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GPGTools - It's worth protecting what you love

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Downloads Which version to download? If you don’t know what version to install and you’re getting started with Ruby, we recommend you use Ruby 2.1.X installers. These provide a stable language and a extensive list of packages (gems) that are compatible and updated. However, not all packages (gems) are maintained. The 64-bit versions of Ruby are relatively new on the Windows area and not all the packages have been updated to be compatible with it. Users of CPUs older than Intel’s Nocona (90nm Pentium 4) who wish to use Ruby 2.0.0 will need to build their own using a different DevKit by following these instructions. Which Development Kit? Down this page, several and different versions of Development Kits (DevKit) are listed. Ruby 1.8.6 to 1.9.3: tdm-32-4.5.2Ruby 2.0.0 and above (32bits): mingw64-32-4.7.2Ruby 2.0.0 and above x64 (64bits): mingw64-64-4.7.2 Download Issues? Depending on your location, sometimes the downloads will not work. Sorry the inconvenience. Speed and Compatibility Convenience Support

Encrypt your Email with GPG The GNU Privacy Guard (GnuPG) is software which enables you to send PGP encrypted or signed emails. It is necessary to install this software before being able to do any encryption. This chapter covers the installation steps required to install GnuPG on Mac OSX. Getting started For this chapter we assume you have the latest version of: OSX installed (10.6.7) Thunderbird (3.1.10) Note on OSX Mail: It is possible to use PGP with the build-in mail program of OSX. Downloading and installing the Software For OSX there is a bundle available which will install everything you need in one installation. (nb. 2. 3. 4. 5. (Note, if you're Mac is bought before 2006 it will not have an intel processor required to run this software and the installation will fail. You will be guided by the program through the next steps like accepting the license agreement. 6. As said in the intro; we advice against using Apple Mail in combination with PGP. Installing up Engimail Step 1. 2. 3. Testing and Troubleshooting

Home · oneclick/rubyinstaller Wiki GPG Suite for Mac | MacUpdate GPG Suite is an open source installer for OS X. It installs all related OpenPGP applications, plugins and dependencies. Gnu Privacy Guard remains geek ware, meaning that it is difficult to set up and use by an average Mac user. The learning curve for new users can be extremely steep with a lot of questions asked along the way. However, patience provides rich rewards because GPG lets you: 1) Digitally sign your email with a verified public key. 2) Use unbreakable encryption on any file and any email. If you use the email features, keep in mind that encrypting email on your end requires the use of a source email address associated with your GPG key AS WELL AS a receiving email that ALSO has its own publicly available key. I have so far tested the current versions of GPGTools and GPGMail with OS X 10.7.5 and had total success. Installing GPGTools/GPGMail is extremely easy. The effort put into creating GPGTools and keeping them compatible with ever changing OS X is slow and painstaking.

ReadOnlyTransition - support - Information about Google Code's read-only transition - User support for Google Project Hosting As previously announced, Google Code became read-only for most projects on August 24th, 2015. Some Google-affiliated projects (e.g., /p/chromium and /p/android) will remain read-write while an alternative issue tracker is being developed. Once ready, those projects will migrate their data off of Google Code. Google Code data will still be accessible, just read-only. However, during this time you will not be able to modify projects. The Google Code Archive is a dump of all of Google Code's public information. Google Code's data will remain online for years into the future. Until January 2016 the Google Code Project Hosting service as it exists today will continue to be available. After January 2016 you will no longer be able to access source code from a version control client; however project data will still be available from the Google Code Archive. Note that only public data will be archived. If you have any questions, please contact google-code-shutdown@google.com.

PGP Tools Effects (Direct3D 11) The first step is to organize the state you want to control in an effect. This includes shader state (vertex, hull, domain, geometry, pixel and compute shaders), texture and sampler state used by the shaders, and other non-programmable pipeline state. You can create an effect in memory as a text string, but typically, the size gets large enough that it is handy to store effect state in an effect file (a text file that ends in a .fx extension). To use an effect, you must compile it (to check HLSL syntax as well as effect framework syntax), initialize effect state through API calls, and modify your render loop to call the rendering APIs. An effect encapsulates all of the render state required by a particular effect into a single rendering function called a technique. A set of techniques can be grouped in a group (which uses the syntax "fxgroup"). In This Section Related topics

HLSL, FXC, and D3DCompile - Games for Windows and the DirectX SDK With the retirement of D3DX (See “Where is the DirectX SDK?” and "Where is the DirectX SDK (2013 Edition)?"), there is some confusion about how applications access the High-Level Shader Language (HLSL) compiler. As mentioned in an earlier post (See “What’s up with D3DCompiler_xx.DLL?”), the HLSL compilation functions, shader reflection, and some support functions for the compiler were pulled out of D3DX as of the DirectX SDK (August 2009) release. While many developers continue to use the D3DX functions to compile HLSL and Effects, they are just pass-through functions to the D3DCompile API which can be used directly instead. Windows 8.1: The latest version of the D3DCompiler (#47) is now included with the Windows 8.1 OS and is available for runtime use by Windows Store apps. With Visual Studio 2012, HLSL and the FXC.EXE tool is now integrated into build environment and the Windows 8.0 SDK. Note: This automatic integration only works for C++ projects, not C# projects.

