Thanks to every one who came
out and supported the Pinter Road Race
(district championship) -
The race was very successful and we hope you all
had a great time! See ya at the cross races this fall
Thanks
Rankin
Men 1-3
1)Scott Herzig Montana Velo
2)Dan Dahlberg Northern
Rockies
3)Evan Lawrence Hammer Gel
4)Jason Mohr Northern
Rockies
5)Jay Noonan Flathead Velo
6)John Weyrich Five Valley
Velo
7)Rankin Holmes Northern
Rockies
8)Bruce Golla Norhtern
Rockies
DNF - Jason Hobson 5VV
DNF - John Behrens Share The
Roads
Men 4-5
1)Patrick Hutchins 5VV
2)Ian Mackie ?
3)Bob Foley Flathead Velo
4)Steve Helstrom
5)Robert Presta
6)Rob Funk Northern Rockies
7)Elliot Bassett
8)Ben Sullivan
9)Joe Scott 5VV
10)Doug Hawes-Davis Northern
Rockies
11)Miles Key 5VV
Masters 35+
1)Will Schneider ?
2)Dave Landstrom Flathead
Velo
3)Eric Greenberg Flathead
Velo
4)Rich Graves Flathead Velo
5)Keith Carparelli Great
Divide
6)Mark Magilner 5VV
7)Tim Bechtold 5VV
Masters 45+
1)Mike Longmire Northern
Rockies
2)Jeff Penrod Flathead Velo
3)William Gastever ?
4)John Coultard Highlands
Cycling
5)Byron de Ford Great Divide
6)Bill Ramsey ?
Masters 50+
1)Walt Chauner Flathead Velo
2)Howard Hickingbotham
Montana Velo
Women
1)Renee Coppock Yellowstone
Valley
Junior
1)Graham Baskett 5VV


--- layout: post title: 'Common Building Blocks of Cloud APIs' url: http://realtime.apievangelist.com/2014/03/11/common-building-blocks-of-cloud-apis/ source: http://realtime.apievangelist.com/2014/03/11/common-building-blocks-of-cloud-apis/ domain: realtime.apievangelist.com image: https://s3.amazonaws.com/kinlane-productions/AWS_LOGO_CMYK.jpg ---
I’ve been profiling the API management space for almost four years now, and one of the things I keep track of is what some of the common building blocks of API management are. Recently I’ve pushed into other areas like API design, integration and into payment APIs, trying to understand what the common elements providers are using to meet developer needs.
Usually I have to look through the sites of leading companies in the space, like the 38 payment API providers I’m tracking on to find all the building blocks that make up the space, but when it came to cloud computing it was different. While there are several providers in the space, there is but a single undisputed leader—Amazon Cloud Services. I was browsing through AWS yesterday and I noticed their new products & solutions menu, which I think has a pretty telling breakdown of the building blocks of cloud APIs.
|
Compute & Networking |
|
|
Compute - Virtual Servers in the Cloud (Amazon EC2) |
|
|
Auto Scaling - Automatic vertical scaling service (AutoScaling) |
|
|
Load Balancing - Automatic load balancing service (Elastic Load Balancing) |
|
|
Virtual Desktops - Virtual Desktops in the Cloud (Amazon WorkSpaces) |
|
|
On-Premise - Isolated Cloud Resources (Amazon VPC) |
|
|
DNS - Scalable Domain Name System (Amazon Route 53) |
|
|
Network - Dedicated Network Connection to AWS (AWS Direct Connect) |
|
|
Storage & CDN |
|
|
Storage - Scalable Storage in the Cloud (Amazon S3) |
|
|
Bulk Storage - Low-Cost Archive Storage in the Cloud (Amazon Glacier) |
|
|
Storage Volumes - EC2 Block Storage Volumes (Amazon EBS) |
|
|
Data Portability - Large Volume Data Transfer (AWS Import/Export) |
|
|
On-Premise Storage - Integrates on-premises IT environments with Cloud storage (AWS Storage Gateway) |
|
|
Content Delivery Network (CDN) - Global Content Delivery Network (Amazon CloudFront) |
|
|
Database |
|
|
Relational Database - Managed Relational Database Service for MySQL, Oracle, SQL Server, and PostgreSQL (Amazon RDS) |
|
|
NoSQL Database - Fast, Predictable, Highly-scalable NoSQL data store (Amazon DynamoDB) |
|
|
Data Caching - In-Memory Caching Service (Amazon ElastiCache) |
|
|
Data Warehouse - Fast, Powerful, Fully Managed, Petabyte-scale Data Warehouse Service (Amazon Redshift) |
|
|
Analytics |
|
|
Hadoop - Hosted Hadoop Framework (Amazon EMR) |
|
|
Real-Time - Real-Time Data Stream Processing (Amazon Kinesis) |
|
|
Application Services |
|
|
Application Streaming - Low-Latency Application Streaming (Amazon AppStream) |
|
|
Search - Managed Search Service (Amazon CloudSearch) |
|
|
Workflow - Workflow service for coordinating application components (Amazon SWF) |
|
|
Messaging - Message Queue Service (Amazon SQS) |
|
|
Email - Email Sending Service (Amazon SES) |
|
|
Push Notifications - Push Notification Service (Amazon SNS) |
|
|
Payments - API based payment service (Amazon FPS) |
|
|
Media Transcoding - Easy-to-use scalable media transcoding (Amazon Elastic Transcoder) |
|
|
Deployment & Management |
|
|
Console - Web-Based User Interface (AWS Management Console) |
|
|
Identity and Access - Configurable AWS Access Controls (AWS Identity and Access Management (IAM)) |
|
|
Change Tracking - User Activity and Change Tracking (AWS CloudTrail) |
|
|
Monitoring - Resource and Application Monitoring (Amazon CloudWatch) |
|
|
Containers - AWS Application Container (AWS Elastic Beanstalk) |
|
|
Templates - Templates for AWS Resource Creation (AWS CloudFormation) |
|
|
DevOps - DevOps Application Management Services (AWS OpsWorks) |
|
|
Security - Ops Application Management Services (AWS OpsWorks)Security - Hardware-based Key Storage for Regulatory Compliance (AWS CloudHSM) |
The reason I look through at these spaces in this way, is to better understand the common services that API providers are, that are really making developers lives easier. Through assembling a list of the common building blocks, it allows me look at the raw ingredients that makes things work, and not get hunt up with just companies and their products.
There is a lot to be learned from API pioneers like Amazon, and I think this list of building blocks provides a lot of insight into what API driven resources the are truly making the Internet operate in 2014.


|
dA Message Notifier release notes
Proceed to the Options page to configure new features, and check out the
manual
to get to know them.
<IP_ADDRESS>
[SUNSET] The extension is now defunct. Read The End. 2010-2021 for more information.
<IP_ADDRESS>
[FIXED] Error due to Bulletin, Critique Notice and Unread Notes message class being removed.
[KNOWN ISSUE] Support for Notes is currently broken.
<IP_ADDRESS>
[FIXED] "Open all" on notification didn't work correctly in Eclipse.
<IP_ADDRESS>
[FIXED] Minimal Eclipse compatibility. Please note that this can still break after forced switch to Eclipse, depending on behind-the-scenes changes.
<IP_ADDRESS>
[FIXED] Reusing tabs was broken due to HTTPS switch.
[REMOVED] HTTPS option is no longer an option.
<IP_ADDRESS>
[FIXED] Middle-click didn't work properly in Chrome 55+.
[CHANGED] Icon badge is no longer translucent (looked bad with Chrome Material Design)
<IP_ADDRESS> / <IP_ADDRESS>
[FIXED] "Dismiss as read" notification button didn't work in Chrome 49.
<IP_ADDRESS>
[REMOVED] HTTPS option no longer tries to rewrite non-HTTPS links.
More under the hood changes that should not affect how it works.
<IP_ADDRESS>
Some under the hood changes that should not affect how it works.
Keyword: should. Please test thoroughly. More to come.
<IP_ADDRESS>
[FIXED] Link to open Status Updates was broken. (thanks, TailsLuigi-Dewott & jd22292)
<IP_ADDRESS>
[ADDED] Support for Status Updates.
Of course, you can completely switch it off in Options if desired.
<IP_ADDRESS>
[FIXED] Critical bug due to DeviantART removing Support messages from message center.
<IP_ADDRESS>
[FIXED] Bug when Group Deviations are not set to track (thanks, HaloPrime)
<IP_ADDRESS>
[ADDED] Group Deviations notification class
<IP_ADDRESS>
[FIXED] Opens and detects the new Notifications page
[CHANGED] Most mentions of "messages" changed to "notifications"
[CHANGED] Changed "deviantWATCH" to "Watch"
<IP_ADDRESS>
[ADDED] New Credits page
[FIXED] "Activitiy" renamed to "Miscellaneous" (thanks to Kerlasia for noticing)
<IP_ADDRESS>
[ADDED] Highlighting recent messages in Message Center (optional, default: on)
<IP_ADDRESS>
[FIXED] Group feed messages were tracked even if it was disabled
<IP_ADDRESS>
[FIXED] Error with future Chrome versions due to webkitNotifications deprecation.
<IP_ADDRESS>
[CHANGED] Beta version moved to Chrome Web Store. Old URL will no longer be a valid way to install, though if you manage to do it,
it will update to the CWS version. If you see this update, NO ACTION IS REQUIRED.
[FIXED] Wrong window was sometime being focused when you click on a notification.
<IP_ADDRESS>
[FIXED] Error while logged out. (DiFi: folder request failed)
[ADDED] Show only new item count. (set as default, old mode avaialable)
This is a big, important change.
Previously, if you had 110 messages, of which 10 were new, it would show 110 on green background. After you've seen the new messages, it would show 110 on red.
Now, it will show 10 on green background, and after you've seen the new messages, it will show no badge at all.
You can revert to the old behavior here, under "Counter mode".
[CHANGED] Icon will be grey if there is no fresh data.
[REMOVED] Option to show zero items.
<IP_ADDRESS>
[ADDED] Mentions message class.
<IP_ADDRESS>
[ADDED] First version of Rich Notifications (for Windows and Chrome OS). If you have any feedback to share,
please do so at #dANotifier.
[ADDED] "Open all" and "Dismiss as read" links to old-style notifications.
[ADDED] Message Center Reminders - an unobtrusive bit of text will remind you how many messages were new in the Message Center.
Can be switched off in advanced options.
[FIXED] Bug when leaving a group admin position.
[FIXED] Group watch preferences should actually work now.
..more smaller changes.
<IP_ADDRESS>
[FIXED/REMOVED] Removed "News articles" message class that deviantART retired (fixing a critical bug)
<IP_ADDRESS>
[ADDED] An option (opt-in) to ignore Promoted content.
<IP_ADDRESS>
[FIXED] my.deviantart.com subdomain errors: messages now properly register as read, and tabs are reused.
[ADDED] New popup interface. Enabled by default, you can return to old behavior in options.
[ADDED] "Brief" tooltip mode. Fixes long-standing problem with cut-off tooltips on Windows.
[ADDED] Sanity check: notifications are disabled if not supported (Chrome 28+).
[FIXED] CSS bugs across all pages.
..and lots of internal changes.
|


