Faust For the Confined: Adding Faust DSP Support to Your JUCE Plug-ins
JUCE is a well-known framework for creating audio plug-ins (i.e., VST, AU, AAX, etc.) and applications for a wide range of platforms. Faust can be used to generate ready-to-use JUCE applications and plug-ins implementing the standard user interface (UI) described in the Faust code using faust2juce. However, it is sooo easy to make professional looking UIs from scratch in JUCE that you might want to use Faust to implement the DSP portion of your plug-in and build your own UI.
In this tutorial, we demonstrate how to use the Faust compiler to generate a C++ DSP object and how to interface it with your JUCE plug-in/UI. We'll cover basic examples (monophonic synth, polyphonic synth, and audio effect) as well as more advanced applications involving polyphony, etc.
Simple Monophonic Synth Plug-In
<< Download the source of this tutorial >>
In this section, we demonstrate how to use a Faust synth to build a plug-in in JUCE with a custom UI from scratch.
Generating the DSP Engine
First, let's implement a basic subtractive synthesizer in Faust based on a filtered sawtooth wave (FaustSynth.dsp
):
import("stdfaust.lib");
freq = nentry("freq",200,50,1000,0.01);
gain = nentry("gain",0.5,0,1,0.01) : si.smoo;
gate = button("gate") : si.smoo;
cutoff = nentry("cutoff",10000,50,10000,0.01) : si.smoo;
process = os.sawtooth(freq)*gain*gate : fi.lowpass(3,cutoff) <: _,_;
Feel free to run it in the web IDE to see how it sounds!
The output of the lowpass is split into 2 signals to create a stereo object.
Note that all the parameters are smoothed to prevent clicking (we want our plug-in to be clean!). Even gate
is smoothed, which will apply a gentle exponential envelope when the trigger signal is sent, etc.
Since Faust will not build its own UI here, the type of UI element used in this code doesn't really matter. They just serve as a point of entry to control the parameters of the audio engine we're about to generate. So nentry
could be replaced by hslider
or vslider
, it would not make any difference. However, we encourage you to always write "coherent" interfaces in case someone would like to use your Faust code "as such" at some point.
In order to turn this Faust program into a C++ DSP object usable in JUCE, we must use a Faust architecture file that will wrap the C++ code generated by the Faust compiler (that literally just contains an audio callback function). That's what faustMinimal.h
(which is part of the package that you downloaded at the beginning of this tutorial) does. Actually, if you open it, you'll see:
#include <cmath>
#include <cstring>
#include "faust/gui/MapUI.h"
#include "faust/gui/meta.h"
#include "faust/dsp/dsp.h"
// BEGIN-FAUSTDSP
<<includeIntrinsic>>
<<includeclass>>
// END-FAUSTDSP
The faust/...
files should be on your system if Faust is installed on it. If not, you can use the inlined version of the architecture file (faustMinimalInlined.h
) which can also be found in the package that you downloaded at the beginning of this tutorial.
MapUI.h
will allow us to easily control the parameters of the Faust object using their declared names in the Faust code. The other includes are necessary in most cases and are just parent classes of the DSP class generated by the Faust compiler. <<includeclass>>
is where the code generated by the Faust compiler gets pasted.
This architecture file can be used with the Faust compiler simply by running:
faust -i -a faustMinimal.h FaustSynth.dsp -o FaustSynth.h
where FaustSynth.h
is the name of the generated file that we will import in our JUCE project later in this tutorial. The -i
option inlines the included C++ files in the generated file.
Alternatively, if Faust is not installed on your system, the Faust online IDE can be used to carry out the same task by choosing source/cplusplus
in the Export (truck) function. The content of the downloaded C++ file can then be copied and pasted between the BEGIN-FAUSTDSP
and END-FAUSTDSP
tags.
We're now ready to create a new JUCE plug-in project!
Creating an Empty JUCE Plug-In Project
In this section, we'll assume that you're a bit familiar with JUCE. If that's not your case, don't panic and just read their Getting started with the Projucer tutorial. We also recommend you to have a look a the next few following tutorials to have a sense of how things work. They're nice and easy to read!
In the Projucer, create a new Audio Plug-In, add the targets that you want, in the settings, make sure that "Plugin is a Synth" is enabled. In our case, we named it "MonoSynth" (choose this name wisely as it will impact the class names of your program).
Now, place the FaustSynth.h
file generated in the previous step in the Source
folder of your JUCE plug-in project. Then select it in Source
in your file browser and drag it to the Projucer so that it becomes visible in the Source
tab:
At this point, try to compile your plug-in and see if it runs. Remember that JUCE now generates a "standalone plug-in" by default which is super convenient to test things without having to open the plug-in in a third party application.
Integrating the Faust DSP Object to The JUCE Project
Let's now integrate our Faust-generated DSP object to the PluginProcessor
. Declare the following elements in the private section of the MonoSynthAudioProcessor
class of PluginProcessor.h
:
private:
MapUI* fUI;
dsp* fDSP;
float** outputs;
//==============================================================================
JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (MonoSynthAudioProcessor)
fUI
will be used to control the parameters of the Faust DSP, and fDSP
will contain the audio DSP/callback itself (that's basically the object generated by the Faust compiler). In order to declare these objects without knowing the definition of MapUI
and dsp
you'll also have to declare empty class definitions at the beginning of the file:
class dsp;
class MapUI;
class MonoSynthAudioProcessor : public AudioProcessor
In PluginProcessor.cpp
, include FaustSynth.h
at the beginning of the file in the includes section:
#include "PluginProcessor.h"
#include "PluginEditor.h"
#include "FaustSynth.h"
Write the following in the prepareToPlay
method:
void MonoSynthAudioProcessor::prepareToPlay(double sampleRate, int samplesPerBlock)
{
fDSP = new mydsp();
fDSP->init(sampleRate);
fUI = new MapUI();
fDSP->buildUserInterface(fUI);
outputs = new float*[2];
for (int channel = 0; channel < 2; ++channel) {
outputs[channel] = new float[samplesPerBlock];
}
}
Here, fDSP
which is the Faust DSP object is first instantiated. Then fUI
which will be used to control the parameters of the DSP is instantiated. These 2 objects are bound together using the buildUserInterface
method of fDSP
. Finally, memory is allocated for the stereo output of the Faust object. Note that outputs
is a double array (one dimension for audio channels and one dimension for audio samples/buffers).
Conversly, write the following in the releaseResources
method of MonoSynthAudioProcessor
:
void MonoSynthAudioProcessor::releaseResources()
{
delete fDSP;
delete fUI;
for (int channel = 0; channel < 2; ++channel) {
delete[] outputs[channel];
}
delete [] outputs;
}
Here, we just free the memory allocated in the previous steps when resources are released.
Let's now get into the heart of the matter: the audio callback which is implemented through the processBlock
method of MonoSynthAudioProcessor
:
void MonoSynthAudioProcessor::processBlock (AudioBuffer<float>& buffer, MidiBuffer& midiMessages)
{
ScopedNoDenormals noDenormals;
auto totalNumInputChannels = getTotalNumInputChannels();
auto totalNumOutputChannels = getTotalNumOutputChannels();
fDSP->compute(buffer.getNumSamples(),NULL,outputs);
for (int channel = 0; channel < totalNumOutputChannels; ++channel) {
for (int i = 0; i < buffer.getNumSamples(); i++) {
*buffer.getWritePointer(channel,i) = outputs[channel][i];
}
}
}
Here, we basically compute one full audio block of size buffer.getNumSamples()
, we store it in outputs
and we then link outputs
to the actual audio output of processBlock
(*buffer.getWritePointer(channel,i)
).
At this point, you should be able to produce sound with your plug-in! Temporarily add the following line to the prepareToPlay
method to set the value of the gate
parameter to one:
fUI->setParamValue("gate",1);
Note how fUI
is used here to configure the parameter of the Faust DSP using its setParamValue
method which has 2 arguments: the path/name of the parameter in the Faust code, and its value.
Try to compile the plug-in for your desired target (e.g., VST, AU, etc.). In our case we'll juste generate a standalone plug-in for convenience. When running the plug-in, you should now hear sound!
Since we want to control the parameters of our synth from the PluginEditor
, we must create a series of public methods in PluginProcessor
to control each parameter of our synth. In PluginProcessor.h
this will look like:
public:
void setFreq(float freq);
void setGain(float gain);
void setCutoff(float cutoff);
void setGate(bool gate);
and the corresponding implementation in PluginProcessor.cpp
will be:
void MonoSynthAudioProcessor::setFreq(float freq)
{
fUI->setParamValue("freq",freq);
}
void MonoSynthAudioProcessor::setGain(float gain)
{
fUI->setParamValue("gain",gain);
}
void MonoSynthAudioProcessor::setGate(bool gate)
{
if(gate) {
fUI->setParamValue("gate",1);
} else {
fUI->setParamValue("gate",0);
}
}
void MonoSynthAudioProcessor::setCutoff(float cutoff)
{
fUI->setParamValue("cutoff",cutoff);
}
That's it for the PluginProcessor
! Easy isn't it ;)? Now, let's add a basic interface to control this synth.
We add a series of sliders, button, and labels to the private section of MonoSynthAudioProcessorEditor
in PluginEditor.h
:
private:
Slider frequencySlider;
Slider gainSlider;
Slider cutoffSlider;
ToggleButton onOffButton;
Label frequencyLabel;
Label gainLabel;
Label cutoffLabel;
Label onOffLabel;
and their corresponding implementation in PluginEditor.cpp
:
MonoSynthAudioProcessorEditor::MonoSynthAudioProcessorEditor(MonoSynthAudioProcessor& p)
: AudioProcessorEditor(&p), processor(p)
{
setSize (800, 130);
addAndMakeVisible(frequencySlider);
frequencySlider.setRange(50.0, 5000.0);
frequencySlider.setSkewFactorFromMidPoint(500.0);
frequencySlider.setValue(300);
frequencySlider.onValueChange = [this] {
processor.setFreq(frequencySlider.getValue());
};
addAndMakeVisible(frequencyLabel);
frequencyLabel.setText("Frequency", dontSendNotification);
frequencyLabel.attachToComponent(&frequencySlider, true);
addAndMakeVisible(gainSlider);
gainSlider.setRange(0.0, 1.0);
gainSlider.setValue(0.5);
gainSlider.onValueChange = [this] {
processor.setGain(gainSlider.getValue());
};
addAndMakeVisible(gainLabel);
gainLabel.setText("Gain", dontSendNotification);
gainLabel.attachToComponent (&gainSlider, true);
addAndMakeVisible(cutoffSlider);
cutoffSlider.setRange(50.0, 10000.0);
cutoffSlider.setValue(5000.0);
cutoffSlider.onValueChange = [this] {
processor.setCutoff(cutoffSlider.getValue());
};
addAndMakeVisible(cutoffLabel);
cutoffLabel.setText("Cutoff", dontSendNotification);
cutoffLabel.attachToComponent(&cutoffSlider, true);
addAndMakeVisible(onOffButton);
onOffButton.onClick = [this] {
processor.setGate(onOffButton.getToggleState());
};
addAndMakeVisible(onOffLabel);
onOffLabel.setText("On/Off", dontSendNotification);
onOffLabel.attachToComponent (&onOffButton, true);
}
The methods that we declared in the previous step are basically called to set the value of the parameters of our DSP engine thanks to the processor
object.
The resized
method must be implemented so that the various UI elements that we created actually have a size:
void MonoSynthAudioProcessorEditor::resized()
{
const int sliderLeft = 80;
frequencySlider.setBounds(sliderLeft, 10, getWidth() - sliderLeft - 20, 20);
gainSlider.setBounds(sliderLeft, 40, getWidth() - sliderLeft - 20, 20);
cutoffSlider.setBounds(sliderLeft, 70, getWidth() - sliderLeft - 20, 20);
onOffButton.setBounds(sliderLeft, 100, getWidth() - sliderLeft - 20, 20);
}
Finally, make sure that you clean the implementation of the paint
method to get rid of the default ugly "Hello World:"
void MonoSynthAudioProcessorEditor::paint (Graphics& g)
{
g.fillAll(getLookAndFeel().findColour (ResizableWindow::backgroundColourId));
}
Compile your plug-in and run it, it should look like this:
The goal of this section was just to show you how to integrate a Faust DSP object into a JUCE plug-in project and how to control it with a simple UI. Once again, JUCE is a powerful tool to implement sophisticated UI in a very simple way. You'll find all the documentation you need on their website](https://juce.com/) to start making beautiful plug-ins!
Simple Audio Effect Plug-In
<< Download the source of this tutorial >>
In this section, we demonstrate how to use a Faust effect to build a plug-in in JUCE with a custom UI from scratch.
Generating the DSP Engine
The steps for generating an audio effect C++ DSP object with Faust are exactly the same as for a synth (see the previous section) and the faustMinimal.h
architecture file can be used as well.
For this example, we'll be using a stereo echo:
import("stdfaust.lib");
echo(d,f) = +~de.delay(48000,del)*f
with {
del = d*ma.SR;
};
delay = nentry("delay",0.25,0,1,0.01) : si.smoo;
feedback = nentry("feedback",0.5,0,1,0.01) : si.smoo;
process = par(i,2,echo(delay,feedback));
Then run something like:
faust -i -a faustMinimal.h FaustEffect.dsp -o Effect/Source/FaustEffect.h
Creating a New Empty JUCE Plug-In Project
The steps are the same as for the mono synthesizer tutorial except that the "Plug-in is a Synth" checkbox shouldn't be checked this time. For this example, we decided to give a very bad and explicit name to our plug-in project: "Effect.""
Finally, import the C++ file generated in the previous step (i.e., FaustEffect.h
) in your project.
Integrating the Faust DSP Object to The JUCE Project
Steps are also similar to the mono synthesizer tutorial here, except that an audio input should be created. So, in PluginProcessor.h
, we'll have:
private:
MapUI* fUI;
dsp* fDSP;
float **inputs;
float **outputs;
In PluginProcessor.cpp
, for the prepareToPlay
and releaseResources
methods:
void EffectAudioProcessor::prepareToPlay (double sampleRate, int samplesPerBlock)
{
fDSP = new mydsp();
fDSP->init(sampleRate);
fUI = new MapUI();
fDSP->buildUserInterface(fUI);
inputs = new float*[2];
outputs = new float*[2];
for (int channel = 0; channel < 2; ++channel) {
inputs[channel] = new float[samplesPerBlock];
outputs[channel] = new float[samplesPerBlock];
}
}
void EffectAudioProcessor::releaseResources()
{
delete fDSP;
delete fUI;
for (int channel = 0; channel < 2; ++channel) {
delete[] inputs[channel];
delete[] outputs[channel];
}
delete [] inputs;
delete [] outputs;
}
and the audio callback:
void EffectAudioProcessor::processBlock (AudioBuffer<float>& buffer, MidiBuffer& midiMessages)
{
ScopedNoDenormals noDenormals;
auto totalNumInputChannels = getTotalNumInputChannels();
auto totalNumOutputChannels = getTotalNumOutputChannels();
for (int channel = 0; channel < totalNumInputChannels; ++channel) {
for (int i = 0; i < buffer.getNumSamples(); i++) {
inputs[channel][i] = *buffer.getWritePointer(channel,i);
}
}
fDSP->compute(buffer.getNumSamples(),inputs,outputs);
for (int channel = 0; channel < totalNumOutputChannels; ++channel) {
for (int i = 0; i < buffer.getNumSamples(); i++){
*buffer.getWritePointer(channel,i) = outputs[channel][i];
}
}
}
This should be relatively self-explanatory.
Of course, the corresponding control methods should be created as well, etc.:
void EffectAudioProcessor::setDelay(float delay)
{
fUI->setParamValue("delay",delay);
}
void EffectAudioProcessor::setFeedback(float feedback)
{
fUI->setParamValue("feedback",feedback);
}
On the interface side, things can be easily adapted to match this new configuration with something like this:
EffectAudioProcessorEditor::EffectAudioProcessorEditor (EffectAudioProcessor& p)
: AudioProcessorEditor(&p), processor(p)
{
// Make sure that before the constructor has finished, you've set the
// editor's size to whatever you need it to be.
setSize(800, 100);
addAndMakeVisible (delaySlider);
delaySlider.setRange(0.0, 1.0);
delaySlider.setValue(0.5);
delaySlider.onValueChange = [this] {
processor.setDelay(delaySlider.getValue());
};
addAndMakeVisible(delayLabel);
delayLabel.setText("Delay (s)", dontSendNotification);
delayLabel.attachToComponent (&delaySlider, true);
addAndMakeVisible(feedbackSlider);
feedbackSlider.setRange(0.0, 1.0);
feedbackSlider.setValue(0.5);
feedbackSlider.onValueChange = [this] {
processor.setFeedback(feedbackSlider.getValue());
};
addAndMakeVisible(feedbackLabel);
feedbackLabel.setText("Feedback", dontSendNotification);
feedbackLabel.attachToComponent(&feedbackSlider, true);
}
void EffectAudioProcessorEditor::resized()
{
const int sliderLeft = 80;
delaySlider.setBounds(sliderLeft, 10, getWidth() - sliderLeft - 20, 20);
feedbackSlider.setBounds(sliderLeft, 40, getWidth() - sliderLeft - 20, 20);
}
Try to compile your program and you should have a beautiful effect plug-in :).
Creating and Using a Polyphonic Faust DSP Object
<< Download the source of this tutorial >>
The procedure to create a polyphonic synthesizer DSP object is slightly different than for a simple monophonic synth such as the one presented at the beginning of this tutorial. Here, we'll be using the same Faust program as one used for the mono synthesizer example. To enable polyphony, we just need to configure the nvoices
metadata which allows us to specify the maximum number of voices of polyphony of the DSP object that will be generated:
declare options "[nvoices:12]";
import("stdfaust.lib");
freq = nentry("freq",200,50,1000,0.01);
gain = nentry("gain",0.5,0,1,0.01) : si.smoo;
gate = button("gate") : si.smoo;
cutoff = nentry("cutoff",10000,50,10000,0.01) : si.smoo;
process = os.sawtooth(freq)*gain*gate : fi.lowpass(3,cutoff) <: _,_;
The package downloadable at the beginning of this tutorial contains a Faust architecture file slightly different from the one used in the previous examples (mono synth and effect): faustMinimalPoly.h. If you open it, you'll see:
#include <cmath>
#include <cstring>
#include "faust/misc.h"
#include "faust/gui/UI.h"
#include "faust/gui/JSONUIDecoder.h"
#include "faust/dsp/dsp.h"
#include "faust/dsp/dsp-adapter.h"
#include "faust/gui/meta.h"
// BEGIN-FAUSTDSP
<<includeIntrinsic>>
<<includeclass>>
// END-FAUSTDSP
#include "faust/dsp/faust-poly-engine.h"
#include "faust/audio/dummy-audio.h"
std::list<GUI*> GUI::fGuiList;
ztimedmap GUI::gTimedZoneMap;
faust-poly-engine.h
contains the FaustPolyEngine
class which can be used to turn a Faust C++ DSP object into a polyphonic synthesizer. In order for this class to work, an "audio driver" must be provided which is what the dummyaudio
class available in dummy-audio.h
can be used for. It also allows us to pass the sampling rate and the buffer size to FaustPolyEngine
.
Compile the previous Faust program using this architecture file either by using the Faust command-line compiler or web IDE:
faust -i -a faustMinimalPoly.h FaustSynth.dsp -o PolySynth/Source/FaustSynth.h
and integrate FaustSynth.h
to a new JUCE synth plug-in project (following the same steps as in the mono synth tutorial).
In PluginProcessor.h
, declare the following objects:
private:
audio *driver;
FaustPolyEngine *faustObject;
float **outputs;
//==============================================================================
JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (PolySynthAudioProcessor)
Once again, faustObject
here will be the polyphonic Faust object and driver
will be used to pass the sampling rate and buffer size to the system.
Don't forget the declare the corresponding empty classes at the beginning of the file:
class FaustPolyEngine;
class audio;
class PolySynthAudioProcessor : public AudioProcessor
{
In PluginProcessor.cpp
, first don't forget to include FaustSynth.h
. Then fill prepareToPlay
with the following code:
void PolySynthAudioProcessor::prepareToPlay(double sampleRate, int samplesPerBlock)
{
driver = new dummyaudio(sampleRate,samplesPerBlock);
faustObject = new FaustPolyEngine(NULL,driver,NULL);
outputs = new float*[2];
for (int channel = 0; channel < 2; ++channel){
outputs[channel] = new float[samplesPerBlock];
}
}
First, the empty audio driver is instantiated and passed to the Faust polyphonic object. Of course, we allocate memory for the audio output.
Resources are freed as follows:
void PolySynthAudioProcessor::releaseResources()
{
//delete faustObject;
delete driver;
for (int channel = 0; channel < 2; ++channel) {
delete[] outputs[channel];
}
delete [] outputs;
}
The processBlock
method works the same way as for the mono synth tutorial except that the compute method is called here directly from the faustObject
(FaustPolyEngine
).
void PolySynthAudioProcessor::processBlock (AudioBuffer<float>& buffer, MidiBuffer& midiMessages)
{
ScopedNoDenormals noDenormals;
auto totalNumInputChannels = getTotalNumInputChannels();
auto totalNumOutputChannels = getTotalNumOutputChannels();
faustObject->compute(buffer.getNumSamples(),NULL,outputs);
for (int channel = 0; channel < totalNumOutputChannels; ++channel) {
for (int i = 0; i < buffer.getNumSamples(); i++) {
*buffer.getWritePointer(channel,i) = outputs[channel][i];
}
}
}
While the setParamValue
method can now be called directly from faustObject
to set the value of specific parameters of the Faust object, other polyphony-specific methods are available such as keyOn
and keyOff
. For an exhaustive list, you can have a look at the source of FaustPolyEngine
which should just speak by itself.
Our final goal for this tutorial is to create a simple plug-in with the following interface:
Hence, the Faust DSP object should be controlled with a polyphonic keyboard. New methods must be created in PluginProcessor.cpp
to send keyon and keyoff events from the PluginEditor
to the PluginProcessor
:
void PolySynthAudioProcessor::keyOn(int pitch, int velocity)
{
faustObject->keyOn(pitch,velocity);
}
void PolySynthAudioProcessor::keyOff(int pitch)
{
faustObject->keyOff(pitch);
}
void PolySynthAudioProcessor::setCutoff(float cutoff)
{
faustObject->setParamValue("cutoff",cutoff);
}
Don't forget to declare these methods in PluginProcessor.h
, of course.
keyOn
will allocate a new voice, convert its pitch
parameter into a frequency that will be sent automatically to the Faust freq
parameter, velocity
is converted to a level that will be sent to the gain
parameter, and the gate
parameter is set to 1. Inversely, keyOff
sets gate
to 0 and waits for t60 to be reached to de-allocate the current voice.
keyOn
returns a voice ID whose type is unsigned long
. This ID can then be used to change the parameter of a specific voice. We're not using this functionality in the example presented in this tutorial but here is how this would work:
unsigned long voiceID = dspFaust.keyOn(60,110);
dspFaust.setVoiceParamValue("/synth/cutoff",voiceID,378);
Note that voices can also be allocated directly without using keyOn
and keyOff
with the newVoice
and the deleteVoice
methods:
unsigned long voiceID = dspFaust.newVoice();
dspFaust.setVoiceParamValue("/synth/gate",voiceID,1);
// do something...
dspFaust.deleteVoice(voiceID);
Using setParamValue
as we're doing in the current example, we can set the value of a parameter for all the voices of the DSP engine.
The following implementation is extremely primitive and only the messages from the UI keyboard are processed: we're just doing this for the sake of the example. If you've never worked with keyboards and MIDI in JUCE, we strongly recommend you to read this tutorial.
In PluginEditor.h
, let's first add the following inheritance to the PolySynthAudioProcessorEditor
class:
class PolySynthAudioProcessorEditor :
public AudioProcessorEditor,
private MidiInputCallback,
private MidiKeyboardStateListener
{
This is necessary to implement the MIDI callback and the keyboard (UI) listener.
This inheritance requires us to implement the following methods in the
private section of PluginEditor.h
. We also add an instance of a UI keyboard
and its associated state as well as a slider and its label to control the
cutoff frequency of the lowpass:
private:
void handleNoteOn(MidiKeyboardState*, int midiChannel, int midiNoteNumber, float velocity) override;
void handleNoteOff(MidiKeyboardState*, int midiChannel, int midiNoteNumber, float /*velocity*/) override;
void handleIncomingMidiMessage(MidiInput* source, const MidiMessage& message) override;
MidiKeyboardState keyboardState;
MidiKeyboardComponent keyboardComponent;
Slider cutoffSlider;
Label cutoffLabel;
In PluginEditor.cpp
, we can add the keyboard and the slider to the constructor:
PolySynthAudioProcessorEditor::PolySynthAudioProcessorEditor (PolySynthAudioProcessor& p)
: AudioProcessorEditor(&p), processor(p), keyboardComponent (keyboardState, MidiKeyboardComponent::horizontalKeyboard)
{
setSize (800, 150);
addAndMakeVisible(keyboardComponent);
keyboardState.addListener(this);
addAndMakeVisible(cutoffSlider);
cutoffSlider.setRange(50.0, 10000.0);
cutoffSlider.setValue(5000.0);
cutoffSlider.onValueChange = [this] {
processor.setCutoff(cutoffSlider.getValue());
};
addAndMakeVisible(cutoffLabel);
cutoffLabel.setText("Cutoff", dontSendNotification);
cutoffLabel.attachToComponent(&cutoffSlider, true);
}
and we must de-allocate the keyboard state listener in the destructor:
PolySynthAudioProcessorEditor::~PolySynthAudioProcessorEditor()
{
keyboardState.removeListener(this);
}
The implementation of the setCutoff
method is detailed later in this tutorial and is very similar to the one described in the previous section.
We also need to define the size of the various elements in the interface (as we did before):
void PolySynthAudioProcessorEditor::resized()
{
const int sliderLeft = 80;
keyboardComponent.setBounds (10,10,getWidth()-30,100);
cutoffSlider.setBounds(sliderLeft, 120, getWidth() - sliderLeft - 20, 20);
}
MIDI messages are retrieved from the keyboard simply by implementing the following inherited methods:
void PolySynthAudioProcessorEditor::handleIncomingMidiMessage (MidiInput* source, const MidiMessage& message) {}
void PolySynthAudioProcessorEditor::handleNoteOn(MidiKeyboardState*, int midiChannel, int midiNoteNumber, float velocity)
{
processor.keyOn(midiNoteNumber,int(127*velocity));
}
void PolySynthAudioProcessorEditor::handleNoteOff(MidiKeyboardState*, int midiChannel, int midiNoteNumber, float /*velocity*/)
{
processor.keyOff(midiNoteNumber);
}
That's it folks! Try to compile and run your plug-in, it should just work. Of course, things could be significantly improved here but at this point, you should be able to sail on your own.


