|
Bullet Collision Detection & Physics Library
|
Go to the source code of this file.
Classes | |
| class | btMatrix3x3 |
| The btMatrix3x3 class implements a 3x3 rotation matrix, to perform linear algebra in combination with btQuaternion, btTransform and btVector3. More... | |
| struct | btMatrix3x3FloatData |
| for serialization More... | |
| struct | btMatrix3x3DoubleData |
| for serialization More... | |
Macros | |
| #define | btMatrix3x3Data btMatrix3x3FloatData |
Functions | |
| btMatrix3x3 | operator* (const btMatrix3x3 &m, const btScalar &k) |
| btMatrix3x3 | operator+ (const btMatrix3x3 &m1, const btMatrix3x3 &m2) |
| btMatrix3x3 | operator- (const btMatrix3x3 &m1, const btMatrix3x3 &m2) |
| btVector3 | operator* (const btMatrix3x3 &m, const btVector3 &v) |
| btVector3 | operator* (const btVector3 &v, const btMatrix3x3 &m) |
| btMatrix3x3 | operator* (const btMatrix3x3 &m1, const btMatrix3x3 &m2) |
| bool | operator== (const btMatrix3x3 &m1, const btMatrix3x3 &m2) |
| Equality operator between two matrices It will test all elements are equal. More... | |
| #define btMatrix3x3Data btMatrix3x3FloatData |
Definition at line 41 of file btMatrix3x3.h.
|
inline |
Definition at line 907 of file btMatrix3x3.h.
|
inline |
Definition at line 1192 of file btMatrix3x3.h.
|
inline |
Definition at line 1202 of file btMatrix3x3.h.
|
inline |
Definition at line 1242 of file btMatrix3x3.h.
|
inline |
Definition at line 929 of file btMatrix3x3.h.
|
inline |
Definition at line 953 of file btMatrix3x3.h.
|
inline |
Equality operator between two matrices It will test all elements are equal.
Definition at line 1343 of file btMatrix3x3.h.


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We can reset that for you.
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On Contributing PatchesApache Commons gets a fair number of submissions from developers new to contributing patches. A lot of information to help you do this exists, but it can be hard to find. This document gathers up material about patches into one handy reference. Before you start, please find time to browse the Apache contribution guide. Respect The Original StylePlease respect the style of the orginal file. Make sure that your additions fit in with that style. Every component has coding conventions and every contribution is supposed to adhere to them. You might find it a little difficult to discover the conventions used by a particular component but if you stick to the style of the original then that'll be fine. If a patch is submitted which doesn't satisfy the component's coding conventions, then either a committer will need to rewrite the submission or it will be rejected. Getting it right in this first place will save you having to rewrite it. Spaces Not TabsPLEASE NO TABS! The source should be indented using spaces rather than tabs. The standard indentation is 4 spaces per indent - but respect the number of spaces used by the original. Some IDEs include automatic source (re)formatting. If you use an IDE, please check that this feature is either disabled or set to use (4) spaces. If a patch is submitted which uses tabs rather than spaces, then either a committer will have to reformat it before it's applied or the patch will be rejected. Again, it's easier to get it right in the first place rather than have to reformat and resubmit your patch. Please try and restrict patches to the minimum necessary to implement the change. If there are a lot of irrelevant formatting or other changes, it makes it much harder to review the patch, and it may be rejected. Test CasesCommons Components use JUnit for unit testing. If you're not familiar with the principles of unit testing, then the JUnit site has some good articles. Before you submit your patch, please do a clean build of the full distribution and run the unit tests (this can be done from the build script). This ensures that your patch doesn't break any existing functionality. We strongly recommend that you create and submit test cases together with the rest of your contribution. Test cases ensure that bugs stay fixed and features don't get broken. Test cases will probably be needed anyway so submitting them saves time. If your patch is intended to fix a bug, it helps to create a unit test for the bug first. Test with this before and after applying the fix. Creating A PatchThe Apache Commons source code repository holds the current source. A link to information about using the Apache Commons source code repository is available on the main Apache Commons page. Currently, Apache Commons uses the Subversion version control system. Please create your patch against the latest revision of the files in the source code repository since this makes the job of applying the patch much easier. If you don't have a version checked out, then check one out. If you have, then please do a fresh update before you make your changes. The patch should be in unified format. You can create a patch in this format (from Subversion) by using: svn diff File > patchfile The patch should be created from the project root, i.e. the directory which contains the src/ folder and the main Maven pom.xml file. This ensures that the proper relative path names are included, and makes it easier to apply the patch to the correct file (there can be several files with the same name in a project). If using Eclipse to create the patch, set "Patch Root" to "Project" - not the default "Workspace". [Workspace-relative patches are not portable unless exactly the same project names are used.] Try to give your patch files meaningful names. This makes it easier for developers who need to apply a number of different patches. Also the file should have an extension of .patch or .txt; files without extensions tend to be flagged as binary by JIRA, which makes them awkward to use. For example: svn diff src/site/xdoc/patches.xml > COMMONSSITE-123.patch Submitting A PatchPlease use JIRA, patches sent to the mailing lists are harder to track and use up more bandwidth. Apache Commons projects use the main Apache JIRA Bug Tracker. Each released project has its own JIRA page, while those in the Sandbox share a single JIRA SANDBOX page. To find a released project's JIRA page, go to its website and choose the Issue Tracking navigation link. Please give a detailed description of what your patch does and some reasons why it should be committed (if it's not obvious). Add the patch as an attachment to a bug report, either a new one or if you find an existing report then attach it there. Both will result in an email being sent to the issues email list. If there has already been discussion of the issue on the dev mailing list (but no JIRA entry has been created), you may wish to make a note on that discussion thread that you have created a new issue. All the commons documentation is in the commons version control system - including this document. If you see anything that's wrong or you think that you can add something that's missing then please submit a patch to JIRA! TIA |


