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Copernic Search Results
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| 1. Search Results for extropian extropy transhumanism transhuman Chislenko sasha |
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| 2. Foundations of Transhumanism |
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| 3. Search Results for extropian extropy transhumanism transhuman Chislenko sasha |
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| 4. Freedom Technology Resource Directory - Extropianism Transhumanism |
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| 5. Extropia,Transhumanism,Robotics,Artificial Intelligence,Art |
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| 6. Transtopia -- Transhumanism |
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| 7. >H MEDIA: Alberta Report on transhumanism |
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| 8. Search Results for future memetics memetic singularity extropian meme posthuman |
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| 9. EXTROPY INSTITUTE |
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| 10. The Transhumanist FAQ |
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| 11. transhumanism and extropianism |
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| 12. Transhumanism, futurology, analytic philosophy: Nick Bostrom's ho |
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| 13. Philosophy filter |
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| 14. Mark Hughes: Anarchy & Transhumanism |
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| 15. EXTROPY INSTITUTE |
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| 16. Transhuman History |
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| 17. Extropian Principles 3.0 |
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| 18. Extropian Principles 2.6 |
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| 19. FTT - FAQs about Transhumanism |
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| 20. contemporary renaissance futures: links |
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| 21. Other Pages Sub-Page |
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| 22. surfing |
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| 23. Other Pages Sub-Page |
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| 24. Extropia,Transhumanism,Robotics,Artificial Intelligence,Art - Cyberlewis Home Page | Extropian Art | True Modern Art | Time Table |Jim's Extropian Gallery http://www.cyberlewis.com//graphic/posthuman/clock2016.gif Extropy Institute Website | Hans Moravec's Home http://<IP_ADDRESS>/graphic/posthuman/extropy.htm |
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| 25. Top Transhuman Web Sites |
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| 26. Re: >H Re: Representing transhumanism at Word Future Society conference |
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| 27. Transtopia -- Transhumanism |
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| 28. Chislenko, A1exander |
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| 29. Extropian Principles 2.6 |
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| 30.  Vad är transhumanism? |
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| 32. WTA: The World Transhumanist Association |
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| 33. Transhumanist Principles Discussion archive |
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| 34. Search Results for extropy extropian extropianism extropians |
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| 35. Transhumanism, futurology, analytic philosophy: Nick Bostrom's ho |
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| 36. Transhumanism, futurology, analytic philosophy: Nick Bostrom's ho |
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| 37. Transtopia -- Transhumanism |
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| 38. Anders Transhuman Page |
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| 39. The Extropian Principles 2.5 |
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| 40. Search Results for Chislenko |
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| 41. Transhuman Culture at Transhuman.org |
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| 42. Transhumanist Art Headquarters - Extropic Art Universe at Extropic-Art.com |
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| 43. Transhuman Glamour |
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| 44. Extropians, Transhumanism, and Extropy |
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| 45. Transhuman.de |
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| 46. What is Transhumanism |
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| 47. Recommended Reading in Transhumanism |
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| 48. What do "transhuman" and "posthuman" mean? |
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| 49. Freedom Technology Resource Directory - Extropianism & Transhumanism |
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| 50. The Transhuman Web Alliance |
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| 51. EXTROPY Online |
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| 52. Transhuman.com |
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| 53. Your choice, Subhuman or Transhuman? |
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| 54. Achtergrond informatie, externe links. |
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| 55. Transhumanist and Extropian Resources on the Web |
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| 56. Selected essays by Alexander 'Sasha' Chislenko |
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| 57. Anders Transhuman Page |
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| 58. JOURNAL OF TRANSHUMANISM |
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| 59. Extropia,Transhumanism,Robotics,Artificial Intelligence,Art |
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| 60. Transhumanism on the web |
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| 61. Critical Discussion of Vinge's Singularity |
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| 62. Natasha Vita More Universe |
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| 63. Transhumanist mailing lists and newsgroups |
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| 64. The Extropian Principles 2.5 |
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| 65. In Defense of Humanity - Against Transhumanism |
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| 66. Personal page of Alexander (Sasha) Chislenko |
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| 67. Romana Machado World Headquarters |
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| 68. Extropianism |
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| 69. David's Link Farm |
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| 70. TRANSHUMANIST ART STATEMENT |
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| 71. Transhuman WebRing |
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| 72. East Coast Transhuman Links Page |
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| 73. WIRED 2.10: "Meet the Extropians" by Ed Regis |
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| 74. Exponent, 3Q 1998 |
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| 75. Search Results for Alexander Sasha Chislenko |
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| 76. What positions do extropians have about government? |
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| 77. Extropianism |
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| 78. Search Results for hypereconomy |
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| 79. Transhumanist and Extropian Resources on the Web |
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| 80. Transtopia -- Transhumanism |
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| 81. Transhuman SEX! |
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| 82. Top Transhuman Web Sites |
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| 83. Exponent, 3Q 1998 |
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| 84. Transhuman Web Sites |
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| 85. http://www.etext.org/Politics/Extropy.Institute/EXTROPY |
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| 86. Open Directory - Society: Philosophy: Current Movements: Transhumanism |
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| 87. Transhuman Style |
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| 88. Futurist Web Site |
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| 89. Philosophy filter |
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| 90. Exponent, 3Q 1998 |
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| 91. Mark Hughes: Anarchy & Transhumanism |
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| 92. Search Results for futurist thinkers frontier future science advanced futurology Chislenko |
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| 93. Mortmain |
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| 94. EXTROPY Online -- Comments on Vinge's Singularity |
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| 95. Site Info |
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| 96. Intelligent Information Filters and Enhanced Reality by Alexander |
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| 97. March 26 1995 UK Observer Cover Story |
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| 98. E |
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| 99. Search Results for enhanced reality Chislenko - Copernic Search Results Search: enhanced reality Chislenko Date: 8/27/99 Found: 217 document(s) on The Web Sort: Score 1.Intelligent Information Filters and Enhanced Reality by Alexander Chislenko V. http://www.lucifer.com/~sasha/links/enhanced_reality.html |
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| 100. Search Results for Ron Hale-Evans Chislenko - Copernic Search Results Search: Ron Hale-Evans Chislenko (All words) Date: 99/10/31 Found: 256 document(s) on The Web Sort: Score 1. Search Results for Ron Hale-Evans Chislenko 89% Copernic Search Reshttp://www.lucifer.com/~sasha/links/ron.html |
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| 101. Definitions of Transhumanism |
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| 102. Extropians and other Transhumans |
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| 103. Frequently Answered Questions about Extropians (release 0.09... |
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| 104. Foundations of Transhumanism |
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| 105. Extropian links |
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| 106. EXTROPIC ART MANIFESTO |
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| 107. WIRED 2.10: "Meet the Extropians" by Ed Regis |
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| 108. EXTROPY Online -- Editorial |
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| 109. Future History (David Cary) |
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| 110. What do "transhuman" and "posthuman" mean? |
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| 111. Extropy Online: Technology as extension of human functional archi |
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| 112. What is Transhumanism |
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| 113. Search Results for great thinkers visionaries books Chislenko - Copernic Search Results Search: great thinkers visionaries books Chislenko (Any word) Date: 99/10/31 Found: 928 document(s) on The Web Sort: Score 1. Great Thinkers and Visionaries on the Net 88% by Nhttp://www.lucifer.com/~sasha/links/thinkers_books.html |
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| 114. What do "transhuman" and "posthuman" mean? |
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| 115. Transtopia |
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| 116. Foundations of Transhumanism |
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| 117. Transhuman Fun Sub-Page |
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| 118. Ideas, Inspirations, And Other Ideosyncracies.... |
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| 119. Transhuman Society Sub-Page |
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| 120. WTA: Local chapters |
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| 121. Transhuman Technology |
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| 122. Extropian Principles |
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| 123. Wired Collections: Genetics: Meet the Extropians |
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| 124. Other Pages Sub-Page |
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| 125. Exponent, 3Q 1998 |
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| 126. Your choice, Subhuman or Transhuman? |
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| 127. Extropian Principles 2.6 |
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| 128. Foundations of Transhumanism |
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| 129. The Transhuman Web Alliance |
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| 130. The Extropian Principles 2.5 |
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| 131. Welcome to Transhuman.com |
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| 132. Achtergrond informatie, externe links. |
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| 133. Extropy Online: Technology as extension of human functional archi |
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| 134. Are there topics and people that aren't allowed on the mailing list? |
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| 135. Voice of the Shuttle: Science, Technology, and Culture Page |
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| 136. Global Brain discussion list archive: Singularity Discussion in Extropy Online |
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| 137. Extropians and other Transhumans |
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| 138. Philosophy |
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| 139. Transhuman.html |
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| 140. EXTROPY INSTITUTE |
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| 141. PUBLICITY transhuman extropy extropic art transhumansit art |
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| 142. Lextropicon: Futurist Neologisms |
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| 143. Mailing List Sub-Page |
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| 144. Foundations of Transhumanism |
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| 145. Transhumanist Philosophy |
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| 146. MkzdK / Gaia Nation / Gaian and Extropian |
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| 147. Factasia netlinks on the Future |
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| 148. Transhuman Organizations Sub-Page |
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| 149. Sarah's Place - Transhuman Extropian Reading List: Transhuman thought |
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| 150. Wisdom in Transhumanism |
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| 151. transhumanism and extropianism |
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| 152. The Extropian Principles 2.5 |
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| 153. Ethical issues in transhumanism |
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| 154. Extropianism |
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| 155. EXTROPY Online -- Comments on Vinge's Singularity |
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| 156. Man Into Superman |
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| 157. Philosophy Sub-Page |
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| 158. E |
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| 159. Extropian Principles 3.0 |
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| 160. Search Results for automated collaborative filtering Chislenko - Copernic Search Results Search: automated collaborative filtering Chislenko (Any word) Date: 99/10/31 Found: 934 document(s) on The Web Sort: Score 1. Automated Collaborative Filtering and Semantic Trhttp://www.lucifer.com/~sasha/links/acf.html |
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| 161. Extropianism |
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| 162. Extropy Online: Technology as extension of human functional archi |
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| 163. Links on Future Development |
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| 164. Search Results for Chislenko essays philosophy - Copernic Search Results Search: Chislenko essays philosophy (All words) Date: 99/10/31 Found: 387 document(s) on The Web Sort: Score 1. Peter Suber, Links for "Minds & Machines" 84% Mindhttp://www.lucifer.com/~sasha/links/Chislenko_essays_philosophy.html |
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| 165. Henry's Futures Page |
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| 166. Ideas, Inspirations, And Other Ideosyncracies.... |
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| 167. Transhuman Reading Sub-Page |
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| 168. Freedom Technology Resource Directory - Extropianism & Transhumanism - Search the Free World Order website: Search within: Free World Order Business Opportunities "A virtual goldmine of freedom information!" Click for more Freedom Technology Resource Directory:http://<IP_ADDRESS>/ft/extropianism.htm |
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| 169. Extropian Ideas |
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| 170. Transhumanism |
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| 171. Transhumanism (Greg Burch) |
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| 172. EXTROPY INSTITUTE |
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| 173. MetroActive CyberScape | Freeze Head, Save Ass |
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| 174. >H Re: Defining "transhumanism", a new suggestion |
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| 175. EXTROPY Online -- Staff |
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| 176. Transhumanism |
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| 177. Home and neighborhood of Alexander (Sasha) Chislenko |
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| 178. Re: >H transhumanism and biology |
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| 179. TRANS TIME Cryonics -- Related Sites: Cryonics, Cryobiology, Life Extension, Low |
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| 180. Transhumanist Principles Draft 1.0 |
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| 181. Frontier Organizations on the Web |
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| 182. Intro to Extropy Institute |
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| 183. contemporary renaissance futures: links |
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| 184. Philosophical Counseling, Philosophy of Technology, Philosophical Prac... |
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| 185. East Coast Transhuman Links Page |
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| 186. MIT Extropians |
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| 187. EXTROPY INSTITUTE |
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| 188. East Coast Transhuman Links Page |
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| 189. Rich |
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| 190. Extropian Principles 2.6 |
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| 191. MkzdK / Gaia Nation / Gaian and Extropian |
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| 192. Posthuman Sub-Page |
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| 193. Transhumanism (Greg Burch) |
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| 194. >H Fwd: Houston Extropian/Transhuman Discussion Group |
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| 195. EXTROPY Online Recent Articles |
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| 196. MS. GUIDANCE Cyborgs and other machinic adventures in space |
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| 197. Re: >H transhumanism and biology |
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| 198. Resume of Alexander (Sasha) Chislenko |
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| 199. What positions do extropians have about government? |
