Work Experience
Web Development Guru
Wato Consulting
01/09/2019 - Present
Job summary
- Website creation
- Database creation
- Woocommerce/Vend Point of Sale Integration
- POS Printing information consolidation
- Marketing collateral Design using Adobe Photoshop and InDesign
Director
Tiger Technologies
2016 - 2017
Job summary
- ICT Consulting & Sales
- Excel programming for apps
- Swift Application Programming
Example: Roland GR33 Synth Editing app for iMac
Education
Adelaide College of TAFE, 2000
Diploma in Information Technology
3 year Diploma course covering multiple IT disciplines and subjects.
Accreditations
- Certificate in Micro-computing
- Certificate in Business Systems Analysis
- Certificate in Microcomputer support
- Certificate in Pascal Programming
- Database design
Languages
- Pascal
- C
- Cobol
- Basic
- SQL Server
- RPG II
- Swift
- HTML
- CSS
- JavaScript
- PHP
Courses
- WordPress: Workflows
- Migrating WordPress with WP Migrate DB and DB Pro
- WordPress Ecommerce: WooCommerce
- WordPress: Customizing WooCommerce Themes
- WordPress: Building Progressive Themes with WP Rig
- JavaScript Essential Training
- jQuery Essential Training
- jQuery for Web Designers
- jQuery Data with AJAX
- jQuery: UI Widgets
- REST APIs
- Creating Web Icons with SVG
- PHP with MySQL
- GitHub for Web Designers
- CSS Layouts: From Float to Flexbox and Grid
Certifications
Prince2
- Foundation member
- Certified Prince2 Practioner (Leader)
HP
- Selling HP Converged Infrastructure Solutions
- Selling HP Enterprise Networking Solutions and Services
Cisco
- Cisco wireless
- BE6K Unified Communications sales
Microsoft
- Networking Essentials
Riverbed
- Riverbed Sales Associate
- Steelhead
- Stingray
- SteelCentral
- Cascade
NEC
- All NEC Unified Communications Products
- All NEC Call Centre Products
- Neoface Facial Recognition
- Strategic Selling
- NEC Management Development (Japan)
- Management
- Leadership
- Strategy
- Marketing
- Management Certificate (University of Adelaide)
- Management/Leadership
- Marketing
- Business Finance
- Motivational Skills
- Import/Export
- OHS&W and EEO
- Total Quality Management Change Facilitator
- Confronting Poor Performers
- Time Management
- Instructional Methods
- Management & Supervision
Copyright © 2020 by Jonathon Hartley


Reference list of the perceptual features
Some perceptual features may require musical knowledge to understand, these are listed as complex features.
Simple features
- Activity (low-high)
The activity of the music.
- Valence (negative-positive)
The emotion of the song, which ranges from negative to positive. A sad song would have a negative valence, and
a
happy song would have a positive valence.
- Speed (slow-fast)
The speed of the music, based on how fast the music feels.
- Modality (minor-major)
The modality of the song on a continuous scale from minor to major. In general (for western music), a song in
minor will sound darker or softer than a song in major.
- Articulation (legato-staccato)
The duration of tones, measured from legato (longest) to staccato (shortest). See this youtube video for a quick explanation and
example of
staccato and legato.
- Dynamics (soft-loud)
The overall dynamic level of the music, disregarding the listening volume. Dynamics is related to how loud a musical piece feels.
- Pitch (low-high)
The general pitch height of the music. Pitch is what makes a sound "high" or "low". See this youtube video for a short example.
- Dissonance (consonant-dissonant)
The dissonance of the music. See this youtube video
for
a short demonstration of consonance vs dissonance.
Complex features
- Harmonic Complexity (simple-complex)
The complexity of the harmonic progression in the song. It intends to reflect things like the amount of chords changes or deviations from a key scale structure.
- Rhythmic Clarity (flowing-firm)
The amount of rhythmic accentuation of the music.
- Rhythmic Complexity (simple-complex)
A companion to the rhythmic clarity which measures the complexity of the rhythmic patterns.


I'm sure by now, many of us are aware that Ruby is an objecte-oriented programming language. Today, I'll discuss exactly what that means. I'll also be talking a little bit about what functional programming is and how it relates to OO languages. We'll start by talking about what makes a language like Ruby, object-oriented.
Object oriented languages seem to be fairly popular right now, so let's take a closer look at what makes an OO language. "Object-oriented languages define not only the data type of a data structure, but also the types of operations that can be applied to the data structure." This basically means that data structure becomes an object. In languages like Ruby and Java, everything is an objet. This allows programmers to create relationship and functions between multiple objects. Languages that are OO based also gives programmers the ability to make their programs inherit characteristics of other objects through the usage of classes.
One of the best advantages that object-oriented languages have over other languages is that programmers do not have to change variables as they create new objects. A programmer can simply create a new object that inherits many of its features from existing objects. This makes object-oriented programs easier to modify.
Remember how I previously mentioned that OOP languages use objects to create data structures. Well functional programming languages use functions, instead of objects, as the primary building block of the code. Let's take a closer look at each.
We should now have a better understanding of how each of these languages work. Now that we have analyzed each language, which one should we use going forward. In short, that depends. Both languages have their advantages.
Object-oriented languages are perfect if you have a fixed amount of operations that need to be performed. As your code progresses, you will add new objects that have similar operations. We are able to create these new objects and methods through the usage of classes. Classes allow us to create new objects and functions related to that class, without messing with other objects.
Functional languages are good when you have a fixed number of objects and add new functions to these objects as your code evolves. This can be accomplished by adding new functions which compute with existing data types, and the existing functions are left alone. If you still can't decide which language to learn, remember that both languages serve a purpose and will have their own place in the sun. As the saying goes, "Choose the right tool for the job."


{% set menu="galleries" %} {% extends "admin_master.html" %} {% import "macros.html" as formmacros with context %} {% from "_m/barcamps/admin/gallery_macros.html" import imageblock with context %} {% block content %}


unpopular opinion:
aLTszn will sTarT when crypTopia is 100% working
1
Keppie09-May-19 10:25 AM
Rofl
grewalsatinder09-May-19 10:29 AM
I understand zec prices lowering because of new more efficient miners.
so, how does the future of zec looks like?
tech wise I kinda trust zec
I trust way more kmd, way way way more....
thinking that makes me think if I should move some value from zec to other
or may be other way.....
buy some more zec may be?
@jl777c what you think of zec James?
maybe I'll just keep hodling whatever lil/more I have in zec
Alright09-May-19 10:39 AM
I'd much rather put money into XMR than ZEC. Seems ZEC team would be much easier to subvert by an intelligence agency than XMR's "team"
They had what was basically a network killswitch in their code until @dukeleto wouldn't stop complaining about it. A killswitch that would have cost about $100k to flip, but a killswitch nonetheless
grewalsatinder09-May-19 10:42 AM
agree, but I still don't like to buy XMR.
if it comes to buy XMR, I'll instead just buy some PIRATE
thinking about tech wise more, and prices wise lesser, I'm evaluating things again, the reasons to keep holding ZEC
Zcash - Internet Money. Contribute to zcash/zcash development by creating an account on GitHub.
grewalsatinder09-May-19 10:47 AM
blackjok3r09-May-19 10:49 AM
Would you not need a direct connection to EVERY node to shut them down though?
because a node would shutdown and stop propagating the reorg.
 It would require human intervention to fix it seems, as you could shut it down over and over with the same fork
it seems they don't care because 4.5 hours of 51% is a huge chunk of money, but there are surely entities that could do that.
also don't forget that they knowingly implemented this
it's not an unintended consequence of something else. They went out of their way to make it this way
Here's another way to look at it. Suppose there's a shared blockchain between Earth and Mars, and then some cosmic event regards it impossible to communicate between the two planets. We can all tell that the cosmic event is going to last two earth years, and then normal communication will be restored. We all know that Earth has a lot more mining power than Mars. But, you live in Mars. What do you do?
blackjok3r09-May-19 11:25 AM
Who knows wh6y it is there, maybe to screw over people who fork it without knowing what they are doing?
KMD is basically immune to this, as long as a single notarization happens within the MAX_REORG_LENGTH it will never try to reorg more than MAX_REORG_LENGTH... this was a very recent change I made to it, that caused a few bugs at first, but seems to be working as intended now.
komodod flat out bans anyone trying to push a chain that is older than the last ntoarized height. So it never enters this silly block of code.
Alright09-May-19 11:25 AM
yea this was fixed in KMD about a year ago
blackjok3r09-May-19 11:26 AM
you coul dstill do it actually I think. BUt it was pretty hard to do
Alright09-May-19 11:26 AM
many zcash forks still have it though
have tried to warn as many as I could find about it though
XSG and CMM removed it, not sure who else
siu - Chainmakers09-May-19 11:33 AM
$6k
Hollowman900009-May-19 11:34 AM
Vbk 600
44.92 btc 24hr vol
Didn’t @jl777c say they needed to sustain over 100 btc/24hrvol to remain “viable”?
Alright09-May-19 11:36 AM
There is a dual miner for VBK/ETH. You can mine a fair amount of VBK for basically nothing if you're already mining ETH with GPUs.
1
Meaning it's still profitable to mine at these prices from the eyes of an ETH GPU miner
Hollowman900009-May-19 11:37 AM
lawl
klein09-May-19 11:37 AM
damp it
Alright09-May-19 11:37 AM
Did some napkin math the other day on it, with 2 1080tis, you got about $0.25/day extra
compared to just mining ETH
so ETH miners probably dumping it to hell
Hollowman900009-May-19 11:38 AM
25 cents is 25 cents
Alright09-May-19 11:38 AM
the difference between ~$1.75/day and ~$1.50/day for a miner is huge(edited)
they'll keep going until it's $1.51 I imagine
Hollowman900009-May-19 11:38 AM
Until it makes no cents it makes no sense not to damp it
Cryptoon09-May-19 11:40 AM
Arrr halving 2 weeks away
Mybodyisready.gif
When polo though
Malti09-May-19 11:51 AM
they filed for "big exchanges" yesterday evening according to @FishyGuts so soon I guess
Hollowman900009-May-19 11:52 AM
Binance?
hyperDEX09-May-19 11:52 AM
Anyone know the mining cost for ARRR?
