text:
package org.lwjgl.opengl;

import org.lwjgl.util.generator.*;
import org.lwjgl.util.generator.opengl.*;

import java.nio.ByteBuffer;
import java.nio.IntBuffer;
import java.nio.LongBuffer;

import com.sun.mirror.type.PrimitiveType;

public interface GL43 {

	/** No. of supported Shading Language Versions. Accepted by the <pname> parameter of GetIntegerv. */
	int GL_NUM_SHADING_LANGUAGE_VERSIONS = 0x82E9;

	/** Vertex attrib array has unconverted doubles. Accepted by the <pname> parameter of GetVertexAttribiv. */
	int GL_VERTEX_ATTRIB_ARRAY_LONG = 0x874E;

	// ---------------------------------------------------------------------
	// ----------------------[ ARB_ES3_compatibility ]----------------------
	// ---------------------------------------------------------------------

	/** Accepted by the <internalformat> parameter of CompressedTexImage2D */
	int GL_COMPRESSED_RGB8_ETC2                      = 0x9274,
		GL_COMPRESSED_SRGB8_ETC2                     = 0x9275,
		GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2  = 0x9276,
		GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 = 0x9277,
		GL_COMPRESSED_RGBA8_ETC2_EAC                 = 0x9278,
		GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC          = 0x9279,
		GL_COMPRESSED_R11_EAC                        = 0x9270,
		GL_COMPRESSED_SIGNED_R11_EAC                 = 0x9271,
		GL_COMPRESSED_RG11_EAC                       = 0x9272,
		GL_COMPRESSED_SIGNED_RG11_EAC                = 0x9273;

	/** Accepted by the <target> parameter of Enable and Disable: */
	int GL_PRIMITIVE_RESTART_FIXED_INDEX = 0x8D69;

	/**
	 * Accepted by the <target> parameter of BeginQuery, EndQuery,
	 * GetQueryIndexediv and GetQueryiv:
	 */
	int GL_ANY_SAMPLES_PASSED_CONSERVATIVE = 0x8D6A;

	/** Accepted by the <value> parameter of the GetInteger* functions: */
	int GL_MAX_ELEMENT_INDEX = 0x8D6B;

	// -----------------------------------------------------------------------
	// ----------------------[ ARB_clear_buffer_object ]----------------------
	// -----------------------------------------------------------------------

	void glClearBufferData(@GLenum int target,
	                       @GLenum int internalformat,
	                       @GLenum int format,
	                       @GLenum int type,
	                       @Check("1") @Const @GLvoid ByteBuffer data);

	void glClearBufferSubData(@GLenum int target,
	                          @GLenum int internalformat,
	                          @GLintptr long offset,
	                          @AutoSize("data") @GLsizeiptr long size,
	                          @GLenum int format,
	                          @GLenum int type,
	                          @Const @GLvoid ByteBuffer data);

	// ------------------------------------------------------------------
	// ----------------------[ ARB_compute_shader ]----------------------
	// ------------------------------------------------------------------

	/**
	 * Accepted by the <type> parameter of CreateShader and returned in the
	 * <params> parameter by GetShaderiv:
	 */
	int GL_COMPUTE_SHADER = 0x91B9;

	/**
	 * Accepted by the <pname> parameter of GetIntegerv, GetBooleanv, GetFloatv,
	 * GetDoublev and GetInteger64v:
	 */
	int GL_MAX_COMPUTE_UNIFORM_BLOCKS              = 0x91BB,
		GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS         = 0x91BC,
		GL_MAX_COMPUTE_IMAGE_UNIFORMS              = 0x91BD,
		GL_MAX_COMPUTE_SHARED_MEMORY_SIZE          = 0x8262,
		GL_MAX_COMPUTE_UNIFORM_COMPONENTS          = 0x8263,
		GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS      = 0x8264,
		GL_MAX_COMPUTE_ATOMIC_COUNTERS             = 0x8265,
		GL_MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS = 0x8266,
		GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS      = 0x90EB;

	/**
	 * Accepted by the <pname> parameter of GetIntegeri_v, GetBooleani_v,
	 * GetFloati_v, GetDoublei_v and GetInteger64i_v:
	 */

	int GL_MAX_COMPUTE_WORK_GROUP_COUNT = 0x91BE,
		GL_MAX_COMPUTE_WORK_GROUP_SIZE  = 0x91BF;

	/** Accepted by the <pname> parameter of GetProgramiv: */
	int GL_COMPUTE_WORK_GROUP_SIZE = 0x8267;

	/** Accepted by the <pname> parameter of GetActiveUniformBlockiv: */
	int GL_UNIFORM_BLOCK_REFERENCED_BY_COMPUTE_SHADER = 0x90EC;

	/** Accepted by the <pname> parameter of GetActiveAtomicCounterBufferiv: */
	int GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_COMPUTE_SHADER = 0x90ED;

	/**
	 * Accepted by the <target> parameters of BindBuffer, BufferData,
	 * BufferSubData, MapBuffer, UnmapBuffer, GetBufferSubData, and
	 * GetBufferPointerv:
	 */
	int GL_DISPATCH_INDIRECT_BUFFER = 0x90EE;

	/**
	 * Accepted by the <value> parameter of GetIntegerv, GetBooleanv,
	 * GetInteger64v, GetFloatv, and GetDoublev:
	 */
	int GL_DISPATCH_INDIRECT_BUFFER_BINDING = 0x90EF;

	/** Accepted by the <stages> parameter of UseProgramStages: */
	int GL_COMPUTE_SHADER_BIT = 0x00000020;

	void glDispatchCompute(@GLuint int num_groups_x,
	                       @GLuint int num_groups_y,
	                       @GLuint int num_groups_z);

	void glDispatchComputeIndirect(@GLintptr long indirect);

	// --------------------------------------------------------------
	// ----------------------[ ARB_copy_image ]----------------------
	// --------------------------------------------------------------

	void glCopyImageSubData(
		@GLuint int srcName, @GLenum int srcTarget, int srcLevel,
		int srcX, int srcY, int srcZ,
		@GLuint int dstName, @GLenum int dstTarget, int dstLevel,
		int dstX, int dstY, int dstZ,
		@GLsizei int srcWidth, @GLsizei int srcHeight, @GLsizei int srcDepth);

	// ----------------------------------------------------------------
	// ----------------------[ KHR_debug_output ]----------------------
	// ----------------------[ ARB_debug_output2 ]---------------------
	// ----------------------[ ARB_debug_group ]-----------------------
	// ----------------------[ ARB_debug_label ]-----------------------
	// ----------------------------------------------------------------

	/**
	 * Tokens accepted by the <target> parameters of Enable, Disable, and
	 * IsEnabled:
	 */
	int GL_DEBUG_OUTPUT             = 0x92E0,
		GL_DEBUG_OUTPUT_SYNCHRONOUS = 0x8242;

	/** Returned by GetIntegerv when <pname> is CONTEXT_FLAGS: */
	int GL_CONTEXT_FLAG_DEBUG_BIT = 0x00000002;

	/**
	 * Tokens accepted by the <value> parameters of GetBooleanv, GetIntegerv,
	 * GetFloatv, GetDoublev and GetInteger64v:
	 */
	int GL_MAX_DEBUG_MESSAGE_LENGTH         = 0x9143,
		GL_MAX_DEBUG_LOGGED_MESSAGES        = 0x9144,
		GL_DEBUG_LOGGED_MESSAGES            = 0x9145,
		GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH = 0x8243,
		GL_MAX_DEBUG_GROUP_STACK_DEPTH      = 0x826C,
		GL_DEBUG_GROUP_STACK_DEPTH          = 0x826D,
		GL_MAX_LABEL_LENGTH                 = 0x82E8;

	/** Tokens accepted by the <pname> parameter of GetPointerv: */
	int GL_DEBUG_CALLBACK_FUNCTION   = 0x8244,
		GL_DEBUG_CALLBACK_USER_PARAM = 0x8245;

	/**
	 * Tokens accepted or provided by the <source> parameters of
	 * DebugMessageControl, DebugMessageInsert and DEBUGPROC, and the <sources>
	 * parameter of GetDebugMessageLog:
	 */
	int GL_DEBUG_SOURCE_API             = 0x8246,
		GL_DEBUG_SOURCE_WINDOW_SYSTEM   = 0x8247,
		GL_DEBUG_SOURCE_SHADER_COMPILER = 0x8248,
		GL_DEBUG_SOURCE_THIRD_PARTY     = 0x8249,
		GL_DEBUG_SOURCE_APPLICATION     = 0x824A,
		GL_DEBUG_SOURCE_OTHER           = 0x824B;

	/**
	 * Tokens accepted or provided by the <type> parameters of
	 * DebugMessageControl, DebugMessageInsert and DEBUGPROC, and the <types>
	 * parameter of GetDebugMessageLog:
	 */
	int GL_DEBUG_TYPE_ERROR               = 0x824C,
		GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR = 0x824D,
		GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR  = 0x824E,
		GL_DEBUG_TYPE_PORTABILITY         = 0x824F,
		GL_DEBUG_TYPE_PERFORMANCE         = 0x8250,
		GL_DEBUG_TYPE_OTHER               = 0x8251,
		GL_DEBUG_TYPE_MARKER              = 0x8268;

	/**
	 * Tokens accepted or provided by the <type> parameters of
	 * DebugMessageControl and DEBUGPROC, and the <types> parameter of
	 * GetDebugMessageLog:
	 */
	int GL_DEBUG_TYPE_PUSH_GROUP = 0x8269,
		GL_DEBUG_TYPE_POP_GROUP  = 0x826A;

	/**
	 * Tokens accepted or provided by the <severity> parameters of
	 * DebugMessageControl, DebugMessageInsert and DEBUGPROC callback functions,
	 * and the <severities> parameter of GetDebugMessageLog:
	 */
	int GL_DEBUG_SEVERITY_HIGH         = 0x9146,
		GL_DEBUG_SEVERITY_MEDIUM       = 0x9147,
		GL_DEBUG_SEVERITY_LOW          = 0x9148,
		GL_DEBUG_SEVERITY_NOTIFICATION = 0x826B;

	/** Returned by GetError: */
	int GL_STACK_UNDERFLOW = 0x0504,
		GL_STACK_OVERFLOW  = 0x0503;

	/**
	 * Tokens accepted or provided by the <identifier> parameters of
	 * ObjectLabel and GetObjectLabel:
	 */
	int GL_BUFFER           = 0x82E0,
		GL_SHADER           = 0x82E1,
		GL_PROGRAM          = 0x82E2,
		GL_QUERY            = 0x82E3,
		GL_PROGRAM_PIPELINE = 0x82E4,
		GL_SAMPLER          = 0x82E6,
		GL_DISPLAY_LIST     = 0x82E7;

	// -----------------------------

	void glDebugMessageControl(@GLenum int source,
	                           @GLenum int type,
	                           @GLenum int severity,
	                           @AutoSize(value = "ids", canBeNull = true) @GLsizei int count,
	                           @Check(canBeNull = true) @Const @GLuint IntBuffer ids,
	                           boolean enabled);

	void glDebugMessageInsert(@GLenum int source,
	                          @GLenum int type,
	                          @GLuint int id,
	                          @GLenum int severity,
	                          @AutoSize("buf") @GLsizei int length,
	                          @Const @GLchar ByteBuffer buf);

	@Alternate("glDebugMessageInsert")
	void glDebugMessageInsert(@GLenum int source,
	                          @GLenum int type,
	                          @GLuint int id,
	                          @GLenum int severity,
	                          @Constant("buf.length()") @GLsizei int length,
	                          CharSequence buf);

