F8981C
BCBBBB
747704
MINH TRANG
FRONT-END NINJA
Featured Work
APPIFY
https://github.com/udacity/Appify/
SUNFLOWER
https://github.com/udacity/Sunflower/
BOKEH
https://github.com/udacity/Bokeh/


View your driving licence information
Find out which vehicles you can drive, penalty points and when your licence expires.
You can’t use this service if your licence was issued in Northern Ireland.
You'll need
- your driving licence number
- your National Insurance number
- the postcode on your driving licence
Other ways to apply
By post
To see what information the DVLA holds on your driving licence you can either send a request form or a letter with the following information to the DVLA:
- your full name and address
- your driver licence number (or your date of birth if you don’t know your driver number)
You must include a cheque or postal order for £5 payable to ‘DVLA, Swansea’.
Send your request to:
Driver Licence Validation Service
DVRE 5
DVLA
Swansea
SA99 1AJ
It’s a criminal offence to obtain someone else’s personal information without their permission.


I am currently in my final year of Mechatronics Engineering at the University of Waterloo and am looking to help change the world through technology. My expected graduation is in May 2020 and I am open to any and all opportunities post graduation.
My formal education is in mechatronics, which is a combination of mechanical engineering, electronics, control engineering, and computer science. My work experience primarily is in software with past experience in different software fields such as Front-end/Web-Development, Mobile Applications, Robotics, Automation, Backend, and Embedded Technologies.
More recently I've been much more focused on Embedded and IOT, Backend/Big Data, Robotics and Machine Intelligence. Look below, for more information on my past/ongoing projects and work experiences.
If you have any questions or would like to contact me for any reason please feel free to email me at:
mz3ahmed@edu.uwaterloo.ca


Welcome! John Patrick Agduma
Company Name: JohnGold Comapany
Company Address: Watusi St. Buhangin Davao City
Date Start of Working: September 8, 2016
Date End of Working: November 20, 2016
Job Position: Designer
Working Achievement: I Don't Know
Edit


{% extends "template.html" %} {% block title %}Casino{% end %} {% block content %}
The forms on this page don't actually work, and the static information may be out of date. This page is designed to give you a preview of what the Chancecoin wallet software looks like. Download the Chancecoin wallet today. Download links and installation instructions are available here.
| Total CHA | Max profit |
|---|---|
| {{ '{:,.6f}'.format(float(supply)) }} CHA | {{ '{:,.6f}'.format(float(max_profit)) }} CHA |
| Source address | Bet size (in CHA) | Chance to win (%) | Payout multiplier | Profit |
|---|---|---|---|---|
| {{ bet[0] }} | {{ bet[1] }} | {{ bet[2] }} | {{ bet[3] }} | {{ bet[4] }} |
| Source address | Bet size (in CHA) | Chance to win (%) | Payout multiplier | Profit |
|---|---|---|---|---|
| {{ bet[0] }} | {{ bet[1] }} | {{ bet[2] }} | {{ bet[3] }} | {{ bet[4] }} |


An allosteric drug, o, o'-bismyristoyl thiamine disulfide, suppresses HIV-1 replication through prevention of nuclear translocation of both HIV-1 Tat and NF-kappa B.
Abstract
The efficacy of o, o'-bismyristoyl thiamine disulfide (BMT) was examined in detail against HIV-1 laboratory isolates (HTLV-IIIB, JRFL, and MN), primary isolates (KMT and KMO), and simian immunodeficiency virus (SIVmac251) in vitro. BMT inhibited the replication of HIV-1 in both laboratory and primary isolates in vitro. In addition, BMT exhibited antiviral activity against SIVmac251. Minimizing energy studies of BMT structure reveal that a trans-disulfide of thiamine (holo drug) disulfide (TDS, protodrug) is allosterically transited to the reactive twisted disulfide of BMT (allo drug) by o, o'-bismyristoyl esterification of TDS. BMT inhibits nuclear translocation of both HIV-1 transactivator (TAT) and the cellular transcriptional nuclear factor-KB (NF-kappa B), resulting in the suppression of HIV-1 replication.


Watch live: Mercury transits the Sun in rare astronomical event
by Rafael CerecedaA rare astronomical event is currently taking place, as the solar system’s smallest planet Mercury passes in front of the sun.
The predictable phenomenon only occurs 13 times each century. It last happened in 2016, but the next time Mercury transits the sun will be in 13 years’ time in 2032.
You can watch the event, which started at 13:35 CET (12:35 GMT), on one of the livestreams below.
In Europe you will be able to see the beginning of the transit, and on the west coast of North America you will be able to see the end.
It will be seen in its entirety in the Canary Islands, the east coast of the United States, Central America and South America.
Space enthusiasts will want to get a glimpse of the rare phenomenon, and there are a number of ways to do so. However, it is crucial that planet-watchers don’t try to watch the event outside with their own eyes without specific equipment.
How to watch the event safely
Firstly and most importantly, looking at the Sun can cause serious damage to the eyes, and trying to capture an image on a phone can even damage the phone’s camera. Secondly, Mercury is too small to be seen with the naked eye, and it doesn’t darken the sun in the same way as a solar eclipse caused by the moon.
The easiest way to watch the five-hour transit is with one of the livestreams above.
You could also join a viewing event, which will have the correct equipment set up - get in touch with a local astronomy group.
To watch it with your own equipment, you'll need a telescope or binoculars, with at least 50x magnification, fitted with a solar filter.
This map of the Spanish National Geographic Institute shows the transit times.
And this diagram shows the locations where it can be viewed.
It will not be visible in India, Australia and East Asia.


