DFSearchKit
A framework implementing a search index using SKSearchKit for both Swift and Objective-C
Why?
I was interesting in learning about SKSearchKit and wanted a nice simple object to abstract away some of the unpleasantries when dealing with a C-style interface in Swift using native Swift types
Usage
Find API references here – https://github.com/dagronf/DFSearckKit/blob/master/docs/index.html
The base library is split into three classes and an async controller
Core
DFSearchIndex
Core indexing library, wrapper around SKIndex and related methods. Generally, you won’t need to use this class directly unless you want to interface to your own SKIndex object.
DFSearchIndexData
A class inheriting from DFSearchIndex that implements an in-memory index.
if let indexer = DFSearchIndexData.create()
{
let documentURL = URL(string: ("doc-url://d1.txt")!
indexer.add(documentURL, text: "This is my first document")
let fileURL = <the url for some file on disk>
indexer.add(fileURL, mimeType: "application/pdf")
indexer.flush()
let searchresult = indexer.search("first")
...
}
DFSearchIndexData
provides methods to get the raw index data for storing, and to load from data
let indexer = DFSearchIndexData.load(from: myData)
let newIndexData = indexer.save()
DFSearchIndexFile
A class inheriting from DFSearchIndex that allows the creation and use of an index on disk
if let indexer = DFSearchIndexFile.create(with: file.fileURL)
{
let documentURL = URL(string: ("doc-url://d1.txt")!
indexer.add(documentURL, text: "This is my first document"))
let fileURL = <the url for some file on disk>
indexer.add(fileURL, mimeType: "application/pdf")
indexer.flush()
var result = indexer.search("first")
indexer.save()
indexer.close()
}
Async controller
DFSearchIndexAsyncController
is a simple controller that takes an index object, and provides a safe method for handling async requests.
For example, to add a number of files asynchronously
let indexer = DFSearchIndexData.create()
let asyncController = DFSearchIndexAsyncController(index: indexer, delegate: nil)
let addTask = DFSearchIndexAsyncController.FileTask(<file urls to add>)
asyncController.addURLs(async: addTask, complete: { task in
<block that is executed when the files have been added to the index>
})
...
let removeTask = DFSearchIndexAsyncController.FileTask(<file urls to remove>)
asyncController.removeURLs(async: removeTask, complete: { task in
<block that is executed when the files have been removed from the index>
})
Internally the async controller uses an operation queue for handling requests.
Searching
There are two methods for search
Search all
The search all is available on the indexer object, and returns all the results it can get. As such, for large indexes this may take quite a while to return. It is provided mostly as a convenience function for small indexes.
if let indexer = DFSearchIndexData.create()
{
indexer.add(URL(string: ("doc-url://d1.txt"))!, text: "This is my first document"))
indexer.flush()
var result = indexer.search("first")
indexer.save()
indexer.close()
}
Progressive Search
For large indexes, the results may take quite a while to return. Thus, the progressive index is more useful by returning limited sets of results progressively, and can be used on a background thread (as SKSearchIndex is thread safe) to progressively retrieve results in another thread (for example)
... load documents ...
let search = indexer.progressiveSearch(query: "dog")
var hasMoreResults = true
repeat
{
var searchChunk = search.next(10)
... do something with searchChunk...
hasMoreResults = searchChunk.moreResults
}
while hasMoreResults
Samples
SearchToy
is a (very!) basic UI to show integrationdfsearchindex
is a simple command line tool (that is very unforgiving to its parameters at this point!) that uses DFSearchIndexFile to create a command line tool interface to the index
Tests
DFSearchKitTests.swift
Swift tests. Comprehensive
DFSearchKitTests_objc.m
Objective-C tests, mainly for validating objc integration
DFSearchIndexAsyncTests.swift
Basic test suite to validate the async controller aspect of the library
DFSearchIndexSummaryTests.swift
Basic summary tests
Thanks
Mattt Thompson (NSHipster)
http://nshipster.com/search-kit/
Marc Charbonneau
https://blog.mbcharbonneau.com/2009/02/26/searchkit-example-project/
Apple
Philip Dow (SPSearchStore)


Class: Rails::Generators::MailerGenerator
| Relationships & Source Files | |
| Super Chains via Extension / Inclusion / Inheritance | |
|
Class Chain:
|
|
|
Instance Chain:
|
|
| Inherits: |
Rails::Generators::NamedBase
|
| Defined in: | actionmailer/lib/rails/generators/mailer/mailer_generator.rb |
Class Method Summary
Base - Inherited
| .base_root | Returns the base root for a common set of generators. |
| .default_source_root | Returns the default source root for a given generator. |
| .desc | Tries to get the description from a USAGE file one folder above the source root otherwise uses a default description. |
| .hide! | Convenience method to hide this generator from the available ones when running rails generator command. |
| .hook_for | Invoke a generator based on the value supplied by the user to the given option named “name”. |
| .namespace | Convenience method to get the namespace from the class name. |
| .remove_hook_for | Remove a previously added hook. |
| .source_root | Returns the source root for this generator using default_source_root as default. |
Instance Method Summary
Actions - Included
| #add_source | Add the given source to |
| #after_bundle | Registers a callback to be executed after bundle and spring binstubs have run. |
| #application | Alias for Actions#environment. |
| #capify! | Just run the capify command in root. |
| #environment | Adds a line inside the ::Rails::Application class for |
| #gem | Adds an entry into |
| #gem_group | Wraps gem entries inside a group. |
| #generate | Generate something using a generator from ::Rails or a plugin. |
| #git | Run a command in git. |
| #initializer | Create a new initializer with the provided code (either in a block or a string). |
| #lib | Create a new file in the lib/ directory. |
| #rake | Runs the supplied rake task. |
| #rakefile | Create a new |
| #readme | Reads the given file at the source root and prints it in the console. |
| #route | Make an entry in ::Rails routing file |
| #vendor | Create a new file in the |


Re-implemented from the great details of the Brew 365 Water Calculator. Note that a Brew in brew-journal has this calculator available, getting grain and volume details from your recipe, and with the ability to create all the journal Steps based on your mash/sparge strategy.


How to edit:
- Click and drag nodes around to move them.
- Ctrl-click empty space to create a new node.
- Ctrl-click a node then drag to create a new edge.
- Ctrl-shift-click a node to delete it.
- Ctrl-shift-click an edge to delete it.
- Double-click a node to change its label.
- Double-click an edge to change its cost.
When done, press the button below to load this graph into the visualizations on this page.
Solving Problems By Searching
Table of contents
- Node Expansion
- Getting in the shoes of a Search Agent
- Breadth First Search
- Depth First Search
- Step Costs
- Uniform Cost Search
- Depth Limited Search
- Iterative Deepening Depth-First Search
- Bi-directional BFS
- A Star Search
Node Expansion
To search through a graph, a Search Agent needs to expand nodes. The nodes which can be expanded by the Agent together forms the frontier. Expanding a node refers to marking the node as 'expanded' or 'visited' and adding its immediate neighbors to the frontier.
In the following diagram, 'A' is the initial node and belongs to the frontier. Click on the frontier nodes to see how they are expanded.
- Expanded Nodes
- Frontier Nodes
- Unexplored/Unknown Nodes
Frontier Nodes
Getting in the shoes of a Search Agent
Let's see the prespective of a Search Agent as it searches through the graph.
Remember, the Agent can only see the nodes which are either expanded or currently present in the frontier.
Now that we know how nodes are expanded and how a search Agent perceives the graph, we are now ready to meet some Search Algorithms. In the above two visualizations, you decided which node to expand next(by clicking on them) but now we shall see some algorithms in action which can decide by themselves which node to expand next.
Breadth First Search
In Breadth First Search, the node which was discovered the earliest is expanded next i.e. the node which joined the frontier earlier, is expanded earlier.
To achieve this, Breadth First Search Algorithm uses a FIFO(First In First Out) Queue. The following graph is explored by a Breadth First Search Algorithm with 'A' as the initial node.
- Nodes waiting to be expanded
-
Node to be expanded next from the queue
FIFO Queue
Depth First Search
In Depth First Search, the node which was discovered the latest is expanded next i.e. the node which joined the frontier later, is expanded later.
To achieve this, Depth First Search Algorithm uses a LIFO(Last In First Out) Queue. The following graph is explored by a Depth First Search Algorithm with 'A' as the initial node.
- Nodes waiting to be expanded
- Node to be expanded next from the queue
LIFO Queue
Step Costs
Until now, all the edges in our graph had the same cost.(That's why we didn't bother to mention the cost on the graph). For those kind of graphs, Breadth First Search is optimal because it always pops the shallowest node first. For the case when some step costs are involved when exploring the nodes, the BFS algorithm needs be extended.
Associated cost of any node in the graph is calculated as the cost of the 'lowest cost path' from an initial node. Cost of the initial node is 0.
Below is a side by side comparison of both 'Lowest Cost Path' and the 'Breadth First Search Path' from the same initial node 'A'.
Note how BFS fails to derive the lowest cost path for many nodes. BFS successfully finds the paths with the minimum number of nodes from the initial node, but it doesn't take into account the costs of the steps.
Hover your mouse over any node to see the paths.
BFS Shortest Path
Breadth First Search
Lowest Cost Path
Uniform Cost Search (Extension of BFS)
Uniform Cost Search
For Unifrom Cost Search, instead of using a simple LIFO queue, A priority Queue is used where the cost of reaching that node from the initial node is considered as its priority. On each iteration, the node with the smallest cost is extracted from the frontier for expansion.
At any point of time in the process of a Uniform Cost Search, the costs of the explored nodes are always less than or equal to the costs of the frontier nodes (and also unexplored nodes as a matter of fact).
- Nodes waiting to be expanded
- Node to be expanded next from the queue
- Expanded Nodes
Priority Queue
costs >= 0
Explored Nodes
costs <= 0
Depth Limited Search
The Depth Limited Search is the same as Depth First Search except that there is an upper limit to the depth of the nodes which the algorithm traverses. The nodes which have depths greater than this limit is not expanded by the Depth Limited Search.
Given below is a Search Tree that is generated by a Depth first Search Algorithm on some graph. Try giving different limits to the Depth Limited Search Algorithm and notice that only the nodes with depths less than or equal to the given depth limit is searched.
Depth Limit :
- Expanded Nodes
- Frontier Nodes
- Unexplored/Unknown Nodes
Iterative Deepening Depth-First Search
Iterative Deepening Depth-First Search is a general strategy that is used to find the best depth limit. It does this by applying Depth Limited Search to the given problem with increasing depth limit. (0, 1, 2, 3 and so on.)
Given below is a search tree which is traversed using Iterative Deepening Depth-First Search. The depth-limit is varied from 0 to 5 and Depth Limited Search is applied with that limit.
Depth Limit:
- Expanded Nodes
- Frontier Nodes
- Unexplored/Unknown Nodes
Bi-directional BFS
In bi-directional BFS, we run two simultaneous searches, one from the initial state and one from the goal state. We stop when these searches meet in the middle (ie, a node is explored by both the BFS)
The motivation behind this is that bd/2 + bd/2 is smaller than bd
In the diagram below, we compare the performance between bi-directional BFS and standard BFS side by side. The total number of nodes generated for each strategy is given below the diagram.
Notice that the further apart the final node is from the initial node, the better bi-directional BFS performs (as compared to standard BFS). Use the restart button to restart the simulation.
- Unknown Nodes
- Node Where Both BFS Met
For BFS from Start Node- Expanded Node
- Next Node to be Expanded
For BFS from Goal Node- Expanded Node
- Next Node to be Expanded
Start FIFO Queue
Goal FIFO Queue
Larger Example
Standard BFS
Bi-directional BFS
A Star Search
-
Frontier Nodes -
Node to be expanded next from the queue -
Expanded Nodes
Path
Priority Queue (Frontier)
| Node | f(n)=g(n)+h(n) | g(n) | h(n) | Depth |
|---|


