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IN THE HIGH COURT OF JHARKHAND AT RANCHI A.B.A. No. 2355 of 2015 Suresh Khemani son of late Babulal Khemani, resident of Jaraikela, P.O. & P.S. Birsa, District Sundargarh (Orissa). .... Petitioner Versus The State of Jharkhand .... Opp. Party ----- CORAM: HON'BLE MR. JUSTICE RAVI NATH VERMA ------ For the Petitioner : Mr. Vishal Kumar Tiwari, Advocate For the State : A.P.P. ------ 02/29.02.2016
: Apprehending his arrest in connection with Jaraikela P.S. Case No.8 of 2013, instituted under Section 379/411 of the Indian Penal Code and Section 4/21 of the Mines and Minerals (Development and Regulation) Act, 19578 as well as Section 37 of the Air Pollution Act, the sole petitioner-Suresh Khemani has moved this Court for grant of anticipatory bail.
Heard learned counsel appearing for the petitioner as well as learned counsel appearing for the State.
The prosecution case relates to seizure of two Tractors bearing registration Nos.OR-01D-1303 and OR-16B-7748 loaded with boulders.
Learned counsel appearing for the petitioner submits that the petitioner has been falsely implicated in this case and he has wrongly been shown as owner of the Tractors, which would appear from the fact that the owners of the Tractors, Agarpit Kerketta and Balbhadra Mahato had moved before the court below for grant of bail being the owners of the two tractors and they have already been granted regular bail vide order dated 20.08.2014 passed in B.P. No.290 of 2014. Learned counsel further submitted that the owner of the crusher machine has also been granted bail.
Learned counsel, representing the State, opposed the prayer, relying upon the different paragraphs of the case diary and submitted that this petitioner was running two Tractors in terms of the agreement.
Considering the submissions of the counsels and the fact that no such agreement has been brought on record, I am inclined to grant anticipatory bail to the sole petitioner. Hence, in the event of his arrest or surrender within a period of two weeks from the date of this order, he shall be released on bail on furnishing bail bond of Rs.10,000/- (ten thousand ) with two sureties of the like amount each to the satisfaction of learned Sub Divisional Judicial Magistrate, Porahat at Chaibasa, in connection with Jaraikela P. S. Case No. 8 of 2013 , corresponding to G.R. No.379 of 2013, subject to conditions as laid down under Section 438(2) of the Code of Criminal Procedure.
(Ravi Nath Verma, J.) Ravi/


