RenderEngine(bpy_struct)¶
Simple Render Engine¶
import bpy
import bgl
class CustomRenderEngine(bpy.types.RenderEngine):
# These three members are used by blender to set up the
# RenderEngine; define its internal name, visible name and capabilities.
bl_idname = "CUSTOM"
bl_label = "Custom"
bl_use_preview = True
# Init is called whenever a new render engine instance is created. Multiple
# instances may exist at the same time, for example for a viewport and final
# render.
def __init__(self):
self.scene_data = None
self.draw_data = None
# When the render engine instance is destroy, this is called. Clean up any
# render engine data here, for example stopping running render threads.
def __del__(self):
pass
# This is the method called by Blender for both final renders (F12) and
# small preview for materials, world and lights.
def render(self, depsgraph):
scene = depsgraph.scene
scale = scene.render.resolution_percentage / 100.0
self.size_x = int(scene.render.resolution_x * scale)
self.size_y = int(scene.render.resolution_y * scale)
# Fill the render result with a flat color. The framebuffer is
# defined as a list of pixels, each pixel itself being a list of
# R,G,B,A values.
if self.is_preview:
color = [0.1, 0.2, 0.1, 1.0]
else:
color = [0.2, 0.1, 0.1, 1.0]
pixel_count = self.size_x * self.size_y
rect = [color] * pixel_count
# Here we write the pixel values to the RenderResult
result = self.begin_result(0, 0, self.size_x, self.size_y)
layer = result.layers[0].passes["Combined"]
layer.rect = rect
self.end_result(result)
# For viewport renders, this method gets called once at the start and
# whenever the scene or 3D viewport changes. This method is where data
# should be read from Blender in the same thread. Typically a render
# thread will be started to do the work while keeping Blender responsive.
def view_update(self, context, depsgraph):
region = context.region
view3d = context.space_data
scene = depsgraph.scene
# Get viewport dimensions
dimensions = region.width, region.height
if not self.scene_data:
# First time initialization
self.scene_data = []
first_time = True
# Loop over all datablocks used in the scene.
for datablock in depsgraph.ids:
pass
else:
first_time = False
# Test which datablocks changed
for update in depsgraph.updates:
print("Datablock updated: ", update.id.name)
# Test if any material was added, removed or changed.
if depsgraph.id_type_updated('MATERIAL'):
print("Materials updated")
# Loop over all object instances in the scene.
if first_time or depsgraph.id_type_updated('OBJECT'):
for instance in depsgraph.object_instances:
pass
# For viewport renders, this method is called whenever Blender redraws
# the 3D viewport. The renderer is expected to quickly draw the render
# with OpenGL, and not perform other expensive work.
# Blender will draw overlays for selection and editing on top of the
# rendered image automatically.
def view_draw(self, context, depsgraph):
region = context.region
scene = depsgraph.scene
# Get viewport dimensions
dimensions = region.width, region.height
# Bind shader that converts from scene linear to display space,
bgl.glEnable(bgl.GL_BLEND)
bgl.glBlendFunc(bgl.GL_ONE, bgl.GL_ONE_MINUS_SRC_ALPHA)
self.bind_display_space_shader(scene)
if not self.draw_data or self.draw_data.dimensions != dimensions:
self.draw_data = CustomDrawData(dimensions)
self.draw_data.draw()
self.unbind_display_space_shader()
bgl.glDisable(bgl.GL_BLEND)
class CustomDrawData:
def __init__(self, dimensions):
# Generate dummy float image buffer
self.dimensions = dimensions
width, height = dimensions
pixels = [0.1, 0.2, 0.1, 1.0] * width * height
pixels = bgl.Buffer(bgl.GL_FLOAT, width * height * 4, pixels)
# Generate texture
self.texture = bgl.Buffer(bgl.GL_INT, 1)
bgl.glGenTextures(1, self.texture)
bgl.glActiveTexture(bgl.GL_TEXTURE0)
bgl.glBindTexture(bgl.GL_TEXTURE_2D, self.texture[0])
bgl.glTexImage2D(bgl.GL_TEXTURE_2D, 0, bgl.GL_RGBA16F, width, height, 0, bgl.GL_RGBA, bgl.GL_FLOAT, pixels)
bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MIN_FILTER, bgl.GL_LINEAR)
bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MAG_FILTER, bgl.GL_LINEAR)
bgl.glBindTexture(bgl.GL_TEXTURE_2D, 0)
# Bind shader that converts from scene linear to display space,
# use the scene's color management settings.
shader_program = bgl.Buffer(bgl.GL_INT, 1)
bgl.glGetIntegerv(bgl.GL_CURRENT_PROGRAM, shader_program)
# Generate vertex array
self.vertex_array = bgl.Buffer(bgl.GL_INT, 1)
bgl.glGenVertexArrays(1, self.vertex_array)
bgl.glBindVertexArray(self.vertex_array[0])
texturecoord_location = bgl.glGetAttribLocation(shader_program[0], "texCoord")
position_location = bgl.glGetAttribLocation(shader_program[0], "pos")
bgl.glEnableVertexAttribArray(texturecoord_location)
bgl.glEnableVertexAttribArray(position_location)
# Generate geometry buffers for drawing textured quad
position = [0.0, 0.0, width, 0.0, width, height, 0.0, height]
