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AAX SDK
2.3.1
Avid Audio Extensions Development Kit
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A list of known bugs affecting AAX plug-ins.
An AAX Hybrid DSP plug-in with 7.1.2 input and output stem formats and a 16-sample processing buffer size will throw an AAE -14382 error upon instantiation at 192kHz
Resolution: This bug is unresolved
In the Win32 GUI example plug-in, the mouse cursor disappears when text is entered in text box and only re-appears when the mouse is moved out of the plug-in window bounds
Resolution: This bug is unresolved
AAXLibrary compiles with warnings in Visual Studio 2015
Resolution: This bug is fixed as of AAX SDK 2.3.0
Using collection-level properties leads to a leaked ACF object
Resolution: This bug is fixed as of AAX SDK 2.3.0
Demo Delay (mono) DSP / Demo Gain (Cocoa UI) (mono) DSP can't be instantiated
Resolution: This bug is fixed as of AAX SDK 2.2.0
DemoMIDI_Sampler: No audio on right channel (multi-mono)
Resolution: This bug is fixed as of AAX SDK 2.2.0
Discussion: DemoMIDI_Sampler and DemoMIDI_Synth are now restricted to not use multi-mono, via the AAX_eProperty_Constraint_MultiMonoSupport property.
In Pro Tools, when a track's MIDI destination is set to "none" and a new plug-in that includes a MIDI input node (e.g. any Instrument plug-in) is instantiated, the track's MIDI destination is set to the first newly created MIDI input node.
When the track in question is greater than mono, and the Instrument plug-in is multi-mono, the default behavior is for the track's MIDI destination to be set to the first of the newly created input nodes, not to all of them simultaneously. As a result, the track's MIDI destination is set to the MIDI input node of the first (left) multi-mono instance of the plug-in.
To route MIDI to all channels of a multi-mono plug-in in Pro Tools, ctrl-select the MIDI destination and choose the additional MIDI nodes.
C99Compatibility constructs are incorrect when used with VS2012
Resolution: This bug is fixed as of AAX SDK 2.1.1
Misleading warning message when attempting hardware debugging using a non-local TIShell.out
The "Load ProTools Plug-in Symbols" script gives the following warning: D:/Code_7/dev.ws.backup-win7-concert/AAX/Internal/SystemSoftware/TIShell/CCS_Project/TIShell/../../../../../../WinBag/x64/Release/bin/TIShell.out does not exist! Please question everything.
This error message includes a hard-coded path that is not relevant to the running system. This error is benign but it can be confusing.
Resolution: This bug is unresolved
AAX SDK: Win32 example plug-in GUI does not appear in Windows 8
Resolution: This bug is fixed as of AAX SDK 2.2.0
AAX DemoGain_VST: Text box entry is not acknowledged upon click outside of window
Resolution: This bug is unresolved
AAX SDK Win32 example plug-in does not "snap to default" on option-click
Resolution: This bug is fixed as of AAX SDK 2.2.0
AAX SDK VSTGUI example plug-in does not respond to 'alt' or 'win' modifier keys (Windows)
Resolution: This bug is fixed as of AAX SDK 2.2.0
AAX DemoGain_VST and DemoGain_Cocoa require initial click on GUI to take focus before editing (OS X)
Resolution: This bug is not yet resolved. For OS X, one workaround is to modify VSTGUI's cocoasupport.mm file in order to add a handler for the acceptsFirstMouse selector:
Special thanks to Nick Protokowicz for suggesting this workaround.
AAX SDK: Incorrect output from scatter/gather DMA example plug-in when increasing playback buffer size while audio is present (Native decks)
Resolution: This bug is unresolved
Workaround: The workaround for this issue is to not run audio through this plug-in while increasing the playback buffer size.
AAX_CChunkDataParser::LoadChunk doesn't handle unknown chunk items well
Resolution: This bug will not be fixed
Discussion: AAX_CChunkDataParser does not store the size of each chunk item in the data stream. Therefore there is no way to determine the correct size for each data element when reading a chunk that was generated by this parser.
Workaround: If you know the correct size of each data element in a chunk when it is read by the plug-in, you can override the AAX_CChunkDataParser methods to ensure that each data element is correctly sized.
AAX SDK: Output from DMA example plug-in is one buffer early
Resolution: This bug is unresolved
AAX SDK example plug-ins' controls do not write automation properly when in 'touch' mode (frequently revert to default value while writing)
Resolution: This bug is fixed as of the 1.0.4 SDK
AAX DemoGain GUI example plug-ins do not correctly handle alt/opt-click for resetting controls to their default state
Resolution: This bug is partially resolved as of AAX SDK 1.0.4. See also PTSW-158348 and PTSW-158381.
AAX SDK JUCE example plug-in does not "snap to default" on option-click
Resolution: This bug is fixed as of AAX SDK 1.0.4
The plug-in frame overlaps the plug-in window header if the plug-in GUI is taller than the screen height less the plug-in window header height.
Resolution: This bug is unresolved
Workaround: Avoid resizing the plug-in GUI to a height greater than the display height.
Dynamic plug-in processing incorrectly shuts off processing in mixed multi-mono/multichannel chains that should force processing
This bug can occur if a multi-mono plug-in preceeds a multichannel plug-in which sets AAX_eProperty_Constraint_AlwaysProcess
Resolution: This bug is unresolved
AAX plug-in parameter handling may cause audio glitches on Windows for plug-ins with very long GenerateCoefficients() execution time
Resolution: This bug is unresolved
Unprintable characters in four-char parameter IDs may result in -9105 errors
Resolution: This bug is fixed as of Pro Tools 2018.1
AAX digital signature check fails on pre-Sierra systems for plug-ins signed on Sierra
Resolution: This bug has been reported to Avid but is not yet confirmed. Contact PACE Anti-Piracy, Inc. if you encounter this behavior.
Plug-in aux outputs are silent for upmix plug-ins when using AAX Native plug-ins with the HDX playback engine
Resolution: This bug is fixed as of Pro Tools 2018.1
ProTools shows error if the plug-in's multi-chunk preset file contain incorrect chunk listed in the end
For example, if a new chunk type has been added to a later version of a plug-in and a preset from that version is opened in an earlier version of the plug-in.
Resolution: This bug is fixed as of Pro Tools 12.8.2
AAX Hybrid plug-ins with more than 16 total input channels (direct input and hybrid input) raise AAE -14382 error upon instantiation at 192 kHz sample rate
Resolution: This bug is unresolved
The AAX related types feature is broken (AAX_IACFPropertyMap_V3 inheritance is incorrect)
Resolution: This bug was introduced in Pro Tools 12.8 and is fixed as of Pro Tools 12.8.1
The plug-in preset menu takes a long time to build for plug-ins with a very large number of preset .tfx files
Resolution: This bug is unresolved
The plug-in preset menu contains empty folders for other Effects in the same .aaxplugin bundle
Resolution: This bug is fixed as of Pro Tools 12.8.2
Pro Tools may crash after plug-in parameter tweaks on Windows
Resolution: This rare crash may be fixed in Pro Tools 2018.1
AAX_ITransport::GetTimelineSelectionStartPosition() provides incorrect values for real-time plug-ins - value depends on transport time display selection in Pro Tools
Resolution: This bug is fixed as of Pro Tools 12.8
Incorrect timecode is sent to plug-ins when delay is present before the plug-in
Resolution: This bug is unresolved
Pro Tools 12.7 and later developer builds crash if a debugger is attached during the first session open (Mac only)
Resolution: This bug is unresolved
Workaround: Attach a debugger after opening a session in Pro Tools. After the first session open, subsequent session open actions will not result in a crash.
Transport location provided to plug-ins is incorrect during half-speed playback
Resolution: This bug is unresolved
Incorrect AudioSuite processing modes are available for multichannel random access plug-ins
Resolution: This bug is unresolved
Pro Tools removes plug-ins from the insert menu if unsupported stem formats are detected
Resolution: This bug is fixed as of Pro Tools 12.8
This bug is also now fixed in earlier versions of Pro Tools via a workaround which is now built into the AAX SDK during Describe. See AAX_VPropertyMap::AddProperty()
There is no way for AAX plug-ins to opt out of the default settings chunk sequence during plug-in instantiation
Resolution: This requested enhancement is not yet implemented
HDX errors can occur due to over-allocation of certain plug-ins
This bug applies specifically to AAX DSP plug-ins which register the same DLL and algorithm entry point name for multiple modules with different AAX_eProperty_TI_MaxInstancesPerChip requirements.
In VENUE, this bug causes a 'No Information Available' error dialog on a single DSP chip
Resolution: This bug is fixed as of Pro Tools 12.5 and VENUE 5.1
AOS is not cleaned up in AAX_IComponentDescriptor::Clear
Resolution: This bug will not be fixed
AAX automation playback is late and non-deterministic
Resolution: This bug will not be fixed
Pro Tools developer builds: Asserts result in -300xx errors rather than an explanatory dialog
Resolution: This bug is fixed as of Pro Tools 12.3
HDX: AAX packets are not delivered to ports 16 or 24 (zero-indexed) when PostPacket() is called outside of GenerateCoefficients()
Workaround: Make all calls to AAX_IController::PostPacket() within the scope of AAX_IEffectParameters::GenerateCoefficients()
Resolution: This bug will not be fixed
AAX Hybrid: transport location and clock methods do not provide correct values when called from the Hybrid render callback
Resolution: This bug is fixed as of Pro Tools 12.4
TestGetCurveData
DigiOption results in incorrect plug-in view offset for plug-ins with MIDI
Resolution: This bug will not be fixed
Workaround: Temporarily disable MIDI in your plug-in while developing or debugging the plug-in's curve data, then re-enable MIDI once you have finished using the TestGetCurveData
DigiOption.
Pro Tools may incorrectly identify plug-ins when a single plug-in uses identical plug-in IDs across different Effects
Resolution: This bug is fixed as of Pro Tools 12.2
Plug-Ins that use the "Related Types" feature cannot relate to plug-ins with a different ProductID
Resolution: This bug is fixed as of Pro Tools 11.3.2 and Pro Tools 10.3.11
In some cases AAX plug-ins do not show the correct Control Name Variation and just read out the automation name
Resolution: This bug is will not be fixed
Control surfaces can send illegal parameter values to plug-ins
Resolution: This bug will not be fixed
HDX: A chip may be full with just a small percent of the System Usage meter filled
Resolution: This bug will not be fixed
AudioSuite: Analyze mode is not working properly when processing method is set to "clip-by-clip"
Resolution: This bug is fixed as of Pro Tools 11.3.1
Dynamic Plug-In Processing is unnecessarily disabled for plug-ins in the "Other" category
Resolution: This bug is fixed as of Pro Tools 12
AudioSuite only analyzes the first clip in "clip list" mode
Resolution: This bug is fixed as of Pro Tools 12
Pro Tools may incorrectly change a plug-in instance when another instance is edited
Resolution: This bug is fixed in Pro Tools 2018.1
Discussion: This issue only happens when the two plug-in types use the same Manufacturer and Plug-In IDs and use Product IDs with unprintable chars when interpreted as four-char values.