Foster Together is a non-profit organization that helps match volunteers with foster families in order to provide assistance such as meals, baby-sitting, and other help towards the community. Foster Together's main goal is to help provide aid to as many foster families as possible
Last updated 3 days ago
Secret Family Recipe was a collaborative project done over the course of 1 week, I was in charge of creating the CRUD functionalities for the application, in which a user can create secret recipes and share with their family. Users can also search across recipes from family members
Last updated 3 days ago


|
CivilOctave
|
Django settings for sage project. More...
Variables | |
| tuple | BASE_DIR = os.path.dirname(os.path.dirname(__file__)) |
| tuple | PROJECT_ROOT = os.path.abspath(os.path.dirname(__file__)) |
| string | SECRET_KEY = 'en8wt8cf*i!64!@axrx&rs$p--i4x8d2ven30)nu7ny1k9m^sp' |
| DEBUG = True | |
| TEMPLATE_DEBUG = True | |
| list | ALLOWED_HOSTS = [] |
| tuple | TEMPLATE_DIRS |
| tuple | INSTALLED_APPS |
| tuple | MIDDLEWARE_CLASSES |
| string | ROOT_URLCONF = 'sage.urls' |
| string | WSGI_APPLICATION = 'sage.wsgi.application' |
| dictionary | DATABASES |
| string | LANGUAGE_CODE = 'en-us' |
| string | TIME_ZONE = 'Asia/Kolkata' |
| USE_I18N = True | |
| USE_L10N = True | |
| USE_TZ = True | |
| string | STATIC_ROOT = '' |
| string | STATIC_URL = '/static/' |
| tuple | STATICFILES_DIRS |
| tuple | STATICFILES_FINDERS |
| string | EMAIL_BACKEND = 'django.core.mail.backends.smtp.EmailBackend' |
| EMAIL_USE_TLS = True | |
| string | EMAIL_HOST = 'smtp.gmail.com' |
| string | EMAIL_HOST_USER =<EMAIL_ADDRESS>|
| string | EMAIL_HOST_PASSWORD = 'password' |
| int | EMAIL_PORT = 587 |
| DEFAULT_FROM_EMAIL = EMAIL_HOST_USER | |
Django settings for sage project.
For more information on this file, see https://docs.djangoproject.com/en/1.7/topics/settings/
For the full list of settings and their values, see https://docs.djangoproject.com/en/1.7/ref/settings/
| list sage.settings.ALLOWED_HOSTS = [] |
Definition at line 28 of file settings.py.
| tuple sage.settings.BASE_DIR = os.path.dirname(os.path.dirname(__file__)) |
Definition at line 14 of file settings.py.
| dictionary sage.settings.DATABASES |
Definition at line 63 of file settings.py.
| sage.settings.DEBUG = True |
Definition at line 24 of file settings.py.
| sage.settings.DEFAULT_FROM_EMAIL = EMAIL_HOST_USER |
Definition at line 119 of file settings.py.
| string sage.settings.EMAIL_BACKEND = 'django.core.mail.backends.smtp.EmailBackend' |
Definition at line 99 of file settings.py.
| string sage.settings.EMAIL_HOST = 'smtp.gmail.com' |
Definition at line 103 of file settings.py.
| string sage.settings.EMAIL_HOST_PASSWORD = 'password' |
Definition at line 115 of file settings.py.
| string sage.settings.EMAIL_HOST_USER =<EMAIL_ADDRESS>|
Definition at line 106 of file settings.py.
| int sage.settings.EMAIL_PORT = 587 |
Definition at line 117 of file settings.py.
| sage.settings.EMAIL_USE_TLS = True |
Definition at line 101 of file settings.py.
| tuple sage.settings.INSTALLED_APPS |
Definition at line 37 of file settings.py.
| string sage.settings.LANGUAGE_CODE = 'en-us' |
Definition at line 73 of file settings.py.
| tuple sage.settings.MIDDLEWARE_CLASSES |
Definition at line 47 of file settings.py.
| tuple sage.settings.PROJECT_ROOT = os.path.abspath(os.path.dirname(__file__)) |
Definition at line 15 of file settings.py.
| string sage.settings.ROOT_URLCONF = 'sage.urls' |
Definition at line 55 of file settings.py.
| string sage.settings.SECRET_KEY = 'en8wt8cf*i!64!@axrx&rs$p--i4x8d2ven30)nu7ny1k9m^sp' |
Definition at line 21 of file settings.py.
| string sage.settings.STATIC_ROOT = '' |
Definition at line 83 of file settings.py.
| string sage.settings.STATIC_URL = '/static/' |
Definition at line 85 of file settings.py.
| tuple sage.settings.STATICFILES_DIRS |
Definition at line 87 of file settings.py.
| tuple sage.settings.STATICFILES_FINDERS |
Definition at line 94 of file settings.py.
| sage.settings.TEMPLATE_DEBUG = True |
Definition at line 26 of file settings.py.
| tuple sage.settings.TEMPLATE_DIRS |
Definition at line 31 of file settings.py.
| string sage.settings.TIME_ZONE = 'Asia/Kolkata' |
Definition at line 75 of file settings.py.
| sage.settings.USE_I18N = True |
Definition at line 77 of file settings.py.
| sage.settings.USE_L10N = True |
Definition at line 79 of file settings.py.
| sage.settings.USE_TZ = True |
Definition at line 81 of file settings.py.
| string sage.settings.WSGI_APPLICATION = 'sage.wsgi.application' |
Definition at line 57 of file settings.py.


This method is used to compare the receiver object (this
)
with the argument object (arg0
) for equivalence
This method is used to compare the receiver object (this
)
with the argument object (arg0
) for equivalence.
The default implementations of this method is an equivalence relation:
x
of type Any
,
x.equals(x)
should return true
.x
and y
of type
Any
, x.equals(y)
should return true
if and only
if y.equals(x)
returns true
.x
, y
, and z
of type AnyRef
if x.equals(y)
returns true
and
y.equals(z)
returns
true
, then x.equals(z)
should return true
.
If you override this method, you should verify that
your implementation remains an equivalence relation.
Additionally, when overriding this method it is often necessary to
override hashCode
to ensure that objects that are
"equal" (o1.equals(o2)
returns true
)
hash to the same Int
(o1.hashCode.equals(o2.hashCode)
).
the object to compare against this object for equality.
true
if the receiver object is equivalent to the argument; false
otherwise.
Returns a hash code value for the object
Returns a hash code value for the object.
The default hashing algorithm is platform dependent.
Note that it is allowed for two objects to have identical hash
codes (o1.hashCode.equals(o2.hashCode)
) yet not be
equal (o1.equals(o2)
returns false
). A
degenerate implementation could always return 0
.
However, it is required that if two objects are equal
(o1.equals(o2)
returns true
) that they
have identical hash codes
(o1.hashCode.equals(o2.hashCode)
). Therefore, when
overriding this method, be sure to verify that the behavior is
consistent with the equals
method.
Returns a pseudorandomly generated String drawing upon only ASCII characters between 33 and 126
Returns a pseudorandomly generated String drawing upon only ASCII characters between 33 and 126.
Returns the next pseudorandom, uniformly distributed boolean value from this random number generator's sequence
Returns the next pseudorandom, uniformly distributed boolean value from this random number generator's sequence.
Generates random bytes and places them into a user-supplied byte array
Generates random bytes and places them into a user-supplied byte array.
Returns the next pseudorandom, uniformly distributed double value between 0
Returns the next pseudorandom, uniformly distributed double value between 0.0 and 1.0 from this random number generator's sequence.
Returns the next pseudorandom, uniformly distributed float value between 0
Returns the next pseudorandom, uniformly distributed float value between 0.0 and 1.0 from this random number generator's sequence.
Returns the next pseudorandom, Gaussian ("normally") distributed double value with mean 0
Returns the next pseudorandom, Gaussian ("normally") distributed double value with mean 0.0 and standard deviation 1.0 from this random number generator's sequence.
Returns a pseudorandom, uniformly distributed int value between 0 (inclusive) and the specified value (exclusive), drawn from this random number generator's sequence
Returns a pseudorandom, uniformly distributed int value between 0 (inclusive) and the specified value (exclusive), drawn from this random number generator's sequence.
Returns the next pseudorandom, uniformly distributed int value from this random number generator's sequence
Returns the next pseudorandom, uniformly distributed int value from this random number generator's sequence.
Returns the next pseudorandom, uniformly distributed long value from this random number generator's sequence
Returns the next pseudorandom, uniformly distributed long value from this random number generator's sequence.
Returns a pseudorandomly generated String
Returns a pseudorandomly generated String. This routine does not take any measures to preserve the randomness of the distribution in the face of factors like unicode's variable-length encoding, so please don't use this for anything important. It's primarily intended for generating test data.
the desired length of the String
the String
Returns a new collection of the same type in a randomly chosen order
Returns a new collection of the same type in a randomly chosen order.
the Traversable to shuffle
the shuffled Traversable
Returns a string representation of the object
Returns a string representation of the object.
The default representation is platform dependent.
The object
Random
offers a default implementation of scala.util.Random and random-related convenience methods.


So STOP reading!


Our app is also available on any mobile device! Search "Macaris DCU" in the app store and Download now to get started!


iOS-OTA
An iOS Cocoapod to provide a developer dashboard in your app and to enable debug test injection.
https://gist.github.com/crspybits/d8d34d18a08eab57c62a0b30f64c4f64


Komodo
talk-trading
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
Malti
25-Jun-19 10:12 PM
Technopunk
Oszy
25-Jun-19 10:12 PM
yaeh
Hollowman9000
25-Jun-19 10:12 PM
Twilightpunkster
Malti
25-Jun-19 10:13 PM
Yes but 0.2 per arrrr is also cheap
But then again it’s still there cuz of lack of exchanges
I fully get that K64 could fly after expo, but there is just no status quo to base on to buy this.  That's someone who knows what they are doing
Hollowman9000
25-Jun-19 10:16 PM
We’re talking euro
Malti
25-Jun-19 10:16 PM
From whom did they get funding?
Sherdogz
25-Jun-19 10:16 PM
Is 78m confirmed?

Hollowman9000
25-Jun-19 10:17 PM
Believe so
Why put on an expo?
Malti
25-Jun-19 10:17 PM
Meh, let’s see.
Sherdogz
25-Jun-19 10:21 PM
Using DP is a pain with phone but hey
Oszy
25-Jun-19 10:22 PM
oh it is yeah
Hollowman9000
25-Jun-19 10:29 PM
@kaks
got my fill of arrr
Now I’ll just let it ride
Sell some at 10kmd
2
Alecandro
25-Jun-19 11:24 PM
I'll sell my K64 at 10 KMD as well
SHossain
25-Jun-19 11:26 PM
3
@kolo
can i put this Komodo Mustang on auction starting from 100k KMD?
(edited)
Oszy
25-Jun-19 11:32 PM
why is it 555 should be 777
SHossain
25-Jun-19 11:34 PM
here is your 777
Oszy
25-Jun-19 11:35 PM
yass!
SHossain
25-Jun-19 11:38 PM
Behind this Mercedes there is a Toyota with 777
(edited)
kolo
25-Jun-19 11:39 PM
777 on the left (177 here) will be region. In moscow everyone is 777))
on the right, sorry
@SHossain
doubt it can be sent by regular mail
SHossain
25-Jun-19 11:41 PM
sell the Mustang on auction and keep both KMD and the car
kolo
25-Jun-19 11:41 PM
Than we can start lime from 10k KMD
Tek
25-Jun-19 11:47 PM
ready for a 2k daily candle on btc?
p.
25-Jun-19 11:47 PM
Is kmd going to the centre of earth
SHossain
25-Jun-19 11:49 PM
no. centre of the GALAXY
1
Alexfrog
25-Jun-19 11:55 PM
yes im ready for btc to go to 2k
Tek
26-Jun-19 12:03 AM
yp
;p
kmdkrazy
26-Jun-19 12:17 AM
Maybe I should dump too
Trent R.
26-Jun-19 12:17 AM
We need like a 100 million dollar buy on kmd
That would be sweet
kmdkrazy
26-Jun-19 12:18 AM
BTC is gaining much ground
Trent R.
26-Jun-19 12:20 AM
Yes and Capitulation continues
(edited)
Alts are dying and making new lows
Hollowman9000
26-Jun-19 12:35 AM
You should probably dump into the buy orders
KMD has no support until zero now
Alecandro
26-Jun-19 12:36 AM
Lol
Hollowman9000
26-Jun-19 12:36 AM
Think about it
What’s the use case
Are we going to DPoW 10000 chains?


