Granny wins World Wrestling Championship
By ROY MCROYSTON
Records were smashed in
Nicaragua’s World Wrestling Cham-
pionship last night as 78-year-old
Maud Johnson, grandmother of five,
became the first woman for fifty-six
years, and the oldest competitor ever,
to claim the gold medal. She walked
away with her million dollar share of
the prize money, runner up Tommy
Thompson from Nigeria taking half a
million, and third place New Zealan-
der John Smith receiving a warm
handshake from the umpire.
Having started the tournament a
rank outsider she began to impress
in her second match when she took
US number three Ron Ronson by sur-
prise and subdued him in twenty sec-
onds with her unique move that has
been dubbed "Maud’s Death Grip".
The injection of a new wrestling style
into the tournament was welcomed
by spectators and Johnson’s pre- and
post-match breakdances have proved
entertaining to fans. However, she
was still not expected to win in
round three last Wednesday, facing
off against title-holder Paulo "Spine-
Snapper"Lutti, of Vatican City. Un-
derdog Johnson was soon showing her
worth with stamina and agility easily
matching last year’s winner. Lutti’s
experience paid off initially as he took
the first two rounds, but as John-son became more confident her su-
perior strength came to the fore and
she clawed back two rounds to take
the contest into a decider. By this
time Lutti’s body language indicated
that he already felt overawed by the
pretender to his crown, and the new-
comer took advantage of this to en-
gage a mutual headlock which she
held for three hours until the Vat-
ican man retired from exhaustion.
The next seven matches were barely
a contest as the news of Johnson’s
supremacy overawed all her oppo-
nents who became too indimidated to
fight properly.
Nigerian Tommy Thompson is
also a relative newcomer to the
wrestling scene, but with his 210lb
frame he was expected to fare well
against Johnson who weighs in at
only 90lb. However Johnson’s lithe
and slender, some would say scrawny,
figure belies her agility and strength
which she demonstrated by holding
Thompson above her head several
times during the bout and throwing
him into the crowd once. With the
scores tied at 2-2 time ran out and the
contest went to a panel of judges to be
assessed. They awarded Thompson a
C grade whilst Johnson received an
A, becoming the first grandmother to
ever win the title.
The new champion explained her
success as the result of a strict train-
ing regimen instituted by her coach
and grandson five-year-old Sammy
Johnson. "I’ve been drinking ten
raw eggs for breakfast every morning,
sprinting fifty miles a day and carry-
ing my daughter’s car to the end of
the road and back whenever I felt my
arthritis was OK"she said. Sammy
added "I always knew she could do
it. She’s my grandma.". The young-
ster is also her manager and has re-
portedly arranged sponsorship deals
which will dwarf her one million dol-
lar prize fund. Her new contract with
headband designer Nike alone is set
to earn her fourteen billion dollars
over the next year. She will also be
promoting Tupperware, Halliburton,
the Republic of Macedonia, and Gala
Bingo. Her continued participation in
the sport is not assured as she wants
to spend more time on her bungee-
jumping business, and knitting. Ev-
eryone here at the World Champi-
onships, however, hopes for her re-
turn.


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Jeep Starts Paying Truck Owners To Buy Gladiators
Nothing like getting free money.
by Jay TraugottThe Jeep Gladiator is a bona fide sales success, but the automaker continues its efforts to sell as many as its Toledo, Ohio factory can build. Since going on sale earlier this year, over 16,000 Gladiators have been sold. And with an average price of around $56,000, Jeep and parent company FCA are earning solid profits.
eep wants to end the year with a bang and one way of making that happen is to sell more Gladiators. But, of course, buyers need to be enticed. Cars Direct has uncovered a bulletin sent to Jeep dealerships authorizing an old but useful sales tactic, the conquest bonus.
This is simply a discount designed specifically to get buyers to switch brands. Jeep is apparently sending a promotional offer, via either direct mail or email, to certain groups of truck owners in the US that's worth $2,000 towards a new Gladiator.
Turns out this is the single largest discount to date on the 2020 Gladiator. In fact, this offer is double that of last month's loyalty discount that targeted Jeep owners. There is one downside, however. The offer cannot be applied towards the top-of-the-line Gladiator Rubicon trim. If you recall, Jeep recently increased the Rubicon trim's price by $330 without explanation.
Fortunately, there are three other great Gladiator trim levels available: Sport, Sport S, and Overland. The Sport's MSRP is currently $33,545 without any added options. Combined with this latest discount, assuming you're coming from a rival brand, that price drops to $31,545.
This still gets you a new Gladiator with standard V6 power, a six-speed manual transmission, 17-inch wheels, and a 5-inch Uconnect touchscreen display. Meanwhile, the Sport S and Overland begin at $36,940 and $40,590, respectively. Another added benefit to the $2,000 conquest bonus is that it can be shared with immediate family in the same household.
If you're thinking about replacing that Chevy Colorado or Nissan Frontier with something a bit different with classic Jeep looks, be sure to keep an eye out on your mailbox.


