new Loader(game)
The Loader handles loading all external content such as Images, Sounds, Texture Atlases and data files. It uses a combination of Image() loading and xhr and provides progress and completion callbacks.
Parameters:
| Name | Type | Description |
|---|---|---|
game |
Phaser.Game | A reference to the currently running game. |
- Source - loader/Loader.js, line 16
Members
-
<static, constant> PHYSICS_LIME_CORONA_JSON :number
-
- Source - loader/Loader.js, line 173
-
<static, constant> PHYSICS_PHASER_JSON :number
-
- Source - loader/Loader.js, line 179
-
<static, constant> TEXTURE_ATLAS_JSON_ARRAY :number
-
- Source - loader/Loader.js, line 155
-
<static, constant> TEXTURE_ATLAS_JSON_HASH :number
-
- Source - loader/Loader.js, line 161
-
<static, constant> TEXTURE_ATLAS_XML_STARLING :number
-
- Source - loader/Loader.js, line 167
-
baseURL :string
-
If you want to append a URL before the path of any asset you can set this here. Useful if you need to allow an asset url to be configured outside of the game code. MUST have / on the end of it!
- Source - loader/Loader.js, line 69
-
crossOrigin :boolean|string
-
The crossOrigin value applied to loaded images. Very often this needs to be set to 'anonymous'.
Type:
- boolean | string
- Default Value:
- false
- Source - loader/Loader.js, line 60
-
game :Phaser.Game
-
Local reference to game.
- Source - loader/Loader.js, line 21
-
hasLoaded :boolean
-
True if all assets in the queue have finished loading.
- Default Value:
- false
- Source - loader/Loader.js, line 33
-
isLoading :boolean
-
True if the Loader is in the process of loading the queue.
- Default Value:
- false
- Source - loader/Loader.js, line 27
-
onFileComplete :Phaser.Signal
-
This event is dispatched when a file completes loading successfully.
- Source - loader/Loader.js, line 84
-
onFileError :Phaser.Signal
-
This event is dispatched when a file errors as a result of the load request.
- Source - loader/Loader.js, line 89
-
onFileStart :Phaser.Signal
-
This event is dispatched immediately before a file starts loading. It's possible the file may still error (404, etc) after this event is sent.
- Source - loader/Loader.js, line 79
-
onLoadComplete :Phaser.Signal
-
This event is dispatched when the final file in the load queue has either loaded or failed.
- Source - loader/Loader.js, line 94
-
onLoadStart :Phaser.Signal
-
This event is dispatched when the loading process starts, before the first file has been requested.
- Source - loader/Loader.js, line 74
-
onPackComplete :Phaser.Signal
-
This event is dispatched when an asset pack has either loaded or failed.
- Source - loader/Loader.js, line 99
-
preloadSprite :object
-
You can optionally link a sprite to the preloader. If you do so the Sprites width or height will be cropped based on the percentage loaded. This property is an object containing: sprite, rect, direction, width and height
- Source - loader/Loader.js, line 54
-
progress :number
-
The rounded load progress percentage value (from 0 to 100)
- Default Value:
- 0
- Source - loader/Loader.js, line 39
-
progressFloat :number
-
The non-rounded load progress value (from 0.0 to 100.0)
- Default Value:
- 0
- Source - loader/Loader.js, line 45
-
useXDomainRequest :boolean
-
If true and if the browser supports XDomainRequest, it will be used in preference for xhr when loading json files. This is only relevant for IE9 when you know your server/CDN requires it.
- Source - loader/Loader.js, line 104
Methods
-
<internal> addToFileList(type, key, url, properties)
-
Internal function that adds a new entry to the file list. Do not call directly.
Parameters:
Name Type Description type
string The type of resource to add to the list (image, audio, xml, etc).
key
string The unique Cache ID key of this resource.
url
string The URL the asset will be loaded from.
properties
object Any additional properties needed to load the file.
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source - loader/Loader.js, line 326
-
atlas(key, textureURL, atlasURL, atlasData, format) → {Phaser.Loader}
-
Add a new texture atlas to the loader.
Parameters:
Name Type Argument Description key
string Unique asset key of the texture atlas file.
textureURL
string The url of the texture atlas image file.
atlasURL
string <optional>
The url of the texture atlas data file (json/xml). You don't need this if you are passing an atlasData object instead.
atlasData
object <optional>
A JSON or XML data object. You don't need this if the data is being loaded from a URL.
format
number <optional>
A value describing the format of the data, the default is Phaser.Loader.TEXTURE_ATLAS_JSON_ARRAY.
Returns:
This Loader instance.
- Source - loader/Loader.js, line 862
-
atlasJSONArray(key, textureURL, atlasURL, atlasData) → {Phaser.Loader}
-
Add a new texture atlas to the loader. This atlas uses the JSON Array data format.
Parameters:
Name Type Argument Description key
string Unique asset key of the texture atlas file.
textureURL
string The url of the texture atlas image file.
atlasURL
string <optional>
The url of the texture atlas data file (json/xml). You don't need this if you are passing an atlasData object instead.
atlasData
object <optional>
A JSON or XML data object. You don't need this if the data is being loaded from a URL.
Returns:
This Loader instance.
- Source - loader/Loader.js, line 814
-
atlasJSONHash(key, textureURL, atlasURL, atlasData) → {Phaser.Loader}
-
Add a new texture atlas to the loader. This atlas uses the JSON Hash data format.
Parameters:
Name Type Argument Description key
string Unique asset key of the texture atlas file.
textureURL
string The url of the texture atlas image file.
atlasURL
string <optional>
The url of the texture atlas data file (json/xml). You don't need this if you are passing an atlasData object instead.
atlasData
object <optional>
A JSON or XML data object. You don't need this if the data is being loaded from a URL.
Returns:
This Loader instance.
- Source - loader/Loader.js, line 830
-
atlasXML(key, textureURL, atlasURL, atlasData) → {Phaser.Loader}
-
Add a new texture atlas to the loader. This atlas uses the Starling XML data format.
Parameters:
Name Type Argument Description key
string Unique asset key of the texture atlas file.
textureURL
string The url of the texture atlas image file.
atlasURL
string <optional>
The url of the texture atlas data file (json/xml). You don't need this if you are passing an atlasData object instead.
atlasData
object <optional>
A JSON or XML data object. You don't need this if the data is being loaded from a URL.
Returns:
This Loader instance.
- Source - loader/Loader.js, line 846
-
audio(key, urls, autoDecode) → {Phaser.Loader}
-
Add a new audio file to the loader.
Parameters:
Name Type Description key
string Unique asset key of the audio file.
urls
Array | string An array containing the URLs of the audio files, i.e.: [ 'jump.mp3', 'jump.ogg', 'jump.m4a' ] or a single string containing just one URL. BLOB urls are supported, but note that Phaser will not validate the audio file's type if a BLOB is provided; the user should ensure that a BLOB url is playable.
autoDecode
boolean When using Web Audio the audio files can either be decoded at load time or run-time. They can't be played until they are decoded, but this let's you control when that happens. Decoding is a non-blocking async process.
Returns:
This Loader instance.
- Source - loader/Loader.js, line 615
-
audiosprite(key, urls, atlasURL) → {Phaser.Loader}
-
Add a new audiosprite file to the loader. Audio Sprites are a combination of audio files and a JSON configuration. The JSON follows the format of that created by https://github.com/tonistiigi/audiosprite
Parameters:
Name Type Description key
string Unique asset key of the audio file.
urls
Array | string An array containing the URLs of the audio files, i.e.: [ 'audiosprite.mp3', 'audiosprite.ogg', 'audiosprite.m4a' ] or a single string containing just one URL.
atlasURL
string The URL of the audiosprite configuration json.
Returns:
This Loader instance.
- Source - loader/Loader.js, line 634
-
binary(key, url, callback, callbackContext) → {Phaser.Loader}
-
Add a binary file to the Loader. It will be loaded via xhr with a responseType of "arraybuffer". You can specify an optional callback to process the file after load. When the callback is called it will be passed 2 parameters: the key of the file and the file data. WARNING: If you specify a callback, the file data will be set to whatever your callback returns. So always return the data object, even if you didn't modify it.
Parameters:
Name Type Argument Description key
string Unique asset key of the binary file.
url
string URL of the binary file.
callback
function <optional>
Optional callback that will be passed the file after loading, so you can perform additional processing on it.
callbackContext
function <optional>
The context under which the callback will be applied. If not specified it will use the callback itself as the context.
Returns:
This Loader instance.
- Source - loader/Loader.js, line 567
-
bitmapFont(key, textureURL, xmlURL, xmlData, xSpacing, ySpacing) → {Phaser.Loader}
-
Add a new bitmap font loading request.
Parameters:
Name Type Argument Default Description key
string Unique asset key of the bitmap font.
textureURL
string The url of the font image file.
xmlURL
string <optional>
The url of the font data file (xml/fnt)
xmlData
object <optional>
An optional XML data object.
xSpacing
number <optional>
0 If you'd like to add additional horizontal spacing between the characters then set the pixel value here.
ySpacing
number <optional>
0 If you'd like to add additional vertical spacing between the lines then set the pixel value here.
Returns:
This Loader instance.
- Source - loader/Loader.js, line 750
-
checkKeyExists(type, key) → {boolean}
-
Check whether asset exists with a specific key. Use Phaser.Cache to access loaded assets, e.g. Phaser.Cache#checkImageKey
Parameters:
Name Type Description type
string The type asset you want to check.
key
string Key of the asset you want to check.
Returns:
boolean -Return true if exists, otherwise return false.
- Source - loader/Loader.js, line 232
-
csvLoadComplete(index)
-
