A channel to discuss trading. For useful links and more info click the pinned messages to the right.
100 messages
Before 05-Dec-19 12:00 AM
Alecandro05-Jun-19 02:41 PM
Lol
차미숙05-Jun-19 02:41 PM
It's called community driven QE bro
Malti05-Jun-19 02:41 PM
on that note, imma buy more KMD as we speak
Kitchen Table05-Jun-19 02:42 PM
I was mostly asking to see if there was another option for people outside of sending an exchange if they have trouble creating a new wallet.
PTYX05-Jun-19 02:42 PM
@Malti the only issue with returning funds is that if the seed is compromised, there's no way of telling if your signature is valid. Other information would be required and you wouldn't be able to tell who was the bad actor until someone did a double claim on one address.
Hopefully they can manage it but it's going to be alot of work.
Malti05-Jun-19 02:45 PM
the most important part is that funds are safu at the moment, how we will be able to claim them back is a problem for later
Keppie05-Jun-19 02:48 PM
Hacker better be a Komodo hodler lol
p.05-Jun-19 02:51 PM
binance
safu
altcoinist05-Jun-19 02:52 PM
Stolen funds can be frozen by exchanges
Cryptoon05-Jun-19 02:53 PM
that would be quite the centralized thing to do though ;p
OsTa05-Jun-19 02:55 PM
How to pay ours bills if funds are locked? and imagine how much time to see our money back?(edited)
do we will receive the 5% staking missing during the period of the locked time?
Cryptoon05-Jun-19 02:58 PM
the following days more info will be made public
for now most important is that most funds are safe
Caglio05-Jun-19 03:00 PM
If noone covers my 39.54 kmd loss, I am going to beat up someone
I am just saying
@Tek and I love some of your responses here
p.05-Jun-19 03:08 PM
what does this mean for the price #trading
jl777c05-Jun-19 03:09 PM
bug happen, even to the best. the important thing is how a project responds to the bug
Alecandro05-Jun-19 03:11 PM
Agreed
Malti05-Jun-19 03:12 PM
go sleep @jl777c
Keppie05-Jun-19 03:12 PM
Bnb price reacted postively on hack due to how to they ‘solved’ it
Im sure we’ll be fine pricewise
Malti05-Jun-19 03:13 PM
it's not a blockchain vulnerability or anything like that, it's a wallet exploit, doesn't represent the full project/ecosystem
Kitchen Table05-Jun-19 03:15 PM
I was able to get my coins moved to the komodoQT wallet with the name changing of the wallet.data file. Thanks @NutellaLicka for the advice.
oDD05-Jun-19 03:16 PM
test
Malti05-Jun-19 03:16 PM
hi @oDD
oDD05-Jun-19 03:16 PM
huhu
it was just a test to check my discord name ^^
Caglio05-Jun-19 03:17 PM
Shit
I thought its johnny depp
from fear and loathing in las vegas
Cryptoon05-Jun-19 03:18 PM
@Malti actually not really a wallet exploit, more like a node.js exploit that agama used somewhere
wonder if more projects are affected and how those will respond...
actually
probably the same thing anyway
if node.js exploit, the wallet is exploitable because of it
meh
Malti05-Jun-19 03:19 PM
fek it, Tesla's burst into flames by themselves as a core product to the company, stock dips, stock goes up. Long term vision and goal is where it's at(edited)
KMD and ecosystem will be fine
3
jl777c05-Jun-19 03:19 PM
yes node.js library
this is why i like C
tolken05-Jun-19 03:20 PM
@jl777c I’ll donate some to a recovery fund if a plan is announced.
Malti05-Jun-19 03:20 PM
so it's not even an agama fault, shiiit it just shows the proactivity of people at KMD
tolken05-Jun-19 03:21 PM
Not a whale, but every bit helps?
jl777c05-Jun-19 03:21 PM
yes, thanks!
and yes, npm was involved
Caglio05-Jun-19 03:26 PM
@Deleted User HACKER HACKER CRUCIFY HIM !
2
Malti05-Jun-19 03:26 PM
as non technical i googled some terms here now and I found somehting that Monero uses this as well
Monero libwallet native addon. Under development at the moment
it mentions NPM and node.js so I assume it's alike lol
jl777c05-Jun-19 03:28 PM
no
Malti05-Jun-19 03:28 PM
I should be CTO at google
or shouldn't
jl777c05-Jun-19 03:28 PM
npm is very broad
it was one specific library with an exploit specific to agama or a recent fork of agama
tolken05-Jun-19 03:29 PM
@jl777c you say you weren’t able to get 100% of compromises addresses, but some of those compromised addresses could be legit users moving their funds to safety first?
So that 1mil might be less?
jl777c05-Jun-19 03:29 PM
we will be very closely analyzing all claims
but I know of several large ones that almost add up to a million, the attacker was collecting them as if he invoked the exploit with small amounts, we would fix it
and not everybody is aware yet, so it could be bigger
tolken05-Jun-19 03:32 PM
Hopefully you find some common receiving addresses for compromised addresses to help narrow down what’s legit vs isn’t.
OsTa05-Jun-19 03:33 PM
does komodo team is trying to track stolen funds and share it to exchanges?
Cryptoon05-Jun-19 03:34 PM
I assume @ca333 is in CA mode
Alecandro05-Jun-19 03:37 PM
someone is buying KMD being sold right now. 9 btc buy wall at 1811
siu - Chainmakers05-Jun-19 03:41 PM
can someone post a saving private ryan war scene video and place a KMD logo on it?
Are funds frozen on Binance simply to stop a hacker right now?
Cryptoon05-Jun-19 03:47 PM
wallets are down untill team gets a clear view of the situation
ErikB05-Jun-19 03:49 PM
Cool
alen05-Jun-19 03:54 PM
Guys..anyone uses guarda mobile wallet..is it safe
Thinking of transf all there
CoinKing8805-Jun-19 03:54 PM
@Cryptoon can someone help me step by step how to get my funds to the new address using the Verus option? I am a tech noob and dont understand the instructions in the link provided
alen05-Jun-19 03:55 PM
As binance is suspended and cant get them on trezor
Im not good either thats why im looking in simple option, like another mobile wallet
Cryptoon05-Jun-19 03:56 PM
@CoinKing88 let's move to #support
CoinKing8805-Jun-19 03:56 PM
k
Cryptoon05-Jun-19 03:56 PM
@alen magnum wallet and chameleon wallet should also be safe options
chameleon also mobile
alen05-Jun-19 03:56 PM
Thanks man
Cryptoon05-Jun-19 03:56 PM
np
alen05-Jun-19 03:56 PM
Will check now
klein05-Jun-19 04:15 PM
we still got buyers at the 18K area
whole coinmarket cap is a sea of red(edited)
KMD dump seams pretty muted
siu - Chainmakers05-Jun-19 04:18 PM
Weirdest thing ever
actionslacks05-Jun-19 04:31 PM
this is a good test of a worst case scenario, since it kind of is
차미숙05-Jun-19 04:32 PM
Yeah the price is holding pretty nicely with all these ugly shit


Generated high-quality biometric fingerprints by adding a trained Siamese neural network to CycleGAN. With this new model, fingerprints of one domain could be converted to other.
Built an automated messenger bot that can respond with quotes and images to keywords by user. Used Facebook Send/Receive API and Flask python framework for web request handling
- Concept Lattice using Titan Graph Database
Stored and queried a Concept Lattice stored in Titan distributed Graph Database. Used Hadoop and HBase at the storage backend
- iitpipe Driver
Implemented pipe by building a Kernel Module to pipe two programs with delay. Measured performance of the pipe by using different delay and buffer sizes
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Created a product which displayed 3D-projections inside a glass pyramid that can be manipulated by hand gestures. Solved the problem of 3D visualization through the product using leap motion technology. This project won 3rd prize at the college level Design Practicum Open House.
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Developed a web app that enabled patients to book appointments online and retrieve medical records. Accessed information that was stored in a MySQL database
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Built a prototype in which a person has to enter correct pin in a keypad which then powers a motor connected to Arduino to unlock the door. Option to change the password was provided.


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We'll use this page as a place for links to the work you've done, and stand as an example of how to build a portal/portfolio page.
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lds package¶
Submodules¶
lds.lds module¶
-
class
lds.lds.
DocStore
[source]¶ Bases:
object
The main class for this module, which stores and operates on documents.
This class attempts to replicate some of the functionality of the popular document store MongoDB. It provides method to add and store JSON documents, search those documents using an example JSON query, and modify those documents using a search query and a replacement document.
Methods
-
add
(doc)[source]¶ Adds a document to the list holding the documents.
Constructs a tuple of a document, passed in as a parameter, and a set of tuples representing the (key: value) pairings of the document (to be used for querying the documents), and appends aforementioned tuple to the list of documents initialized in __init__.
.note:: the document passed in should be a valid json. This will be checked if you pass in a string, but not a dictionary.
>>> store = DocStore() >>> store.add('{"name": "oski", "school": "california"}') #string True >>> store.add({'name': 'harry', 'school': 'washington'}) #dict True
Parameters: doc: str/dict
doc, the document to be added, can be passed in as a string or a Python dictionary.
Returns: True: if add operation was successfully completed.
-
add_many
(docs)[source]¶ Adds multiple documents to the class’ internal list of documents.
Calls the add function over the list of documents passed in.
Parameters: docs: list
the list of documents, which can be strings or Python dictionaries.
Returns: True: if all add operations were successfully completed.
-
search
(query)[source]¶ Searches for documents that match the query passed in.
Converts the query passed in as a parameter to a set of tuples representing the (key: value) pairings of the document, and checks if the set of tuples of the query parameter is a subset of any of the sets of tuples of the documents currently in the store. If it finds matching documents, it returns them as a list.
>>> store.add({'name': 'harry', 'school': 'washington'}) True >>> store.add('{"name": "oski", "school": "california"}') True >>> store.search({'name': 'oski'}) [{'name': 'oski', 'school': 'california'}]
Parameters: query: str/dict
the query that the list of documents will be matched against.
Returns: list: of documents that match the query passed in.
-
update
(match, new, exact=False)[source]¶ Updates documents with the new values passed in to the documents that match the query passed in.
Searches the document with the same logic as described in search, and updates documents that match. The exact parameter determines what type of update will be performed. If exact is False (its default value), the old document will simply be merged with the new one using {**old, **new}. If exact is True, it is important to pass in a single (key: value) pairing to both the match and new parameter; the document will be iterated over and only when the match is found in the current document will the value be updated.
- .note:: if you are updating a nested value of the document, you must
- use `exact`=True. Python’s merge operation, as detailed above, will not accurately merge nested documents.
>>> store.add('{"name": "oski", "details": {"school": "california", "year": "senior"}}') True >>> store.add('{"name": "harry", "details": {"school": "washington", "year": "junior"}}') True >>> store.search({"year": "junior"}) [{'name': 'harry', 'details': {'year': 'junior', 'school': 'washington'}}] >>> store.update({"year": "senior"}, {"year": "junior"}, exact=True) >>> store.search({"year": "junior"}) [{'name': 'oski', 'details': {'year': 'junior', 'school': 'california'}}, {'name': 'harry', 'details': {'year': 'junior', 'school': 'washington'}}]
Parameters: match: str/dict
the query that the list of documents will be matched against.
new: str/dict
the document which will be merged into the existing, matching document.
Returns: True: if the update was performed successfully.
-


