5 Best Binary Options Robots (April 2020) - Evoke Finance

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submitted by hazeldrew87 to goldtrade [link] [comments]

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submitted by binaryoptionfan to LearnPhotoEditing [link] [comments]

Virtual Reality: Where it is and where it's going

VR is not what a lot of people think it is. It's not comparable to racing wheels, Kinect, or 3DTVs. It offers a shift that the game industry hasn't had before; a first of it's kind. I'm going to outline what VR is like today in despite of the many misconceptions around it and what it will be like as it grows. What people find to be insurmountable problems are often solvable.
What is VR in 2020?
Something far more versatile and far-reaching than people comprehend. All game genres and camera perspectives work, so you're still able to access the types of games you've always enjoyed. It is often thought that VR is a 1st person medium and that's all it can do, but 3rd person and top-down VR games are a thing and in various cases are highly praised. Astro Bot, a 3rd person platformer, was the highest rated VR game before Half-Life: Alyx.
Lets crush some misconceptions of 2020 VR:
So what are the problems with VR in 2020?
Despite these downsides, VR still offers something truly special. What it enables is not just a more immersive way to game, but new ways to feel, to experience stories, to cooperate or fight against other players, and a plethora of new ways to interact which is the beating heart of gaming as a medium.
To give some examples, Boneworks is a game that has experimental full body physics and the amount of extra agency it provides is staggering. When you can actually manipulate physics on a level this intimately where you are able to directly control and manipulate things in a way that traditional gaming simply can't allow, it opens up a whole new avenue of gameplay and game design.
Things aren't based on a series of state machines anymore. "Is the player pressing the action button to climb this ladder or not?" "Is the player pressing the aim button to aim down the sights or not?"
These aren't binary choices in VR. Everything is freeform and you can basically be in any number of states at a given time. Instead of climbing a ladder with an animation lock, you can grab on with one hand while aiming with the other, or if it's physically modelled, you could find a way to pick it up and plant it on a pipe sticking out of the ground to make your own makeshift trap where you spin it around as it pivots on top of the pipe, knocking anything away that comes close by. That's the power of physics in VR. You do things you think of in the same vain as reality instead of thinking inside the set limitations of the designers. Even MGSV has it's limitations with the freedom it provides, but that expands exponentially with 6DoF VR input and physics.
I talked about how VR could make you feel things. A character or person that gets close to you in VR is going to invade your literal personal space. Heights are possibly going to start feeling like you are biologically in danger. The idea of tight spaces in say, a horror game, can cause claustrophobia. The way you move or interact with things can give off subtle almost phantom-limb like feelings because of the overwhelming visual and audio stimulation that enables you to do things that you haven't experienced with your real body; an example being floating around in zero gravity in Lone Echo.
So it's not without it's share of problems, but it's an incredibly versatile gaming technology in 2020. It's also worth noting just how important it is as a non-gaming device as well, because there simply isn't a more suitably combative device against a world-wide pandemic than VR. Simply put, it's one of the most important devices you can get right now for that reason alone as you can socially connect with no distancing with face to face communication, travel and attend all sorts of events, and simply manage your mental and physical health in ways that the average person wishes so badly for right now.
Where VR is (probably) going to be in 5 years
You can expect a lot. A seismic shift that will make the VR of today feel like something very different. This is because the underlying technology is being reinvented with entirely custom tech that no longer relies on cell phone panels and lenses that have existed for decades.
That's enough to solve almost all the issues of the technology and make it a buy-in for the average gamer. In 5 years, we should really start to see the blending of reality and virtual reality and how close the two can feel
Where VR is (probably) going to be in 10 years
In short, as good as if not better than the base technology of Ready Player One which consists of a visor and gloves. Interestingly, RPO missed out on the merging of VR and AR which will play an important part of the future of HMDs as they will become more versatile, easier to multi-task with, and more engrained into daily life where physical isolation is only a user choice. Useful treadmills and/or treadmill shoes as well as haptic suits will likely become (and stay) enthusiast items that are incredible in their own right but due to the commitment, aren't applicable to the average person - in a way, just like RPO.
At this stage, VR is mainstream with loads of AAA content coming out yearly and providing gaming experiences that are incomprehensible to most people today.
Overall, the future of VR couldn't be brighter. It's absolutely here to stay, it's more incredible than people realize today, and it's only going to get exponentially better and more convenient in ways that people can't imagine.
submitted by DarthBuzzard to truegaming [link] [comments]

GUI v0.16.0.2 'Nitrogen Nebula' released!

This is the GUI v0.16.0.2 'Nitrogen Nebula' point release. This release predominantly features bug fixes and performance improvements.

