001/* 002 * Licensed to the Apache Software Foundation (ASF) under one or more 003 * contributor license agreements. See the NOTICE file distributed with 004 * this work for additional information regarding copyright ownership. 005 * The ASF licenses this file to You under the Apache License, Version 2.0 006 * (the "License"); you may not use this file except in compliance with 007 * the License. You may obtain a copy of the License at 008 * 009 * http://www.apache.org/licenses/LICENSE-2.0 010 * 011 * Unless required by applicable law or agreed to in writing, software 012 * distributed under the License is distributed on an "AS IS" BASIS, 013 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 014 * See the License for the specific language governing permissions and 015 * limitations under the License. 016 */ 017package org.apache.juneau.internal; 018 019import java.io.IOException; 020import java.io.InputStream; 021import java.io.Reader; 022import java.nio.*; 023import java.nio.charset.Charset; 024import java.nio.charset.CharsetEncoder; 025import java.nio.charset.CoderResult; 026import java.nio.charset.CodingErrorAction; 027import java.util.Objects; 028 029/** 030 * {@link InputStream} implementation that reads a character stream from a {@link Reader} 031 * and transforms it to a byte stream using a specified charset encoding. The stream 032 * is transformed using a {@link CharsetEncoder} object, guaranteeing that all charset 033 * encodings supported by the JRE are handled correctly. In particular for charsets such as 034 * UTF-16, the implementation ensures that one and only one byte order marker 035 * is produced. 036 *
 037 * Since in general it is not possible to predict the number of characters to be read from the 038 * {@link Reader} to satisfy a read request on the {@link ReaderInputStream}, all reads from 039 * the {@link Reader} are buffered. There is therefore no well defined correlation 040 * between the current position of the {@link Reader} and that of the {@link ReaderInputStream}. 041 * This also implies that in general there is no need to wrap the underlying {@link Reader} 042 * in a {@link java.io.BufferedReader}. 043 *
 044 * {@link ReaderInputStream} implements the inverse transformation of {@link java.io.InputStreamReader}; 045 * in the following example, reading from {@code in2} would return the same byte 046 * sequence as reading from {@code in} (provided that the initial byte sequence is legal 047 * with respect to the charset encoding): 048 *
 049 * InputStream in = ... 050 * Charset cs = ... 051 * InputStreamReader reader = new InputStreamReader(in, cs); 052 * ReaderInputStream in2 = new ReaderInputStream(reader, cs);
 053 * {@link ReaderInputStream} implements the same transformation as {@link java.io.OutputStreamWriter}, 054 * except that the control flow is reversed: both classes transform a character stream 055 * into a byte stream, but {@link java.io.OutputStreamWriter} pushes data to the underlying stream, 056 * while {@link ReaderInputStream} pulls it from the underlying stream. 057 *
 058 * Note that while there are use cases where there is no alternative to using 059 * this class, very often the need to use this class is an indication of a flaw 060 * in the design of the code. This class is typically used in situations where an existing 061 * API only accepts an {@link InputStream}, but where the most natural way to produce the data 062 * is as a character stream, i.e. by providing a {@link Reader} instance. An example of a situation 063 * where this problem may appear is when implementing the {@code javax.activation.DataSource} 064 * interface from the Java Activation Framework. 065 *
 066 * Given the fact that the {@link Reader} class doesn't provide any way to predict whether the next 067 * read operation will block or not, it is not possible to provide a meaningful 068 * implementation of the {@link InputStream#available()} method. A call to this method 069 * will always return 0. Also, this class doesn't support {@link InputStream#mark(int)}. 070 *
 071 * 072 *
Notes:

 073 *
This class is not thread safe and is typically discarded after one use. 074 *
 075 * 076 *
See Also:

 077 *
 078 */ 079public class ReaderInputStream extends InputStream { 080 private static final int DEFAULT_BUFFER_SIZE = 1024; 081 082 private final Reader reader; 083 private final CharsetEncoder encoder; 084 085 /** 086 * CharBuffer used as input for the decoder. It should be reasonably 087 * large as we read data from the underlying Reader into this buffer. 088 */ 089 private final CharBuffer encoderIn; 090 091 /** 092 * ByteBuffer used as output for the decoder. This buffer can be small 093 * as it is only used to transfer data from the decoder to the 094 * buffer provided by the caller. 095 */ 096 private final ByteBuffer encoderOut; 097 098 private CoderResult lastCoderResult; 099 private boolean endOfInput; 100 101 /** 102 * Construct a new {@link ReaderInputStream}. 103 * 104 * @param reader the target {@link Reader} 105 * @param encoder the charset encoder 106 * @since 2.1 107 */ 108 public ReaderInputStream(final Reader reader, final CharsetEncoder encoder) { 109 this(reader, encoder, DEFAULT_BUFFER_SIZE); 110 } 111 112 /** 113 * Construct a new {@link ReaderInputStream}. 114 * 115 * @param reader the target {@link Reader} 116 * @param encoder the charset encoder 117 * @param bufferSize the size of the input buffer in number of characters 118 */ 119 public ReaderInputStream(final Reader reader, final CharsetEncoder encoder, final int bufferSize) { 120 this.reader = reader; 121 this.encoder = encoder; 122 this.encoderIn = CharBuffer.allocate(bufferSize); 123 ((Buffer)this.encoderIn).flip(); // Fixes Java 11 issue. 124 this.encoderOut = ByteBuffer.allocate(128); 125 ((Buffer)this.encoderOut).flip(); // Fixes Java 11 issue. 126 } 127 128 /** 129 * Construct a new {@link ReaderInputStream}. 130 * 131 * @param reader the target {@link Reader} 132 * @param charset the charset encoding 133 * @param bufferSize the size of the input buffer in number of characters 134 */ 135 public ReaderInputStream(final Reader reader, final Charset charset, final int bufferSize) { 136 this(reader, 137 charset.newEncoder() 138 .onMalformedInput(CodingErrorAction.REPLACE) 139 .onUnmappableCharacter(CodingErrorAction.REPLACE), 140 bufferSize); 141 } 142 143 /** 144 * Construct a new {@link ReaderInputStream} with a default input buffer size of 145 * <c>1024</c> characters. 146 * 147 * @param reader the target {@link Reader} 148 * @param charset the charset encoding 149 */ 150 public ReaderInputStream(final Reader reader, final Charset charset) { 151 this(reader, charset, DEFAULT_BUFFER_SIZE); 152 } 153 154 /** 155 * Construct a new {@link ReaderInputStream}. 156 * 157 * @param reader the target {@link Reader} 158 * @param charsetName the name of the charset encoding 159 * @param bufferSize the size of the input buffer in number of characters 160 */ 161 public ReaderInputStream(final Reader reader, final String charsetName, final int bufferSize) { 162 this(reader, Charset.forName(charsetName), bufferSize); 163 } 164 165 /** 166 * Construct a new {@link ReaderInputStream} with a default input buffer size of 167 * <c>1024</c> characters. 168 * 169 * @param reader the target {@link Reader} 170 * @param charsetName the name of the charset encoding 171 */ 172 public ReaderInputStream(final Reader reader, final String charsetName) { 173 this(reader, charsetName, DEFAULT_BUFFER_SIZE); 174 } 175 176 /** 177 * Fills the internal char buffer from the reader. 178 * 179 * @throws IOException 180 * If an I/O error occurs 181 */ 182 private void fillBuffer() throws IOException { 183 if (!endOfInput && (lastCoderResult == null || lastCoderResult.isUnderflow())) { 184 encoderIn.compact(); 185 final int position = ((Buffer)encoderIn).position(); 186 // We don't use Reader#read(CharBuffer) here because it is more efficient 187 // to write directly to the underlying char array (the default implementation 188 // copies data to a temporary char array). 189 final int c = reader.read(encoderIn.array(), position, encoderIn.remaining()); 190 if (c == -1) { 191 endOfInput = true; 192 } else { 193 ((Buffer)encoderIn).position(position+c); 194 } 195 ((Buffer)encoderIn).flip(); 196 } 197 encoderOut.compact(); 198 lastCoderResult = encoder.encode(encoderIn, encoderOut, endOfInput); 199 ((Buffer)encoderOut).flip(); 200 } 201 202 /** 203 * Read the specified number of bytes into an array. 204 * 205 * @param array the byte array to read into 206 * @param off the offset to start reading bytes into 207 * @param len the number of bytes to read 208 * @return the number of bytes read or -1 209 * if the end of the stream has been reached 210 * @throws IOException if an I/O error occurs 211 */ 212 @Override 213 public int read(final byte[] array, int off, int len) throws IOException { 214 Objects.requireNonNull(array, "array"); 215 if (len < 0 || off < 0 || (off + len) > array.length) { 216 throw new IndexOutOfBoundsException("Array Size=" + array.length + 217 ", offset=" + off + ", length=" + len); 218 } 219 int read = 0; 220 if (len == 0) { 221 return 0; // Always return 0 if len == 0 222 } 223 while (len > 0) { 224 if (encoderOut.hasRemaining()) { 225 final int c = Math.min(encoderOut.remaining(), len); 226 encoderOut.get(array, off, c); 227 off += c; 228 len -= c; 229 read += c; 230 } else { 231 fillBuffer(); 232 if (endOfInput && !encoderOut.hasRemaining()) { 233 break; 234 } 235 } 236 } 237 return read == 0 && endOfInput ? -1 : read; 238 } 239 240 /** 241 * Read the specified number of bytes into an array. 242 * 243 * @param b the byte array to read into 244 * @return the number of bytes read or -1 245 * if the end of the stream has been reached 246 * @throws IOException if an I/O error occurs 247 */ 248 @Override 249 public int read(final byte[] b) throws IOException { 250 return read(b, 0, b.length); 251 } 252 253 /** 254 * Read a single byte. 255 * 256 * @return either the byte read or -1 if the end of the stream 257 * has been reached 258 * @throws IOException if an I/O error occurs 259 */ 260 @Override 261 public int read() throws IOException { 262 for (;;) { 263 if (encoderOut.hasRemaining()) { 264 return encoderOut.get() & 0xFF; 265 } 266 fillBuffer(); 267 if (endOfInput && !encoderOut.hasRemaining()) { 268 return -1; 269 } 270 } 271 } 272 273 /** 274 * Close the stream. This method will cause the underlying {@link Reader} 275 * to be closed. 276 * @throws IOException if an I/O error occurs 277 */ 278 @Override 279 public void close() throws IOException { 280 reader.close(); 281 } 282}