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login - begin session on the system
login [-p] [-h host] [username] [ENV=VAR...]
login [-p] [-h host] -f username
The login program is used to establish a new session with the system. It is normally invoked automatically by responding to the login: prompt on the user*(Aqs terminal. login may be special to the shell and may not be invoked as a sub-process. When called from a shell, login should be executed as exec login which will cause the user to exit from the current shell (and thus will prevent the new logged in user to return to the session of the caller). Attempting to execute login from any shell but the login shell will produce an error message.
The user is then prompted for a password, where appropriate. Echoing is disabled to prevent revealing the password. Only a small number of password failures are permitted before login exits and the communications link is severed.
If password aging has been enabled for your account, you may be prompted for a new password before proceeding. You will be forced to provide your old password and the new password before continuing. Please refer to passwd(1) for more information.
Your user and group ID will be set according to their values in the /etc/passwd file. The value for $HOME, $SHELL, $PATH, $LOGNAME, and $MAIL are set according to the appropriate fields in the password entry. Ulimit, umask and nice values may also be set according to entries in the GECOS field.
On some installations, the environmental variable $TERM will be initialized to the terminal type on your tty line, as specified in /etc/ttytype.
An initialization script for your command interpreter may also be executed. Please see the appropriate manual section for more information on this function.
A subsystem login is indicated by the presence of a "*" as the first character of the login shell. The given home directory will be used as the root of a new file system which the user is actually logged into.
The login program is NOT responsible for removing users from the utmp file. It is the responsibility of getty(8) and init(8) to clean up apparent ownership of a terminal session. If you use login from the shell prompt without exec, the user you use will continue to appear to be logged in even after you log out of the "subsession".
-f
Do not perform authentication, user is preauthenticated.
Note: In that case, username is mandatory.
-h
Name of the remote host for this login.
-p
Preserve environment.
-r
Perform autologin protocol for rlogin.
The -r, -h and -f options are only used when login is invoked by root.
This version of login has many compilation options, only some of which may be in use at any particular site.
The location of files is subject to differences in system configuration.
The login program is NOT responsible for removing users from the utmp file. It is the responsibility of getty(8) and init(8) to clean up apparent ownership of a terminal session. If you use login from the shell prompt without exec, the user you use will continue to appear to be logged in even after you log out of the "subsession".
As with any program, login*(Aqs appearance can be faked. If non-trusted users have physical access to a machine, an attacker could use this to obtain the password of the next person coming to sit in front of the machine. Under Linux, the SAK mechanism can be used by users to initiate a trusted path and prevent this kind of attack.
The following configuration variables in /etc/login.defs change the behavior of this tool:
CONSOLE_GROUPS (string)
List of groups to add to the user*(Aqs supplementary groups set when logging in on the console (as determined by the CONSOLE setting). Default is none.
Use with caution - it is possible for users to gain permanent access to these groups, even when not logged in on the console.
DEFAULT_HOME (boolean)
Indicate if login is allowed if we can*(Aqt cd to the home directory. Default is no.
If set to yes, the user will login in the root (/) directory if it is not possible to cd to her home directory.
ENV_PATH (string)
If set, it will be used to define the PATH environment variable when a regular user login. The value is a colon separated list of paths (for example /bin:/usr/bin) and can be preceded by PATH=. The default value is PATH=/bin:/usr/bin.
ENV_SUPATH (string)
If set, it will be used to define the PATH environment variable when the superuser login. The value is a colon separated list of paths (for example /sbin:/bin:/usr/sbin:/usr/bin) and can be preceded by PATH=. The default value is PATH=/sbin:/bin:/usr/sbin:/usr/bin.
ERASECHAR (number)
Terminal ERASE character (010 = backspace, 0177 = DEL).
The value can be prefixed "0" for an octal value, or "0x" for an hexadecimal value.
FAIL_DELAY (number)
Delay in seconds before being allowed another attempt after a login failure.
FAKE_SHELL (string)
If set, login will execute this shell instead of the users*(Aq shell specified in /etc/passwd.
HUSHLOGIN_FILE (string)
If defined, this file can inhibit all the usual chatter during the login sequence. If a full pathname is specified, then hushed mode will be enabled if the user*(Aqs name or shell are found in the file. If not a full pathname, then hushed mode will be enabled if the file exists in the user*(Aqs home directory.
KILLCHAR (number)
Terminal KILL character (025 = CTRL/U).
The value can be prefixed "0" for an octal value, or "0x" for an hexadecimal value.
LOGIN_RETRIES (number)
Maximum number of login retries in case of bad password.
This will most likely be overridden by PAM, since the default pam_unix module has its own built in of 3 retries. However, this is a safe fallback in case you are using an authentication module that does not enforce PAM_MAXTRIES.
LOGIN_TIMEOUT (number)
Max time in seconds for login.
LOG_OK_LOGINS (boolean)
Enable logging of successful logins.
LOG_UNKFAIL_ENAB (boolean)
Enable display of unknown usernames when login failures are recorded.
Note: logging unknown usernames may be a security issue if an user enter her password instead of her login name.
TTYGROUP (string), TTYPERM (string)
The terminal permissions: the login tty will be owned by the TTYGROUP group, and the permissions will be set to TTYPERM.
By default, the ownership of the terminal is set to the user*(Aqs primary group and the permissions are set to 0600.
TTYGROUP can be either the name of a group or a numeric group identifier.
If you have a write program which is "setgid" to a special group which owns the terminals, define TTYGROUP to the group number and TTYPERM to 0620. Otherwise leave TTYGROUP commented out and assign TTYPERM to either 622 or 600.
TTYTYPE_FILE (string)
If defined, file which maps tty line to TERM environment parameter. Each line of the file is in a format something like "vt100 tty01".
USERGROUPS_ENAB (boolean)
If set to yes, userdel will remove the user*(Aqs group if it contains no more members, and useradd will create by default a group with the name of the user.
/var/run/utmp
List of current login sessions.
/var/log/wtmp
List of previous login sessions.
/etc/passwd
User account information.
/etc/shadow
Secure user account information.
/etc/motd
System message of the day file.
/etc/nologin
Prevent non-root users from logging in.
/etc/ttytype
List of terminal types.
$HOME/.hushlogin
Suppress printing of system messages.
/etc/login.defs
Shadow password suite configuration.
mail(1), passwd(1), sh(1), su(1), login.defs(5), nologin(5), passwd(5), securetty(5), getty(8).


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The entire Galaxy is going to Red Alert! From January 10th at 8am PT (17:00 CEST) – January 24th at 10am PT (19:00 CEST) all of our Red Alert events will be returning at once, as the Final Frontier is caught in a massive invasion on all sides. During this event, you’ll be able to play the following content:
*Please note: As the only Red Alert with a fail condition, the Tzenkethi Red Alert will not grant daily bonus progress if you fail the TFO. The fail condition will likely be removed in future runs of this event.
In addition to their usual rewards, these Task Force Operations will also grant daily bonus progress. You’ll receive one Daily Progress each day for completing one Red Alert – doesn’t matter which one – on any character on your account. After you receive ten daily progress, you’ll be rewarded with a package containing the following, once per account:
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| F_2_panel.violin {lattice} | R Documentation |
This is a panel function that can create a violin plot. It is
typically used in a high-level call to bwplot
.
panel.violin(x, y, box.ratio = 1, box.width, horizontal = TRUE, alpha, border, lty, lwd, col, varwidth = FALSE, bw, adjust, kernel, window, width, n = 50, from, to, cut, na.rm, ..., identifier = "violin")
x, y |
numeric vector or factor. Violin plots are drawn for each unique
value of |
box.ratio |
ratio of the thickness of each violin and inter violin space |
box.width |
thickness of the violins in absolute units;
overrides |
horizontal |
logical. If FALSE, the plot is ‘transposed’ in the sense that
the behaviours of |
alpha, border, lty, lwd, col |
graphical parameters controlling the violin. Defaults are taken
from the |
varwidth |
logical. If |
bw, adjust, kernel, window, width, n, from, to, cut, na.rm |
arguments to |
... |
arguments passed on to |
identifier |
A character string that is prepended to the names of grobs that are created by this panel function. |
Creates Violin plot of x
for every level of y
. Note that
most arguments controlling the display can be supplied to the
high-level (typically bwplot
) call directly.
Deepayan Sarkar<EMAIL_ADDRESS>bwplot(voice.part ~ height, singer, panel = function(..., box.ratio) { panel.violin(..., col = "transparent", varwidth = FALSE, box.ratio = box.ratio) panel.bwplot(..., fill = NULL, box.ratio = .1) } )


