This readme file is for all of the ISAPI I/O samples. These samples illustrate the different ways to handle I/O within an ISAPI extension.
The Asynchronous Read sample demonstrates asynchronous ReadClient functionality in the ISAPI interface. The Asynchronous Trans sample demonstrates asynchronous TransmitFile functionality in the ISAPI interface. The Asynchronous Write sample demonstrate asynchronous WriteClient functionality in the ISAPI interface. The Synchronous Read sample demonstrates synchronous ReadClient functionality in the ISAPI interface. The Synchronous Write sample demonstrate synchronous WriteClient functionality in the ISAPI interface.
Important These samples are provided for educational purposes only. They are not intended to be used in a production environment, have not been tested in a production environment, and Microsoft does not provide technical support for them.
Sample Overview
Requirements
Location of the Source Code
Build and Install the Sample
Run the Sample
Sample Output
Helpdesk
ISAPI 1.0 support synchronous IO operations via callback methods ReadClient() and WriteClient(). The ability to support asynchronous operations is important; it frees up a server pool thread from being blocked to complete the IO operation. In addition, IIS server engine already has built in support to manage asynchronous IO operations using the completion ports and server thread pool.
ISAPI 2.0 supports asynchronous write operation using the existing callback function WriteClient() with a special flag indicating that the operation has to be performed asynchronously. In addition, ISAPI 2.0 also provides a mechanism to request the server to transmit a file using the TransmitFile() .
ISAPI 3.0 supports asynchronous read operation from the client using ServerSupportFunction() with HSE_REQ_ASYNC_READ_CLIENT and a special flag indicating that the operation has to be performed asynchronously. In addition, the ISAPI application should submit a callback function and context by calling ServerSupportFunction() with HSE_REQ_IO_COMPLETION.
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This sample requires the installation of the following software to function properly:
IIS samples are included in the IIS Software Developer Kit (SDK). You can download the IIS SDK from Platform SDK Update. You can view the SDK at MSDN Online. In the table of contents at MSDN Online, click Web Development, Server Technologies, Internet Information Services (IIS), SDK Documentation, Internet Information Services, Samples.
The following source code files are required for the Asynchronous Read sample:
| File | Description |
|---|---|
| AReadCli.sln | AReadCli Visual Studio .NET solution file, required to build this sample in Visual Studio .NET. |
| AReadCli.vcproj | AReadCli Visual Studio .NET C Project file, required to build this sample in Visual Studio .NET. |
| AReadCli.dsp, AReadCli.dsw | AReadCli Visual Studio 6.0 project files, required to build this sample in Visual Studio Version 6. |
| AReadCli.c | AReadCli source module containing the code that implements the sample. |
| AReadCli.def | AReadCli.dll definition containing code for creating the sample. |
| MAKEFILE | AReadCli makefile for command line compilation |
The following source code files are required for the Asynchronous Trans sample:
| File | Description |
|---|---|
| FTrans.sln | FTrans Visual Studio .NET solution file, required to build this sample in Visual Studio .NET. |
| FTrans.vcproj | FTrans Visual Studio .NET C Project file, required to build this sample in Visual Studio .NET. |
| FTrans.dsp, FTrans.dsw | FTrans Visual Studio 6.0 project files, required to build this sample in Visual Studio Version 6. |
| FTrans.c, OpenF.c | FTrans source modules containing the code that implements the sample. |
| FTrans.def | FTrans.dll definition containing code for creating the sample. |
| OpenF.h | FTrans header file containing commonly called routines. |
| MAKEFILE | FTrans makefile for command line compilation |
The following source code files are required for the Asynchronous Write sample:
| File | Description |
|---|---|
| FWAsych.sln | FWAsych Visual Studio .NET solution file, required to build this sample in Visual Studio .NET. |
| FWAsych.vcproj | FWAsych Visual Studio .NET C Project file, required to build this sample in Visual Studio .NET. |
| FWAsych.dsp, FWAsych.dsw | FWAsych Visual Studio 6.0 project files, required to build this sample in Visual Studio Version 6. |
| FWAsych.c, OpenF.c | FWAsych source modules containing the code that implements the sample. |
| FWAsych.def | FWAsych.dll definition containing code for creating the sample. |
| OpenF.h | FWAsych header file containing commonly called routines. |
| MAKEFILE | FWAsych makefile for command line compilation |
The following source code files are required for the Synchronous Read sample:
| File | Description |
|---|---|
| ReadCli.sln | ReadCli Visual Studio .NET solution file, required to build this sample in Visual Studio .NET. |
| ReadCli.vcproj | ReadCli Visual Studio .NET C Project file, required to build this sample in Visual Studio .NET. |
| ReadCli.dsp, ReadCli.dsw | ReadCli Visual Studio 6.0 project files, required to build this sample in Visual Studio Version 6. |
| ReadCli.c | ReadCli source modules containing the code that implements the sample. |
| ReadCli.def | ReadCli.dll definition containing code for creating the sample. |
| MAKEFILE | ReadCli makefile for command line compilation |
The following source code files are required for the Synchronous Write sample:
| File | Description |
|---|---|
| FWrite.sln | FWrite Visual Studio .NET solution file, required to build this sample in Visual Studio .NET. |
| FWrite.vcproj | FWrite Visual Studio .NET C Project file, required to build this sample in Visual Studio .NET. |
| FWrite.dsp, FWrite.dsw | FWrite Visual Studio 6.0 project files, required to build this sample in Visual Studio Version 6. |
| FWrite.c, OpenF.c | FWrite source modules containing the code that implements the sample. |
| FWrite.def | FWrite.dll definition containing code for creating the sample. |
| OpenF.h | FWrite header file containing commonly called routines. |
| MAKEFILE | FWrite makefile for command line compilation |
To build this sample using the Visual C++ IDE, the following steps must be performed:
To build and run this sample without using the Visual C++ IDE, the following steps must be performed:
C:\MySamples
, type the following at the command line:
cd /d c:\MySamples NMAKE All
To install this sample, the following steps must be performed:
C:\Samples
and copy the files to that folder.inetmgr
in the text box and click OK. Right-click on the Web
site where you want to create a virtual directory, click New, and click Virtual
Directory. In the Alias text box, type the name you want for your virtual directory, for
example, InputOutput
. In the Directory text box, type the path to the
folder that contains your files.
In order to run this sample, follow the instructions listed below:
sample.gif
, copy it to the same folder that contains your compiled .dll files since you
already mapped that folder to a virtual directory.sample.gif
, and it is in the same folder as
your sample .dll files, and that folder is mapped to a virtual directory called
InputOutput
, type one of the following in the address bar of IE, depending on which
sample you want to view:
http://localhost/InputOutput/AReadCli.dll http://localhost/InputOutput/FTrans.dll?/InputOutput/sample.gif http://localhost/InputOutput/FWAsync.dll?/InputOutput/sample.gif http://localhost/InputOutput/ReadCli.dll http://localhost/InputOutput/FWrite.dll?/InputOutput/sample.gif
The following output is displayed somewhere after you perform step 2 from Run the Sample.
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If here you do not find answers to your questions, visit the Microsoft Help and Support Web site.
| Problem | Possible Solution |
|---|---|
| When building the dll, C++ or VB returns the a permissions error. | Once you have called the dll from your web page, your system considers it a loaded dll. You must unload it to build it again, either by unloading the ASP application or deleting the dll from system32\dllcache. |
| When browsing to the dll, IE gives you a permissions error. | The folder and virtual directory must have Execute permissions set on them. |
© 1997-2002 Microsoft Corporation. All rights reserved.


Ensures that flag is not None during program execution.
tf.compat.v1.app.flags.mark_flag_as_required
tf.compat.v1.flags.mark_flag_as_required( flag_name, flag_values=_flagvalues.FLAGS )
Registers a flag validator, which will follow usual validator rules. Important note: validator will pass for any non-None value, such as False, 0 (zero), '' (empty string) and so on.
It is recommended to call this method like this:
if name == 'main': flags.mark_flag_as_required('your_flag_name') app.run()
Because validation happens at app.run() we want to ensure required-ness is enforced at that time. You generally do not want to force users who import your code to have additional required flags for their own binaries or tests.
flag_name
: str, name of the flagflag_values
: flags.FlagValues, optional FlagValues instance where the flag
is defined.AttributeError
: Raised when flag_name is not registered as a valid flag
name.


Vipul Munot
Data Visualization
Lab 05
Desired Output:
Enter first number:
Enter second number:
Submit


[gecode-users] Non-monotonic propagator.
Zampelli Stephane
stephane.zampelli at uclouvain.be
Tue Jul 1 18:46:02 CEST 2008
Hi,
Suppose one has a non-monotonic propagator P, because the propagator
uses an approximation (of a NP-Hard problem) of the pruning.
How can Gecode accomodate of this situation?
Does this mean that recomputation cannot be used?
Is the result correct if the recomputation is not used (full copying,
c_d=1)?
What about executing the propag P after the fixpoint of all other
monotonic constraints?
Thank you,
Zampelli Stéphane.
More information about the gecode-users
mailing list


Transport
Flooded roads causing delays in Dundalk and parts of Louth
Roads
by David LynchThe Ardee Road is badly flooded on approach to Dundalk this morning, and according to reports there are severe delays in both directions.
The flooding is also impacting traffic coming in from Knockbridge.
Elsewhere, the Dromin Road off the M1 is closed, while the road from Ravel to Dunleer is reportedly flooded, along with the Barn Road in Dunleer, with a large flood outside Conachy's garage.
In Drogheda, according one online user: "Donore Road past Newgrange centre like a river, do not drive through the flood there".