position = bgl.Buffer(bgl.GL_FLOAT, len(position), position)
texcoord = [0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0]
texcoord = bgl.Buffer(bgl.GL_FLOAT, len(texcoord), texcoord)
self.vertex_buffer = bgl.Buffer(bgl.GL_INT, 2)
bgl.glGenBuffers(2, self.vertex_buffer)
bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vertex_buffer[0])
bgl.glBufferData(bgl.GL_ARRAY_BUFFER, 32, position, bgl.GL_STATIC_DRAW)
bgl.glVertexAttribPointer(position_location, 2, bgl.GL_FLOAT, bgl.GL_FALSE, 0, None)
bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vertex_buffer[1])
bgl.glBufferData(bgl.GL_ARRAY_BUFFER, 32, texcoord, bgl.GL_STATIC_DRAW)
bgl.glVertexAttribPointer(texturecoord_location, 2, bgl.GL_FLOAT, bgl.GL_FALSE, 0, None)
bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, 0)
bgl.glBindVertexArray(0)
def __del__(self):
bgl.glDeleteBuffers(2, self.vertex_buffer)
bgl.glDeleteVertexArrays(1, self.vertex_array)
bgl.glBindTexture(bgl.GL_TEXTURE_2D, 0)
bgl.glDeleteTextures(1, self.texture)
def draw(self):
bgl.glActiveTexture(bgl.GL_TEXTURE0)
bgl.glBindTexture(bgl.GL_TEXTURE_2D, self.texture[0])
bgl.glBindVertexArray(self.vertex_array[0])
bgl.glDrawArrays(bgl.GL_TRIANGLE_FAN, 0, 4)
bgl.glBindVertexArray(0)
bgl.glBindTexture(bgl.GL_TEXTURE_2D, 0)
# RenderEngines also need to tell UI Panels that they are compatible with.
# We recommend to enable all panels marked as BLENDER_RENDER, and then
# exclude any panels that are replaced by custom panels registered by the
# render engine, or that are not supported.
def get_panels():
exclude_panels = {
'VIEWLAYER_PT_filter',
'VIEWLAYER_PT_layer_passes',
}
panels = []
for panel in bpy.types.Panel.__subclasses__():
if hasattr(panel, 'COMPAT_ENGINES') and 'BLENDER_RENDER' in panel.COMPAT_ENGINES:
if panel.__name__ not in exclude_panels:
panels.append(panel)
return panels
def register():
# Register the RenderEngine
bpy.utils.register_class(CustomRenderEngine)
for panel in get_panels():
panel.COMPAT_ENGINES.add('CUSTOM')
def unregister():
bpy.utils.unregister_class(CustomRenderEngine)
for panel in get_panels():
if 'CUSTOM' in panel.COMPAT_ENGINES:
panel.COMPAT_ENGINES.remove('CUSTOM')
if __name__ == "__main__":
register()
base class — bpy_struct
-
class
bpy.types.
RenderEngine
(bpy_struct)¶ Render engine
-
bl_idname
¶ Type: string, default “”, (never None)
-
bl_label
¶ Type: string, default “”, (never None)
-
bl_use_eevee_viewport
¶ Uses Eevee for viewport shading in LookDev shading mode
Type: boolean, default False
-
bl_use_postprocess
¶ Apply compositing on render results
Type: boolean, default False
-
bl_use_preview
¶ Render engine supports being used for rendering previews of materials, lights and worlds
Type: boolean, default False
-
bl_use_save_buffers
¶ Support render to an on disk buffer during rendering
Type: boolean, default False
-
bl_use_shading_nodes_custom
¶ Don’t expose Cycles and Eevee shading nodes in the node editor user interface, so own nodes can be used instead
Type: boolean, default True
-
bl_use_spherical_stereo
¶ Support spherical stereo camera models
Type: boolean, default False
-
is_animation
¶ Type: boolean, default False
-
is_preview
¶ Type: boolean, default False
-
layer_override
¶ Type: boolean array of 20 items, default (False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False)
-
render
¶ Type: RenderSettings
, (readonly)
-
resolution_x
¶ Type: int in [-inf, inf], default 0, (readonly)
-
resolution_y
¶ Type: int in [-inf, inf], default 0, (readonly)
-
tile_x
¶ Type: int in [0, inf], default 0
-
tile_y
¶ Type: int in [0, inf], default 0
-
use_highlight_tiles
¶ Type: boolean, default False
-
update
(data=None, depsgraph=None)¶ Export scene data for render
-
render
(depsgraph) Render scene into an image
-
bake
(depsgraph, object, pass_type, pass_filter, object_id, pixel_array, num_pixels, depth, result)¶ Bake passes
Parameters: - pass_type (enum in ['COMBINED', 'AO', 'SHADOW', 'NORMAL', 'UV', 'ROUGHNESS', 'EMIT', 'ENVIRONMENT', 'DIFFUSE', 'GLOSSY', 'TRANSMISSION', 'SUBSURFACE']) – Pass, Pass to bake
- pass_filter (int in [0, inf]) – Pass Filter, Filter to combined, diffuse, glossy, transmission and subsurface passes
- object_id (int in [0, inf]) – Object Id, Id of the current object being baked in relation to the others
- num_pixels (int in [0, inf]) – Number of Pixels, Size of the baking batch
- depth (int in [0, inf]) – Pixels depth, Number of channels
-
view_update
(context, depsgraph)¶ Update on data changes for viewport render
-
view_draw
(context, depsgraph)¶ Draw viewport render
-
update_script_node
(node=None)¶ Compile shader script node
-
update_render_passes
(scene=None, renderlayer=None)¶ Update the render passes that will be generated
-
tag_redraw
()¶ Request redraw for viewport rendering
-
tag_update
()¶ Request update call for viewport rendering
-
begin_result
(x, y, w, h, layer="", view="")¶ Create render result to write linear floating point render layers and passes
