1 write to _locations
System.Management.Automation (1)
engine\remoting\commands\ReceiveJob.cs (1)
140
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= value;
3 references to _locations
System.Management.Automation (3)
engine\remoting\commands\ReceiveJob.cs (3)
135
return
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;
425
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435
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Hi! I'm Erica. I went to college in Virginia, but I grew up in the Pacific Northwest and now call Portland, Oregon home. I am currently a student at Epicodus where I plan to study front-end development.
I graduated summa cum laude with a degree in Digital Media from Easter Mennonite University in Harrisonburg, VA. I primarily focused on illustration, design, film, and photography during my time there. My senior project focused on turing illustrations into a digital format for printing and display.
After graduation in 2014 I spent some time working in retail before become the Digital and Fine Arts teacher at Western Mennonite School in January of 2015. During my time there I was awarded a $500 grant from the West Salem Rotary to expand the art program. Daily tasks included:
In college I took an intro to web design class and found how much I enjoyed creating websites trhough html and css. Since then I have explored coding on my own through online coding sites and by developing my own website. Once I decided I didn't want to pursue teaching as a career and began looking into programming schools which brought me to Epicodus.
One of my other primary interests and passions is photography. I love telling a story through a single image or series of images and capturing people. While I am not at Epicodus I continue working on developing myself as a professional portrait photographer. I am also crazy about dogs (mine is named Duck). I am also a member of the Portland Rock Gym where I am currently trying to climb my first V6!


Thank you for your interest in employment at Lecker! Lecker is committed to providing the best possible climate for maximum development and goal achievement for all employees. Our practice is to treat each employee as an individual.
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The purpose of routes is to connect a URL with a controller action. For example,
you can define the following route in config/routes.js
to link GET /signup
with new
action of users
controller:
map.get('signup', 'users#new');
The following route will link GET /
to the index
action of thehome
controller:
map.root('home#index');
Another useful feature of routes: URL helpers. When you define route
map.get('bunny', 'bunny#show');
you can use pathTo.bunny
in your controllers and views, which will generate
/bunny
path for you. You also can specify another helper name is you want:
map.get('bunny', 'bunny#show', {as: 'rabbit'});
and now pathTo.rabbit
available.
If your route has param, for example
map.get('profile/:user', 'users#show'); map.get('posts/:post_id/comments/:comment_id', 'comments#show');
URL helper will accept parameter (String), so that:
pathTo.profile('Bugs_Bunny', 'users#show'); > '/profile/Bugs_Bunny' pathTo.post_comment(2, 2383); > '/posts/2/comments/2383'
Why use URL helpers?
First of all it's convenient and beauty. But what is more important url helpers take care about namespaces. In case if your application will be used as part of another application, mounted on some URL like "/foreign-app" URL helpers will return correct value: "/foreign-app/profile/Bugs_Bunny" instead of "/profile/Bugs_Bunny"
How to learn what helper name was generated? Read "Debugging" section.
To debug routes of your compound application you can use compound routes
command (or shortcut compound r
). You can also specify optional argument for
filtering by helper name or method, for example:
~: ) compound r post posts GET /posts.:format? posts#index posts POST /posts.:format? posts#create new_post GET /posts/new.:format? posts#new edit_post GET /posts/:id/edit.:format? posts#edit post DELETE /posts/:id.:format? posts#destroy post PUT /posts/:id.:format? posts#update post GET /posts/:id.:format? posts#show ~: ) compound r GET posts GET /posts.:format? posts#index new_post GET /posts/new.:format? posts#new edit_post GET /posts/:id/edit.:format? posts#edit post GET /posts/:id.:format? posts#show ~: ) compound r new new_post GET /posts/new.:format? posts#new
Resource-based routing provides standard mapping between HTTP verbs and controller actions:
map.resources('posts');
will provide the following routes:
helper | method | path | controller#action posts GET /posts posts#index posts POST /posts posts#create new_post GET /posts/new posts#new edit_post GET /posts/:id/edit posts#edit post DELETE /posts/:id posts#destroy post PUT /posts/:id posts#update post GET /posts/:id posts#show.
To list all available routes you can run the command compound routes
.
The first column of the table represents the helper
- you can use this identifier in views and controllers to get the route. Some examples:
path_to.new_post # /posts/new path_to.edit_post(1) # /posts/1/edit path_to.edit_post(post) # /posts/1/edit (in this example post = {id: 1}) path_to.posts # /posts path_to.post(post) # /posts/1.
If you want to override default routes behaviour, you can use two options: as
and path
to specify a helper name and a path you want to have in the result.
{ as: 'helperName' }
Path helper aliasing:
map.resources('posts', { as: 'articles' });
This will create the following routes:
articles GET /posts.:format? posts#index articles POST /posts.:format? posts#create new_article GET /posts/new.:format? posts#new edit_article GET /posts/:id/edit.:format? posts#edit article DELETE /posts/:id.:format? posts#destroy article PUT /posts/:id.:format? posts#update article GET /posts/:id.:format? posts#show.
{ path: 'alternatePath' }
If you want to change the base path:
map.resources('posts', { path: 'articles' });
This will create the following routes:
posts GET /articles.:format? posts#index posts POST /articles.:format? posts#create new_post GET /articles/new.:format? posts#new edit_post GET /articles/:id/edit.:format? posts#edit post DELETE /articles/:id.:format? posts#destroy post PUT /articles/:id.:format? posts#update post GET /articles/:id.:format? posts#show
Both "as" and "path" together
If you want to alias both the helper and the path:
map.resources('posts', { path: 'articles', as: 'stories' });
This will create the following routes:
stories GET /articles.:format? posts#index stories POST /articles.:format? posts#create new_story GET /articles/new.:format? posts#new edit_story GET /articles/:id/edit.:format? posts#edit story DELETE /articles/:id.:format? posts#destroy story PUT /articles/:id.:format? posts#update story GET /articles/:id.:format? posts#show
Some resources may have nested sub-resources, for example Post
has many Comments
, and of course we want to get a post's comments using GET /post/1/comments
.
Let's describe the route for our nested resource:
map.resources('post', function (post) { post.resources('comments'); });.
This routing map will provide the following routes:
$ compound routes post_comments GET /posts/:post_id/comments comments#index post_comments POST /posts/:post_id/comments comments#create new_post_comment GET /posts/:post_id/comments/new comments#new edit_post_comment GET /posts/:post_id/comments/:id/edit comments#edit post_comment DELETE /posts/:post_id/comments/:id comments#destroy post_comment PUT /posts/:post_id/comments/:id comments#update post_comment GET /posts/:post_id/comments/:id comments#show posts GET /posts posts#index posts POST /posts posts#create new_post GET /posts/new posts#new edit_post GET /posts/:id/edit posts#edit post DELETE /posts/:id posts#destroy post PUT /posts/:id posts#update post GET /posts/:id posts#show.
To use routes like post_comments
you should call helper with param: parent resource or identifier before nested resource:
path_to.post_comments(post) # /posts/1/comments path_to.edit_post_comment(post, comment) # /posts/1/comments/10/edit path_to.edit_post_comment(2, 300) # /posts/2/comments/300/edit
You may wish to organize groups of controllers under a namespace. The most common use-case is an administration area. All controllers within the admin
namespace should be located inside the app/controllers/
directory.
For example, let's create an admin namespace:
map.namespace('admin', function (admin) { admin.resources('users'); });
This routing rule will match with /admin/users
, /admin/users/new
and will create appropriate url helpers:
admin_users GET /admin/users.:format? admin/users#index admin_users POST /admin/users.:format? admin/users#create new_admin_user GET /admin/users/new.:format? admin/users#new edit_admin_user GET /admin/users/:id/edit.:format? admin/users#edit admin_user DELETE /admin/users/:id.:format? admin/users#destroy admin_user PUT /admin/users/:id.:format? admin/users#update admin_user GET /admin/users/:id.:format? admin/users#show
If you need routes only for several actions (e.g. index
, show
), you can specify the only
option:
map.resources('users', { only: ['index', 'show'] });
If you want to have all routes except a specific route, you can specify the except
option:
map.resources('users', { except: ['create', 'destroy'] });
If you need some specific action to be added to your resource-based route, use this example:
map.resource('users', function (user) { user.get('avatar', 'users#avatar'); // /users/:user_id/avatar user.get('top', 'users#top', {collection: true}); // /users/top });
You may want to use middleware in routes. It's not recommended, but if you need it you can put it as second argument:
map.get('/admin', authenticate, 'admin#index'); map.get('/protected/resource', [ middleware1, middleware2 ], 'resource#access');
**experimental**
If you want to support subdomain filter, specify it as subdomain
option:
map.get('/url', 'ctl#action', {subdomain: 'subdomain.tld'});
use \* as wildcard domain
map.get('/url', 'ctl#action', {subdomain: '*.example.com'});
This feature relies on host
header, if your node process behind nginx or proxy,
make sure you've passed this header to process.
In CompoundJS, a controller is a module that receives user input and initiates a response. Controllers consists of a set of actions. Each action is called by the request of a particular route. To define an action, you should use the reserved global function action
.
Inside controller you can use following reserved global functions to control response:
And here is a bunch of functions to control execution flow:
Let's learn more about each of this functions
NOTE: Each action should invoke exactly one output method. This is the only requirement imposed by the asynchronous nature of Node.js. If you don't call an output method, the client will infinitely wait for a server response.
The render
method accepts 0, 1 or 2 arguments. When called without any arguments, it just renders the view associated with this action. For example, this will render app/views/posts/index.ejs
.
posts_controller.js
action('index', function () { render(); });
If you want to pass some data to the view, there are two ways to do it. First is to simply pass a hash containing the data:
action('index', function () { render({ title: "Posts index" }); });
and the second method is to set the properties of this
:
action('index', function () { this.title = "Posts index"; render(); });
And if you want to render another view, just put its name as the first argument:
action('update', function () { this.title = "Update post"; render('edit'); });
or:
action('update', function () { render('edit', { title: "Update post" }); });
The send
function is useful for debugging and one-page apps where you don't want to render a heavy template and just want to send text or JSON data.
This function can be called with number (status code):
action('destroy', function () { send(403); // client will receive statusCode = 403 Forbidden });
or with a string:
action('sayHello', function () { send('Hello!'); // client will receive 'Hello!' });
or with object:
action('apiCall', function () { send({ hello: 'world' }); // client will receive '{"hello":"world"}' });
This function just sets the status code and Location
header, so the client will be redirected to another location.
redirect('/'); // root redirection redirect('http://example.com'); // redirect to another host
The flash
function stores a message in the session for future displaying, this is a regular expressjs function, refer to expressjs 2.0 guide to learn how it works. Few examples:
posts_controller.js
action('create', function () { Post.create(req.body, function (err) { if (err) { flash('error', 'Error while post creation'); render('new', {post: req.body}); } else { flash('info', 'Post has been successfully created'); redirect(path_to.posts); } }); });
This create
action sends a flash info on success and a flash error on fail.
To provide the ability of DRY-ing controller code and reusing common code parts, CompoundJS provides a few additional tools: method chaining and external controllers loading.
To chain methods, you can use the before
andafter
methods.
checkout_controller.js
before(userRequired, { only: 'order' }); before(prepareBasket, { except: 'order' }); before(loadProducts, { only: ['products', 'featuredProducts'] }); action('products', function () { ... }); action('featuredProducts', function () { ... }); action('order', function () { ... }); action('basket', function () { ... }); function userRequired () { next() } function prepareBasket () { next() } function loadProducts () { next() }
In this example, userRequired
will be called only for theorder
action, prepareBasket
will be called for all actions except order
, and loadProducts
will be called only for the products
and featuredProducts
methods.
Note, that the before-functions should call the global next
method that will pass control to the next function in the chain.
There is one extra feature in flow control: All functions are invoked in the same context, so you can pass data between the functions using the this
object:
function loadProducts () { Product.find(function (err, prds) { this.products = prds; next(); }.bind(this)); } action('products', function () { assert.ok(this.products, 'Products available here'); render(); // also products will available in view });
Some methods, like userRequired
for example, can be used in different controllers. To allow cross-controller code sharing, CompoundJS provides a few methods: load
, use
and publish
.
You can define requireUser
in application_controller.js
and call publish
to make it accessible to all other controllers that inherit from this controller:
application_controller.js
publish('requireUser', requireUser); function requireUser () { // ... }
products_controller.js
load('application'); // note that _controller siffix omitted before(use('userRequired'), { only: 'products' });
To get familiar with CompoundJS controllers, look at a few examples available at github: coffee controller, javascript controller.
All other expressjs features have no global shortcuts yet, but they can still be used since request
(alias req
) and response
(alias res
) are available as global variables inside the controller context. In the view context, they are available as request
and response
.
By default, CompoundJS uses ejs
, but jade
is also supported and can easily be enabled:
environment/development.js
app.set('view engine', 'jade')
npmfile.js
require('jade-ext');
Every controller action can call the render
method to display its associated view. For example, theindex
action of theusers
controller will render the view app/views/users/index.ejs
.
This view will be rendered within the layout specified using the layout
call in the controller. By default, the layout name is the same as the controller name, in this case app/views/layouts/users_layout.ejs
. If this layout file does not exists, the application
layout used.
If you need to render a view without a layout, you can call layout(false)
inside of the controller, this will skip layout rendering.
linkTo('Users index', '/users'); // Users index linkTo('Users index', '/users', { class: 'menu-item' }); // Users index linkTo('Users index', '/users', { remote: true }); // Users index
In the last example, the third argument is { remote: true }
, and as you can see it will add a data-remote="true"
attribute to the a
tag. Clicking on this link will send an asynchronous GET
request to /users
. The result will be executed as Javascript.
Here you can also specify a jsonp
parameter to handle the response:
linkTo('Users index', '/users', { remote: true, jsonp: 'renderUsers' }); // Users index
The server will send you a json{ users: [ {}, {}, {} ] }
, and this object will be passed as an argument to the renderUsers
function:
renderUsers({users: [{},{},{}]});
You can also specify an anonymous function in the
jsonp param:
{ jsonp: '(function (url) { location.href = url; })' }
When server will send you "http://google.com/"
following javascript will be evaluated:
(function (url) { location.href = url; })("http://google.com");
Accepts two params: resource
, params
and returns a form helper with the following helper functions:
An example:
<% var form = formFor(user, { action: path_to.users }); %> <%- form.begin() %> <%- form.label('name', 'Username') %> <%- form.input('name') %> <%- form.submit('Save') %> <%- form.end() %>
This will generate:
<form action="/users/1" method="POST"> <input type="hidden" name="_method" value="PUT" /> <input type="hidden" name="authenticity_token" value="RANDOM_TOKEN" />
 Username <input id="name" name="name" value="Anatoliy" />