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Phaser 2.2.1
Phaser is a fast, free and fun open source game framework for making desktop and mobile browser HTML5 games. It uses Pixi.js internally for fast 2D Canvas and WebGL rendering.
Version: 2.2.1 "Danabar" - Released: 4th December 2014
By Richard Davey, Photon Storm
- View the Official Website
- Follow on Twitter
- Join the Forum
- StackOverflow tag: phaser-framework
- Source code for 400+ Phaser Examples or browse them online
- View the growing list of Phaser Plugins
- Read the documentation online
- Join our #phaserio IRC channel on freenode
- Subscribe to the Phaser Newsletter and we'll email you when new versions are released.
- Please help support our work via Gittip
Welcome to Phaser and What's new in 2.2.1?
One of the nicest and most surprising things about a truly open-source project like Phaser is that you never know who might jump on for the ride. I've been extremely lucky with the support I've received over the years - fellow developers both fixing bugs and reporting issues, all helping to make Phaser stronger as a result.
But sometimes a single individual can come along and make a substantial difference all on their own. A quick glance at the Change Log for this release will show many different contributors, but one stood out more than any other: Paul Stickney. Thanks to his contributions alone Phaser is now sporting a powerful new Scale Manager, nicely updated API docs and many other fixes and features across the board. The Scale Manager, a core part of any HTML5 game has had its own book published about it: A Guide to the Phaser Scale Manager which is available now.
One of his other major contributions was in updating Signals, the event system used inside Phaser. Before Phaser was creating thousands of Signals in a busy game, most of which sat idle. Now they've gone on a diet in terms of memory consumption and hide behind a proxy causing them to not even be created unless needed. This has cut down on the amount of objects being generated every frame dramatically.
As you may have noticed we've bumped the release version to 2.2 from 2.1. This is because there are some API breaking changes and some core fundamentals have been updated as well. The biggest change here is the move to a proper fixed-step internal game loop. The logic and rendering are now fully decoupled, with both Arcade Physics and Tweens having been updated to use this new system. This is by no means a panacea for overloading low-powered mobile devices. However it will help prevent issues arising from devices running Phaser games at different speeds just because it has a slower processor.
Also given a large update is the Tween Manager. This is now hooked in to the new timestep code, smoothing out tweens when the frame rate drops. New features have been added, including the ability to pause and resume a whole timeline of tweens and tween chaining has vastly improved.
The Change Log is indeed extensive. I would say that if you are already working on a Phaser game, and a good way through development, then you should carry on with whatever version you used before. But for all new projects definitely take the leap into 2.2 and I hope you enjoy splashing around in its new features :)
Thank you to everyone who beta tested 2.2 with us in one of its many Release Candidate incarnations. Your feedback helped fix issues that would have been otherwise troublesome to find and it's a process we'll carry on with for future builds.
2014 has been an amazing year for Phaser and I'd like to take this opportunity to thank everyone who has been involved, one way or another. Your support has been fantastic and we've built great things. Here's to 2015.
Happy coding everyone! I hope to see you on the forums.
Getting Started Guides
We have a Getting Started Guide which covers all you need to begin developing games with Phaser. From setting up a web server to picking an IDE. If you're new to HTML5 game development, or are coming from another language like AS3, then we recommend starting there.
We wrote a comprehensive How to Learn Phaser guide for GameDevTuts+ which covers finding tutorials, examples and support.
The Game Mechanic Explorer is a great interactive way to learn how to develop specific game mechanics in Phaser. Well worth exploring once you've got your dev environment set-up.
Finally the list of community authored Phaser Tutorials is growing fast!
Change Log
Version 2.2.1 - "Danabar" - 4th December 2014
Bug Fixes
- Fixed Pixi.js issue with
alpha
not working on any display object. - Fixed TweenManager.isTweening() and .removeFrom() (thanks @jotson #1408)
- Added Game.debug reset method for when the debug manager is disabled (thanks @DanielSitarz #1407)
- Custom Particle classes that used a BitmapData wouldn't work (thanks @hardalias #1402)
Version 2.2.0 - "Bethal" - 3rd December 2014
New Features
- Updated to Pixi v2.2.0 - see separate change log entry below.
- Cache.getRenderTexture will retrieve a RenderTexture that is stored in the Phaser Cache. This method replaces Cache.getTexture which is now deprecated.
- Cache.autoResolveURL is a new boolean (default
false
) that automatically builds a cached map of all loaded assets vs. their absolute URLs, for use with Cache.getURL and Cache.checkURL. Note that in 2.1.3 and earlier this was enabled by default, but has since been moved behind this property which needs to be set totrue
before you load any assets to enable. - You can now call Tween.to again on a Tween that has already completed. This will re-use the same tween, on the original object, without having to recreate the Tween again. This allows a single tween instance to be re-used multiple times, providing they are linked to the same object (thanks InsaneHero)
- Phaser.Color.valueToColor converts a value: a "hex" string, a "CSS 'web' string", or a number - into red, green, blue, and alpha components (thanks @pnstickne #1264)
- Stage.backgroundColor now supports CSS 'rgba' values, as well as hex strings and hex numbers (thanks @pnstickne #1234)
- Pointer.addClickTrampoline now adds in support for click trampolines. These raise pointer events into click events, which are required internally for a few edge cases like IE11 full screen mode support, but are also useful if you know you specifically need a DOM click event from a pointer (thanks @pnstickne #1282)
- Point.floor will Math.floor both the
x
andy
values of the Point. - Point.ceil will Math.ceil both the
x
andy
values of the Point. - ScaleManager.scaleSprite takes a Sprite or Image object and scales it to fit the given dimensions. Scaling happens proportionally without distortion to the sprites texture. The letterBox parameter controls if scaling will produce a letter-box effect or zoom the sprite until it fills the given values.
- Phaser.DOM.getBounds is a cross-browser element.getBoundingClientRect method with optional cushion.
- Phaser.DOM.calibrate is a private method that calibrates element coordinates for viewport checks.
- Phaser.DOM.aspect gets the viewport aspect ratio (or the aspect ratio of an object or element)
- Phaser.DOM.inViewport tests if the given DOM element is within the viewport, with an optional cushion parameter that allows you to specify a distance.
- Phaser.DOM.viewportWidth returns the viewport width in pixels.
- Phaser.DOM.viewportHeight returns the viewport height in pixels.
- Phaser.DOM.documentWidth returns the document width in pixels.
- Phaser.DOM.documentHeight returns the document height in pixels.
- TilemapLayers have been given a decent performance boost on canvas with map shifting edge-redraw (thanks @pnstickne #1250)
- A large refactor to how the internal game timers and physics calculations has been made. We've now swapped to using a fixed time step internally across Phaser, instead of the variable one we had before that caused glitchse on low-fps systems. Thanks to pjbaron for his help with all of these related changes.
- We have separated the logic and render updates to permit slow motion and time slicing effects. We've fixed time calling to fix physics problems caused by variable time updates (i.e. collisions sometimes missing, objects tunneling, etc)
- Once per frame calling for rendering and tweening to keep things as smooth as possible
- Calculates a
suggestedFps
value (in multiples of 5 fps) based on a 2 second average of actual elapsed time values in theTime.update
method. This is recalculated every 2 seconds so it could be used on a level-by-level basis if a game varies dramatically. I.e. if the fps rate consistently drops, you can adjust your game effects accordingly. - Game loop now tries to "catch up" frames if it is falling behind by iterating the logic update. This will help if the logic is occasionally causing things to run too slow, or if the renderer occasionally pushes the combined frame time over the FPS time. It's not a band-aid for a game that floods a low powered device however, so you still need to code accordingly. But it should help capture issues such as gc spikes or temporarily overloaded CPUs.
- It now detects 'spiraling' which happens if a lot of frames are pushed out in succession meaning the CPU can never "catch up". It skips frames instead of trying to catch them up in this case. Note: the time value passed to the logic update functions is always constant regardless of these shenanigans.
- Signals to the game program if there is a problem which might be fixed by lowering the desiredFps
- Time.desiredFps is the new desired frame rate for your game.
- Time.suggestedFps is the suggested frame rate for the game based on system load.
- Time.slowMotion allows you to push the game into a slow motion mode. The default value is 1.0. 2.0 would be half speed, and so on.
- Time.timeCap is no longer used and now deprecated. All timing is now handled by the fixed time-step code we've introduced.
- Time.now can no longer be relied upon to contain a timestamp value. If the browser supports requestAnimationFrame then
Time.now
will contain the high resolution timer value that rAf generates. Otherwise it will contain the value of Date.now. If you require the actual time value (in milliseconds) then please useTime.time
instead. Note that all Phaser sub-systems that used to rely onTime.now
have been updated, so if you have any code that extends these please be sure to check it. - Game.forceSingleUpdate will force just a single logic update, regardless of the delta timer values. You can use this in extremely heavy CPU situations where you know you're about to flood the CPU but don't want Phaser to get stuck in a spiral.
- Tilemap.createFromTiles will convert all tiles matching the given tile index (or an array of indexes) into Sprites. You can optionally then replace these tiles if you wish. This is perfect for games when you want to turn specific tiles into Sprites for extra control. The Sprites have an optional properties object which they can be populated with.
- Added support for the Wheel Event, which is the DOM3 spec (thanks @pnstickne #1318)
- Wheel Scroll Event (old non-FF) and DOM Mouse Wheel (old FF) are supported via a non-exported reused wrapper object; WheelEventProxy. The proxy methods are generated one-time dynamically but only when needed.
- Key.justDown allows you to test if a Key has just been pressed down or not. You can only call justDown once per key press. It will only return
true
once, until the Key is released and pressed down again. This allows you to use it in situations where you want to check if this key is down without using a Signal, such as in a core game loop (thanks @pjbaron #1321) - Key.justUp allows you to test if a Key has just been released or not. You can only call justUp once per key press. It will only return
true
once, until the Key is pressed down and released again. This allows you to use it in situations where you want to check if this key is up without using a Signal, such as in a core game loop (thanks @pjbaron #1321) - Device.whenReady is a new signal that you can use to tell when the device is initialized.
- Device.onInitialized is dispatched after device initialization occurs but before any of the ready callbacks have been invoked. Local "patching" for a particular device can/should be done in this event.
- TweenManager.removeFrom method allows you to remove a tween from a game object such as a Sprite (thanks @lewster32 #1279)
- Tweens have been completely rewritten. They're now much more flexible and efficient than before:
- When specifying the ease in
Tween.to
orTween.from
you can now use a string instead of the Function. This makes your code less verbose. For example instead ofPhaser.Easing.Sinusoidal.Out
and you can now just use the string "Sine".The string names match those used by TweenMax and includes: "Linear", "Quad", "Cubic", "Quart", "Quint", "Sine", "Expo", "Circ", "Elastic", "Back", "Bounce", "Power0", "Power1", "Power2", "Power3" and "Power4". You can append ".easeIn", ".easeOut" and "easeInOut" variants. All are supported for each ease types. - Tweens now create a TweenData object. The Tween object itself acts like more of a timeline, managing multiple TweenData objects. You can now call
Tween.to
and each call will create a new child tween that is added to the timeline, which are played through in sequence. - Tweens are now bound to the new Time.desiredFps value and update based on the new Game core loop, rather than being bound to time calculations. This means that tweens are now running with the same update logic as physics and the core loop.
- Tween.timeScale allows you to scale the duration of a tween (and any child tweens it may have). A value of 1.0 means it should play at the desiredFps rate. A value of 0.5 will run at half the frame rate, 2 at double and so on. You can even tween the timeScale value for interesting effects!
- Tween.reverse allows you to instantly reverse an active tween. If the Tween has children then it will smoothly reverse through all child tweens as well.
- Tween.repeatAll allows you to control how many times all child tweens will repeat before firing the Tween.onComplete event. You can set the value to -1 to repeat forever.
- Tween.loop now controls the looping of all child tweens.
- Tween.onRepeat is a new signal that is dispatched whenever a Tween repeats. If a Tween has many child tweens its dispatched once the sequence has repeated.
- Tween.onChildComplete is a new signal that is dispatched whenever any child tweens have completed. If a Tween consists of 4 sections you will get 3 onChildComplete events followed by 1 onComplete event as the final tween finishes.