We strongly recommend that you select Product IDs in the printable ASCII four-char range.
Pro Tools 10: Plug-in Side-chain input is silent when the plug-in supports Aux Outputs
Resolution: This bug will not be fixed
Plug-in preset files for some plug-ins are not cross-compatible between Mac and Windows
Resolution: This bug is fixed as of Pro Tools 11.2 and Pro Tools 10.3.10
A View Size Changed notification is not sent when connecting/disconnecting a display
Resolution: This bug will not be fixed
Cannot adjust plug-in parameters with large numbers of steps using control surface (Artist Series)
Resolution: This bug is fixed as of Pro Tools 12.4
AudioSuite preview allows processing with incorrect number of channels
Resolution: This bug will not be fixed
EQ/Dyn graphs on EUCON surfaces are not always updated for plug-ins with many EQ/Dyn parameters
Resolution: This bug will not be fixed
Discussion: Currently, EUCON surfaces only update a plug-in's EQ/Dyn curve plots when an update occurs to one of the parameters which is mapped to the plug-in's "center section" EQ/Dyn page tables. Other parameters will not trigger an update to the plug-in's EQ/Dyn curve plot.
Calling AAX_ICollection::AddEffect() multiple times using the same iEffectID
only returns an error if called with the same effect descriptor, but this is always illegal
Resolution: This bug is fixed as of Pro Tools 12
Discussion: Calling AAX_ICollection::AddEffect() using the same ID will now return an error in all cases
Plug-in is not notified of preset load when loading factory default presets
Resolution: This bug will not be fixed
AAX_IViewContainer::HandleParameterMouseUp() returns AAX_ERROR_UNIMPLEMENTED when using control-command-option-click on a plug-in GUI control
Resolution: This bug will not be fixed
Discussion: See the discussion of this bug in the AAX_IViewContainer documentation.
Automation problems with plug-in parameter names > 31 characters
Resolution: This bug is fixed as of Pro Tools 11.2.1
Discussion: This bug was introduced in Pro Tools 11.1
Very hard to edit plug-in parameters with many steps using a control surface rotary encoder
Resolution: This bug will not be fixed
When the output on a track is set to "no output" then no audio is sent to Auxiliary Outputs of the plug-ins on the track
Resolution: This bug is unresolved
Workaround: Users can work around this issue by ensuring that a track output is always assigned for tracks with plug-ins that generate Auxiliary Output channels. For example, the user may pull down the track's output gain fader, enable MUTE, or select an unused output channel or bus.
AudioSuite plug-ins are not able to partially re-name clips
Resolution: This bug is fixed as of Pro Tools 12
AOS plug-ins become active when moving an inactive plug-in to another insert
Resolution: This bug is fixed as of Pro Tools 11.2
AudioSuite processing notifications are not sent at the start and end of a processing event
Resolution: This bug is fixed as of Pro Tools 12
Discussion: Two new notifications were added to provide this behavior. The existing AudioSuite notifications retain their behavior: they are sent before and after each processing pass, i.e. at the beginning and end of each audio channel that is processed, even if the current selection includes multiple channels. For more information, see AAX_EProcessingState
Pro Tools does not update plug-in settings when a new setting's name matches an old setting and the modification date is later
Resolution: This bug will not be fixed
Workaround: To update the settings that are bundled with a plug-in, the plug-in's installer should search for and remove any deprecated settings files on the system.
Using Aux Output Stems on DSP plug-ins causes them to crash
Resolution: This bug is fixed as of Pro Tools 11.2
Discussion: This bug was introduced in Pro Tools 11.1
Plug-in side chain input is not properly delay compensated: aligned with output instead of input, no individual tap per insert
Resolution: This bug is unresolved
Discussion: Side chain delay compensation on native playback engines is not currently supported
Key focus is not returned to a plug-in after it launches a dialog
Resolution: This bug will not be fixed (design limitation)
External source (SideChain) key input is not reported to DSP Dynamics plug-ins after HDX re-shuffle, hence no Gain Reduction occurs.
Resolution: This bug is unresolved
Implement Manufacturer ID byteswap
Resolution: This bug is fixed as of Pro Tools 11.2 and Pro Tools 10.3.10
Plug-in settings chunks with incorrect fSize result in junk data
Resolution: This bug will not be fixed
EUCON surface cells sometimes behave inconsistently when discrete plug-in parameters are mapped to rotary encoders
Resolution: This bug will not be fixed
AudioSuite AAX: Pro Tools performs multiple unnecessary render passes when rendering in multi-input mode
Resolution: This bug will not be fixed
Pro Tools uses a hard-coded version string when publishing its version to AAX plug-ins (AAX_IController::GetHostName)
Resolution: This bug is fixed as of Pro Tools 12.4
Global symbols due to statically linked boost libs in Pro Tools components may conflict with plug-in components that use boost
Resolution: This bug is unresolved
The Pro Tools meter decay setting is not applied to plug-in meters
Resolution: This bug will not be fixed
Plug-ins do not receive parameter touch state when automation-enabled in Pro Tools 11.1
Resolution: This bug is fixed as of Pro Tools 11.1.2
Some plug-in state changes do not trigger the Pro Tools session "dirty" flag
Resolution: This bug is fixed as of Pro Tool 11.1.2 and and Pro Tools 10.3.9
Unexpected behavior for plug-in auxiliary output channels > 128
Resolution: This bug will be fixed as of Pro Tools 11.1.3
In some cases AAX plug-ins do not show the correct Control Name Variation on control surfaces
This bug can occur when a page table references parameters by ID and some parameters' ID strings are exactly as long as the control surface's display. In this scenario, the control surface will display the parameter's ID string rather than a Control Name Variations (abbreviation) string of equivalent length.
Resolution: This bug is fixed as of Pro Tools 12
Failure to load AAX plug-ins with spaces in DLL filename
Resolution: This bug will not be fixed
AAX: AAX_IController::PostPacket() doesn't return any error if you attempt to post to a private data field
Resolution: This bug will not be fixed
Auto-generated AudioSuite plug-in GUIs are non-functional for the first plug-in loaded into the window
This bug applies to AudioSuite plug-ins wich use the AAX_eProperty_UsesClientGUI property. This bug is present in all Pro Tools versions which support AAX.
Workaround: This bug only applies when an AudioSuite window is first created. To resolve the issue, toggle an open AudioSuite window between different plug-ins. After toggling to another plug-in and back to the original plug-in, the auto-generated GUI will again be functional.
Resolution: This bug will not be fixed
Attempts to set signal latency by non-linear AudioSuite plug-ins should fail, but do not
Resolution: This bug will not be fixed
An AudioSuite plug-in ID may be incorrectly used as a related type, preventing type-swapping
Resolution: This bug is fixed as of Pro Tools 11.2 and Pro Tools 10.3.10.
AAX_CMidiPacket::mIsImmediate field is not getting set for real-time MIDI messages
Resolution: This bug will not be fixed
AudioSuite: PreRender() is not called before each preview pass
Resolution: This bug is fixed as of Pro Tools 11.1
Plug-ins are not unloaded and cannot be swapped when EnablePlugInHotSwap option is enabled
Resolution: This bug will not be fixed
The workaround for this issue is to re-launch Pro Tools after installing a new build of the plug-in
Pro Tools 11 developer builds hang when LLDB is detached
Resolution: This bug will not be fixed
Pro Tools 11 developer builds hang when LLDB is attached at the PauseDuringLaunchToAttachDebugger dialog
Resolution: This bug is fixed as of Pro Tools 11.2
It is not possible to launch some Pro Tools 11 and later development builds from a debugger
Resolution: This bug is unresolved. It applies to all Pro Tools 11 and higher development builds on Windows and to some development builds on Mac.
Use the PauseDuringLaunchToAttachDebugger DigiOption to attach the debugger at a safe point in the Pro Tools launch process
Plug-in preset menu takes a long time to load with many presets
Resolution: This bug is fixed as of Pro Tools 11.1
AAX_ePrivateDataOptions_KeepOnReset is not implemented
Resolution: This bug is unresolved
Pro Tools has a problem with AAX_IController::PostPacket() being called during AAX_IEffectParameters::TimerWakeup()
Resolution: This bug will not be fixed
Workaround: This bug occurs only with unbuffered plug-ins' ports for coefficients, so the workaround for this issue is to use buffered ports instead.
Plug-in parameters can get stuck in touched state; touch/release tokens do not always match
One race condition that could result in this bug behavior has been addressed in Pro Tools 11.1.0. However, the bug can still occur when using EUCON control surfaces due to a mismatch in touch/release tokens sent from those surfaces.
Resolution: This bug is resolved as of Pro Tools 11.1.3. It is unresolved in Pro Tools 10
AAX_ITransport::GetCurrentNativeSampleLocation() returns invalid value on the start of playback
Resolution: This bug will not be fixed
Automatable parameter values may change between Set and Update
Resolution: This bug is unresolved
Related types do not work when used with AAX_eProperty_SampleRate
Resolution: This bug is fixed as of Pro Tools 11.1
AAX plug-ins whose context field IDs are not defined in Describe cause a crash in Pro Tools
Resolution: This bug is closed (unable to reproduce)
AudioSuite GUI work causes audio playback glitches and stutters
Resolution: This bug is fixed as of Pro Tools 11.2.
If an AAX plug-in does not declare all the fields in its context block, undefined behavior may occur (possibly a crash)
Resolution: This bug is fixed as of Pro Tools 10.3.8 and Pro Tools 11.0.2
On Windows, VSTGUIv4 plug-in GUIs do not receive key events (PT11 only)
Resolution: This bug is addressed with a patch to the AAX SDK's VSTGUI extension implementation as of AAX SDK 2.1.0
AAX: Calls to SetValue() early in plug-in life may not propagate to UpdateParameterNormalizedValue()
Resolution: This bug will not be fixed
The workaround for this issue is to call SetValue redundantly until the desired value is updated.
Session tempo should be available during EffectInit()
Resolution: This bug will not be fixed
Workaround: The workaround for this issue is to poll the transport interface in TimerWakeup() or otherwise call it after EffectInit() completes.
