| Signals |
17/06/20 |
Introduction to signals in the Godot game engine |
GDquest |
|
| Nodes |
17/04/20 |
How StaticBody2D, KinematicBody2D and Area2D interact and collide with eachother. |
Sebastian Holc |
|
| Signals |
17/05/30 |
Signals with Godot Engine |
Ivan Skodje |
|
| Properties |
17/05/24 |
How to Get & Set Properties in Godot Engine |
Ivan Skodje |
Set, Get, SetGet, Export, Tool |
| Properties |
17/06/06 |
Setget in Godot Engine |
Ivan Skodje |
Set, Get, SetGet |
| UI |
17/06/30 |
Intro to UI containers: Godot engine tutorial |
GDquest |
|
| UI |
17/06/20 |
Overview of the 5 most common UI nodes in Godot |
GDquest |
|
| UI |
16/11/17 |
OptionButton / Dropdown Interaction ► Nodes in Godot Engine |
Ivan Skodje |
Dropdown |
| UI |
16/11/18 |
Button ► Nodes in Godot Engine |
Ivan Skodje |
Button |
| UI |
17/02/07 |
TabContainer ► Nodes in Godot Engine |
Ivan Skodje |
TabContainer, Tab |
| UI |
17/04/19 |
Health Bar ► Cannon Shooting ► Godot Engine Tutorial ► Part 6 |
Ivan Skodje |
TextureFrame, Label |
| Parallax |
16/11/23 |
ParallaxBackground & Layer ► Nodes in Godot Engine |
Ivan Skodje |
ParallaxBackground & Layer |
| Editor |
16/11/24 |
Changing the Layout in Godot Engine |
Ivan Skodje |
Godot 2.1 Editor |
| Camera |
17/05/23 |
Custom Camera in Godot, part 1: Transform the Canvas |
GDquest |
|
| Camera |
17/05/24 |
Custom Camera in Godot, part 2: Follow the Player |
GDquest |
|
| Camera |
17/05/25 |
Custom Camera in Godot 3: Let's simplify the code! |
GDquest |
|
| Camera |
17/05/25 |
Zelda-like Custom Camera: Instant room transitions in Godot |
GDquest |
|
| Animation |
17/05/27 |
Intro to the Animation Tools in the Godot Game Engine |
GDquest |
AnimationPlayer |
| Animation |
16/11/07 |
Multiple Nodes with one AnimationPlayer | QA - Godot Engine |
Ivan Skodje |
AnimationPlayer |
| Animation |
17/05/26 |
Quick and Easy Animation State Handling in Godot Engine |
Ivan Skodje |
AnimationPlayer, State |
| Animation |
17/04/20 |
AnimationPlayer ► Nodes in Godot Engine |
Ivan Skodje |
AnimationPlayer |
| Animation |
17/05/27 |
Intro to the Animation Tools in the Godot Game Engine |
GDquest |
AnimationPlayer |
| Shaders |
16/10/22 |
Creating GameBoy Shaders in Godot Engine |
Ivan Skodje |
|
| Shaders |
16/11/11 |
Creating Grayscale Shader in Godot Engine |
Ivan Skodje |
|
| Shaders |
16/12/04 |
Moving texture - Godot Shader Tutorial |
John Hamilton |
|
| KinematicBody2D |
16/10/22 |
Player Controller with KinematicBody2D in Godot Engine 2.2+ |
Ivan Skodje |
|
| KinematicBody2D |
16/12/04 |
Cannon Shooting ► Godot Engine Tutorial ► Part 1 |
Ivan Skodje |
CollisionPolygon2D, Physics, Global Position, Input, Mask, Layer |
| KinematicBody2D |
16/12/10 |
Ball Physics ► Cannon Shooting ► Godot Engine Tutorial ► Part 2 |
Ivan Skodje |
Display, VisibilityNotifier2D, TileSet, Physics, Audio, Camera2D(Shake), AnimationPlayer |
| KinematicBody2D |
17/04/17 |
Adding an Enemy ► Cannon Shooting ► Godot Engine Tutorial ► Part 4 |
Ivan Skodje |
Collision, CollisionPolygon2D, Groups, Timer |
| KinematicBody2D |
17/06/05 |
KinematicBody2D ► Nodes in Godot Engine |
Ivan Skodje |
Collision |
| KinematicBody2D |
17/02/08 |
How to make collisions work - Godot tutorial |
GDquest |
Collision, StaticBody2D, Physics |
| KinematicBody2D |
17/02/16 |
How to do double jumps and flip the character - Godot platform game tutorial |
GDquest |
Double Jump |
| StaticBody2D |
17/06/02 |
StaticBody2D ► Nodes in Godot Engine |
Ivan Skodje |
Collision, CollisionShape2D |
| Particles2D |
17/04/18 |
Effects and Animations ► Cannon Shooting ► Godot Engine Tutorial ► Part 5 |
Ivan Skodje |
Timer, Audio, Animation, AnimationPlayer |
| VisibilityNotifier2D |
16/12/05 |
VisibilityNotifier / VisibilityNotifier2D ► Nodes in Godot Engine |
Ivan Skodje |
|
| Instancing |
16/12/07 |
Scene Instancing and Singleton in Godot Engine |
Ivan Skodje |
Global, Singleton, Change Scene |
| Instancing |
16/12/15 |
Using One scene instead of Ten, in Godot Engine |
Ivan Skodje |
Factory |
| Instancing |
16/05/22 |
How to create a Splash Screen in Godot Engine |
Ivan Skodje |
Change Scene, Thread, Splash Screen, Fade, AnimationPlayer, Timer |
| Tween |
16/12/19 |
Tween ► Nodes in Godot Engine |
Ivan Skodje |
Easing |
| AI |
16/12/27 |
Godot tutorial : simple AI |
ScoovyDoesCode |
|
| Networking |
16/08/22 |
Godot's New High Level Networking is Up! |
Khairul Hidayat |
Link to project in video description |
| Timer |
16/11/08 |
Using a Timer for Shoot Delay | QA - Godot Engine |
Ivan Skodje |
|
| Audio |
16/11/09 |
Playing Music after SFX is done playing | QA - Godot Engine |
Ivan Skodje |
|
| Audio |
17/01/20 |
Getting High Quality Music from YouTube |
Ivan Skodje |
|
| Tool |
17/01/20 |
Tool Script ► Cannon Shooting ► Godot Engine Tutorial ► Part 3 |
Ivan Skodje |
Physics, Math |
| Pivots |
16/11/10 |
Creating a Real Clock in Godot Engine |
Ivan Skodje |
Math |
| Math |
16/11/11 |
Calculating pointer angles | A Follow-up Math Explanation |
Ivan Skodje |
|
| Input |
16/11/14 |
Input in Godot Engine | QA - Godot Engine |
Ivan Skodje |
|
| Movement |
17/01/19 |
Godot tutorial: Horizontal platform movement |
GDquest |
|
| Input |
17/01/26 |
Input and Input Map - Godot Tutorial |
GDquest |
Input Map |
| Movement |
17/02/02 |
How to code JUMP mechanics - Godot tutorial |
GDquest |
Physics, Jump |
| Inheritance |
16/11/15 |
Inheritance in Godot Engine | QA - Godot Engine |
Ivan Skodje |
|
| Inheritance |
18/01/22 |
Godot 3.0: Inheritance |
KidsCanCode |
|
| RigidBody2D |
16/11/16 |
Player Controller with RigidBody2D in Godot Engine 2.2+ |
Ivan Skodje |
Groups, Input |
| Godot Dev |
16/12/12 |
Compiling Latest Godot Engine on Linux (Ubuntu, Mint) |
Ivan Skodje |
Linux, Compiling |
| Godot Dev |
16/12/13 |
Qt Creator IDE Configuration for Godot Engine on Linux |
Ivan Skodje |
Linux, QT |
| GDScript |
16/12/22 |
Introduction to GDscript - Godot tutorial |
GDquest |
|
| GDScript |
17/02/17 |
Godot 101 - Part 2: Scripting |
KidsCanCode |
|
| GDScript |
17/02/19 |
Godot 101 - Part 3: Scripting (continued) |
KidsCanCode |
|
| TileSet |
17/05/26 |
Introduction to tilesets in the Godot Engine |
GDquest |
|
| TileSet |
17/05/28 |
[TOOL] Top-Down Tileset Template (Open Source) |
GDquest |
Tiled |
| TileSet |
17/05/29 |
How to Import Maps from Tiled in Godot |
GDquest |
Tiled |
| Movement |
17/05/30 |
Simple Top-Down character movement in Godot: Grid-based movement 1/4 |
GDquest |
Grid-based, Input Map, TileMap |
| Movement |
17/05/31 |
Create the Grid's Foundations in Godot: Grid-based movement 2/4 |
GDquest |
Grid-based, TileMap |
| Movement |
17/06/01 |
Code a Robust Grid system in Godot with these 2 Functions: Grid-based movement 3/4 |
GDquest |
Grid-based, TileMap |
| Movement |
17/06/02 |
Make the Player Move on a Grid in Godot: Grid-based Movement 4/4 |
GDquest |
Grid-based, TileMap |
| Math |
17/06/05 |
[DEMO] Top-Down Car with Steering in Godot |
GDquest |
Input |
| Export |
17/06/06 |
[TIPS] Script and Scene Sync in Godot: see your changes at runtime! |
GDquest |
Runtime Changes |
| Movement |
17/06/08 |
Introduction to Isometric Movement in Games |
GDquest |
Isometric, Movement |
| Movement |
17/06/08 |
Introduction to Isometric Movement in Games |
GDquest |
Isometric, Movement |
| Shaders |
17/08/11 |
Godot Engine: TileMap Animation with Shaders |
KidsCanCode |
TileMap |
| Math |
17/06/10 |
Intro to the Vector Dot Product: How to code a Field of View in Godot |
GDquest |
Vectors |
| Math |
17/06/03 |
Introduction to Vectors for Game Creators (Collab with Pigdev) |
GDquest |
Vectors |
| Math |
17/06/12 |
[DEMO] How to detect slopes in a platform game using the Dot Product: Godot tutorial |
GDquest |
Vectors |
| Saving |
17/06/15 |
How to Save the Player Settings with ConfigFile (Godot tutorial) |
GDquest |
JSON, ConfigFile |
| Saving |
17/06/16 |
How to Code a Save System: Godot Tutorial |
GDquest |
JSON, ConfigFile, Groups |
| Tween |
17/06/18 |
How to animate with Tween and GDscript: Godot tutorial |
GDquest |
Easing |
| Shaders |
17/06/18 |
Intro to shaders in Godot 2 |
GDquest |
|
| Animation |
17/10/20 |
Godot Attack Tutorial 2: Code the Sword Attack |
GDquest |
Collision, Signals, State, Groups |
| Animation |
17/10/20 |
Godot Attack Tutorial 1: How to Animate the Sword |
GDquest |
Collision, Signals, State, Groups, Transition |
| Particles2D |
18/01/04 |
[TIPS] How to use world coordinates on Particles2D in Godot 3 |
GDquest |
|
| Tool |
18/01/25 |
Godot 3 Tool Mode Tutorial with GameFromScratch: Run code in the editor |
GDquest |
|
| TileSet |
18/01/25 |
Introduction to tilesets |
GDquest |
|
| Animation |
15/01/27 |
Godot Engine - Tutorial Series (07 gbot setup with animatable rig) |
Andreas Esau |
Bones |
| Animation |
15/01/31 |
Godot Engine - Tutorial Series (08 Animating our Character) |
Andreas Esau |
Bones |
| Animation |
15/02/03 |
Godot Engine - Tutorial Series (09 add our animated Character) |
Andreas Esau |
Bones |
| Animation |
15/06/03 |
Godot Tutorial -- Sprite Animation |
Gamefromscratch |
AnimationPlayer |
| Animation |
15/06/04 |
Godot Tutorial -- Keyframe Animation using AnimationPlayer |
Gamefromscratch |
AnimationPlayer |
| Particles2D |
17/12/04 |
Godot 3.0 - Know Your Nodes: Particles2D |
KidsCanCode |
|
| Instancing |
17/02/21 |
Godot 101 - Part 4: Instancing Scenes |
KidsCanCode |
|
| Input |
17/02/24 |
Godot 101 - Part 5: Player-controlled Sprite |
KidsCanCode |
|
| Collision |
17/03/01 |
Godot 101 - Part 6: Area-based Collisions |
KidsCanCode |
Container, Signals, Area2D |
| Signals |
17/03/10 |
Godot 101 - Part 7: Using Signals |
KidsCanCode |
Container, Signals, Area2D, UI |
| Tween |
17/03/20 |
Godot 101 - Part 8: Tweens and Timers |
KidsCanCode |
Easing, Timer, clear_shapes() |
| KinematicBody2D |
17/04/07 |
Godot 101 - Part 9: Arcade Physics (KinematicBody2D) |
KidsCanCode |
Physics, Collision, Acceleration, Friction |
| RayCast2D |
17/04/11 |
Godot 101 - Part 10: RayCasts (and Jumping) |
KidsCanCode |
Physics, Collision, Jumping |
| Animation |
17/04/16 |
Godot 101 - Part 11: Animated Sprites |
KidsCanCode |
AnimatedSprite |
| Camera |
17/04/24 |
Godot 101 - Part 12: Camera and Scrolling Background |
KidsCanCode |
Camera2D Parallax, ParallaxBackground |
| KinematicBody2D |
17/06/26 |
Godot 101 - Part 13: KinematicBody2D Collisions Done Right |
KidsCanCode |
Physics, Collision, CollisionShape2D |
| Movement |
17/02/26 |
Space Rocks! Godot Game Tutorial Part 1 |
KidsCanCode |
Atlas Importer, Add-On, Input Map, Screen Wrap |
| Timer |
17/03/06 |
Space Rocks! Godot Tutorial Part 2 |
KidsCanCode |
Projectile, Bullet Physics, Global Position, Position2D |
| KinematicBody2D |
17/03/14 |
Space Rocks! Godot Tutorial Part 3 |
KidsCanCode |
Physics, Bounce, Particles2D |
| Instancing |
17/03/28 |
Space Rocks! Godot Tutorial Part 4 |
KidsCanCode |
set_radius(), CollisionShape2D |
| Instancing |
17/04/09 |
Space Rocks! Godot Tutorial Part 5 |
KidsCanCode |
Groups, Physics |
| Audio |
17/04/13 |
Space Rocks! Godot Tutorial Part 6 |
KidsCanCode |
AnimatedSprite, SamplePlayer, StreamPlayer |
| UI |
17/04/18 |
Space Rocks! Godot Tutorial Part 7 |
KidsCanCode |
Groups, Global, CanvasLayer |
| Pause |
17/04/22 |
Space Rocks! Godot Tutorial Part 8 |
KidsCanCode |
UI |
| Instancing |
17/04/30 |
Space Rocks! Godot Tutorial Part 9 |
KidsCanCode |
Change Scene, set_enable_monitoring(), Timer |
| Path2D |
17/05/18 |
Space Rocks! Godot Tutorial Part 10 |
KidsCanCode |
Animation Player, PathFollow2D, VisibilityNotifier2D |
| AI |
17/05/22 |
Space Rocks! Godot Tutorial Part 11 |
KidsCanCode |
Simple AI |
| Animation |
17/06/07 |
Space Rocks! Godot Tutorial Part 12 |
KidsCanCode |
has_method(), yield() |
| Refactoring |
17/08/02 |
Space Rocks! Godot Tutorial Part 13 |
KidsCanCode |
Inheritance |
| Refactoring |
17/09/29 |
Space Rocks! - Moving to Godot 3.0 |
KidsCanCode |
Upgrade Godot, GDscript |
| Particles2D |
17/10/30 |
Space Rocks! Godot Tutorial Part 15 |
KidsCanCode |
Upgrades |
| YSort |
17/05/04 |
Godot Engine - Know Your Nodes: YSort |
KidsCanCode |
|
| Path2D |
17/05/15 |
Godot Engine - Know Your Nodes: PathFollow2D |
KidsCanCode |
PathFollow2D |
| RayCast2D |
17/06/09 |
Godot Engine - Know Your Nodes: RayCast2D |
KidsCanCode |
|
| RigidBody2D |
17/07/13 |
Godot 101 - Part 14: Intro to RigidBody2D |
KidsCanCode |
Physics |
| RigidBody2D |
17/07/24 |
