plcrate(1) Qualcomm Atheros Open Powerline Toolkit plcrate(1) NAME plcrate - Qualcomm Atheros AR7x00 PHY Rate Monitor SYNOPSIS plcrate [options] [device] [device] [...] DESCRIPTION The Atheros PHY Rate Utility polls one or more devices and prints the average transmit and receive PHY rates between a device and each neighboring network device. Output is column-oriented and suitable for loading into a spreadsheet or being read by a simple program. This program is part of the Qualcomm Atheros Powerline Toolkit. See the plc man page for an overview and installation instructions. CHIPSETS QCA6410, QCA7000, QCA7420 OPTIONS -c Display coded PHY rates. Coded PHY rates are displayed by default so this option is redundant but it has been kept for backword compatibility. This option and option -u are mutually exclusive. -d seconds Traffic duration in seconds per connection. Directional traffic is systematically sent between each pair of pow‐ erline network devices for this period of time. Consequently, the total time needed to generate traffic between all network devices will be approximately n! times this value, so don’’t get carried away. The minimum value is 1 second and the maximum value is 60 seconds. -e Redirects stderr messages to stdout. By convention status and error messages are printed on stderr while primary program output is printed on stdout. This option prints all output on stdout in cases where this is desired. -i interface Select the host Ethernet interface. All requests are sent via this host interface and only reponses received via this host interface are recognized. The default interface is eth1 because most people use eth0 as their principle network connection; however, if environment string "PLC" is defined then it takes precedence over the default interface. This option then takes precedence over either default. -n Reads the average transmit and receive PHY rate for wach device using VS_NW_INFO and prints it on stdout. Each output line displays the ethernet interface, source address, destination address and either the transmit or receive PHY rate. -o milliseconds Read timeout in milliseconds. Values range from 0 through UINT_MAX. This is the maximum time allowed for a response. The default is shown in brackets on the program menu. -q Enter quiet mode. Progress messages are suppressed. -r Reads device hardware and software revision information using VS_SW_VER and prints it on stdout. -R Resets the device using VS_RS_DEV. -t Generate powerline traffic between the local device and each remote device on each powerline network connected to the host. It does not generate any traffic between remote powerline device pairs. This option is especially use‐ ful when remote powerline devices are not connected to Ethernet devices capable of sending traffic back to the host. -T Generate powerline traffic between all devices on each powerline network connected to the host. This option is similar to option -t but it takes much longer because traffic is systematically generated between each pair of powerline devices. Consequently, the time to complete will increase factorially as the number of network devices increases. Such complete traffic path coverage is not always needed. -u Display un-coded PHY rates. Coded PHY rates are displayed by default. This option and option -c are mutually exclusive. -v Enter verbose mode. All Etherenet frames sent or received by the program are displayed on stdout. -x Exit program on first error with a non-zero exit code. This option allows shell scripts to detect failed or incomplete operations and take the appropriate action. -?,--help Print program help summary on stdout. This option takes precedence over other options on the command line. -!,--version Print program version information on stdout. This option takes precedence over other options on the command line. Use this option when sending screen dumps to Atheros Technical Support so that they know exactly which version of the Linux Toolkit you are using. ARGUMENTS device The MAC address of some powerline device. More than one address may be specified. If more than one address is specified then operations are performed on each device in turn. The default address is local. See DEVICES for information about symbolic device addresses. DEVICES Powerline devices use Ethernet Media Access Control (MAC) addresses. A MAC address is a 48-bit value entered as 12 hex‐ adecimal digits in upper, lower or mixed character case. Octets may be separated with colons for clarity. For example, "00b052000001", "00:b0:52:00:00:01" and "00b052:000001" are valid and equivalent. The following MAC addresses are special and may be entered by name instead of number. all Same as "broadcast". broadcast A synonym for the Ethernet broadcast address, FF:FF:FF:FF:FF:FF. All devices, whether local, remote or foreign recognize messages sent to this address. A remote device is any device at the far end of a powerline connection. A foreign device is any device not manufactured by Atheros. local A synonym for the Qualcomm Atheros vendor specific Local Management Address (LMA), 00:B0:52:00:00:01. All local Atheros devices recognize this address but remote and foreign devices do not. A remote device is any device at the far end of a powerline connection. A foreign device is any device not manufactured by Atheros. REFERENCES See the Qualcomm Atheros HomePlug AV Firmware Technical Reference Manual for more information. EXAMPLES The following example displays the average transmit and receive PHY rates from each of two devices. One is a local device connected to interface eth2 and the other is a remote device at the far end of the powerline. In this case, they are the only two devices on the powerline network. Observe the recipricol rates shown. # plcrate -ni eth2 00:B0:52:00:00:AA 00:B0:52:00:00:BB eth2 00:B0:52:00:00:AA 00:B0:52:00:00:BB TX 163 mbps eth2 00:B0:52:00:00:AA 00:B0:52:00:00:BB RX 176 mbps eth2 00:B0:52:00:00:BB 00:B0:52:00:00:AA TX 176 mbps eth2 00:B0:52:00:00:BB 00:B0:52:00:00:AA RX 163 mbps The following example generates powerline traffic between the local device and each remote device because option -t is present. It then displays the PHY rate read from the local device. # plcrate -tni eth2 eth2 00:B0:52:00:00:AA 00:B0:52:00:00:BB TX 163 mbps eth2 00:B0:52:00:00:AA 00:B0:52:00:00:BB RX 176 mbps DISCLAIMER Atheros HomePlug AV Vendor Specific Management Message Entry structure and content is proprietary to Qualcomm Atheros, Ocala FL USA. Consequently, public information may not be available. Qualcomm Atheros reserves the right to modify mes‐ sage structure and content in future firmware releases without any obligation to notify or compensate users of this pro‐ gram. SEE ALSO PLC(1), amprate(1), int6krate(1) CREDITS Nathaniel Houghton<EMAIL_ADDRESS>Charles Maier<EMAIL_ADDRESS>open-plc-utils-0.0.3 November 2013 plcrate(1)


Methods
convertTime(millis) → {string}
Function used to give a good formatting
for the duration of the songs.
Parameters:
| Name | Type | Description |
|---|---|---|
millis |
milliseconds of the duration of the song. |
Returns:
that represents the time
- Type
- string
getAlbumInfo(albumName, artistName) → {Object}
This sync function returns an object with the specified
album information.
Parameters:
| Name | Type | Description |
|---|---|---|
albumName |
name of the album we want to search | |
artistName |
(optional) name of the artist of the album |
Returns:
object with 4 properties, first is an array of names of albums,
types of this albums (single, album, recopilation...)
and finally the release date of the album.
- Type
- Object
getAlbumTracks(albumName, artistName) → {Object}
Method that returns the tracks of an
album.
Parameters:
| Name | Type | Description |
|---|---|---|
albumName |
name of the album | |
artistName |
name of the artist of the album |
Returns:
an array of the track number, an array with the names, an array with the duration,
an array with the popularity.
- Type
- Object
getArtistAlbums(artistName) → {Object}
Method that gets all the albums of the specified
artist.
Parameters:
| Name | Type | Description |
|---|---|---|
artistName |
name of the artist that we are searching. |
Returns:
- Type
- Object
getArtistTopTracks(artistName) → {Object}
Returns the artist top ten tracks ordered
by popularity in spain.
Parameters:
| Name | Type | Description |
|---|---|---|
artistName |
the artist we are searching |
Returns:
- Type
- Object
getLyrics(trackName, artistName) → {*}
This method retrieve the lyrics of the current
song.
Parameters:
| Name | Type | Description |
|---|---|---|
trackName |
||
artistName |
Returns:
- Type
- *
logAlbumInfo(albumName, artistName)
Function that logs the album info
in a table.
Parameters:
| Name | Type | Description |
|---|---|---|
albumName |
name of the album we want. | |
artistName |
name of the artist of the album. |
logAlbumTracks(albumName, artistName)
Method that logs the album tracks in
a table.
Parameters:
| Name | Type | Description |
|---|---|---|
albumName |
name of the album. | |
artistName |
name of the artist. |
logArtistAlbums(artistName)
Method that logs the artists albums in
a table.
Parameters:
| Name | Type | Description |
|---|---|---|
artistName |
logArtistTopTracks(artistName)
Logs the artist top ten tracks in
a table.
Parameters:
| Name | Type | Description |
|---|---|---|
artistName |
logTableData(data)
Auxiliary function used to log a table
with the given data.
Parameters:
| Name | Type | Description |
|---|---|---|
data |
playTrackPreview(trackName, artistName, albumName)
This method opens a browser with the specified
song
Parameters:
| Name | Type | Description |
|---|---|---|
trackName |
||
artistName |
||
albumName |
retrieveDataSyncFrom(promise) → {*}
Auxiliary method used to retrieve
data in a synchronous way from
a promise.
Parameters:
| Name | Type | Description |
|---|---|---|
promise |
Spotify promise. |
Returns:
the data retrieved.
- Type
- *
synchronizePromise(fn)
Auxiliar method used to
synchronize the spotify promise.
Parameters:
| Name | Type | Description |
|---|---|---|
fn |


