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GDesktopAppInfo is an implementation of GAppInfo based on desktop files.
Note that <gio/gdesktopappinfo.h>
belongs to the UNIX-specific
GIO interfaces, thus you have to use the gio-unix-2.0.pc
pkg-config
file when using it.
GDesktopAppInfo *
g_desktop_app_info_new_from_filename (const char *filename
);
Creates a new GDesktopAppInfo.
GDesktopAppInfo *
g_desktop_app_info_new_from_keyfile (GKeyFile *key_file
);
Creates a new GDesktopAppInfo.
Since 2.18
GDesktopAppInfo *
g_desktop_app_info_new (const char *desktop_id
);
Creates a new GDesktopAppInfo based on a desktop file id.
A desktop file id is the basename of the desktop file, including the
.desktop extension. GIO is looking for a desktop file with this name
in the applications
subdirectories of the XDG
data directories (i.e. the directories specified in the XDG_DATA_HOME
and XDG_DATA_DIRS
environment variables). GIO also supports the
prefix-to-subdirectory mapping that is described in the
Menu Spec
(i.e. a desktop id of kde-foo.desktop will match
/usr/share/applications/kde/foo.desktop
).
const char *
g_desktop_app_info_get_filename (GDesktopAppInfo *info
);
When info
was created from a known filename, return it. In some
situations such as the GDesktopAppInfo returned from
g_desktop_app_info_new_from_keyfile()
, this function will return NULL
.
Since 2.24
gboolean
g_desktop_app_info_get_is_hidden (GDesktopAppInfo *info
);
A desktop file is hidden if the Hidden key in it is set to True.
gboolean
g_desktop_app_info_get_nodisplay (GDesktopAppInfo *info
);
Gets the value of the NoDisplay key, which helps determine if the
application info should be shown in menus. See
G_KEY_FILE_DESKTOP_KEY_NO_DISPLAY and g_app_info_should_show()
.
Since 2.30
gboolean g_desktop_app_info_get_show_in (GDesktopAppInfo *info
,const gchar *desktop_env
);
Checks if the application info should be shown in menus that list available
applications for a specific name of the desktop, based on the
OnlyShowIn
and NotShowIn
keys.
desktop_env
should typically be given as NULL
, in which case the
XDG_CURRENT_DESKTOP
environment variable is consulted. If you want
to override the default mechanism then you may specify desktop_env
,
but this is not recommended.
Note that g_app_info_should_show()
for info
will include this check (with
NULL
for desktop_env
) as well as additional checks.
TRUE
if the info
should be shown in desktop_env
according to the
OnlyShowIn
and NotShowIn
keys, FALSE
otherwise.
Since 2.30
const char *
g_desktop_app_info_get_generic_name (GDesktopAppInfo *info
);
Gets the generic name from the destkop file.
const char *
g_desktop_app_info_get_categories (GDesktopAppInfo *info
);
Gets the categories from the desktop file.
const char * const *
g_desktop_app_info_get_keywords (GDesktopAppInfo *info
);
Gets the keywords from the desktop file.
Since 2.32
const char *
g_desktop_app_info_get_startup_wm_class
(GDesktopAppInfo *info
);
Retrieves the StartupWMClass field from info
. This represents the
WM_CLASS property of the main window of the application, if launched
through info
.
Since 2.34
void
g_desktop_app_info_set_desktop_env (const char *desktop_env
);
g_desktop_app_info_set_desktop_env
has been deprecated since version 2.42 and should not be used in newly-written code.
do not use this API. Since 2.42 the value of the
XDG_CURRENT_DESKTOP
environment variable will be used.
Sets the name of the desktop that the application is running in.
This is used by g_app_info_should_show()
and
g_desktop_app_info_get_show_in()
to evaluate the
OnlyShowIn
and NotShowIn
desktop entry fields.
Should be called only once; subsequent calls are ignored.
char * g_desktop_app_info_get_string (GDesktopAppInfo *info
,const char *key
);
Looks up a string value in the keyfile backing info
.
The key
is looked up in the "Desktop Entry" group.
Since 2.36
gboolean g_desktop_app_info_get_boolean (GDesktopAppInfo *info
,const char *key
);
Looks up a boolean value in the keyfile backing info
.
The key
is looked up in the "Desktop Entry" group.
Since 2.36
gboolean g_desktop_app_info_has_key (GDesktopAppInfo *info
,const char *key
);
Returns whether key
exists in the "Desktop Entry" group
of the keyfile backing info
.
Since 2.36
void (*GDesktopAppLaunchCallback) (GDesktopAppInfo *appinfo
,GPid pid
,gpointer user_data
);
During invocation, g_desktop_app_info_launch_uris_as_manager()
may
create one or more child processes. This callback is invoked once
for each, providing the process ID.
gboolean g_desktop_app_info_launch_uris_as_manager (GDesktopAppInfo *appinfo
,GList *uris
,GAppLaunchContext *launch_context
,GSpawnFlags spawn_flags
,GSpawnChildSetupFunc user_setup
,gpointer user_setup_data
,GDesktopAppLaunchCallback pid_callback
,gpointer pid_callback_data
,GError **error
);
This function performs the equivalent of g_app_info_launch_uris()
,
but is intended primarily for operating system components that
launch applications. Ordinary applications should use
g_app_info_launch_uris()
.
If the application is launched via traditional UNIX fork()
/exec()
then spawn_flags
, user_setup
and user_setup_data
are used for the
call to g_spawn_async()
. Additionally, pid_callback
(with
pid_callback_data
) will be called to inform about the PID of the
created process.
If application launching occurs via some other mechanism (eg: D-Bus
activation) then spawn_flags
, user_setup
, user_setup_data
,
pid_callback
and pid_callback_data
are ignored.
appinfo |
||
uris |
List of URIs. |
[element-type utf8] |
launch_context |
[allow-none] | |
spawn_flags |
GSpawnFlags, used for each process |
|
user_setup |
a GSpawnChildSetupFunc, used once for each process. |
[scope call][allow-none] |
user_setup_data |
User data for |
[closure user_setup][allow-none] |
pid_callback |
Callback for child processes. |
[scope call][allow-none] |
pid_callback_data |
User data for |
[closure pid_callback][allow-none] |
error |
const gchar * const *
g_desktop_app_info_list_actions (GDesktopAppInfo *info
);
Returns the list of "additional application actions" supported on the desktop file, as per the desktop file specification.
As per the specification, this is the list of actions that are explicitly listed in the "Actions" key of the [Desktop Entry] group.
a list of strings, always non-NULL
.
[array zero-terminated=1][element-type utf8][transfer none]
Since 2.38
gchar * g_desktop_app_info_get_action_name (GDesktopAppInfo *info
,const gchar *action_name
);
Gets the user-visible display name of the "additional application
action" specified by action_name
.
This corresponds to the "Name" key within the keyfile group for the action.
Since 2.38
void g_desktop_app_info_launch_action (GDesktopAppInfo *info
,const gchar *action_name
,GAppLaunchContext *launch_context
);
Activates the named application action.
You may only call this function on action names that were
returned from g_desktop_app_info_list_actions()
.
Note that if the main entry of the desktop file indicates that the
application supports startup notification, and launch_context
is
non-NULL
, then startup notification will be used when activating the
action (and as such, invocation of the action on the receiving side
must signal the end of startup notification when it is completed).
This is the expected behaviour of applications declaring additional
actions, as per the desktop file specification.
As with g_app_info_launch()
there is no way to detect failures that
occur while using this function.
info |
||
action_name |
the name of the action as from
|
|
launch_context |
[allow-none] |
Since 2.38
gchar ***
g_desktop_app_info_search (const gchar *search_string
);
Searches desktop files for ones that match search_string
.
The return value is an array of strvs. Each strv contains a list of
applications that matched search_string
with an equal score. The
outer list is sorted by score so that the first strv contains the
best-matching applications, and so on.
The algorithm for determining matches is undefined and may change at
any time.
a
list of strvs. Free each item with g_strfreev()
and free the outer
list with g_free()
.
[array zero-terminated=1][element-type GStrv][transfer full]
GList *
g_desktop_app_info_get_implementations
(const gchar *interface
);
Gets all applications that implement interface
.
An application implements an interface if that interface is listed in the Implements= line of the desktop file of the application.
Since 2.42
“filename”
property“filename” gchar *
The origin filename of this GDesktopAppInfo
Flags: Read / Write / Construct Only
Default value: NULL


BF4 Theme wallpaper - Better Battlelog Forums #133905
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28. January 2015 22:40
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Psychoboy64
BF4 Theme wallpaper
30. January 2015 07:21
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Administrator
Closed, useless.


Pet Manager Nelson:
I heard it was popular to raise pets these days, and it sure seems that Pet Centers are opening up in the larger towns. Our Hunters Village is no exception -- it may be small, but how can you talk about anything related to animals without thinking of this place?
Listen to instructions for raising a pet.
Buy pet equipment.
Exchange pet equipment for higher grade equipment.
Exchange Hatchling equipment for Strider equipment.
Evolve pet.
Exchange pet exchange ticket for a pet.
View information about the local lord and tax rate.
Quest


Manage the wallet password used to encrypt your user key.
Invalid password
Invalid new password
Invalid password confirmation


{% load i18n static creative %} {% get_current_language as LANGUAGE_CODE %} {% get_current_language_bidi as LANGUAGE_BIDI %} {% get_direction as direction %} {% get_creative_setting as creative_setting %}


One day my buddy A calls me up and asks if I want to go smoke some opium in some weed with him. I agree, but I figure something is up and am very much expecting him to have red rock opium, which I had been pretty sure of as being dragon's blood incense or whatever for a long time. We smoke a normal joint on the way to our friends' house, and when he isn't there we just sit in his driveway and A begins to roll the opium joint. He opens the tin and sure enough, it's a big rock of incense-smelling crystal. Not at all what opium is supposed to look like.
  Damn. I had come down completely from the first joint and decided to see once and for all if that was opium or anything remotely similar, by, as I usually do, being a dumbass and just going for it. I wasn't gonna let my friend go into it alone despite the fact that I knew better.
The taste was bad, but nothing awful.    No such thing going around as synthetic, that's for sure.  Oh well. Peace.
Experience Reports are the writings and opinions of the individual authors who submit them.
Some of the activities described are dangerous and/or illegal and none are recommended by Erowid.


