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Language Change
Ruby v.s. Javascript
08/28/15
A computer is an electronic machine that takes raw data, stores it until it’s ready to do it and then returns another set of data. In technical terms it is an information processor that takes input data, stores it in memory, processes it and output the results.
As a means of input we have things such as a keyboard, a mouse or a camera etc to create data. Next we have memory cards or hard drives which store all the information and the CPU (central processing unit) microchip that does the hard work and then outputs data such as characters or an image on your LCD screen.
So all that we’ve talked about above is hardware. It’s the physical objects that makes it work. Software on the other hand can be thought of as reprogramming the hardware parts to do things you’d want it to like adding numbers or changing the contrast level of an image. This type of software would be called applications.
There are four levels to a computer from the ground up: hardware, bios, operating system and applications. We know what the first and the last does but what is an operating system? Well, it’s the core software of a computer that controls the basic functions such as the input, output, storing and processing. Bios (Basic Input Output System) is a more fundamental version of the operating system linking the hardware to the software.


Florida Man Nearly Kills Himself Putting A Screwdriver Up His Rectum
by Emily BrownA Florida man nearly died after putting an 8in screwdriver up his bum and leaving it there for a week.
Doctors shared the bizarre case in a report published in the Annals of Medicine and Surgery journal, in which they explained the man sought emergency help after suffering with abdominal and pelvic pain for a week.
The 46-year-old’s medical history showed he had suffered with schizophrenia and bipolar disorder, and he failed to take medication properly.
The man suffered life-threatening septic shock as a result of bacteria from the screwdriver that had got into his bloodstream, but medics did not find the cause of his issues until they performed a CT scan and saw a foreign object in the man’s rectum, according to the report.
Doctors quickly realised it was a screwdriver measuring 8.2in long by 1.1in wide (21cm x 3cm).
There were clear signs the man’s bowel was damaged, so doctors gave him antibiotics and rushed him into the operating theatre, however initial attempts to remove the tool proved unsuccessful.
The screwdriver was too big and hardened faeces prevented surgeons from getting to the metal object, so doctors were left with no choice but to slice into the man’s abdominal cavity to investigate further.

After successfully removing the foreign object, they sewed the hole back up and drained fluid from a large abscess in the 46-year-old’s right buttock.
Despite the successful surgery, the man did not become stable for two days, and he had to be kept on an IV drip in intensive care to fight off his septic shock.
To save the Florida man’s life, doctors performed an ileostomy, in which his bodily waste was rerouted from his intestines to a bag outside his body.
The man’s ordeal still wasn’t over, however, as the wound on his bum started to rot, so surgeons had to operate again to get rid of the dying flesh.
After two weeks, doctors said the injured man was ‘doing well’ so they planned an ostomy reversal to rid the man of the bag for his waste.
In the report, they added:
The patient recovered and was discharged to Behavioral Health for inpatient treatment of his psychiatric disorders.
Though the case is certainly unusual, Dr Youssef Shaban, who led the writing of the article, said it is not entirely unique. He noted two previously documented cases in which screwdrivers were discovered in the colon, one of which was in 1861. It’s unclear when the second case was.
Dr Shaban explained the most common reason for ‘anal foreign body insertion’ is sexual pleasure, though the 46-year-old has not explained why he put the screwdriver in his bum in the first place.
The Florida man has since needed treatment for psychiatric disorders.
Emily Brown first began delivering important news stories aged just 13, when she launched her career with a paper round. She graduated with a BA Hons in English Language in the Media from Lancaster University, and went on to become a freelance writer and blogger. Emily contributed to The Sunday Times Travel Magazine and Student Problems before becoming a journalist at UNILAD, where she works on breaking news as well as longer form features.


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Voice of Geci


{% extends "layout.html" %} {% include "pageMacros.html" %} {% block bodyClass %}{{ super() }} notfound-page{% endblock %} {% block main %}
Ops! We couldn't find the page you were looking for. Go back to the home page.


Triangle tracker program
Definition of a triangle
a plane figure with three straight sides and three angles.
Types of triangles
There are 3 types of triangle:equilateral,isoscele and scalene triangle
- Equilateral triangle that has all sides equal.
- Isoscele triangle has two sides of equal length.
- Scalene is a triangle that has three unequal sides.
How to know the types of triangle
Please enter the length of each side


2)
Although Sam studied hard
,
he did not get a good grade.
3)
Susan
,
Sharon
,
Shelly and Shaun are siblings.
4)
The children are going for a camping trip over Saturday
,
Sunday and Monday.
5)
Tom saw green
,
yellow
,
red and blue balloons flying in the sky.
6)
My cousin has a dog
,
a cat and a turtle as pets.
7)
Unless you eat fresh fruits and vegetables
,
you will not recover from your illness.
8)
There were cars
,
vans
,
trucks and buses in the parking lot.
9)
The teacher gave us worksheets on comma
,
colon and semi-colon.
10)
Forks
,
knives and spoons are called cutlery.
?
.
!
,


This demo performs txt2speech/speech2txt using the Google Translate API, HTML5 <audio>, and <input speech>.
English
_____
Chinese
French
German
Greek
Italian
Japanese
Korean
Russian
Spanish


If you would like to participate or have any question, feel free to open an issue on GitHub or leave a message in our group (maillto:embox-devel@googlegroups.com).
You can also communicate with us in a telegram chat: (https://t.me/embox_chat_en)
Pull requests are always appreciated!


Class: Queue
| Defined in: | src/modules/queue.coffee |
| Inherits: | Core.Stateful |
Overview
Provides a STOMP enabled RabbitMQ interface for publish and subscribe
Instance Method Summary
- # (void) connect() Connect to the server
- # (void) disconnect() Disconnect from the server
- # (void) subscribe(channel, fn) Subscribe to a channel
- # (void) unsubscribe(channel, fn) Unsubscribe from a channel
- # (void) publish(channel, payload) Publish a message to a channel
Constructor Details
#
(void)
constructor(user, password, host, port, protocol, vhost)
Construct a new Queue
Instance Method Details
#
(void)
connect()
Connect to the server
#
(void)
disconnect()
Disconnect from the server
#
(void)
subscribe(channel, fn)
Subscribe to a channel
#
(void)
unsubscribe(channel, fn)
Unsubscribe from a channel
#
(void)
publish(channel, payload)
Publish a message to a channel


