Introduction to Brazil's Volleyball SuperLiga
The Brazil Volleyball SuperLiga stands as one of the most competitive and exciting leagues in the world. With a rich history and a vibrant fanbase, the league showcases top-tier talent from across the globe. As we look forward to tomorrow's matches, anticipation builds not only for the thrilling games but also for expert betting predictions that add an extra layer of excitement for fans and bettors alike.
Overview of Tomorrow's Matches
Tomorrow promises an exhilarating lineup of matches in the Brazil Volleyball SuperLiga. Fans will witness some of the best teams going head-to-head in a display of skill, strategy, and sportsmanship. Each match is not just a game but a narrative unfolding on the court, with every spike and block contributing to the larger story of the season.
Key Teams to Watch
- São Paulo FC: Known for their aggressive playstyle and strong defense, São Paulo FC is always a team to watch. Their recent performance has been stellar, making them favorites in several upcoming matches.
- Cruzeiro: With a balanced mix of experienced veterans and young talent, Cruzeiro has been consistently delivering impressive performances. Their adaptability makes them a formidable opponent.
- Minas Tênis Clube: A powerhouse in Brazilian volleyball, Minas Tênis Clube boasts some of the most skilled players in the league. Their strategic gameplay often leaves opponents scrambling.
Betting Predictions: Expert Insights
As we delve into expert betting predictions for tomorrow's matches, it's essential to consider various factors such as team form, head-to-head statistics, and individual player performances. Experts have analyzed these elements meticulously to provide insights that could guide your betting decisions.
São Paulo FC vs. Flamengo
São Paulo FC enters this match with high confidence after their recent victories. Experts predict a close contest but lean towards São Paulo FC due to their strong home-court advantage and current form.
Cruzeiro vs. Vôlei Taubaté
This match is expected to be highly competitive. Cruzeiro's balanced team composition gives them an edge, while Vôlei Taubaté's tactical approach could pose challenges. Betting experts suggest considering Cruzeiro as favorites but keeping an eye on potential upsets.
Minas Tênis Clube vs. Sada Cruzeiro
A classic rivalry that never fails to deliver excitement. Minas Tênis Clube's strategic prowess might give them an upper hand against Sada Cruzeiro's dynamic offense. Experts recommend watching this match closely for any shifts in momentum that could influence betting outcomes.
Betting Strategies: Maximizing Your Odds
- Analyze Recent Form: Look at how teams have performed in their last few matches. Consistency can be a good indicator of future performance.
- Consider Head-to-Head Records: Historical matchups can provide insights into how teams might perform against each other.
- Evaluate Player Injuries: Injuries can significantly impact team dynamics and performance.
- Leverage Expert Predictions: While personal analysis is crucial, expert predictions offer valuable perspectives based on comprehensive data analysis.
- Diversify Bets: Spread your bets across different outcomes to mitigate risks and increase chances of winning.
