1.4.23
Fixed getObjectFilename not working unless Textstrings were loaded
Added getLayerName to get the name of a layer
Added holding shift key scrolls ten blocks when arrow keys are pressed
Removed geocities references
Added Show lower layers to onionskin options
Added Object Layer field to show info on tiles (This associates objects with
a layer and only shows it on the layer specified in a user field).
Mousewheel now scrolls the window the mouse is over
1.4.22
Placer.lua can now smooth as you draw the map (see quickstart docs)
Area.lua now places a solid rectangle of blocks
Layers increased to 100
Layers can be named (shown in map window titlebar)
The tl,tr,bl,br field labels can now be set
Pro: Fixed drag map and block coords
Fixed too long labels
Fixed wrong block diplayed on onionskin when flag1 is set on block
Onionskin can edit layer when not at front
Pro: Unselected object show text in bordercolour property
Pro: Object user values can be displayed with show user info
mappy.setValue (mappy.MAPFILENAME, "") now updates the titlebar
Lua: mappy.renameLayer (LAYERNUM, "Name") added
1.4.21
Reverted to lua 5.0.3 due to a possible bug in lua 5.1 (used in mapwin1420):
It appears numbers are rounded to nearest whole number in 5.1 meaning scripts
using writeIntLSB (Export binary file.lua etc) wrote incorrect files
See the tilemap.co.uk forum for more details
If a lua script has an error, this will now be shown (thanks Merick)
Corrected the lua docs for mappy.setValue()
Fixed lua mappy.moveWindow()
You can set the dividers from lua with get/setValue (mappy.MAPDIVIDERS, ONOFF, X, Y, COLOUR)
ONOFF is 0 or 1, COLOUR is an RGB value (if using getValue, these are returned)
1.4.20
Fixed crash when User info is shown with 3D walls (wnesmode)
Added 3D walls mode to MapTools menu (wnesmode)
Pro: OBJGXOFF and OBJGYOFF now read and set from lua
Pro: Custom mousebuttons now work in Graphics editor (block0=colour0, pick, fill, line)
Pro: Drag map now works in Object editor
Fixed user info display length can now be changed
Compiled with latest mingw, lua (5.1.2) and libpng (1.2.24)
Keys i, k and m can be customised in mapwin.ini (keyi, keyk and keym)
ctrl-x or Edit cut can now display a warning with 'warnctrlx=1' in mapwin.ini
1.4.19
32bit FMPS now have true alphablend (use onionskin or move graphics from BG to FG field
with 'range edit blocks')
Fixed several lua dialogue functions
Overlap maps (where stagger is 0x0, but blockgap is different from blocksize) now
work properly (use onionskin on a blank layer for transparent overlap), disable
grid for less depth sort artifacts
'Grab Brush from block sequence' works better, size the Block Window so the area is
aligned, select the top left block, then select the bottom right block, then select
'Grab Brush from block sequence' in the Brushes menu and accept the defaults.
1.4.18
Fixed object drag bug
Fixed block properties from 1.4.17 (user 5,6,7 still signed)
Improved Dialogue example slightly
Fixed a mapwin.ini textexportopts comment
1.4.17
1.4.17 (beta 1 to 5 are now 1.4.12 to 1.4.16)
Any Dialogue through lua (see examples Dialogue Example and Dialogue Proc in luascr)
Undo for all buttons
Fix crash on make map from big picture
Set text export defaults in mapwin.ini
investigate atoi blank field in block properties
any action with mousebuttons (see mapwin.ini)
1.4.16
Beta 5:
Toggling the Flip V and Flip H flags in block properties redraws the dialogue
BlockProp.lua and ObjectProp.lua are called each time the properties dialogue is drawn, allowing labels to be changed (see examples in luascr folder)
Grid no longer drawn in software zoomout (0.5 and 0.25)
Lua: moveWindow (WINDOW, x, y, width, height) added (WINDOW = MPY_MAINWINDOW, MPY_MAPWINDOW or MPY_BLOCKWINDOW)
Setting text strings is now much easier (from textfile)
1.4.15
Beta 4:
Zoom 0.25 should work with bigger window sizes
Pro: Added duplicate current object and place with ctrl+click
Lua: Can run a lua script by dragging an area (luascr/Area.lua)
Pro: Fixed brush window so anims are displayed
New Block properties dialogue with settable labels
Pro: New Object properties dialogue with settable labels
Added user definable labels to Block Properties and Object Properties dialogues:
To set user labels, add lines like this to mapwin.ini (16labels, each end with ';')
blockdialoguelabels=User data:;U1;U2;U3;U4;U5;U6;U7;tl;tr;bl;br;bg transp;flag 1;flag 2;flag 3;
objectdialoguelabels=Object data:;U1;U2;U3;U4;U5;U6;U7;F1;F2;F3;F4;F5;F6;F7;F8;
Should also be able to set with lua:
mappy.setValue (mappy.BLOCKLABELS, "User data:;U1;U2;U3;U4;U5;U6;U7;tl;tr;bl;br;bg transp;flag 1;flag 2;flag 3;")
mappy.setValue (mappy.OBJECTLABELS, "Object data:;U1;U2;U3;U4;U5;U6;U7;F1;F2;F3;F4;F5;F6;F7;F8;")
1.4.14
Beta 3:
Added lua function 'mappy.renameMenuItem (123, "Test rename")' number is a shortcut as in docs.
Lua: Added new get/setValue (MAPONION)
Lua: Added new get/setValue (MAPDARK)
Lua: Can now add 30 lua script in ini file (16 in menu, rest can be set to keys)
Export:Current Layer as big picture now exports 24bit if 8bit map has darken or objects displayed
zoom 0.25 crashes in 1280x1024 softscale
Resize map needs fixing (parts of map lost on some resizes. Topleft=0,0 is fine)
pro: add next/prev on 'graph'
pro: add requested select graphic of current block in 'graph' option
pro: Use DrawScreen for corner map view in 'graph' mode
wrong scroll amount with mousewheel
minor colour problems with output in 8bit 'Export:Current Layer as big picture' (lost background with darkened background, wrong colour dividers)
1.4.13
Beta 2:
Fixed tbarinfo=5 option (TextStrings in titlebar)
Added support for loading unknown graphics files with MAPEXT.DLL
Pro: Added lua funcs getObjectFilename (index), setObjectFilename (index, string),
getObjectSort (index), setObjectSort (index, objnum).
Added new getValue (NUMFILESTR)
Fix export big BMP (background=crash)
Pro: Added Pick object under mouse with 'p'
Resize dialogue add new topleft coords
Soft scaling instead of StretchBlt (zmstyle=0 in mapwin.ini)
Export:Current Layer as big picture much improved, shows objects, onionskin, dividers etc if enabled, ie how it looks in the editor
Added extra mousebuttons in Custom:Mousebuttons
1.4.12
Some bugs fixed
1.4.11
Fixed problem with MSB (from MappyOSX) when saving
Fixed bug displaying labels on non-rectangular maps
Fixed bug with lua function newMap
TextStrings displayed in info bar (new default: tbarinfo=5 in mapwin.ini)
Pro: Added hold ctrl when picking a colour to find it in palette
1.4.10
TextSrings improved, saving in FMP fixed
TextStrings can be displayed with 'Show user info on tile'
Various minor GUI fixes
Can stop zoom in Block window with panelzoom option in mapwin.ini
Pro: TextStrings for objects, areas and labels
Pro: Can use next/prev keys on brushes and objects
Pro: Can hide panel using panelpro option in mapwin.ini
1.4.9
Fixed bug from V1.4.7 and V1.4.8 selecting a brush from the brush menu
Pressing 'e' with no map loaded no longer crashes
Non-working Tutorials option removed from Help menu (see main docs instead)
Experimental Text String added to Block Properties, see 'luascr/Set Text Strings'
1.4.8
Documentation is now updated to current version (1.4.8)
Documentation background colour changed to make it easier
to read (shouldn't affect printing)
Fixed 'Solid rectangle.lua' so it can use last row and column
Added 'Find block in map.lua' and 'Set colourkey transparency.lua'
New Key shortcut 'e' edits current block or anim properties
Map/Block window positions are preserved when minimizing
Tested with MemProof, fixed some minor resource problems
(like the Anim Preview window not being freed)
'MapTools:Useful functions:Create map from big picture'
can now append to an existing map (make a new layer)
1.4.7
mapwin147.zip is now under 400k
docs (and images) now in the new 'docs' folder
showuser, onion, curlayer, dividers status saved in new 'EPHD' chunk
Icon for exe is now the original one
Custom:Mousebuttons now lets you choose 'pick block', 'lay path', 'fill' and 'line'
Fixed possible conflict between F1 and F10 key binds
'Background darkened' is now in the Layers menu (works with objects too)
Better lines (key 'l') using Bresenham's algorithm (thanks to www.brackeen.com)
Pro: Lines now work in Graphics editor (key 'l')
Pro: 4 thicknesses for drawing in Graphics editor
Pro: Undo now undoes last operation in Graphics editor
Pro: Edit button now works in Object editor
Pro: You can define areas in the object editor
Pro: Objects and areas can have a custom border colour
Lua: New values CMDLINE, NUMCHUNKS
Lua: luafilemenu=1 in mapwin.ini replaces the functions in the 'File'
menu with luafilenewmap.lua, luafileopen.lua etc in the luascr
folder (if they exist)
Lua: new funcs:
createChunk ("CHNK", size, position)
deleteChunk (chunknum)
getChunkValue (chunknum, offset)
setChunkValue (chunknum, offset, value)
newMap (mapwidth, mapheight, mapdepth, tilewidth, tileheight,
[tilegapx, tilegapy, tilestaggerx, tilestaggery, maptype])
closeMap ()
openFMP (["filename"])
saveFMP (["filename"])
if no "filename" supplied, current filename is used.
On saving, use mappy.setValue(mappy.MAPFILENAME, "filename")
if you want to change the name
importGraphics ("imagename", starttile, numtiles)
numtiles can be 0 for as many as possible
resizeMap (mapwidth, mapheight, centering)
centering is 1 to 9, as in resize dialogue
1.4.6
Fixed uppercase FMP extension loading on startup (from 1.4.5)
Fixed onionskin transparency with 'All' layers (from 1.4.5)
Keys 1, 2 and 3 now switch between first three layers (mapwin.ini)
Pro: Fixed object position on staggered maps
Pro: Added fill function to Graphics editor (press 'f')
Some other minor fixes/improvements
1.4.5
Export as text, number of objects bug fixed
Object highlight in map window when zoomed bug fixed
Double click edit wrong structure bug fixed (bug in 1.4.4 only)
Custom:Mousebuttons:Drag map 2 now drags map properly
Some minor things fixed
You can now run a Lua script from commandline, example:
mapwin "luascr/Test tile graphic.lua" test.fmp
(note filenames with spaces must be in quotes. A handy hint, use:
mappy.sendMessage (106, 0) to exit the editor from a lua script,
the '106' is the FILEEXIT code, see 'Key Shortcuts' for more)
Added CUROBJECT and NUMOBJECTS to getValue()
Added XMAPOFFSET, YMAPOFFSET and MAPFILENAME to setValue()
Added value = getObjectValue (obnum, OBVALCODE)
setObjectValue (obnum, OBVALCODE, value)
createObject (obnum)
deleteObject (obnum)
Where OBVALCODE is one of:
OBJXPOS, OBJYPOS, OBJGFXID, OBJTILEID, OBJGXOFF, OBJGYOFF,
OBJGWIDTH, OBJGHEIGHT, OBJGHANDLEXOFF, OBJGHANDLEYOFF,
OBJSHOW, OBJUSER1 to OBJUSER7, OBJFLAGS
1.4.4
Better window alignment
Added Dividers to MapTools menu (useful for flipscreen games)
Added 'All' option to onionskin (shows all layers)
Incorporated MapWin32 Pro Preview 3 (demo and full version),
see mapwin32pro.html for details
Added 'Export binary file.lua' thanks to Jerzy Kut
removed unused graphics from hextst.fmp and hextst2.fmp to reduce zipfile size
1.4.3
PNG library now runtime linked, you need LIBPNG12.DLL if you want
to import a PNG format file, otherwise you don't need it
Added rotated tiles support. Enabling Rotated tiles mode (from
mapwin.ini or MapTools menu) lets you rotate tiles by 90, 180 and
270 degrees by setting USER7 in block properties to 1, 2 or 3