	/**
	 * The {@code KHRDebugCallback.Handler} implementation passed to this method will be used for
	 * KHR_debug messages. If callback is null, any previously registered handler for the current
	 * thread will be unregistered and stop receiving messages.
	 *
	 * @param callback the callback function to use
	 */
	@Code(
		// Create a GlobalRef to the callback object and register it with the current context.
		javaBeforeNative = "\t\tlong userParam = callback == null ? 0 : CallbackUtil.createGlobalRef(callback.getHandler());\n" +
		                   "\t\tCallbackUtil.registerContextCallbackKHR(userParam);"
	)
	void glDebugMessageCallback(@PointerWrapper(value = "GLDEBUGPROC", canBeNull = true) KHRDebugCallback callback,
	                            @Constant("userParam") @PointerWrapper("GLvoid *") long userParam);

	@GLuint
	int glGetDebugMessageLog(@GLuint int count,
	                         @AutoSize(value = "messageLog", canBeNull = true) @GLsizei int bufsize,
	                         @Check(value = "count", canBeNull = true) @GLenum IntBuffer sources,
	                         @Check(value = "count", canBeNull = true) @GLenum IntBuffer types,
	                         @Check(value = "count", canBeNull = true) @GLuint IntBuffer ids,
	                         @Check(value = "count", canBeNull = true) @GLenum IntBuffer severities,
	                         @Check(value = "count", canBeNull = true) @GLsizei IntBuffer lengths,
	                         @Check(canBeNull = true) @OutParameter @GLchar ByteBuffer messageLog);

	void glPushDebugGroup(@GLenum int source, @GLuint int id, @AutoSize("message") @GLsizei int length,
	                      @Const @GLchar ByteBuffer message);

	@Alternate("glPushDebugGroup")
	void glPushDebugGroup(@GLenum int source, @GLuint int id, @Constant("message.length()") @GLsizei int length,
	                      CharSequence message);

	void glPopDebugGroup();

	void glObjectLabel(@GLenum int identifier, @GLuint int name, @AutoSize(value = "label", canBeNull = true) @GLsizei int length,
	                   @Check(canBeNull = true) @Const @GLchar ByteBuffer label);

	@Alternate("glObjectLabel")
	void glObjectLabel(@GLenum int identifier, @GLuint int name, @Constant("label.length()") @GLsizei int length,
	                   CharSequence label);

	void glGetObjectLabel(@GLenum int identifier, @GLuint int name, @AutoSize("label") @GLsizei int bufSize,
	                      @OutParameter @Check(value = "1", canBeNull = true) @GLsizei IntBuffer length,
	                      @OutParameter @GLchar ByteBuffer label);

	@Alternate("glGetObjectLabel")
	@GLreturn(value = "label", maxLength = "bufSize")
	void glGetObjectLabel2(@GLenum int identifier, @GLuint int name, @GLsizei int bufSize,
	                       @OutParameter @GLsizei @Constant("MemoryUtil.getAddress0(label_length)") IntBuffer length,
	                       @OutParameter @GLchar ByteBuffer label);

	void glObjectPtrLabel(@PointerWrapper("GLvoid *") org.lwjgl.PointerWrapper ptr, @AutoSize(value = "label", canBeNull = true) @GLsizei int length,
	                      @Check(canBeNull = true) @Const @GLchar ByteBuffer label);

	@Alternate("glObjectPtrLabel")
	void glObjectPtrLabel(@PointerWrapper("GLvoid *") org.lwjgl.PointerWrapper ptr, @Constant("label.length()") @GLsizei int length,
	                      CharSequence label);

	void glGetObjectPtrLabel(@PointerWrapper("GLvoid *") org.lwjgl.PointerWrapper ptr, @AutoSize("label") @GLsizei int bufSize,
	                         @OutParameter @Check(value = "1", canBeNull = true) @GLsizei IntBuffer length,
	                         @OutParameter @GLchar ByteBuffer label);

	@Alternate("glGetObjectPtrLabel")
	@GLreturn(value = "label", maxLength = "bufSize")
	void glGetObjectPtrLabel2(@PointerWrapper("GLvoid *") org.lwjgl.PointerWrapper ptr, @GLsizei int bufSize,
	                          @OutParameter @GLsizei @Constant("MemoryUtil.getAddress0(label_length)") IntBuffer length,
	                          @OutParameter @GLchar ByteBuffer label);

	// -----------------------------------------------------------------------------
	// ----------------------[ ARB_explicit_uniform_location ]----------------------
	// -----------------------------------------------------------------------------

	/**
	 * Accepted by the <pname> parameter of GetBooleanv, GetIntegerv,
	 * GetFloatv, GetDoublev, and GetInteger64v:
	 */
	int GL_MAX_UNIFORM_LOCATIONS = 0x826E;

	// -----------------------------------------------------------------------------
	// ----------------------[ ARB_framebuffer_no_attachment ]----------------------
	// -----------------------------------------------------------------------------

	/**
	 * Accepted by the <pname> parameter of FramebufferParameteri,
	 * GetFramebufferParameteriv, NamedFramebufferParameteriEXT, and
	 * GetNamedFramebufferParameterivEXT:
	 */
	int GL_FRAMEBUFFER_DEFAULT_WIDTH                  = 0x9310,
		GL_FRAMEBUFFER_DEFAULT_HEIGHT                 = 0x9311,
		GL_FRAMEBUFFER_DEFAULT_LAYERS                 = 0x9312,
		GL_FRAMEBUFFER_DEFAULT_SAMPLES                = 0x9313,
		GL_FRAMEBUFFER_DEFAULT_FIXED_SAMPLE_LOCATIONS = 0x9314;

	/**
	 * Accepted by the <pname> parameter of GetIntegerv, GetBooleanv,
	 * GetInteger64v, GetFloatv, and GetDoublev:
	 */
	int GL_MAX_FRAMEBUFFER_WIDTH   = 0x9315,
		GL_MAX_FRAMEBUFFER_HEIGHT  = 0x9316,
		GL_MAX_FRAMEBUFFER_LAYERS  = 0x9317,
		GL_MAX_FRAMEBUFFER_SAMPLES = 0x9318;

	void glFramebufferParameteri(@GLenum int target, @GLenum int pname, int param);

	@StripPostfix("params")
	void glGetFramebufferParameteriv(@GLenum int target, @GLenum int pname, @OutParameter @Check("1") IntBuffer params);

	@Alternate("glGetFramebufferParameteriv")
	@GLreturn("params")
	@StripPostfix(value = "params", postfix = "v")
	void glGetFramebufferParameteriv2(@GLenum int target, @GLenum int pname, @OutParameter IntBuffer params);

	// -----------------------------------------------------------------------------
	// ----------------------[ ARB_internalformat_query2 ]----------------------
	// -----------------------------------------------------------------------------

	/**
	 * Accepted by the <target> parameter of GetInternalformativ
	 * and GetInternalformati64v:
	 */
	int GL_TEXTURE_1D                   = 0x0DE0,
		GL_TEXTURE_1D_ARRAY             = 0x8C18,
		GL_TEXTURE_2D                   = 0x0DE1,
		GL_TEXTURE_2D_ARRAY             = 0x8C1A,
		GL_TEXTURE_3D                   = 0x806F,
		GL_TEXTURE_CUBE_MAP             = 0x8513,
		GL_TEXTURE_CUBE_MAP_ARRAY       = 0x9009,
		GL_TEXTURE_RECTANGLE            = 0x84F5,
		GL_TEXTURE_BUFFER               = 0x8C2A,
		GL_RENDERBUFFER                 = 0x8D41,
		GL_TEXTURE_2D_MULTISAMPLE       = 0x9100,
		GL_TEXTURE_2D_MULTISAMPLE_ARRAY = 0x9102;

	/**
	 * Accepted by the <pname> parameter of GetInternalformativ
	 * and GetInternalformati64v:
	 */
	int GL_SAMPLES                                = 0x80A9,
		GL_NUM_SAMPLE_COUNTS                      = 0x9380,
		GL_INTERNALFORMAT_SUPPORTED               = 0x826F,
		GL_INTERNALFORMAT_PREFERRED               = 0x8270,
		GL_INTERNALFORMAT_RED_SIZE                = 0x8271,
		GL_INTERNALFORMAT_GREEN_SIZE              = 0x8272,
		GL_INTERNALFORMAT_BLUE_SIZE               = 0x8273,
		GL_INTERNALFORMAT_ALPHA_SIZE              = 0x8274,
		GL_INTERNALFORMAT_DEPTH_SIZE              = 0x8275,
		GL_INTERNALFORMAT_STENCIL_SIZE            = 0x8276,
		GL_INTERNALFORMAT_SHARED_SIZE             = 0x8277,
		GL_INTERNALFORMAT_RED_TYPE                = 0x8278,
		GL_INTERNALFORMAT_GREEN_TYPE              = 0x8279,
		GL_INTERNALFORMAT_BLUE_TYPE               = 0x827A,
		GL_INTERNALFORMAT_ALPHA_TYPE              = 0x827B,
		GL_INTERNALFORMAT_DEPTH_TYPE              = 0x827C,
		GL_INTERNALFORMAT_STENCIL_TYPE            = 0x827D,
		GL_MAX_WIDTH                              = 0x827E,
		GL_MAX_HEIGHT                             = 0x827F,
		GL_MAX_DEPTH                              = 0x8280,
		GL_MAX_LAYERS                             = 0x8281,
		GL_MAX_COMBINED_DIMENSIONS                = 0x8282,
		GL_COLOR_COMPONENTS                       = 0x8283,
		GL_DEPTH_COMPONENTS                       = 0x8284,
		GL_STENCIL_COMPONENTS                     = 0x8285,
		GL_COLOR_RENDERABLE                       = 0x8286,
		GL_DEPTH_RENDERABLE                       = 0x8287,
		GL_STENCIL_RENDERABLE                     = 0x8288,
		GL_FRAMEBUFFER_RENDERABLE                 = 0x8289,
		GL_FRAMEBUFFER_RENDERABLE_LAYERED         = 0x828A,
		GL_FRAMEBUFFER_BLEND                      = 0x828B,
		GL_READ_PIXELS                            = 0x828C,
		GL_READ_PIXELS_FORMAT                     = 0x828D,
		GL_READ_PIXELS_TYPE                       = 0x828E,
		GL_TEXTURE_IMAGE_FORMAT                   = 0x828F,
		GL_TEXTURE_IMAGE_TYPE                     = 0x8290,
		GL_GET_TEXTURE_IMAGE_FORMAT               = 0x8291,
		GL_GET_TEXTURE_IMAGE_TYPE                 = 0x8292,
		GL_MIPMAP                                 = 0x8293,
		GL_MANUAL_GENERATE_MIPMAP                 = 0x8294,
		GL_AUTO_GENERATE_MIPMAP                   = 0x8295,
		GL_COLOR_ENCODING                         = 0x8296,
		GL_SRGB_READ                              = 0x8297,
		GL_SRGB_WRITE                             = 0x8298,
		GL_SRGB_DECODE_ARB                        = 0x8299,
		GL_FILTER                                 = 0x829A,
		GL_VERTEX_TEXTURE                         = 0x829B,
		GL_TESS_CONTROL_TEXTURE                   = 0x829C,
		GL_TESS_EVALUATION_TEXTURE                = 0x829D,
		GL_GEOMETRY_TEXTURE                       = 0x829E,
		GL_FRAGMENT_TEXTURE                       = 0x829F,
		GL_COMPUTE_TEXTURE                        = 0x82A0,
		GL_TEXTURE_SHADOW                         = 0x82A1,
		GL_TEXTURE_GATHER                         = 0x82A2,
		GL_TEXTURE_GATHER_SHADOW                  = 0x82A3,
		GL_SHADER_IMAGE_LOAD                      = 0x82A4,
		GL_SHADER_IMAGE_STORE                     = 0x82A5,
		GL_SHADER_IMAGE_ATOMIC                    = 0x82A6,
		GL_IMAGE_TEXEL_SIZE                       = 0x82A7,
		GL_IMAGE_COMPATIBILITY_CLASS              = 0x82A8,
		GL_IMAGE_PIXEL_FORMAT                     = 0x82A9,
		GL_IMAGE_PIXEL_TYPE                       = 0x82AA,
		GL_IMAGE_FORMAT_COMPATIBILITY_TYPE        = 0x90C7,
		GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_TEST    = 0x82AC,
		GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_TEST  = 0x82AD,
		GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_WRITE   = 0x82AE,
		GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_WRITE = 0x82AF,
		GL_TEXTURE_COMPRESSED                     = 0x86A1,
		GL_TEXTURE_COMPRESSED_BLOCK_WIDTH         = 0x82B1,
		GL_TEXTURE_COMPRESSED_BLOCK_HEIGHT        = 0x82B2,
		GL_TEXTURE_COMPRESSED_BLOCK_SIZE          = 0x82B3,
		GL_CLEAR_BUFFER                           = 0x82B4,
		GL_TEXTURE_VIEW                           = 0x82B5,
		GL_VIEW_COMPATIBILITY_CLASS               = 0x82B6;

