new GameObject(params)
Parameters:
| Name | Type | Description |
|---|---|---|
params |
object | All parameters are optional |
- Source:
Properties:
| Name | Type | Argument | Default | Description |
|---|---|---|---|---|
id |
String |
<optional> |
"0-999999999" | the gameObject id |
name |
String |
<optional> |
"noname" | use name to detect precise type (example player) |
tag |
String |
<optional> |
"none" | use tags for quick type recognition (example characters) |
parent |
GameObject |
<optional> |
null | if you want to set it a parent on creation |
childrens |
Array-GameObject |
<optional> |
[] | if you want to give childs on creation |
position |
Vector2 |
<optional> |
if you give a Vector2, this have to be Vector2 class not a nested object |
|
x |
Float |
<optional> |
0 | x position |
y |
Float |
<optional> |
0 | y position |
z |
Float |
<optional> |
0 | z position |
zindex |
Int |
<optional> |
0 | zindex to order the same z axis objects |
renderer |
Renderer |
<optional> |
give a renderer |
|
renderers |
Array-Renderer |
<optional> |
give some renderers |
|
collider |
Collider |
<optional> |
||
rigidbody |
RigidBody |
<optional> |
work in progress |
Examples
// the most simple example var ship = new DE.GameObject();
// with positions var ship = new DE.GameObject( { "x": 100, "y": 200, "zindex": 1, "name": "ship", "tag": "player" } );
// a complete GameObject with a sprite and a CircleCollider var ship = new DE.GameObject( { "x": 100, "y": 200, "zindex": 1, "name": "ship", "tag": "player" ,"renderers": [ new DE.SpriteRenderer( { "spriteName": "ship", "offsetY": 100 } ) ] ,"collider": new DE.CircleCollider( 60, { "offsetY": 50 } ) } );
Members
-
<private, static> this.automatism :Object
-
Type:
- Object
- Source:
-
<private, static> this.biggerOffset :Sizes
-
Type:
- Source:
-
<protected, static> this.childrens :Array-GameObject
-
Type:
- Array-GameObject
- Source:
-
<protected, static> this.collider :Collider
-
Type:
- Source:
-
<static> this.cursorOnOver :Bool
-
set true will automatically change cursor to pointer on over, and remove it on not over the GameObject must have a collider
Type:
- Bool
- Source:
-
<static> this.enable :Boolean
-
Type:
- Boolean
- Source:
-
<protected, static> this.flag :String
-
Type:
- String
- Source:
-
<static> this.id :String
-
Type:
- String
- Source:
-
<protected, static> this.indexMouseOver :Array
-
register which cursor is over (used to fire Enter and Leave events)
Type:
- Array
- Source:
-
<protected, static> this.isMoved :Boolean
-
register if moved, can be used for collisions, advanced buffers
Type:
- Boolean
- Source:
-
<private, static> this.killArgs :Object
-
Type:
- Object
- Source:
-
<protected, static> this.moveData :Object
-
object used to apply move translation
Type:
- Object
- Source:
-
<static> this.name :String
-
Type:
- String
- Source:
-
<static> this.parent :GameObject
-
Type:
- Source:
-
<protected, static> this.position :Vector2
-
Type:
- Source:
-
<protected, static> this.renderer :Renderer
-
quick access to renderers[ 0 ] (in 90% of cases we use the one renderer)
Type:
- Source:
-
<protected, static> this.renderers :Array-Renderer
-
Type:
- Array-Renderer
- Source:
-
<protected, static> this.rigidbody :RigidBody
-
Type:
- Source:
-
<protected, static> this.scene :Scene
-
Type:
- Source:
-
<protected, static> this.shakeData :Object
-
object used to apply shake
Type:
- Object
- Source:
-
<static> this.tag :String
-
Type:
- String
- Source:
-
<static> this.zindex :Int
-
Type:
- Int
- Source:
Methods
-
add(gameObject)
-
add all given gameObjects as children's, if you add only one gameObject, call addOne you can call this method with array, single object, or multi arguments objects, look at examples.
Parameters:
Name Type Description gameObject
GameObject gameObject to add
- Source:
Examples
myObject.add( car ); // just one object, you should call addOne instead
myObject.add( car, car2, car3, banana, turtle ); // using multi arguments
var myArray = [ object1, object2, object3 ]; // declare an array with object inside as you wish myObject.add( myArray ); // then call add with array directly
var myArray = [ object1, object2, object3 ]; // declare an array with object inside as you wish var myArray2 = [ object4, object5, object6 ]; // declare a second array with object inside as you wish myObject.add( myArray, myArray2 ); // then call add with array and multi arguments
-
addAutomatism(id, methodName, params)
-
This provide you a way to make your custom update / logic
You have to set a name on your automatism (to be able to remove it/change it later) if you provide a name already used you automatism will be overred
- if you set an interval, this automatism will be called each MS given
- if you set persistent to false, it will be removed after the first call
This method call only a protected/public method member of your GameObjectParameters:
Name Type Argument Description id
String unique id to be able to remove it later
methodName
String the method to call each time
params
Object <optional>
parameters see below
- Source:
Properties:
Name Type Argument Description interval
Int <optional>
delay between 2 calls
persistent
Boolean <optional>
if false, your automatism will be called only once
value1
Undefined <optional>
you can provide a first value
value2
undefined <optional>
you can provide a second value if you provide preventEvents, all kill events will be prevented
Examples
// this will call myObject.gameLogic() each updates myObject.addAutomatism( "logic", "gameLogic" );
// this will call myObject.checkInputs() each 500ms myObject.addAutomatism( "inputs", "checkInputs", { "interval": 500 } );
// this will call myObject.askToKill() in 2.5 seconds // with parameters preventsEvents = true and will remove itself after myObject.addAutomatism( "killMeLater", "askToKill", { "interval": 2500 , "value1": { preventEvents: true } // we want prevent the kills events fired when die , "persistent": false } );
-
addOne(gameObject)
-
add one gameObject as child, call this one if you have only 1 gameObject to add, it's faster
Parameters:
Name Type Description gameObject
GameObject gameObject to add
- Source:
Example
myObject.addOne( car );
-
addRenderer(renderer)
-
add given Renderer to this GameObject and return current GameObject instance
Parameters:
Name Type Description renderer
Renderer - Source:
Example
myObject.addRenderer( new DE.SpriteRenderer( { "spriteName": "ship" } ) );
-
<protected> applyMove()
-
apply the move transition each update You shouldn't call or change this method
- Source:
-
<protected> applyShake()
-
apply the shake each update You shouldn't call or change this method
- Source:
-
askToKill(params)
-
delete the object
this is the good way to destroy an object in the scene
the object is disable and the mainloop will destroy it at the next frame
trigger a kill event with current instance, and call onKill method if providedParameters:
Name Type Argument Description params
Object <optional>
- Source:
Properties:
Name Type Argument Description preventEvents
Boolean <optional>
will prevent all kill events
preventKillEvent
Boolean <optional>
will prevent the kill event
preventKilledEvent
Boolean <optional>
will prevent the killed event if you provide preventEvents, all kill events will be prevented
Examples
myObject.askToKill();
myObject.askToKill( { preventEvents: true } );
-
bindGlobalEvent(eventType, isLast)
-
bind a global event on the scene use this but be sure to declared target function before
Parameters:
Name Type Argument Description eventType
String Down, Up, Move, case sensitive
isLast
Boolean <optional>
if you want this event have to be called after all other of the same type was
- Source:
-
<protected> delete(object)
-
delete the object
Parameters:
Name Type Description object
GameObject object reference or object index in the childrens array
- Source:
-
fade(from, to, duration)
-
create a fade from alpha to alpha on all renderers, with given duration time
Parameters:
Name Type Argument Default Description from
Float start value
to
Float <optional>
0 end value
duration
Int <optional>
500 fade duration in ms
- Source:
Example
myObject.fade( 0.5, 1, 850 );
-
fadeIn(duration, force)
-
fade all renderers to alpha 1 with given duration time fade start to the current alpha, or 0 if force is true
Parameters:
Name Type Argument Default Description duration
Int <optional>
500 fade duration in ms
force
Boolean <optional>
false if true will set alpha at 0
- Source:
Example
// alpha = 1 in 850ms myObject.fadeIn( 850 );
-
fadeOut(duration, force)
-
fade all renderers to alpha 0 with given duration time fade start to the current alpha or 1 if force is true
Parameters:
Name Type Argument Default Description duration
Int <optional>
500 fade duration in ms
force
Boolean <optional>
false if true will set alpha at 1 before fade
- Source:
Example
// alpha = 0 in 850ms myObject.fadeOut( 850 );
-
fadeTo(to, duration)
-
create a fade to val on all renderers, from current alpha value with given duration time
Parameters:
Name Type Argument Default Description to
Float <optional>
0 end value
duration
Int <optional>
500 fade duration in ms
- Source:
Example
myObject.fadeTo( 0.5, 850 ); // don't care if alpha is 0.2 or 0.8
-
focus(gameObject, params)
-
give a target to this gameObject, then it will focus it until you changed or removed it you can lock independent axes, and set offsets
Parameters:
Name Type Argument Description gameObject
GameObject is the target to focus on
params
Object <optional>
optional parameters, set offsets or lock
- Source:
Example
// create a fx for your ship, decal a little on left, and lock y fx.focus( player, { lock: { y: true }, offsets: { x: -200, y: 0 } } );
-
getChildByName(name, recursive)
-
return the children by name
Parameters:
Name Type Description name
String name of the GameObject
recursive
Boolean if you want to look in childrens childs
- Source:
-
getHarmonics()
-
return absolute harmonics (sin, cos)
- Source:
-
getPos()
-
return absolute position
- Source:
-
getRotation()
-
return the absolute rotation
- Source:
-
<protected> killMePlease()
-
this function is called when the mainLoop remove this GameObject (after an askToKill call)
you shouldn't call it directly, if you do it, maybe other GameObjects in the current frame are dealing with this one and should produce errors
if you provided to askToKill a preventEvents or a preventKilledEvent this will not trigger killed event and will not call onKilled method if provided- Source:
-
lookAt(vector2)
-
rotate the GameObject to look at the given 2D position
Parameters:
Name Type Description vector2
Vector2 can be a simple position x-y
- Source:
-
<protected> moved() → {GameObject}
-
helper to know if an object has moved since last frame (usefull for collisions or custom buffer optimisation)
it's used by the engine but you can use it to, to improve renderings or collisions- Source:
Returns:
current instance
- Type
- GameObject
-
moveTo(pos, duration, callback)
-
create a fluid move translation you can only have one at a time
Parameters:
Name Type Argument Default Description pos
Object give x, y, and z destination
duration
Int <optional>
500 time duration
callback
function will be called in the current camera context
- Source:
Examples
// move to 100,100 in 1 second player.moveTo( { x: 100, y: 100 }, 1000 );
// move to bonus position player.moveTo( bonus.position, 1000, function(){ console.log( this ) } );
-
onKill()
-
If you want to get an intern method when your object is killed
usefull when you make your own GameObjects classes, and don't want to inherit all the "on("kill")" events registered
here the list of killed events:
- onKill: when you called askToKill
- onKilled: when your object is deleted (just before we remove collider and childs, so you can still do actions on)- Source:
Examples
myObject.onKill = function(){ console.log( "I'm dead in 16 milliseconds !" ); };
myObject.onKilled = function(){ console.log( "Ok, now I'm dead" ); };
myObject.on( "kill", function( currentObject ){ console.log( "I'm dead in 16 milliseconds !" ); } );
myObject.on( "killed", function( currentObject ){ console.log( "Ok, now I'm dead" ); } );
-
onMouseDown(mouse, propagation)
-
onMouse[type] event, override it with the own GameObject's method
not used as default
mouses events can be triggered only if the current GameObject have a supported Collider (actually, FixedBoxCollider and CircleCollider)
here is the full events list (so override with this name) ordered by call order:
- onMouseDown
- onMouseEnter
- onMouseMove
- onMouseLeave
- onMouseClick
- onMouseUp
you can stop the propagation to the "Last" events, prevent other types, or kill the current GameObject loop, check examplesParameters:
Name Type Description mouse
MouseEvent is an engine custom mouse event
propagation
PropagationEvent can kill event that append further current event
- Source:
Examples
// simple event myObject.onMouseDown = function( event, propagation ) { console.log( event, propagation ); // event contain x, y, isDown, index (touchId) };
// here I want to catch the Click event, but I want to kill the Up and don't want other GameObject can catch events so by returning true and stoping propagation, we kill the event myObject.onMouseClick = function( event, propagation ) { // do stuff here event.stopPropagation = true; // prevent the camera.onLastMouseClick and all onLastGlobalMouseClick for those who listen Global return true; // other GameObjects will not handle the event };
-
remove(object)
-
remove a the given child in this GameObject childrens
Parameters:
Name Type Description object
GameObject object reference
- Source:
-
removeAutomatism(id)
-
remove the automatism by id you provided on creation
Parameters:
Name Type Description id
String automatism id to remove
- Source:
Example
// remove the gameLogic previously added myObject.removeAutomatism( "logic" );
-
removeAutomatisms()
-
remove all automatisms
- Source:
-
rotate(angle)
-
quick access to position.rotate
Parameters:
Name Type Description angle
Float - Source:
-
setCollider(collider)
-
set given Collider to this GameObject and return current GameObject instance
Parameters:
Name Type Description collider
Collider - Source:
Example
myObject.setCollider( new DE.FixedBoxCollider( 100, 200 ) );
-
shake(xRange, yRange, duration)
-
create a shake with given range you can only have one at a time
Parameters:
Name Type Argument Default Description xRange
Int max X gameObject will move to shake
yRange
Int max Y gameObject will move to shake
duration
Int <optional>
500 time duration
- Source:
Example
// shake with 10-10 force during 1sec player.shake( 10, 10, 1000 );
-
<protected> sortChildrens()
-
sort childrens by zindex and z
engine use this, but you can call it to if you need a to force sort when adding objects for example- Source:
-
translate(vector2, absolute)
-
move gameObject with a vector 2
Parameters:
Name Type Description vector2
Vector2 absolute
Boolean if absolute, object will move on world axis instead this own axis
- Source:
Example
myObject.translate( { "x": 10, "y": 5 }, false );
-
translateX(distance, absolute)
-
move gameObject along x axe
Parameters:
Name Type Description distance
Float absolute
Boolean if absolute, object will move on world axis instead this own axis
- Source:
-
translateY(distance, absolute)
-
move gameObject along y axe
Parameters:
Name Type Description distance
Float absolute
Boolean if absolute, object will move on world axis instead this own axis
- Source:


