Some constitutional provisions tend to be included in a country's
constitution before others. For example, describing how a constitution
can be amended is a fundamental aspect of a constitution whereas provisions
protecting marginalised groups may take longer to appear within a constitution.
The order in which provisions are adopted naturally describes a hierarchy shown below.


Main Topic
Please enter your text here. this is ..doc/html/concepts/model.html
This is a link.
This is a list item


{% extends "base.html" %} {% block title %}
Medieval catalogues > PREMONSTRATENSIANS > Bradsole > Catalogue, late 13th cent.
{% endif %}131 identified entries found.
All data was derived from the List of Identifications by Professor Richard Sharpe.
{% if not printing %}
A key to codes used in the List is available (opens in new tab).{% endif %}


{% include 'head.html' %}
The individual data will not be shared elsewhere.
We only collect the data to improve our algorithm in the coming year and to share the analysis of the data with you and organizers.
We really appreciate your participation. This will improve the conference and neuroscience community in the future!
- Konrad Kording, Titipat Achakulvisut, and CCN organizers


#{repositorioextracaobean.project.description}
Extract commits from repository.
Analysis of Feelings
Extract issues from repository.
Analysis of Feelings.
Extract pull request of repository.
Integrate google groups to repository.


Electric Deliver BikeSolar Bike
120 km/h
Max Speed
150 N m
Torque
30 kW
Motor Power
200 km
Cruising Range
6 Hours
Full Charge Time
LiFePO4
Battery Type
35.2 kW h
Battery Capacity


Wahoo! My website's live and functioning. MWAHAHA.
I wanted to build a website to keep track of, and hold myself accountable to the projects I want to build. I also wanted to test out how to use Jekyll and host pages on Github. For now, I can keep talking to myself on here instead of out loud! Win-win-win.
The first projects I wanted to tackle:
Maybe I should create timelines? But for now, I think I just want to get this website up and running first and then I'll move forward from there.


Help¶
The help api provide some endpoints that let you retrieve different resources from Twitter.
Places¶
// Get a place by id
var place = await client.Help.GetPlaceAsync("df51dec6f4ee2b2c");
// Search for places
var places = await client.Help.SearchGeoAsync(new GeoSearchParameters
{
Query = "Toronto"
});
// Search by coordinates
var places = await client.Help.SearchGeoReverseAsync(new Coordinates(37.781157, -122.398720));
Twitter configuration¶
Twitter has some variables, like the size of urls within a tweet or the maximum size of uploads.
var configuration = await client.Help.GetTwitterConfigurationAsync();
Twitter ui supports a limited set of languages.
var languages = await client.Help.GetSupportedLanguagesAsync();


BindMenuEvent()
语法
BindMenuEvent(#Menu, MenuItem, @Callback())概要
Bind a menu event to a callback. It's an additional way to handle events in PureBasic, which works without problem with the regulars WindowEvent() / WaitWindowEvent() commands. A menu event can be unbinded with UnbindMenuEvent().
参数
#Menu The menu to bind the event to. MenuItem The menu item within the menu to bind the event to. @Callback() The callback procedure to call when the event occurs. It has to be declared like this: Procedure EventHandler() ; Code EndProcedureRegular functions like EventGadget(), EventWindow(), EventMenu(), EventType() and EventData() are available within the callback to get more information about the event.
Note: WindowEvent() and WaitWindowEvent() should never be called from inside the callback or the program can be locked or have wrong behavior.
返回值
无.
示例
Procedure TestHandler() Debug "Test menu event" EndProcedure Procedure QuitHandler() Debug "Quit menu event" End EndProcedure OpenWindow(0, 100, 100, 200, 50, "Click test", #PB_Window_SystemMenu) CreateMenu(0, WindowID(0)) MenuTitle("File") MenuItem(0, "Test") MenuItem(1, "Quit") BindMenuEvent(0, 0, @TestHandler()) BindMenuEvent(0, 1, @QuitHandler()) Repeat Event = WaitWindowEvent() Until Event = #PB_Event_CloseWindow
参阅
BindGadgetEvent(), BindMenuEvent(), UnbindEvent(), WindowEvent(), WaitWindowEvent()
已支持操作系统
所有