- Chained tweens are now more intelligently handled. Because you can easily create child tweens (by simply calling Tween.to multiple times) chained tweens are now used to kick-off longer sequences. You can pass as many Tween objects to
Tween.chain
as you like as they'll all be played in sequence. As one Tween completes it passes on to the next until the entire chain is finished. - Tween.stop has a new
complete
parameter that if set will still fire the onComplete event and start the next chained tween, if there is one. - Tween.delay, Tween.repeat, Tween.yoyo, Tween.easing and Tween.interpolation all have a new
index
parameter. This allows you to target specific child tweens, or if set to -1 it will update all children at once. - Tween.totalDuration reports the total duration of all child tweens in ms.
- There are new easing aliases:
- Phaser.Easing.Power0 = Phaser.Easing.Linear.None
- Phaser.Easing.Power1 = Phaser.Easing.Quadratic.Out
- Phaser.Easing.Power2 = Phaser.Easing.Cubic.Out
- Phaser.Easing.Power3 = Phaser.Easing.Quartic.Out
- Phaser.Easing.Power4 = Phaser.Easing.Quintic.Out
ScaleManager.windowContraints now allows specifying 'visual' or 'layout' as the constraint. Using the 'layout' constraint should prevent a mobile device from trying to resize the game when zooming.
Including the the new changes the defaults have been changed to
windowContraints = { right: 'layout', bottom: '' }
This changes the current scaling behavior as seen in "Game Scaling" (as it will only scale for the right edge) but also prevents such scaling from going bonkers in some mobile environments like the newer Android browser. (Automatic scroll-to-top, albeit configurable, enabled for non-desktop by default is not a fun situation here.)
To obtain the current semantics on a desktop the bottom should be changed to 'layout'; although this will result in different behavior depending on mobile device. To make the sizing also follow mobile zooming they should be changed to 'visual'.
Also added temp Rectangle re-used for various internal calculations.
Phaser.DOM now also special-cases desktops to align the layout bounds correctly (this may disagree with CSS breakpoints but it aligns the with actual CSS width), without applying a window height/width expansion as required on mobile browsers.
- Signals have been heavily restructured to cut down on the number that are generated in-game. New signal proxies manage the setting and creation as required, cutting down on the volume of run-time object creation significantly. No user code needs to change, however if you did override Phaser.Signal or Sprite.Events then please be aware of the changes by inspecting the source (and commit #1389 by @pnstickne).
- Game.lockRender is a new property. If
false
Phaser will automatically render the display list every update. Iftrue
the render loop will be skipped. You can toggle this value at run-time to gain exact control over when Phaser renders. This can be useful in certain types of game or application. Please note that if you don't render the display list then none of the game object transforms will be updated, so use this value carefully.
Updates
- TypeScript definitions fixes and updates (thanks @clark-stevenson @draconisNoctis)
- The TypeScript definitions have moved to the
typescript
folder in the root of the repository. - Cache._resolveUrl has been renamed to Cache._resolveURL internally and gained a new parameter. This method is a private internal one.
- Cache.getUrl is deprecated. The same method is now available as Cache.getURL.
- Loader.useXDomainRequest used to be enabled automatically for IE9 but is now always set to
false
. Please enable it only if you know your server set-up / CDN requires it, as some most certainly do, but we're finding them to be less and less used these days, so we feel it's safe to now disable this by default (#1248) - Game.destroy now destroys either the WebGLRenderer or CanvasRenderer, whichever Pixi was using.
- Particle.Emitter will now automatically set
particle.body.skipQuadTree
totrue
to help with collision speeds within Arcade Physics. - Particle.Emitter.explode (or
Emitter.start
with theexplode
parameter set totrue
) will immediately emit the required quantity of particles and not delay until the next frame to do so. This means you can re-use a single emitter across multiple places in your game that require explode-style emissions, just by adjusting theemitter.x
andemitter.y
properties before calling explode (thanks Insanehero) - Phaser.Polygon has been refactored to address some Pixi v2 migration issues (thanks @pnstickne for the original implementation #1267)
- Polygon.area is now only calculated when the Polygon points list is modified, rather than on every call.
- Phaser.Polygon can now accept the points list in a variety of formats: Arrays of Points, numbers, objects with public x/y properties or any combination of, or as a parameter list (thanks @pnstickne for the original implementation #1267)
- All of the Input classes now use the more consistent
enabled
property instead ofdisabled
. I.e. you can now checkif (input.mouse.enabled)
rather thanif (!input.mouse.disabled)
. The disabled property has been moved to a getter for backwards compatibility but is deprecated and will be removed in a future version (thanks @pnstickne #1257) - The Input class has been given a minor refactor to tidy things up. Specifically:
- pointerN are aliases to backed pointers[N-1] array. This simplifies (and increases the efficiency of) looping through all the pointers when applicable; also eliminates pointer-existence checks Removes various hard-coded limits (added MAX_POINTERS); changed maxPointers default
- Removed some special-casing from cases where it did not matter
- Removed === false/true, == usage for consistency, changed missing value check to typeof, etc.
- Updated documentation for specificity; added @public\@protected
- @deprecated currentPointers due to odd set pattern; totalCurrentPointers is more appropriate. (thanks @pnstickne #1283)
- Various ScaleManager fixes and updates (thanks @pnstickne):
- Scale modes can now be set independently
- Switching between fullscreen and normal correctly restores modes
- Alignment does not incorrectly offset in fullscreen mode (#1255)
- Changing scale/alignment promptly refreshes layout
isFullScreen
returns a boolean, as it should- Faster parent checks (if required)
- NO_SCALE should not not scale (vs previous behavior of having no behavior)
- Correct usage of scaleMode depending on mode
- Fullscreen Mode always scaling to fill screen in Firefox (#1256)
- AudioSprite - removed an unnecessary if-statement (thanks @DaanHaaz #1312)
- ArcadePhysics.skipQuadTree is now set to
true
by default. A QuadTree is a wonderful thing if the objects in your game are well spaced out.  We've taken the decision to disable the Arcade Physics QuadTree by default. It's all still in there and can be re-enabled viagame.physics.arcade.skipQuadTree = false
, but please only do so if you're sure your game benefits from this. - Phaser.DOM now houses new DOM functions. Some have been moved over from ScaleManager as appropriate.
- Key.justPressed has bee renamed to Key.downDuration which is a much clearer name for what the method actually does. See Key.justDown for a nice clean alternative.
- Key.justReleased has bee renamed to Key.upDuration which is a much clearer name for what the method actually does. See Key.justUp for a nice clean alternative.
- Keyboard.justPressed has bee renamed to Keyboard.downDuration which is a much clearer name for what the method actually does.
- Keyboard.justReleased has bee renamed to Keyboard.upDuration which is a much clearer name for what the method actually does.
- Keyboard.downDuration, Keyboard.upDuration and Keyboard.isDown now all return
null
if the Key wasn't found in the local keys array. - The Phaser.Device class has been made into a singleton and removed it's dependency on Phaser.Game (thanks @pnstickne #1328)
- ArrayList has been renamed to
ArraySet
(as it's actually a data set implementation) and moved from thecore
folder to theutils
folder (thanks @pnstickne) - If you are reloading a Phaser Game on a page that never properly refreshes (such as in an AngularJS project) then you will quickly run out of AudioContext nodes. If this is the case create a global var called
PhaserGlobal
on the window object before creating the game. The active AudioContext will then be saved towindow.PhaserGlobal.audioContext
when the Phaser game is destroyed, and re-used when it starts again (#1233) - Camera.screenView is now deprecated. All Camera culling checks are made against Camera.view now instead.
- Various CocoonJS related hacks removed thanks to fixes from Ludei directly in CocoonJS! Woohoo :)
- Phaser.HEADLESS check removed from the core game loop. If you need to disable rendering you can now override the Phaser.Game.updateRender method instead with your own.
- Group.forEach fixed against browser de-optimization (thanks @pnstickne #1357)
- Phaser.Signals have been taken on a diet. They have been updated such that there is significantly less penalty for having many unused signals. The changes include:
- Changing it so there is no dispatch closure created. This is a potentially breaking change for third party code.
- In the rare case that code needs to obtain a dispatch-closure, the
boundDispatch
property can be used to trivially obtain a cached closure.
- In the rare case that code needs to obtain a dispatch-closure, the
- The properties and default values are moved into the prototype; and the _bindings array creation is deferred. This change, coupled with the removal of the automatic closure, results in a very lightweight ~24bytes/object (in Chrome) for unbound signals.
- With this change in place Signals now consume less than 50KB / 50KB (shallow / retained memory) for 200 sprites, where-as before they used 300KB / 600KB (thanks @pnstickne #1359)
- Time.elapsedMS holds the number of milliseconds since the last Game loop, regardless of raF or setTimout being used.
- Incorrectly prepared tilemap images (with dimensions not evenly divisible by the tile dimensions) would render incorrectly when compared to the display seen in Tiled. The Phaser tilemap code has been adjusted to match the way Tiled deals with this, which should help if you're using tileset images that contain extra padding/margin pixels. Additional console warnings have been added. However the fact remains that you should carefully prepare your tilesets before using them. Crop off extra padding, make sure they are the right dimensions (thanks @SoulBeaver for the report and @pnstickne for the fix #1371)
- Text.setShadow has had the default
color
value changed fromrgba(0,0,0,0)
torgba(0,0,0,1)
so it appears as a black shadow by default - before the alpha channel made it invisible. - Math.getRandom will now return
null
if random selection is missing, or array has no entries (thanks @pnstickne #1395) - Array.transposeArray has had a small off-by-one error fixed. It didn't effect the results but meant returned arrays were 1 element bigger than needed (thanks @nextht #1394)
- State.preRender is now sent two parameters: a reference to the Phaser.Game instance and a new parameter:
elapsedTime
which is the time elapsed since the last update.
Bug Fixes
- Tilemaps in WebGL wouldn't update after the first frame due to a subtle change in how Pixi uploads new textures to the GPU.
- XML files weren't being added to the URL map.
- Cache._resolveURL was causing a Sound double-load in Firefox and causing errors (thanks @domonyiv #1253)
- Loader.json was using the wrong context in IE9 with XDomainRequest calls (thanks @pnstickne #1258)
- Text.updateText was incorrectly increasing the size of the texture each time it was called (thanks @spayton #1261)
- Polygon.contains now correctly calculates the result (thanks @pnstickne @BurnedToast #1267)
- Setting Key.enabled = false while it is down did not reset the isDown state (thanks @pnstickne #1190 #1271)
- The Gamepad.addCallbacks context parameter was never actually remembered, causing the callbacks to run in the wrong context (thanks @englercj #1285)
- Animation.setFrame used the wrong frames array if
useLocalFrameIndex
wasfalse
and a numeric frame ID was given (thanks @Skeptron #1284) - Fullscreen mode in IE11 now works (thanks @pnstickne)
- Cache.addBitmapData now auto-creates a FrameData (thanks @pnstickne #1294 #1300)
- P2.BodyDebug circles were drawing at half widths (thanks @enriqueto #1288)
- FrameData.clone fixed when cloning data using frame names rather than indexes (thanks pjbaron)
- Lots of the Cache getters (such as
Cache.getbitmapData
) would returnundefined
if the asset couldn't be found. They now all consistently returnnull
for missing entries (thanks @Matoking #1305) - Phaser games should now work again from the CocoonJS Launcher.
- Only one of the mouse wheel events is listened to, newest standard first. This fixes a bug in FF where it would use the default DOMMouseWheel (thanks @pnstickne #1313)
- Stage.smoothed needed to modify the value of PIXI.scaleMode.DEFAULT instead of PIXI.scaleMode.LINEAR (thanks @pixelpicosean #1322)
- Newly created Groups always had zero z index (thanks @spayton #1291)
- Sprite.autoCull now properly works if the camera moves around the world.
- Sprite.inCamera uses a much faster check if auto culling or world bounds checks are enabled and properly adjusts for camera position.
- Camera.totalInView is a new property that contains the total number of Sprites rendered that have
autoCull
set to true and are within the Cameras view. - Emitter.setScale fixed minX minY order precedence (thanks spayton)
- Group.iterate can now accept undefined/null as the arguments (thanks @pnstickne #1353 @tasos-ch #1352)
- When you change State the P2 Physics world is no longer fully cleared. All of the bodies, springs, fixtures, materials and constraints are removed - but config settings such as gravity, restitution, the contact solver, etc are all retained. The P2.World object is only created the very first time you call Physics.startSystem. Every subsequent call hits P2.World.reset instead. This fixes "P2.World gravity broken after switching states" (and other related issues) (#1292 #1289 #1176)
- Text.lineSpacing works correctly again. Before no space was added between the lines (thanks @intimidate #1367 and @brejep #1366)
- P2.BodyDebug always lagged behind the position of the Body it was tracking by one frame, which became visible at high speeds. It now syncs its position in the Body.postUpdate which prevents this from happening (thanks @valueerror)
- A State.preRender callback wasn't removed correctly when switching States.
Pixi 2.1.0 New Features