SHossain09-May-19 11:53 AM
@hyperDEX there is a bot in PIRATE discord which shows all mining related info
Hollowman900009-May-19 11:53 AM
Renting: 1.0 MSol/s
Nicehash rate: 0.0155 per 1 MSol/s
Rental cost: 0.0155 BTC or 79.08 KMD
Current net hash: 199.45 MSol/s
Block reward: 256 ARRR / block
Blocks to expect per day: 7.1838
Coins to expect per day: 1839.05280000 ARRR
Per coin cost BTC: 0.00000843 BTC
Per coin cost KMD: 0.04300128 KMD
SHossain09-May-19 11:53 AM
includinig cost, profit
Hollow was fast
hyperDEX09-May-19 11:54 AM
Cool
dukeleto09-May-19 12:09 PM
@grewalsatinder ZEC price is in free fall for a few reasons. I highly recommend you don't buy any, but this is not financial advice
Z11 owners are battling A9++ owners to breakeven, Z11's got delivered first, and have no A9++'s to compete with, for a few precious days, until the A9++' batch1s are delivered and begin to compete. No matter the price of ZEC, both sets of miners will aggressively sell to try to break even
Additional fun is Binance is one of the biggest ZEC/BTC pairs and miners cannot withdraw from it right now, which will cause some weirdness/premiums for zec/btc on other exchanges
@grewalsatinder there is no short-term gain to HODLing zec, only short term risk, as sell pressure far outweighs buy pressure, just like VBK
ZEC/BTC 1 year chart, shows ACCELERATION of the sell-off recently
We might hit a bottom one day, but we haven't found it yet, and we can go much lower
If you really truly think that ZEC technology will be massive in the future, buying various cheaper ZEC forks has a lot more upside, since they are all way undervalued compared to ZEC
ComputerGenie 👴👴👴09-May-19 12:16 PM
so dev fees are only worth millions instead of billions?


The Real Lost World by Kristian Lin
"The Opium War" is a historical film set in the 1830s. When the Chinese government tried to ban opium, British opium dealers, who had grown wealthy from their trade, persuaded Queen Victoria to go to war for their business. The result was a humiliating defeat for the Chinese, who were forced to surrender Hong Kong to British control as part of the peace settlement.
The movie follows two main characters. Lin Zexu is the minister designated by the emperor to wipe out the opium trade. He's the only one with the situation sized up, as his government ignores his advice and vacillates in the face of the British threat. On the other hand, He Shinzhi, the son of a Chinese opium seller, survives the anti-drug campaign through his knowledge of English, which allows him to work as an interpreter in Chinese diplomatic business with England.
Writer/director Xie Jin is known in some circles as "the Chinese Spielberg," and it's easy to see why. "The Opium War" is an epic with solid plotting, judicious pacing, grand visuals, good acting, sentimental melodrama, and nothing terribly complex.  The film's release in China was timed to coincide with the recent return of Hong Kong to Chinese rule. Ironically, "the Chinese Spielberg" has been trumped by the American one, as Chinese moviegoers have largely neglected "The Opium War" and flocked to see "The Lost World" instead.
The movie consistently holds your interest over its 2 1/2-hour length, but there's only a couple of truly memorable scenes. One is when Lin hears rumors that his own deputies are using opium and abetting the sellers. He calls them to a meeting and asks if this is true, which they all deny. Lin then announces that everyone is going to stay in the room and meditate for six hours.
The other compelling bit comes at the end of the movie. On his way to exile, Lin meets Qishan, a minister who previously deposed him and is now sentenced to death. Lin gives Qishan a globe and asks him to present it to the emperor before his execution. "Tell him there are many powerful countries in the world besides China," says Lin, looking much sadder and wiser. His homeland's complacency has been shattered, but he still feels loss because China's illusion of cultural superiority was so glorious (aided as it was by a righteous cause). The emperor weeps in front of portraits of his great predecessors, but only Lin comprehends the inevitability of China's downfall as well as its scope. For all the movie's theatrics and cheap emotionalism, this is its one real moment of resonance. What has come before is a thoroughly conventional melodrama, but this concluding glint of perspective gives it a few transcendent minutes, which is more than many movies have.
Note: The opening and closing credits of the print I saw were in Chinese, so I was unable to obtain the names of the principal actors involved with the production. My apologies.
The review above was posted to the
rec.arts.movies.reviews newsgroup (de.rec.film.kritiken for German reviews).
The Internet Movie Database accepts no responsibility for the contents of the
review and has no editorial control. Unless stated otherwise, the copyright
belongs to the author.
Please direct comments/criticisms of the review to relevant newsgroups.
Broken URLs inthe reviews are the responsibility of the author.
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Related links: index of all rec.arts.movies.reviews reviews


Documentation for classes includes syntax, usage information, and code samples for methods, properties, and event handlers and listeners for those APIs that belong to a specific class in ActionScript. The classes are listed alphabetically. If you are not sure to which class a certain method or property belongs, you can look it up in the Index.
| Class | Package | Description | |
|---|---|---|---|
| Accelerate
| idv.cjcat.stardust.twoD.actions | Accelerates particles along their velocity directions. | |
| Accelerate3D
| idv.cjcat.stardust.threeD.actions | Accelerates particles along their velocity directions. | |
| Action
| idv.cjcat.stardust.common.actions | An action is used to continuously update a particle's property. | |
| Action2D
| idv.cjcat.stardust.twoD.actions | Base class for 2D actions. | |
| Action2DPriority
| idv.cjcat.stardust.twoD.actions | Defines priorities of some 2D actions. | |
| Action3D
| idv.cjcat.stardust.threeD.actions | Base class for 3D actions. | |
| Action3DPriority
| idv.cjcat.stardust.threeD.actions | Defines priorities of some 3D actions. | |
| ActionCollection
| idv.cjcat.stardust.common.actions |
This class is used internally by classes that implements the ActionCollector interface. |
|
| ActionCollector
| idv.cjcat.stardust.common.actions | ||
| ActionEvent
| idv.cjcat.stardust.common.events | Event dispatched by actions. | |
| ActionPriority
| idv.cjcat.stardust.common.actions | The subclasses of this class specify priorities of some actions. | |
| ActionTrigger
| idv.cjcat.stardust.common.actions.triggers |
ActionTrigger is a conditional composite action. |
|
| ActionTrigger2D
| idv.cjcat.stardust.twoD.actions.triggers | Base class for 2D action triggers. | |
| ActionTrigger3D
| idv.cjcat.stardust.threeD.actions.triggers | Base class for 3D action triggers. | |
| AddChildMode
| idv.cjcat.stardust.twoD.display | ||
| Age
| idv.cjcat.stardust.common.actions | Causes a particle's life to decrease. | |
| Alpha
| idv.cjcat.stardust.common.initializers |
Sets a particle's alpha value based on the random property. |
|
| AlphaCurve
| idv.cjcat.stardust.common.actions |
Alters a particle's alpha value according to its life property. |
|
| Alternativa3D
| idv.cjcat.stardust.threeD.alternativa3d | ||
| Alternativa3DClassPackage
| idv.cjcat.stardust.threeD.alternativa3d | Packs together classes for the Stardust Alternativa3DClassPackage extension. | |
| Alternativa3DObject3DClass
| idv.cjcat.stardust.threeD.alternativa3d.initializers |
Assigns a Object3D object to the target properties of a particle. |
|
| Alternativa3DObject3DHandler
| idv.cjcat.stardust.threeD.alternativa3d.handlers |
This handler adds Object3D particles to a Object3DContainer container,
removes dead particles from the container,
and updates the Object3D objects' x, y, z, rotationX, rotationY, rotationZ, scaleX, scaleY, scaleZ, and alpha properties. |
|
| AveragedRandom
| idv.cjcat.stardust.common.math |
This class calls a Random object's random() method multiple times,
and averages the value. |
|
| Away3D
| idv.cjcat.stardust.threeD.away3d | ||
| Away3DClassPackage
| idv.cjcat.stardust.threeD.away3d | Packs together classes for the Stardust Away3DClassPackage extension. | |
| Away3DLite
| idv.cjcat.stardust.threeD.away3dlite | ||
| Away3DLiteClassPackage
| idv.cjcat.stardust.threeD.away3dlite | Packs together classes for the Stardust Away3DClassPackage extension. | |
| Away3DLiteObject3DClass
| idv.cjcat.stardust.threeD.away3dlite.initializers |
Assigns a Object3D object to the target properties of a particle. |
|
| Away3DLiteObject3DHandler
| idv.cjcat.stardust.threeD.away3dlite.handlers |
This handler adds Object3D particles to a ObjectContainer3D container,
removes dead particles from the container,
and updates the Object3D objects' x, y, z, rotationX, rotationY, rotationZ, scaleX, scaleY, scaleZ, and alpha properties. |
|
| Away3DObject3DClass
| idv.cjcat.stardust.threeD.away3d.initializers |
Assigns a Object3D object to the target properties of a particle. |
|
| Away3DObject3DHandler
| idv.cjcat.stardust.threeD.away3d.handlers |
This handler adds Object3D particles to a ObjectContainer3D container,
removes dead particles from the container,
and updates the Object3D objects' x, y, z, rotationX, rotationY, rotationZ, scaleX, scaleY, scaleZ, and alpha properties. |
|
| Away3DSprite3DClass
| idv.cjcat.stardust.threeD.away3d.initializers |
Assigns a Sprite3D object to the target properties of a particle. |
