public class Lexer
extends java.lang.Object
| Modifier | Constructor and Description |
|---|---|
protected |
Lexer(java.io.File filepath)
This constructor takes in a JSON data file and saves the data internally, saves the data
length, and initialized the positional data members.
|
protected |
Lexer(java.io.InputStream resource)
This constructor takes in a JSON data input stream and saves the data internally, saves the
data length, and initialized the positional data members.
|
protected |
Lexer(java.lang.String data)
This constructor takes in a JSON data string and saves the data internally, saves the data
length, and initialized the positional data members.
|
| Modifier and Type | Method and Description |
|---|---|
protected Token |
nextToken()
This method returns the next token that is encountered in the data stream that we got passed
in the constructor.
|
protected Lexer(java.lang.String data)
String
- data The JSON data string to tokenizeprotected Lexer(java.io.File filepath)
File
- filepath The JSON data file to tokenizeprotected Lexer(java.io.InputStream resource)
InputStream
- resource The JSON data input stream to tokenizeprotected Token nextToken()


The Crop predictor
This tool gives you the best mach for your soil
Nitrogen Content(N)
Phosporous Content(P)
pottasium Content(K)
Temprature
Humidity
PH
Rain-Fall
Button
{{result}}
{{pic}}


ASM provides three core components based on the ClassVisitor
API to generate and transform classes:
ClassReader
class parses a compiled class given as a byte array,
and calls the corresponding visitXxx
methods on the ClassVisitor
instance passed as argument to its accept
method.
It can be seen as an event producer.
ClassWriter
class is a subclass of the ClassVisitor
abstract class that builds compiled classes directly in binary form.
It produces as output a byte array containing the compiled class, which can be retrieved with the toByteArray
method.
It can be seen as an event consumer.
ClassVisitor
class delegates all the method calls it receives to another ClassVisitor
instance.
It can be seen as an event filter.
现在这个阶段不讲Annotation属性、SourceFile属性、LineNumberTable属性等。
搞清楚两层关系：
首先，讲ClassReader -> ClassVisitor --> ClassWriter放到一起。 ClassReader和ClassVisitor一起讲；ClassVisitor和ClassWriter一起讲。 地下水渗透模型。
Class层一级叫Visitor，而Field/Method/Annotation一级叫Adapter。


