text:
Q: pybind11 cv::cuda::GpuMat <-> cv2.cuda_GpuMat? I am using C++ to receive an image from a camera into a cv2::cuda::GpuMat structure via pyBind11. I would like to use the data (without copying) in a cv2.cuda_GpuMat structure in Python.
Is there a way to map attributes of cv2::cuda::GpuMat to according cv2.cuda_GpuMat attributes and to use this in opencv (python, cuda support)?
this is a minimal code (without camera, just the GpuMat).
#include <pybind11/pybind11.h>
#include <opencv2/imgcodecs.hpp>
#include <opencv2/highgui.hpp>
#include <opencv2/cudaimgproc.hpp>
#include <opencv2/cudaarithm.hpp>
#include <cuda_runtime.h>

#include <iostream>
#include <string>
#include <vector>

namespace py=pybind11;
using namespace cv;
using namespace std;

struct miniGpuMat{
  miniGpuMat() { cout << "construct miniGPUmat" << endl;}
  ~miniGpuMat() { cout << "destruction miniGPUmat" << endl;}
  void *imageGpu;
  void *imageBp;
  cuda::GpuMat gpu_mat;
  void getImage(){
    cudaHostGetDevicePointer(&imageGpu, imageBp, 0);
    // Create GpuMat from the device pointer
    gpu_mat = cuda::GpuMat(16, 16, CV_8UC1, imageGpu);
  }
};

PYBIND11_MODULE(pgxcam, m) {
  py::class_<miniGpuMat>(m, "miniGpuMat")
    .def(py::init<>())
    .def_readwrite("imageGpu", &miniGpuMat::imageGpu)
    .def_readwrite("imageBp", &miniGpuMat::imageBp)
    .def_readwrite("gpu_mat", &miniGpuMat::gpu_mat)
    ;}

a minimal python code is
import cv2
import pgxcam as xc

testMini = xc.miniGpuMat()
dir(testMini)
type(testMini.gpu_mat)
del(testMini)

yielding to
>>> construct miniGPUmat
>>> ['__class__', '__delattr__', '__dir__', '__doc__', '__eq__',
     '__format__', '__ge__', '__getattribute__', '__gt__',
 '__hash__', '__init__', '__init_subclass__', '__le__',
 '__lt__', '__module__', '__ne__', '__new__', '__reduce__',
 '__reduce_ex__', '__repr__', '__setattr__', '__sizeof__',
 '__str__', '__subclasshook__', 'gpu_mat',
 'imageBp', 'imageGpu']
>>> TypeError: Unregistered type : cv::cuda::GpuMat

The above exception was the direct cause of the following exception:

Traceback (most recent call last):
  File "<string>", line 19, in __PYTHON_EL_eval
  File "<...>/src/mini.py", line 1, in <module>
TypeError: Unable to convert function return value to a Python type!
  The signature was
    (self: pgxcam.miniGpuMat) -> cv::cuda::GpuMat
>>> destruction miniGPUmat

Basically I am searching for something like cv2.cuda_GpuMat(cv2::cuda::GpuMat).
In cuda.hpp is a wrapper CV_WRAP GpuMat(const GpuMat& m);, implemented in cuda.inl.hpp.
inline
GpuMat::GpuMat(const GpuMat& m)
    : flags(m.flags), rows(m.rows), cols(m.cols), step(m.step),
      data(m.data), refcount(m.refcount), datastart(m.datastart),
      dataend(m.dataend), allocator(m.allocator)
{
    if (refcount)
        CV_XADD(refcount, 1);
}

Which seems pretty what I am looking for (copying attributes (not data) increasing refcount.
Other wrappers are in pyopencv_cuda.hpp: CV_PY_FROM_CLASS(cuda::GpuMat);, CV_PY_TO_CLASS_PTR(cuda::GpuMat);, CV_PY_FROM_CLASS(cuda::GpuMat); all implemented in pycompat.hpp
Is CV_PY_FROM_CLASS(cuda::GpuMat) creating cv2.cuda_GpuMat?
#define CV_PY_FROM_CLASS(TYPE)           \
template<>                               \
PyObject* pyopencv_from(const TYPE& src) \
{                                        \
    Ptr<TYPE> ptr(new TYPE());           \
                                         \
    *ptr = src;                          \
    return pyopencv_from(ptr);           \
}

Alternatively, is it possible to construct/modify the cv2::cuda::GpuMat attribute of a PyObject holding cv2.cuda_GpuMat to use the GpuMat(const GpuMat& m)?
What I found so far is:
There had been a similar question (2020)  in opencv-forum without final answer.
This is a link to documentation of cv::cuda::GpuMat.
About PyObject, I found c-api introduction and c-api data-model.


text:
// <copyright file="NativeRealtimeMultiplayerClient.cs" company="Google Inc.">
// Copyright (C) 2014 Google Inc.  All Rights Reserved.
//
//  Licensed under the Apache License, Version 2.0 (the "License");
//  you may not use this file except in compliance with the License.
//  You may obtain a copy of the License at
//
//  http://www.apache.org/licenses/LICENSE-2.0
//
//  Unless required by applicable law or agreed to in writing, software
//  distributed under the License is distributed on an "AS IS" BASIS,
//  WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
//  See the License for the specific language governing permissions and
//    limitations under the License.
// </copyright>

#if (UNITY_ANDROID || (UNITY_IPHONE && !NO_GPGS))

namespace GooglePlayGames.Native
{
    using System;
    using System.Linq;
    using System.Collections.Generic;
    using GooglePlayGames.BasicApi.Multiplayer;
    using GooglePlayGames.OurUtils;
    using GooglePlayGames.Native.PInvoke;
    using Types = GooglePlayGames.Native.Cwrapper.Types;
    using Status = GooglePlayGames.Native.Cwrapper.CommonErrorStatus;

    public class NativeRealtimeMultiplayerClient : IRealTimeMultiplayerClient
    {
        private readonly object mSessionLock = new object();
        private readonly NativeClient mNativeClient;
        private readonly RealtimeManager mRealtimeManager;
        private volatile RoomSession mCurrentSession;

        internal NativeRealtimeMultiplayerClient(NativeClient nativeClient, RealtimeManager manager)
        {
            mNativeClient = Misc.CheckNotNull(nativeClient);
            mRealtimeManager = Misc.CheckNotNull(manager);
            mCurrentSession = GetTerminatedSession();

            // register callback for when the application pauses.  OnPause
            // will disconnect the client, we need to leave the room manually
            // the disconnection does not trigger and events.
            PlayGamesHelperObject.AddPauseCallback(HandleAppPausing);
        }

        private RoomSession GetTerminatedSession()
        {
            var terminatedRoom = new RoomSession(mRealtimeManager, new NoopListener());
            terminatedRoom.EnterState(new ShutdownState(terminatedRoom));
            return terminatedRoom;
        }

        public void CreateQuickGame(uint minOpponents, uint maxOpponents, uint variant,
            RealTimeMultiplayerListener listener)
        {
            CreateQuickGame (minOpponents, maxOpponents, variant, 0, listener);
        }

        public void CreateQuickGame(uint minOpponents, uint maxOpponents, uint variant,
                                ulong exclusiveBitMask, RealTimeMultiplayerListener listener)
        {
            lock (mSessionLock)
            {
                var newSession = new RoomSession(mRealtimeManager, listener);
                if (mCurrentSession.IsActive())
                {
                    Logger.e("Received attempt to create a new room without cleaning up the old one.");
                    newSession.LeaveRoom();
                    return;
                }

                mCurrentSession = newSession;

                //Quickgames start when there is the min number of players
                Logger.d("QuickGame: Setting MinPlayersToStart = " + minOpponents);
                mCurrentSession.MinPlayersToStart = minOpponents;

                // We're holding the session lock, so no other threads could have torn down the session
                // in the meantime.

                using (var configBuilder = RealtimeRoomConfigBuilder.Create())
                {
                    var config = configBuilder.SetMinimumAutomatchingPlayers(minOpponents)
                    .SetMaximumAutomatchingPlayers(maxOpponents)
                    .SetVariant(variant)
                    .SetExclusiveBitMask(exclusiveBitMask)
                    .Build();

                    using (config)
                    {
                        using (var helper = HelperForSession(newSession))
                        {
                            newSession.StartRoomCreation(mNativeClient.GetUserId(),
                                () => mRealtimeManager.CreateRoom(config, helper,
                                    newSession.HandleRoomResponse)
                            );
                        }
                    }
                }
            }
        }

        private static RealTimeEventListenerHelper HelperForSession(RoomSession session)
        {
            return RealTimeEventListenerHelper.Create()
            .SetOnDataReceivedCallback((room, participant, data, isReliable) =>
                    session.OnDataReceived(room, participant, data, isReliable))
            .SetOnParticipantStatusChangedCallback((room, participant) =>
                    session.OnParticipantStatusChanged(room, participant))
            .SetOnRoomConnectedSetChangedCallback((room) =>
                    session.OnConnectedSetChanged(room))
            .SetOnRoomStatusChangedCallback((room) =>
                    session.OnRoomStatusChanged(room));
        }

        private void HandleAppPausing(bool paused)
        {
            if (paused)
            {
                Logger.d("Application is pausing, which disconnects the RTMP " +
                    " client.  Leaving room.");
                LeaveRoom();
            }
        }

        public void CreateWithInvitationScreen(uint minOpponents, uint maxOppponents, uint variant,
                                           RealTimeMultiplayerListener listener)
        {
            lock (mSessionLock)
            {
                var newRoom = new RoomSession(mRealtimeManager, listener);

                if (mCurrentSession.IsActive())
                {
                    Logger.e("Received attempt to create a new room without cleaning up the old one.");
                    newRoom.LeaveRoom();
                    return;
                }