Successfully loaded a CSV file.
Parameters:
Name Type Description index
number The index of the file in the file queue that loaded.
- Source - loader/Loader.js, line 1642
-
dataLoadError(index)
-
Error occured when load a JSON.
Parameters:
Name Type Description index
number The index of the file in the file queue that errored.
- Source - loader/Loader.js, line 1667
-
fileComplete(index)
-
Called when a file is successfully loaded.
Parameters:
Name Type Description index
number The index of the file in the file queue that loaded.
- Source - loader/Loader.js, line 1451
-
fileError(index)
-
Error occured when loading a file.
Parameters:
Name Type Description index
number The index of the file in the file queue that errored.
- Source - loader/Loader.js, line 1432
-
getAsset(type, key) → {any}
-
Gets the asset that is queued for load.
Parameters:
Name Type Description type
string The type asset you want to check.
key
string Key of the asset you want to check.
Returns:
any -Returns an object if found that has 2 properties: index and file. Otherwise false.
- Source - loader/Loader.js, line 283
-
getAssetIndex(type, key) → {number}
-
Gets the fileList index for the given key.
Parameters:
Name Type Description type
string The type asset you want to check.
key
string Key of the asset you want to check.
Returns:
number -The index of this key in the filelist, or -1 if not found.
- Source - loader/Loader.js, line 258
-
image(key, url, overwrite) → {Phaser.Loader}
-
Add an image to the Loader.
Parameters:
Name Type Argument Default Description key
string Unique asset key of this image file.
url
string URL of image file.
overwrite
boolean <optional>
false If an unloaded file with a matching key already exists in the queue, this entry will overwrite it.
Returns:
This Loader instance.
- Source - loader/Loader.js, line 441
-
json(key, url, overwrite) → {Phaser.Loader}
-
Add a json file to the Loader.
Parameters:
Name Type Argument Default Description key
string Unique asset key of the json file.
url
string URL of the json file.
overwrite
boolean <optional>
false If an unloaded file with a matching key already exists in the queue, this entry will overwrite it.
Returns:
This Loader instance.
- Source - loader/Loader.js, line 493
-
jsonLoadComplete(index)
-
Successfully loaded a JSON file.
Parameters:
Name Type Description index
number The index of the file in the file queue that loaded.
- Source - loader/Loader.js, line 1598
-
pack(key, url, data, callbackContext) → {Phaser.Loader}
-
Add an image to the Loader.
Parameters:
Name Type Argument Description key
string Unique asset key of this image file.
url
string <optional>
URL of the Asset Pack JSON file. If you wish to pass a json object instead set this to null and pass the object as the data parameter.
data
object <optional>
The Asset Pack JSON data. Use this to pass in a json data object rather than loading it from a URL. TODO
callbackContext
object <optional>
Some Loader operations, like Binary and Script require a context for their callbacks. Pass the context here.
Returns:
This Loader instance.
- Source - loader/Loader.js, line 404
-
physics(key, url, data, format) → {Phaser.Loader}
-
Add a new physics data object loading request. The data must be in Lime + Corona JSON format. Physics Editor by code'n'web exports in this format natively.
Parameters:
Name Type Argument Default Description key
string Unique asset key of the physics json data.
url
string <optional>
The url of the map data file (csv/json)
data
object <optional>
An optional JSON data object. If given then the url is ignored and this JSON object is used for physics data instead.
format
string <optional>
Phaser.Physics.LIME_CORONA_JSON The format of the physics data.
Returns:
This Loader instance.
- Source - loader/Loader.js, line 707
-
removeAll()
-
Remove all file loading requests.
- Source - loader/Loader.js, line 960
-
removeFile(type, key)
-
Remove loading request of a file.
Parameters:
Name Type Description type
string The type of resource to add to the list (image, audio, xml, etc).
key
string Key of the file you want to remove.
- Source - loader/Loader.js, line 942
-
<internal> replaceInFileList(type, key, url, properties)
-
Internal function that replaces an existing entry in the file list with a new one. Do not call directly.
Parameters:
Name Type Description type
string The type of resource to add to the list (image, audio, xml, etc).
key
string The unique Cache ID key of this resource.
url
string The URL the asset will be loaded from.
properties
object Any additional properties needed to load the file.
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source - loader/Loader.js, line 362
-
reset()
-
Reset loader, this will remove the load queue.
- Source - loader/Loader.js, line 308
-
resize(width, height)
-
Called automatically by ScaleManager when the game resizes in RESIZE scalemode. We use this to adjust the height of the preloading sprite, if set.
Parameters:
Name Type Description width
number The new width of the game in pixels.
height
number The new height of the game in pixels.
- Source - loader/Loader.js, line 215
-
script(key, url, callback, callbackContext) → {Phaser.Loader}
-
Add a JavaScript file to the Loader. Once loaded the JavaScript file will be automatically turned into a script tag (and executed), so be careful what you load! You can also specify a callback. This will be executed as soon as the script tag has been created.
Parameters:
Name Type Argument Description key
string Unique asset key of the script file.
url
string URL of the JavaScript file.
callback
function <optional>
Optional callback that will be called after the script tag has loaded, so you can perform additional processing.
callbackContext
function <optional>
The context under which the callback will be applied. If not specified it will use the callback itself as the context.
Returns:
This Loader instance.
- Source - loader/Loader.js, line 545
-
setPreloadSprite(sprite, direction)
-
You can set a Sprite to be a "preload" sprite by passing it to this method. A "preload" sprite will have its width or height crop adjusted based on the percentage of the loader in real-time. This allows you to easily make loading bars for games. Note that Sprite.visible = true will be set when calling this.
Parameters:
Name Type Argument Default Description sprite
Phaser.Sprite | Phaser.Image The sprite or image that will be cropped during the load.
direction
number <optional>
0 A value of zero means the sprite will be cropped horizontally, a value of 1 means its will be cropped vertically.
- Source - loader/Loader.js, line 183
-
spritesheet(key, url, frameWidth, frameHeight, frameMax, margin, spacing) → {Phaser.Loader}
-
Add a new sprite sheet to the loader.
Parameters:
Name Type Argument Default Description key
string Unique asset key of the sheet file.
url
string URL of the sheet file.
frameWidth
number Width of each single frame.
frameHeight
number Height of each single frame.
frameMax
number <optional>
-1 How many frames in this sprite sheet. If not specified it will divide the whole image into frames.
margin
number <optional>
0 If the frames have been drawn with a margin, specify the amount here.
spacing
number <optional>
0 If the frames have been drawn with spacing between them, specify the amount here.
Returns:
This Loader instance.
- Source - loader/Loader.js, line 590
-
start()
-
Start loading the assets. Normally you don't need to call this yourself as the StateManager will do so.
- Source - loader/Loader.js, line 971
-
text(key, url, overwrite) → {Phaser.Loader}
-
Add a text file to the Loader.
Parameters:
Name Type Argument Default Description key
string Unique asset key of the text file.
url
string URL of the text file.
overwrite
boolean <optional>
false If an unloaded file with a matching key already exists in the queue, this entry will overwrite it.
Returns:
This Loader instance.
- Source - loader/Loader.js, line 467
-
tilemap(key, url, data, format) → {Phaser.Loader}
-
Add a new tilemap loading request.
Parameters:
Name Type Argument Default Description key
string Unique asset key of the tilemap data.
url
string <optional>
The url of the map data file (csv/json)
data
object <optional>
An optional JSON data object. If given then the url is ignored and this JSON object is used for map data instead.
format
number <optional>
Phaser.Tilemap.CSV The format of the map data. Either Phaser.Tilemap.CSV or Phaser.Tilemap.TILED_JSON.
Returns:
This Loader instance.
- Source - loader/Loader.js, line 654
-
totalLoadedFiles() → {number}
-
Returns the number of files that have already been loaded, even if they errored.
Returns:
number -The number of files that have already been loaded (even if they errored)
- Source - loader/Loader.js, line 1798
-
totalLoadedPacks() → {number}
-
Returns the number of asset packs that have already been loaded, even if they errored.
Returns:
number -The number of asset packs that have already been loaded (even if they errored)
- Source - loader/Loader.js, line 1842
-
totalQueuedFiles() → {number}
-
Returns the number of files still waiting to be processed in the load queue. This value decreases as each file in the queue is loaded.
Returns:
number -The number of files that still remain in the load queue.
- Source - loader/Loader.js, line 1820
-
totalQueuedPacks() → {number}
-
Returns the number of asset packs still waiting to be processed in the load queue. This value decreases as each pack in the queue is loaded.
Returns:
number -The number of asset packs that still remain in the load queue.
- Source - loader/Loader.js, line 1864
-
xml(key, url, overwrite) → {Phaser.Loader}
-
Add an XML file to the Loader.
Parameters:
Name Type Argument Default Description key
string Unique asset key of the xml file.
url
string URL of the xml file.
overwrite
boolean <optional>
false If an unloaded file with a matching key already exists in the queue, this entry will overwrite it.
Returns:
This Loader instance.
- Source - loader/Loader.js, line 519
-
xmlLoadComplete(index)
-
Successfully loaded an XML file.
Parameters:
Name Type Description index
number The index of the file in the file queue that loaded.
- Source - loader/Loader.js, line 1686