Godot 101 - Part 15: Working with RigidBody2D |
KidsCanCode |
Physics |
| TileMap |
17/08/02 |
Godot Engine - Know Your Nodes: Tilemap (part 1) |
KidsCanCode |
|
| TileMap |
17/08/04 |
Godot Engine - Know Your Nodes: Tilemap (part 2) |
KidsCanCode |
|
| TileMap |
17/08/06 |
Godot Engine - Know Your Nodes: Tilemap (part 3) |
KidsCanCode |
Isometric, Animated Tiles |
| Visual Scripting |
17/10/23 |
Godot 3.0: Visual Scripting First Look |
KidsCanCode |
|
| Refactoring |
17/12/10 |
Godot 2.1 to 3.0 Gotchas! |
KidsCanCode |
|
| RigidBody2D |
17/12/31 |
Godot 3.0: Rigid Bodies |
KidsCanCode |
Physics |
| Inheritance |
18/01/22 |
Godot 3.0: Inheritance |
KidsCanCode |
|
| Animation |
17/11/13 |
Learning Godot 3.0: Your First Game Part 1 |
KidsCanCode |
AnimatedSprite, CollisionShape2D |
| Movement |
17/11/13 |
Learning Godot 3.0: Your First Game Part 2 |
KidsCanCode |
Input, Signals, call_deferred() |
| RigidBody2D |
17/11/13 |
Learning Godot 3.0: Your First Game Part 3 |
KidsCanCode |
VisibilityNotifier2D, AnimatedSprite, Position2D |
| Path2D |
17/11/13 |
Learning Godot 3.0: Your First Game Part 4 |
KidsCanCode |
PathFollow2D |
| UI |
17/11/13 |
Learning Godot 3.0: Your First Game Part 5 |
KidsCanCode |
|
| Particles2D |
17/11/13 |
Learning Godot 3.0: Your First Game Part 6 |
KidsCanCode |
ColorRect, AudioStreamPlayer |
| Movement |
15/01/29 |
Godot Tutorial -- Game Lifecycle and Dealing with Input
|
Gamefromscratch |
Game Lifecycle, Input |
| Animation |
15/01/29 |
Godot Tutorials -- 3D Animations with Actions
|
Gamefromscratch |
3D, AnimationPlayer |
| Parallax |
15/08/15 |
Godot Tutorial -- Canvas Layers and Parallax Backgrounds
|
Gamefromscratch |
CanvasLayer |
| UI |
15/02/17 |
Godot Tutorial -- GUI Programming. Using Controls, Widgets and Containers
|
Gamefromscratch |
|
| Collision |
15/03/19 |
Godot Tutorial -- Collision Detection and Physics Simulations in Godot
|
Gamefromscratch |
Physics |
| Height Map |
16/12/22 |
Godot Tutorial -- Height Maps
|
Gamefromscratch |
|
| Sprite |
15/01/27 |
Godot Tutorial -- 2D Scenes, Sprites, Viewports and more
|
Gamefromscratch |
Scene, Viewport |
| Meshes |
15/09/28 |
Godot Tutorial -- Static and Procedural 3D Meshes
|
Gamefromscratch |
Static Mesh, Procedural Mesh |
| Godot Dev |
15/06/18 |
Using Godot Engine with Visual Studio
|
Gamefromscratch |
|
| TileMap |
15/04/28 |
Godot Tutorial -- Creating 2D levels using Tilemaps
|
Gamefromscratch |
|
| Animation |
15/09/28 |
Godot Tutorial -- 3D Models and Animations (COLLADA)
|
Gamefromscratch |
3D, Collada |
| Audio |
15/02/09 |
Godot Tutorial -- Playing Sound FX and Music
|
Gamefromscratch |
SamplePlayer, StreamPlayer |
| Viewport |
15/07/28 |
Godot Tutorial -- Using Viewports and Cameras
|
Gamefromscratch |
Cameras |
| Particles2D |
15/07/09 |
Godot Tutorial -- Particles
|
Gamefromscratch |
|
| Path2D |
15/06/17 |
Godot Tutorial -- 2D Navigation and Path Following
|
Gamefromscratch |
PathFollow2D, Navigation2D, NavigationPolygonInstance, Nav Mesh |
| Godot Dev |
17/12/07 |
Godot Development From The Command Line
|
Gamefromscratch |
Command Line |
| Light2D |
16/09/22 |
Godot Tutorial -- 2D Lighting
|
Gamefromscratch |
2D Lighting, LightOccluder2D |
| Tool |
18/01/25 |
Making Tools in Godot -- GDQuest Guest Tutorial
|
Gamefromscratch |
|
| Godot Dev |
17/10/24 |
Building Godot From Source Code
|
Gamefromscratch |
|
| Asset Library |
16/11/02 |
Godot Engine Asset Library
|
Gamefromscratch |
|
| Test Cube |
15/09/22 |
Godot Tutorial -- Introduction to 3D Development
|
Gamefromscratch |
3D |
| Visual Scripting |
16/08/07 |
Godot Engine -- Visual Scripting First Look
|
Gamefromscratch |
|
| Add-On |
17/07/05 |
Godot Tutorials -- Add-Ons
|
Gamefromscratch |
|
| C# |
17/12/21 |
Godot C# Coding Using Visual Studio Code
|
Gamefromscratch |
Visual Studio Code |
| Instancing |
15/02/24 |
Godot Tutorial -- Changing Scenes and Managing Global Data
|
Gamefromscratch |
Global, Change Scene |
| VR |
17/11/06 |
Virtual Reality in the Godot Game Engine
|
Gamefromscratch |
Virtual Reality |
| C# |
17/10/30 |
Using C# in the Godot 3.0 Game Engine
|
Gamefromscratch |
|
| Visual Scripting |
17/08/07 |
Godot 3.0 Visual Programming Introduction Tutorial
|
Gamefromscratch |
|
| RigidBody |
17/09/14 |
Bowling With Godot -- A Complete 3D Game Using The Godot Game Engine
|
Gamefromscratch |
SamplePlayer, 3D, CollisionShape |
| VR |
18/02/01 |
Virtual Reality In Godot 3
|
Gamefromscratch |
Virtual Reality |
| Animation |
17/05/27 |
Godot Tutorial - Animating a Bat
|
HeartBeast |
AnimationPlayer |
| RigidBody2D |
16/05/06 |
[Godot Tutorial] Basic Breakout! [P1]
|
HeartBeast |
KinematicBody2D, Physics, Collision, CollisionShape2D, CollisionPolygon2D |
| StaticBody2D |
16/05/08 |
[Godot Tutorial] Basic Breakout! [P2] Scripting!
|
HeartBeast |
Mouse Input, Group, RigidBody2D |
| Instancing |
16/05/20 |
[Godot Tutorial] Basic Breakout! [P3] Instancing
|
HeartBeast |
RigidBody2D, Vectors, Math, Input |
| Properties |
16/05/30 |
[Godot Tutorial] Basic Breakout! [P4] Getters and Setters
|
HeartBeast |
Setter, Getter, SetGet |
| Import 3D |
17/09/29 |
Godot Engine - Importing 3D Models
|
HeartBeast |
Blender |
| Particles2D |
17/10/20 |
Godot Engine - Projectile Attacks
|
HeartBeast |
Input, Instancing, VisibilityNotifier2D, Position2D, Timer |
| Dialog |
17/04/28 |
Godot Tutorial - Dialog Box
|
HeartBeast |
Polygon2D |
| KinematicBody2D |
18/01/29 |
Godot 3 - Platform Game Tutorial
|
HeartBeast |
StaticBody2D, is_on_floor() |
| TileSet |
18/02/01 |
Godot 3 - Platformer Game Tutorial P2 - Tiles and Animated Sprites
|
HeartBeast |
AnimatedSprite |
| UI |
16/08/03 |
Quiz Game in Godot Part 1 - UI Setup
|
Pigdev |
English Subtiles |
| GDScript |
16/08/18 |
Quiz Game in Godot Part 2.1 - Question Class Script
|
Pigdev |
|
| Timer |
16/10/03 |
Quiz Game in Godot Part 2.2 - Creating the interactions
|
Pigdev |
|
| Selection |
16/11/16 |
Selection Box - Godot Engine [PT-BR]
|
Pigdev |
Selection Box |
| Selection |
16/11/22 |
Selectable Objects - Godot Engine [PT-BR]
|
Pigdev |
Selectanle Objects |
| VisibilityNotifier2D |
16/12/09 |
Optimizing with Visibility Notifiers - Godot Engine [PT-BR]
|
Pigdev |
|
| Timer |
17/01/16 |
Spawner - Godot Engine [PT-BR]
|
Pigdev |
Spawner, Instancing |
| Audio |
17/02/04 |
Nature SFX - LMMS [PT-BR] Part - 1/2
|
Pigdev |
LMMS |
| Audio |
17/03/25 |
Nature SFX - LMMS [PT-BR] Part - 2/2
|
Pigdev |
LMMS |
| Audio |
17/03/29 |
SamplePlayers and Sound Effects - Godot [PT-BR]
|
Pigdev |
SamplePlayer |
| Scene Tree |
17/05/12 |
[Godot Engine] Managing Complexity
|
Pigdev |
Instancing |
| Math |
17/05/12 |
[Godot Engine] Steering Behaviors collab with GDQuest
|
Pigdev |
AI, Steering, Seek, Flee |
| Math |
17/10/17 |
[Godot] Moon Cheeser - Starmouse steering
|
Pigdev |
Steering |
| Achievements |
17/10/23 |
[Godot] Moon Cheeser - Achievement System
|
Pigdev |
JSON |
| Scene Tree |
18/01/23 |
[Godot Engine] 5 Tips about SceneTree
|
Pigdev |
|
| Introduction |
18/02/03 |
Curso Godot 3 - Cap 1 - Curso de Godot Engine 3 en español
|
FuryCode |
[Spanish] |
| Editor |
18/02/04 |
Curso Godot 3 - Cap 2 - Descargar Godot y Mostrando el editor
|
FuryCode |
[Spanish] |
| Scenes |
18/02/05 |
Curso Godot 3 - Cap 3 - Nodos y Escenas
|
FuryCode |
[Spanish] |
| GDScript |
18/02/06 |
Curso Godot 3 - Cap 4 - GDScript: variables, constantes, enum, etc y respuesta
|
FuryCode |
[Spanish] |
| GDScript |
18/02/07 |
Curso Godot - Cap 5 - Más sobre GDScript
|
FuryCode |
[Spanish] |
| Sprites |
18/02/08 |
Curso Godot 3 - Cap 6 - Escalar, Rotar y Mover un Sprite
|
FuryCode |
[Spanish] |
| Physics |
18/02/09 |
Curso Godot 3 - Cap 7 - RigidBody2D, StaticBody2D y más
|
FuryCode |
[Spanish] |
| Physics |
18/02/09 |
Curso Godot 3 - Cap 8 - KinematicBody2D: Movimiento de un personaje
|
FuryCode |
[Spanish] |
| Movement |
18/02/14 |
Godot 3 - Platformer Game Tutorial P3 - Smooth Character Movement
|
HeartBeast |
Gravity, Friction, KinematicBody2D |
| Instancing |
18/02/20 |
Godot 3 - Platformer Game Tutorial P4 - Moving Between Levels
|
HeartBeast |
Area2D, Change Scene, Export |
| C# |
17/12/09 |
Getting Started with Godot 3 Beta and C#
|
Jeremy Bullock |
|
| C# |
17/12/20 |
Introduction to Visual Scripting in Godot 3
|
Jeremy Bullock |
|
| Movement |
18/01/26 |
Godot 3 Beginners Tutorial - Your First Game Part 1
|
Jeremy Bullock |
Area2D, CollisionShape2D, Game Window |
| Signals |
18/01/27 |
Godot 3 Beginners Tutorial - Your First Game Part 2
|
Jeremy Bullock |
Input, AudioStreamPlayer, Font, Label |
| Instancing |
18/01/30 |
Basic 3D Game in Godot 3 - Tutorial Part 1
|
Jeremy Bullock |
MeshInstance, StaticBody |
| Movement |
18/01/31 |
Basic 3D Game in Godot 3 - Tutorial Part 2
|
Jeremy Bullock |
KinematicBody, RigidBody, StaticBody, Camera |
| Movement |
18/02/01 |
Basic 3D Game in Godot 3 - Tutorial Part 3
|
Jeremy Bullock |
Camera, Gravity, Jump, InputMap, reload_current_scene(), Rotate, Area, RigidBody |
| UI |
18/02/02 |
Basic 3D Game in Godot 3 - Tutorial Part 4
|
Jeremy Bullock |
RigidBody, Area, UI, DirectionalLight |
| Collision |
18/02/04 |
Basic 3D Game in Godot 3 - Answering Your Questions
|
Jeremy Bullock |
RigidBody |
| Shortcuts |
18/02/05 |
Godot 3D Quick Tip - Fly Through Your Scene
|
Jeremy Bullock |
|
| GridMap |
18/02/06 |
Godot: 3D Tilemaps with Gridmaps
|
Jeremy Bullock |
Tilemap |
| Viewport |
18/02/14 |
2 Minute Quick Tip: Customize the Viewport in Godot 3
|
Jeremy Bullock |
|
| Input |
18/02/16 |
Godot - First Person Controller Tutorial Part 1
|
Jeremy Bullock |
Input Map, Quit, KinematicBody |
| Movement |
18/02/16 |
Godot - First Person Controller Tutorial Part 2 - Basic Movement
|
Jeremy Bullock |
Camera |
| Movement |
18/02/17 |
Godot - First Person Controller Tutorial Part 3 - Walking and Jumping
|
Jeremy Bullock |
|
| Movement |
18/02/20 |
Godot - First Person Controller Tutorial Part 4 - Using Ladders
|
Jeremy Bullock |
Jumping, Smoothing |
| Movement |
18/02/24 |
Godot - First Person Controller Tutorial Part 5 - Slopes and Gravity
|
Jeremy Bullock |
|
| Movement |
18/02/24 |
Godot - First Person Controller Tutorial Part 6 - Stairs
|
Jeremy Bullock |
|
| TileMap |
18/03/01 |
Godot 3 - Platformer Game Tutorial P5 - Autotiles
|
HeartBeast |
Autotiles, Camera2D, ParallaxBackground |
| Sprite |
16/05/07 |
Godot Engine Tutorial - Flappy Bird - 01 Project Setup
|
Angega Studios |
Background |
| RigidBody2D |
16/05/17 |
Godot Engine Tutorial - Flappy Bird - 02 Bird and Flapping
|
Angega Studios |
AnimatedSprite, Input, Gravity, Physics |
| Procedural Generation |
16/07/01 |
Godot Engine Tutorial - Flappy Bird - 03 Spawning
|
Angega Studios |
Camera2D, Instancing, SceneTree, Singleton, StaticBody2D, Signals, CanvasLayer |
| Finite State Machine |
16/07/29 |
Godot Engine Tutorial - Flappy Bird - 04 Finite State Machine
|
Angega Studios |
FSM, AnimationPlayer, UI, Groups |
| UI |
16/08/28 |
Gogot Engine Tutorial - Flappy Bird - 05 Score
|
Angega Studios |
Debugger, Properties, Singleton, Fonts |
| Stage Manager |
16/09/08 |
Godot Engine Tutorial - Flappy Bird - 06 HUD and Stage Manager
|
Angega Studios |
UI, AnimationPlayer, Fade, yield() |
| UI |
16/09/25 |
Godot Engine Tutorial - Flappy Bird - 07 HUD and Scores
|
Angega Studios |
AnimationPlayer, Fade, lerp(), yield(), Signals |
| UI |
16/11/22 |
Godot Engine Tutorial - Flappy Bird - 08 HUD and Medals
|
Angega Studios |
AnimatedSprite, AnimationPlayer, Math |
| Input |
16/11/29 |
Godot Engine Tutorial - Flappy Bird - 09 Tap to Flap
|
Angega Studios |
Separating Input |
| UI |
16/12/22 |
Godot Engine Tutorial - Flappy Bird - 10 Main Menu
|
Angega Studios |
|
| Pause |
16/12/30 |
Godot Engine Tutorial - Flappy Bird - 11 Pause Menu #1
|
Angega Studios |
UI |
| Pause |
17/05/24 |
Godot Engine Tutorial - Flappy Bird - 12 Pause Menu #2
|
Angega Studios |
UI |
| Audio |
17/06/07 |
Godot Engine Tutorial - Flappy Bird - 13 Sounds
|
Angega Studios |
SamplePlayer |
| Camera2D |
17/06/20 |
Godot Engine Tutorial - Flappy Bird - 14 Screen Shaking
|
Angega Studios |
Screen Shake |
| Editor |
17/07/03 |
Make a Space Shooter Game in Godot - Project Setup (E01)
|
Angega Studios |
|
| Tileset |
12/09/18 |
New Tileset Editor in Godot 3.1, preview and tutorial
|
GDquest |
Discover the new tileset editor added in Godot 3.1 |
| UI |
18/07/18 |
Lifebar Code and Animation in Godot
|
GDquest |
Add an animated lifebar for your characters |


