Platformer Tutorial
In this tutorial, we will create a simple platformer. This tutorial will primarily be focused on creating the basic element of a working game using Tiled as the level editor.
Introduction
To work through this tutorial, you need the following:
- The Tiled Map Editor, installed and running (0.9.0 or later)
- The melonJS boilerplate, that we will use as default template project for our tutorial.
-
The tutorial data files, to be uncompressed into the (here above) template data directory, and which contains the following :
- a level tileset
- two backgrounds for parallax layers
- some basic spritesheets
- some audio sfx and music
- a title screen background
- The melonJS library, to be copied under the /lib directory (be sure to download both the minified and plain version, as the latter might potentially be required for debugging purpose)
- The melonJS documentation for more details
Testing/debugging :
If you just want to use the filesystem, the problem is you'll run into "cross-origin request" security errors. With Chrome, you need to use the "--disable-web-security" parameter or better "--allow-file-access-from-files" when launching the browser. This must be done in order to test any local content, else the browser will complain when trying to load assets through XHR. Though this method is not recommended, since as long as you have the option enabled, you're adding security vulnerabilities to your environmnet.
A second and easier option is to use a local web server, as for example detailed in the melonJS boilerplate README, by using the grunt serve tool, and that will allow you to test your game in your browser using the http://localhost:8000 url.
Additional Credits :
- SpicyPixel.NET for the GfxLib-Fuzed assets
- noSoapRadio for the in game music
Feel free to modify whatever you want. We also assume here, that you are already familiar with Tiled; if you need more help with the tool, you can check the Tiled homepage and wiki for further help.
Part 1: Creating a level using Tiled
First let's open Tiled and create a new map : for this tutorial we will we use a 640x480 canvas, and since we have 32x32 tiles, we must specify at least 20 and 15 for the map size. In my example I'll define a 40x15 level, so we can play with scrolling background later.
Also, as melonJS supports only uncompressed tilemaps, please be sure that your settings are correct. We do recommend the Base64 encoding, since it produces a smaller file, but it's really up to you.
Then let's add our tileset using Map/New Tileset. Be sure to configure the tileset spacing and margin to zero in tiled.
For the beauty of it, we will create two layers - one background layer, and one foreground layer. Feel free to use your imagination and do whatever you want. I named them logically "background" and "foreground", but you can put whatever you want.
Here's what my level looked like when I finished it :
Finally, let's define a background color for our level, by using the color picker tool (Map/Map Properties), and just specify any color you prefer.
To finish, let's save our new map as "area01" under the "/data/map/" folder (the Grunt task for building the resources.js file will check only this specific location for maps), and we are done with the first step!
Part 2: Loading our level
First of all, and after unzipping the tutorial assets into the boilerplate directory structure, you should have something like this:
data/ bgm/ dst-inertexponent.mp3 dst-inertexponent.ogg img/ font/ 32x32_font.png gui/ title_screen.png map/ area01_level_tiles.png license.txt sprite/ gripe_run_right.png spinning_coin_gold.png wheelie_right.png area01_bkg0.png area01_bkg1.png map/ sfx/ cling.mp3 cling.ogg jump.mp3 jump.ogg stomp.mp3 stomp.ogg js/ game.js resources.js entities/ HUD.js entities.JS screens/ play.js title.js index.html index.css
The boilerplate also provides a bunch of default code, but first let's have a look at our js/game.js skeleton:
/* game namespace */
var game = {
/**
* an object where to store game global data
*/
data : {
score : 0
},
// Run on page load.
onload : function () {
// Initialize the video.
if (!me.video.init(640, 480, {wrapper : "screen", scale : "auto", scaleMethod : "flex-width"})) {
alert("Your browser does not support HTML5 canvas.");
return;
}
// add "#debug" to the URL to enable the debug Panel
if (me.game.HASH.debug === true) {
window.onReady(function () {
me.plugin.register.defer(this, me.debug.Panel, "debug", me.input.KEY.V);
});
}
// Initialize the audio.
me.audio.init("mp3,ogg");
// Set a callback to run when loading is complete.
me.loader.onload = this.loaded.bind(this);
// Load the resources.
me.loader.preload(game.resources);
// Initialize melonJS and display a loading screen.
me.state.change(me.state.LOADING);
},
// Run on game resources loaded.
loaded : function () {
me.state.set(me.state.MENU, new game.TitleScreen());
me.state.set(me.state.PLAY, new game.PlayScreen());
// add our player entity in the entity pool
me.pool.register("mainPlayer", game.PlayerEntity);
// Start the game.
me.state.change(me.state.PLAY);
}
};
This is very simple. Once the page is loaded, the onload() function is called, the display and audio is initialized, and all game resources begin loading. We also define a callback to be called when everything is ready to be used. Within the callback, we define a new state that will be used for the in game stuff, together with a PlayScreen object that we will use to manage the game event (reset, etc...).
The only change we will do in the default project template is the given video resolution for the `me.video.init()` function, as for the tutorial we will create a 640x480 canvas. Also we will change the scaleMethod to "flex-width", as it better fits with a platformer game (see the `me.video.init` documentation for further information on the various scaling mode available).
The boilerplate automatically builds the resources list and exposes it to your app as game.resources (build/js/resources.js) when using the grunt serve task.
WARNING: If you are not using the boilerplate, you will have to manage the resources.js manually (it is time-consuming, and error-prone). If managing resources.js manually, you can see an example on the git repo.
Also note that although we use here directly the tmx file, for production we do recommend using the json format (that can also be exported directly from Tiled), as it gives a smaller file size, allows for much faster level loading and prevents from any server issue with the .tmx extension.
Finally, let's open the js/screens/play.js file and in the onResetEvent() function (which is called on a state change), we ask the level director to display our previously preloaded level, by adding a call to the loadLevel function and our default level name :
game.PlayScreen = me.ScreenObject.extend({
/**
* action to perform on state change
*/
onResetEvent : function () {
// load a level
me.levelDirector.loadLevel("area01");
// reset the score
game.data.score = 0;
// add our HUD to the game world
this.HUD = new game.HUD.Container();
me.game.world.addChild(this.HUD);
},
/**
* action to perform when leaving this screen (state change)
*/
onDestroyEvent : function () {
// remove the HUD from the game world
me.game.world.removeChild(this.HUD);
}
});
That's all! If you did everything correctly, and open your index.html (Remember that if you don’t use a web server, you will need to allow your browser to access local files, please refer to the “Testing/debugging” at the beginning of the tutorial if required).
Try it out
(click on the image to see it running in your browser), you should see something like this
Yes, nothing fancy yet, but that's only the beginning!
Also in case you didn't notice, since we defined a 640x480 display in our application, we only see a part of the map (the half of it to be exact), which is normal. melonJS automatically creates a corresponding viewport, and we will be able to navigate through the map in the next step, when we will add a "main player"
Part 3: Add a main player
Here we will create a new object by extending the default me.Entity, to create our player. We will use the provided simple spritesheet (gripe_run_right.png) to animate our character, and define a basic walking and standing animation. It's of course possible to define more complex animations for the same entity (jumping, crouching, when hurt, etc...), but let's keep things simple for now.
Then it's time to create our entity, open the `js/entities/entities.js` example file, and let's complete it to match with the following :
/**
* a player entity
*/
game.PlayerEntity = me.Entity.extend({
/**
* constructor
*/
init : function (x, y, settings) {
// call the constructor
this._super(me.Entity, 'init', [x, y, settings]);
// set the default horizontal & vertical speed (accel vector)
this.body.setVelocity(3, 15);
// set the display to follow our position on both axis
me.game.viewport.follow(this.pos, me.game.viewport.AXIS.BOTH);
// ensure the player is updated even when outside of the viewport
this.alwaysUpdate = true;
// define a basic walking animation (using all frames)
this.renderable.addAnimation("walk", [0, 1, 2, 3, 4, 5, 6, 7]);
// define a standing animation (using the first frame)
this.renderable.addAnimation("stand", [0]);
// set the standing animation as default
this.renderable.setCurrentAnimation("stand");
},
/*
* update the player pos
*/
update : function (dt) {
if (me.input.isKeyPressed('left')) {
// flip the sprite on horizontal axis
this.renderable.flipX(true);
// update the entity velocity
this.body.vel.x -= this.body.accel.x * me.timer.tick;
// change to the walking animation
if (!this.renderable.isCurrentAnimation("walk")) {
this.renderable.setCurrentAnimation("walk");
}
}
else if (me.input.isKeyPressed('right')) {
// unflip the sprite
this.renderable.flipX(false);
// update the entity velocity
this.body.vel.x += this.body.accel.x * me.timer.tick;
// change to the walking animation
if (!this.renderable.isCurrentAnimation("walk")) {
this.renderable.setCurrentAnimation("walk");
}
}
else {
this.body.vel.x = 0;
// change to the standing animation
this.renderable.setCurrentAnimation("stand");
}
if (me.input.isKeyPressed('jump')) {
// make sure we are not already jumping or falling
if (!this.body.jumping && !this.body.falling) {
// set current vel to the maximum defined value
// gravity will then do the rest
this.body.vel.y = -this.body.maxVel.y * me.timer.tick;
// set the jumping flag
this.body.jumping = true;
}
}
// apply physics to the body (this moves the entity)
this.body.update(dt);
// handle collisions against other shapes
me.collision.check(this);
// return true if we moved or if the renderable was updated
return (this._super(me.Entity, 'update', [dt]) || this.body.vel.x !== 0 || this.body.vel.y !== 0);
},
/**
* colision handler
* (called when colliding with other objects)
*/
onCollision : function (response, other) {
// Make all other objects solid
return true;
}
});
I think the above code is quite easy to understand. Basically, we extend the Entity, configure the default player speed, tweak the camera, test if some keys are pressed and manage our player movement (by setting player speed, and then calling the entity Body update function). Also, you may notice that I'm testing the final velocity (this.body.vel.x and this.body.vel.y) of my object, which allows me to know if my object actually moved, and control if I want the sprite animation to run or not.
Then, although the default game.PlayerEntity is already declare in the boilerplate, we have to modify our "main" to actually declare our new entity in the object pool (that is used by the engine to instantiate object), and finally to map the keys we will use for the player movement. So our loaded() function will become:
/**
* callback when everything is loaded
*/
loaded : function () {
// set the "Play/Ingame" Screen Object
me.state.set(me.state.PLAY, new game.PlayScreen());
// register our player entity in the object pool
me.pool.register("mainPlayer", game.PlayerEntity);
// enable the keyboard
me.input.bindKey(me.input.KEY.LEFT, "left");
me.input.bindKey(me.input.KEY.RIGHT, "right");
me.input.bindKey(me.input.KEY.X, "jump", true);
// start the game
me.state.change(me.state.PLAY);
}
And now we can add our entity into the level! Go back to Tiled, add a new Object Layer, and finally a new Entity. To create a new Entity use the "Insert Rectangle" Tool to add a rectangle to the object layer, then you can right click the object and add the properties below.
Name it (case does not matter) mainPlayer (or using the same name you used when registering our Object into the Object Pool), and add two properties to the Object:
- image : with the gripe_run_right value (name of our resource
- framewidth : with the value 64 which is the size of a single sprite in the spritesheet
- frameheight : we don't define this value here since we use a single line spritesheet, and since in this case the engine will take the actual image height as a value for it.
These two parameters will be passed as parameters (settings object here above used by the constructor) when the object will be created. Now you can either specify these fields here in Tiled, or directly in your code (when dealing with multiple objects, it can be easier to just specify the name in Tiled, and manage the rest in the constructor directly).
Note: You also free to add as many properties as you want, they will all be available in the settings object passed to your constructor.
Once the object is created just positionate your entity in the level, and as in the below example make sure you are also resizing the object rectangle in Tiled to match with your actual sprite size.
Define the collision layer
We are almost done! The last step is to define the collision layer. For this we simply need to create a new object layer named "collision" and add some basic shapes to it. That's all it takes!
So now add a new Object Group Layer. This layer's name MUST contain the keyword "collision" for the engine to recognize it as a collision object layer.
Once the layer is added, select it, and just "draw" your level collision map by adding any shape using the object toolbar
Please note that melonJS implements collision detection using the Separating Axis Theorem algorithm. All polygons used for collision are required to be convex with all vertices defined with clockwise winding. A polygon is convex when all line segments connecting two points in the interior do not cross any edge of the polygon (which means that all angles are less than 180 degrees), as shown here below:
A polygon's "winding" is clockwise iff its vertices (points) are declared turning to the right (Secondary note: The image above shows COUNTERCLOCKWISE winding.)
Also if you need complex shapes to specify the parimeter of the environment, then it is recommended to use separate line segments. Lines can also be used for example when defining platform or wall elements, where you only need a specific side of the object to be collidable
Try it out
Save everything, and if you now re-open your index.html, you should see something like this: (click on the image to see it running in your browser)
You will also notice that the display is automatically following our player, scrolling the environment.
One last thing - when creating an object, a default collision shape is automatically created to manage collision between objects, based on the object size you defined in Tiled. For debugging purposes, you can enable the debug panel by adding #debug to URL in the browser URL bar.
If you reload the game, and enable "hitbox" you will see this:
The collision box can be adjusted from Tiled by changing the size of the object and match the above example. (Collision Shape can also manually adjusted by accessing the entity body shapes property).
Note : When using the debug Panel, the sprite border is drawn in green, the defined collision shape(s) is/are drawn in red, and if you use something else/more than a rectangular collision shape, you should also see an orange box that is corresponding to the smallest rectangle containing all the defined collision shapes (and also called the entity body bounding box).
Part 4: Add a scrolling background
This one is very easy. We don't even have to add a single line of code, since everything is done through Tiled.
First, remove the background color that we added previously at the end of Part 1. (to do so, you will need to text edit the TMX file and remove the `backgroundcolor` property). Since the background will be filled with our scrolling layers, we don't need the display to be cleared with a specific color (furthermore it will save some precious frames).
Then we will use the two following backgrounds:
/data/img/area01_bkg0.png for the first background layer
/data/img/area01_bkg1.png for the second background layer
Open Tiled, and add two new Image Layers, name them to whatever you like and make sure to adjust correctly the layer order (the display order being from bottom to top)
Now right-click the layers to define their properties and set the following property :
- Click the browse button and select the area01_bkg0 image for the first layer (Parallax_layer1 on the picture)
- Do this again for the second layer (Parallax_layer2)
And finally add a ratio property to specify the scrolling speed of each layer : we will specify the 0.25 value for the first layer (Parallax_layer1 on the picture) and the 0.35 value for the second (keep in mind that the smaller the ratio is, the slower the scrolling speed will be).
Note that default behavior for Image Layer is to be automatically repeated on both x and y axis, which is exactly what we want here to create the parallax effect.
Try it out
"Et voila!". If you now open your index.html, you should see:
Play around with your player, and enjoy the view :)
Part 5: Adding some basic objects and enemies
In this part we will add a collectible coin (that we will use later to add to our score), using the spinning_coin_gold.png spritesheet:
And a basic enemy, using the wheelie_right.png spritesheet:
The coin itself is pretty easy; we just extend the me.CollectableEntity. Actually, we could directly use it in Tiled (without needing to create CoinEntity here), but since we will add some score and some audio sfx later when the coin is collected, let's do it directly this way.
/**
* a Coin entity
*/
game.CoinEntity = me.CollectableEntity.extend({
// extending the init function is not mandatory
// unless you need to add some extra initialization
init: function (x, y, settings) {
// call the parent constructor
this._super(me.CollectableEntity, 'init', [x, y , settings]);
},
// this function is called by the engine, when
// an object is touched by something (here collected)
onCollision : function (response, other) {
// do something when collected
// make sure it cannot be collected "again"
this.body.setCollisionMask(me.collision.types.NO_OBJECT);
// remove it
me.game.world.removeChild(this);
return false
}
});
Also, just to be sure it's clear for you that both ways of doing this is possible, we will define the Coin object properties directly in Tiled, so we don't need to add anything else in the constructor for now:
For our enemy, it's a bit longer :
/**
* an enemy Entity
*/
game.EnemyEntity = me.Entity.extend({
init: function (x, y, settings) {
// define this here instead of tiled
settings.image = "wheelie_right";
// save the area size defined in Tiled
var width = settings.width;
var height = settings.height;
// adjust the size setting information to match the sprite size
// so that the entity object is created with the right size
settings.framewidth = settings.width = 64;
settings.frameheight = settings.height = 64;
// redefine the default shape (used to define path) with a shape matching the renderable
settings.shapes[0] = new me.Rect(0, 0, settings.framewidth, settings.frameheight);
// call the parent constructor
this._super(me.Entity, 'init', [x, y , settings]);
// set start/end position based on the initial area size
x = this.pos.x;
this.startX = x;
this.endX = x + width - settings.framewidth
this.pos.x = x + width - settings.framewidth;
// to remember which side we were walking
this.walkLeft = false;