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Interfaces with other head office systems
The installation of Acuitas Enterprise can also facilitate the integration or interface with other third party head office systems;
this in itself can provide a defining reason to some organisations when deciding on the purchase of the system. Examples of
these third party systems include SAP, ERP systems, data warehouses, or possibly even data mining tools for data and
trend analyses. Without a central location of all data for all stores, this type of integration would be extremely difficult, if
not impossible.
As an example, the organisation may use SAP for data warehousing, inventory control, central ordering and so on. If this were
the case, then Ocuco could develop custom interfaces to SAP whereby SAP can deliver stock control or other types of information
into a set of ‘interface tables’ (essentially a shared location in the head office database between the two systems). This information
can then be processed by Ocuco procedures to distribute the updates to all stores. Equally, this data integration could be performed
in the other direction – potentially with more benefits - with all sales, orders and other information populated at the stores being
fed into interface data tables which can then be available for other head office systems to process (the organisation may have a
separate central system for patient management and central recall, for instance).
Integration with other systems is not delivered ‘out of the box’ by Ocuco, as the integration required will differ (oftentimes
substantially) from business to business depending on their needs and the systems in use, etc..
Integration will therefore be treated as a bespoke project whereby Ocuco and the enterprise customer would carry out the
analysis, design and implementation of the necessary interfaces, tailored specifically to suit the needs of that customer. |


{% extends "base.html" %} {% block about_tab_class %}active{% endblock %} {% block body %}
Thank you for submitting your WebGL job. Our admins will take a look, and if everything looks OK it'll go live shortly. If there are any problems we'll email you. {% endblock %}


What the Heck is Hnefatafl?
Besides it’s somewhat unfortunate name, hnefatafl (pronounced “neffa-taffle”) is a wonderful ancient game the Vikings played. Commonly thought to be a predecessor of chess, it is much simpler but just as addicting. Originally from Scandanavia, as the Vikings migrated (aka raided other regions) they brought the games they played with them. Much like how one would bring a deck of cards when going on a cruise, ok not exactly the same but you get the idea. As the Vikings settled in other places, the local people were introduced to hneftafl. Different regions played slightly different variations of the game but the core fundamental strategy the same. The size of the board also varied depending on the local taste. It’s like how Chinese food taste different but familiar no matter what country you’re in.
The defenders and their king always sit in the middle of the board, outnumbered by twice as many attackers. The board is always an odd number of squares (i.e. 7x7, 9x9, 11x11, etc.). The defenders’ objective to get the king to the safety of a corner square (or edge depending on the hnefatafl version). The attacker’s objective is to capture the king.
One of the most obvious attributes of hnefatafl games is it’s asymetrical nature. The fact that one player gets just about twice as many pieces as the other feels very strange and unfair. But that is one the many enduring qualities of this game. Playing different sides requires different ways of thinking. The rules are simple and easy to learn, but the gameplay is complex and interesting.


Movie Size (px):
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854x480
960x540
1024x640
1280x720
1600x900
1920x1080
2048x1152
2560x1440
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Width:
Height:
Font Size (px):
CSS file:
Name:
Start Time:
End Time:
End Loop Time:
Start Loop Time:
Video Src:
Loop fade
Scene fade
Default Image Selection:
On auto func:
On show func:
On hide func:
Command bar func:
End Story
Set as first scene
Title:
Image Group:
Action
Another action
Something else here
Needed:
Start Time:
End Time:
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Height:
Name of Person:
Sentence:
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Points
Ctrl Points
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Is Scramble
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Action2
Another action2
Something else here2
Hide Image Groups:
Next Scene:
From Time:
To Time:
Scale to scene:
Offset x:
Offset y:
On show sound effect:
On show func:
Pause scene
On select sound effect:
On select func:
Prop bag:
Prop bag on scene change:
Karma:
Hide all images
Unpause scene
On hide func:


This is me!^_^
Besides school life, I go sailing, read or cook to get some peace in mind
Having a period of time doing nothing but living my life relieves a lot of unnecessary stress of mine and brings satisfaction & happiness
Parade 2019 Fall


About this project: This shows, for a given situation, what the expected number of runs scored in the rest of the inning is, as well as the historical distribution of runs.
This is based on the same data that the Win Expectancy Finder uses. The data is from MLB games from 1957-2015, including postseason games.
From a technical standpoint, I got to use XPath to select the elements from the XML file. This was also my first project to use the prototype.js library. Here are my source files, which are also available on GitHub:
The information used here was obtained free of charge from and is copyrighted by Retrosheet. Interested parties may contact Retrosheet at 20 Sunset Rd., Newark, DE 19711.


This global inspection reports any instance fields which can be moved to a subclass. Since this inspection requires global code analysis, it is only available in batch inspection mode.
Powered by InspectionGadgets


Thank you for using this extension!
This Extension enables the content authors to open associated content in Sitecore(Content Management) straight from Website(Content Delivery)
To launch associated Experience Editor, Content Editor or Horizon links, you must right-click on the intended website page and select 'Sitecore Edit Assistant' to choose your preferred editing option as shown below. You will be asked to provide the authoring/CM host url, which will be stored in your local browser storage for subsequent requests.
IMPORTANT: For Multi-site implementation, you may experience the below issues if the site is not auto-resolving as expected,
To mitigate this issue, you need to right-click and select the 'Additional Settings (Multi-Site)' option to mention the associated site's name as specified in your site config(if non-SXA site) or /sitecore/content/<tenant>/<site>/Settings/Site Grouping/<site> item(if SXA site). Alternatively, if you do not have access to site configuration, you can preview a page item from Sitecore Content Editor and obtain the site name from 'sc_site' querystring of the preview url as shown below,
NOTE: 'Edit in Content Editor' can find the associated item only when you are logged in to Sitecore. It might redirect you to Sitecore login page in case if you're not logged in and you may want to try 'Edit in Content Editor' button again after logging in.
This extension also includes few shortcuts to accelerate the authoring process,
Above default shortcuts can be modified from chrome://extensions/shortcuts if required
Built by Subbu Ramanathan from Halifax, Canada
https://twitter.com/rmsubu
https://subbu.ca
Help to improve this extension by sharing feature requests or by reporting any bug here


Of all the substances I have known, alcohol has been my worst. I have Asperger's Syndrome and am prone to depression, in retrospect I can see how these combined with alcohol led me down a dark path.
I started drinking when I was about 14 years old, that's fairly typical in my country, I didn't drink for any other reason than the fact that it's the done thing. I would go out with my friends on Friday night, get smashed and repeat every week ad nauseum. I would always end up feeling very introspective, isolated and frustrated. I never thought about this too much, as I was still living with my parents so my life was fairly stable and drinking wasn't a regular thing, I just thought that social life was like that. I went to Uni at the age of 18 to 21, I was taking alot of E then and didn't drink very much, but times they change.
After leaving Uni I ended up feeling very lost in the world, I felt like I didn't belong with everyone else, society made no sense to me and I felt powerless to control my own path, however, I could forget all my worries with a beer. A few beers and my mind slowed down, I could engage with people in a cheery, asinine way and that felt good. I was just like everyone else. I would now go out and drink a few times a week, and have a couple of beers after work. Simple. I met my current partner who would share my cheap cider and life was straight-forward, work a shitty job then come home and get a bit booze in me.
Then I lost my job. Then another. And another. I wasn't pursuing my art anymore either. I wasn't doing anything with my days. So to fill in the gaps where my life should've been, I'd have a beer. I'd have a few beers. Then my girlfriend would come home and we'd go to the pub. It's what you do, and anyway, isn't drinking loads an amusing trait?
The seams started to tear very quickly, the gaps of soberness started to get smaller and smaller, if I was bored, I'd have a beer, if I was frustrated with life, a beer. Depressed? beer. Party? beer. Had to leave the house at all? beer. I would wake up and finish last nights' 8% beer, then go and buy the cheapest, strongest booze I could afford.
I completely lost myself in the drink. I would spend months at a time without ever really sobering up, my nerves were totally shot, my mind didn't work anymore, I could feel the world moving away from me as tried to drink myself to oblivion to dull the horror I was creating for myself. In Frat films the heavy drinker is the fun party guy, I became his nemesis. I was increasingly aggressive, always trying to start fights, I treated my girlfriend despicably, after all, I didn't care about myself so how could I care about anyone else? My stomach started to rot. My girlfriend would cry alot, my best friends didn't know who I was anymore. I wasn't a person anymore. I was a violent storm of self-destruction with no conscience.
It's now been 18 months since I had a drink. I was fortunate in that the people closest to me had the moral fibre to wait for me to wake up. I don't think I'll ever escape from alcohol's shadow, the urge to drink grabs me when I least expect it. I'm not afraid to tell people I've had a problem, it's who I am now that counts. I also hope that my open approach might encourage others who feel they need help to ask for it. I believe that because alcohol is so interwoven in our societal structure, it can easily hide its negative side from scrutiny.
Are weekend binge drinkers really so far from where I was?
It's just a question of regularity.
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.


Alex Thanks for visiting my site! I hope you found something interesting. Please feel free to contact me in one of the following ways and have a nice days.
Thanks for visiting my site! I hope you found something interesting. Please feel free to contact me in one of the following ways and have a nice days.


We love food
We are YumTime and in our similar love for food we have banded together with righteousness in our hearts. We all saw a problem. People all around the country are struggling to find food to make at home. So we decided to create a website that would be able to help people who wanted to make food at home. Using our website people can find all kinds of food recipes for people on special diets and people who have allergies. YumTime's mission is to feed the people of this world and hopefully one day we will be able to accomplish that.
Kylie
Hi I am Kylie I work on frontend development (HTML and the CSS) of this website. I am 16 years old and I live in New Jersey. I am currently a Junior at Dwight Morrow High School
Grace
Hi! My name is Grace Gonzalez and I am 16 years old. I worked on the backend development of the website specifically the recipe maker. I am a Junior at Stanford Online High School and I live in Pennsylvania!
Jacqueline
My name is Jacqueline and I mostly worked on frontend development, but also helped out with some of the backend. I am a rising Junior at Watchung Hills Regional High School and I live in New Jersey.
Chloe
I am Chloe I worked primarily on the frontend development of Yumtime. I am 16 years old and I am a Junior at Bloomfield High School in New Jersey.
Girls Who Code is a program that teaches young women how to code over the course of 7 weeks. We are also taught the importance of the sisterhood and being open and honest with each other. This isn't just all tech and code, we have had a very fun time going on field trips and meeting new people. At times it is very stressful but the people we work with make it a million times easier and kinder. We would like to personally thank Noha, Sapna, Clarisse, and Kristen for being the best teachers we could ever hope to have. Thank you so much!