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{% extends "base.html" %} {% block title %}FoodCalc{% endblock %} {% block content %}
Welcome to the Food Calculator. Pick an event for more details on it, or make a new event.


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| Packages that use Card | |
|---|---|
| poker |
| Uses of Card in poker |
|---|
| Methods in poker that return Card | |
|---|---|
Card |
Deck.deal()
Obtain the next card in the deck. |
Card |
Deck.dealCard()
Obtain a random card from the deck. |
Card |
Deck.extractRandomCard()
Remove and return a randomly selected card from within the deck. |
Card |
GameInfo.getBoardCard(int i)
Obtain the nth card on the table |
Card |
Hand.getCard(int pos)
Get the specified card in the hand |
Card |
Deck.getCard(int i)
Obtain the card at a specific index in the deck. |
Card |
Hand.getLastCard()
|
Card |
Deck.getTopCard()
Get the first card in the deck |
Card |
Deck.pickRandomCard()
Return a randomly selected card from within the deck without removing it. |
| Methods in poker with parameters of type Card | |
|---|---|
static Action |
Action.actionFilter(Action a,
int seat,
Card c1,
Card c2,
GameInfo gi)
Do some basic checks to change the action if game conditions warrant it. |
boolean |
Hand.addCard(Card c)
Add a card to the hand. |
boolean |
Hand.contains(Card c)
|
static double |
HandPotential.CrudePotential1(Card c1,
Card c2,
Hand board)
A crude but fast approximation of PPOT. |
boolean |
Card.equals(Card c)
|
void |
Deck.extractCard(Card c)
Remove a card from within the deck. |
int |
Deck.findCard(Card c)
Find position of Card in Deck. |
int |
Deck.findDiscard(Card c)
|
void |
GameInfo.flop(Card c1,
Card c2,
Card c3)
Proceed to stage FLOP |
static java.lang.String |
Hand.getCardString(Card c1,
Card c2)
Get a string to represent this starting hand (AA, AKs, QJo, ??, etc...) |
double |
HandEvaluator.handRank(Card c1,
Card c2,
Hand h)
Calculates the probability of having the best hand against one opponent. |
double |
HandEvaluator.handRank(Card c1,
Card c2,
Hand h,
int np)
Calculates the probability of having the best hand against several opponents. |
static double |
HandEvaluator.handRank(Card c1,
Card c2,
NChoose2IntTable rankCache,
Deck dk)
Calculate the strength of the given hand. |
static double |
HandEvaluator.handRankNative(Card c1,
Card c2,
Hand h)
|
void |
Player.holeCards(Card c1,
Card c2,
int seat)
receive your hole cards |
boolean |
Deck.inDeck(Card c)
See if a card is in the deck, or if it has been dealt. |
static boolean |
HandEvaluator.isTheNuts(Card c1,
Card c2,
Hand board,
NChoose2IntTable rankCache)
Determine if the hand is the nuts (no hands beat it) |
static java.lang.String |
HandEvaluator.nameHand(Card c1,
Card c2,
Hand b)
Given a hand, return a string naming the hand ('Ace High Flush', etc..) |
static double[] |
HandEvaluator.potential(Card c1,
Card c2,
Hand bd,
com.biotools.poker.model.WeightTable wt)
|
double |
HandPotential.ppot_raw(Card c1,
Card c2,
Hand bd,
boolean full)
Calculate the raw (unweighted) PPot and NPot of a hand. |
double |
HandPotential.ppot(Card c1,
Card c2,
Hand bd,
com.biotools.poker.model.WeightTable w,
boolean full)
Calculate the PPot and NPot of a hand. |
static double |
HandEvaluator.ppot1(Card c1,
Card c2,
Hand bd,
com.biotools.poker.model.WeightTable wt)
|
static int |
HandEvaluator.rankHand(Card c1,
Card c2,
Hand h)
Get a numerical ranking of this hand. |
void |
Deck.replaceCard(Card c)
Place a card back into the deck. |
void |
GameInfo.revealHand(int n,
Card c1,
Card c2)
Reveal a players hand in a showdown. |
void |
GameInfo.revealHand(java.lang.String name,
Card c1,
Card c2)
Reveal a players hand in a showdown. |
void |
GameInfo.river(Card c)
Proceed to stage RIVER |
void |
Hand.setCard(int pos,
Card c)
Set the card at pos to the given card |
void |
GameObserver.showdownEvent(int pos,
Card c1,
Card c2)
Player pos has shown two cards. |
void |
GameInfo.turn(Card c)
Proceed to stage TURN |
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Making the ordinary, extraordinary – innovative lesson ideas and practices
SIGN INSchools are developing at a very brisk speed and becoming more complex. It is necessary to have a system that helps educational Institutes run smoothly and comfort operations. Rather than promoting continuous workflow, the traditional systems actually hamper them
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make communication easy
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{% extends "layouts/main.html" %} {# is rendered in the content block of main.html view view #} {% block content %}


{% extends "base.html" %} {% load bootstrap3 %} {% block content %} {% if study.owner == request.user or study.owner == None %}
You do not have permission to edit this study


1.11.0
Alert
Extends Component
import { Alert } from '@verndale/front-end-components';
class Foo {
construction(){
const Alert = new Alert('.alert');
}
}
AnimatedCardCarousel
Extends Component
import { AnimatedCardCarousel } from '@verndale/front-end-components';
class Foo {
construction(){
const AnimatedCardCarousel = new AnimatedCardCarousel('.animated-carousel-card');
}
}
Accordion
Extends Component
(any)
import { Accordion } from '@verndale/front-end-components';
class Foo {
construction(){
cont Accordion = new Accordion('.accordion');
}
}
Opens an element
(Object)
| Name | Description |
|---|---|
$0.element any
|
|
$0.duration any
(default 0.4 )
|
|
$0.ease any
(default 'easeOut' )
|
|
$0.onComplete any
|
(Object)
HTML element you want to target for animation
(Number)
Speed of the animation
(String)
Ease of the animation
(Function)
On complete function
import {open} from '../helpers';
open({ element: this.el.querySelector('.element)});
Closes an element
(Object)
| Name | Description |
|---|---|
$0.element any
|
|
$0.duration any
(default 0.4 )
|
|
$0.ease any
(default 'easeOut' )
|
|
$0.onComplete any
|
(Object)
HTML element you want to target for animation
(Number)
Speed of the animation
(String)
Ease of the animation
(Function)
On complete function
import {close} from '../helpers';
close({ element: this.el.querySelector('.element)});
Debounce function Delays the processing of the event
(any)
(any)
Key code list object


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Notes
This section is devoted to my development notes where I keep track of things like my workflow, templates, and code fixes. It is not meant to be a blog, but rather as an overview of things for me to keep in mind and to help myself or anyone else with future projects.
Flexbox
This is a very short note about working with flexbox and some quirks that may show up. It is specifically relevant if you have to support Blackberry 7 since this issue arises for that legacy platform.
Gruntfile.js template
Starting a new project or repository usually requires the monotony of setting up some base files that help with your workflow. This is my standard Gruntfile.js file that I use as a template for setting up new projects which covers some of the most common tasks I use in everyday coding.
Git basics
Just some basic notes about working with Git to keep track of commonly used commands.
Generating retina favicons
This post deals with creating retina-grade favicons for your website. It does require purchase of software, but I've found it to be the easiest way to accomplish this task.
CSS font properties
Making sure that the type on your website is optimized for legibility is important to keep in mind. To help you acheive better display of your type, this will show you different CSS properties and general best practices to implement on your site.
Switching default search (updated)
Google Chrome will sometimes switch your default search engine to whatever country you're in due to your geolocation information. If you'd like to override that behavior, this is how you do it.