// walking & jumping speed
this.body.setVelocity(4, 6);
},
/**
* update the enemy pos
*/
update : function (dt) {
if (this.alive) {
if (this.walkLeft && this.pos.x <= this.startX) {
this.walkLeft = false;
}
else if (!this.walkLeft && this.pos.x >= this.endX) {
this.walkLeft = true;
}
// make it walk
this.renderable.flipX(this.walkLeft);
this.body.vel.x += (this.walkLeft) ? -this.body.accel.x * me.timer.tick : this.body.accel.x * me.timer.tick;
}
else {
this.body.vel.x = 0;
}
// update the body movement
this.body.update(dt);
// handle collisions against other shapes
me.collision.check(this);
// return true if we moved or if the renderable was updated
return (this._super(me.Entity, 'update', [dt]) || this.body.vel.x !== 0 || this.body.vel.y !== 0);
},
/**
* colision handler
* (called when colliding with other objects)
*/
onCollision : function (response, other) {
if (response.b.body.collisionType !== me.collision.types.WORLD_SHAPE) {
// res.y >0 means touched by something on the bottom
// which mean at top position for this one
if (this.alive && (response.overlapV.y > 0) && response.a.body.falling) {
this.renderable.flicker(750);
}
return false;
}
// Make all other objects solid
return true;
}
});
As you can see here, I specified the settings.image and settings.framewidth properties in the constructor directly, meaning that in Tiled, I won't have to add these properties to my Object (Once again, it's up to you to decide how to use it).
Also, I am using the width property given by Tiled to specify a path on which this enemy will run. Finally, in the onCollision method, I make the enemy flicker if something is jumping on top of it.
Note that an Object Entity drawable component (either a single sprite of animation) is accessible through the Entity `renderable` property, which explains here why we do here the following : `this.renderable.flicker(750);`
Then again, we add these new objects in the Object Pool
// register our object entities in the object pool
me.pool.register("mainPlayer", game.PlayerEntity);
me.pool.register("CoinEntity", game.CoinEntity);
me.pool.register("EnemyEntity", game.EnemyEntity);
And we are ready to complete our level in Tiled. Create a new object layer, and use the Insert Object tool to add coins and enemies where you want. Right-click on each object and make sure to set their name to either CoinEntity or EnemyEntity.
Before testing, we also need to modify our player to check for collision with other entities. In order to do this, if not yet done we need to add a call to the me.collision.check(this) function in our mainPlayer code, see below :
/**
* update the player pos
*/
update : function (dt) {
if (me.input.isKeyPressed('left')) {
// flip the sprite on horizontal axis
this.renderable.flipX(true);
// update the entity velocity
this.body.vel.x -= this.body.accel.x * me.timer.tick;
// change to the walking animation
if (!this.renderable.isCurrentAnimation("walk")) {
this.renderable.setCurrentAnimation("walk");
}
}
else if (me.input.isKeyPressed('right')) {
// unflip the sprite
this.renderable.flipX(false);
// update the entity velocity
this.body.vel.x += this.body.accel.x * me.timer.tick;
// change to the walking animation
if (!this.renderable.isCurrentAnimation("walk")) {
this.renderable.setCurrentAnimation("walk");
}
}
else {
this.body.vel.x = 0;
// change to the standing animation
this.renderable.setCurrentAnimation("stand");
}
if (me.input.isKeyPressed('jump')) {
if (!this.body.jumping && !this.body.falling) {
// set current vel to the maximum defined value
// gravity will then do the rest
this.body.vel.y = -this.body.maxVel.y * me.timer.tick;
// set the jumping flag
this.body.jumping = true;
}
}
// apply physics to the body (this moves the entity)
this.body.update(dt);
// handle collisions against other shapes
me.collision.check(this);
// return true if we moved or if the renderable was updated
return (this._super(me.Entity, 'update', [dt]) || this.body.vel.x !== 0 || this.body.vel.y !== 0);
},
Last but not least, as we added some platform in our level, let's modify the onCollision handler to add a custom behavior for the "WORLD_SHAPE" type and simulate a "platform" element, as shown below.
Do note that the particular collision shapes that we do want to act as "platforms" are here identified by setting their type property to "platform" in Tiled (Feel free to use whatever you need, as far as you use the same value on both ends).
/**
* colision handler
*/
onCollision : function (response, other) {
switch (response.b.body.collisionType) {
case me.collision.types.WORLD_SHAPE:
// Simulate a platform object
if (other.type === "platform") {
if (this.body.falling &&
!me.input.isKeyPressed('down') &&
// Shortest overlap would move the player upward
(response.overlapV.y > 0) &&
// The velocity is reasonably fast enough to have penetrated to the overlap depth
(~~this.body.vel.y >= ~~response.overlapV.y)
) {
// Disable collision on the x axis
response.overlapV.x = 0;
// Repond to the platform (it is solid)
return true;
}
// Do not respond to the platform (pass through)
return false;
}
break;
case me.collision.types.ENEMY_OBJECT:
if ((response.overlapV.y>0) && !this.body.jumping) {
// bounce (force jump)
this.body.falling = false;
this.body.vel.y = -this.body.maxVel.y * me.timer.tick;
// set the jumping flag
this.body.jumping = true;
}
else {
// let's flicker in case we touched an enemy
this.renderable.flicker(750);
}
// Fall through
default:
// Do not respond to other objects (e.g. coins)
return false;
}
// Make the object solid
return true;
}
Try it out
And this is what you should get (note that I completed the level a little bit, adding platforms, etc...):
Try to collect your coins, avoid the enemy or jump on it!
Part 6: Adding some basic HUD information
It's time to display some score when we collect those coins.
We will use a bitmap font to display our score ! For the sake of convenience we are providing both the required bitmap and data information, but generating the required files by yourself is quite simple, just follow the small how-to here
Under the `data\fnt` folder you will find two files : a .PNG (the actual texture) and a .FNT (the font definition file), and the font example we provide is named "PressStart2P", we just need to add the following line to your existing assset lists to preload them :
// game font
{ name: "PressStart2P", type:"image", src: "data/fnt/PressStart2P.png" },
{ name: "PressStart2P", type:"binary", src: "data/fnt/PressStart2P.fnt"},
be careful here, as the .FNT file type need to be set to binary.
The boilerplate we used earlier already contains a HUD Skeleton that we will use as a base for our game. The skeleton is quite simple and consist of:
- an object called game.HUD.Container, that inherits from me.Container
- a basic score object called game.HUD.ScoreItem, that inherits from me.Renderable
The HUD container is just basically an object container, that is defined as persistent (so that it can survive level changes), displayed on top of all others object (z propery set to Infinity), and we also make it non collidable so that it just be ignored during collision check.
The Score Object is defined as floating (so that when we add it to our HUD container we use screen coordinates) and just for now caches the score value (defined under game.data).
/**
* a HUD container and child items
*/
game.HUD = game.HUD || {};
game.HUD.Container = me.Container.extend({
init: function () {
// call the constructor
this._super(me.Container, 'init');
// persistent across level change
this.isPersistent = true;
// make sure we use screen coordinates
this.floating = true;
// give a name
this.name = "HUD";
// add our child score object
this.addChild(new game.HUD.ScoreItem(-10, -10));
}
});
/**
* a basic HUD item to display score
*/
game.HUD.ScoreItem = me.Renderable.extend({
/**
* constructor
*/
init : function (x, y) {
// call the parent constructor
// (size does not matter here)
this._super(me.Renderable, 'init', [x, y, 10, 10]);
// local copy of the global score
this.score = -1;
},
/**
* update function
*/
update : function (dt) {
// we don't do anything fancy here, so just
// return true if the score has been updated
if (this.score !== game.data.score) {
this.score = game.data.score;
return true;
}
return false;
},
/**
* draw the score
*/
draw : function (renderer) {
// draw it baby !
}
});
Now let's display our current score ! For that we will just simply complete the given ScoreItem object, by creating a local font property (using the previously bitmap font), and simply draw the score using our bitmap font :
/**
* a basic HUD item to display score
*/
game.HUD.ScoreItem = me.Renderable.extend( {
/**
* constructor
*/
init : function (x, y) {
// call the parent constructor
// (size does not matter here)
this._super(me.Renderable, 'init', [x, y, 10, 10]);
// create the font object
this.font = new me.BitmapFont(me.loader.getBinary('PressStart2P'), me.loader.getImage('PressStart2P'));
// font alignment to right, bottom
this.font.textAlign = "right";
this.font.textBaseline = "bottom";
// local copy of the global score
this.score = -1;
},
/**
* update function
*/
update : function (dt) {
// we don't draw anything fancy here, so just
// return true if the score has been updated
if (this.score !== game.data.score) {
this.score = game.data.score;
return true;
}
return false;
},
/**
* draw the score
*/
draw : function (renderer) {
// this.pos.x, this.pos.y are the relative position from the screen right bottom
this.font.draw (renderer, game.data.score, me.game.viewport.width + this.pos.x, me.game.viewport.height + this.pos.y);
}
});
The HUD is already added and removed when we start the game, so there is nothing to do here. Note also that we are adding the HUD to the game world after loading the level, as me.Container objects are by default automatically seting the z value (through the autoDepth feature) this will ensure that the HUD is correctly displayed on top of the rest.
game.PlayScreen = me.ScreenObject.extend({
/**
* action to perform on state change
*/
onResetEvent : function () {
// load a level
me.levelDirector.loadLevel("area01");
// reset the score
game.data.score = 0;
// add our HUD to the game world
this.HUD = new game.HUD.Container();
me.game.world.addChild(this.HUD);
},
/**
* action to perform when leaving this screen (state change)
*/
onDestroyEvent : function () {
// remove the HUD from the game world
me.game.world.removeChild(this.HUD);
}
});
Last step is of course to actually change the score when a coin is collected ! Now let's modify our Coin Object:
onCollision : function () {
// do something when collected
// give some score
game.data.score += 250;
// make sure it cannot be collected "again"
this.body.setCollisionMask(me.collision.types.NO_OBJECT);
// remove it
me.game.world.removeChild(this);
}
As you can see, in the onCollision function, we just change our game.data.score property by adding some value to it, then we ensure the object cannot be collected again, and remove the coin
Try it out
We can now check the result, and we should now have our score displayed in the bottom-right corner of the screen:
Part 7: Adding some audio
In this section we will add some audio to our game:
- a sound when collecting a coin
- a sound when jumping
- a sound when stomping on enemy
- a background (or in game music)
If we take a look back on how we first initialized the audio, you can see that we passed the "mp3,ogg" parameter to the initialization function, to indicate that we will provide two audio files format, one as mp3, and one as ogg melonJS will then use the right based on your browser capabilities.
// initialize the "audio"
me.audio.init("mp3,ogg");
Now let's modify our game :
Collecting a coin
In the CoinEntity code, where we previously managed our earned points, we just need to add a new call to me.audio.play() and use the "cling" audio resource. that's all!
onCollision : function () {
// do something when collected
// play a "coin collected" sound
me.audio.play("cling");
// give some score
game.data.score += 250;
// make sure it cannot be collected "again"
this.body.setCollisionMask(me.collision.types.NO_OBJECT);
// remove it
me.game.world.removeChild(this);
}
Jumping
In the update() function of the mainPlayer, we also add a call to me.audio.play() and use the "jump" audio resource. You can also note that I added a test on the return value of doJump(). doJump can return false in case you are not allowed to jump (already jumping, etc..) and in that case there is no need to play the sound sfx.
if (me.input.isKeyPressed('jump')) {
if (!this.body.jumping && !this.body.falling) {
// set current vel to the maximum defined value
// gravity will then do the rest
this.body.vel.y = -this.body.maxVel.y * me.timer.tick;
// set the jumping flag
this.body.jumping = true;
// play some audio
me.audio.play("jump");
}
}
Stomping
And still the same for this one, but using the "stomp" resource, this time in the collision handler function of the mainPlayer:
/**
* colision handler
*/
onCollision : function (response, other) {
// ...
case me.collision.types.ENEMY_OBJECT:
if ((response.overlapV.y>0) && !this.body.jumping) {
// bounce (force jump)
this.body.falling = false;
this.body.vel.y = -this.body.maxVel.y * me.timer.tick;
// set the jumping flag
this.body.jumping = true;
// play some audio
me.audio.play("stomp");
}
else {
// let's flicker in case we touched an enemy
this.renderable.flicker(750);
}
// Fall through
default:
// Do not respond to other objects (e.g. coins)
return false;
}
// Make the object solid
return true;
}
In-game music
In our main, in the onResetEvent() function, we just add a call to the me.audio.playTrack() function, specifying the audio track to be used:
onResetEvent : function () {
// play the audio track
me.audio.playTrack("dst-inertexponent");
// ...
},
And we also need to modify the onDestroyEvent() function to stop the current track when exiting the game:
onDestroyEvent : function () {
// ...
// stop the current audio track
me.audio.stopTrack();
}
That's all! click here to see the final result.
Part 8: Adding a second level
You should know how to create a level now. However, here I will show you how to go to another level.
To do this, melonJS has an Object named me.LevelEntity, that we will add to the Entities layer in Tiled and specify what to do when our main player hit it :
Assuming that our new level is called "area02", we just need to add a "to" property with "area02" for the value. So that when our player will hit the Object, the engine will automatically load the "area02" level.
Optionally we can also ask the engine to add a fadeOut/fadeIn effect when changing level by adding the "fade" color and "duration" (in ms) properties (as in the image)
click here to see the final result.
Part 9: Adding a title screen
To finish, let's add a title screen to our game, using the title_screen.png files in the "/data/img/gui/" folder (and of course to be added in the resource list, as we done it previously for other images):
and on top of it we will add some message, and wait for the user input to start the game!
First let's declare a new Object, extending me.ScreenObject:
/**
* A title screen
*/
game.TitleScreen = me.ScreenObject.extend({
// reset function
onResetEvent : function () {
// ...
},
// destroy function
onDestroyEvent : function () {
// ...
}
});
So now we want to:
- display the above background image
- add some text to the center of the screen ("Press enter to play")
- wait for user input (pressing enter)
Additionally, I also want to add a small scrolling text about this tutorial.
game.TitleScreen = me.ScreenObject.extend({
/**
* action to perform on state change
*/
onResetEvent : function () {
// title screen
var backgroundImage = new me.Sprite(0, 0, {
image: me.loader.getImage('title_screen'),
}
);
// position and scale to fit with the viewport size
backgroundImage.anchorPoint.set(0, 0);
backgroundImage.scale(me.game.viewport.width / backgroundImage.width, me.game.viewport.height / backgroundImage.height);
// add to the world container
me.game.world.addChild(backgroundImage, 1);
// add a new renderable component with the scrolling text
me.game.world.addChild(new (me.Renderable.extend ({
// constructor
init : function () {
this._super(me.Renderable, 'init', [0, 0, me.game.viewport.width, me.game.viewport.height]);
// font for the scrolling text
this.font = new me.BitmapFont(me.loader.getBinary('PressStart2P'), me.loader.getImage('PressStart2P'));
// a tween to animate the arrow
this.scrollertween = new me.Tween(this).to({scrollerpos: -2200 }, 10000).onComplete(this.scrollover.bind(this)).start();
this.scroller = "A SMALL STEP BY STEP TUTORIAL FOR GAME CREATION WITH MELONJS ";
this.scrollerpos = 600;
},
// some callback for the tween objects
scrollover : function () {
// reset to default value
this.scrollerpos = 640;
this.scrollertween.to({scrollerpos: -2200 }, 10000).onComplete(this.scrollover.bind(this)).start();
},
update : function (dt) {
return true;
},
draw : function (renderer) {
this.font.draw(renderer, "PRESS ENTER TO PLAY", 20, 240);
this.font.draw(renderer, this.scroller, this.scrollerpos, 440);
},
onDestroyEvent : function () {
//just in case
this.scrollertween.stop();
}
})), 2);
// change to play state on press Enter or click/tap
me.input.bindKey(me.input.KEY.ENTER, "enter", true);
me.input.bindPointer(me.input.pointer.LEFT, me.input.KEY.ENTER);
this.handler = me.event.subscribe(me.event.KEYDOWN, function (action, keyCode, edge) {
if (action === "enter") {
// play something on tap / enter
// this will unlock audio on mobile devices
me.audio.play("cling");
me.state.change(me.state.PLAY);
}
});
},
/**
* action to perform when leaving this screen (state change)
*/
onDestroyEvent : function () {
me.input.unbindKey(me.input.KEY.ENTER);
me.input.unbindPointer(me.input.pointer.LEFT);
me.event.unsubscribe(this.handler);
}
});
What do we have above?
- 1) In the onResetEvent function, we create two renderables components and add them to our game world. The first is a basic Sprite object that will display our title background image, and the second handles the "press ENTER" message and a scroller based on a Tween object. Note: Concerning the font, if you check carefully the corresponding asset (32x32_font.png), you will notice that it only contains uppercase letters, so be sure as well to only use uppercase letter in your text.
- 2) We also register to key event, or mouse/tap event to automatically switch to the PLAY state if pressed.
- 3) On destroy, we unbind the key and pointer events.
And of course the very last thing is to indicate to the engine we created a new object and associate it to the corresponding state (here, MENU). Also, using the transition function of me.state, I'm telling the engine to add a fading effect between state changes.
Finally, instead of switching to the PLAY state at the end of the loaded function, I'm switching now to the MENU state:
/*
* callback when everything is loaded
*/
loaded : function () {
// set the "Play/Ingame" Screen Object
me.state.set(me.state.MENU, new game.TitleScreen());
// set the "Play/Ingame" Screen Object
me.state.set(me.state.PLAY, new game.PlayScreen());
// set a global fading transition for the screen
me.state.transition("fade", "#FFFFFF", 250);
// register our player entity in the object pool
me.pool.register("mainPlayer", game.PlayerEntity);
me.pool.register("CoinEntity", game.CoinEntity);
me.pool.register("EnemyEntity", game.EnemyEntity);
// enable the keyboard
me.input.bindKey(me.input.KEY.LEFT, "left");
me.input.bindKey(me.input.KEY.RIGHT, "right");
me.input.bindKey(me.input.KEY.X, "jump", true);
// display the menu title
me.state.change(me.state.MENU);
}
Try it out
Congratulations! You reached the end of this tutorial, time to test it, and you should have something like this:
Part 10: Conclusion
Well, we hope that you enjoyed our time spent together with this little introduction of melonJS, and you can now explore how to go further by yourself. This is an important part of programming and game development.
If you get stuck on any of the challenges or parts of the tutorial, please search for the problem, or ask us the question on our forum @html5gamedevs
Never forget that this is all for fun, so have fun!