Namespace Unity.Policy
Classes
BuildPlanPolicyExtensions
PolicyListExtensions
Extension methods on IPolicyList to provide convenience overloads (generic versions, mostly).
Interfaces
IBuilderPolicy
Represents a builder policy interface. Since there are no fixed requirements for policies, it acts as a marker interface from which to derive all other policy interfaces.
IBuildKeyMappingPolicy
Represents a builder policy for mapping build keys.
IBuildPlanCreatorPolicy
A IBuilderPolicy that can create and return an IBuildPlanPolicy for the given build key.
IBuildPlanPolicy
A build plan is an object that, when invoked, will create a new object or fill in a given existing one. It encapsulates all the information gathered by the strategies to construct a particular object.
IConstructorSelectorPolicy
A IBuilderPolicy that, when implemented, will determine which constructor to call from the build plan.
IMethodSelectorPolicy
An IBuilderPolicy that will examine the given types and return a sequence of System.Reflection.MethodInfo objects that should be called as part of building the object.
IPolicyList
A custom collection over IBuilderPolicy objects.
IPropertySelectorPolicy
An IBuilderPolicy that returns a sequence of properties that should be injected for the given type.
IRequireBuildUpPolicy
IResolverPolicy
A strategy that is used at build plan execution time to resolve a dependent value.


FS 020 Reaction Diffusion
Gray-Scott
Gray-Scott, K-F Plot
参考文献
Reaction-Diffusion Tutorial
Reaction diffusion simulation
Reaction-Diffusion by the Gray-Scott Model: Pearson's Parametrization
Xmorphia
Gray Scott Home Page


Starting this blog to document my Python and programming study & working-through etc. I studied cognitive science, linguistics, and literature in school, along with a little bit of computer science. Literature won out in one sense (Ph.D.), but in terms of a day-to-day professional life, Python programming (mostly backend) has been it.
Realizing the blog's name shouts out to Think Python (which I really appreciate as a free resource that reflects care and the author's considered point of view) and to Strange Loop (which I hope to attend someday). That wasn't intentional, but it does point to reach.
I also hear "pink" and "koop!" (Dutch for "Tickets!") in it...
Speaking of influences, in terms of books, David Beazley's The Python Essential Reference is the one that really captures the heart of the language for me, but it was written when Python2 was still the standard. While a 5th edition was once planned, it will not be completed. A different book is apprently in the works, and while the wait continues, it may be the time to finally checkout the Python Cookbook (now however almost 8 years old).
In terms of working through and refreshing what I thought I knew (and often didn't) recently, it's Brett Slatkin's Effective Python. I just got the second edition, and will be working through that. It's not clear to me how I can post of what I do re: that. I guess we'll see.
The other big thing for me (as for so many others) remains Stack Overflow. I'll do a post sometime of people whose answers I've read repeatedly.
So I'll be writing about things for my own understanding: small concepts and patterns, algorithm implementations, etc. I also imagine there will be bits of other languages. I hope some of it is useful. Anyway let's see - looking forward.


Select up to
1
player and click challenge or click your player to edit name:
Challenge
challengers:
accept
decline


Those food can be received from Amili if kitchen placed home.
| En | Cn | Ja | Place |
|---|---|---|---|
| The Dream Libra had | 莉卜拉的梦境 | リブラの見た夢 | Field (Stomach) (After completed game with "rest" ending) |
| Orange | 橙 | オレンジ | Field |
| 1203 | 1203 | 1203 | Field |
| Jamie | Gem Me | ジェミー | Field |
| Night Blue | Night Blue | Night Blue | Field |
| Alone | 孤独 | 孤独 | Field |
| Happy ending | Happy End | ハッピーエンド | Field |
| Sunset | 日落 | 日没 | Field |
| Dr.Libra | 莉卜拉医生 | ドクターリブラ | Field |
| Withered fruits | 枯萎的果实 | 枯れた果実 | Field |
| At a certain place | 在某个地方 | とあるところに | Field |
| Wraith | Wraith | Wraith | Field |
| Space war | 宇宙战争 | 宇宙戦争 | Field |
| Space war | 宇宙战争 | 宇宙戦争 | Field |
| Space war | 宇宙战争 | 宇宙戦争 | Field |
| Love | 恋 | 恋 | Field (After completed "The Unsuccessful Painter") |
| Working coal miner | 努力的矿工 | 頑張る炭鉱夫 | Quest ("The Child of the Mansion") (You can bring it by talk to coalminer after gave the painting) |
| Second space war | 第二次宇宙战争 | 第二次宇宙戦争 | Field |
| Unsung Kingdom | うたわれない王国 | うたわれない王国 | Field |
| Witches's craft | 魔女们的工房 | 魔女たちの工房 | Field |
| Mad pumpkin | 疯狂南瓜 | マッドパンプキン | Field |
| Lilia | 莉莉娅 | リリア | Field |
| Deep sea | 深海 | 深海 | Field |
Paintings without notes above are there in Hospital or Mansion


La Salle, Murray State meet in Gulf Coast Showcase
by Associated PressMurray State (3-1) vs. La Salle (1-2)
Gulf Coast Showcase , Hertz Arena, Estero, Florida; Monday, 7:30 p.m. EST
BOTTOM LINE: Murray State is taking on La Salle in the Gulf Coast Showcase. Murray State won 79-66 against Southern Illinois on Tuesday, while La Salle is coming off of a 70-65 loss to Temple on Nov. 16.
SAVVY SENIORS: La Salle’s David Beatty, Scott Spencer and Saul Phiri have combined to account for 39 percent of all Explorers scoring this season.TERRIFIC TEVIN: Tevin Brown has connected on 52 percent of the 25 3-pointers he’s attempted and has made 11 of 19 over the last three games. He’s also made 76.9 percent of his foul shots this season.
DID YOU KNOW: Murray State has attempted the sixth-most free throws in all of Division I. The Racers have averaged 28.3 free throws per game.
___
For more AP college basketball coverage: https://apnews.com/Collegebasketball and http://twitter.com/AP_Top25
___
This was generated by Automated Insights, http://www.automatedinsights.com/ap, using data from STATS LLC, https://www.stats.com