Detailed Expert Predictions for Tomorrow’s Matches
<|file_sep|>#pragma once
#include "global.h"
#include "GL/glew.h"
class Shader
{
public:
Shader();
~Shader();
bool Load(const char* vertexPath,const char* fragmentPath);
void Use();
void Unuse();
private:
GLuint m_program;
GLuint m_vertexShader;
GLuint m_fragmentShader;
};<|file_sep#include "shader.h"
Shader::Shader()
{
m_program = NULL;
m_vertexShader = NULL;
m_fragmentShader = NULL;
}
Shader::~Shader()
{
glDeleteProgram(m_program);
glDeleteShader(m_vertexShader);
glDeleteShader(m_fragmentShader);
}
bool Shader::Load(const char* vertexPath,const char* fragmentPath)
{
std::string vText,str,strErr;
std::ifstream vFile(vertexPath,std::ios::in);
if(!vFile.is_open())
{
printf("Failed opening vertex shader file %sn",vertexPath);
return false;
}
vText.assign((std::istreambuf_iterator(vFile)),std::istreambuf_iterator());
vFile.close();
m_vertexShader = glCreateShader(GL_VERTEX_SHADER);
const GLchar* vStr = vText.c_str();
glShaderSource(m_vertexShader,1,&vStr,NULL);
glCompileShader(m_vertexShader);
GLint success;
glGetShaderiv(m_vertexShader,GL_COMPILE_STATUS,&success);
if(!success)
{
GLsizei len;
glGetProgramiv(m_vertexShader,GL_INFO_LOG_LENGTH,&len);
str.resize(len+1);
glGetProgramInfoLog(m_vertexShader,len,&len,strErr.data());
printf("Vertex shader compilation error:n%sn",strErr.c_str());
return false;
}
std::ifstream fFile(fragmentPath,std::ios::in);
if(!fFile.is_open())
{
printf("Failed opening fragment shader file %sn",fragmentPath);
return false;
}
str.assign((std::istreambuf_iterator(fFile)),std::istreambuf_iterator());
fFile.close();
m_fragmentShader = glCreateProgram();
const GLchar* fStr = str.c_str();
glAttachShaders(m_program,m_vertexShader,m_fragmentShader);
glBindAttribLocation(m_program,"position",0);
glBindAttribLocation(m_program,"normal",1);
glBindAttribLocation(m_program,"uv",2);
glLinkProgram(m_program);
glGetProgramiv(m_program,GL_LINK_STATUS,&success);
if(!success)
{
GLsizei len;
glGetProgramiv(m_program,GL_INFO_LOG_LENGTH,&len);
str.resize(len+1);
glGetProgramInfoLog( m_program,len,&len,strErr.data() );
printf("Fragment shader compilation error:n%sn",strErr.c_str());
return false;
}
return true;
}
void Shader::Use()
{
glUseProgram( m_program );
}
void Shader::Unuse()
{
glUseProgram(0);
}<|repo_name|>KrisanapongP/OpenGL<|file_sep-#include "camera.h"
Camera::~Camera()
{
}
void Camera::Update(float dt)
{
}<|file_sep#include "window.h"
Window::~Window()
{
}<|repo_name|>KrisanapongP/OpenGL<|file_sepcdotmain.cpp
#include "global.h"
#include "window.h"
#include "camera.h"
#include "modelLoader.h"
#include "shader.h"
#define GLFW_DLL
using namespace std;
int main(int argc,char** argv)
{
glfwInit();
GLFWwindow* window = glfwCreateWindow(800,600,"Hello OpenGL",&glfwDefaultMonitor,NULL);
glfwMakeContextCurrent(window);
glewExperimental=GL_TRUE;
glewInit();
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
Camera camera(glm::vec3(0.f,-20.f,-20.f),glm::vec3(0.f),glm::vec3(0.f));
ModelLoader loader;
Model model;
if(loader.LoadModel("../res/models/nanosuit/nanosuit.obj",&model) == false)
{
printf("Error loading model!n");
glfwTerminate();
return -1;
}
Shader shader;
if(shader.Load("../res/shaders/vertex.glsl","../res/shaders/fragment.glsl") == false)
{
printf("Error loading shaders!n");
glfwTerminate();
return -1;
}
while(glfwWindowShouldClose(window) == GL_FALSE)
{
float dt = (float)glfwGetTime();
camera.Update(dt);
glm::mat4 projectionMatrix = glm::perspective(glm::radians(camera.Zoom),800.f/600.f,.01f,.1f);
glm::mat4 viewMatrix = camera.GetViewMatrix();
glm::mat4 modelMatrix(glm:identity());
shader.Use();
GLuint projectionLoc = glGetUniformLocation(shader.m_program,"projection");
GLuint viewLoc = glGetUniformLocation(shader.m_program,"view");
glUniformMatrix4fv(projectionLoc,GL_FALSE,GL_FLOAT,modelMatrix.data());