Class Creature
Methods
| creature:init (creatureType, level, noItems, noTweak, info, ignorenewFunc) | Initiates a creature. |
| creature:generate_inventory (source) | Generate items for a creature's inventory. |
| creature:apply_class (classID) | Applies a class definition to a creature, granting it that class's starting favor, spells, factions and items |
| creature:get_name (full, force) | Get the name of a creature |
| creature:get_pronoun (ptype) | Get the pronoun of a creature |
| creature:get_mhp () | Get the max HP of a creature |
| creature:get_max_mp () | Get the max magic points of a creature |
| creature:updateHP (amt) | Change the HP of a creature |
| creature:damage (amt, attacker, damage_type, armor_piercing, noSound, item) | Damage a creature |
| creature:give_condition (name, turns, applier, force) | Give a condition to a creature |
| creature:cure_condition (condition) | Cure a condition. |
| creature:has_condition (condition) | Check if a creature has a condition |
| creature:callbacks (callback_type, Anything.) | Checks the callbacks of the base creature type, any conditions the creature might have, any items the creature has equipped, and any spells the creature might have. |
| creature:get_description (noInfo) | Get the extended description of a creature, including information like its health info, friendliness to the player, etc. |
| creature:get_health_text (full) | Get a description of a creature's health |
| creature:get_bonus (bonusType, average) | Get the bonus of a certain type, looking at conditions and equipment. |
| creature:get_resistance (amt, damageType) | Check how much damage of a given damage type is reduced by a creature's resistances and bonuses |
| creature:get_weakness (amt, damageType) | Check how much damage of a given damage type is increased by a creature's weaknesses and bonuses |
| creature:get_hit_conditions () | Check what hit conditions a creature can inflict |
| creature:attack (target, forceHit, ignore_callbacks) | Attack another entity. |
| creature:advance (skip_conditions) | This function is run every turn. |
| creature:can_move_to (x, y, inMap) | Check whether a creature can move to a given tile |
| creature:moveTo (x, y, skip_callbacks, noTween) | Move a creature to a tile |
| creature:forceMove (x, y) | Forcibly move a creature to a tile, no matter what. |
| creature:touching (target) | Check if a creature is touching something else |
| creature:die (killer) | Kill a creature. |
| creature:explode () | Make a creature explode. |
| creature:remove (map) | Remove a creature from the map without killing it. |
| creature:get_inventory (ignoreEquip) | Gets the list of items the creature has |
| creature:get_used_inventory_space () | Gets the number of slots the creature has used in its inventory |
| creature:get_free_inventory_space () | Gets the number of free inventory slots a creature has |
| creature:get_inventory_space () | Gets the total inventory space the creature has |
| creature:pickup (item, tileOnly) | Have a creature pick up an item from a tile. |
| creature:give_item (item) | Transfer an item to a creature's inventory |
| creature:drop_item (item, silent) | Have a creature drop an item on the tile they're on |
| creature:drop_all_items (deathItems) | Have a creature drop all their items on the tile they're on |
| creature:delete_item (item, amt) | Remove an item from a creature's inventory |
| creature:has_item (item, sortBy, enchantments, level, ignore_full_stack) | Check if a creature has an instance of an item ID |
| creature:has_specific_item (item) | Check if a creature has a specific item |
| creature:is_equipped (item) | Check if a creature has a specific item equipped |
| creature:get_equipped_in_slot (slot) | Get a list of all equipment a creature has equipped in an equipment slot |
| creature:equip (item) | Equip an item |
| creature:unequip (item) | Unequip an item |
| creature:can_use_item (item, verb) | Determine if a creature can use this item or not |
| creature:can_see_tile (x, y, forceRefresh) | Check if a creature can see a given tile |
| creature:can_sense_creature (creat, skipSight) | Check if a creature can sense another, either through sight or spooky senses. |
| creature:can_shoot_tile (x, y) | Check if you can draw a straight line between the creature and a tile. |
| creature:is_enemy (target, dontSend) | Check if a creature is a potential enemy. |
| creature:is_friend (target) | Check if a creature is a potential friend. |
| creature:is_type (ctype) | Checks if a creature is of a certain type |
| creature:is_enemy_type (target) | Determine if a creature is an enemy type of yours (this function ignores factions, but does look at your creature types' enemy types list) |
| creature:is_friendly_type (target) | Determine if a creature is a friendly type of yours (this function ignores factions, but does look at your creature types' friendly types list) |
| creature:is_faction_enemy (target) | Checks if a creature is an enemy of any of your factions |
| creature:is_faction_member (fac) | Checks if the creature is a member of a certain faction |
| creature:get_kill_favor () | Gets the favor you get for killing this creature. |
| creature:notice (creat, skip_callbacks, force) | Cause the creature to notice another creature |
| creature:does_notice (creat) | Checks if the creature has already noticed a creature. |
| creature:can_notice (creat) | Checks if a creature is able to notice another, and sets them as noticed if yes |
| creature:decrease_notice (seenCreats) | Decrease the "noticed" value for all creatures that this creature has noticed |
| creature:forget (creat) | Forget that you saw a creature |
| creature:become_hostile (creat, skip_callbacks., noSound) | Become hostile to another creature |
| creature:ignore (creat) | Add a creature to your ignore list |
| creature:stop_ignoring (creat) | Remove a creature from your ignore list |
| creature:get_seen_creatures () | Get a list of all creatures you can see |
| creature:make_fear_map () | Make a fear map for the given creature |
| creature:update (dt) | This function is run every tick and updates various things. |
| creature:refresh_image_name () | Placeholder. |
| creature:get_speed () | Gets a creature's speed stat value, including bonuses |
| creature:get_perception (self) | Gets a creature's perception stat value, including bonuses |
| creature:flyTo (target, result) | Makes a creature fly through the air to a target |
| creature:become_thrall (master, skip_callbacks) | Become a thrall to another creature. |
| creature:become_free (skip_callbacks) | Become free from your master |
| creature:free_thralls () | Free all this creature's thralls |
| creature:give_xp (xp) | Grant XP to a creature |
| creature:get_level_up_cost () | How much XP do you need to level up? |
| creature:level_up (force) | Level Up, granting skill points (for players), or randomly increasing skills (for NPCs) |
| creature:get_stat_increases_for_level (level) | Get a list of what the stat inscrease will be for a given level |
| creature:get_fear (self) | Find out how afraid the creature is |
| creature:get_bravery () | Gets the creature's bravery stat value, including bonuses |
| creature:get_aggression (self) | Gets the creature's aggression stat value, including bonuses |
| creature:get_animation_time () | Gets the creature's animation_time stat value, including bonuses |
| creature:get_notice_chance () | Gets the creature's notice chance value, including bonuses |
| creature:get_stealth () | Gets the creature's stealth stat value, including bonuses |
| creature:get_damage () | Gets the creature's damage value, including bonuses |
| creature:get_armor_piercing () | Gets the creature's armor piercing value, including bonuses |
| creature:get_critical_chance () | Gets the creature's critical_chance stat value, including bonuses |
| creature:get_stat (stat, noBonus) | A generic function for getting a stat and its bonus |
| creature:get_extra_stat (stat, noBonus) | A generic function for getting an extra stat and its bonuses |
| creature:set_extra_stat (stat, val) | Sets an extra stat to a value |
| creature:update_extra_stat (stat, val) | Adds/subtracts a value to an extra stat |
| creature:get_spells (noEquip) | Get all spells the creature has, including those granted by equipment |
| creature:has_spell (spellName, noEquip) | Checks if the creature possesses a certain spell |
| creature:learn_spell (spellID, force) | Add a spell to a creature's spell list |
| creature:forget_spell (spellID, force) | Remove a spell from a creature's spell "inventory" |
| creature:can_learn_spell (spellID) | Determine if a creature can learn this spell or not |
| creature:get_free_spell_slots () | Gets the number of free spell slots a creature has |
| creature:get_spell_slots () | Gets the number of total spell slots the creature has |
| creature:get_melee_attacks () | Get all items equipped that can be used for melee attacks |
| creature:get_ranged_attacks () | Get all ranged attacks the creature has, including those granted by equipment |
| creature:has_ai_flag (spellName) | Checks if the creature possesses a certain AI flag |
| creature:has_tag (tag) | Checks if an creature has a descriptive tag. |
| creature:get_all_possible_recipes (hide_uncraftable) | Get all possible recipes the creature can craft |
| creature:can_craft_recipe (recipeID) | Check if it's possible to craft a recipe TODO: Forbidden tags on recipes |
| creature:craft_recipe (recipeID) | Craft a recipe |
| creature:learn_recipe (recipeID) | Learn a recipe |
Methods
- creature:init (creatureType, level, noItems, noTweak, info, ignorenewFunc)
-
Initiates a creature. Don't call this explicitly, it's called when you create a new creature with Creature('creatureID').
Parameters:
- creatureType String. The ID of the creature you want to create.
- level Number. The level to set the creature to (optional)
- noItems Boolean. Whether to generate without items (optional)
- noTweak Boolean. If true, don't randomize certain values
- info Anything. Passed to the new() function
- ignorenewFunc Boolean. Whether to ignore the new() function
Returns:
-
Creature. The creature itself.
- creature:generate_inventory (source)
-
Generate items for a creature's inventory. Usually called when the creature first spawns
Parameters:
- source Table. The source of potential item lists. Defaults to the creature itself, and will frequently be either a creature type or a faction, but can be any table containing a possible_inventory, possible_death_items, or any possible_[equipslot] table. (optional)
- creature:apply_class (classID)
-
Applies a class definition to a creature, granting it that class's starting favor, spells, factions and items
Parameters:
- classID String. The ID of the class to apply
- creature:get_name (full, force)
-
Get the name of a creature
Parameters:
- full Boolean. Whether to display the creature name after the proper name (optional)
- force Boolean. If set to true, will force display the name, even if the player can't see it (otherwise, will show as "Something"). (optional)
Returns:
-
String. The creature's name
- creature:get_pronoun (ptype)
-
Get the pronoun of a creature
Parameters:
- ptype String. The pronoun type: n = nominative, p = possessive, o = objective
Returns:
-
String. The pronoun.
- creature:get_mhp ()
-
Get the max HP of a creature
Returns:
-
Number. the max HP
- creature:get_max_mp ()
-
Get the max magic points of a creature
Returns:
-
Number. The max MP
- creature:updateHP (amt)
-
Change the HP of a creature
Parameters:
- amt Number. Can be positive or negative.
- creature:damage (amt, attacker, damage_type, armor_piercing, noSound, item)
-
Damage a creature
Parameters:
- amt Number. The damage to deal.
- attacker Entity. The source of the damage.
- damage_type String. The damage type of the attack. (optional)
- armor_piercing True/False, or Number. If set to true, it ignores all armor. If set to a number, ignores that much armor. (optional)
- noSound Boolean. If set to true, no damage type sound will be played. (optional)
- item Item. The weapon used to do the damage. (optional)
Returns:
-
Number. The final damage done.
- creature:give_condition (name, turns, applier, force)
-
Give a condition to a creature
Parameters:
- name String. The ID of the condition.
- turns Number. How many turns the condition should last.
- applier Entity. Who applied the condition. (optional)
- force Boolean. Whether to force-apply the condition. (optional)
Returns:
-
Boolean. Whether the condition was applied
- creature:cure_condition (condition)
-
Cure a condition.
Parameters:
- condition String. The ID of the condition to cure
- creature:has_condition (condition)
-
Check if a creature has a condition
Parameters:
- condition String. The ID of the condition to check
Returns:
-
Boolean. Whether the creature has the condition.
- creature:callbacks (callback_type, Anything.)
-
Checks the callbacks of the base creature type, any conditions the creature might have, any items the creature has equipped, and any spells the creature might have.
Parameters:
- callback_type String. The callback type to check.
- Anything. Any info you want to pass to the callback. Each callback type is probably looking for something specific (optional)
Returns:
- Boolean. If any of the callbacks returned true or false.
- Table. Any other information that the callbacks might return.
- creature:get_description (noInfo)
-
Get the extended description of a creature, including information like its health info, friendliness to the player, etc.
Parameters:
- noInfo Boolean. If true, only show the description, not extra info.
Returns:
-
String. The description of the creature.
- creature:get_health_text (full)
-
Get a description of a creature's health
Parameters:
- full Boolean. Whether to return a full sentence or just a short description (optional)
Returns:
-
String. The health text
- creature:get_bonus (bonusType, average)
-
Get the bonus of a certain type, looking at conditions and equipment.
Parameters:
- bonusType String. The type of bonus to check for. Usually a stat
- average Boolean. Whether or not to average the total bonus before returning it (optional)
Returns:
-
Number. The bonus.
- creature:get_resistance (amt, damageType)
-
Check how much damage of a given damage type is reduced by a creature's resistances and bonuses
Parameters:
- amt Number. The original damage.
- damageType String. The damage type.
Returns:
-
Number. The amount by which the damage is reduced
- creature:get_weakness (amt, damageType)
-
Check how much damage of a given damage type is increased by a creature's weaknesses and bonuses
Parameters:
- amt Number. The original damage.
- damageType String. The damage type.
Returns:
-
Number. The amount by which the damage is increased
- creature:get_hit_conditions ()
-
Check what hit conditions a creature can inflict
Returns:
-
Table. The list of hit conditions
- creature:attack (target, forceHit, ignore_callbacks)
-
Attack another entity. If any weapons are equipped, this function will call their attack code instead.
Parameters:
- target Entity. The creature (or feature) they're attacking
- forceHit Boolean. Whether to force the attack instead of rolling for it.
- ignore_callbacks Boolean. Whether to ignore any of the callbacks involved with attacking
Returns:
- String. Either "miss," "hit," or "critical"
- Number. How much damage (if any) was done
- creature:advance (skip_conditions)
-
This function is run every turn. It handles advancing conditions, recharging attacks, and AI for NPCs
Parameters:
- skip_conditions Boolean. Whether to skip running the condition advance code (optional)
- creature:can_move_to (x, y, inMap)
-
Check whether a creature can move to a given tile
Parameters:
- x Number. The x coordinate
- y Number. The y coordinate
- inMap Map. The map to check. Defaults to current map (optional)
Returns:
-
Boolean. Whether or not the creature can move to that tile
- creature:moveTo (x, y, skip_callbacks, noTween)
-
Move a creature to a tile
Parameters:
- x Number. The x coordinate
- y Number. The y coordinate
- skip_callbacks Boolean. Whether to skip any callbacks related to movement (optional)
- noTween Boolean. If true, move there instantly, no tweening animation (optional)
Returns:
-
Boolean. If the creature successfully moved
- creature:forceMove (x, y)
-
Forcibly move a creature to a tile, no matter what. Do not use this function unless you absolutely have to, it is terrible and goes against everything we stand for, and can lead to creatures being stuck in places they shouldn't be, multiple creatures in a tile, or other things that you generally don't want.
Parameters:
- x Number. The x coordinate
- y Number. The y coordinate
- creature:touching (target)
-
Check if a creature is touching something else
Parameters:
- target Entity. The entity to check (can be any table with an X and Y coordinate)