Page 1 of 1
Problem with newest update.
Posted:
Fri Jan 01, 2010 4:40 pm
by LEXIC
I finally got the chance to try the new update. I went to hatchlings and they hurt but that was not the problem. About 2 seconds of hunting caused me to get booted. When I logged back on, I was in the dark abyss with my LSA gone and experience penalty. So I tried some skeleton and skeleton archers and the exact same thing happened. Is this just me or is it happening to anyone else?
Re: Problem with newest update.
Posted:
Fri Jan 01, 2010 6:39 pm
by LEXIC
It seems like the server is disconnecting frequently and this is why this is happening? Anyone else getting this?
Re: Problem with newest update.
Posted:
Sat Jan 02, 2010 5:09 pm
by Part-Time Modeler
I have not had any problems. Are you able to hunt anything else in game, like trolls or any other monsters in general? Anything other than the new update Skeletons and Hatchlings.
The only time the server was down was yesterday the 1rst for about 20 seconds.  Other than that, you shouldn't have any connection problems.
Just recently the lag seems to be setting in about every other day. I have been checking the in-game lag every day to keep up with it.
Re: Problem with newest update.
Posted:
Sun Jan 03, 2010 12:57 pm
by LEXIC
I figured it out, its not the hunting, its just the server was really laggy. I think it needed a reset. I'd say every 5 minutes it would go down and kick you off, than it would go back up again. It happened to me and two other people that I met when I was playing. Because of the lag, I would die and than the server would go down. After when I logged back on, I would be in the black zone with experience loss. I have so much exp penalty because of it lol.
Re: Problem with newest update.
Posted:
Sun Jan 03, 2010 4:43 pm
by LEXIC
Anyway its fixed now. Did you reset the server?
On a side note, was the level limit never lifted from 35?
Re: Problem with newest update.
Posted:
Sun Jan 03, 2010 7:55 pm
by Morn
I was told it should be 60, if you can't obtain exp after 35, post.
Re: Problem with newest update.
Posted:
Sun Jan 03, 2010 8:16 pm
by Part-Time Modeler
60 is correct.
I have been working on a new expansion with different monsters.
Re: Problem with newest update.
Posted:
Sun Jan 03, 2010 9:46 pm
by LEXIC
Nope I don't get any more experience after 35.
Re: Problem with newest update.
Posted:
Fri Jan 08, 2010 9:42 am
by Karl G.
Weird. It must not have updated correctly...hrm.
I think the lagging issue is coming from the server being slower now that it is run on a laptop. Maybe defragging would help?
Re: Problem with newest update.
Posted:
Sun Jan 10, 2010 10:25 pm
by Part-Time Modeler
Ok the new limit is now officially 60, and works. As tested by Corsix he was a ble to gain XP past level 35.
Also xp points have been upped per kill.
I was getting 60 xp per kill and now am getting 257 per kill, that is pretty sick.
You will have to check it out for yourselves.
.
Re: Problem with newest update.
Posted:
Mon Jan 11, 2010 5:14 pm
by LEXIC
Part-Time Modeler wrote:Also xp points have been upped per kill.
I was getting 60 xp per kill and now am getting 257 per kill, that is pretty sick.
You will have to check it out for yourselves.
The upped experience is nice but I think it was upped way too much. I got level 35 to 40 in a day...
Re: Problem with newest update.
Posted:
Mon Jan 11, 2010 7:08 pm
by Part-Time Modeler
Yes, I do think it was upped way too much.
I do not have control over that, nor do I know how to fix it.
I believe it may be part of the server that I updated, but have no way to check how xp is gained.
This is a Karl question.
Re: Problem with newest update.
Posted:
Sun Jan 24, 2010 5:32 pm
by Part-Time Modeler
Karl told me the xp is based on a percentage system that has to do with the highest achievable level.
In this case the pre-highest level attainable was 35. When the server was upped to level 60 as the highest, the xp system automatically kicked in to make it so that players can level at about the same rate as they were before.
That is the explaination to the xp jump.
Re: Problem with newest update.
Posted:
Mon Jan 25, 2010 12:00 pm
by LEXIC
But it doesn't explain the jump down again?? Before the experience changed I was getting abount 60 per kill. When the experience changed I was getting abount 300. But now I am getting about 150 or so.
Re: Problem with newest update.
Posted:
Mon Jan 25, 2010 5:05 pm
by Part-Time Modeler
I have been getting the same, round 150 now. I don't know what to say about the jump down.
The above is what Karl told me, so anything other than that I am unsure of.