- unloadFromGPU added to PIXI.BaseTexture
- PIXI.VideoTexture added
- PIXI.RoundedRectangle added
- Ensured all float32arrays use PIXI.Float32Array
- Removed the use of call in updateTransform (as its 10x faster to run the function directly)
- autoResize option added to renderer options (default is false). Pixi no longer automatically changes the style of the canvas.
- PIXI.RenderTexture.getCanvas optimized
Pixi 2.1.0 Bug Fixes
- Fix destroy method of PIXI.WebGLRenderer
- Fixed Graphics.drawRoundedRectangle
- Fixed Graphics.arcTo issue
- Fixed Graphics.arc issue
- Fixed Graphics.cacheAsBitmap alpha issue
- Fixed PIXI.Strip alpha issue
- Fixed PIXI.DisplayObject.cacheAsBitmap alpha issue
- Fixed PIXI.RenderTexture Canvas Clear bug
- Fixed PIXI.DisplayObject.updateTransform issue
- Fixed webGL Shader textures issue
- Fixed PIXI.DisplayObject.getLocalPosition()
- Fixed CocoonJS crashing, when loading destroyed texture
- Fix eventTarget emit bug
For details about changes made in previous versions of Phaser see the full Change Log at https://github.com/photonstorm/phaser/blob/master/CHANGELOG.md
How to Build
We provide a fully compiled version of Phaser in the build
folder, in both plain and minified formats.
You will also find custom builds in the build\custom
folder, that split phaser up into components.
We also provide a Grunt script that will build Phaser from source.
Run grunt
to perform a default build to the dist
folder.
If you replace Pixi or p2 then run grunt replace
to patch their UMD strings so they work properly with Phaser and requireJS.
Note: Some of you may not be aware, but the phaser.min.js
file in the build folder contains both Arcade Physics and P2 Physics bundled in. If you only need Arcade Physics then you can use build\custom\phaser-arcade-physics.min.js
instead. This will save you 180KB from the minified file size.
Koding
You can clone the Phaser repo in Koding and then start editing and previewing code right away using their web based VM development system.
Bower / NPM
If you use bower you can install phaser with:
bower install phaser
If you use NPM you can install phaser with:
npm install phaser
Nice and easy :)
CDNJS
Phaser is now available on CDNJS. You can include the following in your html:
http://cdnjs.cloudflare.com/ajax/libs/phaser/2.2.1/phaser.min.js
Or if you prefer you can leave the protocol off, so it works via http and https:
//cdnjs.cloudflare.com/ajax/libs/phaser/2.2.1/phaser.min.js
Requirements
Games created with Phaser require a modern web browser that supports the canvas tag. This includes Internet Explorer 9+, Firefox, Chrome, Safari and Opera. It also works on mobile web browsers including stock Android 2.x browser and above and iOS5 Mobile Safari and above. But as always be aware of browser limitations. Not all features of Phaser work on all browsers.
IE9
If you need to support IE9 or Android 2.x and want to use P2 physics then you must use the polyfill found in the resources/IE9 Polyfill
folder. If you don't require P2 Physics (or don't care about IE9!) then you don't need this polyfill.
JavaScript and TypeScript
Phaser is developed in JavaScript. We've made no assumptions about how you like to code your games, and were careful not to impose any form of class / inheritance / structure upon you. So you won't find it split into require modules or pull in 3rd party npm packages for example. That doesn't mean you can't, it just means we don't force you to do so. If you're a requireJS user you'll find a new template in the resources\Project Templates
folder just for you.
If you code with TypeScript you'll find a comprehensive definitions file inside the typescript
folder and tutorials on getting started on our site. This definitions file is for TypeScript 1.0+. If you are using an earlier version of TypeScript (i.e. 0.9.5) you will need to include the WebGL definitions into your project first. This file isn't included with Phaser.
Build Files and Custom Builds
The build
folder contains the pre-built packaged versions of Phaser.
Phaser is 153 KB gzipped and minified when including both Arcade Physics and the full P2 Physics engine.
If you don't require P2 you can save yourself nearly 200 KB from the minified size and instead use the phaser-arcade-physics.min.js
file found inside the build/custom
folder. This version is only 115 KB gzipped and minified.
If you don't need any physics system at all, or are implementing your own, there is an even smaller build: phaser-no-physics.min.js
in the custom
folder that is only 102 KB gzipped and minified. Please note that this build doesn't include Tilemaps or Particle Emitter support either, as both rely on Arcade Physics.
You can create your own custom build of Phaser by looking at the grunt options and manifests in the tasks folder.
Learn By Example
Ever since we started Phaser we've been growing and expanding our extensive set of Examples. Currently over 400 of them!
They used to be bundled in the main Phaser repo, but because they got so large and in order to help with versioning we've moved them to their own repo.
So please checkout https://github.com/photonstorm/phaser-examples
Here you'll find an ever growing suite of Examples. Personally I feel that developers tend to learn better by looking at small refined code examples, so we created hundreds of them, and create new ones to test new features and updates. Inside the examples
repo you'll find the current set. If you write a particularly good example then please send it to us.
The examples need to be run through a local web server (in order to avoid file access permission errors from your browser). You can use your own web server, or start the included web server using grunt.
Using a locally installed web server browse to the examples folder:
examples/index.html
Alternatively in order to start the included web server, after you've cloned the repo, run npm install
to install all dependencies, then grunt connect
to start a local server. After running this command you should be able to access your local webserver at http://<IP_ADDRESS>:8000
. Then browse to the examples folder: http://<IP_ADDRESS>:8000/examples/index.html
There is a 'Side View' example viewer as well. This loads all the examples into a left-hand frame for faster navigation. And if you've got php installed into your web server you may want to try debug.php
, which provides a minimal examples list and debug interface.
You can also browse all Phaser Examples online.
Features
WebGL & Canvas
Phaser uses both a Canvas and WebGL renderer internally and can automatically swap between them based on browser support. This allows for lightning fast rendering across Desktop and Mobile. When running under WebGL Phaser now supports shaders, allowing for some incredible in-game effects. Phaser uses and contributes towards the excellent Pixi.js library for rendering.
Preloader
We've made the loading of assets as simple as one line of code. Images, Sounds, Sprite Sheets, Tilemaps, JSON data, XML and JavaScript files - all parsed and handled automatically, ready for use in game and stored in a global Cache for Sprites to share.
Physics
Phaser ships with our Arcade Physics system, Ninja Physics and P2.JS - a full body physics system. Arcade Physics is for high-speed AABB collision only. Ninja Physics allows for complex tiles and slopes, perfect for level scenery, and P2.JS is a full-body physics system, with constraints, springs, polygon support and more.
Sprites
Sprites are the life-blood of your game. Position them, tween them, rotate them, scale them, animate them, collide them, paint them onto custom textures and so much more! Sprites also have full Input support: click them, touch them, drag them around, snap them - even pixel perfect click detection if needed.
Groups
Group bundles of Sprites together for easy pooling and recycling, avoiding constant object creation. Groups can also be collided: for example a "Bullets" group checking for collision against the "Aliens" group, with a custom collision callback to handle the outcome.
Animation
Phaser supports classic Sprite Sheets with a fixed frame size, Texture Packer and Flash CS6/CC JSON files (both Hash and Array formats) and Starling XML files. All of these can be used to easily create animation for Sprites.
Particles
An Arcade Particle system is built-in, which allows you to create fun particle effects easily. Create explosions or constant streams for effects like rain or fire. Or attach the Emitter to a Sprite for a jet trail.
Camera
Phaser has a built-in Game World. Objects can be placed anywhere within the world and you've got access to a powerful Camera to look into that world. Pan around and follow Sprites with ease.
Input
Talk to a Phaser.Pointer and it doesn't matter if the input came from a touch-screen or mouse, it can even change mid-game without dropping a beat. Multi-touch, Mouse, Keyboard and lots of useful functions allow you to code custom gesture recognition.
Sound
Phaser supports both Web Audio and legacy HTML Audio. It automatically handles mobile device locking, easy Audio Sprite creation, looping, streaming and volume. We know how much of a pain dealing with audio on mobile is, so we did our best to resolve that!
Tilemaps
Phaser can load, render and collide with a tilemap with just a couple of lines of code. We support CSV and Tiled map data formats with multiple tile layers. There are lots of powerful tile manipulation functions: swap tiles, replace them, delete them, add them and update the map in realtime.
Device Scaling
Phaser has a built-in Scale Manager which allows you to scale your game to fit any size screen. Control aspect ratios, minimum and maximum scales and full-screen support.
Plugin system
We are trying hard to keep the core of Phaser limited to only essential classes, so we built a smart Plugin system to handle everything else. Create your own plugins easily and share them with the community.
Mobile Browser
Phaser was built specifically for Mobile web browsers. Of course it works blazingly fast on Desktop too, but unlike lots of frameworks mobile was our main focus. If it doesn't perform well on mobile then we don't add it into the Core.
Developer Support
We use Phaser every day on our many client projects. As a result it's constantly evolving and improving and we jump on bugs and pull requests quickly. This is a living, breathing framework maintained by a commercial company with custom feature development and support packages available. We live and breathe HTML5 games.
Battle Tested
Phaser has been used to create hundreds of games, which receive millions of plays per month. We're not saying it is 100% bug free, but we use it for our client work every day, so issues get resolved <em>fast</em> and we stay on-top of the changing browser landscape.
Road Map
Here are some of the features planned for future releases. Not all features are promised to be delivered, and no timescale is put against any of them either.
Version 2.3 ("Tarabon")
- New parallel asset loader (already started in dev branch)
- Enhance the State Management, so you can perform non-destructive State swaps and persistence.
- Updated Text handling
- Look carefully at the internal structure of Phaser to avoid method repetition (such as Sprite.crop and Image.crop), investigate using mixins to help reduce overall codebase size.
- Restore Math.interpolateAngles and Math.nearestAngleBetween
- Scene Manager - json scene parser.
- Touch Gestures.
- Adjust how Pointers and Interactive Objects work. Allow an IO to be flagged as "on click only", so it doesn't ever get processed during normal Pointer move events (unless being dragged)
- Allow multiple drag items - no longer bind just 1 to a Pointer
- Allow Groups to have Priority IDs too and input disable entire Groups and all children (let it flow down the chain)
- Allow Groups to be InputEnabled? Dragging a Group would be really useful.
- Cache to localStorage using If-Modified-Since. See github request
- Allow for complex assets like Bitmap Fonts to be stored within a texture atlas.
Version 2.4
- Ability to control DOM elements from the core game and layer them into the game.
- Game parameters stored in Google Docs.
- Optimised global Animation manager to cut down on object creation.
- Flash CC HTML5 export integration.
- Massively enhance the audio side of Phaser. Take more advantage of Web Audio: echo effects, positional sound, etc.
- DragonBones support.
Phaser 3
Development has now begun on Phaser 3. At the moment it's still in the very early stages. We are asking for suggestions and feedback in this forum thread so be sure to add your voice.
We are currently experimenting with an ES6 based module system and we're keen for Phaser 3 to use as many native ES6 features as possible. It will be a significant refactoring of the code base, but never at the expense of features or ease-of-use. Development will be made public when the time is right.
We don't anticipate a release until Summer 2015. Phaser 2 still has roadmap features left that we'd like to implement, but after 2.3 it will be in maintenance mode as we work on Phaser 3.
If you are an exceptional JavaScript developer and would like to join the Phaser 3 development team then let us know. We have a limited budget available to pay towards your time.
Mighty Editor - A Visual Phaser Game Editor
MightyEditor is a browser-based visual Phaser game editor. Create your maps with ease, position objects and share them in seconds. It also exports to native Phaser code. Excellent for quickly setting-up levels and scenes.
Contributing
We now have a full Contributors Guide which goes into the process in more detail, but here are the headlines:
If you find a bug then please report it on GitHub Issues or our Support Forum.
If you have a feature request, or have written a game or demo that shows Phaser in use, then please get in touch. We'd love to hear from you! Either post to our forum or email<EMAIL_ADDRESS>If you issue a Pull Request for Phaser, please only do so againt the
dev
branch and not against themaster
branch.Before submitting a Pull Request please run your code through JSHint to check for stylistic or formatting errors. To use JSHint, run
grunt jshint
. This isn't a strict requirement and we are happy to receive Pull Requests that haven't been JSHinted, so don't let it put you off contributing, but do know that we'll reformat your source before going live with it.
Bugs?
Please add them to the Issue Tracker with as much info as possible, especially source code demonstrating the issue.
"Being negative is not how we make progress" - Larry Page, Google
License
Phaser is released under the MIT License.