Snehalaya is a multi-disciplinary campus based near Gwalior City, Madhya Pradesh, India. Spread across 25 acres, Snehalaya is a community living project that promotes environmental, economic and cultural sustainability for vulnerable, marginalised and underprivileged people.
It has three areas of focus
Special Needs facility and orphanage where more than 60 disabled orphans or abandoned children and homeless women – most of whom have suffered neglect and abuse – live with carers inside cottages, play and learn
The education and empowerment of rural girls through Snehalaya School
Rural health programme supporting poor, rural and marginalised communities
The school started in 2011 with 77 children mostly drop out girls from surrounding villages & slums.The girl's are provided everything for free as well as incentive of Rs10 per day for attending the school.The school is progressing very well.Nearly 300 children mostly,drop out girls are educated.
we are very happy that this year in April 2018, our first batch of these girls studying in our school since 2011 are undertaking 12th board exams (equivalent of A level exams in UK)".
Snehalaya work for integrated development in surrounding villages and slums including hygine,sanitation,vaccination,safe drinking water,nutition,maternal & child care,health education,awarness & treatment on their door steps as well as advice for income generation


--- title: People-friendly DNA layout: post ---
There are only 4 base pairs in DNA. That means we only need 2 bits to represent a single base pair, and less than a byte to represent a codon (the DNA code unit that is translated into an amino acid, which in turn form proteins). DNA is highly usable as code, as the last 50 years of biology have taught us. Nature has been using DNA as its code since the first ribosomes appeared.
The obvious followup to that idea is this: why can't we create languages to help people understand and manipulate DNA, in the same way we've written programming languages to help people manipulate computers? Looking at DNA as the 1's and 0's of the human body, it's somewhat easy to convince myself that DNA is like machine code, except for cells.
And in many ways, it is. Here's a few similarities:
The essential step for cells to use DNA is to convert it to translatable form, or single-stranded RNA. Biologists have known for years that certain regions of DNA cause nearby regions to be transcribed more often. For example, a "TATA" box (sequence of alternating T's and A's) is necessary for a transcriptor protein to bind to a region of DNA before turning a gene into RNA. This could be programmed. Many other DNA elements either upstream or downstream of genes affect transcription, including "activator" and "inhibitor" sequences which can utterly stop transcription or even control the rate of transcription. Transcription is probably the most programmable part of DNA because it is the true "control center" of which genes go out and get turned into proteins
The second most programmable part of DNA is with respect to splicing. Several genetic diseases are thought to be caused by errors in splicing, such as cystic fibrosis, familial isolated growth hormone deficiency, and Parkinsons (source). Splicing is affected by RNA sequences on introns where a splicing protein attaches and breaks off un-wanted RNA. These intron sequences can be programmed on DNA, because RNA is a function of DNA.
This is where genes become proteins and have subsequently have direct effect on cellular processes. If we could program DNA, we could obviously choose different sequences of amino acids to produce programmed proteins. Nature doesn't always get this step right either, as evidenced by translation errors resulting in diseases like dyskeratosis congenia, sickle cell anemia, encephalopathy, and others (source).
DNA doesn't take discrete, reproducible commands. We don't definitely know how one change in DNA will affect other processes. The function of DNA is context-dependent - a full DNA sequence may activate a gene, while the second half of that same sequence might code for a different gene. Effects of changing a single sequence of DNA are not necessarily mutually exclusive. This is why many people including me would say that programming DNA from scratch is a fool's errand. We simply don't know how enough to predict what will happen when we put the pieces together.
However, we do know and have known for a while, what will happen if we take a working piece of DNA and switch out one or two sequences for sequences of our liking. This is called transformation. Perhaps a language to perform transformations on DNA rather than build it from scratch, is closer to reality. Maybe data analysis and comparison (alignment) between different sequences, which is a common problem. Or maybe just for the classroom. For funsies.


-
Highlights from Chrome Dev Summit 2020
Dec 14, 2020 conference
CDS in 2020 was a bit different, like everything else. It was online, and the talks were more bite-sized at roughly 10 minutes each. I really enjoyed this new style of the summit and, while I missed the in-person aspects of the conference, this was a great way to end...
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What I wish I knew about React
Apr 28, 2020 react
A couple weeks ago I started working on my first React application. Not only was it my first React application, but it was also my first React Native application, so a lot was new to me all in one go. Coming from the Angular (and Ionic) world, it felt like...
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How I created 488 "live images"
Nov 26, 2019 javascript
I've recently been going down a rabbit hole of making improvements to my CanIUse embed. To give a bit of a background, it is an interactive embed I created to easily embed data from caniuse.com in my blog posts and anywhere else. I previously wrote about how I first...
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Highlights from Chrome Dev Summit 2019
Nov 18, 2019 conference
I’ve been going to Chrome Dev Summit for a couple of years now (2016 & 2018) and I always like to do this roundup article, highlighting what I thought were the most interesting ideas and projects from the conference. So let’s get into it! HTML is (finally) getting...
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How to use Puppeteer in a Netlify (AWS Lambda) function
Oct 28, 2019 javascript
I recently gave a talk at JAMstack_conf San Francisco about how I used headless chrome (via Puppeteer) and Cloudinary to capture screenshots of my interactive caniuse embed. I did this to have a fallback image to use in case the embed couldn’t be loaded, for example in cases..
-
bitsofcode. Articles on frontend development and more.
All articles are written by Ire Aderinokun,
frontend developer and user interface designer.
Follow @ireAderirun 46.2k Followers -
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Circumflex Core is a tiny library shared by all Circumflex projects. It consists of following components.
You should familiarize yourself with Circumflex Core concepts to gain maximum efficiency from your development.
All Circumflex components share the same approach to configuration. Configuration parameters offer applications and libraries a way to alter their behavior under different environments and deployment scenarios, thus eliminating the need of revisiting the code.
You may specify configuration parameters in two different ways.
Specify configuration parameters in cx.properties
file:
cx.router=com.myapp.web.MainRouter
This file should be in the classpath; if you use Maven, just place it into src/main/resources
directory.
Specify configuration parameters in the <properties>
section your pom.xml
and configure maven-cx-plugin
:
<project xmlns="http://maven.apache.org/POM/4.0.0">
<properties>
<cx.router>com.myapp.web.MainRouter</cx.router>
</properties>
...
<build>
<plugins>
<plugin>
<groupId>ru.circumflex</groupId>
<artifactId>maven-cx-plugin</artifactId>
<version>${cx.version}</version>
<executions>
<execution>
<id>configure</id>
<phase>process-resources</phase>
<goals>
<goal>cfg</goal>
</goals>
</execution>
</executions>
</plugin>
</plugins>
</build>
</project>
See the Circumflex Maven Plugin documentation for more details.
Of course, nothing stops you from using Circumflex to deal with your own configuration. It's pretty simple:
val cfg = cx.get("myCfgParam") match {
case s: String => ...
case cfg: MyConfigurationObject => ...
case _ => ...
}
You can also configure your application programmatically:
cx("myCfgParam") = new MyConfigurationObject
For further information refer to Circumflex API documentation.
Context is a thread-local container which allows you to share objects (also known as context variables) within one logical scope.
Such logical scope could be anything: database transaction, HTTP request, user session within GUI form, etc. Within this scope you can obtain current context by calling Context.get
method (or using ctx
method of package ru.circumflex.core
).
Most Circumflex components depend on context and, therefore, can only be run inside context-aware code. Application is responsible for maintaining context lifecycle. For example, Circumflex Web Framework takes care of context initialization and finalization inside CircumflexFilter
.
Inside context scope you can store and access context variables using following syntax:
// store
ctx("myParam") = new MyObject
'myParam := new MyObject
'myParam.update(new MyObject)
// access
ctx.getAs[T]("myParam") // Option[T]
'myParam.get[T] // Option[T]
'myParam.getOrElse[T](default: T) // T
For further information refer to Circumflex API documentation.
Messages API offers you a convenient way to internationalize your application.
Generally, all strings which should be presented to user are stored in separate .properties
-files as suggested by Java Internationalization.
Circumflex Messages API goes beyound this simple approach and offers delegating resolving, messages grouping, parameters interpolation and formatting.
The usage is pretty simple: you use the msg
method of package object ru.circumflex.core
to retrieve localized messages by keys:
val greeting = msg("hello")
val tagName = msg.getOrElse("someTag", "unknown")
Then you specify message bundles in src/main/resources
with base name Messages
(the location and the base name can be changed with cx.messages.root
and cx.messages.name
configuration parameters):
# src/main/resources/Messages.properties
hello=Hello!
# src/main/resources/Messages_pt.properties
hello=Hola!
The locale is taken from cx.locale
context variable (see Context
for more details). If no such variable found in the context, then the platform's default locale is used.
Circumflex Messages API features very robust ranged resolving. The message is searched using the range of keys, from the most specific to the most general ones: if the message is not resolved with given key, then the key is truncated from the left side to the first dot (.
) and the message is searched again. For example, if you are looking for a message with the key com.myapp.model.Account.name.empty
(possibly while performing domain model validation), then following keys will be used to lookup an appropriate message (until first success):
com.myapp.model.Account.name.empty
myapp.model.Account.name.empty
model.Account.name.empty
Account.name.empty
name.empty
empty
Messages can also be formatted. We support both classic MessageFormat
style (you know, with {0}
s in text and varargs) and parameters interpolation (key-value pairs are passed as arguments to fmt
method, each {key}
in message is replaced by corresponding value).
The cool thing about Circumflex Messages API is that it supports hot editing (without the need of redeployment) with effective last-modified-timestamp-based cache.
For further information refer to Circumflex API documentation.


Classes that represent a playground. The goal was to reduce code duplication and every class has only the methods, that it really needs.


-
User Actions
-
Catalog Actions
To have multiple products in a "Purchase" or "Add to Cart", create multiple rows with the same value in the Datetime
Quantity should be an integer, and Price should be the Item Price without the dollar sign
Leave this box empty for current datetime
Format: 01 Jan 2020 12:34:56
To have these attributes appear in your UCP, ensure you've created the Attributes first in your IS dataset -> Setup
Format: attribute1:value;attribute2:value;
Leave this box empty for current datetime
Format: 01 Jan 2020 12:34:56
Semi-colon separated list of all dimension
values
To have multiple products in a "Purchase" or "Add to Cart", create multiple rows with the same value in the Datetime
Quantity should be an integer, and Price should be the Item Price without the dollar sign
Leave this box empty for current datetime
Format: 01 Jan 2020 12:34:56
To have these attributes appear in your UCP, ensure you've created the Attributes first in your IS dataset -> Setup
Format: attribute1:value;attribute2:value;
Leave this box empty for current datetime
Format: 01 Jan 2020 12:34:56


--- layout: base title: Wistia Developer Documentation type: devhq description: Developers Developers Developers developers: true ---
A JavaScript interface to control your videos’ playback experience and capture events. Works seamlessly across desktops and devices with both Flash and HTML5.
Control the look and behavior of your playlists. Provides access to the Player API instance for each video in a playlist.
Programmatically upload videos to your Wistia account. Use for integrating with your application or smoothing out your video exporting workflow!
Mine the raw analytics output for your entire account. Get at data for specific viewers. Easily embed heatmaps in your own dashboard or application (!!).
Collab with other API devs to make awesome things.
Cool set of Wistia API demos to riff off of.
Clone some repos (including this one!)