The Mystery of Cloomber
by Sir Arthur Conan Doyle
Chapter VI: “How I Came To Be Enlisted as One of the Garrison of Cloomber”
Additional Information
- Year Published: 1889
- Language: English
- Country of Origin: England
- Source: Doyle, A. C. (1889). The Mystery of Cloomber.London, England: Ward and Downey.
-
Readability:
- Flesch–Kincaid Level: 9.5
- Word Count: 1,681
- Genre: Mystery
- Keywords: 19th century literature, british literature, mystery, sir arthur conan doyle, the mystery of cloomber
- ✎ Cite This
Downloads
“To your room, girl!” he cried in a hoarse, harsh voice, stepping in between us and pointing authoritatively towards the house.
He waited until Gabriel, with a last frightened glance at me, had passed through the gap, and then he turned upon me with an expression so murderous that I stepped back a pace or two, and tightened my grasp upon my oak stick.
“You-you—” he spluttered, with his hand twitching at his throat, as though his fury were choking him. “You have dared to intrude upon my privacy! Do you think I built this fence that all the vermin in the country might congregate round it? Oh, you have been very near your death, my fine fellow! You will never be nearer until your time comes.  “If you had passed through that gap and set foot on my land I’d have let daylight into you. I’ll have no vagabonds here. I know how to treat gentry of that sort, whether their faces are black or white.”
“Sir,” said I, “I meant no harm by coming here, and I do not know how I have deserved this extraordinary outburst. Allow me to observe, however, that you are still covering me with your pistol, and that, as your hand is rather tremulous, it is more than possible that it may go off. If you don’t turn the muzzle down I shall be compelled in self-defense to strike you over the wrist with my stick.”
“What the deuce brought you here, then?” he asked, in a more composed voice, putting his weapon back into his bosom. “Can’t a gentleman live quietly without your coming to peep and pry?  And my daughter? How came you to know anything of her? And what have you been trying to squeeze out of her? It wasn’t chance that brought you here.”
“No,” said I boldly, “it was not chance which brought me here. I have had several opportunities of seeing your daughter and of appreciating her many noble qualities. We are engaged to be married to each other, and I came up with the express intention of seeing her.”
Instead of blazing into a fury, as I had expected, the general gave a long whistle of astonishment, and then leant up against the railings, laughing softly to himself.
“English terriers are fond of nosing worms,” he remarked at last. “When we brought them out to India they used to trot off into the jungle and begin sniffing at what, they imagined to be worms there. But the worm turned out to be a venomous snake, and so poor doggy played no more. I think you’ll find yourself in a somewhat analogous position if you don’t look out.”
“You surely don’t mean to cast an aspersion upon your own daughter?” I said, flushing with indignation.
“Oh, Gabriel is all right,” he answered carelessly. “Our family is not exactly one, however, which I should recommend a young fellow to marry into. And pray how is it that I was not informed of this snug little arrangement of yours?”
“We were afraid, sir, that you might separate us,” I replied, feeling that perfect candour was the best policy under the circumstances. “It is possible that we were mistaken. Before coming to any final decision, I implore you to remember that the happiness of both of us is at stake. It is in your power to divide our bodies, but our souls shall be for ever united.”
“My good fellow,” said the general, in a not unkindly tone, “you don’t know what you are asking for. There is a gulf between you and any one of the blood of Heatherstone which can never be bridged over.”
portrait of Sir Arthur Conan Doyle
All trace of anger had vanished now from his manner, and given place to an air of somewhat contemptuous amusement.
My family pride took fire at his words. “The gulf may be less than you imagine,” I said coldly. “We are not clodhoppers because we live in this out-of-the-way place. I am of noble descent on one side, and my mother was a Buchan of Buchan, I assure you that there is no such disparity between us as you seem to imagine.”
“You misunderstand me,” the general answered. “It is on our side that the disparity lies.  It would not be to your advantage to marry her.”
“But surely, sir,” I persisted, “I am the best judge of my own interests and advantages. Since you take this ground all becomes easy, for I do assure you that the one interest which overrides all others is that I should have the woman I love for my wife. If this is your only objection to our match you may surely give us your consent, for any danger or trial which I may incur in marrying Gabriel will not weigh with me one featherweight.”
“Here’s a young bantam!” exclaimed the old soldier, smiling at my warmth. “It’s easy to defy danger when you don’t know what the danger is.”
“What is it, then?” I asked, hotly. “There is no earthly peril which will drive me from Gabriel’s side. Let me know what it is and test me.”
“No, no. That would never do,” he answered with a sigh, and then, thoughtfully, as if speaking his mind aloud: “He has plenty of pluck and is a well-grown lad, too. We might do worse than make use of him.”

“Look here, West,” he said presently. “You’ll excuse me if I spoke hastily a little time ago. It is the second time that I have had occasion to apologize to you for the same offence. It shan’t occur again. I am rather over-particular, no doubt, in my desire for complete isolation, but I have good reasons for insisting on the point. Rightly or wrongly, I have got it into my head that some day there might be an organized raid upon my grounds. If anything of the sort should occur I suppose I might reckon upon your assistance?”
“With all my heart.”
“So that if ever you got a message such as ‘Come up,’ or even ‘Cloomber,’ you would know that it was an appeal for help, and would hurry up immediately, even if it were in the dead of the night?”
“Most certainly I should,” I answered. “But might I ask you what the nature of the danger is which you apprehend?”
“There would be nothing gained by your knowing. Indeed, you would hardly understand it if I told you. I must bid you good day now, for I have stayed with you too long. Remember, I count upon you as one of the Cloomber garrison now.”
“One other thing, sir,” I said hurriedly, for he was turning away,” I hope that you will not be angry with your daughter for anything which I have told you. It was for my sake that she kept it all secret from you.”
“All right,” he said, with his cold, inscrutable smile. “I am not such an ogre in the bosom of my family as you seem to think. As to this marriage question, I should advise you as a friend to let it drop altogether, but if that is impossible I must insist that it stand over completely for the present. It is impossible to say what unexpected turn events may take. Good-bye.”
He plunged into the wood and was quickly out of sight among the dense plantation.
Thus ended this extraordinary interview, in which this strange man had begun by pointing a loaded pistol at my breast and had ended, by partially acknowledging the possibility of my becoming his future son- in-law. I hardly knew whether to be cast down or elated over it.
On the one hand he was likely, by keeping a closer watch over his daughter, to prevent us from communicating as freely as we had done hitherto. Against this there was the advantage of having obtained an implied consent to the renewal of my suit at some future date. On the whole, I came to the conclusion as I walked thoughtfully home that I had improved my position by the incident.
But this danger—this shadowy, unspeakable danger—which appeared to rise up at every turn, and to hang day and night over the towers of Cloomber! Rack my brain as I would, I could not conjure up any solution to the problem which was not puerile and inadequate.
One fact struck me as being significant. Both the father and the son had assured me, independently of each other, that if I were told what the peril was, I would hardly realize its significance. How strange and bizarre must the fear be which can scarcely be expressed in intelligible language!
I held up my hand in the darkness before I turned to sleep that night, and I swore that no power of man or devil should ever weaken my love for the woman whose pure heart I had had the good fortune to win.


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Python
Through the CS61A class, Fall 2018 at UC Berkeley, I have attained a deep understanding of Python. I have learned techniques including procedural abstraction, control abstraction using recursion, higher order functions, generators, data abstraction using classes, and more.
Java
I've learned Java through my classes in high school - Intro to Java & APCS. These classes focused on Object Oriented Programming, recursion, iteration, developing algorithms, and solving problems using data structures. I also refined my Java skills through the Data Structures class (CS61B) at UC Berkeley, Spring 2019.
Android App Development
Through experimentation by myself as well as learning on the job at my internship at Google, I was able to pick up on developing applications in Android - I specifically have knowledge about different type of popup/textfield/button creation, intents, xml files, and more.
HTML
I've learned HTML by myself through developing various websites and publishing them on my github page. I plan to continue advancing my skillset in this language by learning about more new features.
SQL
Through CS61A at UC Berkeley, I learned SQL. In this language, I'm confident to create tables, write select queries, and join tables to form different combinations and select based on specifications.
Scheme
Through CS61A at UC Berkeley, I have attained an understanding of Scheme - a dialect language of Lisp. I've learned about streams, lists, pairs, recursion, and special expressions like let, lambda, begin, cond, etc.
Javascript
I was introduced to Javascript in my Intro to Java class in high school. I believe that I can easily re-grasp this language with a little practice.
Microsoft Office
I've self-learned how to use the different tools that Microsoft Office offers including Word, PPT, etc.
Sketch
I've also self-learned how to use Sketch - a design tool to create graphics and other images. In fact, some of the images on this site were designed and edited using Sketch.


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View High Scores
Coding Quiz
Try to answer all of the questions correctly before the timer in the top right corner runs out.
Beware:
10 seconds will be deducted from the timer for every question you answer incorrect!
Start!


| DOSE: |
55 mg |
oral |
TMA-2 |
(powder / crystals) |
Fruit salad as a breakfast and very light lunch were today's preparations for the evening.
18.35 I dropped a capsule with 55mg of tma-2. A friend of mine, call him P1, took 64mg, another (P2) 45mg and third friend 40mg (P3). Fourth friend, P4, had taken a little acid earlier. We were at my friends flat sitting on sofas and surrounded by loudspeakers. Flat's owner had prepared a long set of music for the night. The music started and we sat down to chat while waiting for the sacrament to take effect.
19.10 P1 told that he is melting into sofa. I wasn't feeling anything yet.
19.40 I begin to feel the effects now. I go to kitchen to have a glass of water and moving is wavy. Everything that I look at seems to be closer than it really is. Room is large and my vision is sharp.
20.00 The music begins to turn very interesting and I can forget most of the outside world by closing eyes and concentrating on music. I look at the silhouettes of trees through the window. They have become alive, all branches squirming and swirling like an ant hive. Busy trees. Physical feeling is getting extremely sedated, even lethargic. Moving limbs take enormous effort and because of this, we tend to stay still. I am closing the peak with a nice pace.
20.15 Music has turned its character. The music P1 chose to play is very information rich, full of small sounds, glitches, noises and cracks. They fill my head and form very electrically flowing textures that don't seem like just sounds anymore. As soon as I close my eyes I am lost in this flow. Everything, all of my consciousness, begin to go round in circles, music feeding the circus constantly with new information. Eyes closed I cannot tell anymore where I am. Friends, the flat, everything outside these circles keep drifting further and further. Music, smells, images, they all begin to get a form of one unified sensory input flow that circles in space that used to be my mind.
20.40 Something happens. Everything that has been going around in me finds a proper place. All images and thoughts going around my head were a process of finding a correct combination of things, which unlocks something. This something feels like white energy flowing through me. It seems to originate somewhere inside my own body and it flows in all directions at once. It seems to purify me, it feels refreshing. I stretch every now and then, it makes me feel better. When I open my eyes, I have slight difficulties in adjusting to my real world surroundings. Everything seems spacious, yet intimate and close. I find it hard to believe that it has been only 2 hours into this experience now. It is amazing.
Sometimes the music has a sudden break. P1 made that on purpose to wake us back from the deeps and it sure does that. I am mostly unaware of other people's goings. I go to kitchen to take a mandarin, but peeling it turns out to be too difficult a task. Luckily P4 is not as high and he peels it in no time. I eat half the mandarin and give the other half to others. Mandarin tastes like nothing else before.  I am still very high, but I was also becoming weak. I have to eat heavier food soon. I fry three eggs and eat them with some rice pie. I feel much better soon after eating.
I visit nearby shop to buy some more mandarins. In the flat I had not noticed anything very special about the faces of my friends, but in the shop I see all strangers and their faces morphing constantly. All small gestures they make are exaggarated as if stripped out from a cartoon or a grotesque painting. The cashier looks as if this was the last work he would like to do in the whole world. His arms twist and stretch when he takes money and gives change.
Soon after that we decide to have a walk outside. Fresh air feels good and we wander through the city for two hours, stopping to grab some pizza and watching ducks swimming in the river. Ducks reminds of how most people are, going around life like ducks swim in circles. We arrive back to the apartment around 01.30 and by that time I am down considerably. The rest of the night we spend discussing what has happened. We go to bed after 5am and I sink into sleep through colourful visions sometime before 6am. The next day is bright, happy and I feel refreshed.
Conclusion, to me tma-2 is simply excellent material. It was quite
lethargic at the peak, but mentally very clear and flowing. It was not pushing me much anywhere, but given the right circumstances, like we had, closing eyes and concentrating got me very deep. The trip seemed to change its character some halfway through the trip. Some of my friends had very strong experiences too, although the cannabis that they smoked all the time helped also. This was good amount, but if I would have to spend any longer time at some social enviroment where are outsiders, I'd have to take less or uncomfortable moments would be unavoidable. There is not much more I can say, it can take me to there.
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.


