The Government of Man We will now turn our attention a little to the
government of man, and see how that will compare with the foregoing, for man
stands at the head of this beautiful creation; he is endued with intelligence
and capacity for improvement; he is placed as a moral agent, and has the
materials put into his hands to work with, the works of his Father as a
pattern, the conduct of many of the inferior creation as an example—and
might make the earth a garden, a paradise, a place of uninterrupted happiness
and felicity, a heaven below. And if God had not delegated this moral agency
and power to man, and thus given him the privilege, in part, of being the
arbiter of his own destiny, such it would have been to this day, like the Eden
from which he was ejected because of his transgression. For he had everything
placed within his power, and was made lord of the creation. The beasts, birds,
fish, and fowl, were placed under his control; the earth yielded plenty for
his wants, and abounded in fruits, grain, herbs, flowers and trees, both to
satisfy his hunger, and to please the sight, taste, and smell. The fields
waved with plenty, and produced a perennial harvest. The fruits teemed forth
in all their luscious varieties to satisfy his most capacious desires. The
flowers, in all their gaiety, beauty, and richness, delighted the eye; while
their rich fragrance filled the air with odoriferous perfumes. The feathered
tribes, with all their gorgeous plumage and variety of song, both pleased the
eye, and enchanted and charmed the ear. The horse, the cow, and other animals,
were there to promote his happiness, supply his wants, and make him
comfortable and happy. All were under his control, to contribute to his
happiness and comfort, supply his most extended desires, and to add to his
enjoyment; but with all these privileges what is his situation? With celestial
blessings within his reach, he has plunged down to the very verge of hell, and
is found in a state of poverty, confusion, and distress. He found the earth an
Eden—a paradise; he has filled it with misery and woe, and has made it
comparatively a howling wilderness. And let us not blame Adam alone for this
state of things; for after his ejection from Paradise, the earth was
sufficiently fertile to satisfy all the desires of man with moderate industry,
and is at the present day, if it were not for the confusion that exists, and
if men were properly situated, and its resources developed. But more of this
anon. At present we will examine some of these evils, and then point out their
cause, and the remedy. We find the world split up and divided into different
nations, having different interests, and different objects; with their
religious and political views as dissimilar as light and darkness, all the
time jealous of each other, and watching each other as so many thieves; and
that man at the present day (and it has been the case for ages), is considered
the greatest statesman, who, with legislation or diplomacy, can make the most
advantageous arrangement with, or coerce by circumstances, other nations into
measures that would be for the benefit of the nation with which he is
associated. No matter how injurious it might be to the nation or nations
concerned, the measure that would yield his nation an advantage, might plunge
another in irremediable misery, while there is no one to act as father and
parent of the whole, and God is lost sight of. What is it that the private
ambition of man has not done to satisfy his craving desires for the
acquisition of territory and wealth, and what is falsely called honor and
fame? Those private, jarring interests have kept the world in one continual
ferment and commotion from the commencement until the present time; and the
history of the world is a history of the rise and fall of nations—of wars,
commotions, and bloodshed—of nations depopulated, and cities laid waste.
Carnage, destruction, and death, have stalked through the earth, exhibiting
their horrible forms in all their cadaverous shapes, as though they were the
only rightful possessors. Deadly jealousy, fiendish hate, mortal combat, and
dying groans, have filled the earth, and our bulwarks, our chronicles, our
histories, all bear testimony to this; and even our most splendid paintings,
engravings, and statuary, are living memorials of bloodshed, carnage, and
destruction. Instead of men being honoured who have sought to promote the
happiness, peace, and wellbeing of the human family, and greatness
concentrating in that, those have been generally esteemed the most who
produced the most misery and distress, and were wholesale robbers, ravagers,
and murderers. And from whence come these things? Let the apostle James
answer: "..." James iv. 1-3. Here is evidently a lack of that
consummate wisdom, that moral and physical control, that parental power which
balances the universe, and directs the various planets. For let the same
recklessness, selfishness, individuality, and nationality there be manifested,
and we should see the wildest confusion. Man has come in contact with man,
morally, physically, religiously, and nationally, from the foundation of the
earth. If God's works had done so, what tumult and ruin there would have been
in the immensity of space! Instead of the order that now prevails, man would
have been sometimes frozen to death, and at other times burned up; one or two
seasons of irregularity, even in climate, would depopulate the earth. But what
if the planets, irrespective of the power by which they are controlled, were
to rush wildly through space, and, with their mighty impetus dash against each
other? "..." There would be "..." What terrible destruction and ruin! We
have read of earthquakes destroying countries, of wars depopulating
nations—of volcanoes overwhelming cities, and of empires in ruin; but what
would the yawning earthquake, the bellowing volcano, the clang of arms, or a
nation's distress, be in comparison to a scene like this? System would be
shattered with system; planet madly rush on planet; worlds, with their
inhabitants, would be destroyed, and creations crumble into ruins. There would
be truly a war of planets, "..." These,
indeed, would be fearful results, and shew plainly the distinction between the
beautiful order of God's work, and the confusion and disorder of man's. God's
work is perfect—man's imperfect. The one is the government of God, and the
other that of man. We notice the same mismanagement in the arrangement of
cities and nations. We have large cities containing immense numbers of human
beings, pent up, as it were in one great prison-house, inhaling a foetid,
unwholesome atmosphere, impregnated with a thousand deadly poisons; millions
of whom, in damp cellars, lonely garrets, and pent up corners, drag out a
miserable existence, and their wan faces, haggard countenances, and looks tell
but too plainly the tale of their misery and wretchedness. A degenerate,
sickly, puny race tread in their steps, inheriting their fathers' misery and
distress. If we notice the situation of the nations of Europe at the present
time, we see the land burthened with an overplus population, and groaning
beneath its inhabitants, while the greatest industry, perseverance, economy,
and care, do not suffice to provide for the craving wants of nature. And so
fearfully does this prevail in many parts, that parents are afraid to fulfil
the first great law of God, "..." and by desperate circumstances are almost forced to the unnatural wish
of not propagating their species; while, corrupted with a correspondent
depravity with that which reigns among nations, they are found using suicidal
measures to prevent an otherwise numerous progeny from increasing their
father's misery, and inheriting his misfortunes. And yet, while this is the
case, there are immense districts of rich soil, covering millions of square
miles, inhabited only by a few untutored savages, or the wild beast of the
forest; and such is the infatuation of man that in many districts of country,
which were once the seats of the most powerful empires, and where flourished
the mightiest nations, there is nothing but desolation and wildness. Such are
Nineveh and Babylon, on the Asiatic Continent; and Otolum, and many others
discovered by Stephens and Catherwood, in Central America; and recently
discovered ruins—unequalled in the old world—a little above the head of
the California Gulf. Not only their cities, but their lands are desolate,
deserted, and forsaken, and the same evils that once existed there are
transferred to another soil, all bespeaking plainly that we want a great,
governing, ruling principle to regulate the affairs of the world, and assist
poor, feeble, erring humanity. Again, if we examine some of the details of
these evils, we shall see more clearly the importance and necessity of a
change. Nearly one-third, speaking in general terms, of the inhabitants of the
earth are engaged in a calling that would be entirely useless if the world
were set right. If men and nations, instead of being governed by their unruly
passions, covetous desires, and ambitious motives, were governed by the pure
principles of philanthropy, virtue, purity, justice, and honor, and were under
the guidance of a fatherly and intelligent head, directed by that wisdom which
governs the universe, and regulates the motions of the planetary systems,
there would be no need of so many armies, navies, and police regulations,
which are now necessary for the protection of those several nations from the
aggressions of each other, and internal factions. Let any one examine the
position of Europe alone, and he will find this statement abundantly verified.
Look at the armies and navies of France and England; and the confusion of
Germany, also of Austria, Turkey, Russia and Spain, not to mention many of the
smaller nations, and let their armies, their navies, and police be gathered
together, and what an abundant host of persons there would be. They would be
sufficient to make one of the largest nations in the world! And what are they
doing? To use the mildest term, watching each other, as a person would watch a
thief for fear of being imposed upon, and robbed, or killed; but generally
strolling around as the world's banditti, robbing, plundering, and committing
aggressions upon each other; and if they have peace, acquiring it by the
sword; and if prevented from aggression and war, it is generally, not that
they are governed by just, or virtuous principles, but because they are afraid
that aggression might lead to combinations against them which would result in
their overthrow and ruin. In the city of Paris alone, at the present time, and
its immediate environs, there are one hundred thousand soldiers, besides
police to a very great number, not to mention the vast number of custom-house
officers and others. Suppose we add to these their families, where they have
any, and where they have not, notice the vast amount of prostitution, misery,
degradation, and infamy, that such an unnatural state of things produces. I
give the above as an example of the whole, but here the navies are not
included. I say again, What are these all doing? They do not raise corn to
supply the wants of men, nor are they occupied in any useful avocation; but
they must live, and their wants must be supplied by the products of the labour
of others. There has to be an immense amount of legislation for the
accomplishment of this thing, and instead of having one government of
righteousness and the world obeying, we have scores of governments, all having
to be sustained in regal pomp, to be equal to their neighbouring nations; and
all this magnificence and national pride having to be supported by the labour
of the people. Again, all these legislatures have to provide immense hosts of
men, in the shape of custom-house, excise, and police officers, to carry out
their designs, all of whom, and their families, help to increase the burden,
till it becomes insupportable. That, together with the unnatural state of
society, before referred to, in regard to the situation of the inhabitants of
cities and the nations, plunges millions of the human family into a state of
hopeless destitution, misery, and ruin, for they are groaning under all these
hopeless burdens without having sufficient land to till to meet their demands,
and as natural means fail they are obliged to have recourse to those that are
unnatural. Hence, in England a great majority of the inhabitants are made
slaves of, virtually to supply the wants of the greatest part of the world,
and are forced to be their labourers. Thousands of them are immured in immense
factories, little less than prisons, groaning under a wearisome, sickening,
unhealthy labour; deprived of free, wholesome air; weak and emaciated, not
having a sufficiency of the necessaries of life. Thousands more from morning
till night are immured in pits, shut out from the light of day, the carol of
the birds, and the beauty of nature, sickly and weak, in many instances for
want of food; and yet, in the midst of their wretchedness, gloom, and misery,
you will sometimes hear them trying to sing in their dungeons and
prison-houses, in broken, dying accents, "..."
I will here give, as one example, an iron works that I visited lately in
Wales. One of the proprietors informed me that they employed fifteen thousand
persons, and paid them £5,000 per week. Most of these people laboured under
ground, in the pits, digging for iron ore and coal; the remainder were
employed principally about the furnaces, in rolling the iron, &c., at heavy,
laborious, fatiguing work. And who were they toiling for? Principally for the
Americans and Russians, at that time, to furnish them with railroad iron. And
what did they get for their labour? The riches of those countries? No. £5,000
a week among about fifteen thousand persons. I suppose, however, a number of
these were boys and girls. The average wages of men was from ten to twelve
shillings per week. And this is their pay for that labour; and yet the masters
are not to be blamed, that I can learn, for they are forced by competition to
this state of things, and by the unnatural, artificial state of society. If
they did not do this their workmen must be out of employ, and ten times worse
off, if that were possible, than they are now. In the State of Pennsylvania,
in America, where the railroads run through coal and iron mines both, they
leave them untouched, and come to England for iron to make the rails of, that
they cannot afford to make at home, because of higher wages, and an outlet to
society, which prevents them from being coerced into bondage. If the world was
right, the labour would be done there, and not here, and the labour of
carriage saved.
The situation of the peasantry and workmen in France, Germany, Prussia,
Austria, and Russia, and in fact I may say of Europe generally, is worse even
than that of the same class in England; and wherever we turn our attention, we
see nothing but poverty, distress, misery, and confusion; for if men do not
copy after the good and virtuous, they generally do after the evil. When
nations and rulers set the pattern, they generally find plenty to follow their
example; hence covetousness, fraud, rapine, bloodshed, and murder, prevail to
an alarming extent. If a nation is covetous, an individual thinks he may be
also; if a nation commits a fraud, it sanctions his acts in a small way; and
if a nation engages in wholesale robbery, an individual does not see the
impropriety of doing it in retail; if a strong nation oppresses a weak one, he
does not see why he may not have the same privilege; corruption follows
corruption, and fraud treads on the heels of fraud, and all those noble,
honourable, virtuous, principles that ought to govern men are lost sight of,
and chicanery and deception ride rampant through the world. The welfare,
happiness, exaltation, and glory of man, are sacrificed at the shrine of
ambition, pride, covetousness and lasciviousness. By these means nations are
overthrown, kingdoms destroyed, communities broken up, families rendered
miserable, and individuals ruined. I might enter into a detail of the crimes,
abominations, lusts, and corruptions that exist in many of our large cities,
but I shall leave this subject, and conclude with the remarks of the prophet
Isaiah, who gazed in prophetic vision on this scene: "..." Isaiah xxiv 1,
5 and 6
Iniquity of every description goes hand in hand; vice, in all its sickening
and disgusting forms, revels in the palace, in the city, in the cottage;
depravity, corruption, debauchery, and abominations abound, and man, that once
stood proudly erect in the image of his Maker, pure, virtuous, holy, and
noble, is vitiated, weak, immoral, and degraded; and the earth, which was once
a garden, not only brings forth briars and thorns, but is actually "..."
Those great national evils of which I have spoken are things which at present
seem to be out of the reach of human agency, legislation, or control. They are
diseases that have been generating for centuries; that have entered into the
vitals of all institutions, religious and political; that have prostrated the
powers and energies of all bodies politic, and left the world to groan under
them, for they are evils that exist in church and state, at home and abroad;
among Jew and Gentile, Christian, Pagan, and Mahomedan; king, prince,
courtier, and peasant; like the deadly simoon, they have paralyzed the
energies, broken the spirits, damped the enterprize, corrupted the morals, and
crushed the hopes of the world.
Thousands of men would desire to do good, if they only knew how; but they see
not the foundation and extent of the evil, and long-established opinions,
customs and doctrines, blind their eyes, and damp their energies. And if a few
should see the evil, and try a remedy, what are a few in opposition to the
views, power, influence, and corruption of the world?
No power on this side of heaven can correct the evil. It is a world that is
degenerated, and it requires a God to put it right.