|
Ocular Engine
|
#include <BVHSceneTree.hpp>
Public Member Functions | |
| virtual void | restructure () override |
| virtual void | destroy () override |
| virtual void | addObject (SceneObject *object) override |
| virtual void | addObjects (std::vector< SceneObject * > const &objects) override |
| virtual bool | removeObject (SceneObject *object) override |
| virtual void | removeObjects (std::vector< SceneObject * > const &objects) override |
| virtual void | getAllObjects (std::vector< SceneObject * > &objects) const override |
| virtual void | getAllVisibleObjects (Math::Frustum const &frustum, std::vector< SceneObject * > &objects) const override |
| virtual void | getIntersections (Math::Ray const &ray, std::vector< SceneObject * > &objects) const override |
| virtual void | getIntersections (Math::BoundsSphere const &bounds, std::vector< SceneObject * > &objects) const override |
| virtual void | getIntersections (Math::BoundsAABB const &bounds, std::vector< SceneObject * > &objects) const override |
| virtual void | getIntersections (Math::BoundsOBB const &bounds, std::vector< SceneObject * > &objects) const override |
| virtual void | setDirty (UUID const &uuid) override |
| virtual SceneTreeType | getType () const override |
Protected Member Functions | |
| void | rebuild () |
| void | insertNewObjects () |
| void | updateDirtyNodes () |
| bool | rebuildNeeded () const |
| void | destroyNode (BVHSceneNode *node) const |
| void | insertObject (SceneObject *object) |
| BVHSceneNode * | findParent (BVHSceneNode *node, SceneObject *object) const |
| BVHSceneNode * | findNearest (BVHSceneNode *node, uint64_t const &morton) const |
| void | findVisible (BVHSceneNode *node, Math::Frustum const &frustum, std::vector< SceneObject * > &objects) const |
| void | findIntersections (BVHSceneNode *node, Math::Ray const &ray, std::vector< std::pair< SceneObject *, float >> &objects) const |
| void | findIntersections (BVHSceneNode *node, Math::BoundsSphere const &bounds, std::vector< SceneObject * > &objects) const |
| void | findIntersections (BVHSceneNode *node, Math::BoundsAABB const &bounds, std::vector< SceneObject * > &objects) const |
| void | findIntersections (BVHSceneNode *node, Math::BoundsOBB const &bounds, std::vector< SceneObject * > &objects) const |
| void | build () |
| void | createMortonPairs (std::vector< MortonPair > &pairs) const |
| BVHSceneNode * | generateTree (BVHSceneNode *parent, std::vector< MortonPair > const &pairs, uint32_t first, uint32_t last) const |
| uint32_t | findSplit (std::vector< MortonPair > const &pairs, uint32_t first, uint32_t last) const |
| void | fitNodeBounds (BVHSceneNode *node) const |
Additional Inherited Members | |
| Protected Attributes inherited from Ocular::Core::ISceneTree | |
| std::vector< SceneObject * > | m_NewObjects |
| Newly added objects that are waiting to be added to the tree. | |
Linear implementation of a Bounding Volume Hierarchy (BVH) Scene Tree.
For a parallel implementation (GPU) please see ... (does not exist yet).
The BVH Tree is implemented as a binary tree where each leaf node contains exactly one child SceneObject. This SceneObject may itself have child objects attached to it of course, but each node is limited to a single object.
Internal nodes have exactly two child nodes. In the event of an odd amount of leaf nodes, the root node can have direct child leaf nodes.
Enforcing these rules allows for the following to be expected:
A tree has N leaf nodes A tree has N-1 internal nodes (including root)
Each node has a corresponding bounding box that encompasses all of it's children. Thus, the bounds of a leaf node are equal to that of it's attached object. The bounds of a internal node contains both of it's children. The bounds of the root then must encompass all objects within the entire scene.
The implementation of this tree is based on several sources:
Tero Karras, NVIDIA Research Thinking Parallel, Parts I-III http://devblogs.nvidia.com/parallelforall/thinking-parallel-part-i-collision-detection-gpu/ Real-Time Rendering, 3rd Edition ... Daniel Kopta, et al. Fast, Effective BVH Updates for Animated Scenes http://www.cs.utah.edu/~thiago/papers/rotations.pdf
|
overridevirtual |
Adds the object to the scene tree.
| [in] | object |
Implements Ocular::Core::ISceneTree.
|
overridevirtual |
Adds a collection of objects to the scene tree.
| [in] | objects |
Implements Ocular::Core::ISceneTree.
|
protected |
Builds the tree from the collection of objects stored in m_AllObjects.
|
protected |
Calculates and sorts the Morton Codes for all objects in the tree.
| [out] | pairs | Container to be filled with the sorted Morton Codes and their associated SceneObject |
|
overridevirtual |
Destroys the SceneTree and all nodes contained within. Does not destroy any SceneObjects.
Implements Ocular::Core::ISceneTree.
|
protected |
Safely destroys the specified node and all children.
|
protected |
Recursively finds all SceneObjects that intersect with the specified ray. The results are unordered.
| [in] | node | Current node. |
| [in] | ray | Ray to test against. |
| [out] | objects | All discovered SceneObjects that intersect and their intersection points. |
|
protected |
Recursively finds all SceneObjects that intersect with the specified bounds.
| [in] | node | Current node. |
| [in] | bounds | Bounds to test against. |
| [out] | objects | All discovered SceneObjects that intersect. |
|
protected |