| (Deprecated) Real-Time Rendering Resources | ||||||||||||||||||||
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NEWER PAGE, for the 4th edition. This is the main resources page for the book Real-Time Rendering (Kindle Edition, Google eBook), by Tomas Akenine-Möller, Eric Haines, and Naty Hoffman, 1045 pages, from A.K. Peters Ltd., 3rd edition, ISBN 978-1-56881-424-7, 2008, list price $102.95. BibTeX entry. Look inside, or order it from Amazon or Google eBooks. The whole book is available on Books24x7 to subscribers. More information about the book's contents can be found here. ANNOUNCEMENT: The Fourth Edition can now be ordered and will be out around August 2018. Read more about it here. Other pages and resources hosted here:
Introduction and OverviewThe rest of this page is dedicated to providing information related to the book's contents: new techniques, worthwhile websites, etc. After coverage of books and graphics APIs, the page is organized into categories based on the book. We also have a portal page that is an extremely condensed set of some of the best links available; we won't repeat these here (much). What follows are categories for resources. All information is included on this single page, for ease of searching.
Books OnlineSee our graphics book list for upcoming, recent, and recommended books.What follows are books that are FREE ONLINE, ordered by publication date. Do not be fooled by the price; all but two were published as physical books and each has valuable information.
Note that the ShaderX Books page gives links to various portions of these books that are available online. Excerpts of many other graphics books are also available on Google books.
Microsoft owns DirectX. Download the DirectX SDK for documentation and a large set of demos with sample code. Microsoft also provides many articles relevant to using DirectX effectively. Related to DirectX, XNA is for the XBox 360, for both hobbyists and professionals. The newsgroups to read are microsoft.public.win32.programmer.directx.graphics and microsoft.public.win32.programmer.directx.graphics.shaders. Microsoft's DirectX blog provides news and useful information about related Windows technologies. NVIDIA and AMD each have a large number of presentations about using DirectX. NVIDIA's are categorized by DirectX 9 and DirectX 10; search around for newer stuff. Tom Forsyth's little FAQ on DirectX is more about performance than usage, but can still be helpful. A DirectX 9.0 reference poster is useful for getting a detailed overview of the pipeline in one figure. There are some simple code examples for DirectX 9.0 and OpenGL at CodeSampler.com. More involved samples are at Humus-3D. Chris Dragan maintains a Direct3D and OpenGL extension capabilities database.
The best source for OpenGL information is OpenGL.org. The latest OpenGL specification lives there, as well as a 3rd party OpenGL SDK. A handy resource is Microsoft's online documentation. An old version of the Red Book is available online. OpenGL's history is covered well on Wikipedia. A good way to learn OpenGL is to use it; Nate Robins's tutorials are an excellent starting place. TyphoonLabs has some tutorial chapters on OpenGL and OpenGL ES, as well as code samples. Another good set of OpenGL tutorials can be found on Neon Helium's site. More involved samples are at Humus-3D. There's also a short OpenGL Win32 tutorial. One more: an introductory GLSL tutorial. A list of all OpenGL extensions is maintained at OpenGL.org. The GLEW library is an open source project which helps with the use of OpenGL extensions. Simon Green explains the useful FrameBuffer Object extension for rendering to texture. NVIDIA's extensions and a huge amount of other OpenGL related information is available at their site. Mark Kilgard's GLUT (GL Utilities Toolkit) is another good way to try out and experiment with code for many advanced features in OpenGL, and provides a basic platform independent windowing API for OpenGL. See this GLUT Tutorial. A newer version of GLUT is on SourceForge, called freeglut. There are a number of other toolkits available. For example, GLUI is an interface library built on top of GLUT, for making user interface buttons, checkboxes, arcballs, etc. The Fast Light Toolkit is a GUI toolkit that has GLUT emulation. Opengl.org hosts a number of useful OpenGL FAQs. AMD's GPUOpen site has some resources for developers. To see what makes OpenGL tick, take a look at Mesa or SGI's sample implementation. The OpenGL newsgroup is comp.graphics.api.opengl. An old mailing list for OpenGL game developers can be worth a search. This site has useful tips and pointers to resources for debugging OpenGL GLSL shaders. OpenGL can be called from a number of languages other than C, such as Java via GL4Java, Perl via POGL or CPAN's Perl-OpenGL, Python via PyOpenGL. OpenGL ES is the standard way to use OpenGL on smaller devices.
Time for some ancient technologies to start off; you can probably port these to your thermostat at this point. Source code for DOOMs and Quakes is available for download under GPL. The ioquake3 site builds upon Quake 3, adding a huge number of improvements (even ray tracing). There are also ports of DOOM to a huge number of platforms, and Wolfenstein is on the iPhone. Arcade emulators such as MAME allow you to port classic games to most any platform. Commercial game engines include: Unity, Unreal engine, and CryEngine, to name a few. Find a overflowing table of engines on Wikipedia. See our WebGL resources page for various easy-to-use libraries for 3D display on your web browser. Since Javascript is an interpreted language, modifying and running code is super-fast and fun. Open Scene Graph is a free, open source scene graph system. Irrlicht, OGRE, and sauerbraten are open source 3D games engines with some popularity. The well-known (though unchanged since 2003) Open Inventor scene graph system is now open source. Coin is an open source retained mode scene graph library based on Open Inventor. An ancient article on pure CPU-side rendering, with its tricks and pitfalls, is presented by Charles Bloom. SwiftShader is a product that does DirectX 9.0 and OpenGL ES rendering on the CPU. Of course, one of the best game engines is Excel.
The Humus 3D site has some excellent sample programs that show advanced techniques.
Immersive Linear Algebra is a free interactive book on linear algebra, coauthored by one of the authors of Real-Time Rendering. Wolfire's blog has a very basic two-part tutorial on linear algebra, here and here. Dave Eberly's site has useful papers and code on a wide variety of geometric operations, including quaternion interpolation. Code for rotating from one vector to another rapidly using quaternions (as described in our book) is available online from Tomas. Animats has a C++ version of the speedy and useful Doué's Graphics Gems vector manipulation classes (another way to manipulate vectors is Hollasch's vector macros). The Portable Game Library includes code for a Simple Geometry library. Dual quaternion skinning offers improved quality at relatively little additional cost. An old-but-free Maya plugin is available. The Graphics Gems book series contains a number of articles on transformations, with code online. As we touch upon in our book, moving your z-buffer's near plane as far from the eye as possible is a good idea. Steve Baker has an article on this topic with a little calculator to explore the effect.
Here is a comparison generated using Scott R. Nelson's program of lines drawn with gamma=1.0 (note the severe roping and Moíre patterns) and properly drawn with gamma=2.2. I find this pretty convincing. 24 bits of color is usually enough, but not always. Here's an image showing concentric bands only one pixel intensity value apart. Most monitors will show some banding somewhere on the image. Storing semitransparent textures so that the colors are premultiplied by the alphas makes compositing and blending operations much faster to compute. Tom Forsyth gives a rundown of the math and formats involved (search "Premultiplied alpha part 2"). Transparency is difficult to perform correctly in a single pass when using a Z-buffer. Steve Baker gives a good summary of the basics of the problem and traditional solutions. NVIDIA's developer site and the Humus 3D site each have sample code for using stencil routing to provide order-independent transparency. Poynton's web site talks about gamma correction and color spaces. Chris Cox also has a useful page, with links to many resources. Font antialiasing via sub-pixel LCD rendering is dealt with in depth on the Anti-Grain Geometry site. GPU-accelerated 2D engines include Will Dobbie's (try the War and Peace demo, YMMV).
Gamasutra has a old but informative article on the theory behind mipmapping. S3TC texture compression has become a standard part of DirectX, renamed DXTn texture compression. An outdated but free manipulation and compression library is available for manipulating DXTn (DDS) format textures (the package also converts heightfields to normal maps). Source code is available. The Unreal developer network has an excellent article on DXTC compression and quality comparison. DevIL is an open-source image conversion library that reads and writes DDS and many other formats. The USC-SIPI Image Database has many classic images (Lena, Mandrill) and other texture samples for research. For free stock images, one site is Free images, among many others. Humus has some textures available for experimentation. We mention this overview in the book, and it's worth another mention here: an old but thorough survey of displacement mapping techniques. Just because a paper is ancient does not mean it's dated - math doesn't rot. Heckbert has written a worthwhile Survey of Texture Mapping and a more in-depth work, Fundamentals of Texture Mapping and Image Warping. Many interesting applications of texture mapping are discussed at Paul Haeberli's site. ATI has an old program called MeshMapper which generates normal, displacement, and ambient occlusion maps from a low and high resolution model. Megatexturing is something id has been promoting, but with little technical description. An implementation that appears similar is now available.
The Advances in Real-Time Rendering SIGGRAPH course notes for the past few years are available for download. Stephen Hill's blog is an great guide to SIGGRAPH courses and other resources. Morgan McGuire's Graphics Codex is a great compendium of short, readable articles on advanced rendering techniques and much else. It can be accessed on the web or on an iPad. Andrew Glassner's classic Principles of Digital Image Synthesis is free for download; a bit old, but physics and math don't change that much. Poynton's color space FAQ contains much solid information on the topic. The CVRL website has a huge amount of easily downloadable primary research data relating to color. There are numerous other webpages on colorimetry and related topics, such as this overview and this on chromaticity diagrams. Color spectra data for acrylic paints are available for download. Bruce Lindbloom's site summarizes color conversion equations, and includes a table for converting between the popular color spaces (see his "Math" link). There are some useful notes on correct and efficient conversion between RGB and YUV color spaces. Interestingly, the chromaticity function is not a simple triangle, as it is usually shown. BRDF data is available from Cornell and Columbia-Utrecht Universities.
FreeSnell has the refractive indices and coefficients of extinction for many materials, as well as a thin-film simulator.
A great history of reflection mapping is available from Paul Debevec's site. Some normally difficult to obtain early papers and videos can be found here. Humus has a large set of cube maps available for experimentation.
Phil Dutre's Global Illumination Compendium, mentioned in "Further Resources", has much useful information on BRDFs and other facets global illumination theory. Andrew Lauritzen gives some further details on variant schemes for variance shadow maps, along with a demo. GPGPU.org is a worthwhile site for information on using GPUs for general purpose computation. A pleasant visualization of how the coffee-cup caustic is formed is available. A gallery of game screenshots shows the evolution of how water is rendered in games - click through the images near the bottom. Embree and OptiX are two well-known interactive ray tracing systems for building renderers.
