text:
Home Arkansas Constitutions 1861 Arkansas Constitution Page 2
1861 Arkansas Constitution
1861 Arkansas Constitution Page 2
free white man, or Indian, shall be put to answer to any criminal charge, punishable by death, or im-
prisonment in a jail or penitentiary, but by presentment, indictment, or impeachment. Section 15. That no conviction
shall work corruption of blood, or forfeiture of the estate of the convict. Section 16. That all free white prisoners,
Indians included, shall be bailable by sufficient securities, unless in capital offences, where the proof is evident
or the presumption is great. And the privilege of the writ of habeas corpus shall not be suspended, unless in
case of rebellion or invasion, where the public safety may require it. Section 17. That excessive bail shall
in no case be required, nor excessive fines imposed. Section 18. That no ex post facto law, or law impairing the
obligation of contracts, shall ever be passed. Section 19. That no perpetuities or monopolies shall ever be
allowed or granted; nor shall any hereditary emolument, privileges, or honors be conferred or granted
in this State. Section 20. That citizens have the right, in a peaceable manner, to assemble for their
common good, to instruct their representatives, and to apply to those invested with the power of the
government, for redress of grievances, or other proper purposes, by address or remonstrance. Section 21.
That the free white men and Indians of this State have the right to keep and bear arms for their
individual or common defence. Section 22. That no soldier shall be quartered, in time of peace,
in any house, without the consent of the owner; nor in time of war, but in a manner prescribed by law.
Section 23. The military shall be kept in strict subordination to the civil power.Section 24. This enumeration
of rights shall not be construed to deny or disparage others retained by the people; and to guard against
any encroachments on the rights herein retained, or any transgression of any of the higher powers herein
delegated, we declare that everything in this article is excepted out of the general powers of the govern-
ment, and shall forever remain inviolate, and that all laws contrary thereto, or to the other provisions
herein contained shall be void. Article III. (of departments.) Section 1. The powers of the government
of the State of Arkansas shall be divided into three distinct departments, each of which to be confided
to a separate body of magistracy, to-wit: Those which are legislative, to one; those which are executive,
to another; and those which are judicial, to another. Section 2. No person or collection of persons,
being of one of those departments, shall exercise any power belonging to either of the others; except in
the instances hereinafter expressly directed or permitted. Article IV. (Legislative Department.) Section 1. The legislative power of this State
shall be vested in a General Assembly, which shall consist of a Senate and a House of Representatives.
(Qualifications of Electors.) Section 2. Every free white male citizen of the Confederate States of America, who shall have
attained the age of twenty-one years, and shall have been a citizen of the State six months next preceding the
election at which he may desire to vote, shall be deemed a qualified elector and be entitled to vote in the
county or district where he actually resides, for each and every office made elective under this State or
the Constitution and laws of the Confederate States of America: Provided, That no soldier, seaman or ma-
rine in the army or navy of the Confederate States of America shall be entitled to vote at any election
within this State.(Time of choosing Representatives.) Section 3. The House of Representatives shall consist of
members to be chosen every two years, by the qualified electors of the several counties at such time as the Gen-
eral Assembly has prescribed, or may hereafter prescribe. Qualification of a Representative. Section 4. No person
shall be a member of the House of Representatives who shall not have attained the age of twenty-five
years; who shall not be a free white male citizen of the Confederate States of America; who shall not
have been an inhabitant of this State one year next preceding his election; and who shall not, at the time
of his election, have an actual residence in the county he may be chosen to represent.Qualification of a
Senator. Section 5. The Senate shall consist of members, to be chosen every four years by the qualified electors
of the several districts, as they are now, or may be, hereafter, arranged by the General Assembly. The election
for senators shall take place at the time now appointed, or which may, hereafter, be appointed by law. Sec-
tion. 6. No person shall be a senator who shall not have attained the age of thirty years; who shall not be a
free white male citizen of the Confederate States of America; who shall not have been an inhabitant
of this State one year, next preceding his election, and who, at the time thereof, shall not have an ac-
tual residence in the district he may be chosen to represent. (Meeting of the General Assembly.) Section 7. The
General Assembly shall meet every two years, on the first Monday in November; or at such time as may hereafter
be appointed for that purpose by that body, and at the capitol, in the city of Little Rock, until otherwise
directed by law. Mode and time of election, and privileges of electors. Section 8. All general elections shall be by
ballot, until otherwise directed by law, and shall be held every two years on the first Monday in October, until
altered by law. The first general election to be hereafter held on the first Monday in October, eighteen
hundred and sixty-two. The electors, in all cases, except in cases of treason, felony and breach of the peace,
shall be privileged from arrest during their attendance on elections and in going to and returning
therefrom. Section 9. The Governor shall issue writs of election to fill such vacancies as may occur in
in either branch of the General Assembly. Section 10. Militia officers, justices of the peace, and postmasters,
are declared to be eligible to either branch of the General Assembly; but no person who now is, or who
shall hereafter be a collector or holder of public money, nor any assistant or deputy of such holder or
Title 1861 Arkansas Constitution
Date Original 1861 May 06
Creator Arkansas Secession Convention
Historical Note After Abraham Lincoln was elected President of the United States in 1860, many southern states contemplated secession. In January of 1861, officials called for an election to decide whether Arkansas should hold a convention to consider secession from the Union. The February 18 election results favored such a convention.
Delegates met in Little Rock on March 4, 1861. David Walker of Fayetteville was elected chairman. Walker opposed secession at the time, and his selection foreshadowed the convention's decision. An election would place the matter before the voters in August. Arkansas was generally divided along geographical lines: the northwestern half of the state was against secession, and the southeastern half favored it. However, other events intervened before voters could decide the issue.
On April 12, 1861, the Civil War began at Fort Sumter in South Carolina. President Lincoln called for a regiment of troops from Arkansas to help defend the United States against the rebellion. Governor Henry Rector refused, and David Walker asked convention delegates to reconvene in Little Rock. On May 6, 1861, a secession ordinance passed by a vote of sixty-five to five. Walker asked for unanimity, but one man refused. Isaac Murphy of Huntsville would not change his vote. Arkansas withdrew from the Union and later joined the Confederate States of America on May 20, 1861.
The Secession Convention also enacted a new constitution. Delegates drafted a document very similar to the 1836 Constitution. The government's basic structure remained the same, but the words "United States of America" were replaced with "Confederate States of America." Text in the Declaration of Rights article changed from "all free men" to "all free white men" or "all free white men, or Indian." Emancipation became legally impossible in Arkansas. The new constitution was adopted by the convention on June 1, 1861, but it was never submitted to a vote of the people.
Description The 1861 Arkansas Constitution was the constitution of the Confederate State of Arkansas, created upon Arkansas's seccession from the Union at the beginning of the Civil War. It was written by hand on nine pages of vellum.
Physical Description 9 pages : 23 1/2" x 17 5/8"
Subjects Constitutions;
Constitutional conventions;
State government;
Secession;
Civil wars;
Related Resources Arkansas Constitutions finding aid: http://www.ark-ives.com/documenting/manuscripts/fulldetail.aspx?id=702
Local Identifier MG.00295
Digital Resource Document
Digital Collection Arkansas Constitutions
Contributors Walker, David, (1806-1879);Boudinot, Elias C.(Elias Cornelius), (1835-1890);Totten, James L., (1805-1871);Hawkins, Marcus Lafayette, (1833-1906);Bolinger, Henry Hunter, (1808-1895;Murphy, Isaac, (1799-1882;Austin, Thomas Fletcher, (1819- 1905);Dinsmore, Alexander Winchester, (1820-1894);Jackson, Haley, (1810-1892);Gould, Josiah, (1811-1872);Echols, Phillip Henry, (1836-1884);Hobbs, Benjamin Hamilton, (1826-);Watkins, William Wirt, (1826-1898);Hilliard, Isaac Henry, (1811- 1869);Flanagin, Harris, (1817-1872);Smoote, George Parker, (1828-1891);Wallace, Isaiah Christian, (1808- 1871);Stallings, Samuel James, (1825-1865);Thomason, Hugh French, (1826-1893);Turner, Jesse, (1805-1894);Bradley, Thomas H., (1808-1864);Fuller, Robert Thomas, (1821-1904);Johnson, Jilson Payne, (1828-1879);Rhodes, Joel A., (1816-1869);Slemons, William F. (William Ferguson), (1830-1918);Mansfield, William Walker, (1830-1912);Cochran, Samuel Wharton, (1820-1904);Bush,James W., (1830-);Carrigan, Alfred Holt, (1827-1899);Garland, Rufus King, Jr., (1830-1886);Jester, Joseph, (1846-1866);Desha, Franklin Wharton, (1819-1869);Fort, Urban Elias, (1818-1891);Lanier, Felix R., (1829- 1907);Mayo, William Montgomery, (1822-1890);Clingman, Alexander Michael, (1830-1870);Dodson, Isaiah, (1809-1866);Hobson, Anson W., (1825-1882);Hill, Levin D., (1808-1868);Adams, Charles W., (1817-1878);Hanly, Thomas Burton, (1812-1880);Kelley, Samuel, (1817- 1894);Ray, Archibald, (1807- 1876);Stout, William, (1806- 1865);Totten, Benjamin Clinton, (1806-1869);Garland, Augustus Hill, (1832-1899);Stilwell, Joseph, (1826-1870);Crenshaw, James W., (1818-1898);Laughinghouse, George W., (1816- 1876);Shelton, James N., (1803- 1867);Smith, Jabez Mitchell, (1828-1888);Walker, Elijah Talbot, (1818- 1892);Fishback, William M. (William Meade), (1831-1903);Kennard, Michael Shelby, (1833-1901;Adams, Alexander Hamilton, (1824-1866);Patterson, James H., (1812- ;Grace, William Porter, (1827-1898);Yell, James, (1811-1867);Batson, Felix Ives, (1819-1871);Floyd, William B., (1810- 1886);Cryer, Wiley Powell, (1825-1900);Baber, Milton Dyer, (1837-1893);Robinson, Samuel, (1805- 1865);Griffith, Samuel Lewis, (1817-1893);Dollarhide, James Samples, (1818-1899);Hawkins, Benjamin F., (1813- 1887);Bussey, Hezakiah, III, (1814-1866);Tatum, William Vardeman, (1815-1896);Patterson, James Henry, (1819-1878);Gunter, Thomas M.(Thomas Monatgue), (1826-1904);Parks, John Perry Aaron, (1808-1892);Stirman, James H., (1807-1879);Cypert, Jesse Newton, (1823-1913);Spivey, William H., (1829-1865)
Preferred Citation 1861 Arkansas Constitution, Arkansas Constitutions collection, Arkansas State Archives, Little Rock, Arkansas.
Rights and Usage Public Domain
Title 1861 Arkansas Constitution Page 2
Transcription free white man, or Indian, shall be put to answer to any criminal charge, punishable by death, or im-