--- layout: default title: Press Info ---
We think we've got a great story, and would love to speak to press (we include bloggers in this definition).
For press enquiries, please speak to Thom on +44 74 5049 1985, or drop him an email.
Rewired Imagination is a product from Rewired State, built on the functionality of Rewired Reality, but changed a bit for ideation.
Rewired Imagination is an online ideation platform allowing ideas to be generated, critiqued, peer-reviewed, and ultimately judged, by anyone able to access the website. Competition is integral to the way it's been designed.
We understand the importance of domain knowledge experts, as well as challenge-raisers wanting to score submissions against given criteria, providing tools for both.
To take things forward, there's an easy method to take the brief, and winning entries forward via Rewired Reality, or into a Rewired State hack day.


**NVIDIA Vulkan Ray Tracing Tutorial**
**Multiple Closest Hit Shaders**
![](Images/manyhits.png)
This is an extension of the Vulkan ray tracing [tutorial](vkrt_tutorial.md.html).
The ray tracing tutorial only uses one closest hit shader, but it is also possible to have multiple closest hit shaders.
For example, this could be used to give different models different shaders, or to use a less complex shader when tracing
reflections.
(insert setup.md.html here)
# Setting up the Scene
For this example, we will load the `wuson` model and create another translated instance of it.
Then you can change the `helloVk.loadModel` calls to the following:
~~~~ C++
// Creation of the example
helloVk.loadModel(nvh::findFile("media/scenes/wuson.obj", defaultSearchPaths),
nvmath::translation_mat4(nvmath::vec3f(-1, 0, 0)));
HelloVulkan::ObjInstance inst;
inst.objIndex = 0;
inst.transform = nvmath::translation_mat4(nvmath::vec3f(1, 0, 0));
inst.transformIT = nvmath::transpose(nvmath::invert(inst.transform));
helloVk.m_objInstance.push_back(inst);
helloVk.loadModel(nvh::findFile("media/scenes/plane.obj", defaultSearchPaths));
~~~~
# Adding a new Closest Hit Shader
We will need to create a new closest hit shader (CHIT), to add it to the raytracing pipeline, and to indicate which instance will use this shader.
## `raytrace2.rchit`
We can make a very simple shader to differentiate this closest hit shader from the other one.
As an example, create a new file called `raytrace2.rchit`, and add it to Visual Studio's `shaders` filter with the other shaders.
~~~~ C++
#version 460
#extension GL_NV_ray_tracing : require
#extension GL_GOOGLE_include_directive : enable
#include "raycommon.glsl"
layout(location = 0) rayPayloadInNV hitPayload prd;
void main()
{
prd.hitValue = vec3(1,0,0);
}
~~~~
## `createRtPipeline`
This new shader needs to be added to the raytracing pipeline. So, in `createRtPipeline` in `hello_vulkan.cpp`, load the new closest hit shader immediately after loading the first one.
~~~~ C++
vk::ShaderModule chit2SM =
nvvkpp::util::createShaderModule(m_device, //
nvh::loadFile("shaders/raytrace2.rchit.spv", true, paths));
~~~~
Then add a new hit group group immediately after adding the first hit group:
~~~~ C++
// Second group
stages.push_back({{}, vk::ShaderStageFlagBits::eClosestHitNV, chit2SM, "main"});
hg.setClosestHitShader(static_cast(stages.size() - 1));
m_rtShaderGroups.push_back(hg);
~~~~
## `raytrace.rgen`
As a test, you can try changing the `sbtRecordOffset` parameter of the `traceNV` call in `raytrace.rgen`.
If you set the offset to `1`, then all ray hits will use the new CHIT, and the raytraced output should look like the image below:
![](Images/manyhits2.png)
!!! Warning
After testing this out, make sure to revert this change in `raytrace.rgen` before continuing.
## `hello_vulkan.h`
In the `ObjInstance` structure, we will add a new member variable that specifies which hit shader the instance will use:
~~~~ C++
uint32_t hitgroup{0}; // Hit group of the instance
~~~~
This change also needs to be reflected in the `sceneDesc` structure in `wavefront.glsl`:
~~~~ C++
struct sceneDesc
{
int objId;
int txtOffset;
mat4 transfo;
mat4 transfoIT;
int hitGroup;
};
~~~~
!!! Warning:
The solution will not automatically recompile the shaders after this change to `wavefront.glsl`; instead, you will need to recompile all of the SPIR-V shaders.
## `hello_vulkan.cpp`
Finally, we need to tell the top-level acceleration structure which hit group to use for each instance. In `createTopLevelAS()` in `hello_vulkan.cpp`, change the line setting `rayInst.hitGroupId` to
~~~~ C++
rayInst.hitGroupId = m_objInstance[i].hitgroup;
~~~~
## Choosing the Hit shader
Back in `main.cpp`, after loading the scene's models, we can now have both `wuson` models use the new CHIT by adding the following:
~~~~ C++
helloVk.m_objInstance[0].hitgroup = 1;
helloVk.m_objInstance[1].hitgroup = 1;
~~~~
![](Images/manyhits3.png)
# Shader Record Data `shaderRecordNV`
When creating the [Shader Binding Table](https://www.khronos.org/registry/vulkan/specs/1.1-extensions/html/chap33.html#shader-binding-table), see previous, each entry in the table consists of a handle referring to the shader that it invokes. We have packed all data to the size of `shaderGroupHandleSize`, but each entry could be made larger, to store data that can later be referenced by a `shaderRecordNV` block in the shader.
This information can be used to pass extra information to a shader, for each entry in the SBT.
!!! Note: Note
Since each entry in an SBT group must have the same size, each entry of the group has to have enough space to accommodate the largest element in the entire group.
The following diagram represents our current SBT, with the addition of some data to `HitGroup1`. As mentioned in the **note**, even if
`HitGroup0` doesn't have any shader record data, it still needs to have the same size as `HitGroup1`.
**************************
*+-----------+----------+*
*| RayGen | Handle 0 |*
*+-----------+----------+*
*| Miss | Handle 1 |*
*+-----------+----------+*
*| Miss | Handle 2 |*
*+-----------+----------+*
*| HitGroup0 | Handle 3 |*
*| | -Empty- |*
*+-----------+----------+*
*| HitGroup1 | Handle 4 |*
*| | Data 0 |*
*+-----------+----------+*
**************************
## `hello_vulkan.h`
In the HelloVulkan class, we will add a structure to hold the hit group data.
## `raytrace2.rchit`
In the closest hit shader, we can retrieve the shader record using the `layout(shaderRecordNV)` descriptor
~~~~ C++
layout(shaderRecordNV) buffer sr_ { vec4 c; } shaderRec;
~~~~
and use this information to return the color:
~~~~ C++
void main()
{
prd.hitValue = shaderRec.c.rgb;
}
~~~~
## `main.cpp`
In `main`, after we set which hit group an instance will use, we can add the data we want to set through the shader record.
~~~~ C++
helloVk.m_hitShaderRecord.resize(1);
helloVk.m_hitShaderRecord[0].color = nvmath::vec4f(1, 1, 0, 0); // Yellow
~~~~
## `HelloVulkan::createRtShaderBindingTable`
Since we are no longer compacting all handles in a continuous buffer, we need to fill the SBT as described above.
After retrieving the handles of all 5 groups (raygen, miss, miss shadow, hit0, and hit1)
using `getRayTracingShaderGroupHandlesNV`, store the pointers to easily retrieve them.
~~~~ C++
// Retrieve the handle pointers
std::vector handles(groupCount);
for(uint32_t i = 0; i < groupCount; i++)
{
handles[i] = &shaderHandleStorage[i * groupHandleSize];
}
~~~~
The size of each group can be described as follows:
~~~~ C++
// Sizes
uint32_t rayGenSize = groupHandleSize;
uint32_t missSize = groupHandleSize;
uint32_t hitSize = groupHandleSize + sizeof(HitRecordBuffer);
uint32_t newSbtSize = rayGenSize + 2 * missSize + 2 * hitSize;
~~~~
Then write the new SBT like this, where only Hit 1 has extra data.
~~~~ C++
std::vector sbtBuffer(newSbtSize);
{
uint8_t* pBuffer = sbtBuffer.data();
memcpy(pBuffer, handles[0], groupHandleSize); // Raygen
pBuffer += rayGenSize;
memcpy(pBuffer, handles[1], groupHandleSize); // Miss 0
pBuffer += missSize;
memcpy(pBuffer, handles[2], groupHandleSize); // Miss 1
pBuffer += missSize;
memcpy(pBuffer, handles[3], groupHandleSize); // Hit 0
pBuffer += groupHandleSize;
pBuffer += sizeof(HitRecordBuffer); // No data
memcpy(pBuffer, handles[4], groupHandleSize); // Hit 1
pBuffer += groupHandleSize;
memcpy(pBuffer, &m_hitShaderRecord[0], sizeof(HitRecordBuffer)); // Hit 1 data
pBuffer += sizeof(HitRecordBuffer);
}
~~~~
Then change the call to `m_alloc.createBuffer` to create the SBT buffer from `sbtBuffer`:
~~~~ C++
m_rtSBTBuffer = m_alloc.createBuffer(cmdBuf, sbtBuffer, vk::BufferUsageFlagBits::eRayTracingNV);
~~~~
## `raytrace`
Finally, since the size of the hit group is now larger than just the handle, we need to set the new value of the hit group stride in `HelloVulkan::raytrace`.
~~~~ C++
vk::DeviceSize hitGroupStride = progSize + sizeof(HitRecordBuffer);
~~~~
!!! Note:
The result should now show both `wuson` models with a yellow color.
![](Images/manyhits4.png)
# Extending Hit
The SBT can be larger than the number of shading models, which could then be used to have one shader per instance with its own data. For some applications, instead of retrieving the material information as in the main tutorial using a storage buffer and indexing into it using the `gl_InstanceID`, it is possible to set all of the material information in the SBT.
The following modification will add another entry to the SBT with a different color per instance. The new SBT hit group (2) will use the same CHIT handle (4) as hit group 1.
**************************
*+-----------+----------+*
*| RayGen | Handle 0 |*
*+-----------+----------+*
*| Miss | Handle 1 |*
*+-----------+----------+*
*| Miss | Handle 2 |*
*+-----------+----------+*
*| HitGroup0 | Handle 3 |*
*| | -Empty- |*
*+-----------+----------+*
*| HitGroup1 | Handle 4 |*
*| | Data 0 |*
*+-----------+----------+*
*| HitGroup2 | Handle 4 |*
*| | Data 1 |*
*+-----------+----------+*
**************************
## `main.cpp`
In the description of the scene in `main`, we will tell the `wuson` models to use hit groups 1 and 2 respectively, and to have different colors.
~~~~ C++
helloVk.m_objInstance[0].hitgroup = 1;
helloVk.m_objInstance[1].hitgroup = 2;
helloVk.m_hitShaderRecord.resize(2);
helloVk.m_hitShaderRecord[0].color = nvmath::vec4f(0, 1, 0, 0); // Green
helloVk.m_hitShaderRecord[1].color = nvmath::vec4f(0, 1, 1, 0); // Cyan
~~~~
## `createRtShaderBindingTable`
The size of the SBT will now account for its 3 hit groups:
~~~~ C++
uint32_t newSbtSize = rayGenSize + 2 * missSize + 3 * hitSize;
~~~~
Finally, we need to add the new entry as well at the end of the buffer, reusing the handle of the second Hit Group and setting a different color.
~~~~ C++
memcpy(pBuffer, handles[4], groupHandleSize); // Hit 2
pBuffer += groupHandleSize;
memcpy(pBuffer, &m_hitShaderRecord[1], sizeof(HitRecordBuffer)); // Hit 2 data
pBuffer += sizeof(HitRecordBuffer);
~~~~
!!! Warning
Adding entries like this can be error-prone and inconvenient for decent
scene sizes. Instead, it is recommended to wrap the storage of handles, data,
and size per group in a SBT utility to handle this automatically.
# Final Code
You can find the final code in the folder [ray_tracing_manyhits](https://github.com/nvpro-samples/vk_raytracing_tutorial/tree/master/ray_tracing_manyhits)