This is supported by MappyGL (R3) if you uncomment MPYROTATE near
the top of mappygl.c
tilemodes (flipped, rotated, pillars, wnesmode) are now saved in
the FMP file and set when reloaded (experimental)
1.4.2
Added 'Halve block dimensions' to MapTools:Useful functions
1.4.1
Grab Block from sequence should now work better
Export as text allows graphics export without cmap
Autofringe lua script is undocumented, see GBAMappy for instructions
New Lua additions (not in 1.4 docs):
Anim Test.lua and Brush Test.lua provided as examples
New values for use with getValue()
NUMBLOCKANIM, XMAPOFFSET, YMAPOFFSET, MAPFILENAME, MAPWINPATH,
MAPWINVERSION, MAPTYPE, NUMBRUSHES
Values for use with getAnimValue()
ANMDELAY, ANMCOUNT, ANMTYPE, ANMUSER, ANMCURFRAME, ANMREFFRAME
AN_END, AN_NONE, AN_LOOPF, AN_LOOPR, AN_ONCE, AN_ONCEH,
AN_PPFF, AN_PPRR, AN_PPRF, AN_PPFR, AN_ONCES,
createAnim (animnum)
deleteAnim (animnum)
getAnimFrame (animnum, framenum)
'framenum' can be ANMREFFRAME
setAnimFrame (animnum, framenum, blockval)
'framenum' can be ANMREFFRAME
insertAnimFrame (animnum, framenum, blockval)
cutAnimFrame (animnum, framenum)
numAnimFrames (animnum)
getAnimValue (VAL)
VAL is:
ANMDELAY, ANMCOUNT, ANMTYPE, ANMUSER, ANMCURFRAME
setAnimValue (VAL, val)
VAL is:
ANMDELAY, ANMCOUNT, ANMTYPE, ANMUSER, ANMCURFRAME
createBrush (brshnum, x, y, w, h)
deleteBrush (brshnum)
renameBrush (brshnum, "Brushname")
getBrushBlock (brshnum, x, y)
setBrushBlock (brshnum, x, y, blk)
getBrushValue (VAL)
VAL is:
BRUSHWIDTH, BRUSHHEIGHT, BRUSHNAME
shellExecute (action, file, params, dir, style)
sendMessage (code, 0)
code is one of the key shortcuts listed in mapwin.htm
for example sendMessage (119, 0) shows the helpfile
1.4
Convert 16x16 blocks to 8x8 now orders blocks differently in flipped tiles
mode (for island16b in GBAMappy release 2)
Export GBA 16x16 table LUA script corrected (again)
New copyLayer and updateScreen functions available to lua scripts
Some Lua scripts modified to support undo and screen update
New Lua script 'Show mouse coords'
You can now drag and drop .lua scripts on the editor to run them
You can set wlayout to -1 in mapwin.ini to stop windows autoresizing
New Map now goes straight to easy map dialogue
Import now uses default options (change with 'simpleimport' in mapwin.ini)
Added 'Save FMP without graphics' to Useful functions
Documentation updated
1.3.27
Autofringe LUA script modified with different order blocks (see GBAMappy)
Export GBA 16x16 table LUA script corrected
Map limits removed (now warnings)
textfile blockgfx export fixed for bitdepths above 8
textfile cmap type fixed
1.3.26
Stopped drag and drop renaming the map with non-map files
Fixed Custom menu names on scripts over 8
Fixed 16 colour tiles GBA text output (was reversed)
Fixed remove unused/duplicate with flipped tiles
PNG support for 4,8,24 and 32 bit PNG files
New option File:Export textfile
Textfile output updated
New Lua scripts:
*Autofringe by Robert Edwards (use a 32x32map made with images/fringe.tga)
*Read textfile
*Export GBA 16x16 table (for use with forthcoming GBAMappy)
1.3.25
Bugfix release to fix reading of mapwin.ini
1.3.24
MapTools:Show info on tiles now works (select it and see)
Map name in titlebar (tbarname in mapwin.ini)
.CSV values now taken from BG by default (csvusebg in mapwin.ini)
Number keys now work like functionkeys (see mapwin.ini)
Map Editor window now updates while dragging scrollbars (thumbtrack in mapwin.ini)
New example LUA script 'Merge layers.lua' (custom menu)
Placer.lua can be used for placing blocks
Can set mousebutton behaviour in custom menu (including drag map)
Mousewheel now scrolls blockwindow (unpressed), and current block (pressed)
Remove duplicate is much faster and 'MapTools: Import big picture' improved
Other tweaks and fixes
1.3.23
Added showuser to the mapwin.ini file, you can now view a user field
overlaying the blocks in the map window (useful for markers)
Right mousebutton now sets block 0 in the map window
Robert Edwards kindly contributed a random distribution LUA script
(more lua scripts please :)
Block number now shown in blocks window titlebar
MapTools: Import big picture and convert to map (make a new map, then select
it for instructions)
You can now map Functionkeys to most MappyWin32 functions (Zoom, save etc)
1.3.22
Added 'drag and drop' support (Opens .FMP and .MAP, imports .BMP, .PCX and .MAR)
Added LUA script support (see Custom Menu) this makes the EXE much bigger though
1.3.21
Flipped tiles now work with onionskin mode
Block Properties now show mode specific boxes in flippedtiles or isopillars mode
Flipped tiles mode can now be toggled in the MapTools menu
Added 'Duplicate Layer' to Layers menu
Now compiled with mingw 2.0 (www.mingw.org)
A few minor fixes
1.3.20
Zoom 0.5 and 0.25 added (may be quite slow and have some visual artifacts)
You can set amount for graphicsmem in mapwin.ini
Layer number now shown in titlebar (toggle with tbarinfo in mapwin.ini)
Exporting a map array in a .txt only multiplies values by 4 with a 16x16 map when block graphics (for GBA) is also checked
Dialog options in export .txt are remembered for the session
Export .CSV re-added
Can now double click .MAP files if you associate them with MappyWin32 (just like FMP files)
1.3.19
'Resize Map' moved from Edit menu to MapTools menu
'Auto set BG transparency' moved from Range edit blocks to MapTools menu
'Change block size/depth' added to MapTools menu
Can now export 16 colour GBA tiles (see 'Exporting map for GBA')
NOTE: on exporting a 16x16 map with merged bits bgoff is now multiplied by 4
1.3.18
lines can now be drawn with anims
file: export: arrays as text, take bg as index when no structures exported
fix backups
wnesmode show vertical wall positions in red (for use with 3d playback libs like MappyGL)
1.3.17
Can draw lines by pressing 'l'
Can Import .MAP files as layers
Two new ini file options, backups and hexordec
32 bit maps now use alpha channel (32 bit TGA only, alpha not rendered in editor)
flipbits can now be merged in export .txt
1.3.16
Fixed problem with brushes introduced in 1.3.15
Changed brush grabbing and menu display a bit
1.3.15
Brush handles (4 corners) and paste off edges
Should now have 'correct' folder for file dialogues
Layers: Adjust Values useful for removing marker blocks in .MAPs
Layers: Remove Marker graphics useful for removing marker blocks in .FMPs
Layers that don't exist now appear grey in menu
A few doc updates (inc hex/iso howto)
Save/Load multiple layers in .MAP files
1.3.14
Fixed export map as big screen BMP (8bit) also exact index (8bit)
Can now export from .MAP files
If you set mapdefbw=0 in mapwin.ini a requester is used every time a .MAP is opened
1.3.13
Added const keyword option to export data as text
corrected maparray type to short in export data as text
Busy cursor for long operations
1.3.12
Lots of GBA goodies, including convert 16x16 map to 8x8 (see
'Exporting map for GBA' in the docs)
some doc updates
some tweaks and fixes
remove unused/duplicates improved
mapwin.ini has useful comments in now
1.3.11
used MemProof (www.automatedqa.com) to find and fix resource leaks:
Added a couple of ReleaseDC() calls
Removed -fomit-frame-pointer (caused exceptions in memproof, though was probably ok)
File Export ?scrn.bmp will now produce an 8bit BMP file for 8bit maps
1.3.10
new wlayout in mapwin.ini, when '1' block ed window is on left, map ed on right
fixed PCX import (again), last graphics line wasn't imported
Exporting a CSV now produces enough data for GBA developers (more docs soon)
You can now 'screenshot' the entire current layer in export (inc onionskin)
Some bugs fixed, some added ;)
1.3.9
Fixed logical update rate in anim preview
Added simpler 'New Map' dialogue
Changed URL and email in About box
Added TEST2.FMP map
Included blprop.gif which gives labels and iso/flip info
New grid style (to revert to old style, change 'grid = 2' in mapwin.ini)
(This now means changing grid in menu or Ctrl+g toggles between 3 styles)
New import style (to revert to old style, change 'importskip = 1' in mapwin.ini)
(This is the most intuitive I can think of, 1st block is skipped if black, all
blocks thereon are imported until all following blocks are black)
You can now use flipped tiles (change 'flippedtiles = 1' in mapwin.ini)
IMPORTANT: You must set 'flippedtiles = 0' to work with isometric pillar maps,
flipped tiles are also unsupported by the playback libraries and anim preview
and are mainly for GameBoy developers.
1.3.8: Increased number of brushes to 16
1.3.7: Slide layers, increment in range edit, import requester fix
1.3.6: Split layer support, pick layer
1.3.5: Unknown
1.3.4: Added PCX support
1.3.3: Isometric grid, isometric onionskin
1.3.2: Auto resize windows
1.3.1: Added pillar support
1.3
Fixed some bugs in the .MAP loader
Transparent BG colour is now drawn as black (not 8bit)
Support for Isometric/Hexagonal/other shaped tiles
Fixed wrong colour 'DirectX feature' in 8bit Anim Preview
You can add an alternate 8bit graphics set to 15/16/24/32 bit maps
15/16bit to 8/24/32 bit is now 100% accurately scaled
Added auto-set BG transparency to Range Edit Blocks
You can now edit block properties in signed decimal as well as hexadecimal
Added FMP1.0 file format
Changed 'Map Information' to 'Map Properties' and moved colourkey and other things there
Upped limit for blocks to 30000 (from 1024), requires FMP1.0
1.2
Now supports swapped mousebuttons
Fixed remaining alignment problems with BMP padding
You can now use any colour index (0-255) for 8bit transparency
Changed animprev.cpp to animprev.c, so source is now all in C
Compiled with mingw compiler (www.mingw.org, smaller exe)
Added user definable .MAP format
You can now name brushes
Various mapwin.ini additions
Colourkeys are now stored in FMP and can be changed from MapTools menu
More options for Range Edit Blocks
1.1
Expanded max number of graphics for anim preview (now 4096)
Fixed outline when grabbing a brush in zoom mode
Upped graphics buffer from 2Mb to 4Mb
Added a few options to do with brushes
Tidied up display functions to cope with non-multiple of 4 graphics
Added more information to map window titlebar
Block Editor window now displays more than one column of blocks
1.0
Finally got rid of the bug that meant if you clicked LMButton in Mappy,
but released it outside the window it wasn't detected and stayed on
Added Range Edit Blocks to MapTools (apply changes to many blocks at once)
Added Clear Layer function to Layers
Added Import At function to File
Added ability to re-import .MAR files
Added Logic FPS setting to anim preview
You can now import Map Arrays (.MAR) with Import
1.0BETA3
Have altered menus and dialogues to be more 'Windows-like'
Loading and saving now preserves unknown chunks
Improved documentation about 'edit menu'
Onion Skin feature (see Layers Menu)
1.0BETA2
Altered info in 'About' box
Import now warns of incorrect bitdepth
You can now undo after using arrow keys
Menu functions now don't crash when no map is loaded
High/TrueColour transparency colour is now selectable via .ini file
4x Zoom added
You can now associate .FMP files with Mappy and double click them to start
DirectX preview now works properly in High/TrueColour
DirectX Preview colour depth default is the depth of the map
Fixed Map Information, Layers were being ignored