Say you want to talk to another app through Applescript. With 10.5, you can much more easily get there from Cocoa without complex forays into CoreServices, Carbon and AppleEvents. The docs on how to do it are a little thin at times (as all Applescript docs are), so let’s walk through it. The relevant docs you’ll want to read are these:
Scripting Bridge Framework Reference
And most importantly (and most hidden):
And now for a step-by-step example. We’re going to send some mail with an attachment through Mail.app. I’m going to assume you know enough Applescript to have written this:
tell application "Mail"
set theMessage to make new outgoing message with properties ¬
{subject:"Test outgoing", content:"Test body"}
tell theMessage
make new to recipient at end of to recipients with properties ¬
{name:"Rob Napier"<EMAIL_ADDRESS>tell content
make new attachment with properties {filename:"/etc/hosts"} ¬
at after last paragraph
set visible of theMessage to true
end tell
end tell
activate
end tell
Let’s convert it to Scripting Bridge.
Setting up your project
- Add ScriptingBridge.Framework to your project:
- Open Targets
- Double-click the Target
- Select the General Tab
- Click “+” for Linked Libraries
- Add ScriptingBridge.framework
- Add a rule for creating .h files for scriptable Applications (this should be built into XCode, but isn’t). You could also do this by hand one time, and just add the resulting .h to your project.
- Select the Rules tab
- Click “+”
- Process: Source files with name matching: *.app
- Using: Custom Script: (the following needs to be one long line):
sdef "$INPUT_FILE_PATH" | sdp -fh -o "$DERIVED_FILES_DIR" --basename "$INPUT_FILE_BASE" --bundleid `defaults read "$INPUT_FILE_PATH/Contents/Info" CFBundleIdentifier
- Click the “+” under “with output files:”
$(DERIVED_FILES_DIR)/$(INPUT_FILE_BASE).h
- Close the Target window. We’re done with the really crazy part.
- Add the application as one of your sources.
- Drag the desired application (Mail.app) into your Groups & Files tree. You can put it in a group if you like
- Unselect “Copy items into destination group’s folder” (if it is selected)
- Drag the application into your “Compile Sources” step in your Target (it should be first, so the .h gets created before it’s needed). Yes, we are “compiling” an application into a header.
- Include the new header file in your program
- In your .m file:
#import <ScriptingBridge/SBApplication.h> #import "Mail.h"
- In your .m file:
- Build
- Now is a good time to build. That will get your .h created, making everything easier later. It’s created in your
DerivedSources
directory. The easiest way to open it is with Cmd-Shift-D (Open Quickly). Just hit Cmd-Shift-D, and then type “mail.h”. Once you’ve found it, you can drag it into your Groups & Files list if you like. It will be deleted when you Build Clean, so don’t be surprised by that. Aren’t you glad you learned about Open Quickly? It’s my favorite way to move between files.
- Now is a good time to build. That will get your .h created, making everything easier later. It’s created in your
Writing the code
OK, we now have everything in place to write some code. The process of converting from Applescript to SB is fairly mechanical, but like all Applescript things there are some things you just need to know. We’re going to take this one line at a time.
tell application "Mail"
We need an SBApplication object to tell
things to. So we make one:
MailApplication *mail =
[SBApplication<EMAIL_ADDRESS>Notice that you can’t call [[MailApplication alloc] init]
. This is more a limitation of the sdp tool we used to create the .h than of ScriptingBridge. There is no Mail.m file to actually implement the MailApplication class, so you can’t directly allocate the class. You’ll see more of this limitation later.
set theMessage to make new outgoing message with properties ¬
{subject:"Test outgoing", content:"Test body"}
We’re creating a new outgoing message. This includes a special step that you can partially guess, and somewhat just have to know. Every scripting object you talk to has to chain back to the SBApplication. You can’t deal with stand-alone SBObjects. In this case, the Applescript has an implicit step that we need to make explicit. The Applescript above is implicitly adding theMessage
to outgoing messages
. When you get used to it, it’s kind of obvious, and if you look in Mail.app, you’ll see that MailApplication has an -outgoingMessages
property. But it can be a little surprising when you’re getting stared. So let’s rewrite the Applescript to be more explicit:
set theMessage to make new outgoing message at end of outgoing messages ¬
with properties {subject:"Test outgoing", content:"Test body"}
And so here’s the code:
MailOutgoingMessage *mailMessage =
[[[[mail classForScriptingClass:@"outgoing message"] alloc]
initWithProperties:[NSDictionary dictionaryWithObjectsAndKeys:
@"Test outgoing", @"subject",
@"Test body\n\n", @"content",
nil]] autorelease];
[[mail outgoingMessages] addObject:mailMessage];
This is a very common pattern, so it’s worth studying. First, note that we can’t directly +alloc
the MailOutgoingMessage. We have to ask for it through the SBApplication object. This is more of the limitation discussed above. And we need to pass the Applescript class “outgoing message.” This is obvious from the MailOutgoingMessage name once you see how sdp
creates the .h file. The properties we pass SB are identical to the ones we pass Applescript. And once we create it, we add it into the object tree with -addObject:
, which adds “at end of” the list just like we need (just like an NSArray). OK, now go back and read this paragraph again and make sure you’ve got it. We’re going to use this several times.
tell theMessage
make new to recipient at end of to recipients with properties ¬
{name:"Rob Napier"<EMAIL_ADDRESS>You should be able to guess the code for this one:
MailToRecipient *recipient = [[[[mail classForScriptingClass:@"to recipient"] alloc]
initWithProperties:[NSDictionary dictionaryWithObjectsAndKeys:
@"Rob Napier", @"name",
<EMAIL_ADDRESS>@"address",
nil]] autorelease];
[[mailMessage toRecipients] addObject:recipient];
And once more for fun:
tell content
make new attachment with properties {filename:"/etc/hosts"} ¬
at after last paragraph
==>
MailAttachment *attachment = [[[[mail classForScriptingClass:@"attachment"] alloc]
initWithProperties:[NSDictionary dictionaryWithObjectsAndKeys:
@"/etc/hosts", @"filename",
nil]] autorelease];
[[[mailMessage content] paragraphs] addObject:attachment];
Those really are the complicated ones (and they aren’t bad at all once you see how to read them). After that, everything should be obvious:
set visible of theMessage to true
end tell
end tell
activate
Becomes:
[mailMessage setVisible:YES];
[mail activate];
The Finished Code
So let’s look at the full code now, including a @try/@catch, since Applescript can generate exceptions (more about this below):
@try
{
MailApplication *mail =
[SBApplication<EMAIL_ADDRESS>MailOutgoingMessage *mailMessage =
[[[[mail classForScriptingClass:@"outgoing message"] alloc]
initWithProperties:[NSDictionary dictionaryWithObjectsAndKeys:
@"Test outgoing", @"subject",
@"Test body\n\n", @"content",
nil]] autorelease];
[[mail outgoingMessages] addObject:mailMessage];
MailToRecipient *recipient =
[[[[mail classForScriptingClass:@"to recipient"] alloc]
initWithProperties:[NSDictionary dictionaryWithObjectsAndKeys:
@"Rob Napier", @"name",
<EMAIL_ADDRESS>@"address",
nil]] autorelease];
[[mailMessage toRecipients] addObject:recipient];
MailAttachment *attachment =
[[[[mail classForScriptingClass:@"attachment"] alloc]
initWithProperties:[NSDictionary dictionaryWithObjectsAndKeys:
@"/etc/hosts", @"filename",
nil]] autorelease];
[[[mailMessage content] paragraphs] addObject:attachment];
[mailMessage setVisible:YES];
[mail activate];
}
@catch (NSException *e)
{
NSLog(@"Exception:%@");
}
Error Handling
I like @try/@catch better than SBApplicationDelegate because the delegate can’t easily interrupt the script if there’s an error. If you let it raise an exception and then @catch it, the entire block aborts, which is what I generally want. This also exactly matches the normal AppleScript error handling pattern.
Summary
Apple has created an incredible new framework with Scripting Bridge, making it easier than ever to tie your application into the system and interact with other programs. Unfortunately, they buried much of the documentation, and left much to the imagination of the reader (like most Applescript documentation). Hopefully this article will help improve that situation and make Applescript a bigger part of your programs.