public interface SegmentCache
Lookups are performed using SegmentHeader
s and
SegmentBody
s. Both are immutable and fully serializable.
There are a few ways to declare a SegmentCache implementation in
Mondrian. The first one is to set the
MondrianProperties.SegmentCache
property.
The second one is to use the Java Services API. This is the preferred
mean. You will need to create a jar file, accessible through the same
class loader as Mondrian, and add a file called
/META-INF/services/mondrian.spi.SegmentCache
which contains
the name of the segment cache implementation to use.
The third method is to use the SegmentCache.SegmentCacheInjector
.
This is to be used as a last resort, in environments where the
cache implementation is not part of the same class loader as Mondrian.
In those cases, Mondrian can't dynamically load the segment cache class.
The injector serves as an IoC-like service.
All of the segment caches that Mondrian discovers, throughout all of these means of discovery, will be used simultaneously. It is not possible to register new segment caches for a previously existing instance of a Mondrian server. The caches are scanned and configured when each Mondrian instance gets created.
Implementations are expected to be thread-safe. Mondrian is likely to submit multiple requests at the same time, from different threads. It is the responsibility of the cache implementation to maintain a consistent state.
Implementations must implement a time-out policy, if needed. Mondrian
knows that a call to the cache might take a while. (Mondrian uses worker
threads to call into the cache for precisely that reason.) Left to its
own devices, Mondrian will wait forever for a call to complete. The cache
implementation might know that a call to get(mondrian.spi.SegmentHeader)
that has taken 100
milliseconds already is probably hung, so it should return null or throw
an exception. Then Mondrian can get on with its life, and get the segment
some other way.
Implementations must provide a default empty constructor. Mondrian creates one segment cache instance per Mondrian server. There could be more than one Mondrian server running in the same JVM.
| Modifier and Type | Interface and Description |
|---|---|
static class |
SegmentCache.SegmentCacheInjector
The
SegmentCache.SegmentCacheInjector is a means to inject
SegmentCache instances directly into Mondrian,
instead of passing a class name. |
static interface |
SegmentCache.SegmentCacheListener
SegmentCache.SegmentCacheListener objects are used to listen
to the state of the cache and be notified of changes to its
state or its entries. |
| Modifier and Type | Method and Description |
|---|---|
void |
addListener(SegmentCache.SegmentCacheListener listener)
Adds a listener to this segment cache implementation.
|
SegmentBody |
get(SegmentHeader header)
Returns a SegmentBody once the
cache has returned any results, or null if no
segment corresponding to the header could be found.
|
List<SegmentHeader> |
getSegmentHeaders()
Returns a list of all segments present in the cache.
|
boolean |
put(SegmentHeader header,
SegmentBody body)
Stores a segment data in the cache.
|
boolean |
remove(SegmentHeader header)
Removes a segment from the cache.
|
void |
removeListener(SegmentCache.SegmentCacheListener listener)
Unregisters a listener from this segment cache implementation.
|
boolean |
supportsRichIndex()
Tells Mondrian whether this segment cache uses the
SegmentHeader
objects as an index, thus preserving them in a serialized state, or if
it uses its identification number only. |
void |
tearDown()
Tear down and clean up the cache.
|
SegmentBody get(SegmentHeader header)
Cache implementations are at liberty to 'forget' segments. Therefore it is allowable for this method to return null at any time
header
- The header of the segment to find.
Consider this as a key.null
if no corresponding segment could be found in cache.List<SegmentHeader> getSegmentHeaders()
boolean put(SegmentHeader header, SegmentBody body)
header
- The header of the segment.body
- The segment body to cache.boolean remove(SegmentHeader header)
header
- The header of the segment we want to remove.void tearDown()
void addListener(SegmentCache.SegmentCacheListener listener)
SegmentCache.SegmentCacheListener.SegmentCacheEvent
instances.listener
- The listener to attach to this cache.void removeListener(SegmentCache.SegmentCacheListener listener)
listener
- The listener to remove.boolean supportsRichIndex()
SegmentHeader
objects as an index, thus preserving them in a serialized state, or if
it uses its identification number only.
Not using a rich index prevents Mondrian from doing partial cache invalidation.
It is assumed that this method returns fairly quickly, and for a given cache always returns the same value.


QSoundEffect Class
The QSoundEffect class provides a way to play low latency sound effects. More...
| Header: | #include <QSoundEffect> |
| qmake: | QT += multimedia |
| Instantiated By: | SoundEffect |
| Inherits: | QObject |
Public Types
Properties
|
- 1 property inherited from QObject
Public Functions
| QSoundEffect(QObject *parent = Q_NULLPTR) | |
| ~QSoundEffect() | |
| QString | category() const |
| bool | isLoaded() const |
| bool | isMuted() const |
| bool | isPlaying() const |
| int | loopCount() const |
| int | loopsRemaining() const |
| void | setCategory(const QString &category) |
| void | setLoopCount(int loopCount) |
| void | setMuted(bool muted) |
| void | setSource(const QUrl &url) |
| void | setVolume(qreal volume) |
| QUrl | source() const |
| Status | status() const |
| qreal | volume() const |
- 32 public functions inherited from QObject
Public Slots
- 1 public slot inherited from QObject
Signals
| void | categoryChanged() |
| void | loadedChanged() |
| void | loopCountChanged() |
| void | loopsRemainingChanged() |
| void | mutedChanged() |
| void | playingChanged() |
| void | sourceChanged() |
| void | statusChanged() |
| void | volumeChanged() |
- 2 signals inherited from QObject
Static Public Members
| QStringList | supportedMimeTypes() |
- 10 static public members inherited from QObject
Additional Inherited Members
- 1 public variable inherited from QObject
- 9 protected functions inherited from QObject
- 2 protected variables inherited from QObject
Detailed Description
The QSoundEffect class provides a way to play low latency sound effects.
This class allows you to play uncompressed audio files (typically WAV files) in a generally lower latency way, and is suitable for "feedback" type sounds in response to user actions (e.g. virtual keyboard sounds, positive or negative feedback for popup dialogs, or game sounds). If low latency is not important, consider using the QMediaPlayer class instead, since it supports a wider variety of media formats and is less resource intensive.
This example shows how a looping, somewhat quiet sound effect can be played:
QSoundEffect effect; effect.setSource(QUrl::fromLocalFile("engine.wav")); effect.setLoopCount(QSoundEffect::Infinite); effect.setVolume(0.25f); effect.play();
Typically the sound effect should be reused, which allows all the parsing and preparation to be done ahead of time, and only triggered when necessary. This assists with lower latency audio playback.
MyGame() : m_explosion(this) { m_explosion.setSource(QUrl::fromLocalFile("explosion.wav")); m_explosion.setVolume(0.25f); // Set up click handling etc. connect(clickSource, SIGNAL(clicked()), &m_explosion, SLOT(play())); } private: QSoundEffect m_explosion;
Since QSoundEffect requires slightly more resources to achieve lower latency playback, the platform may limit the number of simultaneously playing sound effects.
Member Type Documentation
enum QSoundEffect::Loop
| Constant | Value | Description |
|---|---|---|
QSoundEffect::Infinite | -2 | Used as a parameter to setLoopCount() for infinite looping |
enum QSoundEffect::Status
| Constant | Value | Description |
|---|---|---|
QSoundEffect::Null | 0 | No source has been set or the source is null. |
QSoundEffect::Loading | 1 | The SoundEffect is trying to load the source. |
QSoundEffect::Ready | 2 | The source is loaded and ready for play. |
QSoundEffect::Error | 3 | An error occurred during operation, such as failure of loading the source. |
Property Documentation
category : QString
This property contains the category of this sound effect.
Some platforms can perform different audio routing for different categories, or may allow the user to set different volume levels for different categories.
This setting will be ignored on platforms that do not support audio categories.
Access functions:
| QString | category() const |
| void | setCategory(const QString &category) |
Notifier signal:
| void | categoryChanged() |
loops : int
This property holds the number of times the sound is played. A value of 0 or 1 means the sound will be played only once; set to SoundEffect.Infinite to enable infinite looping.
The value can be changed while the sound effect is playing, in which case it will update the remaining loops to the new value.
Access functions:
| int | loopCount() const |
| void | setLoopCount(int loopCount) |
Notifier signal:
| void | loopCountChanged() |
loopsRemaining : const int
This property contains the number of loops remaining before the sound effect stops by itself, or QSoundEffect::Infinite if that's what has been set in loops.
Access functions:
| int | loopsRemaining() const |
Notifier signal:
| void | loopsRemainingChanged() |
muted : bool
This property provides a way to control muting. A value of true
will mute this effect.
Access functions:
Notifier signal:
| void | mutedChanged() |
playing : const bool
This property indicates whether the sound effect is playing or not.
Access functions:
| bool | isPlaying() const |
Notifier signal:
| void | playingChanged() |
source : QUrl
This property holds the url for the sound to play. For the SoundEffect to attempt to load the source, the URL must exist and the application must have read permission in the specified directory.
Access functions:
Notifier signal:
| void | sourceChanged() |
status : const Status
This property indicates the current status of the sound effect from the QSoundEffect::Status enumeration.
Access functions:
| Status | status() const |
Notifier signal:
| void | statusChanged() |
volume : qreal
This property holds the volume of the sound effect playback, from 0.0 (silence) to 1.0 (full volume).
Access functions:
Notifier signal:
| void | volumeChanged() |
Member Function Documentation
QSoundEffect::QSoundEffect(QObject *parent = Q_NULLPTR)
Creates a QSoundEffect with the given parent.
QSoundEffect::~QSoundEffect()
Destroys this sound effect.
QString QSoundEffect::category() const
Returns the current category for this sound effect.
Some platforms can perform different audio routing for different categories, or may allow the user to set different volume levels for different categories.
This setting will be ignored on platforms that do not support audio categories.
Note: Getter function for property category.
See also setCategory().
[signal]
void QSoundEffect::categoryChanged()
The categoryChanged
signal is emitted when the category property has changed.
Note: Notifier signal for property category.
bool QSoundEffect::isLoaded() const
Returns whether the sound effect has finished loading the source().
bool QSoundEffect::isMuted() const
Returns whether this sound effect is muted
Note: Getter function for property muted.
bool QSoundEffect::isPlaying() const
Returns true if the sound effect is currently playing, or false otherwise
Note: Getter function for property playing.
[signal]
void QSoundEffect::loadedChanged()
The loadedChanged
signal is emitted when the loading state has changed.
int QSoundEffect::loopCount() const
Returns the total number of times that this sound effect will be played before stopping.
See the loopsRemaining() method for the number of loops currently remaining.
Note: Getter function for property loops.
See also setLoopCount().
[signal]
void QSoundEffect::loopCountChanged()
The loopCountChanged
signal is emitted when the initial number of loops has changed.
Note: Notifier signal for property loops.
[signal]
void QSoundEffect::loopsRemainingChanged()
The loopsRemainingChanged
signal is emitted when the remaining number of loops has changed.
Note: Notifier signal for property loopsRemaining.
[signal]
void QSoundEffect::mutedChanged()
The mutedChanged
signal is emitted when the mute state has changed.
Note: Notifier signal for property muted.
[slot]
void QSoundEffect::play()
Start playback of the sound effect, looping the effect for the number of times as specified in the loops property.
[signal]
void QSoundEffect::playingChanged()
The playingChanged
signal is emitted when the playing property has changed.
Note: Notifier signal for property playing.
void QSoundEffect::setCategory(const QString &category)
Sets the category of this sound effect to category.
Some platforms can perform different audio routing for different categories, or may allow the user to set different volume levels for different categories.
This setting will be ignored on platforms that do not support audio categories.
If this setting is changed while a sound effect is playing it will only take effect when the sound effect has stopped playing.
Note: Setter function for property category.
See also category().
void QSoundEffect::setLoopCount(int loopCount)
Set the total number of times to play this sound effect to loopCount.
Setting the loop count to 0 or 1 means the sound effect will be played only once; pass QSoundEffect::Infinite
to repeat indefinitely. The loop count can be changed while the sound effect is playing, in which case it will update the remaining loops to the new loopCount.
Note: Setter function for property loops.
See also loopCount() and loopsRemaining().
void QSoundEffect::setMuted(bool muted)
Sets whether to mute this sound effect's playback.
If muted is true, playback will be muted (silenced), and otherwise playback will occur with the currently specified volume().
Note: Setter function for property muted.
See also isMuted().
void QSoundEffect::setSource(const QUrl &url)
Set the current URL to play to url.
Note: Setter function for property source.
See also source().
void QSoundEffect::setVolume(qreal volume)
Sets the sound effect volume to volume.
The volume is scaled linearly from 0.0
(silence) to 1.0
(full volume). Values outside this range will be clamped.
The default volume is 1.0
.
UI volume controls should usually be scaled nonlinearly. For example, using a logarithmic scale will produce linear changes in perceived loudness, which is what a user would normally expect from a volume control. See QAudio::convertVolume() for more details.
Note: Setter function for property volume.
See also volume().
QUrl QSoundEffect::source() const
Returns the URL of the current source to play
Note: Getter function for property source.
See also setSource().
[signal]
void QSoundEffect::sourceChanged()
The sourceChanged
signal is emitted when the source has been changed.
Note: Notifier signal for property source.
Status QSoundEffect::status() const
Returns the current status of this sound effect.
Note: Getter function for property status.
[signal]
void QSoundEffect::statusChanged()
The statusChanged
signal is emitted when the status property has changed.
Note: Notifier signal for property status.
[slot]
void QSoundEffect::stop()
Stop current playback.
[static]
QStringList QSoundEffect::supportedMimeTypes()
Returns a list of the supported mime types for this platform.
qreal QSoundEffect::volume() const
Returns the current volume of this sound effect, from 0.0 (silent) to 1.0 (maximum volume).
Note: Getter function for property volume.
See also setVolume().
[signal]
void QSoundEffect::volumeChanged()
The volumeChanged
signal is emitted when the volume has changed.
Note: Notifier signal for property volume.


