get-deployment
--deployment-id <value>
[--cli-input-json <value>]
[--generate-cli-skeleton <value>]
A deployment ID associated with the applicable IAM user or AWS account.
--cli-input-json (string) Performs service operation based on the JSON string provided. The JSON string follows the format provided by --generate-cli-skeleton. If other arguments are provided on the command line, the CLI values will override the JSON-provided values.
--generate-cli-skeleton (string) Prints a JSON skeleton to standard output without sending an API request. If provided with no value or the value input, prints a sample input JSON that can be used as an argument for --cli-input-json. If provided with the value output, it validates the command inputs and returns a sample output JSON for that command.
To get information about a deployment
This example displays information about a deployment that is associated with the user's AWS account.
Command:
aws deploy get-deployment --deployment-id d-USUAELQEX
Output:
{
"deploymentInfo": {
"applicationName": "WordPress_App",
"status": "Succeeded",
"deploymentOverview": {
"Failed": 0,
"InProgress": 0,
"Skipped": 0,
"Succeeded": 1,
"Pending": 0
},
"deploymentConfigName": "CodeDeployDefault.OneAtATime",
"creator": "user",
"description": "My WordPress app deployment",
"revision": {
"revisionType": "S3",
"s3Location": {
"bundleType": "zip",
"eTag": "\"dd56cfd59d434b8e768f9d77fEXAMPLE\"",
"bucket": "CodeDeployDemoBucket",
"key": "WordPressApp.zip"
}
},
"deploymentId": "d-USUAELQEX",
"deploymentGroupName": "WordPress_DG",
"createTime":<PHONE_NUMBER>.589,
"completeTime":<PHONE_NUMBER>.101,
"ignoreApplicationStopFailures": false
}
}
deploymentInfo -> (structure)
Information about the deployment.
applicationName -> (string)
The application name.deploymentGroupName -> (string)
The deployment group name.deploymentConfigName -> (string)
The deployment configuration name.deploymentId -> (string)
The deployment ID.revision -> (structure)
Information about the location of stored application artifacts and the service from which to retrieve them.
revisionType -> (string)
The type of application revision:
- S3: An application revision stored in Amazon S3.
- GitHub: An application revision stored in GitHub.
s3Location -> (structure)
Information about the location of application artifacts stored in Amazon S3.
bucket -> (string)
The name of the Amazon S3 bucket where the application revision is stored.key -> (string)
The name of the Amazon S3 object that represents the bundled artifacts for the application revision.bundleType -> (string)
The file type of the application revision. Must be one of the following:
- tar: A tar archive file.
- tgz: A compressed tar archive file.
- zip: A zip archive file.
version -> (string)
A specific version of the Amazon S3 object that represents the bundled artifacts for the application revision.
If the version is not specified, the system will use the most recent version by default.
eTag -> (string)
The ETag of the Amazon S3 object that represents the bundled artifacts for the application revision.
If the ETag is not specified as an input parameter, ETag validation of the object will be skipped.
gitHubLocation -> (structure)
Information about the location of application artifacts stored in GitHub.
repository -> (string)
The GitHub account and repository pair that stores a reference to the commit that represents the bundled artifacts for the application revision.
Specified as account/repository.
commitId -> (string)
The SHA1 commit ID of the GitHub commit that represents the bundled artifacts for the application revision.status -> (string)
The current state of the deployment as a whole.errorInformation -> (structure)
Information about any error associated with this deployment.
code -> (string)
For information about additional error codes, see Error Codes for AWS CodeDeploy in the AWS CodeDeploy User Guide .
The error code:
- APPLICATION_MISSING: The application was missing. This error code will most likely be raised if the application is deleted after the deployment is created but before it is started.
- DEPLOYMENT_GROUP_MISSING: The deployment group was missing. This error code will most likely be raised if the deployment group is deleted after the deployment is created but before it is started.
- HEALTH_CONSTRAINTS: The deployment failed on too many instances to be successfully deployed within the instance health constraints specified.
- HEALTH_CONSTRAINTS_INVALID: The revision cannot be successfully deployed within the instance health constraints specified.
- IAM_ROLE_MISSING: The service role cannot be accessed.
- IAM_ROLE_PERMISSIONS: The service role does not have the correct permissions.
- INTERNAL_ERROR: There was an internal error.
- NO_EC2_SUBSCRIPTION: The calling account is not subscribed to the Amazon EC2 service.
- NO_INSTANCES: No instance were specified, or no instance can be found.
- OVER_MAX_INSTANCES: The maximum number of instance was exceeded.
- THROTTLED: The operation was throttled because the calling account exceeded the throttling limits of one or more AWS services.
- TIMEOUT: The deployment has timed out.
- REVISION_MISSING: The revision ID was missing. This error code will most likely be raised if the revision is deleted after the deployment is created but before it is started.
message -> (string)
An accompanying error message.createTime -> (timestamp)
A timestamp indicating when the deployment was created.startTime -> (timestamp)
A timestamp indicating when the deployment was deployed to the deployment group.
In some cases, the reported value of the start time may be later than the complete time. This is due to differences in the clock settings of back-end servers that participate in the deployment process.
completeTime -> (timestamp)
A timestamp indicating when the deployment was complete.deploymentOverview -> (structure)
A summary of the deployment status of the instances in the deployment.
Pending -> (long)
The number of instances in the deployment in a pending state.InProgress -> (long)
The number of instances in which the deployment is in progress.Succeeded -> (long)
The number of instances in the deployment to which revisions have been successfully deployed.Failed -> (long)
The number of instances in the deployment in a failed state.Skipped -> (long)
The number of instances in the deployment in a skipped state.Ready -> (long)
The number of instances in a replacement environment ready to receive traffic in a blue/green deployment.description -> (string)
A comment about the deployment.creator -> (string)
The means by which the deployment was created:
- user: A user created the deployment.
- autoscaling: Auto Scaling created the deployment.
- codeDeployRollback: A rollback process created the deployment.
ignoreApplicationStopFailures -> (boolean)
If true, then if the deployment causes the ApplicationStop deployment lifecycle event to an instance to fail, the deployment to that instance will not be considered to have failed at that point and will continue on to the BeforeInstall deployment lifecycle event.
If false or not specified, then if the deployment causes the ApplicationStop deployment lifecycle event to an instance to fail, the deployment to that instance will stop, and the deployment to that instance will be considered to have failed.
autoRollbackConfiguration -> (structure)
Information about the automatic rollback configuration associated with the deployment.
enabled -> (boolean)
Indicates whether a defined automatic rollback configuration is currently enabled.events -> (list)
The event type or types that trigger a rollback.
(string)
updateOutdatedInstancesOnly -> (boolean)
Indicates whether only instances that are not running the latest application revision are to be deployed to.rollbackInfo -> (structure)
Information about a deployment rollback.
rollbackDeploymentId -> (string)
The ID of the deployment rollback.rollbackTriggeringDeploymentId -> (string)
The deployment ID of the deployment that was underway and triggered a rollback deployment because it failed or was stopped.rollbackMessage -> (string)
Information describing the status of a deployment rollback; for example, whether the deployment can't be rolled back, is in progress, failed, or succeeded.deploymentStyle -> (structure)
Information about the type of deployment, either standard or blue/green, you want to run and whether to route deployment traffic behind a load balancer.
deploymentType -> (string)
Indicates whether to run a standard deployment or a blue/green deployment.deploymentOption -> (string)
Indicates whether to route deployment traffic behind a load balancer.targetInstances -> (structure)
Information about the instances that belong to the replacement environment in a blue/green deployment.
tagFilters -> (list)
The tag filter key, type, and value used to identify Amazon EC2 instances in a replacement environment for a blue/green deployment.
(structure)
Information about a tag filter.
Key -> (string)
The tag filter key.Value -> (string)
The tag filter value.Type -> (string)
The tag filter type:
- KEY_ONLY: Key only.
- VALUE_ONLY: Value only.
- KEY_AND_VALUE: Key and value.
autoScalingGroups -> (list)
The names of one or more Auto Scaling groups to identify a replacement environment for a blue/green deployment.
(string)
instanceTerminationWaitTimeStarted -> (boolean)
Indicates whether the wait period set for the termination of instances in the original environment has started. Status is 'false' if the KEEP_ALIVE option is specified; otherwise, 'true' as soon as the termination wait period starts.blueGreenDeploymentConfiguration -> (structure)
Information about blue/green deployment options for this deployment.
terminateBlueInstancesOnDeploymentSuccess -> (structure)
Information about whether to terminate instances in the original fleet during a blue/green deployment.
action -> (string)
The action to take on instances in the original environment after a successful blue/green deployment.
- TERMINATE: Instances are terminated after a specified wait time.
- KEEP_ALIVE: Instances are left running after they are deregistered from the load balancer and removed from the deployment group.
terminationWaitTimeInMinutes -> (integer)
The number of minutes to wait after a successful blue/green deployment before terminating instances from the original environment.deploymentReadyOption -> (structure)
Information about the action to take when newly provisioned instances are ready to receive traffic in a blue/green deployment.
actionOnTimeout -> (string)
Information about when to reroute traffic from an original environment to a replacement environment in a blue/green deployment.
- CONTINUE_DEPLOYMENT: Register new instances with the load balancer immediately after the new application revision is installed on the instances in the replacement environment.
- STOP_DEPLOYMENT: Do not register new instances with load balancer unless traffic is rerouted manually. If traffic is not rerouted manually before the end of the specified wait period, the deployment status is changed to Stopped.
waitTimeInMinutes -> (integer)
The number of minutes to wait before the status of a blue/green deployment changed to Stopped if rerouting is not started manually. Applies only to the STOP_DEPLOYMENT option for actionOnTimeoutgreenFleetProvisioningOption -> (structure)
Information about how instances are provisioned for a replacement environment in a blue/green deployment.
action -> (string)
The method used to add instances to a replacement environment.
- DISCOVER_EXISTING: Use instances that already exist or will be created manually.
- COPY_AUTO_SCALING_GROUP: Use settings from a specified Auto Scaling group to define and create instances in a new Auto Scaling group.
loadBalancerInfo -> (structure)
Information about the load balancer used in this blue/green deployment.
elbInfoList -> (list)
An array containing information about the load balancer in Elastic Load Balancing to use in a blue/green deployment.
(structure)
Information about a load balancer in Elastic Load Balancing to use in a blue/green deployment.
name -> (string)
The name of the load balancer that will be used to route traffic from original instances to replacement instances in a blue/green deployment.additionalDeploymentStatusInfo -> (string)
Provides information about the results of a deployment, such as whether instances in the original environment in a blue/green deployment were not terminated.