The First One of 2010
Once upon a time I assumed that the first blog should be positive,funny or encouraging or something that’s filled with “keep on fighting”….But this,right in the 2010’s first blog of Mr.sunus,He wants to spill it out!
The courses picking system is fabulous,so i picked NONE
As you may know this semester will come to an end shortly,along with beginning of the first courses picking that we have to deal with since i stepped into this campus.Realizing that the courses picking system is such a abso-fucking-lutely fabulous bullshit,i decided to write something. First of all,i came here for many reasons.But i am definitely sure of that none of any purpose is to earn CREDITS ! It’s the key point of this blog , if you disagree with me, you are free to leave.
Now,i can briefly introduce the so called courses picking system to you.The schedule is almost filled with physics,and ridiculous Japanese which were forced to pick.And What’s more?In the name of picking any courses flexibly and variously,they(school) provide us with a great deal of courses to select.But the truth is there is only a few course you can actually pick without bringing in any collisions.Because the schedule is almost full.In short,if you want to pick one or two courses,the schedule will be totally overloaded.So,the decision,picking no course,is easily to make. Because i do not want to be another college guy who is idle all the day,then showing up in a classroom just for some pity credits.
I’ve got my own business to do,i have my own big-plan to achieve.and most importantly,i believe in myself that i will ultimately get there,with or without the help of school.The future will not be planned but coded by my own fingers,brain,determination,and enthusiasm. So once again,Given the reasons as above,i picked none. Also,as noticing some people who hold different opinion on this courses picking thing,i just wanted to laugh.LOL! They rushed into the courses picking server,it just seems like “dead or pick”. I just wonder how could they got so many times to attend so many class while they acquire nothing but craps form their major,Oh i forget,they got credits as well.On the one side they want to be somebody,on the another side they just chose to learn how to become a crap.sigh….
So,recently,one of the most catching phrase is “what do you pick?” OMFG


| Name | Type | Selling Price | Location | Shadow Size | Time | Date (North Hemi.) | Date (South Hemi.) |
|---|---|---|---|---|---|---|---|
| Pale Chub | Fish | 160 Bells | River | Small Shadow | 9am - 4pm | All Months | All Months |
| Dace | Fish | 240 Bells | River | Medium Shadow | 4pm - 9am | All Months | All Months |
| Koi | Fish | 4,000 Bells | Pond | Large Shadow | 4pm - 9am | All Months | All Months |


{% include head.html %}
{% include header.html %} {% include apply.html %} {% include comingup.html %} {% include aim.html %} {% include program.html %} {% include schedule.html %} {% include speaker.html %} {% include hardware_partners.html %} {% include venue_partners.html %} {% include team.html %} {% include footer.html %} {% include js.html %}


Welcome to FitLife Fitness and Training Center!
Make fitness your favourite habit!
Home
About
Classes
Services
Memberships
Services
In house Cafe
Protein shakes
Fruit Salads
Other refreshments
Clothing
'Sweat it out' Tees
Work clothing
Glove and other apparels


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Welcome to Huwego , your number one source for all things IT services. We're dedicated to providing you the very best of IT services, with an emphasis on best services and quality.
Founded in year by capstone subject, Huwego has come a long way from its beginnings.
Lets get in touch.


 She's built up a loyal following from TV's "Jack and Jill" and made a charming appearance in "The Whole Nine Yards," but this is a disaster. Written, produced and directed by Peter M. Cohen, the story revolves around three, single twentysomethings who gather each Sunday morning for breakfast in a Manhattan diner, along with a fourth buddy who is married, to brag and exchange graphic tales of their erotic Saturday night conquests.  Brian Van Holt plays the Wall Street guy, the slickest of the trio; his trick is to approach women and pretend to be their friend's brother. The friend is always named Jen because, as he reasons, "they all have a friend name Jen." There's Zorie Barber, a shallow pseudo-hippie, East Village screenwriter type; pathetically eager Jonathan Abrahams, who's supposed to be sensitive; and Judah Domke, who gets vicarious thrills and whose exploits with a juicer and an egg beater are minor league. However, the group's womanizing camaraderie is challenged when they meet an enigmatic, uninhibited sexpot - that' s Peet - and she begins to date all three - at the same time. It seems she's scamming them, waiting until the second date to have sex and then vowing to each that he, and he alone, is the one she truly loves. The less said the better about the grotesque scene in which Peet's vibrator is dropped into an unflushed toilet. On the Granger Movie Gauge of 1 to 10, "Whipped" sinks to an obnoxious low with a creepy, cynical, coarse 1. It's a smutty, repellent sleazefest.
The review above was posted to the
rec.arts.movies.reviews newsgroup (de.rec.film.kritiken for German reviews).
The Internet Movie Database accepts no responsibility for the contents of the
review and has no editorial control. Unless stated otherwise, the copyright
belongs to the author.
Please direct comments/criticisms of the review to relevant newsgroups.
Broken URLs inthe reviews are the responsibility of the author.
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to ASCII to HTML conversion.
Related links: index of all rec.arts.movies.reviews reviews


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/*
* WebAudioPlugin
* Visit http://createjs.com/ for documentation, updates and examples.
*
*
* Copyright (c) 2012 gskinner.com, inc.
*
* Permission is hereby granted, free of charge, to any person
* obtaining a copy of this software and associated documentation
* files (the "Software"), to deal in the Software without
* restriction, including without limitation the rights to use,
* copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following
* conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
* OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
* OTHER DEALINGS IN THE SOFTWARE.
*/
/**
* @module SoundJS
*/
// namespace:
this.createjs = this.createjs || {};
(function () {
/**
* Play sounds using Web Audio in the browser. The WebAudio plugin has been successfully tested with:
*

Google Chrome, version 23+ on OS X and Windows

*
Safari 6+ on OS X

*
Mobile Safari on iOS 6+

*

*
* The WebAudioPlugin is currently the default plugin, and will be used anywhere that it is supported. Currently
* Chrome and Safari offer support. Firefox and Android Chrome both offer support for web audio in upcoming
* releases. To change plugin priority, check out the Sound API {{#crossLink "Sound/registerPlugins"}}{{/crossLink}} method.
*
Known Browser and OS issues for Web Audio Plugin

* Webkit (Chrome and Safari)

*

AudioNode.disconnect does not always seem to work. This can cause the file size to grow over time if you
* are playing a lot of audio files.

*
* iOS 6 limitations

*

Sound is initially muted and will only unmute through play being called inside a user initiated event (touch/click).

*
Despite suggestions to the opposite, we have relative control over audio volume through the gain nodes.

*
A bug exists that will distort uncached audio when a video element is present in the DOM.

*

* @class WebAudioPlugin
* @constructor
* @since 0.4.0
*/
function WebAudioPlugin() {
this.init();
}
var s = WebAudioPlugin;
/**
* The capabilities of the plugin. This is generated via the "WebAudioPlugin/generateCapabilities
* method and is used internally.
* @property capabilities
* @type {Object}
* @default null
* @protected
* @static
*/
s.capabilities = null;
/**
* Determine if the plugin can be used in the current browser/OS.
* @method isSupported
* @return {Boolean} If the plugin can be initialized.
* @static
*/
s.isSupported = function () {
// check if this is some kind of mobile device, Web Audio works with local protocol under PhoneGap and it is unlikely someone is trying to run a local file
var isMobilePhoneGap = createjs.Sound.BrowserDetect.isIOS || createjs.Sound.BrowserDetect.isAndroid || createjs.Sound.BrowserDetect.isBlackberry;
if (location.protocol == "file:" && !isMobilePhoneGap) { return false; } // Web Audio requires XHR, which is not available locally
s.generateCapabilities();
if (s.context == null) {
return false;
}
return true;
};
/**
* Determine the capabilities of the plugin. Used internally. Please see the Sound API {{#crossLink "Sound/getCapabilities"}}{{/crossLink}}
* method for an overview of plugin capabilities.
* @method generateCapabiities
* @static
* @protected
*/
s.generateCapabilities = function () {
if (s.capabilities != null) {
return;
}
// Web Audio can be in any formats supported by the audio element, from http://www.w3.org/TR/webaudio/#AudioContext-section,
// therefore tag is still required for the capabilities check
var t = document.createElement("audio");
if (t.canPlayType == null) {
return null;
}
// This check is first because it's what is currently used, but the spec calls for it to be AudioContext so this
// will probably change in time
if (window.webkitAudioContext) {
s.context = new webkitAudioContext();
} else if (window.AudioContext) {
s.context = new AudioContext();
} else {
return null;
}
// playing this inside of a touch event will enable audio on iOS, which starts muted
s.playEmptySound();
s.capabilities = {
panning:true,
volume:true,
tracks:-1
};
// determine which extensions our browser supports for this plugin by iterating through Sound.SUPPORTED_EXTENSIONS
var supportedExtensions = createjs.Sound.SUPPORTED_EXTENSIONS;
var extensionMap = createjs.Sound.EXTENSION_MAP;
for (var i = 0, l = supportedExtensions.length; i < l; i++) {
var ext = supportedExtensions[i];
var playType = extensionMap[ext] || ext;
s.capabilities[ext] = (t.canPlayType("audio/" + ext) != "no" && t.canPlayType("audio/" + ext) != "") || (t.canPlayType("audio/" + playType) != "no" && t.canPlayType("audio/" + playType) != "");
} // OJR another way to do this might be canPlayType:"m4a", codex: mp4
// 0=no output, 1=mono, 2=stereo, 4=surround, 6=5.1 surround.
// See http://www.w3.org/TR/webaudio/#AudioChannelSplitter for more details on channels.
if (s.context.destination.numberOfChannels < 2) {
s.capabilities.panning = false;
}
// set up AudioNodes that all of our source audio will connect to
s.dynamicsCompressorNode = s.context.createDynamicsCompressor();
s.dynamicsCompressorNode.connect(s.context.destination);
s.gainNode = s.context.createGainNode(); // OJR deprecated, replaced with createGain
s.gainNode.connect(s.dynamicsCompressorNode);
};
/**
* Plays an empty sound in the web audio context. This is used to enable web audio on iOS devices, as they
* require the first sound to be played inside of a user initiated event (touch/click). This is called when
* {{#crossLink "WebAudioPlugin"}}{{/crossLink}} is initialized (by {{#crossLink "Sound/initializeDefaultPlugins"}}{{/crossLink}}
* for example).
*
*
Example