|
| Last modified on Sat Jul 22 11:14:10 2023 UTC. | Improve this page |
Together with semaphores, event flags are the basic µOS++ synchronisation mechanisms.
An event flag can be considered as a simplified binary semaphore, that can be posted from a thread or an ISR.
The additional value of event flags consist in their number: event flags come in groups, and threads can be synchronised on any number of flags in a group (defined by a mask). A thread may expect either all flags in a set to have occurred (conjunctive synchronisation, logical AND), or any flag in a set (disjunctive synchronisation, logical OR).
Event flags
The event flags consists of a series of bits, based on the platform word size (32-bits for Cortex-M). The initial value for the event flags is zero (none of the flags are raised).
When used to synchronise threads with ISRs, the easiest way to access event flags is when they are created as global objects.
In C++, the global event flags are created and initialised by the global static constructors mechanism.
/// @file app-main.cpp
#include <cmsis-plus/rtos/os.h>
using namespace os;
using namespace os::rtos;
// Create a global event flags object instance.
event_flags ev { "ev" };
int
os_main (int argc, char* argv[])
{
// ...
// Not much to do, the event flags were created by the static
// constructors, before entering main().
// ...
return 0;
}
// All event flags are automatically destroyed if os_main() returns.
A similar example, but written in C:
/// @file app-main.c
#include <cmsis-plus/rtos/os-c-api.h>
// Global static storage for the event flags object instance.
os_evflags_t ev;
int
os_main (int argc, char* argv[])
{
// ...
// Create a global event flags object instance.
os_evflags_construct(&ev, "ev", NULL);
// ...
// For completeness, destroy the event flags.
os_evflags_destruct(&ev);
return 0;
}
In C++, if it is necessary to control the moment when global objects instances are created, it is possible to separately allocate the storage as global variables, then use the placement new
operator to initialise them.
/// @file app-main.cpp
#include <cmsis-plus/rtos/os.h>
using namespace os;
using namespace os::rtos;
// Global static storage for the event flags object instance.
// This storage is set to 0 as any uninitialised variable.
std::aligned_storage<sizeof(event_flags), alignof(event_flags)>::type ev1;
int
os_main (int argc, char* argv[])
{
// ...
// Use placement new, to explicitly call the constructor
// and initialise the event flags.
// Create a global event flags object instance.
new (&ev1) event_flags { "ev1" };
// Local static storage for the event flags object instance.
static std::aligned_storage<sizeof(event_flags), alignof(event_flags)>::type ev2;
// Use placement new, to explicitly call the constructor
// and initialise the event flags.
// Create a static event flags object instance.
new (&ev2) event_flags { "ev2" };
// ...
// For completeness, call the event flags destructors, which for placement new
// is no longer called automatically.
ev1.~event_flags();
ev2.~event_flags();
return 0;
}
Event flags objects instances can also be created on the local stack, for example on the main thread stack. Just be sure the stack is large enough to store all defined local objects.
/// @file app-main.cpp
#include <cmsis-plus/rtos/os.h>
using namespace os;
using namespace os::rtos;
int
os_main (int argc, char* argv[])
{
// ...
// Create a local event flags object instance.
event_flags ev1 { "ev1" };
// Beware of local static instances, since they'll use atexit()
// to register the destructor; avoid and prefer placement new, as before.
// static event_flags ev2 { "ev2" };
// ...
// The local event flags are destroyed automatically before exiting this block.
return 0;
}
A similar example, but written in C:
/// @file app-main.c
#include <cmsis-plus/rtos/os-c-api.h>
int
os_main (int argc, char* argv[])
{
// ...
// Local storage for the event flags object instance.
os_evflags_t ev1;
// Create an event flags object instance.
os_evflags_construct(&ev1, "ev1", NULL);
// ...
// For completeness, destroy the event flags.
os_evflags_destruct(&ev1);
return 0;
}
For a total control over the event flags creation (for example to set a custom clock), the event flags attribute mechanism can be used.
/// @file app-main.cpp
#include <cmsis-plus/rtos/os.h>
using namespace os;
using namespace os::rtos;
int
os_main (int argc, char* argv[])
{
// ...
event_flags::attribute attr;
attr.clock = &rtclock;
// Create an event flags object instance.
event_flags ev { "ev", attr };
// ...
// The local event flags are destroyed automatically before exiting this block.
return 0;
}
A similar example, but written in C:
/// @file app-main.c
#include <cmsis-plus/rtos/os-c-api.h>
int
os_main (int argc, char* argv[])
{
// ...
os_evflags_attr_t attr;
os_evflags_attr_init(&attr);
attr.clock = os_clock_get_rtclock();
// Local storage for the event flags object instance.
os_evflags_t ev;
// Create an event flags object instance.
os_evflags_construct(&ev, "ev", &attr);
// ...
// For completeness, destroy the event flags.
os_evflags_destruct(&ev);
return 0;
}
The application programmer can create an unlimited number of event flag groups (limited only by the available RAM).
In programming language terms, raising flags is equivalent to OR-ing the corresponding bits in the event flags mask. Once raised, the flags remain raised until they are checked, or explicitly cleared. Raising an already raised flag is a no-op.
When a thread or an ISR raises a flag, all threads that have their wait conditions satisfied will be resumed.
It is perfectly possible to raise event flags from ISRs, generally to synchronise waiting threads with events occurring on interrupts.
A thread can check at any time if an expected set of flags are raised; it is possible to check if all flags in a set are raised, or if any flag in a set is raised.
It’s up to the application to determine what each bit in the event flags mask means and it is possible to use as many event flags as needed.
/// @file app-main.cpp
#include <cmsis-plus/rtos/os.h>
using namespace os;
using namespace os::rtos;
event_flags ev { "ev" };
// Thread function.
void*
th_func(void* args)
{
// Wait for two event flags.
result_t res;
res = ev.timed_wait(0x3, 100);
if (res == os_ok)
{
trace::printf("Both flags raised\n");
}
else if (res == ETIMEDOUT)
{
trace::printf("Timeout\n");
}
return nullptr;
}
int
os_main (int argc, char* argv[])
{
// ...
// Create the thread. Stack is dynamically allocated.
thread th { "th", th_func, nullptr };
// Raise one flag. The condition is not enough to resume the thread.
ev.raise(0x1);
// Pretend the thread has something important to do.
sysclock.sleep_for(10);
// Raise second flag. The thread will be resumed.
ev.raise(0x2);
// Wait for the thread to terminate.
th.join();
// ...
return 0;
}
A similar example, but written in C:
/// @file app-main.c
#include <cmsis-plus/rtos/os-c-api.h>
// Global static storage for the event flags object instance.
os_evflags_t ev;
// Thread function.
void*
th_func(void* args)
{
// Wait for two event flags.
// In C there are no defaults, all parameters must be specified.
os_result_t res;
res = os_evflags_timed_wait(&ev, 0x3, 100, NULL, os_flags_mode_all | os_flags_mode_clear);
if (res == os_ok)
{
trace_printf("Both flags raised\n");
}
else if (res == ETIMEDOUT)
{
trace_printf("Timeout\n");
}
return NULL;
}
int
os_main (int argc, char* argv[])
{
// ...
// Create a global event flags object instance.
os_evflags_construct(&ev, "ev", NULL);
// Local storage for the thread object.
os_thread_t th;
// Initialise the thread object and allocate the thread stack.
os_thread_construct(&th, "th", th_func, NULL, NULL);
// Raise one flag. The condition is not enough to resume the thread.
os_evflags_raise(&ev, 0x1, NULL);
// Pretend the thread has something important to do.
os_sysclock_sleep_for(10);
// Raise second flag. The thread will be resumed.
os_evflags_raise(&ev, 0x2, NULL);
// Wait for the thread to terminate.
os_thread_join(&th, NULL);
// ...
// For completeness, destroy the thread.
os_thread_destruct(&th);
// For completeness, destroy the event flags.
os_evflags_destruct(&ev);
return 0;
}
To check if any flag in the set is raised, use flags::mode::any
(in C use os_flags_mode_any
).
It is possible for several threads to wait on the same event flags object (regardless if the bits are the same bits or different), each thread with its own timeout.
When a thread or an ISR raises a flag in an event flags object, all threads that have their wait conditions satisfied will be resumed.
As presented in the above example, the common use case of the event flags is to automatically clear the raised flags after testing. For special cases it might be useful to individually read and clear each flag.
The event flags name is an optional string defined during the event flags object instance creation. It is generally used to identify the event flags during debugging sessions.
The C++ API is:
event_flags ev { "ev" };
const char* name = ev.name();
The C API is:
os_evflags_t ev;
os_evflags_construct(&ev, "ev" };
const char* name = os_evflags_get_name(&ev);
It is possible to selectively read event flags, and possibly clear them afterwards. To prevent clearing, pass a 0 mode value.
Only the flags present in the mask are affected.
flags::mask_t mask = ev.get(0x2, flags::mode::clear);
A similar example, but written in C:
os_flags_mask_t mask = os_evflags_get(&ev, 0x2, os_flags_mode_clear);
It is possible to selectively clear event flags, and possibly get the value of the flags before clearing. If the passed pointer is null, the previous values of the selected flags are lost.
Only the flags present in the mask are affected.
flags::mask_t mask;
ev.clear(0x2, &mask);
A similar example, but written in C:
os_flags_mask_t mask;
os_evflags_clear(&ev, 0x2, &mask);
In C++, if the event flags were created using the normal way, the destructors are automatically invoked when the current block exits, or, for the global event flags instances, after the main()
function returns. Event flags created with placement new
need to be destructed manually.
In C, all event flags must be destructed by explicit calls to os_evflags_destruct()
.
There should be no threads waiting on the event flags when the object is destroyed, otherwise an assert check will trigger.