This method is great for ensuring the CHMOD settings for various file types. Employ the following rules in the root .htaccess file to affect all specified file types, or place in a specific directory to affect only those files (edit file types according to your needs):
# ensure CHMOD settings for specified file types
# remember to never set CHMOD 777 unless you know what you are doing
# files requiring write access should use CHMOD 766 rather than 777
# keep specific file types private by setting their CHMOD to 400
chmod .htpasswd files 640
chmod .htaccess files 644
chmod php files 600


After the procedure was explained to the patient, the patient was brought to the interventional radiology suite and placed supine on the exam table. The upper extremity and current PICC line were prepped and draped in usual sterile fashion. 1% lidocaine was used for local anesthetic.
The PICC line was pulled back approximately 20 cm and cut at a 90-degree angle. Through the remaining portion of the PICC line, a Microvena wire was advanced centrally into the IVC. The remaining portion of the PICC line was removed.
A 5 French vascular peel-away sheath was then placed over the wire into the vein.
The new PICC line was sized to cm. The inner dilator and wire were removed. Through the sheath, a PICC line was placed such that the tip was at the junction of SVC and right atrium. This was confirmed with fluoroscopy.
The catheter was secured in place with 3-0 nonabsorbable suture. The catheter aspirates and flushes without difficulty. A sterile dressing was applied.