Pro_Pack : Animation¶
ProPack animation module deals with the more complex animation functions such as the r9Anim format handling and animation re-director systems.
>>> # import statement for the module via the r9pro decompiler
>>> from Red9.pro_pack import r9pro
>>> r9pro.r9import('r9panim')
>>> import r9panim
This module is extensions to the main animation support through the Red9 StudioPack and requires the StudioPack codebase to run
Main Classes
AnimationStore ([parent]) |
|
AnimMap ([filterSettings, timerange]) |
New base class for the Red9 Animation Format - r9Anim This inherits most of it’s node handling directly from the DataMap class in Red9.core.Red9_PoseSaver making it incredibly flexible when it comes to mapping animation data between nodes and rigs. |
Anim_Redirect (*args, **kws) |
Utilises the AnimPointCloud to allow animation to be re-directed via guide and reference meshes. |
AnimPointCloud (nodes[, filterSettings, ...]) |
This relies heavily on the PosePointCloud base class. |
Anim_Transfer ([mrig]) |
main animation transfer class for bouncing data to and from fbx |
LimbMatchingUI (*args, **kws) |
Basic UI for the FK/IK matching used by metaData |
-
anim_redirect_ui
()¶ stub for the pro openUI call
-
class
AnimationUI
(parent=None)¶ Bases:
PySide.QtGui.QMainWindow
,Ui_MainWindow
-
timeWithinRange
(baseRange, testRange, mode, idtext='')¶ test for the range handling in the UI / AnimMap **kws
Parameters: - baseRange – [start,end] which we want to see if our testRange falls within
- testRange – [start,end] that we’re testing
- mode – ‘byRange_start’, ‘byRange_end’, ‘’ modifies the ranges sent to test, if * byRange_start - then we send [None,end] to test, ignoring the start and only testing if the end falls within bound * byRange_end - then we send [start,None] to test, ignoring the end and only testing if the start falls within bound <<<<<<< HEAD * byRange - we test that the testRange falls within both the baseRanges start and end times * byAll - we don’t test, we just pass everything through ======= * byall - we test that the testRange falls within both the baseRanges start and end times >>>>>>> d7ab8a039c4da0838a07bf4a9ec3ad957667b21e
- idtext – used only by the log.info call as a display hint
-
animMap_validate_preload
(mrig, filepath=None, infoDict=None, match='exact')¶ generic call that raises a user prompt, used by the Animation_Load UI to validate the internal AnimMap mRig type about to be loaded matches the given mRig class, if there’s a mismatch then raise a confirmDialog for the user to choose whether to abort of not.
this is a separate function so it can be used by multiple UI’s and not have to run through the AnimMap base code, verify before we hit the load calls ;)
<<<<<<< HEADParameters: - mrig – mrig to test against
- filepath – if given we load that r9Anim Map to extract the infoDict
- infoDict – we may have already consumed this r9Anim file so we can pass the infoDict in directly to save loading that data again
- match – not implemented yet
TODO: add a test to see if the infoDict has timecode, else we bail the TC flag is set and warn!!
======= >>>>>>> d7ab8a039c4da0838a07bf4a9ec3ad957667b21e
-
animMap_validate_presave
(mrig)¶ generic call that raises a user prompt, used by the Animation_Save UI to validate that the mrig about to be saved is NOT on an active Binder, and therefore has no keys!
this is a separate function so it can be used by multiple UI’s and not have to run through the AnimMap base code, verify before we hit the load calls ;)
Parameters: mrig – mrig to test against
-
class
AnimationStore
(parent=None)¶ Bases:
PySide.QtGui.QMainWindow
,Ui_MainWindow
-
saveAnimMap
(*args)¶ main save wrapper for the animationUI
-
loadAnimMap
(*args)¶ main load wrapper for the animationUI
-
-
class
AnimMap
(filterSettings=None, timerange=(), *args, **kws)¶ Bases:
Red9.core.Red9_PoseSaver.DataMap
New base class for the Red9 Animation Format - r9Anim This inherits most of it’s node handling directly from the DataMap class in Red9.core.Red9_PoseSaver making it incredibly flexible when it comes to mapping animation data between nodes and rigs.
Like the PoseSaver this is capable of loading animation data relatively against a given node, allowing you to load libraries of animations one after another in different spaces to that which they were saved.
Vimeo example : https://vimeo.com/167872211
>>> from Red9.pro_pack import r9pro >>> r9pro.r9import('r9panim') >>> import r9panim >>> >>> dm=r9PAnim.AnimMap() >>> >>> # like the pose saver you can load in a given filterSettings object directly >>> dm.settings.read(os.path.join(r9Setup.red9Presets(),'Red9_DevRig.cfg')) >>> dm.settings.incRoots=True >>> >>># OR modify it on the fly in the class >>> dm.settings.metaData=True >>> dm.settings.nodeTypes=['nurbsCurve'] >>> >>> rootNode='Red9:Main_Ctr' >>> filepath='d:/test' >>> >>> # saving >>> dm.saveAnim(rootNode, filepath) >>> >>> # basic loading >>> dm.offset=20 >>> dm.loadAnim(rootNode, filepath) >>> >>> # load relative to a given startFrame >>> dm.loadAnim(rootNode, filepath, loadAsStored=False, loadFromFrm=20) >>> >>> # loading relative to a given node >>> dm.loadAnim(rootNode, filepath, loadAsStored=False, loadFromFrm=70, referenceNode=cmds.ls(sl=True)[0])
Note
like many of these more complex calls this is bound directly to the mRig all the same flags are supported and the behaviour is also extended by way of a postload handler, currently designed to restore exportLoops and audio data that are gathered in the format on save from mRig
>>> mrig=r9Meta.getMetaRigs()[0] >>> mrig.loadAnimation(filepath)
I’m not passing any data in terms of nodes here, We’ll deal with those in the PoseSave and PoseLoad calls. Leaves this open for expansion
Parameters: - filterSettings – specify a filterSettings object, or just use the settings that are bound to the class instance
- timerange – specify a timerange to process, else use the default Red9 behaviour
-
buildBlocks_fill
(nodes=None)¶ Main capture routines to build the DataMap, see the Red9.core.Red9_PoseSaver for more details here
-
saveAnim
(nodes, filepath=None, useFilter=True, timerange=(), storeThumbnail=False, force=False)¶ Save the animation out to an r9Anim file. Note that this currently stores JUST the animation data and doesn’t sample. It will however temporarily flatten animCurves to capture the collapsed effect of all.
Parameters: - nodes – if use filter is on this is the root of the systems to filter from, else it’s given nodes to process
- filepath – r9Anim file to load
- useFilter – do we process all children of this rig or just selected
- timerange – specific a timerange to store, else store all
- storeThumbnail – this will be an avi but currently it’s a pose thumbnail
- force – allow force write on a read only file
-
loadAnim
(*args, **kws)¶ Load a given r9Anim file, this is the same system as the r9Pose file system, all the base handling comes from the r9Pose.DataMap base class
Parameters: - nodes – if given load the data to only these. If given and filter=True this is the rootNode for the filter.
- filepath – file to load - if not given the pose is loaded from a cached instance on this class.
- useFilter – If the pose has an active Filter_Settings block and this is True then use the filter on the destination hierarchy.
- loadAsStored – load the anim data from the original time
- loadFromFrm – if not loadAsStored, load the animation data from a given frame by comparing the internal startFrm stored in the animMap with the given frame <<<<<<< HEAD
- loadFromTimecode – load against a given SMPTE timecode / frm binding, calculating the offset of the data to load against a given timecode reference. IF timecodeBinding isn’t set then we gather the reference timecode from the mRig’s internal data, else we use the timecode binding supplied
- timecodeBinding – (frm, str(‘00:00:00:00’)) Tuple where the first arg is the frame at which the second arg’s SMPTE timecode has been set as reference, basically we’re saying that the timecode at frm is x ======= >>>>>>> d7ab8a039c4da0838a07bf4a9ec3ad957667b21e
- referenceNode – reference node used as the offset Node for relative loading
- manageRanges – do we (0, 1, 2) = leave, extend or set the timeranges according to the anim data loaded
- manageFileName – if True and the current Maya scene has no filename other than a blank scene (ie freshly loaded rig) then we take the r9Anim’s filename and rename the Maya scene accordingly
- keyStatics – if True then we key everything in the data at startFrame so that all non-keyed and static attrs that are stored internally as a pose are keyed.
- blendRange – None or int : 1 is default. If an int is passed then we use this as the hold range for the data, setting a key at time=startFarme-blendRange to hold the current data before we load the new keys. Note that this also turns on the keyStatics to ensure the data is preserved
-
extractData_Export
(manageExport='byAll', sort=False)¶ Extract the key IDs for the exportLoops found in the r9Anim file, this passes through the manageExport code to match loop timings with the r9Anim offset/start and end ranges
Parameters: - manageExport – byAll, byRange_start, byRange_end, byRange uses the timeWithinRange call
- sort – sort the returned data by the endFrame in each loops data
-
extractData_Audio
(manageAudio='byAll', sort=False)¶ Extract the key IDs for the AudioNodes found in the r9Anim file, this passes through the manageExport code to match loop timings with the r9Anim offset/start and end ranges
Parameters: - manageExport – byAll, byRange_start, byRange_end, uses the timeWithinRange call
- sort – sort the returned data by the endFrame in each loops data
-
class
Anim_Redirect
(*args, **kws)¶ Bases:
object
Utilises the AnimPointCloud to allow animation to be re-directed via guide and reference meshes. This generates a spline based gyuide that you can edit to redirect animation around a scene and because it uses the pointCloud setups nothing is bound to the animation data itself
Vimeo demo: https://vimeo.com/126124902
-
classmethod
show
()¶
-
classmethod
-
class
AnimPointCloud
(nodes, filterSettings=None, meshes=None, time=(), *args, **kws)¶ Bases:
Red9.core.Red9_PoseSaver.PosePointCloud
This relies heavily on the PosePointCloud base class. This means we can hook directly into the renderMeshes variable to find the Geo for reference
Utilises the AnimPointCloud to allow animation to be re-directed via guide and reference meshes. This generates a spline based gyuide that you can edit to redirect animation around a scene and because it uses the pointCloud setups nothing is bound to the animation data itself
>>> from Red9.pro_pack import r9pro >>> r9pro.r9import('r9panim') >>> import r9panim >>> >>> ppt=r9proAnim.AnimPointCloud(nodes='MRig:Locomotion_Root_Ctrl') >>> ppt.settings.read('Red9_DevRig.cfg') >>> ppt.time=r9Anim.timeLineRangeGet() >>> >>> # build the cloud reference, select the point to use as root reference >>> ppt.build() >>> >>> # apply any offsets you may have made >>> ppt.apply()
Parameters: - nodes – nodes or the root node of the hierarchy to process
- filterSettings – specific filterSettings object to pass in, else we bind one to settings internally
- meshes – meshes used as reference Geo when constructing the pointCloud nodes
- time – timerange to process
-
syncdatafromCurrentInstance
()¶ upgrade the sync call to include anim specific data
-
generateVisualReference
()¶
-
generateAnimationReference
()¶ generate a spline track to represent the animation over time and add reference meshes for start and end frames
-
snapPosePntstoNodes
()¶ snap each pntCloud point to their respective Maya nodes over time. This call is used in the UI to ‘ReSync’ the anim cloud if you’ve modified the tracking point and need to sync the cloud to the modified track point
-
snapNodestoPosePnts
()¶ snap each MAYA node to it’s respective pntCloud point over time.
-
build
(rootReference=None, raw=False)¶ Main build call to generate the system
Parameters: - rootReference – the node used for the initial pivot location
- raw – Build the cloud system but do NOT snap the cloud to the animation data
-
apply
()¶ pull data back from the cloud and snap the animationData to track
-
class
Interpolation
¶ Bases:
object
Generate interpolation values :param str_value: attr value of first keyframe :param end_value: attr value of second keyframe
-
space
¶ Returns: return the value between str_value and end_value