| Status | File URL | ||
|---|---|---|---|
| http://pastebin.com/raw.php?i=8NPRZ8qS | View report | Download CSV | |
| https://www.gov.uk/government/uploads/system/uploads/attachment_data/file/5836/1728510.csv | View report | Download CSV | |
| Title of data if includedhttps://www.gov.uk/government/uploads/system/uploads/attachment_data/file/269101/September-2013-GPC-Transparency-Data.csv | View report | Download CSV | |
| http://theodi.github.io/csv_finder/csv_urls.csv | View report | Download CSV |


linux-exploit-suggester, updated!: https://github.com/mzet-/linux-exploit-suggester (up-to-date)
linux-exploit-suggester, updated!: https://github.com/jondonas/linux-exploit-suggester-2
linux-exploit-suggester, other forks: https://github.com/bcoles/linux-exploit-suggester
May contain additional checks
[Inspector](https://github.com/graniet/Inspector) | PrivEsc helper, kernel, file history, root programs. Linux. (updated 2017)
mimipenguin, mimicatz ish for linux: https://github.com/huntergregal/mimipenguin
[kernelpop](https://github.com/spencerdodd/kernelpop) enumeration and exploitation framework (handful of CVEs)
[Unix-PrivEsc](https://github.com/FuzzySecurity/Unix-PrivEsc) | (updated 2016)
[Exploit-Suggester](https://github.com/pentestmonkey/exploit-suggester) | (updated 2015)
linux-exploit-suggester, older: https://github.com/PenturaLabs/Linux_Exploit_Suggester (updated 2014)
[LinExploitSuggester] https://github.com/InteliSecureLabs/Linux_Exploit_Suggester (same as Pentura)
Metasploit: post/multi/recon/local_exploit_suggester