(Direct) download links

GPG signed hashes

We encourage users to check the integrity of the binaries and verify that they were signed by binaryFate's GPG key. A guide that walks you through this process can be found here for Windows and here for Linux and Mac OS X.
-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA256 # This GPG-signed message exists to confirm the SHA256 sums of Monero binaries. # # Please verify the signature against the key for binaryFate in the # source code repository (/utils/gpg_keys). # # ## CLI 8e3ce10997ab50eec2ec3959846d61b1eb3cb61b583c9f0f9f5cc06f63aaed14 monero-android-armv7-v0.16.0.1.tar.bz2 d9e885b3b896219580195fa4c9a462eeaf7e9f7a6c8fdfae209815682ab9ed8a monero-android-armv8-v0.16.0.1.tar.bz2 4f4a2c761b3255027697cd57455f5e8393d036f225f64f0e2eff73b82b393b50 monero-freebsd-x64-v0.16.0.1.tar.bz2 962f30701ef63a133a62ada24066a49a2211cd171111828e11f7028217a492ad monero-linux-armv7-v0.16.0.1.tar.bz2 83c21fe8bb5943c4a4c77af90980a9c3956eea96426b4dea89fe85792cc1f032 monero-linux-armv8-v0.16.0.1.tar.bz2 4615b9326b9f57565193f5bfe092c05f7609afdc37c76def81ee7d324cb07f35 monero-linux-x64-v0.16.0.1.tar.bz2 3e4524694a56404887f8d7fedc49d5e148cbf15498d3ee18e5df6338a86a4f68 monero-linux-x86-v0.16.0.1.tar.bz2 d226c704042ff4892a7a96bb508b80590a40173683101db6ad3a3a9e20604334 monero-mac-x64-v0.16.0.1.tar.bz2 851b57ec0783d191f0942232e431aedfbc2071125b1bd26af9356c7b357ab431 monero-win-x64-v0.16.0.1.zip e944d15b98fcf01e54badb9e2d22bae4cd8a28eda72c3504a8156ee30aac6b0f monero-win-x86-v0.16.0.1.zip # ## GUI d35c05856e669f1172207cbe742d90e6df56e477249b54b2691bfd5c5a1ca047 monero-gui-install-win-x64-v0.16.0.2.exe 9ff8c91268f8eb027bd26dcf53fda5e16cb482815a6d5b87921d96631a79f33f monero-gui-linux-x64-v0.16.0.2.tar.bz2 142a1e8e67d80ce2386057e69475aa97c58ced30f0ece3f4b9f5ea5b62e48419 monero-gui-mac-x64-v0.16.0.2.tar.bz2 6e0efb25d1f5c45a4527c66ad6f6c623c08590d7c21de5a611d8c2ff0e3fbb55 monero-gui-win-x64-v0.16.0.2.zip # # # ~binaryFate -----BEGIN PGP SIGNATURE----- iQIzBAEBCAAdFiEEgaxZH+nEtlxYBq/D8K9NRioL35IFAl8JaBMACgkQ8K9NRioL 35IKbhAAnmfm/daG2K+llRBYmNkQczmVbivbu9JLDNnbYvGuTVH94PSFC/6K7nnE 8EkiLeIVtBBlyr4rK288xSJQt+BMVM93LtzHfA9bZUbZkjj2le+KN8BHcmgEImA8 Qm2OPgr7yrxvb3aD5nQUDoaeQSmnkLCpN2PLbNGymOH0+IVl1ZYjY7pUSsJZQGvC ErLxZSN5TWvX42LcpyBD3V7//GBOQ/gGpfB9fB0Q5LgXOCLlN2OuQJcYY5KV3H+X BPp9IKKJ0OUGGm0j7mi8OvHxTO4cbHjU8NdbtXy8OnPkXh24MEwACaG1HhiNc2xl LhzMSoMOnVbRkLLtIyfDC3+PqO/wSxVamphKplEncBXN28AakyFFYOWPlTudacyi SvudHJkRKdF0LVIjXOzxBoRBGUoJyyMssr1Xh67JA+E0fzY3Xm9zPPp7+Hp0Pe4H ZwT7WJAKoA6GqNpw7P6qg8vAImQQqoyMg51P9Gd+OGEo4DiA+Sn5r2YQcKY5PWix NlBTKq5JlVfRjE1v/8lUzbe+Hq10mbuxIqZaJ4HnWecifYDd0zmfQP1jt7xsTCK3 nxHb9Tl1jVdIuu2eCqGTG+8O9ofjVDz3+diz6SnpaSUjuws218QCZGPyYxe91Tz8 dCrf41FMHYhO+Lh/KHFt4yf4LKc0c048BoVUg6O0OhNIDTsvd/k= =akVA -----END PGP SIGNATURE----- 

Upgrading

Note that, once the DNS records are upgraded, you should be able to utilize the automatic updater in the GUI that was recently added. A pop-up will appear with the new binary.
In case you want to update manually, you ought to perform the following steps:
  1. Download the new binaries (the .zip file (Windows) or the tar.bz2 file (Mac OS X and Linux)) from the direct download links in this thread or from the official website. If you run active AV (AntiVirus) software, I'd recommend to apply this guide -> https://monero.stackexchange.com/questions/10798/my-antivirus-av-software-blocks-quarantines-the-monero-gui-wallet-is-there
  2. Extract the new binaries (the .zip file (Windows) or the tar.bz2 file (Mac OS X and Linux) you just downloaded) to a new directory / folder of your liking.
  3. Open monero-wallet-gui. It should automatically load your "old" wallet.
If, for some reason, the GUI doesn't automatically load your old wallet, you can open it as follows:
[1] On the second page of the wizard (first page is language selection) choose Open a wallet from file
[2] Now select your initial / original wallet. Note that, by default, the wallet files are located in Documents\Monero\ (Windows), Users//Monero/ (Mac OS X), or home//Monero/ (Linux).
Lastly, note that a blockchain resync is not needed, i.e., it will simply pick up where it left off.

Release notes

Point release:
  • Fix bug that inhibited Ledger Monero users from properly sending transactions containing multiple inputs.
  • CMake improvements
  • Minor security relevant fixes
  • Various bug fixes
Major release:
  • Simple mode: node selction algorithm improved
  • UX: display estimated transaction fee
  • UX: add update dialog with download and verify functionality
  • UX: implement autosave feature
  • UI: redesign advanced options on transfer page
  • UI: improve daemon sync progress bar
  • UI: new language sidebar
  • UI: new processing splash design
  • UI: redesign settings page
  • Trezor: support new passphrase entry mechanism
  • Wizard: add support for seed offset
  • Dandelion++
  • Major Bulletproofs verification performance optimizations
  • Various bug fixes and performance improvements
Note that you can find a full change log here.

Further remarks

  • A guide on pruning can be found here.
  • Ledger Monero users, please be aware that version 1.6.0 of the Ledger Monero App is required in order to properly use GUI v0.16.

Guides on how to get started

https://github.com/monero-ecosystem/monero-GUI-guide/blob/mastemonero-GUI-guide.md
Older guides: (These were written for older versions, but are still somewhat applicable)
Sheep’s Noob guide to Monero GUI in Tails
https://medium.com/@Electricsheep56/the-monero-gui-wallet-broken-down-in-plain-english-bd2889b8c202

Ledger GUI guides:

How do I generate a Ledger Monero wallet with the GUI (monero-wallet-gui)?
How do I restore / recreate my Ledger Monero wallet?

Trezor GUI guides:

How do I generate a Trezor Monero wallet with the GUI (monero-wallet-gui)?
How to use Monero with Trezor - by Trezor
How do I restore / recreate my Trezor Monero wallet?