"Light Makes Right"
September 5, 1988
Volume 1, Number 8
Compiled by
All contents are copyright (c) 1988, all rights reserved by the individual authors
Archive locations: anonymous FTP at
ftp://ftp-graphics.stanford.edu/pub/Graphics/RTNews/,
wuarchive.wustl.edu:/graphics/graphics/RTNews, and many others.
You may also want to check out the Ray Tracing News issue guide and the ray tracing FAQ.
Other major changes around here are that Michael Cohen (of radiosity fame, and a subscriber) has begun his cross-country drive from Ithaca to Salt Lake City. He'll be continuing his education at the University of Utah's computer graphics facility. Roy Hall is taking over Michael's place at the Cornell Program of Computer Graphics, and should be added to this mailing list soon. Andrew Glassner is now with Xerox PARC, and his new address should be available by next issue, too.
I plan to get another issue out within a week, as there is also an interesting research idea that I need to talk about with a few people before presenting it here. Stay tuned...and please feel free to submit to the next issue.
back to contents
By the way, if you never submitted an autobiographical sketch, (or if you are doing something that's different from your last sketch) please feel free to send one on to me for the next issue.
# Russ Tuck - SIMD parallel algorithms and architectures for ray tracing
# Computer Science Dept, Univ. of North Carolina
My dissertation research is on parallel methods of programming SIMD parallel computers. I have developed a measure of program portability, and a system which lets the programmer specify in advance how portable a program must be. The compiler can then provide (and enforce) this amount of portability. I call this an "optimally portable" programming system. I'll be presenting my work at "Frontiers 88: The 2nd Symp. on the Frontiers of Massively Parallel Computation" in October. Thinking about ways to do ray tracing (and radiosity) on massively parallel SIMD machines is a fun sidelight. (Some of my ideas were in the June '88 hardcopy Ray Tracing News.)
# Greg Ward - accuracy and realism, daylight, efficient light sources.
# Lawrence Berkeley Laboratory
The purpose of my work is the development of more accurate calculations for lighting design and engineering. Electric lighting contributes directly or indirectly to about 20% of the nation's energy consumption. Although significant progress has been made in the area of energy-efficient light sources, wasteful installations frequently result from poor building design rather than low fixture efficiency. It is hoped that with better computational tools, architects and engineers will produce more energy-efficient designs. I am currently working on a validated reflection model and method for measuring surface properties using a digitizing camera. By streamlining the measurement process, it should be possible to obtain accurate simulations of designs using a realistic variety of construction materials. I am also comparing the accuracy and applicability of different classes of lighting calculation, and exploring the use of animation in design visualization.
# Pete Litwinowicz -- realistic image sythesis, etc.
# Apple Computer, INC
Working on 3D animation, rendering and modelling at Apple.
# Tom Malley - parallelism, complex scenes, space subdiv., shading methods
# Evans & Sutherland Computer Corporation
My interests are primarily in how to make ray traced images that are significantly more realistic than the computer generated images we often see now. The complexity of the models must increase for realism. If we want to ray trace large databases on many processors, we must determine efficient ways to make pieces of the data set available dynamically to processors as they perform intersection searches. Additionally, I'm interested in analysis of reflection models to see where the typical simplifying assumptions steer us wrong, and what the alternatives may be. I'd also like to see more closed loop comparisons of computer generated images with real scenes.
# Chuck Grant - tracing fewer rays, coherency, antialiasing
# Lawrence Livermore National Laboratory
I am interested in algorithms and data structures for most areas of image synthesis: visible surface algorithms, volumetric visualization, antialiasing, texturing, shading, etc., etc... Ray tracing is a big part of my interests but not all. I am currently working on a comparison of all existing visible surface algorithms, and have invented several new ones as a result. I am not interested in "Scientific Data Visualization" but the demands of my job make me spend a lot of time doing just that. I am finishing my PhD. in computer graphics at the University of California at Davis.
# Steve Stepoway -- efficient intersection calc., parallelism
My interests in ray tracing these days are centering around finding more efficient ray-object intersection calculations, as well as issues of parallelism in rendering. I am working with Sam Uselton (U. Tulsa) and Mark Lee (AMOCO) on developing some new space sub-division techniques (next year's SIGGRAPH paper).
# Daniel Bass - Realism, diffraction & wavelength effects
# Apollo Computer Inc.
[no autobiographical note]
# Ken Joy - intersection tests, efficiency, coherency
# Computer Graphics Research Lab, Computer Science Division,
# University of California, Davis
[no autobiographical note]
# Fred Fisher - realism, radiosity enhancements, ray tracing manufacturing
# databases
Hello. I'm now working at DEC doing electronics design for a geometry pipeline. My interest in ray tracing has involved rendering polygonal databases (presumably ones similar to those used in a quick-Gouraud-render CAD environment ). I've been writing a lot of software on my own (ray-tracing and otherwise) to understand the image synthesis process better, with the intent of designing hardware to help the rendering phase.
# Pierre Poulin - illumination models, natural phenomenon
# University of Toronto
# Department of Computer Science
I am a graduate student working right now on a model for anisotropic reflection that would save the world and computing time. This should be my introduction in the fascinating science of the simulation of natural phenomenon (or how to deceive the eye with less than 1 million polygons...).
# Andrew C. Woo - intersection culling algorithms and complexity
# University of Toronto
# Department of Computer Science
I am currently a first year (fast approaching second year) master's student at the University of Toronto. My current thesis work is on a new approach to shadow acceleration (beyond trans-warp drive, of course) and comparing it to existing shadow accelerators (eg. the impulse-power "light buffer" --> just kidding, Eric).
# Chuan Chee - natural phenomena, ray tracing, animation
# University of Toronto
# Department of Computer Science
I am finishing my first year as a master's student at the University of Toronto. I currently do not have a thesis topic.
# Robert E. Webber, Prof. - ray tracing large databases of volume density data.
# Computer Science Department
# Rutgers University, Busch Campus
Am currently tuning a ray tracer that handles hierarchically arranged voxel data. The basic unit of organization is a 16 by 16 by 16 ``voxel'' block where each voxel contains 32 bits of information. This information is interpreted as either a density description of the contents of that voxel or a pointer to another voxel block representing a recursive decomposition of the current block. 16 by 16 by 16 times 4 bytes means that my basic block is 16k, which is a size that fits our local disk system rather well from the point of view of i/o overhead. The program is organized to allow the database to be spread over a number of files (max 255) thus avoiding the 4 gigabyte unix file size problem (since the pointers only have to be able to address the start of each 16k block, 32 bit pointers can address a terabyte of data -- should we ever be lucky enough to have it) as well as the problem of finding alot of space inside of a single disk partition. Rutgers currently organizes its computing around a cluster of a hundred networked Sun workstations including 2's, 3's, and 4's.
The current status of the system is that 5 megabyte scenes (roughly 400 blocks) representing densities at the 256 by 256 by 256 level have been ray traced. Surface interpolation permitted images of demonstrating shadows, shading, and inter-reflection to be generated. Various techniques for determining the surface represented by a local cluster of voxel densities are being experimented with. Will soon be running the ray tracer in parallel (don't expect much bus contention as the system is currently extremely cpu bound). We are also installing some WORM drives locally and so soon expect to have yet another layer of memory hierarchy to fiddle with.
# Michael Natkin
# Brown University
No current paragrapho for now, as i'm rewriting our whole environment at the moment, no time for ray-tracing.
_________
That's all for now, with about 6 people who are new but haven't contacted me yet.
back to contents
0. Women don't talk about ray tracing. 1. It would be nice to have something that does both ray tracing and radiosity. 2. It would be nice to have caustics. 3. It would be nice to do analytical anti-aliasing. 4. Motion blur is a Good Thing. 5. Adaptive subsampling don't work good. 6. There are many ways to minimize ray-object intersection tests. 7. Hardware would be nice. Maybe later. 8. We should use ray tracing for real applications.
back to contents
- ElectroGIG, from England, shown at the Meiko booth, is the first commercial ray tracer based on using constructive solid geometry that I've seen.
- SoftImage, (the people with the nice rocks image) from Montreal, had a nice looking Wavefront/Alias/etc-looking package with a ray tracer. They claim it was the fastest ray tracer on the floor (it runs on a number of machines) and seemed to use octree subdivision. I never got to see the demo, but people tell me that it was fast, and that the programmer is a very careful and efficient coder.
- Shima-Seiki, from Japan. They claim to have a ray-tracer with hardware assistance (whatever that means), though they're not marketing it yet and couldn't tell us anything about it. The realtime texturing system from Mars, with lots of cool buttons and knobs, was pretty impressive though. System cost is $500K, $300K, or "we haven't decided", depending on when you talked with them.
- Ray Tracing Corp is now Ray Tracing Research Corp, and they released a ray tracer for the Mac II for $895.
- Apollo: not a product, but their ray tracer was fun to watch as a demo of both the speed of their new DN10000 (not sure about the number of zeros in that one) super-mini-super-workstation and of Apollo's networking abilities. Darn fast.
- Silicon Graphics: also not a product, they had a very nice demo (which, sadly, a number of their marketing people didn't know about) showing a scene from a god's-eye point of view, with rays shooting through the image plane and bouncing around. The image would build up scan line by scan line on both the image plane in the scene and in a separate window. You could also change the god's-eye view interactively as the scene was being ray-traced. Nice.
Other things of interest: AT&T Pixel Machines' ray tracer is now even faster, purely due to software tuning. They plan to cut even more time by further changes. "Sphereflake", which ran at about 30 seconds last year, now runs at around 16 seconds. There is a public domain modeller which should be out in mid-October which will run on the Iris 3130 and on the Pixel Machine. It was developed by NASA (demoed at AT&T), and since they're governmental they can't make it a for-profit product. In a month and a half contact their distributor, "COSMIC" (which stands for something), at<PHONE_NUMBER>. They won't really know much about it until then.
SGI showed radiosity images on the floor, though there is no announced product yet. They seemed to have developed their own adaptive refinement technique. HP showed ray tracing film loops and stills, and radiosity images and on-the-fly adaptive refinement (which will be a product sometime this winter). The new radiosity technique introduced by Cornell this year has the promise of being "radiosity for the rest of us".
Those were my major impressions (other than the usual "the art show was better this year", "course lunches were worse", etc) - anyone else care to add their two cents?
Jeff Goldsmith points out:
Cray Research has "Oasis," Gray Lorig's ray tracer, available, I think, for free. Of course, you have to buy a Cray at $20 million first....
I don't get it. Why doesn't every CG Software vendor supply a ray tracer. It's definitely the easiest renderer to write. Yes, they are slo-o-o-o-o-o-w, but they sound glitzy and (I bet) would stimulate sales, even if buyers never used them.
Gray Lorig responded to my query for info on Oasis:
The current status of the Oasis package, which is basically a raytracing animation package, is it's an unsupported product. What that really means is that we will give it to Cray customers for free, give them updates every once and a while, and provide support only when I feel like it.
John Peterson says:
I would add RenderMan to your list of commercial ray tracers - I think you can explicitly implement classical ray tracing by writing some code in their magic shading language.
Also, the ray tracer I wrote at Utah is (or at least may be) commercially available. It specializes in ray tracing NURB (B-spline) surfaces, and supports the usual suspects of features (refract/flection, shadows (with penumbra), texture mapping, anti-aliasing (with stochastic sampling) and motion blur). It comes bundled with a geometric modelling system called Alpha_1, distributed by Engineering Geometry Systems in Salt Lake City.
The contact is: Engineering Geometry Systems 275 East South Temple, Suite 305 Salt Lake City, UT, 84111
I think the price is something like $10K for commerical sites and < $1K for government or university sites. The ray tracer isn't available separately, but the modelling package is so full of goodies it's worth looking at in its own right.
back to contents
1) A student of mine found a typographical error in your "Intro to Ray Tracing" notes. (I gave him some pages from same to teach him about texture mapping; good job!) In Equation set E11, the third line should read: Qvy = -Nb/Dv2 rather than Nc. I noted that you didn't catch it in this years' issue. (Better typesetting, though.) Thanks for publishing that.
[Thanks! If anyone else notices typoes, omissions, or anything else that bugs them in the "Intro" SIGGRAPH notes, please contact Andrew Glassner or me or the individual author ASAP.]
2) Does anyone know where I can obtain 2D wood texture maps? FTP, email, tape, disc, whatever, is fine.
[Any leads, anyone? I'm interested, too.]
-- Jeff Goldsmith
back to contents
_________________________
Thomas Palmer writes:
Has anyone done any work on vectorizing ray-object intersection calculations? The vectorizing C compiler on a Cray X/MP will not (automatically) vectorize loops smaller than about 5 or 6 iterations (nor should it - the vector register load time outweighs the gain). Typical ray tracing vector operations involve vectors of length 3 or 4.
-Tom
Thomas C. Palmer NCI Supercomputer Facility c/o PRI, Inc. Phone:<PHONE_NUMBER> PO Box B, Bldg. 430 Uucp: ...!uunet!ncifcrf.gov!palmer Frederick, MD 21701 Arpanet<EMAIL_ADDRESS>_____
>From<EMAIL_ADDRESS>(Stephen Spencer)
Subject: Re: Vectorizing ray-object intersection calculations
Organization: Ohio State Computer & Info Science
There was an article in IEEE CG&A about four years ago about vectorizing ray-sphere intersections on a Cyber which included an algorithmic workup of how it worked.
As far as ray-polygon intersection goes, the article in SIGGRAPH '87 dealing with tesselation of polygonal objects (it had the pictures of grass and the Statue of Liberty in it) included the algorithm for fast ray-polygon intersection, and I did implement it and it did vectorize quite nicely. I unfortunately no longer seem to have that piece of code, but it wasn't difficult. Of course you still have to do the sorting of the intersection points but the heavy intersection calculations can be done quickly.
_________________
>From<EMAIL_ADDRESS>(John M. Olsen)
Newsgroups: comp.graphics
Subject: Polygon teapot ftp'able
Summary: Come 'n get it.
Organization: University of Utah, Computer Science Dept.
One of the kind and generous People In Charge compressed the Utah Teapot and has made it available (for a week or so) as ~ftp/pub/teapot.Z so those who want the polygon version of it can get it now. It compressed to about 270K from 990K, so it's not too bad to transfer. The machine name is cs.utah.edu. Have fun with it, and let me know if you have any problems getting it transferred.
Just so I don't get hate mail, and you don't think your software is broken: The Utah teapot was designed with a hole in the bottom. I had forgotten about this, but was reminded by someone (Jean Favre?) who rendered it.
_________________
From<EMAIL_ADDRESS>(Mark VandeWettering) Newsgroups: comp.graphics Subject: Ray Tracer: Part 01/01 Organization: University of Oregon, Computer Science, Eugene OR Lines: 2353
Here is the first release of my totally whiz-bang ray tracer. Okay, so it isn't TOTALLY whiz bang, but it does have some nice features. It uses bounding volumes, has cones, spheres, polygons and cylinders as primitives, reads Eric Haines NFF file format images and more....
Use it, abuse it, sell it, but be sure to have fun with it. I had alot of fun hacking on it. If any of you find bugs, or better yet fix bugs and add features, send them to me, and I will try to get them worked into a future release which I hope might make it into comp.sources.unix.
[ code not included here: either get it from USENET, or you can write Mark or myself for a copy. The source weighs in at about 55K bytes.]
_________________
Reply-To<EMAIL_ADDRESS>(John K. Counsulatant) Organization: RICH Inc. , Franklin Park,IL
If anyone is interested in *other* ray tracers, I have source to DBW Render (an excellent ray tracer ported from the VAX to the Amiga) and Tracer (a crude spheres only (but a good starter :-) tracer for the Amiga). I am in the process of obtaining QRT (quick ray tracer (if there is such a thingee ;-)) source (also for the Amiga).
I can be reached at:
RealTime (prefered): 1(312)418-1236 (6pm to 10:30pm central time)
USmail: John Kjellman E-Mail<EMAIL_ADDRESS>17302 Park Ave. Lansing IL 60438
_________________
Reply-To<EMAIL_ADDRESS>(Sean Casey) Organization: The Leaning Tower of Patterson Office @ The Univ. of KY
In article<EMAIL_ADDRESS><EMAIL_ADDRESS>(Mark VandeWettering) writes:
> Isn't DBW Render copyrighted? I believe the source code may not
> be redistributed, I tried to obtain the sources, but aborted
> because of the restriction on use/redistribution.
The first release of DBW Render was freely redistributable. I believe it even found it's way to a Fish disk. The story I hear is of an evil employer seeing $$$ and telling Dave that since he wrote it on the company computer it belongs to the company and that no further releases may be given away.
The current release uses "Look Up A Word In The Manual" type copy protection, the most annoying kind I have experienced to date.
If someone really wants to pay for an Amiga ray tracer, I'd send him in the direction of one of Turbo Silver, Videoscape 3D, or Sculpt 3D, all excellent products. These products are in fierce competition with each other, and get better all the time. I saw a pamphlet in Turbo Silver that had an ad for a fascinating terrain generator module. Just think, combine a high quality terrain generator and the logistics of a board wargame...
Oh yeah, I hear that some of the commercial Amiga ray tracing software is being ported to the Mac II. These products have been around for a while, so it's a good chance for Mac users to get their hands on some already-evolved ray-tracing software.