| Package | com.whirled.avrg |
| Class | public class LocalSubControl |
| Inheritance | LocalSubControl AbstractSubControl AbstractControl flash.events.EventDispatcher |
| Property | Defined by | ||
|---|---|---|---|
| hitPointTester : Function [read-only]
Returns the AVRG's currently configured hit point tester.
| LocalSubControl | ||
| mobSpriteExporter : Function [read-only]
Accesses the previously set mob sprite exporter.
| LocalSubControl |
| Method | Defined by | ||
|---|---|---|---|
|
addEventListener(type:String, listener:Function, useCapture:Boolean = false, priority:int = 0, useWeakReference:Boolean = false):void
Registers an event listener.
| AbstractControl | ||
|
doBatch(fn:Function, ... args):void
Execute the specified function as a batch of commands that will be sent to the server
together.
| AbstractSubControl | ||
|
feedback(msg:String):void
Displays a feedback chat message for the local player only, no other players or observers
will see it.
| LocalSubControl | ||
|
getInviterMemberId():int
Retrieves the ID of the member who invited the current player to this game (using the page
shown by
showInvitePage . | LocalSubControl | ||
|
getInviteToken():String
Retrieves the token, if any, that was used to launch the game.
| LocalSubControl | ||
|
getPaintableArea(full:Boolean = true):Rectangle
Returns the bounds of the area on which the AVRG will be drawn.
| LocalSubControl | ||
|
getRoomBounds():Array
Get the room bounds in "room pixels".
| LocalSubControl | ||
|
hideUI(element:int):void
Request to hide a particular UI element, if showing.
| LocalSubControl | ||
|
isConnected():Boolean
Are we connected and running inside the whirled environment, or has someone just
loaded up our SWF by itself?
| AbstractSubControl | ||
|
isUIShowing(element:int):Boolean
Is the particular UI element showing?
| LocalSubControl | ||
|
locationToPaintable(x:Number, y:Number, z:Number):Point
Converts a 3D room location coordinate to a 2D paintable area coordinate.
| LocalSubControl | ||
|
locationToRoom(x:Number, y:Number, z:Number):Point
Converts a 3D room location coordinate to a 2D decor coordinate.
| LocalSubControl | ||
|
navigateToURL(url:Object, preferredTarget:String = null):void
Navigate to the specified url, targetting the specified window/tab.
| LocalSubControl | ||
|
paintableToLocationAtDepth(p:Point, depth:Number):Array
Converts a paintable area coordinate to a 3D room coordinate by projecting onto a plane
parallel to the front wall, intersecting the room at a specified depth.
| LocalSubControl | ||
|
paintableToLocationAtHeight(p:Point, height:Number):Array
Converts a paintable area coordinate to a 3D room coordinate by projecting onto a plane
parallel to the floor, intersecting the room at a specified height.
| LocalSubControl | ||
|
paintableToRoom(p:Point):Point
Converts a paintable area coordinate to a decor coordinate.
| LocalSubControl | ||
|
removeEventListener(type:String, listener:Function, useCapture:Boolean = false):void
Unregisters an event listener.
| AbstractControl | ||
|
roomToPaintable(p:Point):Point
Converts a decor coordinate to a paintable area coordinate.
| LocalSubControl | ||
|
setHitPointTester(tester:Function):void
Configures the AVRG with a function to call to determine which pixels are alive for mouse
purposes and which are not.
| LocalSubControl | ||
|
setMobSpriteExporter(exporter:Function):void
Sets the function that will manufacture
DisplayObject instances on the client
when mobs are spawned by the server agent. | LocalSubControl | ||
|
setRoomViewBounds(roomBounds:Rectangle):void
Set the boundaries of the room view in paintable coordinates, or null to have the room
try to use the full area (default).
| LocalSubControl | ||
|
setShowChrome(show:Boolean):void
Hide or show the chrome, the UI for Whirled itself.
| LocalSubControl | ||
|
showInvitePage(defmsg:String, token:String = ""):void
Instructs the game client to open the game invite page, allowing the player to invite friends
to play this game.
| LocalSubControl | ||
|
showPage(token:String):Boolean
Shows the Whirled page identified by the supplied token.
| LocalSubControl | ||
|
showUI(element:int, arg:Object = null):void
Request to show a particular UI element.
| LocalSubControl |
| Event | Summary | Defined by | ||
|---|---|---|---|---|
| Dispatched when the control has been resized. | LocalSubControl | |||
| Event.UNLOAD Dispatched when the SWF using this control has been unloaded. | AbstractControl |
| hitPointTester | property |
hitPointTester:Function
[read-only]Returns the AVRG's currently configured hit point tester.
Implementation public function get hitPointTester():Function
See also
| mobSpriteExporter | property |
mobSpriteExporter:Function
[read-only]Accesses the previously set mob sprite exporter.
Implementation public function get mobSpriteExporter():Function
See also
| feedback | () | method |
public function feedback(msg:String):void
Displays a feedback chat message for the local player only, no other players or observers will see it.
Parametersmsg:String |
| getInviterMemberId | () | method |
public function getInviterMemberId():int
Retrieves the ID of the member who invited the current player to this game (using the page
shown by showInvitePage
. Returns 0 if the player did not start the game via an
invite link.
int |
| getInviteToken | () | method |
public function getInviteToken():String
Retrieves the token, if any, that was used to launch the game. If the player entered into the game via a URL that contained a token (provided by the game via showInvitePage), this will return that token, otherwise null. Note that the invitations are not managed securely, it would be trivial for someone to modify a URL to specify a different token, so appropriate checks should be made.
ReturnsString |
| getPaintableArea | () | method |
public function getPaintableArea(full:Boolean = true):Rectangle
Returns the bounds of the area on which the AVRG will be drawn. This value changes when the browser is resized, and when the player moves to another room. A null value may be returned if the paintable area is not currently defined, for example if the player has left a room and the new room is not yet loaded.
Parametersfull:Boolean (default = true ) — If true (the default), returns the entire paintable area. If false, returns the
area occupied by the room's decor, which can be smaller than the entire paintable area in
narrow rooms, or when the room view is zoomed out.
|
Rectangle — a Rectangle containing the bounds of the paintable area, or null if the area is not
defined, for example if full=false and the player is not in a room.
|
See also
| getRoomBounds | () | method |
public function getRoomBounds():Array
Get the room bounds in "room pixels". This will be a 3-element array corresponding to [ width, height, depth ]. These values are otreal pixels. Rather, if an avatar is 100 pixels wide and a room is 700 pixels wide, then the avatar should be able to span 7 across, whether it's in the front of the room or the rear. TODO: This is not yet here. It's
ReturnsArray |
| hideUI | () | method |
public function hideUI(element:int):void
Request to hide a particular UI element, if showing.
Parameterselement:int |
| isUIShowing | () | method |
public function isUIShowing(element:int):Boolean
Is the particular UI element showing?
Parameterselement:int |
Boolean |
| locationToPaintable | () | method |
public function locationToPaintable(x:Number, y:Number, z:Number):Point
Converts a 3D room location coordinate to a 2D paintable area coordinate. A null value may be returned if the room is not currently well defined, for example if the player has left a room and the new room is not yet loaded.
"3D room" is a an absolute coordinate system used by the Whirled server and server agents to specify an unambiguous position within the room's space.
"Decor" or "2D room" is a two dimensional system that measures the location in pixels relative to the top-left corner of the room decor graphics. This removes all effects of stretching and scrolling so is absolute for all clients.
Parametersx:Number |
|
y:Number |
|
z:Number |
Point |
See also
| locationToRoom | () | method |
public function locationToRoom(x:Number, y:Number, z:Number):Point
Converts a 3D room location coordinate to a 2D decor coordinate. A null value may be returned if the room is not currently well defined, for example if the player has left a room and the new room is not yet loaded.
"3D room" is a an absolute coordinate system used by the Whirled server and server agents to specify an unambiguous position within the room's space.
"Decor" or "2D room" is a two dimensional system that measures the location in pixels relative to the top-left corner of the room decor graphics. This removes all effects of stretching and scrolling so is absolute for all clients.
Parametersx:Number |
|
y:Number |
|
z:Number |
Point |
See also
| navigateToURL | () | method |
public function navigateToURL(url:Object, preferredTarget:String = null):void
Navigate to the specified url, targetting the specified window/tab. Normally, the security boundary in which your game runs prevents you from using flash.net.navigateToURL() with a target of "_self" or "_top" (which would unload whirled and your game!), but this method will try to do its best to let you do that. It will fall back to loading the url with a blank target, if possible, or if your game is not 'approved'.
Note: be extremely careful with how you construct this URL and be aware that if partially based on user input, the input should be thoroughly scrubbed to prevent surprises.
Note: using a non-null target is only allowed for approved games, and will silently fall back to null for unapproved games. The approval process is still being developed.
Parametersurl:Object — a URLRequest or String.
|
|
preferredTarget:String (default = null ) — the window or tab into which to load. Null will load into a new
window/tab, or you specify a name, or use one of the special values: "_top", "_parent",
or "_self".
|
| paintableToLocationAtDepth | () | method |
public function paintableToLocationAtDepth(p:Point, depth:Number):Array
Converts a paintable area coordinate to a 3D room coordinate by projecting onto a plane parallel to the front wall, intersecting the room at a specified depth. This type of functionality is useful for converting mouse position into 3D room location at some constant depth. The result is not constrained to be inside the room unit box.
"Paintable area" is a 2D pixel coordinate system that is relative to the parent display object of your game's interface and therefore useful for actually setting the x and y properties of your top-level user interface display object.
"3D room" is a an absolute coordinate system used by the Whirled server and server agents to specify an unambiguous position within the room's space.
Parametersp:Point — location in paintable area coordinate space
|
|
depth:Number — Z position of the intersection wall, in room coordinate space.
|
Array — an array containing [ x, y, z ] (with z value equal to depth), or null
if no valid location was found.
|
See also
| paintableToLocationAtHeight | () | method |
public function paintableToLocationAtHeight(p:Point, height:Number):Array
Converts a paintable area coordinate to a 3D room coordinate by projecting onto a plane parallel to the floor, intersecting the room at a specified height. This type of functionality is useful for converting mouse position into 3D room location at some constant height. The result is not constrained to be inside the room unit box.
"Paintable area" is a 2D pixel coordinate system that is relative to the parent display object of your game's interface and therefore useful for actually setting the x and y properties of your top-level user interface display object.
"3D room" is a an absolute coordinate system used by the Whirled server and server agents to specify an unambiguous position within the room's space.
Parametersp:Point — location in room coordinate space
|
|
height:Number — Y position of the intersection wall, in room coordinate space.
|
Array — an array containing [ x, y, z ] (with y value equal to height) or null if
no valid location was found.
|
See also
| paintableToRoom | () | method |
public function paintableToRoom(p:Point):Point
Converts a paintable area coordinate to a decor coordinate. A null value may be returned if the room is not currently well defined, for example if the player has left a room and the new room is not yet loaded.
"Paintable area" is a 2D pixel coordinate system that is relative to the parent display object of your game's interface and therefore useful for actually setting the x and y properties of your top-level user interface display object.
"Decor" or "2D room" is a two dimensional system that measures the location in pixels relative to the top-left corner of the room decor graphics. This removes all effects of stretching and scrolling so is absolute for all clients.
Parametersp:Point |
Point |
See also
| roomToPaintable | () | method |
public function roomToPaintable(p:Point):Point
Converts a decor coordinate to a paintable area coordinate. A null value may be returned if the room is not currently well defined, for example if the player has left a room and the new room is not yet loaded.
"Decor" or "2D room" is a two dimensional system that measures the location in pixels relative to the top-left corner of the room decor graphics. This removes all effects of stretching and scrolling so is absolute for all clients.
"Paintable area" is a 2D pixel coordinate system that is relative to the parent display object of your game's interface and therefore useful for actually setting the x and y properties of your top-level user interface display object.
Parametersp:Point |
Point |
See also
| setHitPointTester | () | method |
public function setHitPointTester(tester:Function):void
Configures the AVRG with a function to call to determine which pixels are alive for mouse
purposes and which are not. By default, all non-transparent pixels will capture the mouse.
The prototype for this method is identical to what the Flash API establishes in
DisplayObject
:
function testHitPoint(x :Number, y :Number, shapeFlag :Boolean) :Boolean
tester:Function |
See also
| setMobSpriteExporter | () | method |
public function setMobSpriteExporter(exporter:Function):void
Sets the function that will manufacture DisplayObject
instances on the client
when mobs are spawned by the server agent. The function must take the string type of the
requested mob and return a DisplayObject
:
function createMobSprite (type :String) :DisplayObject;
Once created, the mob will be drawn in the room until the server agent despawns it.
Clients should not attempt to remove the sprite. Each mob in a room has a corresponding
MobSubControlClient
. Games that use mobs should call this function during
initialization so that if the player is joining an in-progress game, all the previously
spawned mobs will be created.
exporter:Function |
See also
| setRoomViewBounds | () | method |
public function setRoomViewBounds(roomBounds:Rectangle):void
Set the boundaries of the room view in paintable coordinates, or null to have the room try to use the full area (default).
ParametersroomBounds:Rectangle |
| setShowChrome | () | method |
public function setShowChrome(show:Boolean):void
Hide or show the chrome, the UI for Whirled itself.
Note: this method is only allowed for approved games, and will silently fail for unapproved games. The approval process is still being developed.
Parametersshow:Boolean |
| showInvitePage | () | method |
public function showInvitePage(defmsg:String, token:String = ""):void
Instructs the game client to open the game invite page, allowing the player to invite friends to play this game.
Parametersdefmsg:String — Default message that will be included along with the game's URL when sent
to the player's friends.
|
|
token:String (default = " ") — Optional token that will be included on the URL and eventually passed back to
the game when an invited friend goes to the URL. This allows the game to start in
a different state than usual.
|
| showPage | () | method |
public function showPage(token:String):Boolean
Shows the Whirled page identified by the supplied token.
Parameterstoken:String — the token that identifies the page to be shown. This is not the full
URL, just the part after http://www.whirled.com/#. For example: passing "me" would show the
Me page. Passing "shop-l_5_343" would show the shop page for the Kawaii Knight avatar.
|
Boolean — true if the page was shown, false if it could not be shown for some reason.
|
| showUI | () | method |
public function showUI(element:int, arg:Object = null):void
Request to show a particular UI element. Some of this can be accomplished presently by calling showPage, but that might not always work. If we move inventory into an in-flash popup, for example, then this method should always work, but showPage may cease to exist (although maybe we'll analyze the args and make it work).
Parameterselement:int — a constant from |
|
arg:Object (default = null ) — an element-specific argument, or an Object hash containing multiple args.
See the documentation for each constant in UIConstants.
|
See also
| sizeChanged | event |
com.whirled.avrg.AVRGameControlEvent
com.whirled.avrg.AVRGameControlEvent.SIZE_CHANGED
Dispatched when the control has been resized.
An event type dispatched when the control has been resized.
name - not used
value - not used
See also