Parameters: - x (int in [0, inf]) – X
- y (int in [0, inf]) – Y
- w (int in [0, inf]) – Width
- h (int in [0, inf]) – Height
- layer (string, (optional, never None)) – Layer, Single layer to get render result for
- view (string, (optional, never None)) – View, Single view to get render result for
Returns: Result
Return type:
-
update_result
(result)¶ Signal that pixels have been updated and can be redrawn in the user interface
Parameters: result ( RenderResult
) – Result
-
end_result
(result, cancel=False, highlight=False, do_merge_results=False)¶ All pixels in the render result have been set and are final
Parameters: - result (
RenderResult
) – Result - cancel (boolean, (optional)) – Cancel, Don’t mark tile as done, don’t merge results unless forced
- highlight (boolean, (optional)) – Highlight, Don’t mark tile as done yet
- do_merge_results (boolean, (optional)) – Merge Results, Merge results even if cancel=true
- result (
-
add_pass
(name, channels, chan_id, layer="")¶ Add a pass to the render layer
Parameters: - name (string, (never None)) – Name, Name of the Pass, without view or channel tag
- channels (int in [0, inf]) – Channels
- chan_id (string, (never None)) – Channel IDs, Channel names, one character per channel
- layer (string, (optional, never None)) – Layer, Single layer to add render pass to
-
get_result
()¶ Get final result for non-pixel operations
Returns: Result Return type: RenderResult
-
test_break
()¶ Test if the render operation should been canceled, this is a fast call that should be used regularly for responsiveness
Returns: Break Return type: boolean
-
active_view_get
()¶ active_view_get
Returns: View, Single view active Return type: string, (never None)
-
active_view_set
(view)¶ active_view_set
Parameters: view (string, (never None)) – View, Single view to set as active
-
camera_shift_x
(camera, use_spherical_stereo=False)¶ camera_shift_x
Parameters: use_spherical_stereo (boolean, (optional)) – Spherical Stereo Returns: Shift X Return type: float in [0, inf]
-
camera_model_matrix
(camera, use_spherical_stereo=False)¶ camera_model_matrix
Parameters: use_spherical_stereo (boolean, (optional)) – Spherical Stereo Returns: Model Matrix, Normalized camera model matrix Return type: float multi-dimensional array of 4 * 4 items in [-inf, inf]
-
use_spherical_stereo
(camera)¶ use_spherical_stereo
Returns: Spherical Stereo Return type: boolean
-
update_stats
(stats, info)¶ Update and signal to redraw render status text
Parameters: - stats (string, (never None)) – Stats
- info (string, (never None)) – Info
-
frame_set
(frame, subframe)¶ Evaluate scene at a different frame (for motion blur)
Parameters: - frame (int in [-inf, inf]) – Frame
- subframe (float in [0, 1]) – Subframe
-
update_progress
(progress)¶ Update progress percentage of render
Parameters: progress (float in [0, 1]) – Percentage of render that’s done
-
update_memory_stats
(memory_used=0.0, memory_peak=0.0)¶ Update memory usage statistics
Parameters: - memory_used (float in [0, inf], (optional)) – Current memory usage in megabytes
- memory_peak (float in [0, inf], (optional)) – Peak memory usage in megabytes
-
report
(type, message)¶ Report info, warning or error messages
Parameters: - type (enum set in {'DEBUG', 'INFO', 'OPERATOR', 'PROPERTY', 'WARNING', 'ERROR', 'ERROR_INVALID_INPUT', 'ERROR_INVALID_CONTEXT', 'ERROR_OUT_OF_MEMORY'}) – Type
- message (string, (never None)) – Report Message
-
error_set
(message)¶ Set error message displaying after the render is finished
Parameters: message (string, (never None)) – Report Message
-
bind_display_space_shader
(scene)¶ Bind GLSL fragment shader that converts linear colors to display space colors using scene color management settings
-
unbind_display_space_shader
()¶ Unbind GLSL display space shader, must always be called after binding the shader
-
support_display_space_shader
(scene)¶ Test if GLSL display space shader is supported for the combination of graphics card and scene settings
Returns: Supported Return type: boolean
-
get_preview_pixel_size
(scene)¶ Free Blender side memory of render engine
Returns: Pixel Size Return type: int in [1, 8]
-
free_blender_memory
()¶ free_blender_memory
-
register_pass
(scene, view_layer, name, channels, chanid, type)¶ Register a render pass that will be part of the render with the current settings
Parameters: - name (string, (never None)) – Name
- channels (int in [1, 8]) – Channels
- chanid (string, (never None)) – Channel IDs
- type (enum in ['VALUE', 'VECTOR', 'COLOR']) – Type
-
classmethod
bl_rna_get_subclass
(id, default=None)¶ Parameters: id (string) – The RNA type identifier. Returns: The RNA type or default when not found. Return type: bpy.types.Struct
subclass
-
classmethod
bl_rna_get_subclass_py
(id, default=None)¶ Parameters: id (string) – The RNA type identifier. Returns: The class or default when not found. Return type: type
-
Inherited Properties
Inherited Functions


