THE BREAKFAST CLUB A film review by Andrew Hicks Copyright 1996 Andrew Hicks / Fatboy Productions
(1985) **1/2
A woman claiming to be my #1 fan has begged me for months to watch and review this 80's staple and, not wanting to get my ankles shattered with a sledgehammer, I decided to oblige her. She told me THE BREAKFAST CLUB was her favorite movie and she'd watched it scores of times and even reenacted the movie herself with action figures. I expected it to be good--after all, this woman has the good taste to be obsessed with my writing. Of course, it turns out I didn't like THE BREAKFAST CLUB as much as I thought I would and only gave it a two-and-a-half star rating, so I may get the sledgehammer treatment yet.
The movie works in theory--an ambitious teen comedy from John Hughes (WEIRD SCIENCE, FERRIS BUELLER'S DAY OFF) taking place almost entirely in a high school library where five completely different students are spending their Saturday in detention for one transgression or another. The concept appealed to me, as did the movie's opening, which featured voice-overs from each of the characters as they arrived for their punishment (to the background strains of an extended version of Simple Minds' "Don't You Forget About Me"). I kept waiting for some brilliant comedy dialogue to come along, but except for a few small laughs, not too much entertainment transpired.
The characters are cut out of the basic teen stereotypes. There's the rebellious Neanderthal (Judd Nelson, who might as well be called Judd Dredd), the stuck-up "princess" (Molly Ringwald, entering her eighth minute of fame here), the wrestling-letter jock (Emilio Estevez), the brainy nerd (Anthony Michael Hall) and the antisocial freak (Ally Sheedy). These five people would normally never associate with each other, but the circumstances force them to get to know each other and eventually, as the laws of predictability clearly state, become friends.
Predictability reigns supreme in THE BREAKFAST CLUB without ever having any original insights to redeem it. When you have a movie that consists of 95% dialogue, the dialogue better be something good, alternatingly funny or poignant. The majority of the time, THE BREAKFAST CLUB is neither. And when the climactic moment you knew was coming finally arrives, it seems out of place. All of a sudden, the characters launch into speeches about how bad their lives are. Ringwald's got pressure from her friends, Estevez has a domineering father who's trying to regain his lost youth through his son, Nelson's home life sucks, Hall is flunking shop class and Sheedy is just plain nuts. These monologues should be dramatic or touching, but something's missing and I'm not quite sure what. The performances are all good, but something in the writing is lacking here and in the rest of the movie.
THE BREAKFAST CLUB has always been touted as one of the quintessential teen movies of the 80's and, like I said, I was expecting it to be one, but it let me down by combining a predictable plot with bad writing. It's also unnecessarily depressing at parts, with an ending that's supposed to make up for all the angst-ridden arguments. [WARNING: Don't read this part if you don't want to know the ending.] Out of nowhere, Ringwald, who has stated repeatedly how much she hates Nelson and spent the movie arguing with him, suddenly starts making out with him for no reason at all. It's almost as contrived as having Ringwald give Sheedy a makeover. Suddenly she's a _beautiful_ freak and Estevez likes her. The end.
I guess I'll have to notify my #2 fan that she's just been promoted.
Visit the Movie Critic at LARGE website at http://www.missouri.edu/~c667778/movies.html
The review above was posted to the
rec.arts.movies.reviews newsgroup (de.rec.film.kritiken for German reviews).
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--- layout: post title: Encourage, it doesn't take much. date: 2013-06-06 14:36:01.000000000 +10:00 type: post published: true status: publish categories: [] tags: - life - opinion meta: _edit_last: '1204261' _publicize_pending: '1' tagazine-media: a:7:{s:7:"primary";s:0:"";s:6:"images";a:0:{}s:6:"videos";a:0:{}s:11:"image_count";i:0;s:6:"author";s:7:"1204261";s:7:"blog_id";s:8:"36897292";s:9:"mod_stamp";s:19:"2013-06-06 14:37:36";} author: login: ajaysusarla email<EMAIL_ADDRESS>display_name: partha first_name: '' last_name: '' ---
A very interesting opinion from Mike Johnston :
iframe src="https://www.youtube.com/watch?v=oa5JsiMe6Qc" width="560" height="315" frameborder="0" allowfullscreen>
A bit of encouragement or constructive criticism, goes a long way. I've had personal experiences where I have once been at the receiving end of very negative criticism for various reasons in the open source project that i contribute to. And such incident(s) does impact ones self-confidence. Being sensitive to others feelings, tolerance and words of encouragement do make a lot of difference.
Somebody once told me, If you have nothing good to say, then don't say anything. And I can't help but agree.


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| PREV CLASS NEXT CLASS | FRAMES NO FRAMES | |||||||||
| SUMMARY: NESTED | FIELD | CONSTR | METHOD | DETAIL: FIELD | CONSTR | METHOD |
java.lang.Object com.threed.jpct.World
The World class is the most important class in jPCT. It's like the "glue" that holds everything together. The world contains objects and light sources that define the scene for jPCT.
