text:
Q: GNU Make prerequisite rule not executed and dependent libs not found My problem is that a prerequisite (set by a variable) is not executed and even if executed manually before, required libraries are not found when linking. My Makefiles are non recursive, but the prerequisite is the external Software googletest and therefore called recursively, as the sources are not changed between several "make" runs.
My environment is:
$ make --version
GNU Make 4.2.1
Built for x86_64-unknown-linux-gnu
Copyright (C) 1988-2016 Free Software Foundation, Inc.
License GPLv3+: GNU GPL version 3 or later <http://gnu.org/licenses/gpl.html>
This is free software: you are free to change and redistribute it.
There is NO WARRANTY, to the extent permitted by law.

$ uname -a
Linux archlinux 4.17.3-1-ARCH #1 SMP PREEMPT Tue Jun 26 04:42:36 UTC 2018 x86_64 GNU/Linux

This is the relevant directory structure:
|-- ExampleTrunk
|   |-- BUILD
|   |   |-- BIN
|   |   |-- LIB
|   |   `-- OBJ
|   |-- buildenv
|   |   |-- ...
|   |   |-- GTEST.mk
|   |   |-- Makefile
|   |   |-- commons.mk
|   |   |-- module_commons.mk
|   |   |-- pathdefs.mk
|   |-- src
|       `-- HelloWorld
|           `-- module.mk
|   `-- test
|       `-- HelloWorld
|           `-- module.mk
`-- Tools
    `-- GoogleTest
        `-- googletest
            |-- make
                |-- Makefile

The folder ExampleTrunk/BUILD and its subdirectories are immediately created in pathdefs.mk and therefore exist before further rule execution.
The start Makefile is ExampleTrunk/buildenv/Makefile:
...
export SHELL := $(shell which bash)
...
.DEFAULT_GOAL := all
#some common function definitions
include commons.mk
#get $(PROJECT_ROOT), $(REL_PROJECT_ROOT); immediately create $(GLOBAL_OBJ_PATH), $(GLOBAL_LIB_PATH), $(GLOBAL_BIN_PATH)
include pathdefs.mk
export BUILD_DIRS := $(GLOBAL_BIN_PATH) $(GLOBAL_LIB_PATH) $(GLOBAL_OBJ_PATH)
include $(REL_PROJECT_ROOT)/src/HelloWorld/module.mk
...
#only include test stuff, when tests shall be built or cleaned to save dependency calculation time in all other cases
ifeq "$(call givenStringEndsWithTest,$(MAKECMDGOALS))" "0"
    include GTEST.mk
    include $(REL_PROJECT_ROOT)/test/HelloWorld/module.mk
endif

all : $(programs) | $(BUILD_DIRS);
all_Test: $(testPrograms) | $(BUILD_DIRS);
$(GLOBAL_OBJ_PATH)/%.o: %.cpp | $(BUILD_DIRS)
    $(CXX) $(CPPFLAGS) $(CXXFLAGS) -c $< -o $@
clean:
    $(RM) $(addprefix $(GLOBAL_BIN_PATH)/,$(programs)) $(addprefix $(GLOBAL_BIN_PATH)/,$(testPrograms))
    $(RM) $(objectsToClean)
    $(RM) $(objectsToClean:.o=.d)
clean_Test: clean gtest_clean gmock_clean;

The rules "all", "clean" and "clean_Test" resolve and execute their prerequisites as expected and run without errors. (evaluated by make ... -p) The rule "all_Test" produces errors as described below.
GTest.mk contains the following recursive rules:
gtest: | $(BUILD_DIRS)
    [ -d "$(REL_GTEST_MAKEFILE_DIR)" ] && cd "$(REL_GTEST_MAKEFILE_DIR)" && $(MAKE)
gtest_clean:
    [ -d "$(REL_GTEST_MAKEFILE_DIR)" ] && cd "$(REL_GTEST_MAKEFILE_DIR)" && $(MAKE) clean

The directory "$(REL_GTEST_MAKEFILE_DIR)" exists, because it is only another path representation to the ExampleTrunk/BUILD/* directories that were immediately created before by pathdefs.mk. When I call any of both rules directly they can be executed without errors. Because I adapted the googletest Makefile, the outputs are created in the ExampleTrunk/BUILD/* directories as required.
The module.mk files are very short, as they include the module_commons.mk which contains most of the things to be executed:
ExampleTrunk/src/HelloWorld/module.mk:
additionalPrograms :=
gmockIsRequired := no
include $(PROJECT_ROOT)/buildenv/module_commons.mk

ExampleTrunk/test/HelloWorld/module.mk:
additionalPrograms := HelloWorld
gmockIsRequired := no
include $(PROJECT_ROOT)/buildenv/module_commons.mk

ExampleTrunk/buildenv/module_commons.mk generates most of the variables automatically from the module.mk file location and settings.
When I exectue
[.....ExampleTrunk/buildenv]$ make HelloWorld

everythink works fine, but with
[.....ExampleTrunk/buildenv]$ make HelloWorld_Test

it fails with a linker error (shown below). Here are the relevant *.mk parts for HelloWorld_Test with already resolved variables as shown from make HelloWorld_Test -p (variables with files/directories or flags are not written in resolved form to keep it short):
...
LDFLAGS_TEST := -L../BUILD/LIB -lgtest -lgtest_main
CPPFLAGS_TEST := $(googleStuffCPPFLAGS) # these are -I arguments for GCC, generated in GTEST.mk
moduleObj := "this variable is generated correctly by functions..."
...
HelloWorld_Test: ../BUILD/BIN/HelloWorld_Test gtest | $(BUILD_DIRS);

../BUILD/BIN/HelloWorld_Test: $(moduleObj)
    g++ $(CPPFLAGS) $(CPPFLAGS_TEST) $(CXXFLAGS) $(LDFLAGS_TEST) $^ -o $@

When I exectue
[.....ExampleTrunk/buildenv]$ make HelloWorld_Test -p>log.txt

the log.txt shows that the rule variables are resolved correctly, but I get the error
/usr/bin/ld: cannot find -lgtest
/usr/bin/ld: cannot find -lgtest_main
collect2: error: ld returned 1 exit status

This is because the rule "gtest" is not run before, but even if I run it manually by
[.....ExampleTrunk/buildenv]$ make gtest

and all required files are created in the correct ../BUILD/* directory, the error still remains.
What could be the reason, why
1. The prerequisite gtest is not executed for make HelloWorld_Test and
2. even if the libraries are created manually and therefore exist, they are not found by the linker
Thanks for your help
Jasmin

A: It would help people answer your question if it were a short, self-contained, correct example.  There's too much information here which is likely not relevant to the problem and it takes a lot of effort to read through it all.  Instead, start with a simple version of what you want to do with a cut-down makefile.  If it doesn't fail, then keep adding parts of your real environment until it does.
I suspect your problem is right here at the end of your question:
HelloWorld_Test: ../BUILD/BIN/HelloWorld_Test gtest | $(BUILD_DIRS);

That's not what you want because it means first ../BUILD/BIN/HelloWorld_Test is built, then gtest is built.
In fact what you want is for gtest to be built before ../BUILD/BIN/HelloWorld_Test otherwise the gtest libraries are not available.  I think you need this instead:
HelloWorld_Test: ../BUILD/BIN/HelloWorld_Test

../BUILD/BIN/HelloWorld_Test: $(moduleObj) | gtest $(BUILD_DIRS)
        g++ $(CPPFLAGS) $(CPPFLAGS_TEST) $(CXXFLAGS) $(LDFLAGS_TEST) $^ -o $@

This ensures that gtest is built before you try to link your program.  Ideally you'd want to have this target also list the gtest libraries as prerequisites so that if they're modified, your program is re-built.

A: As stated in the comment before, the answer of MadScientist solved the first problem of building gtest before the test code itself, but linking still needed some changes to work. To get gtest to be built before the test sources I changed the build rules from:
HelloWorld_Test: ../BUILD/BIN/HelloWorld_Test gtest | $(BUILD_DIRS);

../BUILD/BIN/HelloWorld_Test: $(moduleObj)
    g++ $(CPPFLAGS) $(CPPFLAGS_TEST) $(CXXFLAGS) $(LDFLAGS_TEST) $^ -o $@

to
HelloWorld_Test: ../BUILD/BIN/HelloWorld_Test;

../BUILD/BIN/HelloWorld_Test: $(moduleObj) | gtest $(BUILD_DIRS)
    g++ $(CXXFLAGS) $(LDFLAGS_TEST) $^ -o $@

The linking process doesn't need any header files. The required gtest libs were now built to ../BUILD/LIB before the *.o files are linked, but the libs still could not be found during the linking process:
[.....ExampleTrunk/buildenv]$ make HelloWorld_Test -p>log.txt

still gave the error
/usr/bin/ld: cannot find -lgtest
/usr/bin/ld: cannot find -lgtest_main
collect2: error: ld returned 1 exit status

The problem could be revealed by getting verbose output of the linking process by changing the rule to:
../BUILD/BIN/HelloWorld_Test: $(moduleObj) | gtest $(BUILD_DIRS)
    ld -o $@ $(LDFLAGS_TEST) $^ --verbose

The verbose output was:
GNU ld (GNU Binutils) 2.30
...
==================================================
attempt to open ../BUILD/LIB/libgtest.so failed
attempt to open ../BUILD/LIB/libgtest.a failed
...

so the problem was, that the parameter "-l..." adds the prefix "lib" to the library name. As the library names were gtest.a and gtest_main.a they could not be found. The solution was to change the variable from:
LDFLAGS_TEST := -L../BUILD/LIB/ -lgtest -lgtest_main

to the full path representation
LDFLAGS_TEST := ../BUILD/LIB/gtest.a ../BUILD/LIB/gtest_main

Now everything works fine :D
If more libs with "special" names have to be linked, it would be a better solution to change the corresponding Makefile to add the prefix "lib" to the library's output names. This would keep the command line shorter, as the path ../BUILD/LIB only appears once with the "-L" switch. Nevertheless I think for my case the full paths are okay, because the parameter length is not so much more and the manipulations to the 3rd party Makefile of googletest are less.
Thanks for your help,
Jasmin


1470 fps with a 40 grain bullet. Normal High Velocity 22LR ammo goes about 1250 fps with a 40 gr bullet. Usually the faster ammo uses a lighter bullet to do it: (For example, the hyper velocity CCI Stinger uses a 32 gr bullet and goes 1640 fps.) So, the Aguila Interceptor delivers the hard impact of the heavier 40 grain bullet at a velocity almost as high as Stinger... This could be the combination of knock down and trajectory the suits your rifle perfectly... Order a box and see how it works in your rifle!
they are ok. work fine as long as your gun is in good shape.
These are great rounds. Quick and accurate. Just wish they were hollow point rounds.
the Aguila interceptor 22s are a very accurate round. I wasn't wild about the cost but you pay for what isn't on most store shelves. I'll be getting more when I run out. Again, accurate and dependable round.