|
| void | Launch (DialogResult newResult) |
| |
| IEnumerator | RunDialogOverTime () |
| | Opens dialog, waits for input, then closes More...
|
| |
| virtual IEnumerator | OpenDialog () |
| | Opens the dialog - state must be set to WaitingForInput afterwards Overridden in inherited class. More...
|
| |
| virtual IEnumerator | CloseDialog () |
| | Closes the dialog - state must be set to Closed afterwards More...
|
| |
| virtual void | UpdateDialog () |
| | Perform any updates (animation, tagalong, etc) here This will be called every frame while waiting for input More...
|
| |
| abstract void | GenerateButtons () |
| | Generates buttons - Must parent them under buttonParent! More...
|
| |
| abstract void | FinalizeLayout () |
| | This is called after the buttons are generated and the title and message have been set. More...
|
| |
| abstract void | SetTitleAndMessage () |
| | Set the title and message using the result E.g. More...
|
| |
◆ CloseDialog()
| virtual IEnumerator Microsoft.MixedReality.Toolkit.Experimental.Dialog.Dialog.CloseDialog |
( |
| ) |
|
|
protectedvirtual |
Closes the dialog - state must be set to Closed afterwards
◆ FinalizeLayout()
| abstract void Microsoft.MixedReality.Toolkit.Experimental.Dialog.Dialog.FinalizeLayout |
( |
| ) |
|
|
protectedpure virtual |
◆ GenerateButtons()
| abstract void Microsoft.MixedReality.Toolkit.Experimental.Dialog.Dialog.GenerateButtons |
( |
| ) |
|
|
protectedpure virtual |
◆ Launch()
| void Microsoft.MixedReality.Toolkit.Experimental.Dialog.Dialog.Launch |
( |
DialogResult |
newResult | ) |
|
|
protected |
◆ Open() [1/2]
| static Dialog Microsoft.MixedReality.Toolkit.Experimental.Dialog.Dialog.Open |
( |
GameObject |
dialogPrefab, |
|
|
DialogButtonType |
buttons, |
|
|
string |
title, |
|
|
string |
message, |
|
|
bool |
placeForNearInteraction, |
|
|
System.Object |
variable = null |
|
) |
| |
|
static |
Instantiates a dialog and passes a generated result
- Parameters
-
| dialogPrefab | Dialog prefab |
| buttons | button configuration type which is defined in DialogButtonType enum |
| title | Title text of the dialog |
| message | Description text of the dialog |
| variable | Object with additional variable |
◆ Open() [2/2]
| static Dialog Microsoft.MixedReality.Toolkit.Experimental.Dialog.Dialog.Open |
( |
GameObject |
dialogPrefab, |
|
|
DialogResult |
result |
|
) |
| |
|
static |
Instantiates a dialog and passes it a result
- Parameters
-
| dialogPrefab | Dialog prefab |
| result | DialogResult class object which contains information such as title and description text |
◆ OpenDialog()
| virtual IEnumerator Microsoft.MixedReality.Toolkit.Experimental.Dialog.Dialog.OpenDialog |
( |
| ) |
|
|
protectedvirtual |
Opens the dialog - state must be set to WaitingForInput afterwards Overridden in inherited class.
Perform any change here that you'd like to have when the dialog opened.
◆ RunDialogOverTime()
| IEnumerator Microsoft.MixedReality.Toolkit.Experimental.Dialog.Dialog.RunDialogOverTime |
( |
| ) |
|
|
protected |
Opens dialog, waits for input, then closes
◆ SetTitleAndMessage()
| abstract void Microsoft.MixedReality.Toolkit.Experimental.Dialog.Dialog.SetTitleAndMessage |
( |
| ) |
|
|
protectedpure virtual |
◆ UpdateDialog()
| virtual void Microsoft.MixedReality.Toolkit.Experimental.Dialog.Dialog.UpdateDialog |
( |
| ) |
|
|
protectedvirtual |
Perform any updates (animation, tagalong, etc) here This will be called every frame while waiting for input
◆ OnClosed
| Action<DialogResult> Microsoft.MixedReality.Toolkit.Experimental.Dialog.Dialog.OnClosed |
Called after user has clicked a button and the dialog has finished closing
◆ result
| DialogResult Microsoft.MixedReality.Toolkit.Experimental.Dialog.Dialog.result |
|
protected |
◆ Result
| DialogResult Microsoft.MixedReality.Toolkit.Experimental.Dialog.Dialog.Result |
|
get |
Can be used to monitor result instead of events
◆ State
The current state of the Dialog.
The documentation for this class was generated from the following file:
- C:/Users/Thomas Peters/UnityProjects/MoveToCode/Assets/MRTK/SDK/Experimental/Dialog/Scripts/Dialog.cs


IP Address Tracker
IP Address
Location
Timezone
ISP
Challenge by
Frontend Mentor
. Coded by
Christian Ndu
.