| Field Summary | |
static int |
FOGGING_DISABLED
No linear distance fogging will be used (default) |
static int |
FOGGING_ENABLED
Linear distance fogging will be used. |
static int |
FOGGING_PER_PIXEL
Fogging will be applied per pixel. |
static int |
FOGGING_PER_VERTEX
Fogging will be applied per vertex by jPCT (default). |
static int |
MAIN_OBJECT_NOT_SET
The main object (used for portal rendering only) is not set. |
| Constructor Summary | |
World()
Creates a new "world". |
| Method Summary | |
int |
addLight(SimpleVector lightPos,
java.awt.Color col)
Adds a light source to the World. |
int |
addLight(SimpleVector lightPos,
float r,
float g,
float b)
Adds a light source to the World. |
int |
addObject(Object3D obj)
Adds an object to the World's object collection. |
void |
addObjects(Object3D[] objs)
Adds all objects from the given array to the world. |
void |
addPolyline(Polyline line)
Adds a new Polyline to the world. |
void |
buildAllObjects()
Calls build() for every object in the world. |
float |
calcMinDistance(SimpleVector orig,
SimpleVector dir,
float ignoreIfLarger)
Returns the minimal distance to some polygon of the world's objects (have to be colliders) from a particular position vector looking into a specific direction. |
java.lang.Object[] |
calcMinDistanceAndObject3D(SimpleVector orig,
SimpleVector dir,
float ignoreIfLarger)
Returns the minimal distance to some polygon of the world's objects (have to be colliders) from a particular position vector looking into a specific direction. |
boolean |
checkCameraCollision(int mode,
float moveSpeed)
Moves the camera moveSpeed units from its current position and regarding its current orientation into "mode" direction, if this is possible. |
boolean |
checkCameraCollision(int mode,
float moveSpeed,
boolean slideMode)
Moves the camera moveSpeed units from its current position and regarding its current orientation into "mode" direction, if this is possible. |
boolean |
checkCameraCollision(int mode,
float moveSpeed,
float distance,
boolean slideMode)
Moves the camera moveSpeed units from its current position and regarding its current orientation into "mode" direction, if this is possible. |
boolean |
checkCameraCollision(SimpleVector direction,
float moveSpeed,
float distance,
boolean slideMode)
Moves the camera moveSpeed units from its current position into an arbitrary direction, if this is possible. |
boolean |
checkCameraCollisionEllipsoid(int mode,
SimpleVector ellipsoid,
float moveSpeed,
int recursionDepth)
Moves the camera moveSpeed units from its current position into an arbitrary direction, if this is possible. |
boolean |
checkCameraCollisionEllipsoid(SimpleVector direction,
SimpleVector ellipsoid,
float moveSpeed,
int recursionDepth)
Moves the camera moveSpeed units from its current position into an arbitrary direction, if this is possible. |
boolean |
checkCameraCollisionSpherical(int mode,
float radius,
float moveSpeed,
boolean slideMode)
Moves the camera moveSpeed units from its current position and regarding its current orientation into "mode" direction, if this is possible. |
boolean |
checkCameraCollisionSpherical(SimpleVector direction,
float radius,
float moveSpeed,
boolean slideMode)
Moves the camera moveSpeed units from its current position into an arbitrary direction, if this is possible. |
int |
checkCollision(SimpleVector org,
SimpleVector dr,
float step)
Checks if a collision between "something" and an object would take place if this "something" would move step units from its position into a given direction. |
SimpleVector |
checkCollisionEllipsoid(SimpleVector org,
SimpleVector translation,
SimpleVector ellipsoid,
int recursionDepth)
Checks if a collision between "something" and an object would take place if this "something" would move step units from its position into a given direction. |
SimpleVector |
checkCollisionSpherical(SimpleVector org,
SimpleVector translation,
float radius)
Checks if a collision between "something" and an object would take place if this "something" would move step units from its position into a given direction. |
void |
createTriangleStrips()
Tries to rebuild all objects of this world in a way that they can be rendered by using triangle strips in the most optimal way. |
void |
decoupleVisibilityList()
Creates a non-shared visibility list for this World even if Config.shareVisibilityList is set to true. |
void |
dispose()
Disposes the world. |
void |
draw(FrameBuffer buffer)
Draws the current scene that has been generated geometry wise by renderScene(). |
void |
draw(FrameBuffer buffer,
int start,
int end)
Draws the current scene that has been generated geometry wise by renderScene(). |
void |
drawWireframe(FrameBuffer buffer,
java.awt.Color color)
Draws the current scene as a single-colored wireframe. |
int[] |
getAmbientLight()
Returns the ambient light's intensities in an int[]-array in r,g,b order. |
float[] |
getBounds(boolean visibleOnly)
Returns the world space bounds of all (optional only the visible) objects that belong to this world. |
Camera |
getCamera()
Gets the current camera. |
int |
getCameraSector()
Returns the sector-number of the sector the current camera is in. |
static java.lang.Thread |
getDefaultThread()
Returns the default thread or null if none has been set. |
int |
getFogging()
Returns if fogging is being used or not. |
int |
getFoggingMode()
Returns the current fogging mode. |
long |
getFrameCounter()
Returns the number of frames rendered since startup. |
GLSLShader |
getGlobalShader()
Returns the global shader or null if none has been set. |
float |
getLightAttenuation(int number)
Gets the attenuation of a light source, if it has be set before. |
float |
getLightDiscardDistance(int number)
Gets the discard distance of a light source, if it has be set before. |
float |
getLightDistanceOverride(int number)
Returns the overriden distance. |
SimpleVector |
getLightIntensity(int number)
Returns the intensity of a light source. |
SimpleVector |
getLightPosition(int number)
Gets the position of a light source in world space. |
Lights |
getLights()
Returns the Lights instance used by this instance of World to illuminate the scene. |
Object3D |
getMainObject()
Gets the main object or null if none is set. |
int |
getMainObjectID()
Gets the ID of the main object or MAIN_OBJECT_NOT_SET, if it's not set. |
Object3D |
getObject(int id)
Returns the object with the given ID from the World's object collection. |
Object3D |
getObjectByName(java.lang.String name)
Returns the object named "name" from the World's object collection. |
java.util.Enumeration |
getObjects()
Returns an Enumeration of all user defined objects in this world. |
Portals |
getPortals()
Gets the Portals instance used by this world |