Pro Tools does not respond to SetParameterNormalizedValue() while offline bouncing
Resolution: This bug is fixed as of Pro Tools 11.1. However, note that we do not recommend implementing linked parameters using direct calls to SetParameterNormalizedValue(). For an explanation of the correct approach to parameter linking, see Linked parameters, with examples provided in the SDK example plug-ins.
Undo key events do not reach plug-ins (Windows)
Resolution: This bug will not be fixed
Use of DigiTrace results in eTISysSwapScriptTimeout
Resolution: This bug fixed as of Pro Tools 11.1
AAX_TRACE_RELEASE crashes at highest optimization setting in AAX DSP plug-ins
Resolution: This bug is unresolved
DigiTrace: Only one parameter can be sent per trace on HDX
Resolution: This bug is fixed as of Pro Tools 11.1
AudioSuite: Error 1224 on AudioSuite render when significantly changing the length of a clip (Windows 8)
Resolution: This bug is fixed as of Pro Tools 11.1
AAX_ITransport::GetTimeCodeInfo returns invalid values for AAX Instruments
Resolution: This bug is fixed as of Pro Tools 10.3.7 and Pro Tools 11.0.2
Related types come up as inactive when going from HDX > Native
Resolution: This bug is fixed as of Pro Tools 11.1
AAX plug-in meters are not cleared during silence
This bug is new to Pro Tools 11. It does not occur in Pro Tools 10.
Resolution: This bug will not be fixed
AAX Hybrid plug-ins cannot be opened as AudioSuite (AAE -7103 error)
Resolution: This bug is fixed as of Pro Tools 11.1
Incorrect audio buffer length provided when a native plug-in (erroneously) registers AAX_eProperty_AudioBufferLength
Resolution: Since this is an unsupported plug-in configuration this bug will not be fixed
Re-add support for AudioSuite "progress" dialog re-naming (was supported in Pro Tools 9 and earlier)
Resolution: This bug is unresolved
AAX MIDI plug-ins' MIDI channels are not uniquely labeled
Resolution: This bug will not be fixed
Native engine strides by 2048 samples at 96kHz (expect <= 1024)
Resolution: This bug fixed as of Pro Tools 11.0.1
AAX_IHostProcessorDelegate::GetAudio() responds to invalid iLocation as if everything succeeded
Resolution: This bug will not be fixed
AAX_IHostProcessorDelegate::GetAudio() ignores input audio buffer parameter
Resolution: This bug will not be fixed
The workaround for this issue is to make sure that HostProcessor plug-ins only request valid audio - do the boundary-condition checking inside the plug-in.
Plug-ins defining AAX_eProperty_RequestsAllTrackData quit when processing a timeline region with no audio
Resolution: This bug is fixed as of Pro Tools 11.0.2
Failures returned by 3P AAX-AS PIs in Pre- Analyze/Render are not used by the host
Resolution: This bug is fixed as of Pro Tools 11.1
AudioSuite: plug-in parameters are not changed upon 1st click after you click Bypass. [Win]
Resolution: This was found to be an issue in certain plug-ins with JUCE-based GUI implementations. In JUCE, the real-time variants of the of the modifiers key getter method can cause seemingly unrelated problems with the responsiveness of the GUI. In this instance, the symptom was that plug-in parameters would not be changed on the first click inside the GUI window.
The workaround for this issue, and for other unusual GUI behavior in these plug-ins, is to always use juce::ModifierKeys::getCurrentModifiers()
; do not use juce::ModifierKeys::getCurrentModifiersRealtime()
.
Sample rate specific plug-ins cause Pro Tools to throw a misleading error message when opened in non-supported sample rate sessions
Resolution: This bug is fixed as of Pro Tools 11.1
Make automation link by Parameter ID instead of Parameter Name. Fall-back to Parameter Name if no match
Resolution: This behavior is supported starting in Pro Tools 11.1
AudioSuite works incorrectly in Clip List mode.
Resolution: This bug is fixed as of Pro Tools 12
Stereo instrument plug-ins: "MIDI Node" field in plug-in window header disappears when insert is dragged to a new slot
Resolution: This bug is unresolved in Pro Tools and will not be fixed for the foreseeable future.
After making a Preview pass, AudioSuite plug-ins no longer make calls to InitOutputBounds()
Resolution: This bug is fixed as of Pro Tools 10.2.1
AAX plug-ins receive meaningless Clock data on Native decks, and less-than-ideal data on DSP decks
Resolution: This bug is fixed as of Pro Tools 10.2
AAX VI Issue - All AAX VIs do not have MIDI Nodes
Resolution: This bug is fixed as of Pro Tools 10.2
AAX VI Issue - Instrument Tracks do not automatically map to the AAX VI that is instantiated on them
Resolution: This bug is fixed as of Pro Tools 10.2
Incorrect error message when power is not connected to HDX card (EDIT: occurs with pre-A1 HDX prototypes only)
Resolution: This bug will not be fixed
Some plug-ins' DSP Instance counts are much lower in Pro Tools 10.2 than in Pro Tools 10.1
Resolution: This issue affects plug-ins that employ more than one buffered data port and that support many instances per DSP chip on HDX. As of Pro Tools 10.2, there is a limit of 164 buffered data ports per DSP (this is equal to the total I/O limit per DSP.)
To work around this issue, use as few data ports in your plug-in's algorithm context as possible. Note that DMA transfers on HDX occur in 128-byte chunks, so packet sizes below 128 bytes do not increase transfer efficiency on HDX.
See this forum post for more information: https://developer.digidesign.com/index.php?L1=5&L2=13&L3=56&LC=/viewtopic.php?f=93&t=228
Plug-ins write automation with pairs of updates, causing undesired "stepping" in recorded automation
Resolution: This bug is fixed as of Pro Tools 10.2 and 10.1.1
Poor plug-in performance with multiple processors selected; plug-ins are not consistently assigned to the same worker/thread by DAE, leading to cache thrashing.
Resolution: This bug is fixed as of the audio engine changes in Pro Tools 11
AAX DSP plug-ins with same DLL name are not properly labeled in the System Usage window
Resolution: This bug is fixed as of Pro Tools 10.2
Mouse cursor does not reliably update when positioned over plug-ins. Instead the mouse cursor shows the current Edit Tool.
Resolution: This bug is fixed as of Pro Tools 10.2
GUI elements fill window in some 3P AAX plug-ins GUIs on Windows
Resolution: This bug is fixed as of Pro Tools 10.2
pluginGestalt_SupportsControlChangesInThread
is not properly implemented for AAX plug-ins
Resolution: Parameter updates are handled by a non-main thread for all AAX plug-ins as of Pro Tools 10.1
Silent failure when plug-ins attempt to register components with different platform support
Resolution: This bug is not yet resolved. This is an expected constraint, but the silent failure is unexpected
GetCurrentTDMSampleLocation()
returns the wrong value.
Resolution: This bug is fixed as of Pro Tools 10.2
When an AudioSuite plug-in modifies the output audio length, the audio is not positioned at the correct location
This bug is due to AudioSuite handles processing. A plug-in that modifies the output audio length may move audio from the handle region into the visible clip region, which is unexpected behavior from the user's perspective.
Resolution: This bug will not be fixed
The workaround is for plug-ins that experience this issue to disable AudioSuite handles, thereby only processing the audio that the user sees on the timeline.
eFicGestalt_GetASPreHandleLength
and eFicGestalt_GetASPostHandleLength
return the wrong handle length values upon a call to AnalyzeAudio
with 'WHOLE FILE' mode selected
Resolution: This bug is fixed as of Pro Tools 10.2
Highlight info sent to plug-ins before GUI is created.
Resolution: This bug is fixed as of Pro Tools 10.0
Crash on Pro Tools quit when plug-in GUI is open (OSX)
Resolution: This bug is unresolved in Pro Tools and will not be fixed for the foreseeable future. Plug-in workarounds are demonstrated in the DemoGain_GUIExtensions example plug-ins:
a) Separating all Obj-C elements into a separate bundle that is loaded manually by the main plug-in bundle (see DemoGain_Cocoa) b) Applying an NSAutoreleasePool to the AAX GUI object destructors (see DemoGain_VST and DemoGain_JUCE)
See this forum post for more information: https://developer.digidesign.com/index.php?L1=5&L2=13&L3=56&LC=/viewtopic.php?f=93&t=228
AAX MIDI plug-ins do not get correct MIDI routing on Instrument tracks
Resolution: This bug is fixed as of Pro Tools 10.2
Configurations with duplicate PlugInID properties are silently hidden with no error
Resolution: As of Pro Tools 10.2, duplicate PlugInID properties will trigger the following DigiTrace log:
DTF_AAXHOST DTP_NORMAL
"AAXH ERROR: Attempted to add new configuration with duplicate ID: %x" existingID
MIDI packet alignment is not identical between DAE and AAX
This is a known bug in Pro Tools 10.0. This bug results in corrupted MIDI stream data to AAX plug-ins.
Resolution: This bug is fixed as of Pro Tools 10.0.1
Erroneous transport location information provided to plug-ins after playback (new to PT9)
Resolution: This bug will not be fixed
Groups do not follow changes to "Inserts" Globals group settings
Resolution: This bug will not be fixed
The workaround for this issue is to modify the group's settings to de-select "follow globals", then re-modify the group's settings to select "follow globals". This will apply the current Globals settings as well as any future changes to the Globals without need for additional workarounds.
Pro Tools developer build: Crash on launch when not "run as administrator" (Windows)
Resolution: This bug is unresolved
Re-add support for AudioSuite "progress" dialog re-naming (was supported in PT 9 and earlier) (see PTSW-159768)
Resolution: This bug is unresolved
AAX SDK Win32 GUI example plug-in does not draw correctly
Resolution: Duplicate of PTSW-156286 (see above.) Resolved as of Pro Tools 10.2
Optional analysis is not applied to every channel in a multi-channel selection
Resolution: This bug is fixed as of Media Composer 8.4
Discussion: When an optional analysis pass is triggered in Media Composer, only the channel that is currently represented in the AudioSuite Dialog will be analyzed. Other channels in a multi-channel selection will not be analyzed.
This issue is fixed in Media Composer 8.4; now the following behavior will occur for AudioSuite plug-ins:
On EUCON control surfaces, Dynamics curves are not displayed if a plug-in does not provide a custom curve display range
Workaround: In order for a plug-in's Dynamics curve to be displayed, the plug-in must implement AAX_IEffectParameters::GetCurveDataDisplayRange() for whichever Dynamics curve types it supports
EUCON control surfaces do not support custom EQ curve display ranges
Resolution: This feature is not yet implemented
S6: Plug-in parameter order is inverted when using ProControl page tables
Resolution: Resolved as of S6 Software 1.3
For a list of known issues in AAX Tools such as DigiShell or the AAX Plug-In Page Table Editor, see the dedicated ReadMe file that is distributed with each tool.


