Phylogenetic tree of StbZIPs. The phylogenetic tree with representative bZIPs of each group from Arabidopsis, rice, maize, barley, and potato (denoted using red, blue, purple, brown, and green stars, respectively) was constructed using the Neighbor-joining (NJ) method by MEGA 7 with 1000 bootstrap values. The StbZIPs were categorized into 11 groups and are shown by colored branches A to I, S, and U.


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S@n1x d4rk3r.


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Map of UF


Clothing
Shatter-proof goggles.
Face covering and mask.
Comfortable, sturdy shoes.
Covering clothing to protect against chemicals.
Hat to protect against sun and chemicals.
Bring a backpack, carry essentials.
Avoid tampons, wear pads instead (in case of arrest).
Avoid contacts, wear glasses instead (in case of chemicals).
Backpack Essentials
Water.
Energy Bars.
Identification.
Change for phone and transportation.
Medication, EpiPen, insulin.
Spare set of clothes.


Procedural File: Expander.php
Source Location: /Expander.php
Classes:
- Loggix_Expander
- Loggix Expander Class
Page Details:
Loggix_Expander - Main class for Expander Module creation.
PHP version 5Source Location: /Expander.php
Loggix_Expander - Main class for Expander Module creation.
PHP version 5Documentation generated on Wed, 03 Jun 2009 00:12:20 +0900 by phpDocumentor 1.4.2


--- layout: post date: 2017-10-21 10:05:00 +0200 title: "pk4: a new tool to avail the Debian source package producing the specified package" categories: Artikel tags: - debian ---
UNIX distributions used to come with the system source code
in /usr/src
. This is a concept which fascinates me: if you want
to change something in any part of your system, just make your change in the
corresponding directory, recomile, reinstall, and you can immediately see your
changes in action.
So, I decided I wanted to build a tool which can give you the impression of
that, without the downsides of additional disk space usage and slower update
times because of /usr/src
maintenance.
The result of this effort is a tool called pk4
(mnemonic: get me
the package for…) which I just uploaded to Debian.
What distinguishes this tool from an apt source
call is the
combination of a number of features:
apt policy
) will be used.
If you don’t want to wait for the package to clear the NEW queue, you can get it from here in the meantime:
wget https://people.debian.org/~stapelberg/pk4/pk4_1_amd64.deb sudo apt install ./pk4_1_amd64.deb
You can find the sources and issue tracker at https://github.com/Debian/pk4.
Here is a terminal screencast of the tool in action, availing the sources of i3, applying a patch, rebuilding the package and replacing the installed binary packages:


[1]
Fast, Nice Display, Same user-friendly OS, Semi-multitasking; Closed OS, ?Small? Display, Phone Signal, Glass Screens
[2]
Fast, beautiful, battery lasts forever; Notifications are still annoying


{% trans "Refund policies" %}
{% trans "You can unenroll from the course within 7 days from enrollment, and you will be refunded in the full amount in case you have not received a completion certificate in this timeline. You may cancel your enrollment at any time after 7 days but won't get any refund in that case." %} {% trans "You can unenroll from free courses at any time with no charge." %} {% trans "You are only allowed to unenroll from one specific course once. That means, if you will cancel your enrollment to the course claiming a refund, and will subsequently enroll in the same course, you won't be allowed to claim a refund for subsequent unenrollment." %} {% trans "Please, allow 30 days from the cancellation point for the refund to be processed. If you were eligible for a refund and didn't receive a money transfer after this period, please contact us." %}


Mortgage Similator MicroServices
Mortgage simulation (All microservices as hollow jar)
Mortgage denied for #{mortgageView.name}
Mortgage for #{mortgageView.name}
Months #{mortgageView.mortgageDataResponse.months}
Monthly value
Total value to pay
Rate


Payment Details
Remember
CARD NUMBER
EXPIRY DATE
CV CODE
{{totalSeat}}
Total Seat
{{total}}
Final Payment
PayPal Smart Payment Buttons Integration | Client Demo
Pay