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Svengali, 1931
Seen on CUNY Television, 26 July 1997
Early sound movies were plagued with a variety of problems. The new technology caused many creative setbacks for the film industry. One was where to place the camera so the actors' voices could be recorded properly. This resulted in many awkward scenes with everyone talking into telephones, or even vases. Imagine everyone in the shot gathered around the vase to discuss the matters at hand.
Seeing Svengali shows a mastering of the new technology after four years. The story of the hypnotic maestro Svengali (John Barrymore) who loves the much-younger Trilby (Marian Marsh) is well suited to constant close-ups. The story itself is rather silly--the only way Svengali can get this woman into his life is by constantly hypnotizing her and stealing her away from her true love, the poor painter Billy.
Marian Marsh, as Trilby, is dreadful. Meryl Streep she ain't. Sound movies had produced a new problem: Actors have to memorize and perform the spoken word credibly. Luckily, John Barrymore more than makes up for this. His performance is wonderful, and it looks like most of the lines are written for him. When a theater owner complains of all the broken engagements, and says the crowd will kill him, Barrymore responds, "I will give you a military funeral."
The true star of Svengali is its style. The sets are in the same vein as The Cabinet of Doctor Caligari and other German Expressionists. Evocative, soundless longshots alternate superbly with the intense light-and-shadow close-ups. All this was before high-tech, and how they get Svengali's eyes to glow when he casts his spell is amazing. What the story lacks in plot and action is more than made up in the little touches, like the pan to the cat catching the mouse after Svengali has called Trilby to his rooms from across town in the middle of the night. The use of models will seem unsophisticated by the standards of special effects today, but they lend tremendously.
Note: This film was refilmed several times. One hilarious noteworthy one starred Peter O'Toole and Jodie Foster, in which he declares, upon hearing her sing, "She has a voice like raw meat!"
Copyright (c) 1997 Seth J. Bookey, New York, NY, 10021<EMAIL_ADDRESS>More movie reviews by Seth Bookey are available at http://www.geocities.com/Athens/2679/kino.html
The review above was posted to the
rec.arts.movies.reviews newsgroup (de.rec.film.kritiken for German reviews).
The Internet Movie Database accepts no responsibility for the contents of the
review and has no editorial control. Unless stated otherwise, the copyright
belongs to the author.
Please direct comments/criticisms of the review to relevant newsgroups.
Broken URLs inthe reviews are the responsibility of the author.
The formatting of the review is likely to differ from the original due
to ASCII to HTML conversion.
Related links: index of all rec.arts.movies.reviews reviews


astropy.table provides functionality for storing and manipulating heterogeneous tables of data in a way that is familiar to numpy users. A few notable features of this package are:
Currently astropy.table is used when reading an ASCII table using astropy.io.ascii. Future releases of AstroPy are expected to use the Table class for other subpackages such as astropy.io.votable and astropy.io.fits .
Note
Starting with version 1.0 of astropy the internal implementation of the Table class changed so that it no longer uses numpy structured arrays as the core table data container. Instead the table is stored as a collection of individual column objects. For most users there is NO CHANGE to the interface and behavior of |Table| objects.
The page on Table implementation change in 1.0 provides details about the change. This includes discussion of the table architecture, key differences, and benefits of the change.
The basic workflow for creating a table, accessing table elements, and modifying the table is shown below. These examples show a very simple case, while the full astropy.table documentation is available from the Using table section.
First create a simple table with three columns of data named a, b, and c. These columns have integer, float, and string values respectively:
>>> from astropy.table import Table
>>> a = [1, 4, 5]
>>> b = [2.0, 5.0, 8.2]
>>> c = ['x', 'y', 'z']
>>> t = Table([a, b, c], names=('a', 'b', 'c'), meta={'name': 'first table'})
If you have row-oriented input data such as a list of records, use the rows keyword. In this example we also explicitly set the data types for each column:
>>> data_rows = [(1, 2.0, 'x'),
... (4, 5.0, 'y'),
... (5, 8.2, 'z')]
>>> t = Table(rows=data_rows, names=('a', 'b', 'c'), meta={'name': 'first table'},
... dtype=('i4', 'f8', 'S1'))
There are a few ways to examine the table. You can get detailed information about the table values and column definitions as follows:
>>> t

a b c
int32 float64 string8
----- ------- -------
1 2.0 x
4 5.0 y
5 8.2 z
You can also assign a unit to the columns. If any column has a unit assigned, all units would be shown as follows:
>>> t['b'].unit = 's'
>>> t

a b c
s
int32 float64 string8
----- ------- -------
1 2.0 x
4 5.0 y
5 8.2 z
A column with a unit works with and can be easily converted to an Quantity object:
>>> t['b'].quantity
<Quantity [ 2. , 5. , 8.2] s>
>>> t['b'].to('min')
<Quantity [ 0.03333333, 0.08333333, 0.13666667] min>
From within the IPython notebook, the table is displayed as a formatted HTML table:
If you print the table (either from the notebook or in a text console session) then a formatted version appears:
>>> print(t)
a b c
s
--- --- ---
1 2.0 x
4 5.0 y
5 8.2 z
If you do not like the format of a particular column, you can change it:
>>> t['b'].format = '7.3f'
>>> print(t)
a b c
s
--- ------- ---
1 2.000 x
4 5.000 y
5 8.200 z
For a long table you can scroll up and down through the table one page at time:
>>> t.more()
You can also display it as an HTML-formatted table in the browser:
>>> t.show_in_browser()
or as an interactive (searchable & sortable) javascript table:
>>> t.show_in_browser(jsviewer=True)
Now examine some high-level information about the table:
>>> t.colnames
['a', 'b', 'c']
>>> len(t)
3
>>> t.meta
{'name': 'first table'}
Access the data by column or row using familiar numpy structured array syntax:
>>> t['a'] # Column 'a'
<Column name='a' dtype='int32' length=3>
1
4
5
>>> t['a'][1] # Row 1 of column 'a'
4
>>> t[1] # Row obj for with row 1 values
<Row 1 of table
values=(4, 5.0, 'y')
dtype=[('a', '<i4'), ('b', '<f8'), ('c', 'S1')]>
>>> t[1]['a'] # Column 'a' of row 1
4
You can retrieve a subset of a table by rows (using a slice) or columns (using column names), where the subset is returned as a new table:
>>> print(t[0:2]) # Table object with rows 0 and 1
a b c
s
--- ------- ---
1 2.000 x
4 5.000 y
>>> print(t['a', 'c']) # Table with cols 'a', 'c'
a c
--- ---
1 x
4 y
5 z
Modifying table values in place is flexible and works as one would expect:
>>> t['a'] = [-1, -2, -3] # Set all column values
>>> t['a'][2] = 30 # Set row 2 of column 'a'
>>> t[1] = (8, 9.0, "W") # Set all row values
>>> t[1]['b'] = -9 # Set column 'b' of row 1
>>> t[0:2]['b'] = 100.0 # Set column 'b' of rows 0 and 1
>>> print(t)
a b c
s
--- ------- ---
-1 100.000 x
8 100.000 W
30 8.200 z
Add, remove, and rename columns with the following:
>>> t['d'] = [1, 2, 3]
>>> del t['c']
>>> t.rename_column('a', 'A')
>>> t.colnames
['A', 'b', 'd']
Adding a new row of data to the table is as follows:
>>> t.add_row([-8, -9, 10])
>>> len(t)
4
Lastly, you can create a table with support for missing values, for example by setting masked=True:
>>> t = Table([a, b, c], names=('a', 'b', 'c'), masked=True, dtype=('i4', 'f8', 'S1'))
>>> t['a'].mask = [True, True, False]
>>> t