Design patterns are reusable solutions to commonly occurring problems in software design. Let’s take a look at how they work and explore some popular JavaScript design patterns.
As a good JavaScript developer, you strive to write clean, healthy, and maintainable code. You solve interesting challenges that, while unique, don’t necessarily require unique solutions. You’ve likely found yourself writing code that looks similar to the solution of an entirely different problem you’ve handled before. You may not know it, but you’ve used a JavaScript design pattern. Design patterns are reusable solutions to commonly occurring problems in software design.
During any language’s lifespan, many such reusable solutions are made and tested by a large number of developers from that language’s community. It is because of this combined experience of many developers that such solutions are so useful because they help us write code in an optimized way while at the same time solving the problem at hand.
The main benefits we get from design patterns are the following:
I know you’re ready to jump in at this point, but before you learn all about design patterns, let’s review some JavaScript basics.
JavaScript is one of the most popular programming languages for web development today. It was initially made as a sort of a “glue" for various displayed HTML elements, known as a client-side scripting language, for one of the initial web browsers. Called Netscape Navigator, it could only display static HTML at the time. As you might assume, the idea of such a scripting language led to browser wars between the big players in the browser development industry back then, such as Netscape Communications (today Mozilla), Microsoft, and others.
Each of the big players wanted to push through their own implementation of this scripting language, so Netscape made JavaScript (actually, Brendan Eich did), Microsoft made JScript, and so forth. As you can image, the differences between these implementations were great, so development for web browsers was made per-browser, with best-viewed-on stickers that came with a web page. It soon became clear that we needed a standard, a cross-browser solution which would unify the development process and simplify the creation of web pages. What they came up with is called ECMAScript.
ECMAScript is a standardized scripting language specification which all modern browsers try to support, and there are multiple implementations (you could say dialects) of ECMAScript. The most popular one is the topic of this article, JavaScript. Since its initial release, ECMAScript has standardized a lot of important things, and for those more interested in the specifics, there is a detailed list of standardized items for each version of the ECMAScript available on Wikipedia. Browser support for ECMAScript versions 6 (ES6) and higher are still incomplete and have to be transpiled to ES5 in order to be fully supported.
In order to fully grasp the contents of this article, let’s make an introduction to some very important language characteristics that we need to be aware of before diving into JavaScript design patterns. If someone were to ask you “What is JavaScript?" you might answer somewhere in the lines of:
JavaScript is a lightweight, interpreted, object-oriented programming language with first-class functions most commonly known as a scripting language for web pages.
The aforementioned definition means to say that JavaScript code has a low memory footprint, is easy to implement, and easy to learn, with a syntax similar to popular languages such as C++ and Java. It is a scripting language, which means that its code is interpreted instead of compiled. It has support for procedural, object-oriented, and functional programming styles, which makes it very flexible for developers.
So far, we have taken a look at all of the characteristics which sound like many other languages out there, so let’s take a look at what is specific about JavaScript in regard to other languages. I am going to list a few characteristics and give my best shot at explaining why they deserve special attention.
This characteristic used to be troublesome for me to grasp when I was just starting with JavaScript, as I came from a C/C++ background. JavaScript treats functions as first-class citizens, meaning you can pass functions as parameters to other functions just like you would any other variable.
function performOperation(a, b, cb) {
var c = a + b;
cb(c);
}
performOperation(2, 3, function(result) {
console.log("The result of the operation is " + result);
})
As is the case with many other object-oriented languages, JavaScript supports objects, and one of the first terms that comes to mind when thinking about objects is classes and inheritance. This is where it gets a little tricky, as the language doesn’t support classes in its plain language form but rather uses something called prototype-based or instance-based inheritance.
It is just now, in ES6, that the formal term class is introduced, which means that the browsers still don’t support this (if you remember, as of writing, the last fully supported ECMAScript version is 5.1). It is important to note, however, that even though the term “class" is introduced into JavaScript, it still utilizes prototype-based inheritance under the hood.
Prototype-based programming is a style of object-oriented programming in which behavior reuse (known as inheritance) is performed via a process of reusing existing objects via delegations that serve as prototypes. We will dive into more detail with this once we get to the design patterns section of the article, as this characteristic is used in a lot of JavaScript design patterns.
If you have experience working with JavaScript, you are surely familiar with the term callback function. For those not familiar with the term, a callback function is a function sent as a parameter (remember, JavaScript treats functions as first-class citizens) to another function and gets executed after an event fires. This is usually used for subscribing to events such as a mouse click or a keyboard button press.
Each time an event, which has a listener attached to it, fires (otherwise the event is lost), a message is being sent to a queue of messages which are being processed synchronously, in a FIFO manner (first-in-first-out). This is called the event loop.
Each of the messages on the queue has a function associated with it. Once a message is dequeued, the runtime executes the function completely before processing any other message. This is to say, if a function contains other function calls, they are all performed prior to processing a new message from the queue. This is called run-to-completion.
while (queue.waitForMessage()) {
queue.processNextMessage();
}
The queue.waitForMessage()
synchronously waits for new messages. Each of the messages being processed has its own stack and is processed until the stack is empty. Once it finishes, a new message is processed from the queue, if there is one.
You might have also heard that JavaScript is non-blocking, meaning that when an asynchronous operation is being performed, the program is able to process other things, such as receiving user input, while waiting for the asynchronous operation to complete, not blocking the main execution thread. This is a very useful property of JavaScript and a whole article could be written just on this topic; however, it is outside of the scope of this article.
As I said before, design patterns are reusable solutions to commonly occurring problems in software design. Let’s take a look at some of the categories of design patterns.
How does one create a pattern? Let’s say you recognized a commonly occurring problem, and you have your own unique solution to this problem, which isn’t globally recognized and documented. You use this solution every time you encounter this problem, and you think that it’s reusable and that the developer community could benefit from it.
Does it immediately become a pattern? Luckily, no. Oftentimes, one may have good code writing practices and simply mistake something that looks like a pattern for one when, in fact, it is not a pattern.
How can you know when what you think you recognize is actually a design pattern?
By getting other developers’ opinions about it, by knowing about the process of creating a pattern itself, and by making yourself well acquainted with existing patterns. There is a phase a pattern has to go through before it becomes a full-fledged pattern, and this is called a proto-pattern.
A proto-pattern is a pattern-to-be if it passes a certain period of testing by various developers and scenarios where the pattern proves to be useful and gives correct results. There is quite a large amount of work and documentation—most of which is outside the scope of this article—to be done in order to make a fully-fledged pattern recognized by the community.
As a design pattern represents good practice, an anti-pattern represents bad practice.
An example of an anti-pattern would be modifying the Object
class prototype. Almost all objects in JavaScript inherit from Object
(remember that JavaScript uses prototype-based inheritance) so imagine a scenario where you altered this prototype. Changes to the Object
prototype would be seen in all of the objects that inherit from this prototype—which would be most JavaScript objects. This is a disaster waiting to happen.
Another example, similar to one mentioned above, is modifying objects that you don’t own. An example of this would be overriding a function from an object used in many scenarios throughout the application. If you are working with a large team, imagine the confusion this would cause; you’d quickly run into naming collisions, incompatible implementations, and maintenance nightmares.
Similar to how it is useful to know about all of the good practices and solutions, it is also very important to know about the bad ones too. This way, you can recognize them and avoid making the mistake up front.
Design patterns can be categorized in multiple ways, but the most popular one is the following:
These patterns deal with object creation mechanisms which optimize object creation compared to a basic approach. The basic form of object creation could result in design problems or in added complexity to the design. Creational design patterns solve this problem by somehow controlling object creation. Some of the popular design patterns in this category are:
These patterns deal with object relationships. They ensure that if one part of a system changes, the entire system doesn’t need to change along with it. The most popular patterns in this category are:
These types of patterns recognize, implement, and improve communication between disparate objects in a system. They help ensure that disparate parts of a system have synchronized information. Popular examples of these patterns are:
These types of design patterns deal with multi-threaded programming paradigms. Some of the popular ones are:
Design patterns which are used for architectural purposes. Some of the most famous ones are:
In the following section, we are going to take a closer look at some of the aforementioned design patterns with examples provided for better understanding.
Each of the design patterns represents a specific type of solution to a specific type of problem. There is no universal set of patterns that is always the best fit. We need to learn when a particular pattern will prove useful and whether it will provide actual value. Once we are familiar with the patterns and scenarios they are best suited for, we can easily determine whether or not a specific pattern is a good fit for a given problem.
Remember, applying the wrong pattern to a given problem could lead to undesirable effects such as unnecessary code complexity, unnecessary overhead on performance, or even the spawning of a new anti-pattern.
These are all important things to consider when thinking about applying a design pattern to our code. We are going to take a look at some of the design patterns I personally found useful and believe every senior JavaScript developer should be familiar with.
When thinking about classical object-oriented languages, a constructor is a special function in a class which initializes an object with some set of default and/or sent-in values.
Common ways to create objects in JavaScript are the three following ways:
var instance = {};
var instance = Object.create(Object.prototype);
var instance = new Object();
After creating an object, there are four ways (since ES3) to add properties to these objects. They are the following:
instance.key = "A key's value";
instance["key"] = "A key's value";
Object.defineProperty(instance, "key", {
value: "A key's value",
writable: true,
enumerable: true,
configurable: true
});
Object.defineProperties(instance, {
"firstKey": {
value: "First key's value",
writable: true
},
"secondKey": {
value: "Second key's value",
writable: false
}
});
The most popular way to create objects is the curly brackets and, for adding properties, the dot notation or square brackets. Anyone with any experience with JavaScript has used them.
We mentioned earlier that JavaScript doesn’t support native classes, but it does support constructors through the use of a “new" keyword prefixed to a function call. This way, we can use the function as a constructor and initialize its properties the same way we would with a classic language constructor.
function Person(name, age, isDeveloper) {
this.name = name;
this.age = age;
this.isDeveloper = isDeveloper || false;
this.writesCode = function() {
console.log(this.isDeveloper? "This person does write code" : "This person does not write code");
}
}
var person1 = new Person("Bob", 38, true);
var person2 = new Person("Alice", 32);
person1.writesCode();
person2.writesCode();
However, there is still room for improvement here. If you’ll remember, I mentioned previously that JavaScript uses prototype-based inheritance. The problem with the previous approach is that the method writesCode
gets redefined for each of the instances of the Person
constructor. We can avoid this by setting the method into the function prototype:
function Person(name, age, isDeveloper) {
this.name = name;
this.age = age;
this.isDeveloper = isDeveloper || false;
}
Person.prototype.writesCode = function() {
console.log(this.isDeveloper? "This person does write code" : "This person does not write code");
}
var person1 = new Person("Bob", 38, true);
var person2 = new Person("Alice", 32);
person1.writesCode();
person2.writesCode();
Now, both instances of the Person
constructor can access a shared instance of the writesCode()
method.
As far as peculiarities go, JavaScript never ceases to amaze. Another peculiar thing to JavaScript (at least as far as object-oriented languages go) is that JavaScript does not support access modifiers. In a classical OOP language, a user defines a class and determines access rights for its members. Since JavaScript in its plain form supports neither classes nor access modifiers, JavaScript developers figured out a way to mimic this behavior when needed.
Before we go into the module pattern specifics, let’s talk about the concept of closure. A closure is a function with access to the parent scope, even after the parent function has closed. They help us mimic the behavior of access modifiers through scoping. Let’s show this via an example:
var counterIncrementer = (function() {
var counter = 0;
return function() {
return ++counter;
};
})();
console.log(counterIncrementer());
console.log(counterIncrementer());
console.log(counterIncrementer());
As you can see, by using the IIFE, we have tied the counter variable to a function which was invoked and closed but can still be accessed by the child function that increments it. Since we cannot access the counter variable from outside of the function expression, we made it private through scoping manipulation.
Using the closures, we can create objects with private and public parts. These are called modules and are very useful whenever we want to hide certain parts of an object and only expose an interface to the user of the module. Let’s show this in an example:
var collection = (function() {
var objects = [];
return {
addObject: function(object) {
objects.push(object);
},
removeObject: function(object) {
var index = objects.indexOf(object);
if (index >= 0) {
objects.splice(index, 1);
}
},
getObjects: function() {
return JSON.parse(JSON.stringify(objects));
}
};
})();
collection.addObject("Bob");
collection.addObject("Alice");
collection.addObject("Franck");
console.log(collection.getObjects());
collection.removeObject("Alice");
console.log(collection.getObjects());
The most useful thing that this pattern introduces is the clear separation of private and public parts of an object, which is a concept very similar to developers coming from a classical object-oriented background.
However, not everything is so perfect. When you wish to change the visibility of a member, you need to modify the code wherever you have used this member because of the different nature of accessing public and private parts. Also, methods added to the object after their creation cannot access the private members of the object.
This pattern is an improvement made to the module pattern as illustrated above. The main difference is that we write the entire object logic in the private scope of the module and then simply expose the parts we want to be public by returning an anonymous object. We can also change the naming of private members when mapping private members to their corresponding public members.
var namesCollection = (function() {
var objects = [];
function addObject(object) {
objects.push(object);
}
function removeObject(object) {
var index = objects.indexOf(object);
if (index >= 0) {
objects.splice(index, 1);
}
}
function getObjects() {
return JSON.parse(JSON.stringify(objects));
}
return {
addName: addObject,
removeName: removeObject,
getNames: getObjects
};
})();
namesCollection.addName("Bob");
namesCollection.addName("Alice");
namesCollection.addName("Franck");
console.log(namesCollection.getNames());
namesCollection.removeName("Alice");
console.log(namesCollection.getNames());
The revealing module pattern is one of at least three ways in which we can implement a module pattern. The differences between the revealing module pattern and the other variants of the module pattern are primarily in how public members are referenced. As a result, the revealing module pattern is much easier to use and modify; however, it may prove fragile in certain scenarios, like using RMP objects as prototypes in an inheritance chain. The problematic situations are the following:
The singleton pattern is used in scenarios when we need exactly one instance of a class. For example, we need to have an object which contains some configuration for something. In these cases, it is not necessary to create a new object whenever the configuration object is required somewhere in the system.
var singleton = (function() {
var config;
function initializeConfiguration(values){
this.randomNumber = Math.random();
values = values || {};
this.number = values.number || 5;
this.size = values.size || 10;
}
return {
getConfig: function(values) {
if (config === undefined) {
config = new initializeConfiguration(values);
}
return config;
}
};
})();
var configObject = singleton.getConfig({ "size": 8 });
console.log(configObject);
var configObject1 = singleton.getConfig({ "number": 8 });
console.log(configObject1);
As you can see in the example, the random number generated is always the same, as well as the config values sent in.
It is important to note that the access point for retrieving the singleton value needs to be only one and very well known. A downside to using this pattern is that it is rather difficult to test.
The observer pattern is a very useful tool when we have a scenario where we need to improve the communication between disparate parts of our system in an optimized way. It promotes loose coupling between objects.
There are various versions of this pattern, but in its most basic form, we have two main parts of the pattern. The first is a subject and the second is observers.
A subject handles all of the operations regarding a certain topic that the observers subscribe to. These operations subscribe an observer to a certain topic, unsubscribe an observer from a certain topic, and notify observers about a certain topic when an event is published.
However, there is a variation of this pattern called the publisher/subscriber pattern, which I am going to use as an example in this section. The main difference between a classical observer pattern and the publisher/subscriber pattern is that publisher/subscriber promotes even more loose coupling then the observer pattern does.
In the observer pattern, the subject holds the references to the subscribed observers and calls methods directly from the objects themselves whereas, in the publisher/subscriber pattern, we have channels, which serve as a communication bridge between a subscriber and a publisher. The publisher fires an event and simply executes the callback function sent for that event.
I am going to display a short example of the publisher/subscriber pattern, but for those interested, a classic observer pattern example can be easily found online.
var publisherSubscriber = {};
(function(container) {
var id = 0;
container.subscribe = function(topic, f) {
if (!(topic in container)) {
container[topic] = [];
}
container[topic].push({
"id": ++id,
"callback": f
});
return id;
}
container.unsubscribe = function(topic, id) {
var subscribers = [];
for (var subscriber of container[topic]) {
if (subscriber.id !== id) {
subscribers.push(subscriber);
}
}
container[topic] = subscribers;
}
container.publish = function(topic, data) {
for (var subscriber of container[topic]) {
subscriber.callback(data);
}
}
})(publisherSubscriber);
var subscriptionID1 = publisherSubscriber.subscribe("mouseClicked", function(data) {
console.log("I am Bob's callback function for a mouse clicked event and this is my event data: " + JSON.stringify(data));
});
var subscriptionID2 = publisherSubscriber.subscribe("mouseHovered", function(data) {
console.log("I am Bob's callback function for a hovered mouse event and this is my event data: " + JSON.stringify(data));
});
var subscriptionID3 = publisherSubscriber.subscribe("mouseClicked", function(data) {
console.log("I am Alice's callback function for a mouse clicked event and this is my event data: " + JSON.stringify(data));
});
publisherSubscriber.publish("mouseClicked", {"data": "data1"});
publisherSubscriber.publish("mouseHovered", {"data": "data2"});
publisherSubscriber.unsubscribe("mouseClicked", subscriptionID3);
publisherSubscriber.publish("mouseClicked", {"data": "data1"});
publisherSubscriber.publish("mouseHovered", {"data": "data2"});
This design pattern is useful in situations when we need to perform multiple operations on a single event being fired. Imagine you have a scenario where we need to make multiple AJAX calls to a back-end service and then perform other AJAX calls depending on the result. You would have to nest the AJAX calls one within the other, possibly entering into a situation known as callback hell. Using the publisher/subscriber pattern is a much more elegant solution.
A downside to using this pattern is difficult testing of various parts of our system. There is no elegant way for us to know whether or not the subscribing parts of the system are behaving as expected.
We will briefly cover a pattern which is also very useful when talking about decoupled systems. When we have a scenario where multiple parts of a system need to communicate and be coordinated, perhaps a good solution would be to introduce a mediator.
A mediator is an object which is used as a central point for communication between disparate parts of a system and handles the workflow between them. Now, it is important to stress out that it handles workflow. Why is this important?
Because there is a large similarity with the publisher/subscriber pattern. You might ask yourself, OK, so these two patterns both help implement better communication between objects… What is the difference?
The difference is that a mediator handles the workflow, whereas the publisher/subscriber uses something called a “fire and forget" type of communication. The publisher/subscriber is simply an event aggregator, meaning it simply takes care of firing the events and letting the correct subscribers know which events were fired. The event aggregator does not care what happens once an event was fired, which is not the case with a mediator.
A nice example of a mediator is a wizard type of interface. Let’s say you have a large registration process for a system you have worked on. Oftentimes, when a lot of information is required from a user, it is a good practice to break this down into multiple steps.
This way, the code will be a lot cleaner (easier to maintain) and the user isn’t overwhelmed by the amount of information which is requested just in order to finish the registration. A mediator is an object which would handle the registration steps, taking into account different possible workflows that might happen due to the fact that each user could potentially have a unique registration process.
The obvious benefit from this design pattern is improved communication between different parts of a system, which now all communicate through the mediator and cleaner codebase.
A downside would be that now we have introduced a single point of failure into our system, meaning if our mediator fails, the entire system could stop working.
As we have already mentioned throughout the article, JavaScript does not support classes in its native form. Inheritance between objects is implemented using prototype-based programming.
It enables us to create objects which can serve as a prototype for other objects being created. The prototype object is used as a blueprint for each object the constructor creates.
As we have already talked about this in the previous sections, let’s show a simple example of how this pattern might be used.
var personPrototype = {
sayHi: function() {
console.log("Hello, my name is " + this.name + ", and I am " + this.age);
},
sayBye: function() {
console.log("Bye Bye!");
}
};
function Person(name, age) {
name = name || "John Doe";
age = age || 26;
function constructorFunction(name, age) {
this.name = name;
this.age = age;
};
constructorFunction.prototype = personPrototype;
var instance = new constructorFunction(name, age);
return instance;
}
var person1 = Person();
var person2 = Person("Bob", 38);
person1.sayHi();
person2.sayHi();
Take notice how prototype inheritance makes a performance boost as well because both objects contain a reference to the functions which are implemented in the prototype itself, instead of in each of the objects.
The command pattern is useful in cases when we want to decouple objects executing the commands from objects issuing the commands. For example, imagine a scenario where our application is using a large number of API service calls. Then, let’s say that the API services change. We would have to modify the code wherever the APIs that changed are called.
This would be a great place to implement an abstraction layer, which would separate the objects calling an API service from the objects which are telling them when to call the API service. This way, we avoid modification in all of the places where we have a need to call the service, but rather have to change only the objects which are making the call itself, which is only one place.
As with any other pattern, we have to know when exactly is there a real need for such a pattern. We need to be aware of the tradeoff we are making, as we are adding an additional abstraction layer over the API calls, which will reduce performance but potentially save a lot of time when we need to modify objects executing the commands.
var invoker = {
add: function(x, y) {
return x + y;
},
subtract: function(x, y) {
return x - y;
}
}
var manager = {
execute: function(name, args) {
if (name in invoker) {
return invoker[name].apply(invoker, [].slice.call(arguments, 1));
}
return false;
}
}
console.log(manager.execute("add", 3, 5));
console.log(manager.execute("subtract", 5, 3));
The facade pattern is used when we want to create an abstraction layer between what is shown publicly and what is implemented behind the curtain. It is used when an easier or simpler interface to an underlying object is desired.
A great example of this pattern would be selectors from DOM manipulation libraries such as jQuery, Dojo, or D3. You might have noticed using these libraries that they have very powerful selector features; you can write in complex queries such as:
jQuery(".parent .child div.span")
It simplifies the selection features a lot, and even though it seems simple on the surface, there is an entire complex logic implemented under the hood in order for this to work.
We also need to be aware of the performance-simplicity tradeoff. It is desirable to avoid extra complexity if it isn’t beneficial enough. In the case of the aforementioned libraries, the tradeoff was worth it, as they are all very successful libraries.
Design patterns are a very useful tool which any senior JavaScript developer should be aware of. Knowing the specifics regarding design patterns could prove incredibly useful and save you a lot of time in any project’s lifecycle, especially the maintenance part. Modifying and maintaining systems written with the help of design patterns which are a good fit for the system’s needs could prove invaluable.
In order to keep the article relatively brief, we will not be displaying any more examples. For those interested, a great inspiration for this article came from the Gang of Four book Design Patterns: Elements of Reusable Object-Oriented Software and Addy Osmani’s Learning JavaScript Design Patterns. I highly recommend both books.