 <input type="submit" value="Save" />
 </form>
This is the "light" version of the formFor
helper which expects only one argument: params
. Use this helper when you don't have a resource, but still want to be able to use simple method overriding and csrf protection tokens.
An example:
<% var form = formTag({ action: path_to.users }); %> <%- form.begin() %> <%- form.label('name', 'Username') %> <%- form.input('name') %> <%- form.submit('Save') %> <%- form.end() %>
This will generate:
<form action="/users" method="POST"> <input type="hidden" name="authenticity_token" value="RANDOM_TOKEN" />
 Username <input id="name" name="name" value="" />

 <input type="submit" value="Save" />
 </form>
TODO: describe this
TODO: describe this
<%- stylesheetLinkTag('reset', 'style', 'mobile') %>
will generate
<link media="screen" rel="stylesheet" type="text/css" href="/stylesheets/reset.css?1306993455523" /> <link media="screen" rel="stylesheet" type="text/css" href="/stylesheets/style.css?1306993455523" />
Timestamps like ?1306993455524
are added to assets only in development mode in order to prevent the browser from caching scripts and stylesheets
<%- javascript_include_tag( 'https://ajax.googleapis.com/ajax/libs/jquery/1.4.2/jquery.min.js', 'rails', 'application') %>
will generate

Timestamps like ?1306993455524
are added to assets only in development mode in order to prevent the browser from caching scripts and stylesheets
By default, CompoundJS expects assets to be located in public/javascripts
andpublic/stylesheets
directories, but this settings can be overwritten in config/environment.js
:
app.set('jsDirectory', '/js/'); app.set('cssDirectory', '/css/');
You can define your own helpers for each controller in the file app/helpers/_controllername__helpers.js
. For example, if you want to define a helper called my_helper
to use it in the users
controller, put the following in app/helpers/users_controller.js
:
module.exports = { my_helper: function () { return "This is my helper!"; } }
The function my_helper
can be now used by any of the views used by the users
controller.
By default models managed using [JugglingDB ORM](https://github.com/1602/jugglingdb), but you can use any ORM you like. For example, if you prefer mongoose, check [mongoose on compound](https://github.com/anatoliychakkaev/mongoose-compound-example-app) example app.
Describe which database adapter you are going to use and how to connect with the database in config/database.js
(.coffee
, .json
and .yml
are also supported):
module.exports = { development: { driver: "redis" , host: "localhost" , port: 6379 } , test: { driver: "memory" } , staging: { driver: "mongodb" , url: "mongodb://localhost/test" } , "production": { driver: "mysql" , host: "localhost" , post: 3306 , database: "nodeapp-production" , username: "nodeapp-prod" , password: "t0ps3cr3t" } }
Checkout the list of available adapters here. You can also specify the the adapter in the schema
file using theschema
method:
schema 'redis', url: process.env.REDISTOGO_URL, -> define 'User' # other definitions for redis schema schema 'mongodb', url: process.env.MONGOHQ_URL, -> define 'Post' # other definitions for mongoose schema
All of these schemas can be used simultaneously and you can even describe relations between different schemas, for example User.hasMany(Post)
Use define
to describe database entities and property
to specify types of fields. This method accepts the following arguments:
JavaScript:
db/schema.js
var Person = define('Person', function () { property('email', { index: true }); property('active', Boolean, { default: true }); property('createdAt', Date); }); var Book = define('Book', function () { property('title'); property('ISBN'); });
CoffeeScript:
db/schema.coffee
Person = define 'Person', -> property 'email', index: true property 'active', Boolean, default: true property 'createdAt', Date, default: Date property 'bio', Text property 'name' Book = define 'Book', -> property 'title' property 'ISBN'
or define a custom schema
(non-juggling), fo example mongoose
. Please note that in case of a custom schema, JugglingDB features will not work.
customSchema(function () { var mongoose = require('mongoose'); mongoose.connect('mongodb://localhost/test'); var Schema = mongoose.Schema, ObjectId = Schema.ObjectId; var BlogPost = new Schema({ author : ObjectId , title : String , body : String , date : Date }); var Post = mongoose.model('BlogPost', BlogPost); Post.modelName = 'BlogPost'; // this is for some features inside compound (helpers, etc) module.exports['BlogPost'] = Post; });
Models should be described in app/models/modelname.js
files. Each model file
should export function, which accepts two arguments:
module.exports = function(compound, ModelName) { ModelName.classMethod = function classMethod() { return 'hello from class method'; }; ModelName.prototype.instanceMethod = function instanceMethod() { return 'hello from instance method'; }; };
If you need initialize database-independent model in model file, disregard second param of exported function, use this example:
module.exports = function(compound) { // define class function MyModel() { this.prop = ''; } MyModel.prototype.method = function() {}; // register model in compound compound.models.MyModel = MyModel; // optionally specify modelname (used in view helpers) MyModel.className = 'MyModel'; };
Currently, only a few relations are supported: hasMany
and belongsTo
User.hasMany(Post, {as: 'posts', foreignKey: 'userId'}); // creates instance methods: // user.posts(conds) // user.posts.build(data) // like new Post({userId: user.id}); // user.posts.create(data) // build and save // user.posts.find Post.belongsTo(User, {as: 'author', foreignKey: 'userId'}); // creates instance methods: // post.author(callback) -- getter when called with function // post.author() -- sync getter when called without params // post.author(user) -- setter when called with object
It's also possible to use scopes inside hasMany associations, for example if you have a scope for Post
:
Post.scope('published', { published: true });
Which is just a shortcut for the all
method:
Post.published(cb); // same as Post.all({ published: true });
So you can use it with an association:
user.posts.published(cb); // same as Post.all({ published: true, userId: user.id });
Validations invoked after create
, save
and updateAttributes
can also be skipped when using save
:
obj.save({ validate: false });
Validations can be called manually by calling isValid()
on the object.
After the validations are called, the validated object contains an errors
hash containing error message arrays:
{ email: [ 'can\'t be blank', 'format is invalid' ], password: [ 'too short' ] }
If you want your validations to raise exceptions, just call save
like this:
obj.save({ throws: save });
To define a validation, call its configurator on your model's class:
Person.validatesPresenceOf('email', 'name'); Person.validatesLengthOf('password', { min: 5 });
Each configurator accepts a set of string arguments and an optional last argument representing the settings for the validation. Here are some common options:
if
and unless
can be strings or functions returning a boolean that defines whether a validation is being called. The functions are invoked in the resource context which means that you can access the resource properties using this.propertyName
.
message
allows you to define an error message that is being displayed when the validation fails.
User.validatesLengthOf 'password', min: 3, max: 10, allowNull: true User.validatesLengthOf 'state', is: 2, allowBlank: true user = new User validAttributes user.password = 'qw' test.ok not user.isValid(), 'Invalid: too short' test.equal user.errors.password[0], 'too short' user.password = '12345678901' test.ok not user.isValid(), 'Invalid: too long' test.equal user.errors.password[0], 'too long' user.password = 'hello' test.ok user.isValid(), 'Valid with value' test.ok not user.errors user.password = null test.ok user.isValid(), 'Valid without value' test.ok not user.errors user.state = 'Texas' test.ok not user.isValid(), 'Invalid state' test.equal user.errors.state[0], 'length is wrong' user.state = 'TX' test.ok user.isValid(), 'Valid with value of state' test.ok not user.errors
User.validatesNumericalityOf 'age', int: true user = new User validAttributes user.age = '26' test.ok not user.isValid(), 'User is not valid: not a number' test.equal user.errors.age[0], 'is not a number' user.age = 26.1 test.ok not user.isValid(), 'User is not valid: not integer' test.equal user.errors.age[0], 'is not an integer' user.age = 26 test.ok user.isValid(), 'User valid: integer age' test.ok not user.errors
User.validatesInclusionOf 'gender', in: ['male', 'female'] user = new User validAttributes user.gender = 'any' test.ok not user.isValid() test.equal user.errors.gender[0], 'is not included in the list' user.gender = 'female' test.ok user.isValid() user.gender = 'male' test.ok user.isValid() user.gender = 'man' test.ok not user.isValid() test.equal user.errors.gender[0], 'is not included in the list'
User.validatesExclusionOf 'domain', in: ['www', 'admin'] user = new User validAttributes user.domain = 'www' test.ok not user.isValid() test.equal user.errors.domain[0], 'is reserved' user.domain = 'my' test.ok user.isValid()
User.validatesFormatOf 'email', with: /^([^@\s]+)@((?:[-a-z0-9]+\.)+[a-z]{2,})$/i user = new User validAttributes user.email = 'invalid email' test.ok not user.isValid() user.email =<EMAIL_ADDRESS>test.ok user.isValid()
In development env models automatically reloaded on file changing. If you don't
need this behavior and prefer restart webserver you can turn off this setting in
config/environments/development.js
:
app.disable('watch');
It also disables controllers reloading.
To run the REPL console use this command:
compound console
or its shortcut:
compound c
The REPL console is just a simple Node.js console with some CompoundJS, for example models.
Just one note on working with the console: Node.js is asynchronous by its nature which makes console debugging much more compilcated, since you have to use a callback to fetch results from the database for instance. We have added one useful method to simplify asynchronous debugging using the REPL console. It's called c
and you can pass it as a parameter to any function that requires a callback. It will store the parameters passed to the callback to variables called _0, _1, ..., _N
where N is the length of arguments
.
Example:
compound c compound> User.find(53, c) Callback called with 2 arguments: _0 = null _1 = [object Object] compound> _1 { email: [Getter/Setter], password: [Getter/Setter], activationCode: [Getter/Setter], activated: [Getter/Setter], forcePassChange: [Getter/Setter], isAdmin: [Getter/Setter], id: [Getter/Setter] }
Basic steps:
CompoundJS allows you to create localized applications: Just place a YAML
-formatted file to config/locales
directory:
config/locales/en.yml
en: session: new: "Sign in" destroy: "Sign out" user: new: "Sign up" destroy: "Cancel my account" welcome: "Hello %, howdy? validation: name: "Username required"
NOTE: Translations can contain %
symbol(s) for variable substitution.
Define a user locale before filter to your application controller:
app/controllers/application_controller.js
before(setUserLocale); function setUserLocale () { // define locale from user settings, or from headers or use default var locale = req.user ? req.user.locale : 'en'; // call global function setLocale setLocale(locale); }
