text:
namespace gl13
{

#include <glbinding/gl/types.inl>
#include <glbinding/gl/boolean.inl>
#include <glbinding/gl/values.inl>

} // namespace gl13

#include <glbinding/Binding.h>

namespace gl13
{

inline void glAccum(GLenum op, GLfloat value)
{
    return glbinding::Binding::Accum(op, value);
}

inline void glActiveTexture(GLenum texture)
{
    return glbinding::Binding::ActiveTexture(texture);
}

inline void glAlphaFunc(GLenum func, GLfloat ref)
{
    return glbinding::Binding::AlphaFunc(func, ref);
}

inline GLboolean glAreTexturesResident(GLsizei n, const GLuint * textures, GLboolean * residences)
{
    return glbinding::Binding::AreTexturesResident(n, textures, residences);
}

inline void glArrayElement(GLint i)
{
    return glbinding::Binding::ArrayElement(i);
}

inline void glBegin(GLenum mode)
{
    return glbinding::Binding::Begin(mode);
}

inline void glBindTexture(GLenum target, GLuint texture)
{
    return glbinding::Binding::BindTexture(target, texture);
}

inline void glBitmap(GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const GLubyte * bitmap)
{
    return glbinding::Binding::Bitmap(width, height, xorig, yorig, xmove, ymove, bitmap);
}

inline void glBlendFunc(GLenum sfactor, GLenum dfactor)
{
    return glbinding::Binding::BlendFunc(sfactor, dfactor);
}

inline void glCallList(GLuint list)
{
    return glbinding::Binding::CallList(list);
}

inline void glCallLists(GLsizei n, GLenum type, const void * lists)
{
    return glbinding::Binding::CallLists(n, type, lists);
}

inline void glClear(ClearBufferMask mask)
{
    return glbinding::Binding::Clear(mask);
}

inline void glClearAccum(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
{
    return glbinding::Binding::ClearAccum(red, green, blue, alpha);
}

inline void glClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
{
    return glbinding::Binding::ClearColor(red, green, blue, alpha);
}

inline void glClearDepth(GLdouble depth)
{
    return glbinding::Binding::ClearDepth(depth);
}

inline void glClearIndex(GLfloat c)
{
    return glbinding::Binding::ClearIndex(c);
}

inline void glClearStencil(GLint s)
{
    return glbinding::Binding::ClearStencil(s);
}

inline void glClientActiveTexture(GLenum texture)
{
    return glbinding::Binding::ClientActiveTexture(texture);
}

inline void glClipPlane(GLenum plane, const GLdouble * equation)
{
    return glbinding::Binding::ClipPlane(plane, equation);
}

inline void glColor3b(GLbyte red, GLbyte green, GLbyte blue)
{
    return glbinding::Binding::Color3b(red, green, blue);
}

inline void glColor3bv(const GLbyte * v)
{
    return glbinding::Binding::Color3bv(v);
}

inline void glColor3d(GLdouble red, GLdouble green, GLdouble blue)
{
    return glbinding::Binding::Color3d(red, green, blue);
}

inline void glColor3dv(const GLdouble * v)
{
    return glbinding::Binding::Color3dv(v);
}

inline void glColor3f(GLfloat red, GLfloat green, GLfloat blue)
{
    return glbinding::Binding::Color3f(red, green, blue);
}

inline void glColor3fv(const GLfloat * v)
{
    return glbinding::Binding::Color3fv(v);
}

inline void glColor3i(GLint red, GLint green, GLint blue)
{
    return glbinding::Binding::Color3i(red, green, blue);
}

inline void glColor3iv(const GLint * v)
{
    return glbinding::Binding::Color3iv(v);
}

inline void glColor3s(GLshort red, GLshort green, GLshort blue)
{
    return glbinding::Binding::Color3s(red, green, blue);
}

inline void glColor3sv(const GLshort * v)
{
    return glbinding::Binding::Color3sv(v);
}

inline void glColor3ub(GLubyte red, GLubyte green, GLubyte blue)
{
    return glbinding::Binding::Color3ub(red, green, blue);
}

inline void glColor3ubv(const GLubyte * v)
{
    return glbinding::Binding::Color3ubv(v);
}

inline void glColor3ui(GLuint red, GLuint green, GLuint blue)
{
    return glbinding::Binding::Color3ui(red, green, blue);
}

inline void glColor3uiv(const GLuint * v)
{
    return glbinding::Binding::Color3uiv(v);
}

inline void glColor3us(GLushort red, GLushort green, GLushort blue)
{
    return glbinding::Binding::Color3us(red, green, blue);
}

inline void glColor3usv(const GLushort * v)
{
    return glbinding::Binding::Color3usv(v);
}

inline void glColor4b(GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha)
{
    return glbinding::Binding::Color4b(red, green, blue, alpha);
}

inline void glColor4bv(const GLbyte * v)
{
    return glbinding::Binding::Color4bv(v);
}

inline void glColor4d(GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha)
{
    return glbinding::Binding::Color4d(red, green, blue, alpha);
}

inline void glColor4dv(const GLdouble * v)
{
    return glbinding::Binding::Color4dv(v);
}

inline void glColor4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
{
    return glbinding::Binding::Color4f(red, green, blue, alpha);
}

inline void glColor4fv(const GLfloat * v)
{
    return glbinding::Binding::Color4fv(v);
}

inline void glColor4i(GLint red, GLint green, GLint blue, GLint alpha)
{
    return glbinding::Binding::Color4i(red, green, blue, alpha);
}

inline void glColor4iv(const GLint * v)
{
    return glbinding::Binding::Color4iv(v);
}

inline void glColor4s(GLshort red, GLshort green, GLshort blue, GLshort alpha)
{
    return glbinding::Binding::Color4s(red, green, blue, alpha);
}

inline void glColor4sv(const GLshort * v)
{
    return glbinding::Binding::Color4sv(v);
}

inline void glColor4ub(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha)
{
    return glbinding::Binding::Color4ub(red, green, blue, alpha);
}

inline void glColor4ubv(const GLubyte * v)
{
    return glbinding::Binding::Color4ubv(v);
}

inline void glColor4ui(GLuint red, GLuint green, GLuint blue, GLuint alpha)
{
    return glbinding::Binding::Color4ui(red, green, blue, alpha);
}

inline void glColor4uiv(const GLuint * v)
{
    return glbinding::Binding::Color4uiv(v);
}

inline void glColor4us(GLushort red, GLushort green, GLushort blue, GLushort alpha)
{
    return glbinding::Binding::Color4us(red, green, blue, alpha);
}

inline void glColor4usv(const GLushort * v)
{
    return glbinding::Binding::Color4usv(v);
}

inline void glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
{
    return glbinding::Binding::ColorMask(red, green, blue, alpha);
}

inline void glColorMaterial(GLenum face, GLenum mode)
{
    return glbinding::Binding::ColorMaterial(face, mode);
}

inline void glColorPointer(GLint size, GLenum type, GLsizei stride, const void * pointer)
{
    return glbinding::Binding::ColorPointer(size, type, stride, pointer);
}

inline void glCompressedTexImage1D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void * data)
{
    return glbinding::Binding::CompressedTexImage1D(target, level, internalformat, width, border, imageSize, data);
}

inline void glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void * data)
{
    return glbinding::Binding::CompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data);
}

inline void glCompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void * data)
{
    return glbinding::Binding::CompressedTexImage3D(target, level, internalformat, width, height, depth, border, imageSize, data);
}

inline void glCompressedTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void * data)
{
    return glbinding::Binding::CompressedTexSubImage1D(target, level, xoffset, width, format, imageSize, data);
}

inline void glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void * data)
{
    return glbinding::Binding::CompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data);
}

inline void glCompressedTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void * data)
{
    return glbinding::Binding::CompressedTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, data);
}

inline void glCopyPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum type)
{
    return glbinding::Binding::CopyPixels(x, y, width, height, type);
}

inline void glCopyTexImage1D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border)
{
    return glbinding::Binding::CopyTexImage1D(target, level, internalformat, x, y, width, border);
}

inline void glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
{
    return glbinding::Binding::CopyTexImage2D(target, level, internalformat, x, y, width, height, border);
}

inline void glCopyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width)
{
    return glbinding::Binding::CopyTexSubImage1D(target, level, xoffset, x, y, width);
}

inline void glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)
{
    return glbinding::Binding::CopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height);
}

inline void glCopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height)
{
    return glbinding::Binding::CopyTexSubImage3D(target, level, xoffset, yoffset, zoffset, x, y, width, height);
}

inline void glCullFace(GLenum mode)
{
    return glbinding::Binding::CullFace(mode);
}

inline void glDeleteLists(GLuint list, GLsizei range)
{
    return glbinding::Binding::DeleteLists(list, range);
}

inline void glDeleteTextures(GLsizei n, const GLuint * textures)
{
    return glbinding::Binding::DeleteTextures(n, textures);
}

inline void glDepthFunc(GLenum func)
{
    return glbinding::Binding::DepthFunc(func);
}

inline void glDepthMask(GLboolean flag)
{
    return glbinding::Binding::DepthMask(flag);
}

inline void glDepthRange(GLdouble near_, GLdouble far_)
{
    return glbinding::Binding::DepthRange(near_, far_);
}

inline void glDisable(GLenum cap)
{
    return glbinding::Binding::Disable(cap);
}

inline void glDisableClientState(GLenum array)
{
    return glbinding::Binding::DisableClientState(array);
}

inline void glDrawArrays(GLenum mode, GLint first, GLsizei count)
{
    return glbinding::Binding::DrawArrays(mode, first, count);
}

inline void glDrawBuffer(GLenum buf)
{
    return glbinding::Binding::DrawBuffer(buf);
}

inline void glDrawElements(GLenum mode, GLsizei count, GLenum type, const void * indices)
{
    return glbinding::Binding::DrawElements(mode, count, type, indices);
}

inline void glDrawPixels(GLsizei width, GLsizei height, GLenum format, GLenum type, const void * pixels)
{
    return glbinding::Binding::DrawPixels(width, height, format, type, pixels);
}

inline void glDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void * indices)
{
    return glbinding::Binding::DrawRangeElements(mode, start, end, count, type, indices);
}

inline void glEdgeFlag(GLboolean flag)
{
    return glbinding::Binding::EdgeFlag(flag);
}

inline void glEdgeFlagPointer(GLsizei stride, const void * pointer)
{
    return glbinding::Binding::EdgeFlagPointer(stride, pointer);
}

inline void glEdgeFlagv(const GLboolean * flag)
{
    return glbinding::Binding::EdgeFlagv(flag);
}

inline void glEnable(GLenum cap)
{
    return glbinding::Binding::Enable(cap);
}

inline void glEnableClientState(GLenum array)
{
    return glbinding::Binding::EnableClientState(array);
}

inline void glEnd()
{
    return glbinding::Binding::End();
}

inline void glEndList()
{
    return glbinding::Binding::EndList();
}

inline void glEvalCoord1d(GLdouble u)
{
    return glbinding::Binding::EvalCoord1d(u);
}

inline void glEvalCoord1dv(const GLdouble * u)
{
    return glbinding::Binding::EvalCoord1dv(u);
}