Is there a Transcript? A podcast transcript database-in-progress
Podcasting is now an unignorable medium for influential cultural production, knowledge making, and community building. And although podcasts are commonly designed within multifaceted, multimedia content systems, not very many podcasts seem to come with transcripts. I've gathered data to assess the current state of transcript availability by surveying 94 English-language podcasts (two each sampled from 47 podcast production networks) so far. With this research, I begin to both investigate the limits of podcasting’s practical attention to access. Transcript availability matters for purposes of inclusion and for the empowerment of audiences who hope to engage with podcasting conversations for scholarship, activism, or coalition-building. This small study forms a foundation from which we can continue building the infrastructure needed to make transcripts more expected and more widely available.


The Crown's Olivia Colman says royals are just 'like any family' with one slight difference
As the new Netflix series of The Crown starts, the stars, who play the Queen and Princess Margaret, talk about transforming in to royals, having to control their emotions on set, and getting the seal of approval from the real Princess Margaret
by Lara Kilner, https://www.mirror.co.uk/authors/lara-kilner/Such is the anticipation for the new series of The Crown that we feel like we’ve been waiting for as long as Charles’s been hanging on to sit on that throne.
And finally it’s here, today, on Netflix , and we’re going to try to restrain ourselves from bingeing the whole lot in one sitting.
There’s a full changing of the guard at Buckingham Palace, with the glorious, Oscar-winning Olivia Colman as Her Maj, and the brilliant Helena Bonham Carter as Princess Margaret.
Add to that Tobias Menzies as the older Duke of Edinburgh and new characters like Princess Anne, played by acting newbie Erin Doherty, and a now grown-up Prince Charles (Josh O’Connor), and the story has moved on to the 1960s.
We see Charles getting used to public life as the Prince Of Wales, and the birth of Prince Edward. There’s a new government too, with Harold Wilson (Jason Watkins) in Downing Street.
Here Helena and Olivia talk regal transformations, how to hold in those royal emotions during filming, and getting the seal of approval from the real Princess Margaret (yes, really).
Olivia Colman is The Queen
What was it like when you first got the call to play the Queen?
I was in the car with my family and my agent called. She was trying to be discreet and said it was something to do with tiaras and I didn’t know what she was talking about.
When she finally said The Crown, I was very uncool and said yes immediately.
I tried to be less keen, but I was just as uncool when I met the producers.
What’s going on with the Queen in this new series?
The Queen and Prince Philip are more settled into their marriage, they’re more grown up and mature and dealing with their children coming of age.
The same as any family, I suppose – young adults trying to fly the nest and the hiccups that come with those sorts of things. Although it’s slightly different having a prince as your young adult…
How was it transforming into the Queen?
It really is a huge team effort. It takes an hour and 15 minutes to put the wig on, apparently, but I didn’t even realise. I just sat there and had a cup of tea and a chat.
No one even noticed it was a wig, people asked if I’d had my hair cut.
The Queen has a different outfit for almost every scene and they’re all handmade. The teams are very skilled and brilliant and know the shapes that work on my body.
What’s it like on set?
The set is built inside an air hanger at Elstree studios, which is hard to imagine when you’re looking at it. I love it because it’s not actually a beautiful old house, you can bring a cup of tea in.
We were also very privileged to film in people’s private homes and extraordinary places behind the velvet ropes.
People were so welcoming, but you stand there waiting and suddenly realise you’re next to a Gainsborough painting!
What were your favourite scenes to film?
A highlight was to have another go at riding horses, and I did get to have a little amazing magical moment with a foal.
I know that doesn’t really say much about the story, but for me it was really exciting.


