Pluck
Simple physical model of a plucked string using Karplus-Strong.
Inherits from Ugen.
Example:
a = Pluck()
a.play( Rndi(220, 880), 1/16 )
a.blend = Add( .5, Sine(.05, .5)._ )
Properties
- amp : Float. default range { 0, 1 }. default value: .25.
- blend : Float. Default range { 0, 1 }. Default value: 1. In the Karplus-Strong model, the blend parameter determines the likelihood that the sign of a given sample will be flipped; this introduces noise into the model. A value of 1 means the sign will always be positive; a value of 0 means the sign will be random per sample. A value of 1 yields the typical plucked string sound.
- damping : Default range { 0, 1 }. Simulates damping of the string, which is also affected by frequency.
- maxVoices: Int. Default value: 1. The maximum number of frequencies the synthesizer can play simultaneously. This value can only be set during initialization.
- pan: Float. Default range { -1, 1 }. Default value: 0. The position in the stereo spectrum of the Synth output.
Methods
- chord( Array:frequencies, Float:amp(optional) ) : Playback multiple notes at a provided amplitude. The maxVoices property have been set to a value higher than 1 during intialization for this function to work.
- note( Float:frequency, Float:amp(optional) ) : This method tells the synthesizer to play a single note at a particular volume.
- play( Array:frequencies, Array:durations ) : This method accepts arrays of frequencies and durations as arguments to create and start a sequencer targeting the oscillator.
- stop() : This method stops the sequencer that is built into the oscillator if it has been started.
- kill() : Disconnect the oscillator from whatever bus it is connected to.


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DIGITAL SIMULATION OF A TRANSPORTATION INTERFACE
by CHRYSSOSTOMOS CHRYSSOSTOMIDIS
B.Sc., University of Durham (1965)
S.M., Massachusetts Institute of Technology (1967)
Nav. Arch., Massachusetts Institute of Technology (1968)
SUBMITTED IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF DOCTOR OF PHILOSOPHY at the MASSACHUSETTS INSTITUTE OF TECHNOLOGY
February, 1970
Signature of Author Department of Naval Architecture and Marine Engineering, January 8, 1970 é a a
Certified by - -
Accepted by
Graduate Students
/, Archives MASS: HK Te
NOV 27 1970
Jerr RIES
\


|
H0_BE
|
Concordance Table: H0 to BEC 4 |
|
H0_CC
|
Concordance Table: H0 to CCCN |
|
H0_CP
|
Concordance Table: H0 to CPC |
|
H0_GP
|
Concordance Table: H0 to GTAPe |
|
H0_I2
|
Concordance Table: H0 to ISIC Rev. 2 |
|
H0_I3
|
Concordance Table: H0 to ISIC Rev. 3 |
|
H0_IU
|
Concordance Table: H0 to SIC |
|
H0_MT
|
Concordance Table: H0 to MTN |
|
H0_S1
|
Concordance Table: H0 to SITC Rev. 1 |
|
H0_S2
|
Concordance Table: H0 to SITC Rev. 2 |
|
H0_S3
|
Concordance Table: H0 to SITC Rev. 3 |
|
H0_S4
|
Concordance Table: H0 to SITC Rev. 4 |
|
H1_BE
|
Concordance Table: H1 to BEC |
|
H1_CC
|
Concordance Table: H1 to CCCN |
|
H1_CP
|
Concordance Table: H1 to CPC |
|
H1_GP
|
Concordance Table: H1 to GTAP |
|
H1_H0
|
Concordance Table: H1 to H0 |
|
H1_I2
|
Concordance Table: H1 to ISIC Rev. 2 |
|
H1_I3
|
Concordance Table: H1 to ISIC Rev. 3 |
|
H1_IU
|
Concordance Table: H1 to SIC |
|
H1_MT
|
Concordance Table: H1 to MTN |
|
H1_S1
|
Concordance Table: H1 to SITC Rev. 1 |
|
H1_S2
|
Concordance Table: H1 to SITC Rev. 2 |
|
H1_S3
|
Concordance Table: H1 to SITC Rev. 3 |
|
H1_S4
|
Concordance Table: H1 to SITC Rev. 4 |
|
H2_BE
|
Concordance Table: H2 to BEC |
|
H2_CC
|
Concordance Table: H2 to CCCN |
|
H2_CP
|
Concordance Table: H2 to CPC |
|
H2_GP
|
Concordance Table: H2 to GTAP |
|
H2_H0
|
Concordance Table: H2 to H0 |
|
H2_H1
|
Concordance Table: H2 to H1 |
|
H2_I2
|
Concordance Table: H2 to ISIC Rev. 2 |
|
H2_I3
|
Concordance Table: H2 to ISIC Rev. 3 |
|
H2_IU
|
Concordance Table: H2 to SIC |
|
H2_MT
|
Concordance Table: H2 to MTN |
|
H2_S1
|
Concordance Table: H2 to SITC Rev. 1 |
|
H2_S2
|
Concordance Table: H2 to SITC Rev. 2 |
|
H2_S3
|
Concordance Table: H2 to SITC Rev. 3 |
|
H2_S4
|
Concordance Table: H2 to SITC Rev. 4 |
|
H3_BE
|
Concordance Table: H3 to BEC |
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H3_CC
|
Concordance Table: H3 to CCCN |
|
H3_CP
|
Concordance Table: H3 to CPC |
|
H3_GP
|
Concordance Table: H3 to GTAP |
|
H3_H0
|
Concordance Table: H3 to H0 |
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H3_H1
|
Concordance Table: H3 to H1 |
|
H3_H2
|
Concordance Table: H3 to H2 |
|
H3_I2
|
Concordance Table: H3 to ISIC Rev. 2 |
|
H3_I3
|
Concordance Table: H3 to ISIC Rev. 3 |
|
H3_IU
|
Concordance Table: H3 to SIC |
|
H3_MT
|
Concordance Table: H3 to MTN |
|
H3_S1
|
Concordance Table: H3 to SITC Rev. 1 |
|
H3_S2
|
Concordance Table: H3 to SITC Rev. 2 |
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H3_S3
|
Concordance Table: H3 to SITC Rev. 3 |
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H3_S4
|
Concordance Table: H3 to SITC Rev. 4 |
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H4_BE
|
Concordance Table: H4 to BEC 4 |
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H4_BE5
|
Concordance Table: H4 to BEC 5 |
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H4_CP
|
Concordance Table: H4 to CPC |
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H4_GP
|
Concordance Table: H4 to GTAP |
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H4_H0
|
Concordance Table: H4 to H0 |
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H4_H1
|
Concordance Table: H4 to H1 |
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H4_H2
|
Concordance Table: H4 to H2 |
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H4_H3
|
Concordance Table: H4 to H3 |
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H4_I31
|
Concordance Table: H4 to I3.1 |
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H4_I4
|
Concordance Table: H4 to I4 |
|
H4_S1
|
Concordance Table: H4 to S1 |
|
H4_S2
|
Concordance Table: H4 to S2 |
|
H4_S3
|
Concordance Table: H4 to S3 |
|
H4_S4
|
Concordance Table: H4 to S4 |
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H5_BE
|
Concordance Table: H5 to H0 |
|
H5_H0
|
Concordance Table: H5 to H0 |
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H5_H1
|
Concordance Table: H5 to H1 |
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H5_H2
|
Concordance Table: H5 to H2 |
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H5_H3
|
Concordance Table: H5 to H3 |
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H5_H4
|
Concordance Table: H5 to H4 |
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H5_S1
|
Concordance Table: H5 to S1 |
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H5_S2
|
Concordance Table: H5 to S2 |
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H5_S3
|
Concordance Table: H5 to S3 |
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H5_S4
|
Concordance Table: H5 to S4 |
|
HS_BE
|
Concordance Table: HS to BEC |
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HS_CC
|
Concordance Table: HS to CCCN |
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HS_CP
|
Concordance Table: HS to CPC |
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HS_GP
|
Concordance Table: HS to GTAP |
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HS_H0
|
Concordance Table: HS to H0 |
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HS_H1
|
Concordance Table: HS to H1 |
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HS_H2
|
Concordance Table: HS to H2 |
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HS_H3
|
Concordance Table: HS to H3 |
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HS_H4
|
Concordance Table: HS to H4 |
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HS_I2
|
Concordance Table: HS to ISIC Rev. 2 |
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HS_I3
|
Concordance Table: HS to ISIC Rev. 3 |
|
HS_IU
|
Concordance Table: HS to SIC |
|
HS_MT
|
Concordance Table: HS to MTN |
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HS_S1
|
Concordance Table: HS to SITC Rev. 1 |
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HS_S2
|
Concordance Table: HS to SITC Rev. 2 |
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HS_S3
|
Concordance Table: HS to SITC Rev. 3 |
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HS_S4
|
Concordance Table: HS to SITC Rev. 4 |
|
I2_I3
|
Concordance Table: I2 to I3 |
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I2_I31
|
Concordance Table: I2 to I31 |
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I31_I3
|
Concordance Table: I31 to I3 |
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I31_I4
|
Concordance Table: I31 to I4 |
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I3_I2
|
Concordance Table: I3 to I2 |
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I3_I31
|
Concordance Table: I3 to I31 |
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S1_BE
|
Concordance Table: S1 to BE |
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S2_BE
|
Concordance Table: S2 to BE |
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S2_I2
|
Concordance Table: S2 to I2 |
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S2_S1
|
Concordance Table: S2 to S1 |
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S3_S1
|
Concordance Table: S3 to S1 |
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S3_S2
|
Concordance Table: S3 to S2 |


Terms and Conditions
- We do not own any of the news documents, all of them were collected and published by Telegram.
- All markups were collected via Yandex.Toloka, and licensed under CC BY 4.0
- There are no money prizes in this competition, it is purely educational and scientific.
- The Clustering track can be solved both as a clustering or classification task.
- It is forbidden to use any news documents from the test set during training or pre-training. It includes pre-training word vectors on these documents.