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Scheduler
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This class implements the ready queue and the wait queue. Those queues contain processes ready to run and waiting for i/o respectively. More...
#include <queue.h>
Public Types | |
| typedef std::list< std::shared_ptr< Process > >::iterator | iterator |
Public Member Functions | |
| void | add (std::shared_ptr< Process > p) |
| add a process to the queue More... | |
| std::shared_ptr< Process > | remove (std::shared_ptr< Process > p) |
| removes the process from the queue. Note: this does not delete the process. Just remove it from queue. More... | |
| iterator | begin () |
| iterator | end () |
| size_t | size () const |
| bool | isEmpty () const |
| void | print () const |
| print a summary of the queue's content More... | |
| std::string | getDisplay () const |
| get the queue's content as a string, for command-line output More... | |
| int | getMaxSize () const |
| get the maximum size of the queues More... | |
Static Public Member Functions | |
| static Queue * | getReadyQueue () |
| get a pointer to the system's ready queue More... | |
| static Queue * | getWaitQueue () |
| get a pointer to the system's wait queue More... | |
This class implements the ready queue and the wait queue. Those queues contain processes ready to run and waiting for i/o respectively.
| typedef std::list<std::shared_ptr<Process> >::iterator Scheduler::Queue::iterator |
| void Queue::add | ( | std::shared_ptr< Process > | p | ) |
| Queue::iterator Queue::begin | ( | ) |
| Queue::iterator Queue::end | ( | ) |
| std::string Queue::getDisplay | ( | ) | const |
| int Queue::getMaxSize | ( | ) | const |
|
static |
|
static |
| void Queue::print | ( | ) | const |