ASN1_item_d2i_ex, ASN1_item_d2i, ASN1_item_d2i_bio_ex, ASN1_item_d2i_bio, ASN1_item_d2i_fp_ex, ASN1_item_d2i_fp, ASN1_item_i2d_mem_bio - decode and encode DER-encoded ASN.1 structures
#include <openssl/asn1.h>
ASN1_VALUE *ASN1_item_d2i_ex(ASN1_VALUE **pval, const unsigned char **in,
long len, const ASN1_ITEM *it,
OSSL_LIB_CTX *libctx, const char *propq);
ASN1_VALUE *ASN1_item_d2i(ASN1_VALUE **pval, const unsigned char **in,
long len, const ASN1_ITEM *it);
void *ASN1_item_d2i_bio_ex(const ASN1_ITEM *it, BIO *in, void *x,
OSSL_LIB_CTX *libctx, const char *propq);
void *ASN1_item_d2i_bio(const ASN1_ITEM *it, BIO *in, void *x);
void *ASN1_item_d2i_fp_ex(const ASN1_ITEM *it, FILE *in, void *x,
OSSL_LIB_CTX *libctx, const char *propq);
void *ASN1_item_d2i_fp(const ASN1_ITEM *it, FILE *in, void *x);
BIO *ASN1_item_i2d_mem_bio(const ASN1_ITEM *it, const ASN1_VALUE *val);
ASN1_item_d2i_ex() decodes the contents of the data stored in *in of length len which must be a DER-encoded ASN.1 structure, using the ASN.1 template it. It places the result in *pval unless pval is NULL. If *pval is non-NULL on entry then the ASN1_VALUE present there will be reused. Otherwise a new ASN1_VALUE will be allocated. If any algorithm fetches are required during the process then they will use the OSSL_LIB_CTXprovided in the libctx parameter and the property query string in propq. See "ALGORITHM FETCHING" in crypto(7) for more information about algorithm fetching. On exit *in will be updated to point to the next byte in the buffer after the decoded structure.
ASN1_item_d2i() is the same as ASN1_item_d2i_ex() except that the default OSSL_LIB_CTX is used (i.e. NULL) and with a NULL property query string.
ASN1_item_d2i_bio_ex() decodes the contents of its input BIO in, which must be a DER-encoded ASN.1 structure, using the ASN.1 template it and places the result in *pval unless pval is NULL. If in is NULL it returns NULL, else a pointer to the parsed structure. If any algorithm fetches are required during the process then they will use the OSSL_LIB_CTX provided in the libctx parameter and the property query string in propq. See "ALGORITHM FETCHING" in crypto(7) for more information about algorithm fetching.
ASN1_item_d2i_bio() is the same as ASN1_item_d2i_bio_ex() except that the default OSSL_LIB_CTX is used (i.e. NULL) and with a NULL property query string.
ASN1_item_d2i_fp_ex() is the same as ASN1_item_d2i_bio_ex() except that a FILE pointer is provided instead of a BIO.
ASN1_item_d2i_fp() is the same as ASN1_item_d2i_fp_ex() except that the default OSSL_LIB_CTX is used (i.e. NULL) and with a NULL property query string.
ASN1_item_i2d_mem_bio() encodes the given ASN.1 value val using the ASN.1 template it and returns the result in a memory BIO.
ASN1_item_d2i_bio() returns a pointer to an ASN1_VALUE or NULL.
ASN1_item_i2d_mem_bio() returns a pointer to a memory BIO or NULL on error.
The functions ASN1_item_d2i_ex(), ASN1_item_d2i_bio_ex(), ASN1_item_d2i_fp_ex() and ASN1_item_i2d_mem_bio() were added in OpenSSL 3.0.
Copyright 2021 The OpenSSL Project Authors. All Rights Reserved.
Licensed under the Apache License 2.0 (the "License"). You may not use this file except in compliance with the License. You can obtain a copy in the file LICENSE in the source distribution or at https://www.openssl.org/source/license.html.


Dashboard
45,000
total income
32,403
torsdag på fredag
21,388
scores today
2,105
income today
3,339
income yesterday
8,100
income 2012