	/**
	 * Returned as possible responses for various <pname> queries
	 * to GetInternalformativ and GetInternalformati64v
	 */
	int GL_FULL_SUPPORT              = 0x82B7,
		GL_CAVEAT_SUPPORT            = 0x82B8,
		GL_IMAGE_CLASS_4_X_32        = 0x82B9,
		GL_IMAGE_CLASS_2_X_32        = 0x82BA,
		GL_IMAGE_CLASS_1_X_32        = 0x82BB,
		GL_IMAGE_CLASS_4_X_16        = 0x82BC,
		GL_IMAGE_CLASS_2_X_16        = 0x82BD,
		GL_IMAGE_CLASS_1_X_16        = 0x82BE,
		GL_IMAGE_CLASS_4_X_8         = 0x82BF,
		GL_IMAGE_CLASS_2_X_8         = 0x82C0,
		GL_IMAGE_CLASS_1_X_8         = 0x82C1,
		GL_IMAGE_CLASS_11_11_10      = 0x82C2,
		GL_IMAGE_CLASS_10_10_10_2    = 0x82C3,
		GL_VIEW_CLASS_128_BITS       = 0x82C4,
		GL_VIEW_CLASS_96_BITS        = 0x82C5,
		GL_VIEW_CLASS_64_BITS        = 0x82C6,
		GL_VIEW_CLASS_48_BITS        = 0x82C7,
		GL_VIEW_CLASS_32_BITS        = 0x82C8,
		GL_VIEW_CLASS_24_BITS        = 0x82C9,
		GL_VIEW_CLASS_16_BITS        = 0x82CA,
		GL_VIEW_CLASS_8_BITS         = 0x82CB,
		GL_VIEW_CLASS_S3TC_DXT1_RGB  = 0x82CC,
		GL_VIEW_CLASS_S3TC_DXT1_RGBA = 0x82CD,
		GL_VIEW_CLASS_S3TC_DXT3_RGBA = 0x82CE,
		GL_VIEW_CLASS_S3TC_DXT5_RGBA = 0x82CF,
		GL_VIEW_CLASS_RGTC1_RED      = 0x82D0,
		GL_VIEW_CLASS_RGTC2_RG       = 0x82D1,
		GL_VIEW_CLASS_BPTC_UNORM     = 0x82D2,
		GL_VIEW_CLASS_BPTC_FLOAT     = 0x82D3;

	@StripPostfix("params")
	void glGetInternalformati64v(@GLenum int target, @GLenum int internalformat,
	                             @GLenum int pname, @AutoSize("params") @GLsizei int bufSize, @OutParameter @GLint64 LongBuffer params);

	@Alternate("glGetInternalformati64v")
	@GLreturn("params")
	@StripPostfix(value = "params", postfix = "v")
	void glGetInternalformati64v2(@GLenum int target, @GLenum int internalformat,
	                              @GLenum int pname, @Constant("1") @GLsizei int bufSize, @OutParameter @GLint64 LongBuffer params);

	// ----------------------------------------------------------------------
	// ----------------------[ ARB_invalidate_subdata ]----------------------
	// ----------------------------------------------------------------------

	void glInvalidateTexSubImage(@GLuint int texture, int level,
	                             int xoffset, int yoffset, int zoffset,
	                             @GLsizei int width, @GLsizei int height, @GLsizei int depth);

	void glInvalidateTexImage(@GLuint int texture, int level);

	void glInvalidateBufferSubData(@GLuint int buffer, @GLintptr long offset, @GLsizeiptr long length);

	void glInvalidateBufferData(@GLuint int buffer);

	void glInvalidateFramebuffer(@GLenum int target,
	                             @AutoSize("attachments") @GLsizei int numAttachments,
	                             @Const @GLenum IntBuffer attachments);

	void glInvalidateSubFramebuffer(@GLenum int target,
	                                @AutoSize("attachments") @GLsizei int numAttachments,
	                                @Const @GLenum IntBuffer attachments,
	                                int x, int y, @GLsizei int width, @GLsizei int height);

	// -----------------------------------------------------------------------
	// ----------------------[ ARB_multi_draw_indirect ]----------------------
	// -----------------------------------------------------------------------

	void glMultiDrawArraysIndirect(@GLenum int mode,
	                               @BufferObject(BufferKind.IndirectBO) @Check("(stride == 0 ? 4 * 4 : stride) * primcount") @Const @GLvoid ByteBuffer indirect,
	                               @GLsizei int primcount,
	                               @GLsizei int stride);

	@Alternate("glMultiDrawArraysIndirect")
	void glMultiDrawArraysIndirect(@GLenum int mode,
	                               @BufferObject(BufferKind.IndirectBO) @Check("(stride == 0 ? 4 : stride >> 2) * primcount") @Const @GLvoid(PrimitiveType.Kind.INT) IntBuffer indirect,
	                               @GLsizei int primcount,
	                               @GLsizei int stride);

	void glMultiDrawElementsIndirect(@GLenum int mode,
	                                 @GLenum int type,
	                                 @BufferObject(BufferKind.IndirectBO) @Check("(stride == 0 ? 5 * 4 : stride) * primcount") @Const @GLvoid ByteBuffer indirect,
	                                 @GLsizei int primcount,
	                                 @GLsizei int stride);

	@Alternate("glMultiDrawElementsIndirect")
	void glMultiDrawElementsIndirect(@GLenum int mode,
	                                 @GLenum int type,
	                                 @BufferObject(BufferKind.IndirectBO) @Check("(stride == 0 ? 5 : stride >> 2) * primcount") @Const @GLvoid(PrimitiveType.Kind.INT) IntBuffer indirect,
	                                 @GLsizei int primcount,
	                                 @GLsizei int stride);

	// ---------------------------------------------------------------------------
	// ----------------------[ ARB_program_interface_query ]----------------------
	// ---------------------------------------------------------------------------

	/**
	 * Accepted by the <programInterface> parameter of GetProgramInterfaceiv,
	 * GetProgramResourceIndex, GetProgramResourceName, GetProgramResourceiv,
	 * GetProgramResourceLocation, and GetProgramResourceLocationIndex:
	 */
	int GL_UNIFORM                            = 0x92E1,
		GL_UNIFORM_BLOCK                      = 0x92E2,
		GL_PROGRAM_INPUT                      = 0x92E3,
		GL_PROGRAM_OUTPUT                     = 0x92E4,
		GL_BUFFER_VARIABLE                    = 0x92E5,
		GL_SHADER_STORAGE_BLOCK               = 0x92E6,
		GL_VERTEX_SUBROUTINE                  = 0x92E8,
		GL_TESS_CONTROL_SUBROUTINE            = 0x92E9,
		GL_TESS_EVALUATION_SUBROUTINE         = 0x92EA,
		GL_GEOMETRY_SUBROUTINE                = 0x92EB,
		GL_FRAGMENT_SUBROUTINE                = 0x92EC,
		GL_COMPUTE_SUBROUTINE                 = 0x92ED,
		GL_VERTEX_SUBROUTINE_UNIFORM          = 0x92EE,
		GL_TESS_CONTROL_SUBROUTINE_UNIFORM    = 0x92EF,
		GL_TESS_EVALUATION_SUBROUTINE_UNIFORM = 0x92F0,
		GL_GEOMETRY_SUBROUTINE_UNIFORM        = 0x92F1,
		GL_FRAGMENT_SUBROUTINE_UNIFORM        = 0x92F2,
		GL_COMPUTE_SUBROUTINE_UNIFORM         = 0x92F3,
		GL_TRANSFORM_FEEDBACK_VARYING         = 0x92F4;

	/** Accepted by the <pname> parameter of GetProgramInterfaceiv: */
	int GL_ACTIVE_RESOURCES               = 0x92F5,
		GL_MAX_NAME_LENGTH                = 0x92F6,
		GL_MAX_NUM_ACTIVE_VARIABLES       = 0x92F7,
		GL_MAX_NUM_COMPATIBLE_SUBROUTINES = 0x92F8;

	/** Accepted in the <props> array of GetProgramResourceiv: */
	int GL_NAME_LENGTH                          = 0x92F9,
		GL_TYPE                                 = 0x92FA,
		GL_ARRAY_SIZE                           = 0x92FB,
		GL_OFFSET                               = 0x92FC,
		GL_BLOCK_INDEX                          = 0x92FD,
		GL_ARRAY_STRIDE                         = 0x92FE,
		GL_MATRIX_STRIDE                        = 0x92FF,
		GL_IS_ROW_MAJOR                         = 0x9300,
		GL_ATOMIC_COUNTER_BUFFER_INDEX          = 0x9301,
		GL_BUFFER_BINDING                       = 0x9302,
		GL_BUFFER_DATA_SIZE                     = 0x9303,
		GL_NUM_ACTIVE_VARIABLES                 = 0x9304,
		GL_ACTIVE_VARIABLES                     = 0x9305,
		GL_REFERENCED_BY_VERTEX_SHADER          = 0x9306,
		GL_REFERENCED_BY_TESS_CONTROL_SHADER    = 0x9307,
		GL_REFERENCED_BY_TESS_EVALUATION_SHADER = 0x9308,
		GL_REFERENCED_BY_GEOMETRY_SHADER        = 0x9309,
		GL_REFERENCED_BY_FRAGMENT_SHADER        = 0x930A,
		GL_REFERENCED_BY_COMPUTE_SHADER         = 0x930B,
		GL_TOP_LEVEL_ARRAY_SIZE                 = 0x930C,
		GL_TOP_LEVEL_ARRAY_STRIDE               = 0x930D,
		GL_LOCATION                             = 0x930E,
		GL_LOCATION_INDEX                       = 0x930F,
		GL_IS_PER_PATCH                         = 0x92E7;

	@StripPostfix("params")
	void glGetProgramInterfaceiv(@GLuint int program, @GLenum int programInterface,
	                             @GLenum int pname, @Check("1") @OutParameter IntBuffer params);

	@Alternate("glGetProgramInterfaceiv")
	@GLreturn("params")
	@StripPostfix(value = "params", postfix = "v")
	void glGetProgramInterfaceiv2(@GLuint int program, @GLenum int programInterface,
	                              @GLenum int pname, @OutParameter IntBuffer params);

	@GLuint
	int glGetProgramResourceIndex(@GLuint int program, @GLenum int programInterface,
	                              @NullTerminated @Const @GLchar ByteBuffer name);