                // The user attempted to create a room via the invitation screen, this is now the new
                // current room.
                mCurrentSession = newRoom;

                mCurrentSession.ShowingUI = true;
                mRealtimeManager.ShowPlayerSelectUI(minOpponents, maxOppponents, true,
                    response =>
                    {
                        mCurrentSession.ShowingUI = false;
                        if (response.Status() != Status.UIStatus.VALID)
                        {
                            Logger.d("User did not complete invitation screen.");
                            newRoom.LeaveRoom();
                            return;
                        }

                        // the min number to start is the number of automatched
                        // plus the number of named invitations
                        // plus the local player.
                        mCurrentSession.MinPlayersToStart =
                            response.MinimumAutomatchingPlayers() +
                            (uint)response.Count()
                            + 1;

                        using (var configBuilder = RealtimeRoomConfigBuilder.Create())
                        {
                            configBuilder.SetVariant(variant);
                            configBuilder.PopulateFromUIResponse(response);
                            using (var config = configBuilder.Build())
                            {
                                using (var helper = HelperForSession(newRoom))
                                {
                                    newRoom.StartRoomCreation(mNativeClient.GetUserId(),
                                        () => mRealtimeManager.CreateRoom(config, helper,
                                            newRoom.HandleRoomResponse));
                                }
                            }

                        }
                    });
            }
        }

        public void ShowWaitingRoomUI()
        {
            lock (mSessionLock)
            {
                mCurrentSession.ShowWaitingRoomUI();
            }
        }

        public void AcceptFromInbox(RealTimeMultiplayerListener listener)
        {
            lock (mSessionLock)
            {
                var newRoom = new RoomSession(mRealtimeManager, listener);
                if (mCurrentSession.IsActive())
                {
                    Logger.e("Received attempt to accept invitation without cleaning up " +
                        "active session.");
                    newRoom.LeaveRoom();
                    return;
                }

                // The user accepted an invitation from the inbox, this is now the current room.
                mCurrentSession = newRoom;

                mCurrentSession.ShowingUI = true;
                mRealtimeManager.ShowRoomInboxUI(
                    response =>
                    {
                        mCurrentSession.ShowingUI = false;
                        if (response.ResponseStatus() != Status.UIStatus.VALID)
                        {
                            Logger.d("User did not complete invitation screen.");
                            newRoom.LeaveRoom();
                            return;
                        }

                        // We are not cleaning up the invitation here to workaround a bug in the
                        // C++ SDK where it holds a reference to un-owned memory rather than making a
                        // copy. This is cleaned up after the callback comes back instead.
                        var invitation = response.Invitation();

                        using (var helper = HelperForSession(newRoom))
                        {
                            Logger.d("About to accept invitation " + invitation.Id());
                            newRoom.StartRoomCreation(mNativeClient.GetUserId(),
                                () => mRealtimeManager.AcceptInvitation(invitation, helper,
                                    acceptResponse =>
                                    {
                                        // Clean up the invitation here (see above comment).
                                        using (invitation)
                                        {
                                            newRoom.HandleRoomResponse(acceptResponse);
                                        }
                                    }));
                        }
                    });
            }
        }

        public void AcceptInvitation(string invitationId, RealTimeMultiplayerListener listener)
        {
            lock (mSessionLock)
            {
                var newRoom = new RoomSession(mRealtimeManager, listener);
                if (mCurrentSession.IsActive())
                {
                    Logger.e("Received attempt to accept invitation without cleaning up " +
                        "active session.");
                    newRoom.LeaveRoom();
                    return;
                }

                mCurrentSession = newRoom;

                mRealtimeManager.FetchInvitations(response =>
                    {
                        if (!response.RequestSucceeded())
                        {
                            Logger.e("Couldn't load invitations.");
                            newRoom.LeaveRoom();
                            return;
                        }

                        foreach (var invitation in response.Invitations())
                        {
                            using (invitation)
                            {
                                if (invitation.Id().Equals(invitationId))
                                {
                                    mCurrentSession.MinPlayersToStart =
                                        invitation.AutomatchingSlots() +
                                        invitation.ParticipantCount();
                                    Logger.d("Setting MinPlayersToStart with invitation to : " +
                                        mCurrentSession.MinPlayersToStart);
                                    using (var helper = HelperForSession(newRoom))
                                    {
                                        newRoom.StartRoomCreation(mNativeClient.GetUserId(),
                                            () => mRealtimeManager.AcceptInvitation(
                                                invitation, helper, newRoom.HandleRoomResponse));
                                        return;
                                    }
                                }
                            }
                        }

                        Logger.e("Room creation failed since we could not find invitation with ID "
                            + invitationId);
                        newRoom.LeaveRoom();
                    });
            }
        }

        public void LeaveRoom()
        {
            mCurrentSession.LeaveRoom();
        }

        public void SendMessageToAll(bool reliable, byte[] data)
        {
            mCurrentSession.SendMessageToAll(reliable, data);
        }

        public void SendMessageToAll(bool reliable, byte[] data, int offset, int length)
        {
            mCurrentSession.SendMessageToAll(reliable, data, offset, length);
        }

        public void SendMessage(bool reliable, string participantId, byte[] data)
        {
            mCurrentSession.SendMessage(reliable, participantId, data);
        }

        public void SendMessage(bool reliable, string participantId, byte[] data, int offset,
                            int length)
        {
            mCurrentSession.SendMessage(reliable, participantId, data, offset, length);
        }

        public List<Participant> GetConnectedParticipants()
        {
            return mCurrentSession.GetConnectedParticipants();
        }

        public Participant GetSelf()
        {
            return mCurrentSession.GetSelf();
        }

        public Participant GetParticipant(string participantId)
        {
            return mCurrentSession.GetParticipant(participantId);
        }

        public bool IsRoomConnected()
        {
            return mCurrentSession.IsRoomConnected();
        }

        public void DeclineInvitation(string invitationId)
        {
            mRealtimeManager.FetchInvitations(response =>
                {
                    if (!response.RequestSucceeded())
                    {
                        Logger.e("Couldn't load invitations.");
                        return;
                    }

                    foreach (var invitation in response.Invitations())
                    {
                        using (invitation)
                        {
                            if (invitation.Id().Equals(invitationId))
                            {
                                mRealtimeManager.DeclineInvitation(invitation);
                            }
                        }
                    }
                });
        }

        /// <summary>
        /// A stub implementation of the RealTimeMultiplayerListener API. Used so that we can guarantee
        /// that we will never have a null reference to a listener object.
        /// </summary>
        private class NoopListener : RealTimeMultiplayerListener
        {
            public void OnRoomSetupProgress(float percent)
            {
            }

            public void OnRoomConnected(bool success)
            {
            }

            public void OnLeftRoom()
            {
            }

            public void OnParticipantLeft(Participant participant)
            {
            }

            public void OnPeersConnected(string[] participantIds)
            {
            }

            public void OnPeersDisconnected(string[] participantIds)
            {
            }

            public void OnRealTimeMessageReceived(bool isReliable, string senderId, byte[] data)
            {
            }
        }

        /// <summary>A class that encapsulates the state machine required to map the native callbacks to the
        /// corresponding callbacks in Unity. This session exposes an API that mirrors all the commands
        /// that can be issued to the RealtimeMultiplayerClient and directs these to the current state
        /// of the state machine which performs the actual logic.
        ///
        /// <para>All methods that can transitively update the state of the statemachine must be guarded with
        /// the lifecycle lock to ensure a consistent user-facing view of the state of the session.</para>
        ///
        /// <para>Note that this class maintains the invariant that mState is never null.</para>
        /// <para>See the doc for the individual states for details on state transitions and note that
        /// all states assume that all lifecycle methods will be invoked while the containing
        /// RoomSession is holding the lifecycle lock.</para>
        /// </summary>
        private class RoomSession
        {
            private readonly object mLifecycleLock = new object();
            private readonly OnGameThreadForwardingListener mListener;
            private readonly RealtimeManager mManager;

            private volatile string mCurrentPlayerId;
            private volatile State mState;
            private volatile bool mStillPreRoomCreation;

            private volatile bool mShowingUI;

            private uint mMinPlayersToStart;

            internal RoomSession(RealtimeManager manager, RealTimeMultiplayerListener listener)
            {
                mManager = Misc.CheckNotNull(manager);
                mListener = new OnGameThreadForwardingListener(listener);

                EnterState(new BeforeRoomCreateStartedState(this));
                mStillPreRoomCreation = true;
            }

            internal bool ShowingUI
            {
                get
                {
                    return mShowingUI;
                }
                set
                {
                    mShowingUI = value;
                }
            }

            internal uint MinPlayersToStart
            {
                get
                {
                    return mMinPlayersToStart;
                }
                set
                {
                    mMinPlayersToStart = value;
                }
            }

            internal RealtimeManager Manager()
            {
                return mManager;
            }

            internal bool IsActive()
            {
                return mState.IsActive();
            }

            internal string SelfPlayerId()
            {
                return mCurrentPlayerId;
            }

            internal OnGameThreadForwardingListener OnGameThreadListener()
            {
                return mListener;
            }