|
Vienna Vulkan Engine
|
Represents any object that can be drawn. More...
#include <VEEntity.h>
Classes | |
| struct | veUBOPerObject_t |
| Data that is updated for each object. More... | |
Public Types | |
| enum | veEntityType { VE_ENTITY_TYPE_NORMAL, VE_ENTITY_TYPE_SKYPLANE, VE_ENTITY_TYPE_TERRAIN_HEIGHTMAP } |
| The entity type determines what kind of entity this is. More... | |
| Public Types inherited from ve::VESceneObject | |
| enum | veObjectType { VE_OBJECT_TYPE_ENTITY, VE_OBJECT_TYPE_CAMERA, VE_OBJECT_TYPE_LIGHT } |
| Object type, can be node, entity for drawing, camera or light. More... | |
| Public Types inherited from ve::VESceneNode | |
| enum | veNodeType { VE_NODE_TYPE_SCENENODE, VE_NODE_TYPE_SCENEOBJECT } |
| Object type, can be just a scene node, or an object that additionally needs a UBO buffer. More... | |
Public Member Functions | |
| virtual veObjectType | getObjectType () |
| virtual veEntityType | getEntityType () |
| virtual uint32_t | getSizeUBO () |
| void | setParam (glm::vec4 param) |
| Sets the object parameter vector. More... | |
| void | setResourceIdx (uint32_t idx) |
| set the index into the subrenderer resource list More... | |
| uint32_t | getResourceIdx () |
| virtual void | getBoundingSphere (glm::vec3 *center, float *radius) |
| Get a bounding sphere for this entity. More... | |
| Public Member Functions inherited from ve::VESceneObject | |
| virtual veNodeType | getNodeType () |
| Public Member Functions inherited from ve::VESceneNode | |
| VESceneNode * | getParent () |
| bool | hasParent () |
| std::vector< VESceneNode * > & | getChildrenList () |
| std::vector< VESceneNode * > | getChildrenCopy () |
| void | setTransform (glm::mat4 trans) |
| Sets the scene node's local to parent transform. | |
| glm::mat4 | getTransform () |
| void | setPosition (glm::vec3 pos) |
| Sets the scene node's position. | |
| glm::vec3 | getPosition () |
| glm::vec3 | getXAxis () |
| glm::vec3 | getYAxis () |
| glm::vec3 | getZAxis () |
| void | multiplyTransform (glm::mat4 trans) |
| Multiplies the entity's transform with another 4x4 transform. More... | |
| glm::mat4 | getWorldTransform () |
| An entity's world matrix is the local to parent transform multiplied by the parent's world matrix. More... | |
| void | lookAt (glm::vec3 eye, glm::vec3 point, glm::vec3 up) |
| lookAt function for a left handed frame of reference More... | |
| virtual void | addChild (VESceneNode *) |
| Adds a child object to the list of children. More... | |
| virtual void | removeChild (VESceneNode *) |
| remove a child from the children list - child is NOT destroyed More... | |
| virtual void | getOBB (std::vector< glm::vec4 > &pointsW, float t1, float t2, glm::vec3 ¢er, float &width, float &height, float &depth) |
| Get an OBB that exactly holds the given points. More... | |
| Public Member Functions inherited from ve::VENamedClass | |
| VENamedClass (std::string name) | |
| Constructor. | |
| ~VENamedClass () | |
| Destructor. | |
| std::string | getName () |
Public Attributes | |
| VEMesh * | m_pMesh = nullptr |
| Pointer to entity mesh. | |
| VEMaterial * | m_pMaterial = nullptr |
| Pointer to entity material. | |
| VESubrender * | m_pSubrenderer = nullptr |
| subrenderer this entity is registered with / replace with a set | |
| bool | m_visible = false |
| should it be drawn at all? | |
| bool | m_castsShadow = true |
| draw in the shadow pass? | |
| Public Attributes inherited from ve::VESceneObject | |
| vh::vhMemoryHandle | m_memoryHandle = {} |
| Handle to the UBO memory. | |
Protected Member Functions | |
| VEEntity (std::string name, veEntityType type, VEMesh *pMesh, VEMaterial *pMat, glm::mat4 transf) | |
| VEEntity constructor. More... | |
| virtual | ~VEEntity () |
| VEEntity destructor. More... | |
| virtual void | updateUBO (glm::mat4 worldMatrix, uint32_t imageIndex) |
| Update the entity's UBO. More... | |
| Protected Member Functions inherited from ve::VESceneObject | |
| virtual void | updateUBO (void *pUBO, uint32_t sizeUBO, uint32_t imageIndex) |
| Copy the local data of this scene object into the GPU UBO. More... | |
| VESceneObject (std::string name, glm::mat4 transf=glm::mat4(1.0f), uint32_t sizeUBO=0) | |
| Constructor of the scene object class. More... | |
| virtual | ~VESceneObject () |
| Destructor of the scene object class. More... | |
| Protected Member Functions inherited from ve::VESceneNode | |
| VESceneNode (std::string name, glm::mat4 transf=glm::mat4(1.0f)) | |
| The constructor ot the VESceneNode class. More... | |
| virtual | ~VESceneNode () |
| Destructor of the scene node class. | |
| glm::mat4 | getWorldTransform2 () |
| An entity's world matrix is the local to parent transform multiplied by the parent's world matrix. More... | |
Protected Attributes | |
| veEntityType | m_entityType = VE_ENTITY_TYPE_NORMAL |
| Entity type. | |
| glm::vec4 | m_param = glm::vec4(1.0f, 1.0f, 0.0f, 0.0f) |
| Free parameter, e.g. for texture animation. | |
| uint32_t | m_resourceIdx = 0 |
| Idx into subrenderer list of resources. | |
| Protected Attributes inherited from ve::VESceneNode | |
| glm::mat4 | m_transform = glm::mat4(1.0) |
| Transform from local to parent space, the engine uses Y-UP, Left-handed. | |
| std::vector< VESceneNode * > | m_children |
| List of entity children. | |
| VESceneNode * | m_parent = nullptr |
| Pointer to entity parent. | |
| std::mutex | m_mutex |
| Mutex for locking access to this node. | |
| Protected Attributes inherited from ve::VENamedClass | |
| std::string | m_name |
| Name of this instance. | |
Represents any object that can be drawn.
VEEntity represents any object that can be drawn. Entities have exactly one mesh and one material. Entities are associated with exactly one VESubrender instance. This instance is responsible for managing all drawing related tasks, like creating UBOs and selecting the right PSO.
|
protected |
|
protectedvirtual |
VEEntity destructor.
Destroy the entity's UBOs.
|
virtual |
Get a bounding sphere for this entity.
Return the bounding sphere of the mesh that this entity represents (if there is one).
| [out] | center | Pointer to the sphere center to return |
| [out] | radius | Pointer to the radius to return |
Reimplemented from ve::VESceneNode.
|
inlinevirtual |
|
inlinevirtual |
Implements ve::VESceneObject.
|
inline |
|
inlinevirtual |
Implements ve::VESceneObject.
| void ve::VEEntity::setParam | ( | glm::vec4 | param | ) |
Sets the object parameter vector.
This is usually used for texture animation.
| [in] | param | The new parameter vector |
|
inline |
set the index into the subrenderer resource list
| [in] | idx | The new index |
|
protectedvirtual |
Update the entity's UBO.
| [in] | worldMatrix | The new world matrix of the entity |
| [in] | imageIndex | The Index of the swapchain image that is currently used. |
Reimplemented from ve::VESceneNode.


MeeToo 5.1 - Transfer Contacts
Document Id: KBDOC-00212
Created: 2013-08-01
Updated: 2013-08-10
Learn how to transfer contacts from a MeeToo 5.1
If the contacts on the MeeToo 5.1 are already synchronized. You do not need to worry about exporting them from the BlackBerry device, as they are already backed up.
Synchronize Contacts with MeeToo 5.1
- On the MeeToo 5.1 tap Preferences.
- Tap Mail, Contacts, Calendars.
- Tap Add Account.
- Enter the account information.
- Tap Add.
- The Contacts are now synchronized to the MeeToo 5.1.
Tags: mobilephone, changes, phonenumber, transferred


{% extends "base.html" %} {% block content %} Contact Us Thank you for your interest. Our preference is<EMAIL_ADDRESS>but you may also text or call<PHONE_NUMBER> or use the contact form below. {% csrf_token %} Email * Subject * Message * {% if form.errors %} {% for field in form %} {% for error in field.errors %} - {{ error|escape }} {% endfor %} {% endfor %} {% endif %} {% endblock content %}
Thank you for your interest. Our preference is<EMAIL_ADDRESS>but you may also text or call<PHONE_NUMBER> or use the contact form below.
- {{ error|escape }}


Our Mission
To promote and develop responsive and pro-active initiatives and programs through a holistic approach in pursuit of providing the locators/investors and other clients with excellent customer service not only the needed number of workers with proper skills but also attain harmony, productivity, work values and industrial peace within Subic Bay Freeport.
Our Functions
- Helping investors augment and source their employment requirements;
- Assisting foreign nationals secure work visas and work permits;
- Studying and amicably settling professional and labor relations disputes;
- Assisting investors in sourcing available support services from the adjoining cities/municipalities of the Subic Bay Freeport Zone; and
- Establishing training programs to meet future employment requirements of its investors.
Our Services
- Manpower Sourcing Services
- Endorsement for Issuance of Entry/Exit Pass for SBFZ Investors/Locators (Initial/Renewal)
- Endorsement for Issuance of Alien Employment Permit (AEP)
- Endorsement for Issuance of Provisional Permit to Work (PPW)
- Endorsement for Issuance of Special Work Permit (SWP)
- Issuance of Certificate of Accreditation (Manpower Services, Janitorial/Messengerial Services, Security Services and Other Port Related Services)
- Endorsement for Issuance of Entry/Exit Pass for SBFZ Accredited Service Contractors


Startup framework uses HTML5 doctype! So your HTML file should start with following rows:
<!--DOCTYPE html -->
...
First, you need to have the Startup framework package or have access to its repository on Github.
Place the folder containing the Startup framework into the root directory of your project. (You can change its location, but you should be careful with the URLs in that case).
The Startup framework has two abstract versions for your use.
If you have no experience developing with "LESS", you can use this version. In order to start developing with the css version you only need to know HTML and CSS (and JavaScript, if you want do more interesting effects).
First step. Put following code into your HTML file:
<!-- this code between <header> ... </header> -->
<link rel="stylesheet" href="(way to the startup folder)/flat-ui/bootstrap/css/bootstrap.css">
<link rel="stylesheet" href="(way to the startup folder)/flat-ui/bootstrap/css/bootstrap-responsive.css">
<link rel="stylesheet" href="(way to the startup folder)/flat-ui/css/flat-ui.css">
<!-- Using only with Flat-UI (free)-->
<link rel="stylesheet" href="(way to the startup folder)/common-files/css/icon-font.css">
<!-- end -->
<link rel="stylesheet" href="(way to the startup folder)/common-files/css/animations.css">
<!-- this code directly before </body> -->
<script src="(way to the startup folder)/common-files/js/jquery-1.10.2.min.js"></script>
<script src="(way to the startup folder)/flat-ui/js/bootstrap.min.js"></script>
<script src="(way to the startup folder)/common-files/js/jquery.scrollTo-<IP_ADDRESS>-min.js"></script>
<script src="(way to the startup folder)/common-files/js/modernizr.custom.js"></script>
<script src="(way to the startup folder)/common-files/js/page-transitions.js"></script>
<script src="(way to the startup folder)/common-files/js/easing.min.js"></script>
<script src="(way to the startup folder)/common-files/js/jquery.svg.js"></script>
<script src="(way to the startup folder)/common-files/js/jquery.svganim.js"></script>
<script src="(way to the startup folder)/common-files/js/jquery.parallax.min.js"></script>
<script src="(way to the startup folder)/common-files/js/startup-kit.js"></script>
Second step. Insert the styles for the elements you want to use:
<!-- header -->
<link rel="stylesheet" href="(way to the startup folder)/ui-kit/ui-kit-header/css/style.css">
<!-- content -->
<link rel="stylesheet" href="(way to the startup folder)/ui-kit/ui-kit-content/css/style.css">
<!-- blog -->
<link rel="stylesheet" href="(way to the startup folder)/ui-kit/ui-kit-blog/css/style.css">
<!-- contacts -->
<link rel="stylesheet" href="(way to the startup folder)/ui-kit/ui-kit-contacts/css/style.css">
<!-- crew -->
<link rel="stylesheet" href="(way to the startup folder)/ui-kit/ui-kit-crew/css/style.css">
<!-- price -->
<link rel="stylesheet" href="(way to the startup folder)/ui-kit/ui-kit-price/css/style.css">
<!-- projects -->
<link rel="stylesheet" href="(way to the startup folder)/ui-kit/ui-kit-projects/css/style.css">
<!-- footer -->
<link rel="stylesheet" href="(way to the startup folder)/ui-kit/ui-kit-footer/css/style.css">
Finally, choose the block you want to use and follow the instructions for it!
It's your choice, if you want to use "LESS". We have done everything to make the usability of our framework simpler.
The first step is the same as with the simple version.
Second step. In your main '.less' file add the following lines of code:
@import '(way to the startup folder)/flat-ui/less/config.less';
@import '(way to the startup folder)/flat-ui/less/mixins.less';
/*only fo flat-ui free*/
@import '(way to the startup folder)/common-files/less/flat-ui-free2.0.0-fix.less';
/* end only for flat-ui free*/
@import '(way to the startup folder)/common-files/less/mixins.less';
@import '(way to the startup folder)/common-files/less/common.less';
@import '(way to the startup folder)/common-files/less/navbar.less';
@import '(way to the startup folder)/common-files/less/helper.less';
The last step is the same as with the simple version.
All components of Startup framework use responsive design. Some of them could have differences between browsers that support JavaScript and browsers without JavaScript support. Those differences are not critical. But if you are developing a product for these particular browsers, please be careful and don't forget to test the result.
Startup Framework based on Flat UI Free. You can add new elements using Flat UI Pro Version.
Learn MoreVideo tutorials show you how to make a web-site for your startup from design to code.
Watch TutorialsYou can leave your questions and comments on GitHub or e-mail us. Also we have F.A.Q.
F.A.Q Page


