How to program a text adventure in C
by Ruud Helderman
<EMAIL_ADDRESS>Licensed under
MIT License
13. The parser
Every text adventure has a
parser.
But there are parsers and parsers.
A simple ‘verb-noun’ parser
(like the one we have been using ever since chapter 2)
could be sufficient for a carefully designed adventure game.
However,
Infocom
has proven that a more advanced parser
really helps to make an enjoyable game.
It does not have to pass the
Turing test;
remember, it’s only a game.
But the parser should enable the player
to express his intentions in a more or less natural way.
Our current parser mainly consists of two lines of code,
tucked away in parsexec.c:
| char *verb = strtok(input, " \n");
char *noun = strtok(NULL, "\n");
|
Alright, plus the sequence of strcmp calls to map verbs to commands,
and the functions in noun.c to map nouns to objects.
But that’s it.
This system has served us well for the past 11 chapters,
but it has its flaws.
- It only accepts simple commands of the form ‘verb noun’;
it does not understand sentences
with both a direct object and an indirect object, like put coin in box.
- It does accept multi-word objects (like silver coin),
but the
whitespace
between the words must be spot-on.
Our game rejects a double space between silver and coin.
- It is
case-sensitive;
the command “Go north” is not recognized
because of the capital ‘G’.
Writing a good parser is no trivial task,
but here I will give you a relatively simple approach.
We will define a
grammar
that consists of a list of patterns,
similar to (but much simpler than)
regular expressions.
Examples of patterns:
| look around |
| go A |
| put A in B |
To parse the user’s input,
we will traverse the list of patterns from top to bottom,
trying to match the user’s input with each pattern in turn.
We will stop at the first match found.
For the sake of simplicity, we will not make use of
backtracking,
though this could be added later.
Uppercase letters are the
nonterminal symbols
in our grammar;
they match any tag (of any object).
Matching is
greedy;
when the parser has a choice between two different tags
(for example ‘silver coin’ and ‘silver’),
the longer tag will take precedence.
The matching tag can then be passed as parameter noun
to one of the execute functions.
For commands with more than one noun (introduced in the next chapter),
parameter passing becomes a bit unpractical.
For simplicity, I will use a
global variable
instead of parameters (despite the bad reputation of global variables).
The variable will be an array of string pointers.
The array has 26 elements; one for each (uppercase) letter in the alphabet.
That is sufficient for upto 26 different nonterminals in a single pattern.
For every nonterminal in a (matching) pattern,
a matching tag will be ‘captured’ by filling
the nonterminal’s array element with a pointer to that particular tag.
params[0] (the first array element) captures nonterminal ‘A’,
params[1] captures ‘B’, and so forth.
A simple macro can be used
to find the array element that belongs to a given nonterminal.
| #define paramByLetter(letter) (params + (letter) - 'A')
|
Note: you may find the array length of 26 a bit over the top,
but it does save me the trouble of writing some
bounds checking
code to prevent a
buffer overflow
in case of a malformed pattern.
Now we have to think of a way to handle missing or unrecognized nouns.
Suppose the user makes a typo and enters “go kave”.
Question is, should this command match the pattern “go A” or not?
If we don’t, then the command will fail to match any pattern
and end up in a generic error handler, which will probably reply with
something like “I don’t know how to go kave”.
This takes away every opportunity
to improve these ‘negative responses’;
a reply “I don’t understand where you want to go”
already feels a lot more natural.
It would be best to maintain all replies concerning command go
inside function executeGo.
There are a few ways to achieve this, but the easiest one is
to allow nonterminals to match anything;
so not just a valid tag, but also total gibberish, blanks or just nothing.
This ‘invalid’ input will be captured as an empty string
(“”).
Having such a ‘loose’ nonterminal in the middle of a pattern
does complicate the pattern matching process; it would require
backtracking
to properly align the word ‘in’
when matching input “put foo in in box”
with pattern “put A in B”.
To keep things simple, we will only enable this loose matching
for nonterminals that occur at the very end of a pattern.
To be able to properly match the example above, we need two separate patterns:
- Pattern “put A in B” will match
the valid command put coin in box,
as well as the invalid commands
put coin in booox and put coin in.
Note that the nonterminal A only matches valid tags
(in this case coin).
- Pattern “put A” matches
all remaining invalid commands:
put coin,
put koin,
put koin in box,
put koin in booox and a bare put.
And also the initial example (put foo in in box).
The order of the patterns is vital here:
if “put A” would be on top (meaning it will be tried first),
then it would consume every put command;
a valid “put coin in box” would be considered invalid
because there is no tag “coin in box.”
The same goes for commands that appear in multiple forms, such as look.
- “look around”
- “look” (as an abbreviation of look around)
- “look A”
The first two patterns can be in any order,
but the third one must come last.
Time to put this into action.
We will discard the existing contents of module parsexec.c,
and replace it by a new implementation of function parseAndExecute
using a list of patterns
that should be able to match every command we have implemented so far.
Each pattern is tied to a function that executes the appropriate command.
| parsexec.h |
- extern bool parseAndExecute(const char *input);
|
| parsexec.c |
- #include <ctype.h>
- #include <stdbool.h>
- #include <stdio.h>
- #include "object.h"
- #include "misc.h"
- #include "match.h"
- #include "location.h"
- #include "inventory.h"
- #include "openclose.h"
- typedef struct
- {
- const char *pattern;
- bool (*function)(void);
- } COMMAND;
- static bool executeQuit(void)
- {
- return false;
- }
- static bool executeNoMatch(void)
- {
- const char *src = *params;
- int len;
- for (len = 0; src[len] != '\0' && !isspace(src[len]); len++);
- if (len > 0) printf("I don't know how to '%.*s'.\n", len, src);
- return true;
- }
- bool parseAndExecute(const char *input)
- {
- static const COMMAND commands[] =
- {
- { "quit" , executeQuit },
- { "look" , executeLookAround },
- { "look around" , executeLookAround },
- { "look at A" , executeLook },
- { "look A" , executeLook },
- { "examine A" , executeLook },
- { "go to A" , executeGo },
- { "go A" , executeGo },
- { "get A" , executeGet },
- { "drop A" , executeDrop },
- { "ask A" , executeAsk },
- { "give A" , executeGive },
- { "inventory" , executeInventory },
- { "open A" , executeOpen },
- { "close A" , executeClose },
- { "lock A" , executeLock },
- { "unlock A" , executeUnlock },
- { "A" , executeNoMatch }
- };
- const COMMAND *cmd;
- for (cmd = commands; !matchCommand(input, cmd->pattern); cmd++);
- return (*cmd->function)();
- }
|
Explanation:
- Line 1:
from ctype.h,
we will be using isspace (line 26),
which provides a more complete
whitespace
test than a simple comparison with
space
(it also matches
tab,
among others).
- Line 11-15:
type COMMAND is a structure that combines a pattern with a function.
- Line 17-29:
a few generic handlers.
- Line 26:
this loop calculates the length of the first word entered by the player;
we assume this is supposed to be the (unrecognized) verb.
- Line 27:
we use a special format specifier
%.*s
to print only the first len characters of src.
- Line 33-53:
the array of patterns.
- Line 38-40:
synonyms
are simple: just map different patterns to the same function.
- Line 52:
the last pattern should always be “A”;
this pattern matches anything and so it will pick up
everything that hasn’t been matched by preceding patterns.
- Line 55:
this loop scans though all patterns from top to bottom;
it stops at the first pattern that matches.
The ‘sure match’ on line 52 ensures
the loop will never pass the end of the array.
- Line 56:
the function that belongs to the matching pattern is called.
The hardest part is the implementation of function matchCommand.
But as you can see below, that too can be done in less than 100 lines of code.
| match.h |
- #define MAX_PARAMS 26
- extern const char *params[];
- #define paramByLetter(letter) (params + (letter) - 'A')
- extern bool matchCommand(const char *src, const char *pattern);
|
| match.c |
- #include <ctype.h>
- #include <stdbool.h>
- #include <string.h>
- #include "object.h"
- #include "misc.h"
- #include "match.h"
- const char *params[MAX_PARAMS];
- static const char *skipSpaces(const char *src)
- {
- while (isspace(*src)) src++;
- return src;
- }
- static const char *matchSpaces(const char *src)
- {
- return *src == '\0' || isspace(*src) ? skipSpaces(src) : NULL;
- }
- static const char *matchTerminal(const char *src, char terminal)
- {
- return terminal == ' ' ? matchSpaces(src) :
- tolower(*src) == tolower(terminal) ? src + 1 : NULL;
- }
- static const char *matchTag(const char *src, const char *tag, bool atEnd)
- {
- while (src != NULL && *tag != '\0')
- {
- src = matchTerminal(src, *tag++);
- }
- return atEnd && src != NULL && *skipSpaces(src) != '\0' ? NULL : src;
- }
- static const char *matchParam(const char *src, const char **par, bool loose)
- {
- const char *restOfSrc = loose ? src + strlen(src) : NULL;
- OBJECT *obj;
- for (obj = objs; obj < endOfObjs; obj++)
- {
- const char **tag;
- for (tag = obj->tags; *tag != NULL; tag++)
- {
- const char *behindMatch = matchTag(src, *tag, loose);
- if (behindMatch != NULL && strlen(*tag) > strlen(*par))
- {
- *par = *tag;
- restOfSrc = behindMatch;
- }
- }
- }
- if (**par == '\0')
- {
- *par = src;
- }
- return restOfSrc;
- }
- bool matchCommand(const char *src, const char *pattern)
- {
- const char **par;
- for (par = params; par < params + MAX_PARAMS; par++)
- {
- *par = "";
- }
- for (src = skipSpaces(src); src != NULL && *pattern != '\0'; pattern++)
- {
- src = isupper(*pattern)
- ? matchParam(src, paramByLetter(*pattern), pattern[1] == '\0')
- : matchTerminal(src, *pattern);
- }
- return src != NULL && *skipSpaces(src) == '\0';
- }
|
Explanation:
- Line 16-19:
function matchSpaces
tries to match a stretch of whitespace, either between two words,
or (possibly zero-width) at the end of the input string.
As with most of the functions in this module,
parsing starts at the character pointed to by parameter src;
the return value is either a pointer to the position in the input string
that immediately follows the match
(in this case, to the first non-whitespace character encountered;
this may be the NUL character denoting end-of-string),
or NULL, meaning no match was found
(in this case, if there was a non-whitespace character at the start position).
- Line 21-25:
function matchTerminal matches a particular character,
case-insensitively.
If the required character (parameter terminal) is a space,
the match is a stretch of (whitespace) characters, as explained above.
- Line 27-34:
function matchTag matches a particular word, case-insensitively.
If parameter atEnd is true,
then matching will only succeed if the word is last in the input string.
- Line 36-58:
function matchParam matches and captures a nonterminal.
All tags of all objects will be scanned to find the longest matching tag.
The array element pointed to by par
will be filled with a pointer to the matching tag (if any).
Set parameter loose to match a ‘loose’ nonterminal;
this will always consume the entire input string
(i.e. return a pointer to the end-of-string character),
regardless of whether there is a tag to satisfy this match.
- Line 53-56:
if no matching tag is found, then the remaining input is captured.
This can be used to included the non-matching input in an error message;
we do this in function executeNoMatch, defined in parsexec.c.
- Line 60-74:
function matchCommand matches an entire pattern,
capturing nonterminals into array params.
We adjust the implementations of the various commands
to make use of the new array params.
| Sample output |
Welcome to Little Cave Adventure.
You are in an open field.