inline void glEvalCoord1f(GLfloat u)
{
    return glbinding::Binding::EvalCoord1f(u);
}

inline void glEvalCoord1fv(const GLfloat * u)
{
    return glbinding::Binding::EvalCoord1fv(u);
}

inline void glEvalCoord2d(GLdouble u, GLdouble v)
{
    return glbinding::Binding::EvalCoord2d(u, v);
}

inline void glEvalCoord2dv(const GLdouble * u)
{
    return glbinding::Binding::EvalCoord2dv(u);
}

inline void glEvalCoord2f(GLfloat u, GLfloat v)
{
    return glbinding::Binding::EvalCoord2f(u, v);
}

inline void glEvalCoord2fv(const GLfloat * u)
{
    return glbinding::Binding::EvalCoord2fv(u);
}

inline void glEvalMesh1(GLenum mode, GLint i1, GLint i2)
{
    return glbinding::Binding::EvalMesh1(mode, i1, i2);
}

inline void glEvalMesh2(GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2)
{
    return glbinding::Binding::EvalMesh2(mode, i1, i2, j1, j2);
}

inline void glEvalPoint1(GLint i)
{
    return glbinding::Binding::EvalPoint1(i);
}

inline void glEvalPoint2(GLint i, GLint j)
{
    return glbinding::Binding::EvalPoint2(i, j);
}

inline void glFeedbackBuffer(GLsizei size, GLenum type, GLfloat * buffer)
{
    return glbinding::Binding::FeedbackBuffer(size, type, buffer);
}

inline void glFinish()
{
    return glbinding::Binding::Finish();
}

inline void glFlush()
{
    return glbinding::Binding::Flush();
}

inline void glFogf(GLenum pname, GLfloat param)
{
    return glbinding::Binding::Fogf(pname, param);
}

inline void glFogfv(GLenum pname, const GLfloat * params)
{
    return glbinding::Binding::Fogfv(pname, params);
}

inline void glFogi(GLenum pname, GLint param)
{
    return glbinding::Binding::Fogi(pname, param);
}

inline void glFogiv(GLenum pname, const GLint * params)
{
    return glbinding::Binding::Fogiv(pname, params);
}

inline void glFrontFace(GLenum mode)
{
    return glbinding::Binding::FrontFace(mode);
}

inline void glFrustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar)
{
    return glbinding::Binding::Frustum(left, right, bottom, top, zNear, zFar);
}

inline GLuint glGenLists(GLsizei range)
{
    return glbinding::Binding::GenLists(range);
}

inline void glGenTextures(GLsizei n, GLuint * textures)
{
    return glbinding::Binding::GenTextures(n, textures);
}

inline void glGetBooleanv(GLenum pname, GLboolean * data)
{
    return glbinding::Binding::GetBooleanv(pname, data);
}

inline void glGetClipPlane(GLenum plane, GLdouble * equation)
{
    return glbinding::Binding::GetClipPlane(plane, equation);
}

inline void glGetCompressedTexImage(GLenum target, GLint level, void * img)
{
    return glbinding::Binding::GetCompressedTexImage(target, level, img);
}

inline void glGetDoublev(GLenum pname, GLdouble * data)
{
    return glbinding::Binding::GetDoublev(pname, data);
}

inline GLenum glGetError()
{
    return static_cast<gl13::GLenum>(glbinding::Binding::GetError());
}

inline void glGetFloatv(GLenum pname, GLfloat * data)
{
    return glbinding::Binding::GetFloatv(pname, data);
}

inline void glGetIntegerv(GLenum pname, GLint * data)
{
    return glbinding::Binding::GetIntegerv(pname, data);
}

inline void glGetLightfv(GLenum light, GLenum pname, GLfloat * params)
{
    return glbinding::Binding::GetLightfv(light, pname, params);
}

inline void glGetLightiv(GLenum light, GLenum pname, GLint * params)
{
    return glbinding::Binding::GetLightiv(light, pname, params);
}

inline void glGetMapdv(GLenum target, GLenum query, GLdouble * v)
{
    return glbinding::Binding::GetMapdv(target, query, v);
}

inline void glGetMapfv(GLenum target, GLenum query, GLfloat * v)
{
    return glbinding::Binding::GetMapfv(target, query, v);
}

inline void glGetMapiv(GLenum target, GLenum query, GLint * v)
{
    return glbinding::Binding::GetMapiv(target, query, v);
}

inline void glGetMaterialfv(GLenum face, GLenum pname, GLfloat * params)
{
    return glbinding::Binding::GetMaterialfv(face, pname, params);
}

inline void glGetMaterialiv(GLenum face, GLenum pname, GLint * params)
{
    return glbinding::Binding::GetMaterialiv(face, pname, params);
}

inline void glGetPixelMapfv(GLenum map, GLfloat * values)
{
    return glbinding::Binding::GetPixelMapfv(map, values);
}

inline void glGetPixelMapuiv(GLenum map, GLuint * values)
{
    return glbinding::Binding::GetPixelMapuiv(map, values);
}

inline void glGetPixelMapusv(GLenum map, GLushort * values)
{
    return glbinding::Binding::GetPixelMapusv(map, values);
}

inline void glGetPointerv(GLenum pname, void ** params)
{
    return glbinding::Binding::GetPointerv(pname, params);
}

inline void glGetPolygonStipple(GLubyte * mask)
{
    return glbinding::Binding::GetPolygonStipple(mask);
}

inline const GLubyte * glGetString(GLenum name)
{
    return glbinding::Binding::GetString(name);
}

inline void glGetTexEnvfv(GLenum target, GLenum pname, GLfloat * params)
{
    return glbinding::Binding::GetTexEnvfv(target, pname, params);
}

inline void glGetTexEnviv(GLenum target, GLenum pname, GLint * params)
{
    return glbinding::Binding::GetTexEnviv(target, pname, params);
}

inline void glGetTexGendv(GLenum coord, GLenum pname, GLdouble * params)
{
    return glbinding::Binding::GetTexGendv(coord, pname, params);
}

inline void glGetTexGenfv(GLenum coord, GLenum pname, GLfloat * params)
{
    return glbinding::Binding::GetTexGenfv(coord, pname, params);
}

inline void glGetTexGeniv(GLenum coord, GLenum pname, GLint * params)
{
    return glbinding::Binding::GetTexGeniv(coord, pname, params);
}

inline void glGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, void * pixels)
{
    return glbinding::Binding::GetTexImage(target, level, format, type, pixels);
}

inline void glGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat * params)
{
    return glbinding::Binding::GetTexLevelParameterfv(target, level, pname, params);
}

inline void glGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint * params)
{
    return glbinding::Binding::GetTexLevelParameteriv(target, level, pname, params);
}

inline void glGetTexParameterfv(GLenum target, GLenum pname, GLfloat * params)
{
    return glbinding::Binding::GetTexParameterfv(target, pname, params);
}

inline void glGetTexParameteriv(GLenum target, GLenum pname, GLint * params)
{
    return glbinding::Binding::GetTexParameteriv(target, pname, params);
}

inline void glHint(GLenum target, GLenum mode)
{
    return glbinding::Binding::Hint(target, mode);
}

inline void glIndexMask(GLuint mask)
{
    return glbinding::Binding::IndexMask(mask);
}

inline void glIndexPointer(GLenum type, GLsizei stride, const void * pointer)
{
    return glbinding::Binding::IndexPointer(type, stride, pointer);
}

inline void glIndexd(GLdouble c)
{
    return glbinding::Binding::Indexd(c);
}

inline void glIndexdv(const GLdouble * c)
{
    return glbinding::Binding::Indexdv(c);
}

inline void glIndexf(GLfloat c)
{
    return glbinding::Binding::Indexf(c);
}

inline void glIndexfv(const GLfloat * c)
{
    return glbinding::Binding::Indexfv(c);
}

inline void glIndexi(GLint c)
{
    return glbinding::Binding::Indexi(c);
}

inline void glIndexiv(const GLint * c)
{
    return glbinding::Binding::Indexiv(c);
}

inline void glIndexs(GLshort c)
{
    return glbinding::Binding::Indexs(c);
}

inline void glIndexsv(const GLshort * c)
{
    return glbinding::Binding::Indexsv(c);
}

inline void glIndexub(GLubyte c)
{
    return glbinding::Binding::Indexub(c);
}

inline void glIndexubv(const GLubyte * c)
{
    return glbinding::Binding::Indexubv(c);
}

inline void glInitNames()
{
    return glbinding::Binding::InitNames();
}

inline void glInterleavedArrays(GLenum format, GLsizei stride, const void * pointer)
{
    return glbinding::Binding::InterleavedArrays(format, stride, pointer);
}

inline GLboolean glIsEnabled(GLenum cap)
{
    return glbinding::Binding::IsEnabled(cap);
}

inline GLboolean glIsList(GLuint list)
{
    return glbinding::Binding::IsList(list);
}

inline GLboolean glIsTexture(GLuint texture)
{
    return glbinding::Binding::IsTexture(texture);
}

inline void glLightModelf(GLenum pname, GLfloat param)
{
    return glbinding::Binding::LightModelf(pname, param);
}

inline void glLightModelfv(GLenum pname, const GLfloat * params)
{
    return glbinding::Binding::LightModelfv(pname, params);
}

inline void glLightModeli(GLenum pname, GLint param)
{
    return glbinding::Binding::LightModeli(pname, param);
}

inline void glLightModeliv(GLenum pname, const GLint * params)
{
    return glbinding::Binding::LightModeliv(pname, params);
}

inline void glLightf(GLenum light, GLenum pname, GLfloat param)
{
    return glbinding::Binding::Lightf(light, pname, param);
}

inline void glLightfv(GLenum light, GLenum pname, const GLfloat * params)
{
    return glbinding::Binding::Lightfv(light, pname, params);
}

inline void glLighti(GLenum light, GLenum pname, GLint param)
{
    return glbinding::Binding::Lighti(light, pname, param);
}

inline void glLightiv(GLenum light, GLenum pname, const GLint * params)
{
    return glbinding::Binding::Lightiv(light, pname, params);
}

inline void glLineStipple(GLint factor, GLushort pattern)
{
    return glbinding::Binding::LineStipple(factor, pattern);
}

inline void glLineWidth(GLfloat width)
{
    return glbinding::Binding::LineWidth(width);
}

inline void glListBase(GLuint base)
{
    return glbinding::Binding::ListBase(base);
}

inline void glLoadIdentity()
{
    return glbinding::Binding::LoadIdentity();
}

inline void glLoadMatrixd(const GLdouble * m)
{
    return glbinding::Binding::LoadMatrixd(m);
}

inline void glLoadMatrixf(const GLfloat * m)
{
    return glbinding::Binding::LoadMatrixf(m);
}

inline void glLoadName(GLuint name)
{
    return glbinding::Binding::LoadName(name);
}

inline void glLoadTransposeMatrixd(const GLdouble * m)
{
    return glbinding::Binding::LoadTransposeMatrixd(m);
}

inline void glLoadTransposeMatrixf(const GLfloat * m)
{
    return glbinding::Binding::LoadTransposeMatrixf(m);
}

inline void glLogicOp(GLenum opcode)
{
    return glbinding::Binding::LogicOp(opcode);
}

