 Kit (by PSA) - DOS |
?
|
I looked for such tool for a looooong time.... But here is it (thanks to _Demo_ and BIG THANKS to author of this tool, if I could contact him...) Uncompressor and COMPRESSOR of graphics !!! WORKS ONLY WITH BOTH ZELDA (Yaz0 - it's a zelda compression style, I guess) Forget about uncompressor - it works similar to zelda extractor, but filename of unpacked data - is just number, so it's impossible to find needed offset. Use Zelda Extractor only (for uncompress). Compressor (Yaz0comp) - works only with UNP files. No extension, just "unp". I'll explain it below. To compress - just rename *.dat file to "unp" (with no quotes) |
|
| Romput v1.0 (by Icarus) - DOS | |
This is a small proggy to insert any data into n64 rom at given offset. Was written for inserting custom intros, but works well in our case, too. You'll need this to insert edited and compresed *.dat back into the rom. |
|
|
#1. Explanation of editing UNCOMPRESSED graphics. (there are fonts, action icon text, items names, some other stuff) |
|
(I'll explain it in example of text, which appears on "Action icon" in game, but we'll translate it to russian here ): |
|
| Graphics search : |
Tools:
Sprite Viewer
|
Take your (not byteswapped, version 1.0 USA) Zelda64 rom. Drag it onto Sprite Vewer ("SV" later) (or in command promt: sv.exe zelda64.rom) and start scrolling (PgDown key). (PgUp - to scroll up). Press ] or [ (it changes width of picture, and scrolling works faster). Press PageDown until you'll reach 0x8C4D71 offset. Now choose Linear 4 mode (press 4) and choose Gray palette (press P several times). Now press [ to make a width of the image become 48 pixels. You screen should now look like this: Offset Image size (witdh) Mode Palette To find another graphics - just search in rom like above, in linear4, linear8, n64high, n64true modes only. The best quality you can see in Gray palette. In case of n64high and n64true modes - in True color (or high color) palette. Here is example of how some inventory items looks like (but we don't need to translate them :)): |
|
| Export graphics from rom: |
Tools:
N64Gfx
|
Remember offset, image size, mode and palette (0x8C4D71, 48, linear 4, gray). Now close SV and open N64gfx (frontend) Forget about Palmatch tab. It doesn't work at all. (Don't forget to put you rom and n64gfx at the same folder) Now fill all fields like this (type you rom name, but 8 symbols in filename is reccomended) : See the Rom name with (ext) field? Don't type the whole path to rom, (like - C:/n64translate/n64gfx/zelda64.rom). If you'll type all path - n64gfx will do nothing. A small bug... Also in Palette type field almost everytime choose builtin igray. (inverted gray). (Builtin gray seems to be a bit bugged) Also default palette works fine (if you'll need colour image, try to use this palette - as is). Type the first number: 48 - in Image size field (this is a width of image), just like you've seen in SV. Second number - experiment with this.... In our case it's 465 (lenghts of image). (But sometimes this numbers should be divisible to each other). OK - filled all fields, press Run N64gfx button. "action-icon.png" file will be created (fig.1) Other n64gfx fields: Type (tile or block) - use tile, and in "size" field type: 48 x 48. Sometimes, when you need to extract an image, say, in size of 32 x 16 - type 32 x 16 in "tile" field and in "image size" field too. fig. 1 (fragment) |
|
| Editing: |
Tools:
Photoshop
(or Fireworks)
|
You can use fireworsk or photoshop. But photoshop is much better, as I said above. Photoshop (v5.0, v5.5, v6.0, v7.0 .....) Now - PAINT :), saving original palette. To use original image palette, open action-icon.png in Photoshop, (it exported in Indexed Color mode from rom), go to Image menu, choose Mode -> Color Table, press Save. Name the file, say, Action.act. Save action-icon.png as action-rus.png (or action-yourlanguage.png :) (but better save it in *.psd format to use all of Photoshop features during editing). Now, using your photoshop an drawing skills, repaint letters, similar to fig. 2. fig. 2 (fragment) It is much comfortable to edit in RGB color mode, which supports layers and other photoshop's features, unavailable in indexed color. (To change colour moge go to: Image -> Mode -> RGB color). ...................... (Draw... And don't forget about this light-grey outline around the letters - this will be black outline around this text in game). OK, you finished your painting - now flatten image if you used layers (Layers -> Flatten Image in menu) Next - choose back indexed color mode. (Image -> Mode -> Indexed color). A small window appers: On Palette tab choose Custom. Another small window appears, this one with palette. Press Load and open saved before Action.act file. Now press ÎÊ and save file as action-rus(yourlanguage).png (another small window appears - png options. Choose interlaced - none here). That's it ! Now you can import this edited png file back to zelda rom *. * It's better to rename now action-rus.png to action2.png or so. (Sometimes, during import, N64gfx can't see the file, which name is longer than 8 symbols... DOS shit..... 8 symbols maximum in file name. I noticed this bug doing import in "builtin igray" mode). In two words - always use DOS-style filenames to prevent problems. Fireworks (v4.0.1) Create (edit) in fireworks, or open file, preferred before in other editor. Image size of the edited file should be exactly like original. If you'll make a mistake even on 1 pixel - n64gfx will do nothing. In our case: image size must be 48 õ 465 pixels, 72 dpi. Go to File menu, choose Export Preview. Now choose all parameters for export. I experimented a lot (before I started to use Photoshop for editing). Here is the parameters for the best image quality in game: PNG 8, Grayscale 16 colors, Dither 100% (sometimes - 0%), Index transparency. Press the Export... button, resave file. (or give it another (DOS-style) name, (to be on the safe side)). |