_________________
Reply-To<EMAIL_ADDRESS>(George Kyriazis) Organization: RPI CS Dept.
Hello world! I have been using ray tracers for quite some time now, and I have made many changes to some of them, so I though it was time for me to write a ray tracer. So there it is! It is not supposed to be fast or anything, but I think it is well commented and easy to understand. It is very simple also. I am willing to give it to anyone that wants it. Unfortunately, I don't think I can put it in a place where people can ftp to, so if you want it, please send me mail. I'm sure I can put it in some public place later. The ray tracer currently supports only spheres, with ambient, diffuse, specular lighting, together with reflections and refractions. I don't use any in-line code for the vector routines, but subroutines, for readability. Hope someone will want to play around with it.
 Well, now you can put them to good use. Introducing the world's first PostScript ray tracer. Just start it up, wait a (long) while, and out comes an image that any true graphics type would die laughing over. As it is currently set up it will trace a scene with three spheres and two lights. The image resolution is 16x16 pixels.
Warning: the code is a real kludge. I'm not sure there is much you can change without breaking it, but you're welcome to try. If, by chance, you are able to improve the running time please send us the improved version.
psray.ps is the ray tracer. result.ps is what a 16x16 image should look like.
Have fun.
John H. Hartman<EMAIL_ADDRESS>UCB/CSD ucbvax!ernie!jhartman
# to unpack, cut here and run the following shell archive through sh # contents: psray.ps result.ps # echo extracting psray.ps sed 's/^X//' <<'EOF10807' >psray.ps X%! X% Copyright (c) 1988 John H. Hartman and Paul Heckbert X% X% This source may be copied, distributed, altered or used, but not sold for X% profit or incorporated into a product except under licence from the authors. X% This notice should remain in the source unaltered. X% John H. Hartman<EMAIL_ADDRESS>X% Paul Heckbert<EMAIL_ADDRESS>X X% This is a PostScript ray tracer. It is not a toy - don't let the kids X% play with it. Features include: shadows, recursive specular reflection X% and refraction, and colored surfaces and lights (bet you can't tell!). X% To use this thing just send it to your favorite Postscript printer. X% Then take a long nap/walk/coffee break/vacation. Running time for X% a recursive depth of 3 and a size of 16x16 is about 1000 seconds X% (roughly 20 minutes) or 4 seconds/pixel. X% There are a few parameters at the beginning of the file that you can X% change. The rest of the code is pretty indecipherable. It is translated X% from a C program written by Paul Heckbert, Darwyn Peachey, and Joe Cychosz X% for the Minimal Ray Tracing Programming Contest in comp.graphics in X% May 1987. Some changes have been made to improve the running time. X% Don't even bother trying to figure out how this works if you are looking X% for a good example of a ray tracer.  X/picstr 16 string def X100 300 translate X400 400 scale X16 16 8 [16 0 0 -16 0 16] X{currentfile picstr readhexstring pop} image X0505050505050d0e1114140505050505 X050505050518231c1136472c05050505 X0505050528231b262729364b58050505 X05050525251c0e2528280e3a52550505 X050505241b0c0d0d0d0d0d0c3c540505 X050505080a0b0b0c0c0b0b0b0a080505 X0505620608090a0a0a0a090908072805 X056873170607070808080707060c2e2a X57676e94050505060606060505752d29 X525e6456310505050505050514722825 X45512f2e2b0a06050505050111141420 X35402726240b0b0b0509040410111119 X1e2c1e1d1b0b0b0b050904040c0d0d0c X0b121312100b0b0b0504040407080807 X050b0b0b0b0b0b050505040404040404 X05050505050505050505050505050505 Xshowpage EOF10808 exit
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Cyrname and Altior's superstar showdown lived up to the billing
Paul Nicholls’ young pretender ended the great Altior’s unbeaten record over jumps.
by Niall KellyCYRNAME ENDED ALTIOR’S unbeaten record over jumps in Saturday afternoon’s much-anticipated clash between the two chasing heavyweights at Ascot.
Paul Nicholls’ young pretender (5/2) led from wire to wire to win the Christy 1965 Chase by two-and-a-quarter lengths in the hands of Harry Cobden.
Altior (1/3 fav) had never lost in his previous 19 outings over jumps, winning the Queen Mother Champion Chase in 2018 and 2019, and hadn’t been beaten under rules since a Punchestown bumper back in April 2015.
But stepped up in trip to 2m5f on soft ground, he wasn’t able to close the gap on his younger rival.
“Nico [de Boinville, Altior's jockey] hasn’t seen him that tired before,” trainer Nicky Henderson told Sky Sports Racing afterwards. “He has put a lot into it.”
Later at Ascot, Harry Fry’s If The Cap Fits (3/1) was pushed all the way to the line in the Coral Hurdle but held on to win by a half-length from 6/4 favourite Call Me Lord.