inline void glMap1d(GLenum target, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble * points)
{
    return glbinding::Binding::Map1d(target, u1, u2, stride, order, points);
}

inline void glMap1f(GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat * points)
{
    return glbinding::Binding::Map1f(target, u1, u2, stride, order, points);
}

inline void glMap2d(GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble * points)
{
    return glbinding::Binding::Map2d(target, u1, u2, ustride, uorder, v1, v2, vstride, vorder, points);
}

inline void glMap2f(GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat * points)
{
    return glbinding::Binding::Map2f(target, u1, u2, ustride, uorder, v1, v2, vstride, vorder, points);
}

inline void glMapGrid1d(GLint un, GLdouble u1, GLdouble u2)
{
    return glbinding::Binding::MapGrid1d(un, u1, u2);
}

inline void glMapGrid1f(GLint un, GLfloat u1, GLfloat u2)
{
    return glbinding::Binding::MapGrid1f(un, u1, u2);
}

inline void glMapGrid2d(GLint un, GLdouble u1, GLdouble u2, GLint vn, GLdouble v1, GLdouble v2)
{
    return glbinding::Binding::MapGrid2d(un, u1, u2, vn, v1, v2);
}

inline void glMapGrid2f(GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2)
{
    return glbinding::Binding::MapGrid2f(un, u1, u2, vn, v1, v2);
}

inline void glMaterialf(GLenum face, GLenum pname, GLfloat param)
{
    return glbinding::Binding::Materialf(face, pname, param);
}

inline void glMaterialfv(GLenum face, GLenum pname, const GLfloat * params)
{
    return glbinding::Binding::Materialfv(face, pname, params);
}

inline void glMateriali(GLenum face, GLenum pname, GLint param)
{
    return glbinding::Binding::Materiali(face, pname, param);
}

inline void glMaterialiv(GLenum face, GLenum pname, const GLint * params)
{
    return glbinding::Binding::Materialiv(face, pname, params);
}

inline void glMatrixMode(GLenum mode)
{
    return glbinding::Binding::MatrixMode(mode);
}

inline void glMultMatrixd(const GLdouble * m)
{
    return glbinding::Binding::MultMatrixd(m);
}

inline void glMultMatrixf(const GLfloat * m)
{
    return glbinding::Binding::MultMatrixf(m);
}

inline void glMultTransposeMatrixd(const GLdouble * m)
{
    return glbinding::Binding::MultTransposeMatrixd(m);
}

inline void glMultTransposeMatrixf(const GLfloat * m)
{
    return glbinding::Binding::MultTransposeMatrixf(m);
}

inline void glMultiTexCoord1d(GLenum target, GLdouble s)
{
    return glbinding::Binding::MultiTexCoord1d(target, s);
}

inline void glMultiTexCoord1dv(GLenum target, const GLdouble * v)
{
    return glbinding::Binding::MultiTexCoord1dv(target, v);
}

inline void glMultiTexCoord1f(GLenum target, GLfloat s)
{
    return glbinding::Binding::MultiTexCoord1f(target, s);
}

inline void glMultiTexCoord1fv(GLenum target, const GLfloat * v)
{
    return glbinding::Binding::MultiTexCoord1fv(target, v);
}

inline void glMultiTexCoord1i(GLenum target, GLint s)
{
    return glbinding::Binding::MultiTexCoord1i(target, s);
}

inline void glMultiTexCoord1iv(GLenum target, const GLint * v)
{
    return glbinding::Binding::MultiTexCoord1iv(target, v);
}

inline void glMultiTexCoord1s(GLenum target, GLshort s)
{
    return glbinding::Binding::MultiTexCoord1s(target, s);
}

inline void glMultiTexCoord1sv(GLenum target, const GLshort * v)
{
    return glbinding::Binding::MultiTexCoord1sv(target, v);
}

inline void glMultiTexCoord2d(GLenum target, GLdouble s, GLdouble t)
{
    return glbinding::Binding::MultiTexCoord2d(target, s, t);
}

inline void glMultiTexCoord2dv(GLenum target, const GLdouble * v)
{
    return glbinding::Binding::MultiTexCoord2dv(target, v);
}

inline void glMultiTexCoord2f(GLenum target, GLfloat s, GLfloat t)
{
    return glbinding::Binding::MultiTexCoord2f(target, s, t);
}

inline void glMultiTexCoord2fv(GLenum target, const GLfloat * v)
{
    return glbinding::Binding::MultiTexCoord2fv(target, v);
}

inline void glMultiTexCoord2i(GLenum target, GLint s, GLint t)
{
    return glbinding::Binding::MultiTexCoord2i(target, s, t);
}

inline void glMultiTexCoord2iv(GLenum target, const GLint * v)
{
    return glbinding::Binding::MultiTexCoord2iv(target, v);
}

inline void glMultiTexCoord2s(GLenum target, GLshort s, GLshort t)
{
    return glbinding::Binding::MultiTexCoord2s(target, s, t);
}

inline void glMultiTexCoord2sv(GLenum target, const GLshort * v)
{
    return glbinding::Binding::MultiTexCoord2sv(target, v);
}

inline void glMultiTexCoord3d(GLenum target, GLdouble s, GLdouble t, GLdouble r)
{
    return glbinding::Binding::MultiTexCoord3d(target, s, t, r);
}

inline void glMultiTexCoord3dv(GLenum target, const GLdouble * v)
{
    return glbinding::Binding::MultiTexCoord3dv(target, v);
}

inline void glMultiTexCoord3f(GLenum target, GLfloat s, GLfloat t, GLfloat r)
{
    return glbinding::Binding::MultiTexCoord3f(target, s, t, r);
}

inline void glMultiTexCoord3fv(GLenum target, const GLfloat * v)
{
    return glbinding::Binding::MultiTexCoord3fv(target, v);
}

inline void glMultiTexCoord3i(GLenum target, GLint s, GLint t, GLint r)
{
    return glbinding::Binding::MultiTexCoord3i(target, s, t, r);
}

inline void glMultiTexCoord3iv(GLenum target, const GLint * v)
{
    return glbinding::Binding::MultiTexCoord3iv(target, v);
}

inline void glMultiTexCoord3s(GLenum target, GLshort s, GLshort t, GLshort r)
{
    return glbinding::Binding::MultiTexCoord3s(target, s, t, r);
}

inline void glMultiTexCoord3sv(GLenum target, const GLshort * v)
{
    return glbinding::Binding::MultiTexCoord3sv(target, v);
}

inline void glMultiTexCoord4d(GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q)
{
    return glbinding::Binding::MultiTexCoord4d(target, s, t, r, q);
}

inline void glMultiTexCoord4dv(GLenum target, const GLdouble * v)
{
    return glbinding::Binding::MultiTexCoord4dv(target, v);
}

inline void glMultiTexCoord4f(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q)
{
    return glbinding::Binding::MultiTexCoord4f(target, s, t, r, q);
}

inline void glMultiTexCoord4fv(GLenum target, const GLfloat * v)
{
    return glbinding::Binding::MultiTexCoord4fv(target, v);
}

inline void glMultiTexCoord4i(GLenum target, GLint s, GLint t, GLint r, GLint q)
{
    return glbinding::Binding::MultiTexCoord4i(target, s, t, r, q);
}

inline void glMultiTexCoord4iv(GLenum target, const GLint * v)
{
    return glbinding::Binding::MultiTexCoord4iv(target, v);
}

inline void glMultiTexCoord4s(GLenum target, GLshort s, GLshort t, GLshort r, GLshort q)
{
    return glbinding::Binding::MultiTexCoord4s(target, s, t, r, q);
}

inline void glMultiTexCoord4sv(GLenum target, const GLshort * v)
{
    return glbinding::Binding::MultiTexCoord4sv(target, v);
}

inline void glNewList(GLuint list, GLenum mode)
{
    return glbinding::Binding::NewList(list, mode);
}

inline void glNormal3b(GLbyte nx, GLbyte ny, GLbyte nz)
{
    return glbinding::Binding::Normal3b(nx, ny, nz);
}

inline void glNormal3bv(const GLbyte * v)
{
    return glbinding::Binding::Normal3bv(v);
}

inline void glNormal3d(GLdouble nx, GLdouble ny, GLdouble nz)
{
    return glbinding::Binding::Normal3d(nx, ny, nz);
}

inline void glNormal3dv(const GLdouble * v)
{
    return glbinding::Binding::Normal3dv(v);
}

inline void glNormal3f(GLfloat nx, GLfloat ny, GLfloat nz)
{
    return glbinding::Binding::Normal3f(nx, ny, nz);
}

inline void glNormal3fv(const GLfloat * v)
{
    return glbinding::Binding::Normal3fv(v);
}

inline void glNormal3i(GLint nx, GLint ny, GLint nz)
{
    return glbinding::Binding::Normal3i(nx, ny, nz);
}

inline void glNormal3iv(const GLint * v)
{
    return glbinding::Binding::Normal3iv(v);
}

inline void glNormal3s(GLshort nx, GLshort ny, GLshort nz)
{
    return glbinding::Binding::Normal3s(nx, ny, nz);
}

inline void glNormal3sv(const GLshort * v)
{
    return glbinding::Binding::Normal3sv(v);
}

inline void glNormalPointer(GLenum type, GLsizei stride, const void * pointer)
{
    return glbinding::Binding::NormalPointer(type, stride, pointer);
}

inline void glOrtho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar)
{
    return glbinding::Binding::Ortho(left, right, bottom, top, zNear, zFar);
}

inline void glPassThrough(GLfloat token)
{
    return glbinding::Binding::PassThrough(token);
}

inline void glPixelMapfv(GLenum map, GLsizei mapsize, const GLfloat * values)
{
    return glbinding::Binding::PixelMapfv(map, mapsize, values);
}

inline void glPixelMapuiv(GLenum map, GLsizei mapsize, const GLuint * values)
{
    return glbinding::Binding::PixelMapuiv(map, mapsize, values);
}

inline void glPixelMapusv(GLenum map, GLsizei mapsize, const GLushort * values)
{
    return glbinding::Binding::PixelMapusv(map, mapsize, values);
}

inline void glPixelStoref(GLenum pname, GLfloat param)
{
    return glbinding::Binding::PixelStoref(pname, param);
}

inline void glPixelStorei(GLenum pname, GLint param)
{
    return glbinding::Binding::PixelStorei(pname, param);
}

inline void glPixelTransferf(GLenum pname, GLfloat param)
{
    return glbinding::Binding::PixelTransferf(pname, param);
}

inline void glPixelTransferi(GLenum pname, GLint param)
{
    return glbinding::Binding::PixelTransferi(pname, param);
}

inline void glPixelZoom(GLfloat xfactor, GLfloat yfactor)
{
    return glbinding::Binding::PixelZoom(xfactor, yfactor);
}

inline void glPointSize(GLfloat size)
{
    return glbinding::Binding::PointSize(size);
}

inline void glPolygonMode(GLenum face, GLenum mode)
{
    return glbinding::Binding::PolygonMode(face, mode);
}

inline void glPolygonOffset(GLfloat factor, GLfloat units)
{
    return glbinding::Binding::PolygonOffset(factor, units);
}