You are in a backroom.
You see:
solid rock all around
an open door to the north
a wooden box
--> unlock box
You unlock a wooden box.
--> open box
You open a wooden box.
--> examine box
The box is open.
You see:
a gold coin
--> get gold
You get a gold coin from a wooden box.
--> quit
Bye!
|
| inventory.h |
- extern bool executeGet(void);
- extern bool executeDrop(void);
- extern bool executeAsk(void);
- extern bool executeGive(void);
- extern bool executeInventory(void);
|
| inventory.c |
- #include <stdbool.h>
- #include <stdio.h>
- #include "object.h"
- #include "misc.h"
- #include "match.h"
- #include "noun.h"
- #include "move.h"
- bool executeGet(void)
- {
- OBJECT *obj = getVisible("what you want to get", params[0]);
- switch (getDistance(player, obj))
- {
- case distSelf:
- printf("You should not be doing that to yourself.\n");
- break;
- case distHeld:
- printf("You already have %s.\n", obj->description);
- break;
- case distOverthere:
- printf("Too far away, move closer please.\n");
- break;
- case distUnknownObject:
- // already handled by getVisible
- break;
- default:
- if (obj->location != NULL && obj->location->health > 0)
- {
- printf("You should ask %s nicely.\n", obj->location->description);
- }
- else
- {
- moveObject(obj, player);
- }
- }
- return true;
- }
- bool executeDrop(void)
- {
- moveObject(getPossession(player, "drop", params[0]), player->location);
- return true;
- }
- bool executeAsk(void)
- {
- moveObject(getPossession(actorHere(), "ask", params[0]), player);
- return true;
- }
- bool executeGive(void)
- {
- moveObject(getPossession(player, "give", params[0]), actorHere());
- return true;
- }
- bool executeInventory(void)
- {
- if (listObjectsAtLocation(player) == 0)
- {
- printf("You are empty-handed.\n");
- }
- return true;
- }
|
Same thing for the module we added in the previous chapter.
| openclose.h |
- extern bool executeOpen(void);
- extern bool executeClose(void);
- extern bool executeLock(void);
- extern bool executeUnlock(void);
|
| openclose.c |
- #include <stdbool.h>
- #include <stdio.h>
- #include "object.h"
- #include "match.h"
- #include "reach.h"
- bool executeOpen(void)
- {
- OBJECT *obj = reachableObject("what you want to open", params[0]);
- if (obj != NULL) (*obj->open)();
- return true;
- }
- bool executeClose(void)
- {
- OBJECT *obj = reachableObject("what you want to close", params[0]);
- if (obj != NULL) (*obj->close)();
- return true;
- }
- bool executeLock(void)
- {
- OBJECT *obj = reachableObject("what you want to lock", params[0]);
- if (obj != NULL) (*obj->lock)();
- return true;
- }
- bool executeUnlock(void)
- {
- OBJECT *obj = reachableObject("what you want to unlock", params[0]);
- if (obj != NULL) (*obj->unlock)();
- return true;
- }
|
In location.c, the command look around is given its own function,
separate from the look command to inspect specific objects
(see lines 7-12).
| location.h |
- extern bool executeLookAround(void);
- extern bool executeLook(void);
- extern bool executeGo(void);
|
| location.c |
- #include <stdbool.h>
- #include <stdio.h>
- #include "object.h"
- #include "misc.h"
- #include "match.h"
- #include "noun.h"
- bool executeLookAround(void)
- {
- printf("You are in %s.\n", player->location->description);
- listObjectsAtLocation(player->location);
- return true;
- }
- bool executeLook(void)
- {
- OBJECT *obj = getVisible("what you want to look at", params[0]);
- switch (getDistance(player, obj))
- {
- case distHereContained:
- printf("Hard to see, try to get it first.\n");
- break;
- case distOverthere:
- printf("Too far away, move closer please.\n");
- break;
- case distNotHere:
- printf("You don't see any %s here.\n", params[0]);
- break;
- case distUnknownObject:
- // already handled by getVisible
- break;
- default:
- printf("%s\n", obj->details);
- listObjectsAtLocation(obj);
- }
- return true;
- }
- static void movePlayer(OBJECT *passage)
- {
- printf("%s\n", passage->textGo);
- if (passage->destination != NULL)
- {
- player->location = passage->destination;
- printf("\n");
- executeLookAround();
- }
- }
- bool executeGo(void)
- {
- OBJECT *obj = getVisible("where you want to go", params[0]);
- switch (getDistance(player, obj))
- {
- case distOverthere:
- movePlayer(getPassage(player->location, obj));
- break;
- case distNotHere:
- printf("You don't see any %s here.\n", params[0]);
- break;
- case distUnknownObject:
- // already handled by getVisible
- break;
- default:
- movePlayer(obj);
- }
- return true;
- }
|
Our game still accepts simple verb-noun commands only,
but the new parser does have the potential to accept
commands with more than one noun like ‘put coin in box’;
this will be demonstrated in the next chapter.
The new parser is a huge improvement over the original one,
but by today’s standards, it is still far from perfect.
For example, there is no structural way to
manipulate multiple objects with a single command
(‘get coin, key and lamp’)
or execute two or more commands in a row
(‘get key then go east’).
In the true sense of the word, my parser is not even a parser.
It is just a simple pattern matcher.
IMHO, it does its job sufficiently well for a simple adventure game.
Some of its flaws can be mitigated by adding more patterns.
But eventually, you will run into its limitations,
and you may want to move on to something more mature.
In that case, I would recommend a decent parser generator
(e.g. Yacc).
Please be aware that this is not an easy thing to do.
For now, this is outside the scope of this tutorial.
Next chapter: 14. Multiple nouns


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|
TemplateProject
|
This code will:
Thus, clients (mechanisms) can get the control information without needing to read XML files. The advantage is when tuning these control parameters, we don't have to go through code recompiles; all we do is make changes via filezilla (or some other remote editing/transfer tool) and then restart robot code. This is an alternative to some other methods we have tried such as using the smart dashboard which seemed to have delays, so we weren't confident that it actually took.


|
Jetson Inference
DNN Vision Library
|
Command line parser class. More...
#include <commandLine.h>
Public Member Functions | |
| commandLine (const int argc, char **argv) | |
Constructor, takes the command line from main() More... | |
| bool | GetFlag (const char *argName) const |
| Checks to see whether the specified flag was included on the command line. More... | |
| float | GetFloat (const char *argName, float defaultValue=0.0f) const |
| Get float argument. More... | |
| int | GetInt (const char *argName, int defaultValue=0) const |
| Get integer argument. More... | |
| const char * | GetString (const char *argName, const char *defaultValue=NULL) const |
| Get string argument. More... | |
| const char * | GetPosition (unsigned int position, const char *defaultValue=NULL) const |
| Get positional string argument. More... | |
| unsigned int | GetPositionArgs () const |
| Get the number of positional arguments in the command line. More... | |
Public Attributes | |
| int | argc |
| The argument count that the object was created with from main() More... | |
| char ** | argv |
| The argument strings that the object was created with from main() More... | |
Command line parser class.
| commandLine::commandLine | ( | const int | argc, |
| char ** | argv | ||
| ) |
Constructor, takes the command line from main()
| bool commandLine::GetFlag | ( | const char * | argName | ) | const |
Checks to see whether the specified flag was included on the command line.
For example, if argv contained --foo
, then GetFlag("foo")
would return true
true
, if the flag with argName was found false
, if the flag with argName was not found | float commandLine::GetFloat | ( | const char * | argName, |
| float | defaultValue = 0.0f |
||
| ) | const |
Get float argument.
For example if argv contained --foo=3.14159
, then GetInt("foo")
would return 3.14159f
defaultValue
if the argument couldn't be found. (0.0
by default). Otherwise, returns the value of the argument. | int commandLine::GetInt | ( | const char * | argName, |
| int | defaultValue = 0 |
||
| ) | const |
Get integer argument.
For example if argv contained --foo=100
, then GetInt("foo")
would return 100
defaultValue
if the argument couldn't be found (0
by default). Otherwise, returns the value of the argument. | const char* commandLine::GetPosition | ( | unsigned int | position, |
| const char * | defaultValue = NULL |
||
| ) | const |
Get positional string argument.
Positional arguments aren't named, but rather referenced by their index in the list. For example if the command line contained my-program --foo=bar /path/to/my_file.txt
, then GetString(0)
would return `"/path/to/my_file.txt"
defaultValue
if the argument couldn't be found (NULL
by default). Otherwise, returns a pointer to the argument value string from the argv
array. | unsigned int commandLine::GetPositionArgs | ( | ) | const |
Get the number of positional arguments in the command line.
Positional arguments are those that don't have a name.
| const char* commandLine::GetString | ( | const char * | argName, |
| const char * | defaultValue = NULL |
||
| ) | const |
Get string argument.
For example if argv contained --foo=bar
, then GetString("foo")
would return "bar"
defaultValue
if the argument couldn't be found (NULL
by default). Otherwise, returns a pointer to the argument value string from the argv
array. | int commandLine::argc |
The argument count that the object was created with from main()
| char** commandLine::argv |
The argument strings that the object was created with from main()


Before Change
self.connection.w += self.nu[1] * post.view(self.connection.w.size())
// Bound weights.
self.connection.w = torch.clamp(
self.connection.w, self.connection.wmin, self.connection.wmax
)
class Hebbian(LearningRule):
// language=rst
After Change
Post-pre learning rule for ``Conv2dConnection`` subclass of ``AbstractConnection`` class.
super().update()
// Get convolutional layer parameters.
out_channels, _, kernel_height, kernel_width = self.connection.w.size()
padding, stride = self.connection.padding, self.connection.stride


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youtube-dl
Enter a video url to download the video to the server. Url can be to YouTube or any other supported site. The server will automatically download the highest quality version available.
Enter a video url to download the video to the server. Url can be to YouTube or any other supported site. The server will automatically download the highest quality version available.