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| 200. Transhumanist Principles Draft 1.0 |
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| 201. The Extropian Principles 2.5 |
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| 202. Sarah's Place - Transhuman & Extropian Reading List: Humanities |
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| 203. Ted Anderson's Home Page |
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| 204. Introduction Sub-Page |
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| 205. T |
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| 206. Reason's Triumph: Scientific Topics |
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| 207. Cyborg Wannabes to Hold Hootenanny |
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| 208. http://www.etext.org/ |
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| 209. Achtergrond informatie, externe links. |
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| 210. Operation MindPhuck, the Ring of the Absurd |
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| 211. >H Near-transhuman groups |
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| 212. Anders Transhuman Page |
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| 213. Henry's Futures Pages |
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| 214. Futurist Chat Rooms and Message Boards |
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| 215. mbox: >H Sociology |
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| 216. Singularity Sub-Page |
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| 217. Extropian Principles |
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| 218. Extropian Ideas |
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| 219. Index of /~arkuat/extr |
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| 220. Transhumanism, futurology, analytic philosophy: Nick Bostrom's home page |
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| 221. Greg Burch's Homepage |
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| 222. Transhumanism |
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| 223. What is transhumanism? |
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| 224. Natasha Vita More - Transhuman Body |
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| 225. Transhuman Fashion |
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| 226. Transhumanism |
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| 227. Extropian Principles 3.0 |
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| 228. mbox: >H CONF: ACM'97, San Jose |
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| 229. Self-Transformation Sub-Page |
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| 230. PUBLICITY transhuman extropy extropic art transhumansit art |
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| 231. Extropy Institute's Mission |
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| 232. Yahoo! Arts>Humanities>Philosophy>Transhumanism |
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| 233. Dan Clemmensen |
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| 234. The World Wide Web Home of Marek Galecki |
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| 235. Philosophy |
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| 236. FROM HUMAN TO POSTHUMAN |
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| 237. Lee Daniel Crocker's personal site |
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| 238. Great Thinkers and Visionaries on the Net |
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| 239. Writing by Max More |
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| 240. EXTROPY INSTITUTE |
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| 241. Philosophy |
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| 242. Transhuman Events Sub-Page |
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| 243. Transhumanist Art Headquarters - Extropic Art Universe at Extropic-Art.com |
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| 244. Science And Reason Resources |
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| 245. TRANSHUMAN BOOK MARKET |
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| 246. Extropian Principles 2.6 |
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| 247. EXTROPY INSTITUTE |
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| 248. The Extropian Principles 2.5 |
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| 249. The Extropian Principles 2.5 |
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| 250. T.E.C.H. - Transhumanist/Extropian Central Home |
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| 251. Recent Additions to Alexander Chislenko's Web site |
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| 252. The Aurora Universe - Science Fiction stories about Superfemme |
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| 253. Transhumanism |
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| 254. Greater Boston Chapter of the World Future Society |
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| 255. http://www.hackvan.com/pub/stig/misc/extropy-survey |
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| 256. BIO transhuman extropy extropic art transhumansit art |
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| 257. Transhumanism |
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| 258. Alex F. Bokov |
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| 259. The Aurora Universe - Science Fiction stories about Superfemme |
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| 260. Futurist Chat Rooms and Message Boards |
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| 261. Fermi Paradox, The |
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| 262. What Should Mankind Do Now |
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| 263. Transhuman Book: CREATE/RECREATE - The Transhuman Culture, Histor |
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| 264. EXTROPY Magazine |
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| 265. mbox: Re: >H request: mapping of transhumanist movements |
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| 266. Exponent, 3Q 1998 |
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| 267. Re: >H Extropian projects and popularity - call for action. |
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| 268. What is "extropy" |
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| 269. Re: >H transhumanism and biology |
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| 270. "WE ARE TRANSHUMANS" GOES TO SATURN! |
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| 271. "WE ARE TRANSHUMANS" GOES TO SATURN! |
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| 272. >H Seeking reviewers for J. of Transhumanism |
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| 273. Transhumanism |
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| 274. Extropian Principles 2.6 |
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| 275. Transhuman Acronyms |
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| 276. Max More and Transhumanity |
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| 277. Transhumanist Art Centre - Extropic Art Virtual Gallery |
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| 278. Transhumanism: A Futurist Philosophy |
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| 279. The Hedonistic Imperative |
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| 280. Science And Reason Resources |
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| 281. Terminology Sub-Page |
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| 282. MS. GUIDANCE Cyborgs and other machinic adventures in space |
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| 283. Factasia netlinks on the Future |
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| 284. E |
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| 285. Transhuman and Posthuman Sexual Interaction |
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| 286. The Futurist-Transhuman Think Tank (FTT) Home Page |
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| 287. Extropianism |
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| 288. AnarchoCyberSludge: Technical Glossary (Basic) |
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| 289. EXTROPY INSTITUTE |
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| 290. Transhumanist Art is happening because of you... |
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| 291. Extropian links |
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| 292. >H Extropian projects and popularity - call for action. |
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| 293. Mailing List Sub-Page |
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| 294. AnarchoCyberSludge: Essential 'Zines |
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| 295. tech: Filtered Extropians - Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index] tech: Filtered Extropians To<EMAIL_ADDRESS>Subject: tech: Filtered Extropians From: <eugene.leitl@lrz.uni-mhttp://mail.planetx.com/transhumantech/msg01862.html |
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| 296. Anders Transhuman Page |
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| 297. Transhuman home pages |
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| 298. PRIMO 3M+ transhumans |
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| 299. fUSION Anomaly. Transhuman |
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| 300. Extropian Principles 3.0 |
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| 301. Memes.org - MemeSpace - Memetics - Memes - Meme - Repeat after Meme Free Online Community about Memes, Memetics, and Pop Culture - login register subjects memelist announce new about memebers lexicon definition links philosophy box jargon usenet contact Memetic Links Repeat after Meme Repeat after Meme Repeat after Meme Excuse thhttp://memes.org/links.html |
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| 302. mitch @ the Hub |
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| 303. Links |
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| 304. Naddy's Homepage |
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| 305. Artificial Life VI Workshop on Agent-based Economics |
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| 306. Alberta Report April 27, 1998 Internet Edition |
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| 307. mbox by subject |
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| 308. Attractors and Values |
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| 309. dreamwave: Re: Vernor Vinge on Intelligence Amplification |
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| 310. http://www.hackvan.com/ |
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| 311. Anders Transhuman Page |
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| 312. Extropy Institute Mailing Lists |
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| 313. Rick Potvin's Index |
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| 314. Site Of The Day Archives: 1996 |
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| 315. More Idiosyncratic Web Links |
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| 316. WebSeeker results for Untitled.WSK - WebSeeker results for Chislenko ChangedCool Sites @ R&D Consultants Associates, Inc: Applied Philosophy, Public Pol FRIDAY EVENING SESSIONS Frontier Organizations on the Web Mail Index Newsfilter http://www.lucifer.com/~sasha/links/Chislenko.htm |
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| 317. artFUTURE Home |
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| 318. Transhumanist Principles Draft 1.0 |
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| 319. Mark A. Foster's Religious Studies Resource Links: Atheism |
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| 320. tech: Filtered Extropians - Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index] tech: Filtered Extropians To<EMAIL_ADDRESS>Subject: tech: Filtered Extropians From: <eugene.leitl@lrz.uni-mhttp://mail.planetx.com/transhumantech/msg01857.html |
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| 321. What's an extropian? |
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| 322. Transtopia |
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| 323. coollinks.html |
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| 324. What is "extropy" |
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| 325. Other Publications by Extropy Institute |
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| 326. Re: >H transhumanism and biology |
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| 327. Sarah's Place - Transhuman & Extropian Reading List: by Author |
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| 328. Sarah's Place - Transhuman & Extropian Reading List |
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| 329. ScienceTranshumanism |
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| 330. Homepage of Apparattus Norvegicus |
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| 331. Search Results for great thinkers visionaries - Copernic Search Results Search: great thinkers visionaries (All words) Date: 99/10/31 Found: 886 document(s) on The Web Sort: Score 1. Great Thinkers and Visionaries site development proposal 94% Greahttp://www.lucifer.com/~sasha/links/thinkers.html |
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| 332. Cyberlewis e-Commerce Studios, Cambridge Massachusetts |
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| 333. Interesting Links |
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| 334. Cyberlewis e-Commerce Studios, Cambridge Massachusetts |
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| 335. FROM HUMAN TO POSTHUMAN |
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| 336. Rick Potvin's Index |
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| 337. Search Results for Intelligenesis - Copernic Search Results Search: Intelligenesis Date: 9/16/99 Found: 376 document(s) on The Web Sort: Score 1.Ancient Whispers From Chaldea by Arthyr W. Chadbourne of Intelligenesis Pub. 86% BookCover http://www.lucifer.com/~sasha/links/intelligenesis.html |
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| 338. T. Ballion's Home Page |
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| 339. Transcedo, The >H Links Collection |
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| 340. Are there topics and people that aren't allowed on the mailing list? |
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| 341. CONF - EXTRO-3 date |
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| 342. On Becoming Posthuman |
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| 343. http://www.nada.kth.se/ |
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| 344. Extropy Institute Staff and Contact Information |
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| 345. Web Links |
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| 346. Resources/quotes etc: |
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| 347. What positions do extropians have about government? |
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| 348. Extropian links |
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| 349. Transtopia |
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| 350. http://www.etext.org/Politics/Extropy.Institute/PRINCIPLES |
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| 351. EXTROPY Online -- Staff |
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| 352. Transhumanist Thinking |
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| 353. http://www.nada.kth.se/~nv89-nun/omega-us.html |
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| 354. Mark A. Foster's Religious Studies Resource Links: Atheism |
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| 355. What is Transhumanism? |
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| 356. Sarah's Place - Transhuman & Extropian Reading List: Transhuman thought |
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| 357. Sarah's Place - Transhuman & Extropian Reading List: by Title |
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| 358. Sarah's Place - Transhuman & Extropian Reading List: Life Sciences |
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| 359. Sarah's Place - Transhuman & Extropian Reading List: Business |
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| 360. Transhumans are an evolutionary stampede! TRANSHUMAN CULTURE INFOMARK at Transhuman.Org. Check out Style, Technology |
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| 361. David's Link Farm - David's Link Farm updated 1999-02-17. This is a typical poorly-maintained overflow link farm. I'm just using this as my personal hot list. See what I find interesting. If I really feel motivated, somehttp://www.rdrop.com/users/cary/html/link_farm.html |
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| 362. http://www.ifs.tuwien.ac.at/~rkosara/turing.html |
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| 363. Steve Whitrow Personal Home Pages |
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| 364. http://pespmc1.vub.ac.be/PCP-book.html - Welcome to the Principia Cybernetica WebAuthor: EditorsUpdated: Mar 23, 1998Filename: DEFAULT.html This is the web server of the Principia Cybernetica Project (PCP), an international organization. PCPhttp://pespmc1.vub.ac.be/PCP-book.html |
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| 365. Virion Reading List |
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| 366. Bookmarks for mich - Bookmarks for mich A Bookmarks file is a very precious thing, it is like a door to the psyche of an individual. A loose descriptor of a node of the global borganism at a certain time. Bookmarks for mihttp://thehzone.tzo.org/michetwebsite/bookmark.htm |
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| 367. Futurism Page, The |
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| 368. KC's Home Page |
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| 369. mbox: Re: >H physicl fitness |
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| 370. Lextropicon: Futurist Neologisms |
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| 371. Theory of Humor |
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| 372. CONF/ORG: EXTRO-3 date |
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| 373. March 26 1995 UK Observer Cover Story |
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| 374. Technological Self-Transformation -- Part 1 of 2 |
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| 375. False Gods Productions |
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| 376. Untitled |
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| 377. Hot Rod Your Head! |
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| 378. S |
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| 379. CONF - EXTRO-3 date |
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| 380. CONF/ORG: EXTRO-3 date |
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| 381. Extropian Principles 3.0 |
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| 382. Physical Enhancement Page |
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| 383. The Transhuman Bookstore * Deception Well by Linda Nagata |
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| 384. Joost Bonsen's Home Page<EMAIL_ADDRESS>|
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| 385.  Technological Sphere, The |
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| 387. 5132 SURF links: science life world people human consciousness because god information - 5132 SURF links science life world people human consciousness because god information This is one of 21 link pages collected over several years and somewhat categorized as I search for prophecy and enhttp://www.hughes.net/~scheper/psyc.htm |
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| 388. The correct URL is http://www.lucifer.com/~sasha/home.html |
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| 389. Laeeth Isharc's Global HQ |
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| 390. Briar's Thorn Bush |
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| 391. idea_space.html |
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| 392. sci.anthropology: Sep-95: Re: Future of Humans - was: Having a child is immoral, the Earth is overcrowded! |
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| 393. Re: >H the Earth united |
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| 394. >H Re: questioning Y2K |
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| 395. Wired Online: Brain Tennis |
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| 396. transhumantech: |