            /**
         * Lifecycle methods - these might cause state transitions, and thus require us to hold a
         * lock while they're executing to prevent any externally visible inconsistent state (e.g.
         * receiving any callbacks after we've left a room).
         */

            internal void EnterState(State handler)
            {
                lock (mLifecycleLock)
                {
                    mState = Misc.CheckNotNull(handler);
                    Logger.d("Entering state: " + handler.GetType().Name);
                    mState.OnStateEntered();
                }
            }

            internal void LeaveRoom()
            {
                if (!ShowingUI)
                {
                    lock (mLifecycleLock)
                    {
                        mState.LeaveRoom();
                    }
                }
                else
                {
                    Logger.d("Not leaving room since showing UI");
                }

            }

            internal void ShowWaitingRoomUI()
            {
                mState.ShowWaitingRoomUI(MinPlayersToStart);
            }

            /// <summary>
            /// Starts the room creation provided the session is still in a state that allows room
            /// creation (i.e. it hasn't been torn down).
            /// </summary>
            /// <param name="currentPlayerId">The current player identifier.</param>
            /// <param name="createRoom">The action that will begin creating the room.</param>
            internal void StartRoomCreation(string currentPlayerId, Action createRoom)
            {
                lock (mLifecycleLock)
                {
                    if (!mStillPreRoomCreation)
                    {
                        Logger.e("Room creation started more than once, this shouldn't happen!");
                        return;
                    }

                    if (!mState.IsActive())
                    {
                        Logger.w("Received an attempt to create a room after the session was already " +
                            "torn down!");
                        return;
                    }

                    mCurrentPlayerId = Misc.CheckNotNull(currentPlayerId);
                    mStillPreRoomCreation = false;
                    EnterState(new RoomCreationPendingState(this));
                    createRoom.Invoke();
                }
            }

            internal void OnRoomStatusChanged(NativeRealTimeRoom room)
            {
                lock (mLifecycleLock)
                {
                    mState.OnRoomStatusChanged(room);
                }
            }

            internal void OnConnectedSetChanged(NativeRealTimeRoom room)
            {
                lock (mLifecycleLock)
                {
                    mState.OnConnectedSetChanged(room);
                }
            }

            internal void OnParticipantStatusChanged(NativeRealTimeRoom room,
                                                 MultiplayerParticipant participant)
            {
                lock (mLifecycleLock)
                {
                    mState.OnParticipantStatusChanged(room, participant);
                }
            }

            internal void HandleRoomResponse(RealtimeManager.RealTimeRoomResponse response)
            {
                lock (mLifecycleLock)
                {
                    mState.HandleRoomResponse(response);
                }
            }

            /**
         * Non-Lifecycle methods - these cannot cause state transitions, and thus we do not need to
         * hold any locks. We rely on only accessing volatile fields to ensure consistency instead.
         */
            internal void OnDataReceived(NativeRealTimeRoom room, MultiplayerParticipant sender,
                                     byte[] data, bool isReliable)
            {
                mState.OnDataReceived(room, sender, data, isReliable);
            }

            internal void SendMessageToAll(bool reliable, byte[] data)
            {
                SendMessageToAll(reliable, data, 0, data.Length);
            }

            internal void SendMessageToAll(bool reliable, byte[] data, int offset, int length)
            {
                mState.SendToAll(data, offset, length, reliable);
            }

            internal void SendMessage(bool reliable, string participantId, byte[] data)
            {
                SendMessage(reliable, participantId, data, 0, data.Length);
            }

            internal void SendMessage(bool reliable, string participantId, byte[] data, int offset,
                                  int length)
            {
                mState.SendToSpecificRecipient(participantId, data, offset, length, reliable);
            }

            internal List<Participant> GetConnectedParticipants()
            {
                return mState.GetConnectedParticipants();
            }

            internal virtual Participant GetSelf()
            {
                return mState.GetSelf();
            }

            internal virtual Participant GetParticipant(string participantId)
            {
                return mState.GetParticipant(participantId);
            }

            internal virtual bool IsRoomConnected()
            {
                return mState.IsRoomConnected();
            }
        }

        private static T WithDefault<T>(T presented, T defaultValue) where T : class
        {
            return presented != null ? presented : defaultValue;
        }

        /// <summary>
        /// Simple forwarding wrapper that makes sure all callbacks occur on the game thread.
        /// </summary>
        class OnGameThreadForwardingListener
        {

            private readonly RealTimeMultiplayerListener mListener;

            internal OnGameThreadForwardingListener(RealTimeMultiplayerListener listener)
            {
                mListener = Misc.CheckNotNull(listener);
            }

            public void RoomSetupProgress(float percent)
            {
                PlayGamesHelperObject.RunOnGameThread(() => mListener.OnRoomSetupProgress(percent));
            }

            public void RoomConnected(bool success)
            {
                PlayGamesHelperObject.RunOnGameThread(() => mListener.OnRoomConnected(success));
            }

            public void LeftRoom()
            {
                PlayGamesHelperObject.RunOnGameThread(() => mListener.OnLeftRoom());
            }

            public void PeersConnected(string[] participantIds)
            {
                PlayGamesHelperObject.RunOnGameThread(() => mListener.OnPeersConnected(participantIds));
            }

            public void PeersDisconnected(string[] participantIds)
            {
                PlayGamesHelperObject.RunOnGameThread(
                    () => mListener.OnPeersDisconnected(participantIds));
            }

            public void RealTimeMessageReceived(bool isReliable, string senderId, byte[] data)
            {
                PlayGamesHelperObject.RunOnGameThread(
                    () => mListener.OnRealTimeMessageReceived(isReliable, senderId, data));
            }

            public void ParticipantLeft(Participant participant)
            {
                PlayGamesHelperObject.RunOnGameThread(
                    () => mListener.OnParticipantLeft(participant));
            }
        }

        /// <summary>
        /// A base state implementation. All methods do nothing or return stub values. States that
        /// require specific behavior must override the corresponding methods.
        /// </summary>
        internal abstract class State
        {
            internal virtual void HandleRoomResponse(RealtimeManager.RealTimeRoomResponse response)
            {
                Logger.d(this.GetType().Name + ".HandleRoomResponse: Defaulting to no-op.");
            }

            internal virtual bool IsActive()
            {
                Logger.d(this.GetType().Name + ".IsNonPreemptable: Is preemptable by default.");
                return true;
            }

            internal virtual void LeaveRoom()
            {
                Logger.d(this.GetType().Name + ".LeaveRoom: Defaulting to no-op.");
            }

            internal virtual void ShowWaitingRoomUI(uint minimumParticipantsBeforeStarting)
            {
                Logger.d(this.GetType().Name + ".ShowWaitingRoomUI: Defaulting to no-op.");
            }

            internal virtual void OnStateEntered()
            {
                Logger.d(this.GetType().Name + ".OnStateEntered: Defaulting to no-op.");
            }

            internal virtual void OnRoomStatusChanged(NativeRealTimeRoom room)
            {
                Logger.d(this.GetType().Name + ".OnRoomStatusChanged: Defaulting to no-op.");
            }

            internal virtual void OnConnectedSetChanged(NativeRealTimeRoom room)
            {
                Logger.d(this.GetType().Name + ".OnConnectedSetChanged: Defaulting to no-op.");
            }

            internal virtual void OnParticipantStatusChanged(NativeRealTimeRoom room,
                                                         MultiplayerParticipant participant)
            {
                Logger.d(this.GetType().Name + ".OnParticipantStatusChanged: Defaulting to no-op.");
            }

            internal virtual void OnDataReceived(NativeRealTimeRoom room, MultiplayerParticipant sender,
                                             byte[] data, bool isReliable)
            {
                Logger.d(this.GetType().Name + ".OnDataReceived: Defaulting to no-op.");
            }

            internal virtual void SendToSpecificRecipient(
                string recipientId, byte[] data, int offset, int length, bool isReliable)
            {
                Logger.d(this.GetType().Name + ".SendToSpecificRecipient: Defaulting to no-op.");
            }

            internal virtual void SendToAll(byte[] data, int offset, int length, bool isReliable)
            {
                Logger.d(this.GetType().Name + ".SendToApp: Defaulting to no-op.");
            }

            internal virtual List<Participant> GetConnectedParticipants()
            {
                Logger.d(this.GetType().Name + ".GetConnectedParticipants: Returning empty connected" +
                    " participants");
                return new List<Participant>();
            }

            internal virtual Participant GetSelf()
            {
                Logger.d(this.GetType().Name + ".GetSelf: Returning null self.");
                return null;
            }

            internal virtual Participant GetParticipant(string participantId)
            {
                Logger.d(this.GetType().Name + ".GetSelf: Returning null participant.");
                return null;
            }

            internal virtual bool IsRoomConnected()
            {
                Logger.d(this.GetType().Name + ".IsRoomConnected: Returning room not connected.");
                return false;
            }
        }