Explore the history of the Commonwealth with murals by 10 Virginia artists!
Visit the gallery to see unique perspectives on events, people, and artifacts important to our state's history through large-scale artworks in this unprecedented exhibition.
Purchase tickets for VHS events and exhibitions.
Start your journey through the Virginia Museum of History & Culture's exhibitions. Our current long-term exhibitions include the Story of Virginia, Memorial Military Murals by Charles Hoffbauer and Landscapes of Virginia.
Learn more about the resources we offer to teachers and students.
Our collections are available online and in our reading room for researchers, genealogists, educators, and students. From fossils to 21st century documents and artifacts, start exploring your history today.
Search the Virginia Historical Society collection and explore the wide range of items we hold.
With an active calendar of events with something for all ages and a wealth of online features, especially our Virginia History Explorer, there are plenty of ways to connect with your history.
The extensive collection of our library is open to all Virginia Historical Society patrons, from the curious visitor to the professional researcher.
VMHC offers several different types of membership to meet your needs.
"This museum is the best I have been to."


There are plenty of times you've probably heard people talking about strengthening their core, but what does that really mean? When there's something you want to work towards in your own level of fitness, it's important to understand why it's worth doing and how to best get there.
You may think that the core refers to just your front abdominal muscles, but it actually includes muscles in your back, pelvis, side, and your upper and lower abs. These various muscles work all together in order to allow to move in specific ways. Think about the way you're able to extend and maneuver your torso. Without your core, that wouldn't be possible.
Why should I try to build a stronger core?
#1. Makes daily tasks easier: think about the simple things you do like pushing doors open, lifting heavy things, reaching things in high places.
#2. Good posture: if anyone ever tells you that you slouch, it's time to work on your core.
#3. Lower back support: experiencing pain and discomfort in the lower back is very common, and one of the biggest culprits is a weak core.
#4. Improve athlethic performance: join the neighborhood leagues with a stronger core and you'll be able to keep up with the best of them.
#5. Daily chores: do you garden? You definitely sweep and mop. Think about how much bending and pushing from your core you do in those mundane tasks.
What exercises will help strengthen my core?
There are more reasons than a flat stomach to work on your core. Take the time to build up the muscles, and you will see benefits in many areas of your life.


I have two very different shows coming up this spring with radically different themes. There is a method to the madness, as I go back and forth between the grime and grit of urban construction sites, the urban streets, and the refuge of nature. Both series are about the interplay of structure and surface, and the narrative of impermanence. With both subjects I use my camera to capture moments on the edges of transition.
My mixed media techniques are evolving and gradually scaling up. New refinements to the plaster techniques have required new tests, and I have been doing dozens of small experimental pieces, which invite me to take risks. I think I should have a whole new category of work titled "Failures and Redemptions." Many of the best pieces are the disasters I revisit with nothing left to lose. Thinking like a printmaker requires precision and strategy, but part of the strategy is knowing when to let go.
Watching a tulip change is a kind of devotional practice. You have to really pay attention and invite the flower into your consciousness to live for awhile.
A work in progress. This is the visualization and testing phase.
Look for details on upcoming shows soon. Meanwhile, my motto for spring is walk, inhale, sneeze. If you see a girl walking down the street with bunch of plum branches, a Kleenex box and a Sony NEX6, that's me.
All artwork © Iskra Johnson 2016 and may not be reproduced without permission.


Since I will be turning 40 in two years, I thought I would challenge myself so I made a list of 40 things that I want to do before my big 4-0. This is not a bucket list as such (or maybe it is). It's just a list of things that I have always wanted to do but never got the chance to do. At the same time there are a few on my list that I just recently thought of doing. I know I may not be able to cross all of them off before then, but at least I can say that I have tried.
40. Continue to inspire people and make my dreams come true.
I guess I am ready to take on the challenge.
Most of my friends can vouch for my passion in volunteerism. When I moved to London, I have been in constant search for organizations that I can volunteer with. But I really didn't need to look far as the opportunity was right at my doorstep. One day at work, I searched for volunteer work on the intranet and Hands Up for Health came up. After reading a few information about the progaramme, I knew I have found the perfect place to volunteer. So I immediately emailed the programme manager, Dr. Beth Thomas and it was not long until I had my first "go" at Hands Up for Health.
Hands Up for Health aims to provide young people (from Lambeth and Southwark) a hands-on experience in dealing with true to life situations. Young learners get the chance to care for patients (in the form of talking and breathing mannequins). This way, they get an insight of what really goes on in the hospital. Hands Up for Health provides experience to young pupils that helps "promote health, science and healthcare careers".
The amazing work that this organization does to educate pupils at such a young age about healthcare inspired me to volunteer the second time around.
The training took place at the Simulation and Interactive Learning (SaIL) Centre at St Thomas Hospital. I arrived at the centre early enough for the team briefing led by Dr. Thomas. As the group of pupils were running late, I had the opportunity to take some photos so I can share with you how the training centre looks like.
As I mentioned earlier, there are mannequins and they are life-sized ones.
This is a breathing and talking mannequin. As you can see, the area is set up as it is in a hospital ward.
One of the work stations where the pupils can be shown how to take and give blood.
The day's simulation was on Basic Life Support (BLS). The pupils were given a scenario by the facilitators (volunteers). I was the actor and played as the person who called for help because my friend "Jeff" collapsed on the floor. As soon as the pupils arrived at the scene, they took over and I was so amazed at how much knowledge and skills they had. They maybe 15-17 year olds, but they certainly knew how to deliver a life-saving care to the patient.
They dealt with the situation as if they were dealing with a real life situation. They certainly knew how to assess the patient for airway, breathing and circulation. When they have established that the airway was patent, but the patient was not breathing and didn't have a pulse, they immediately commenced CPR. And believe me, they performed it like a pro.
Although we were there to facilitate (and educate), we allowed the pupils to lead the scenario. I must say that their awareness of what was going on was unbelievable. They were orientated with some of the hospital procedures, good at history taking and confident on reassuring the patient. I could see from their actions that their ultimate goal was to save the patient's life (and they successfully did). At such a young age, they were already acting like professionals.
At the end of the scenario, the pupils were given a few minutes to reflect on their experience and was given the opportunity to ask any questions. It is really reassuring that these young people are confident enough to help anyone who may be in a life threatening situation. They performed better than I expected and they were very disciplined.
My experience with Hands Up for Health is one thing that I can really be proud of. Not only that I am able to share my knowledge, experience and skills, but I also get to work with amazing volunteers and most especially meet young people who have huge potentials and interests in healthcare. To be able to volunteer for an organisation like this is very rewarding. This is basically one of the better ways on how I can spend my days off from now on. I am looking forward to more volunteer days with Hands Up for Health.
Hands Up if you are willing to give up your day off to something as worthwhile as volunteering for Hands Up for Health. And Hands Up if after reading this you will entrust your life to a 15, 16 or 17 year old who has done a proper training with an organization like Hands Up for Health.
And how have you been spending your days off work?


1 tree0 trees planted in memory of Teresa Scofield.
Teresa A. Scofield, 44, of Freeport passed away on November 3, 2011, with her family by her side. Teresa was born November 18, 1966, in Rockford, the daughter of Terry Johnson and Linda (Scales) Thurman. Graduated from Harlem High School Class of 1985. Married Terry Scofield September 26, 1997, in Rockford. She worked for Swiss Colonies as a supervisor in Shipping and Receiving.
Teresa was a selfless person always caring and giving to others.
Survived by husband, Terry; son, Ty; daughter, Katelyn Fritchen; granddaughter, Paige Teresa Marie Sturtevant; mother, Linda Thurman; father, Terry Johnson; brother, Dean Johnson; sisters, Michelle Lindquist and Tiffany Johnson; grandmother Alice Scales and grandmother Johnson; mother-in-law, Beverly (Wayne) Pattat; father in law, Dennis (Lynn) Scofield; a host of aunts, uncles, nieces, nephews, cousins and friends.
A celebration of Teresa's life will be held with a benefit on Saturday, November 19, at the Eagle's Club, 1200 Galena Avenue, Freeport, starting at 3:00 p.m. Contributions may be made to Teresa Scofield's Benefit, c/o Midwest Community Bank, 510 Park Crest Drive, Freeport, IL 61032.
Arrangements by the Cremation Society of Illinois. Express online condolences at www.Cremation-Society.com.
To plant a tree in memory of Teresa Scofield, please visit our Tribute Store.


text:
Pharsalia setulosa is a species of beetle in the family Cerambycidae. It was described by Per Olof Christopher Aurivillius in 1920 and is known from the Philippines.