What the network thinks is the most important part of the image. Slide to reveal superpixels in descending level of importance.


Pixel lets you create pixel art: drawings with jagged edges which looks like an image zoomed in to a great extent. This gives it a distinct unique feel.
Here is mario drawn out using Pixel
To draw just click and drag your mouse or use the arrow keys to move the block head. You can also change the color of the block and increase/decrease the size of the paint brush. Happy Pixeling :-)


ACDC Experiments statistics
ACDC Project
University of
Luxembourg
SnT centre
Secan Lab
Botfree.eu
CIRCL
Community portal
Home
General
Attacks
Bots
Botnets
CnC Servers
Malicious uris
Malware
Spam campaigns
Vulnerable URIs
Fast Flux
{% block body %}{% endblock %}


@Praqma at GitHub
Report generated 2017-01-30 15:47:52
Using order +private,-open_issues,+name
A repository for PAC (Praqmatic Automated Changelog)
Public
Origin
master
Ruby
Containerizing the Atlassian tools stack. Jira, Confluence, Bamboo and a MySQL database.
Public
Origin
master
Shell
Public
Origin
gh-pages
HTML
maintainer: lakruzz
A Groovy DSL to migrate from ClearCase to Git
Public
Origin
master
Groovy
This repository is intended for the reference Jenkins configuration as code as well as JobDSL library
Public
Origin
master
Groovy
A generic pretest commit plugin for Jenkins CI
Public
Origin
master
Java
maintainer: - buep
Praqma research and development work issue tracker
Public
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master
This repository is a template for our default Github issues developer workflow in Praqma
Public
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master
Perl
The main purpose of this repo is to be the master waffle for all Josra related repos in waffle.io
Public
Origin
master
Send Eiffel messages using Tracey and RabbitMQ on every pushed commits. Private before Tracey demo for Josra members
Public
Origin
master
Java
New shiny Jenkins as code
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master
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A repository for the memory-map-plugin
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master
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Dockerfile for creating a docker container for building jekyll enabled Github pages.
Public
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master
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The official repository for the git-phlow extension
Public
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master
Go
Jenkins RabbitMQ trigger for Tracey project
Public
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master
Java
GitHub report on a user's or organization's repositories
Public
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master
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maintainer: lakruzzcategory: Utility
Job DSL collection library
Public
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master
Groovy
Automating the onboarding process
Public
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master
Python
Initial repo for the Tracey implementation
Public
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master
Groovy
The Load Balancer is now a separate repository instead of being a sub directory inside praqma/LearnKubernetes
Public
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master
Shell
Shell script for new marketing and communication users, which installs the needed tools.
Public
Origin
master
Shell
Quticon is a visualization tool for things like quality, time and content.

Public
Origin
master
Groovy
New shiny Jenkins as code once again!
Public
Origin
master
Groovy
maintainer:  - ewelinawilkosz2
Notes and resources collected together to help learn Kubernetes. This will eventually become a tutorial and later a blog post for praqma website (hopefully!)
 It's repo that will host documentation for all our development
Public
Origin
master
CSS
Makes feature branching and continuous delivery play well together by automatically applying parts of your build and continuous delivery pipeline to your branches.
 Each plugin have it's on branch in this fork.

Public
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master
Shell
pulls address data from dawa and pushes it to the RUT database
Public
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master
Python
Repo to contain some helpful stuff related to Docker Birthday event - 2016
Public
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master
HTML
A script that cleans docker containers, images, volumes, and networks.

Public
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master
Shell
An example on how to use Interlock to scale Docker Swarm
Public
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master
Shell
A basic setup to run up docker swarm cluster in AWS using the Terraform
Public
Fork
master
HCL
A new multijob plugin was created by Tikal ALM team. Using this job you can add full hierarchy of Jenkins jobs that will be executed in sequence or in parallel.
Public
Fork
master
Java
Public
Origin
master
Java
Validate Any Software
Public
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master
Java
Public
Origin
master
Java
POC for makeable
Public
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master
Shell
PHP code for makable repository
Public
Origin
master
PHP
The main purpose of this repo is to be the master waffle for all web related repos in Praqma
Public
Origin
master
Ubuntu-based Docker base image for building Yocto images
Public
Origin
master
Jenkins swarm slave to build Yocto images
Public
Origin
master
Shell
Praqma Marketing and Communication - used mostly for issue tracking
Private
Origin
master
Private
Origin
gh-pages
HTML
Praqma web live at www.praqma.com
Private
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gh-pages
CSS
Praqma IT as code
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master
www.code-conf.com
Private
Origin
gh-pages
CSS
Private
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master
Java
Internal project used for task mangement for the Grundfos team
Private
Origin
master
This repo is about setting up, running and maintaining Concourse as a build environment at Praqma
Private
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master
Shell
Stuff for running the code-academies
Private
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master
Docker setup for Praqma demo's and training of Atlassian applications. Private to Praqma!
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master
Shell
The Wolves team repository to track ideas and Wolves work.
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This repo is used for Praqma internal Atlassian training
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Private repository to hold contents of the ebook we have decided to write about Kubernetes
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Hubot for Praqma Slack
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This is a repository for the demo at the christmas workshop. People have asked for it as a repository.
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C#
Graphical work,
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master
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master
Shell
Praqma Inisde mark down web
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master
CSS
The sole purpose of this repo is to be behind a waffle tracking issue from any Praqma github repo
Private
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tv2 integration to github.com
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Repository containing customization's for VHHR confluence.
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JavaScript


#-- /********************************************************************************** * $URL: https://source.sakaiproject.org/contrib/etudes/sakai-jforum/tags/2.8.1/jforum-tool/src/webapp/templates/default/synoptic_recent_pms_topics.htm $ * $Id: synoptic_recent_pms_topics.htm 67336 2010-04-26 21:06:09Z<EMAIL_ADDRESS>$ *********************************************************************************** * * Copyright (c) 2008, 2009, 2010 Etudes, Inc. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. ***********************************************************************************/ -->
${JForumContext.sakaiHeadJSScriptTag()}<#if (newPrivateMessageCount > 0)> <#if contextPath?exists> #if> ${I18n.getSynopticMessage("Synoptic.newPMs")} (${newPrivateMessageCount}) <#else> ${I18n.getSynopticMessage("Synoptic.noNewPMs")} #if>
<#if (hasUnreadTopicsReplies)> <#if contextPath?exists> #if> ${newTopicsReplies} <#else> ${I18n.getSynopticMessage("Synoptic.noNewTopicsReplies")} #if>


THE EDGE A film review by Andrew Hicks Copyright 1997 Andrew Hicks
(1997) *** (out of four)
Just as the men-lost-in-the-woods genre seemed to fizzle out, along comes THE EDGE, a fresh, clever film written by fresh, clever David Mamet. His screenplay combines elements of his action movies like Homicide with his dialogue-driven plays on film like GLENGARRY GLEN ROSS, not a combination I would have forseen as successful. A lot of what makes THE EDGE work lies in the performances of its two leads -- Anthony Hopkins and Alec Baldwin.
Hopkins plays a billionaire who accompanies his model wife (model Elle Macpherson) and some others to the wilds of Alaska for an exotic photo shoot. Early on, two important details are cleverly established -- Hopkins has a super-human level of book smarts never put to practical use and Baldwin is jealous of Hopkins, in particular his choice of a spouse.
The next day, Elle is decked out in Indian garb for a photo shoot that needs a male model. Baldwin, the photographer, is determined to find a man for this shoot and happens upon a portrait of a buff native. The owner points them in the direction of this guy and four of them take off in Hopkins' private plane to find him. The trip is not a success; the plane goes down and the pilot dies. The three who are left, Hopkins, Baldwin and his assistant (Harold Perrineau) are stranded in the middle of nowhere, with no chance of rescue in the foreseeable future.
It all could have turned into SWISS FAMILY HOPKINS right about this point, but THE EDGE continues its level of brooding brilliance through all of Hopkins' chances to test out everything he's read. Mamet isn't subtle with foreshadowing, having Hopkins reading "Lost in the Woods" a few minutes before he steps on the plane and asking Baldwin, "How are you planning to kill me?" just before the plane goes down, but the movie is way above the expected plot twists.
From the preview, I thought the whole movie would be Baldwin stalking Hopkins in the woods, but THE EDGE keeps us guessing about the Baldwin angle until the last half-hour or so. It's man vs. nature until then, with the three stranded men scavenging for survival and fighting the enormous "Bart the Bear," who should have been the fourth-billed star in the movie. On paper, all of this seems like cliche, but even the bear fights are tense and pulsing with intelligence.
Hopkins is always good, but after seeing THE EDGE , it seems impossible that his character in THE EDGE could have been done justice by anyone else. Baldwin's character could have been played by a million other actors, yeah, but he does a good job here, and reminded me that he can be effective when he has the writing to back him up. In stuff like THE JUROR, he was at the mercy of his material, but in anything Mamet-related (GLENGARRY GLEN ROSS), he is terrific. And it's interesting casting him here as a man with a killer jealousy for someone else's wife; as Kim Basinger's husband, Baldwin has probably been called "lucky stiff" by a million beer- swilling blue collar workers.
--
Visit the Andrew Hicks: Movie Critic at LARGE website at http://www.missouri.edu/~c667778/movies.html
Serving America For Nearly 1/25th of a Century!
The review above was posted to the
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Related links: index of all rec.arts.movies.reviews reviews