        /// <summary>
        /// A base class for all states where message passing is enabled (i.e. the Active and
        /// Connecting states).
        /// </summary>
        private abstract class MessagingEnabledState : State
        {
            protected readonly RoomSession mSession;
            protected NativeRealTimeRoom mRoom;
            protected Dictionary<string, MultiplayerParticipant> mNativeParticipants;
            protected Dictionary<string, Participant> mParticipants;

            internal MessagingEnabledState(RoomSession session, NativeRealTimeRoom room)
            {
                mSession = Misc.CheckNotNull(session);
                UpdateCurrentRoom(room);
            }

            internal void UpdateCurrentRoom(NativeRealTimeRoom room)
            {
                if (mRoom != null)
                {
                    mRoom.Dispose();
                }
                mRoom = Misc.CheckNotNull(room);
                mNativeParticipants = mRoom.Participants().ToDictionary(p => p.Id());
                mParticipants = mNativeParticipants.Values
                .Select(p => p.AsParticipant())
                .ToDictionary(p => p.ParticipantId);
            }

            internal sealed override void OnRoomStatusChanged(NativeRealTimeRoom room)
            {
                HandleRoomStatusChanged(room);
                UpdateCurrentRoom(room);
            }

            internal virtual void HandleRoomStatusChanged(NativeRealTimeRoom room)
            {
                // noop
            }

            internal sealed override void OnConnectedSetChanged(NativeRealTimeRoom room)
            {
                HandleConnectedSetChanged(room);
                UpdateCurrentRoom(room);
            }

            internal virtual void HandleConnectedSetChanged(NativeRealTimeRoom room)
            {
                // noop
            }

            internal sealed override void OnParticipantStatusChanged(NativeRealTimeRoom room,
                                                                 MultiplayerParticipant participant)
            {
                HandleParticipantStatusChanged(room, participant);
                UpdateCurrentRoom(room);
            }

            internal virtual void HandleParticipantStatusChanged(NativeRealTimeRoom room,
                                                             MultiplayerParticipant participant)
            {
                // noop
            }

            internal sealed override List<Participant> GetConnectedParticipants()
            {
                var connectedParticipants = mParticipants.Values
                .Where(p => p.IsConnectedToRoom)
                .ToList();

                connectedParticipants.Sort();

                return connectedParticipants;
            }

            internal override void SendToSpecificRecipient(
                string recipientId, byte[] data, int offset, int length, bool isReliable)
            {
                if (!mNativeParticipants.ContainsKey(recipientId))
                {
                    Logger.e("Attempted to send message to unknown participant " + recipientId);
                    return;
                }

                if (isReliable)
                {
                    mSession.Manager().SendReliableMessage(mRoom, mNativeParticipants[recipientId],
                        Misc.GetSubsetBytes(data, offset, length), null);
                }
                else
                {
                    mSession.Manager().SendUnreliableMessageToSpecificParticipants(mRoom,
                        new List<MultiplayerParticipant> { mNativeParticipants[recipientId] },
                        Misc.GetSubsetBytes(data, offset, length));
                }
            }

            internal override void SendToAll(byte[] data, int offset,
                                         int length, bool isReliable)
            {
                var trimmed = Misc.GetSubsetBytes(data, offset, length);

                if (isReliable)
                {
                    foreach (var participantId in mNativeParticipants.Keys)
                    {
                        SendToSpecificRecipient(participantId, trimmed, 0, trimmed.Length, true);
                    }
                }
                else
                {
                    mSession.Manager().SendUnreliableMessageToAll(mRoom, trimmed);
                }
            }

            internal override void OnDataReceived(NativeRealTimeRoom room,
                                              MultiplayerParticipant sender, byte[] data, bool isReliable)
            {
                mSession.OnGameThreadListener().RealTimeMessageReceived(isReliable, sender.Id(), data);
            }
        }

        /// <summary>The state of the session before we have initiated room creation. This is necessary
        /// in cases where we have to do additional callbacks to look up information before the room
        /// can be created (e.g. finding the invitation corresponding to an ID).
        ///
        /// <para>This is the initial state for all sessions. In the event of an error before room
        /// creation states, this state will immediately transition to Shutdown (as there is nothing
        /// to clean up). Unlike other states, transitions out of this state are determined externally
        /// by the enclosing room (which knows when we can begin room creation).</para>
        /// </summary>
        class BeforeRoomCreateStartedState : State
        {
            private readonly RoomSession mContainingSession;

            internal BeforeRoomCreateStartedState(RoomSession session)
            {
                mContainingSession = Misc.CheckNotNull(session);
            }

            internal override void LeaveRoom()
            {
                Logger.d("Session was torn down before room was created.");
                mContainingSession.OnGameThreadListener().RoomConnected(false);
                mContainingSession.EnterState(new ShutdownState(mContainingSession));
            }
        }

        /// <summary>The state we were have issued a room creation request. Normally this state
        /// immediately transitions into the connecting state where we begin creating the mesh network.
        ///
        /// <para>This state can transition to 3 other states: Connecting, Aborting room, or shutdown.
        /// If room creation proceeds normally and there are no intervening calls to leave room, we
        /// transition into 'Connecting'. If the user tears down the session before room creation
        /// completes, we transition into 'Aborting Room', and if the room creation fails we transition
        /// immediately to 'Shutdown'.</para>
        /// </summary>
        class RoomCreationPendingState : State
        {
            private readonly RoomSession mContainingSession;

            internal RoomCreationPendingState(RoomSession session)
            {
                mContainingSession = Misc.CheckNotNull(session);
            }

            internal override void HandleRoomResponse(RealtimeManager.RealTimeRoomResponse response)
            {
                if (!response.RequestSucceeded())
                {
                    mContainingSession.EnterState(new ShutdownState(mContainingSession));
                    mContainingSession.OnGameThreadListener().RoomConnected(false);
                    return;
                }

                mContainingSession.EnterState(new ConnectingState(response.Room(), mContainingSession));
            }

            internal override bool IsActive()
            {
                // The client must explicitly leave before cleaning up a room that is being created.
                return true;
            }

            internal override void LeaveRoom()
            {
                Logger.d("Received request to leave room during room creation, aborting creation.");
                mContainingSession.EnterState(new AbortingRoomCreationState(mContainingSession));
            }

        }

        /// <summary>A state indicating we're in the process of creating a fully connected mesh network
        /// between all multiplayer clients.
        ///
        /// <para>We can transition into 2 states from 'Connecting': 'Active' and 'Leaving room'.
        /// If we are able to create a mesh network from all participants, we move into 'Active'.
        /// If any participant fails to create the mesh or the user asks to leave the room, we
        /// transition into 'Leave Room'.</para>
        /// </summary>
        class ConnectingState : MessagingEnabledState
        {
            private const float InitialPercentComplete = 20.0F;
            private static readonly HashSet<Types.ParticipantStatus> FailedStatuses =
                new HashSet<Types.ParticipantStatus>
                {
                    Types.ParticipantStatus.DECLINED,
                    Types.ParticipantStatus.LEFT,
                };

            private HashSet<string> mConnectedParticipants = new HashSet<string>();
            private float mPercentComplete = InitialPercentComplete;
            private float mPercentPerParticipant;

            internal ConnectingState(NativeRealTimeRoom room, RoomSession session)
                : base(session, room)
            {
                mPercentPerParticipant =
                    (100.0f - InitialPercentComplete) / (float)session.MinPlayersToStart;
            }

            internal override void OnStateEntered()
            {
                mSession.OnGameThreadListener().RoomSetupProgress(mPercentComplete);
            }

            internal override void HandleConnectedSetChanged(NativeRealTimeRoom room)
            {
                HashSet<string> newConnectedSet = new HashSet<string>();

                // handle when an invitation is received, so number of total
                // participants is not known.
                if (room.Status() == Types.RealTimeRoomStatus.AUTO_MATCHING ||
                    room.Status() == Types.RealTimeRoomStatus.CONNECTING)
                {
                    if (mSession.MinPlayersToStart <= room.ParticipantCount())
                    {
                        mSession.MinPlayersToStart = mSession.MinPlayersToStart +
                        room.ParticipantCount();
                        mPercentPerParticipant =
                            (100.0f - InitialPercentComplete) / (float)mSession.MinPlayersToStart;
                    }
                }

                foreach (var participant in room.Participants())
                {
                    using (participant)
                    {
                        if (participant.IsConnectedToRoom())
                        {
                            newConnectedSet.Add(participant.Id());
                        }
                    }
                }

                // If the connected set hasn't actually changed, bail out.
                if (mConnectedParticipants.Equals(newConnectedSet))
                {
                    Logger.w("Received connected set callback with unchanged connected set!");
                    return;
                }

                var noLongerConnected = mConnectedParticipants.Except(newConnectedSet);

                // Check if the room has been deleted.
                // creation.
                if (room.Status() == Types.RealTimeRoomStatus.DELETED)
                {
                    Logger.e("Participants disconnected during room setup, failing. " +
                        "Participants were: " + string.Join(",", noLongerConnected.ToArray()));
                    mSession.OnGameThreadListener().RoomConnected(false);
                    mSession.EnterState(new ShutdownState(mSession));
                    return;
                }

                var newlyConnected = newConnectedSet.Except(mConnectedParticipants);

                Logger.d("New participants connected: " +
                    string.Join(",", newlyConnected.ToArray()));

                // If we're fully connected, transition to the Active state and signal the client.
                if (room.Status() == Types.RealTimeRoomStatus.ACTIVE)
                {
                    Logger.d("Fully connected! Transitioning to active state.");
                    mSession.EnterState(new ActiveState(room, mSession));
                    mSession.OnGameThreadListener().RoomConnected(true);
                    return;
                }

                // Otherwise, we're not fully there. Increment the progress by the appropriate
                // amount and inform the client.
                mPercentComplete += mPercentPerParticipant * (float)newlyConnected.Count();
                mConnectedParticipants = newConnectedSet;
                mSession.OnGameThreadListener().RoomSetupProgress(mPercentComplete);
            }

            internal override void HandleParticipantStatusChanged(NativeRealTimeRoom room,
                                                              MultiplayerParticipant participant)
            {
                if (!FailedStatuses.Contains(participant.Status()))
                {
                    return;
                }