PhET Test (Turing)
PhET Dev (HTML)
PhET Dev (Java/Flash)
PhETMarks
Automated Tests
Scenery Unit Tests
Pull All
Refresh Perennial
Common Repositories
All repositories
Out-of-date repositories
Simulation Repositories
All repositories
Out-of-date repositories


| 028:059 Khan | : |
And never will your Lord destroy the towns (populations) until He sends to their mother town a Messenger reciting to them Our Verses. And never would We destroy the towns unless the people thereof are Zalimun (polytheists, wrong- doers, disbelievers in the Oneness of Allah, oppressors and tyrants). |
| 028:059 Maulana | : |
And thy Lord never destroyed the towns, until He has raised in their metropolis a messenger, reciting to them Our messages, and We never destroyed the towns except when their people were iniquitous. |
| 028:059 Pickthal | : |
And never did thy Lord destroy the townships, till He had raised up in their mother(-town) a messenger reciting unto them Our revelations. And never did We destroy the townships unless the folk thereof were evil-doers. |
| 028:059 Rashad | : |
For your Lord never annihilates any community without sending a messenger in the midst thereof, to recite our revelations to them. We never annihilate any community, unless its people are wicked. |
| 028:059 Sarwar | : |
Your Lord did not destroy the people of the towns without first sending a Messenger to the mother town who would recite His revelations to them. We did not want to destroy the towns if the people therein were not unjust. |
| 028:059 Shakir | : |
And your Lord never destroyed the towns until He raised in their metropolis a messenger, reciting to them Our communications, and We never destroyed the towns except when their people were unjust. |
| 028:059 Sherali | : |
And thy Lord would never destroy the towns until HE has raised in the mother-town thereof a Messenger, reciting unto them Our Signs; nor would WE destroy the towns unless the people thereof were wrongdoers. |
| 028:059 Yusufali | : |
Nor was thy Lord the one to destroy a population until He had sent to its centre a messenger, rehearsing to them Our Signs; nor are We going to destroy a population except when its members practise iniquity. |
Concepts/Themes Covered: أركان الإسلام > التوحيد > توحيد الله تعالي > تنزيه الله تعالى عن الظلم Pillars of Islam> Islamic> Oneness of Allah> Allah the Exalted is Free of Injustice أركان الإسلام > الحج والعمرة > مكة المكرمة Pillars of Islam> Hajj and Umrah> The Honoured Macca
This tool uses eight English parallel translations for the Holy Quran imported from Mr. Clay Smith. You can also visit Qurany Concepts for browsing the Quran themes or topics. If you want to search the Holy Quran for keywords, please visit Qurany Keywords.


PolylineNode
public class PolylineNode : LocationNode
A Node that is used to show directions in AR-CL.
-
Declaration
Swift
public private(set) var locationNodes: [LocationNode]
-
Declaration
Swift
public let polyline: MKPolyline
-
Declaration
Swift
public let altitude: CLLocationDistance
-
Declaration
Swift
public let boxBuilder: BoxBuilder
-
Creates a
PolylineNode
from the provided polyline, altitude (which is assumed to be uniform for all of the points) and an optional SCNBox to use as a prototype for the location boxes.Declaration
Swift
public init(polyline: MKPolyline, altitude: CLLocationDistance, tag: String? = nil, boxBuilder: BoxBuilder? = nil)
Parameters
polyline
The polyline that we’ll be creating location nodes for.
altitude
The uniform altitude to use to show the location nodes.
tag
a String attribute to identify the node in the scene (e.g when it’s touched)
boxBuilder
A block that will customize how a box is built.
-
Declaration
Swift
required public init?(coder aDecoder: NSCoder)


A helpful set of tools for guitar players
A helpful set of tools for guitar players
A Spring Boot and Kotlin backend, React front end app showcases my amateur photography.
Check out my Last.FM music scrobbling profile. Built with React using the Last FM API.
Application using Scala and the Play Framework for leaving reviews on music albums.
My first resume website. A playground for trying out various java related technologies and javascript libraries. Also a dummy web store to purchase albums.
A helpful way to see all the items under the National Parks Service. Build with react frontend using Leaflet, and node express backend.
A react collaboration with my brother for Digital Ocean's 2019 Hacktoberfest. Search for recipes by keywords.
A page demoing CodeWars.com problems and solutions. Built with React.