|
| Away3DSprite3DHandler
| idv.cjcat.stardust.threeD.away3d.handlers |
This handler adds Sprite3D particles to a ObjectContainer3D container,
removes dead particles from the container,
and updates the Sprite3D objects' x, y, z, and scaling properties. |
|
| Back
| idv.cjcat.stardust.common.easing |
Easing Equations
(c) 2003 Robert Penner, all rights reserved. This work is subject to the terms in http://www.robertpenner.com/easing_terms_of_use.html. |
|
| BasicShape
| idv.cjcat.stardust.twoD.display | ||
| BillboardOriented
| idv.cjcat.stardust.threeD.actions | Causes particles' rotation to align to their velocities. | |
| BitmapBurster
| idv.cjcat.stardust.twoD.bursters |
Bursts out particles with target properties being references to small rectangular fractions (cells) of a bitmap. |
|
| BitmapField
| idv.cjcat.stardust.twoD.fields | Vector field based on a bitmap. | |
| BitmapHandler
| idv.cjcat.stardust.twoD.handlers | This handler draws display object particles into a bitmap. | |
| BitmapZone
| idv.cjcat.stardust.twoD.zones | Zone formed by a bitmap's non-transparent pixels. | |
| Bounce
| idv.cjcat.stardust.common.easing |
Easing Equations
(c) 2003 Robert Penner, all rights reserved. This work is subject to the terms in http://www.robertpenner.com/easing_terms_of_use.html. |
|
| BoundingBox
| idv.cjcat.stardust.twoD.deflectors | Causes particles to be bounded within a rectangular region. | |
| BoundingCircle
| idv.cjcat.stardust.twoD.deflectors | Causes particles to be bounded within a circular region. | |
| BoundingCube
| idv.cjcat.stardust.threeD.deflectors | Causes particles to be bounded within a box region. | |
| BoundingSphere
| idv.cjcat.stardust.threeD.deflectors | Causes particles to be bounded within a spherical region. | |
| Burster
| idv.cjcat.stardust.common.bursters | Allows users to create particles and fully customize their properties. | |
| Burster2D
| idv.cjcat.stardust.twoD.bursters | Base class for 2D bursters. | |
| Burster3D
| idv.cjcat.stardust.threeD.bursters | Base class for 3D bursters. | |
| Camera3D
| idv.cjcat.stardust.threeD.cameras |
The camera used by the DisplayObjectRenderer3D . |
|
| Circ
| idv.cjcat.stardust.common.easing |
Easing Equations
(c) 2003 Robert Penner, all rights reserved. This work is subject to the terms in http://www.robertpenner.com/easing_terms_of_use.html. |
|
| Circle
| idv.cjcat.stardust.twoD.display | ||
| CircleContour
| idv.cjcat.stardust.twoD.zones | Circular contour zone. | |
| CircleDeflector
| idv.cjcat.stardust.twoD.deflectors | Circular obstacle. | |
| CircleZone
| idv.cjcat.stardust.twoD.zones | Circular zone. | |
| ClassPackage
| idv.cjcat.stardust.common.xml |
An XMLBuilder object needs to know the mapping between an XML tag's name and an actual class. |
|
| Clock
| idv.cjcat.stardust.common.clocks | A clock is used by an emitter to determine how frequently particles are created. | |
| ClockCollection
| idv.cjcat.stardust.common.clocks |
This class is used internally by classes that implements the ClockCollector interface. |
|
| ClockCollector
| idv.cjcat.stardust.common.clocks | ||
| Collide
| idv.cjcat.stardust.twoD.actions | Causes particles to collide against each other. | |
| Collide3D
| idv.cjcat.stardust.threeD.actions | Causes particles to collide against each other. | |
| CollisionRadius
| idv.cjcat.stardust.common.initializers | Particles are simulated as circles for collision simulation. | |
| Color
| idv.cjcat.stardust.common.initializers | ||
| CommonActionPriority
| idv.cjcat.stardust.common.actions | Defines priorities of some common actions for both 2D and 3D. | |
| CommonClassPackage
| idv.cjcat.stardust.common | Packs together common classes for both 2D and 3D. | |
| CommonInitializerPriority
| idv.cjcat.stardust.common.initializers | The subclasses of this class specify priorities of some initializers. | |
| CompositeAction
| idv.cjcat.stardust.common.actions | This actions is a group of actions. | |
| CompositeClock
| idv.cjcat.stardust.common.clocks | This clock is a group of clocks. | |
| CompositeInitializer
| idv.cjcat.stardust.common.initializers | A composite initializer is a group of initiailizers. | |
| CompositeParticleHandler
| idv.cjcat.stardust.common.handlers | ||
| CompositeZone
| idv.cjcat.stardust.twoD.zones | This is a group of zones. | |
| Contour
| idv.cjcat.stardust.twoD.zones | Zone with no thickness. | |
| CubeZone
| idv.cjcat.stardust.threeD.zones | Rectangle-shaped particle source. | |
| Cubic
| idv.cjcat.stardust.common.easing |
Easing Equations
(c) 2003 Robert Penner, all rights reserved. This work is subject to the terms in http://www.robertpenner.com/easing_terms_of_use.html. |
|
| Damping
| idv.cjcat.stardust.twoD.actions | Causes particles to decelerate. | |
| Damping3D
| idv.cjcat.stardust.threeD.actions | Causes particles to decelerate. | |
| DeathLife
| idv.cjcat.stardust.common.actions | Mark a particle as dead if its life reaches zero. | |
| DeathTrigger
| idv.cjcat.stardust.common.actions.triggers | This action trigger will be triggered if a particle is dead. | |
| DeathZone
| idv.cjcat.stardust.twoD.actions | Causes particles to be marked dead when they are not contained inside a specified zone. | |
| DeathZone3D
| idv.cjcat.stardust.threeD.actions | Causes particles to be marked dead when they are not contained inside a specified zone. | |
| Deflect
| idv.cjcat.stardust.twoD.actions | This action is useful to manipulate a particle's position and velocity as you like. | |
| Deflect3D
| idv.cjcat.stardust.threeD.actions | This action is useful to manipulate a particle's position and velocity as you like. | |
| Deflector
| idv.cjcat.stardust.twoD.deflectors |
Used along with the Deflect action. |
|
| Deflector3D
| idv.cjcat.stardust.threeD.deflectors |
Used along with the Deflect3D action. |
|
| DeflectorTrigger
| idv.cjcat.stardust.twoD.actions.triggers |
Default priority = -1; |
|
| DeflectorTrigger3D
| idv.cjcat.stardust.threeD.actions.triggers |
Default priority = -6; |
|
| Die
| idv.cjcat.stardust.common.actions | Instantly marks a particle as dead. | |
| DiskZone
| idv.cjcat.stardust.threeD.zones | ||
| DisplayObjectClass
| idv.cjcat.stardust.twoD.initializers |
Assigns a display object to the target properties of a particle. |
|
| DisplayObjectClass3D
| idv.cjcat.stardust.threeD.initializers |
Assigns a display object to the target properties of a particle. |
|
| DisplayObjectHandler
| idv.cjcat.stardust.twoD.handlers | This handler adds display object particles to the target container's display list, removes dead particles from the display list, and updates the display object's x, y, rotation, scaleX, scaleY, and alpha properties. | |
| DisplayObjectHandler3D
| idv.cjcat.stardust.threeD.handlers | This handler adds display object particles to the target container's display list, removes dead particles from the display list, and updates the display object's x, y, rotation, scaleX, scaleY, and alpha properties, applying 3D Z-sorting and optional perspective projection to the diplay objects. | |
| DisplayObjectParent
| idv.cjcat.stardust.twoD.initializers |
Specifies a specific display object container to be the parent of a particle
if the particle is initialized by the DisplayObjectClass initializer. |
|
| DisplayObjectPool
| idv.cjcat.stardust.twoD.utils | ||
| DuplicateElementNameError
| idv.cjcat.stardust.common.errors |
This error is thrown when an XMLBuilder object encounters more than one elements having the same name. |
|
| EasingFunctionType
| idv.cjcat.stardust.common.easing | ||
| Elastic
| idv.cjcat.stardust.common.easing |
Easing Equations
(c) 2003 Robert Penner, all rights reserved. This work is subject to the terms in http://www.robertpenner.com/easing_terms_of_use.html. |
|
| Emitter
| idv.cjcat.stardust.common.emitters | This class takes charge of the actual particle simulation of the Stardust particle system. | |
| Emitter2D
| idv.cjcat.stardust.twoD.emitters | 2D Emitter. | |
| Emitter3D
| idv.cjcat.stardust.threeD.emitters | 3D Emitter. | |
| EmitterEvent
| idv.cjcat.stardust.common.events | Event dispatched by emitters. | |
| Explode
| idv.cjcat.stardust.twoD.actions | Creates a shock wave that spreads out from a single point, applying acceleration to particles along the way of propogation. | |
| Explode3D
| idv.cjcat.stardust.threeD.actions | Creates a shock wave that spreads out from a single point, applying acceleration to particles along the way of propogation. | |
| Expo
| idv.cjcat.stardust.common.easing |
Easing Equations
(c) 2003 Robert Penner, all rights reserved. This work is subject to the terms in http://www.robertpenner.com/easing_terms_of_use.html. |
|
| Field
| idv.cjcat.stardust.twoD.fields | 2D vector field. | |
| Field3D
| idv.cjcat.stardust.threeD.fields | 3D vector field. | |
| Flare3D
| idv.cjcat.stardust.threeD.flare3d | ||
| Flare3DClassPackage
| idv.cjcat.stardust.threeD.flare3d | Packs together classes for the Stardust Flare3D extension. | |
| Flare3DPivot3DClass
| idv.cjcat.stardust.threeD.flare3d.initializers |
Assigns a Pivot3D object to the target properties of a particle. |
|
| Flare3DPivot3DClone
| idv.cjcat.stardust.threeD.flare3d.initializers |
Assigns a cloned Pivot3D object to the target properties of a particle. |
|
| Flare3DPivot3DHandler
| idv.cjcat.stardust.threeD.flare3d.handlers |
This handler adds Pivot3D particles to a Pivot3D container,
removes dead particles from the container,
and updates the Pivot3D objects' x, y, z, rotationX, rotationY, rotationZ, scaleX, scaleY, and scaleZ properties. |
|
| Flare3DSprite3D
| idv.cjcat.stardust.threeD.flare3d.initializers |