FLIRTING WITH DISASTER A film review by Mark R. Leeper Copyright 1996 Mark R. Leeper
Capsule: FLIRTING WITH DISASTER is more a chain of quirky scenes than a single cohesive film. Ben Stiller plays a man, adopted as a child, who takes a trip to meet his biological parents. He takes his wife, his baby, and a psychologist intent on studying the meeting. Along the way the entourage grows and goes from one grotesque situation to the next. The quirky humor is hit- or-miss and generally not quite good enough to make up for the off-center feeling of the style. Rating: low +1 (-4 to +4)
Most novels and most scripts are written first with an overall plan of what the story is that is going to be told and where is it going to go. FLIRTING WITH DISASTER seems to have been written instead one scene at a time in the faith that when the time comes to write the next scene that the inspiration will come as to what to put into that scene and how it should unfold. To the film's credit, a story did result without writer (and director) David O. Russell writing himself into a corner. And this style of writing has the advantage of keeping the viewer guessing what is going to happen next, since the author may very well not know either. But after the film is over it also leaves the audience with the uneasy feeling that they do not know where they have been. When all is said and done we have seen eggshell-thin portrayals of a lot of different kinds of characters from many different walks of life, but nothing to touch the audience and no reason to care about any of the characters, making a film that is just vaguely dissatisfying.
Mel Coplin (played by Ben Stiller) is off on an odyssey to find his real parents. Like the original Odyssey it seems at the start like it should be an easy trip, but Mel finds that it is more arduous than he expects. And along the way he travels through whole worlds he never expected to see close up.  Also along is Tina Kalb, a willowy psychologist (Tea Leoni) sent by the adoption agency to record and study the experience. The first problem: Mel's parents (Mary Tyler Moore and George Segal) are dead-set against him making the trip and try every manipulative trick in the parent book to get Mel to give up the idea. The traveling companions soon find relations strained with a temperamental Nancy jealous of the attention that Mel and Tina give each other. Relations are further strained when the trip goes weirdly awry. The company get to see a lot more of the country than they bargained for and as more people join the party there are even stranger relationships to be strained.
This is the kind of story that Albert Brooks does extremely well. In fact there are parts of this film that are strongly reminiscent of Brooks's REAL LIFE and LOST IN AMERICA. Unfortunately, Russell has a long way to go before he can match Brooks's wit and his characterizations. It is in the characterizations, in fact, that Russell fails the worst. Brooks can make his characters likable at the same time that they are strange and there is often a feeling of recognition in his people. Russell has real problems humanizing his characters. His people are just a little bit too bizarre and exaggerated; his humor is just too leaden-handed. For example, Brooks would not be likely to have a character rip open her blouse to try to show her family the benefits of a support bra. Under Russell's direction none of the characters has any real human appeal. They seem more like dolls getting into funny situations. The editing by Christopher Tellefsen is often confusing or just crude, like in an amateur film. There also seems to be a very noticeable continuity error involving a wheel of brie.
In spite of many bits that were funny, FLIRTING WITH DISASTER just does not hang together as a film and, in spite of positive critical comment it has received, rates a low +1 on the -4 to +4 scale.
Mark R. Leeper<EMAIL_ADDRESS>The review above was posted to the
rec.arts.movies.reviews newsgroup (de.rec.film.kritiken for German reviews).
The Internet Movie Database accepts no responsibility for the contents of the
review and has no editorial control. Unless stated otherwise, the copyright
belongs to the author.
Please direct comments/criticisms of the review to relevant newsgroups.
Broken URLs inthe reviews are the responsibility of the author.
The formatting of the review is likely to differ from the original due
to ASCII to HTML conversion.
Related links: index of all rec.arts.movies.reviews reviews


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Tesco back down after Mel B complains about new advert
Stop right now, thank you very much
Tesco has pulled an advert featuring the face of Spice Girls singer Mel B after she hit out at the supermarket chain for featuring her likeness.
Posting on her Instagram page, the singer asked Tesco CEO Dave Lewis to contact her about the situation.
The new poster, pictured on a bus stop to advertise Tesco’s new Clubcard, references Spice Girls song ‘Stop’.
Responding to the poster, Mel wrote: “Can the CEO OF @tescofood DAVE LEWIS PLEASE CONTACT ME URGENTLY. Thank you.”
Now, Tesco has said the image was cleared for use but have now pulled it as Brown was “unhappy”.
A Tesco spokesman said: “Here at Tesco we are really big fans of Mel B and were excited to feature her photo in our campaign.
“We had authorisation to use this image, but we’re sorry Mel B is unhappy so we’ve stopped using it.”
The image was reportedly purchased by Tesco through Getty Images and a contract was subsequently signed with Getty and Brown’s agent.
It’s not clear why the singer took exception to her image being used in the advert.
The advert formed part of Tesco’s latest campaign, which featured cultural references from the past century for its 100th anniversary, alongside the tagline: “Prices that take you back”.
Mel B, Emma Bunton, Geri Halliwell and Melanie C of The Spice Girls perform on the first night of the bands tour at Croke Park on May 24, 2019 in Dublin, Ireland
Other acts including comic legends Morecambe and Wise were also used in the campaign.
Mel B was part of this summer’s Spice Girls reunion which saw the band (minus Victoria Beckham aka Posh Spice) play a UK stadium tour, including shows at London’s Wembley Stadium.
The band’s Mel C has recently been speaking of future Spice Girls plans, revealing that they’d “like to get further afield”.
“The big thing is we don’t want it to end. We’ve had an incredible run here in the UK. We’d really like to get further afield,” she said, bringing up fans who travelled from all over the world to see them.
“I think we’d really like to take it out to the fans that haven’t been able to travel but have supported us all these years. So that would be the immediate thing.”
Meanwhile, Mel B has set her sights on a Spice Girls set at Glastonbury, saying: “I will make it happen.”
It comes after Victoria Beckham revealed her reason for not taking part in the Spice Girls reunion tour.


