Phaser CE (Community Edition)
Phaser CE is the Community Edition of Phaser. It was started with the 2.7.0 release and since then the community has worked to continue updating it, fixing bugs and adding new features.
See
README for a guide to getting started with Phaser CE.
API
Via: If a class has an entry in the Via column it means you can quickly access it through a local reference: e.g., you can control the camera via this.camera
from any state, or game.camera
if game has been globally defined.
| Class |
Via |
Description |
| Game |
game |
Manages booting, creating subsystems and running the logic and render loop. |
| World |
world |
The Game World in which all Game Objects live. |
| Camera |
camera |
The Camera is your view into the Game World. |
| Stage |
stage |
The Stage is the root display object. |
Game States
| Class |
Via |
Description |
| StateManager |
state |
Creates, manages and swaps your Game States. |
| State |
- |
A base Game State object you can extend. |
Loader
| Class |
Via |
Description |
| Cache |
cache |
The Cache is where all loaded assets are stored and retrieved from. |
| Loader |
load |
Loads all external asset types (images, audio, json, xml, txt) and adds them to the Cache. Automatically invoked by a States preload method. |
| LoaderParser |
- |
A Static Class used by the Loader to handle parsing of complex asset types. |
Game Scaling
| Class |
Via |
Description |
| ScaleManager |
scale |
Manages the sizing and scaling of your game across devices. |
| FlexGrid |
scale.grid |
A responsive layout grid (still in testing) |
| FlexLayer |
- |
A responsive grid layer (still in testing) |
Signals
| Class |
Description |
| Signal |
Signals are Phasers internal Event system. |
| SignalBinding |
Manages which callbacks are bound to a Signal. |
Plugins
| Class |
Via |
Description |
| PluginManager |
plugins |
Installs, updates and destroys Plugins. |
| Plugin |
- |
A base Plugin object you can extend. |
Game Objects
| Class |
Via |
Description |
| GameObjectFactory |
add |
A helper class that can create any of the Phaser Game Objects and adds them to the Game World. |
| GameObjectCreator |
make |
A helper class that can creates and returns any Phaser Game Object. |
| Group |
add.group |
Groups can contain multiple Game Objects and have the ability to search, sort, call, update and filter them. |
| InputHandler |
<object>.input |
If a Game Object is enabled for input this class controls all input related events, including clicks and drag. |
| Events |
<object>.events |
All of the Game Object level events. |
| Create |
create |
Dynamic Sprite and Texture generation methods. |
Display
| Class |
Description |
| Sprite |
A Game Object with a texture, capable of running animation, input events and physics. |
| Image |
A lighter Game Object with a texture and input, but no physics or animation handlers. |
| TileSprite |
A Game Object with a repeating texture that can be scrolled and scaled. |
| Button |
An Image Game Object with helper methods and events to turn it into a UI Button. |
| SpriteBatch |
A custom Sprite Batch. Can render multiple Sprites significantly faster if they share the same texture. |
| Rope |
A jointed Game Object with a strip-based texture. |
Graphics
| Class |
Description |
| Graphics |
Allows you to draw primitive shapes (lines, rects, circles), setting color, stroke and fills. |
| BitmapData |
Provides a powerful interface to a blank Canvas object. Can be used as a Sprite texture. |
| RenderTexture |
A special kind of texture you can draw Sprites to extremely quickly. |
Text
| Class |
Description |
| Text |
Displays text using system fonts or Web Fonts, with optional fills, shadows and strokes. |
| BitmapText |
A texture based text object that uses a Bitmap Font file. |
| RetroFont |
Similar to a BitmapText object but uses a classic sprite sheet. Each character is a fixed-width. |
Animation
| Class |
Via |
Description |
| AnimationManager |
sprite.animations |
Adds, plays and updates animations on Sprite Game Objects. |
| Animation |
- |
The base Animation object that the Animation Manager creates. |
| AnimationParser |
- |
Used internally by the Phaser Loader to parse animation data from external files. |
| FrameData |
- |
A collection of Frame objects that comprise an animation. |
| Frame |
- |
A single Frame of an Animation. Stored inside of a FrameData object. |
Geometry
| Class |
Description |
| Circle |
A Circle object consisting of a position and diameter. |
| Ellipse |
An Ellipse object consisting of a position, width and height. |
| Line |
A Line object consisting of two points at the start and end of the Line. |
| Point |
A Point object consisting of an x and y position. |
| Polygon |
A Polygon object consisting of a series of Points. |
| Rectangle |
A Rectangle object consisting of an x, y, width and height. |
| RoundedRectangle |
A Rectangle object consisting of an x, y, width, height and corner radius. |
Time
| Class |
Via |
Description |
| Time |
time |
The core internal clock on which all Phaser time related operations rely. |
| Timer |
time.create |
A custom Timer that contains one or more TimerEvents. Can be used either once or be set to repeat. |
| TimerEvent |
time.add |
A single time related event object. Belongs to a Phaser.Timer. |
Tilemaps
| Class |
Description |
| Tilemap |
A Tilemap consists of one or more TilemapLayers and associated tile data. Contains methods for tile data manipulation and TilemapLayer generation. |
| TilemapLayer |
A single layer within a Tilemap. Extends from Phaser.Sprite and is responsible for rendering itself. |
| Tileset |
An object containing a texture and data used for rendering tiles by a TilemapLayer. |
| Tile |
A single Tile object with related properties. One of these exists for every tile in a map. |
| TilemapParser |
A Static class used to parse externally loaded map data. Typically called directly by Phaser.Loader. |
Math
| Class |
Via |
Description |
| Math |
math |
Contains lots of math related helper methods including fuzzy logic and interpolation. |
| QuadTree |
- |
A stand-alone QuadTree implementation. Used by Arcade Physics but can also be used directly. |
| RandomDataGenerator |
rnd |
A seedable repeatable random data generator. |
Network
| Class |
Via |
Description |
| Net |
net |
Browser URL and query string related methods. |
Particles
| Class |
Via |
Description |
| Particles |
particles |
The Phaser Particle Manager. Called during the game loop and updates any associated Particle Emitters. |
| Emitter |
add.emitter |
An Arcade Physics based Particle Emitter. |
| Particle |
- |
A single Particle object as emitted by the Emitter. Extends Phaser.Sprite. |
Physics
| Class |
Via |
Description |
| Physics |
physics |
The core Physics Manager. Provides access to all of the physics sub-systems. |
Arcade Physics
| Class |
Via |
Description |
| Arcade |
physics.arcade |
The Arcade Physics handler. Contains collision, overlap and movement related methods. |
| Body |
sprite.body |
An Arcade Physics Body. Contains velocity, acceleration, drag and other related properties. |
| Weapon |
game.add.weapon |
An Arcade Physics powered Weapon plugin, for easy bullet pool management. |
Ninja Physics
Ninja Physics is not bundled in Phaser by default. Please see the README custom build details section.
| Class |
Via |
Description |
| Ninja |
physics.ninja |
The Ninja Physics handler. Contains collision, overlap and movement related methods. |
| Body |
sprite.body |
A Ninja Physics Body. Contains velocity, acceleration, drag and other related properties. |
| AABB |
- |
An AABB Ninja Physics Body type. |
| Circle |
- |
A Circle Ninja Physics Body type. |
| Tile |
- |
A Tile Ninja Physics Body type. |
P2 Physics
Input
| Class |
Via |
Description |
| Input |
input |
The Input Manager. Responsible for handling all Input sub-systems. Also looks after Input enabled Game Objects. |
| Pointer |
input.pointer |
Pointers encapsulate all mouse or touch related input, regardless of how it was generated. On multi-touch systems more than one Pointer can be active at any one time. In Input related events a reference to the corresponding Pointer is passed. |
| DeviceButton |
pointer.leftButton , … |
Represents a button on a mouse or pen/stylus. |
| Keyboard |
input.keyboard |
The Keyboard input handler. Listens for device related events. Can also create Key objects. |
| Key |
- |
A Key object is responsible for listening to a specific Key. Created by the Keyboard class. |
| KeyCode |
- |
The KeyCode consts are used when creating new Key objects. |
| Mouse |
input.mouse |
A Mouse event handler. Listens for device related events and passes them on to the active Pointer. |
| MSPointer |
input.mspointer |
An MSPointer event handler. Listens for device related events and passes them on to the active Pointer. |
| Touch |
input.touch |
A Touch event handler. Listens for device related events and passes them on to the active Pointer. |
Gamepads
| Class |
Via |
Description |
| Gamepad |
input.gamepad |
The Gamepad Manager looks after all connected Gamepads to the device. Creates SinglePad instances. |
| SinglePad |
input.gamepad.pad<1,4> |
Represents a single connected gamepad. |
| DeviceButton |
- |
Represents a button on a SinglePad instance. |
Tweens
| Class |
Via |
Description |
| TweenManager |
tweens |
The Tween Manager creates, updates and destroys all active tweens. |
| Tween |
add.tween |
A Tween object. Consists of TweenData objects that represent the tween and any child tweens. |
| TweenData |
- |
A TweenData object contains all the information related to a tween. Created by and belongs to a Phaser.Tween object. |
| Easing |
- |
A static class containing all of the easing functions available to Tweens. |
Sound
| Class |
Via |
Description |
| SoundManager |
sound |
The Sound Manager controls all Sound objects and can play, loop, fade and stop Sounds. |
| Sound |
add.audio , add.sound |
A Sound object. Can be played, paused and stopped directly, and have its volume adjusted. |
| AudioSprite |
add.audioSprite |
An Audio Sprite is a Sound object with related marker data representing sections of the audio. |
System
| Class |
Via |
Description |
| Canvas |
- |
A static class containing Canvas creation and manipulation methods. Such as adding to the dom, setting touch actions, smoothing and image rendering. |
| Device |
game.device |
The Device class checks system capabilities and settings on boot and stores them for later access. |
| DOM |
- |
A static class containing DOM specific methods including offset handling, viewport calibration and bounds checks. |
| RequestAnimationFrame |
game.raf |
Abstracts away the use of RAF or setTimeOut for the core game update loop. |
Utils
| Class |
Via |
Description |
| ArraySet |
- |
ArraySet is a Set data structure (items must be unique within the set) that also maintains order. |
| ArrayUtils |
- |
Array specific methods such as getRandomItem, shuffle, transposeMatrix, rotate and numberArray. |
| Color |
- |
Phaser.Color is a set of static methods that assist in color manipulation and conversion. |
| Debug |
game.debug |
A collection of methods for displaying debug information about game objects. |
| LinkedList |
- |
A basic Linked List data structure. |
| Utils |
- |
Utility methods for Object and String inspection and modification. Including getProperty, pad, isPlainObject, extend and mixin. |