And use localized tokens inside your app views using the t
helper:
<%= t('session.new') %> <%= t('user.new') %> <%= t(['user.welcome', user.name]) %>
You can also use the t
helper in controllers:
flash('error', t('user.validation.name'));
or in models:
return t('email.activate', 'en')
NOTE: When you use the t
helper in models, you have to pass the locale
as the second parameter.
Localization behavior can be configured using the following settings:
Example:
app.configure(function () { app.set('defaultLocale', 'en'); }); app.configure('development', function(){ app.use(express.errorHandler({ dumpExceptions: true, showStack: true })); app.set('translationMissing', 'display'); }); app.configure('production', function () { app.use(express.errorHandler()); app.set('translationMissing', 'default'); });
CompoundJS generators are automated tools that allow you to create a bunch of files automatically. Each generator can be run via:
compound generate GENERATOR_NAME
or using the shortcut:
compound g GENERATOR_NAME
Built-in generators are:model
, controller
, scaffold
(alias: crud
)
Use case: You just need a model and schema.
Example:
compound g model user email password approved:boolean
Generated files:
exists app/ exists app/models/ create app/models/user.js patch db/schema.js
The generated model file contains the following code:
module.exports = function (compound, User) { // define User here };
The patched schema file contains the following code:
var User = describe('User', function () { property('email', String); property('password', String); property('approved', Boolean); });
Use case: You don't need a standard RESTful controller, just a few non-standard actions.
Example:
compound g controller controllername actionName otherActionName
Generated files:
exists app/ exists app/controllers/ create app/controllers/controllername_controller.js exists app/helpers/ create app/helpers/controllername_helper.js exists app/views/ create app/views/controllername/ create app/views/controllername/actionName.ejs create app/views/controllername/anotherActionName.ejs
The generated controller file contains the following code:
load('application'); action("actionName", function () { render(); }); action("anotherActionName", function () { render(); });
The most commonly used generator. It creates a ready-to-use resource controller with all needed actions, views, schema definitions, routes and tests. Compound can also generate scaffolds in CoffeeScript.
Example call:
compound g scaffold post title content createdAt:date exists app/ exists app/models/ create app/models/post.js exists app/ exists app/controllers/ create app/controllers/posts_controller.js exists app/helpers/ create app/helpers/posts_helper.js create app/views/layouts/posts_layout.ejs create public/stylesheets/scaffold.css exists app/views/ create app/views/posts/ create app/views/posts/_form.ejs create app/views/posts/new.ejs create app/views/posts/edit.ejs create app/views/posts/index.ejs create app/views/posts/show.ejs patch config/routes.js
Environment Settings:
in /config/environment.js
use the AssetCompiler middleware and set you css engine
... app.configure(function(){ app.use(compound.assetsCompiler.init()); ... app.set('cssEngine', 'stylus'); ... }); ...
This will compile stylus (or whatever you use as you css engine) files in
/app/assets/stylesheets
into /public/stylesheets
and /app/assets/coffeescripts
into /public/javascripts
Configuration can be done either in an initializer or in the Environment file.
Compilers should be configured using the compound.assetCompiler.config(compilerName, options)
method.
This method takes 2 params, the name of the compiler and an obje t containing the options to configure,
and returns compound.assetCompiler
for chaining. the default compilers use the following options:
It may also contain any other options which can be accessed in the render function ( this.myCustomOption
)
configure the coffe compiler to look for coffe files in assets/coffee
instead of /assets/coffeescripts
:
/config/environment.js
... app.configure(function(){ app.use(compound.assetsCompiler.configure('coffee', { sourceDir: '/coffee' }).init()); ... }); ...
when using stylus you may want to use some custom configurations as described here: http://learnboost.github.com/stylus/docs/js.html
/config/environment.js
... app.configure(function(){ app.use(compound.assetsCompiler.configure('stylus', { use: function(stylus) { stylus.use(mylib); stylus.define('families', ['Helvetica Neue', 'Helvetica', 'sans-serif']); stylus.import(path); stylus.include(path); } }).init()); ... }); ...
Adding your own comiler can be done using compound.assetCompiler.add(compilerName, options)
options should contain the following:
* render: a function to compile the source into js or css, see Adding Your Own Compiler for more details
* sourceExtension: 'coffee'
* destExtension: 'js'
* sourceDir: ''
or '/coffeescripts'
* destDir: ''
or '/javascripts'
* any other options your render function needs
The render function takes the 3 arguments:
an example of how to add your own coffee compiler:
/config/environment.js
... app.configure(function(){ app.use(compound.assetsCompiler.add('coffee', { render: function(str, options, fn) { try { fn(null, this.coffee.compile(str)); } catch (err) { fn(err); } }, coffee: require('coffee-script'), sourceDir: '/coffeescripts', destDir: '/javascripts', sourceExtension: 'coffee', destExtension: 'js' }).init()); ... }); ...
This chapter describes internal API of compound application. Compound app designed as npm module that can be used as part of other modules.
Main entry point called server.js
exports function for creating application.
This function returns regular express application with one addition: compound
object. This is object we are talking about. It contains some information about
application, such as root directory path, MVC structure, models. Read this
chapter to get familiar with this powerful tool.
Let's start with the entry point, called server.js
by default. If you want to
rename it, update package.json with "main": "server.js"
line. The purpose of that
file: publish function that creates application. This function can create many
instances of application which could be configured and used separately:
// load package var instantiateApp = require('.'); // create different instances var app1 = instantiateApp(); var app2 = instantiateApp(params); // run on different ports/hosts app1.listen(3000); app2.listen(3001, '<IP_ADDRESS>', callback);
Instantiation method accepts optional hash of params. These params hash will be passed to express.
The compound.tools
hash contains commands that can be invoked using the command line, for example compound routes
will call compound.tools.routes()
.
To write a tool, just add another method to the compound.tools
object, the method name will become the command name:
compound.tools.database = function () { switch (compound.args.shift()) { case 'clean': // clean db break; case 'backup': // backup db break; case 'restore': // restore db break; default: console.log('Usage: compound database [clean|backup|restore]'); } };
Then the following commands will be available:
compound database compound database backup compound database clean compound database restore
If you want to see this command when using compound help
you can provide some information about the tool using the help
hash:
compound.tools.db.help = { shortcut: 'db', usage: 'database [backup|restore|clean]', description: 'Some database features' };
The next time you call compound
, you will see:
Commands: ... db, database [backup|restore|clean] Some database features
If you defined a shortcut, it can be used instead of the full command name:
compound db clean
To learn more, please check out the sources: lib/tools.js
Coming soon. It's about the compound.generators
module and the compound generate
commands.
Coming soon. This chapter about compound.structure api, overwriting internals of compound app without touching source code.
Any npm package can be used as an extension for CompoundJS. If it should be
loaded at compound app startup, it should export init
method. This method will
receive single argument: compound app.
Compound will initialize each extension listed in config/autoload.js
file.
Example of file generated on compound init
command:
module.exports = function(compound) { return [ require('ejs-ext'), require('jugglingdb'), require('seedjs') ]; };
We are trying to keep compound core tiny, some parts of framework now moved to separate modules:
Some of the modules still loaded from core, but in future everything will be
moved to config/autoload
. It means that every part of compound can be replaced
with another module that should follow common API.
Heroku's Node.js hosting is available fo public usage now. Deploying a CompoundJS application is as simple as git push
.
To work with heroku you also need ruby
as well as the heroku
gem.
 You can retrieve defails required for the connection using this command:
heroku config --long
Example in CoffeeScript:
server.coffee
#!/usr/bin/env coffee app = module.exports = (params) -> params = params || {} # specify current dir as default root of server params.root = params.root || __dirname return require('compound').createServer(params) cluster = require('cluster') numCPUs = require('os').cpus().length if not module.parent port = process.env.PORT || 3000 host = process.env.HOST || "<IP_ADDRESS>" server = app() if cluster.isMaster # Fork workers. cluster.fork() for i in [1..numCPUs] cluster.on 'exit', (worker, code, signal) -> console.log 'worker ' + worker.process.pid + ' died' else server.listen port, host, -> console.log( "Compound server listening on %s:%d within %s environment", host, port, server.set('env'))
Hook the REDISTOGO_URL
environment variable in config/environment.js
and pass it to the RedisStore constructor.
Example in CoffeeScript:
module.exports = (compound) -> express = require 'express' RedisStore = require('connect-redis')(express) if process.env['REDISTOGO_URL'] url = require('url').parse(process.env['REDISTOGO_URL']) redisOpts = port: url.port host: url.hostname pass: url.auth.split(':')[1] else redisOpts = {} app.configure -> app.use compound.assetsCompiler.init() app.set 'view engine', 'ejs' app.set 'view options', complexNames: true app.enable 'coffee' app.set 'cssEngine', 'stylus' app.use express.static(app.root + '/public', {maxAge: 86400000}) app.use express.bodyParser() app.use express.cookieParser() app.use express.session secret: 'secret', store: new RedisStore(redisOpts) app.use express.methodOverride() app.use app.router
var form = require('connect-form-sync'); app.configure(function(){ .... app.use(form({ keepExtensions: true })); app.use(express.bodyParser()); .... });
And use it in the controller like that:
action('create', function () { this.file = new File(); var tmpFile = req.form.files.file; this.file.upload(tmpFile.name, tmpFile.path, function (err) { if (err) { console.log(err); this.title = 'New file'; flash('error', 'File can not be created'); render('new'); } else { flash('info', 'File created'); redirect(path_to.files); } }.bind(this)); });
Documentation is maintained by @1602 (Anatoliy Chakkaev) and @rattazong (Sascha Gehlich).
CompoundJS is licensed under the MIT License. Documentation is licensed under CC BY 3.0.
The CompoundJS and JugglingDB projects are free, but you can leave a tip here:


Scope
data class Scope
Context Scope - Define hierarchy between contexts Help define logical separation for group of definitions


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First, add your source music file to the following <audio>. Then, add your lyric text to the <script> area.


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Hello, Custom Select!
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--- layout: post title: Most Popular Programming Languages of 2014 date: '2014-05-06T04:40:00.001-04:00' author: ricleal tags: - Programming comments: true ---


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 Two late goals from Jones and Giddings meant we jumped over Clevedon to lead the table . Followed by the excitement of the England game, it was quite a day.
Once again we kept a clean sheet. That's eight competitive games in a row now, definitely a record according to Chas who knows these sorts of things. There's a long way to go, but I don't think we could have hoped for a better start to the season.
Tuesday brings Sutton Coldfield - the only team to beat us this season so far - down to The Grove . Let's hope for another three points before the welcome distraction of Saturday's FA Cup tie against Canvey Island.
Halesowen Town: Clarke; Colwell, Burnham, N. Smith, L. Collins, R. Collins, Hall, Jones, Giddings, Taylor, Hines. Subs: Spencer, Skidmore, L. Knight
Clevedon Town: Matthews; Lester, Thorne, Peters, Jeffries, Price, K. Knight, Callinan (Clode 59), Bayliss, Cook (Smart 79), Badman. Sub: King
Referee: A. Marriner (Birmingham) Attendance: 453
Halesowen marched to the top of the table in their seventh straight win at the Grove and set a club record of 750 minutes of football without conceding a goal.
The early 12.30 start produced a low-key start and both teams seemed to cancel each other out in the first half. Clevedon's Karl Bayliss drove wide in the first minute with the previous league leaders keen to shrug off the five goal mauling by Shepshed the week before. Andy Jones won a free kick on the edge of the area in the 4th minute but Les Hines hit the kick against the defensive wall. In the 18th minute the visitors dealt with a spell of home pressure with deep crosses from Richard Colwell and Hines. Tim Clarke saw Keith Knight's 20th minute free-kick late but made a good save from Tommy Callinan's low header. His opposite number Matthews collected Burnham's 25th minute cross at the second attempt.
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Previous league leaders Clevedon missed a golden chance in the 75th minute when confusion between Clarke and Neil Smith allowed the ball to break to Karl Bayliss but he shot high with the goal at his mercy.
Just when Clevedon looked on course for a point, Halesowen crafted two late goals through the strike pair of Jones and Giddings. Ross Collins laid the ball off for Jason Burnham to cross in the 82nd minute and Jones poked the ball home from close range with Lee Collins also set to pounce. Two minutes later Jones broke free and set up fellow striker Giddings to sidestep his marker and crack home his seventh goal of the season from 20 yards into the bottom corner.


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ESP8266 connected and transmitting.
ESP8266 inactive, attempting to reconnect. Information may be inaccurate.
ESP8266 not connected, data unavailable at the moment.
Known Devices
| Name |
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RSSI |
Clients
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Associated |
Networks
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Manufacturer |
ESSID |
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Remote ESP Bug tool made by Alex Lynd.


Direct call (audio & video)
In this example you can initiate a direct call to another Circuit user and toggle video.
Connect to:
circuitsandbox.net
Logon
Logout
Call
End call
Enable Video
Connection state:
Disconnected
Call state:
Media:
Conversation ID:
Call ID:


ADOBE GURO | Adjust the image quality
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Adjust image exposure.
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Adjust hue and saturation of colors.
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Work with adjustment layers.