%UseLnInsteadOfLog
%UseBracketForIntervals
TurnOffRules ("LogBase", "ConvertShortDenominatorToNegativePower", "CommonDenominatorOneNonFraction");
uOne=RandomInteger{}((-8,-1),(1,8));
aCF=RandomInteger{}((-3,-1),(1,3));
bCF=RandomInteger{}((-8,-1),(1,8));
cCF=RandomInteger{}((-8,-1),(1,8));
theQuadratic=aCF x^2+bCF x+cCF;
1/(bCF^2-4aCF cCF>0);
uTwo=(SolveFor{}(x,theQuadratic))_1;
uThree=(SolveFor{}(x,theQuadratic))_2;
1/((uOne-uTwo)(uOne-uThree)(uTwo-uThree) );
leftSide=(x-uOne)( theQuadratic);
TurnOffRules{}(DistributeMultiplication);
TurnOffRules{}(DistributeMultiplicationConstants);
leftSideFactored= aCF (x-uOne) ( x-uTwo) (x-uThree);
leftPoint = Min (uOne,uTwo, uThree)-0.5;
rightPoint=Max(uOne,uTwo,uThree)+0.5;
Use the mouse wheel to zoom.
PlotGrid{}(0)+
Plot2D(leftSide, leftPoint, rightPoint, red, 2)+
PlotSetId("thePlot");
- The cubic
\displaystyle
leftSide
is plotted above.
- Practice drawing the plot using the graphing device you plan on bringing to your exams.
- Fully factor the polynomial.
- This cubic has at least one root that is easy to guess from the plot.
- Expect the other two roots to be more difficult.
- If indeed that is the case, use polynomial
division to factor out the linear term that is easy to guess, and the quadratic formula
to fully factor the cubic.
Factorization:
\(
\displaystyle
leftSide
=\)
IsProductLinearOrConstantTermsIn{}(x, factorizationAnswer) and
(Polynomialize(factorizationAnswer-leftSide)==0)
%PlotShowJavascriptOnly
TurnOffRules{}(DistributeMultiplication,DistributeMultiplicationConstants);
%PlotShowJavascriptOnly
EnsureExpressionDependsOnlyOn(factorizationAnswer,x);
leftSideFactored