LittlevGL Basic Sample
Overview
This sample application displays “Hello World” in the center of the screen.
Requirements
Building and Running
copy sample to your zephyr directory ../samples/display
west build -p -b ds_d6 -d build-lvgl samples/display/lvgl2


Loading...
chan
proc
checksum
mp::checksum()
mpconf::checksum()
cmd
redircmd::cmd()
backcmd::cmd()
context
proc
cpu
cpu::cpu()
spinlock::cpu()
cpus
cpus(): mp.c
cpus(): mp.c
cr3
taskstate
cs
taskstate::cs()
gatedesc::cs()
trapframe::cs()
cwd
proc
Searching...
No Matches


Here you'll be joining me on the journey of Dev Academy Foundations, very exciting, I know
You can find my technical and cultural blogs written throughout Dev Academy foundations.
Below you can find some of my JavaScript web applications, they aren't beautiful and still in progress!


SlashDot Review of Essential .NET
Here. "Of course, there is the question of whether this book will actually improve your .NET development skills, but in riposte, you can honestly say that no volume details the CLR and its potential so well, and that this alone is worth the book's cover price."


How to Make The Perfect Cup of Tea
Brewing the perfect cuppa can be a challenge, but we’re here to help.
Different types of tea leaves require different brewing temperatures and steep times. Click on any of the categories below to learn more about your favourite types of teas.


#include <address.hpp>
| process::network::inet::Address::Address |
( |
const net::IP & |
_ip, |
|
|
uint16_t |
_port |
|
) |
| |
|
inline |
| process::network::inet::Address::Address |
( |
const sockaddr_in & |
in | ) |
|
|
inline |
| static Address process::network::inet::Address::ANY_ANY |
( |
| ) |
|
|
inlinestatic |
| Try<std::string> process::network::inet::Address::hostname |
( |
| ) |
const |
|
inline |
Returns the hostname of this address's IP.
- Returns
- the hostname of this address's IP.
| static Address process::network::inet::Address::LOOPBACK_ANY |
( |
| ) |
|
|
inlinestatic |
| bool process::network::inet::Address::operator!= |
( |
const Address & |
that | ) |
const |
|
inline |
| bool process::network::inet::Address::operator< |
( |
const Address & |
that | ) |
const |
|
inline |
| bool process::network::inet::Address::operator== |
( |
const Address & |
that | ) |
const |
|
inline |
| bool process::network::inet::Address::operator== |
( |
const network::Address & |
that | ) |
const |
|
inline |
| bool process::network::inet::Address::operator> |
( |
const Address & |
that | ) |
const |
|
inline |
| net::IP process::network::inet::Address::ip |
| uint16_t process::network::inet::Address::port |
The documentation for this class was generated from the following file:


|
- $34.99 per order
- Next business day delivery for orders placed by 1 P.M. PST Monday-Friday.
|
|
- $34.99 per order
- Next business day delivery for orders placed by 1 P.M. PST Monday-Friday.
|
|
- $34.99 per order
- Next business day delivery for orders placed by 1 P.M. PST Monday-Friday.
|
|
- $34.99 per order
- Next business day delivery for orders placed by 1 P.M. PST Monday-Friday.
|
|
- $12.99 per order (NOT AVAILABLE FOR ALASKA OR HAWAII)
-
Most orders arrive within 4-8 business days for in-stock items.
|


This project may not be supportable by you!
This project may be not supportable by your browser.
Be very careful!


return to pascale.cc
Displaying 9000 stars and 4 planetary systems.
Note that this representaiton is not to scale.
© 2019, Michael PascaleUtilizing three.js


--- layout: index-layout subject: My Email Templates --- Hi there! StuRa Newsletter 09.04.2017 Happy Coding, The Foundation Team
Hi there!
Happy Coding,
The Foundation Team


Ron MacLean says he doesn't believe former co-host Don Cherry is racist
by Colette DerworizEDMONTON - Days after addressing Don Cherry's dismissal during a "Hockey Night in Canada" broadcast, sports broadcaster Ron MacLean says he doesn't believe his former co-host is a racist.
MacLean, the long-time co-host of "Coach's Corner" with Cherry, is in Edmonton to receive an honorary doctor of laws degree at the University of Alberta.
Before receiving the degree, MacLean told reporters it's been a difficult time.
Sportsnet fired Cherry on Nov. 11, two days after controversial on-air comments during "Coach's Corner."
The 85-year-old broadcaster made comments that many felt were critical of immigrants for not wearing Remembrance Day poppies.
Cherry used the phrase, 'You people,' during the segment but later denied that he was singling out visible minorities.
"You people that come here, whatever it is, you love our way of life, you love our milk and honey, at least you can pay a couple bucks for a poppy or something like that," Cherry said on the segment.
In Saturday's address, MacLean said "Coach's Corner" is no more.
"We are all hurting. I have collapsed 100 times this week, if not more," he said during the broadcast. "We are all disappointed."
MacLean said he has received an email from Cherry since he spoke out Saturday.
"He's upset, but we're all raw," he said Tuesday in Edmonton. "We're just going through one of the most difficult situations."
MacLean said he doesn't believe Cherry is racist.
"Don has started to come around ... he knows we projected an idea, an attitude or a behaviour on someone. He knows, I feel like in what I've listened to, he's trying now to admit to that.
"If I have one regret, it's that when I apologized on Sunday night, I used Don's name and, if I am sitting at home watching it, that would hurt me. That might have created some resolve in Don not to apologize."


Check List
X
Proper air flow:
Yes
No
Maintenance of moisture and temperature:
Yes
No
Inter department movement:
Yes
No
Maintenance of pressure:
Yes
No
Use of trained professionals:
Yes
No
Knowledge of assets (for example: MRI machine):
Yes
No
Add


DataTables ColumnFilter add-in works in the Server-side mode. Live example below is configured to use serer-side processing code. Note that this example does not perform filtering because on the google code site are not hosted php fles where can be implemented server side processing. However, if you see request trace in FireBug you will see that filtering requests are sent to the server side.
| Rendering engine | Browser | Platform(s) | Engine version | CSS grade |
|---|---|---|---|---|
| Rendering engine | Browser | Platform(s) | Engine version | CSS grade |
There are no additional settings here - if you set-up dataTables in the server-side processing mode, filter requests will just be redirected to the server-side.


62
1 Because I am very concerned about the people of Jerusalem,
I will do something to help them.
I will not stop praying for them
until they are rescued from their oppressors,
until that becomes as apparent to everyone as the dawn every morning,
until people can see it as clearly as they see a torch shining brightly at night.
2 Some day the people of many nations will know that Yahweh has rescued you, his people.
Their kings will see that your city is very great.
And Yahweh will give your city a new name.
3 It will be as though Yahweh had held you up in his hands in order that everyone can see you.
Under his authority you will be like a crown worn by a king.
4 Your city will never again be called 'the deserted city,' and your country will never again be called 'the desolate land';
it will be called 'the land that Yahweh delights in,'
and it will also be called 'married to Yahweh.'
It will be called that because Yahweh will be delighted with you,
and it will be as though you were his bride.
5 You people will live in all the country of Judah
like a young man lives with his bride.
And our God will be happy that you belong to him,
like a bridegroom is happy that his bride belongs to him.
6 You people of Jerusalem, I have placed watchmen on your walls;
they will earnestly pray to Yahweh day and night.
You watchmen, you must not stop praying
and reminding Yahweh about what he has promised to do.
7 And tell Yahweh that he should not rest
until he causes Jerusalem to be a city that is famous and admired throughout the world.
8 Yahweh has raised his right hand to solemnly promise to the people of Jerusalem:
"I will use my power and will never again allow your enemies to defeat you;
soldiers from other nations will never come again to take away your grain
and the wine that you worked hard to produce.
9 You yourselves will grow the grain,
and you will be the ones who will praise me, Yahweh, while you eat the bread made from the grain.
Inside the courtyards of my temple,
you yourselves will drink the wine made from the grapes that you harvested."
10 Go out through the city gates!
Prepare the highway on which people will return from other countries!
Cause the road to become smooth;
clear off all the stones;
set up signal flags to help the people groups to see the road to Jerusalem.
11 This is the message that Yahweh has sent to the people of every nation:
"Tell the people of Israel, 'The one who will rescue you is coming!
Look! He will be bringing to you your reward;
those whom he has rescued will be going ahead of him.'"
12 They will be called 'Yahweh's own people,'
'the ones whom he rescued.'
And Jerusalem will be known as the city that Yahweh loves,
the city that is no longer abandoned.