Posted:
Thu Jul 19, 2007 10:44 pm
by ziggman
i vote for 1 item equiped + all items not equipped + exp for full death
but there has to be some safeguard against higher levels. if you level 15-16 hunting wizzys some level 30 comes by transes near u spins once ur dead, and just lost your 7p lightning leather... that is not something i would pay for.
we need to implement a system that will allow a victim time to escape, at the very minimum.
Or if redos are made Very comon available at merchants for a price. comon enough that past level 10 you would be wearing one all/most of the time. i would accept a world with out bags... but then again wearing redos makes death near to nothing...
i would lean more tward bags+lsa rather than redo+lsa
Posted:
Thu Jul 19, 2007 11:11 pm
by thadiusofx3
how about a bag system
no bag = lose all items in inventory and equipment
magic bag = lose 3 random items + inventory | 100% chance to pop on death (one use)
lightning bag = lose 2 random items + inventory |50% chance to pop on death
mystic bag = lose 1 random item + inventory | 25% chance to pop on death
spirit bag = no gear drop (very rare) | 10% chance to pop on death
and bags do not have a chance to fail at all
Posted:
Thu Jul 19, 2007 11:26 pm
by Blue Tiger
having it where you drop all gear will kill the game so fast it wont be funny. Could have 2 servers, one Hardcore with no bags and a safer server that has bags. Id bet that the safer server would have more chars then the hardcore one.
Need proof this will happen? Look on xentales, there are always people saying they are quiting because of losing all their gear, the exact same thing will happen. Would be a shame to make a cool game and make the mistake of not having bags and most ur players gone within 3 weeks.
To me, if I was going to be the one making money off the game Id do what ever to max out my profits and if that means making it noob friendly then i would do it. But hey, if you just want 50 hardcore players then thats your decision no one can stop ya. Id rather have 200 players that play a safe game then just 50 that play hardcore, do the math, its very simple which to pick.
But if you do decide to go with bags I say make it where any char Vitriol makes has a 100% bag failure,
since he wants so bad to recreate a 7ish year old game that sucked, you just didnt know it till ej made it even sucker..lol...
Posted:
Thu Jul 19, 2007 11:36 pm
by thadiusofx3
that's how xenimus used to be and it didn't kill it, in fact it was more popular (and fun) formerly than it is today
I'm not saying don't make it noob friendly, there will be a cushion for newbies, and a lot of help for newbies
and did I not just say lets not argue about whether to have bags or not, but devise a system that would work?
Posted:
Fri Jul 20, 2007 12:33 am
by ziggman
Im not asking for a cuddly game i would rather play with no lsas than no bags.
most of the time noobs will only have 1-2 good usefull items. and having a bag that only saves 3-4 items out of 10-12! that will not do.
i would preffer exp loss any day over losing good gear.
I dont like your system thadius sry.
how about this..