inline void glPolygonStipple(const GLubyte * mask)
{
    return glbinding::Binding::PolygonStipple(mask);
}

inline void glPopAttrib()
{
    return glbinding::Binding::PopAttrib();
}

inline void glPopClientAttrib()
{
    return glbinding::Binding::PopClientAttrib();
}

inline void glPopMatrix()
{
    return glbinding::Binding::PopMatrix();
}

inline void glPopName()
{
    return glbinding::Binding::PopName();
}

inline void glPrioritizeTextures(GLsizei n, const GLuint * textures, const GLfloat * priorities)
{
    return glbinding::Binding::PrioritizeTextures(n, textures, priorities);
}

inline void glPushAttrib(AttribMask mask)
{
    return glbinding::Binding::PushAttrib(mask);
}

inline void glPushClientAttrib(ClientAttribMask mask)
{
    return glbinding::Binding::PushClientAttrib(mask);
}

inline void glPushMatrix()
{
    return glbinding::Binding::PushMatrix();
}

inline void glPushName(GLuint name)
{
    return glbinding::Binding::PushName(name);
}

inline void glRasterPos2d(GLdouble x, GLdouble y)
{
    return glbinding::Binding::RasterPos2d(x, y);
}

inline void glRasterPos2dv(const GLdouble * v)
{
    return glbinding::Binding::RasterPos2dv(v);
}

inline void glRasterPos2f(GLfloat x, GLfloat y)
{
    return glbinding::Binding::RasterPos2f(x, y);
}

inline void glRasterPos2fv(const GLfloat * v)
{
    return glbinding::Binding::RasterPos2fv(v);
}

inline void glRasterPos2i(GLint x, GLint y)
{
    return glbinding::Binding::RasterPos2i(x, y);
}

inline void glRasterPos2iv(const GLint * v)
{
    return glbinding::Binding::RasterPos2iv(v);
}

inline void glRasterPos2s(GLshort x, GLshort y)
{
    return glbinding::Binding::RasterPos2s(x, y);
}

inline void glRasterPos2sv(const GLshort * v)
{
    return glbinding::Binding::RasterPos2sv(v);
}

inline void glRasterPos3d(GLdouble x, GLdouble y, GLdouble z)
{
    return glbinding::Binding::RasterPos3d(x, y, z);
}

inline void glRasterPos3dv(const GLdouble * v)
{
    return glbinding::Binding::RasterPos3dv(v);
}

inline void glRasterPos3f(GLfloat x, GLfloat y, GLfloat z)
{
    return glbinding::Binding::RasterPos3f(x, y, z);
}

inline void glRasterPos3fv(const GLfloat * v)
{
    return glbinding::Binding::RasterPos3fv(v);
}

inline void glRasterPos3i(GLint x, GLint y, GLint z)
{
    return glbinding::Binding::RasterPos3i(x, y, z);
}

inline void glRasterPos3iv(const GLint * v)
{
    return glbinding::Binding::RasterPos3iv(v);
}

inline void glRasterPos3s(GLshort x, GLshort y, GLshort z)
{
    return glbinding::Binding::RasterPos3s(x, y, z);
}

inline void glRasterPos3sv(const GLshort * v)
{
    return glbinding::Binding::RasterPos3sv(v);
}

inline void glRasterPos4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w)
{
    return glbinding::Binding::RasterPos4d(x, y, z, w);
}

inline void glRasterPos4dv(const GLdouble * v)
{
    return glbinding::Binding::RasterPos4dv(v);
}

inline void glRasterPos4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w)
{
    return glbinding::Binding::RasterPos4f(x, y, z, w);
}

inline void glRasterPos4fv(const GLfloat * v)
{
    return glbinding::Binding::RasterPos4fv(v);
}

inline void glRasterPos4i(GLint x, GLint y, GLint z, GLint w)
{
    return glbinding::Binding::RasterPos4i(x, y, z, w);
}

inline void glRasterPos4iv(const GLint * v)
{
    return glbinding::Binding::RasterPos4iv(v);
}

inline void glRasterPos4s(GLshort x, GLshort y, GLshort z, GLshort w)
{
    return glbinding::Binding::RasterPos4s(x, y, z, w);
}

inline void glRasterPos4sv(const GLshort * v)
{
    return glbinding::Binding::RasterPos4sv(v);
}

inline void glReadBuffer(GLenum src)
{
    return glbinding::Binding::ReadBuffer(src);
}

inline void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void * pixels)
{
    return glbinding::Binding::ReadPixels(x, y, width, height, format, type, pixels);
}

inline void glRectd(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2)
{
    return glbinding::Binding::Rectd(x1, y1, x2, y2);
}

inline void glRectdv(const GLdouble * v1, const GLdouble * v2)
{
    return glbinding::Binding::Rectdv(v1, v2);
}

inline void glRectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2)
{
    return glbinding::Binding::Rectf(x1, y1, x2, y2);
}

inline void glRectfv(const GLfloat * v1, const GLfloat * v2)
{
    return glbinding::Binding::Rectfv(v1, v2);
}

inline void glRecti(GLint x1, GLint y1, GLint x2, GLint y2)
{
    return glbinding::Binding::Recti(x1, y1, x2, y2);
}

inline void glRectiv(const GLint * v1, const GLint * v2)
{
    return glbinding::Binding::Rectiv(v1, v2);
}

inline void glRects(GLshort x1, GLshort y1, GLshort x2, GLshort y2)
{
    return glbinding::Binding::Rects(x1, y1, x2, y2);
}

inline void glRectsv(const GLshort * v1, const GLshort * v2)
{
    return glbinding::Binding::Rectsv(v1, v2);
}

inline GLint glRenderMode(GLenum mode)
{
    return glbinding::Binding::RenderMode(mode);
}

inline void glRotated(GLdouble angle, GLdouble x, GLdouble y, GLdouble z)
{
    return glbinding::Binding::Rotated(angle, x, y, z);
}

inline void glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z)
{
    return glbinding::Binding::Rotatef(angle, x, y, z);
}

inline void glSampleCoverage(GLfloat value, GLboolean invert)
{
    return glbinding::Binding::SampleCoverage(value, invert);
}

inline void glScaled(GLdouble x, GLdouble y, GLdouble z)
{
    return glbinding::Binding::Scaled(x, y, z);
}

inline void glScalef(GLfloat x, GLfloat y, GLfloat z)
{
    return glbinding::Binding::Scalef(x, y, z);
}

inline void glScissor(GLint x, GLint y, GLsizei width, GLsizei height)
{
    return glbinding::Binding::Scissor(x, y, width, height);
}

inline void glSelectBuffer(GLsizei size, GLuint * buffer)
{
    return glbinding::Binding::SelectBuffer(size, buffer);
}

inline void glShadeModel(GLenum mode)
{
    return glbinding::Binding::ShadeModel(mode);
}

inline void glStencilFunc(GLenum func, GLint ref, GLuint mask)
{
    return glbinding::Binding::StencilFunc(func, ref, mask);
}

inline void glStencilMask(GLuint mask)
{
    return glbinding::Binding::StencilMask(mask);
}

inline void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass)
{
    return glbinding::Binding::StencilOp(fail, zfail, zpass);
}

inline void glTexCoord1d(GLdouble s)
{
    return glbinding::Binding::TexCoord1d(s);
}

inline void glTexCoord1dv(const GLdouble * v)
{
    return glbinding::Binding::TexCoord1dv(v);
}

inline void glTexCoord1f(GLfloat s)
{
    return glbinding::Binding::TexCoord1f(s);
}

inline void glTexCoord1fv(const GLfloat * v)
{
    return glbinding::Binding::TexCoord1fv(v);
}

inline void glTexCoord1i(GLint s)
{
    return glbinding::Binding::TexCoord1i(s);
}

inline void glTexCoord1iv(const GLint * v)
{
    return glbinding::Binding::TexCoord1iv(v);
}

inline void glTexCoord1s(GLshort s)
{
    return glbinding::Binding::TexCoord1s(s);
}

inline void glTexCoord1sv(const GLshort * v)
{
    return glbinding::Binding::TexCoord1sv(v);
}

inline void glTexCoord2d(GLdouble s, GLdouble t)
{
    return glbinding::Binding::TexCoord2d(s, t);
}

inline void glTexCoord2dv(const GLdouble * v)
{
    return glbinding::Binding::TexCoord2dv(v);
}

inline void glTexCoord2f(GLfloat s, GLfloat t)
{
    return glbinding::Binding::TexCoord2f(s, t);
}

inline void glTexCoord2fv(const GLfloat * v)
{
    return glbinding::Binding::TexCoord2fv(v);
}

inline void glTexCoord2i(GLint s, GLint t)
{
    return glbinding::Binding::TexCoord2i(s, t);
}

inline void glTexCoord2iv(const GLint * v)
{
    return glbinding::Binding::TexCoord2iv(v);
}

inline void glTexCoord2s(GLshort s, GLshort t)
{
    return glbinding::Binding::TexCoord2s(s, t);
}

inline void glTexCoord2sv(const GLshort * v)
{
    return glbinding::Binding::TexCoord2sv(v);
}

inline void glTexCoord3d(GLdouble s, GLdouble t, GLdouble r)
{
    return glbinding::Binding::TexCoord3d(s, t, r);
}

inline void glTexCoord3dv(const GLdouble * v)
{
    return glbinding::Binding::TexCoord3dv(v);
}

inline void glTexCoord3f(GLfloat s, GLfloat t, GLfloat r)
{
    return glbinding::Binding::TexCoord3f(s, t, r);
}

inline void glTexCoord3fv(const GLfloat * v)
{
    return glbinding::Binding::TexCoord3fv(v);
}

inline void glTexCoord3i(GLint s, GLint t, GLint r)
{
    return glbinding::Binding::TexCoord3i(s, t, r);
}

inline void glTexCoord3iv(const GLint * v)
{
    return glbinding::Binding::TexCoord3iv(v);
}

inline void glTexCoord3s(GLshort s, GLshort t, GLshort r)
{
    return glbinding::Binding::TexCoord3s(s, t, r);
}

inline void glTexCoord3sv(const GLshort * v)
{
    return glbinding::Binding::TexCoord3sv(v);
}

inline void glTexCoord4d(GLdouble s, GLdouble t, GLdouble r, GLdouble q)
{
    return glbinding::Binding::TexCoord4d(s, t, r, q);
}

inline void glTexCoord4dv(const GLdouble * v)
{
    return glbinding::Binding::TexCoord4dv(v);
}

inline void glTexCoord4f(GLfloat s, GLfloat t, GLfloat r, GLfloat q)
{
    return glbinding::Binding::TexCoord4f(s, t, r, q);
}

inline void glTexCoord4fv(const GLfloat * v)
{
    return glbinding::Binding::TexCoord4fv(v);
}

inline void glTexCoord4i(GLint s, GLint t, GLint r, GLint q)
{
    return glbinding::Binding::TexCoord4i(s, t, r, q);
}

inline void glTexCoord4iv(const GLint * v)
{
    return glbinding::Binding::TexCoord4iv(v);
}

inline void glTexCoord4s(GLshort s, GLshort t, GLshort r, GLshort q)
{
    return glbinding::Binding::TexCoord4s(s, t, r, q);
}