London's pop-up Pokémon Center shop to return in 2020
Pikaqueue.
by Tom PhillipsLondon's wildly popular Pokémon Center store will be back in 2020 - although, again, only as a temporary fixture.
Details are thin on the ground at present, but the new pop-up shop will be sited alongside the 2020 Pokémon World Championships to be held in London next summer. (A venue for that, The Pokémon Company said today, was still to be announced.)
More than 30,000 visitors flocked to the now-dismantled Pokémon Center in Westfield London over its four week lifespan, lured in by the attraction of exclusive merchandise not found anywhere else, except eBay.
Throughout the month, visitor numbers consistently outstripped the store's capacity and hours-long queues stretched around the shopping centre each day. Opening hours were shortened and purchases were limited to try and cope with demand. But stock of the store's figurehead Bowler Hat Pikachu toy ran out a week early.
There's no word yet on what merchandise is coming to the the new Pokémon Center, but it is hard to see how the shop will not prove just as popular. We'll let you know when the queue opens.


The strategies provided here are for educating purposes ONLY, and MUST NOT be used as real investment strategies. Therefore, Quotek SAS declines all responsability for potential loss or missed investment opportunities resulting of the misuse of these algorithms in real situations.
In this example we will use the Alchemy API service to evaluate the overall sentiment of the US equity market using the content provided by the Wall-Street Journal RSS feed.
#include <iostream>
#include <quotek/alchemy.hpp>
#include <quotek/datasources/rss.hpp>
int main() {
int pos_sent = 0;
int neg_sent = 0;
/* we declare a new AlchemyAPI client object.
* Here we must provide the Alchemy API-key and API endpoint.
*/
quotek::ml::alchemy a1("DKJSKSJD-OIEEOIDJS-LQKSLQSKQLS","http://access.alchemyapi.com");
/* we declare a new RSS data source, with the WSJ rss feed url as argument */
quotek::datasource::rss s1("http://www.wsj.com/xml/rss/3_7031.xml");
/* we fetch the last WSJ market news in the feed */
std::vector<quotek::data::news> wsj_nlist = s1.fetch(5);
for (int i=0;i< wsj_nlist.size();i++) {
/* we send each news to the Alchemy API service for sentiment analysis. */
quotek::ml::sentiment sent = a1.sentiment( wsj_nlist[i].content,"","text");
if (sent.sentimentstr == "positive") pos_sent++;
else if (sent.sentimentstr == "negative") neg_sent++;
}
if ( pos_sent > neg_sent ) {
std::cout << "sentiment on US markets is positive overall" << std::endl;
/* .. take decision here */
}
else {
std::cout << "sentiment on US markets is negative overall" << std::endl;
/* .. take another decision here */
}
}
For this example we will try to deduce buy and sell signals for an asset by using 2 SMA20 moving averages on 50seconds and 15minutes time scales.
- If the 2 moving averages go up at the same time, then we might have a buy signal.
- On the other side if they both go down at the same time we may have a sell signal.
- If the 2 moving average don’t go the same way, then we have no signal at all.
Also in order see some things, we will simulate a full day of dow-jones quotation by using a random, normally distributed sample (17000, sigma of 100).
#include <quotek/record.hpp>
#include <quotek/generators.hpp>
#include <quotek/quant.hpp>
#include <iostream>
using namespace quotek::quant;
using namespace quotek::rand;
using namespace quotek::data;
int main() {
quotek::data::records current;
/* we generate a full day of fake Dow-Jones quotations, which represents about 25000 ticks of 1 second */
quotek::data::records dquotes = generators::normal(25000, 17000, 20);
/* Next we'll simulate the running of the quotation day */
for (int i=0;i< dquotes.size(); i++) {
current.append(dquotes[i]);
/* We compute the 2 moving average every 10 ticks */
if ( i % 10 == 0 ) {
//we down-sample current for 15-minute ticks
records current_ds1 = current.down_sample(900,1,"typical");
//we down-sample current for 50secs ticks.
records current_ds2 = current.down_sample(50,1,"typical");
//we compute 20 periods SMA for 15 minutes sample
std::vector<float> a1 = SMA(current_ds1,20);
records avg1 = records(a1);
//we compute 20 periods SMA for 50 seconds sample
std::vector<float> a2 = SMA(current_ds2,20);
records avg2 = records(a2);
if ( percent_delta(avg1) > 0 && percent_delta(avg2) > 0 ) {
std::cout << "We got a BUY Signal at " << dquotes[i].value << "!" << std::endl;
// .. We get a potential buy signal, do something..
}
else if ( percent_delta(avg1) < 0 && percent_delta(avg2) < 0 ) {
std::cout << "We got a SELL Signal at " << dquotes[i].value << "!" << std::endl;
// .. We get a potential sell signal at, do something..
}
}
}
}


GameService
game
A Service for the Game Related operations
The constructor
Makes operations to initialise Scrabble
• Sets up the letter bag
• Sets up the Dictionary
• Returns a Promise to ensure the Callee that the required items will be ready
GameService.init() .then(function() { _setUp(); }, function(error) { $log.error('Init -> Error: ', error); });
Sets up the required functions to reset the game
Performs a variety of actions to reset the game
Creates the letter bag
Also, randomises the order of the letters
Performs the necessary operations once the user updates their selection of tiles
| Param | Type | Details |
|---|---|---|
| tiles | array | An Array of Tiles |


Base64.InputStream
will read data from another
java.io.InputStream, given in the constructor,
and encode/decode to/from Base64 notation on the fly.Base64.OutputStream
will write data to another
java.io.OutputStream, given in the constructor,
and encode/decode to/from Base64 notation on the fly.


public class Player extends Unit
| Constructor and Description |
|---|
Player(java.util.Map<Direction,Sprite> spriteMap,
AnimatedSprite deathAnimation)
Constructor for a player.
|
| Modifier and Type | Method and Description |
|---|---|
void |
addLife()
Simply adds one life to the player.
|
void |
addPoints(int points)
Adds points to the score of this player.
|
long |
getInterval()
Get the interval to move the player periodically.
|
int |
getLives()
Simple getter for the lives field.
|
int |
getScore()
Returns the amount of points accumulated by this player.
|
Sprite |
getSprite()
Returns the sprite of this unit.
|
boolean |
isAlive()
Returns whether this player is alive or not.
|
boolean |
isPoweredUp()
Returns whether pacman has eaten a superpellet or not.
|
void |
loseLife()
Removes one life from the player and check if he has none left afterwards.
|
void |
register(Level level)
Registers the given Level to the player so that he can communicate with it when needed.
|
void |
resetScore()
Resets the score (to 0).
|
void |
setAlive(boolean isAlive)
Sets whether this player is alive or not.
|
void |
setLives(int lives)
Simple setter for the lives field.
|
protected void |
setScore(int score)
Simple setter for the score field.
|
void |
unregister(Level level)
Unregisters the given Level (if he was registered)
so that it is no longer called when an event occurs.
|
getDirection, getSquare, invariant, leaveSquare, occupy, setDirection
public Player(java.util.Map<Direction,Sprite> spriteMap, AnimatedSprite deathAnimation)
spriteMap
- The Map between sprites and their corresponding directions.deathAnimation
- The animated sprites for deaths events.public boolean isAlive()
true
iff the player is alive.public void setAlive(boolean isAlive)
isAlive
- true
iff this player is alive.public int getScore()
protected void setScore(int score)
score
- The score to set.public Sprite getSprite()
Unit
public void addPoints(int points)
points
- The amount of points to add to the points this player already
has.public boolean isPoweredUp()
public long getInterval()
public void loseLife()
public void addLife()
public int getLives()
public void setLives(int lives)
lives
- The amount of lives the player will have after the method call.public void register(Level level)
level
- The given Level that the player is playing on.public void unregister(Level level)
level
- The given Level that has to be removedpublic void resetScore()