This last part of the book wraps up with:
Chapter 21. This chapter discusses Python roles
and scope.
Appendix A. This appendix presents Python changes
since the first edition.
Appendix B. This appendix gives common Python
install and usage details.
Appendix C. This appendix contrasts Python's
class model with that of the C++ language, and is intended for C++
developers.
Note that there are no reference appendixes here. For additional
reference resources, consult the Python standard manuals included on
this book's CD-ROM (view CD-ROM content online at http://examples.oreilly.com/python2), or commercially published reference books
such as O'Reilly's Python Pocket
Reference. For additional Python core language material,
see O'Reilly's Learning Python. And
for help on other Python-related topics, see the resources mentioned
at the end of Appendix B and at Python's
official web site, http://www.python.org.


This paragraph contains a lot of lines in the source code, but the browser ignores it.
This paragraph contains a lot of spaces in the source code, but the browser ignores it.
This is some text.
This is some other text.
This is
a paragraph
with line breaks.
My Bonnie lies over the ocean. My Bonnie lies over the sea. My Bonnie lies over the ocean. Oh, bring back my Bonnie to me.
I am normal
I am red
I am blue
I am big
This is a paragraph.
This is a paragraph.
paragraph
right defined para


Welcome To JourneyBoiye, an attempt at a travel assistant for the Watson
based capstone class at Ohio State. To get started input your info into
the form on the right and see results on the left. Some examples of
queries might be wine tasting, hiking in the rainforest,
or beaches and grilling outside. Some top results are displayed
to the user, and then the user can comment on these results to redirect
their search in a certain direction. Right now, we are able to classify
text regarding price increases and decreases and distance increases and
decreases. However, currently we have not been able to integrate data
for distances between locations, so only price is considered for now.
Note, that each feedback response will build off the last one, so results
narrow down quickly. To start over again, try a new query.