a b c
int32 float64 string8
----- ------- -------
-- 2.0 x
-- 5.0 y
5 8.2 z
The details of using astropy.table are provided in the following sections:
| hstack(tables[, join_type, uniq_col_name, ...]) | Stack tables along columns (horizontally) |
| join(left, right[, keys, join_type, ...]) | Perform a join of the left table with the right table on specified keys. |
| unique(input_table[, keys, silent]) | Returns the unique rows of a table. |
| vstack(tables[, join_type, metadata_conflicts]) | Stack tables vertically (along rows) |
| Column | Define a data column for use in a Table object. |
| ColumnGroups(parent_column[, indices, keys]) | |
| Conf | Configuration parameters for astropy.table. |
| MaskedColumn | Define a masked data column for use in a Table object. |
| QTable([data, masked, names, dtype, meta, ...]) | A class to represent tables of heterogeneous data. |
| Row(table, index) | A class to represent one row of a Table object. |
| Table([data, masked, names, dtype, meta, ...]) | A class to represent tables of heterogeneous data. |
| TableColumns([cols]) | OrderedDict subclass for a set of columns. |
| TableFormatter | |
| TableGroups(parent_table[, indices, keys]) | |
| TableMergeError |


Android Udp Client Example
UDP (User Datagram Protocol) is anther commonly used protocol on the Internet. However, UDP is never used to send important data such as webpages,
database information, etc; UDP is commonly used for streaming audio and video. Streaming media such as Windows Media audio files (.WMA) , Real Player (.RM),
and others use UDP because it offers speed! The reason UDP is faster than TCP is because there is no form of flow control or error correction.
The data sent over the Internet is affected by collisions, and errors will be present. Remember that UDP is only concerned with speed.
This is the main reason why streaming media is not high quality.
Besides UDP a is connectionless protocol. Communication is datagram oriented. The integrity is guaranteed only on the single datagram.
Datagrams reach destination and can arrive out of order or don’t arrive at all. Is more efficient than TCP because it uses non ack.
It’s generally used for real time communication, where a little percentage of packet loss rate is preferable to the overhead of a TCP connection.
These are the general details of the UDP you can find anywhere.I assume you decided that it’s better to use UDP on you Android application here some ways to implement
client for UDP.A client can send data to server, can listen for coming data from a port or send a data to server and wait for answer.
First we start with sending data to server.You need datagramsocket and datagrampacket to send data to server.DatagramSocket is the port we will send and DatagramPacket is the data we will send represented as bytes.It may throw SocketException when you try to create a new DatagramSocket object or IOException when you try to send data.
Just sending data may not be enough.You can listen a port as well.Listening a port is done by infinite loops since you don’t know when to stop listening. We should prefer run flags for this than can close the loop when the job is done.If you just use while(true) you can see on your logcat it is still listening even the application is not open on the main screen.The data size will be defined first as byte here so use a reasonable number.If you choose a small number it will give unexpected errors.
There is also another way to write listener by giving it listening time.How can we use such an implementmation? It may work first you send a data to server like “FILES” asking for files on the server.And set the listening time with setSoTimeout() method and start listening. You should catch the exception which is SocketTimeoutException if there is no answer.
The last thing is how to call these Clients from you main activity.Remember these were Runnable so you should start these with Thread.


Chapel Hill, April 2020
Lab meeting March, 2020
Boston June 2014
lecture March 30, 2015
lecture November 30, 2015
Seminar Dec. 11, 2015
test
temp
fest
Miami June 16
California Sep 16
Botson October, 2016
New Orleans November
Maryland May
Duke Feb. 2018
NCBC May 18th
L.A. October 2018
USC 2019
Kannapolis April 2019
UC Boulder April 2020
Lake Arrowhead 2022
Queens 2023


{% include "snippets/small_button.html" with group=group mode="off" text="Pois" icon="power-off" %}
{% include "snippets/small_button.html" with group=group mode="on" text="Kirkkaaksi" icon="sun-o" %}
{% include "snippets/small_button.html" with group=group mode="night" text="Yö" icon="bed" %}
{% include "snippets/small_button.html" with group=group mode="sync" text="Sync" icon="refresh" %}


Infocinc is a young IT consulting company from Montreal.
We offer consulting services, site creation and web app design.
The mission of Infocinc is simple: design intelligent and creative solutions.
Our playgrounds: web, databases, algorithms, operating systems...

OUR EXPERTISE:
WEB TECHNOLOGIES, DATABASES, MODELING, ALGORITHMS, SYSTEM DEBUGGING
OUR SERVICES:
TRAINING, RESEARCH AND DEVELOPMENT, PROTOTYPING
Francine Sylvestre, NuAyre.
Our company NuAyre gave full confidence to Infocinc for the creation and implementation of our website. We are really pleased with the results. Infocinc is a trustworthy company with a creative team that listens to their clients and has a very open mind. They are always available for follow ups when necessary. It is with pleasure and confidence that I recommend this company to people with whom we do business.
Jean-Marc Desharnais, Web Consultant.
As a web specialist and consultant for the past three years, I often took advice with them to confirm my ideas and make sure of the accuracy of the data I use to advise my clients. Thanks to them, I'm always a step ahead of the others ! Thanks for innovating !
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Rafforty:
Where is the letter? You just can't keep losing it! Help us keep the faith.
Give the letter to
Misa
.


To survive you must be armed with the best weapons...
Health points: 100
Health Points: 100
-Each player attacks in turn
-The damage depends on the player's weapon
-The player can choose to attack or defend against the next shot
-If the player chooses to defend themselves, they sustain 50% less damage than normal
-As soon as the life points of a player (initially 100) falls to 0, they lose. A message appears and the game is over.


Regarding the Great Exhibition of 1851 : “A specially strong opponent… was Colonel Sibthorp, M.P. for Lincoln, ‘a man of limited intelligence and bigoted views'.  ‘He had,’ he solemnly declared, ‘never set foot in this so-called Crystal Palace; and he considered it his duty to his fellow-creatures not to go into the place on any pretext. The very thought of it positively sickened him’.”
Horace Wyndham, This Was The News : An Anthology Of Victorian Affairs (1948)


--- layout: default ---
The Google group is a public mailing list that anyone can join to ask questions about or otherwise discuss Jsonlang. We also use the list for release announcements and other relevant communications to Jsonlang users.
There is also an IRC channel: #jsonlang on the freenode network (chat.freenode.net).
All Jsonlang implementations are licensed under the Apache 2.0 license.
If you wish to contribute a patch to Jsonlang, do keep us informed as we may be able to help. Please create a fork on Github and do your work there. Before we can merge your pull request, we need you to sign either the Google individual or corporate contributor license agreement (CLA), unless you are a Google employee, intern, or contractor. CLAs are a common requirement when patching open source software projects owned by large companies.


Fuse Kit License (MIT Open Source)
Copyright (c) 2006 Moses Gunesch, MosesSupposes.com
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
 IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.