We're creating something really cool for you guys in the coming months. Keep an eye on this site or check out our twitter for the latest updates. For any general queries, please email us at<EMAIL_ADDRESS>Facebook
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I spent 35+ years in industry programming Windows programs for simulation, estimation and optimization of mineral processing operations.
I have a Ph.D. in Metallurgical Engineering and upon obtaining that I spent 10 years programming real-time estimation programs for mineral processing as well programming estimation algorthims for estimation of model parameters from lab and plant testwork. I programmed them first in Fortran and then in C++. Then I spent another 15 years programming dynamic simulators for mineral processing plants. They could be used for sizing equipment given the failure rates of equipment and the time to repair them.
Now I have learned a different type of programming, that of full stack flex developer and will be looking to find freelance work.


Breez is a new mobile OS design language. It strives to be inspired by nature, and in harmony with people. It ships with a media player, email, messaging, calculator, camera, photo, notes, calendar, clock, dialer and tasks apps built in.
The recent trend for larger smart phones has created reachability and one-handed usability problems for some users. Additionally, phones are more distracting now than ever before.
Two user personas were created to help develop empathy and develop user scenarios. These personas helped me think about why someone would prefer Breez OS over IOS or Android.
As a team, we spent a lot of time iterating on our global navigation and how interactions would work for one-handed usage. To address reachability and one-handed use we had two main solutions. The first was a hidden radial menu that could be flicked on an off screen from an edge swipe. This concept was nicknamed the "Action Orbiter" and would be placed where a user's thumb would be when holding a phone, whether left or right handed.
Our team spent a lot of time and energy designing how these interactions would work. How the wheel would rotate, be predictive of app selection, and contain utility buttons. After receiving critique and feedback from other designers we realized we were forcing users to learn a new system that hides the primary functionality in many apps. The Action Orbiter menu would be constantly changing and users would not be able to predict what it would show. This was the exact opposite of our principles of being convenient and focused. We still wanted that one-handed functionality but needed to approach it through a different lens. That's where our global controls come in. While the device's buttons resemble Android with a system back and a system search, if the home button is long pressed and held it turns into an accessibility joystick. This joystick allows for quick selection of app elements that might be unreachable.
Below are examples of the apps I worked on.
Here is the entire system. Click for higher resolutions.
System Screens Productivity Screens Media and Messaging ScreensMobile App Design Figma, Invision
The University of Washington has a few inspirational mantras it likes to promote. Be Boundless and Fail forward surfaced themselves throughout this process. Designing a new operating system in ten weeks was not an easy task. This project taught me about the importance of communication when working on a large design team. I also learned a great deal about not being afraid to fail. Every week we would critique one another and iterate on designs. Sometimes designs worked and other times they were destroyed in the design critique. Despite the action orbiter being scrapped, we had to design our way to that conclusion.
Back to Previous Page Next Project


The possible opponents Ireland could face in Euro 2020 play-offs
by Ruairi Scott ByrneIreland will have to take the long route through the play-offs if they want to qualify for Euro 2020 after being held to a draw by Denmark in their final Group D qualifier at the Aviva Stadium.
Despite a gutsy performance from the Boys in Green they came up just short as they failed to find a last-minute winner in tonight's 1-1 draw against a familiar opponent in the Danes.
So it's to the play-offs Mick McCarthy's side now go in what will be Ireland's ninth play-off since the deciders were properly re-introduced to Uefa qualifying campaigns for Euro 96.
Those looking for something positive this evening might be buoyed by the fact that Ireland has reached the last two European Championships through the playoff route, albeit not in this same format.
Under the new play-off system, Ireland will play a one-off semi-final match away from home on March 26 and, should they win, will then take part in a one-off final on March 31 with a place at Euro 2020 up for grabs.
The identity of who Ireland will face in the semi-final won't become clear until Tuesday following the meeting of Wales and Hungary in Group E.
Now here's where things get a little complicated so bear with us:
- If Wales overcome Hungary and therefore secure automatic qualification, Ireland will take on Slovakia away from home in the playoff semi-finals.
- Should Wales draw with Hungry then Ireland will face Wales away - if Slovakia beat Azerbaijan.
 The draw will be held on Friday at 11am.
Should Ireland win their semi-final then the winners of the other Nations League B semi-final – between Bosnia and Herzegovina and either Northern Ireland(!!), Wales or Slovakia – will be our opponent in the final on March 31.
For more on tonight's match at the Aviva Stadium, you can see how we rated Mick McCarthy's side here.