Conversion measurement is currently .
For a detailed explanation of the API and it's behavior, see
the explainer
.
| Impression Data | Impression origin | Conversion Destination | Reporting Origin | Impression Time | Expiry Time |
|---|
| Impression Data | Conversion Data | Conversion Origin | Reporting Origin | Report Time | Attribution Credit |
|---|


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__init__(self,
iterations=10)
Create a new instace of the Space |
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add(self,
*objs)
Add one or many shapes, bodies or joints to the space |
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add_static(self,
*objs)
Add one or many static shapes to the space |
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remove(self,
*objs)
Remove one or many shapes, bodies or joints from the space |
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remove_static(self,
*os)
Remove one or many static shapes from the space |
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resize_static_hash(self,
dim=100.0,
count=1000)
The spatial hashes used by Chipmunk's collision detection are fairly
size sensitive. |
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resize_active_hash(self,
dim=100.0,
count=1000)
The spatial hashes used by Chipmunk's collision detection are fairly
size sensitive. |
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rehash_static(self)
Rehashes the shapes in the static spatial hash. |
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step(self,
dt)
Update the space for the given time step. |
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add_collisionpair_func(self,
a,
b,
func,
data=None)
Register func to be called when a collision is found between
shapes with collision_type fields that match a and b. |
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remove_collisionpair_func(self,
a,
b)
Remove the collision pair function between shapes with
collision_type which match a and b. |
|
|
|
|
|
|
|
point_query(self,
point,
func,
data=None)
Query the space for collisions between a point and its shapes
(both static and nonstatic shapes) |
|
|
|
|
static_point_query(self,
point,
func,
data=None)
Query the space for collisions between a point and the static
shapes in the space. |
|
|
|
|
nonstatic_point_query(self,
point,
func,
data=None)
Query the space for collisions between a point and the non static
shapes in the space |
|
|
|
Inherited from object :
__delattr__ ,
__getattribute__ ,
__hash__ ,
__new__ ,
__reduce__ ,
__reduce_ex__ ,
__repr__ ,
__setattr__ ,
__str__
|


Module: Rails::AppLoader
Do not use. This module is for internal use only.
| Relationships & Source Files | |
| Defined in: | railties/lib/rails/app_loader.rb |
Constant Summary
-
BUNDLER_WARNING =
# File 'railties/lib/rails/app_loader.rb', line 12<<EOS Beginning in Rails 4, Rails ships with a `rails` binstub at ./bin/rails that should be used instead of the Bundler-generated `rails` binstub. If you are seeing this message, your binstub at ./bin/rails was generated by Bundler instead of Rails. You might need to regenerate your `rails` binstub locally and add it to source control: rails app:update:bin # Bear in mind this generates other binstubs # too that you may or may not want (like yarn) If you already have Rails binstubs in source control, you might be inadvertently overwriting them during deployment by using bundle install with the --binstubs option. If your application was created prior to Rails 4, here's how to upgrade: bundle config --delete bin # Turn off Bundler's stub generator rails app:update:bin # Use the new Rails executables git add bin # Add bin/ to source control You may need to remove bin/ from your .gitignore as well. When you install a gem whose executable you want to use in your app, generate it and add it to source control: bundle binstubs some-gem-name git add bin/new-executable EOS
-
EXECUTABLES =
# File 'railties/lib/rails/app_loader.rb', line 11["bin/rails", "script/rails"]
-
RUBY =
# File 'railties/lib/rails/app_loader.rb', line 10Gem.ruby
Instance Method Summary
Instance Method Details
#exec_app
[ GitHub ]# File 'railties/lib/rails/app_loader.rb', line 45
def exec_app original_cwd = Dir.pwd loop do if exe = find_executable contents = File.read(exe) if /(APP|ENGINE)_PATH/.match?(contents) exec RUBY, exe, *ARGV break # non reachable, hack to be able to stub exec in the test suite elsif exe.end_with?("bin/rails") && contents.include?("This file was generated by Bundler") $stderr.puts(BUNDLER_WARNING) Object.const_set(:APP_PATH, File. ("config/application", Dir.pwd)) require File. ("../boot", APP_PATH) require "rails/commands" break end end # If we exhaust the search there is no executable, this could be a # call to generate a new application, so restore the original cwd. Dir.chdir(original_cwd) && return if Pathname.new(Dir.pwd).root? # Otherwise keep moving upwards in search of an executable. Dir.chdir("..") end end
#find_executable
[ GitHub ]# File 'railties/lib/rails/app_loader.rb', line 73
def find_executable EXECUTABLES.find { |exe| File.file?(exe) } end