|
| Import graphics back to rom: |
Tools:
N64Gfx
|
Now open n64gfx frontend, (put action2.png, N64Gfx and rom into the same folder (guess you know this already :)). Now fill all fields in n64gfx exactly like you did for export, but in Operation field choose import. And in Image name *.png field - type the name of your edited png - action2.png). That's it. Now press this big button: Run N64gfx. We did it :) Now all text on "Action Icon" should be in your language. (To be on the safe side, open rom in SV, and check all changes at offset, which you already know (0x8C4D71). Should be something like this: Well done. Open your zelda rom in emu (UltraHle for first), then start the game (or load save state) and enjoy: Cool, isn't it? :) |
|
| Redrawing fonts: |
Tools:
Sprite
Viewer / N64Gfx / Photoshop (Fireworks)
|
The main part of translation - redrawing fonts - is similar to Action Icon text. The only thing - letters has a bit blurred edges, that means a bit harder editing... In n64gfx, in Type field, you can choose Block, to make exported font easier to edit (much image compact size: see the screenshot below), but in case of "block" feature you must figure out, what to type in Image Size field. Numbers must be divisible to each other now. There are two fonts in both Zelda: the first one used when you choose player name* and for PRESS START phrase**. The second one (the main one) - used in dialogues. So, when you translate - you translate this font Here is how this second fond looks like (already exported to *.png): *** * The player name you choose at the beginning of the game appears like "0F" in hex editor. So you may be unable to declense it in your own language. In case of russian it's impossible to use declension similar to english language. Example: you choose the player name Anton. In game it will be like "Anton's records", "Help Anton to save Hyrule", "Anton's house" - [Anton] everywere, + 's if declension is needed. In hex editor it looks very simple: any name = 0F or 0F's if declension. So take into consideration your own language when translating. We just replaced the player name to Link (guess you know who he is :)) and have no problems with names at all. The name choosen at the beginning means just a name of game file you play with (in our russian translation). ** To search PRESS START phrase use relative search feature in hexposure (F6). *** here is a n64gfx options for this main font (dialogue font): offset - 0x906f70, mode - linear 4, type - block, size - 16 x 16, image size - 160 x 224, palette type - builtin igray |
|
Repaint letters, taking your alfabet into consideration. I painted them like there are in russian/eglish keyboard (almost). But I guess that you know, what english letter change to your ones. IMPORTANT: Repaint letters, paying attention at their WIDTH. You must paint new letter EXACTLY with the width of english letter that you replace. If you don't do this - spaces between letters will be very small or very big in game and text will look crappy and hard to read. Theorically, if you know where to find table of letter's width in rom and how to change it - this will be very good. I don't know how. If you'll figure it out - let me know, please. |
|
| Translation: |
Tools:
Hexposure
|
When both font are repainted and inserted back to rom - we can start a translation, at last. Open Hexposure *, open zelda rom, and search for text. Looks kike this: I guess that you know hot to use hexposure. If no - grab some tutorials, docs, etc - at zophar's domain or romhacking.org Translate in right column. For example, "30 Rupees" you'll translate like .... hm, don't know your language :) Type english letters, paying attention on how you repainted you font. (in hexposure translated text will look like some abracadabra in english (like dfvuwbsjsb ....) bla bla.... But it'll appear on your language :) (If you know the easier way, and translating using scripts, whatever - you'll translate like you prefer) Translate.................. Try not to move some pointers, except of "next line" pointer (01), "end text block" pointer (04) , "end of dialogue" (02) and other similar pointers. Result of translation looks like this or this :) In the middle column - Hex data (type pointers numbers here). In left column is offset. Some words about pointers (all that I know): When text is coloured - there are 41 (red), 44 (blue), 43 (yellow, if i remember correct), and so on. It's not too difficult to figure it out. End of any color - 40. Example: "You got recovery heart" In hexposure it looks like this: "You got .Arecovery heart.@" ( .A = red colour (05 41), .@ = end of any colour (05 40) ) There are tons of pointers which explains to game: a speed of displaying text, centering text, text background - colour and transparency, etc, etc, etc.... I try to leave them on their places, otherwise the game may hang or display some garbage instead of text or text background. But I'm not experienced with pointers :) * You can use another hex editors if you preffer them more than hexposure, such as Thingy or Hex Workshop. You choose.... |