int |
getSize()
Returns the number of user defined objects in this World. |
VisList |
getVisibilityList()
Gets the visibility list of the last rendered frame. |
void |
invertCulling(boolean inv)
Inverts culling for all objects in the world at once. |
void |
lockMatrices()
The rotations and translations of 3D objects in jPCT are not thread-safe because of performance reasons (and because it is not required in most cases). |
void |
newCamera()
Resets the camera to origin looking along the z-axis. |
void |
removeAll()
Removes all lights and objects from the world. |
void |
removeAllLights()
Removes all lights from the world. |
void |
removeAllObjects()
Removes all but the internal objects from the world. |
void |
removeAllPolylines()
Removes all Polylines. |
void |
removeLight(int number)
Removes a light from the world. |
void |
removeObject(int id)
Removes the object with the specified ID from the World's object collection. |
void |
removeObject(Object3D obj)
Removes the given object from the World's object collection. |
void |
removePolyline(Polyline line)
Removes a Polyline from a world. |
void |
renderScene(FrameBuffer buffer)
Transforms and lights all the polygons. |
void |
setAmbientLight(int r,
int g,
int b)
Sets the light intensity for the ambient light source. |
void |
setCameraTo(Camera cam)
Sets the camera to another one. |
void |
setClippingPlanes(float near,
float far)
If set, this overrides the settings in Config for the near and the far clipping plane for this world. |
static void |
setDefaultThread(java.lang.Thread def)
jPCT's methods can be called from within different threads. |
void |
setFogging(int fog)
Enables/Disables linear distance-fogging |
void |
setFoggingMode(int mode)
Sets the fogging mode (per pixel or per polygon). |
void |
setFogParameters(float distance,
float red,
float green,
float blue)
Sets the parameters for the linear distance fog (if enabled). |
void |
setFogParameters(float start,
float distance,
float red,
float green,
float blue)
Sets the parameters for the linear distance fog (if enabled). |
void |
setGlobalShader(GLSLShader globalShader)
Sets a global shader. |
void |
setLightAttenuation(int number,
float at)
Overrides the setting from Config.linearDiv and Config.fadeoutLight for the given light. |
void |
setLightDiscardDistance(int number,
float distance)
Overrides the setting from Config.discardDistance for the given light number. |
void |
setLightDistanceOverride(int number,
float distance)
Overrides the distance that is usually calculated by taking the distance between the light source and an object. |
void |
setLightIntensity(int number,
float r,
float g,
float b)
Sets the intensity for a light source (the "color" of the light source). |
void |
setLightPosition(int number,
SimpleVector lightPos)
Moves a light source to a new position in worldspace. |
void |
setLightRotation(int number,
float rx,
float ry,
float rz)
Sets the current rotation behaviour of the light source with this number. |
void |
setLightRotation(int number,
SimpleVector rotPos,
float rx,
float ry,
float rz)
Sets the current rotation behaviour of the light source with this number. |
void |
setLightVisibility(int number,
boolean mode)
Sets the light to be visible (default) or invisible. |
void |
setMainObjectID(int objectID)
Sets the ID of the main object. |
void |
setObjectsVisibility(boolean visible)
Sets the visibility for objects that belong to a world. |
void |
setWorldProcessor(WorldProcessor proc)
Sets a new world processor. |
java.lang.String |
toXML()
Serializes the world to XML. |
void |
unlockMatrices()
Unlocks the matrices so that another thread that is waiting to lock them may do so and continue with his normal operation. |
| Methods inherited from class java.lang.Object |
equals, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait |
| Field Detail |
public static final int MAIN_OBJECT_NOT_SET
public static final int FOGGING_DISABLED
public static final int FOGGING_ENABLED
public static final int FOGGING_PER_VERTEX
public static final int FOGGING_PER_PIXEL
| Constructor Detail |
public World()
| Method Detail |
public void dispose()
public void lockMatrices()
Config.lockingTimer
,
Config.useLocking
,
unlockMatrices()
,
renderScene(com.threed.jpct.FrameBuffer)
public void unlockMatrices()
lockMatrices()
public Lights getLights()
public int getSize()
public void setMainObjectID(int objectID)
objectID
- the ID of the object obtained from addObject()Object3D.build()
,
addObject(com.threed.jpct.Object3D)
public int getMainObjectID()
MAIN_OBJECT_NOT_SET
public Object3D getMainObject()
public Camera getCamera()
public Portals getPortals()
public VisList getVisibilityList()
public void decoupleVisibilityList()
public void newCamera()
public void setCameraTo(Camera cam)
cam
- the camera to usepublic void invertCulling(boolean inv)
inv
- invert culling?public int getCameraSector()
public void removeObject(int id)
id
- the ID of the object to removepublic void removeObject(Object3D obj)
obj
- the object to removepublic Object3D getObject(int id)
id
- the ID of the object
public Object3D getObjectByName(java.lang.String name)
name
- the name of the object
public int addObject(Object3D obj)
obj
- the object to be added
Object3D.getID()
public void addObjects(Object3D[] objs)
objs
- the objectspublic int addLight(SimpleVector lightPos, float r, float g, float b)
lightPos
- the light's position in worldspacer
- the red component of light's colorg
- the green component of light's colorb
- the blue component of light's color
getLights()
,
Config.lightMul
public int addLight(SimpleVector lightPos, java.awt.Color col)
lightPos
- the light's position in worldspacecol
- the Color of the light source. jPCT supports overbright
lighting (light values higher than 255 per color). and
fractional light intensities (like 10.5f). If you want to use
these features, add the light source using addLight(pos,r,g,b)
instead
addLight(com.threed.jpct.SimpleVector,float,float,float)
,
Config.lightMul
public void removeLight(int number)
number
- the number of the light source ro remove (as returned by
addLight())public void setLightRotation(int number, SimpleVector rotPos, float rx, float ry, float rz)
number
- the number of the light source (as returned by addLight())rotPos
- the position of the rotation center of this light sourcerx
- the angle around which the light source will be rotated around
the x-axis every framery
- the angle around which the light source will be rotated around
the y-axis every framerz
- the angle around which the light source will be rotated around
the z-axis every framepublic void setLightRotation(int number, float rx, float ry, float rz)
number
- the number of the light source (as returned by addLight())rx