I do not know ANYONE who acctually enjoyed loseing gear!
the feeling i remember while playing old xen was the feeling that i could get pk at ANYTIME. this was after bags... i think im not 100% sure when i started. as a noob its not a big deal if you lose elven plates, magic axe thoes kinds of thing are easy to get back. its when you get to Mystic leather/ Mystichelms/Lightning leathers even. it becomes very costly to replace if they are 7proped. and if you were anything like me when i 1st started out, i didnt know exactly how to make money fast, so it took me about 2 weeks to get back my 1st 7proped mystic plate. partly because i had just bought it. spent every last gold i had to get it. and was left with out armor for a while... well ok i had magic plate woo hoo.
what im getting at is.. im all for feeling of getting PKED at ANYTIME, that would be sufficent fear in most noobs. but, losing all or even half of your gear gear is just cruel to players.
it would make the game more work than play.
i ask u this... when you see somone die/dead do all thier clothes fall off?
Im not trying to fight, just trying make a vaild point about where i stand on this subject.
Posted:
Fri Jul 20, 2007 2:00 am
by thadiusofx3
We'll just have to try different things and see what happens.
Of course people don't enjoy losing gear, no one does, but no one likes the guy who hordes all of the good gear, or the 1 person that has that 1 of a kind armor that will never be traded.
How many of you that want bags played before there were bags?
Posted:
Fri Jul 20, 2007 6:23 am
by Ratiotile
thadiusofx3 wrote:how about a bag system
no bag = lose all items in inventory and equipment
magic bag = lose 3 random items + inventory | 100% chance to pop on death (one use)
lightning bag = lose 2 random items + inventory |50% chance to pop on death
mystic bag = lose 1 random item + inventory | 25% chance to pop on death
spirit bag = no gear drop (very rare) | 10% chance to pop on death
and bags do not have a chance to fail at all
Or how about a tiered system:
magic bag = saves items level 12 and below, as common as they are now (3 gold)
mystic bag = saves items level 20 and below, about as rare as a redo (10 gold)
spirit bag = saves items level 30 and below, like white elixer rare (50 gold)
ominex bag = saves every item, as rare as black sapphire (1 plat)
This way noobs can afford bags, and high levels don't want to die and lose an expensive bag.
Posted:
Fri Jul 20, 2007 9:42 am
by 9sam1
thadiusofx3 wrote:We'll just have to try different things and see what happens.
Of course people don't enjoy losing gear, no one does, but no one likes the guy who hordes all of the good gear, or the 1 person that has that 1 of a kind armor that will never be traded.
How many of you that want bags played before there were bags?
Me, And let me tell you why it was fun back then
1. It was new to us
2. we didnt play long enough to care about the items we had, i remember finding a lightning scale at lvl 3 and not giving a damn, i just ran straight to skells and got killed and dropped it.
The game wasnt fun because of gear loss, sure it was fun to GET gear from someone you pked, but not to lose it. There needs to be bags or some kind of way to protect your gear. Not all additions to the game where bad, i remember when bags where announced i was so happy, and i know i wasnt the only one
Or how bout this aidea, When you get killed you drop inven and lose exp, but the pker gets your exp, so if i pk someone and they lose 30k exp, ill gain 30k exp.
Posted:
Fri Jul 20, 2007 11:34 am
by Nenitus
I don't really care about how many items you drop/whatever. The goal is
don't die
But uhh it should have protection against high lvl mass pk spree.
Something like
if pker is > 15 levels, drop no items (unless you attacked first)
if pker is > 10 levels drop only non-equip
if pker is > 5 levels drop 1 random item
if pker is >3 levels anything goes.
so mr. lvl 10, pked by a lvl 25 will lose nothing.
pked by a lvl 20 will only lose their potions,
and pked by a lvl 15 they'll only lose 1 of their items.
then when its closer in level (a "real" fight) anything goes, you could lose all your items, you could lose only 1 or 2, or whatever rule is decided.
Posted:
Fri Jul 20, 2007 12:23 pm
by Vitriol
Project Volucris *is* about making a game with old xenimus atmosphere. Safety was not a part of the game.
Blue Tiger, Ziggman, if you dont like it just go back to xenimus guys. We ARE the hardcore players. Yes, I want people to drop their stuff.
Thadius even that bag system is too forgiving.
Nenitus something like that could work.
Posted:
Fri Jul 20, 2007 12:29 pm
by ziggman
i am mainly asking for some protection against high level mass pkers.