Humus has a large number of cube maps licensed under Creative Commons. The IVRPA is a good place to see panorama images and learn about how to make them. 360 Cities also has panoramas. High dynamic range environment map image data is available at Paul Debevec's site, along with 8 bit/channel spherical map images. His HDRShop program is useful for creating and manipulating environment maps of different types (including the ability to make irradiance maps); free for non-commercial use. The HDR Labs site provides free high-resolution sIBL-format environments, a new one each month. Michael Herf has Photoshop plugins for more artistic blurs and Fresnel effects. HDR is covered in the DirectX SDK, among other places, but here's one more old-but-fine article. The OpenEXR image format, developed by ILM, allows higher precision formats to be written and read, including support for the 16-bit floating point "half" format used in NVIDIA's Cg format. It is an extensible format that allows arbitrary buffers of data. For volume rendering software, look at the ACM TOG software page for some leads. One programmer has gone so far as to represent entire scenes with opaque voxels, ray-casting with CUDA to render. If you want to know just a bit about volume rendering, Kyle Hayward's 101 and 102 tutorials are worth a look.
See the Non-Photorealistic Animation and Rendering Proceedings for the latest on NPR research. The Stylized Rendering in Games SIGGRAPH 2010 course materials have a number of worthwhile presentations. A dated but worthwhile NPR resources page has been put together by Craig Reynolds. Even gibbets can be stylized, see NPRQuake.
MeshLab is an open source system for manipulating meshes. It has a huge number of meshing operations available. The Meshlab blog has worthwhile articles, including a rundown of experiments performed comparing three different vertex normal computation techniques. The McGuire Graphics Data page is a curated collection of a variety of model types, extremely useful for research. The Stanford 3D Scanning Repository contains the famous bunny model, happy buddha, dragon, armadillo, and other dense polygonal meshes. See our portal page for more sources. CGAL has a computational geometry bias, but supports many operations on polygonal models. If you need meshes with various constraints (e.g., avoiding long, thin polygons), try Jonathan Shewchuk's Triangle software. For translating various file formats, we recommend Assimp. For file format information, start at Wikipedia or the Graphics File Format Page. glTF is a new file format that is a tight match with how GPUs store and display 3D data. Gavin Bell describes a bit more about how to get the normals to point outwards, along with sample code. GTS is an open-source, LGPL polygonal manipulation library that does VIPM, stripification, hierarchical bounding box generation, and more. Mark Duchaineau's free LibGen has simplification code buried in it (see the "surf" library and "surftools" commands). The Virtual Terrain Project has a huge amount of useful information about terrain storage and rendering, large terrain datasets, as well as source code.
Gabe Kruger's tutorial on Bézier spline surfaces is a practical introduction to these surfaces, as is Mark DeLoura's article on bicubic Bézier surfaces and Sharp's article on Hermites and Béziers. Using Google, you can find any number of course notes about the mathematics of curves, such as Ching-Kuang Shene's. Brian Sharp has two excellent introductory articles on subdivision surfaces: one on the theory, another on implementation. SIGGRAPH course notes for subdivision surfaces are available on the web. The NYU MRL site has a subdivision surfaces page with many resources and links. Paul Baker has a demonstration program with source that tessellates and renders metaballs. We do not cover NURBS in our book, but these are important in CAD. Dean Macri has an article on using NURBS in real-time applications at Gamasutra's site. The source code for the book An Introduction to NURBS is available online. There is a Sourceforge NURBS manipulation library. A short history discusses the most famous spline surface model, the Utah Teapot; here's a video about it that one of us made;
a program to generate it is available for download.
The book Level of Detail for 3D Graphics covers many aspects of level of detail algorithms in depth. This book has a companion web site. Michael Abrash's ancient Graphics Programming Black Book is free on the web. If you want to know about practical polygon-plane based BSP splitting, this is where to start (chapter 59 on). Michael has additional quake notes available. Some excellent examples of LOD popping in games are available; move your mouse in and out of each image to see the effect. Vincent Scheib describes how to implement a display list system for DirectX 9 and 10, a technique that can provide large performance gains on multicore systems. Source code and a demo for the point rendering system QSplat is available for download. Potree is a great open-source point cloud rendering system with a number of worthwhile features.
NVIDIA provides the Nsight performance toolset and other related tools. Intel's VTune is a well-known CPU-side inner loop optimization tool. For Linux, Valgrind is a popular suite of profiler and debugging tools. AQTime is one of the better general code profilers available. Boost provides optimized (in most cases) libraries for common data structures. Tom Forsyth gives his view on renderstate change costs (search "Renderstate change costs"). Christer Ericson discusses how to order draw calls around for efficiency (this article is pretty popular) and how to optimize particle systems. Noel Llopis explains the basics of data alignment and what to know to improve efficiency. Concurrency now needs to be designed into rendering systems from the start. Herb Sutter's article is a good start as to why this is now so. One tool for programming in parallel is Intel's Threading Building Blocks. Michael Abrash has an old series of articles (first, second, third) on optimizing a pure-CPU rasterizer. Admittedly a rare beast nowadays, but these articles has worthwhile lessons to impart about the optimization process in general.
We created a 3D Object Intersection page, giving references and pointers to code for a wide variety of object/object intersection tests. Dan Sunday's GeometryAlgorithms.com (defunct, but archived) has some good summaries of algorithms for making bounding containers for various geometric primitives.
The Physics Simulation Forum has many threads about collision detection and physical simulation. One related hardware product is NVIDIA's PhysX processor (they purchased Ageia), a dedicated physics action accelerator. A number of free collision detection packages are available on the Web. These include source, and most have limitations on commercial reuse:
Related to collision detection, Qhull implements the Quickhull algorithm for finding convex hulls quickly. The Stony Brook Algorithm Repository has convex hull and other code in its computational geometry section. As a simple introduction, Collision detection and response for spheres is discussed by van den Heuvel and Jackson.
Wikipedia has some excellent articles on hardware-related topics, such as this one on color depth. Humus gives a rundown of the various ways of computing and storing z-depths. Valve's Steam hardware survey tracks what is used by their subscribers; incredibly valuable for knowing what is out there. Tech Power Up has an up-to-date summary of the clock speed, memory size, and other characteristics for every major consumer PC GPU. The Accelenation site has an excellent history of the early years (1995-2002) of consumer graphics cards. Maximum PC has an extensive visual history of the GPU boards from 1995 on. For a general history of computer graphics, see Wayne Carlson's site. Ars Technica sometimes covers GPU architectures. Their Paedia area is a good place to start. One reason little is published about commercial graphics hardware architectures is that there are trade secrets and possible patent infringement involved. The Patent Arcade site tracks patent infringement, copyright infringement, and other videogame related legal issues. Of course, knowingly violating patents causes triple damages, so you've been warned. 24 bits of color is usually enough, but not always. Here's an image showing concentric bands only one pixel value apart. On most displays some area of the image will exhibit banding. Chris Hecker has written extensively on perspective correct texture mapping. Some reverse engineering has been done on the G80 to see what really happens with various processing units. Not surprisingly, if you do pathological rendering, parallelism is destroyed. An excellent resource on graphics hardware architectures is the course notes for the Beyond Programmable Shading course at SIGGRAPH. NVIDIA's list of technologies gives some information about each. One popular gaming benchmark (though not updated for awhile now) is Futuremark's 3DMark - it also has some fun eye-candy. Two software-only solutions for making movies of interactive programs are FRAPS and HyperCam. FRAPS also measures and displays the frame rate of any 3D application. There are many little utilities for checking various hardware capabilities, mostly for overclocking but also just educational to examine. GPU-Z displays the GPU's capabilities and monitors temperatures and voltages of various components. FurMark is an OpenGL stress test. GPU Caps Viewer also provides hardware information, including CUDA capabilities. Steve Collins has a fascinating look at ancient consoles from a programmer's perspective.
Emulators for many old machines can be found at the Emulator Zone.
Last mention: don't forget our portal for a list of some of the best resources. Steve Hollasch has distilled much of the combined worthwhile postings of the early USENET graphics community. Scene.org is all about the Demo Scene, where people make small programs chock-full of special effects; it's "under construction" but has some good links. Pouët lists demos worth seeing. Have you read our book cover to cover? You can test your knowledge with the five questions in Eric's talk.
Flipcode has a 3D geometry primer online. Eric Weisstein's World of Mathematics is an incredible resource for (sometimes dense) mathematical definitions. You can find a collection of math-related definitions at Cut the Knot. Macsyma is free at last. It's now called Maxima. Maxima is a symbolic computation program, like Mathematica and Maple: you define equations and can easily combine them, integrate, take the derivative, etc. Maxima is GNU source now, and free is cheap. Christer Ericson has a nice presentation on the scalar triple product, a way to compare the orientation of one line compared to another. He also has a followup article.
Trig formulas, tables, and other mathematical reference material can be found at Dave's Math Tables.
No, really the last mention: our portal is where we list all the best ways to find more information. |
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Conrad
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Ozzy Osbourne announces details of rescheduled 2020 UK tour
The Prince of Darkness is back...
Ozzy Osbourne has announced details of his rescheduled UK and European tour dates, after health issues forced him to postpone the shows for the second time.
The rock icon was forced to shelve arena dates in February 2020 as he continues to recover from surgery he required after suffering a fall in his LA home in January. The injury and subsequent surgery had already forced Osbourne to reschedule all of his 2019 live dates on the No More Tours 2 Tour.
Now, it’s been confirmed that he’ll return to the road in October 2020 for a string of UK arena shows.