inline void glTexCoord4sv(const GLshort * v)
{
    return glbinding::Binding::TexCoord4sv(v);
}

inline void glTexCoordPointer(GLint size, GLenum type, GLsizei stride, const void * pointer)
{
    return glbinding::Binding::TexCoordPointer(size, type, stride, pointer);
}

inline void glTexEnvf(GLenum target, GLenum pname, GLfloat param)
{
    return glbinding::Binding::TexEnvf(target, pname, param);
}

inline void glTexEnvfv(GLenum target, GLenum pname, const GLfloat * params)
{
    return glbinding::Binding::TexEnvfv(target, pname, params);
}

inline void glTexEnvi(GLenum target, GLenum pname, GLint param)
{
    return glbinding::Binding::TexEnvi(target, pname, param);
}

inline void glTexEnviv(GLenum target, GLenum pname, const GLint * params)
{
    return glbinding::Binding::TexEnviv(target, pname, params);
}

inline void glTexGend(GLenum coord, GLenum pname, GLdouble param)
{
    return glbinding::Binding::TexGend(coord, pname, param);
}

inline void glTexGendv(GLenum coord, GLenum pname, const GLdouble * params)
{
    return glbinding::Binding::TexGendv(coord, pname, params);
}

inline void glTexGenf(GLenum coord, GLenum pname, GLfloat param)
{
    return glbinding::Binding::TexGenf(coord, pname, param);
}

inline void glTexGenfv(GLenum coord, GLenum pname, const GLfloat * params)
{
    return glbinding::Binding::TexGenfv(coord, pname, params);
}

inline void glTexGeni(GLenum coord, GLenum pname, GLint param)
{
    return glbinding::Binding::TexGeni(coord, pname, param);
}

inline void glTexGeniv(GLenum coord, GLenum pname, const GLint * params)
{
    return glbinding::Binding::TexGeniv(coord, pname, params);
}

inline void glTexImage1D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const void * pixels)
{
    return glbinding::Binding::TexImage1D(target, level, internalformat, width, border, format, type, pixels);
}

inline void glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void * pixels)
{
    return glbinding::Binding::TexImage2D(target, level, internalformat, width, height, border, format, type, pixels);
}

inline void glTexImage3D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void * pixels)
{
    return glbinding::Binding::TexImage3D(target, level, internalformat, width, height, depth, border, format, type, pixels);
}

inline void glTexParameterf(GLenum target, GLenum pname, GLfloat param)
{
    return glbinding::Binding::TexParameterf(target, pname, param);
}

inline void glTexParameterfv(GLenum target, GLenum pname, const GLfloat * params)
{
    return glbinding::Binding::TexParameterfv(target, pname, params);
}

inline void glTexParameteri(GLenum target, GLenum pname, GLint param)
{
    return glbinding::Binding::TexParameteri(target, pname, param);
}

inline void glTexParameteriv(GLenum target, GLenum pname, const GLint * params)
{
    return glbinding::Binding::TexParameteriv(target, pname, params);
}

inline void glTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void * pixels)
{
    return glbinding::Binding::TexSubImage1D(target, level, xoffset, width, format, type, pixels);
}

inline void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void * pixels)
{
    return glbinding::Binding::TexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels);
}

inline void glTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void * pixels)
{
    return glbinding::Binding::TexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, pixels);
}

inline void glTranslated(GLdouble x, GLdouble y, GLdouble z)
{
    return glbinding::Binding::Translated(x, y, z);
}

inline void glTranslatef(GLfloat x, GLfloat y, GLfloat z)
{
    return glbinding::Binding::Translatef(x, y, z);
}

inline void glVertex2d(GLdouble x, GLdouble y)
{
    return glbinding::Binding::Vertex2d(x, y);
}

inline void glVertex2dv(const GLdouble * v)
{
    return glbinding::Binding::Vertex2dv(v);
}

inline void glVertex2f(GLfloat x, GLfloat y)
{
    return glbinding::Binding::Vertex2f(x, y);
}

inline void glVertex2fv(const GLfloat * v)
{
    return glbinding::Binding::Vertex2fv(v);
}

inline void glVertex2i(GLint x, GLint y)
{
    return glbinding::Binding::Vertex2i(x, y);
}

inline void glVertex2iv(const GLint * v)
{
    return glbinding::Binding::Vertex2iv(v);
}

inline void glVertex2s(GLshort x, GLshort y)
{
    return glbinding::Binding::Vertex2s(x, y);
}

inline void glVertex2sv(const GLshort * v)
{
    return glbinding::Binding::Vertex2sv(v);
}

inline void glVertex3d(GLdouble x, GLdouble y, GLdouble z)
{
    return glbinding::Binding::Vertex3d(x, y, z);
}

inline void glVertex3dv(const GLdouble * v)
{
    return glbinding::Binding::Vertex3dv(v);
}

inline void glVertex3f(GLfloat x, GLfloat y, GLfloat z)
{
    return glbinding::Binding::Vertex3f(x, y, z);
}

inline void glVertex3fv(const GLfloat * v)
{
    return glbinding::Binding::Vertex3fv(v);
}

inline void glVertex3i(GLint x, GLint y, GLint z)
{
    return glbinding::Binding::Vertex3i(x, y, z);
}

inline void glVertex3iv(const GLint * v)
{
    return glbinding::Binding::Vertex3iv(v);
}

inline void glVertex3s(GLshort x, GLshort y, GLshort z)
{
    return glbinding::Binding::Vertex3s(x, y, z);
}

inline void glVertex3sv(const GLshort * v)
{
    return glbinding::Binding::Vertex3sv(v);
}

inline void glVertex4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w)
{
    return glbinding::Binding::Vertex4d(x, y, z, w);
}

inline void glVertex4dv(const GLdouble * v)
{
    return glbinding::Binding::Vertex4dv(v);
}

inline void glVertex4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w)
{
    return glbinding::Binding::Vertex4f(x, y, z, w);
}

inline void glVertex4fv(const GLfloat * v)
{
    return glbinding::Binding::Vertex4fv(v);
}

inline void glVertex4i(GLint x, GLint y, GLint z, GLint w)
{
    return glbinding::Binding::Vertex4i(x, y, z, w);
}

inline void glVertex4iv(const GLint * v)
{
    return glbinding::Binding::Vertex4iv(v);
}

inline void glVertex4s(GLshort x, GLshort y, GLshort z, GLshort w)
{
    return glbinding::Binding::Vertex4s(x, y, z, w);
}

inline void glVertex4sv(const GLshort * v)
{
    return glbinding::Binding::Vertex4sv(v);
}

inline void glVertexPointer(GLint size, GLenum type, GLsizei stride, const void * pointer)
{
    return glbinding::Binding::VertexPointer(size, type, stride, pointer);
}

inline void glViewport(GLint x, GLint y, GLsizei width, GLsizei height)
{
    return glbinding::Binding::Viewport(x, y, width, height);
}

} // namespace gl13

redpajama_set_name: RedPajamaGithub


text:
Monday, May 27,2013 14:42
In a press statement Sunday, Dr. Murad Ali, media adviser to the Freedom and Justice Party (FJP), said: "The Constitutional Court's decision to allow military participation in elections raises many question marks.
"It seems there are individuals who insist on dragging the army and police into the political conflict no matter what the consequences or the cost."
"Is it desirable now to force political polarization into military units? Is there any sane person who accepts that electoral politics and propaganda should be exercised in army barracks? Is it acceptable that police or army officers should get involved in the electoral campaign of one party or another?"
The FJP's media adviser said that Egypt's army and police forces should remain neutral, and not forced into the political arena: "The army has a vital task, a sacred mission. It is just not right to distract its men with political involvement."
http://ikhwanweb.com

redpajama_set_name: RedPajamaCommonCrawl


"John Williams' experience, knowledge and expertise in presenting my case secured the best possible outcome for me. I would not hesitate to recommend Bankside Law for any Healthcare Professional facing a Fitness to Practice Hearing . Their prompt and professional service gave me reassurance and guidance in what was a very difficult period in my career. They did a fantastic job and at such a good price"


text:
package engine

import (
	"vitess.io/vitess/go/sqltypes"
	"vitess.io/vitess/go/vt/key"
	querypb "vitess.io/vitess/go/vt/proto/query"
	vtrpcpb "vitess.io/vitess/go/vt/proto/vtrpc"
	"vitess.io/vitess/go/vt/vterrors"
	"vitess.io/vitess/go/vt/vtgate/vindexes"
)

var _ Primitive = (*MStream)(nil)

// MStream is an operator for message streaming from specific keyspace, destination
type MStream struct {
	// Keyspace specifies the keyspace to stream messages from
	Keyspace *vindexes.Keyspace

	// TargetDestination specifies an explicit target destination to stream messages from
	TargetDestination key.Destination

	// TableName specifies the table on which stream will be executed.
	TableName string

	noTxNeeded

	noInputs
}

// RouteType implements the Primitive interface
func (m *MStream) RouteType() string {
	return "MStream"
}

// GetKeyspaceName implements the Primitive interface
func (m *MStream) GetKeyspaceName() string {
	return m.Keyspace.Name
}

// GetTableName implements the Primitive interface
func (m *MStream) GetTableName() string {
	return m.TableName
}

// Execute implements the Primitive interface
func (m *MStream) Execute(vcursor VCursor, bindVars map[string]*querypb.BindVariable, wantfields bool) (*sqltypes.Result, error) {
	return nil, vterrors.New(vtrpcpb.Code_INTERNAL, "[BUG] 'Execute' called for Stream")
}

// StreamExecute implements the Primitive interface
func (m *MStream) StreamExecute(vcursor VCursor, bindVars map[string]*querypb.BindVariable, wantfields bool, callback func(*sqltypes.Result) error) error {
	rss, _, err := vcursor.ResolveDestinations(m.Keyspace.Name, nil, []key.Destination{m.TargetDestination})
	if err != nil {
		return err
	}
	return vcursor.MessageStream(rss, m.TableName, callback)
}

// GetFields implements the Primitive interface
func (m *MStream) GetFields(vcursor VCursor, bindVars map[string]*querypb.BindVariable) (*sqltypes.Result, error) {
	return nil, vterrors.New(vtrpcpb.Code_INTERNAL, "[BUG] 'GetFields' called for Stream")
}

func (m *MStream) description() PrimitiveDescription {
	return PrimitiveDescription{
		OperatorType:      "MStream",
		Keyspace:          m.Keyspace,
		TargetDestination: m.TargetDestination,