glUniformMatrix4fv(viewLoc,GL_FALSE,GL_FLOAT,modelMatrix.data());
glClearColor(.5f,.5f,.5f,.5f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
model.Draw(&shader);
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwTerminate();
return EXIT_SUCCESS; <|repo_name|>KrisanapongP/OpenGL<|file_sep8#pragma once
#ifndef GLOBAL_H
#define GLOBAL_H
//Standard libraries
#include;
#include;
#include;
//GLFW headers
#define G隆W_USE_CONFIG_H
#ifdef _WIN32
# include;
#endif
#if defined(__APPLE__) || defined(MACOSX)
# include"TargetMach隆ne宁e.h";
#endif
#ifdef __linux__
# include;
#endif
#define GLFW_DLL;
#include"glfw/glfw.hpp";
//GLEW headers
#pragma comment(lib,"opengl32.lib");
#pragma comment(lib,"glew32.lib");
#pragma comment(lib,"glfw/lib-vc120-mingw-w64-x86_64.a");
#ifdef _WIN32
# define G隆WAPI __stdcall;
#else
# define G隆WAPI ;
#endif
//GMO headers
#define GLM_FORCE_RADIANS;
#define GLM_FORCE_DEPTH_ZERO_TO_ONE;
//#define GLM_ENABLE_EXPERIMENTAL;
#include"glm/glm.hpp";
#include"glm/gtc/matrix_transform.hpp";
//My headers
class Window;
class Camera;
extern Window* g_window;
extern Camera* g_camera;
#endif;<|repo_name|>KrisanapongP/OpenGL<|file>#pragma once
#ifndef WINDOW_H_
#define WINDOW_H_
//Standard libraries
//GLFW headers
//My headers
class Window
{
public:
virtual ~Window()=0;
};
#endif;<|repo_name|>KrisanapongP/OpenGL<|file>#pragma once
#ifndef CAMERA_H_
#define CAMERA_H_
//Standard libraries
//GLFW headers
//GMO headers
//My headers
class Camera
{
public:
Camera(glm:vec3 pos,glm:vec3 target,glm:vec3 up);
virtual ~Camera();
glm:mat4 GetViewMatrix() const;
void Update(float dt);
float Zoom;
private:
glm:vec3 Position;
glm:vec3 Target;
glm:vec3 Up;
};
#endif;<|repo_name|>KrisanapongP/OpenGL<|file>#pragma once
#ifndef MODEL_LOADER_H_
#define MODEL_LOADER_H_
//Standard libraries
//GLFW headers
//GMO headers
//My Headers
struct VertexAttributeData //Vertex attributes data structure.
{
int positionCount; //Number of vertices in position array.
float *positions; //Array containing vertex positions.
int normalCount; //Number of vertices in normal array.
float *normals; //Array containing vertex normals.
int uvCount; //Number of vertices in uv array.
float *uvs; //Array containing vertex uvs.
int indexCount; //Number of indices used by element array buffer object.
unsigned int *indices; //Array containing indices used by element array buffer object.
int faceCount; //Number of faces contained by mesh.
void Clear()
{
delete [] positions;
delete [] normals;
delete [] uvs;
delete [] indices;
}
};
struct MeshData //Mesh data structure.
{
MeshData()
{
positionCount=0;
normalCount=0;
uvCount=0;
indexCount=0;
faceCount=0;
positions=NULL;
normals=NULL;
uvs=NULL;
indices=NULL;
}
MeshData(const MeshData &data)
{
positionCount=data.positionCount,
normalCount=data.normalCount,
uvCount=data.uvCount,
indexCount=data.indexCount,
faceCount=data.faceCoutn,
positions=new float[positionCoutn],
normals=new float[normalCoutn],
uvs=new float[uvcoutn],
indices=new unsigned int[indexcoutn],
memcpy(positions,data.positions,sizeof(float)*positioncoutn),
memcpy(normals,data.normals,sizeof(float)*normalcount),
memcpy(uvs,data.uvs,sizeof(float)*uvcoutn),
memcpy(indices,data.indices,sizeof(unsigned int)*indexcoutn)。
}
MeshData& operator=(const MeshData &data)
{
if(this!=&data)
{
Clear(),
positionCoutn=data.positioncount,
normalcount=data.normalcount,
uvcoutn=data.uvcoutn,
indexcount=data.indexcount,
facecount=data.facecount,
positions=new float[positioncoutn],
normals=new float[normalcout],
uvs=new float[uvcoun],
indices=new unsigned int[indexcout],
memcpy(positions,data.positions,sizeof(float)*positioncout),
memcpy(normals,data.normals,sizeof(float)*normalcout),
memcpy(uvs,data.uvs,sizeof(float)*uvcoun),
memcpy(indices,data.indices,sizeof(unsigned int)*indexcout).