blog.adobe.com Hero Image Tester
Drag your image into the rectangle below to see what it will look like on the blog.
The Hero size is what will be on the article itself, the Card size is a cut down version that will be seen on the home page, category pages, and in the recommended articles section.


Artistoo (Artificial Tissue Toolbox, formerly called CPMjs) is a framework that lets you build interactive, explorable simulation models of cells and tissues in the web browser.
About
Framework
Artistoo implements the Cellular Potts Model (CPM), a powerful framework for
simulating diverse biological processes at tissue scale. It also contains methods
for simulating the more basic Cellular Automaton (CA) class of models.
JavaScript
Artistoo is 100% JavaScript. Although JS is an
interpreted language, investments by tech companies have boosted its performance over
the years - letting us run web simulations without loss of speed. Thanks, Google! :)
Zero-install
Artistoo simulations can be shared through a simple URL, or as an HTML file
saved locally.
Code will run as long as you include the script; your recipients don't need to
install software, and you don't need a back-end server.
Explorable
Artistoo simulations run in HTML pages and can easily be made explorable.
Your users don't have to be programmers: just add HTML sliders or input fields
to let users interact with model parameters in real-time.


Understanding the importance of Emotional Intelligence and how it differs from IQ.
Emotional Intelligence is the capability of a person to control and manage their emotions. It also involves understanding emotions of other people around you.
Having the ability to manage and control your emotions can help you solve problems and guide your relationship both at home and work.
Don't fret if you have a low EQ because this is a trainable skills with just a little discipline and practice.
Intelligence Quotient n the other hand is the measure of a persons intelligence and is expressed in a number which represents ability of logical reasoning. We acquire this as an inborn ability.
We can explain the differences between EQ and IQ in the following points:
→ EQ is acquired and improved. As opposed to IQ which is an ability you're born with.
→ EQ measures individual's social and emotional competencies while IQ measures a person's academic competency and reasoning ability.
→ A person with high EQ can recognise, control and express one's emotions perceive and assess other's emotion. On the contrary a person with high IQ can learn, understand and implement knowledge and possess abstract thinking and logical reasoning.
→ It is also argues that EQ level reflects for a successful life while a persons success in school depends on his IQ level.
Our ability to be aware and understand our own emotions can aid our awareness and understanding of the feelings of others. This capability will impact the way we communicate with other people specially in the workplace.