What is a Collectible?
Collectibles are basically SPNATI's trophy/achievement system. They provide goals to encourage the player to use a character they otherwise might not have. A collectible's status can also be used to condition dialogue, allowing your character to remember things that happened in previous games based on whether a collectible has been unlocked already.
Unlock conditions are very flexible. Example conditions could include:
- Play 5 games against Florina.
- Win a game against Florina.
- Witness Florina and Catria team up as the Underwear Knights.
Collectible Editor
Collectibles are configured in the Collectibles tab of a character's workspace.
- The left column is a list of all collectibles for the open character. Press the + to create a new collectible, or - to delete one.
- The middle column contains details about the selected collectible.
- The right column is a preview of the collectible's image that is viewable in game once it's been unlocked.
Collectible Details
- Id: The internal unique identifier for the collectible. Not visible to players.
- Title: This is the name of the collectible as it appears to players.
- Subtitle: This appears beneath the title in the game.
- Thumbnail: Icon that appears next to the collectible in the collectibles list in game after it has been unlocked.
- Image: An image of the collectible. For example, Monika gives out a poem and this is a picture of the poem on a paper.
- Text: When viewing the collectible, this is the flavor text that accompanies it. You can use plain text or HTML markup.
- Counter: By specifying a value over 0, the game will display a progress bar with the collectible indicating the progress towards unlocking it. This is used for collectibles that have requirements such as "play X times."
- Unlock Hint: This displays when viewing a collectible that has not been unlocked yet.
- Secret: If checked, then until the collectible is unlocked, it will not appear in the game's list of collectibles at all.
- Hide Details: If checked, then until the collectible is unlocked, it will display in the game's list, but the title and subtitle will not be displayed.
Unlocking Collectibles
Collectibles are unlocked via dialogue. You can attach a collectible to a particular line of dialogue, and the collectible will either unlock or its progress meter will progress (or regress!) when the line is played.Lines that modify a collectible have a colored trophy. Lines that do not touch collectibles have a gray trophy. To attach a collectible to the line, click the trophy.
- When first attaching a collectible, you will prompted to choose which collectible to attach. Only one collectible can be attached per line.
-
Once a collectible has been chosen, you'll be taken to the setup screen.
- Collectible: You can change the collectible here, or clear it out to detach the collectible from the line.
-
Effect: This controls what happens with the collectible when the line plays.
- Unlock: The collectible is unlocked immediately.
- Decrement: The collectible's progress is decreased by the given amount.
- Increment: The collectible's progress is increased by the given amount. Once it reaches the collectible's counter value, the collectible will unlock.
- Set: The collectible's progress is set to a specific value.
- If the collectible has no counter, then only the unlock option will be enabled.


this.valueDatePicker = "2017-05-01";
valueDatePicker is the binded value, if you no put value by default it will be empty. numberOfMonths is the number of month in the calendar, if you no put value by default it will 3.
this.start1 = "2017-05-01"; this.end1 = "2017-05-22";
start1 et end1 are the binded value, if you no put value by default it will be empty for the 2 dates. numberOfMonths is the number of month in the calendar, if you no put value by default it will 3.


This mock twitter week long project as a part of the CodeCrew Code School curriculum. The project applies basic usage of the MERN stack to recreate a simplified version of twitter
View the project
Access the GitHub Repo
The Mock Twitter project is a simplified version of twitter created using the MERN stack. Users can create a twitter account and login thanks to backend strategies. They can also add tweets to their account and edit those tweets once published through react forms. Tweets can be marked as private or public by the user. They can view and edit their tweets and account information from their profile page or view tweets made by other users on the home page. If a user is not logged in they can view up to five tweets on the home page that have been marked as public by the user the created said tweet.
This project relied heavily on passport authentication on the backend to make signing up, logging in, or logging out quick and easy. All user information, including their tweets, is stored as objects in the Mongo Database. Testing out the backend functionally on Postmon was integral to the timely and somewhat efficient completion of this project by three day deadline.
A new user creates a twitter account by submitting a form with username, password, profile image. The image is fetched from the database and displayed on the user's profile page. The profile image is masked into a circle and the tweets are displayed below. A form to edit tweets is displayed to the left.
Each user is able the edit their tweets on their profile by clicking the 'edit' link. The link renders a react component inline with a populated update form. All images are being handled as image url's for this project and the option of a public or private tweet is chosen by checking or un-checking the box. Once edited the user can click 'update tweet' to submit the form and the message 'tweet updated' will display in place of the form.
Users can search tweets by clicking the 'Search' link in the navigation bar. This link routes to a react component with a simple form that sends the users search to the backend where a partial search is completed.The results are sent back the front end and formatted in the same style as the tweets when displayed on the home page and user profile. Any tweet that contains the word searched for will be returned.


Weigh eight pounds but take up a full-size bed scratch at the door then walk away yet meow to be let in cat sit like bread yet chase ball of string.


← all projects
Photo collage
This is a photo collage that has been created for a college’s module. I had to create a poster while sticking to the theme of the absurd. The poster suggests that you should use pink ornaments because they convey good mood.
- 2017
- Photo, Collage
- Photoshop
The collage was made with many pieces of different magazines. Then, it was edited on Photoshop for a better rendering.
Have a similar project in mind? Get in touch


--- layout: post title: Untitled published: true date: 2010-09-02 categories: [] posterous_url: http://blog.hungerandthirstdesign.com/post/1050911223/eating-large-chunks-of-banana-bread posterous_slug: post/1050911223/eating-large-chunks-of-banana-bread ---
eating large chunks of banana bread


The Logos Academy is a sure tested formula that was created purely for those who are looking to begin their road on maximizing potential. Although some of the tasks may be difficult, you can find solace in your coaches expansive knowledge in the program. In short this is your journey to a fitter, stronger, and better you! Learn more here .