|
Otter
<IP_ADDRESS>
2d Game Development Framework based on SFML.Net
|
Graphic used for loading and rendering a tilemap. Renders tiles using a vertex array. More...
Inherits Otter.Graphic.
Public Member Functions | |
| Tilemap (string source, int width, int height, int tileWidth, int tileHeight) | |
| Create a new Tilemap using the path of a texture. More... | |
| Tilemap (string source, int size, int tileSize) | |
| Create a new Tilemap using the path of a texture. More... | |
| Tilemap (Texture texture, int width, int height, int tileWidth, int tileHeight) | |
| Create a new Tilemap using a Texture. More... | |
| Tilemap (Texture texture, int size, int tileSize) | |
| Create a new Tilemap using a Texture. More... | |
| Tilemap (AtlasTexture texture, int width, int height, int tileWidth, int tileHeight) | |
| Create a new Tilemap using an AtlasTexture. More... | |
| Tilemap (AtlasTexture texture, int size, int tileSize) | |
| Create a new Tilemap using an AtlasTexture. More... | |
| Tilemap (int width, int height, int tileWidth, int tileHeight) | |
| Create a new Tilemap without any texture. Tiles will be solid colors instead. More... | |
| Tilemap (int size, int tileSize) | |
| Create a new Tilemap without any texture. Tiles will be solid colors instead. More... | |
| TileInfo | SetTile (int tileX, int tileY, Color color, string layer="") |
| Set a tile to a specific color. More... | |
| TileInfo | SetTile (int tileX, int tileY, Color color, Enum layer) |
| Set a tile to a specific color. More... | |
| TileInfo | SetTile (int tileX, int tileY, int sourceX, int sourceY, string layer="") |
| Set a tile to a specific tile from the source texture. More... | |
| TileInfo | SetTile (int tileX, int tileY, int sourceX, int sourceY, Enum layer) |
| Set a tile to a specific tile from the source texture. More... | |
| TileInfo | SetTile (XmlElement e) |
| Load tile data from an XmlElement. More... | |
| TileInfo | SetTile (int tileX, int tileY, int tileIndex, string layer="") |
| Set a tile on the Tilemap to a specific tile. More... | |
| TileInfo | SetTile (int tileX, int tileY, int tileIndex, Enum layer) |
| Set a tile on the Tilemap to a specific tile. More... | |
| TileInfo | SetTile (int tileX, int tileY, bool flipX, bool flipY) |
| Set a tile on the Tilemap to be flipped horizontally and/or vertically. More... | |
| void | SetRect (int tileX, int tileY, int tileWidth, int tileHeight, Color color, string layer="") |
| Set a rectangle area of tiles to a defined color. More... | |
| void | SetRect (int tileX, int tileY, int tileWidth, int tileHeight, Color color, Enum layer) |
| Set a rectangle area of tiles to a defined color. More... | |
| void | SetRect (int tileX, int tileY, int tileWidth, int tileHeight, int sourceX, int sourceY, string layer="") |
| Set a rectangle of tiles to a tile defined by texture coordinates. More... | |
| void | SetRect (int tileX, int tileY, int tileWidth, int tileHeight, int sourceX, int sourceY, Enum layer) |
| Set a rectangle of tiles to a tile defined by texture coordinates. More... | |
| void | SetRect (int tileX, int tileY, int tileWidth, int tileHeight, int tileIndex, string layer="") |
| Set a rectangle of tiles to a tile defined by an index. More... | |
| void | SetRect (int tileX, int tileY, int tileWidth, int tileHeight, int tileIndex, Enum layer) |
| Set a rectangle of tiles to a tile defined by an index. More... | |
| void | SetLayer (int tileIndex, string layer="") |
| Set all tiles of a specific layer. More... | |
| void | SetLayer (int sourceX, int sourceY, string layer="") |
| Set all tiles of a specific layer. More... | |
| void | SetLayer (Color color, string layer="") |
| Set all tiles of a specific layer. More... | |
| void | SetLayer (int tileIndex, Enum layer) |
| Set all tiles of a specific layer. More... | |
| void | SetLayer (int sourceX, int sourceY, Enum layer) |
| Set all tiles of a specific layer. More... | |
| void | SetLayer (Color color, Enum layer) |
| Set all tiles of a specific layer. More... | |
| TileInfo | GetTile (int tileX, int tileY, string layer="") |
| Get the TileInfo of a specific tile on the tilemap. More... | |
| TileInfo | GetTile (int tileX, int tileY, Enum layer) |
| Get the TileInfo of a specific tile on the tilemap. More... | |
| void | LoadGrid (GridCollider grid, Color color, string layer="") |
| Load tiles in from a GridCollider. More... | |
| void | SetAutoTileData (string tileData) |
| Assign the tile data to use for LoadGridAutoTile. More... | |
| void | LoadGridAutoTile (GridCollider grid, string layer="") |
| Load tiles in from a GridCollider and choose tiles based on the shape of the grid. More... | |
| void | LoadGrid (GridCollider grid, Color color, Enum layer) |
| Load tiles in from a GridCollider. More... | |
| string | LayerName (int layer) |
| Get the layer name for a specific layer on the tilemap. More... | |
| int | LayerDepth (string layer) |
| Get the layer depth of a layer on the tilemap by name. More... | |
| int | LayerDepth (Enum layer) |
| Get the layer depth of a layer on the tilemap by enum value. More... | |
| void | LoadString (string source, Color color=null, char empty= '0', char filled= '1', string layer="") |
| Load the tilemap with a color based on a string. More... | |
| void | LoadString (string source, Color color, char empty, char filled, Enum layer) |
| Load the tilemap with a color based on a string. More... | |
| void | LoadCSV (string str, char columnSep= ',', char rowSep= '\n', string layer="") |
| Load the tilemap from a CSV formatted string. More... | |
| void | LoadCSV (string str, char columnSep, char rowSep, Enum layer) |
| Load the tilemap from a CSV formatted string. More... | |
| TileInfo | ClearTile (int tileX, int tileY, string layer="") |
| Remove a tile from the tilemap. More... | |
| TileInfo | ClearTile (int tileX, int tileY, Enum layer) |
| Remove a tile from the tilemap. More... | |
| void | ClearLayer (string layer="") |
| Clear all tiles on a specific layer. More... | |
| void | ClearLayer (Enum layer) |
| Clear all tiles on a specific layer. More... | |
| void | ClearAll () |
| Clear all tiles on all layers. More... | |
| void | ClearRect (int tileX, int tileY, int tileWidth, int tileHeight, string layer="") |
| Clear all tiles inside a specified rectangle. More... | |
| int | AddLayer (string name, int depth=0) |
| Add a new layer to the Tilemap. More... | |
| int | AddLayer (Enum name, int depth=0) |
| Add a new layer to the Tilemap. More... | |
| void | RemoveLayer (string name) |
| Remove a layer from the Tilemap and delete that layer's tiles. More... | |
| void | RemoveLayer (Enum name) |
| Remove a layer from the Tilemap and delete that layer's tiles. More... | |
| bool | LayerExists (string name) |
| Check if a layer exists. More... | |
| bool | LayerExists (Enum name) |
| Check if a layer exists. More... | |
| void | MergeTilemap (Tilemap other, string layerPrefix="", int layerOffset=-1) |
| Merges another tilemap into this one. More... | |
| List< TileInfo > | GetTiles (string layerName) |
| Get the list of tiles on a specific layer. More... | |
| List< TileInfo > | GetTiles (int layerDepth) |
| Get the list of tiles on a specific layer. More... | |
| List< TileInfo > | GetTiles (Enum layerName) |
| Get the list of tiles on a specific layer. More... | |
| int | GetTileIndex (TileInfo tile) |
| Get the index of a specific tile on the source Texture. More... | |
| Public Member Functions inherited from Otter.Graphic | |
| Transformation | AddTransform (Transformation transform) |
| Transformation | AddTransform (Vector2 translation, Vector2 scale, Vector2 origin, float rotation) |
| Transformation | AddTransform () |
| Transformation | RemoveTransformation (Transformation transform) |
| Transformation | PopTransformation () |
| virtual void | ClearShader () |
| Removes the shader from the graphic. More... | |
| void | SetPosition (float x, float y) |
| Set the position of the Graphic. More... | |
| void | SetPosition (Graphic g, float offsetX=0, float offsetY=0) |
| Set the position of the Graphic. More... | |
| void | SetPosition (Vector2 xy) |
| Set the position of the Graphic. More... | |
| void | SetOrigin (float x, float y) |
| Set the origin of the Graphic. More... | |
| void | SetOrigin (Vector2 xy) |
| Set the origin of the Graphic. More... | |
| void | SetTexture (string path) |
| Set the Texture that the Graphic is using (if it is using one.) More... | |
| void | SetTexture (Texture texture) |
| Set the Texture that the Graphic is using (if it is using one.) More... | |
| void | SetTexture (AtlasTexture atlasTexture) |
| Set the Texture that the Graphic is using (if it is using one.) More... | |
| virtual void | Update () |
| Update the graphic. More... | |
| virtual void | CenterOrigin () |
| Centers the graphic origin. More... | |
| virtual void | CenterOriginZero () |
| Centers the graphic origin while retaining its relative position. More... | |
| virtual void | Render (float x=0, float y=0) |
| Draws the graphic. More... | |
Public Attributes | |
| bool | UsePositions |
| Determines if the X and Y positions of tiles are interpreted as pixels or tile coords. More... | |
| string | DefaultLayerName = "base" |
| The default layer name to use. More... | |
| Public Attributes inherited from Otter.Graphic | |
| List< Transformation > | Transforms = new List<Transformation>() { new Transformation() } |
| bool | Relative = true |
| Determines if the Graphic is rendered relative to its Entity. More... | |
| bool | Visible = true |
| Determines if the Graphic will render. More... | |
| float | ScrollX = 1 |
| The scroll factor for the x position. Used for parallax like effects. Values lower than 1 will scroll slower than the camera (appear to be further away) and values higher than 1 will scroll faster than the camera (appear to be closer.) More... | |
| float | ScrollY = 1 |
| The scroll factor for the y position. Used for parallax like effects. Values lower than 1 will scroll slower than the camera (appear to be further away) and values higher than 1 will scroll faster than the camera (appear to be closer.) More... | |
| float | ShakeX |
| The horizontal amount to randomly offset the graphic by each frame. More... | |
| float | ShakeY |
| The vertial amount to randomly offset the graphic by each frame. More... | |
| Rectangle | TextureRegion |
| The region to render the Texture with. More... | |
| Rectangle | AtlasRegion |
| The Rectangle to render an AtlasTexture with. More... | |
| Shader | Shader |
| The shader to be applied to this graphic. More... | |
| string | Name = "Graphic" |
| The name of the graphic. More... | |
| BlendMode | Blend = BlendMode.Alpha |
| The blend mode to be applied to this graphic. More... | |
| bool | RepeatX |
| Determines if the image should be rendered multiple times horizontally. More... | |
| bool | RepeatY |
| Determines if the image should be rendered multiple times vertically. More... | |
Protected Member Functions | |
| override void | UpdateDrawable () |
| Updates the internal SFML data for rendering. More... | |
| Protected Member Functions inherited from Otter.Graphic | |
| void | Append (float x, float y, Color color, float u, float v) |
| void | Append (float x, float y, Color color=null) |
| virtual void | TextureChanged () |
| virtual void | SFMLRender (Drawable drawable, float x=0, float y=0) |
Properties | |
| int | TileWidth [get, set] |
| The width in pixels of each tile. More... | |
| int | TileHeight [get, set] |
| The height in pixels of each tile. More... | |
| int | TileRows [get, set] |
| The number of rows in the entire tilemap. More... | |
| int | TileColumns [get, set] |
| The number of columsn in the entire tilemap. More... | |
| SortedDictionary< int, List < TileInfo > > | TileLayers [get, set] |
| The tile layers to render. More... | |
| Properties inherited from Otter.Graphic | |
| Transformation | Transform [get] |
| float | X [get, set] |
| The X position of the Graphic. More... | |
| float | Y [get, set] |
| The Y position of the Graphic. More... | |
| float | ScaleX [get, set] |
| The horizontal scale of the graphic. Used in the final transformation. More... | |
| float | ScaleY [get, set] |
| The vertical scale of the graphic. Used in the final transformation. More... | |
| float | Angle [get, set] |
| The angle of rotation of the graphic. Used in the final transformation. More... | |
| float | OriginX [get, set] |
| The X origin point to scale and rotate the graphic with. Used in the final transformation. More... | |
| float | OriginY [get, set] |
| The Y origin point to scale and rotate the graphic with. Used in the final transformation. More... | |
| Color | Color [get, set] |
| The base color of the Graphic. Multiplies the vertices of the graphic by this color. More... | |
| virtual Texture | Texture [get, set] |
| The texture that the graphic is using. More... | |
| float | Alpha [get, set] |
| The base transparency of the graphic. A shortcut to access the base color's Alpha. More... | |
| int | Width [get, set] |
| The width of the Graphic. More... | |
| int | Height [get, set] |
| The height of the Graphic. More... | |
| float | ScaledWidth [get, set] |
| The width in pixels of the image after applying the X scale. More... | |
| float | ScaledHeight [get, set] |
| The height in pixels of the image after applying the Y scale. More... | |
| virtual bool | Smooth [get, set] |
| Smooth the texture of a sprite image while scaling it. More... | |
| float | Scroll [get, set] |
| Set both ScrollX and ScrollY. More... | |
| float | HalfWidth [get] |
| Half of the width. More... | |
| float | HalfHeight [get] |
| Half of the height. More... | |
| float | Scale [set] |
| Sets both the ScaleX and ScaleY at the same time. More... | |
| bool | Repeat [set] |
| Sets both RepeatX and RepeatY at the same time. More... | |
| float | Shake [set] |
| A shortcut to set both ShakeX and ShakeY. More... | |
| float | Left [get] |
| The X position of the left side of the Graphic. More... | |
| float | Top [get] |
| The Y position of the top of the Graphic. More... | |
| float | Right [get] |
| The X position of the right side of the Graphic. More... | |
| float | Bottom [get] |
| The Y position of the bottom of the Graphic. More... | |
| int | TextureLeft [get] |
| The X position of the left of the Texture. More... | |
| int | TextureRight [get] |
| The X position of the right of the Texture. More... | |
| int | TextureTop [get] |
| The Y position of the top of the Texture. More... | |
| int | TextureBottom [get] |
| The Y position of the bottom of the Texture. More... | |
Additional Inherited Members | |
| Protected Attributes inherited from Otter.Graphic | |
| VertexArray | SFMLVertices = new VertexArray(PrimitiveType.Quads) |
| Drawable | SFMLDrawable |
| float | RepeatSizeX |
| bool | roundRendering = true |
| bool | Dynamic |
| If true the graphic will always update its drawable. More... | |
Graphic used for loading and rendering a tilemap. Renders tiles using a vertex array.
| Otter.Tilemap.Tilemap | ( | string | source, |
| int | width, | ||
| int | height, | ||
| int | tileWidth, | ||
| int | tileHeight | ||
| ) |
| Otter.Tilemap.Tilemap | ( | string | source, |
| int | size, | ||
| int | tileSize | ||
| ) |
| Otter.Tilemap.Tilemap | ( | Texture | texture, |
| int | width, | ||
| int | height, | ||
| int | tileWidth, | ||
| int | tileHeight | ||
| ) |
| Otter.Tilemap.Tilemap | ( | Texture | texture, |
| int | size, | ||
| int | tileSize | ||
| ) |
| Otter.Tilemap.Tilemap | ( | AtlasTexture | texture, |
| int | width, | ||
| int | height, | ||
| int | tileWidth, | ||
| int | tileHeight | ||
| ) |
Create a new Tilemap using an AtlasTexture.
| texture | The AtlasTexture to use. |
| width | The width of the Tilemap in pixels. |
| height | The height of the Tilemap in pixels. |
| tileWidth | The width of each tile in pixels. |
| tileHeight | The height of each tile in pixels. |
| Otter.Tilemap.Tilemap | ( | AtlasTexture | texture, |
| int | size, | ||
| int | tileSize | ||
| ) |
Create a new Tilemap using an AtlasTexture.
| texture | The AtlasTexture to use. |
| size | The width and height of the Tilemap in pixels. |
| tileSize | The width and height of each tile in pixels. |
| Otter.Tilemap.Tilemap | ( | int | width, |
| int | height, | ||
| int | tileWidth, | ||
| int | tileHeight | ||
| ) |
| Otter.Tilemap.Tilemap | ( | int | size, |
| int | tileSize | ||
| ) |
| int Otter.Tilemap.AddLayer | ( | string | name, |
| int | depth = 0 |
||
| ) |
Add a new layer to the Tilemap.
| name | The string name of the layer. |
| depth | The depth of the tiles. |
| int Otter.Tilemap.AddLayer | ( | Enum | name, |
| int | depth = 0 |
||
| ) |
Add a new layer to the Tilemap.
| name | The enum value of the layer. |
| depth | The depth of the tiles. |
| void Otter.Tilemap.ClearAll | ( | ) |
Clear all tiles on all layers.
| void Otter.Tilemap.ClearLayer | ( | string | layer = "" | ) |
Clear all tiles on a specific layer.
| layer | The string layer name. |
| void Otter.Tilemap.ClearLayer | ( | Enum | layer | ) |
Clear all tiles on a specific layer.
| layer | The enum value layer. |
| void Otter.Tilemap.ClearRect | ( | int | tileX, |
| int | tileY, | ||
| int | tileWidth, | ||
| int | tileHeight, | ||
| string | layer = "" |
||
| ) |
Clear all tiles inside a specified rectangle.
| tileX | The X position of the rectangle to clear. |
| tileY | The Y position of the rectangle to clear. |
| tileWidth | The width of tiles to clear. |
| tileHeight | The height of tiles to clear. |
| layer | The layer to clear tiles from. |
| TileInfo Otter.Tilemap.ClearTile | ( | int | tileX, |
| int | tileY, | ||
| string | layer = "" |
||
| ) |
Remove a tile from the tilemap.
| tileX | The tile's X position on the map. |
| tileY | The tile's Y position on the map. |
| layer | The tile's layer. |
| TileInfo Otter.Tilemap.ClearTile | ( | int | tileX, |
| int | tileY, | ||
| Enum | layer | ||
| ) |
Remove a tile from the tilemap.
| tileX | The tile's X position on the map. |
| tileY | The tile's Y position on the map. |
| layer | The tile's layer. |
| TileInfo Otter.Tilemap.GetTile | ( | int | tileX, |
| int | tileY, | ||
| string | layer = "" |
||
| ) |
| TileInfo Otter.Tilemap.GetTile | ( | int | tileX, |
| int | tileY, | ||
| Enum | layer | ||
| ) |
| int Otter.Tilemap.GetTileIndex | ( | TileInfo | tile | ) |
Get the index of a specific tile on the source Texture.
| tile | The tile to get the index of. |
| List<TileInfo> Otter.Tilemap.GetTiles | ( | string | layerName | ) |
Get the list of tiles on a specific layer.
| layerName | The name of the layer. |
| List<TileInfo> Otter.Tilemap.GetTiles | ( | int | layerDepth | ) |
Get the list of tiles on a specific layer.
| layerDepth |
| List<TileInfo> Otter.Tilemap.GetTiles | ( | Enum | layerName | ) |
Get the list of tiles on a specific layer.
| layerName | The enum value of the layer. |
| int Otter.Tilemap.LayerDepth | ( | string | layer | ) |
Get the layer depth of a layer on the tilemap by name.
| layer | The string layer name. |
| int Otter.Tilemap.LayerDepth | ( | Enum | layer | ) |
Get the layer depth of a layer on the tilemap by enum value.
| layer | The enum value layer. |
| bool Otter.Tilemap.LayerExists | ( | string | name | ) |
Check if a layer exists.
| name | The string name of the layer. |
| bool Otter.Tilemap.LayerExists | ( | Enum | name | ) |
Check if a layer exists.
| name | The enum value of the layer. |
| string Otter.Tilemap.LayerName | ( | int | layer | ) |
Get the layer name for a specific layer on the tilemap.
| layer | The layer depth id. |
| void Otter.Tilemap.LoadCSV | ( | string | str, |
| char | columnSep = ',' , |
||
| char | rowSep = '\n' , |
||
| string | layer = "" |
||
| ) |
Load the tilemap from a CSV formatted string.
| str | The string data to load. |
| columnSep | The character that separates columns in the CSV. |
| rowSep | The character that separates rows in the CSV. |
| layer | The layer to place the tiles on. |
| void Otter.Tilemap.LoadCSV | ( | string | str, |
| char | columnSep, | ||
| char | rowSep, | ||
| Enum | layer | ||
| ) |
Load the tilemap from a CSV formatted string.
| str | The string data to load. |
| columnSep | The character that separates columns in the CSV. |
| rowSep | The character that separates rows in the CSV. |
| layer | The layer to place the tiles on. |
| void Otter.Tilemap.LoadGrid | ( | GridCollider | grid, |
| Color | color, | ||
| string | layer = "" |
||
| ) |
Load tiles in from a GridCollider.
| grid | The GridCollider to reference. |
| color | The color to set tiles that are collidable on the grid. |
| layer | The layer to place the tiles on. |
| void Otter.Tilemap.LoadGrid | ( | GridCollider | grid, |
| Color | color, | ||
| Enum | layer | ||
| ) |
Load tiles in from a GridCollider.
| grid | The GridCollider to reference. |
| color | The color to set tiles that are collidable on the grid. |
| layer | The layer to place the tiles on. |
| void Otter.Tilemap.LoadGridAutoTile | ( | GridCollider | grid, |
| string | layer = "" |
||
| ) |
Load tiles in from a GridCollider and choose tiles based on the shape of the grid.
| grid | The GridCollider to reference. |
| layer | The layer to place the tiles on. |
| void Otter.Tilemap.LoadString | ( | string | source, |
| Color | color = null , |
||
| char | empty = '0' , |
||
| char | filled = '1' , |
||
| string | layer = "" |
||
| ) |
Load the tilemap with a color based on a string.
| source | The string data to load. |
| color | The color to fill occupied tiles with. |
| empty | The character that represents an empty tile. |
| filled | The character that represents a filled tile. |
| layer | The layer to place the tiles on. |
| void Otter.Tilemap.LoadString | ( | string | source, |
| Color | color, | ||
| char | empty, | ||
| char | filled, | ||
| Enum | layer | ||
| ) |
Load the tilemap with a color based on a string.
| source | The string data to load. |
| color | The color to fill occupied tiles with. |
| empty | The character that represents an empty tile. |
| filled | The character that represents a filled tile. |
| layer | The layer to place the tiles on. |
| void Otter.Tilemap.MergeTilemap | ( | Tilemap | other, |
| string | layerPrefix = "" , |
||
| int | layerOffset = -1 |
||
| ) |
Merges another tilemap into this one.
| other | The tilemap to merge into this one. |
| above | True if the other tilemap's base layer should be above this one's base layer. |
| void Otter.Tilemap.RemoveLayer | ( | string | name | ) |
Remove a layer from the Tilemap and delete that layer's tiles.
| name | The name of the layer to delete. |
| void Otter.Tilemap.RemoveLayer | ( | Enum | name | ) |
Remove a layer from the Tilemap and delete that layer's tiles.
| name | The name of the layer to delete. |
| void Otter.Tilemap.SetAutoTileData | ( | string | tileData | ) |
Assign the tile data to use for LoadGridAutoTile.
| tileData | The tile data file. |
| void Otter.Tilemap.SetLayer | ( | int | tileIndex, |
| string | layer = "" |
||
| ) |
Set all tiles of a specific layer.
| tileIndex | The index of the tile to change the tiles to. |
| layer | The layer to change. |
| void Otter.Tilemap.SetLayer | ( | int | sourceX, |
| int | sourceY, | ||
| string | layer = "" |
||
| ) |
| void Otter.Tilemap.SetLayer | ( | Color | color, |
| string | layer = "" |
||
| ) |
Set all tiles of a specific layer.
| color | The color to change the tile to. |
| layer | The layer to change. |
| void Otter.Tilemap.SetLayer | ( | int | tileIndex, |
| Enum | layer | ||
| ) |
Set all tiles of a specific layer.
| tileIndex | The index of the tile to change the tiles to. |
| layer | The layer to change. |
| void Otter.Tilemap.SetLayer | ( | int | sourceX, |
| int | sourceY, | ||
| Enum | layer | ||
| ) |
| void Otter.Tilemap.SetLayer | ( | Color | color, |
| Enum | layer | ||
| ) |
Set all tiles of a specific layer.
| color | The color to change the tile to. |
| layer | The layer to change. |
| void Otter.Tilemap.SetRect | ( | int | tileX, |
| int | tileY, | ||
| int | tileWidth, | ||
| int | tileHeight, | ||
| Color | color, | ||
| string | layer = "" |
||
| ) |
Set a rectangle area of tiles to a defined color.
| tileX | The X position of the tile to change. |
| tileY | The Y position of the tile to change. |
| tileWidth | The width of tiles to change. |
| tileHeight | The height of tiles to change. |
| color | The color to change the colors to. |
| layer | The layer to place the tiles on. |
| void Otter.Tilemap.SetRect | ( | int | tileX, |
| int | tileY, | ||
| int | tileWidth, | ||
| int | tileHeight, | ||
| Color | color, | ||
| Enum | layer | ||
| ) |
Set a rectangle area of tiles to a defined color.
| tileX | The X position of the tile to change. |
| tileY | The Y position of the tile to change. |
| tileWidth | The width of tiles to change. |
| tileHeight | The height of tiles to change. |
| color | The color to change the colors to. |
| layer | The layer to place the tiles on. |
| void Otter.Tilemap.SetRect | ( | int | tileX, |
| int | tileY, | ||
| int | tileWidth, | ||
| int | tileHeight, | ||
| int | sourceX, | ||
| int | sourceY, | ||
| string | layer = "" |
||
| ) |
Set a rectangle of tiles to a tile defined by texture coordinates.
| tileX | The X position of the rectangle to change. |
| tileY | The Y position of the rectangle to change. |
| tileWidth | The width of tiles to change. |
| tileHeight | The height of tiles to change. |
| sourceX | The X position in the source Texture to use to draw the tiles. |
| sourceY | The Y position in the source Texture to use to draw the tiles. |
| layer | The layer to place the tiles on. |
| void Otter.Tilemap.SetRect | ( | int | tileX, |
| int | tileY, | ||
| int | tileWidth, | ||
| int | tileHeight, | ||
| int | sourceX, | ||
| int | sourceY, | ||
| Enum | layer | ||
| ) |
Set a rectangle of tiles to a tile defined by texture coordinates.
| tileX | The X position of the rectangle to change. |
| tileY | The Y position of the rectangle to change. |
| tileWidth | The width of tiles to change. |
| tileHeight | The height of tiles to change. |
| sourceX | The X position in the source Texture to use to draw the tiles. |
| sourceY | The Y position in the source Texture to use to draw the tiles. |
| layer | The layer to place the tiles on. |
| void Otter.Tilemap.SetRect | ( | int | tileX, |
| int | tileY, | ||
| int | tileWidth, | ||
| int | tileHeight, | ||
| int | tileIndex, | ||
| string | layer = "" |
||
| ) |
Set a rectangle of tiles to a tile defined by an index.
| tileX | The X position of the rectangle to change. |
| tileY | The Y position of the rectangle to change. |
| tileWidth | The width of tiles to change. |
| tileHeight | The height of tiles to change. |
| tileIndex | The index of the tile to change the tiles to. |
| layer | The layer to place the tiles on. |
| void Otter.Tilemap.SetRect | ( | int | tileX, |
| int | tileY, | ||
| int | tileWidth, | ||
| int | tileHeight, | ||
| int | tileIndex, | ||
| Enum | layer | ||
| ) |
Set a rectangle of tiles to a tile defined by an index.
| tileX | The X position of the rectangle to change. |
| tileY | The Y position of the rectangle to change. |
| tileWidth | The width of tiles to change. |
| tileHeight | The height of tiles to change. |
| tileIndex | The index of the tile to change the tiles to. |
| layer | The layer to place the tiles on. |
Set a tile to a specific color.
| tileX | The tile's x position on the map. |
| tileY | The tile's y position on the map. |
| color | The tile's color. |
| layer | The tile's layer. |
Set a tile to a specific color.
| tileX | The tile's x position on the map. |
| tileY | The tile's y position on the map. |
| color | The tile's color. |
| layer | The tile's layer. |
| TileInfo Otter.Tilemap.SetTile | ( | int | tileX, |
| int | tileY, | ||
| int | sourceX, | ||
| int | sourceY, | ||
| string | layer = "" |
||
| ) |
Set a tile to a specific tile from the source texture.
| tileX | The tile's X position on the map. |
| tileY | The tile's Y position on the map. |
| sourceX | The source X position from the tile map in pixels. |
| sourceY | The source Y position from the tile map in pixels. |
| layer | The tile's layer. |
| TileInfo Otter.Tilemap.SetTile | ( | int | tileX, |
| int | tileY, | ||
| int | sourceX, | ||
| int | sourceY, | ||
| Enum | layer | ||
| ) |
Set a tile to a specific tile from the source texture.
| tileX | The tile's X position on the map. |
| tileY | The tile's Y position on the map. |
| sourceX | The source X position from the tile map in pixels. |
| sourceY | The source Y position from the tile map in pixels. |
| layer | The tile's layer. |
| TileInfo Otter.Tilemap.SetTile | ( | XmlElement | e | ) |
Load tile data from an XmlElement.
| e | An XmlElement containing attributes x, y, tx, and ty. |
| TileInfo Otter.Tilemap.SetTile | ( | int | tileX, |
| int | tileY, | ||
| int | tileIndex, | ||
| string | layer = "" |
||
| ) |
| TileInfo Otter.Tilemap.SetTile | ( | int | tileX, |
| int | tileY, | ||
| int | tileIndex, | ||
| Enum | layer | ||
| ) |
| TileInfo Otter.Tilemap.SetTile | ( | int | tileX, |
| int | tileY, | ||
| bool | flipX, | ||
| bool | flipY | ||
| ) |
Set a tile on the Tilemap to be flipped horizontally and/or vertically.
| tileX | The X position of the tile to change. |
| tileY | The Y position of the tile to change. |
| flipX | Whether the tile should be horizontally flipped. |
| flipY | Whether the tile should be vertically flipped. |
|
protectedvirtual |
Updates the internal SFML data for rendering.
Reimplemented from Otter.Graphic.
| string Otter.Tilemap.DefaultLayerName = "base" |
The default layer name to use.
| bool Otter.Tilemap.UsePositions |
Determines if the X and Y positions of tiles are interpreted as pixels or tile coords.
|
getset |
The number of columsn in the entire tilemap.
|
getset |
The height in pixels of each tile.
|
getset |
The tile layers to render.
|
getset |
The number of rows in the entire tilemap.
|
getset |
The width in pixels of each tile.