Currently my long term plans rotate around my wife and future family. I am planning on buying a home for my wife and I so that we can start a family in the next few years. I am also planning to further my education in computer sciences in either Web Development or Software Engineering. All of these things are going to help us (my wife and I) better our quality of life.
In the nearer future, I plan on finishing my Certification in Web Developement through Neumont College of Computer Sciences. On completion of my certification I am planning on getting a good job and furthering my skills, and knowledge of web developement. Through hard work and determination I will use these short term plans as a stepping stool to achieve my long term plans.


PROFESSIONAL PROFILE
Versatile Senior Accountant focused on improving company financial operations through quantitative, theoretical, and technological abilities to drive actionable insights.
CORE COMPETENCIES
- Email<EMAIL_ADDRESS>- Phone: +720 496 6680
- City: City : Denver CO, USA
- Degree: Masters in Business Administration
"Your inventive mind usually generates more possibilities than you can handle or fund. Nonetheless, you are committed to acquiring knowledge and/or skills. You study everything involved in a situation and conceive entirely new ways of seeing or doing things. What you already know prompts you to ask questions and delve even deeper into a subject or problem. By nature, you are innovative, inventive, original, and resourceful." - Gallup, Inc.
Material Projects
By nature, you are innovative, inventive, original, and resourceful..
Completed Goals Personal Programs completed
Pending Projects Within the pipeline
Hours Of Research various financial topics
Software Programs proficient in application of each
Skills
"You study everything involved in a situation and conceive entirely new ways of seeing or doing things. What you already know prompts you to ask questions and delve even deeper into a subject or problem." - Gallup, Inc.
PROFESSIONAL EXPERIENCE
Magnam dolores commodi suscipit. Necessitatibus eius consequatur ex aliquid fuga eum quidem. Sit sint consectetur velit. Quisquam quos quisquam cupiditate. Et nemo qui impedit suscipit alias ea. Quia fugiat sit in iste officiis commodi quidem hic quas.
PROFESSIONAL PROFILE
Gary Masawi
Experienced Senior Accounting Senior who demonstrates a high level of intellectual curiosity, integrity, and accountability. Capable of working collaboratively, independently, and continually strives to strengthen and refine professional effectiveness.
Education
Bachelor of Science: Accounting
December 2019
Colorado State University Fort Collins, CO
Master of Business Administration: Business Intelligence
Expected in May 2021
Colorado State University Fort Collins, CO
Driven by your talents, you usually equate education — formal and informal — with understanding more about something today than you understood about it yesterday. Chances are good that you often spend considerable time examining the details underpinning an idea.
Professional Experience
Staff Accountant
2013 - 2016
Zayo Group Holdings Inc. Denver, CO
- Methodically examined department effectiveness for P&L, BS, CF statements
- Supported growing firm, efficiently turning over ($17.2M) in revenue
- Prepared financial reporting, managing month-end accruals, schedules, reconciliations
- Lead an effort which managed to meet deliverables and reduce errors by creating models which automated balance sheet
- reconciliations and streamlined close procedures
- Enumerate and specify procedures for implementing and administering written policies
Staff Accountant
2017 - 2018
ILendingDIRECT Englewood, CO
- Effectively delegated processes which Increased efficiency of financial activities
- Trained staff on payroll ($800K) processes which decreased errors by 40%
- Managed and enhanced budget administration by reviewing budgeted financial reports
- Implemented and established cost accounting controls, including capital projects, operating budgets, and communicated findingsto external stakeholders ($2.2M)
Senior Accountant
2018 - 2019
Circle Graphics (Temp Role) Longmont, CO
- Evaluated and improved accuracy and completeness of BS accounts ($300K)
- Collected and analyzed financial information for accuracy and deficiencies resulting in decreased accounting system deficiencies (20%)
Senior Accountant
2019 - Present
Coresite Realty Corp. Denver, CO
- Manage and research P&L, and BS statements against forecasted periods for silicon valley market meriting (53%) while applying proper internal controls
- Conduct variance analysis and reconciliations (accruals, fixed assets accounting, prepaid expenditures, sales and use tax) resulting in profit maximization and expansion opportunities ($49M)
- Lead the audit Preparation and response for end-of-year financial statements
- Leverage financial data to track trends and identify opportunities for month-end and year-end reporting ($2.2M)
- Assisted staff in transitioning to ERP software through extensive training
Portfolio
MORE CONTENT COMING SOON
Contact
THANK YOU for taking the time to review and enjoy my virtual resume. I hope you learned more about me. If you have any addtional questions please reach out to my contact details listed below
Location:
Denver, CO.
Email:
Gary.masawi.com
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+1<PHONE_NUMBER>


--- layout: post title: InfoQ, Tim Bray on the Future of the web date: 2009-03-24 21:45:46.000000000 +01:00 type: post published: true status: publish categories: - Reviews tags: - ria meta: _edit_last: '2' _jetpack_related_posts_cache: a:0:{} author: login: admin email<EMAIL_ADDRESS>display_name: gerbrand first_name: Gerbrand last_name: van Dieijen ---
I often view or read the InfoQ, a site with articles on software development, programming. Almost all content they publish is very good. One I just saw was: Tim Bray on the Future of the web, an interview with someone of Sun. Interesting view has Tim on the web. He's quite sceptical on RIA. Many ordinary users we're quite glad when webapplications came - as they replaces often hard to use applications created using Visual Basic, VC++, Delphi and others with pull-down menu's, ill-designs user interfaces. He also considers a bad thing if the back-button is disabled, many users find very relieving if they can go back once they're confused. Gives you something to think about.
I don't agree for entirely - they're a lot of very good applications too, and there are quite confusing webapplications. But still, maybe for many applications he's right.


We were very happy to participate again in Google Summer of Code (GSoC)! This is the eight time we had the opportunity to collaborate with students from all around the world on interesting projects. These are the highlights from the 2021 edition.
Pallene is a typed companion language to Lua. It's syntax is similar to Lua, but with type annotations which allow it to be compiled into much more efficient code. In this project, we added nested functions and closures to the Pallene. This powerful feature will allow programmers to create many kinds of programs in Pallene which were not possible before. The journey we went through to solve this challenge is documented in Srijan's blog: Part 1, Part 2.
LLDB is a powerful debugger under LLVM project. LLDB breakpoints and watchpoints are scriptable with Python callbacks when they get hit. Breakpoints can also accept Lua callbacks while watchpoints did not support Lua callbacks before the project.
The project adds support for Lua scripted watchpoints, making watchpoints accept Lua callbacks as well. The project also improved the the documentation of scripting parts in LLDB. We also extended the liblldb to make it available as a Lua module, so that all features of LLDB are visible to the standalone Lua interpreter. This enables Lua users to create customized debugging utilities with the power of LLDB.
To be specific, we have added necessary glue functions that connect LLDB with the embedded Lua interpreter, so that it may support Lua scripted watchpoints. We also translated Python code to Lua in LLDB scripting documentation, and used a new Sphinx plugin sphinx_tabs to make code blocks switchable between Python and Lua. For the extension part of the project, we supplemented SWIG typemaps for Lua and wrote a test suite for Lua LLDB module to make liblldb visible to Lua.


Number of digest cycles for this app: {{ digestCycles }}
Clock Without Any Configuration: :
Clock with date-time-format set:
Clock with date-time-format and update-interval (1s) set:


Show tips on page load.
Show pop-up notifications when clock or timer progress bars end.
Export Your Data
Export all your data as a JSON string.

Import Data
Delete all your data
Clear Data
Paste your previously exported information below. Importing information will overwrite your current progress bars. Improperly formatted data can break your app!
If you'd like all your information back, select all the text in the box and then copy it.
Are you sure?
Show tips on page load.
This app allows you to create general purpose progress bars. Progress bars are useful for tracking various types of progress. This app allows you to create three:
Counter: A counter bar is an efficient to see how far you are between two numbers. Maybe you're counting days, or weight loss, or paper word count. With a counter, you manually set what the current progress is.
Clock:A clock bar counter shows the progress between two dates and times. If you'd like to track how far along you are in your workday or how much of a season has passed, a clock timer can show you.
Timer:A timer bar functions like an egg timer: you set how long you want it to run for, and it shows the time progress toward that goal.