Classes | |
| struct | buffer_base |
| struct | color |
| Define main color class that replaces miColor. More... | |
| struct | deleteMapIteratorData |
| Simple functor class to delete Map Iterators. More... | |
| struct | deleteVectorIteratorData |
| Simple functor class to delete vector Iterators. More... | |
| class | diskSampler |
| Sample in a disk. More... | |
| struct | errorbuffer |
| struct | errorstream |
| class | ExceptionHandler |
| Exception handler. More... | |
| class | fastmath |
| Encapsulates fast math tables / functions. More... | |
| struct | fatalbuffer |
| struct | fatalstream |
| class | FCell |
| Cellnoise class returning a float. More... | |
| class | FWorley |
| Worley noise class returning arbitrary number of floats. More... | |
| class | hemisphereSampler |
| Sample a full or partial hemisphere around a direction. More... | |
| struct | infobuffer |
| struct | infostream |
| struct | lessTriOp |
| struct | lessUVOp |
| struct | lessXYZOp |
| struct | math |
| struct | math< float > |
| class | matrix |
| Class to represent a matrix in mental ray. More... | |
| struct | mutex |
| Class used to create an autolock for multithreading by wrapping miLocks. More... | |
| struct | normal_base |
| struct | point_base |
| class | PointCache |
| struct | progressbuffer |
| struct | progressstream |
| struct | sampler |
| struct | sampler3D |
| class | simple_timer |
| class | SPerlin |
| Perlin Class returning a miScalar. More... | |
| class | sphereSampler |
| Sample spherically or partially around a sphere. More... | |
| class | timer |
| class | TriangleVertexCache |
| struct | triId |
| Identifies a triangle, as in miState, but smaller. More... | |
| class | UVCache |
| class | VCell |
| Cellnoise class returning a vector. More... | |
| struct | vec_base |
| struct | vecnorm |
| class | VPerlin |
| Perlin Class returning a vector. More... | |
| struct | warningbuffer |
| struct | warningstream |
clamp | |
| const miScalar | clamp (const miScalar x, const miScalar minVal, const miScalar maxVal) |
| Clamp X based on a min and max value. | |
| template<class T> const T & | clamp (const T &x, const T &minVal, const T &maxVal) |
| Clamp X based on a min and max value. | |
| template<class T> T | clamp (const T &x, const T &minVal, const miScalar maxVal) |
| Clamp X based on a similar min but max scalar value. | |
| template<class T> T | clamp (const T &x, const miScalar minVal, const T &maxVal) |
| Clamp X based on a scalar min but similar max value. | |
| template<class T> T | clamp (const T &x, const miScalar minVal=0.0f, const miScalar maxVal=1.0f) |
| Clamp X based on a two scalar values. | |
Typedefs | |
| typedef const char *const | kNoConstruct |
| typedef std::map< vector, color *, lessXYZOp > | vertex_color_cache |
| typedef basic_stringbuf< char, std::char_traits< char >, std::allocator< char > > | mr_string_stream |
| typedef normal_base< miVector, miScalar > | normal |
| typedef point_base< miVector, miScalar > | point |
| typedef vec_base< miVector, miScalar > | vector |
| typedef vec_base< miVector, miScalar > | Vector |
| typedef vec_base< miGeoVector, miGeoScalar > | geovector |
| typedef base::vec2 | vector2d |
Functions | |
| void | linear_bump (miState *const state, vector &dPds, vector &dPdt, const miScalar gradu, const miScalar gradv) |
| Perform Linear bump mapping. | |
| void | deriv_bump (const vector &N, vector &dPds, vector &dPdt, const miScalar gradu, const miScalar gradv) |
| Perform Derivative bump mapping. | |
| void | bump (miState *const state, const vector &dPds, const vector &dPdt, const miScalar gradu, const miScalar gradv) |
| Perform Blinn bump mapping. | |
| void | parallax_bump (miVector2d &offset, const miState *const state, const miScalar amt, const miScalar scale, const miScalar bias=0.5f, const int idx=0) |
| void | parallax_bump (const miState *const state, const miScalar amt, const miScalar scale, const miScalar bias=0.5f, const int idx=0) |
| void | calculatenormal (miState *const state, const vector &dPds, const vector &dPdt) |
| void | calculatenormal (miState *const state) |
| void | get_normals (const miState *const state, miVector N[3]) |
| void | get_vertices (const miState *const state, miVector v[3]) |
| void | check_bary_bounds (miScalar b[3]) |
| miBoolean | calculate_bary (miScalar b[3], const point &p, const miVector v[3]) |
| miBoolean | calculate_bary (miScalar bary[3], const miState *const state, const point &p) |
| void | calculate_bary2 (miScalar bx[3], miScalar by[3], const miState *const state, const point &px, const point &py) |
| Auxiliary routine to take two points and return their barycentric coords. | |
| miScalar | area (const miState *const state) |
| miScalar | areaSquared (const miState *const state) |
| Same as area, but squared. | |
| miScalar | area (const miState *const state, const miVector &P) |
| miScalar | areatriangle (const miState *const state) |
| miScalar | areatriangleSquared (const miState *const state) |
| Same as areatriangle, but squared. | |
| void | get_sides (const miState *const state, int &w, int &h) |
| template<typename T> miBoolean | DuDv_Impl (T &Du, T &Dv, const miState *state, const miScalar u1, const miScalar u2, const miScalar v1, const miScalar v2, const T data[3], const int idx=0) |
| miBoolean | DuDv_Impl (color &Du, color &Dv, const miState *state, const miScalar u1, const miScalar u2, const miScalar v1, const miScalar v2, const color data[3], const int idx) |
| miBoolean | DuDv_Impl (vector2d &Du, vector2d &Dv, const miState *state, const miScalar u1, const miScalar u2, const miScalar v1, const miScalar v2, const vector2d data[3], const int idx) |
| miBoolean | DuDv_Impl (miScalar &Du, miScalar &Dv, const miState *state, const miScalar u1, const miScalar u2, const miScalar v1, const miScalar v2, const miScalar data[3], const int idx) |
| template<typename T> miBoolean | DuDv_Impl (T &Du, T &Dv, const miState *state, const miScalar bx[3], const miScalar by[3], const T data[3], const int idx=0) |
| Calculates auxiliary determinants then goes to calculate Du,Dv. | |
| template<typename T> miBoolean | DuDv_Impl (T &Du, T &Dv, miScalar &du, miScalar &dv, const miState *state, const miScalar bx[3], const miScalar by[3], const T data[3], const int idx=0) |
| Calculates du, dv then goes to calculate Du,Dv. | |
| template<typename T> miBoolean | DuDv (T &Du, T &Dv, miScalar &du, miScalar &dv, const miState *state, const point &Px, const point &Py, const T data[3], const int idx=0) |
| template<typename T> miBoolean | DuDv (T &Du, T &Dv, miScalar &du, miScalar &dv, const miState *state, const T tri_data[3], const int idx=0) |
| template<typename T> miBoolean | DuDv (T &Du, T &Dv, const miState *state, const vector &Px, const vector &Py, const T data[3], const int idx=0) |
| template<typename T> miBoolean | DuDv (T &Du, T &Dv, const miState *state, const T tri_data[3], const int idx=0) |
| void | DsuDtv (const miState *const state, miScalar &DuS, miScalar &DvS, miScalar &DuT, miScalar &DvT, const int STidx=0, const int UVidx=0) |
| Like DuDv, but returning Du(s)*du, Dv(s)*dv and Du(t)*du, Dv(t)*dv. | |
| miBoolean | dPdst (miVector &dPds, miVector &dPdt, const miState *const state, const int idx=0) |
| miBoolean | dNdst (miVector &dNds, miVector &dNdt, const miState *const state, const int idx=0) |
| miBoolean | dPNdst (miVector &dPds, miVector &dPdt, miVector &dNds, miVector &dNdt, const miState *const state, const int idx=0) |
| miBoolean | dPduv (miVector &dPdu, miVector &dPdv, const miState *const state) |
| miBoolean | BumpUV (miVector &dPdu, miVector &dPdv, const miState *const state, const int idx=0) |
| Get bump basis for a texture index. | |
| miBoolean | dPduv2 (miVector &dP2du2, miVector &dP2dv2, miVector &dP2dudv, const miState *const state) |
| Get second order derivatives d2x/du2, d2x/dv2, d2x/dudv. | |
| template<typename T> const T & | min (const T &x, const T &y) |
| Auxiliary function to return min of 2 elements. | |
| template<typename T> const T & | min (const T &x, const T &y, const T &z) |
| Auxiliary function to return min of 3 elements. | |
| template<typename T> const T & | min (const T &w, const T &x, const T &y, const T &z) |
| Auxiliary function to return min of 4 elements. | |
| template<typename T> const T & | max (const T &x, const T &y) |
| Auxiliary function to return max of 2 elements. | |
| template<typename T> const T & | max (const T &x, const T &y, const T &z) |
| Auxiliary function to return max of 3 elements. | |
| template<typename T> const T & | max (const T &w, const T &x, const T &y, const T &z) |
| Auxiliary function to return max of 4 elements. | |
| template<typename T> void | minmax (T &minst, T &maxst, const T &s0, const T &s1, const T &s2) |
| template<typename T> bool | isEquivalent (const T v, const T x, const T eps=miSCALAR_EPSILON) |
| bool | isEquivalent (const miGeoScalar v, const miGeoScalar x, const miGeoScalar eps=miGEO_SCALAR_EPSILON) |
| template<class T> int | round (const T &x) |
| template<typename T> bool | connected (const miState *const s, const T &p) |
| template<typename T> const T & | eval (const miState *const state, const T &v) |
| Simpler mi_eval_* for shaders' use. | |
| template<typename T> const T * | eval (const miState *const state, const T *v) |
| Simpler mi_eval_* for shaders' use. | |
| void | blinn_coeffs (miScalar &NdH, miScalar &VdH, const normal &N, const vector &L, const vector &V, const miScalar NdL, const miScalar NdV) |
| miScalar | G_attenuation (const miScalar NdV, const miScalar NdL, const miScalar NdH, const miScalar VdH) |
| miScalar | G_attenuation_pixar (const miScalar NdV, const miScalar NdL, const miScalar NdH, const miScalar VdH) |
| miScalar | Trowbridge_Reitz (const miScalar NdH, const miScalar k2) |
| miScalar | Torrance_Sparrow (const miScalar NdH, const miScalar k1) |
| miScalar | Beckmann (const miScalar NdH, const miScalar m) |
| miScalar | Phong (const vector &V, const normal &N, const vector &L, const miScalar NdL, const miScalar shiny) |
| miScalar | Blong (const normal &N, const vector &H, const miScalar shiny) |
| template<class T> T | spline (const miScalar f, const std::vector< T > &args, const basis::type b=basis::kCatmullRom) |
| template<class T> T | spline (const miScalar f, const unsigned num, const T *const args, const basis::type b=basis::kCatmullRom) |
Variables | |
| const char *const | kNoInit = "" |
| const miScalar | kNotCached = -255.0f |
| MR_LIB_EXPORT mutex * | streamMutex |
| infostream * | info |
| warningstream * | warning |
| errorstream * | error |
| fatalstream * | fatal |
| progressstream * | progress |
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This typedef/static const will be used to create constructors that do not init their values.  Use areaTriangle(state) for area of actual (micro)triangle |
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Same as area, but squared.
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Calculate the squared area of the (micro)triangle. Note that this can be different from the pixel footprint, even if in Prman this is one and the same. Use area(state) for pixel area |
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Same as areatriangle, but squared.
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Given the dot product of the normal and the half vector H, and a scalar value, calculate the Beckmann (aka. Cook-Torrance) specular spread. D = _________ 1 ____________ 2 -[(tan B)/m] 2 4 e 4m cos B |
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This is a faster way to calculate NdH and VdH. Given the normal, position of a light(L) and the incident vector (V), and the dot products of N.L (from mi_sample_light) and N.V (from miState), this routine returns the dot products with the half vector: N.H and V.H. This is faster than calculating H, normalizing it and then doing two dot products. For explanation and derivation, see: GRAPHICS GEMS I: Fast Dot Products for Shading. |
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Given a normal, the half-vector (blinn_coeff) H, and a scalar value, calculate blinn's phong specular, defined as: D = (N.H)^shiny This is Softimage's phong. |
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Perform Blinn bump mapping.
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Get bump basis for a texture index.
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This is from comp.graphics.algorithms, old post of Rod Bogart. Given an arbitrary point in the plane of the triangle, calculate its barycentric coordinates. Returns miFALSE if point is outside triangle. 1 If the area of triangle 123 is A, then the area of /|\ P23 is rA. Area 12P is sA and area 1P3 is tA. / | \ With this image, it is obvious that r+s+t must equal / | \ one. If r, s, or t go outside the range zero to one, / t | s \ P will be outside the triangle. / _-P-_ \ / _- -_ \ /_- r -_\ 3---------------2 N = triangle normal = (vec(1 2) cross vec(1 3)) (vec(1 P) cross vec(1 3)) dot N s = ------------------------------- length N (vec(1 2) cross vec(1 P)) dot N t = ------------------------------- length N r = 1 - (s + t) Note that equation as published in the email is kind of incomplete. dot N assumes that N is normalized. Code below does that. |
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Auxiliary routine to take two points and return their barycentric coords.
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Recalculate and renormalize normal for Blinn/Linear bump mapping To be used only for bump mapping (displacement shaders do not need this) |
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Recalculate and renormalize normal for rotational bump map To be used only for bump mapping (displacement shaders do not need this) |
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Auxiliary routine to check barycentric coordinates to be in [0,1] range for derivatives. |
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Clamp X based on a two scalar values.
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Clamp X based on a scalar min but similar max value.
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Clamp X based on a similar min but max scalar value.
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Clamp X based on a min and max value.
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Clamp X based on a min and max value.
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Undocumented way of determining whether a parameter is connected into a shader tree. This is what mi_eval() does behind the scenes, basically. |
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Perform Derivative bump mapping.
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Calculate dNds and dNdt for the state->point intersection. idx controls the texture vectors. |
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Calculate dPds and dPdt for the state->point intersection. idx controls the texture vectors (for when surface has multiple STs) |
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Calculate dPdu and dPdv for the state->point intersection. idx controls the texture vectors (for when surface has multiple STs) |
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Get second order derivatives d2x/du2, d2x/dv2, d2x/dudv.
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Calculate dPds, dPdt, dNds and dNdt for the state->point intersection. idx controls the texture vectors (for when surface has multiple STs) |
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Like DuDv, but returning Du(s)*du, Dv(s)*dv and Du(t)*du, Dv(t)*dv.
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Calculate Du(data) and Dv(data). Du, Dv are the derivatives of data in u and v (ie. Du(data), Dv(data)). This is similar to prman's Du() and Dv() functions. Accuracy of partial derivatives will be dependant on surface tesselation. tri_data[3] is the data to interpolate. Each index corresponds to a vertex of the triangle, in the order of mi_tri_vectors. idx is the texture index (state->tex_list[]) to be used as UV. To create tri_data[] when problem cannot be solved analitically, you can use a dummy displacement shader to evaluate and store the result for each vertex. See mrPointCache.h |
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Calculate Du(data) and Dv(data) from 3 positions. Du, Dv are the derivatives of data in u and v (ie. Du(data), Dv(data)). Px is the point offset. Usually, this is state->point + mi_raster_unit(..,X,..) Py is the other point offset. Usually, this is state->point + mi_raster_unit(..,..,Y) data[3] is the data to interpolate. data[0] is the data for current point (state->point) data[1] is the data for point Px data[2] is the data for point Py idx is the texture index (state->tex_list[]) to be used as UV. |
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Calculate Du(data), du and Dv(data), dv. Du, Dv are the derivatives of data in u and v (ie. Du(data), Dv(data)). du, dv are the derivatives of u and v. This is similar to prman's Du() and Dv() functions. Accuracy of partial derivatives will be dependant on surface tesselation. tri_data[3] is the data to interpolate. Each index corresponds to a vertex of the triangle, in the order of mi_tri_vectors. idx is the texture index (state->tex_list[]) to be used as UV. To create tri_data[] when problem cannot be solved analitically, you can use a dummy displacement shader to evaluate and store the result for each vertex. See mrPointCache.h |
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Calculate Du(data), du and Dv(data), dv. Du, Dv are the derivatives of data in u and v (ie. Du(data), Dv(data)). du, dv are the derivatives of u and v. This is similar to prman's Du() and Dv() functions. Accuracy of partial derivatives will be dependant on surface tesselation. data[3] is the data to interpolate. Each index corresponds to a vertex. data[0] corresponds to state->point, data[1] corresponds to Px, data[2] corresponds to Py. idx is the texture index (state->tex_list[]) to be used as UV. |
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Calculates du, dv then goes to calculate Du,Dv.
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Calculates auxiliary determinants then goes to calculate Du,Dv.
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Calculate Du(data), du and Dv(data), dv. Internal function not for user consumption. |
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Calculate Du(data), du and Dv(data), dv. Internal function not for user consumption. |
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Calculate Du(data), du and Dv(data), dv. Internal function not for user consumption. |
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Calculate Du(data), du and Dv(data), dv. Internal function not for user consumption. |
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Simpler mi_eval_* for shaders' use.
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Simpler mi_eval_* for shaders' use.
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Specular G(eometric) attenuation In Foley-VanDamm, it is: G = min( 1, 2*NdH*NdV/VdH, 2*NdH*NdL/VdH ); But Pixar in MTOR uses a similar but slightly different construct, which is the one below. |
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Specular G(eometric) attenuation a la pixar |
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Auxiliary routine to get triangle normals and take them to internal space, normalizing them also. |
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Auxiliary routine to find the two indices to the sides of the triangle (ie. disregard hypotenuse) |
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Auxiliary routine to get triangle vertices and take them to internal space. |
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Perform Linear bump mapping.
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Auxiliary function to return max of 4 elements.
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Auxiliary function to return max of 3 elements.
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Auxiliary function to return max of 2 elements.
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Auxiliary function to return min of 4 elements.
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Auxiliary function to return min of 3 elements.
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Auxiliary function to return min of 2 elements.
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Auxiliary function to return min/max of 3 numbers. A tad faster than using max() and min() separately |
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Perform parallax bump mapping This routine will modify all state->tex_list[] coordinates. See: http://vrsj.t.u-tokyo.ac.jp/ic-at/papers/01205.pdf |
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Given the view vector, a normal, the light vector, and a scalar value, calculate the (original) phong specular spread. |
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Evaluate a spline function in the range f=[0,1]. You need to pass at least 4 arguments for the spline. If basis b is kLinear, the first and last argument are unused. If basis is not specified, default to kCatmullRom. |
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Evaluate a spline function in the range f=[0,1]. You need to pass at least 4 arguments for the spline. If basis b is kLinear, the first and last argument are unused. If basis is not specified, default to kCatmullRom. |
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Given the dot product of N.H, and a scalar value, calculate the Torrance-Sparrow specular spread. exp(-( pow(k1 * acos(N.H)),2)) where k1 is a user defined shiny constant. |
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Given the dot product of N.H, and a scalar value, calculate the Trowbridge-Reitz specular spread.