|
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See:
Description
| Interface Summary | |
|---|---|
| Acceptor | Accepts connections from FIX clients and manages the associated sessions. |
| Application | This is the primary QuickFIX/J interface for processing session messages. |
| Connector | Common base interface for acceptors and initiators. |
| FixVersions | Constants containing the BeginString field values for various FIX versions. |
| Initiator | Establishes sessions with FIX servers and manages the associated sessions. |
| LocationAwareLogFactory | This extension of the QF JNI LogFactory interface provides the fully qualified class name of the calling class so it can be filtered for logging purposes. |
| Log | Session log for messages and events. |
| LogFactory | Used by a session to create a log implementation. |
| MessageFactory | Used by a Session to create a Message. |
| MessageStore | Used by a Session to store and retrieve messages for resend purposes. |
| MessageStoreFactory | Used by a Session to create a message store implementation. |
| Responder | Used by a Session to send raw FIX message data and to disconnect a connection. |
| SessionFactory | Creates a Session based on the specified settings. |
| SessionStateListener | |
| SystemTimeSource | Interface for obtaining system time. |
| Class Summary | |
|---|---|
| ApplicationAdapter | Convenience class with default implementation for application methods |
| BooleanField | |
| BusinessRejectReasonText | Description strings for business reject reasons. |
| BytesField | BytesField enables better handling of binary data. |
| CharField | A character message field. |
| CompositeLogFactory | Allows multiple log factories to be used with QuickFIX/J. |
| DataDictionary | Provide the message metadata for various versions of FIX. |
| DataDictionary.GroupInfo | Contains meta-data for FIX repeating groups |
| DateField | A date-valued message field. |
| DayConverter | Utility class for converting between day names and offsets. |
| DecimalField | A double-values message field. |
| DefaultMessageFactory | The default factory for creating FIX message instances. |
| DefaultSessionFactory | Factory for creating sessions. |
| Dictionary | Name/value pairs used for specifying groups of settings. |
| DoubleField | A double-values message field. |
| Field<T> | Base class for FIX message fields. |
| FieldMap | Field container used by messages, groups, and composites. |
| FieldType | A field type enum class. |
| FileLog | File log implementation. |
| FileLogFactory | Factory for creating file-based loggers. |
| FileStore | File store implementation. |
| FileStoreFactory | Creates a message store that stores messages in a file. |
| FileUtil | |
| Group | Represents a repeating field group within a message. |
| IntField | A integer message field. |
| JdbcLogFactory | Creates a generic JDBC logger. |
| JdbcSetting | Class for storing JDBC setting constants shared by both the log and message store classes. |
| JdbcStoreFactory | Creates a generic JDBC message store. |
| ListenerSupport | |
| LogUtil | Utilities for logging session-related events. |
| MemoryStore | In-memory message store implementation. |
| MemoryStoreFactory | Creates a message store that stores all data in memory. |
| Message | Represents a FIX message. |
| Message.Header | |
| Message.Trailer | |
| MessageComponent | Represents a FIX message component. |
| MessageCracker | Helper class for delegating message types for various FIX versions to type-safe onMessage methods. |
| MessageUtils | |
| ScreenLog | Screen log implementation. |
| ScreenLogFactory | Creates a logger that logs messages to to System.out. |
| Session | The Session is the primary FIX abstraction for message communication. |
| SessionID | Identifier for a session. |
| SessionSettings | Settings for sessions. |
| SessionState | Used by the session communications code. |
| SleepycatStore | Sleepycat message and session state storage. |
| SleepycatStoreFactory | Message store using the Sleepycat Java Edition database for message and sequence number storage. |
| SLF4JLog | A Log using the SLFJ wrapper that supports JDK 1.4 logging, Log4J and others. |
| SLF4JLogFactory | Simple Logging Facade for Java (SLF4J) log factory (slfj.org). |
| SocketAcceptor | Accepts connections and uses a single thread to process messages for all sessions. |
| SocketInitiator | Initiates connections and uses a single thread to process messages for all sessions. |
| StringField | A string-valued message field. |
| SystemTime | A wrapper for the system time source, used primarily for unit testing. |
| ThreadedSocketAcceptor | Accepts connections and uses a separate thread per session to process messages. |
| ThreadedSocketInitiator | Initiates connections and uses a separate thread per session to process messages. |
| UtcDateOnlyField | A date-valued message field. |
| UtcTimeOnlyField | |
| UtcTimeStampField | A timestamp-valued message field (a timestamp has both a date and a time). |
| Enum Summary | |
|---|---|
| FileUtil.Location |
| Exception Summary | |
|---|---|
| ConfigError | This exception is thrown when a configuration error is detected. |
| DataDictionary.Exception | Data dictionary-related exception. |
| DoNotSend | Applications can throw this exception to abort the sending or resending of a message. |
| FieldConvertError | An exception for field conversion problems. |
| FieldNotFound | An exception thrown when a field is not found in message. |
| IncorrectDataFormat | Field has a badly formatted value. |
| IncorrectTagValue | An exception thrown when a tags value is not valid according to the data dictionary. |
| InvalidMessage | |
| MessageParseError | |
| NoTagValue | An exception thrown when a tag does not have a value. |
| RejectLogon | This exception causes a logon to be rejected with a forced logout and immediate disconnect. |
| RuntimeError | Application encountered serious error during runtime. |
| SessionNotFound | The requested session cannot be found. |
| UnsupportedMessageType | Message type not supported by application. |
Core QuickFIX/J classes.
|
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This is an app where you can search for a github users,there repository using the serch form. To search for a a user and there repo in multiple repositories on GitHub, use the search form qualifier.


Privacy Notice Table Of Contents:
Your privacy is important to us. To better protect your privacy we provide this notice explaining our online information practices and the choices you can make about the way your information is collected and used. To make this notice easy to find, we make it available on our homepage and at every point where personally identifiable information may be requested.
This notice applies to all information collected or submitted on the MidnightBSD App Store website. On some pages, you can search for software or rate software. The types of personal information collected at these pages are:
IP Address
Web Browser
Search Terms
Rating (if any)
We use return email addresses to answer the email we receive. Such addresses are not used for any other purpose and are not shared with outside parties.
We use non-identifying and aggregate information to better design our website and to share with advertisers. For example, we may tell an advertiser that X number of individuals visited a certain area on our website, but we would not disclose anything that could be used to identify those individuals. Currently, we do not use advertising on our site for third parties. We may change this policy in the future.
Finally, we never use or share the personally identifiable information provided to us online in ways unrelated to the ones described above without also providing you an opportunity to opt-out or otherwise prohibit such unrelated uses. (we do not sell your e-mail addresses! Spam is a serious problem, and software is installed on our mail servers to prevent it.)
To prevent unauthorized access, maintain data accuracy, and ensure the correct use of information, we have put in place appropriate physical, electronic, and managerial procedures to safeguard and secure the information we collect online. In the future we plan on adding SSL technology to this site and use of encryption technologies to protect sensitive information.
Protecting the privacy of the very young is especially important. For that reason, we never collect or maintain information at our website from those we actually know are under 13.
To protect your privacy and security, we will take reasonable steps to verify your identity before granting access or making corrections.
Should you have other questions or concerns about these privacy policies, please send us an email at webmaster@midnightbsd.org.


public static class FileDrop.TransferableObject
extends java.lang.Object
implements java.awt.datatransfer.Transferable
Transferable
object, use this class to wrap
your object. For example:
...
MyCoolClass myObj = new MyCoolClass();
Transferable xfer = new TransferableObject( myObj );
...
Or if you need to know when the data was actually dropped, like when
you're moving data out of a list, say, you can use the
FileDrop.TransferableObject.Fetcher
inner class to return your object Just
in Time. For example:
...
final MyCoolClass myObj = new MyCoolClass();
TransferableObject.Fetcher fetcher = new TransferableObject.Fetcher()
{ public Object getObject(){ return myObj; }
}; // end fetcher
Transferable xfer = new TransferableObject( fetcher );
...
The DataFlavor
associated with
FileDrop.TransferableObject
has the representation class
net.iharder.dnd.TransferableObject.class and MIME type
application/x-net.iharder.dnd.TransferableObject. This data
flavor is accessible via the static DATA_FLAVOR
property.
I'm releasing this code into the Public Domain. Enjoy.
| Modifier and Type | Class and Description |
|---|---|
static interface |
FileDrop.TransferableObject.Fetcher
Instead of passing your data directly to the
FileDrop.TransferableObject constructor, you may want to know exactly
when your data was received in case you need to remove it from its
source (or do anyting else to it). |
| Modifier and Type | Field and Description |
|---|---|
static java.awt.datatransfer.DataFlavor |
DATA_FLAVOR
The default
DataFlavor for
FileDrop.TransferableObject has the representation class
net.iharder.dnd.TransferableObject.class and the MIME type
application/x-net.iharder.dnd.TransferableObject. |
static java.lang.String |
MIME_TYPE
The MIME type for
DATA_FLAVOR is
application/x-net.iharder.dnd.TransferableObject. |
| Constructor and Description |
|---|
TransferableObject(java.lang.Class dataClass,
FileDrop.TransferableObject.Fetcher fetcher)
Creates a new
FileDrop.TransferableObject that will return the object
that is returned by fetcher. |
TransferableObject(FileDrop.TransferableObject.Fetcher fetcher)
Creates a new
FileDrop.TransferableObject that will return the object
that is returned by fetcher. |
TransferableObject(java.lang.Object data)
Creates a new
FileDrop.TransferableObject that wraps data. |
| Modifier and Type | Method and Description |
|---|---|
java.awt.datatransfer.DataFlavor |
getCustomDataFlavor()
Returns the custom
DataFlavor
associated with the encapsulated object or null if the
FileDrop.TransferableObject.Fetcher constructor was used without passing a
Class . |
java.lang.Object |
getTransferData(java.awt.datatransfer.DataFlavor flavor)
Returns the data encapsulated in this
FileDrop.TransferableObject . |
java.awt.datatransfer.DataFlavor[] |
getTransferDataFlavors()
Returns a two- or three-element array containing first the custom
data flavor, if one was created in the constructors, second the
default
DATA_FLAVOR associated with
FileDrop.TransferableObject , and third the
java.awt.datatransfer.DataFlavor.stringFlavor . |
boolean |
isDataFlavorSupported(java.awt.datatransfer.DataFlavor flavor)
Returns true if flavor is one of the supported
flavors.
|
public static final java.lang.String MIME_TYPE
DATA_FLAVOR
is
application/x-net.iharder.dnd.TransferableObject.public static final java.awt.datatransfer.DataFlavor DATA_FLAVOR
DataFlavor
for
FileDrop.TransferableObject
has the representation class
net.iharder.dnd.TransferableObject.class and the MIME type
application/x-net.iharder.dnd.TransferableObject.public TransferableObject(java.lang.Object data)
FileDrop.TransferableObject
that wraps data.