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Recovers the account that signed the data using personal_sign
personal_recover recovers the account (wallet address) that signed the data.


| Class | ActiveMerchant::Billing::ProtxGateway |
| In: |
lib/active_merchant/billing/gateways/protx.rb
|
| Parent: | Gateway |
| TEST_URL | = | 'https://ukvpstest.protx.com/vspgateway/service' |
| LIVE_URL | = | 'https://ukvps.protx.com/vspgateway/service' |
| SIMULATOR_URL | = | 'https://ukvpstest.protx.com/VSPSimulator' |
| APPROVED | = | 'OK' |
| TRANSACTIONS | = | { :purchase => 'PAYMENT', :credit => 'REFUND', :authorization => 'DEFERRED', :capture => 'RELEASE', :void => 'VOID' |
| CREDIT_CARDS | = | { :visa => "VISA", :master => "MC", :delta => "DELTA", :solo => "SOLO", :switch => "MAESTRO", :maestro => "MAESTRO", :american_express => "AMEX", :electron => "UKE", :diners_club => "DC", :jcb => "JCB" |
| ELECTRON | = | /^(424519|42496[23]|450875|48440[6-8]|4844[1-5][1-5]|4917[3-5][0-9]|491880)\d{10}(\d{3})?$/ |
| AVS_CVV_CODE | = | { "NOTPROVIDED" => nil, "NOTCHECKED" => 'X', "MATCHED" => 'Y', "NOTMATCHED" => 'N' |
# File lib/active_merchant/billing/gateways/protx.rb, line 50 50: def initialize(options = {}) 51: requires!(options, :login) 52: @options = options 53: super 54: end
# File lib/active_merchant/billing/gateways/protx.rb, line 74 74: def authorize(money, credit_card, options = {}) 75: requires!(options, :order_id) 76: 77: post = {} 78: 79: add_amount(post, money, options) 80: add_invoice(post, options) 81: add_credit_card(post, credit_card) 82: add_address(post, options) 83: add_customer_data(post, options) 84: 85: commit(:authorization, post) 86: end
You can only capture a transaction once, even if you didn‘t capture the full amount the first time.
# File lib/active_merchant/billing/gateways/protx.rb, line 89 89: def capture(money, identification, options = {}) 90: post = {} 91: 92: add_reference(post, identification) 93: add_release_amount(post, money, options) 94: 95: commit(:capture, post) 96: end
Crediting requires a new order_id to passed in, as well as a description
# File lib/active_merchant/billing/gateways/protx.rb, line 106 106: def credit(money, identification, options = {}) 107: requires!(options, :order_id, :description) 108: 109: post = {} 110: 111: add_credit_reference(post, identification) 112: add_amount(post, money, options) 113: add_invoice(post, options) 114: 115: commit(:credit, post) 116: end
# File lib/active_merchant/billing/gateways/protx.rb, line 60 60: def purchase(money, credit_card, options = {}) 61: requires!(options, :order_id) 62: 63: post = {} 64: 65: add_amount(post, money, options) 66: add_invoice(post, options) 67: add_credit_card(post, credit_card) 68: add_address(post, options) 69: add_customer_data(post, options) 70: 71: commit(:purchase, post) 72: end
# File lib/active_merchant/billing/gateways/protx.rb, line 56 56: def test? 57: @options[:test] || super 58: end


Provides the classes necessary to create User Interface components. This includes all
GUIPanes and their holders and controllers. The class is used for the start up screen so that
all GUI components can be stored and displayed. For example, when an editing session begins,
the JavaFX screen will contain the nodes for buttons and for the Scene.
The MainView class is called by Main from the application package. It contains the elements for
creating all of the GUIController components based on the current phase. This includes splash screen
and eventually the editing screen. The definitions for the locations of JavaFX elements are defined in
.xml files.


Contact
A movie review by Monika Huebner Copyright 1998 Monika Huebner
Director: Robert Zemeckis Starring Jodie Foster, Matthew McConaughey, Tom Skerrit, Angela Basset, John Hurt, James Woods
Even as a child Ellie Arroway (Jodie Foster) shows a strong affinity for natural sciences fostered by her father until his untimely death. She has a particular predilection for astronomy and the search for intelligent life on other planets. After obtaining her doctorate at MIT she gets a job at the SETI institute in New Mexico. When after years of unavailing research the money for further projects is denied to her, the most incredible thing happens: she receives signals originating on a star named Vega 26 light years away. Having grappled with the initially alarming nature of the message (a TV coverage of the 1936 Olympic Games' inauguration at Berlin), they discover coded information containing the construction manual for a mysterious machine. The United States decide to build it, turning a blind eye to opponents who suspect a diabolical instrument for the elimination of mankind. In fact, the first test run ends in a catastrophe, albeit in a somewhat different way than most people had feared. The project seems to be finished, but Ellie is still in for a surprise.
CONTACT presents Jodie Foster in one of her best parts ever, namely an ambitious scientist called Dr. Ellie Arroway who has to stand her ground in a field traditionally belonging to the men's world. The only trouble is that she does it because of a childhood trauma – she never managed to overcome the loss of her beloved father. Quite obviously, Hollywood still hasn't grappled with the dilemma of accepting a strong female character simply behaving in a ‘normal' way as it would be naturally expected of a man. This can also be seen from the fact that previous to a press conference at which to report her research results to the public Ellie, who otherwise seems to have rather little interest in secular things, is preoccupied with only one thought: where to get a particularly attractive and extravagant dress. In a film such as CONTACT, which contrasts agreeably with science fiction films commonly produced in tinsel town, this detail is especially conspicuous.
Robert Zemeckis' film is a strikingly close adaptation of Carl Sagan's novel and consequently encompasses the ‘faith versus science' issue repeatedly touched on by Sagan. For example, the construction of the ‘machine' attracts a phalanx of religious fanatics preaching the end of the world. In many individuals the impending turn of the century evokes the angst of the Judgement Day, equally well known to our modern society as to medieval Europe 1000 years ago. Another matter of great human concern is the question about the existence of God, or whether it is right to send scientists to a remote star although they don't believe in God. The church is embodied by ‘Father' Palmer Joss (Matthew McConaughey), a former priest who appears as a confirmed representative of the Catholic faith although for personal reasons he did not finish the seminary. The love story, which seems to be compulsory in Hollywood, starts to blossom between him and Ellie; in this film however, it is a drawback rather than an asset because it is virtually redundant and does not promote the action.
Having said that, CONTACT is one of the films most worthy to view this year with its placid yet not boring narrative and a flood of fantastic pictures especially captivating. The special effects do not simply function in their own right, but because they are elements required by the plot. They provide the film with an aesthetic quality rarely to be found in this genre. Right at the beginning for example the audience is taken on a ride through the solar system to the centre of the Milky Way, the significance of which is only revealed in the course of the film.
Some may think that with a 2˝ hours' run CONTACT is unreasonably long, but that way the story has time enough to develop. The main cast is perfect and several cameos of American TV celebrities render the scenario even more realistic. So if an action spectacle featuring many explosions, shoot-outs, spaceships and chases is something you can very well do without, you should not miss out on this one.
Homepage: Book and movie reviews http://sites.inka.de/sites/darwin
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


--- layout: viewer-components ---
Those people who think they know everything are a great annoyance to those of us who do. Isaac Asimov


Commercial
Bit thin on the ground here. Most of my work is internal, hence there's just this ...
Homework
Being a self-confessed nerd with a very understanding wife I also work on little pet projects from time to time.
- toepoke helps people organise football matches with their mates. Hey, if you're in the Leeds area, we're always after more players!
- I run a semi-regular newsletter detailing interesting links I've come across.
Open Source
Because developing and supporting a full website isn't enough I also share approriate projects with the wider tech community.
- Fluqi - Fluent library for integrating jqueryui.com widgets into ASP.NET applications. Spent some time on the front pages of asp.net and infoq.com.
- Mapsed - JavaScript library which provides a facade over the Google Maps API to provide cut down my maps functionality on your own website (for saving, editing and deleting map locations).
- Pappwords - A simple zero configuration vanilla JavaScript library for checking passwords against the haveibeenpwned.com API.