-
easeinquad
(factor)¶ Parameters: factor – factor = current key iteration / by the number of keys between str_value and end_value Returns: current animation value
-
easeoutquad
(factor)¶ Parameters: factor – factor = current key iteration / by the number of keys between str_value and end_value Returns: current animation value
-
easeinoutquad
(factor)¶ Parameters: factor – factor = current key iteration / by the number of keys between str_value and end_value Returns: current animation value
-
easeincubic
(factor)¶ Parameters: factor – factor = current key iteration / by the number of keys between str_value and end_value Returns: current animation value
-
easeoutcubic
(factor)¶ Parameters: factor – factor = current key iteration / by the number of keys between str_value and end_value Returns: current animation value
-
easeinoutcubic
(factor)¶ Parameters: factor – factor = current key iteration / by the number of keys between str_value and end_value Returns: current animation value
-
easeinquart
(factor)¶ Parameters: factor – factor = current key iteration / by the number of keys between str_value and end_value Returns: current animation value
-
easeoutquart
(factor)¶ Parameters: factor – factor = current key iteration / by the number of keys between str_value and end_value Returns: current animation value
-
easeinoutquart
(factor)¶ Parameters: factor – factor = current key iteration / by the number of keys between str_value and end_value Returns: current animation value
-
easeinquint
(factor)¶ Parameters: factor – factor = current key iteration / by the number of keys between str_value and end_value Returns: current animation value
-
easeoutquint
(factor)¶ Parameters: factor – factor = current key iteration / by the number of keys between str_value and end_value Returns: current animation value
-
easeinoutquint
(factor)¶ Parameters: factor – factor = current key iteration / by the number of keys between str_value and end_value Returns: current animation value
-
easeinback
(factor)¶ Parameters: factor – factor = current key iteration / by the number of keys between str_value and end_value Returns: current animation value
-
easeoutback
(factor)¶ Parameters: factor – factor = current key iteration / by the number of keys between str_value and end_value Returns: current animation value
-
easeinoutback
(factor)¶ Parameters: factor – factor = current key iteration / by the number of keys between str_value and end_value Returns: current animation value
-
easeinelastic
(factor)¶ Parameters: factor – factor = current key iteration / by the number of keys between str_value and end_value Returns: current animation value
-
easeoutelastic
(factor)¶ Parameters: factor – factor = current key iteration / by the number of keys between str_value and end_value Returns: current animation value
-
easeinoutelastic
(factor)¶ Parameters: factor – factor = current key iteration / by the number of keys between str_value and end_value Returns: current animation value
-
easeoutbounce
(factor)¶ Parameters: factor – factor = current key iteration / by the number of keys between str_value and end_value Returns: current animation value
-
easeinbounce
(factor)¶ Parameters: factor – factor = current key iteration / by the number of keys between str_value and end_value Returns: current animation value
-
easeinoutbounce
(factor)¶ Parameters: factor – factor = current key iteration / by the number of keys between str_value and end_value Returns: current animation value
-
easeIncirc
(factor)¶ Parameters: factor – factor = current key iteration / by the number of keys between str_value and end_value Returns: current animation value
-
easeoutcirc
(factor)¶ Parameters: factor – factor = current key iteration / by the number of keys between str_value and end_value Returns: current animation value
-
easeinoutcirc
(factor)¶ Parameters: factor – factor = current key iteration / by the number of keys between str_value and end_value Returns: current animation value
-
easeinexpo
(factor)¶ Parameters: factor – factor = current key iteration / by the number of keys between str_value and end_value Returns: current animation value
-
easeoutexpo
(factor)¶ Parameters: factor – factor = current key iteration / by the number of keys between str_value and end_value Returns: current animation value
-
easeinoutexpo
(factor)¶ Parameters: factor – factor = current key iteration / by the number of keys between str_value and end_value Returns: current animation value
-
easeinsine
(factor)¶ Parameters: factor – factor = current key iteration / by the number of keys between str_value and end_value Returns: current animation value
-
easeoutsine
(factor)¶ Parameters: factor – factor = current key iteration / by the number of keys between str_value and end_value Returns: current animation value
-
easeinoutsine
(factor)¶ Parameters: factor – factor = current key iteration / by the number of keys between str_value and end_value Returns: current animation value
-
-
class
Keyer
(animcurve=None, frame=None, direction=True, samples=1)¶ Bases:
object
-
getkeyframedata
(animcurve_frame)¶
-
goforward
¶
-
gobackward
¶
-
str_frame
¶
-
end_frame
¶
-
str_value
¶
-
end_value
¶
-
time
¶
-
future_keys
¶
-
getselectedkeys
()¶
-
iterselectedkeys
()¶
-
setkeysonselection
(interpolationtype)¶
-
setkeys
(interpolationtype)¶
-
-
class
Keyerui
(uifile='D:/Red9_Core/Red9_Core_Main/Red9/pro_pack\UI\uifiles\interpolationkeyer.ui', *args, **kwargs)¶ Bases:
Red9.pro_pack.UI.uibase.BaseUI
-
setdirection
()¶
-
setamples
()¶
-
-
class
Anim_Transfer
(mrig=None)¶ Bases:
object
main animation transfer class for bouncing data to and from fbx
-
get_mrig
()¶ Returns: first MetaRigs found in the scene
-
get_data_from_binder
(binder_hik=None)¶
-
get_data_from_mrig
(mrig=None)¶ propagate the data from the mRig
-
get_binder_joints
()¶ Returns: list of all joint names in binder skeleton
-
set_timerange_from_binder_joints
()¶ set scene timeranges using the animation ranges for binder joints animation
-
set_timerange_from_rig_ctrls
(timeline=False)¶ set the current timeranges from the extent of the animation found on the mRig controllers
<<<<<<< HEAD
======= >>>>>>> d7ab8a039c4da0838a07bf4a9ec3ad957667b21eParameters: timeline – set the Maya timeranges as well as the internal start/end data
-
delete_exportloops
()¶
<<<<<<< HEAD
delete all export loops currently connected to the mRigs ExportTag
=======delete all export loops in the export tag
>>>>>>> d7ab8a039c4da0838a07bf4a9ec3ad957667b21e
-
delete_animation_on_binder_skeleton
()¶
<<<<<<< HEAD
delete all animation on binder skeleton
=======delete any animation on binder skeleton
>>>>>>> d7ab8a039c4da0838a07bf4a9ec3ad957667b21e
-
add_export_loop
(loopname=None)¶
<<<<<<< HEAD
add an export loop to mRigs ExportTag, the timeranges for this are taken from the internal start and end frames setup during the transfer
=======Parameters: loopname – name for export loop add export loop to character export tag :param loopname: name for export loop
>>>>>>> d7ab8a039c4da0838a07bf4a9ec3ad957667b21e
-
openbinderfile
(binderfile=None)¶
<<<<<<< HEAD
open a character binder file in current Maya session
=======open a character binder file in current Maya setion
>>>>>>> d7ab8a039c4da0838a07bf4a9ec3ad957667b21e<<<<<<< HEAD Parameters: bndfile – path to character binder file =======Bndfile: path to character binder file >>>>>>> d7ab8a039c4da0838a07bf4a9ec3ad957667b21eReturns: path to character binder file
-
scenebasename
¶
<<<<<<< HEAD
base name of the Maya scene less the extension
-
-
scenename
¶
<<<<<<< HEAD
current Maya sceneName
-
scenedir
¶
-
rigs_to_fbx
(mayafiles, prefix='', usecurrentscene=False)¶ wrap over multiple files for processing
-
rig_to_fbx
(startFrame=None, endFrame=None, filepath=None, prefix='', export=True)¶ from a given Red9 Puppet Rig output a clean FBX skeleton anim via a bound duplicated skeleton method
Parameters: - startFrame – start frame of the output
- endFrame – end frame of the output <<<<<<< HEAD
- filepath – filepath to write to
- prefix – simple prefix for the scenename on output
- export – the main export call to fbx, if this is False then we just prep the file for export, without calling the FBX output =======
- filepath – filepath to write
- prefix – simple prefix for the scenename on output
- export – the main export call to fbx, without this we just prep the file >>>>>>> d7ab8a039c4da0838a07bf4a9ec3ad957667b21e
-
bake_hi
(root)¶
<<<<<<< HEAD
simple bake hierarchy from a given root node, used to bake the data to the clean skeleton hierarchy that we ultimately output to FBX. This code also runs a filterCurve call on the baked data to reduce it’s footprint
=======bake hierarchy animation and filter sample the generated animation curves
>>>>>>> d7ab8a039c4da0838a07bf4a9ec3ad957667b21eParameters: root – string: root node of the hierarchy
-
export_to_fbx
(node, filepath)¶
<<<<<<< HEAD
export a given node to fbx
=======export node to fbx :param node: string: name of node to be exported if node is a
>>>>>>> d7ab8a039c4da0838a07bf4a9ec3ad957667b21eroot of a hierarchy, all hierarchy will be exported<<<<<<< HEAD Parameters: =======- node – string: name of node to be exported if node is a root of a hierarchy, all hierarchy will be exported
- filepath – string: file path to export to
Parameters: filepath – string: file path to export to >>>>>>> d7ab8a039c4da0838a07bf4a9ec3ad957667b21e
-
clean_joint_hi
(root)¶ Delete everything that is not a joint from a hierarchy and set display attrs of the joints to default values
Parameters: root – string: root joint of the hierarchy Returns: list : list of strings, names of deleted nodes from the hierarchy
-
fbx_to_binder
(fbxfiles, binderfile=None, usecurrentscene=False, bake=False, runFilter=True, useTakeData=False)¶
<<<<<<< HEAD
Main FBX > Binder call, (PRO_TO_BND) loads the FBX file in, loads the binder in, and transfers the data
=======Main FBX > Binder call, loads the FBX file in, loads the binder in, and transfers the data
>>>>>>> d7ab8a039c4da0838a07bf4a9ec3ad957667b21eParameters: - fbxfiles – list of fbx files to transfer
- binderfile – BND binder file to use in the transfer
- usecurrentscene – if true use the current scene, which then expects a binder file to be already loaded
- bake – do we bake the results to the Red9 puppet and clean-up after our-selves? <<<<<<< HEAD
- runFilter – do we run the curve filter on the baked animation to try and optimise the results, removing static data etc =======
- runFilter – do we run the curve filter on the baked results to try and optimise the results, removing statics etc >>>>>>> d7ab8a039c4da0838a07bf4a9ec3ad957667b21e
- useTakeData – if True use the internal fbx take[1]’s timeSpan when setting the ranges
-
bakebinder
(runFilter=True)¶ generic call to bake the binder data down to the rig and clean-up
-
track_to_locator
(nodes=None, timerange=True)¶ for each nodes create a locator named accordingly and track it over the selected time
Parameters: - nodes – nodes to track, if not passed in them we use the selected objects
- timerange – do we track timerange or not, uses the same Red9 timerange handler as everything else
-
class
LimbMatchingUI
(*args, **kws)¶ Bases:
object
Basic UI for the FK/IK matching used by metaData
-
classmethod
show
()¶
-
classmethod
-
class
Fbx_To_Bnd_ui
(fbxfiles=None, parent=None)¶ Bases:
PySide.QtGui.QMainWindow
,Ui_mw_fbx_to_bnd
Main window for CI animation transfer from fbx to a rerd9 binder rig
-
buildpresets
()¶ populate the presets comboBox from the Project object if set
-
setuisettings
()¶ populate ui settings using SETTINGS data
-
setbinder
(browse=True, *args)¶ set the binder file from the browse button or the change of the preset combo
-
setusecurrentscene
()¶
-
setbake
()¶ manage the bake flag and warn about the r9Anim outputs
-
runfilter
()¶
-
setr9anim
()¶ set the r9Anim settings
-
setp4Managed
()¶ ui callback for perforce icaf management
-
setupLogFile
()¶ creates a log file for the anim transfer code
-
<<<<<<< HEAD
staticMetaObject
= <PySide.QtCore.QMetaObject object at 0x0000000012DA4048>¶
=======
staticMetaObject
= <PySide.QtCore.QMetaObject object at 0x0000000012FED9C8>¶ >>>>>>> d7ab8a039c4da0838a07bf4a9ec3ad957667b21e-
writeToLog
(line)¶ func to call to write the supplied data to the log file. Closes it every time, because the batch can kill maya outright.
-
transfer
()¶ Main transfer wrap from the UI, including the export call
-