*
* function handleTouch(event) {
* createjs.WebAudioPlugin.playEmptySound();
* }
*
* @method playEmptySound
* @since 0.4.1
*/
s.playEmptySound = function() {
// create empty buffer
var buffer = this.context.createBuffer(1, 1, 22050);
var source = this.context.createBufferSource();
source.buffer = buffer;
// connect to output (your speakers)
source.connect(this.context.destination);
// play the file
source.noteOn(0);
};
var p = s.prototype = {
capabilities:null, // doc'd above
/**
* The internal volume value of the plugin.
* @property volume
* @type {Number}
* @default 1
* @protected
*/
volume:1,
/**
* The web audio context, which WebAudio uses to play audio. All nodes that interact with the WebAudioPlugin
* need to be created within this context.
* @property context
* @type {AudioContext}
*/
context:null,
/**
* A DynamicsCompressorNode, which is used to improve sound quality and prevent audio distortion according to
* http://www.w3.org/TR/webaudio/#DynamicsCompressorNode. It is connected to context.destination.
* @property dynamicsCompressorNode
* @type {AudioNode}
*/
dynamicsCompressorNode:null,
/**
* A GainNode for controlling master volume. It is connected to dynamicsCompressorNode.
* @property gainNode
* @type {AudioGainNode}
*/
gainNode:null,
/**
* An object hash used internally to store ArrayBuffers, indexed by the source URI used to load it. This
* prevents having to load and decode audio files more than once. If a load has been started on a file,
* arrayBuffers[src] will be set to true. Once load is complete, it is set the the loaded
* ArrayBuffer instance.
* @property arrayBuffers
* @type {Object}
* @protected
*/
arrayBuffers:null,
/**
* An initialization function run by the constructor
* @method init
* @protected
*/
init:function () {
this.capabilities = s.capabilities;
this.arrayBuffers = {};
this.context = s.context;
this.gainNode = s.gainNode;
this.dynamicsCompressorNode = s.dynamicsCompressorNode;
},
/**
* Pre-register a sound for preloading and setup. This is called by {{#crossLink "Sound"}}{{/crossLink}}.
* Note that WebAudio provides a WebAudioLoader instance, which PreloadJS
* can use to assist with preloading.
* @method register
* @param {String} src The source of the audio
* @param {Number} instances The number of concurrently playing instances to allow for the channel at any time.
* Note that the WebAudioPlugin does not manage this property.
* @return {Object} A result object, containing a "tag" for preloading purposes.
*/
register:function (src, instances) {
this.arrayBuffers[src] = true; // This is needed for PreloadJS
var tag = new WebAudioLoader(src, this);
return {
tag:tag
};
},
/**
* Checks if preloading has started for a specific source. If the source is found, we can assume it is loading,
* or has already finished loading.
* @method isPreloadStarted
* @param {String} src The sound URI to check.
* @return {Boolean}
*/
isPreloadStarted:function (src) {
return (this.arrayBuffers[src] != null);
},
/**
* Checks if preloading has finished for a specific source.
* @method isPreloadComplete
* @param {String} src The sound URI to load.
* @return {Boolean}
*/
isPreloadComplete:function (src) {
return (!(this.arrayBuffers[src] == null || this.arrayBuffers[src] == true));
},
/**
* Remove a source from our preload list. Note this does not cancel a preload.
* @method removeFromPreload
* @param {String} src The sound URI to unload.
* @deprecated
*/
removeFromPreload:function (src) {
delete(this.arrayBuffers[src]);
},
/**
* Remove a sound added using {{#crossLink "WebAudioPlugin/register"}}{{/crossLink}}. Note this does not cancel a preload.
* @method removeSound
* @param {String} src The sound URI to unload.
* @since 0.4.1
*/
removeSound:function (src) {
delete(this.arrayBuffers[src]);
},
/**
* Remove all sounds added using {{#crossLink "WebAudioPlugin/register"}}{{/crossLink}}. Note this does not cancel a preload.
* @method removeAllSounds
* @param {String} src The sound URI to unload.
* @since 0.4.1
*/
removeAllSounds:function () {
this.arrayBuffers = {};
},
/**
* Add loaded results to the preload object hash.
* @method addPreloadResults
* @param {String} src The sound URI to unload.
* @return {Boolean}
*/
addPreloadResults:function (src, result) {
this.arrayBuffers[src] = result;
},
/**
* Handles internal preload completion.
* @method handlePreloadComplete
* @protected
*/
handlePreloadComplete:function () {
//LM: I would recommend having the WebAudioLoader include an "event" in the onload, and properly binding this callback.
createjs.Sound.sendFileLoadEvent(this.src); // fire event or callback on Sound
// note "this" will reference WebAudioLoader object
},
/**
* Internally preload a sound. Loading uses XHR2 to load an array buffer for use with WebAudio.
* @method preload
* @param {String} src The sound URI to load.
* @param {Object} instance Not used in this plugin.
* @protected
*/
preload:function (src, instance) {
this.arrayBuffers[src] = true;
var loader = new WebAudioLoader(src, this);
loader.onload = this.handlePreloadComplete;
loader.load();
},
/**
* Create a sound instance. If the sound has not been preloaded, it is internally preloaded here.
* @method create
* @param {String} src The sound source to use.
* @return {SoundInstance} A sound instance for playback and control.
*/
create:function (src) {
if (!this.isPreloadStarted(src)) {
this.preload(src);
}
return new SoundInstance(src, this);
},
/**
* Set the master volume of the plugin, which affects all SoundInstances.
* @method setVolume
* @param {Number} value The volume to set, between 0 and 1.
* @return {Boolean} If the plugin processes the setVolume call (true). The Sound class will affect all the
* instances manually otherwise.
*/
setVolume:function (value) {
this.volume = value;
this.updateVolume();
return true;
},
/**
* Set the gain value for master audio. Should not be called externally.
* @method updateVolume
* @protected
*/
updateVolume:function () {
var newVolume = createjs.Sound.masterMute ? 0 : this.volume;
if (newVolume != this.gainNode.gain.value) {
this.gainNode.gain.value = newVolume;
}
},
/**
* Get the master volume of the plugin, which affects all SoundInstances.
* @method getVolume
* @return The volume level, between 0 and 1.
*/
getVolume:function () {
return this.volume;
},
/**
* Mute all sounds via the plugin.
* @method setMute
* @param {Boolean} value If all sound should be muted or not. Note that plugin-level muting just looks up
* the mute value of Sound {{#crossLink "Sound/getMute"}}{{/crossLink}}, so this property is not used here.
* @return {Boolean} If the mute call succeeds.
*/
setMute:function (value) {
this.updateVolume();
return true;
},
toString:function () {
return "[WebAudioPlugin]";
}
}
createjs.WebAudioPlugin = WebAudioPlugin;
/**
* A SoundInstance is created when any calls to the Sound API method {{#crossLink "Sound/play"}}{{/crossLink}} or
* {{#crossLink "Sound/createInstance"}}{{/crossLink}} are made. The SoundInstance is returned by the active plugin
* for control by the user.
*
*
Example