Objective
ComposableAsync.Concurrent provides API to create Actors and fiber dispatcher.
Features
Fiber dispatcher:
For a complete definition of fiber see wiki definition.
ComposableAsync
fibers:
- dispatches all action to the same thread
- manages work queue to allow parallelism
Internally ComposableAsync.Concurrent
use a multiple producer, single consumer queue that ensure better performance than .Net
BlockingCollection<T>
.
This collection was adapted from 1024cores.net article.
Create a fiber:
var fiberDispatcher = Fiber.CreateMonoThreadedFiber();
- Basic usage
for(int i=0; i<1000; i++)
{
await fiberDispatcher.Enqueue(ConsoleIt);
}
//...
private void ConsoleIt()
{
Console.WriteLine($"This is fiber thread {Thread.CurrentThread.ManagedThreadId}");
}
- Await a dispatcher:
await fiberDispatcher;
// After the await, the code executes in the dispatcher context
// In this case the code will execute on the fiber thread
Console.WriteLine($"This is fiber thread {Thread.CurrentThread.ManagedThreadId}");
Actor
Definition
Actor are object that
- leaves in their own thread.
- receives immutable message as input.
- responds asynchronously using
Task
andTask<T>
.
Factory and FactoryBuilder
ComposableAsync.Concurrent
factories transform POCO in actor.
To create an actor:
1) Define an interface
// IFoo definition
public interface IFoo
{
Task Bar();
}
Note that all methods of the actor interface should return Task
or Task<T>
.
2) Implement the interface in a POCO
// ConcreteFoo definition
public class ConcreteFoo : IFoo
{
public Task<int> Bar()
{
return Task.FromResult<int>(2);
}
}
3) Use an create a factory from the factory builder and instantiate an actor from the POCO
// Instantiate actor factory
var builder = new ActorFactoryBuilder();
var factory = builder.GetActorFactory(shared: false);
// When shared is true, all actor leaves in the same thread,
// when shared is false, each actor leaves in its own thread.
// Instantiate an actor from a POCO
var fooActor = fact.Build<IFoo>(new ConcreteFoo());
4) Use the actor: all methods call will be executed on a dedicated thread
//This will call ConcreteFoo Bar in its own thread
var res = await fooActor.Bar();
Life cycle
To release all resources linked to thread management call DisposeAsync
on the factory (typically called when closing application and actors won't be used):
await proxyFactory.DisposeAsync();
Internally a ComposableAsync.Concurrent
use fiber to implement actors.
Nuget
Install-Package ComposableAsync.Concurrent


Mike works as a System Administrator, and is responsible for the smooth running of the network at the office. He's bright but prone to fits of anxiety. His worst nightmare is being locked in a room with a sweaty Windows 95 programmer, and no hacking weapons in sight. He loves hot curries, preferably ones with the same properties as Alien acid-for-blood.


Mother of bride
Father of bride
Mother of groom|
Father of groom |
Invite to the wedding of
Bride & Groom
01.01.2222
Where, Place name,
Place address, city,
Country.
Time 00:00
Dress code
Whatever you like to be
Men: Suit
Women: Long dress
Sneakers
Oooopss....not found!


This is now managed (and available for PRs) at https://github.com/aaronbarker/css-variables-polyfill.
This is an attempt at a very basic CSS variables (custom properties) polyfill. In reality this is more of a partial polyfill as it will not cover variables inside of variables, DOM scoping, updating via media query firing, or anything else "fancy". Just taking variables declared anywhere in the CSS and then re-parsing the CSS for var() statements and replacing them in browsers that don't natively support CSS variables.
According to caniuse.com, of current browsers only IE, Edge 12-15 and Opera Mini do not support CSS variables. This polyfil appears to work on all three really well. I don't see why this wouldn't work on older browsers as well, but I haven't been able to test it on them yet.
As far as we can tell your browser does not support native CSS variables. That means if you see green tests results below, it is thanks to the polyfill :). All the green test results below are actually native CSS Variable support. Good job using a good browser :)
Yes!
To go across domain, CSS needs to be served up with Access-Control-Allow-Origin:*
headers.
On mosts tests (unless otherwise noted) success will be green text. We start with a color:red;
and then override it with a color:var(--success);
(or similar) which is green.
--var(--wrongname, green)
@import
- not polyfilled yet. Identfied with a suggested fix, but will require a bit of a re-write (to use document.styleSheets), so haven't done it yet.Edge appears to be working well on Edge 13. Edge 12 was having some problems.
Opera mini seems to work well too. This demo fails because not all the page is displayed, but I think that is a codepen issue, not a polyfill issue. When the upper documentation is removed, all tests display well.
IE 11 seems to do fine.
This text should be purple and bold because it was styled by a style tag in an HTML import. If it's not, your browser is not importing HTML.
This text should be white on a purple background because of the variables imported from HTML.
Another set of text under the test for Opera Mini testing.


Submeet
Fall 2019
Team
Michelle Chen
Role
User Researcher, UX Designer
Methods
Semi-Structured Interview, Speed Dating, Storyboarding, Affinity Diagramming
Skills
Adobe XD
Every spring, CMU students off-campus are focused on a few things: Carnival, finals and subletting. Countless subletting posts pervade Facebook and Groupme groups. Subletting has always been a persisting endeavor for college students moving out of apartments over the summer. However, homes are tremendoulsy private spaces.
How do you determine if someone is trustworthy enough to stay at your home? How do you know if the subletter will return your security deposit at the end of your stay? We wanted to find out a better way to pair subletters and subleasers by exploring the theme of trust and verification in our application design. But before we started brainstorming, we wanted to understand how CMU students currently find subletters/subleasers.
Who are our Users?
Secondary Research - Competitive Analysis
Some of the most important insights we found included:
Reach
Trust
Payment
Interviews
We then conducted several 1 on 1 interviews to understand how people currently find subletters or subletters. Beyond user journey, we also asked interviewees about their standards regarding trust. Some of the key insights we uncovered included:
"The experience overall is stressful. I don't want to pay for my apartment if I'm not going to stay there, but I also don't want someone I don't trust staying in my house."
If subletters didn't find the right subleaser, they would quit.
People were more highly likely to sublet from someone they directly knew.
People were not very likely to sublet to someone 18 and under.
Subleasers were more focused on physical space and price.
User Flows
After our interviews, we got a good glimpse of how subletters and subleasers currently find housing. The two most common methods were word of mouth and digital processes. Looking at the user flows, we noticed that the main drop-out point for both the subleaser and subletter was communication and interviewing.
This helped reveal a user need that fueled our design decision: Trust
Mind Mapping
Organizing the information we received from our interviews, we created a mindmap. First brainstorming all relevant topics on post-it notes. We then grouped these notes into specific categories: starting narrow and then expanding to broad thematic categories like "Verification." This brought to light two main categories of verification: physical verification and social verification.
Our mind mapping session validated trust as a primary user need.
UI Process
Playing around with colors until we found the perfect match. We chose to incorporate sans serif fonts for a sleeker, more readable look.
Lo-Fi Prototypes
We quickly sketched screens - detailling the subletter path and the subleaser path. The purple posted notes on the screens include written feedback and changes we received from user testing.
User Testing
After creating the low fidelity screens, we asked a few users to test the usability of our application through a task-based think aloud protocol. Through user testing, we learned a few insights that helped us when creating high fidelity mockups.
High Fidelity Prototype
Applying the feedback we got from users, we created an onboarding process and two different modes: one for subletters and one for subleasers.


---
layout: page
title: Adam Goodkind
subtitle: Welcome to my winding road, under construction.
use-site-title: true
bigimg:
- "/img/HomeImage.jpg" : "Somewhere in Wyoming (2010)"
---
I am a Postdoctoral Research Fellow at the NIH/NIDA. I work in the Technology and Translational Research Unit. We research substance use disorders and how we can predict behavior based on social media posts, sensor data, and biometrics.
I was a PhD student in the Media, Technology, and Society program, with a focus on Human-Computer Interaction. My dissertation, Predicting Social Dynamics in Interactions Using Keystroke Patterns, looked at how we can understand a person's underlying motivations based on the way they typed.
My overall interest is to better understand user experience. I approach this by:
I use this toolkit to research and improve user experiences (UX), such as interactions in remote healthcare, chatbot experiences, and better integrating humans into the AI experience.
You can learn more about me here, or about my current research here. My infrequently updated blog has some tutorials and strong opinions.


Woogle is the result of many developers and designers putting a bunch of APIs together into a modern client-side service to make the experience of searching torrents as simple as possible.
Allow the installation


Gateway Host
Multipart sync request to REST endpoint (~/file)
Multipart async request to REST endpoint (~/file)
Multipart async request to GraphQL endpoint (~/graphql)
mutation($file: Upload!) { uploadFile(file: $file) { filename mimetype encoding } }


BackgroundFilterProcessor
public class BackgroundFilterProcessor
BackgroundFilterProcessor
is a processor that uses SegmentationProcessor
to process a frame by
creating the alpha mask of the foreground image and blending the mask with the input image which is then rendered on
top of a background image.
-
Static method to check whether BackgroundFilterProcessor can be used. This verifies that the builder has linked the necessary runtime framework (i.e.
AmazonChimeSDKMachineLearning
) to use this class.Declaration
Swift
public static func isAvailable() -> Bool
Return Value
true if the class can be used, otherwise false.
-
Public constructor to initialize the processor.
Declaration
Swift
public init(logger: Logger)
Parameters
logger
Custom logger to log events.
-
Creates the alpha mask [0-255] of the foreground image using
SegmentationProcessor
.Declaration
Swift
public func createForegroundAlphaMask(inputFrameCG: CGImage, inputFrameCI: CIImage) -> CIImage?
Parameters
inputFrameCG
Input CGImage frame to produce the foreground image.
inputFrameCI
Input CIImage frame to produce the foreground image.
Return Value
Alpha mask CGImage of the foreground.
-
Blends foreground alpha mask with input image to produce a foreground image which is rendered on top of a background image using
CIBlendWithAlphaMask
CIFilter.Declaration
Swift
public func blendWithWithAlphaMask(inputFrameCI: CIImage, maskImage: CIImage, backgroundImage: CIImage) -> CIImage?
Parameters
inputFrameCI
Input image which is used to blend the foreground alpha mask to produce the foreground image.
maskImage
Foreground alpha mask.
backgroundImage
Background image which can be a blurred or a custom background image.
-
Declaration
Swift
public func getBufferPool() -> CVPixelBufferPool?
Return Value
Buffer pool used to store the final image data.