{% load static i18n %}
Use this document as a way to quick start any new project.
{% block aboutarea %}In 2003, I had my first brief Human Design reading. Finally someone was able to explain to me precisely why I was so busy all the time. Astrology and numerology gave me generalities, and now Human Design gave me specifics that I found wondrous.
Tell me moreEvery consultation includes a personalized body graph, representing shorthand for the fundamentals of who you are and how you operate in the world. This chart is yours for the asking.
Learn the language of human design and gain a concise definition of all of the major terms, including Types, Centers, Channels, Authority and Profiles. With the help of an Introduction, you can begin to read your Human Design chart.
A 30-minute discussion can change the way you make deciscions. Having a conversation about your Type and Center can transform your day-to-day decision-making strategy.
Having access to personalized information raises consciousness. A short reading could expand your awareness and give you special insight into your specific energy flow.
The biggest question I get from clients is, "What's next?" Experience is the best teacher, but I'm hear to guide you along the way. As a client, you'll find me available whenever you need.
Attain a sense of abundance. Learn to build healthy, eternal relationships. Discover opportunities that awaken your inner abilities. Lose the stress and become intrinsically healthy. Discover your birthright for abundance and inner peace. All and more in this e-book.
Books sold
Readings
Happy clients
Satisfaction
I found Cathie because I was at a roadblock in my life. After a few sessions, I learned constructive strategies for financial independence and personal wellbeing. Cathie helped me find piece and tranquility in everything you do.
CEO at Google
Cathie helped me find my purpose. She helped me look inward and gave me the foundations for looking outward.
Almost President
For the unsure
For the curious
For the introspective
For the experienced
A little insight a day can make a lot of your problems go away.
Dream interpretation has many forms; it can be done for the sake of fun, hobby or can be taken up as a serious career.
Dreams of going on vacation may actually be an alternate reality where you're having a good time.
So many of us are demotivated to achieve anything. Recent discoveries suggest that if you had a time machine, things would be different.


{{> geolocation}}
{{> title}}
{{> control_panel}}
{{alert_message}}
{{{alert}}}
{{> title}}
{{> control_panel }}
{{alert_message}}
{{geolocation_status}}
{{speed}}
{{estimated_time}}
{{alert_time}}
current speed
estimated time
time until alert
Jim McGowan


Geofency Adapter Settings |
| atHome | |||||
| activate_server | |||||
| port | |||||
| ssl | |||||
| Public certificate | |||||
| Private certificate | |||||
| user | |||||
| password |
geofency is listening for events on this port
set username and password for authentication of your geofency device. Use the same values in your mobile app webhook settings
download geofency for your device
* see Geofency website
* for any new location -> properties -> webhook settings:
-> URL for entry & exit: <your ioBroker Domain>:<port from above>/<any location name>
-> Post Format: JSON-encoded: enabled
-> authentication: set user / password from above


Welcome to my Portfolio Website. Currently I am an Educational program and marketing consultant. I provide technical training program development, marketing, and management services for Technical Programs (UX Design, Digital Marketing, and Front-end Development) for Monroe Community College. These three technologies can each get very specialized. But all of these technologies to to co-exist.
This Portfolio is representative of my current interests in technology. There are three portfolio showcased: Digital Marketing, UX Design, and Front-end development. Although it may seem that these are separate technologies there are a lot of overlaps and interdependence among them. When all three of these disciplines are applied the synergism can lead to great online experiences.
My name is Gerald J Ringer. I am married with three boys, and live in Orange County California. I started off in Corporate Sales, then crossed over to Technical Training (MCSE, CCNA, MCT, CTT). I specialize in Workforce Development and Technology Career Training Programs. Currently, I am managing Technical Programs for Monroe Community College.
I have BS degree in marketing and a Masters degree in Instructional Design Technology (MSIDT). During the last 10 years, I have developed and managed over 50 training programs. Currently I am a technology consultant, and contract program developer for various Community Colleges and Universities
Coto de Caza
Gerald Ringer


|
MoveToCode
|
Default primary pointer selector. More...
Public Member Functions | |
| void | Initialize () |
| Called on initialization of the focus provider to initialize the selector. More... | |
| void | Destroy () |
| Called on destruction of the focus provider to destroy the selector. More... | |
| void | RegisterPointer (IMixedRealityPointer pointer) |
| Registers a pointer with the selector. More... | |
| void | UnregisterPointer (IMixedRealityPointer pointer) |
| Unregisters a pointer with the selector. More... | |
| virtual IMixedRealityPointer | Update () |
| Called from the focus provider after updating pointers to obtain the new primary pointer. More... | |
Default primary pointer selector.
The primary pointer is chosen among all interaction enabled ones using the following rules in order:
| void Microsoft.MixedReality.Toolkit.Input.DefaultPrimaryPointerSelector.Destroy | ( | ) |
Called on destruction of the focus provider to destroy the selector.
Implements Microsoft.MixedReality.Toolkit.Input.IMixedRealityPrimaryPointerSelector.
| void Microsoft.MixedReality.Toolkit.Input.DefaultPrimaryPointerSelector.Initialize | ( | ) |
Called on initialization of the focus provider to initialize the selector.
Implements Microsoft.MixedReality.Toolkit.Input.IMixedRealityPrimaryPointerSelector.
| void Microsoft.MixedReality.Toolkit.Input.DefaultPrimaryPointerSelector.RegisterPointer | ( | IMixedRealityPointer | pointer | ) |
Registers a pointer with the selector.
Implements Microsoft.MixedReality.Toolkit.Input.IMixedRealityPrimaryPointerSelector.
| void Microsoft.MixedReality.Toolkit.Input.DefaultPrimaryPointerSelector.UnregisterPointer | ( | IMixedRealityPointer | pointer | ) |
Unregisters a pointer with the selector.
Implements Microsoft.MixedReality.Toolkit.Input.IMixedRealityPrimaryPointerSelector.
|
virtual |
Called from the focus provider after updating pointers to obtain the new primary pointer.
Implements Microsoft.MixedReality.Toolkit.Input.IMixedRealityPrimaryPointerSelector.