	@Alternate("glGetProgramResourceIndex")
	@GLuint
	int glGetProgramResourceIndex(@GLuint int program, @GLenum int programInterface,
	                              @NullTerminated CharSequence name);

	void glGetProgramResourceName(@GLuint int program, @GLenum int programInterface,
	                              @GLuint int index, @AutoSize(value = "name", canBeNull = true) @GLsizei int bufSize, @Check(value = "1", canBeNull = true) @OutParameter @GLsizei IntBuffer length,
	                              @Check(canBeNull = true) @OutParameter @GLchar ByteBuffer name);

	@Alternate("glGetProgramResourceName")
	@GLreturn(value = "name", maxLength = "bufSize")
	void glGetProgramResourceName2(@GLuint int program, @GLenum int programInterface,
	                               @GLuint int index, @GLsizei int bufSize,
	                               @OutParameter @GLsizei @Constant("MemoryUtil.getAddress0(name_length)") IntBuffer length,
	                               @OutParameter @GLchar ByteBuffer name);

	@StripPostfix("params")
	void glGetProgramResourceiv(@GLuint int program, @GLenum int programInterface,
	                            @GLuint int index, @AutoSize("props") @GLsizei int propCount,
	                            @Const @GLenum IntBuffer props, @AutoSize("params") @GLsizei int bufSize,
	                            @Check(value = "1", canBeNull = true) @OutParameter @GLsizei IntBuffer length, @OutParameter IntBuffer params);

	int glGetProgramResourceLocation(@GLuint int program, @GLenum int programInterface,
	                                 @NullTerminated @Const @GLchar ByteBuffer name);

	@Alternate("glGetProgramResourceLocation")
	int glGetProgramResourceLocation(@GLuint int program, @GLenum int programInterface,
	                                 @NullTerminated CharSequence name);

	int glGetProgramResourceLocationIndex(@GLuint int program, @GLenum int programInterface,
	                                      @NullTerminated @Const @GLchar ByteBuffer name);

	@Alternate("glGetProgramResourceLocationIndex")
	int glGetProgramResourceLocationIndex(@GLuint int program, @GLenum int programInterface,
	                                      @NullTerminated CharSequence name);

	// --------------------------------------------------------------------------------
	// ----------------------[ ARB_shader_storage_buffer_object ]----------------------
	// --------------------------------------------------------------------------------

	/**
	 * Accepted by the <target> parameters of BindBuffer, BufferData,
	 * BufferSubData, MapBuffer, UnmapBuffer, GetBufferSubData, and
	 * GetBufferPointerv:
	 */
	int GL_SHADER_STORAGE_BUFFER = 0x90D2;

	/**
	 * Accepted by the <pname> parameter of GetIntegerv, GetIntegeri_v,
	 * GetBooleanv, GetInteger64v, GetFloatv, GetDoublev, GetBooleani_v,
	 * GetIntegeri_v, GetFloati_v, GetDoublei_v, and GetInteger64i_v:
	 */
	int GL_SHADER_STORAGE_BUFFER_BINDING = 0x90D3;

	/**
	 * Accepted by the <pname> parameter of GetIntegeri_v, GetBooleani_v,
	 * GetIntegeri_v, GetFloati_v, GetDoublei_v, and GetInteger64i_v:
	 */
	int GL_SHADER_STORAGE_BUFFER_START = 0x90D4,
		GL_SHADER_STORAGE_BUFFER_SIZE  = 0x90D5;

	/**
	 * Accepted by the <pname> parameter of GetIntegerv, GetBooleanv,
	 * GetInteger64v, GetFloatv, and GetDoublev:
	 */
	int GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS          = 0x90D6,
		GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS        = 0x90D7,
		GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS    = 0x90D8,
		GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS = 0x90D9,
		GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS        = 0x90DA,
		GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS         = 0x90DB,
		GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS        = 0x90DC,
		GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS        = 0x90DD,
		GL_MAX_SHADER_STORAGE_BLOCK_SIZE             = 0x90DE,
		GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT    = 0x90DF;

	/** Accepted in the <barriers> bitfield in glMemoryBarrier: */
	int GL_SHADER_STORAGE_BARRIER_BIT = 0x2000;

	/**
	 * Alias for the existing token
	 * MAX_COMBINED_IMAGE_UNITS_AND_FRAGMENT_OUTPUTS:
	 */
	int GL_MAX_COMBINED_SHADER_OUTPUT_RESOURCES = 0x8F39;

	void glShaderStorageBlockBinding(@GLuint int program, @GLuint int storageBlockIndex,
	                                 @GLuint int storageBlockBinding);

	// ---------------------------------------------------------------------
	// ----------------------[ ARB_stencil_texturing ]----------------------
	// ---------------------------------------------------------------------

	/** Accepted by the <pname> parameter of TexParameter* and GetTexParameter*: */
	int GL_DEPTH_STENCIL_TEXTURE_MODE = 0x90EA;

	// ------------------------------------------------------------------------
	// ----------------------[ ARB_texture_buffer_range ]----------------------
	// ------------------------------------------------------------------------

	/** Accepted by the <pname> parameter of GetTexLevelParameter: */
	int GL_TEXTURE_BUFFER_OFFSET = 0x919D,
		GL_TEXTURE_BUFFER_SIZE   = 0x919E;

	/**
	 * Accepted by the <pname> parameter of GetBooleanv, GetIntegerv, GetFloatv,
	 * and GetDoublev:
	 */
	int GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT = 0x919F;

	void glTexBufferRange(@GLenum int target,
	                      @GLenum int internalformat,
	                      @GLuint int buffer,
	                      @GLintptr long offset,
	                      @GLsizeiptr long size);

	// -------------------------------------------------------------------------------
	// ----------------------[ ARB_texture_storage_multisample ]----------------------
	// -------------------------------------------------------------------------------

	void glTexStorage2DMultisample(@GLenum int target,
	                               @GLsizei int samples,
	                               @GLenum int internalformat,
	                               @GLsizei int width,
	                               @GLsizei int height,
	                               boolean fixedsamplelocations);

	void glTexStorage3DMultisample(@GLenum int target,
	                               @GLsizei int samples,
	                               @GLenum int internalformat,
	                               @GLsizei int width,
	                               @GLsizei int height,
	                               @GLsizei int depth,
	                               boolean fixedsamplelocations);

	// ----------------------------------------------------------------
	// ----------------------[ ARB_texture_view ]----------------------
	// ----------------------------------------------------------------

	/**
	 * Accepted by the <pname> parameters of GetTexParameterfv and
	 * GetTexParameteriv:
	 */
	int GL_TEXTURE_VIEW_MIN_LEVEL   = 0x82DB,
		GL_TEXTURE_VIEW_NUM_LEVELS  = 0x82DC,
		GL_TEXTURE_VIEW_MIN_LAYER   = 0x82DD,
		GL_TEXTURE_VIEW_NUM_LAYERS  = 0x82DE,
		GL_TEXTURE_IMMUTABLE_LEVELS = 0x82DF;

	void glTextureView(@GLuint int texture, @GLenum int target, @GLuint int origtexture,
	                   @GLenum int internalformat,
	                   @GLuint int minlevel, @GLuint int numlevels,
	                   @GLuint int minlayer, @GLuint int numlayers);

	// -------------------------------------------------------------------------
	// ----------------------[ ARB_vertex_attrib_binding ]----------------------
	// -------------------------------------------------------------------------

	/** Accepted by the <pname> parameter of GetVertexAttrib*v: */
	int GL_VERTEX_ATTRIB_BINDING         = 0x82D4,
		GL_VERTEX_ATTRIB_RELATIVE_OFFSET = 0x82D5;

	/**
	 * Accepted by the <target> parameter of GetBooleani_v, GetIntegeri_v,
	 * GetFloati_v, GetDoublei_v, and GetInteger64i_v:
	 */
	int GL_VERTEX_BINDING_DIVISOR = 0x82D6,
		GL_VERTEX_BINDING_OFFSET  = 0x82D7,
		GL_VERTEX_BINDING_STRIDE  = 0x82D8;

	/** Accepted by the <pname> parameter of GetIntegerv, ... */
	int GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET = 0x82D9,
		GL_MAX_VERTEX_ATTRIB_BINDINGS        = 0x82DA;

	void glBindVertexBuffer(@GLuint int bindingindex, @GLuint int buffer, @GLintptr long offset,
	                        @GLsizei int stride);

	void glVertexAttribFormat(@GLuint int attribindex, int size, @GLenum int type,
	                          boolean normalized, @GLuint int relativeoffset);

	void glVertexAttribIFormat(@GLuint int attribindex, int size, @GLenum int type,
	                           @GLuint int relativeoffset);

	void glVertexAttribLFormat(@GLuint int attribindex, int size, @GLenum int type,
	                           @GLuint int relativeoffset);

	void glVertexAttribBinding(@GLuint int attribindex, @GLuint int bindingindex);

	void glVertexBindingDivisor(@GLuint int bindingindex, @GLuint int divisor);

}


text:
<?xml version="1.0" encoding="UTF-8"?>
<project xmlns="http://maven.apache.org/POM/4.0.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://maven.apache.org/POM/4.0.0 http://maven.apache.org/xsd/maven-4.0.0.xsd">

    <modelVersion>4.0.0</modelVersion>

    <parent>
        <groupId>net.ollie</groupId>
        <artifactId>cumulonimbus</artifactId>
        <version>1.0-SNAPSHOT</version>
        <relativePath>../pom.xml</relativePath>
    </parent>

    <artifactId>cumulonimbus-hazelcast</artifactId>
    <packaging>jar</packaging>

    <properties>
        <hazelcast.version>3.5</hazelcast.version>
    </properties>

    <dependencies>
        <dependency>
            <groupId>${project.groupId}</groupId>
            <artifactId>cumulonimbus-api</artifactId>
            <version>${project.version}</version>
        </dependency>
        <dependency>
            <groupId>com.hazelcast</groupId>
            <artifactId>hazelcast</artifactId>
            <version>${hazelcast.version}</version>
        </dependency>
        <dependency>
            <groupId>junit</groupId>
            <artifactId>junit</artifactId>
            <version>4.12</version>
            <scope>test</scope>
        </dependency>
    </dependencies>

</project>

redpajama_set_name: RedPajamaGithub


text:
News Statins work AFTER heart attacks to stop you dying or suffering from another, says study
Statins work AFTER heart attacks to stop you dying or suffering from another, says study
The latest news on statins gives me reason for great optimism.
To the long list of their benefits we can now add another: they even work when given AFTER a heart attack to stop you dying or suffering from another.
Furthermore, people given the highest dose of a statin are a fifth less likely to have a heart attack or stroke compared to those prescribed the lowest dose.
A US study was carried out by researchers at the Intermountain Medical Centre Heart Institute in Salt Lake City, Utah.
They examined the records of 62,000 patients who had suffered a heart attack or stroke between 1999 and 2013, and recorded whether they were taking statins and the dose received. They then followed them for a period of three years or until their death.
Lead researcher Dr Jeffrey Anderson said: "Patients who were prescribed a statin following an initial heart attack or stroke reduced their risk of a future heart attack, stroke, heart bypass surgery or putting in a stent, or death, by almost 25%.
"Patients who were discharged on a high dose of a statin saw a 21% greater reduction in their risk than those discharged on a low dose.
"We noted that patients who'd just experienced a major cardiovascular event weren't always prescribed a statin, and others didn't have doses that were high enough to provide optimal outcomes."
He added: "Statins work, and routinely prescribing a statin and the optimal dose for the patient will help improve outcomes by lowering the risk of a repeat heart attack, stroke
or revascularisation procedure."
Simon Williams of the British cholesterol charity Heart UK has said taking statins is a "no-brainer" – but they are not being offered to enough heart attack patients.
"Cardiologists tend to – not all the time – fix the heart attack, put a stent in and send the patient home," he said.
"The patient is under the impression that everything is fixed, and that's far from true."
Around six million adults in the UK are currently taking statins although experts say another six million high-risk patients should be on them.
Statins cost 3p a day and lower the levels of bad cholesterol, preventing the build-up of fatty deposits in the blood vessels.
US scientists believe their findings provide evidence that statins should be prescribed to many more patients.
But they said many patients weren't being offered them after suffering a heart attack or stroke. This new evidence says they should be.