Able Player for Vimeo Demo 1:
Captions and Subtitles hosted on Vimeo
This page features an example of Able Player being used to play a Vimeo video. The video featured is hosted in a Vimeo Pro account, required for hiding the controller and for being able to control playback rate with faster/slower buttons. Captions and subtitles in this demo are stored solely on Vimeo, therefore Able Player is unable to auto-generate an interactive transcript.
For additional demos see:
Vimeo's current limitations:
- A Plus, Pro or Business account is required in order to hide Vimeo's default controller. If videos are hosted on a free account, the Vimeo controller and Able Player controller are both shown. The Vimeo controller disappears temporarily after playback begins, but until then having both players present is cluttered and confusing (see this Player with custom and default controls demo for an example).
- Vimeo does not expose caption data via its API, as noted above. Therefore, the only way to repurpose captions and/or subtitles into an interactive transcript is to host them locally (see Vimeo Demo 2 for an example.
- A Pro or Business account is required in order to change playback rate (with faster and slower buttons). A Plus account does not currently support this feature. Even with a Pro or Business account, this feature is off by default and "Speed controls" need to be enabled within the settings for each video.


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California Leaders Decry Homeless Crisis, Call For “Right To Housing” Bill
by MARTIN MACIAS JRLOS ANGELES (CN) – The mayors of Oakland, Sacramento and Los Angeles said at a housing policy summit Friday that curbing the state’s homelessness and housing affordability crises requires legislative action making housing a right for all Californians.
The Golden State’s housing crisis continues to deepen with the state coming up 3.5 million units short to meet demand and over half of renters in the state considered “cost-burdened,” meaning they spend at least 30% of their income on housing.
Many cities struggle to shelter the thousands of homeless people on their streets. In June, Los Angeles reported a 16% increase in its homeless population while also finding that a third of renters spend more than half their income on housing.
LA Mayor Eric Garcetti said during a Mayoral Housing, Transportation & Jobs Summit panel that the California Dream is moving farther out of reach for residents.
“Where we’ve failed most is in our housing, which is where the change in the California Dream has been most dramatic,” Garcetti said to a crowd at the University of California at Los Angeles’ conference center. “It is the prism through which we refract the promise and peril of the California Dream.”
Garcetti’s comments come days after a Los Angeles Business Council poll found that 95% of voters in LA County consider homelessness to be a “serious” issue.
Two-thirds of the 901 surveyed residents also said they disagree with how a pair of voter-approved tax measures – Measures HHH and H – have been used in housing projects, including 41% who say funds are being spent “very ineffectively.”
On any given day, at least 59,000 people are homeless in LA County while health officials estimate that an average of three homeless people die each day.
Garcetti acknowledged the stress that housed and unhoused residents feel and said that while city efforts to stem the crisis are working, it isn’t fast enough to capture the 150 people on average who become homeless everyday in the county.
“We are not building enough housing, and not building it in enough places or on the income spectrum either,” Garcetti said.
Co-panelists Oakland Mayor Libby Schaaf, Sacramento Mayor Darrell Steinberg and LA County Supervisor Mark Ridley-Thomas joined Garcetti in calling for a statewide, legal mandate to provide housing for residents.
That housing may come in the form of a shelter bed, placement in transitional housing or living in an accessory dwelling unit but the legal imperative would push cities into action, the panelists said.
That framework is different from “right to shelter” policies that require local governments to construct enough shelter beds for residents, often before they can enforce anti-camping laws.
Steinberg told panel moderator Bill Witte, CEO of Related California, he supports amending the state constitution to enact the legal imperative.
“We need to drive towards the only North Star that matters and that is to drive people into housing so they can reclaim their lives,” said Steinberg, who co-chairs a statewide homeless task force with Ridley-Thomas.
Schaaf told the panel that cities need to ensure there is a supply of housing to comply with a legal imperative to provide it and that they shouldn’t lose sight of not having to rely on shelters.
“A right to shelter is about hiding the problem,” Schaaf said. “A right to housing is about solving it.”
Ridley-Thomas said shelters provide emergency housing and services that prevent homeless people from dying on the street.
“We need these shelters in order to prevent deaths,” said Ridley-Thomas. “Urgency is what we need to be governed by.”
California will have a $7 billion budget surplus next year on top of a $22 billion rainy day fund, according to the nonpartisan Legislative Analyst’s Office.
Panelists called on California Gov. Gavin Newsom to dip into the state’s coffers to support housing construction and services for the homeless.
“A lot of our tax dollars went into the state’s rainy day fund,” Garcetti said. “Well, it’s pouring.”
Newsom, who campaigned on a promise to bring down housing costs for residents, signed a state budget this year that includes at least $1 billion for services and housing for the growing homeless population.
When President Donald Trump criticized liberal policies for contributing to homelessness and proposed sweeping the homeless into federal facilities, Newsom said he welcomed federal investment towards the state’s housing goals.
Trump administration officials toured LA facilities in September that provide housing and services to the homeless.
California lawmakers approved a bill this year capping rent increases and providing protections to tenants but the move was criticized by state Republicans who said it will dissuade developers and drive-up housing construction costs.
Silicon Valley titans Apple, Facebook and Google have responded to the housing crunch with billion dollar investments in housing programs, such as a $2.5 billion commitment by Apple this month.
Critics of the move have said tech giants have exacerbated the housing affordability crisis by attracting high-earning employees to cities that are crunched by the housing demand.
Copyright © 2019 courthousenews.com