		Other: map[string]interface{}{"Table": m.TableName},
	}
}


The importance of World Land Trust's (WLT) Buy an Acre Mexico project has come sharply into focus after a site of extensive illegal logging was discovered within the Sierra Gorda Biosphere Reserve, in a communally owned forest outside the protection of private reserves owned by WLT partner Grupo Ecológico Sierra Gorda (GESG).
After several reports to the environmental authority received no response, staff from GESG visited the forest of Cerro Grande, a mountain near the community of San Juan de los Durán, to document the logging.
As he was leaving the logging site, Roberto found a Bromeliad Arboreal Alligator Lizard, a Vulnerable species rarely seen as they live in the treetops. It was only the second time Roberto had seen one in his 20 years patrolling the forests, and it is possible the logging was the reason it came down from the canopy.
Sierra Gorda Biosphere Reserve (SGBR) covers an area of more than 946,000 acres (383,567 hectares) of evergreen and deciduous tropical forest, shrubs and cacti, oak forests, pine forests and cloud forests.
When SGBR was created in 1997 by the Federal Government, 11 regions within it were declared 'core areas' which together contained all of the unique ecosystems of Sierra Gorda. These areas were designated for conservation alone, but lack of enforcement by the National Commission of Natural Protected Areas (CONANP), in charge of protecting the SGBR, has enabled illegal logging, such as this incident which occurred within a designated core area, to occur. With the support of WLT, GESG are addressing this by creating privately owned reserves in areas most threatened by logging.
The core areas are currently under a greater logging threat than before due to climate change. Research has shown that higher temperatures are making forests more susceptible to bark beetle outbreaks, which have destroyed pine trees in more accessible areas. Now loggers are venturing further from the communities into the core areas looking for cedar and fir timber.
This logging incident occurred outside GESG's reserve areas. WLT's Buy an Acre Mexico appeal raises money to purchase properties within the Sierra Gorda Biosphere Reserve that aren't currently protected.
The properties currently being purchased to extend the Cerro Prieto-Cerro la Luz Reserve are within the same core area that was affected by this incident. Once purchased the forest habitat and its wildlife are protected by GESG and incidents such as this one are prevented.


text:
Virgil van Dijk and James Milner on who they do and don't want next in the Champions League
Virgil van Dijk and James Milner have both assessed the upcoming Champions League quarter-final draw, giving an insight into who Liverpool are hoping for.
The Reds will take great confidence into the draw, having produced an excellent display on the way to a 3-1 victory over Bayern Munich on Wednesday night.
A Sadio Mane brace and another Virgil van Dijk header were enough to knock out the Bundesliga champions at the Allianz Arena, having been held to a 0-0 draw at Anfield in the first leg.
All eyes will be on Nyon at 11am on Friday, as Liverpool learn which of Porto, Barcelona, Ajax, Man City, Man United, Tottenham and Juventus they will play in the quarter-finals.
For Van Dijk, who spoke to Dutch outlet Veronica TV after scoring his third goal in four games, there is one side he would prefer to take on, though he joked it would "probably" be a fellow Premier League team.
"I really don't care at all but we will probably draw an English club again," he said, having played City at the same stage last season.
"Ajax? That would be a nice game. But it would be difficult because Ajax is doing fantastic in the Champions League."
Van Dijk played for FC Groningen in the Eredivisie between 2010 and 2013, taking on Ajax four times, winning one and losing three, before another two meetings with the Dutch giants while at Celtic, with one win and one loss.
Joining Van Dijk for an interview with BT Sport directly after full-time at the Allianz, Milner reflected on four English clubs making the quarter-finals for the first time in 10 years.
The vice-captain, who has played 38 times in the Champions League proper over spells with City and Liverpool, suggested none of the Premier League sides would be looking to play each other at this stage.
"It's good for English football, that's what you want. Fantastic," he explained.
"I don't think we want to play each other in the next round but we'll see who we get.
"It's going to be interesting. There are obviously a lot of good teams left, but we've got good feelings, obviously, from last year and those experiences.
"Hopefully we can carry those on and go as far as we can in that competition."
Klopp echoed this in his post-match comments, saying "let's try to play teams from Europe," but there is certainly a bigger likelihood of being drawing against the sides Liverpool would prefer to avoid.
Tags Champions League, James Milner, Virgil van Dijk


text:
Insane summer childcare costs put 33% of Americans in debt
[Photo: Liam Macleod/Unsplash]
By Melissa Locker 1 minute Read
Back in 1972 when Alice Cooper declared that "school's out for summer!" he sang an anthem for every school-age child in the world. However, if he ever wanted to sing the song from the parents' point of view, it would be something along the lines of "no more pencils, no more books, lots of child care-related debt."
A new survey from bankrate.com shows that working parents are accumulating lots and lots of debt to keep their kids safe and, if they're lucky, entertained while school's out for summer.
According to the survey, summer childcare on average costs $998 per child. One in five parents plans to spend more than $2,000 per child and, of those, 12% expect to pay $3,000 or more. For parents looking for something other than just childcare, day camps cost between $100 and $500 per week per child, and since kids are out of school for approximately 12 million weeks (at least that's what it feels like), the cost quickly adds up.
According to Bankrate's survey of 3,857 adults, the majority of American parents (59%) will end up paying for summer childcare with a credit card, and 33% of parents will accumulate debt from doing so. While some of those costs can be written off their taxes through the Child and Dependent Care Credit, adding summer childcare to a debt load can be a hard financial pill to swallow for many working families. It's also a great argument for universal childcare.
If you're looking for a way to cut childcare costs and avoid taking on debt over the summer, call your members of Congress and ask them to cosponsor or vote to pass the Universal Child Care and Early Learning Act, introduced yesterday by Senator Elizabeth Warren of Massachusetts and Representative Deb Haaland of New Mexico's 1st District. Alternatively, introduce your child to the wonders of year-round school.


If your cat experiences diarrhea then you should use elimination process to help its system to return to the normal condition. In order to feed her you should consider giving her bland and plain foods like chicken, lamb baby food, turkey or beef.
You can also consider giving her white chicken or fish as they can be good for her digestion in such condition. A mixture of chicken or beef with macaroni, rice or potatoes can also be a good option for your cat in case of diarrhea.
You can also give unflavoured yogurt to your cat during diarrhea as it will help in restoring the amount of bacteria required in her intestines for proper functioning of her digestive system.
But you should avoid giving other typed of dairy products to your cat when she is suffering from diarrhoea as they are not recommended by the vets.
You should immediately go to your vet to know the basic reason and status of the problem if diarrhea persists for more than a day.
You should remember what type of food your cat had eaten recently as the vet may ask you about it to find out probable reasons of the problem.
Eating inedible items like toys etc.
While visiting the vet to treat diarrhoea of your cat you should remember the symptoms your cat was showing. Some of these symptoms can be simple whereas some can be complicated.
Simple and common symptoms of diarrhea in cats may include fever, difficulty in walking, worms and vomiting.
Lethargy, increased theist due to dehydration, weight loss, loss of appetite, flatulence, sign of feline distemper and increased urgency of defecating can also be some of the symptoms of diarrhea in cats.
At the same time, there could be other symptoms as well. It is always better to take your cat to a pet doctor, if you find any unusual symptoms. The earlier to treat, the better it would be.
While visiting the vet you should also focus on the type of the diarrhea of your cat. It can be watery or bloody and at times it can have mucous. Along with it you should also notice the frequency of the defecation.
Your cat may have diarrhea of small intestine if the volume and frequency of defecation increases from normal and more than 2-3 times. Urgency of defecation from normal to mildly increased and without mucus are also symptoms of diarrhoea of small intestine of your cat.
Similarly if volume of defecation decreases from normal and blood and mucus is present in it then it can be the symptom of diarrhea of large intestine of your cat. In this condition frequency of defecation can increase over 5 times with increased urgency.
In case of mild diarrhea in cat then you should take care of your cat at your home as it can last less than 24 hours if watched carefully. You should not allow your cat to eat anything at least for 12-24 hours as a precautionary measure to resolve this problem. But you should allow her to drink water during his time to avoid dehydration.
Your cat may dehydrate if she has diarrhea even for one day. So you should give her fresh water to drink. In severe condition you can also give her some replacement of electrolytes like Gatorade. In order to prevent dehydration in such condition you can also give Pedialyte to your cat as it is an unflavoured replacement of electrolyte.
You can also use some home remedies to cure diarrhea of your cat if its condition is not of severe nature. But you should not hesitate to visit a vet if you are unable to control it or it does not stop itself after one day. There can be a serious health problem if your cat's diarrhoea takes more than 24 hours to cure.


1983: Polymers in thin films - synthesis, properties, devices.
Review lecture: "Synthesis and applications of cunducting polymers."
"New methods for the synthesis of polyacetylene."
"Conducting polymers derived from heterocyclics."
"Synthesis and properties of liquid crystal polymers and possible device applications."
"Properties and applications of piezoelectric polymers."
Review lecture: "New developments in polymers for optical lithography."
"Optical recording in polymeric media."
"Photochromism in polymer films for optical data recording."
"Propagation and characterisation of polymeris materials with large non-linear optical responses."
Review lecture: "Polymeric thin films for microencapsulation."
"Dielectric barrier coatings for printed circuits."
"25 years of molecular electronics."
"Formation and applications of langmuir blodgett monolayers and multilayers."
"Polymerised monolayers and multilayers - possible device applications."


text:
The Yellow Vests
France is used to see demonstrations – one may even say that demonstration is a traditional form of expression in France. The Yellow Vests movement, however, appears to be something out of the ordinary.
Contrary to a more typical demonstration, the Yellow Vests movement consists of protestors out of the ordinary. The middle class, people from different political sides and rural France are all represented. Where most other demonstrations are organized in big cities, the Yellow Vests movement has also expanded towards the villages. But how do the protestors show their dissatisfaction? By frequently interfering with traffic by blocking roundabouts.
This brings the question: In which way does this movement differ from the usual demonstrations that take place in France?
This movement pretexted the infamous eco-tax, where Emmanuel Macron, in line with his stance on sustainability, introduced a new tax on vehicular pollution. However, according to experts, this tax is not sufficient to explain the present situation. The image that has been painted of the newly elected president Emmanuel Macron as a powerful figure, might be misleading. One of the things that are fueling the protestors seems to be Macron being elected by a minority of voters, where demonstrations, to the protestors, feels like the only real expressive outlet.
The last straw
According to Robin, a Yellow Vests representative contacted by the NHH-Symposium, who belongs to La France Insoumise (radical left), this movement originated in the 2008 economic crisis. Austerity policy became the norm with Nicolas Sarkozy and François Holland. They promoted radical reforms that affected the rural parts of France, often referred to as the invisible France. Holland's failed promise to end these policies is considered key to the popularization seen in the 2017 presidential election. This, as well as series of scandal-ridden french presidents lead to a rather sensitive environment, where a small nudge such as the eco-tax was the straw that broke the camel's back.
Hugo, a member of Generation.s (a left-wing party), points out that this could be considered a reaction from the middle class to the economic and democratic crisis. He stresses that the Yellow Vests movement is rather an epidemic than a solution to the problem.
As the movement is divided and permeated with distrust, speculations have been made regarding the further evolution of the movement. Hugo lists three potential solutions: Maintaining status quo, where the movement will continue to demonstrate in the future. Secondly, Macron could choose to establish contact through social dialog and discuss the issues with the demonstrators. Controversially, Macron could react and shut down the demonstrations. This would ultimately lead to a more authoritarian regime.
Uncertain road ahead
Robin is certain that this would be a historical step that will change french politics. The outcome, however, remains to be seen. The movement has undoubtedly shed light on the invisible parts of the middle-class and the rural parts of France. The most dire challenge the movement is currently facing, is to organize itself properly ahead of the coming elections for the European Parliament. The struggles to organize itself may be considered one of the reasons it has not been taking seriously earlier, as a lack of organization indicated poor progress.
The next step today will be the European election, as it could or could not justify the self-confidence of the government and its opponents. French citizens seem to have reached a consensus of being on the brink of a political disaster. The future is totally uncertain.
Francois Marin
Del denne nyheten, velg sosialt media ->
– Vi burde kanskje være glad for at vi har FrP i Norge, for alternativet ville fort vært mye verre
Workshops på NHH-Symposiet
Kevin Bales besøkte Symp
Thomas Henschien
-Det går for sent, altfor sent. Og det kommer til å sette sine spor.
Foredragsholdere (EN)
Innhold (EN)
Mads Yksnoy	2019-03-17T18:49:48+00:00