The locale definition file contains all the information that the
localedef(1) command needs to convert it into the binary locale
database.
The definition files consist of sections which each describe a
locale category in detail. See locale(7) for additional details for
these categories.
The locale definition file starts with a header that may consist of the
following keywords:
- escape_char
- is followed by a character that should be used as the escape-character for
the rest of the file to mark characters that should be interpreted in a
special way. It defaults to the backslash (\).
- comment_char
- is followed by a character that will be used as the comment-character for
the rest of the file. It defaults to the number sign (#).
The locale definition has one part for each locale category. Each
part can be copied from another existing locale or can be defined from
scratch. If the category should be copied, the only valid keyword in the
definition is copy followed by the name of the locale in double
quotes which should be copied. The exceptions for this rule are
LC_COLLATE and LC_CTYPE where a copy statement can be
followed by locale-specific rules and selected overrides.
When defining a locale or a category from scratch, an existing
system- provided locale definition file should be used as a reference to
follow common glibc conventions.
The following category sections are defined by POSIX:
- LC_CTYPE
- LC_COLLATE
- LC_MESSAGES
- LC_MONETARY
- LC_NUMERIC
- LC_TIME
In addition, since version 2.2, the GNU C library supports the
following nonstandard categories:
- LC_ADDRESS
- LC_IDENTIFICATION
- LC_MEASUREMENT
- LC_NAME
- LC_PAPER
- LC_TELEPHONE
See locale(7) for a more detailed description of each
category.
The definition starts with the string LC_ADDRESS in the first column.
The following keywords are allowed:
- postal_fmt
- followed by a string containing field descriptors that define the format
used for postal addresses in the locale. The following field descriptors
are recognized:
- %n
- Person's name, possibly constructed with the LC_NAME
name_fmt keyword (since glibc 2.24).
- %a
- Care of person, or organization.
- %f
- Firm name.
- %d
- Department name.
- %b
- Building name.
- %s
- Street or block (e.g., Japanese) name.
- %h
- House number or designation.
- %N
- Insert an end-of-line if the previous descriptor's value was not an empty
string; otherwise ignore.
- %t
- Insert a space if the previous descriptor's value was not an empty string;
otherwise ignore.
- %r
- Room number, door designation.
- %e
- Floor number.
- %C
- Country designation, from the country_post keyword.
- %l
- Local township within town or city (since glibc 2.24).
- %z
- Zip number, postal code.
- %T
- Town, city.
- %S
- State, province, or prefecture.
- %c
- Country, as taken from data record.
Each field descriptor may have an 'R' after the '%' to specify
that the information is taken from a Romanized version string of the
entity.
- country_name
- followed by the country name in the language of the current document
(e.g., "Deutschland" for the de_DE locale).
- country_post
- followed by the abbreviation of the country (see CERT_MAILCODES).
- country_ab2
- followed by the two-letter abbreviation of the country (ISO 3166).
- country_ab3
- followed by the three-letter abbreviation of the country (ISO 3166).
- country_num
- followed by the numeric country code (ISO 3166).
- country_car
- followed by the international licence plate country code.
- country_isbn
- followed by the ISBN code (for books).
- lang_name
- followed by the language name in the language of the current
document.
- lang_ab
- followed by the two-letter abbreviation of the language (ISO 639).
- lang_term
- followed by the three-letter abbreviation of the language (ISO
639-2/T).
- lang_lib
- followed by the three-letter abbreviation of the language for library use
(ISO 639-2/B). Applications should in general prefer lang_term over
lang_lib.
The LC_ADDRESS definition ends with the string END
LC_ADDRESS.
The definition starts with the string LC_CTYPE in the first column.
The following keywords are allowed:
- upper
- followed by a list of uppercase letters. The letters A through
Z are included automatically. Characters also specified as
cntrl, digit, punct, or space are not
allowed.
- lower
- followed by a list of lowercase letters. The letters a through
z are included automatically. Characters also specified as
cntrl, digit, punct, or space are not
allowed.
- alpha
- followed by a list of letters. All character specified as either
upper or lower are automatically included. Characters also
specified as cntrl, digit, punct, or space are
not allowed.
- digit
- followed by the characters classified as numeric digits. Only the digits
0 through 9 are allowed. They are included by default in
this class.
- space
- followed by a list of characters defined as white-space characters.
Characters also specified as upper, lower, alpha,
digit, graph, or xdigit are not allowed. The
characters <space>, <form-feed>,
<newline>, <carriage-return>,
<tab>, and <vertical-tab> are automatically
included.
- cntrl
- followed by a list of control characters. Characters also specified as
upper, lower, alpha, digit, punct,
graph, print, or xdigit are not allowed.
- punct
- followed by a list of punctuation characters. Characters also specified as
upper, lower, alpha, digit, cntrl,
xdigit, or the <space> character are not allowed.
- graph
- followed by a list of printable characters, not including the
<space> character. The characters defined as upper,
lower, alpha, digit, xdigit, and punct
are automatically included. Characters also specified as cntrl are
not allowed.
- print
- followed by a list of printable characters, including the
<space> character. The characters defined as upper,
lower, alpha, digit, xdigit, punct, and
the <space> character are automatically included. Characters
also specified as cntrl are not allowed.
- xdigit
- followed by a list of characters classified as hexadecimal digits. The
decimal digits must be included followed by one or more set of six
characters in ascending order. The following characters are included by
default: 0 through 9, a through f, A
through F.
- blank
- followed by a list of characters classified as blank. The
characters <space> and <tab> are automatically
included.
- charclass
- followed by a list of locale-specific character class names which are then
to be defined in the locale.
- toupper
- followed by a list of mappings from lowercase to uppercase letters. Each
mapping is a pair of a lowercase and an uppercase letter separated with a
, and enclosed in parentheses.
- tolower
- followed by a list of mappings from uppercase to lowercase letters. If the
keyword tolower is not present, the reverse of the toupper list is
used.
- map totitle
- followed by a list of mapping pairs of characters and letters to be used
in titles (headings).
- class
- followed by a locale-specific character class definition, starting with
the class name followed by the characters belonging to the class.
- charconv
- followed by a list of locale-specific character mapping names which are
then to be defined in the locale.
- outdigit
- followed by a list of alternate output digits for the locale.
- map to_inpunct
- followed by a list of mapping pairs of alternate digits and separators for
input digits for the locale.
- map to_outpunct
- followed by a list of mapping pairs of alternate separators for output for
the locale.
- translit_start
- marks the start of the transliteration rules section. The section can
contain the include keyword in the beginning followed by
locale-specific rules and overrides. Any rule specified in the locale file
will override any rule copied or included from other files. In case of
duplicate rule definitions in the locale file, only the first rule is
used.
- A transliteration rule consist of a character to be transliterated
followed by a list of transliteration targets separated by semicolons. The
first target which can be presented in the target character set is used,
if none of them can be used the default_missing character will be
used instead.
- include
- in the transliteration rules section includes a transliteration rule file
(and optionally a repertoire map file).
- default_missing
- in the transliteration rules section defines the default character to be
used for transliteration where none of the targets cannot be presented in
the target character set.
- translit_end
- marks the end of the transliteration rules.
The LC_CTYPE definition ends with the string END
LC_CTYPE.
Note that glibc does not support all POSIX-defined options, only the options
described below are supported (as of glibc 2.23).
The definition starts with the string LC_COLLATE in the
first column.
The following keywords are allowed:
- coll_weight_max
- followed by the number representing used collation levels. This keyword is
recognized but ignored by glibc.
- collating-element
- followed by the definition of a collating-element symbol representing a
multicharacter collating element.
- collating-symbol
- followed by the definition of a collating symbol that can be used in
collation order statements.
- define
- followed by string to be evaluated in an ifdef string
/ else / endif construct.
- reorder-after
- followed by a redefinition of a collation rule.
- reorder-end
- marks the end of the redefinition of a collation rule.
- reorder-sections-after
- followed by a script name to reorder listed scripts after.
- reorder-sections-end
- marks the end of the reordering of sections.
- script
- followed by a declaration of a script.
- symbol-equivalence
- followed by a collating-symbol to be equivalent to another defined
collating-symbol.
The collation rule definition starts with a line:
- order_start
- followed by a list of keywords chosen from forward,
backward, or position. The order definition consists of
lines that describe the collation order and is terminated with the keyword
order_end.
The LC_COLLATE definition ends with the string END
LC_COLLATE.
The definition starts with the string LC_IDENTIFICATION in the first
column.
The following keywords are allowed:
- title
- followed by the title of the locale document (e.g., "Maori language
locale for New Zealand").
- source
- followed by the name of the organization that maintains this
document.
- address
- followed by the address of the organization that maintains this
document.
- contact
- followed by the name of the contact person at the organization that
maintains this document.
- email
- followed by the email address of the person or organization that maintains
this document.
- tel
- followed by the telephone number (in international format) of the
organization that maintains this document. As of glibc 2.24, this keyword
is deprecated in favor of other contact methods.
- fax
- followed by the fax number (in international format) of the organization
that maintains this document. As of glibc 2.24, this keyword is deprecated
in favor of other contact methods.
- language
- followed by the name of the language to which this document applies.
- territory
- followed by the name of the country/geographic extent to which this
document applies.
- audience
- followed by a description of the audience for which this document is
intended.
- application
- followed by a description of any special application for which this
document is intended.
- abbreviation
- followed by the short name for provider of the source of this
document.
- revision
- followed by the revision number of this document.
- date
- followed by the revision date of this document.
In addition, for each of the categories defined by the document,
there should be a line starting with the keyword category, followed
by:
- a string that identifies this locale category definition,
- a semicolon, and
- one of the LC_* identifiers.
The LC_IDENTIFICATION definition ends with the string
END LC_IDENTIFICATION.
The definition starts with the string LC_MESSAGES in the first column.
The following keywords are allowed:
- yesexpr
- followed by a regular expression that describes possible
yes-responses.
- noexpr
- followed by a regular expression that describes possible
no-responses.
- yesstr
- followed by the output string corresponding to "yes".
- nostr
- followed by the output string corresponding to "no".
The LC_MESSAGES definition ends with the string END
LC_MESSAGES.
The definition starts with the string LC_MEASUREMENT in the first column.
The following keywords are allowed:
- measurement
- followed by number identifying the standard used for measurement. The
following values are recognized:
- 1
- Metric.
- 2
- US customary measurements.
The LC_MEASUREMENT definition ends with the string END
LC_MEASUREMENT.
The definition starts with the string LC_MONETARY in the first column.
The following keywords are allowed:
- int_curr_symbol
- followed by the international currency symbol. This must be a 4-character
string containing the international currency symbol as defined by the ISO
4217 standard (three characters) followed by a separator.
- currency_symbol
- followed by the local currency symbol.
- mon_decimal_point
- followed by the string that will be used as the decimal delimiter when
formatting monetary quantities.
- mon_thousands_sep
- followed by the string that will be used as a group separator when
formatting monetary quantities.
- mon_grouping
- followed by a sequence of integers separated by semicolons that describe
the formatting of monetary quantities. See grouping below for
details.
- positive_sign
- followed by a string that is used to indicate a positive sign for monetary
quantities.
- negative_sign
- followed by a string that is used to indicate a negative sign for monetary
quantities.
- int_frac_digits
- followed by the number of fractional digits that should be used when
formatting with the int_curr_symbol.
- frac_digits
- followed by the number of fractional digits that should be used when
formatting with the currency_symbol.
- p_cs_precedes
- followed by an integer that indicates the placement of
currency_symbol for a nonnegative formatted monetary quantity:
- 0
- the symbol succeeds the value.
- 1
- the symbol precedes the value.
- p_sep_by_space
- followed by an integer that indicates the separation of
currency_symbol, the sign string, and the value for a nonnegative
formatted monetary quantity. The following values are recognized:
- 0
- No space separates the currency symbol and the value.
- 1
- If the currency symbol and the sign string are adjacent, a space separates
them from the value; otherwise a space separates the currency symbol and
the value.
- 2
- If the currency symbol and the sign string are adjacent, a space separates
them from the value; otherwise a space separates the sign string and the
value.
- n_cs_precedes
- followed by an integer that indicates the placement of
currency_symbol for a negative formatted monetary quantity. The
same values are recognized as for p_cs_precedes.
- n_sep_by_space
- followed by an integer that indicates the separation of
currency_symbol, the sign string, and the value for a negative
formatted monetary quantity. The same values are recognized as for
p_sep_by_space.
- p_sign_posn
- followed by an integer that indicates where the positive_sign
should be placed for a nonnegative monetary quantity:
- 0
- Parentheses enclose the quantity and the currency_symbol or
int_curr_symbol.
- 1
- The sign string precedes the quantity and the currency_symbol or
the int_curr_symbol.
- 2
- The sign string succeeds the quantity and the currency_symbol or
the int_curr_symbol.
- 3
- The sign string precedes the currency_symbol or the
int_curr_symbol.
- 4
- The sign string succeeds the currency_symbol or the
int_curr_symbol.
- n_sign_posn
- followed by an integer that indicates where the negative_sign
should be placed for a negative monetary quantity. The same values are
recognized as for p_sign_posn.
- int_p_cs_precedes
- followed by an integer that indicates the placement of
int_curr_symbol for a nonnegative internationally formatted
monetary quantity. The same values are recognized as for
p_cs_precedes.
- int_n_cs_precedes
- followed by an integer that indicates the placement of
int_curr_symbol for a negative internationally formatted monetary
quantity. The same values are recognized as for p_cs_precedes.
- int_p_sep_by_space
- followed by an integer that indicates the separation of
int_curr_symbol, the sign string, and the value for a nonnegative
internationally formatted monetary quantity. The same values are
recognized as for p_sep_by_space.
- int_n_sep_by_space
- followed by an integer that indicates the separation of
int_curr_symbol, the sign string, and the value for a negative
internationally formatted monetary quantity. The same values are
recognized as for p_sep_by_space.
- int_p_sign_posn
- followed by an integer that indicates where the positive_sign
should be placed for a nonnegative internationally formatted monetary
quantity. The same values are recognized as for p_sign_posn.
- int_n_sign_posn
- followed by an integer that indicates where the negative_sign
should be placed for a negative internationally formatted monetary
quantity. The same values are recognized as for p_sign_posn.
The LC_MONETARY definition ends with the string END
LC_MONETARY.
The definition starts with the string LC_NAME in the first column.
Various keywords are allowed, but only name_fmt is
mandatory. Other keywords are needed only if there is common convention to
use the corresponding salutation in this locale. The allowed keywords are as
follows:
- name_fmt
- followed by a string containing field descriptors that define the format
used for names in the locale. The following field descriptors are
recognized:
- %f
- Family name(s).
- %F
- Family names in uppercase.
- %g
- First given name.
- %G
- First given initial.
- %l
- First given name with Latin letters.
- %o
- Other shorter name.
- %m
- Additional given name(s).
- %M
- Initials for additional given name(s).
- %p
- Profession.
- %s
- Salutation, such as "Doctor".
- %S
- Abbreviated salutation, such as "Mr." or "Dr.".
- %d
- Salutation, using the FDCC-sets conventions.
- %t
- If the preceding field descriptor resulted in an empty string, then the
empty string, otherwise a space character.
- name_gen
- followed by the general salutation for any gender.
- name_mr
- followed by the salutation for men.
- name_mrs
- followed by the salutation for married women.
- name_miss
- followed by the salutation for unmarried women.
- name_ms
- followed by the salutation valid for all women.
The LC_NAME definition ends with the string END
LC_NAME.
The definition starts with the string LC_NUMERIC in the first column.
The following keywords are allowed:
- decimal_point
- followed by the string that will be used as the decimal delimiter when
formatting numeric quantities.
- thousands_sep
- followed by the string that will be used as a group separator when
formatting numeric quantities.
- grouping
- followed by a sequence of integers separated by semicolons that describe
the formatting of numeric quantities.
- Each integer specifies the number of digits in a group. The first integer
defines the size of the group immediately to the left of the decimal
delimiter. Subsequent integers define succeeding groups to the left of the
previous group. If the last integer is not -1, then the size of the
previous group (if any) is repeatedly used for the remainder of the
digits. If the last integer is -1, then no further grouping is
performed.
The LC_NUMERIC definition ends with the string END
LC_NUMERIC.
The definition starts with the string LC_PAPER in the first column.
The following keywords are allowed:
- height
- followed by the height, in millimeters, of the standard paper format.
- width
- followed by the width, in millimeters, of the standard paper format.
The LC_PAPER definition ends with the string END
LC_PAPER.
The definition starts with the string LC_TELEPHONE in the first column.
The following keywords are allowed:
- tel_int_fmt
- followed by a string that contains field descriptors that identify the
format used to dial international numbers. The following field descriptors
are recognized:
- %a
- Area code without nationwide prefix (the prefix is often
"00").
- %A
- Area code including nationwide prefix.
- %l
- Local number (within area code).
- %e
- Extension (to local number).
- %c
- Country code.
- %C
- Alternate carrier service code used for dialing abroad.
- %t
- If the preceding field descriptor resulted in an empty string, then the
empty string, otherwise a space character.
- tel_dom_fmt
- followed by a string that contains field descriptors that identify the
format used to dial domestic numbers. The recognized field descriptors are
the same as for tel_int_fmt.
- int_select
- followed by the prefix used to call international phone numbers.
- int_prefix
- followed by the prefix used from other countries to dial this
country.
The LC_TELEPHONE definition ends with the string END
LC_TELEPHONE.
The definition starts with the string LC_TIME in the first column.
The following keywords are allowed:
- abday
- followed by a list of abbreviated names of the days of the week. The list
starts with the first day of the week as specified by week (Sunday
by default). See NOTES.
- day
- followed by a list of names of the days of the week. The list starts with
the first day of the week as specified by week (Sunday by default).
See NOTES.
- abmon
- followed by a list of abbreviated month names.
- mon
- followed by a list of month names.
- d_t_fmt
- followed by the appropriate date and time format (for syntax, see
strftime(3)).
- d_fmt
- followed by the appropriate date format (for syntax, see
strftime(3)).
- t_fmt
- followed by the appropriate time format (for syntax, see
strftime(3)).
- am_pm
- followed by the appropriate representation of the am and pm
strings. This should be left empty for locales not using AM/PM
convention.
- t_fmt_ampm
- followed by the appropriate time format (for syntax, see
strftime(3)) when using 12h clock format. This should be left empty
for locales not using AM/PM convention.
- era
- followed by semicolon-separated strings that define how years are counted
and displayed for each era in the locale. Each string has the following
format:
direction:offset:start_date:end_date:era_name:era_format
The fields are to be defined as follows:
- direction
- Either + or -. + means the years closer to
start_date have lower numbers than years closer to end_date.
- means the opposite.
- offset
- The number of the year closest to start_date in the era,
corresponding to the %Ey descriptor (see strptime(3)).
- start_date
- The start of the era in the form of yyyy/mm/dd. Years prior AD 1
are represented as negative numbers.
- end_date
- The end of the era in the form of yyyy/mm/dd, or one of the two
special values of -* or +*. -* means the ending date
is the beginning of time. +* means the ending date is the end of
time.
- era_name
- The name of the era corresponding to the %EC descriptor (see
strptime(3)).
- era_format
- The format of the year in the era corresponding to the %EY
descriptor (see strptime(3)).
- era_d_fmt
- followed by the format of the date in alternative era notation,
corresponding to the %Ex descriptor (see strptime(3)).
- era_t_fmt
- followed by the format of the time in alternative era notation,
corresponding to the %EX descriptor (see strptime(3)).
- era_d_t_fmt
- followed by the format of the date and time in alternative era notation,
corresponding to the %Ec descriptor (see strptime(3)).
- alt_digits
- followed by the alternative digits used for date and time in the
locale.
- week
- followed by a list of three values separated by semicolons: The number of
days in a week (by default 7), a date of beginning of the week (by default
corresponds to Sunday), and the minimal length of the first week in year
(by default 4). Regarding the start of the week, 19971130 shall be
used for Sunday and 19971201 shall be used for Monday. See
NOTES.
- first_weekday (since glibc 2.2)
- followed by the number of the first day from the day list to be
shown in calendar applications. The default value of 1 corresponds
to either Sunday or Monday depending on the value of the second
week list item. See NOTES.
- first_workday (since glibc 2.2)
- followed by the number of the first working day from the day list.
The default value is 2. See NOTES.
- cal_direction
- followed by a number value that indicates the direction for the display of
calendar dates, as follows:
- 1
- Left-right from top.
- 2
- Top-down from left.
- 3
- Right-left from top.
- date_fmt
- followed by the appropriate date representation for date(1) (for
syntax, see strftime(3)).
The LC_TIME definition ends with the string END
LC_TIME.