Returns:
-
Boolean. Whether they're touching
- creature:die (killer)
-
Kill a creature.
Parameters:
- killer Entity. Whodunnit? By default, nothing actually passes in a killer, but it's here just in case
- creature:explode ()
- Make a creature explode.
- creature:remove (map)
-
Remove a creature from the map without killing it. Called to clean up after the creature dies, but can also be called whenever to remove them for some other reason.
Parameters:
- map Map. The map to remove the creature from. Defaults to current map (optional)
- creature:get_inventory (ignoreEquip)
-
Gets the list of items the creature has
Parameters:
- ignoreEquip
Returns:
-
Table. The creature's inventory
- creature:get_used_inventory_space ()
-
Gets the number of slots the creature has used in its inventory
Returns:
-
Number. The number of slots the creature has used in its inventory
- creature:get_free_inventory_space ()
-
Gets the number of free inventory slots a creature has
Returns:
-
Number. The number of slots the creature has free in its inventory, or false if the creature has no inventory space set (which translates to infinite space)
- creature:get_inventory_space ()
- Gets the total inventory space the creature has
- creature:pickup (item, tileOnly)
-
Have a creature pick up an item from a tile.
Parameters:
- item Item. The item to pick up
- tileOnly Boolean. Whether to only allow pickups from the tile the creature is standing on. If not set to TRUE, creatures can also pick up from adjacent tiles.
- creature:give_item (item)
-
Transfer an item to a creature's inventory
Parameters:
- item Item. The item to give.
- creature:drop_item (item, silent)
-
Have a creature drop an item on the tile they're on
Parameters:
- item Item. The item to drop
- silent Boolean. If true, don't display drop text
- creature:drop_all_items (deathItems)
-
Have a creature drop all their items on the tile they're on
Parameters:
- deathItems Boolean. Whether to also drop death items
- creature:delete_item (item, amt)
-
Remove an item from a creature's inventory
Parameters:
- item Item. The item to remove
- amt Number. The amount of the item to remove, if the item is stackable. Defaults to 1.
- creature:has_item (item, sortBy, enchantments, level, ignore_full_stack)
-
Check if a creature has an instance of an item ID
Parameters:
- item String. The item ID to check for
- sortBy Text.  The table of echantments to match (optional)
- level Number. The level of the item (optional)
- ignore_full_stack Boolean. If true, don't send an item if it's already fully stacked (optional)
Returns:
- either Boolean or Item. False, or the specific item they have in their inventory
- either nil or Number. The index of the item in the inventory
- either nil or Number. The amount of the item the player has
- creature:has_specific_item (item)
-
Check if a creature has a specific item
Parameters:
- item Item. The item to check for
Returns:
- either Boolean or Item. False, or the specific item they have in their inventory
- either nil or Number. The index of the item in the inventory
- either nil or Number. The amount of the item the player has
- creature:is_equipped (item)
-
Check if a creature has a specific item equipped
Parameters:
- item Item. The item to check for
Returns:
-
Boolean. Whether the item is equipped.
- creature:get_equipped_in_slot (slot)
-
Get a list of all equipment a creature has equipped in an equipment slot
Parameters:
- slot String. The equipment slot to check
Returns:
-
Table. A list of the equipment.
- creature:equip (item)
-
Equip an item
Parameters:
- item Item. The item to equip
Returns:
- Boolean. Whether or not the item was equipped.
- String. Text describing the equipping.
- creature:unequip (item)
-
Unequip an item
Parameters:
- item Item. The item to unequip
Returns:
- Boolean. Whether or not the item was successfully unequipped. The only reason this would be false would be if the item had an unequip callback, or if the creature didn't even have the item equipped in the first place.
- String. Text describing the unequipping.
- creature:can_use_item (item, verb)
-
Determine if a creature can use this item or not
Parameters:
- item Item. The item to check
- verb Text. The verb the item uses. Or "equip" if it's equipment we're looking at
Returns:
- Boolean. Whether or not it's equippable
- Text. Why you can't equip it, if applicable. Nil if it is equipable.
- creature:can_see_tile (x, y, forceRefresh)
-
Check if a creature can see a given tile
Parameters:
- x Number. The x-coordinate
- y Number. The y-coordinate
- forceRefresh Boolean. Whether to force actually calculating if a player can see it, versus just looking at the stored values of player sight. Useful only when calling this for the player.
Returns:
-
Boolean. Whether or not they can see it.
- creature:can_sense_creature (creat, skipSight)
-
Check if a creature can sense another, either through sight or spooky senses.
Parameters:
- creat Creature. The creature to check.
- skipSight Boolean. Whether to skip running can_see_tile and just look at extra senses (optional)
Returns:
-
Boolean. If the target can be seen.
- creature:can_shoot_tile (x, y)
-
Check if you can draw a straight line between the creature and a tile.
Parameters:
- x Number. The x-coordinate
- y Number. The y-coordinate
Returns:
-
Boolean. Whether or not they can shoot it.
- creature:is_enemy (target, dontSend)
-
Check if a creature is a potential enemy. This is NOT to check if they're actually currently hostile.
Parameters:
- target Creature. The target to check
- dontSend Boolean. The dontSend argument here is used when is_enemy() is called for checking a master's enemies. In the weird (but possible) case where two creatures were masters of each other, this would result in an infinite loop. Don't use it yourself. (optional)
Returns:
-
Boolean. Whether or not they're enemies
- creature:is_friend (target)
-
Check if a creature is a potential friend. This is NOT to check if they're actually currently friendly.
Parameters:
- target Creature. The target to check.
Returns:
-
Boolean. Whether or not they're friends.
- creature:is_type (ctype)
-
Checks if a creature is of a certain type
Parameters:
- ctype String. The creature type to check for
Returns:
-
Boolean. Whether or not the creature is that type
- creature:is_enemy_type (target)
-
Determine if a creature is an enemy type of yours (this function ignores factions, but does look at your creature types' enemy types list)
Parameters:
- target Creature. The creature to check
Returns:
-
Boolean. If they're an enemy type
- creature:is_friendly_type (target)
-
Determine if a creature is a friendly type of yours (this function ignores factions, but does look at your creature types' friendly types list)
Parameters:
- target Creature. The creature to check
Returns:
-
Boolean. If they're a friendly type
- creature:is_faction_enemy (target)
-
Checks if a creature is an enemy of any of your factions
Parameters:
- target Creature. The creature to check
Returns:
-
Boolean. Whether or not the creature is an enemy of any of your factions
- creature:is_faction_member (fac)
-
Checks if the creature is a member of a certain faction
Parameters:
- fac String. The faction ID to check for
Returns:
-
Boolean. Whether or not the creature is a member of that faction
- creature:get_kill_favor ()
-
Gets the favor you get for killing this creature.
Returns:
-
Table. A table of factions, and the favor scores
- creature:notice (creat, skip_callbacks, force)
-
Cause the creature to notice another creature
Parameters:
- creat Creature. The target to notice.
- skip_callbacks Whether to force notice and skip the notices() callbacks (optional)
- force Whether to force notice, but still run the callbacks (optional)
Returns:
-
Boolean. Whether the creature successfully noticed the target
- creature:does_notice (creat)
-
Checks if the creature has already noticed a creature. If not, see if they notice them now.
Parameters:
- creat
Returns:
-
Boolean. Whether the creature has noticed the target.
- creature:can_notice (creat)
-
Checks if a creature is able to notice another, and sets them as noticed if yes
Parameters:
- creat Creature. The creature to try and notice
Returns:
-
Boolean. Whether the creature is able to notice the target
- creature:decrease_notice (seenCreats)
-
Decrease the "noticed" value for all creatures that this creature has noticed
Parameters:
- seenCreats Table. A table full of creatures currently seen, whose noticed value will not be decreased (optional)
- creature:forget (creat)
-
Forget that you saw a creature
Parameters:
- creat Creature. The creature to forget
- creature:become_hostile (creat, skip_callbacks., noSound)
-
Become hostile to another creature
Parameters:
- creat Creature. The creature to become hostile towards
- skip_callbacks. Boolean. Whether to skip hostility-related callbacks (optional)
- noSound Boolean. Whether to become hostile without playing a sound (optional)
Returns:
-
Boolean. Whether the creature became hostile to the target.
- creature:ignore (creat)
-
Add a creature to your ignore list
Parameters:
- creat Creature. The creature to ignore
- creature:stop_ignoring (creat)
-
Remove a creature from your ignore list
Parameters:
- creat Creature. The creature to stop ignoring
- creature:get_seen_creatures ()
-
Get a list of all creatures you can see
Returns:
-
Table. An array of the creatures.
- creature:make_fear_map ()
-
Make a fear map for the given creature
Returns:
-
Table. A fear map, with coordinates in t[x][y] format
- creature:update (dt)
-
This function is run every tick and updates various things. You probably shouldn't call it yourself
Parameters:
- dt Number. The number of seconds since the last time update() was run. Most likely less than 1.
- creature:refresh_image_name ()
-
Placeholder. Doesn't do anything.
Returns:
-
False.
- creature:get_speed ()
-
Gets a creature's speed stat value, including bonuses
Returns:
-
Number. The stat value
- creature:get_perception (self)
-
Gets a creature's perception stat value, including bonuses
Parameters:
- self Creature. The creature itself
Returns:
-
Number. The stat value
- creature:flyTo (target, result)
-
Makes a creature fly through the air to a target
Parameters:
- target Table. A table containing at least an x and y index. Can be a creature, a feature, or just a table with nothing but x and y.
- result Spell. What spell to use after the zoom is done. A spell object itself, not the ID (optional)
- creature:become_thrall (master, skip_callbacks)
-
Become a thrall to another creature. If you already have a master, unset your previous master.
Parameters:
- master Creature. The creature to become a thrall to
- skip_callbacks Boolean. Whether to skip thrall callbacks (optional)
- creature:become_free (skip_callbacks)
-
Become free from your master
Parameters:
- skip_callbacks Boolean. Whether to skip freedom callbacks (optional)
- creature:free_thralls ()
- Free all this creature's thralls
- creature:give_xp (xp)
-
Grant XP to a creature
Parameters:
- xp Number. The amount of XP to give
- creature:get_level_up_cost ()
-
How much XP do you need to level up? TODO: Replace with better formula
Returns:
-
Number. The XP required to level up
- creature:level_up (force)
-
Level Up, granting skill points (for players), or randomly increasing skills (for NPCs)
Parameters:
- force Boolean. Whether or not to ignore XP costs
- creature:get_stat_increases_for_level (level)
-
Get a list of what the stat inscrease will be for a given level
Parameters:
- level Number. The level to look at the stat increases for
Returns:
-
Table. A list of stats and increases in the format {stat=1}
- creature:get_fear (self)
-
Find out how afraid the creature is
Parameters:
- self Creature. The creature itself
Returns:
-
Number. The fear value
- creature:get_bravery ()
-
Gets the creature's bravery stat value, including bonuses
Returns:
-
Number. The stat value
- creature:get_aggression (self)
-
Gets the creature's aggression stat value, including bonuses
Parameters:
- self Creature. The creature itself
Returns:
-
Number. The stat value
- creature:get_animation_time ()
-
Gets the creature's animation_time stat value, including bonuses
Returns:
-
Number. The stat value
- creature:get_notice_chance ()
-
Gets the creature's notice chance value, including bonuses
Returns:
-
Number. The stat value
- creature:get_stealth ()
-
Gets the creature's stealth stat value, including bonuses
Returns:
-
Number. The stat value
- creature:get_damage ()
-
Gets the creature's damage value, including bonuses
Returns:
-
Number. The damage value
- creature:get_armor_piercing ()
-
Gets the creature's armor piercing value, including bonuses
Returns:
-
Number. The damage value
- creature:get_critical_chance ()
-
Gets the creature's critical_chance stat value, including bonuses
Returns:
-
Number. The stat value
- creature:get_stat (stat, noBonus)
-
A generic function for getting a stat and its bonus
Parameters:
- stat Text. The stat to get
- noBonus Boolean. If true, don't add the bonus to the stat
Returns:
-
Number. The stat value
- creature:get_extra_stat (stat, noBonus)
-
A generic function for getting an extra stat and its bonuses
Parameters:
- stat Text. The stat to get
- noBonus Boolean. If true, don't add the bonus to the stat
Returns:
-
Number. The stat value
- creature:set_extra_stat (stat, val)
-
Sets an extra stat to a value
Parameters:
- stat Text. The stat to set
- val Number. What to set the stat to
- creature:update_extra_stat (stat, val)
-
Adds/subtracts a value to an extra stat
Parameters:
- stat Text. The stat to set
- val Number. What to add to the stat
Returns:
-
Number. The stat value
- creature:get_spells (noEquip)
-
Get all spells the creature has, including those granted by equipment
Parameters:
- noEquip Boolean. If true, ignore spells granted by equipment.
Returns:
-
Table. A list of the creature's spells
- creature:has_spell (spellName, noEquip)
-
Checks if the creature possesses a certain spell
Parameters:
- spellName String. The name of the spell
- noEquip Boolean. If true, ignore spells granted by equipment
Returns:
- Number or Boolean. Either the index of the spell in the caster's "spellbook," or false if they don't know it
- Spell or nil. The spell itself
- creature:learn_spell (spellID, force)
-
Add a spell to a creature's spell list
Parameters:
- spellID Text. The ID of the spell to learn
- force Boolean. Ignore spell requirements
- creature:forget_spell (spellID, force)
-
Remove a spell from a creature's spell "inventory"
Parameters:
- spellID String. The ID of the spell to forget
- force Boolean. If true, remove the spell even if it's normally not supposed to be forgettable
- creature:can_learn_spell (spellID)
-
Determine if a creature can learn this spell or not
Parameters:
- spellID Text. The ID of the spell to check
Returns:
- Boolean. Whether or not it can be learned
- Text. The reason it can't be learned (or nil if it can)
- creature:get_free_spell_slots ()
-
Gets the number of free spell slots a creature has
Returns:
-
Number. The number of slots the creature has free in its spell list, or false if the creature has no inventory space set (which translates to infinite space)
- creature:get_spell_slots ()
- Gets the number of total spell slots the creature has
- creature:get_melee_attacks ()
-
Get all items equipped that can be used for melee attacks
Returns:
-
Table. A list of items that can be used for melee attacks
- creature:get_ranged_attacks ()
-
Get all ranged attacks the creature has, including those granted by equipment
Returns:
-
Table. A list of the creature's ranged attacks
- creature:has_ai_flag (spellName)
-
Checks if the creature possesses a certain AI flag
Parameters:
- spellName String. The AI flag
Returns:
-
Boolean. Whether the creature has the AI flag
- creature:has_tag (tag)
-
Checks if an creature has a descriptive tag.
Parameters:
- tag String. The tag to check for
Returns:
-
Boolean. Whether or not it has the tag.
- creature:get_all_possible_recipes (hide_uncraftable)
-
Get all possible recipes the creature can craft
Parameters:
- hide_uncraftable Boolean. If true, only show recipes that are currently craftable. If false or nil, show all known crafts even if they can't be crafted right now (optional)
Returns:
-
Table. A table with the IDs of all craftable recipes
- creature:can_craft_recipe (recipeID)
-
Check if it's possible to craft a recipe
TODO: Forbidden tags on recipes
Parameters:
- recipeID String. The ID of the recipe
Returns:
- Boolean. Whether or not the recipe can be crafted
- Text. A description of why you can't craft the recipe.
- creature:craft_recipe (recipeID)
-
Craft a recipe
Parameters:
- recipeID Text. The ID of the recipe to craft
Returns:
- Boolean. If the recipe was successfully created
- Text. The result text of the recipe
- creature:learn_recipe (recipeID)
-
Learn a recipe
Parameters:
- recipeID Text. The ID of the recipe to learn


