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The EnumTimeFormats function enumerates the time formats that are available for a specified locale. In this case, the use of a leading 0 in the hour representation, as well as the actual translation and positioning of P.M., change based on country/region and cultural standards.īut even within the same locale or culture there is a variety of possible ways to format time: short or long formatting. (See Figure 1 below)įigure 1: Time formatted for English (United States) and Punjabi user localesĪs you saw in the previous example, the time formatting can be completely different from one locale to another. NULL, // time format string - NULL to go with default localeĮxecution of this code would give the following result on English (United States) and Punjabi user locales, respectively. NULL, // time - NULL to go with the current system locale time GetTimeFormat(LOCALE_USER_DEFAULT, // predefined current user localeĠ, // option flag for things like no usage of seconds or The following code sample displays the current system time for the current user locale, using the default time format for that locale: // Formats time as a time string for a specified locale. This function formats time-either a specified time or the local system time-as a time string for a specified locale. To format time in the default settings of a given locale or as specified by the user in the Regional and Language Options Control Panel, you can use GetTimeFormat. See Locale names and LCID deprecation for more information. Which use a locale name to identify a locale instead of an LCID. Microsoft has been migrating toward the use of locale names instead of locale identifiers since Windows Vista.Īny application that runs only on Windows Vista and later should use the. Examples in this topic use LCID to identify locales. Maybe you'll even be inspired to do a little real cooking of your own!Ĭthulhu vst cracked windows. Use and recognize various ingredients popular in different countries. Learn how different ethnic foods are traditionally served and where they originated. But watch the clock or you'll lose points! Deliciously Educational The mouth-watering graphics will leave you craving irresistible dishes ranging from mundane corn on the cob to exotic chicken pad Thai and tiramisu. The kitchen is at your fingertips as you're asked to do everything from washing vegetables to juicing limes to filling donuts.Įach mini game teaches you something about cooking, such as learning how to fold fortune cookies. Dice up garlic for crab rangoons by clicking on a knife and raid the refrigerator to find ingredients for lettuce wraps by searching for hidden objects. The winner receives one million dollars to start their own restaurant! Mouth-Watering Mini GamesĬook by completing numerous cooking-themed mini games. This game is your own kitchen with none of the mess! Cooking leaders from eight countries will personally show you how to cook 60 different dishes as practice for your cooking exams. What's Free - Play game for 100 minutes.Create Culinary Masterpieces from Around the Globe in Cooking Academy 2: World Cuisine The default statement is optional.Even if the switch case statement do not have a default statement,it would run without any problem. When a break statement is reached, the switch terminates, and the flow of control jumps to the next line following the switch statement. The break statement is used inside the switch to terminate a statement sequence. Switch statement in dev c example le code. Home » Arcade Games » Cooking Academy 2: World Cuisine This app avoids all the viruses, malware, adware and spy wares that may come to the computer unknowingly. 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Over time, the custodians of the Maison have employed displays of wonderment to inspire unifying feelings of joy in its diverse audiences around the globe. Pageantry courses through the veins of Louis Vuitton. Evoked within the pieces is an under-construction sensibility inherent to the toys found in a playground and to the process of growing. Iconography native to the playground adorns garments and accessories: origami paper planes, building block beading, playdough textures and tones, cartoon prints, and sandbox tool embellishments. The premise cuts a silhouette drawn from swoopy lines, which plays with shrunken and oversized dimensions founded in the idea of a wardrobe grown-into or outgrown, with rootsy nods to the 1990s dress code of the skater community. It’s a transition from naïve to refined reflected in a collection that elevates the symbols of childhood through the savoir-faire of the Maison. Here, a giant children’s toy racetrack becomes a Yellow-Brick Road for the imagination: an evolutionary path for the mind where childlike fantasies come to life. In the Carré du Louvre, the Louis Vuitton Studio Prêt-à-Porter Homme imagines a magnified playground. The playthings we are given early in life become building blocks for dreams and aspirations. As a creative community who shared a monumental experience, they embrace the Spring- Summer 2023 Men’s Collection as a cathartic process: a proposal created in the spirit of all the human minds that shape Louis Vuitton. It’s the heritage on which Virgil Abloh based his practice at the Maison and the philosophy that continues to drive the Studio Prêt-à-Porter Homme. At the timeless core of the Louis Vuitton studio is the belief that imagination – creatorship, craftsmanship, showmanship – can move and unite its spectators around the world. A living testament to his