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| 397. Manifestos Zone Table of Contents |
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| 398. >H Re: Near-transhuman groups |
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| 399. FRIDAY EVENING SESSIONS |
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| 400. EXTROPY INSTITUTE |
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| 401. Join Extropy Institute! |
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| 402. EXTROPY Online -- Staff |
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| 403. What do "transhuman" and "posthuman" mean? |
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| 404. Natasha - Activist |
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| 405. What do "transhuman" and "posthuman" mean? |
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| 406. extropians: Re: Reminder: the transhumantech list |
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| 407. Open Directory - Society: Philosophy: Current Movements: Transhumanism: Transhumanists |
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| 408. Transhumanism |
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| 409. Joost Bonsen's Home Page<EMAIL_ADDRESS>|
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| 410. The Extropy Institute - Extropian Information |
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| 411. >H extropian and transhuman publicity |
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| 412. Re: >H transhumanism and biology |
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| 413. Search Results for Chislenko intelligent humor |
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| 414. Re: >H transhumanism and biology |
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| 415. The Transhuman Bookstore * The Fourth Turning |
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| 416. The Transhuman Bookstore * Book List |
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| 417. Bookmarks for dwayne - Bookmarks for dwayne Bookmarks for Dwayne AltaVista: Main Page Wired News Toolbar Folder GII Paths we should pursue varoious things wee should take note of and maybe emulate, such as micropayment, onlhttp://www.gii.net/dwayne/test/bookmark.htm |
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| 418.  David Krasik's Personal Page |
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| 422. http://www.clark.net/pub/kfl/les/cryonet/0001.html - LINES/CHARS DATE AUTHOR / SUBJECT - ----------------- ---------------- 1988 1 52/2962 Jul 24 Brown / administrivia 2 79/4534 Jul 25 Brown / memory mechanisms 3 64/3319 Jul 28 Brown / Cryonics Instituthttp://www.clark.net/pub/kfl/les/cryonet/0001.html |
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| 423. Cyberpunks.Org |
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| 424. Links to other Sites |
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| 425. Re: >H the Earth united |
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| 426. Russell Whitaker's pointers to interesting people |
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| 427. >H Book: "Wild computing" by Ben Goertzel |
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| 428. Future History (David Cary) |
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| 429. Sub-Page |
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| 430. extropians: Re: Multiple Personalities |
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| 431. extropians: Re: Better people |
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| 432. extropians: Re: Qualia, Ancestral Extropians, and DisneyWorld |
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| 433. Synthetic Pleasures Glossary |
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| 434. sci.anthropology: Sep-95: Re: Future of Humans - was: Having a child is immoral, the Earth is overcrowded! |
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| 435. Extropian Poem |
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| 436. Selected essays by Alexander 'Sasha' Chislenko |
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| 437. buying home buying |
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| 438. EXTROPY INSTITUTE |
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| 439. http://www.transhuman.com/mirrors/www.aleph.se/Trans/Cultural/Art/johnson.091792.txt |
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| 440. Wired Online: Brain Tennis |
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| 441. transhumantech: |
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| 442. Related Web Sites |
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| 443. Play with pride and style |
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| 444. Acknowledgements |
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| 445. Re: >H Theism and Transhumanism |
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| 446. Open Directory - Society: Philosophy: Current Movements: Transhumanism: Transhumanists |
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| 447. idea_space.html |
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| 448. Related Web Sites |
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| 449. >H EVENT: Vernor Vinge online chat Thursday night (FWD) |
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| 450. Delton Krueger |
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| 451. Frontier Organizations on the Web |
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| 452. Principia Cybernetica Mailing-List Archive: Virtual Futures 1995: Call For Papers [FWD] |
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| 453. Romana Machado World Headquarters |
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| 454. virtual futures |
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| 455. Warehouse 23 |
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| 456. >H Re: The FAQ is completed! |
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| 457. Europäische (Trans)Visionen |
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| 458. Zenon Kulpa personal interests |
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| 459. Edward Abbey |
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| 460. extropians: Re: Cryonics propaganda... |
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| 461. Anders Main Page |
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| 462. extropians: Re: A Race of humanoid drones for labor. |
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| 463. Sub-Page |
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| 464. extropians: Re: Multiple Personalities |
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| 465. Exponent Newsletter, March 1999 |
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| 466. The Transhumanist Declaration |
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| 467. The FUTURISM page |
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| 468. Russell Whitaker's pointers to interesting people |
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| 469. Art: Extropian Modern Art, AI Art Schools |
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| 470. AnarchoCyberSludge: Technology Links |
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| 471. The Transhuman Bookstore * Great Mambo Chicken and the Transhuman Condition |
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| 472. PHOAKS: Frequency for comp.society.futures |
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| 473. Sasha's List of great essays |
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| 474. Extropianism |
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| 475. Re: >H transhumanism and biology |
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| 476. Do Extropians believe in particular technologies? |
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| 477. MIT Extropians |
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| 478. Transhuman Threads |
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| 479. The Transhumanist FAQ |
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| 480. Cyborgs and Postmodern Bodies |
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| 481. PHOAKS: Frequency for comp.society.futures |
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| 482. The Collision Between Western Civilization and advanced Science & ... |
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| 483. The Konformist - The Konformist Konspiracy Girl of the Month: August 1999 |
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| 484. http://www.best.com/ |
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| 485. Outlier's Gulch: Friends, Idols, Etc. |
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| 486. Homo Excelsior F.A.Q. Version 1.0 ----------------------------------------------- ... |
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| 487. Ted Anderson's Home Page |
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| 488. The Aurora Universe - Science Fiction stories about Superfemme |
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| 489. IndigoDruid |
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| 490. The British Transhumanist Society |
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| 491. Cyborgs and Postmodern Bodies |
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| 492. Getting on<EMAIL_ADDRESS>|
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| 493. ALT.CYBERPUNK FAQ |
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| 494. De Transhumanistiska Principerna |
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| 495. EXTROPY INSTITUTE |
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| 496. Principia Cybernetica Mailing-List Archive: Virtual Futures 1995: Call For Papers [FWD] |
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| 497. Play with pride and style |
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| 498. Europäische (Trans)Visionen |
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| 499. Zenon Kulpa personal interests |
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| 500. Sarah's Place - Transhuman & Extropian Reading List: Neuroscience |
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| 501. Transhumanism Links Page |
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| 502. contemporary renaissance futures |
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| 503. Transhumanism |
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| 504. Ted Anderson's Home Page |
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| 505. HENRIK\Mappe\INTERNET\HOMEPAGE bei ComCity\adress |
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| 506. Extropia.com | What is Extropia? |
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| 507. Interactive Fiction |
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| 508. January 1999 Assembler Newsletter of the Molecular Manufacturing Shortcut Group of the ... |
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| 509. Extropia.com | Extropia Explained |
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| 510. gaspacho_soup 's Home Page |
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| 511. Transmetropolitan Timeline |
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| 512. Technological Self Transformation -- Part 2 of 2 |
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| 513. Futurology Sub-Page |
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| 514. The Cultural Sphere |
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| 515. Global Brain discussion list archive: Re: Meg-a-ha-ha |
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| 516. Philosophical Counseling, Philosophy of Technology, Philosop... |
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| 517. EXTROPY Online -- Comments on Vinge's Singularity |
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| 518. virtual futures |
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| 519. Nanotechnology Sub-Page |
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| 520. Open Directory - Society: Future |
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| 521. the Recursive Web - Futurist |
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| 522. Transhuman Contact Top Page |
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| 523. Complexity Sub-Page |
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| 524. What is the Transhumanist Pack? |
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| 525. Re: >H transhumanism and biology |
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| 526. >H Re: Defining Transhumanism |
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| 527. Transhuman Organizations Sub-Page |
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| 528. EXTROPY Online -- Editorial |
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| 529. Extropian and other Transhumanist Individuals |
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| 530. Transhumanism and the Singularity |
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| 531. American Cryonics Society |
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| 532. ONElist |
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| 533. Amazon.com: Customer Reviews: Das Energi |
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| 534. Cybersociology Magazine | Issue 5 | Cyborg Film Making |
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| 535. Amazon.com: buying info: Das Energi |
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| 536. Five Things You Can Do To Fight Entropy Now |
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| 537. Aldous Huxley : Brave New World |
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| 538. Homo Excelsior FAQ (V 1.0) |
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| 539. Transcedo |
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| 540. Tel-Aviv University Philosophy Department: Philosophy Sites on the Int... |
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| 541. The Road to Posthumanity |
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| 542. 1996a Software Agents List Archive: Agent philosophy |
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| 543. Search Category - Transhumanists |
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| 544. Principia Cybernetica Mailing-List Archive: Agent philosophy |
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| 545. Society for Venturism |
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| 546. Principia Cybernetica Mailing-List Archive: Subscribe PRNCYB-L |
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| 547. Ted Anderson's Home Page |
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| 548. Collegeoverzicht |
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| 549. IndigoDruid |
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| 550. Lair of the CyberBitch |
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| 551. Transhuman Mailing List FAQ |
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| 552. Transhuman Acronyms |
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| 553. Re: >H Theism and Transhumanism |
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| 554. The British Transhumanist Society |
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| 555. Re: >H Theism and Transhumanism |
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| 556. Networking in the Mind Age - future of distributed intelligence |
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| 557. Guide to Philosophy on the Internet (Suber) |
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| 558. Links to Alcor |
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| 559. virus: virus: Fwd: HUMOR: postmodern essay generator |
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| 560. The Good Drug Guide |
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| 561. Phil Goetz, University at Buffalo |
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| 562. The Good Drug Guide : new mood-brighteners and antidepressants |
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| 563. The Good Drug Guide |
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| 564. Advanced Document Rating System Proposal |
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| 565. Mood-brighteners and antidepressants : The Good Drug Guide |
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| 566. sci.anthropology: Sep-95: Re: Future of Humans |
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| 567. Biotechnology Sub-Page |
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| 568. Arkuat's Picks: Individual Homepages |
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| 569. Cyber-references, cybernauts, cyborgs and others... |
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| 570. Selected essays by Alexander 'Sasha' Chislenko |
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| 571. Uploading Sub-Page |
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| 572. The Red Herring - On our way to the technorapture - June 1999 |
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| 573. Transhumanist Art |
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| 574. Transhumanism |
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| 575. Skyful of Stars |
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| 576. Transhuman Fun Sub-Page |
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| 577. Bostropians - that's Bostonian Extropians... |
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| 578. Transhumanist Socialism |
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| 579. 1996a Software Agents List Archive: Agent philosophy |
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| 580. Re: >H transhumanism and biology |
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| 581. EXTROPY Online Archives |
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| 582. Site Of The Day Archives: 1996 |
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| 583. Complexity Sub-Page |
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| 584. The Millennium Home Page |
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| 585. Enhancement technologies links |
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| 586. SVZ online: Computerecke |
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| 587. Links |
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| 588. Nanotechnology Mailing Lists |
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| 589. Re: >H META: Lessons from the Religion Thread / Profiles |
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| 590. Sarah's Place - Friends |
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| 591. mbox: >H LIFE ITSELF: Organisms vs Mechanisms, Part 1 |
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| 592. Lust nach Laune und Leben ohne Ende |
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| 593. Transtopia - Intro |
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| 594. EXTROPY Online Recent Articles |
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| 595. Site Info |
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| 596. Extropy Institute's Mission |
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| 597. Past Shows |
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| 598. Sub-Page |
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| 599. Vitanza, Ch. 1, LINKS, CyberReader 2/e, Allyn&Bacon |
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| 600. What's an extropian? |
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| 601. Technology as extension of human functional architecture - v.0.68 |
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| 602. Global Brain discussion list archive: Re: Meg-a-ha-ha |
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| 603. Frequently Answered Questions about Extropians (release 0.092) |
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| 604. Search Category - Transhumanists |
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| 605.  Interesting Sites referencing my pages |
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| 609. EXTROPY Online Current Articles |
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| 610. Bookmarks for Cyborgs |
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| 611. Systems of Thought |
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| 612. This Page Has Moved |
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| 613. Anders Sandberg Guest Artist |
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| 614. Links to Alcor |