¶ GameServerCopyright(c) 2017 Stefano Balietti MIT Licensed Parses incoming messages and emits correspondings events Contains methods that are instantiated / overwritten by two inheriting classes:
TODO: clearNode parameter is still flying around. |
"use strict";
|
¶ Global scope |
module.exports = GameServer;
var util = require('util'),
EventEmitter = require('events').EventEmitter;
util.inherits(GameServer, EventEmitter);
var jwt = require('jsonwebtoken');
var Logger = require('./Logger');
var SocketManager = require('./SocketManager'),
GameMsgGenerator = require('./GameMsgGenerator'),
SocketIo = require('./sockets/SocketIo'),
SocketDirect = require('./sockets/SocketDirect');
var ngc = require('nodegame-client');
var GameMsg = ngc.GameMsg,
PlayerList = ngc.PlayerList,
Player = ngc.Player,
GameDB = ngc.GameDB;
|
¶ GameServer.codesSuccess and error numerical codes. For internal use only. |
GameServer.codes = {
OPERATION_OK: 0,
DUPLICATED_CLIENT_ID: -1,
ROOM_NOT_FOUND: -2,
INVALID_CLIENT_ID: -3
};
|
¶ GameServer constructorCreates a new instance of GameServer Params
options
object
Configuration object
channel
ServerChannel
Reference to the parent channel
|
function GameServer(options, channel) {
EventEmitter.call(this);
this.setMaxListeners(0);
|
¶ GameServer.optionsReference to the user options defined in the server channel |
this.options = options;
|
¶ GameServer.channelReference to the ServerChannel in which the game server is created See
ServerChannel
|
this.channel = channel;
|
this.servernode = this.channel.servernode;
|
|
¶ GameServer.registryReference to ChannelRegistry inside the server channel See
GameServer.channel
See
ChannelRegistry
|
this.registry = channel.registry;
|
¶ GameServer.sessionThe session ID as created by the channel. |
this.session = channel.session;
|
¶ GameServer.endpointThe endpoint under which the server is reachable |
this.endpoint = '/' + options.endpoint;
|
¶ GameServer.nameThe name of the server |
this.name = options.name;
|
¶ GameServer.serveridA random id for the server |
this.serverid = '' + Math.random()*1000000000;
|
¶ GameServer.sysLoggerLogger of system events |
this.sysLogger = Logger.get('channel', {name: this.name});
|
¶ GameServer.msgLoggerLogger of incoming / outgoing game messages |
this.msgLogger = Logger.get('messages', {name: this.name});
|
this.socketManager = new SocketManager(this);
|
|
this.msg = new GameMsgGenerator(this);
|
|
this.partner = null;
|
|
this.sio = channel.sio;
|
|
¶ GameServer.authCbAn authorization callback |
this.authCb = null;
|
¶ GameServer.accessDeniedUrlThe url of the page to which unauthorized clients will be redirected |
this.accessDeniedUrl = options.accessDeniedUrl;
|
¶ GameServer.generateClientIdClient IDs generator callback. |
this.generateClientId = null;
|
¶ GameServer.enableReconnectionsIf TRUE, clients will be matched with previous game history based on the clientId found in their cookies. |
this.enableReconnections = !!options.enableReconnections;
}
|
¶ GameServer methods |
|
¶ GameServer.setPartnerSets a twin server, i.e. AdminServer for PlayerServer and viceversa Params
server
object
The partner server
|
GameServer.prototype.setPartner = function(server) {
this.partner = server;
};
|
¶ GameServer.listenAttaches standard, and custom listeners |
GameServer.prototype.listen = function() {
var sio, direct, socket_count;
socket_count = 0;
if (this.options.sockets) {
|
|
Open Socket.IO. |
if (this.options.sockets.sio) {
sio = new SocketIo(this);
sio.attachListeners();
this.socketManager.registerSocket(sio);
socket_count++;
}
|
|
Open Socket Direct. |
if (this.options.sockets.direct) {
direct = new SocketDirect(this);
this.socketManager.registerSocket(direct);
socket_count++;
}
}
if (!socket_count) {
this.sysLogger.log('No open sockets', 'warn');
}
this.attachListeners();
this.attachCustomListeners();
};
|
¶ GameServer.secureParseParses a stringified message into a GameMsg Params
msgString
string
A string to transform in
GameMSg
Returns
boolean
GameMsg
The parsed game message, or FALSE
if parsing fails.
See
GameServer.validateGameMsg
|
GameServer.prototype.secureParse = function(msgString) {
var gameMsg;
try {
gameMsg = new GameMsg(JSON.parse(msgString));
}
catch(e) {
this.sysLogger.log((this.ADMIN_SERVER ? 'Admin' : 'Player') +
'Server.secureParse: malformed msg ' +
'received: ' + e, 'error');
return false;
}
return gameMsg;
};
|
¶ GameServer.validateGameMsgValidates the structure of an incoming Game Msg Performs the following operations:
Logs the outcome of the operation. to and from are validated separately. Params
gameMsg
GameMsg
The game msg to validate
Returns
boolean
GameMsg
The parsed game message, or FALSE
if the msg is invalid or from an unknown sender.
See
GameServer.validateRecipient
See
GameServer.validateSender
|
GameServer.prototype.validateGameMsg = function(gameMsg) {
var server;
server = this.ADMIN_SERVER ? 'Admin' : 'Player';
if (gameMsg.from.trim() === '') {
this.sysLogger.log(server + 'Server.secureParse: Received msg ' +
'but msg.from is empty.', 'error');
return false;
}
if ('string' !== typeof gameMsg.target) {
this.sysLogger.log(server + 'Server.secureParse: Received msg ' +
'but msg.target is not string.', 'error');
return false;
}
if (gameMsg.target.trim() === '') {
this.sysLogger.log(server + 'Server.secureParse: Received msg ' +
'but msg.target is empty.', 'error');
return false;
}
if ('string' !== typeof gameMsg.action) {
this.sysLogger.log(server + 'Server.secureParse: Received msg ' +
'but msg.action is not string.', 'error');
return false;
}
if (gameMsg.action.trim() === '') {
this.sysLogger.log(server + 'Server.secureParse: Received msg ' +
'but msg.action is empty.', 'error');
return false;
}
if ('string' !== typeof gameMsg.session) {
this.sysLogger.log(server + 'Server.secureParse: Received msg ' +
'but msg.session is not string. Found: ' +
gameMsg.session, 'error');
return false;
}
|
|
Checking if the FROM field is known. |
if (!this.channel.registry.clients.exist(gameMsg.from)) {
this.sysLogger.log(server + 'Server.secureParse: Received msg from ' +
'unknown client: ' + gameMsg.from, 'error');
return false;
}
return gameMsg;
};
|
¶ GameServer.onMessageParses an incoming string into a GameMsg, and emits it as an event. This method must be called by a socket to notify an incoming message. Params
msg
GameMsg
the incoming game message
msgToLog
string
Optional. The string representing the
game message as it will appear in the logs. Default: msg will
will be stringified.
See
GameServer.secureParse
See
GameServer.validateRecipient
|
GameServer.prototype.onMessage = function(msg, msgToLog) {
var i, recipientList;
var origSession, origStage, origFrom;
|
|
Logs the msg (if different from string, it will be stringified). |
this.msgLogger.log(msgToLog || msg);
msg = this.validateGameMsg(msg);
if (!msg) return;
msg = this.validateRecipient(msg);
if (!msg) return;
msg = this.validateSender(msg);
if (!msg) return;
|
|
Parsing successful, and recipient validated. |
|
|
If gameMsg.to is an array, validate and send to each element separately. |
if (Object.prototype.toString.call(msg.to) === '[object Array]') {
recipientList = msg.to;
for (i in recipientList) {
if (recipientList.hasOwnProperty(i)) {
msg.to = recipientList[i];
msg = this.validateRecipient(msg);
if (!msg) continue;
this.sysLogger.log(msg.toEvent() + ' ' + msg.from +
'-> ' + msg.to);
|
|
Save properties that might be changed by the obfuscation in the emit handler. |
origSession = msg.session;
origStage = msg.stage;
origFrom = msg.from;
this.emit(msg.toEvent(), msg);
|
|
Restore the properties. |
msg.session = origSession;
msg.stage = origStage;
msg.from = origFrom;
}
}
}
else {
this.sysLogger.log(msg.toEvent() + ' ' + msg.from + '-> ' + msg.to);
this.emit(msg.toEvent(), msg);
}
};
|
¶ GameServer.onDisconnectHandles client disconnections This method is called by a socket (Direct or SIO) when it detects the client's disconnection. Params
sid
string
The socket id of the client
socket
Socket
The sockect object
|
GameServer.prototype.onDisconnect = function(sid, socket) {
var client, roomName, room;
client = this.registry.clients.sid.get(sid);
if (!client) {
throw new Error('GameServer.onDisconnect: sid not found: ' + sid);
}
|
|
Remove client from its room: |
roomName = this.registry.getClientRoom(client.id);
room = this.channel.gameRooms[roomName];
if (!room) {
|
|
This can happen with transports different from websockets. They can trigger another disconnect event after first disconnect. |
throw new Error(
'GameServer.onDisconnect: Could not determine room for ' +
'disconnecting ' + (this.ADMIN_SERVER ? 'admin' : 'player') +
': ' + client.id, 'error');
}
room.clients.remove(client.id);
this.registry.markDisconnected(client.id);
|
|
We need to write it down explicetely because .stage and .stageLevel could be overwritten. |
client.disconnectedStage = client.stage;
client.disconnectedStageLevel = client.stageLevel;
|
|
Emit so that it can be handled different by Admin and Player Server. |
this.emit('disconnect', client, room);
};
|
¶ GameServer.onShutdownCallback when the server is shut down TODO: implement it |
GameServer.prototype.onShutdown = function() {
this.sysLogger.log("GameServer is shutting down.");
|
|
TODO save state to disk |
};
|
¶ GameServer.attachCustomListenersAbstract method that will be overwritten by inheriting classes |
GameServer.prototype.attachCustomListeners = function() {};
|
¶ GameServer.notifyRoomConnectionSend notifications when a clients connects to a room Abstract method that will be overwritten by inheriting classes Params
clientObj
object
The connecting client
room
object
The game room object
|
GameServer.prototype.notifyRoomConnection = function(clientObj, room) {};
|
¶ GameServer.notifyRoomDisconnectionSend notifications when a clients disconnects from a room Abstract method that will be overwritten by inheriting classes Params
clientObj
object
The disconnecting client
room
object
The game room object
|
GameServer.prototype.notifyRoomDisconnection = function(clientObj, room) {};
|
¶ GameServer.onConnectSend a HI msg to the client, and log its arrival This method is called by a socket upon receiving a new connection. Params
socketId
string
The id of the socket connection
socketObj
Socket
The socket object (Direct or SIO)
handshake
object
The Socket handshake data.
clientType
string
The type of the client (player, bot, etc.)
startingRoom
string
Optional. The name of the room in which
the client is to be placed. Default: Waiting or Requirements room
Returns
boolean
TRUE on success
See
GameServer.handleReconnectingClient
See
GameServer.handleConnectingClient
|
GameServer.prototype.onConnect = function(socketId, socketObj, handshake,
clientType, startingRoom, clientId) {
var decoded, res, clientId, clientObj;
var cookies;
var newConnection, invalidSessionCookie, clearNode;
var tmpSid, tmpId, tmpType;
newConnection = true;
invalidSessionCookie = false;
if (handshake.headers && handshake.headers.cookie) {
cookies = parseCookies(handshake.headers.cookie);
}
else {
cookies = {};
}
decoded = {};
if (cookies && cookies.nodegame_token) {
|
|
Parses cookie and logs errors. |
decoded = this.decodeJWT(cookies.nodegame_token);
if (!decoded) decoded = {};
}
|
|
If a valid identification cookie is found, it will be used. |
if (decoded.session !== this.channel.session) {
invalidSessionCookie = true;
}
else if (decoded.clientId) {
clientId = decoded.clientId;
}
|
|
Socket.io connections can by-pass http authorization, and would be treated as new connections. This enforces cookie authorization also for socket.io connections. |
if (socketObj.name !== 'direct') {
res = this.channel.gameInfo.auth;
if (res && res.enabled && (!clientId || invalidSessionCookie)) {
|
|
Warns and disconnect client if auth failed. |
this.disposeUnauthorizedClient(socketId, socketObj);
return false;
}
else {
|
|
It looks like it is a "not-clean" reconnection. Let's stop the game immediately after HI. |
clearNode = true;
}
}
|
|
Set default clientType. |
if (!clientType) {
if (this.ADMIN_SERVER) clientType = 'admin';
else clientType = 'player';
}
|
|
Authorization check, if an authorization function is defined. |
if (this.authCb) {
res = this.authCb(this, {
|
|
For retro-compatibility. TODO: remove in future version. |
headers: handshake.headers,
handshake: handshake,
query: handshake.query,
cookies: cookies,
room: startingRoom,
clientId: clientId,
clientType: clientType,
validSessionCookie: !invalidSessionCookie,
});
if (!res) {
|
|
Warns and disconnect client if auth failed. |
this.disposeUnauthorizedClient(socketId, socketObj);
return false;
}
}
|
|
A custom callback can assign / overwrite the value of clientId. |
if (this.generateClientId) {
res = this.generateClientId(this, {
|
|
For retro-compatibility. TODO: remove in future version. |
headers: handshake.headers,
handshake: handshake,
query: handshake.query,
cookies: cookies,
room: startingRoom,
clientId: clientId,
validSessionCookie: !invalidSessionCookie,
socketId: socketId,
});
|
|
If clientId is not string (for a failure or because the custom id generator function did no accept the connection) the connection is disposed, exactly as it was not authorized. |
if (res && 'string' !== typeof res) {
this.sysLogger.log('GameServer.handleConnectingClient: ' +
'generateClientId did not return a valid id for incoming ' +
(this.ADMIN_SERVER ? 'admin' : 'player' ), 'error');
return GameServer.codes.INVALID_CLIENT_ID;
}
|
|
Assign client id. |
clientId = res;
}
|
|
Generate a new id if none was given. |
if (!clientId) clientId = this.registry.generateClientId();
|
|
See if a match in the registry is found. |
clientObj = this.registry.getClient(clientId);
|
|
If not, generate a new unique object. |
if (!clientObj) {
|
|
Specify admin here to avoid missclassification. |
clientObj = this.registry.addClient(clientId, {
admin: this.ADMIN_SERVER || false
});
}
|
|
Decorate: the clientObj can be altered by a user-defined callback. |
if (this.decorateClientObj) {
tmpId = clientObj.id;
tmpSid = clientObj.sid;
tmpType = clientObj.clientType;
this.decorateClientObj(clientObj, {
|
|
For retro-compatibility. TODO: remove in future version. |
headers: handshake.headers,
handshake: handshake,
query: handshake.query,
cookies: cookies,
room: startingRoom,
clientId: clientId,
validSessionCookie: !invalidSessionCookie,
socketId: socketId,
});
|
|
Some properties cannot be changed. |
if (clientObj.id !== tmpId ||
clientObj.sid !== tmpSid ||
clientObj.admin !== this.ADMIN_SERVER ||
clientObj.clientType !== tmpType) {
throw new Error('GameServer.onConnect: ' +
'decorateClientObj cannot alter properties: ' +
'id, sid, admin, clientType.');
}
}
|
|
Check if it is a reconnection. |
if (this.enableReconnections) {
if (clientObj.allowReconnect === false) {
this.disposeUnauthorizedClient(socketId, socketObj);
return false;
}
|
|
Client must have connected at least once. |
if (clientObj.connected || clientObj.disconnected) {
res = this.handleReconnectingClient(clientObj, socketObj, socketId,
clearNode);
|
|
TODO: if reconnection fails should the client be kicked out? |
|
|
If reconnection failed, it will be treated as a new connection. |
newConnection = res !== GameServer.codes.OPERATION_OK;
}
}
|
|
New connection. |
if (newConnection) {
|
|
Add new connection properties to clientObj. |
clientObj.admin = this.ADMIN_SERVER || false;
clientObj.clientType = clientType;
clientObj.sid = socketId;
res = this.handleConnectingClient(clientObj, socketObj, startingRoom,
clearNode);
}
|
|
In case of failure, dispose of the client. |
if (res !== GameServer.codes.OPERATION_OK) {
|
|
Warns and disconnect client if auth failed. |
this.disposeUnauthorizedClient(socketId, socketObj);
return false;
}
return true;
};
|
¶ GameServer.handleConnectingClientHandles a client (supposedly) connecting for the first time to the channel Params