text:
Posted on January 11, 2005 by cmadmin
Have you ever seen a set of "facts" that left you guessing? I'm there now.
I've been looking at some offshoring/outsourcing research, and a clear picture is emerging: There is no clear picture.
According to the Meta Group, key IT jobs are staying in the United States, and the furor about offshoring is being blown out of proportion. Meta Group also reports that only 20 percent of companies are currently sending IT work across the water. (The same survey, by the way, said you're being paid as much as 20 percent more than non-technical personnel.)
Then there were the studies from Forrester Research and the Information Technology Association of America (ITAA), cited in more depth in this issue's cover story, "Career Strategies for the Age of Global Outsourcing," starting on Page 16. In May 2004, Forrester projected that 830,000 positions will have moved offshore by 2005. Meanwhile, the ITAA expects that the total savings from global sourcing will climb from $6.7 billion to $20.9 billion between 2003 and 2008.
Confused yet? Don't be: The true differentiation here is in scope. No matter in which report you place your faith, it's clear that offshoring is happening and IT is being affected.
The Meta report sees education as the solution. Expecting a labor crisis in five to eight years, Meta Group suggests U.S. businesses do a better job making technology accessible and attracting more younger workers to IT fields.
ITAA, meanwhile, is expecting 500,000 new jobs to be created between 2003 and 2008, with half of those located stateside. Those jobs, by the way, could grow because of offshoring, under the theory that the increased savings will ripple back into domestic job creation and growth.
With me so far? Then consider these two divergent views: The American Electronics Association expects higher-end technology jobs to stay home, while lower-end work will go abroad. The New York Times, however, reported that from March to June of last year, lower-end industries, which make up 22 percent of the workforce, accounted for 44 percent of new hires.
OK, does all this mean anything? Maybe Homer Simpson was right when he said, "You can use facts to prove anything even remotely true."
Let's move past faceless reports. Our editors have thrown open their e-mail boxes and are ready to receive the information directly from the horses' mouths. Has offshoring affected your career yet? Are those changes all bad? Do you expect more changes to come? What are you doing about it?
E-mail us at editor (at) certmag (dot) com. We'll compile your opinions and share some representative samples in future issues. Even if there is no clear consensus.
Tim Sosbe
tsosbe@certmag.com
February 2005 Table of Contents


This course examines key skills required in human resource professionals, including the ability to lead and motivate others.
This course examines key skills required in human resource professionals, including the ability to lead and motivate others. Human resources concepts and applications are also examined, as well as ethics and professional standards that every organization should follow. This course also provides insight into how to perform environmental scans, and discusses organizational structures as well as change management. This course helps prepare individuals for the Human Resource Certification Institute's (HRCI) PHR and SPHR certification examinations.
Behavioral competencies, such as providing leadership and behaving ethically at all times, help people – specifically HR professionals – in performing their jobs effectively and applying HR principles and practices to the success of the organization. This course introduces and discusses Leadership and Navigation and Ethical Practice, the first two of the eight behavioral competencies critical for HR professionals. You will explore some situational judgment examples to highlight the way HR professionals apply these competencies in their workplace. The content in this course is based on the Body of Competency and Knowledge (BoCK) 2015 of Society for Human Resource Management (SHRM). While the course helps learners to prepare for the SHRM-CP/SCP certification exams, it is equally useful for HR professionals who want to develop capabilities for improving their effectiveness in the workplace and advancing their career.


text:
DVD BUNDLE - RAF Centenary
This great value DVD bundle deal includes two of our top-selling DVDs, commemorating the RAF's Centenary. This bundle includes:
Modern British Airpower
Celebrate the RAF Centenary with this action-packed DVD which features a collection of the latest modern military Royal Air Force aircraft. Filmed over two decades, this collectors edition programme includes F-35 Lightning II, Eurofighter Typhoon, Tornado, Red Arrows, Airbus A400M and many more!
Classic British Airpower
Featuring the early days of World War I, World War II and the Cold War era, this DVD pays tribute to the golden age of the Royal Air Force. The collection includes dazzling air displays and rare footage from the UK and Overseas.
Region-free DVD Bundle, Running time 165 Minutes.


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text:
Home/Pro Audio/Update on the 600 MHz Spectrum in Canada
Update on the 600 MHz Spectrum in Canada
As the FCC, in the US, and Innovation, Science and Economic Development Canada (ISED), continue to find new ways to make more spectrum available for mobile broadband wireless devices, we in the pro audio world must revise our wireless frequency use. A broadband wireless device is a smartphone or IPad etc. that can connect to the Internet and stream or download content without connecting through a local Wi-Fi network. This extremely popular activity is requiring more and more frequencies to handle the demand. The large pool of reserved for TV but mostly unused spectrum is being "repurposed" to accommodate the need. Unused that is, except by wireless microphones.
Since the mid-1980s, we in the Pro Audio world have been very fortunate to have had free access to all the locally unused UHF Broadcast TV channels from 14 through to 69 or 470 to 698 MHz for our wireless microphones, In-Ear Monitors and Wireless Intercom Systems. Using this large portion of the radio spectrum has allowed us to easily find multiple clear frequencies. The only conditions were, and still are, that we didn't cause any interference to a licensed user (Broadcaster) and that we were prepared to accept interference to us, if it occurred. By just having the knowledge of which TV channels were locally occupied, this unofficial arrangement worked well for more than three decades.
However, times have changed! Television viewers are watching less over-the-air or terrestrial broadcasting that requires an antenna. The majority of content arrives through cable, satellite or the Internet and many of the most popular channels don't even have an over-the-air capability. This timely reduction in TV Broadcast requirements coincides with the increased requirements of Internet Service Providers (ISPs) so this large pool of TV channels need no longer be reserved for future terrestrial TV broadcast. This and the huge amounts of revenue generated by auctioning off the rights to blocks of frequencies to ISPs and phone companies have motivated government regulators to make sweeping changes.
Five years ago the 700 MHz band was repurposed. Wireless Mic users lost the use of all the unused UHF TV channels from 698 – 806 MHz (TV channels 52-69) and it is now illegal to use a wireless system within that range. In addition, congestion in the still usable lower TV channels (14-51) was increased as broadcasters had to move their transmitter's frequencies down as well. A double-whammy, as the expression goes.
Soon, and over the course of the next couple of years, most of the 600 MHz Band will be going through a similar change. This is not news to many of us but it does raise some questions such as how much more spectrum will we be losing and when? Technically, the loss will include everything from 614 MHz to 698 MHz (TV channels 38 through 51). This leaves TV channels 14 thru 36 or 470 to 608 MHz. TV channel 37 (608-614 MHz) has never actually been a TV channel as it is reserved for Radio Astronomy and off limits to wireless mics anyway.
As of November 2nd, 2018, the manufacturing, importation, distribution, lease and sale of equipment operating in this range will be prohibited. It will however, still be legal to use existing wireless equipment in the 600 MHz band for some time to come although there is no guarantee that, as wireless mic users, we will not receive any interference from new frequency owners testing on those frequencies. Exactly how much time will be determined by the end of the coming government spectrum auction that will sell the use of portions of the 600 MHz band to interested broadband wireless service providers. At that time, even the use of existing equipment will be prohibited. This is expected to occur sometime in 2020 or 2021. In the US, as their auction is already completed, that date has been set at July 13th of 2020.
Meanwhile, continue to enjoy the use of your existing 600 MHz wireless microphones but do plan ahead for the inevitable upcoming changes.
By Chris Brooks, SFM Product Technical Specialist
admin2018-04-25T17:42:34-05:00March 9, 2018|