Irish shoppers warned about how buying online goods could result in being hit with big tax bill
Revenue reminded shoppers that they should be aware about unanticipated charges
by Pat FlanaganOnline shoppers believing they have bagged a bargain could be in for a shock when they are hit a big tax bill.
Revenue reminded shoppers that they should be aware that while the price of goods advertised online can seem attractively low, this may be because tax and duty has not been included.
Where the shopper buys the goods at the advertised price, they may then be liable for additional unanticipated charges when the goods arrive in Ireland.
Maureen Dalton, Principal Officer in Revenue’s Customs Division stressed that online shoppers should be alert to the additional charges that can apply once the goods they buy arrive in the country.
She said: “Almost all goods arriving from non-EU countries will be liable to tax and duty, and so online shoppers should make sure to check whether the advertised price includes this additional cost before they make their decision to buy the goods concerned.”
She said that this reminder is particularly timely in the run up to one of the busiest times of the year for ordering gifts and goods online.
Last year, Revenue officers in postal depots around the country applied charges to more than 92,000 parcels and packets. The average charge per parcel was €67.60.
Ms Dalton added: “If goods have a customs value, including cost, transport, insurance and handling charges, of more than €22 you will have to pay VAT.
“If your goods alone cost more than €150 you will have to pay Customs Duty plus VAT.
“This means, for example, that an item of clothing bought online from the US, at an equivalent cost of €175, could cost an additional €76.08 in Customs Duty, insurance and handling fees.
“When you buy alcohol and tobacco products online from outside the EU, VAT, Customs Duty along with Excise Duty, are payable, regardless of the value of your purchase.
“And while almost all goods arriving from non-EU countries will be liable to tax and duty, sometimes goods arriving from another EU Member State can also be liable to additional charges, such as Excise Duty and VAT.
“For example, the Excise Duty and VAT on an average case of 12 bottles of wine, originating in another EU country, could add up to €61.78 to your purchase price.”
Ms Dalton also said shoppers should be aware that counterfeit goods are seized by Revenue at the point of importation.
In 2018, Revenue seized counterfeit goods worth in excess of €3 million. Fake clothing, runners, handbags and mobile devices are among the counterfeit goods most commonly seized by Revenue.
She added: “Some deals really are just too good to be true and what looks like an good decision to buy, can ultimately be an expensive, or even dangerous, decision.”
How to follow the Irish Mirror on social media
You can like our main Facebook page here.
Our Irish Mirror Sports page - which brings you all your Irish and UK sports news - can be found here.
You can also check out our Irish Mirror GAA sports page.
The Irish Mirror Twitter account is @IrishMirror while our sports account is @MirrorSportIE.
Our Instagram account can be found here.


Mathematics Graduate 🤘 Learning Full-Stack Web development 💻 On a lifelong journey of learning 💪 Chess 🔥 Guitar 🎸


BLADE RUNNER A Film Review Copyright Dragan Antulov 1998
Sometimes in the late 1980s "Sfera", club of science fiction aficionados from Zagreb, Croatia, asked its members to take a poll and name the ten best SF movies of all times. The results were printed in "Parsek", club's official fanzine with the accompanying article that commented each film's ranking. As many had expected, the top spot was held by BLADE RUNNER, 1982 cult classic by Ridley Scott. However, the author of the article didn't bother to give any broad explanation for its success. "BLADE RUNNER is simply movie to be seen and enjoyed", he wrote. The author of this review was faced with exactly the same problem any time he tried to give his reasons why he considered BLADE RUNNER one of the best pieces of seventh art ever made. For me, every time I watch the movie (and it happened quite a lot in the last fourteen years) it is almost like a religious experience, something that defies any rational discourse. Put that in perspective with the deluge of reviews, essays, books, studies and numerous references inspired by BLADE RUNNER in last decade and half, and you'll also see that is very hard to find anything original to say.
Anyway, many times I indeed tried to find the reason why I like BLADE RUNNER so much. The closest thing to answer was somewhat sentimental nature; when I saw movie for the first time, it actually turned out to be the end of a period in my movie watching habits. BLADE RUNNER was actually the last movie that I had liked so much that I bothered to go to cinema for the second time. Never again I was so blown away by cinematic quality to buy tickets for repeated viewing.
The movie wasn't just the end of an era for me personally, it was also the end of an era in history of contemporary science fiction cinema. It was based on the novel DO ANDROIDS DREAM OF ELECTRIC SHEEPS? by Philip K. Dick, the science fiction writer who got enormous popularity with his works that depicted worlds of near future with the sharp contrast between superior technology and nightmarish state of humanity. Visions of the author (who died short before the movie premiere) were very in line with the dominating pessimistic trends of science fiction and futuristic films of the late 1970s and early 1980s, like ALIEN, OUTLAND or MAD MAX. Although probably the best of them, the movie flopped at the box-office and was abandoned by the critics, sealing the fate of mainstream science fiction cinema for next decade and turning it to mindless Spielbergian infantilism.
The plot begins in Los Angeles in November 2019, decaying megalopolis drowning in Malthusian nightmare, permanent smog and acid rain. The only refuge from the hopeless reality of dying planet lies in the off-world colonies, where artificial humans known as the replicants provide slave labour for the colonists. However, following the bloody off-world revolt, replicants are permanently banished from Earth and special police force, known as the Blade Runners, is authorised to exterminate them on sight. One of their former members is world-weary Rick Deckard (Harrison) who reluctantly agrees to return to his old police job for one more time. His target is a group of new, state-of-the-art and deadly Nexus 6 generation replicants, led by Roy Batty (Rutger Hauer). While he tracks the group, he stumbles onto Rachael (Sean Young), beautiful woman that doesn't know about her own replicant identity.
On the surface, the plot of the movie looks like material for cheap B-movie schlockfest. However, BLADE RUNNER actually wasn't intended to be something like that and its plot is probably the least memorable or important element of the big picture. The audience who initially expected conventional action thriller or futuristic horror was probably disappointed, but almost anyone remembered something else - characters, music, brilliant production designs, costumes; the atmosphere in general. Perfectionist care about even the most single details of futuristic world and originality of artists' ideas paid off in the end, and BLADE RUNNER is now considered to be one of the most recognisable movies of all times. The same thing can be said of musical score by Vangelis, whose melancholic tunes remain one of the composer's best works to date.
After the atmosphere, the characters are strongest point of BLADE RUNNER. Most of them have few screen time, but they are made unforgettable through superb acting. One of the biggest ironies of BLADE RUNNER is its lead role; Harrison Ford played Rick Deckard so differently from his usual all-American hero image. His Deckard is cynical, unsympathetic chandleresque anti-hero who actually has to wait to the final shots in order to redeems himself. To make things even more ironic, Ford privately doesn't appreciate his most unconventional and one of the best roles. Perhaps that was due to the fact that the show was stolen from him by excellent Rutger Hauer. His portrayal of Roy Batty is not only the most remembered performance in his entire career but also his own ad-lib intervention is responsible for the monologue that remains one of the best in the history of motion pictures.
The other actors were somewhat overshadowed by leading duo; yet, almost any of them gave a strong performance. For some of them, like Edward J. Olmos, M. Emmet Walsh, James Hong and Daryl Hannah is quite understandable why they became huge stars or dependable character actors later on. Some, like Sean Young, William Sanderson and Joe Turkell, weren't that lucky and that's a real shame. Same can be said also about director Ridley Scott, who slowly reduced his almost divine reputation by making stylishly perfect movies bellow the standards of BLADE RUNNER.
The strength of the movie isn't just in its popularity and the cult that steadily grows with each new generation of the moviegoers. It can also be seen in the influence it had on other media. BLADE RUNNER, at least initially, didn't influence other movies (which is understandable, because of its commercial failure), that was compensated in the area of science fiction literature. Because it was so stunningly refreshing, this movie is considered to be the main inspiration to the extremely popular sub-genre of cyberpunk, and later to the sub-culture of cyberpunk on Internet. BLADE RUNNER was also one of the very rare movies that dared to predict future and to become more accurate in its predictions as the years went by.
Some movies aren't just good because of their own quality. They are also good because of the viewers feedback, especially when they inspire them to ask questions and get often very different answers. In the case of BLADE RUNNER, the followers of cult had a great schism due to the great replicant controversy - issue that was adressed in a 1992 released Director's Cut. Another endless debate is between those fans who like the voice-overs in original 1982 version as a tribute to the great film noires of 1940s, and those who consider them as unnecessary dumbing-down. Anyway, although some argue that those controversies can prove the lack of perfection in BLADE RUNNER, the author of this review thinks that they can be just another reason for people to enjoy this movie.
RATING: 10/10 (+++++)
Review written on October 4th 1998
Dragan Antulov a.k.a. Drax Fido: 2:381/100 E-Mail<EMAIL_ADDRESS><EMAIL_ADDRESS>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.
The formatting of the review is likely to differ from the original due
to ASCII to HTML conversion.
Related links: index of all rec.arts.movies.reviews reviews


Phidgets Rover Control Panel
Rover Connection Status
Connect to rover
DisConnect rover
Cancel Steering
Stop rover
Rover Webcam
Click here to open the webcam in a new window
Motor One (right front)
Motor Two (right rear)
Motor Three (left front)
Motor Four(left rear)
Velocity:
0
Backward
Forward
0
-10
-20
-30
-40
-50
-60
-70
-80
-90
-100
10
30
40
50
60
70
80
90
100
Steering:
0
Left
Right


Inbucket is an email testing service; it will accept email for any email address and make it available to view without a password.
To view messages for a particular address, enter the username portion of the address into the box on the upper right and click View.
This instance of Inbucket is running inside of a Docker container. It is configured to retain messages for a maximum of 3 days, and will enforce a limit of 300 messages per mailbox - the oldest messages will be deleted to stay under that limit.
Messages addressed to any recipient in the @bitbucket.local
domain will be accepted but not written to disk. Use this domain for load or
soak testing your application.


AudioSystem.java
For the benefit of service providers and API implementers, a brief overview of the Java Sound source code is provided.
javax.sound.sampled.AudioSystem
is the entry point to JavaSound
for obtaining resources; i.e., mixers, lines, etc. And each method of AudioSystem
involves getting the providers of some serviceMixerProvider[]
,
FormatConversionProvider[]
, AudioFileReader[]
, or
AudioFileWriter[]
. Then the method goes on to obtain some specific
information or perform some task. There is much similarity in how these methods
work. Let us take a look at how getMixerInfo()
works.
The following is a sequence diagram of getMixerInfo()
in AudioSystem.java
:
getMixerInfo()
in AudioSystem
first
calls getMixerProviders()
, a private static
method
of AudioSystem
. The first thing that getMixerProviders()
does is attempt to load sun.misc.Service
. If an exception is thrown,
it means that a pre-1.3 JRE is in use and there is no service provider lookup
mechanism present. If an exception is thrown, then sun.media.sound.DefaultServices
is used to obtain service providers (not depicted in above diagram). If the
1.3 mechanims is present, then getJDK13Serives()
is called (shown
above) with "javax.sound.sampled.spi.MixerProvider"
as
the argument.
getJDK13Services()
is another private static
method of AudioSystem
. It attempts to the load the class for "com.sun.media.sound.JDK13Services"
,
and if it succeeds it set Class jdk13Services
equal to it. A bit
of trickery is then performed by using Class.getMethod()
to get
the getProviders()
method of jdk13Services
, which
is returned as object Method m
. The method is then invoked, which
has the effect of invoking getProviders("javax.sound.sampled.spi.MixerProvider")
on JDK13Services
. This in turn uses the providers()
method of sun.misc.Service
to return a vector of mixer providers,
MixerProvider[]
. The getMixerInfo()
method of MixerProvider
is then called on each element of the vector to return info (Mixer.info
)
for all mixers of all mixer providers.
Other services are handled in a similar way. For instance, getTargetEncodings()
calls getFormatConversionProviders()
, getAudioFileFormat()
calls getAudioFileReaders()
, etc., which are similarly structured
to getMixerProviders()
.