4
1 Then the angel who was talking with me turned and roused me like a man roused from his sleep.
2 He said to me, "What do you see?" I said, "I see a lampstand made entirely of gold, with a bowl on its top. It has seven lamps on it and seven lamp wicks at the top of each lamp.
3 Two olive trees are by it, one on the right side of the bowl, and the other on the left side."
4 So I spoke again to the angel who was talking with me. I said, "What do these things mean, my master?"
5 The angel who was talking with me answered and said to me, "Do you not know what these things mean?" I said, "No, my master."
6 So he said to me, "This is the word of Yahweh to Zerubbabel:
'Not by might nor by power, but by my Spirit,'
says Yahweh of hosts.
7 'What are you, great mountain?  Grace!"'"
8 The word of Yahweh came to me:
9 "The hands of Zerubbabel have laid the foundation of this house and his hands will bring it to completion.
Then you will know that Yahweh of hosts has sent me to you.
10 Who has despised the day of small things?
These people will rejoice and will see the plumb stone in the hand of Zerubbabel.
(These seven lamps are the eyes of Yahweh that roam over the whole earth.)"
11 Then I asked the angel, "What are these two olive trees that stand on the left and the right of the lampstand?"
12 Once more I asked him, "What are these two olive branches beside the two gold pipes that have golden oil pouring out of them?
13 "Do you not know what these are?" And I said, "No, my master."
14 So he said, "These are the two olive trees that stand to serve the Lord of all the earth."