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Ray Tracing News Guide
"Light Makes Right"
Compiled by Eric Haines,
<EMAIL_ADDRESS>Opinions expressed are mine, not Autodesk's [my current employer].
A wonderful index of the Ray Tracing News
was begun by Paul Heckbert.
Search the Ray Tracing News:
For a wider view of the world, check out the ray
tracing FAQ.
Archive locations:
If you would like to be informed when a new issue of the Ray Tracing News has
come out, let<EMAIL_ADDRESS>know.
This cumulative table of contents was started by Joe Cychosz
(thanks, Joe!).
RTNv21n1: November 8, 2008
-
Introduction
-
Ray Tracing Roundup
-
Puzzle Answer: Plane Intersection with Spheres vs. Boxes,
by Eric Haines
-
Puzzle: Triangle/Bounding Box Ratio,
by Eric Haines
-
Terminology for Ray Tracing,
by Peter Shirley
-
Another Opinion of "Foundations of Multidimensional and Metric Data Structures",
by Bretton Wade
-
Bounding Volume Hierarchy Formation: Two New Ways,
by Eric Haines
-
NVIDIA Ray Tracing Demo,
by Steven Parker and David Luebke
-
Tactical Optimization of Ray/Box Intersection,
by Graham Fyffe
-
Radians versus Degrees,
by Eric Haines
-
Random Number Generators: Faster, Smaller, Randomer, by Thatcher Ulrich and John Stone
-
Subconscious Debugging,
by Ian Ashdown
-
Introduction
-
Ray Tracing Roundup
-
Puzzle: Plane Intersection with Spheres vs. Boxes,
by Eric Haines
-
You Don't Know Jack,
from Nicolas Holzschuch and Jack Bresenham
-
New Book: "Ray Tracing from the Ground Up",
preview by Eric Haines
-
Rant about Free-ish Code,
by Eric Haines
-
POV-Ray News,
from Chris Cason and Eric Haines
-
Pick-up Sticks and the Room of Dice,
by Eric Haines
-
SIMD Ray/Box Intersection,
by Thierry Berger-Perrin
-
Random Numbers,
Efficiency, and Other Things, by John Stone
-
Comments on Uniform Sampling and Cones, by Andrew Kensler
-
Review of "Foundations of Multidimensional and Metric Data Structures",
by Eric Haines
RTNv19n1: September 30, 2006
RTNv18n1: December 12, 2005
-
Introduction
-
Ray Tracing Roundup
-
Newish Books,
by Eric Haines
-
More on Randomly Sampling Bounding Volumes,
by Mateu Sbert
-
Image Comparison,
by Chris Cason, Eric Haines, and Greg Ward
-
Real-Time GPU Spheres,
by John Stone
-
Plane Equations of a Tetrahedron,
by Paul Kahler
-
Ray/Tetrahedron Intersection,
by Paul Kahler
-
K-d Tree Comments,
by Ingo Wald, Gordon Stoll, Vlastimil Havran, and Eric Haines
-
Processor Level Optimization Verification,
by Paul Kahler and Anonymous
-
SIGGRAPH 2005 Report,
by Eric Haines
-
Introduction
-
Ray Tracing Roundup
-
OpenEXR and Radiance Floating Point Image File Formats,
by Simon Bunker,
Steve Westin, and Greg Ward
-
Raytraced Games,
by Greg Alt
-
Randomly Sampling Bounding Volumes,
by Philipp Slusallek, Pete Shirley,
Fredo Durand, and more
-
Ray Tracing's Roots,
by Juan Rayces, Andrew Glassner, Jonathan Maxwell,
Phil Dutre, and Chris Trendall
-
Faster Yet Point in Polygon Test? by Stephen Bridgett
-
BSP Plane Cost Function Revisited,
by Eric Haines
-
RTNews Errata,
by Nikos Platis
RTNv15n1: October 21, 2002
-
Introduction
-
Ray Tracing Roundup
-
RealStorm: A Realtime Raytracing Engine,
by Michael Piepgras
-
Efficient Bounding Box Intersection,
by Brian Smits
-
Array Good, Linked List Bad,
by Matt Pharr
-
Questions and Answers,
by Vlastimil Havran
-
Scanline vs. Ray Tracing,
by Piero Foscari, Paul Kahler, and Matt Pharr
-
13th Annual Eurographics Workshop on Rendering,
by Nelson L. Max
-
SSM and OOM Become Enigma,
by Mark Manning
-
A Simple Ray-Triangle Plücker Optimization,
by Jeffrey Mahovsky
-
Recovering a Triangle's Surface Normal from the Plücker Coordinates of its Edges,
by Jeffrey Mahovsky
-
Objects per Grid Cell, by Pete Shirley
-
Introduction
-
Ray Tracing Roundup
-
BART: A Benchmark for Animated Ray Tracing,
by Jonas Lext,
Ulf Assarsson, and Tomas Moller
-
Global Illumination Test Scenes,
by Brian Smits and
Henrik Wann Jensen
-
Realtime Techniques for Ray Tracing,
by Ádám Nagy, Eric Haines,
Russel Simmons, Paul Kahler, Factory, and Bruno Schödlbauer
-
Fastest Way to Generate Eye Rays in Ray Tracing,
by Samuel Paik
-
On Transforming Planes,
by Steve Hollasch
-
Intersecting a Ray and a Triangle with Plücker Coordinates,
by
Ray Jones
-
Volumetric Rendering,
by Paul Kahler
-
Recent Papers,
summarized by Eric Haines and Vlastimil Havran
RTNv12n2: December 21, 1999
-
Introduction
-
Ray Tracing Roundup
-
The Ups and Downs of Multithreaded Ray Tracing and Optimization,
by
John Stone
-
A Summary of Octree Ray Traversal Algorithms,
by Vlastimil Havran
-
Additional Octree Traversal Notes,
by John Spackman, Erik Jansen, and
Joel Welling
-
Z-buffer and Raytracing,
by Sam Paik
-
Ray Tracing Procedural & Parametric Surfaces,
by Mark VandeWettering,
Stephen Westin, and Matt Pharr
-
Raytracing Gloss/Translucency,
by Peter Eastman, Matt Pharr, and
Stephen Westin
-
Importance for Ray Tracing, by Per H. Christensen
-
Good Computer Graphics Books,
by Brent McPherson
-
Introduction
-
Ray Tracing Roundup
-
Plücker Coordinate Tutorial,
by Ken Shoemake
-
A Short Note on Kalra and Barr's Algorithm,
by Andrei Sherstyuk
-
Origins of Point In Polygon, Take 10...,
by Neil Stewart
-
Info on REYES Algorithm,
by Robert Speranza and Tom Duff
-
Polygon Shrinking,
by Dave Rusin and Jeff Erickson
-
Correcting Normals on "Flipped" Polygons,
by Kev, Duncan Colvin,
Steve Baker, John Nagle, Dennis Jiang, Alejo Hausner, and
Eric Haines
-
What's Mesa? by Brian Paul
-
Multithreading Mesa,
by John Stone
-
Recent Ray Tracing European Conference Papers
-
Attenuation in Water,
by Bretton Wade and Ian Ashdown
RTNv10n3: December 2, 1997
-
Introduction
-
New People
-
Ray Tracing Roundup
-
Two New Graphics Books plus One,
by Eric Haines
-
Ray Classification for Animation,
by Matt Quail
-
Raytracker Tricks,
by Hakan "Zap" Andersson
-
Even Faster Crossings Test,
by Philip Brown
-
Additional Notes on Nested Grids,
by Kris Klimaszewski, Andrew Woo,
Frederic Cazals, and Eric Haines
-
Recursive Grids and Ray Bounding Box Comments and Timings,
by
Andrew Woo
-
CD-ROM: The Internet Raytracing Competition, Year One,
review by Eric Haines
-
Plücker Coordinates,
by Jeff Erickson
-
Errors of Commission and Omission,
by Eric Haines
-
Cyrus-Beck as a Ray/Polygon Tester,
by David Rogers
-
Mirror Reflectivity,
by Greg W. Larson
-
Testing a Matrix for Uniform Scaling,
by Charles Iliya Krempeaux and
Eduardo Marreiros
-
Declassified CIA BRDFs now available,
by Greg Ward Larson
-
Lifting the Monkey's Paw Curse,
by Jeff Goldsmith
-
Eccentricity Effects in Blobs,
by Alfonso Hermida
-
SIGGRAPH Roundtable
-
Introduction
-
New People: Marcos Fajardo Orellana
-
Ray Tracing Roundup
-
Illuminated by Black Light,
by Dan Wexler
-
What's Wrong with Monte-Carlo Methods? by D.C. Nguyen (JuHu),
Pete Shirley, Stephen Westin, and Eric Veach
-
More on Rendering Bugs,
by Eric Haines
-
The Curse of the Monkey's Paw,
by Eric Haines
-
Global Illumination "Bible"? by Ian Ashdown
-
Megahedron
-
Detecting Points on the Edge of a Polygon,
by Eric Haines
-
Rendering Unflat Polygons,
by Eric Haines
-
Free Polygon Tessellators,
by Eric Haines
-
Octree Neighbor Finding,
by Andrew Glassner, Francois Sillion, and
Paul Heckbert
-
Author Sues Publisher,
by Ralph Grabowski
-
European Graphics Tour,
by Nelson Max
-
Fast Shadow Testing Bibliography,
by Slawomir Kilanowski
RTNv10n1: January 21, 1997
-
Introduction
-
New People: Jim Roedder
-
Faster Refraction Formula,
and Transmission Color Filtering, by
Xavier Bec
-
Results of Sphere in Box Ratio Contest,
by Han-Wen Nienhuys, Jim Arvo,
and Eric Haines
-
Ray Tracing Roundup
-
Papers of Interest,
by Eric Haines
-
Synthetic Textures and Genetic Algorithms,
by Steve Worley
-
Ray Tracing,
What is it Good For? by Arijan Siska
-
Fast Soft Shadows,
by Steve Worley
-
Progressive Ray Tracing and Fast Previews,
by Eric Haines
-
Free Radiosity Renderer (inc. C++ source code),
by Ian Ashdown
-
Cells and Portals Resources,
by Randy Stiles
-
New Books,
by Eric Haines
RTNv9n2: January 24, 1996
RTNv9n1: January 18, 1996
-
Introduction
-
Results of the Name that Area Ratio Contest,
by Eric Haines and
Arijan Siska
-
Another Contest: Sphere in Box ratio,
by Eric Haines
-
Ray Tracing Roundup
-
A Freeware modeller supporting VRML,
by Stephen Chenney
-
3D Point Hashing,
by Steve Worley
-
5D vs. BSP and ABVH,
by Nguyen Duc Cuong aka "JuHu"
-
Interacting with Ray Traces,
by Bert Peers
-
Hierarchical Techniques for Glossy Global Illumination,
by
Per Christensen
-
Global Illumination SIGGRAPH meeting,
by Greg Ward
-
Total Internal Reflection,
by Eric Haines, Greg Ward, and Chris Larson
-
Pretemporal Imaging Systems,
by Ken Musgrave and Eric Haines
-
PNG Status,
by Tim Wegner and Tom Lane
-
Cinematography References,
by Dan Wexler
-
Getting Rid of the Divide,
by Frank Compagner and Bob Pendleton
RTNv8n3: August 2, 1995
-
Introduction
-
Contest: Name that Area Ratio
-
Ray Tracing Roundup
-
On-Line Computer Science Bibliography Collection,
by Alf-Christian
Achilles
-
Comments on RTNv8n1,
by Alexander Enzmann
-
Dore' Now Free,
and Dore' Mailing List, by Len Wanger
-
Fooling Around,
by Eric Haines
-
Beware of VIDEA! by W. Purgathofer,
E. Groeller, M. Feda
-
Still More on Optical Ray Tracing,
by Dan Reiley
-
Raytracing and 3D Studio,
by Michael Adams and Brian Hoffman
-
Testing SIPP versus Raytraces under DOS,
by Alexander Enzmann
-
Introduction
-
Ray Tracing Roundup
-
Scanline vs. Ray Tracing,
by Loren Carpenter and Sam Richards
-
Pyramid Clipping,
by Erik Reinhard and Erik Jansen
-
Copyrighting Raytraced Images,
by J Edward Bell, Benton Holzwarth,
and Keith
-
Octrees and Whatnot,
by Steve Worley and Eric Haines
-
Learning Radiance,
by Kevin Matthews
-
Radiance vs. Pov,
by "Cloister Bell"
-
Overlapping Refractors,
by Steve Worley and Eric Haines
-
Raytracing Particle Systems,
by Jos Stam
-
Answers/References on Cone Tracing,
by Brent Baker
-
Dumb Radiosity Question,
by Steve Worley and Eric Haines
-
Good Book on 3d Animation,
by Scott McCaskill
-
Animation Books,
by Dave DeBry
-
Fast Algorithms for 3D Graphics,
by Glaeser: Any Good? by Brian Hook
-
Order of Rendering and Fast Texturing,
by Bruno Levy, Dan Piponi,
and Bernie Roehl
-
FREE E-Mag on VR,
Computer Graphics, et al: Issue 2, by David Lewis
-
Color Quantization Bibliography,
by Ian Ashdown
RTNv8n1: January 23, 1995
-
Introduction
-
People
-
Fetishes and Perversions,
by Doug Andersen
-
Ray Tracing Roundup
-
New Web Sites of Note,
by Eric Haines
-
MGF: Materials and Geometry Format,
by Greg Ward
-
Blue Moon Rendering Tools RenderMan Implementation,
by Larry Gritz
-
RenderMan Implementation Paper On-Line,
by Philipp Slusallek
-
TGA BBS CD ROM review,
by Eric Haines
-
Review of Syndesis Avalon CDROM,
by Keith Rule
-
SIRDS/SIS/stereograms/Holusions/whatever,
by Eric Haines
-
Two Books on Stereograms,
by Eric Haines
-
Siggraph Report: The Exhibits,
by Techs Avery
-
Scanline Rendering Previewer,
by Eric Haines due to Chris Cason
-
Raysmith,
by Eduardo Bustillo Iceta
-
Terminology Survey Results,
by Peter Shirley
-
Radiosity Online: A Bibliography,
by Ian Ashdown
-
Jevans' Temporal Coherence for Ray Tracing,
by Eric Haines
-
Reviews of _Encyclopedia of Graphics File Formats_,
from Steve Lamont,
John Grieggs, Tom Lane, Brian Erwin, and Andy Key
-
SDSC Image Tools library,
by Matt Hughes
-
LUG Library v1.0,
by Raul Rivero
RTNv7n5: October 13, 1994
-
Introduction
-
New People
-
Ray Tracing Roundup
-
Recent Ray Tracing Papers
-
Rumor Mill
-
AERO Animation/Simulation System version 1.5.1,
by Thomas Braeunl
-
A Brief Review of [an old] AERO,
by Dave Negro
-
Photon Tracing,
by Chris Thornborrow and Greg Ward
-
Faster Than POV-RAY 2.1,
by Dieter Bayer
-
Z Buffer Based Rendering Program,
by Raghu Karinthi
-
Gossamer,
a Free Macintosh VR/3D Renderer, by Jon Blossom
-
Antialiasing Issues,
by Arijan Siska
-
Microcosm,
by Abe Megahed of Cosmic Software
-
Fisheye Lens Distortion,
by Greg Ward
-
Optical Ray Tracers
-
Correcting Normal Direction,
by Gavin Bell
-
Graphics Gems IV Table of Contents,
by Paul Heckbert
-
Beyond Graphics Gems,
by Paul Heckbert
-
Radiosity vs. Ray Tracing,
by Rico Tsang
-
ACM SIGGRAPH Online Bibliography Updated,
by Frank Kappe
-
How to be Notified of New POV Releases
-
PoVSB Windows-based Modeler v0.85,
by Jeff Hauswirth
-
Porting Rayshade,
PBM, etc from Unix to DOS, by Mike Castle
-
REYES & Patents,
William C. Archibald
-
Going from AutoCAD and 3DS into Ray Tracing,
by Sean Ross
-
Computer Lego Modeling,
by Paul Gyugyi
-
Rowe's Ray Tracing World BBS,
by Harry Rowe
-
On Using BSP trees,
by Benton Jackson
-
Books about Commercial Renderers,
by Don Lewis, Jimbo and Yury German
RTNv7n4: July 14, 1994
-
Introduction and Announcement
-
Call For Participation: POV Ray Tracing CD ROM,
by Christopher Cason
-
Tracers and Tracings #1,
by Tom Hoover
-
Review of Tracers and Tracings CD ROM,
by Eric Haines
-
Ray Tracer Comparison,
by Amanda L. Osborne
-
Blob Sculptor,
by Alfonso Hermida
-
Book Announcements,
and Modeler vs. Scripting Language, by Mitch Waite
-
A Quick Writeup of Ray Tracing for the Macintosh CD,
from notes by
Eduard Schwan
-
Ray Tracing Roundup
-
POV-Help,
by Chris Cason
-
Lenticular 3D,
by Keith Rule
-
POV Official News,
Issue #1, POV Team
-
A Quick Explanation of Radiosity Computation vs. Output,
by
Steve Hollasch
-
A Grand Unified Modeller (GUM),
by Lex van der Sluijs
-
New (at least to me) Bulletin Boards,
collected by Eric Haines
-
GemCAD Review,