Your program is saved to the Pengines Scratchpad server for a period of at least one month. A link to it is given below. Copy the link, send it around, do what you want with it. Anyone in possession of the link will be able to access Pengines Scratchpad with your document loaded and ready to run.
Link:
Pengines Scratchpad is part of the Pengines platform. This is where you can learn how to program the interaction between JavaScript and Prolog, and also quickly prototype your applications.
Pengines Scratchpad is inspired by web-based tools such as JSFIDDLE in that it allows you to develop a program and then share it with others on the Web. However, lacking both debugger and profiler, Pengines Scratchpad is far from a full-fledged IDE for Prolog embedded in HTML, and to avoid compromising the server it does not allow you to execute "dangerous" Prolog predicates such as predicates reading and writing files. (It does however allow you to use pengine_input/1
and pengine_output/1
but they will only "read" from and "write" to your web browser.)
Prolog goals will be allowed to execute on the server for 300 seconds before aborting and returning with a message stating that the time limit has been exceeded.
Pengines Scratchpad is implemented in a combination of Prolog, HTML, CSS and JavaScript. The only framework used is Bootstrap and the choice of editor landed on the very capable ACE editor. The server serves static HTML, CSS and JavaScript code only, none of that is dynamically generated on the server. Instead, to create behaviour, the main traffic between server and client consists of the JSON responses from the server guiding the transformation of the browser's DOM on the client side.
The source code for Pengines Scratchpad is available in the Pengines distribution on GitHub.
Powered by SWI-Prolog and the Pengines package.


The Digital Bangladesh
Hi-Tech Infrastructure in Bangladesh
Some quick example text to build on the card title and make up the bulk of the card's content.
Finding Hi-Tech park
Notice Board
- Re-Invitation for Tender
- EOI for Human Resource Development of ‘Bangabandhu Hi-Tec...
- EoI Corrigendum of Establishment of Sheikh Kamal IT Training and Incub...
- EOI of Establishment of Sheikh Kamal IT Training and Incubation center...
- Practical exam result for the post of computer typist cum office assis...
Upcomming Event
- Re-Invitation for Tender
- EOI for Human Resource Development of ‘Bangabandhu Hi-Tec...
- EoI Corrigendum of Establishment of Sheikh Kamal IT Training and Incub...
- EOI of Establishment of Sheikh Kamal IT Training and Incubation center...
- Practical exam result for the post of computer typist cum office assis...
Tender Notice
- Re-Invitation for Tender
- EOI for Human Resource Development of ‘Bangabandhu Hi-Tec...
- EoI Corrigendum of Establishment of Sheikh Kamal IT Training and Incub...
- EOI of Establishment of Sheikh Kamal IT Training and Incubation center...
- Practical exam result for the post of computer typist cum office assis...
Document & Publications
- Re-Invitation for Tender
- EOI for Human Resource Development of ‘Bangabandhu Hi-Tec...
- EoI Corrigendum of Establishment of Sheikh Kamal IT Training and Incub...
- EOI of Establishment of Sheikh Kamal IT Training and Incubation center...
- Practical exam result for the post of computer typist cum office assis...


My home page
One
Two
Three
Hello, I am Marijn and this is my home page.
I also wrote a book! Read it
here
sport


Hi, I'm Filip Bunkens a freelance photographer based in Belgium
Since 2007, I'm doing what I love, which is creating photos.
The main focus of my photography is based around creative concepts for brands, products, events and people.
Among my clients, I can count several big brands, ie. IBM, De nationale loterij, iMinds, ABB, Startups.be and many more
So if you are interested in working with me, don't hestitate to:


Package algorithms.clustering
Class KMeansPlusPlus
- java.lang.Object
-
- algorithms.clustering.KMeansPlusPlus
-
public class KMeansPlusPlus extends java.lang.Object
k-means clustering is a method of cluster analysis to partition n observations into k clusters in which each observation belongs to the cluster with the nearest mean. This results in a partitioning of the data space into Voronoi cells, which for this single parameter analysis, is 1-D. Kmeans++ calculates the initial seed centers first and then proceeds with the standard Kmeans algorithm. The characteristic clustered in this implementation is the intensity of the pixel rather than the location so distance is the difference between intensities. It's tailored for image segmentation. Useful reading: http://en.wikipedia.org/wiki/K-means_clustering runtime complexity is O(N*log_2(N))- Author:
- nichole
-
-
Field Summary
Fields Modifier and Type Field Description protected int[]
center
final solution for centers of groups (== seed centers)protected int
imgModeIdx
protected int[]
lastImgSeedIndexes
assignments of pixels to center binsprotected java.util.logging.Logger
log
protected int
maxValue
protected int
minValue
protected int
nIter
protected static int
nMaxIter
protected int
nSeeds
this is k and is chosen by the userprotected int[]
numberOfPointsPerSeedCell
protected float[]
seedVariances
-
Constructor Summary
Constructors Constructor Description KMeansPlusPlus()
-
Method Summary
All Methods Instance Methods Concrete Methods Modifier and Type Method Description protected int[]
binPoints(int[] values, int[] seed)
protected void
calculateFinalStats(int[] values, int[] imgSeedIndexes)
protected int[]
calculateMeanOfSeedPoints(int[] values, int[] imgSeedIndexes)
calculate the mean value of all points within a seed bin and return them as new seed bin centers.protected boolean
calculateVarianceFromSeedCenters(int[] values, int[] seed, int[] imgSeedIndexes)
calculate the variance of the points from their seed centers and compare results with the last iteration and return true when solution has converged.(package private) int
chooseRandomlyFromNumbersPresentByProbability(int[] values, int[] distOfSeeds, int[] indexOfDistOfSeeds, gnu.trove.set.TIntSet alreadyChosenValues)
an algorithm to choose randomly from values using a probability function based upon the value.void
computeMeans(int k, int[] values)
note that an internal method binPoints makes an assumption that the minimum values in an img pixel is 0 and a maximum is 255.void
computeMeans(int k, GreyscaleImage img)
note that an internal method binPoints makes an assumption that the minimum values in an img pixel is 0 and a maximum is 255.int[]
getCenters()
int[]
getImgPixelSeedIndexes()
int[]
getNumberOfPointsPerSeedCell()
float[]
getSeedVariances()
protected void
init(int k)
-
-
-
Field Detail
-
log
protected java.util.logging.Logger log
-
center
protected int[] center
final solution for centers of groups (== seed centers)
-
numberOfPointsPerSeedCell
protected int[] numberOfPointsPerSeedCell
-
lastImgSeedIndexes
protected int[] lastImgSeedIndexes
assignments of pixels to center bins
-
nSeeds
protected int nSeeds
this is k and is chosen by the user
-
seedVariances
protected float[] seedVariances
-
nMaxIter
protected static final int nMaxIter
- See Also:
- Constant Field Values
-
nIter
protected int nIter
-
minValue
protected int minValue
-
maxValue
protected int maxValue
-
imgModeIdx
protected int imgModeIdx
-
-
Method Detail
-
init
protected void init(int k)
-
computeMeans
public void computeMeans(int k, GreyscaleImage img) throws java.io.IOException, java.security.NoSuchAlgorithmException
note that an internal method binPoints makes an assumption that the minimum values in an img pixel is 0 and a maximum is 255.- Parameters:
k
-img
-- Throws:
java.io.IOException
java.security.NoSuchAlgorithmException
-
computeMeans
public void computeMeans(int k, int[] values) throws java.io.IOException, java.security.NoSuchAlgorithmException
note that an internal method binPoints makes an assumption that the minimum values in an img pixel is 0 and a maximum is 255.- Parameters:
k
-values
-- Throws:
java.io.IOException
java.security.NoSuchAlgorithmException
-
calculateMeanOfSeedPoints
protected int[] calculateMeanOfSeedPoints(int[] values, int[] imgSeedIndexes)
calculate the mean value of all points within a seed bin and return them as new seed bin centers. note that if there is a bin without points in it, null is returned.- Parameters:
values
- image valuesimgSeedIndexes
-- Returns:
-
calculateVarianceFromSeedCenters
protected boolean calculateVarianceFromSeedCenters(int[] values, int[] seed, int[] imgSeedIndexes)
calculate the variance of the points from their seed centers and compare results with the last iteration and return true when solution has converged. the solution has converged if each seed's variation differs from the last iteration by less than 2 sigma.- Parameters:
values
-seed
-imgSeedIndexes
-- Returns:
-
calculateFinalStats
protected void calculateFinalStats(int[] values, int[] imgSeedIndexes)
-
binPoints
protected int[] binPoints(int[] values, int[] seed) throws java.io.IOException
- Parameters:
values
-seed
- array of pixel intensities of voronoi-like seeds- Throws:
java.io.IOException
-
chooseRandomlyFromNumbersPresentByProbability
int chooseRandomlyFromNumbersPresentByProbability(int[] values, int[] distOfSeeds, int[] indexOfDistOfSeeds, gnu.trove.set.TIntSet alreadyChosenValues)
an algorithm to choose randomly from values using a probability function based upon the value. In other words, if the values were [2, 3, 4] their presence in a bin to choose from using their indexes as the bin values would be [0, 0, 1, 1, 1, 2, 2, 2, 2] and choosing '2' from the bin would be more likely and '2' is the index so the result would more often be values[2] = 4. The additional arguments are present for uses specific to KMeansPlusPlus where one doesn't want two similar seeds as a result.- Parameters:
distOfSeeds
-indexOfDistOfSeeds
-sr
-indexesAlreadyChosen
-nIndexesAlreadyChosen
-- Returns:
-
getSeedVariances
public float[] getSeedVariances()
-
getCenters
public int[] getCenters()
-
getImgPixelSeedIndexes
public int[] getImgPixelSeedIndexes()
-
getNumberOfPointsPerSeedCell
public int[] getNumberOfPointsPerSeedCell()
-
-