clientObj
object
The client object
socketObj
Socket
The socket object (Direct or SIO)
startingRoom
string
Optional. The name of the room in which
the client is to be placed. Default: Waiting or Requirements room
clearNode
boolean
If TRUE, sends a msg to STOP current game,
immediately after a connection is established. Default: FALSE
Returns
number
A numeric code describing the outcome of the operation.
See
GameServer.codes
See
GameServer.handleReconnectingClient
See
GameServer.registerClient
|
GameServer.prototype.handleConnectingClient = function(
clientObj, socketObj, startingRoom, clearNode) {
var res;
|
|
If not startingRoom is provided, put the client in the requirements or waiting room. |
if (!startingRoom) {
if (this.ADMIN_SERVER) {
startingRoom = this.channel.garageRoom.name;
}
else {
|
|
If there are multiple levels in the game, gameInfo.requirements and .waitingRoom points to the first level. |
if (this.channel.gameInfo.requirements &&
this.channel.gameInfo.requirements.enabled) {
startingRoom = this.channel.requirementsRoom.name
}
else {
startingRoom = this.channel.waitingRoom.name;
}
}
}
|
|
Register the client in the socket, mark connected, place in room. |
res = this.registerClient(clientObj, socketObj, startingRoom, clearNode);
if (res === GameServer.codes.OPERATION_OK) {
|
|
Let each Admin and Player Server registering the new connection. |
this.sysLogger.log('channel ' + this.channel.name + ' ' +
(this.ADMIN_SERVER ? 'admin' : 'player') +
' connected: ' + clientObj.id);
this.emit('connecting', clientObj, startingRoom);
}
return res;
};
|
¶ GameServer.handleReconnectingClientHandles a reconnecting client. Params
clientObj
object
The client object
socketObj
Socket
The socket object (Direct or SIO)
socketId
string
The id of the socket connection
clearNode
boolean
If TRUE, sends a msg to STOP current game,
immediately after a connection is established. Default: FALSE
Returns
number
A numeric code describing the outcome of the operation.
See
GameServer.codes
See
GameServer.handleConnectingClient
See
GameServer.registerClient
|
GameServer.prototype.handleReconnectingClient = function(clientObj, socketObj,
socketId, clearNode) {
var sys, clientId, returningRoom, res;
var gameMsg, globalLookup, oldInfo;
clientId = clientObj.id;
sys = this.sysLogger;
|
|
It can happen that when the client disconnected the previous time, its disconnection was not registered by the server (can happen with ajax). We do it here. |
if (!clientObj.disconnected) {
sys.log('GameServer.handleReconnectingClient: Reconnecting ' +
(this.ADMIN_SERVER ? 'admin' : 'player' ) + ' that ' +
'was not marked as disconnected: ' + clientId, 'warn');
|
|
Mark disconnected and try to resume the connection. |
gameMsg = { to: clientId };
globalLookup = false;
|
|
TODO: The method needs a game msg: update it. |
oldInfo = this.socketManager.resolveClientAndSocket(gameMsg,
globalLookup);
if (!oldInfo.success) {
|
|
The client will be treated as a new connection, and a warning will be sent. |
return GameServer.codes.ROOM_NOT_FOUND;
}
|
|
Force disconnection of old socket. |
oldInfo.socket.disconnect(oldInfo.sid);
}
|
|
Set the new socket id in clientObj. |
clientObj.sid = socketId;
returningRoom = this.registry.getClientRoom(clientId);
|
|
The old room must be still existing. |
if (!this.channel.gameRooms[returningRoom]) {
sys.log('GameServer.handleReconnectingClient: ' +
'Room no longer existing for re-connecting ' +
(this.ADMIN_SERVER ? 'admin' : 'player' ) + ': ' +
clientId, 'error');
this.socketManager.send(this.msg.create({
target: ngc.constants.target.ALERT,
to: clientId,
text: 'The game room you are looking for is not ' +
'existing any more. You will be redirected to ' +
'the initial room.'
}));
return GameServer.codes.ROOM_NOT_FOUND;
}
res = this.registerClient(clientObj, socketObj, returningRoom, clearNode);
if (res === GameServer.codes.OPERATION_OK) {
|
|
Let Admin and Player Server handle the new connection. |
sys.log('channel ' + this.channel.name + ' ' +
(this.ADMIN_SERVER ? 'admin' : 'player') + ' re-connected: ' +
clientId);
this.emit('re-connecting', clientObj, returningRoom);
}
return res;
};
|
¶ GameServer.registerClientRegisters a client with the socket manager, marks connected, and sends HI Params
clientObj
object
The client object
socketObj
Socket
The socket object (Direct or SIO)
room
string
Optional. The name of the room in which
the client is to be placed.
clearNode
boolean
If TRUE, sends a msg to STOP current game,
immediately after a connection is established. Default: FALSE
Returns
number
A numeric code describing the outcome of the operation.
See
GameServer.codes
See
GameServer.handleReconnectingClient
See
GameServer.registerClient
|
GameServer.prototype.registerClient = function(clientObj, socketObj, room,
clearNode) {
var clientId, socketId;
clientId = clientObj.id;
socketId = clientObj.sid;
|
|
Officially register the client in the socket manager. |
this.socketManager.registerClient(clientId, socketObj);
if (!this.channel.placeClient(clientObj, room)) {
return GameServer.codes.ROOM_NOT_FOUND;
}
|
|
Mark client as connected in the registry. |
this.registry.markConnected(clientId);
|
|
Notify the client of its ID. |
this.welcomeClient(clientId, socketId, clearNode);
return GameServer.codes.OPERATION_OK;
};
|
¶ GameServer.welcomeClientSends a HI msg to the client, and logs its arrival Params
clientId
string
The id of the connecting client
socketId
string
The socket id of the connecting client
clearNode
boolean
If TRUE, sends a msg to STOP current game,
immediately after a connection is established. Default: FALSE
|
GameServer.prototype.welcomeClient = function(clientId, socketId, clearNode) {
|
|
TODO: not used for now. see if we need it later. if (clearNode) { this.socketManager.send(this.msg.create({ target: ngc.constants.target.GAMECOMMAND, to: clientId, text: 'stop' })); } |
this.socketManager.send(this.msg.create({
target: 'HI',
to: clientId,
data: {
player: {
id: clientId,
sid: socketId,
admin: this.ADMIN_SERVER
},
channel: {
name: this.channel.name,
isDefault: this.channel.defaultChannel ? true : undefined
}
}
}));
};
|
¶ GameServer.disposeUnauthorizedClientSends a REDIRECT message to the access denied page Cannot send ALERT because it gets destroyed by the REDIRECT. Params
socketObj
string
The socket id of the connection
socketObj
string
The socket (IO, Direct) object
See
GameServer.getAccessDeniedUrl
TODO: add an error code in the query string. Need to adapt page as well
|
GameServer.prototype.disposeUnauthorizedClient = function(socketId, socketObj) {
var to, connStr, r;
to = ngc.constants.UNAUTH_PLAYER;
connStr = "Unauthorized client. Socket id: <" + socketId + ">";
this.sysLogger.log(connStr, 'warn');
|
|
TODO: This could avoid updating any index at all when a new client is inserted. However, there are problems of missing indexes to move clients to a new room (e.g. requirements). // If the client is being disposed immediately after a failed // connection, we need to register it manually in the sid registry. // This way, when it actually disconnects, no error is raised. r = this.channel.registry.clients; if (!r.sid.get(socketId)) r.sid._add(socketId, (r.db.length-1)); |
|
|
We need to send an HI message in any case because otherwise the client will discard the messages. |
socketObj.send(this.msg.create({
target: ngc.constants.target.HI,
to: to,
data: this.getAccessDeniedUrl(),
text: 'redirect',
}), socketId);
};
|
¶ GameServer.authorizationSets the authorization function called on every new connection When called, the function receives two parameters:
Params
cb
function
The callback function
|
GameServer.prototype.authorization = function(cb) {
if ('function' !== typeof cb) {
throw new TypeError('GameServer.authorization: cb must be function.');
}
this.authCb = cb;
};
|
¶ GameServer.clientIdGeneratorSets the function decorating client objects By default a client object contains the following keys: "id", "sid", "admin", and "clientType". This function can add as many other properties as needed. However, "id", "sid", and "admin" can never be modified. The callback function receives two parameters:
Params
cb
function
The callback function
|
GameServer.prototype.clientIdGenerator = function(cb) {
if ('function' !== typeof cb) {
throw new TypeError('GameServer.clientIdGenerator: cb must be ' +
'function.');
}
this.generateClientId = cb;
};
|
¶ GameServer.clientObjDecoratorSets the function for decorating the client object The callback function receives two parameters:
Params
cb
function
The callback function
|
GameServer.prototype.clientObjDecorator = function(cb) {
if ('function' !== typeof cb) {
throw new TypeError('GameServer.clientObjDecorator: cb must be ' +
'function.');
}
this.decorateClientObj = cb;
};
|
¶ GameServer.getAccessDeniedUrlReturns the url for unauthorized access to the server. Returns
string
null
The url to the access denied page, if defined
|
GameServer.prototype.getAccessDeniedUrl = function() {
return this.accessDeniedUrl;
};
|
¶ GameServer.validateRecipientValidates the to field of a game msg The original object is modified. The to field will be adjusted according to the permissions currently granted to the sender of the message. The syntattic validitity of the GameMsg object should be checked before invoking this method, which evaluates the semantic meaning of the to field. Params
gameMsg
GameMsg
The message to validate
Returns
GameMsg
false
The validated/updated game msg, or FALSE, if invalid
|
GameServer.prototype.validateRecipient = function(gameMsg) {
var server, errStr, opts;
var _name, _to;
errStr = '';
opts = this.options;
server = this.ADMIN_SERVER ? 'Admin' : 'Player';
if ('string' === typeof gameMsg.to) {
if (gameMsg.to.trim() === '') {
this.sysLogger.log(server + 'Server.validateRecipient: ' +
'msg.to is empty.', 'error');
return false;
}
|
|
TODO: avoid cascading and use else if instead. |
if (gameMsg.to === 'ALL' && !opts.canSendTo.all) {
errStr += 'ALL/';
gameMsg.to = 'CHANNEL';
}
if (gameMsg.to === 'CHANNEL' && !opts.canSendTo.ownChannel) {
errStr += 'CHANNEL/';
gameMsg.to = 'ROOM';
}
if (gameMsg.to === 'ROOM' && !opts.canSendTo.ownRoom) {
this.sysLogger.log(server + 'Server.validateRecipient: ' +
'sending to "' + errStr +
'ROOM" is not allowed.', 'error');
return false;
}
if ((gameMsg.to.lastIndexOf('CHANNEL_', 0) === 0)) {
if (!opts.canSendTo.anyChannel) {
this.sysLogger.log(server + 'Server.validateRecipient: ' +
'sending to "CHANNEL_" is not allowed.',
'error');
return false;
}
|
|
Extract channel name from to field. |
_name = gameMsg.to.substr(8);
|
|
Fetch channel object. |
_to = this.channel.servernode.channels[_name];
if (!_to) {
this.sysLogger.log(server + 'Server.validateRecipient: ' +
gameMsg.to + ' points to an unexisting ' +
'channel.', 'error');
return false;
}
|
|
Encapsulate validated channel data in the message. |
gameMsg._originalTo = gameMsg.to;
gameMsg._to = _to;
gameMsg.to = 'CHANNEL_X';
}
if ((gameMsg.to.lastIndexOf('ROOM_', 0) === 0)) {
if (!opts.canSendTo.anyRoom) {
this.sysLogger.log(server + 'Server.validateRecipient: ' +
'sending to "ROOM_" is not allowed.',
'error');
return false;
}
|
|
Extract room id from to field. |
_name = gameMsg.to.substr(5);
|
|
Fetch channel object. |
_to = this.channel.servernode.rooms[_name];
if (!_to) {
this.sysLogger.log(server + 'Server.validateRecipient: ' +
gameMsg.to + ' points to an unexisting ' +
'room.', 'error');
return false;
}
|
|
Encapsulate validated channel data in the message. |
gameMsg._originalTo = gameMsg.to;
gameMsg._to = _to;
gameMsg.to = 'ROOM_X';
}
|
|
Otherwise it's either SERVER (always allowed) or a client ID, which will be checked at a later point. |
}
else if (Object.prototype.toString.call(gameMsg.to) === '[object Array]') {
if (gameMsg.to.length > opts.maxMsgRecipients) {
this.sysLogger.log(server + 'Server.validateRecipient: ' +
'number of recipients exceeds limit. ' +
gameMsg.to.length + '>' +
opts.maxNumRecipients, 'error');
return false;
}
}
else {
this.sysLogger.log(server + 'Server.validateRecipient: ' +
'gameMsg.to is neither string nor array.', 'error');
return false;
}
return gameMsg;
};
|
¶ GameServer.decodeJWTTries to decode a jwt token and catches the possible error Params
token
string
The encrypted token
Returns
object
boolean
The decoded token, or FALSE on failure
See
GameServer.channel.secret
|
GameServer.prototype.decodeJWT = function(token) {
try {
return jwt.verify(token, this.channel.secret);
}
catch(e) {
this.sysLogger.log(this.ADMIN_SERVER ? 'Admin' : 'Player' +
'Server: decoding jwt failed. Error: ' + e, 'error');
return false;
}
};
|
¶ GameServer.validateSenderValidates the from field of a game msg The original object is modified. The from field remains unchanged, but adds the room name of the sender under _roomName, the name of the channel under _channelName, and the socket id under _sid. The syntattic validitity of the GameMsg object should be checked before invoking this method, which evaluates only if the sender exists. Params
gameMsg
GameMsg
The message to validate
Returns
GameMsg
false
The validated/updated game msg, or FALSE, if invalid
|
GameServer.prototype.validateSender = function(gameMsg) {
var server, errStr, opts;
var _room;
errStr = '';
opts = this.options;
server = this.ADMIN_SERVER ? 'Admin' : 'Player';
if ('string' !== typeof gameMsg.from) {
this.sysLogger.log(server + 'Server.validateSender: msg.from must be ' +
'string.', 'error');
return false;
}
_room = this.channel.registry.getClientRoom(gameMsg.from);
if (!_room) {
this.sysLogger.log(server + 'Server.validateSender: sender was not ' +
'found in any room: ' + gameMsg.toEvent() + ' - ' +
gameMsg.from + '.', 'error');
return false;
}
gameMsg._roomName = _room;
gameMsg._channelName = this.channel.name;
gameMsg._sid = this.channel.registry.getClient(gameMsg.from).sid;
return gameMsg;
};
|
¶ GameServer.attachListenersAttaches listeners shared by both servers. |
GameServer.prototype.attachListeners = function() {
var that = this,
sys = this.sysLogger,
action = ngc.constants.action,
say = action.SAY + '.',
set = action.SET + '.',
get = action.GET + '.';
|
¶ get.LANGIt sends the object of language objects for the game back to the client. |
this.on(get + 'LANG', function(msg) {
var room, roomName;
var response, serverName;
if (msg.to === 'SERVER') {
|
|
Get the room of the player to infer the game. |
roomName = msg._roomName || that.registry.getClientRoom(msg.from);
room = that.channel.gameRooms[roomName];
if (!room) {
serverName = that.ADMIN_SERVER ? 'Admin' : 'Player';
sys.log(serverName + '.on.get.LANG: Could not determine room ' +
'of sender: ' + msg.from, 'error');
return;
}
response = that.msg.create({
target: 'LANG',
from: 'SERVER',
to: msg.from,
data: that.servernode.info.games[room.gameName].languages
});
that.socketManager.send2client(response);
}
});
};
|
¶ Helper methods |
|
¶ parseCookiesParses the cookie string and returns a cookies object Params
cookieString
string
The cookie string
Returns
object
An object containing a map of cookie-values
Kudos to:
http://commandlinefanatic.com/cgi-bin/showarticle.cgi?article=art013
|
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2 writes to WriteStream
System.Management.Automation (2)
FormatAndOutput\common\BaseOutputtingCommand.cs (2)
521
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536
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3 references to WriteStream
System.Management.Automation (3)
FormatAndOutput\common\BaseOutputtingCommand.cs (1)
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FormatAndOutput\out-console\ConsoleLineOutput.cs (2)
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Press Kit
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Eye Weekly (Dec 4, 2008) Review by Howard Druckman of "Waiting on Your Love"
Live Music Report Dec 08 issue: Review of the Dec 6 Free Times Show