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Home Technology Mirage-2000 vs F-16: Features and specifications
Mirage-2000 vs F-16: Features and specifications
Harminder Singh
In a daring operation, 12 Indian Air Force Mirage-2000 fighter jets crossed the LoC and dropped 1,000-kg laser-guided bombs on Jaish-e-Mohammed terror camp in Balakot inside Pakistan on Tuesday, eliminating at least 300 terrorists.
The Mirage-2000, manufactured by French company Dassault Aviation which also manufactures Rafale fighter jets, had played an important role in helping India win the Kargil war in 1999.
On Wednesday, Pakistan made an unsuccessful attempt to raid some military establishments in India as three F-16 fighter jets of Pakistan Air Force violated Indian airspace but they failed in their objective to cause damage inside Indian territory after IAF jets forced them to retreat.
Mirage 2000 is seen by many as India's answer to F-16 fighter jets, which is manufactured by American company Lockheed Martin.
There is no denying the fact that Mirage-2000 most versatile and powerful aircraft of IAF. First commissioned in 1985, IAF gave Mirage 2000 a new name – Vajra – meaning lightening thunderbolt in Sanskrit. The important role played by Mirage 2000 during Kargil war prompted the government to acquired 10 more Mirage 2000 jets in 2004. The IAF currently has 50 Mirage 2000 fighter jets.
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On the other hand, the F-16 which is also called Fighting Falcon or Viper is famous for its agility and these fighter jets were first inducted in Pakistan Air Force in early 80s. Pakistan Air Force uses the F-16C/D variants of F 16, which is a multirole combat aircraft.
The Mirage 2000 is powered by a single shaft engine called SNECMA M53. The SNECMA M53-P2 engine, which is rated at 65 kN (15,000 lbf) in dry thrust and 95 kN (21,000 lbf) in afterburner powers most of the Mirage 2000s. This is a single seater jet but can be converted into a twin seat jet if required.
Measuring 14.36 metre, the wingspan of Mirage 2000 is of 91.3 metre. The plane weighs 7500 kg (dry) and has a total takeoff weight of 17000 kg. The fighter jet can attain a maximum speed of Mach 2.2 (2336 kmph) and can travel 1550 km with drop tanks. It can touch a maximum height of 59000 ft.
The Mirage 2000 comes loaded with a fly-by-wire flight control system and Sextant VE-130 HUD, which displays data related to flight control, navigation, target engagement, and weapon firing. The Mirage 2000 is capable of carrying laser guided bombs, air-to-air and air-to-surface missiles. It also boasts of a Thomson-CSF RDY (Radar Doppler Multi-target) radar on board.
Available in both single-seat and double seat configuration, the F-16 Falcon is a single engine aircraft. The fighter jet can pull 9-g manoeuvres, reaching a maximum speed over Mach 2. It has maximum high speed of 2120 kmph, a length of 15.06 metre and a wingspan of 9.96 metre. Weighing 8570 kg (dry), the F 16 jet has a maximum takeoff weight of 19200 kg. Powered by a General Electric F110-GE-129 engine, this fighter jet has a dry thrust of 17,155 lbf (76.3 kN) and Thrust with afterburner of 28,600 lbf (127 kN).
The F-16 can carry rockets, air-to-air missiles, air-to-surface missiles and air-to-ship missiles along with a wide variety of bombs. Like Mirage 2000, ti also comes equipped with a radar on-board.
Apart from India, Mirage 2000 is used by France, Egypt, UAE, Peru, Taiwan, Peru, Greece and Brazil. On the other hand, F-16s are used by several countries, including NATO members like Turkey, Belgium, Norway and United States.
SOURCEzeenews
Mirage-2000
SNECMA M53
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The City of Bloomington is comprised of three legislative districts for the House and two legislative districts for the Senate.
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Clearly identify your topic in your email subject.
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HomeSoftware
VMware's View 4 Delivers PC-Over-IP
By Larry Barrett
VMware on Monday served up View 4, a desktop virtualization suite that runs on its vSphere platform and includes a new PC-over-IP protocol that's supported by a wide range of key vendors including Cisco, Dell, HP and IBM.
VMware officials said the new offering will go a long way toward assuaging a lot of IT administrators' concerns about virtualized desktop environments—most notably support and integration with key PC and networking vendors—and reduce the complexity and costs associated with running disparate operating systems in a virtual environment.
By virtue of its recently announced landmark alliance with Cisco (NASDAQ: CSCO) and VMware's parent, EMC, the company now can provide enterprise customers with a fully integrated, tested, validated and production-ready infrastructure package that includes virtualization applications, networking software and hardware, computing, storage, security and management applications from all three vendors.
Along with the core features already offered in previous releases, View 4 includes PC-over-IP (PCoIP), a new adaptive display protocol specifically developed for virtual desktop delivery that detects device types, network connections and locations remotely.
"We're extremely proud of the impact we've had on the datacenter, transforming decades old computing models and accelerating the emergence of private and public cloud environments," CEO Paul Maritz said in a statement. "With the introduction of VMware View 4, we see an equally compelling opportunity to leverage our knowledge and expertise in virtualization and forever change how desktop services are both delivered and consumed."
The PCoIP component will analyze and optimize hardware and software environments on the fly thanks mainly to support from VMware partners including Dell, HP, Cisco, Wyse and Devon IT.
VMware officials said View 4 will ensure simplified desktop provisioning and management with flexible on-demand provisioning of thousands of desktops and applications instantaneously and the ability to manage up to tens of thousands of desktops from a single console.
"In addressing the main barriers to broad desktop virtualization adoption—acquisition costs, user experience and scalability—VMware, along with its broad ecosystem of partners is working to pave the way for enterprises to more easily transform their desktops into a managed service with significantly improved security, management, availability and compliance at a reduced total cost of ownership," said IDC analyst Mike Rose.
"IDC expects that because of these and other advances, organizations will continue to increase the size of virtual desktop environments both in terms of users and use cases," he added.
VMware and other virtualization software vendors including Microsoft and Citrix Systems are vying for the hearts and minds of both large enterprise customers and small and midsized companies that are looking to reduce IT costs and simplify their datacenters.
VMware's View 4 suite will be available Nov. 19.
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Gov. Rick Snyder Backs Mich. State Police Director Who Called Protesting Athletes 'Degenerates'
Monique Judge
Filed to: NewsFiled to: News
Gov Rick Snyder
Kriste Kibbey Etue
NFL protests
Col. Kriste Kibbey Etue (Michigan State Police)
Michigan Gov. Rick Snyder has said that he has no plans to fire the Michigan State Police director who came under fire this week after making a post on Facebook criticizing protesting NFL players and calling them "millionaire ingrates who hate America and disrespect our armed forces and veterans."
Col. Kriste Kibbey Etue made the offensive post on Sunday, and calls for her to be fired were widespread and immediate. The Detroit Free Press reports that there were also talks of demonstrations to take place in Detroit and Lansing as well as calls for all Michigan State Police troopers to be pulled out of Detroit.
By Tuesday night, Etue, who has headed the state police since 2011, had apologized for her actions—both publicly on Facebook and privately via email to state police employees.
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Free Press reports that Anna Heaton, Snyder's spokeswoman, defended Etue and said that she "said she made a mistake and publicly apologized" after serving "with distinction as an outstanding public servant for decades."
"The governor will not be asking her to resign," Heaton said.
State Rep. Sheldon Neeley (D-Flint), who is chairman of the Legislative Black Caucus, said in a news release that Etue's Facebook post makes "clear that Col. Etue does not understand the nature of the protests, nor respect the First Amendment rights of protesters."
"This calls into question her ability and objectivity to lead the men and women in her department who are charged with not just enforcing laws, but also protecting and serving people of color," Neeley said.
The Legislative Black Caucus has joined others calling for Etue to resign or be fired: the Detroit Coalition Against Police Brutality; Progress Michigan, a liberal group; and the Michigan National Action Network, an arm of the Rev. Al Sharpton's national organization.
The Rev. Charles Williams, who is president of the Michigan National Action Network in Detroit, told Free Press that there will be a meeting Saturday morning between his organization and other organizations and activists to plan their protest strategy against Etue and the state of Michigan.
"We have an 85 percent-African-American city here, and we already have issues with the police," Williams told the Free Press. "In this kind of environment she's promoting in the department, we don't need those police in this community. They need to go."
Read more at the Detroit Free Press.
News Editor for The Root. I said what I said. Period.
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Ocean Wilsons Holdings Limited, an investment holding company, provides maritime and logistics services in Bermuda, Brazil, Panama, and Uruguay. The company operates in two segments, Maritime Services and Investments. The Maritime Services segment provides towage, port terminals, ship agency, offshore, logistics, and shipyard services. The Investments segment holds a portfolio of international investments. Ocean Wilsons Holdings Limited is based in Hamilton, Bermuda.
What is Ocean Wilsons' stock symbol?
Ocean Wilsons trades on the London Stock Exchange (LON) under the ticker symbol "OCN."
How often does Ocean Wilsons pay dividends? What is the dividend yield for Ocean Wilsons?
Ocean Wilsons announced a dividend on Friday, March 15th. Shareholders of record on Thursday, May 9th will be given a dividend of GBX 0.70 per share on Friday, June 7th. This represents a yield of 4.62%. The ex-dividend date is Thursday, May 9th. The official announcement can be accessed at this link. View Ocean Wilsons' Dividend History.
Has Ocean Wilsons been receiving favorable news coverage?
Media headlines about OCN stock have been trending neutral recently, InfoTrie Sentiment reports. The research firm identifies negative and positive media coverage by monitoring more than six thousand blog and news sources in real time. The firm ranks coverage of publicly-traded companies on a scale of negative five to five, with scores closest to five being the most favorable. Ocean Wilsons earned a daily sentiment score of 0.4 on InfoTrie's scale. They also assigned news coverage about the company a news buzz of 1.0 out of 10, indicating that recent media coverage is extremely unlikely to have an effect on the company's share price in the near future.
Who are some of Ocean Wilsons' key competitors?
Some companies that are related to Ocean Wilsons include Hamburger Hafen und Logistik (HHFA), Irish Continental Group (ICGC), Clarkson (CKN), Algoma Central (ALC), Global Ports (GPH), Sutton Harbour (SUH), Boston Carriers (BSTN), FreeSeas (FREEF), Hapag-Lloyd (HLAG), Logistec (LGT.B) and Stolt-Nielsen (SOIEF).
What other stocks do shareholders of Ocean Wilsons own?
Based on aggregate information from My MarketBeat watchlists, some companies that other Ocean Wilsons investors own include Aviva (AV), IP Group (IPO) and Enova International (ENVA).
Who are Ocean Wilsons' key executives?
Mr. Malcolm S. Mitchell, Company Sec.
How do I buy shares of Ocean Wilsons?
Shares of OCN and other U.K. stocks can be purchased through online brokerage accounts that support trading on the London Stock Exchange (LSX). Some U.K. companies can be purchased through major U.S. brokerages in the form of American Depository Receipts (ADRs), which are placeholder equities held in a trust by a bank that represent shares of a foreign stock.
What is Ocean Wilsons' stock price today?
One share of OCN stock can currently be purchased for approximately GBX 1,175.
How big of a company is Ocean Wilsons?
Ocean Wilsons has a market capitalization of £415.52 million and generates £460.20 million in revenue each year. Ocean Wilsons employs 4,164 workers across the globe.
What is Ocean Wilsons' official website?
The official website for Ocean Wilsons is http://www.oceanwilsons.bm.
How can I contact Ocean Wilsons?
Ocean Wilsons' mailing address is Richmond House 5th Floor, 12 Par-la-Ville Road, 2250 PO Box HM, HAMILTON, HM JX, Bermuda. The company can be reached via phone at +1-441-2951309.
MarketBeat's community ratings are surveys of what our community members think about Ocean Wilsons and other stocks. Vote "Outperform" if you believe OCN will outperform the S&P 500 over the long term. Vote "Underperform" if you believe OCN will underperform the S&P 500 over the long term. You may vote once every thirty days.


Rosemary's Sampler Blog- Enjoy our informative blog about herbs, tea, and a touch of family fun. You'll find favorite recipes used in the tea room and a variety of herbal tips sprinkled throughout this blog which was started in 2007.
The Rosemary House - One of the first herb & spice gift shops in America, founded by Bertha Reppert in 1968, The Rosemary House in charming downtown Mechanicsburg features herbs and spices from Allspice to Zebrovka. Herb plants, gifts, assorted tea related merchandise and more can be found in this quaint shop. All of Bertha Reppert's books as well as hundreds of other herbals & cookbooks are available.
Rosemary Remembrances II- At Rosemary Remembrances II we believe that the charm of the old blends perfectly with the excitement of the new. We invite you and yours to come visit our store in Jim Thorpe, PA and explore every nook and cranny of our fun filled shop located on the first floor of our circa 1857 federal style restored home. You'll discover a marketplace of unique REMEMBRANCES™, commissioned art, collectibles, handicrafts, original art and heirlooms...we are a gallery of goods past and present, from funky to conservative, and have something to tempt the most discriminating shopper. We take great pride in our small enterprise, our artists and their work, and are pleased to share it with you.
Fairy Festival - Calling all fairies, elves, hobbits, sprites, and wizards to this annual event, held in the gardens of The Rosemary House and Sweet Remembrances, the first weekend after Labor Day.
Pennsylvania Tea Festival-At The Pennsylvania Tea Festival you will be introduced to a wide variety of specialty teas to expand and enhance your knowledge of tea and tea culture. There will be a lecture series, a limited number of hands-on workshops, music, good food but most of all quality TEA! In addition, you will find tea merchants and vendors with all things TEA including tea ware & tea related art, situated in the quiet serenity of the herb gardens.
Destination Tea- this great resource will assist you in locating tea rooms in and around your area and across the United States.
Mid-Atlantic Tea Business Association - also known as MATBA, was founded in 2005 to advance the knowledge of tea through networking and educational opportunities for the tea entrepreneur in our primary member states: Delaware, Maryland, New Jersey,New York,Pennsylvania, West Virginia, Washington, DC. and Virginia. Susanna Reppert-Brill, Nancy Reppert, and Janet Young are the founding members of this association.