My cycling challenge becomes better in feeling like the weather. It was nice today, tomorrow will be hot. My goal to cycle over 8 miles for this week is going well. Today I did 8,26 miles which is well for the second day of the week. One of the day of this week I'm gonna try to cycle over 10 miles.
It was the first day of the 4th week. As I told you in the weekl report I'm gonna try to do over 8 miles this week. The temperature is rising this week according to the weather reports. It seems a nice week is waiting over there. Today I did 8,49 miles. If I can mantain today's performance it will be fantastic an the end of the week.
It was a rainy day but I was intended to cycle and I did it. But I couldn't pass over 6 miles. Even it was rainy I enjoyed too much. I did 5,24 miles. This is unfortunately the worst distance for this week.
Happy earth day: How to be more protective for the world?
Today is the earth day 2017! The earth day is firstly celebrated in 1970 for drawing attention to environmental protection. And now it is celebrated in more than 193 countries every year.
Continue reading Happy earth day: How to be more protective for the world?
I hesitated at first today because the rainy weather. It was raining but not so much. I decided to wait a little bit more and fortunately I did. It stopped. Then I believed that I can ride my bike before it starts again. Sometimes believe in something is good 🙂 I could cycle 8,65 miles before it rained again. Light cold weather was little disturbing but it was still nice cycling.
I'm trying to make my biking experience more colorful. I like photography and I thought that I can take some photos while biking and share them here.
I'll share these photos under the category of photo on the bike.
Today was one of the best day of my challenge. I went out for cycling in early hours because I had some works to do outside, I should have gone some places to work and I thought that I can go by bike. So, after my works has been done I met with my friend to drink coffee. It was really a nice day. I was on the bike for several hours. As a result I did 9,23 miles without difficulty. It took over 1 hour as total cycling time.
I don't know how much you care you bicycle, but I do much. It is not just because of the money that I gave to it. I liked it too much and I don't want to lose it for nothing. I'm not professional. I started to bike last year regularly. I attached to my bike, though. Most cyclist can understand me about connecting with your bicycle.


New API version 0.89.0 has been forced, exiting bot!
/ New API version 0.89.0 has been forced, exiting bot!
The new API version 0.89.0 was forced out of the bot!
How do I update this api?
we know what to expect, is there any information about when the new ninja version will be released? One day ? 10 days ?
In my opinion the time of botting is over. Niantic detected every bot I used.
(02-07-2018, 12:47 PM)obermann Wrote: In my opinion the time of botting is over. Niantic detected every bot I used.
As of now, Niantic is way ahead. The pokemon go botting community is thinning out, and not enough money is involved to make it worth while for the creators of bossland/pokedew or bot creators. Unless there suddenly is a breakthrough i think botting is done aswell.
Guess I got in on the tail end.


Lead concentrations and isotope ratios were measured in North Atlantic surface water samples collected in 1981 (29°–79°N, 6°E–49°W) and in 1989 (23°–39°N, 29°–68°W). In the early 1980s, 206Pb/207Pb ratios in the North African Basin averaged 1.193 ± 0.005 (1? ). Similar radiogenic ratios within the level of analytical precision (average 0.29%) were found in the Labrador and Iceland Basins (1.198 ± 0.006) and in the Norwegian Sea (1.196 ± 0.008). These radiogenic mixed layer signatures along with atmospheric global lead emission patterns suggest that most North Atlantic lead in the early 1980s was derived from North American leaded gasoline. Samples in the East Iberian Basin near Portugal and France showed lower 206Pb/207Pb ratios, between 1.167 and 1.182, indicating a significant influence of less radiogenic atmospheric lead transported from Europe and possibly the influence of the Rio Tinto acid mine drainage very close to shore in the Gulf of Cadiz. [Pb] across the entire North Atlantic Basin ranged between 54 and 145 pmol/kg, with the lowest values (54–74 pmol/kg) found at high latitudes (>65°N). In the late 1980s, surface waters in the western subtropical North Atlantic (North American Basin/Sargasso Sea, >47°W) and in the eastern subtropical North Atlantic (North African Basin/Central Iberian Basin, <45°W) showed very similar 206Pb/207Pb signatures with little zonal variation, ranging from 1.177 to 1.192. Lead concentrations ranged between 47 and 137 pmol/kg, increasing slightly from west to east. South of 25°N in the equatorial North Atlantic, crossing the subtropical/tropical surface water boundary, the 206Pb/207Pb seawater signatures were significantly less radiogenic (1.170–1.175) and concentrations were lower (51 pmol/kg). This difference suggests a relative increase in the atmospheric lead supply from the western Mediterranean/North African continent via Trade Easterlies and illustrates the effective barrier between the subtropical/tropical surface water exchanges. Triple-isotope plots (206Pb, 207Pb, and 208Pb) suggest that most of the lead can be accounted for by wet aerosol deposition derived from the adjacent landmasses of America to the west (transported via the North American Westerlies) and from Europe to the east (transported via the European Easterlies) and probably by some advected surface waters from the Sargasso Sea. The 1989 triple-isotope plot suggests, however, a third lead source in the subtropical western North Atlantic, possibly leaded gasoline from Mexico. Gasoline lead emission patterns as well as atmospheric lead isotope signatures confirm that gasoline was the main pollutant source in the early 1980s but suggest that contributions from high-temperature industrial processes (coal combustion, steel manufacture, waste incineration) have been increasing in the late 1980s. From isotopic mass balance estimates, lead inputs to the 1980s North Atlantic were dominated by North American sources (>53%). These elemental and isotopic results demonstrate the strongly variable isotopic and elemental signatures of North American and European lead throughout the North Atlantic Ocean, frequently dominated by high 206Pb/207Pb and [Pb] North American signatures throughout the subtropical North Atlantic gyre.
GEOLOGY, surface circulation, North Atlantic, Pb isotopes and concentrations, atmospheric deposition, pollution.
Weiss, D., Boyle, E.A., Wu, J., Chavagnac, V., Michel, A. and Reuer, M.K. (2003) Spatial and temporal evolution of lead isotope ratios in the North Atlantic Ocean between 1981 and 1989. Journal of Geophysical Research, 108 (C10), art no. 3306. (doi:10.1029/2000JC000762).
Keywords: GEOLOGY, surface circulation, North Atlantic, Pb isotopes and concentrations, atmospheric deposition, pollution.


text:
Sibleyho a Ahlquistův systém ptáků je taxonomie ptáků navržená americkými ornitology Charlesem Sibleym a Jonem E. Ahlquistem založený na DNA-DNA hybridizačních studiích ze 70. a 80. let 20. století.

Tato klasifikace byla ve své době poměrně přelomová co se týče systematiky ptáků a po řadu let byla a stále je často citována. Systematika byla nicméně založena čistě na výsledcích DNA-DNA hybridizace a moderní klasifikační metody ji v mnohém překonávají.

Zjednodušená klasifikace s českými názvy

 podtřída: Palaeognathae
 řád: pštrosi (Struthioniformes)
 řád: tinamy (Tinamiformes)
 podtřída: Neognathae
 taxon: Galloanserae
 řád: hrabaví (Galliformes)
 řád: vrubozobí (Anseriformes)
 taxon: Neoaves
 řád: perepelové (Turniciformes)
 řád: šplhavci (Piciformes)
 řád: leskovci (Galbuliformes)
 řád: zoborožci (Bucerotiformes)
 řád: dudci (Upupiformes)
 řád: trogoni (Trogoniformes)
 řád: srostloprstí (Coraciiformes)
 řád: myšáci (Coliiformes)
 řád: kukačky (Cuculiformes)
 řád: papoušci (Psittaciformes)
 řád: svišťouni (Apodiformes)
 řád: kolibříci (Trochiliformes)
 řád: turakové (Musophagiformes)
 řád: sovy (Strigiformes)
 řád: měkkozobí (Columbiformes)
 řád: krátkokřídlí (Gruiformes)
 řád: brodiví (Ciconiiformes)
 řád: pěvci (Passeriformes)