- the angle around which the light source will be rotated around
the x-axis every framery
- the angle around which the light source will be rotated around
the y-axis every framerz
- the angle around which the light source will be rotated around
the z-axis every framepublic void setLightPosition(int number, SimpleVector lightPos)
number
- the number of the light source (as returned by addLight())lightPos
- the position of the light sourcepublic void setLightVisibility(int number, boolean mode)
number
- the number of the light source (as returned by addLight())mode
- the visibility modeLights.LIGHT_VISIBLE
,
Lights.LIGHT_INVISIBLE
public void setLightDiscardDistance(int number, float distance)
number
- the number of the light source (as returned by addLight())distance
- the discard distance, i.e. the distance where the light will
be "cut off" at latest. -1 means never.public void setLightDistanceOverride(int number, float distance)
number
- the number of the light source (as returned by addLight())distance
- the new distancepublic float getLightDistanceOverride(int number)
number
- the number of the light source (as returned by addLight())
public void setLightAttenuation(int number, float at)
number
- the number of the light source (as returned by addLight())at
- the attenuation. The lower the value, the faster the light
will fade. -1 means no fading at all.public void setLightIntensity(int number, float r, float g, float b)
number
- the number of the light source (as returned by addLight())r
- the red component of the intensityg
- the green component of the intensityb
- the blue component of the intensityConfig.lightMul
public float getLightAttenuation(int number)
number
- the number of the light source
public float getLightDiscardDistance(int number)
number
- the number of the light source
public SimpleVector getLightPosition(int number)
number
- the number of the light source (as returned by addLight())
public SimpleVector getLightIntensity(int number)
number
- the number of the light source (as returned by addLight())
public void setWorldProcessor(WorldProcessor proc)
public void setAmbientLight(int r, int g, int b)
r
- the red component (100 is default)g
- the red component (100 is default)b
- the red component (100 is default)public int[] getAmbientLight()
public void setFogging(int fog)
fog
- fogging enabled or notFOGGING_ENABLED
,
FOGGING_DISABLED
,
setFogParameters(float, float, float, float)
public void setFoggingMode(int mode)
mode
- the fogging modeFOGGING_PER_VERTEX
,
FOGGING_PER_PIXEL
,
setFogParameters(float, float, float, float)
public int getFogging()
FOGGING_ENABLED
,
FOGGING_DISABLED
public int getFoggingMode()
FOGGING_PER_VERTEX
,
FOGGING_PER_PIXEL
public void setFogParameters(float distance, float red, float green, float blue)
distance
- the distance in camera-space coordinates at which the fog
reaches its maximum density (150 is default, 1 is minimum)red
- the red component of the fog ([0..255] for OpenGL modes, 0 is
default)green
- the green component of the fog ([0..255] for OpenGL modes, 0
is default)blue
- the blue component of the fog ([0..255] for OpenGL modes, 0 is
default)public void setFogParameters(float start, float distance, float red, float green, float blue)
start
- where the fog actually starts. This setting is currently
ignored by the software renderersdistance
- the distance in camera-space coordinates at which the fog
reaches its maximum density (150 is default, 1 is minimum)red
- the red component of the fog ([0..255] for OpenGL modes, 0 is
default)green
- the green component of the fog ([0..255] for OpenGL modes, 0
is default)blue
- the blue component of the fog ([0..255] for OpenGL modes, 0 is
default)public void setClippingPlanes(float near, float far)
near
- the near planefar
- the far planeConfig.farPlane
,
Config.nearPlane
public int checkCollision(SimpleVector org, SimpleVector dr, float step)
org
- the position vector of "something"dr
- the direction vector of "something" (a unit vector)step
- the length of the casted ray (a collision will only be
detected of it takes place within this range)
Object3D.getID()
,
Object3D.NO_OBJECT
public SimpleVector checkCollisionSpherical(SimpleVector org, SimpleVector translation, float radius)
org
- the position vector of "something"translation
- that should be applied to "something" (Note that this method
just checks this translation...it doesn't apply it)radius
- the radius of the sphere (a collision will only be detected of
it takes place within this radius)
public SimpleVector checkCollisionEllipsoid(SimpleVector org, SimpleVector translation, SimpleVector ellipsoid, int recursionDepth)
org
- the position vector of "something"translation
- that should be applied to "something" (Note that this method
just checks this translation...it doesn't apply it)ellipsoid
- the radius of the epplisoid in x,y and z directionrecursionDepth
- the max. recursion depth of the collision detection. A higher
value will improve the accuracy of the collision detection but
reduce performance. Reasonable values lie between 1 and 5.
public boolean checkCameraCollision(int mode, float moveSpeed)
mode
- the direction (relative to its orientation)moveSpeed
- the number of units the camera should move
Camera.CAMERA_MOVEDOWN
,
Camera.CAMERA_MOVEUP
,
Camera.CAMERA_MOVEIN
,
Camera.CAMERA_MOVEOUT
,
Camera.CAMERA_MOVELEFT
,
Camera.CAMERA_MOVERIGHT
public boolean checkCameraCollision(int mode, float moveSpeed, boolean slideMode)
mode
- the direction (relative to its orientation)moveSpeed
- the number of units the camera should moveslideMode
- indicates if the camera should slide or just stand still in
case of collision
Camera.CAMERA_MOVEDOWN
,
Camera.CAMERA_MOVEUP
,
Camera.CAMERA_MOVEIN
,
Camera.CAMERA_MOVEOUT
,
Camera.CAMERA_MOVELEFT
,
Camera.CAMERA_MOVERIGHT
,
Camera.SLIDE
,
Camera.DONT_SLIDE
public boolean checkCameraCollision(int mode, float moveSpeed, float distance, boolean slideMode)
mode
- the direction (relative to its orientation)moveSpeed
- the number of units the camera should movedistance
- the maximum distance the position vector can have from the
polygon before a collision is detected.slideMode
- indicates if the camera should slide or just stand still in
case of collision
Camera.CAMERA_MOVEDOWN
,
Camera.CAMERA_MOVEUP
,
Camera.CAMERA_MOVEIN
,
Camera.CAMERA_MOVEOUT
,
Camera.CAMERA_MOVELEFT
,
Camera.CAMERA_MOVERIGHT
,
Camera.SLIDE
,
Camera.DONT_SLIDE
public boolean checkCameraCollision(SimpleVector direction, float moveSpeed, float distance, boolean slideMode)
direction
- the direction (should be a normalized vector (i.e. a length of
1))moveSpeed
- the number of units the camera should movedistance
- the maximum distance the position vector can have from the