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| 615. Alex F. Bokov |
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| 616. Crim: Related Links |
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| 617. PHOAKS: Frequency for sci.cryonics |
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| 618. Phil Goetz, University at Buffalo |
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| 619. virus: Re: virus: Future of Man |
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| 620. Wired Online: Brain Tennis |
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| 621. Index of /~sasha/links |
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| 622. Bostropians - that's Bostonian Extropians... |
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| 623. Article on evolution on science and Science Fiction |
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| 624. Transcedo |
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| 625. Do extropians organize to achieve shared goals? |
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| 626. Sub-Page |
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| 627. Lingustics Sub-Page |
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| 628. Principia Cybernetica Mailing-List Archive: Subscribe PRNCYB-L |
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| 629. Re: >H Re: Branches of transhumanism |
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| 630. Ex-Mass Holiday |
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| 631. Mark/Space: Anachron City: Library: Glossary: posthuman |
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| 632. Resistance is futile: you will be divided! |
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| 633. Web Links for Psychology 336 |
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| 634. Five Things You Can Do To Fight Entropy Now |
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| 635. FROM HUMAN TO POSTHUMAN |
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| 636. GameSpot's Links for Rama |
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| 637. fx-discuss by subject |
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| 638. N |
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| 639. Polymath List Page |
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| 640. Freedom Technology Resource Directory - Spontaneous Order |
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| 641. Vinge: References |
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| 642. PSN: jun97 by thread |
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| 643. PSN: jun97 by thread |
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| 644. Technology as extension of human functional architecture - v.0.68 |
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| 645. Mailing List Sub-Page |
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| 646. General Technology Sub-Page |
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| 647. metaphysics |
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| 648. Do Extropians believe in particular technologies? |
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| 649. sci.anthropology: Sep-95: Re: Future of Humans |
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| 650. Transhumanism |
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| 651. artFUTURE | Organizations |
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| 652. Best mailing lists on the Net |
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| 653. HYPERCHANGE |
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| 654. >H INDUSTRIALIZATION AND COLINIZATION OF MARS. |
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| 655. Mark/Space: Anachron City: Library: Keywords: Posthuman |
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| 656. Memetics Sub-Page |
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| 657. Mishka --- Futurist Links |
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| 658. Vital Jargon for all Blade Runners! |
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| 659. P |
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| 660. Space Sub-Page |
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| 661. The Organizatiorial Sphere |
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| 662. Principia Cybernetica Mailing-List Archive: Agent philosophy |
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| 663. Legal Issues of the Future -- NodeNet Forum |
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| 664. Extropy Institute Mailing Lists |
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| 665. Practical Freedom - Freedom Technology Resource Directory |
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| 666. mbox: Re: >H MEDIA: Suggestions for Canadian TV: extropians cloning |
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| 667. Enhancement technologies links |
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| 668. PRIMO 3M+ Ad |
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| 669. Selected List of AI, VR, and Alife references |
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| 670. Wild Technology Links |
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| 671. Related Documents |
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| 672. Cyber-references, cybernauts, cyborgs and others... |
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| 673. PRIMO 3M+ transhumans |
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| 674. Sarah's Place - Transhuman & Extropian Reading List: FAQ |
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| 675. Re: >H transhumanism and biology |
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| 676. EXTRO 3 -- Extropy Institute's 3rd conference. |
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| 677. Re: >H Theism and Transhumanism |
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| 678. Untitled |
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| 679. Transhumanism |
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| 680. Nanotechnology |
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| 681. t0 LINX |
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| 682. abuddhas memes |
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| 683. Manifestos Zone Table of Contents |
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| 684. Foresight Exchange Awards and Press |
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| 685. fx-discuss by date |
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| 686. >H re: FAQs: summary: comments?- and contributions! - |
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| 687. mbox: Re: >H AltaVista Livetopics |
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| 688. organizations |
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| 689. virus: virus: Fwd: HUMOR: postmodern essay generator |
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| 690. Boondock.com - Slouching Toward Immortality |
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| 691. The Transtopian Principles |
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| 692. William Sullivan |
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| 693. Re: >H META: disappearing posts.. |
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| 694. individualism |
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| 695. mbox: >H RANT: a generic rant |
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| 696. EXTROPY Online -- Discriminator |
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| 697. tech: MEDIA: Human embryos cloned |
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| 698. Are there topics and people that aren't allowed on the mailing list? |
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| 699. Telomerase ( was: Re: >H A biological singularity) |
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| 700. mbox: Re: >H request: mapping of transhumanist movements |
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| 701. Re: >H Transhuman Slashdot? |
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| 702. Lair of the CyberBitch |
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| 703. Re: >H transhumanism and biology |
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| 704. Frequently Answered Questions about Extropians (release 0.092) |
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| 705. What is transhumanism? |
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| 706. Re: >H Theism and Transhumanism |
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| 707. Transhumanism (Greg Burch) |
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| 708. What is transhumanism? |
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| 709. T |
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| 710. Sarah's Place - Transhuman & Extropian Reading List: Technology |
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| 711. STRANGE LINKS |
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| 712. A2Z : The Road Less Traveled : The Mind: Chaos & Consciousness |
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| 713. Factasia netlinks on the Future |
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| 714. Crosby on The Matrix |
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| 715. The Global Sphere |
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| 716. coollinks.html Cool Links |
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| 717. mbox: Re: >H Digest |
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| 718. Some cool books that I have read and recommend |
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| 719. References |
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| 720. >H/Extropian SETI team created |
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| 721. Transhuman.com's association with Amazon.com |
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| 722. WTA UPDATE NR. 4 |
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| 723. mbox: Re: >H request: mapping of transhumanist movements |
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| 724. Hans Moravec Publications |
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| 725. mbox: Re: >H request: mapping of transhumanist movements |
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| 726. Re: >H Transhuman Slashdot? |
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| 727. Frequently Answered Questions about Extropians (release 0.092) |
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| 728. Re: >H Theism and Transhumanism |
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| 729. Frequently Answered Questions about Extropians (release 0.092) |
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| 730. Mysterian Gate--Links Page |
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| 731. WH: META: Re: Is it Possible? |
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|
| 732. FineArt Forum V9 N12 -PUBLICATIONS SECTION- |
|
|
| 733. Transtopia -- The Singularity Club |
|
|
| 734. FineArt Forum V9 N12 -PUBLICATIONS SECTION- |
|
|
| 735. This Page Has Moved |
|
|
| 736. TRANS TIME Cryonics -- Related Sites: Cryonics, Cryobiology, Life Extension, Low Temperature Research, and |
|
|
| 737. Best mailing lists on the Net |
|
|
| 738. Links |
|
|
| 739. playlists |
|
|
| 740. The Possibility of an Antihumanist EcoAnarchism |
|
|
| 741. Transhumanist Art Headquarters - Extropic Art Universe at Extropic-Art.com |
|
|
| 742. Transhumanist Socialism |
|
|
| 743. Re: >H/Extropian SETI team created |
|
|
| 744. mbox: Re: >H A Transhuman Fairy Tale |
|
|
| 745. Extropian Principles 3.0 |
|
|
| 746. Re: >H Theism and Transhumanism |
|
|
| 747. Re: >H Theism and Transhumanism |
|
|
| 748. Re: >H Theism and Transhumanism |
|
|
| 749. Hypertext Radio - Where do you want to go today? |
|
|
| 750. Links to other Sites |
|
|
| 751. Freedom Sites |
|
|
| 752. Links to Alcor |
|
|
| 753. The Low Beyond |
|
|
| 754. David Burdette's Personal Home Page |
|
|
| 755. Interesting Boston Links |
|
|
| 756. Natasha Vita More Universe |
|
|
| 757. Phil Goetz, University at Buffalo |
|
|
| 758. virus: Re: virus: 2 cool pages at same site |
|
|
| 759. Crim: Related Links |
|
|
| 760. Intersecting Memespaces: Leri Memespace |
|
|
| 761. The Washington Pissed -- Archives |
|
|
| 762. Anders Anders Page |
|
|
| 763. mbox: >H Significant Irrelevances |
|
|
| 764. phear another page |
|
|
| 765. Philosophers, cranks, Kooks |
|
|
| 766. The Washington Pissed -- Archives |
|
|
| 767. SP in Exponent |
|
|
| 768. Editing Sub-Page |
|
|
| 769. Name=Extropian Frequently Asked Questions (FAQ) Path=0/vendor/a-albionic/futurolo ... |
|
|
| 770. Legal Issues of the Future -- NodeNet Forum |
|
|
| 771. mbox: >H BUSINESS: Transhuman Posters |
|
|
| 772. Transhuman Contact Top Page |
|
|
| 773. mbox: Re: >H MESSAGE: from FM (Esfandiary) Re: Transhuman Beginnings |
|
|
| 774. Wired Collections: Genetics: Meet the Extropians |
|
|
| 775. Transhumanism and the Singularity |
|
|
| 776. Re: >H transhumanism and biology |
|
|
| 777. Re: >H transhumanism and biology |
|
|
| 778. Re: >H transhumanism and biology |
|
|
| 779. C |
|
|
| 780. Life After Death |
|
|
| 781. sekten4 |
|
|
| 782. Web Links for Psychology 336 |
|
|
| 783. Bjørnqvists bøker - del 2. |
|
|
| 784. Extropia.com | Homepage |
|
|
| 785. FROM HUMAN TO POSTHUMAN |
|
|
| 786. Zenon Kulpa personal interests |
|
|
| 787. Extropia.com | Products |
|
|
| 788. Pat Salsbury's Hotlist (Selections) |
|
|
| 789. Vinge: References |
|
|
| 790. [OMOTLand 5.0] |
|
|
| 791. Extropia.com | Products |
|
|
| 792. Henry's Library. |
|
|
| 793. Part 4:Philosophy of Artificial Intelligence 522 |
|
|
| 794. t0 LINX |
|
|
| 795. PSN: jun97 by thread |
|
|
| 796. >H re: FAQs location |
|
|
| 797. Amazon.com: buying info: Great Mambo Chicken and the Transhuman Condition : Science Slightly over the Edge |
|
|
| 798. Wild Technology Links |
|
|
| 799. What does "Best do it so!" stand for? |
|
|
| 800. Transhunamism and Extropianism |
|
|
| 801. Re: >H Defining Transhumanism |
|
|
| 802. Extropia.com | Products |
|
|
| 803. Merkle's Hotlist |
|
|
| 804. phear another page |
|
|
| 805. Extropia.com | Products |
|
|
| 806. Green Things |
|
|
| 807. Polymath List Page |
|
|
| 808. virtual futures |
|
|
| 809. Extropia.com | Products |
|
|
| 810. Paul Cisek |
|
|
| 811. Extropia.com | Products |
|
|
| 812. Le repaire du DJedi - Les Liens |
|
|
| 813. Mishka --- Futurist Links |
|
|
| 814. Extropia.com | Products |
|
|
| 815. Home Page of Hereward Tilton |
|
|
| 816. Re: >H META: disappearing posts.. |
|
|
| 817. AnarchoCyberSludge: Technology |
|
|
| 818. Global Brain discussion list archive: Extro-4 Conference |
|
|
| 819. David McFadzean's Memetic Nexus |
|
|
| 820. Transhuman Mailing List & Archive |
|
|
| 821. Other Links |
|
|
| 822. WWW.EXTROPIE.DE & WWW.TRANSHUMAN.DE Startseite |
|
|
| 823. Extro4 Main Page |
|
|
| 824. mbox: >H The Custer/Gorbachev-type transhumans (was: necessary steps in |
|
|
| 825. Transhumanism |
|
|
| 826. Extropia.com | Products |
|
|
| 827. Foresight Exchange Awards and Press |
|
|
| 828. Extropia.com | Products |
|
|
| 829. organizations |
|
|
| 830. Top 120 fuzzy logic sites |
|
|
| 831. Extropia.com | Products |
|
|
| 832. William Sullivan |
|
|
| 833. AlephCulture Lists |
|
|
| 834. Extropia.com | Extropia.com: A Case Study in Open Source Software |
|
|
| 835. Wired Online: Brain Tennis |
|
|
| 836. individualism |
|
|
| 837. Lextropicon: Futurist Neologisms |
|
|
| 838. Guestbook of Alexander Chislenko's Great Thinkers page |
|
|
| 839. L |
|
|
| 840. Guestbook for Alexander Chislenko's articles |
|
|
| 841. Pancritical Rationalism |
|
|
| 842. WWW.EXTROPIE.DE & WWW.TRANSHUMAN.DE Startseite |
|
|
| 843. The Transhuman Body |
|
|
| 844. Transhumanism |
|
|
| 845. Secular Transhuman Products Page |
|
|
| 846. Sarah's Place - Transhuman Extropian Reading List: Health and Lifestyle |
|
|
| 847. Extropian and other Transhumanist Individuals |
|
|
| 848. Transhumanism |
|
|
| 849. Re: >H FAQ:The image of transhumanism:Just talks or real work? |
|
|
| 850. Extropia.com | Extropia.com: A Case Study in Open Source Software |
|
|
| 851. Han Huang<EMAIL_ADDRESS>|
|
|
| 852. Richard Kennaway's collection of stuff |
|
|
| 853. STRANGE LINKS |
|
|
| 854. A2Z : The Road Less Traveled : The Mind: Chaos & Consciousness |
|
|
| 855. Biographical Information |
|
|
| 856. Extropia.com | Extropia.com: A Case Study in Open Source Software |
|
|
| 857. MAILLIST.COM-The Best Mail list summary on the Interent |
|
|
| 858. Extropia.com | Extropia.com: A Case Study in Open Source Software |
|
|
| 859. Future Studies |
|
|
| 860. Extropia.com | Extropia.com: A Case Study in Open Source Software |
|
|
| 861. Some cool books that I have read and recommend |
|
|
| 862. Web Site Links |
|
|
| 863. Extropia.com | Extropia.com: A Case Study in Open Source Software |
|
|
| 864. OCEANIA ORACLE - ISSUE #18 - 01/04/95 |
|
|
| 865. WH: META: Re: Is it Possible? |
|
|
| 866. Yet More Links |
|
|
| 867. Lust nach Laune und Leben ohne Ende |
|
|
| 868. exi-freedom messages 3-15 of 15 |
|
|
| 869. Natasha Vita More - Transhuman Body |
|
|
| 870. Transtopia -- The Transhuman Autonomy Project |
|
|
| 871. Secular Transhuman Les Faith Page |
|
|
| 872. sekten4 |
|
|
| 873. Transhumanism |
|
|
| 874. Re: >H extropian and transhuman publicity |
|
|
| 875. Re: >H transhumanism and biology |
|
|
| 876. Extropia.com | Extropia.com: A Case Study in Open Source Software |
|
|
| 877. FineArt Forum V9 N12 -PUBLICATIONS SECTION- |
|
|
| 878. Methusalem.com - Links |
|
|
| 879. Extropia.com | Extropia.com: A Case Study in Open Source Software |
|
|
| 880. FineArt Forum V9 N12 -PUBLICATIONS SECTION- |
|
|
| 881. Extropia.com | Extropia.com: A Case Study in Open Source Software |
|
|
| 882. HEDG: Hyper-Economy Development Group |
|
|
| 883. Subject Index |
|
|
| 884. ?????????? ???????? ??? ???????? |
|
|
| 885. Culture News from Wired News |
|
|
| 886. Extropia.com | Extropia.com: A Case Study in Open Source Software |
|
|
| 887. Related Documents |
|
|
| 888. AnarchoCyberSludge: Technical Glossary (Advanced) |
|
|
| 889. Best mailing lists on the Net |
|
|
| 890. Extropia.com | WebBBS |
|
|
| 891. Related Documents |
|
|
| 892. Kennita Watson's Home Page |
|
|
| 893. Amazon.com: A Glance: Viroid Life : Perspectives on Nietzsche and the Transhuman |
|
|
| 894. Changes to Alexander Chislenko's Web site in 1995 |
|
|
| 895. Secular Transhuman Memetic Infohaz Page |
|
|
| 896. "Neurocomputing 5: Vita artificiale" |
|
|
| 897. EXTROPY Online -- Vinge's Singularity |
|
|
| 898. Wired Collections: Genetics: Meet the Extropians (Page 2) |
|
|
| 899. virus: virus: atheism vs. transhuman mystics and relativists |
|
|
| 900. www.transhumanism.net |
|
|
| 901. Transhumanism, Futurology, Analytic Philosophy: Nick Bostrom's Home Page |
|
|
| 902. Extropian Principles 3.0 |
|
|
| 903. Re: >H transhumanism and biology |
|
|
| 904. Transhuman Mailing List & Archive |
|
|
| 905. The Memetics of Transhumanism |
|
|
| 906. The Transhuman Bookstore * How I Found Freedom In An Unfree World |
|
|
| 907. Books by Eric Drexler |
|
|
| 908. Community Articles and Links |
|
|
| 909. Extropia.com | WebBBS |
|
|
| 910. Freedom Sites |
|
|
| 911. Reason's Triumph: Science, Thought, and Humankind |
|
|
| 912. David Burdette's Personal Home Page |
|
|
| 913. Extropia.com | WebBBS |
|
|
| 914. People of Cybermind |
|
|
| 915. Virian Net Resources |
|
|
| 916. Extropia.com | WebBBS |
|
|
| 917. Eyring-L by author |
|
|
| 918. Future Focus |
|
|
| 919. Links to other Sites |
|
|
| 920. AnarchoCyberSludge |
|
|
| 921. Counter-Culture - New Science - Memetic Engineering |
|
|
| 922. Extropia.com | WebBBS |
|
|
| 923. Intersecting Memespaces: Leri Memespace |
|
|
| 924. mbox: >H Equality and Domination |
|
|
| 925. Untitled |
|
|
| 926. Pancritical Rationalism |
|
|
| 927. What is uploading? |
|
|
| 928. Transhuman Reading Sub-Page |
|
|
| 929. http://www.transhumanism.com/translations/spanish/trans.htm |
|
|
| 930. Earth Calendar webliography |
|
|
| 931. Extropia.com | WebBBS |
|
|
| 932. Philosophers, cranks, Kooks |
|
|
| 933. Physics E-Zines and E-Journals |
|
|
| 934. Books by Douglas Hofstadter |
|
|
| 935. Extropia.com | WebBBS |
|
|
| 936. Getting Deeper into the Topspin |
|
|
| 937. Philosophy |
|
|
| 938. What Used to Be New at Arkuat's Web |
|
|
| 939. Alternative Science |
|
|
| 940. Extropia.com | WebBBS |
|
|
| 941. FTT - Electronic Mailing Lists |
|
|
| 942. Getting Deeper into the Topspin |
|
|
| 943. 1st page of animated backgrounds |
|
|
| 944. Extropia.com | WebBBS |
|
|
| 945. Pat Salsbury's Hotlist (Selections) |
|
|
| 946. Welcome to Juri Nebieridze's Cyber Home! |
|
|
| 947. Bjørnqvists bøker - del 2. |
|
|
| 948. Extropia.com | WebBBS |
|
|