by Greg Prior
-
A Summary of the Reyes Algorithm,
by Steve Demlow
-
Version 1.7 of Polyray Available,
by Alexander Enzmann
-
Use of External Program Calling for Polyray,
by Alexander Enzmann
-
POV-Ray Legal Stipulations Correction,
by Dan Farmer
-
3D Graphics Book List,
by Brian Hook
-
Introduction
-
Ray Tracing Roundtable at SIGGRAPH '94,
by Eric Haines
-
Books at SIGGRAPH '94,
by Eric Haines
-
Radiosity: A Programmer's Perspective,
by Ian Ashdown
-
Computational Geometry in C,
by Joseph O'Rourke
-
Simple Databases Available For Rendering (Global Illumination),
by
Peter Shirley
-
Radiance Version 2.4 Available,
by Greg Ward
-
Faster Ray-Torus Intersection,
by Eric Haines
-
RAT PACK: Free Ray Tracing Research Software,
by Tom Wilson
-
Light Beams Tricks,
by Chris Thornborrow
-
On-Line Ray Tracing Bibliography,
by Ian Grimstead
-
Polynomials,
by Han-Wen Nienhuys
-
Shadow Caching Observation,
by Han-Wen Nienhuys
-
Small Comment on GGems III bsp.c,
by Han-Wen Nienhuys
-
Fogsources,
by Han-Wen Nienhuys
-
The Rayce Ray Tracer,
by Han-Wen Nienhuys
-
Ray Tracing Roundup
-
A Storage Trick for 3D Polygons,
by Eric Haines
-
Illumination-Related Abstracts from the Proceedings of Graphics
Interface '93
-
Design and Aims of the YART Graphics Kernel,
by Ekkehard 'Ekki' Beier
-
Distribution Ray Tracing,
by Marc Levoy
-
Ray Tracing,
Antialiasing, and What To Do Instead, Steven Demlow
-
Yet Another Illumination Ph.D.,
by George Drettakis
RTNv7n2: February 2.01, 1994
-
Introduction
-
Ray Tracing Roundup
-
A Note on SPD Platform/Compiler Results (SPARC II),
by David Hook
-
OORT - Object Oriented Ray Tracer,
by Nicholas Wilt [and Eric Haines]
-
Partial Evaluation Applied to Ray Tracing,
by P.H. Andersen
-
Comparison of Ray Traversal Methods,
by Erik Jansen
-
Sphere Tessellation//Gamma Correction,
by Olin Lathrop
-
Computational Geometry On-Line Bibliography,
by Bill Jones
-
Summary of Advanced Rendering Papers from Eurographics '93,
by
Erik Jansen
-
RAT,
Another Ray Tracer, by Tom Wilson
-
Fast Raytracing via SEADS,
by John Chapman and Wilfrid Lefer
-
Parallel Ray Tracing Schemes,
by Rainer Menes
-
Notes on Parallel Ray Tracing,
by Hsiu Lin and Sam Uselton
-
Parallel Texturing,
by Jon Leech and Brian Corrie
-
Mapping Texture on a Sphere,
by Ron Capelli
-
Computational Geometry in C,
by Joseph O'Rourke
-
Programming for Graphics Files in C and C++,
by John R Levine
-
Point in Polygon,
the Quick Answer, by Wm. Randolph Franklin and
Eric Haines
-
Elib and NetNews Information,
by Eric Haines
-
CFP: 5th Eurographics Workshop on Rendering,
by Georgios Sakas
-
CFP: 5th EG workshop on Animation & Simulation,
by Gerard Hegron
-
Morphology Digest,
by Henk Heijmans
-
Position of the Sun,
by Joe Cychosz
RTNv7n1: February 2, 1994
-
Introduction
-
Quick Book Reviews,
by Eric Haines
-
Ray Tracing Roundup
-
3D Artist Magazine Information,
by Tim Riley
-
Updated Graphics CD-ROM from Knowledge Media,
by Paul A. Benson
-
The Desert Isle List,
by Amanda Osborne
-
Raytrace Utilities List for DOS (and Windows),
by Amanda Osborne
-
Brief Reviews of a Bunch of Useful PC Stuff,
by Tim Lister
-
Tree and Plant Image Generation,
by Phil Drinkwater and Jason Weber
-
POV-Ray 2.0 Released,
by Dave Buck
-
JPEG Texture Maps,
by Petri Nordlund
-
ArchiCAD Model Translator,
and other notes, by Paul D. Bourke
-
New Radiance Version Available,
by Greg Ward
-
Previewer Program for Radiance,
by Greg Ward
-
IRIT Solid Modeller Version 4.0,
by Gershon Elber
-
Object-Oriented Graphics: GOOD 0.50,
by Ekkehard Beier
-
GFX News,
by Eric Hsiao
-
New Wavefront Listserv,
by George H. Otto
-
Optimized POV 2.0 version,
by Peter K. Campbell
-
Errata for "Adventures in Ray Tracing",
by Alfonso Hermida
RTNv6n3: September 28, 1993
-
Introduction
-
New People
-
Ray Tracing Roundup
-
Free Ray Tracer Summary,
compiled by Eric Haines
-
Ray Tracer Races,
Round 2, by Eric Haines
-
An Enhanced Standard Procedural Databases Package,
by Eric Haines
-
Shadows from Refractive Objects,
by Steven Collins
-
Shadows Through Transmitters,
by Eric Haines, Greg Ward,
Alexander Enzmann, Stephen Coy, and David Hook
-
Faster Bounding Volume Hierarchies,
by Brian Smits and Eric Haines
-
Simple Sun Position Program,
by James Ashton
-
Sphere and Cylinder/Cone/Disc/Annulus Definition,
by Eric Haines
-
Ray Tracing Roundup
-
Simple Sphere Tessellation,
by Mike Castle
-
Syndesis CD-ROM Review,
by Eric Haines
-
Ray Tracing Related Abstracts from the Proceedings of
Graphics Interface '93
-
Ray Tracing Papers in the First Bilkent Computer Graphics Conference,
ATARV-93, Ankara, Turkey, July 1993
-
Fourth Eurographics Workshop on Rendering,
Paris, France June 14-16, by
Francois Sillion
-
Gamma Correction Frequently Asked Questions,
by Graeme Gill
-
3D Studio Rendering,
by Chris Williams
-
Ray-Bezier Patch Intersection,
by Chuck McKinley, Max Froumentin
-
Turbulence and Noise,
by Ken Perlin
-
Ray Tracing Research Ideas,
by Klaus Lisberg Kristensen
& Christian Gautier
-
POV-Ray Utilities,
by Dan Farmer
-
SPD Platform/Compiler Results,
by David Hook
-
Introduction
-
New People
-
Ray Tracer Races,
Round 2, by Eric Haines
-
Simple,
Fast Triangle Intersection, part II, by John Spackman
-
Review: _Photorealism and Ray Tracing in C_ (and others),
by Eric Haines
-
Comments on Various Ray Tracing Speedups,
by Andrew Woo
-
Errata to _Photorealism and Ray Tracing in C_,
compiled by Eric Haines
-
InterChange Plus Model/Texture Data CD-ROM,
by John Foust
-
Ray Tracing Roundup
========Net News Cullings========
-
Re: Intersection Between a Line and a Polygon (UNDECIDABLE??),
by Allen B
-
Obfuscated Postscript Ray Tracer,
by Takashi Hayakawa
RTNv6n1: January 27, 1993
-
Introduction
-
New People,
New Places, etc
-
An Easily Implemented Ray Tracing Speedup,
by Steve Worley
-
Color Storage,
by Greg Ward
-
Bounding Areas for Ray/Polygon Intersection,
by Steve Worley and
Eric Haines
-
Simple,
Fast Triangle Intersection, by Chris Green and Steve Worley
-
Ray Tracing Roundup
-
Spectrum Overview,
edited by Nick Fotis
-
Comments on the Glazing Trick,
by Eric Haines
========Net News Cullings========
-
Announcing the ACM SIGGRAPH Online Bibliography Project,
by Stephen Spencer
-
A Brief History of Blobby Modeling,
by Paul Heckbert
-
Cool Raytracing Ideas,
Karen Paik
-
Optical Effects and Accuracy,
by Sam Uselton
-
Map Projections Reference Book,
by Mike Goss
-
A Brief Review of Playmation,
by Chris Williams
-
PV3D Quick Review,
by David Anjo
-
Bounding Volumes (Sphere vs. Box),
by Tom Wilson
-
Raytracing Swept Objects,
by Mark Podlipec
-
Ray Transformation,
by Kendall Bennett
RTNv5n3: September 2, 1992
-
Introduction
-
Intersection Between a Line and a Polygon (UNDECIDABLE??),
by Dave Baraff,
Tom Duff
-
Fastest Point in Polygon Test,
by Aladdin Nassar, Philip Walden, Eric
Haines, Tom Dickens, Ron Capelli, Sundar Narasimhan, Christopher Jam,
and (last but not least) Stuart MacMartin
-
Polygon Intersection via Barycentric Coordinates,
by Peter Shirley
-
Many-Sided Polygon Intersection,
by Eric Haines, Benjamin Zhu
-
Code for Point in Polygon Intersectors,
by Eric Haines
RTNv5n2: August 26, 1992
-
Introduction - SIGGRAPH roundtable,
etc
-
New People,
New Addresses, etc
-
BSP Traversal Errata,
by Kelvin Sung
-
The Art of Noise,
by Steve Worley
-
Ray Tracing Roundup,
by Eric Haines
-
Graphics Gems III Residency Mask errata,
by Joe Cychosz
-
Any Future for Efficiency Research?,
by Eric Haines
-
NuGrid Update,
by Mike Gigante
========Net News Cullings========
-
Spline Patch Ray Intersection Routines,
by Sean Graves
-
Xdart,
from Mark Spychalla
-
4D Space Viewing Software,
by Steve Hollasch
-
BYU Modelling and Visualization Package - Free Demo,
by Stacey D. Son
-
New Radiosity Program Available,
by Guy Moreillon
-
Optics Lab Information,
by Anthony Siegman
-
Ray Tracing (or Casting) Applications,
by Tom Wilson
-
Goofy (?) Idea,
Gary McTaggart
-
Constant Time Ray Tracing,
by Tom Wilson, Eric Haines, Brian Corrie, and
Masataka Ohta
-
VLSI for Ray Tracing,
by Kenneth Cameron, George Kyriazis, Peter De Vijt,
Jon Leech, Sam Uselton, Thierry Priol, and "Dega Dude"
-
The Moon Revisited,
by Tom Duff
-
Soft Shadow Ideas,
compiled by Derek Woolverton
-
Book Announcement: Multiprocessor Methods for Computer Graphics Rendering,
by Scott Whitman
RTNv5n1: July 10, 1992
-
Introduction - SIGGRAPH roundtable,
etc
-
New People,
New Addresses, etc
-
Texturing Parameterization,
by Haakan "Zap" Andersson
-
NuGrid results,
by Mike Gigante
-
Recursive Ray Traversal,
by Erik Jansen and Wim de Leeuw,
Response by Kelvin Sung
-
Ideal Grid/Object Densities,
by Dan Gehlhaar, Marc Andreessen
-
BVH Traversal Results,
by Nicholas Wilt
-
Ray Tracing Roundup,
by Eric Haines
-
Mail Based 3D File Server,
by Bob Lindabury
-
Imagine That,
by Steve Worley
-
Correct Roots for Torus Intersection,
by Haakan "Zap" Andersson
-
Information on Taos Parallel Processor,
by Paul Wain
-
The Glazing Trick,
by Haakan "Zap" Andersson
-
Bug in Ray-Convex Polyhedron Intersector in Graphics Gems II,
Eric Haines
RTNv4n3: November 18, 1991
-
Introduction
-
New People, Address Changes, etc
-
ElectroGig Free Software Offer
-
Spectrum: A Proposed Image Synthesis Architecture, by Andrew Glassner
-
Spline Intersection, Texture Mapping, and Whatnot, by Rick Turner
-
Satellite Image Interpretation, by Andy Newton
-
Material Properties, by Ken Turkowski
-
New Library of 3D Objects Available via FTP, by Steve Worley
-
Object Oriented Ray Tracing Book
-
New and Updated Ray Tracing and Radiosity Bibliographies
-
DKBTrace 2.12 Port to Mac, by Thomas Okken
-
Graphics Gems II Source Code
-
Radiance Digest Archive, by Greg Ward
-
Model Generation Software, by Paul D. Bourke
-
Rayshade 4.0 Release, Patches 1 & 2, and DOS Port, by Craig Kolb and Rod Bogart
-
RayShade Timings, by Craig Kolb
-
RayShade vs. DKBtrace Timings, by Iain Dick Sinclair
-
PVRay Beta Release, by David Buck
-
Vort 2.1 Release, by Eric H. Echidna
-
BRL-CAD 4.0 Release, by Michael J. Muuss and Glenn M. Gillis
RTNv4n2: July 15, 1991
-
Introduction - SIGGRAPH get-together, etc
-
New People, Address Changes, etc
-
Ray Tracing Related FTP sites, compiled by Eric Haines
-
Ray Tracing, the way I do it, by Haakan 'Zap' Andersson
-
More Thoughts on Anti-Aliasing, by John Woolverton
-
Spatial Measures for Accelerated Ray Tracing, by John Spackman
-
Barcelona Workshop Summary, by Arjan Kok
-
Book Announcement, from Stuart Green
-
Spiral Scene Generator, by Tom Wilson
-
An Announcement From The 'Paper Bank' Project, by Juhana Kouhia
-
Radiance 1.4 via FTP, by Greg Ward
-
Proceedings of Graphics Interface '91 Availability, by Irene Gargantini
-
NFF Previewers, by Bernie Kirby, Patrick Flynn, Mike Gigante, Eric Haines
-
RayTracker Demos Available, by Jari Kahkonen
-
RayTracker Info, by Zap Andersson
RTNv4n1: March 1, 1991
-
Introduction
-
New People,
Address Changes, etc
-
Ray Tracing Abstract Collection,
by Tom Wilson
-
Report on Lausanne Hardware Workshop,
by Erik Jansen
-
New Version of SPD Now Available,
by Eric Haines
-
Teapot Timings,
by John Spackman
-
The Very First Point in Polygon Publication,
by Chris Schoeneman
-
The Acne Problem,
by Christophe Schlick
-
Shirley Thesis Available via Anonymous FTP,
by Pete Shirley
-
Some Thoughts On Anti-aliasing,
by Zap Anderssen, Eric Haines
-
New VORT Release,
and the VORT Chess Set, by Eric H. Echnida, David Hook
-
Best (or at least Better) of RT News,
by Tom Wilson
-
At Long Last,
Rayshade v4.0 is Available for Beta-testing, by Craig Kolb
-
Parallel Ray Tracer,
by Kory Hamzeh, Mike Muuss, Richard Webb
-
Distributed DKB,
by Jonas Yngvesson
-
Quadrangle Tessellation,
by Christophe Schlick
-
New Release of Radiance Software & Bug Fixes,
by Greg Ward
-
Radiance Timings on a Stardent,
by Eric Ost
-
RTSYSTEM Fast Ray Tracer,
by Patrick Aalto
-
DKBTrace Beta Available,
by David Buck
-
"Computer Graphics" 2nd Edition Corrections,
Software, etc by Brown Emailer
-
Papers which are currently available from the Net via anon. FTP,
J. Kouhia
========Net News Cullings========
-
Ray-Cylinder Intersection Tutorial,
by Mark VandeWettering
-
C++ Fractal and Ray Tracing Book,
by Fractalman
-
Ray/Spline Intersection Reference,
by Spencer Thomas
-
Superquadric Intersection,
by Rick Speer, Michael B. Carter
-
Comments on Interval Arithmetic,
by Mark VandeWettering, Don Mitchell
-
Platonic Solids,
by Alan Paeth
-
Moon Problems,
by Ken Musgrave, Pete Shirley
-
Ken gave another problem with rendering the moon:
-
Shadow Testing Simplification,
by Tom Wilson
-
SIMD Parallel Ray Tracing,
by George Kyriazis, Rick Speer
-
Rayscene Animator,
by Jari K{hk|nen [sic]
-
SIPP 2.0 3d Rendering Package,
by Jonas Yngvesson and Inge Wallin
-
3DDDA Comments,
by John Spackman
-
Radiosity Implementation Available via FTP,
by Sumant
-
Dirt,
by Paul Crowley
-
Thomson Digital Images University Donation Program,
by Michael Takayama
-
A Brief Summary of Ray Tracing Related Stuff,
Angus Y. Montgomery
RTNv3n4: October 1, 1990
-
Introduction
-
New People,
Address Changes, etc
-
Photorealism,
and the color Pink (TM), from Andrew Glassner
-
DKBTrace v2.0 and Ray Tracing BBS Announcement,
by David Buck, Aaron Collins
-
Article Summaries from Eurographics Workshop,
by Pete Shirley
-
Convex Polyhedron Intersection via Kay & Kajiya,
by Eric Haines
-
New Radiosity Bibliography Available,
by Eric Haines
-
A Suggestion for Speeding Up Shadow Testing Using Voxels,
by Andrew Pearce
-
Real3d,