Differences Between Effects 10 and Effects 11 This topic shows the differences between Effects 10 and Effects 11. Device Contexts, Threading, and Cloning The ID3D10Device interface has been split into two interfaces in Direct3D 11: ID3D11Device and ID3D11DeviceContext. You can create multiple ID3D11DeviceContexts to facilitate concurrent execution on multiple threads. The Effects 11 runtime is single-threaded. To use the Effects 11 runtime on multiple instances, you must create separate ID3DX11Effect instances. The easiest way to create multiple effects that encapsulate the same functionality, for use on multiple threads, is to create one effect and then make cloned copies. The cloning routine is faster than the creation routine.Cloned effects share created shaders, state blocks, and class instances (so they don't have to be recreated).Cloned effects can share constant buffers.Cloned effects begin with state that matches the current effect (variable values, whether or not it has been optimized). Effect Pools and Groups Related topics

Where is the DirectX SDK? - Games for Windows and the DirectX SDK See also "Where is the DirectX SDK (2015 Edition)?" The DirectX SDK is now part of the Windows 8.0 SDK. The new Windows 8.0 SDK is where you’ll find DirectX 11.1, Direct2D, DirectWrite, DXGI 1.2, WDDM 1.2, DirectXMath, Feature Level 11.1 devices, XINPUT 1.4, XAUDIO 2.8, WIC2, the "Developer Runtime" (debugging layers and the REF device), and the latest HLSL compiler (D3DCompiler_*.DLL). Samples are now shipped online and can be found at the MSDN Code Gallery. We recommend using the Windows 8.x SDK instead of the DirectX SDK, or at a minimum using the Windows 8.x SDK primarily with only specific usages of the legacy DirectX SDK. The Windows SDK for Windows 8 (aka Windows 8.0 SDK) is included with Visual Studio 2012, and is also available as a standalone package for use with Visual Studio 2010. The Windows SDK for Windows 8 supports building both Windows Store apps (a.k.a. See the MSDN page "Where is the DirectX SDK?" Related: DirectX SDKs of a certain age, VS 2012 and Windows 8.0 SDK RTM

Getting started | Less.js Welcome to Jinja2 — Jinja2 Documentation (2.8-dev) Jinja2 is a modern and designer-friendly templating language for Python, modelled after Django’s templates. It is fast, widely used and secure with the optional sandboxed template execution environment: <title>{% block title %}{% endblock %}</title><ul>{% for user in users %} <li><a href="{{ user.url }}">{{ user.username }}</a></li>{% endfor %}</ul> Features: sandboxed executionpowerful automatic HTML escaping system for XSS preventiontemplate inheritancecompiles down to the optimal python code just in timeoptional ahead-of-time template compilationeasy to debug. Line numbers of exceptions directly point to the correct line in the template.configurable syntax Additional Information If you can’t find the information you’re looking for, have a look at the index or try to find it using the search function:

JSON Helper: Example Scripts JSON Helper has three commands: fetch JSON from This parses JSON supplied by a url straight into an AppleScript record or list. Useful for interrogating web services directly from AppleScript. Optional basic HTTP authentication is supported if the web service requires it. tell application "JSON Helper" --Get UK police forces information set forceDetails to fetch JSON from " name "apiname" password "apipassword" end tell --Monitor the public image Flickr feed: set flickrFeed to fetch JSON from " set imageCount to count of |items| of flickrFeed set lastModified to |modified| of flickrFeed return ("Flickr feed has " & imageCount & " images, last modified at: " & lastModified) --Look up a location in Google Maps: set myLocation to "London" set myRecord to fetch JSON from (" set myResult to |ddURL| of item 1 of results of |responseData| of myRecord as string

JSON Helper JSON Helper is an agent (or scriptable background application) which allows you to do useful things with JSON (JavaScript Object Notation) directly from AppleScript. JSON Helper has no interface, and runs in the background waiting for AppleScripts to ask it to do something, just like Apple's own System Events does. JSON Helper contains a number of commands that help you parse JSON into regular AppleScript lists and records, and convert AppleScript list and records back into valid JSON. In addition JSON Helper contains some convenience commands to allow you to communicate easily with web based APIs. To see how to use JSON Helper, check out these examples. Why is JSON Helper not a Scripting Addition? A popular way to extend the functionality available to AppleScript is to make that functionality available in a Scripting Addition (or OSAX). Will it ever be a Scripting Addition? Maybe!

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