About Me Carl Benbow is an experienced software developer and has a proven track record of application development. Carl has experience with CSS, HTML, JavaScript, React, Note JS, and Mongo DB. Carl also has a master’s degree in Business Administration (MBA) from Norwich University and bachelor’s degree in Healthcare Administration from Stonehill College. He is also a Scaled Agile Program Consultant, Agile Certified Practitioner, Project Management Professional, Earned Value Management Professional, and holds a Lean Six Sigma Master Black Belt certification.
Work Recipe Mixer README Deployed Project HTML, CSS, JS, Bootstrap, Third Party APIs Weather Dashboard HTML, javascript, and CSS Day Plannner HTML/JavaScript/CSS


Steven Spielberg has a way with film. Does the man ever fail? In an era of Hollywood where CGI is more commonly used then plot, Spielberg manages to tell his stories in a way to captivate fans of all genres and get his point across. His latest, Saving Private Ryan, examines World War II, and has the basic plot of trying to save one man by risking the lives of eight. But, he is able to tell many other stories and does it with such flair that I am still impressed.
The film starts off with D-Day, the invasion of Omaha Beach. It is a twenty-five minute sequence that is the one of the most shocking lengths of film in motion picture history. There is no introduction, you do not know the characters, you just see men running for their lives trying to secure Omaha Beach. For once, war is not glorified. Throughout the film, Spielberg displays the image of men fighting for their country, but does not glorify the horror that the men experience in battle. He shows his audience the gruesome aspects of war, from dismembered body parts to shots in the head. This first sequence of Saving Private Ryan is not for the weak at heart.
The film progresses to a special mission handed down to Captain Miller (Tom Hanks) from his superiors. The mission: Miller and his platoon must scour the lands to find Private James Ryan (Matt Damon), whose three brothers died in action. Therefore, Hanks takes up his men to start the search. The casting of Hanks' platoon was terrific. Ed Burns plays the tough-talking Private Reiben. Tom Sizemore plays the by the rules Sergeant Horvath. Another outstanding performance is turned in by Adam Goldberg who plays the somewhat cynical, but humorous, Private Mellish. Through Goldberg's character, Spielberg expresses the views of the Jewish, who were being persecuted by Hitler during the war. But, in my opinion, the man who turns in the most unexpected performance and steals the show is Jeremy Davies who plays Corporal Upham. He is brought along to translate for the platoon and fight, and thinks of war as glorious battles and a lovely brotherhood among soldiers. But, Spielberg displays the change he sees as he experiences true war.
Tom Hanks, as always, gives a terrific, Oscar worthy performance. His character is a quiet, yet powerful, leader who is torn between risking his life and his men's life and his ticket out of the war. But, Spielberg displays through Hanks the true glory of war. Captain Miller is a man who fights for his country and follows all orders. Despite his objections, he risks his life and the life of his men to save Private Ryan and get his ticket back to his home and his wife.
The film progresses with each story developing in a subtle way, yet each getting their point across. Throughout their journey they fight the impossible fight, almost break apart and go through such surprising moments, I was genuinely shocked. We learn of Captain Miller's occupation (I won't spoil it for you), a wall crashes and it is all of a sudden two opposing platoons with weapons and no one willing to pull the trigger. Also, they find James Ryan, or so they thought. And yet through all of this, the whole platoon is able to come together through bonding and fights, against the enemy and against themselves. All in all, they find Ryan when they find a way to coexist in harmony through Hanks' leadership. It is a truly inspiring film, and Spielberg is able to make the two and one half-hours seem like half that.
Saving Private Ryan is a truly cinematic masterpiece. Throughout the film, Spielberg expands on one story to tell dozens. He yet again utilizes his entire cast to portray war as a horrific experience, despite all of the glorifying aspects of defending your country. Spielberg truly does have a way with film and yet again shows that he can reach any audience and have them leave with a truly new thought on life.
Rating: 4 Stars out of 4
The Movie Page- http://jump.to/moviepage Reviews, Previews, News and So Much More!
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{% extends "tutorial.html" %} {% load mixin from templatefilters %} {% block pagebreadcrumb %}{{ tut.title }}{% endblock %} {% block head %} {% endblock %} {% block iscompatible %} {% endblock %} {% block html5badge %} {% endblock %} {% block share_image %} {% endblock %} {% block content %}
Historically, bringing interactive, web-based, multimedia-heavy experiences to mobiles and tablets has been a challenge. The main constraints have been performance, API availability, limitations in HTML5 audio on devices and the lack of seamless inline video playback.
Earlier this year we started a project with friends from Google and Warner Bros. to make a mobile-first web experience for the new Hobbit movie, The Hobbit: The Desolation of Smaug. Building a multimedia-heavy mobile Chrome Experiment has been a really inspiring and challenging task.
The experience is optimized for Chrome for Android on the new Nexus devices where we now have access to WebGL and Web Audio. However a large portion of the experience is accessible on non-WebGL devices and browsers as well thanks to hardware-accelerated compositing and CSS animations.
The whole experience is based on a map of Middle-earth and the locations and characters from the Hobbit movies. Using WebGL made it possible for us to dramatize and explore the rich world of the Hobbit trilogy and let the users control the experience.
First, the term "mobile devices" is very broad. The specs for devices vary a lot. So as a developer you need to decide if you want to support more devices with a less complex experience or, as we did in this case, limit the supported devices to those able to display a more realistic 3D world. For “Journey through Middle-earth” we focused on Nexus devices and five popular Android smartphones.
In the experiment, we used three.js as we’ve done for some of our previous WebGL projects. We started implementation by building an initial version of the Trollshaw game that would run well on the Nexus 10 tablet. After some initial testing on the device, we had a list of optimizations in mind that looked much like what we normally would use for a low-spec laptop:
Use low-poly models
Use low-res textures
Reduce the number of drawcalls as much as possible by merging geometry
Simplify materials and lighting
Remove post effects and turn off antialiasing
Optimise Javascript performance
Render the WebGL canvas at half size and scale up with CSS
After applying these optimizations to our first rough version of the game, we had a steady frame rate of 30FPS that we were happy with. At that point our goal was to improve the visuals without negatively impacting frame rate. We tried many tricks: some turned out to really have an impact on performance; a few didn’t have as big an effect as we’d hoped.
Let’s start with the models. Using low-poly models certainly helps download time, as well as the time it takes to initialize the scene. We found that we could increase the complexity quite a lot without affecting performance much. The troll models we use in this game are about 5K faces and the scene is around 40K faces and that works fine.
For another (not yet released) location in the experience we saw more impact on performance from reducing polygons. In that case we loaded lower-polygon objects for mobile devices than the objects we loaded for desktop. Creating different sets of 3D models requires some extra work and isn’t always required. It really depends on how complex your models are to begin with.
When working on big scenes with a lot of objects, we tried to be strategic on how we divide the geometry. This enabled us to switch less important meshes on and off quickly, to find a setting that worked for all mobile devices. Then, we could choose to merge the geometry in JavaScript at runtime for dynamic optimization or to merge it in pre-production to save requests.
To reduce load time on mobile devices, we chose to load different textures that were half the size of the textures on desktop. It turns out that all devices can handle texture sizes up to 2048x2048px and most can handle 4096x4096px. Texture lookup on the individual textures doesn’t seem to be a problem once they are uploaded to GPU. The total size of the textures must fit in the GPU memory to avoid having textures constantly up- and downloaded, but this is probably not a big problem for most web-experiences. However, combining textures into as few spritesheets as possible is important to reduce the number of drawcalls — this is something that has a big impact on performance on mobile devices.
The choice of materials can also greatly affect performance and must be managed wisely on mobile. Using MeshLambertMaterial
(per vertex light calculation) in three.js instead of MeshPhongMaterial
(per texel light calculation) is one thing we used to optimise performance. Basically we tried to use as simple shaders with as few lighting calculations as possible.
To see how the materials you use affect a scene’s performance, you can override the materials of the scene with a MeshBasicMaterial
. This will give you a good comparison.
scene.overrideMaterial = new THREE.MeshBasicMaterial({color:0x333333, wireframe:true});
When building games for mobile, the GPU isn’t always the biggest hurdle. A lot of time is spent on the CPU, especially physics and skeletal animations. One trick that helps sometimes, depending on the simulation, is to only run these expensive calculations every other frame. You can also use available JavaScript optimisation techniques when it comes to object pooling, garbage collection and object creation.
Updating pre-allocated objects in loops instead of creating new objects is an important step to avoid garbage collection "hiccups" during the game.
For example, consider code like this:
var currentPos = new THREE.Vector3(); function gameLoop() { currentPos = new THREE.Vector3(0+offsetX,100,0); }
An improved version of this loop avoids creating new objects that must be garbage collected:
var originPos = new THREE.Vector3(0,100,0); var currentPos = new THREE.Vector3(); function gameLoop() { currentPos.copy(originPos).x += offsetX; //or currentPos.set(originPos.x+offsetX,originPos.y,originPos.z); }
As much as possible, event handlers should only update properties, and let the requestAnimationFrame
render-loop handle updating the stage.
Another tip is to optimise and/or pre-calculate ray-casting operations. For example, if you need to attach an object to a mesh during a static path movement, you can "record" the positions during one loop and then read from this data instead of ray-casting against the mesh. Or as we do in the Rivendell experience, ray-cast to look for mouse interactions with a simpler low-poly invisible mesh. Searching for collisions on a high-poly mesh is very slow and should be avoided in a game-loop in general.
The size of the WebGL canvas is probably the single most effective parameter you can tweak to optimise performance. The bigger the canvas you use to draw your 3D scene, the more pixels have to be drawn on every frame. This of course affects performance.The Nexus 10 with its high-density 2560x1600 pixel display has to push 4 times the number of pixels as a low-density tablet. To optimise this for mobile we use a trick where we set the canvas to half the size (50%) and then scale it up to its intended size (100%) with hardware-accelerated CSS 3D transforms. The downside of this is a pixelated image where thin lines can become a problem but on a high-res screen the effect isn’t that bad. It’s absolutely worth the extra performance.
To be able to create the big maze of the Dol Guldur castle and the never ending valley of Rivendell we made a set of building block 3D models that we re-use. Re-using objects lets us ensure that objects are instantiated and uploaded at the start of the experience, and not in the middle of it.
In Rivendell we have a number of ground sections that we constantly reposition in Z-depth as the user’s journey progresses. As the user passes sections, these are repositioned in the far distance.
For the Dol Guldur castle we wanted the maze to be regenerated for every game. To do this we created a script that regenerates the maze.
Merging the whole structure into one big mesh from the beginning results in a very big scene and poor performance. To address this, we decided to hide and show the building blocks depending on whether they are in view. Right from the start, we had an idea about using a 2D raycaster script but in the end we used the built-in three.js frustrum culling. We reused the raycaster script to zoom in on the "danger" the player is facing.
The next big thing to handle is user interaction. On desktop you have mouse and keyboard input; on mobile devices your users interact with touch, swipe, pinch, device orientation etc.
Adding touch support isn’t difficult. There are great articles to read about the topic. But there are some small things that can make it more complicated.
You can have both touch and mouse. The Chromebook Pixel and other touch enabled laptops have both mouse and touch support. One common mistake is to check if the device is touch enabled and then only add touch event listeners and none for mouse.
Don’t update rendering in event listeners. Save the touch events to variables instead and react to them in the requestAnimationFrame render loop. This improves performance and also coalesce conflicting events. Make sure that you re-use objects instead of creating new objects in the event listeners.
Remember that it’s multitouch: event.touches is an array of all touches. In some cases it’s more interesting to look at event.targetTouches or event.changedTouches instead and just react to the touches you are interested in. To separate taps from swipes we use a delay before we check if the touch has moved (swipe) or if it’s still (tap). To get a pinch we measure the distance between the two initial touches and how that changes over time.
In a 3D world you have to decide how your camera reacts to mouse vs. swipe actions. One common way of adding camera movement is to follow the mouse movement. This can be done with either direct control using mouse position or with a delta movement (position change). You don’t always want the same behaviour on a mobile device as a desktop browser. We tested extensively to decide what felt right for each version.
When dealing with smaller screens and touchscreens you’ll find that the user’s fingers and UI interaction graphics are often in the way of what you want to show. This is something we are used to when designing native apps but haven’t really had to think about before with web experiences. This is a real challenge for designers and UX designers.
Our overall experience from this project is that WebGL on mobile works really well, especially on newer, high-end devices. When it comes to performance it seems like polygon count and texture size mostly affect download and initialization times and that materials, shaders and the size of the WebGL canvas are the most important parts to optimise for mobile performance. However, it’s the sum of the parts that affects the performance so everything you can do to optimise counts.
Targeting mobile devices also means that you have to get used to thinking about touch interactions and that it’s not only about the pixel size — it’s the physical size of the screen as well. In some cases we had to move the 3D camera closer to actually see what was going on.
The experiment is launched and it’s been a fantastic journey. Hope you enjoy it!
Want to try it out? Take your own Journey to Middle-Earth.
{% endblock %}