Assigns a Sprite3D object to the target properties of a particle. |
|
| Flare3DSprite3DHandler
| idv.cjcat.stardust.threeD.flare3d.handlers |
This handler adds Sprite3D particles to a Mesh container,
removes dead particles from the container,
and updates the Sprite3D objects' x, y, z, scaleX, and scaleY properties. |
|
| FollowWaypoints
| idv.cjcat.stardust.twoD.actions | Causes particles to go through a series of waypoints. | |
| FollowWaypoints3D
| idv.cjcat.stardust.threeD.actions | Causes particles to go through a series of waypoints. | |
| Gravity
| idv.cjcat.stardust.twoD.actions | Applies accelerations to particles according to the associated gravity fields, in pixels. | |
| Gravity3D
| idv.cjcat.stardust.threeD.actions | Applies accelerations to particles according to the associated gravity fields. | |
| Impulse
| idv.cjcat.stardust.twoD.actions |
Applies an instant acceleration to particles based on the field property. |
|
| ImpulseClock
| idv.cjcat.stardust.common.clocks |
The impulse clock causes the emitter to create a single burst of particles right after the impulse() method is called. |
|
| InfoRecycler
| idv.cjcat.stardust.common.particles | ||
| Initializer
| idv.cjcat.stardust.common.initializers | An initializer is used to alter just once (i.e. | |
| Initializer2D
| idv.cjcat.stardust.twoD.initializers | Base class for 2D initializers. | |
| Initializer2DPriority
| idv.cjcat.stardust.twoD.initializers | Defines priorities of some 2D initializers. | |
| Initializer3D
| idv.cjcat.stardust.threeD.initializers | Base class for 3D initializers. | |
| Initializer3DPriority
| idv.cjcat.stardust.threeD.initializers | Defines priorities of some 3D initializers. | |
| InitializerCollection
| idv.cjcat.stardust.common.initializers |
This class is used internally by classes that implements the InitializerCollector interface. |
|
| InitializerCollector
| idv.cjcat.stardust.common.initializers | ||
| InitializerEvent
| idv.cjcat.stardust.common.events | Event dispatched by initializers. | |
| InitializerPriority
| idv.cjcat.stardust.common.initializers | The subclasses of this class specify priorities of some initializers. | |
| IStardustSprite
| idv.cjcat.stardust.twoD.display | ... | |
| LazyAction
| idv.cjcat.stardust.twoD.actions | This is a wrapper class of several common and useful actions. | |
| LazyInitializer
| idv.cjcat.stardust.twoD.initializers | This is a wrapper class of several common and useful initializers. | |
| LazySectorZone
| idv.cjcat.stardust.twoD.zones | Provides an easier interface to define a sector zone. | |
| Life
| idv.cjcat.stardust.common.initializers |
Sets a particle's life value based on the random property. |
|
| LifeTrigger
| idv.cjcat.stardust.common.actions.triggers |
This trigger will be triggered when a particle's life is a multiple of the triggerEvery property. |
|
| Line
| idv.cjcat.stardust.twoD.zones | Line segment zone. | |
| Linear
| idv.cjcat.stardust.common.easing |
Easing Equations
(c) 2003 Robert Penner, all rights reserved. This work is subject to the terms in http://www.robertpenner.com/easing_terms_of_use.html. |
|
| LineDeflector
| idv.cjcat.stardust.twoD.deflectors | Infinitely long line-shaped obstacle. | |
| Mask
| idv.cjcat.stardust.common.initializers |
Sets a particle's mask value based on the random property. |
|
| Mass
| idv.cjcat.stardust.common.initializers |
Sets a particle's mass value based on the random property. |
|
| Matrix3D
| idv.cjcat.stardust.threeD.geom | ||
| Matrix3DPool
| idv.cjcat.stardust.threeD.geom | ||
| MotionData2D
| idv.cjcat.stardust.twoD.geom | 2D vector value class. | |
| MotionData2DPool
| idv.cjcat.stardust.twoD.geom | ||
| MotionData3D
| idv.cjcat.stardust.threeD.geom | 3D vector value class. | |
| MotionData3DPool
| idv.cjcat.stardust.threeD.geom | ||
| MotionData4D
| idv.cjcat.stardust.twoD.geom | 4D vector value class. | |
| MotionData4DPool
| idv.cjcat.stardust.twoD.geom | ||
| MotionData6D
| idv.cjcat.stardust.threeD.geom | 6D vector value class. | |
| MotionData6DPool
| idv.cjcat.stardust.threeD.geom | ||
| Move
| idv.cjcat.stardust.twoD.actions | Causes a particle's position to change according to its velocity. | |
| Move3D
| idv.cjcat.stardust.threeD.actions | Causes a particle's position to change according to its velocity. | |
| MutualAction
| idv.cjcat.stardust.twoD.actions | [Abstract Class] This is an abstract class for mutual actions such as collision and mutual gravity. | |
| MutualAction3D
| idv.cjcat.stardust.threeD.actions | [Abstract Class] This is an abstract class for mutual actions such as collision and mutual gravity. | |
| MutualGravity
| idv.cjcat.stardust.twoD.actions | Causes particles to attract each other. | |
| MutualGravity3D
| idv.cjcat.stardust.threeD.actions | Causes particles to attract each other. | |
| ND3D
| idv.cjcat.stardust.threeD.nd3d | ||
| ND3DClassPackage
| idv.cjcat.stardust.threeD.nd3d | Packs together classes for the Stardust ND3D extension. | |
| ND3DObject3DClass
| idv.cjcat.stardust.threeD.nd3d.initializers |
Assigns a Object3D object to the target properties of a particle. |
|
| ND3DObject3DHandler
| idv.cjcat.stardust.threeD.nd3d.handlers |
This handler adds Object3D particles to a render list,
removes dead particles from the render list,
and updates the Object3D objects' x, y, z, angleX, angleY, angleZ, scaleX, scaleY, and scaleZ properties. |
|
| NormalDrift
| idv.cjcat.stardust.twoD.actions | Applies acceleration normal to a particle's velocity to the particle. | |
| NormalDrift3D
| idv.cjcat.stardust.threeD.actions | Applies acceleration normal to a particle's velocity to the particle. | |
| Omega
| idv.cjcat.stardust.twoD.initializers |
Sets a particle's omega value (angular velocity), in degrees per emitter step, based on the random property. |
|
| Omega3D
| idv.cjcat.stardust.threeD.initializers |
Sets a particle's omega values (angular velocity), in degrees per emitter step, based on the randomX , randomY , and randomZ properties. |
|
| Oriented
| idv.cjcat.stardust.twoD.actions | Causes particles' rotation to align to their velocities. | |
| Oriented3D
| idv.cjcat.stardust.threeD.actions | Causes particles' rotation to align to their velocities. | |
| Papervision3D
| idv.cjcat.stardust.threeD.papervision3d | ||
| Particle
| idv.cjcat.stardust.common.particles | This class represents a particle and its properties. | |
| Particle2D
| idv.cjcat.stardust.twoD.particles | This class represents a 2D particle and its properties. | |
| Particle2DFactory
| idv.cjcat.stardust.twoD.particles | ||
| Particle2DPool
| idv.cjcat.stardust.twoD.particles | ||
| Particle3D
| idv.cjcat.stardust.threeD.particles | ||
| Particle3DFactory
| idv.cjcat.stardust.threeD.particles | ||
| Particle3DPool
| idv.cjcat.stardust.threeD.particles | ||
| ParticleClassError
| idv.cjcat.stardust.common.errors | This error is thrown when a 2D emitter finds 3D particles in the particle list, or a 3D emitter finds 2D particles in the particle list. | |
| ParticleCollection
| idv.cjcat.stardust.common.particles | ||
| ParticleCollectionType
| idv.cjcat.stardust.common.particles | ||
| ParticleFactory
| idv.cjcat.stardust.common.particles | Each emitter has a particle factory for creating new particles. | |
| ParticleFastArray
| idv.cjcat.stardust.common.particles | Array implementatoin of particle collection, with splicing operation even faster than linked-lists. | |
| ParticleFastArrayIterator
| idv.cjcat.stardust.common.particles | ||
| ParticleHandler
| idv.cjcat.stardust.common.handlers |
A particle handler is assigned to a particle by using the Handler initializer. |
|
| ParticleIterator
| idv.cjcat.stardust.common.particles | This interface defines the common operations shared by particle collection iterators. | |
| ParticleList
| idv.cjcat.stardust.common.particles | Linked-list implementatoin of particle collection. | |
| ParticleListIterator
| idv.cjcat.stardust.common.particles | ||
| ParticlePool
| idv.cjcat.stardust.common.particles | This is an object pool for particle objects. | |
| PixelBurster
| idv.cjcat.stardust.twoD.bursters | ||
| PixelHandler
| idv.cjcat.stardust.twoD.handlers |
This handler draws pixels into a BitmapData object according to the color property of Particle objects. |
|
| PlaneDeflector
| idv.cjcat.stardust.threeD.deflectors | Infinitely large plane-shaped obstacle. | |
| PointUniburster
| idv.cjcat.stardust.twoD.bursters | Bursts out particles from a single point, spreading out at uniformly distributed angles. | |
| PollingStation
| idv.cjcat.stardust.common.handlers | This handler works as a polling station. | |
| PooledDisplayObjectClass
| idv.cjcat.stardust.twoD.initializers |
This is a pooled version of the DisplayObjectClass initializer,
which makes use of an object pool to reuse display objects,
saving time spent for instantiating new display objects. |
|
| PooledDisplayObjectClass3D
| idv.cjcat.stardust.threeD.initializers |
This is a pooled version of the DisplayObjectClass initializer,
which makes use of an object pool to reuse display objects,
saving time spent for instantiating new display objects. |
|
| Position
| idv.cjcat.stardust.twoD.initializers |
Sets a particle's position based on the zone property. |
|
| Position3D
| idv.cjcat.stardust.threeD.initializers |
Sets a particle's position based on the zone property. |
|
| PV3DClassPackage
| idv.cjcat.stardust.threeD.papervision3d | Packs together classes for the Stardust Papervision3D extension. | |
| PV3DDisplayObject3DClass
| idv.cjcat.stardust.threeD.papervision3d.initializers |
Assigns a DisplayObject object to the target properties of a particle. |
|
| PV3DDisplayObject3DHandler