Making sustainability simple
In our busy, modern lives it may seem that we have too much to worry about ourselves to really focus on moving towards more sustainable living.
However, we built this site to highlight that it can actually be very easy to make small changes at home that can have a big impact.
Many of us now live in compact, urban spaces and we have focused on several key elements of the modern, urban living space to demonstrate how we can make these spaces more harmonious with the environment and more eco friendly.
Many eco-friendly sites focus on muted, earthy tones but we have chosen to go with a vibrant, sunny site to highlight that sustainable living can be engaging, bright and doesn't have to only be done in one way.
Across each of the living spaces featured we discuss sustainable swaps, useful products and interesting ways that we can incorporate a more eco-friendly outlook into the everyday.
We hope you enjoy browsing our site as much as we enjoyed making it.
The Team
Niveetha
Hello, I'm Niveetha! I'm a 20 year old second year student, studying Computer Science at Nottingham Trent University. I wanted to take on the Web Development course, by Code First Girls, because I had never used JavaScript or Bootstrap. This has been a wonderful learning opportunity, not only in terms of programming but as a chance to work with new people! Yamona initiated the idea of a sustainability focused website and I was immediately intrigued. I believe actively working to be more eco-friendly should be a significant part of our lives and this website is a great starting place!
Yamona
Hi, I’m Yamona! I’m 24 and currently studying a Master in Management in Madrid, Spain. I started the Code First Girls Web Development course because I’ve always been interested in finding out more about coding, but never had the guts to try until now! When we had the chance to create our own website, it was a no-brainer for me to do it about sustainability. I’ve always been an advocate and with everything going on at the moment, it’s never been more important. I hope this website can be an inspiration for people to start helping with small actions, for a better world!
Laura
I'm Laura! I'm a 24 year old trainee solicitor currently based in Scotland, having previously studied law at Edinburgh, Glasgow and KU Leuven in Belgium. I wanted to learn coding as I am very keen on pursuing a career as a technology lawyer, and understanding what is behind the websites we interact with every day was really appealing! Making this website focused around sustainability was ideal as I am moving towards a more zero waste, minimalist outlook so I was able to combine coding with one of my main interests and learn more along the way.