|
|
#2. Explanation of editing COMPRESSED graphics:
|
|
| Ucompressing graphics: |
Tools:
Zelda
Extractor
|
There are lot of graphics in Zeldas that are compressed. There are some stuff in subscreens (titles, etc), places names at the center of screen (appears when you entering corresponding area in game (example), bosses names, etc... It is impossible to edit it like explained above, but now you can do this :) Take your Zelda rom, take Zelda Extractor proggy, put it into the same folder. Now in command line only (or make a *.bat file) type: zextract zelda64.rom Extractor will think a bit... and will create 1456 *.dat files in your folder. This is it. All compressed graphics, but now it's uncompressed. Filename of *.dat = offset, where this data resides in rom. You'll need this offsets later. Ok, now the most annoying part - finding needed graphics and sorting it ... |
|
| Searching : |
Tools:
Sprite
Viewer
|
Same like you search directly in rom (like uncompressed, explained above), but now you'll need to check in SV all this 1456 files ! I spend 2 days for that :-/ But - I'll make you life easier. Here there are all of dat's that you may need for redrawing. Thanks to me :p Dat files & n64gfx options - for Ocarina of Time -------------------------------------------------------------------------- BIG PLACES NAMES (appears at the center of screen when you enter this area): There are files at 6.75 kb (6.912 bytes) (I found 57 of them. I think that's all). Just sort all dats by size - and you'll find them easily). n64gfx export/import stuff for all this names: 0x000d80 tile - 144 x 24 size - 144 x 24 linear8 builtiin igray MAIN GAME MENU - 1313830.dat ============================== n64gfx stuff for some of main menu parts: ============================== "options" submenu: ------------------------------ Sound ******** 0x008c78 tile - 64 x 64 size - 64 x 12 mode - linear8 palette - igray Check Brightness ********************* 0x0349e1 tile - 96 x 96 size - 96 x 14 mode - linear8 palette - igray Name? ******** 0x032700 linear8 tile 56 x 56 size 56 x 16 palette - igray main menu stuff (when selecting a filename): --------------------------------------------------------------- Text in menu (annotations, confirmations, etc) ***************************************************** 0x02b000 linear8 tile 128 x 128 size 128 x 238 igray A-Decide * B-Cancel ************************ 0x034080 linear8 tile - 144 x 144 image size - 144 x 16 igray ALL COMPRESSED DATA IN SUBSCREENS - 85d840.dat ==================== n64gfx stuff for subscreens: ==================== To Map To Equipment To Quest Status To Select Item **************** linear8 0x004900 Tile 128 x 128 Size 128 x 63 Builtin Igray Would you like to save/saved ********************************* linear8 0x006880 Tile 152 x 152 Size 152 x 32 Builtin Igray To Equip ********** linear8 0x003c35 Tile 56 x 56 Size 56 x 16 Builtin Igray To Decide ************ linear8 0x003fbf Tile 64 x 64 Size 64 x 14 Builtin Igray To Play Melody ****************** linear8 0x004380 Tile 80 x 80 Size 80 x 16 Builtin Igray Yes - No ********** linear8 0x007b80 tile 48 x 48 Size 48 x 48 ? (forgot this) Builtin igray Subscreen titles (those emboss things) - I spent whole day to redraw them and to make them readable in game. I just used "Pragmatica" font, no emboss, black color (in UltraHle it looks good, but in PJ64 - it's transparent, no black....) EQUIPMENT MAP SELECT ITEM QUEST STATUS SAVE ******************** linear8 0x008280 tile 80 x 80 size 80 x 280 Default Dungeon's names in map subscreens ******************************************* linear8 0x000000 tile 96 x 96 size 96 x 158 Builtin igray GAME OVER, continue playing? - 856b90.dat ZELDA LOGO SCREEN, (c) nintendo 1998, the legend of, ocarina of time - 11cd140.dat n64gfx stuff for logo: *********************** 0x000300 tile - 160x160 size - 160x160 mode - n64true palette - default n64gfx stuff for "(c) 1998 Nintendo": **************************************** 0x019400 tile - 128x128 size - 128x16 mode - linear8 palette - builtin igray ALL BOSSES NAMES (that appears, when you first enter boss room in dungeon): Gohma: E21700.dat Dodongo: De9480.dat Barinade: F8ab00.dat Phantom Ganon: Effc00.dat Volvagia: Fd15b0.dat Morpha: 1057590.dat Bongo Bongo: 10fd5d0.dat Twinrova sisters: 10c3be0.dat Ganondorf: 10f6600.dat Ganon: 11f9600.dat n64gfx for bosses: also linear8, builtiin igray. I haven't edit them now (because if you edit it's name, then load save to check your changes in UltraHle - It's name still appears in english. Don't know why, maybe this data (bosses names) is stored in save files. I only made GOHMA, the first boss - but I started the game from the begining to check changes - it works. Maybe PJ64 helps to check this, but I didn't try it yet... THE FIRST SCREEN IN GAME (NINTENDO 64) - 13120f0.dat n64gfx stuff for the first screen: *********************************** 0x000192 linear8 tile - 192x32 size - 192x32 Builtin igray "NAVI" (at C-UP button) - 13344C0.dat (search in Linear4 mode). ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ That's all for Ocarina of Time (there are some other small stuff, that doesn't appear in emulator (check *.dat with main menu stuff). I don't know any for Majora - try to ask Alex (he translates Majora. I have nothing to do with Majora) ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Ok... Now you have all needed stuff for editing compressed graphics. Be sure to check all described above in SV. Looks like this in SV, for example (places names): So, for full translation of Zelda:OoT you may need this: * - places names at the center of the screen - main geme menu (buttons & text) - Nintendo64 title at the beginning - main Zelda logo, if you want... ** - "Navi" on C-up button (appears when she wants to tell you something) *** - some stuff in subscreens - bosses names (appears when you first enter the boss room) - "GAME OVER" (stores like shit (broken onto 4 parts) in *.dat) - "The End" , Nintendo logo at the end of game, other small stuff. * for Majora's Mask - about the same, but there are more compressed data in Majora. (all items & masks names, for example - are compressed). ** if you change the logo, the game may totally hang when entering Thieves Hideout in Gerudo Fortress. I don't know, why... *** and in this case, tha game may totally hang at the beginning, when Zelda logo loads... Very strange.... (all game hangs with logo & navi (and also in case of uncorrect editing of compressed graphics means that a black screen appears during gameplay - and that's it) (short appearance of black screens in game means that needed graphics being uncompressing by the game - this is ok) OK, let's export needed graphics from *.dat's for edit. |
|
| Export from *.dat file: |
Tools:
N64Gfx
|
Same like from rom, but only type the name of *.dat in Rom name with (ext) field in N64Gfx. Fill all fields with info, found above (or manually in SV :) |
|
| Editing: |
Tools:
Photoshop
(Fireworks)
|
The same, like uncompressed. Same *.png art. Photoshop or Fireworks. Some important notes for editing: - File size of edited *.png can be a bit bigger, than original - always use original palette (palette from extracted PNG (save *.act file in photoshop, remember?) - try to edit VERY accurate, to make your new painting looks like an original png, as closer as possible - number of pixels in your edited png must be less than in original (or equal). Otherwise the game may hang. Ok, now you edited all *.png's, extracted from *.dat's. Next step - import it back to *.dat. |
|
| Importing into *.dat file: |
Tools:
N64Gfx
|
Same N64Gfx. Import * instead of export ... *.dat instead of rom ... * png filename - DOS-style. (max. 8 symbols) |
|
| COMPRESSING *.dat's : |
Tools:
Yaz0
Kit
|
The main part in editing compressed data in Zelda. Unzip Yaz0kit.zip. There are 4 files in it: - Yaz0unp.exe (unpacker, similar to Zelda Extractor, don't use it, forget it, delete it if you want). - Yaz0comp.exe (yes, this is a COMPRESSOR, finally...). - unp file (example of uncompressed data. Just one of 1456 files. Delete it). - !out.org file (example of compressed data. Just compressed *.unp file (*.dat file). Delete it). 1. Take your edited *.dat. Check it in SV to make sure everything is ok. 2. Put it in the same folder where Yaz0 kit is. 3. Rename your edited *.dat to UNP file. Just unp, with no extension. 4. Run Yaz0comp.exe. !out file will be created. This !out - this is your edited and compressed *.dat, ready to be inserted into rom ! In simple words - this !out is just the piece of rom data, exactly like it is in rom But it EDITED now :) *. * VERY IMPORTANT !!! : !out filesize MUST be SMALLER than original !!! (or equal, but better if smaller). ( compress original *.dat to have original !out file, so you can compare it's size with edited !out ). OK, now - the last step: Insertion into rom. |
|
| Inserting "!out" file into rom: |
Tools:
Romput
|
Take Romput 1.0 program. Put it into the new folder, put your rom and your edited !out* file into this folder too. Take the name of *.dat file you edited/compressed (to know the offset) . * You may rename !out file to another name, whatever you want (but better DOS-style name, I think). Run Romput. Looks very simple. (note - to load files in in, use buttons: "load rom", "load bin") If you didn't - romput will do nothing (same bug like in rom filename in N64gfx, but vice versa :) ) Here how it looks like: ROM - rom name BIN - !out file ADR - offset (*.dat filename) Now ... press Attach! button. You just finished to edit some of compressed graphics in Zelda64. Congratulations! Open rom in emulator, and see how you work looks like. If you're lucky and there will be no hangs in game, you can continue your work to make it looks like similar to what we do, translating it to russian. |
|
| Patch creation : |
Tools:
IPS
& APS patching tools (dextrose)
|
Now some words about patch creation. If you didn't edit compressed stuff, and just translating text, (and have only changed uncompressed graphics) - use IPS patches (Use "Smart IPS" proggy for this. NOT ips.exe which you may have). If you started to edit compressed graphics - always use APS (advanced patching system) patches. (Use xPSapply (to apply) and makeAPS (to make patches)). |
That's it. Enjoy.
Thanks to:
Hyllian (for his great help at the beginning, for n64gfx 2.0) _Demo_ (for Zelda Extractor, for Yaz0kit & explanations) PSA (for Yaz0kit !!!) Lugia_13gr (for asking me to translate this tutorial from russian to english) Sergey "Refresh" Kluchnikov (for translating Zelda:OoT with me) Seregak (for his great help at all and for founding bugs in Zelda64 translation) Alex (for translating Zelda:MM) To authors of all programs described here. Also: Zophar's domain Dextrose Romhacking.org Romov.net Shedevr
Tutorial by Anton
30.07.2002