Úplná klasifikace s vědeckými názvy

Odkazy

Reference

Literatura

Ornitologie
Klasifikační systémy živočichů

redpajama_set_name: RedPajamaWikipedia


text:
Ready to Learn Spanish in Chile?
What to Know Before Learning Spanish in Chile
Eileen Smith
Eileen is originally from Brooklyn, New York. She has studied theoretical and applied linguistics, and worked as a teacher, editor, translator and...
You probably have a lot of questions about traveling to Chile, like what to bring, what to see and do, and what to eat. Search these topics and more all you need to before departure -- but another essential is how to learn Spanish in Chile.
Maybe you took Spanish classes in high school, in which case you might have a leg up compared to those who arrive in Chile with no Spanish language skills. But no matter how you slice it, to get the most out of Chile, you're going to want to get your Spanish tiqui-taca (Chilean slang for "in tip-top shape," see Tip 4).
I moved to Chile 14 years ago with intermediate Spanish. I've studied linguistics, and taught and worked in a language school for several years. And while formal studies are helpful, so much learning happens outside the classroom. Here are some tips for making the most of your time -- and improving your Spanish language skills while in Chile.
Brush Up on What Spanish You Already Know
If you grew up in the United States, you probably already know some Spanish. Whether it's from counting along with Elmo and Grover as a small child or high school Spanish classes that taught you conjugations and little else, any Spanish skills you have could use polishing before you arrive in Chile.
Consider labeling household objects in Spanish, or talking to yourself in Spanish around the house. Use learning websites like Duolingo to wake up your dormant Spanish.
In short, don't wait until you're at the airport before you remember how to say buenos dias. The first few weeks in a country take a lot of energy, and it's better to spend your time figuring out how to get around and where to get the freshest marraquetas (local version of French bread) than fumbling for your long-ago language. This will also give you an advantage on jump-starting your Spanish language learning.
Use Chilean Movies & Music to Educate Yourself
Chilean movies and/or music can be a really helpful way to get a sense of the differences between Chilean Spanish and any other Spanish you've learned (or none at all!) Use them ahead of time or after you've landed for a crash course in Spanish.
Why do movies and music help us learn languages? In short, they help us learn what linguists call "suprasegmentals" which is about intonation and stress, and they also help language fluidity.
In terms of music, I'm partial to the singer-songwriter genre, and there are great options among Chilean artists. A classic favorite is Manuel García, and a newer example is Nano Stern. Prefer something poppier and more upbeat? Listen to Gepe. Rock? Try Matorral (they're friends of mine). Old school rap? That's Tiro de Gracia. What's important is to find Chilean music you like, and sing along.
Movies are a two-fer opportunity to learn about culture and language at the same time. Machuca made it big internationally in 2005, and La Vida de Los Peces followed in 2010. Una Mujer Maravillosa (A Fantastic Woman) recently won an Oscar, or if you really want to work on your slang (see Point 4), watch Taxi Para 3, a 2001 comedic movie about a taxi driver that ends up as an accomplice in a robbery.
Again, the key is watching or listening to something that is interesting to you. I suggest watching the movies repeatedly, and with Spanish subtitles to help you pick up the vocabulary.
Many English Words are Used in Chilean Spanish…
...But they might mean something else!
There are many words and expressions used in Chile that you may be familiar with. These include "happy hour" and "background."
Then there are other terms that are close to their English meanings, but a step or two away, grammatically. These include words like "shopping" as in "shopping mall," "camping" as in "campground" and "trekking" as in "a hike." These may take some work to get your brain around, but they're still pretty easily understood. Then there are words like "flippers" which means "pinball" and "panty" which means tights (the item of clothing).
Keep your ear out for more entertaining examples. You're unlikely to forget the word, though you may not remember exactly what it refers to at first.
Use Chilean Slang to Your Advantage
Chilean Spanish is slang-heavy, so much so that in my first weeks in Chile, I had to help a Spanish friend to understand a movie!
Three seminal pieces of Chilean slang are cachai, po and huevón. Here's a quick primer:
Cachai means roughly "you know" and often used as a question at the end of a sentence.
Po comes from pues, which means roughly, "so," but can stand in for "of course." So sipo is "yes, of course" and nopo is "of course not."
Huevón (pronounced "weón") is worthy of its own treatise and can be everything from 'dude' to a huge insult... With this word, in particular, you're going to have to learn and observe to see how it is used and decide how you want to use it.
While it may steepen the learning curve as you try to decipher these phrases you won't find in a textbook, using Chilean slang is a great way to connect with Chileans.
Spanish Schools in Chile Tend to Top-Out at Tourist-Level Spanish
To be honest, if you want more in-depth Spanish language instruction in Chile, you may need a private instructor.
Most language institutes are set up for beginning Spanish learners. If you speak better Spanish, it can be hard to find classes. Language institutes make their money from having several students per class, so if it's just you, it can be tough.
Luckily, there is no shortage of private instructors looking to teach Spanish in Chile. This may be more economical than taking private lessons from a language institute, where you are also paying for administrative costs. However, some people may prefer a more professional setting over meeting in cafés or at someone's home.
Seek Out Spanish if You Really Want to Learn
It has become very easy, especially in Santiago, to immerse yourself in the ever-growing English speaking community.
Especially in the bigger cities in Chile, there are people here from all over the world who communicate in English, as well as native English speakers. There are get-togethers, picnics, barbecues, improv, stand-up comedy, hiking groups, rugby, and other events. They are organized by embassies, English-speaking schools by the vast English-speaking Facebook groups, some of which have thousands of members.
If learning Spanish is important to you, simply put, you cannot spend all of your time speaking English. No matter how many hours you put in in a classroom, your Spanish will improve faster if you take it out for a test ride daily.
Living Your Life in Spanish for Maximum Immersion
This is related to Point 6. With just a small amount of initial effort, you can (and should) make sure Spanish is a continual part of your life in Chile. Rather than just peppering your life with the occasional event in Spanish, make it a routine experience.
Sign up with a hiking group or hire a personal trainer, take photography classes or knitting lessons or offer to walk your neighbor's dog. Talk to the concierge. Take yoga. Do it all in Spanish.
Fourteen years in, I know more about yoga in Spanish than I do in English, and also met my best friend in a yoga class at my local gym. Another advantage to speaking Spanish is that Chileans are more likely to stay in Chile indefinitely, whereas expats are more likely to leave – by speaking Spanish, you'll make friends who will stay around (which you might choose to do too!).
No matter what point you're at with your Spanish studies in Chile, it's never too late to work on your Spanish, both inside and outside the classroom. You do have to take it in stride a bit, and mistakes and frustrations are normal and happen to everyone. But you have nothing to lose and quite a lot to gain if you follow these tips, cachai?
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redpajama_set_name: RedPajamaCommonCrawl


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text:
#pragma once

#include "../design/MatrixConverter.h"

struct D3DXMATRIX;

using System::Runtime::InteropServices::OutAttribute;

namespace SlimDX
{
	value class Plane;
	value class Quaternion;
	value class Vector2;
	value class Vector3;
	value class Vector4;

	///
	/// Defines a 4x4 matrix.
	///
	/// <unmanaged>D3DXMATRIX</unmanaged>
	[System::Serializable]
	[System::Runtime::InteropServices::StructLayout( System::Runtime::InteropServices::LayoutKind::Sequential, Pack = 4 )]
	[System::ComponentModel::TypeConverter( SlimDX::Design::MatrixConverter::typeid )]
	public value class Matrix : System::IEquatable<Matrix>
	{
	internal:
		static D3DXMATRIX ToD3DXMATRIX( Matrix matrix );
		static Matrix FromD3DXMATRIX( const D3DXMATRIX &matrix );

	public:
		///
		/// Gets or sets the element of the matrix that exists in the first row and first column.
		///
		float M11;

		///
		/// Gets or sets the element of the matrix that exists in the first row and second column.
		///
		float M12;

		///
		/// Gets or sets the element of the matrix that exists in the first row and third column.
		///
		float M13;

		///
		/// Gets or sets the element of the matrix that exists in the first row and fourth column.
		///
		float M14;

		///
		/// Gets or sets the element of the matrix that exists in the second row and first column.
		///
		float M21;

		///
		/// Gets or sets the element of the matrix that exists in the second row and second column.
		///
		float M22;

		///
		/// Gets or sets the element of the matrix that exists in the second row and third column.
		///
		float M23;

		///
		/// Gets or sets the element of the matrix that exists in the second row and fourth column.
		///
		float M24;

		///
		/// Gets or sets the element of the matrix that exists in the third row and first column.
		///
		float M31;

		///
		/// Gets or sets the element of the matrix that exists in the third row and second column.
		///
		float M32;

		///
		/// Gets or sets the element of the matrix that exists in the third row and third column.
		///
		float M33;

		///
		/// Gets or sets the element of the matrix that exists in the third row and fourth column.
		///
		float M34;

		///
		/// Gets or sets the element of the matrix that exists in the fourth row and first column.
		///
		float M41;

		///
		/// Gets or sets the element of the matrix that exists in the fourth row and second column.
		///
		float M42;

		///
		/// Gets or sets the element of the matrix that exists in the fourth row and third column.
		///
		float M43;

		///
		/// Gets or sets the element of the matrix that exists in the fourth row and fourth column.
		///
		float M44;

		[System::ComponentModel::Browsable(false)]
		property float default[int, int]
		{
			float get( int row, int column );
			void set( int row, int column, float value );
		}

		[System::ComponentModel::Browsable(false)]
		property Vector4 Rows[int]
		{
			Vector4 get( int row );
			void set( int row, Vector4 value );
		}

		[System::ComponentModel::Browsable(false)]
		property Vector4 Columns[int]
		{
			Vector4 get( int column );
			void set( int column, Vector4 value );
		}

		///
		/// Gets a <see cref="Matrix"/> that represents an identity matrix.
		///
		static property Matrix Identity { Matrix get(); }

		///
		/// Gets a value indicating whether this instance is an identity matrix.
		///
		[System::ComponentModel::Browsable(false)]
		property bool IsIdentity { bool get(); }

		array<float>^ ToArray();

		///
		/// Inverts the matrix.
		///
		void Invert();

		///
		/// Decomposes the matrix into its scalar, rotational, and translational elements.
		///
		/// <param name="scale">When the method completes, contains the scalar element of the matrix.</param>
		/// <param name="rotation">When the method completes, contains the translational element of the matrix.</param>
		/// <param name="translation">When the method completes, contains the rotational element of the matrix.</param>
		/// <returns><c>true</c> if the decomposition was successful; otherwise, <c>false</c>.</returns>
		bool Decompose( [Out] Vector3% scale, [Out] Quaternion% rotation, [Out] Vector3% translation );

		///
		/// Calculates the determinant of the matrix.
		///
		/// <returns>The determinant of the matrix.</returns>
		float Determinant();

		///
		/// Determines the sum of two matrices.
		///
		/// <param name="left">The first matrix to add.</param>
		/// <param name="right">The second matrix to add.</param>
		/// <returns>The sum of the two matrices.</returns>
		static Matrix Add( Matrix left, Matrix right );

		///
		/// Determines the sum of two matrices.
		///
		/// <param name="left">The first matrix to add.</param>
		/// <param name="right">The second matrix to add.</param>
		/// <param name="result">When the method completes, contains the sum of the two matrices.</param>
		static void Add( Matrix% left, Matrix% right, [Out] Matrix% result );

		///
		/// Determines the difference between two matrices.
		///
		/// <param name="left">The first matrix to subtract.</param>
		/// <param name="right">The second matrix to subtract.</param>
		/// <returns>The difference between the two matrices.</returns>
		static Matrix Subtract( Matrix left, Matrix right );

		///
		/// Determines the difference between two matrices.
		///
		/// <param name="left">The first matrix to subtract.</param>
		/// <param name="right">The second matrix to subtract.</param>
		/// <param name="result">When the method completes, contains the difference between the two matrices.</param>
		static void Subtract( Matrix% left, Matrix% right, [Out] Matrix% result );

		///
		/// Determines the product of two matrices.
		///
		/// <param name="left">The first matrix to multiply.</param>
		/// <param name="right">The second matrix to multiply.</param>
		/// <returns>The product of the two matrices.</returns>
		static Matrix Multiply( Matrix left, Matrix right );

		///
		/// Determines the product of two matrices.
		///
		/// <param name="left">The first matrix to multiply.</param>
		/// <param name="right">The second matrix to multiply.</param>
		/// <param name="result">The product of the two matrices.</param>
		static void Multiply( Matrix% left, Matrix% right, [Out] Matrix% result );

		///
		/// Determines the products of two arrays of matrices.
		///
		/// <param name="left">The first matrix array to multiply.</param>
		/// <param name="right">The second matrix array to multiply.</param>
		/// <param name="result">The array of products of the two matrices.</param>
		static void Multiply( Matrix* left, Matrix* right, Matrix* result, int count );

		///
		/// Determines the products of two arrays of matrices.
		///
		/// <param name="left">The first matrix array to multiply.</param>
		/// <param name="right">The second matrix array to multiply.</param>
		/// <param name="result">The array of products of the two matrices.</param>
		/// <param name="offset">The offset at which to begin the multiplication.</param>
		/// <param name="count">The number of matrices to multiply, or 0 to process the entire array.</param>
		static void Multiply( array<Matrix>^ left, array<Matrix>^ right, array<Matrix>^ result, int offset, int count );