Berkeley DB: DbMpool.stat
DbMpool.stat
import com.sleepycat.db.*;
public DbMpoolStat stat()
throws DbException;
public DbMpoolFStat fstat()
throws DbException;
Description
The DbMpool.stat and DbMpool.fstat methods create statistical
structures and return to the caller. The statistics include the number
of files participating in the pool, the active pages in the pool, and
information as to how effective the cache has been.
The DbMpool.stat method creates a DbMpoolStat object containing global
statistics. The following data fields are available:
- public int st_refcnt;
- The number of references to the region.
- public int st_regsize;
- The size of the region.
- public long st_cachesize;
- Cache size in bytes.
- public int st_cache_hit;
- Requested pages found in the cache.
- public int st_cache_miss;
- Requested pages not found in the cache.
- public int st_map;
- Requested pages mapped into the process' address space (there is no
available information as to whether or not this request caused disk I/O,
although examining the application page fault rate may be helpful).
- public int st_page_create;
- Pages created in the cache.
- public int st_page_in;
- Pages read into the cache.
- public int st_page_out;
- Pages written from the cache to the backing file.
- public int st_ro_evict;
- Clean pages forced from the cache.
- public int st_rw_evict;
- Dirty pages forced from the cache.
- public int st_hash_buckets;
- Number of hash buckets in buffer hash table.
- public int st_hash_searches;
- Total number of buffer hash table lookups.
- public int st_hash_longest;
- The longest chain ever encountered in buffer hash table lookups.
- public int st_hash_examined;
- Total number of hash elements traversed during hash table lookups.
- public int st_page_clean;
- Clean pages currently in the cache.
- public int st_page_dirty;
- Dirty pages currently in the cache.
- public int st_page_trickle;
- Dirty pages written using the DbMpool.trickle interface.
- public int st_region_wait;
- The number of times that a thread of control was forced to wait before
obtaining the region lock.
- public int st_region_nowait;
- The number of times that a thread of control was able to obtain
the region lock without waiting.
The DbMpool.fstat method creates an array of DbMpoolFStat objects
containing statistics for individual files in the pool. Each
DbMpoolFStat object contains statistics for an individual DbMpoolFile.
The following data fields are available for each DbMpoolFStat object:
- public String file_name;
- The name of the file.
- public long st_pagesize;
- Page size in bytes.
- public int st_cache_hit;
- Requested pages found in the cache.
- public int st_cache_miss;
- Requested pages not found in the cache.
- public int st_map;
- Requested pages mapped into the process' address space.
- public int st_page_create;
- Pages created in the cache.
- public int st_page_in;
- Pages read into the cache.
- public int st_page_out;
- Pages written from the cache to the backing file.
The DbMpool.stat
method throws an exception that encapsulates an errno on failure.
Errors
If a fatal error occurs in Berkeley DB, the DbMpool.stat method may fail and throw a
DbRunRecoveryException, at which point all subsequent database
calls will also fail in the same way.
The DbMpool.stat
method may fail and throw an exception
for any of the errors specified for the following Berkeley DB and C library
functions:
abort(3),
fcntl(3),
fprintf(3),
getpid(3),
malloc(3),
memcpy(3),
memset(3),
and
strlen(3).
In addition, the DbMpool.stat
method may fail and throw an exception
encapsulating errno
for the following conditions:
- EINVAL
- An invalid flag value or parameter was specified.
Class
DbMpool
See Also
DbMpool.fstat,
DbMpool.stat
and
DbMpool.trickle.