Posted:
Fri Jul 20, 2007 12:39 pm
by Vitriol
THen nenitus's suggestion would be adequate.
Let us say if someone is 15 levels higher than you then you lose no items.
And if they are anything less than 15 levels higher then everything gets dropped.
Posted:
Fri Jul 20, 2007 1:14 pm
by thadiusofx3
It's really too early to decide on something like this
We don't know how many levels will be in the game, how hard it will be to reach them, etc.
Posted:
Fri Jul 20, 2007 1:14 pm
by Ratiotile
Vitriol wrote:THen nenitus's suggestion would be adequate.
Let us say if someone is 15 levels higher than you then you lose no items.
And if they are anything less than 15 levels higher then everything gets dropped.
You know that you don't stand a ghost of a chance against someone 14 levels higher, right?
Posted:
Fri Jul 20, 2007 1:19 pm
by Vitriol
Ratiotile wrote:Vitriol wrote:THen nenitus's suggestion would be adequate.
Let us say if someone is 15 levels higher than you then you lose no items.
And if they are anything less than 15 levels higher then everything gets dropped.
You know that you don't stand a ghost of a chance against someone 14 levels higher, right?
Fine. Lets have a game where no one ever loses anything. No gear, no xp, nothing. ANd when you start your character you have have a full spirit set sitting in storage for you.
Posted:
Fri Jul 20, 2007 1:32 pm
by Ratiotile
Vitriol wrote:Fine. Lets have a game where no one ever loses anything. No gear, no xp, nothing. ANd when you start your character you have have a full spirit set sitting in storage for you.
Hey, that sounds like WoW! Seems like it's pretty popular.
Okay, instead of everyone jumping to conclusions and giving extreme examples, lets have some constructive discussion.
I feel that the only problem with what you propose is a poor noob getting one-shot PK'ed. There's nothing he could have done that would save him. The problem is that it is hard to find gear again. There are 3 possible solutions:
1) some sort of magic bag system
2) not dropping items when below a certain level of killer
3) make it easier to find level-appropriate gear.
Just make it so that monsters drop their gear too. If I kill a player in spirit, he drops it.
Posted:
Fri Jul 20, 2007 1:46 pm
by Blue Tiger
Vitriol wrote:Project Volucris *is* about making a game with old xenimus atmosphere. Safety was not a part of the game.
Blue Tiger, Ziggman, if you dont like it just go back to xenimus guys. We ARE the hardcore players. Yes, I want people to drop their stuff.
Thadius even that bag system is too forgiving.
Nenitus something like that could work.
Whos "we"? theres like 4 ppl that have said they liked no bags. This game shouldnt be designed to please just you 4. You are so stuck on making an exact copy of an old crappy game that you cant even open your mind and look ahead and see how it would effect the future. some protection will be needed or alot players will slowly dissappear.
Are you to blind to see how mad and upset people get when they lose all their gear on xenimus, and it even has bags, just think if there is no protection at all.  Not to mention the people that would have high lvl gear would be to scared to even wear it anywhere off sq, high lvls playing in l leth and blood axe sounds awesome!
Posted:
Fri Jul 20, 2007 2:00 pm
by thadiusofx3
I'm sorry, for a second I thought this project WAS about making xenimus how it used to be. My bad...
project volucris main page wrote:About Project Volucris
This studio aims to resurrect the original gameplay of Xenimus, and to recreate the intense, addictive and fun experience that game had in its prime.
I don't know if you're reading the posts or not but we have been giving ideas where you don't lose all of your gear every time you die.
There has to be gear circulation though or the game becomes stagnant.  It made me want to play MORE not less.
I think the level gap idea is probably the best right now, except make it like 10 levels, so that (except in the early levels) you can't get 1-hit by someone, and you actually have a chance to get away.
Posted:
Fri Jul 20, 2007 2:07 pm
by Vitriol
People will be buffered from higher levels until level 5 anyway. I dont expect to see many level 4s running around on the newbie island killing level 1s.
Posted:
Fri Jul 20, 2007 2:11 pm
by 9sam1
You guys need to understand that old xen pretty much sucked, it seemed fun since we where noobs and it was all new to us. Things like bags are essential to the game.
No bags= No pvp
Hell no bags will probobly make people stop wearing good gear at all, everyone will probobly just stay in magic gear all the time cause there afraid of losing there good poo.