{% extends 'base.html' %} {% load socialaccount %} {% load custom %} {% load i18n %} {% load static %} {% block tool %}
The website is built on top of the Django framework and implements social log in with 3rd party providers using OAuth. I believe in transparency so I think you should be able to review and study it. Therefore, you can find everything on my GitHub. Here's a quick summary if you don't want to be bothered by the details.
My approach is to be open about what I do. The information I collect varies from platform to platform. A complete list can be found below in the What happens afterwards? section. Still got questions? Please get in touch.
The logic is pretty simple. I am asking you to contribute to my research by allowing me access to your location data in different social media and mapping platforms. Participation is entirely voluntary and you can control what you share with me.  This is done on the provider's website. Here's an example of how it works:
Visit the Social applications page to see the list of providers you can share with me.
Once I receive the authorization tokens, I can collect geotagged information from your profiles. This is not automatic so you don't have to worry about me constantly spying on you. Typically, I will run the data collection process once for new people signing up on the website. I will also run a final data collection before conducting the final analysis, sometime in May - unless you revoke my authorization in the meantime. See below for a complete list of information I collect. If you prefer to get technie, check out the data collector class.
Excellent question! To ensure privacy, I have set up secure SSL certificates so your connection is encrypted. The website is running on an AWS EC2 instance in the cloud. Further, your user data (i.e. tokens) and location data (e.g. Insta posts) are stored in separate databases (Postgres AWS RDS instances) to make sure they can't be easily connected. Data is only accessible from the machine runnig the Django app and from the secure University of Florida network.
While seeing you leave makes me sad, it is your choice to opt out if you'd like. You have the following options:


TOracleCommandBuilder provides specifics methods to create limit/offset query commands for Oracle database.
Located in /Data/Common/Oracle/TOracleCommandBuilder.php (line 25)
TComponent | --TDbCommandBuilder | --TOracleCommandBuilder
Overrides parent implementation to use Oracle way of get paginated RecordSet instead of using LIMIT sql clause.
Overrides parent implementation. Only column of type text or character (and its variants) accepts the LIKE criteria.
Inherited From TDbCommandBuilder
TDbCommandBuilder::__construct()
TDbCommandBuilder::applyCriterias()
TDbCommandBuilder::applyLimitOffset()
TDbCommandBuilder::applyOrdering()
TDbCommandBuilder::bindArrayValues()
TDbCommandBuilder::bindColumnValues()
TDbCommandBuilder::createCommand()
TDbCommandBuilder::createCountCommand()
TDbCommandBuilder::createDeleteCommand()
TDbCommandBuilder::createFindCommand()
TDbCommandBuilder::createInsertCommand()
TDbCommandBuilder::createUpdateCommand()
TDbCommandBuilder::getColumnBindings()
TDbCommandBuilder::getDbConnection()
TDbCommandBuilder::getInsertFieldBindings()
TDbCommandBuilder::getLastInsertID()
TDbCommandBuilder::getPdoType()
TDbCommandBuilder::getSearchCondition()
TDbCommandBuilder::getSearchExpression()
TDbCommandBuilder::getSelectFieldList()
TDbCommandBuilder::getTableInfo()
TDbCommandBuilder::hasIntegerKey()
TDbCommandBuilder::setDbConnection()
TDbCommandBuilder::setTableInfo()
Inherited From TComponent
TComponent::addParsedObject()
TComponent::attachEventHandler()
TComponent::canGetProperty()
TComponent::canSetProperty()
TComponent::createdOnTemplate()
TComponent::detachEventHandler()
TComponent::evaluateExpression()
TComponent::evaluateStatements()
TComponent::getEventHandlers()
TComponent::getSubProperty()
TComponent::hasEvent()
TComponent::hasEventHandler()
TComponent::hasProperty()
TComponent::raiseEvent()
TComponent::setSubProperty()
TComponent::__get()
TComponent::__set()
Documentation generated on Mon, 22 Feb 2010 12:18:15 +0000 by phpDocumentor 1.3.0RC4