This is an example of the Authorization Code flow
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47_Mike_Chen.py
from functools import lru_cache
MAX_ROUND = 100
CATS_TURN = 0
MOUSES_TURN = 1
DX = [1, -1, 0, 0]
DY = [0, 0, 1, -1]
D = 4
class Solution:
def canMouseWin(self, grid, catJump, mouseJump):
n = len(grid)
m = len(grid[0])
mouseJump += 1
catJump += 1
food = None
cat = None
mouse = None
for i in range(n):
for j in range(m):
if grid[i][j] == 'F':
food = (i, j)
elif grid[i][j] == 'C':
cat = (i, j)
elif grid[i][j] == 'M':
mouse = (i, j)
@lru_cache(maxsize=None)
def find(cx, cy, mx, my, t, r):
if r == MAX_ROUND:
return t == CATS_TURN
if t == CATS_TURN:
for d in range(D):
for k in range(catJump):
tx, ty = cx + k * DX[d], cy + k * DY[d]
if 0 <= tx < n and 0 <= ty < m:
if grid[tx][ty] != '#':
if (tx, ty) == food or (tx, ty) == (mx, my):
return True
if not find(tx, ty, mx, my, MOUSES_TURN, r + 1):
return True
else:
break
else:
for d in range(D):
for k in range(mouseJump):
tx, ty = mx + k * DX[d], my + k * DY[d]
if 0 <= tx < n and 0 <= ty < m:
if grid[tx][ty] != '#' and (tx, ty) != (cx, cy):
if (tx, ty) == food:
return True
if not find(cx, cy, tx, ty, CATS_TURN, r + 1):
return True
elif grid[tx][ty] == '#':
break
return False
return find(*cat, *mouse, MOUSES_TURN, 0)
if __name__ == '__main__':
print(Solution().canMouseWin([".#M#.","##.##",".....","#C...","##.F."], 4, 2))


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Viewership
On the first full day this page went live, 100,000 people visited this Rotten
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every day.
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We encourage everyone to link to this page; if you like it, others probably
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July 26, 2002
Sexual misfit craved the touch of female doctors
Brisbane Courier-Mail | Submitted by: John Miller
Nothing a court could sentence him to could be better punishment than the
whole world knowing what this banker did. At least he made history: the first
person in Queensland convicted of procuring a sexual assault on himself.
They do things differently in Queensland.
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Giant penis remains behind Foran High School
Connecticut Post | Submitted by: f00f
"Workers have tried to grow grass to obscure the outline of the 25-foot-long
obscenity, and have cut the grass at different angles to make it less distinct,
said Philip Russell, the school district's director of management services.
But those methods haven't worked. The phallic outline apparently etched into
the grass with weed killer remains visible."
 That aside, this is the best
article we've seen that documents the privilege one might obtain by having a
famous name, allowing Dubya to turn $13,000 into tens of millions of dollars.
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Man to auction his own tattooed skin
Pravda | Submitted by: Granger Piles
"Eric Vinten living in Sidley (East Sussex) is going to put up his skin for
auction as a piece of art. The man is famous for the numerous tattoos that
cover his body. Eric says, he would like his skin to be sold at an auction
after his death, the instruction was given only concerning the man’s skin.
On the whole, Eric wants his mortal remains to be buried in accordance with
Christian traditions."
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Fighter plane's laser may blind civilians
New Scientist | Submitted by: Kaiser Wilhelm
"Lockheed reckons the laser weapon will be ready to test by around 2010 and
could go into service by 2015. "The reflected energy typically will cover large
amounts of real estate and space, since the energy is spread in many
directions," Hengst said. And if the target was moving, hazardous reflections
could sweep the surrounding area." What's the Geneva convention have to say
about this? "Blinding as an incidental or collateral effect of the legitimate
military employment of laser systems, including laser systems used against
optical equipment, is not covered by the prohibition of this Protocol".
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Truck crushes house
WKMG-TV 6 Orlando | Submitted by: woggie
"A Salvation Army truck rolled through a driveway fence and crushed a small
house in Honolulu Wednesday."
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Child protection ritual goes awry, killing child
Mainichi Daily News | Submitted by: Sukebe Panda
"A 7-year-old girl has died tragically after he kimono caught fire while
she was going through a ritual to pray for the god who protects children,
police said Friday. The first-grader's kimono caught fire after she stood
too close to one of the candles being used during the Wednesday ritual,
quickly becoming a ball of fire."
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Boston animal shelter ceases dumping animal corpses
Boston Herald | Submitted by: Reid Fleming
What happens to the animals destroyed in Boston's city animal shelter? Evidently, the process involves black plastic garbage bags, a large dumpster, and a quick ride to a public landfill. At least, that was how it worked until yesterday, when Boston Mayor Thomas Menino discontinued the practice and instructed Animal Control officials to come up with something more dignified. The plan had been implemented as a cost-saving measure, whereby the animal shelter avoided paying for the animals to be hauled away.
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Copyright nazis caught violating copyright
The Register | Submitted by: anonymous
Self-proclaimed "copyright protectors" Ranger Online, a company whose robots
crawl file-swapping networks to find "violators" IP addresses and then sends
letters to their ISP, were caught brazenly violating copyright on their own web
site. "Interestingly, soon after we started making inquiries, the Ranger
admins disabled their news section, and an hour or two after that restored it,
only with the proper sort of links -- that is, to the content on the original
sites rather than to their own bootleg copies."
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The Smiling Car Thief
KGW-TV 8 Portland | Submitted by: anonymous
The suspect's modus operandi: "When the salesperson and the suspect
agree to test drive the vehicles, the suspect locked the door then drove
away. The salesperson was left trying to open the door while the
suspect smiles and waves."
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Ann Coulter called on her lies
Chicago Sun-Times | Submitted by: Ann Onymous
Since the 9/11 attacks, Ann Coulter has distinguished herself as a dim bulb
in her numerous columns, but this has not stopped her from inexplicably
topping the New York Times best sellers list. This article calls her on a number
of things she is saying that she knows are lies, primarily deliberate misquotes.
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God smiles on teenage boys in Minnesota town
Minneapolis Star Tribune | Submitted by: Spookbabe
A Minnesota town has been trying hard to make life difficult for the
Pure Gold exotic club. And now that nudity has been banned by
ordinance, the club is now permitting boys under 18 to enter, much to
their hormonal delight. The move has backfired into making Pure Gold
more popular than ever. D'oh.
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Hundreds of giant squid wash up on beaches
WKMG-TV 6 Orlando | Submitted by: Rio
"Hundreds of giant squid are washing up on the beaches of San Diego's
upscale La Jolla Coves, possibly as a result of warm El Niño weather
patterns, according to local scientists. The jumbo flying squid, known
by their scientific name Dosidicus gigas, normally nestle in the eastern
Pacific Ocean."
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Cloned baby claims probed
New Zealand Herald | Submitted by: Spookbabe
The Rael cult is at it again. South Korea is investigating a United States
based firm run by a UFO-inspired sect that claims it has implanted a cloned
embryo in a Korean woman. [Hoping Elvis is the dad]
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Forced urine drinking leads to charges
Augusta Chronicle | Submitted by: Shit4br8ns
"Jack Walden III told police he was 'teaching her a lesson' when he forced
his 6-year-old niece to drink her own urine. Now authorities want to teach
him one. 'That's just deplorable,' Richmond County sheriff's Investigator
Jo Ann Nutter said. 'There's punishment, and there's punishment. But that's criminal.'" And to think some people do this for enjoyment!
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Cattle mutilations now increasing in U.S.
Las Vegas Weekly | Submitted by: Fecolithographer
As animal mutilations seemingly performed with bloodless surgical
precision spread across South America in conjunction with oddly silent
lights in the sky, confounding scientists who refuse to be blindsided
by absurd official explanations, similar incidents have also increased
in the U.S. Note to U.S. Gov: Better return that truckload of
mysterious U.S. mutilation advisers reportedly seen in Argentina, as
they're apparently needed in Utah and other places.
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Family buried son in yard, neighbors upset
WKMG-TV 6 Orlando | Submitted by: Rio
"A family that buried its 20-year-old son in the back yard because of high
funeral costs has upset its neighbors, but the practice is legal, officials
say. Blake Michael Anderson, 20, was buried July 17 in the back yard of his
parents' home adjacent to the Lazy Acres subdivision in an unincorporated
part of Dallas County."
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Police chase ends when prosthetic leg fell off
Dayton Daily News | Submitted by: Covix
"The van sideswiped a tree, so the only person able to flee was the
driver, Michael Ford, who took off on foot with the officers in pursuit,"
Lang said. Ford's artificial leg then fell off. "He only made it as far
as the back yard as he had a prosthetic leg, which came off when he
was running and decreased his mobility."
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Something funny going on at Ft. Bragg
Fox News | Submitted by: Toots
"The military is investigating the murders of four Fort Bragg soldiers’ wives,
all of whom were apparently killed by their husbands in the last six weeks...
In three of the cases, the husbands who investigators say killed their wives
were special operations servicemen who had been stationed in Afghanistan."

