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  1. Hola a todos

    Today i m gonna teach all letters of alphabet or abecedary and i m gonna teach you trick for makes this learning more confortable for you and minus difficult for your understanding


    a -> the pronuntiation its ha

    b -> the pronunciation in bay

    c -> the pronunciation its ze not zi

    d -> the pronuntiation its day not di

    e -> its the same with english but without the i letter

    f -> the prenunciation its efe

    g-> the pronunciation its ge no gi

    h -> the pronunciation its hache

    i -> the pronuntuation its i

    j -> its jota

    k -> its ka the same way when you mention kakarot in dragon ball for example the pronunciation its ka

    m -> its eme

    n -> its ene

    remenber the letter ñ -> the pronunciatio its enieh

    p -> its pe

    q -> qu

    r -> ere

    s -> ese

    t -> tea

    u-> uh

    v -> uve

    w -> uve doble

    x -> ekis

    y -> y griega or ye

    z -> zeta

  2. The Background

    I'm a professional developer using mainly C#. On the side, I write a ROM editor using VB.Net. They're very similar thanks to them mostly wrapping the .Net Framework, and because of how complex this application is, I'm in no hurry to rewrite it. This application knows the ins and outs of a few dozen file types and can, well, edit them. One such file type is a compiled LUA script. In order to edit these, they must first be decompiled. Rather than try to figure out that myself, I use a 3rd party tool that can do that for me (sometimes the best code is the code you didn't have to write). To use it, I point it to the compiled script on disk, and it spits out the decompiled text into its standard output. Integrating with it is simple thanks to .Net: I can use a Process object to start it, redirect its standard output, and read the decompiled text as it's written. This is all part of a larger process, where transparent to the user, I decompile a bunch of these scripts, automatically make some changes, and recompile them, all in one go, so people can play a game using different characters.

    A few days ago, I did some refactoring to it so I can more easily get notified of unsuccessful exit codes when recompiling (previously the program would just continue fine, and any files with syntax errors would simply remain unmodified). Unfortunately for me, I was in a hurry and didn't test anything except that program before I pushed the change to the master branch and let my CI server publish a development build, currently the only way for people to get precompiled versions of my application. (The CI server is Team City, since they've generously given me unlimited everything with my open source license.) Also I don't have any tests covering this part of the code.

    The Problem

    One of my application's users encountered some (well, dozens) of exceptions when my program tried to recompile the decompiled scripts. I try reproducing the issue, and I indeed find a syntax error in the same spot the newly-created error message said it was. After looking closer, I found the issue was there before the decompiled scripts were automatically modified. The script looked something like this:

    function addTheNumbers(numberA, numberB)
    function addTheNumbers(numberA, numberB)
      return numberA + numberB
      return numberA + numberB
    print(addTheNumbers(10, 20))
    print(addTheNumbers(10, 20))

    It should be fairly obvious what the problem here is. The lines are doubled. I facepalm on the inside and start investigating.

    The Adventure

    Because the code I changed is being called about a dozen times on different threads, I did the responsible thing and wrote a test for it. After getting my test to fail for the right reason, I look at my code, and here's what I see:


    That looks like pretty standard stuff. The variables "captureConsoleOutput" and "captureConsoleError" are both true, telling the Process to redirect standard output and standard error, and the code will proceed to register event handlers. When I place breakpoints on the event handlers, I find that they're being hit twice per line the LUA decompiler writes. I scour the code and make sure that I only call Start once, and the event handlers are only added once as shown.

    I tried a bunch of other things too. What you see above is actually after another thing I tried. Previously, I was dumping standard output and error into the same StringBuilder , in case the program was outputting to both for some reason.

    I finally went to GitHub to check what actually changed when I did the thing mentioned in The Background above, and while it was a substantial change to the class shown above, it all seems pretty sane. But then I spot it. One crucial thing that didn't change.


    Oh. The event handler was registered twice. I added lines 39 and 40 (the two AddHandler lines) and forgot completely about the Handles clause.

    How Events Work And Why It Took Me So Long To Spot This

    Events are magical things that can be called, and event handlers that have been registered to the event are run, being given the data that was provided when the event was called. This isn't so much like method calls as it is interrupts.

    The syntax for adding an event handler in C# looks like this:

    myEvent += myEventHandlerMethod;

    And the syntax for adding an event handler in VB.Net looks like this:

    AddHandler myEvent, AddressOf myEventHandlerMethod

    Usually C# and VB.Net are very similar thanks to the .Net Framework, but sometimes there are some differences, where one language can do a thing that the other cannot.