polygon before a collision is detected.slideMode
- indicates if the camera should slide or just stand still in
case of collision
Camera.SLIDE
,
Camera.DONT_SLIDE
public java.lang.Object[] calcMinDistanceAndObject3D(SimpleVector orig, SimpleVector dir, float ignoreIfLarger)
orig
- a SimpleVector containing the x,y,z-coordinates of the
position vectordir
- a SimpleVector array containing the x,y,z-coordinates of the
direction vector (a unit vector)ignoreIfLarger
- only polygons/bounding boxes/octree-nodes within this range
will be taken into account
Object3D.COLLISION_NONE
public float calcMinDistance(SimpleVector orig, SimpleVector dir, float ignoreIfLarger)
orig
- a SimpleVector containing the x,y,z-coordinates of the
position vectordir
- a SimpleVector array containing the x,y,z-coordinates of the
direction vector (a unit vector)ignoreIfLarger
- only polygons/bounding boxes/octree-nodes within this range
will be taken into account
Object3D.COLLISION_NONE
public boolean checkCameraCollisionSpherical(int mode, float radius, float moveSpeed, boolean slideMode)
mode
- the direction (relative to its orientation)radius
- the radius of the sphere. A collision will only be detected
within this radius.moveSpeed
- the number of units the camera should moveslideMode
- indicates if the camera should slide or just stand still in
case of collision
Camera.CAMERA_MOVEDOWN
,
Camera.CAMERA_MOVEUP
,
Camera.CAMERA_MOVEIN
,
Camera.CAMERA_MOVEOUT
,
Camera.CAMERA_MOVELEFT
,
Camera.CAMERA_MOVERIGHT
,
Camera.CAMERA_DONT_MOVE
,
Camera.SLIDE
,
Camera.DONT_SLIDE
public boolean checkCameraCollisionSpherical(SimpleVector direction, float radius, float moveSpeed, boolean slideMode)
direction
- the direction (should be a normalized vector (i.e. a length of
1))radius
- the radius of the sphere. A collision will only be detected
within this radius.moveSpeed
- the number of units the camera should moveslideMode
- indicates if the camera should slide or just stand still in
case of collision
Camera.SLIDE
,
Camera.DONT_SLIDE
public boolean checkCameraCollisionEllipsoid(int mode, SimpleVector ellipsoid, float moveSpeed, int recursionDepth)
mode
- the direction (relative to its orientation)ellipsoid
- the radius of the epplisoid in x,y and z directionmoveSpeed
- the number of units the camera should moverecursionDepth
- the max. recursion depth of the collision detection. A higher
value will improve the accuracy of the collision detection but
reduce performance. Reasonable values lie between 1 and 5.
Camera.CAMERA_MOVEDOWN
,
Camera.CAMERA_MOVEUP
,
Camera.CAMERA_MOVEIN
,
Camera.CAMERA_MOVEOUT
,
Camera.CAMERA_MOVELEFT
,
Camera.CAMERA_MOVERIGHT
,
Camera.CAMERA_DONT_MOVE
public boolean checkCameraCollisionEllipsoid(SimpleVector direction, SimpleVector ellipsoid, float moveSpeed, int recursionDepth)
direction
- the direction (should be a normalized vector (i.e. a length of
1))ellipsoid
- the radius of the epplisoid in x,y and z directionmoveSpeed
- the number of units the camera should moverecursionDepth
- the max. recursion depth of the collision detection. A higher
value will improve the accuracy of the collision detection but
reduce performance. Reasonable values lie between 1 and 5.
public void buildAllObjects()
Object3D.build()
public void createTriangleStrips()
Object3D.createTriangleStrips()
,
Config.glTriangleStrips
,
Config.useMultipassStriping
public void renderScene(FrameBuffer buffer)
buffer
- the framebuffer that should be used for renderingdraw(com.threed.jpct.FrameBuffer)
public void draw(FrameBuffer buffer)
buffer
- the framebuffer that should be used for renderingrenderScene(com.threed.jpct.FrameBuffer)
public void draw(FrameBuffer buffer, int start, int end)
buffer
- the framebuffer that should be used for renderingstart
- the index of the first polygon to draw (in the VisList)end
- the index of the last polygon to draw (in the VisList)renderScene(com.threed.jpct.FrameBuffer)
public void drawWireframe(FrameBuffer buffer, java.awt.Color color)
buffer
- the framebuffer that should be used for renderingcolor
- the wireframe's colorpublic long getFrameCounter()
public java.util.Enumeration getObjects()
public void setObjectsVisibility(boolean visible)
visible
- visible or not?public void removeAll()
public void removeAllObjects()
public void removeAllLights()
public void addPolyline(Polyline line)
line
- the Polylinepublic void removePolyline(Polyline line)
line
- the linepublic void removeAllPolylines()
public static void setDefaultThread(java.lang.Thread def)
def
- the "default" threadpublic static java.lang.Thread getDefaultThread()
public void setGlobalShader(GLSLShader globalShader)
globalShader
- the global shaderpublic GLSLShader getGlobalShader()
public float[] getBounds(boolean visibleOnly)
visibleOnly
- if true, only visible objects will be taken into account. If
false, all objects will.
public java.lang.String toXML()
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This is a performance test of Marching cubes parallel implementation with WebWorkers. Volume values are generated with hyperboloid equation: x^2 + y^2 - z^2 - 25 with axes range [-10, 10]."


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Hush (1998)
Director: Jonathan Darby Cast: Jessica Lange, Gwyneth Paltrow, Johnathon Schaech, Debi Mazar, Alice Baring, Hal Holbrook Screenplay: Michael Cristofer, Jonathan Darby Producers: Douglas Wick Runtime: 95 US Distribution: Sony Pictures/TriStar Rated PG-13: violence, language, sex
By Nathaniel R. Atcheson<EMAIL_ADDRESS>When I watch films like Hush, I wonder what kind of pitch the film makers made to the producers to make the project look appealing. I think about what the intended target audience is, and what the intended genre is, and how much money they expected to make with the film. I think about these things because the film itself does not answer the questions.
It's a film staring a talented actress who appeals to adults (Jessica Lange), a beautiful babe who appeals to younger males (Gwyneth Paltrow), a hot hunk who would probably appeal to most women (Jonathan Schaech), and stuffs them into an overblown, tedious thriller about a crazy Southun' mom on a sunny Connecticut horse ranch. The highest paid lawyers in the country shouldn't have been able to sell this premise, but someone did, and the film was produced.
Of course, lousy test-screenings caused TriStar to change the name from less interesting titles including Bloodline and Kilronan (one of which is generic, the other senseless to those who haven't seen the film). Apparently, the movie has been sitting on a shelf somewhere for over a year, just waiting to be released to suspense-thirsty audiences. And now, thank heavens, it is here!