talent for bringing people together, they populate a creative playground more than a century in the making. The Spring-Summer 2023 Men’s Collection was conceived and created by the Louis Vuitton Studio Prêt-à-Porter Homme: an ever-evolving ecosystem of creative minds, who welcomed Virgil Abloh to the Maison in 2018 and expanded during his eight seasons of artistic direction. A visual manifestation of our hopes and ideas, it has the power to heal, regenerate and uplift us. Imagination is at the heart of Louis Vuitton. Luxferity, Brand news Recommend Collection ∞ Louis Vuitton Presents Its New Spring-Summer 2023 Men’s Collection: Collection ∞ Simply trim off anything that has dried or shriveled up. Perhaps you accidentally snapped or broke the roots at one point. If you find that your aerial roots on your Monstera are shriveling, inspect to see if there was any physical damage. I’ve never misted or moistened mine and they still stay completely plump and firm, even when humidity in the house is very low during the winter time. Unlike Phalaenopsis orchid aerial roots which will shrivel up if they’re not provided with enough moisture, the aerial roots on Monsteras are completely different. If you still have a juvenile plant, like the one below, it will probably be a little while before aerial roots start to appear. As your plant grows and ages, the aerial roots will appear. In most cases, your Monstera delciosa probably is still too young. Why doesn’t my Monstera have aerial roots? You can see in the photo below where I secured the vine with a green twisty tie, and there is an aerial root above that is growing into the moss.Ħ. While it is not necessary to train your Monstera on a moss pole, you can simply secure your vine against your moss pole. How can I train Monstera roots into a moss pole? You can simply cut the vine where the two red line are, on either side of the node, and place either in water to root, or directly into moist potting mix.Ī new vine will grow from the “eye”. You can see the growing “eye” where the arrow is in the photo above on my own Monstera deliciosa plant. In order to grow a new plant, you’ll need to start with a cutting that contains a node (where the leaf meets the vine). I’m not sure where this notion came from, but you can not grow a new Monstera plant from just an aerial root. Not to mention, you’ll be cluttering up your growing space. If you employ good watering practices, you don’t need to worry about watering or even misting your aerial roots. You can do this, but it really isn’t necessary. I’ve also had people ask me if they should place their Monstera aerial roots in small cups of water. I personally don’t do this, but there is no harm in doing so, although if you do this enough, it might make it harder to repot your plant down the line. Some people will guide them to start growing into the soil in their pot. But you will not harm your plant if you do so. I personally like the look of the aerial roots, do I don’t cut them completely off. Just know that more aerial roots will grow, so you’ll probably need to trim them again at some point in the future. Once in awhile, you can spritz the pole or plank.This will not harm your plant. Using plant ties, latch your plant onto the stake, and secure it. Doing this can benefit the plant, as it helps receive more light, resulting in faster growth and larger leaves. Using moss poles or wooden planks, you can train your plant to grow upwards, using its aerial roots for support. Now that you know how to identify aerial roots and how they function in the wild, you can start using them to your advantage. Still not sure what we're talking about? Here's what they look like: They are usually seen on plants that climb in the wild, (think: monsteras, anthuriums, and philodendrons, etc.) as they allow them to latch onto trees and boulders their search for more sun, moisture, and stability. Ever notice those weird, worm-like appendages growing from the above-ground parts of your plants? These are called aerial roots, and they’re a natural part of your plant’s growth. Gains Frenzy Charges, Casts Detonate Dead Guaranteed league-specific unique on death Periodically summons corpses and raises specters Monsters gain Spell Echo (multistrike pending test?) Monsters seem to respawn as apparitions (akin to Soul Conduit) Periodically summons Embezzler's Offers and Embezzler's Own.ĭrops a large amount of currency orbs on death Summons Embezzler's Offers ( Aurate Warriors) and Embezzler's Own ( Aurate Archers) Gained 'Allies Deal Substantial Extra Physical Damage' and 'Allies Move and Attack Faster' aurasĮmbezzler Aura: Enemies recover Life, Mana and Energy Shield 50% slower. Monsters gain increased Attack, Cast and Movement speed Has 'Allies Deal Substantial Extra Physical Damage' aura Status icon is the same as the puncture iconĬauses puncture on hit. Has Allies regenerate life aura.