specified(3f) - [ARGUMENTS:M_CLI2] return true if keyword was present on command line (LICENSE:PD)
Synopsis
Description
Options
Returns
Example
Author
License
elemental impure function specified(name)
character(len=*),intent(in) :: name logical :: specified
specified(3f) returns .true. if the specified keyword was present on the command line.
M_CLI2 intentionally does not have validators except for SPECIFIED(3f) and of course a check whether the input conforms to the type when requesting a value (with get_args(3f) or the convenience functions like inum(3f)).
Fortran already has powerful validation capabilities. Logical expressions ANY(3f) and ALL(3f) are standard Fortran features which easily allow performing the common validations for command line arguments without having to learn any additional syntax or methods.
NAME name of commandline argument to query the presence of. Long names should always be used.
SPECIFIED returns .TRUE. if specified NAME was present on the command line when the program was invoked.
Sample program:
program demo_specified use, intrinsic :: iso_fortran_env, only : & & stderr=>ERROR_UNIT, stdin=>INPUT_UNIT, stdout=>OUTPUT_UNIT use M_CLI2, only : set_args, igets, rgets, specified, sget, lget implicit noneDefault output! Define args integer,allocatable :: ints(:) real,allocatable :: floats(:) logical :: flag character(len=:),allocatable :: color character(len=:),allocatable :: list(:) integer :: i
call set_args(& & --color:c "red" & & --flag:f F & & --ints:i 1,10,11 & & --floats:T 12.3, 4.56 & & ) ints=igets(ints) floats=rgets(floats) flag=lget(flag) color=sget(color)
write(*,*)color=,color write(*,*)flag=,flag write(*,*)ints=,ints write(*,*)floats=,floats
write(*,*)was -flag specified?,specified(flag)
! elemental write(*,*)specified([floats,ints ])
! If you want to know if groups of parameters were specified use ! ANY(3f) and ALL(3f) write(*,*)ANY:,any(specified([floats,ints ])) write(*,*)ALL:,all(specified([floats,ints ]))
! For mutually exclusive if (all(specified([floats,ints ])))then write(*,*)You specified both names --ints and --floats endif
! For required parameter if (.not.any(specified([floats,ints ])))then write(*,*)You must specify --ints or --floats endif
! check if all values are in range from 10 to 30 and even write(*,*)are all numbers good?,all([ints>=10,ints<= 30,(ints/2)*2==ints])
! perhaps you want to check one value at a time do i=1,size(ints) write(*,*)ints(i),[ints(i) >= 10,ints(i) <= 30,(ints(i)/2)*2 == ints(i)] if(all([ints(i) >= 10,ints(i) <= 30,(ints(i)/2)*2 == ints(i)]) )then write(*,*)ints(i),is an even number from 10 to 30 inclusive else write(*,*)ints(i),is not an even number from 10 to 30 inclusive endif enddo
list = [character(len=10) :: red,white,blue] if( any(color == list) )then write(*,*)color,matches a value in the list else write(*,*)color,not in the list endif
if(size(ints).eq.3)then write(*,*)ints(:) has expected number of values else write(*,*)ints(:) does not have expected number of values endif
end program demo_specified
> color=red > flag= F > ints= 1 10 11 > floats= 12.3000002 4.55999994 > was -flag specified? F > F F > ANY: F > ALL: F > You must specify --ints or --floats > 1 F T F > 1 is not an even number from 10 to 30 inclusive > 10 T T T > 10 is an even number from 10 to 30 inclusive > 11 T T F > 11 is not an even number from 10 to 30 inclusive > red matches a value in the list > ints(:) has expected number of values
John S. Urban, 2019
Public Domain
| Nemo Release 3.1 | specified (3) | July 22, 2023 |