It's about Helen (Paltrow) and Jackson (Schaech). Jackson takes Helen out of New York for a weekend to meet his mother, Martha (Lange) in Connecticut; she lives on a huge horse-breeding ranch called Kilronan (now you know what that other title means!). As the all-powerful audience, we know immediately that Martha is jealous of Helen, but neither Helen nor Jackson notice this until much, much later in the film. The weekend ends, and they return to their home in New York.
Helen gets pregnant. Jackson asks her to marry him. Someone breaks into the apartment and attacks Helen. Helen gets upset and wants to move to Connecticut so they can fix up the ranch and have a child in the nice, country atmosphere.  From there, the film is unthinkably absurd (up to that point, it is imaginably absurd).
The movie is just poorly made. The script is disorganized; as I watched, I noted that it felt like a first draft of a practice script. I would not have structured the film in this clumsy, back-and-forth manner (from New York to Kilronan to New York to Kilronan, over and over again). There isn't even any suspense; Martha is clearly insane from the get-go, and we all know what's going to happen just from seeing the preview.
The story itself is not pleasant. Writer/director Jonathan Darby apparently wanted to make a film that observes the complicated bonds between a mother and her son, and what happens when that bond is in jeopardy, but there is no depth in this story. Everything here is for shock value, and what isn't intended to be shocking is boring. The story lends itself to only one kind of conclusion (which we can all guess because this is a mainstream film), and it just doesn't ring true.
Gwyneth Paltrow almost holds the film together with her no-nonsense approach, but one actress typically can't counter an entirely bad script and execution. She plays her part well, but Helen is a flat, often unbelievably mean character, and what concern I manifested for her spawned only from my liking of the actress. Schaech, who I last saw in the loathsome The Doom Generation, is bland an unnoticeable here.
Lange is the strangest part of the film. Her performance is overwrought, but often mildly amusing to watch. The character she plays is so deeply psychotic that I just wanted to grab her by the shoulders and shake her violently, screaming, "Why are you so crazy!?" When Martha coolly tells her lies, It seems that she actually believes what she says. As an observer of a character whom I've known for approximately thirty seconds, I would like to think that the characters in the film--who have supposedly know her for years--would be able to read her just a little bit. No, Jackson is not very observant. In fact, he's totally in the dark until the very last scene.
I understand why TriStar procrastinated with the release of Hush. It is a bad film. It has very little to offer anyone, mostly because it's the wrong kind of story from which to make a thriller. Unfortunately, it really doesn't matter when a film this bad gets released, because almost no one will go see it anyway. Thrillers should contain serial killers or deep mental anguish, and they should never, ever take place on a sunny horse ranch in Connecticut.
* out of **** (3/10, D-)
Visit FILM PSYCHOSIS at http://www.pyramid.net/natesmovies
Nathaniel R. Atcheson
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


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SIGNAL
Section: Linux Programmer's Manual (2)Updated: 2008-07-11
Index Return to Main Contents
NAME
signal - ANSI C signal handlingSYNOPSIS
#include <signal.h>typedef void (*sighandler_t)(int);
sighandler_t signal(int signum, sighandler_t handler);
DESCRIPTION
The behavior of signal() varies across Unix versions, and has also varied historically across different versions of Linux. Avoid its use: use sigaction(2) instead. See Portability below.signal() sets the disposition of the signal signum to handler, which is either SIG_IGN, SIG_DFL, or the address of a programmer-defined function (a "signal handler").
If the signal signum is delivered to the process, then one of the following happens:
- *
- If the disposition is set to SIG_IGN, then the signal is ignored.
- *
- If the disposition is set to SIG_DFL, then the default action associated with the signal (see signal(7)) occurs.
- *
- If the disposition is set to a function, then first either the disposition is reset to SIG_DFL, or the signal is blocked (see Portability below), and then handler is called with argument signum. If invocation of the handler caused the signal to be blocked, then the signal is unblocked upon return from the handler.
The signals SIGKILL and SIGSTOP cannot be caught or ignored.
RETURN VALUE
signal() returns the previous value of the signal handler, or SIG_ERR on error.ERRORS
- EINVAL
- signum is invalid.
CONFORMING TO
C89, C99, POSIX.1-2001.NOTES
The effects of signal() in a multithreaded process are unspecified.According to POSIX, the behavior of a process is undefined after it ignores a SIGFPE, SIGILL, or SIGSEGV signal that was not generated by kill(2) or raise(3). Integer division by zero has undefined result. On some architectures it will generate a SIGFPE signal. (Also dividing the most negative integer by -1 may generate SIGFPE.) Ignoring this signal might lead to an endless loop.
See sigaction(2) for details on what happens when SIGCHLD is set to SIG_IGN.
See signal(7) for a list of the async-signal-safe functions that can be safely called from inside a signal handler.
The use of sighandler_t is a GNU extension. Various versions of libc predefine this type; libc4 and libc5 define SignalHandler; glibc defines sig_t and, when _GNU_SOURCE is defined, also sighandler_t. Without use of such a type, the declaration of signal() is the somewhat harder to read:
void ( *signal(int signum, void (*handler)(int)) ) (int);
Portability
The only portable use of signal() is to set a signal's disposition to SIG_DFL or SIG_IGN. The semantics when using signal() to establish a signal handler vary across systems (and POSIX.1 explicitly permits this variation); do not use it for this purpose.POSIX.1 solved the portability mess by specifying sigaction(2), which provides explicit control of the semantics when a signal handler is invoked; use that interface instead of signal().
In the original Unix systems, when a handler that was established using signal() was invoked by the delivery of a signal, the disposition of the signal would be reset to SIG_DFL, and the system did not block delivery of further instances of the signal. System V also provides these semantics for signal(). This was bad because the signal might be delivered again before the handler had a chance to reestablish itself. Furthermore, rapid deliveries of the same signal could result in recursive invocations of the handler.
BSD improved on this situation by changing the semantics of signal handling (but, unfortunately, silently changed the semantics when establishing a handler with signal()). On BSD, when a signal handler is invoked, the signal disposition is not reset, and further instances of the signal are blocked from being delivered while the handler is executing.
The situation on Linux is as follows:
- *
- The kernel's signal() system call provides System V semantics.
- *
-
By default, in glibc 2 and later, the
signal()
wrapper function does not invoke the kernel system call.
Instead, it calls
sigaction(2)
using flags that supply BSD semantics.