“I’m not retiring, I’ve still got gigs to do and also there’s a new album on the way. To the fans, I sincerely thank you for your patience, your loyalty, I love you.”
Original tickets for the shows remain valid and you can check out the new dates in full below.
OCTOBER 2020
23, Utilita Arena, Newcastle
25, The SSE Hydro, Glasgow
28, The O2, London
31, Resorts World Arena, Birmingham
NOVEMBER 2020
2, Manchester Arena, Manchester
8, Nottingham Motorpoint Arena, Nottingham
Judas Priest remain as support, with frontman Rob Halford commenting: “We are very grateful for the rock solid support from our wonderful UK & European fans as Ozzy gets well and strong.
“The UK/European tour will showcase the very best British Metal from the ones that started it all and we proudly look forward to celebrating our 50 Heavy Metal Years together with you!”

“I’ve got more nuts and bolts in my neck now than my car,” Osbourne says in the clip. “I’m not dying, I am recovering: it’s just taking a little bit longer than everyone thought it would.”
He also confirmed that a new album “is on the way” – a subject he recently discussed back in August.


[§165-5] Frivolous lawsuits. Any nuisance action, found to be frivolous by the court, in which a farming operation is alleged to be a nuisance as defined in section 165-2, shall be governed by section 607-14.5. [L 1993, c 162, pt of §1]
Cross References
Vexatious litigants, see chapter 634J.


Schools shut across southern Iraq in bid to revive protests
BAGHDAD: Most schools in southern Iraq were closed on Tuesday (Nov 12), after teachers announced a general strike in an attempt to boost the protest movement that has rocked the country since Oct 1.
In recent days, security forces have sought to crack down on rallies, but protesters have kept up the movement with sit-ins across the capital and Shiite-majority south.
In the southern city of Kut, hundreds of people streamed into the streets and shut down schools and public offices.
In Hilla, schools were closed for lack of staff and government offices reduced their opening hours.
Most schools were closed too in Nasiriyah and Diwaniyah, two southern cities that have played a major role in the protests.
And in the capital, teenage boys skipped class to face off against security forces in commercial districts around the main protest site of Tahrir (Liberation) Square.
On Monday, protesters had managed to breach the concrete blast walls erected by the security forces to seal Tahrir off from neighbouring Khallani Square.
READ: UN, top Iraq cleric urge 'serious' reforms after protests
READ: US urges early Iraq polls, end to violence against protesters
But on Tuesday morning, the walls were up again and security personnel positioned behind them fired stun grenades at the young protesters on the other side, who scattered briefly before returning to their posts.
"Our country is dearer to me than my only child," read one slogan daubed on the street, where the usually bustling mechanics' shops remained closed.
In Tahrir itself, dozens of protesters kept up their nearly three-week occupation of the square and nearby buildings.
Young people make up 60 per cent of Iraq's population of nearly 40 million and youth unemployment stands at 25 per cent, according to the World Bank.
The lack of jobs for school-leavers was one of the driving forces behind the protests that erupted on Oct 1 and swiftly escalated with calls for a wholesale overhaul of the political system.
Demonstrators say government and state sector jobs are handed out based on bribes or nepotism, not merit.
The government has faced widespread international criticism for the size of the death toll from protest-related violence which exceeds 300 in six weeks.