A B C D E F G H I K L M N P R S T U V
All Classes All Packages
All Classes All Packages
All Classes All Packages
A
- addNode(Node) - Method in class com.mygdx.auber.Pathfinding.MapGraph
-
Adds a node to the list of nodes in the graph, sets the node index and increases the index by one.
- addPrisoner(Sprite) - Static method in class com.mygdx.auber.entities.Prisoners
-
Adds a prisoner to the list of prisoners and spawns them in the brig.
- addPrisoner(Sprite, int, int) - Static method in class com.mygdx.auber.entities.Prisoners
-
Adds a prisoner to the list of prisoners at a specific location.
- arrestUp(boolean) - Method in class com.mygdx.auber.entities.Player
-
Sets whether the player is using the arrest powerup.
- ArrestUp - Class in com.mygdx.auber.Powerups
- ArrestUp(Vector2) - Constructor for class com.mygdx.auber.Powerups.ArrestUp
-
Class constructor.
- ARRESTUP_TIME - Static variable in class com.mygdx.auber.Config
-
The time that the arrestup powerup affects the player for in seconds.
- Auber - Class in com.mygdx.auber
- Auber() - Constructor for class com.mygdx.auber.Auber
- AUBER_CIRCLE_SEGMENTS - Static variable in class com.mygdx.auber.Config
-
The radius within which Auber can arrest NPCs.
- AUBER_DAMAGE_VALUE - Static variable in class com.mygdx.auber.entities.Infiltrator
-
The amount to damage Auber by if Auber is to be damaged.
- AUBER_HEAL_STOP_TIME - Static variable in class com.mygdx.auber.Config
-
When Auber's healing is stopped, this is how long it is stopped for.
B
- BACKGROUND_SCROLL_SPEED - Static variable in class com.mygdx.auber.Config
-
The speed of the background scroll in pixels per second.
- beingDestroyedKeySystemsCount() - Static method in class com.mygdx.auber.entities.KeySystemManager
C
- canHeal() - Static method in class com.mygdx.auber.entities.Player
-
Returns whether the player can currently heal.
- checkCollision(float) - Method in class com.mygdx.auber.entities.NPC
-
Checks whether the NPC has made it to the next node.
- ChooseDifficultyScreen - Class in com.mygdx.auber.Screens
- ChooseDifficultyScreen(Auber) - Constructor for class com.mygdx.auber.Screens.ChooseDifficultyScreen
-
Lets the player choose dificulty based on button press.
- clearPathQueue() - Method in class com.mygdx.auber.entities.NPC
-
Clears this NPC's pathQueue.
- COLLISION_SPEEDUP_BLUE - Static variable in class com.mygdx.auber.Config
-
The blue component of the speedup powerup's colour after colliding with the player.
- COLLISION_SPEEDUP_GREEN - Static variable in class com.mygdx.auber.Config
-
The green component of the speedup powerup's colour after colliding with the player.
- COLLISION_SPEEDUP_RED - Static variable in class com.mygdx.auber.Config
-
The red component of the speedup powerup's colour after colliding with the player.
- com.mygdx.auber - package com.mygdx.auber
-
Top level package for the game.
- com.mygdx.auber.entities - package com.mygdx.auber.entities
-
Contains information about different classes of entities in the game.
- com.mygdx.auber.Pathfinding - package com.mygdx.auber.Pathfinding
-
This package is used to contain methods and classes related to pathfinding.
- com.mygdx.auber.Powerups - package com.mygdx.auber.Powerups
-
This package contains classes regarding powerups.
- com.mygdx.auber.Scenes - package com.mygdx.auber.Scenes
-
Stores data related to the game HUD.
- com.mygdx.auber.Screens - package com.mygdx.auber.Screens
-
Stores information about the different screens in the game.
- Config - Class in com.mygdx.auber
- connectNodes(Node, Node) - Method in class com.mygdx.auber.Pathfinding.MapGraph
-
Creates a path from one node to another.
- create() - Method in class com.mygdx.auber.Auber
-
Called when this is created.
- createCrew(Sprite, Node, MapGraph) - Static method in class com.mygdx.auber.entities.NPCCreator
-
Creates crewmembers, adds them to the array, sets its index and increments the index counter.
- createCrewSprites() - Static method in class com.mygdx.auber.entities.CrewMembers
-
Generates the list of crewmate sprites the crewmates can be.
- createInfiltrator(Sprite, Node, MapGraph) - Static method in class com.mygdx.auber.entities.NPCCreator
-
Creates infiltrators, adds them to the array, sets its index and increments the index counter.
- createInfiltrator(Sprite, Float, Float, MapGraph) - Static method in class com.mygdx.auber.entities.NPCCreator
-
Creates infiltrators, adds them to the array, sets its index and increments the index counter.
- createInfiltratorSprites() - Static method in class com.mygdx.auber.entities.Infiltrator
-
Fills out the array of sprites available for the infiltrators to take.
- CREW_COUNT_DIFFICULTY_MULTIPLIER - Static variable in class com.mygdx.auber.Config
-
The amount of crew to add per difficulty level increase.
- CREW_MEMBER_SPEED - Static variable in class com.mygdx.auber.Config
-
The crew members' speed in pixels/second.
- CrewMembers - Class in com.mygdx.auber.entities
- CrewMembers(Sprite, Node, MapGraph) - Constructor for class com.mygdx.auber.entities.CrewMembers
-
Class constructor.
D
- damageAuber(Player, int) - Method in class com.mygdx.auber.entities.Infiltrator
-
Damages Auber by an amount.
- debugText() - Method in class com.mygdx.auber.Screens.PlayScreen
-
Prints debug text, not used.
- DEFAULT_ARRESTUP_BLUE - Static variable in class com.mygdx.auber.Config
-
The blue component of the arrestup powerup's default colour.
- DEFAULT_ARRESTUP_GREEN - Static variable in class com.mygdx.auber.Config
-
The green component of the arrestup powerup's default colour.
- DEFAULT_ARRESTUP_RED - Static variable in class com.mygdx.auber.Config
-
The red component of the arrestup powerup's default colour.
- DEFAULT_FREEZEUP_BLUE - Static variable in class com.mygdx.auber.Config
-
The blue component of the FreezeUp powerup's default colour.
- DEFAULT_FREEZEUP_GREEN - Static variable in class com.mygdx.auber.Config
-
The green component of the FreezeUp powerup's default colour.
- DEFAULT_FREEZEUP_RED - Static variable in class com.mygdx.auber.Config
-
The red component of the FreezeUp powerup's default colour.
- DEFAULT_HIGHLIGHTUP_BLUE - Static variable in class com.mygdx.auber.Config
-
The blue component of the HighlightUp powerup's default colour.
- DEFAULT_HIGHLIGHTUP_GREEN - Static variable in class com.mygdx.auber.Config
-
The green component of the HighlightUp powerup's default colour.
- DEFAULT_HIGHLIGHTUP_RED - Static variable in class com.mygdx.auber.Config
-
The red component of the HighlightUp powerup's default colour.
- DEFAULT_SHIELDUP_BLUE - Static variable in class com.mygdx.auber.Config
-
The blue component of the ShieldUp powerup's default colour.
- DEFAULT_SHIELDUP_GREEN - Static variable in class com.mygdx.auber.Config
-
The green component of the ShieldUp powerup's default colour.
- DEFAULT_SHIELDUP_RED - Static variable in class com.mygdx.auber.Config
-
The red component of the ShieldUp powerup's default colour.
- DEFAULT_SPEEDUP_BLUE - Static variable in class com.mygdx.auber.Config
-
The blue component of the speedup powerup's default colour.
- DEFAULT_SPEEDUP_GREEN - Static variable in class com.mygdx.auber.Config
-
The green component of the speedup powerup's default colour.
- DEFAULT_SPEEDUP_RED - Static variable in class com.mygdx.auber.Config
-
The red component of the speedup powerup's default colour.
- destroyedKeySystemsCount() - Static method in class com.mygdx.auber.entities.KeySystemManager
- destroyKeySystem() - Method in class com.mygdx.auber.entities.Infiltrator
-
Starts destroying a random keySystem, moves towards it, sets isDestroying to true.
- dispose() - Method in class com.mygdx.auber.entities.CrewMembers
-
Method implemented from abstract superclass.
- dispose() - Method in class com.mygdx.auber.entities.Infiltrator
-
Called when this object is deleted.
- dispose() - Static method in class com.mygdx.auber.entities.KeySystemManager
-
Called when this object is deleted.
- dispose() - Static method in class com.mygdx.auber.entities.NPCCreator
-
Called when this object is deleted.
- dispose() - Method in class com.mygdx.auber.entities.Player
-
Called when this object is deleted.
- dispose() - Method in class com.mygdx.auber.Pathfinding.GraphCreator
- dispose() - Method in class com.mygdx.auber.Pathfinding.MapGraph
-
Called when this object is deleted.
- dispose() - Method in class com.mygdx.auber.Screens.ChooseDifficultyScreen
-
Method called when this screen is deleted.
- dispose() - Method in class com.mygdx.auber.Screens.GameOverScreen
-
Method implemented from abstract superclass.
- dispose() - Method in class com.mygdx.auber.Screens.MainMenuScreen
-
Method called when this screen is deleted.
- dispose() - Method in class com.mygdx.auber.Screens.PlayScreen
-
Called when the screen is closed, need to call dispose methods of classes to ensure no memory leaks.
- dispose() - Method in class com.mygdx.auber.Screens.TutorialScreen
-
Method implemented from abstract superclass.
- disposeNPC() - Static method in class com.mygdx.auber.entities.NPC
-
Dispose method to be called in dispose method of screen.
- draw() - Method in class com.mygdx.auber.Scenes.Hud
-
Draws this HUD.
- draw(Batch) - Method in class com.mygdx.auber.entities.Player
-
Used to draw the player to the screen.
- drawArrow(Batch) - Method in class com.mygdx.auber.entities.Player
-
Draws arrows pointing in the direction of key systems being destroyed.
- drawCircle(ShapeRenderer) - Method in class com.mygdx.auber.entities.Player
-
Draws the arrest radius for Auber.
E
- encode() - Static method in class com.mygdx.auber.entities.NPCCreator
-
Encodes all of the NPCs in the game into a recognisable string.
- encode() - Method in class com.mygdx.auber.entities.Player
-
Encodes this Player to a string.
- encode() - Static method in class com.mygdx.auber.entities.Prisoners
-
Encodes the prisoners to a string for saving.
- encode(Array<CrewMembers>) - Static method in class com.mygdx.auber.entities.CrewMembers
-
Encodes data of all crew members into a recognisable string.
- encode(Array<Infiltrator>) - Static method in class com.mygdx.auber.entities.Infiltrator
-
Encodes data of all infiltrators into a recognisable string.
- estimate(Node, Node) - Method in class com.mygdx.auber.Pathfinding.PathHeuristic
- EXTEND_ARREST_RANGE - Static variable in class com.mygdx.auber.Config
-
The radius of the player arrest range circle when with arrest power up.
F
- FAST_PLAYER_SPEED - Static variable in class com.mygdx.auber.Config
-
The speed of the player in pixels/second when using a speed powerup.
- findBrigLocations(TiledMapTileLayer) - Static method in class com.mygdx.auber.entities.Prisoners
-
Scans every tile and adds a vector2 with the position of the tile with the property "prison".
- findInfirmary(TiledMapTileLayer) - Method in class com.mygdx.auber.entities.Player
-
Finds the location of the infirmary on the map.
- findPath(Node, Node) - Method in class com.mygdx.auber.Pathfinding.MapGraph
-
Calculates a path from one node to another, populates the nodePath variable with the path it finds.
- freezeUp(boolean) - Method in class com.mygdx.auber.entities.Player
-
Sets whether the player is using the freeze powerup.
- FreezeUp - Class in com.mygdx.auber.Powerups
- FreezeUp(Vector2) - Constructor for class com.mygdx.auber.Powerups.FreezeUp
-
Class constructor.
- FREEZEUP_TIME - Static variable in class com.mygdx.auber.Config
-
The time that the FreezeUp powerup affects the player for in seconds.
G
- gameOver() - Method in class com.mygdx.auber.Screens.PlayScreen
-
If any of the game over conditions are true, returns true.
- GameOverScreen - Class in com.mygdx.auber.Screens
- GameOverScreen(Auber, boolean) - Constructor for class com.mygdx.auber.Screens.GameOverScreen
-
Class constructor.
- gameWin() - Method in class com.mygdx.auber.Screens.PlayScreen
-
If any of the win conditions are true, returns true.
- generateConnections() - Method in class com.mygdx.auber.Pathfinding.GraphCreator
-
Generates a path from each node to its neighbour nodes (up, down, left, right).
- generateNodeMap() - Method in class com.mygdx.auber.Pathfinding.GraphCreator
-
Generates a node on every tile in the map, if it matches the id.
- getBatch() - Method in class com.mygdx.auber.Auber
- getBeingDestroyedKeySystems() - Static method in class com.mygdx.auber.entities.KeySystemManager
- getCamera() - Static method in class com.mygdx.auber.Screens.PlayScreen
-
The camera used to render the game.
- getClosestKeySystem(float, float) - Static method in class com.mygdx.auber.entities.KeySystemManager
-
Returns the closest KeySystem to the given coordinates.
- getConnections(Node) - Method in class com.mygdx.auber.Pathfinding.MapGraph
-
Returns the list of paths that start at a particular node.
- getCost() - Method in class com.mygdx.auber.Pathfinding.Path
-
Returns the cost of the path.
- getCrew() - Static method in class com.mygdx.auber.entities.NPCCreator
-
Returns the list of Crew Members.
- getEasySprites() - Static method in class com.mygdx.auber.entities.Infiltrator
-
Gets the list of easy sprites.
- getElapsedTime() - Method in class com.mygdx.auber.entities.NPC
-
Returns how long this NPC has been waiting for.
- getFreeze() - Static method in class com.mygdx.auber.entities.Player
-
Gets whether the player is using the freeze powerup.
- getFromNode() - Method in class com.mygdx.auber.Pathfinding.Path
-
Returns the node the path comes from.
- getHardSprites() - Static method in class com.mygdx.auber.entities.Infiltrator
-
Gets the list of hard sprites.
- getHealth() - Method in class com.mygdx.auber.entities.Player
-
Returns this player's health.
- getHighlight() - Static method in class com.mygdx.auber.entities.Player
-
Gets whether the player is using the highlight powerup.
- getIncorrectArrestCount() - Static method in class com.mygdx.auber.Scenes.Hud
-
Returns the current number of incorrect arrests.
- getIndex() - Method in class com.mygdx.auber.entities.NPC
-
Gets the index of this NPC.
- getIndex() - Method in class com.mygdx.auber.Pathfinding.Node
-
Gets the index of this node.
- getIndex(Node) - Method in class com.mygdx.auber.Pathfinding.MapGraph
-
Returns the index of a particular Node instance.
- getInfiltrators() - Static method in class com.mygdx.auber.entities.NPCCreator
-
Returns the list of Infiltrators.
- getIsDestroying() - Method in class com.mygdx.auber.entities.Infiltrator
-
Gets if infiltrator is destroying.
- getKeySystemNodes() - Static method in class com.mygdx.auber.Pathfinding.GraphCreator
-
Returns the key system nodes for this GraphCreator.
- getKeySystems() - Static method in class com.mygdx.auber.entities.KeySystemManager
-
Gets the key systems managed by this object.
- getMapGraph() - Method in class com.mygdx.auber.Pathfinding.GraphCreator
-
Gets this GraphCreator's mapGraph.
- getMaxIncorrectArrests() - Method in class com.mygdx.auber.Screens.PlayScreen
-
Gets the max incorrect arrests.
- getNeighbourNodes(Node) - Method in class com.mygdx.auber.Pathfinding.GraphCreator
-
Returns every valid neighbour node to the node passed as input.
- getNode(float, float) - Method in class com.mygdx.auber.Pathfinding.MapGraph
-
Returns a node based on the x,y position of the node.
- getNodeCount() - Method in class com.mygdx.auber.Pathfinding.MapGraph
-
Return the count of how many nodes are in our search space.
- getNodes() - Method in class com.mygdx.auber.Pathfinding.MapGraph
-
The Nodes in this MapGraph.
- getNumberOfInfiltrators() - Static method in class com.mygdx.auber.Screens.PlayScreen
-
Gets the number of infiltrators.
- getPathQueue() - Method in class com.mygdx.auber.entities.NPC
-
Returns the path this NPC is following.
- getPaths() - Method in class com.mygdx.auber.Pathfinding.MapGraph
-
The connections in this MapGraph.
- getPosition() - Method in class com.mygdx.auber.entities.KeySystem
-
Gets the position of this KeySystem.
- getPosition() - Method in class com.mygdx.auber.entities.Player
-
Gets the position of this Player.
- getPosition() - Method in class com.mygdx.auber.Powerups.PowerUp
-
Returns the player's position.
- getPreviousNode() - Method in class com.mygdx.auber.entities.NPC
-
Gets the previous node that this NPC visited.
- getRandomNode() - Method in class com.mygdx.auber.Pathfinding.MapGraph
-
Returns a random node from this MapGraph.
- getRequestedPause() - Method in class com.mygdx.auber.entities.Player
-
Returns whether the user has requested pause.
- getRequestedSave() - Method in class com.mygdx.auber.entities.Player
-
Returns whether the user has requested save.
- getTeleporterLocations(TiledMapTileLayer) - Static method in class com.mygdx.auber.entities.Player
-
Get the location of the teleporters on the map.
- getToNode() - Method in class com.mygdx.auber.Pathfinding.Path
-
Returns the node the path goes to.
- getVelocity() - Method in class com.mygdx.auber.entities.NPC
-
Gets this NPC's velocity.
- getX() - Method in class com.mygdx.auber.Pathfinding.Node
-
Gets the x coordinate of this node.
- getY() - Method in class com.mygdx.auber.Pathfinding.Node
-
Gets the y coordinate of this node.
- goInvisible() - Method in class com.mygdx.auber.entities.Infiltrator
-
Sets the sprite alpha to 0, records the time the invisibility started, sets isInvisible to true.
- GraphCreator - Class in com.mygdx.auber.Pathfinding
- GraphCreator(TiledMapTileLayer) - Constructor for class com.mygdx.auber.Pathfinding.GraphCreator
-
The constructor for this MapGraph.
H
- handledSave() - Method in class com.mygdx.auber.entities.Player
-
Called when the player has been saved.
- hasCrew() - Static method in class com.mygdx.auber.entities.NPCCreator
-
Returns if this NPCCreator has crew.
- hasInfiltrators() - Static method in class com.mygdx.auber.entities.NPCCreator
-
Returns if this NPCCreator has infiltrators.
- heal() - Method in class com.mygdx.auber.entities.Player
-
Heal Auber for the full amount.
- heal(int) - Method in class com.mygdx.auber.entities.Player
-
Heal Auber for a certain amount.
- hide() - Method in class com.mygdx.auber.Screens.ChooseDifficultyScreen
-
Method implemented from abstract superclass.
- hide() - Method in class com.mygdx.auber.Screens.GameOverScreen
-
Method implemented from abstract superclass.
- hide() - Method in class com.mygdx.auber.Screens.MainMenuScreen
-
Method implemented from abstract superclass.
- hide() - Method in class com.mygdx.auber.Screens.PlayScreen
-
Method implemented from abstract superclass.
- hide() - Method in class com.mygdx.auber.Screens.TutorialScreen
-
Method implemented from abstract superclass.
- highlightUp(boolean) - Method in class com.mygdx.auber.entities.Player
-
Sets whether the player is using the highlight powerup.
- HighlightUp - Class in com.mygdx.auber.Powerups
- HighlightUp(Vector2) - Constructor for class com.mygdx.auber.Powerups.HighlightUp
-
Class constructor.
- HIGHLIGHTUP_TIME - Static variable in class com.mygdx.auber.Config
-
The time that the HighlightUp powerup affects the player for in seconds.
- Hud - Class in com.mygdx.auber.Scenes
- Hud(SpriteBatch, PlayScreen, Player) - Constructor for class com.mygdx.auber.Scenes.Hud
-
Creates the HUD using the specified SpriteBatch.
I
- INCORRECT_ARREST_DIFFICULTY_MULTIPLIER - Static variable in class com.mygdx.auber.Config
-
The amount of incorrect arrests to remove per difficulty level increase.
- incrementArrestedInfiltrators() - Static method in class com.mygdx.auber.Scenes.Hud