Specification
The following sections explain the features provided by the EQL syntax and the common usages of it. Along with code examples from the transactions, after that, we are going to provide the AST data that’s equivalent to the transaction, the AST is the recommended format to transform EQL transactions programmatically. The EQL format is great for users and interfaces, but to transform is easier if you don’t have to deal with the syntax details/ambiguities. The EQL library provides functions to convert from and to AST from EQL.
In the end of this section you will also find the Clojure Spec formal specification for the EQL syntax.
Query / Transactions
An EQL transaction is represented by an EDN vector.
Examples:
[] ; empty transaction
; ast
{:type :root, :children []}
A transaction that only contains reads is commonly called a query
, but notice that
at the syntax level, it has no difference.
Properties
Properties in EQL
are expressed as Clojure keywords; they can be simple or qualified
keywords, and they express the property been requested.
Examples:
[:album/name :album/year]
; ast
{:type :root
:children [{:type :prop, :dispatch-key :album/name, :key :album/name}
{:type :prop, :dispatch-key :album/year, :key :album/year}]}
Joins
Joins are used to describe nesting in the request transaction. They are represented as EDN maps, always with a single entry, the entry key is the property to join on, and the entry value is a sub-query to run.
Examples:
[{:favorite-albums
[:album/name :album/year]}]
; ast
{:type :root
:children [{:type :join
:dispatch-key :favorite-albums
:key :favorite-albums
:query [:album/name :album/year]
:children [{:type :prop, :dispatch-key :album/name, :key :album/name}
{:type :prop, :dispatch-key :album/year, :key :album/year}]}]}
Nested joins example:
[{:favorite-albums
[:album/name :album/year
{:album/tracks
[:track/name
:track/duration]}]}]
; ast
{:type :root
:children
[{:type :join
:dispatch-key :favorite-albums
:key :favorite-albums
:query [:album/name
:album/year
{:album/tracks [:track/name :track/duration]}]
:children [{:type :prop, :dispatch-key :album/name, :key :album/name}
{:type :prop, :dispatch-key :album/year, :key :album/year}
{:type :join
:dispatch-key :album/tracks
:key :album/tracks
:query [:track/name :track/duration]
:children [{:type :prop, :dispatch-key :track/name, :key :track/name}
{:type :prop
:dispatch-key :track/duration
:key :track/duration}]}]}]}
Idents
Idents are represented by a vector with two elements, where the first is a keyword and the second can be anything. They are like lookup refs on Datomic, in general, they can provide an address-like thing, and their use and semantic might vary from system to system.
Examples:
[[:customer/id 123]]
; ast
{:type :root
:children [{:type :prop, :dispatch-key :customer/id, :key [:customer/id 123]}]}
Note that this time in the AST the :dispatch-key
and :key
got different values this
time, the :dispatch-key
been just the ident key
while the :key
contains the
full thing.
It’s common to use an ident as a join key to start a query for some entity:
[{[:customer/id 123]
[:customer/name :customer/email]}]
; ast
{:type :root
:children [{:type :join
:dispatch-key :customer/id
:key [:customer/id 123]
:query [:customer/name :customer/email]
:children [{:type :prop, :dispatch-key :customer/name, :key :customer/name}
{:type :prop
:dispatch-key :customer/email
:key :customer/email}]}]}
Parameters
EQL properties, joins, and idents have support for parametrization. This allows the query to provide an extra dimension of information about the requested data. A parameter is expressed by wrapping the thing with an EDN list, like so:
; without params
[:foo]
; with params
[(:foo {:with "params"})]
; ast
{:type :root
:children [{:type :prop
:dispatch-key :foo
:key :foo
:params {:with "params"}
:meta {:line 1, :column 15}}]}
Note on the AST side it gets a new :params
key. Params must always be maps, the
map values can be anything. Here are more examples of parameterizing queries:
; ident with params
[([:ident "value"] {:with "param"})]
{:type :root
:children [{:type :prop
:dispatch-key :ident
:key [:ident "value"]
:params {:with "param"}
:meta {:line 1, :column 15}}]}
; join with params wrap the key with the list
[{(:join-key {:with "params"})
[:sub-query]}]
{:type :root
:children [{:type :join
:dispatch-key :join-key
:key :join-key
:params {:with "params"}
:meta {:line 1, :column 16}
:query [:sub-query]
:children [{:type :prop
:dispatch-key :sub-query
:key :sub-query}]}]}
; ident join with params
[{([:ident "value"] {:with "params"})
[:sub-query]}]
{:type :root
:children [{:type :join
:dispatch-key :ident
:key [:ident "value"]
:params {:with "params"}
:meta {:line 1 :column 16}
:query [:sub-query]
:children [{:type :prop
:dispatch-key :sub-query
:key :sub-query}]}]}
; alternate syntax to add params on joins (wrap the entire map, AST result is the same)
[({:join-key
[:sub-query]}
{:with "params"})]
{:type :root
:children [{:type :join
:dispatch-key :join-key
:key :join-key
:params {:with "params"}
:meta {:line 1, :column 16}
:query [:sub-query]
:children [{:type :prop
:dispatch-key :sub-query
:key :sub-query}]}]}
| You’ll need to use quote and unquote in CLJ files for calls, otherwise the lists will be evaluated as Clojure calls. Quote is not necessary in EDN files. |
Recursive Queries
EQL supports the concept of recursive queries. For example, imagine the scenario of trying to load a structure like a file system, where folders recursively contain folders.
; this is an unbounded recursive query, use ... as the join value
[:entry/name {:entry/folders ...}]
{:type :root,
:children
[{:type :prop, :dispatch-key :entry/name, :key :entry/name}
{:type :join,
:dispatch-key :entry/folders,
:key :entry/folders,
:query ...}]}
; you can bound the recursion limit using a number as a sub-query
[:entry/name {:entry/folders 3}]
{:type :root,
:children
[{:type :prop, :dispatch-key :entry/name, :key :entry/name}
{:type :join,
:dispatch-key :entry/folders,
:key :entry/folders,
:query 3}]}
| it’s up to the parser to properly implement the semantics around unbounded vs bounded recursive queries. |
Query Meta
Metadata can be stored on a query. The AST will encode the metadata so that transformations to/from an AST can preserve it.
(with-meta [] {:meta "data"})
; ast
{:type :root, :children [], :meta {:meta "data"}}
Unions
In EQL unions are used to specify polymorphic requirements, that means depending on some
condition a different query might be chosen to fulfill the requirements. For example,
a messaging app may have a single list, and each entry on the chat log can be a message
,
audio
or photo
, each having its own query requirement. Here it is in code:
; message query
[:message/id :message/text :chat.entry/timestamp]
; audio query
[:audio/id :audio/url :audio/duration :chat.entry/timestamp]
; photo query
[:photo/id :photo/url :photo/width :photo/height :chat.entry/timestamp]
; list query
[{:chat/entries ???}] ; what goes there?
Now to express this polymorphic requirement as the sub-query of the :chat/entries
list
we can use a map as the join value, and each entry on this map represents a possible
sub-query. The way this information is used is up to the parser implementation; EQL only
defines the syntax. Here are some examples of how it could be written:
; in this example, the selection is made by looking if the processed entry contains
; some value on the key used for its selection
[{:chat/entries
{:message/id [:message/id :message/text :chat.entry/timestamp]
:audio/id [:audio/id :audio/url :audio/duration :chat.entry/timestamp]
:photo/id [:photo/id :photo/url :photo/width :photo/height :chat.entry/timestamp]}}]
; in this case, we give a type name and use as the key, this usually requires some
; out of band configuration to know how to pull this data from each entry to use
; as the comparison
[{:chat/entries
{:entry.type/message [:message/id :message/text :chat.entry/timestamp]
:entry.type/audio [:audio/id :audio/url :audio/duration :chat.entry/timestamp]
:entry.type/photo [:photo/id :photo/url :photo/width :photo/height :chat.entry/timestamp]}}]
; ast for the first example
{:type :root
:children
[{:type :join
:dispatch-key :chat/entries
:key :chat/entries
:query {:message/id [:message/id :message/text :chat.entry/timestamp]
:audio/id [:audio/id :audio/url :audio/duration :chat.entry/timestamp]
:photo/id [:photo/id
:photo/url
:photo/width
:photo/height
:chat.entry/timestamp]}
:children [{:type :union
:query
{:message/id [:message/id :message/text :chat.entry/timestamp]
:audio/id [:audio/id :audio/url :audio/duration :chat.entry/timestamp]
:photo/id [:photo/id
:photo/url
:photo/width
:photo/height
:chat.entry/timestamp]}
:children
[{:type :union-entry
:union-key :message/id
:query [:message/id :message/text :chat.entry/timestamp]
:children [{:type :prop, :dispatch-key :message/id, :key :message/id}
{:type :prop, :dispatch-key :message/text, :key :message/text}
{:type :prop
:dispatch-key :chat.entry/timestamp
:key :chat.entry/timestamp}]}
{:type :union-entry
:union-key :audio/id
:query [:audio/id :audio/url :audio/duration :chat.entry/timestamp]
:children [{:type :prop, :dispatch-key :audio/id, :key :audio/id}
{:type :prop, :dispatch-key :audio/url, :key :audio/url}
{:type :prop
:dispatch-key :audio/duration
:key :audio/duration}
{:type :prop
:dispatch-key :chat.entry/timestamp
:key :chat.entry/timestamp}]}
{:type :union-entry
:union-key :photo/id
:query [:photo/id
:photo/url
:photo/width
:photo/height
:chat.entry/timestamp]
:children [{:type :prop, :dispatch-key :photo/id, :key :photo/id}
{:type :prop, :dispatch-key :photo/url, :key :photo/url}
{:type :prop, :dispatch-key :photo/width, :key :photo/width}
{:type :prop, :dispatch-key :photo/height, :key :photo/height}
{:type :prop
:dispatch-key :chat.entry/timestamp
:key :chat.entry/timestamp}]}]}]}]}
Mutations
Mutations in EQL are used to represent operation calls, usually to do something that will cause a side effect. Mutations as data allows that operation to behave much like event sourcing, and can be transparently applied locally, across a network, onto an event bus, etc.
A mutation is represented by a list of two elements; the first is the symbol that names the mutation, and the second is a map with input data.
[(call.some/operation {:data "input"})]
; ast
{:type :root
:children
[{:dispatch-key call.some/operation
:key call.some/operation
:params {:data "input"}
:meta {:line 610, :column 17}
:type :call}]}
| Mutations and parameters are very similar, their main difference is that one uses symbols as keys, and the other uses one of the read options (properties, idents, joins). |
The EQL notation does not technically limit the combination of expressions that contain both query and mutation elements; however, implementations of EQL processing may choose to make restrictions on these combinations in order to enforce particular semantics.
Mutation Joins
A mutation may have a return value, and that return value can be a graph; therefore, it makes sense that EQL support the ability to describe what portion of the available returned graph should be returned. The support for mutation graph return values is done by combining the syntax of a join with the syntax of a mutation:
[{(call.some/operation {:data "input"})
[:response :key-a :key-b]}]
; ast
{:type :root
:children
[{:dispatch-key call.some/operation
:key call.some/operation
:params {:data "input"}
:meta {:line 612 :column 18}
:type :call
:query [:response :key-a :key-b]
:children [{:type :prop, :dispatch-key :response, :key :response}
{:type :prop, :dispatch-key :key-a, :key :key-a}
{:type :prop, :dispatch-key :key-b, :key :key-b}]}]}