Recursively finds all SceneObjects that intersect with the specified bounds.
| [in] | node | Current node. |
| [in] | bounds | Bounds to test against. |
| [out] | objects | All discovered SceneObjects that intersect. |
|
protected |
Recursively finds all SceneObjects that intersect with the specified bounds.
| [in] | node | Current node. |
| [in] | bounds | Bounds to test against. |
| [out] | objects | All discovered SceneObjects that intersect. |
|
protected |
Finds the node with the nearest morton code to the one specified.
| [in] | node | Current node. |
| [in] | morton | Morton code to compare against |
|
protected |
Finds the leaf node that owns the specified object in the tree.
| [in] | node | Current node. |
| [in] | object | The object to find. |
|
protected |
Finds the index to split the remaining objects to fit the tree.
| [in] | pairs | Sorted list of morton code/scene object pairings. |
| [in] | first | Index of first object remaining to be added to the tree |
| [in] | last | Index of the last object remaining to be added to the tree |
|
protected |
| [in] | node | Current node. |
| [in] | frustum | Frustum to test against. |
| [out] | objects | All discovered SceneObjects that intersect. |
|
protected |
Adjusts the bounds of the specified node to fit over it's children.
| [in] | node | Node to adjust the bounds of. |
|
protected |
Recursively generates the tree in a top-down manner beginning at the root.
| [in] | parent | The node calling this recursive sequence. |
| [in] | pairs | Sorted list of morton code/scene object pairings. |
| [in] | first | First node in the current split |
| [in] | last | Last node in the current split (inclusive) |
|
overridevirtual |
Returns a flat list of all objects in the scene tree. No order is guaranteed for the returned objects.
| [out] | objects | List of all objects in the scene tree. |
Implements Ocular::Core::ISceneTree.
|
overridevirtual |
Returns a flat list of all visbile objects in the scene tree. No order is guaranteed for the returned objects.
| [in] | frustum | Viewing frustum to check visibility against. |
| [out] | objects | List of all visible objects in the scene tree. |
Implements Ocular::Core::ISceneTree.
|
overridevirtual |
Returns a list of all scene objects that intersect with the specified ray. The objects are given in the order they are encountered along the ray.
For example, if a ray is created with the origin at the camera and extends along the view direction, then objects[0] will be the object closest to the camera and objects[size-1] will be the object farthest away from the camera.
| [in] | ray | |
| [out] | objects | List of objects intersected by the specified ray. |
Implements Ocular::Core::ISceneTree.
|
overridevirtual |
Returns a list of all scene objects that intersect with the sphere. An intersection occurs if a SceneObject either partially intersects or is entirely contained within the bounds.
| [in] | bounds | |
| [out] | objects | List of objects intersected by the specified bounds. |
Implements Ocular::Core::ISceneTree.
|
overridevirtual |
Returns a list of all scene objects that intersect with the specified AABB. An intersection occurs if a SceneObject either partially intersects or is entirely contained within the bounds.
| [in] | bounds | |
| [out] | objects | List of objects intersected by the specified bounds. |
Implements Ocular::Core::ISceneTree.
|
overridevirtual |
Returns a list of all scene objects that intersect with the specified OBB. An intersection occurs if a SceneObject either partially intersects or is entirely contained within the bounds.
| [in] | bounds | |
| [out] | objects | List of objects intersected by the specified bounds. |
Implements Ocular::Core::ISceneTree.
|
overridevirtual |
Returns the type of SceneTree this implementation is.
Implements Ocular::Core::ISceneTree.
|
protected |
Individually inserts new objects into the tree.
If the number of new objects that need to be added is significant, then a complete tree rebuild will often be faster and more accurate.
|
protected |
Inserts a single new object into the tree.
| [in] | object |
|
protected |
Performs a complete rebuild of the tree.
This is a potentially costly operation and should only be called when absolutely necessary (either on initial tree construction or when a significant number of new objects have been added).
|
protected |
Checks to see if the tree needs to be rebuilt.
|
overridevirtual |
Removes the object from the scene tree.
Note that this simply removes the reference to the object and does not actually delete/deallocate the object as that should be handled by the scene manager.
| [in] | object |
Implements Ocular::Core::ISceneTree.
|
overridevirtual |
Removes all objects from the scene tree.
Note that this simply removes the reference to the object and does not actually delete/deallocate the object as that should be handled by the scene manager.
| [in] | object |
Implements Ocular::Core::ISceneTree.
|
overridevirtual |
Periodically called (typically once per frame), this method behaves differently based on the SceneTree implementation. Generally though, it will update interal nodes based on any movement and/or rotation that has happened since the last call.
Implements Ocular::Core::ISceneTree.
|
overridevirtual |
Indicates that the tree is dirty, and that the object with the given UUID was explicitly changed.
Implements Ocular::Core::ISceneTree.
|
protected |
Updates all dirty nodes (leafs) whose objects have either moved or rotated.