*
* var myInstance = createjs.Sound.play("myAssetPath/mySrcFile.mp3");
*
* A number of additional parameters provide a quick way to determine how a sound is played. Please see the Sound
* API method {{#crossLink "Sound/play"}}{{/crossLink}} for a list of arguments.
*
* Once a SoundInstance is created, a reference can be stored that can be used to control the audio directly through
* the SoundInstance. If the reference is not stored, the SoundInstance will play out its audio (and any loops), and
* is then de-referenced from the {{#crossLink "Sound"}}{{/crossLink}} class so that it can be cleaned up. If audio
* playback has completed, a simple call to the {{#crossLink "SoundInstance/play"}}{{/crossLink}} instance method
* will rebuild the references the Sound class need to control it.
*
* var myInstance = createjs.Sound.play("myAssetPath/mySrcFile.mp3");
* myInstance.addEventListener("complete", playAgain);
* function playAgain(event) {
* myInstance.play();
* }
*
* Events are dispatched from the instance to notify when the sound has completed, looped, or when playback fails
*
* var myInstance = createjs.Sound.play("myAssetPath/mySrcFile.mp3");
* myInstance.addEventListener("complete", handleComplete);
* myInstance.addEventListener("loop", handleLoop);
* myInstance.addEventListener("failed", handleFailed);
*
*
* @class SoundInstance
* @param {String} src The path to and file name of the sound.
* @param {Object} owner The plugin instance that created this SoundInstance.
* @uses EventDispatcher
* @constructor
*/
function SoundInstance(src, owner) {
this.init(src, owner);
}
var p = SoundInstance.prototype = {
/**
* The source of the sound.
* @property src
* @type {String}
* @default null
* @protected
*/
src:null,
/**
* The unique ID of the instance. This is set by Sound.
* @property uniqueId
* @type {String} | Number
* @default -1
*/
uniqueId:-1,
/**
* The play state of the sound. Play states are defined as constants on Sound.
* @property playState
* @type {String}
* @default null
*/
playState:null,
/**
* The plugin that created the instance
* @property owner
* @type {WebAudioPlugin}
* @default null
* @protected
*/
owner:null,
/**
* How far into the sound to begin playback in milliseconds. This is passed in when play is called and used by
* pause and setPosition to track where the sound should be at.
* Note this is converted from milliseconds to seconds for consistency with the WebAudio API.
* @property offset
* @type {Number}
* @default 0
* @protected
*/
offset:0,
/**
* The time in milliseconds before the sound starts.
* Note this is handled by Sound.
* @property delay
* @type {Number}
* @default 0
* @protected
*/
delay:0,
/**
* The volume of the sound, between 0 and 1.
* Use getVolume and setVolume to access.
* @property volume
* @type {Number}
* @default 0
* @protected
*/
volume:1,
/**
* The pan of the sound, between -1 (left) and 1 (right). Note that pan does not work for HTML Audio.
* Use getPan and setPan to access.
* @property pan
* @type {Number}
* @default 0
* @protected
*/
pan:0,
/**
* The length of the audio clip, in milliseconds.
* Use getDuration to access.
* @property pan
* @type {Number}
* @default 0
* @protected
*/
duration:0,
/**
* The number of play loops remaining. Negative values will loop infinitely.
* @property remainingLoops
* @type {Number}
* @default 0
* @protected
*/
remainingLoops:0,
/**
* A Timout created by Sound when this SoundInstance is played with a delay. This allows SoundInstance
* to remove the delay if stop or pause or cleanup are called before playback begins.
* @property delayTimeoutId
* @type {timeoutVariable}
* @default null
* @protected
* @since 0.4.0
*/
delayTimeoutId:null,
/**
* Timeout that is created internally to handle sound playing to completion. Stored so we can remove it when
* stop, pause, or cleanup are called
* @property soundCompleteTimeout
* @type {timeoutVariable}
* @default null
* @protected
* @since 0.4.0
*/
soundCompleteTimeout:null,
/**
* NOTE this only exists as a WebAudioPlugin property and is only intended for use by advanced users.
* A panNode allowing left and right audio channel panning only. Connected to our WebAudioPlugin.gainNode
* that sequences to context.destination.
* @property panNode
* @type {AudioPannerNode}
* @default null
* @since 0.4.0
*/
panNode:null,
/**
* NOTE this only exists as a WebAudioPlugin property and is only intended for use by advanced users.
* GainNode for controlling SoundInstance volume. Connected to panNode.
* @property gainNode
* @type {AudioGainNode}
* @default null
* @since 0.4.0
*
*/
gainNode:null,
/**
* NOTE this only exists as a WebAudioPlugin property and is only intended for use by advanced users.
* sourceNode is the audio source. Connected to gainNode.
* @property sourceNode
* @type {AudioSourceNode}
* @default null
* @since 0.4.0
*
*/
sourceNode:null,
/**
* NOTE this only exists as a WebAudioPlugin property and is only intended for use by advanced users.
* sourceNodeNext is the audio source for the next loop, inserted in a look ahead approach to allow for smooth
* looping. Connected to gainNode.
* @property sourceNodeNext
* @type {AudioSourceNode}
* @default null
* @protected
* @since 0.4.1
*
*/
sourceNodeNext:null,
/**
* Determines if the audio is currently muted.
* Use getMute and setMute to access.
* @property muted
* @type {Boolean}
* @default false
* @protected
*/
muted:false,
/**
* Determines if the audio is currently paused.
* Use pause() and resume() to set.
* @property paused
* @type {Boolean}
* @default false
* @protected
*/
paused:false,
/**
* WebAudioPlugin only.
* Time audio started playback, in seconds. Used to handle set position, get position, and resuming from paused.
* @property startTime
* @type {Number}
* @default 0
* @protected
* @since 0.4.0
*/
startTime:0,
// mix-ins:
// EventDispatcher methods:
addEventListener:null,
removeEventListener:null,
removeAllEventListeners:null,
dispatchEvent:null,
hasEventListener:null,
_listeners:null,
// Proxies, make removing listeners easier.
endedHandler:null,
readyHandler:null,
stalledHandler:null,
// Events
/**
* The event that is fired when a sound is ready to play.
* @event ready
* @param {Object} target The object that dispatched the event.
* @param {String} type The event type.
* @since 0.4.0
*/
/**
* The event that is fired when playback has started successfully.
* @event succeeded
* @param {Object} target The object that dispatched the event.
* @param {String} type The event type.
* @since 0.4.0
*/
/**
* The event that is fired when playback is interrupted. This happens when another sound with the same
* src property is played using an interrupt value that causes this instance to stop playing.
* @event interrupted
* @param {Object} target The object that dispatched the event.
* @param {String} type The event type.
* @since 0.4.0
*/
/**
* The event that is fired when playback has failed. This happens when there are too many channels with the same
* src property already playing (and the interrupt value doesn't cause an interrupt of another instance), or
* the sound could not be played, perhaps due to a 404 error.
* @event failed
* @param {Object} target The object that dispatched the event.
* @param {String} type The event type.
* @since 0.4.0
*/
/**
* The event that is fired when a sound has completed playing but has loops remaining.
* @event loop
* @param {Object} target The object that dispatched the event.
* @param {String} type The event type.
* @since 0.4.0
*/
/**
* The event that is fired when playback completes. This means that the sound has finished playing in its
* entirety, including its loop iterations.
* @event complete
* @param {Object} target The object that dispatched the event.
* @param {String} type The event type.
* @since 0.4.0
*/
// Callbacks
/**
* The callback that is fired when a sound is ready to play.
* @property onReady
* @type {Function}
* @deprecated In favor of the "ready" event. Will be removed in a future version.
*/
onReady:null,
/**
* The callback that is fired when playback has started successfully.
* @property onPlaySucceeded
* @type {Function}
* @deprecated In favour of the "succeeded" event. Will be removed in a future version.
*/
onPlaySucceeded:null,
/**
* The callback that is fired when a sound has been interrupted.
* @property onPlayInterrupted
* @type {Function}
* @deprecated Deprecated in favor of the "interrupted" event. Will be removed in a future version.
*/
onPlayInterrupted:null,
/**
* The callback that is fired when a sound has failed to start.
* @property onPlayFailed
* @type {Function}
* @deprecated In favor of the "failed" event. Will be removed in a future version.
*/
onPlayFailed:null,
/**
* The callback that is fired when a sound has completed playback.
* @property onComplete
* @type {Function}
* @deprecated In favor of the "complete" event. Will be removed in a future version.
*/
onComplete:null,
/**
* The callback that is fired when a sound has completed playback, but has loops remaining.
* @property onLoop
* @type {Function}
* @deprecated In favor of the "loop" event. Will be removed in a future version.
*/
onLoop:null,
/**
* A helper method that dispatches all events for SoundInstance.
* @method sendEvent
* @param {String} type The event type
* @protected
*/
sendEvent:function (type) {
var event = {
target:this,
type:type
};
this.dispatchEvent(event);
},
// Constructor
/**
* Initialize the SoundInstance. This is called from the constructor.
* @method init
* @param {string} src The source of the audio.
* @param {Class} owner The plugin that created this instance.
* @protected
*/
init:function (src, owner) {
this.owner = owner;
this.src = src;
this.panNode = this.owner.context.createPanner(); // TODO test how this affects when we have mono audio
this.panNode.panningModel = 0; // OJR deprecated in favor of "equalpower"
this.gainNode = this.owner.context.createGainNode(); // OJR deprecated in favor of context.createGain
this.gainNode.connect(this.panNode);
if (this.owner.isPreloadComplete(this.src)) {
this.duration = this.owner.arrayBuffers[this.src].duration * 1000;
}
this.endedHandler = createjs.proxy(this.handleSoundComplete, this);
this.readyHandler = createjs.proxy(this.handleSoundReady, this);
this.stalledHandler = createjs.proxy(this.handleSoundStalled, this);
},
/**
* Clean up the instance. Remove references and clean up any additional properties such as timers.
* @method cleanup
* @protected
*/
cleanUp:function () {
// if playbackState is UNSCHEDULED_STATE, then noteON or noteGrainOn has not been called so calling noteOff would throw an error
if (this.sourceNode && this.sourceNode.playbackState != this.sourceNode.UNSCHEDULED_STATE) {
this.cleanUpAudioNode(this.sourceNode);
if (this.sourceNodeNext) { // this is null unless we are looping
this.cleanUpAudioNode(this.sourceNodeNext);
}
}
if (this.panNode.numberOfOutputs != 0) {
this.panNode.disconnect(0);
} // this works because we only have one connection, and it returns 0 if we've already disconnected it.
// OJR there appears to be a bug that this doesn't always work in webkit (Chrome and Safari). According to the documentation, this should work.
clearTimeout(this.delayTimeoutId); // clear timeout that plays delayed sound
clearTimeout(this.soundCompleteTimeout); // clear timeout that triggers sound complete
if (window.createjs == null) {
return;
}
createjs.Sound.playFinished(this);
},
/**
* Turn off and disconnect an audioNode, then set reference to null to release it for garbage collection
* @param audioNode
* @return {audioNode}
* @protected
* @since 0.4.1
*/
cleanUpAudioNode: function(audioNode) {
audioNode.noteOff(0); // OJR deprecated, replaced with stop() // note this means the sourceNode cannot be reused and must be recreated
audioNode.disconnect(this.gainNode);
audioNode = null; // release reference so Web Audio can handle removing references and garbage collection
return audioNode;
},
/**
* The sound has been interrupted.
* @method interrupt
* @protected
*/
interrupt:function () {
this.playState = createjs.Sound.PLAY_INTERRUPTED;
if (this.onPlayInterrupted) {
this.onPlayInterrupted(this);
}
this.cleanUp();
this.paused = false;
this.sendEvent("interrupted");
},
// Playback has stalled, and therefore failed.
handleSoundStalled:function (event) {
if (this.onPlayFailed != null) {
this.onPlayFailed(this);
}
this.sendEvent("failed");
},
// The sound is ready for playing
handleSoundReady:function (event) {
if (window.createjs == null) {
return;
}
if ((this.offset*1000) > this.getDuration()) { // converting offset to ms
this.playFailed();
return;
} else if (this.offset < 0) { // may not need this check if noteGrainOn ignores negative values, this is not specified in the API http://www.w3.org/TR/webaudio/#AudioBufferSourceNode
this.offset = 0;
}
this.playState = createjs.Sound.PLAY_SUCCEEDED;
this.paused = false;
this.panNode.connect(this.owner.gainNode); // this line can cause a memory leak. Nodes need to be disconnected from the audioDestination or any sequence that leads to it.
var dur = this.owner.arrayBuffers[this.src].duration;
this.sourceNode = this.createAndPlayAudioNode((this.owner.context.currentTime - dur), this.offset);
this.duration = dur * 1000; // NOTE *1000 because WebAudio reports everything in seconds but js uses milliseconds
this.startTime = this.sourceNode.startTime - this.offset;
this.soundCompleteTimeout = setTimeout(this.endedHandler, (dur - this.offset) * 1000);
if(this.remainingLoops != 0) {
this.sourceNodeNext = this.createAndPlayAudioNode(this.startTime, 0);
}
},
/**
* Creates an audio node using the current src and context, connects it to the gain node, and starts playback.
* @method createAudioNode
* @param {Number} startTime The time to add this to the web audio context, in seconds.
* @param {Number} offset The amount of time into the src audio to start playback, in seconds.
* @return {audioNode}
* @protected
* @since 0.4.1
*/
createAndPlayAudioNode: function(startTime, offset) {
// WebAudio supports BufferSource, MediaElementSource, and MediaStreamSource.
// NOTE MediaElementSource requires different commands to play, pause, and stop because it uses audio tags.
// The same is assumed for MediaStreamSource, although it may share the same commands as MediaElementSource.
var audioNode = this.owner.context.createBufferSource();
audioNode.buffer = this.owner.arrayBuffers[this.src];
audioNode.connect(this.gainNode);
var currentTime = this.owner.context.currentTime;
audioNode.startTime = startTime + audioNode.buffer.duration; //currentTime + audioNode.buffer.duration - (currentTime - startTime);
audioNode.noteGrainOn(audioNode.startTime, offset, audioNode.buffer.duration - offset); // OJR deprecated in favor of start()
return audioNode;
},
// Public API
/**
* Play an instance. This method is intended to be called on SoundInstances that already exist (created
* with the Sound API {{#crossLink "Sound/createInstance"}}{{/crossLink}} or {{#crossLink "Sound/play"}}{{/crossLink}}).
*
*
Example