passed on by Juhana Kouhia, "Zap" Andersson
-
Utah Raster Toolkit Patch,
by Spencer Thomas
-
NFF Shell Database,
by Thierry Leconte
-
FTP list update and New Software,
by Eric Haines, George Kyriazis
========Net News Cullings========
-
Humorous Anecdotes,
by J. Eric Townsend, Greg Richter, Michael McCool,
Eric Haines
-
Graphics Interface '91 CFP
-
Parametric Surface Reference,
by Spencer Thomas
-
Solid Light Sources Reference,
by Steve Hollasch, Philip Schneider
-
Graphics Gems Source Code Available,
by Andrew Glassner, David Hook
-
Graphics Gems Volume 2 CFP,
by Sari Kalin
-
Foley,
Van Dam, Feiner and Hughes "Computer Graphics" Bug Reports,
by Steve Feiner
-
Radiosity via Ray Tracing,
by Pete Shirley
-
Algorithm Order Discussion,
by Masataka Ohta, Pete Shirley
-
Point in Polygon,
One More Time..., by Mark Vandewettering, Eric Haines,
Edward John Kalenda, Richard Parent, Sam Uselton, "Zap" Andersson,
and Bruce Holloway
-
Quadrant Counting Polygon In/Out Testing,
by Craig Kolb, Ken McElvain
-
Computer Graphics Journals,
by Juhana Kouhia
RTNv3n3: July 13, 1990
-
Introduction
-
Ray Tracing Roundtable Announcement
-
New People,
Address Changes, etc
-
Jarke van Wijk Thesis Availability,
by Erik Jansen
-
New Name For "Distributed Ray Tracing",
by Paul Heckbert et al
-
NFF Files from Thierry Leconte
-
RADIANCE Software Available,
by Greg Ward
-
Rayshade Updates & SPD Bug,
by Craig Kolb
-
New Version of Vort Ray Tracer,
by David Hook
-
Graphics Interface '90,
by Eric Haines
-
Real3d Review,
Haakan "ZAP" Andersson
-
Bits From a Letter by David Jevans
-
On Antialiasing,
& Light and Such, by Haakan "ZAP" Andersson
========Net News Cullings========
-
Summary: Uniform Random Distribution of Points on Sphere's Surface,
Marshall Cline
-
Ray Tracing & Radiosity,
by Frank Vance, Mark VandeWettering
-
Ray-Tracing the Torus,
by Prem Subrahmanyam, Bob Webber
-
Need Help on Superquadrics,
by Wayne McCormick, Robert Skinner
-
Ray Tracing Penumbral Shadows,
Prem Subrahmanyam
-
Ray with Bicubic Patch Intersection Problem,
Wayne Knapp, John Peterson,
Lawrence Kesteloot, Mark VandeWettering, Thomas Williams
-
Rendering Intersecting Glass Spheres,
by John Cristy, Craig Kolb
-
DKBPC Raytracer,
by Tom Friedel
-
New release of IRIT solid modeller,
by Gershon Elber
-
Easier Use of Ray Tracers,
by Philip Colmer, Mark VandeWettering,
Jack Ritter
-
Raytracer Glass,
by F. Ken Musgrave, Michael A. Kelly
-
Ray Intersection with Grid,
by Alasdair Donald Robert McIntyre, Rick Speer
-
Database for DBW-Render,
by Prem Subrahmanyam
RTNv3n2: March 20, 1990
-
Introduction
-
New People,
Address Changes, etc
-
FTP Site List,
by Eric Haines
-
RayShade Posting and Patches and Whatnot,
by Craig Kolb
-
Common Rendering Language,
by Eric Haines
-
Avoiding Re-Intersection Testing,
by Eric Haines
-
Torus Equation Correction,
by Pat Hanrahan
-
"Introduction to Ray Tracing" Shading Model Errata,
by Kathy Kershaw
-
Comments on Last Issue,
by Mark VandeWettering
-
An Improvement to Goldsmith/Salmon,
by Jeff Goldsmith
-
Fiddling with the Normal Vector,
by H. 'ZAP' Anderson
-
A Note on Texture Sampling,
by Eric Haines
-
Unofficial MTV Patches,
by Eric Haines
========Net News Cullings========
-
OFF Databases,
by Randi Rost
-
VM_pRAY is now available,
by Didier Badouel
-
Superquadrics,
by Prem Subrahmanyam, Patrick Flynn, Ron Daniel, and
Mark VandeWettering
-
Graphics Textbook Recommendations,
by Paul Heckbert, Mark VandeWettering,
and Kent Paul Dolan
-
Where To Find U.S. Map Data,
by Dru Nelson
-
References for Rendering Height Fields,
Mark VandeWettering
-
RayShade 3.0 Released on comp.sources.unix,
by Craig Kolb
-
Bibliography of Texture Mapping & Image Warping,
by Paul Heckbert
-
More Texturing Functions,
by Jon Buller
-
Ray/Cylinder Intersection,
by Mark VandeWettering
-
C Code for Intersecting Quadrics,
by Prem Subrahmanyam
-
Parallel Ray Tracing on IRISs,
collected by Doug Turner
RTNv3n1: January 2, 1990
-
Introduction
-
New People
-
Archive Site for Ray Tracing News,
by Kory Hamzeh
-
Ks + T > 1,
by Craig Kolb and Eric Haines
-
Quartic Roots,
and "Intro to RT" Errata, by Larry Gritz and Eric Haines
-
More on Quartics,
by Larry Spence
-
Question: Kay and Kajiya Slabs for Arbitrary Quadrics?
by Thomas C. Palmer
-
Ambient Term,
by Pierre Poulin
-
Book Reviews on Hierarchical Data Structures of Hanan Samet,
by A. T. Campbell, III
-
Comparison of Kolb,
Haines, and MTV Ray Tracers, Part I, by Eric Haines
-
Raytracer Performance of MTV,
by Steve Lamont
-
BRL-CAD Ray Tracer Timings,
by Gavin Bell
-
BRL-CAD Benchmarking and Parallelism,
by Mike Muuss
========Net News Cullings========
-
Rayshade Patches Available,
by Craig Kolb
-
Research and Timings from IRISA,
by Didier Badouel
-
Concerning Smart Pixels,
by John S. Watson
-
Input Files for DBW Render,
by Tad Guy
-
Intersection with Rotated Cubic Curve Reference,
by Richard Bartels
-
Needed: Quartz surface characteristics,
by Mike Macgirvin
-
Solution to Smallest Sphere Enclosing a Set of Points,
by Tom Shermer
-
True Integration of Linear/Area Lights,
by Kevin Picott
RTNews9 v2n8: October 27, 1989
-
Introduction
-
Tracing Tricks,
edited by Eric Haines
Ambient Light
Efficiency Schemes
Bounding Volume Hierarchy
Octree
Bounding Box Intersection
Spline Surface Intersection
Acknowledgements
Bibliography
RTNews8 v2n7: October 13, 1989
-
Introduction
-
New People and Address Changes
-
Solid Surface Modeler Information,
by Eric Haines
-
Minimum Bounding Sphere Program,
by Marshall Levine
-
Parallelism & Modeler Info Request,
by Brian Corrie
========Net News Cullings========
-
Ray Tracer Available,
by Craig Kolb
-
Source from Roy Hall's Book,
by Tim O'Connor
-
More on Texture Mapping by Spatial Position,
by Paul Lalonde
-
Procedural Bump-mapping Query,
by Prem Subrahmanyam
-
Ray Tracer Performance on Machines,
by Gavin A. Bell, Steve Lamont
-
Projective Mapping Explanation,
by Ken "Turk" Turkowski
-
Intersection Calculation Problem Request,
Jari Toivanen
-
Mathematical Elements for Computer Graphics - Call for Errata,
by David Rogers
-
Raytracing on NCUBE Request,
by Ping Kang Hsiung
-
Intersection Between a Line and a Polygon (UNDECIDABLE??),
by Dave Baraff, Tom Duff
RTNews8 v2n6: September 20, 1989
-
Introduction
-
New People and Address Changes
-
Q&A on Radiosity Using Ray Tracing,
by Mark VandeWettering and John Wallace
-
Dark Bulbs,
by Eric Haines
-
MTV Ray Tracer Update and Bugfix,
by Mark VandeWettering
-
DBW Ray Tracer Description
========Net News Cullings========
-
Wanted: Easy Ray/Torus Intersection,
by Jochen Schwarze
-
Polygon to Patch NFF Filter,
by Didier Badouel
-
Texture Mapping Resources,
by Eric Haines, Prem Subrahmanyam,
Ranjit Bhatnagar, and Jack Ritter
RTNews7 v2n5: August 29, 1989
-
Introduction
-
A SIGGRAPH Report,
by Eric Haines
-
Ray Tracing Poll,
from the roundtable discussion
-
_An Introduction to Ray Tracing_,
Announcement and Errata
-
_Graphics Gems_ Call for Contributions,
by Andrew Glassner
-
New People and Address Changes
-
Bugs in MTV's Ray Tracer,
by Eric Haines
-
Bug in SPD,
from Pete Segal
-
Solid Textures Tidbit,
by Roman Kuchkuda
-
Sundry Comments,
by Jeff Goldsmith
-
Texture Mapping Question,
by Susan Spach
========Net News Cullings========
-
Ray Traced Image Files,
Prem Subramanyan
-
Image Collection,
by Paul Raveling
-
MTV-Raytracer on ATARI ST - precision error report,
by Dan Riley
-
Question on Ray Tracing Bicubic Parametric Patches,
by Robert Minsk
RTNews7 v2n4: June 21, 1989
-
Introduction
-
Hardcopy News
-
New (and Used?) People
-
Minimum Bounding Sphere,
continued, by Jack Ritter
-
Comments on "A Review of Multi-Computer Ray-Tracing",
by Thierry Priol
-
Query: Dataflow architectures and Ray Tracing,
by George Kyriazis
========Net News Cullings========
-
Re: Pixar's noise function,
by Jon Buller
-
Re: DBW_render for SUN 3? by Tad Guy
-
Re: Steel Colors,
by Eugene Miya
-
Dirty Little Tricks,
by Jack Ritter
-
Obfuscated Ray Tracer,
by George Kyriazis
-
Contents of FTP archives,
skinner.cs.uoregon.edu, by Mark VandeWettering
RTNews7 v2n3: May 12, 1989
-
Introduction
-
New People,
by Carl Bass, Paul Wanuga
-
QRT Ray Tracer (and five other Amiga Ray Tracers),
by Steve Koren
-
New Version of MTV Ray Tracer,
by Mark VandeWettering
-
Re: Ray Traced Bounding Spheres,
by Earl Culham
-
Noise and Turbulence Function Code,
Pascal and C, by Jon Buller,
William Dirks
RTNews6 v2n2: February 20, 1989
-
Introduction,
by Eric Haines
-
New Subscribers,
by Turner Whitted, Mike Muuss
-
The BRL CAD Package,
by Mike Muuss
-
New Book: _Illumination and Color in Computer Generated Imagery_,
Roy Hall
(Eric Haines)
-
Uniform Distribution of Sample Points on a Surface
-
Depth of Field Problem,
by Marinko Laban
-
Query on Frequency Dependent Reflectance,
by Mark Reichert
-
"Best of comp.graphics" ftp Site,
by Raymond Brand
-
Notes on Frequency Dependent Refraction
-
Sound Tracing
-
Laser Speckle
RTNews6 v2n1: January 6, 1989
-
Introduction,
by Eric Haines
-
New Members,
by David Jevans, Subrata Dasgupta, Darwin Thielman,
Steven Stadnicki, Mark Reichert
-
Multiprocessor Visualization of Parametric Surfaces,
by Markku Tamminen,
comments from many others
-
Miscellany,
by K.R.Subramanian, David F. Rogers, Steven Stadnicki,
Joe Smith, Mark Reichert, Tracey Bernath
-
Supersampling Discussion,
by David Jevans, Alan Paeth, Andrew Woo,
Loren Carpenter
-
Distributed Ray Tracer Available,
by George Kyriazis
-
Ray Tracing Program for 3b1,
by Sid Grange
-
Map Archive,
by Gary L. Crum
-
Index of Back Issues,
by Eric Haines
RTNews5 v1n11: November 4, 1988
-
Intro
-
New People
-
Ray/Triangle Intersection with Barycentric Coordinates,
by Rod Bogart,
Jeff Arenberg
-
Transforming normals,
by David F. Rogers
-
2D box-test,
by Jack van Wijk
-
Re: Neutral File Format,
by Jeff Goldsmith
-
RT and Applications,
by Cary Scofield
-
Re: Goldsmith and Eyes,
by K.R.Subramanian
-
Wood Textures,
by Rod Bogart
-
Shadows,
Mirrors, and "Virtual Lighting", by Steve Stadnicki
-
Re: Basics of Raytracing,
by David Jevans
-
Re: What is Renderman Standard?,
by Steve Upstill
-
Free On-Line Computer Graphics References
-
Latest Mailing List,
Short Form, by Eric Haines
RTNews5 v1n10: October 3, 1988
-
Intro
-
New Addresses and People
-
Bitmap Stuff,
by Jeff Goldsmith
-
More Comments on Kay/Kajiya
-
Questions and Answers (for want of a better name)
-
More on MTV's Public Domain Ray Tracer (features,
bug fixes, etc)
-
Neutral File Format (NFF),
by Eric Haines
RTNews4 v1n9: September 11, 1988
-
Intro
-
Capsule Autobiographies,
by more new people
-
The Continuing Saga of MTV's Raytracer,
by Mark VandeWettering
-
Public Domain Ray Tracer Q & A,
by Mark VandeWettering
-
Public Domain Ray Tracer Utilities,
by Tom Vijlbrief
-
Sorting Unnecessary on Shadow Rays for Kay/Kajiya?
by Eric Haines and Mark VandeWettering
-
Summary of Replies to Vectorizing Ray-Object Intersection Query,
by Tom Palmer
-
The Ray Tracer I Wrote,
by George Kyriazis
-
New Bitmaps Library Available,
Jef Poskanzer
RTNews4 v1n8: September 5, 1988
-
Intro
-
Capsule Biographies
-
SIGGRAPH '88 RT Roundtable Summary,
by Paul Strauss and Jeff Goldsmith
-
Commercial Ray Tracing Software and SIGGRAPH,
by Eric Haines and others
-
A Letter,
by Jeff Goldsmith
-
Best of USENET
-
Postscript Ray Tracer,
John Hartman and Paul Heckbert
RTNews3 v1n7: June 20, 1988
-
Introduction
-
New People and Addresses
-
Non-article on RenderMan and Dore',
by Eric Haines
-
Ray Tracing Bibliography Update,
by Paul Heckbert and Eric Haines
-
Commercial Ray Tracing Software,
by Eric Haines
-
Benchmarks,
by Jeff Goldsmith
RTNews3 v1n6: April 6, 1988
-
RT News,
Hardcopy Form, by Andrew Glassner
-
New People
-
Question for the Day,
by Rod Bogart
-
Re: Linear-time Voxel Walking for BSP,
by Erik Jansen
-
Some Thoughts on the Theory of RT Efficiency,
by Jim Arvo
-
Automatic Creation of Object Hierarchies for Ray Tracing,
by Eric Haines
-
Best of USENET
RTNews2 v1n5: March 26, 1988
-
Intro,
Eric Haines
-
Mailing list changes and additions: Kuchkuda,
Lorig, Rekola
-
More on shadow testing,
efficiency, etc., Jeff Goldsmith
-
More comments on tight fitting octrees for quadrics,
Jeff Goldsmith
-
LINEAR-TIME VOXEL WALKING FOR OCTREES,
Jim Arvo
-
Efficiency Tricks,
Eric Haines
-
A Rendering Trick and a Puzzle,
Eric Haines
-
PECG correction,
David Rogers
RTNews2 v1n4: March 8, 1988
-
Surface acne,
by Eric Haines
-
Goldsmith/Salmon hierarchy building
-
Efficiency tricks followup,
by Ohta, Goldsmith, Haines
========Net News Cullings========
-
Spatial Subdivision,
by Ruud Waij, Paul Heckbert, Andrew Glassner
RTNews2 v1n3: March 1, 1988
-
Mailing list updates
-
Another Dore' article
-
Teapot in a football stadium,
by Glassner, Arvo, Haines
-
Efficiency Tricks,
by Jeff Goldsmith
-
More book recommendations,
by Jeff Goldsmith
-
Bug for the day,
by Eric Haines
-
A pet peeve,
by Jeff Goldsmith
RTNews2 v1n2: Februrary 15, 1988
RTNews1 v1n1: January 15, 1988
-
Introduction
-
Subdivision and CSG,
by Erik Jansen
-
Spline surface rendering,
and what's wrong with octrees, by Eric Haines
-
Top ten hit parade of computer graphics books,
by Eric Haines
-
Normal vectors and octree relies,
by Olin Lathrop and Eric Haines
-
Subspaces and simulated annealing,
by Jim Arvo
RTNews1 the start: Sometime after Siggraph '87
-
Introduction
-
SPD and NETLIB,
by Eric Haines
-
Spline Surfaces,
by John Peterson, Haines, Goldsmith, Kay
-
Abnormal Normals,
by Eric Haines
Eric Haines / erich@acm.org