{% load static %}
With the untimely death of his beloved wife still bitter in his mouth, John Wick, the expert former assassin, receives one final gift from her precious keepsake to help John find a new meaning in life now that she is gone.
{{movies.title}}
Genre: {{movies.genre}}


gnatmake source_file1.adb source_file2.adb ...
gnatmake -o executable_name source_file.adb
gnatmake -f source_file.adb


Hi, ↓'m( scroll or click on me )
I am fascinated by the dialogue/interplay between art and design, how the former is about asking questions, and the latter about providing answers/solutions.
My background is in film. I have written and directed award-winning films for the big screen. Now my work is focused on designing for desktop and handheld screens. So while my past experience could be said to have been about asking questions of an audience, my present and future about seeking to provide creative solutions for end users.
The art of design is in asking the right questions to discover the best solution.
As a recent graduate with a First Class Honours Masters Degree in Applied Digital Media, I am actively seeking to further my career in digital media, UX/UI, web development and design. I have learnt to appreciate that the best designed and delivered products and services result from a deep understanding of the needs and behaviours of the people who use them. Added to my background as an award-winning filmmaker my experiences, training and education have enabled me to develop broad, complimentary, transferable and valuable skill set.
Lorem ipsum dolor sit amet, consectetur adipisicing elit. Modi iste, earum voluptatibus consequatur possimus delectus vero distinctio eum, id qui laudantium voluptate doloribus aliquid minima, officia iure totam laborum quam?.
Lorem ipsum dolor sit amet, consectetur adipisicing elit. Laudantium doloribus repellendus dolore minus placeat cupiditate perspiciatis, sint consequatur iure voluptates quo ipsam, enim alias architecto repudiandae ab harum suscipit optio.
Jonathan Franzen's Freedom
JG Ballard's Super-Cannes
Foxcatcher
Current favorites include Richard Dawson and Donald Byrd


Login via GitHub to setup Settings Sync, or configure the settings manually.
While being free and open source, if you find Settings Sync useful, please consider supporting it by donating via PayPal or Open Collective.