Books Details
All Books Details
For fans of John Connolly’s Charlie Parker series of paranormal mysteries, his most recent book, The Woman in the Woods, will probably meet their expectations. For those who are first time readers of the series, perhaps not so much. Connolly introduces a large number of new characters as well as some repeats, specifically Louis and Angel, a gay interracial couple who have on occasion assisted Charlie in his private detective activities. In this story, Angel has undergone a serious operation, and Louis refuses to believe that this indicates the end of life. Connolly has developed two strong antagonists in Quayle and Pallida Mors, the type the reader really learns to hate but can’t stop reading about them.
A Song of Ice and Fire is a series of epic fantasy novels by the American novelist and screenwriter George R. R. Martin. He began the first volume of the series, A Game of Thrones, in 1991, and it was published in 1996. Martin, who initially envisioned the series as a trilogy, has published five out of a planned seven volumes. The fifth and most recent volume of the series, A Dance with Dragons, was published in 2011 and took Martin six years to write. He is currently writing the sixth novel, The Winds of Winter.


Nadal ends 2019 as No. 1 for 5th time
Rafael Nadal draws level with rivals Novak Djokovic and Roger Federer, who have also finished the year in the top spot 5 times
by Agence France-PresseSubscribe
Email Address
Newsletters
- Glenda Gloria's Take this Tuesday
- Huddle by Miriam Grace Go
- The Newsbreak Agenda by Chay Hofileña
- Sometimes, all you need is video by Lilibeth Frondoso


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This is just a small update on the status of DigitizationLab and the on going development of WebPlotDigitizer. I had taken a break of almost two months and have recently resumed the development of both the projects.
DigitizationLab is intended to be a desktop version of the WebPlotDigitizer program with added abilities to save and re-use calibration, masks, data etc. The desktop based implementation may also be better suited for automated tasks such as extraction of plots from documents, auto-detection of axes etc. I have made some progress on this, but there is still a lot more that has to be done. I am making the repository private for now and as it may not end up being a completely opensource software. Here is a screenshot of DigitizationLab running on Mac OS:
As for WebPlotDigitizer, I have collected a number of small enchancement requests and identified a few places where improvements are needed. I will be making these changes sometime this month.


| Event Name | Host | Address | City | Event Description | Indoor Event | Outdoor Event | Virtual Event | Date & Time | Number of Attendees | Status | Approve | Deny | Delete |
|---|
| Event Name | Host | Address | City | Event Description | Indoor Event | Outdoor Event | Virtual Event | Date & Time | Number of Attendees | Status | Approve | Deny | Delete |
|---|


Sometimes the separator displays incorrectly with IDE look and feel changed by themes, adjust here and have a fix.


Portfo
lio
About Me
(current)
Skills
Education
Projects
Experience
Interests & Achievements
EDUCATION
Trinity College Dublin
B.A.I, in Computer Engineering
Grade- 2.1
D.A.V Public School
12th Standard- equivalent to Irish leaving certificate
84% Grade Overall.


Work
Below are links to websites I've worked on.
They're source codes are availabe on my GitHub page and are linked to on the websites themselves.
Tutorials Followed
Morbi leo risus, porta ac consectetur ac, vestibulum at eros. Cras mattis consectetur purus sit amet fermentum.


//
//kwabs motors has the best quality cars in the ghana and you can check us on our new website
we have the best car services in ghana just call us On the Insert tab, the galleries include items that are designed to coordinate with the overall look of your document. You can use these galleries to insert tables, headers, footers, lists, cover pages, and other document building blocks.
you can call us any thing and we will be at your service On the Insert tab, the galleries include items that are designed to coordinate with the overall look of your document. You can use these galleries to insert tables, headers, footers, lists, cover pages, and other document building blocks.
we can also come to your homes to serive ur car for you On the Insert tab, the galleries include items th-at are designed to coordinate with the overall look of your document. You can use these galleries to insert tables, headers, footers, lists, cover pages, and other document building blocks.
On the Insert tab, the galleries include items that are designed to coordinate with the overall look of your document. You can use these galleries to insert tables, headers, footers, lists, cover pages, and other document building blocks.


Classes
The following classes are available globally.
-
Undocumented
See moreDeclaration
Swift
@UIApplicationMain class AppDelegate : UIResponder, UIApplicationDelegate
-
This is the metadata behind a menu item
See moreDeclaration
Swift
class ButtonCellInfo
-
Represents a single Die. This includes:
- The sides to the die
- What side is currently selected (roll).
Declaration
Swift
class Die : CustomDebugStringConvertible
-
A basic model that keeps track of metadata about a game. For example, the score, number of bad guesses, rotations, etc
See moreDeclaration
Swift
class Game : NSObject
-
Represents the
See moreGame Board
itself (which is more or less just a container for the dice on the baord).Declaration
Swift
class GameBoard
-
This class is the Game Context. It is responsible for keeping track of:
- The Game Board
- Game Stats
Declaration
Swift
class GameContext : NSObject
-
A Provider that will generate you GameBoards.
Note: To generate GameBoards, we depend on the
See moredice.json
file living in the main bundleDeclaration
Swift
class DiceProvider
-
Undocumented
See moreDeclaration
Swift
class GameContextProvider
-
Provides the ability to check the validity of a word, using a UITextChecker.
See moreDeclaration
Swift
class LexiconProvider
-
This class is responsible for the handling of score calculation data.
See moreDeclaration
Swift
class ScoreProvider
-
Undocumented
See moreDeclaration
Swift
class SettingsService
-
Provides the ability to play sounds
See moreDeclaration
Swift
class SoundProvider
-
This is a reusable cell that is configured via a
See moreGameOverAction
. TheGameOverAction
is used to configure the title of the button in this cell and to send out a notification when the user interacts with the button.Declaration
Swift
class ActionCell : UITableViewCell
-
Undocumented
See moreDeclaration
Swift
class GameContainerViewController : UIViewController
-
The controller for the GamePlayVC (see the storyboard to see how this is all organized together)
See moreDeclaration
Swift
class GamePlayViewController : UIViewController
-
A class that will render a Scroggle Game Board in the provided SKView.
- A new SKScene is created (consuming the entire SKView screen)
- The DiceTray.scn file is loaded into an SCNScne
- A new SCN3DNode is created and added to the Scene from step 1
- The SCNScene (from step 2) is set as the scene in the SCN3DNode
Declaration
Swift
class GameSceneController
-
This is a cell that’s used to show a word that was successfully guessed on the scroggle board and the corresponding score for that word
See moreDeclaration
Swift
class WordCell : UITableViewCell
-
A controller for the word list (during game play). When a user guesses a word, it shows up in the TableView that this controls.
See moreDeclaration
Swift
class WordListViewController : UITableViewController
-
The controller for the Introduction Scene
See moreDeclaration
Swift
class IntroductionViewController : UIViewController
-
Undocumented
See moreDeclaration
Swift
class IntroductionScene : SCNScene
-
The Controller for the Main Menu.
See moreDeclaration
Swift
class MainMenuViewController : UIViewController
-
This is the code behind the button table cell. Literally just a cell with a button
See moreDeclaration
Swift
class ButtonTableViewCell : UITableViewCell
-
The main purpose of this controller is to present a menu. The
See moremenuBuilder
property (aMenuBuilding
object) is the model that tells us how to build the menu. ThemenuTableVC
is the actual menu view controller (it’s the worker here), and uses themenuBuilder
to build out the menu for us.Declaration
Swift
class MenuContainerViewController : UIViewController
-
A Cell that shows you the title in a menu. See Menu.storyboard for more details.
See moreDeclaration
Swift
class MenuHeaderTableViewCell : UITableViewCell
-
This class is responsible for rendering the menu itself. There are 2 cell types supported, currently:
- Header Cell (MenuHeaderTableViewCell) - shows a
title
for the menu - Button Cell (ButtonTableViewCell) - provides a clickalable button See Menu.storyboard to see what they look like.
Declaration
Swift
class MenuTableViewController : UITableViewController
- Header Cell (MenuHeaderTableViewCell) - shows a
-
This View Controller serves as a Container to embed the
See moreMenuTableViewController
and proxy themenu
property through to the MenuTableVC.Declaration
Swift
class MenuViewController : UIViewController
-
The Controller for the TimeMenu, it’s responsible for starting games
See moreDeclaration
Swift
class TimeMenuViewController : UIViewController


{% extends "base.html" %} {% import "bootstrap/wtf.html" as wtf %} {% block title %}JeffPD - Teacher{% endblock %} {% block page_content %}
Hello, {% if current_user.is_authenticated() %}{{ current_user.first_name }}{% else %}Stranger{% endif %}!
Use this page to checkout all the logs you're coaches have entered about you!
| Coach | Date / Time | What your coach did | What he/she is doing next | Minutes logged | Tags | Send coach a message about this? |
|---|---|---|---|---|---|---|
| {{ Coach.query.filter_by(id=log.coach_id).first().first_name + " " + Coach.query.filter_by(id=log.coach_id).first().last_name }} | {{ log.timestamp.strftime("%Y-%m-%d %H:%M") }} | {{ log.body }} | {{ log.next }} | {{ log.time }} | {% for tag in log.tags %} {{ tag.name }}, {% endfor %} | {{ Coach.query.filter_by(id=log.coach_id).first().email }} |


-----Original Message-----
From: Taylor, Gina
Sent: Tuesday, October 16, 2001 11:06 AM
To: Hayslett, Rod; Geaccone, Tracy
Subject: Nutcracker Market
Rod and Tracy,
I'm confirming who's planning to attend the Nutcracker Market Brunch on Friday, Nov. 9.
Confirmed to date include:
Gina Taylor
Cindy Stark
Debbie Horton
Lynn Blair
Socal Customer
Roc, is Kathy still planning to attend? Tracy, can you come?
Please let me know by the end of this week.
Thanks!
Gina
***********
EDRM Enron Email Data Set has been produced in EML, PST and NSF format by ZL Technologies, Inc. This Data Set is licensed under a Creative Commons Attribution 3.0 United States License <http://creativecommons.org/licenses/by/3.0/us/> . To provide attribution, please cite to "ZL Technologies, Inc. (http://www.zlti.com)."
***********
California


White to play 54
pips White=149 Black=120
(CorrectAnswer= 0/0, ErrorScore= 0)
1. Bar/21 6/1* eq: -0.694 37.28% (G:11.41% B:0.48%) 62.72% (G:32.18% B:2.50%) 2. Bar/21 11/6 eq: -0.884 (-0.190) 34.75% (G: 9.62% B:0.50%) 65.25% (G:35.51% B:0.94%) 3. Bar/21 13/8 eq: -0.960 (-0.266) 34.27% (G: 9.03% B:0.62%) 65.73% (G:36.58% B:1.69%) 4. Bar/16 eq: -1.000 (-0.306) 33.24% (G: 7.48% B:0.45%) 66.76% (G:40.04% B:1.84%) 5. Bar/21 8/3 eq: -1.000 (-0.306) 29.80% (G: 8.24% B:0.44%) 70.20% (G:42.66% B:3.29%)


A responsive site automatically molds itself to the screen size it is requested on,sometimes varying content placement and display greatly, to enhance user experience.
What mobile first design is and why it is important?
An increasing number of people use mobile devices to access the internet. If a site is built as desktop-first, there can be an almost infinite number of small screen sizes to cater to, but if a site is designed as mobile first, then content can be varied easier with expanding screen sizes.
Using the above approach allows for smaller, and probably 'weaker', devices to not have to parse through large amounts of code. Desktops might generally be a lot more capable of handling more code when loading a website.
What are frameworks, and what are pros/cons?
A framework is a standardized package, usually consisting of html, css, javascript etc, and is helpful when first setting up a website. It cuts down on a lot of basic work.
Amongst positive points are compatibility enhancements on browsers, fixes to common css issues, allow clean and tidy coding, and a common solution set to solve problems in a team-project.
Amongst commonly considered downsides is the unused code left over that loads with every website wether its required or not, and a slower learning curve in web development, since one can rely on the framework to do a lot of work, instead of having to deal with the nitty-gritty oneself.