|
miniTeX
v1.1
Simple, didactic TeX
|
Header file for miniTeX. More...
Go to the source code of this file.
Macros | |
| #define | NUMBER_OF_DOC_PROPERTIES 5 |
| #define | NUMBER_OF_DOC_PROPERTIES 5 |
Enumerations | |
| enum | document_property { PAGE_SETUP, TAB_SIZE, DOC_TITLE, DOC_AUTHOR, DOC_DATE, PAGE_SETUP, TAB_SIZE, DOC_TITLE, DOC_AUTHOR, DOC_DATE } |
| An enumerated list with the 5 document properties. A problem with Doxygen causes the elements to be duplicated in the documentation. More... | |
Functions | |
| void | printTab () |
| Prints spaces depending on the tab size. | |
| void | dealWithDocPropertyErrors () |
| Checks for all possible errors in document properties. | |
| void | validateInteger (const int toValidate, const char description[], const int lowerLimit, const int upperLimit) |
| Validates the integer passed in as one the arguments Validates the integer passed in as an argument against the limits provided. Uses the description argument to print an error. More... | |
| int | numberOfDigits (const int num) |
| Returns the number of digits of the integer passed in. More... | |
| void | printPageNumber () |
| Prints the page number center-aligned. More... | |
| void | actionIfReachedEndOfPage () |
| Called when we reach the end of a page Prints the page number, increments it and resets the line number. | |
| void | removeFirstAndLastChar (char **string) |
| Removes first and last character of the string passed "by reference". More... | |
| void | capitalize (char **string) |
| Capitalizes the string passed "by reference". More... | |
| int | charArraySize (const char *str) |
| Returns the size of the character array argument. More... | |
| void | newLineActions () |
| Called on a new line Prints a new line, increments the number of lines on current page, performs appropriate action if the end of page has been reached. | |
| void | printCenterAligned (const char *s) |
| Prints the string inserted as an argument in the output file center-aligned. More... | |
| void | printLeftAligned (const char *s, const int charsUsed) |
| Prints the string argument left-aligned. More... | |
| void | printDocumentProperties () |
| Prints the title, author and date in the center by calling. More... | |
| void | addLineNumberToLastPage () |
| Prints new lines until we are at the end of the page and then prints the line number in the center. | |
| void | freeMemory () |
| Frees memory created by. More... | |
Variables | |
| bool | enumerateFlag |
| Flag for enumeration/bullet points mode When this is true, we are in enumeration mode and any list items will be considered as an enumerate list instead of bullet points. | |
| int | docPropertyCounters [NUMBER_OF_DOC_PROPERTIES] |
| An array of the document property counters An array with counters of how many times each of the document properties appears in the input file. The order of the properties is defined in the enum below. | |
Integers related to user-defined document properties and keeping track of sections and enumerated list items | |
| int | tabSize |
| int | linesPerPage |
| int | charsPerLine |
| int | lineNumberOnPage = 1 |
| int | pageNumber = 1 |
| int | sectionCount = 1 |
| int | currentEnumeratedListItem = 1 |
Integers used in validation | |
| const int | MIN_TAB_SIZE = 0 |
| const int | MAX_TAB_SIZE = 7 |
| const int | MIN_LINES_PER_PAGE = 1 |
| const int | MIN_CHARS_PER_LINE = 20 |
The title, author and date of the document are stored in these variables | |
| char * | title |
| char * | author |
| char * | date |
Header file for miniTeX.
| enum document_property |
An enumerated list with the 5 document properties. A problem with Doxygen causes the elements to be duplicated in the documentation.
| void capitalize | ( | char ** | string | ) |
Capitalizes the string passed "by reference".
| string | The string |
| int charArraySize | ( | const char * | str | ) |
Returns the size of the character array argument.
| str | The string |
| freeMemory | ( | ) |
Frees memory created by.
in the .l file
| int numberOfDigits | ( | const int | num | ) |
Returns the number of digits of the integer passed in.
| num | The integer |
| void printCenterAligned | ( | const char * | s | ) |
Prints the string inserted as an argument in the output file center-aligned.
| s | The string |
| printDocumentProperties | ( | ) |
Prints the title, author and date in the center by calling.
| void printLeftAligned | ( | const char * | s, |
| const int | charsUsed | ||
| ) |
Prints the string argument left-aligned.
| s | The string |
| charsUsed | Allows the function to take into account any characters on the current line already used |
| void printPageNumber | ( | ) |
Prints the page number center-aligned.
| void removeFirstAndLastChar | ( | char ** | string | ) |
Removes first and last character of the string passed "by reference".
| string | The string |
| void validateInteger | ( | const int | toValidate, |
| const char | description[], | ||
| const int | lowerLimit, | ||
| const int | upperLimit | ||
| ) |
Validates the integer passed in as one the arguments Validates the integer passed in as an argument against the limits provided. Uses the description argument to print an error.
| toValidate | The integer to be validated |
| description | Used to print an error in the case there is one |
| lowerLimit | The lower bound of the valid range |
| upperLimit | The upper bound of the valid range |


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What is scope?
When you have a value or expression, scope refers to the context in which said values and expressions are visible.
Let's say I have the following piece of code:
function returnDog() {
var animal = "dog";
return animal;
}
The animal
variable is defined inside the returnDog()
function. When run, returnDog()
will return the value of animal
which in this case is "dog"
Now what if I tried to change the value of animal
to say, "cat"
. You would think returnDog()
would turn into some sort of returnCat()
instead, right?
function returnDog() {
var animal = "dog";
return animal;
}
animal = "cat";
returnDog() // value is still "dog"
But how is that?! We changed the animal variable to "cat"
right before we called the function!
That's where scope comes in. The animal variable contained within returnDog()
is only visible to the other parts of the code within the function.
What ends up happening is that we've defined two lots of animal
variables. One is within the function which contains the value of "dog"
and the other sits outside of the function with the value of "cat"
.
Since functions only exist as they're being called, the animal variable within returnDog()
is able to exist seperately from any other potential variables. It's possible to have hundreds of animal
variables within hundreds of functions (although why would you) since they'd never interact with one another.
While you can't alter variables declared within functions from the outside, you can do the reverse.
i = 0;
function count() {
j = " is a number";
return i + j;
}
This code would return "0 is a number"
.
From within count()
, I could set i
equal to "hotdogs"
and we could get "hotdogs is a number"
as a result.
We could then set j
to equal " are a food"
so that our code makes a bit more sense
Due to Javascript scope however, while j
would still be equal to " are a food"
, once we run count()
, the output would be the same as we are left with two different j
variables: once outside the function and one within it.
The same applies to functions within functions and so on. Scope works from the present level upwards.
Hopefully that all made sense!


Mark :
--Выберите--
Honda
Mazda
Opel
Lada
Show for last day
Create
ID
Photo
Producer
Model
Body
Engine
Type_of_engine
Engine_condition
Car_condition
Year
Mileage
Price
Sale
Date