References

setulosa
Beetles described in 1920

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text:
Skybet Football
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Category Archives: D'Angelo Russell
Remember The Brooklyn Nets? They're Good Now.
Category : Brooklyn Nets , D'Angelo Russell , NBA
For more than four years, the Brooklyn Nets had been more or less irrelevant on a national scale. Whenever the team came up in a larger conversation, it was usually to discuss how one of its first-round picks — dealt in that infamous trade for Kevin Garnett and Paul Pierce — was benefiting another franchise that got to reap the draft payoff. You have to go back to 2013-14, a full season after the Nets left New Jersey for Brooklyn, to find the last time they finished .500.
All of which makes the Nets — winners of five straight and co-owners of the NBA's best record over the past month and a half — so compelling. At 26-23, the team is currently holding a playoff position in sixth place in the East. Coach Kenny Atkinson, again, is finding enormous success with his point guards, including D'Angelo Russell, who's in contention for an All-Star spot. And the club, which in early December was mired in an eight-game skid and couldn't hold late-game leads, is all of a sudden unbeatable in the clutch. And this is after Brooklyn lost perhaps its best all-around player, Caris LeVert, to a brutal long-term injury.
But underneath all that past losing — and there was a lot of it, given that this team has had three consecutive seasons with fewer than 30 wins — there were several road signs that the Nets were tapping into an array of good strategies to begin a turnaround.
Much of that was rooted in ideology and experimentation, necessities because of how bare the draft-pick cupboard was for a while. The team had to take some creative steps (read: accept salary dumps) in a bid to get some talent on its roster. And the club's front office, led by Sean Marks, had to identify talent that was being ignored or undervalued, like guard Spencer Dinwiddie, and trust its own ability to help develop players like him into everyday rotation pieces.
The hiring of Atkinson, a longtime NBA assistant, was a key catalyst. Well before the wins started outnumbering the losses, and before there was enough talent to expect playoff berths, the 51-year-old quickly began changing the team's shot profile on both ends of the floor.
During the 2015-16 campaign, a year before he came on, the Nets ranked 26th out of 30 in quantified Shot Quality, which measures the likelihood of shots going in, if taken by an average NBA player, according to stat database Second Spectrum. The club completely overhauled that at the start of Atkinson's tenure, though, as Brooklyn finished fifth and fourth in 2016-17 and 2017-18, respectively. And this season, the Nets rank ninth in the metric.
In layman's terms, the Nets have essentially adopted the same offensive principles as the analytically friendly Houston Rockets, coached by Atkinson mentor Mike D'Antoni. (Fitting that these clubs combined for an NBA-record 106 3-point attempts in a game last week.) Russell, who leads starting ball-handlers with 61.5 pick and rolls per 100 plays, will run you around screens all day, and he and his Brooklyn teammates generally avoid midrange shots, instead probing for much higher-percentage looks. No NBA team has driven to the basket more than the Nets, and this would mark the third consecutive season that Brooklyn ranks in the top 10 in free-throw rate.
Defensively, the story is much the same. The Nets have excelled at forcing opponents to walk the analytics plank, ranking among the top five in 2016-17, 2017-18 and again this season in terms of how often they coax teams into longer midrange 2-pointers. When teams are fortunate enough to get to the basket, they're often met by 20-year-old Jarrett Allen, a big man who has erased some of the game's biggest names at the rim while sometimes playing a one-man zone. The Nets also rank near the top of the NBA in boxing out, to finish those defensive possessions.
That combination — continuing to take the most efficient shots possible on offense while taking those same shots away on the other end — has been the NBA equivalent of Andy Dufresne's rock hammer in "The Shawshank Redemption." The team's strategy and talent, combined with its newfound maturation in the clutch, have finally set it free.
Brooklyn basically looked shackled at the ends of games last year and at the start of this season. Whether it was inexperience, consistently bad whistles or a combination of the two, the Nets were managing to find new, devastating ways to lose close contests each night.
But even that's changed of late. The Nets, who were a dismal 4-10 in clutch situations as of Dec. 1, have since gone 11-4 in those same scenarios.
One noteworthy shift there is rooted in Russell and Dinwiddie's ability to coexist during the hot streak — something that had consistently backfired from a net-rating standpoint over the past two seasons. (Their ability to play together, or lack thereof, will be worth watching because of the decision the Nets have to make about the future of Russell, who's a restricted free agent this summer. Yet it looks like Russell will have the show to himself, as Dinwiddie, who just signed a three-year, $34 million extension, could miss considerable time with a torn ligament in his thumb.) But other elements also stand out. Joe Harris is one of the NBA's best perimeter shooters. Latvian forward Rodions Kurucs was a great find and is a fluid scorer at 6-foot-9.
While the Nets are clearly ascending, they still have their issues, too.
Brooklyn has one of the highest turnover rates in the league. The Nets can occasionally find themselves with matchup problems against teams with floor-spacing bigs because of how Allen anchors himself to the paint on defense. The lack of pressure on pick-and-roll ball-handlers hurts their ability to force turnovers. For how well the team gets to the stripe, Russell, its leading scorer, takes fewer free throws than any other volume shooter in the NBA.1 Injuries have nagged Brooklyn all year, and while it's fair to expect a boost from players if and when they return — especially from LeVert — key players' roles may have to shrink to accommodate everyone once they're back. And the Nets, who have enjoyed one of the easiest slates so far, will be thoroughly tested by their upcoming schedule — especially from mid-March to the end of the season.
There's a reason we hear so much about the Nets eventually landing a player like Kevin Durant, Kawhi Leonard or Jimmy Butler. Aside from the fact that they're one of few big-market teams that seemingly has a direction, a blank-enough canvas (in terms of not having a star) and cap space to make something happen, they also would become an instant contender by adding someone of that caliber. Again, the decision on Russell could complicate that. Yet the reality is that getting past the second round likely requires more than this current cast, even at full strength.
For the time being, though, it has been eye-opening to watch the 22-year-old Russell play this well since the turn of the new year, a span in which he's averaged 24 points and nearly eight assists on 49 percent shooting from the floor, along with his rainbow-arc triples falling at a 44 percent clip.
While he'll never possess the sort of bounce that some of his counterparts have, the former No. 2 overall pick has leveraged the threat of his pull-up jumper into being able to beat defenders to certain spots. When he senses defenders on his hip, he'll often make use of ball fakes to buy himself more space before shooting.
https://fivethirtyeight.com/wp-content/uploads/2019/01/Russell.mp4
He's been more consistent with the ball during that window, too, passing teammates open while logging a 3-to-1 assist-to-turnover ratio in 2019 — up from 2-to-1 earlier this season and much better than his career ratio of 1.5-to-1 coming into the 2018-19 campaign.
Certain elements of Russell's offensive run lately, much like the team's overall, are going to come back down to earth at some point. But with how hellish things have been in Brooklyn for much of the past five years, and with how sound the team's strategy has been in digging out of that trench, Russell, the Nets and their fans all have ample reason to be enjoying this — even if they aren't exactly sure what comes next.
Check out our latest NBA predictions.
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text:
Forex Brokers > Forex Basics > Investing for the future
Author: Martin Moni
Martin Moni
All publications of the author
As traders, we often look to make money for the near future by keeping an eye on the monthly or weekly growth of our capital. There's nothing wrong in this, and perhaps it even makes a trader more motivated to work harder to reach their goals. However, one should always keep at the back of their minds the distant future, 10, 20 years, or more ahead, and this is what we're going to focus on in this post.
Whether you're investing so that you can retire comfortably or saving up for your kids' education, long-term investment is essential for everyone. These investment options may not have the highest annual returns, but they have something that is more crucial in these situations, security. The guarantee that your investment is safe and growing steadily regardless of day-to-day market volatility or political shifts.
A bond is basically a loan by you, the investor, to an entity which repays the loan with interest. The entity can be the government, thus government bond, or a company, thus corporate bond. Companies and governments issue bonds when they need money for taking on projects. You might be wondering why a company would issue bonds instead of taking a bank loan, and this might be because banks impose higher interest rates and other restrictions after giving away a loan. For example, right now in the UK, the lowest interest rate for a loan from a bank is about 3% while most bonds have a coupon of less than 1.5%, which is less than a half and why bonds are preferable to most entities.
I just mentioned coupon, which is one of the terms you have to be familiar with if you're going to invest in bonds. The coupon here is just another way of referring to the interest rate, which is earned annually and paid to the investor. The coupon date will be the date on which the interest will be paid out, and this can be once or twice a year. Bonds are also issued for a specified time, after which the bond is said to mature, known as the maturity date. On the maturity date, the initial investment is returned to the investor, known as the face value.
When it comes to long-term investments, bonds are usually considered to be the most secure option, especially when they are issued by the government. This is because governments generally do not default on bonds, even in the worst circumstances. Just look back to the Great Recession in Spain which started in 2008 sending the country into severe debt, but Spain was bailed out by the European Central Bank (ECB). This creates a lot of confidence in government bonds because a country hardly ever collapses and defaults on bonds. With corporate bonds, even if the company goes bankrupt, bond holders are the first to be refunded after the company's assets are liquidated.
However, this risk also makes bonds to have very low coupon rates, which can be very unattractive for the near-term, but not for the long-term. In fact, the longer the bond term, the higher the coupon will be. Take the US Government bonds, for example, where the 10-year bond has a 2% coupon and the 30-year bond a 2.88% coupon. This means you can make, on a $10,000 investment, $200 every year on the former and $288 on the latter.
Once you have a bond, you can sell it through a broker who can float the bond on an exchange like the New York Stock Exchange (NYSE), or sell it to another one of their clients. In fact, most bonds are purchased this way, whereby you don't get the bond directly from the issuer. In these cases, the value of the bond is calculated using the yield to maturity date, which can be different from the original coupon rate depending on the remaining term of the bond and the annual coupon. Governments and companies initially issue bonds through auctions, and this is where you get the actual coupon rate from the issuer.
When purchasing bonds, it is important to keep in mind the risk of the bond – higher coupon rates usually infer higher risk, and you should try to avoid these kinds of bonds. Nevertheless, the returns may be too lucrative, and you can still take a stab as long as you remember to hedge your positions.
Unlike bonds which are risk-free, stocks may have a bit more risk, but their potential for enormous returns appeal to those investors unafraid of taking risks. We have already looked at the basics of stock trading in an earlier post, but here, we'll be looking at stocks as a long-term investment. Unlike bonds whereby you are basically offering a loan, stocks offer you a piece of a company whereby you share in the company's profits and losses alike.
To understand the risks and returns of investing in stocks, we'll look at a few companies as examples. One of the stocks that have had great returns is Facebook whose stock was made available through an IPO in February 2012 at $38 per share. The stock is now trading at $127, which is more than a 200% return in just under 5 years. By August 2012, Facebook's stock had dropped to under $20 and several major investors cashed in and left, but those who stayed on have seen great returns.
On a longer term, Qualcomm's IPO was on December 1991 at $16 per share, but the company has had several stock splits such that a single share back in 1991 would now be equal to 32.64 shares. If you had bought 1,000 shares in 1991 at $16, your $16,000 investment would be worth $2,121,600 right now. If you account for the quarterly dividends, you would also have earned $62,668.88 annually.
On the other hand, companies like Peabody Energy stock have dwindled from $73 in 2011 to just over $3 at the moment. The company is the largest coal company in the private sector worldwide but its stock doesn't carry as much weight and there's even talk the company might go bankrupt.
The lesson to be learnt from the above example is simple, choose the stocks with the most positive outlook. Currently, 'green' energy is becoming more popular with nuclear power and electric cars being preferred, and this puts pressure on coal miners like Peabody Energy. This company was also hurt by the emergence of new mining technologies like fracking which were more efficient for mining natural gas. Technology, though, is growing fast as is evidenced by Qualcomm's growth, and you should look for opportunities in such fields.
Thus, when buying stock for long-term investment, think about what the future might look like and invest in those companies that show the most promise. If you want astronomical returns, don't look at Fortune 500 companies because their stock prices don't change a lot, instead, penny stocks may be riskier but have higher returns. An example is Concur Technologies which now trades at $127.43 from a low of $0.31 during the stock market downturn of 2001. Such an investment would have more than a 41,000% gain. Just remember that these penny stocks, while unbelievably rewarding, don't always go well and most of them either collapse or never go above their original stock price.
Both bonds and stocks require a significant amount of capital if you want to see any good returns. It gets even worse when you have to split your capital into various stocks and bonds to diversify your portfolio, and end up with only very small returns – unless you do it through a mutual fund. Remember PAMM accounts? Well, mutual funds are just like PAMM accounts, except they don't trade the Forex market.
A mutual fund basically pools together funds from the investors and invests the money in stocks, bonds or both. The mutual fund you choose to join should specify which financial instrument they are investing in as well as their trading strategy regarding risk management. If you feel that the mutual fund represents your trading style, then you can invest your money there. For example, a cautious trader can choose a conservative mutual fund that sticks only to the most stable but least paying government bonds while another may opt for one which selects high-yielding bonds from risky governments.
The advantage of a mutual fund is that it relieves you from the burden of having to do your own research on which might be the best stocks or bonds to invest in.
An ETF is just a mutual fund which can be traded on an exchange – think of it as buying shares of a mutual fund. ETFs are a relatively new financial instrument, but they are fast becoming more common and there are thousands of ETFs available today. Choosing an ETF is similar to selecting a mutual fund, too, so find the ETF representing the mutual fund with similar investment values as yours.
Ownership investments
For those investors who prefer to deal with tangible investments rather than speculative ones, you can always choose ownership investments. These include investing in businesses, such as a startup company, real estate and even precious items.
Investing in business as a long-term plan can be difficult, but with the right management, your business could have grown a lot in a few years without requiring too much of your time. Real estate is another common investment where investors choose land or properties hoping that it will appreciate over time. With precious items, like collectibles, it comes down to passion because you can't be sure the item will still have value a few years down the line.
It is clear that there are numerous investment platforms one can get into and make a lot of money as long as they are willing to take the leap of faith. As I said at the beginning, every trader should consider one of the above options for their future because you never know what might happen the next day and you must ensure you don't fall from grace.
And now to listen to one of the best investors of all time:
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text:
enum ESteamControllerPad
{
	k_ESteamControllerPad_Left,
	k_ESteamControllerPad_Right
};
#endif