My personality is much like others.
I enjoy music, enjoy hanging out with my friends, and sports.
I like to consider myself a funny person, and I have a pretty open sense of humor.
Below is my Spotify and Instagram
Spotify: Milokhoury23
IG: milokhoury


NASA's Cygnus Cargo Spacecraft Docks With International Space Station - Video
On Saturday, a NASA resupply rocket took off from Virginia bound for the International Space Station (ISS) with 3.7 metric tonnes of cargo.
The resupply mission is set to deliver food, equipment and materials for scientific research. There are currently six people on the ISS, among them Christina Koch and Jessica Meir, who last month made history by performing the first all-female spacewalk.
Follow Sputnik feed to find out more.


 Best in class encrypted email Account creation in only minutes
The password is required.
The password must be between 8 and 128 characters.
The password must contain at least 1 lowercase letter, 1 uppercase letter, 1 number and 1 special character.


The complex packages provides a complex number type as well as complex versions of common transcendental functions and complex number formatting.
Complex functions and arithmetic operations are implemented in commons-math by applying standard computational formulas and following the rules for java.lang.Double arithmetic in handling infinite and
To create a complex number, simply call the constructor passing in two floating-point arguments, the first being the real part of the complex number and the second being the imaginary part:
Complex c = new Complex(1.0, 3.0); // 1 + 3i
Complex numbers may also be created from polar representations using the
The
Complex lhs = new Complex(1.0, 3.0); Complex rhs = new Complex(2.0, 5.0); Complex answer = lhs.add(rhs); // add two complex numbers answer = lhs.subtract(rhs); // subtract two complex numbers answer = lhs.abs(); // absolute value answer = lhs.conjugate(rhs); // complex conjugate
Complex first = new Complex(1.0, 3.0); Complex second = new Complex(2.0, 5.0); Complex answer = first.log(); // natural logarithm. answer = first.cos(); // cosine answer = first.pow(second); // first raised to the power of second
ComplexFormat format = new ComplexFormat(); // default format Complex c = new Complex(1.1111, 2.2222); String s = format.format(c); // s contains "1.11 + 2.22i"
To customize the formatting output, one or two java.text.NumberFormat instances can be used to construct a
NumberFormat nf = NumberFormat.getInstance(); nf.setMinimumFractionDigits(3); nf.setMaximumFractionDigits(3); // create complex format with custom number format // when one number format is used, both real and // imaginary parts are formatted the same ComplexFormat cf = new ComplexFormat(nf); Complex c = new Complex(1.11, 2.2222); String s = format.format(c); // s contains "1.110 + 2.222i" NumberFormat nf2 = NumberFormat.getInstance(); nf.setMinimumFractionDigits(1); nf.setMaximumFractionDigits(1); // create complex format with custom number formats cf = new ComplexFormat(nf, nf2); s = format.format(c); // s contains "1.110 + 2.2i"
Another formatting customization provided by
Formatting inverse operation, parsing, can also be performed by
ComplexFormat cf = new ComplexFormat(); Complex c = cf.parse("1.110 + 2.222i");


Preparation time
less than 30 mins
Cooking time
10 to 30 mins
Serves
Serves 4
This recipe is proof that making your own curry from scratch really is easier than you think. The simple combination of a few fiery spices and cooling coconut milk will give you a result that beats any takeaway!
Peel and discard the outer leaves of the lemongrass- they can sometimes be tough. Cut the inner leaves into short lengths and put in the food processor. Peel the ginger, then slice into thin pieces and add to the lemongrass. Chop the chillies, discarding their stems and add to the ginger with the peeled garlic. Roughly chop the stems and half of the leaves of the coriander to add to the food processor, reserving the rest for later.
Grate the lime zest into the food processor, reserving the limes for later, then turn the machine on and let it chop everything to a coarse paste. Add a little groundnut oil and scrape the sides down with a spatula if it sticks. Add the fish sauce, soy sauce and the tomatoes and process for a few seconds longer.
Warm a further tablespoon of groundnut oil in a deep pan over a moderate to high heat and use it to brown the chicken pieces, turning them so they colour nicely on both sides. Lift the chicken pieces out and pour away anything more than a tablespoon of oil and juices. Add the spice paste and let it fry over a moderate heat for two minutes till fragrant, stirring almost constantly, then return the chicken to the pan. Pour over the coconut milk, stir, cover and leave to simmer over a low heat for 15-20 minutes. Meanwhile halve and stone the apricots and leave them to one side.
Test the chicken for doneness making certain it’s cooked right the way through, then add the apricots. Leave to simmer for a few minutes, then add the juice of the limes and the reserved coriander leaves.


The metaas ActionScript source code generation / manipulation framework.
The key class in the framework is {@link uk.co.badgersinfoil.metaas.ActionScriptFactory}, which can:
Many parts of the framework may potentially raise {@link uk.co.badgersinfoil.metaas.SyntaxException} on encountering invalid ActionScript. Note that this is limited to checks on syntax; semantic checking (e.g. type-checks) is not performed.


Tap, double tap or press (and hold) on the div above and Hammer.js will recognize it.
Not clicked
By Ricardo Nacif


ULA or Unique-Local-Unicast:
[% " If you have an IP address starting with FC
or FD
, you
have what is effectively a private IPv6 address. It might be usable for talking
to other devices within your home, or within your company. It also allows you to
have a steady IPv6 address inside, even if your public IPv6 address changes regularly.
" | i18n %]
[% " The main problem with ULA is that certain home routers are now offering ULA, *and* giving you a default route. This route is offered regardless of whether or not your router actually has IPv6 connectivity. From your browser's point of view, it doesn't know that your default route goes nowhere; there is no feedback mechanism. Since IPv6 is (roughly speaking) preferred over IPv4, your browser will try using this broken route. It may take minutes before giving up. " | i18n %]
[% " Our advice: Enable ULA only if your router has full time IPv6 connectivity. Disable it, otherwise.


Giotto Documentation
Ptolemy II Documentation
T.A. Henzinger, B. Horowitz, C.M. Kirsch.
Giotto: A Time-triggered Language for Embedded Programming.
Technical report UCB//CSD-00-1121, University of California, Berkeley, December 1999.


What is your name?
{{user.name}}.
You are skydiving right now.
{{user.name}}, what is something you love?
{{user.love}}.
Now you notice that you do not have a parachute.


Fill your name in the space provided.
Press "Submit Request"
Press "Enter"
Enter Your Name Here To Request Access :


Under maintenance.
Email converter is a simple js scirpt that transforms an element to an Email link format<EMAIL_ADDRESS>). One purpose of this script is to avoid email crawlers, email scraping tools to grab your email and send you spam.
Just add the following on the Element.
Email convert uses class attributes so that it can get all instances of the class "emailTo".

iamemail
 (source code)
Converted to:
<EMAIL_ADDRESS>(page displays) - <a<EMAIL_ADDRESS><EMAIL_ADDRESS>
Below are some class instances.
This is an updated take on rpn. Using Docker engine, AngularJs 1.6.x.
Simple wordpress application running on docker engine.


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{{book.description}}
{{book.genre.category}}, {{book.genre.name}}
{{introduction.content}}
Written by {{book.author.name}}


The following page shows graphs and charts for various datasets by county. Select the county from the list below to view the graphs for that county. You can hover over specific data points on each graph to view the data for that specific point.
Click on the download icon on the left of each chart to download the chart and the underlying data.