Potion is a common item that appears in games, and drinking it produces a lot of effects. Out of all the effects, the most common is the red potion, which boosts your energy.
In the currently developing game The Legend of Tales Story 3, the stamina postion has the following rules.
Let's first say the character's current energy is A and its maximum energy is B. A and B are always positive integers. In such case, if a character drinks a potion that boosts the energy by H:
- If A + H doesn't go over B (the maximum energy), the character's energy becomes A + H.
- If A + H does exceed B, the exceeding amount (B - (A + H))'s 25% is boosted, giving the character the energy that exceeds the maximum energy.
- For the case where the character's energy is boosted and it goes over the maxmimum, the exceeding amount, in the case that it is a decimal number, the numbers after the decimal point is dropped.
- When exceeding the maxmium energy, you cannot exceed 1.5 times your original energy. Again, the numbers after the decimal point is dropped.
Given the character's current energy, maximum energy, and the amount the potion boosts your energy, write a program that determines the end energy after drinking the potion.
First line of input has A, B, H with spaces in between. All input numbers are positive integers and should be less than or equal to 999. A, B, H are the current energy, maximum energy, and energy boost amount respectively. The current energy must be less than or equal to the maximum energy.
Output the ending result of the character's energy after drinking the potion.
50 100 30
80
50 100 70
105
50 100 73
105
50 100 999
150
Even after drinking a potion with a huge energy boost, you cannot exceed 150% of your current energy. Excessive drinking of potions can lead to addiction.
Marks will be awarded according to the number of hidden test cases the program passes. If you miss even one, you will receive no marks.
Load widget


Step 1
Create new project
Create new project
Make sure the project is in HTML5 Boilerplate. Name the project and make sure it's in the most updated version.
Go to tools on the top of the screen and click on "Start SSH session"
Put in your user name and password. For the host type in "afs12.njit.edu" and click OK.
After it connects you to afs12. On the bottom next to the terminal, make sure you are on the right screen. Type "pwd" to see where you are. You wanna be in the public html so this is how you get to it. type "cd public_html" and then type "pwd" again. Copy the line that is generated because we will need that soon.
Go to tools at the top of the screen and hover over "depolyment" and then click on "configuration"
Click on "SFTP" and then hit "OK".
Type in "AFS" and then hit "OK".
Type in the same host you used to connect to the SSH session. Put in your user name and passord. And then paste the line we copied in step 6. For Web Server UR: tpye in http://web.njit.edu/~(your username/ucid).
Click on Mappings at the top of the page. On the line that says "Local path" type the name of your project all the way at the end. Copy that name and paste in the 2 lines under as well. Then hit "OK". If you do not see the remote host box at the right hand side of your screen, search for it by clicking the search button and tpying in "Remote Host".
Click on tools and hover over "Deployment" and click Automatic Upload.
Right click on your project name at the top of the screen and hover over "Deployment" and click "Upload to AFS". Then you're set to go and anywork you do will automatically be upload to AFS.


Austria Ibiza scandal: Police arrest three people in connection with video that brought down government
by Elliot DouglasProsecutors have arrested three people in connection with a video that caused the collapse of the Austrian government earlier this year. Authorities made the arrests and searched properties on Tuesday.
Austrian prosecutors have arrested three people in connection with a video that brought down the Austrian government earlier this year, according to local reports.
Prosecutor Thomas Vecsey told the Associated Press on Wednesday that authorities made the arrests and searched properties on Tuesday, but declined to provide further details.
Prosecutors will decide whether to pursue action against the trio by Thursday, according to the Austrian newspaper Wiener Zeitung.
Read more: Sebastian Kurz: Austria's once and likely future chancellor
The video, published in May 2019, appeared to show then-vice chancellor Heinz-Christian Strache offering favors to a woman posing as a Russian investor, in return for positive media coverage of his party.
Strache and Johann Gudenus, respectively leader and deputy leader of the far-right Freedom Party, also appeared to discuss corrupt political practices involving donors in the video. The Freedom Party was the junior party in a governing coalition at the time.
Dubbed the "Ibiza Affair" because of the Spanish island where the footage was filmed, the video led to the collapse of Austria's coalition government. Chancellor Sebastian Kurz called a snap election, which took place in September, and Strache has since resigned from politics.
After winning the most seats but with no clear majority, Kurz and his right-wing Austrian People's Party remain in coalition talks with other parties.
It is unclear who the suspects are nor what their exact charge is.


| DOSE: |
|
insufflated |
2C-T-7 |
(powder / crystals) |
Myself and a few close friends have had several experiences insufflating 2c-t-7 in varying doses. I will detail the most important details of each experience. Although there was one scary experience I feel that there is a disproportionately large amount of fear of insufflation of this drug.
1. 12mg Snorted
Two friends and I decided we wanted to try snorting 2c-t-7 despite the known possibility of death. We had found that 2c-t-7 was very weak orally, took too long to come up, and lasted too long. Several weeks before we had each eaten 60mg of it and experienced visuals comparable to only 15mg of 2c-e but lasting about 10hours and with a very uncomfortable body load.
I am an 18 year old male, 175lbs. Friend 1 is 18, male, 145lbs. Friend 2 is 18, female, 165lbs. We all are experienced with LSD, salvia, mushrooms, 2c-E, 2c-I, 4-AcO-DMT, dextromethorphan, MDMA, diphenhydramine, and 4-HO-DiPT.
We measured out ~12mg lines each and proceeded to snort them in my friendís basement. We had a sober trip sitter with us in case things turned bad. The first thing I noticed after snorting it was the taste/smell. The closest thing I can compare it to is an overpowering onion type flavor. And then it started to burn. Initially it was a numb pain in the nostril which quickly spread over the entire side of my face.  We all became swollen around our chosen nostrils and our eyes were filled with tears. I went to the bathroom about 5 minutes after snorting it and looked in the mirror which is where I first noticed the visuals.
That was when we decided we needed to leave the house because my friendís parents were home. We made our way outside and we all began to feel nauseas. Within several minutes we were all vomiting but immediately after we felt great -minus the burning nasal passage.
None of us were feeling like walking so we sat down in our trip sitterís car and she drove us around for the rest of the night. We all spent most of the ride with our eyes closed, enjoying the incredibly bright and vibrant closed eye visuals and talking. The visuals were in the classic 2c-x chemical styling but much brighter and more vibrant than I had ever experienced them before. Cognitively, I felt much more capable than I had ever been on a psychedelic. We were able to talk normally all night without getting giggly and had no problem going into a convenience store to buy drinks. There was very little body load compared to an oral dose. The visuals lasted about 4 hours and I was able to sleep after 6 hours. I woke up the next day feeling great.
We all agreed that the first half hour was incredibly uncomfortable but was still far better than taking 2c-t-7 orally.
2. ???mg Snorted in very small amounts
Several weeks later, a friend really wanted to try snorting 2c-t-7 but I didnít have my scale with me. I informed him of the risks and he chose to do it anyway. We decided the safest way to do it was to take out tiny amounts from the bag, snort them, wait 10 minutes, and then snort more until the desired effects were reached.
We scooped out tiny chunks which I would estimate to be about 1mg each time. I donít know how many chunks he did but eventually he got as high as he wanted to be. He said that the nasal discomfort was bad but his eyes didnít tear up and he never vomited. He is a very experienced tripper and said that this was the most powerful closed eye visuals heíd ever experienced.
I plan on trying this method myself because it seemed to greatly reduce the discomfort of coming up while still giving the same effects.
3. 20mg and 8mg snorted
Two more of my friends really wanted to try 2c-t-7 after hearing about the above friend. They snorted 20mg and 8mg respectively because I had my scale again. The friend with the 20mg dose had a very similar experience to my first experience and said he would do the same dose again.
The friend with the 8mg dose, however, just about scared me to death. Immediately after snorting it both of his nostrils began to bleed. And not just a slight drip of blood; it was pouring out of his nostrils.  At this point I started getting worried because his nose was not stopping. I decided that if it didnít stop in 10 minutes I would take him to the hospital but fortunately the bleeding stopped soon after. The rest of his trip was pretty standard and he also said he would repeat that dose. I found out after that he gets frequent nosebleeds because of the lack of humidity in the winter. I wish he told me that before.
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.