EXCLUSIVE: Godfrey Does a Hilarious Omarion Impression, Reacts to DMX Imitating O
by Jessica ToddGodfrey shared his thoughts on Omarion's recent interview with VladTV and feeling like he's underrated as an R&B singer and overall entertainer. Godfrey also spoke about Omarion being extremely humble, even when B2K was at its height. During the interview, Godfrey watched DMX's impression of Omarion for the first time, which led Godfrey to give his best impression of DMX and Omarion, which you can watch in full above.


Description of the Problem
https://www.lintcode.com/problem/remove-element/description
172. Remove Element Given an array and a value, remove all occurrences of that value in place and return the new length. The order of elements can be changed, and the elements after the new length don't matter. Example Given an array [0,4,4,0,0,2,4,4], value=4 return 4 and front four elements of the array is [0,0,0,2]
Idea to solve the problem
Two pointers/Move in-place
My codes
public class Solution {
/*
* @param A: A list of integers
* @param elem: An integer
* @return: The new length after remove
*/
// Total runtime 2191 ms. Your submission beats 98.40% Submissions!
public int removeElement(int[] A, int elem) {
if ( A == null ) return 0;
int left = 0, right = 0;
while (right < A.length ) {
if ( A[right] != elem ) {
A[left++] = A[right];
}
right++;
}
return left;
}
}


{% extends 'app1/base.html'%} {% block title%} INDEX {% endblock%} {% block body%} INSTRUCTORS COURSES {% endblock%}


Patriotic Pigeon makes nest out of poppies stolen from war memorial
Staff at the Tomb of the Unknown Soldier in Canberra finally worked out why so many poppies were missing when they spotted the bird's new home near a stained glass window at The Australian War Memorial
by Pippa Allen-KinrossThe mysterious disappearance of poppies from The Australian War Memorial has been solved after a pigeon was found to have built a rather patriotic nest on Remembrance Day.
Staff had been concerned when they noticed that poppies were going missing from the Tomb of the Unknown Soldier in Canberra, until a maintenance worker spotted the nest in the Hall of Memory a few weeks ago.
Photographs show the pigeon proudly sat on its nest by the stained glass window of a wounded Australian solider in the mosaic-covered hall.
A war memorial spokesperson told The Canberra Times that the nest would be cleared once the pigeon has finished with it.
They added that the wounded soldier symbolised the quality of "endurance", and the nest of poppies was a "reminder of the powerful bond between man and beast on the battlefield."
Pigeons have been used regularly in warfare, including the First and Second World Wars, as a way of sending messages.
Historian Dr Meleah Hampton said: "Pigeons are particularly of use in warfare when you've got a couple of men trying to get a message from where they are back to the backline.
"A pigeon can get that through sometimes when nothing else can."
According to the Royal Pigeon Racing Association, in Britain alone nearly a quarter of a million pigeons were used by the Army, the Royal Air Force and civil defences services including the police and fire service during World War Two.
The Dickin Medal was inaugurated in 1943 to honour the work of animals in war.
According to Historic UK, 32 messenger pigeons have received the award, as well as 34 dogs, four horses and a cat.


Plugin Information |
|---|
View Nouvola DiveCloud on the plugin site for more information. |
Adds a build step to run a performance load test with Nouvola DiveCloud.
Nouvola Plugin
Cloud-based, scalable load testing and performance testing for your web, mobile and API, using the power of Nouvola.
Nouvola is the performance testing and analytics solution created by developers, for developers. Enjoy script-free performance testing, real-world ready scenarios and in-depth performance analytics across any load, any device, any geo.
Installation
First, sign up for a free account at Nouvola DiveCloud and obtain:
- A Nouvola API key (located in Account -> API & Keys).
- Create a new test plan and copy the test plan ID.
Optional steps:
- You can delay the polling for test results by using Wait Time. For example if your test lasts 10 minutes, you can set Wait Time to 10.
- If you want to be notified when your test completes using the Nouvola DiveCloud Webhook service, enter the URL of your Jenkins server (e.g.: http://jenkinsserver.yourcompany.com:12345), and the test will send a message when the execution is completed.
Note: the URL needs to be accessible by external sources. Make sure the specified port is open. If no port is specified in the URL, the listening port will default to 9999.
- You can set a timeout value so that your step will continue even if the webhook is never called.
You can then enter this information as a build step, which will run a test from the DiveCloud platform during your build. If you setup multiple build steps with Nouvola tests, they may run either at the same time or one after another.
Nouvola DiveCloud solution gives you:
- The ability to find performance issues in minutes
- No more scripting: use actual user activity to build your test
- Test with real world users in real world volumes
- Know before you deploy that your application “will just work”
- Achieve peace of mind knowing that your app can scale
- Accelerate your release cycle with test automation
Features:
- Support for web, mobile and API testing
- Create and run tests in minutes
- Generate traffic from multiple locations worldwide
- Simple and elegant, turnkey, self-service
- Built-in integrated analytics and statistical analysis
- Real world ready: authentication, randomization, data correlation
- Identify performance issues at a glance
- No installation required. No scripting
- Cloud agnostic and highly flexible


| Attributes' Summary |
| Command |
the command of the status bar item
|
| ItemId |
the unique ID of the control within the status bar
|
| Width |
the width of the status bar item
|
| Style |
the style of the status bar item
|
| Offset |
the offset between this status bar item and the following
|
| ItemRect |
the rectangle on the status bar device onto which the item is drawn
|
| Text |
the text of status bar item
|
| HelpText |
the help text of the status bar item when extended help tips are on
|
| QuickHelpText |
the help text of the status bar item when help tips are on
|
| AccessibleName |
the accesible name of the status bar item
|
| Visible |
whether the item is visible or not
|
| Attributes' Details |
Command
[ readonly ] string Command;
- Description
- the command of the status bar item
|
|
ItemId
[ readonly ] unsigned short ItemId;
- Description
- the unique ID of the control within the status bar
|
|
Width
[ readonly ] unsigned long Width;
- Description
- the width of the status bar item
|
|
Style
[ readonly ] unsigned short Style;
- Description
- the style of the status bar item
The following values apply for a status bar item:
- See also
- ItemStyle
|
|
Offset
[ readonly ] long Offset;
- Description
- the offset between this status bar item and the following
|
|
| ItemRect
|
Text
string Text;
- Description
- the text of status bar item
|
|
HelpText
string HelpText;
- Description
- the help text of the status bar item when extended help tips are on
|
|
QuickHelpText
string QuickHelpText;
- Description
- the help text of the status bar item when help tips are on
|
|
AccessibleName
string AccessibleName;
- Description
- the accesible name of the status bar item
|
|
Visible
boolean Visible;
- Description
- whether the item is visible or not
|
|
Copyright © 2013, The Apache Software Foundation, Licensed under the Apache License, Version 2.0. Apache, the Apache feather logo, Apache OpenOffice and OpenOffice.org are trademarks of The Apache Software Foundation. Other names may be trademarks of their respective owners.


Distinguishing Hashes & Arrays
Jan 29th, 2015
We're diving head first into Ruby this week and the methods, parameters, variables, etc. are raining down upon us. With so many objects to choose from--everything in Ruby is an object, FYI--it important to be able to distinguish all their special functions so one doesn't confuse the other.
Two strikingly similiar objects are Hashes and Arrays. The two have are like eachother because they are both collections. A collection is kind of like a database in that it's a place in a program where one can store and retrieve data by looking it up or calling upon it. Still, while they're similar, the two have some distinguishing features.
Arrays
A good way to think of an array is like an ordered list, one that lives between two square brackets. Array lists are always indexed by numbers starting at 0. Say we have an Array of five elements, that list is elements 0-4. Those idexes are the default and they can be changed on command.
Hashes
A Hash is a bit different. While it's also a collection, each element of the collection is a key-value pair- one key and one value. Like arrays, Hashes are also indexed. The key is used to index the values, and each is assigned their index by the order they were entered into the hash.


--- title: Thank You - Contact permalink: /contact/thank-you/ description: | Thanks for reaching out! ---
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The Drivetime (1995) Rating: 3.0 stars out of 5.0 stars
Cast: Michael Douglas, Kristen Kosmas, Michael George, Susan Mansfield, Michael Donovan, Joel Gilman, Jim Jackson, Camille Hildebrandt Written and Directed by: Antero Alli Running Time: 88 minutes
In the year 2023, a librarian named Flux (Michael Douglas, however not the lucky one married to Catherine Zeta-Jones) spends his time collecting data about the social upheavals that lead to seismic shifts which caused the US to fragment into islands many years before. By way of time travel, Flux is able to enter the world of 1999 through the dreams of Vid (Michael George), to find subversive riot footage that was the turning point in the downfall of society. Vid's job with the official (and government run) TV network NGZ is to film the riots for broadcast to the masses, a job which his enlightened girlfriend Zola (Susan Mansfield) feels is wrong and wishes he would quit. Zola is just one of many who have gained the ability to speak telepathically with others, a power which those who possess it feel is the closest and most personal way for people to communicate, especially when compared to the cold and unfeeling internet.
When Vid captures the footage that Flux is looking for, he soon realizes what he has been participating in and no longer wants any part of it. He asks Zola to assist him in re-editing the footage for broadcast on the Televisionary Terrorist Net Web, a renegade network that is dispensing counter-information to the masses. Through their efforts, Vid hopes to once and for all awaken the population so they can see the tyranny that the government has been committing for many years.
Shot entirely on video, The Drivetime is a cautionary tale about the dangers of the media in all forms and bears resemblance to the short film La Jetee (and more closely 12 Monkeys, which was inspired by that short film). It's ironic that director Antero Alli chose to shoot his film on video, especially since the film that Vid and Zola make ends the film with a narration by Zola that asks humanity to turn off their TVs and re-open their minds. But the ultimate irony I suppose would be that I'm reviewing his anti-internet film for an internet movie review site. Despite these ironies, The Drivetime is very adept at getting its point across.
Assisted and inspired by the Televisionary Oracle guru Rob Brezsny, The Drivetime follows the idea that television is eating away at our minds. Brezsny states "[the mind is] being pummeled into dysfunction by the numbing onslaught of generic and nihilistic images that endlessly flood from the mass media". He feels that the imagination is the most important thing to keeping society together and the constant onslaught on negative images from the media will eventually lead to the downfall of society. For anyone interested in learning more about Brezsny's strange but thought provoking ideas about what should be done about this, check out his web site at www.freewillastrology.com.