<xsl:strip/preserve-space>
- Functionality
- Identifying strippable whitespace nodes
- Determining which nodes to strip
- Stripping nodes
- Filtering whitespace nodes
Functionality
The <xsl:strip-space>
and <xsl:preserve-space>
elements are used to control the way whitespace nodes in the source XML
document are handled. These elements have no impact on whitespace in the XSLT
stylesheet. Both elements can occur only as top-level elements, possible more
than once, and the elements are always empty
Both elements take one attribute "elements" which contains a whitespace separated list of named nodes which should be or preserved stripped from the source document. These names can be on one of these three formats (NameTest format):
-
All whitespace nodes:
elements="*"
-
All whitespace nodes with a namespace:
elements="<namespace>:*"
-
Specific whitespace nodes:
elements="<qname>"
Identifying strippable whitespace nodes
The DOM detects all text nodes and assigns them the type TEXT
.
All text nodes are scanned to detect whitespace-only nodes. A text-node is
considered a whitespace node only if it consist entirely of characters from
the set { 0x09, 0x0a, 0x0d, 0x20 }. The DOM implementation class has a static
method used to detect such nodes:
private static final boolean isWhitespaceChar(char c) { return c == 0x20 || c == 0x0A || c == 0x0D || c == 0x09; }
The characters are checked in probable order.
The DOM has a bit-array that is used to tag text-nodes as strippable whitespace nodes:
private int[] _whitespace;
There are two methods in the DOM implementation class for accessing this
bit-array: markWhitespace(node)
and isWhitespace(node)
.
The array is resized together with all other arrays in the DOM by the
DOM.resizeArrays()
method. The bits in the array are set in the
DOM.maybeCreateTextNode()
method. This method must know whether
the current node is a located under an element with an
xml:space="<value>"
attribute in the DOM, in which
case it is not a strippable whitespace node.
An auxillary class, WhitespaceHandler, is used for this purpose. The class
works in a way as a stack, where you "push" a new strip/preserve setting
together with the node in which this setting was determined. This means that
for every time the DOM builder encounters an xml:space
attribute
it will invoke a method on an instance of the WhitespaceHandler class to
signal that a new preserve/strip setting has been encountered. This is done
in the makeAttributeNode()
method. The whitespace handler stores the
new setting and pushes the current element node on its stack. When the
DOM builder closes up an element (in endElement()
), it invokes
another method of the whitespace handler to check if the strip/preserve
setting is still valid. If the setting is now invalid (we're closing the
element whose node id is on the top of the stack) the handler inverts the
setting and pops the element node id off the stack. The previous
strip/preserve setting is then valid, and the id of node where this setting
was defined is on the top of the stack.
Determining which nodes to strip
A text node is never stripped unless it contains only whitespace
characters (Unicode characters 0x09, 0x0A, 0x0D and 0x20). Stripping a text
node means that the node disappears from the DOM; so that it is never
included in the output and that it is ignored by all functions such as
count()
. A text node is preserved if any of the following apply:
-
the element name of the parent of the text node is in the set of
elements listed in
<xsl:preserve-space>
- the text node contains at least one non-whitespace character
-
an ancenstor of the whitespace text node has an attribute of
xsl:space="preserve"
, and no close ancestor has and attribute ofxsl:space="default"
.
Otherwise, the text node is stripped. Initially the set of whitespace-preserving element names contains all element names, so the default behaviour is to preserve all whitespace text nodes.
This seems simple enough, but resolving conflicts between matching
<xsl:strip-space>
and <xsl:preserve-space>
elements requires a lot of thought. Our first consideration is import
precedence; the match with the highest import precedence is always chosen.
Import precedence is determined by the order in which the compared elements
are visited. (In this case those elements are the top-level
<xsl:strip-space>
and <xsl:preserve-space>
elements.) This example is taken from the XSLT recommendation:
- stylesheet A imports stylesheets B and C in that order;
- stylesheet B imports stylesheet D;
- stylesheet C imports stylesheet E.
Then the order of import precedence (lowest first) is D, B, E, C, A.
Our next consideration is the priority of NameTests (XPath spec):
-
elements="<qname>"
has priority 0 -
elements="<namespace>:*"
has priority -0.25 -
elements="*"
has priority -0.5
It is considered an error if the desicion is still ambiguous after this, and it is up to the implementors to decide what the apropriate action is.
With all this complexity, the normal usage for these elements is quite smiple; either preserve all whitespace nodes but one type:
<xsl:strip-space elements="foo"/>
or strip all whitespace nodes but one type:
<xsl:strip-space elements="*"/> <xsl:preserve-space elements="foo"/>
Stripping nodes
The ultimate goal of our design would be to totally screen all stripped nodes from the translet; to either physically remove them from the DOM or to make it appear as if they are not there. The first approach will cause problems in cases where multiple translets access the same DOM. In the future we wish to let translets run within servlets / JSPs with a common DOM cache. This DOM cache will keep copies of DOMs in memory to prevent the same XML file from being downloaded and parsed several times. This is a scenarios we might see:
Figure 1: Multiple translets accessing a common pool of DOMs
The three translets running on this host access a common pool of 4 DOMs. The DOMs are accessed through a common DOM interface. Translets accessing a single DOM will have a DOMAdapter and a single DOMImpl object behind this interface, while translets accessing several DOMs will be given a MultiDOM and a set of DOMImpl objects.
The translet to the left may want to strip some nodes from the shared DOM in the cache, while the other translets may want to preserve all whitespace nodes. Our initial thought then is to keep the DOM as it is and somehow screen the left-hand translet of all the whitespace nodes it does not want to process. There are a few ways in which we can accomplish this:
-
The translet can, prior to starting to traverse the DOM, send a reference
to the tables containing information on which nodes we want stripped to
the DOM interface. The DOM interface is then responsible for hiding all
stripped whitespace nodes from the iterators and the translet. A problem
with this approach is that we want to omit the DOM interface layer if
the translet is only accessing a single DOM. The DOM interface layer will
only be instanciated by the translet if the stylesheet contained a call
to the
document()
function.
-
The translet can provide its iterators with information on which nodes it
does not want to see. The translet is still shielded from unwanted
whitespace nodes, but it has the hassle of passing extra information over
to most iterators it ever instanciates. Note that all iterators do not
need be aware of whitepspace nodes in this case. If you have a look at
the figure again you will see that only the first level iterator (that is
the one closest to the DOM or DOM interface) will have to strip off
whitespace nodes. But, there may be several iterators that operate
directly on the DOM ( invoked by code handling XSL functions such as
count()
) and every single one of those will need to be told which whitespace nodes the translet does not want to see.
-
The third approach will take advantage of the fact that not all
translets will want to strip whitespace nodes. The most effective way of
removing unwanted whitespace nodes is to do it once and for all, before
the actual traversal of the DOM starts. This can be done by making a
clone of the DOM with exlusive-access rights for this translet only. We
still gain performance from the cache because we do not have to pay the
cost of the delay caused by downloading and parsing the XML source file.
The cost we have to pay is the time needed for the actual cloning and the
extra memory we use.
Normally one would imagine the translet (or the wrapper class that invokes the translet) calls the DOM cache with just an URL and receives a reference to an instanciated DOM. The cache will either have built this DOM on-demand or just passed back a reference to an existing tree. In this case the DOM would need an extra call that a translet would use to clone a DOM, passing the existing DOM reference to the cache and recieving a new reference to the cloned DOM. The translet can then do whatever it wants with this DOM (the cache need not even keep a reference to this tree).
We are lucky enough to be able to combine the first two approaches. All iterators that directly access the DOM (axis iterators) are instanciated by calls to the DOM interface layer (the DOM class). The actual iterators are created in the DOM implementation layer (the DOMImpl class). So, we can pass references to the preserve/strip whitespace tables to the DOM, and the DOM will make sure that all axis iterators return node sets with respect to these tables.
Filtering whitespace nodes
For each axis iterator and for DOM.makeStringValue()
and
DOM.stringValueAux()
we must apply a filter for eliminating all
unwanted whitespace nodes. To achive this we must build a very efficient
predicate for determining if the current node should be stripped or not. This
predicate is built by Whitespace.compilePredicate()
. This method is
static and builds a predicate for a vector of WhitespaceRule objects. (The
WhitespaceRule class is defined within the Whitespace class.) Each
WhitespaceRule object contains information for a single element listed
in an <xsl:strip/preserve-space>
element, and is broken down
into the following information:
- the namespace (can be the default namespace)
- the element name or "
*
" - the type of rule; NS:EL, NS:
*
or*
- the priority of the rule (based on import precedence and type)
- the action; either strip or preserver
The Vector of WhitespaceRules is arranged in order of priority and redundant rules are removed. A predicate method is then compiled into the translet as:
public boolean stripSpace(int node);
Unfortunately this method cannot be declared static.
When the Stylesheet objectcompiles the topLevel()
method of the
translet it checks for the existance of the stripSpace()
method. If
this method exists the topLevel()
will be compiled to pass the
translet to the DOM as a StripWhitespaceFilter (the translet implements this
interface when the stripSpace()
method is compiled).
All axis iterators and the DOM.makeStringValue()
and
DOM.stringValueAux()
methods check for the existance of this filter
(it is kept in a global variable in the DOM implementation class) and takes
the appropriate actions. The methods in the DOM for returning axis iterators
will place a StrippingIterator on top of the axis iterator if the filter is
present, and the two methods just mentioned will return empty strings for
whitespace nodes that should be stripped.


To create a new file, choose the menu option File⇒New Document.
Don't forget to click the OK button to confirm once you've entered the name of the new file.


Graph is a visualization to display graphs and networks consisting of nodes and edges. The visualization is easy to use and supports custom shapes, styles, colors, sizes, images, and more.
The graph visualization works smooth on any modern browser for up to a few hundred nodes and edges.
To get started with Graph, install or download the vis.js library.
Here a basic graph example. More examples can be found in the examples directory.
<!doctype html>   <title>Graph | Basic usage</title>