Hello
Lannister
Lannisters are gods
Shenigans
Trigger Toast
Ullu
Hotstar
Amazon
Netflix
Mx Player
Share it
Amazon Prime
Watch32
YTS Movies
Telegram
Solar Movies
Yifi torrents


Emulator:
Name:
Write a BASIC source code in the text area above. This tool will create a Quick Disk image file or a cassette tape file to be loaded into a Sharp MZ-800 computer emulator. Emulators EmuZ-800 and mz800emu are supported.
Use escape codes to input special characters, e.g. \xff is the symbol pi.
In the emulator, first load the BASIC interpreter then mount the generated QD image and load the source code using the statement on the first line (in case of CMT use the statement on the second line):
LOAD"QD:B",A LOAD"CMT:",A


--- layout: post title: Non-scents from Nokia date: 2006-06-14 00:00:00 categories: amusing mobile ---
Non-scents from Nokia: "We like the Scentsory because it's as mad as a box of frogs, and if you dump the smell-o-vision nonsense, it looks like a damn fine phone."


Mario Jiménez
A random fact about me:
About Me
Hi! I'm a junior at Tec de Monterrey in Mexico City. I'm majoring in Computer Science, but my career feels more like Software Engineering.
I used to live with my grandpa in Mexico City, but during the pandemic I've returned to my parent's house in Chiapas.
I'm a Linux enthusiast, my favorite distro (and what I use everyday) is Arch Linux because of the awesome package manager and the general programming experience.
Current projects
A music client for touchégg
One thing I really missed from using Windows was the support for gestures on my laptop's trackpad, so about a month ago I found this program called touchégg that collected the gestures detected by the trackpad's driver and not only executed some action of you choosing, but also showed some cool animations.
I really liked the idea, so I'm making an app that receives the gestures and displays the current volume and information about the music currently playing.
For now it looks like this:
It currently only supports Spotify, doesn't display the album cover and has many hardcoded values but I plan on extending it during the semester.
Competitive Programming
Since my second semester in college I've tried to improve my programming abilities through competitive programming, and I'm currently participating in Mexico's ICPC contest.
I upload everything I do to a repo on my GitHub, you can find it here.
github.com/MarioJim
linkedin.com/in/mariojim


@import uk.gov.hmrc.govukfrontend.views.html.components._ @this() @()
If you pay by CHAPS (Clearing House Automated Payment System) or Faster Payments, you can submit your payment on the same or next day.
If you pay by Bacs (Bankers Automated Clearing System), allow 3 working days for the payment to reach HMRC.
We recommend you check your bank’s processing times and maximum transaction limits before you pay.
Use the following details to make a payment if your account is in the UK:
Use the following details to make a payment if your account is overseas:
You should make overseas payments in sterling (GBP). Your bank may charge you if use any other currency.
If needed, you can provide your bank with the following HMRC banking address:
Address


--- layout: post title: Green Sencha date: '2015-12-26T18:30:29+01:00' categories: - Illustration picture_url: https://film-Storyboards.tumblr.com/post/136005443653 ---


Hello World!
My name is Aarick
HTML- Hypertext Markup Language
CSS - Cascading Stylesheet
June 13th Shiprock New Mexico Tse' Bita'i Middle School.
I'm a programmer.
I'm a web developer.
class pink using to id specifically.
element: h1, h2, h3, h4, h5.
classes:.className
id:#className


Update Price Category And Requesting Doctor
Close
Item : {{itemToEdit.ItemName}}
Service Department: {{itemToEdit.ServiceDepartmentName}}
Price Category:
Normal
EHS(PayClinic)
Foreigner
SAARC Citizen
Price: {{itemToEdit.Price}}
Requested By:
0">
Update


[§173A-6] Acquisition of land. The board shall prepare an annual program for the purchase or acquisition by eminent domain of land having value as a resource to the State. [L 1973, c 77, §6]


This example demonstrates how to create a DICOM Structured Report object from Microscopy Viewer
You can either take this file as an example or upload yours.


We’re so determined to make your experience at our hotel a charm, that we’d love to provide you with a courtesy airport shuttle if you book with us!
Prices start at:


I have been working on a personal rendering engine these days. Find the previous tease here. This demo is for LUT post processing effect test. Here I used some lookup tables from Unreal Engine to apply color transforms in a shader.
Spec
3D textures are used, and the size of lookup table is (16x16)x16.
channels:
Shader
Apply the lookup table after the final combination of all the other passes. Since the output value of ‘combine pass’ is followed by an tone mapping processing, none of the RGB values will reach 1.0. And it is better to use some precomputed numbers. (etc. 0.03125 is 1/32)
And mipmap mode needed to be disabled for a lookup table image. Use GL_LINEAR
for a better looking.
Demo
For test, Here is a LutController
Component attached to gameControl
GameObject, which can switch lookup tables by pushing left or right key.
Assets
- Character and animation from mixamo.
- Model by SilverTm from UE4 Marketplace.


MyStore
Sales
Products
Customers
Stores
Statistics
About
Personal Information
Address:
Phone:
Age:
Points:
Status:
Transactions statistics
Average Transactions per week
Average Transactions per month
Most popular products
Product Name
Category
Times Bought
Stores costumer has visited