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Dublin California Rheumatologist Doctors physician directory - Raynaud's phenomenon symptoms and signs . Barry E Shibuya MD . Peter H Stein MD .
http://www.medicinenet.com/raynauds_phenomenon/dublin-ca_city.htm
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Dublin CA Neurologist Doctors - Migraine Headache Symptoms ...
Dublin California Neurologist Doctors physician directory - Learn about migraine headache . Barry S Mann MD . Bruce T Adornato & Peter C Cassini MDs .
http://www.medicinenet.com/migraine_headache/dublin-ca_city.htm
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Headstones: DUBLIN Glasnevin Cemetery, Pt4, 451-600 Ireland ...
1871 | ELLEN 13th June 1879 | PETER 24th Dec. . Sweet Jesus Have Mercy" No.485 In Loving | Memory of | JOHN HAYES M.D. | who died 23rd Sept. . KATE BARRY | In Loving Memory of her husband | GEORGE DAVID BARRY | late of .
http://www.igp-web.com/igparchives/ire/dublin/photos/tombstones/1headstones/glasnevin04.txt
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Regius Professor of Physic (Dublin) - Wikipedia, the free encyclopedia
Regius Professor of Physic (Dublin) . Edward Barry (17541761); William Clements (physician) (17611781); Edward . Dublin: Irish Federation of University Teachers. p. . "James Little, M.D.Edin., M.D. (Hon. . Peter Gatenby ( April 2001).
http://en.wikipedia.org/wiki/Regius_Professor_of_Physic_(Dublin)
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Dublin Street Directory, 1862 - Library Ireland
24 Barry, Samuel, M.D. surgeon 11l. 25 Telford, John, spirit . the superior courts in England, 4 Lambert, Peter, solicitor . Saggard, county Dublin, 76l. 9 Mooney .
http://www.libraryireland.com/Dublin-Street-Directory-1862/122.php
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Text File - Ireland Genealogy Project
Royal Irish Regiment | killed in action Irish Rebellion Dublin | April 24 1916, aged 26 years. . No.1145 Top:- In Memoriam PETER GILROY M.D. | of Navan. Co.
http://www.igp-web.com/igparchives/ire/dublin/photos/tombstones/1headstones/mt-jerome08.txt
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EnDOphThaLmITIs - European Society of Cataract & Refractive ...
principal objectives, said Peter Barry FRCs,. Dublin ireland, who chaired the EsCRs. Endophthalmitis . Cochener MD, ChU Brest, Brest, France. There have .
http://escrs.org/publications/eurotimes/13March/AN-IMPORTANT-STEP.pdf
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Dublin CA Neurologist Doctors - Pinched Nerve Causes, Symptoms ...
Dublin California Neurologist Doctors physician directory - Read about the causes of a pinched . Barry S Mann MD . Bruce T Adornato & Peter C Cassini MDs .
http://www.medicinenet.com/pinched_nerve/dublin-ca_city.htm
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Dublin Airport - Dublin Airport, Co. Dublin
88 Reviews of Dublin Airport "Okay. No one likes to . from Peter D. Photo of Peter D. . "...of lifes little luxuries like smoked salmon, brown bread and Barry's. .." .
http://www.yelp.com/biz/dublin-airport-dublin-airport
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Laboratory diagnosis of endophthalmitis: Comparison of ...
. Alió, PhD, MD; Roland J. Koerner, MD, MRCPath; Peter Barry, FRCS, FRCOphth; . United Kingdom; Royal Victoria Eye & Ear Hospital (Barry), Dublin, Ireland .
http://www.jcrsjournal.org/article/S0886-3350(08)00639-1/abstract


This map shows dry recycling rates for local government districts for 2006.
Can you identify your district? How does the district's recycling rate compare to other districts?
Click on your district to view the recycling rate or the other districts to view their statistics. Has this rate changed over time?
Use the menu button to view the recycling rates for 2015 on the map. View also the difference between 2006 and 2015 using the menu. On clicking each district on the % increase map a chart of the change compared to the average for Northern Ireland can be viewed.
Recycling data open to access from OpenDataNI under a UK Open Government Licence.


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Most franchises with Numbered Sequels are like this: The first ever made has a title and the sequels just add numbers and/or subtitles in front of the title, like this → "Title", "Title 2", "Title 3", and if it's a prequel, sometimes it's "Title 0".
But an unusual case is when the first one is literally numbered the first, like "Title 1", or "Title One", or "Title I", or "Title: Part 1/One/I" or "Title: The First"; obviously, this is a sign that sequels are planned, or in development or even ready, thus avoiding Sequelitis.