Guides to resolve common issues

My antivirus (AV) software blocks / quarantines the Monero GUI wallet, is there a work around I can utilize?
I am missing (not seeing) a transaction to (in) the GUI (zero balance)
I forgot to upgrade (from CLI or GUI v0.13 to CLI or GUI v0.14) and, as a result, accidentally synced to the wrong (alternative) chain
I forgot to upgrade (from CLI or GUI v0.13 to CLI or GUI v0.14) and created / performed a transaction on the wrong (alternative) chain
Transaction stuck as “pending” in the GUI
How do I move the blockchain (data.mdb) to a different directory during (or after) the initial sync without losing the progress?
I am using the GUI and my daemon doesn't start anymore
My GUI feels buggy / freezes all the time
The GUI uses all my bandwidth and I can't browse anymore or use another application that requires internet connection
How do I change the language of the 25 word mnemonic seed in the GUI or CLI?
I am using remote node, but the GUI still syncs blockchain?

Using the GUI with a remote node

In the wizard, you can either select Simple mode or Simple mode (bootstrap) to utilize this functionality. Note that the GUI developers / contributors recommend to use Simple mode (bootstrap) as this mode will eventually use your own (local) node, thereby contributing to the strength and decentralization of the network. Lastly, if you manually want to set a remote node, you ought to use Advanced mode. A guide can be found here:
https://www.getmonero.org/resources/user-guides/remote_node_gui.html

Adding a new language to the GUI

https://github.com/monero-ecosystem/monero-translations/blob/masteweblate.md
If, after reading all these guides, you still require help, please post your issue in this thread and describe it in as much detail as possible. Also, feel free to post any other guides that could help people.
submitted by dEBRUYNE_1 to Monero [link] [comments]

General feedback and thoughts about the expansion

Now that the excitement has simmered down a bit, let's discuss the expansion as a whole.
The main thign I liked about this expansion was the theme and the design of the set (and by design, I do not necessarily mean balance, but we will get to that). In fact, many things I really liked.
So, the ideas were good. Many were great, in my opinion. The theme and feel of the expansion is fatastic. However, the execution was far less optimal.
The seasonal tree is probably one of the worst I have seen thus far. Quests like playing 45 bombs or winning rounds by 20 points do not encourage certain aspects of deck building and isn't something you can just do easily as the season goes by. What ended up happening is that players specifically designed stupids decks to get those nodes out of the way, which is not fun.
The next issue is the severely skewed balance, giving the impression that many things were not fully playtested. Skellige is probably the worst offender with CDPR stubborny holding on to Second Wind (and other double play abilities), despite it being shown time and time against that they break the game. Scenarios and arguably poison are still as oppressive as before and many of the old binary interactions still exist, despite CDPRs promises to remove those. Some factions really got the short end of the stick in some aspects. For example, Viraxas seems to be the least used and useful of all the evolving cards, Firesworn as an archetype has many design flaws and Echo cards like Dies Irae and the Frost card are very underwhelming compared to the glory of Amphibious Assault and Blood Eagle.
Gaunter's Ultimate Challenge is a decent idea of paper that encourages players to explore different factions, and after CDPR reworked the quests, they are also doable by newer players. This part is cool. However, yet another economy nerf, which went unannounced overshadowed that. While CDPR did introduce the daily RP gain, verdict is still out on whether it was a genuine move or a "sorry we got caught" one. In either case, this represents a major problem that has been evolving, which is the growing distance between CDPR and the players. Communication is sorely lacking, changes come unannounced and many of the statements are PR statements. This comes in addition of player feedback being regarded as less relevant, instead referring to algorithms for balancing, which has been shown to be a bad idea.
To sum up my thoughts, the ideas, themes and aethetics of the expansion were fantastic and extra kudos to the artists and art design team. However, while the spirit was there, the execution was lacking, both on a technical level, as well as balancing. While the unique situation we are in definitely accounts of some of the issues, I feel like poor practices are taking root and communication is receeding. Once glaring balancing issue have been dealt with, I am sure the expansion will be fine. I am enjoying it so far. But I am becoming increasingly worried about the future and I hope and the Cyberpunk release, as well as Covid are responsible for most of the missteps.
Let's your your thoughts of the expansion. And please, be civil and constructive.
submitted by corny40k to gwent [link] [comments]

MAME 0.222

MAME 0.222

MAME 0.222, the product of our May/June development cycle, is ready today, and it’s a very exciting release. There are lots of bug fixes, including some long-standing issues with classics like Bosconian and Gaplus, and missing pan/zoom effects in games on Seta hardware. Two more Nintendo LCD games are supported: the Panorama Screen version of Popeye, and the two-player Donkey Kong 3 Micro Vs. System. New versions of supported games include a review copy of DonPachi that allows the game to be paused for photography, and a version of the adult Qix game Gals Panic for the Taiwanese market.
Other advancements on the arcade side include audio circuitry emulation for 280-ZZZAP, and protection microcontroller emulation for Kick and Run and Captain Silver.
The GRiD Compass series were possibly the first rugged computers in the clamshell form factor, possibly best known for their use on NASA space shuttle missions in the 1980s. The initial model, the Compass 1101, is now usable in MAME. There are lots of improvements to the Tandy Color Computer drivers in this release, with better cartridge support being a theme. Acorn BBC series drivers now support Solidisk file system ROMs. Writing to IMD floppy images (popular for CP/M computers) is now supported, and a critical bug affecting writes to HFE disk images has been fixed. Software list additions include a collection of CDs for the SGI MIPS workstations.
There are several updates to Apple II emulation this month, including support for several accelerators, a new IWM floppy controller core, and support for using two memory cards simultaneously on the CFFA2. As usual, we’ve added the latest original software dumps and clean cracks to the software lists, including lots of educational titles.
Finally, the memory system has been optimised, yielding performance improvements in all emulated systems, you no longer need to avoid non-ASCII characters in paths when using the chdman tool, and jedutil supports more devices.
There were too many HyperScan RFID cards added to the software list to itemise them all here. You can read about all the updates in the whatsnew.txt file, or get the source and 64-bit Windows binary packages from the download page.