The answers you've been waiting for!
- #1 - I'm a dog person, although I live in an apartment that doesn't allow pets so I am puppy-deficient.
- #2 - Pizza is my favorite food. I worked at Pizza Hut delivering pizzas for a few years and never got tired of them.
- #3 - For those of you who don't know, Lyndon Larouche is a lunatic who ran for president for 30 years. He had what was more or less a cult, and their pamphlets were fun to read.
- #4 - I know you picked scissors.
- #5 - My favorite Bowie album is Station to Station, one of his few albums written during his Thin White Duke phase.
- #6 - The number was randomly generated, so now it's list forever.
- #7 - I was born in Virginia, spent over 20 years in Florida then moved here in 2008. Best decision I ever made.


Particularly for beginner web developers, getting the elements of your website to stay put exactly where you want them can be difficult to do. Admittedly, I've pulled a couple quick fix solutions from various online forums without fully understanding what they meant and how they worked. But alas, after a bit more research, I am enlightened. Positioning in CSS is a beautiful thing, and we've got four position values to help us out.
First, we have our most basic position property value: Static. This one is simple because it works exactly as it sounds. The element with this position value will remain static. It will be where it was meant to be. Static is the default position value for all elements, so it wouldn't make sense to impose this on an element unless it was to override a position value imposed on it from elsewhere (if it were part of a class, for example). Lets test this, just so we're both certain I actually know what I'm talking about. Below, I've created a div element (the gray box), with a google logo in it:
Now lets try adding the position value of 'static' to it and see what happens:
And the result:
Nothing! Good. That's what we expected. The logo did not move because we just reiterated the default value it was already set to. What's next? Absolute!
Lets start this one right off with an example. Lets say we change our CSS so that our google logo now has a position value of absolute. Lets also go ahead and add values to the 'top' and 'right' properties, like so:
Our output looks like this:
Would you look at that! So, what happened here? Well, our logo moved to the absolute position 30px from the right of it's parent div element, and 10px down, as defined by right:30px top:10px. As you can see, the 'absolute' position value is pretty powerful - you can pretty much move that logo around in that div anywhere you'd like. But, there is one important thing to keep in mind here. The abosolute position only works like this when the parent element is also either positioned as relative or absolute. If you'd like more details on this, check out the article at the following link:
CSS-TricksSo, what about relative positioning?
Relative positioning of an element places it in a new location relative to its original location. Let's try using the same code as we did last time, the same 'top' and 'right' property values, except this time we'll change the position value to 'relative'.
And our output looks like:
Weird right? Well, lets think about it. If you recall our first example where we had static positioning, the logo was fixed in the top left corner of the gray box. Now remember, with relative positioning, we're adjusting an elements position relative to where it would have been otherwise, not relative to a different element. So, in our example above, the logo popped into a spot 30px to the right and 10px from the top of where it would have been had we not adjusted the positioning.
One more and we're done! Up next is fixed positioning.
Unfortunately, it's difficult to portray fixed positioning in a similiar example using the google logo. However, if you look up to the top of this page, you'll notice that as you scroll up and down the section with the 'home' and social media buttons does not move. That section of the page has the position value 'fixed'. The fixed position places an element in a position relative to the screen you are viewing from. So, if I were to pop that google logo in here with a fixed position, and maybe some properties like top:100px right:200px, you would see a google icon floating in the screen, fixed 100px from the top of the page, and 200px from the right side. Pretty cool, right?
I think its obvious that positioning is a very powerful capability of CSS. I certainly haven't explored the concept to the fullest extent myself, but am eager to learn more about it and to delve into some more advanced techniques.


Mum's anguish over soldier killed on way home from pub after taking a wrong turn
Jamie Staley wanted to travel the world, and had returned from Thailand days before his death
by Anna LewisA mother has described the life-shattering moment she learnt of her son's death after he was hit by a lorry walking back to his barracks.
"Proud" soldier Jamie Staley died in September 2018 after taking the wrong turning walking from Monmouth to his training barracks in the early hours of the morning. He was only 20 years old.
Fresh from his first posting abroad, Jamie had come to Wales after using his leave to spend three weeks in Thailand, pursuing his love of Mai Thai boxing.
He and his team were due to spend a week in the South Wales countryside walking and trekking in preparation for the gruelling 37-mile Cambrian Patrol mountain exercise.
But instead of taking a turning along a country road, the Queen's Royal Hussars trooper found himself on the A40 in the early hours of September 22.
Now, his mother has opened up about the legacy of a young man who loved nothing more than sport and spending time with his younger brothers.
Mum Stella Martin, who lives in Doncaster, said: "Jamie wanted to travel the world. He had spent his 20th birthday in his posting in Germany.
"Instead of coming home he had spent his August leave in Thailand and it must have the day that he flew back that he arrived in Wales. He went straight there.
"I remember speaking to him just as he arrived in Wales since I asked him if he was coming back that weekend."
Last month, fellow solider Ian Lutaaya described to an inquest how a group of soldier had walked from their barracks to Wetherspoons in Monmouth on the eve of Jamie's death.
There, the soldier was described as "happy and merry" but not "falling or stumbling over his words".
But when the rest of the regiment decided to return back ahead of curfew, Jamie chose to stay behind with a Monmouth resident he had met during the course of the night.
In a statement read during Jamie's inquest, Melissa Brooks said: "I began to talk to Jamie and we just clicked.
"As the evening went on his friends said they had to leave and get back to camp. Jamie said he wanted to stay with me and my friends."
At around 1.30am, Jamie began to make his way back to his barracks. But instead of turning down the lane home, he found himself on the A40 dual carriageway running parallel.
Tragically, he was hit by a HGV travelling from Cardiff shortly after reports were made to police of a man "staggering" between lanes.
Footage from the lorry driver's dashcam found there was 0.6 seconds between seeing a glimpse of Jamie's trainers and the point of collision. He had been travelling at 56mph.
Stella, who had been working at a pub restaurant at the time of Jamie's death, said: "I had left the pub restaurant and I was in the bar.
"I was sat there and I saw the police come in and I didn't know what was going on.
"It was awful. I could never go back after that."
She added: "I always worried more about Jamie when he turned 18 than I ever had before.
"He wasn't one to go out drinking until he was 18. When he was in the local pub some people would ring me up to say when Jamie was drunk.
"He would always say 'I'll be alright' but he obviously wasn't'."
During the days after Jamie's death, Stella and her family were overwhelmed my hundreds of messages of condolences and love.
On the day of his funeral, family and friends packed out the church to pay their last respects to a soldier, son and older brother.
In an obituary posted in the Journal of the Queen's Royal Hussars, tribute was paid to a trooper who was "warm, funny and caring", known for a "witty but dry sense of humour."
Stella, also mother to Bobby, 15, and Brooklyn, 11, said: "When Jamie was younger originally he wanted to go to a sports academy. Then he wanted to be in the Marines but when he decided to go for the Army he practically flew through it.
"He was always running, going to the gym.
"He loved playing football at school and he was managing one of the youth football teams for kids for a little while.
"He was so good with kids. When he was on leave he would even help with his friends' children.
"He would message me saying he would pick up their kids from nursery."
Stella, 39, added: "It took me about three days to go through all the messages after it happened.
"Some were from people I didn't even know but who knew Jamie."
Today, Stella is the proud owner of her own café named in her eldest son's honour.
The café, named Jamie's, proudly sports pictures of the soldier on the walls to keep his memory alive.
For her, it means her work is now a place for those closest to Jamie to come together and remember.
Stella said: "There's not one second where I don't think of Jamie.
"People ask questions when they see the pictures and they don't know what to say when I tell them he's not with us, but we are here because we want to talk about him.
"I have an old veteran who was in the same regiment as Jamie. He came in and said he had never met someone who had been in the same regiment."


--- layout: post title: Dataset updates are working inconsistently - 5/30/2015 date: '2015-05-30T17:11:29-05:00' author: Open Data Portal Team categories: - Open Data - Data Portal tags: - tech headache ---
We are having problems with updates to a number of datasets. You can confirm the last modification date of any dataset by clicking the About button in the upper right of the page. The datasets that update multiple times per day do not appear to be affected so exact time of the last update is not relevant in this case.
We will update this post with any significant changes to the situation.
Update 6/2/2015, 10:10 am - The updates are generally working again. A notable exception is Food Inspections, which currently shows no inspections after Thursday, 5/28/2015. We are looking into the problem.