The root package for the messaging system. This package is mostly to provide a hierarchy so that the messaging subsystem is compartmentalized into its own section of the directory hierarchy. However, it also collects the classes that may be used by the users of the messaging system as a simpler interface to the specific components.


From: Mr.Ben Otutu. 7th Floor, Kamkholo Bld Cnr. Brown and Voortrekker Str. Nelspruit 1200.Johannesburg South Africa. E-mail Back in<EMAIL_ADDRESS>{THIRTY SIX MILLION USD) (RE: TRANSFER OF ($ 36,000,000.USD {BUSINESS OPPORTUNITY/YOUR ASSISTANCE IS NEEDED} My name is Mr.Ben Otutu. and I work in the International operation department in a Local Bank here in South Africa. On a routine inspection I discovered a dormant domiciliary account with a BAL. Of 36,000,000 (Thirty Six Million USD) on further discreet investigation, I also discovered that the account holder has long since passed away (dead) leaving no beneficiary to the account. The bank will approve this money to any foreigner because the former operator of the a/c is a foreigner and I am certainly sure that he is dead, and nobody will come again for the claim of this money A foreigner can only claim this money with legal claims to the account Holder; therefore I need your cooperation in this transaction. I will provide the necessary information needed in order to claim this money, But you will need to open an account where this can be transferred. If interested send your private Telephone No. And Fax number including full details of the account to be used for the Deposit I wish for utmost confidentiality in handling this transaction as my job and the future of my family would be jeopardized if it were breached. The informations will be as follows....... Bank Name......... Bank Address........ A/C Name............. A/C Number.............. Swift Code No.............. Routing Number................ I want to assure you that the transaction is without risk if due process is followed accordingly. Finally I will give you 25% for your corporation. I look forward to a favorable response from you. Thank's for your maxinium co-operation and remain blessed. Best Regards, Mr.Ben Otutu. Aktivujte si neobmedzenu mailovu schranku na www.pobox.sk!


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Hello World!
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Mystery Button