[§321-11.9] Dental health facilities; health care facilities; use of latex gloves. All personnel working in dental health facilities or health care facilities, including all facilities listed in section 321-11(10), shall be prohibited from using latex gloves for patient care where the patient is unconscious or otherwise physically unable to communicate. Where the patient is conscious and physically able to communicate, latex gloves may be used if the patient affirmatively states that the patient is not allergic to latex. [L 2016, c 180, §2]
Cross References
Emergency medical services; use of latex gloves prohibited, see §321-236.


It contains game trees, with all their nodes and properties, and nothing more. Thus the file format reflects the regular internal structure of a tree of property lists. There are no exceptions; if a game needs to store some information on file with the document, a (game-specific) property must be defined for that purpose.
| This tree is written in pre-order as:
(root(ab(c)(de))(f(ghi)(j)))
SGF example: (;FF[4]C[root](;C[a];C[b](;C[c]) (;C[d];C[e])) (;C[f](;C[g];C[h];C[i]) (;C[j]))) | ||
| Example for tree structure | Tree as seen by the user. The first line is the main line of play, the other lines are variations. |
There are more examples available.
Node numbering:
When numbering nodes starting with zero is suggested. Nodes should be
numbered in the way they are stored in the file.
Example (of file above): root=0, a=1, b=2, c=3, d=4, e=5, f=6, g=7,
h=8, i=9 and j=10.
SGF uses the US ASCII char-set for all its property identifiers and property values, except SimpleText & Text. For SimpleText & Text the charset is defined using the CA property.
"..." : terminal symbols [...] : option: occurs at most once {...} : repetition: any number of times, including zero (...) : grouping | : exclusive or italics: parameter explained at some other place |
Collection = GameTree { GameTree } GameTree = "(" Sequence { GameTree } ")" Sequence = Node { Node } Node = ";" { Property } Property = PropIdent PropValue { PropValue } PropIdent = UcLetter { UcLetter } PropValue = "[" CValueType "]" CValueType = (ValueType | Compose) ValueType = (None | Number | Real | Double | Color | SimpleText | Text | Point | Move | Stone) |
White space (space, tab, carriage return, line feed, vertical tab and so on)
may appear anywhere between PropValues, Properties, Nodes, Sequences
and GameTrees.
There are two types of property lists: 'list of' and 'elist of'.
'list of': PropValue { PropValue } 'elist of': ((PropValue { PropValue }) | None) In other words elist is list or "[]". |
The order of properties in a node is not fixed. It may change every time the file is saved and may vary from application to application. Furthermore applications should not rely on the order of property values. The order of values might change as well.
Everybody is free to define additional, private properties, as long as they do not interfere with the standard properties defined in this document.
Therefore, if one is writing a SGF reader, it is important to skip unknown properties. An application should issue a warning message when skipping unknown or faulty properties.
Only one of each property is allowed per node, e.g. one cannot have two comments in one node:
... ; C[comment1] B [dg] C[comment2] ; ...This is an error.
Each property has a property type. Property types place restrictions on certain properties e.g. in which nodes they are allowed and with which properties they may be combined.
move Properties of this type concentrate on the move made, not on the position arrived at by this move. Move properties must not be mixed with setup properties within the same node. Note: it's bad style to have move properties in root nodes. (it isn't forbidden though) setup Properties of this type concentrate on the current position. Setup properties must not be mixed with move properties within a node. root Root properties may only appear in root nodes. Root nodes are the first nodes of gametrees, which are direct descendants from a collection (i.e. not gametrees within other gametrees). They define some global 'attributes' such as board-size, kind of game, used file format etc. game-info Game-info properties provide some information about the game played (e.g. who, where, when, what, result, rules, etc.). These properties are usually stored in root nodes. When merging a set of games into a single gametree, game infos are stored at the nodes where a game first becomes distinguishable from all other games in the tree. A node containing game-info properties is called a game-info node. There may be only one game-info node on any path within the tree, i.e. if some game-info properties occur in one node there may not be any further game-info properties in following nodes: a) on the path from the root node to this node. b) in the subtree below this node. - no type. These properties have no special types and may appear anywhere in a collection.Because of the strict distinction between move and setup properties nodes could also be divided into two classes: move-nodes and setup-nodes. This is important for databases, converting to/from ISHI-format and for some special applications.
inherit Properties having this attribute affect not only the node containing these properties but also ALL subsequent child nodes as well until a new setting is encountered or the setting gets cleared. I.e. once set all children (of this node) inherit the values of the 'inherit' type properties. E.g. VW restricts the view not only of the current node, but of all successors nodes as well. Thus a VW at the beginning of a variation is valid for the whole variation tree. Inheritance stops, if either a new property is encountered and those values are inherited from now on, or the property value gets cleared, typically by an empty value, e.g. VW[].
Property identifier: private properties must not use an identifier used by one of the standard properties. You have to use a new identifier instead. The identifier should consist of up to two uppercase letters. SGF doesn't require to limit the identifier to two letters, but some applications could break otherwise.
Property value: private properties may use one of the value types defined in this document or define their own value type. When using a private value type the application has to escape every "]" with a leading "\". Otherwise the file would become unparseable. Should the value type be a combination of two simpler types then it's suggested that your application uses the Compose type.
UcLetter = "A".."Z" Digit = "0".."9" None = "" Number = [("+"|"-")] Digit { Digit } Real = Number ["." Digit { Digit }] Double = ("1" | "2") Color = ("B" | "W") SimpleText = { any character (handling see below) } Text = { any character (handling see below) } Point = game-specific Move = game-specific Stone = game-specific Compose = ValueType ":" ValueType |
Formatting:
Soft line break: linebreaks preceded by a "\"
(soft linebreaks are converted to "", i.e. they are removed)
Hard line breaks: any other linebreaks encountered
Attention:
a single linebreak is represented differently on different systems, e.g.
"LFCR" for DOS, "LF" on Unix.
An application should be able to deal with following linebreaks:
LF, CR, LFCR, CRLF.
Applications must be able to handle Texts of any size. The text should be displayed the way it is, though long lines may be word-wrapped, if they don't fit the display.
Escaping: "\" is the escape character. Any char following "\" is inserted verbatim (exception: whitespaces still have to be converted to space!). Following chars have to be escaped, when used in Text: "]", "\" and ":" (only if used in compose data type).
C[Meijin NR: yeah, k4 is won\ derful sweat NR: thank you! :\) dada NR: yup. I like this move too. It's a move only to be expected from a pro. I really like it :) jansteen 4d: Can anyone\ explain [me\] k4?]could be rendered as:
Meijin NR: yeah, k4 is wonderful sweat NR: thank you! :) dada NR: yup. I like this move too. It's a move only to be expected from a pro. I really like it :) jansteen 4d: Can anyone explain [me] k4?
Formatting: linebreaks preceded by a "\" are converted to "", i.e. they are removed (same as Text type). All other linebreaks are converted to space (no newline on display!!).
Escaping (same as Text type): "\" is the escape character. Any char following "\" is inserted verbatim (exception: whitespaces still have to be converted to space!). Following chars have to be escaped, when used in SimpleText: "]", "\" and ":" (only if used in compose data type).
Definition: List of point: list of (point | composition of point ":" point) For the composed type the first point specifies the upper left corner, the second point the lower right corner of the rectangle. 1x1 Rectangles are illegal - they've to be listed as single point.The definition of 'point list' allows both single point [xy] and rectangle [ul:lr] specifiers in any order and combination. However the points have to be unique, i.e. overlap and duplication are forbidden.
To get an idea have a look at an example.


---
title: Self promotion guidelines
layout: layout.hbs
page_is_selfpromo: true
page_is_about: true
---
Self Promotion Guidelines
Last updated on 20th October 2018, adapted from the tabletop.social self promotion guideline available here.
You are welcome and encouraged to have an account for your (tabletop related) company or an account for an actual game on d20hero.club. To make everyone's stay enjoyable, here are the set of rules you need to follow:
- Any Self promotion post or marketing post needs to be unlisted at all time, have a CW, done in low volume and with some context (do showcase your work)
- The game or company main operator must be included in its description or a pinned post.
- Games and company account must clearly state what they are in their display name.
- Your game or company account must only follow users after receiving consent (@ them and ask if they are OK with you following them from your game or company account, maybe give people a little insight into why).
- Your game or company account must only boost toot after receiving consent (only required for users your game or company account doesn't follow already).
- Your game and company account must never mention other users unless the mentioned user has initiated it.
- Your game or company account must follow the same rules as normal users, with regards to acceptable content, harassment, etc.
- If you respect the above rules, yet only do self promotion/marketing, you'll be suspended.
Failure to follow these rules will result in the account being suspended. Understand that people accross the fediverse will start silencing all content from d20hero.club and therefor harm the community if we don't stick to these rules.


Fine arts
Backdrop (65 points)
No. of Pools: 4
No. of Submissions per Pool: 1
Other rules and regulations:
- Theme: An eye for an eye, make the whole world blind
- Size: 9ft (height) x 12ft (width)
- IMPORTANT - No 3-D is allowed.
- Medium - no restriction
Judging Criteria:
| Incorporation of theme | 20 |
| Finish, Painting Skills, Impact | 30 |
| Expressions/Attitude | 15 |
| Composition | 15 |
| Idea | 20 |
| Innovation | 15 |
Merge-it-All(30 points)
No. of Pools: 4
No. of submissions per Pool: 1
Other rules and regulations:
- Duration : 1.5 hours
- Round 1 : 1 hour
- Round 2 : 0.5 hour
- Theme will be given on the spot
- Size :
- Round 1 : A3
- Round 2 : A4
Judging Criteria:
| Continuity | 30 |
| Incorporation of theme | 35 |
| Creativity/Idea | 35 |
Live Sketching (25 points)
No. of Pools: 4
No. of Submissions per Pool: 2 (Individual Event, on the spot)
Other rules and regulations:
- Duration: 4 hours
- Drawing Sheet: White A3
- Medium: Graphite Pencils
- Theme: Still life
Judging Criteria:
| Proportion | 30 |
| Composition | 30 |
| Shading | 40 |
Flipbook (30 points)
No. of Pools: 4
No. of submission per pool : 1
Other rules and regulations:
- Page Size : A6
- Medium: Any
- Open Theme
Judging Criteria:
| Continuity | 40 |
| Orignality of Plot | 30 |
| Artistic Expression | 30 |
Oil Painting (35 points)
No. of Pools: 4
No. of Submission per pool: 1
Other rules and regulations:
- Size: Canvas size of 18” x 24”
- Medium: Only oil colours.
- Duration: 7 days
- Theme: Mind, blessing or curse
Judging Criteria:
| Incorporation of theme | 15 |
| Finishing | 15 |
| Composition | 15 |
| Painting Skill and Impact | 30 |
| Idea | 25 |
Doodle (15 points)
No. of Pools: 4
No. of submission per Pool: 1
Other rules and regulations:
- Any medium
- Size : A4
- Theme will be given 2 days before the day of submission.
Judging Criteria:
| Incorporation of theme | 30 |
| Creativity | 40 |
| Neatness / Effective use of space | 30 |