5 Ways to Become an Informed Medicare Consumer
By Marilyn Tavenner, Acting Administrator of the Centers for Medicare & Medicaid Services (CMS)
Each day, you make decisions about your finances, health, privacy, and more. It’s important to protect yourself and make the best choices for you, especially when it comes to your Medicare.
During National Consumer Protection Week (NCPW), non-profit organizations and government agencies give people like you information on how to take advantage of your rights and make better-informed choices. At Medicare, we’re here to help you become an informed Medicare consumer. Here are 5 things you can do:
- Know your rights. As a person with Medicare, you have certain rights and protections designed to help protect you and make sure you get the health care services the law says you can get.
- Protect your identity. Identity theft happens when someone uses your personal information without your consent to commit fraud or other crimes. Keep the following personal information safe:
- Your name
- Your Social Security number
- Your Medicare number (or your membership card if you’re in a Medicare Advantage or other Medicare health plan)
- Your credit card and bank account numbers
Get more information on how to protect yourself from identity theft.
- Help fight Medicare fraud. Medicare fraud diverts money from the Medicare program each year, which means higher health care costs for you. Learn how to spot and report fraud.
- Get involved with other seniors with the Senior Medicare Patrol (SMP). The SMP educates and empowers people with Medicare to take an active role in detecting and preventing health care fraud and abuse.
- Make informed Medicare choices. Each year during the fall Open Enrollment Period (October 15-December 7), review your plan to make sure it’s going to meet your needs for the following year. If you’re not satisfied with your current plan, you can switch during the Open Enrollment Period.
Visit NCPW to learn more about the campaign, see which agencies and organizations are able to help you, and to find out if there are any NCPW activities happening in your area.
Fighting Improper Payments And Fraud – Protecting Taxpayer Dollars
By Marilyn Tavenner, Acting Administrator of the Centers for Medicare & Medicaid Services (CMS)
Fighting fraud and waste in the health care system is a top priority for the Obama Administration. We are committed to using all resources at our disposal in these efforts – and they are paying off.
Just last week, the Departments of Justice and Health and Human Services (HHS) released an updated annual report showing that in FY 2011 anti-fraud efforts have recovered more than $4.1 billion in fraudulent Medicare payments – the second year in a row recovery efforts reached this unprecedented level. Compare this to just $2.14 billion recovered in FY 2008. Prosecutions are way up too: the number of individuals charged with fraud increased from 821 in fiscal year 2008 to 1,430 in fiscal year 2011 – nearly a 75 percent increase.
But we know we need keep doing more to end the “pay and chase” model of fighting fraud. We need to stop fraud and waste from happening in the first place. Today we’re taking an important step to protect taxpayer dollars by reducing improper payments to Medicare Advantage plans, an action that is estimated to save $370 million in the first audit year alone. By improving the way we audit Medicare Advantage contracts, we will reduce the payment error rate for the Medicare Advantage program and that saves money for Medicare.
We are also using new, advanced techniques to fight fraud. Starting last year, we have been using “predictive modeling” technology – similar to technology used by credit card companies to identify and fight fraud nationwide. This effort is just getting started but it’s already making a difference. Since the predictive modeling system was activated, CMS has stopped, prevented or identified $20 million in payments through November 2011 that should not have been made.
In addition, predictive modeling has identified 2,500 leads for further investigation, 600 preliminary law enforcement cases under review and resulted in 400 direct interviews with providers who would not have otherwise been contacted.
Predictive modeling won’t reach its full potential in overnight, but it’s already making an incredible difference and will do even more in the weeks, months and years ahead.
More than 30 million with Medicare used free preventive services in 2011
Health and Human Services Secretary Kathleen Sebelius announced today that the Affordable Care Act provided approximately 54 million Americans with at least one new free preventive service in 2011 through their private health insurance plans. Secretary Sebelius also announced that an estimated 32.5 million people with Medicare received at least one free preventive benefit in 2011, including the new Annual Wellness Visit, since the health reform law was enacted.
Together, this means an estimated 86 million Americans were helped by health reform’s prevention coverage improvements. The new data were released in two new reports from HHS.
“Americans of all ages can now get the preventive services they need, like mammograms and the new Annual Wellness Visit, free of charge, as a result of the new health care law,” Secretary Sebelius said. “With more people taking advantage of these benefits, more lives can be saved, and costly, and often burdensome, diseases can be prevented or caught earlier.”
The Affordable Care Act requires many insurance plans to provide coverage without cost sharing to enrollees for a variety of preventive health services, such as colonoscopy screening for colon cancer, Pap smears and mammograms for women, well-child visits, and flu shots for all children and adults. The law also makes proven preventive services free for most people on Medicare.
The report on private health insurance coverage also examined the expansion of free preventive services in minority populations. The results showed that an estimated 6.1 million Latinos, 5.5 million Blacks, 2.7 million Asian Americans and 300,000 Native Americans with private insurance received expanded preventive benefits coverage in 2011 as a result of the new health care law.
The report discussing Medicare preventive services found that more than 25.7 million Americans in traditional Medicare received free preventive services in 2011. The report also looked at Medicare Advantage plans and found that 9.3 million Americans – 97 percent of those in individual Medicare Advantage plans – were enrolled in a plan that offered free preventive services. Assuming that people in Medicare Advantage plans utilized preventive services at the same rate as those with traditional Medicare, an estimated 32.5 million people benefited from Medicare’s coverage of prevention with no cost sharing.
The full report on expanded preventive benefits in private health insurance is available at http://aspe.hhs.gov/health/reports/2012/PreventiveServices/ib.shtml. The report on expanded preventive benefits in Medicare and other ways that the Affordable Care Act strengthens Medicare is available at http://www.cms.gov/newsroom/.
Take the time to prevent heart disease
Statement from Secretary Sebelius on American Heart Month
Crosspost from HHS.gov
February is American Heart Month; a month to spread awareness about the importance of heart health. Each year, countless American families are impacted by heart disease and stroke. Although its risk factors can be prevented or controlled, it is still the leading cause of death for all Americans, and accounts for $1 out of every $6 dollars spent on health care. Fortunately, there are many simple steps we can take to prevent heart disease such as eating healthy foods, exercising regularly, and not smoking.
The Department of Health and Human Services is working with both public and private partners to raise awareness of heart disease through vital research investments and public health programs. The Million Hearts Initiative takes aim at this disease, with a goal of preventing 1 million heart attacks and strokes over the next 5 years. Other efforts, like the HeartTruth, which addresses women’s heart health, and the First Lady’s Let’s Move! initiative, which confronts childhood obesity by helping children choose healthy foods and stay active, work to provide people with resources and ways to make heart healthy changes in their everyday lives .
And thanks to the new health care law, the Affordable Care Act, new health plans must now cover recommended preventive services, including blood pressure screening for all adults and cholesterol screening for adults of certain ages or at higher risk, cost-free.
This month, as we take time to educate ourselves about the risks of heart disease, and recognize the efforts of medical researchers and healthcare professionals dedicated to prevention, early detection, and effective treatment, consider what steps you and your family can take to promote and adopt a heart healthy lifestyle.
For more information on American Heart Month, please visit: http://millionhearts.hhs.gov/index.html
For more information on women and heart disease, please visit: http://www.nhlbi.nih.gov/educational/hearttruth/ or http://womenshealth.gov/heartattack/ .
To learn more about the First Lady’s Let’s Move campaign, please visit: http://www.letsmove.gov/
Medicare Covers Tests to Find Heart Disease Early
Heart disease is the leading cause of death in the United States, so it’s important to take care of your heart to stay healthy. Start now, during American Heart Month, by talking to your doctor about whether you’re at risk for heart disease and to schedule your free cardiovascular screening. Medicare covers these tests, which help detect heart disease early and check your cholesterol, blood fat (lipid), and triglyceride levels.
Medicare will cover a cardiovascular screening at no cost to you every 5 years, so be sure to schedule your screening to get the most out of your Medicare.
If your doctor thinks you’re at risk for a heart attack or stroke, there are steps you can take to help prevent these conditions, such as take medication. Your doctor may also suggest you make the following lifestyle changes to lower your cholesterol and stay healthy:
- Change your diet
- Increase your activity level
- Exercise more often
Making lifestyle changes can be challenging, but you don’t have to reach your heart health goals alone. Join Million Hearts, a national campaign to help prevent 1 million heart attacks and strokes over the next 5 years. Join now to get the information and resources you need to learn how to take care of your heart and live a healthy life.
For more information on heart disease risks and prevention, visit the Centers for Disease Control or the American Heart Association.


Uni<String> request = (...)
Uni<String> uni = request
.ifNoItem().after(ofSecond(1))
.fail(() -> new Exception("💥"))
.onFailure().recoverWithItem(fail -> "📦")
.subscribe()
.with(item -> log("👍 " + item))
Mutiny places events at the core of its design. With Mutiny, you observe events, react to them, and create elegant and readable processing pipelines. A PhD in functional programming is not required.
Even with smart code completion classes with hundred of methods are confusing. Mutiny provides a navigable and explicit API driving you towards the operator you need.
Mutiny is the perfect companion to tame the asynchronous nature of applications with non-blocking I/O. Declaratively compose operations, transform data, enforce progress, recover from failures and more.
Mutiny is integrated in Quarkus where every reactive API uses Mutiny, and Vert.x clients are made available using Mutiny bindings. Mutiny is however an independent library that is not limited to Quarkus and that can be used in any Java application.
Mutiny can be used in any asynchronous application such as event-driven microservices, message-based applications, network utilities, data stream processing, and, of course, reactive applications.
Mutiny is based on the Reactive Streams specification, and so it can be integrated with any other reactive programming library. In addition, it proposes converters to interact with other popular libraries.