{% extends "/base.html" %} {% block content %}
This web site agrees to the following:
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Cookies may be used to remember visitor information when interacting with the web site.
Third-party companies may also use cookies for tracking purposes.
The information is used to enhance the vistor's experience when using the web site to display personalized content and possibly advertising.
The information will not be sold, rented or leased to third-parties, except possibly in anonymized aggregate form.
Visitors may be able to block cookies or JavaScript via their browser settings but this may prevent them from accessing certain features of the web site.
This Privacy Policy may be amended from time to time with or without notice to visitors.
{% endblock %}


{{job.title}}
{{job.company.name}}
Start Date: {{job.startDate.month}}/{{job.startDate.year}}
End Date: {{job.endDate.month}}/{{job.endDate.year}}
{{education.schoolName}}
{{education.degree}}
{{education.fieldOfStudy}}
{{skills.skill.name}}


EBD - Easton Bible DIctionary
Ammon
AMMON
"AMMON "another form of the name Ben-ammi, the son of Lot (
Genesis 19:38
). This name is also used for his posterity (
Psalm 83:7
).
"AMMON "another form of the name Ben-ammi, the son of Lot (Genesis 19:38). This name is also used for his posterity (Psalm 83:7).


As described in the main manuscript, in this first component we declare all model input variables and set their values. The R
script running the analysis of this component is the 01_model_inputs.R file in the R
directory. To load the parameters, we run
library(darthpack)
l_params_all <- load_all_params()
The input to inform the values is divided in three categories: external, estimated, and calibrated. The majority of the Sick-Sicker model parameters are informed by external data. Only three parameter values need to be estimated using model calibration.
In this component, we start with the general setup of the model, specifying among others the time horizon, name and number of health states, proportion of the cohort in each of the different health states at the start of the simulation and discount rates. The next step is to specify the external parameters. The initial model parameter values and R
variable names are presented in Table 1.1.
| Parameter | R name | Value |
|---|---|---|
| Time horizon (\(n_t\)) | n_t |
75 years |
| Names of health states (\(n\)) | v_n |
H, S1, S2, D |
| Annual discount rate (costs/QALYs) |
d_c /d_e
|
3% |
| Annual transition probabilities | ||
| - Disease onset (H to S1) | p_HS1 |
0.15 |
| - Recovery (S1 to H) | p_S1H |
0.5 |
| - Disease progression (S1 to S2) in the time-homogenous model | p_S1S2 |
0.105 |
| Annual mortality | ||
| - All-cause mortality (H to D) | p_HD |
age-specific |
| - Hazard rate ratio of death in S1 vs H | hr_S1 |
3 |
| - Hazard rate ratio of death in S2 vs H | hr_S2 |
3 |
| Annual costs | ||
| - Healthy individuals | c_H |
$2,000 |
| - Sick individuals in S1 | c_S1 |
$4,000 |
| - Sick individuals in S2 | c_S2 |
$15,000 |
| - Dead individuals | c_D |
$0 |
| - Additional costs of sick individuals treated in S1 or S2 | c_Trt |
$12,000 |
| Utility weights | ||
| - Healthy individuals | u_H |
1.00 |
| - Sick individuals in S1 | u_S1 |
0.75 |
| - Sick individuals in S2 | u_S2 |
0.50 |
| - Dead individuals | u_D |
0.00 |
| Intervention effect | ||
| - Utility for treated individuals in S1 | u_Trt |
0.95 |
Age-specific background mortality for healthy individuals is represented by the US population in 2015 and obtained from the Human Mortality database. This information is stored in a file named all_cause_mortality.rda in the data directory. Based on this .csv file a vector with mortality rates by age is created using the load_mort_data
function in the 01_model_inputs_functions.R script. This function gives us the flexibility to easily import data from other countries or years.
print.function(load_mort_data) # print the function
#> function(file = NULL){
#> # Load mortality data from file
#> if(!is.null(file)) {
#> df_r_mort_by_age <- read.csv(file = file)}
#> else{
#> df_r_mort_by_age <- all_cause_mortality
#> }
#> # Vector with mortality rates
#> v_r_mort_by_age <- as.matrix(dplyr::select(df_r_mort_by_age, .data$Total))
#>
#> return(v_r_mort_by_age)
#> }
#> <bytecode: 0x7fdad8902e88>
#> <environment: namespace:darthpack>
Another function in the 01_model_inputs_functions.R script, is the load_all_parms
function. This function, which is actually using the load_mort_data
function, loads all parameters for the decision model from multiple sources and creates a list that contains all parameters and their values.
print.function(load_all_params) # print the function
#> function(file.init = NULL,
#> file.mort = NULL){ # User defined
#> #### Load initial set of initial parameters from .csv file ####
#> if(!is.null(file.init)) {
#> df_params_init <- read.csv(file = file.init)
#> } else{
#> df_params_init <- df_params_init
#> }
#>
#> #### All-cause age-specific mortality from .csv file ####
#> v_r_mort_by_age <- load_mort_data(file = file.mort)
#>
#> l_params_all <- with(as.list(df_params_init), {
#> #### General setup ####
#> v_names_str <- c("No Treatment", "Treatment") # CEA strategies
#> n_str <- length(v_names_str) # Number of strategies
#> v_age_names <- n_age_init:(n_age_init + n_t - 1) # vector with age names
#> v_n <- c("H", "S1", "S2", "D") # vector with the 4 health states of the model:
#> # Healthy (H), Sick (S1), Sicker (S2), Dead (D)
#> n_states <- length(v_n) # number of health states
#> v_s_init <- c(H = 1, S1 = 0, S2 = 0, D = 0) # initial state vector
#> #### Create list with all parameters ####
#> l_params_all <- list(
#> v_names_str = v_names_str,
#> n_str = n_str ,
#> n_age_init = n_age_init,
#> n_t = n_t ,
#> v_age_names = v_age_names,
#> v_n = v_n,
#> n_states = n_states,
#> v_s_init = c(H = 1, S1 = 0, S2 = 0, D = 0),
#> v_r_mort_by_age = v_r_mort_by_age
#> )
#> return(l_params_all)
#> }
#> )
#>
#> l_params_all <- c(l_params_all,
#> df_params_init) # Add initial set of parameters
#> }
#> <bytecode: 0x7fdad88edb70>
#> <environment: namespace:darthpack>
The load_all_params
function is informed by the arguments file.init
and file.mort
. The file.init
argument is a string with the location and name of the file with initial set of parameters. The initial parameter values for our case-study are stored in the df_params_init.rda file located in the data directory. The load_all_params
function read this .csv file into the function environment as a dataframe called, df_params_init
.
The file.mort
argument is a string with the location and name of the file with mortality data. As described before, in our case-study this is the all_cause_mortality.rda file. Within the load_all_parms
function, the load_mort_data
function is used to create a vector with mortality rates from the .csv data.
After loading all the information, the load_all_params
generates a list called,l_params_all
, including all parameters for the model including the general setup parameters and the vector of mortality rates. The function also stores the dataframe df_params_init
with the initial set of parameters in the list. This is all executed in the in the 01_model_inputs.R script by running the code below.
l_params_all <- load_all_params()
For the Sick-Sicker model we do not have to estimate parameters, but we do have three parameters that need to be estimated via model calibration. In this stage of the framework, we simply set these parameters to valid “dummy” values that are compatible with the next phase of the analysis, model implementation, but are ultimately just placeholder values until we conduct the calibration phase. This means that these values will be replaced by the best-fitted calibrated values after we performed the calibration in component 3.
Using a function to create a list of base-case parameters to have all model parameters in a single object is very useful, because this object will have to be updated for the calibration and the different sensitivity analyses in components 3 and 5 of the framework, respectively. Below, we guide you through the components of the function.


In Britain, the day after Christmas is known as Boxing Day. Curiously, the day after Pansy Cradledew Day has not been accorded its own name. A plenary session of the Hooting Yard Miscellaneous Matters Of Towering Importance Committee was convened to address the issue. It was swiftly agreed that a name for the post-Pansy day should be in some way related to “boxing”, but frantic arguments raged for minutes whether the allusion was to packaging or fighting. Some members of the committee wanted to plump immediately for Wrestling Day. They were silenced when member F X Duggleby provided unassailable evidence that the “boxing” referred to boxes, and had not a jot nor tittle to do with contact sports.
This point decided, the committee went into recess, and partook of a superb lunch of shredded watercress and boiled duckpond water, then engaged in post-prandial calisthenics (think trampolines and medicine balls). Brain scans completed, the committee members shuffled back into the Big Overwhelming Hall, with its gleaming linoleum, important-looking wallpaper, and empty birdcages.
The afternoon session reviewed a wide variety of boxes and packaging materials, and eventually voted between two options: Big Unwieldy Crate Day or Jiffy™ Bag Day. The latter was carried by four thousand and eight votes to six.