What is Student Feedback? Student Feedback is a service that helps shield students from ever going out of their comfort zones to talk to proffesors. This way you can keep your introvertness save from ever having to eventually talk to proffesor even if you do have a good point or feedback to give.
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Wild Wild West (1999)
A Film Review by Mark O'Hara
Visit Online Film Critics Society at http://www.ofcs.org
As a boy I looked forward to "The Willd, Wild West" on Friday evenings; after a busy week of grade school, it was a cool way to begin the weekend. Even cooler were the gadgets produced by Artemus Gordon (Ross Martin) and the swagger of Jim West (Robert Conrad).
"Wild,Wild West" is the latest movie revival of a classic TV show. So for fans of the campy series of 1975-70, the origin alone makes it a must-see. As a film divorced from its thirty-something ancestor, it is just better than average. In this incarnation, Will Smith plays James West, and Kevin Kline is Artie Gordon.
One thing the movie does well is preserve the edgy friendship between West and Gordon. Just as Bob Conrad was younger than Ross Martin, Will Smith is several years' Kevin Kline's junior. In one scene they play the comic counterparts of The Defiant Ones, linked together by Dr. Loveless' deadly magnets instead of by chains. The scene is hilarious, containing the wit, timing and physical comedy of two experienced actors. Even at the end, when the new Secret Service agents are friends, there is the bite of competition between them
Premise: The world isn't safe because of the devilish Dr. Arliss Loveless (Kenneth Branaugh). Cut in half in the Civil War, Loveless has resurfaced in 1869 with a plot to use his evil technology to take control of the United States, and divide it up between himself and the empires that formerly occupied North America - England, France, and Spain. An associate of Loveless', a former Confederate general called "Bloodbath" McGrath, the Butcher of Libertyville, leads the heroes to Loveless. President Grant, who commissioned West and Gordon to track down the arch-villain, is himself put in grave danger when Loveless puts to use a terrible engine of war. The machine is a Gargantuan metal spider, its legs supporting a body occupied by sophisticated furnaces and pulleys and a cockpit captained by Loveless and his vampy sidekicks.
All these elements combine to make "Wild, Wild West" into an action period-piece with very watchable special effects. Besides the tank-spider, Loveless uses an amphibious ironclad, a way-advanced wheel chair (which highlights the effects that take away Branaugh's legs), and a murderous propelled saw blade that tracks down its victims, who wear a magnetic collar. Of course Artie Gordon has his own arsenal of martial gimmicks. All of them are introduced early in the narrative, James Bond-style, and utilized later.  In all, the film blends special effects quite well with the action that surrounds them.
As James West, Will Smith has been discussed as an unusual choice. (George Clooney was first offered the role, with Smith as Artemus Gordon.)  He is fast-talking and -punching, and what adds an interesting dimension to his situation is the script's use of racial humor. I have not yet decided if the film makes too much mention of Smith's race, but I admire Smith and director Barry Sonnenfeld, as well as the screenwriting team, for attempting this risk. A couple of times, the African-American James West uses Stepin Fetchit stereotypes, before resorting to his considerable skills, to escape tricky situations. One scene, when a mob tries to lynch West for tapping a woman's breasts, falls far short of Cleavon Little in "Blazing Saddles." It's engaging, though, when West and Loveless exchange hateful puns, West attacked for being black, and Loveless for being "half a man."
Kevin Kline delivers another seamless performance, getting into the part of Artie Gordon with good humor. A master of disguise, inventor of ingenious weaponry, factotum of the highest order, Gordon is very likable, and Kline's comic sense puts Gordon just the right amount over-the-top. At various times this sharp U. S. marshal masquerades as a buxom woman and President Grant. (After 'Dave', it's the second flick that's given Kline a chance to play a president and his double!)
Salma Hayek plays Rita Escobar, who appears first as a caged playmate of Loveless'. After Gordon liberates her, Rita reveals she is the daughter of one the scientists kidnapped by Loveless to design and build the monster spider. She accompanies the two agents throughout most of their hi-jinx. Though Hayek is a solid actress and easy to look at, she is used mainly for decoration here, her function to cause conflict between potential boyfriends West and Gordon.
In smaller roles, Ted Levine plays a grimy, disgusting, head-injured General McGrath. M. Emmet Walsh plays a cagey train engineer who transports the agents about on "The Wanderer,"a train loaded with one-of-a-kind gimmickry. Walsh has been around films and television a long time, and has a memorable character actor face; his performance is strong here, especially in his reactions to double-entendres exchanged by West and Gordon.
By now Barry Sonnenfeld has a famous relationship with Will Smith; he's even called Smith a 'co-director.' Sonnenfeld controls the pace well, except many scenes follow each other too quickly, editor Jim Miller relying too much on two-second establishing shots.
Set decoration is marvelous, with each interior showing a Victorian rococo style. Loveless' wheelchair, for instance, sports the metal scrollwork seen atop the fancy smokestacks of riverboats. Walls of saloons and the White House are equally intricate. The exteriors rely on the breath-taking vistas of the West - one half of the meaning of the title, after all.
A shortcoming is that the plot is a bit too straight-forward. It seems to lack the complications, both in sublplots and in character development, needed for depth. Jim West's personal stake in doing away with McGrath and Loveless is a bit hard to swallow as well. What amounts to a one-act chase scene is what the viewer sees, though it makes for a pleasurable watching. There's a good deal of the charming camp I spied first in the television series, but there's also the late nineties language and innuendo that makes this a strict PG-13. Watch it with a teenager today.
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Captain Flask, of the HMS Corrugated Cardboard, was a bad and dangerous man. He never washed his hair, and he was fond of tormenting badgers. His ship was falling apart, because whenever any of his miserable crew tried to repair something, like the rigging, or a fo'c'sle, or even the whole orlop deck, he would fly into a rage like something out of the Old Testament, and the crew would be cowed, and go back below decks to their scrimshaw and grog.
 In the pocket of his weskit, where his fob watch ought to have been, he kept a supply of tin baubles, and he would throw these at any birds that came within his range, particularly guillemots, which he loathed, and cormorants, which he did not understand, but his aim was not good, and he usually missed.One of his arms was withered from scrofula.
His fob watch lay, abandoned, in the untidy drawer of his escritoire, hidden among old pencils, bits of calico, drawing pins, bottle tops, cornflakes and dust. Every morning at six o' clock, or whatever that is in maritime parlance, Captain Flask drank a whole pint of milk of magnesia.
Oh, he was such a bad man! Such a dangerous man!