{%extends "base.html" %} {%block title%}Call for Papers - {{conference}}{%endblock%} {%block content%}
Select which fields you would like to copy to your new submission. You will be given a chance to edit the submissions once you are done, but please only copy those entries that you actually want to submit.
In particular, please verify that the speakers listed for the submission is correct when there are multiple speakers of a session.
{% if form.errors %}Note! This form contains errors and has not been saved!
{% endif %}


The bitterness of poor quality remains long after the sweetness of meeting the schedule has been forgotten. --Anonymous [ source]


My name is Erich Hartnauer. I am a 32 year old father of three. I have a high school diploma with college experience. I prefer to learn autodidactically in most cases. I am currently attending Code Fellows in the hopes of landing a job in tech with the ultimate goal of working remote so I can be around my wife and kids more often. I am currently working as a plant operator for Airgas producing beverage grade carbon dioxide for multiple beverage customers locally and out of state. Prior to this current job I served five years in the Marine Corps in a similar field that I am currently working in. My long-term goals are to get a job as a developer, learn Tagalog, and read more.
Top 10 Places I would Like To Visit
- Braintree, MA
- Philadelphia Revolutionary War Museum
- Library of Congress
- Massachusetts Historical Society
- Gettysburg
- Disney World
- Universal Studios
- Colorado
- Montanna
- Oregon
Work and Education Experience
- High School Diploma Charles Page High School
- Code Fellows Full-Stack Program
- Plant Operator for Airgas
- Cryogenic Equipment Operator USMC
- Trim Carpenter


Church Stretton swimming pool closure ‘hitting the community’
by Aimee JonesCampaigners who fought to save Church Stretton swimming pool have said the temporary closure is impacting the community.
The leisure centre pool shut in October for up to two months while damage caused by a roof leak is repaired.
Stretton Pool Action (SPA) recently polled pool users and local residents to see how the closure has affected them.
The group received a flood of responses, ranging from concerns about a lack of transport to other facilities, to others missing the social aspect of having a local pool.
Church Stretton School also said pupils are unable to swim as part of the planned curriculum.
Denise Cottom from SPA said is a particularly worrying time as Shropshire Council is due to take over the management of the pool early next year.
Results
"SPA will collate the results of the poll and present them to county and town councils, and to the Church Stretton Community Led Plan group," she said.
"The pool was built by local public subscription in the 1970s and has served the local community well since then. We are heartened by the current offers to help our campaign.
"Shropshire Council is due to take over its management at the end of March 2020 and we all sincerely hope this means the secure future of the pool for generations to come.
"SPA will keep working to find a community solution for this vital and valuable local asset.”
She said it was also having a negative effect on businesses in the town.
All other facilities at the leisure centre remain open as normal. While the pool is closed, members are being urged to make use of the facilities at other Teme sites.


-
FCI - Programs
Our Mission:
- To address health issues that improve the lives of the underserved through collaboration, outreach and education.
- To make a significant difference in education and information about HIV and HCV prevention and care.
-
A Vision of Thoughtful Change
A Think Tank Experience
Think Tanks have been developed in partnership with the AIDS community leadership and municipal governmental entities responsible for service delivery and funding. Local leaders and critical thinkers in HIV services, policy, advocacy and general health and community services have participated.
 In an interactive environment, high school students learn imperative information regarding HIV risks and prevention. Students creatively interpret their views and artistically express themselves under their art teachers’ instruction.
Find Out More


enum class MediaMessageType
All MediaMessage types.
Type of MediaAction.
Type of MediaCard.
Type of MediaCarousel.