Posted:
Fri Jul 20, 2007 2:22 pm
by Ratiotile
thadiusofx3 wrote:I think the level gap idea is probably the best right now, except make it like 10 levels, so that (except in the early levels) you can't get 1-hit by someone, and you actually have a chance to get away.
Yes, and rework damage to HP so that one-shot kills are impossible.
Posted:
Fri Jul 20, 2007 2:28 pm
by 9sam1
then people wouldnt pvp there own levels, and what about teaming, what if 3 lvl 50s all jump a lvl 40 something, thats just as unfair as a high level going after a lvl 15.
Posted:
Fri Jul 20, 2007 2:32 pm
by thadiusofx3
those are issues that the players are gonna have to deal with
Posted:
Fri Jul 20, 2007 2:48 pm
by Vitriol
All of you are far too concerned about what will happen when you are a high level. What do you THINK a high level will be in project volucris? What was a high level in old xenimus? Talking about level 40s and 50s?
 There are arenas in xenimus, and almost no one uses them because its safe to just pvp anywhere. Xenimus is far to safe nowadays. The purpose of PV is to bring the danger back. And any danger without losing gear is just shallow.


To make it simpler to convert old foreign resources, there is an intermediate level of support for multiple SICStus run-times. This level of support makes it possible for several SICStus run-times to call the foreign resource, but a mutual exclusion lock ensures that only one SICStus run-time at a time can execute code in the foreign resource. That is, the mutex is locked upon entry to any function in the foreign resource and unlocked when the function returns. This makes it possible to use a global variable to hold the SICStus dispatch vector, in much the same way as is done when only a single SICStus run-time is supported. In addition, a special hook function in the foreign resource will be called every time the foreign resource is entered. This hook function can then make arrangements to ensure that any global variables are set up as appropriate.
To build a foreign resource in this way, use splfr --exclusive-access
. In addition to including the generated header
file, your code needs to define the context switch function. If the
resource is named resname, the context switch hook
should look like:
void sp_context_switch_hook_resname(int entering)
The context switch hook will be called with the SICStus API
dispatch vector already set up, so calling any SICStus API function from
the context switch hook will work as expected. The argument
entering
will be non-zero when a SICStus run-time is about to
call a function in the foreign resource. The hook will be
called with entering
zero when the foreign function is about to
return to SICStus.
It is possible to specify a name for the context switch hook with the splfr option --context-hook=name. If you do not require a context switch hook you can specify the splfr option --no-context-hook.
Due to the use of mutual exclusion lock to protect the foreign resource, there is a remote possibility of dead-lock. This would happen if the foreign resource calls back to SICStus and then passes control to a different SICStus run-time in the same thread, which then calls the foreign resource. For this reason it is best to avoid --exclusive-access for foreign resources that makes call-backs into Prolog.
The new SICStus API function SP_foreign_stash()
provides access
to a location where the foreign resource can store anything that
is specific to the calling SICStus run-time. The location is specific to
each foreign resource and each SICStus
run-time. See OS Threads.
C code compiled by splfr --exclusive-access
will have the C
pre-processor macro SP_SINGLE_THREADED
defined to a non-zero
value.
Some of the foreign resources in the SICStus library use this
technique; see for instance library(system)
.


{%extends "base.html" %}
{%block head%}
{% endblock%}
{%block body%}
Ice cream in India is more like custard than anything else. It's thick and dense and takes longer to melt, which makes it perfect for serving on a stick. Flavors are more on the savory side, with options like saffron, cardamom, and rose.


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Marjaavaan box office collection Day 8: Sidharth Malhotra's film mints over Rs 40 crore
by BusinessToday.InMarjaavaan box office collection: Marjaavaan has performed well in the mass centers of UP, Bihar, Rajasthan, Maharashtra and Nizam
Marjaavaan box office collection: Sidharth Malhotra, Ritiesh Deshmukh, Tara Sutaria and Rakul Preet Singh's movie Marjaavaan has remained descent at the box office. The revenge-saga has earned Rs 37.87 crore till now. Early estimates have shown, Marjaavaan, has collected Rs 4-5 crore (approximately) on its Day 8, taking total collection to Rs 43 crore (approx).
Marjaavaan had a fair start and did well on ts first Sunday (Rs 10.18 crore) and then the hold was also good on Monday with Rs 4.15 crore of collections. However, thereafter, the film started to witness a decline in the range of 15 per cent, according to boxofficeindia.com.
Marjaavaan box office earnings:
Day 1: Rs 7.03 crore
Day 2: Rs 7.21 crore
Day 3: Rs 10.18crore
Day 4: Rs 4.15 crore
Day 5: Rs 3.61 crore
Day 6: Rs 3.16 crore
Day 7: Rs 2.53 crore
Marjaavaan has performed well in the mass centers of UP, Bihar, Rajasthan, Maharashtra and Nizam while other areas were not so good especially Delhi NCR and East Punjab where the film has not worked at all, reported the film website.
Directed by Milap Milan Zaveri, Marjaavaan is a revenge saga with Riteish Deshmukh playing the role of a villain. The film also features Tara Sutaria who has been shown mute in the movie. Marjaavaan hit the screens on November 15.
Marjaavaan has reunited Deshmukh, Malhotra and Zaveri after 2014's Ek Villain, directed by Mohit Suri.
Marjaavaan is facing a tough competition from Ayushmann Khurrana's Bala. Film Bala was released on November 8 , however, the film has remained dominant at the box office. Bala has minted over Rs 100 crore at the box office.