Along with the DATA_FLAVOR
associated with this class, this
creates a custom data flavor with a representation class determined
from data.getClass()
and the MIME type
application/x-net.iharder.dnd.TransferableObject.data
- The data to transferpublic TransferableObject(FileDrop.TransferableObject.Fetcher fetcher)
FileDrop.TransferableObject
that will return the object
that is returned by fetcher. No custom data flavor is set
other than the default DATA_FLAVOR
.fetcher
- The FileDrop.TransferableObject.Fetcher
that will return the data objectFileDrop.TransferableObject.Fetcher
public TransferableObject(java.lang.Class dataClass, FileDrop.TransferableObject.Fetcher fetcher)
FileDrop.TransferableObject
that will return the object
that is returned by fetcher. Along with the
DATA_FLAVOR
associated with this class, this creates a
custom data flavor with a representation class dataClass
and the MIME type
application/x-net.iharder.dnd.TransferableObject.dataClass
- The Class
to use in the custom data
flavorfetcher
- The FileDrop.TransferableObject.Fetcher
that will return the data objectFileDrop.TransferableObject.Fetcher
public java.awt.datatransfer.DataFlavor getCustomDataFlavor()
DataFlavor
associated with the encapsulated object or null if the
FileDrop.TransferableObject.Fetcher
constructor was used without passing a
Class
.public java.awt.datatransfer.DataFlavor[] getTransferDataFlavors()
DATA_FLAVOR
associated with
FileDrop.TransferableObject
, and third the
java.awt.datatransfer.DataFlavor.stringFlavor
.getTransferDataFlavors
in interface java.awt.datatransfer.Transferable
public java.lang.Object getTransferData(java.awt.datatransfer.DataFlavor flavor) throws java.awt.datatransfer.UnsupportedFlavorException, java.io.IOException
FileDrop.TransferableObject
. If
the FileDrop.TransferableObject.Fetcher
constructor was used, then this is when the
getObject()
method will be called. If the
requested data flavor is not supported, then the
getObject()
method will not be called.getTransferData
in interface java.awt.datatransfer.Transferable
flavor
- The data flavor for the data to returnjava.awt.datatransfer.UnsupportedFlavorException
java.io.IOException
public boolean isDataFlavorSupported(java.awt.datatransfer.DataFlavor flavor)
equals(...)
method.isDataFlavorSupported
in interface java.awt.datatransfer.Transferable
flavor
- The data flavor to check


Every year thousands of films are made, so why is this movie important? While it’s very important to highlight a problem that is virtually unknown to people, what is more important is to tell a good story.
And that’s exactly what we believe we have: A truly original story about runaway children. We believe that the story has the potential to garner greater international exposure.
Like every film ever made, we would like to be backed by producers who take interest in original and hard hitting stories. But as unfortunate as it sounds, it is not unusual that there are not many who are even ready to back a story that is not “commercial” enough.
If we didn’t believe in the story, we would have moved on. But we truly do and we believe that the story could create some waves in the international arena.
We intend to raise 48 lakhs through crowdfunding. However, the budget is kept flexible, as we might seek foreign funds for later stages of production and post-production.
While we're confident that eventually, we'll achieve our target, there are many possibilities to fulfill the gap.
1) We intend to shoot 30 minutes of the footage for the movie with the initial funds we receive. Once we have 30 minutes of footage, we have plenty of opportunities within both India and abroad to acquire the rest of the funds. Some of this includes Doha Film Fund, Switzerland Film Fund, Hubert Bals Post Production Fund etc.
2) We approach Film Markets and Film Bazars to raise the rest of the funds. Some of these are NFDC Work-in-progress meets, IFFI Goa Film Market etc.
3) In the last scenario, we re-adjust the budget to suit our possibilities.
However, given the response we're getting from some of the producers from countries such as Norway and Denmark, we're pretty confident that we'll achieve our requirement.
We pledge 5% of total income earned by the film Railway Children from all sources to the NGO http://sathi-india.org/ whose work is a source of inspiration to make this film.
Apart from the great feeling of contributing to a serious social cause, you will also receive the following rewards.
Payments in INR
Make a ContributionNEFT Transfer
Tindrum Beats
Accnt No:<PHONE_NUMBER>00515
Bank: Corporation Bank
Branch: Udupi
IFSC Code: CORP0000001
Checks can be made out to “Tindrum Beats” , and sent to the following address:
Tindrum Beats, No. 8-64A, T. A. Pai road, Kadekar Post, Udupi District - 576103
We appreciate check payment/NEFT transfers from Resident Indians as this avoids tiny leakages in the form of commission and taxes and full amount can be utilized for the cause.
With the sole intention to make payment easy for the contributor. Many payment gateways have declined giving their services to us, as we’re not a service or a product oriented company. Hence to avail the gateway advantage, we’re launching our project on a crowdfunding site also. However, our primary point of focus will remain our website. For NRIs, our paypal payment gateway is still the best option. And for resident Indians who wish to contribute through wire transfer and checks, we’ve provided details for both here on our website. And we appreciate check contributions from resident Indians, as this does not cut into your contributions in the form of gate-way commissions.
The movie is currently is in pre-production stage.
Lead actors are finalised through auditions. Workshop is in progress for them.
Pre-production: All the artistes will be cast after thorough auditioning. We will take help from the Department of Women and Children Welfare to look for the children to be cast from their Government Homes. Most of the children on Government Homes are runaway children or orphans.
We have the support of the NGO SATHI (www.sathi-india.org) and we’re hoping to rope in the support of other NGOs also.
Once the actors are cast, they’ll rehearse at a workshop for a few weeks.
The entire film will be shot in and around Yashwantpur Railway station. And production starts immediately after the completion of pre-production with a solid team in place.
Rest of the crew is not finalized yet. But rest assured, they’ll be the best we can afford.
Art without experiment is not art.
It is very important that you understand our approach for this movie.
As the story is rooted in realism, the approach is also realism. The whole movie will have a documentary style of filming and minimalistic approach with regards to everything else.
Since most of the child artistes we take are going to be new to this whole experience and are likely to be semi-literate, we’ll not burden them with dialogs and directions. Instead, we’ll give the children enough freedom and space to understand their characters and bring out the best in them with their own lines and expressions.
Film-making is laden with risks. But the rewards for the risks can always be great. We’re making the film on a very small budget. And we’re basing it on strong and original content. In recent times, small budgeted original films with original voices have made big impact both at international festival arena and at theatrical release. So, we’re confident that Railway Children will receive the same kind of support from both the sources.
There are many international film funds, film markets and Indian co-production markets that are always on the lookout for original films from committed filmmakers. These funds are eager to provide for those films which are starved of funds.
So, we’ll approach international co-productions that are available and explore other venues such as NFDC film bazaar.
Our PR team will keep you updated on every small and new development of the film on facebook, twitter, our website, linked in and through emails.
You’ll be constantly in touch with the producers throughout the completion of the project.
At any point in time, you’re also welcome to call us to ask anything you would like to know.
The breakdown of the costs are explained in the diagram below.
Every penny received will be accounted for, thoroughly audited. The reports will also be made available to every Executive Producers, Co Producers and Producers.
We intend to complete the project by the end of May 2016.
Special screening for the investors will be held in the month of June 2016.
Theatrical release will be made once we have accomplished sufficient milestones at international film festivals.
Prithvi Konanur worked as a software engineer for a few years before pursuing filmmaking.
Working as a software engineer abroad, his first screenplay titled “The Abiding” was previously optioned by a UK based producer for a Hollywood project (presale poster of the same: http://avpictures.co.uk/abiding.htm).
After a short filmmaking program at the New York Film Academy, LA, he made a short film A Conditional Truce (http://www.cultureunplugged.com/play/1379/A-Conditional-Truce) in Srilanka with his NYFA buddy Rick Dalton and former executive at Lions-Gate Canada, Denis Krupnov.
The film was completely shot in Srilanka with local talent and was in Sinhala language. The film was screened in many international film festivals.
He made his first feature film Alegalu in Kannada. The film was produced by the Children’s Film Society of India, Mumbai , under the ministry of information and broadcasting.
The children’s film premiered at Ocean Cinefan Film Festival in New Delhi. It was officially selected in some of the well known international film festivals such as Toronto International Film Festival-kids, Zlin film festival, Tehran, Stutgart-Indian film festival etc.
The film opened the Children’s India film festival in Bangalore in 2013.


Getting Started ¶
Let's take a look at Codeception's architecture. We'll assume that you have already installed it
and bootstrapped your first test suites. Codeception has generated three of them: unit, functional, and acceptance.
They are well described in the previous chapter. Inside your /tests folder you will have three .yml
config files and three directories
with names corresponding to these suites: unit
, functional
, acceptance
. Suites are independent groups of tests with a common purpose.
The Codeception Syntax ¶
Codeception follows simple naming rules to make it easy to remember (as well as easy to understand) its method names.
- Actions start with a plain english verb, like "click" or "fill". Examples:
`
php <?php $I->click('Login'); $I->fillField('#input-username', 'John Dough'); $I->pressKey('#input-remarks', 'foo');`
- Assertions always start with "see" or "dontSee". Examples:
`
php <?php $I->see('Welcome'); $I->seeInTitle('My Company'); $I->seeElement('nav'); $I->dontSeeElement('#error-message'); $I->dontSeeInPageSource(''); `
- Grabbers just read something from the page, but don't process it. The return value of those are meant to be saved as variables and used later. Example:
`
php <?php $method = $I->grabAttributeFrom('#login-form', 'method'); $I->assertEquals('post', $method);`
Actors ¶
One of the main concepts of Codeception is representation of tests as actions of a person. We have a UnitTester, who executes functions and tests the code. We also have a FunctionalTester, a qualified tester, who tests the application as a whole, with knowledge of its internals. Lastly we have an AcceptanceTester, a user who works with our application through an interface that we provide.