Sensu for monitoring
Here at Sendgrid we spent the last couple of years porting a lot of our service and host monitoring to Sensu. Its solid API support meant we could write all sorts of tooling around it. We also liked the idea of standalone, client side checks that push their status to the Sensu alerting queue asynchronously. If you are new to Sensu or haven’t ever read on it, this is a good place to start.
Typical usage example
The typical use I have for such standalone checks is health checks, a simple example looks like this in Sensu’s client config
{
"checks": {
"mysql_alive": {
"command": "mysql-alive.rb -h <IP> -d mysql -u :::mysql.user|sensu::: -p :::mysql.password:::",
"handlers": [
"default"
],
"standalone": true,
"interval": 10,
"notification": "OMG MySQL is dead!"
}
}
}
But if you look closer, all you really do is tell Sensu to run a command. So this can be…any command. This will be useful in a just a moment.
What I am solving
I have been traditionally using the crond service for running local management tasks on databases like rotating partitions and triggering backups. Along with that, we have a report that would check the logs of these jobs, on each backup replica, and make sure they ended in success messages. This is fragile due to a number of reasons:
- CronD doesn’t have any built in monitoring. It does not have a concept of ‘stale’
- Those reports - I will call them ‘watchers’ - are one more moving part adding complexity to the question ‘when was the last successful backup of my DB?’
- This setup is prone to race conditions. You must time the task and its watcher in cron exactly or else the watcher can preemptively trigger an alert or signal failure when the backup is not done yet. Any drift in duration of the task will eventually make this happen (like a backup taking longer as a database grows).
- What if the watcher script didn’t run? It is also in CronD - either on the same host or on another host, right? Either you find yourself in a rabbit hole of who watches the watchers, or a human has to notice that a report didn’t come out…humans aren’t good at remembering things.
- Changing the designation of a server means you must change it in a number of places or the watcher will watch the wrong host.
- We are striving to keep our stack boring. While newer technologies like chronos and rundeck provide more enhanced scheduling, they also need a service discovery layer to do this right. That was a bigger undertaking and too much scope creep for what I was solving.
So I decided to make Sensu work to my advantage, with the help of chef roles.
Partition rotation in Sensu
I started off by moving any credentials I need for my partition rotation script into Sensu’s redacted configuration. This is good practice for anything you put into sensu that uses secrets. The credentials are added in /etc/sensu/client.json
then are just referenced in check configurations using :::secret_thingie:::
notation.
_Protip_: Sensu doesn’t know what to redact in client.json. You must also define the name of the keys you want redacted. like this..
"redact": [
"other_password",
"password"
]
This is also not a deep merged list. As you can see I had to explicitly include ‘password’ once I needed to add another key in that list.
Then I needed to define the new Sensu check that rotates the partitions. I am using a chef resource as the code example.
sensu_check 'add_table_partitions' do
command "/usr/local/pdb/bin/pdb-parted --add --interval d +7d.startof h=localhost,u=specialdbuser,p=:::redacted_partition_password:::,D=mydb,t=special_table >> /var/log/partition_rotation.log 2>&1"
handlers %w(default_handler special_dba_handler)
interval 86400
standalone true
additional(:occurrences => 3, :notification => "#{node['hostname']} failed adding partitions to important table. See log file in /var/log/mail_send_cancel_pause.log")
end
Let’s inspect what just happened here…
command
: pdb-parted is a very useful perl script by the folks from Palominodb (now at Pythian) for rotating partitions in a MySQL DB. This is the same line I used to maintain in a crontab file configuration.
interval
: how often this Sensu check runs. In this example these are daily partitions so running the script daily was sufficient. The important part here is that your script is idempotent. pdb-parted is. If it finds that the needed partitions already exists, it just outputs a message to that effect and exits nicely.
occurrences
: This is the number of allowed failures before alerting. It is nice to have a buffer especially when I already configure the command to make partitions days/weeks in advance.
For those who use tools other than chef and want to see what the final check configuration looks like, here it is, important bits redacted:
{
"checks": {
"add_table_partitions": {
"command": "/usr/local/pdb/bin/pdb-parted --add --interval m +7m.startof h=localhost,u=specialdbuser,p=:::redacted_partition_password:::,D=mydb,t=special_table >> /var/log/partition_rotation.log 2>&1",
"handlers": [
"default_handler",
"special_dba_handler"
],
"standalone": true,
"interval": 86400,
"occurrences": 3,
"notification": "hostname failed adding partitions to special table. See log file in /var/log/partition_rotation.log"
}
}
}
Partition rotation now has built in monitoring. If this script exits with a non zero code, the Sensu handlers take care of getting this knowledge to the predefined group of people using the method we want. We already have multiple on-call team rotations set up and escalation paths and all the other stuff that comes along with monitoring at scale. So we got to just leverage all of that rather than reinventing the wheel.
Planned future improvements
No solution is perfect. Neither is this one.
- We still run the risk of more than one machine in a cluster holding the primary role. Until service discovery is in place, this is something we can build a check for leveraging chef search.
- Now that tasks like backups are running in a first class citizen tool in our stack, I can more easily add stats and get graphs for how long backups take, how big backups are to make capacity planning and MTTR tracking easier.


How Much Money Myles Garrett Will Lose During Indefinite Suspension
by Andrew McCartyOn Thursday night, the Cleveland Browns and Pittsburgh Steelers faced off in a pivotal AFC North battle with playoff implications on the line.
The rivalry game turned ugly in the final seconds of the game. Steelers quarterback Mason Rudolph dumped off a pass to running back Trey Edmunds when he was tackled by Browns defensive end Myles Garrett.
Rudolph and Garrett then tussled on the ground before Garrett ripped the helmet off of Rudolph and then hit him with it. Several Steelers players jumped in to help their quarterback – namely Maurkice Pouncey.
The NFL didn’t wait long to suspended several players involved.
Garrett received an indefinite suspension – for at least the rest of the 2019 season, including the playoffs.
With six regular season games left, Garrett will forfeit just over $1 million in salary. According to Spotrac, Garrett loses $1.14 million – the fifth-largest amount of money lost to suspension in 2019.
Garrett wasn’t the only player punished as a result of the fracas. Fellow Browns defensive lineman Larry Ogunjobi received a one-game suspension for a late hit on Rudolph after the initial incident.
Meanwhile, Steelers offense lineman Maurkice Pouncey received a three-game suspension for punching and kicking Garrett.
Mason Rudolph reportedly received a fine for his role as well.


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Package com.google.cloud.audit
Interface ServiceAccountDelegationInfoOrBuilder
- All Superinterfaces:
com.google.protobuf.MessageLiteOrBuilder
,com.google.protobuf.MessageOrBuilder
- All Known Implementing Classes:
ServiceAccountDelegationInfo
,ServiceAccountDelegationInfo.Builder
public interface ServiceAccountDelegationInfoOrBuilder
extends com.google.protobuf.MessageOrBuilder
-
Method Summary
Modifier and TypeMethodDescriptionFirst party (Google) identity as the real authority.First party (Google) identity as the real authority.A string representing the principal_subject associated with the identity.com.google.protobuf.ByteString
A string representing the principal_subject associated with the identity.Third party identity as the real authority.Third party identity as the real authority.boolean
First party (Google) identity as the real authority.boolean
Third party identity as the real authority.Methods inherited from interface com.google.protobuf.MessageLiteOrBuilder
isInitialized
Methods inherited from interface com.google.protobuf.MessageOrBuilder
findInitializationErrors, getAllFields, getDefaultInstanceForType, getDescriptorForType, getField, getInitializationErrorString, getOneofFieldDescriptor, getRepeatedField, getRepeatedFieldCount, getUnknownFields, hasField, hasOneof
-
Method Details
-
getPrincipalSubject
String getPrincipalSubject()A string representing the principal_subject associated with the identity. For most identities, the format will be `principal://iam.googleapis.com/{identity pool name}/subject/{subject)` except for some GKE identities (GKE_WORKLOAD, FREEFORM, GKE_HUB_WORKLOAD) that are still in the legacy format `serviceAccount:{identity pool name}[{subject}]`
string principal_subject = 3;
- Returns:
- The principalSubject.
-
getPrincipalSubjectBytes
com.google.protobuf.ByteString getPrincipalSubjectBytes()A string representing the principal_subject associated with the identity. For most identities, the format will be `principal://iam.googleapis.com/{identity pool name}/subject/{subject)` except for some GKE identities (GKE_WORKLOAD, FREEFORM, GKE_HUB_WORKLOAD) that are still in the legacy format `serviceAccount:{identity pool name}[{subject}]`
string principal_subject = 3;
- Returns:
- The bytes for principalSubject.
-
hasFirstPartyPrincipal
boolean hasFirstPartyPrincipal()First party (Google) identity as the real authority.
.google.cloud.audit.ServiceAccountDelegationInfo.FirstPartyPrincipal first_party_principal = 1;
- Returns:
- Whether the firstPartyPrincipal field is set.
-
getFirstPartyPrincipal
ServiceAccountDelegationInfo.FirstPartyPrincipal getFirstPartyPrincipal()First party (Google) identity as the real authority.
.google.cloud.audit.ServiceAccountDelegationInfo.FirstPartyPrincipal first_party_principal = 1;
- Returns:
- The firstPartyPrincipal.
-
getFirstPartyPrincipalOrBuilder
ServiceAccountDelegationInfo.FirstPartyPrincipalOrBuilder getFirstPartyPrincipalOrBuilder()First party (Google) identity as the real authority.
.google.cloud.audit.ServiceAccountDelegationInfo.FirstPartyPrincipal first_party_principal = 1;
-
hasThirdPartyPrincipal
boolean hasThirdPartyPrincipal()Third party identity as the real authority.
.google.cloud.audit.ServiceAccountDelegationInfo.ThirdPartyPrincipal third_party_principal = 2;
- Returns:
- Whether the thirdPartyPrincipal field is set.
-
getThirdPartyPrincipal
ServiceAccountDelegationInfo.ThirdPartyPrincipal getThirdPartyPrincipal()Third party identity as the real authority.
.google.cloud.audit.ServiceAccountDelegationInfo.ThirdPartyPrincipal third_party_principal = 2;
- Returns:
- The thirdPartyPrincipal.
-
getThirdPartyPrincipalOrBuilder
ServiceAccountDelegationInfo.ThirdPartyPrincipalOrBuilder getThirdPartyPrincipalOrBuilder()Third party identity as the real authority.
.google.cloud.audit.ServiceAccountDelegationInfo.ThirdPartyPrincipal third_party_principal = 2;
-
getAuthorityCase
ServiceAccountDelegationInfo.AuthorityCase getAuthorityCase()
-


KineticGold Savings Account
Savers Programs
3 month Saver -
3% annual interest
6 month Saver -
6% annual interest
9 month Saver -
7% annual interest
12 month Saver -
8% annual interest
Account is a gold bearing account.
Interest is paid on top of
any potential change of value in the price of Gold.
Inflation- proof,
good yields


I love programming, music, lifting heavy things and learning new things in life!
Currently I am a Software developer student at the University of South-Eastern Norway.
Here's some of my projects both school and personal projects.
Check out my Algorithm-Visualization.
FreeCodeCamp is a online learning platform for learning to code.
View the projects at CodePen.
These project make use of React.js class components.
Random Quote Machine, Markdown Previewer, Drum Machine, JavaScript Calculator and a Pomodoro Clock.
I've done 3 of their modules, which they estimate to take about 300 hours to complete each.
The modules ends with 5 small projects.
This is personal project I made for visualizing common sorting algorithms,
and more. It's pretty cool !
The project is hosted on Google Firebase platform.
It also make use of ApexCharts.js React, and is created with React.js Hooks
It's not at this current moment optimized for different screen sizes.
This web-application provides an easy overview for customers to find & make appointments with mechanics registered on this app.
Mechanics will have a overview for incoming, current and past requests that has been sent to their workshop.
Mechanics can accept or deny requests from customers. Customer will get an email notification about the state changes to their request.
This was made for my APP course for my bachelors degree at USN - Universitetet i Sørøst-Norge.
It was made with ASP.net Core 2.2, Entity framework, LINQ, MVC, Razor Pages, ASP.NET Core Identity,
Bootstrap.css, Code-First approach and made use of Google Maps API.