Package with water interfaces
This package provides water interface.
Extends from Modelica.Icons.InterfacesPackage (Icon for packages containing interfaces).
| Name | Description |
|---|---|
| WaterFlange | Interface for water |
| PartialTwoPort_water | Partial component with two ports |
Interface for water
This connector is composed of:
- a potential variable "p" which is the pressure [Pa];
- a flow variable "w" which is the water mass flowrate [kg/s];
- two stream variables "h" which is specifc enthalpy [J/kg].
| Type | Name | Description |
|---|---|---|
| AbsolutePressure | p | Pressure [Pa] |
| flow MassFlowRate | w | Mass flowrate [kg/s] |
| stream SpecificEnthalpy | h | Specifc enthalpy [J/kg] |
Partial component with two ports
| Type | Name | Description |
|---|---|---|
| WaterFlange | water_flange2 | |
| WaterFlange | water_flange1 |


Text following italicswithout a blank after the i end tag is not cleaned up correctly (the bold blank is eliminated).


Fuzzer tab
The Fuzzer tab shows you the requests and responses performed when you
fuzz a string.
Selecting a row see the full requests and responses. You can also search for
strings in the fuzz results using the Search tab.
HTTP Fuzzer results
The results have to be manually assessed to know if any vulnerability was found.
Right click menu
Right clicking on a row will bring up a menu which has the same options as the History tab.
Plus providing an option to add messages from the fuzz results to the Sites Tree and History tab
(the messages will be tagged FromFuzzer
and initially show a fuzzer icon in the Sites Tree).
See also


+++ date = "2011-10-26T00:00:00+01:00" title = "Game of life" thumbnail = "game-of-life.png" canvasscript = "game-of-life.js" dependencies = ["common/loop.js"] description = """ Conway's Game of Life cellular automata """ +++


Requires _Struct and sizeof().
About said:
- BinRun is used to run executable files from memory, for example from resource.
- It supports 32-bit and 64-bit as well as launching a 32-bit from 64-bit process (this is done automatically based on executable).
- It supports parameters for the executable as well as parameters for the script when launching AutoHotkey for example.
- Launching a script trough pipe is also supported
- To do so you will need to have a new line character in cmdLine parameter, even if you have no parameters. The syntax is
BinRun(PointerOrPath,"/ErrorStdOut`nMsgBox %0%`n%1%`%2%","Script parameters")
- To do so you will need to have a new line character in cmdLine parameter, even if you have no parameters. The syntax is
- Also it automatically extracts the executable from Resources if a resource with that name exists.
- It does also automatically uncompress resources if those were compressed using VarZ.
BinRun said:
- BinRun(PoiterOrPath,cmdLine,cmdLineScript,ExeToUse)
- PointerOrPath - can be a pointer to memory where executable is saved or path on local disk or in resource (resource takes precedence)
- cmdLine - command line parameters for executable
- when launching script trough pipe this will be the script but first line will be parameters for executable
- cmdLineScript - command line parameters for script
- ExeToUse - by default the executable of current process is taken and A_WinDir "\Microsoft.NET\Framework\v2.0.50727\vbc.exe" to launch 32-bit exe from 64-bit process
- PointerOrPath - can be a pointer to memory where executable is saved or path on local disk or in resource (resource takes precedence)
FileRead,file,*c %A_AhkPath% BinRun(&file,"`nMsgBox %0%`n%1%`n%2%","Hello World!")
Compiled script:
If 0 FileInstall,C:\Program Files\AutoHotkey\AutoHotkey.exe,- BinRun("C:\Program Files\AutoHotkey\AutoHotkey.exe","`nMsgBox %0%`n%1%`n%2%","Hello World!")


When style complements functionality. Designed with the strictest attention to detail, the new Samsung Galaxy J3 features a stunning uniform metal finish with zero camera protrusion for superior grip and 2.5D Glass shielding its 5.0” HD display for added durability.
Insurance: From £5.99/month for finance
£153.00 (excluding VAT)
In stock
When style complements functionality. Designed with the strictest attention to detail, the new Samsung Galaxy J3 features a stunning uniform metal finish with zero camera protrusion for superior grip and 2.5D Glass shielding its 5.0” HD display for added durability.
Samsung Galaxy J3 (2017) SM-J330F. Display diagonal: 12.7 cm (5"), Display resolution: 1280 x 720 pixels, Display type: SAMOLED. Processor frequency: 1.4 GHz. RAM capacity: 2 GB, Internal storage capacity: 16 GB. Rear camera resolution (numeric): 13 MP, Rear camera type: Single camera. 3G, 4G. Operating system installed: Android. Battery capacity: 2400 mAh. Colour of product: Black. Weight: 142 g
| Display diagonal | Size of the display for this product, measured diagonally, usually in inches. 5" |
| Screen shape | Flat |
| Display type | SAMOLED |
| Display resolution | 1280 x 720 pixels |
| Display number of colours | 16 million colours |
| Second display | The device has an additional (second) screen |
| Touchscreen | A screen of a laptop, smartphone, etc., that responds to touch so you can control the interface using your fingers |
| Aspect ratio | The aspect ratio is the ratio of the width of a shape to its height. For example, 4:3 is common for standard displays and 16:9 is the ratio for Widescreen TV |
| Touch technology | Technology of touch sensitive screen e.g. dual-touch
Multi-touch |
| Touchscreen type | Yes |
| Orientation sensor | Yes |
| Rear camera type | Single camera |
| Rear camera resolution (numeric) | 13 MP |
| Front camera resolution (numeric) | 5 MP |
| Zoom capability | The amount that the camera lens can zoom |
| Digital zoom | 4x |
| Rear camera aperture number | 1.9 |
| Auto focus | Yes |
| Front camera aperture number | 2.2 |
| Video recording | Yes |
| Video recording modes | 1080p |
| Maximum frame rate | This is the maximum frame rate, also known as frame frequency and frames per second (FPS). It is the frequency (rate) at which an imaging device produces unique consecutive images called frames. The term applies equally well to film and video cameras, computer graphics, and motion capture systems. Frame rate is most often expressed in frames per second (FPS) and is also expressed in progressive scan monitors as hertz (Hz).
30 fps |
| Resolution at capture speed | 1920x1080@30fps |
| Flash type | LED |
| Video capture resolution (max) | 1920 x 1080 pixels |
| Self-timer | Yes |
| Geotagging | Yes |
| RAM capacity | 2 GB |
| User memory | 10.3 GB |
| Internal storage capacity | 16 GB |
| Compatible memory cards | MicroSD (TransFlash),MicroSDHC,MicroSDXC |
| Maximum memory card size | 256 GB |
| USB mass storage | Yes |
| Processor frequency | 1.4 GHz |
| 64-bit computing | Yes |
| Processor cores | 4 |
| Battery capacity | 2400 mAh |
| Talk time (3G) | 15 h |
| Browsing time (Wi-Fi) | 14 h |
| Browsing time (3G) | 12 h |
| Browsing time (4G) | 14 h |
| Continuous audio playback time | 61 h |
| Continuous video playback time | 14 h |
| Width | 2.77" (70.3 mm) |
| Depth | 0.323" (8.2 mm) |
| Height | 5.64" (143.2 mm) |
| Weight | Weight of the product without packaging (net weight). If possible, the net weight is given including standard accessories and supplies. Please note that sometimes the manufacturer leaves out the weight of accessories and/or supplies.
5.01 oz (142 g) |
| Operating system installed | Android v7.0 (Nougat) |
| USB port | |
| USB connector type | Micro-USB |
| USB version | 2.0 |
| HDMI ports quantity | 0 |
| Headphone connectivity | 3.5 mm |
| 3G | Third generation of mobile telecommunications technology, 3G finds application in wireless voice telephony, mobile Internet access, fixed wireless Internet access, video calls and mobile TV |
| SIM card type | NanoSIM |
| 4G | Fourth generation of mobile phone mobile communication technology standards. A 4G system provides mobile ultra-broadband Internet access, for example to laptops with USB wireless modems, to smartphones, and to other mobile devices. Conceivable applications include amended mobile web access, IP telephony, gaming services, high-definition mobile TV, video conferencing, 3D television, and cloud computing |
| Wi-Fi | Yes |
| Bluetooth | Yes |
| Bluetooth version | Bluetooth Smart (v4.0). |