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TP-Link router systems: Great mix of quality and price
Source: TP-Link
Best TP-Link Router System Android Central 2019
TP-Link has been making networking equipment for ages and it's quite good at it. Not only that, TP-Link routers more often than not offer competitive specifications at great prices. If you're looking for a great balance of features including fast AC Wi-Fi with MU-MIMO and tri-band, the Archer A20 is a great fit.
- Best Overall: Archer A20
- Best Value: Archer A7
- Best Wi-Fi 6: Archer AX50
- Best Gaming: Archer C5400X
- Best entry-level mesh: Deco M5
- Best Mesh: Deco M9 Plus
Best Overall: Archer A20
Source: TP-Link
Wi-Fi 6, or 802.11AX, is the next big thing in Wi-Fi routers. The only problem is that very few devices support it and the prices for those devices are quite high. The TP-Link A20, however, comes close with fast AC Wi-Fi providing up to 1,625Mbps on either 5Ghz band and 750Mbps on the 2.4Ghz bands.
There are four gigabit Ethernet connections for wired devices around back and one more for your internet connection. With the speed of the Wi-FI, it would have been nice to see a multi-gig option such as a faster Ethernet port or link aggregation. Still, 1Gbps should be plenty for most applications.
The styling is simple and utilitarian, allowing the A20 to avoid standing out too much. The matte black finish with relatively short antennas can keep a low enough profile that it can be placed high enough up on a shelf to provide good coverage. Still, at around 7.9 inches across, it is still quite big.
Pros:
- Fast AC4000 speed
- Tri-band
- MU-MIMO
- Six antennas
Cons:
- No multi-gig ethernet
- Large
Best Overall
Archer A20
Fast AC Wi-Fi
The TP-Link Archer A20 provides a great balance of speed and features with tri-band connectivity and MU-MIMO. AC Wi-Fi is great for most wireless devices.
Best Value: Archer A7
Source: TP-Link
Most people don't need absolute top speeds or six antennas on their Wi-Fi system. For a smaller house or apartment, the TP-Link Archer A7 will be able to provide a solid wireless experience. Four gigabit Ethernet ports let this router fit right in with your current wired setup.
You do give up a few features for the lower price, such as MU-MIMO and tri-band connectivity, which can lead to some slowdown if you want to connect a lot of devices at once. Still, with 450Mbps on the 2.4Ghz band and 1,300Mbps at 5Ghz, the Archer A7 should be more than adequate.
Traditional styling with tall antennas makes this router a bit harder to blend into a room but the black color and subtle design mean it won't stand out too much. This router is a great balance for a network that doesn't need a ton of performance.
Pros:
- Adequate AC1750 speed
- Four Gigabit Ethernet ports
- Dual-band
Cons:
- No MU-MIMO
- Only USB 2.0
Best Value
Archer A7
AC1750 for less
Fast dual-band wireless speeds at AC1750 is enough for the vast majority of users. Four Ethernet ports and three antennas help connect plenty of devices.
Best Wi-Fi 6: Archer AX50
Source: TP-Link
If you absolutely need Wi-Fi 6, or just want to get in on the new standard, the TP-Link Archer AX50 is your best bet. At around 10 inches wide and only around 5 inches deep, the AX50 has a minimal and relatively subtle design but packs a punch. It has wireless speeds up to AX3000, which breaks down to 2,402Mbps at 5Ghz and 574Mbps at 2.4Ghz. Of course, this router is backwards compatible with the older Wi-Fi standards including Wi-Fi 5 or 802.11AC.
It is a bit disappointing that there are no multi-gig Ethernet ports available so your maximum wired speeds will be 1Gbps, though this is enough for most current applications. If you intend to use a fast storage server on your network, it will be worth it to get something a bit faster like the Archer C5400X.
Still, if you're looking for a fast and consistent Wi-Fi 6 solution without breaking the bank, the AX50 is a great option.
Pros:
- Wi-Fi 6 compatible
- AX3000 speeds
- MU-MIMO
- Minimal design
Cons:
- No multi-gig Ethernet
- No tri-band
Best Wi-Fi 6
Archer AX50
Wi-Fi 6 performance
Wi-Fi 6 is coming and your can be ready for it with the TP-Link Archer AX50. Four streams allow it to reliably hit 3Gbps on supported devices.
Best Gaming: Archer C5400X
Source: TP-Link
The C5400X is just about the best performance you can get in an AC Wi-Fi router. There is a Wi-Fi 6 version available exclusively to Costco members if you want the absolute best performance. If you wish to stick with the AC version, you aren't giving up much with a potential speed of 5,400Mbps.
This router is also a great fit if you have a fast network storage server thanks to link aggregation, which allows a wired connection of up to 2Gbps. Speaking of wired connections, the C5400X has eight gigabit Ethernet ports meaning you can stick to wired on all of your game consoles and gaming PC.
While the appearance does shout "gamer," quality of service software helps it live up to the appearance and will keep gaming latency low even when there are a lot of devices connected. Combine all this with tri-band Wi-Fi and MU-MIMO and you should have a consistent and fast Wi-Fi experience.
Pros:
- Fast AC5400 speed
- Eight Ethernet ports
- Tri-band
- MU-MIMO
- Link aggregation
Cons:
- Gamer aesthetic
- Wi-Fi 6 only available to Costco members
Best Gaming
Archer C5400X
Fast gaming performance
The Archer C5400X is one of the fastest AC routers around. With plenty of speed for wired and wireless devices, you can't go wrong with this router.
Best Entry-level Mesh: Deco M5
Source: TP-Link
Mesh networking is the biggest trend in Wi-Fi. These routers work together to provide great coverage by combining multiple small routers into a single network. The TP-Link Deco M5 isn't the fastest mesh router around but with a great price and an easy app-based setup, it is a great option for someone just getting into mesh networking.