| < Day Day Up > |
Much more material on greedy algorithms and matroids can be found in Lawler [196] and Papadimitriou and Steiglitz [237].
The greedy algorithm first appeared in the combinatorial optimization literature in a 1971 article by Edmonds [85], though the theory of matroids dates back to a 1935 article by Whitney [314].
Our proof of the correctness of the greedy algorithm for the activity-selection problem is based on that of Gavril [112]. The task-scheduling problem is studied in Lawler [196], Horowitz and Sahni [157], and Brassard and Bratley [47].
Huffman codes were invented in 1952 [162]; Lelewer and Hirschberg [200] surveys data-compression techniques known as of 1987.
An extension of matroid theory to greedoid theory was pioneered by Korte and Lovász [189, 190, 191, 192], who greatly generalize the theory presented here.
| < Day Day Up > |


| TEP: | 3 |
|---|---|
| Group: | TinyOS 2.0 Working Group |
| Type: | Best Current Practice |
| Status: | Draft |
| TinyOS-Version: | 2.x |
| Author: | Ion Yannopoulos, David Gay |
| Draft-Created: | 31-Dec-2004 |
| Draft-Version: | 1.5 |
| Draft-Modified: | 2006-12-12 |
| Draft-Discuss: | TinyOS Developer List <tinyos-devel at mail.millennium.berkeley.edu> |
Note
This document specifies a Best Current Practices for the TinyOS Community, and requests discussion and suggestions for improvements. Distribution of this memo is unlimited. This memo is in full compliance with [TEP_1].
Remember that code that is useful will end up being read far more often than it is written. If you deviate from the suggestions or requirements below, be consistent in how you do so. If you add any new conventions to your code, note it in a README.
- Avoid the use of acronyms and abbreviations that are not well known. Try not to abbreviate "just because".
- Acronyms should be capitalized (as in Java), i.e., Adc, not ADC. Exception: 2-letter acronyms should be all caps (e.g., AM for active messages, not Am)
- If you need to abbreviate a word, do so consistently. Try to be consistent with code outside your own.
- All code should be documented using nesdoc [nesdoc], Doxygen [Doxygen] or Javadoc [Javadoc]. Ideally each command, event and function has documentation. At a bare minimum the interface, component, class or file needs a paragraph of description.
- If you write code for a file, add an @author tag to the toplevel documentation block.
For the purposes of this document a package is a collection of related source and other files, in whatever languages are needed. A package is a logical grouping. It may or may not correspond to a physical grouping such as a single directory. In TinyOS a package is most often a directory with zero or more subdirectories.
nesC and C do not currently provide any package support, thus names of types and components in different packages might accidentally clash. To make this less likely, judiciously use prefixes on groups of related files (often, but not always, part of a single package). See the examples below.
In a package, we distinguish between public components (intended to be used and wired outside the package) and private components (only used and wired within the package). This distinction is not enforced by nesC.
Each package should have it's own directory. It may have as many subdirectories as are necessary.
The package's directory should match the package's prefix (if it uses one), but in lower-case.
The default packages in a TinyOS distribution are:
- tos/system/. Core TinyOS components. This directory's
components are the ones necessary for TinyOS to actually run.
- tos/interfaces/. Core TinyOS interfaces, including
hardware-independent abstractions. Expected to be heavily used not just by tos/system but throughout all other code. tos/interfaces should only contain interfaces named in TEPs.
- tos/platforms/. Contains code specific to mote platforms, but
chip-independent.
- tos/chips/. Contains code specific to particular chips and to
chips on particular platforms.
- tos/libs/. Contains interfaces and components which extend the
usefulness of TinyOS but which are not viewed as essential to its operation. Libraries will likely contain subdirectories.
- apps/, apps/demos, apps/tests, apps/tutorials. Contain
applications with some division by purpose. Applications may contain subdirectories.
It is not necessary that packages other than the core break up their components and their interfaces. The core should allow overrides of components fairly easily however.
Each directory should have a README describing its purpose.
- All nesC files must have a .nc extension. The nesC compiler requires that the filename match the interface or component name.
- Directory names should be lowercase.
- Interface and component names should be mixed case, starting upper case.
- All public components should be suffixed with 'C'.
- All private components should be suffixed with 'P'.
- Avoid interfaces ending in 'C' or 'P'.
- If an interface and component are related it is useful if they have the same name except for the suffix of the component.
- Commands, events, tasks and functions should be mixed case, starting lower case.
- Events which handle the second half of a split-phase operation begun in a command should have names that are related to the commands. Making the command past tense or appending 'Done' are suggested.
- Constants should be all upper case, words separated by underscores. - Use of #define for integer constants is discouraged: use enum.
- Type arguments to generic components and interfaces should use the same case as C types: all lower-case separated by underscores, ending in '_t'.
- Module (global) variables should be mixed case, starting lower case.
Each package may use a prefix for its component, interface and global C names. These prefixes may sometimes be common to multiple packages. Examples:
- All hardware presentation layer names start with Hpl (this is an example of a shared prefix).
- Chip-specific hardware abstraction layer components and interfaces start with the chip name, e.g., Atm128 for ATmega128.
- The Maté virtual machine uses the Mate to prefix all its names.
- Core TinyOS names (e.g., the timer components, the Init interface) do not use a prefix.
Some packages may use multiple prefixes. For instance, the ATmega128 chip package uses an Hpl prefix for hardware presentation layer components and Atm128 for hardware abstraction layer components.
- Don't use the nesC includes statement. It does not handle macro inclusion properly. Use #include instead.
- Macros declared in an .nc file must be #define'd after the module or configuration keyword to actually limit their scope to the module.
- Macros which are meant for use in multiple .nc files should be #define'd in a #include'd C header file.
- Use of macros should be minimized: #define should only be used where enum and inline do not suffice.
- Arguments to unique() should be #define string constants rather than strings. This minimizes nasty bugs from typos the compiler can't catch.
- All C files have a .h (header) or (rarely) a .c (source) extension.
- Filenames associated with a component should have the same name as the component.
- Filenames of a package should have a name with the package prefix (if any).
- Filenames which are not associated with a component should be lowercase.
- C does not protect names in any way. If a package uses a prefix, it should also use it for all types, tags, functions, variables, constants and macros. This leads naturally to:
- Minimize C code outside of nesC files. In particular: most uses of hardware specific macros in TinyOS 1.x should be replaced with nesC components in TinyOS 2.x.
- C type names (define with typedef) should be lower case, words separated by underscores and ending in '_t'.
- C tag names (for struct, union, or enum) should be lower case, words separated by underscores. Types with tag names should provide a typedef.
- C types which represent opaque pointers (for use in parameters) should be named similar to other types but should end in '_ptr_t'.
- Functions should be lower case, words separated by underscores.
- Function macros (#define ) should be all upper case, words separated by underscores.
- Using function macros is discouraged: use inline functions.
- Constants should be all upper case, words separated by underscores. - Use of #define for integer constants is discouraged: use enum.
- Global variables should be mixed case, starting lower case.
- The standard Java coding convention [Java_Coding_Convention] should be followed.
- All core TinyOS code is in the package net.tinyos.
- No established conventions.
TinyOS also follows a number of higher-level programming conventions, mostly designed to provide a consistent "look" to TinyOS interfaces and components, and to increase software reliability.
TinyOS defines a standard error return type, error_t, similar to Unix's error returns, except that error codes are positive:
enum { SUCCESS = 0, FAIL = 1, ESIZE = 2, // Parameter passed in was too big. ... };
SUCCESS represents successful execution of an operation, and FAIL represents some undescribed failure. Operations can also return more descriptive failure results using one of the Exxx constants, see the tos/types/TinyError.h file for the current list of errors.
The error_t type has a combining function to support multiple wiring of commands or events retuning error_t, defined as follows:
error_t ecombine(error_t r1, error_t r2) { return r1 == r2 ? r1 : FAIL; }
This function returns SUCCESS if both error returns are SUCCESS, an error code if they both return the same error, and FAIL otherwise.
Commands that initiate a split-phase operation SHOULD return error_t if the operation may be refused (i.e., the split-phase event may not be signaled under some conditions). With such functions, the split-phase event will be signaled iff the split-phase command returns SUCCESS.
Sharing data across components can easily lead to bugs such as data races, overwriting data, etc. To minimise the likelyhood of these occurrences, we discourage the use of pointers in TinyOS interfaces.
However, there are circumstances where pointers are necessary for efficiency or convenience, for instance when receiving messages, reading data from a flash chip, returning multiple results, etc. Thus we allow the use of pointers within interfaces as long as use of those pointers follows an "ownership" model: at any time, only one component may refer to the object referenced by the pointer. We distinguish two cases:
Ownership transferred for the duration of a call: in the following command:
command void getSomething(uint16_t *value1, uint32_t *value2);
we are using pointers to return multiple results. The component implementing getSomething MAY read/write *value1 or *value2 during the call and MUST NOT access these pointers after getSomething returns.
Permanent ownership transfer: in the following split-phase interface:
interface Send { command void send(message_t *PASS msg); event void sendDone(message_t *PASS msg); }
components calling send or signaling sendDone relinquish ownership of the message buffer. For example, take a program where component A uses the Send interface and B provides it. If A calls send with a pointer to message_t x, then ownership of x passes to B and A MUST NOT access x while B MAY access x. Later, when B signals the sendDone event with a pointer to x as parameter, ownership of x returns to A and A MAY access x, while B MUST NOT access x.
If an interface with PASS parameters has a return type of error_t, then ownership is transferred iff the result is SUCCESS. For instance, in
interface ESend { command error_t esend(message_t *PASS msg); event void esendDone(message_t *PASS msg, error_t sendResult); }
ownership is transferred only if esend returns SUCCESS, while ownership is always transferred with esendDone. This convention matches the rule for signaling split-phase completion events discussed above.
PASS is a do-nothing macro defined as follows:
#define PASS
In the future, some tool may check that programs respect these ownership transfer rules.
TinyOS checks constraints on a program's wiring graph specified by annotations on a component's interfaces. Wiring constraints are specified by placing @atmostonce(), @atleastonce() and @exactlyonce() attributes on the relevant interfaces. For instance, writing
module Fun { provides interface Init @atleastonce(); ...
ensures that programs using module Fun must wire its Init interface at least once.
The @atleastonce() and @exactlyonce() annotations SHOULD be used sparingly, as they can easily prevent modularising subsystem implementations, which is undesirable. However, the @atleastonce() annotation SHOULD be used on initialisation interfaces (typically, the Init interface) in modules, to prevent the common bug of forgetting to wire initialisation code.
| [TEP_1] | TEP 1 <http://www.tinyos.net/working_groups/tinyos-2.0wg/teps/tep-1.html> |
| [TEP_2] | TEP 2 <http://www.tinyos.net/working_groups/tinyos-2.0wg/teps/tep-2.html> |
| [Doxygen] | Doxygen <http://www.doxygen.org> |
| [Java_Coding_Convention] | Java Coding Convention <http://java.sun.com/docs/codeconv/html/CodeConvTOC.doc.html> |
| [JavaDoc] | JavaDoc <http://java.sun.com/j2se/javadoc> |
| [nesdoc] | nesdoc <http://www.tinyos.net/tinyos-1.x/doc/nesc/nesdoc.html> |