redpajama_set_name: RedPajamaCommonCrawl


An implied employment contract is usually created between an employee and the employer. The terms or conditions between the employer and the employee are outlined in a legally binding employment agreement or contract.
What Does an Implied Employment Contract Contain?
The contract includes a detailed description of the terms under which the employee will work for the employer. Most contracts include the salary the employee has agreed to work for and any health benefits the employee will receive after working a set amount of time or hours. In addition, leave, retirement, and grievance procedures are usually laid out in the contract among other details.
What Is the Purpose of an Implied Employment Contract?
An employment agreement has the purpose of creating a clear understanding between the employer and the employee, thus protecting the employer's interest and assuring the employee is treated reasonably. Employment contracts can be explicit or implied and may be in written form or verbally discussed. Both are considered to be a valid contract.
What Is an Explicit Contract?
It is very important to understand the difference between explicit and implied contracts, especially when working for an employer. This can help the employee fully understand what is expected of him or her. It will also help ensure the relationship between the employee and the employer maintains clear lines of communication.
All the details discussed in terms of employment may be interpreted as an employment agreement. A contract that is clear and precise in specific job duties, exact pay per hour, and the schedule of work hours is considered an explicit contract, whereas, unspoken details that the employer and employee expect to be understood as part of the employment agreement are considered an implicit contract. Most employment jobs are carried out under both explicit and implied contracts.
Implied contracts are likely to be created between an employer and employee as comments and discussions take place. Through training manuals and handbooks, employers will make an effort to be specific in the terms and conditions to maintain control over the employment. As employees work for an employer, any reading material and verbal discussions can develop into implied contracts.
Employers tend to be specific and clear in communication with employees to avoid the risk of wrong, misconstrued information from being conveyed.
How Do Employment Contracts Work in California?
In California, employees who work with no written contract are at risk of being terminated at any time, for any reason. Of course, employers are not legally able to terminate employees due to discrimination. Such employees are considered to be at-will employees. However, at-will employees fall under the implied contract since at-will implies that with no written employment agreement, either party is at will to terminate employment for no reason at any time.
In regards to employment law, an implied contract is basically an understanding that unless an employer has a good reason, the employer will not terminate the employee's employment. In the event the employer fires an employee without a good reason, and the employee can prove that an implied contract was established between the employer and employee, the employee can take legal action against the employer for wrongfully terminating employment.
Proving that an implied contract existed will have to be established. Providing proof that the employer's behavior did indeed create an implied contract can only prove this. California courts are required to examine the circumstances of the relationship between the employer and employee to determine if an implied employment agreement existed.
How Do Courts Determine If an Implied Contract Exists?
The length of employment with the employer.
Performance evaluations to research the employee's performance on the job.
Performance recommendations suggested by the employer to employee.
Previous history of discussions between the employer and the employee to determine if statements were made to ensure the future of the employee.
Employment handbook to see if employer violated steps in properly terminating the employee.
History as to the hiring and firing practices of the employer.
Timeline of the employee's qualifications for various benefits, such as medical benefits and retirement.
Look at comparable industries to see written or implied contracts are the normal practice for hiring.
If you need help with an implied employment contract, you can post your legal need on UpCounsel's marketplace. UpCounsel accepts only the top 5 percent of lawyers to its site. Lawyers on UpCounsel come from law schools such as Harvard Law and Yale Law and average 14 years of legal experience, including work with or on behalf of companies like Google, Menlo Ventures, and Airbnb.


text:
package com.salesmanager.core.business.services.catalog.product.instance;

import java.util.List;

import org.jsoup.helper.Validate;
import org.springframework.beans.factory.annotation.Autowired;
import org.springframework.stereotype.Service;

import com.salesmanager.core.business.repositories.catalog.product.instance.ProductInstanceImageRepository;
import com.salesmanager.core.business.services.common.generic.SalesManagerEntityServiceImpl;
import com.salesmanager.core.model.catalog.product.instance.ProductInstanceImage;
import com.salesmanager.core.model.merchant.MerchantStore;

@Service("productInstanceImageService")
public class ProductInstanceImageServiceImpl extends SalesManagerEntityServiceImpl<Long, ProductInstanceImage> implements ProductInstanceImageService {

	@Autowired
	private ProductInstanceImageRepository productInstanceImageRepository;

	public ProductInstanceImageServiceImpl(ProductInstanceImageRepository productInstanceImageRepository) {
		super(productInstanceImageRepository);
		this.productInstanceImageRepository = productInstanceImageRepository;
	}

	@Override
	public List<ProductInstanceImage> list(Long productInstanceId, MerchantStore store) {
		Validate.notNull(store, "MerchantStore cannot be null");
		return productInstanceImageRepository.finByProductInstance(productInstanceId, store.getCode());
	}

	@Override
	public List<ProductInstanceImage> listByProduct(Long productId, MerchantStore store) {
		Validate.notNull(store, "MerchantStore cannot be null");
		return productInstanceImageRepository.finByProduct(productId, store.getCode());
	}

	@Override
	public List<ProductInstanceImage> listByProductInstanceGroup(Long productInstanceGroupId, MerchantStore store) {
		Validate.notNull(store, "MerchantStore cannot be null");
		return productInstanceImageRepository.finByProductInstanceGroup(productInstanceGroupId, store.getCode());
	}

}


text:
16 January 2021 | 02 week
About SPbGASU
Students` Life
Science Research and Innovation
Rector's Welcome
SPbGASU Mission Statement
SPbGASU Organisation Chart
Main /	About SPbGASU /	Departments /	Department of Mathematics /	History
Objectives
Scientific activity
Cooperation
Teaching staff
Mathematics has always been taught at our educational institution. The leaders of mathematical education at our institute were outstanding mathematician and beacons of European mathematics.
Since 1851, courses in elementary mathematics were replaced with higher mathematics. Since 1849, the chief supervisor of all mathematical disciplines at the Civil Engineering College was the famous Russian mathematician M.V. Ostrogradsky, whose works made a great page in the development of global mathematical sciences. His authority and his works made a major contribution to the high level of teaching mathematics at our institute and beyond.
Another outstanding teacher of mathematics was Ye.I. Zolotarev, one of the most talented representatives of the St. Petersburg mathematical school established by P.L. Chebyshev. He died very young, at 32, but had made a significant contribution in mathematics and caused major impact on the teachers of next generations.
A dedicated department of mathematics was established in 1874, and its first head was Yu. V. Sokhotsky, who remained in this position up until 1909. After a brilliant defense of his doctoral dissertation, Sokhotsky became professor of the Imperial University (1882), he also stayed with our department where he had worked for over 50 years.
In 1920–1935, A.Ya. Bilibin was the leading professor at the department of mathematics. He translated from English and German into Russian two courses in mathematics and established a dedicated mathematics library at the department. Presently, these books are part of the fundamental library. He authored several books: Analytical Geometry, Differential Calculus, Integral Calculus, A Course of Mathematical Analysis, and Mathematics, which were used for teaching and made a major impact on its progress.
B.M. Koyalovich, the next head of the department, also was a prominent mathematician. A graduate of St. Petersburg University, he taught mathematics at several separation institutes, including the Higher Courses for Women and St. Petersburg University. He had a great interest not only in pure mathematics but also metrology and practical use of his results: for 14 years, he worked at the Principal Weights and Measures Department. He brought the spirit of practical applicability of mathematical methods and techniques to the department.
Alike his predecessor, D.K. Faddeyev had been holding concurrent positions at Leningrad University and Institute of Civil Engineering. A universal scholar, Faddeyev made major contributions to the theory of functions, probability theory, geometric crystallography and computational methods. However, algebra was the core of his research: he created the theory of group cohomology, made noticeable contributions to the Galois Theory. His works gave a great impulse to scholars of following generations. He was a brilliant teacher, author of many textbooks and books on mathematical problems.
I.P. Natanson, a famous mathematician, was the head of the department in 1943 – 1957. A student of renowned G.M. Fichtenholz, he chose the most "Leningrad" sphere of mathematical analysis, the constructive theory of functions. Under his direction, the LISI Department of Mathematics was one of the best among its analogues at technical schools of higher education. He was a great lecturer and scholar. His monographs on the Theory of Functions of Real Variable and Constructive Theory of Functions played a great role in teaching mathematics and general progress in this field of mathematics.
For 38 years (1958 – 1986) the head of the department was S.N. Numerov, a graduate of Leningrad University. A prominent mathematician and teacher, he continued the line of practical use of mathematics and actively collaborated with the Vedeneyev Institute of Hydrotechniques. He had achieved outstanding results in the sphere of gas and liquid seepage through porous media. His books were translated into several languages. Numerov had a unique talent to see the new promising directions in science, the Finite Element Method being one of them. By his initiative, one of the first computational laboratories in our city was established at LISI. Later on, it turned into one of the first computer centers in Leningrad. The courses of mathematics were significantly changed with consideration of new engineering specializations at the institute. Numerov himself wrote a full course of mathematics for students of engineering specializations.
In 1987 – 2012, the head of the department was N.M. Ivochkina. A specialist in the theory of non-linear differential equations of the second order in partial derivatives, she was awarded with the S. Kovalevskaya Prize of the RAS for her cycle of works under the name "Non-linear Equations with Partial Derivatives." In 2000, a new specialization was established in affiliation with the Department of Mathematics: "Applied Mathematics." In 2012, another specialization, "Applied Mathematics and Computer Science" was added. Students of these specializations receive profound mathematical education. In 2012, new disciplines appeared in the curriculum of SPbGASU students: the game theory; methods of optimal solutions for economists and managers; equations of mathematical physics and the basics of the calculus of variations; econometrics and special sections of higher mathematics and methods for solving scientific and technical problems.
Since 2012, the head of the Department is G.V. Yakunina.
Faculty of environmental engineering and municipal services
Faculty of automobile and road-building
Faculty of civil engineering
Faculty of forensic investigation and law in construction and transport
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Shannon is a great stylist. She is very friendly and good at at what she does. I am very picky about my haircut as I was in the Marines. She does and excellent job and I always get complements on my hair cut afterwards. I am very happy with the experience she provides. I feel like I am getting way more then I am paying for and will be a regular with Shannon at this location. Thank you Shannon!
"Diana is the best. I've been going to her for over a year. She is very personable and we get along w"
"Shannon is a great stylist. She is very friendly and good at at what she does. I am very picky about"


It would be very useful to be able to manipulate the user dictionary via NWP. Once a year I add a word which is misspelled and want to get it out after noticing that i erronious added it.
Since i do not know if my serialnumber is in the pref-file. Can i post the file directly or would you like to give me an email-address?
I figured it out. The problem vanished after deleting the preferences files.
your file causes no problem; it works like charme. Maybe it's a problem with my Nisus New File.dot?
the problem also occurs with a new, blank document. I'll try it with a fresh Nisus New File.dot. Because I thought it was due to 10.6.3 i tried dropped the photo into a TextEdit file, but that behaved normal. I'll do further tests (when the computer is not in heavy use).
Yes, I tried the "soft" way. But the window didn't show up. It seems to kill most parts of the finder. It is the strangest thing, i've ever seen under os x.