A package to manipulate OPML files in Go. It is based on the spec as described at http://dev.opml.org/spec2.html. It includes a demonstration command line utilities
The opml package is copyright (c) 2021 by R. S. Doiel and released under the BSD 3-Clause license.


--- layout: post status: publish published: true title: Podcast 2.19 - Viva Los Doyers (Part II) author: display_name: Corey Fineran login: Corey email<EMAIL_ADDRESS>url: '' author_login: Corey author_email<EMAIL_ADDRESS>wordpress_id: 3008 wordpress_url: http://ivyenvy.com/?p=3008 date: '2010-07-20 06:33:28 +0000' date_gmt: '2010-07-20 11:33:28 +0000' categories: - General Baseball - Podcast tags: - Dodger Stadium - Dodgers - Dodgers Fans - Los Doyers comments: - id: 1518 author: Ryan author_email<EMAIL_ADDRESS>author_url: '' date: '2010-07-21 18:22:58 +0000' date_gmt: '2010-07-21 23:22:58 +0000' content: "Awesome. Man, we've had some great interviews this year. \r\n\r\nMeehan" - id: 1521 author: Andy author_email<EMAIL_ADDRESS>author_url: http://ivyenvy.com date: '2010-07-22 00:41:35 +0000' date_gmt: '2010-07-22 05:41:35 +0000' content: I listened to this one again, and I've got to say, Gus had a great sense of humor about the Dodgers. If I were in his place, I would probably get pretty defensive. - id: 1613 author: Andy author_email<EMAIL_ADDRESS>author_url: http://ivyenvy.com date: '2010-08-03 17:18:57 +0000' date_gmt: '2010-08-03 22:18:57 +0000' content: "I found this recurring column on Deadspin entitled \"Why Your Stadium Sucks.\" Here is the link to the one on Dodger Stadium--\r\n\r\nhttp://deadspin.com/5357489/why-your-stadium-sucks-dodger-stadium\r\n\r\nThere is one about Wrigley Field too." ---
Listen to Episode 2.18 to hear Corey's experience at Dodger Stadium before you listen to this episode. On Part II, we welcome Dodgers season-ticket holder, Gus Hernandez to explain the conduct of Dodgers fans at their stadium. This is a great interview, so don't look past this episode. The highlight is Gus describing his first game as a season-ticket holder.