This router has two ethernet ports on each one so you don't need to give up on your wired devices but the focus here is on Wi-Fi. Speaking of Wi-Fi, this Deco M5 sports a dual-band connection at AC1200 speeds. That's 867Mbps at 5Ghz and 400Mbps at 2.4Ghz. With a three-pack covering an estimated 5,500 square feet, this can be a great solution for a home that's hard to cover with just one router.
Since you'll be placing mesh routers in more rooms of your home, it's nice that the Deco M5 is so small. You can always add more Deco routers if you want to strengthen your network as well.
Pros:
- Dual-band Wi-Fi
- Compact size
- MU-MIMO
- 5,500 square feet of coverage
Cons:
- AC1200 speed feels lacking
- Only two Ethernet ports per unit
Best entry-level mesh
Deco M5
Solid starter mesh
The TP-Link Deco M5 is a simple and easy way to build a mesh network in your home. The Wi-Fi speed is fast enough for most users.
Best Mesh: Deco M9 Plus
Source: TP-Link
The Deco M9 Plus is a tri-band mesh Wi-Fi router with support for MU-MIMO. This allows it to achieve speeds of AC2200, which breaks down to 867Mbps on each of two 5Ghz bands and 400Mbps the 2.4Ghz band. You can easily set up your mesh network with the Deco app. The M9 Plus also supports Zigbee for smart home connections.
Even with this extra power, these routers maintain a compact size and two Ethernet ports per unit. A three-pack will cover an impressive 6,500 square feet in ideal condition. Even if these routers don't cover your entire home, you can add more to strengthen your mesh.
Though not that many devices will support tri-band connection, the extra 5Ghz band will form a dedicated backhaul connection to keep the speed between routers fast no matter which router is closer to you device.
Pros:
- Tri-band
- AC2200 speed
- Zigbee connection
- MU-MIMO
- Compact size
Cons:
- Only two Ethernet ports per unit
Best Mesh
Deco M9 Plus
A smarter mesh
With ZigBee and tri-band Wi-Fi, the TP-Link Deco M9 Plus is one of the fastest mesh routers you can get. An app makes setup and expansion a breeze.
Bottom line
TP-Link likely has a solution for anyone's networking needs. Even with intense competition in the mesh space from newer companies like Google and Eero, the Deco mesh routers are a great value whether you need the faster M9 Plus or the cheaper M5. Gaming is also an option with modern quality of service software to keep gaming latency low even when there are a lot of users online.
One of the reasons there are so many different routers to choose from is because they all fill a different set of requirements. If, however, you want a great balance of the most important features in a router, the Archer A20 is a great choice. With tri-band and MU-MIMO on top of AC4000 speeds, this router is a great choice for most homes.
Credits — The team that worked on this guide
Samuel Contreras When Samuel is not writing about networking and carriers, he spends most of his time researching computer components and obsessing over what CPU goes into the ultimate Windows 98 computer. It's the Pentium 3.
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Company Structure
Tencent consists of seven business groups. Each business group is responsible for managing a division of Tencent’s diverse products and platforms to meet the varied and vast needs of our user’s lives.
Technology Engineering Group
Responsible for supporting the company and its business groups on technology and operational platforms as well as the construction and operation of R&D management and data centers, TEG provides users with a full range of customer services. TEG also leads the Tencent Technology Committee on strengthening infrastructure R&D through internal and distributed open source collaboration, constructing middle platforms and supporting business innovation.
Weixin Group
Responsible for the construction and operation of the WeChat ecosystem. Leveraging WeChat functions and open platforms such as WeChat Public Platform, Mini Programs, WeChat Pay, WeChat for Business and WeChat Search, WXG provides solutions and connectivity for intelligent upgrades across all industries. WXG is also responsible for the development and operation of QQ Mail, WeChat Read and other products.
Interactive Entertainment Group
Responsible for the R&D, operation and development of the interactive entertainment business including games and e-sports. Through systematic research and the exploration and application of cutting-edge technology, IEG continues to create better interactive entertainment content experiences for users. IEG assists the company in leading the global interactive entertainment market and co-create a prosperous and up-to-date content ecosystem with other business groups.
Platform & Content Group
Responsible for the company's Internet platform and the integrated development of the content and culture ecosystem. PCG integrates social platforms such as QQ and QQ space with traffic platforms such as Tencent’s App Store and browsers, as well as content including news, video, sports, live broadcast, anime and movies. PCG promotes cross-platform and multi-modal development of IP, with the goal of creating more premium digital content experiences for more users.
Cloud & Smart Industries Group
Responsible for promoting the company's cloud and industry internet strategy, CSIG explores innovative interactions between users and industries to create better solutions for smart industries via technological innovations such as cloud and AI. While driving the digitalization of retail, medical, education, transportation and other industries, CSIG helps companies serve users in smarter ways, building a new ecosystem of intelligent industries that connect users and businesses.
Corporate & Development Group
As the platform for the company's new business incubation and new business exploration, CDG is responsible for promoting the development and innovation of important areas such as financial technology business and advertising and marketing services, including payment and financial applications. As a professional support platform, CDG also supports the company and various business groups in strategic planning, investment and mergers, international expansion and public relations.