Īll affected monsters apply a physical bleed effect on hit. Gains Corpse Devouring periodically summons Cannibal's Devoted as adds ( Cannibal from act 1) Random curse on hit, enemies can have 2 curses Monster gains ability to cast a large firestorm that leaves burning ground over a wide area Gains extra fire damage and fire resistance. Periodically fires a series of three novas that deal fire damage Spirits that do possess a monster will not vanish. A Tormented Spirit that is not killed and does not find a monster to possess will eventually break its bonds and vanish, leaving no items. If a rare monster is possessed, at least two rare items are guaranteed to drop, and if a unique monster is possessed, at least three rare items are guaranteed to drop. If a tormented spirit is killed, it is guaranteed to drop one rare item. Any mob that is bestowed or possessed by a spirit gains a modifier (Spirit's Touch/Grip) based on the spirit that bestowed them, in addition to some slight increase to movement, attack and cast speeds, as well as significantly increased IIQ and IIR. The various spirits have differing modifiers that they themselves possess as a spirit, in addition to effects that they bestow on normal and magic monsters that they touch, as well as a powerful modifier that they grant to any rare or unique mobs that they possess (a single monster can be possessed by more than one spirit). It's also possible for spirits to possess rare and unique enemies, greatly increasing their threat (and value) to treasure-seeking exiles. Eager to protect their trove, these spirits flee when encountered and imbue nearby monsters with dangerous powers, which improves their item drops. Tormented Spirits are the spirits of tormented criminals that yield their ill-gotten gains when slain. : Found swap function: glXSwapIntervalEXT. : Detecting screen resolution 2944x1080. : GLX_OML_sync_control and GLX_MESA_swap_control supported, using better swap control method. = Build =Ĭapabilities: MMX MMXEXT SSE1 SSE2 SSE3 SSSE3 SSE4 SSE4.2 AVX AES Log file (default config, just let Mother 3 run for a minute crackles abound) Test different cores/roms to find threshold latencies.Lower audio latency until crackles present (if necessary).Load content on any core with audio output (mGBA worst known offender, not sure why).However, when running such a lightweight core that the system is approximately 90% idle, I would expect there to be enough time to top up the audio buffer at least once per frame, let alone just once every second or third frame.Īlso, on the off chance that this is the intended functionality of the audio system, and I'm just setting the latency too low.isn't audio latency just as important as video latency? RetroArch has made pretty amazing progress in the second category recently, and I'd be happy to see audio get some of the same love. I wouldn't be surprised if the audio began to stutter when the system is near full load, or if there was a rare, intermittent gap under moderate load. If memory serves: even with optimal task priorities, the CPU might still miss deadlines, even if it is often idle. I'm no expert in scheduling theory, but I do know a little bit of it. Changing this value causes more crackles, as expected. 002 Hz, so my vertical refresh rate is set to 60.000. My monitor's measured refresh rate converges to 60.000 ±. Enabling 0-frame hard GPU sync (ironically) requires additional latency, but I found the worst results (crackling at 64 ms) by reverting to a default config file. I have tried changing the output sample rate in RetroArch (48kHz -> 44.1kHz), and I have tried increasing the dynamic audio rate control and the max timing skew (to 3x default values), but without any results. Megaman X also exhibited crackling on bsnes-mercury accuracy, but not in any level-only the level select screen, which can also easily run at or above double speed in fast-forward mode. The English-language patch of Mother 3 crackles heavily on the main menu screen, making it easy to test with, even though the core can run at approximately 700 FPS in fast-forward mode. The issue seems to have nothing to do with the core's CPU utilization. The crackle is less severe in Windows, and latency can be lowered a bit compared to Linux, but remains in excess of two frames (32 ms minimum from light testing). I have reproduced this behavior on Linux Mint 19 and Windows 10 on the same machine. Most of the audio isn't this bad, but these same patterns persist. Additionally, two sections of audio seem to be "spliced" at 27.780-it seems that the audio was abruptly time-shifted without dropping to zero at all. Sometimes the signal appears to have been momentarily "paused", and resumes at the same level it stopped at, but other times it skips either ahead or behind to a completely different level, as if the second chunk of audio has been "time shifted". Most of the time, the audio simply "drops out" for a short, but varying length of time. It affects the left and right channels at the same time. This particularly unlucky run of audio samples shows the full breadth of known failure modes. The distorted audio, however, can be captured with Audacity by monitoring an audio output (e.g. This issue does not affect recorded "video dumps", which contain perfect audio at the emulated system's native sample rate, indicating that the core's output is not at issue here. 20 ms is usually sufficient for most cores, but all mGBA games tested exhibit this audio crackle to some extent at the same latency. Mother 3, running on mGBA, usually requires 48 ms minimum but on occasion has required latencies in excess of 80 ms. The threshold varies by core and by content, and is not always consistent across repeated runs. The audio output from Retroarch is heavily distorted unless the audio latency is set strangely high. Audio output from the core in use must be buffered for some length of time to accomplish this, inducing latency however, a buffer of only a few milliseconds should be sufficient for cores which are not very demanding on the hardware in use. The audio is imperceptibly time-stretched to sync with the video and resampled to the desired output sample frequency without distortion. The audio output from Retroarch sounds the same as on the original console, unless the core