Sometimes we're talking about a work Divided for Publication; if it has a "Part 1/One/I" in the title because they want to divide a single story in parts to make it easier to follow or fit in the time schedule, keep that clear. There are also cases of when the title didn't have it originally, and then it was added as a Retronym; when adding examples, keep clear which titles were always called like this and which ones were renamed after the fact.
A subtrope of Title by Number. See also The Original Series.
It's a common practice in Fan Nicknames, but they don't count here.
Examples:
- The first Lyrical Nanoha movie is called Magical Girl Lyrical Nanoha The MOVIE 1st, given that it's an adaptation of the first season.
- Pokémon: The First Movie, the first one of a series of over 20 movies and still counting. Notably, it did not have the "First" in its title in Japan (or most other countries); the decision to include this naming convention in the (informal) North American title was a safe one, though, since the second one had been released in Japan months before the first movie came to America, and the third movie was already in development, and the Pokémon franchise was in the height of its popularity so it was safe to count on the sequels coming to America as well. Either way, the proper English title was Mewtwo Strikes Back (a direct translation of the Japanese title Mewtwo's Counterattack) which means the whole issue just comes down to the dubbers (not the creators) adding an unnecessary "First Movie" tag to the title.
- Doug's 1st Movie, which is also Doug's last movie.
- Gumby: The Movie was alternatively called "Gumby 1" on the screen, but no sequels were ever made.
- The Animated Adaptation of the Captain Underpants books is titled Captain Underpants: The First Epic Movie, to emulate the books being subtitled "the Nth epic novel".
- History of the World Part I: One example of when a sequel was never made; a sequel is even teased at the end, but it's okay since it was only a joke and the producers never intended to make a sequel anyway.
- Puppet Wars I: Curse of the Puppet Master was planned as the first part of a Puppet Master trilogy. After the movies were cancelled, footage was reused in Retro Puppet Master.
- Star Wars:
- Star Wars Episode I - The Phantom Menace, a different kind of this trope because it's actually the fourth movie made, but the first one chronologically.
- Star Wars Episode IV: A New Hope is another variation on the trope, the first film in a franchise being given a number to set it up for prequels rather than sequels. Note that this is a retroactive example: it premiered in 1977 as Star Wars, and only got the subtitle Episode IV: A New Hope in 1981, a year after the first sequel The Empire Strikes Back came out.
- Kill Bill: Volume 1, being one half of a Divided for Publication movie.
- The Human Centipede: First Sequence.
- Che: Part One, another movie divided in two parts, part two was made.
- Atlas Shrugged: Part I. Despite the movie failing both on the critical reception and box office, Part II was made with a new cast, and, after a small time in Development Hell after that also failed, was joined by Part III (again with a different cast to the previous installments), completing the planned trilogy.
- The Rocky spoof Ricky 1, which never got a sequel.
- Harry Potter and the Deathly Hallows Part 1. As per the seventh film installment in the Harry Potter franchise.
- The Twilight Saga: Breaking Dawn Part 1. Splitting the last book is becoming popular.
- The Hunger Games: Mockingjay Part 1. Very popular trend, indeed.
- Loaded Weapon 1. They did plan for a sequel but it was considered a failure so the plan was scrapped.
- The awful Italian horror film "Evil Clutch" was originally titled "Il bosco 1", but it is not known if they ever wanted to make a Part 2.
- Kamen Rider: The First - Not the first installment of the whole franchise, but a movie adaptation of the series that was. The sequel was titled Kamen Rider: The Next.
- It (2017) shows its title screen at the start of the credits, where it appends Chapter One. The book's movie adaptation was Divided for Publication.
- The first novel of Melisa Michaels' Skyrider series was published as Skyrider 1: Skirmish. Amusingly, none of the sequels had numbers.
- A Series of Unfortunate Events has 13 books, the first is called The Bad Beginning, with Book the First written on the cover.
- The Stephanie Plum novels all have a number as part of their title, starting with One for the Money, then Two For The Dough and Three To Get Deadly and so forth.
- "A" Is for Alibi of the Kinsey Millhone series, while the title doesn't have a number, each book of the series starts with a letter in the title and they are ordered by the alphabet.
- As mentioned above, the first Captain Underpants book bore the subtitle "The first epic novel".
- Isaac Asimov Presents: Great Science Fiction Stories of 1939: The first volume in a long series by Isaac Asimov and Martin H. Greenberg.
- Out of This World: Because the series was planned as a Multi-Volume Work from the beginning, the first volume was printed with a yellow 1 in the lower right corner of the front cover.
- Isaac Asimov: The Complete Stories: Given the popularity of Dr Asimov, it was considered a good investment to try publishing all of his previously published works in a comprehensive format, which necessitated multiple volumes to produce. The second volume was published fifteen months after the first volume.
- Fox announced a channel named Fox Sports 1 (as a replacement for Speed Channel). With a number like that, sports fans must wonder if Fox can launch Fox Sports 2. Yes, Fox later announced Fox Sports 2 (as a replacement for extreme-sports channel Fuel TV), and both networks launched on the same day in 2013. (Naming the channel Fox Sports 1 gives it precedence above the regional Fox Sports channels.) They took the idea from sister company Sky, which labels its sports nets as Sky Sports (number), including channels 1-5; the special F1 channel, and Sky Sports News (HQ) are excluded.
- Sky itself was simply called "Sky Channel", but became Sky One in 1989; although there was Sky News and Sky Movies at the time, it would be seven years before there was a Sky Two.
- Canadian channel Sportsnet launched a national spin-off channel called Sportsnet One.
- Big Star - #1 Record
- Colosseum - Chapter 1: Delirium
- Flo Rida - Only One Flo, Part One. Even stranger that the intended sequel, Only One Rida, Part Two had its name changed to Wild Ones.
- Hurt - Vol. I. Not actually their first album, but the first to get a major label release, and the earliest still widely available. They abandoned the numbered naming scheme after the follow-up, Vol. II.
- The Traveling Wilburys Vol. 1 was titled that as a joke, because it was intended as a one-off project, and they assumed there wouldn't be any sequels. When they defied their own expectations and made a second album, they called it Traveling Wilburys Vol. 3.
- Johnny Winter - First Winter
- ZZ Top - ZZ Top's First Album
- Michael Jackson - HIStory: Past, Present and Future, Book I, Book II was never made, but there was Blood on the Dance Floor: HIStory in the Mix.
- The Sisters of Mercy - Greatest Hits Volume 1: A Slight Case of Overbombing, the last album they released.
- George Michael - Listen Without Prejudice, Vol. 1, no Vol. 2 ever made.
- The OC Supertones - Live, Vol. 1. They meant to record at least one followup live album, but have yet to do so.
- Shakira - Fijación Oral Vol. 1, followed by Oral Fixation Vol. 2.
- Madness had The Dangermen Sessions, Volume One. There has been no Volume Two yet, but if they ever do another covers album it's quite likely they'll return to the title.
- David Bowie had 1. Outside. It was to have been the first in a series of concept albums, but he lost interest in the project.
- Barenaked Ladies - Disc One: All Their Greatest Hits 1991-2001.
- Super Furry Animals - Songbook: The Singles, Vol. 1
- Slot's debut album was, imaginatively enough, Slot 1. The rest of their primary (Russian-language) discography has followed a sequential trend (either with numbers or words alluding to them) ever since.
- Eluveitie's Evocation I - The Arcane Dominion, their first acoustic album. They announced the sequel in 2012 but stopped talking about it the following year; they've since made other non-acoustic albums, but the fans are still waiting for Evocation II.
- Daniel Amos: ¡Alarma!: The Alarma Chronicles Volume 1. They planned from the beginning for The Alarma Chronicles to be a four-album series—and they actually did follow through with it.
- The Dream Theater song "Metropolis, Part 1: The Miracle and the Sleeper" was one of these, as they added the "Part 1" to the title as a joke, having no intention of making a part 2. Later on they created an entire album to serve as a sequel.
- The music video for Ariana Grande's "Dangerous Woman" was billed as "Visual 1", since she planned for an alternate music video for the song that is story driven and "weird". Due to lack of time, Visual 2 ended up being cancelled, with only a trailer for show.
- Diana Rising: Episode 1 ~Boppatsu~ Earthquake Reconstruction Charity - Day 1. There was never a "rising" episode two, but episode 1 did last 8 days. Diana Dojo Show on the other hand exceeded 40, though they weren't consistently numbered.
- Parodied in I'm Sorry I Haven't a Clue during a round of "Word for Word" (the "word disassociation game" where one team must exchange unconnected words whilst the other must buzz in if they spot a connection):
Barry: [buzzing in] Creosote Butterfly...Sixties rock band.
Jack: No, uh, I can't let you have that, Barry...I think you wouldn't be able to name one of their albums if I asked you.
Barry: Creosote Butterfly One.
Jack: Apart from the eponymous first album, obviously.
- Zork I, the first third of a game that was Divided for Publication.
- Star Ocean: First Departure, a remake of the first Star Ocean 1 which didn't have that subtitle originally.
- The original PlayStation was remodeled as the PS one, named as such because it was released at the same time as its successor, the PlayStation 2.
- Tales of Game's Presents Chef Boyardee's Barkley, Shut Up and Jam: Gaiden, Chapter 1 of the Hoopz Barkley SaGa, a sequel is in the works.
- On The Elder Scrolls: Arena title screen, the game is titled The Elder Scrolls Chapter One: The Arena.
- Pryzm Chapter One: The Dark Unicorn, thanks to low sales, a Chapter Two was never made.
- Nightshade Part 1: The Claws of Sutekh, no Part 2 ever made.
- Half-Life 2: Episode One is an unusual example. It was the direct follow-up to the original Half-Life 2 and was intended to be the first in a series of episodic sequels. Half-Life 2: Episode Two was later made, but Half-Life 2: Episode Three however...
- The first Half-Life is available in a bundle together with Blue Shift, Opposing Force and Team Fortress Classic as Half-Life 1 Anthology. Counter-Strike has a similar bundle.
- Sonic the Hedgehog 4: Episode I, another episodic example, Sonic the Hedgehog 4: Episode II was made but Sega doesn't have plans to make an Episode III.
- The remake of the first Sonic the Hedgehog is labelled on an Android launcher as Sonic 1.
- Sentinel Worlds I: Future Magic, once again a sequel was never made, but there was a Spiritual Successor.
- The Legend of Zelda was originally released in Japan for Famicom's Disk System add-on in 1986. When the game was re-released as a standard Famicom cartridge in 1993, it was retitled Zelda no Densetsu 1. The game already called itself "Legend of Zelda 1" at the end of the second quest, so this wasn't a major stretch.
- Tobal No. 1. A sequel was made, but released only in Japan.
- J.R.R. Tolkien's The Lord of the Rings: Volume 1 for the Super Nintendo Entertainment System was to be the first in a series of adaptations of the books in video game form. The first installment bombed, so there was never a Volume 2.
- escapeVektor: Chapter 1 for the WiiWare, Chapter 2 was never released, instead, just escapeVektor was released for the 3DS eShop with all the chapters.
- Math Blaster Episode I: In Search of Spot for SNES, Sega Genesis and PC, followed by Math Blaster Episode II: Secret of the Lost City, only for PC, and also many more Blaster Learning System titles, the Episode I wasn't even the first in the series.
- Rap Jam: Volume One, a basketball game for the SNES featuring famous rappers as players, Volume Two was never made.
- The Journey Down: Chapter One, another episodic game, only the Chapter One was made by far but more chapters should come soon.
- The first King's Quest was titled King's Quest and King's Quest: Quest for the Crown. The VGA remake was titled King's Quest I: Quest for the Crown.
- The VGA remake of Leisure Suit Larry in the Land of the Lounge Lizards was titled Leisure Suit Larry 1: In the Land of the Lounge Lizards.
- Lode Runner 1 is a Mobile Phone Game in the style of the first Lode Runner.
- The first Quest for Glory, after changing its title from Hero's Quest, was titled Quest for Glory I: So You Want to Be a Hero in both EGA and VGA versions.
- The first Space Quest was released with the subtitle Chapter I The Sarien Encounter. The VGA remake was titled Space Quest I: Roger Wilco in the Sarien Encounter.
- Star Saga: One - Beyond The Boundary preceded Star Saga: Two - The Clathran Menace.
- The first Ultima was titled Ultima, and later titled Ultima 1 - The Original, and Ultima I - The First Age of Darkness.
- Telltale Games, a company specialized in episodic video games, has many, many examples:
- Sam & Max Save the World - Episode 1: Culture Shock - Also, the first Sam & Max episodic game was originally called Sam & Max: Season One.
- Sam & Max Beyond Time and Space - Episode 1: Ice Station Santa
- Sam & Max: The Devil's Playhouse - Episode 1: The Penal Zone
- Strong Bad's Cool Game for Attractive People - Episode 1: Homestar Ruiner
- Wallace & Gromit's Grand Adventures - Episode 1: Fright of the Bumblebees
- Tales of Monkey Island: Chapter 1 - Launch of the Screaming Narwhal
- Hector: Badge of Carnage - Episode 1: We Negotiate with Terrorists
- Back to the Future: The Game - Episode 1: It's About Time
- Jurassic Park: The Game - Episode 1: The Intruder
- Law & Order: Legacies - Episode 1: Revenge
- The Walking Dead - Episode 1: A New Day
- The Wolf Among Us - Episode 1: Faith
- Examples from flash games:
- The Several Journeys of Reemus: Chapter 1
- Talesworth Adventure Ep. 1
- Raider: Episode 1
- Swords & Sandals 1: Gladiator
- Flagstaff: Chapter One
- Understanding Games: Episode 1
- MARDEK RPG: Chapter 1
- Hood Episode 1
- Myosotis Chapter 1
- Now Boarding: Episode 1
- Belial: Chapter 1
- Path of Honor: Chapter 1
- Draw a Stickman - Episode 1
- Murloc RPG 2: Episode 1
- Darkness Episode 1
- Covert Front episode 1
- Alice is Dead - Ep 1
- Wasted Youth, Part 1
- The original Final Fight was ported to the Game Boy Advance as Final Fight One. Neither of the two SNES sequels was made available on the GBA.
- The flight simulator "Strike Fighters Gold" was originally released as "Strike Fighters: Project 1" in 2002. It was renamed "Strike Fighters Gold" in 2004, and fixed many of the problems present with the game's initial release. The developers later made a sequel in 2008 under the title "Strike Fighters 2".
- A few 2-in-1 videogame compilations often follow a "Title 1 & 2" format, even if the original game itself is very rarely mentioned with the "1" in its official title
- Dragon Quest I & II, released for the Super Famicom and Game Boy Color.
- Dragon Quest I, II & III, released for the Wii.
- Final Fantasy I & II, released for the Famicom.
- Final Fantasy I & II: Dawn of Souls for the Game Boy Advance.
- Mother 1+2, released for the Game Boy Advance
- Ryu Ga Gotoku 1+2 for the PS3 and Wii U.
- Danganronpa 1x2 RELOAD for the PlayStation Vita.
- Madou Monogatari 1-2-3 for the MSX2 and PC-98. This was actually the original release of both, Madou Monogatari 1 and 3, since a prototype version of 2 was released earlier as a bonus in a special Christmas-themed issue of Compile's Disk Station magazine. However, Madou Monogatari 1 was the only that had a stand-alone port on all three of the 16-bit consoles (Super Famicom, Mega Drive and PC Engine) in Japan.
- The mobile phone version of the original Metal Gear was sold as a bundle with its sequel as METAL GEAR 1 & 2 on Yahoo!'s Japanese mobile service.
- Dragon Quest I & II, released for the Super Famicom and Game Boy Color.
- Inverted with the Xbox One, which is the successor to the Xbox 360 and the third generation of the Xbox consoles, not another name/model for the original Xbox.
- Inverted with Battlefield 1, which is not another name for the original Battlefield, but is actually a Battlefield title set in a liberally-portayed World War I. The first game of the series was called Battlefield 1942.
- Insecticide Part 1, was the first portion of a PC game that was Divided for Publication. However, Part 2 was canceled due to the publisher GameCock being purchased by SouthPeak Games. A scaled-down version was released for the DS simply titled Insecticide, that includes most of the content that was planned for Part 2, but lacks the voice acting of the original PC version and the cinematics are just slideshows. To make up for this, the developers uploaded the cutscenes they made for the PC version on YouTube.
- The PlayStation and Nintendo DS ports of the original Front Mission 1 were released under title of Front Mission 1st.
- ESPN Extreme Games, one of the U.S. launch titles for the original PlayStation, was re-released as 1Xtreme after Sony's license to use the ESPN branding expired (the game's sequel, 2Xtreme, was already released at that point).
- Inspector Gadget: Mission 1 Global Terror! for PC, which never had a sequel.
- Buriki One: World Grapple Tournament '99 in Tokyo
- Metal Slug: 1st Mission and Fatal Fury: 1st Contact were both Neo Geo Pocket games, but only the former got a sequel.
- The original Shenmue was subtitled in Japan Isshō: Yokosuka, or "Chapter 1: Yokosuka". Sega's original plan was to sell the series as serialized installments, each set in a key location in the game's story, but this was abandoned in favor of having the sequels span several locations (hence why the second game was titled Shenmue II and not Shenmue Chapter 2).
- Star Gladiator Episode I: Final Contact. The sequel, which was titled Star Gladiator 2 in Japan, was titled Plasma Sword everywhere else.
- Lagaf': Les Aventures de Moktar - Vol 1: La Zoubida, better known as Titus the Fox. A little explanation: Lagaf' is a French comedian who became a One-Hit Wonder with his song La Zoubida, starring the titular girl and a guy named Moktar. Titus Software made a game about the song expecting Lagaf' to continue Moktar's story, but the man abandoned musical comedy so a "Vol. 2" was never made.
- The ZX Spectrum text adventure Metropolis 1. The planned sequels never materialized.
- The first Repton game is titled Repton 1 in the PC remake.
- The original Clock Tower on the Super Famicom was retitled Clock Tower: The First Fear when it was ported to the PlayStation. Neither version was officially localized.
- Serious Sam: The First Encounter, which was followed by an expansion pack subtitled The Second Encounter and then years late a sequel named Serious Sam II.
- Disgaea 1 Complete, the 15th anniversary Updated Re-release of the game that started the series. The previous ports either changed the subtitle or were named after the system they were ported to.
- Para Para Paradise had a "1st Mix Plus" Expansion Pack release after the original. It did go onto have a 2nd Mix, but that was the last one.
- Infamous: Fist Light is a stand-alone expansion to Infamous: Second Son that serves as a prequel to the events of said game. Second Son itself was the third game in the series, titled as such since it featured a new protagonist.
- Standard procedure on TV Tropes when a series that doesn't qualify for the Franchise namespace shares a name with its first installment is to trope the series at "Medium.Work Name" and the first installment at "Medium.Work Name 1". The "1" on the latter page is usually removed via the custom title system, but sometimes nobody bothers.
- Family Guy:
- "Viewer Mail #1," which was the last episode before it was cancelled the first time. It would be ten years before there was a "Viewer Mail #2."
- This trope as it pertains to World War I was spoofed in the episode "High School English", in which a character from the 1920s anachronistically refers to World War I as such (before World War II, it was just called "The Great War".)
- Futurama has "Anthology of Interest 1" in season 2 in anticipation of yearly instalments; the series only got to 2 (in season 3 out of the original 4-season run). (The general idea of an annual triplet of non-canonical stories like the original A.O.I.s came back in the four Comedy Central half-seasons, almost always before a hiatus, but didn't use the same title scheme or framing device.)
- World War I: it got this name when World War II came by, but some people called it the "The First World War" before. However, this can also be interpreted as "There have been many wars, but this is the first world war." The War of the Spanish Succession had also been called "the first world war" before the big one.
- Almost all monarchs and rulers don't get to become "the First" until there's at least a second. Pope John Paul I, however, did use "the First" in his title, and actually signed his name Ioannes Paulus Primus. In contrast, Pope Francis, the only other pope in a thousand years with an original papal name, won't be Pope Francis I until there's a Francis II.