makeInstaller = function (options) {
"use strict";
options = options || {};
makeInstaller = function (options) {
"use strict";
options = options || {};
These file extensions will be appended to required module identifiers if they do not exactly match an installed module.
var defaultExtensions = options.extensions || [".js", ".json"];
If defined, the options.fallback function will be called when no installed module is found for a required module identifier. Often options.fallback will be implemented in terms of the native Node require function, which has the ability to load binary modules.
var fallback = options.fallback;
List of fields to look for in package.json files to determine the main entry module of the package. The first field listed here whose value is a string will be used to resolve the entry module.
var mainFields = options.mainFields ||
If options.mainFields is absent and options.browser is truthy, package resolution will prefer the “browser” field of package.json files to the “main” field. Note that this only supports string-valued “browser” fields for now, though in the future it might make sense to support the object version, a la browserify.
(options.browser ? ["browser", "main"] : ["main"]);
var hasOwn = {}.hasOwnProperty;
function strictHasOwn(obj, key) {
return isObject(obj) && isString(key) && hasOwn.call(obj, key);
}
Cache for looking up File objects given absolute module identifiers. Invariants: filesByModuleId[module.id] === fileAppendId(root, module.id) filesByModuleId[module.id].module === module
var filesByModuleId = {};
The file object representing the root directory of the installed module tree.
var root = new File("/", new File("/.."));
var rootRequire = makeRequire(root);
Merges the given tree of directories and module factory functions into the tree of installed modules and returns a require function that behaves as if called from a module in the root directory.
function install(tree, options) {
if (isObject(tree)) {
fileMergeContents(root, tree, options);
}
return rootRequire;
}
Replace this function to enable Module.prototype.prefetch.
install.fetch = function (ids) {
throw new Error("fetch not implemented");
};
This constructor will be used to instantiate the module objects passed to module factory functions (i.e. the third argument after require and exports), and is exposed as install.Module in case the caller of makeInstaller wishes to modify Module.prototype.
function Module(id) {
this.id = id;
The Node implementation of module.children unfortunately includes only those child modules that were imported for the first time by this parent module (i.e., child.parent === this).
this.children = [];
This object is an install.js extension that includes all child modules imported by this module, even if this module is not the first to import them.
this.childrenById = {};
}
Used to keep module.prefetch promise resolutions well-ordered.
var lastPrefetchPromise;
May be shared by multiple sequential calls to module.prefetch. Initialized to {} only when necessary.
var missing;
Module.prototype.prefetch = function (id) {
var module = this;
var parentFile = getOwn(filesByModuleId, module.id);
lastPrefetchPromise = lastPrefetchPromise || Promise.resolve();
var previousPromise = lastPrefetchPromise;
function walk(module) {
var file = getOwn(filesByModuleId, module.id);
if (fileIsDynamic(file) && ! file.pending) {
file.pending = true;
missing = missing || {};
These are the data that will be exposed to the install.fetch callback, so it’s worth documenting each item with a comment.
missing[module.id] = {
The CommonJS module object that will be exposed to this dynamic module when it is evaluated. Note that install.fetch could decide to populate module.exports directly, instead of fetching anything. In that case, install.fetch should omit this module from the tree that it produces.
module: file.module,
List of module identifier strings imported by this module. Note that the missing object already contains all available dependencies (including transitive dependencies), so install.fetch should not need to traverse these dependencies in most cases; however, they may be useful for other reasons. Though the strings are unique, note that two different strings could resolve to the same module.
deps: Object.keys(file.deps),
The options (if any) that were passed as the second argument to the install(tree, options) function when this stub was first registered. Typically contains options.extensions, but could contain any information appropriate for the entire tree as originally installed. These options will be automatically inherited by the newly fetched modules, so install.fetch should not need to modify them.
options: file.options,
Any stub data included in the array notation from the original entry for this dynamic module. Typically contains “main” and/or “browser” fields for package.json files, and is otherwise undefined.
stub: file.stub
};
each(file.deps, function (parentId, id) {
fileResolve(file, id);
});
each(module.childrenById, walk);
}
}
return lastPrefetchPromise = new Promise(function (resolve) {
var absChildId = module.resolve(id);
each(module.childrenById, walk);
resolve(absChildId);
}).then(function (absChildId) {
Grab the current missing object and fetch its contents.
var toBeFetched = missing;
missing = null;
function clearPending() {
if (toBeFetched) {
Object.keys(toBeFetched).forEach(function (id) {
getOwn(filesByModuleId, id).pending = false;
});
}
}
return new Promise(function (resolve) {
The install.fetch function takes an object mapping missing dynamic module identifiers to options objects, and should return a Promise that resolves to a module tree that can be installed. As an optimization, if there were no missing dynamic modules, then we can skip calling install.fetch entirely.
resolve(toBeFetched && install.fetch(toBeFetched));
}).then(function (tree) {
function both() {
install(tree);
clearPending();
return absChildId;
}
Although we want multiple install.fetch calls to run in parallel, it is important that the promises returned by module.prefetch are resolved in the same order as the original calls to module.prefetch, because previous fetches may include modules assumed to exist by more recent module.prefetch calls. Whether previousPromise was resolved or rejected, carry on with the installation regardless.
return previousPromise.then(both, both);
}, function (error) {
clearPending();
throw error;
});
});
};
install.Module = Module;
function getOwn(obj, key) {
return strictHasOwn(obj, key) && obj[key];
}
function isObject(value) {
return value !== null && typeof value === "object";
}
function isFunction(value) {
return typeof value === "function";
}
function isString(value) {
return typeof value === "string";
}
function makeMissingError(id) {
return new Error("Cannot find module '" + id + "'");
}
Module.prototype.resolve = function (id) {
var file = fileResolve(filesByModuleId[this.id], id);
if (file) return file.module.id;
var error = makeMissingError(id);
if (fallback && isFunction(fallback.resolve)) {
return fallback.resolve(id, this.id, error);
}
throw error;
};
Module.prototype.require = function require(id) {
var result = fileResolve(filesByModuleId[this.id], id);
if (result) {
return fileEvaluate(result, this);
}
var error = makeMissingError(id);
if (isFunction(fallback)) {
return fallback(
id, // The missing module identifier.
this.id, // ID of the parent module.
error // The error we would have thrown.
);
}
throw error;
};
function makeRequire(file) {
var module = file.module;
function require(id) {
return module.require(id);
}
require.extensions = fileGetExtensions(file).slice(0);
require.resolve = function resolve(id) {
return module.resolve(id);
};
return require;
}
File objects represent either directories or modules that have been
installed. When a File
respresents a directory, its .contents
property is an object containing the names of the files (or
directories) that it contains. When a File
represents a module, its
.contents
property is a function that can be invoked with the
appropriate (require, exports, module)
arguments to evaluate the
module. If the .contents
property is a string, that string will be
resolved as a module identifier, and the exports of the resulting
module will provide the exports of the original file. The .parent
property of a File is either a directory File
or null
. Note that
a child may claim another File
as its parent even if the parent
does not have an entry for that child in its .contents
object.
This is important for implementing anonymous files, and preventing
child modules from using ../relative/identifier
syntax to examine
unrelated modules.
function File(moduleId, parent) {
var file = this;
Link to the parent file.
file.parent = parent = parent || null;
The module object for this File, which will eventually boast an .exports property when/if the file is evaluated.
file.module = new Module(moduleId);
filesByModuleId[moduleId] = file;
The .contents of the file can be either (1) an object, if the file represents a directory containing other files; (2) a factory function, if the file represents a module that can be imported; (3) a string, if the file is an alias for another file; or (4) null, if the file’s contents are not (yet) available.
file.contents = null;
Set of module identifiers imported by this module. Note that this set is not necessarily complete, so don’t rely on it unless you know what you’re doing.
file.deps = {};
}
function fileEvaluate(file, parentModule) {
var module = file.module;
if (! strictHasOwn(module, "exports")) {
var contents = file.contents;
if (! contents) {
If this file was installed with array notation, and the array contained one or more objects but no functions, then the combined properties of the objects are treated as a temporary stub for file.module.exports. This is particularly important for partial package.json modules, so that the resolution logic can know the value of the “main” and/or “browser” fields, at least, even if the rest of the package.json file is not (yet) available.
if (file.stub) {
return file.stub;
}
throw makeMissingError(module.id);
}
if (parentModule) {
module.parent = parentModule;
var children = parentModule.children;
if (Array.isArray(children)) {
children.push(module);
}
}
contents(
makeRequire(file),
If the file had a .stub, reuse the same object for exports.
module.exports = file.stub || {},
module,
file.module.id,
file.parent.module.id
);
module.loaded = true;
}
The module.runModuleSetters method will be deprecated in favor of just module.runSetters: https://github.com/benjamn/reify/pull/160
var runSetters = module.runSetters || module.runModuleSetters;
if (isFunction(runSetters)) {
runSetters.call(module);
}
return module.exports;
}
function fileIsDirectory(file) {
return file && isObject(file.contents);
}
function fileIsDynamic(file) {
return file && file.contents === null;
}
function fileMergeContents(file, contents, options) {
if (Array.isArray(contents)) {
contents.forEach(function (item) {
if (isString(item)) {
file.deps[item] = file.module.id;
} else if (isFunction(item)) {
contents = item;
} else if (isObject(item)) {
file.stub = file.stub || {};
each(item, function (value, key) {
file.stub[key] = value;
});
}
});
if (! isFunction(contents)) {
If the array did not contain a function, merge nothing.
contents = null;
}
} else if (! isFunction(contents) &&
! isString(contents) &&
! isObject(contents)) {
If contents is neither an array nor a function nor a string nor an object, just give up and merge nothing.
contents = null;
}
if (contents) {
file.contents = file.contents || (isObject(contents) ? {} : contents);
if (isObject(contents) && fileIsDirectory(file)) {
each(contents, function (value, key) {
if (key === "..") {
child = file.parent;
} else {
var child = getOwn(file.contents, key);
if (! child) {
child = file.contents[key] = new File(
file.module.id.replace(/\/*$/, "/") + key,
file
);
child.options = options;
}
}
fileMergeContents(child, value, options);
});
}
}
}
function each(obj, callback, context) {
Object.keys(obj).forEach(function (key) {
callback.call(this, obj[key], key);
}, context);
}
function fileGetExtensions(file) {
return file.options
&& file.options.extensions
|| defaultExtensions;
}
function fileAppendIdPart(file, part, extensions) {
Always append relative to a directory.
while (file && ! fileIsDirectory(file)) {
file = file.parent;
}
if (! file || ! part || part === ".") {
return file;
}
if (part === "..") {
return file.parent;
}
var exactChild = getOwn(file.contents, part);
Only consider multiple file extensions if this part is the last
part of a module identifier and not equal to .
or ..
, and there
was no exact match or the exact match was a directory.
if (extensions && (! exactChild || fileIsDirectory(exactChild))) {
for (var e = 0; e < extensions.length; ++e) {
var child = getOwn(file.contents, part + extensions[e]);
if (child && ! fileIsDirectory(child)) {
return child;
}
}
}
return exactChild;
}
function fileAppendId(file, id, extensions) {
var parts = id.split("/");
Use Array.prototype.every
to terminate iteration early if
fileAppendIdPart
returns a falsy value.
parts.every(function (part, i) {
return file = i < parts.length - 1
? fileAppendIdPart(file, part)
: fileAppendIdPart(file, part, extensions);
});
return file;
}
function recordChild(parentModule, childFile) {
var childModule = childFile && childFile.module;
if (parentModule && childModule) {
parentModule.childrenById[childModule.id] = childModule;
}
}
function fileResolve(file, id, parentModule, seenDirFiles) {
var parentModule = parentModule || file.module;
var extensions = fileGetExtensions(file);
file =
Absolute module identifiers (i.e. those that begin with a /
character) are interpreted relative to the root directory, which
is a slight deviation from Node, which has access to the entire
file system.
id.charAt(0) === "/" ? fileAppendId(root, id, extensions) :
Relative module identifiers are interpreted relative to the current file, naturally.
id.charAt(0) === "." ? fileAppendId(file, id, extensions) :
Top-level module identifiers are interpreted as referring to
packages in node_modules
directories.
nodeModulesLookup(file, id, extensions);
If the identifier resolves to a directory, we use the same logic as
Node to find an index.js
or package.json
file to evaluate.
while (fileIsDirectory(file)) {
seenDirFiles = seenDirFiles || [];
If the “main” field of a package.json
file resolves to a
directory we’ve already considered, then we should not attempt to
read the same package.json
file again. Using an array as a set
is acceptable here because the number of directories to consider
is rarely greater than 1 or 2. Also, using indexOf allows us to
store File objects instead of strings.
if (seenDirFiles.indexOf(file) < 0) {
seenDirFiles.push(file);
var pkgJsonFile = fileAppendIdPart(file, "package.json"), main;
var pkg = pkgJsonFile && fileEvaluate(pkgJsonFile, parentModule);
if (pkg &&
mainFields.some(function (name) {
return isString(main = pkg[name]);
})) {
The “main” field of package.json does not have to begin with ./ to be considered relative, so first we try simply appending it to the directory path before falling back to a full fileResolve, which might return a package from a node_modules directory.
var mainFile = fileAppendId(file, main, extensions) ||
fileResolve(file, main, parentModule, seenDirFiles);
if (mainFile) {
file = mainFile;
recordChild(parentModule, pkgJsonFile);
The fileAppendId call above may have returned a directory, so continue the loop to make sure we resolve it to a non-directory file.
continue;
}
}
}
If we didn’t find a package.json
file, or it didn’t have a
resolvable .main
property, the only possibility left to
consider is that this directory contains an index.js
module.
This assignment almost always terminates the while loop, because
there’s very little chance fileIsDirectory(file)
will be true
for fileAppendIdPart(file, "index", extensions)
. However, in
principle it is remotely possible that a file called index.js
could be a directory instead of a file.
file = fileAppendIdPart(file, "index", extensions);
}
if (file && isString(file.contents)) {
file = fileResolve(file, file.contents, parentModule, seenDirFiles);
}
recordChild(parentModule, file);
return file;
};
function nodeModulesLookup(file, id, extensions) {
for (var resolved; file && ! resolved; file = file.parent) {
resolved = fileIsDirectory(file) &&
fileAppendId(file, "node_modules/" + id, extensions);
}
return resolved;
}
return install;
};
if (typeof exports === "object") {
exports.makeInstaller = makeInstaller;
}


Okay so it was a day like any other, I went to school with a smile on my face know that the next day was my birthday. I went to my second hour class in the locker room. my friends decided to skip class, and hide out in the locker room.
'Ok whatever' I thought to myself
I get back from doing tae-bo to see them laughing ...right where I left them.
‘How many did you take?’ I said
Her being my weight made me think of how many I should take
‘12' she said
‘Than hand the bottle over’ I said laughing I borrowed her water bottle and downed the little suckers 2 by 2 every one else was looking at me...but I didn’t really pay much attention to it
So I start heading to class and about 2 minutes after taking them my eyes started to feel a little slow...it had already started taking effect, which wasn’t surprising considering I had only had a bowl of cereal that morning, and my fast metabolism didn’t help either. So I get to my 3rd hour and finally I start to feel the effects.
I finally got a bathroom pass and found myself getting tripped by things that weren’t even there.
I decided to keep mine in my stomach as I headed out and went back to class.  I looked at my hands from about 1ft away from my face, if I moved my hand any closer my vision was blurred....BADLY blurred, so that meant I couldn’t read or write anything. My arms felt like weights had been strapped onto them and I could barely lift them, bending over to get something out of my backpack almost made me pass out.
I went to lunch and It got way worse my speech was slurring, my body felt 200lbs heavier I could barely walk, I couldn’t even hear when the bell rang. Which was when it got THE WORST.
 No such luck.  The words on the paper she gave us were growing rainbows out of them, I saw people sitting in seats that weren’t there, people were turning into sculptures and rocks, and desks were turning into trash cans and bananas...It was bad.
And it got the worst when people around me were looking at me and talking about me, because apparently someone had blabbed about us taking pills, and in a matter of minutes everyone in the school knew about it.  Are you sure? Man she’s fucked’
Ect...and then my teacher asked me how I was doing and I said I couldn’t see the words on my paper and I forgot my contacts so I would do it when I got them
But apparently it came out like ‘I can’t find the words....I’ll just write about the paranoia in the crucible’ which made no sense at all, im surprised she didn’t send me to the office then. But she just let me go...
 All in all, the worst high of my life...not fun at all...don’t do it kids...
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.


Many new web technologies and frameworks are often emerging to fulfill the need of sleek, faster and easier web development. Bootstrap is one among the best for innovative and hassle-free web development. It helps web development a lot better.
Why wait? Go adopt Bootstrap!
Components are built to unleash the power of Bootstrap. They are elegantly built reusable components. To use a bootstrap component, include the necessary plugins in your page. For a particular component to be shown in the page, add proper markup code in place. There are lot of components available.
For more details on Bootstrap components, visit Bootstrap Components
Below is the list of components.
Dropdowns
Button groups
Button dropdowns
Navigation Bars
Breadcrumbs
Pagination
Alerts
Progress Bars
and many more.


Brit and American girlfriend who met on Tik Tok married after fifth date proposal
Sarah, 27, and Daniel Hancock, 26, began dating after meeting on the social media app last July and tied the knot in a whirlwind Las Vegas ceremony
by Brendan McFaddenA Brit and his American girlfriend have become the fist coupe to get married after meeting on social media app TikTok.
Sarah, 27, and Daniel Hancock, 26, began dating after meeting on the TikTok last July.
The lovestruck pair tied the knot in a whirlwind Las Vegas ceremony just eight months after meeting each other through the musical meme app - which allows users to create and share short videos with special effects.
After the pair began following each other, Sarah invited her new social media pal to take part in a duet of Ed Sheeran's Shape of You.
Just minutes after performing, the pair messaged one another via private message before moving across platforms to Instagram to communicate.
Within two weeks of speaking Sarah booked tickets from Boston, US, to London Heathrow to see her crush.
The pair continued to talk every day and would take it in turns to visit each other for the next eight months.
After just five meetings, Dan decided to pop to the question to Sarah, filming his proposal for his TikTok followers at Castle Island, Boston, US.
The pair had four weeks to plan their wedding, spending a humble £2,000 on venue hire, a wedding dress and their flights to Las Vegas.
As a nod to how they first met, the couple danced to Ed Sheeran for their first dance as a married couple.
The happy-couple then spent the next eleven days touring LA, Chicago and Boston as an immediate honeymoon.