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Fewer attractive nudists in German parks
Hindustan Times | Submitted by: LadyC
Officials bemoan the lack of attractive nude girls in German parks; blame recent wave of prudery. "We've lost many of the nudists who made the English
Garden a special place. Especially good looking young women and men
who made it such an attraction aren't here as much anymore. It's
becoming a real problem."
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Girls turn tricks to pay for university
News Corporation | Submitted by: LadyC
"Sex industry operators are reportedly placing ads on the back of doors in
campus and college toilets to lure desperate students with the promise of good
pay and flexible hours", according to a spokeswoman for Australia's
opposition party. But in response, the Education Minister's office said
that "young girls who go into prostitution to finance their studies do so
out of free choice."
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Read article...
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Horny cloned dictators under fire
CNN Europe | Submitted by: LadyC
Author Vladimir Sorokin wrote a chapter in his "Blue Lard" novel which
featured "clones of dictator Josef Stalin and his successor Nikita Khrushchev
having intercourse." He's now been summoned to the prosecutor's office for a
little chatsky. Censorship is alive and well in Russia.
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UTC
Device ID:
0000000000000000
Firmware version:
0.0.0
Battery:
0.0V
Start recording:
End recording:
Add recording period
Remove selected period
Clear all periods
8
16
32
48
96
192
256
384
Sample rate (kHz):
Low
Med
High
Gain:
Sleep duration (s):
Recording duration (s):
Enable LED:
Enable low-battery cutoff:
Enable battery level indication:
Configure AudioMoth


Two-Factor Auth Demo
<%= message %>
<% if(locals.requestId) { %> Try with another PIN if you have one.
<% } %>


Oct 27, 2019 - Examples of non-semantic elements: <div> and <span> - Tells nothing about its content. ... HTML5 semantic elements are supported in all modern browsers. ... So, on the Internet, you will find HTML pages with <section> elements containing ...


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Collected
for
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Level of confidence that token is an accurately-transcribed word
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medium
high
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rc4 - Implementation of the RC4 stream cipher
This package is an implementation in Tcl of the RC4 stream cipher developed by Ron Rivest of RSA Data Security Inc. The cipher was a trade secret of RSA but was reverse-engineered and published to the internet in 1994. It is used in a number of network protocols for securing communications. To evade trademark restrictions this cipher is sometimes known as ARCFOUR.
Perform the RC4 algorithm on either the data provided by the argument or on the data read from the -in channel. If an -out channel is given then the result will be written to this channel. Giving the -hex option will return a hexadecimal encoded version of the result if not using an -out channel.
The data to be processes can be specified either as a string argument to the rc4 command, or as a filename or a pre-opened channel. If the -infile argument is given then the file is opened, the data read and processed and the file is closed. If the -in argument is given then data is read from the channel until the end of file. The channel is not closed. If the -out argument is given then the processing result is written to this channel.
If -command is provided then the rc4 command does not return anything. Instead the command provided is called with the rc4 result data appended as the final parameter. This is most useful when reading from Tcl channels as a fileevent is setup on the channel and the data processed in chunks
Only one of -infile, -in or string should be given.
Initialize a new RC4 key. The keydata is any amount of binary data and is used to initialize the cipher internal state.
Encrypt or decrypt the input data using the key obtained by calling RC4Init.
This should be called to clean up resources associated with Key. Once this function has been called the key is destroyed.
% set keydata [binary format H*<PHONE_NUMBER>abcdef] % rc4::rc4 -hex -key $keydata HelloWorld 3cf1ae8b7f1c670b612f % rc4::rc4 -key $keydata [binary format H* 3cf1ae8b7f1c670b612f] HelloWorld
set Key [rc4::RC4Init "key data"] append ciphertext [rc4::RC4 $Key $plaintext] append ciphertext [rc4::RC4 $Key $additional_plaintext] rc4::RC4Final $Key
proc ::Finish {myState data} { DoStuffWith $myState $data } rc4::rc4 -in $socket -command [list ::Finish $ApplicationState]
Pat Thoyts
This document, and the package it describes, will undoubtedly contain bugs and other problems. Please report such in the category rc4 of the Tcllib Trackers. Please also report any ideas for enhancements you may have for either package and/or documentation.
When proposing code changes, please provide unified diffs, i.e the output of diff -u.
Note further that attachments are strongly preferred over inlined patches. Attachments can be made by going to the Edit form of the ticket immediately after its creation, and then using the left-most button in the secondary navigation bar.
Hashes, checksums, and encryption
Copyright © 2003, Pat Thoyts <patthoyts@users.sourceforge.net>