Basic representation of different/major parts of a web page.
A wireframe helps establish what information is most important and where it should be places on a web page. If following the 'F' pattern, the important points including any 'call to action' banners or buttons should be on the upper left of the web page.
Another benefit of wireframes is it can be used to communicate the basic design of the webpage to others. A wireframe can also be used as a blue print to compare the webpage design to, during the development process.
Aspects of wireframe I found challenging to implement and why?
In an ideal world I assume a developer would be able to take any idea presented and covert it into a working webpage. Because it was my first time wireframing, and also one of my first times developing the page, I had to go back and decide that one of the 'mobile' wireframes I had done was not feasible.
It was quite disconnected from the 'desktop' version and looked like it would require extra plugins and javascript, animation etc to come to life. So I deleted that wireframe and built it more compatible with my desktop site.


#include <array_ops.h>
Converts a flat index or array of flat indices into a tuple of.
coordinate arrays.
(numpy) Equivalent to np.unravel_index
Arguments:
int
Tensor whose elements are indices into the flattened version of an array of dimensions dims.int
Tensor. The shape of the array to use for unraveling indices.Returns:
Output
: An 2-D (or 1-D if indices is 0-D) tensor where each row has the same shape as the indices array.
Constructors and Destructors |
|
|---|---|
UnravelIndex(const ::tensorflow::Scope & scope, ::tensorflow::Input indices, ::tensorflow::Input dims)
|
Public attributes |
|
|---|---|
operation
|
|
output
|
Public functions |
|
|---|---|
node() const
|
::tensorflow::Node *
|
operator::tensorflow::Input() const
|
|
operator::tensorflow::Output() const
|
|
Operation operation
::tensorflow::Output output
UnravelIndex( const ::tensorflow::Scope & scope, ::tensorflow::Input indices, ::tensorflow::Input dims )
::tensorflow::Node * node() const
operator::tensorflow::Input() const
operator::tensorflow::Output() const


@formElt(slackForm, SettingsCtrl.updateSlackAccount(req.group.slug)) {
Connect Gospeak to your slack workspace to post messages when something happen
@fieldHorizontal(slackForm("token"), List("label" -> "Slack OAuth Token")) { (field, args) =>
@inputText(field, List(
"autofocus" -> "true",
"placeholder" -> "ex: xoxp-19471843520-26025264040-635191736450-732a788fa04094e3aaedf6edb9fa2666",
"remote-validate" -> UtilsCtrl.validateSlackToken("{{input}}").toString) ++ args)
Your app token.
Create one if needed.
-
Open https://api.slack.com/apps
and create an app using the Create New App
button in the top right corner
-
Then click on "OAuth & Permissions" in the left menu
and in the "Scopes" section add required permissions:
- chat:write:bot (Send messages in channels)
- channels:write (Create a channel)
- users:read (List users, needed to invite them in new channels)
-
Finally, click to Install App to Workspace
button on the top of the page
- Well done! Your app is created!
- Now copy the OAuth Access Token here, so Gospeak will be able to interact with your Slack Workspace
}
@fieldHorizontal(slackForm("name"), List("label" -> "Bot name", "help" -> "The name that will be used in Slack")) { (field, args) =>
@inputText(field, List("placeholder" -> "ex: Gospeak bot", "value" -> Constants.Slack.defaultBotName) ++ args)
}
@fieldHorizontal(slackForm("avatar"), List("label" -> "Bot avatar", "help" -> "The bot avatar in Slack")) { (field, args) =>
@inputImg(field, ImgConf.slackBotAvatar(List("value" -> Constants.Slack.defaultBotAvatar, "optional" -> "") ++ args))
}


Home
Leader Board
About Us
Play Game
DEV'S DEMISE
Health
50
Hope
50
Resources
50
Protection
50
<<< Start Game >>>


| Repository URL | {{ instance.git_url }} |
| Latest Commit | {{ instance.git_sha }} |
{% extends 'om/base_ws.html' %} {% load static %} {% block head %}
Are you sure you want to restart this container?
Are you sure you want to delete this container?
Are you sure you want to reset the database?
This cannot be undone!


[ all classes ]
[ opennlp.tools.ml.model ]
Coverage Summary for Package: opennlp.tools.ml.model
| Package | Class, % | Method, % | Line, % |
|---|---|---|---|
| opennlp.tools.ml.model | 85.7% (24/ 28) | 73.6% (109/ 148) | 77% (485/ 630) |
| Class | Class, % | Method, % | Line, % |
|---|---|---|---|
| EvalParameters | 100% (1/ 1) | 80% (4/ 5) | 53.8% (7/ 13) |
| OnePassDataIndexer | 100% (1/ 1) | 100% (3/ 3) | 100% (31/ 31) |
| GenericModelWriter | 100% (1/ 1) | 50% (4/ 8) | 53.3% (16/ 30) |
| AbstractModel | 100% (2/ 2) | 92.3% (12/ 13) | 81.8% (36/ 44) |
| AbstractModelWriter | 100% (1/ 1) | 100% (1/ 1) | 100% (2/ 2) |
| UniformPrior | 100% (1/ 1) | 71.4% (5/ 7) | 61.1% (11/ 18) |
| Context | 100% (1/ 1) | 100% (5/ 5) | 85.7% (12/ 14) |
| AbstractModelReader | 100% (1/ 1) | 100% (10/ 10) | 95.8% (46/ 48) |
| FileEventStream | 100% (1/ 1) | 75% (6/ 8) | 66.7% (20/ 30) |
| MutableContext | 100% (1/ 1) | 75% (3/ 4) | 85.7% (6/ 7) |
| ComparableEvent | 100% (1/ 1) | 33.3% (2/ 6) | 59.6% (28/ 47) |
| OnePassRealValueDataIndexer | 100% (1/ 1) | 100% (3/ 3) | 100% (12/ 12) |
| GenericModelReader | 100% (1/ 1) | 75% (3/ 4) | 82.4% (14/ 17) |
| AbstractDataIndexer | 100% (1/ 1) | 93.8% (15/ 16) | 93.2% (69/ 74) |
| DataIndexerFactory | 100% (1/ 1) | 50% (1/ 2) | 85.7% (12/ 14) |
| PlainTextFileDataReader | 100% (1/ 1) | 83.3% (5/ 6) | 64.3% (9/ 14) |
| BinaryFileDataReader | 100% (1/ 1) | 83.3% (5/ 6) | 64.3% (9/ 14) |
| Event | 100% (1/ 1) | 100% (6/ 6) | 100% (22/ 22) |
| TwoPassDataIndexer | 100% (2/ 2) | 85.7% (6/ 7) | 89.5% (68/ 76) |
| ComparablePredicate | 100% (1/ 1) | 60% (3/ 5) | 66.7% (18/ 27) |
| RealValueFileEventStream | 100% (1/ 1) | 80% (4/ 5) | 80% (28/ 35) |
| HashSumEventStream | 100% (1/ 1) | 75% (3/ 4) | 75% (9/ 12) |
| SequenceStreamEventStream | 0% (0/ 1) | 0% (0/ 4) | 0% (0/ 14) |
| DynamicEvalParameters | 0% (0/ 1) | 0% (0/ 3) | 0% (0/ 5) |
| ObjectDataReader | 0% (0/ 1) | 0% (0/ 4) | 0% (0/ 5) |
| Sequence | 0% (0/ 1) | 0% (0/ 3) | 0% (0/ 5) |


#include "_doctype.html"
This is just an attempt to list more or less everything Curl can do. Only a short one-line or single-word description for each and every feature. #include "feat.t" #include "_footer.html"


--- title: "Moodiness | Emotional & Mental Wellness" layout: "default" ---
Feeling sour and having a hard time shaking a bad mood?
Sometimes plant-based medicine or supplements can boost our mood by helping our bodies be more receptive to natural hormones that make us feel good. Find these plants in the Medicinal Garden and learn how they can make that sour mood sweeter.
Common Name: Tumeric
Common Name: St. John's Wort
Common Name: Flax
This website does not provide medical advice. This site is for information purposes only. Any medical information on this site is not intended to be a substitute for professional medical advice, diagnosis, or treatment. Always seek the advice of your physician or other qualified health provider with any questions you may have regarding a medical condition.


InfoTech WNY brings you our annual winter intersession IT Shadowing Program.
We are currently in the process of identifying local companies/IT professionals who are
willing to allow students to shadow an IT staff member throughout the day on either
January 7 or 8, 2016. We have chosen the intersession so you are able to spend the entire
day to get a more complete view of a 'day-in-the-life'. Remember, a shadow day is NOT an internship, but a chance to learn and explore a career by observation.
Since this program is open to all students from infoTech WNY member schools, there are many more students than companies; therefore, we are only allowing students to participate in one shadow day (unless the supply outweighs the demand).
We strongly recommend students become members of infoTech WNY as well. Students benefit from membership in infoTech WNY by attending educational seminars, company tours and networking events. They receive our e-newsletter and can participate in focused usergroups. Learn more and become a member at www.infotechniagara.org/student-membership.
Benefits to the Student:
Understanding of how their coursework connects to real IT solutions in industry.
Discover career opportunities through observation and discussion with professionals.
View of professional expectations in our business culture.
Understand the relationship between what you learn in class and a career.
Verify if this is something that you want to make a career out of.
See first-hand all aspects of a job - characteristics, responsibilities, day-to-day tasks.
Learn from professionals what it takes to be successful in the field.
Identify what one needs to learn to be a professional in this industry.
Find out what employees do in the working world.
Realize skills necessary to succeed in the workplace.
Network with professionals in your field.
Opportunity to impress a potential future interviewer.
Steps to Participate:
Register! Preference is given to those who register early, i.e. one month prior to the Shadow Day.
Be as specific as possible in your registration form as the shadow opportunity you are matched with is determined by your answers on the registration form.
Wait to be contacted by the Shadow Program Administrator to see who has selected you, or where with which sponsor you have been matched. This process takes place all throughout December and sometimes early January. The program administrator will contact you if more information is needed from you.
Once you are matched, you will receive an email with pertinent information (i.e. sponsor contact, location, etc.) Reach out to your shadow contact to introduce yourself.
Prepare for your shadow day experience: research the sponsor, prepare questions for the professionals you shadow. We will provide a guide when we inform you of your assigned shadow sponsor.
Shadow!
Send a professional thank you letter to all those at the sponsor who let you interview and shadow them.