MAME Testers Bugs Fixed

New working machines

New working clones

Machines promoted to working

Clones promoted to working

New machines marked as NOT_WORKING

New clones marked as NOT_WORKING

New working software list additions

Software list items promoted to working

New NOT_WORKING software list additions

submitted by cuavas to emulation [link] [comments]

GUI v0.16.0.0 'Nitrogen Nebula' released!

This is the GUI v0.16.0.0 'Nitrogen Nebula' major release. This release features Dandelion++, major Bulletproofs verification performance optimizations, as well as bug fixes and performance improvements.

(Direct) download links

GPG signed hashes

We encourage users to check the integrity of the binaries and verify that they were signed by binaryFate's GPG key. A guide that walks you through this process can be found here for Windows and here for Linux and Mac OS X.
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Upgrading

You ought to perform the following steps:
  1. Download the new binaries (the .zip file (Windows) or the tar.bz2 file (Mac OS X and Linux)) from the direct download links in this thread or from the official website. If you run active AV (AntiVirus) software, I'd recommend to apply this guide -> https://monero.stackexchange.com/questions/10798/my-antivirus-av-software-blocks-quarantines-the-monero-gui-wallet-is-there
  2. Extract the new binaries (the .zip file (Windows) or the tar.bz2 file (Mac OS X and Linux) you just downloaded) to a new directory / folder of your liking.
  3. Open monero-wallet-gui. It should automatically load your "old" wallet.
If, for some reason, the GUI doesn't automatically load your old wallet, you can open it as follows:
[1] On the second page of the wizard (first page is language selection) choose Open a wallet from file
[2] Now select your initial / original wallet. Note that, by default, the wallet files are located in Documents\Monero\ (Windows), Users//Monero/ (Mac OS X), or home//Monero/ (Linux).
Lastly, note that a blockchain resync is not needed, i.e., it will simply pick up where it left off.

Release notes

  • Simple mode: node selction algorithm improved
  • UX: display estimated transaction fee
  • UX: add update dialog with download and verify functionality
  • UX: implement autosave feature
  • UI: redesign advanced options on transfer page
  • UI: improve daemon sync progress bar
  • UI: new language sidebar
  • UI: new processing splash design
  • UI: redesign settings page
  • Trezor: support new passphrase entry mechanism
  • Wizard: add support for seed offset
  • Dandelion++
  • Major Bulletproofs verification performance optimizations
  • Various bug fixes and performance improvements
Note that you can find a full change log here.

Further remarks

  • A guide on pruning can be found here.
  • Ledger Monero users, please be aware that a new version of the Ledger Monero App is required in order to properly use GUI v0.16. This release is not yet out, but forthcoming.

Guides on how to get started

https://github.com/monero-ecosystem/monero-GUI-guide/blob/mastemonero-GUI-guide.md
Older guides: (These were written for older versions, but are still somewhat applicable)
Sheep’s Noob guide to Monero GUI in Tails
https://medium.com/@Electricsheep56/the-monero-gui-wallet-broken-down-in-plain-english-bd2889b8c202

Ledger GUI guides:

How do I generate a Ledger Monero wallet with the GUI (monero-wallet-gui)?
How do I restore / recreate my Ledger Monero wallet?

Trezor GUI guides:

How do I generate a Trezor Monero wallet with the GUI (monero-wallet-gui)?
How to use Monero with Trezor - by Trezor
How do I restore / recreate my Trezor Monero wallet?

Guides to resolve common issues

My antivirus (AV) software blocks / quarantines the Monero GUI wallet, is there a work around I can utilize?
I am missing (not seeing) a transaction to (in) the GUI (zero balance)
I forgot to upgrade (from CLI or GUI v0.13 to CLI or GUI v0.14) and, as a result, accidentally synced to the wrong (alternative) chain
I forgot to upgrade (from CLI or GUI v0.13 to CLI or GUI v0.14) and created / performed a transaction on the wrong (alternative) chain
Transaction stuck as “pending” in the GUI
How do I move the blockchain (data.mdb) to a different directory during (or after) the initial sync without losing the progress?
I am using the GUI and my daemon doesn't start anymore
My GUI feels buggy / freezes all the time
The GUI uses all my bandwidth and I can't browse anymore or use another application that requires internet connection
How do I change the language of the 25 word mnemonic seed in the GUI or CLI?
I am using remote node, but the GUI still syncs blockchain?

Using the GUI with a remote node

In the wizard, you can either select Simple mode or Simple mode (bootstrap) to utilize this functionality. Note that the GUI developers / contributors recommend to use Simple mode (bootstrap) as this mode will eventually use your own (local) node, thereby contributing to the strength and decentralization of the network. Lastly, if you manually want to set a remote node, you ought to use Advanced mode. A guide can be found here:
https://www.getmonero.org/resources/user-guides/remote_node_gui.html

Adding a new language to the GUI

https://github.com/monero-ecosystem/monero-translations/blob/masteweblate.md
If, after reading all these guides, you still require help, please post your issue in this thread and describe it in as much detail as possible. Also, feel free to post any other guides that could help people.
submitted by dEBRUYNE_1 to Monero [link] [comments]

Glow in the Dark Lab Diamonds & How to See Phosphorescence Without Gemological Tools