Use the resources you have gathered to build some accommodation so that you can hire workers.
Some buildings need to be researched before you are able to build them.
Cost: 0 Wood | +0 Population
Cost: 0 Wood, 0 Stone | +0 Population
Cost: 0 Wood, 0 Stone | +0 Population
Cost: 400 Wood, 150 Stone
Build storage houses to store more resources.
Cost: 0 Wood, 0 Stone | + 100 Wood Storage
Cost: 0 Wood, 0 Stone | + 100 Stone Storage
Cost: 0 Wood, 0 Stone | + 100 Food Storage
Cost: 100 Wood, 100 Stone, 100 Food
Two resources per click.
Cost: 1000 Wood, 1000 Stone, 1000 Food
Four resources per click.
Cost: 100 Wood, 100 Stone, 100 Food
Allow two people to live in one tent.
Cost: 100 Wood, 100 Stone, 100 Food
Allow five people to live in one house.
Cost: 50 Wood, 100 Stone, 50 Food
Lumberjacks gather two wood every five seconds.
Cost: 50 Wood, 100 Stone, 50 Food
Miners gather two stone every five seconds.
Cost: 50 Wood, 100 Stone, 50 Food
Hunters gather two food every five seconds.
Cost: 150 Stone, 50 Food
Befriend the lumberjacks so houses and tents cost less wood.
Cost: 150 Wood, 50 Food
Befriend the miners so houses cost less stone.


This project was created in the Praxis der Forschung event on the way to MSc. at the KIT at TECO.
SceneManager is a Web Repository for uploading, storing and retrieving Google Tango Area Description Files. The service is open to the public. With SceneManager you can upload your recoded ADF and tag it with information for localization. Examples areGPS coordinates, the altitude where the ADF file is recorded and its level if its inside a building. Furthermore, you can add an name and a description for your ADF. To add overlaying annotation information into an ADF scene additional data is required. SceneManager allows to upload Scene Data associated with the ADF file. Scenes are JSON formatted files that can be edited manually or graphically using a Tango device and the EditSys app.
This tab gives you an overview of all the uploaded Scenes and ADFs by other users. To make it easy to find uploaded files around a specific place, you can search with the map on the right side. For detailed information you can see the table. The following fields are included in the data.
In order to download the Scene or ADF, you can click on the download button in the table and receive the file directly from SceneManager.
To reach this tab you need to be signed in with you Google account. Here you can see your own uploaded Scenes and ADF files in the list as well on the map on the right side. If you wish to remove a file, you can click the delete button to do so.
Here you can upload your ADF files and scenes. To be able to upload you also have to be signed in with your Google account. To upload a file you have to fill out all the fields in the form on the left side. To help you to find your location you can use the “Locate me” button to get the rough location from your browser. You also can use the map on the right side to choose your location or the make it more accurate. All fields are mandatory, except altitude, since this can be hard to figure out. By default this value is set to 0.0 if left out.
To upload and download ADF-Files from Scene Manager we recommend you to use the SceneManagerClient App. It can be found here and allows you easy management of your ADF-Files across multiple devices and users.
The first step is to record an ADF-File of the room you want to use Area Learning in. In our how-to video we use the App Tango Explorer, which can be found here. (http://projectango.wikidot.com/apps)
In order to upload the recorded ADF-File from step 1, you need to export it on your file system. This can be done with the ADF Tool(https://play.google.com/store/apps/details?id=net.chucknology.tango.adftool). To export a file, simply click on the item in the list you want to export. Make sure you selected the right category in the top bar. Once exported you can switch to File System and your exported ADF-File should appear. The ADF-Files are exported to /localStorage/ADFFiles.
Once your file is exported you can use the Scene Manager Client to upload the file to Scene Manager. Just select Upload on the start screen. Then you can enter all the meta information about the ADF-File like name, description, location, altitude and level. For Location you can locate yourself by clicking the “Location” button. Select the file you wish to upload by clicking “Select File”. After all needed Information is entered, you can upload your file clicking the upload button. In order to authenticate you need to use your Google account.
Open the Scene Manager Client and choose Download. Then you find a mask to search the area you are interested in. By clicking “Location” you can locate yourself. Use the slider to choose the radius to search around you. After clicking “Find” you should see entries in the list at the bottom that match your search. To download the file, select it from the list. Now wait till your file is downloaded. You will find your file in /localStorage/ADFFiles.
To use your new downloaded ADF-File in an Tango Application you need to import it. This functionality is provided by the ADF-Tool (https://play.google.com/store/apps/details?id=net.chucknology.tango.adftool). In the upper bar select “Storage”. Now you see a list of local files on your device. To import your new downloaded file, select it from the list. To check if it worked, you can switch on the bar to ADFs and you should see your new imported file in the list.
EditSys is a proof of concept Android app for overlaying augmented objects (POIs in form of points, planes and cubes) into the real world using the technologies provided by Google Tango. Such created areas with additional objects we call a “Scene”.
In order to use EditSys you need to record an ADF File of the room you want to place objects with EditSys. For this, we recommend the Contstructor App provided by Google. After recoding the area and savingthe ADF you can open EditSys and load a new Scene. After EditSys has localized itself you are ready to use the functions of EditSys explained in the next chapter.
The following table shows the function provided by the EditSys
|
Place POI |
After localization you can place objects by clicking on a point in the real world. Then a mask for entering details about the POI is shown to select description, color etc. |
|
Edit POI |
By long clicking on a POI you get a context menu where you
are able to delete or edit the POI, as well as trigger an
web-call if this was associated. |
|
Upload Scene |
By clicking upload Scene you can upload the current state of your EditSystem with the placed Objects to the SceneManager |
|
Download Scene |
With this function, you can download directly a previously recorded scene from SceneManager to your device. You can search your area for existing Scenes, which you can choose from. |


messages
Doncho Minkov
send you a message
Joro Georgiev
answered to your message
Pesho Ivanov
send you a message
notifications
Pesho Ivanov
updated his profile
Pesho Ivanov
tagged you in a photo
people
Friend request by
Doncho Minkov
Friend request by
Georgi Georgiev
Svetlin Nakov
accepted your friend request
Nikolay Kostov
cancelled your friend request


|
Package pit_console_pkg
Implementation package for type PIT_CONSOLE
|
|
log
|
Method to write log information to the console
|
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log
|
Method to write state information to the console
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enter
|
Method to write call stack information on enter to the console
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leave
|
Method to write call stack information on leave to the console
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|
context_changed
|
Method to write information about a context change to the console
|
|
initialize_module
|
Initialization method for PIT_CONSOLE output module
|
log
Procedure log(p_message in message_type)
Method to write log information to the console
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Method implements the LOG member procedure of type PIT_CONSOLE and writes the message attributes to the console.
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|
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p_message
|
Instance of MESSAGE_TYPE
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log
Procedure log(p_params in msg_params)
Method to write state information to the console
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|
Method implements the LOG member procedure overload for MSG_PARAMS of type PIT_CONSOLE and writes the key value pairs of MSG_PARAM to the console.
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p_params
|
Instance of MSG_PARAMS
|
enter
Procedure enter(p_call_stack in call_stack_type)
Method to write call stack information on enter to the console
|
|
Method implements the ENTER member procedure of type PIT_CONSOLE and writes the call stack type attributes to the console.
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p_call_stack
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Instance of CALL_STACK_TYPE
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leave
Procedure leave(p_call_stack in call_stack_type)
Method to write call stack information on leave to the console
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Method implements the LEAVE member procedure of type PIT_CONSOLE and writes the call stack type attributes to the console.
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|
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p_call_stack
|
Instance of CALL_STACK_TYPE
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context_changed
Procedure context_changed(p_ctx in pit_context)
Method to write information about a context change to the console
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Method implements the CONTEXT_CHANGED member procedure of type PIT_CONSOLE and writes the details of the active context to the console.
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p_ctx
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Instance of PIT_CONTEXT
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initialize_module
Procedure initialize_module(self in out pit_console)
Initialization method for PIT_CONSOLE output module
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Method implements the parameterless constructor method of PIT_CONSOLE
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