    There are some gotchas when it comes to events, so they need to be used with care. .Net is a framework that tries its best to clean up after you and prevent memory leaks. Simply remove all references to an object, and .Net makes it go away. But when you register an event handler to an event in another class, that event handler has a reference to the event, and by extension the class. If you get rid of the references to that class, the reference to the event is still there, and .Net can't clean it up. But you also can no longer remove the event handler since the reference to the class is gone. That's why it's important to remove event handlers as you would pointers in C/C++.

    The syntax for removing an event in C# looks like this:

    myEvent -= myEventHandlerMethod;

    And the syntax for removing an event in VB.Net looks like this:

    RemoveHandler myEvent, AddressOf myEventHandlerMethod

    To help make managing this easier, VB.Net has some extra syntax. Instead of manually adding event handlers, you can declare a variable as WithEvents, then use the Handles clause on a method, like so:

    Private WithEvents _myMemberVariable As SomeRandomClassWithEvents
    Private Sub _myMemberVariable_OnPropertyChanged(sender as Object, e as PropertyChangedEventArgs) Handles _myMemberVariable.PropertyChanged
        'Do the thing
    End Sub

    With no additional setup, when I assign something to _myMemberVariable, _myMemberVariable_OnPropertyChanged will automatically be run whenever _myMemberVariable.PropertyChanged is raised. If I change _myMemberVariable to some other SomeRandomClassWithEvents, it'll take care of removing the old handlers and adding the new ones for me. And setting _myMemberVariable to Nothing (aka null) will clean it up for me.

    I've been using C# a lot more lately, I've had to start doing events the old fashioned, no hand-holding way. I've been doing it for long enough now that I forgot to even check for the Handles clause when all evidence pointed to an event handler being registered twice.

    VB.Net is a fine language, and IMO it's easier to read and easier to type (not having to constantly type '{' and ':' when simply pressing enter works instead). However, it no longer has language parity with C#, meaning C# will continue to evolve, and VB.Net won't grow with it. The future is C#, and it's sad to see VB.Net be left behind.

    Guess I'll have to get around to rewriting this thing for it to be part of the future.

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    What do u like the most please tell me 

    Mario or Lugi

    i prefer Mario because he is a really good character to play with and that i also think that Lugi is a weird character to play and that i do not like him that much i am not that interested in him


  3. I've been an on and off fan of Gundam, but I've never really taken a step into their convoluted Universal Century, at least not until Unicorn Gundam came along.

    It has a really interesting story, and the unit is equally amazing to me, especially with the potential to swap various pieces around.
    (though arguably, Gundam Seed's Strike X-105 has more customization options, though that argument is for another day)

    In any case, I usually like clear units, but I was really excited when this got announced.
    Though the initial unit was released together as an RG unit with the Blu-ray release, and that was really expensive.
    So I waited and waited patiently, for the HG unit that was released as a limited unit at the Gundam Base stores.
    (note: I am buying it online off a reseller of sorts, so even when the unit was in stores, I had to wait for it to be resold.)

    So here it is, the Gundam Unicorn Perfectibility (previously known as Gundam Unicorn Full Armor Plan B, though some argue it's a different unit.)


    images taken from my twitter page: https://twitter.com/PP_theSLAYER/status/1083948563032227840


    So the reason why (with horrible spelling) it's called "Perfectibility", is because it combined elements from at least 3 basic units.

    In the spoiler, shows the evolution of the basic units to get to this unit.
    (and how much different items you're likely required to buy and paint over to get to this, before it got released as an official unit.)



    In any case, as Bandai simply has to re-use the existing plastic molds for the existing units,
    you also get fun extras that are unused, like the folded claw (Armed Armor VS), the chest plate and collar and v-fin for the Bansee etc.

    image source: http://www.gunjap.net/site/?p=341736

    In any event, I added the Rifle from Gundam Banshee Norn and the calf-side missiles Gundam Unicorn Full Armor for extra fun.
    In any case, this was a fun unit, and I look forward to a clear unit being released (as unlikely as that is).

    theSLAYER, signing off.

  4. evandixon
    Latest Entry

    By evandixon,

    Today I learned about a feature in our new Gallery app: notes. The feature is best described using pictures.


    One of the old Project Pokémon banners I had lying around, uploaded to a private album

    When your mouse is in the giant dark-gray area, there's some buttons. One of them is the Add Note button.


    The Add Note Button

    Clicking the Add Note button adds a transparent, resizable, and movable rectangle to the image, which comes with a text box that lets you add text.


    Once notes are added, they can be read by mousing over the image.


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