*
* var myInstance = createJS.Sound.createInstance(mySrc);
* myInstance.play(createJS.Sound.INTERRUPT_ANY);
*
* @method play
* @param {String} [interrupt=none] How this sound interrupts other instances with the same source. Interrupt values
* are defined as constants on {{#crossLink "Sound"}}{{/crossLink}}. The default value is Sound.INTERRUPT_NONE.
* @param {Number} [delay=0] The delay in milliseconds before the sound starts
* @param {Number} [offset=0] How far into the sound to begin playback, in milliseconds.
* @param {Number} [loop=0] The number of times to loop the audio. Use -1 for infinite loops.
* @param {Number} [volume=1] The volume of the sound, between 0 and 1.
* @param {Number} [pan=0] The pan of the sound between -1 (left) and 1 (right). Note that pan is not supported
* for HTML Audio.
*/
play:function (interrupt, delay, offset, loop, volume, pan) {
this.cleanUp();
createjs.Sound.playInstance(this, interrupt, delay, offset, loop, volume, pan);
},
/**
* Called by the Sound class when the audio is ready to play (delay has completed). Starts sound playing if the
* src is loaded, otherwise playback will fail.
* @method beginPlaying
* @param {Number} offset How far into the sound to begin playback, in milliseconds.
* @param {Number} loop The number of times to loop the audio. Use -1 for infinite loops.
* @param {Number} volume The volume of the sound, between 0 and 1.
* @param {Number} pan The pan of the sound between -1 (left) and 1 (right). Note that pan does not work for HTML Audio.
* @protected
*/
beginPlaying:function (offset, loop, volume, pan) {
if (window.createjs == null) {
return;
}
if (!this.src) {
return;
}
this.offset = offset / 1000; //convert ms to sec
this.remainingLoops = loop;
this.setVolume(volume);
this.setPan(pan);
if (this.owner.isPreloadComplete(this.src)) {
this.handleSoundReady(null);
this.onPlaySucceeded && this.onPlaySucceeded(this);
this.sendEvent("succeeded");
return 1;
} else {
this.playFailed();
return;
}
},
/**
* Pause the instance. Paused audio will stop at the current time, and can be resumed using
* {{#crossLink "SoundInstance/resume"}}{{/crossLink}}.
*
*
Example

*
* myInstance.pause();
*
* @method pause
* @return {Boolean} If the pause call succeeds. This will return false if the sound isn't currently playing.
*/
pause:function () {
if (!this.paused && this.playState == createjs.Sound.PLAY_SUCCEEDED) {
this.paused = true;
this.offset = this.owner.context.currentTime - this.startTime; // this allows us to restart the sound at the same point in playback
this.cleanUpAudioNode(this.sourceNode);
this.cleanUpAudioNode(this.sourceNodeNext);
if (this.panNode.numberOfOutputs != 0) {
this.panNode.disconnect();
} // this works because we only have one connection, and it returns 0 if we've already disconnected it.
clearTimeout(this.delayTimeoutId); // clear timeout that plays delayed sound
clearTimeout(this.soundCompleteTimeout); // clear timeout that triggers sound complete
return true;
}
return false;
},
/**
* Resume an instance that has been paused using {{#crossLink "SoundInstance/pause"}}{{/crossLink}}. Audio that
* has not been paused will not playback when this method is called.
*
*
Example

*
* myInstance.pause();
* // do some stuff
* myInstance.resume();
*
* @method resume
* @return {Boolean} If the resume call succeeds. This will return false if called on a sound that is not paused.
*/
resume:function () {
if (!this.paused) {
return false;
}
this.handleSoundReady(null);
return true;
},
/**
* Stop playback of the instance. Stopped sounds will reset their position to 0, and calls to {{#crossLink "SoundInstance/resume"}}{{/crossLink}}
* will fail. To start playback again, call {{#crossLink "SoundInstance/play"}}{{/crossLink}}.
*
*
Example

*
* myInstance.stop();
*
* @method stop
* @return {Boolean} If the stop call succeeds.
*/
stop:function () {
this.playState = createjs.Sound.PLAY_FINISHED;
this.cleanUp();
this.offset = 0; // set audio to start at the beginning
return true;
},
/**
* Set the volume of the instance. You can retrieve the volume using {{#crossLink "SoundInstance/getVolume"}}{{/crossLink}}.
*
*
Example

*
* myInstance.setVolume(0.5);
*
* Note that the master volume set using the Sound API method {{#crossLink "Sound/setVolume"}}{{/crossLink}}
* will be applied to the instance volume.
*
* @method setVolume
* @param value The volume to set, between 0 and 1.
* @return {Boolean} If the setVolume call succeeds.
*/
setVolume:function (value) {
if (Number(value) == null) {
return false;
}
value = Math.max(0, Math.min(1, value));
this.volume = value;
this.updateVolume();
return true; // This is always true because even if the volume is not updated, the value is set
},
/**
* Internal function used to update the volume based on the instance volume, master volume, instance mute value,
* and master mute value.
* @method updateVolume
* @return {Boolean} if the volume was updated.
* @protected
*/
updateVolume:function () {
var newVolume = this.muted ? 0 : this.volume;
if (newVolume != this.gainNode.gain.value) {
this.gainNode.gain.value = newVolume;
return true;
}
return false;
},
/**
* Get the volume of the instance. The actual output volume of a sound can be calculated using:
* myInstance.getVolume() * createjs.Sound.getVolume();
*
* @method getVolume
* @return The current volume of the sound instance.
*/
getVolume:function () {
return this.volume;
},
/**
* Mute and unmute the sound. Please use {{#crossLink "SoundInstance/setMute"}}{{/crossLink}} instead.
* @method mute
* @param {Boolean} value If the sound should be muted or not.
* @return {Boolean} If the mute call succeeds.
* @deprecated This method has been replaced by setMute.
*/
mute:function (value) {
this.muted = value;
this.updateVolume();
return true;
},
/**
* Mute and unmute the sound. Muted sounds will still play at 0 volume. Note that an unmuted sound may still be
* silent depending on {{#crossLink "Sound"}}{{/crossLink}} volume, instance volume, and Sound mute.
*
*
Example

*
* myInstance.setMute(true);
*
* @method setMute
* @param {Boolean} value If the sound should be muted.
* @return {Boolean} If the mute call succeeds.
* @since 0.4.0
*/
setMute:function (value) {
if (value == null || value == undefined) {
return false;
}
this.muted = value;
this.updateVolume();
return true;
},
/**
* Get the mute value of the instance.
*
*
Example

*
* var isMuted = myInstance.getMute();
*
* @method getMute
* @return {Boolean} If the sound is muted.
* @since 0.4.0
*/
getMute:function () {
return this.muted;
},
/**
* Set the left(-1)/right(+1) pan of the instance. Note that {{#crossLink "HTMLAudioPlugin"}}{{/crossLink}} does not
* support panning, and only simple left/right panning has been implemented for {{#crossLink "WebAudioPlugin"}}{{/crossLink}}.
* The default pan value is 0 (center).
*
*
Example

*
* myInstance.setPan(-1); // to the left!
*
* @method setPan
* @param {Number} value The pan value, between -1 (left) and 1 (right).
* @return {Number} If the setPan call succeeds.
*/
setPan:function (value) {
if (this.owner.capabilities.panning) {
// OJR consider putting in value check to make sure it stays in -1 to 1 bound
// Note that panning in WebAudioPlugin can support 3D audio, but our implementation does not.
this.panNode.setPosition(value, 0, -0.5); // z need to be -0.5 otherwise the sound only plays in left, right, or center
this.pan = value; // Unfortunately panner does not give us a way to access this after it is set http://www.w3.org/TR/webaudio/#AudioPannerNode
} else {
return false;
}
},
/**
* Get the left/right pan of the instance. Note in WebAudioPlugin this only gives us the "x" value of what is
* actually 3D audio.
*
*
Example

*
* var myPan = myInstance.getPan();
*
* @method getPan
* @return {Number} The value of the pan, between -1 (left) and 1 (right).
*/
getPan:function () {
return this.pan;
},
/**
* Get the position of the playhead in the instance in milliseconds.
*
*
Example

*
* var currentOffset = myInstance.getPosition();
*
* @method getPosition
* @return {Number} The position of the playhead in the sound, in milliseconds.
*/
getPosition:function () {
if (this.paused || this.sourceNode == null) {
var pos = this.offset;
} else {
var pos = this.owner.context.currentTime - this.startTime;
}
return pos * 1000; // pos in seconds * 1000 to give milliseconds
},
/**
* Set the position of the playhead in the instance. This can be set while a sound is playing, paused, or even
* stopped.
*
*
Example

*
* myInstance.setPosition(myInstance.getDuration()/2); // set audio to its halfway point.
*
* @method setPosition
* @param {Number} value The position to place the playhead, in milliseconds.
*/
setPosition:function (value) {
this.offset = value / 1000; // convert milliseconds to seconds
if (this.sourceNode && this.sourceNode.playbackState != this.sourceNode.UNSCHEDULED_STATE) { // if playbackState is UNSCHEDULED_STATE, then noteON or noteGrainOn has not been called so calling noteOff would throw an error
// we need to stop this sound from continuing to play, as we need to recreate the sourceNode to change position
this.cleanUpAudioNode(this.sourceNode);
this.cleanUpAudioNode(this.sourceNodeNext);
clearTimeout(this.soundCompleteTimeout); // clear timeout that triggers sound complete
} // NOTE we cannot just call cleanup because it also calls the Sound function playFinished which releases this instance in SoundChannel
if (!this.paused && this.playState == createjs.Sound.PLAY_SUCCEEDED) {
this.handleSoundReady(null);
}
return true;
},
/**
* Get the duration of the instance, in milliseconds. Note in most cases, you need to play a sound using
* {{#crossLink "SoundInstance/play"}}{{/crossLink}} or the Sound API {{#crossLink "Sound.play"}}{{/crossLink}}
* method before its duration can be reported accurately.
*
*
Example