A new version of ungit () is available! Run 'npm update -g ungit' to install. (You are currently running version .)
Help make ungit better with the press of a button!
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Ungit tried to run a git command that resulted in an unhandled error. An automatic bug report was sent.
or
to automatically report bugs, and/or file an issue on the ungit issue tracker.
Command
Error
Stderr
Stdout


If this flag is set, all identifiers whose datatype is
not declared in each module will be listed. This flag is useful for
helping to find misspelled variable names, etc. The same listing will
be given if the module contains an IMPLICIT NONE statement.
Default = no.
See also: -sixchar, -usage.


Résumé
My name is Tanat Boozayaangool and I love working with virtual reality, augmented reality, and mixed reality. I enjoy exploring new ways to approach these technologies and seeing what they can achieve.
In addition, I also enjoy gameplay development and game design. I use a lot of Unity and I like blueberries.
Unified Reality is a platform that exposes a virtual reality experience and shares it to other users through augmented reality and projection mapping. This project was completed as part of my internship with BitStudio and the team consisted of two other full-time employees and I.
I was in charge of building the augmented reality application for the project. This mainly included integrating iOS ARKit, reading networked data, and displaying a character's pose based off of the data that's given from the VR headest and the controllers.
This project was featured at Techsauce Global Summit 2017 and was used to connect BitStudio with over 30 other companies and investors.
VArm is a tool for medical profesionals to study anatomy using virtual reality. This was a group project for a research studio.
I was one of the lead developers for the project and I was involved with building the code infrastructure for the project. Additionally, I also delegated tasks to each team member and facilitated communication within the group. One of the features I worked on was a way to position each limb based on the rotation of its parent joint and to fire any associated blendshapes.
This was featured at Imagine RIT (a campus-wide event to showcase the innovative and creative spirit of RIT students, faculty, and staff).
AR_Hack is a networked stealth-based game between AR and PC that uses iOS ARKit and the physical space around the player to create a shared environment and build play surrounding it. The 'PC player' takes control of a virtual hacker that's trying to steal a 'relic' in this shared environment, while the 'AR Player' uses the iPad to track down the 'PC Player' and stop them.
This is a solo research project that aims to explore the experimental gameplay that is introduced from sharing an AR experience.
Check it out on GitHub!I attended GDC (Game Developer Conference) 2017 as an International Ambassador! Our mission is to help foster game development communities in areas with little support for game development. Learn more here.
I really enjoy using Adobe Illustrator, especially when I get money for doing so. You can view some of work through my Bēhance.
I used to write bi-weekly articles for Electronic Gaming Federation that explores the mechanics of Hearthstone and gives different perspectives to it.
I overlook a bunch of students and help build a positive environment by guiding them towards appropriate resources (such as those for mental health concerns).
I help guide students through a web-based games development class. I've also been told that I'm a tough grader ¯\_(ツ)_/¯
Copyright © Tanat Boozayaangool


A fatal exception 0e has occurred at 0028:C0034B23. The current application will be terminated.
* Press any key to terminate the current application.
* Press CTRL+ALT+DEL again to restart your computer. You will
lose any unsaved information in all applications
Press any key to continue _


Snippets
Thatcher Keel
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Tabler UI v1.0
JL
Basic info
Went to: University of Ljubljana
Worked at: Devpulse
Lives in: Šentilj v Slov. Goricah, Slovenia
From:
Slovenia
Birth date: 13/01/1985
Time zone: Europe/Ljubljana


Register for your free GoTo App. In 3 simple steps know for sure how busy where you are GoingTo will be.


When the sample application is launched, it checks for a background task for the Servicing Complete event and, if not found, registers the task. The background task runs when the application is updated with a newer version.
Unregistered
Progress:


Creating a Function - 🐲¶
Functions allow us to do repeated tasks easily by writing the code only once. Functions will have a name, inputs, and outputs and can be called anywhere the task is repeated.
There are functions that are built into python; for example, we have already been using the type() function, which tells us the type of variable we are using. Note that print is also a function!
aVal = 10.0
print( type( aVal ) )
<class 'float'>
Functions have four typical parts:
Name - what you call your function
Input arguments - what you provide
Outputs - what the function gives back
Math/Magic - what the function does
Creating Our Own Function¶
In python, we use def to define a function with the function name and inputs followed by a colon. The python function is then separated from the rest of the code by a tab. Some languages use braces rather than indentation.
def functionName( inputs ):
# Operate on the inputs
ouputs = inputs + 5
# Return what we want to back
return outputs;
Let’s look at an example function, which changes degrees Fahrenheit to Celsius.
def changeFromFToC( farVal ):
cVal = (farVal - 32.0) * 5.0 / 9.0
return cVal
Here, our function name is changeFromFToC, the input is farVal, the temperature in Fahrenheit, the output is cVal, and the temperature in Celsius. We can print or store the output from the function. Note that the function has to be defined before we use it - the cell with the function definition has to have run before we can call the function.
print( "Change 14 deg F to Celsius" )
print( changeFromFToC( 14 ) )
print( "Change from 68 deg F to Celsius" )
niceTempC = changeFromFToC( 68 )
print( niceTempC )
Change 14 deg F to Celsius
-10.0
Change from 68 deg F to Celsius
20.0
Your turn! What is the temperature today? Convert it to Celsius.
For those who have the temperature in Celsius and want to convert it to Fahrenheit. Define a new function to do this.
Multiple inputs and outputs¶
Here is an example of multiple outputs. We can actually work the output in a couple of different ways.
Multiple Output Function¶
def changeFromFToCAndK( farVal ):
# Change the temperature from Fahrenheit to Celsius and Kelvin
cVal = (farVal - 32.0) * 5.0 / 9.0
kVal= cVal + 273.15
return cVal, kVal
Output: List¶
def changeFromFToCAndK( farVal ):
# Change the temperature from Fahrenheit to Celsius and Kelvin
cVal = (farVal - 32.0) * 5.0 / 9.0
kVal= cVal + 273.15
return cVal, kVal
print( "Change 14 deg F to Celsius and Kelvin" )
print( changeFromFToCAndK( 14 ) )
print( "Change 32 deg F to Celsius and Kelvin" )
freezing = changeFromFToCAndK( 32 )
print( freezing[0] )
print( freezing[1] )
Change 14 deg F to Celsius and Kelvin
(-10.0, 263.15)
Change 32 deg F to Celsius and Kelvin
0.0
273.15
Output: Multiple Variables¶
print( "Change 212 deg F to Celsius and Kelvin" )
boilingC, boilingK = changeFromFToCAndK( 212 )
print( boilingC )
print( boilingK )
Change 212 deg F to Celsius and Kelvin
100.0
373.15
Multiple Input Function¶
def changeFromFToCOrK( farVal, tempType ):
if (tempType == "C"):
return (farVal - 32.0) * 5.0 / 9.0
elif (tempType == "K"):
return ((farVal - 32.0) * 5.0 / 9.0) + 273.15
else:
return "invalid temperature type"
print ( changeFromFToCOrK(70,"C") )
21.11111111111111
print ( changeFromFToCOrK(70,"K") )
294.26111111111106
print ( changeFromFToCOrK(70,"W") )
invalid temperature type
Functions calling other functions¶
Functions can call other functions. Here we add three using a function to add two and then adding one.
def addTwo( inValAddTwo ):
# Add two to the input
return inValAddTwo + 2
def addThree( inValAddThree ):
# Add three two the input
return addTwo( inValAddThree ) + 1
# Add three to four
print( "Add three to four using addThree (which adds 1) but calls addTwo (which adds 2)" )
print( addThree( 4 ) )
Add three to four using addThree (which adds 1) but calls addTwo (which adds 2)
7
Recursive Functions¶
Functions can also call themselves - these are called recursive functions. See how we calculate the factorial by subtracting one and calling the function again.
def factorialRecursive( facIn ):
print ("In factorialRecursive() and the current number is:", facIn)
if facIn == 1:
return facIn
else:
return facIn * factorialRecursive( facIn - 1)
print( "Use a recursive function to calculate the factorial of 5" )
print( factorialRecursive( 5 ) )
Use a recursive function to calculate the factorial of 5
In factorialRecursive() and the current number is: 5
In factorialRecursive() and the current number is: 4
In factorialRecursive() and the current number is: 3
In factorialRecursive() and the current number is: 2
In factorialRecursive() and the current number is: 1
120
Function Gotcha! 😆¶
Note
The biggest gotcha on functions is with variable scope:
Variables defined in a function are not accessible from the outside
Functions have access to more than just the variables passed in
def addAnAnimal( animal ):
print ("\t","in the function")
print ("\t","I have access to dog:",dog)
print ("\t","I have access to animal:",animal)
newValue = animal + 1
print ("\t","I have access to newValue:",newValue)
return newValue
print ("outside the function")
dog = 10
print("dog:", dog)
print ("function output:",addAnAnimal( dog ))
outside the function
dog: 10
in the function
I have access to dog: 10
I have access to animal: 10
I have access to newValue: 11
function output: 11
If we would add:
print (newValue)
to the bottom, we would end up with this:
def addAnAnimal( animal ):
print ("\t","in the function")
print ("\t","I have access to dog:",dog)
print ("\t","I have access to animal:",animal)
newValue = animal + 1
print ("\t","I have access to newValue:",newValue)
return newValue
print ("outside the function")
dog = 10
print("dog:", dog)
print ("function output:",addAnAnimal( dog ))
print (newValue)
outside the function
dog: 10
in the function
I have access to dog: 10
I have access to animal: 10
I have access to newValue: 11
function output: 11
---------------------------------------------------------------------------
NameError Traceback (most recent call last)
<ipython-input-32-07cce689eb00> in <module>
11 print("dog:", dog)
12 print ("function output:",addAnAnimal( dog ))
---> 13 print (newValue)
NameError: name 'newValue' is not defined
Your Turn¶
Try to fill in code to fulfill the request! Here is a variable used in the excercises.
aListOfNumbers = [6, 3, 4, 5, 7, 8, 9 ]
Write a function that returns the length of aListOfNumbers as well as the maximum value. Hint: max() is a built-in function
## try here!