This default behavior is provided as long as the
_BSD_SOURCE
feature test macro is defined.
By default,
_BSD_SOURCE
is defined;
it is also implicitly defined if one defines
_GNU_SOURCE,
and can of course be explicitly defined.
On glibc 2 and later, if the _BSD_SOURCE feature test macro is not defined, then signal() provides System V semantics. (The default implicit definition of _BSD_SOURCE is not provided if one invokes gcc(1) in one of its standard modes (-std=xxx or -ansi) or defines various other feature test macros such as _POSIX_SOURCE, _XOPEN_SOURCE, or _SVID_SOURCE; see feature_test_macros(7).)
- *
- The signal() function in Linux libc4 and libc5 provide System V semantics. If one on a libc5 system includes <bsd/signal.h> instead of <signal.h>, then signal() provides BSD semantics.
SEE ALSO
kill(1), alarm(2), kill(2), killpg(2), pause(2), sigaction(2), signalfd(2), sigpending(2), sigprocmask(2), sigqueue(2), sigsuspend(2), bsd_signal(3), raise(3), siginterrupt(3), sigsetops(3), sigvec(3), sysv_signal(3), feature_test_macros(7), signal(7)COLOPHON
This page is part of release 3.22 of the Linux man-pages project. A description of the project, and information about reporting bugs, can be found at http://www.kernel.org/doc/man-pages/.
Index
This document was created by man2html, using the manual pages.
Time: 05:33:05 GMT, December 24, 2015


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WATCH: Armed Robbers Make Off With $18K After Unleashing Terror In Harare Shop
by AndrewA gang of marauding thugs plundered a textile shop in Harare’s CBD in broad daylight on Wednesday. According to reports reaching iHarare, the armed robbers made off with $18 000 ZWL after ransacking a textile shop in Leopold Takawira Street. The incident occurred just before 6 PM.
Video footage recorded by the shop’s surveillance camera shows three thugs armed with a button stick unleashing terror on shop attendants. Upon gaining entry into the shop through the entrance, the thugs assault a shop attendant who is behind the counter before turning onto the other attendants who then run to safety. One of the thugs goes behind the counter and starts packing money into a black paper bag.
The break-in which appears to have been well choreographed happened in a flash, just above a minute.
Watch video………..
To View and Apply for the latest Jobs and Vacancies in Zimbabwe, Please Visit our Sister website iHarare Jobs


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New Street evacuated after electrical fire sparks explosions outside Tim Hortons
West Midlands Fire Service, ambulance and police are on the scene after city centre drama sparked evacuation of nearby shops
by birminghammail.co.ukShoppers 'ran screaming' from Tim Hortons coffee shop after an electrical fault sparked a fire and explosions outside.
Flames were seen shooting up from the pavement outside the premises, which opened earlier this year.
A cordon is now in place, with police, fire and ambulance now at the scene.
Tim Hortons issued a statement: "On early evening on Friday 1 November, a fire began outside the Tim Hortons Birmingham New Street restaurant.
"The restaurant was evacuated immediately, and the fire services are at the scene following an electrical fault being identified underground.
"There have been no reported injuries and a cordon is in place while the fire service carries out their work."
Taxi driver Shazad Ali said: “My taxi was parked right at front when the explosion happened.
“I was first one there. It happened around 4.30pm. There were two or three electrical explosions coming out the drain cover outside Tim Hortons - I saw fire flames sparks coming out of the ground - really terrifying.
“People inside the store started screaming and running out. It was a good 10 mins before fire engine arrived.
"Five minutes after the explosion police arrived started moving everyone back and told me I had to leave cab because it was too dangerous.”
West Midlands Fire Service were contacted just after 4.20pm and crews from Ladywood and Aston are on the scene.
No one is believed to have been hurt.
Tesco, Oasis, Muji, Jack Wills have been evacuated while emergency services deal with what has been described as an ‘electrical fire.’
Access to Grand Central station has been restricted through one door.
Blaine Steede, 30, was in Kings Barbers above Starbucks getting a hair cut , when he saw the fire.
He said: I saw flames coming out of the drains. The police who are usually in the car opposite started diverting people away from the drain.
“The blocked off Bennetts Hill and the alleyway next to Tesco. They have evacuated buildings”


CoatRack Tutorial
Learn how to offer services
1
2
3
4
5
Overview
This tutorial will help you start offering your services to other parties via CoatRack. In the following, we will guide you through the steps required to set-up and test a basic application scenario:
Set-up your Service Offering, defining name, URL and pricing policy
Download and run your custom CoatRack Gateway
Test accessing your service via CoatRack, using your custom API key
Please click the "Next" button below to continue.
Give your service a name
Each of your CoatRack service offerings should have a unique name, which enables you and the users of your service to identify it.
Please click the "Next" button below to continue.
At which URL is your service accessible?
To be able to forward calls to your service, CoatRack needs to know its URL. This can be a URL inside your local network.
Please click the "Next" button below to continue.
Define pricing policy
Here you can define if (and how much) the users will have to pay for using your service.
Do you want to offer your service for free?
Yes
No
How do you want to charge for your service?
Monthly
Per Call
How much should your service users pay (€ per month or per 1000 calls)?
Please click the "Next" button below to continue.
Summary
Service name:
(Local) Service URL:
Payment/Pricing:
Click the Finish button to generate your custom CoatRack Gateway.
Javascript Libraries
Javascript Libraries


Login Hunter
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News feeds can save lives.  Here are some stories in my news feed that I think are important that you have likely missed because they are hard to find.
Woman found dead about to expose Bill Clinton (4/6/18)
http://nyeveningnews.com/2018/04/06/woman-about-to-expose-bill-clinton-found-dead-in-house-fire/
Public Schools create fear (I call them weapons of mass destruction)
Belgium looks into Spain
FISA court Obama conducted widespread illegal searches of Americans
87th Holistic Doctor found dead
https://www.healthnutnews.com/87th-holistic-doctor-found-dead-authorities-not-stating-whether-homicide-or-suicide/
http://awarenessact.com/doctors-who-discovered-cancer-enzymes-in-vaccines-all-found-dead/
Dutch Whistleblower
https://www.youtube.com/watch?v=e9mMdUGcRRw&feature=youtu.be
Beijin Live-fire exercise in the South China Sea
http://www.nzherald.co.nz/world/news/article.cfm?c_id=2&objectid=12027462
Google employees against drone murder
http://www.wsws.org/en/articles/2018/04/05/goog-a05.html
USS McCain crash
Why McCabe was fired. FBI bias!