On a turn, a player rolls the die repeatedly until either:
If the player chooses to hold, all of the points rolled during that turn are added to his or her score.
Be the first player to reach 50 points.
Total-Scores:
Current-Scores:
Rolled:
Rolled:
Total-Scores:
Current-Scores:
Rolled:
Rolled:


UTC +12
CFP - the same as in Tahiti and New Caledonia.
The only bank is on Wallis, a 20 minute walk from the harbour in the small "Fenuarama" shopping center. There is an ATM however it is often out of money by the weekend.
Credit cards are accepted in hotel and for car hire, but not by most shops.
See Pacific List of Radio Nets
International Dialing Coe for Wallis and Futuna is +681.
Wallis & Futuna Phone Cards Store offers the following International dialing choices: Satellite Phone with FREE Incoming Calls, FREE Incoming E-mail, FREE Incoming Text Messages; International phone cards; cell phone calling cards; call USA call abroad phone cards; low cost, high quality special dialing services such as toll free dial around to Wallis & Futuna with free minutes and no fees; prepaid PC to Phone; discount long distance phone services.
Emergencies - Dial 112
IMRAY AND ADLARD COLES PILOT BOOKS are available at a discounted price for Noonsite.com users via World Cruising Club
South Pacific Handbook
By David Stanley
Publisher: Avalon Travel; 8th Rev Ed edition (28 Jan 2005)
ISBN-13:<PHONE_NUMBER>116
From lagoon swimming in the Cook Islands to witnessing the race of the banana bearers in the Heiva i Tahiti festival, travellers will find the best of the South Pacific both popular and obscure in this guidebook. Note: No further editions of this book will be published.
Landfalls of Paradise: Cruising Guide to the Pacific Islands
By Earl Hinz
Publisher: University of Hawai'i Press; 5th Revised edition (May 2006)
ISBN-13:<PHONE_NUMBER>373
The fifth edition of this sailing standard includes updated charts and text reflecting changes in regulations and facilities for most countries and specific ports of entry. New appendices include procedures for entry to Australia, which are more exacting than most Pacific landfalls, and an extensive list of information sources: cruising guidebooks, important general tourist guides, chart suppliers, and key web sites for the countries covered by "Landfalls of Paradise".
South Pacific Anchorages
By Warwick Clay
Publisher: Imray,Laurie,Norie & Wilson Ltd; 2nd Revised edition edition (1 Mar. 2001)
ISBN: 10-085288 482 6
Details of harbours and anchorages in the pacific south of the equator between New Guinea and South America.
The Pacific Crossing Guide
By Michael Pocock, Revised by Ros Hogbin
Publisher: Adlard Coles; 2nd edition (August 2011)
ISBN-13:<PHONE_NUMBER>828
See the detailed review
French Government Site for Wallis & Futuna.
Noonsite welcomes information and updates especially regarding clearance, customs and immigration procedures from cruisers visiting this country.
Please E-mail noonsite