// Note: Please do not use action origins as a way to identify controller types. There is no
// guarantee that they will be added in a contiguous manner - use GetInputTypeForHandle instead
// Versions of Steam that add new controller types in the future will extend this enum if you're
// using a lookup table please check the bounds of any origins returned by Steam.
enum EControllerActionOrigin
{
	// Steam Controller
	k_EControllerActionOrigin_None,
	k_EControllerActionOrigin_A,
	k_EControllerActionOrigin_B,
	k_EControllerActionOrigin_X,
	k_EControllerActionOrigin_Y,
	k_EControllerActionOrigin_LeftBumper,
	k_EControllerActionOrigin_RightBumper,
	k_EControllerActionOrigin_LeftGrip,
	k_EControllerActionOrigin_RightGrip,
	k_EControllerActionOrigin_Start,
	k_EControllerActionOrigin_Back,
	k_EControllerActionOrigin_LeftPad_Touch,
	k_EControllerActionOrigin_LeftPad_Swipe,
	k_EControllerActionOrigin_LeftPad_Click,
	k_EControllerActionOrigin_LeftPad_DPadNorth,
	k_EControllerActionOrigin_LeftPad_DPadSouth,
	k_EControllerActionOrigin_LeftPad_DPadWest,
	k_EControllerActionOrigin_LeftPad_DPadEast,
	k_EControllerActionOrigin_RightPad_Touch,
	k_EControllerActionOrigin_RightPad_Swipe,
	k_EControllerActionOrigin_RightPad_Click,
	k_EControllerActionOrigin_RightPad_DPadNorth,
	k_EControllerActionOrigin_RightPad_DPadSouth,
	k_EControllerActionOrigin_RightPad_DPadWest,
	k_EControllerActionOrigin_RightPad_DPadEast,
	k_EControllerActionOrigin_LeftTrigger_Pull,
	k_EControllerActionOrigin_LeftTrigger_Click,
	k_EControllerActionOrigin_RightTrigger_Pull,
	k_EControllerActionOrigin_RightTrigger_Click,
	k_EControllerActionOrigin_LeftStick_Move,
	k_EControllerActionOrigin_LeftStick_Click,
	k_EControllerActionOrigin_LeftStick_DPadNorth,
	k_EControllerActionOrigin_LeftStick_DPadSouth,
	k_EControllerActionOrigin_LeftStick_DPadWest,
	k_EControllerActionOrigin_LeftStick_DPadEast,
	k_EControllerActionOrigin_Gyro_Move,
	k_EControllerActionOrigin_Gyro_Pitch,
	k_EControllerActionOrigin_Gyro_Yaw,
	k_EControllerActionOrigin_Gyro_Roll,

	// PS4 Dual Shock
	k_EControllerActionOrigin_PS4_X,
	k_EControllerActionOrigin_PS4_Circle,
	k_EControllerActionOrigin_PS4_Triangle,
	k_EControllerActionOrigin_PS4_Square,
	k_EControllerActionOrigin_PS4_LeftBumper,
	k_EControllerActionOrigin_PS4_RightBumper,
	k_EControllerActionOrigin_PS4_Options,  //Start
	k_EControllerActionOrigin_PS4_Share,	//Back
	k_EControllerActionOrigin_PS4_LeftPad_Touch,
	k_EControllerActionOrigin_PS4_LeftPad_Swipe,
	k_EControllerActionOrigin_PS4_LeftPad_Click,
	k_EControllerActionOrigin_PS4_LeftPad_DPadNorth,
	k_EControllerActionOrigin_PS4_LeftPad_DPadSouth,
	k_EControllerActionOrigin_PS4_LeftPad_DPadWest,
	k_EControllerActionOrigin_PS4_LeftPad_DPadEast,
	k_EControllerActionOrigin_PS4_RightPad_Touch,
	k_EControllerActionOrigin_PS4_RightPad_Swipe,
	k_EControllerActionOrigin_PS4_RightPad_Click,
	k_EControllerActionOrigin_PS4_RightPad_DPadNorth,
	k_EControllerActionOrigin_PS4_RightPad_DPadSouth,
	k_EControllerActionOrigin_PS4_RightPad_DPadWest,
	k_EControllerActionOrigin_PS4_RightPad_DPadEast,
	k_EControllerActionOrigin_PS4_CenterPad_Touch,
	k_EControllerActionOrigin_PS4_CenterPad_Swipe,
	k_EControllerActionOrigin_PS4_CenterPad_Click,
	k_EControllerActionOrigin_PS4_CenterPad_DPadNorth,
	k_EControllerActionOrigin_PS4_CenterPad_DPadSouth,
	k_EControllerActionOrigin_PS4_CenterPad_DPadWest,
	k_EControllerActionOrigin_PS4_CenterPad_DPadEast,
	k_EControllerActionOrigin_PS4_LeftTrigger_Pull,
	k_EControllerActionOrigin_PS4_LeftTrigger_Click,
	k_EControllerActionOrigin_PS4_RightTrigger_Pull,
	k_EControllerActionOrigin_PS4_RightTrigger_Click,
	k_EControllerActionOrigin_PS4_LeftStick_Move,
	k_EControllerActionOrigin_PS4_LeftStick_Click,
	k_EControllerActionOrigin_PS4_LeftStick_DPadNorth,
	k_EControllerActionOrigin_PS4_LeftStick_DPadSouth,
	k_EControllerActionOrigin_PS4_LeftStick_DPadWest,
	k_EControllerActionOrigin_PS4_LeftStick_DPadEast,
	k_EControllerActionOrigin_PS4_RightStick_Move,
	k_EControllerActionOrigin_PS4_RightStick_Click,
	k_EControllerActionOrigin_PS4_RightStick_DPadNorth,
	k_EControllerActionOrigin_PS4_RightStick_DPadSouth,
	k_EControllerActionOrigin_PS4_RightStick_DPadWest,
	k_EControllerActionOrigin_PS4_RightStick_DPadEast,
	k_EControllerActionOrigin_PS4_DPad_North,
	k_EControllerActionOrigin_PS4_DPad_South,
	k_EControllerActionOrigin_PS4_DPad_West,
	k_EControllerActionOrigin_PS4_DPad_East,
	k_EControllerActionOrigin_PS4_Gyro_Move,
	k_EControllerActionOrigin_PS4_Gyro_Pitch,
	k_EControllerActionOrigin_PS4_Gyro_Yaw,
	k_EControllerActionOrigin_PS4_Gyro_Roll,

	// XBox One
	k_EControllerActionOrigin_XBoxOne_A,
	k_EControllerActionOrigin_XBoxOne_B,
	k_EControllerActionOrigin_XBoxOne_X,
	k_EControllerActionOrigin_XBoxOne_Y,
	k_EControllerActionOrigin_XBoxOne_LeftBumper,
	k_EControllerActionOrigin_XBoxOne_RightBumper,
	k_EControllerActionOrigin_XBoxOne_Menu,  //Start
	k_EControllerActionOrigin_XBoxOne_View,  //Back
	k_EControllerActionOrigin_XBoxOne_LeftTrigger_Pull,
	k_EControllerActionOrigin_XBoxOne_LeftTrigger_Click,
	k_EControllerActionOrigin_XBoxOne_RightTrigger_Pull,
	k_EControllerActionOrigin_XBoxOne_RightTrigger_Click,
	k_EControllerActionOrigin_XBoxOne_LeftStick_Move,
	k_EControllerActionOrigin_XBoxOne_LeftStick_Click,
	k_EControllerActionOrigin_XBoxOne_LeftStick_DPadNorth,
	k_EControllerActionOrigin_XBoxOne_LeftStick_DPadSouth,
	k_EControllerActionOrigin_XBoxOne_LeftStick_DPadWest,
	k_EControllerActionOrigin_XBoxOne_LeftStick_DPadEast,
	k_EControllerActionOrigin_XBoxOne_RightStick_Move,
	k_EControllerActionOrigin_XBoxOne_RightStick_Click,
	k_EControllerActionOrigin_XBoxOne_RightStick_DPadNorth,
	k_EControllerActionOrigin_XBoxOne_RightStick_DPadSouth,
	k_EControllerActionOrigin_XBoxOne_RightStick_DPadWest,
	k_EControllerActionOrigin_XBoxOne_RightStick_DPadEast,
	k_EControllerActionOrigin_XBoxOne_DPad_North,
	k_EControllerActionOrigin_XBoxOne_DPad_South,
	k_EControllerActionOrigin_XBoxOne_DPad_West,
	k_EControllerActionOrigin_XBoxOne_DPad_East,

	// XBox 360
	k_EControllerActionOrigin_XBox360_A,
	k_EControllerActionOrigin_XBox360_B,
	k_EControllerActionOrigin_XBox360_X,
	k_EControllerActionOrigin_XBox360_Y,
	k_EControllerActionOrigin_XBox360_LeftBumper,
	k_EControllerActionOrigin_XBox360_RightBumper,
	k_EControllerActionOrigin_XBox360_Start,  //Start
	k_EControllerActionOrigin_XBox360_Back,  //Back
	k_EControllerActionOrigin_XBox360_LeftTrigger_Pull,
	k_EControllerActionOrigin_XBox360_LeftTrigger_Click,
	k_EControllerActionOrigin_XBox360_RightTrigger_Pull,
	k_EControllerActionOrigin_XBox360_RightTrigger_Click,
	k_EControllerActionOrigin_XBox360_LeftStick_Move,
	k_EControllerActionOrigin_XBox360_LeftStick_Click,
	k_EControllerActionOrigin_XBox360_LeftStick_DPadNorth,
	k_EControllerActionOrigin_XBox360_LeftStick_DPadSouth,
	k_EControllerActionOrigin_XBox360_LeftStick_DPadWest,
	k_EControllerActionOrigin_XBox360_LeftStick_DPadEast,
	k_EControllerActionOrigin_XBox360_RightStick_Move,
	k_EControllerActionOrigin_XBox360_RightStick_Click,
	k_EControllerActionOrigin_XBox360_RightStick_DPadNorth,
	k_EControllerActionOrigin_XBox360_RightStick_DPadSouth,
	k_EControllerActionOrigin_XBox360_RightStick_DPadWest,
	k_EControllerActionOrigin_XBox360_RightStick_DPadEast,
	k_EControllerActionOrigin_XBox360_DPad_North,
	k_EControllerActionOrigin_XBox360_DPad_South,
	k_EControllerActionOrigin_XBox360_DPad_West,
	k_EControllerActionOrigin_XBox360_DPad_East,