-
Increments the number of arrested infiltrators.
- incrementElapsedTime(float) - Method in class com.mygdx.auber.entities.NPC
-
Increases the elapsed time by the given value.
- incrementIncorrectArrests() - Static method in class com.mygdx.auber.Scenes.Hud
-
Increments the number of incorrect arrests.
- Infiltrator - Class in com.mygdx.auber.entities
- Infiltrator(Sprite, float, float, MapGraph, boolean) - Constructor for class com.mygdx.auber.entities.Infiltrator
-
Class constructor.
- Infiltrator(Sprite, Node, MapGraph, boolean) - Constructor for class com.mygdx.auber.entities.Infiltrator
-
Class constructor.
- INFILTRATOR_SPEED - Static variable in class com.mygdx.auber.Config
-
The infiltrators' speed in pixels/second.
- isBeingDestroyed() - Method in class com.mygdx.auber.entities.KeySystem
- isDestroyed() - Method in class com.mygdx.auber.entities.KeySystem
- isDestroying() - Method in class com.mygdx.auber.entities.Infiltrator
-
Whether this infiltrator is currently destroying a system.
- isHighlighted() - Static method in class com.mygdx.auber.entities.Infiltrator
-
Whether infiltrators are currently highlighted.
- isSafe() - Method in class com.mygdx.auber.entities.KeySystem
- isTaken() - Method in class com.mygdx.auber.Powerups.PowerUp
-
Returns if the player has picked up this PowerUp.
- isUsed() - Method in class com.mygdx.auber.Powerups.PowerUp
-
Used to determine if the powerup has been used and is no longer affecting the player.
K
- keyDown(int) - Method in class com.mygdx.auber.entities.Player
-
When a key is pressed, this method is called.
- KeySystem - Class in com.mygdx.auber.entities
- KeySystem(TiledMapTileLayer.Cell, String, Vector2) - Constructor for class com.mygdx.auber.entities.KeySystem
-
Class constructor.
- KeySystemManager - Class in com.mygdx.auber.entities
- KeySystemManager(TiledMapTileLayer) - Constructor for class com.mygdx.auber.entities.KeySystemManager
-
Class constructor.
- keySystemsCount() - Static method in class com.mygdx.auber.entities.KeySystemManager
- keyTyped(char) - Method in class com.mygdx.auber.entities.Player
- keyUp(int) - Method in class com.mygdx.auber.entities.Player
-
When a key is lifted, this method is called.
L
- LoadCrewFromEncoding(String, String, MapGraph) - Static method in class com.mygdx.auber.entities.NPCCreator
- loadFromEncoding(String, String, String, String) - Static method in class com.mygdx.auber.entities.Infiltrator
- loadFromString(String) - Static method in class com.mygdx.auber.entities.Prisoners
-
Loads the prisoners from a string.
- loadInfiltratorsFromEncoding(String, String, String, String, String, String, MapGraph) - Static method in class com.mygdx.auber.entities.NPCCreator
M
- MainMenuScreen - Class in com.mygdx.auber.Screens
- MainMenuScreen(Auber) - Constructor for class com.mygdx.auber.Screens.MainMenuScreen
-
Class constructor.
- mapGraph - Variable in class com.mygdx.auber.entities.NPC
-
Mapgraph for the NPC to reference.
- MapGraph - Class in com.mygdx.auber.Pathfinding
- MapGraph() - Constructor for class com.mygdx.auber.Pathfinding.MapGraph
- MAX_LOST_SYSTEMS - Static variable in class com.mygdx.auber.Config
-
The amount of systems that can be destroyed before the player loses.
- MIN_TELEPORT_DISTANCE - Static variable in class com.mygdx.auber.entities.Player
-
How close Auber has to be to a teleporter in order to teleport.
- mouseMoved(int, int) - Method in class com.mygdx.auber.entities.Player
- moveNPC(float) - Method in class com.mygdx.auber.entities.NPC
-
Moves the NPC based on their movement vector, and sets their sprite in the direction of movement.
N
- Node - Class in com.mygdx.auber.Pathfinding
- Node(float, float) - Constructor for class com.mygdx.auber.Pathfinding.Node
-
The class constructor.
- NORMAL_ARREST_RANGE - Static variable in class com.mygdx.auber.Config
-
The radius of the player arrest range circle.
- NORMAL_PLAYER_SPEED - Static variable in class com.mygdx.auber.Config
-
The speed of the player in pixels/second without powerups.
- NPC - Class in com.mygdx.auber.entities
-
NPCs use nodes to walk around and A* to navigate between them, the nodes are generated and stored in GraphCreator, while MapGraph is used to search and manipulate the node graph.
- NPC(Sprite, float, float, MapGraph, float) - Constructor for class com.mygdx.auber.entities.NPC
- NPC(Sprite, Node, MapGraph, float) - Constructor for class com.mygdx.auber.entities.NPC
-
Constructor for NPC.
- NPCCreator - Class in com.mygdx.auber.entities
- NPCCreator() - Constructor for class com.mygdx.auber.entities.NPCCreator
P
- Path - Class in com.mygdx.auber.Pathfinding
- Path(Node, Node) - Constructor for class com.mygdx.auber.Pathfinding.Path
-
Class constructor.
- PathHeuristic - Class in com.mygdx.auber.Pathfinding
- PathHeuristic() - Constructor for class com.mygdx.auber.Pathfinding.PathHeuristic
- pause() - Method in class com.mygdx.auber.Screens.ChooseDifficultyScreen
-
Method implemented from abstract superclass.
- pause() - Method in class com.mygdx.auber.Screens.GameOverScreen
-
Method implemented from abstract superclass.
- pause() - Method in class com.mygdx.auber.Screens.MainMenuScreen
-
Method implemented from abstract superclass.
- pause() - Method in class com.mygdx.auber.Screens.PlayScreen
-
Method implemented from abstract superclass.
- pause() - Method in class com.mygdx.auber.Screens.TutorialScreen
-
Method implemented from abstract superclass.
- Player - Class in com.mygdx.auber.entities
- Player(Sprite, Array<TiledMapTileLayer>, boolean) - Constructor for class com.mygdx.auber.entities.Player
-
Class constructor.
- PLAYER_START_X - Static variable in class com.mygdx.auber.Config
-
The x position the player starts at.
- PLAYER_START_Y - Static variable in class com.mygdx.auber.Config
-
The y position the player starts at.
- playerCollision(float, float, float, float) - Method in class com.mygdx.auber.Powerups.PowerUp
-
Determines if the player is touching this powerup.
- PlayScreen - Class in com.mygdx.auber.Screens
- PlayScreen(Auber, boolean, int) - Constructor for class com.mygdx.auber.Screens.PlayScreen
-
Class constructor.
- PlayScreen(Auber, boolean, String) - Constructor for class com.mygdx.auber.Screens.PlayScreen
-
Class constructor.
- PowerUp - Class in com.mygdx.auber.Powerups
- PowerUp(Vector2) - Constructor for class com.mygdx.auber.Powerups.PowerUp
-
Constructor used to instantiate the class.
- POWERUP_DIAMETER - Static variable in class com.mygdx.auber.Config
-
The diameter of powerups in pixels.
- POWERUP_START_X - Static variable in class com.mygdx.auber.Config
-
The x position the powerups spawn at.
- POWERUP_START_Y - Static variable in class com.mygdx.auber.Config
-
The y position the powerups spawn at.
- Prisoners - Class in com.mygdx.auber.entities
- Prisoners(TiledMapTileLayer) - Constructor for class com.mygdx.auber.entities.Prisoners
-
Class constructor.
R
- reachDestination() - Method in class com.mygdx.auber.entities.CrewMembers
-
Called when the path queue is empty.
- reachDestination() - Method in class com.mygdx.auber.entities.Infiltrator
-
Called when the path queue is empty.
- reachDestination() - Method in class com.mygdx.auber.entities.NPC
-
A placeholder function to be superceded by subclasses own reachDestination().
- reachNextNode(float) - Method in class com.mygdx.auber.entities.NPC
-
Called when NPC has reached a node, sets the next node to be moved to, or if the path queue is empty, destination is reached.
- removeCrewmember(int) - Static method in class com.mygdx.auber.entities.NPCCreator
-
Removes crewmember for given id.
- removeInfiltrator(Player, int) - Static method in class com.mygdx.auber.entities.NPCCreator
-
Removes infiltrator for given id.
- render() - Method in class com.mygdx.auber.Auber
-
Called when a new frame is rendered.
- render() - Method in class com.mygdx.auber.Pathfinding.GraphCreator
-
Renders the nodes and paths on the screen using their render methods, used for debugging purposes.
- render(float) - Method in class com.mygdx.auber.Screens.ChooseDifficultyScreen
-
Called every frame to render this screen.
- render(float) - Method in class com.mygdx.auber.Screens.GameOverScreen
-
Called every frame to render this screen.
- render(float) - Method in class com.mygdx.auber.Screens.MainMenuScreen
-
Called every frame to render this screen.
- render(float) - Method in class com.mygdx.auber.Screens.PlayScreen
-
Called every frame, call render methods in here.
- render(float) - Method in class com.mygdx.auber.Screens.TutorialScreen
-
Called to draw the tutorial screen.
- render(Batch) - Static method in class com.mygdx.auber.entities.NPC
-
Render method for rendering all NPCs.
- render(Batch) - Static method in class com.mygdx.auber.entities.Prisoners
-
Renders the sprites in the prison.
- render(ShapeRenderer) - Method in class com.mygdx.auber.Pathfinding.Path
-
Render method for rendering the paths between nodes, used for debugging purposes.
- render(ShapeRenderer) - Method in class com.mygdx.auber.Powerups.ArrestUp
-
Calls the superclass render method with the specified colour.
- render(ShapeRenderer) - Method in class com.mygdx.auber.Powerups.FreezeUp
-
Calls the superclass render method with the specified colour.
- render(ShapeRenderer) - Method in class com.mygdx.auber.Powerups.HighlightUp
-
Calls the superclass render method with the specified colour.
- render(ShapeRenderer) - Method in class com.mygdx.auber.Powerups.PowerUp
-
Draws this powerup using the specified shapeRenderer.
- render(ShapeRenderer) - Method in class com.mygdx.auber.Powerups.ShieldUp
-
Calls the superclass render method with the specified colour.
- render(ShapeRenderer) - Method in class com.mygdx.auber.Powerups.SpeedUp
-
Calls the superclass render method with the specified colour.
- render(ShapeRenderer, SpriteBatch, BitmapFont, boolean) - Method in class com.mygdx.auber.Pathfinding.Node
-
Renderer for the nodes, used for debugging purposes.
- resetElapsedTime() - Method in class com.mygdx.auber.entities.NPC
-
Sets the elapsed time to 0.
- resetHealStopTime() - Method in class com.mygdx.auber.entities.Player
-
Sets the heal stop time to 0.
- resize(int, int) - Method in class com.mygdx.auber.Screens.ChooseDifficultyScreen
-
Method implemented from abstract superclass.
- resize(int, int) - Method in class com.mygdx.auber.Screens.GameOverScreen
-
Method implemented from abstract superclass.
- resize(int, int) - Method in class com.mygdx.auber.Screens.MainMenuScreen
-
Method implemented from abstract superclass.
- resize(int, int) - Method in class com.mygdx.auber.Screens.PlayScreen
-
Called upon window being resized, and at the beginning.
- resize(int, int) - Method in class com.mygdx.auber.Screens.TutorialScreen
-
Method implemented from abstract superclass.
- resize(int, int) - Method in class com.mygdx.auber.ScrollingBackground
-
Resets the size of the background.
- resume() - Method in class com.mygdx.auber.Screens.ChooseDifficultyScreen
-
Method implemented from abstract superclass.
- resume() - Method in class com.mygdx.auber.Screens.GameOverScreen
-
Method implemented from abstract superclass.
- resume() - Method in class com.mygdx.auber.Screens.MainMenuScreen
-
Method implemented from abstract superclass.
- resume() - Method in class com.mygdx.auber.Screens.PlayScreen
-
Method implemented from abstract superclass.
- resume() - Method in class com.mygdx.auber.Screens.TutorialScreen
-
Method implemented from abstract superclass.
S
- safeKeySystemsCount() - Static method in class com.mygdx.auber.entities.KeySystemManager
- scrolled(int) - Method in class com.mygdx.auber.entities.Player
- ScrollingBackground - Class in com.mygdx.auber
- ScrollingBackground() - Constructor for class com.mygdx.auber.ScrollingBackground
-
Class constructor.
- selectSprite() - Static method in class com.mygdx.auber.entities.CrewMembers
-
Returns a crew member sprite, low chance of anime.
- setCanHeal(boolean) - Static method in class com.mygdx.auber.entities.Player
-
Sets whether the player can heal.
- setDestroying(boolean) - Method in class com.mygdx.auber.entities.Infiltrator
-
Sets whether this Infiltrator is destroying a system.
- setGoal(Node, float) - Method in class com.mygdx.auber.entities.NPC
-
Sets the goal node and calculates the path to take there.
- setHealStopTime(float) - Method in class com.mygdx.auber.entities.Player
-
Sets when the player stopped healing.
- setHealth(float) - Method in class com.mygdx.auber.entities.Player
-
Sets this player's health.
- setHighlight(ShapeRenderer) - Method in class com.mygdx.auber.entities.Infiltrator
-
Highlights each Infiltrator.
- setIndex(int) - Method in class com.mygdx.auber.entities.NPC
-
Sets the index of this NPC.
- setIndex(int) - Method in class com.mygdx.auber.Pathfinding.Node
-
Setter for the index of the node, used for A* Indexed search.
- setIsDestroying() - Method in class com.mygdx.auber.entities.Infiltrator
-
Sets if infiltrator is destroying.
- setIsInvisible(boolean) - Method in class com.mygdx.auber.entities.Infiltrator
-
Sets whether this infiltrator is invisible.
- setNodePath(GraphPath<Node>) - Static method in class com.mygdx.auber.Pathfinding.GraphCreator
-
Sets the nodePath for this GraphCreator.
- setPosition(Vector2) - Method in class com.mygdx.auber.Powerups.PowerUp
-
Sets the position of this PowerUp.
- setRequestedPause(boolean) - Method in class com.mygdx.auber.entities.Player
-
Sets whether the user has requested pause.
- setRGB(float, float, float) - Method in class com.mygdx.auber.Powerups.PowerUp
-
Sets the colour of this PowerUp.
- setSpeedToNextNode(float) - Method in class com.mygdx.auber.entities.NPC
-
Sets the velocity towards the next node.
- setTaken(boolean) - Method in class com.mygdx.auber.Powerups.PowerUp
-
Sets whether the player has picked up this PowerUp.
- setTeleporters(Array<Vector2>) - Method in class com.mygdx.auber.entities.Player
-
Sets the array of teleporter locations.
- setTimeInvisible(float) - Method in class com.mygdx.auber.entities.Infiltrator
-
Sets how long this infiltrator has been invisible for.
- setUsed(boolean) - Method in class com.mygdx.auber.Powerups.PowerUp
-
Returns whether the player has finished using this PowerUp.
- setUsingArrestPowerUp(boolean) - Method in class com.mygdx.auber.entities.Player
-
Sets whether the player is using the arrest powerup.
- setUsingSpeedPowerUp(boolean) - Method in class com.mygdx.auber.entities.Player
-
Sets whether the player is using the speed powerup.
- setVelocity(Vector2) - Method in class com.mygdx.auber.entities.NPC
-
Sets this NPC's velocity.
- shieldUp(boolean) - Method in class com.mygdx.auber.entities.Player
-
Sets whether the player is using the freeze powerup.
- ShieldUp - Class in com.mygdx.auber.Powerups
- ShieldUp(Vector2) - Constructor for class com.mygdx.auber.Powerups.ShieldUp
-
Class constructor.
- SHIELDUP_TIME - Static variable in class com.mygdx.auber.Config
-
The time that the ShieldUp powerup affects the player for in seconds.
- show() - Method in class com.mygdx.auber.Screens.ChooseDifficultyScreen
-
Method implemented from abstract superclass.
- show() - Method in class com.mygdx.auber.Screens.GameOverScreen
-
Method implemented from abstract superclass.
- show() - Method in class com.mygdx.auber.Screens.MainMenuScreen
-
Method implemented from abstract superclass.
- show() - Method in class com.mygdx.auber.Screens.PlayScreen
-
Method implemented from abstract superclass.
- show() - Method in class com.mygdx.auber.Screens.TutorialScreen
-
Method implemented from abstract superclass.
- speedUp(boolean) - Method in class com.mygdx.auber.entities.Player
-
Sets whether the player is using the speed powerup.
- SpeedUp - Class in com.mygdx.auber.Powerups
- SpeedUp(Vector2) - Constructor for class com.mygdx.auber.Powerups.SpeedUp
-
Class constructor.
- SPEEDUP_TIME - Static variable in class com.mygdx.auber.Config
-
The time that the speedup powerup affects the player for in seconds.
- startDestroy() - Method in class com.mygdx.auber.entities.KeySystem
-
Called when a system begins to be destroyed.
- step(float) - Method in class com.mygdx.auber.entities.CrewMembers
-
Step needs to be called in the update method, makes the NPC move and check if it has reached its next node.
- step(Player, float) - Method in class com.mygdx.auber.entities.Infiltrator
-
Step needs to be called in the update method, makes the NPC move and check if it has reached its next node.
- stopAuberHealing(Player) - Method in class com.mygdx.auber.entities.Infiltrator
-
Sets canHeal to false in player, records the time at which he stopped being able to heal.
- stopDestroy() - Method in class com.mygdx.auber.entities.KeySystem
-
Called when an Infiltrator stops destroying a system.
- SYSTEM_DESTRUCTION_TIME - Static variable in class com.mygdx.auber.Config
-
The time to destroy a system in milliseconds.
T
- takeDamage(float) - Method in class com.mygdx.auber.entities.Player
-
Take damage for amount given.
- teleport() - Method in class com.mygdx.auber.entities.Player
-
Teleport player to the other teleporter.
- timeRemaining() - Method in class com.mygdx.auber.entities.KeySystem
-
Calculates time remaining for the system to be destroyed.
- touchDown(int, int, int, int) - Method in class com.mygdx.auber.entities.Player
-
Called when a mouse left click is clicked.
- touchDragged(int, int, int) - Method in class com.mygdx.auber.entities.Player
- touchUp(int, int, int, int) - Method in class com.mygdx.auber.entities.Player
- TutorialScreen - Class in com.mygdx.auber.Screens
- TutorialScreen(Auber) - Constructor for class com.mygdx.auber.Screens.TutorialScreen
-
Class constructor.
U
- update(float) - Method in class com.mygdx.auber.entities.Player
-
Used to update the player, move in direction, change scale, and check for collision.
- update(float) - Method in class com.mygdx.auber.Screens.PlayScreen
-
Called every frame, call update methods in here.
- update(Player) - Method in class com.mygdx.auber.Powerups.ArrestUp
-
Used to update the status of this powerup every frame.
- update(Player) - Method in class com.mygdx.auber.Powerups.FreezeUp
-
Used to update the status of this powerup every frame.
- update(Player) - Method in class com.mygdx.auber.Powerups.HighlightUp
-
Used to update the status of this powerup every frame.
- update(Player) - Method in class com.mygdx.auber.Powerups.PowerUp
-
An abstract method used to update the PowerUp every frame.
- update(Player) - Method in class com.mygdx.auber.Powerups.ShieldUp
-
Used to update the status of this powerup every frame.
- update(Player) - Method in class com.mygdx.auber.Powerups.SpeedUp
-
Used to update the status of this powerup every frame.
- update(Player) - Method in class com.mygdx.auber.Scenes.Hud
-
Used to update the HUD every frame.
- updateNPC(Player, float) - Static method in class com.mygdx.auber.entities.NPC
-
Updates every NPC, to be called in a screens update method.
- updateRender(float, SpriteBatch) - Method in class com.mygdx.auber.ScrollingBackground
-
Used to update and render the background.
- useAbility(Player) - Method in class com.mygdx.auber.entities.Infiltrator
-
Causes the infiltrator to use a random ability.
V
- VIRTUAL_HEIGHT - Static variable in class com.mygdx.auber.Auber
-
The virtual height of the game.
- VIRTUAL_WIDTH - Static variable in class com.mygdx.auber.Auber
-
The virtual width of the game.
All Classes All Packages