Description
This is an example of JavaScript Chart logarithmic axis offset to value mapping. You can see how to get the x/y coordinates of the mouse cursor relative to the chart element. You can also see how to get the xAxis and the valueAxis values and how to display a small dot at the cursor position.


{% extends "home-page.html"%} {% block title %}Home Page{% endblock %} {% block head%} {{ super() }} {% endblock%} {% block page_content%}
This database was designed to help you log video games and gaming consoles!


 For example, normally you might lookup a user's record based on their id in this way:
// We'll assume $id was populated via their Session Cookie // Get user by ID $u = new User(); $u->where('id', $id)->get();
Using the Get By method, you can do exactly as above in this way:
// We'll assume $id was populated via their Session Cookie // Get user by ID $u = new User(); $u->get_by_id($id);
I mentioned that Get By is a dynamic method. What I mean by this is, you can Get By any fields belonging to the object. For example, a user object might have a username field. So, to Get By username:
// We'll assume $username was populated via a POST request // Get user by username $u = new User(); $u->get_by_username($username);
Likewise, if they had an email field, you could Get By email:
// We'll assume $email was populated via a POST request // Get user by email $u = new User(); $u->get_by_email($email);
Get By is primarily a convenience method for developers. Whether you choose to use it instead of specifying the where clause yourself is up to you, but whatever your choice, I recommend being consistent with it.
 Here's the example of a simple where_related usage:
Here's how to get all Users who are related to the 'Moderator' Group, the normal way:
// Create user object $u = new User(); // Get users that are related to the Moderator group $u->where_related_group('name', 'Moderator')->get(); // ...
And here's how you do the exact same thing but using Get By Related:
// Create user object $u = new User(); // Get users that are related to the Moderator group $u->get_by_related_group('name', 'Moderator'); // ...
$object->get_by_related_{model}($field, $value);
Just like with the different usage formats in Get (Advanced), there are different ways you can use Get By Related.
{model}- Replace with related model name.- $field - First parameter for chosen query type.
- $value - Second parameter for chosen query type.
// Create user $u = new User(); // Get all users relating to the Moderator group (goes by 'group', 'name', 'Moderator') $u->get_by_related_group('name', 'Moderator');
$object->get_by_related($model, $field, $value);
Alternatively, rather than specifying the related model as part of the method, you could instead supply it as the first parameter.
$model- Supply related model name.- $field - First parameter for chosen query type.
- $value - Second parameter for chosen query type.
// Create user $u = new User(); // Get all users relating to the Moderator group (goes by 'group', 'name', 'Moderator') $u->get_by_related('group', 'name', 'Moderator');
$object->get_by_related($related_object, $field, $value);
$related_object- Supply related object.- Optional: $field - First parameter for chosen query type.
- Optional: $value - Second parameter for chosen query type.
Note: Both the $field and $value parameters are optional if the $related_object contains a valid id.
// Create and get the Moderator group $g = new Group(); $g->get_by_name('Moderator'); // Create user $u = new User(); // Get all users relating to the Moderator group (goes by 'group', 'id', $g->id) $u->get_by_related($g);
Here's a similar way of doing the above, but with an unpopulated related object (no id):
// Create group $g = new Group(); // Create user $u = new User(); // Get all users relating to the Moderator group (goes by 'group', 'name', 'Moderator') $u->get_by_related($g, 'name', 'Moderator');
Which of the available usage formats you use will depend on your personal preference, although you should be consistent with your choice. It also might depend on whether you have a related object already available to use.