XSLTPROC(1) xsltproc Manual XSLTPROC(1) NAME xsltproc - command line XSLT processor SYNOPSIS xsltproc [[-V | --version] [-v | --verbose] [{-o | --output} {FILE | DIRECTORY}] | --timing | --repeat | --debug | --novalid | --noout | --maxdepth VALUE | --html | --encoding ENCODING | --param PARAMNAME PARAMVALUE | --stringparam PARAMNAME PARAMVALUE | --nonet | --path "PATH(S)" | --load-trace | --catalogs | --xinclude | [--profile | --norman] | --dumpextensions | --nowrite | --nomkdir | --writesubtree PATH | --nodtdattr] [STYLESHEET] {XML-FILE | -} DESCRIPTION xsltproc is a command line tool for applying XSLT stylesheets to XML documents. It is part of libxslt(3), the XSLT C library for GNOME. While it was developed as part of the GNOME project, it can operate independently of the GNOME desktop. xsltproc is invoked from the command line with the name of the stylesheet to be used followed by the name of the file or files to which the stylesheet is to be applied. It will use the standard input if a filename provided is - If a stylesheet is included in an XML document with a Stylesheet Processing Instruction, no stylesheet need to be named at the command line. xsltproc will automatically detect the included stylesheet and use it. By default, output is to stdout. You can specify a file for output using the -o or --output option. OPTIONS xsltproc accepts the following options (in alphabetical order): --catalogs Use the SGML catalog specified in SGML_CATALOG_FILES to resolve the location of external entities. By default, xsltproc looks for the catalog specified in XML_CATALOG_FILES. If that is not specified, it uses /etc/xml/catalog. --debug Output an XML tree of the transformed document for debugging purposes. --dumpextensions Dumps the list of all registered extensions on stdout. --html The input document is an HTML file. --load-trace Display all the documents loaded during the processing to stderr. --maxdepth VALUE Adjust the maximum depth of the template stack before libxslt(3) concludes it is in an infinite loop. The default is 3000. --nodtdattr Do not apply default attributes from the document´s DTD. --nomkdir Refuses to create directories. --nonet Do not use the Internet to fetch DTDs, entities or documents. --noout Do not output the result. --novalid Skip loading the document´s DTD. --nowrite Refuses to write to any file or resource. -o or --output FILE | DIRECTORY Direct output to the given FILE. Using the option with a DIRECTORY directs the output files to the specified directory. This can be useful for multiple outputs (also known as "chunking") or manpage processing. Important The given directory must already exist. Note Make sure that FILE and DIRECTORY follow the “URI reference computation” as described in RFC 2396 and laters. This means, that e.g. -o directory will maybe not work, but -o directory/ will. Also note that if there is no output to xsltproc, FILE will not be created at all. An empty file will not be created. --encoding ENCODING Allow to specify the encoding for the input. --param PARAMNAME PARAMVALUE Pass a parameter of name PARAMNAME and value PARAMVALUE to the stylesheet. You may pass multiple name/value pairs up to a maximum of 32. If the value being passed is a string, you can use --stringparam instead, to avoid additional quote characters that appear in string expressions. Note: the XPath expression must be UTF-8 encoded. --path "PATH(S)" Use the (space- or colon-separated) list of filesystem paths specified by PATHS to load DTDs, entities or documents. Enclose space-separated lists by quotation marks. --profile or --norman Output profiling information detailing the amount of time spent in each part of the stylesheet. This is useful in optimizing stylesheet performance. --repeat Run the transformation 20 times. Used for timing tests. --stringparam PARAMNAME PARAMVALUE Pass a parameter of name PARAMNAME and value PARAMVALUE where PARAMVALUE is a string rather than a node identifier. Note: The string must be UTF-8 encoded. --timing Display the time used for parsing the stylesheet, parsing the document and applying the stylesheet and saving the result. Displayed in milliseconds. -v or --verbose Output each step taken by xsltproc in processing the stylesheet and the document. -V or --version Show the version of libxml(3) and libxslt(3) used. --writesubtree PATH Allow file write only within the PATH subtree. --xinclude Process the input document using the XInclude specification. More details on this can be found in the XInclude specification: http://www.w3.org/TR/xinclude/ ENVIRONMENT SGML_CATALOG_FILES SGML catalog behavior can be changed by redirecting queries to the user´s own set of catalogs. This can be done by setting the SGML_CATALOG_FILES environment variable to a list of catalogs. An empty one should deactivate loading the default /etc/sgml/catalog catalog. XML_CATALOG_FILES XML catalog behavior can be changed by redirecting queries to the user´s own set of catalogs. This can be done by setting the XML_CATALOG_FILES environment variable to a list of catalogs. An empty one should deactivate loading the default /etc/xml/catalog catalog. DIAGNOSTICS xsltproc return codes provide information that can be used when calling it from scripts. 0 No error (normal operation) 1 No argument 2 Too many parameters 3 Unknown option 4 Failed to parse the stylesheet 5 Error in the stylesheet 6 Error in one of the documents 7 Unsupported xsl:output method 8 String parameter contains both quote and double-quotes 9 Internal processing error 10 Processing was stopped by a terminating message 11 Could not write the result to the output file SEE ALSO libxml(3), libxslt(3) More information can be found at · libxml(3) web page http://www.xmlsoft.org/ · W3C XSLT page http://www.w3.org/TR/xslt AUTHOR John Fleck<EMAIL_ADDRESS>Author. COPYRIGHT Copyright © 2001, 2002 libxslt $Date: 2008-04-21 16:28:56 +0200 (Mon, 21 Apr 2008) $ XSLTPROC(1)