Antero Alli has crafted a compelling look at what might happen to society if we become over saturated with subversive images from the media. The performances are solid and the film's narrative never gets too heavy-handed, which can oft times be the case when making a film such as this. Despite the limitations of the video format, Alli uses it to its fullest advantages and the film actually benefits from it. Alli's use of color to delineate different time periods is also good, with black and white normally showing the future and a sepia tone usually reserved for the world of 1999. [Editor's note: the writer/director also has his own web site at www.paratheatrical.com]
The Drivetime is available on VHS from www.b-movie.com. The film is presented full frame and looks as crisp and clear as video can, save for a few instances where the images were intended to look digitized or in some other weird state. Anyone who is interested in science fiction as political allegory should check out The Drivetime, especially if the subject matter is something you feel you might be interested in.
Reviewed by Brian Matherly -<EMAIL_ADDRESS>AOL Instant Messenger: Widescreen25 The Jacksonville Film Journal - http://www.jaxfilmjournal.com/
The review above was posted to the
rec.arts.movies.reviews newsgroup (de.rec.film.kritiken for German reviews).
The Internet Movie Database accepts no responsibility for the contents of the
review and has no editorial control. Unless stated otherwise, the copyright
belongs to the author.
Please direct comments/criticisms of the review to relevant newsgroups.
Broken URLs inthe reviews are the responsibility of the author.
The formatting of the review is likely to differ from the original due
to ASCII to HTML conversion.
Related links: index of all rec.arts.movies.reviews reviews


Overview
Package
Class
Tree
Deprecated
Index
Help
PREV NEXT
FRAMES
NO FRAMES
All Classes
A
C
D
E
F
G
I
K
L
M
N
O
P
R
S
T
U
V
A
ABOUT
- Static variable in class com.rattat.micro.game.aster.
MenuCanvas
Option to display about page
addListener(GameListener)
- Method in class com.rattat.micro.game.aster.mvc.
GameController
Add a new listener to observe game events
addListener(ShipListener)
- Method in class com.rattat.micro.game.aster.mvc.
ShipController
Add a new listener to observe ship events
angularVelocity
- Variable in class com.rattat.micro.game.aster.elements.
Asteroid
The velocity at which the asteroid will rotate, in radians
Asteroid
- Class in
com.rattat.micro.game.aster.elements
A class representing an asteroid
Asteroid()
- Constructor for class com.rattat.micro.game.aster.elements.
Asteroid
Creates a new instance of Asteroid
Asteroid(Vector2D, Vector2D, int)
- Constructor for class com.rattat.micro.game.aster.elements.
Asteroid
Create an asteroid at a specific posision, with a specific velocity and of a specific size.
AsteroidsRecords
- Class in
com.rattat.micro.game.aster
Simple class for loading and saving persistent data - high score and sound / vibrate options
AsteroidsRecords()
- Constructor for class com.rattat.micro.game.aster.
AsteroidsRecords
Create a new instance of AsteroidsRecords and load the records
C
clearThruster()
- Method in class com.rattat.micro.game.aster.mvc.
ShipController
Stop the ship's thruster
com.rattat.micro.game.aster
- package com.rattat.micro.game.aster
com.rattat.micro.game.aster.elements
- package com.rattat.micro.game.aster.elements
com.rattat.micro.game.aster.mvc
- package com.rattat.micro.game.aster.mvc
commandAction(Command, Displayable)
- Method in class com.rattat.micro.game.aster.
Midlet
CommandListener interface method - either exit or display menu
constantForce(Vector2D)
- Method in class com.rattat.micro.game.aster.elements.
FloatingObject
Apply a constant force to the object
CONTINUE
- Static variable in class com.rattat.micro.game.aster.
MenuCanvas
Option to continue playing a paused game
D
destroyApp(boolean)
- Method in class com.rattat.micro.game.aster.
Midlet
MIDlet lifecycle method called when application is destroyed
E
EVENT_ASTEROID_DESTROYED
- Static variable in interface com.rattat.micro.game.aster.mvc.
GameListener
Event fired when an asteroid is destroyed
EVENT_GAME_END
- Static variable in interface com.rattat.micro.game.aster.mvc.
GameListener
Event fired when the game ends
EVENT_GAME_START
- Static variable in interface com.rattat.micro.game.aster.mvc.
GameListener
Event fired when the game has first started
EVENT_MISSILE_BLOCKED
- Static variable in interface com.rattat.micro.game.aster.mvc.
GameListener
Event fired when a missilfew hundred milisecondse fired by a flying saucer is blocked by an asteroid
EVENT_MISSILE_FIRED
- Static variable in interface com.rattat.micro.game.aster.mvc.
ShipListener
A missile has been fired by the ship
EVENT_NEW_LEVEL
- Static variable in interface com.rattat.micro.game.aster.mvc.
GameListener
Event fired when a new level is entered
EVENT_SAUCER_APPEAR
- Static variable in interface com.rattat.micro.game.aster.mvc.
GameListener
Event fired when a flying saucer appears onscreen
EVENT_SAUCER_DESTROYED
- Static variable in interface com.rattat.micro.game.aster.mvc.
GameListener
Event fired when a flying saucer is destroyed
EVENT_SAUCER_MISSILE_FIRED
- Static variable in interface com.rattat.micro.game.aster.mvc.
GameListener
Event fired when a flying saucer shoots a missile
EVENT_SHIP_DESTROYED
- Static variable in interface com.rattat.micro.game.aster.mvc.
GameListener
Event fired when the spaceship is destroyed
EVENT_SHIP_MORTAL
- Static variable in interface com.rattat.micro.game.aster.mvc.
GameListener
Event fired when the users space ship becomes mortal.
EVENT_THRUST_START
- Static variable in interface com.rattat.micro.game.aster.mvc.
ShipListener
Thruster on the ship has been fired
EVENT_THRUST_STOP
- Static variable in interface com.rattat.micro.game.aster.mvc.
ShipListener
Thruster on the ship has been stopped
EXIT
- Static variable in class com.rattat.micro.game.aster.
MenuCanvas
Option to exit the application
ExplodingPolygon
- Class in
com.rattat.micro.game.aster.elements
An object representing an explosion.
ExplodingPolygon()
- Constructor for class com.rattat.micro.game.aster.elements.
ExplodingPolygon
Creates a new instance of ExplodingPolygon
ExplodingPolygon(FloatingObject, Polygon2D)
- Constructor for class com.rattat.micro.game.aster.elements.
ExplodingPolygon
Creates a new instance of ExplodingPolygon copying the position and shape from a FloatingObject and Polygon2D
F
FloatingObject
- Class in
com.rattat.micro.game.aster.elements
A base class providing the functionality for and object which can float in space and have forces applied to it.
FloatingObject()
- Constructor for class com.rattat.micro.game.aster.elements.
FloatingObject
FlyingSaucer
- Class in
com.rattat.micro.game.aster.elements
A class representing a flying saucer
FlyingSaucer()
- Constructor for class com.rattat.micro.game.aster.elements.
FlyingSaucer
Creates a new instance of FlyingSaucer
FlyingSaucer(int, double)
- Constructor for class com.rattat.micro.game.aster.elements.
FlyingSaucer
Creates a new instance of FlyingSaucer -
forwardThrustShip()
- Method in class com.rattat.micro.game.aster.mvc.
ShipController
Apply impulse force to the ship in forward direction
G
GameController
- Class in
com.rattat.micro.game.aster.mvc
This class contains most of the actual logic that controls and updates the model.
GameController(Model)
- Constructor for class com.rattat.micro.game.aster.mvc.
GameController
Create a new instance of GameController
gameEvent(int, Model)
- Method in class com.rattat.micro.game.aster.
Midlet
GameListener method - respond to game events
gameEvent(int, Model)
- Method in interface com.rattat.micro.game.aster.mvc.
GameListener
Objects who wish to observe game events fired by the GameController class must implement this interface
gameEvent(int, Model)
- Method in class com.rattat.micro.game.aster.
SoundManager
Respond to game events and play sounds at appropriate times
gameEvent(int, Model)
- Method in class com.rattat.micro.game.aster.
VibrationManager
Respond to game events and vibrate appropriately
GameListener
- Interface in
com.rattat.micro.game.aster.mvc
Defines an interface which objects wishing to observe game events must implement.
getAcceleration()
- Method in class com.rattat.micro.game.aster.elements.
FloatingObject
Get the acceleration of the FloatingObject
getAge()
- Method in class com.rattat.micro.game.aster.elements.
ExplodingPolygon
Get the age of the polygon
getAge()
- Method in class com.rattat.micro.game.aster.elements.
FlyingSaucer
Get the age of the asteroid
getAge()
- Method in class com.rattat.micro.game.aster.elements.
Missile
Get the age of the missile
getAge()
- Method in class com.rattat.micro.game.aster.elements.
SpaceShip
Get the age of the SpaceShip
getAsteroids()
- Method in class com.rattat.micro.game.aster.mvc.
Model
Get the collection of Asteroid objects
getCreateShipTimer()
- Method in class com.rattat.micro.game.aster.mvc.
Model
Get the number of game ticks since the ship was created
getCurrentLevel()
- Method in class com.rattat.micro.game.aster.mvc.
Model
Get the current level of gameplay
getDeadTimer()
- Method in class com.rattat.micro.game.aster.mvc.
Model
Get the length of time since the player died
getDirection()
- Method in class com.rattat.micro.game.aster.elements.
SpaceShip
Get the direction the SpaceShip is facing
getExplosions()
- Method in class com.rattat.micro.game.aster.mvc.
Model
Get the collection of ExplodingPolygon objects
getForces()
- Method in class com.rattat.micro.game.aster.elements.
FloatingObject
Get the forces acting on the FloatingObject
getGameScale()
- Method in class com.rattat.micro.game.aster.mvc.
GameController
Get the ratio of screen size to game board size
getHighScore()
- Method in class com.rattat.micro.game.aster.
AsteroidsRecords
Get the game high score
getLastPosition()
- Method in class com.rattat.micro.game.aster.elements.
FloatingObject
Get the last position of the FloatingObject
getLines()
- Method in class com.rattat.micro.game.aster.elements.
ExplodingPolygon
Get the lines that the ExplodingPolygon is composed of
getLives()
- Method in class com.rattat.micro.game.aster.mvc.
Model
Get the number of lives the payer has remaining
getMass()
- Method in class com.rattat.micro.game.aster.elements.