Priest Adonius:
Following the will of Eva, I only teach Elves who wish to walk the path of magic. I have nothing to teach to others.


--- layout: post title: Toes date: '2011-09-17T21:52:00.001-05:00' author: Jabell tags: - Photography modified_time: '2011-09-17T21:55:13.502-05:00' thumbnail: http://farm7.static.flickr.com/6210/6142252769_c465cd2109_t.jpg blogger_id: tag:blogger.com,1999:blog-19739956.post-4176887003921070929 blogger_orig_url: http://theabellsix.blogspot.com/2011/09/toes.html ---


Protecting your services-based business
Services-based business models are all the rage these days. We used to buy our CRMs; now Salesforce is software as a service. People still buy cars, but it’s easy to imagine a future where Uber and ZipCar provide the same functionality purely through a service model. Of course, it’s easy to see the value and allure of services. Uber, which will get a car to your door, has a private valuation now somewhere north of $60B. Ford, on the other hand, actually makes the cars, but their valuation floats around $50B. There are no two ways about it: Understanding the customer’s real problem (getting from point A to point B as easily as possible) and finding a great solution to it unlocks enormous value.
That being said, great danger lurks around the corner for services-only businesses. In our free market, there will inevitably be competition, and services businesses can be incredibly difficult to differentiate. You see, without an underlying product, they have almost nothing with which to create barriers to entry for competitors. Undifferentiated competition leads to price wars and ultimately the destruction of value. Uber is awesome. But so is Lyft. And without a change in their current offerings, they’re basically in a race to the bottom.
How do you avoid this race to the bottom, but still grab all that value that is sitting in services? Create offerings that involve both products and services. They support and symbiotically multiply each other.
The rise of services-based business models
What is a service? Completing a task that generates ephemeral value. What is a product? An enduringly valuable “item” that helps to complete a task. What do you get when you put them together? Lasting value from repeatedly completed tasks.
Services and products are nothing new, and neither is combining them. A farmer provides a critical product: food. A cook renders a critical service: cooking that food. Combine the two, and you have something that is more valuable than both put together: a restaurant. Just look at all that synergy.
An old example is financing a car through the dealer. Major car makers like Ford and GM started out by, you guessed it, making cars. But they realized that the average American was held back from buying all their cars because they couldn’t afford the upfront cost and credit was hard to come by for something so frivolous. The car manufactures added a service to their product: they would help you finance the car. The service made customers happy because they could now buy a car and drive around. The car companies liked it because they could sell more cars, not to mention all that money they made off the loan interest.
The car companies that didn’t offer financing couldn’t sell as many cars. Banks are all basically the same: similar service, similar interest rates, similar terms. There was nothing to differentiate them. Combine the two, though, and you’ve got something exciting. You can differentiate through your product (e.g. the fastest car) and actually capture value through the service (helping customers pay so they’ll actually buy the car).
Sometimes the products are hidden. For most of us, Google looks like a service. We ask it a question, it gives us an answer. We think that it gives the best answers, and that’s why we use it. Actually, Google has a product underlying its service. Their proprietary algorithms, data farms, etc. are what allow it to provide those best search results. You could call their product “search infrastructure” or something like that. Bing has a search infrastructure, too, but apparently it is inferior, or otherwise everyone would have switched by now. Note, too, that if Google had stopped investing in its product (search infrastructure) 10 years ago, they wouldn’t be on top anymore, no matter how popular they were back then.
The danger in only doing services
You have to have a product to drive your services. Without a product, you cannot differentiate your service. You might be able to early on by being the first in the market. But when everyone sees your remarkable power, they will want in, and our free market will then push all of you into a price war. You will try to differentiate on customer service or something like that, but at the end of the day, your offering will look like a commodity.
The classic example are the airlines. Boeing and Airbus make the airplanes. The airlines just use those planes to offer the service of getting you across the country in a few hours. But they are all basically the same: tiny amounts of legroom, high baggage fees, and a nasty experience all around. Airlines that try to differentiate through extras (like JetBlue and its free checked bags) generally can’t offer those extras for long (JetBlue stopped offering free checked bags). The airlines have no product to differentiate themselves on, and it’s a race to the bottom. I have a lot of airline miles, and I still make my airline ticket purchases based purely on how much they cost.
Brands are nice, but they really aren’t enough. United wants you to “fly the friendly skies,” but you really just want a cheap ticket. The skies aren’t that friendly anyway.
Uber understands this. They realize that they are offering a service, and that without an underlying product to support long-term differentiation, they’re going to battle Lyft for the lowest fares. That’s why they are sinking millions into the development of driverless cars. If successful, they will have a unique product that they can use in their service model to capture enormous value.
Shoring up your services model
I hope I’ve made a good case that you need a product to sustain your services business model. How can you develop products that will strengthen and protect your services offering?
Listen to the customer
By operating a service, you deal with the customer directly. Ford would love to hear what people have to say about cars, but Uber actually knows. They actually hear from the drivers and the passengers. They know what these people care about (and, equally important, what they don’t). This type of information is incredibly valuable. You can leverage that information to create products that are actually tailored to customer needs rather than just guessing. Your products will not only be perfected for adding your services business model, but people will like them more because you are offering what they actually want.
Invest in R&D continuously
Product R&D always sounds like something for product-based companies. Apple does R&D because they need to make better iPhones. Boeing needs to do R&D because they need to sell safer, more efficient aircraft. But because you need a product to differentiate your services, you should be sinking money and talent into R&D, too. Google provides its amazing search services by spending heavily on R&D to support the product that underlies those services. They are also looking forward: they are trying to develop new products in other fields so that they can offer even better services and product-service combinations.
 I mean, you could, but it’s highly unlikely that you will succeed.  They’re definitely not trying to compete with GM and Ford on standard cars right now.
Start small. Test your ideas. Use that customer feedback to improve your product. With that knowledge, you will have a view into where the industry is moving in the future. Use that knowledge to beat everyone else to the punch and get into the next wave early.
Integrate with your service
The best products are tightly integrated with their services counterpart. Ideally, they should be inseparable. GE successfully made this transition with their jet engines.  You buy time on that engine. GE will take care of making the engine as well as all the service and maintenance on it. You will always have a working engine. GE’s engine is built specifically to be easily monitored and tracked so that they can provide the service to their customers.
Protecting your business
By combining your products and services, you can change the basis of competition. You won’t just be selling cars. You will be selling transportation solutions. But you will also be able to protect yourself from competitors.


I was born in a sleepy town in Guimba Nueva Ecija. When I was young, I studied at the Our Lady of the Sacred Heart Academy until the 6th grade. I joined a lot of organizations like the Boy Scouts of the Philippines, The Drum and Bugle Lyre and even became a member of the Knights of the Altar.
High school was a bit different. I have to travel from our town all the way to Tarlac City. I was fortunate enough to study at Don Bosco Technical Institute. Gained a lot of friends, was able to develop a lot of skillsets and equipped myself with a lot of experiences, both learned inside and outside the school. Later on, during my third and fourth year, my parents finally decided to let me stay with my uncle.
Took up Bachelor of Science in Information and Computing Science in this University which became the only University granted by the Commision on Higher Education as Center for Excellence.
Finished my Masters Degree in Information Technology and currently taking up my Doctorate Degree.