--- date: 2010-05-11T00:00:00Z published: true title: 50 Most Extraordinary Churches of the World | Bored Panda url: /2010/05/11/50-most-extraordinary-churches-of-the-world-bored-panda/ ---
Some very interesting churches here.


My name is Jon Veach and I am a 29 year old IT professional and software developer who has spent the last 9 years of his life serving in the U.S. Navy. He lived in Japan for 6 years but can barely speak or read Japanese! In his free time,
he can be found off-roading in his Suzuki Jimny or at home, developing software. My goal after completing my schooling is to get a job in Tokyo.
My name is Peter Carmichael and I am 26 year old software developer. Before changing careers I was a chef for the past 11 years. I hope to get a job in the area after completing Code Fellows working on UX. My main hobbies include; building
large lego displays for conventions, working on my old Land Rover, and doing fun stuff outside when the weather is nice.
My name is Sharina Stubbs. I am a software developer who is disturbingly fascinated by natural disasters, particularly volcanic eruptions, tsunamis and earthquakes. She is that person who will point out all the unreinforced masonry buildings
(URMs) in Seattle, monitor her elevation in case of a tsunami, and stash food like a squirrel in case the world ends.
My name is Susanna Lakey. I grew up on the dry side of the state in Kennewick, WA before moving to Seattle nine years ago. I spent the last four years working in a cat shelter before deciding to learn how to code at Code Fellows. When
I'm not busy learning, I can be found cuddling my three cats, crocheting, and watching Star Trek with my husband.
My name is Zerek Cover, I am a JavaScript Developer currently enrolled at CodeFellows. I enjoy long walks on the beach through a pixelated screen while slaying dragons. My goals are to complete the CodeFellows boot camp and be the first
in my family in 2 generations to truly have a trade-related career on my shoulders. I hope one day to take all of what I've learned, and be able to teach it to those around me, as well as the younger generation.


This test was taken from Processing.org which tests to make
sure the spotLights() works correctly on a sphere.
// Test from Processing.org size(100, 100, P3D); background(0); noStroke(); background(0); spotLight(51, 102, 126, 50, 50, 200, 0, 0, -1, PI/3, 400.0 ); translate(80, 50, 0); sphere(30);


Psalms 104:8
They go up by the mountains; they go down by the valleys unto the place which thou hast founded for them.


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super()
call with own parameters are
also considered empty.
The inspection ignores methods with the special annotations, for example, EJB annotations javax.ejb.Init
and javax.ejb.Remove
.
The quick-fix tries to safely remove the unnecessary methods.
Use the settings below to set methods with the comments as non empty or to configure additional annotations.


Hey! I'm Niraj, sophomore at UIUC. I'm interested in Distributed Systems, Bitcoin, and Design.
- Work
I'm currently a researcher in the Decentralized Systems Lab @ Illinois.
I'm also on the external council of Binary Capital, a consumer seed-stage fund.
Previously, I've worked on aerial imagery infrastructure at Skycatch, security products at Lookout, driver-side infrastructure at ShipBob,
and social products at Besso Labs. I've also helped contribute to research at Election Analytics @ Illinois and
Stanford HCI Group. My resume can be found here.
- Projects
- LetsGit is an accessible, cloud-based Git GUI client and code editor in the browser. Lets you easily code and collaborate from anywhere without needing to setup a new development environment.
- Twitch Plays Tinder is a web app that streams a port of Tinder onto twitch.tv and allows collaborative matchmaking on the platform. Originally inspired by Twitch Plays Pokémon.
- ScandIn is a Google Glass application to enhance networking events using facial recognition. The Glass application takes a picture, sends it to an Express.js backend, matches the image to a user in the training set, and returns the recognized user's information to a Glass card.
- 3DSnap allows you to share and view stereoscopic 3D snapchats with a 3DS or mobile phone.
- Writing
- Notes on synergy, network effects, and ecosystems [draft]
- The Commoditization of Machine Learning
- Student Venture Capital Programs
- Analyzing The Podcast Renaissance [mirror]
- Why I Love Fermi Problems
- Bay Intern Dine Out
- 2015, the year I fell in love with reading (again) [mirror]
(I also publish my partially-thought-out observations, opinions, and notes here)
- Contact
Please reach out! Always happy to meet new people. I can be contacted through Twitter or by email.


The Light Probe Proxy Volume (LPPV) component allows you to use more lighting information for large dynamic GameObjects that cannot use baked lightmaps (for example, large Particle Systems or skinned Meshes).
By default, a probe-lit Renderer receives lighting from a single Light Probe that is interpolated between the surrounding Light Probes in the Scene. Because of this, GameObjects have constant ambient lighting across the surface. This lighting has a rotational gradient because it is using spherical harmonics, but it lacks a spatial gradient. This is more noticeable on larger GameObjects or Particle Systems. The lighting across the GameObject matches the lighting at the anchor point, and if the GameObject straddles a lighting gradient, parts of the GameObject may look incorrect.
The Light Probe Proxy Volume component generates a 3D grid of interpolated Light Probes inside a Bounding Volume. You can specify the resolution of this grid in the UI of the component. The spherical harmonics (SH) coefficients of the interpolated Light Probes are uploaded into 3D textures. The 3D textures containing SH coefficients are then sampled at render time to compute the contribution to the diffuse ambient lighting. This adds a spatial gradient to probe-lit GameObjects.
The Standard Shader supports this feature. To add this to a custom shader, use the ShadeSHPerPixel
function. To learn how to implement this function, see the Particle System sample Shader code example at the bottom of this page.
Most of the Renderer components in Unity contain Light Probes. There are three options for Light Probes:
Off: the Renderer doesn’t use any interpolated Light Probes.
Blend Probes (default value): the Renderer uses one interpolated Light Probe.
Use Proxy Volume: the Renderer uses a 3D grid of interpolated Light Probes.
When you set the Light Probes property to Use Proxy Volume, the GameObject must have a Light Probe Proxy Volume (LPPV) component attached. You can add a LPPV component on the same GameObject, or you can use (borrow) a LPPV component from another GameObject using the Proxy Volume Override property. If Unity cannot find a LPPV component in the current GameObject or in the Proxy Volume Override GameObject, a warning message is displayed at the bottom of the Renderer.
In the Scene above, there are two planes on the floor using Materials that emit a lot of light. Note that:
The ambient light changes across the geometry when using a LPPV component. Use one interpolated Light Probe to create a constant color on each side of the geometry.
The geometry doesn’t use static lightmaps, and the spheres represent interpolated Light Probes. They are part of the Gizmo Renderer.
The area in which the 3D grid of interpolated Light Probes are generated is affected by the Bounding Box Mode property.
There are three options available:
| Bounding Box Mode: | Function: |
|---|---|
| Automatic Local (default value) | A local-space bounding box is computed. The interpolated Light Probe positions are generated inside this bounding box. If a Renderer component isn’t attached to the GameObject, then a default bounding box is generated. The bounding box computation encloses the current Renderer, and sets all the Renderers down the hierarchy that have the Light Probes property to Use Proxy Volume. |
| Automatic World | A bounding box is computed which encloses the current Renderer and all the Renderers down the hierarchy that have the Light Probes property set to Use Proxy Volume. The bounding box is world-aligned. |
| Custom | A custom bounding box is used. The bounding box is specified in the local-space of the GameObject. The bounding box editing tools are available. You can edit the bounding volume manually by modifying the Size and Origin values in the UI. |
The main difference between Automatic Local and Automatic World is that in Automatic Local, the bounding box is more resource-intensive to compute when a large hierarchy of GameObjects uses the same LPPV component from a parent GameObject. However, the resulting bounding box may be smaller in size, meaning the lighting data is more compact.
The number of interpolated Light Probes from within the bounding volume is affected by the Proxy Volume Resolution property. There are two options:
Automatic (default value) - The resolution on each axis is computed using the number of interpolated Light Probes per unit area that you specify, and the size of the bounding box.
Custom - Allows you to specify a different resolution on each axis (see below).
Note: The final resolution on each axis must be a power of two, and the maximum value of the resolution is 32.
Probe Position Mode specifies the relative position of an interpolated Light Probe to a cell center. This option may be useful in situations when some of the interpolated Light Probes pass through walls or other geometries and cause light leaking. The example below shows the difference between Cell Corner and Cell Center in a 2D view, using a 4x4 grid resolution:
A simple Mesh Renderer using a Standard Shader:
A skinned Mesh Renderer using a Standard Shader:
Shader "Particles/AdditiveLPPV" {
Properties {
_MainTex ("Particle Texture", 2D) = "white" {}
_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
}
Category {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
Blend SrcAlpha One
ColorMask RGB
Cull Off Lighting Off ZWrite Off
SubShader {
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_particles
#pragma multi_compile_fog
// Specify the target
#pragma target 3.0
#include "UnityCG.cginc"
// You must include this header to have access to ShadeSHPerPixel
#include "UnityStandardUtils.cginc"
fixed4 _TintColor;
sampler2D _MainTex;
struct appdata_t {
float4 vertex : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_FOG_COORDS(1)
float3 worldPos : TEXCOORD2;
float3 worldNormal : TEXCOORD3;
};
float4 _MainTex_ST;
v2f vert (appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
o.color = v.color;
o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
half3 currentAmbient = half3(0, 0, 0);
half3 ambient = ShadeSHPerPixel(i.worldNormal, currentAmbient, i.worldPos);
fixed4 col = _TintColor * i.color * tex2D(_MainTex, i.texcoord);
col.xyz += ambient;
UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(0,0,0,0)); // fog towards black due to our blend mode
return col;
}
ENDCG
}
}
}
}
The component requires at least Shader Model 4 graphics hardware and API support, including support for 3D Textures with 32-bit floating-point format and linear filtering.
To work correctly, the Scene needs to contain Light Probes via Light Probe Group components. If a requirement is not fulfilled, the Renderer or Light Probe Proxy Volume component Inspector displays a warning message.