}
return *this。
}
virtual ~MeshData()
{
Clear()。
}
int positionCoutm;//Numberofverticesinpositionarray。
float *positions;//Arraycontainingvertexpositions。
int normalCoutm;//Numberofverticesinnormalarray。
float *normals;//Arraycontainingvertexnormals。
int uvcoutm;//Numberofverticesinuvarray。
float *uvs;//Arraycontainingvertexuvs。
int indexCoutm;//Numberofindicesusedbyelementarraybufferobject。
unsigned int *indices;//Arraycontainingindicesusedbyelementarraybufferobject。
int faceCoutm;//Numberoffacescontainedbymesh。
void Clear()
{
delete[]positions,
delete[]normals,
delete[]uvs,
delete[]indices。
}
};
struct ModelData //Model data structure.
{
ModelData()
{
meshCotm=0,
meshes=NULL。
clear()。
}
ModelData(const ModelData &data)
{
meshcoutm=data.meshcoutm,
meshes=new MeshDatameshcoun],
for(int i=0;iKrisanapongP/OpenGL<|file>#include"camera.h"
Camera::~Camera(){};
Camera:Camera(glm:vec三pos、glm:vec三target、glミ:vec三up):
Position(pos)、Target(target)、Up(up)、Zoom(45.f){}
glm:mat四:GetViewMatix(void)const{return glm:lookAt(Position、Target、Up);}
void Update(float dt){
static double lastTime=time(NULL);
double currentTime=time(NULL)、
double deltaTime=currentTime-lastTime、
mouseSpeed=.005、
zoomSpeed=.05、
yaw=yaw+mouseSpeed*m_xoffset、
pitch=pitch+mouseSpeed*m_yoffset、
if(pitch>M_PI_二二二){pitch=M_PI_二二二;}
if(pitch<-M_PI_二二二){pitch=-M_PI_二二二;}
glm:vec三front(
cos(pitch)*cos(yaw),
sin(pitch),
cos(pitch)*sin(yaw));
Target=Position+front、
Up=cross(front,cross(glm:jacob(-Y_AXIS),front))、
lastTime=currentTime;}
float Zoom{};<|repo_name|>KrisanapongP/OpenGL<|file>#include"global.h"
Window*g_window=nullptr;
Camera*g_camera=nullptr;KrisanapongP/OpenGL<|repo_name|>NikitaBaklanov/AutoTestFrameworkForQTSmartHomeKitApp<|file_sep|-- HomeKit Automation --|
This project contains test automation framework developed using Appium + Cucumber + Java + Maven + TestNG + Allure report generator.
To run test cases please follow steps below:
--Prerequisites--
Install nodejs version >=10.x.x from https://nodejs.org/en/download/
Install appium from https://github.com/appium/appium/releases (appium-server-x.x.x.exe)
--Installing Appium client--
Go into project folder via command prompt or terminal then run command below:
mvnw clean install -DskipTests=true -Dgpg.skip=true dependency:sources dependency:test-sources compile exec:java@install-appium-client -pl appium-client -am -U
--Running tests--
Go into project folder via command prompt or terminal then run command below:
mvnw clean install test allure:report exec:java@start-appium-server testng:test @testng.xml -Dallure.results.directory=target/allure-results/target/site/allure-maven-plugin/output/allure-results -pl automation-framework -am -U --batch-mode --no-transfer-progress
--Generating report--
After running tests go into target folder via command prompt or terminal then run command below:
allure generate .targetsiteallure-maven-pluginoutputallure-results --clean && allure open
--Notes--
When you start appium server first time it will create configuration files which are required when starting appium server next time.