	// SteamController V2
	k_EControllerActionOrigin_SteamV2_A,
	k_EControllerActionOrigin_SteamV2_B,
	k_EControllerActionOrigin_SteamV2_X,
	k_EControllerActionOrigin_SteamV2_Y,
	k_EControllerActionOrigin_SteamV2_LeftBumper,
	k_EControllerActionOrigin_SteamV2_RightBumper,
	k_EControllerActionOrigin_SteamV2_LeftGrip_Lower,
	k_EControllerActionOrigin_SteamV2_LeftGrip_Upper,
	k_EControllerActionOrigin_SteamV2_RightGrip_Lower,
	k_EControllerActionOrigin_SteamV2_RightGrip_Upper,
	k_EControllerActionOrigin_SteamV2_LeftBumper_Pressure,
	k_EControllerActionOrigin_SteamV2_RightBumper_Pressure,
	k_EControllerActionOrigin_SteamV2_LeftGrip_Pressure,
	k_EControllerActionOrigin_SteamV2_RightGrip_Pressure,
	k_EControllerActionOrigin_SteamV2_LeftGrip_Upper_Pressure,
	k_EControllerActionOrigin_SteamV2_RightGrip_Upper_Pressure,
	k_EControllerActionOrigin_SteamV2_Start,
	k_EControllerActionOrigin_SteamV2_Back,
	k_EControllerActionOrigin_SteamV2_LeftPad_Touch,
	k_EControllerActionOrigin_SteamV2_LeftPad_Swipe,
	k_EControllerActionOrigin_SteamV2_LeftPad_Click,
	k_EControllerActionOrigin_SteamV2_LeftPad_Pressure,
	k_EControllerActionOrigin_SteamV2_LeftPad_DPadNorth,
	k_EControllerActionOrigin_SteamV2_LeftPad_DPadSouth,
	k_EControllerActionOrigin_SteamV2_LeftPad_DPadWest,
	k_EControllerActionOrigin_SteamV2_LeftPad_DPadEast,
	k_EControllerActionOrigin_SteamV2_RightPad_Touch,
	k_EControllerActionOrigin_SteamV2_RightPad_Swipe,
	k_EControllerActionOrigin_SteamV2_RightPad_Click,
	k_EControllerActionOrigin_SteamV2_RightPad_Pressure,
	k_EControllerActionOrigin_SteamV2_RightPad_DPadNorth,
	k_EControllerActionOrigin_SteamV2_RightPad_DPadSouth,
	k_EControllerActionOrigin_SteamV2_RightPad_DPadWest,
	k_EControllerActionOrigin_SteamV2_RightPad_DPadEast,
	k_EControllerActionOrigin_SteamV2_LeftTrigger_Pull,
	k_EControllerActionOrigin_SteamV2_LeftTrigger_Click,
	k_EControllerActionOrigin_SteamV2_RightTrigger_Pull,
	k_EControllerActionOrigin_SteamV2_RightTrigger_Click,
	k_EControllerActionOrigin_SteamV2_LeftStick_Move,
	k_EControllerActionOrigin_SteamV2_LeftStick_Click,
	k_EControllerActionOrigin_SteamV2_LeftStick_DPadNorth,
	k_EControllerActionOrigin_SteamV2_LeftStick_DPadSouth,
	k_EControllerActionOrigin_SteamV2_LeftStick_DPadWest,
	k_EControllerActionOrigin_SteamV2_LeftStick_DPadEast,
	k_EControllerActionOrigin_SteamV2_Gyro_Move,
	k_EControllerActionOrigin_SteamV2_Gyro_Pitch,
	k_EControllerActionOrigin_SteamV2_Gyro_Yaw,
	k_EControllerActionOrigin_SteamV2_Gyro_Roll,

	// Switch - Pro or Joycons used as a single input device.
	// This does not apply to a single joycon
	k_EControllerActionOrigin_Switch_A,
	k_EControllerActionOrigin_Switch_B,
	k_EControllerActionOrigin_Switch_X,
	k_EControllerActionOrigin_Switch_Y,
	k_EControllerActionOrigin_Switch_LeftBumper,
	k_EControllerActionOrigin_Switch_RightBumper,
	k_EControllerActionOrigin_Switch_Plus,  //Start
	k_EControllerActionOrigin_Switch_Minus,	//Back
	k_EControllerActionOrigin_Switch_Capture,
	k_EControllerActionOrigin_Switch_LeftTrigger_Pull,
	k_EControllerActionOrigin_Switch_LeftTrigger_Click,
	k_EControllerActionOrigin_Switch_RightTrigger_Pull,
	k_EControllerActionOrigin_Switch_RightTrigger_Click,
	k_EControllerActionOrigin_Switch_LeftStick_Move,
	k_EControllerActionOrigin_Switch_LeftStick_Click,
	k_EControllerActionOrigin_Switch_LeftStick_DPadNorth,
	k_EControllerActionOrigin_Switch_LeftStick_DPadSouth,
	k_EControllerActionOrigin_Switch_LeftStick_DPadWest,
	k_EControllerActionOrigin_Switch_LeftStick_DPadEast,
	k_EControllerActionOrigin_Switch_RightStick_Move,
	k_EControllerActionOrigin_Switch_RightStick_Click,
	k_EControllerActionOrigin_Switch_RightStick_DPadNorth,
	k_EControllerActionOrigin_Switch_RightStick_DPadSouth,
	k_EControllerActionOrigin_Switch_RightStick_DPadWest,
	k_EControllerActionOrigin_Switch_RightStick_DPadEast,
	k_EControllerActionOrigin_Switch_DPad_North,
	k_EControllerActionOrigin_Switch_DPad_South,
	k_EControllerActionOrigin_Switch_DPad_West,
	k_EControllerActionOrigin_Switch_DPad_East,
	k_EControllerActionOrigin_Switch_ProGyro_Move,  // Primary Gyro in Pro Controller, or Right JoyCon
	k_EControllerActionOrigin_Switch_ProGyro_Pitch,  // Primary Gyro in Pro Controller, or Right JoyCon
	k_EControllerActionOrigin_Switch_ProGyro_Yaw,  // Primary Gyro in Pro Controller, or Right JoyCon
	k_EControllerActionOrigin_Switch_ProGyro_Roll,  // Primary Gyro in Pro Controller, or Right JoyCon
	// Switch JoyCon Specific
	k_EControllerActionOrigin_Switch_RightGyro_Move,  // Right JoyCon Gyro generally should correspond to Pro's single gyro
	k_EControllerActionOrigin_Switch_RightGyro_Pitch,  // Right JoyCon Gyro generally should correspond to Pro's single gyro
	k_EControllerActionOrigin_Switch_RightGyro_Yaw,  // Right JoyCon Gyro generally should correspond to Pro's single gyro
	k_EControllerActionOrigin_Switch_RightGyro_Roll,  // Right JoyCon Gyro generally should correspond to Pro's single gyro
	k_EControllerActionOrigin_Switch_LeftGyro_Move,
	k_EControllerActionOrigin_Switch_LeftGyro_Pitch,
	k_EControllerActionOrigin_Switch_LeftGyro_Yaw,
	k_EControllerActionOrigin_Switch_LeftGyro_Roll,
	k_EControllerActionOrigin_Switch_LeftGrip_Lower, // Left JoyCon SR Button
	k_EControllerActionOrigin_Switch_LeftGrip_Upper, // Left JoyCon SL Button
	k_EControllerActionOrigin_Switch_RightGrip_Lower,  // Right JoyCon SL Button
	k_EControllerActionOrigin_Switch_RightGrip_Upper,  // Right JoyCon SR Button

	// Added in SDK 1.45
	k_EControllerActionOrigin_PS4_DPad_Move,
	k_EControllerActionOrigin_XBoxOne_DPad_Move,
	k_EControllerActionOrigin_XBox360_DPad_Move,
	k_EControllerActionOrigin_Switch_DPad_Move,

	// Added in SDK 1.51
	k_EControllerActionOrigin_PS5_X,
	k_EControllerActionOrigin_PS5_Circle,
	k_EControllerActionOrigin_PS5_Triangle,
	k_EControllerActionOrigin_PS5_Square,
	k_EControllerActionOrigin_PS5_LeftBumper,
	k_EControllerActionOrigin_PS5_RightBumper,
	k_EControllerActionOrigin_PS5_Option,  //Start
	k_EControllerActionOrigin_PS5_Create,	//Back
	k_EControllerActionOrigin_PS5_Mute,
	k_EControllerActionOrigin_PS5_LeftPad_Touch,
	k_EControllerActionOrigin_PS5_LeftPad_Swipe,
	k_EControllerActionOrigin_PS5_LeftPad_Click,
	k_EControllerActionOrigin_PS5_LeftPad_DPadNorth,
	k_EControllerActionOrigin_PS5_LeftPad_DPadSouth,
	k_EControllerActionOrigin_PS5_LeftPad_DPadWest,
	k_EControllerActionOrigin_PS5_LeftPad_DPadEast,
	k_EControllerActionOrigin_PS5_RightPad_Touch,
	k_EControllerActionOrigin_PS5_RightPad_Swipe,
	k_EControllerActionOrigin_PS5_RightPad_Click,
	k_EControllerActionOrigin_PS5_RightPad_DPadNorth,
	k_EControllerActionOrigin_PS5_RightPad_DPadSouth,
	k_EControllerActionOrigin_PS5_RightPad_DPadWest,
	k_EControllerActionOrigin_PS5_RightPad_DPadEast,
	k_EControllerActionOrigin_PS5_CenterPad_Touch,
	k_EControllerActionOrigin_PS5_CenterPad_Swipe,
	k_EControllerActionOrigin_PS5_CenterPad_Click,
	k_EControllerActionOrigin_PS5_CenterPad_DPadNorth,
	k_EControllerActionOrigin_PS5_CenterPad_DPadSouth,
	k_EControllerActionOrigin_PS5_CenterPad_DPadWest,
	k_EControllerActionOrigin_PS5_CenterPad_DPadEast,
	k_EControllerActionOrigin_PS5_LeftTrigger_Pull,
	k_EControllerActionOrigin_PS5_LeftTrigger_Click,
	k_EControllerActionOrigin_PS5_RightTrigger_Pull,
	k_EControllerActionOrigin_PS5_RightTrigger_Click,
	k_EControllerActionOrigin_PS5_LeftStick_Move,
	k_EControllerActionOrigin_PS5_LeftStick_Click,
	k_EControllerActionOrigin_PS5_LeftStick_DPadNorth,
	k_EControllerActionOrigin_PS5_LeftStick_DPadSouth,
	k_EControllerActionOrigin_PS5_LeftStick_DPadWest,
	k_EControllerActionOrigin_PS5_LeftStick_DPadEast,
	k_EControllerActionOrigin_PS5_RightStick_Move,
	k_EControllerActionOrigin_PS5_RightStick_Click,
	k_EControllerActionOrigin_PS5_RightStick_DPadNorth,
	k_EControllerActionOrigin_PS5_RightStick_DPadSouth,
	k_EControllerActionOrigin_PS5_RightStick_DPadWest,
	k_EControllerActionOrigin_PS5_RightStick_DPadEast,
	k_EControllerActionOrigin_PS5_DPad_Move,
	k_EControllerActionOrigin_PS5_DPad_North,
	k_EControllerActionOrigin_PS5_DPad_South,
	k_EControllerActionOrigin_PS5_DPad_West,
	k_EControllerActionOrigin_PS5_DPad_East,
	k_EControllerActionOrigin_PS5_Gyro_Move,
	k_EControllerActionOrigin_PS5_Gyro_Pitch,
	k_EControllerActionOrigin_PS5_Gyro_Yaw,
	k_EControllerActionOrigin_PS5_Gyro_Roll,

	k_EControllerActionOrigin_XBoxOne_LeftGrip_Lower,
	k_EControllerActionOrigin_XBoxOne_LeftGrip_Upper,
	k_EControllerActionOrigin_XBoxOne_RightGrip_Lower,
	k_EControllerActionOrigin_XBoxOne_RightGrip_Upper,
	k_EControllerActionOrigin_XBoxOne_Share,