<exportanchors>
The <exportanchors>
element is used to delay @conref
resolution within DITA documents. This allows you to process or display DITA content in a
way that will resolve only some of the @conref
values in that content, while
remaining values are left for later resolution. The element contains a list of IDs or keys
that should not be resolved during the initial preparation of the content for display;
those IDs and keys will be preserved after that preparation, as will the conref
relationship itself.
Category: Delayed conref resolution elements


Hi There! My name is Todd McBride and I am currently a student in the MIT | xPro Web Develment course. This site is intended to serve as a portfolio for the projects that I complete in the course and beyond.
I currently live in Grand Rapids, Michigan (Beer City USA) with my wife and work at a Swedish based software company as an Account Manager. Through my current role I have learned a lot about the tech industry, which has driven me to enroll in this course to pursue a more techical role. I do not have a LinkedIn account, but feel free to reach out by email at the button at the bottom of this page!


%
Sub NotifyAdminNewUser(strLogin,strHowDidYouHear)
Dim objDB
Dim objRS
Dim item
Dim strSQL
If strHowDidYouHear = "" Then
strHowDidYouHear = "thin air, bozos"
End If
Set objDB = Server.CreateObject("ADODB.Connection")
objDB.Open DATABASE
Set objRS = Server.CreateObject("ADODB.Recordset")
strSQL = "SELECT * " _
& "FROM user " _
& " WHERE login = '" & strLogin & "'"
Response.Write(strSQL)
objRS.Open strSQL, DATABASE
'SwingBot sends his love
strBody = "*INCOMING MESSAGE FROM SWINGBOT, RULER OF WINDYHOP...*"& vbcrlf & _
vbcrlf & _
"A new user has signed up with the site. We are one more closer to world domination." & vbcrlf & _
vbcrlf & _
"Rumor has it that they found us from " & strHowDidYouHear & ". " & vbcrlf & vbcrlf & _
"Love," & vbcrlf & _
"SwingBot" & vbcrlf & "(you guys rule.)" & vbCrlF
strBody = strBody & "==========================" & vbCrlF
'Response.Write ("Database = " & DATABASE & "
")
'response.Write("


File: ../src/away/materials/methods/MethodVO.ts
///<reference path="../../_definitions.ts"/> module away.materials { /** * MethodVO contains data for a given method for the use within a single material. * This allows methods to be shared across materials while their non-public state differs. */ export class MethodVO { public vertexData:number[]; public fragmentData:number[]; // public register indices public texturesIndex:number; public secondaryTexturesIndex:number; // sometimes needed for composites public vertexConstantsIndex:number; public secondaryVertexConstantsIndex:number; // sometimes needed for composites public fragmentConstantsIndex:number; public secondaryFragmentConstantsIndex:number; // sometimes needed for composites public useMipmapping:boolean; public useSmoothTextures:boolean; public repeatTextures:boolean; // internal stuff for the material to know before assembling code public needsProjection:boolean; public needsView:boolean; public needsNormals:boolean; public needsTangents:boolean; public needsUV:boolean; public needsSecondaryUV:boolean; public needsGlobalVertexPos:boolean; public needsGlobalFragmentPos:boolean; public numLights:number; public useLightFallOff:boolean = true; /** * Creates a new MethodVO object. */ constructor() { } /** * Resets the values of the value object to their "unused" state. */ public reset() { this.texturesIndex = -1; this.vertexConstantsIndex = -1; this.fragmentConstantsIndex = -1; this.useMipmapping = true; this.useSmoothTextures = true; this.repeatTextures = false; this.needsProjection = false; this.needsView = false; this.needsNormals = false; this.needsTangents = false; this.needsUV = false; this.needsSecondaryUV = false; this.needsGlobalVertexPos = false; this.needsGlobalFragmentPos = false; this.numLights = 0; this.useLightFallOff = true; } } }


I've used UMLgraph to generate an E-R diagram out of the DAOs we use in SQO-OSS. I've just annotated a few classes with @assoc tags, removed the super class DAObject from all entities with sed, did some tweaking by hand in the .dot output, et voila, an E-R depicting almost 30 classes in less than 30 minutes!


Akan
Akan
Ghanaian names (or Personal names in Ghana) consists of several given names and surnames based on the language of ethnic groups in Ghana including Akan, Mole-Dagombas, Ga, Ewe and Nzema. Frequently, children are given a "day name" which corresponds to the day in the week they were born. These day names have further meanings concerning the soul and character of the person. Middle names have considerably more variety and can refer to their birth order, twin status, or an ancestor's middle name.