|
BitShares-Core
6.1.0
BitShares blockchain implementation and command-line interface software
|
Create a new credit offerA credit offer is a fund that can be used by other accounts who provide certain collateral. More...
#include <credit_offer.hpp>
Classes | |
| struct | fee_parameters_type |
Public Member Functions | |
| account_id_type | fee_payer () const |
| void | validate () const override |
| share_type | calculate_fee (const fee_parameters_type &k) const |
| Public Member Functions inherited from graphene::protocol::base_operation | |
| virtual | ~base_operation ()=default |
| template<typename T > | |
| share_type | calculate_fee (const T ¶ms) const |
| virtual void | get_required_authorities (vector< authority > &) const |
| virtual void | get_required_active_authorities (flat_set< account_id_type > &) const |
| virtual void | get_required_owner_authorities (flat_set< account_id_type > &) const |
| fc::optional< fc::future< void > > | validate_parallel (uint32_t skip) const |
Public Attributes | |
| asset | fee |
| Operation fee. More... | |
| account_id_type | owner_account |
| Owner of the credit offer. More... | |
| asset_id_type | asset_type |
| Asset type in the credit offer. More... | |
| share_type | balance |
| Usable amount in the credit offer. More... | |
| uint32_t | fee_rate = 0 |
| Fee rate, the demominator is GRAPHENE_FEE_RATE_DENOM. More... | |
| uint32_t | max_duration_seconds = 0 |
| The time limit that borrowed funds should be repaid. More... | |
| share_type | min_deal_amount |
| Minimum amount to borrow for each new deal. More... | |
| bool | enabled = false |
| Whether this offer is available. More... | |
| time_point_sec | auto_disable_time |
| The time when this offer will be disabled automatically. More... | |
| flat_map< asset_id_type, price > | acceptable_collateral |
| Types and rates of acceptable collateral. More... | |
| flat_map< account_id_type, share_type > | acceptable_borrowers |
| Allowed borrowers and their maximum amounts to borrow. No limitation if empty. More... | |
| extensions_type | extensions |
| Unused. Reserved for future use. More... | |
Additional Inherited Members | |
| Static Public Member Functions inherited from graphene::protocol::base_operation | |
| static uint64_t | calculate_data_fee (uint64_t bytes, uint64_t price_per_kbyte) |
Create a new credit offer
A credit offer is a fund that can be used by other accounts who provide certain collateral.
Definition at line 36 of file credit_offer.hpp.
| share_type graphene::protocol::credit_offer_create_operation::calculate_fee | ( | const fee_parameters_type & | k | ) | const |
Definition at line 79 of file credit_offer.cpp.
|
inline |
Definition at line 61 of file credit_offer.hpp.
|
overridevirtual |
Reimplemented from graphene::protocol::base_operation.
Definition at line 63 of file credit_offer.cpp.
| flat_map<account_id_type, share_type> graphene::protocol::credit_offer_create_operation::acceptable_borrowers |
Allowed borrowers and their maximum amounts to borrow. No limitation if empty.
Definition at line 57 of file credit_offer.hpp.
| flat_map<asset_id_type, price> graphene::protocol::credit_offer_create_operation::acceptable_collateral |
Types and rates of acceptable collateral.
Definition at line 54 of file credit_offer.hpp.
| asset_id_type graphene::protocol::credit_offer_create_operation::asset_type |
Asset type in the credit offer.
Definition at line 45 of file credit_offer.hpp.
| time_point_sec graphene::protocol::credit_offer_create_operation::auto_disable_time |
The time when this offer will be disabled automatically.
Definition at line 51 of file credit_offer.hpp.
| share_type graphene::protocol::credit_offer_create_operation::balance |
Usable amount in the credit offer.
Definition at line 46 of file credit_offer.hpp.
| bool graphene::protocol::credit_offer_create_operation::enabled = false |
Whether this offer is available.
Definition at line 50 of file credit_offer.hpp.
| extensions_type graphene::protocol::credit_offer_create_operation::extensions |
Unused. Reserved for future use.
Definition at line 59 of file credit_offer.hpp.
| asset graphene::protocol::credit_offer_create_operation::fee |
Operation fee.
Definition at line 43 of file credit_offer.hpp.
| uint32_t graphene::protocol::credit_offer_create_operation::fee_rate = 0 |
Fee rate, the demominator is GRAPHENE_FEE_RATE_DENOM.
Definition at line 47 of file credit_offer.hpp.
| uint32_t graphene::protocol::credit_offer_create_operation::max_duration_seconds = 0 |
The time limit that borrowed funds should be repaid.
Definition at line 48 of file credit_offer.hpp.
| share_type graphene::protocol::credit_offer_create_operation::min_deal_amount |
Minimum amount to borrow for each new deal.
Definition at line 49 of file credit_offer.hpp.
| account_id_type graphene::protocol::credit_offer_create_operation::owner_account |
Owner of the credit offer.
Definition at line 44 of file credit_offer.hpp.


Home
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Bururet
Bosnian Roma
Progledavanje - Awakening Moment
“Vilina Vlas“ (The Fairy Hair)
Home
Works
Bururet
Bosnian Roma
Progledavanje - Awakening Moment
“Vilina Vlas“ (The Fairy Hair)
About
Contact
SafetBeg


This test performs an animation of the translate() and scale() operators. It animates over 1 seconds. At 0.25 and 0.5 seconds it takes a snapshot and expects the result to be within range.