Clint Eastwood, cast attend 'Richard Jewell' premiere in LA(7 images) Cast members attend the premiere of "Richard Jewell" at the TCL Chinese Theatre in Los Angeles on Wednesday. 21 Nov 2019, 13:13 Cast members, left to right, Jon Hamm, Paul Walter Hauser and Kathy Bates, Bobi Jewell and director Clint Eastwood. Photo by Jim Ruymen/UPI. | License Photo Eastwood and Bobi Jewell, Richard Jewell's mother. Photo by Jim Ruymen/UPI. | License Photo Hauser. Photo by Jim Ruymen/UPI. | License Photo Cast member Sam Rockwell. Photo by Jim Ruymen/UPI. | License Photo Bates (L) and Jewell. Photo by Jim Ruymen/UPI. | License Photo Hamm. Photo by Jim Ruymen/UPI. | License Photo Eastwood. Photo by Jim Ruymen/UPI. | License Photo


About
A simple & basic grid system for web pages using LESS CSS pre-processor.
It is a striped-down simple version of the grid systems inspired by Twitter Bootstrap, Skeleton & other frameworks.
Usage
CSS version has simple & self-evident class names to reduce complexity from the other grid systems.
The LESS version is primarily a mixin, so the grids can implemented flexibily, Check out the demo.
CSS

 /* CSS */ .Six { min-height: 1px; padding-left: 15px; padding-right: 15px; box-sizing: border-box; background: #ED5565; } @media (min-width: 769px) { .Six { float: left; width: 50%; } }
LESS

 /* LESS */ .row { .grid-row(); } .Six{ .grid-column(6); }
SASS Version Under Construction.
Fused together by @karthik_97


Press any key, or paste a character in here:
JS Key Code (decimal)
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19 August 2011 - The Ministry of Health (MoH) of the Kingdom of Cambodia has announced a confirmed case of human infection with avian influenza A (H5N1) virus.
The case was a 6 year old female from Taing Thleung Village, Mepring Commune, Cheung Prey District, Kampong Cham Province.
She developed symptoms on 7 August, was initially treated by local practitioners with no effect and was later admitted to Kantha Bopha Children Hospital in Phnom Penh on 12 August. She died on 14 August, two days after admission.
 The female is the eighteenth person in Cambodia to become infected with the H5N1 virus and the sixteenth to die from complications of the disease. All eight cases of H5N1 infections in humans in Cambodia this year have been fatal.
The National and local Rapid Response Teams (RRT) are conducting outbreak investigation and response following the national protocol. Health education messages are ongoing in the community. To date none of the human contacts have tested positive for A (H5N1).


Was gonna use this website to pitch myself at a career fair. Turns out they don't allow laptops lol. This will now slowly transition to being my photography website.
I like taking pictures
December 2016 - Montreal, Canada
December 2016 - Montreal, Canada
Taken in August 2018 - Montreal, Canada
Taken in December 2016 - Montreal, Canada
Taken in December 2018 - Montreal, Canada
Taken in January 2019 - St. Raymond, Canada


Welbutrin XL 12 300mg pills at about 11:30pm
The events leading up to the overdose:
I had been taking Welbutrin for over a year. 300mg prescribed once a day for depression. I had also been dealing with a cocaine addiction for about 6months. No coke was in my system the time of the overdose. I was dealing with the mood swings, because I was a month clean. I had got into an intense argument with my boyfriend, and I needed a way out. I wasn’t sure if I would die, get knocked out, or have a seizure, but all of those options seemed a hell of a lot better than the situation I was in. I had no idea what I was in for.
The trip to the hospital:
I was dragged to the hospital by my boyfriend. The bitchy and judgemental nurses gave me a lecture, and a giant glass of charcoal sludge. The charcoal was supposed to absorb any medication I had in my stomach, so that they wouldn’t have to pump it. They pretended to hook me up to a heart monitor, which they didn’t turn on. We stayed there till 4am.  No one warned me about side effects. I’m not sure if they knew there would be any. They just sent me home. I got up out of the hospital bed. I had no balance at all. We walked to the car. Went home got in bed. Dave fell right asleep, I couldn’t. I was wide awake.
The trip “My eyes are playing tricks on me, and my brain thought it’d be fun to join in”:
I lay in bed wide awake staring out the window. Let me just emphasise I had no idea what was about to happen. I have never done acid, or enough shrooms to see anything cool. I could will the curtains open and closed. At first I thought It was just my eyes playing tricks on me in the dark. When I realized I could control it, I started playing around. I could will clothes across the floor. Then in a second they were back where they started. It was kinda fun, so I played for a bit. I realized that this must be because of the residual medication in my stomach. I wasn’t too concerned. I lay there thinking about why my brain is doing this.
This is when I came up with “My eyes are playing tricks on me, and my brain thought it was funny and joined in.” In that I mean I started to belive what I was seeing to be true. If I thought I saw the curtain open and close by itself before, I wouldn’t have belived my eyes.  But I belived it. It was reality to me. I was convinced that I could bend a spoon like they do in the matrix. But I was too lazy to go get one from the kitchen.
I could see auras. I was seeing my boyfriend aura and auras of people that weren’t there. I figured they were spirits or aliens. Both of which I believed in before this event. I was amazed that I could see them. I know people say they can see them, and there are written historical counts of that sort of stuff, which I know nothing about. I was amazed that this change in the state of my brain allowed me to see this. I wondered and still wonder if this was some window into this sought after world of enlightenment.
I was hearing music. But, it was the same as the music I thought I had heard earlier that week. It sounded like a clock radio and someone was turning through the channels. Things in the room were dancing to the music (this brown bandana in particular. I now feel that this bandana and I have a bond … weird I know) There was a little man about a foot tall in the closet. He too was dancing. I could see through my boyfriends skin. I was hearing voices calling my name. This is when I got a little worried. I tried to wake him up, with no luck. I knew that voices meant schizophrenia. They were just calling my name, but I know If I had answered they would have started talking to me.
I didn’t want to go to the hospital in the morning, and have them tell me I was schizophrenic. That means your really crazy. Then my thoughts began to cycle around weather or not I was going crazy. Is this what going crazy is like? If this is schizophrenia then they aren’t crazy. Their reality is distorted. They just don’t know to not believe their brain! What if they shouldn’t be taking medication to stop the voices. Maybe we should be the ones to take the meds so we CAN hear the voices. What if they have some insight into life that the rest of us lack… What if…
I was freaking out. I began to twitch and sweat as the sun came up. Many of the hallucinations subsided when there was daylight. All except for the paranoid delusion of 3 people in the hallway. This became a bit of a problem when I became nauseous. There was so much I wanted to tell the psych nurse in the morning.  I needed to tell her, even thought I was scared she’d sedate me and lock me up for good. I tried to sleep. It’d make the time go by faster. I slept for 45mins. I woke up and was going to puke. I was too scared to run through the hallway, but had to. I threw up for about a half hour. It was black like the charcoal, and made me think of some sort of demon barf.
My boyfriend woke up to me hanging off the toilet. I tried to tell him what happened the night before, but I wasn’t making much sense. I had no balance whatsoever. I was thinking a mile a min. but couldn’t put together a sentence. I had the shakes really bad.
When I met with the psych nurse we tried to talk. I kept losing my train of thought mid sentence. That really upset me. I knew I had done some serious damage to my brain. I was scared it’d be permanent. I tried to tell her how angry I was that the doctors in the ER didn’t even give me a heads up. I don’t know if I got my point across.
After the appointment I went home. I needed to sleep.  I couldn’t understand what the TV was saying. I knew it was english but it was just noise with no meaning.
For days after I was scared to go to sleep. I couldn’t sleep alone. Couldn’t sleep in the dark. I was eventually put into a half way home for a week where I was sedated, and my medications were changed. Some of the doctors and nurses there believe I may have had serotonin syndrome. I have no noticeable after effects.
My entire outlook on life has changed. I feel like because of that night I have a greater understanding of my brain, and my perception of reality. People say I’ve changed. I now meditate, and I’m reading as much as I can about how the brain works, to get as much as I can out of that experience. I used to be too scared to try acid. I always thought it’d be cool, but was too scared of what my brain would or could come up with.  I am scared of the drugs that the doctors prescribe though.
Experience Reports are the writings and opinions of the individual authors who submit them.
Some of the activities described are dangerous and/or illegal and none are recommended by Erowid.