Women's Heart Disease Prevention - Feb 1, 2012 National Wear Red Day
Health care law gives women control over their care - Jul 31, 2012
Clear


RSDNavigationController
open class RSDNavigationController : UINavigationController, RSDStepController
RSDNavigationController
extends UINavigationController
with a pass-through implementation of RSDStepController
.
This allows step controllers to be wrapped in a navigation controller for UI implementations that use the features of
a navigation controller, while passing control of the step to the step controller.
Note
For applications that customize the navigation controller with their own subclass implementation, this implementation can be copy/pasted and used to extend that custom implementation. This framework does not force using this implementation by extendingUINavigationController
directly.
-
The root view controller is assumed to be a
RSDStepController
.Declaration
Swift
open var rootStepViewController : (UIViewController & RSDStepController)!
-
get/set
rootStepViewController.taskController
Declaration
Swift
public var taskController: RSDTaskController!
-
get/set
rootStepViewController.step
Declaration
Swift
public var step: RSDStep!
-
calls
rootStepViewController.didFinishLoading()
Declaration
Swift
public func didFinishLoading()
-
calls
rootStepViewController.isForwardEnabled
Declaration
Swift
public var isForwardEnabled: Bool
-
calls
rootStepViewController.goForward()
Declaration
Swift
public func goForward()
-
calls
rootStepViewController.goBack()
Declaration
Swift
public func goBack()
-
calls
rootStepViewController.skipForward()
Declaration
Swift
public func skipForward()
-
calls
rootStepViewController.cancel()
Declaration
Swift
public func cancel()


 Ever wanted to keep track of who wins and loses and prove to them definitively that you’re the best among them? Royal Flush allows you and your friends to play live poker within our app! At the end of each game, our state-of-the-art algorthims calculates and displays your poker statistics for you to see!
You can tell how many hands you win on average, your betting tendencies, and many other kinds of statistics to compare them with friends, improve your game, and have fun playing face to face poker.


debounce: call fn() after the caller stops calling and after a specified period.
throttle: call fn() at most once per specified period.


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--- layout: page title: FreeRADIUS 'man' pages subtitle: Documentation from the server subpage: true navorder: 200 hero: documentation subnav: - text: Programs link: '/radiusd/man/#programs' - text: Configuration Files link: '/radiusd/man/#files' - text: Modules link: '/radiusd/man/#modules' ---
Many NAS vendors have their equipment supply an Acct-Session-Id attribute which is not unique over reboots. This makes accounting difficult, as there will be many independent sessions with the same Acct-Session-Id attribute. This module uses the Acct-Session-Id attribute, along with other attributes in the request, to create a more unique session ID, called Acct-Unique-Session-Id.
The main configuration items to be aware of are:
After generating the MD5 hash, the module adds it to the accounting request packet received from the client. It will look something like this in your detail file:
Acct-Unique-Session-Id = "c66ef57e480b9d26"
NOTE: Any attribute you specify that is not found in the 'dictionary' file will cause the server to fail and exit with an error.
NOTE: If you want the Acct-Unique-Session-Id of the Start and the Stop packet of a particular session to match, you must use values for the key that will stay the same for the Start and Stop. The above example is a good start. Adding 'Acct-Session-Time', for example, would cause a mismatch because that value is not the same on the Start and Stop accounting packets.


Let's automate a simple task to show how to use RobotWare:
create a new directory
copy an existing image file to the new directory
resize the image to 400x400 pixels
save the resized image to a new name
play a system sound to let us know it is finished
Doing this in Windows is tedious but is easily done in RobotWare:
start RobotWare
click New... button
Editor dialog is displayed
click Add... button
Add Step dialog is displayed
in Search box, type create
double click on Create a directory step
Add Step dialog is closed and Create a directory step is added to Editor
in Source box, type c:\temp\RobotWare
click Add... button
in Search box, type copy
double click Copy a file step
Add Step dialog is closed and Copy a file step is added to Editor
in Source box, use the button marked with ... to browse for an image file
in Destination box, type c:\temp\RobotWare\ and the name of the image file
click Add... button
in Search box, type image
double click Resize an image by pixels step
in Source box, type c:\temp\RobotWare\ and the name of the image file
in Destination box, type c:\temp\RobotWare\ and a different image file name
in Pixels Wide and Pixels High boxes, type 400
click Add... button
in Search box, type sound
double click Play a Windows system sound step
in Play drop down list, select Exclamation
click Save button
Save dialog is displayed
in box, enter RobotWare Tutorial and click Add... button
click Run button
each step is performed and a sound is played at the end
What we now have is a Specification which we can run again at a later time.
You may have noticed there was a lot of typing the same directory and file paths. If we changed
the original image, we then had to change the name in subsequent steps. This is both tedious
and error prone.
Luckily RobotWare allows us to setup and use Parameters for exactly this situation.


First Name
Last Name
Address 1
City
State/Province
Postal Code
Focus First
Focus Backward
Focus Forward
Focus Last
Focus List
Highlight Previous Focus
Highlight Next Focus


TABLE OF INTERACTIONS WITH
SULFAMETHOXAZOLE
See also: methemoglobinizing medications
See also: antibacterial sulfonamides
From the French ANSM drug interactions document of September 2016, p. 207
SULFAMETHOXAZOLE RxNorm: 10180 ATC: J01EC01 J01EE01 |
VITAMIN K ANTAGONISTS CLASS CODE: B01AA-001 |
Large increase of the effect of the vitamin K antagonist and of the risk of hemorrhage |
Not recommended If the administration of the substances together cannot be avoided, more frequent testing of the INR and adjustment of the dosage of the vitamin K antagonist during the treatment with cotrimoxazole and after it is stopped. |
SULFAMETHOXAZOLE RxNorm: 10180 ATC: J01EC01 J01EE01 |
PHENYTOIN (AND, BY EXTRAPOLATION, FOSPHENYTOIN) CLASS CODE: N03AB |
Increase of the plasma concentrations of phenytoin up to toxic values (inhibition of its metabolism) |
Not recommended Another class of antibiotic should be used; if not, strict clinical monitoring, concentration dosage of phenytoin, and possible adjustment of its dosage during the treatment with the antibacterial sulfonamide and after it is stopped. |