{{orgs}}
| Realm 1 | Realm 2 | Realm 3 | Realm 4 | Realm 5 | FIRST INFORMATION | Brand one info | Brand two info | Brand three info | Brand four info | Brand five info |
|---|---|---|---|---|---|
| SECOND INFORMATION | Brand one info | Brand two info | Brand three info | Brand four info | Brand five info |
| THIRD INFORMATION | Brand one info | Brand two info | Brand three info | Brand four info | Brand five info |
| FOURTH INFORMATION | Brand one info | Brand two info | Brand three info | Brand four info | Brand five info |


namespace
FILEIOinput and output resource management
Classes
Functions
- auto setWriteDir(std::string dir) -> bool
- Sets the base directory for saving files.
- auto createDir(const std::string& dir) -> bool
- Creates a subdirectory in the root of the write directory.
- void printFiles(const std::string& dir)
- Prints files stored in a given directory using the ASGE file IO subsystem.
- auto enumerateFiles(const std::string& dir) -> std::vector<std::string>
- Lists all files in a given directory.
- auto mount(const std::string& dir, const std::string& mount_point) -> bool
- Mounts a real directory into the pseudo-fs.
- auto deleteFile(const std::string& filename) -> bool
- Attempts to delete a file.
Function documentation
bool ASGE:: FILEIO:: setWriteDir(std::string dir)
Sets the base directory for saving files.
| Parameters | |
|---|---|
| dir | The root directory for saving files. |
| Returns | Whether the directory was set successfully or not. |
This directory will be used as the root for any files being written to or saved. For obvious reasons, you should look to use a directory different to the gamedata directory. If the folder does not exist or the file subsystem is not initialised then this will fail. The user must have read/write access to the directory for saving to work. It is recommended that the directory used is free of important files.
bool ASGE:: FILEIO:: createDir(const std::string& dir)
Creates a subdirectory in the root of the write directory.
| Parameters | |
|---|---|
| dir | The directory to list. False if the directory can't be created. |
Will attempt to create a subdirectory inside the writeable root. Ensure that the FileIO subsystem is initialised and that a write directory is set (if not using the default).
void ASGE:: FILEIO:: printFiles(const std::string& dir)
Prints files stored in a given directory using the ASGE file IO subsystem.
| Parameters | |
|---|---|
| dir | The directory to list. |
std::vector<std::string> ASGE:: FILEIO:: enumerateFiles(const std::string& dir)
Lists all files in a given directory.
| Parameters | |
|---|---|
| dir | The directory to search. |
| Returns | A vector of strings, one per file found. |
Generates a list of strings representing each file in a given directory. The search is performed in the psuedo-filesystem and does not conform to the local directories.
bool ASGE:: FILEIO:: mount(const std::string& dir,
const std::string& mount_point)
Mounts a real directory into the pseudo-fs.
| Parameters | |
|---|---|
| dir | The directory to mount. |
| mount_point | The mount point to reside below /data/ |
| Returns | True if successful. |
Mount a directory in the file system to reside within the pseudo-fs. All mount points exist below the root /data
bool ASGE:: FILEIO:: deleteFile(const std::string& filename)
Attempts to delete a file.
| Parameters | |
|---|---|
| filename | File to delete. |
| Returns | Success. |
Deletes a file using the mounted pseudo-fs. Warning; make sure you specify the correct file for deletion.


Fire fighter rescue man from building
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This is the story text. This is the story text.
This si the story text. This is the story text
(author, date)
This is the story text. This is the story text.
This si the story text. This is the story text
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This is story text. this is story text.
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This si the story text. This is the story text here.


COMPEX Scholarship
Embassy of India —Embassy of India provides admission with scholarships to undergraduate courses different academic fields in Indian Universities and Institutions. The scholarship covers full tuition fee with living allowance and stipend for four years period of study.


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Wikidata id: Q295179
no properties
Found in [amiga.c].
Represents an empty part of a disk / medium. Not all the disk is scanned but only part of it. If the whole part is empty, the entire disk is expected to be blank.
Individual Properties:
- all_empty_guess {true, false} (true if the disk is expected to be empty) - empty_section_size {#int} (size of the empty section in bytes that has been scanned, of course there may be even more empty space)Found in [blank.c]
Individual Properties:
- floppy_size {DD, HD} (Does the size match the size of a DD/HD floppy?)Found in [amiga.c].


|
Biomedical Image Analysis Library
The Biomedical Image Analysis Library is a poweful tool for developers, physicians, researchers, engineers, and so on.
|
Bial global functions and classes. More...
Namespaces | |
| Bial | |
| Adjacency relation with indexes following gray code sequency. Future add-on's: none. | |
Classes | |
| class | Bial::Common |
| Commonly used macros, types, static variables and functions. More... | |
Macros | |
| #define | DIR_SEPARATOR '/' |
Functions | |
| static void | Bial::Common::Randomize (bool random) |
| Generates numbers in pseudo-random or fixed sequence. More... | |
| bool | Bial::Equals (float value, float other, float factor) |
| Useful function to compare floating point numbers. More... | |
| bool | Bial::Equals (double value, double other, double factor) |
| float | Bial::Radians (float angle) |
| Useful function to convert degrees ro radians. More... | |
| double | Bial::Radians (double angle) |
| float | Bial::Degrees (float rad) |
| Useful function to convert radians to degrees. More... | |
| double | Bial::Degrees (double rad) |
| FILE * | Bial::Bial_popen (const char *command, const char *type) |
| Same as popen for Linux and Apple, and _popen for Windows. More... | |
| int | Bial::Bial_pclose (FILE *stream) |
| Same as pclose for Linux and Apple, and _pclose for Windows. More... | |
| std::string | Bial::DirectoryExistsCommand (const std::string &dirname) |
| Generates a command for terminal to check if directory exists. More... | |
| std::string | Bial::FileDirectoryListCommand (const std::string &dirname) |
| Generates a command for terminal to list files and directories in given directory. More... | |
| std::string | Bial::DirectoryListCommand (const std::string &dirname) |
| Generates a command for terminal to list subdirectories in given directory. More... | |
| std::string | Bial::FileListCommand (const std::string &dirname) |
| Generates a command for terminal to list files in given directory. More... | |
| std::string | Bial::FileListCommand (const std::string &dirname, const std::string &extension) |
| Generates a command for terminal to list files in given directory with a given extension. More... | |
| std::string | Bial::MakeDirCommand (const std::string &dirname) |
| Generates a command for terminal to create a directory. More... | |
Variables | |
| int | Bial::verbose |
| Determines the COMMENT macro verbosity. More... | |
| const double | Bial::Pi = std::atan( 1.0 ) * 4.0 |
Bial global functions and classes.
| class Bial::Common |
Commonly used macros, types, static variables and functions.
Definition at line 187 of file Common.hpp.
Static Public Member Functions | |
| static void | Randomize (bool random) |
| Generates numbers in pseudo-random or fixed sequence. More... | |
| #define DIR_SEPARATOR '/' |
Definition at line 340 of file Common.hpp.
| int Bial::Bial_pclose | ( | FILE * | stream | ) |
Same as pclose for Linux and Apple, and _pclose for Windows.
Same as popen for Linux and Apple, and _popen for Windows.
|
inline |
Useful function to convert radians to degrees.
Definition at line 243 of file Common.hpp.
|
inline |
Definition at line 246 of file Common.hpp.
| std::string Bial::DirectoryExistsCommand | ( | const std::string & | dirname | ) |
Generates a command for terminal to check if directory exists.
| dirname | name of a directory. |
| std::string Bial::DirectoryListCommand | ( | const std::string & | dirname | ) |
Generates a command for terminal to list subdirectories in given directory.
| dirname | name of a directory. |
|
inline |
Useful function to compare floating point numbers.
Definition at line 217 of file Common.hpp.
|
inline |
Definition at line 220 of file Common.hpp.
| std::string Bial::FileDirectoryListCommand | ( | const std::string & | dirname | ) |
Generates a command for terminal to list files and directories in given directory.
| dirname | name of a directory. |
| std::string Bial::FileListCommand | ( | const std::string & | dirname | ) |
Generates a command for terminal to list files in given directory.
| dirname | name of a directory. |
Generates a command for terminal to list files in given directory with a given extension.
| dirname | name of a directory. |
| extension | a file extension. |
| std::string Bial::MakeDirCommand | ( | const std::string & | dirname | ) |
Generates a command for terminal to create a directory.
| dirname | name of a directory. |
|
inline |
Useful function to convert degrees ro radians.
Definition at line 230 of file Common.hpp.
|
inline |
Definition at line 233 of file Common.hpp.
|
inlinestatic |
Generates numbers in pseudo-random or fixed sequence.
| randomize | Fixed or variable pseudo-random sampling. |
Definition at line 198 of file Common.hpp.
| const double Bial::Pi = std::atan( 1.0 ) * 4.0 |
Definition at line 209 of file Common.hpp.
| int Bial::verbose |
Determines the COMMENT macro verbosity.


{% extends 'base.html' %} {% block content %}
This is a wider card with supporting text below as a natural lead-in to additional content.


Donate to Tox
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satinder@satinder-Librem:~$ kmdice sendtoaddress "RANyPgfZZLhSjQB9jrzztSw66zMMYDZuxQ" 2000.0 "" "" true
error code: -4
error message:
Error: This transaction requires a transaction fee of at least 0.00005 because of its amount, complexity, or use of recently received funds!
satinder@satinder-Librem:~$ kmdice sendtoaddress "RANyPgfZZLhSjQB9jrzztSw66zMMYDZuxQ" 1999.99995 "" "" true
58857d4757b25c315971a59a254195bc95de129c16f320cea35981ae9dc7542f
satinder@satinder-Librem:~$


Welcome to my site.
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Type up a description of your favorite hobby here.
Type up a description of your favorite hobby here.
Type up some more stuff about yourself here. It could be your life story. It could be a short story.


analysis {{analysis.id}}
Information for Analysis with id {{analysis.id}}:
started: {{analysis.started | date:'medium'}} and finished: {{analysis.finished | date:'medium'}} duration: {{analysis.finished-analysis.started}}
for companies:
{{company.name}} no result- {{sentiment.positive/(sentiment.positive + sentiment.negative)*100| number:2}}% (positive: {{sentiment.positive}} and negative: {{sentiment.negative}})


We provide a Microsoft Installer package for SML/NJ: smlnj-110.94.msi. The installer contains a full installation including nearly all optional components except for "mlrisc-tools" and "nowhere".
You can choose the installation directory. The default
is C:\Program Files\SMLNJ
. The bin directory containing
the sml
command is added to the default PATH
, though
note that you will need to re-open a command window to see
the binding. The SMLNJ_HOME
environment variable is also
set to point at the location where SML/NJ was installed.
You can either launch the interactive top-level directly from the
Start Menu entry or by opening a command prompt and
typing "sml
".
Note: The instructions below for building from sources on Windows using
Visual Studio are no longer current. Current, tested instructions
can be found at
http://www.smlnj.org/local/build-release.html
.
Follow steps 1 through 14 in the section "Building a Windows installer (MSI)".
To compile from sources, we assume Microsoft Visual Studio or
at least the Visual C++ Express Edition and the Platform SDK:
config\install.bat
.
config\WinSetup\buildSetup.bat
.
Note: The instructions below are incomplete and do not currently work for Release 110.94. Stay tuned for updated instructions for building under 32-bit Cygwin. [DBM, 2019.11.4]In releases before 110.77, the default behavior of config/install.sh on Cygwin was to build and use the Win32 runtime system. As of 110.77, the default behavior is to build and use the Cygwin (i.e., Unix) version of the runtime. For the old behavior, one should set the environment variable SMLNJ_WINDOWS_RUNTIME:
export SMLNJ_WINDOWS_RUNTIME SMLNJ_WINDOWS_RUNTIME=1
SMLNJ_CYGWIN_RUNTIME=1 export SMLNJ_CYGWIN_RUNTIMEin Bourne sh and variants. Or
setenv SMLNJ_CYGWIN_RUNTIME 1in csh and variants. When this is set SML/NJ will select the Cygwin runtime instead of the default Windows runtime.