is unable to run at full speed. This is most prominent by far in mGBA out of all cores tested, but can be reproduced in other cores as well (albeit at lower audio latencies). Highly audible "pops" and "crackles" occur while a core is running, and can only be remedied by raising the audio latency to excessive levels. Note that this normalizes correctly since Tr(W A) = Σ a Tr(W P a) = Tr(W Σ a P a) = Tr(W) = 1. Thus, each quantum event produces a change of the form W → W A = Σ a P a W P a, where A is the corresponding quantity that is being measured by that event. W → W A ≡ Σ a Tr(W P a) × P a W P a/Tr(W P a) = Σ a P a W P a. If a mixed state W = p W₀ + q W₁ (p,q ≥ 0, p + q = 1) stands for "W₀ with probability p, W₁ with probability q" (recursively applied to W₀ and W₁ if they are also mixed states) then the entire reduction itself can be succinctly wrapped up as: There are two ways to treat this, depending on what you consider a mixed state to represent. Introducing the "trace" operator, defining it by the property Tr(A|ψ>, then the above reduction can be restated as W → P a W P a/Tr(W P a) with probability Tr(W P a). It states that this happens with probability |P a|ψ>| 2/ = /. the latter equality applying since P a † = P a = P a 2 for projection operators. When restated, the rule asserts that the state W = |ψ> becomes P a|ψ> = P a|ψ>. The Born rule says that the result of applying the measurement for quantity A is a quantum event that reduces the state |ψ> to the state P a|ψ> with probability |P a|ψ>| 2/ and that the value measured by the event is (a). It won't shed any light to consider them here, so I'll just keep to the simpler case of discrete spectra only. More general operators can be considered that have spectra that are continuous, or mixed continuous/discrete. Since the eigensubspaces span the entire space for |ψ>, then it is also assumed the projections add to 1: Σ a P a = 1. Example: W C = p |0> + √q exp(iφ) |1>)(√p is to reduce |ψ> to the sum of its a-eigenvector components only zeroing out all the other eigenvectors - it projects |ψ> down to the eigenspace of the value (a) for operator Â. More general mixed states can be contemplated that are continuous linear combinations of pure states, rather than discrete sums. A mixture of such states corresponding to mutually orthogonal vectors, with non-negative mixing coefficients that add up to 1 gives you a mixed state. The best way to handle that and remove the ambiguity is to refer, instead, to W = |ψ> as the state. Among other issues, it has both phase and normalization ambiguity: different non-zero rescalings and different phases yield the same state. To answer your question in the most direct way possible, it's first necessary to clarify that the wave function vector |ψ> is not the state, but is better regarded as a "square root" of the state. In quantum theory, in the Heisenberg Picture, those same equations hold for the quantized versions of the same - up to operator ordering ambiguity, while the state becomes a timeless denotation of an entire history, rather than that of a system and its progression in time. You aren't just projecting the state down to a subspace, you are projecting the state and then rescaling it so that it has the correct normalization.īetween the Schrödinger and Heisenberg picture, the latter is the one most directly connected to dynamics in the form you're used to seeing it in, with the dynamic equations governing the various quantities be they ordinary differential equations of motion or partial differential equations for fields. You don't want to force the evolution to stay in the subspace, that's what the second $P_c$ would have done.ĮDIT # 2: Sorry for all the edits, this is a little more subtle to get exactly right than I originally thought. For example, after we observe a particle at position $x$ the particle is allowed to evolve a probability to be at $x'$. In particular you are allowed to evolve out of the subspace. The point is that you project down to the subspace (say a position eigenstate) at $t_c$, then you evolve normally from there. But that is not what we want here: the time evolution operator is special. I was confused because I thought wanted the transformation rule $P_c U P_c$, which is how you would project the time evolution operator to the collapsed subspace. Thanks to Bruce Connor for making me rethink through this point. The basic point still stands but the math was technically wrong. This is "the operator being projected onto a subspace." The state is the same, but the operator now includes a projection piece that cancels out the part of the state that is no longer physical.ĮDIT # 1: I previously said $U(t_2,t_1)=U(t_2,t_c)P_c U(t_c,t_1)$, which is incorrect. In other words, the operator 'collapses' by picking up a projection piece that kills the unphysical part of the state.įorget about pictures for a second, the physical thing is the full matrix element Well, I think you said the answer yourself when you used the words "projection operator." In the Heisenberg picture the operators get projected down to a subspace at the time of the collapse. Any communication or data transiting or stored on this system may be disclosed or used for any lawful Government purpose.At any time, and for any lawful Government purpose, the government may monitor, intercept, and search and seize any communication or data transiting or stored on this system. Therefore, you have no reasonable expectation of privacy regarding any communication or data transiting or stored on this system. 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