Watch these first before reading:
Video of an HPHT diamond’s phosphorescence after sunlight exposure
Video of the same HPHT diamond in office light
Background on this diamond: This lab diamond ring was sent to us via our Public Purchase Program, our program for buying second-hand lab diamonds from the public. We use tamper proof bags with unique IDs to protect both the seller and Ada Diamonds. We rejected this diamond and returned it to the seller, so we did not take it out of the tamper proof bag.
As this seller is still actively trying to sell his diamond, I will not disclose the grading report for the stone. It is an HPHT E color oval of a little over 1ct.
Since E and F color HPHT diamonds can have a propensity to have a blue nuance (a blue tone from excess boron during HPHT growth), we warned the seller ahead of his submission that we check all HPHT diamonds for phosphorescence (an orange glow in an HPHT diamond after exposure to UV light). We even instructed him on how he could check it himself at home. He declined and submitted his diamond for inspection anyway. (Here’s a deeper dive on blue nuance in HPHT diamonds)
Here’s how I did my 30 second phosphorescence check: I went outside and put the ring, still in the tamper proof bag, in direct sunlight. I then walked inside and stepped into a closet. Ta da! The diamond phosphoresced orange. I would call this medium phosphorescence. IRL it is actually much brighter but I was limited to capturing this on an iPhone. I left the oval ring in the closet and checked it five minutes later and it still had an orange glow, although much more faint.
At first glance, to an untrained eye, this diamond seemed fine. Good sparkle, limited bow tie, eye clean. And the cert looked good too: E color with nice proportions and LW ratio, and good clarity. But in reality it had subtle blue nuance and medium phosphorescence.
Phosphorescence
Phosphorescence can present after only a few seconds of direct sunlight or long wave UV light. You don’t need any special equipment to see it. The most notable example IRL is that of standing outside in the sun then entering a movie theater, or using a full spectrum reading light then turning off the light to go to bed. Glow in the dark diamond!
Phosphorescence is not the same thing as fluorescence, although the two concepts are similar. Indeed, like fluorescence, taking a phosphorescing diamond from sunlight to low light can make the diamond look cloudy or milky because the orange glow is subtle, but lingers. So phosphorescence can directly impact the way an HPHT diamond looks indoors.
Note that GIA, IGI, and GCAL do NOT check diamonds (mined or man made) for phosphorescence, but they do check them for fluorescence. It is extremely rare to see fluorescence in man-made diamonds, but it is common in mined diamonds (as mined diamonds contain significantly more nitrogen).
Phosphorescence is not a binary; there can be varying degrees of it. It can appear as very faint or light, which I consider to be acceptable, as that low level is nearly impossible to see without powerful UV light (gemological tools). But it can also be strong and problematic. We tend to only reject medium and strong phosphorescence as those are likely to be visible in the normal course of life.
To make things more complicated, just because an HPHT diamond doesn’t have an obvious blue hue doesn’t mean it won’t phosphoresce and just because an HPHT diamond does have a blue tone doesn’t mean it will phosphoresce! The two are connected at an atomic level, but not necessarily an aesthetic one.
HPHT diamonds typically phosphoresce more strongly after exposure to shortwave UV light, but given that shortwave UV light is a specialized gemological tool (and the Earth’s atmosphere filters shortwave light out of sunlight), I’ve intentionally left that out of this post.
Why does this matter?
Consumers need to know what they’re buying. This consumer didn’t buy this oval diamond intending to sell it. But his relationship did fall apart. So when he found himself in a position to sell this diamond, he had no idea it possessed these qualities, which will inherently make it more difficult to sell.
Had his diamond not had blue nuance or phosphorescence, we would have happily made him a financial offer. And I’m not trash talking all HPHT or saying that you should never buy HPHT diamonds. There are plenty of E color HPHT stones out there that are absolutely stunning and don’t have these qualities.
Just because it’s HPHT doesn’t mean it will have blue nuance or phosphorescence. Just because a particular grower produced blue nuance in the past doesn’t mean every diamond they grow will have blue nuance or phosphorescence in the future. It’s not as if one machine at one particular grower always produces blue nuance or phosphorescence. In fact, there can be diamonds from the very same chamber of an HPHT press that show varying degrees of blue nuance and phosphorescence, even in the same growth run!
And that’s exactly why you can’t make blanket assumptions based on the grower, the type, or the certificate. Each diamond is a unique snowflake. The good, the bad, and the ugly are all determined in person, not virtually; not via low resolution videos and not via algorithms.
IMHO, consumers should never, ever, ever buy a lab diamond off a cert or video without an trusted expert inspecting it first. The goal of grading labs like GIA, AGS, IGI, or GCAL are not to evaluate the beauty of a diamond, but to instead evaluate some (but not all) of the characteristics of the diamond.
If someone tells you an HPHT diamond doesn’t phosphoresce without having tested it themselves, they are making assumptions, or lying to you, at your expense.
You may say - hey! I actually think that’s pretty cool and would like a faint blue lab diamond that glows in the dark. As long as you know what you’re buying, and the limited resale options for a phosphorescing diamond, then go for it.
Long wave phosphorescence does exist in mined diamonds, however it is very rare and typically only seen in Type IIb diamonds. Other regulars with significant hands on experience with natural diamonds, have any of you seen a natural diamond with strong or interesting phosphorescence after exposure to sunlight (or long wave UV)?
submitted by LindsayAtAdaDiamonds to Diamonds [link] [comments]

YandereDev Email Response (pm for screenshot proof)