*
* var soundDur = myInstance.getDuration();
*
* @method getDuration
* @return {Number} The duration of the sound instance in milliseconds.
*/
getDuration:function () {
return this.duration;
},
// Audio has finished playing. Manually loop it if required.
// called internally by soundCompleteTimeout in WebAudioPlugin
handleSoundComplete:function (event) {
this.offset = 0; // have to set this as it can be set by pause during playback
if (this.remainingLoops != 0) {
this.remainingLoops--; // NOTE this introduces a theoretical limit on loops = float max size x 2 - 1
// OJR we are using a look ahead approach to ensure smooth looping. We add sourceNodeNext to the audio
// context so that it starts playing even if this callback is delayed. This technique and the reasons for
// using it are described in greater detail here: http://www.html5rocks.com/en/tutorials/audio/scheduling/
// NOTE the cost of this is that our audio loop may not always match the loop event timing precisely.
if(this.sourceNodeNext) { // this can be set to null, but this should not happen when looping
this.cleanUpAudioNode(this.sourceNode);
this.sourceNode = this.sourceNodeNext;
this.startTime = this.sourceNode.startTime;
this.sourceNodeNext = this.createAndPlayAudioNode(this.startTime, 0);
this.soundCompleteTimeout = setTimeout(this.endedHandler, this.duration);
}
else {
this.handleSoundReady(null);
}
if (this.onLoop != null) {
this.onLoop(this);
}
this.sendEvent("loop");
return;
}
if (window.createjs == null) {
return;
}
this.playState = createjs.Sound.PLAY_FINISHED;
this.cleanUp();
if (this.onComplete != null) {
this.onComplete(this);
}
this.sendEvent("complete");
},
// Play has failed, which can happen for a variety of reasons.
playFailed:function () {
if (window.createjs == null) {
return;
}
this.playState = createjs.Sound.PLAY_FAILED;
if (this.onPlayFailed != null) {
this.onPlayFailed(this);
}
this.cleanUp();
this.sendEvent("failed");
},
toString:function () {
return "[WebAudioPlugin SoundInstance]";
}
}
// This is for the above SoundInstance.
createjs.EventDispatcher.initialize(SoundInstance.prototype); // inject EventDispatcher methods.
/**
* An internal helper class that preloads web audio via XHR. Note that this class and its methods are not documented
* properly to avoid generating HTML documentation.
* #class WebAudioLoader
* @param {String} src The source of the sound to load.
* @param {Object} owner A reference to the class that created this instance.
* @constructor
*/
function WebAudioLoader(src, owner) {
this.init(src, owner);
}
var p = WebAudioLoader.prototype = {
// the request object for or XHR2 request
request:null,
owner:null,
progress:-1,
/**
* The source of the sound to load. Used by callback functions when we return this class.
* #property src
* @type {String}
*/
src:null,
/**
* The decoded AudioBuffer array that is returned when loading is complete.
* #property result
* @type {AudioBuffer}
* @protected
*/
result:null,
// Calbacks
/**
* The callback that fires when the load completes. This follows HTML tag naming.
* #property onload
* @type {Method}
*/
onload:null,
/**
* The callback that fires as the load progresses. This follows HTML tag naming.
* #property onprogress
* @type {Method}
*/
onprogress:null,
/**
* The callback that fires if the load hits an error.
* #property onError
* @type {Method}
* @protected
*/
onError:null,
// constructor
init:function (src, owner) {
this.src = src;
this.owner = owner;
},
/**
* Begin loading the content.
* #method load
* @param {String} src The path to the sound.
*/
load:function (src) {
if (src != null) {
this.src = src;
}
this.request = new XMLHttpRequest();
this.request.open("GET", this.src, true);
this.request.responseType = "arraybuffer";
this.request.onload = createjs.proxy(this.handleLoad, this);
this.request.onError = createjs.proxy(this.handleError, this);
this.request.onprogress = createjs.proxy(this.handleProgress, this);
this.request.send();
},
/**
* The loader has reported progress.
* #method handleProgress
* @param {Number} loaded The loaded amount.
* @param {Number} total The total amount.
* @protected
*/
handleProgress:function (loaded, total) {
this.progress = loaded / total;
if (this.onprogress == null) {
return;
}
this.onprogress({loaded:loaded, total:total, progress:this.progress});
},
/**
* The sound has completed loading.
* #method handleLoad
* @protected
*/
handleLoad:function () {
s.context.decodeAudioData(this.request.response,
createjs.proxy(this.handleAudioDecoded, this),
createjs.proxy(this.handleError, this));
},
/**
* The audio has been decoded.
* #method handleAudioDecoded
* @protected
*/
handleAudioDecoded:function (decodedAudio) {
this.progress = 1;
this.result = decodedAudio;
this.owner.addPreloadResults(this.src, this.result);
this.onload && this.onload();
},
/**
* Errors have been caused by the loader.
* #method handleError
* @protected
*/
handleError:function (evt) {
this.owner.removeSound(this.src);
this.onerror && this.onerror(evt);
},
toString:function () {
return "[WebAudioPlugin WebAudioLoader]";
}
}
}());


What is SQL?
SQL is an acronym for Structured Query Language and is used for managing data held in a relational database management system. SQL has two components one: a data definition language and the other: a data manipulation language. The scope of SQL includes data insert, query, update and delete, schema creation and modification, and data access control. The data is stored in tables with rows much like a spreadsheet and the column titles must be set beforehand. Data is usually broken up into several different tables and depending on the data requested the tables will need to be joined for the requested data to be retrieved.
NoSQL Databases Explained
NoSQL, or 'Not Only SQL', represents the new class of data management technologies designed to meet the increasing volume, velocity, and variety of data that organizations are storing, processing, and analyzing.
Compared to relational databases, NoSQL databases are more scalable and provide superior performance. NoSQL databases address the opportunities that the relational model does not, including:
There really doesn't seem to be significant reason to choose SQL over NoSQL. Based on the differences listed below NoSQL appears to come out the clear winner.
NoSQL
SQL


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Creating Windows Installers With the WiX Toolset Part 7
Part 2 – An Overview Of Windows Installer and its Features
Part 3 – Tooling Options for Building Installers
Part 4 – The Windows Installer Runtime Sequence
Part 5 – The Contents of an MSI
Part 6 – The Structure of a WiX File
Part 7 – Generating an MSI Package From Your WiX
Part 8 – Troubleshooting Installer Runtime Problems
Part 9 - Summary
This post explains how to create an MSI installer from the WiX files you’ve written from either the command line or within Visual Studio.
The Missing Magic
So we’ve discussed how an MSI is an installer package that Windows can process and taken a peek at what the insides of an MSI looks like, and then we’ve examined a simple WiX file that can be used to create an MSI and how WiX schema is heavily tied to the entities of Windows Installer. But we don’t quite have the complete picture yet – how do we magically get our MSI once we’ve authored some WiX?
It’s Just A Compiler
So the answer is 42. Just kidding. The answer is that the WiX toolset comes with its own compiler and linker tools. If you’ve ever set up an automated build, this is the WiX equivalent of MsBuild.exe (or if you’re really hard core, csc.exe). Most of the tooling in WiX is related to candles in some fashion (WiX sounds like “wicks”, the burning portion of a candle), so you might find it amusing to learn the name of the compiler is “candle”, and the linker is called “light”.
There are two ways you can run the compiler: through the command line, or as an integrated extension of Visual Studio. I’ll discuss both below.
From the Command Line
This is my preferred method. Usually when I’m building an installer, I’ve had to do some PowerShell scripting to stage the output that I want to be packaged up by the installer. This is usually artifacts like help files, shortcut icons, and so forth. This is also the primary method for getting an installer compilation rolled into your automated build (you might be able to use Votive with TFS, you’ll have to verify that with someone that willingly uses TFS).
Invocation looks something like this in a simple bat file:
rem If we don't specify an output directory, the wixobj files will get dumped in the current working directory of the bat file
tools\wix\candle.exe src\installer\HelloWorld.wxs -out artifacts\wix\
tools\wix\light.exe artifacts\wix\HelloWorld.wixobj -out artifacts\wix\HelloWorld.msi
rem Move the final output for exposure to CI build or shared network folder
copy artifacts\wix\HelloWorld.msi artifacts\installer
Inside Visual Studio
The WiX tooling comes with a Visual Studio extension called Votive. I mentioned it earlier how you can use it to get IntelliSense when editing your WiX files. Votive also makes it possible to compile your WiX when doing a build in Visual Studio.
If you examine the properties of your WiX project, you’ll find a host of options for controlling your compilation.
The Installer tab lets you name your output file, and choose alternate output types if you happen to need something besides MSI (if you don’t know otherwise, then stick with MSI).
The Build tab allows you to specify values for your preprocessor variables (WiX supports preprocessing similar to C and C++ compilers), and where to place your output.
The Tool Settings tab can be used to ignore ICE validation on your package (although I’d suggest leaving it on, you always want to know about potential problems), and pass additional arguments to the compiler and linker.
When you compile the project in Visual Studio, if you look carefully at the build output you’ll see that it’s simply invoking candle and light for you under the hood:
If you do use Votive, you probably won’t want to build the installer in debug configuration. Otherwise you’ll have to wait for an installer to build every time you recompile the solution.


--- layout: default title: "Workshops" permalink: /workshops/ ---
The core meetings of NYRIA are the annual workshops. Take a look at our upcoming 2019 workshop and past workshops below.