Methods of actor classes are generally taken from Codeception Modules.
Each module provides predefined actions for different testing purposes, and they can be combined to fit the testing environment.
Codeception tries to solve 90% of possible testing issues in its modules, so you don't have to reinvent the wheel.
We think that you can spend more time on writing tests and less on writing support code to make those tests run.
By default, AcceptanceTester relies on PhpBrowser module, which is set in the tests/acceptance.suite.yml
configuration file:
actor: AcceptanceTester
modules:
enabled:
- PhpBrowser:
url: http://localhost/myapp/
- \Helper\Acceptance
In this configuration file you can enable/disable and reconfigure modules for your needs.
When you change the configuration, the actor classes are rebuilt automatically. If the actor classes are not created or updated as you expect,
try to generate them manually with the build
command:
php vendor/bin/codecept build
Writing a Sample Test ¶
Codeception has its own testing format called Cest (Codecept + Test). To start writing a test we need to create a new Cest file. We can do that by running the following command:
php vendor/bin/codecept generate:cest acceptance Signin
This will generate SigninCest.php
file inside tests/acceptance
directory. Let's open it:
<?php
class SigninCest
{
function _before(AcceptanceTester $I)
{
}
public function _after(AcceptanceTester $I)
{
}
public function tryToTest(AcceptanceTester $I)
{
// todo: write test
}
}
We have _before
and _after
methods to run some common actions before and after a test. And we have a placeholder action tryToTest
which we need to implement.
If we try to test a signin process it's a good start to test a successful signin. Let's rename this method to signInSuccessfully
.
We'll assume that we have a 'login' page where we get authenticated by providing a username and password.
Then we are sent to a user page, where we see the text Hello, %username%
. Let's look at how this scenario is written in Codeception:
<?php
class SigninCest
{
public function loginSuccessfully(AcceptanceTester $I)
{
$I->amOnPage('/login');
$I->fillField('Username','davert');
$I->fillField('Password','qwerty');
$I->click('Login');
$I->see('Hello, davert');
}
}
This scenario can probably be read by non-technical people. If you just remove all special chars like braces, arrows and $
,
this test transforms into plain English text:
I amOnPage '/login'
I fillField 'Username','davert'
I fillField 'Password','qwerty'
I click 'Login'
I see 'Hello, davert'
Codeception generates this text representation from PHP code by executing:
php vendor/bin/codecept generate:scenarios
These generated scenarios will be stored in your _data
directory in text files.
Before we execute this test, we should make sure that the website is running on a local web server.
Let's open the tests/acceptance.suite.yml
file and replace the URL with the URL of your web application:
actor: AcceptanceTester
modules:
enabled:
- PhpBrowser:
url: 'http://myappurl.local'
- \Helper\Acceptance
After configuring the URL we can run this test with the run
command:
php vendor/bin/codecept run
This is the output we should see:
Acceptance Tests (1) -------------------------------
✔ SigninCest: sign in successfully
----------------------------------------------------
Time: 1 second, Memory: 21.00Mb
OK (1 test, 1 assertions)
Let's get some detailed output:
php vendor/bin/codecept run acceptance --steps
We should see a step-by-step report on the performed actions:
Acceptance Tests (1) -------------------------------
SigninCest: Login to website
Signature: SigninCest.php:signInSuccessfully
Test: tests/acceptance/SigninCest.php:signInSuccessfully
Scenario --
I am on page "/login"
I fill field "Username" "davert"
I fill field "Password" "qwerty"
I click "Login"
I see "Hello, davert"
OK
----------------------------------------------------
Time: 0 seconds, Memory: 21.00Mb
OK (1 test, 1 assertions)
This simple test can be extended to a complete scenario of site usage, therefore, by emulating the user's actions, you can test any of your websites.
To run more tests create a public method for each of them. Include AcceptanceTester
object as $I
as a method parameter and use the same $I->
API you've seen before.
If your tests share common setup actions put them into _before
method.
For instance, to test CRUD we want 4 methods to be implemented and all next tests should start at /task
page:
<?php
class TaskCrudCest
{
function _before(AcceptanceTester $I)
{
// will be executed at the beginning of each test
$I->amOnPage('/task');
}
function createTask(AcceptanceTester $I)
{
// todo: write test
}
function viewTask(AcceptanceTester $I)
{
// todo: write test
}
function updateTask(AcceptanceTester $I)
{
// todo: write test
}
function deleteTask(AcceptanceTester $I)
{
// todo: write test
}
}
Learn more about the Cest format in the Advanced Testing section.
BDD ¶
Codeception allows execution of user stories in Gherkin format in a similar manner as is done in Cucumber or Behat. Please refer to the BDD chapter to learn more.
Configuration ¶
Codeception has a global configuration in codeception.yml
and a config for each suite. We also support .dist
configuration files.
If you have several developers in a project, put shared settings into codeception.dist.yml
and personal settings into codeception.yml
.
The same goes for suite configs. For example, the unit.suite.yml
will be merged with unit.suite.dist.yml
.
Running Tests ¶
Tests can be started with the run
command:
php vendor/bin/codecept run
With the first argument you can run all tests from one suite:
php vendor/bin/codecept run acceptance
To limit tests run to a single class, add a second argument. Provide a local path to the test class, from the suite directory:
php vendor/bin/codecept run acceptance SigninCest.php
Alternatively you can provide the full path to test file:
php vendor/bin/codecept run tests/acceptance/SigninCest.php
You can further filter which tests are run by appending a method name to the class, separated by a colon (for Cest or Test formats):
php vendor/bin/codecept run tests/acceptance/SigninCest.php:^anonymousLogin$
You can provide a directory path as well. This will execute all acceptance tests from the backend
dir:
php vendor/bin/codecept run tests/acceptance/backend
Using regular expressions, you can even run many different test methods from the same directory or class.
For example, this will execute all acceptance tests from the backend
dir beginning with the word "login":
php vendor/bin/codecept run tests/acceptance/backend:^login
To execute a group of tests that are not stored in the same directory, you can organize them in groups.
Reports ¶
To generate JUnit XML output, you can provide the --xml
option, and --html
for HTML report.
php vendor/bin/codecept run --steps --xml --html
This command will run all tests for all suites, displaying the steps, and building HTML and XML reports. Reports will be stored in the tests/_output/
directory.
To see all the available options, run the following command:
php vendor/bin/codecept help run
Debugging ¶
To receive detailed output, tests can be executed with the --debug
option.
You may print any information inside a test using the codecept_debug
function.
Generators ¶
There are plenty of useful Codeception commands:
generate:cest
suite filename - Generates a sample Cest testgenerate:test
suite filename - Generates a sample PHPUnit Test with Codeception hooksgenerate:feature
suite filename - Generates Gherkin feature filegenerate:suite
suite actor - Generates a new suite with the given Actor class namegenerate:scenarios
suite - Generates text files containing scenarios from testsgenerate:helper
filename - Generates a sample Helper Filegenerate:pageobject
suite filename - Generates a sample Page objectgenerate:stepobject
suite filename - Generates a sample Step objectgenerate:environment
env - Generates a sample Environment configurationgenerate:groupobject
group - Generates a sample Group Extension
Conclusion ¶
We have taken a look into the Codeception structure. Most of the things you need were already generated by the bootstrap
command.
After you have reviewed the basic concepts and configurations, you can start writing your first scenario.


Feel free to click the buttons on top and observe all current earthquakes and major storms as well as all recent meteorite landing sites. The website is fully responisve. Clicking on map icons would show a short description of the event. Clicking on the sidepanel description logs will open an extrenal Google Maps tab. Good luck!


labeled
by Trey Pendragon at 2022-06-02 22:56:48.labeled
by Trey Pendragon at 2022-06-02 22:56:56.labeled
by Trey Pendragon at 2022-06-02 22:57:02.labeled
by Trey Pendragon at 2022-06-02 22:57:09.labeled
by Trey Pendragon at 2022-06-02 22:57:16.labeled
by Trey Pendragon at 2022-06-02 22:57:21.labeled
by None at 2022-06-03 00:44:21.labeled
by None at 2022-06-03 00:44:22.closed
by Shaun Ellis at 2022-06-03 15:46:03.see https://catalog-qa.princeton.edu/requests/9991807103506421?mfhd=22696270550006421
This is in https://catalog-qa.princeton.edu/ which retrieves availability from alma production. I made sure to index the record against catalog-qa so that we can see the example record. I haven't updated the status in JS yet but it can be done in a separate PR. This PR allows patrons to request the item using the request form.
Do we want the request form to display 'Firestone Stacks' or is it ok to display 'Resource Sharing'. The record page displays 'Firestone Stacks'.
I would think we'd want the request form to display the same thing as the record page.
@maxkadel I didnt open the PR for review because there was no test. I have added one now and will open it for review.
I would think we'd want the request form to display the same thing as the record page.
Will do @mzelesky thanks for checking the screenshot
Coverage decreased (-0.01%) to 94.182% when pulling e2dfddaa17fb586260f708c7b5c3213942c4eff0 on resource-sharing-retrieve-item-list into 415e44f22fa6ffa375c914c3cd4d5d9503928690 on main.
I've update the location display in the request form per @mzelesky request:
This PR will allow patrons to request items from resource sharing. @carolyncole @maxkadel a heads up that availability is failing in this record which means: no status in the record page and the location we are seeing (Firestone Library - Stacks ) even though it's the desired one, it displays because it's the fall back look up to Bibdata when the Js availability response is failing.