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| 04/2018 - present |
Software Engineer
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|
| 07/2017 - 03/2018 |
Graduate Software Engineer
BLANK
|
| 06/2015 - 08/2016 |
Placement Student
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|
| 06/2014 - 08/2014 |
Placement Engineer
BLANK
|
| 06/2013 - 07/2013 |
|
| 12/2019 |
Microsoft Certified Solutions Associate: SQL 2016 Database Development
|


With Sonne, wrinkles, blemishes, sunburn, and sun damage are optional.
Our system is formulated to protect you from the rays that cause 90% of skin aging, while reversing damage already done,making skin aging 100% optional.
Why? Because we wanted to use it ourselves.


From singing at the local gospel choir to listening and appreciating poetry - here are five things to do today in Blackpool - Monday, November 25, 2019
Each day we'll bring you a selection of shows and events happening in Blackpool that you won't want to miss. So if you're planning an impromptu night here are today's choices:
by Suzanne SteedmanTheatre
All Around The World: Charity and community event, celebrating Dance in schools across the Fylde Coast. Opera House, Winter Gardens, Church Street, Blackpool. 6.30pm.
Poetry People
Read, listen, perform and appreciate all aspects of poetry, classic, modern and original. Theme darkest hours, darkest days, also reading poets W, X and Y. Thornton Library, Victoria Road East, Thornton. 1.30-3.30pm.
Quiz
The Big Quiz at Hampton Road Social, Off Lytham Road, South Shore and a Smart Phone Quiz and Rock & Roll Bingo at Bloomfield Club, 128 Bloomfield Road, Blackpool.
Choir
Mereside Community Gospel Choir: Very relaxed, informal and friendly choir. New members welcome. Tarnside Community Centre, Tarnside, Mereside. 7.30-9.30pm. Details ring Linda 07784 325537.
Pilates
Trigger Point Pilates: Release the pain and tension in tight muscles and restructure your body. Suitable for all ages and genders. Also personal training at home. Marton Methodist Church, Midgeland Road, Marton. 10.45-11.45am.


Teaching rural women to read and write
If you are illiterate, simple things like reading signs on a road, numbers on a phone, or directions on a medicine bottle make daily life a struggle. Our Centers have dedicated voluntiers who teach thousands of women to read each year.
0% Interest Loans
We tend to provide 0% Interest loans for extremely needy and people from Below-Powerty-Line(BPL).We would act as a security for the loan provided by the bank.In return,we would encourage entrepreneurship and job creation.Nothing would be charged until they start earning.Once,they start earning,we would take a small chunk of their income towards meeting the loan


CPP-TRICKS
Wait, The caravan will be soon here ...
The painting shown is
Waiting for the Caravan
by Alferd Jacob Miller


#include <GrBSPSplit.h>
Public Types | |
| typedef std::vector< GrMeshInst * > | MeshInstVec |
| typedef std::vector < GrMeshCombiner * > | CombinerArray |
Public Member Functions | |
| GrBSPSplit (UReader &reader) | |
| Purpose: To represent a renderable BSP split. | |
| GrBSPSplit (CombinerArray &meshCombiners, const GrPolygonBSPSplit &polygonBSPSplit, const GrPolygonUberUVMapper &mapper) | |
| ~GrBSPSplit () | |
| const MAABox & | GetBounds () const |
| return the bounds. | |
| GrBSPArea * | GetArea (const MVec3 &pos) |
| gets the area that a given position lies in. | |
| void | GetAreas (std::vector< GrBSPArea * > &areas) |
| gets all areas in the BSP tree. | |
| bool | Pick (GrMeshInst *&meshInst, GrMesh::STriCollision &hit, const MeshInstVec &meshInsts, const MRay &ray) |
| returns true to indicate a ray-mesh interesection. | |
| void | Traverse (GrSceneTraverser *traverser, const MeshInstVec &meshes) |
| traverses the scene. | |
| void | Load (UReader &reader) |
| load/save. | |
| void | Save (UWriter &writer) |
Definition at line 34 of file GrBSPSplit.h.
| typedef std::vector< GrMeshCombiner* > GrBSPSplit::CombinerArray |
Definition at line 38 of file GrBSPSplit.h.
| typedef std::vector< GrMeshInst* > GrBSPSplit::MeshInstVec |
Definition at line 37 of file GrBSPSplit.h.
| GrBSPSplit::GrBSPSplit | ( | UReader & | reader | ) |
Purpose: To represent a renderable BSP split.
File: GrBSPSplit.cpp Author: Kevin Bray Created: 11-06-06 Copyright © 2004 Bootstrap Studios. All rights reserved. class header. project includes. class GrBSPSplit ctor & dtor
Definition at line 36 of file GrBSPSplit.cpp.
| GrBSPSplit::GrBSPSplit | ( | CombinerArray & | meshCombiners, | |
| const GrPolygonBSPSplit & | polygonBSPSplit, | |||
| const GrPolygonUberUVMapper & | mapper | |||
| ) |
get our split.
create front child/leaf.
create back child/leaf.
Definition at line 46 of file GrBSPSplit.cpp.
| GrBSPSplit::~GrBSPSplit | ( | ) |
Definition at line 72 of file GrBSPSplit.cpp.
gets the area that a given position lies in.
public methods
Definition at line 87 of file GrBSPSplit.cpp.
| void GrBSPSplit::GetAreas | ( | std::vector< GrBSPArea * > & | areas | ) |
| const MAABox& GrBSPSplit::GetBounds | ( | ) | const [inline] |
| void GrBSPSplit::Load | ( | UReader & | reader | ) |
load/save.
get the flags and read in what follows it.
update our bounds.
Definition at line 177 of file GrBSPSplit.cpp.
| bool GrBSPSplit::Pick | ( | GrMeshInst *& | meshInst, | |
| GrMesh::STriCollision & | hit, | |||
| const MeshInstVec & | meshInsts, | |||
| const MRay & | ray | |||
| ) |
returns true to indicate a ray-mesh interesection.
does the ray intersect with our bounds?
determine which side to recurse to first.
pick front, then back.
pick back, then front.
we didn't hit anything!
Definition at line 123 of file GrBSPSplit.cpp.
| void GrBSPSplit::Save | ( | UWriter & | writer | ) |
use flags to determine what we're saving.
save children.
Definition at line 198 of file GrBSPSplit.cpp.
| void GrBSPSplit::Traverse | ( | GrSceneTraverser * | traverser, | |
| const MeshInstVec & | meshes | |||
| ) |
traverses the scene.
check to see if we should continue recursion.
recurse the front if necessary.
recurse the back if necessary.
Definition at line 156 of file GrBSPSplit.cpp.