Steph McGovern's newborn daughter gets custom made baby gifts and it's too cute
Steph McGovern and her partner recently welcomed their newborn daughter into the world – and it looks like she’s being spoiled rotten with all the baby gifts.
Taking to Twitter, the proud mum shared a snap of the tot’s presents from a number of family members and friends – and it’s too cute.
Perfectly displayed for the snap, the presenter showed off a collection of custom made baby grows and bibs – with the likes of ‘my mam’s the business’ printed across the front of one, while another reads: ‘BBC Breakfast baby correspondent’.
Writing alongside the picture, the 37-year-old said: ‘My mates + family have really excelled on the slogans/branding for my baby daughter’s clothes.
‘Here are some of my faves: @BBCBreakfast @Boro #perfectpresents #luckylittlelady.’
Fans were quick to comment and couldn’t help but coo over the tiny pieces as they laughed along at the slogans.
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‘Love them especially the BBC breakfast,’ one wrote while another added: ‘Love these! ‘Shy bairns get nowt’ was one of my granda’s sayings!’
Someone else said: ‘These are lovely, my favourite is the baby correspondent one. Hope all is going well.’
The journalist welcomed her bundle of joy into the world earlier this month, and confirmed the news on Twitter.
Writing to her 387,000 followers, the first-time-mum said: ‘Well hello world, just surfaced to let you know that we now have a daughter!
‘Born on Monday morning just as @BBCBreakfast was wrapping up. We’re all fine and dandy.’
She added: ‘Just getting used to the eau de sick/poo I am now regularly wearing. #babylife.’
She had previously spoken of suffering from morning sickness during the early stages of her pregnancy, almost vomiting over one of her co-hosts at one point.
Telling Jon Kay on BBC Breakfast that she had had a ‘bit of a rough start.’
She explained: ‘Charlie [Stayt] nearly got covered in watermelon one morning.’
Got a showbiz story?
If you've got a story, video or pictures get in touch with the Metro.co.uk Entertainment team by emailing us<EMAIL_ADDRESS>calling 020 3615 2145 or by visiting our Submit Stuff page - we'd love to hear from you.


{% extends 'base.html' %} {% block title %}About GOH!{% endblock %} {% block body %}
Getting out of the house (GOH!) has never been so important. Anything counts. Parks, playgrounds, beaches,
even a stroll around the block.
Moving your body is the best thing you can do for yourself today, and
the kindest thing you can do for your future self tomorrow. So, be adventurous! Try someplace new. Or, visit and revisit a favorite.
The only rule is....GOH!