		///
		/// Determines the products of two arrays of matrices.
		///
		/// <param name="left">The first matrix array to multiply.</param>
		/// <param name="right">The second matrix array to multiply.</param>
		/// <param name="result">The array of products of the two matrices.</param>
		static void Multiply( array<Matrix>^ left, array<Matrix>^ right, array<Matrix>^ result ) { Multiply( left, right, result, 0, 0 ); }

		///
		/// Determines the products of of an array of matrices by a single matrix.
		///
		/// <param name="left">The first matrix array to multiply.</param>
		/// <param name="right">The matrix to multiply the matrices in the array by.</param>
		/// <param name="result">The array of products of the matrices.</param>
		/// <param name="offset">The offset at which to begin the multiplication.</param>
		/// <param name="count">The number of matrices to multiply, or 0 to process the entire array.</param>
		static void Multiply( array<Matrix>^ left, Matrix right, array<Matrix>^ result, int offset, int count );

		///
		/// Determines the products of of an array of matrices by a single matrix.
		///
		/// <param name="left">The first matrix array to multiply.</param>
		/// <param name="right">The matrix to multiply the matrices in the array by.</param>
		/// <param name="result">The array of products of the matrices.</param>
		static void Multiply( array<Matrix>^ left, Matrix right, array<Matrix>^ result ) { Multiply( left, right, result, 0, 0 ); }

		///
		/// Scales a matrix by the given value.
		///
		/// <param name="left">The matrix to scale.</param>
		/// <param name="right">The amount by which to scale.</param>
		/// <returns>The scaled matrix.</returns>
		static Matrix Multiply( Matrix left, float right );

		///
		/// Scales a matrix by the given value.
		///
		/// <param name="left">The matrix to scale.</param>
		/// <param name="right">The amount by which to scale.</param>
		/// <param name="result">When the method completes, contains the scaled matrix.</param>
		static void Multiply( Matrix% left, float right, [Out] Matrix% result );

		///
		/// Determines the quotient of two matrices.
		///
		/// <param name="left">The first matrix to divide.</param>
		/// <param name="right">The second matrix to divide.</param>
		/// <returns>The quotient of the two matrices.</returns>
		static Matrix Divide( Matrix left, Matrix right );

		///
		/// Determines the quotient of two matrices.
		///
		/// <param name="left">The first matrix to divide.</param>
		/// <param name="right">The second matrix to divide.</param>
		/// <param name="result">When the method completes, contains the quotient of the two matrices.</param>
		static void Divide( Matrix% left, Matrix% right, [Out] Matrix% result );

		///
		/// Scales a matrix by the given value.
		///
		/// <param name="left">The matrix to scale.</param>
		/// <param name="right">The amount by which to scale.</param>
		/// <returns>The scaled matrix.</returns>
		static Matrix Divide( Matrix left, float right );

		///
		/// Scales a matrix by the given value.
		///
		/// <param name="left">The matrix to scale.</param>
		/// <param name="right">The amount by which to scale.</param>
		/// <param name="result">When the method completes, contains the scaled matrix.</param>
		static void Divide( Matrix% left, float right, [Out] Matrix% result );

		///
		/// Negates a matrix.
		///
		/// <param name="matrix">The matrix to be negated.</param>
		/// <returns>The negated matrix.</returns>
		static Matrix Negate( Matrix matrix );

		///
		/// Negates a matrix.
		///
		/// <param name="matrix">The matrix to be negated.</param>
		/// <param name="result">When the method completes, contains the negated matrix.</param>
		static void Negate( Matrix% matrix, [Out] Matrix% result );

		///
		/// Performs a linear interpolation between two matricies.
		///
		/// <param name="start">Start matrix.</param>
		/// <param name="end">End matrix.</param>
		/// <param name="amount">Value between 0 and 1 indicating the weight of <paramref name="end"/>.</param>
		/// <returns>The linear interpolation of the two matrices.</returns>
		/// <remarks>
		/// This method performs the linear interpolation based on the following formula.
		/// start + (end - start) * amount
		/// Passing <paramref name="amount"/> a value of 0 will cause <paramref name="start"/> to be returned; a value of 1 will cause <paramref name="end"/> to be returned.
		/// </remarks>
		static Matrix Lerp( Matrix start, Matrix end, float amount );

		///
		/// Performs a linear interpolation between two matricies.
		///
		/// <param name="start">Start matrix.</param>
		/// <param name="end">End matrix.</param>
		/// <param name="amount">Value between 0 and 1 indicating the weight of <paramref name="end"/>.</param>
		/// <param name="result">When the method completes, contains the linear interpolation of the two matricies.</param>
		/// <remarks>
		/// This method performs the linear interpolation based on the following formula.
		/// start + (end - start) * amount
		/// Passing <paramref name="amount"/> a value of 0 will cause <paramref name="start"/> to be returned; a value of 1 will cause <paramref name="end"/> to be returned.
		/// </remarks>
		static void Lerp( Matrix% start, Matrix% end, float amount, [Out] Matrix% result );

		///
		/// Creates a spherical billboard that rotates around a specified object position.
		///
		/// <param name="objectPosition">The position of the object around which the billboard will rotate.</param>
		/// <param name="cameraPosition">The position of the camera.</param>
		/// <param name="cameraUpVector">The up vector of the camera.</param>
		/// <param name="cameraForwardVector">The forward vector of the camera.</param>
		/// <returns>The created billboard matrix.</returns>
		static Matrix Billboard( Vector3 objectPosition, Vector3 cameraPosition, Vector3 cameraUpVector, Vector3 cameraForwardVector );

		///
		/// Creates a spherical billboard that rotates around a specified object position.
		///
		/// <param name="objectPosition">The position of the object around which the billboard will rotate.</param>
		/// <param name="cameraPosition">The position of the camera.</param>
		/// <param name="cameraUpVector">The up vector of the camera.</param>
		/// <param name="cameraForwardVector">The forward vector of the camera.</param>
		/// <param name="result">When the method completes, contains the created billboard matrix.</param>
		static void Billboard( Vector3% objectPosition, Vector3% cameraPosition, Vector3% cameraUpVector, Vector3% cameraForwardVector, [Out] Matrix% result );

		///
		/// Creates a matrix that rotates around the x-axis.
		///
		/// <param name="angle">Angle of rotation in radians. Angles are measured clockwise when looking along the rotation axis toward the origin.</param>
		/// <returns>The created rotation matrix.</returns>
		static Matrix RotationX( float angle );

		///
		/// Creates a matrix that rotates around the x-axis.
		///
		/// <param name="angle">Angle of rotation in radians. Angles are measured clockwise when looking along the rotation axis toward the origin.</param>
		/// <param name="result">When the method completes, contains the created rotation matrix.</param>
		static void RotationX( float angle, [Out] Matrix% result );

		///
		/// Creates a matrix that rotates around the y-axis.
		///
		/// <param name="angle">Angle of rotation in radians. Angles are measured clockwise when looking along the rotation axis toward the origin.</param>
		/// <returns>The created rotation matrix.</returns>
		static Matrix RotationY( float angle );

		///
		/// Creates a matrix that rotates around the y-axis.
		///
		/// <param name="angle">Angle of rotation in radians. Angles are measured clockwise when looking along the rotation axis toward the origin.</param>
		/// <param name="result">When the method completes, contains the created rotation matrix.</param>
		static void RotationY( float angle, [Out] Matrix% result );

		///
		/// Creates a matrix that rotates around the z-axis.
		///
		/// <param name="angle">Angle of rotation in radians. Angles are measured clockwise when looking along the rotation axis toward the origin.</param>
		/// <returns>The created rotation matrix.</returns>
		static Matrix RotationZ( float angle );

		///
		/// Creates a matrix that rotates around the z-axis.
		///
		/// <param name="angle">Angle of rotation in radians. Angles are measured clockwise when looking along the rotation axis toward the origin.</param>
		/// <param name="result">When the method completes, contains the created rotation matrix.</param>
		static void RotationZ( float angle, [Out] Matrix% result );

		///
		/// Creates a matrix that rotates around an arbitary axis.
		///
		/// <param name="axis">The axis around which to rotate.</param>
		/// <param name="angle">Angle of rotation in radians. Angles are measured clockwise when looking along the rotation axis toward the origin.</param>
		/// <returns>The created rotation matrix.</returns>
		static Matrix RotationAxis( Vector3 axis, float angle );

		///
		/// Creates a matrix that rotates around an arbitary axis.
		///
		/// <param name="axis">The axis around which to rotate.</param>
		/// <param name="angle">Angle of rotation in radians. Angles are measured clockwise when looking along the rotation axis toward the origin.</param>
		/// <param name="result">When the method completes, contains the created rotation matrix.</param>
		static void RotationAxis( Vector3% axis, float angle, [Out] Matrix% result );

		///
		/// Creates a rotation matrix from a quaternion.
		///
		/// <param name="rotation">The quaternion to use to build the matrix.</param>
		/// <returns>The created rotation matrix.</returns>
		static Matrix RotationQuaternion( Quaternion rotation );

		///
		/// Creates a rotation matrix from a quaternion.
		///
		/// <param name="rotation">The quaternion to use to build the matrix.</param>
		/// <param name="result">The created rotation matrix.</param>
		static void RotationQuaternion( Quaternion% rotation, [Out] Matrix% result );

		///
		/// Creates a rotation matrix with a specified yaw, pitch, and roll.
		///
		/// <param name="yaw">Yaw around the y-axis, in radians.</param>
		/// <param name="pitch">Pitch around the x-axis, in radians.</param>
		/// <param name="roll">Roll around the z-axis, in radians.</param>
		/// <returns>The created rotation matrix.</returns>
		static Matrix RotationYawPitchRoll( float yaw, float pitch, float roll );

		///
		/// Creates a rotation matrix with a specified yaw, pitch, and roll.
		///
		/// <param name="yaw">Yaw around the y-axis, in radians.</param>
		/// <param name="pitch">Pitch around the x-axis, in radians.</param>
		/// <param name="roll">Roll around the z-axis, in radians.</param>
		/// <param name="result">When the method completes, contains the created rotation matrix.</param>
		static void RotationYawPitchRoll( float yaw, float pitch, float roll, [Out] Matrix% result );

		///
		/// Creates a left-handed, look-at matrix.
		///
		/// <param name="eye">The position of the viewer's eye.</param>
		/// <param name="target">The camera look-at target.</param>
		/// <param name="up">The camera's up vector.</param>
		/// <returns>The created look-at matrix.</returns>
		static Matrix LookAtLH( Vector3 eye, Vector3 target, Vector3 up );