Make good looking designs quickly. All without a single line of custom CSS.
Get the Course
We'll create BeginnerTailwind.com
(it's the site you're on now)
We'll do it all without a single line of custom CSS
Tailwind makes writing CSS easier and lets us customize our designs faster than any other CSS framework. If you want a CSS framework that has pre-built components, then Tailwind may not be for you. If you want a CSS framework that lets you design quickly and customize your site, then Tailwind is gonna be a lot of fun.
Lorem ipsum dolor sit amet, consectetur adipisicing elit. Cumque earum fuga illo nam porro praesentium quidem sed sint voluptate, voluptatibus! A ab excepturi
illum, impedit minima nihil
quibusdam. Et, voluptatibus.
Important Note: Tailwind lets us design quickly, but this doesn't mean that you don't need CSS knowledge however. To use Tailwind, you need to have a good understanding of CSS properties. In this course, we will learn Tailwind and we'll also learn CSS conceptsto create good looking designs. Tailwind is the ultimate CSS shorthand, but we still need to learn the CSS, which we'll do in this course.
"This isn't just a Tailwind course. This is also a "learn how to design with CSS" course.
The hardest things about learning Tailwind is memorizing the classes and also knowing which classes go well together. We'll be writing a lot of Tailwind in this course so that the repetition will help us commit Tailwind classes to memory.
Welcome to Ancap Corp., your number one source for all things BTC Trading Information. We're dedicated to providing you the best of BTC Products, with a focus on dependability. customer service, and beginner-friendly step by step videos. We're working to turn our passion for BTC into a booming online store. We hope you enjoy our products as much as we enjoy offering them to you.
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Lorem ipsum dolor sit amet, consectetur adipisicing elit. Dicta dolorem facere reprehenderit.
We'll dive into the most important Tailwind classes and use them a TON. There are a lot of useful classes like spacing, backgrounds, borders, shadows, and typography. We'll type the Tailwind classes many times over to ensure that repeitition is our greatest learning tool.
We'll dive into the most important Tailwind classes and use them a TON. There are a lot of useful classes like spacing, backgrounds, borders, shadows, and typography. We'll type the Tailwind classes many times over to ensure that repeitition is our greatest learning tool.
We'll dive into the most important Tailwind classes and use them a TON. There are a lot of useful classes like spacing, backgrounds, borders, shadows, and typography. We'll type the Tailwind classes many times over to ensure that repeitition is our greatest learning tool.
We'll dive into the most important Tailwind classes and use them a TON. There are a lot of useful classes like spacing, backgrounds, borders, shadows, and typography. We'll type the Tailwind classes many times over to ensure that repeitition is our greatest learning tool.
We'll dive into the most important Tailwind classes and use them a TON. There are a lot of useful classes like spacing, backgrounds, borders, shadows, and typography. We'll type the Tailwind classes many times over to ensure that repeitition is our greatest learning tool.
We'll dive into the most important Tailwind classes and use them a TON. There are a lot of useful classes like spacing, backgrounds, borders, shadows, and typography. We'll type the Tailwind classes many times over to ensure that repeitition is our greatest learning tool.
We'll dive into the most important Tailwind classes and use them a TON. There are a lot of useful classes like spacing, backgrounds, borders, shadows, and typography. We'll type the Tailwind classes many times over to ensure that repeitition is our greatest learning tool.
We'll dive into the most important Tailwind classes and use them a TON. There are a lot of useful classes like spacing, backgrounds, borders, shadows, and typography. We'll type the Tailwind classes many times over to ensure that repeitition is our greatest learning tool.
We'll dive into the most important Tailwind classes and use them a TON. There are a lot of useful classes like spacing, backgrounds, borders, shadows, and typography. We'll type the Tailwind classes many times over to ensure that repeitition is our greatest learning tool.
We'll dive into the most important Tailwind classes and use them a TON. There are a lot of useful classes like spacing, backgrounds, borders, shadows, and typography. We'll type the Tailwind classes many times over to ensure that repeitition is our greatest learning tool.
We'll dive into the most important Tailwind classes and use them a TON. There are a lot of useful classes like spacing, backgrounds, borders, shadows, and typography. We'll type the Tailwind classes many times over to ensure that repeitition is our greatest learning tool.
These components are things you'll have to create in every project.
75 videos at a smooth pace
9.25 hours of learning + building
Source code and CodePens
Use the code in your projects
Access to Discord for support
Lifetime refund guarantee
9+ hours of Tailwind learning in 18 modules and 73 videos
Yes! Let's chat in Discord
Yes! Let's chat in Discord
Yes! Let's chat in Discord
Yes! Lorem ipsum dolor sit amet, consectetur adipisicing elit. Adipisci, veniam! Let's chat in Discord
Yes! Let's chat in Discord
Yes! Let's chat in Discord


Arrays & Looping
Insert your name
Insert a number to receive a message from HAL 9000
submit
submit backwards


To add a tool click on the green plus icon at the bottom of either of the side panels. You will be shown a list of all of the tools that are not currently visible. Select one of them for it to be added to the bottom of the relevant panel.
To remove one of the side panel tools, right-click on it. You will be shown a dialog with the option to remove it from the panel along with any other options available for the tool.
You can move tools by removing them and re-adding them in the order you would like. We do plan to implement a drag and drop interface to make this easier!