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Lorem Ipsum is simply dummy text of the
printing and typesetting industry.
Lorem Ipsum is simply dummy text of the printing and typesetting industry. Lorem Ipsum has been the industry's standard dummy text ever since the 1500s, when an unknown printer took a galley of type and scrambled it to make a type specimen book.
Lorem Ipsum is simply dummy text of the
printing and typesetting industry.
Lorem Ipsum is simply dummy text of the printing and typesetting industry. Lorem Ipsum has been the industry's standard dummy text ever since the 1500s, when an unknown printer took a galley of type and scrambled it to make a type specimen book.
Lorem Ipsum is simply dummy text of the printing and typesetting industry. Lorem Ipsum has been the industry's standard dummy text ever since the 1500s, when an unknown printer took a galley of type and scrambled it to make a type specimen book. It has survived not only five centuries.
Get the DEMO


Gecode::Int::Extensional::BitSet Class Reference
List of all members.
Detailed Description
Simple bitsets.
Definition at line 47 of file bitset.icc.
|
Public Member Functions |
| | BitSet (void) |
| | Default (empty) initialization of BitSet.
|
| | BitSet (Space *home, int s, bool value=false) |
| | BitSet with space for s bits. The bits are set to value.
|
| | BitSet (Space *home, const BitSet &bs) |
| | Copy BitSet bs.
|
| void | init (Space *home, int s, bool value=false) |
| | Initialize BitSet for s bits. The bits are set to value.
|
| bool | get (unsigned int i) |
| | Access value at bit i.
|
| void | set (unsigned int i, bool value=true) |
| | Set value at bit i to value.
|
Constructor & Destructor Documentation
| Gecode::Int::Extensional::BitSet::BitSet |
( |
void |
|
) |
[inline] |
| Gecode::Int::Extensional::BitSet::BitSet |
( |
Space * |
home, |
|
|
int |
s, |
|
|
bool |
value = false | |
|
) |
| | [inline] |
BitSet with space for s bits. The bits are set to value.
Definition at line 82 of file bitset.icc.
| Gecode::Int::Extensional::BitSet::BitSet |
( |
Space * |
home, |
|
|
const BitSet & |
bs | |
|
) |
| | [inline] |
Member Function Documentation
| void Gecode::Int::Extensional::BitSet::init |
( |
Space * |
home, |
|
|
int |
s, |
|
|
bool |
value = false | |
|
) |
| | [inline] |
Initialize BitSet for s bits. The bits are set to value.
Definition at line 70 of file bitset.icc.
| bool Gecode::Int::Extensional::BitSet::get |
( |
unsigned int |
i |
) |
[inline] |
Access value at bit i.
Definition at line 93 of file bitset.icc.
| void Gecode::Int::Extensional::BitSet::set |
( |
unsigned int |
i, |
|
|
bool |
value = true | |
|
) |
| | [inline] |
The documentation for this class was generated from the following file:


Tom Cardoso, investigative reporter at The Globe and Mail
You can find the GitHub repository for this presentation here.
A legislated mechanism for requesting documents from a government or government-adjacent body.
Basically: You write a letter to an institution and send along a cheque. Then you wait. Finally, you receive a copy of the documents that were found to be “responsive” to your request.
It’s a way to hold governments accountable, so you can more or less ask for anything.
Every reporter should know how to file FOIs.
First up: Language.
Some people think writing it in legalese makes it more bulletproof and harder for FOI analysts to misinterpret. It doesn’t. Keep it simple and straightforward, as if you’re writing the nut graf of a story.
There are three elements to an FOI request:
Subject
“I am seeking access to records prepared or received by the mayor’s office regarding vehicle-on-pedestrian collisions within the City of Toronto.”
Record types
“Records should include presentations, memos, reports, research, and briefing notes.”
Time period
“From Jan. 1, 2014 to present (October 16, 2019).”
Final request
“Dear coordinator, I am seeking access to records prepared or received by the mayor’s office regarding vehicle-on-pedestrian collisions within the City of Toronto. Records should include presentations, memos, reports, research, and briefing notes. From Jan. 1, 2014 to present (October 16, 2019). Please call me immediately if you have any questions or need clarification. I can be reached at XXXX.”
Track your requests!
If you've got more than 2 or 3 requests going, keep them logged in a spreadsheet or you will forget about them. Feel free to use mine.
Once you’ve filed and received an acknowledgment, call the coordinator.
Starts the relationship off on the right foot.
Be patient. Be polite. Negotiate as necessary.
Unless it’s a federal request, expect a fee estimate. Again, negotiate. Also consider submitting a fee waiver request.
Extensions are common. Don’t be discouraged, and again: negotiate.
Even with an extension, there’s a good chance the body will miss their own deadline.
To combat this, it’s a good idea to check in via call or email a few weeks before a file is due.
You’ll definitely be annoying them a bit by doing this, but the squeaky wheel gets the grease.
Have fun. You may have thousands of pages to read!
Write a story, maybe?
Consider an appeal, maybe.
File another request to keep your momentum going.
Never be rude.
Use piggyback requests. Use my Piggyback bookmarklet to make it easy!
Tons of other tips available at my tipsheet.