The bioinformatic evaluation of gene co-expression often begins with correlation-based analyses. However, correlation lacks validity when applied to relative data, including count data generated by next-generation sequencing. This package implements several metrics for proportionality, including phi [Lovell et al (2015) <doi:10.1371/journal.pcbi.1004075>] and rho [Erb and Notredame (2016) <doi:10.1007/s12064-015-0220-8>]. This package also implements several metrics for differential proportionality. Unlike correlation, these measures give the same result for both relative and absolute data.
| Version: | 4.1.1 |
| Depends: | methods, R (≥ 3.2.2) |
| Imports: | fastcluster, ggplot2, grDevices, igraph, Rcpp, stats, utils |
| LinkingTo: | Rcpp |
| Suggests: | ALDEx2, Biobase, cccrm, compositions, data.table, datasets, grid, ggdendro, knitr, limma, plotly, reshape2, rgl, rmarkdown, SDMTools, testthat, vegan |
| Published: | 2018-11-19 |
| Author: | Thomas Quinn [aut, cre], David Lovell [aut], Ionas Erb [aut], Anders Bilgrau [ctb], Greg Gloor [ctb] |
| Maintainer: | Thomas Quinn <contacttomquinn at gmail.com> |
| BugReports: | http://github.com/tpq/propr/issues |
| License: | GPL-2 |
| URL: | http://github.com/tpq/propr |
| NeedsCompilation: | yes |
| Citation: | propr citation info |
| Materials: | README NEWS |
| CRAN checks: | propr results |
| Reference manual: | propr.pdf |
| Vignettes: |
1. An Introduction to Proportionality 2. Understanding Proportionality through Visualization 3. A Brief Critique of Proportionality 4. An Introduction to Differential Proportionality 5. Moderating Differential Proportionality Frequently Asked Questions |
| Package source: | propr_4.1.1.tar.gz |
| Windows binaries: | r-devel: propr_4.1.1.zip, r-release: propr_4.1.1.zip, r-oldrel: propr_4.1.1.zip |
| OS X binaries: | r-release: propr_4.1.1.tgz, r-oldrel: propr_4.1.1.tgz |
| Old sources: | propr archive |
| Reverse suggests: | balance, exprso |
Please use the canonical form https://CRAN.R-project.org/package=propr to link to this page.