The groups of a user is determined by a group mapping service provider. Hadoop supports various group mapping mechanisms, configured by the hadoop.security.group.mapping property. Some of them, such as JniBasedUnixGroupsMappingWithFallback, use operating systems’ group name resolution and requires no configuration. But Hadoop also supports special group mapping mechanisms through LDAP and composition of LDAP and operating system group name resolution, which require additional configurations. hadoop.security.group.mapping can be one of the following:
org.apache.hadoop.security.JniBasedUnixGroupsMappingWithFallback
The default implementation. It will determine if the Java Native Interface (JNI) is available. If JNI is available, the implementation will use the API within hadoop to resolve a list of groups for a user. If JNI is not available then the shell-based implementation, ShellBasedUnixGroupsMapping, is used.
org.apache.hadoop.security.JniBasedUnixGroupsNetgroupMappingWithFallback
Similar to JniBasedUnixGroupsMappingWithFallback. If JNI is available, it obtains netgroup membership using the Hadoop native API; otherwise uses ShellBasedUnixGroupsNetgroupMapping.
org.apache.hadoop.security.ShellBasedUnixGroupsMapping
This implementation shells out with the bash -c groups command (for a Linux/Unix environment) or the net group command (for a Windows environment) to resolve a list of groups for a user.
org.apache.hadoop.security.ShellBasedUnixGroupsNetgroupMapping
This implementation is similar to ShellBasedUnixGroupsMapping, except that it executes getent netgroup command to get netgroup membership.
org.apache.hadoop.security.LdapGroupsMapping
An alternate implementation, which connects directly to an LDAP server to resolve the list of groups. However, this provider should only be used if the required groups reside exclusively in LDAP, and are not materialized on the Unix servers. LdapGroupsMapping supports SSL connection and POSIX group semantics. See section LDAP Groups Mapping for details.
org.apache.hadoop.security.CompositeGroupsMapping
This implementation composites other group mapping providers for determining group membership. This allows to combine existing provider implementations and composite a virtually new provider without customized development to deal with complex situation. See section Composite Groups Mapping for details.
For HDFS, the mapping of users to groups is performed on the NameNode. Thus, the host system configuration of the NameNode determines the group mappings for the users.
Note that HDFS stores the user and group of a file or directory as strings; there is no conversion from user and group identity numbers as is conventional in Unix.
It is possible to statically map users to groups by defining the mapping in hadoop.user.group.static.mapping.overrides in the format user1=group1,group2;user2=;user3=group2. This property overrides any group mapping service provider. If a user’s groups are defined in it, the groups are returned without more lookups; otherwise, the service provider defined in hadoop.security.group.mapping is used to look up the groups. By default, dr.who=; is defined, so the fake user dr.who will not have any groups.
Since the group mapping resolution relies on external mechanisms, the NameNode performance may be impacted. To reduce the impact due to repeated lookups, Hadoop caches the groups returned by the service provider. The cache invalidate is configurable via hadoop.security.groups.cache.secs, and the default is 300 seconds.
With the default caching implementation, after hadoop.security.groups.cache.secs when the cache entry expires, the next thread to request group membership will query the group mapping service provider to lookup the current groups for the user. While this lookup is running, the thread that initiated it will block, while any other threads requesting groups for the same user will retrieve the previously cached values. If the refresh fails, the thread performing the refresh will throw an exception and the process will repeat for the next thread that requests a lookup for that value. If the lookup repeatedly fails, and the cache is not updated, after hadoop.security.groups.cache.secs * 10 seconds the cached entry will be evicted and all threads will block until a successful reload is performed.
To avoid any threads blocking when the cached entry expires, set hadoop.security.groups.cache.background.reload to true. This enables a small thread pool of hadoop.security.groups.cache.background.reload.threads threads having 3 threads by default. With this setting, when the cache is queried for an expired entry, the expired result is returned immediately and a task is queued to refresh the cache in the background. If the background refresh fails a new refresh operation will be queued by the next request to the cache, until hadoop.security.groups.cache.secs * 10 when the cached entry will be evicted and all threads will block for that user until a successful reload occurs.
To avoid spamming NameNode with unknown users, Hadoop employs negative caching so that if the result of the lookup is empty, return an empty group directly instead of performing more group mapping queries, The cache invalidation is configurable via hadoop.security.groups.negative-cache.secs. The default is 30 seconds, so if group mapping service providers returns no group for a user, no lookup will be performed for the same user within 30 seconds.
This provider supports LDAP with simple password authentication using JNDI API. hadoop.security.group.mapping.ldap.url must be set. This refers to the URL of the LDAP server(s) for resolving user groups. It supports configuring multiple LDAP servers via a comma-separated list.
hadoop.security.group.mapping.ldap.base configures the search base for the LDAP connection. This is a distinguished name, and will typically be the root of the LDAP directory. Get groups for a given username first looks up the user and then looks up the groups for the user result. If the directory setup has different user and group search bases, use hadoop.security.group.mapping.ldap.userbase and hadoop.security.group.mapping.ldap.groupbase configs.
If the LDAP server does not support anonymous binds, set the distinguished name of the user to bind in hadoop.security.group.mapping.ldap.bind.user. The path to the file containing the bind user’s password is specified in hadoop.security.group.mapping.ldap.bind.password.file. This file should be readable only by the Unix user running the daemons.
It is possible to set a maximum time limit when searching and awaiting a result. Set hadoop.security.group.mapping.ldap.directory.search.timeout to 0 if infinite wait period is desired. Default is 10,000 milliseconds (10 seconds). This is the limit for each ldap query. If hadoop.security.group.mapping.ldap.search.group.hierarchy.levels is set to a positive value, then the total latency will be bounded by max(Recur Depth in LDAP, hadoop.security.group.mapping.ldap.search.group.hierarchy.levels ) * hadoop.security.group.mapping.ldap.directory.search.timeout.
hadoop.security.group.mapping.ldap.base configures how far to walk up the groups hierarchy when resolving groups. By default, with a limit of 0, in order to be considered a member of a group, the user must be an explicit member in LDAP. Otherwise, it will traverse the group hierarchy hadoop.security.group.mapping.ldap.search.group.hierarchy.levels levels up.
The default configuration supports LDAP group name resolution with an Active Directory server.
If the LDAP server supports POSIX group semantics (RFC-2307), Hadoop can perform LDAP group resolution queries to the server by setting both hadoop.security.group.mapping.ldap.search.filter.user to (&(objectClass=posixAccount)(uid={0})) and hadoop.security.group.mapping.ldap.search.filter.group to (objectClass=posixGroup).
To secure the connection, the implementation supports LDAP over SSL (LDAPS). SSL is enable by setting hadoop.security.group.mapping.ldap.ssl to true. In addition, specify the path to the keystore file for SSL connection in hadoop.security.group.mapping.ldap.ssl.keystore and keystore password in hadoop.security.group.mapping.ldap.ssl.keystore.password, at the same time, make sure hadoop.security.credential.clear-text-fallback is true. Alternatively, store the keystore password in a file, and point hadoop.security.group.mapping.ldap.ssl.keystore.password.file to that file. For security purposes, this file should be readable only by the Unix user running the daemons, and for preventing recursive dependency, this file should be a local file. The first approach aka using hadoop.security.group.mapping.ldap.ssl.keystore.password is highly discouraged because it exposes the password in the configuration file.
Typically, Hadoop resolves a user’s group names by making two LDAP queries: the first query gets the user object, and the second query uses the user’s Distinguished Name to find the groups. For some LDAP servers, such as Active Directory, the user object returned in the first query also contains the DN of the user’s groups in its memberOf attribute, and the name of a group is its Relative Distinguished Name. Therefore, it is possible to infer the user’s groups from the first query without sending the second one, and it may reduce group name resolution latency incurred by the second query. If it fails to get group names, it will fall back to the typical two-query scenario and send the second query to get group names. To enable this feature, set hadoop.security.group.mapping.ldap.search.attr.memberof to memberOf, and Hadoop will resolve group names using this attribute in the user object.
If the LDAP server’s certificate is not signed by a well known certificate authority, specify the path to the truststore in hadoop.security.group.mapping.ldap.ssl.truststore. Similar to keystore, specify the truststore password file in hadoop.security.group.mapping.ldap.ssl.truststore.password.file.
If there are issues encountered when retrieving information from LDAP servers, the request will be retried. To configure the number of retries, use the following configuration:
<name>hadoop.security.group.mapping.ldap.num.attempts</name> <value>3</value> <description> This property is the number of attempts to be made for LDAP operations. If this limit is exceeded, LdapGroupsMapping will return an empty group list. </description> </property>
LDAP Groups Mapping also supports configuring multiple LDAP servers and failover if a particular instance is not available or is misbehaving. The following configuration shows configuring 3 LDAP servers. Additionally, 2 attempts will be made for each server before failing over to the next one, with 6 attempts overall before failing.
<property> <name>hadoop.security.group.mapping.ldap.url</name> <value>ldap://server1,ldap://server2,ldap://server3</value> <description> The URL of the LDAP server(s) to use for resolving user groups when using the LdapGroupsMapping user to group mapping. Supports configuring multiple LDAP servers via a comma-separated list. </description> </property> <property> <name>hadoop.security.group.mapping.ldap.num.attempts</name> <value>6</value> <description> This property is the number of attempts to be made for LDAP operations. If this limit is exceeded, LdapGroupsMapping will return an empty group list. </description> </property> <property> <name>hadoop.security.group.mapping.ldap.num.attempts.before.failover</name> <value>2</value> <description> This property is the number of attempts to be made for LDAP operations using a single LDAP instance. If multiple LDAP servers are configured and this number of failed operations is reached, we will switch to the next LDAP server. The configuration for the overall number of attempts will still be respected, failover will thus be performed only if this property is less than hadoop.security.group.mapping.ldap.num.attempts. </description> </property>
CompositeGroupsMapping works by enumerating a list of service providers in hadoop.security.group.mapping.providers. It get groups from each of the providers in the list one after the other. If hadoop.security.group.mapping.providers.combined is true, merge the groups returned by all providers; otherwise, return the groups in the first successful provider. See the following section for a sample configuration.
This sample illustrates a typical use case for CompositeGroupsMapping where Hadoop authentication uses MIT Kerberos which trusts an AD realm. In this case, service principals such as hdfs, mapred, hbase, hive, oozie and etc can be placed in MIT Kerberos, but end users are just from the trusted AD. For the service principals, ShellBasedUnixGroupsMapping provider can be used to query their groups for efficiency, and for end users, LdapGroupsMapping provider can be used. This avoids to add group entries in AD for service principals when only using LdapGroupsMapping provider. In case multiple ADs are involved and trusted by the MIT Kerberos, LdapGroupsMapping provider can be used multiple times with different AD specific configurations. This sample also shows how to do that. Here are the necessary configurations.
<name>hadoop.security.group.mapping</name> <value>org.apache.hadoop.security.CompositeGroupsMapping</value> <description> Class for user to group mapping (get groups for a given user) for ACL, which makes use of other multiple providers to provide the service. </description> </property> <property> <name>hadoop.security.group.mapping.providers</name> <value>shell4services,ad4usersX,ad4usersY</value> <description> Comma separated of names of other providers to provide user to group mapping. </description> </property> <property> <name>hadoop.security.group.mapping.providers.combined</name> <value>true</value> <description> true or false to indicate whether groups from the providers are combined or not. The default value is true If true, then all the providers will be tried to get groups and all the groups are combined to return as the final results. Otherwise, providers are tried one by one in the configured list order, and if any groups are retrieved from any provider, then the groups will be returned without trying the left ones. </description> </property> <property> <name>hadoop.security.group.mapping.provider.shell4services</name> <value>org.apache.hadoop.security.ShellBasedUnixGroupsMapping</value> <description> Class for group mapping provider named by 'shell4services'. The name can then be referenced by hadoop.security.group.mapping.providers property. </description> </property> <property> <name>hadoop.security.group.mapping.provider.ad4usersX</name> <value>org.apache.hadoop.security.LdapGroupsMapping</value> <description> Class for group mapping provider named by 'ad4usersX'. The name can then be referenced by hadoop.security.group.mapping.providers property. </description> </property> <property> <name>hadoop.security.group.mapping.provider.ad4usersY</name> <value>org.apache.hadoop.security.LdapGroupsMapping</value> <description> Class for group mapping provider named by 'ad4usersY'. The name can then be referenced by hadoop.security.group.mapping.providers property. </description> </property> <property> <name>hadoop.security.group.mapping.provider.ad4usersX.ldap.url</name> <value>ldap://ad-host-for-users-X:389</value> <description> ldap url for the provider named by 'ad4usersX'. Note this property comes from 'hadoop.security.group.mapping.ldap.url'. </description> </property> <property> <name>hadoop.security.group.mapping.provider.ad4usersY.ldap.url</name> <value>ldap://ad-host-for-users-Y:389</value> <description> ldap url for the provider named by 'ad4usersY'. Note this property comes from 'hadoop.security.group.mapping.ldap.url'. </description> </property>
You also need to configure other properties like hadoop.security.group.mapping.ldap.bind.password.file and etc. for ldap providers in the same way as above does.