Investigating systemic racial bias in federal prisons
About me
Tom Cardoso, crime and justice reporter
at The Globe and Mail
@tom_cardoso
A sentence of two years or longer lands you in federal prison. We have a massive overincarceration problem for Indigenous and Black people.
Risk assessments
- Standardized tests.
- Designed to measure an inmate’s risk to the public and odds of being rehabilitated.
- Everywhere in corrections. Murderers, fraudsters, etc.: everyone gets one.
- Federally, used to classify, treat, and parole the 12,000 to 14,000 inmates in custody each year.
- But: Evaluating risk is tricky. Tons of room for bias.
Though there are many risk tools and types of scores in federal prison, two are most important: security classification and the reintegration potential score.
Custody Rating Scale
Static Factors
Dynamic Factors
Issues in assessment
- Highly subjective to the assessor
- Tough to interpret results
- Takes years to design an assessment, and then years to find out if it works
- Over time, tools become less effective
- Cultural bias
What we found
After controlling for variables like age, gender, the severity of inmates’ offences and past contact with the criminal justice system…
Black men are roughly 24% more likely than white men to end up in maximum security at admission.
Indigenous men are roughly 30% more likely to have the worst reintegration score at any point.
Both are less likely to reoffend after controlling for reintegration scores.
Even worse for Indigenous women
They’re roughly 64% more likely than white women to end up in maximum security at admission.
Also roughly 40% more likely to receive the worst reintegration score.
And, as an internal report we later obtained made clear: the government had warned Correctional Service Canada in 2004 about bias in its risk scores.
How did this come together?
- More than 90 interviews with sources developed over a two-year period.
- Hundreds of pages of inmate records, dozens of academic studies.
- One big freedom of information request, for a massive CSC database of 50,000 inmates. 750,000 rows in all. (If you’d like to learn about filing “data FOIs,” check out my other talk.)
What about the analysis process?
- Started simple, summarizing the data.
- Quickly realized that if I wanted to quantify the impact of race alone, I needed to somehow account for variations in age, gender, offence severity, etc.
- Enter: statistical modelling! Multivariate logistic regressions, specifically.
- All done using R, a statistical programming language, and The Globe’s data journalism template, startr. (And a lot of help from statisticians and academics.)
Response
- Published first story on a Saturday morning. By Monday afternoon, the House of Commons’ public safety committee had announced a study of systemic racism in prison risk assessments.
- Prime Minister acknowledged findings a few days later.
- Lawyers using our reporting at parole hearings.
- Just two weeks ago: Class-action human rights lawsuit filed against the federal government on behalf of tens of thousands of inmates.
- File big-picture, ambitious data FOIs. Most won’t work out… but a few will.
- Don’t be afraid to pivot. I did!
- Experiment with new techniques whenever you can. I learned how to model data for this story.
- Try to disprove your own findings. Especially on big stories.
- Write a methodology story. Be transparent about your process and analysis limitations. Most people won’t read it, but the ones who do will appreciate it.
- Data is just one tool. Never underestimate the importance of traditional reporting. You still need to find documents, build sources and pick up the phone.


We are now ready to identify two main statements: let \(p\) represent "I am more than 6 weeks pregnant" and let \(q\) represent "It is illegal to get an abortion in my state".


Let y0, y1, y2,... be a sequence of random unsigned 32 bit integers
(i.e. 0 yi 232, every value equally likely).
For the sequence xi the following recursion is given:
It can be seen that eventually there will be an index N such that xi = 232 -1 (a bit-pattern of all ones) for all i N.
Find the expected value of N.
Give your answer rounded to 10 digits after the decimal point.


Javascript Frame Counter:
Back in the days of DOS and terminal based software, it wasn't uncommon to see main loops such as the following pseudocode:
i = 0;
while (i != 1)
{
     read the keyboard.
     do some processing
     while (screen refresh signal not ready) *do nothing*
     if exit required, i = 1
}
Each game updated at around the same refresh rate as the screen. As long as you could keep all your processing within the time it would take to draw a screen you would have a smooth and fast piece of software. There is nothing wrong with the above loop, if you can assume yours is the only piece of software running. Home computers of the 80's typically did not have any other timing clocks to work with, so this kind of thing was used everywhere.
A possible improvement on the above loop, would be to substitute a wait() or sleep() call in place of the while loop.
i = 0;
while (i != 1)
{
     read the keyboard.
     do some processing
     wait(for some event);
     if exit required, i = 1
}
Calls like wait(), sleep() pause() are usually system calls, which suspend your program and go and do something else before returning.
The downside to this kind of control loop is that it's not very flexible, it tends to be put in place for very specific purposes and programmers would tend to put these loops all over their code. The most common one I can think of is adding this kind of loop every time you wanted the user to press a key.
Then along came the next generation of operating systems, which also had a main processing loop, but was structured somewhat differently so that the operating system could get some other tasks done as well. Instead of hogging the cpu, messages or events are used to control the flow of a program.
i = 0;
while (CheckMessage() != done)
{
    GetMessage()
    ProcessMessage()
}
CheckMessage, or its equivalent, would yield control to the operating system and only really get back to your application when it could be bothered.
Fast forward to the modern browser based systems and
- Nick.
Cows moo with regional accents.