Keep an open mind! We are limited to however many shadowing opportunities become available by companies and will attempt to match as many students as possible. However, there is no guarantee each student will be assigned to a shadow opportunity or be matched with one of your top three requests. If you have questions, do not hesitate to contact us.
There is no guarantee each student will be assigned to a shadow opportunity. The program will do its best to identify companies and IT professionals for each willing student participant.
infoTech WNY Shadow Program Disclaimer:
The Shadow Program is not intended as a job search mechanism; the students are participating for educational purposes only, not to perform work for the organizations involved.
The organizers of this program are not placement professionals and have not pre-screened the students, their resumes or their academic credentials.
Conversely, the organizers have also not screened the participating companies.
We assume that the companies are viable, reputable companies who are offering this experience for the sake of expanding the knowledge of careers in the field of information technology.


The Behaviour Tool's source is available, so if you would like to change some portion of the Behaviour Tool, or with to extend it with extra functionality, you should feel free! This document provides an overview of the code, and hopefully explains some of the design decisions that were made. If there are any questions, please contact me and I will do my best to help.
The code for the Behaviour Tool is divided into three main sets of classes: one set containing all the GUI elements, one is responsible for file I/O, and one set deals with all the code generation.
The main python file is behaviour_tool.py
. Executing this script will begin the program, if python and wxPython are installed on your machine. setup.py
is used to create a Windows executable file using py2exe.
All of the GUI elements are defined in these classes. The GUI is built using wxPython, and is by far the largest and most complicated set of classes. More detailed information on how the GUI classes are set up can be found in the API Documentation.
The GUI classes are contained in Gui.py
.
The GUI module imports all of the other modules in the Behaviour Tool.
This tool is not meant to be an in-depth NWScript editor or script generator, like Scriptease. As such, tools to extract information from modules or .erf files are not within the scope of this tool. The I/O routines are simple, and allow the tool to Load and Save behaviour script files and the util_verbs.nss
file, to get information about actual verbs.
The I/O routines are contained in Io.py
.
The I/O module depends on the Parser module to convert files to objects that can be manipulated by the tool.
Knowing about what verbs are avilable, and being able to edit existing behaviours are important to making the tool easy to use. As such, the tool has routines to parse the util_verbs.nss
file, returning a list of actual verb objects, and properly formatted b_<name of behaviour>.nss
files, returning an equivalent behaviour object.
The Parsing routines are contained in Parser.py
.
The Parser module depends on the Code Generation module to build appropriate objects.
Code Generation involves plugging behaviour information into templates. More information about the code generation classes can be found in the API Documentation. More information about the templates can be found at the Code Generation Templates page.
The Code Generation classes are contained in Codegen.py
The Code Generation module does not depend on any other module.


Rejecting an Item
How to reject an item awaiting moderation in the Repository module.
- Click the MODERATE button. The number of items awaiting moderation is displayed on this button.
- Optional. Click the VIEW FILE link to view the file.
- Click the REJECT link.
- In the Rejection Reason text box, enter the reason the item was rejected.
- Click the Send Rejection Notice button. A rejection message is emailed to the Author's email address.
- Repeat Step 2-5 to reject additional items.
- Click the Return button.
Rejecting an Item
The Rejection Notification Message


{% extends "easyrequest_app_templates/base.html" %} {% block page_title %} easyRequest summary {% endblock page_title %} {% block content %}
{{ user_name }}, you requested the item …
Your request has been submitted, and you will soon receive a confirmation email. In most cases requested items should be available in 72 hours.
When your item arrives, you'll be emailed at <{{ user_email }}>.
This item will be held for you at the {{ pickup_location_display }}.
If you have questions, feel free to email {{ email_general_help|urlize }}.
Return to search results.
{% endif %}


dcaflib.ui.terminal
terminal.d contains functions for styling the terminal. Currently, only
foreground text color on Posix is implemented, though more is planned.
Author:
Nathan M. Swan, aka carlor
License:
Boost Software License - Version 1.0
- @property TermColor fgColor();
- Gets the foreground color.
- @property void fgColor(TermColor tc);
- Sets the foreground color.
- enum TermColor;
- Colors supported by the terminals. They are not guaranteed to be the same
on all platforms, but they should be similar.
Page generated by Ddoc. (C) 2012 Nathan M. Swan


Enter age of the juvenile seeking services. Leave age blank to view all services.
Find ResourcesEnter age of the juvenile seeking services. Leave age blank to view all services.
Find ResourcesNicole Siino is the Legal Innovation and Technology Fellow in the Juvenile Defender Clinic at Suffolk University Law School. In addition to representing juveniles in juvenile delinquency matters, Nicole created this Juvenile Resource Finder after discovering there was no comprehensive list of resources that juveniles can benefit from. Nicole is in her last year of law school and hopes to pursue a career in public interest law. In addition to being a Student Attorney and a Legal Innovation and Technology Fellow, she is a Content Editor on the Journal of High Technology Law.
This web app contains a comprehensive list of juvenile programs & services to help to provide access to justice. The use of the app allows juveniles to find and successfully participate in these programs which can have long-lasting impacts on their sentences - and their futures. The app enables its users to quickly search and find juvenile resources while in court, on the go, or sitting in an office.
You can check out the Suffolk Lit Lab's website to see other LIT projects!
This website application runs of the data from this Airtable. If you find any errors, please Email the Suffolk LIT Lab.


Home
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비밀번호 재설정이 완료되었습니다.


A number of our pages use cookies to remember:
- display preferences, such as contrast colour settings or font size
- if you have already replied to a survey pop-up that asks you if the content was helpful or not (so you won't be asked again)
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Also, some videos embedded in our pages use a cookie to anonymously gather statistics on how you got there and what videos you visited.
Enabling these cookies is not strictly necessary for the website to work but it will provide you with a better browsing experience. You can delete or block these cookies, but if you do that some features of this site may not work as intended.
The cookie-related information is not used to identify you personally and the pattern data is fully under our control. These cookies are not used for any purpose other than those described here.


...because you have better things to do with your time.
Tell Us More
Thanks for your interest in joining Sitahouse as a sitter! Ready to start making some money? We need a bit more information to approve you as a sitter
Why do you want to become a sitter? (Select all that apply)
How much do you hope to earn each month?
What is your address?
What is your cell phone number?
(We will use this number to contact you for your interview. We will also use this number to notify you of availabe jobs.)
Provide your last 3 employers:
Employer 1
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Upload a Profile Picture
Our customers want to see who will be watching their house. We recommend a high-resolution, well-lit smilling face. Please upload a 400x400px size photo for optimum dipslay.


--- layout: post permalink: burkedecor.html Tags: Array NameOfCoupon: Burke Decor Cash Back Summary: See our Burke Decor Coupon Code, Burke Decor Rebate, Burke Decor Promo Code, Burke Decor Discount, Burke Decor Coupon Cash Back Rebate here. MetaKeywords: Burke Decor Coupon Code, Burke Decor Rebate, Burke Decor Promo Code, Burke Decor Cash Back Rebate, Burke Decor Discount, Burke Decor Coupon Image: images/17801.jpg LinkURL: http://www.shareasale.com/r.cfm?b=127489&u=412002&m=17801 affiliate_url_link: http://www.icouponblog.com/jane.php?id=2794 thesis_readmore: See the Burke Decor Coupon thesis_thumb: http://www.icouponblog.com/tn.php?merchantURL=burkeDecor.com Title: Save 4% - Burke Decor Coupon Code for burkeDecor.com. Burke Decor Rebate & Discount thesis_description: Our Burke Decor Discount Coupon Code for burkeDecor.com. We have the best Burke Decor Rebate anywhere. thesis_keywords: Burke Decor, Burke Decor Coupon Code, Burke Decor Discount, Burke Decor Rebate product_name: Burke Decor hop_url: http://www.icouponblog.com/hop.php?id=2794 ---
Make your life more enjoyable, your home more comfortable, luxurious and beautiful. Buy something worthwhile for your home from Burke Décor. They carry a wide range of products from furniture, pillows and throws, rugs and curtains, candles, wall papers, fountains, pedestals, urns and much more. Visit Burke Décor online. They have an extensive collection of designer styles, quality home décor brands and gift items. Every item is high quality but low priced. Check it online at www.burkeDecor.com and find something that will suit your home, your style and your budget. Use our discount coupons to get a great deal.
Burke Décor is an amazing place to buy quality products for your home. They have a wide range of fashionable, innovative products that will beautify your home and make it a haven of comfort, luxury and practicality for you. www.burkeDecor.com is the place to visit for all your home needs. If you want out of the box decorative accent items, like an owl umbrella stand or a rustic lanterns check out www.burkeDecor.com. You can also find curios, lightings, rugs and curtains and items upon items to make your home beautiful, exotic, and comfortable and truly your castle!
Burke Décor is an online boutique complete with decorative home products, gifts, furniture and other delights. If you are looking for high quality products at low, affordable prices, check out www.burkeDecor.com. They carry accent decor, bath accessories, bedding, candles, furniture, decorative garden decor, children\'s furnishings, lighting, mirrors, photographs, pillows, art prints, rugs, serving linens, trays, tabletop accessories and wallpaper from a range of star designers and brands. Shop online today and use our coupons to save money.


EBD - Easton Bible DIctionary
Jaakobah
JAAKOBAH
"JAAKOBAH "heel-catcher, a form of the name Jacob, one of the descendants of Simeon (
1 Chronicles 4:36
).
"JAAKOBAH "heel-catcher, a form of the name Jacob, one of the descendants of Simeon (1 Chronicles 4:36).


Ash Ketchum has always dreamed of becoming a Pokémon Master.
Batman is proof you don't need superpowers to be a superhero.