1.How do you feel about the overall health,community,and progress that you have made in Yandere Simulator over the past 6 years?
This is an extremely broad question that covers a large number of different topics. I'd prefer to answer more direct questions about more narrow subjects.
2.What were some major roadblocks in development that either stopped/slowed down your progress? How did you deal with these issues? Looking back,was there anything you would've changed in regards to your coping?
The major roadblocks are character assassination and nonstop daily harassment. I have no coping methods for dealing with either of these things.
Public humiliation is a very profitable entertainment industry. Even if you have no skills or talents whatsoever, you can quickly get millions of views by making a video where you ridicule someone. It's even easier to get views if you ridicule a YouTuber with lots of subscribers, because the YouTube algorithm will push your video to each of that person's followers.
I've been targeted by drama YouTubers who make trashy tabloid-style videos where they demonize and villify me, because they know that these videos will get them tons of attention and money. Nothing they say about me is true, and I can debunk every claim they've made. https://yanderesimulator.com/debunk/ Despite this, I still receive harassment dozens of times every hour of the day.
I dedicate over 10 hours of my day to Yandere Sim, 7 days a week, and I only take 1 day off per month, but people still call me lazy. People send me hateful messages every day on Discord, Reddit, Twitch, Twitter, and e-mail. Many people have been tricked into thinking that I'm an exaggerated caricature of who I actually am, and they take every opportunity to treat me like shit. No matter what I accomplish, there will always be a large number of people who will only focus on my mistakes and dedicate their time to smearing my reputation. I've been unhappy and depressed for the past 70 months, and every day only gets worse. The game that I created has destroyed my life, and I'm getting almost nothing out of it.
Being harassed on a daily basis has made me depressed, killed my enthusiasm for the project, and robbed me of all motivation. I have been harassed in various ways on a daily basis for the past several years. It is guaranteed that I will continue to be harassed every day for the rest of my life, and that the severity of the harassment will only continue to intensify. There is no reason to have any hope for the future. I don't even have a future anymore. The harassment isn't going to stop until I'm dead. Under these circumstances, I can no longer find a reason to keep living.
3. Towards the beginning of development, you said that you wanted to be the sole indie developer of Yandere Simulator. How have your opinions about this changed over time in relation to you reaching out to programmers/companies for help?
I don't remember saying that.
I'd be happy to work with a company.
I receive assistance from other programmers daily. This has been the norm for multiple years.
4. What are the top 3 regrets you have from developing Yandere Simulator. What are some things you think you do well?
A) The project's overly-ambitious scope
B) Prioritizing rapidly shoving things into the game as quickly as possible so that I could maintain a steady upload schedule for YouTube
C) Interacting with fans
5.Do you think that the backlash you have received is justified in any way,why or why not? From your perspective, what is the difference between harassment and constructive criticism?
100% unjustified.
Harassment = Insults, spam.
Constructive criticism = Helpful advice.
6.Do you ever watch any videos that people have against you to see what kinds of criticisms people have to help improve the game?
What do you think of these types of videos?
I do not watch trashy videos created by trashy people for a trashy audience.
7. On your current pace,what is a rough estimate of Yandere Simulators release date if you had to guess?
12 to 24 months, depending on severity of harassment.
1. What is your opinion of including more openly gay characters/adding the option to make Yandere Chan male stalking a male senpai? Will any trans/non-binary characters be added? Will such features ever come?
I never think about this stuff.
2. Have you ever considered the possibility of receiving legal allegations for selling merch that is solely based off the unity asset models? Are you planning of changing the merch once the artstyle is changed?
This is a preposterous suggestion. The characters depicted in the merchandise have nothing to do with the Unity Asset Store models. "Schoolgirl with black ponytail and black stockings" is not a Unity Asset, and is not something that I can be sued for.
3. Many players are uncomfortable with the whole panty mechanic and think that changing the “panty buffs” to other accessories would increase the appeal to other people. Will such things ever come?
Those people need to stop being babies.
4. What is the overall direction the game is going in? In the past you have stated that Yanderedev is a mix of Persona and Hitman. Some people would even say that a mix like this doesn’t work because they are contradictory. If you kill students,Then it’s like hitman,but then you sacrifice the dialogue and depth that the persona series has. What measures are you taking to balance these two game types to provide the best experience for the players?
I made a whole video about it. https://www.youtube.com/watch?v=tNaM97tgHUM
1.Why is Osana listed as the fifth rivals Difficulty for the demo when you stated that you wanted to make a V slice to show the people in the Kickstarter what the game would be like? How hard are you planning of making the final rival?
It would be far easier to show you rather than tell you. Just wait until she is actually released.
2. What was the inspiration and thought process behind Raiburu and her being Osana’s invincible body guard? Wouldn’t having an invincible bodyguard limit the “Hitman” aspect of the game by making it so that you can only kill the rival at certain moments instead of awarding the players knowledge of the game by allowing them to kill her quickly and efficiently ?
You do not understand Raibaru as a gameplay mechanic. She just needs to be a simple speed-bump that prevents the player from charging straight at Osana at full speed. She exists to make the player solve a simple puzzle before they can kill Osana. Exactly like in Hitman, you shouldn't be allowed to charge straight at your target and kill them without consequence. That is Raibaru's purpose. You can get rid of Raibaru in less than 5 minutes.
3. In respect to Megami, what is your explanation of her apathetic nature towards other people? Is she more of someone who is secretly not as “dictatorly” in real life then in school or is there more behind her?
You do not understand Megami. Just wait and see.
4. What’s Megami's food preference?
Nutritious food.
Would you ever consider quitting Yandere simulator' even after all the funding you have received? What job would you undertake if you were to stop programming?
It is not an option.
submitted by TableNews to Osana [link] [comments]

MAME 0.222

MAME 0.222

MAME 0.222, the product of our May/June development cycle, is ready today, and it’s a very exciting release. There are lots of bug fixes, including some long-standing issues with classics like Bosconian and Gaplus, and missing pan/zoom effects in games on Seta hardware. Two more Nintendo LCD games are supported: the Panorama Screen version of Popeye, and the two-player Donkey Kong 3 Micro Vs. System. New versions of supported games include a review copy of DonPachi that allows the game to be paused for photography, and a version of the adult Qix game Gals Panic for the Taiwanese market.
Other advancements on the arcade side include audio circuitry emulation for 280-ZZZAP, and protection microcontroller emulation for Kick and Run and Captain Silver.
The GRiD Compass series were possibly the first rugged computers in the clamshell form factor, possibly best known for their use on NASA space shuttle missions in the 1980s. The initial model, the Compass 1101, is now usable in MAME. There are lots of improvements to the Tandy Color Computer drivers in this release, with better cartridge support being a theme. Acorn BBC series drivers now support Solidisk file system ROMs. Writing to IMD floppy images (popular for CP/M computers) is now supported, and a critical bug affecting writes to HFE disk images has been fixed. Software list additions include a collection of CDs for the SGI MIPS workstations.
There are several updates to Apple II emulation this month, including support for several accelerators, a new IWM floppy controller core, and support for using two memory cards simultaneously on the CFFA2. As usual, we’ve added the latest original software dumps and clean cracks to the software lists, including lots of educational titles.
Finally, the memory system has been optimised, yielding performance improvements in all emulated systems, you no longer need to avoid non-ASCII characters in paths when using the chdman tool, and jedutil supports more devices.
There were too many HyperScan RFID cards added to the software list to itemise them all here. You can read about all the updates in the whatsnew.txt file, or get the source and 64-bit Windows binary packages from the download page.