	// Added in SDK 1.53
	k_EControllerActionOrigin_SteamDeck_A,
	k_EControllerActionOrigin_SteamDeck_B,
	k_EControllerActionOrigin_SteamDeck_X,
	k_EControllerActionOrigin_SteamDeck_Y,
	k_EControllerActionOrigin_SteamDeck_L1,
	k_EControllerActionOrigin_SteamDeck_R1,
	k_EControllerActionOrigin_SteamDeck_Menu,
	k_EControllerActionOrigin_SteamDeck_View,
	k_EControllerActionOrigin_SteamDeck_LeftPad_Touch,
	k_EControllerActionOrigin_SteamDeck_LeftPad_Swipe,
	k_EControllerActionOrigin_SteamDeck_LeftPad_Click,
	k_EControllerActionOrigin_SteamDeck_LeftPad_DPadNorth,
	k_EControllerActionOrigin_SteamDeck_LeftPad_DPadSouth,
	k_EControllerActionOrigin_SteamDeck_LeftPad_DPadWest,
	k_EControllerActionOrigin_SteamDeck_LeftPad_DPadEast,
	k_EControllerActionOrigin_SteamDeck_RightPad_Touch,
	k_EControllerActionOrigin_SteamDeck_RightPad_Swipe,
	k_EControllerActionOrigin_SteamDeck_RightPad_Click,
	k_EControllerActionOrigin_SteamDeck_RightPad_DPadNorth,
	k_EControllerActionOrigin_SteamDeck_RightPad_DPadSouth,
	k_EControllerActionOrigin_SteamDeck_RightPad_DPadWest,
	k_EControllerActionOrigin_SteamDeck_RightPad_DPadEast,
	k_EControllerActionOrigin_SteamDeck_L2_SoftPull,
	k_EControllerActionOrigin_SteamDeck_L2,
	k_EControllerActionOrigin_SteamDeck_R2_SoftPull,
	k_EControllerActionOrigin_SteamDeck_R2,
	k_EControllerActionOrigin_SteamDeck_LeftStick_Move,
	k_EControllerActionOrigin_SteamDeck_L3,
	k_EControllerActionOrigin_SteamDeck_LeftStick_DPadNorth,
	k_EControllerActionOrigin_SteamDeck_LeftStick_DPadSouth,
	k_EControllerActionOrigin_SteamDeck_LeftStick_DPadWest,
	k_EControllerActionOrigin_SteamDeck_LeftStick_DPadEast,
	k_EControllerActionOrigin_SteamDeck_LeftStick_Touch,
	k_EControllerActionOrigin_SteamDeck_RightStick_Move,
	k_EControllerActionOrigin_SteamDeck_R3,
	k_EControllerActionOrigin_SteamDeck_RightStick_DPadNorth,
	k_EControllerActionOrigin_SteamDeck_RightStick_DPadSouth,
	k_EControllerActionOrigin_SteamDeck_RightStick_DPadWest,
	k_EControllerActionOrigin_SteamDeck_RightStick_DPadEast,
	k_EControllerActionOrigin_SteamDeck_RightStick_Touch,
	k_EControllerActionOrigin_SteamDeck_L4,
	k_EControllerActionOrigin_SteamDeck_R4,
	k_EControllerActionOrigin_SteamDeck_L5,
	k_EControllerActionOrigin_SteamDeck_R5,
	k_EControllerActionOrigin_SteamDeck_DPad_Move,
	k_EControllerActionOrigin_SteamDeck_DPad_North,
	k_EControllerActionOrigin_SteamDeck_DPad_South,
	k_EControllerActionOrigin_SteamDeck_DPad_West,
	k_EControllerActionOrigin_SteamDeck_DPad_East,
	k_EControllerActionOrigin_SteamDeck_Gyro_Move,
	k_EControllerActionOrigin_SteamDeck_Gyro_Pitch,
	k_EControllerActionOrigin_SteamDeck_Gyro_Yaw,
	k_EControllerActionOrigin_SteamDeck_Gyro_Roll,
	k_EControllerActionOrigin_SteamDeck_Reserved1,
	k_EControllerActionOrigin_SteamDeck_Reserved2,
	k_EControllerActionOrigin_SteamDeck_Reserved3,
	k_EControllerActionOrigin_SteamDeck_Reserved4,
	k_EControllerActionOrigin_SteamDeck_Reserved5,
	k_EControllerActionOrigin_SteamDeck_Reserved6,
	k_EControllerActionOrigin_SteamDeck_Reserved7,
	k_EControllerActionOrigin_SteamDeck_Reserved8,
	k_EControllerActionOrigin_SteamDeck_Reserved9,
	k_EControllerActionOrigin_SteamDeck_Reserved10,
	k_EControllerActionOrigin_SteamDeck_Reserved11,
	k_EControllerActionOrigin_SteamDeck_Reserved12,
	k_EControllerActionOrigin_SteamDeck_Reserved13,
	k_EControllerActionOrigin_SteamDeck_Reserved14,
	k_EControllerActionOrigin_SteamDeck_Reserved15,
	k_EControllerActionOrigin_SteamDeck_Reserved16,
	k_EControllerActionOrigin_SteamDeck_Reserved17,
	k_EControllerActionOrigin_SteamDeck_Reserved18,
	k_EControllerActionOrigin_SteamDeck_Reserved19,
	k_EControllerActionOrigin_SteamDeck_Reserved20,

	k_EControllerActionOrigin_Count, // If Steam has added support for new controllers origins will go here.
	k_EControllerActionOrigin_MaximumPossibleValue = 32767, // Origins are currently a maximum of 16 bits.
};

#ifndef ISTEAMINPUT_H
enum EXboxOrigin
{
	k_EXboxOrigin_A,
	k_EXboxOrigin_B,
	k_EXboxOrigin_X,
	k_EXboxOrigin_Y,
	k_EXboxOrigin_LeftBumper,
	k_EXboxOrigin_RightBumper,
	k_EXboxOrigin_Menu,  //Start
	k_EXboxOrigin_View,  //Back
	k_EXboxOrigin_LeftTrigger_Pull,
	k_EXboxOrigin_LeftTrigger_Click,
	k_EXboxOrigin_RightTrigger_Pull,
	k_EXboxOrigin_RightTrigger_Click,
	k_EXboxOrigin_LeftStick_Move,
	k_EXboxOrigin_LeftStick_Click,
	k_EXboxOrigin_LeftStick_DPadNorth,
	k_EXboxOrigin_LeftStick_DPadSouth,
	k_EXboxOrigin_LeftStick_DPadWest,
	k_EXboxOrigin_LeftStick_DPadEast,
	k_EXboxOrigin_RightStick_Move,
	k_EXboxOrigin_RightStick_Click,
	k_EXboxOrigin_RightStick_DPadNorth,
	k_EXboxOrigin_RightStick_DPadSouth,
	k_EXboxOrigin_RightStick_DPadWest,
	k_EXboxOrigin_RightStick_DPadEast,
	k_EXboxOrigin_DPad_North,
	k_EXboxOrigin_DPad_South,
	k_EXboxOrigin_DPad_West,
	k_EXboxOrigin_DPad_East,
};

enum ESteamInputType
{
	k_ESteamInputType_Unknown,
	k_ESteamInputType_SteamController,
	k_ESteamInputType_XBox360Controller,
	k_ESteamInputType_XBoxOneController,
	k_ESteamInputType_GenericGamepad,		// DirectInput controllers
	k_ESteamInputType_PS4Controller,
	k_ESteamInputType_AppleMFiController,	// Unused
	k_ESteamInputType_AndroidController,	// Unused
	k_ESteamInputType_SwitchJoyConPair,		// Unused
	k_ESteamInputType_SwitchJoyConSingle,	// Unused
	k_ESteamInputType_SwitchProController,
	k_ESteamInputType_MobileTouch,			// Steam Link App On-screen Virtual Controller
	k_ESteamInputType_PS3Controller,		// Currently uses PS4 Origins
	k_ESteamInputType_PS5Controller,		// Added in SDK 151
	k_ESteamInputType_Count,
	k_ESteamInputType_MaximumPossibleValue = 255,
};
#endif

enum ESteamControllerLEDFlag
{
	k_ESteamControllerLEDFlag_SetColor,
	k_ESteamControllerLEDFlag_RestoreUserDefault
};

// ControllerHandle_t is used to refer to a specific controller.
// This handle will consistently identify a controller, even if it is disconnected and re-connected
typedef uint64 ControllerHandle_t;

// These handles are used to refer to a specific in-game action or action set
// All action handles should be queried during initialization for performance reasons
typedef uint64 ControllerActionSetHandle_t;
typedef uint64 ControllerDigitalActionHandle_t;
typedef uint64 ControllerAnalogActionHandle_t;

#pragma pack( push, 1 )

#ifdef ISTEAMINPUT_H
#define ControllerAnalogActionData_t InputAnalogActionData_t
#define ControllerDigitalActionData_t InputDigitalActionData_t
#define ControllerMotionData_t  InputMotionData_t
#else
struct ControllerAnalogActionData_t
{
	// Type of data coming from this action, this will match what got specified in the action set
	EControllerSourceMode eMode;

	// The current state of this action; will be delta updates for mouse actions
	float x, y;

	// Whether or not this action is currently available to be bound in the active action set
	bool bActive;
};

struct ControllerDigitalActionData_t
{
	// The current state of this action; will be true if currently pressed
	bool bState;

	// Whether or not this action is currently available to be bound in the active action set
	bool bActive;
};

struct ControllerMotionData_t
{
	// Sensor-fused absolute rotation; will drift in heading
	float rotQuatX;
	float rotQuatY;
	float rotQuatZ;
	float rotQuatW;

	// Positional acceleration
	float posAccelX;
	float posAccelY;
	float posAccelZ;

	// Angular velocity
	float rotVelX;
	float rotVelY;
	float rotVelZ;
};
#endif
#pragma pack( pop )

//-----------------------------------------------------------------------------
// Purpose: Steam Input API
//-----------------------------------------------------------------------------
class ISteamController
{
public:

	// Init and Shutdown must be called when starting/ending use of this interface
	virtual bool Init() = 0;
	virtual bool Shutdown() = 0;

	// Synchronize API state with the latest Steam Controller inputs available. This
	// is performed automatically by SteamAPI_RunCallbacks, but for the absolute lowest
	// possible latency, you call this directly before reading controller state. This must
	// be called from somewhere before GetConnectedControllers will return any handles
	virtual void RunFrame() = 0;