Why vmlens?
Running your tests with multiple threads does not work. Bugs depend on a specific thread interleaving, which is often impossible to reach by simply rerunning your test multiple times. And data races only occur on specific hardware architectures and JVMs.
Therefore vmlens uses the Java Memory Model to execute all possible thread interleavings and to check for data races in the program flow. This blog post describes how vmlens uses the Java Memory Model to test all thread interleavings.


Hello! First of all, welcome! My name is T3g4n and I have coded this
absolutely amazing website! Anyway number 1, this is my about page so I
better start saying some inspirational things about why I created this
website. Anyway number 2, now that that's out of the way lets get into
saying why I created this! Well, as you know, 2020 was
The very best year to ever year; if thats actually a saying...
Well, I am a 13 year old
discord bot dev
/ gamer / athlete /
youtuber /
streamer
/ etc. I only got into coding around 5 months into lockdown. I was very
bored, watching
Youtube as you do,
and it recommeded me a video from
Worn Off Keys. The
thumbnail must have been good though, becuse I clicked on it and I guess
I started trying it out. I don't remember the exact video because at the
time of writing this I found that video around, I would like to say, 4
months ago (around august 2020), but it was probably a pretty good one.
I eventually started trying out my own code, but I only found luck with
that around a month prior to writing this (November 2020). I'm now
fairly good at coding discord bots and as you can see, terrible at html
and css but I'm getting there. Hopefully I'll be good at css and html
soon, because I honestly think that (sometimes) I am pretty good at
designing things.