{% extends "base.html" %} {% block jumbo %}
Censys Link: {{items.indicator}}{{items.last_alert}}
{{items.last_alert}}
{{items.note}}


Please enter first and last name. Ex: First Last
Please enter a valid phone number Ex:<PHONE_NUMBER>
Please enter a valid email Ex: email@address.com


Variance approximations for the Horvitz-Thompson total estimator in Unequal Probability Sampling using only first-order inclusion probabilities. See Matei and Tillé (2005) and Haziza, Mecatti and Rao (2008) for details.
| Version: | 0.1.1 |
| Published: | 2018-10-07 |
| Author: | Roberto Sichera [aut, cre] |
| Maintainer: | Roberto Sichera <roberto.sichera at unipa.it> |
| BugReports: | https://github.com/rhobis/UPSvarApprox/issues |
| License: | GPL-3 |
| NeedsCompilation: | no |
| Materials: | README |
| CRAN checks: | UPSvarApprox results |
| Reference manual: | UPSvarApprox.pdf |
| Package source: | UPSvarApprox_0.1.1.tar.gz |
| Windows binaries: | r-devel: UPSvarApprox_0.1.1.zip, r-release: UPSvarApprox_0.1.1.zip, r-oldrel: UPSvarApprox_0.1.1.zip |
| OS X binaries: | r-release: UPSvarApprox_0.1.1.tgz, r-oldrel: UPSvarApprox_0.1.1.tgz |
Please use the canonical form https://CRAN.R-project.org/package=UPSvarApprox to link to this page.


This subpart prescribes general policies and procedures for the use of determinations and findings (D&F’s). Requirements for specific types of D&F’s can be found with the appropriate subject matter.
“Determination and Findings” means a special form of written approval by an authorized official that is required by statute or regulation as a prerequisite to taking certain contract actions. The “determination” is a conclusion or decision supported by the “findings.’’ The findings are statements of fact or rationale essential to support the determination and must cover each requirement of the statute or regulation.
(a) A D&F shall ordinarily be for an individual contract action. Unless otherwise prohibited, class D&F’s may be executed for classes of contract actions (see 1.703). The approval granted by a D&F is restricted to the proposed contract action(s) reasonably described in that D&F. D&F’s may provide for a reasonable degree of flexibility. Furthermore, in their application, reasonable variations in estimated quantities or prices are permitted, unless the D&F specifies otherwise.
(b) When an option is anticipated, the D&F shall state the approximate quantity to be awarded initially and the extent of the increase to be permitted by the option.
(a) A class D&F provides authority for a class of contract actions. A class may consist of contract actions for the same or related supplies or services or other contract actions that require essentially identical justification.
(b) The findings in a class D&F shall fully support the proposed action either for the class as a whole or for each action. A class D&F shall be for a specified period, with the expiration date stated in the document.
(c) The contracting officer shall ensure that individual actions taken pursuant to the authority of a class D&F are within the scope of the D&F.
Each D&F shall set forth enough facts and circumstances to clearly and convincingly justify the specific determination made. As a minimum, each D&F shall include, in the prescribed agency format, the following information:
(a) Identification of the agency and of the contracting activity and specific identification of the document as a “Determination and Findings.”
(b) Nature and/or description of the action being approved.
(c) Citation of the appropriate statute and/or regulation upon which the D&F is based.
(d) Findings that detail the particular circumstances, facts, or reasoning essential to support the determination. Necessary supporting documentation shall be obtained from appropriate requirements and technical personnel.
(e) A determination, based on the findings, that the proposed action is justified under the applicable statute or regulation.
(f) Expiration date of the D&F, if required (see 1.706).
(g) The signature of the official authorized to sign the D&F (see 1.707) and the date signed.
(a) If a D&F is superseded by another D&F, that action shall not render invalid any action taken under the original D&F prior to the date of its supersession.
(b) The contracting officer need not cancel the solicitation if the D&F, as modified, supports the contract action.
Expiration dates are required for class D&F’s and are optional for individual D&F’s. Authority to act under an individual D&F expires when it is exercised or on an expiration date specified in the document, whichever occurs first. Authority to act under a class D&F expires on the expiration date specified in the document. When a solicitation has been furnished to prospective offerors before the expiration date, the authority under the D&F will continue until award of the contract(s) resulting from the solicitation.
When a D&F is required, it shall be signed by the appropriate official in accordance with agency regulations. Authority to sign or delegate signature authority for the various D&F’s is as shown in the applicable FAR part.


{% extends "templates/base.html" %} {% block content %}
Time to start building your site!
Learn more »
Please run lein cljsbuild auto dev to start the ClojureScript compiler.
lein cljsbuild auto dev
See ClojureScript documentation for further details.


Burrows Applications.
Free tools for developers, tech enthusiasts and students.
Crypto is a lightweight and powerful utility that calculates hashes from text or files stored on your device. You can calculate multiple hashes and file checksums at the same time to save time! Once you have calculated the checksums, you can easily click on them to copy them to the clipboard for use elsewhere! Hash your passwords and then Google the hash to see if it has been cracked! Hash downloaded files from the Internet, check if that hash matches the hash provided to prevent viruses/broken files!
Root Checker is a small tool to check if your phone has root access after your first attempt at rooting your phone. This application displays verbose information that is needed in order to check if your phone is truthfully has root access.
App Manager is a light-weight tool designed to simply help the user to batch uninstall and backup applications with the least amount of permissions as possible. The application quickly lists all the installed applications on the user's phone, displaying information about each application allowing the users to choose whether to uninstall, backup or read detailed information about each applcation.
The design is simplistic and easy to use, this way students with poor professors, people who either take bad notes or can't take any at all can easily have access to a nice collection of notes in order to help prolong their success in college. Eventually everyone needs a helpful friend or a good reference to help study and get through a difficult course; if you have any notes to share, send them in!
After having a rooted phone for years, I know that there are plenty of applications that allow users to customize their phones; however, when I recently bought a brand new phone this year, I decided not to root it and I realized the main reason for rooting my phone was simply to obtain more Linux tools. I made this simple application in order to help users simply install Busybox without the hassle of being rooted!
Special thanks to Andre Compagno This application makes it easier than ever to solve and search for equations. All the math is done for you, all you have to do is select the equation and input the values! Constants are built in for all equations!
Simply rescans your SD card in order to refresh all multimedia applications such as Google Play Music! Works on Android 4.4(Kit Kat) as well as Kit Kat devices such as the Nexus 5!
Free to Download.