Package Regions contains a large number of auxiliary functions which are needed to compute the current region of the IAPWS/IF97 for a given pair of input variables as quickly as possible. The focus of this implementation was on computational efficiency, not on compact code. Many of the function values calculated in these functions could be obtained using the fundamental functions of IAPWS/IF97, but with considerable overhead. If the region of IAPWS/IF97 is known in advance, the input variable mode can be set to the region, then the somewhat costly region checks are omitted. The checking for the phase has to be done outside the region functions because many properties are not differentiable at the region boundary. If the input phase is 2, the output region will be set to 4 immediately.
The main 4 functions in this package are the functions returning the appropriate region for two input variables.
In addition, functions of the boiling and condensation curves compute the specific enthalpy, specific entropy, or density on these curves. The functions for the saturation pressure and temperature are included in the package Basic because they are part of the original IAPWS/IF97 standards document. These functions are also aliased to be used directly from package Water.
All other functions are auxiliary functions called from the region functions to check a specific boundary.
| Name | Description |
|---|---|
| boundary23ofT | Boundary function for region boundary between regions 2 and 3 (input temperature) |
| boundary23ofp | Boundary function for region boundary between regions 2 and 3 (input pressure) |
| hlowerofp5 | Explicit lower specific enthalpy limit of region 5 as function of pressure |
| hupperofp5 | Explicit upper specific enthalpy limit of region 5 as function of pressure |
| slowerofp5 | Explicit lower specific entropy limit of region 5 as function of pressure |
| supperofp5 | Explicit upper specific entropy limit of region 5 as function of pressure |
| hlowerofp1 | Explicit lower specific enthalpy limit of region 1 as function of pressure |
| hupperofp1 | Explicit upper specific enthalpy limit of region 1 as function of pressure (meets region 4 saturation pressure curve at 623.15 K) |
| slowerofp1 | Explicit lower specific entropy limit of region 1 as function of pressure |
| supperofp1 | Explicit upper specific entropy limit of region 1 as function of pressure (meets region 4 saturation pressure curve at 623.15 K) |
| hlowerofp2 | Explicit lower specific enthalpy limit of region 2 as function of pressure (meets region 4 saturation pressure curve at 623.15 K) |
| hupperofp2 | Explicit upper specific enthalpy limit of region 2 as function of pressure |
| slowerofp2 | Explicit lower specific entropy limit of region 2 as function of pressure (meets region 4 saturation pressure curve at 623.15 K) |
| supperofp2 | Explicit upper specific entropy limit of region 2 as function of pressure |
| d1n | Density in region 1 as function of p and T |
| d2n | Density in region 2 as function of p and T |
| dhot1ofp | Density at upper temperature limit of region 1 |
| dupper1ofT | Density at upper pressure limit of region 1 |
| hl_p_R4b | Explicit approximation of liquid specific enthalpy on the boundary between regions 4 and 3 |
| hv_p_R4b | Explicit approximation of vapour specific enthalpy on the boundary between regions 4 and 3 |
| sl_p_R4b | Explicit approximation of liquid specific entropy on the boundary between regions 4 and 3 |
| sv_p_R4b | Explicit approximation of vapour specific entropy on the boundary between regions 4 and 3 |
| rhol_p_R4b | Explicit approximation of liquid density on the boundary between regions 4 and 3 |
| rhov_p_R4b | Explicit approximation of vapour density on the boundary between regions 4 and 2 |
| boilingcurve_p | Properties on the boiling curve |
| dewcurve_p | Properties on the dew curve |
| hvl_p | |
| hl_p | Liquid specific enthalpy on the boundary between regions 4 and 3 or 1 |
| hv_p | Vapour specific enthalpy on the boundary between regions 4 and 3 or 2 |
| hvl_p_der | Derivative function for the specific enthalpy along the phase boundary |
| rhovl_p | |
| rhol_p | Density of saturated water |
| rhov_p | Density of saturated vapour |
| rhovl_p_der | |
| sl_p | Liquid specific entropy on the boundary between regions 4 and 3 or 1 |
| sv_p | Vapour specific entropy on the boundary between regions 4 and 3 or 2 |
| rhol_T | Density of saturated water |
| rhov_T | Density of saturated vapour |
| region_ph | Return the current region (valid values: 1,2,3,4,5) in IF97 for given pressure and specific enthalpy |
| region_ps | Return the current region (valid values: 1,2,3,4,5) in IF97 for given pressure and specific entropy |
| region_pT | Return the current region (valid values: 1,2,3,5) in IF97, given pressure and temperature |
| region_dT | Return the current region (valid values: 1,2,3,4,5) in IF97, given density and temperature |
| hvl_dp | Derivative function for the specific enthalpy along the phase boundary |
| dhl_dp | Derivative of liquid specific enthalpy on the boundary between regions 4 and 3 or 1 w.r.t. pressure |
| dhv_dp | Derivative of vapour specific enthalpy on the boundary between regions 4 and 3 or 1 w.r.t. pressure |
| drhovl_dp | |
| drhol_dp | Derivative of density of saturated water w.r.t. pressure |
| drhov_dp | Derivative of density of saturated steam w.r.t. pressure |


Todd takes 1-shot lead into final round at Mayakoba
PLAYA DEL CARMEN, Mexico (AP) - Brendon Todd got his mistake out of the way early and shot a 6-under 65 on Sunday to take a one-shot lead into the final round of the Mayakoba Golf Classic as he goes for his second straight PGA Tour victory.
Todd is coming off a victory two weeks ago at the Bermuda Championship. He was at 17-under 196.
Vaughn Taylor was tied for the lead until a bogey on the final hole for a 67. Harris English, the 36-hole leader, also was tied until he dropped a shot on the 17th. Todd’s only bogey of the third round was on the opening hole at El Camaleon.
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The fourth round began immediately after for the 82 players who made the cut and was not expected to finish until Monday. Rain washed out play on Thursday.
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| 024:063 Khan | : |
Make not the calling of the Messenger (Muhammad SAW) among you as your calling of one another. Allah knows those of you who slip away under shelter (of some excuse without taking the permission to leave, from the Messenger SAW). And let those who oppose the Messenger's (Muhammad SAW) commandment (i.e. his Sunnah legal ways, orders, acts of worship, statements, etc.) (among the sects) beware, lest some Fitnah (disbelief, trials, afflictions, earthquakes, killing, overpowered by a tyrant, etc.) befall them or a painful torment be inflicted on them. |
| 024:063 Maulana | : |
Make not the calling among you of the Messenger as your calling one of another. Allah indeed knows those who steal away from among you, concealing themselves. So let those who go against his order beware, lest a trial afflict them or there befall them a painful chastisement. |
| 024:063 Pickthal | : |
Make not the calling of the messenger among you as your calling one of another. Allah knoweth those of you who steal away, hiding themselves. And let those who conspire to evade orders beware lest grief or painful punishment befall them. |
| 024:063 Rashad | : |
Do not treat the messenger's requests as you treat each others' requests. GOD is fully aware of those among you who sneak away using flimsy excuses. Let them beware - those who disobey his orders - for a disaster may strike them, or a severe retribution. |
| 024:063 Sarwar | : |
Do not address the Messenger as you would call each other.  Those who oppose the Messengers should beware, lest some trouble or a painful torment should befall them. |
| 024:063 Shakir | : |
Do not hold the Messenger's calling (you) among you to be like your calling one to the other; Allah indeed knows those who steal away from among you, concealing themselves; therefore let those beware who go against his order lest a trial afflict them or there befall them a painful chastisement. |
| 024:063 Sherali | : |
Treat not the calling of the Messenger among you like the calling of one of you to another. ALLAH indeed knows those of you who steal away covertly. So let those who go against HIS command beware lest a trial afflict them or a grievous punishment overtake them. |
| 024:063 Yusufali | : |
Deem not the summons of the Messenger among yourselves like the summons of one of you to another: Allah doth know those of you who slip away under shelter of some excuse: then let those beware who withstand the Messenger's order, lest some trial befall them, or a grievous penalty be inflicted on them. |
Concepts/Themes Covered: أركان الإسلام > (محمد (صلى الله عليه وسلم > أدب المؤمنين معه Pillars of Islam> The Blessed Muhammad(PBUH)> The Believers' Manners Towards Him(PBUH) أركان الإسلام > (محمد (صلى الله عليه وسلم > أقوال الكافرين فيه Pillars of Islam> The Blessed Muhammad(PBUH)> The Disbelievers' Tales About Him(PBUH) أركان الإسلام > (محمد (صلى الله عليه وسلم > مآثره وخصائصه لله Pillars of Islam> The Blessed Muhammad(PBUH)> Memorable Qualities given to Him by Allah الإيمان > الإيمان بالله > النفاق Faith> Belief In Allah> Hypocrisy
This tool uses eight English parallel translations for the Holy Quran imported from Mr. Clay Smith. You can also visit Qurany Concepts for browsing the Quran themes or topics. If you want to search the Holy Quran for keywords, please visit Qurany Keywords.


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Welcome to my bootstrap 4 website! Bootstrap is a free and open-source front-end library with HTML and CSS based designs.
Built with the latest version of HTML, HTML5.
Built with the latest version of Bootstrap, Bootstrap 4.
Built with the latest version of HTML, HTML5.
The columns will automatically stack on top of each other when the screen is less than 578px wide.
Resize the browser to see the effect. Responsive web design has become more important as the amount of mobile traffic now accounts for more than half of total internet traffic.
It can also display the web page differently depending on the screen size and the viewing device.
Phil is a front end developer with over 5 years of web development experience.
See ProfileWe know that greatness in a disruptive era requires bold ambition, curious talent, and a culture that believes we're smarter together.
We approach every challenge holistically with best-in-class expertise in data, creativity, media, technology, search, social, and more. We call this Alchemy. It has the power to build our clients' brands and transform their business. And while it may seem like magic, we've got it down to a science.


TIFF CHANGE INFORMATION
This document describes the changes made to the software between the
previous and current versions (see above). If you don't
find something listed here, then it was not done in this timeframe, or
it was not considered important enough to be mentioned. The following
information is located here:
MAJOR CHANGES:
CHANGES IN THE SOFTWARE CONFIGURATION:
- Updated to use Automake 1.12.4. Avoids security problem with
'make distcheck' (CVE-2012-3386).
CHANGES IN LIBTIFF:
- Various memory buffer access fixes.
- Fix handling when writing RGBA jpeg compressed imagery
(http://trac.osgeo.org/gdal/ticket/4732).
- Fix to work properly with IJG JPEG 7+.
- New functions TIFFFieldTag(), TIFFFieldName(),
TIFFFieldDataType(), TIFFFieldPassCount(), TIFFFieldReadCount(),
TIFFFieldWriteCount() to use as external accessors for the opaque
type TIFFField.
- Fix bug rewriting image tiles in a compressed
file (http://trac.osgeo.org/gdal/ticket/4771).
- Add TIFF/FX tag support in libtiff.
CHANGES IN THE TOOLS:
- tiff2pdf: Fail when TIFFSetDirectory() fails. This prevents
core dumps or perhaps even arbitrary code execution when processing
a corrupt input file (CVE-2012-3401).
- tiff2pdf: Fix two places where t2p_error didn't get set after a
malloc failure. No crash risk AFAICS, but the program might not
report exit code 1 as desired.
CHANGES IN THE CONTRIB AREA:
Last updated $Date: 2016-09-25 20:05:47 $.


#include <randomize.h>
Public Member Functions | |
| Randomize () | |
| Default constructor. | |
| Randomize (DWord seed) | |
| Constructor with given seed value. | |
| void | Init (DWord seed) |
| Init generator sequence with given seed value. | |
| void | Shuffle () |
| Init generator sequence with value based on system time. | |
| DWord | Next () |
| Returns next number in this sequence. | |
| DWord | operator() () |
| Equalent to Next(). |
|
|
Default constructor. Initiates random number sequnse based on system tick value. |
|
|
Constructor with given seed value. Randomize() class constructor.
|
|
|
Init generator sequence with given seed value.
|
|
|
Returns next number in this sequence.
|
|
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Equalent to Next().
|