I have a degree in Systems Analysis and Development since 2014, but I have been working with IT since 2011.
Today I try to renew myself and rejoin the Front-End area.
I always try to attend courses to add knowledge, and currently my focus is on courses for developers, like those of RocketSeat.
Although I am dedicating myself to learn more about Programming, I confess that I like many areas of Informatics.
I really enjoy working with the Sql Server, but what really motivates me is working in Project Management, being part of a team that wants to deliver the best of itself and is happy with what it does.
Talking to the client, negotiating deadlines (with developers, designers and testers), validating projects, writing / validating specifications, all this really accomplishes me.
I have worked in several companies, but the dynamic and young environment of Communication and Marketing Companies renews me.
2020 - CFI Module (International): Desktop System.
Tester System Responsible for all System Testing dynamics. Write Functional Tests.
Perform Initial Tests still in the final stage of module development in order to guarantee the integrity of the system.
Project Management for the big Client in the areas of IT and Digital Marketing with use of Kanban and support of Bitrix management tool.
Content Analysis and Marketing Parts prior to Customer Approval.
Relationship with client for requirements survey, briefing improvements and brainstorm.
Elaboration of Schedules with MS Project and development of Functional Specification.
Design of Test Scenarios, regression tests.
Code validation developed for email marketing through junior team and support redirection using Trello tool.
Elaboration of Manual Test Scenarios, based on system requirements.
Performing tests using Visual Studio Team Foundation Service, including Regression Tests keeping all the evidence recorded, and thus having control
of how many times the test failed and the reason.
Project Management for the Client, making use of Scrum, with the entire process of DaIly Scrum, Sprint Backlog and Review.
Open, target and control activities for .NET and Java developers through TFS online.
Requirements survey, preparation of MS Project Schedule and Functional Specification for smaller projects.
Development of Layout and system support based on HTML5, CSS3 and Bootstrap.
Maintenance of systems in SharePoint and database support for Clients projects.
Data queries with SQL Server and report development with Crystal Reports for Clients.
Development of pieces of Marketing and Webinar support.
Elaboration and execution of Caixa Preta Test Cases, with elaboration of test mass in SQL Server Database.
Elaboration of Functional and Technical Specification with support from senior developers.
Diagramming with Enterprise Architect and BPM.
Elaboration of Queries / Procedures and fabrication of a screen prototype.
Implementation and training of ERP system Fenícia for Lidador company and other small and medium companies.
Support for validating NF-e XML files. Data checks with Visual FoxPro.
Remote, telephone and face-to-face service to the ERP Fenícia e Frente de Loja (POS) system.
Website development in PHP.
Development of Layouts and image processing with Photoshop and Fireworks for the CIPA (Internal Commission of accident prevention).
QSMS Online courses (Quality, Safety, Environment and Health) with Flash.
Development of product control system in PHP with Mysql database.
Creating images with Corel Draw.
English B1 - Wall Street English
French A2 - École Quebec
Portuguese - Native


Here you have the functionality to create, manage and modify the SKF Project expert system wizard.
Create, manage and modify Checklists and Checklist requirements, Checklist questions and the Checklist logic.
Here you can select one of the questions you have created and assign these to a Checklist requirement,
you can select 1 Checklist requirement per question or you can add multiple Checklist requirements.
Here you can view, create and manage your Checklist requirements. Also you can add more information to
the Checklist requirement like correlating it to a Knowledge base item or assign it to a specific question.
Here you can view, create and manage your questions that can be used in the Checklist requirements and / or Checklist configuration.


The Adventures of Jerry Muskrat
by Thornton W. Burgess
Chapter 17: “Who Had Made the Strange Pond?”
Additional Information
- Year Published: 1914
- Language: English
- Country of Origin: United States of America
- Source: Burgess, T.W. (1914). The Adventures of Jerry Muskrat.
-
Readability:
- Flesch–Kincaid Level: 5.5
- Word Count: 723
- Genre: Fantasy
- ✎ Cite This
Downloads
Who had made the strange pond? That is what Spotty the Turtle wanted to know. That is what Billy Mink wanted to know. So did Little Joe Otter and Jerry Muskrat and Grandfather Frog, when they arrived. So did Ol’ Mistah Buzzard, looking down from the blue, blue sky. It was very strange, very strange indeed! Never had there been a pond in that part of the Green Forest before, not even in the days when Sister South Wind melted the snow so fast that the Laughing Brook ran over its banks and the Smiling Pool grew twice as large as it ought to be.
Of course some one had made it. Spotty the Turtle had known that as soon as he had seen the strange pond. All in a flash he had understood what that wall of logs and brush and mud across the Laughing Brook was for. It was to stop the water from running down the Laughing Brook. And of course, if the water couldn’t keep on running and laughing on its way to the Smiling Pool, it would just stand still and grow and grow into a pond. Of course! There was nothing else for it to do. Spotty felt very proud when he had thought that out all by himself.
“This wall we are sitting on has made the pond,” said Spotty the Turtle, after a long time in which no one had spoken.
“You don’t say so!” said Billy Mink. “How ever, ever, did you guess it? Are you sure, quite sure that the pond didn’t make the wall?”
Spotty knew that Billy Mink was making fun of him, but he is too good-natured to lose his temper over a little thing like that. He tried to think of something smart to say in reply, but Spotty is a slow thinker as well as a slow walker, and before he could think of anything, Billy was talking once more.
“This wall is what Farmer Brown’s boy calls a dam,” said Billy Mink, who is a great traveler. “Dams are usually built to keep water from running where it isn’t wanted or to make it go where it is wanted. Now, what I want to know is, who under the sun wants a pond way back here in the Green Forest, and what is it for? Who do you think built this dam, Grandfather Frog?”
Grandfather Frog shook his head. His big goggly eyes seemed more goggly than ever, as he stared at the new pond in the Green Forest.
“I don’t know,” said Grandfather Frog. “I don’t know what to think.”
“Why, it must be Farmer Brown’s boy or Farmer Brown himself,” said Jerry Muskrat.
“Of course,” said Little Joe Otter, just as if he knew all about it.
Still Grandfather Frog shook his head, as if he didn’t agree. “I don’t know,” said Grandfather Frog, “I don’t know. It doesn’t look so to me.”
Billy Mink ran along the top of the dam and down the back side.
“Grandfather Frog is right,” said he, when he came back. “It doesn’t look like the work of Farmer Brown or Farmer Brown’s boy. But if they didn’t do it, who did? Who could have done it?”
“I don’t know,” said Grandfather Frog again, in a dreamy sort of voice.
Spotty the Turtle looked at him, and saw that Grandfather Frog’s face wore the far-away look that it always does when he tells a story of the days when the world was young. “I don’t know,” he repeated, “but it looks to me very much like the work of —” Grandfather Frog stopped short off and turned to Jerry Muskrat. “Jerry Muskrat,” said he, so sharply that Jerry nearly lost his balance in his surprise, “has your big cousin come down from the North?”