Money Play. How should Red play 65?
pips Red=136 White=136
(CorrectAnswer= 0/0, ErrorScore= 0)
Over the board I played 13/2*, following the theory of attacking a lone checker and wanting to be active rather passive.
XG really doesn't like the play, classifying it as a blunder. It also doesn't like 24/18, 13/8 because that play takes the pressure off White's blot on his 5-pt and allows White a free attack at Red's blot on the bar-point.
The only non-blunder is 13/8, 13/7. This seems counter-intuitive because it diversifies White's numbers and gives him his whole roll. The up-side is that Red is one roll away from making a strong broken prime and he still has pressure on White's blot on his 5-pt.
This is an unusual play and one that bears some study as it seems to break some of the rules of theory, e.g. attack a lone checker. I found it highly instructive.
XG really doesn't like the play, classifying it as a blunder. It also doesn't like 24/18, 13/8 because that play takes the pressure off White's blot on his 5-pt and allows White a free attack at Red's blot on the bar-point.
The only non-blunder is 13/8, 13/7. This seems counter-intuitive because it diversifies White's numbers and gives him his whole roll. The up-side is that Red is one roll away from making a strong broken prime and he still has pressure on White's blot on his 5-pt.
This is an unusual play and one that bears some study as it seems to break some of the rules of theory, e.g. attack a lone checker. I found it highly instructive.
1. Cubeful 2-ply 13/8 13/7 Eq.: +0.601 0.624 0.236 0.006 - 0.376 0.096 0.004 2. Cubeful 2-ply 13/2* Eq.: +0.471 (-0.130) 0.614 0.281 0.008 - 0.386 0.103 0.005 3. Cubeful 2-ply 24/18 13/8 Eq.: +0.452 (-0.149) 0.618 0.165 0.005 - 0.382 0.086 0.002 4. Cubeful 2-ply 13/8 9/3 Eq.: +0.414 (-0.187) 0.601 0.213 0.005 - 0.399 0.095 0.004 5. Cubeful 0-ply 24/13 Eq.: +0.394 (-0.207) 0.614 0.122 0.002 - 0.386 0.055 0.000