I will work on a separate PR to update availability status and make sure that the location display is the permanent location.
deployed
by None at 2022-06-03 00:43:53.head_ref_force_pushed
by Christina Chortaria at 2022-06-03 13:15:33.mentioned
by Max Kadel at 2022-06-03 13:16:35.subscribed
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by Christina Chortaria at 2022-06-03 13:23:13.mentioned
by None at 2022-06-03 13:27:23.subscribed
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by Christina Chortaria at 2022-06-03 14:30:25.deployed
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by Christina Chortaria at 2022-06-03 14:38:13.head_ref_force_pushed
by Christina Chortaria at 2022-06-03 15:02:36.deployed
by None at 2022-06-03 15:03:23.head_ref_force_pushed
by Christina Chortaria at 2022-06-03 15:04:20.deployed
by None at 2022-06-03 15:21:30.mentioned
by None at 2022-06-03 15:23:41.subscribed
by None at 2022-06-03 15:23:41.ready_for_review
by Christina Chortaria at 2022-06-03 15:24:56.mentioned
by None at 2022-06-03 16:28:00.subscribed
by None at 2022-06-03 16:28:00.mentioned
by Max Kadel at 2022-06-03 16:28:00.subscribed
by Max Kadel at 2022-06-03 16:28:00.ready_for_review
by Hector Correa at 2022-06-03 15:42:42.referenced
by Bess Sadler at 2022-06-03 15:51:40.merged
by Bess Sadler at 2022-06-03 15:51:40.closed
by Bess Sadler at 2022-06-03 15:51:40.head_ref_deleted
by Bess Sadler at 2022-06-03 15:51:41.referenced
by Bess Sadler at 2022-06-03 16:07:41.merged
by Bess Sadler at 2022-06-03 16:07:41.closed
by Bess Sadler at 2022-06-03 16:07:41.head_ref_deleted
by Bess Sadler at 2022-06-03 16:07:42.@bess this issue will fix it: https://github.com/pulibrary/pdc_describe/issues/154
labeled
by Bess Sadler at 2022-06-03 16:26:39.mentioned
by Bess Sadler at 2022-06-03 16:28:19.subscribed
by Bess Sadler at 2022-06-03 16:28:19.pulsys@lib-jobs-prod1:/etc/logrotate.d$ sudo logrotate -d /etc/logrotate.d/lib-jobs
reading config file /etc/logrotate.d/lib-jobs
Reading state from file: /var/lib/logrotate/status
Allocating hash table for state file, size 64 entries
Creating new state
Creating new state
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Creating new state
Creating new state
Creating new state
Creating new state
Creating new state
Handling 1 logs
rotating pattern: /opt/lib-jobs/current/log/*.log after 1 days (5 rotations)
empty log files are not rotated, only log files >= 524288000 bytes are rotated, old logs are removed
considering log /opt/lib-jobs/current/log/production.log
Now: 2022-06-03 08:56
Last rotated at 2020-11-21 06:00
log does not need rotating ('minsize' directive is used and the log size is smaller than the minsize value)
```
do we want to adjust the minsize? @carolyncole and/or @christinach
mentioned
by None at 2022-06-03 08:57:57.subscribed
by None at 2022-06-03 08:57:57.mentioned
by Christina Chortaria at 2022-06-03 08:57:58.subscribed
by Christina Chortaria at 2022-06-03 08:57:58.ASYNC FAILED on maria-staging2.princeton.edu: jid=594265136296.32669 failed: [maria-staging2.princeton.edu] (item={'name': 'locator_staging', 'encoding': 'utf8mb4', 'collation': 'utf8mb4_general_ci'}) => {"ansible_job_id": "594265136296.32669", "ansible_loop_var": "item", "changed": false, "finished": 1, "item": {"collation": "utf8mb4_general_ci", "encoding": "utf8mb4", "name": "locator_staging"}, "msg": "Cannot dump database(s) 'locator_staging' - not found", "results_file": "/root/.ansible_async/594265136296.32669", "started": 1, "stderr": "", "stderr_lines": [], "stdout": "", "stdout_lines": []}
this works "as designed" No such database exists. :-)
labeled
by Max Kadel at 2022-06-03 14:57:58.deployed
by None at 2022-06-03 14:52:20.referenced
by Max Kadel at 2022-06-03 14:59:01.merged
by Max Kadel at 2022-06-03 14:59:01.closed
by Max Kadel at 2022-06-03 14:59:01.head_ref_deleted
by Max Kadel at 2022-06-03 14:59:02.@dependabot rebase
mentioned
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by None at 2022-06-03 15:00:59.deployed
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by Max Kadel at 2022-06-03 15:09:55.merged
by Max Kadel at 2022-06-03 15:09:55.closed
by Max Kadel at 2022-06-03 15:09:55.head_ref_deleted
by Max Kadel at 2022-06-03 15:09:56.The following labels could not be found: npm
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labeled
by None at 2022-06-03 15:13:04.labeled
by None at 2022-06-03 15:13:04.The following labels could not be found: npm
.
labeled
by None at 2022-06-03 15:02:13.labeled
by None at 2022-06-03 15:02:13.head_ref_force_pushed
by None at 2022-06-03 15:12:59.@dependabot rebase
mentioned
by Dependabot at 2022-06-03 15:10:32.head_ref_force_pushed
by None at 2022-06-03 15:11:52.deployed
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by Max Kadel at 2022-06-03 15:18:40.closed
by Max Kadel at 2022-06-03 15:18:40.head_ref_deleted
by Max Kadel at 2022-06-03 15:18:41.@dependabot rebase
mentioned
by Dependabot at 2022-06-03 15:19:06.head_ref_force_pushed
by None at 2022-06-03 15:19:29.deployed
by None at 2022-06-03 15:20:19.referenced
by Max Kadel at 2022-06-03 15:23:24.merged
by Max Kadel at 2022-06-03 15:23:24.closed
by Max Kadel at 2022-06-03 15:23:25.head_ref_deleted
by Max Kadel at 2022-06-03 15:23:25.The following labels could not be found: npm
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@dependabot rebase
labeled
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by Max Kadel at 2022-06-03 16:28:28.The following labels could not be found: npm
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@dependabot rebase
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@dependabot rebase
Looks like this PR is already up-to-date with main! If you'd still like to recreate it from scratch, overwriting any edits, you can request @dependabot recreate
.
Broke the theming on the site
labeled
by None at 2022-06-03 15:21:32.labeled
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by None at 2022-06-03 16:31:13.mentioned
by Dependabot at 2022-06-03 16:45:52.deployed
by None at 2022-06-03 16:48:33.closed
by Kate Lynch at 2022-06-03 14:06:19.


Activity的生命周期
从这个图中可以知道Activity 的生命周期
Fragment 生命周期
Lifecycle
Though a Fragment’s lifecycle is tied to its owning activity, it has its own wrinkle on the standard activity lifecycle. It includes basic activity lifecycle methods such as onResume(), but also important are methods related to interactions with the activity and UI generation.
The core series of lifecycle methods that are called to bring a fragment up to resumed state (interacting with the user) are:
- 1.onAttach(android.app.Activity) called once the fragment is associated with its activity.
- 2.onCreate(android.os.Bundle) called to do initial creation of the fragment.
- 3.onCreateView(android.view.LayoutInflater, android.view.ViewGroup, android.os.Bundle) creates and returns the view hierarchy associated with the fragment.
- 4.onActivityCreated(android.os.Bundle) tells the fragment that its activity has completed its own Activity.onCreate().
- 5.onViewStateRestored(android.os.Bundle) tells the fragment that all of the saved state of its view hierarchy has been restored.
- 6 .onStart() makes the fragment visible to the user (based on its containing activity being started).
- 7 .onResume() makes the fragment interacting with the user (based on its containing activity being resumed).
As a fragment is no longer being used, it goes through a reverse series of callbacks:
- 1.onPause() fragment is no longer interacting with the user either because its activity is being paused or a fragment operation is modifying it in the activity.
- 2.onStop() fragment is no longer visible to the user either because its activity is being stopped or a fragment operation is modifying it in the activity.
- 3.onDestroyView() allows the fragment to clean up resources associated with its View.
- 4.onDestroy() called to do final cleanup of the fragment’s state.
- 5.onDetach() called immediately prior to the fragment no longer being associated with its activity.
Fragment的使用
fragment的使用有俩种方式
1： 直接在空布局上添加
2： xml 中声明 fragment 布局
fragment 和activity 如何通信
fragment 向activity 传递信息 是通过回调的方法
activity 向 fragment 传递 信息 是通过setArguments(Bundle bundle)传递。Bundle 可用储存传递的数据结构类型。
回调的使用：
public class Dialog1 extends DialogFragment {
public interface OnitemClick {
public void setEdittext(View view, int id, String string);
}
private OnitemClick onitemClick;//回调的东西
......
onitemClick.setEdittext(null, R.id.edittext_sex, sex);//传递数据
......
@Override
public void onAttach(Activity activity) {
super.onAttach(activity);
try {
onitemClick = (OnitemClick) activity;
//对implements interface OnitemClick
//进行绑定，如果调用 Dialog1 的 Activity 没有 声明接口，那么会报错
} catch (Exception e) {
throw new ClassCastException(activity.toString()
+ "must implement OnitemClick");
}
}
}
public class GetThePatientHardwareList extends BaseActivity implements
OnitemClick {
@Override
public void setEdittext(View view, int id, String string) {//数据接口
// 对方法的实现
}
}
Activity 向fragment 传递数据
Dialog1 dia = new Dialog1();
Bundle bundle = new Bundle();
bundle.putInt("Type", 3);
bundle.putInt("position", position);
dia.setArguments(bundle);//bundle 就是传递的数据
getSupportFragmentManager().beginTransaction().add(dia, "").commit();
Fragment 如何接受数据呢
直接简单粗暴
int type = getArguments().getInt("Type");
//在对type的接受 可实现 Fragment 的多态性和复用性
总结
总结，想要实现。首先知道的是fragment 的生命周期，在fragment创建的时候会先绑定当前的activity，这个是 onAttach(Activity activity)。实现接口的回调方法和创建。


Package providing integration of Hibernate with Spring concepts. Contains SessionFactory helper classes, a template plus callback for Hibernate access, and a Hibernate implementation of Spring's transaction SPI.


Tears of lonely star
问题描述 :
Tears of lonely star——I was a drop of tear from the lonely star which hidden in you body million years before.
Today, we assume a lonely star is a cuboid of integral dimensions lx × ly × lz . The edges of the star are axis-aligned, and one corner of the star is located at position (0, 0, 0). Given the coordinates (x, y, z) of some arbitrary position on the surface of the lonely star, your goal is to return the square of the length of the shortest path along the star’s surface from (0, 0, 0) to (x, y, z).
Today, we assume a lonely star is a cuboid of integral dimensions lx × ly × lz . The edges of the star are axis-aligned, and one corner of the star is located at position (0, 0, 0). Given the coordinates (x, y, z) of some arbitrary position on the surface of the lonely star, your goal is to return the square of the length of the shortest path along the star’s surface from (0, 0, 0) to (x, y, z).