Set up Security Scanning in DTR
Estimated reading time: 7 minutesThese are the docs for DTR version 2.5.15
To select a different version, use the selector below.
This page explains how to set up and enable Docker Security Scanning on an existing installation of Docker Trusted Registry.
Prerequisites
These instructions assume that you have already installed Docker Trusted Registry, and have access to an account on the DTR instance with administrator access.
Before you begin, make sure that you or your organization has purchased a DTR license that includes Docker Security Scanning, and that your Docker ID can access and download this license from the Docker Hub.
If you are using a license associated with an individual account, no additional
action is needed. If you are using a license associated with an organization
account, you may need to make sure your Docker ID is a member of the Owners
team. Only Owners
team members can download license files for an Organization.
If you will be allowing the Security Scanning database to update itself
automatically, make sure that the server hosting your DTR instance can access
https://dss-cve-updates.docker.com/
on the standard https port 443.
Get the security scanning license.
If your DTR instance already has a license that includes Security Scanning, skip this step and proceed to enable DTR Security Scanning.
Tip: To check if your existing DTR license includes scanning, navigate to the DTR Settings page, and click Security. If an “Enable scanning” toggle appears, the license includes scanning.
If your current DTR license doesn’t include scanning, you must first download the new license.
- Log in to the Docker Hub using a Docker ID with access to the license you need.
- In the top right corner, click your user account icon, and select My Content.
- Locate Docker Enterprise Edition in the content list, and click Setup.
- Click License Key to download the license.
Next, install the new license on the DTR instance.
- Log in to your DTR instance using an administrator account.
- Click Settings in the left navigation.
-
On the General tab click Apply new license.
A file browser dialog appears.
- Navigate to where you saved the license key (
.lic
) file, select it, and click Open.
Proceed to enable DTR Security Scanning.
Enable DTR security scanning
To enable security scanning in DTR:
- Log in to your DTR instance with an administrator account.
- Click Settings in the left navigation.
-
Click the Security tab.
Note: If you see a message on this tab telling you to contact your Docker sales representative, then the license installed on this DTR instance does not include Docker Security Scanning. Check that you have purchased Security Scanning, and that the DTR instance is using the latest license file.
- Click the Enable scanning toggle so that it turns blue and says “on”.
-
Next, provide a security database for the scanner. Security scanning will not function until DTR has a security database to use.
By default, security scanning is enabled in Online mode. In this mode, DTR attempts to download a security database from a Docker server. If your installation cannot access
https://dss-cve-updates.docker.com/
you must manually upload a.tar
file containing the security database.- If you are using
Online
mode, the DTR instance will contact a Docker server, download the latest vulnerability database, and install it. Scanning can begin once this process completes. - If you are using
Offline
mode, use the instructions in Update scanning database - offline mode to upload an initial security database.
- If you are using
By default when Security Scanning is enabled, new repositories will automatically scan on docker push
. If you had existing repositories before you enabled security scanning, you might want to change repository scanning behavior.
Set repository scanning mode
Two modes are available when Security Scanning is enabled:
Scan on push & Scan manually
: the image is re-scanned on eachdocker push
to the repository, and whenever a user withwrite
access clicks the Start Scan links or Scan button.Scan manually
: the image is scanned only when a user withwrite
access clicks the Start Scan links or Scan button.
By default, new repositories are set to Scan on push & Scan manually
, but
you can change this setting during repository creation.
Any repositories that existed before scanning was enabled are set to Scan manually
mode by default. If these repositories are still in use, you can change this setting from each repository’s Settings page.
Note: To change an individual repository’s scanning mode, you must have
write
oradmin
access to the repo.
To change an individual repository’s scanning mode:
- Navigate to the repository, and click the Settings tab.
- Scroll down to the Image scanning section.
- Select the desired scanning mode.
Update the CVE scanning database
Docker Security Scanning indexes the components in your DTR images and compares them against a known CVE database. When new vulnerabilities are reported, Docker Security Scanning matches the components in new CVE reports to the indexed components in your images, and quickly generates an updated report.
Users with administrator access to DTR can check when the CVE database was last updated from the Security tab in the DTR Settings pages.
Update CVE database - online mode
By default Docker Security Scanning checks automatically for updates to the vulnerability database, and downloads them when available. If your installation does not have access to the public internet, use the Offline mode instructions below.
To ensure that DTR can access these updates, make sure that the host can reach
https://dss-cve-updates.docker.com/
on port 443 using https.
DTR checks for new CVE database updates at 3:00 AM UTC every day. If an update is found it is downloaded and applied without interrupting any scans in progress. Once the update is complete, the security scanning system looks for new vulnerabilities in the indexed components.
To set the update mode to Online:
- Log in to DTR as a user with administrator rights.
- Click Settings in the left navigation and click Security.
- Click Online.
Your choice is saved automatically.
Tip: DTR also checks for CVE database updates when scanning is first enabled, and when you switch update modes. If you need to check for a CVE database update immediately, you can briefly switch modes from online to offline and back again.
Update CVE database - offline mode
To update the CVE database for your DTR instance when it cannot contact the update server, you download and install a .tar
file that contains the database updates. To download the file:
-
Log in to the Docker Hub.
If you are a member of an Organization managing licenses using Docker Hub, make sure your account is a member of the
Owners
team. Only Owners can view and manage licenses and other entitlements for Organizations from the Docker Hub. - In the top right corner, click your user account icon, and select My Content.
- If necessary, select an organization account from the Accounts menu at the upper right.
- Locate your Docker Enterprise Advanced subscription or trial.
-
Click Setup button.
-
Click Download CVE Vulnerability Database link to download the database file.
If you run into problems, contact us at<EMAIL_ADDRESS>for the file.
To manually update the DTR CVE database from a .tar
file:
- Log in to DTR as a user with administrator rights.
- Click Settings in the left navigation and click Security.
- Click Upload .tar database file.
- Browse to the latest
.tar
file that you received, and click Open.
DTR installs the new CVE database, and begins checking already indexed images for components that match new or updated vulnerabilities.
Tip: The Upload button is unavailable while DTR applies CVE database updates.
Enable or disable automatic database updates
To change the update mode:
- Log in to DTR as a user with administrator rights.
- Click Settings in the left navigation and click Security.
- Click Online/Offline.
Your choice is saved automatically.


| Name
|
Type
|
Default
|
|
animationDuration
|
Number
|
1000
|
Sets or gets jqxLinearGauge's animation duration [ms].
Code examples
Set the animationDuration property.
$('#jqxLinearGauge').jqxLinearGauge({animationDuration: 300 });
Get the animationDuration property.
var animationDuration = $('#jqxLinearGauge').jqxLinearGauge('animationDuration');
|
|
background
|
Object
|
{ borderRadius: 15, style: { stroke: '#cccccc', fill: 'default-gradient'}, visible: true, backgroundType: 'roundedRectangle', showGradient: true }
|
Sets or gets the gauge's properties for it's background.
Possible Values:
'borderType' - specifies the border type. Possible values are 'rectangle' and 'roundedRectangle'
'borderRadius' - sets the border radius
'visible' - indicates if the border will be visible
'style' - sets border style (color and thickness
'showGradient' - whether a gradient background will be used
Code examples
Set the background property.
$('#jqxLinearGauge').jqxLinearGauge({ background: { style: { stroke: '#cccccc', fill: '#cccccc'}, visible: true, backgroundType: 'rectangle' }});
Get the background property.
var background = $('#jqxLinearGauge').jqxLinearGauge('background');
|
|
colorScheme
|
String
|
'scheme01'
|
Sets the gauge's color pallete. jqxLinearGauge suppports 11 color schemes from 'scheme01'
to 'scheme11'.
Code examples
Set the colorScheme property.
$('#jqxLinearGauge').jqxLinearGauge({colorScheme: 'scheme06' });
Get the colorScheme property.
var colorScheme = $('#jqxLinearGauge').jqxLinearGauge('colorScheme');
|
|
disabled
|
Boolean
|
false
|
Sets or gets whether the jqxLinearGauge is disabled.
Code examples
Set the disabled property.
$('#jqxLinearGauge').jqxLinearGauge({disabled: true });
Get the disabled property.
var disabled = $('#jqxLinearGauge').jqxLinearGauge('disabled');
|
|
easing
|
String
|
'linear'
|
Sets or gets jqxLinearGauge's animation easing.
Possible Values:
'linear'
'easeOutBack'
'easeInQuad'
'easeInOutCirc'
'easeInOutSine'
'easeOutCubic'
Code examples
Set the easing property.
$('#jqxLinearGauge').jqxLinearGauge({easing: 'easeInOutSine' });
Get the easing property.
var easing = $('#jqxLinearGauge').jqxLinearGauge('easing');
|
|
height
|
Number
|
300
|
Sets or gets the gauge's height. This property accepts size in pixels and percentage.
Code examples
Set the height property.
$('#jqxLinearGauge').jqxLinearGauge({height: 400 });
Get the height property.
var width = $('#jqxLinearGauge').jqxLinearGauge('height');
|
|
int64
|
Boolean
|
false
|
Enables the jqxLinearGauge 64-bit number support.
Note: If this property is set to true, the properties value,
min, max, ranges.startValue,
ranges.endValue, ticksMinor.interval, ticksMajor.interval
and labels.interval should be set to string values.
Code examples
Set the int64 property.
$('#jqxLinearGauge').jqxLinearGauge({ int64: true });
Get the int64 property.
var int64 = $('#jqxLinearGauge').jqxLinearGauge('int64');
|
|
labels
|
Object
|
{ position: 'both', interval: 20, offset: 0, visible: true, formatValue: function (value, position) {
return value;
}}
|
Sets or gets the gauge's properties for it's labels.
Possible Values:
position - specifies the gauge's labels position. Possible values for this property are 'far', 'near' and 'both'. If 'near' is used labels will be visible only in the left hand side of the ticks. If the 'far' value is set ticks will be visible only in the right hand side of the ticks. Otherwise, if the 'both' value is used the labels will be shown in both sides of the ticks
style - specifies the gauge's pointer style. Here you can set it's fill or stroke color
interval - specifies labels's frequency
offset - specifies labels's offset from the ticks
formatValue - callback used for formatting the label. This function accepts two parameters. The first one is the label's value and the second one is the label's position
visible - indicates whether the labels will be visible
Code examples
Set the labels property.
$('#jqxLinearGauge').jqxLinearGauge({ labels: { position: 'far', interval: 20, offset: 3, visible: true }});
Get the labels property.
var labels = $('#jqxLinearGauge').jqxLinearGauge('labels');
|
|
min
|
Number
|
-60
|
Sets or gets gauge's minimum value.
Code examples
Set the min property.
$('#jqxLinearGauge').jqxLinearGauge({min: 10 });
Get the min property.
var min = $('#jqxLinearGauge').jqxLinearGauge('min');
|
|
max
|
Number
|
40
|
Sets or gets jqxLinearGauge's max value.
Code examples
Set the max property.
$('#jqxLinearGauge').jqxLinearGauge({max: 200 });
Get the max property.
var max = $('#jqxLinearGauge').jqxLinearGauge('max');
|
|
orientation
|
String
|
'vertical'
|
Sets or gets jqxLineaerGauge's orientation.
Possible Values:
'vertical'
'horizontal'
Code examples
Set the orientation property.
$('#jqxLinearGauge').jqxLinearGauge({orientation: 'horizontal' });
Get the orientation property.
var orientation = $('#jqxLinearGauge').jqxLinearGauge('orientation');
|
|
pointer
|
Object
|
{ pointerType: 'default', style: { fill: 'theme-specific-color', stroke: 'theme-specific-color' }, size: '7%', visible: true, offset: 0 }
|
Sets or gets the gauge's properties for it's pointer.
Possible Values:
'pointerType' - specifies the pointer type. Possible values for this property are - 'default' and 'rectangle'. If it's value is 'default' the pointer will be column otherwise it'll be an arrow
'style' - specifies the gauge's pointer style. Here you can set it's fill or stroke color
'size' - specifies pointer's size. This property can be set in percents ('0%' - '100%') or in pixels
'visible' - indicates whether the pointer will be visible
'offset' - indicates the left offset of the pointer
Code examples
Set the pointer property.
$('#jqxLinearGauge').jqxLinearGauge({ pointer: { pointerType: 'arrow', size: '3%', visible: true, offset: 10 }});
Get the pointer property.
var pointer = $('#jqxLinearGauge').jqxLinearGauge('pointer');
|
|
rangesOffset
|
Number
|
0
|
Sets or gets ranges offset from the ticks.
Code examples
Set the rangesOffset property.
$('#jqxLinearGauge').jqxLinearGauge({rangesOffset: 5 });
Get the rangesOffset property.
var rangesOffset = $('#jqxLinearGauge').jqxLinearGauge('rangesOffset');
|
|
rangeSize
|
Number/String
|
'5%'
|
Sets or gets the size of the ranges. This property can be set in percentage or in pixels.
Code examples
Set the rangeSize property.
$('#jqxLinearGauge').jqxLinearGauge({rangeSize: '15%' });
Get the rangeSize property.
var rangeSize = $('#jqxLinearGauge').jqxLinearGauge('rangeSize');
|
|
ranges
|
Array
|
[]
|
This property is array from objects. Each object is different range. The range is colored area with specified size.
Possible Values:
'startValue' - the value from which the range will start
'endValue' - the value where the current range will end
'style' - this property is object containing style information for the range. It accepts properties like 'fill', 'stroke', etc (typical for SVG/VML)
Code examples
Set the ticksPosition property.
var ranges = [{
startValue: 0,
endValue: 35,
style: {
fill: '#dddddd',
stroke: '#dddddd'
}
},
{
startValue: 35,
endValue: 55,
style: {
fill: '#dddddd',
stroke: '#dddddd'
}
}];
$('#jqxLinearGauge').jqxLinearGauge({ ranges: ranges });
Get the ranges property.
var ranges = $('#jqxLinearGauge').jqxLinearGauge('ranges');
|
|
showRanges
|
Boolean
|
true
|
This property indicates whether the gauge's ranges will be visible.
Code examples
Set the showRanges property.
$('#jqxLinearGauge').jqxLinearGauge({showRanges: false });
Get the showRanges property.
var showRanges = $('#jqxLinearGauge').jqxLinearGauge('showRanges');
|
|
scaleStyle
|
Object
|
{ stroke: '#A1A1A1', 'stroke-width': 1 }
|
Sets or gets the style of the line connecting all the ticks.
Code examples
Set the scaleStyle property.
$('#jqxLinearGauge').jqxLinearGauge({scaleStyle: { stroke: '#000000', 'stroke-width': 3 } });
Get the scaleStyle property.
var scaleStyle = $('#jqxLinearGauge').jqxLinearGauge('scaleStyle');
|
|
scaleLength
|
Number/String
|
'90%'
|
Sets or gets the length of the scale. This property could be set in percentage or in pixels.
Code examples
Set the scaleLength property.
$('#jqxLinearGauge').jqxLinearGauge({scaleLength: '100px' });
Get the scaleLength property.
var scaleLength = $('#jqxLinearGauge').jqxLinearGauge('scaleLength');
|
|
ticksOffset
|
Array
|
['36%', '5%']
|
Sets or gets the offset of the ticks. The first element of the array is the left offset and the second one is the top offset.
This property can be set in pixels or percentage.
Code examples
Set the ticksOffset property.
$('#jqxLinearGauge').jqxLinearGauge({rangeSize: [0,3] });
Get the ticksOffset property.
var ticksOffset = $('#jqxLinearGauge').jqxLinearGauge('ticksOffset');
|
|
ticksPosition
|
String
|
'both'
|
Sets or gets jqxLineaerGauge's ticks position.
Possible Values:
'near'-ticks will be visible only in the left side of the scale
'far'-ticks will be visible only in the right side of the scale
'both'-ticks will be visible in both sides
Code examples
Set the ticksPosition property.
$('#jqxLinearGauge').jqxLinearGauge({ticksPosition: 'far' });
Get the ticksPosition property.
var ticksPosition = $('#jqxLinearGauge').jqxLinearGauge('ticksPosition');
|
|
ticksMinor
|
Object
|
{ size: '10%', interval: 5, style: { stroke: '#A1A1A1', 'stroke-width': 1 }, visible: true }
|
Sets or gets the gauge's properties for it's minor ticks.
Possible Values:
'size' - specifies the length of the tick. This property can be set in pixels or in percentage
'interval' - specifies the ticks frequency. With interval equals to 5 each fifth value of the gauge will have a minor tick
'visible' - indicates if the minor ticks will be visible
'style' - sets ticks style (color and thickness)
Code examples
Set the ticksPosition property.
$('#jqxLinearGauge').jqxLinearGauge({ ticksMinor: { size: '5%', interval: 15, style: { stroke: '#898989'}, visible: true }});
Get the ticksMinor property.
var ticksMinor = $('#jqxLinearGauge').jqxLinearGauge('ticksMinor');
|
|
ticksMajor
|
Object
|
{ size: '10%', interval: 5, style: { stroke: '#A1A1A1', 'stroke-width': 1 }, visible: true }
|
Sets or gets the gauge's properties for it's major ticks.
Possible Values:
'size' - specifies the length of the tick. This property is measured in pixels or percentage
'interval' - specifies the ticks frequency. With interval equals to 5 each fifth value of the gauge will have a major tick
'visible' - indicates if the major ticks will be visible
'style' - sets ticks style (color and thickness)
Code examples
Set the ticksMajor property.
$('#jqxLinearGauge').jqxLinearGauge({ ticksMajor: { size: '10px', interval: 15, style: { stroke: '#898989'}, visible: true }});
Get the ticksMajor property.
var ticksMajor = $('#jqxLinearGauge').jqxLinearGauge('ticksMajor');
|
|
value
|
Number
|
-50
|
Sets or gets gauge's value.
Code examples
Set the value property.
$('#jqxLinearGauge').jqxLinearGauge({value: 15 });
Get the value property.
var value = $('#jqxLinearGauge').jqxLinearGauge('value');
|
|
width
|
Number
|
100
|
Sets or gets the gauge's width. This property accepts size in pixels and percentage.
Code examples
Set the width property.
$('#jqxLinearGauge').jqxLinearGauge({width: 400 });
Get the width property.
var width = $('#jqxLinearGauge').jqxLinearGauge('width');
|