HTML is a language used to define a structure for webpages, using tags with attributes nested inside each other.


"Farewell My Concubine" is a literary film produced by Tang Chen Film Co., Ltd.. The film was adapted from Li Bihua's novel of the same name, directed by Chen Kaige, Li Bihua and Reed screenwriter; Leslie Cheung, Gong Li and Zhang Fengyi starred. The film revolves around the joys and sorrows of the two Peking Opera monks for half a century, demonstrating their thinking and understanding of traditional culture, human existence, and human nature. In 1993, the film was released in mainland China and Hong Kong, China. Since then, it has been released in many countries and regions in the world and has broken the box office record of mainland Chinese art films in the United States. In 1993, the film won the Golden Palm Award, the highest award at the Cannes International Film Festival in France.


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Using Windows Mail or Outlook Express, it is easy to send text messages to friends, colleagues and strangers. You can even use fancy stationery or insert pictures in your messages. You can also add any file to your emails and send it as an attachment to anybody equipped with an email address.
To send a file attached to an email with Windows Mail or Outlook Express:
1. Create a new message.
2. Click the Attach button.
3. You will recognize usual file-locating window of your computer. Find the file you would like to attach.
4. You can highlight and attach multiple files at once by holding down the Ctrl key while you click on them with the mouse.
5. Click Open or Attach, whichever you see.
Sending Multiple Files with Ease and Elegance :
If you want to send more than one file with an email, you can also pack them neatly into one ZIP archive. And if you have the folder containing the file you want to attach already opened in Windows Explorer, you can alternatively, but easily, attach it by drag-and-drop.


David Beckham takes his kids trick-or-treating at Justin Bieber's LA mansion
The dad took his kids out trick-or-treating and ended up at the swanky pad Justin Bieber shares with wife Hailey
by Brogan-Leigh HurstDavid Beckham is sure to win dad of the year after bringing his kids trick-or-treating to Justin's Bieber's house for Halloween .
The ex footballer said it was the "highlight of her night" for daughter Harper when Bieber and his new wife Hailey opened the door to the kids in Los Angeles.
The impressed dad-of-four uploaded a photo to Instagram thanking his famous neighbours for spoiling his children.
He wrote: "Thanks @justinbieber & Haileybieber someone got her snow cone".
Harper and her brothers Brooklyn and Romeo got dressed up for the night in some show stopping costumes.
The Beckhams' only daughter dressed as chart topper Billie Eilish, wearing a blue wig with black streaks running down her face as she resembled the singer, 17.
She completed her new look with a baggy white T-shirt, grey bottoms and some chunky gold necklaces, which she topped off with a cool pose.
But David also dressed up too as he got into the spirit of the spooky occasion.
Harper applied make-up around his eyes before he changed into an all-black tracksuit to complete his look as the superhero character Arrow.

While in LA, David has treated his kids to other fun things, including a trip to Universal Studios in Hollywood along with Harper and Romeo.
And he seems to be rocking a different appearance, with his fresh trim looking much shorter than it has been in recent weeks.
It's also been rumoured the star had forked out on a secret hair transplant after he was spotted with thicker locks and a new hairline last year.


The Security command set includes all of the commands related to security configuration on the device.
◆ EMBER_AF_DOXYGEN_CLI__SECURITY_MFG_TOKEN_COMMANDS
| #define EMBER_AF_DOXYGEN_CLI__SECURITY_MFG_TOKEN_COMMANDS |
Commands used for security.
security mfg-token get security mfg-token set <Magic number> <EmberKeySettings value>
- Magic number - uint32_t. The 4-byte magic number EMBER_MFG_SECURITY_CONFIG_MAGIC_NUMBER to prevent accidental execution.
- EmberKeySettings value - uint16_t. The 2-byte value for EmberKeySettings indicating key permissions.
◆ EMBER_AF_DOXYGEN_CLI_COMMAND_SECURITY_CHANGEKEY_LINK
| #define EMBER_AF_DOXYGEN_CLI_COMMAND_SECURITY_CHANGEKEY_LINK |
changekey link [key:-1]
- Change the link key to the one provided in the 16 byte array argument for this command.
- key - OCTET_STRING - The link key provided as a 16 byte array
◆ EMBER_AF_DOXYGEN_CLI_COMMAND_SECURITY_CHANGEKEY_NETWORK
| #define EMBER_AF_DOXYGEN_CLI_COMMAND_SECURITY_CHANGEKEY_NETWORK |
changekey network [key:-1]
- Change the network key to the 16 byte array provided as an argument to this command.
- key - OCTET_STRING - The network key provided as a 16 byte array
◆ EMBER_AF_DOXYGEN_CLI_COMMAND_SECURITY_KEYS_CLEAR
| #define EMBER_AF_DOXYGEN_CLI_COMMAND_SECURITY_KEYS_CLEAR |
◆ EMBER_AF_DOXYGEN_CLI_COMMAND_SECURITY_KEYS_DELETE
| #define EMBER_AF_DOXYGEN_CLI_COMMAND_SECURITY_KEYS_DELETE |
keys delete [index:1]
- Delete a security key from a given index
- index - INT8U - index into the security key table
◆ EMBER_AF_DOXYGEN_CLI_COMMAND_SECURITY_KEYS_PRINT
| #define EMBER_AF_DOXYGEN_CLI_COMMAND_SECURITY_KEYS_PRINT |
keys print
- Print all security keys out to the command line.
◆ EMBER_AF_DOXYGEN_CLI_COMMAND_SECURITY_OPTION_INSTALL_CODE
| #define EMBER_AF_DOXYGEN_CLI_COMMAND_SECURITY_OPTION_INSTALL_CODE |
option install-code [keyTableIndex:1] [ieeeAddress:8] [installCode:-1]
- Derives a link key from an install code, sets it in the transient key table for Z3 applications or sets it in the link key table for SE applications.
- keyTableIndex - INT8U - index into the link key table
- ieeeAddress - IEEE_ADDRESS - IEEE address to enter into the link key table
- installCode - OCTET_STRING - install code including two-byte, little-endian CRC
◆ EMBER_AF_DOXYGEN_CLI_COMMAND_SECURITY_OPTION_LINK
| #define EMBER_AF_DOXYGEN_CLI_COMMAND_SECURITY_OPTION_LINK |
option link [keyTableIndex:1] [ieeeAddress:8] [linkKey:-1]
- Sets a link key in the link key table. Example: option link 0x00 { 06 00 ab 41 64 30 00 0a } {aa bb cc dd ee ff aa bb cc dd ee ff aa bb cc dd}
- keyTableIndex - INT8U - index into the link key table
- ieeeAddress - IEEE_ADDRESS - IEEE address to enter into the link key table
- linkKey - OCTET_STRING - link key to enter into the table
◆ EMBER_AF_DOXYGEN_CLI_COMMAND_SECURITY_OPTION_REGISTER
| #define EMBER_AF_DOXYGEN_CLI_COMMAND_SECURITY_OPTION_REGISTER |
option register
- Initiates Smart Energy Registration including Key Establishment. This command expects that the device has already joined a smart energy network.
◆ EMBER_AF_DOXYGEN_CLI_COMMAND_SECURITY_OPTION_SECURITY_APS_OFF
| #define EMBER_AF_DOXYGEN_CLI_COMMAND_SECURITY_OPTION_SECURITY_APS_OFF |
◆ EMBER_AF_DOXYGEN_CLI_COMMAND_SECURITY_OPTION_SECURITY_APS_ON
| #define EMBER_AF_DOXYGEN_CLI_COMMAND_SECURITY_OPTION_SECURITY_APS_ON |
◆ EMBER_AF_DOXYGEN_CLI_COMMAND_SECURITY_OPTION_SECURITY_SET_ALLOW_TRUST_CENTER_REJOIN_USING_WELL_KNOWN_KEY
| #define EMBER_AF_DOXYGEN_CLI_COMMAND_SECURITY_OPTION_SECURITY_SET_ALLOW_TRUST_CENTER_REJOIN_USING_WELL_KNOWN_KEY |
option security set-allow-trust-center-rejoin-using-well-known-key [allowTrustCenterRejoinUsingWellKnownKey:1]
- Set whether or not a Trust Center application will allow trust center rejoins for devices using the well-known key.
- allowTrustCenterRejoinUsingWellKnownKey - BOOLEAN - Whether or not the Trust Center should allow trust center rejoins for devices using the well-known key.
◆ EMBER_AF_DOXYGEN_CLI_COMMAND_SECURITY_OPTION_SECURITY_SET_ALLOW_TRUST_CENTER_REJOIN_USING_WELL_KNOWN_KEY_TIMEOUT
| #define EMBER_AF_DOXYGEN_CLI_COMMAND_SECURITY_OPTION_SECURITY_SET_ALLOW_TRUST_CENTER_REJOIN_USING_WELL_KNOWN_KEY_TIMEOUT |
option security set-allow-trust-center-rejoin-using-well-known-key-timeout [trustCenterRejoinUsingWellKnownKeyTimeout:2]
- Sets the number of seconds to allow trust center rejoins for devices using the well-known key. A value of 0 means the policy should not be changed after a timeout. This must be called prior to forming or joining a network.
- trustCenterRejoinUsingWellKnownKeyTimeout - INT16U - The number of seconds that trust center rejoins will be responded to using the well-known link key.
◆ EMBER_AF_DOXYGEN_CLI_COMMAND_SECURITY_OPTION_SECURITY_SET_KEY_REQUEST_POLICY
| #define EMBER_AF_DOXYGEN_CLI_COMMAND_SECURITY_OPTION_SECURITY_SET_KEY_REQUEST_POLICY |
option security set-key-request-policy [tcLinkKeyRequestPolicy:1] [appLinkKeyRequestPolicy:1]
- Sets the local policy for handling TC link key requests and application link key requests. This command sets the emberTrustCenterLinkKeyRequestPolicy and emberAppLinkKeyRequestPolicy attributes. This command should only be entered on the trust center.
- tcLinkKeyRequestPolicy - INT8U - The value to assign to emberTrustCenterLinkKeyRequestPolicy
- appLinkKeyRequestPolicy - INT8U - The value to assign to emberAppLinkKeyRequestPolicy
◆ EMBER_AF_DOXYGEN_CLI_COMMAND_SECURITY_SECURITY_MFG_TOKEN_GET
| #define EMBER_AF_DOXYGEN_CLI_COMMAND_SECURITY_SECURITY_MFG_TOKEN_GET |
◆ EMBER_AF_DOXYGEN_CLI_COMMAND_SECURITY_SECURITY_MFG_TOKEN_SET
| #define EMBER_AF_DOXYGEN_CLI_COMMAND_SECURITY_SECURITY_MFG_TOKEN_SET |
security mfg-token set [magicNumber:4] [value:2]
- magicNumber - INT32U
- value - INT16U


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fun onTarget(): Boolean
Return true if the error is within the percentage of the total input range, determined by setTolerance. This assumes that the maximum and minimum input were set using setInput.
Return
true if the error is less than the tolerance


Ingenieros Unidos is a student chapter of the Society of Hispanic Professional Engineers (SHPE) at the University of California, Merced. Our vision as a chapter is to empower and develop the next generation of leaders in the fields of science, technology, engineering, and mathematics (STEM). At IU, we provide our members with the opportunity to develop into the leading engineers of tomorrow. We have created an environment where members are encouraged to be innovators by instilling in them a desire to never stop growing. Through strategic methods of mentorship, empowerment, and exposure, we challenge our members to become the best they can be.
Ingenieros Unidos is committed to impacting the world by creating leading engineers, mathematicians, and scientists that are capable of: adapting to changing environments, posses visionary mindsets, and value growth and impact within the Hispanic Community. Aligned with the vision of SHPE: we envision a world where Hispanics are highly valued and known as leaders in their respective fields.
IU is an organization founded on the SHPE familia principle, and recognizes the power behind being a support system for all our members. Driven by the desire to bridge the gap of Hispanics in STEM, we strive to create a pipeline within the Hispanic community through inspiration and guidance of the next generation and by pushing students of all ages to pursue higher education.
By becoming a National member you will gain access to scholarships,life changing conferences, and networking opportunities with over 10,000 members nation wide!
You gain the opportunity to upload your resume onto your account which is then available to professionals around the world!
You can look up specific job/internship postings using the filter process to fit your personal interests
You gain the opportunity to attend conferences and career fairs with dream companies as the picture above shows
Welcome!