If you need some help with CLIP feel free to contact us!
This is where all of your webcontent will be hosted.
Here are the steps to creating a proper RPM:
- Copy the Makefile from the packages/webpageexample/Makefile to your new package directory.
- Edit the Makefile to have your package name instead of "webpageexample".
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- Change the name of the spec file and the name listed in the spec file to accomodate your package's name.
- Run make rpm in the packages/yournewpackagedirectory/.
- Run make bare in the packages/yournewpackagedirectory/.
- In /etc/httpd/conf/httpd.conf, change the ipaddresses to the ipaddress that you are using.
- In the kickstart file (kickstart/apache-webserver/apache-webserver.ks), change webpageexample to your package's name.
- Then build an ISO from the top-level: make apache-webserver-iso


Morphonets is an open, community-driven effort to provide ImageJ-based tools for generation, visualization, quantification, and modeling of neuroanatomical data. The tools we create are leveraged by the powerful stack of Scijava-based software. Our immediate focus is cellular neuroscience, but the software we developed have been successfully applied to other fields of the biosciences.
Currently, two major projects are being developed under the Morphonets umbrella:
All of the software is available in Fiji by means of two update sites: Neuroanatomy and SciView:
Problems? Have a look at the full details.
Contact us on GitHub or the Image.sc Forum


rndc.conf is the configuration file for rndc, the BIND 9 name server control utility. This file has a similar structure and syntax to named.conf. Statements are enclosed in braces and terminated with a semi-colon. Clauses in the statements are also semi-colon terminated. The usual comment styles are supported:
C style: /* */
C++ style: // to end of line
Unix style: # to end of line
rndc.conf is much simpler than named.conf. The file uses three statements: an options statement, a server statement and a key statement.
The options statement contains three clauses. The default-server clause is followed by the name or address of a name server. This host will be used when no name server is given as an argument to rndc. The default-key clause is followed by the name of a key which is identified by a key statement. If no keyid is provided on the rndc command line, and no key clause is found in a matching server statement, this default key will be used to authenticate the server's commands and responses. The default-port clause is followed by the port to connect to on the remote name server. If no port option is provided on the rndc command line, and no port clause is found in a matching server statement, this default port will be used to connect.
After the server keyword, the server statement includes a string which is the hostname or address for a name server. The statement has two possible clauses: key and port. The key name must match the name of a key statement in the file. The port number specifies the port to connect to.
The key statement begins with an identifying string, the name of the key. The statement has two clauses. algorithm identifies the encryption algorithm for rndc to use; currently only HMAC-MD5 is supported. This is followed by a secret clause which contains the base-64 encoding of the algorithm's encryption key. The base-64 string is enclosed in double quotes.
There are two common ways to generate the base-64 string for the secret. The BIND 9 program rndc-confgen can be used to generate a random key, or the mmencode program, also known as mimencode, can be used to generate a base-64 string from known input. mmencode does not ship with BIND 9 but is available on many systems. See the EXAMPLE section for sample command lines for each.
options { default-server localhost; default-key samplekey; }; server localhost { key samplekey; }; key samplekey { algorithm hmac-md5; secret "c3Ryb25nIGVub3VnaCBmb3IgYSBtYW4gYnV0IG1hZGUgZm9yIGEgd29tYW4K"; };
In the above example, rndc will by default use the server at localhost (<IP_ADDRESS>) and the key called samplekey. Commands to the localhost server will use the samplekey key, which must also be defined in the server's configuration file with the same name and secret. The key statement indicates that samplekey uses the HMAC-MD5 algorithm and its secret clause contains the base-64 encoding of the HMAC-MD5 secret enclosed in double quotes.
To generate a random secret with rndc-confgen:
rndc-confgen
A complete rndc.conf file, including the randomly generated key, will be written to the standard output. Commented out key and controls statements for named.conf are also printed.
To generate a base-64 secret with mmencode:
echo "known plaintext for a secret" | mmencode


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