		///
		/// Creates a left-handed, look-at matrix.
		///
		/// <param name="eye">The position of the viewer's eye.</param>
		/// <param name="target">The camera look-at target.</param>
		/// <param name="up">The camera's up vector.</param>
		/// <param name="result">When the method completes, contains the created look-at matrix.</param>
		static void LookAtLH( Vector3% eye, Vector3% target, Vector3% up, [Out] Matrix% result );

		///
		/// Creates a right-handed, look-at matrix.
		///
		/// <param name="eye">The position of the viewer's eye.</param>
		/// <param name="target">The camera look-at target.</param>
		/// <param name="up">The camera's up vector.</param>
		/// <returns>The created look-at matrix.</returns>
		static Matrix LookAtRH( Vector3 eye, Vector3 target, Vector3 up );

		///
		/// Creates a right-handed, look-at matrix.
		///
		/// <param name="eye">The position of the viewer's eye.</param>
		/// <param name="target">The camera look-at target.</param>
		/// <param name="up">The camera's up vector.</param>
		/// <param name="result">When the method completes, contains the created look-at matrix.</param>
		static void LookAtRH( Vector3% eye, Vector3% target, Vector3% up, [Out] Matrix% result );

		///
		/// Creates a left-handed, orthographic projection matrix.
		///
		/// <param name="width">Width of the viewing volume.</param>
		/// <param name="height">Height of the viewing volume.</param>
		/// <param name="znear">Minimum z-value of the viewing volume.</param>
		/// <param name="zfar">Maximum z-value of the viewing volume.</param>
		/// <returns>The created projection matrix.</returns>
		static Matrix OrthoLH( float width, float height, float znear, float zfar );

		///
		/// Creates a left-handed, orthographic projection matrix.
		///
		/// <param name="width">Width of the viewing volume.</param>
		/// <param name="height">Height of the viewing volume.</param>
		/// <param name="znear">Minimum z-value of the viewing volume.</param>
		/// <param name="zfar">Maximum z-value of the viewing volume.</param>
		/// <param name="result">When the method completes, contains the created projection matrix.</param>
		static void OrthoLH( float width, float height, float znear, float zfar, [Out] Matrix% result );

		///
		/// Creates a right-handed, orthographic projection matrix.
		///
		/// <param name="width">Width of the viewing volume.</param>
		/// <param name="height">Height of the viewing volume.</param>
		/// <param name="znear">Minimum z-value of the viewing volume.</param>
		/// <param name="zfar">Maximum z-value of the viewing volume.</param>
		/// <returns>The created projection matrix.</returns>
		static Matrix OrthoRH( float width, float height, float znear, float zfar );

		///
		/// Creates a right-handed, orthographic projection matrix.
		///
		/// <param name="width">Width of the viewing volume.</param>
		/// <param name="height">Height of the viewing volume.</param>
		/// <param name="znear">Minimum z-value of the viewing volume.</param>
		/// <param name="zfar">Maximum z-value of the viewing volume.</param>
		/// <param name="result">When the method completes, contains the created projection matrix.</param>
		static void OrthoRH( float width, float height, float znear, float zfar, [Out] Matrix% result );

		///
		/// Creates a left-handed, customized orthographic projection matrix.
		///
		/// <param name="left">Minimum x-value of the viewing volume.</param>
		/// <param name="right">Maximum x-value of the viewing volume.</param>
		/// <param name="bottom">Minimum y-value of the viewing volume.</param>
		/// <param name="top">Maximum y-value of the viewing volume.</param>
		/// <param name="znear">Minimum z-value of the viewing volume.</param>
		/// <param name="zfar">Maximum z-value of the viewing volume.</param>
		/// <returns>The created projection matrix.</returns>
		static Matrix OrthoOffCenterLH( float left, float right, float bottom, float top, float znear, float zfar );

		///
		/// Creates a left-handed, customized orthographic projection matrix.
		///
		/// <param name="left">Minimum x-value of the viewing volume.</param>
		/// <param name="right">Maximum x-value of the viewing volume.</param>
		/// <param name="bottom">Minimum y-value of the viewing volume.</param>
		/// <param name="top">Maximum y-value of the viewing volume.</param>
		/// <param name="znear">Minimum z-value of the viewing volume.</param>
		/// <param name="zfar">Maximum z-value of the viewing volume.</param>
		/// <param name="result">When the method completes, contains the created projection matrix.</param>
		static void OrthoOffCenterLH( float left, float right, float bottom, float top, float znear, float zfar, [Out] Matrix% result );

		///
		/// Creates a right-handed, customized orthographic projection matrix.
		///
		/// <param name="left">Minimum x-value of the viewing volume.</param>
		/// <param name="right">Maximum x-value of the viewing volume.</param>
		/// <param name="bottom">Minimum y-value of the viewing volume.</param>
		/// <param name="top">Maximum y-value of the viewing volume.</param>
		/// <param name="znear">Minimum z-value of the viewing volume.</param>
		/// <param name="zfar">Maximum z-value of the viewing volume.</param>
		/// <returns>The created projection matrix.</returns>
		static Matrix OrthoOffCenterRH( float left, float right, float bottom, float top, float znear, float zfar );

		///
		/// Creates a right-handed, customized orthographic projection matrix.
		///
		/// <param name="left">Minimum x-value of the viewing volume.</param>
		/// <param name="right">Maximum x-value of the viewing volume.</param>
		/// <param name="bottom">Minimum y-value of the viewing volume.</param>
		/// <param name="top">Maximum y-value of the viewing volume.</param>
		/// <param name="znear">Minimum z-value of the viewing volume.</param>
		/// <param name="zfar">Maximum z-value of the viewing volume.</param>
		/// <param name="result">When the method completes, contains the created projection matrix.</param>
		static void OrthoOffCenterRH( float left, float right, float bottom, float top, float znear, float zfar, [Out] Matrix% result );

		///
		/// Creates a left-handed, perspective projection matrix.
		///
		/// <param name="width">Width of the viewing volume.</param>
		/// <param name="height">Height of the viewing volume.</param>
		/// <param name="znear">Minimum z-value of the viewing volume.</param>
		/// <param name="zfar">Maximum z-value of the viewing volume.</param>
		/// <returns>The created projection matrix.</returns>
		static Matrix PerspectiveLH( float width, float height, float znear, float zfar );

		///
		/// Creates a left-handed, perspective projection matrix.
		///
		/// <param name="width">Width of the viewing volume.</param>
		/// <param name="height">Height of the viewing volume.</param>
		/// <param name="znear">Minimum z-value of the viewing volume.</param>
		/// <param name="zfar">Maximum z-value of the viewing volume.</param>
		/// <param name="result">When the method completes, contains the created projection matrix.</param>
		static void PerspectiveLH( float width, float height, float znear, float zfar, [Out] Matrix% result );

		///
		/// Creates a right-handed, perspective projection matrix.
		///
		/// <param name="width">Width of the viewing volume.</param>
		/// <param name="height">Height of the viewing volume.</param>
		/// <param name="znear">Minimum z-value of the viewing volume.</param>
		/// <param name="zfar">Maximum z-value of the viewing volume.</param>
		/// <returns>The created projection matrix.</returns>
		static Matrix PerspectiveRH( float width, float height, float znear, float zfar );

		///
		/// Creates a right-handed, perspective projection matrix.
		///
		/// <param name="width">Width of the viewing volume.</param>
		/// <param name="height">Height of the viewing volume.</param>
		/// <param name="znear">Minimum z-value of the viewing volume.</param>
		/// <param name="zfar">Maximum z-value of the viewing volume.</param>
		/// <param name="result">When the method completes, contains the created projection matrix.</param>
		static void PerspectiveRH( float width, float height, float znear, float zfar, [Out] Matrix% result );

		///
		/// Creates a left-handed, perspective projection matrix based on a field of view.
		///
		/// <param name="fov">Field of view in the y direction, in radians.</param>
		/// <param name="aspect">Aspect ratio, defined as view space width divided by height.</param>
		/// <param name="znear">Minimum z-value of the viewing volume.</param>
		/// <param name="zfar">Maximum z-value of the viewing volume.</param>
		/// <returns>The created projection matrix.</returns>
		static Matrix PerspectiveFovLH( float fov, float aspect, float znear, float zfar );

		///
		/// Creates a left-handed, perspective projection matrix based on a field of view.
		///
		/// <param name="fov">Field of view in the y direction, in radians.</param>
		/// <param name="aspect">Aspect ratio, defined as view space width divided by height.</param>
		/// <param name="znear">Minimum z-value of the viewing volume.</param>
		/// <param name="zfar">Maximum z-value of the viewing volume.</param>
		/// <param name="result">When the method completes, contains the created projection matrix.</param>
		static void PerspectiveFovLH( float fov, float aspect, float znear, float zfar, [Out] Matrix% result );

		///
		/// Creates a right-handed, perspective projection matrix based on a field of view.
		///
		/// <param name="fov">Field of view in the y direction, in radians.</param>
		/// <param name="aspect">Aspect ratio, defined as view space width divided by height.</param>
		/// <param name="znear">Minimum z-value of the viewing volume.</param>
		/// <param name="zfar">Maximum z-value of the viewing volume.</param>
		/// <returns>The created projection matrix.</returns>
		static Matrix PerspectiveFovRH( float fov, float aspect, float znear, float zfar );

		///
		/// Creates a right-handed, perspective projection matrix based on a field of view.
		///
		/// <param name="fov">Field of view in the y direction, in radians.</param>
		/// <param name="aspect">Aspect ratio, defined as view space width divided by height.</param>
		/// <param name="znear">Minimum z-value of the viewing volume.</param>
		/// <param name="zfar">Maximum z-value of the viewing volume.</param>
		/// <param name="result">When the method completes, contains the created projection matrix.</param>
		static void PerspectiveFovRH( float fov, float aspect, float znear, float zfar, [Out] Matrix% result );

		///
		/// Creates a left-handed, customized perspective projection matrix.
		///
		/// <param name="left">Minimum x-value of the viewing volume.</param>
		/// <param name="right">Maximum x-value of the viewing volume.</param>
		/// <param name="bottom">Minimum y-value of the viewing volume.</param>
		/// <param name="top">Maximum y-value of the viewing volume.</param>
		/// <param name="znear">Minimum z-value of the viewing volume.</param>
		/// <param name="zfar">Maximum z-value of the viewing volume.</param>
		/// <returns>The created projection matrix.</returns>
		static Matrix PerspectiveOffCenterLH( float left, float right, float bottom, float top, float znear, float zfar );

		///
		/// Creates a left-handed, customized perspective projection matrix.
		///
		/// <param name="left">Minimum x-value of the viewing volume.</param>
		/// <param name="right">Maximum x-value of the viewing volume.</param>
		/// <param name="bottom">Minimum y-value of the viewing volume.</param>
		/// <param name="top">Maximum y-value of the viewing volume.</param>
		/// <param name="znear">Minimum z-value of the viewing volume.</param>
		/// <param name="zfar">Maximum z-value of the viewing volume.</param>
		/// <param name="result">When the method completes, contains the created projection matrix.</param>
		static void PerspectiveOffCenterLH( float left, float right, float bottom, float top, float znear, float zfar, [Out] Matrix% result );