| idv.cjcat.stardust.threeD.papervision3d.handlers |
This handler adds DisplayObject3D particles to a DisplayObject3D container,
removes dead particles from the container,
and updates the DisplayObject3D objects' x, y, z, rotationX, rotationY, rotationZ, scaleX, scaleY, scaleZ, and alpha properties. |
|
| PV3DDisplayObjectClass
| idv.cjcat.stardust.threeD.papervision3d.initializers |
Assigns a Particle object to the target properties of a particle,
and uses a display object along with a MovieParticleMaterial object to create particle material. |
|
| PV3DDisplayObjectHandler
| idv.cjcat.stardust.threeD.papervision3d.handlers |
This handler adds particle object to a Particles object,
removes dead particles from the Particles object,
and updates the Particle objects' x, y, z, rotationZ, and size properties. |
|
| PV3DParticle
| idv.cjcat.stardust.threeD.papervision3d.initializers |
Assigns a Particle object to the target properties of a particle. |
|
| PV3DParticleHandler
| idv.cjcat.stardust.threeD.papervision3d.handlers |
This handler adds particle object to a Particles object,
removes dead particles from the Particles object,
and updates the Particle objects' x, y, z, rotationZ, and size properties. |
|
| PV3DPixelsHandler
| idv.cjcat.stardust.threeD.papervision3d.handlers | ||
| PyroGroupHandler
| idv.cjcat.stardust.twoD.pyronova.handlers | ||
| PyroNodeClass
| idv.cjcat.stardust.twoD.pyronova.initializers |
Assigns a node to the target properties of a particle. |
|
| Pyronova
| idv.cjcat.stardust.twoD.pyronova | ||
| PyronovaClassPackage
| idv.cjcat.stardust.twoD.pyronova | Packs together classes for the Stardust Pyronova extension. | |
| Quad
| idv.cjcat.stardust.common.easing |
Easing Equations
(c) 2003 Robert Penner, all rights reserved. This work is subject to the terms in http://www.robertpenner.com/easing_terms_of_use.html. |
|
| Quart
| idv.cjcat.stardust.common.easing |
Easing Equations
(c) 2003 Robert Penner, all rights reserved. This work is subject to the terms in http://www.robertpenner.com/easing_terms_of_use.html. |
|
| Quaternion
| idv.cjcat.stardust.threeD.geom | ||
| Quint
| idv.cjcat.stardust.common.easing |
Easing Equations
(c) 2003 Robert Penner, all rights reserved. This work is subject to the terms in http://www.robertpenner.com/easing_terms_of_use.html. |
|
| RadialField
| idv.cjcat.stardust.twoD.fields | Radial field. | |
| RadialField3D
| idv.cjcat.stardust.threeD.fields | Radial field. | |
| Random
| idv.cjcat.stardust.common.math | This class generates a random number. | |
| RandomClock
| idv.cjcat.stardust.common.clocks |
This clock causes the emitter to create particles in random number based on the random property. |
|
| RandomDrift
| idv.cjcat.stardust.twoD.actions | Applies random acceleration to particles. | |
| RandomDrift3D
| idv.cjcat.stardust.threeD.actions | Applies acceleration to particles. | |
| RectContour
| idv.cjcat.stardust.twoD.zones | Rectangular contour. | |
| RectZone
| idv.cjcat.stardust.twoD.zones | Rectangular zone. | |
| ReorderDisplayObject
| idv.cjcat.stardust.twoD.actions | Reorders display objects' display list indices. | |
| Rotation
| idv.cjcat.stardust.twoD.initializers |
Sets a particle's rotation value, in degrees, based on the random property. |
|
| Rotation3D
| idv.cjcat.stardust.threeD.initializers |
Sets a particle's rotation value, in degrees, based on the randomX , randomY , and randomZ properties. |
|
| Scale
| idv.cjcat.stardust.common.initializers |
Sets a particle's scale value based on the random property. |
|
| ScaleCurve
| idv.cjcat.stardust.common.actions |
Alters a particle's scale according to its life property. |
|
| SectorZone
| idv.cjcat.stardust.twoD.zones | Sector-shaped zone. | |
| Sine
| idv.cjcat.stardust.common.easing |
Easing Equations
(c) 2003 Robert Penner, all rights reserved. This work is subject to the terms in http://www.robertpenner.com/easing_terms_of_use.html. |
|
| SinglePoint
| idv.cjcat.stardust.twoD.zones | Single point zone. | |
| SinglePoint3D
| idv.cjcat.stardust.threeD.zones | ||
| SingularBitmapHandler
| idv.cjcat.stardust.twoD.handlers |
Similar to the BitmapHandler , but uses only one display object for drawing the target bitmap. |
|
| Snapshot
| idv.cjcat.stardust.twoD.actions |
Takes a "snapshot" of the current particle states upon the takeSnapshot method call. |
|
| Snapshot3D
| idv.cjcat.stardust.threeD.actions |
Takes a "snapshot" of the current particle states upon the takeSnapshot3D method call. |
|
| SnapshotRestore
| idv.cjcat.stardust.twoD.actions |
Restores particle states to previously taken "snapshot" by the Snapshot class. |
|
| SnapshotRestore3D
| idv.cjcat.stardust.threeD.actions |
Restores particle states to previously taken "snapshot" by the Snapshot3D class. |
|
| SnapshotRestore3DEvent
| idv.cjcat.stardust.threeD.events | ||
| SnapshotRestore3DFlag
| idv.cjcat.stardust.threeD.actions | ||
| SnapshotRestoreEvent
| idv.cjcat.stardust.twoD.events | ||
| SnapshotRestoreFlag
| idv.cjcat.stardust.twoD.actions | ||
| Snow
| idv.cjcat.stardust.twoD.display | ||
| Spawn
| idv.cjcat.stardust.twoD.actions | Spawns new particles at the position of existing particles. | |
| Spawn3D
| idv.cjcat.stardust.threeD.actions | Spawns new particles at the position of existing particles. | |
| SpeedLimit
| idv.cjcat.stardust.twoD.actions | Limits a particle's maximum traveling speed. | |
| SpeedLimit3D
| idv.cjcat.stardust.threeD.actions | Limits a particle's maximum traveling speed. | |
| SphereCap
| idv.cjcat.stardust.threeD.zones | ||
| SphereDeflector
| idv.cjcat.stardust.threeD.deflectors | Spherical obstacle. | |
| SphereShell
| idv.cjcat.stardust.threeD.zones | ||
| SphereSurface
| idv.cjcat.stardust.threeD.zones | ||
| SphereZone
| idv.cjcat.stardust.threeD.zones | ||
| Spin
| idv.cjcat.stardust.twoD.actions | Causes a particle's rotation to change according to it's omega value (angular velocity). | |
| Spin3D
| idv.cjcat.stardust.threeD.actions | Causes a particle's rotations on each axis to change according to the corresponding omega values (angular velocity). | |
| Square
| idv.cjcat.stardust.twoD.display | ||
| Stardust
| idv.cjcat.stardust | ||
| StardustElement
| idv.cjcat.stardust.common | All Stardust elements are subclasses of this class. | |
| StardustMath
| idv.cjcat.stardust.common.math | This class provides common mathematical constants and methods. | |
| StardustMovieClip
| idv.cjcat.stardust.twoD.display | ||
| StardustSprite
| idv.cjcat.stardust.twoD.display | ||
| StardustSpriteInit
| idv.cjcat.stardust.twoD.initializers | ||
| StardustSpriteInit3D
| idv.cjcat.stardust.threeD.initializers | ||
| StardustSpriteUpdate
| idv.cjcat.stardust.twoD.actions | ||
| StardustSpriteUpdate3D
| idv.cjcat.stardust.threeD.actions | ||
| SteadyClock
| idv.cjcat.stardust.common.clocks | Causes the emitter to create particles at a steady rate. | |
| Strong
| idv.cjcat.stardust.common.easing |
Easing Equations
(c) 2003 Robert Penner, all rights reserved. This work is subject to the terms in http://www.robertpenner.com/easing_terms_of_use.html. |
|
| Surface
| idv.cjcat.stardust.threeD.zones | ||
| SwitchInitializer
| idv.cjcat.stardust.common.initializers | This initializer chooses among different initializers randomly according to each initializer's weight. | |
| SynchronizedMovieClip
| idv.cjcat.stardust.twoD.display | ||
| ThreeDClassPackage
| idv.cjcat.stardust.threeD | Packs together classes for 3D. | |
| TwoDClassPackage
| idv.cjcat.stardust.twoD | Packs together classes for 2D. | |
| UniformField
| idv.cjcat.stardust.twoD.fields | Uniform vector field. | |
| UniformField3D
| idv.cjcat.stardust.threeD.fields | Uniform vector field. | |
| UniformRandom
| idv.cjcat.stardust.common.math | This class generates uniformly distrubuted random numbers. | |
| Vec2D
| idv.cjcat.stardust.twoD.geom | 2D Vector with common vector operations. | |
| Vec2DEvent
| idv.cjcat.stardust.twoD.events | ||
| Vec2DPool
| idv.cjcat.stardust.twoD.geom | ||
| Vec3D
| idv.cjcat.stardust.threeD.geom | 3D Vector with common vector operations. | |
| Vec3DEvent
| idv.cjcat.stardust.threeD.events | ||
| Vec3DPool
| idv.cjcat.stardust.threeD.geom | ||
| Velocity
| idv.cjcat.stardust.twoD.initializers |
Sets a particle's velocity based on the zone property. |
|
| Velocity3D
| idv.cjcat.stardust.threeD.initializers |
Sets a particle's velocity based on the zone property. |
|
| VelocityField
| idv.cjcat.stardust.twoD.actions | Alters a particle's velocity based on a vector field. | |
| VelocityField3D
| idv.cjcat.stardust.threeD.actions | Alters a particle's velocity based on a vector field. | |
| Waypoint
| idv.cjcat.stardust.twoD.actions.waypoints |
Waypoint used by the FollowWaypoints action. |
|
| Waypoint3D
| idv.cjcat.stardust.threeD.actions.waypoints |
Waypoint used by the FollowWaypoints3D action. |
|
| WeightedCollection
| idv.cjcat.stardust.common.utils |
Used internally by the SwitchInitializer class. |
|
| WrappingBox
| idv.cjcat.stardust.twoD.deflectors | Keeps particles inside a rectangular region. | |
| WrappingCube
| idv.cjcat.stardust.threeD.deflectors | Keeps particles inside a box region. | |
| XMLBuilder
| idv.cjcat.stardust.common.xml |
XMLBuilder can generate Stardust elements' XML representations and reconstruct elements from existing XML data. |
|
| XMLConvertible
| idv.cjcat.stardust.common.xml | This interface is implemented by all Stardust elements. | |
| ZBBillboardOriented
| idv.cjcat.stardust.threeD.zedbox.actions | ||
| ZBClassPackage
| idv.cjcat.stardust.threeD.zedbox | Packs together classes for the Stardust ZedBox extension. | |
| ZBDisplayObjectClass
| idv.cjcat.stardust.threeD.zedbox.initializers |