8.2.2
Ways Networks can be Attacked
Self-replicating Malware via the Internet
Viruses
Worms
Denial of Service Attacks
Vulnerability Attack
Bandwidth Flooding
Connection Flooding
Packet Sniffing
IP Spoofing


--- layout: post title: 'Variable output in #DynamoBIM with Rhythm' date: '2016-02-05T06:23:00.001-08:00' author: JohnP tags: modified_time: '2016-02-05T06:23:44.116-08:00' thumbnail: https://lh3.googleusercontent.com/-TQRHlbiuML4/VrSwbni7I5I/AAAAAAAAA9Q/bd5FVurTPfA/s72-c/Ayuda.ThisOrThat_thumb%25255B3%25255D.gif?imgmax=800 blogger_id: tag:blogger.com,1999:blog-8275462422374771907.post-3345639172593929474 blogger_orig_url: http://sixtysecondrevit.blogspot.com/2016/02/variable-output-in-dynamobim-with-rhythm.html ---
I added this node to Rhythm a while back and never really shared it. It simply takes a boolean and outputs one of two options. (ThisOrThat)
Enjoy!


Space Invaders Tutorial
In this tutorial, we will create a space invaders clone. This tutorial will primarily be focused on creating more game elements through code, and using other APIs that MelonJS provides, that the platformer tutorial does not cover.
Introduction
To work through this tutorial, you need the following:
- The melonJS boilerplate, that we will use as default template project for our tutorial (please make sure to install the required dependencies as instructed in the README)
- The tutorial image assets, to be uncompressed into the
boilerplate src/data directory. So when you unzip, you should have:
data/img/player.png data/img/ships.png
- The melonJS documentation for more details
Testing/debugging :
If you just want to use the filesystem, the problem is you'll run into "cross-origin request"
security errors. With Chrome, you need to use the "--disable-web-security" parameter or better
"--allow-file-access-from-files" when launching the browser. This must be done in order to test
any local content, else the browser will complain when trying to load assets through XHR.
Though this method is not recommended, since as long as you have the option
enabled, you're adding security vulnerabilities to your environmnet.
A second and easier option is to use a local web server, as for example detailed in the melonJS boilerplate README, by using the npm run dev tool, and that will allow you to test your game in your browser.
 For this tutorial there are some files that we will not need. You can delete the file stage/title.js. Then update the index.html file to no longer include those, and remove the references of TitleScreen from the game.js file. Lastly, set the scaleMethod to "flex-width"
me.device.onReady(function () {
// initialize the display canvas once the device/browser is ready
if (!me.video.init(1218, 562, {parent : "screen", scale : "auto", scaleMethod: "flex-width"})) {
alert("Your browser does not support HTML5 canvas.");
return;
}
// Initialize the audio.
me.audio.init("mp3,ogg");
// allow cross-origin for image/texture loading
me.loader.crossOrigin = "anonymous";
// set and load all resources.
me.loader.preload(DataManifest, function() {
// set the user defined game stages
me.state.set(me.state.PLAY, new PlayScreen());
// Start the game.
me.state.change(me.state.PLAY);
});
});
index.js is where the game is bootstrapped. index.html loads index.js as a module, which sets up the window ready event. The me.video.init bit creates the canvas tag and gets the video setup.
Then we initialize the audio engine, telling it what formats we are supporting for this game.
We also tell, using me.loader, what assets needs to be loaded via an array, and set a callback to our loaded function.
The final step of this process is setting the state of the game to loading.
me.loader.preload(DataManifest, function() {
// set the user defined game stages
me.state.set(me.state.PLAY, new PlayScreen());
// Start the game.
me.state.change(me.state.PLAY);
});
The loaded function then sets up the playscreen and tells the game to use that screen object for the play state.
Then the game state is set to PLAY.
Back to space invaders
The first thing to add is images to the resources.js file.
const DataManifest = [
{ name: "player", type: "image", src: "data/img/player.png" },
{ name: "ships", type: "image", src: "data/img/ships.png" }
];
export default DataManifest;
This variable is the one passed to me.loader.preload in index.js
The structure for an asset is :
| name | The name of the asset you wish to use in your game. A string key. |
| type | The type of the asset. Valid types are: audio, binary, image, json, tmx, tsx. Binary is a good solution for loading raw text, or any other format not listed. TMX & TSX are for tiled file formats. Whether it be the xml or json format. |
| src | The path to the asset, relative from index.html. For audio you need specify the folder instead of direct path. |
Open js/stage/play.js and empty the code from the two methods: onResetEvent and onDestroyEvent. Then save, and then open the game in your web browser.
There is not much to see yet. Let's change that.
First thing is to create a player entity.
Add a new file under the js folder, and call it player.js. Be sure to add it in the index.html file.
class PlayerEntity extends me.Sprite {
/**
* constructor
*/
constructor() {
let image = me.loader.getImage("player");
super(
me.game.viewport.width / 2 - image.width / 2,
me.game.viewport.height - image.height - 20,
{ image : image, width: 32, height: 32 }
);
}
/**
* update the sprite
*/
update(dt) {
// change body force based on inputs
//....
// call the parent method
return super.update(dt);
}
/**
* collision handler
* (called when colliding with other objects)
*/
onCollision(response, other) {
// Make all other objects solid
return true;
}
};
So what we're doing is exporting a class that extends me.Sprite. The constructor method grabs the player image from the loader.
For the x coordinate, we simply grab the dead center, and subtract half the ship, so it can be positioned in the center. And then set its y property to be 20 pixels above the bottom. Then finally pass the image instance to it.
Now open up js/stage/play.js, and edit the onResetEvent method so it looks like this:
import * as me from 'https://esm.run/melonjs@10';
import PlayerEntity from "../renderables/player.js";
class PlayScreen extends me.Stage {
/**
* action to perform on state change
*/
onResetEvent() {
this.player = new PlayerEntity();
me.game.world.addChild(this.player, 1);
}
};
export default PlayScreen;
The onResetEvent is called when this state is loaded. So when invoking
me.state.change(me.state.PLAY);
In the index.js file, onResetEvent is then called.
Yay, the ship is on the bottom of the screen!
But we can still see the loading bar, that's not cool. The reason for this is that MelonJS does not want to do any operations that it doesn't have to. Sometimes you'll have a background image that gets redrawn, so it covers the original loading bar. However, we don't have a background image for this game, so what we will do is add a color layer in play.js.
me.game.world.addChild(new me.ColorLayer("background", "#000000"), 0);
Add that in the play screen, above the line where we added the player. The first parameter is simply the name for the layer, so it's easy to fetch from the game world later if you need to.
The second parameter is the color to draw in hex.
The second parameter passed to the addChild function is the z index. We want it to draw first, so we set it at zero.
Now the pesky loading bar should be gone. Time to add in an enemy. Create a new file under the js folder called enemy.js, and add it to the index.html file.
Since enemies will have to collide with things like the player's laser, we also need to add a me.Body object to our EnemyEntity, so lets get that going:
import * as me from 'https://esm.run/melonjs@10';
class EnemyEntity extends me.Sprite {
constructor(x, y) {
super(x, y, {
image: "ships",
framewidth: 32,
frameheight: 32,
});
// give the sprite a physics body so it can collide and stuff
this.body = new me.Body(this);
this.body.addShape(new me.Rect(0, 0, this.width, this.height));
// ignore gravity so the ship doesn't fall through the bottom of the screen
this.body.ignoreGravity = true;
}
}
export default EnemyEntity;
With the enemy, we will need to place them in different spots, so x & y will be added to its constructor, and then passed along to the me.Sprite's constructor. The third parameter in the array is a hash of settings. The settings specifies the image as "ships", referencing our DataManifest array, with the frame width and height set to 32x32.
Back in play.js, add an enemy to the game world. Your play.js should now look like:
import * as me from 'https://esm.run/melonjs@10';
import PlayerEntity from "../renderables/player.js";
import EnemyEntity from './../renderables/enemy.js';
class PlayScreen extends me.Stage {
/**
* action to perform on state change
*/
onResetEvent() {
me.game.world.addChild(new me.ColorLayer("background", "#000000"), 0);
this.player = new PlayerEntity();
this.enemy = new EnemyEntity(50, 50);
me.game.world.addChild(this.player, 1);
me.game.world.addChild(this.enemy, 2);
}
};
export default PlayScreen;
You can put the enemy at any x & y to try it out. Save & refresh the page in your browser.
You'll likely notice that the ship is constantly changing how it looks. If you open the ships.png file under data/img, you can see that it is a sprite sheet containing 4 different ships. Since we didn't add and set any default animation yet, it is just looping through each & every frame. Let's fix that.
Add a new method to our enemy:
chooseShipImage() {
let frame = me.Math.random(0, 4);
this.renderable.addAnimation("idle", [frame], 1);
this.renderable.setCurrentAnimation("idle");
}
The first line simply randomizes which frame we want. The ship is 32x32, the image is 64x64, so we have 4 possible frames.
The second line is accessing the animation sheet instance (this.renderable), and uses the addAnimation function to add a new idle frame. So we simply specify the index that was generated at random.
With the final line, we set the current animation to idle.
Now call the function at the bottom of the constructor, like so:
class EnemyEntity extends me.Sprite {
constructor(x, y) {
super(x, y, {
image: "ships",
framewidth: 32,
frameheight: 32,
});
// give the sprite a physics body so it can collide and stuff
this.body = new me.Body(this);
this.body.addShape(new me.Rect(0, 0, this.width, this.height));
this.body.ignoreGravity = true;
//
this.chooseShipImage();
}
/**
*
*/
chooseShipImage() {
let frame = me.Math.random(0, 4);
this.addAnimation("idle", [frame], 1);
this.setCurrentAnimation("idle");
}
}
Now refresh the page, and our ship should only pop up as one of them. Try refreshing it multiple times to see it change.
Applying Movement
Now that we have ships on screen, let's actually get some interaction going.
Back in play.js, lets add some keybindings:
class PlayScreen extends me.Stage {
/**
* action to perform on state change
*/
onResetEvent() {
me.game.world.addChild(new me.ColorLayer("background", "#000000"), 0);
this.player = new PlayerEntity();
this.enemy = new EnemyEntity(50, 50);
me.game.world.addChild(this.player, 1);
me.game.world.addChild(this.enemy, 2);
me.input.bindKey(me.input.KEY.LEFT, "left");
me.input.bindKey(me.input.KEY.RIGHT, "right");
me.input.bindKey(me.input.KEY.A, "left");
me.input.bindKey(me.input.KEY.D, "right");
}
/**
*
*/
onDestroyEvent() {
me.input.unbindKey(me.input.KEY.LEFT);
me.input.unbindKey(me.input.KEY.RIGHT);
me.input.unbindKey(me.input.KEY.A);
me.input.unbindKey(me.input.KEY.D);
}
};
The method calls here are pretty straight forward. We bind a keypress to an action name. Multiple keys can be assigned to a single action name.
It's typically a good game design practice to offer multiple key bindings. Even a better practice make it configurable. You always need to keep in mind people who are left handed or who have different layouts.
You might also noticed I added the z index option to the addChild calls. It's a pretty good practice, because that way you ensure your draw order.
The onDestroyEvent removes the events when changing state. Not something we actually need, because we only have the play state after loading. But a good practice to keep in mind.
Now that we have bindings, let's implement player movement. Add the following update function to the player class:
update(dt) {
return super.update(dt);
}
Then add a velx property to the player in its constructor method, as well as the furthest x position it can go on screen (maxX):
constructor() {
let image = me.loader.getImage("player");
super(
me.game.viewport.width / 2 - image.width / 2,
me.game.viewport.height - image.height - 20,
{ image : image, width: 32, height: 32 }
);
this.velx = 450;
this.maxX = me.game.viewport.width - this.width;
}
Then modify the update method to check for the key events, and move the player accordingly.
update(dt) {
super.update(dt);
if (me.input.isKeyPressed("left")) {
this.pos.x -= this.velx * time / 1000;
}
if (me.input.isKeyPressed("right")) {
this.pos.x += this.velx * time / 1000;
}
this.pos.x = me.Math.clamp(this.pos.x, 32, this.maxX);
return true;
}
Update functions of our game objects will always receive a delta time (in milliseconds). It's important to pass it along to our parent's class update.
super.update(dt);
After that, it's a matter of checking if the left action is currently pressed. Using the velocity value set earlier, we simply subtract the velocity value, multiplied by the delta in seconds.
if (me.input.isKeyPressed("left")) {
this.pos.x -= this.velx * dt / 1000;
}
To move right, we check for the right action, and add the velocity value to our x position.
if (me.input.isKeyPressed("right")) {
this.pos.x += this.velx * dt / 1000;
}
We then use clamp to ensure the x value does not go outside the screen.
this.pos.x = me.Math.clamp(this.pos.x, 32, this.maxX);
The return value tells melon whether a re-draw is required. This can be useful to dictate for when an animation sheet needs to animate on a given frame. However, this is a single sprite, so we can just tell it to redraw.
return true;
Save the file & refresh your browser. Try using A/D or the Left & Right arrow keys to move.
Enemy movement
A defining characteristic of space invaders is that all the ships move in one direction, shift down and then go in the other direction. They all move together. We could take the velocity logic that we used for the player, and apply it to the enemy class. But we can better leverage MelonJS to do this for us. Time to use our own subclass of Container
Objects inside a container are relative to its parent. So when we move the container, all objects inside shift with it. This applies to rotation & scale operations as well. So let's create one.
Create a new file: js/managers/enemy-manager.js, and add it to the index.html.
import * as me from 'https://esm.run/melonjs@10';
import EnemyEntity from './../renderables/enemy.js';
class EnemyManager extends me.Container {
static COLS = 9;
static ROWS = 4;
constructor() {
super(0, 32, EnemyManager.COLS * 64 - 32, EnemyManager.ROWS * 64 - 32);
this.enableChildBoundsUpdate = true;
this.vel = 16;
}
}
export default EnemyManager;
Essentially what we're setting up here is the start position and the base width. Starting the container 32 pixels down, and at 0 left (or x).
Notice as well the "enableChildBoundsUpdate" property we are setting to true, to ensure that our object container is resized properly to take in account all added and removing childs.
We're allotting 64 pixels per ship width & height wise. Then subtracting 32 pixels because the last row & column does not require the side padding.
For adding enemies to our container, we need another method:
createEnemies() {
for (let i = 0; i < EnemyManager.COLS; i++) {
for (let j = 0; j < EnemyManager.ROWS; j++) {
var enemy = new EnemyEntity(i * 64, j * 64);
this.addChild(enemy);
}
}
}
Generating 9 columns, and 4 rows: 36 ships.
Now in play.js, import EnemyManager, remove the addChild for the enemy, and set a property to an enemy manager. Below that invoke createEnemies, and add it to the game world.
import EnemyManager from "../managers/enemy-manager.js";
onResetEvent() {
me.game.world.addChild(new me.ColorLayer("background", "#000000"), 0);
this.player = new PlayerEntity();
me.game.world.addChild(this.player, 1);
this.enemyManager = new EnemyManager();
this.enemyManager.createEnemies();
me.game.world.addChild(this.enemyManager, 2);
me.input.bindKey(me.input.KEY.LEFT, "left");
me.input.bindKey(me.input.KEY.RIGHT, "right");
me.input.bindKey(me.input.KEY.A, "left");
me.input.bindKey(me.input.KEY.D, "right");
}
Once you save and refresh, you should see a bunch of random ships.
For movement, let's keep it simple and have the container move once per second. For this, we can use a melonjs timer.
Add these two methods to the enemy-manager.js
onActivateEvent() {
this.timer = me.timer.setInterval(() => {
this.pos.x += this.vel;
}, 1000);
}
onDeactivateEvent() {
me.timer.clearInterval(this.timer);
}
And then set the vel property in the init method to 16:
this.vel = 16;
onActivateEvent is called (if it's defined) when the object is added to the game world. This goes for any object you pass to addChild on a container. Likewise, onDeactivateEvent is called when the object is removed from the game world.
Using the MelonJS version of setInterval (which is built into the game loop, it does not use window.setInterval), we can then increment the x position.
Save and refresh the browser. The enemy ships now all move together
Then add the removeChildNow counterpart:
onActivateEvent() {
this.timer = me.timer.setInterval(() => {
let bounds = this.getBounds();
if ((this.vel > 0 && (bounds.right + this.vel) >= me.game.viewport.width) ||
(this.vel < 0 && (bounds.left + this.vel) <= 0)) {
this.vel *= -1;
this.pos.y += 16;
if (this.vel > 0) {
this.vel += 5;
}
else {
this.vel -= 5;
}
}
else {
this.pos.x += this.vel;
}
}, 1000);
}
That's a fair bit of code, so let's break it down.
Using the child bounds, we can retrieve the left & right values to world coordinates.
var bounds = this.getBounds();
The first part of the if checks if the container is moving right, and the right edge + velocity is outside the viewport.
(this.vel > 0 && (bounds.right + this.vel) >= me.game.viewport.width)
The second part checks if the container is moving left, and its left bounds is less than zero.
(this.vel < 0 && (bounds.left + this.vel) <= 0)
In the block, we reverse the velocity, move down by 16 pixels and then increase the velocity.
this.vel *= -1;
this.pos.y += 16;
if (this.vel > 0) {
this.vel += 5;
}
else {
this.vel -= 5;
}
Then the last bit, we increment the velocity if the container hasn't moved left or right
else {
this.pos.x += this.vel;
}
Save and refresh; this time, it should now move back and forth across the screen, closer to our player.
Adding Lasers, pew pew!
Time to get some actual “game” in this game.
First thing to do is open up your play.js file, and add a new keybind & unbind:
me.input.bindKey(me.input.KEY.SPACE, "shoot", true);
me.input.unbindKey(me.input.KEY.SPACE);
The reason for the boolean in the bindKey call is to only allow one register per key press. So in order to shoot twice, the player must press the space bar, release it, and then press it again.
Before we wire up the player to shoot, we need a laser. Create a laser.js file, and add the following code to it. As always, be sure to import the laser.js script tag in the index.js file.
import * as me from 'https://esm.run/melonjs@10';
import PlayScreen from "../stage/play.js";
import CONSTANTS from '../constants.js';
export class Laser extends me.Renderable {
/**
* constructor
*/
constructor(x, y) {
super(x, y, CONSTANTS.LASER.WIDTH, CONSTANTS.LASER.HEIGHT);
// add a physic body and configure it
this.body = new me.Body(this);
// add a default collision shape
this.body.addShape(new me.Rect(0, 0, this.width, this.height));
// this body has a velocity of 0 units horizontal and 16 units vertically
this.body.vel.set(0, 16);
// the force to be applied at each update is -8 units vertically (in html, this means towards top of window)
this.body.force.set(0, -8);
// cap the velocity of the laser beam to the initial velocity
this.body.setMaxVelocity(3, 16);
// this object is officially a projectile
this.body.collisionType = me.collision.types.PROJECTILE_OBJECT;
// don't let gravity affect the object
this.body.ignoreGravity = true;
// always update, so that we can track it when outside the screen
this.alwaysUpdate = true;
}
/**
* call when the object instance is being recycled
*/
onResetEvent(x, y) {
this.pos.set(x, y);
}
/**
*
* @param dt
* @returns {boolean}
*/
update(dt) {
// if the laser is above the screen, remove it from the game world
if (this.pos.y + this.height <= 0) {
me.game.world.removeChild(this);
}
return super.update(dt);
}
/**
* draw the laser
*/
draw(renderer) {
let color = renderer.getColor();
renderer.setColor('#5EFF7E');
renderer.fillRect(this.pos.x, this.pos.y, this.width, this.height);
renderer.setColor(color);
}
}
export default Laser;
Oof! That's a lot of code! Let's step through it, line by line.
First, we declare our imports, MelonJS itself, as well as a new file called constants.js
import * as me from 'https://esm.run/melonjs@10';
import CONSTANTS from '../constants.js';
constants.js is a new file we created to store values that should be shared across classes. Here's the contents:
const defines = {
LASER: {
WIDTH: 5,
HEIGHT: 28
}
};
export default defines;
Traditional stuff here. Setup the x & y position from its parameters, and a width+height properties. A bit different from our other objects, we have set the z index on the object manually. This is an alternative to passing the z index in the addChild call.
super(x, y, { width: CONSTANTS.LASER.WIDTH, height: CONSTANTS.LASER.HEIGHT });
Next is to add a physics body. Which we will use to move the laser across the screen and enable collisio detection with the eneny ships.
// add a physic body and configure it
this.body = new me.Body(this);
// add a default collision shape
this.body.addShape(new me.Rect(0, 0, this.width, this.height));
this.body.vel.set(0, 16);
this.body.force.set(0, -8);
this.body.setMaxVelocity(3, 16);
this.body.collisionType = me.collision.types.PROJECTILE_OBJECT;
By default, me.Body will not setup shapes for you, so here we pass a shape based on the laser width, and height.
Then we set a velocity. Velocity is a vector, and we want the laser to move up. Now, note that velocity should never be negative to dictate direction. So how do we get the beam to move up the screen?
The answer is by using a force field. #facepalm
Seriously, though, we need to tell the laser's body that the force being applied to it each update is negative. That's why we tell the body that the force is negative 8 units.
Lastly, we need to cap the velocity so it doesn't accidentally move faster than we want. This simply tells MelonJS that the body cannot move faster than 3 units horizontally and 16 units vertically.
this.body.vel.set(0, 16);
this.body.force.set(0, -8);
this.body.setMaxVelocity(3, 16);
Then we set a collision type. This is useful in collision callbacks.
this.body.collisionType = me.collision.types.PROJECTILE_OBJECT;
For the rest we basically extend the draw method to actually draw our laser using melonJS basic primitive drawing.
The final step for our Laser's constructor:
constructor(x, y) {
// ...
this.alwaysUpdate = true;
}
The alwaysUpdate property is to be avoided as much as possible. It will update an object when it is outside the viewport. The reason to use it in this game is because we don't want to remove the laser until it is offscreen. If we wait until it's offscreen, and alwaysUpdate is false, it will never get removed.
Speaking of the update method.
update(dt) {
// because we're using melonjs' physics system, all we need to do is update the object.
// this call will move the object
super.update(dt);
// if the laser is above the screen, remove it from the game world
if (this.pos.y + this.height <= 0) {
me.game.world.removeChild(this);
}
return true;
}
If the position of the laser plus the height (so the bottom of the laser) is less than zero, we can remove the laser from the game world. Again, this will function now work because alwaysUpdate is set to true.
if (this.pos.y + this.height <= 0) {
me.game.world.removeChild(this);
}
One of the new features in MelonJS 10 is that you no longer need to manually tell the entity to check collisions or update the body!
The next step, we are going to use the object pooling feature, for this we need to register the laser to the objet pool, and importantly to pass true as the third parameter to actually reuse any available instance (if false, which is the default, the object pooling system will return only new intances). You will notice as well that we have a onResetEvent() method, this one is called by the object pooling when reusing an object instance (since the constructor is only called one time when created) Add the following code to index.js, same as the Player & Enemy objects.
import Laser from './js/renderables/laser.js';
me.pool.register("laser", Laser, true);
Then back in the player.js file, import the constants and add the laser shooting in the update method:
import CONSTANTS from '../constants.js';
if (me.input.isKeyPressed("shoot")) {
me.game.world.addChild(me.pool.pull("laser", this.getBounds().centerX - CONSTANTS.LASER.WIDTH / 2, this.getBounds().top));
}
Reload the game, and try shooting. You should see the lasers fire. However they don't collide with anything.
Collisions
First lets give our Enemy a physics body. Append this to the constructor method in enemy.js
this.body.vel.set(0, 0);
this.body.collisionType = me.collision.types.ENEMY_OBJECT;
Now lets add a collision handler to the laser.js file.
onCollision(response, other) {
if (other.body.collisionType === me.collision.types.ENEMY_OBJECT) {
me.game.world.removeChild(this);
me.state.current().enemyManager.removeChild(other);
return false;
}
}
The res parameter that we are not using, is simply the collision result. So it contains details on how much overlap there was, where the collision was, etc.
Since we set the collision type on the Enemy's body to be an ENEMY_OBJECT, we can check for that type on the object the laser collided with.
if (other.body.collisionType === me.collision.types.ENEMY_OBJECT) {
Then we remove the enemy from the laser, along with the enemy from the enemyManager container.
me.game.world.removeChild(this);
me.state.current().enemyManager.removeChild(other);
The return false in this case isn't strictly necessary, but it's important to point out. When you return false from a collision handler in MelonJS, the object will pass through. If you return true, it will do a hard stop.
Save the changes, and reload your browser. You should now be able to take out the enemy ships.
Next step, is adding the win & loss conditions.
Win & Loss Conditions
The final step to this game is to actually add conditions for winning & losing. The conditions themselves will be pretty straight forward. When the ships get within range of the player, the player loses. When the player destroys all the enemy ships, they win.
So what happens when the game ends? A lot of the time you want to display a screen of some sort that the player lost or won. To keep this simple and show you another little trick, we'll just reset the game. So it starts over.
First, we'll do the loss condition
The pseudo code for this will be:
if enemy manager overlaps player then end game else continue end
The PlayScreen is our current game state. It holds the reference to the player, and it has the ability to reset the state. So let's add the logic for checking a lose condition there. First, we need to store the player object on the state, then we need to check it against another object.
onResetEvent() {
// ... omitted for brevity
this.player = new PlayerEntity();
me.game.world.addChild(this.player, 1);
// ... omitted for brevity
}
checkIfLoss : function (y) {
if (y >= this.player.pos.y) {
this.reset();
}
},
Add that above the onResetEvent method. It accepts a Y value, and checks if it has surpassed the player. Then calls its reset method. The reset will wipe out every object from the game world, and reload the state. So it re-invokes onResetEvent, re-populating the enemies and player.
Now to call this condition check, simply add the method call to our interval in the enemy manager:
this.timer = me.timer.setInterval(() => {
let bounds = this.getBounds();
if ((this.vel > 0 && (bounds.right + this.vel) >= me.game.viewport.width) ||
(this.vel < 0 && (bounds.left + this.vel) <= 0)) {
this.vel *= -1;
this.pos.y += 16;
if (this.vel > 0) {
this.vel += 5;
}
else {
this.vel -= 5;
}
me.state.current().checkIfLoss(bounds.bottom); // <<<
}
else {
this.pos.x += this.vel;
}
}, 1000);
Since we're checking in the checkIfLoss method if the passed number is greater than the Y position of the player, we need to pass the bottom edge of the container, which is just bounds.bottom.
Save and refresh the browser. this.player will now be set properly, so calling our new method will now work. Let the enemies move around for a minute, and watch the game reset.
The Win Condition
Likewise, we'll just have the game reset once the player wins. Since we want to cause the win once all the ships are gone, we can check the length of the children on enemy manager.
First add this boolean to the bottom of the createEnemies method:
this.createdEnemies = true;
Add the following change to the onChildChange callback previously defined in the enemy manager:
this.onChildChange = () => {
if(this.children.length === 0) {
me.state.current().reset();
}
}
This is pretty simple. Children is an array, so we check its length to be zero, and then reset the game if the condition is met
Save and refresh the browser. Try to take out all the ships in time, and see the game reset.
Challenges
We left some parts out of this tutorial, so you could explore them yourself. This is an important part of programming and game development.
If you get stuck on any of the challenges or parts of the tutorial, please search for the problem, or ask us the question on our forum @html5gamedevs
Challenge #1
Add a proper win & loss screen
- These screens can be made by adding additional ScreenObjects to the game, register them in index.js, and then changing state. For what states to use for the win & screen, look at the states available: http://melonjs.github.io/melonJS/docs/state.html
- The win and loss screen can contain a sprite, or text, or both. Whatever you wish really. Be sure to look at Text and Sprite. To display a me.Text object, use an instance of me.Renderable that contains an instance of me.Text, and implement the draw function to invoke me.Text#draw.
- Adjust the checkIfLoss method to show your new loss screen instead.
- Adjust the if block in the update method on EnemyManager, to change state to your win screneobject.
- Even more bonus, add a menu screen that tells the player how to play.
Challenge #2
Add a UI
- Add an enemy counter, and enemy velocity to the top right/left corner of the screen. These properties can be retrieved via: me.state.current().enemyManager.children.length me.state.current().enemyManager.vel
- Again look at Text, and implement a renderable for drawing text. Try to only use one class that extends renderable that can be used for both UI pieces.
- Add a score element. Keep track of the score on the play screen. Update it each time an enemy is killed. Remember that enemies are removed from the collision handler on the laser.
Challenge #3
Add the concept of levels
- After you defeat a wave, instead of refreshing the same wave, do a new wave the starts faster. The main logic here will be keeping wave count on the index.js, and increase it after each win. Then use that count in the enemy manager to configure the velocity.
- Have each wave progress faster too (+ 8 each Y increment over + 5 for example). Play with the numbers a bit until it feels right.