		///
		/// Creates a right-handed, customized perspective projection matrix.
		///
		/// <param name="left">Minimum x-value of the viewing volume.</param>
		/// <param name="right">Maximum x-value of the viewing volume.</param>
		/// <param name="bottom">Minimum y-value of the viewing volume.</param>
		/// <param name="top">Maximum y-value of the viewing volume.</param>
		/// <param name="znear">Minimum z-value of the viewing volume.</param>
		/// <param name="zfar">Maximum z-value of the viewing volume.</param>
		/// <returns>The created projection matrix.</returns>
		static Matrix PerspectiveOffCenterRH( float left, float right, float bottom, float top, float znear, float zfar );

		///
		/// Creates a right-handed, customized perspective projection matrix.
		///
		/// <param name="left">Minimum x-value of the viewing volume.</param>
		/// <param name="right">Maximum x-value of the viewing volume.</param>
		/// <param name="bottom">Minimum y-value of the viewing volume.</param>
		/// <param name="top">Maximum y-value of the viewing volume.</param>
		/// <param name="znear">Minimum z-value of the viewing volume.</param>
		/// <param name="zfar">Maximum z-value of the viewing volume.</param>
		/// <param name="result">When the method completes, contains the created projection matrix.</param>
		static void PerspectiveOffCenterRH( float left, float right, float bottom, float top, float znear, float zfar, [Out] Matrix% result );

		///
		/// Creates a matrix that reflects the coordinate system about a plane.
		///
		/// <param name="plane">The plane about which the coordinate system will be reflected.</param>
		/// <returns>The created reflection matrix.</returns>
		static Matrix Reflection( Plane plane );

		///
		/// Creates a matrix that reflects the coordinate system about a plane.
		///
		/// <param name="plane">The plane about which the coordinate system will be reflected.</param>
		/// <param name="result">When the method completes, contains the created reflection matrix.</param>
		static void Reflection( Plane% plane, [Out] Matrix% result );

		///
		/// Creates a matrix that scales along the x-axis, y-axis, and y-axis.
		///
		/// <param name="x">Scaling factor that is applied along the x-axis.</param>
		/// <param name="y">Scaling factor that is applied along the y-axis.</param>
		/// <param name="z">Scaling factor that is applied along the z-axis.</param>
		/// <returns>The created scaling matrix.</returns>
		static Matrix Scaling( float x, float y, float z );

		///
		/// Creates a matrix that scales along the x-axis, y-axis, and y-axis.
		///
		/// <param name="x">Scaling factor that is applied along the x-axis.</param>
		/// <param name="y">Scaling factor that is applied along the y-axis.</param>
		/// <param name="z">Scaling factor that is applied along the z-axis.</param>
		/// <param name="result">When the method completes, contains the created scaling matrix.</param>
		static void Scaling( float x, float y, float z, [Out] Matrix% result );

		///
		/// Creates a matrix that scales along the x-axis, y-axis, and y-axis.
		///
		/// <param name="scale">Scaling factor for all three axes.</param>
		/// <returns>The created scaling matrix.</returns>
		static Matrix Scaling( Vector3 scale );

		///
		/// Creates a matrix that scales along the x-axis, y-axis, and y-axis.
		///
		/// <param name="scale">Scaling factor for all three axes.</param>
		/// <param name="result">When the method completes, contains the created scaling matrix.</param>
		static void Scaling( Vector3% scale, [Out] Matrix% result );

		///
		/// Creates a matrix that flattens geometry into a plane.
		///
		/// <param name="light">Position of the shadow light.</param>
		/// <param name="plane">The plane into which the geometry will be flattened.</param>
		/// <returns>The created shadow matrix.</returns>
		static Matrix Shadow( Vector4 light, Plane plane );

		///
		/// Creates a matrix that flattens geometry into a plane.
		///
		/// <param name="light">Position of the shadow light.</param>
		/// <param name="plane">The plane into which the geometry will be flattened.</param>
		/// <param name="result">When the method completes, contains the created shadow matrix.</param>
		static void Shadow( Vector4% light, Plane% plane, [Out] Matrix% result );

		///
		/// Creates a translation matrix using the specified offsets.
		///
		/// <param name="x">X-coordinate offset.</param>
		/// <param name="y">Y-coordinate offset.</param>
		/// <param name="z">Z-coordinate offset.</param>
		/// <returns>The created translation matrix.</returns>
		static Matrix Translation( float x, float y, float z );

		///
		/// Creates a translation matrix using the specified offsets.
		///
		/// <param name="x">X-coordinate offset.</param>
		/// <param name="y">Y-coordinate offset.</param>
		/// <param name="z">Z-coordinate offset.</param>
		/// <param name="result">When the method completes, contains the created translation matrix.</param>
		static void Translation( float x, float y, float z, [Out] Matrix% result );

		///
		/// Creates a translation matrix using the specified offsets.
		///
		/// <param name="amount">The offset for all three coordinate planes.</param>
		/// <returns>The created translation matrix.</returns>
		static Matrix Translation( Vector3 amount );

		///
		/// Creates a translation matrix using the specified offsets.
		///
		/// <param name="amount">The offset for all three coordinate planes.</param>
		/// <param name="result">When the method completes, contains the created translation matrix.</param>
		static void Translation( Vector3% amount, [Out] Matrix% result );

		///
		/// Calculates the inverse of the specified matrix.
		///
		/// <param name="matrix">The matrix whose inverse is to be calculated.</param>
		/// <returns>The inverse of the specified matrix.</returns>
		static Matrix Invert( Matrix matrix );

		///
		/// Calculates the inverse of the specified matrix.
		///
		/// <param name="matrix">The matrix whose inverse is to be calculated.</param>
		/// <param name="result">When the method completes, contains the inverse of the specified matrix.</param>
		static void Invert( Matrix% matrix, [Out] Matrix% result );

		///
		/// Calculates the transpose of the specified matrix.
		///
		/// <param name="matrix">The matrix whose transpose is to be calculated.</param>
		/// <returns>The transpose of the specified matrix.</returns>
		static Matrix Transpose( Matrix matrix );

		///
		/// Calculates the transpose of the specified matrix.
		///
		/// <param name="matrix">The matrix whose transpose is to be calculated.</param>
		/// <param name="result">When the method completes, contains the transpose of the specified matrix.</param>
		static void Transpose( Matrix% matrix, [Out] Matrix% result );

		///
		/// Creates a 3D affine transformation matrix.
		///
		/// <param name="scaling">Scaling factor.</param>
		/// <param name="rotationCenter">The center of the rotation.</param>
		/// <param name="rotation">The rotation of the transformation.</param>
		/// <param name="translation">The translation factor of the transformation.</param>
		/// <returns>The created affine transformation matrix.</returns>
		static Matrix AffineTransformation( float scaling, Vector3 rotationCenter, Quaternion rotation, Vector3 translation );

		///
		/// Creates a 3D affine transformation matrix.
		///
		/// <param name="scaling">Scaling factor.</param>
		/// <param name="rotationCenter">The center of the rotation.</param>
		/// <param name="rotation">The rotation of the transformation.</param>
		/// <param name="translation">The translation factor of the transformation.</param>
		/// <param name="result">When the method completes, contains the created affine transformation matrix.</param>
		static void AffineTransformation( float scaling, Vector3% rotationCenter, Quaternion% rotation, Vector3% translation, [Out] Matrix% result );

		///
		/// Creates a 2D affine transformation matrix.
		///
		/// <param name="scaling">Scaling factor.</param>
		/// <param name="rotationCenter">The center of the rotation.</param>
		/// <param name="rotation">The rotation of the transformation.</param>
		/// <param name="translation">The translation factor of the transformation.</param>
		/// <returns>The created affine transformation matrix.</returns>
		static Matrix AffineTransformation2D( float scaling, Vector2 rotationCenter, float rotation, Vector2 translation );

		///
		/// Creates a 2D affine transformation matrix.
		///
		/// <param name="scaling">Scaling factor.</param>
		/// <param name="rotationCenter">The center of the rotation.</param>
		/// <param name="rotation">The rotation of the transformation.</param>
		/// <param name="translation">The translation factor of the transformation.</param>
		/// <param name="result">When the method completes, contains the created affine transformation matrix.</param>
		static void AffineTransformation2D( float scaling, Vector2% rotationCenter, float rotation, Vector2% translation, [Out] Matrix% result );

		///
		/// Creates a transformation matrix.
		///
		/// <param name="scalingCenter">Center point of the scaling operation.</param>
		/// <param name="scalingRotation">Scaling rotation amount.</param>
		/// <param name="scaling">Scaling factor.</param>
		/// <param name="rotationCenter">The center of the rotation.</param>
		/// <param name="rotation">The rotation of the transformation.</param>
		/// <param name="translation">The translation factor of the transformation.</param>
		/// <returns>The created transformation matrix.</returns>
		static Matrix Transformation( Vector3 scalingCenter, Quaternion scalingRotation, Vector3 scaling, Vector3 rotationCenter, Quaternion rotation, Vector3 translation );

		///
		/// Creates a transformation matrix.
		///
		/// <param name="scalingCenter">Center point of the scaling operation.</param>
		/// <param name="scalingRotation">Scaling rotation amount.</param>
		/// <param name="scaling">Scaling factor.</param>
		/// <param name="rotationCenter">The center of the rotation.</param>
		/// <param name="rotation">The rotation of the transformation.</param>
		/// <param name="translation">The translation factor of the transformation.</param>
		/// <param name="result">When the method completes, contains the created transformation matrix.</param>
		static void Transformation( Vector3% scalingCenter, Quaternion% scalingRotation, Vector3% scaling, Vector3% rotationCenter, Quaternion% rotation, Vector3% translation, [Out] Matrix% result );

		///
		/// Creates a 2D transformation matrix.
		///
		/// <param name="scalingCenter">Center point of the scaling operation.</param>
		/// <param name="scalingRotation">Scaling rotation amount.</param>
		/// <param name="scaling">Scaling factor.</param>
		/// <param name="rotationCenter">The center of the rotation.</param>
		/// <param name="rotation">The rotation of the transformation.</param>
		/// <param name="translation">The translation factor of the transformation.</param>
		/// <returns>The created transformation matrix.</returns>
		static Matrix Transformation2D( Vector2 scalingCenter, float scalingRotation, Vector2 scaling, Vector2 rotationCenter, float rotation, Vector2 translation );