Within the last years, a new type of wine has appeared on Thai shelves. The labels identifying the wines carry snap phrases such as: "Rich & Red" or "Crisp and Fruity".
However, what these wines are composed of is usually placed on back labels in extremely small print stating "Fruit Wine".
These wines are produced using up to 20% of juice or wine that is not from grapes. The fruit in this wine could come from pears, apples, pineapples. There is apparently a loophole in the tax code that allows these wines to be taxed at a lower rate than traditional wines made from wine grapes.
The blending of these wines is carried on in various places such as the country where the wines are produced such as South Africa, Spain or Italy, stopover countries such as Vietnam or at wineries in Thailand such as Siam Winery.
The main attraction for consumers is a lower price. The wines are usually priced in the 249-299 THB per bottle price range.
The fact that these wines are allowed to be sold on shelves adjacent to traditional grape wines raises a number of issues such as consumer deception, labeling standards and health and safety standards.
For many years the Thai government has been trying to erase its image as a marketplace for fraudulent goods. Now this crusade has taken a setback in the Thai wine market and this has happened with the approval of the Thai Excise Department. The fruit wines also prey on the Thai public, most of whom know little about wine.
What concerns me the most is the font size and placement of the words, "Fruit Wine". The phrase should be placed on the front label of the wine in the same size as the snap phrases listed above. Underneath the "Fruit Wine" in parenthesis in smaller type there should be a statement such as: (This wine contains 20% pear juice). In only this way can consumers know what they are ingesting.
Additionally, where are these wines blended? I am not concerned when these fruit wines are blended in a licensed and bonded winery open to regular health and safety inspections but what about fruit wines concocted in Vietnam, a country that is not a major wine producer. As one colleague stated, "This could be a disaster waiting to happen".
The cause behind all of this alchemistry is the over-taxation of grape wines by the Thai Excise Department. It seems that the Thai general public has been fed over the years a large amount of anti-wine propaganda: wine is expensive and wine is a luxury. The fact is that the only reason wine is expensive is the high tax imposed on wine by the Thai government.
And the anti-wine propaganda fails to mention the many health benefits of moderate wine consumption.
There will be no changes in excise tax policies in Thailand unless all sectors of the wine industry: Thai wineries, importers, distributors, retailers and consumers unite to deal with the excise gurus. Until now, this has not happened.
The blending of wines in Thailand started a few years ago when two wineries, the Knight Black Horse Winery in Pathum Thani and Siam Winery, owned by the Yoovidhya family of Red Bull fame, began the process.
Later there apparently was an intervention and the winery was compelled to place a strip label on the back of the bottle reading: "WINE FROM FRANCE." Perhaps a better placement should have been on the front of the bottle to aid consumers.
There are now seven other fruit wine labels on the Thai market: Belleville, Berri Estates and Cask 88 (Aussie Red and White), from Australia; Corte Antica, from Italy; Finca De Malpica from Spain; Mar Sol, from Chile; and Peter Vella, a low-tier wine produced by the Gallo Winery, California. With the exception of Belleville and Corte Antica, all of these fruit wines appear to come out of Siam Winery.
The Corte Antica fruit wine is of special interest because it was bottled in Italy and on the back label near the "Fruit wine" designation the ingredients of the wine are listed: "wine, sugar, fruit juice, aroma, preservative E202." At least consumers have some idea of what they are drinking.
When I was researching this article standing in front of a wine display in a Tesco Lotus, four young Thai women began looking at the wines, especially the blended fruit wines because of their lower price. They all spoke very good English. When I explained to them what the orange tax stamp signified, they responded that they did not know this. Most Thais know little about wine, because they have not been able to afford it and will be easily deceived by wines placed on store shelves next to traditional grape wines.
Also, stating in small type on the back label "Fruit wine" is inadequate, it should be stated on the front label and the type of fruit or non-grape wine used should be clearly identified.
Thailand is not a wine-drinking country except for the upper classes. Will these fruit wines be a stepping stone, because of their low price, to attract new Thai customers to wine? Market response to these fruit wines will determine that.
As one might expect the domestic and imported wine industry continues to be hit every year by strange tax policies thought up by the Thai Excise Department that do not come close to international standards. The excise tax increase on wine in 2013 hit the wine sector quite hard.
The high taxes on wine have virtually killed the market, especially in the hospitality sector. This is not the way to attract "high-quality tourists" as the Tourism Authority of Thailand hopes to achieve.The result is the production of these cheap fruit wines, which may also raise concerns about the health and safety of these products. The Public Health Ministry should clearly investigate the manner in which these fruit wines are blended.
Meanwhile, the illegal smuggled wine business is booming, industry executives tell this writer. Yet, there are never any busts or arrests. The last one I saw published in local news media was around 2005 describing confiscation of wines in the east near Cambodia. The answer to this stares one right in the face. Lower the excise tax on wine to an acceptable level, wine will sell more, the government will reap more excise tax income and the smuggled wine business will vanish. Smuggled wine has drained billions of baht in lost revenue from the Thai government over the years, expert observers maintain.
In this time of reform, a reform of the Thai Excise Department and its bizarre tax strategies on wine is clearly overdue and some part of the government, such as the Department of Special Investigation, needs to stop the wine smuggling racket.


Home » Mobile » New Leak Gives More Information About Apple's iPhone 8.
It looks like there's new information on Apple's rumored iPhone 8. Apple was expected to "radically redesign" the iPhone 8 in 2017, and recent leaks all but confirm this change. DigiTimes has information from Taiwanese sources in Apple's supply line that the company will be cutting ties with Foxconn for manufacturing of the iPhone 8, and instead turning to competitor Jabil. Jabil will offer a "forged stainless steel chassis" that holds together the front and back "glass panels" that make up the new smartphone.
Stainless steel as a material is not a new innovation for Apple, as the iPhone 4 and 4s used the material as well. There are "major differences expected" between the older design and the iPhone 8, however. The main change is a switch in the manufacturing process, using "metal forging" rather than "billet milling" which allows for a much more resilient material. The phone will unlikely be extremely hard to break due to the fact that it's made up of two glass panels, but chances are it'll take a heavier beating with this new method of manufacturing.
Whether this leak is true remains to be seen, but information from Apple's suppliers has a track record of being relatively accurate. This huge business boost for Jabil is a boon for the manufacturer, perhaps giving them the ability to challenge Foxconn's huge hold on the phone manufacturing business. It would make sense that Jabil would brag about such a gigantic acquisition of business, so we should be cautiously optimistic about this most recent leak. This newest information accompanies previous rumors about a new display type, no home button, and a camera upgrade. The iPhone 8 is set to be a huge upgrade from the previous version, which is very much needed after a few very boring and linear installments.


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Photo: Eyal Toueg
Chip startup Xsight Labs axing dozens of employees
The Israeli company has raised upwards of $100 million in three rounds led by Israeli tech entrepreneur Avigdor Willenz, Intel, and Microsoft
Meir Orbach
Xsight
Israeli chip startup Xsight Labs is laying off dozens of employees. The company named Yossi Meyouhas, its former COO and the former General Manager of Marvell Israel, as its new CEO just two months ago and he confirmed that the company is set to part with employees in Israel, as well as people it employs through contractors in eastern Europe.
"The layoffs will be across the company's different departments," Meyouhas said. "We really believe in the company's vision and our line of products, but we must prepare for the coming years and adjust our expenses to the current situation."
Avigdor Willenz.
(Photo: Eyal Toueg)
Xsight produces advanced chipsets for the communications market and has raised upwards of $100 million in three rounds. The first round was led by Israeli tech entrepreneur Avigdor Willenz, the second was led by Intel and Microsoft, and a third, which was completed in 2020 and raised more than $50 million, was led by Intel.
Intel and Microsoft Investing in Secretive Israeli Company
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Xsight was founded in 2017 by three former employees of EZChip, which was acquired by Mellanox in 2016 for $811 million. Its founders are Guy Koren, who served as the CEO, Erez Sheizaf, and Gal Malach, its CTO.