See: Description
| Interface | Description |
|---|---|
| ActionBarDrawerToggle.Delegate | |
| ActionBarDrawerToggle.DelegateProvider |
Allows an implementing Activity to return an
ActionBarDrawerToggle.Delegate to use
with ActionBarDrawerToggle. |
| FragmentManager.BackStackEntry |
Representation of an entry on the fragment back stack, as created
with
FragmentTransaction.addToBackStack() . |
| FragmentManager.OnBackStackChangedListener |
Interface to watch for changes to the back stack.
|
| LoaderManager.LoaderCallbacks<D> |
Callback interface for a client to interact with the manager.
|
| NotificationCompat.Action.Extender |
Extender interface for use with
NotificationCompat.Builder.extend(android.support.v4.app.NotificationCompat.Extender) . |
| NotificationCompat.Extender |
Extender interface for use with
NotificationCompat.Builder.extend(android.support.v4.app.NotificationCompat.Extender) . |
| TaskStackBuilder.SupportParentable |
| Class | Description |
|---|---|
| ActionBarDrawerToggle |
This class provides a handy way to tie together the functionality of
DrawerLayout and the framework ActionBar to implement the recommended
design for navigation drawers. |
| ActivityCompat |
Helper for accessing features in
android.app.Activity
introduced after API level 4 in a backwards compatible fashion. |
| ActivityOptionsCompat |
Helper for accessing features in
android.app.ActivityOptions
introduced in API level 16 in a backwards compatible fashion. |
| DialogFragment |
Static library support version of the framework's
android.app.DialogFragment . |
| Fragment |
Static library support version of the framework's
android.app.Fragment . |
| Fragment.SavedState |
State information that has been retrieved from a fragment instance
through
FragmentManager.saveFragmentInstanceState . |
| FragmentActivity | |
| FragmentManager |
Static library support version of the framework's
android.app.FragmentManager . |
| FragmentPagerAdapter |
Implementation of
PagerAdapter that
represents each page as a Fragment that is persistently
kept in the fragment manager as long as the user can return to the page. |
| FragmentStatePagerAdapter |
Implementation of
PagerAdapter that
uses a Fragment to manage each page. |
| FragmentTabHost |
Special TabHost that allows the use of
Fragment objects for
its tab content. |
| FragmentTransaction |
Static library support version of the framework's
android.app.FragmentTransaction . |
| ListFragment |
Static library support version of the framework's
android.app.ListFragment . |
| LoaderManager |
Static library support version of the framework's
android.app.LoaderManager . |
| NavUtils |
NavUtils provides helper functionality for applications implementing
recommended Android UI navigation patterns.
|
| NotificationCompat |
Helper for accessing features in
android.app.Notification
introduced after API level 4 in a backwards compatible fashion. |
| NotificationCompat.Action |
Structure to encapsulate a named action that can be shown as part of this notification.
|
| NotificationCompat.Action.Builder |
Builder class for
NotificationCompat.Action objects. |
| NotificationCompat.Action.WearableExtender |
Wearable extender for notification actions.
|
| NotificationCompat.BigPictureStyle |
Helper class for generating large-format notifications that include a large image attachment.
|
| NotificationCompat.BigTextStyle |
Helper class for generating large-format notifications that include a lot of text.
|
| NotificationCompat.Builder |
Builder class for
NotificationCompat objects. |
| NotificationCompat.InboxStyle |
Helper class for generating large-format notifications that include a list of (up to 5) strings.
|
| NotificationCompat.Style |
An object that can apply a rich notification style to a
Notification.Builder
object. |
| NotificationCompat.WearableExtender |
Helper class to add wearable extensions to notifications.
|
| NotificationCompatExtras |
Well-known extras used by
NotificationCompat for backwards compatibility. |
| NotificationCompatSideChannelService |
Abstract service to receive side channel notifications sent from
NotificationManagerCompat . |
| NotificationManagerCompat |
Compatibility library for NotificationManager with fallbacks for older platforms.
|
| RemoteInput |
Helper for using the
android.app.RemoteInput API
introduced after API level 4 in a backwards compatible fashion. |
| RemoteInput.Builder |
Builder class for
RemoteInput objects. |
| ServiceCompat |
Helper for accessing features in
android.app.Service
introduced after API level 4 in a backwards compatible fashion. |
| ShareCompat |
Extra helper functionality for sharing data between activities.
|
| ShareCompat.IntentBuilder |
IntentBuilder is a helper for constructing
Intent#ACTION_SEND and
Intent#ACTION_SEND_MULTIPLE sharing intents and starting activities
to share content. |
| ShareCompat.IntentReader |
IntentReader is a helper for reading the data contained within a sharing (ACTION_SEND)
Intent.
|
| TaskStackBuilder |
Utility class for constructing synthetic back stacks for cross-task navigation
on Android 3.0 and newer.
|
| Exception | Description |
|---|---|
| Fragment.InstantiationException |
Thrown by
Fragment.instantiate(Context, String, Bundle) when
there is an instantiation failure. |
FragmentManager
and
LoaderManager
.


To connect Docker to PyCharm, you'll first want to ensure that you have PyCharm Pro installed. You can do this by applying for the student license to get an activation code through the JetBrains website. Make sure you also have GIT installed, as well as Docker and ensure Docker is actively running. In PyCharm, go to VCS to checkout for version control and go to git and past your url to clone your repository and create a python script, if not done already.
Next, click on preferences/file settings and in the "build, execution, deployment" section, ensure that your docker build is running. To check this, click on the "+" button, fill out the information and as long as it's running, it will say "connection successful." Back on the PyCharm main screen, click "add configuration," located at the top right. Click the "+" button to add a new configuration and click on Dockerfile under Docker. Name your file, under Dockerfile choose "Dockerfile," name your image tag "barcode," and make sure run built image is checked off and press OK.
Lastly, press the play button (next to the configuration name button) and that will bring up the docker console inside the IDE. The image should come up under log. The image to right will be the final outcome of what the image looks like.


Please wait...
NEW KEY INFO
Notice: Your administrator previlege shall not be abused.
Owner's Username
person
Password
lock
Key Number
vpn_key
Capacity
Value:
Date
date_range
SUBMIT


This figure shows that there is no strong relationship between latitude and humidity. However, Northern Hemisphere showed higher percentage of humidity levels compared to the Southern Hemisphere. Most cities are located in the Northern Hemisphere and are surrounded by bodies of water like lakes, rivers and beaches that help increase the supply of water consumed by people. Therefore, increases the amount of water vapor in the atmosphere.


TNConfiguration
public final class TNConfiguration
extension TNConfiguration: NSCopying
A configuration class that can be used with TNEnvironment, TNRouteConfiguration and TNRequest. A configuration object follows the following rules:
- When a TNConfiguration object is passed to a TNEnvironment, each TNRouter (with its routes) will inherit this configuration.
- When a TNConfiguration object is passed to TNRouter, all its routes will inherit this configuration.
-
The cache policy of the request.
Declaration
Swift
public var cachePolicy: URLRequest.CachePolicy?
-
The timeout interval of the request.
Declaration
Swift
public var timeoutInterval: TimeInterval?
-
The request body type of the request. Can be either .xWWWFormURLEncoded or .JSON.
Declaration
Swift
public var requestBodyType: TNRequestBodyType?
-
The certificate file paths used for certificate pining.
Declaration
Swift
public var certificatePaths: [String]? { get set }
-
Enables or disables debug mode.
Declaration
Swift
public var verbose: Bool?
-
Additional headers of the request. They will be merged with the headers specified in TNRouteConfiguration.
Declaration
Swift
public var headers: [String : String]?
-
The Bundle object of mock data used when useMockData is true.
Declaration
Swift
public var mockDataBundle: Bundle?
-
Enables or disables request mocking.
Declaration
Swift
public var mockDataEnabled: Bool?
-
Specifies a delay when mock data is used.
Declaration
Swift
public var mockDelay: TNMockDelayType?
-
Specifies a key decoding strategy. Take a look at: https://developer.apple.com/documentation/foundation/jsondecoder/keydecodingstrategy
Declaration
Swift
public var keyDecodingStrategy: JSONDecoder.KeyDecodingStrategy?
-
Error handlers that will be used as a fallback after request failure.
Declaration
Swift
public var errorHandlers: [TNErrorHandlerProtocol.Type]?
-
Request middlewares
Declaration
Swift
public var requestMiddlewares: [TNRequestMiddlewareProtocol.Type]?
-
init(cachePolicy:
timeoutInterval: requestBodyType: certificatePaths: verbose: headers: mockDataBundle: mockDataEnabled: mockDelay: keyDecodingStrategy: errorHandlers: requestMiddlewares: ) Default initializer of TNConfiguration
Declaration
Swift
public init(cachePolicy: URLRequest.CachePolicy? = nil, timeoutInterval: TimeInterval? = nil, requestBodyType: TNRequestBodyType? = nil, certificatePaths: [String]? = nil, verbose: Bool? = nil, headers: [String: String]? = nil, mockDataBundle: Bundle? = nil, mockDataEnabled: Bool? = nil, mockDelay: TNMockDelayType? = nil, keyDecodingStrategy: JSONDecoder.KeyDecodingStrategy? = nil, errorHandlers: [TNErrorHandlerProtocol.Type]? = nil, requestMiddlewares: [TNRequestMiddlewareProtocol.Type]? = nil)
Parameters
cachePolicy
The cache policy of the request.
timeoutInterval
The timeout interval of the request.
requestBodyType
The request body type of the request. Can be either .xWWWFormURLEncoded or .JSON.
certificatePaths
The certificate file paths used for certificate pining.
verbose
Enables or disables debug mode.
headers
Additional headers of the request. Will be merged with the headers specified in TNRouteConfiguration.
mockDataBundle
The Bundle object of mock data used when useMockData is true.
mockDataEnabled
Enables or disables request mocking.
mockDelay
Specifies a delay when mock data is used.
keyDecodingStrategy
// Specifies a key decoding strategy. Take a look, at: https://developer.apple.com/documentation/foundation/jsondecoder/keydecodingstrategy
errorHandlers
Error handlers that will be used as a fallback after request failure.
requestMiddlewares
Request middlewares. For example see Examples/Communication/Middlewares/CryptoMiddleware.swift
-
NSCopying implementation, used for cloning TNConfiguration objects.
Declaration
Swift
public func copy(with zone: NSZone? = nil) -> Any


Who rides there so late through the night dark and drear?
The father it is, with his infant so dear.


We enhance platforms!
- e-enable visionary interfaces
- reinvent sexy web services
- iterate plug-and-play paradigms
- incubate extensible niches
- generate B2C models
- e-enable back-end schemas
- embrace back-end deliverables
- leverage intuitive e-tailers
- deploy bricks-and-clicks relationships
- engineer rich synergies
- deliver innovative e-markets
- synergize collaborative e-business
- matrix cutting-edge mindshare


Λrchitect
I built Λrchitect as a simpler and quicker option for game composers who are looking to prototype their dynamic audio. Setting up a Wwise or FMOD project just for the sake of prototyping can take awhile, and Λrchitect allows the user to simply upload their tracks, set the type of interactivity, and create a public link for easy shareability.