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Toronto City Waste Lookup
(Information has been extracted from the API (JSON) data provided on City of Toronto Website)
Please search for information on what goes in proper bin. You can search for things like "takeout", "coffee cup" etc.
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Contains information licensed under the Open Government Licence – Toronto.
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{% load render_bundle from webpack_loader %} {% load staticfiles %} {% csrf_token %}
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Subhalingam is currently pursuing B.Tech. in Mathematics and Computing from the Indian Institute of Technology, Delhi. His interests lie in Natural Language Processing (NLP), specifically in the areas of Multilinguality, Q/A and Translation, Software Development and Back-end Development. He is also open to exploring System Design and Cloud Computing. Apart from coding, one can also find him listening to music, watching football, teaching other people, having some plates of biryani or sleeping.
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Marks: 96.4%
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Received Pre-Placement Offer for impeccable performance during internship
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Ongoing ProjectFine-tuned XLM-RoBERTa for multilingual Q/A using chaii-1 dataset augmented with MLQA, XQuAD & SQuAD and attained test Jaccard score of 68.72%.
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View ProjectUsed probabilistic query expansion and relevance model based language modeling with unigram/bigram setting & Dirichlet smoothing to rerank retreived documents and improve the MRR and nDCG scores of the system.
View ProjectImplemented end-to-end retrieval system indexed with TF-IDF weights & cosine similarity-based ranking. Added prefix searching and named entity based searching (using StanfordNER) to narrow down the results of retreival. Compressed index file by encoding differences between document IDs & reduced size by half (topped class leaderboard for index size).
View ProjectRevamped the website using CSS & Javascript for better user experience and easy accessibility & retrieval of information.
Visit WebsiteGenerated generic Graph data structure to store triangles, points & edges for given triangulation topology of 3D shapes. Implemented traversal algorithms to get neighbours, boundary edges, count of connected components & closest components.
View ProjectImplemented Trie, Red-Black Tree & Max-Heap to execute jobs from users for projects based on priorities & resources. Added features for fetching job status & top budget consuming users, flushing starving jobs & updating project priorities.
View ProjectGenerated a Binary Tree by parsing fully parenthesised infix expression and computed its derivative by traversal. The parser was made to support a variety of functions like algebraic, trigonometric, exponential & composite functions.
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Value Guides: Arts & Crafts Style 1870-1930 Nov 25, 2001 . 101 Classic Homes of the Twenties: Floor Plans & Photographs - Harris, McHenry & Baker Co.; 101 "modern homes" from the 1925 publication . http://www.speakeasy.org/~duchess/vg07artc.html Download now (47kb).
SAZ Clipboard
San Jacinto Veterans-Unit Captain Teal's Company: Michael Campbell, George Cumberland, John N. . Luke John Gillespie, Alexander S. (David) Graves, Andrew Jackson Harris, . From the Regular Service: McHenry Winburn, Thomas R. Jackson, D. D. D. Baker . http://www.tamu.edu/faculty/ccbn/dewitt/sjvetsunit.htm
Gallery
The Gallery extension (50kb) Vol. 2 pages 989 - Tompkins County Public Library Among the enterprising and progressive business men of Elmira is Harry D. Woolf, who is treasurer of the Harris, McHenry & Baker Company, lumber dealers . http://tcpl.org/local-history/documents/county-history-CNY/Central_NY/Central_Vol_2_p989to1054.pdf
Ace Hardware Stores | Browse for Hardware, Home Improvement ... Let Ace Hardware provide you with great hardware products and advice from our official online home. Whether you are looking for paint, lawn & garden supplies . http://www.acehardware.com/
AnyWHERE (sample)
The AnyWHERE extension (40kb) James Baker - Wikipedia, the free encyclopedia Baker's first wife, the former Mary Stuart McHenry, was active in the Republican . Baker became chairman of Bush's Senate campaign in Harris County, Texas. http://en.wikipedia.org/wiki/James_Baker
RulesTab (sample)
Architecture, Domestic->United States->Designs ... - Barnes & Noble Harris, McHenry & Baker Co. Paperback $12.03 · NOOK Book $10.19 · Classic Houses of the TwentiesJ. D. Loizeaux · Paperback $13.22 · NOOK Book $10.99 . http://www.barnesandnoble.com/s/?category_id=17645
Privacy Scanner
The Privacy Scanner
(41kb) eDispatches Fire and First Aid Call Log State, AB, AL, AR, AZ, BC, CA, CO, CT, FL, GA, IA, ID, IL, IN, IND, IO, KS, KT, KY, LA, MA . Atlantic, Augusta, Baker, Baldwin, Baltimore, Barbour, Barren, Barren County . Hampden, Hampshire, Hampton, Hancock, Hanson, Hardin, Harris, Harrison . Martin, Mason, Maury, Mayes, McHenry, McIntosh, Mclean, Mcleod Co. http://www.edispatches.com/orgs/general/call_log.php
Content-Blocking (sample)
The Content Blocker
sample (11kb) Mchenry Family Genealogy Forum (All Messages) Daniel and John McHenry in Arizona in re: Barb Baker - Donald McHenry 7/08/11 . Mystery McHenry on1830 Census for Huntingdon Co. PA - Barb Baker 7/25/10 . Alexander McHenry -Mary O'Hara - Cecelia Harris 11/03/05. irma louise . http://genforum.genealogy.com/mchenry/all.html
Image-Flipper (sample)
The Image
Flipper sample (6kb) data - Bureau of Labor Statistics Labor force data by county, not seasonally adjusted, December . FL | Dec-11 | 129,903 | 120,145 | 9,758 | 7.5 CN120030 | 12 | 003 | Baker County, . GA | Dec- 11 | 12,789 | 11,641 | 1,148 | 9.0 CN131450 | 13 | 145 | Harris County, GA . IL | Dec-11 | 17,093 | 15,893 | 1,200 | 7.0 PS170500 | 17 | 111 | McHenry County, . http://www.bls.gov/lau/laucntycur14.txt
3rd-Party Extensions
Hexamer General Surveys - Index McHenry, A.R. & Co.; Ellis, J. M. & Son, Delaware River (West bank), South . Sugar Refinery, Baker, J. Market St (Delaware River), Chester, Delaware County, . 257, Harris Dye Works, Harris, William & Mary, Thompson St, Masher St, and . http://www.philageohistory.org/rdic-images/HGS/
Recent Appellate Court Written Orders Under Supreme Court Rule 23 In re Marriage of Baker. 04/03/13 . 03/26/13. 03/26/13. 1-11-0420. 2013 IL App (1st) 110420-U. People v. Harris. 03/26/13 . Faith in Action of McHenry County . http://www.state.il.us/court/R23_Orders/recent_R23_appellate.asp
neXpert Performance Report Generator
McHenry County Blog | 5 minutes ago . Woodstock attorney Jane Collins wondered what backed up the power point presentation (see Part 1 and Part 2) given to the McHenry County . http://mchenrycountyblog.com/
StresStimulus
1917 Directory, City of Elmira, Chemung County NY - Joycetice.com Mutchler Joseph M, foreman Harris, McHenry & Baker Co, h 365 S Main. Mutschler Joseph L, coppersmith A L F E Co, h 509 E Second. MUTUAL BENEFIT LIFE . http://www.joycetice.com/director/1917p296.htm
Watcher - Passive Security Auditor
Radford's House Designs of the Twenties - Google Books 101 Classic Homes of the Twenties: Floor Plans and Photographs · Harris, McHenry & Baker Co. Harris, McHenry & Baker Co Harris No preview available - . http://books.google.com/books/about/Radford_s_House_Designs_of_the_Twenties.html?id=a3pBCaIdgjgC
Vital Records and Probate Records Alabama Arizona Arkansas California Colorado Connecticut Delaware DC Florida Georgia Idaho Illinois Indiana Iowa . Baker County Marriages 1877 - 1965 . http://www.learnwebskills.com/patriot/vitalrecords1.htm
Ammonite - Security Scanner
male screaming wav file
x5s - Automated XSS Security Testing AssistantJail Roster - Custody Branch - Clark County Sheriff - Clark County ... 4 days ago . CLARK COUNTY JAIL INMATE ALPHA ROSTER . 163481, BAKER, DUSTIN LINCOLN, 03/28/13, B2-F, none set, PCS HER/COC/METHAMPH/OPIUM . 209119, HARRIS, TONARI LEE, 03/12/13, E4-15, none set, ESCAPE I . 205377, MCHENRY, ROBERT THOMAS, 03/29/13, G1-5, none set, DUI . http://www.clark.wa.gov/sheriff/custody/roster.html
- Detecting where safe encodings were not applied to emitted
user-inputs
- Detecting where Unicode character transformations might bypass
security filters
- Detecting where non-shortest UTF-8 encodings might bypass security
filters
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intruder21
BARNES & NOBLE | 1000 Turn-of-the-Century Houses: With ... May 11, 2007 . Paperback $11.51 · 101 Classic Homes of the Twenties: Floor Plans and Photographs. 101 Classic Homes of the...Harris, McHenry & Baker Co. http://www.barnesandnoble.com/w/1000-turn-of-the-century-houses-herbert-c-chivers/1111448978
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HTML Inspector
1917 Directory, City of Elmira, Chemung County NY - Joycetice.com Genung Louis V., emp Eureka Moulding Co, h 455 E Third. Genung Mabel J, stenogr Harris McHenry & Baker Co., res 372 Wallace place. Genung see Ganung . http://www.joycetice.com/director/1917p152.htm
Location Quotient Input Form . County, Florida, Baker County, Florida, Bay County, Florida, Bradford County, Florida . Haralson County, Georgia, Harris County, Georgia, Hart County, Georgia . Logan County, Illinois, McDonough County, Illinois, McHenry County, Illinois . http://www.bls.gov/location_quotient/
WCF Binary-Encoded Message Inspector
Voter Guide to the 2012 election | Charlotte Observer Get the latest NC state and national election news coverage for the president, governor, county commissioner, 8th, 9th, 10th, 12th, district, SC, and other state . http://www.charlotteobserver.com/voter/
Chad Sowald's Request-To-Code
Mchenry Family Genealogy Forum (Page 2) Mystery McHenry on1830 Census for Huntingdon Co. PA - Barb Baker 7/25/10. james mchenry b-1774 philly ,pa - randy shipley 7/22/10. Re: james mchenry . http://genforum.genealogy.com/mchenry/page2.html
Eyal's Extensions
- roll up shades or sunscreens has written two extensions:
Thomas Deml's Export WCAT Script extension
1917 Directory, City of Elmira, Chemung County NY - Joycetice.com Kirkpatrick, Aaron E, emp Harris, McHenry & Baker Co, h 176 Madison ave. Kirkpartrick, Alexander, emp C & K Laundry, res 389 W Water. Kirkpatrick, Frances . http://www.joycetice.com/director/1917p224.htm
Per-Response Latency Extension
McHenry County - Chicago Tribune Oct 25, 2012 . 709 PETER ST. MCHENRY. BAKER RUTH E . BARBARA JUNE CO. 550 LAKE CORNISH . HARRIS BANK MARENGO. 723 BEGGS LN . http://www.chicagotribune.com/special/adsections/icash/chi-icash-mchenry-county-20121025,0,6754853.acrobat
WPAD Server
Melissa Harris-Perry on MSNBC | Facebook "Melissa Harris-Perry" is hosted by the Tulane political science professor of the same name. . threatened with rape and death, and after an anonymous attack on her company's website, she also was fired. . Tricia Maddrey Baker what's with the violent threats these days? is everyone crazy? . McHenry Slawski Beautiful! http://www.facebook.com/MHPshow
XML Request InspectorSouthport, Chemung County, New York - Rosstown and Christian ... Nov 4, 2004 . Township: Town of Southport, Chemung County NY . whose business was the ancestor of the present Harris, McHenry, and Baker Company. http://www.joycetice.com/articles/christhol.htm XML DataSet Inspector1917 Directory, City of Elmira, Chemung County NY - Joycetice.com Weir, James E, machinist Willys-Morrow Co, h 900 Erie. Weir, Margaret, wid John , h 112 Luce. Weise, Gustave, emp Harris, McHenry & Baker Co, res 509 Oak . http://www.joycetice.com/director/1917p428.htm
©2013 Telerik
|