We redefine users!
- aggregate B2C infrastructures
- benchmark magnetic e-tailers
- enhance 24/365 models
- revolutionize revolutionary initiatives
- generate dot-com infomediaries
- repurpose revolutionary models
- leverage e-business vortals
- visualize 24/7 models


How to Get Here
Upon arrival, our private fleet of donkeys will carry your luggage to your room absolutely free of charge!
Then simply hike the 12 scenic miles to the resort, it literally couldn't be easier!
Bring the whole family!
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COVID-19
This website is a COVID tracker website using API from COVID 19 API-Postman The progress bar limit for global data is 100000 hence the bar gets complete blue if the patients or deaths around world increases to an amount of 100000. Similarly for country data, limit is 1000, any country with more than 1000 deaths or patients can be witnessed with full blue progress bars
Global: {% for item in stuff %}
{{ item }}:{{ final[s][item] }}{% endfor %}


Iconic Place de la Concorde earmarked for Paris Olympics urban sports
PARIS: Urban sports at the Paris 2024 Olympic Games such as skateboarding, 3x3 basketball, BMX cycling and climbing may be contested right in the heart of the city, several sources told AFP on Tuesday (Nov 12).
From the proposed venue of Place de la Concorde fans will have a clear view of the Eiffel Tower and the Arc de Triomphe landmarks.
They will also have direct access to the newly pedestrianised walkways along the river Seine and the Tuileries gardens, and they will be just a stone's throw away from both the Louvre Museum and the Champs Elysees shopping district.
Historically it was the site of a string of gruesome executions during the French revolution, including that of King Louis XVI, and the revolutionaries Georges Danton and Maximilien Robespierre.
It is also the site of the 3000 year-old Luxor Obelisk brought to Paris in the 1830s.
The news comes from an official from a rival site outside the city-limits who told AFP the president of the organising committee Tony Estanguet had informed him Place de la Concorde was the likely venue.
"It seems they can stage all those sports there, that's what we were told (by Estanguet)," the president of the Seine-Saint-Denis department Stephane Troussel told AFP.
The Olympic stadium and Olympic village will both be in Seine-Saint-Denis.
The venues for shooting competitions and mountain bike races are still hotly disputed.
The surfing events meanwhile have offers from Tahiti, Brittany and the south-western Atlantic coast.


QR Code Styling
An open source JS library
For generating styled QR codes
If you have any questions or issues please contact me via email or GitHub Issues.
An open source JS library
For generating styled QR codes
If you have any questions or issues please contact me via email or GitHub Issues.