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ABOUT THE FILM
Wall-e is a computer-animated science fiction movie produced by pixar animation studio on 2008.
Wall-e was released in US on june 2008, it grossed 533mil worldwide and winning the 2008 golden globe for best animated film.
Wall-e was the most complex production because of the world and history that had to be conveyed. Whereas most pixard products have 75.000 storyboardsm Wall-e had 125.000. Pixar studied chernobyl and city of sofia to crate a perfeckt ruined world.


Intussusception
-
sudden onset severe colicky abdominal pain
-
intervals \~15min
-
lasting 2-3 mintues
-
-
telescoping of segment of bowle
- iliocoecal
-
usually idiopathic
-
can have pathological lead point (4-12yrs)
-
polyp
-
Meckel diverticulum
-
-
-
M>F
-
3mo-2yrs
-
birth - school age
-
“redcurrnat jelly (60%)
-
USS = diagnositc maneuvre
Acute appendiciits
-
may occur at any age
-
uncommonn \<3yo
-
vomiitng in 80% of children
-
diarrhoea in about 20%
-
temp only usually slightly elevated
-
high CRP >50 = feature
Mesenteric appendiciits
-
localisation of pain and tenderness is not as difinite
-
rigidity less of a feature
-
temp hgihger
-
anorexia, nausea and vomiting lesser features
-
lasts 5d followed by rapid recovery


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About Naika Esther
Languages: Kenya Sign Language
Professional Experience
- July 2018-Dec 2018: ICT Intern at Kenya Revenue Authority Responsibilities included:
- End user support.
- software installation and upgrade
- Computer hardware troubleshooting and repair.
- Network and business systems support.
- May 2017-July 2017: Attachee at Moi Teaching and Referral Hospital Responsible for:
- End user support.
- software installation and upgrade.
- Computer hardware troubleshooting and repair.
- Network support.
Professional Skills
- Website development.
- Excellent communication skills.
- Strong team player.
- Excellent customer service skills.
- Problem solver.


Verdict: A straightforward (and malt forward), enjoyable oatmeal stout! I will brew this again, perhaps with alternative bittering hops.
Vol: 10L (Half batch)
Mash: 60 min @ 66°C
Yeast: Safale S04 English Ale
Targets:
| OG | FG | ABV | IBU |
|---|---|---|---|
| 1.055 | 1.014 | 5.4% | 26 |
| Malt | Weight | |
|---|---|---|
| Ale Malt | 900 g | (71%) |
| Crystal Medium | 110 g | (9%) |
| Oats Flaked | 125 g | (10%) |
| Chocolate Malt | 70 g | (6%) |
| Special Roast | 60 g | (5%) |
| Hop | Time | Weight | AA% |
|---|---|---|---|
| Goldings | 45 | 12 g | 5 |


--- # DO NOT EDIT! # This file is automatically generated by get-members. If you change it, bad # things will happen. layout: default title: "Geraint Davies" house: commons ---
Geraint Davies is the MP for Swansea West.
What is a constituency?
Geraint Davies is an MP in the Labour (Co-op) party.
What is a party?


Research
We are a research group in computational quantum chemistry at Morehouse College in Atlanta, GA. Our brand of chemistry research may differ drastically from what you might envision a chemists does. Rather than don a chrisp white lab coat and rush into a lab mixing dangerous chemicals together, we stay safe behind the comfort of our computers writing alg orithms and running calculations to better understand the physical nature of chemistry. Specifically, my group is inte rested in reaction mechanisms and better understanding how fundamental molecular forces help to drive chemical reactio ns. Highly motivated undergraduate students in the Atlanta University Center who are interested in doing research with us, are encouraged to contact Dr. Derricotte directly. Check out our current research areas and see if you’re interested:
Noncovalent Interactions in Reaction Mechanisms
Our group is interested in studying reaction mechanisms and characterizing the noncovalent interactions that occur throughout the reaction between interacting molecules. We approach this by utilizing symmetry-adapted perturbation theory on structures throughout the reaction coordinate to characterize the electrostatic, exchange, induction, and dispersion interactions throughout the mechanism.
Activation Strain and Reaction Force Analysis
To investigate chemical reactions, we utilize two approaches known as reaction force analysis and the activation strain model. The reaction force is defined as the negative gradient of the energy with respect to the reaction coordinate. Using this approach it is possible for us to parition the reaction coordinate into distinct regions to isolate where different mechanisms are occuring. The activation strain model decomposes the reaction energy into contributions from geometric strain and electronic interaction.
Open-Source Quantum Chemistry Software Development
All methods developed in our group are implemented in pyREX (Python Reaction Energy eXtension), a standalone open-source Python code for reaction force analysis of chemical reactions. pyREX is interfaced with the popular quantum chemistry packages PSI4 and pySCF.