Released on December 2008 by the Kronos Group48 OpenCL is an open standard for programming heterogeneous computers built from CPUs, GPUs and other processors that includes a framework to define the platform in terms of a host, one or more compute devices, and a C-based programming language for writing programs for the compute devices (see figure [openCL]). One of the first advantages of OpenCL is that it is not restricted to the use of GPUs but it take each resource in the system as computational peer unit, easing the programmer by interfacing with them. Another big advantage is that it is open and free standard and it permit cross-vendor portability 49.


new Body(game, sprite, x, y, mass)
The Physics Body is typically linked to a single Sprite and defines properties that determine how the physics body is simulated. These properties affect how the body reacts to forces, what forces it generates on itself (to simulate friction), and how it reacts to collisions in the scene. In most cases, the properties are used to simulate physical effects. Each body also has its own property values that determine exactly how it reacts to forces and collisions in the scene. By default a single Rectangle shape is added to the Body that matches the dimensions of the parent Sprite. See addShape, removeShape, clearShapes to add extra shapes around the Body. Note: When bound to a Sprite to avoid single-pixel jitters on mobile devices we strongly recommend using Sprite sizes that are even on both axis, i.e. 128x128 not 127x127.
Parameters:
| Name | Type | Argument | Default | Description |
|---|---|---|---|---|
game |
Phaser.Game | Game reference to the currently running game. |
||
sprite |
Phaser.Sprite |
<optional> |
The Sprite object this physics body belongs to. |
|
x |
number |
<optional> |
0 | The x coordinate of this Body. |
y |
number |
<optional> |
0 | The y coordinate of this Body. |
mass |
number |
<optional> |
1 | The default mass of this Body (0 = static). |
- Source:
Members
-
allowSleep
-
- Source:
Properties:
Name Type Description allowSleep
boolean -
-
angle
-
The angle of the Body in degrees from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation. Values outside this range are added to or subtracted from 360 to obtain a value within the range. For example, the statement Body.angle = 450 is the same as Body.angle = 90. If you wish to work in radians instead of degrees use the property Body.rotation instead. Working in radians is faster as it doesn't have to convert values.
- Source:
Properties:
Name Type Description angle
number The angle of this Body in degrees.
-
angularDamping
-
Damping is specified as a value between 0 and 1, which is the proportion of velocity lost per second.
- Source:
Properties:
Name Type Description angularDamping
number The angular damping acting acting on the body.
-
angularForce
-
- Source:
Properties:
Name Type Description angularForce
number The angular force acting on the body.
-
angularVelocity
-
- Source:
Properties:
Name Type Description angularVelocity
number The angular velocity of the body.
-
collideWorldBounds
-
A Body can be set to collide against the World bounds automatically if this is set to true. Otherwise it will leave the World. Note that this only applies if your World has bounds! The response to the collision should be managed via CollisionMaterials.
- Source:
Properties:
Name Type Description collideWorldBounds
boolean Should the Body collide with the World bounds?
-
damping
-
Damping is specified as a value between 0 and 1, which is the proportion of velocity lost per second.
- Source:
Properties:
Name Type Description damping
number The linear damping acting on the body in the velocity direction.
-
<protected> data
-
- Source:
Properties:
Name Type Description data
p2.Body The p2 Body data.
-
debug
-
- Source:
Properties:
Name Type Description debug
boolean Enable or disable debug drawing of this body
-
debugBody
-
- Source:
Properties:
Name Type Description debugBody
Phaser.Physics.P2.BodyDebug Reference to the debug body.
-
dynamic
-
- Source:
Properties:
Name Type Description dynamic
boolean Returns true if the Body is dynamic. Setting Body.dynamic to 'false' will make it static.
-
fixedRotation
-
- Source:
Properties:
Name Type Description fixedRotation
boolean -
-
force
-
- Source:
Properties:
Name Type Description force
Phaser.InversePointProxy The force applied to the body.
-
game
-
- Source:
Properties:
Name Type Description game
Phaser.Game Local reference to game.
-
gravity
-
- Source:
Properties:
Name Type Description gravity
Phaser.Point A locally applied gravity force to the Body. Applied directly before the world step. NOTE: Not currently implemented.
-
<readonly> id
-
- Source:
Properties:
Name Type Description id
number The Body ID. Each Body that has been added to the World has a unique ID.
-
inertia
-
- Source:
Properties:
Name Type Description inertia
number The inertia of the body around the Z axis..
-
kinematic
-
- Source:
Properties:
Name Type Description kinematic
boolean Returns true if the Body is kinematic. Setting Body.kinematic to 'false' will make it static.
-
mass
-
- Source:
Properties:
Name Type Description mass
number -
-
motionState
-
- Source:
Properties:
Name Type Description motionState
number The type of motion this body has. Should be one of: Body.STATIC (the body does not move), Body.DYNAMIC (body can move and respond to collisions) and Body.KINEMATIC (only moves according to its .velocity).
-
offset
-
- Source:
Properties:
Name Type Description offset
Phaser.Point The offset of the Physics Body from the Sprite x/y position.
-
onBeginContact
-
Dispatched when a first contact is created between shapes in two bodies. This event is fired during the step, so collision has already taken place. The event will be sent 4 parameters: The body it is in contact with, the shape from this body that caused the contact, the shape from the contact body and the contact equation data array.
- Source:
Properties:
Name Type Description onBeginContact
Phaser.Signal -
onEndContact
-
Dispatched when contact ends between shapes in two bodies. This event is fired during the step, so collision has already taken place. The event will be sent 3 parameters: The body it is in contact with, the shape from this body that caused the contact and the shape from the contact body.
- Source:
Properties:
Name Type Description onEndContact
Phaser.Signal -
onImpact
-
Dispatched when the shape/s of this Body impact with another. The event will be sent 2 parameters, this Body and the impact Body.
- Source:
Properties:
Name Type Description onImpact
Phaser.Signal -
removeNextStep
-
- Source:
Properties:
Name Type Description removeNextStep
boolean To avoid deleting this body during a physics step, and causing all kinds of problems, set removeNextStep to true to have it removed in the next preUpdate.
-
rotation
-
The angle of the Body in radians. If you wish to work in degrees instead of radians use the Body.angle property instead. Working in radians is faster as it doesn't have to convert values.
- Source:
Properties:
Name Type Description rotation
number The angle of this Body in radians.
-
sleepSpeedLimit
-
- Source:
Properties:
Name Type Description sleepSpeedLimit
number .
-
sprite
-
- Source:
Properties:
Name Type Description sprite
Phaser.Sprite Reference to the parent Sprite.
-
static
-
- Source:
Properties:
Name Type Description static
boolean Returns true if the Body is static. Setting Body.static to 'false' will make it dynamic.
-
type
-
- Source:
Properties:
Name Type Description type
number The type of physics system this body belongs to.
-
velocity
-
- Source:
Properties:
Name Type Description velocity
Phaser.InversePointProxy The velocity of the body. Set velocity.x to a negative value to move to the left, position to the right. velocity.y negative values move up, positive move down.
-
world
-
- Source:
Properties:
Name Type Description world
Phaser.Physics.P2 Local reference to the P2 World.
-
x
-
- Source:
Properties:
Name Type Description x
number The x coordinate of this Body.
-
y
-
- Source:
Properties:
Name Type Description y
number The y coordinate of this Body.
Methods
-
addCapsule(length, radius, offsetX, offsetY, rotation) → {p2.Capsule}
-
Adds a Capsule shape to this Body. You can control the offset from the center of the body and the rotation.
Parameters:
Name Type Argument Default Description length
number The distance between the end points in pixels.
radius
number Radius of the capsule in radians.
offsetX
number <optional>
0 Local horizontal offset of the shape relative to the body center of mass.
offsetY
number <optional>
0 Local vertical offset of the shape relative to the body center of mass.
rotation
number <optional>
0 Local rotation of the shape relative to the body center of mass, specified in radians.
- Source:
Returns:
The Capsule shape that was added to the Body.
- Type
- p2.Capsule
-
addCircle(radius, offsetX, offsetY, rotation) → {p2.Circle}
-
Adds a Circle shape to this Body. You can control the offset from the center of the body and the rotation.
Parameters:
Name Type Argument Default Description radius
number The radius of this circle (in pixels)
offsetX
number <optional>
0 Local horizontal offset of the shape relative to the body center of mass.
offsetY
number <optional>
0 Local vertical offset of the shape relative to the body center of mass.
rotation
number <optional>
0 Local rotation of the shape relative to the body center of mass, specified in radians.
- Source:
Returns:
The Circle shape that was added to the Body.
- Type
- p2.Circle
-
addLine(length, offsetX, offsetY, rotation) → {p2.Line}
-
Adds a Line shape to this Body. The line shape is along the x direction, and stretches from [-length/2, 0] to [length/2,0]. You can control the offset from the center of the body and the rotation.
Parameters:
Name Type Argument Default Description length
number The length of this line (in pixels)