FloatingObject
Get the mass of the FloatingObject
getMaxForce()
- Method in class com.rattat.micro.game.aster.elements.
FloatingObject
Get the total maximum force that can act on the FloatingObject
getMaxSpeed()
- Method in class com.rattat.micro.game.aster.elements.
FloatingObject
Get the maximum speed that the floating object can travel at
getMissile()
- Method in class com.rattat.micro.game.aster.mvc.
Model
Get the missile that can be fired by the user
getPolygon()
- Method in class com.rattat.micro.game.aster.elements.
Asteroid
Get the bounding Polygon of the asteroid.
getPolygon()
- Method in class com.rattat.micro.game.aster.elements.
FlyingSaucer
Get the bounding Polygon of the flying saucer.
getPolygon()
- Method in class com.rattat.micro.game.aster.elements.
SpaceShip
Get the bounding Polygon of the SpaceShip
getPosition()
- Method in class com.rattat.micro.game.aster.elements.
FloatingObject
Get the position of the FloatingObject
getPosition()
- Method in class com.rattat.micro.game.aster.elements.
Star
Get the bounding Polygon of the asteroid.
getRadius()
- Method in class com.rattat.micro.game.aster.elements.
Star
Get the radius of the Star
getRotation()
- Method in class com.rattat.micro.game.aster.elements.
SpaceShip
Get the current rotation of the SpaceShip
getSaucer()
- Method in class com.rattat.micro.game.aster.mvc.
Model
Get the FlyingSaucer object
getSaucerMissile()
- Method in class com.rattat.micro.game.aster.mvc.
Model
Get the missile that can be fired by the FlyingSaucer
getScore()
- Method in class com.rattat.micro.game.aster.mvc.
Model
Get the players current score
getsize()
- Method in class com.rattat.micro.game.aster.elements.
Asteroid
Get the size of the asteroid - 1 smallest, 3 largest
getSpaceShip()
- Method in class com.rattat.micro.game.aster.mvc.
Model
Get the SpaceShip instance
getStars()
- Method in class com.rattat.micro.game.aster.mvc.
Model
Get the stars that form the background
getType()
- Method in class com.rattat.micro.game.aster.elements.
FlyingSaucer
Get the type of the asteroid
getVelocity()
- Method in class com.rattat.micro.game.aster.elements.
FloatingObject
Get the velocity of the FloatingObject
I
impulseForce(Vector2D)
- Method in class com.rattat.micro.game.aster.elements.
FloatingObject
Apply an impulse force to the object
incAge()
- Method in class com.rattat.micro.game.aster.elements.
Missile
Increment the age by 1
incCreateShipTimer()
- Method in class com.rattat.micro.game.aster.mvc.
Model
Increment the number of game ticks since the ship was created by one
incCurrentLevel()
- Method in class com.rattat.micro.game.aster.mvc.
Model
Increment the current level by one
incDeadTimer()
- Method in class com.rattat.micro.game.aster.mvc.
Model
Increment the length of time since hte player died
incScore(int)
- Method in class com.rattat.micro.game.aster.mvc.
Model
Increment the score by
score
isActive(FloatingObject)
- Static method in class com.rattat.micro.game.aster.elements.
FloatingObject
Check if a FloatingObject instance is flagged as active.
isActive()
- Method in class com.rattat.micro.game.aster.elements.
FloatingObject
Check if the FloatingObject is flagged as active.
isColliding(Missile)
- Method in class com.rattat.micro.game.aster.elements.
Asteroid
Check if the asteroid is colliding with a Missile
isColliding(Missile)
- Method in class com.rattat.micro.game.aster.elements.
FlyingSaucer
Check if a missile is colliding with the flying saucer
isColliding(Asteroid)
- Method in class com.rattat.micro.game.aster.elements.
SpaceShip
Check if the SpaceShip is colliding with an Asteroid
isColliding(Missile)
- Method in class com.rattat.micro.game.aster.elements.
SpaceShip
Check if the SpaceShip is colliding with a Missile
isColliding(FlyingSaucer)
- Method in class com.rattat.micro.game.aster.elements.
SpaceShip
Check if the SpaceShip is colliding with a FlyingSaucer
isMortal()
- Method in class com.rattat.micro.game.aster.elements.
SpaceShip
Check if the SpaceShip is old enough to be killed.
isOn()
- Method in class com.rattat.micro.game.aster.
SoundManager
Check if playing sounds is turned on or off
isOn()
- Method in class com.rattat.micro.game.aster.
VibrationManager
Check if vibrations are turned on
isSoundOn()
- Method in class com.rattat.micro.game.aster.
AsteroidsRecords
Is sound on or off
isThrusterOn()
- Method in class com.rattat.micro.game.aster.mvc.
Model
Check if the thruster is on
isVibrateOn()
- Method in class com.rattat.micro.game.aster.
AsteroidsRecords
Is vibrate on or off
K
keyPressed(int)
- Method in class com.rattat.micro.game.aster.
MenuCanvas
Canvas method Listen for keypresses and move the move the slider appropriately
keyReleased(int)
- Method in class com.rattat.micro.game.aster.
MenuCanvas
Canvas method - Key is released
L
lanunchMissile()
- Method in class com.rattat.micro.game.aster.mvc.
ShipController
Fire a missile, of allowed
LEFT
- Static variable in class com.rattat.micro.game.aster.elements.
FlyingSaucer
Saucer appears on the left and moves right
M
MAX_AGE
- Static variable in class com.rattat.micro.game.aster.elements.
ExplodingPolygon
The duration of the explosion
MenuCanvas
- Class in
com.rattat.micro.game.aster
Canvas object for displaying options - new game, turn sound off etc
MenuCanvas(SelectSlider)
- Constructor for class com.rattat.micro.game.aster.
MenuCanvas
Construct a new instance of MenuCanvas
Midlet
- Class in
com.rattat.micro.game.aster
Main MIDlet class
Midlet()
- Constructor for class com.rattat.micro.game.aster.
Midlet
Creates a new instance of Midlet
Missile
- Class in
com.rattat.micro.game.aster.elements
A class representing a missile
Missile()
- Constructor for class com.rattat.micro.game.aster.elements.
Missile
Creates a new instance of Missile
Model
- Class in
com.rattat.micro.game.aster.mvc
Defines the model which contains all inforamtion about the state of the game.
Model()
- Constructor for class com.rattat.micro.game.aster.mvc.
Model
Create a new instance of Model
MORTAL_AGE
- Static variable in class com.rattat.micro.game.aster.elements.
SpaceShip
Age after which time the SpaceShip can be destroyed
N
NEW_GAME
- Static variable in class com.rattat.micro.game.aster.
MenuCanvas
Option to start new game
newGame()
- Method in class com.rattat.micro.game.aster.mvc.
GameController
Setup the model and prepare to play a new game
nextFreeAsteroid()
- Method in class com.rattat.micro.game.aster.mvc.
Model
Get an inactive Asteroid to use or create a new one if there are no inactive ones.
nextFreeExplosion()
- Method in class com.rattat.micro.game.aster.mvc.
Model
Get an inactive ExplodingPolygon to use or create a new one if there are no inactive ones.
O
onUpdate()
- Method in class com.rattat.micro.game.aster.elements.
ExplodingPolygon
Called by the FloatingObject superclass when the FloatingObject is updated.
onUpdate()
- Method in class com.rattat.micro.game.aster.elements.
FloatingObject
Callback for when FloatingObject forces / velocity / position is updated
onUpdate()
- Method in class com.rattat.micro.game.aster.elements.
FlyingSaucer
Called by the superclass when the FlyingSaucer is updated
onUpdate()
- Method in class com.rattat.micro.game.aster.elements.
Missile
Called when vehicle subclass is updated - calls
incAge()
onUpdate()
- Method in class com.rattat.micro.game.aster.elements.
SpaceShip
Called by the superclass when position / velocity gets updated.
optionSelected(Option)
- Method in class com.rattat.micro.game.aster.
MenuCanvas
An option is selected - update options to reflect the change, if required
optionSelected(Option)
- Method in class com.rattat.micro.game.aster.
Midlet
SelectSlider interface method - respond to slider events in the menu
P
paint(Graphics)
- Method in class com.rattat.micro.game.aster.
MenuCanvas
Render the slider and information to the screen
paint(Graphics)
- Method in class com.rattat.micro.game.aster.mvc.
View
Render the view onto the
graphics
object
pauseApp()
- Method in class com.rattat.micro.game.aster.
Midlet
MIDlet lifecycle method called when application is paused
play(String, int)
- Method in class com.rattat.micro.game.aster.
SoundManager
Play a sound by name an number of times
play(String)
- Method in class com.rattat.micro.game.aster.
SoundManager
Play a sound
position
- Variable in class com.rattat.micro.game.aster.elements.
FloatingObject
Position of the FloatingObject in space
predictFuturePosition(double)
- Method in class com.rattat.micro.game.aster.elements.
FloatingObject
Get the predicted position of the FloatingObject in the future
R
removeListener(GameListener)
- Method in class com.rattat.micro.game.aster.mvc.
GameController
Remove a game listener
removeListener(ShipListener)
- Method in class com.rattat.micro.game.aster.mvc.
ShipController
Stop a ship listener form receiving ship events
reset()
- Method in class com.rattat.micro.game.aster.elements.
ExplodingPolygon
Reset the ExplodingPolygon so that it can safely be re-used
reset()
- Method in class com.rattat.micro.game.aster.elements.
FloatingObject
Set the position, force, velocity and acceleration to be zero.
reset()
- Method in class com.rattat.micro.game.aster.elements.
SpaceShip
Reset the age, rotation and FloatingObject properties ( velocity, position etc.)
reverseThrust()
- Method in class com.rattat.micro.game.aster.elements.
SpaceShip
Preform reverse thrust on the SpaceShip
reverseThrustShip()
- Method in class com.rattat.micro.game.aster.mvc.
ShipController
Apply impulse force to the ship in reverse direction
RIGHT
- Static variable in class com.rattat.micro.game.aster.elements.
FlyingSaucer
Saucer appears on the right and moves left
rotate()
- Method in class com.rattat.micro.game.aster.elements.
Asteroid
Rotate once according to the angular velocity of the asteroid
rotate(double)
- Method in class com.rattat.micro.game.aster.elements.
SpaceShip
Rotate the SpaceShip by an angle
rotateShipAntiClockwise()
- Method in class com.rattat.micro.game.aster.mvc.
ShipController
Rotate the ship anticlockwise
rotateShipClockwise()
- Method in class com.rattat.micro.game.aster.mvc.
ShipController
Rotate the ship clockwise
rotation
- Variable in class com.rattat.micro.game.aster.elements.