Assigns a ZedSprite object to the target properties of a particle,
and adds a display object (an instance of the displayObjectClass property) to the ZedSprite object's display list. |
|
| ZBDisplayObjectHandler
| idv.cjcat.stardust.threeD.zedbox.handlers |
This handler adds ZedSprite particles to a IZedBoxSprite container (either a ZedSprite or a ZedScene ),
removes dead particles from the container,
and updates the ZedSprite objects' x, y, z, rotationX, rotationY, rotationZ, scaleX, scaleY, scaleZ, and alpha properties. |
|
| ZBPooledDisplayObjectClass
| idv.cjcat.stardust.threeD.zedbox.initializers | ||
| ZBStardustSpriteInit
| idv.cjcat.stardust.threeD.zedbox.initializers | ||
| ZBStardustSpriteUpdate
| idv.cjcat.stardust.threeD.zedbox.actions | ||
| ZData
| idv.cjcat.stardust.threeD.geom | ||
| ZDataPool
| idv.cjcat.stardust.threeD.geom | ||
| ZedBox
| idv.cjcat.stardust.threeD.zedbox | ||
| Zone
| idv.cjcat.stardust.twoD.zones | This class defines a 2D zone. | |
| Zone3D
| idv.cjcat.stardust.threeD.zones | ||
| ZoneTrigger
| idv.cjcat.stardust.twoD.actions.triggers | This action trigger is triggered when a particle is contained in a zone. | |
| ZoneTrigger3D
| idv.cjcat.stardust.threeD.actions.triggers | This action trigger is triggered when a particle is contained in a zone. |


Preparation time
less than 30 mins
Cooking time
10 to 30 mins
Serves
Serves 4
A classic full English breakfast is given a decadent twist with truffle-infused duck eggs.
Preheat the oven to 200C/400F/Gas 6.
 Transfer to the oven and cook for 5-8 minutes, or until the bacon rashers are crisp and golden-browned and cooked through. Set aside to cool for 10 minutes.
Heat a frying pan over a medium heat. Add the butter and, when it is foaming, add the chopped mixed mushrooms and fry for 3-4 minutes, or until golden-brown.
Meanwhile, heat a griddle pan over a medium heat. Drizzle the olive oil over the sourdough bread. Grill the bread slices, in batches, for 1-2 minutes on each side, or until golden-brown griddle marks appear on both sides of the bread. Repeat the process with the remaining slices of sourdough bread. Keep warm.
Meanwhile, heat the vegetable oil in a small frying pan over a high heat. When the oil is hot, crack the truffle-infused duck eggs into the pan, in batches if necessary. Cook for 1-2 minutes, or until the whites are cooked through but the yolk is runny. Remove from the pan and set aside. Repeat the process with the remaining truffle-infused duck eggs. (If using normal duck eggs, add a few drops of truffle oil, if using, to each egg white. Add the egg whites to the hot oil, one at a time, and cook until almost cooked through, then place the egg yolk on top of the white and cook for a further minute, or until the yolk is just warmed through but still runny. Remove from the pan using a slotted spoon and set aside. Repeat the process with the remaining duck whites, duck yolks and truffle oil.)
To serve, place one piece of grilled sourdough bread into the centre of each of four serving plates. Place one truffled duck egg on top of each slice of bread. Place two rashers of crisp bacon alongside each. Spoon the mixed mushrooms alongside, then sprinkle over the chopped parsley.


We take your privacy seriously. NodeNetwork. (“GameTame.com”, or “we”, or “our”, or “us”) has created this Privacy Policy to explain how we collect, store, use and protect your information. This Privacy Policy explains our information handling practices when you use our communication services, interact with our website, or interact with us directly (collectively the “Services”).
This Privacy Policy is incorporated into, and considered a part of, the Terms of Service, and any terms not defined herein have the meanings ascribed to them in the Terms of Service. This Privacy Policy and the Terms of Service govern the collection of information and use of the Services offered by GameTame.com, and by using the Services you are giving GameTame.com permission to use and store such information consistent with this Privacy Policy and the Terms of Service.
1. Acceptance of Policy
By accessing or using the Services, you do hereby warrant and represent that you have read, understand and agree to all terms and conditions stated herein, and our Terms of Service, currently available at https://gametame.com/terms/ (the “Terms of Service”).
Please note, to the extent you reside outside the United States, the European Economic Area, the United Kingdom, or Switzerland, please be advised that by accepting the terms of this Privacy Policy, you acknowledge, agree and consent to the transfer to and processing of personal information on servers located outside the country where you reside and that our collection and use of your personal information accordance with the laws that may be different and may be less protective than those in your country.
If you do not agree with or you are not comfortable with any aspect of this Policy, you should immediately discontinue access or use of our Services.
2. Notification of Changes
GameTame.com’s security and Privacy Policy is periodically reviewed, might change as GameTame.com updates and expands the Services. GameTame.com will endeavor to notify you of these changes but will not be liable for any failure to do so. Once the new Policy is posted, the Policy will become effective after your continued use of the Services. We may provide additional “just-in-time” disclosures or additional information about the data collection, use and sharing practices of specific Services. These notices may supplement or clarify our privacy practices or may provide you with additional choices about how we process your Personal Information.
GameTame.com encourages you to review this Privacy Policy periodically. If you have any questions you can contact us at [email protected]
3. Our Relationship to You
It is important that you identify which relationship(s) you have with GameTame.com to understand GameTame.com’s data protection obligations and your rights to your Personal Information under this Privacy Policy. GameTame.com has the following relationships:
- A “User”, “Member” is an individual providing Personal Information to us via our website or other services, products or platforms, such as by signing up for our newsletter or making an account and posting on the forums, groups, social media. Here, GameTame.com is a data controller.
- A “Customer” is a specific type of User that has engaged us to act as an agent (a “data processor”) by obtaining our Services. The Customer is the data controller, and GameTame.com is their data processor.
- A “Customer End User” is an individual that provides their Personal Information to our Customers. We do not control the purposes or the means by which their Personal Information is collected, and we are not in a direct relationship with Customer End Users.
Hereinafter we may refer to Customers and Users collectively as “you.”
4. Collection
During your use of the Services, GameTame.com or third-party vendors contracted by us will collect, use, disclose, store, process, data that identifies you or may make you identifiable (collectively your “Personal Information”).
When you use our Services, we generally collect the following Personal Information about you:
- Your account registration data you provided, including IP address, user name, email, and/or avatar;
- In-Chat information you provided, such as your name, email address, file attachments, and/or phone number;
- Any other information you provide to us, such as, but not limited to, refer an individual to GameTame.com, post on our blog, or submit testimonial or video to us.;
- Account information from Add-ons and other third-party services you use in conjunction with our Services;
- Cookies and similar tracking information (see “Cookies” below for more information);
- Data about your use of the Services, such as, but not limited to, interactions with the user interface to the Services, the Internet Protocol Address for the computers you use to connect to the Services with, the frequency and size of data transfers, and information you use to describe yourself; and
- Data required for operation of the Services, such as, but not limited to, information you submit to, publish with, or transfer through to the Services.
5. Use & Purpose
We will not use your Personal Information for purposes other than those purposes described in this Policy or disclosed to you. From time to time we may request your permission to allow us to share your Personal Information with third parties. You can choose not to share your information with third parties. When you limit the ways we can use your Personal Information, some or all of the Services may not be available to you.
We use your Personal Information for the following purposes:
- To provide the Services to you. When you want to use GameTame.com or participate in our affiliate program, we require certain information from you. Such information may include your contact, and information about your referrals. We share this information with our service providers or partners to the extent necessary to continue to provide you with the Services. We cannot provide you with Services without such information.
- To send you Service-related communications. We send administrative or account-related information to you to keep you updated about our Services, inform you of relevant security issues or updates, or provide other transaction-related information to you. Without such communications, you may not be aware of important developments relating to your account that may affect how you can use our Services.