offsetX
number <optional>
0 Local horizontal offset of the shape relative to the body center of mass.
offsetY
number <optional>
0 Local vertical offset of the shape relative to the body center of mass.
rotation
number <optional>
0 Local rotation of the shape relative to the body center of mass, specified in radians.
- Source:
Returns:
The Line shape that was added to the Body.
- Type
- p2.Line
-
addParticle(offsetX, offsetY, rotation) → {p2.Particle}
-
Adds a Particle shape to this Body. You can control the offset from the center of the body and the rotation.
Parameters:
Name Type Argument Default Description offsetX
number <optional>
0 Local horizontal offset of the shape relative to the body center of mass.
offsetY
number <optional>
0 Local vertical offset of the shape relative to the body center of mass.
rotation
number <optional>
0 Local rotation of the shape relative to the body center of mass, specified in radians.
- Source:
Returns:
The Particle shape that was added to the Body.
- Type
- p2.Particle
-
addPlane(offsetX, offsetY, rotation) → {p2.Plane}
-
Adds a Plane shape to this Body. The plane is facing in the Y direction. You can control the offset from the center of the body and the rotation.
Parameters:
Name Type Argument Default Description offsetX
number <optional>
0 Local horizontal offset of the shape relative to the body center of mass.
offsetY
number <optional>
0 Local vertical offset of the shape relative to the body center of mass.
rotation
number <optional>
0 Local rotation of the shape relative to the body center of mass, specified in radians.
- Source:
Returns:
The Plane shape that was added to the Body.
- Type
- p2.Plane
-
addPolygon(options, points) → {boolean}
-
Reads a polygon shape path, and assembles convex shapes from that and puts them at proper offset points. The shape must be simple and without holes. This function expects the x.y values to be given in pixels. If you want to provide them at p2 world scales then call Body.data.fromPolygon directly.
Parameters:
Name Type Description options
object An object containing the build options:
Properties
Name Type Argument Default Description optimalDecomp
boolean <optional>
false Set to true if you need optimal decomposition. Warning: very slow for polygons with more than 10 vertices.
skipSimpleCheck
boolean <optional>
false Set to true if you already know that the path is not intersecting itself.
removeCollinearPoints
boolean | number <optional>
false Set to a number (angle threshold value) to remove collinear points, or false to keep all points.
points
Array.<number> | number An array of 2d vectors that form the convex or concave polygon. Either [[0,0], [0,1],...] or a flat array of numbers that will be interpreted as [x,y, x,y, ...], or the arguments passed can be flat x,y values e.g.
setPolygon(options, x,y, x,y, x,y, ...)
wherex
andy
are numbers.- Source:
Returns:
True on success, else false.
- Type
- boolean
-
addRectangle(width, height, offsetX, offsetY, rotation) → {p2.Rectangle}
-
Adds a Rectangle shape to this Body. You can control the offset from the center of the body and the rotation.
Parameters:
Name Type Argument Default Description width
number The width of the rectangle in pixels.
height
number The height of the rectangle in pixels.
offsetX
number <optional>
0 Local horizontal offset of the shape relative to the body center of mass.
offsetY
number <optional>
0 Local vertical offset of the shape relative to the body center of mass.
rotation
number <optional>
0 Local rotation of the shape relative to the body center of mass, specified in radians.
- Source:
Returns:
The Rectangle shape that was added to the Body.
- Type
- p2.Rectangle
-
addShape(shape, offsetX, offsetY, rotation) → {p2.Circle|p2.Rectangle|p2.Plane|p2.Line|p2.Particle}
-
Add a shape to the body. You can pass a local transform when adding a shape, so that the shape gets an offset and an angle relative to the body center of mass. Will automatically update the mass properties and bounding radius.
Parameters:
Name Type Argument Default Description shape
* The shape to add to the body.
offsetX
number <optional>
0 Local horizontal offset of the shape relative to the body center of mass.
offsetY
number <optional>
0 Local vertical offset of the shape relative to the body center of mass.
rotation
number <optional>
0 Local rotation of the shape relative to the body center of mass, specified in radians.
- Source:
Returns:
The shape that was added to the body.
- Type
- p2.Circle | p2.Rectangle | p2.Plane | p2.Line | p2.Particle
-
addToWorld()
-
Adds this physics body to the world.
- Source:
-
adjustCenterOfMass()
-
Moves the shape offsets so their center of mass becomes the body center of mass.
- Source:
-
applyDamping(dt)
-
Apply damping, see http://code.google.com/p/bullet/issues/detail?id=74 for details.
Parameters:
Name Type Description dt
number Current time step.
- Source:
-
applyForce(force, worldX, worldY)
-
Apply force to a world point. This could for example be a point on the RigidBody surface. Applying force this way will add to Body.force and Body.angularForce.
Parameters:
Name Type Description force
number The force to add.
worldX
number The world x point to apply the force on.
worldY
number The world y point to apply the force on.
- Source:
-
clearCollision(clearGroup, clearMask, shape)
-
Clears the collision data from the shapes in this Body. Optionally clears Group and/or Mask.
Parameters:
Name Type Argument Default Description clearGroup
boolean <optional>
true Clear the collisionGroup value from the shape/s?
clearMask
boolean <optional>
true Clear the collisionMask value from the shape/s?
shape
p2.Shape <optional>
An optional Shape. If not provided the collision data will be cleared from all Shapes in this Body.
- Source:
-
clearShapes()
-
Removes all Shapes from this Body.
- Source:
-
collides(group, callback, callbackContext, shape)
-
Adds the given CollisionGroup, or array of CollisionGroups, to the list of groups that this body will collide with and updates the collision masks.
Parameters:
Name Type Argument Description group
Phaser.Physics.CollisionGroup | array The Collision Group or Array of Collision Groups that this Bodies shapes will collide with.
callback
function <optional>
Optional callback that will be triggered when this Body impacts with the given Group.
callbackContext
object <optional>
The context under which the callback will be called.
shape
p2.Shape <optional>
An optional Shape. If not provided the collision mask will be added to all Shapes in this Body.
- Source:
-
createBodyCallback(object, callback, callbackContext)
-
Sets a callback to be fired any time a shape in this Body impacts with a shape in the given Body. The impact test is performed against body.id values. The callback will be sent 4 parameters: This body, the body that impacted, the Shape in this body and the shape in the impacting body. Note that the impact event happens after collision resolution, so it cannot be used to prevent a collision from happening. It also happens mid-step. So do not destroy a Body during this callback, instead set safeDestroy to true so it will be killed on the next preUpdate.
Parameters:
Name Type Description object
Phaser.Sprite | Phaser.TileSprite | Phaser.Physics.P2.Body | p2.Body The object to send impact events for.
callback
function The callback to fire on impact. Set to null to clear a previously set callback.
callbackContext
object The context under which the callback will fire.
- Source:
-
createGroupCallback(group, callback, callbackContext)
-
Sets a callback to be fired any time this Body impacts with the given Group. The impact test is performed against shape.collisionGroup values. The callback will be sent 4 parameters: This body, the body that impacted, the Shape in this body and the shape in the impacting body. This callback will only fire if this Body has been assigned a collision group. Note that the impact event happens after collision resolution, so it cannot be used to prevent a collision from happening. It also happens mid-step. So do not destroy a Body during this callback, instead set safeDestroy to true so it will be killed on the next preUpdate.
Parameters:
Name Type Description group
Phaser.Physics.CollisionGroup The Group to send impact events for.
callback
function The callback to fire on impact. Set to null to clear a previously set callback.
callbackContext
object The context under which the callback will fire.
- Source:
-
destroy()
-
Destroys this Body and all references it holds to other objects.
- Source:
-
getCollisionMask() → {number}
-
Gets the collision bitmask from the groups this body collides with.
- Source:
Returns:
The bitmask.
- Type
- number
-
loadPolygon(key, object, options) → {boolean}
-
Reads the shape data from a physics data file stored in the Game.Cache and adds it as a polygon to this Body.
Parameters:
Name Type Description key
string The key of the Physics Data file as stored in Game.Cache.
object
string The key of the object within the Physics data file that you wish to load the shape data from.
options
object An object containing the build options. Note that this isn't used if the data file contains multiple shapes.
Properties
Name Type Argument Default Description optimalDecomp
boolean <optional>
false Set to true if you need optimal decomposition. Warning: very slow for polygons with more than 10 vertices.
skipSimpleCheck
boolean <optional>
false Set to true if you already know that the path is not intersecting itself.
removeCollinearPoints
boolean | number <optional>
false Set to a number (angle threshold value) to remove collinear points, or false to keep all points.
- Source:
Returns:
True on success, else false.
- Type
- boolean
-
loadPolygon(key, object, options) → {boolean}
-
Reads the physics data from a physics data file stored in the Game.Cache. It will add the shape data to this Body, as well as set the density (mass), friction and bounce (restitution) values.