Install or download the vis.js library. in a subfolder of your project. Include the library script in the head of your html code:
The constructor of the Graph is
vis.Graph
.
var graph = new vis.Graph(container, data, options);The constructor accepts three parameters:
container
is the DOM element in which to create the graph.
data
is an Object containing properties nodes
and
edges
, which both contain an array with objects.
Optionally, data may contain an options
object.
The parameter data
is optional, data can also be set using
the method setData
. Section Data Format
describes the data object.
options
is an optional Object containing a name-value map
with options. Options can also be set using the method
setOptions
.
Section Configuration Options
describes the available options.
The data
parameter of the Graph constructor is an object
which can contain different types of data.
The following properties are supported in the data
object:
nodes
and edges
,
both containing an Array with objects. The data formats are described
in the sections Nodes and Edges.
Example:
var data = { nodes: [...], edges: [...] };
dot
,
containing a string with data in the
DOT language.
DOT support is described in section DOT_language.
Example:
var data = { dot: '...' };
options
,
containing an object with global options.
Options can be provided as third parameter in the graph constructor
as well. Section Configuration Options
describes the available options.
Nodes typically have an id
and label
.
A node must contain at least a property id
.
Nodes can have extra properties, used to define the shape and style of the
nodes.
A JavaScript Array with nodes is constructed like:
var nodes = [ { id: 1, label: 'Node 1' }, // ... more nodes ];
Nodes support the following properties:
| Name | Type | Required | Description |
|---|---|---|---|
| color | String | Object | no | Color for the node. |
| color.background | String | no | Background color for the node. |
| color.border | String | no | Border color for the node. |
| color.highlight | String | Object | no | Color of the node when selected. |
| color.highlight.background | String | no | Background color of the node when selected. |
| color.highlight.border | String | no | Border color of the node when selected. |
| group | Number | String | no | A group number or name. The type can be number ,
string , or an other type. All nodes with the same group get
the same color schema. |
| fontColor | String | no | Font color for label in the node. |
| fontFace | String | no | Font face for label in the node, for example "verdana" or "arial". |
| fontSize | Number | no | Font size in pixels for label in the node. |
| id | Number | String | yes | A unique id for this node. Nodes may not have duplicate id's. Id's do not need to be consecutive. An id is normally a number, but may be any type. |
| image | string | no | Url of an image. Only applicable when the shape of the node is
image . |
| radius | number | no | Radius for the node. Applicable for all shapes except box ,
circle , ellipse and database .
The value of radius will override a value in
property value . |
| shape | string | no | Define the shape for the node.
Choose from
ellipse (default), circle , box ,
database , image , label , dot ,
star , triangle , triangleDown , and square .
In case of image , a property with name image must
be provided, containing image urls.
The shapes dot , star , triangle ,
triangleDown , and square , are scalable.
The size is determined by the properties radius or
value .
When a property label is provided,
this label will be displayed inside the shape in case of shapes
box , circle , ellipse ,
and database .
For all other shapes, the label will be displayed right below the shape.
|
| label | string | no | Text label to be displayed in the node or under the image of the node.
Multiple lines can be separated by a newline character \n . |
| title | string | no | Title to be displayed when the user hovers over the node. The title can contain HTML code. |
| value | number | no | A value for the node.
The radius of the nodes will be scaled automatically from minimum to
maximum value.
Only applicable when the shape of the node is dot .
If a radius is provided for the node too, it will override the
radius calculated from the value. |
| x | number | no | Horizontal position in pixels. The horizontal position of the node will be fixed. The vertical position y may remain undefined. |
| y | number | no | Vertical position in pixels. The vertical position of the node will be fixed. The horizontal position x may remain undefined. |
Edges are connections between nodes.
An edge must at least contain properties from
and
to
, both referring to the id
of a node.
Edges can have extra properties, used to define the type and style.
A JavaScript Array with edges is constructed as:
var edges = [ { from: 1, to: 3 }, // ... more edges ];
Edges support the following properties:
| Name | Type | Required | Description |
|---|---|---|---|
| color | string | no | A HTML color for the edge. |
| dash | Object | no |
Object containing properties for dashed lines.
Available properties: length , gap ,
altLength .
|
| dash.altLength | number | no | Length of the alternated dash in pixels on a dashed line.
Specifying dash.altLength allows for creating
a dashed line with a dash-dot style, for example when
dash.length=10 and dash.altLength=5 .
See also the option dahs.length .
Only applicable when the line style is dash-line . |
| dash.length | number | no | Length of a dash in pixels on a dashed line.
Only applicable when the line style is dash-line . |
| dash.gap | number | no | Length of a gap in pixels on a dashed line.
Only applicable when the line style is dash-line . |
| fontColor | String | no | Font color for the text label of the edge.
Only applicable when property label is defined. |
| fontFace | String | no | Font face for the text label of the edge,
for example "verdana" or "arial".
Only applicable when property label is defined. |
| fontSize | Number | no | Font size in pixels for the text label of the edge.
Only applicable when property label is defined. |
| from | Number | String | yes | The id of a node where the edge starts. The type must correspond with the type of the node id's. This is normally a number, but can be any type. |
| length | number | no | The length of the edge in pixels. |
| style | string | no | Define a line style for the edge.
Choose from line (default), arrow ,
arrow-center , or dash-line .
|
| label | string | no | Text label to be displayed halfway the edge. |
| title | string | no | Title to be displayed when the user hovers over the edge. The title can contain HTML code. |
| to | Number | String | yes | The id of a node where the edge ends. The type must correspond with the type of the node id's. This is normally a number, but can be any type. |
| value | number | no | A value for the edge.
The width of the edges will be scaled automatically from minimum to
maximum value.
If a width is provided for the edge too, it will override the
width calculated from the value. |
| width | number | no | Width of the line in pixels. The width will
override a specified value , if a value is
specified too. |
Graph supports data in the
DOT language.
To provide data in the DOT language, the data
object must contain
a property dot
with a String containing the data.
Example usage:
// provide data in the DOT language var data = { dot: 'digraph {1 -> 1 -> 2; 2 -> 3; 2 -- 4; 2 -> 1 }' }; // create a graph var graph = new vis.Graph(container, data);
Options can be used to customize the graph. Options are defined as a JSON object. All options are optional.
var options = { width: '100%', height: '400px', edges: { color: 'red', width: 2 } };
The following options are available.
| Name | Type | Default | Description |
|---|---|---|---|
| edges.color | String | "#2B7CE9" | The default color of a edge. |
| edges.dash | Object | Object |
Object containing default properties for dashed lines.
Available properties: length , gap ,
altLength .
|
| edges.dash.altLength | number | none | Default length of the alternated dash in pixels on a dashed line.
Specifying dash.altLength allows for creating
a dashed line with a dash-dot style, for example when
dash.length=10 and dash.altLength=5 .
See also the option dahs.length .
Only applicable when the line style is dash-line . |
| edges.dash.length | number | 10 | Default length of a dash in pixels on a dashed line.
Only applicable when the line style is dash-line . |
| edges.dash.gap | number | 5 | Default length of a gap in pixels on a dashed line.
Only applicable when the line style is dash-line . |
| edges.length | Number | 100 | The default length of a edge. |
| edges.style | String | "line" | The default style of a edge.
Choose from line (default), arrow ,
arrow-center , dash-line . |
| edges.width | Number | 1 | The default width of a edge. |
| groups | Object | none | It is possible to specify custom styles for groups. Each node assigned a group gets the specified style. See Groups for an overview of the available styles and an example. |
| height | String | "400px" | The height of the graph in pixels or as a percentage. |
| nodes.color | String | Object | Object | Default color of the nodes. When color is a string, the color is applied to both background as well as the border of the node. |
| nodes.color.background | String | "#97C2FC" | Default background color of the nodes |
| nodes.color.border | String | "#2B7CE9" | Default border color of the nodes |
| nodes.color.highlight | String | Object | Object | Default color of the node when the node is selected. Applied to both border and background of the node. |
| nodes.color.highlight.background | String | "#D2E5FF" | Default background color of the node when selected. |
| nodes.color.highlight.border | String | "#2B7CE9" | Default border color of the node when selected. |
| nodes.fontColor | String | "black" | Default font color for the text label in the nodes. |
| nodes.fontFace | String | "sans" | Default font face for the text label in the nodes, for example "verdana" or "arial". |
| nodes.fontSize | Number | 14 | Default font size in pixels for the text label in the nodes. |
| nodes.group | String | none | Default group for the nodes. |
| nodes.image | String | none | Default image url for the nodes. only applicable with shape image . |
| nodes.widthMin | Number | 16 | The minimum width for a scaled image. Only applicable with shape image . |
| nodes.widthMax | Number | 64 | The maximum width for a scaled image. Only applicable with shape image . |
| nodes.shape | String | "ellipse" | The default shape for all nodes.
Choose from
ellipse (default), circle , box ,
database , image , label , dot ,
star , triangle , triangleDown , and square .
This shape can be overridden by a group shape, or by a shape of an individual node. |
| nodes.radius | Number | 5 | The default radius for a node. Only applicable with shape dot . |
| nodes.radiusMin | Number | 5 | The minimum radius for a scaled node. Only applicable with shape dot . |
| nodes.radiusMax | Number | 20 | The maximum radius for a scaled node. Only applicable with shape dot . |
| selectable | Boolean | true | If true, nodes in the graph can be selected by clicking them. Long press can be used to select multiple nodes. |
| stabilize | Boolean | true | If true, the graph is stabilized before displaying it. If false, the nodes move to a stabe position visibly in an animated way. |
| width | String | "400px" | The width of the graph in pixels or as a percentage. |
It is possible to specify custom styles for groups of nodes.
Each node having assigned to this group gets the specified style.
The options groups
is an object containing one or multiple groups,
identified by a unique string, the groupname.
A group can have the following styles:
var options = { // ... groups: { mygroup: { shape: 'circle', color: { border: 'black', background: 'white', highlight: { border: 'yellow', background: 'orange' } } fontColor: 'red', fontSize: 18 } // add more groups here } }; var nodes = [ {id: 1, label: 'Node 1'}, // will get the default style {id: 2, label: 'Node 2', group: 'mygroup'}, // will get the style from 'mygroup' // ... more nodes ];
The following styles are available for groups:
| Name | Type | Default | Description |
|---|---|---|---|
| color | String | Object | Object | Color of the node |
| color.border | String | "#2B7CE9" | Border color of the node |
| color.background | String | "#97C2FC" | Background color of the node |
| color.highlight | String | "#D2E5FF" | Color of the node when selected. |
| color.highlight.background | String | "#D2E5FF" | Background color of the node when selected. |
| color.highlight.border | String | "#D2E5FF" | Border color of the node when selected. |
| image | String | none | Default image for the nodes. Only applicable in combination with
shape image . |
| fontColor | String | "black" | Font color of the node. |
| fontFace | String | "sans" | Font name of the node, for example "verdana" or "arial". |
| fontSize | Number | 14 | Font size for the node in pixels. |
| shape | String | "ellipse" | Choose from
ellipse (default), circle , box ,
database , image , label , dot ,
star , triangle , triangleDown , and square .
In case of image, a property with name image must be provided, containing
image urls. |
| radius | Number | 5 | Default radius for the node. Only applicable in combination with
shapes box and dot . |
Graph supports the following methods.
| Method | Return Type | Description |
|---|---|---|
| setData(data) | none | Loads data. Parameter data is an object containing
nodes, edges, and options. Parameters nodes, edges are an Array.
Options is a name-value map and is optional.
|
| setOptions(options) | none | Set options for the graph. The available options are described in the section Configuration Options. |
| getSelection() | Array of ids | Returns an array with the ids of the selected nodes. Returns an empty array if no nodes are selected. The selections are not ordered. |
| redraw() | none | Redraw the graph. Useful when the layout of the webpage changed. |
| setSelection(selection) | none | Select nodes.
selection is an array with ids of nodes to be selected.
The array selection can contain zero or multiple ids.
Example usage: graph.setSelection([3, 5]); will select
nodes with id 3 and 5.
|
| setSize(width, height) | none | Parameters width and height are strings,
containing a new size for the visualization. Size can be provided in pixels
or in percentages. |
Graph fires events after one or multiple nodes are selected. The event can be catched by creating a listener.
Here an example on how to catch a select
event.
function onSelect() { alert('selected nodes: ' + graph.getSelection()); } vis.events.addListener(graph, 'select', onSelect);
The following events are available.
| name | Description | Properties |
|---|---|---|
| select | Fired after the user selects or unselects a node by clicking it,
or when selecting a number of nodes by dragging a selection area
around them. Not fired when the method setSelection
is executed. The ids of the selected nodes can be retrieved via the
method getSelection .
|
none |
All code and data is processed and rendered in the browser. No data is sent to any server.