Karishma Patel
Web Applications
1 / 3
Rainbow Connection
AWS,JavaScript, React
- Used Node.JS to make a request to OpenWeatherMap API
- Deserialized response and checks percipitation and temperature
- Created request to Twilio API to send SMS with daily weather summary
2 / 3
Umbrella Reminder
JavaScript, Node.JS
- Used Node.JS to make a request to OpenWeatherMap API
- Deserialized response and checks percipitation and temperature
- Created request to Twilio API to send SMS with daily weather summary
3 / 3
Get Fit!
JavaScript, HTML, CSS
Get Fit! Website
- Created a web app that generates a randomized workout for the user allotted time.
- Enhanced by playing a motivational audio message every minute.
❮
❯
Scripts
1 / 2
Bing Bot
Selenium, Python
- Creating a bot to simulate actvity on Bing to get Bing Rewards
❮
❯
Apps
1 / 1
USound
Android Studio, Java
- Created an Android app that lets the user build their own custom keyboard.
- Ability to record a sound and save it to a specific key
- Multiple keys can be played at the same time, allowing the user to create harmonies
❮
❯


BUBBLE BOY
Reviewed by Harvey Karten Touchstone Pictures Director: Blair Hayes Writer: Cinco Paul, Ken Daurio Cast: Jake Gyllenhaal, Marley Shelton, Swoosie Kurtz, Danny Trejo, Dave Sheridan, John Carroll Lynch Screened at: AMC Theater, NYC 8/20/01
Summer is the time to release the most vulgar movies, and that's OK. Really it is, because films are redeemed if they are funny. "American Pie" and even its epigonous sequel, fine. Making out with a pastry doesn't even take the cake in the world of the uncouth, which received new impetus with "There's Something About Mary." Ditto Kevin Smith's New Jersey trilogy, all of which make for good, unwholesome entertainment, even the pretentious "Dogma" thanks to some crackerjack acting especially by Jason Mewes and Chris Rock. But when a movie is both coarse and unfunny, that's just downright embarrassing. When a story makes gratuitous fun of the handicapped--of people who are cruelly exhibited in freak shows, especially if they legitimately have stumps where arms should be or if they are three feet tall and act in a repulsive manner--that's a pity. When a tale depends on racist barbs and paints religious groups as the most loathsome caricatures, that's desperation. That's not all. The topper in Blair Hayes disgraceful creation, "Bubble Boy," is the cop-out conclusion which is a slap in the face--make that an altogether knockout punch--at every unfortunate person who must spend a life suffering with a major disability with little hope of amelioration.
"Bubble Boy," which is fiction but could be based broadly on any number of hapless individuals with illnesses who must spend their lives encased in sterile plastic, focuses on Jimmy Livingston (Jake Gyllenhaal), born with a severe immune deficiency. According to his mom, even a single germ could kill him. Cared for by an overprotective and ferociously religious mother (Swoosie Kurtz) and a mostly silent father (John Carroll Lynch), Jimmy discovers love, or at least lust, when he observes his next-door neighbor, the sexy Chloe (Marley Shelton), provocatively washing her car. After she visits with him a few times, they develop an affection for each other, but when Chloe realizes the impracticality of marriage with Jimmy and announces impending nuptials in Niagara Falls with the idiotic rock singer Mark (Dave Sheridan), Jimmy decides to stop playing it safe. He constructs a portable bubble, sneaks out of the house for the first time in his life, and "Bubble Boy" becomes a road movie.
As the title figure hits the road, getting lifts along the way while chased by his parents, first-time director Blair Hayes cuts loose with Cinco Paul and Ken Daurio's racist and moronic screenplay to introduce us to a spaced-out religious cult, a friendly biker, Slim (Danny Trejo), an obnoxious Dr. Phreak (Verne Troyer) who leads a circus of miserable-looking aberrations, a couple of centenarians named Pappy and Pippy (Patrick Cranshaw) whose taxi is followed by a buzzard, an Asian-American at a strip club who in the most blatantly stereotyped manner shouts "500 dollars! 500 dollars!" as though he were one of those Japanese soldiers in a 1943 B-movie shouting "bonzai! bonzai!" and an East Indian selling ice cream and curry from his truck, who prays over a cow he has run down and killed and who is further humiliated when the poor creature is run over once again splattering its remains on his forehead. Are we laughing yet? If not, there's an anti-Jewish joke you haven't heard. Mrs. Livingston tells it. A howler.
I can understand Jake Gyllenhaal's presence in this movie. He was in "October Sky" but he hasn't yet made his mark. And Blair Hayes is making his debut. But Swoosie Kurtz? One of the finest performers on the off-Broadway stage? For shame! This is the first movie of the year that I've hated. Every minute.
The picture is said to be based on the life of David Vetter and as such is considered an insult by David's mother, Carol Ann Demaret. Ms. Demaret told the Houston Chronicle in a story posted August 15 that David, who suffered a rare genetic deficiency and died in 1984 at the age of 12, had learned of the film only a few weeks before its opening when she saw a report on Entertainment Tonight and would have been OK with it if the movie had a different name but insists that only David had the name of Bubble Boy. "His life was not a comedy," she states about the lad who was the only boy who had lived in a bubble from birth. She believes the film mocks her son's memory. What do you think?
Rated PG-13. Running time: 84 minutes. (C) 2001 by Harvey Karten<EMAIL_ADDRESS>========== X-RAMR-ID: 29285 X-Language: en X-RT-ReviewID: 245394 X-RT-TitleID: 1109553 X-RT-SourceID: 570 X-RT-AuthorID: 1123
The review above was posted to the
rec.arts.movies.reviews newsgroup (de.rec.film.kritiken for German reviews).
The Internet Movie Database accepts no responsibility for the contents of the
review and has no editorial control. Unless stated otherwise, the copyright
belongs to the author.
Please direct comments/criticisms of the review to relevant newsgroups.
Broken URLs inthe reviews are the responsibility of the author.
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Related links: index of all rec.arts.movies.reviews reviews


Warning: this review contains spoilers.
Insomnia is a marvelous thing. It makes the days longer, so after working for 12 hours I still have 8 more hours to go before I actually fall asleep. It also introduces me to movies I would have never watched otherwise, the film in question being a good example.
"Life Among the Cannibals" follows what has become a sort of cliche - that below the pleasent facade of suburban America lies a dark side. A naive and insecure young man moves away from his abusive girlfriend, to the apparently aptly named "Paradise Lane", and quickly discovers all is not as it seems. He begins to hear loud music from his neighbour's house at night, but when he complains to his landlords (who also live next door), they claim they never hear a thing.
Yet at the same time he has other problems. His boss, a disfigured ex-star, is constantly drunk and abusive.  When the aforementioned thug disappears, the police come knocking at his door (in one of the funniest scenes of the movie). So, when he finds a snuff video in his neighbour's house, he is initially shocked, but soon realises that there might just be a solution to all of his problems at once.
What raises "Life Among the Cannibals" from being black comedy into being good black comedy, is the little touchs. His landlords, who complete each other's sentences, and lose their identity when apart; the montages of radio clippings played whenever the main character is driving; the suicidal singer in a cafe'. These things, among others, prevent the movie from being simply a one-joke concept. It is not by any means a great movie, nor is it incredibly original; but it is a highly entertaining glimpse into a skewed world that allows you to enjoy the otherwise wasted hours between 1 and 3 AM.
Overall rating - 7.5/10 Rating if watched after midnight - 8.5/10
Eytan Zweig
The review above was posted to the
rec.arts.movies.reviews newsgroup (de.rec.film.kritiken for German reviews).
The Internet Movie Database accepts no responsibility for the contents of the
review and has no editorial control. Unless stated otherwise, the copyright
belongs to the author.
Please direct comments/criticisms of the review to relevant newsgroups.
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--- layout: page date: 2015-09-12 21:12 comments: true footer: false sharing: false --- {% img center /images/motorcycle_helmet.jpg 300 %}
Hi, I'm Julia Chou.
I'm a software engineer currently working on the Pro team at Coinbase in San Francisco, CA, where our mission is to help build an open financial system.
Previously, I worked at Reflektive and Womply.
I hold a Bachelor of Science in Computer Science from the University of North Carolina at Chapel Hill, so naturally, UNC basketball is near and dear to my heart. 🐏🏀
Some of my hobbies and interests include personal finance, fitness, nutrition, reading, and writing. Always looking for ways to be a better person.