| DOSE: |
14 mg |
oral |
Hydrocodone |
(pill / tablet) |
| |
15 mg |
oral |
Hydrocodone |
(pill / tablet) |
| |
400 mg |
oral |
Pharms - Ibuprofen |
(pill / tablet) |
The traditional uses for Hydrocodone & Oxycodone are primarily for pain reduction.
(Besides abuse & recreational use) I have found another useful property of them.
I have suffered from a sleep disorder called 'Restless Leg Syndrome' or RLS. This is associated with an urge to move the legs around because of an uncomfortable feeling when laying at rest. Temporary relief is felt after stretching, or moving the legs (walking or kicking). But the sensations come back, & the urge to move around is uncontrollable.
After a trip to the dentist, I received a scrip for Vicoprofen (Hydrocodone 7.5mg /Ibuprofen 200mg)for mouth pain. During this time on the medicine, I slept wonderfully.
Once the medicine was gone, my RLS came back.
A couple months later, & many many restless nights, I have another Dental visit, & received another Vicoprofen Scrip. I again slept in peace during the use of the meds.
So I started wondering if there was a pleasant 'side effect' from taking Vicoprofen.
I decided to try taking it JUST for the RLS, with no pain.
With an upcoming appt a week or 2 away, I called to see if I could get a scrip to help me until my visit. No problem. So, with no mouth pain, & no other need for the meds, I took them to see what the results, & effects would be on my RLS.
I took 2 pills (total of 15mg Hydrocodone) at 8:00PM. I noticed about 45 min later the soothing, warm euphoric feeling creeping in. Within another 20 min, the full effects of the meds were working. I felt great, & decided I'd try going to sleep.
The next morning I woke up feeling refreshed & ready to go.
The following evening I didn't take anything..... In Bed at 10:00PM, RLS symptoms coming back.... So I get up & take 3 pills (22.5mg hydrocodone) & stay up until I feel the medicine start to work. By 11:15 I'm feeling euphoric & happy, & relaxed,.... off to bed for a good night's sleep.
I decided to see if taking the meds during the day would be OK.
So at 1:00 PM, after lunch I take 2 pills (15mg) & go about my daily routine at work. about 50 min later I feel the warm sensations coming on. This makes work a fun place to be... so I take another 7.5mg to continue the happiness.
By the time I go home, most of the effects of the Hydrocodone have subsided.
It's 10:00, & time for bed. I lay down, & have no trouble with RLS.
Basically I have discovered that nights w/out the meds, I have trouble sleeping because of RLS. Not every night, but about 4 times a week I'm plagued.
But EVERY night I used the Opioid, I had NO trouble.
So it seems to me that there is another wonderful medical benefit of taking Hydrocodone. (Codeine & Hydrocodone are also given to reduce coughing....)
Just thought I'd pass this along, in case anyone else suffers from the same sleep disorder.
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.


Senior Front-End Deverloper at Intouch Solutions - 8 years
I worked solely on our largest client projects, specializing in brand redesigns, along with digital app presentations.
Digital pharmaceutical marketing agency experienced in web, app, and mobile development services.
Actionscript Game Developer at River Key Creative - 3 years
I built interactive fan games using Adobe Flash/Air, utilized in sporting arenas.
design firm specializing in computer animation, video production, and interactive design
Education: Northwest Missouri State University - Interactive Digital Media
Due to client sensitive material, please message me on LinkedIn and I'd be happy to display past work projects.


| ${value} Energy Cost | 10 14 18 22 26 30 34 38 42 46 50 55 |
| ${value}% Chance to Dodge Attacks | 4 5 6 7 8 9 10 11 12 13 14 15 |
| ${value}% of Attack damage converted to Health | min: [5.0, 6.0, 7.0, 9.0, 10.0, 11.0, 12.0, 13.0, 14.0, 16.0, 17.0, 18.0] |
| +${value}% Total Speed | 8 9 10 11 12 13 15 16 17 18 19 20 |
| MaxLevel | 8 |
| UltimateLevel | 12 |


{% extends "churches/churchmembership_form.html" %} {% load bootstrap3 %} {% block nav %} {% endblock %} {% block content %}
Are you sure you want to remove {{ object.user.get_full_name }} from {{ church.name }}?