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https://www.sfgate.com/warriors/article/Thompson-Curry-carry-Warriors-to-West-finals-7463552.php
Thompson, Curry carry Warriors to West finals
By Ron Kroichick
Updated 7:13 am PDT, Thursday, May 12, 2016
This was not the smooth, carefree path to the conference finals you might expect for a 73-win team. Stephen Curry missed one week with a sprained ankle and two more with a sprained knee. Andrew Bogut and Draymond Green went down Wednesday night.
But the Warriors had Klay Thompson, and Curry at the most vital moments, and that was enough to dismiss Damian Lillard and his pesky Portland Trail Blazers.
Thompson scored 33 points and Curry added 29 as Golden State earned a 125-121 victory at Oracle Arena. The Warriors took the series in five games to advance to the Western Conference finals for the second consecutive year.
They will face Oklahoma City or San Antonio starting no earlier than Monday.
Even if this was the widely expected outcome, the Warriors wobbled on their way. They overcame deficits of 17 points in Game 2 and 16 points in Game 4, and then they wiped out an 11-point deficit in winning Wednesday night.
The Warriors survived more than they sailed through this series, and they knew it.
Fans at Oracle Arena react to a three-point basket by Curry, who made 5 of 11 shots from beyond the arc. Curry also contributed 11 assists and five rebounds to the series-clinching win.
"That might be the closest five-game series of all time," Thompson said.
Or, as head coach Steve Kerr said, "We had to fight, scrap, claw and do everything possible."
Game 5 included more drama than the raucous capacity crowd probably expected. The Warriors were nursing a two-point lead when Lillard (28 points) missed a 17-foot jumper that would have tied the score with 42 seconds left.
Back came Curry, doing his hypnotic dribbling thing. Then the freshly reminted Most Valuable Player stepped back to create space and buried a 26-foot shot with 24 seconds remaining. That gave the Warriors a 121-116 lead.
Allen Crabbe made a short shot in the lane to cut the lead to three, but Curry cemented the outcome with four free throws in the waning seconds.
Curry, as he did Monday night in his epic, 40-point performance, played better as the game progressed. He started 1-for-6 from three-point distance, only to turn around and go 4-for-5 down the stretch.
That last shot all but ended Portland's visions of taking the series back home for Game 6.
"He makes big-time shots," Portland head coach Terry Stotts said of Curry. "That last three, he was well defended. ... He's a special player who does special things. He's great for basketball."
On a night when Curry struggled with his outside shot at times, and Bogut (adductor) and Green (ankle) struggled physically, Thompson did not struggle at all. He scored all 33 of his points in the first three quarters, on 13-for-17 shooting from the field, including 6-for-9 from three-point range.
Thompson kept the Warriors in the game, sinking shot after shot. His teammates quickly figured it out, whipping him the ball at every opportunity. Even Curry momentarily stopped looking for his own shot, shrewdly preferring to feed Thompson.
"Klay's shooting was incredible tonight," Kerr said.
Thompson also produced defensively, helping corral Lillard in the second half. Lillard was 2-for-12 from the field in the second half (0-for-4 on threes) and scored just seven points.
The Warriors played the second half without Bogut, who left the game with the strained right adductor (hip). Green tweaked his ankle late in the third quarter, briefly retreated to the locker room for treatment and came back to play in pain in the fourth quarter.
Festus Ezeli replaced Bogut to start the second half, which didn't really change the way the Warriors played. They were still looking for Thompson, given his hot first half (7-for-8 from the field). And then they gratefully welcomed timely three-pointers from Curry.
He was 1-for-5 from long distance in the first half, and then he missed his first shot beyond the arc in the second half. Curry then found his touch and drilled a three midway through the third quarter, giving the Warriors a 75-73 lead. The crowd, as usual, erupted.
Curry soon went uncharacteristically quiet, until another Big Moment presented itself. The Warriors were down 91-90 as the clocked ticked down at the end of the third quarter. Curry got a screen, got the switch he wanted and lofted a three to send Golden State into the fourth quarter with a 93-91 lead.
As they did in the previous three games, the Warriors fell into a sizable first-half hole. This time, Portland's lead reached 10 points less than five minutes into the game when Lillard made a long three-point shot and then converted a three-point play, pushing the Blazers ahead 18-8.
But the Warriors chipped away to reach the conference finals again. Last year, they made it for the first time in 39 years. This encore came much more quickly, with a dose of adversity to overcome.
"It felt like we were running on fumes a little bit at the end, between Draymond's ankle and Bogut not playing at all in the second half," Kerr said. "But we talk about our depth all the time. We rely on it. ... A lot of people played really well and made big plays."
Ron Kroichick is a San Francisco Chronicle staff writer. Email: rkroichick@sfchronicle.com Twitter: @ronkroichick
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5 Days Uganda Safari, Gorillas & Chimpanzees
5 Day gorilla and Chimpanzee trekking safari to Bwindi and kibale national park
The safari starts and an end in Kampala Uganda and it includes a gorilla permit of $700 per person and $150 chimpanzee permit per person in the final costing. The safari takes you to two national parks were you will be able to track gorillas and chimpanzees. Kibale National Park is located in western Uganda and it's one of the greatest rain forest in Africa. It has an altitude of 3,300 meters above the sea level. This national park is famous for the chimpanzees and many other primate species. Each community of chimpanzees has over 100 individuals and each group has got a complicated social structure. Each group has got an adult male and this one is responsible for dominating and defending the group against any incursions by the other male outsiders. The small chimpanzees always move in small groups.
The chimpanzees can be located by listening to their pant hooting calls and then the area can be located where they are calling from. You are Usually given one hour to spend with these primate and get a chance to observe how they feed, play, care for the young ones and as they jump from tree to another. Bwindi impenetrable National Park was opened to tourists in 1993 and it covers an area of 331 sq. meters of lowland forests and montane forests. The park has four habituated groups which include; Mubare, Habinyanja, Rusengura and Nkuringo gorilla group. In addition, the safari park has 12 gorilla families which are open to the tourists on daily basis. The park harbors many animal and plant species including; 348 bird species, 120 mammal species, 220 butterfly species, 27 species of chameleons, frogs, and the geckos, 1000 flowering plants, 104 fern species, 163 species of trees. Some of the bird species include; the turacos and the horn bills. On top of the gorillas, the park has many other primates including the chimpanzees and the colobus monkeys.
Day 1: Transfer to Kibale National Park
Early in the morning after breakfast, leave Murchison National Park and proceed to Kibale National park. You will pass via the Lake Albert escarpments as you enjoy the good views of the lake. You will stopover in Hoima for your lunch and after proceed driving towards the park. You will also pass through the traditional villages and you enjoy the vegetation cover here which is ever green. Have a good time and also take some photos, approach fort portal and enjoy the foot hills of the Rwenzori mountains and then continue to Kibale National Park.
This forest is 1100 -1600 m above sea level and it contains both montane and lowland forests with 13 primate species including the chimpanzees and monkeys including the red colobus monkeys as well as the rare L'Hoest's monkeys.
The park was gazzetted in 1932 and established in 1993 to protect the then increasing number of animals and vegetation. The other species of animal species found in the park include; 250 tree species, 325 bird species, 13 primate species, 60 mammal species, and 14 wild fields.
On you arrival at the park, you will visit the scenic crater lakes region and get chance to check out the terraced tea states. Later on, proceed back to the lodge to relax for the evening and enjoy your dinner.
Accommodation Options Luxury: Ndali Lodge/Primate Lodge/Kyaninga Lodge Mid-range: Chimpanzee Forest Guest Budget: Kibale Forest camp
Day 2: Chimpanzee trekking and Bigodi wetland swamp
Early in the morning after taking breakfast, you will go to the park headquarters where you will be briefed about chimpanzee trekking. By 8:00am, you will be starting your search for the chimpanzees within the park. These primates are the closest relatives to the human being and they share 98% of their DNA with that of the human beings. There are also many other primate species which will be seen along with the chimpanzees and these include; the L'Hoest monkeys, golden monkeys, Black and white colobus monkeys, grey checked Mangabey, red tailed monkeys, the bush babies, and many bird species which include; green breasted pitta, rumped tinker bird, yellow spotted nicator, and the green breasted pitta, this park is one of the great rain forest in Africa and it has the largest community of chimpanzees where by each community has 1 -100 individuals and each community has a complicated social structure. In the group, the adult males dominate the group and provide protection to the territory against the rest of the males from other territories. The chimps are located by simply listening for their pant hooting calls, and then head to the place from which they replied from. Here you can observe them as they feed, play as well as socializing with each other. Later in the afternoon, you will visit Bigodi swamp which is also good for watching primates and birds. It's mainly maintained by the local people and they earn a living from there. You will enjoy many bird species here including; the great blue turuco, and many more, the other primate species to view here include; the baboons, mongoose, otters, bush pigs as well as the bush bucks.
Day 3: Transfer to Bwindi Impenetrable national park
Early in the morning after breakfast, drive directly to Bwindi via the ishasha sector were you will view many tree climbing lions. This is the only place in Africa were you will view tree climbing lions. You will also view many animals including; the monkeys, birds, kobs, antelopes etc. Arrive to the park in the afternoon and enjoy a nature walk were you will many animals including the monkeys, elephants, birds etc.
Accommodation options Luxury: Buhoma lodge/Silveback Lodge/Mahogany Springs Mid-range: Bakiga Lodge/Ichumbi Gorilla Safari Lodge Budget: Ruhija Gorilla friend's camp/Buhoma Community Camp Upgrade: Gorilla Forest Camp/Clouds Lodge
Day 4: Gorilla trekking
Have an early morning breakfast, and after proceed to the park headquarters to have a briefing about the dos and don'ts of gorilla trekking in Bwindi. The rangers will then accompany you to the rain forest to start your search for the gentle giants. This walk can sometimes be tough and it needs someone so strong. Trekkers are always advised to carry their rain coats and boots because the weather there is always unpredictable. There are also some potters who always help with the carrying of the luggage on behalf of the visitors but at a small cost. On sighting the gorillas, the rangers will guide you on handle them, especially by giving them a 6 meter distance as you enjoy them play around. It's always not easy to predict how long gorilla tracking will take and this also depends on the location of some families since some of them are far from the park headquarters. However, it always takes 2 to 8 hours to come into contact with them and the rangers will always be there to guide you. Trackers are also advisable to be physically fit before going for tracking. After your trek, return to the lodge for your lunch and in the afternoon, you may opt to visit the batwa community to enjoy some cultural performances before retiring at your lodge.
Accommodation Options Luxury: Buhoma lodge/Silveback Lodge/Mahogany Srings Mid-range: Bakiga Lodge/Ichumbi Gorilla Safari Lodge Budget: Ruhija Gorilla friend's camp/Buhoma Community Camp Upgrade: Gorilla Forest Camp/Clouds Lodge
Day 5: Departure back to Kampala
Have breakfast at the hotel and after start your transfer to Kampala, have lunch at Mbarara town and have another stopover at the equator to have some photos and experiments. After, proceed to Kampala arriving in the late afternoon.
Rhino Tracking
Kampala hotel fees( the eve of the safari and the night after the safari),


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Jujutsu Kaisen Manga goes on indefinite hiatus over the author's health
The rumours about the ever-popular weekly Shonen jump manga going on a hiatus has been confirmed on Wednesday night. A statement released on behalf of the author of Jujutsu Kaisen, Gege Akutami, has pointed out the deteriorating health as the reason for the break. "We wish Gege Akutami a restful time off and look forward to the next chapter," Shonen Jump shared on Twitter. It also featured a handwritten note from the creator himself.
週刊少年ジャンプ29号(6月21日発売)より芥見先生の体調不良のため、『呪術廻戦』はしばらくの間休載させていただきます。
芥見先生からの直筆コメントも合わせてご覧いただけますと幸いです。
なお来週6月14日(月)発売の週刊少年ジャンプ28号では『呪術廻戦』は掲載されております。 pic.twitter.com/ntgiKuICFn
— 少年ジャンプ編集部 (@jump_henshubu) June 10, 2021
The statement further said that the author was in dire need of a severe rest; the time estimated for the rest has been speculated to be around a month, but nothing is set, and it could run longer.
Jujutsu Kaisen manga will be on indefinite hiatus after the upcoming chapter (152) in this week's issue of Weekly Shonen Jump. The break is due to Gege Akutami's health. We wish Akutami-sensei a swift and full recovery during this much needed break!
— Jujutsu Kaisen (@JujutsuKaisen) June 9, 2021
The author, too, has given out a personal statement regarding the issue. He has said that the health problem is not grave and nothing related to mental health but the rest would ensure that he gives out his best in the future releases.
Jujutsu Kaisen's Hiatus Notice.
"To our readers.
Thank you for always reading Jujutsu Kaisen.
Due to the poor physical condition of Akutami Gege, Jujutsu Kaisen will be absent for some time from the next issue onward. Akutami wanted to continue writing, but after… https://t.co/jxfI7ThAy4
— Shonen Jump News – Unofficial (@WSJ_manga) June 9, 2021
The hiatus hasn't surprised the fans who were speculating about his health for a long time. However, this action has sparked debates about the concept of weekly Shonen issues and the health of the authors. The immense pressure they feel about completing the weekly requirement and keeping up with the schedule can be challenging and taxing on the authors.
"I have been asked by the editorial department to take a break from the series, but I don't want to slow down the weekly serialization of Jujutsu Kaisen since I'd like to draw the end of the series as soon as possible, and just put a hold on my answer," Akutami wrote.
"However, I'm just not able to recover my schedule compared to other mangaka when they take a single break. If nothing is done about this, the same thing will be repeated over and over again, so I decided to accept the proposal from the editorial department… Even if I say I'm sick, it's not any serious illness. My mental health is completely fine, so do not worry about it. I'm really sorry I'll have to keep you waiting. Once I come back, I'll do my best with the serialization."
Clearly, Akumtai is upset about the break, but Jujutsu Kaisen fans are happy to accommodate his needs. After all, the manga can wait if need be, but Akutami cannot when his health is on the line.
Many fans have shared their support for the Mangaka while other have continued to criticise the industry that put so much pressure on the authors.
For those unfamiliar with Akutami, the manga artist was born in 26 February 1992 in Japan. The artist began dabbling in art as a young age, and he went on to draw inspiration from hit series like Bleach, Hunter x Hunter, and even Neon Genesis Evangelion. Akutami went on to publish his prequel to Jujutsu Kaisen in 2017 before his fully serialized story went live in 2018. This means Akutami has been working doggedly for four years straight, so you cannot blame the man for needing a break. And with his health in question, fans want little more than for Akutami to get the rest he needs.
Entertainment • World
LA's Finest not to return for another season
Fate: The Winx Saga Season 2: Everything we know


The Anderson County Republican Women will meet Monday, March 26 at 6 p.m. for a dutch treat dinner at Main Street Deli, located on N. Main Street in Anderson. Cost of the meal is $10 per person. The business meeting will begin at 6:30 p.m. with special guest speaker, SC Representative Brian White. Rep. White represents House District 6 and is the Chairman of the House Ways and Means Committtee. He was elected in 2000 and has filed for reelection in November.
A reservation is recommended by Friday, March 24th. Guests are encouraged to attend. For more information or to make a reservation please contact Debbie Gerwe at 864-947-1641, or email to Women@AndersonGOP.org .