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--- layout: post title: Bloomin' Marvelous date: 2010-11-12 05:12:09.000000000 -05:00 categories: - Seasons - The Garden tags: - Rhododendron - Spring - Wisteria status: publish type: post published: true meta: _edit_last: '1' _wp_old_slug: '' dsq_thread_id: '1188581623' author: login: cint email<EMAIL_ADDRESS>display_name: Jacinta first_name: Jacinta last_name: '' ---
Blooms are a bursting out left, right and centre here at the moment. Our wisteria is finally out in full bloom and smells divine! I love going out in the evening when it seems to smell at its best and just breath in the sweet smell. It amazes me how quick it comes into bloom. A little less than two weeks ago it was bare and now it is in full bloom. Now if only I could share the fragrance with you. The smell is wafting in through the window as I type.
Another couple of rhododendrons have burst out to greet spring too. Hope you enjoy!
We also have these lovely little yellow flowers throughout the front garden. They look a little like weeds from a distance, but up close the inside of the petals look like they have been painted with glaze. The yellow is so intense, it is as if the sun itself, has been captured within its petals.


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For this project, we will build a 3D bench using only 2D planes, putting a glowing star on the tree and creating 3D masking for the tree.
This project is kind of a practice project for the series. The techniques we will be using in this project have already been covered in the previous projects, but with more complexity.
The best way to master something is through practice. From working on the 3D bench, you will get an idea of the 3D modeling process, making it easier for you to learn 3D modeling in the future.
By practicing the masking technique again, you will have a better understanding of how and when you can use the masking technique, which will be very handy in your future AR projects.
It is strongly recommended that you watch the Snowman tutorial before starting this one. The Snowman tutorial provides a very detailed walk-through of the basic functions that will not be covered here.
Set Up Tracking
For this step, you need to do the following:
Create a new project.
Add fixedTargetTracker to the scene.
Import the images.
Change fixedTargetTracker image to floor-tracker-image.
After you’re done, the project will look like this:
If you’re unfamiliar with these steps, please refer to Project A (Snowman) for a more detailed step-by-step tutorial.
Set Up the Object
The scene setup for this project is slightly different from the previous two. In Projects A and B, the images are parallel to the tracking image. However, in this project, the tracking image is the floor, so the images need to stand perpendicularly on the tracking image.
Furthermore, since you can't rotate the fixedTargetTracker in Spark AR Studio, the editing might be a bit strange. But don’t worry, you’ll get used to it!
Create a Two-Sided Plane
Create a chair-side-body-A material for the chair-side-body-A image and put it on a plane. Make sure you check the “Alpha Test”. Since we are going to transform planes into a 3D object (rather, something that feels like a 3D model), we need to activate this option.
As you rotate the plane, you might notice that the back of the plane is transparent. This is because the built-in plane is one-sided. As a result, we need to create another plane for the back.
Create another plane for the back (or right-click on the plane and select “Duplicate”).
Create a chair-side-B material for the back plane and use chair-side-B image as texture.
Set the back plane's rotation values to 0, 180, 0.
It’s suggested that you group these two planes for easier movement, rotation, scaling. You can do so by creating a “Null Object” and place both planes under its hierarchy.
You can now rotate the object, with it appearing to be a two-sided plane.
*Material's Double-Sided Setting
There's an easier way to create a double-sided plane. You can check the “double-sided” option in the material setting.
However, with this method, the direction of light for the second side will be incorrect and it will feel like that side is not interacting with the lights.
This is the result of the "Light Normal" information in 3D models. Light normal is a direction value that defines how the 3D surface interacts with lights and is defined by vertices, which are the four corners of the plane. The “double-sided” function generates a second surface with the same vertices, so the light normal will be the same as the first surface, which is unrealistic in 3D environments.
So, if the object's material type is standard, don't use the double-sided option. Instead, duplicate the plane. However, if your object's material type is flat, which means it doesn’t interact with the lights, opt for the double-sided option.
Composing the Chair
Duplicate the chair-sided object and place it on the other side.
Create a wood stick object in the same way the two-sided chair side was created. Don’t forget to group them.
Duplicate the wood stick object and position them to your liking. A 3D bench is then completed!
If you remembered to group the objects, you will be able to move, rotate, and scale the entire bench at once.
There's an additional chair-shadow texture you can use to simulate a real shadow, making the chair more realistic when viewing in AR.
Placing the Star
Create a 3D star using the two-sided placement technique in the same manner as composing the chair.
Place the star on the tree. Well, we can't see where the tree is, but we know the relationship between the tracked image and the paper tree. So, we can make quite a good guess.
Test the effect on your device. If the star's positioning is off, make adjustments in the editor and try again. Repeat this until it looks right to you.
Make It Snow
Create a particle system for the snow effect. The steps are introduced in Project A (Snowman); please refer to it for more detailed directions.
Generate heavier snow by increasing the birthrate and lifespan values. This is important if the next step is creating a masking for the tree. The final outcome will look nicer if the tree is surrounded by snow.
Make the Star Glow
You can also add another particle system for the star using the glow-particle image to create a glowing effect.
Creating the Illusion
As mentioned in Project B (Woodhouse), the virtual objects are always rendered in front of real-world images. So, if we want to make it seem like snow is really falling around the paper tree, we can use the masking technique.
Create Masks for the Tree
Create a tree-mask material with tree-mask image. Set opacity to 1 and alpha test cutoff to 0.
Create a layer for the tree-mask object and arrange its order to the last.
These steps are similar to the window masking tip mentioned in Project B. For more details, you can refer to that section.
Place the two tree-mask objects using the same technique as placing the star, test on your device, and adjust positioning in the editor until the result is satisfactory.
The tree’s masking position does not need to be perfect since it only covers the snowflakes. The edge of the mask will not be obvious.
*About the Trial-and-Error Positioning Technique
It might seem silly to rely on trial-and-error methods for positioning., i.e., the tree mask in this project and the girl image in Snowman. However, this technique actually brings forth more possibilities for AR projects.
Generally, if we want to create AR effect on objects, we rely heavily on the tracking technology. For example, if we want a face-tracking AR, the system needs to be equipped with the face-tracking technology (which Spark AR has and performs very well at). So, if we want to create an AR effect on cans or even statues, we might need a “can-tracking” or “statue-tracking” feature to do that.
With the positioning technique, however, we don't need the tracking technology. instead, we can build an AR effect on anything using an image as a tracking target if we can spot an appropriate way to place and image beside the target. As in this project, we don't really track the tree; instead, we use the floor image for tracking.
Additional Details
There are some additional things we could work on to improve the effect. However, since the techniques have already been covered in the previous tutorials, I will simply list them below. If you want to find out more details, you could initiate the sample project.
You can place text on the card. And by applying a shadow texture, you can make the texts appear to float on the card.
You can create animation when tracking is on. For example, the chair becoming bigger, the star popping up, and the text floating.
There are separate snow textures for each part of the bench. This is to create the animation of “snow slowly piling up” on the bench.
Aligning the animated glow plane with the star will make the star appear to be glowing.
The project is now done. Congratulations!
You should be able to see a result as demonstrated in the video below:


Latest index Indexed earnings used to compute initial benefits When indexing an individual's earnings for benefit computation purposes, we must first determine the year of first eligibility for benefits. For retirement, eligibility is at age 62. If a person reaches age 62 in 2015, for example, then 2015 is the person's year of eligibility. We always index an individual's earnings to the average wage level two years prior to the year of first eligibility. Thus, for a person retiring at age 62 in 2015, we would index the person's earnings to the average wage index for 2013, or 44,888.16. We would multiply earnings in a year before 2013 by the ratio of 44,888.16 to the average wage index for that year; we would take earnings in 2013 or later at face value. (See two examples of indexed earnings.)
Indexed program amounts
In addition, the Pension Benefit Guaranty Corporation uses the national average wage index to compute flat-rate premiums for PBGC-insured single-employer and multiemployer plans, as required by the Deficit Reduction Act of 2005. Determination of the National Average Wage Index for 2013 The average amounts of wages calculated directly from our data were $42,498.21 and $43,041.39 for 2012 and 2013, respectively. To determine the national average wage index for 2013 at a level that is consistent with the national average wage indexing series for prior years, we multiply the 2012 national average wage index of 44,321.67 by the percentage change in average wages from 2012 to 2013 (based on our tabulated wage data). In other words, the national average wage index for 2013 is 44,321.67 times 43,041.39 divided by 42,498.21, which equals 44,888.16. The complete average wage indexing series is shown below. |
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gui module¶
-
gui.
calc_histograms
(img_to_show)¶ Calculate histograms
Get R, G, B histogram values from an image.
- Parameters
img_array (image obj) – image object to use
- Returns
list of histogram values for red pixels g (list): list of histogram values for green pixels b (list): list of histogram values for blue pixels
- Return type
r (list)
-
gui.
convert_inputs
(entered_img_type, entered_1, entered_2, entered_3, entered_4)¶ Converts GUI user input into function inputs
Gets requested image type and processing steps in the desired format.
- Parameters
entered_img_type (str) – selected image type from GUI dropdown
entered_1 (bool) – histogram equalization?
entered_2 (bool) – contrast stretching?
entered_3 (bool) – log compression?
entered_4 (bool) – reverse video?
- Returns
requested image type proc_steps (list): processing steps as a list of booleans
- Return type
req_img_type (str)
-
gui.
display_images
(run, user, img_type, img_paths, proc_steps, root, filenames, orig_images, success)¶ Display images and histograms in new GUI window
Converts image arrays to TK objects and displays them in the window. Also computes histogram
- Parameters
run (bool) – run function or close window
user (str) – username
img_type (str) – image type to show/download
img_paths (list) – list of image paths
proc_steps (list) – list of processing steps
root (Tk window) –
filenames (list) – list of filenames
orig_images (list) – list of uploaded b64 strings
success (list) – whether image extraction was successful
- Returns
none
-
gui.
dl_images
(root, username, file_list, path, screen_w, screen_h)¶ Downloads images
Calls download function and makes popup window.
- Parameters
root (Tk) – main window
username (str) – username
file_list (list) – file list for download
path (str) – download path
screen_w (int) – screen width
screen_h (int) – screen height
- Returns
success message
- Return type
success_msg (str)
-
gui.
editing_window
()¶ Editing window
Initial GUI window that lets user enter their information and their requested editing steps.
- Parameters
none –
Returns –
none –
-
gui.
get_file_list
(filenames, file_ext, proc_steps, success)¶ Gets file list
This function takes the inputted filenames, requested file ext, and requested processing steps. The output file list includes information from images that were successfully uploaded.
- Parameters
filenames (list) – list of filenames
file_ext (str) – requested file extension
proc_steps (list) – list of processing steps
success (list) – list of upload success
- Returns
list of properly formatted image info for download_images
- Return type
file_list (list)
-
gui.
get_img_data
(img_paths)¶ Gets image data
Upload: Extracts data from image paths to upload to server as b64 strings. Unzips images if necessary. Download: Unzips downloaded files.
- Parameters
img_paths (list) – list of image paths to process
- Returns
list of numpy arrays containing image data filenames (list): list of filenames to use. If zip included and unzipping successful, this list contains the image filenames, not the zip filename. Otherwise, it just states the zip filename. success (list): list of booleans denoting successful processing for each of the entries in filenames
- Return type
images (list)
-
gui.
plot_histograms
(frame, img_array)¶ Creates histogram widget and plots it.
Converts image arrays to histograms for display
- Parameters
frame (Tk Frame) – frame to put histograms of images
img_array (np array) – np array containing image data
- Returns
histogram widget to implement
- Return type
hist_plots (Widget)
-
gui.
popup_window
(window, message, screen_w, screen_h)¶ Popup window
Message pops up after images are uploaded or downloaded.
- Parameters
window (Toplevel) – GUI popup window
message (str) – message string to display
- Returns
none
-
gui.
process_img_paths
(input)¶ Processes image paths If one path is entered, return list of length 1 containing location. If multiple (comma-separated) paths are entered, return list containing all paths.
- Parameters
input (str) – string containing image path(s)
- Returns
list containing image path, or separated image paths
- Return type
paths (list)
-
gui.
resize_img_dim
(w, h, new_w)¶ Gets dimensions for resizing input image
- Parameters
w (int) – current width of image
h (int) – current height of image
new_w (int) – new width of image
- Returns
new width final_h (int): new height
- Return type
final_w (int)
-
gui.
show_next
(next, images, filenames, filename_label, ts, ts_label, pt, pt_label, sz, sz_label, orig_img_label, proc_img_label, img_width, orig_hist_plots, proc_hist_plots, hist_width)¶ Image slideshow functionality
Shows images and histograms for next or previous file on button click.
- Parameters
next (str) – ‘next’ or ‘prev’, depending on the button being
pressed –
images (list) – list of original Tk PhotoImages (empty string
image could not be uploaded (if) –
filenames (list) – list of image filenames
filename_label (tk Label) – label showing filename
ts (list) – list of timestamps
ts_label (tk Label) – label showing upload timestamp
pt (list) – list of processing times
pt_label (tk Label) – label showing processing times
sz (list) – list of image sizes
sz_label (tk Label) – label showing image size
orig_img_label (tk Label) – label showing original image
proc_img_label (tk Label) – label showing processed image
img_width (int) – width of image
orig_hist_plots (tk Label) – label showing histograms for
image (processed) –
proc_hist_plots (tk Label) – label showing histograms for
image –
hist_width (int) – width of histogram
- Returns
none
-
gui.
upload_to_server
(user, images, filenames, success, proc_steps)¶ Posts image to server
Posts b64 strings to server
- Parameters
user (str) – inputted username
images (list) – list of b64 strings
filenames (list) – attached original filenames
success (list) – whether images were successfully obtained
proc_steps (list) – image processing steps to take
- Returns
message to print below upload button
- Return type
upload_success (str)