| Top |
GtkStyleProperties provides the storage for style information that is used by GtkStyleContext and other GtkStyleProvider implementations.
Before style properties can be stored in GtkStyleProperties, they
must be registered with gtk_style_properties_register_property()
.
Unless you are writing a GtkStyleProvider implementation, you
are unlikely to use this API directly, as gtk_style_context_get()
and its variants are the preferred way to access styling information
from widget implementations and theming engine implementations
should use the APIs provided by GtkThemingEngine instead.
GtkStyleProperties has been deprecated in GTK 3.16. The CSS machinery does not use it anymore and all users of this object have been deprecated.
void
gtk_style_properties_clear (GtkStyleProperties *props
);
gtk_style_properties_clear
has been deprecated since version 3.16 and should not be used in newly-written code.
GtkStyleProperties are deprecated.
Clears all style information from props
.
void gtk_style_properties_get (GtkStyleProperties *props
,GtkStateFlags state
,...
);
gtk_style_properties_get
has been deprecated since version 3.16 and should not be used in newly-written code.
GtkStyleProperties are deprecated.
Retrieves several style property values from props
for a
given state.
props |
||
state |
state to retrieve the property values for |
|
... |
property name /return value pairs, followed by |
Since: 3.0
gboolean gtk_style_properties_get_property (GtkStyleProperties *props
,const gchar *property
,GtkStateFlags state
,GValue *value
);
gtk_style_properties_get_property
has been deprecated since version 3.16 and should not be used in newly-written code.
GtkStyleProperties are deprecated.
Gets a style property from props
for the given state. When done with value
,
g_value_unset()
needs to be called to free any allocated memory.
props |
||
property |
style property name |
|
state |
state to retrieve the property value for |
|
value |
return location for the style property value. |
[out][transfer full] |
Since: 3.0
void gtk_style_properties_get_valist (GtkStyleProperties *props
,GtkStateFlags state
,va_list args
);
gtk_style_properties_get_valist
has been deprecated since version 3.16 and should not be used in newly-written code.
GtkStyleProperties are deprecated.
Retrieves several style property values from props
for a given state.
props |
||
state |
state to retrieve the property values for |
|
args |
va_list of property name/return location pairs, followed by |
Since: 3.0
GtkSymbolicColor * gtk_style_properties_lookup_color (GtkStyleProperties *props
,const gchar *name
);
gtk_style_properties_lookup_color
has been deprecated since version 3.8 and should not be used in newly-written code.
GtkSymbolicColor is deprecated.
Returns the symbolic color that is mapped
to name
.
Since: 3.0
gboolean gtk_style_properties_lookup_property (const gchar *property_name
,GtkStylePropertyParser *parse_func
,GParamSpec **pspec
);
gtk_style_properties_lookup_property
has been deprecated since version 3.8 and should not be used in newly-written code.
This code could only look up custom properties and those are deprecated.
Returns TRUE
if a property has been registered, if pspec
or
parse_func
are not NULL
, the GParamSpec and parsing function
will be respectively returned.
[skip]
property_name |
property name to look up |
|
parse_func |
return location for the parse function. |
[out] |
pspec |
return location for the GParamSpec. |
[out][transfer none] |
Since: 3.0
void gtk_style_properties_map_color (GtkStyleProperties *props
,const gchar *name
,GtkSymbolicColor *color
);
gtk_style_properties_map_color
has been deprecated since version 3.8 and should not be used in newly-written code.
GtkSymbolicColor is deprecated.
Maps color
so it can be referenced by name
. See
gtk_style_properties_lookup_color()
Since: 3.0
void gtk_style_properties_merge (GtkStyleProperties *props
,const GtkStyleProperties *props_to_merge
,gboolean replace
);
gtk_style_properties_merge
has been deprecated since version 3.16 and should not be used in newly-written code.
GtkStyleProperties are deprecated.
Merges into props
all the style information contained
in props_to_merge
. If replace
is TRUE
, the values
will be overwritten, if it is FALSE
, the older values
will prevail.
props |
||
props_to_merge |
a second GtkStyleProperties |
|
replace |
whether to replace values or not |
Since: 3.0
GtkStyleProperties *
gtk_style_properties_new (void
);
gtk_style_properties_new
has been deprecated since version 3.16 and should not be used in newly-written code.
GtkStyleProperties are deprecated.
Returns a newly created GtkStyleProperties
gboolean (*GtkStylePropertyParser) (const gchar *string
,GValue *value
,GError **error
);
void gtk_style_properties_register_property (GtkStylePropertyParser parse_func
,GParamSpec *pspec
);
gtk_style_properties_register_property
has been deprecated since version 3.8 and should not be used in newly-written code.
Code should use the default properties provided by CSS.
Registers a property so it can be used in the CSS file format.
This function is the low-level equivalent of
gtk_theming_engine_register_property()
, if you are implementing
a theming engine, you want to use that function instead.
[skip]
parse_func |
parsing function to use, or |
[nullable] |
pspec |
the GParamSpec for the new property |
Since: 3.0
void gtk_style_properties_set (GtkStyleProperties *props
,GtkStateFlags state
,...
);
gtk_style_properties_set
has been deprecated since version 3.16 and should not be used in newly-written code.
GtkStyleProperties are deprecated.
Sets several style properties on props
.
Since: 3.0
void gtk_style_properties_set_property (GtkStyleProperties *props
,const gchar *property
,GtkStateFlags state
,const GValue *value
);
gtk_style_properties_set_property
has been deprecated since version 3.16 and should not be used in newly-written code.
GtkStyleProperties are deprecated.
Sets a styling property in props
.
props |
||
property |
styling property to set |
|
state |
state to set the value for |
|
value |
new value for the property |
Since: 3.0
void gtk_style_properties_set_valist (GtkStyleProperties *props
,GtkStateFlags state
,va_list args
);
gtk_style_properties_set_valist
has been deprecated since version 3.16 and should not be used in newly-written code.
GtkStyleProperties are deprecated.
Sets several style properties on props
.
props |
||
state |
state to set the values for |
|
args |
va_list of property name/value pairs, followed by |
Since: 3.0
void gtk_style_properties_unset_property (GtkStyleProperties *props
,const gchar *property
,GtkStateFlags state
);
gtk_style_properties_unset_property
has been deprecated since version 3.16 and should not be used in newly-written code.
GtkStyleProperties are deprecated.
Unsets a style property in props
.
Since: 3.0


Feature request from user:
Remember coins loaded when hitting “soft or complete logout” AND offer option to load last saved coins (new conditional button above activation - conditional = only displayed if there was anything last time saved). NOTE - differentiate between SPV and Native or just allow SPV quick load only (t o avoid slow down from native deamons, or also do natives but sequential and inform user it will be sequential for natives?)


This page creates tons of circular references, so that you can verify that the browser's garbage collector
collects circularly-referenced objects. This does not test any DOM/COM objects.
You'll need to open up your OS's process manager, or Chromium's process manager, to see the fluctations in memory usage.
Firefox 3.6b4 Win: fluctuates between 187MB - 244MB (~57MB range)
Safari 4.0.4 Win: stays flat (~0KB range)
Opera 10.10 Win: stays flat (~24KB range)
IE6 JScript 5.7 XP SP2 32-bit: stays flat (~0KB range)


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| ID | Name | Sector | CEO | Board of Directors | Stock Exchanges | Turnover | Brief | Actions | ||
|---|---|---|---|---|---|---|---|---|---|---|
| {{company.id}} | {{company.name}} | {{company.sector}} | {{company.ceo}} |
{{director}}
|
{{exchange.stockExchangeName}} : {{exchange.stockCode}}
|
{{company.turnover}} | {{company.brief}} |


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{% extends "base.html" %} {% import "bootstrap/utils.html" as utils %} {%block title%}Calendar{% endblock %} {%block page_content %}
12 week Beginner plan for the EMF 5k on 26th May 2018.
Back
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The coloured days in the calendar represent the different types of training sessions shown below. Click on these for more detail.


{% extends 'base.html'%} {% import 'macros.html' as macro%} {% block styles%} {{ super() }} {% endblock %} {% block content %} Articles Because the press must be brave as well as free... {{ macro.displayArticleList(article)}} {% endblock %}


| Variable name | Value | Description |
| $steamprofile['steamid'] | =$steamprofile['steamid']?> | SteamID64 of the user |
| $steamprofile['communityvisibilitystate'] | =$steamprofile['communityvisibilitystate']?> | 1 - Account not visible; 3 - Account is public (Depends on the relationship of your account to the others) |
| $steamprofile['profilestate'] | =$steamprofile['profilestate']?> | 1 - The user has a Steam Community profile; 0 - if not |
| $steamprofile['personaname'] | =$steamprofile['personaname']?> | Public name of the user |
| $steamprofile['lastlogoff'] | =$steamprofile['lastlogoff']?> | Unix timestamp of the user's last logoff |
| $steamprofile['profileurl'] | =$steamprofile['profileurl']?> | Link to the user's profile |
| $steamprofile['personastate'] | =$steamprofile['personastate']?> | 0 - Offline, 1 - Online, 2 - Busy, 3 - Away, 4 - Snooze, 5 - looking to trade, 6 - looking to play |
| $steamprofile['realname'] | =$steamprofile['realname']?> | "Real" name |
| $steamprofile['primaryclanid'] | =$steamprofile['primaryclanid']?> | The ID of the user's primary group |
| $steamprofile['timecreated'] | =$steamprofile['timecreated']?> | Unix timestamp for the time the user's account was created |
| $steamprofile['uptodate'] | =$steamprofile['uptodate']?> | Unix timestamp for the time the user's account information was last updated |
| $steamprofile['avatar'] |
'> =$steamprofile['avatar']?> |
Address of the user's 32x32px avatar |
| $steamprofile['avatarmedium'] |
'> =$steamprofile['avatarmedium']?> |
Address of the user's 64x64px avatar |
| $steamprofile['avatarfull'] |
'> =$steamprofile['avatarfull']?> |
Address of the user's 184x184px avatar |


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--- layout: member_profile title: "Cédric Pereira" permalink: /members/pereira/ name: "Cédric Pereira" affiliation: "Institute of Astrophysics and Space Sciences" jointaffiliation: country: "Portugal" position: "PhD Student" researchtitle: "Stabilization of Calibration Light Sources for High Accuracy Photometry Instruments" summary: prior: orcid: website: "www.cedricpereira.space" linkedin: "www.linkedin.com/in/cedricpereira-space" rgate: research: ["Photometry" , "Exoplanets" , "Light Sources" ] keywords: "Photometry -- Exoplanets -- Light Sources" email<EMAIL_ADDRESS>image_path: /assets/img/member/pereira.jpeg ---
Current Research Summary:
Transit spectroscopy and multi-band photometry has been so far conducted using general-purpose, space-based instruments. These measurements however suffer from a high level of systematic error due to issues such as pointing jitter, thermal and opto-mechanical stability, wavelength and photometric calibration, and detector stability. Testing and calibration of high precision photometers for the detection of planetary transits requires a light source which photometric stability must be better than the goal stability of the photometer to be tested.
My project aims to research and develop a device that senses the light source fluctuations and modulates the beam, both in flux and in spectra, to produce a sufficiently stable source, a truly impressive challenge when stabilization levels of few ppm are required over long periods of observation.
Prior Research:
Detect and Characterize Asteroids in Wide-Field Astronomical Images.


Following are three tutorials designed to help you understand how to use VRaniML. The source code for each tutorial is available for download.
Tutorial Topics
A stand-alone console application showing how to use VRaniML to read and write VRML files. This example could be the basis for creating command line VRML generators.
A simple Win32 application showing how to use VRaniML under traditional windows programming. This tutorial builds a VRML scene graph programmatically (that is it is not read from a .wrl file).
The same basic example as the Win32 application but completed using the MFC framework. This tutorial shows how to integrate VRaniML into MFC applications.