MAME Testers Bugs Fixed

New working machines

New working clones

Machines promoted to working

Clones promoted to working

New machines marked as NOT_WORKING

New clones marked as NOT_WORKING

New working software list additions

Software list items promoted to working

New NOT_WORKING software list additions

submitted by cuavas to MAME [link] [comments]

[C++ 17 Code Review] STL compatible (?) Binary Search Tree with unique_ptr

I am trying to create a Binary Search Tree, which has STL support (iterators etc.). This is my first attempt. Everything is unit tested using Catch2. Could you please review what I missed and what I could do better?
This is not homework, I am trying to create a repository with unit tested C++ algorithms at https://gitlab.com/MartenBE/varia as a hobby and a way to teach myself C++.
Binary Search Tree:
#ifndef BINARY_SEARCH_TREE_H #define BINARY_SEARCH_TREE_H #include "nlohmann/json.hpp" using json = nlohmann::json; #include  #include  #include  #include  #include  template  class binary_search_tree { private: // Forward declarations class node; class const_iterator; public: binary_search_tree() = default; virtual ~binary_search_tree() = default; binary_search_tree(const binary_search_tree& other) { clear(); m_size = other.m_size; std::stack*, std::unique_ptr*, node*>> nodes_to_deep_copy; nodes_to_deep_copy.push({&(other.m_root), &m_root, nullptr}); while (!nodes_to_deep_copy.empty()) { auto [other_node_ptr, node_ptr, parent_ptr] = nodes_to_deep_copy.top(); nodes_to_deep_copy.pop(); if (*other_node_ptr) { *node_ptr = std::make_unique((*other_node_ptr)->m_key, (*other_node_ptr)->m_value, parent_ptr); nodes_to_deep_copy.push( {&((*other_node_ptr)->m_left_child), &((*node_ptr)->m_left_child), node_ptr->get()}); nodes_to_deep_copy.push( {&((*other_node_ptr)->m_right_child), &((*node_ptr)->m_right_child), node_ptr->get()}); } } } binary_search_tree& operator=(const binary_search_tree& other) { binary_search_tree temp{other}; swap(*this, temp); return *this; } binary_search_tree(binary_search_tree&& other) : m_root{std::move(other.m_root)}, m_size{other.m_size} { other.m_size = 0; } binary_search_tree& operator=(binary_search_tree&& other) { binary_search_tree temp{std::move(other)}; swap(*this, temp); return *this; } friend void swap(binary_search_tree& first, binary_search_tree& second) { using std::swap; swap(first.m_root, second.m_root); swap(first.m_size, second.m_size); } std::optional search(const K& key) { auto [node_ptr, parent_node_ptr] = search_node_ptr(key); if (!node_ptr) { return std::nullopt; } return node_ptr->m_value; } void add(const K& key, const V& value) { auto [node_ptr, parent_node_ptr] = search_node_ptr(key); assert(!node_ptr); std::unique_ptr* place_of_new_node = nullptr; if (!parent_node_ptr) { place_of_new_node = &m_root; } else { if (key < parent_node_ptr->m_key) { place_of_new_node = &(parent_node_ptr->m_left_child); } else { place_of_new_node = &(parent_node_ptr->m_right_child); } } *place_of_new_node = std::make_unique(key, value, parent_node_ptr); m_size++; } bool empty() const { return (size() == 0); } void clear() { m_root.reset(); m_size = 0; } const K& find_minimum() const { assert(!empty()); return find_minimum_node_ptr(*m_root)->m_key; } const K& find_maximum() const { assert(!empty()); return find_maximum_node_ptr(*m_root)->m_key; } std::optional find_predecessor(const K& key) const { assert(!empty()); auto [node_ptr, parent_node_ptr] = search_node_ptr(key); assert(node_ptr); node* predecessor_ptr = find_predecessor_node_ptr(*node_ptr); if (!predecessor_ptr) { return std::nullopt; } return predecessor_ptr->m_key; } std::optional find_successor(const K& key) const { assert(!empty()); auto [node_ptr, parent_node_ptr] = search_node_ptr(key); assert(node_ptr); node* successor_ptr = find_successor_node_ptr(*node_ptr); if (!successor_ptr) { return std::nullopt; } return successor_ptr->m_key; } void remove(const K& key) { assert(!empty()); auto [node_ptr, parent_node_ptr] = search_node_ptr(key); assert(node_ptr); remove(*node_ptr); m_size--; } int size() const { return m_size; } json to_json() const { if (empty()) { return json{}; } return m_root->to_json(); } friend bool operator==(const binary_search_tree& lhs, const binary_search_tree& rhs) { if (lhs.empty() && rhs.empty()) { return true; } if (lhs.size() != rhs.size()) { return false; } std::stack> nodes_to_check; nodes_to_check.push({lhs.m_root.get(), rhs.m_root.get()}); while (!nodes_to_check.empty()) { std::pair nodes = nodes_to_check.top(); nodes_to_check.pop(); node* node_lhs = nodes.first; node* node_rhs = nodes.second; if ((!node_lhs && node_rhs) || (node_lhs && !node_rhs)) { return false; } if (node_lhs && node_rhs) { if (node_lhs->m_key != node_rhs->m_key) { return false; } nodes_to_check.push({node_lhs->m_left_child.get(), node_rhs->m_left_child.get()}); nodes_to_check.push({node_lhs->m_right_child.get(), node_rhs->m_right_child.get()}); } } return true; } friend bool operator!=(const binary_search_tree& lhs, const binary_search_tree& rhs) { return !(lhs == rhs); } friend std::ostream& operator<<(std::ostream& os, const binary_search_tree& bt) { os << bt.to_json().dump(4); return os; } const_iterator begin() { if (empty()) { return end(); } return const_iterator{(*this), find_minimum_node_ptr(*m_root)}; } const_iterator end() { return const_iterator{(*this), nullptr}; } private: std::pair search_node_ptr(const K& key) const { node* current_node = m_root.get(); node* parent_node = nullptr; while (current_node && (current_node->m_key != key)) { parent_node = current_node; if (key < current_node->m_key) { current_node = (current_node->m_left_child).get(); } else { current_node = (current_node->m_right_child).get(); } } return std::pair{current_node, parent_node}; } node* find_minimum_node_ptr(node& root) const { node* current_node = &root; while (current_node->m_left_child) { current_node = (current_node->m_left_child).get(); } return current_node; } node* find_maximum_node_ptr(node& root) const { node* current_node = &root; while (current_node->m_right_child) { current_node = (current_node->m_right_child).get(); } return current_node; } node* find_predecessor_node_ptr(node& root) const { if (root.m_left_child) { return find_maximum_node_ptr(*(root.m_left_child)); } else { node* current_node_ptr = &root; node* parent_ptr = current_node_ptr->m_parent; while (parent_ptr && ((parent_ptr->m_left_child).get() == current_node_ptr)) { current_node_ptr = current_node_ptr->m_parent; parent_ptr = parent_ptr->m_parent; } return parent_ptr; } } node* find_successor_node_ptr(node& root) const { if (root.m_right_child) { return find_minimum_node_ptr(*(root.m_right_child)); } else { node* current_node_ptr = &root; node* parent_ptr = current_node_ptr->m_parent; while (parent_ptr && ((parent_ptr->m_right_child).get() == current_node_ptr)) { current_node_ptr = current_node_ptr->m_parent; parent_ptr = parent_ptr->m_parent; } return parent_ptr; } } void remove(node& root) { node* node_ptr = &root; std::unique_ptr* node_owner_ptr = get_owner_pointer(node_ptr); if (!(node_ptr->m_left_child) && !(node_ptr->m_right_child)) { node_owner_ptr->reset(); } else if ((node_ptr->m_left_child) && (node_ptr->m_right_child)) { node* replacement_ptr = find_successor_node_ptr(*node_ptr); node_ptr->m_key = std::move(replacement_ptr->m_key); node_ptr->m_value = std::move(replacement_ptr->m_value); remove(*replacement_ptr); } else { node* parent = node_ptr->m_parent; if (node_ptr->m_left_child) { *node_owner_ptr = std::move(node_ptr->m_left_child); } else { *node_owner_ptr = std::move(node_ptr->m_right_child); } (*node_owner_ptr)->m_parent = parent; } } std::unique_ptr* get_owner_pointer(node* node_ptr) { if (node_ptr == m_root.get()) { return &m_root; } if ((node_ptr->m_parent->m_left_child).get() == node_ptr) { return &(node_ptr->m_parent->m_left_child); } else { return &(node_ptr->m_parent->m_right_child); } } class node { public: node(const K& key, const V& value, node* parent) : m_key{key}, m_value{value}, m_parent{parent} { } node(const node& other) = delete; node& operator=(const node& other) = delete; node(node&& other) = default; node& operator=(node&& other) = default; virtual ~node() = default; friend void swap(node& first, node& second) { swap(first.m_key, second.m_key); swap(first.m_value, second.m_value); swap(first.m_left_child, second.m_left_child); swap(first.m_right_child, second.m_right_child); swap(first.m_parent, second.m_parent); } json to_json() const { json node_json; node_json["key"] = m_key; node_json["value"] = m_value; if (m_left_child) { node_json["left_child"] = m_left_child->to_json(); } else { node_json["left_child"] = ""; } if (m_right_child) { node_json["right_child"] = m_right_child->to_json(); } else { node_json["right_child"] = ""; } if (m_parent) { node_json["parent_key"] = m_parent->m_key; } else { node_json["parent_key"] = ""; } return node_json; } K m_key; V m_value; std::unique_ptr m_left_child = nullptr; std::unique_ptr m_right_child = nullptr; node* m_parent = nullptr; }; class const_iterator { public: using value_type = std::pair; using pointer = const value_type*; using reference = const value_type&; using difference_type = int; using iterator_category = std::bidirectional_iterator_tag; const_iterator(const binary_search_tree& bst, node* node_ptr) : bst{bst}, node_ptr{node_ptr} { } const_iterator(const const_iterator& other) = default; const_iterator(const_iterator&& other) = default; const_iterator& operator=(const const_iterator& other) = default; const_iterator& operator=(const_iterator&& other) = default; virtual ~const_iterator() = default; const_iterator& operator++() { assert(node_ptr); node_ptr = bst.find_successor_node_ptr(*node_ptr); return *this; } const_iterator operator++(int) { const_iterator temp{*this}; ++(*this); return temp; } const value_type operator*() const { assert(node_ptr); return value_type{node_ptr->m_key, node_ptr->m_value}; } friend bool operator==(const const_iterator& lhs, const const_iterator& rhs) { return (lhs.node_ptr == rhs.node_ptr); } friend bool operator!=(const const_iterator& lhs, const const_iterator& rhs) { return !(lhs == rhs); } private: const binary_search_tree& bst; node* node_ptr; }; std::unique_ptr m_root = nullptr; int m_size = 0; }; #endif 
submitted by MartenBE to cpp_questions [link] [comments]