SpaceShip
Initial rotation of the spaceship
S
saucerBehaviour()
- Method in class com.rattat.micro.game.aster.mvc.
GameController
Initliase the flying saucer at random intervals and fire missile from saucer at random intervals
set(Vector2D, Vector2D, int)
- Method in class com.rattat.micro.game.aster.elements.
Asteroid
Set the posision, velocity size of hte asteroid.
set(FloatingObject, Polygon2D)
- Method in class com.rattat.micro.game.aster.elements.
ExplodingPolygon
Set the initial Polygon2D shape and position from FloatingObject and Polygon2D instances.
setAcceleration(Vector2D)
- Method in class com.rattat.micro.game.aster.elements.
FloatingObject
Set the x and y components of the acceleration vector to be the same as the parameter's
setActive(boolean)
- Method in class com.rattat.micro.game.aster.elements.
FloatingObject
Set whether or not the FloatingObject is flagged as active.
setAge(int)
- Method in class com.rattat.micro.game.aster.elements.
Missile
Set the age of the missile
setCreateShipTimer(int)
- Method in class com.rattat.micro.game.aster.mvc.
Model
Set the number of game ticks since the ship was created
setCurrentLevel(int)
- Method in class com.rattat.micro.game.aster.mvc.
Model
Set the current level of gameplay
setDeadTimer(int)
- Method in class com.rattat.micro.game.aster.mvc.
Model
Set the length of time since the player died
setForces(Vector2D)
- Method in class com.rattat.micro.game.aster.elements.
FloatingObject
Set the x and y components of the force vector to be the same as the parameter's
setGameScale(int)
- Method in class com.rattat.micro.game.aster.mvc.
GameController
Set the ratio of screen size to game board size
setGameSize(int, int)
- Method in class com.rattat.micro.game.aster.mvc.
GameController
Initialise the size of the game board
setHighScore(int)
- Method in class com.rattat.micro.game.aster.
AsteroidsRecords
Set the game high score and store it
setHighScore(int)
- Method in class com.rattat.micro.game.aster.
MenuCanvas
Set the high score that is displayed
setLives(int)
- Method in class com.rattat.micro.game.aster.mvc.
Model
Set the number of lives the payer has remaining
setMass(double)
- Method in class com.rattat.micro.game.aster.elements.
FloatingObject
Set the mass of the FloatingObject
setMaxForce(double)
- Method in class com.rattat.micro.game.aster.elements.
FloatingObject
Set the total maximum force that can act on the FloatingObject
setMaxSpeed(double)
- Method in class com.rattat.micro.game.aster.elements.
FloatingObject
Set the maximum speed that the floating object can travel at
setOn(boolean)
- Method in class com.rattat.micro.game.aster.
SoundManager
Turn sdounds on or off
setOn(boolean)
- Method in class com.rattat.micro.game.aster.
VibrationManager
Turn vibrations on or off
setPaused(boolean)
- Method in class com.rattat.micro.game.aster.
MenuCanvas
Alter the options to reflect a pause menu / pre-game menu.
setPosition(int, int)
- Method in class com.rattat.micro.game.aster.elements.
FloatingObject
Set the position of the FloatingObject
setPosition(Vector2D)
- Method in class com.rattat.micro.game.aster.elements.
FloatingObject
Set the x and y components of the position vector to be the same as those of hte parameter
setPosition(Vector2D)
- Method in class com.rattat.micro.game.aster.elements.
Star
Set the position of the Star.
setRadius(double)
- Method in class com.rattat.micro.game.aster.elements.
Star
Set the radius of the Star
setScore(int)
- Method in class com.rattat.micro.game.aster.mvc.
Model
Set the players current score
setSoundOn(boolean)
- Method in class com.rattat.micro.game.aster.
AsteroidsRecords
Set the sound option and store it
setSoundOn(boolean)
- Method in class com.rattat.micro.game.aster.
MenuCanvas
Alter the options to give hte user the option to turn sound on / off according to
soundOn
setStars(Star[])
- Method in class com.rattat.micro.game.aster.mvc.
Model
Set the stars that form the background
setThrusterOn(boolean)
- Method in class com.rattat.micro.game.aster.mvc.
Model
Set if the thruster is on or not
setType(int)
- Method in class com.rattat.micro.game.aster.elements.
FlyingSaucer
Set the type of the asteroid
setVelocity(Vector2D)
- Method in class com.rattat.micro.game.aster.elements.
FloatingObject
Set the x and y components of the velocity vector to be the same as those of hte parameter
setVibrateOn(boolean)
- Method in class com.rattat.micro.game.aster.
AsteroidsRecords
Set the vibrate option and store it
setVibrateOn(boolean)
- Method in class com.rattat.micro.game.aster.
MenuCanvas
Alter the options to give the user the option to turn vibrations on / off according to
vibrateOn
ShipController
- Class in
com.rattat.micro.game.aster.mvc
Class for controlling the SpaceShip
ShipController(Model)
- Constructor for class com.rattat.micro.game.aster.mvc.
ShipController
Create a new instance of ShipController
shipEvent(int, Model)
- Method in interface com.rattat.micro.game.aster.mvc.
ShipListener
Objects who wish to observe game events fired by the ShipController class must implement this interface
shipEvent(int, Model)
- Method in class com.rattat.micro.game.aster.
SoundManager
Respond to ship events and play sounds at appropriate times
shipEvent(int, Model)
- Method in class com.rattat.micro.game.aster.
VibrationManager
Respond to ship events and vibrate appropriately
ShipListener
- Interface in
com.rattat.micro.game.aster.mvc
Defines an interface which objects wishing to observe ship events must implement.
SOUND_BLOCK
- Static variable in class com.rattat.micro.game.aster.
SoundManager
Key for the sound when a saucer missile is bloecked by an esteroid
SOUND_EXPLOSION
- Static variable in class com.rattat.micro.game.aster.
SoundManager
Key for the explosion sound
SOUND_MENU
- Static variable in class com.rattat.micro.game.aster.
SoundManager
Key for the theme music played in the menu
SOUND_OFF
- Static variable in class com.rattat.micro.game.aster.
MenuCanvas
Option to turn sound off
SOUND_ON
- Static variable in class com.rattat.micro.game.aster.
MenuCanvas
Option to turn sound on
SOUND_SAUCER
- Static variable in class com.rattat.micro.game.aster.
SoundManager
Key for the saucer sound
SOUND_SHOOT
- Static variable in class com.rattat.micro.game.aster.
SoundManager
Key for the shoot sound
SOUND_START
- Static variable in class com.rattat.micro.game.aster.
SoundManager
Key for the starting sound
SoundManager
- Class in
com.rattat.micro.game.aster
An instance of the SoundManager class responds to game and ship events to play sounds at the appropriate times
SoundManager()
- Constructor for class com.rattat.micro.game.aster.
SoundManager
Create a new instance of SoundManager
SpaceShip
- Class in
com.rattat.micro.game.aster.elements
A class representing an space ship
SpaceShip(double)
- Constructor for class com.rattat.micro.game.aster.elements.
SpaceShip
Creates a new instance of SpaceShip
Star
- Class in
com.rattat.micro.game.aster.elements
A class representing a star
Star()
- Constructor for class com.rattat.micro.game.aster.elements.
Star
Creates a new instance of Star
Star(Vector2D, double)
- Constructor for class com.rattat.micro.game.aster.elements.
Star
Creates a new instance of Star
startApp()
- Method in class com.rattat.micro.game.aster.
Midlet
MIDlet lifecycle method called when application starts
stop(String)
- Method in class com.rattat.micro.game.aster.
SoundManager
Stop playing a sound
T
thrust()
- Method in class com.rattat.micro.game.aster.elements.
SpaceShip
Preform forward thrust on the SpaceShip
tick()
- Method in class com.rattat.micro.game.aster.mvc.
GameController
Update the game - increase by one unit of time
U
unpauseApp()
- Method in class com.rattat.micro.game.aster.
Midlet
MIDlet lifecycle method called when application is unpaused
update()
- Method in class com.rattat.micro.game.aster.elements.
FloatingObject
Update the position of the FloatingObject based on forces
updateForces()
- Method in class com.rattat.micro.game.aster.elements.
FlyingSaucer
Update the movement forces to reflect the FlyingSaucer type
V
VIBRATE_OFF
- Static variable in class com.rattat.micro.game.aster.
MenuCanvas
Option to turn vibrations off
VIBRATE_ON
- Static variable in class com.rattat.micro.game.aster.
MenuCanvas
Option to turn vibrations on
VibrationManager
- Class in
com.rattat.micro.game.aster
An instance of the VibrationManager class responds to game and ship events to vibrate at appropriate times
VibrationManager()
- Constructor for class com.rattat.micro.game.aster.
VibrationManager
View
- Class in
com.rattat.micro.game.aster.mvc
Class which can render a Model to a Graphics object
View(int, int, int, Model)
- Constructor for class com.rattat.micro.game.aster.mvc.
View
Initialise the view
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|
Previous Reads |
|
|
The Butlerian Jihad
As I've
said before
,
my experience has been that a book of 500 pages is a
sure sign that there was not a strong editor to trim the bloat.
This book is another example of that.
The pacing is poor, the style is a Grisham-esque three page
chapter construction and the insights into human/robot
interactions and relations are sophmoric.
Stanislaw Lem did a better job 40 years.
All in all, a long read and a work that would have
been handled better with better writing, a more thoughtful
insight into the complexities of the world and
a deep creation of that world.
(October 2003)
|
|
|
The Kiln People
My past experience has been that a book of 500 pages is a
sign that there was not a strong editor to trim the bloat.
This book is an example of that.
The first half of this book is fantastic -- the inventiveness
and detail is unbelievable. David Brin created a deeply
detailed and believable world for this story and he
pulls it off every well. The ending peters out, though, and
the 500 page problem leads to 100+ pages of petering.
Oh, and the basic plot is a detective story but the
ending is a "pull a rabbit out of the hat" type solution
rather than any real mystery. Sigh, a sad thing all
around.
(May 2003)
|
|
|
Confessions of an Ugly Stepsister
This is a fun read with good characters and the ending
is much better than
Wicked: The Life and Times of the Wicked Witch of the West
.
 Maguire builds a believable story around the
fairy tail explaining how the father of the beautiful girl
looses a wife, marries an "evil stepmother" and then disappears
from the scene letting the story of the ball play out.
And what is "happily ever after".
A good book.
(May 2003)
|
|
|
Beyond Flesh
by
Jack Dann
(editor)
Gardner Dozois
(editor)
Normally I'd give a science fiction collection of short stories
a 3-head rating because I really like that sort of thing. But
this was very disappointing.