		///
		/// Creates a 2D transformation matrix.
		///
		/// <param name="scalingCenter">Center point of the scaling operation.</param>
		/// <param name="scalingRotation">Scaling rotation amount.</param>
		/// <param name="scaling">Scaling factor.</param>
		/// <param name="rotationCenter">The center of the rotation.</param>
		/// <param name="rotation">The rotation of the transformation.</param>
		/// <param name="translation">The translation factor of the transformation.</param>
		/// <param name="result">When the method completes, contains the created transformation matrix.</param>
		static void Transformation2D( Vector2% scalingCenter, float scalingRotation, Vector2% scaling, Vector2% rotationCenter, float rotation, Vector2% translation, [Out] Matrix% result );

		///
		/// Negates a matrix.
		///
		/// <param name="matrix">The matrix to negate.</param>
		/// <returns>The negated matrix.</returns>
		static Matrix operator - ( Matrix matrix );

		///
		/// Adds two matricies.
		///
		/// <param name="left">The first matrix to add.</param>
		/// <param name="right">The second matrix to add.</param>
		/// <returns>The sum of the two matricies.</returns>
		static Matrix operator + ( Matrix left, Matrix right );

		///
		/// Subtracts two matricies.
		///
		/// <param name="left">The first matrix to subtract.</param>
		/// <param name="right">The second matrix to subtract.</param>
		/// <returns>The difference between the two matricies.</returns>
		static Matrix operator - ( Matrix left, Matrix right );

		///
		/// Divides two matricies.
		///
		/// <param name="left">The first matrix to divide.</param>
		/// <param name="right">The second matrix to divide.</param>
		/// <returns>The quotient of the two matricies.</returns>
		static Matrix operator / ( Matrix left, Matrix right );

		///
		/// Scales a matrix by a given value.
		///
		/// <param name="left">The matrix to scale.</param>
		/// <param name="right">The amount by which to scale.</param>
		/// <returns>The scaled matrix.</returns>
		static Matrix operator / ( Matrix left, float right );

		///
		/// Multiplies two matricies.
		///
		/// <param name="left">The first matrix to multiply.</param>
		/// <param name="right">The second matrix to multiply.</param>
		/// <returns>The product of the two matricies.</returns>
		static Matrix operator * ( Matrix left, Matrix right );

		///
		/// Scales a matrix by a given value.
		///
		/// <param name="left">The matrix to scale.</param>
		/// <param name="right">The amount by which to scale.</param>
		/// <returns>The scaled matrix.</returns>
		static Matrix operator * ( Matrix left, float right );

		///
		/// Scales a matrix by a given value.
		///
		/// <param name="right">The matrix to scale.</param>
		/// <param name="left">The amount by which to scale.</param>
		/// <returns>The scaled matrix.</returns>
		static Matrix operator * ( float left, Matrix right );

		///
		/// Tests for equality between two objects.
		///
		/// <param name="left">The first value to compare.</param>
		/// <param name="right">The second value to compare.</param>
		/// <returns><c>true</c> if <paramref name="left"/> has the same value as <paramref name="right"/>; otherwise, <c>false</c>.</returns>
		static bool operator == ( Matrix left, Matrix right );

		///
		/// Tests for inequality between two objects.
		///
		/// <param name="left">The first value to compare.</param>
		/// <param name="right">The second value to compare.</param>
		/// <returns><c>true</c> if <paramref name="left"/> has a different value than <paramref name="right"/>; otherwise, <c>false</c>.</returns>
		static bool operator != ( Matrix left, Matrix right );

		///
		/// Converts the value of the object to its equivalent string representation.
		///
		/// <returns>The string representation of the value of this instance.</returns>
		virtual System::String^ ToString() override;

		///
		/// Returns the hash code for this instance.
		///
		/// <returns>A 32-bit signed integer hash code.</returns>
		virtual int GetHashCode() override;

		///
		/// Returns a value that indicates whether the current instance is equal to a specified object.
		///
		/// <param name="obj">Object to make the comparison with.</param>
		/// <returns><c>true</c> if the current instance is equal to the specified object; <c>false</c> otherwise.</returns>
		virtual bool Equals( System::Object^ obj ) override;

		///
		/// Returns a value that indicates whether the current instance is equal to the specified object.
		///
		/// <param name="other">Object to make the comparison with.</param>
		/// <returns><c>true</c> if the current instance is equal to the specified object; <c>false</c> otherwise.</returns>
		virtual bool Equals( Matrix other );

		///
		/// Determines whether the specified object instances are considered equal.
		///
		/// <param name="value1"></param>
		/// <param name="value2"></param>
		/// <returns><c>true</c> if <paramref name="value1"/> is the same instance as <paramref name="value2"/> or
		/// if both are <c>null</c> references or if <c>value1.Equals(value2)</c> returns <c>true</c>; otherwise, <c>false</c>.</returns>
		static bool Equals( Matrix% value1, Matrix% value2 );
	};
}

redpajama_set_name: RedPajamaGithub


text:
Stonehenge, parking charges and manifesting religion
The Telegraph and the BBC both report that King Arthur Pendragon, a druid, is to seek judicial review on religious grounds of a £15 parking charge introduced by English Heritage for visitors to Stonehenge during the Summer Solstice in June.
Visitors to Stonehenge can usually park at the World Heritage Site without charge, with a £5 refundable fee being levied during peak times; and Mr Pendragon contends that the £15 parking charge was in contravention of Articles 9 (freedom of thought, conscience and religion), 10 (freedom of expression) and 11 (freedom of assembly and association) ECHR and that, in effect, druids and pagans were obliged to "pay to pray" and should have been allowed to park without charge. English Heritage's response was that "The Summer Solstice parking charge is not a 'pay to pray' but a 'pay to park' charge."
At a preliminary hearing in Salisbury, Mr Pendragon was granted a full day's hearing on the substantive arguments. A spokeswoman from English Heritage said: "This was a procedural hearing establishing the next steps and we look forward to presenting our full case at a later date." No doubt: the hearing is expected to take place in April.
Cite this article as: Frank Cranmer, "Stonehenge, parking charges and manifesting religion" in Law & Religion UK, 11 January 2017, https://lawandreligionuk.com/2017/01/11/stonehenge-parking-charges-and-manifesting-religion/
This entry was posted in Article 10 ECHR, Article 11 ECHR, Article 9 ECHR and tagged Article 10 ECHR, Article 11 ECHR, Article 9 ECHR by Frank Cranmer. Bookmark the permalink.
4 thoughts on "Stonehenge, parking charges and manifesting religion"
Max Bancroft on 11 January 2017 at 2:26 pm said:
Was Stonehenge built by the druids? If not, I'm not clear why King Pendragon should have free parking – or maybe he's claiming it for all of us?
Search me, guv. But to be serious, I suppose that if the charge is a violation of Articles 10 and 11 and not just of Article 9, then the matter goes beyond manifestation of religion.
Trevor on 12 January 2017 at 10:57 am said:
Here in sunny Spain (today) I do enjoy reading your posts from time to time Frank.
Hope you are well and assume you attend meetings somewhere in London or elsewhere.
Frank Cranmer on 12 January 2017 at 11:15 am said:
Hi Trevor (from gloomy N Lancs). I haven't got to Meeting for ages and I'm beginning to feel very guilty about it. [Note to general readers: Quakers aren't much interested in sin, but we seem to do guilt in a big way.]


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Learning through doing is the foundation of this book, which allows readers to explore case studies as well as expository material. The book provides a practical guide to the numerical solution of linear and nonlinear equations, differential equations, optimization problems, and eigenvalue problems. It treats standard problems and introduces important variants such as sparse systems, differential-algebraic equations, constrained optimization, Monte Carlo simulations, and parametric studies. Stability and error analysis is emphasized, and the MATLAB™ algorithms are grounded in sound principles of software design and in the understanding of machine arithmetic and memory management.
Nineteen case studies allow readers to become familiar with mathematical modeling and algorithm design, motivated by problems in physics, engineering, epidemiology, chemistry, and biology. A website provides solutions to the challenges that are offered throughout the book and also supplies relevant MATLAB codes, derivations, and supplementary notes and slides.
This book is intended as a primary text for courses in numerical analysis, scientific computing, and computational science for advanced undergraduate and early graduate students. Physicists, chemists, biologists, earth scientists, astronomers, and engineers whose work involves numerical computing also will find the book useful as a reference and tool for self-study.
Dianne P. O'Leary is Professor of Computer Science at the University of Maryland, College Park, and also holds an appointment in the university's Institute for Advanced Computer Studies (UMIACS) and in the Applied Mathematics and Scientific Computing program. Her research is in computational linear algebra and optimization, with applications to solution of ill-posed problems, image deblurring, information retrieval, and quantum computing.
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text:
© 2017 Ministério Dos Filmes.
- NOS summons Branko, Elvira Fortunato and Pedro Simas for a new page turn
NOS summons Branko, Elvira Fortunato and Pedro Simas for a new page turn
admin on 1 de April, 2021
NOS 5G campaign kicks off this Thursday. "O Amanhã" has the creativity of Havas and directed by Marco Martins.
If the future is a blank page, write it and flip it. And 5G will be this tool to design the future. Branko, Dino d'Santiago, Siza Vieira, Elvira Fortunato, Pedro Simas, Afonso Cruz or Gustavo Carona are some of the more than 20 national talents who stand out for this campaign that kicks off this Thursday.
"5G is a very powerful tool for Portugal to write its future. There is this confidence that our art, our science, our courage, our heart will lead us to be able to do this ", says Rita Torres Baptista, NOS Brand and Communication director, in statements to Dinheiro Vivo.
"The well-known faces – Branko, Dino d'Santiago, Elvira Fortunato, Siza Vieira … – are not here as celebrities, they are of all backgrounds and ages. They translate the symbolic truth of this recognition of human capacity and genius, that, when there is will, courage, innovation, investment, in whatever area – because that is true for a dancer as well as for an astrophysicist -, when we have these qualities within us that make us extraordinary, it allows us to move forward, take new tools like technology and take them to another level of reach".
After a year of pandemic, there is a desire for the future, believes Rita Torres Baptista. Something that Tomorrow seeks to embody. "There is this insight from the campaign that we have a desire for the future, but also another equally powerful one that we have confidence in. Why should we lower our arms and let ourselves be overwhelmed by a less happy context?".
"The context is challenging and will continue to be for others that life will bring us, because the future is this: unknown, uncertain. But we are going to it better equipped, with an idea of sustainability, inclusiveness and expansiveness. It is not less health, but more. It is not less connections, but more. It is not less intelligence, but more".
"There is this concern to touch everyone on this idea that the future is what we want and to summon the best that is in us, to turn the page. That can be simply having a different attitude, summoning a will, an energy. That is powerful, mobilizing and inspiring and deeply institutional ", defends the brand and communication director of NOS.
A moment that brands have to know how to read and grab. "Brands have to understand and respond to the times and give people inspiration. Arousing people's interest in something that is not part of their lives, 5G is not part of their lives, it does not yet exist at home, and empowering them. We can write the future we want ".
"We never know where innovation comes from, where possibilities come from, but there is this idea of optimism. Not out of place optimism, but empowering. We write our future, Portugal writes its future. We are a country that when it wants to be extremely enterprising, innovative, who knows how to get around, reinvent himself. Come on, let's do it ", says Rita Torres Baptista.
in Dinheiro Vivo
Previous Post (p)	Briefing | The effectiveness of the Super Doc campaign
Next Post (n)	Meios e Publicidade | NOS joins 20 national talents from arts to science
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© 2016 Werkstatt


text:
Q: Gradle build failed when .xml used instead google_services.json I'm setting up Firebase Crashlytics. It works OK when I use google_services.json. But as we have several build variants, I prefer to use .xml instead, so I could make 2 applications at console, and 2 files in project:
-src/main/res/values/google_services.xml (for all builds, corresponds to test app at firebase)
-src/release/res/values/google_services.xml (for prod-release build)