Imagining a Cities:Skylines 2

So how’s your quarantine going? I’ve been playing a fair amount of C:S lately and thought I might speculate on what could be improved in Cities: Skylines 2. Besides, it’s not like I have anything better to do.
What C:S gets right and wrong
Besides great modability and post-release support, C:S combines an agent based economy with a sense of scale. It also has the kind of road design tools that SC4 veterans would have killed for. District based city planning for things like universities was one of the best innovations in the genre in years, and the introduction of industry supply chains, while clunky and tacked on, brought much needed depth to the game.
C:S suffers most notably from a lack of revisit rate to previously constructed things. Build a power plant: forget about it. Build a port: forget about it. Build a downtown: forget about it. The player isn’t incentivized to revisit old parts of the city to upgrade and improve them. The district system for universities and industry was a fantastic innovation that demonstrated how to do this concept well, and consequently they are some of the most fun and engaging parts of the game.
The biggest criticism of C:S, despite its powerful design tools, is that it feels like a city painter. The systems feel rich at first, but become very formulaic after a few hours. There are no hard trade-offs. Providing every inch of your city with maximum services will not bankrupt you, nor will an economy of nothing but the rich and well-educated collapse from a lack of unskilled labor. In the end, every city dies of boredom once the player exhausts the game’s relatively shallow well of novelty.
The biggest areas for Improvement
submitted by naive_grandeur to CitiesSkylines [link] [comments]

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