Group Enable-If Functionality
The metafunctions and macros for enabling/disabling of functions.
Grouped Macros Overview
Bind the visibility of a constructor to an expression. |
Bind the visibility of a constructor to an expression. |
Bind the visibility of a function to an expression. |
Bind the visibility of a function to an expression. |
Grouped Metafunction Overview
-
DisableIf<TBool, T = void>::Type
Metafunction to use for conditionally disabling code. -
DisableIf2<BOOL, T = void>::Type
Metafunction to use for conditionally disabling code, bool version. -
EnableIf<TBool, T = void>::Type
Metafunction to use for conditionally enabling code. -
EnableIf2<BOOL, T = void>::Type
Metafunction to use for conditionally enabling code, bool version.
Detailed Description
The EnableIf metafunctions also support the shortcut to ::Type members as described for the logical metaprogramming metafunctions.
Enable-if is an advanced technique and mostly interesting if you want to extend the SeqAn library with generic algorithms. The average developer does not have to know about this technique..
See Also
Grouped Macros Detail
EnableIfFunctionality#SEQAN_CTOR_DISABLE_IF
- Defined in
- <seqan/basic.h>
SEQAN_CTOR_DISABLE_IF(TCondition);
- Parameters
-
TCondition
- Boolean type, one of True and False or a metafunction returning such a tag type. If False then the constructor is visible, otherwise, it is not. - Data Races
- Thread safety unknown!
This macro allows to bind the visibility of a construtor to a boolean expression by using the SFINAE principle for an optional argument with default value. The macro call must be used as the last dummy-argument of a constructor.
To avoid an unused argument warning, call ignoreUnusedVariableWarning(dummy) in the constructor's body.
Important: The constructor to disable must be a function template and TCondition must include at least one template parameter of the function template.
Example
The following shows an example on how to properly use SEQAN_CTOR_DISABLE_IF as the last argument to the constructor and suppressing the unused variable warning for the dummy parameter.
template <typename T> EnableIfExample(T const & n, SEQAN_CTOR_DISABLE_IF(Is<IntegerConcept<T> >)) : num(0) { ignoreUnusedVariableWarning(dummy); }
EnableIfFunctionality#SEQAN_CTOR_ENABLE_IF
- Defined in
- <seqan/basic.h>
SEQAN_CTOR_ENABLE_IF(TCondition);
- Parameters
-
TCondition
- Boolean type, one of True and False or a metafunction returning such a tag type. If True then the constructor is visible, otherwise, it is not. - Data Races
- Thread safety unknown!
This macro allows to bind the visibility of a construtor to a boolean expression by using the SFINAE principle for an optional argument with default value. The macro call must be used as the last dummy-argument of a constructor.
To avoid an unused argument warning, call ignoreUnusedVariableWarning(dummy) in the constructor's body.
Important: The constructor to enable must be a function template and TCondition must include at least one template parameter of the function template.
Example
The following shows an example on how to properly use SEQAN_CTOR_ENABLE_IF as the last argument to the constructor and suppressing the unused variable warning for the dummy parameter.
template <typename T> EnableIfExample(T const & n, SEQAN_CTOR_ENABLE_IF(Is<IntegerConcept<T> >)) : num(0) { ignoreUnusedVariableWarning(dummy); }
EnableIfFunctionality#SEQAN_FUNC_DISABLE_IF
- Defined in
- <seqan/basic.h>
SEQAN_FUNC_DISABLE_IF(TCondition, TResult);
- Parameters
-
TCondition
- Boolean type, one of True and False or a metafunction returning such a tag type. If False then the function is visible, otherwise, it is not. -
TResult
- The type that the function should have as the return type in case it is enabled. - Data Races
- Thread safety unknown!
This macro allows to bind the visibility of a construtor to a boolean expression by using the SFINAE principle for an optional argument with default value. The macro call must occur as the return type definition of the function.
To avoid an unused argument warning, call ignoreUnusedVariableWarning(dummy) in the constructor's body.
Important: The function to disable must be a function template and TCondition must include at least one template parameter of the function template.
Example
The following shows an example on how to properly use SEQAN_FUNC_DISABLE_IF as the last argument to the constructor and suppressing the unused variable warning for the dummy parameter.
template <typename T> SEQAN_FUNC_DISABLE_IF(Is<IntegerConcept<T> >) f(T /* x */) { /* ... */}
EnableIfFunctionality#SEQAN_FUNC_ENABLE_IF
- Defined in
- <seqan/basic.h>
SEQAN_FUNC_ENABLE_IF(TCondition, TResult);
- Parameters
-
TCondition
- Boolean type, one of True and False or a metafunction returning such a tag type. If True then the function is visible, otherwise, it is not. -
TResult
- The type that the function should have as the return type in case it is enabled. - Data Races
- Thread safety unknown!
This macro allows to bind the visibility of a construtor to a boolean expression by using the SFINAE principle for an optional argument with default value. The macro call must occur as the return type definition of the function.
To avoid an unused argument warning, call ignoreUnusedVariableWarning(dummy) in the constructor's body.
Important: The function to enable must be a function template and TCondition must include at least one template parameter of the function template.
Example
The following shows an example on how to properly use SEQAN_FUNC_ENABLE_IF as the last argument to the constructor and suppressing the unused variable warning for the dummy parameter.
template <typename T> SEQAN_FUNC_ENABLE_IF(Is<IntegerConcept<T> >) f(T /* x */) { /* ... */ }