                // call PeersDisconnected when the player leaves or declines
                // this let's the caller know that someone declined.
                mSession.OnGameThreadListener().ParticipantLeft(participant.AsParticipant());

                if (room.Status() != Types.RealTimeRoomStatus.CONNECTING &&
                    room.Status() != Types.RealTimeRoomStatus.AUTO_MATCHING)
                {
                    LeaveRoom();
                }
            }

            internal override void LeaveRoom()
            {
                mSession.EnterState(new LeavingRoom(mSession, mRoom,
                        () => mSession.OnGameThreadListener().RoomConnected(false)));
            }

            internal override void ShowWaitingRoomUI(uint minimumParticipantsBeforeStarting)
            {
                mSession.ShowingUI = true;
                mSession.Manager().ShowWaitingRoomUI(mRoom, minimumParticipantsBeforeStarting, response =>
                    {
                        mSession.ShowingUI = false;
                        Logger.d("ShowWaitingRoomUI Response: " + response.ResponseStatus());
                        if(response.ResponseStatus() == Status.UIStatus.VALID) {
                            Logger.d("Connecting state ShowWaitingRoomUI: room pcount:" + response.Room().ParticipantCount() +
                                " status: " + response.Room().Status());
                            if (response.Room().Status() == Types.RealTimeRoomStatus.ACTIVE) {
                                mSession.EnterState(new ActiveState(response.Room(), mSession));
                            }
                        }
                        else if(response.ResponseStatus() == Status.UIStatus.ERROR_LEFT_ROOM){
                            LeaveRoom();
                        }
                        else {
                            mSession.OnGameThreadListener().RoomSetupProgress(this.mPercentComplete);
                        }
                    });
            }
        }

        /// <summary>The active state, i.e. we have created a full mesh network and have informed the user.
        /// <para>The only transition out of 'Active' is into 'Leaving Room'. This occurs either when
        /// we are informed that the user has been unexpectedly disconnected, or when the user
        /// explicitly asks to leave.</para>
        /// </summary>
        class ActiveState : MessagingEnabledState
        {
            internal ActiveState(NativeRealTimeRoom room, RoomSession session)
                : base(session, room)
            {
            }

            internal override void OnStateEntered()
            {
                if (GetSelf() == null)
                {
                    Logger.e("Room reached active state with unknown participant for the player");
                    LeaveRoom();
                }
            }

            internal override bool IsRoomConnected()
            {
                return true;
            }

            internal override Participant GetParticipant(string participantId)
            {
                if (!mParticipants.ContainsKey(participantId))
                {
                    Logger.e("Attempted to retrieve unknown participant " + participantId);
                    return null;
                }

                return mParticipants[participantId];
            }

            internal override Participant GetSelf()
            {
                foreach (var participant in mParticipants.Values)
                {
                    if (participant.Player != null
                    && participant.Player.id.Equals(mSession.SelfPlayerId()))
                    {
                        return participant;
                    }
                }

                return null;
            }

            internal override void HandleConnectedSetChanged(NativeRealTimeRoom room)
            {
                List<string> newlyConnected = new List<string>();
                List<string> newlyLeft = new List<string>();

                var updatedParticipants = room.Participants().ToDictionary(p => p.Id());

                foreach (var participantId in mNativeParticipants.Keys)
                {
                    var freshParticipant = updatedParticipants[participantId];
                    var staleParticipant = mNativeParticipants[participantId];

                    if (!freshParticipant.IsConnectedToRoom())
                    {
                        newlyLeft.Add(participantId);
                    }

                    if (!staleParticipant.IsConnectedToRoom() && freshParticipant.IsConnectedToRoom())
                    {
                        newlyConnected.Add(participantId);
                    }
                }

                // Update the cached participants to reflect the new statuses by cleaning up the old
                // ones and then updating the new values.
                foreach (var participant in mNativeParticipants.Values)
                {
                    participant.Dispose();
                }

                mNativeParticipants = updatedParticipants;
                mParticipants = mNativeParticipants.Values
                .Select(p => p.AsParticipant())
                .ToDictionary(p => p.ParticipantId);

                Logger.d("Updated participant statuses: " +
                    string.Join(",", mParticipants.Values.Select(p => p.ToString()).ToArray()));

                // Check whether the current player was disconnected from the room.
                if (newlyLeft.Contains(GetSelf().ParticipantId))
                {
                    Logger.w("Player was disconnected from the multiplayer session.");
                }

                // Strip out the participant ID of the local player - this player is not a "peer".
                var selfId = GetSelf().ParticipantId;
                newlyConnected = newlyConnected.Where(peerId => !peerId.Equals(selfId)).ToList();
                newlyLeft = newlyLeft.Where(peerId => !peerId.Equals(selfId)).ToList();

                // Otherwise inform the client about changes in room participants, screening out
                // results about the local player.
                if (newlyConnected.Count > 0)
                {
                    newlyConnected.Sort();
                    mSession.OnGameThreadListener()
                    .PeersConnected(newlyConnected.Where(peer => !peer.Equals(selfId)).ToArray());
                }

                if (newlyLeft.Count > 0)
                {
                    newlyLeft.Sort();
                    mSession.OnGameThreadListener()
                    .PeersDisconnected(newlyLeft.Where(peer => !peer.Equals(selfId)).ToArray());
                }
            }

            internal override void LeaveRoom()
            {
                mSession.EnterState(new LeavingRoom(mSession, mRoom,
                        () => mSession.OnGameThreadListener().LeftRoom()));
            }
        }

        /// <summary>
        /// A terminal state. Once this state is reached the session is considered dead and can be
        /// safely disposed of.
        /// </summary>
        class ShutdownState : State
        {
            private readonly RoomSession mSession;

            internal ShutdownState(RoomSession session)
            {
                mSession = Misc.CheckNotNull(session);
            }

            internal override bool IsActive()
            {
                return false;
            }

            internal override void LeaveRoom()
            {
                mSession.OnGameThreadListener().LeftRoom();
            }
        }

        /// <summary>
        /// A state indicating the we're in the process of leaving a room. Sessions that enter this
        /// state immediately transition into 'Shutdown' after issuing a request to leave the room.
        /// </summary>
        class LeavingRoom : State
        {
            private readonly RoomSession mSession;
            private readonly NativeRealTimeRoom mRoomToLeave;
            private readonly Action mLeavingCompleteCallback;

            internal LeavingRoom(RoomSession session, NativeRealTimeRoom room,
                             Action leavingCompleteCallback)
            {
                mSession = Misc.CheckNotNull(session);
                mRoomToLeave = Misc.CheckNotNull(room);
                mLeavingCompleteCallback = Misc.CheckNotNull(leavingCompleteCallback);
            }

            internal override bool IsActive()
            {
                return false;
            }

            internal override void OnStateEntered()
            {
                mSession.Manager().LeaveRoom(mRoomToLeave, (status) =>
                    { mLeavingCompleteCallback();
                        mSession.EnterState(new ShutdownState(mSession));
                    } );
            }
        }

        /// <summary>The state indicating that we were in the process of creating a room, but that the
        /// user quit before this room was sucessfully created. This state is implemented such that any
        /// room response that we receive will result in the room being left, and the session
        /// transitioning to a terminal state.
        ///
        /// <para>This state transitions into 'Shutdown' (if the room creation failed) or 'Leaving room'
        /// (if room creation succeeded).</para>
        /// </summary>
        class AbortingRoomCreationState : State
        {
            private readonly RoomSession mSession;

            internal AbortingRoomCreationState(RoomSession session)
            {
                mSession = Misc.CheckNotNull(session);
            }

            internal override bool IsActive()
            {
                return false;
            }

            internal override void HandleRoomResponse(RealtimeManager.RealTimeRoomResponse response)
            {
                // If the room creation didn't succeed, we have nothing left to do, just bail out
                // and alert the user callback.
                if (!response.RequestSucceeded())
                {
                    mSession.EnterState(new ShutdownState(mSession));
                    mSession.OnGameThreadListener().RoomConnected(false);
                    return;
                }

                // We just created a room which we're not going to use. Clean up and notify the user
                // when we're done.
                mSession.EnterState(new LeavingRoom(mSession, response.Room(),
                        () => mSession.OnGameThreadListener().RoomConnected(false)));
            }
        }
    }
}
#endif

redpajama_set_name: RedPajamaGithub


text:
Main > Portuguese folktales > Fairy tale "Peter-of-the-Pigs"
Peter-of-the-Pigs
Long ago there lived a man who employed a boy to take care of his pigs. The lad's name was Peter and he was commonly called by every one in the countryside Peter-of-the-pigs.
One day a man came up to him and said:
"Sell me these seven pigs."
"I can't sell but six of them," said Peter. "I must keep one, but you may buy the other six if you will cut off their tails and ears and leave them for me."
The man promised to do this, and the boy pocketed the money. The six pigs looked sad enough without their tails and ears as they were driven away by their new master.
Peter led his one remaining pig down to the sand pit. He buried it halfway in the sand. He buried the tails and ears of the other six pigs, too, so that part of them stuck out. Then he ran with all speed for his master.
"Come and help me get the pigs out of the sand pit!" he called out.
His master ran as fast as he could to the sand pit. There he saw one of the pigs halfway out of the sand. He and Peter together soon pulled it out completely. Then he took hold of the tail nearby. To his horror it appeared to break off in his hand.
"Run to the house and ask my wife to give you two shovels!" cried the owner of the pigs. "With the shovels we can dig out the rest of the pigs."
The boy ran to the house. He knew that his master kept his money in two big bags.
"My master says that you shall give me his two money bags," said Peter to his mistress.
The woman did not approve of doing this. "Are you sure he said both of them?" she asked.
"Yes, both of them," said Peter. "Go ask him yourself."
Accordingly, the woman ran out of the house.
"Did you say both of them?" she called to her husband.
"Yes, both of them," he replied. "Be quick about it, too."
Of course the poor man thought that she was asking about the two shovels which he had sent Peter to get.
Thus Peter received his master's two bags of money, and set out into the world with the bags on his shoulder and his pockets full of the money he had obtained from the sale of the six pigs.
Fresh Figs The Princess Who Lost Her Rings
The Frog-King, or Iron Henry
Category: Brothers Grimm
Our Lady's Child
The Good Bargain

redpajama_set_name: RedPajamaCommonCrawl


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text:
Q: Accessing global static variable I need to access a global variable from a function. My declaration looks like this:
file: HeaderFile.hpp
namespace SomeNamespace {
    static SomeClass *globalvariable;
}