Also I removed apply plugin: 'com.google.gms.google-services'
But my builds fails for all release tasks:
assembleTestRelease
assembleStageRelease

Reason is in
minifyEnabled true
shrinkResources true

Before migration on Firebase Crashlytic (with Fabric) it worked fine.
Error:
* Exception is:
org.gradle.api.tasks.TaskExecutionException: Execution failed for task ':app:uploadCrashlyticsMappingFileTestRelease'.
    at org.gradle.api.internal.tasks.execution.ExecuteActionsTaskExecuter$3.accept(ExecuteActionsTaskExecuter.java:151)
    ...
Caused by: org.gradle.api.GradleException: Crashlytics could not find the resource file generated by Google Services. You may need to execute the :process<Variant>GoogleServices Task. Please check your Firebase project configuration (https://firebase.google.com/docs/android/setup).
    at com.google.firebase.crashlytics.buildtools.gradle.ProjectVariantState.getGoogleAppId(ProjectVariantState.groovy:195)
    ... 35 more

A: You should be able to successfully recreate the google services xml files using these values:
google_app_id:
{YOUR_CLIENT}/client_info/mobilesdk_app_id

gcm_defaultSenderId:
project_info/project_number

default_web_client_id:
{YOUR_CLIENT}/oauth_client/client_id (client_type == 3)

ga_trackingId:
{YOUR_CLIENT}/services/analytics-service/analytics_property/tracking_id

firebase_database_url:
project_info/firebase_url

google_api_key:
{YOUR_CLIENT}/api_key/current_key

google_crash_reporting_api_key:
{YOUR_CLIENT}/api_key/current_key

project_id:
project_info/project_id

redpajama_set_name: RedPajamaStackExchange


A new year of sport: the finest live drama. Whilst 2018 may be best known for being a World Cup year, with football's grandest event taking place in Russia this summer, it is also an Olympic year. The 23rd Winter Olympics takes place in Pyeongchang – not to be confused with North Korean capital Pyongyang – in February, with 89 countries travelling to South Korea to compete over two weeks in 15 different sports.
Despite the inevitable excitement amongst snow and ice fanatics, the Games has thus far been overshadowed by underperforming ticket sales, coupled with political tensions linked to North Korea. With the International Olympic Committee (IOC) keen to avoid the controversies that marred the 2014 Winter Games in Sochi, we take a look at the fundamental problems organisers face with just over a month to go, and the potential impact it could have on the Games and its legacy.
The political tensions in the Korean peninsula have rarely been higher since the Korean War in the 1950s. On one hand, South Korea has had a rough time of it lately regarding internal political scandals, with President (now ex-President of course) Park Geun-hye jailed for corruption allegations in March 2017 alongside his wife. The general morale amongst the population has been fairly low, and the Games has done little, so far, in whetting the appetite of the average Korean local.
On the other hand, the well-publicised tensions between the South and the North has been exacerbated in the last year, following 23 nuclear missile tests in 2017 from King Jong-un's North Korean military. The consequential farcical war of words between North Korea's authoritarian leader and U.S. President Donald Trump has left the South in a state of apprehension, and its tourist numbers decimated by 24%, according to Bloomberg, in 2017 due to the growing threat.
Although activity in the North has been somewhat quieter in the last month or two, there has been history of provocative North Korean activity during a global showpiece held across the border. In 1987, a year before the 1988 Olympics in Seoul, agents from Pyongyang bombed a Korean air flight killing 115 passengers and crew. More recently, during South Korea's joint hosting of the 2002 FIFA World Cup with Japan, North Korean patrol boats crossed into disputed waters, sparking a naval clash that sunk one South Korean ship, claiming the lives of six sailors. A reoccurring theme emerges: with the eyes of the world on South Korea, the North can't help but attempt to steal some of the limelight. With the Pyeongchang venues taking place a mere 60 miles from the Korean border, we can only hope the North keep themselves to themselves.
A view of Pyeongchang draped in snow – just how busy will it be in February though?
Irrespective of wider political issues, event organisers are seriously struggling to engage locals. The long-term legacy aim is for Pyeongchang, a scenic mountainous region of eastern Korea, to become the new hub of Winter Sports in Asia. And yet, local motel owner Gu In-mo commented, "I don't think the Games will do anything to improve my life. The tickets are too expensive for ordinary people like me. I'll just watch it on TV." The message is failing to engage, as Gu puts it, "ordinary people"; the local civilians, who it is a necessity to engage with both during the Games and its aftermath. Currently, most local residents seem more concerned with buying items of fashionable merchandise than buying tickets – though admittedly, everyone loves a bit of stash!
In all seriousness, more ticket sales have come from foreigners. Bloomberg reported in December that 179,200 out of a total 330,000 tickets bought have been foreign purchases… the explanation for this? Ticket prices, particularly for premium events such as figure skating and the ceremonies, are unaffordable, with the cheapest standing at $500. Figures from December, show that only 31% of the 1.1 million ticket sales target have sold so far according to Bloomberg, and with empty seats overshadowing the most recent Olympics in Rio, event organisers are attempting to engage local schools and institutions in the weeks leading up to the Games. Further afield, in attempt to raise tourist numbers, South Korea has allowed visa-free entrance for Filipino's and Indonesians, and waived the visa-fee for Chinese nationals.
This may not be enough however. "I will tell you the truth: I do not expect too many spectators at the 2018 Pyeongchang Games. The current political crisis in the region does not encourage Europeans to travel to South Korea." The words of Gian-Franco Kasper, President of the International Ski Federation, are chilling – Olympic Games rely on a plethora of visitors from all corners of the globe. Regrettably, current political issues seem like the biggest obstacle in relation to attracting tourists, and in similarity to the 2014 Games in Russia which had its own political problems (Russian athletes, incidentally, will not compete under their own flag if at all for the second Olympics running following continued allegations of state-sponsored doping), event organisers are praying it doesn't overshadow two weeks of sporting drama.
There's just under a month to go. South Korea has a lot of work to do.


text:
Kurt Leroy Haws (born September 25, 1969) is a former American football tight end in the National Football League for the Washington Redskins. He played college football at the University of Utah and was drafted in the fourth round of the 1994 NFL Draft. Haws was also selected by the Carolina Panthers in the 1995 NFL Expansion Draft. From 1989-1991 he was on a Mormon mission in Venezuela.

References

1969 births
Living people
American football tight ends
Washington Redskins players
Sportspeople from Mesa, Arizona
Utah Utes football players


Comments: In the early 80's and as a First Class Machinist Mate of the US Navy I served a three year tour in the Greek Navy under the Personnel Exchange Program. I was assigned to D/T in Salamina. D/T was and probably still is the Greek Naval Base repair department. I worked out of the 38A shop along side some really fantastic Greek Officer and non commissioned Officers, as LCDR Stathis, LT miridakis, Warrant Officers Lirakos and Christoforatos Petty Officer Delidomanidis. Warrant Officer Christoforatos if I'm not wrong in 1983 transfered to the Tombazis.
Tombazis then was the pride of all the Greek destroyers. She part took in many operations somewhat short for US standards, with trips to Naples Italy. Of all the tin cans we did not have to worry about Tombazis because she was in great shape. As I remember nr1 SSTG was the only major problem being noise because of backlash, and I can't remenber exactly but something with the AFFF station back aft. Every time I went onboard I was treated with roalty by the Engineers. I still remember sitting in the Log Room going over the prints and paper work (some in Japaness) from her last overhaul in Yokosuka Japan.
Assigned to the Greek Navy was and continues to be the highlight of my career. Not many sailor can say that they have been to sea on ships like the Eldrige known as Leon in the Greek Navy, Fletcher class destroyers the Velos and Aspis, FRAM I and FRAM II ships the Miaoulis, Kanaris, Themistoklis, Kriezis and the Tombazis. I realy feel Honored to have had that opportunity. My name is Chief Warrant Officer Arestides Cavadias I am still on active duty, stationed on the USS Germantown (LSD-42) homeported in Sasebo Japan.
Comments: I road the DD-829, USS Miles C. Fox in 1975-76 when it was in the Brooklyn Navy Yard. I found out that it too was sent to Greece, but for use as spare parts. Maybe it will help your old "can" stay afloat. If anyone has any info on the MC Fox please drop me a line.
Comments: I was an RM2 and made 3 Westpac cruises including the Siagon River trip in 69/70. Commander William Berger was the last CO, the second of 2 that were aboard during my tour. The Operations Officer was LT Brukner and the Comm Officer was ENS Sampson who later became the assistant Engineering Officer I believe.
I hung around with an RM2 named George Marples, a shy kinda guy. I was a boot RM3 when I came off the USS James E. Kyes DD-787 out of Long Beach. I was excess RM3 so the bureau sent me to the Gurke. I was on watch in Radio aboard the Gurke when the USS EVANS was cut in half by the HMS Melborne off the coast of the PI. .
Comments: Nice to see a real warship site! Hope to find others who have served on these fine ships. The Gurke was my second ship of nine total that I served on. Great memories, and great people.
Comments: Worked in M Div. Served with some great guys. Danny, Wesley, George, Rick, Ed, Eddie Whit, Fat Pat, Mole, Hans, D.R., Squirrel, Roach, Charlie, Soft Croft. Where are you now...?
Years aboard Gurke: None, but I was in Westpac from 68 to 70 aboard ammunition ship USS Rainier- did we keep you supplied with 5"/38's ? I did a two week reserve cruise in 71 on the Gearing DD-710 so maybe I qualify as a Tin Can Sailor...Check out the Rainier Page.
Comments: Great page- I'm always looking for inspiration for mine !