	// Enumerate currently connected controllers
	// handlesOut should point to a STEAM_CONTROLLER_MAX_COUNT sized array of ControllerHandle_t handles
	// Returns the number of handles written to handlesOut
	virtual int GetConnectedControllers( STEAM_OUT_ARRAY_COUNT( STEAM_CONTROLLER_MAX_COUNT, Receives list of connected controllers ) ControllerHandle_t *handlesOut ) = 0;

	//-----------------------------------------------------------------------------
	// ACTION SETS
	//-----------------------------------------------------------------------------

	// Lookup the handle for an Action Set. Best to do this once on startup, and store the handles for all future API calls.
	virtual ControllerActionSetHandle_t GetActionSetHandle( const char *pszActionSetName ) = 0;

	// Reconfigure the controller to use the specified action set (ie 'Menu', 'Walk' or 'Drive')
	// This is cheap, and can be safely called repeatedly. It's often easier to repeatedly call it in
	// your state loops, instead of trying to place it in all of your state transitions.
	virtual void ActivateActionSet( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle ) = 0;
	virtual ControllerActionSetHandle_t GetCurrentActionSet( ControllerHandle_t controllerHandle ) = 0;

	// ACTION SET LAYERS
	virtual void ActivateActionSetLayer( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetLayerHandle ) = 0;
	virtual void DeactivateActionSetLayer( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetLayerHandle ) = 0;
	virtual void DeactivateAllActionSetLayers( ControllerHandle_t controllerHandle ) = 0;
	// Enumerate currently active layers
	// handlesOut should point to a STEAM_CONTROLLER_MAX_ACTIVE_LAYERS sized array of ControllerActionSetHandle_t handles.
	// Returns the number of handles written to handlesOut
	virtual int GetActiveActionSetLayers( ControllerHandle_t controllerHandle, STEAM_OUT_ARRAY_COUNT( STEAM_CONTROLLER_MAX_ACTIVE_LAYERS, Receives list of active layers ) ControllerActionSetHandle_t *handlesOut ) = 0;

	//-----------------------------------------------------------------------------
	// ACTIONS
	//-----------------------------------------------------------------------------

	// Lookup the handle for a digital action. Best to do this once on startup, and store the handles for all future API calls.
	virtual ControllerDigitalActionHandle_t GetDigitalActionHandle( const char *pszActionName ) = 0;

	// Returns the current state of the supplied digital game action
	virtual ControllerDigitalActionData_t GetDigitalActionData( ControllerHandle_t controllerHandle, ControllerDigitalActionHandle_t digitalActionHandle ) = 0;

	// Get the origin(s) for a digital action within an action set. Returns the number of origins supplied in originsOut. Use this to display the appropriate on-screen prompt for the action.
	// originsOut should point to a STEAM_CONTROLLER_MAX_ORIGINS sized array of EControllerActionOrigin handles. The EControllerActionOrigin enum will get extended as support for new controller controllers gets added to
	// the Steam client and will exceed the values from this header, please check bounds if you are using a look up table.
	virtual int GetDigitalActionOrigins( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle, ControllerDigitalActionHandle_t digitalActionHandle, STEAM_OUT_ARRAY_COUNT( STEAM_CONTROLLER_MAX_ORIGINS, Receives list of aciton origins ) EControllerActionOrigin *originsOut ) = 0;

	// Lookup the handle for an analog action. Best to do this once on startup, and store the handles for all future API calls.
	virtual ControllerAnalogActionHandle_t GetAnalogActionHandle( const char *pszActionName ) = 0;

	// Returns the current state of these supplied analog game action
	virtual ControllerAnalogActionData_t GetAnalogActionData( ControllerHandle_t controllerHandle, ControllerAnalogActionHandle_t analogActionHandle ) = 0;

	// Get the origin(s) for an analog action within an action set. Returns the number of origins supplied in originsOut. Use this to display the appropriate on-screen prompt for the action.
	// originsOut should point to a STEAM_CONTROLLER_MAX_ORIGINS sized array of EControllerActionOrigin handles. The EControllerActionOrigin enum will get extended as support for new controller controllers gets added to
	// the Steam client and will exceed the values from this header, please check bounds if you are using a look up table.
	virtual int GetAnalogActionOrigins( ControllerHandle_t controllerHandle, ControllerActionSetHandle_t actionSetHandle, ControllerAnalogActionHandle_t analogActionHandle, STEAM_OUT_ARRAY_COUNT( STEAM_CONTROLLER_MAX_ORIGINS, Receives list of action origins ) EControllerActionOrigin *originsOut ) = 0;

	// Get a local path to art for on-screen glyph for a particular origin - this call is cheap
	virtual const char *GetGlyphForActionOrigin( EControllerActionOrigin eOrigin ) = 0;

	// Returns a localized string (from Steam's language setting) for the specified origin - this call is serialized
	virtual const char *GetStringForActionOrigin( EControllerActionOrigin eOrigin ) = 0;

	virtual void StopAnalogActionMomentum( ControllerHandle_t controllerHandle, ControllerAnalogActionHandle_t eAction ) = 0;

	// Returns raw motion data from the specified controller
	virtual ControllerMotionData_t GetMotionData( ControllerHandle_t controllerHandle ) = 0;

	//-----------------------------------------------------------------------------
	// OUTPUTS
	//-----------------------------------------------------------------------------

	// Trigger a haptic pulse on a controller
	virtual void TriggerHapticPulse( ControllerHandle_t controllerHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec ) = 0;

	// Trigger a pulse with a duty cycle of usDurationMicroSec / usOffMicroSec, unRepeat times.
	// nFlags is currently unused and reserved for future use.
	virtual void TriggerRepeatedHapticPulse( ControllerHandle_t controllerHandle, ESteamControllerPad eTargetPad, unsigned short usDurationMicroSec, unsigned short usOffMicroSec, unsigned short unRepeat, unsigned int nFlags ) = 0;

	// Trigger a vibration event on supported controllers.
	virtual void TriggerVibration( ControllerHandle_t controllerHandle, unsigned short usLeftSpeed, unsigned short usRightSpeed ) = 0;

	// Set the controller LED color on supported controllers.
	virtual void SetLEDColor( ControllerHandle_t controllerHandle, uint8 nColorR, uint8 nColorG, uint8 nColorB, unsigned int nFlags ) = 0;

	//-----------------------------------------------------------------------------
	// Utility functions available without using the rest of Steam Input API
	//-----------------------------------------------------------------------------

	// Invokes the Steam overlay and brings up the binding screen if the user is using Big Picture Mode
	// If the user is not in Big Picture Mode it will open up the binding in a new window
	virtual bool ShowBindingPanel( ControllerHandle_t controllerHandle ) = 0;

	// Returns the input type for a particular handle - unlike EControllerActionOrigin which update with Steam and may return unrecognized values
	// ESteamInputType will remain static and only return valid values from your SDK version
	virtual ESteamInputType GetInputTypeForHandle( ControllerHandle_t controllerHandle ) = 0;

	// Returns the associated controller handle for the specified emulated gamepad - can be used with the above 2 functions
	// to identify controllers presented to your game over Xinput. Returns 0 if the Xinput index isn't associated with Steam Input
	virtual ControllerHandle_t GetControllerForGamepadIndex( int nIndex ) = 0;

	// Returns the associated gamepad index for the specified controller, if emulating a gamepad or -1 if not associated with an Xinput index
	virtual int GetGamepadIndexForController( ControllerHandle_t ulControllerHandle ) = 0;

	// Returns a localized string (from Steam's language setting) for the specified Xbox controller origin.
	virtual const char *GetStringForXboxOrigin( EXboxOrigin eOrigin ) = 0;

	// Get a local path to art for on-screen glyph for a particular Xbox controller origin.
	virtual const char *GetGlyphForXboxOrigin( EXboxOrigin eOrigin ) = 0;

	// Get the equivalent ActionOrigin for a given Xbox controller origin this can be chained with GetGlyphForActionOrigin to provide future proof glyphs for
	// non-Steam Input API action games. Note - this only translates the buttons directly and doesn't take into account any remapping a user has made in their configuration
	virtual EControllerActionOrigin GetActionOriginFromXboxOrigin( ControllerHandle_t controllerHandle, EXboxOrigin eOrigin ) = 0;

	// Convert an origin to another controller type - for inputs not present on the other controller type this will return k_EControllerActionOrigin_None
	virtual EControllerActionOrigin TranslateActionOrigin( ESteamInputType eDestinationInputType, EControllerActionOrigin eSourceOrigin ) = 0;

	// Get the binding revision for a given device. Returns false if the handle was not valid or if a mapping is not yet loaded for the device
	virtual bool GetControllerBindingRevision( ControllerHandle_t controllerHandle, int *pMajor, int *pMinor ) = 0;
};

#define STEAMCONTROLLER_INTERFACE_VERSION "SteamController008"

// Global interface accessor
inline ISteamController *SteamController();
STEAM_DEFINE_USER_INTERFACE_ACCESSOR( ISteamController *, SteamController, STEAMCONTROLLER_INTERFACE_VERSION );

#endif // ISTEAMCONTROLLER_H

redpajama_set_name: RedPajamaGithub


text:
The Dual City: Karachi During the Raj
by Yasmeen Lari and Mihail Lari
The Dual City: Karachi During the Raj is a monumental and comprehensive documentary on Karachi in all its aspects, and the first book of its kind to be published ... Encompassing a vast panorama of history, politics, architecture and arts and crafts illustrated with hundreds of maps, paintings and photographs (some rare and out of print), this volume is a must for schools, colleges, art and design institutions, reference libraries, clubs, and the intelligentsia. The authors have produced a tremendous piece of documentation which is destined to become a classic.
SK Rahmat Ali, Newsline, October 1996
Karachi's best-known architect and conservationist Yasmeen Lari, together with Mihail Lari, has confirmed her good reputation by writing a high-quality historical and architectural history of the city of Karachi. It is a coffee-table volume with 400 rare illustrations, 144 of them in colour. Anything you ever wanted to know about the mega-city before 1947 is here, from Alexander's legendary Krokola around 330 BC, the story of the British take-over in 1839, to stories behind all the landmark buildings.
Khaled Ahmed, The Friday Times, September 12-18. 1996
posted 9y ago
Heritage Research Centre - E-6 Fourth Gizri Street, DHA 4, Karachi, Pakistan - (92 21) 5837521 - www.heritagefoundationpak.org - info@heritagefoundationpak.org
UN Recognition Award 2002 for promotion of culture and peace.
Copyright © 2023 Heritage Foundation of Pakistan. All rights reserved.