I was bored the other night, I decided I was going to finally try some Benadryl. I read as much about it as I could and got some experiences from people I knew. But none of that reading and experience stories could prepare me for the journey I was about to embark on.
It started at about 10:40PM. I took 10 25mg tablets. I sat here for a while, while someone I was talking to told me what I was about to experience over AIM, and to remember to stay calm and in control. While this was going on, I was getting a weird feeling. Almost like I was floating. Everything also started getting foggy. I decided to go back to my room and lay down. I started reading where I left off in The De Vinci Code, but it did me no good. I can't remember what I read. I do however remember the words were enshrouded in this fog I was experiencing. Within minutes the words were starting to move around. This was at about 11:15.
The words were moving, and started to form new words, asking me questions and stuff. Being in the state I was in, I answered. I sat there for at least 15 minutes, immersed in conversation with a book, as the words kept changing every time I said something.
From about 11 up until when I started talking to the book, I was hearing faint, random sounds. Things like wind chimes and footsteps. Nothing more than that until a little later.
After the conversation ended I decided I wanted to listen to Aphex Twin. I got up and walked out to where the computer is to get my iPod. My legs felt like lead, yet oddly like they were floating at the same time. It felt more like I was floating than actually walking. I got out here and saw my iPod sittng right here next to the moniter. I saw it, but I could have sworn I didn't even know I had an iPod. I was staring right at it, but it didn't register in my head that it was there. Feeling defeated I walked back to my room and laid down again.
Here's where things start to get freaky and blank spots happen. I lay down and look at the ceiling fan. It's moving, but I don't feel any air. Then I remember that it's turned off. It was slowly spinning in one direction, and then it would reverse. I looked over and noticed a glass of water on my nightstand. I don't ever remember getting water, but all of a sudden I was thirsty as hell, so I grabbed it and took a drink. It felt like I was swallowing liquid nitrogen. The water felt so extremely cold. Swallowing also felt like trying to force an elephant through a keyhole.
Out of the corner of my eye I saw a person standing by my door, and I heard my friend say my name. I turned to look but there was no one there. But to my surprise, the wall was moving. It was almost like it was rythmicly breathing. In, out. In, out. I sat there and watched this for a minute or 2 while an immense feeling of euphoria spread over me. I was hallucinating! I just sat there and watched the walls breathe and tried to time my breathing to coincide with the wall's. After about 5 minutes of this, things started going sour. I had rapid mood changes. Hapiness, anger, sadness, euphoria. Boom boom boom boom, like that.
I went back to looking at the wall, and noticed that the breathing had changed. It wasn't the same peaceful, rythmic breathing, but instead an ominous, angry breathing. At this point I started hearing voices. the walls stopped breathing and started morphing all around. Swirling and dripping. Some even started bleeding. I sat there curled in a ball, with a massive feeling of anticipation, like waiting for the world to fall down onto me.  When this happened a HUGE wave of dread and fear just swept over my body and just carried all of my concious thoughts away. I was laying there, scared for my life while the walls were reaching out for me.
Then I remembered what the LLer told me. Just remember that I'm in control of everything. It's just my mind and it's not real. After a while I forced the walls back to somewhat normal. They were still breathing, but it didn't freak me out as much as before.
I decided to turn my lamp off and try to go to sleep. I lay there, staring at the ceiling. It was 1:05AM. A heavy fog filled my vision and I lay there. I don't even remember falling asleep, or if I even DID sleep. The hallucinations and the dreaming blended right into each other perfectly. I was just laying there staring into the fog. After what seemed like 10-15 minutes, the fog cleared. I looked at my clock and it was 10AM. I got up, feeling lightheaded.
Afterwards, I felt kinda lightheaded, and I had this feeling in my chest and arms that I can only describe as 'fun'. My hands felt like they're disconnected and just floating. I felt kinda disassociated from my body too, but only a little. The lightheadedness also felt kinda like a spinning feeling. I guess this is the afterglow/hangover part.
Looking back on when I started hallucinating the wall movement, I can't really tell if I was asleep and dreaming or not. The hallucinations and the dream went so perfectly together that If I tried right now, I wouldn't be able to differentiate the two. All in all it wasn't too bad of an experience. I've heard people say that it isn't at all enjoyable, but for me, I actually thought it was pretty enjoyable.
Experience Reports are the writings and opinions of the individual authors who submit them.
Some of the activities described are dangerous and/or illegal and none are recommended by Erowid.


Akero
Akero (ἄγγελος, messenger) is an easy-to-use library for peer-to-peer public key cryptography. It enables two or more endpoints to exchange encrypted and/or signed messages without requiring a pre-shared secret.
Under the hood Akero uses standard OpenSSL primitives. Each instance wraps a RSA-keypair, a corresponding X.509 certificate and exchanges self-signed messages (PKCS#7) with other instances.
Akero does not try to be a substitute for a fully featured PKI. It is meant to be used as a building block in scenarios where trust-relationships and keyrings can be managed externally, and where the complexity of traditional solutions (X.509 PKI, OpenPGP, custom RSA) yields no tangible benefits.
Features
- Secure 1-to-n messaging (sign-only -or- sign->encrypt->sign)
- Low complexity; easy to use, understand and review (only 192 lines of code)
- Transport agnostic; messages and certificates are self-contained and optionally ascii-armored (base64)
- Built on standard OpenSSL primitives, no homegrown algorithms
- 100% test coverage
Installation
gem install akero
Usage
require 'akero'
# Alice, Bob and Charlie are Akero instances
alice = Akero.new
bob = Akero.new
charlie = Akero.new
# Inspect Alice's keypair fingerprint
alice.id # => "AK:12:34:56:..."
# Alice signs a message
signed_msg = alice.sign("Hello world!")
# Anyone can receive this message and extract
# Alice's fingerprint and public key from it
msg = bob.receive(signed_msg)
msg.body # => "Hello world!"
msg.type # => :signed
msg.from # => "AK:12:34:56:..."
msg.from_pk # => "(alice-public-key)"
# Bob encrypts a message for Alice
bobs_msg = bob.encrypt(msg.from_pk, "Hello Alice!")
# Alice can receive it...
msg = alice.receive(bobs_msg)
msg.body # => "Hello Alice!"
msg.type # => :encrypted
msg.from # => "AK:ab:cd:ef:..."
msg.from_pk # => "(bob-public-key)"
# ...and Charlie can't
msg = charlie.receive(bobs_msg) # => Exception is raised
# Alice encrypts a message for Bob and Charlie
msg = alice.encrypt([bob.public_key, charlie.public_key], "Hello!")
# Save Alice to a file
File.open('/tmp/alice.akr', 'w') { |f| f.write(alice.private_key) }
# And load her again
new_alice = Akero.load(File.read('/tmp/alice.akr'))
# By default all messages are ascii armored.
# In production Alice disables the armoring
# for better performance.
signed_msg = alice.sign("Hello world!", false)
encrypted_msg = alice.encrypt(alice.public_key, "Hello!", false)
puts alice.receive(encrypted_msg).body # => "Hello!"
Documentation
Benchmarks
The above charts were generated using MRI 1.9.3p362 (x86_64-linux) on an AMD Turion II Neo N40L CPU.
You may run the benchmarks on your own machine with rake benchmark
.
License (MIT)
Copyright (c) 2012<EMAIL_ADDRESS>Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
 IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.


../src/lowrisc_prim_all_0.1/rtl/prim_filter_ctr.sv Cov: 100%
1: // Copyright 2018 lowRISC contributors.
2: // Licensed under the Apache License, Version 2.0, see LICENSE for details.
3: // SPDX-License-Indentifier: Apache-2.0
4: //
5: // Primitive counter-based input filter, with enable.
6: // Configurable number of cycles. Cheaper version of filter for
7: // large values of #Cycles
8: //
9: // when in reset, stored value is zero
10: // when enable is false, output is input
11: // when enable is true, output is stored value,
12: // new input must be opposite value from stored value for
13: // #Cycles before switching to new value.
14:
15: module prim_filter_ctr #(parameter int unsigned Cycles = 4) (
16: input clk_i,
17: input rst_ni,
18: input enable_i,
19: input filter_i,
20: output filter_o
21: );
22:
23: localparam int unsigned CTR_WIDTH = $clog2(Cycles);
24: localparam logic [CTR_WIDTH-1:0] CYCLESM1 = (CTR_WIDTH)'(Cycles-1);
25:
26: logic [CTR_WIDTH-1:0] diff_ctr_q, diff_ctr_d;
27: logic filter_q, stored_value_q, update_stored_value;
28:
29: always_ff @(posedge clk_i or negedge rst_ni) begin
30: if (!rst_ni) begin
31: filter_q <= 1'b0;
32: end else begin
33: filter_q <= filter_i;
34: end
35: end
36:
37: always_ff @(posedge clk_i or negedge rst_ni) begin
38: if (!rst_ni) begin
39: stored_value_q <= 1'b0;
40: end else if (update_stored_value) begin
41: stored_value_q <= filter_i;
42: end
43: end
44:
45: always_ff @(posedge clk_i or negedge rst_ni) begin
46: if (!rst_ni) begin
47: diff_ctr_q <= {CTR_WIDTH{1'b0}};
48: end else begin
49: diff_ctr_q <= diff_ctr_d;
50: end
51: end
52:
53: // always look for differences, even if not filter enabled
54: assign diff_ctr_d =
55: (filter_i != filter_q) ? '0 : // restart
56: (diff_ctr_q == CYCLESM1) ? CYCLESM1 : // saturate
57: (diff_ctr_q + 1'b1); // count up
58: assign update_stored_value = (diff_ctr_d == CYCLESM1);
59:
60: assign filter_o = enable_i ? stored_value_q : filter_i;
61:
62: endmodule
63:
64:


GitHub Project � Old Versions � Created by Calclavia and Aidancbrady � Site design by Tyrantelf
With this mod brought to us by Pixlepix, you can add chemistry to your minecraft world. Craft machines that decompose minecraft items into elements and molecules. Use the microscope to discover new molecular structures. Operate the Chemical Synthesis Machine to turn elements back into items. Turn your coal, sugar or even spider eyes into diamonds!
With this mod brought to us by Pixlepix, you can add chemistry to your minecraft world. Craft machines that decompose minecraft items into elements and molecules. Use the microscope to discover new molecular structures. Operate the Chemical Synthesis Machine to turn elements back into items. Turn your coal, sugar or even spider eyes into diamonds!
Why Us?
Out of all the electricity APIs, what makes us different? Here�s what.
Universally Compatible
Invoke and forget. Don�t worry about making it work with other systems, that�s our job.
Easy Implementation
Implementing is as easy as adding a single line of code. No more searching for the right functions.
Flexible & Extensible
Want more than just an energy network? Extend it and let your own advanced version emerge.
Open Source
Wanting a new feature, or just to see how the system works? All our code is avaliable on GitHub.