| eu.monnetproject.lemon.LinguisticOntology |
| Known Indirect Subclasses |
Gives access to all values specified in a linguistic ontology
| Public Methods | |||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
Get a condition predicate by its name
| |||||||||||
Get the set of condition predicates listed in the linguistic ontology
| |||||||||||
Get a context predicate by its name
| |||||||||||
Get the set of context predicates listed in the linguistic ontology
| |||||||||||
Get a definition predicate by its name
| |||||||||||
Get the set of definition predicates listed in the linguistic ontology
| |||||||||||
Get the set of edge relation types listed in the linguistic ontology
| |||||||||||
Get a edge relation type by its name
| |||||||||||
Get the set of form variant relation types listed in the linguistic ontology
| |||||||||||
Get a form variant relation type by its name
| |||||||||||
Get a frame class by name
| |||||||||||
Get all possible frame classes
| |||||||||||
Get the set of lexical variant relation types listed in the linguistic ontology
| |||||||||||
Get a lexical variant relation type by its name
| |||||||||||
Get the set of properties listed in the linguistics ontology
| |||||||||||
Get a property reference by its name
| |||||||||||
Get a property value by its name
| |||||||||||
Get the set of representation relation types listed in the linguistic ontology
| |||||||||||
Get a representation relation type by its name
| |||||||||||
Get the set of sense relation types listed in the linguistic ontology
| |||||||||||
Get a sense relation type by its name
| |||||||||||
Get a synArg predicate by its name
| |||||||||||
Get the set of synArg predicates listed in the linguistic ontology
| |||||||||||
Get the necessary synArgs for a given frame
| |||||||||||
Get the set of property values listed in the linguistic ontology for a given property
|
Get a condition predicate by its name
| IllegalArgumentException | If the name is not recognised by the ontology |
|---|
Get the set of condition predicates listed in the linguistic ontology
Get a context predicate by its name
| IllegalArgumentException | If the name is not recognised by the ontology |
|---|
Get the set of context predicates listed in the linguistic ontology
Get a definition predicate by its name
| IllegalArgumentException | If the name is not recognised by the ontology |
|---|
Get the set of definition predicates listed in the linguistic ontology
Get the set of edge relation types listed in the linguistic ontology
Get a edge relation type by its name
| IllegalArgumentException | If the name is not recognised by the ontology |
|---|
Get the set of form variant relation types listed in the linguistic ontology
Get a form variant relation type by its name
| IllegalArgumentException | If the name is not recognised by the ontology |
|---|
Get a frame class by name
| IllegalArgumentException | If the name is not recognised by the ontology |
|---|
Get all possible frame classes
Get the set of lexical variant relation types listed in the linguistic ontology
Get a lexical variant relation type by its name
| IllegalArgumentException | If the name is not recognised by the ontology |
|---|
Get the set of properties listed in the linguistics ontology
Get a property reference by its name
| IllegalArgumentException | If the name is not recognised by the ontology |
|---|
Get a property value by its name
| IllegalArgumentException | If the name is not recognised by the ontology |
|---|
Get the set of representation relation types listed in the linguistic ontology
Get a representation relation type by its name
| IllegalArgumentException | If the name is not recognised by the ontology |
|---|
Get the set of sense relation types listed in the linguistic ontology
Get a sense relation type by its name
| IllegalArgumentException | If the name is not recognised by the ontology |
|---|
Get a synArg predicate by its name
| IllegalArgumentException | If the name is not recognised by the ontology |
|---|
Get the set of synArg predicates listed in the linguistic ontology
Get the necessary synArgs for a given frame
Get the set of property values listed in the linguistic ontology for a given property


|
raw2tiff − create a TIFF file from a raw data |
|
raw2tiff [ options ] input.raw output.tif |
|
raw2tiff converts a raw byte sequence into TIFF. By default, the TIFF image is created with data samples packed (PlanarConfiguration=1), compressed with the PackBits algorithm (Compression=32773), and with each strip no more than 8 kilobytes. These characteristics can overridden, or explicitly specified with the options described below. |
|
−H <number> |
|
size of input image file header in bytes (0 by default). This amount of data just will be skipped from the start of file while reading. |
|
−w <number> |
|
width of input image in pixels (can be guessed, see GUESSING THE IMAGE GEOMETRY below). |
|
−l <number> |
|
length of input image in lines(can be guessed, see GUESSING THE IMAGE GEOMETRY below). |
|
−b <number> |
|
number of bands in input image (1 by default). |
|
−d data_type |
|
type of samples in input image, where data_type may be: |
|
byte |
8-bit unsigned integer (default), |
|||
|
short |
16-bit unsigned integer, |
|||
|
long |
32-bit unsigned integer, |
|||
|
sbyte |
8-bit signed integer, |
|||
|
sshort |
16-bit signed integer, |
|||
|
slong |
32-bit signed integer, |
|||
|
float |
32-bit IEEE floating point, |
|||
|
double |
64-bit IEEE floating point, |
|
−i config |
|
type of samples interleaving in input image, where config may be: |
|
pixel |
pixel interleaved data (default), |
|||
|
band |
band interleaved data. |
|
−p photo |
|
photometric interpretation (color space) of the input
image, where photo may be: |
|
rgb |
image has RGB color model, |
||||
|
cmyk |
image has CMYK (separated) color model, |
||||
|
ycbcr |
image has YCbCr color model, |
||||
|
cielab |
image has CIE L*a*b color model, |
||||
|
icclab |
image has ICC L*a*b color model, |
||||
|
itulab |
image has ITU L*a*b color model, |
|
−s |
swap bytes fetched from the input file. |
|||
|
−L |
input data has LSB2MSB bit order (default). |
|||
|
−M |
input data has MSB2LSB bit order. |
|||
|
−c |
Specify a compression scheme to use when writing image data: −c none for no compression, -c packbits for the PackBits compression algorithm (the default), -c jpeg for the baseline JPEG compression algorithm, -c zip for the Deflate compression algorithm, and −c lzw for Lempel-Ziv & Welch. |
|
−r <number> |
|
Write data with a specified number of rows per strip; by default the number of rows/strip is selected so that each strip is approximately 8 kilobytes. |
|
raw2tiff can guess image width and height in case one or both of these parameters are not specified. If you omit one of those parameters, the complementary one will be calculated based on the file size (taking into account header size, number of bands and data type). If you omit both parameters, the statistical approach will be used. Utility will compute correlation coefficient between two lines at the image center using several appropriate line sizes and the highest absolute value of the coefficient will indicate the right line size. That is why you should be cautious with the very large images, because guessing process may take a while (depending on your system perfomance). Of course, the utility can’t guess the header size, number of bands and data type, so it should be specified manually.  There is no magic, it is just a mathematical statistics, so it can be wrong in some cases. But for most ordinary images guessing method will work fine. |
|
pal2rgb(1), tiffinfo(1), tiffcp(1), tiffmedian(1), libtiff(3) |


@(task: Task)
Initial PDB structure: @task.initialPDB chain @task.initialChain (colored orange)
Final PDB structure: @task.finalPDB chain @task.finalChain (colored blue)
RMSD difference between initial and final structures: @task.RMSD Å
Upload date: @task.uploadDate
Start time: @task.startTime
End time: @task.endTime


{block name="title"}
{$_siteName}
{/block}
{block name="css"}{/block}
{include file="public:left" /} {include file="public:main" /}
{block name="js"}{/block}


Animates a single element or prop of another element over time
Animate an item alogn a motion path
Animate the translation, scaling, rotation or skewing of another element over time
sets value of an attribute for specific duration


SHAFT RATING: 7.5/10 --> Very good movie
For more reviews and movie wallpapers, visit http://www.joblo.com/
This film is not a remake of the original 1971 film starring Richard Roundtree as the baddest mutha on the streets of New York, but an update, starring the ultimate cool man, Sam Jackson, as the nephew of the original Shaft character. By now, I think we've all heard the reports about director Singleton messing around with the extras on the set and playing loud music (how about lightening up a little, Mr. Rudin...the man knows how to enjoy life, give him a break!), and the supposed rifts between Jackson and the director, with everyone and their uncle having an opinion on the script. But all that aside, the real question is...does the film entertain? Simply put...f**kin' aye!
PLOT: Detective John Shaft quits the police force after the system fails to put away a rich, white boy who committed a racially motivated murder. He decides to take the law into his own hands, roaming the streets of the city in search of his own brand of justice.
CRITIQUE: Is this a "bad" movie?  "Bad" in the good sense, of course. Take a hip character, a decent story line, a bit of violence, a bit of action, an awesome score and some great performances from Wright, Bale and the bad mutha himself, Sam Jackson, and enjoy this film as the gritty urban crime drama that it is. I just loved the whole mood of this flick, with its dark city shadows, its cool scene transitions, and its rapid pace, all of which switched my gear to "fun" about two minutes in. In fact, about halfway through the movie, I was already looking forward to sequels from the man, which would definitely be a welcome addition to the sorry ass state of black heroes in Hollywood today.  The possibilities are endless. And who better than Mr. Samuel L. Jackson in the lead role? Wow. If there ever was a role made for anyone, it is the role of Shaft made for Jackson.  In fact, it is his charismatic performance, along with those from Bale and Wright, which actually take this movie a couple of notches above its standard TV cop drama plot line.
Don't get me wrong, the story was actually pretty interesting, but not really anything to get worked up about. In fact, there were even a couple of plot holes which I let slide because of the whole kickass attitude of the film itself. I gotta give it to Singleton, who seemed to have been slacking according to crappy media reports from the set, he managed to create a fun, quick-paced film here, although more reminiscent of last year's PAYBACK than the original SHAFT film. In fact, like most everyone who saw this flick, I was quite disappointed with the lack of girl-play for Shaft, and certainly would've appreciated more sexual innuendo and even more profanity. I mean, this is Shaft for God's sakes...the baddest mutha on the streets! Let him loose!  In fact, the performance from Jeffrey Wright alone is worth the price of admission. He pulls off one of the most over-the-top Tony Montana impressions since Pacino ate it up himself in 1983's SCARFACE. In fact, his character makes the Benicio Del Toro character from THE USUAL SUSPECTS actually sound coherent.
All in all, a fun reincarnation of a classic blaxploitation film whose funky, slick score is as big a part of the movie as the action itself.
Little Known Facts about this film and its stars: Some of Samuel L. Jackson's earlier film roles include "Gang Member No. 2" in 1981's RAGTIME, the "black guy" in SEA OF LOVE (ironically, the screenwriter of this film, Richard Price, also wrote that film), and "Stax Edwards" in the classic Scorsese mob drama GOODFELLAS. His breakthrough role came right after his kicked his own drug habit, when he starred as a strung-out dope fiend in Spike Lee's 1991 movie JUNGLE FEVER. Richard Roundtree, who played Shaft in the original 70s movies, returns as Uncle John in this film. The original SHAFT film was followed up with two sequels: SHAFT'S BIG SCORE and SHAFT IN AFRICA. There was also a short-lived 1973-74 TV series featuring Roundtree in a tamer incarnation. The man behind the hippest score of the year, Isaac Hayes, is the same man who did the score in the original film, and is better known nowadays as the voice of Chef in TV's "South Park". He also performed the song "Chocolate Salty Balls" on the 1999 South Park album. All the cool clothes worn by Samuel L. Jackson in this picture were provided for by a little stylish company named Giorgio Armani. This film was originally titled SHAFT RETURNS.
Review Date: June 18, 2000 Director: John Singleton Writers: Richard Price, John Singleton and Shane Salerno Producers: Scott Rudin and John Singleton Actors: Samuel L. Jackson as John Shaft Christian Bale as Walter Williams Jeffrey Wright as Peoples Hernandez Genre: Action Year of Release: 2000 ------------------------------------ JoBlo's Movie Emporium http://www.joblo.com/ ------------------------------------ (c) 2000 Berge Garabedian
The review above was posted to the
rec.arts.movies.reviews newsgroup (de.rec.film.kritiken for German reviews).
The Internet Movie Database accepts no responsibility for the contents of the
review and has no editorial control. Unless stated otherwise, the copyright
belongs to the author.
Please direct comments/criticisms of the review to relevant newsgroups.
Broken URLs inthe reviews are the responsibility of the author.
The formatting of the review is likely to differ from the original due
to ASCII to HTML conversion.
Related links: index of all rec.arts.movies.reviews reviews