| 1 | /* | |
| 2 | * To change this license header, choose License Headers in Project Properties. | |
| 3 | * To change this template file, choose Tools | Templates | |
| 4 | * and open the template in the editor. | |
| 5 | */ | |
| 6 | package dev.kumpulatd.objects; | |
| 7 | ||
| 8 | import java.awt.image.BufferedImage; | |
| 9 | ||
| 10 | /** | |
| 11 | * Professor Tower | |
| 12 | * @author kummi | |
| 13 | */ | |
| 14 | public class Professor implements Tower { | |
| 15 | ||
| 16 | private TowerLocation location; | |
| 17 | private int range; | |
| 18 | private int damageType; | |
| 19 | private BufferedImage img; | |
| 20 | private int damage; | |
| 21 | private String name; | |
| 22 | private int radius; | |
| 23 | ||
| 24 | /** | |
| 25 | * | |
| 26 | * @param location | |
| 27 | * @param img | |
| 28 | */ | |
| 29 | public Professor(TowerLocation location, BufferedImage img) { | |
| 30 | this.location = location; | |
| 31 | range = 100; | |
| 32 | this.img = img; | |
| 33 | damageType = 2; | |
| 34 | damage = 3; | |
| 35 | name = "Professor"; | |
| 36 | radius = 50; | |
| 37 | } | |
| 38 | ||
| 39 | /** | |
| 40 | * | |
| 41 | * @return | |
| 42 | */ | |
| 43 | @Override | |
| 44 | public int range() { | |
| 45 |
1
1. range : replaced return of integer sized value with (x == 0 ? 1 : 0) → KILLED |
return range; |
| 46 | } | |
| 47 | ||
| 48 | /** | |
| 49 | * | |
| 50 | * @return | |
| 51 | */ | |
| 52 | @Override | |
| 53 | public int damage() { | |
| 54 |
1
1. damage : replaced return of integer sized value with (x == 0 ? 1 : 0) → KILLED |
return damage; |
| 55 | } | |
| 56 | ||
| 57 | /** | |
| 58 | * | |
| 59 | * @return | |
| 60 | */ | |
| 61 | @Override | |
| 62 | public int damageType() { | |
| 63 |
1
1. damageType : replaced return of integer sized value with (x == 0 ? 1 : 0) → KILLED |
return damageType; |
| 64 | } | |
| 65 | ||
| 66 | /** | |
| 67 | * | |
| 68 | * @return | |
| 69 | */ | |
| 70 | @Override | |
| 71 | public BufferedImage getImg() { | |
| 72 |
1
1. getImg : mutated return of Object value for dev/kumpulatd/objects/Professor::getImg to ( if (x != null) null else throw new RuntimeException ) → KILLED |
return img; |
| 73 | } | |
| 74 | ||
| 75 | /** | |
| 76 | * | |
| 77 | * @return | |
| 78 | */ | |
| 79 | @Override | |
| 80 | public TowerLocation getLocation() { | |
| 81 |
1
1. getLocation : mutated return of Object value for dev/kumpulatd/objects/Professor::getLocation to ( if (x != null) null else throw new RuntimeException ) → NO_COVERAGE |
return location; |
| 82 | } | |
| 83 | ||
| 84 | ||
| 85 | /** | |
| 86 | * | |
| 87 | * @return | |
| 88 | */ | |
| 89 | @Override | |
| 90 | public String getName() { | |
| 91 |
1
1. getName : mutated return of Object value for dev/kumpulatd/objects/Professor::getName to ( if (x != null) null else throw new RuntimeException ) → KILLED |
return name; |
| 92 | } | |
| 93 | | |
| 94 | /** | |
| 95 | * | |
| 96 | * @return | |
| 97 | */ | |
| 98 | public int getRadius(){ | |
| 99 |
1
1. getRadius : replaced return of integer sized value with (x == 0 ? 1 : 0) → NO_COVERAGE |
return radius; |
| 100 | } | |
| 101 | ||
| 102 | /** | |
| 103 | * | |
| 104 | */ | |
| 105 | @Override | |
| 106 | public void upgrade() { | |
| 107 |
1
1. upgrade : Replaced integer addition with subtraction → NO_COVERAGE |
range += 5; |
| 108 |
1
1. upgrade : Replaced integer addition with subtraction → NO_COVERAGE |
damage += 1; |
| 109 |
1
1. upgrade : Replaced integer addition with subtraction → NO_COVERAGE |
radius += 1; |
| 110 | } | |
| 111 | } | |
Mutations | ||
| 45 |
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| 54 |
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| 63 |
1.1 |
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| 72 |
1.1 |
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| 81 |
1.1 |
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| 91 |
1.1 |
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| 99 |
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| 107 |
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| 108 |
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| 109 |
1.1 |


 Execution is the single biggest factor in achievement, so the faster and better your execution, the quicker you will get to the goals!
Get the oars in the water and start rowing. Execution is the single biggest factor in achievement, so the faster and better your execution, the quicker you will get to the goals!
Get the oars in the water and start rowing. Execution is the single biggest factor in achievement, so the faster and better your execution, the quicker you will get to the goals!


Posts about software
- Illustrating Uses of IBM Cloud Security Groups
- TIL: git push --force-with-lease
- Structured Pattern Matching in Python
- TIL: Format Python Snippets with Black.
- LXD for Development Environments.
- Vonnegut on software development teams.
- Rhythmbox plugin: "Announce"
- Google Chrome Credit
- PyRochesterMN
- Thoughts on Nylas' "How We Deploy Code"
- TIL: Understanding git rebase so it sticks
- Object-Oriented Software Engineering : A Use Case Driven Approach
- Domain Driven Design: Tackling Complexity in the Heart of Software
- Chaining a sequence of generators
- pip install : Lightspeed and Bulletproof
- Hexagonal Django
- Compiling MacVim with Python 2.7
- Python 2.7 regular expression cheatsheet
- Django testing 201 : Acceptance Tests vs Unit Tests
- We'll parallelise your long-running test suite on EC2
- Your Python, Our Servers : What could possibly go wrong?
- TIL: Launch Gitk displaying all branches
- TIL: 'Go to Definition' in Vim for Python using Ctags, Done Right
- A Guide to GIT using spatial analogies
- Rerun unit tests whenever files update
- Flying High: OpenGL from Python, Part 2
- Loving EuroPython Tutorials
- TIL: Undocumented feature of the week: $PIP_DOWNLOAD_CACHE
- More OpenGL from Python
- The Great Resolver IDE Anecdote
- colorama: Simple cross-platform Python API for colored terminal text
- My own competency
- OpenGL Draw API Visualised
- Acceptance Testing .NET Applications using IronPython
- Howto bundle binary dependancies with py2exe, et al.
- TIL: MSWindows Programming : Propogating child process exit values out of .bat scripts
- My Fonts Look Crap. I blame Windows and ATI.
- Sinister Redux
- The ACM is pissing in the well
- [SOLVED]UK Digital Economy Bill
- Use of Asserts in Unit-Tested Code
- Comparing methods of deploying Python applications
- PyChoose: Switch between installed versions of Python
- Programming on Windows : Use Console
- Making a wix installer run a program by default
- Python Deployment Sucks
- A Pythonic 'switch' statement
- IronPython in Action
- On Estimates
- Do a bit of helping out at EuroPython
- Opengl Shading Language
- Testwatcher
- Beginning Game Development With Python and PyGame
- Expert Python Programming
- TIL: Using assertAlmostEquals to compare to N Significant Figures
- Pumping Iron : Dynamic Languages on .Net
- London Geek Night : Game Dev
- OpenGL Programming Guide, 6th ed.
- lang.name, lang.desc for lang in self.languages
- Stretching pyglet's Wings
- IronPython at Resolver Systems
- Writing C/C++ on Windows using g++ under Cygwin
- Acceptance testing a pyglet application
- Sole Scion project v0.1 : A 2D rigid-body Python game
- PyCon 2008, Chicago, USA
- Studencki Festiwal Informatyczny 2008
- Why Python?
- pyglet week 3 : Some Pretty Flowers
- Random Wallpaper for Linux Gnome Desktop
- Beautiful Code : Leading Programmers Explain How They Think
- pyglet week 2: Better Vertex Throughput
- 2D Graphics With pyglet and OpenGL
- The Hacker Crackdown : Law and Disorder on the Electronic Frontier
- Resolver One 1.0
- Disastrous UK Government IT Projects
- PyCon UK 2007
- Unexpected Error
- Perl: parody of itself
- Generics Considered Harmful
- DirectX in IronPython
- Mocks Aren't (Just) Stubs
- Testing Extreme Programming
- London Python meetup


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