Next: array-element-type, Previous: array-dimension, Up: Arrays Dictionary
array-dimensions
array ⇒ dimensions
array—an array.
dimensions—a list of integers.
Returns a list of the dimensions of array. (If array is a vector with a fill pointer, that fill pointer is ignored.)
(array-dimensions (make-array 4)) ⇒ (4) (array-dimensions (make-array '(2 3))) ⇒ (2 3) (array-dimensions (make-array 4 :fill-pointer 2)) ⇒ (4)
Should signal an error of type type-error if its argument is not an array.


@* * Copyright 2017 HM Revenue & Customs * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. *@ @import play.api.i18n.Messages.Implicits._ @import play.api.Play.current @import uk.gov.hmrc.cbcrfrontend.views.html._ @import uk.gov.hmrc.cbcrfrontend.controllers.routes @()(implicit request: Request[_]) @mainContent = {
Guidance
If you aren't required to send HMRC a report, your multinational group may still send one voluntarily under certain circumstances.
} @govuk_wrapper(appConfig = uk.gov.hmrc.cbcrfrontend.FrontendAppConfig, title = "Guidance", mainContent = mainContent)


---
layout: default
---
The Verona team
Verona is a collaboration between Microsoft Research, Imperial College London, and other individuals.
{% assign msfolk = site.data.people | where: 'affiliation', 'Microsoft Research' %}
{% assign iclfolk = site.data.people | where: 'affiliation', 'Imperial College London' %}
{% assign otherfolk = site.data.people | where: 'affiliation', 'Other' %}
{% include person.html title="Microsoft Research" people=msfolk %}
{% include person.html title="Imperial College London" people=iclfolk %}
{% include person.html title="Other contributors" people=otherfolk %}


AN Labo3 EquipeB1
Gaussian elimination
Choose folder containing matrix
Show Matrix
Solve
Calculation time:
Results:
Matrix