- For identification, authentication and security. We are committed to providing you with a secure experience on our Services. To do so, we process your Personal Information to enhance security, monitor and verify identity or service access, combat spam or other malware or security risks. Without processing your Personal Information, we may not be able to ensure the security of our Services.
- To enforce terms, agreements or policies. We process your Personal Information to actively monitor, investigate, prevent and mitigate any alleged or actual prohibited, illicit or illegal activities on our Services or violations of our posted user terms. In addition, we may process your Personal Information to enforce our agreements with third parties and partners. We may use any of your Personal Information collected on our Services for these purposes. We cannot perform our Services in accordance with our terms, agreements or policies without processing your Personal Information for such purposes.
- To provide customer service. When you contact us with questions, feedback, concerns, disputes, or issues, we process your Personal Information so we can respond to you and resolve any issues. If we do not process your Personal Information, we cannot respond to your requests and ensure your continued use of the Services.
Designated Countries: For all purposes listed above, pursuant to the EU General Data Protection Regulation (“GDPR”) or any equivalent legislation (collectively “Data Protection Laws”), we process your Personal Information based on our contract with you.
- To engage in marketing activities. We may send you marketing communications based on your communication settings to inform you about relevant products and services; to deliver targeted marketing; to provide you with promotional offers; or to inform you about our events, giveaway or materials, including those of our partners. We process information about your usage of our Services and your contact information to provide marketing communications. You can opt-out of our marketing communications at any time.
Designated Countries: Pursuant to the Data Protection Laws, we process this Personal Information based on your consent.
- To enhance your experience on the Services. We process your Personal Information to provide you with a personalized experience on our Services, such as allowing you to use social media plugins on our Services (e.g., Facebook and Twitter) or by keeping track of your preferences (e.g., timezone, display name, etc.). Without such processing, we may not be able to ensure your continued enjoyment of part or all of our Services.
Designated Countries: Pursuant to the Data Protection Laws, we process this Personal Information to satisfy our legitimate interests as described above.
- To conduct research and development. We pride ourselves in being innovative and continuing to offer you new, customized or improved features on our Services. In order to do so, we process your Personal Information to better understand you and the way you use and interact with our Services. Without such processing, we cannot ensure your continued enjoyment of part or all of our Services.
Designated Countries: Pursuant to the Data Protection Laws, we process this Personal Information to satisfy our legitimate interests as described above.
- To maintain legal and regulatory compliance. We process your Personal Information, in collaboration with service providers acting on our behalf, to pay our taxes or fulfill our other business obligations, and/or to manage risk as required under applicable law. We cannot perform the Services in accordance with legal and regulatory requirements without processing your Personal Information for such purposes.
Designated Countries: Pursuant to the Data Protection Laws, we process this Personal Information to comply with our legal obligations.
If you provide us Personal Information about others, or if others give us your information, we will only use that information for the use described when the information was requested. Please ensure you have proper consent to share such information with us.
6. Third-party services
We may share or collect your Personal Information in collaboration with our third party service providers (“Partners”), including but not limited to companies that assist with payment processing, analytics [Google Analytics], data processing, account management, and other services. Our apps may include third-party advertising networks such as HyprMX [https://hyprmx.com/pp.html], AdGate Media, AdscendMedia, These networks determine independently how to use your information, so review their privacy policies to learn more.
7. Further disclosure
We may share with third parties non-Personal Information, public information, and anonymized aggregated data pursuant to this Privacy Policy and as permitted by Data Protection Laws. We may also disclose your Personal Information in the following instances:
- As required by law such as to comply with a subpoena, or similar legal process;
- When we believe in good faith that disclosure is necessary to protect our rights, protect your safety or the safety of others, investigate fraud, or respond to a government request;
- If we are involved in a merger, acquisition, or sale of all or a portion of our assets, you will be notified via email and/or a prominent notice within the application of any change in ownership or uses of your Personal Information, as well as any choices you may have regarding your Personal Information; and
- To any other third party with your prior consent to do so.
Designated Countries: Pursuant to the Data Protection Laws, we process this Personal Information to satisfy our legal obligations, protect your vital interests or process data in the public interest, based on our legitimate interests, and your consent, respectively.
8. Personnel
We will only disclose Personal Information to our staff as they need to know and we will ensure such personnel protect Personal Information as required in this Privacy Policy. We do not sell your Personal Information to non-agent third parties.
9. Becoming an example customer
If you would like to be an example customer, write a testimonial, or be highlighted in our newsletter or other communications, please let us know. Otherwise, we will not use you as an example or reference customer in our marketing, communications, or promotional material without your prior consent.
10. Choice/Opt-Out
You may opt-out of receiving communications from us, remove your personal information from our database, and choose to not receive future communications unrelated to the Services by cancelling your account; if you wish to do so, please contact us at [email protected]
When you register for the Services we will include you in marketing correspondence from GameTame.com, which you can opt-out of at any time by using the ‘unsubscribe’ option in the email. If you use the Services, we may occasionally contact you with information about special events, activities, promotions, contests, submission opportunities and programs. You always have the option to ask GameTame.com not to contact you with this information again. If you receive unsolicited email from an GameTame.com domain after opting out, please contact us at [email protected]
11. Cookies
When you visit websites on the Internet, your browser may automatically transmit information to the websites you visit throughout every visit. Like many websites, we may use “cookies” to collect information. A cookie is a small data file that we transfer to your computer’s hard disk for record-keeping purposes.
Unlike persistent cookies, session cookies are deleted from your computer when you log off from the Services and then close your browser. Third party tools in the Services may also place or read cookies on your browser and we may use Flash cookies (or local shared objects) to store your preferences or use on the Services to personalize your visit. We do not control how third-party cookies are used. You should check the relevant third-party’s website for more information about how they use cookies. Both first party and third-party cookies can be serve a number of different functions, such as analytics, marketing and advertising.
We and our service providers may also use “device id,”, “pixel tags,” “web beacons,” “clear GIFs,” or similar means in connection with the Services and HTML-formatted email messages to, among other things, track the actions of Users and email recipients, to determine the success of marketing campaigns and to compile aggregate statistics about Services usage and response rates. We may also engage one or more third party service providers to serve online advertisements on our behalf. They may use a “pixel tag” to collect information about your visits to the Services and to other websites, and they may use that information to target advertisements for goods and services. We will not share this information with third parties in a manner that personally identifies you.
We may use the following types of cookies and tracking technologies:
- Strictly Necessary Cookies. These cookies are essential because they enable you to move around our Services and use certain features on our Services. For example, strictly necessary cookies allow you to access secure areas. Without these cookies, some Services cannot be provided.
- Performance/Analytics Cookies. These cookies collect information about your use and interaction with our Services. The types of information collected by such cookies include which pages you go to most often, how much time you spend on that page, or if you get error messages from certain pages.
- Functionality Cookies. These cookies allow us to remember your preferences and choices so that we can tailor our Services to you and your interests. For example, these cookies will remember which country or language you selected, or will use your display name on parts of the Services.
If you are logged in to your account, we may associate the cookie information with the Personal Information tied to your account.
- Advertising/Marketing Cookies. These cookies allow us to deliver relevant marketing and advertisements to you. They collect information about your interactions with our marketing activities (e.g., on the website or via emails) to determine what your interests and preferences are, and how effective such advertising or marketing campaigns are.
You can instruct your browser, by changing its options under Settings or Preferences, to stop accepting cookies or to prompt you before accepting a cookie from the websites you visit. If you do not accept cookies, however, you will not be able to use some or all portions or functionalities of the Services.
Designated Countries: Pursuant to the Data Protection Laws, we process this Personal Information to satisfy our legitimate interests as described above. As required by law, we will ask for your consent.
12. Do not track signals
You may have implemented a “do not track” signal through your browser. As there currently is no fixed standard for do not track signals, we currently do not respond to do not track signals from your web browser.
13. Accountability
We will take all appropriate legal, organizational, and technical measures to protect the Personal Information, keeping in mind the nature of such data. GameTame.com shall hold those of its employees with access to Personal Information accountable for violations of this agreement imposing sanctions, which include, where appropriate, the possibility of termination of contracts and employment.
14. Security
The security of your Personal Information is important to us. Our service providers are required to maintain appropriate physical, technical and administrative safeguards to protect the security and confidentiality of the Personal Information you provide to us.
However, even the best security measures are not foolproof and we cannot guarantee that loss, misuse, unauthorized acquisition, or alteration of your data will not occur. We cannot ensure or warrant the security or confidentiality of the Personal Information you transmit to or receive from us by Internet or wireless connection, including email, phone, or SMS because we have no way of protecting that information that is out of our control.
You are also responsible for the security of your Personal Information. You should choose a password of sufficient length and complexity when you use our Services, and keep your password confidential. If you think there has been unauthorized access to or use of your account, please contact us immediately at [email protected]
15. Retention
To preserve the integrity of our Services, we may also retain information submitted by Users for an indefinite length of time, even after the termination of your account or your relationship with us as governed by the Terms of Service. We will not share Personal Information in backups with third parties unless compelled to by law.
16. Requests to Access, Edit, or Delete Information
You may edit your account information when logged in to the Services at any time – all you need is your username and password. GameTame.com shall, upon request and promptly using commercially reasonable efforts, correct, delete, and/or block Personal Information from further processing and/or use except to the extent required by law. You can request deletion or correction of your Personal Information by contacting GameTame.com at [email protected]
17. Children’s Privacy and Note to Parents and Guardians
We do not knowingly collect Personal Information from children under 16 years of age. The Services are not directed to children under the age of 13 and children under 13 are not permitted to use the Services. If we become aware that we have unknowingly collected Personal Information from a child under the age of 13, we will make commercially reasonable efforts to delete such information from our database. If you are a parent or guardian of a child under the age of 13, and you believe that your child has provided us with Personal Information, please contact us using the information in the “Contact GameTame.com” section at the end of this Privacy Policy.
18. Users Outside the U.S. and the Designated Countries
This section only applies to individuals who do not reside in the United States, the European Economic Area, Switzerland or United Kingdom.