text:
Saturday's LA Protests: When And Where
By LAist Staff
The protests over police brutality and systemic racism continue today throughout Southern California.
Here are some we know about (this is by no means an exhaustive list):
Mid Wilshire: 2.75-mile protest run/walk, 4625 W. Olympic Blvd., 10:30 a.m.
Over these last couple of weeks I have had an array of emotions, but above all I am encouraged. At first I was afraid to protest, now I am organizing my own. I encourage you to join me in my community as we run/walk 2.75 miles in the Mid-Wilshire area in peace, in love, in solidarity. This is what Nipsey meant when he said "The Marathon Continues." The fight for justice does not end here. #2wiceashard #walkgoodrungood @walkgoodproductionsA post shared by Etienne (eh-tee-en) Maurice (@walkgoodetienne) on Jun 10, 2020 at 11:43am PDT
West Valley: Northridge Mall entrance between Tampa and Shirley, 10 a.m.
Downtown L.A.: Buddhists for BLM (silent march to City Hall), Japanese American Museum, 100 N. Central Ave., 10 a.m.
Boyle Heights, 726 N. Soto St., 11 a.m.
Downtown L.A.: L.A. Law School march, Loyola Law School., 919 Albany St., 11 a.m.
Woodland Hills: Warner Center Park, 5800 Topanga Canyon Blvd., noon
Echo Park: 751 Echo Park Ave. (at the lake), 3 p.m.
Huntington Beach: Farquhar Park, 898 12th St., 4 p.m.
Santa Monica: A Rhythm for Change, Palisades Park, Ocean Ave. & Palisades Ave., 7 p.m.
USC:
Social workers in solidarity with Black Lives, Jefferson Blvd. & Hoover (march to City Hall), 9 a.m.
Downtown L.A.:
More skating/less hating, The Broad, 221 S. Grand Ave. (to Staples Center), noon
Whittier:
March for Latinx community in solidarity with BLM, Whittier Police Station, 13200 E. Penn St., noon
health workers in defense of Black lives, Cesar Chavez & Lyon St., 1 p.m.
Mid City:
Cochran Ave. Baptist Church, 1304. S. Cochran Ave., 9:30 a.m.
How Does Race Shape Your Life In LA? Tell Us
Conflicted: A Black Journalist's Reckoning With Her Race, Family And Police Brutality
Photos: In A Different Kind of Protest, Hundreds Clean Up South LA Streets
Police Union Excoriates Mayor Over Budget Cuts, 'Killers' Comment
Agonizing Over What I Saw: Reporting on Protests, Looting And Cleanup In Santa Monica
The False Dichotomy Of Protest Coverage So Far
What Happens After George Floyd? California Leaders Are Considering Reparations
LA Civil Rights Leader On Police Brutality, Protests: We're In The Last Battles Of The Civil War
KPCC/LAist Reporters Tear-Gassed, Shot With Rubber Bullet
Black Lives Matter-LA Leader Explains 'Very Deliberate' Choice To Demonstrate In Upscale Neighborhoods
Mis Ángeles: George Floyd Should Be Home With His Family Right Now
George Floyd's Death Is One Of Many Reasons Activists Are Pushing For A 'People's Budget' In LA
Our news is free on LAist. To make sure you get our coverage: Sign up for our daily newsletters. To support our non-profit public service journalism: Donate Now.


The Drager Alcotest 6510 offers law enforcement rapid and precise breath-alcohol analysis in a compact, user-friendly form. Due to the wide range of possible configurations, this handheld instrument can easily be adapted to meet law enforcement regulations and guidelines.
SAFE AND EASY TO USE - Rapid and intuitive operation make this instrument easy to use. The operator can obtain results safely and quickly with minimal distractions. All measurement functions are controlled by a single key, while menu navigation is controlled by two menu keys.
QUICK AND PRECISE ANALYSIS - The 1/4" DragerSensor technology is alcohol-specific and ensures accurate and precise measurement results under extreme conditions. Even at high concentrations, short reaction times of the sensor ensure that the measurement result displays quickly. Evidential measurement quality exceeds NHTSA's Model Specifications for Evidential Breath Testers.
PRACTICAL DESIGN - Compact dimensions and ergonomic design makes the instrument easy to use for right and left handed people. There is a safe distance between the hand of the operator and the mouth of the person to be tested.
OPTIMIZED INSTRUMENT INTERACTION - The instrument's backlit display prompts the operator with easily comprehensible plain text messages. Multi-color, lightemitting diodes and audible signals support the display.
"SLIDE 'N CLICK" MOUTHPIECE - The mouthpiece is designed to attach quickly and securely, even in poor light conditions. An air outlet which cannot be obstructed prevents any manipulation when the breath sample is given. The individually packaged mouthpieces can be attached to the instrument easily and hygienically. An integrated ejector tab makes mouthpiece removal effortless and sanitary. The mouthpiece also features a built-in spit trap to protect the operator from a subject's direct exhalation.
SAMPLING FLEXIBILITY - Various sampling modes are available for the instrument: automatic, passive, manual, and conditional (based on volume parameters.) Results can be displayed in over 10 different units of measure or in a Pass/ Alert/ Fail format.
LOW ENERGY CONSUMPTION - More than 1500 breath-alcohol tests can be conducted with two AA batteries.
INTEGRATED DATALOGGER - Menu keys allow quick access to the last 10 measurement results with their respective test numbers.


text:
Letter to the Editor: The Real Purpose–A Defense of Birthright
Samantha Steinfeld
Upon opening last week's Maroon-News, I was quite unsettled to find a commentary piece boasting an unqualified indictment of the Taglit-Birthright Israel program. The author, Sam Spitz, takes Birthright to task for what he believes to be its maliciously motivated endeavor to both misinform American Jews, as well as contribute to the sustenance of an anti-Arab bias among the next generation of Jewish leaders.
Spitz was thoroughly disturbed by what he perceived as a calculated lack of information about the perspectives of people living in the West Bank and Gaza Strip areas. He was also offended by the fact that, on several occasions, Birthright staff members freely made "abhorrent, Islamophobic" remarks; he implies that such statements are deleterious not only because of their intrinsically hateful nature, but also because of the danger that his peers could take such slurs as truth.
I have no right to question the authenticity of Spitz's description of his Birthright experience, nor do I intend to; such an undertaking would be disrespectful. However, as a past Birthright participant and a generally informed person, as well as a student of history and religion, I do have a responsibility to respond to some of the allegations raised by this article.
Spitz's piece is very politically charged, repeatedly referring to the respective checkpoints and security fences that separate the West Bank and Gaza from the rest of Israel.
While these topics are more than worthy of discussion, the major point that Spitz seemed to have missed is that Birthright is in no way the appropriate forum for a discourse on such issues.
Indeed, Birthright's mission statement clearly articulates that the program was created "in order to diminish the growing division between Israel and Jewish communities around the world; to strengthen the sense of solidarity among world Jewry; and to strengthen participants' personal Jewish identity and connection to the Jewish people."
Birthright endeavors to create feelings of connectedness among American Jews, the state of Israel and the worldwide Jewish community; it seeks to provide a meaningful cultural and religious experience, to make participants understand the joy and value that they can derive from their Judaism. Its very name – Taglit – calls upon participants to "discover" the land on which an historic Jewish community once lived, and on which a current Jewish community established a democratic state in the wake of a devastating genocide. Birthright's raison d'être is to foster meaningful connections between the next generation of American Jews and the culture, history and religion that they all share.
In light of that, it is upsetting to hear that Birthright representatives are espousing such distasteful sentiments. However, having heard detailed stories about over a dozen trips from friends, classmates and even Colgate's former rabbi (who led a trip several years back), as well as having had my own Birthright experience this past summer, this sort of behavior seems to be anomalous. Most discussions on my trips and others about which I have heard, focused either on people's personal experiences at each site visited, or on how the trip as a whole had affected their Jewish identity. The most disturbing thing that happened to me in Israel was getting stuck in an Alumni Hall-sized elevator for almost 30 minutes with 13 other people, one of whom was a claustrophobe.
What I am trying to say is that for all his allegations that Birthright as an organization is dedicated to "hiding Israel's flaws," Spitz seems to have ignored Birthright's actual mission entirely. Spitz does to Birthright exactly what he accuses Birthright of doing to Israel – he is misrepresenting it by espousing a half-truth.
Yes, there are undeniably major social and political issues with which the nation is currently contending, and yes, hateful rhetoric must be replaced with rational dialogue if these matters are ever to be solved to the satisfaction of all involved parties.
But Birthright is not about addressing these concerns. It is about providing its participants with a meaningful Jewish experience. To criticize Birthright for not focusing on, for instance, Palestinian grievances, is like criticizing your English Literature professor for not teaching you Number Theory; the latter is simply outside the scope of the former's stated purpose.
On another note, I proudly accept Spitz's challenge to engage in "meaningful dialogue" about the issues facing Israelis and Arabs and encourage everyone to do the same. However, I urge you to do so dispassionately. Do your research, talk to people who have lived in the region and reach your own conclusions.
I am self-aware enough to admit that I am not impartial is enough to mediate any sort of dialogue, but frankly neither is Spitz. His opinion informs the language he uses throughout his article. He calls people with different opinions "ideological adversaries" rather than "interlocutors." He refers to Gandhi and Mandela, implying an obvious comparison between the oppressed groups that these men represented and the Palestinians. He says that Americans are "seldom exposed" to the "Arab perspective," conveniently ignoring the many ways in which this perspective is easily accessible, whether it be through the myriad Arab press outlets available on the internet, or just by taking a class on the subject – Professor Khan's History of the Modern Middle East course would be a great place to start. An implicit bias is just as harmful as an explicit one, and both must be avoided if we are to truly have a "meaningful dialogue."
I applaud Spitz for his desire to spark a discussion of this nature. However, I simply cannot allow him to take aim at such a valuable organization that has served to enrich the lives of thousands of young adults looking to explore their own cultural and religious identity in his effort to do so.


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Chevrolet Tru 140S concept previews Cruze coupe
Tim Beissmann
New Cars Editor
The Chevrolet Tru 140S concept has been unveiled at the 2012 Detroit motor show.
The sleek coupe is based on the Cruze small car platform and Chevrolet says it has been designed to appeal to the next generation of new-car buyers.
Powering the Tru 140S is a more advanced version of the 1.4-litre turbocharged petrol engine (known as the 1.4 iTi in Australia's Holden Cruze). The engine gets more power (110kW/200Nm – up 10kW) and incorporates start-stop technology for improved efficiency. Chevrolet says the powerplant can be teamed with either a six-speed manual or six-speed automatic transmission.
At 4507mm long, 1878mm wide, 1360mm high, and with a 2743mm wheelbase, the Tru 140S concept is 11mm longer, 81mm wider and 117mm lower than the standard Holden Cruze hatch, and rides on a wheelbase that has been stretched by 58mm.
Chevrolet says the Tru 140S concept's designers were inspired by the ideas and values of the younger generation when developing the car.
Listening to the opinions of young drivers, Chevrolet concluded the Tru 140S needed to have the functionality of a four-seat sedan with the looks and performance of a coupe; exceed the fuel economy standards set by today's small cars; include interior connectivity, WiFi, smartphone integration and head-up display; and be priced in the low-$20,000s.
Chevrolet says the concept achieves all of this, although the show car's interior is incomplete at the moment, as the designers say they want the flexibility to continue developing its driver and passenger interface features.
On the outside, the Tru 140S sports a dramatic wedge shape, with flowing European lines juxtaposed by Chevrolet's traditional hard edges. It's finished in matte white paint and sports 21-inch alloy wheels.
There are currently no plans for a production version of the Tru 140S concept, but General Motors is investigating the potential of a sportier coupe model based on its global small car architecture.
Nicholas David, Senior Concept Designer at General Motors and the man behind the Tru 140S, told CarAdvice that over 9,000 people were interviewed for feedback to get a better understanding of what today's youth are after in a sports car. The design was done with the aid of MTV Scratch.