| Opcode/Instruction | Op/En | 64/32-bit Mode | CPUID Feature Flag | Description |
| 0F 55 /r ANDNPS xmm1, xmm2/m128 | RM | V/V | SSE | Bitwise logical AND NOT of xmm2/m128 and xmm1. |
| VEX.NDS.128.0F.WIG 55 /r VANDNPS xmm1, xmm2, xmm3/m128 | RVM | V/V | AVX | Return the bitwise logical AND NOT of packed single-precision floating-point values in xmm2 and xmm3/mem. |
| VEX.NDS.256.0F.WIG 55 /r VANDNPS ymm1, ymm2, ymm3/m256 | RVM | V/V | AVX | Return the bitwise logical AND NOT of packed single-precision floating-point values in ymm2 and ymm3/mem. |
| Op/En | Operand 1 | Operand 2 | Operand 3 | Operand 4 |
| RM | ModRM:reg (r, w) | ModRM:r/m (r) | NA | NA |
| RVM | ModRM:reg (w) | VEX.vvvv (r) | ModRM:r/m (r) | NA |
Inverts the bits of the four packed single-precision floating-point values in the destination operand (first operand), performs a bitwise logical AND of the four packed single-precision floating-point values in the source operand (second operand) and the temporary inverted result, and stores the result in the destination operand.
In 64-bit mode, using a REX prefix in the form of REX.R permits this instruction to access additional registers (XMM8-XMM15). 128-bit Legacy SSE version: The second source can be an XMM register or an 128-bit memory location. The destination is not distinct from the first source XMM register and the upper bits (VLMAX-1:128) of the corresponding YMM register destination are unmodified. VEX.128 encoded version: the first source operand is an XMM register or 128-bit memory location. The destination operand is an XMM register. The upper bits (VLMAX-1:128) of the corresponding YMM register destination are zeroed. VEX.256 encoded version: The first source operand is a YMM register. The second source operand can be a YMM register or a 256-bit memory location. The destination operand is a YMM register.
ANDNPS (128-bit Legacy SSE version) DEST[31:0] ← (NOT(DEST[31:0])) BITWISE AND SRC[31:0] DEST[63:32] ← (NOT(DEST[63:32])) BITWISE AND SRC[63:32] DEST[95:64] ← (NOT(DEST[95:64])) BITWISE AND SRC[95:64] DEST[127:96] ← (NOT(DEST[127:96])) BITWISE AND SRC[127:96] DEST[VLMAX-1:128] (Unmodified) VANDNPS (VEX.128 encoded version) DEST[31:0] ← (NOT(SRC1[31:0])) BITWISE AND SRC2[31:0] DEST[63:32] ← (NOT(SRC1[63:32])) BITWISE AND SRC2[63:32] DEST[95:64] ← (NOT(SRC1[95:64])) BITWISE AND SRC2[95:64] DEST[127:96] ← (NOT(SRC1[127:96])) BITWISE AND SRC2[127:96] DEST[VLMAX-1:128] ← 0 VANDNPS (VEX.256 encoded version) DEST[31:0] ← (NOT(SRC1[31:0])) BITWISE AND SRC2[31:0] DEST[63:32] ← (NOT(SRC1[63:32])) BITWISE AND SRC2[63:32] DEST[95:64] ← (NOT(SRC1[95:64])) BITWISE AND SRC2[95:64] DEST[127:96] ← (NOT(SRC1[127:96])) BITWISE AND SRC2[127:96] DEST[159:128] ← (NOT(SRC1[159:128])) BITWISE AND SRC2[159:128] DEST[191:160]← (NOT(SRC1[191:160])) BITWISE AND SRC2[191:160] DEST[223:192] ← (NOT(SRC1[223:192])) BITWISE AND SRC2[223:192] DEST[255:224] ← (NOT(SRC1[255:224])) BITWISE AND SRC2[255:224].
| ANDNPS: | __m128 _mm_andnot_ps(__m128 a, __m128 b) |
| VANDNPS: | __m256 _mm256_andnot_ps (__m256 a, __m256 b) |
None.
See Exceptions Type 4.


--- layout: archive title: Zulip Chat Archive permalink: /stream/113488-general/topic/list.20of.20tactics.html ---
Is there a tactic that allows me to give a list of tactics where each one solves one goal?
Yes try this: https://github.com/leanprover/lean/blob/master/library/init/meta/tactic.lean#L845-L847
The interactive way to write this is tac; [tac1, tac2, tac3]
I should really stop assuming people are scripting when answering :stuck_out_tongue_closed_eyes:
{% endraw %}Last updated: Apr 24 2020 at 19:02 UTC


This example searches for jQuery locally at ../node_modules/jquery/dist/jquery.min.js
, but
jQuery was not found there. Please eather install jQuery (via npm or manually)
or modify this HTML file and change the src attribute of the script tag loading jQuery
to specify a different local path or a CDN URL.
This example searches for jQuery.scrollTo locally at ../node_modules/jquery.scrollto/jquery.scrollTo.min.js
, but
it was not found there. jQuery.scrollTo is an optional dependency:
The show/HideSection() plug-ins will still work, but auto-scrolling to a certain position in the viewport
will not be animated (smooth scrolling) without the scrollTo plug-in, but instead the
viewport will instantly "jump" to the target position.
Select a “function to test when scrolling” above and then
scroll page (vertically) in order to update the status displays. The colors of the
large blocks A through E as well as the "true"/"false" displays before and after each block
will then update to represent the current return value (boolean) of the selected
plug-in function.
In the first status block (above block A) you'll also find buttons which will trigger
an alignment action. The function to execute when pushing those buttons can also
be selected above (“function to test by action button”).
$("#A").…
$("#B").…
$("#C").…
$("#D").…
$("#E").…
$("#A").…
$("#B").…
$("#C").…
$("#D").…
$("#E").…
$("#A").…
$("#B").…
$("#C").…
$("#D").…
$("#E").…
$("#A").…
$("#B").…
$("#C").…
$("#D").…
$("#E").…
$("#A").…
$("#B").…
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$("#D").…
$("#E").…


19203 99th pl s Renton, WA 98055
Contact:<PHONE_NUMBER>
e-mail: Email Andrew
Been in the customer service and food industry for four years building experience with entry level and management level positions.


--- title: Class RecordSetResult description: RecordSetResult navLabel: RecordSetResult category: class body_class: dark ---
Gets the value of the error returned from the record set result.


