Got tired. Really tired. Asked God for help. He did -- can't explain it any other way. I tried to change many times before but always came back to my old life style.
To build a development you need planning permission. This will often include an agreement that public open space will be provided as an amenity for the community. Sometimes this will be as mitigation for loss of other space. Or just as a something the local authority wants. It is probably better than stricly gated communities that exclude the public community, which is what the councils want to avoid.
Also, the council may not have the funds to properly maintain the open space if it was handed to them. It makes commercial sense for operators to do landscape work themselves if that is something that matters to them. People want retail, housing developments or high end office blocks to be attractive and well maintained.
It's explicitly transactional, in consideration for the property owner providing and maintaining the space, they get to build XYZ. And as the spaces are typically adjacent to their properties, they are motivated to keep them well maintained.
The alternative seems to be that the developer build smaller, or not build at all, and provide not public space.
Think of the intro to the Ghost in the Shell, where the android body is floating up through a bath, and the manufacturer layer on the body is dissolving and being removed. This method could detect that the material is 100% removed from the body as well as confirm that the body is created exactly to spec.
I guess that would be possible, but one has to do some trickery to find false data.
Maybe correlating the exact oposite dip works:
Dipping a bowl shows a negative volume then the bowl begins to fill. A dome (reversed bowl) will show additional volume of trapped air at the same point.
I think you're asking if it's possible to use a debugger with QT Creator. It's had support for debuggers for at least most of the last decade, and I suspect longer.
It was a track runner with three parallel tracks, "bombs" and "coins" approached you, making sounds either in front of you, to your left and right. Your job was to avoid bombs and get coins.
Pretty simple "action" game for the visually impaired. The joke is that we spent an absurd portion of the time on the visualization. The justification was that it would also have appeal for the sighted.