Her biggest achievement in life so far was filming for Kazu Kokubo's STONP crew of professional Japanese snowboarders. The film premiered September 2015 in Tokyo and all throughout Japan. Other experiences include working with snow related companies such as SnoCru, Discrete Headwear, and Park City Television.
After going to Japan for the first time in 2014, she came up with her own brand - 山ild. Dani spent all of 2015 living in Hokkaido, Japan. She is an extremely fast learner, quickly picking up speaking and writing in Japanese. All the locals called her a true "nihonjin". Once she makes her mind up about something, there is no looking back.


{% extends 'core_main_app/_render/admin/theme/tools/box.html' %} {% block box_title %}{% endblock %} {% block box_tools %} {% include 'core_main_app/common/buttons/go_to.html' with url=data.url_back_to label='Back to Versions' %} {% endblock %} {% block box_body %} {% if not data.read_only %}
Click on an element from the following tree to associate it with a module. Elements will then be replaced by the chosen module during the curation process.
{% else %}


--- layout: plainarticle permalink: '/homecoming/2015/general-assembly/' title: General Assembly at Homecoming 2015 ---
Date & time: Saturday 26th September 2015 – 10:45 – 12:45
Location: Conrad Naber Lecture Hall, Reimer Lust Hall, Jacobs University Campus
Please note the General Assembly will be live-streamed, recorded and made available to the members of the Alumni Association who log in to AlmaLink. If you attend the assembly, you agree that you and/or your statements could be recorded. Watch the GA here:


Staking
Farming
Connect Wallet
0x90...aFF7
Night Mode
Show section lines
Connect Wallet
0x90...aFF7
Staking
Farming
Switch mode
Night Mode
Show section lines
Staking Dashboard
MY STATISTICS
BALANCE
100.11111
BREE
STAKE
STAKED BALANCE
1300
BREE
Countdown Completed
WITHDRAW
You can only withdraw your staked balance once the default lock-in period has ended.
MY REWARDS
102.9982321
BREE
CLAIM
You can claim your rewards immediately. Rewards will stop accumulating once your default lock-in period ends.
CLAIMED
402.111
BREE
GLOBAL STATISTICS
TOTAL LOCKED FOR STAKING
1,392,923.99212
BREE
TOTAL CLAIMED REWARDS
592,244.21723
BREE
TOTAL ACCUMULATED REWARDS
132,923,293.29310
BREE
Amount
All


2 writes to CounterName
Microsoft.PowerShell.Commands.Diagnostics (2)
PdhHelper.cs (2)
1010
pathElts.
CounterName
= ctrNameLocalized;
1066
pathElts.
CounterName
= counterName;
1 reference to CounterName
Microsoft.PowerShell.Commands.Diagnostics (1)
PdhHelper.cs (1)
946
string lowerEngCtrName = pathElts.
CounterName
.ToLowerInvariant();


Bluemix Event Handouts and Links
Wi-Fi
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Watson Conversation Chatbot
Node.js TODO list
Watson Visual Recognition
Lab IOT – Connect your devices w/IOT platform
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Use Cases
https://skylink.mybluemix.net/
http://discover-iot.eu-gb.mybluemix.net/#/try/
http://connected-car.mybluemix.net/
http://news-explorer.mybluemix.net/
https://personality-insights-livedemo.mybluemix.net/
https://news-intelligence.mybluemix.net/
http://cloudco.mybluemix.net/
https://logistics-wizard.mybluemix.net/
https://ibm-bluemix.github.io/#!/
Resources
Runtimes get started guides
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Neymar JR
Neymar da Silva Santos Júnior, known as Neymar, is a Brazilian professional footballer who plays as a forward for Ligue 1 club Paris Saint-Germain and the Brazil national team. He is widely regarded as one of the best players in the world
Lionel Messi
Lionel Andrés Messi is an Argentine professional footballer who plays as a forward or an attacking midfielder and captains the Argentina national team. He is currently a free agent, having played all his professional career for La Liga club FC Barcelona,
Cristiano Ronaldo
Cristiano Ronaldo dos Santos Aveiro GOIH ComM is a Portuguese professional footballer who plays as a forward for Serie A club Juventus and captains the Portugal national team
Paulo Dybala
Paulo Exequiel Dybala is an Argentine professional footballer who plays as a forward for Serie A club Juventus and the Argentina national team.
Mesut Özil
Mesut Özil is a German professional footballer who plays as an attacking midfielder for Süper Lig club Fenerbahçe. Nicknamed "The Assist King", Özil is known for his technical skills, creativity, agility, and finesse.
Mauro Icardi
Mauro Emanuel Icardi is an Argentine professional footballer who plays as a striker for Ligue 1 club Paris Saint-Germain and the Argentina national team
Ángel Di María
Ángel Fabián Di María is an Argentine professional footballer who plays for Ligue 1 club Paris Saint-Germain and the Argentina national team. He can play as either a winger or attacking midfielder.
Kylian Mbappé
Kylian Mbappé Lottin is a French professional footballer who plays as a forward for Ligue 1 club Paris Saint-Germain and the France national team. Mbappé began his senior career with Ligue 1 club Monaco
Mohamed Salah
Mohamed Salah Hamed Mahrous Ghaly is an Egyptian professional footballer who plays as a forward for Premier League club Liverpool and captains the Egypt national team. Considered one of the best players in the world, he is known for his finishing, dribbling, and speed.


Projector throws stable 1000fps image on a rough or moving surface
by Rob BeschizzaDynaflash is a projector that maps a moving, deforming surface at 1000 frames per second, meaning that it can cast a stable image on it no matter how wild its gyrations. One caveat: it requires the target surface to have an invisible infrared grid on it.
Our method can obtain the deformation robustly at 1,000 fps by using an originally proposed marker "Deformable Dot Cluster Marker", even when the target causes large deformation and occlusions. Using these base technologies including DynaFlash and Deformable Dot Cluster Marker, we realize a new dynamic projection mapping onto deforming non-rigid surface. In this demonstration, by drawing the marker on the target with IR ink, we allow the marker to be invisible to human and enable robust sensing independently of the projected images. In our technology, both the projection and sensing are operated at a speed of 1,000 fps. Therefore, it is possible to keep the projection consistent with the deformation and extend the real world as if the projected image is printed or existed as an original (digital) texture on the target.


Hey there, now we're going to get into a tutorial. Here we'll show you how to set up a web server using Docker. This can help you make your very own docker supported webpage.
Step 1: Install Docker on your computer. Make sure you can run Docker on your computer. Docker supports Ubuntu, Windows and Mac.
Step 2: Go to your terminal in your computer. Pull an image from Docker. Pull that image and run it on your computer. Use the command docker pull in your terminal. After pulling the image check on the image with docker images. Use the image below for reference.
Step 3:Install vim and apache2 in a docker container then save the container. Log into your Docker container, then install apache2. Finally, save your modification. After which log into an ubuntu container. For this occasion, use this: docker run-it ubuntu:latest /bin/bash. After which enter this into your terminal: "apt-get update". After which put: "apt-get install apache2" into the te"rminal. Then install Vim using: "apt-get install vim". Use the image below for reference:
Step 4: Check your container by using "docker images" and commit the latest container (the container you just made) by doing "docker ps-a" and "docker commit.........." in the .... area place your container number.
Step 5: Go into your container by using “pwd” then use "cd/var/www/html. After which, create an index.html file using vi index.html.
Docker should now be ready to host a webpage. But if you are still having trouble here is another great resource to use to clear up your doubts.


Bioscience engineer
Keywords: mathematical modelling, process control, computational fluid dynamics, machine learning, optimisation, chemistry, bioprocess technology, problem solving
Dutch: native language
English: C2 (CEFR)
French: B1 (CEFR)
Computational fluid dynamics
Mathematical modelling
Machine learning
Control theory
LaTeX
Working knowledge
OpenFOAM (CFD)
MATLAB/Simulink
Python 2/3
Basic knowledge
HTML/CSS/JS
C++
R
Dutch: native language
English: C2 (CEFR)
French: B1 (CEFR)
Computational fluid dynamics
Mathematical modelling
Machine learning
Control theory
LaTeX
Working knowledge
Python 2/3
MATLAB/Simulink
OpenFOAM (CFD)
Basic knowledge
HTML/CSS/JS
C++
R
M.Sc. summa cum laude
Bioscience engineering
Chemistry and bioprocess technology
B.Sc. cum laude
Bioscience engineering
Chemistry and food technology
GCSE in Math and Sciences
4.2/5 GPA
PhD candidate
The development of fouling resistant electrodialysis for the treatment of bio-based process streams
BIOMATH/VITO/PaInT
Keywords: biochemical processes, computational fluid dynamics, electric fields, OpenFOAM, Python, c++
The main goal of this research is developing a mathematical model of an electrodialysis unit to optimise its performance.
Research assistant
Mathematical modelling of filtercake formation
and fungal growth
BIOMATH/KERMIT
Keywords: model validation and calibration, actuators, hydraulics, electronics, LabVIEW, data-acquisition
During this research project, a microfiltration installation was developed for the calibration and validation of a spatio-temporal model of filtercake formation (MSc thesis). A data-acquisition and process control system was developed and the respective actuators and sensors were installed. Computational fluid dynamics (CFD) simulations of the system were validated by means of several tracer tests and the agent-based model of the dispersed particles can be validated through profilometric measurements of the formed filtercake.
Research internship
Computer vision techniques for polymer
recognition on atomic-force microscopy images
Keywords: Texture analysis, machine learning, Gabor filters, Fourier analysis, visual descriptors, atomic-force microscopy
Applied computer vision research, an assessment of the applicability of several filters and visual descriptors for the classification of atomic-force microscopy images of polymers.
A Poly(p-phenylene vinylene) solution was spincoated on glass plates. These plates were exposed to different surface treatments, e.g. UV radiation, high temperatures, solvent treatments, etc. Atomic-force microscopy images of the polymer surfaces were obtained and and a dataset of visual descriptors was constructed by means of local binary patterns, gray-level co-occurence matrices, Gabor filters and Fourier analysis. Supervised learning algorithms were used to construct a mathematical model able to predict the surface treatment based on these visual descriptors.
Master thesis
Spatio-temporal modelling of filtercake formation in filtration processes
Bachelor thesis
Innovative applications of artificial intelligence in the food industry
Leader youth movement
102e FOS De Albatros
Open Webslides
Open-source platform for interactive presentation slides
UGent innoversity challenge winning project
Open Webslides are a platform to create course material that promotes co-creation and makes full use of modern web technologies to promote an (inter)active and accessible learning environment. At the core of the Open Webslides project is the new format of course slides. These webslides differ from current slide solutions in a variety of ways.
Webslides, as the name suggests, are slides made with web technology, namely HTML, CSS and Javascript. Essentially, this means that every slide in itself is a website and as such, is able to do everything a website can. You can seamlessly embed YouTube videos, flipped classroom tools, dynamic graphics, etc. The possibilities are virtually endless.
The fact that every slide is a website in itself, allows you to link to specific slides from other online platforms. This allows you to make your course material more accessible and visibible.
Dewpal: biocatalysed atmospheric condensation
iGEM: International Genetically Engineered Machine Competition
Keywords: 3D CAD, microprocessors, Python, biotechnology
The aim of our project is to design an optimized 3D shape for condensing water, using a fusion protein of INP and streptavidin to increase our water collection.
The shape is designed to be modular (so it can be scaled up easily) and stackable (so many units can be transported and stored easily and cheaply), and is 3D-printed in a PLA-filament containing biotin. To increase the condensation capabilities of our water collector, we attach a fusion protein of INP (Ice Nucleation Protein) with streptavidin to the biotin. INP is a protein of certain bacteria that improves the nucleation of ice at higher temperatures than normal. As condensation also involves nucleation, INP can be used to increase condensation, and hence water collection.