Gentle introductions
You’ve heard the term “quantum computing” but you’re not sure what it means. (And what does a quantum computer even look like?) Don’t be afraid. Start with these gentle introductions.
What is a quantum computer?
https://youtu.be/OWJCfOvochA
Dr. Talia Gershon is the director of research strategy and growth initiatives at IBM.
In this twenty-minute video for WIRED Magazine (2018)
she expertly explains quantum computing
to five levels of understanding—personified by a child,
teen, undergrad, grad student, and a field professional.
She also refers to an actual quantum computer apparatus
that she’s brought with her to these dialogues.
I have great respect for the art of explaining complex subjects
in a way that makes them intuitive
without losing the truth of the subject.
Dr. Gershon makes this tough task look easy.
Dr. Talia Gershon on LinkedIn
Dr. Talia Gershon on Twitter
Quantum concepts, the easy way
You don’t need a PhD in quantum physics to play with quantum computing. After all, this computer you’re reading from doesn’t understand quantum physics. Instead, it merely plugs together a few basic concepts in order to simulate quantum computation. Each of the following documentation pages focus on one of the conceptual building blocks used to create Q.js. Taken together (and in this order) they’ll teach you everything you need to know to get started. Haven’t done math like this since high school? That’s ok. These are gentle refreshers.
Since the above pages also serve as documentation for the Q.js code API you may notice some code examples sprinkled into these primers for added clarity. Code not your thing? That’s ok too. It won’t hinder you to skip over those bits. For each page the concept primers end and the API documentation begins with the heading titled Constructor. (From there onwards it’s all about the code.)
The Quantum Computing talk
https://www.smbc-comics.com/comic/the-talk-3
Cartoonist Zach Weinersmith teams up with Scott Aaronson,
director of the Quantum Information Center
at the University of Texas at Austin,
to produce “The Talk” (2016)—a one-off comic that is both humorous and informative.
It also takes gentle swipes at pop science’s
mangled metaphors for explaining quantum phenomena.
Remember, parents: “If you don’t talk to your kids about quantum computing
someone else will.”
Scott Aaronson’s website
Zach Weinersmith on Twitter
Quantum communities
The Quantum Daily
https://thequantumdaily.com
The Quantum Daily (TQD) is the
leading online information and data platform
dedicated exclusively to Quantum Computing.
TQD provides incisively written articles,
information on quantum computing companies,
market research and more.
Help—I am a programmer.
Ok, so you’re no stranger to variables, basic algebra, and banging your head against a keyboard. It turns out that’s all you need to get started.
Andrew Helwer’s “Quantum computing for computer scientists” lecture for Microsoft Research (2018)
https://youtu.be/F_Riqjdh2oM
Named after the book of the same title—a book
Andrew reveres—this lecture explains qubits as matrices,
gate operations as matrices,
superposition,
and demonstrates an example of quantum computing’s
exponential power over classical computing.
This is the video that inspired me to build Q.js.
I’ve watched it about 100 times,
and each time I’m able to gleen a sliver of new insight.
Lecture slides
Entry on Microsoft Research’s portal
Andrew Helwer on LinkedIn
Noson Yanofsky and Mirco Mannucci’s “Quantum Computing for Computer Scientists” (2008)
Don’t have a degree in maths or physics—but know how to code?
This book is for you!
Noson and Mirco explain quantum computing
in terms you’ll grok.
I highly recommend it.
Entry on Cambridge University Press
Entry on Google Books
Purchase from Amazon
Purchase from Barnes & Noble
Purchase from Target
Michael Nielsen and Isaac Chuang’s “Quantum computation and quantum information” (2000, 2010)
http://mmrc.amss.cas.cn/tlb/201702/W020170224608149940643.pdf
This tome is a must-have, foundational book for quantum computing.
Beware: It is full of maths symbols.
As such I’ve found it useful to breeze-read through some sections,
totally unconcerned about if I’m truly absorbing the material or not.
Then to go back and read it again.
And again.
And yet again.
And so on.
By employing this unanxious repetition across days / moods / contexts it is almost by accident that the puzzle pieces begin to join and the picture comes in to focus.
Useless trivia:
It’s been nick-named “Mike & Ike” in honor
of the authors and the candy.
Entry on Wikipedia
Entry on Google Books
Purchase from Amazon
Purchase from Barnes & Noble
Purchase from Target
Particulars
Gwilym Newton’s “Playing with the Bloch Sphere” blog post (2019)
https://quantumcomputing.stackexchange.com/questions/4720/what-circuit-or-operation-corresponds-to-the-tensor-product
Published just days after I began work on Q.js,
this blog post by Gwilym Newton of IBM solved a problem I was banging my head against the wall over:
How to properly convert a qubit’s
alpha
and
beta
properties in to phi and theta angles!
If you’re building your own
Bloch Sphere visualizer
you’ll notice this is surprisingly difficult to find code examples of.
Gwilym’s description helped me out.
Gwilym Newton on IBM Blogs
Gwilym Newton on LinkedIn
Gwilym Newton on Twitter
Quantum JavaScript (Q.js)
Q turns 1 (Medium)
https://medium.com/@stew_rtsmith/quantum-javascript-d1effb84a619
A post written on the occasion of Q’s first birthday.
Q source code (GitHub)
https://github.com/stewdio/q.js
Q.js is open-source—and you can join right in!
Download the code. Contribute to it. Fork it.
Because the repo is the
documentation / examples / concept primer / source code,
everything exists at this one location.
Q documentation and tools
https://quantumjavascript.app
This very site that you are reading right now.
#Qjs on Twitter
https://twitter.com/stew_rtsmith/status/1123415441915957250
The original Q.js Twitter thread started
in April 2019 with a clumsy ASCII diagram of a
Hadamard matrix.
From there the thread documents the
twists and turns of Q.js as it continues to evolve.
Let’s use the hashtag
#Qjs, eh?
Stewart Smith, Q creator
http://stewartsmith.io
Hi, I’m Stewart.
I do other things besides attempt to teach myself quantum computing.
I’ve been educated as a graphic designer and fine artist,
but began coding at an early age.
I’ve worked for the big tech companies,
created artworks for museums and galleries around the world,
and have spent the last few years
creating tools for virtual reality.
(That looks way more glamorous in writing than it is in real life.)
I live in Brooklyn NY with my family and will never move to San Francisco ;)
Stewart Smith’s website
Stewart Smith on Twitter
Stewart Smith on LinkedIn
Stewart Smith on GitHub
Stewart Smith on Medium


Retool
Reviewed July 24, 2019Retool is a platform for programmers to rapidly create internal tools via reusable user-interface components paired with custom queries. It is used to build interfaces for the internal teams, mechanical turk workers (such as tagging data for ML), and augmenting Google Sheets data. It's WYSIWYG drag-and-drop UI editor is simple yet powerful when paired with the ability to tie inputs and events to queries and API requests.
Product Feel
- 👍 Thin UI layer on top of datastores
- 👍 Access to underlying JavaScript & data everywhere
- 👎 Lots of clicking and forms instead of keyboard
- 👎 Design feels a bit ad hoc - random where you find various features
Basic Usage
The above video creates an interface to search for customers, activate and deactivate their accounts, and view their orders. It demonstrates:
- deleting a UI element
- dragging elements onto the page
- tying a UI table element to a query
- tying the text of a input box to a query
- adding and customizing a button
- tying a button click event to a query
- referencing the currently selected row in a table in a query
- using JavScript expressions inside properties
- triggering another query after one finishes
- building a multipurpose button via ternary expressions in its text,color, and query attributes
- creating a table based on the currently selected row in another table
JavaScript everywhere
Embedding a JavaScript expression into any property is as simple as typing {{}}
. By default the Moment and Lodash libraries are built-in and accessible within any JS expression, and you can add other libraries or JS functions in the Settings page:
Property Browser
Explore the values of all variables in scope via the property browser on the left-side of the screen. In the following video, I create a temporary piece of state that increases each time a button is clicked. I then put the value of this state in the text of the button itself, followed by other variables I find by exploring the property browser. Updates to the UI are made automatically, a la React.
Integrations
They have built-in integrations to query a number of common data sources:
A custom integration is set up via a simple form:
Releases
While the product doesn't automatically save versions, it does allow for snapshots and "rollbacks" to previous versions. I was disappointed that they didn't allow forking of past versions.
Pricing
Wishes
- Cancel running queries
- Less confusing layout (four-pane layout was confusing)
- Delete keypress doesn’t work to delete components
Further Reading
- Retool Blog
- Retool Docs
- Retool Reference
- Show HN: Retool
- HN Comment about how 70% of customers are on-prem
- Retool on Product Hunt


Quick and easy dot-and-whisker plots of regression results.
| Version: | 0.5.0 |
| Depends: | R (≥ 3.2.0), ggplot2 (≥ 2.2.1) |
| Imports: | grid, stats, broom, dplyr, stringr, ggstance, rlang, purrr, gtable |
| Suggests: | mfx, ordinal, tibble, gridExtra, knitr, rmarkdown |
| Published: | 2018-06-27 |
| Author: | Frederick Solt [aut, cre], Yue Hu [aut], Oliver Keyes [ctb], Ben Bolker [ctb], Stefan Müller [ctb], Thomas Leeper [ctb] |
| Maintainer: | Frederick Solt <frederick-solt at uiowa.edu> |
| BugReports: | https://github.com/fsolt/dotwhisker/issues |
| License: | MIT + file LICENSE |
| NeedsCompilation: | no |
| Materials: | NEWS |
| CRAN checks: | dotwhisker results |
| Reference manual: | dotwhisker.pdf |
| Vignettes: |
dwplot: Dot-and-Whisker Plots of Regression Results dotwhisker: Remaking the Examples from Kastellec and Leoni (2007) |
| Package source: | dotwhisker_0.5.0.tar.gz |
| Windows binaries: | r-devel: dotwhisker_0.5.0.zip, r-release: dotwhisker_0.5.0.zip, r-oldrel: dotwhisker_0.5.0.zip |
| OS X binaries: | r-release: dotwhisker_0.5.0.tgz, r-oldrel: dotwhisker_0.5.0.tgz |
| Old sources: | dotwhisker archive |
| Reverse suggests: | broom.mixed, tidybayes |
Please use the canonical form https://CRAN.R-project.org/package=dotwhisker to link to this page.