{% trans "Connect to device:" %} {{ device.name }}
{% trans "Download an app that is compatible with pretix. For example, our check-in app pretixSCAN is available on all major platforms." %}
{% trans "Download pretixSCAN" %}
{% trans "Open the app that you want to connect and optionally reset it to the original state." %}
{% trans "Scan the following configuration code:" %}
{% trans "If your app/device does not support scanning a QR code, you can also enter the following information:" %}
{% trans "System URL:" %} {{ settings.SITE_URL }} {% trans "Token:" %} {{ device.initialization_token }}


Calculate Rates
Manage Rates
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GET LIVE PRICES REQUEST A PRICE
The base country is Tanzania, all rates are calculated according to TZ Shilling


Every class that extends jme3.app.SimpleApplication has properties that can be configured by customizing a com.jme3.system.AppSettings
object. Configure the settings before you call app.start()
on the application object. If you change display settings during runtime, call app.restart()
to make them take effect.
Note: Other runtime settings are covered in SimpleApplication.
public static void main(String[] args) { AppSettings settings = new AppSettings(true); settings.setResolution(640,480); ... // other properties see below MyGame app = new MyGame(); // or Main or whatever you called your SimpleApplication app.setSettings(settings); app.start(); }
Set the boolean in the AppSettings contructor to true if you want to keep the default settings for everything that you do not specify. Set this parameter to false if you want to change some of the settings, but otherwise want the application to load user settings from previous launches.
app.setShowSettings(true);
to present the user with a splashscreen and display settings dialog when starting the game, or app.setShowSettings(false);
to hide the custom splashscreen. Set this boolean before calling app.start()
on the SimpleApplication.
| Settings Property (Video) | Description | Default |
|---|---|---|
| setRenderer(AppSettings.LWJGL_OPENGL2) setRenderer(AppSettings.LWJGL_OPENGL3) | Switch Video Renderer | OpenGL 2 |
| setBitsPerPixel(8) | Set color depth. 1 = black and white, 2 bit = gray, 4 = 16 colors, 8 = 256 colors, 24 or 32 = "truecolor". | 24 |
| setFrequency(60) | The screen frequency (refresh rate of the graphics card), usually 60 or 75 fps. | 60 fps |
| setFramerate(60) | How often per second the engine should try to refresh the frame. For the release, usually 60 fps. Can be lower (59-30) for FX-intensive games. No use setting it to a higher value than the screen frequency. If the framerate goes below 30 fps, viewers start to notice choppiness or flickering. | -1 (auto) |
| setFullscreen(true) | Set this to true to make the game window fill the whole screen; you need to provide a key that calls app.stop() to exit the fullscreen view gracefully (default: escape). Set this to false to play the game in a normal window of its own. | False (windowed) |
| setHeight(480), setWidth(640) setResolution(640,480) | Two equivalent ways of setting the display resolution. | 640x480 pixels |
| setSamples(4) | Set multisampling to 0 to switch antialiasing off (harder edges, faster.) Set multisampling to 2 or 4 to activate antialising (softer edges, may be slower.) Depending on your graphic card, you may be able to set multisampling to higher values such as 8, 16, or 32 samples. | 0 |
| setVSync(true) | Set vertical syncing to true to time the frame buffer to coincide with the refresh interval of the screen: Prevents page tearing, but slower; recommened for release. Set to false to deactivate vertical syncing (faster, but possible page tearing artifacts); can be deactivated during development. | false |
| Settings Property (Input) | Description | Default |
|---|---|---|
| setUseInput(false) | Respond to user input by mouse and keyboard. Can be deactivated for use cases where you only display a 3D scene on the canvas without any interaction. | true |
| setUseJoysticks(true) | Activate optional joystick support | false |
| Settings Property (Audio) | Description | Default |
|---|---|---|
| setAudioRenderer(AppSettings.LWJGL_OPENAL) setAudioRenderer(AppSettings.LWJGL_JOAL) | Switch Audio Renderer | OpenAL |
| setStereo3D(true) | Enable 3D stereo. This feature requires hardware support from the GPU driver. See . | false |
| Settings Property (Branding) | Description | Default |
|---|---|---|
| setTitle("My Game") | This string will be visible in the titlebar, unless the window is fullscreen. | "jMonkey Engine 3.0" |
| setIcons(new BufferedImage[]{ ImageIO.read(new File("")), …}); | This specifies the little application icon in the titlebar of the application. You should specify the icon in various sizes (256,128,32,16) to look good on each OS. Note: This is not the application icon on the desktop. | null |
| setSettingsDialogImage("/path/to/splash.png") | A custom splashscreen image in the assets directory which is displayed when the settings dialog is shown. | "/com/jme3/app/Monkey.png" |
An AppSettings object also supports the following methods:
settings.save("unique_key")
to save your settings via standard java.io serialization.settings.load("unique_key")
to load your settings.settings2.copyFrom(settings)
to copy a settings object.Usage:
Provide the unique name of your jME3 application as the String argument. For example com.foo.MyCoolGame3
.
try { settings.save("com.foo.MyCoolGame3"); } catch (BackingStoreException ex) { /** could not save settings */ }
HKEY_CURRENT_USER\Software\JavaSoft\Prefs\com\foo\MyCoolGame3
$HOME/.java/.userPrefs/com/foo/MyCoolGame3
$HOME/Library/Preferences/com.foo.MyCoolGame3.plist