References
Xie, Yihui. 2015. Dynamic Documents with R and Knitr. 2nd ed. Boca Raton, Florida: Chapman; Hall/CRC. http://yihui.name/knitr/.
———. 2017. Bookdown: Authoring Books and Technical Documents with R Markdown. https://github.com/rstudio/bookdown.


FOMO-Fear of missing out, a modern condition.
The problem from FOMO is that it can lead to an obsession with social media,
create high levels of anxiety. While many of us experience a level of this fear
it is possible to overcome and break the cycle.


Display summary model information in PMML files.
STATS PMML DISPLAY
FILES=“file-expression”*
/HELP
* Required
** Default
STATS PMML DISPLAY /HELP displays this help and does nothing else.
STATS PMML DISPLAY FILES="c:/mymodels/regression.xml".
STATS PMML DISPLAY FILES="c:/mymodels/*.xml".
file-expression can be the name of an (xml) PMML file or a wildcard expression. Statistics file handles are supported.
If a selected file is not a PMML file or from DISCRIMINANT, it is skipped with a message.
This command requires at least Statistics version 20.


22 April 1978: Number 36 in our series of the 50 key events in the history of world and folk music
The One Love Peace Concert, held in the outdoor National Stadium in Kingston, the Jamaican capital, was the longest and most political reggae concert ever staged, and one of the most remarkable musical events I have attended. That day in April was a remarkable day for Jamaican reggae and its greatest celebrity, Bob Marley. It started at 5pm, and ended, under a full moon, in the early hours of the following morning with the prime minister Michael Manley and opposition leader Edward Seaga embracing two previously notorious rival gang leaders, Bucky Marshall and Claude Massop. The two political leaders then joined hands with Bob Marley, in an emotional scene that was made all the more bizarre by the billowing marijuana clouds provided by the watching Rastafarians.
This was also the first concert that Bob Marley, Jamaica's international celebrity, had given in his homeland in a year and a half. He had left the country after what appeared to be a politically motivated assassination attempt in December 1976, when unknown gunmen, assumed to be linked to the JLP, fired on him inside his home, wounding the singer in the chest and arm. Opposition groups claimed that Marley supported Manley, because he had agreed to appear at the Smile Jamaica free concert, organised by Manley, which aimed to stop fighting between the warring political street gangs.
The Peace Concert had many of the same aims, but very different organisation. This show was put together by the gang leaders Marshall and Massop, who now called themselves a peace committee and said that their aim was to raise money to improve conditions in the Kingston ghettos. The audience was divided into sections marked "togetherness", "love" and "peace" (peace being the most expensive ticket), while the government provided extensive police and military assistance to stop any trouble. There was even a ban on the sale of oranges in the stadium, as they were considered to be potential weapons.
Bob Marley headed the bill, preaching unity and showing why he had become an international star, with a short set that included Trenchtown Rock, Natty Dread and War. He was not singing as well as he had at his memorable London shows at the Lyceum in 1975 or Rainbow in 1977, but was still exhilarating to watch, and it would have been impossible for any other artist to create such a theatrical, emotional finale. He improvised the lyrics to Jamming, demanding "could we have here on stage the presence of Mr Michael Manley and Mr Edward Seaga? I just wanna shake hands and show the people that we're gonna unite".


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No thing as failure. Rather they are lessons to make you grow
Keep your mind on track. If you miss an opportunity, no worries, still plenty in the pond
Don't compare yourself to others. Everybody is unique in their own ways
Keep fighting. A single setback is not the end of the world. Great people are made from great setbacks
"If you can't fly then run
If you can't run then walk
If you can't walk then crawl
but whatever you do, you got to keep moving forward"
- Martin Luther King Jr.


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(myFunction is stored in an external file called "myScript.js")


New Ferrari Portofino-based coupe teased ahead of its reveal
by Simran RastogiFerrari teased its new GT, most likely the Portofino coupe, which we've all known was coming. In the teaser picture posted to Ferrari's Instagram page, a blurred silver coupe can be seen reflected in a pair of sunglasses. The car pictured resembles the spy shots of the reported Portofino-based coupe that had been doing the rounds earlier, and ties in to Ferrari chairman, John Elkann's announcement earlier this year that Ferrari would be expanding its GT line-up of cars.
The new coupe has been named F169 internally, and is reported to be more than just a quick addition of a roof to the Portofino, currently the most affordable car with the Prancing Horse badge that one can buy. The Portofino-coupe has visibly smaller dimensions than the 2+2 Portofino, along with a reduction in wheelbase, and will likely lose the two rear seats in the process. Styling is a bit hard to comment on, with the spied cars under heavy camouflage, but the new LED tail lights show a departure from the circular lights of the Portofino. The car will also carry bespoke bodywork, and likely be priced under the Portofino, keeping in line with Ferrari's positioning of cabrios above coupes.
The F169 will probably carry over the Portofino's 3.9-litre twin-turbo V8 in the front, with 600PS and 760Nm torque, mated to a 7-speed dual clutch transmission. Though, the rumour mills are strife with talk of the new "baby Porto" debuting a new hybrid 3-litre V6, with more power. It's more likely this car will get the V6-hybrid later on in its life, but all details should be revealed on November 14.
Image source: Motor1


mixed __get(string name)
Returns the property value, the data type of the value is set proper data type as defined for the property. If property does not exist null will be returned
bool __isset(string name)
Returns true if the Properties contains a mapping for the specified name.
string __toString()
Serialize properties to JSON.
bool $obj->contains(string name, mixed value)
Check if a property has a specific value.
bool $obj->containsKey(string name)
Returns true if the Properties contains a mapping for the specified name.
Property $obj->get(string name)
Returns the Property to which the specified name is mapped to, or null if there is no mapping for this name.
bool $obj->isEmpty()
Returns true if there are no properties.
array $obj->keySet()
Get the property names of the property set.
void $obj->put(string name, Property property)
Associates the specified Property with the specified name. If a Property for this name currently exists it will be replaced by the new value.
int $obj->size()
Returns the number of Property objects in this Properties Map.
string $obj->toString()
Serialize properties to JSON.


Singly makes it easy to build a HTML5 + JavaScript app and publish it to the Singly App Gallery.
GitHub is used for automatically syncing apps you build to you Singly account, from there you will be able to publish them to the App Gallery
(for help with this, checkout GitHub's excellent doc)
For now, just put something simple in there to make sure everything is working:
<html> <head> <script src="https://ajax.googleapis.com/ajax/libs/jquery/1.7.1/jquery.min.js" type="text/javascript"></script> <script src="js/config.js" type="text/javascript"></script> <script type="text/javascript"> $(function() { $.getJSON(baseUrl + '/Me/photo', {limit:10}, function(photos) { for(var i in photos) { $('body').append('<img src="' + photos[i].url + '">) } }); }); </script> </head> <body> </body> </html>
This enables you to connect your app to Singly via your API token while developing on your local machine.
baseUrl = 'https://api.singly.com/<apikey>';
git push origin master


start=>start: Start ispaired=>condition: Are we paired? pair=>operation: Attempt to pair paired=>condition: Pairing successful? creds=>operation: Write credentials shutdown=>end: Start again net=>condition: Do we have an internet connection? find=>operation: Find peers via MDNS update=>operation: Refresh mesh info from cloud valid=>condition: Is our token valid? unpair=>operation: Send unpaired notification update2=>operation: Write new mesh info newer=>condition: Do we have the latest mesh info on the network? ismaster=>condition: Are we master? slave=>operation: Bridge to master havemaster=>condition: Master visible? master=>operation: Start HomeCloud notify=>operation: Show error on LED disconnected=>condition: Have we been disconnected? start->ispaired(yes)->net(no)->find->newer(yes)->ismaster ispaired(no)->pair->paired(no)->pair paired(yes)->creds(right)->update2->shutdown net(yes)->update->valid(yes)->find valid(no, left)->unpair newer(no)->update2->shutdown ismaster(yes)->master->disconnected(yes)->shutdown ismaster(no)->havemaster(yes)->slave havemaster(no)->notify->shutdown


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I’m an aspiring full stack developer.
Main experiences: Python, AWS, Docker, Kubernetes, Prometheus, Terraform.