|
FreeRTOS port on GAP8/RISC-V
|
task. h
uint32_t ulTaskNotifyTake( BaseType_t xClearCountOnExit, TickType_t xTicksToWait );
configUSE_TASK_NOTIFICATIONS must be undefined or defined as 1 for this function to be available.
When configUSE_TASK_NOTIFICATIONS is set to one each task has its own private "notification value", which is a 32-bit unsigned integer (uint32_t).
Events can be sent to a task using an intermediary object. Examples of such objects are queues, semaphores, mutexes and event groups. Task notifications are a method of sending an event directly to a task without the need for such an intermediary object.
A notification sent to a task can optionally perform an action, such as update, overwrite or increment the task's notification value. In that way task notifications can be used to send data to a task, or be used as light weight and fast binary or counting semaphores.
ulTaskNotifyTake() is intended for use when a task notification is used as a faster and lighter weight binary or counting semaphore alternative. Actual FreeRTOS semaphores are taken using the xSemaphoreTake() API function, the equivalent action that instead uses a task notification is ulTaskNotifyTake().
When a task is using its notification value as a binary or counting semaphore other tasks should send notifications to it using the xTaskNotifyGive() macro, or xTaskNotify() function with the eAction parameter set to eIncrement.
ulTaskNotifyTake() can either clear the task's notification value to zero on exit, in which case the notification value acts like a binary semaphore, or decrement the task's notification value on exit, in which case the notification value acts like a counting semaphore.
A task can use ulTaskNotifyTake() to [optionally] block to wait for a the task's notification value to be non-zero. The task does not consume any CPU time while it is in the Blocked state.
Where as xTaskNotifyWait() will return when a notification is pending, ulTaskNotifyTake() will return when the task's notification value is not zero.
See http://www.FreeRTOS.org/RTOS-task-notifications.html for details.
| xClearCountOnExit | if xClearCountOnExit is pdFALSE then the task's notification value is decremented when the function exits. In this way the notification value acts like a counting semaphore. If xClearCountOnExit is not pdFALSE then the task's notification value is cleared to zero when the function exits. In this way the notification value acts like a binary semaphore. |
| xTicksToWait | The maximum amount of time that the task should wait in the Blocked state for the task's notification value to be greater than zero, should the count not already be greater than zero when ulTaskNotifyTake() was called. The task will not consume any processing time while it is in the Blocked state. This is specified in kernel ticks, the macro pdMS_TO_TICSK( value_in_ms ) can be used to convert a time specified in milliseconds to a time specified in ticks. |


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$1C07/7175/VIA2+7: Timer 1-Latch High-Byte (IRQ Timer) ROM-Reference: LDA $1C07 : $F99C $FA7C $FAA5 STA $1C07 : $F27B


Gondar or Gonder (Amharic: ጎንደር, Gonder or Gondär; formerly ጐንደር, Gʷandar or Gʷender) is a city and separate woreda in Ethiopia. Located in the Semien Gondar Zone of the Amhara Region, Gondar is north of Tana Lake on the Lesser Angereb River and southwest of the Simien Mountains. It has a latitude and longitude of 12°36′N 37°28′Ewith an elevation of 2133 meters above sea level. It is surrounded by the Gondar Zuria woreda. Gondar served as a strong Christian kingdom for many years.
Gondar previously served as the capital of both the Ethiopian Empire and the subsequent Begemder Province. The city holds the remains of several royal castles, including those in Fasil Ghebbi (the Royal Enclosure), for which Gondar has been called the "Camelot of Africa"
PLACES TO VISIT
1-Fasil ghebbi
2-simien mountains
Elevation: 1,800 m
Area: 28 km²
Weather: 20°C, Wind W at 6 km/h, 69% Humidity
Population: 649,429 (2012)


15 gigabytes of free drive space (for just the Core module)
NOT fully compatible with TTW/New California out of the box. If you want to use this as a base for either of those mods, you must be aware of the incompatibilities
(TTW and New California)
NOTE: TTW is not recommended for use with this guide, but if you decide to use it, come to me for support instead of bothering the TTW team
My System Specs:
The Core module should run the exact same, if not better than vanilla. My specs are just here for reference


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