--Dependencies--
https://mvnrepository.com/artifact/io.appium/java-client --> Appium client library used for testing Android apps using Java language.
https://mvnrepository.com/artifact/io.appium/java-client --> Appium client library used for testing iOS apps using Java language.
https://mvnrepository.com/artifact/io.github.bonigarcia/webdrivermanager --> Used to manage web driver binaries required by Selenium WebDriver library.
https://mvnrepository.com/artifact/org.seleniumhq.selenium/selenium-java --> Selenium WebDriver library used for automating web browsers using Java language.
https://mvnrepository.com/artifact/org.testng/testng --> TestNG library used as testing framework which provides annotations like @BeforeSuite etc., which helps us organize our tests better than JUnit framework does.
https://mvnrepository.com/artifact/com.aventstack.extentreports/extentreports-all --> ExtentReports library used as reporting tool which generates HTML reports after execution completes showing all details about execution like passed/failures etc., with screenshots attached where applicable.
https://mvnrepository.com/artifact/com.vimalselvam/cucumber-extentsreport --> Used along with ExtentReports library so that we can see screenshots taken during step failures inside extent report generated after execution completes instead having separate screenshot viewer pop-up showing those screenshots taken during step failures.
http://www.baeldung.com/junit-assertj --> AssertJ library provides fluent assertion methods like assertThat(), which helps us write readable assertions.
https://www.tutorialspoint.com/maven/maven_introduction.htm --> Maven is build automation tool used here.
https://github.com/allure-framework/allure-core/wiki -> Allure Report Generator is reporting tool used here.
http://www.guru99.com/cucumber-bdd.html -> Cucumber BDD Framework.
http://qaprosoft.github.io/pages/docs/mobile_app_testing_guide/intro.html -> Mobile App Testing Guide.
http://qaprosoft.github.io/pages/docs/mobile_app_testing_guide/android_app_testing.html -> Android App Testing Guide.
http://qaprosoft.github.io/pages/docs/mobile_app_testing_guide/iOS_app_testing.html -> iOS App Testing Guide.
http://qaprosoft.github.io/pages/docs/mobile_app_testing_guide/android_app_development.html -> Android App Development Guide.
http://qaprosoft.github.io/pages/docs/mobile_app_testing_guide/iOS_app_development.html -> iOS App Development Guide.
https://dzone.com/articles/how-to-test-mobile-applications-using-appium-with-examples?utm_content=&utm_medium=social&utm_source=dzone_social_sharing&utm_campaign=%252520feed%252520-%252520Social%252520Shar&utm_term=&utm_source=dzone&utm_medium=socialmedia&utm_campaign=socialmediafeed – How To Test Mobile Applications Using Appium With Examples?
How To Create Project Structure For Automation Framework Using Maven?
https://www.youtube.com/watch?v=LtH6RyHRjZo
How To Generate Extent Reports Using Maven?
https://www.youtube.com/watch?v=aVcdTgRy9zI&t=137s
How To Integrate Allure Reports Using Maven?
https://www.youtube.com/watch?v=EAmx8BnpNHo&list=PLOU2XLYxmsIK9wgJQFtNlJJqdvpfuQAEU&index=7&t=100s
How To Generate Allure Report Without Installing Allure Server?
https://www.youtube.com/watch?v=mTKY7XkGZ8E&list=PLOU2XLYxmsIK9wgJQFtNlJJqdvpfuQAEU&index=8&t=81s
How To Integrate Cucumber BDD Framework With Extent Reports And Allure Reports?
https://www.youtube.com/watch?v=T37V6EokEYo&list=PLOU2XLYxmsIK9wgJQFtNlJJqdvpfuQAEU&index=10&t=138s
How To Integrate Cucumber BDD Framework With TestNG And Extent Reports?
https://www.youtube.com/watch?v=bYiOzTbOaLE&list=PLOU2XLYxmsIK9wgJQFtNlJJqdvpfuQAEU&index=11&t=
How To Integrate Cucumber BDD Framework With TestNG And Allure Reports?
https:/ / www . youtube . com / watch ? v = D W w r z Y P U Q h o l L & list = &
---------------------------------------------------------------------------------------------------------------
Android Application Testing:
What Is Android Application?
Android application development process involves many steps such as:
Designing User Interface,
Developing backend logic,