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Friends
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Comments
Jenna Stones
Los Angeles, California
Solution Manager - Creative Tim Officer
University of Computer Science
An artist of considerable range, Jenna the name taken by Melbourne-raised, Brooklyn-based Nick Murphy writes, performs and records all of his own music, giving it a warm, intimate feel with a solid groove structure. An artist of considerable range.
Show more


VPKPreview
@interface VPKPreview : UIImageView
Drop-in replacement (subclass) for UIImageView
When the image
property is assigned a suitably initialised VPKImage, the VPKPreview enables Veep Viewing and Veep Editing capabilities
If assigned a standard UIImage, (or a VPKImage that doesn’t use it’s custom initialisers) this class behaves as a standard UIImageView.
See
VPKImage-
if set to YES the veep viewer will be presented regardless of whether the user has permissions to edit veeps. Default is NO.
Declaration
Objective-C
@property (assign, readwrite, nonatomic) BOOL readonly;
-
Read-only veepId - obtained from the VPKImage if initalised with a veepId, or from the imageURL if there is a matching veep available.
Declaration
Objective-C
@property (readonly, strong, nonatomic, nullable) NSString *veepId;
-
Undocumented
Declaration
Objective-C
@property (nullable, nonatomic, weak) id <VPKPreviewDelegate> delegate
-
The optional pass-through delegate sends tap gesture recogniser messages to the receiver. in the event that the VPKPreview doesn’t handle it’s tap. This is useful where the VPKPreview is view-only and the image has no associated veep content. and the host app wishes to respond to taps that the VPKPreview will ignore.
Declaration
Objective-C
@property (readwrite, nonatomic, nullable) id<VPKPreviewPassThroughDelegate> passThroughDelegate;
-
if YES the preview will animate when touched for better touch feedback. Default is NO.
Declaration
Objective-C
@property (assign, readwrite, nonatomic) BOOL animateTouch;
-
adjusts the size of the icon. Default is 50.
Declaration
Objective-C
@property (assign, readwrite, nonatomic) CGFloat iconLength;
-
use short-term caching for VeepIds. Default is YES;
Declaration
Objective-C
@property (assign, readwrite, nonatomic) BOOL useCache;
-
Shows the veep content icon.
Declaration
Objective-C
- (void)showIcon;
-
Hides the veep content icon.
Declaration
Objective-C
- (void)hideIcon;
-
Shows the veep content icon, optionally animated.
Declaration
Objective-C
- (void)showIcon:(BOOL)animated;
Parameters
animated
Enables (disables) icon animation.
-
Hides the veep content icon, optionally animated.
Declaration
Objective-C
- (void)hideIcon:(BOOL)animated;
Parameters
animated
Enables (disables) icon animation.
-
Reset the preview: sets the image, imageurl and corresponding veep metadata to nil.
Declaration
Objective-C
- (void)reset;
-
Dismisses the veepviewer or veepeditor view controller, if it is currently presented.
Declaration
Objective-C
- (void)dismiss:(BOOL)animated;
Parameters
animated
Enables (disables) icon animation.
-
returns playback time if a video is currently playing in the VPKit SDK. Returns -1 if video not loaded.
Declaration
Objective-C
- (Float64)currentPlaybackTime;
-
returns video duration if a video is currently loaded in the VPKit SDK. Returns -1 if video not loaded.
Declaration
Objective-C
- (Float64)duration;
-
returns NSDictionary of Quality of Service data for currently playing video. Returns nil if video not loaded.
Declaration
Objective-C
- (nullable NSDictionary *)qualityOfServiceDict;
-
returns a sessionId.
Declaration
Objective-C
- (nullable NSString *)sessionIdentifier;
-
returns a mediaIdentifier.
Declaration
Objective-C
- (nullable NSString *)mediaIdentifier;
-
Utility method for preview of youtube veep (experimental).
Declaration
Objective-C
+ (nullable NSURL *)previewURLforYoutubeId:(nonnull NSString *)youtubeId;


|
PERSONAL SMALL BUSINESS INSIDE ALTORO MUTUAL |
High Yield InvestmentsAltoro Mutual offers a wide array of deposit products to help you maximize your profit. If you want more information about our High Yield products, please send us your email address. Enter your email:
For more information about these products, please contact Altoro Mutual. Note: all Altoro Mutual business deposit accounts include free access to Altoro Mutuals secure, Online Banking site, where you can view account information, make payments and transfers and more. This page was last updated on: 10/12/2004 |


If I Were An ANZAC
If you were an ANZAC you would be...
When you find your ANZAC you might find it fun to transcribe some other ANZACs registration documents.


We offer guidance through training courses, ongoing one-to-one support and work placements
Individual support and advice, tailored to needs
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Accredited courses designed around parents' needs
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An in-depth, year long mentoring project including work placements
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READ SEMHAR'S FULL STORY >Great to meet you, Atlas Kompetanse from Oslo today! So good to hear of your good work with newly arrived families! takk så mye
FOLLOW US >Parent House Mentoring is different: it is all about listening and opening up a space for another parent. Training will cover all aspects of the Mentoring role and staff will provide support on to our Level 2 Mentoring work placement.
Entry Level 1 & 2 ESOL class with creche for parents with English as a second language. This course is a first step to learning and is offered twice a week. Creche onsite.
New learners please note that the enrolments are held on the 5th and 6th January 2017 from 9.30-12.00. Please book by calling one of following learning centres.
3Corners Tel: 0207 527 5083 Arsenal Red Zone Tel: 0207 704 4500 First Steps Tel: 020 7527 7002
Please note when you enrol to bring a photo ID and proof of benefits with you.
We provide a free, Ofsted-approved crèche, giving parents time to focus on themselves
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Copyright (c) 2001 Kris Burm
DVONN is played on the following
initially empty hexagonal
board.
Each player has 23 stones and there are also 3 DVONN stones (herein, red
stones).
|
Since a stack cannot move while it has no freedom, in the start of phase 3 only stacks on the edge can start moving.
| Some
examples In this position, the stack at cell d4 cannot move because it is surrounded. The white stack with the DVONN piece at f7 can move to d5, removing f8 which will be out of contact. After that, the black single stack at g6 moves up to the DVONN at h7, he will remove the 3 stones that make the g5 stack. |
Some words from the author:
|
More information can be found at the GIPF project website - DVONN it's the 4th game of a series of 6. You can play DVONN at www.brettspielwelt.de. There is a ZRF to play Dvonn with Zillions.


You can set Custom names for representing a status in Test Results Analyzer Tabular report.
Please enter a valid string, empty string and special characters are not allowed.
If option is unchecked, Test Result Analyzer will reset the values to default.


Smart Garden
Irrigation Status
Stopped Successfully
Garden Summary
Irrigation Status
Last Average Dry Level
Last Irrigation History
Configuration
Irrigation Duration
Max Dry Level
Dry Level Poll Count
Dry Level Poll Frequency
Average Dry Level
Irrigation History
ID
Start Time
End Time


Conveniently located just 3 miles from Logan International Airport.
200 Seaport Boulevard Boston, MA 02210 Get Directions


Giving
white light fund
glassybaby was founded in Seattle, Washington in 2001 by three time cancer survivor Lee Rhodes. During chemotherapy, Lee met many patients who could not afford their basic needs during treatment. when lee founded glassybaby, it was with the core mission of helping to alleviate these struggles. This year, glassybaby will donate their $10 millionth dollar to non-profit organizations that provide hope and healing. our journey has only just begun. Seeing how far this giving community has come, just imagine where this precious vessel will take us tomorrow.
Giving
Family
Sustainability
Giving: the reason glassybaby exists is to give.
Family: we are a community of kindness. Everyone is welcome. Just bring a story.
Sustainability: our handblown glass products are made from the earth, and we are committed to protecting it.
Within our hot shops in Seattle and Berkeley, more than 80 glassblowers inspired by your stories, devote themselves to handcrafting each unique glassybaby, from sand to hand to heart. It looks like a dance with heat and light. glassblowers step and dip, blow, spin, and roll the molten glass that will become a glassybaby. But when you watch a while, you notice how each glassblower plays a role in the dance.