Resource Tag
You can use the Resource Tags property to apply tags to resources, which can help you identify and categorize those resources. You can tag only resources for which AWS CloudFormation supports tagging. For information about which resources you can tag with AWS CloudFormation, see the individual resources in AWS Resource and Property Types Reference.
Note
Tagging implementations might vary by resource. For example,
AWS::AutoScaling::AutoScalingGroup provides an additional, required
PropagateAtLaunch
property as part of its tagging scheme.
In addition to any tags you define, AWS CloudFormation automatically creates the following
stack-level
tags with the prefix aws:
:
-
aws:cloudformation:
logical-id
-
aws:cloudformation:
stack-id
-
aws:cloudformation:
stack-name
All stack-level tags, including automatically created tags, are propagated to resources that AWS CloudFormation supports. Currently, tags are not propagated to Amazon EBS volumes that are created from block device mappings.
Syntax
Properties
Key
-
The key name of the tag. You can specify a value that is 1 to 127 Unicode characters in length and cannot be prefixed with
aws:
. You can use any of the following characters: the set of Unicode letters, digits, whitespace,_
,.
,/
,=
,+
, and-
.Required: Yes
Type: String
Value
-
The value for the tag. You can specify a value that is 1 to 255 Unicode characters in length and cannot be prefixed with
aws:
. You can use any of the following characters: the set of Unicode letters, digits, whitespace,_
,.
,/
,=
,+
, and-
.Required: Yes
Type: String
Example
This example shows a Tags
property. You specify this property within the
Properties
section of a resource that supports it. When the resource is created, it is tagged
with
the tags you declare.
JSON
"Tags" : [ { "Key" : "keyname1", "Value" : "value1" }, { "Key" : "keyname2", "Value" : "value2" } ]
YAML
Tags: - Key: "keyname1" Value: "value1" - Key: "keyname2" Value: "value2"


Type '!kmdtip help' for a list of actions. If you'd like to check your balance in private DM the bot and type "!kmdtip". Don't deposit too much.
 A withdrawal fee of 0.02 KMD will be automatically deducted from the amount.Additionally, 10% of deducted withdrawal fee will be donated to the bot author to help continual development.
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Tips the @ mentioned user with the desired amount, e.g.
!kmdtip @test123456#7890 1.00
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Rains the desired amount onto all online users (optionally, within specified role), e.g.
!kmdtip rain 10.00, !kmdtip rain 10.00 @Supporters
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Soaks the desired amount onto all online and idle users (optionally, within specified role), e.g.
!kmdtip soak 5.00, !kmdtip soak 5.00 @Supporters
!kmdtip thunder <amount|all> [<@role>]
Tips a random lucky online user with the amount (optionally, within specified role), e.g.
!kmdtip thunder 5.00, !kmdtip thunder 5.00 @Supporters
!kmdtip faucet
Gets an amount from the faucet (applicable every 4 hours)
!kmdtip listtransactions <numberOfDays>
Generates an audit log of user's transactions for the last specified number of days
Oso22-Jun-19 08:42 AM
@smk762 - dracocanis ominator how are u
smk762 - dracocanis ominator22-Jun-19 08:42 AM
not bad, glad it is weekend
Oso22-Jun-19 08:44 AM
Time to relax I guess
WayneDingo22-Jun-19 02:40 PM
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TipBot KMD Balance
Balance for @WayneDingo (WayneDingo#1455)
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Awww what a bummer
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TipBot
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WayneDingo22-Jun-19 02:41 PM
Smfh still no faucet......so much for making suggestions to people
Oso22-Jun-19 09:18 PM
I wish I had kmd too @WayneDingo#1455
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TipBot
Open-Source Infrastructure For An Interoperable Blockchain Ecosystem
We are building an ecosystem that empowers developers and businesses with end-to-end blockchain solutions with no limits.


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SUPPORT GROUP
Burlingame Public Library
480 Primrose Road
Burlingame, CA 94010
EVERY THIRD THURSDAY * 7:00PM - 9:00PM
CHILDREN'S NEEDS FIRST meets every third Thursday at the Burlingame Public Library.
We are a peer to peer support group that meets to discuss our situations in a confidential setting and to work on solutions. We are not therapists nor do we offer legal advice.


Voxel Configuration¶
The Voxelization configuration files consists of the parameters required when a mapping file for a different voxel resolution needs to be created, by default a mapping file of resolution 64*64*64 is downloaded by default when running any case stusy
- param voxel_parameters[‘voxel_size’]
Voxel resolution considering the voxel to be cubical
- type voxel_parameters[‘voxel_size’]
int (required)
- param voxel_parameters[‘nominal_cop_filename’]
The filename of the nominal cloud of point to be voxelized
- type voxel_parameters[‘nominal_cop_filename’]
str (required)
Other parameters are needing in case data is to be pulled from the database server. by default the nominal_cop_file comes with the downloaded set of data files


Table Of Contents
Storage¶
バージョン 1.7.0 で追加.
警告
This module is still experimental, and the API is subject to change in a future version.
Usage¶
The idea behind the Storage module is to be able to load/store any number of key-value pairs via an indexed key. The default model is abstract so you cannot use it directly. We provide some implementations such as:
kivy.storage.dictstore.DictStore
: use a python dict as a storekivy.storage.jsonstore.JsonStore
: use a JSON file as a storekivy.storage.redisstore.RedisStore
: use a Redis database with redis-py
Examples¶
For example, let’s use a JsonStore:
from kivy.storage.jsonstore import JsonStore
store = JsonStore('hello.json')
# put some values
store.put('tito', name='Mathieu', org='kivy')
store.put('tshirtman', name='Gabriel', age=27)
# using the same index key erases all previously added key-value pairs
store.put('tito', name='Mathieu', age=30)
# get a value using a index key and key
print('tito is', store.get('tito')['age'])
# or guess the key/entry for a part of the key
for item in store.find(name='Gabriel'):
print('tshirtmans index key is', item[0])
print('his key value pairs are', str(item[1]))
Because the data is persistent, you can check later to see if the key exists:
from kivy.storage.jsonstore import JsonStore
store = JsonStore('hello.json')
if store.exists('tito'):
print('tite exists:', store.get('tito'))
store.delete('tito')
Synchronous / Asynchronous API¶
All the standard methods (get()
,
put()
, exists()
,
delete()
, find()
) have an
asynchronous version.
For example, the get method has a callback parameter. If set, the callback will be used to return the result to the user when available: the request will be asynchronous. If the callback is None, then the request will be synchronous and the result will be returned directly.
Without callback (Synchronous API):
entry = mystore.get('tito')
print('tito =', entry)
With callback (Asynchronous API):
def my_callback(store, key, result):
print('the key', key, 'has a value of', result)
mystore.get('plop', callback=my_callback)
The callback signature (for almost all methods) is:
def callback(store, key, result):
"""
store: the `Store` instance currently used.
key: the key sought for.
result: the result of the lookup for the key.
"""
Synchronous container type¶
The storage API emulates the container type for the synchronous API:
store = JsonStore('hello.json')
# original: store.get('tito')
store['tito']
# original: store.put('tito', name='Mathieu')
store['tito'] = {'name': 'Mathieu'}
# original: store.delete('tito')
del store['tito']
# original: store.count()
len(store)
# original: store.exists('tito')
'tito' in store
# original: for key in store.keys()
for key in store:
pass
-
class
kivy.storage.
AbstractStore
(**kwargs)[ソース]¶ ベースクラス:
kivy.event.EventDispatcher
Abstract class used to implement a Store
-
async_delete
(callback, key)[ソース]¶ Asynchronous version of
delete()
.Callback arguments: - store:
AbstractStore
instance Store instance
- key: string
Name of the key to search for
- result: bool
Indicate True if the storage has been updated, or False if nothing has been done (no changes). None if any error.
- store:
-
async_exists
(callback, key)[ソース]¶ Asynchronous version of
exists()
.Callback arguments: - store:
AbstractStore
instance Store instance
- key: string
Name of the key to search for
- result: boo
Result of the query, None if any error
- store:
-
async_find
(callback, **filters)[ソース]¶ Asynchronous version of
find()
.The callback will be called for each entry in the result.
Callback arguments: - store:
AbstractStore
instance Store instance
- key: string
Name of the key to search for, or None if we reach the end of the results
- result: bool
Indicate True if the storage has been updated, or False if nothing has been done (no changes). None if any error.
- store:
-
async_get
(callback, key)[ソース]¶ Asynchronous version of
get()
.Callback arguments: - store:
AbstractStore
instance Store instance
- key: string
Name of the key to search for
- result: dict
Result of the query, None if any error
- store:
-
async_put
(callback, key, **values)[ソース]¶ Asynchronous version of
put()
.Callback arguments: - store:
AbstractStore
instance Store instance
- key: string
Name of the key to search for
- result: bool
Indicate True if the storage has been updated, or False if nothing has been done (no changes). None if any error.
- store:
-
delete
(key)[ソース]¶ Delete a key from the storage. If the key is not found, a KeyError exception will be thrown.
-
find
(**filters)[ソース]¶ Return all the entries matching the filters. The entries are returned through a generator as a list of (key, entry) pairs where entry is a dict of key-value pairs
for key, entry in store.find(name='Mathieu'): print('key:', key, ', entry:', entry)
Because it’s a generator, you cannot directly use it as a list. You can do:
# get all the (key, entry) availables entries = list(store.find(name='Mathieu')) # get only the entry from (key, entry) entries = list((x[1] for x in store.find(name='Mathieu')))
-


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POSX - Daily Inventory
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--- layout: post esbma_id: 1505 date: 2004-02-13 12:00:00 keywords: cornsharp title: The Vault Single User Edition is dead... ---
... Long live the Vault Single User Edition
With our new pricing for Vault, some readers will note that we have eliminated the "Single User Edition". Previously priced at $49, this offering was quite popular with self-employed consultants and their ilk. In place of the Single User Edition product, we have implemented what could be called an "Implicit Single User Edition". In a nutshell, Vault is now free for one user. Just download the Vault binaries and install them. You don't need a serial number at all. With no serial numbers, Vault 2.0 is hard-coded to behave as if there is one license.