×
Summary: Central access point for people in need. During times of personal crisis or community disaster, the free, confidential helpline and online resource directory make it easy for residents to get connected to information and assistance.
Phone: 211
Website: https://www.impactinc.org/impact-2-1-1/


SONG
ADVENTURES
HOME
TOURS
HALF DAY
FULL DAY
2 DAY 1 NIGHT
SERVICES
RESPONSIBLE TRAVEL
CONTACT US
Previous
Next
HIGHLIGHT TOURS
Full day
USD 40/PAX
River life in Hoi An
Hafl day
USD 20/PAX
Sunset paddle
Full day
USD 60/PAX
Cocopam forest to ancient town
2 day
USD 100/PAX
River life in Hoi An
Full day
USD 40/PAX
Sunset paddle
Full day
USD 30/PAX
Cocopam forest to ancient town
RESPONSIBLE TRAVEL PROJECTS
River life in Hoi An
Sunset padded
Cocopam forest to ancient town
Previous
Next


git rebase
Reapply commits from one branch on top of another branch.
Commonly used to "move" an entire branch to another base, creating copies of the commits in the new location.
More information: home page
- Rebase the current branch on top of another specified branch:
git rebase new_base_branch
- Start an interactive rebase, which allows the commits to be reordered, omitted, combined or modified:
git rebase -i target_base_branch_or_commit_hash
- Continue a rebase that was interrupted by a merge failure, after editing conflicting files:
git rebase --continue
- Continue a rebase that was paused due to merge conflicts, by skipping the conflicted commit:
git rebase --skip
- Abort a rebase in progress (e.g. if it is interrupted by a merge conflict):
git rebase --abort
- Move part of the current branch onto a new base, providing the old base to start from:
git rebase --onto new_base old_base
- Reapply the last 5 commits in-place, stopping to allow them to be reordered, omitted, combined or modified:
git rebase -i HEAD~5
- Auto-resolve any conflicts by favoring the working branch version (`theirs` keyword has reversed meaning in this case):
git rebase -X theirs branch_name


{% extends "base.html" %} {% block title %}
Medieval catalogues > HENRY DE KIRKESTEDE > Catalogus, c. 1360
{% endif %}504 identified entries found.
All data was derived from the List of Identifications by Professor Richard Sharpe.
{% if not printing %}
A key to codes used in the List is available (opens in new tab).{% endif %}


| Compare Plans | Standard Campus Free Access |
Premium Campus Contact Us |
|---|---|---|
| Archives access for Users | Limited | All archives |
| Tenant | Multiple/Shared Tenant | Single |
| Storage | 5GB | Unlimited |
| Mobile access | Yes | Yes |
| Class/Lecture Archives Note- This archive can only be accessed at the end of the Academic year. |
No | Yes |
| Security | Basic | Advanced |
| Manage Admin privileges | Yes | Yes |
| Support | Email, Telephone, Dedicated account manager. | |
| CREATE COMMUNITY | START A FREE TRIAL |
| Privilege | Basic | Premium |
|---|---|---|
| Create Usage Policy | ||
| Set Network Logo and color | ||
| Remove or block Users | ||
| Invite Users | ||
| Create public groups | ||
| Integration | ||
| Delete posts in public group | ||
| Post announcement | ||
| Grant & revoke public groups admin privileges | ||
| Monitor Keywords |


Project, compile and brokerage login information for deploying a live algorithm. The /live/create
API accepts requests in the following format:
CreateLiveAlgorithmRequest Model - Request to create a live algorithm. |
|
|---|---|
| versionId | string The version of the Lean used to run the algorithm. -1 is master, however, sometimes this can create problems with live deployments. If you experience problems using, try specifying the version of Lean you would like to use. |
| projectId | integer Project Id. |
| compileId | string Compile Id. |
| nodeId | string Id of the node that will run the algorithm. |
| brokerage | BaseLiveAlgorithmSettings object Base class for settings that must be configured per Brokerage to create new algorithms via the API. |
| Example |
{ "versionId": "-1", "projectId": 0, "compileId": "string", "nodeId": "string", "brokerage": { "id": "Default", "user": "", "password": "", "environment": "live", "account": "" } } |
BaseLiveAlgorithmSettings Model - Base class for settings that must be configured per Brokerage to create new algorithms via the API. |
|
|---|---|
| id | string 'Interactive' / 'FXCM' / 'Oanda' / 'Tradier' /'PaperTrading'. |
| user | string Username associated with brokerage. |
| password | string Password associated with brokerage. |
| environment | string Enum Represents the types of environments supported by brokerages for trading. Options : ['live', 'paper'] |
| account | string Account of the associated brokerage. |
| Example |
{ "id": "Default", "user": "", "password": "", "environment": "live", "account": "" } |


We start by cutting our NT-module, since this will be used on all
NT-openings.
#CUT
is similar to the
#COPY
command, but using
#CUT
means that it isn't parsed as a bidding table until it is pasted.
The
#VUL
command is used to set the vulnerability. It takes an
argument of two characters, each can be Y, N or 0. The first
character asks if we are vulnerable and the second asks if our
opponents are vulnerable. Y is for Yes, N is for No and 0 means that
it doesn't matter.
The
#SEAT
command sets the seat in which the bid should be valid. 0
means that the seat doesn't matter (all seats), 12 means first or
second and 34 means third or fourth. 1–4 could also be used.
So when we're not vulnerable we open 1NT 12–14 in 1st and 2nd seat.
But in third and fourth seat it is 14–16.
When we're vulnerable we always open 1NT 14–16.


Welcome to my portfolio. Have fun!
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ChirpTracker is a personal project currently being built to connect birding with technology and birders with other birders. It is an ever evolving project and I encourage you to check it out if you're at all interested in birding and/or nature.
Take a look at some more of my work.


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Cited by: Mr. John Doe
With some listing below:
With some listing below:
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| But we | Split in this row |
/* * jQuery Boilerplate - v3.3.2 * A jump-start for jQuery plugins development. * http://jqueryboilerplate.com * * Made by Zeno Rocha * Under MIT License */ // the semi-colon before function invocation is a safety net against concatenated // scripts and/or other plugins which may not be closed properly. ;(function ( $, window, document, undefined ) { "use strict"; // undefined is used here as the undefined global variable in ECMAScript 3 is // mutable (ie. it can be changed by someone else). undefined isn't really being // passed in so we can ensure the value of it is truly undefined. In ES5, undefined // can no longer be modified. // window and document are passed through as local variable rather than global // as this (slightly) quickens the resolution process and can be more efficiently // minified (especially when both are regularly referenced in your plugin). // Create the defaults once var pluginName = "myAwesomePlugin", defaults = { propertyName: "value" }; // The actual plugin constructor function Plugin ( element, options ) { this.element = element; // jQuery has an extend method which merges the contents of two or // more objects, storing the result in the first object. The first object // is generally empty as we don't want to alter the default options for // future instances of the plugin this.settings = $.extend( {}, defaults, options ); this._defaults = defaults; this._name = pluginName; this.init(); } Plugin.prototype = { init: function () { // Place initialization logic here // You already have access to the DOM element and // the options via the instance, e.g. this.element // and this.settings // you can add more functions like the one below and // call them like so: this.yourOtherFunction(this.element, this.settings). console.log("xD"); }, yourOtherFunction: function () { // some logic } }; var methods = { init: function( options ) { return this.each(function() { if ( !$.data( this, "plugin_" + pluginName ) ) { $.data( this, "plugin_" + pluginName, new Plugin( this, options ) ); } }); } }; // A really lightweight plugin wrapper around the constructor, // preventing against multiple instantiations $.fn[ pluginName ] = function ( method ) { if( methods[method] ) { return methods[method].apply( this, Array.prototype.slice.call( arguments, 1 ) ); } else if ( typeof( method ) == 'object' || !method ) { methods.init.apply(this, arguments); } else { $.error( 'Method ' + method + ' does not exist on jQuery.' + pluginName ); } // chain jQuery functions return this; }; })( jQuery, window, document );


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Adaptive Techniques for Multiuser
OFDM
PhD. Exit Seminar
Overview
Topics Covered in Thesis
Future of Communications
Current OFDM systems
OFDM systems, Hiperlan/2
OFDM
5 carrier OFDM signal
OFDM Transceiver
Inverse Fourier Transform
Subcarrier Modulation
Function of Guard Period
Multipath Propagation
Function Guard Period
Properties of OFDM
Overview
Short Term Fading
Frequency Selective Fading
Experimental Setup
Measurement Locations
Some of the Results
Some of the Results
Overview
Performance of Modulation
Schemes
Adaptive Modulation
Simulated Channel SNR for –8
dBm Tx. Power
Adaptive Modulation
Bit errors for Adaptive
Modulation
Location of bit errors for
fixed QPSK
Adaptive Modulation
Overview
Every user has a different
multipath response
Fixed Frequency Allocation
Fixed Frequency Allocation
Modulation at each frequency
Problems with fixed
modulation
Adaptive Frequency Hopping
Adaptive Frequency Hopping
Clashes in frequency
allocation
Adaptive User Allocation
Adaptive User Allocation
Modulation at each frequency
Adaptive User Allocation
Overview
How can we overcome
shadowing?
Access Point
Repeater
Configuration
Experimental Setup
Measurement Locations
Measured Results
Pathloss Probability
Distribution Over Area of Building
Simulated path loss
distribution for multiple transmitters
Interference rejection with
APRs
Signal to Interference with
1 APR
Signal to Interference with
8 APRs
Spectral Efficiency of WLAN
with mobile interferer
Coverage of the WLAN
building, with mobile interferer of equal power
Summary
Publications


Spain recalls Atletico’s Morata as Ansu Fati and Ceballos miss out
MADRID, Nov 8 ― Spain have recalled Alvaro Morata for their Euro 2020 qualifiers against Malta and Romania after the striker scored five times in his last five games for Atletico Madrid.
Spain, who have already qualified for next year's championship, need to avoid defeat in one of their two remaining games in order to progress as Group F winners.
There was a maiden call up for Dani Olmo, however Barcelona's Ansu Fati and Arsenal's Dani Ceballos missed out.
Zagreb forward Olmo, who was a key part of the Spain Under-21 side that won this year’s European Championship, has impressed for the Croatian side in the Champions League this season.
The squad contains just five players from Spain’s so-called “big three” sides ― Real Madrid, Atletico Madrid and Barcelona.
Manchester City midfielder Rodri, who has not played since October 22 due to a hamstring problem, is included while Barcelona’s Jordi Alba misses out through injury.
There is also no place for Barca team mate Fati.
The 17-year-old forward was granted Spanish citizenship in September before making his Under-21 debut last month. He is expected to be named by Luis de la Fuente in the U-21 squad later today.
Spain host Malta on November 15 and Romania three days later.
Spain squad in full:
Goalkeepers: David de Gea (Manchester United), Kepa Arrizabalaga (Chelsea), Pau Lopez (Roma)
Defenders: Jose Gaya (Valencia), Dani Carvajal (Real Madrid), Raul Albiol (Napoli), Inigo Martinez (Athletic), Sergio Ramos (Real Madrid), Juan Bernat (PSG), Pau Torres (Villarreal), Jesus Navas (Sevilla)
Midfielders: Sergio Busquets (Barcelona), Rodri (Manchester City), Thiago (Bayern), Saul Niguez (Atletico), Fabian Ruiz (Napoli), Santi Cazorla (Villarreal)
Forwards: Rodrigo (Valencia), Gerard Moreno (Villarreal), Paco Alcacer (Borussia Dortmund), Mikel Oyarzabal (Real Sociedad), Alvaro Morata (Atletico), Dani Olmo (Dinamo Zagreb) ― Reuters