Hello, my name is Lauren and I am an undergraduate at MIT, class of 2018. My academic background is in Mechanical Engineering with a minor in Computer Science, concentration in Design. I have a wide range of experience, from Product Design, Mechanical Design, Robotics, User-Interface Design, to coding and Finance.
I enjoy ideating, making, and learning the skills required to make my ideas a reality. Whether it's design, programming, or machining, I hope to build the knowledge and skills to create products that will make an impact.
I am currently working on a thesis with the MIT Biomimetics lab on developing a simple model for shoe force sensor data, and extending the data model to analyze walking gait. Below is a photograph of the smart shoe, assembled with the shoe force sensors.
For experimentation, the force sensor is attached to a 4-axis CNC mill, where the reaction force applied to the shoe force sensors is measured by an external force sensor at the bottom of the setup. My co-researchers and I programmed a set of toolpath to simulate various components of walking: compression, shear, angled contact, and rolling. The force sensor at the bottom of the setup outputs accurate force measurements, and we compare voltage outputs from the shoe force sensor, and attempt to match the two sets of data. We also created finite element simulations using Abaqus to validate our results, finding functions to relate voltage output to force. I focused on analyzing and developing models for various angle compressions and rolling motions for the shoe force sensors. Below is an animation of one of the simulations created in Abaqus for analysis.
Below are the results from analysis. We discovered a linear correlation between angle of contact and force/voltage output. We also learned the effect of change in rolling angle is dependent on compression level.
We submitted our results to a mechanical engineering research conference, MERE, at MIT. Below is the poster we presented.
At Cambridge University, I worked on a mehcanical design of automotive suspension for formula student car racing. Given the tire, brake caliper, and specified racing rules, I designed the hub, axis, brake plate, steering arm, and upright. The axle is designed with further detail with hole/fastener tolerances.
More details on the project can be found on my report linked here.
At Cambridge University, I worked on redesigning the stethoscope with a multidisciplinary team. Stethoscope is an outdated yet imperative technology for general physicians. It heavily relies on the hearing of the treating physician to pick up small irregularities, and it is difficult to procure a second opinion. We hope to design a stethoscope that will filter and extract critical sounds and provide real time data visualisation and feedback without disrupting the image and symbolism of the stethoscope. Our system will also become integrated with L2S2 database for future data storage. Below is the final presentation poster we presented to important stakeholders
I primarily focused on data visualization of sound data from the stethoscope, and designing the user interface for potential clients. I began with interviews with general physicians and other students who have worked on similar projects in signal processing. In early stages, I sketched out designs of potential user interfaces.
Through some research and testing with matlab tools, I decided to represent sound data using spectrograms. Spectrograms were able to give clear depictions of individual heart beat sounds and the intensity of the sounds. With that in mind, the final UI I designed incorporated the spectrograms, and is modified from previous design to allow more filtering customization and easy-data comparison.
<In addition, I programmed a MATLAB GUI that takes in filtered sound and converts the data to spectrogram in real-time.
More details on the project can be found on my report linked here.
2.008 taught me to design for mass manufacturing and work as a team member. The course exposed me to various methods used in mass manufacturing, such as injection molding and thermoforming, and how to design for a specific process to balance cost, rate, quality, and flexibility.
The yoyo design my team created was inspired by the solar system. When the yoyo is thrown, the ball bearings,represents the planets, in the orbital tracks roll around and the led light in the middle, the sun, lights up.
I worked on producing the lid seal ring for the yoyo. The critical dimension of the lid seal was the inner diameter of the snap fit with the yoyo body. A 0.01 inch interference ensured the yoyo held together and would survive drop tests.
The mold of the part was designed in solidworks, later transfered to Mastercam for CNC lathe work.
I went through many interations of injection mold testing to find a optimal parameters that gave the ideal shrinkage and fit the designed tolerances.
The resulting part had a perfect 0.01 inch interference and was easily mass produced on the ENGEL injection molding machine.
More details on the project can be found on our team blog.
For 2.007 Design and Manufacturing 1, I designed and fabricated a multi-stage lifting robot for an American Revolution themed competition. The goal of my robot was to lift a latern approximately 40 inches off the ground, and place it on the "Old North Church".
I brainstormed and researchd various designs such as scissor lifts, rack n pinion, multistage lifts, and protyped them quickly with cardboard and foam. I created CAD models of potential grippers for grabbing lanterns, which would be attached to the lifting arm.
One of the important calculations I did for this robot was on the torque of the given motors, selecting the appropriate one powerful enough to lift a heavy mechanism.
After prototyping and testing, I decided on a multi-stage lift driven by a winch, string, and mini-pulleys. I chose a multi stage lift because it reached more height than a 6 bar lift, and more controllable than a scissor lift. If I opted for a rack n pinion, I would still have to build a multi-layer lift, and finding the right fit for a slot to limit movement of the rack n pinion would be a challenge.
For the first half of the class I built a prototype to test the multi-level lift. I found out my design did not have enough restraints on unwanted degrees of freedom.
During full production, I went with a design where each level is stacked in front of the previous level, and is connected and restrained by a sliding slot and linear bearing. My inspiration came from sliding drawers. The biggest issue I ran into with this design was minizing friction between levels, around the slot, while still giving enough constraint to allow only 1 degree of freedom.
For the final design, I had a multi-level lift with four wheeled two-wheel drive. This allowed less power usage than 4 wheel drive, and was easier to control. I opted for a spectula-like lantern lift, which was simple to make, modify, and took advantage of the fact the "lanterns" had two "legs" creating a slot underneath.
Although my robot was not a winning robot, I learned a lot throughout the process. I learned about the mechanical designing process, how to better manage my time to make the lab hours fit into my schedule. I learned to be patient, and that starting over and remaking the parts hoping for better tolerances is not always the solution. I learned to problem solve and improve upon the existing design to make mechanisms work, and to ask questions and utilize the resources around me.
This paperweight project was a precursor to the yoyo project to familiarize ourselves with Mastercam, CNC lathe, and CNC mill. My partner and I were both once apart of the organizing team for MakeMIT, a hardware hackathon. As a result, we chose to put its logo on our paperweights.
The machining process plan we ended up using is and the final product shown below
2.00B toy design was the first design class I took. Coming in as a freshman at MIT, I was excited to participate in a hands-on project class with a child's heart and mind.
The class taught us the design process, from quick brainstorming, eliminating ideas, prototyping, to budgeting, interviewing our target audience, testing, and presentation.
The toy my team (team ostrich) created was "Texture Sketcher". The target audience are children in pre-school. Texture Sketcher is a drawing kit that allows kids to easily add in textures to their coloring books. It acts as a container for coloring tools and a drawing surface that sits nicely in a child's lap so children can take it with them wherever they go.
Texture Sketcher's outer structure is made using thermoformed ABS plastics. The black surface is a magnetic surface where "texture" magnetics can easily stick on. The "textures" were cut using a vinyll cutter.
During our testing sessions with kids in the Boston children's musuem, we received positive responses from parents and kids. They really enjoyed the added feature of drawing textures as well as the freedom of design their own textures.
Watch our presentation on the class website and scroll down to team ostrich!
The hammock represents my interpretation of symbiosis. Symbiosis in this case is interpreted as the coexistence between generations, old and young. However, as technology develops and time passes, the new generations is slowly beginning to lose their roots. The younger generations have slowly formed its own culture, the simple and bland.
In attempts to connect the younger generation with its roots, the hammock act as a means of promoting storytelling, especially stories of culture and tradition. A voice recorder is installed separately but next to the hammock, with directions that prompts people to record and listen to the existing recordings. The hammock is oriented such that the colorful side, traditional side, is closest to the voice recorder. The painting on the hammock fades to white canvas as the fabric is further away from the recorder. The pattern on the hammock was painted to stimulate conversation relating to culture and passage of time. The pattern represents my Chinese roots, with ancient Chinese scripts slowly changing to simplified Chinese scripts. The hammock is made big enough for two people to sit and lay there to begin a conversation.
This hammock can be seen as both an installed piece of painting or an object of interaction, ideally both. The goal is to have the hammock become the starting point of many conversations and the continuation of storytelling.
This project taught me to put meaning to every descision of my design. The critics gave me advice on how, for an intereactive piece, I must find a way to engage the audience the way I intended it through user-testing and iterations.
This is an interpretation of a time machine. As we go through our lives, we attempt to make marks and impressions around us. We hope that our existence has a meaning, and maybe the future generation will remember.
The tank of water with ferrofluid is a representation of how our impressions fade. People can come up to it and leave their marks, write whatever they want with a magnet. But their marks only lasts for a day. Only a faint trace will be left. Similar to the marks we make in real life, it starts out strong, but it's only a matter of time before it fades away.
Time fades everything.
Despite the final project being simple, my team and I went through many obstacles and iterative ideation to come up with the idea. This class showed me how to think like a designer and design with a purpose. For the first time I became aware of my ridgid and straightforward way of thinking as an engineer. It challenged me to be creative and think outside the box. This class also taught me the importance of presentation, and how it can manipulate perspectives. My group and I focused on video and photo presentation, and we had a challenging time portraying an abstract concept through media.
Chora is a web application designed for choreographers so that they can better plan formations and transitions for their pieces, making the choreographing process smoother.
The login page in our scheme, designed to be simple and efficient.
The dashboard was designed to be pinterest style. Each of the icons are draggable objects so that the user can customize the look of the dashboard as they like.
The menu was designed so that users would have easy access to their dancers, increasing the efficiency of the system. The close proximity reduced the mouse distance needed to select a dancer. The trash was placed below to simulate the action of ‘dropping’ a piece into the trash as a form of natural mapping. One a user name is selected from the menu, it is erased. This is to provide visual feedback to the user, and increase the efficiency by reducing the menu-size with each plot.
The color menu was designed to mirror the dancer menu, but with colors. The large size of the selections made the feature efficient. The color menu appears intuitively on the second click, adding to the learnability of the system. Anonymous dancers cannot have their colors changed because they do not yet have an identifier.
Transitions were designed to work from the previous formation slide. The previous slide is copied and faded out. The user can drag from a dancer’s original position to their new position, with an arrow recording the movement. These new positions are changeable (the user can re-drag the dotted circle and replace the end point). Additionally, new dancers can be plotted on a transition side. This is so that transitions that involve entering the stage by different dancers is also possible. Transition slide menus mirror those of the original formation slide.
We included preset formation templates that is easily accessible via the side menu bars. This feature will help make the process more efficient since choreographers can reuse common and previous formations, spending less time moving the mouse around the screen. It also serves as a starting point to generate new formations.
Ghost slides are not editable but display the slide directly before and after the current slide edited. This helps users keep track of their progress and more easily visualize transformations from one formation to the next.
We included an audio portion to the project. This is to help users keep track of where in the song they’re choreographing, marked by the ticks above the waveform. If we were to extend this project in the future, we would include the option to drag the music slider and place formations/transitions wherever the user wanted to place them.
It is eye-friendly yet engaging. In order to see contrast and provide more options in grouping dancers, we also included a palette with a wider range of colors.
If you would like more details on the implementation, please see the document linked.
If you would like to see our application in action, here is the link.
I grew up in a community where suicides were common. My high school was known in bay area, CA as "the school with suicides". Before I entered high school, there was at least 1 suicide a year. During my high school career I was fortunate not to lose any of my classmates. However, the year after my graduation my high school lost three members in its community. More than 10 of classmates my year came out with their mental health struggles in high school on facebook. My freshmen year at MIT, we lost three members in our community, including one my year.
When I joined DFA and was given a chance to tackle a problem in the community I deeply cared about, I wanted to learn about mental health. I was fortunate to be matched with three other students who were also deeply passionate on the topic and were involved in various communities on campus tackling mental health on campus.
We focused primarily on the MIT community. Through various student interviews, it was clear to us that students are not getting the help they needed. Due to stigma against mental health, and even just being emotional, people are resistant to opening up about their emotional struggles. Instead they hide how their feeling and not seeking the help they need. This is why we want to make mental health tangible and increase awareness. We want people to understand that things like depression or anxiety are as serious as broken bones.
Campus Feels, a web application portal we are designing, aimes to change the mental health climate at MIT. Campus Feels will allow MIT students to each have a personal interface and dashboard. Each user has the option to input their mood and feelings into the system. With the data gathered from many students, Campus Feels will display the mood the campus. Using the data we collect, we want to show students that they are not alone. We all experience stress. We all experience times where we are overwhelmed. And most importantly, it’s not a weakness to admit this and reach out for help. We feel that the anonymity of Campus Feels, our project, will help students begin talking about how they feel.
The UI design for our web application is shown below:
By beginning this conversation, we hope that people will be more open to sharing their hardships and seeking help when they need it. In addition to sharing these struggles, Campus Feels is a medium to express why we are happy and share that happiness with others. It is often forgotten that we all chose to come here and that there are many reasons why MIT is amazing. It is important to be reminded of these positive things that are often lost during stressful times.
Another aspect of our website is that it bridges the gap between the administration and students. It allows the administrators to understand what MIT students are feeling and understand how they can help.
The biggest challenges in design the user-interface are how to quantify feelings and moods, and how we can integrate this website as part of MIT culture. We want to keep students engaged so we can have a constant stream of data. We played around with various data input methods, finding a balance between convenience, efficiency, and accuracy. We are also in contact with mentors about ways we can gamify the application to keep students engaged.
The user-interface we have so far is shown. Our next step includes finish implementing the application, testing, and reiteration.
MakeMIT has a special place in my heart because not only was it one of the most valuable experiences at MIT, but I also found a team.
MakeMIT is a hardware hackathon. Our goal is to foster creativity amongst our hackers. We provide materials such as 80/20, arduinos, motors, wires, legos, and more. We also provide hand tools, drill press, table lathe, and option to have parts 3D printed and laser cutter by trained volunteers. We take suggestions from hackers for what they want and need for them to prototype their ideas.
As a organizer, my goal is for all attendees have the best experience possible. I arranged event logistics such as an efficient check-in system, manage sponsorships, volunteers, and make sure all attendees are actively engaged.
Being on the organizing team forced me to step out of my shoe and think from different perspectives. It taught me to always be prepared and have a backup plan. The most rewarding part of the experience is the expo review, where at the end of the hackathon, hackers show us and the judges their progress. The projects vary from fun hacks such as hot dog makers, automatics spicers, to holograms and machines to help the blind. I am constantly amazed by the creativity and capability of our hackers, and am proud to have helped hackers achieve their goals.
Through organizing MakeMIT, I also learned to work in a team. I learned to be a teammate and leader. Someone who others can rely on but also seek as a resource.