These editors seem to but together books on different themes
by picking short stories from the many science fiction publications
that specialize in that (Analog, ...).
This collection contained stories that speculated about a world
after people moved beyond our current fleshy container.
The 2-head rating is not for the stories some of which are
very creating, entertaining and well written. This collection,
though, is very weak with some stories only partually connected
to the theme of the book. While some of the individual
short stories are great, this collection is a hack job.
(January 2003)
|


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Copyright © 2001-2005 Oren Ben-Kiki, Clark Evans, Brian Ingerson
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| DOSE: |
1 |
sublingual |
Tobacco |
(plant material) |
| |
1 |
sublingual |
Tobacco |
(plant material) |
I'm no heavy smoker of tobacco by any means; I smoke with friends at parties, but only then. In fact, I find most tobacco coming out of the U.S. to be somewhat unpleasant. However, I do enjoy tobacco snuff, which is hard to come by in my area, particularly if you are a minor with not a lot of money for gas to get to a smoke shop.
My friend mentioned that at the gas station he works they carry snuff. I paid him 5 dollars for what he and I thought was snuff, but it turned out to be dip or chewing tobacco (the container has the word snuff on it for some reason.) I gave most of it away to kids who do chew, but kept a small pile for myself. I had chewed once or twice before, but threw up after loading my mouth with some foul vanilla flavored dip. I decided to give it another shot, this time using much less.
The usual head rush commenced, followed by the 'ick' feeling people who hate tobacco say they despise. This only lasted a minute. Next came an overwhelming calm which was border line euphoric. I ate lunch with no problems. In fact, the stuff wore off just in time, allowing me to have a pretty hearty appetite.
I did another pinch and enjoyed it even more. I suppose the dose and variety is important. I have enjoyed this experience, and would like to partake of the gold leaf in this manner occasionally. I don't need to stain my teeth with shredded tobacco: for that I have coca-cola, which I have developed a minor addiction to (yes, the soft drink).
I prefer snuff overall, but this type of dip is pretty damn pleasant.
Experience Reports are the writings and opinions of the individual authors who submit them.
Some of the activities described are dangerous and/or illegal and none are recommended by Erowid.


 Goal is 3 Zillions KMD.
/wrote few lines and is proud to "have project" /
jl777c16-Jun-19 05:00 PM
sent
passcombo.com 🏴☠🏴16-Jun-19 05:01 PM
or better - reach Jupiter and build a big pump Jupiter-Earth for hydrogen to get infinitie energy source to Earth(edited)
actually we have almost infinite energy source - heat of earth's core
I wonder if Elon thinks to use it - he got the drilling company, could utilise this to pump cold watter down the earth and get hot steam to use as power
Help us to make future videos for you. Make LE's efforts sustainable. Please support us at Patreon.com ! https://www.patreon.com/LearnEngineering Working of ...
"Copyright Disclaimer, Under Section 107 of the Copyright Act 1976, allowance is made for 'fair use' for purposes such as criticism, comment, news reporting,...
Hackers from the CIA found a way to keep Samsung Smart TVs on “Fake-Off mode.”
Acura18-Jun-19 08:41 AM
https://calibra.com/ “ All accounts and transactions are verified, and fraud prevention is built in throughout the app. Accounts are verified with government-issued ID, so you know people are who they say they are. Facebook and WhatsApp account information are also used when available to verify identity and prevent fraud. Calibra also has in-app reporting and dedicated customer service. In the rare event of unauthorized fraud, you will receive a full refund. “
Calibra | Digital Wallet for Libra Cryptocurrency
Facebookcoin
jl777c18-Jun-19 08:44 AM
i didnt realize facebook and whatapp logins achieved 100% identify verification. i wonder how they solve the case where someone obtains someone elses login info.
gcharang18-Jun-19 08:45 AM
it went down
jl777c18-Jun-19 08:45 AM
the entire premise they have "so you know people are who they say they are" needs to be qualified with, "unless they are not"
For the ones not being able to access. I screenshotted the key documents in anticipation of something like this. Keep calm.
#Bitcoin #Blockchain #CryptoCurrencies #Calibra
tl;dr: Libra wallet doesn’t actually exist yet, won’t work globally at launch, won’t be free to use, most users won’t manage their own keys, full KYC required for on-boarding.
No answer in sight for WHY IS THIS A BLOCKCHAIN? See thread for more. https://t.co/tIrHS...
Tbh... this is going to be the biggest honeypot in history of honey
We wanted to give our community a brief overview of Zcoin’s development goals and general direction on a high level. Increasing Sigma and Zcoin’s utility
3.2 TransactionStructure
A transaction is a signed message containing the following data:
• Sender address: The account address of the transaction sender. The VM reads the sequence number, authentication key, and balance from the LibraAccount.T resource stored under this address.
• Sender public key: The public key that corresponds to the private key used to sign the transaction. The hash of this public key must match the authentication key stored under the sender’s LibraAccount.T resource.
• Program: A Move bytecode transaction script to execute, an optional list of inputs to the script, and an optional list of Move bytecode modules to publish.
• Gas price: The number of Libra coins that the sender is willing to pay per unit of gas in order to execute this transaction.
• Maximum gas amount: The maximum number of gas units that the transaction is allowed to consume before halting.
• Sequence number: An unsigned integer that must be equal to the sequence number from the sender’s LibraAccount.T resource. After this transaction executes, the sequence number is incremented by one. Since only one transaction can be committed for a given sequence number, transactions cannot be replayed.
So they will require gas to perform transactions?
that will go well for a blockchain aiming to cater to 2 billion people
jl777c18-Jun-19 09:48 AM
and they have a new language
it sounds like an ETH derivative with a new language
Cryptoon18-Jun-19 09:49 AM
The Libra Blockchain uses a variant of the HotStuff [13] consensus protocol called LibraBFT
It provides safety and liveness in the partial synchrony model in the tradition of DLS [32] and PBFT [33] as well as the newer Casper [34] and Tendermint [35].
The challenge is that as of today we do not believe that there is a
proven solution that can deliver the scale, stability, and security needed to support billions of people and
transactions across the globe through a permissionless network. One of the association’s directives will be
to work with the community to research and implement this transition, which will begin within five years of
the public launch of the Libra Blockchain and ecosystem.
@Malti1911 @facebook @Libra_ @KomodoPlatform @VerusCoin @PirateChain And have already proven to be able to do today! $VRSC $KMD $ARRR
https://t.co/a8bKbTPrxp
𝙊𝙊𝙊𝙊18-Jun-19 11:40 AM
@Cryptoon ROFL on your twitter profile banner picture!
Cryptoon18-Jun-19 11:51 AM
Can't remember who made that, but was back in the old slack days
During his fourth live ask-me-anything session, Binance CEO CZ addressed several of the community’s questions regarding Binance US, DEX, and IEOs, among many others. Read the full transcript here.
Binance Research, the market and research analysis arm of Binance, discusses Libra, Facebook’s first cryptocurrency, from a technical and analytical perspective along with the potential impacts of this new entrant to the market.
Look everyone are afraid about libra
Privacy will be the most important thing in crypto
2 years gents
Regnar18-Jun-19 01:48 PM
the raising of funds from the members as well as other investors through the sale of Libra Investment Tokens (a token that grants rights to a share of the future interest accumulated in the Libra Reserve); nonprofit paying dividends. https://libra.org/en-US/association-council-principles/#overview
designer18-Jun-19 02:06 PM
young friends interested in blockchain regard bitcoin's 'proof of work' as almost a drain. It's so sad.
Satoshi Nakamoto brought the technology he had and woven it. His genius is that he made a flawless game board with proof of electric consumption work. this is because the proof of electric consumption is proof of work while the blockchain is all proof of work. (PoW is a common element of almost all blockchain)
the bottom line is that the 'proof of electric work' does not waste electricity. In fact, I can't do that even if I try. this is what the theory foresaw and recently published the results of a bitcoin mining study in CoinShares, as the theory says.
If the bitcoin system can be said to be beautiful, it goes on in real life as the theory predicts, and that is almost because of the integrity of the game of attesting to electric consumption.
once again, Satoshi Nakamoto's genius lies in his near-perfect reproduction of the axiom of microeconomics in reality and in his humanities insights that penetrate human collective psychology.(edited)
1
dan.18-Jun-19 02:08 PM
i want what you're smoking
1
𝙊𝙊𝙊𝙊18-Jun-19 02:13 PM
@designer And what if I mine a coin that has 0 value and the project is abandoned? I call that wasted PoW / PoeW!(edited)
I didn't even have to try hard to waste energy on this Proof of Work...
designer18-Jun-19 02:19 PM
Bitcoin is the first global asset in human history to realize one thing or another because it is traded 24 hours a day with major currencies around the world. As they are still immature, local differences exist along borders such as kimchi premium, but they disappear as soon as the mainstream financial sector intervenes in the pursuit. This is because there is no storage or transport cost before physical Bitcoin.
Bitcoin will be a pressure in the direction of unifying electricity prices around the world. In countries that subsidize electricity prices, individuals will retaliate against regulations that run counter to the market by increasing mining. This is because subsidizing electricity can be mined not only with waste electricity in the off-season, but also with electricity in the peak season. Since the price of electricity needed to obtain additional Bitcoin will converge on the market price of Bitcoin, enormous pressures unrelated to consumed resources such as oil, nuclear power and even hydro and wind power will attempt to unify the price globally.
However, electricity prices are likely to be affected by latitude, not by border. This is because the coolers used to cool the miner consume an additional 20 percent of electricity, which can be expensive in cold areas. This is because mining can be done without turning the cooling machine. In other words, cold regions can only raise their electricity bills within the limits of electricity bills consumed by coolers compared to hot ones.
𝙊𝙊𝙊𝙊18-Jun-19 02:38 PM
I’ll have to agree with @dan. ...
no storage cost? You neglect the fact of millions of $ of hardware used to store the blockchain.
No transport costs? You neglect the ISP fees, BTC transfer fees to get stuff moving.
Bitcoin (and general) mining consumes MWs of clean electricity, that could have been distributed to areas where non-green energy is used. Therefore it possibly slows the integration of green energy, because fossil fueled power stations need to be kept running. Economic Bitcoin mining depends on energy prices, not the other way around.
As long as humanity regards excess heat as a waste product that needs to be expelled into earths atmosphere, it will only hurt out ecosystem. If you don’t have the natural environment to cool without machines, the heat pollution is even bigger.
I don’t say mining is bad, but it will definitely not save the world, the climate or the energy prices.


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