We primarily store data about you, including personal information, on servers located an operated within the United States. If you reside outside of the United States, to provide an operate the Services, we may send and store your personal information outside of the country where you reside or are located, to the United States. Therefore, our collection and use of your personal information may be subject to the United States laws related to privacy and use of personal information. These laws, including what is determined to be “personal data and/or information” are different and may be less protective than those applicable to you in your country of residence.
18. Users in Designated Countries
This section only applies to individuals residing in a Designated Country. To the extent any part of this section conflicts with the terms in other parts of the Privacy Policy, the terms of this section will apply to residents of Designated Countries.
Our Role
GameTame.com is not a data controller with respect to any Personal Information processed about Customer End Users. Customers control how they use Customer End User information obtained via the use of GameTame.com’s Services. It is your responsibility to ensure you are processing Customer End User information in compliance with applicable laws. If you process Personal Information from Customer End Users located in Designated Countries and require a Data Processing Agreement from us, please contact us at [email protected]
Legal bases for processing Personal Information
We describe our legal bases for processing in Section 5 (“Use & Purpose”) and Section 7 (“Further Disclosure”) of this Privacy Policy. We may process your Personal Information if you consent to the processing, to satisfy our legal obligations, if it is necessary to carry out our obligations arising from any contracts we entered with you or to take steps at your request prior to entering into a contract with you, as necessary to protect your vital interests, as necessary to process in the public interest, or for our legitimate interests to protect our property, rights or safety of GameTame.com, our employees, our customers or others.
Marketing
If you are located in the Designated Countries and are a current GameTame.com User or Customer, we will only contact you by electronic means (such as email or SMS) in accordance with your communication preferences and/or with information about our Services that are similar to the Services you used.
For new Users or Customers located in the Designated Countries, we will contact you by electronic means for marketing purposes only as permitted under applicable law or subject to your consent to receiving such communications from us.
You can always withdraw your consent or change your marketing communication preferences. To opt out of the emails, please click the “unsubscribe” link in the footer of marketing emails or contact us at [email protected] You can object to our marketing communications at any time and free of charge. Direct marketing includes any communications to you that are only based on advertising or promoting products and services; it does not include transactional or Service-related communications.
Individual Rights
GameTame.com complies with the Data Protection Laws by ensuring you have the rights described below when you use our Services. To exercise your rights, please contact us at [email protected] so that we may consider your request under applicable law. When we receive an individual rights request via email we may take steps to verify your identity before complying with the request to protect your privacy and security.
Please be advised that there are limitations to your individual rights. We may limit your individual rights: (a) when denial of access is required or authorized by law; (b) when granting access would have a negative impact on other’s privacy; © to protect our rights and properties; and (d) where the request is frivolous or burdensome.
- Right to withdraw consent. When we collect Personal Information from you on the basis of consent, you have the right to withdraw your consent at any time. A withdrawal of consent will not affect the lawfulness of GameTame.com’s processing based on consent before your withdrawal.
- Right of access and rectification. You have a right to request a copy of your Personal Information that we have on file. We will provide you with a copy without undue delay and free of charge, except where we are permitted by law to charge a fee for providing you with access to your Personal Information. We may limit your access if such access would adversely affect the rights and freedoms of others. You may also request us to correct or update any of your Personal Information held by us that is inaccurate.
- Right to data portability. If we process your Personal Information based on a contract with you or based on your consent, or the processing is carried out by automated means, you may request to receive your Personal Information in a structured, commonly used and machine-readable format, and to have us transfer your Personal Information directly to another “controller”, where technically feasible, unless exercise of this right adversely affects the rights and freedoms of others.
- Right to erasure. You may request us to erase any of your Personal Information that:
- is no longer necessary in relation to the purposes for which it was collected or otherwise processed;
- was collected in relation to processing that you previously consented to, but later withdrew such consent; or
- was collected in relation to processing activities to which you object, and there are no overriding legitimate grounds for our processing.
- Right to restriction. You have the right to restrict our processing your Personal Information where one of the following applies:
- You contest the accuracy of your Personal Information that we processed. In such instances, we will restrict processing during the period necessary for us to verify the accuracy of your Personal Information.
- The processing is unlawful and you oppose the erasure of your Personal Information and request the restriction of its use instead.
- We no longer need your Personal Information for the purposes of the processing, but it is required by you to establish, exercise or defense of legal claims.
- You have objected to processing, pending the verification whether the legitimate grounds of our processing override your rights.
Restricted Personal Information shall only be processed with your consent or for the establishment, exercise or defense of legal claims or for the protection of the rights of another natural or legal person or for reasons of important public interest. We will inform you if the restriction is lifted.
- Right to object to processing. If we process your Personal Information on the legal basis of consent, contract or legitimate interests, you may object to such processing at any time, as permitted by applicable law. We can continue to process your Personal Information if it is necessary for the defense of legal claims, or for any other exceptions permitted by applicable law.
- Notification to third-parties processing your Personal Information. If we share your Personal Information with third parties, we will communicate any rectification, erasure or restriction of your Personal Information to each third party that has received your information, unless this proves impossible or involves disproportionate effort. Upon your request, we will identify such third parties.
- Retention. We will try to limit the retention of your Personal Information to the length of time necessary to serve the purpose(s) for which your Personal Information was processed, to resolve disputes, enforce our agreements, and as required or permitted by law. While retention requirements can vary by country, we generally apply the retention periods described below.
- Contact Information. For example, your name, email address and telephone number as used for marketing purposes is retained on an ongoing basis until you unsubscribe. Once you unsubscribe, we add your contact information to our suppression list indefinitely to ensure we respect your unsubscribe request.
- Interactions and Content. For example, any posts on our blog or website, support tickets, and other content may be kept indefinitely after you close your account for the establishment or defense of legal claims, audit and crime prevention purposes.
- Web Behavior Data. For example, any information collected via technical means such as webpage counters and other analytics tools are retained indefinitely.
If you have questions about our retention periods, please contact us.
20. Contact GameTame.com
If you have any questions about the Privacy Policy, please contact us at [email protected]
Copyright © 2018 NodeNetwork.


High Priest Agripel:
Don't you have the key already?
Take it back to the dark Magus. Your path is filled with peril, I would recommend against it.


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Below is the a basic TaggableInput created using the default options.
var basicTaggbleInput = new TaggableInput ( 'ti-basic' );
A TaggableInput can also be used as a form field. Form values are automatically updated with each tag added. Editing and changing the order of tags will also update the form's payload. The input field passed to the api must have a valid name attribute.
Press submit to see the form's payload.
var formTaggbleInput = new TaggableInput ( 'ti-form-input', {
delimiter: [ ' ', ',' ],
values: ['Nothing', 'Ygritte', 'Ghost', 'Brotherhood', 'Stark' ],
editable: true
} );
A TaggableInput can be created without using the Javascript API directly. Add the class `taggable-input` to a valid HTML DOM element. Options can be passed as data attributes.

TaggableInput can be dsiplayed vertically by adding the ti-vertical class to the container.


Simple Interest Calculator
Amount
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10.25%
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1
2
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5
6
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9
10
Calculate Interest


#include <btGImpactShape.h>
Public Member Functions | |
| virtual bool | childrenHasTransform () const |
| if true, then its children must get transforms. | |
|
virtual const btPrimitiveManagerBase * | getPrimitiveManager () const |
| Obtains the primitive manager. | |
|
SIMD_FORCE_INLINE CompoundPrimitiveManager * | getCompoundPrimitiveManager () |
| Obtains the compopund primitive manager. | |
| virtual int | getNumChildShapes () const |
| Gets the number of children. | |
| void | addChildShape (const btTransform &localTransform, btCollisionShape *shape) |
| Use this method for adding children. Only Convex shapes are allowed. | |
| void | addChildShape (btCollisionShape *shape) |
| Use this method for adding children. Only Convex shapes are allowed. | |
| virtual btCollisionShape * | getChildShape (int index) |
| Gets the children. | |
| virtual const btCollisionShape * | getChildShape (int index) const |
| Gets the children. | |
| virtual void | getChildAabb (int child_index, const btTransform &t, btVector3 &aabbMin, btVector3 &aabbMax) const |
| Retrieves the bound from a child. | |
| virtual btTransform | getChildTransform (int index) const |
| Gets the children transform. | |
| virtual void | setChildTransform (int index, const btTransform &transform) |
| Sets the children transform. | |
| virtual bool | needsRetrieveTriangles () const |
| Determines if this shape has triangles. | |
| virtual bool | needsRetrieveTetrahedrons () const |
| Determines if this shape has tetrahedrons. | |
| virtual void | calculateLocalInertia (btScalar mass, btVector3 &inertia) const |
| Calculates the exact inertia tensor for this shape. | |
| virtual eGIMPACT_SHAPE_TYPE | getGImpactShapeType () const |
| Base method for determinig which kind of GIMPACT shape we get. | |
Classes | |
| class | CompoundPrimitiveManager |
| compound primitive manager More... |
This class only can manage Convex subshapes
Definition at line 310 of file btGImpactShape.h.
| virtual void btGImpactCompoundShape::setChildTransform | ( | int | index, | |
| const btTransform & | transform | |||
| ) | [inline, virtual] |
Sets the children transform.
Implements btGImpactShapeInterface.
Definition at line 474 of file btGImpactShape.h.
References btGImpactShapeInterface::postUpdate(), and btAlignedObjectArray< T >::size().
00475 { 00476 btAssert(m_childTransforms.size() == m_childShapes.size()); 00477 m_childTransforms[index] = transform; 00478 postUpdate(); 00479 }
| virtual eGIMPACT_SHAPE_TYPE btGImpactCompoundShape::getGImpactShapeType | ( | ) | const [inline, virtual] |
Base method for determinig which kind of GIMPACT shape we get.
Subshape member functions
Implements btGImpactShapeInterface.
Definition at line 515 of file btGImpactShape.h.