Shock split
Charlotte Crosby announces split from Joshua Ritchie as she reveals relationship has ‘completely broken down’
by Dan CainCHARLOTTE Crosby and boyfriend Joshua Ritchie have split up after two years together.
Former Geordie Shore star Charlotte, 29, announced the shock news on Instagram this evening.
She posted: "Me and Josh have decided to part ways.
"Sadly the relationship seems to have broken drown.
"Hoping we can still remain civil and wish him the best for the future."
The couple didn't seem too down about the end of their romance, with Josh enjoying a night out with his pals yesterday and posting videos from a club on Instagram.
Meanwhile Charlotte looked upbeat as she posted content on her own Instagram Story.
The split comes just months after Charlotte moved from the north east to live with Josh in his hometown of Bolton.
They often shared snaps from inside the lavish £450,000 property.
The couple recently starred on the latest series of Celebs Go Dating, and Charlotte opened up about how difficult she was finding leaving her dream home to move in with Josh.
She burst into tears as she revealed to agent Anna Williamson that she was struggling with the transition.
"It's a big deal and sometimes I don't think he (Josh) recognises how much a big deal it is," she said.
Charlotte went on: "I am moving away from everyone I love."
When asked by Anna why she had decided to move in with Josh, a teary Charlotte said: "I want to be with him and I feel excited about starting afresh."
She then started to cry and confessed that her "huge house" in Newcastle is "empty" and "not a good place to be when you're on your own."
They became official in February 2018 with an Instagram snap captioned: "9.2.18."
However, their relationship hit the rocks after a blazing row back in September 2018 and rumours circulated that the couple had split after they had unfollowed each other on Instagram.
They have travelled the world together and featured on various TV programmes together including Celebs Go Dating, Just Tattoo Of Us and Celebrity Coach Trip.


MR. KAM's COMPUTER SCIENCE
Time is IMPORTANT!
Keep Track of your TIME!
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GRADE 7TH
July 14th, 2016


Little Webby Press is a Web Application to convert your manuscript into both an eBook and a Website. It helps reduce the friction between writing and publishing, so that you can focus your time and energy into your craft.
You can use it to generate as many books as you want. There is no need for an account because your data never leaves your computer. Since Little Webby Press doesn rely on expensive to scale servers, it can be offered for free.
The easiest way to understand how Little Webby Press work, is by following along with one of the sample projects we offer. We’re going to explain the whole process of using Little Webby Press by doing a version of Moby Dick.
All that Little Webby Press do is convert your manuscript into the deliverables it supports. It can generate an eBook in EPUB3 format which is compatible with most eReaders and digital bookstores. It also generates a website for your book which you can deploy to your chosen host.


I am a recent Northwestern University graduate who majored in physics and astronomy with a minor in Italian. I was fortunate enough to be involved in astronomy research during my collegiate career. My current research focuses on eclipsing binary stars.
My research forcuses on the study of of eclipsing binary star systems. This artist's rendition (credit: ESO) gives an idea of how, via observations of eclipses, one can use the light curve of a binary star to recover the period.
Feel free to look around the website, or contact me with any questions!


{% extends "docweb/page.html" %} {% load render_table from django_tables2 %} {% load static %} {% block page_title%}Search documents{% endblock %} {% block page_content %}
The search operation is performed in 2 steps: on both server and client side. The entered string is searched on the server in the meta-data from the database. The results are displayed as a table of documents and further (client side) filtering may be performed on the data.


Quick Overview
Total Cases
Today Count :
Recovered
Today Count :
Active Cases
Today Count :
Deaths
Today Count :
CoviCare Twitter Search
State Wise Data
| State | Cases | Recovered | Active | Deaths |
|---|


The autoFocus property (notice the camel case) in React tries to fix cross-browser inconsistencies with the autofocus HTML attribute. To use the autoFocus property, you could simply set it to boolean true or false (which would set an input field to focus on mount accordingly)
...instead of actually setting a DOM attribute, we polyfill its behavior in JavaScript.


{% extends "base.html" %} {% block content %}
If there is some emergency fixes, please follow the instructions:
Please use the old method:
想申請的身份組: [Roles]
申請原因: [Reason]
Please wait for the next emergency fix report.
Please wait for the next emergency fix report.


If your glasses aren't perfect, return them within 30 days for a full refund. We'll even pay shipping.
We make quality lenses super affordable, so you can focus on frames and expand your style.
We've partnered with LensCrafters to offer free frame adjustments at any US store.