Obama Soros collusion
Ex South Korean president got 24 YEARS in jail
https://twitter.com/i/moments/982102104650072065
Creepy ass SES needs to get the boot
South Carolina bill to seceed
Eric Prince and Blackwater to run Afghanistan conflict?
https://www.forbes.com/return-of-erik-prince/#4cc083550aae
Pirate Bay is down
https://www.techworm.net/2018/04/the-pirate-bay-down-best-3-alternatives.html
Clinton accepted and kept donations from human trafficking websites
http://libertynewsnow.com/clinton-kept-campaign-donations-human-trafficking-website/article7974
This page is synchronized from the post: ‘Aggroed’’s Antidote- 4/7/18 Getting you hard to find stories in the news’


The Advanced Encryption Standard (AES) is one of the most popular block encryption algorithms used throughout the world today. Also known as Rijndael, AES was developed by Joan Daemen and Vincent Rijmen.
I created the AES Funtastic application as a project for a graduate studies course in Computer Security (SEIS 720), taught by Dr. Brad Rubin at the University of St. Thomas.
The purpose of this project was to enhance my understanding of the AES algorithm and to provide a platform that other students could use to exercise the algorithm. The algorithm design was heavily influenced by the paper, Advanced Encryption Standard by Example, written by Adam Berent.
I wrote the application in Javascript since it's my language du jour and it's widely supported in every modern web browser. The application interface was developed in the AngularJS and Bootstrap frameworks.
As a learning tool, the application is fairly limited in functionality. While key sizes from 128-to-256 bit are fully supported, only a single 16-byte block can be encrypted/decrypted at a time -- basically Electronic Code Book (ECB) mode. You can't use this implementation of the algorithm to encrypt an entire document.
The application does not represent a reference implementation. While I attempted to follow best practices in code design, I valued readability over brevity and performance. The code implementation makes use of several algorithmic shortcuts by leveraging pre-calculated tables instead of performing raw computations. A form of logging is built into the AES functions for testing and analysis purposes.
I implemented proper unit testing wherever possible to validate the AES algorithm functions. It's important to note that the testing isn't exhaustive, and the algorithm could potentially contain some defects. Do not use this algorithm implementation in production without further testing.
Finally, this software is licensed under the MIT License, and Copyright © 2015 Jason Baker.


--- layout: default title: Custom Node.js, PHP, and Android software development description: Custom Node.js, Python, Ruby, PHP, Perl and Android development. Articles about programming and cloud platforms. ---
Xorcode delivers premium business tools designed to strengthen, simplify, and structure the business of our customers.
Xorcode provides custom Android application development services aimed at delivering the best applications.
Xorcode helps you ascertain that your application meets its set of requirements and specifications.


Hi! I'm Priya Shah
Currently working with
Nokia
as a Software Automation Engineer Co-op
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SpeedTest Installation
3 Easy ways to install: JS API, .NET API, EasyEmbed API.
Install on your own website!
Installation instructions:
You will need to use your Own CSS!
There are two methods you can use to install SpeedTest, you can download and manually install or you can copy and paste the following.
The first option is for developers ONLY. And shouldn't be used by anyone if you don't intend to use it for that purpose.
Step 1 Add Reference to JS :
Important
Be sure to use the latest release as Old Versions will stop working - once depreciated they will be moved and a Error Message with "Contact Administration, No JS file detected"
Beta: This is entirely in beta, so please give me time to update it and make fixes.
Step 2 : Add HTML Snippet
To make it work you simply need a qualifying element with the
Id="progress"
to make it work.
Step 3 : Extending The Portable Version
Extending is very easy, a article is available here
.NET API
View the .NET API
Here


Located in a peaceful bungalow outside of Lake Geneva, Wisconsin.
Retreat from the desk, return refreshed.
Have the work week you always dreamed of - without the bad wifi.
12 private rooms with ensuite bathrooms, 2 group meeting rooms and 4 breakout rooms.
Private chef team providing on demand meals - just like your team kitchen.
5 outdoor obstacle courses, including private beach 1/2 mile from bungalow.
Retreat facilitator to manage your day activities so you all get a chance to rest.
Dedicated computer room for times that you must wifi.
Be a better team in 5 days, like these.
 Beef shank turducken strip steak, picanha jowl pastrami. Brisket flank ball tip picanha, sausage short ribs pork chop shankle.   Pancetta beef pastrami sirloin chuck, brisket kevin pork chop cupim boudin kielbasa shankle bacon.


ignore_unavailableedit
This setting is used by the snapshot, restore, and index_settings actions.
This setting must be either True
or False
.
The default value of this setting is False
actions: 1: action: restore description: Restore my_index from my_snapshot in my_repository options: repository: my_repository name: my_snapshot indices: my_index ignore_unavailable: True wait_for_completion: True max_wait: 3600 wait_interval: 10 filters: - filtertype: state state: SUCCESS exclude: - filtertype: ...
When the ignore_unavailable
option is False
and an index is missing the
restore request will fail.
action: snapshot description: >- Snapshot selected indices to 'repository' with the snapshot name or name pattern in 'name'. Use all other options as assigned options: repository: my_repository name: my_snapshot ignore_unavailable: False wait_for_completion: True max_wait: 3600 wait_interval: 10 filters: - filtertype: ...
When the ignore_unavailable
option is False
and an index is missing, the
snapshot request will fail. This is not frequently a concern in Curator, as
it should only ever find indices that exist.
action: index_settings description: "Change settings for selected indices" options: index_settings: index: refresh_interval: 5s ignore_unavailable: False preserve_existing: False filters: - filtertype: ...
When the ignore_unavailable
option is False
and an index is missing,
or if the request is to apply a
static
setting and the index is opened, the index setting request will fail.
The ignore_unavailable
option allows these indices to be skipped, when set to
True
.
Dynamic index settings can be applied to either open or closed indices.