I have to access this from another file(CPPFILE.cpp - in which I have #include HeaderFile.hpp). I have a local variable:
SomeClass *localvariable

After modifying this localvariable in a function, I need to assign it to the globalvariable. Like this:
SomeNamespace::globalvariable = localvariable;

Although it doesn't work. Whatever I type, I get an error. Either that type is not defined (VS reports that it's changing it automatically to int, but then it's class mismatch), or if I write the class before the globalvariable I get an error that I'm trying to redefine it.
Please note that I'm fairly unfamiliar with C++ and pointers.
EDIT:
SomeNamespace::globalvariable = localvariable
ERROR: missing type specifier - int assumed. Note: C++ does not support default-int

SomeClass * SomeNamespace::globalvariable = localvariable
ERROR: SomeClass * SomeNamespace::globalvariable redefinition

A: If it is static, you cannot access it outside that file. What you probably need is a regular variable and an extern declaration. Observe:
File A:
namespace SomeNamespace {
    SomeClass *globalvariable;
}

File B:
namespace SomeNamespace {
    extern SomeClass *globalvariable;
}

//...

SomeClass *localvariable;

//...

SomeNamespace::globalvariable = localvariable;

And if you are new to C++ try not to use pointers. Search for smart pointers and/or how to live with stack allocation for these tasks.

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The Atomos Shogun Flame recorder allows filmmakers to shoot exactly as their eyes see without compromising on quality. With a 7" 10-bit AtomHDR 1500nit monitor with recording capabilities of 4k/HD 10-bit ProRes/DNxHR, this camera comes as a solution for shooting at locations with exposure challenges. The Shogun Flame allows for natural and vibrant colors with it bright and dynamic range of the HDR Log. The camera offers flexibility in its recording as it can record Sony & Canon Raw to ProRes/DNxHR, professional HDMI, XLR and SDI as well as popular on-set and broadcast conversions including bidirectional SDI/HDMI and LTC/Genlock.
The Atomos Shogun Flame comes with a wide range of video tools and an optional calibration of the LCD to allow for precision of shots for varying conditions. Different scenes may not qualify for HDR log recording but the Shogun Flame, coming with 1500nits of light makes every situation qualified for ten stop dynamic ranges by brightening the condition. To get the most form 10-bit processing Shogun Flame with a resolution of 1920x1200 and a 325-pixel density, you need to select the right mode for the scene either between High Bright and HDR.
The Atomos Shogun Flame comes with a dynamic range of 10+ which is what High Dynamic Range (HDR) requires. With this 7" 1500nit monitor, you will be assured of a resolve for HDR as the monitor captures a moment as the eyes see it and provides you direct from its sensor an original Log image which can be used for post-production.
The Atomos Shogun Flame comes with a built-in armor of accessories that makes the monitor ready for instant field recording. The camera comes with a premium HPRC flight case that makes it easy to pack and carry the camera together with some of its other accessories including a fast battery charger, DC to D-tap cable, HDR sun hood, 2 x NP Series 4-cell batteries, a USB3 docking station, Lanc cable, DC adapter and XLR breakout cable.
The Shogun flame recorder comes with an easy-to-use preinstalled OS. The OS is particularly important for focusing, de-squeezing content (anamorphic), framing and exposure ( including Safe Area, vector scope, Zebra, Focus Peaking, 2:1/1:1 zoom and Luma/RGB parade) as well as a flexible, in-built3D LUT implementation (you can also upload .cube files). All these functionalities are one touch away, and this makes this camera a convenient alternative for fast shooting.
The Atomos Shogun Flame recorder integrates the Atomos patented fast charging system used by Atomos HD products within the 4K range. The system also allows for swapping between the dual batteries. As soon as the first one is detected low, the camera draws power from the second battery meaning that continuous power during on-set shooting is guaranteed. With the extremely fast battery charging system, you can recharge the battery, not on use within a short time span meaning that there are not interruptions during shooting.
The Atomos Shogun Flame comes with unit recording functionalities not easily found with other camcorders. With this model, you can control the start/stop of recording over different selected models of Nikon, Canon, Panasonic and Sony recorders through the use of HDMI. Take advantage of different functionalities such as the Pre-roll, which ensures for cache recording hence an action could not be missed and Time-lapse, which allows for creativity. These advanced functionalities can be gained through conversion of interlace video from your Shogun Flame to progressive with the available 3:2 and 2:2 pull-down system.
The Atomos Shogun Flame uses SDI and HDMI to connect with almost every camera type allowing for bi-directional conversion using the in/out feature. You can also use this recorder to unlock Output Raw from some selected cameras and record directly to DNxHR or 4K/HD.
With the Atomos Shogun Flame recorder, you can record high-quality audio as well as videos, externally. The model comes with an 8ch HDMI audio system and a 2ch analog line for use by audio meters.
Leaders in off camera video capture technology; Atomos has launched a worthy successor to the original Shogun in the form of Atomos Shogun Flame. As a monitor recorder, the Atomos Shogun Flame truly stands a class apart, equipped as it is with 1500-nit 10- bit panel apart from a host of other advanced technology features.
The new Atomos Shogun Flame recorder not only addresses some of the issues that plagued the earlier Shogun but also takes a giant leap forward in terms of monitor performance.
• One of the biggest selling points of the Atomos Shogun Flame is the 1500 nit panel which allows for Daylight Viewable display.
• One of the biggest grouses while shooting in daylight is the loss of view ability, sometimes even a sun hood does not provide enough shade to be able to view the shot perfectly through the camera monitor.
• At least four times brighter than any other model currently existing, the Atomos Shogun displays images not only with extreme brightness even in peak daylight but with extreme clarity and detail as well even when you are not shooting in HDR mode. This in addition to its professional 4K/HD ProRes/DNxHR Recording, Playback and Editing that makes for a formidable combination.
• Another feature that distinguishes the Atomos Shogun Flame from the others is the AtomHDR image processing engine.
• Video operators regularly struggle with missing details and flat images while viewing the log feed from the camera on the monitor.
The new ATOM HDR image processing engine makes it possible to display 10 stops of dynamic range to match 10-bit Log footage from cameras, adding not only contrast and vibrancy but also revealing details in shadows and highlights that normally get clipped on other monitors. The Shogun Flame log format is designed to support a wide range of cameras including Sony, Arri, JVC, Canon, Panasonic and Red and is especially useful while shooting in S-log which already produces log profiles that are super flat. Audio quality is also greatly enhanced with the addition the XLR audio inputs and outputs.
The one feature that has endeared the Atomos Shogun Flame to videographers is the two battery slots that are also swappable. This means that videographers no longer have to suffer through a shoot interruption due to the need for battery replacement. This along with a battery charger that is almost three times faster than most standard chargers allows for long hours of shooting without interruption, minimizing delays and increasing productivity. The batteries are also sturdier to provide greater protection during outdoor shoots, which is always a good to have feature. Unlike the earlier version, the Atomos Shogun Flame supports both HDMI and SDI and also allows for conversion from one to the other.
Cinema DNG recording file format is now available on the Shogun Flame. To access this format, open the Record Format page and select Cinema DNG from the codec options and press OK.
Cinema DNG is supported on Sony, Canon and Panasonic cameras.
Playback of Cinema DNG files is not supported.