{% extends "index.html" %} {% block content %}
You have been successfully logged out
Click here to login again
{% endblock %} {% block login %}You have been successfully logged out
{% if form.errors %}Invalid username/password
{% endif %} {% endblock login %}


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Search movie
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Class: Seahorse::Client::AsyncBase
| Relationships & Source Files | |
| Extension / Inclusion / Inheritance Descendants | |
|
Subclasses:
|
|
| Super Chains via Extension / Inclusion / Inheritance | |
|
Class Chain:
self,
Base
|
|
|
Instance Chain:
self,
Base ,
HandlerBuilder
|
|
| Inherits: |
Seahorse::Client::Base
|
| Defined in: | gems/aws-sdk-core/lib/seahorse/client/async_base.rb |
Class Method Summary
- .new(plugins, options) ⇒ AsyncBase constructor
Base
- Inherited
| .add_plugin | Registers a plugin with this client. |
| .api, .clear_plugins, .define, | |
| .extend | Alias for Base.define. |
| .new | See additional method definition at line 21. |
| .plugins | Returns the list of registered plugins for this |
| .remove_plugin, .set_api, .set_plugins |
Instance Attribute Summary
Instance Method Summary
-
#close_connection ⇒ Symbol
Closes the underlying HTTP2 Connection for the client.
- #connection_errors
-
#new_connection ⇒ Seahorse::Client::H2::Connection
Creates a new HTTP2 Connection for the client.
- #operation_names ⇒ Array<Symbol>
Base
- Inherited
| #build_request | Builds and returns a |
| #operation_names |
HandlerBuilder
- Included
| #handle, #handle_request, #handle_response, | |
| #handler | Alias for HandlerBuilder#handle. |
Constructor Details
.new(plugins, options) ⇒ AsyncBase
# File 'gems/aws-sdk-core/lib/seahorse/client/async_base.rb', line 14
def initialize(plugins, ) super @connection = H2::Connection.new( ) @options = end
Instance Attribute Details
#connection ⇒ H2::Connection (readonly)
[ GitHub ]# File 'gems/aws-sdk-core/lib/seahorse/client/async_base.rb', line 21
attr_reader :connection
Instance Method Details
#close_connection ⇒ Symbol
Closes the underlying HTTP2 Connection for the client
# File 'gems/aws-sdk-core/lib/seahorse/client/async_base.rb', line 31
def close_connection @connection.close! end
#connection_errors
[ GitHub ]# File 'gems/aws-sdk-core/lib/seahorse/client/async_base.rb', line 45
def connection_errors @connection.errors end
#new_connection ⇒ Seahorse::Client::H2::Connection
Creates a new HTTP2 Connection for the client
# File 'gems/aws-sdk-core/lib/seahorse/client/async_base.rb', line 37
def new_connection if @connection.closed? @connection = H2::Connection.new(@options) else @connection end end
#operation_names ⇒ Array
<Symbol
>
# File 'gems/aws-sdk-core/lib/seahorse/client/async_base.rb', line 25
def operation_names self.class.api.async_operation_names end


This is a program that simulates natural selection and evolution. The gray square is the environment. The blue dots are food, which regenerates at a constant rate. The small moving circles are the organisms. The organisms are constantly moving, and they lose energy as they move.  As they start to get hungry, they will turn yellow, then red as they are starving. They can gain energy by eating the food.
The pink circle is the vision of the organisms. They can see any food inside that circle, and they will move to the closest food they see. They will eat the food once they are close enough. If they cannot see any food, they will turn randomly, and they will turn around when they hit the edge of the environment.
If an organism has enough energy, it can breed. Breeding occurs when two organisms with enough energy to breed get close to each other. A new organism will be created, and its starting energy will be subtracted from that of the parents. The parents will then move in a random direction for about 1.5 seconds, in order to give the baby a chance at finding food and surviving.
When two organisms breed, the traits of the baby are somewhere between those of the parents. However, there is about a 10% chance that a trait will have a mutation, which will sometimes move value of the trait to somewhere just outside the range of the parents.
There are six different traits that can change between organisms. They are:


Welcome
The COrporate Planner for Events (COPE) is here to help you schedule your corporate events, coordinating all the details to make sure everything needed is accomplished.
Features & Benefits
- Create & Share Event Summaries
- Communicate with Vendors
- Collaborate with Team
- Reduce Expenses