Parameters:
Name Type Description key
string The key of the Physics Data file as stored in Game.Cache.
object
string The key of the object within the Physics data file that you wish to load the shape data from.
options
object An object containing the build options:
Properties
Name Type Argument Default Description optimalDecomp
boolean <optional>
false Set to true if you need optimal decomposition. Warning: very slow for polygons with more than 10 vertices.
skipSimpleCheck
boolean <optional>
false Set to true if you already know that the path is not intersecting itself.
removeCollinearPoints
boolean | number <optional>
false Set to a number (angle threshold value) to remove collinear points, or false to keep all points.
- Source:
Returns:
True on success, else false.
- Type
- boolean
-
moveBackward(speed)
-
Moves the Body backwards based on its current angle and the given speed. The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms).
Parameters:
Name Type Description speed
number The speed at which it should move backwards.
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-
moveDown(speed)
-
If this Body is dynamic then this will move it down by setting its y velocity to the given speed. The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms).
Parameters:
Name Type Description speed
number The speed at which it should move down, in pixels per second.
- Source:
-
moveForward(speed)
-
Moves the Body forwards based on its current angle and the given speed. The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms).
Parameters:
Name Type Description speed
number The speed at which it should move forwards.
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-
moveLeft(speed)
-
If this Body is dynamic then this will move it to the left by setting its x velocity to the given speed. The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms).
Parameters:
Name Type Description speed
number The speed at which it should move to the left, in pixels per second.
- Source:
-
moveRight(speed)
-
If this Body is dynamic then this will move it to the right by setting its x velocity to the given speed. The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms).
Parameters:
Name Type Description speed
number The speed at which it should move to the right, in pixels per second.
- Source:
-
moveUp(speed)
-
If this Body is dynamic then this will move it up by setting its y velocity to the given speed. The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms).
Parameters:
Name Type Description speed
number The speed at which it should move up, in pixels per second.
- Source:
-
<protected> postUpdate()
-
Internal method. This is called directly before the sprites are sent to the renderer and after the update function has finished.
- Source:
-
<protected> preUpdate()
-
Internal method. This is called directly before the sprites are sent to the renderer and after the update function has finished.
- Source:
-
removeFromWorld()
-
Removes this physics body from the world.
- Source:
-
removeShape(shape) → {boolean}
-
Remove a shape from the body. Will automatically update the mass properties and bounding radius.
Parameters:
Name Type Description shape
p2.Circle | p2.Rectangle | p2.Plane | p2.Line | p2.Particle The shape to remove from the body.
- Source:
Returns:
True if the shape was found and removed, else false.
- Type
- boolean
-
reset(x, y, resetDamping, resetMass)
-
Resets the Body force, velocity (linear and angular) and rotation. Optionally resets damping and mass.
Parameters:
Name Type Argument Default Description x
number The new x position of the Body.
y
number The new x position of the Body.
resetDamping
boolean <optional>
false Resets the linear and angular damping.
resetMass
boolean <optional>
false Sets the Body mass back to 1.
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-
rever(speed)
-
Applies a force to the Body that causes it to 'thrust' backwards (in reverse), based on its current angle and the given speed. The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms).
Parameters:
Name Type Description speed
number The speed at which it should reverse.
- Source:
-
rotateLeft(speed)
-
This will rotate the Body by the given speed to the left (counter-clockwise).
Parameters:
Name Type Description speed
number The speed at which it should rotate.
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-
rotateRight(speed)
-
This will rotate the Body by the given speed to the left (clockwise).
Parameters:
Name Type Description speed
number The speed at which it should rotate.
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-
setCircle(radius, offsetX, offsetY, rotation)
-
Clears any previously set shapes. Then creates a new Circle shape and adds it to this Body.
Parameters:
Name Type Argument Default Description radius
number The radius of this circle (in pixels)
offsetX
number <optional>
0 Local horizontal offset of the shape relative to the body center of mass.
offsetY
number <optional>
0 Local vertical offset of the shape relative to the body center of mass.
rotation
number <optional>
0 Local rotation of the shape relative to the body center of mass, specified in radians.
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-
setCollisionGroup(group, shape)
-
Sets the given CollisionGroup to be the collision group for all shapes in this Body, unless a shape is specified. This also resets the collisionMask.
Parameters:
Name Type Argument Description group
Phaser.Physics.CollisionGroup The Collision Group that this Bodies shapes will use.
shape
p2.Shape <optional>
An optional Shape. If not provided the collision group will be added to all Shapes in this Body.
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-
setMaterial(material, shape)
-
Adds the given Material to all Shapes that belong to this Body. If you only wish to apply it to a specific Shape in this Body then provide that as the 2nd parameter.
Parameters:
Name Type Argument Description material
Phaser.Physics.Material The Material that will be applied.
shape
p2.Shape <optional>
An optional Shape. If not provided the Material will be added to all Shapes in this Body.
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-
setRectangle(width, height, offsetX, offsetY, rotation) → {p2.Rectangle}
-
Clears any previously set shapes. The creates a new Rectangle shape at the given size and offset, and adds it to this Body. If you wish to create a Rectangle to match the size of a Sprite or Image see Body.setRectangleFromSprite.
Parameters:
Name Type Argument Default Description width
number <optional>
16 The width of the rectangle in pixels.
height
number <optional>
16 The height of the rectangle in pixels.
offsetX
number <optional>
0 Local horizontal offset of the shape relative to the body center of mass.
offsetY
number <optional>
0 Local vertical offset of the shape relative to the body center of mass.
rotation
number <optional>
0 Local rotation of the shape relative to the body center of mass, specified in radians.
- Source:
Returns:
The Rectangle shape that was added to the Body.
- Type
- p2.Rectangle
-
setRectangleFromSprite(sprite) → {p2.Rectangle}
-
Clears any previously set shapes. Then creates a Rectangle shape sized to match the dimensions and orientation of the Sprite given. If no Sprite is given it defaults to using the parent of this Body.
Parameters:
Name Type Argument Description sprite
Phaser.Sprite | Phaser.Image <optional>
The Sprite on which the Rectangle will get its dimensions.
- Source:
Returns:
The Rectangle shape that was added to the Body.
- Type
- p2.Rectangle
-
setZeroDamping()
-
Sets the Body damping and angularDamping to zero.
- Source:
-
setZeroForce()
-
Sets the force on the body to zero.
- Source:
-
setZeroRotation()
-
If this Body is dynamic then this will zero its angular velocity.
- Source:
-
setZeroVelocity()
-
If this Body is dynamic then this will zero its velocity on both axis.
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-
shapeChanged()
-
Updates the debug draw if any body shapes change.
- Source:
-
thrust(speed)
-
Applies a force to the Body that causes it to 'thrust' forwards, based on its current angle and the given speed. The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms).
Parameters:
Name Type Description speed
number The speed at which it should thrust.
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-
toLocalFrame(out, worldPoint)
-
Transform a world point to local body frame.
Parameters:
Name Type Description out
Float32Array | Array The vector to store the result in.
worldPoint
Float32Array | Array The input world vector.
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-
toWorldFrame(out, localPoint)
-
Transform a local point to world frame.
Parameters:
Name Type Description out
Array The vector to store the result in.
localPoint
Array The input local vector.
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-
updateCollisionMask(shape)
-
Updates the collisionMask.
Parameters:
Name Type Argument Description shape
p2.Shape <optional>
An optional Shape. If not provided the collision group will be added to all Shapes in this Body.
- Source:


Pokemon memory game
Click anywhere on the tall grass and a wild pokemon will spawn !
Score :
Start again


FROM ADE WILLIAMS I AM DIRECTED BY DR. (MRS.) MARYAM ABACHA, WIFE OF LATE GENERAL SANI ABACHA, EX-MILITARY HEAD OF STATE OF NIGERIA WHO DIED ON THE 8TH OF JUNE 1998 OF HEART PROBLEMS.      PLEASE ENSURE TO KEEP THIS DEAL VERY SECRET AND CONFIDENTIAL FOR OBVIOUS REASONS. WE AWAIT YOUR IMMEDIATE RESPONSE. SINCERELY, ADE WILLIAMS . FOR DR. (MRS.) MARYAM ABACHA.) PS: THE FUNDS WILL BE INVESTED BY YOU ON BEHALF OF THE FAMILY . REPLY TO:adewilliams202@fastermail.com


jquery-debouncedwidth
RESIZE ME
Debounced Resize Events:
0
Ordinary Resize Events:
0
The debouncedwidth event combines two performance critical features:
Reducing the amount of fired resize events
Disable resize events for height changes