Summing Up
There's doubtless a great deal more that could be done to improve even this simple little game, but that can be left as an exercise for the interested reader. We have taken The Adventures of Heidi as far as we need to for the purposes of this tutorial, and in the next chapter we'll move on to pastures new.
In the course of this chapter we've encountered several new features of the TADS 3 language and the adv3 library. In particular:
- The use of listenDesc, smellDesc, feelDesc and tasteDesc to provide responses to LISTEN, SMELL, FEEL and TASTE commands.
- Attaching a string to the direction property of a Room instead of another Room, to display a message to the player instead of moving the player character.
- Pointing a direction property to a TravelConnector object (in this case a StairwayUp) instead of another Room (or string).
- Going beyond implementing everything as either a Room or a Thing to take advantage of the behaviour already defined on a special class (in this case StairwayUp).
- The use of message properties such as cannotTakeMsg and cannotEnterMsg to customize the responses to actions that are disallowed.
- The use of cannotGoThatWayMsg and of the cannotGoThatWay(dir) method to customize the response to an attempt to travel is a direction that's not allowed.
- The use of the logical operators &&, || and !
- The use of Doer objects as a means of interrupting the normal course of a command and making it do something different.
- A quick foretaste of the dobjFor() mechanism for customizing action responses.
- The use of the roomBeforeAction() method of Rooms to intercept actions performed there.
- The use of exit and abort to stop an action in its tracks.
- An introduction to the use of message parameter substitutions to make textual output more flexible and appropriate to its context.
This certainly isn't everything you need to know to become master of adv3Lite, but we've come a long way. If you've mastered all the material we've covered so far, you now have all the basic skills you need to write Interactive Fiction with adv3Lite, and if you wanted to make a start on implementing your own masterpiece, you'd now be in a position to do so. At the very least you could start laying out your map, implementing some of the standard objects within it, and coding a few non-standard responses, although you'd need to resume this tutorial before you tried anything very advanced. On the other hand, if you'd rather just carry straight on with this tutorial, that would be good too.
It's said that a non-Jew once approach Rabbi Shammai and told the rabbi he would convert to Judaism if the rabbi managed to teach him the entire torah (the Jewish law) while he (the gentile) stood on one leg.  The gentile then approach Shammai's rival Rabbi Hillel with the same offer.  A latter-day Rabbi Hillel asked a similar question about adv3Lite might have said, "It's all about defining objects, properties and methods; the rest is detail, go and learn." You've now learned the basics of defining objects; in the chapters that follow we'll continue to explore some of the detail.
Finally, here's the complete listing of The Adventures of Heidi as we've now left it:
#charset "us-ascii" #include#include "advlite.h" versionInfo: GameID IFID = '' // obtain IFID from http://www.tads.org/ifidgen/ifidgen name = 'The Adventures of Heidi' byline = 'by A.N. Author' htmlByline = 'by <a<EMAIL_ADDRESS>A.N. Author' version = '1' authorEmail = 'A.N. Author<EMAIL_ADDRESS>desc = 'A simple game borrowed from the Inform Beginner\'s Guide by Roger Firth and Sonja Kesserich.' htmlDesc = 'A simple game borrowed from the Inform Beginner\'s Guide by Roger Firth and Sonja Kesserich.' ; gameMain: GameMainDef /* Define the initial player character; this is compulsory */ initialPlayerChar = me ; /* The starting location; this can be called anything you like */ beforeCottage: Room 'In front of a Cottage' "You stand outside a cottage. The forest stretches east. " east = forest in = 'It\'s such a lovely day -- much too nice to go inside. ' ; + cottage: Thing 'tiny cottage;small simple; house home' "It's small and simple, but you're very happy here. " isFixed = true cannotEnterMsg = location.in cannotTakeMsg = 'You\'re not a tortoise; you can\'t carry your home with you. ' ; /* * The player character object. This doesn't have to be called me, but me is a * convenient name. If you change it to something else, rememember to change * gameMain.initialPlayerChar accordingly. */ + me: Thing 'you;;heidi' isFixed = true proper = true ownsContents = true person = 2 contType = Carrier bulkCapacity = 1 ; forest: Room 'Deep in the forest' "Through the dense foliage, you glimpse a building to the west. A track heads to the northeast. " west = beforeCottage northeast = clearing ; + bird: Thing 'baby bird;;nestling' "Too young to fly, the nestling tweets helplessly. " bulk = 1 listenDesc = "The nestling sounds scared and in need of assistance. " ; clearing: Room 'A forest clearing' "A tall sycamore stands in the middle of this clearing. The path winds southwest through the trees. " southwest = forest up = tree ; + nest: Thing 'bird\'s nest; carefully woven; moss twigs' "The nest is carefully woven of twigs and moss. " contType = In bulk = 1 ; + tree: StairwayUp 'tall sycamore tree;;stout proud' "Standing proud in the middle of the clearing, the stout tree looks easy to climb." destination = topOfTree travelDesc = "You <<one of>> manage to scramble all the way up <<or>> once again climb <<stopping>> to the top of the tree. " ; topOfTree: Room 'At the top of the tree' "You cling precariously to the trunk. " down = clearing cannotGoThatWay(dir) { "The only way from here is down. "; } roomBeforeAction() { if(gActionIs(Drop)) { gDobj.actionMoveInto(clearing); "{The subj dobj} {falls} to the ground below. "; exit; } } ; + branch: Thing 'wide firm bough; flat; branch' "It's flat enough to support a small object. " iFixed = true isListed = true contType = On afterAction() { if(nest.isIn(self) && bird.isIn(nest)) finishGameMsg(ftVictory, [finishOptionUndo]); } ; modify Room cannotGoThatWayMsg = 'Better stick to the path. ' ; Doer 'go dir' execAction(curCmd) { "You're not aboard a ship. "; abort; } direction = [portDir, starboardDir, foreDir, aftDir] ;


Shree Adhya Shakti Mataji Temple
Timings :
- The Temple is open everyday from 08:00 AM to 06:30 PM
- Arti at 12:00 noon and 6:00 PM everyday.
You can also find events for 2017 at temple -
Click here.
Temple Address:
- Adhya Shakti Mataji Temple
- 55, High Street, Cowley, Uxbridge
- Middlesex UB8 2DZ
- Mobile : 078 8225 3540
Registered Charity Address:
- Navratri Garba (Registered Charity No 1089024)
Please refer Donations page and our Fund Raising Appeal for more detail.


leaflet.wms
Overlay ("Single-Tile"/Untiled Mode)
Click the map to get information about the underlying data.
Opacity
Tiled Layer
Click the map to get information about the underlying data.
Opacity


PORTFOLIO
2011
DAVID RAUCH
Introduction to the Reader
Materials
Presentation on Elections
Proposal on Sudan
Feedback on eXeLearning
The Human Brain
Resolution by LIBE I
2nd Test
Personal Account
Creative Feedback
Comments
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Comments


Conditions
We use conditions to change the behaviour depending on one or multiple inputs
Before we can use if, we need to have something that is either true or false
3 > 2
true
"dog" == "dog"
true
2 > 2
false
"dog" == "cat"
false
"Ruby".include?("Rails")
false
This is how we use a condition in its simplest form:
weather = "rain"
if weather == "rain"
puts "It rains. Take an umbrella with you."
end
puts "Have a nice day!"
This is how we explicitly define the else case:
weather = "sunny"
if weather == "rain"
puts "It rains. Take an umbrella with you."
else
puts "It does not rain. You can leave the umbrella at home."
end
puts "Have a nice day!"
This is how we add more conditions using elsif:
weather = "sunny"
if weather == "rain"
puts "It rains. Take an umbrella with you."
elsif weather == "sunny"
puts "It's sunny. Awesome!"
else
puts "It's not raining nor is it sunny."
end
puts "Have a nice day!"
# bad
if weather = "rain"
puts "It rains."
else
puts "It does not rain" # This is never executed
end
# good
if weather == "rain"
puts "It rains."
else
puts "It does not rain"
end
# bad
if weather == "rain"
puts "It rains."
puts "Have a nice day!"
# good
if weather == "rain"
puts "It rains."
end
puts "Have a nice day!"
# bad
if weather == "rain"
puts "It rains."
elseif weather == "sunny"
puts "It's sunny!"
end
# good
if weather == "rain"
puts "It rains."
elsif weather == "sunny"
puts "It's sunny!"
end
# bad
if weather == "rain"
puts "It rains."
elsif weather == "sunny"
puts "It's sunny!"
else
puts "Neither rain nor sun"
end
# good
if weather == "rain"
puts "It rains."
elsif weather == "sunny"
puts "It's sunny!"
else
puts "No rain, no sun"
end
if condition1
# this part is executed if condition1 was true
elsif condition2
# this part is executed if condition1 was false,
# but condition2 was true
# there can be as many elsif's as needed
else
# this part is executed if condition1 AND
# condition2 were false
end
What questions do you have?


Oh hey, hello! Feel free to make any changes to the markup of this page by using atomic CSS classes. It should immediately update your atomic.css stylesheet.
Pardeep


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