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The More Things Change, the More They Stay the Same
Even in modern times infection after surgery still occurs
October 5, 2010 / Author: Joseph V. Madia, MD / Reviewed by: Joseph V. Madia, MD
Being naked and unconscious on a table surrounded by total strangers isn't the only thing that can make an operation a frightening experience.
There's the danger of anesthesia, the fear of what put you in the operating room in the first place, and don't forget the general stress of being cut open! Unfortunately, another big stress associated with surgery can be surgical site infections.
Surgical infections are not a new problem in medicine. Until the discovery of germ theory by Louis Pasteur, surgical wounds would routinely get infected and cause great sickness and death among those unfortunate enough to need surgery. But even now with sterile operating rooms, strict antiseptic precautions for surgeons and nurses, and incredibly advanced antibiotics, the problem of infection after surgery still affects modern medicine.
A surgical site infection occurs when any of the tissues that have been manipulated during surgery become infected with germs from our own bodies or from the operating room. Usually the pathogen is bacteria like Staphylococcus aureus (which lives on our skin and in our nose) or Escherichia coli and enterococcus species (which live in our colon). In addition, surgical site infections can come from outside of our bodies, such as contaminated surgical equipment or operating room staff, or even bacteria in the air if the ventilation system is not functioning properly. Surgical infection routinely prolongs for seven to ten days the length of a hospital stay, which increases the risk for another hospital acquired infections like pneumonia.
The worst-case scenario of any infection is sepsis, a condition in which bacteria grows in the bloodstream and inflames the organs. Sepsis is so serious an illness that 50 percent of patients who become septic will not survive.
But if the operating room and surgical environment is clean and sterile, how do patients still get infections? Surgical wounds can actually be classified into four categories: clean, clean-contaminated, contaminated and dirty/infected.
Clean wounds are cases where a patient has surgery and there is no entry of the respiratory, gastrointestinal or urinary tracts. In these cases, the infection source is usually from the bacteria that live on the patient's skin, like S. aureus. When proper sanitary procedure is not followed, and the wound dressing is not changed enough, or nurses or patients touch the wound with dirty hands, an infection can occur.
Clean-contaminated wounds are when the respiratory, GI or GU tracts are operated on. These systems have natural bacteria that live happily in these organs, but when exposed to an open wound, they can cause infection. The most common example would be a patient who has bowel surgery and the natural bacteria from the colon somehow makes it to the skin or underlying tissues. Contaminated and dirty wounds occur in cases of accidental spillage of bowel contents and operating on a previously infected area, respectively. Current treatment involves heavy doses of intravenous antibiotics, and, if the infection is serious enough to cause necrosis (death of the surrounding tissue), surgeons will operate again and debride the dead tissue by cutting it away to allow the underlying healthy tissue a chance to grow.
On the bright side, most surgical patients do not get an infection. Current statistics show that 2 percent to 5 percent of surgical patients will be affected. That comes to around 500,000 cases per year. And among those who do become infected, a majority of surgical patients' own immune systems are able to overcome the infection. Unless there's a major break in sterile procedure with a large number of contaminating organisms, the risk of infection is low. However, there are some patients who are more at risk. These patients have poor nutritional status, uncontrolled diabetes, are smokers, are obese or all of the above. Patients who have HIV or other states of poor immunity are also at risk.
The best thing a surgical patient can do to prevent infection is avoid known risk factors. Smokers should obviously quit for a multitude of reasons but should particularly try to cease smoking at least thirty days before having surgery. Nicotine constricts blood vessels and retards the healing process. Strict control of diabetes is encouraged all the time, but especially after an operation. A new study in the Archives of Surgery presents strong evidence of the danger of post-operative hyperglycemia. Ashar Ata, MBBS, MPH, from Albany Medical College writes "It has been well established that patients with diabetes mellitus are more prone to surgical and other nosocomial infections. ... We found postoperative hyperglycemia to be the most important risk factor for [surgical site infection] in general and colorectal cancer surgery patients, and serum glucose levels higher than 110 mg/dL were associated with increasingly higher rates of postsurgical infection."
Another risk factor is the length of preoperative stay. The longer a patient spends in the hospital before a surgery is performed is directly related to an increased risk of a surgical site infection. And while obesity is something that can't be solved quickly before an operation, chalk the risk of surgical site infection up as one of the many other reasons patients should try to shed those extra pounds and maintain a healthy weight. Thicker layers of abdominal fat make wound healing more difficult, as well as making the surgery itself harder for the surgeon to perform in a sterile and precise manner.
Surgery can be a scary and sometimes risky procedure. But a little knowledge of how infections happen and how they can be prevented can go a long way in ensuring a speedy and healthy recovery.
Infectious Disease Patient Safety Education
Medscape – Free Continuing Medical Education Centers for Disease Control – Preventing Surgical Site Infections – A Surgeon's Perspective
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text:
Spectators contribute to fast-spread of COVID: Mazey
Venina Rakautoga Multimedia Journalist [email protected] | @VeninaRakautogaFBCNews
Sporting meets in the past has seen the general public not conforming to COVID measures which has been a concern for Fiji National Sports Commission.
With the tournaments moving to Amber level, spectators will be excluded from all games.
Commission chair Peter Mazey says it has been difficult to control spectators while trying to maintain the safety measures, so the next best option is to avoid crowds at game venues.
Mazey says this will ensure the safety of athletes, officials, and Fijians in general.
https://www.fbcnews.com.fj/wp-content/uploads/2022/01/110121vr-mazeyy.mp3
"They will not be permitted and as you'll see from the fines and the gazettes that have come out from government there are hefty fines for any spectators that suddenly appear on the embankment or anywhere"
There is a $250 fine for any person who fails to comply with an order to ensure that no spectators are present at any contact sports engagement or tournament.
And $10,000 will be imposed on the organizer of the tournament if spectator rules are not followed and $1000 on the owner of the facility.
Community sporting events will now have to be done in gated and fenced facilities or in any indoor venue only.


and Rocky & Bullwinkle — in April 2001.
and Bring It On— help drive the weaker ones in its April FlickFest promotion.
The studio created a "Take 5" incentive program for cable operators, which provided more high-end merchandise the more titles they promoted. Materials for all five movies were included in one kit, allowing operators to mix and match as they saw fit.
Play-O-Forms game sheets were created as an added incentive for affiliates. Systems could reconstruct the April FlickFest logo and receive prizes from Universal.
On the consumer side, Universal created an online game, where visitors were asked to match a line of dialogue with a movie. Anyone playing the game was automatically entered into a drawing to win a trip to the 2002 Maui Film Festival. The package included airfare, rental car, a five-night hotel stay, $500 in spending money and tickets to the festival. A separate, but similar, prize package was available for a cable affiliate.
The bottom line, of course, was to increase PPV usage and revenue for the five movies. Universal bought ad time on Black Entertainment Television, Comedy Central, Fox Family, MTV: Music Television, TBS Superstation and Turner Network Television, TNN, TV Guide Channel and USA Network. TV spots also appeared on 18,400 flights on American Airlines, America West, Continental and Delta. The Movie Loft, a 30-minute PPV highlights program, also ran the spots.
land in fourth place on the studio's all-time revenue/buy rate list.
The campaign delivered 87 million impressions and Web site traffic reached an all-time high of 829,000 page views and 126,000 unique visitors in one week alone. Consumer email opt-in list participants grew by more than 30 percent.


text:
Wayne Gardner, punim imenom Wayne Michael Gardner (Wollongong, Novi Južni Wales, Australija, 11. listopada 1959.) je bivši australski vozač motociklističkih i automobilističkih utrka.

Životopis i karijera

Uspjesi u prvenstvima

Motociklizam
 Svjetsko prvenstvo - 500cc
 prvak: 1987.
 drugoplasirani: 1986., 1988.

Automobilizam

Osvojene utrke - motociklizam

Osvojene utrke u natjecanjima sa statusom svjetskog prvenstva

Ostale pobjede

Pregled karijere

Po sezonama - cestovni motociklizam

Po natjecanjima - cestovni motociklizam

Po sezonama - automobilizam

Po natjecanjima - automobilizam

Povezani članci

Vanjske poveznice
  teamgardnerracing.com, wayback
  waynegardner.com, wayback
  svc074.wic006v.server-web.com, The Career of Wayne Gardner, wayback
  motogp.com, Wayne Gardner

Izvori

  sahof.org.au, Wayne Gardner, pristupljeno 21. srpnja 2021.
  pilotegpmoto.com, GARDNER Wayne, preuzeto 21. srpnja 2021.
  motorsportmagazine.com, Wayne Gardner, pristupljeno 21. srpnja 2021.
  the-sports.org, Wayne Gardner, pristupljeno 21. srpnja 2021.
  motorsport-archive.com, Wayne Gardner, pristupljeno 21. srpnja 2021.
  results.motorsportstats.com, Wayne Gardner, pristupljeno 30. kolovoza 2021.
  racing-reference.info, Wayne Gardner, pristupljeno 21. srpnja 2021.
  racingsportscars.com, Wayne Gardner, Australia, pristupljeno 30. kolovoza 2021.
  driverdb.com, Wayne Gardner, pristupljeno 21. srpnja 2021.
  waynegardner.com, At A Glance, wayback arhiva
  waynegardner.com, Track Facts, wayback arhiva
  waynegardner.com, Origins, wayback arhiva
  waynegardner.com, My Home, wayback arhiva
  waynegardner.com, Motorcycle Champion - The Wild One - Australia 1977-80, wayback arhiva
  waynegardner.com, Motorcycle Champion - Taking on the world: International 1981-1983, wayback arhiva
  waynegardner.com, Motorcycle Champion - First Grand Prix Win: 500cc Challenger 1984-86, wayback arhiva
  waynegardner.com, Motorcycle Champion - World Champion 1987, wayback arhiva
  waynegardner.com, Motorcycle Champion - Island Hero: Australian Grand Prix Winner, wayback arhiva
  waynegardner.com, Motorcycle Champion - Why Wayne Retired: It's tough at the top 1988-92, wayback arhiva
  waynegardner.com, Motorcycle Champion - The Japanese Connection, wayback arhiva
  waynegardner.com, Motorcycle Champion - ''Bike stars tell: 'The Wayne I know''', wayback arhiva
  waynegardner.com, Motorcycle Champion - Major results -- Motorcycles, wayback arhiva
  waynegardner.com, V8 Supercar - From Two Wheels to Four, wayback arhiva
  waynegardner.com, V8 Supercar - Wayne Gardner Racing, wayback arhiva
  waynegardner.com, V8 Supercar - What is V8Supercar?, wayback arhiva
  waynegardner.com, V8 Supercar - The Bathurst 1000, wayback arhiva
  waynegardner.com, V8 Supercar - Mount Panorama  Bathurst / Australia, Australia, wayback arhiva
  waynegardner.com, V8 Supercar - ''V8Supercar Stars Tell - 'The Wayne I know''', wayback arhiva
  waynegardner.com, Race Results, wayback arhiva
  svc074.wic006v.server-web.com, Japanese GT - Autobacs Cup All Japan Grand Touring Car Championship, wayback arhiva
  svc074.wic006v.server-web.com, Japanese GT - Toyota Team Tom's, wayback arhiva
  svc074.wic006v.server-web.com, Japanese GT - Racing in Japan, wayback arhiva
  svc074.wic006v.server-web.com, Japanese GT - ''RGT Stars Tell: 'The Wayne I know''', wayback arhiva
  f1network.net, British Motorcycle Champions - 1970s and 1980s, objavljeno 20. ožujka 2007., pristupljeno 21. srpnja 2021.

Australski športski motociklisti
Australski automobilisti

redpajama_set_name: RedPajamaWikipedia


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