输入:
The input test file will contain multiple test cases, each of which consists of six integers lx, ly , lz , x, y, z where 1 ≤lx, ly , lz ≤ 1000. Note that the star may have zero volume, but the point (x, y, z) is always guaranteed to be on one of the six sides of the star. The end-of-file is marked by a test case with lx=ly= lz = x = y = z = 0 and should not be processed.
输出:
The input test file will contain multiple test cases, each of which consists of six integers lx, ly , lz , x, y, z where 1 ≤lx, ly , lz ≤ 1000. Note that the star may have zero volume, but the point (x, y, z) is always guaranteed to be on one of the six sides of the star. The end-of-file is marked by a test case with lx=ly= lz = x = y = z = 0 and should not be processed.
样例输入:
1 1 2 1 1 2 1 1 1 1 1 1 0 0 0 0 0 0
样例输出:
8 5
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现在车技都那么好啊
能告诉我为什么对于每一个m，cnt的值不用更新吗?这儿我想不通啊，谢谢
很不错！
题目需要求解的是最小值，而且没有考虑可能存在环
我还有个问题想请教一下，就是感觉对于新手来说，递归理解起来有些困难，不知有没有什么好的方法或者什么好的建议？
不同的编译器，printf(),执行的顺序不同，所以结果也就不同，建议不要那么写
注释很详细，多谢分享！
printf这个函数在计算的时候是从右到左，打印是从左到右。
可以参考算法导论中的时间戳。就是结束访问时间，最后结束的顶点肯定是入度为0的顶点，因为DFS要回溯
第二块代码if(it != mp.end())应改为if(it != mp.end() && (i+1)!=(it->second +1))；因为第二种解法如果数组有重复元素 就不正确
对于第一题，我的直觉告诉我换不换都一样，求指教
Java真是解决大数的利器
最长回文子串可以使用manacher算法，将时间复杂度降到O(n)。
我没看懂题目
2
5 6 -1 5 4 -7
7 0 6 -1 1 -6 7 -5
我觉得第一个应该是5 6 -1 5 4 输出是19 5 4
第二个是7 0 6 -1 1 -6 7输出是14 7 7
不知道题目例子是怎么得出来的
刚开始学习，为啥会报错了，你试过了吗


Writing a New Topic
This page shows how to create a new Istio documentation topic.

Choosing a page type
As you prepare to write a new topic, think about which of these page types is the best fit for your content:
Each page type has a template file located in the corresponding directory which shows you the basic structure expected for topics of that type. Please start new documents by copying the template.
Naming a topic
Choose a title for your topic that has the keywords you want search engines to find. Create a filename for your topic that uses the words in your title, separated by hyphens, all in lower case.
Updating the front matter
Every documentation file needs to start with front matter. The front matter is a block of YAML that is between the triple-dashed lines at the top of each file. Here's the chunk of front matter you should start with:
---
title: <title>
description: <overview>
weight: <order>
---
Copy the above at the start of your new markdown file and update
the <title>
, <description>
and <weight>
fields for your particular file. The available front
matter fields are:
| Field | Description |
|---|---|
title |
The short title of the page |
description |
A one-line description of what the topic is about |
weight |
An integer used to determine the sort order of this page relative to other pages in the same directory. |
draft |
When true, prevents the page from showing up in any navigation area |
publishdate |
For blog posts, indicates the date of publication of the post |
subtitle |
For blog posts, supplies an optional subtitle to be displayed below the main title |
attribution |
For blog posts, supplies an optional author's name |
toc |
Set this to false to prevent the page from having a table of contents generated for it |
force_inline_toc |
Set this to true to force the generated table of contents from being inserted inline in the text instead of in a sidebar |
Choosing a directory
Depending on your page type, put your new file in a subdirectory of one of these:
- _blog/
- _docs/concepts/
- _docs/guides/
- _docs/reference/
- _docs/setup/
- _docs/tasks/
You can put your file in an existing subdirectory, or you can create a new subdirectory. For blog posts, put the file into a subdirectory for the current year (2017, 2018, etc)
Adding images
Put image files in an img
subdirectory of where you put your markdown file. The preferred image format is SVG.
If you must use a PNG or JPEG file instead, and the file was generated from an original SVG file, please include the SVG file in the repository even if it isn't used in the web site itself. This is so we can update the imagery over time if needed.
Within markdown, use the following sequence to add the image:
{{< image width="75%" ratio="69.52%"
link="./img/myfile.svg"
alt="Alternate text to display when the image is not available"
title="A tooltip displayed when hovering over the image"
caption="A caption displayed under the image"
>}}
The width
, ratio
, link
and caption
values are required. If the title
value isn't
supplied, it'll default to the same as caption
. If the alt
value is not supplied, it'll
default to title
or if that's not defined, to caption
.
width
represents the percentage of space used by the image
relative to the surrounding text. ratio
(image height / image width) * 100.
Adding icons & emojis
You can embed some common icons in your content using:
{{< warning_icon >}}
{{< idea_icon >}}
which look like and
In addition, you can embed an emoji in your content using a sequence such as :sailboat: which looks like ⛵. Here's a handy cheat sheet of the supported emojis.
Linking to other pages
There are three types of links that can be included in documentation. Each uses a different way to indicate the link target:
-
Internet Link. You use classic URL syntax, preferably with the HTTPS protocol, to reference files on the Internet:
[see here](https://mysite/myfile.html)
-
Relative Link. You use relative links that start with a period to reference any content that is at the same level as the current file, or below within the hierarchy of the site:
[see here](./adir/anotherfile.html)
-
Absolute Link. You use absolute links that start with a
/
to reference content outside of the current hierarchy:[see here](/docs/adir/afile/)
Embedding preformatted blocks
You can embed blocks of preformatted content using the normal markdown technique:
The above produces this kind of output:
func HelloWorld() {
fmt.Println("Hello World")
}
You must indicate the nature of the content in the preformatted block by appending a name after the initial set of tick marks:
The above indicates the content is Go source code, which will lead to appropriate syntax coloring as shown here:
func HelloWorld() {
fmt.Println("Hello World")
}
You can use markdown
, yaml
, json
, java
, javascript
, c
, cpp
, csharp
, go
, html
, protobuf
,
perl
, docker
, and bash
, along with command
and its variants described below.
Showing commands and command output
If you want to show one or more bash command-lines with some output, you use the command
indicator:
which produces:
$ echo "Hello"
Hello
You can have as many command-lines as you want, but only one chunk of output is recognized.
which yields:
$ echo "Hello" >file.txt
$ cat file.txt
Hello
You can also use line continuation in your command-lines:
$ echo "Hello" \
>file.txt
$ echo "There" >>file.txt
$ cat file.txt
Hello
There
If the output is the command is JSON or YAML, you can use command-output-as-json
and command-output-as-yaml
instead of merely command
in order to apply syntax coloring to the command's output.
Showing references to Istio GitHub files
If your code block references a file from Istio's GitHub repo, you can surround the relative path name of the file with a pair of @ symbols. These indicate the path should be rendered as a link to the file from the current branch. For example:
This will be rendered as:
$ istioctl create -f @samples/bookinfo/kube/route-rule-reviews-v3.yaml@
Displaying file content
You can pull in an external file and display its content as a preformatted block. This is handy to display a config file or a test file. To do so, you use a statement such as:
{{< file_content url="https://raw.githubusercontent.com/istio/istio/master/samples/bookinfo/kube/mixer-rule-ratings-ratelimit.yaml" lang="yaml" >}}
which produces the following result:
If the file is from a different origin site, CORS should be enabled on that site. Note that the GitHub raw content site (raw.githubusercontent.com) is may be used here.
Referencing GitHub files
When referencing files from Istio's GitHub repo, it is best to reference a specific branch in the repo. To reference the specific branch that the documentation site is currently targeting, you use the annotation {{< branch_name >}}. For example:
See this [source file](https://github.com/istio/istio/blob/{{< branch_name >}}/mixer/cmd/mixs/cmd/server.go)/
Renaming or moving pages
If you move pages around and would like to ensure existing links continue to work, you can add redirects to the site very easily.
In the page that is the target of the redirect (where you'd like users to land), you simply add the following to the front-matter:
aliases:
- <url>
For example
---
title: Frequently Asked Questions
description: Questions Asked Frequently
weight: 12
aliases:
- /faq
---
With the above in a page saved as _help/faq.md, the user will be able to access the page by going
to istio.io/help/faq/
as normal, as well as istio.io/faq/
.
You can also add many redirects like so:
---
title: Frequently Asked Questions
description: Questions Asked Frequently
weight: 12
aliases:
- /faq
- /faq2
- /faq3
---


{% extends "base.html" %} {% block title %} Followings {% endblock %} {% block content %}
It seems that this user has not followed anyone. {% else %}
These people have followed {{ user.username }}. {% endif %}
Age: {{ user.age }}
About me: {{ user.about_me }}
Article num: {{ user.posts.count() }}
More


Custom element ComboBox has built-in auto complete functionality which enables users to quickly find and select from a pre-populated list of values as they type.
Settings
Search Type:
Open
Close
Auto complete
Enabled


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Create a New Project
Use TestApplication.exe as the application, turn off all logging except for .NET > Custom. Notice that TestMethod and the constructor for TestDLL are now in the logging treeview under custom.
View a Log
When TestApplication loads notice that no logs are visible in the Holodeck Log Pane, this is because it has not yet called the only function we are logging, the function in the TestDLL.
Click on the button in the TestApplication form. Notice that the constructor and TestMethod from TestDLL.dll are called by TestApplication and logged in the Holodeck log pane.
Create a Test
Double click on the call to test method in the Log Pane this will open the "Create a Scheduled Test Wizard" with the test application TestMethod already selected. No In-Parameter or Out-Parameter changes need to be made, however, specify "Ambiguous Match" as the .net exception to throw when the application calls TestFunction.
Click the button in the TestApplication again. Notice the unhandled exception dialog is shown and the log in the log pane shows an exception in the exception column. In this screen shot you can see the first two calls were executed properly, the last call to TestMethod was failed and threw the AmbiguousMatchException specified in the test.