{% extends 'notifpy/base.html' %} {% load static %} {% block title %}Settings | Notifpy{% endblock%} {% block body %}
Write space separated update hours for each priority level.
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In this sample we use a pre-populated tree with a single gethandler. The gethandler uses two pieces of metadata we've attached to each node. The @type attribute describes what kind of node it is: continent, region, country, district, or city. The @key attribute acts as a key for looking up the node's children in the database. When the page loads only the first level of nodes, those pre-populated in the declaration, are displayed.


Auction clearances retrace
by Unconventional EconomistAuction clearance rates retraced slightly over the weekend, with the preliminary rate nationally coming in at 72.9%, down from 74.1% last weekend:
Auction clearances were also way above the 41.9% recorded in the same weekend last year:
There are 970 words left in this subscriber-only article.


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I'm a 25 year old male in good health. I've had problems with insomnia ever since I was a child. My dad is a naturopath and I was brought up on almost exclusively natural treatments for problems. In my teens I took a variety of supplements to help me sleep (my own choice; my dad actually tried to get me to cut back because of the cost, but since he had also suffered from insomnia growing up he didnít push too hard). I used to take 5-HTP, melatonin, valerian, magnesium glyinate (acts as a muscle relaxant), St. Johns wort and a few others I canít recall every night before bed. They helped quite a bit, but not always. Over the years I stopped taking nearly all of it and for two or three years I was only taking the magnesium, largely to prevent the muscle cramps I would get if I didn't.
About a year and a half ago I started doing yoga, and within just a few weeks my insomnia was almost gone, and as long as I keep up with it my insomnia is absent. Recently I got interested in dream recall and I had read that kava, especially in conjunction with valerian, can increase vividness of dreams and dream recall. Kava is also supposed to improve REM sleep, and who couldnít benefit from that?
I bought some wild lettuce with the intention of smoking it for its purported opium-like effects. Several attempts at this have yielded nothing, but on a whim I decided to try to make a tea out of it (I bought an ounce, which turned out to be a lot, and it seemed a shame to throw it out). Surprisingly the tea has a very mild flavor and is quite palatable. Itís also quite strong.
I put a tablespoon of the dried wild lettuce into a small French press, poured some boiling water in and let it steep for about ten minutes. I mixed up 2 level tablespoons of powdered kava root in some hemp milk (if youíve never heard of hemp milk, try to find it; itís a great alternative to soymilk and tastes pretty good, and no, it cannot get you high) and drank that with 1 gel cap of valerian (a half dose according to the bottle) and one gel cap of magnesium (120 mg).
Half way through the cup I could feel the effects. The internal dialogue that is usually going stopped suddenly. As I looked around my kitchen I noticed a shift in my perception. It isnít anything big, but it definitely changes. After I finished the cup I went to bed. I felt restless and couldnít stop moving around; it seemed to make it more difficult for me to get to sleep, although it put me into that half sleep/half waking state that gives you some quality of rest. I havenít had this problem on subsequent trials.
Iíve tried the wild lettuce without the kava, kava without wild lettuce, double doses of kava with a single dose of lettuce, and once a double dose of each, always with the magnesium, sometimes with the valerian and sometimes without, though this never seemed to have an appreciable effect either way. Both the kava and the lettuce on their own are relaxing and help me get to sleep, but together they make me feel almost drugged. Iíve only done double doses of both on one occasion, and it was like being fairly stoned. I havenít done it again for two reasons: I donít need that much to help me get to sleep so it seems like a waste, and also because if I drink that much liquid I end up having to get up an hour later to go to the bathroom.
Everyoneís body chemistry is different, so this may affect people in different ways. I find that the kava alone is often enough to get me winding down before bed, but if itís late and I feel a little too energized, especially if I have to get up the next morning, I mix the two and it puts me down pretty quick. I also like that it doesnít seem to be habit forming (for me, anyway) and that I donít feel groggy in the morning. I still use yoga and meditation to help me sleep, and I find that above everything these have the greatest impact, I always feel the most rested if Iíve been doing yoga. But especially for dream recall and inspiring vivid dreams the plants help a lot.
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.


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Experience the magic of Disney with Disney Parents! Find parents at the park to swap childcare and stroller passes with! Enhance your Disney Experience as parents by connecting with other parents, allowing you to go on all the 'big kid' rides together.


setCacheSize(size: any, doNotOverrideIfAlreadySet: boolean): void
Sets the cache size for this factory.
Parameters
size: any
The number of views to cache or "*" to cache all.
doNotOverrideIfAlreadySet: boolean
Indicates that setting the cache should not override the setting if previously set.


OAS Permanent Council to Hold Urgent Meeting on Tuesday to Discuss Situation in Bolivia
MEXICO CITY (Sputnik) - The Permanent Council of the Organization of American States (OAS) will hold an extraordinary session on Tuesday to assess the situation in Bolivia after the resignation of President Evo Morales, the OAS said in a statement on Monday.
"The Permanent Council of the Organization of American States will hold a special meeting, TOMORROW, Tuesday, 12 November, at 15:00 EST (20:00 GMT) in Simon Bolívar Hall at OAS headquarters in Washington, D.C., to consider the 'Situation in Bolivia'", the statement says.
According to the organization, relevant requests were sent by representatives of Brazil, Canada, Colombia, the United States, Guatemala, Peru, Dominican Republic and Venezuela.
On Sunday, Morales resigned after the publication of a preliminary OAS report that found irregularities in the controversial 20 October vote.
Protests in Bolivia have been ongoing since 20 October after Morales secured a new term in the first round of presidential elections, which opposition refused to recognize.


This dialog specifies where to create the G# classes from the UML diagram.
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Class name Name of the class. |
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Class template Template to use when creating the class. |
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Class path Path to the class. A folder called <ClassName>_class will be created inside this folder containing the actual class. |
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Header color Class icon header color. |
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Body color Class icon body color. |
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Create or update class Controls if the class should be create,updated or ignored. |
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Help Launces help. |


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AGAVE reads a dataset based on the tripartite model of tagging (Actors: users, authors, etc, Concepts: tags, keywords and Instances: publications, pictures, etc.), create broader/narrower relations between Concepts, generate graphs, analyze them and provides and interface to interactively visualize the graphs.
- pubmedxml2models: to import XML Pubmed publications dataset
- fpggdb2models: to import projects from another database
- graph_models_generator: to create the basic models from datasets
- CCbx_models_generator: to query SPARQL endpoint to extract broaders relations
- json_graph_generators: to generate JSON graphs data to visualize interactively
- graphs_queries: to query the graphs
- graphs_csv_generator: to generate the CSV files for use in agave_graph_analysis module
- statistics_generator: to generate basic stadistics about the dataset and graphs
AGAVE implements the research approach exposed in Enrichment of affiliation networks and information discovery in SKOS-based datasets
To install AGAVE see Installing AGAVE in Debian/Ubuntu
If you wish to signal a bug or report a feature request, please fill-in an issue on the AGAVE issue tracker
AGAVE is copyright 2010 by DERI, National University of Ireland, Galway and is covered by the New BSD license
(julia.anaya at gmail dot com)
AGAVE has been supported by Science Foundation Ireland under grant number SFI/08/CE/I1380 (Líon 2) and Hypios Research, Paris .


In this website, we present the FATS (Feature Analysis for Time Series) library. FATS is a Python library which facilitates and standardizes feature extraction for time series data. In particular, we focus on one application: feature extraction for astronomical light curve data, although the library is generalizable for other uses. We detail the methods and features implemented for light curve analysis, and present examples for its usage.
For a deeper understanding of FATS the user can visit the library website, arXiv article or the code documents.
How to cite FATS:
It is also possible to obtain the library by downloading the python package from https://pypi.python.org/pypi/FATS or by directly installing it from the terminal as follows:
$ pip install FATS


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I accidentally made a really weird snake game that grows a mutant snake as you go. Use keyboard directional arrows to control him.


| Journey Details | |||
| Train No | Train Name | Boarding Date (DD-MM-YYYY) |
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| 18117 | RAJYA RANI EXP | 16-04-2019 | 3A |
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Unma1796.github.io
Lumens TS20-4T1R TapShare TS20 Wireless Presentation. 2018-09-20Lumens and Icron Confirm USB 3.0 Joint Product Interoperability 2018-09-13 Lumens introduces VC-B10U ePTZ USB camera 2018-06-13 InfoComm 2018: Lumens Integration Talks About TapShare TS20 Wireless Presentation System. TapShare TS20 Wireless Presentation System Lumens.
Lumens TapShare TS20 Benutzerhandbuch herunterladen.
Lumens is a leader in optical products. The Lumens TapShare TS20 wireless presentation system integrates advanced 802.11ac with 5G Wi-Fi to provide a smooth wireless collaborative presentation experience. The Lumens TapShare can be used in classrooms, meeting rooms, auditoriums Lumens Collaboration Huddle Room Solutions - Stampede Global.
The Lumens TS20-2T1R is a TapShare TS20 Wireless Presentation System that includes two TapShare Pods and a TapShare Box. The Lumens TapShare TS20 wireless presentation system integrates advanced 802.11ac with 5G Wi-Fi to provide a smooth wireless collaborative presentation experience. Lumens TapShare TS20 is Wireless Presentation System Unique Feature: - Easy to install - Easy to use - No latency with 4K video More product info. Wireless.
TapShare™ TS20 Wireless Presentation System Lumens ™ TapShare TS20 wireless presentation system integrates advanced 802.11ac with 5G Wi-Fi to provide. TapShare™ TS20. Wireless Presentation System. Lumens™ TapShare™ TS20 wireless presentation system integrates advanced 802.11ac with 5G Wi-Fi to provide a smooth wireless collaborative presentation experience. Lumens Integration Presents TapShare TS20 Wireless Presenting and Collaboration Solution at ISE 2018 Original source: https://bit.ly/2Ngfrl0 More product.
The TapShare™ is plug play and doesn’t need additional software or a driver. Easy to Use With one single button and Wi-Fi support, you just tap the button to start presenting immediately. Lumens TS20-2T1R TapShare TS20 Wireless Presentation. Top 5 reasons you should choose Lumens TapShare Wireless Presentation System Lumens Wireless Presentation System TapShare T20 Key Feature (Russian) TapShare TS20 Wireless Presentation System Lumens. TapShare TS20 - cdn.stampedeglobal.com. Lumens TapShare TS20 - lumens.com.tw.


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