Gov’t moves to monetise Brand Jamaica
Prime Minister Andrew Holness says the Government will be pumping resources towards monetising and upgrading brand Jamaica to better capitalise on its economic benefit and value.
He said the objective is to attract more businesses to the country and to ensure that more Jamaican brands become international.
“Today (Monday), Cabinet received a presentation about brand Jamaica, and what we’re going to be doing is now literally building out the infrastructure to truly create brand Jamaica.
“We always hear talks about brand Jamaica, but we do not monetise it. And so we are going to put some money behind it to truly own brand Jamaica and ensure that when you hear about brand Jamaica, there are certain things that immediately come to mind,” the prime minister said.
He was delivering his keynote address at MegaMart’s 20th anniversary awards ceremony on Monday at the AC Hotel by Marriot in New Kingston.
Holness lauded the founder and chief executive officer of MegaMart, Gassan Azan Jr, for creating a “good brand” that provides quality goods and services to the public.
“I believe the most valuable thing that you have is the brand. The Jamaican people have grown to trust it. They know it,” he noted.
The prime minister challenged the operator to look at expanding the brand into more Caribbean islands, particularly Guyana.
That nation is poised to start oil production next month, which analysts believe will be transformative for economic prosperity in the country.
The International Monetary Fund, in its Article IV Consultation with Guyana, published September 17, estimated that the country will see substantial economic growth of 85.6 per cent in 2020.
“We need to anticipate the development that is about to happen in Guyana and be a part of it. So I’m throwing out that challenge to you to internationalise our brand,” Holness said.
He congratulated MegaMart on celebrating 20 years of operation.


{% extends "layout.html" %} {% block body_content %}
Hello and welcome, generate your email address by clicking here


Hvordan vil du hjælpe Phosie?
Tag et billede!
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Choose from gallery
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Søg på nettet
Post an URL to a response image
URL to an image:
Upload a response image
Image file (TODO):
Player name
Join a game
someone
else made
Enter number of game to join
Go home...
Resetteted storage!


Turkey


Python warnings system¶
Astropy uses the Python warnings
module to issue warning messages. The
details of using the warnings module are general to Python, and apply to any
Python software that uses this system. The user can suppress the warnings
using the python command line argument -W"ignore"
when starting an
interactive python session. For example:
$ python -W"ignore"
The user may also use the command line argument when running a python script as follows:
$ python -W"ignore" myscript.py
It is also possible to suppress warnings from within a python script. For
instance, the warnings issued from a single call to the
astropy.io.fits.writeto
function may be suppressed from within a Python
script as follows:
>>> import warnings
>>> from astropy.io import fits
>>> warnings.filterwarnings('ignore', category=UserWarning, append=True)
>>> fits.writeto(filename, data, clobber=True)
Astropy includes its own warning class,
AstropyUserWarning
, on which all warnings from
Astropy are based. So one can also ignore warnings from Astropy (while still
allowing through warnings from other libraries like Numpy) by using something
like:
>>> warnings.filterwarnings('ignore', category=AstropyUserWarning)
However, warning filters may also be modified just within a certain context
using the catch_warnings
context manager:
>>> from warnings import catch_warnings
>>> with catch_warnings():
... warnings.filterwarnings('ignore', AstropyUserWarning)
... fits.writeto(filename, data, clobber=True)
Astropy also issues warnings when deprecated API features are used. If you
wish to squelch deprecation warnings, you can start Python with
-Wi::Deprecation
. This sets all deprecation warnings to ignored. There is
also an Astropy-specific AstropyDeprecationWarning
which can be used to disable deprecation warnings from Astropy only.
See http://docs.python.org/using/cmdline.html#cmdoption-unittest-discover-W for more information on the -W argument.


Across: 1. see 6 down 5. Blue is jerky behaviour wanting to hurt others (8) 9. Upset oil workers the world over represented by this? (3) 10. Storm back of fortress, equally exposed (6) 11. Pathologically mild boy somehow finding king within (8) 12. Stuff used in 21 down 26, with explosive initially inserted in temporary house (4) 13. Human costs large, in lots being injured (5) 14. Show some rage, and iron out indecisive speech (4) 15. 22 country's newly insipid anthem starts after missing first verse (8) 17. Something lasting, in fired clay for instance (6) 19. Ill feeling with one in my network (6) 21. Pay gent I upset from 22 country (8) 23. Deadly device carried by hoodlum in Epping (4) 24. Seek a bully to control capital (5) 25. A dozen strangers, oddly jerky, getting you finally locked up? (4) 26. Violent actions of big mobs rioting around Nigerian capital (8) 28. Rights and wrongs of scratching itches (6) 29. Expression of distress at loss not large, oddly (3) 30. Ability to appreciate books as marketed: light and fresh (8) 31. Using the natural flow of incomplete news (6) Down: 2. They did the 21 down 26 in 6 1 and 20 to avenge members of 21 8 25 down, a deal one brought up around start of quarrel (2-5) 3. A quiet creative pursuit on one's own (5) 4. Claim tiny movement is threat to peace (9) 5. Hence 22 country a 22 country? (7) 6,1ac. City in 15 across as alarmed as devastated (3 2 6) 7. Special footwear sported by pious kind (3) 8. I criticise heavily if creed starts from a particular religion (7) 14. Blue is jerky behaviour involving grievous hotheads (5) 15. Support of most of youth (3) 16. 22 country in middle of 15 across with agitation (5) 17. Ploy all establishments use: maintaining faith to the extreme (9) 18. Ploy enabling hold of foreign capital (3) 20. Hiding in Ghana, I rob Indian capital of 24 down (7) 21. Office in a mess by arrangement! (7) 22. Far out one with might, such as Idi Amin? (7) 24. Outspoken yanks overwhelming 22 country (5) 25. 14 down judge one conned (5) 27. He likes flowers, having no time for vegetable (3)


Constant Footer Summary
The jQuery Contant Footer is a plugin that glues a footer to the bottom of the browser window.
It also has an option to display articles from an RSS feed located on the same website (or loaded via a proxy on the same website).
Please read the constant footer documentation for instructions on how to use the plugin.
Options
- classmodifier
- Used to apply class names to the elements created by the plugin. You only need to specify a class modifier if you have a name-clash.
- feed
- The full web address of an RSS feed, which must be on the same domain (otherwise you'll hit cross-site-scripting issues).
- feedlink
- The text to be displayed on the feed links, for example "Read More"
- opacity
- Set this to a value less than "1" to make the footer semi-transparent, for example "0.8".
- showclose
- Set to "true" to show a button that closes the footer.
- closebutton
- Any HTML string to show on the close button, for example "close", "[x]" or '<img src="close.png" alt="Close">'.


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TransformationsThese functions are declared in the main Allegro header file:
ALLEGRO_TRANSFORM
Defines the generic transformation type, a 4x4 matrix. 2D transforms use only a small subsection of this matrix, namely the top left 2x2 matrix, and the right most 2x1 matrix, for a total of 6 values. Fields:
al_copy_transform
Makes a copy of a transformation. Parameters:
al_use_transform
Sets the transformation to be used for the the drawing operations. Every drawing operation after this call will be transformed using this transformation. Call this function with an identity transformation to return to the default behaviour. Parameters:
al_get_current_transform
Returns the current transformation, as set by al_use_transform. Returns: A pointer to the current transformation. al_invert_transform
Inverts the passed transformation. If the transformation is nearly singular (close to not having an inverse) then the returned transformation may be invalid. Use al_check_inverse to assertain if the transformation has an inverse before inverting it if you are in doubt. Parameters:
See Also: al_check_inverse al_check_inverse
Checks if the transformation has an inverse using the supplied tolerance. Tolerance should be a small value between 0 and 1, with 0.001 being sufficient for most applications. Note that this check is superfluous most of the time if you never touched the transformation matrix values yourself. The only thing that would cause the transformation to not have an inverse is if you applied a 0 (or very small) scale to the transformation. As long as the scale is comfortably above 0, the transformation will be invertible. Parameters:
Returns: 1 if the transformation is invertible, 0 otherwise See Also: al_invert_transform al_identity_transform
Sets the transformation to be the identity transformation. Parameters:
al_build_transform
Builds a transformation given some parameters. This call is equivalent to calling the transformations in this order: make identity, scale, rotate, translate. This method is faster, however, than actually calling those functions. Parameters:
al_translate_transform
Apply a translation to a transformation. Parameters:
al_rotate_transform
Apply a rotation to a transformation. Parameters:
al_scale_transform
Apply a scale to a transformation. Parameters:
al_transform_coordinates
Transform a pair of coordinates. Parameters:
al_transform_transform
Transform a transformation. Parameters:
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Last updated: 2010-04-01 08:45:02 UTC


| Package Group | Package Artifact | Package Version | Remote Licenses | Local Licenses |
|---|---|---|---|---|
| com.android.support | appcompat-v7 | 26.1.0 | http://www.apache.org/licenses/LICENSE-2.0 | No local license could be found for the dependency |
| com.feedhenry | fh-android-sdk | 4.0.0 | http://www.apache.org/licenses/LICENSE-2.0 | FH_ANDROID_SDK_APACHE.TXT |
| com.google.firebase | firebase-messaging | 11.4.2 | http://www.apache.org/licenses/LICENSE-2.0 | FIREBASE_MESSAGING_APACHE |
| com.android.support | support-annotations | 26.1.0 | http://www.apache.org/licenses/LICENSE-2.0 | No local license could be found for the dependency |
| com.android.support.test | runnerk | 26.1.0 | http://www.apache.org/licenses/LICENSE-2.0 | No local license could be found for the dependency |
| com.android.support.test | rules | 26.1.0 | http://www.apache.org/licenses/LICENSE-2.0 | No local license could be found for the dependency |