You must be running Windows 10 to perform this procedure. If you are using a different operating system, check When should I set up a local environment to find out what setup instructions you should follow.
Note: It is no longer necessary to enable developer mode for Windows Subsystem Linux to work.
Windows Subsystem Linux (WSL) is not automatically enabled on windows. So, to start off, we need to enable it!
Go to your Windows Search bar and type in turn windows features on or off
Click on the result that matches your query. It will be in your Control Panel. You should see something like this:
Note: The “Virtual Machine Platform” was added in a February 2020 update to Windows. If your computer has not received this update, this feature may not be available. In this case, just make sure “Windows Subsystem for Linux” is enabled and continue on. Keep in mind that if you update, you may need to go back and enable this feature.
Restart your computer
Check your Windows 10 version by going to System Information
and checking your Version. If your build is earlier than 16215, skip step 4 and proceed to step 5.
If you run into errors or if you have an early version of Windows 10, see further information here
Open up the Ubuntu app. Follow the prompts, which will include making a username and password. Don’t forget your password!
Note: if you get an error at this step, see FAQ below.
sudo apt-get update
sudo apt-get install git-core curl zlib1g-dev build-essential libssl-dev libreadline-dev libyaml-dev libsqlite3-dev sqlite3 libxml2-dev libxslt1-dev libcurl4-openssl-dev software-properties-common libffi-dev libpq-dev libgdbm-dev libncurses5-dev automake libtool bison gnupg postgresql postgresql-contrib
gpg --keyserver hkp://keys.gnupg.net --recv-keys 409B6B1796C275462A1703113804BB82D39DC0E3 7D2BAF1CF37B13E2069D6956105BD0E739499BDB
Note: There are two possible errors you may see at this point. Follow the appropriate instructions below:
(A) If the previous command does not work the first time (with the error
keyserver receive failed: No dirmngr
and/orIPC connect call failed
, try running it again. If the second time works, you should see public keys imported by Piotr Kuczynski and Michal Papis. You can now continue with the procedure and disregard the rest of the instructions in this shaded area. If the command still does not work (you still get the same errors as the first attempt), then perform the following:sudo apt-get install gnupg2 -y gpg2 --recv-keys 409B6B1796C275462A1703113804BB82D39DC0E3 7D2BAF1CF37B13E2069D6956105BD0E739499BDB
(B) If the original error you get is
[gpg] keyserver receive failed: Server indicated a failure
, run the following command (following the instructions above if you get the error above):gpg --keyserver hkp://keys.gnupg.net:80 --recv-keys 409B6B1796C275462A1703113804BB82D39DC0E3 7D2BAF1CF37B13E2069D6956105BD0E739499BDB
Once you have successfully run either the gpg
or the gpg2
command above, run the following:
\curl -sSL https://get.rvm.io | bash -s stable --ruby
When RVM finishes installing, close out of Ubuntu entirely and reopen it to make sure RVM is running.
rvm install 2.6.1
rvm use 2.6.1 --default
gem install bundler
git config --global color.ui true
For the next few commands, make sure to input your specific information:
git config --global user.name "your_name"
git config --global user.email<EMAIL_ADDRESS>You can either communicate with your remote repositories via HTTPS or SSH. If you want to use SSH (which means you will not have to authenticate with your GitHub username and password before each push) - follow these instructions.
learn
, learn submit
, and learn open
.gem install learn-co
OAuth Token:
followed by a token. Copy the token, and then go back to your WSL terminalType:
learn whoami
Paste in your token
You should now be fully authenticated with learn.
First, install NVM:
curl -o- https://raw.githubusercontent.com/nvm-sh/nvm/v0.35.1/install.sh | bash
Then, reload bash profile into current session:
source ~/.bashrc
Next, install NodeJS:
nvm install node
Now, Ruby on Rails:
gem install rails
You can use any editor you want, but I am going to be walking through setting up VSCode.
Download VSCode here. Choose the Windows download, not the Linux download. Any required Linux downloads will be done via the Ubuntu terminal, and everything else should be downloaded for your Windows OS.
To configure your Ubuntu terminal to be available in VSCode:
F1
or Ctrl
+Shift
+p
Terminal: Select Default Shell
until you see it. Select that option.Now, you can use your Ubuntu terminal in VSCode. Select “New Terminal” in the “Terminal” drop-down, or type Ctrl
+Shift
+` in order to use it!
F1
or Ctr
+Shift
+p
and type Preferences: Open Settings (JSON)
To have your erb files treated like html, add the following to your user settings (circled above):
"emmet.includeLanguages": {
"erb": "html"
}
Some optional personal preferences that I like:
"window.zoomLevel": -1,
"editor.acceptSuggestionOnEnter": "off",
"editor.fontSize": 11,
"editor.fontFamily": "Hack, Consolas, 'Courier New', monospace",
Note that for the Hack font to be usable, you have to download it. You can check it out here.
Travel to your Linux home directory by typing cd
, you can change your .learn-config by typing:
nano .learn-config
and customizing where you want the learn open
command to save labs, and setting your editor to VSCode. Here’s what it should look like:
---
:learn_directory: "/mnt/c/users/<your username>/dev/flatiron/labs"
:editor: code
You save a file you have modified in nano
by following the directions at the bottom of the screen: click Ctrl
+X
and then y
and then Enter
to save your changes.
If you feel uncomfortable with these commands, check out the basic Linux commands link below in the resources.
Your terminal is actually accessing an Ubuntu Virtual Machine which is running inside of your Windows OS. If you ever cd
in your terminal, you will be sent to the ‘user home’ of your Linux VM. That is also the default location you will be in when you open your Ubuntu app.  So, you will need to know how to navigate in your terminal from your Ubuntu file system to your Windows file system. This is pretty simple if you understand how the system is set up, so let’s go over that quickly.
To allow you to access the functionality of a Linux machine, Windows stores the Ubuntu OS and file system inside of its own file system. You should NEVER access your Ubuntu files via your Windows machine. What you SHOULD do is save everything you are working on in your normal Windows filespace, and access that via your Ubuntu terminal. So, how do you do that? Well, from the Ubuntu’s point of view, it is just a normal Linux machine, but Microsoft has made a pathway between the Linux VM and your Windows OS via the /mnt
directory in your Ubuntu’s root.
Here is a quick visual of what the first few levels of any Linux filesystem look like:
As you can see, the mnt
directory is made for other filesystems, so that is where Microsoft connected your Linux to your Windows machine:
So, you can get there from your starting point by typing:
cd /mnt/c/users/your_windows_username
or
cd ../../mnt/c/users/your_windows_username
Remember, put all of your stuff in your windows directories! That way, you have access to it via your Linux Terminal or your Windows OS, and your VSCode editor can open to the correct location when you use
code .
(if you are in your Linux file system, VSCode will open, but not to the right spot).
Start out by ensuring you’re back in the Linux home directory, with cd ~
or just cd
.
Then, make a backup for your .bashrc
mv .bashrc .bashrc.bak
We will want a tool for converting Windows ending to Unix endings for our new .bashrc
sudo apt-get install dos2unix
download the new .bashrc
curl -R "https://raw.githubusercontent.com/Enoch2k2/flatiron-wsl-bashrc/master/.bashrc" >> $HOME/.bashrc
We’ll use our converter to convert our bashrc to use the right unix endings:
dos2unix .bashrc
You’ll notice that we set up our .learn-config
file earlier with a path destination of /mnt/c/users/<your_windows_username>/dev/flatiron/labs
. The .bashrc
file we just downloaded gives us a really nice way to access that folder quickly by just typing in labs
when we pull up our WSL terminal (or anytime you want to access that folder - it doesn’t matter what directory you are currently in when you type it). In order for this to work, we need to make sure that these directories exist. To do this, begin by navigating to your windows home
directory:
cd /mnt/c/users/your_windows_username
Now, let’s make the appropriate files. Run these one at a time, and do it without copying and pasting. Remember the basic bash commands: cd
changes directories to whatever folder you type in and mkdir
creates a new directory which will be a subdirectory of the current directory location of your terminal.
mkdir dev
cd dev
mkdir flatiron
cd flatiron
mkdir labs
Now you have the directories you need, and you should have seen yourself navigating down your new file tree as you made each new directory and then cd
’d into it.
Now, learn open
should work seamlessly by adding your most current lab to the labs
directory we just made.
Also, you should be able to run the command
labs
at any time in your terminal and you will be taken to your labs
directory. Give it a try!
In the Javascript section of the Flatiron curriculum, some tests require phantomjs. If you run across an error related to phantomjs, do the following:
sudo apt-get update
sudo apt-get install build-essential chrpath libssl-dev libxft-dev -y
sudo apt-get install libfreetype6 libfreetype6-dev -y
sudo apt-get install libfontconfig1 libfontconfig1-dev -y
cd ~
export PHANTOM_JS="phantomjs-2.1.1-linux-x86_64"
wget https://github.com/Medium/phantomjs/releases/download/v2.1.1/$PHANTOM_JS.tar.bz2
sudo tar xvjf $PHANTOM_JS.tar.bz2
sudo mv $PHANTOM_JS /usr/local/share
sudo ln -sf /usr/local/share/$PHANTOM_JS/bin/phantomjs /usr/local/bin
phantomjs --version
Setting up PostgreSQL allows simple production-level database integration into a Rails project. This allows easy hosting on Heroku with only a little setup.
psql -p 5432 -h localhost -U postgres
once connection is verified, you can quit by typing
\q
Name
in the General
tab, Password
in the Definition
tab, and enable all permissions in the Privileges
tab.EXAMPLE: CONNECTING YOUR POSTGRESQL SERVER TO YOUR RAILS APP
Make sure you are in a suitable directory (in your Windows file system space) and create a Rails app configured to use PostgreSQL:
rails new my-first-app --database=postgresql
Now, let’s configure our database.yml
file to allow our app to connect to our database. Add the following to your config/database.yml
file under BOTH development:
and test:
You will need to add a user and password which will correspond to the roles we created in pgAdmin.
host: localhost
user: your-postgres-username
password: your-postgres-usernames-password
We can now test our database and rails interoperability by first setting up some architecture in our app:
rails g scaffold Post title:string body:text
now create and migrate a database:
rake db:create
rake db:migrate
If these fail, ensure you have added your database.yml configurations under both the development AND test sections
rails s
localhost:3000
you should see that we are on Rails!Now just follow the crud links and try to make a post! We should be seeing our database working great with our rails app!
If you get the error: Windows Subsystem for Linux has no installed distributions. Distributions can be installed by visiting the Windows Store: https://aka.ms/wslstore Press any key to continue...
L
section, and find LxssManager
. If it is running, right click and Restart
it. If it is not running, right click it and Start
it.You can check out the github issue here
Microsoft Documentation: Windows Subsystem for Linux
Setting up a SSH Key with GitHub
Basic Linux Commands


In ancient
Rome
GPE
, some neighbors live in
three
CARDINAL
adjacent houses.
In the center is the house of Senex, who lives there with wife
Domina
PERSON
, son
Hero
PERSON
, and several slaves, including head slave
Hysterium
WORK_OF_ART
and the musical's main character
Pseudolus
PRODUCT
.


Make VR For WebXR While In VR
Makepad is a new live-coding environment from Rik Arends that focuses on shader development for virtual reality. The code is open source and is an interesting use of Rust for both native builds and WebAssembly in the browser.
Make AR for WebXR While In VR
This new tool from Ada Rose Cannon allows developers to test immersive augmented reality experiences in virtual reality headsets. Because most creators don't have access to relatively expensive AR rigs, this tool enables web-style cross-platform development for many more people.
Pets! In! Space!
Continuing our trend of cute experiences with animal-ish characters, Pet me! is a WebXR experience where you pet a critter. The code is freely available along with 3D models that include the "minimally viable cat".
A Star Is Born
Sol Attrition from Rye Terrell was announced this week and it might give Moonrider a bit of competition for the best free game on the immersive web. The author mentioned that they're using the nicely maturing regl project to write efficient WebGL code.
Just Like That, But Fast
On the topic of efficiency, WebXR specification co-editor Brandon Jones published a mini-tutorial that covers essential methods of optimizing 3D assets for mobile VR and AR devices. If graphics coder terms like "draw calls" and "backface culling" are unfamiliar (or maybe a little daunting) then this gentle introduction could be just what you need to smooth out your crunchy immersive web project.


SEC Disgorgement Order Faces High Court Scrutiny
by TIM RYANWASHINGTON (CN) – The Supreme Court agreed Friday to hear the case of two people ordered to repay $26 million they bilked out of Chinese investors through a program that gives U.S. visas in exchange for foreign investment in the United States.
In 2016, the Securities and Exchange Commission accused Charles Liu and Xin Wang of pocketing millions of dollars paid by a group of Chinese investors who were seeking to take advantage of the EB-5 visa program, which offers U.S. visas and a chance at citizenship to people who invest a certain amount in qualifying U.S. business ventures.
Most people who are looking for this type of visa invest through programs like the ones run by Liu and Wang that pool together money from multiple foreign investors. Liu and Wang’s program was purportedly going to fund the construction of a cancer treatment center, but the SEC says the two mismanaged the money they collected and that the center has not opened.
In 2017 a California federal judge found Liu and Wang had violated federal securities law through the scheme and ordered them to pay back the full $26.4 million they brought in through their operation, a remedy known as disgorgement.
Before the two could appeal the order, the Supreme Court ruled in the case Kokesh v. SEC that disgorgement qualifies as a penalty. Liu and Wang cited Kokesh on appeal to the Ninth Circuit, saying that disgorgement is not among the punishments SEC is authorized to seek under federal securities laws, and that the District Court had been wrong to order it.
With the federal appeals court relying on pre-Kokesh, however, it ruled against them, setting the stage for Liu and Wang’s petition for certiorari.
The justices agreed to take up the case this afternoon, without comment, as is their custom. Liu and Wang are represented by Michael Kellogg, an attorney with Kellogg, Hansen, Todd, Figel & Frederick in Washington. Kellogg declined to comment on today’s development.
The Justice Department did not immediately return a request for comment.
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