| Top |
Key values are the codes which are sent whenever a key is pressed or released.
They appear in the GdkEventKey.keyval field of the
GdkEventKey structure, which is passed to signal handlers for the
“key-press-event” and “key-release-event” signals.
The complete list of key values can be found in the
gdk/gdkkeysyms.h
header file.
Key values are regularly updated from the upstream X.org X11 implementation, so new values are added regularly. They will be prefixed with GDK_KEY_ rather than XF86XK_ or XK_ (for older symbols).
Key values can be converted into a string representation using
gdk_keyval_name()
. The reverse function, converting a string to a key value,
is provided by gdk_keyval_from_name()
.
The case of key values can be determined using gdk_keyval_is_upper()
and
gdk_keyval_is_lower()
. Key values can be converted to upper or lower case
using gdk_keyval_to_upper()
and gdk_keyval_to_lower()
.
When it makes sense, key values can be converted to and from
Unicode characters with gdk_keyval_to_unicode()
and gdk_unicode_to_keyval()
.
One GdkKeymap object exists for each user display. gdk_keymap_get_default()
returns the GdkKeymap for the default display; to obtain keymaps for other
displays, use gdk_keymap_get_for_display()
. A keymap
is a mapping from GdkKeymapKey to key values. You can think of a GdkKeymapKey
as a representation of a symbol printed on a physical keyboard key. That is, it
contains three pieces of information. First, it contains the hardware keycode;
this is an identifying number for a physical key. Second, it contains the
“level” of the key. The level indicates which symbol on the
key will be used, in a vertical direction. So on a standard US keyboard, the key
with the number “1“ on it also has the exclamation point (”!”) character on
it. The level indicates whether to use the “1” or the “!” symbol. The letter
keys are considered to have a lowercase letter at level 0, and an uppercase
letter at level 1, though only the uppercase letter is printed. Third, the
GdkKeymapKey contains a group; groups are not used on standard US keyboards,
but are used in many other countries. On a keyboard with groups, there can be 3
or 4 symbols printed on a single key. The group indicates movement in a
horizontal direction. Usually groups are used for two different languages. In
group 0, a key might have two English characters, and in group 1 it might have
two Hebrew characters. The Hebrew characters will be printed on the key next to
the English characters.
In order to use a keymap to interpret a key event, it’s necessary to first
convert the keyboard state into an effective group and level. This is done via a
set of rules that varies widely according to type of keyboard and user
configuration. The function gdk_keymap_translate_keyboard_state()
accepts a
keyboard state -- consisting of hardware keycode pressed, active modifiers, and
active group -- applies the appropriate rules, and returns the group/level to be
used to index the keymap, along with the modifiers which did not affect the
group and level. i.e. it returns “unconsumed modifiers.” The keyboard group may
differ from the effective group used for keymap lookups because some keys don't
have multiple groups - e.g. the Enter key is always in group 0 regardless of
keyboard state.
Note that gdk_keymap_translate_keyboard_state()
also returns the keyval, i.e. it
goes ahead and performs the keymap lookup in addition to telling you which
effective group/level values were used for the lookup. GdkEventKey already
contains this keyval, however, so you don’t normally need to call
gdk_keymap_translate_keyboard_state()
just to get the keyval.
GdkKeymap *
gdk_keymap_get_default (void
);
Returns the GdkKeymap attached to the default display.
GdkKeymap *
gdk_keymap_get_for_display (GdkDisplay *display
);
Returns the GdkKeymap attached to display
.
Since: 2.2
guint gdk_keymap_lookup_key (GdkKeymap *keymap
,const GdkKeymapKey *key
);
Looks up the keyval mapped to a keycode/group/level triplet.
If no keyval is bound to key
, returns 0. For normal user input,
you want to use gdk_keymap_translate_keyboard_state()
instead of
this function, since the effective group/level may not be
the same as the current keyboard state.
gboolean gdk_keymap_translate_keyboard_state (GdkKeymap *keymap
,guint hardware_keycode
,GdkModifierType state
,gint group
,guint *keyval
,gint *effective_group
,gint *level
,GdkModifierType *consumed_modifiers
);
Translates the contents of a GdkEventKey into a keyval, effective
group, and level. Modifiers that affected the translation and
are thus unavailable for application use are returned in
consumed_modifiers
.
See Groups for an explanation of
groups and levels. The effective_group
is the group that was
actually used for the translation; some keys such as Enter are not
affected by the active keyboard group. The level
is derived from
state
. For convenience, GdkEventKey already contains the translated
keyval, so this function isn’t as useful as you might think.
consumed_modifiers
gives modifiers that should be masked outfrom state
when comparing this key press to a hot key. For instance, on a US keyboard,
the plus
symbol is shifted, so when comparing a key press to a
<Control>plus
accelerator <Shift>
should be masked out.
1 2 3 4 5 6 7 8 |
// We want to ignore irrelevant modifiers like ScrollLock #define ALL_ACCELS_MASK (GDK_CONTROL_MASK | GDK_SHIFT_MASK | GDK_MOD1_MASK) gdk_keymap_translate_keyboard_state (keymap, event->hardware_keycode, event->state, event->group, &keyval, NULL, NULL, &consumed); if (keyval == GDK_PLUS && (event->state & ~consumed & ALL_ACCELS_MASK) == GDK_CONTROL_MASK) // Control was pressed |
An older interpretation consumed_modifiers
was that it contained
all modifiers that might affect the translation of the key;
this allowed accelerators to be stored with irrelevant consumed
modifiers, by doing:
1 2 3 4 |
// XXX Don’t do this XXX if (keyval == accel_keyval && (event->state & ~consumed & ALL_ACCELS_MASK) == (accel_mods & ~consumed)) // Accelerator was pressed |
However, this did not work if multi-modifier combinations were
used in the keymap, since, for instance, <Control>
would be
masked out even if only <Control><Alt>
was used in the keymap.
To support this usage as well as well as possible, all single
modifier combinations that could affect the key for any combination
of modifiers will be returned in consumed_modifiers
; multi-modifier
combinations are returned only when actually found in state
. When
you store accelerators, you should always store them with consumed
modifiers removed. Store <Control>plus
, not <Control><Shift>plus
,
keymap |
||
hardware_keycode |
a keycode |
|
state |
a modifier state |
|
group |
active keyboard group |
|
keyval |
return location for keyval, or |
[out][allow-none] |
effective_group |
return location for effective
group, or |
[out][allow-none] |
level |
return location for level, or |
[out][allow-none] |
consumed_modifiers |
return location for modifiers
that were used to determine the group or level, or |
[out][allow-none] |
gboolean gdk_keymap_get_entries_for_keyval (GdkKeymap *keymap
,guint keyval
,GdkKeymapKey **keys
,gint *n_keys
);
Obtains a list of keycode/group/level combinations that will
generate keyval
. Groups and levels are two kinds of keyboard mode;
in general, the level determines whether the top or bottom symbol
on a key is used, and the group determines whether the left or
right symbol is used. On US keyboards, the shift key changes the
keyboard level, and there are no groups. A group switch key might
convert a keyboard between Hebrew to English modes, for example.
GdkEventKey contains a group
field that indicates the active
keyboard group. The level is computed from the modifier mask.
The returned array should be freed
with g_free()
.
keymap |
||
keyval |
a keyval, such as |
|
keys |
return location for an array of GdkKeymapKey. |
[out][array length=n_keys][transfer full] |
n_keys |
return location for number of elements in returned array |
gboolean gdk_keymap_get_entries_for_keycode (GdkKeymap *keymap
,guint hardware_keycode
,GdkKeymapKey **keys
,guint **keyvals
,gint *n_entries
);
Returns the keyvals bound to hardware_keycode
.
The Nth GdkKeymapKey in keys
is bound to the Nth
keyval in keyvals
. Free the returned arrays with g_free()
.
When a keycode is pressed by the user, the keyval from
this list of entries is selected by considering the effective
keyboard group and level. See gdk_keymap_translate_keyboard_state()
.
keymap |
||
hardware_keycode |
a keycode |
|
keys |
return
location for array of GdkKeymapKey, or |
[out][array length=n_entries][transfer full][optional] |
keyvals |
return
location for array of keyvals, or |
[out][array length=n_entries][transfer full][optional] |
n_entries |
length of |
PangoDirection
gdk_keymap_get_direction (GdkKeymap *keymap
);
Returns the direction of effective layout of the keymap.
PANGO_DIRECTION_LTR
or PANGO_DIRECTION_RTL
if it can determine the direction. PANGO_DIRECTION_NEUTRAL
otherwise.
gboolean
gdk_keymap_have_bidi_layouts (GdkKeymap *keymap
);
Determines if keyboard layouts for both right-to-left and left-to-right languages are in use.
Since: 2.12
gboolean
gdk_keymap_get_caps_lock_state (GdkKeymap *keymap
);
Returns whether the Caps Lock modifer is locked.
Since: 2.16
gboolean
gdk_keymap_get_num_lock_state (GdkKeymap *keymap
);
Returns whether the Num Lock modifer is locked.
Since: 3.0
gboolean
gdk_keymap_get_scroll_lock_state (GdkKeymap *keymap
);
Returns whether the Scroll Lock modifer is locked.
Since: 3.18
guint
gdk_keymap_get_modifier_state (GdkKeymap *keymap
);
Returns the current modifier state.
Since: 3.4
void gdk_keymap_add_virtual_modifiers (GdkKeymap *keymap
,GdkModifierType *state
);
Maps the non-virtual modifiers (i.e Mod2, Mod3, ...) which are set
in state
to the virtual modifiers (i.e. Super, Hyper and Meta) and
set the corresponding bits in state
.
GDK already does this before delivering key events, but for compatibility reasons, it only sets the first virtual modifier it finds, whereas this function sets all matching virtual modifiers.
This function is useful when matching key events against accelerators.
Since: 2.20
gboolean gdk_keymap_map_virtual_modifiers (GdkKeymap *keymap
,GdkModifierType *state
);
Maps the virtual modifiers (i.e. Super, Hyper and Meta) which
are set in state
to their non-virtual counterparts (i.e. Mod2,
Mod3,...) and set the corresponding bits in state
.
This function is useful when matching key events against accelerators.
FALSE
if two virtual modifiers were mapped to the
same non-virtual modifier. Note that FALSE
is also returned
if a virtual modifier is mapped to a non-virtual modifier that
was already set in state
.
Since: 2.20
GdkModifierType gdk_keymap_get_modifier_mask (GdkKeymap *keymap
,GdkModifierIntent intent
);
Returns the modifier mask the keymap
’s windowing system backend
uses for a particular purpose.
Note that this function always returns real hardware modifiers, not
virtual ones (e.g. it will return GDK_MOD1_MASK rather than
GDK_META_MASK if the backend maps MOD1 to META), so there are use
cases where the return value of this function has to be transformed
by gdk_keymap_add_virtual_modifiers()
in order to contain the
expected result.
Since: 3.4
gchar *
gdk_keyval_name (guint keyval
);
Converts a key value into a symbolic name.
The names are the same as those in the
gdk/gdkkeysyms.h
header file
but without the leading “GDK_KEY_”.
a string containing the name
of the key, or NULL
if keyval
is not a valid key. The string
should not be modified.
[nullable][transfer none]
guint
gdk_keyval_from_name (const gchar *keyval_name
);
Converts a key name to a key value.
The names are the same as those in the
gdk/gdkkeysyms.h
header file
but without the leading “GDK_KEY_”.
void gdk_keyval_convert_case (guint symbol
,guint *lower
,guint *upper
);
Obtains the upper- and lower-case versions of the keyval symbol
.
Examples of keyvals are GDK_KEY_a, GDK_KEY_Enter, GDK_KEY_F1, etc.
guint
gdk_keyval_to_upper (guint keyval
);
Converts a key value to upper case, if applicable.
guint
gdk_keyval_to_lower (guint keyval
);
Converts a key value to lower case, if applicable.
gboolean
gdk_keyval_is_upper (guint keyval
);
Returns TRUE
if the given key value is in upper case.
gboolean
gdk_keyval_is_lower (guint keyval
);
Returns TRUE
if the given key value is in lower case.
guint32
gdk_keyval_to_unicode (guint keyval
);
Convert from a GDK key symbol to the corresponding ISO10646 (Unicode) character.
typedef struct _GdkKeymap GdkKeymap;
A GdkKeymap defines the translation from keyboard state (including a hardware key, a modifier mask, and active keyboard group) to a keyval. This translation has two phases. The first phase is to determine the effective keyboard group and level for the keyboard state; the second phase is to look up the keycode/group/level triplet in the keymap and see what keyval it corresponds to.
struct GdkKeymapKey { guint keycode; gint group; gint level; };
A GdkKeymapKey is a hardware key that can be mapped to a keyval.
guint |
the hardware keycode. This is an identifying number for a physical key. |
|
gint |
indicates movement in a horizontal direction. Usually groups are used for two different languages. In group 0, a key might have two English characters, and in group 1 it might have two Hebrew characters. The Hebrew characters will be printed on the key next to the English characters. |
|
gint |
indicates which symbol on the key will be used, in a vertical direction. So on a standard US keyboard, the key with the number “1” on it also has the exclamation point ("!") character on it. The level indicates whether to use the “1” or the “!” symbol. The letter keys are considered to have a lowercase letter at level 0, and an uppercase letter at level 1, though only the uppercase letter is printed. |
“direction-changed”
signalvoid user_function (GdkKeymap *keymap, gpointer user_data)
The ::direction-changed signal gets emitted when the direction of the keymap changes.
keymap |
the object on which the signal is emitted |
|
user_data |
user data set when the signal handler was connected. |
Flags: Run Last
Since: 2.0
“keys-changed”
signalvoid user_function (GdkKeymap *keymap, gpointer user_data)
The ::keys-changed signal is emitted when the mapping represented by
keymap
changes.
keymap |
the object on which the signal is emitted |
|
user_data |
user data set when the signal handler was connected. |
Flags: Run Last
Since: 2.2
“state-changed”
signalvoid user_function (GdkKeymap *keymap, gpointer user_data)
The ::state-changed signal is emitted when the state of the
keyboard changes, e.g when Caps Lock is turned on or off.
See gdk_keymap_get_caps_lock_state()
.
keymap |
the object on which the signal is emitted |
|
user_data |
user data set when the signal handler was connected. |
Flags: Run Last
Since: 2.16


Research publications
List of pubs, reverse chronological by year
2017
- Sneha Narayan, Jake Orlowitz, Jonathan Morgan, Benjamin Mako Hill, and Aaron Shaw. 2017. The Wikipedia Adventure: Field Evaluation of an Interactive Tutorial for New Users. In Proceedings of the 2017 ACM Conference on Computer Supported Cooperative Work and Social Computing (CSCW '17). ACM, New York, NY, USA, 1785-1799. DOI: https://doi.org/10.1145/2998181.2998307
2016
- Ashwin Paranjape, Robert West, Leila Zia, and Jure Leskovec. 2016. Improving Website Hyperlink Structure Using Server Logs. In Proceedings of the Ninth ACM International Conference on Web Search and Data Mining (WSDM '16). ACM, New York, NY, USA, 615-624. DOI: https://doi.org/10.1145/2835776.2835832
- Isaac L. Johnson, Yilun Lin, Toby Jia-Jun Li, Andrew Hall, Aaron Halfaker, Johannes Schöning, and Brent Hecht. 2016. Not at Home on the Range: Peer Production and the Urban/Rural Divide. In Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems (CHI '16). ACM, New York, NY, USA, 13-25. DOI: https://doi.org/10.1145/2858036.2858123
- Yang, D., Halfaker, A., Kraut, R. E., & Hovy, E. H. (2016, March). Who Did What: Editor Role Identification in Wikipedia. In ICWSM (pp. 446-455). https://www.aaai.org/ocs/index.php/ICWSM/ICWSM16/paper/viewPaper/13077
- Ellery Wulczyn, Robert West, Leila Zia, and Jure Leskovec. 2016. Growing Wikipedia Across Languages via Recommendation. In Proceedings of the 25th International Conference on World Wide Web (WWW '16). International World Wide Web Conferences Steering Committee, Republic and Canton of Geneva, Switzerland, 975-985. DOI: https://doi.org/10.1145/2872427.2883077
- Claudia Flores-Saviaga, Saiph Savage, and Dario Taraborelli. 2016. LeadWise: Using Online Bots to Recruite and Guide Expert Volunteers. In Proceedings of the 19th ACM Conference on Computer Supported Cooperative Work and Social Computing Companion (CSCW '16 Companion). ACM, New York, NY, USA, 257-260. DOI: https://doi.org/10.1145/2818052.2869106
- Sneha Narayan, Jake Orlowitz, Jonathan T. Morgan, and Aaron Shaw. 2015. Effects of a Wikipedia Orientation Game on New User Edits. In Proceedings of the 18th ACM Conference Companion on Computer Supported Cooperative Work & Social Computing (CSCW'15 Companion). ACM, New York, NY, USA, 263-266. DOI=http://dx.doi.org/10.1145/2685553.2699022
2015
- Aaron Halfaker, Oliver Keyes, Daniel Kluver, Jacob Thebault-Spieker, Tien Nguyen, Kenneth Shores, Anuradha Uduwage, and Morten Warncke-Wang. 2015. User Session Identification Based on Strong Regularities in Inter-activity Time. In Proceedings of the 24th International Conference on World Wide Web (WWW '15). International World Wide Web Conferences Steering Committee, Republic and Canton of Geneva, Switzerland, 410-418. DOI: https://doi.org/10.1145/2736277.2741117
- Giovanni Luca Ciampaglia and Dario Taraborelli. 2015. MoodBar: Increasing New User Retention in Wikipedia through Lightweight Socialization. In Proceedings of the 18th ACM Conference on Computer Supported Cooperative Work & Social Computing (CSCW '15). ACM, New York, NY, USA, 734-742. DOI: http://dx.doi.org/10.1145/2675133.2675181