Weather Dashboard
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The perfect entry model for Cards Against Humanity™ for Boomers.
Pick a username, and enter the room-pin code to enter your friends game room. Or leave empty to create a new game room.
Possibly a disclaimer, read the terms & conditions.
Room pin:


FASTER, PUSSYCAT! KILL! KILL! A film review by James Berardinelli Copyright 1995 James Berardinelli
RATING (0 TO 10): 6.9
U.S. Availability: initial release 1966; special re-release 1994-95 Running Length: 1:23 MPAA Classification: No MPAA rating (Double entendres, violence, deep cleavage)
Starring: Tura Satana, Haji, Lori Williams, Susan Bernard, Stuart Lancaster Director: Russ Meyer Producers: Russ and Eve Meyer Screenplay: Jack Moran from a story by Russ Meyer Cinematography: Walter Schenk Music: Igo Kantor and the Bostweeds Released by Strand Releasing
Russ Meyer's resume reads like a list of B-movie exploitation classics. Remember BEYOND THE VALLEY OF THE DOLLS? How about MONDO TOPLESS, BENEATH THE VALLEY OF THE ULTRAVIXENS, THE IMMORAL MR. TEAS, and WILD GALS OF THE NAKED WEST? Then there's the director's current project-in-development, THE BRA OF GOD (co written by movie critic and DOLLS scripter Roger Ebert). Of all of Meyer's films, however, perhaps the most memorable is 1966's FASTER, PUSSYCAT! KILL! KILL!, the flick described by film maker John Waters as "beyond a doubt, the best movie ever made." Considering the source, that just about says it all.
In the 1960s and 70s, Meyer was to the silver screen what Hugh Hefner was to the printed page. In fact, the paths of the two often crossed. Meyer did several photo sessions for PLAYBOY (behind, not in front of, the camera) and a number of Playmates appeared in his movies. The director's ... ahem ... fondness for certain oversized female attributes is well-documented. He cast all of his actresses based not on talent or ability, but on breast size. A small-busted woman in a Russ Meyer film is as rare as one dressed conservatively.
Although it features no nudity, PUSSYCAT is classic Meyer. The three leads are all topheavy, the action-packed plot is paper-thin, there are loads of double-entendres amidst the cheesy dialogue, and the style is pure low-budget. This is fun stuff, to be sure, but definitely of the "guilty pleasure" sort. PUSSYCAT promises an entertaining eighty-plus minutes without offering one redeeming tidbit of social commentary. This is camp at its best.
The three women who strut their way through the film are Varla, the leader (played by part-Apache, part-Japanese Tura Satana); Rosie, her lesbian lover (Haji); and Billie, the bouncy blond (Playmate Lori Williams). The wardrobe of the trio consists largely of leather boots, tight halters, and hot pants. They love fast cars and when they encounter a clean-cut, all-American guy who's interested in racing against one of them, Varla takes up the gauntlet. First, she defeats him on the track, then, out of the car, physically beats him to death. This leaves his helpless, apple pie-sweet girlfriend (Playmate Susan Bernard) in the clutches of the ruthless pussycats, whose next target is an old man (Stuart Lancaster) living with his two sons on an out-of-the- way ranch. Somewhere, he has a fortune stashed away, and Varla wants that money. She doesn't care what--or who--she has to sacrifice to get it.
The sexes will probably enjoy PUSSYCAT for different reasons. While the attraction for men should be reasonably obvious, the draw for women (the heaviest renters of this "epic" on videocassette) isn't hard to understand, either. This is a prime example of female empowerment. The pussycats consistently dominate the male characters, showing them up as wimps, dolts, or both. Those who accused THELMA AND LOUISE of "man- bashing" will probably pale at what goes on here--if they can stop staring at the canyon between Tura Satana's breasts.
All this is probably terribly politically incorrect, but who cares? FASTER, PUSSYCAT! KILL! KILL! is entertainment of the lowest and most pleasant caliber, and it slips into art theaters and retro venues in the midst of a 60s and 70s resurgence. Times have changed, however. On its original release, this movie was considered adult fare. Thirty years later, had this been submitted to the MPAA, it would have garnered a PG- 13--suitable viewing for teenagers. I guess plunging necklines and tight shorts aren't what they used to be.... Not that such a realization will hamper anyone's enjoyment of this, or any other, Meyer endeavor.
- James Berardinelli<EMAIL_ADDRESS>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
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Related links: index of all rec.arts.movies.reviews reviews


Saturday 30 September is International Translation Day. We’ve put together a list of some of our favourite translated books to share with your children.
International Translation Day was established by the International Federation of Translators in 1953 to recognise the work of translators and those who “endeavour to make the world a slightly smaller place by breaking down language barriers and allowing great literature to be enjoyed far more widely” (Rejoice Mabudafhasi, 2015).
Press Here, by Hervé Tullet, translated by Christopher Franceschelli
“This title instructs the reader on how to interact with the illustrations to create imaginative images. The book invites the reader to push the yellow button on the cover and trigger a magical journey of colour, imagination, and virtual interactivity.”
The Story of the Little Mole Who Knew It Was None of his Business by Warner Holzwarth & Wolf Erlbruch, translated from German by Wolf Erlbruch
“Who did their business on the mole’s head? Join the intrepid mole as he sets out to find the culprit and exact revenge in his own little way.”
My Pictures After the Storm, by Éric Veillé, translated from French by Daniel Hahn
“What happens to a lion after the storm? His mane is swept into a dishevelled mess. What becomes of a pear after an elephant passes by? Pear jam! A frog after a spell? A prince. And the room after a battle?
Babak the Beetle, by Fred Paranuzzi & Andrée Prigent, translated from French by Elie Brangbour
“One beetle’s trash is another beetle’s treasure! When Babak the little dung beetle finds an egg, he’s determined to find the owner. But he soon finds that this mysterious egg doesn’t belong to the ostrich, frog, or snake. What kind of egg is it?!”
According to the New York Times, ‘it’s both sneaky and clever, intending first to make its readers laugh, but also slipping in a few facts as well.’
999 Tadpoles Find a New Home, by Ken Kimura & Yasunari Murakami, translated from Japanese by Peter Howlett
"”We’ll have to move,” says Mother, after realizing the pond is too small. But moving a family of 999 young frogs is fraught with danger! Hungry snakes are crawling through the grass. Hungry hawks are flying through the sky. A young frog makes a mighty tasty morsel. Never underestimate the quick wits of 999 young frogs!”
The Rainbow Fish, by Marcus Pfister, translated from German by J. Alison James
“The Rainbow Fish, with his shimmering scales, is the most beautiful fish in the ocean. But he is proud and vain and none of the other fish want to be his friend - until he learns to give away some of his most prized possessions.”
Chirri & Chirra, in the Tall Grass, by Kaya Doi, translated from Japanese by Yuki Kaneko
“Chirri & Chirra become very small, and so are able to explore the magical world hidden away in a mound of tall grass. Filled with friendly, industrious bees and equally inventive bugs, this is a book that brings the lovely particularity of life in Japan - marked by food and nature - to young readers.”
I Can’t Sleep, by Stephanie Blake, translated from French by Sarah Ardizzone
“Simon’s little brother can’t sleep without his special blanket. Simon usually tells Casper what to do. But he is going to have to be very, very brave to solve this problem.”
The Little Black Fish, by Ṣamad Bihrangī, Farsheed Mesqali, translated from the Persian by Azita Rassi, edited by Pippa Goodhart
“This is a story for all ages, speaking of the struggles that come in the pursuit of knowledge, but also of the rewards that can make daring to be different wonderful.”
A reissue of the 1974 winner of the Hans Christian Andersen Award.
Bear and the Wildcat, by Kazumi Yumoto & Komako Sakai, translated from Japanese by Cathy Hirano
“When the little bird dies, the bear is inconsolable. Full of grief, he locks himself in his house and ventures out again only when the smell of young spring grass blows through his window. He meets a wildcat and finally feels understood. As the cat plays her violin, the bear remembers all the fun he had with the little bird.”
Mr Leon’s Paris, by Barroux, translated from French by Sarah Ardizzone
“Mr Leon decides it’s time to explore the real places after which the streets in Paris are named. After putting his taxi up for sale, Mr Leon sets sail for Liberty Street and beyond. This in only the beginning of Mr Leon’s world adventures!”
One of BookTrust’s ‘favourites’: “Paris is beautifully rendered in moody beige, blue and orange in this retro-styled tale of French taxi driver Mr Leon and his multifarious taxi journeys around the city.”
Frog in Love, by Max Velthuijs, translated from German by Anthea Bell
“Frog is worried about his health - his heart is beating too fast. His friend Hare thinks he is in love, but who is he in love with? He is in love with a duck. Hare tells Frog he can’t be in love with a duck but Frog doesn’t care.”
The Secret of the Blue Glass, by Inui Tomiko, translated from Japanese by Ginny Tapley Takemori
“In a dusty library, in the quietest corner of a house in a Tokyo suburb, live the Little People: Fern and Balbo, Robin and Iris. Just a few inches high, sleeping in cigarette bozes and crafting shoes from old book jackets, they need only one thing from their Humans - a nightly glass of milk, served in a sparkling Blue Glass goblet, by a trusted young member of the Human family.
“But when the Second World War comes to Japan, bringing a dangerous new king of patriotism, both Humans and their beloved Little People face a world they could never before have imagined. It will take great love, bravery, and a rather loyal pigeon, to bring their unique families back together once more.”


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