We consider lensing by a plasma whose electron density takes the form of a Gaussian random field with a Kolmogorov power spectrum: in the thin lens approximation, the lens is effectively two-dimensional and the power spectrum \(P(k)\propto k^{-{5\over 3}}\). This is a good model for twinkling produced by a turbulent medium.
The following picture shows a realization of the lens:
We calculate the intensity pattern produced by this lens, comprising an intricate caustic network with diffraction fringes:
We also consider a 2d Gaussian random field with a power spectrum \(P(k)\propto k^{-1}\):
The intensity pattern for this case are shown below, again for various lens strengths.


1 These customs, then, and others besides, which I shall indicate, were taken by the Greeks from the Egyptians. It was not so with the ithyphallic images of Hermes; the production of these came from the Pelasgians, from whom the Athenians were the first Greeks to take it, and then handed it on to others.
2 For the Athenians were then already counted as Greeks when the Pelasgians came to live in the land with them and thereby began to be considered as Greeks. Whoever has been initiated into the rites of the Cabeiri, which the Samothracians learned from the Pelasgians and now practice, understands what my meaning is.
3 Samothrace was formerly inhabited by those Pelasgians who came to live among the Athenians, and it is from them that the Samothracians take their rites.
4 The Athenians, then, were the first Greeks to make ithyphallic images of Hermes, and they did this because the Pelasgians taught them. The Pelasgians told a certain sacred tale about this, which is set forth in the Samothracian mysteries.


Cardi B knows no one in Ghana, including myself – Shatta Wale
by Sanya AgunbiadeDancehall artiste Shatta Wale has blasted Ghanaian celebrities over their antics yesterday when Cardi B failed to meet with them, saying Ghana is a village and the rapper knows no one in the country.
Yesterday a list of Ghanaian celebrities and media personalities including Hajia4Real, Afia Schwarzenegger, Moesha Boduong, Efia Odo, Wendy Shay, Nikki Samonas and Ameyaw Debrah received invitations from organizers of the event ahead of Cardi B’s musical performance at the Accra Sports Stadium.
Clad in the best of dresses in anticipation, they were made to wait for six hours after which they were told Cardi B would be at the function in two hours.
Hajia4Real, a very good friend of Shatta Wale registering her displeasure stated that she felt embarrassed having waited for hours.
Reacting to the development, Shatta Wale in a video clip said:
“Ghana artistes, stop dey do that thing. You like dey do ahushieshe too much. What’s up?  Cardi B be stripper, she be street girl, she understands street.”
https://twitter.com/shattawalegh/status/1203860602696937472
IN OTHER NEWS
I’ll bring home Grammy Award, then we’ll celebrate – Burna Boy
Nigerian singer, Burna Boy has stated that he will bring home the Grammy Awards and it will call for celebration with his fans. READ FULL STORY HERE
Follow us on Facebook – @Lailasnews; Twitter – @LailaIjeoma for updates


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Hyderabad has been bestowed with many interesting tourist spots which have been fascinating people of all age groups for many years now. Birla Science Museum is one of the popular tourist attractions in the city which has been captivating not just younger ones but also adults.
Known for transferring scientific knowledge among everyone, Birla Science Museum has been educating people since many years now. The best part about this science museum is the fact that that this dissemination of information is done in an interactive way. Second phase of B.M. Birla Science Centre this museum was opened in 1990. Nothing less than a heaven for those with special interest in science, this museum makes learning a fun filled process. Birla Science Museum has various sections, each section presenting an amazing set of exhibits, each dedicated to a specialised field. These are Interactive Science Section, Archaeology and dolls museum, Nobel Gallery, Antarctica Diorama, NRSA, Dvaraka Diorama, IEEE and Dinosaurium. Interactive Science Centre is one of the many sections where exhibits are designed on the basis of various Physics laws, mechanics, perception, vibration and sounds, energy and motors, electricity and magnetism and intriguing concepts of optical illusions and many other concepts. Mix Colors, Arch Bridge, Lift Yourself Up, Action-Reaction, The Magic Ball, Pedal Power and See Sounds are a few of the exhibits at the interaction Science section. If interested, you can also plan your visit to the Birla Planetarium Hyderabad. Many other sightseeing places are located near to this place, once such place is the Birla Mandir Hyderabad.
Another popular section of Birla science museum Hyderabad is the Archaeology and Dolls Museum, which displays a range of excavated materials from pre, early historic and Megalithic Periods along with various manuscripts including palm leaf manuscripts, carvings, paintings, temple wares, etc. All the materials are the result for three meticulously carried out excavations by the Birla Archaeological & Cultural Research Institute (BACRI). Another Section, Dinosaurium is something to look forward too. It boasts of a rare collection including fossils the Dinosaur, Kotasaurus, which dates back to almost 160 million years. These fossils were excavated from Yamanpalli in the Adilabad d strict.
For those interested in electronics, there is an electronic section which explores the fascinating world of scientific developments. Its most attractive feature is a harp which plays a note automatically as soon as a visitor puts his or her hand over it. It has sensors on strings. Holograms displaying varied images of plants, faces and drawings also captivate visitors at Birla Science Museum. Nirmala Birla Art Gallery is one more interesting section. As the name suggest this art gallery displays a huge collection of various beautifully creations. It is consisted of a complex maze of crystal dolls and sculptures. An ivory architecture which boasts of intricate carvings and figurines add on to the overall beauty of this place. You also have sections which catered to the cosmos and prehistoric era as well. You can plan your visit at any day and need not restrict to weekends only as Birla Science Museum Hyderabad timings are from 10.30 am to 8 pm. There is ample of parking facility as well.


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Man suffers arm injuries during paramilitary-style assault in Co Down
by Marie Louise McConvillePOLICE have appealed for information after a man aged in his thirties suffered injuries to his arm during a paramilitary-style assault in Co Down.
The man was targeted in the area of the football pitches in the Kilcooley area of Bangor at around 8pm last night.
Following the assault, the man was taken to hospital where he remains.
A PSNI spokesman said: "This was a despicable attack, and those involved in this type of attack do not represent the interests of any community, nor do they contribute anything to it."
Police have appealed for information.


ELIZABETH (1998) Review by Victory A. Marasigan http://www.gl.umbc.edu/~vmaras1/reviewsidx.html
Elizabeth is a potent historical drama set in England in the mid-1500s. It is a time when stately royal ceremonies are as commonplace as public burnings. Internally, the Catholics wage war against the Protestants. Meanwhile, Spain, Scotland and France strategize their next moves in the struggle for power. Little does England know that a young woman named Elizabeth (Cate Blanchett) will be their greatest hope for survival.
The film charts Elizabeth's tumultuous struggle to gain true power over her kingdom. As a Protestant, she is the last person any of the Catholic royalty would want to be Queen. But her half-sister Queen Mary (Kathy Burke), deathly ill and unable to conceive a child, pleas with Elizabeth to take over the throne. Mary gives her her blessing on only one condition: that Elizabeth renounce her faith and uphold the teachings of Catholicism across the land. Once declared Queen, Elizabeth immediately finds herself under assault, both by her own subjects (including the Duke of Norfolk, played with steely-eyed grace by Christopher Eccleston) and by forces abroad. Slowly but surely, the neophyte ruler takes England by its reigns and forges a new path for her kingdom.
Elizabeth is surrounded by a keenly drawn cadre of subjects and advisers. Her closest ally is the mysterious Sir Francis Walsingham (Geoffrey Rush, in a perfectly subtle performance). Also on her side is Sir William Cecil (Sir Richard Attenborough), her well-meaning but misguided chief adviser. With few people she can trust, Elizabeth must prove her self-worth any way she can, even if it means being the iron-fisted ruler she secretly despises.
Blanchett deserves an Oscar for her performance as Elizabeth. She portrays the young Queen with just the right balance of gawky self-consciousness and shrewd charisma. Though not a classical beauty, Blanchett is able to entrance the viewer with just a coy smile or an impish smirk. She is at home with her character's playful tendencies, particularly in one scene where Elizabeth dances unabashedly with childhood friend and lover Lord Robert Dudley (Joseph Fiennes). Whether fending off unctuous suitors or "playing" the Houses in court, Blanchett's Elizabeth radiates a confidence which impossible to dislike.
Almost as interesting as the character of Elizabeth are Shekhar Kapur's visual delights. He and cinematographer Remi Adefarasin have crafted a film with a rich color palette that is a feast for the eyes. Rolling green hills, extravagant ceremonial galas, dark and foreboding corridors -- all are depicted with a real sense of artistic appreciation. The castles and cathedrals of Europe have rarely been doted on so lovingly as they are here.
Though writer Michael Hirst's script gets a little murky at times, and his injections of humor get a little overplayed, Elizabeth pulses with the right amount of dramatic and cinematic verve to make it just deserving of a theatrical viewing. As a whole, the story survives because Elizabeth's struggle is one which deserves attention. By the time she makes her shocking (but very sensible) final declaration, we're ready to bow to Elizabeth as our own Queen.
GRADE: A-
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