GAMESS Help:
1) Constructing an Input File
2) Molecular Display
A GAMESS input file can be
constructed in either of two ways:
(1) automatically by selecting items from the interface menu
(2) manually by typing directly into the input file
window
Each item that is selected from one of the interface menus
will be inserted automatically into the input file within the appropriate
$GROUP heading.
Certain items have not yet been added to the interface menus.
If an item that you want to add to the input file
cannot be selected from an interface menu, that item
can be added simply by manually entering it into the GAMESS
input file window.
Note: Currently all manual editing of the input file should
only be done after all menu item selections have been made to prevent the
possibility of some manual entries being overwritten. This is a bug in the
interface that will be corrected in the next release of GridChem.
2) Molecular Display
The structure of your molecule will be displayed in the
Molecular Display panel of the GAMESS interface.
Selecting the Data submenu item in the Molecular Specification menu on
the main menu bar of the interface will bring up a Molecular Specification
window in which you will enter the coordinates of your molecule. The coordinates
can be entered either as Cartesian coordinates or in Z-matrix format and can
either be entered manually by typing directly into the window’s text area or
can be copied from another file.
After clicking the Done
button in this window, the molecular specification will automatically be
written to the $DATA group in the input file and the molecule will be displayed
in the Molecular Display panel.
The molecule can be displayed as a ball-and-stick,
wireframe, or space-filling model. The display format can be selected from the
Display Options submenu item in the View menu on the main menu
bar of the Molecular Display panel.
The molecular display can be manipulated in the display
panel as follows:
(1) left and right arrow
keys will move molecule to the left or right, respectively
(2) click and hold down left mouse button to rotate molecule
(3) click and hold down right mouse button to zoom in or out on
molecule
The radius of the atoms in the display can be modified by
selecting Modify Atom Radius in the Display Options
submenu.
Since the bond distance between any two atoms varies from molecule to molecule, some molecules may be displayed either with too many bonds or too few bonds. Additional bonds can be added or incorrectly displayed bonds can be eliminated by selecting Modify Connectivity in the Display Options submenu.
Bonds can be displayed in color or without color or can be
hidden entirely by selecting the Show Bonds or Hide Bonds submenu items,
respectively, in the View menu on the main menu bar of the Molecular
Display panel.
Note:
Information about the format of the input file can be found at
http://phoenix.liu.edu/~nmatsuna/gamess/input.doc.html


We examine tables!
- grow dynamic mindshare
- implement best-of-breed architectures
- benchmark clicks-and-mortar initiatives
- empower synergistic models
- seize seamless schemas
- syndicate efficient e-commerce
- generate turn-key interfaces
- transform bleeding-edge portals
- productize killer e-commerce


Dalian Atkinson: Policeman to stand trial for murder over ex-Aston Villa star's death
The former striker died in 2016 after being tasered by police in Telford and a police officer will stand trial next September
by Alex MilneA police officer accused of murdering former Aston Villa star Dalian Atkinson will stand trial in September next year alongside a colleague who denies assaulting the ex-footballer.
Pc Benjamin Monk, 41, and his colleague Pc Mary Ellen Bettley-Smith, 29, appeared in Birmingham Crown Court today for a plea and trial preparation hearing.
Mr Monk was not required to enter pleas to a count of murder and an alternative charge of manslaughter, while Ms Bettley-Smith entered a not guilty plea to a charge alleging that she assaulted Mr Atkinson occasioning actual bodily harm prior to his death on August 15 2016.
Judge Melbourne Inman QC granted both officers unconditional bail until a further hearing in May next year, and fixed a trial date for September 14 at Birmingham Crown Court.
Mr Atkinson, who also played for the likes of Ipswich and Sheffield Wednesday, was tasered by police near his father's house in Telford, Shropshire, in 2016, and died a few hours later after going into cardiac arrest.
His family claimed after his death that the taser device was deployed at least three times and relatives said Mr Atkinson was suffering from ill health and had a weak heart.
In a statement following Mr Atkinson's death his siblings described him as a "kind, caring and protective brother."
They also added: "He always brought life and energy to family gatherings- When Dalian turned up, we knew there would be laughter and banter."
A number of high-profile figures also paid their respects on social media following his death, with former England defender Sol Campbell tweeting: "What?! Former @AVFCOfficial footballer Dalian Atkinson tasered?! Shocked & saddened by this news. Thoughts with friends & family. #RIPDalian"


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This digital publication requires JavaScript to be viewed properly. Your browser currently has JavaScript disabled. To view this publication, please enabled JavaScript.


{{ room }}
{% if live %}{% trans 'This broadcast is not ready yet.' %}
{% endif %}{% load i18n %} {% if attendee.verified %} {% for room, live in rooms.items %}
{% trans 'This broadcast is not ready yet.' %}
{% endif %}{% trans 'The broadcasts are not ready yet, please try again later.' %}
{% else %}{% trans 'The token within the link is invalid. Please contact staff for further help.' %}
{% endif %}


Our highest priority is to fully satisfy our clients through early and continuous delivery of excellent software. We handle big and small projects with pleasure and ease.
Our Love - Ruby, Ruby On Rails, NodeJS, Angular2, React, Ionic, Docker, LXC/D, Ansible, CI/CD
Clean & Optimized Code. High standards.
From the idea to running and maintaining the website you have a reliable partner.
Together we define the scope of the project; we will fix the first iteration as precisely as possible and sketch the following iterations in continuous delivery dynamics.
Together we negotiate the terms of our relationship, clarify all details and sign a contract.
Еach iteration starts with a very precisely defined feature set and UI.
EUS implements the solution using scrum based continuous delivery dynamics.
We always appreciate your feedback on the development so we have fully automated the deployment process. Аfter every delivery, you review the solution so far, give your feedback and it is incorporated in the next delivery.
Our CI server is performing automated deploys on the staging environment, where you can always check the current status. Once the full scope of the contract is met, well tested, and all your feedback is reflected, we deploy the solution on the production environment and it is then open for public use.
Once the solution is deployed we still keep an eye out for fixing critical and important issues and maintaining the site as necessarry.


Press n or j to go to the next uncovered block, b, p or k for the previous block.
| File | Statements | Branches | Functions | Lines | |||||
|---|---|---|---|---|---|---|---|---|---|
| files.js | 74.19% | 23/31 | 71.43% | 10/14 | 100% | 7/7 | 71.43% | 20/28 | |
| index.js | 86.49% | 64/74 | 71.88% | 23/32 | 92.86% | 13/14 | 86.3% | 63/73 | |
| prompts.js | 80% | 20/25 | 42.86% | 6/14 | 100% | 5/5 | 86.96% | 20/23 |


I just updated my up-to-date text expansion guide with some new goodies. Of particular note are two new snippets related to grabbing the current tab in Firefox and making a Markdown link out of it.
This turned out to be harder than I anticipated: although Chrome and Safari have AppleScript support for grabbing the document title and URL of their current tabs, Firefox can only grab the title.1
TL;DR
Create an AppleScript that fully automates the retrieval of the current Firefox window/tab’s title and URL, then creates a Markdown link from it.
The Process
I hunted around a bit and ran across a method in the Alfred forums that grabs the URL in a rather hacky way: use AppleScript to switch to Firefox and simulate the Command + L/Command + C
key sequence (which, as you might surmise, moves the focus to the Omnibar and copies its contents).
Although the Alfred forum members were not overly satisfied with this solution2, it had enough promise for my particular uses. The only thing missing was the automatic return to the “caller” application (that is, the application into which the TextExpander/aText snippet was entered). Fortunately, this wasn’t hard to add:
Hopefully, the Mozilla folks will someday add proper support for this transaction. Until then, enjoy!
- Unfortunately, given the staleness of the “Add Applescript Support to Firefox” ticket on Bugzilla (the last update was in February of 2013), I’m not overly hopeful that this will get addressed anytime soon. ↩
- Let’s be fair: I’m not, either. However, at the end of the day, when you need something to work, you’re willing to put aside notions of “hacky-ness” and move forward. ↩


ALL TRACKS
PLAYLISTS
ARTISTS
ALBUMS
HOME
THE-MUSICKER
Database Homework(week-2)
Search Track
Search
All Songs
No
Song Name
Artist Name
Playlists
List of Albums


A 3 LP vinyl by The Rolling Stones.
A remastered version of The Black Album by Metallica.
A timeless classic from Viro The Virus.
A hard hitting album from the infamous Rammstein.
The sixth studio album from the legendary Michael Jackson.
From the Beastie Boys comes another big hit album, License To Ill.
Some of the most notorious, hard hitting beats out there from the one and only, Dr. Dre.
One of the best selling albums worldwide from Eminem himself.
Another smash hit from everyone's favorite, Green Day.


The Magic Lantern Software Development Kit (SDK) consists of four major classes of objects:
Each object has a specific role in the execution of a title as each gains control of the processor sequentially during each frame of execution. For maximum efficiency, Magic Lantern objects are written in C++ and compiled to native code. Magic Lantern objects may also be written in Java for Java-based targets (e.g. OCAP or DVB-MHP). New functionality is added through subclassing and composition. For simplicity and efficiency, Magic Lantern classes use only single inheritance.
Figure 1.4.1 shows how the main Magic Lantern objects are related to each other.
Figure 1.4.1: Main Magic Lantern Objects
An actor is a simple C++ or Java object that is the basic unit of autonomous action within a title. Actors implement the simulation and behavioral aspects of a title element independent of its presentation. Actor code is intended to be independent of the target platform. This makes it easier to develop a title that is portable to multiple platforms.
Each actor usually has a crorresponding Role object, described below, that is responsible for its presentation in the title. Figure 1.4.2 shows a view of a Magic Lantern Actor with Behaviors in relationship to its Role.
Figure 1.4.2: View of Magic Lantern Actor with Behaviors in relationship to
its Role
All the “characters” in a Magic Lantern title are actors. For example, in a driving game, the car, the road, a tree alongside the road, and an on-coming car are separate actors. In addition, sounds can be actors. Thus, the hum of the car accelerating and the explosive sound of a crash could each be generated by a different actor. Cameras for 3D scenes can also be actors that can have behaviors, such as a following behavior. There can be some actors which may have no visible or audible representation in a title. For example, actor objects can function as database managers or collision detection managers.