This sample explains how to iterate over the embedded items of a response. The following list shows all categories which are persisted in the back end.
{{category._links.self.href}}


--- layout: documentation title: ErrorType ---
The ErrorType captures a single error generated during the run of the tool.
| Field Name | Type | Description |
|---|---|---|
| Error_Type1..1 | string |
This field specifies the type for this tool run error. |
| Error_Count0..1 | integer |
This field specifies the count of instances for this error in the tool run. |
| Error_Instances0..1 | ErrorInstancesType |
This field captures the actual error output for each instance of this type of error. |


chip =
Chip.js 1.1.0
(c) 2013 Jacob Wright, TeamSnap Chip may be freely distributed under the MIT license. For all details and documentation: https://github.com/teamsnap/chip/
The global namespace. Everything is added onto chip
chip =
Initializes chip to automatically set up the DOM. This is called at page load and should not need to be called.
init: ->
unless chip.rootApp
chip.rootApp = chip.app()
chip.rootApp.init()
Creates a new chip app
app: (appName) ->
app = new App(appName)
chip.rootApp = app if not appName
app
Adds a binding handler that will be run for each attribute whose name matches @prefix + name
. The handler
is
a function that receives three arguments: the jQuery element the attribute was on, the value of the attribute
(usually an expression), and the controller for this area of the page.
If the handler removes the element from its parent (to store as a template for cloning into repeats or ifs) then
processing will stop on the element and its children immediately. This allows you to recurse into the element
with new controllers by using element.bindTo(newChildController)
.
If a new controller is returned from the handler this controller will be used for the remaining handlers and the children of the element.
The priority
argument is optional and allows handlers with higher priority to be run before those with lower
priority. The default is 0
.
If only name
is provided the previously registered handler will be returned, or undefined if there is none.
Example: This binding handler adds pirateized text to an element.
chip.addBinding('my-pirate', function(element, expr, controller) {
controller.watch(expr, function(value) {
value = (value+'' || '')
.replace(/\Bing\b/g, "in'")
.replace(/\bto\b/g, "t'")
.replace(/\byou\b/, 'ye')
+ ' arrrr!'
element.text(value)
}
}

This text will be replaced.

binding: (name, priority, handler) ->
if priority or handler
Binding.addBinding(name, priority, handler)
else
Binding.bindings[name]?.handler
Shortcut, adds a handler that executes the expression when the named event is dispatched.
Example: Handles the click event.
chip.addEventBinding('on-click')
<button on-click="window.alert('hello!')">Say Hello</button>
eventBinding: (eventName) ->
Binding.addEventBinding(eventName)
Shortcut, adds a handler that responds when the given key is pressed, e.g. chip.addEventBinding('on-esc', 27)
.
keyEventBinding: (name, keyCode, ctrlKey) ->
Binding.addKeyEventBinding(name, keyCode, ctrlKey)
Shortcut, adds a handler to set the named attribute to the value of the expression.
Example
chip.addAttributeBinding('attr-href')
allows
My Profile
which would result in
My Profile
attributeBinding: (name) ->
Binding.addAttributeBinding(name)
Shortcut, adds a handler to toggle an attribute on or off if the value of the expression is truthy or false,
e.g. chip.addAttributeToggleBinding('attr-checked')
.
attributeToggleBinding: (name) ->
Binding.addAttributeToggleBinding(name)
filter: (name, filter, valueFilter) ->
if typeof filter is 'function' or typeof valueFilter is 'function'
Filter.addFilter(name, filter, valueFilter)
this
else if filter # return both if true is passed, othewise just return the filter
[ Filter.getFilter(name), Filter.getValueFilter(name) ]
else
Filter.getFilter(name)
Initializes chip on page load
$(document).on 'ready.chip', chip.init
Set up the listeners for path changes. Chip uses the Path.js library for routing. chip.listen = (element) -> unless chip.appController chip.createAppController() Path.history.listen() if Path.history.supported and element isnt false
$(element or document).on ‘click’, 'a[href]‘, (event) -> return if event.isDefaultPrevented() # if something else already handled this, we won’t return if this.host isnt location.host or this.href is location.href + ‘#’ event.preventDefault() chip.redirect $(this).attr(“href”)
window.chip = chip


We will email you a copy of the reward so you can print it at home.
We will not use your email address for marketing purposes
I'm near a printer, print now


| < Day Day Up > |
13.1 cache.logcache.log contains various messages such as information about Squid's configuration, warnings about possible performance problems, and serious errors. Here is some sample cache.log output: 2003/09/29 12:09:45| Starting Squid Cache version 2.5.STABLE4 for i386- unknown-freebsd4.8... 2003/09/29 12:09:45| Process ID 18990 2003/09/29 12:09:45| With 1064 file descriptors available 2003/09/29 12:09:45| Performing DNS Tests... 2003/09/29 12:09:45| Successful DNS name lookup tests... 2003/09/29 12:09:45| DNS Socket created at <IP_ADDRESS>, port 1154, FD 5 2003/09/29 12:09:45| Adding nameserver <IP_ADDRESS> from /etc/resolv.conf 2003/09/29 12:09:45| Adding nameserver <IP_ADDRESS> from /etc/resolv.conf 2003/09/29 12:09:45| helperOpenServers: Starting 5 'redirector.pl' processes 2003/09/29 12:09:45| Unlinkd pipe opened on FD 15 2003/09/29 12:09:45| Swap maxSize 10240 KB, estimated 787 objects 2003/09/29 12:09:45| Target number of buckets: 39 2003/09/29 12:09:45| Using 8192 Store buckets 2003/09/29 12:09:45| Max Mem size: 8192 KB 2003/09/29 12:09:45| Max Swap size: 10240 KB 2003/09/29 12:09:45| Rebuilding storage in /usr/local/squid/var/cache (CLEAN) 2003/09/29 12:09:45| Using Least Load store dir selection 2003/09/29 12:09:45| Set Current Directory to /usr/local/squid/var/cache 2003/09/29 12:09:45| Loaded Icons. 2003/09/29 12:09:45| Accepting HTTP connections at <IP_ADDRESS>, port 3128, FD 16. 2003/09/29 12:09:45| Accepting ICP messages at <IP_ADDRESS>, port 3130, FD 17. 2003/09/29 12:09:45| WCCP Disabled. 2003/09/29 12:09:45| Ready to serve requests. Each cache.log entry starts with a timestamp showing when the message was generated. The very first entry in this sample reports the Squid version (2.5.STABLE4) and a string identifying the operating system for which Squid was configured (i386-unknown-freebsd4.8). The process ID (18990) follows. Many cache.log entries may look cryptic (Target number of buckets: 39). In most cases, under normal conditions, you can ignore entries you don't understand. On the other hand, you may want to look over essential configuration details such as name-server addresses or HTTP server address. This sample output ends with a statement that Squid is ready to serve requests. At this point, Squid can accept HTTP connections from clients. Usually, the cache.log file grows slowly. However, an unusual HTTP transaction or similar event may cause Squid to emit a debugging message. If such an event happens often (e.g., a DoS attack, a new virus, or sudden disk failure), the log file may grow quickly. Rotating log files reduces the chance that you'll run out of disk space. Major errors and abnormal conditions are likely to be reported in cache.log. I recommend archiving these logs so that it is possible to go back and find the first occurrence of an unusual event. When describing a particular Squid problem on the mailing list or a similar forum, the relevant lines from cache.log may be very useful. You may also want to increase debugging levels for some sections so that others can better understand and fix your problem. 13.1.1 Debugging LevelsThe debug_options directive controls the level of detail for cache.log messages. The default value (ALL,1) is usually the best choice. At higher levels, the unimportant messages make it harder to find the important ones. Refer to Section 16.2 for a thorough description of the debug_options directive. Note that debugging at the highest levels (9 or 10) may add thousands of lines for each request, quickly consuming disk space and significantly degrading Squid's performance. You can use Squid's -X command-line option to enable full debugging for all sections. This mode is particularly useful if Squid refuses to start, and the debugging levels in squid.conf are insufficient to diagnose the problem. This is also a good way to enable full debugging of the configuration file parser, before it gets to the debug_options directive. You should never use the -X when Squid is operating properly. You can use Squid's -k debug command-line option to enable full debugging immediately on a running Squid process. This command operates as a toggle: the first invocation turns on full debugging, and the second invocation turns it off. See Chapter 5 for a general discussion about the -k option. As I already mentioned, full debugging generates an overwhelming amount of data. This can make Squid, and the operating system, very slow. In extreme cases, you may find your terminal session becomes unresponsive after executing the first squid -k debug command. Locking yourself out while Squid is spitting megabytes of cache.log entries per second is an unpleasant experience. I find the following trick useful to get a compact, five-second debugging snapshot with less risk: % squid -k debug; sleep 5; squid -k debug 13.1.2 Forwarding cache.log Messages to the System LogTo have Squid send copies of cache.log messages to the system log, use the -s command-line option. Only messages with debugging levels 0 and 1 are forwarded. Level 0 messages are logged with syslog level LOG_WARNING. Level 1 messages use syslog level LOG_NOTICE. All messages use the LOCAL4 syslog facility. Here is one way to configure syslogd so that these messages are saved: local4.warning /var/log/squid.log Using syslog in addition to cache.log is especially handy when you maintain several Squid boxes. You can configure each local syslog daemon to forward these messages to a central host and enjoy a unified view of all caches in one location. For example, you might use this entry in /etc/syslogd.conf: local4.notice @<IP_ADDRESS> 13.1.3 Dumping cache.log Messages to Your TerminalThe -d level command-line option instructs Squid to dump cache.log messages to your terminal (i.e., stderr). The level argument specifies the maximum level for messages that are dumped. Note that you'll see only messages that would appear in cache.log, subject to the debug_options setting. For example, if you have debug_options ALL,1, and run squid -d2, you won't see any level 2 debugging messages. The -d level and -N options are most useful for debugging Squid problems or quickly testing a change to the configuration file. They allow you to start Squid easily and see the cache.log messages. This option may also be useful when Squid starts from cron or a similar facility that automatically captures a program's standard error output and reports it back to the user. For example, you may have a cron job that automatically reconfigures the running Squid process: 15 */4 * * * /usr/local/squid/sbin/squid -d1 -k reconfigure |
| < Day Day Up > |