"It was a joke but the more I thought about it when I was away from her, the more I realised I meant it."
After first flying to the UK, Sarah extended her stay by an extra four days after "falling head over heels in love" with the 26-year-old from Weston-super-Mare, North Somerset.
Over the next six months the pair wracked up four trips to and fro the Atlantic before Daniel proposed at Castle Island, Boston, US on in March.
The next time the pair met was four weeks later at their wedding in Las Vegas, where they walked down the isle at a Las Vegas chapel to officially become man and wife.
Three months later Sarah is waiting for her permanent visa.
Sarah said: "I just found him incredibly funny and thought to myself 'I have got to meet this guy'.
"Something just seemed to click.
"We were bonding over the songs we liked to sing to and the kind of movies we liked.
"We did a tonne of other duets together on the app.
"We did a Jonas Brothers duet, scenes from Bruce Almighty as that's one of Dan's favourite films and even did Frank Sinitra's 'New York' when we were there.
"And if we weren't doing that we were just chatting away to one another."
Daniel added: "I'm into music and I downloaded the app when it was music.ly
"That was a good few years ago. Then for some reason I had this urge to download it again and go back on it.
"I'm so grateful I did otherwise I may never have met Sarah.
"She popped up as a suggestion.
"I checked out her profile and I found her videos really silly and funny.
"I saw that she had over a thousand followers.
"Obviously I thought she was attractive but there was nothing untoward when I followed her account.
"I couldn't believe someone that cool wanted to follow me back."
After speaking every day for the next two weeks, a love-struck Sarah booked a flight to London Heathrow where the pair spent eleven days visiting tourist sites.
Daniel said: "When I saw her in the flesh it just felt incredible.
"I'm glad she actually came and didn't turn out to be a middle-aged man or something."
Sarah said: "The app is usually associated with kids mucking around and people sharing funny videos.
"We've both used Tinder and dating apps before.
"But we both used this app innocently.
"We were on it to just have fun and mix with people who shared the same love of music and goofing around.
"But we managed to find the loves of our lives.


In this guide we will learn how to embedd a application created inside nunuStudio in a completly normal webpage without using any external plugins.
nunuStudio apps are meant to be used inside web pages, nunuStudio can export full page web apps with a fullscreen and vr buttons by default.
First we need to import the nunu.min.js file to the webpage, this javascript file includes all the code required to run a nunuStudio aplication.
After including the runtime file a canvas to display the application is needed, add a canvas to your html code.

<canvas id="canvas"></canvas>
Now lets create a new javascript script with the code bellow, this code creates a new NunuApp instance that will use the provided canvas to render the application.
If you dont want to start running the application immediately you can use the loadProgramAsync() or loadProgram() (not recommended, this blocks the page until all files are loaded), these will load the application files and decode them but will not start running the application immediately, this can be used for preloading applications into an webpage, after the app gets loaded the run() method can be used to start it and the exit() method can be used to kill the application and dispose all resources used.
var app, canvas;
//Should be called after page load
function initialize()
{
//Get the canvas that will be used to draw content
canvas = document.getElementById("canvas");
//Create new NunuApp intance
app = new NunuApp(canvas);
//Load and run the "app.isp" file
app.loadRunProgram("app.isp");
}
//Should be called every time the window is resized
function resize()
{
//Update canvas width and height properties
canvas.width = canvas.offsetWidth;
canvas.height = canvas.offsetHeight;
//Resize app
app.resize();
}
To finish we need to call the initialize method after the page loads, and the resize method every time the canvas is resized. To do this we can add the code bellow to the document body declaration.

...

To toggle fullscreen its possible to use the toggleFullscreen method present in the app object, for VR its recomended to check if the browser supports WebVR and if there is a VRDisplay available before creating a button to toggle vr mode. To check for VR support use the following code.
//Toggle fullscreen mode
function toggleFullscreen()
{
app.toggleFullscreen(document.body);
}
//Toggle VR mode
function toggleVR()
{
app.toggleVR();
}
//Check if VR is available
if(app.vrAvailable())
{
//Check if there are displays available add button
Nunu.getVRDisplays(function(display)
{
button = document.getElementById("vr");
button.style.visibility = "visible";
});
}
Booth the loadRunProgram() and the loadProgramAsync() methods provide a onProgress callback field, this callback returns a value from 0.0 to 1.0 that indicates loading progress, this value can be used to control a loading bar.
A simple way to create a loading bar is by adding a couple of divisions, the code bellow is used for the default loading bar created when exporting web projects directly from the nunuStudio editor.

To control the created bar the following code can be used.
//onProgress callback
var bar = document.getElementById("bar");
var onProgress = function(event)
{
if(event.lengthComputable)
{
var progress = event.loaded / event.total * 100;
bar.style.width = progress + "%";
}
};
//onLoad callback
var onLoad = function(){};
//Load and run nunu app
app.loadRunProgram("app.isp", onLoad, onProgress);


§286-134 Employing unlicensed driver. No person shall employ as a driver of a certain category of motor vehicle any person who is not licensed under this part to operate that category of motor vehicle. [L 1967, c 214, pt of §2; HRS §286-134; am L 1970, c 164, §3]


Code: {{batch.code}}
Status: {{batch.status}}
Manufactured On: {{batch.manufactureDate | date}}
Expires On: {{batch.expiryDate | date}}
| Code | Status | Sold | Created On | |
| {{$index + 1}} | {{ unit.code }} | {{ unit.status }} | {{ unit.sold }} | {{ unit.created }} |
By: {{ timelineItems.PRODUCED.producedBy }}
On: {{ timelineItems.PRODUCED.producedOn | date}}
Dispatched By: {{ timelineItems.SUPPLIER_DISPATCHED.dispatchedBy }}
Dispatched To: {{ timelineItems.SUPPLIER_DISPATCHED.dispatchedTo }}
Dispatched On: {{ timelineItems.SUPPLIER_DISPATCHED.dispatchedOn | date }}
Received By: {{ timelineItems.SUPPLIER_RECEIVED.receivedBy }}
Received From: {{ timelineItems.SUPPLIER_RECEIVED.receivedFrom }}
Received On: {{ timelineItems.SUPPLIER_RECEIVED.receivedOn | date }}
Dispatched By: {{ timelineItems.RETAILER_DISPATCHED.dispatchedBy }}
Dispatched To: {{ timelineItems.RETAILER_DISPATCHED.dispatchedTo }}
Dispatched On: {{ timelineItems.RETAILER_DISPATCHED.dispatchedOn | date }}
Received By: {{ timelineItems.RETAILER_RECEIVED.receivedBy }}
Received From: {{ timelineItems.RETAILER_RECEIVED.receivedFrom }}
Received On: {{ timelineItems.RETAILER_RECEIVED.receivedOn | date: 'MM-dd-yyyy AT h:mma' }}


As a Geographic Information Systems Analyst (GIS), I am passionate about harnessing the powers of GIS and data to empower others. Tools I've made have helped others research data, collect field data, understand data, and more. I'm well-versed in the Esri ArcGIS suite of products for online, enterprise, and the field. Always eager to learn, I've also worked in Python, Javascript, HTML/CSS, and worked with Tableau, Power BI, and Google Data Studio.
I'm currently working as a GIS Analyst for the City of Cupertino. Before working for Cupertino, I worked for Our City Forest, an urban forestry non-profit in San Jose. I completed an MS in Geographic Information Science and Technology from the University of Southern California, and I earned a BA in Geography with a GIS Emphasis from UC Santa Barbara.
A Tableau dashboard I made that visualizes the high school locations of Rivals.com top 100 football recruits between 2005 and 2017. I used the site's source code to pull the top 100 profiles into a text document. I parsed this text document, geocoded the results, and created the dashboard using Tableau.
A map that shows the relationship between median list price and median government employee wage in Santa Clara County. Data for this map was sourced from Transparent California and Zillow.
One map from a series of maps highlighting safe bicycle and pedestrian routes to school. I was responsible for mapping the attendance areas and the design of the map and supporting text.
A web map application showing various property data for parcels in Cupertino. I wrote a Python script to combine over 20 datasets into one layer and utilized Esri's Web Appbuilder to create an online application for the public.
An incident map showing locations of bicycle collisions in Cupertino. I used data from TIMS to create the map and a time-lapse video. The map and video were displayed during a Bicycle Pedestrian Commission meeting.
A web map application showing major Capital Improvement Projects in the City of Cupertino. I worked with our staff to get status updates, descriptions, locations and photos for each of the projects. I then drew polygons and lines in our GIS, uploaded them, and created an Esri Story Map. (In progress)
A fun map I made visualizing the states that were home to a championship MLB, NBA, or NFL between 1985 and 2015. I pulled the data from Wikipedia and imported it into an Excel file and created a map.


Symbol Index for ".Subject and its Activities"
Symbol Index for diagram
".Subject and its Activities"
Activity (Class)
activity for (Association)
Activity For Subject (Class)
Activity Qualifier (Class)
Activity State (Class)
Activity State Change (Class)
Activity/Direction (Generalization Node)
Actual Outcome (Class)
Actual Property (Class)
actual source of (Association)
Expected Outcome (Class)
predicted source of (Association)
Projected Outcome (Class)
Projected Property (Class)
property for (Association)
property for (Association)
PrPr/Intention (Generalization Node)
qualified activity (Association)
responsible for (Association)
SCA/Direction (Generalization Node)
SPh/Essential Type (Generalization Node)
SPr/Time (Generalization Node)
State Change Activity (Class)
subject (Association)
Subject (Class)
Subject Phenomenon (Class)
Subject Property (Class)


Programming Research Ltd
A high-integrity C coding standard for industrial firmware applications, aiming to establish code quality practices which reduce possible errors (a subset of C++). Worth a read just for interest on C coding, but also underlines the engineering emphasis of firmware efforts.


Heinrich Friedrich Wilhelm Gesenius ( 3 February 1786 - 23 October 1842 ) was a German orientalist and Biblical critic.
He was born at Nordhausen, Germany. In 1803, Gesenius became a student of philosophy and theology at the University of Helmstedt, where Heinrich Henke was his most influential teacher; but the latter part of his university course was taken at the Göngen, where Johann Gottfried Eichhorn and Thomas Christian Tychsen were then at the height of their popularity.
In 1806, shortly after graduation, he became Repetent and Privatdozent at Göngen; and, as he was later proud to say, had August Neander for his first pupil in Hebrew language. In 1810 he became professor extrardinarius in theology, and in 1811 ordinarius, at the University of Halle, where, in spite of many offers of high preferment elsewhere, he spent the rest of his life.
In 1827, after declining an invitation to take Eichhorn's place at Göngen, Gesenius was made a Consistorialrath; but, apart from the violent attacks to which he, along with his friend and colleague Julius Wegsheider, was in 1830 subjected by E. W. Hengstenberg and his party in the Evangelische Kirchenzeitung, on account of his rationalism, his life was uneventful.
Gesenius died at Halle and is buried near the university. According to tradition, theology students in Halle put stones on his grave as a token of respect every year before their examinations.