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Informary HTML Test Harness
Sample Form
Work Date
Inspector
Location
Station
Work has been completed today
Personnel Name
Contractor
Line Item
Equipment
Hours
Description
Undo and Recovery
Undo
Redo
Snapshot
Informary Data Testing
Informary Output
(click the button below to populate this)
Pull JSON Data from Form to Above
Informary Input
{ "Header": { "WorkDate": "2020-11-09", "Inspector": "James Smith", "Location": { "Description": "SB I5 Milepost 678 near Redding", "Station": "Station 10+1.054 RT" }, "WorkCompleted": "on" }, "Rows": { "Row_1": { "PersonnelName": "Sally Suthers", "Contractor": "ABC Demolition", "LineItem": "1001 - Clearing and Grubbing", "Equipment": "Ford F350 Pickup", "Hours": "5", "Description": "Removing bulk landscape material" } } }
Push Above JSON Data to Form
Informary Data Testing
Informary Checkpoint State
Store Source Data
Check Informary State
Restore Checkpoint State
Informary Undo/Redo Data Delta Testing
Undo/Redo Deltas
Check Undo/Redo Deltas


Note: Some of the following features require a commercial license for use in production. To learn more about commercial features and how to enable them please visit Oracle Java SE Advanced & Suite Products.
The following enhancements were introduced in JDK 8u40:
java
tool:
The -XX:+CheckEndorsedAndExtDirs
has been added because the endorsed-standards override mechanism (JDK-8065675) and the extension mechanism (JDK-8065702) have been deprecated. The option helps identify any existing uses of these mechanisms and is supported in JDK 7u80 and JDK 8u40. See JDK-8064667.
Prior to JDK 8u40, if you want to use Java Flight Recorder (JFR) and create a flight recording for a particular Java application, you must specify both the -XX:+UnlockCommercialFeatures
and -XX:+FlightRecorder
when launching the application. In JDK 8u40, you do not have to specify these options at the command line. JFR offers a variety of ways to unlock commercial features and enable JFR during the runtime of an application. These include java
command line options, jcmd
diagnostic commands, and Graphical User Interface (GUI) controls within Java Mission Control. This flexibility enables you to provide the appropriate options at startup, or interact with JFR later, after the JVM is already running. See the Java Flight Recorder Runtime Guide at the Java Components page.
The option -XX:StartFlightRecording=parameter=value
has a new parameter, dumponexit={true|false}
, which specifies whether a dump file of JFR data should be generated when the JVM terminates in a controlled manner.
The options related to Restricted Transactional Memory (RTM) are no longer experimental. These options include -XX:RTMAbortRatio=abort_ratio
, -XX:RTMRetryCount=number_of_retries
, -XX:+UseRTMDeopt
, and -XX:+UseRTMLocking
. See JDK-8054376.
Application Class Data Sharing (AppCDS) has been introduced in this update release. AppCDS extends CDS (see Class Data Sharing) to enable classes from the standard extensions directories and the application class path to be placed in the shared archive. This is a commercial feature and is no longer considered experimental (contrary to what is specified in the java
tool documentation). See the option -XX:+UseAppCDS
and JDK-8054376.
The options -XX:+ResourceManagement
and -XX:ResourceManagementSampleInterval=value
have been added. Resource Management is a commercial feature.
Additional information about large pages has been added. Large Pages, also known as huge pages, are memory pages that are significantly larger than the standard memory page size. Large pages optimize processor Translation-Lookaside Buffers. The Linux options -XX:+UseHugeTLBFS
, -XX:+UseSHM
, and -XX:+UseTransparentHugePages
have been documented. See JDK-8040180.
The option -XX:ObjectAlignmentInBytes=alignment
has been documented. See JDK-8040176.
jjs
tool:
The option --optimistic-types=[true|false]
has been added. It enables or disables optimistic type assumptions with deoptimizing recompilation. See JDK-8042946.
The option --language=[es5]
has been added to the jjs
tool. It specifies the ECMAScript language version. See JDK-8046038.
javapackager
tool:
New arguments are available for OS X bundlers. The mac.CFBundleVersion
argument identifies the internal version number to be used. The mac.dmg.simple
argument indicates if DMG customization steps that depend on executing AppleScript code are skipped. See JDK-8043060.
jcmd
tool:
You can use the jcmd
tool to dynamically interact with Java Flight Recorder (JFR) in a JVM that is already running. You can use it to unlock commercial features, enable/start/stop flight recordings, and obtain various status messages from the system. For a list of examples, see the Java Flight Recorder Runtime Guide at the Java Components page.
jstat
tool:
The jstat
tool has been updated with information about compressed class space (a special part of metaspace). See JDK-8040079.
The following enhancements were introduced in JDK 8u20:
The javafxpackager
tool has been renamed to javapackager
. This tool has been enhanced with new arguments for self-contained application bundlers. See JDK-8041516.
Enhancements related to the java
launcher tool:
Experimental JIT compiler options related to Restricted Transactional Memory (RTM) have been added. See JDK-8031320.
Options related to string deduplication have been added. See JDK-8029075.
Options related to Advanced Encryption Standard (AES) intrinsics have been added. See JDK-8034899.
Rarely used combinations of garbage collection options have been deprecated. See JDK-8026909.
The following enhancements were introduced in JDK 8:
The jjs
command was introduced, which invokes the
Nashorn engine either in interactive shell mode, or to interpret
script files. For more information, see the Nashorn User's
Guide.
The java
command is capable of launching JavaFX
applications, provided that the JavaFX application is packaged
correctly. See How Classes are
Found.
The java command man page (both nroff and HTML) has been completely reworked. The advanced options are now divided into Runtime, Compiler, Garbage Collection, and Serviceability, according to the area that they affect. Several previously missing options are now described. There is also a section for options that were deprecated or removed since the previous release.
The new jdeps command-line tool allows the developer to analyze class files to determine package-level or class-level dependencies. See JDK-8003562.
JDK 8 provides remote access to diagnostic commands which were
previously accessible only locally via the jcmd tool.
Remote access is provided using the Java Management Extensions
(JMX), so diagnostic commands are exposed to a platform MBean
registered to the platform MBean server. The MBean is the
com.sun.management.DiagnosticCommandMBean interface. See
the jcmd documentation for
Solaris, Linux, and OS X or
Windows.
The jarsigner
tool contains a new option
-tsapolicyid
which enables you to request a signed
time stamp from a Time Stamping Authority and attach it to a signed
JAR file. See JDK-8009636
You can obtain the names of the formal parameters of any method
or constructor with the method
java.lang.reflect.Executable.getParameters
. However,
.class
files do not store formal parameter names by
default. To store formal parameter names in a particular
.class
file, and thus enable the Reflection API to
retrieve formal parameter names, compile the source file with the
-parameters
option of the javac
compiler.
See
JDK-8004727.
The type rules for binary comparisons in the Java Language Specification (JLS) Section 15.21 will now be correctly enforced by javac. Since JDK5, javac has accepted some programs with Object-primitive comparisons that are incorrectly typed according to JLS 15.21. These comparisons will now be correctly identified as type errors. See JDK-8013357.
The apt tool and its associated API contained in the
package com.sun.mirror have been removed in this release.
Use the options available in the javac tool and the APIs contained in
the packages javax.annotation.processing
and javax.lang.model
to process annotations. See JDK-7041249
For enhancements pertaining to the javadoc tool, see the What's New page for Javadoc.


I am a graduate from Techtorium where I gained a Level 6 NZ Diploma in Software Development. I am currently looking for some work that will help continue my career in the I.T. industry. This past year, I took up my first job in the I.T. world. Much of my role has been focused on the assembly and troubleshooting of systems however, I have taken opportunities to hone my software skills on the company website. I have a logical mind with a practical approach to problem solving. I am considered reliable and trustworthy, hardworking and I am eager to learn.
This involved me unloading products from containers. This was a job on a casual contract I worked during a holiday period.
This was a part time job I worked during study which involved me delivering pizzas straight to customers and helping them if needed.
This was a part time/casual job which involved picking/packing orders and correcting products within a limited timeframe to ensure customer satisfaction.
This is a part time job in which I stock shelves and am always helping customers when they need.
This is a full time job in which I build computers, assist customers and do quotes/invoicing, etc. I also update the company website website using my own HTML/CSS and JavaSctipt on top of their CMS platform.
JavaScript
HTML
CSS>
Python
C#
SQL
.Net
PC Assembly
PC Troubleshooting
I am fluent in English and can communicate well with people. Also, at Techtorium, I had to produce and present a lot of presentations which helped me boost my confidence in speaking publicly to people and improved my communication skills.
Played football for 11 years and was part of the Waimauku Scout Group from a young age so I am capable of working well in a team. At Techtorium, all of our assignments were project based and a lot of them we worked in groups/teams which further excelled my ability to work in a team.
As part of my studies, I learned several programming languages such as HTML/CSS, Python, JavaScript and SQL. Due to assignments being project based, I had to practically implement these languages into an outcome which also led to me researching more about them and gaining further knowledge of these languages so I can become more efficient at using them and thus enhancing my skills.
In my spare time, I enjoy my spare time both outdoors and indoors.
Indoors, I enjoy a touch of gaming, watching Youtube, Netflix and researching various things. This could include stuff about cars, computers/other technologies (smartphones are a main one), current affairs and a little bit of politics.
When it's time to face the outdoors, I enjoy just hanging with friends, working on my car, swimming at the beach, fishing, hunting and constructing all sorts of various items which could be used for either indoor or outdoor use.


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