| PostgreSQL 9.0.10 Documentation | ||||
|---|---|---|---|---|
| Prev | Up | Chapter 35. Extending SQL | Next |
Aggregate functions in PostgreSQL are expressed in terms of state values and state transition functions. That is, an aggregate operates using a state value that is updated as each successive input row is processed. To define a new aggregate function, one selects a data type for the state value, an initial value for the state, and a state transition function. The state transition function is just an ordinary function that could also be used outside the context of the aggregate. A final function can also be specified, in case the desired result of the aggregate is different from the data that needs to be kept in the running state value.
Thus, in addition to the argument and result data types seen by a user of the aggregate, there is an internal state-value data type that might be different from both the argument and result types.
If we define an aggregate that does not use a final function,
we have an aggregate that computes a running function of
the column values from each row. sum
is an
example of this kind of aggregate. sum
starts at
zero and always adds the current row's value to
its running total. For example, if we want to make a sum
aggregate to work on a data type for complex numbers,
we only need the addition function for that data type.
The aggregate definition would be:
CREATE AGGREGATE sum (complex) ( sfunc = complex_add, stype = complex, initcond = '(0,0)' ); SELECT sum(a) FROM test_complex; sum ----------- (34,53.9)
(Notice that we are relying on function overloading: there is more than
one aggregate named sum
, but
PostgreSQL can figure out which kind
of sum applies to a column of type complex.)
The above definition of sum
will return zero (the initial
state condition) if there are no nonnull input values.
Perhaps we want to return null in that case instead — the SQL standard
expects sum
to behave that way. We can do this simply by
omitting the initcond phrase, so that the initial state
condition is null. Ordinarily this would mean that the sfunc
would need to check for a null state-condition input. But for
sum
and some other simple aggregates like
max
and min
,
it is sufficient to insert the first nonnull input value into
the state variable and then start applying the transition function
at the second nonnull input value. PostgreSQL
will do that automatically if the initial condition is null and
the transition function is marked "strict" (i.e., not to be called
for null inputs).
Another bit of default behavior for a "strict" transition function is that the previous state value is retained unchanged whenever a null input value is encountered. Thus, null values are ignored. If you need some other behavior for null inputs, do not declare your transition function as strict; instead code it to test for null inputs and do whatever is needed.
avg
(average) is a more complex example of an aggregate.
It requires
two pieces of running state: the sum of the inputs and the count
of the number of inputs. The final result is obtained by dividing
these quantities. Average is typically implemented by using an
array as the state value. For example,
the built-in implementation of avg(float8)
looks like:
CREATE AGGREGATE avg (float8) ( sfunc = float8_accum, stype = float8[], finalfunc = float8_avg, initcond = '{0,0,0}' );
(float8_accum
requires a three-element array, not just
two elements, because it accumulates the sum of squares as well as
the sum and count of the inputs. This is so that it can be used for
some other aggregates besides avg
.)
Aggregate functions can use polymorphic state transition functions or final functions, so that the same functions can be used to implement multiple aggregates. See Section 35.2.5 for an explanation of polymorphic functions. Going a step further, the aggregate function itself can be specified with polymorphic input type(s) and state type, allowing a single aggregate definition to serve for multiple input data types. Here is an example of a polymorphic aggregate:
CREATE AGGREGATE array_accum (anyelement) ( sfunc = array_append, stype = anyarray, initcond = '{}' );
Here, the actual state type for any aggregate call is the array type
having the actual input type as elements. The behavior of the aggregate
is to concatenate all the inputs into an array of that type.
(Note: the built-in aggregate array_agg
provides similar
functionality, with better performance than this definition would have.)
Here's the output using two different actual data types as arguments:
SELECT attrelid::regclass, array_accum(attname) FROM pg_attribute WHERE attnum > 0 AND attrelid = 'pg_tablespace'::regclass GROUP BY attrelid; attrelid | array_accum ---------------+--------------------------------------- pg_tablespace | {spcname,spcowner,spclocation,spcacl} (1 row) SELECT attrelid::regclass, array_accum(atttypid::regtype) FROM pg_attribute WHERE attnum > 0 AND attrelid = 'pg_tablespace'::regclass GROUP BY attrelid; attrelid | array_accum ---------------+--------------------------- pg_tablespace | {name,oid,text,aclitem[]} (1 row)
A function written in C can detect that it is being called as an
aggregate transition or final function by calling
AggCheckCallContext
, for example:
if (AggCheckCallContext(fcinfo, NULL))
One reason for checking this is that when it is true for a transition function, the first input must be a temporary transition value and can therefore safely be modified in-place rather than allocating a new copy. See int8inc() for an example. (This is the only case where it is safe for a function to modify a pass-by-reference input. In particular, aggregate final functions should not modify their inputs in any case, because in some cases they will be re-executed on the same final transition value.)
For further details see the CREATE AGGREGATE command.


Here you can check your API Key status and generate a new one if necessary.
Attention! If you generate a new apiKey, the existing will be invalidated!
Attention! When you generate a new token, you will only be able to see the token once. Generate it only when you have a safe place to store it.
Your token has been generated successfully and is shown below!
{{token}}
You must use it every time your app calls the API. See how in the documentation.


At A Glance
Media Type: Game
Platform: Web-based
Released: October 2019
Made for: GAMED Fall Game Jam, 2019
Created with: Unity
Coded in: C#
Developers: Cass Aleatory, Leah Blascyzk, & Wesley McWhorter
Media Type: Game
Platform: Web-based
Released: October 2019
Made for: GAMED Fall Game Jam, 2019
Created with: Unity
Coded in: C#
Developers: Cass Aleatory, Leah Blascyzk, & Wesley McWhorter
System Overload is a Bloons-inspired tower defense game that puts the player in command of a full array of technological defenses, from firewalls and file shredders to binary-shooting decompilers. With currency at a premium and a wide variety of viruses and malware trying to corrupt your confidential data, you’ll need to spend your Bitcoin wisely to survive all twenty waves. You have seven unique towers that you can place and upgrade with one click… and you’ll need all of them if you want to avert the System Overload.
System Overload was created for the Fall 2019 MAGD Game Jam, run by the Game & Media Entertainment Developers club at UW-Whitewater. The theme of the jam was Simulation. About a year after the jam, we revisited System Overload and revised it into the game you see today. The game features all-original code, art, sound effects, and music from Leah, Wes, and I.
Working on System Overload taught me a ton about programming for games. This was the very first time I tried to code on a serious project, and learning to work in sync with other coders using collaboration tools like Unity Collab proved to be an immensely valuable experience for me. It also served to help me hone my troubleshooting skills. I had to untangle the relationships between my scripts and those written by others, learn how to reference GameObjects set up differently from the way I usually created mine, and peer review the code of others to fix some of the more persistent bugs. Overall, I developed quite a few of my most-valued collaborative coding skills while working on this game.
I programmed the towers, wrote the tooltip descriptions, made the art for the Bitcoin Miner, and composed the score for this game. Leah programmed everything besides the towers, lead level design, balanced the game, and ported it from Unity to web browser via itch.io. Wes did all the rest of the art, the interface design, the visual special effects, and the sound effects.