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home // Studies // Fluoride's Effect on Male Reproductive System — The "Sprando/Collins" Anomaly //
Fluoride's Effect on Male Reproductive System — The "Sprando/Collins" Anomaly
Fluoride Action Network | April 2012 | By Michael Connett
In contrast to the findings of over 60 animal studies from other research teams, a series of studies by FDA researchers Sprando & Collins reported virtually no evidence of reproductive toxicity among animals treated with very high levels of fluoride exposure. The reasons for this discrepancy remains unclear.
Excerpts from Sprando/Collins' Studies:
"This study provides quantitative information on the effect of sodium fluoride (NaF) on the testes of F1 generation male rats exposed in utero and during lactation to NaF at one of four concentrations (25, 100, 175, 250 ppm). At weaning, the F1 generation males were exposed to NaF in their drinking water for 14 weeks, after which time testicular tissues were perfusion-fixed with glutaraldehyde and observed after being embedded in plastic. The seminiferous tubules comprised 89%, 87%, 88%, 88% and 88% of the total testis volume while the interstitial space occupied 9.3%, 11.2%, 10.2%, 9.8% and 9.9% of the total testis volume for the 0, 25, 100, 175 and 250 ppm NaF treatment groups, respectively. Statistically significant differences between control and NaF-treated rats were not observed with respect to absolute volume of the seminiferous tubules, interstitial space, Leydig cells, blood vessels boundary layer, lymphatic space, macrophages, tubular lumen or absolute tubular length and absolute tubular surface area, mean Sertoli cell nucleoli number per tubular cross-section, mean seminiferous tubule diameter and the mean height of the seminiferous epithelium. A statistically significant decrease in the absolute volume and volume percent of the lymphatic endothelium was observed in the 175 and 250 ppm NaF-treated groups and in the testicular capsule in the 100 ppm NaF-treated groups. The significance of this finding is unknown at the present time. Overall, the quantitative information obtained suggests that exposure to NaF at the doses used in the present study does not adversely affect testis structure or spermatogenesis in the rat."
SOURCE: Sprando RL, et al. (1998). Testing the potential of sodium fluoride to affect spermatogenesis: a morphometric study. Food Chem Toxicol. 36(12):1117-24.
"The potential of sodium fluoride (NaF) to affect spermatogenesis and endocrine function was assessed in P and F1 generation malerats. Male and female experimental rats received sodium fluoride in their drinking water at one of four concentrations (25, 100, 175, 250 ppm). P generation male and female rats were exposed to sodium fluoride in their drinking water for 10 wk and then males were mated to females within the same treatment groups. Reproductive tissues were collected from P generation male rats after approximately 14 wk of treatment. Pregnant females (P) were exposed to sodium fluoride via their drinking water through gestation and lactation. F1 generation weanling male rats remained within the same treatment groups as their parents. F1 generation male rats were exposed to sodium fluoride in their drinking water for 14 wk, at which time reproductive tissues were collected. Dose-related effects were not observed within the P and F1 treatment groups in testis weights, prostate/seminal vesicle weights, non-reproductive organ weights, testicular spermatid counts, sperm production per gram of testis per day, sperm production per gram of testis, LH, FSH or serum testosterone concentrations. Histological changes were not observed in testicular tissues from either the P or F1 generation. We conclude that prolonged exposure to sodium fluoride in drinking water at the doses administered in this study does not adversely affect spermatogenesis or endocrine function in the P and F1 generation male rats."
SOURCE: Sprando RL, et al. (1997). Testing the potential of sodium fluoride to affect spermatogenesis in the rat. Food Chem Toxicol. 35(9):881-90.
"The potential of sodium fluoride to affect spermatogenesis in the rat was assessed by intratesticular injection. Experimental rats' left testis was injected with sodium fluoride (50, 175 and 250 ppm) in vehicle (0.9% physiological saline); control testes were injected with vehicle. The right testis served as a non-injected control. Testicular tissues collected 'at' and 'distal to' the injection site and from the non-injected control testes were evaluated microscopically 24 hr and 1, 2 and 3 wk post-injection. Testicular tissues obtained at and distal to the injection site in all fluoride-injected groups resembled tissues collected from corresponding areas in the controls. Seminiferous tubule damage observed in both the vehicle-injected control testes and the fluoride-injected testes but not in the non-injected testes was attributed to injection trauma. Polymorphonuclear leucocyte infiltration was observed 24 hr post injection only at the injection site in the vehicle- and fluoride-injected groups. Leydig cells were unaffected. Leucocyte infiltration with seminiferous tubule damage was not considered to be a fluoride treatment-related effect because it was observed in both vehicle- and fluoride-injected testes. The results demonstrate that the rat is not adversely affected by direct exposure to fluoride at levels 200 times greater than those under normal conditions."
SOURCE: Sprando RL, et al. (1996). Effect of intratesticular injection of sodium fluoride on spermatogenesis. Food Chem Toxicol. 34(4):377-84.
Tags: Fertility, Reproductive Toxicity
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BBC: Male infertility 'is increasing'
Infertility may be becoming more of a man's than a woman's problem, new figures suggest. A number of factors including declining sperm quality due to environmental toxins may be involved.
Infertility on the rise in Canada: study
Infertility is on the rise in Canada, according to the first study in nearly two decades to measure the proportion of Canadian couples who are having difficulty conceiving. The researchers didn't set out to discover why the numbers are increasing. But possible explanations range from the growing number of women who
Fluoride's Effect on the Male Reproductive System -- In Vitro Studies
Carefully controlled in vitro studies have found that direct exposure of fluoride to the testes or semen inhibits testosterone production and damages sperm. While researchers have known since the 1930s that mega concentrations of fluoride can completely (but reversibly) immobilize sperm, it was not until the 1970s and 1980s that researchers found that relatively modest concentrations of fluoride could cause damage prior to complete immobilization.
Fluoride's Effect on Male Reproductive System - Human Studies
Consistent with in vitro and animal research, studies of human populations have reported associations between fluoride exposure and damage to the male reproductive system. Most notably, a scientist at the Food & Drug Administration reported in 1994 that populations in the United States with more than 3 ppm fluoride in their water had lower "total fertility rates" than populations with lower fluoride levels.
Fluoride's Effect on Male Reproductive System: Animal Studies
Over 60 studies on animals (including rats, mice, roosters, and rabbits) have found that fluoride adversely impacts the male reproductive system. These studies have repeatedly found the following effects: (1) decreases in testosterone levels; (2) reduced sperm motility; (3) altered sperm morphology; (4) reduced sperm quantity; (5) increased oxidative stress; (6) and reduced capacity to breed.


Congratulations to this sweet girl! I had a blast shooting this Gatsby styled quinceanera at our Farmers Branch Location! The dress was stunning, your smile was bright, and I loved the look for this session from the lantern in the tree to the flowers!
This entry was posted in ALL RECENT WORK, Farmers Branch Location, PORTRAIT, STYLED.


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Hard to understand how Bob Casey is even close
Zogby: Santorum Rebounds in Pa. Senate Race
Why Rick Santorum Must Win Re-Election
Hard to understand how Bob Casey is even close
Zogby: Santorum Rebounds in Pa. Senate Race
mmccormack
Some things for the people of the great state of Pennsylvania to consider on Election Day
I consider myself fortunate to live in the beautiful state of Georgia. It's a great place to raise kids and it's a place where, dare I say, "old fashion" American values such as faith and family are paramount to the electorate. I'm pleased to say that Sens. Saxby Chambliss and Johnny Isakson, two extremely fine men, represent me in Washington.
I strongly believe that people from every state deserve excellent representation in Washington. We send these people there to do our bidding and we should expect no less. In fact, we, the people, should hold our elected officials accountable when they fail to listen to their constituents and act accordingly. Sens. Chambliss and Isakson deliver for Georgians, and in my view, Rick Santorum delivers for Pennsylvanians.
As of this writing, Sen.Santorum is in a real dogfight in his bid for reelection to the U.S. Senate. His opponent, Bob Casey, is running slightly ahead in most of the recent polls, but the senator has been closing the gap little by little. Why is the gap closing? I believe the answer is quite simple. The people of Pennsylvania value the same things we Georgians do, and Santorum reflects those values.
I don't know Rick Santorum, nor do I know Bob Casey. However, I did see both of them on "Meet the Press" with Tim Russert, and I found both to be eloquent and passionate in his views. Clearly, each has the best interests of Pennsylvanians at heart. Therefore, rather than attempt to find fault with Casey, who seems like a fine man, I'll focus my comments on the senator and what he's already delivered for the people of Pennsylvania and America.
With gas prices approaching $3 per gallon, the people of Pennsylvania joined the rest of us in asking, "What are we going to do to fix this problem?" Santorum heard the question and joined his colleagues in supporting drilling in the Arctic National Wildlife Refuge. He understands the need to develop alternative sources of energy, but he also sees the need to alleviate the problems with our dependence on foreign oil. This is delivering for the people of Pennsylvania and America.
Santorum is rock-solid on illegal immigration. He voted NO on establishing a guest-worker program, NO on allowing illegal aliens to participate in Social Security, and NO on giving Guest Workers a path to citizenship. At a time when some are calling for a "comprehensive" approach to illegal immigration, Santorum understands the need to secure our borders first. This is delivering for the people of Pennsylvania and America.
Our Constitution is our most prized document. It lays out the structure of our government and stipulates which powers belong to which branch. Santorum has been a staunch supporter of the Constitution, especially with regard to the separation of powers. For this reason he voted to confirm both John Roberts and Samuel Alito to the U.S. Supreme Court. Each is considered a constitutional "constructionist." Activist judges who attempt to usurp the Constitution and legislate from the bench clearly overstep their constitutional authority. Rick Santorum understood it, and voted to fix it. This is delivering for the people of Pennsylvania and America.
Santorum doesn't understand why the people of Pennsylvania should have to part with more and more of their hard-earned money in the form of taxes. For this reason he voted to extend the Bush tax cuts allowing people to keep more of the money they earn. Further, the Senator voted to permanently repeal the "Death Tax." This is delivering for the people of Pennsylvania and America.
When you consider Santorum's record, it's difficult to understand why the Senate race in Pennsylvania would be close at all. Clearly, he's delivered time and again for those he represents in Washington, and he provides an excellent example of a person doing the bidding of his constituents. His record reflects a career of achievement and rock-solid legislative accomplishment for the betterment of his state and the nation.
When you, the Pennsylvania voter, go to the polls in November, remember all the good things the senator has accomplished with your best interest in mind. And remember this quote from a man familiar to each of you:
"He that does good for good's sake seeks neither paradise nor reward, but he is sure of both in the end." – William Penn
Why Censor Disney?
The Quotable Hillary on Primary Day
Written By mmccormack
Mr. McCormack, a retired Master Sergeant of the U.S. Air Force, resides in Acworth. He is a passionate sports fan and a Reagan conservative.