RANSOM A film review by James Berardinelli Copyright 1996 James Berardinelli
RATING (0 TO 10): 7.0 Alternative Scale: *** out of ****
United States, 1996 U.S. Release Date: 11/8/96 (wide) Running Length: 2:01 MPAA Classification: R (Violence, profanity) Theatrical Aspect Ratio: 1.85:1
Cast: Mel Gibson, Renee Russo, Gary Sinese, Delroy Lindo, Lili Taylor, Liev Schreiber, Donnie Wahlberg, Evan Handler, Brawley Nolte Director: Ron Howard Producers: Scott Rudin, Brian Grazer, and Kip Hagopian Screenplay: Richard Price and Alexander Ignon, based on a story by Cyril Hume and Richard Maibaum Cinematography: Piotr Sobocinski Music: James Horner U.S. Distributor: Touchstone Pictures
RANSOM is director Ron Howard's first venture into the action thriller genre, and, although he's working with a solid cast and an auspicious premise, his attempts to emulate suspense maestro Alfred Hitchcock fall short. The reason is simple -- it's impossible to believe that Howard (PARENTHOOD, APOLLO 13), whose name is synonymous with epic adventures and feel-good comedies, would ever allow an innocent child to be murdered. Hitchcock had no such compunctions (see SABOTAGE if you doubt this), and that's a trait that separates his thrillers from this one.
It's pretty unfair, however, to damn RANSOM by saying that it doesn't live up to Hitchcock's standards -- how many movies do, after all? RANSOM isn't a bad thriller, it's just not a great one. There's a little too much pointless running around, a subplot that leads nowhere, and a certain creeping predictability that argues for a shorter running length. On the other hand, strong acting, smart dialogue, and a couple of neat twists counterbalance many of RANSOM's weaknesses.
The script, which is based on a 1956 movie of the same name, has been re-worked by novelist Richard Price (CLOCKERS) to bring it up to date. The film's noir quality is supplied by the camerawork of longtime Kieslowski collaborator Piotr Sobocinski (DECALOGUE, RED). There are numerous instances when Sobocinski's heavy atmospheric contributions are effective in enhancing the grim, almost-claustrophobic mood.
Mel Gibson, in his first role since BRAVEHEART, is Tom Mullen, the CEO of Endeavor Airlines, the world's fourth largest carrier. He's a devoted family man, paying more than lip service to his love for his wife, Kate (Renee Russo), and son, Sean (Brawley Nolte, son of Nick). One day, at a New York City school science fair, Sean is kidnapped by a gang of four (Lili Taylor, Liev Schreiber, Evan Handler, and Donnie Wahlberg). Handcuffed and blindfolded, the boy is held in a small, windowless room. From this hideout, the group's ringleader, corrupt cop Jimmy Shaker (Gary Sinese), makes his $2 million ransom demand. And, while money is the primary issue, the struggle between classes is also involved. Shaker sees himself as striking a blow for the hard-working man against the rich and overprivileged.
Tom calls in the FBI. The agent in charge of the investigation, Hawkins (Delroy Lindo), advises paying the ransom. At first, Tom agrees, but, as time passes and the situation becomes more desperate, he begins to believe that Sean is already dead. Finally, no longer trusting the cops and worried that he's being played for a fool, he makes a stunning decision.
Since there's no way Sean is going to be killed (or a Disney-owned company never would have released the movie), the most compelling questions relate to how he will be recovered and whether anyone will die attempting to save him. Howard wrings a surprising amount of tension out of this cat-and-mouse material. There are times when RANSOM is genuinely gripping, most notably during the scenes in and around Tom's fateful decision. We can also be thankful that Howard spares us a lame whodunit. We know the kidnappers' identities from the beginning, and this eliminates the necessity of peppering the plot with distracting red herrings. The ending could have been steeped in unexpected irony, but the script opts instead for a conventional resolution.
At least one subplot is worthy of a more detailed exploration than it receives. Early in the film, it's revealed that Tom participated in the illegal bribery of union officials to avoid a strike. An accomplice went to jail, but, by denying involvement, Tom kept his hands clean. The kidnappers use this incident to peg him as a "payer", someone who would rather buy his way out of trouble than take a risk. Beyond that, however, little is done with this information, and, eventually, it's forgotten about.
The strength of RANSOM lies in the performances. Mel Gibson is easy to believe as a desperate father who will do anything to get his son back, and who is tormented by the potential consequences of a wrong decision.  Gary Sinese fashions a chillingly complex villain who's both ruthless and intelligent. And Delroy Lindo's effective secondary character reminds us of the stakes in Tom's "game".
With recognizable, popular names like Ron Howard and Mel Gibson involved, RANSOM is all-but-guaranteed to bring a huge financial windfall to Touchstone Pictures. Only those who approach this film with expectations of something with a real edge will be disappointed. The movie delivers the kind of mainstream entertainment likely to generate a positive buzz. And, for better or worse, that's the most I've been able to claim for any of 1996's overhyped blockbusters.
- James Berardinelli e-mail<EMAIL_ADDRESS>ReelViews web site: http://www.cybernex.net/~berardin
The review above was posted to the
rec.arts.movies.reviews newsgroup (de.rec.film.kritiken for German reviews).
The Internet Movie Database accepts no responsibility for the contents of the
review and has no editorial control. Unless stated otherwise, the copyright
belongs to the author.
Please direct comments/criticisms of the review to relevant newsgroups.
Broken URLs inthe reviews are the responsibility of the author.
The formatting of the review is likely to differ from the original due
to ASCII to HTML conversion.
Related links: index of all rec.arts.movies.reviews reviews


Being a band, we occasionally produce music.
Learn more by clicking the links.
Halo Player - A song about Halo
Power Gloves Return - A sequel to a song
A Nerd Monologue - A song about someone
Cosplay - A song about cosplaying
Power Gloves Unite - A song about nothing
You can also hear some of this stuff on our Myspace page.


What personal information do we collect from the people that visit website?
Do we use 'cookies'?
Third-party disclosure
California Online Privacy Protection Act
According to CalOPPA, we agree to the following:
How does our site handle Do Not Track signals?
Does our site allow third-party behavioral tracking?
COPPA (Children Online Privacy Protection Act)
CAN SPAM Act


We teach kids between the ages of 10 and 18 how to develop games. It is easy, interactive, and fun!
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Module: ActionView::RecordIdentifier
| Relationships & Source Files | |
| Extension / Inclusion / Inheritance Descendants | |
|
Included In:
| |
| Super Chains via Extension / Inclusion / Inheritance | |
|
Class Chain:
ModelNaming ,
self
|
|
|
Instance Chain:
self,
ModelNaming
|
|
| Defined in: | actionview/lib/action_view/record_identifier.rb |
Overview
RecordIdentifier
encapsulates methods used by various ::ActionView
helpers to associate records with DOM elements.
Consider for example the following code that form of post:
<%= form_for(post) do |f| %>
<%= f.text_field :body %>
<% end %>
When post
is a new, unsaved ::ActiveRecord::Base
instance, the resulting HTML is:
<form class="new_post" id="new_post" action="/posts" accept-charset="UTF-8" method="post">
<input type="text" name="post[body]" id="post_body" />
</form>
When post
is a persisted ::ActiveRecord::Base
instance, the resulting HTML is:
<form class="edit_post" id="edit_post_42" action="/posts/42" accept-charset="UTF-8" method="post">
<input type="text" value="What a wonderful world!" name="post[body]" id="post_body" />
</form>
In both cases, the id
and class
of the wrapping DOM element are automatically generated, following naming conventions encapsulated by the RecordIdentifier
methods #dom_id and #dom_class:
dom_id(Post.new) # => "new_post"
dom_class(Post.new) # => "post"
dom_id(Post.find 42) # => "post_42"
dom_class(Post.find 42) # => "post"
Note that these methods do not strictly require Post
to be a subclass of ::ActiveRecord::Base
. Any Post
class will work as long as its instances respond to to_key
and model_name
, given that model_name
responds to param_key
. For instance:
class Post
attr_accessor :to_key
def model_name
OpenStruct.new param_key: 'post'
end
def self.find(id)
new.tap { |post| post.to_key = [id] }
end
end
Constant Summary
Class Method Summary
ModelNaming
- Extended
| convert_to_model | Converts the given object to an Active Model compliant one. |
| model_name_from_record_or_class |
Instance Method Summary
-
#dom_class(record_or_class, prefix = nil)
The DOM class convention is to use the singular form of an object or class.
-
#dom_id(record, prefix = nil)
The DOM id convention is to use the singular form of an object or class with the id following an underscore.
-
#record_key_for_dom_id(record)
private
Returns a string representation of the key attribute(s) that is suitable for use in an HTML DOM id.
ModelNaming
- Included
| #convert_to_model | Converts the given object to an Active Model compliant one. |
| #model_name_from_record_or_class |
Instance Method Details
#dom_class(record_or_class, prefix = nil)
The DOM class convention is to use the singular form of an object or class.
dom_class(post) # => "post"
dom_class(Person) # => "person"
If you need to address multiple instances of the same class in the same view, you can prefix the dom_class:
dom_class(post, :edit) # => "edit_post"
dom_class(Person, :edit) # => "edit_person"
# File 'actionview/lib/action_view/record_identifier.rb', line 74
def dom_class(record_or_class, prefix = nil) singular = model_name_from_record_or_class(record_or_class).param_key prefix ? "#{prefix}#{JOIN}#{singular}" : singular end
#dom_id(record, prefix = nil)
The DOM id convention is to use the singular form of an object or class with the id following an underscore. If no id is found, prefix with “new_” instead.
dom_id(Post.find(45)) # => "post_45"
dom_id(Post.new) # => "new_post"
If you need to address multiple instances of the same class in the same view, you can prefix the dom_id:
dom_id(Post.find(45), :edit) # => "edit_post_45"
dom_id(Post.new, :custom) # => "custom_post"
# File 'actionview/lib/action_view/record_identifier.rb', line 89
def dom_id(record, prefix = nil) if record_id = record_key_for_dom_id(record) "#{dom_class(record, prefix)}#{JOIN}#{record_id}" else dom_class(record, prefix || NEW) end end
#record_key_for_dom_id(record) (private)
Returns a string representation of the key attribute(s) that is suitable for use in an HTML DOM id. This can be overwritten to customize the default generated string representation if desired. If you need to read back a key from a dom_id in order to query for the underlying database record, you should write a helper like ‘person_record_from_dom_id’ that will extract the key either based on the default implementation (which just joins all key attributes with ‘_’) or on your own overwritten version of the method. By default, this implementation passes the key string through a method that replaces all characters that are invalid inside DOM ids, with valid ones. You need to make sure yourself that your dom ids are valid, in case you override this method.
# File 'actionview/lib/action_view/record_identifier.rb', line 106
def record_key_for_dom_id(record) # :doc: key = convert_to_model(record).to_key key ? key.join(JOIN) : key end


Using the type binary_word defined in
this file
as follows, define
a function binary_word_or that computes the bit-wise or operation
between two words of the same length (like the | operator in the C
language).
Prove that binary_word_or is idempotent.


The Cederberg mountains are located near Clanwilliam, approximately 300 km north of Cape Town, South Africa at about 32°30′S 19°0′E. The mountain range is named after the endangered Clanwilliam cedar (Widdringtonia wallichii), which is a tree endemic to the area. The mountains are noted for dramatic rock formations.