An actor consists of the following elements:
A Magic Lantern actor is compiled into a Dynamic Shared Object (DSO) or Java Jar package. This permits actors to be dynamically loaded into an executing title in the authoring environment.
The internal state of an actor can be implemented as ordinary C++/Java member variables. Some of these members can be exposed through the authoring tools; these are called “properties” and they are designated in a special way in the class implementation. Actor properties allow other members of the title development team to edit the actor’s state in the Magic Lantern tools without additional programming modifications. This can be particularly useful to the team’s title designers and artists and can minimize requests for iterative programming revisions. Team members can use properties to define and test different physical characteristics and behavioral characteristics for an actor. For example, a title designer can tune the performance of a vehicle experimenting with various settings of its exposed acceleration property.
Different versions of media can be designated for an actor by establishing “media references” as properties. A media reference is a pointer to an outside media file, such as a graphics image or a sound file. Using media reference properties, artists can use the Magic Lantern tools to independently update actor media or adapt it for specific platforms.
Non-property members can be any data type supported by C++ or Java, while
property members are constrained to certain Magic Lantern data types. For ease
of programming for different platform math requirements, Magic Lantern defines
a special data type that can be compiled as either a floating-point value or
a fixed-point
value.
Actor member functions implement the various behaviors of the actor. Because the object implementation is based on C++/Java, the actor programmer can define any number of member functions. Each actor constructor mst be callable from a class static function that expects a common constructor interface. These class static functions are placed in a statically initialized table at runtime. Multple constructors with different interfaces are permitted within Magic Lantern. There must be, however, a constructor that has the noarguments interface (default constructor).
There are also two initialization routines that are typically implemented by an actor class. The first is a function called initClass(). Title programmers write an initClass() procedure to register the actor class and properties with the Magic Lantern tools. The tools call initClass() which then calls back to registration functions within the tools. The initClass() function is compiled out of the actor code for targeted titles.
The second initialization routine, which is optional, is called init(). If an actor’s init function is present, Magic Lantern will call it after the actor has been initialized from the DWP (during rehearsal) or the Playprint (for targeted titles). This allows the actor to do instance-specific modification of the property values that were set by the DWP or Digital Playprint.
The actor definition file defines the various aspects of each actor for the tools. The title programmer creates this actor definition file so that the actor can be tested and modified in the tools. The actor definition file is in the DWP format and is typically included in the title DWP files. It defines items such as the actor property names and types, the location of the actor header file and DSO, the actor parent, and so on. These files are not used in a targeted title; they exist only for the sake of the authoring tools.
Roles are paired with actors to handle the actors’ platform-dependent
presentation. The role is responsible for displaying the actor. Actors contain
a pointer to their role; this pointer can be used to access the role’s
API which the actor uses to push state changes over to it. As mentioned previously,
some actors do not have
roles.
A property carrier is an object designed for communication between actors and roles. Property carriers are specialized building blocks that carry out actor requests by operating on role internals.
 As such, they are typically platform-dependent. Any given actor could be paired with one specific role on the authoring workstation (e.g. Linux) yet later be paired with a different role on a targeted platform (e.g Microsoft XBox or Sony Playstation). For example, a Linux-based role might do 3D rendering using an OpenGL library, whereas the PC-based role may use one of the commercially available rendering libraries for the PC platform (e.g. DirectX, OpenGL).
Magic Lantern provides roles for 3D rendering and 2D rendering (images and movies). Audio presentation is done by direct communication with the audio sets. Current role classes include:
Roles can also be constructed from scratch by programming in C++ or Java. This approach is appropriate when the media being presented needs to be handled in a special way, such as media-specific level-of-detail control.
As with actors, roles contain conditional compilation structures that accommodate
the compilation differences needed for either the rehearsal player or a targeted
title. For example, for rehearsal, roles contain additional memeber functions
used by the tools to provide hooks for placement, scaling, and orientation.
Since the tools do not exist in the targeted title, however, these functions
are not required for runtime title playback. Magic Lantern uses standard conditional
compilation techniques to achieve this runtime code
reduction.
Sets provide services for their attached actors and roles and are usually specific to a particular type of media: 3D, 2D, audio, etc. In general, they can be thought of as resource managers, where a 3D set manages a shared scene-graph, a 2D set manages layering of items in the frame buffer and an audio set manages synchronizing on the hardware output device. Each set implements a specific API that is used by the roles it manages.
The Set base class implements an initialization function and an attach() function. The latter is used to attach roles to sets and its implementation differs for each set type. Some sets need only maintain a collection of roles that use its services, other sets need more structure, such as a hierarchy. Sets may have more than one implementation, using different rendering libraries.
Sets used for graphics include a camera control API. The precise implementation of this API is, of course, dependent o the particular rendering library it uses.
The following collection of set subclasses is provided by Magic Lantern:
A stage is all the things that can potentially differ from platform to platform, such as rendering, input, sound, physical modelling, proximity and collision detection, and event handling. A stage refers to the collection of services on the target platform. There are three stages that will initially be accessable through the Magic Lantern tools: the Inventor stage, the DirectX stage and the J2ME stage.
The execution model that contols the sequencing of Magic Lantern titles is
a cyclic process repeated once per frame. Each actor, role, set, and stage receives
control of the processor, in that order. By default, on each frame, all of the
actors execute before any of the roles; all of the roles execute before any
of the sets, etc. This scheduling order is not strict, however, since an actor
may explicitly pass control to its role and that role may explicitly pass control
to its set. Programmers can also reorder or augment the scheduling. The idea
behind tha actors-then-roles-then-sets-then-stage ordering is that first the
interactivity is computed (actors), then the presentation is computed (roles),
then the various resource controllers gain control (sets), then the entire frame
presentation is created (stage).
Figure 1.4.3 shows the Magic Lantern execution model.
Figure 1.4.3: Magic Lantern Execution Model
The implementation of the main loop of the title that causes this scheduling behavior is dependent on the type of underlying support for scheduling provided by the player platform operating system.
If the target system is completely event driven, then the scheduling of the actors, roles, and sets must be triggered by a timer or user event, and the callback for that event calls the Magic Lantern function scheduler to handle running actors, roles, sets, and stage. Precisely how frames are cycled depends on the system, but the effect must be to sequence main elements in the order described above and then repeat that sequence for each frame.
If the target OS or monitor does not “own the main loop” then the title main() must.
Pausing a title, as an example, can be implemented by scheduling a ‘Pause’ actor with a special phase of the scheduler and then using a different main loop (or registering a different scheduling callback with the native OS).
In runtime mode, the main() program is very simple and performs the following tasks:
A group is a collection of actors that is loaded into memory at the same time. As the title progresses and the need for new collections of actors arises, new groups can be loaded into memory.
Groups may contain actors that are associated with any number of sets. Upon
loading, if a required set does not exist, the loader code will create it. This
allows entire scenes within a title to be created in a single operation. As
an option, the caller to the group loader may supply a registry object that
will be filled with
references to all of the actors that were created when loading the group. These
references can later be used to delete the entire group of loaded actors.
Registries have other uses within the Magic Lantern system. A registry can be used for coordinating the behaviors of actor collections. For instance, a collection of actors that must respond to an external event might register themselves with a particular registry. Then user-supplied code could traverse the registry in response to that event.
A behavior refers to any procedural element that makes an actor move or otherwise change state. Behaviors can be cyclic and predictable, such as pre-scripted animations. Typically, however, the term behaviors in Magic Lantern is used to describe lifelike and complex actions by actors such as improvising or reacting to the environment.
Behavior packages are a suggested programming methodology in Magic Lantern that enable title developers to implement actor behaviors. Magic Lantern real-time behaviors will initially include a simple vehicle package that can be used for flying or surface-bound objects, lifelike or mechanical actors.
Magic Lantern will provide sample behavior packages that can be used in conjunction with one another and with custom written packages. For example, a realistic simulation of flocking or herding behavior for a flock of seagulls or a group of marathon runners could be achieved by combining the Separation, Alignment, and Cohesion packages. The combination of these packages would result in a group of actors moving in concert, yet each with an individual awareness of its position in relation to other members of the group and the ability to adjust accordingly. Each seagull or runner would be defined as a vehicle with the Vehicle package, with the seagulls’ package defining them as flying objects and the runners packages specifying attachment to a surface (such as the ground).
Packages can also be combined to create complex unscripted behaviors for non-biological title elements, such as planes and cars with realistic banking and acceleration properties.
The sample behavioral packages in Magic Lantern focus on the movement of an actor around its world, such as basic steering behaviors and collision avoidance, detection and reaction models. Trajectory, not proximity to an object is the most important criterion for obstacle avoidance.
Magic Lantern also will provide simple packages that title developers can
invoke from their own action selection layer, where the actor makes choices
between conflicting goals. For example, Magic Lantern will include a sample
MlePursuer actor which chooses at each frame whether its highest priority should
be
avoiding obstacles, maintaining separation, or pursuing the nearest MleWanderer
actor.
An actor is the basic unit of action in a Magic Lantern title, and behaviors are the implementation of that action. Behaviors are member functions that the title programmer writes for each actor class and then invokes periodically. Running the behavior functions gives the actor its autonomous behavior. Usually, these behavior functions will run once per frame or once per simulation step, if those rates are not coupled.
Title authors have the option of coding the entire behavior inside one function. Or, the function can implement some of the functionality itself and it can call library functions or other behavioral components to implement the remainder of the functionality. These behavioral components may be other member functions written for the actor. They may also be member functions of packages that are attached to the actor.
The Digital Workprint is a simple object system with containership relations that has both an in-memory API and an ASCII file format. Items in the DWP are instances of C++ classes derived from a DWP base class (MleWorkprintItem). The base class defines the basic capabilities for all DWP items: identity, traversal, structure editing, and input/output. DWP items include scenes, sets, groups, actors, and properties as well as other resource and attribute specifications.
Title developers and third party developers can create new types of DWP items, which can represent new kinds of resources and attributes, by subclassing existing items. These new types are loaded as Dynamic Shared Objects (DSOs) for recognition by existing applications. The Title Outliner provides a view of a title’s DWP items.