NAGPUR: The residents of Pardi, Bharatwada and Punapur can heave a sigh of relief as Nagpur Municipal Corporation (NMC) has promised to regularize illegal constructions coming under the Smart City project. Earlier, Nagpur Improvement Trust (NIT) had refused to regularize constructions on agricultural land under the Gunthewari Act. Now, NMC has been empowered to undertake town planning of the area on its own and regularize constructions.


We've narrowed down your next haircut for you.
Deciding on getting a new 'do or getting your hair chopped can get a little tricky at times. This is mostly because of the doubt that comes with trying a new hairstyle or new length and how it can look. Even with the fact that hair grows, we know just how important a cut can change everything from your daily routine down to your look. Since we're always about helping you pick the most flattering looks, we're here to share 3 hairstyles that not only look great on all face shapes but also slim down your face. Just scroll down to check out the different looks you can sport and surely look great flaunting in all your photos.
Get a lob that falls right below the jawline because it will frame your face perfectly and sculpt it for a slimmer appearance. If you want something shorter, make sure to stick just by your chin and stick to more angular cuts.
Sporting long layers can make a round face look longer and soften the edges to slim down your face. Just make sure that the volume is still mostly towards the ends and not by the side of your face. And lastly, you can opt to go with more "shaggy" layers if you want to keep your tresses extra long.
Whether you have a lob or long layers, you can easily sport side-swept bangs that will definitely elongate the face. Just remember to have them cut not shorter than halfway down your nose and opt for more shattered ends. This hairstyle puts the focus more on your pretty eyes, making it less about your actual face shape.
These are just suggestions and what matters is still how a haircut makes you feel and if it suits your personality and personal style! So always pick what you like best and be confident in your choices.


My First Weblog « Solly as a Rock!!
This is gonna be my first post ever, I have just lost my blogger-virginity… First time I get personal on the web. Not even sure what I am gonna write about – probably whatever comes to mind- or in which language…. Dutch? English?
This entry was posted on dinsdag, januari 13th, 2004 at 19:47	and is filed under Geen categorie. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.


The International Cancer Immunotherapy Conference 2019 will be held at the Espace Grande Arche in Paris.
Created by architect-designer Nicolas Adam, the Espace Grande Arche combines elegance and modernity. Located at the heart of Europe's largest business district, this convention hall is linked to a multi-modal transport network. At the centre of the plaza, between the CNIT and the 4 Temps shopping centre, the Espace Grande Arche is an oasis of calm. Its location is easily identifiable, thanks to its column – a soaring metal totem that points the way to the entrance. The entryway leads to a columned hall. A welcoming, mural-lined passageway takes the visitor directly to the entrance of the Espace Grande Arche.
In order to facilitate your stay, 5th International Cancer Immunotherapy Conference organizers negotiated a special rate in different price categories at the Accord Group Hotels. A free online accommodation booking service is available for participants. All questions or steps to book rooms must be dealt directly to the booking platform.
A variety of ground transportation options are available upon arrival, including taxi service, private car service, Uber, car rentals, and shared shuttles.
CRI, CIMT, EATI, and AACR encourage and appreciate the contributions of international researchers at our programs. If you plan to attend this conference, please contact the French Consulate in your country to review the current regulations for travel to France and the European Union. Obtaining the proper documentation may take several weeks or months, depending on your location, so we encourage you to contact the consulate as soon as possible if you are considering attending this conference.
The reference meeting for scientists, clinicians, regulators, drug developers, and patient advocates.


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Home » Trending News » Ruby Rose Exits 'Batwoman' Ahead Of Season 2
Ruby Rose Exits 'Batwoman' Ahead Of Season 2
Brittany R
Netflix February 2021: What's Coming & Going?
Australian actress Ruby Rose is leaving Batwoman, which concluded its first season this past Sunday, Entertainment Weekly reports. In light of Rose's decision, the CW superhero drama will recast the lead role ahead of the series' second season, which is slated to premiere in 2021.
"I have made the very difficult decision to not return to Batwoman next season," Rose said in a statement obtained by EW. "This was not a decision I made lightly as I have the utmost respect for the cast, crew and everyone involved with the show in both Vancouver and in Los Angeles."
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The former Batwoman actress continued, "I am beyond appreciative to Greg Berlanti, Sarah Schechter and Caroline Dries for not only giving me this incredible opportunity, but for welcoming me into the DC universe they have so beautifully created. Thank you Peter Roth and Mark Pedowitz and the teams at Warner Bros. and The CW who put so much into the show and always believed in me. Thank you to everyone who made season one a success — I am truly grateful."
Rose made her debut as Batwoman in 2018's Arrowverse crossover "Elseworlds" before getting her own solo series, which made history as the first-ever superhero series headlined by an out LBGTQ+ hero.
When Rose was on the set of "Elseworlds," she spoke to Entertainment Weekly about how much it meant for her to play Batwoman/Kate Kane.
"The fact that she is an outwardly gay superhero, which is something growing up I would've loved to have seen on my TV, was a big deciding factor as to why I was so passionate about the role," Rose said at the time. "This [role] just meant a lot more to me because I could relate in so many ways and, at the same time, felt like this was a job that would give me a purpose every day coming into work beyond just getting to live my dream, which is acting, and would be far more rewarding than anything I've done in the past."
Following Rose's sudden departure from Batwoman, Warner Bros. TV, the CW, and Berlanti Productions released a statement promising to cast another LGBTQ+ actress in the titular role for the show's second season: "Warner Bros. Television, The CW and Berlanti Productions thank Ruby for her contributions to the success of our first season and wish her all the best. The studio and network are firmly committed to Batwoman's second season and long-term future, and we — along with the show's talented creative team — look forward to sharing its new direction, including the casting of a new lead actress and member of the LGBTQ community, in the coming months."
Batwoman season 2 is expected to return January 2021 on the CW.
Brittany is a writer who is obsessed with rom-com movies, Gossip Girl, reality television, fashion, and pop-culture. When she isn't reporting on the latest celeb buzz, she is filling up her online shopping cart without checking out.
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Time to start crowning champions!
Watch arguably the best high school outdoor track & field invitational in the state of New York streamed LIVE with the 46h annual Glenn D. Loucks Games being shown exclusively on MileSplit all three days from Thursday to Saturday starting today at 5 PM. Full schedule & meet preview can be found here.
White Plains, NY - Entering it's 47th year, the Glenn D. Loucks Games had stacked the heats moreso than ever before. The meet was hyped as the best rendition in meet history. And did it ever live up to it's name. Top Ten US Performances across the board, weather holding out throughout the weekend, and several long trips made worth the wait. Check out how we saw the races below.
Classical junior places third in race with time of 4:52.03. La Salle's Rego breaks 3,200m mark with third-place time of 10:28.45.


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Diego Hidalgo Schnur (born 5 November 1942) is a Spanish philanthropist, intellectual and businessman. He is the son of Diego Hidalgo y Durán (1886-1961), who was a prominent jurist, author, intellectual and Minister of War under the Second Spanish Republic (1931-1936), and of Gerda Schnur de Hidalgo (1910-1969), also an intellectual who lived in Paris from 1926 and 1939. He speaks several languages, and is fluent in Spanish, French, English.

Early life and education
Born in Madrid on 5 November 1942, he studied Law in the Complutense University of Madrid (1959-1964) and obtained a Master in Business administration from Harvard (1966-1968). He was a PhD candidate in Political Sciences in the City University of New York (1996-2001).

Career
Hidalgo worked at the World Bank from 1968 to 1977 where he was upgraded and in 1974 became Chief of Division, with responsibilities over the projects of the World Bank in the 45 Sub-Saharan African countries. He was the youngest person and the first Spaniard occupying that position. He is the founder of FRIDA (Fund for Research and Investment for the Development of Africa) and President of DFC (Development Finance Corporation), from 1977.

He took part in the foundation of PRISA, the main Spanish media group and one of the most important in Spain.  He currently sits on the board of PRISA, as well as the daily El Pais since 1980 and the radio channel Cadena SER since 1984. He also took part in the administration of several publishing houses and magazines.

In 1994, he was selected in the Fellow's Program of Weatherhead Center for International Affairs of Harvard University, where between 1996 and 1999 he was Senior Associate of the European Studies Center. In 2009 he was the winner of the Commitment to Development "Ideas in Action" Award of the Center for Global Development.

Founder
He is the founder and presently honorary president of FRIDE, (Fundación para las Relaciones Internacionales y el Diálogo Exterior), of the Club of Madrid, an association of more than seventy former democratically elected heads of State and Government, the CITPax (International Toledo Center for Peace) and the Fundacio  Maimona. He is the Chairman of the Board for DARA (international organization) and Concordia 21. He is also a founding member and senior fellow of the Gorbachev Foundation of North America (GFNA), and an active member of the Club of Rome and its council of Governors.

Books
He has published books as El futuro de españa Taurus 1996 (the future of Spain), in the top 10 best sellers in Spain during 23 weeks and Europa, Globalización y Unión Monetaria (Europe, Globalization and Monetary Union) Siddarth Mehta, 1998.

References

1942 births
Living people
Harvard Business School alumni
Complutense University of Madrid alumni
Spanish people of German descent
Businesspeople from Madrid

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