Qt Virtual Keyboard
The Qt Virtual Keyboard project provides an input framework and reference keyboard frontend for Qt 5 on Linux Desktop/X11, Windows Desktop, and Boot2Qt targets.
The input framework makes it easy to write custom input methods or to integrate 3rd party input engines. The input methods can be implemented in C++ or QML.
Features
Key features of the Qt Virtual Keyboard include:
- Customizable keyboard layouts and styles with dynamic switching.
- Predictive text input with word selection.
- Character preview and alternative character view.
- Automatic capitalization and space insertion.
- Scalability to different resolutions.
- Support for different character sets (Latin, Simplified/Traditional Chinese, Hindi, Japanese, Arabic, Korean, and others).
- Support for most common input languages, with possibility to easily extend the language support.
- Left-to-right and right-to-left input.
- Hardware key support for 2-way and 5-way navigation.
- Handwriting support, with gestures for fullscreen input.
- Audio feedback.
- Cross-platform functionality.
Supported Languages
The Virtual Keyboard supports the following languages:
- Arabic
- Danish
- English
- Finnish
- French
- German
- Hindi
- Italian
- Japanese
- Korean
- Norwegian
- Persian/Farsi
- Polish
- Portugese
- Romanian
- Russian
- Simplified Chinese
- Traditional Chinese
- Spanish
- Swedish
To add support for an additional language, see Adding New Keyboard Layouts.
Guides
API Reference
Examples
Licenses and Attributions
Qt Virtual Keyboard is available under commercial licenses from The Qt Company. In addition, it is available under the GNU General Public License, version 3. See Qt Licensing for further details.
Furthermore Qt Virtual Keyboard potentially contains third party modules under following permissive licenses:
MIT License | |
Apache License 2.0 | |
Apache License 2.0 | |
Apache License 2.0 and BSD 3-clause "New" or "Revised" License |


Uses elements such as Hashes, Arrays, Strings, and Integers to accomplish tasks
Integers are whole numbers, as opposed to floats which can have decimals. Integers can be transformed into floats with the method ".to_f"
Strings are any text housed between two of the same type of quotation marks
Arrays are collections of other elements housed between two square braces. Arrays can even hold other arrays!
Hashes are similar to arrays, but while arrays use numbers for indexing data, hashes use any other element that leads to another element. Elements in hashes come in key/value pairs. They are housed in curly braces.
Variables are also an element that is used a lot in Ruby. Variables are name values that can be assigned to other elements. If you ask for the variable's name, it will give you the value that it's been assigned to.
We use if statements to execute certain blocks of code when a certain conditon is true, and if it's false, we use an else statement to execute another block of code. If/else statements can account for many different conditions in the same situation. (if condition, execute block. elsif other condition, execute other block. else, execute other block. end
The keyword "while" is used for looping, and often iterating. (while this condition == true, execute block of code. end.)
Methods can be created to avoid repeating a certain block of code multiple times. (def method_name(argument) execute block. end)
The method "each" can also be used for iterating
Each type of object has its own set of methods that can be applied to them, which can be found in the Ruby Docs at ruby-doc.org.
You can create new objects by declaring a class. You need to define an initialization method, and methods that can be applied to the class. You can then treat it like any other object with its methods.
JavaScript
JavaScript is very similar to Ruby, in the sense that it uses all of the same elements and can accomplish many of the same tasks.
Variables are declared with "var" (var array = [])
In most cases, Ruby uses the keyword "end" to finish statements. In JavaScript, blocks of code that are to be executed in statements are housed in curly braces.
Looping can be done with "while" (while (condition){execute this block})as it is in Ruby, or with "for"(for (init var; until condition == true; increment variable){execute block}.
Functions are defined similarly to the way methods are in Ruby, except they are set up the same way as variables. (function = func_name(argument){execute block}
Objects can be created to store information similar to the way that Ruby's hashes do. You assign a key to value, and when you call the key, the value is returned. Functions can be added to objects just like methods in Ruby classes.
HTML
HTML: HyperText Markup Language
HTML is a language that is used to create website pages. It is interpreted by browsers and places links, text, and images within tags to present content.
Individual types of content are housed between tags (<tag>CONTENT</tag>)
Heading tags such as h1, h2, h3, etc. are used to note the hierarchy of headings on the page
The "p" tag is used for large sets of text, such as the main articles of a page.
The "a" tag is used for links ("alt-text")
The "img" tag is used for presenting images on a page. ()
Unordered lists can be opened with the "ul" tag, and ordered lists with the "ol" tag. Elements within the list are noted with the "li" tag.
New semantic tags in HTML5 are used for clearer notation of what the content is. These tags include "article", "aside", "footer", "header", "main", "nav", "section", and "summary".
CSS
CSS: Cascading Style Sheets
CSS is used to position and style elements in an HTML page.
CSS is held in a stylesheet, separately from the main HTML page.
Some styling properties that could be applied are color, font-family, font-size, height, width, background-color, text-decoration, border-radius, border, text-align, display, position, margin, opacity, font-weight, or float.
Properties that use size or space can be measured in pixels or em's
The syntax of CSS properties is selector{property: value;}
Classes and IDs can be applied to HTML elements to edit specific elements, or a group of elements.
Positioning properties include display, margin, border, padding, content, float, and clear
Git
Git is used for version control of code that we write. It keeps track of changes in documents that we write.
We use GitHub for a centralized location to push our code to, and efficiently promote collaborative work.
Git repositories can exist locally and remotely. We work on our individual computers and push to our remote repositories so others can access our files.
Changes are tracked by "commits" that are associated with each version of a document.
All git commands start with "git" and are executed in the command line.
Branches are used to separate changes from the master version of the document.
Keep track of branches with "git branch"
Create and move to a new branch with "git checkout -b BRANCH-NAME"
Switch branches with "git checkout BRANCH-NAME"
Create a repository with "git init"
Check the status of changed documents with "git status"
Commit changes with the commands, "git add .", "git commit -m 'COMMIT MESSAGE'"
Track commits with "git log"
After committing a change, push it to a remote repository with "git push origin REPO-NAME"
Merge branch in a repository to the master branch when ready on GitHub, and then pull to keep your local repository up to date.
Fetch and merge changes with "git pull"
Delete unwanted branches with "git branch -d BRANCH-NAME"
SQL
SQL: Structured Query Language
SQL is used for fetching information from databases.
Data is held on tables
Create a new table with "CREATE TABLE"
Add a new row with INSERT category-name INTO table-name
Gather information with SELECT category-name FROM table-name
Edit rows in tables with UPDATE.
Change existing tables with ALTER TABLE.
Delete rows in tables with DELETE FROM
The WHERE operator filters results of a query based on specified conditions
LIKE and BETWEEN are used in the WHERE clause.
ORDER BY (ASC and DESC) will sort results in ascending or descending order
LIMIT will specify the maximum number of rows that will be returned by a query.


ご予約内容の最終確認
- 講師
- {{ teacher }}
- プラン
- {{ plan }}
- 日付
- {{ reservation_date }}
- 時間帯
- {{ reservation_time }}
- 料金
- {{ price }}円
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LIFF initialization can fail if a user clicks "Cancel" on the "Grant permission" screen, or if an error occurs in the process of liff.init()
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Bio:
Born: June 13, 1990 in Melbourne, FL
Current Occupation: Student
Education:
High School: Graduated from Satellite High School Class of 2008
College: Eastern Florida State College, CodeFellows
Work History
- Holmes Regional Medical Center: Courier 2005-2007
- Publix Super Markets: Front Service Clerk 2009-2010
- VMC Testing: Registered Tester 2011 - Present
- Medicomp Inc.: Fulfillment Specialst 2015-2016
- Medicomp Inc.: Fulfillment Outbound Supervisor 2016-2017
- Tool
- Between the Buried and Me
- Mastodon
- A Perfect Circle
- City and Colour
- Circa Survive
- blink-182
- He Is Legend
- Dance With the Dead
- New Found Glory