CS 24: Problem Solving with Computers -II , Spring 18
Course Information
Lecture Notes and Slides:
| lecture date | notes | ready? | description | slides before | slides after |
|---|---|---|---|---|---|
| 2018-04-02 | lect01 | true | Course overview, intro to C++ classes | Annotated pdf | |
| 2018-04-04 | lect02 | true | Git and github | Annotated pdf | |
| 2018-04-09 | lect03 | true | Converting procedural programs to OOP (lab01) | Annotated pdf | |
| 2018-04-11 | lect04 | true | Operator overloading, Makefiles, gdb, pa01 | Annotated pdf | |
| 2018-04-16 | lect05 | true | Linked-lists (lab03) | Annotated pdf | |
| 2018-04-18 | lect06 | true | Operator overloading | Annotated pdf | |
| 2018-04-23 | lect07 | true | The Big Three | Annotated pdf | |
| 2018-04-30 | lect08 | true | Recursion | Annotated pdf | |
| 2018-05-02 | lect09 | true | Analyzing the efficiency of program | Annotated pdf | |
| 2018-05-07 | lect10 | true | Binary Search Trees (operations and run times) | Annotated pdf | |
| 2018-05-09 | lect11 | true | BST contd - successor, delete, traversals | Annotated pdf | |
| 2012-05-14 | lect12 | true | Generic functions and classes with C++ templates, using the STL | Annotated pdf | |
| 2018-05-21 | lect13 | true | Stacks and Queues (lab05) | ||
| 2018-05-23 | lect14 | false | Heaps | ||
| 2018-05-30 | lect15 | false | Priority Queues | ||
| 2018-06-04 | lect16 | false | Selecting data structures | ||
| 2018-06-06 | lect17 | false | Final Review and Wrap up |
Homework:
| num | ready? | description | assigned | due |
|---|---|---|---|---|
| h01 | true | Chapter 1.1, 2.1-2.2 | Tue 04/03 11:00AM | Tue 04/10 11:00AM |
| h02 | true | Chapter 2.3-2.5 | Tue 04/10 11:00AM | Tue 04/17 11:00AM |
| h03 | true | Chapter 3, section 3.1, Chapter 4, 4.1 - 4.5 | Tue 04/17 11:00AM | Tue 04/24 11:00AM |
| h04 | true | Chapter 5, section 5.1 -5.4 | Tue 04/24 11:00AM | Tue 05/01 11:00AM |
| h05 | true | Chapter 9: Recursion | Tue 05/01 11:00AM | Tue 05/08 11:00AM |
| h06 | true | Chapter 1: Runing Time Analysis | Tue 05/08 11:00AM | Tue 05/15 11:00AM |
| h07 | false | Chapter 6, sections 6.1-6.6 | Tue 05/15 11:00AM | Tue 05/22 11:00AM |
| h08 | false | Chapter 10: Trees | Tue 05/22 11:00AM | Tue 05/29 11:00AM |
| h09 | false | Heaps | Tue 05/29 11:00AM | Tue 06/05 11:00AM |
Labs:
| num | ready? | description | assigned | due |
|---|---|---|---|---|
| lab00 | true | Getting started | Tue 04/03 11:00AM | Tue 04/03 11:59PM |
| lab01 | true | Define implement and apply a C++ class | Tue 04/03 11:00AM | Mon 04/09 11:59PM |
| lab02 | true | Using g++, make and gdb | Tue 04/10 11:00AM | Mon 04/16 11:59PM |
| lab03 | true | Implementing a linked list | Tue 04/17 11:00AM | Mon 04/23 11:59PM |
| lab04 | true | Binary Search Tree | Tue 05/08 11:00AM | Mon 05/21 11:59PM |
| lab05 | false | Evaluating expressions with stacks | Tue 05/22 09:00AM | Tue 05/29 11:59PM |
| lab06 | false | Priority Queues | Tue 05/29 09:00AM | Mon 06/04 11:59PM |
| lab07 | false | Evaluations and wrap up | Tue 06/05 09:00AM | Tue 06/05 11:59PM |
Programming Assignments:
| num | ready? | description | assigned | due |
|---|---|---|---|---|
| pa01 | true | Statistician as a C++ Abstract Data Type (ADT) | Thu 04/12 09:00AM | Fri 04/20 11:59PM |
| pa02 | true | Linked-list implementation of a card game | Thu 04/26 09:00AM | Fri 05/11 11:59PM |
| pa03 | false | Card game using Binary Search Trees | Thu 05/17 09:00AM | Fri 06/08 11:59PM |
Exams
| num | ready? | description | exam date |
|---|---|---|---|
| e01 | true | Midterm Exam-I | Wed 04/25 09:30AM |
| e02 | true | Midterm Exam-II | Wed 05/16 09:30AM |
| e03 8:00a - 11:00a | true | Final Exam | Wed 06/13 08:00AM |


Anatomy of an HTML element
Some items are clickable:Opening Tag
,Content
,Closing Tag
,Attribute Name
,Attribute Value
Description
The main parts of our element are:
- The opening tag: This consists of the name of the element (in this case, p), wrapped in opening and closing angle brackets. This states where the element begins or starts to take effect — in this case where the start of the paragraph is.
- The closing tag: This is the same as the opening tag, except that it includes a forward slash before the element name. This states where the element ends — in this case where the end of the paragraph is. Failing to include a closing tag is a common beginner error, and can lead to strange results.
- The content: This is the content of the element, which in this case is just text.
- The attribute: Contains the extra information about the element which you don't want to appear in the actual content (optional).
- The HTML element: The opening tag, plus the closing tag, plus the content, plus attributes (optional), equals the HTML element.
An attribute should have:
- A space between it and the element name (or the previous attribute, if the element already has one or more attributes.)
- The attribute name, followed by an equals sign.
- An attribute value, with opening and closing quote marks wrapped around it.