Telink OTA
ⓘ
Services UUID:
Characteristic:
Connect
Reconnect
Hide unknown
BLE device name prefix filter(s)
Please select a .bin file you want to flash to a Telink BLE device.
Select Firmware:
Status: waiting for you to connect a device
Start Flashing
Clear Log


Before Change
// NOTE: This reversed() order is to ensure that the iterative
// DFS matches the order that would be produced by a recursive
// DFS implementation.
for child in reversed(node):
// Skip nodes that are comments or blacklisted
if child.tag is lxml.etree.Comment or (
self.blacklist and child.tag in self.blacklist
After Change
// NOTE: This reversed() order is to ensure that the iterative
// DFS matches the order that would be produced by a recursive
// DFS implementation.
child_list = list(reversed(node))
// for child in reversed(node):
for child in child_list:
// Skip nodes that are comments or blacklisted
if child.tag is lxml.etree.Comment or (


- Project tools
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Subversion Packages
The best available version of Subversion is: 1.4.0
You can install Subversion by compiling its source code release directly, or you can
install one of the prepackaged binaries
if there is one for your operating system. Unless a release has
"alpha", "beta", or "rc" in its name, it is tested and considered
stable for production use. Once you have Subversion installed, most
of your questions can be answered by reading the Subversion Book and FAQ.
To upgrade to the latest release, just install "on top of" an older
release. Any Subversion 1.x program is forward-compatible with newer
1.y libraries. No repository upgrade is required. As long as a
client and server both have the same major release number (1), an
older client works with a newer server and a newer client works with
an older server. The only caveat is that if the client and server
minor release numbers don't match (e.g 1.0 and 1.1), then not all new
features may not be available.
The 1.0 and 1.1 development line are no longer active. We are no
longer fixing bugs in 1.0.x/1.1.x nor making 1.0.x/1.1.x releases.
Only the discovery of a horrible data-loss or security bug would
prompt us to do another 1.0.x/1.1.x release. If you discover a bug in
1.0/1.1, it is likely already fixed in a later development line. If
you report the bug, you'll probably be told to upgrade first.
Source Code
The latest source release can always be found
in this directory, in the file-sharing area of the Subversion
website. Windows users should download .zip files.
For all other operating systems, download .tar.gz or
.tar.bz2 files.
Be sure to read the general
instructions for building from the source tarball, and the specific instructions
within the source code itself.
Binary Packages
The Subversion project does not officially endorse or
maintain any binary packages of the Subversion software. However,
volunteers have created binary packages for different distributions
and platforms, and as a convenience, we maintain a list of links to
them here. If there are any problems with or questions about the
different binary packages please send email to the Subversion users mailing
list.
NOTE: Binary packages usually come out about a week after the
corresponding source release. Please don't post to the mailing lists
asking when a binary package for a given platform will be ready. The
packagers already know when new source releases come out, and work as
fast as they can to make binaries available.
Red Hat Linux and Fedora Core
Red Hat 8.0, 9, Red Hat Enterprise Linux 3, 4
Maintainer:
David Summers
UK Mirror (fastest) or http://summersoft.fay.ar.us/pub/subversion/latest/
(slowest).
WARNING:
The Red Hat Enterprise Linux 3 Subversion 1.2 and later RPMs above
(from David Summers) are not compiled with Berkeley DB
support (All other versions are compiled with Berkeley BDB support).
If you need to access Berkeley DB repositories, these RHEL3 RPMs will not
work for you. (See this thread for details.) You may want to try different RPMs
instead.
Fedora Core 3 and later Binary RPM packages of
Subversion are already available in these distributions. If you do
not already have them installed then you may install them from the
installation CD/DVD or use "yum install subversion" to
install them from the internet distribution mirrors.
pkgsrc ({Net,Open,Free}BSD, Linux, Solaris, etc.)
Maintainer:
Eric Gillespie
pkgsrc is the cross-platform package system used by the NetBSD
project, originally derived from FreeBSD ports.
Information about the latest package can be found here: http://cvsweb.netbsd.org/bsdweb.cgi/pkgsrc/devel/subversion/
.
Assuming your pkgsrc tree is up-to-date, just do 'cd
/usr/pkgsrc/devel/subversion; make install clean'.
Mac OS X
Windows NT, 2000, XP and 2003
The client runs on Win9x/Me but the server does not, see the
FAQ.
Maintainer:
Branko Čibej
The latest command-line binaries and libraries for Windows can be
found in this directory of the file-sharing area. The packages are ".zip"
files.
Note that the Apache modules included in this
package was compiled against Apache HTTP Server 2.0, and thus will
not work with Apache HTTP Server 2.2.
WARNING: subversion 1.2 (and later) win32 binaries
use BerkeleyDB 4.3. If you already have BDB 4.2 repositories running
on Windows, then installing these particular binaries will force you
to upgrade your repositories to BDB 4.3. It's not difficult, just be
ready to do so. Read the FAQ.
Maintainer:
Troy Simpson
The same command-line binaries and libraries, but packaged within a
friendly Installer program, are in the same directory of the file-sharing area, but end with
"-setup.exe".
Maintainer:
Steve King
If you want a pretty Win32 GUI, TortoiseSVN integrates nicely
with the Windows Explorer. Note: TortoiseSVN is a
separate project. Please post questions and problems to the TortoiseSVN project's own mailing lists., not Subversion's
mailing lists.
|


Alien: Resurrection - More Ooze, Less Aaahs by Homer Yen (c) 1997
Will moviegoers ever get enough of these space creatures whose best attributes are showing off their exceptionally sharp teeth and oozing slime? Not yet, it seems. But that's ok, because this fourth installment shows signs of life, and once again brings to us the macho Ripley (Sigourney Weaver) and pits her against those familiar goo-dripping, acid-for-blood aliens.
Science-fiction gives writers the latitude to come up with wacky premises, and the premise here is certainly odd. Despite its viciousness and primal urge to kill, it turns out that some people are enamored with this species and hope to breed more of them.  However, we are made aware of a couple things. All of the action will take place on a spaceship, replete with the obligatory warehouse-like setting, dimly lit corridors, and smoke billowing out from every angle. Ripley is a clone of the original (who died in Aliens3) who has heightened senses (she can smell the presence of aliens) and some memories of her former life, realizing all too well the dangerous implications of breeding such a savage species. Also, it won't be too long, despite careful attempts to contain the aliens, before they will escape and run rampant through the spaceship that carries them. Their infestation is actually startling. As they begin to run amuck, the ships computer states: "non-human elements detected on levels 2, 4, 5, 9..." and so forth while the crew frantically makes their way into the escape pods.
However, as this genre mandates, there must be at least a handful of people who have yet to escape.  Naturally, there is no easy way off, and for them, things will get much worse before it gets better.
The true stars in this movie, however, are the aliens and the special effects people that created them. They are incredible to look at. An especially fine scene involves an underwater chase, where the aliens swim in pursuit of their victims, subsequently climb a ladder and then dodge bullets being fired upon them. They are intelligent, merciless, and genuinely imposing. Less impressive though is the Ripley clone. While she embodies the toughness of a soldier and the tenderness of a human, the clone's persona displays a sense of annoying apathy. She blurts out cynical sound bites and laughs at the weakness of mankind. Also, Ryder is a strange addition to this kind of movie. Though she is a wonderful actress, she lacks the heft and presence to stand alongside Ripley and the other crew members.
My feelings about this movie were undoubtedly mixed. While I enjoyed the beauty of the aliens, the moderate amount of excitement and the enormous amounts of slime, Ripley's sense of detachment alienated me, and soon, I found myself less interested in the final result and more interested in seeing more aliens. But I suppose that if the focus of the movie was actually on Ripley, the title of the film would have been called "Ripley: Resurrection."
Grade: B-
The review above was posted to the
rec.arts.movies.reviews newsgroup (de.rec.film.kritiken for German reviews).
The Internet Movie Database accepts no responsibility for the contents of the
review and has no editorial control. Unless stated otherwise, the copyright
belongs to the author.
Please direct comments/criticisms of the review to relevant newsgroups.
Broken URLs inthe reviews are the responsibility of the author.
The formatting of the review is likely to differ from the original due
to ASCII to HTML conversion.
Related links: index of all rec.arts.movies.reviews reviews


Reports any module declarations, classes, fields, or methods which have the @deprecated
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This inspection only reports if the language level of the project or module is 5 or higher
Use the checkbox below to warn on symbols annotated with @Deprecated without a corresponding explanation in a
@deprecated Javadoc tag.


My Cool ScoreBoard
Home Team
No Score
100
Start!
Quarter
1
Away Team
0
Home Team name:
Update Home Name
Add Score
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Away Team name:
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@(registerForm: Form[Option[DbUser]], user: Option[DbUser], isMobile: Boolean ) @implicitField = @{ FieldConstructor(register_field.f) } @import helper._
BitPlus makes sending mobile money to Somalia using Bitcoin much easier than you thought possible.
Send mobile money to Somalia from anywhere around the world with lightening quick speed.
BitPlus charges a small 2.5% fee per transaction. Dahabshiil and other competitors charge 6% or more.
There are no minimum limits when sending money. Send as little or as much as you want with BitPlus.
Founder
Director of Operations
Chief Technical Officer
Lead Developer
Business development advisor
Mahamadu Abdul Salam is a cryptocurrency enthusiast and the founding president of the Centre for Liberty & Entrepreneurship (CLE - Ghana), a non-profit research and educational Think Tank in Northern Ghana dedicated to the ideas of free markets, individual liberty, limited government interference, private property rights, innovation and entrepreneurship. He has served on the the School of Business and Law Students Association's Finance committee in 2015/2016 academic year and currently plays an advisory role to the committee. His Think Tank efforts led to the establishment of the first libertarian company in Northern Ghana, Liberty Agric Services Company Limited. He is also developing a Blockchain land titles project in northern Ghana that will register lands, estates and farms for economic leverage to ensure economic freedom. Check out some of his work here www.cleghana.org
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{% if issues == 'ERROR' %}
Error Fetching Data from GitHub. Try Again Later.
{% elif issues|length > 0 %}| Issue | Created By | Created At | Status |
|---|---|---|---|
| {{ issue.title }} #{{ issue.issue_id }} | {{ issue.user }} | {{ issue.created_at|date('%Y-%m-%d %H:%M:%S (UTC)') }} | {{ issue.status}} |
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{% endif %}