Scrollable Lists - Lists can be made scrollable through the IsScrollable field. This means the TabPanel Headers, ComboBox and DataGrid can be made scrollable as well (through the magic of object composition). ScrollTo method also added to ObservableList for scrolling to items in the list. See the new AdvancedLists scene for an example.
List Item Pooling - List items can be pooled (pre-created and ready to be used) which improves performance when dynamically adding new items. List pooling is activated by setting PoolSize (initial pool size) and MaxPoolSize (if you want the pool size to grow as items are added) on the List view.
View Switcher Animations - You can now add two new animations to the view switcher: TransitionInReverse and TransitionOutReverse that are activated when switching to a view whose child index is lower than the current one. This is to be able to create different animations when transitioning to next or previous view. See the new ViewSwitcherExample scene for an example.
Change Log
v2.3.0
Two more examples added: AdvancedLists and ViewSwitcher
Embedded scroll functionality to List view activated through IsScrollable field
Scrollable ComboBox through IsScrollable and ListHeight fields
Added ScrollTo method to ObservableList for scrolling to items in the list
Minimizing of redundant objects in the hierarchy, added fields to remove certain unused objects (such as list mask)
Content in the Panel is no longer inside a Frame by default
ShowVerticalScrollbar and ShowHorizontalScrollbar replaced by HorizontalScrollbarVisibility and VerticalScrollbarVisibility enum
Added CanReselect field to List that allows items to be selected even if they already are selected, used by ComboBox to allow same item to be selected in the drop-down
Fixed bugs in Slider, RadialMenu, ComboBox and Window where mouse position calculation logic not working correctly in scaled canvases
Added UseListMask boolean to List which removes the list mask object from the hierarchy if set to False (default)
View pooling functionality to improve performance when dynamically creating items
The List view can be configured to use view pooling for improved performance when creating list items
Fixed bug where views without view models didn't show up in the view presenter list
Fixed bug where BaseDirectory is not used when bindings values propagate
ViewSwitcher now supports reversed animations useful when you want different transitions previous->next and next->previous
Fixed bug with view switcher not working correctly with both transition in and out animations and when switching fast
Added DisableItemArrangement bool to List view for the option to disable default list item grouping layout
Fixed so XSD schema for resource dictionaries are generated
Fixed bug where buttons stayed in highlighted state when they were deactivated when pressed
Fixed bug where static transformation method "Format" had incorrect signature
Performance improvements in how layout changes propagates in groups and lists
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| PostgreSQL 9.0.10 Documentation | ||||
|---|---|---|---|---|
| Prev | Up | Chapter 36. Triggers | Next |
This section describes the low-level details of the interface to a trigger function. This information is only needed when writing trigger functions in C. If you are using a higher-level language then these details are handled for you. In most cases you should consider using a procedural language before writing your triggers in C. The documentation of each procedural language explains how to write a trigger in that language.
Trigger functions must use the "version 1" function manager interface.
When a function is called by the trigger manager, it is not passed any normal arguments, but it is passed a "context" pointer pointing to a TriggerData structure. C functions can check whether they were called from the trigger manager or not by executing the macro:
CALLED_AS_TRIGGER(fcinfo)
which expands to:
((fcinfo)->context != NULL && IsA((fcinfo)->context, TriggerData))
If this returns true, then it is safe to cast fcinfo->context to type TriggerData * and make use of the pointed-to TriggerData structure. The function must not alter the TriggerData structure or any of the data it points to.
struct TriggerData is defined in commands/trigger.h:
typedef struct TriggerData { NodeTag type; TriggerEvent tg_event; Relation tg_relation; HeapTuple tg_trigtuple; HeapTuple tg_newtuple; Trigger *tg_trigger; Buffer tg_trigtuplebuf; Buffer tg_newtuplebuf; } TriggerData;
where the members are defined as follows:
Always T_TriggerData.
Describes the event for which the function is called. You can use the following macros to examine tg_event:
Returns true if the trigger fired before the operation.
Returns true if the trigger fired after the operation.
Returns true if the trigger fired for a row-level event.
Returns true if the trigger fired for a statement-level event.
Returns true if the trigger was fired by an INSERT command.
Returns true if the trigger was fired by an UPDATE command.
Returns true if the trigger was fired by a DELETE command.
Returns true if the trigger was fired by a TRUNCATE command.
A pointer to a structure describing the relation that the trigger fired for. Look at utils/rel.h for details about this structure. The most interesting things are tg_relation->rd_att (descriptor of the relation tuples) and tg_relation->rd_rel->relname (relation name; the type is not char* but NameData; use SPI_getrelname(tg_relation) to get a char* if you need a copy of the name).
A pointer to the row for which the trigger was fired. This is the row being inserted, updated, or deleted. If this trigger was fired for an INSERT or DELETE then this is what you should return from the function if you don't want to replace the row with a different one (in the case of INSERT) or skip the operation.
A pointer to the new version of the row, if the trigger was fired for an UPDATE, and NULL if it is for an INSERT or a DELETE. This is what you have to return from the function if the event is an UPDATE and you don't want to replace this row by a different one or skip the operation.
A pointer to a structure of type Trigger, defined in utils/rel.h:
typedef struct Trigger { Oid tgoid; char *tgname; Oid tgfoid; int16 tgtype; char tgenabled; bool tgisinternal; Oid tgconstrrelid; Oid tgconstrindid; Oid tgconstraint; bool tgdeferrable; bool tginitdeferred; int16 tgnargs; int16 tgnattr; int16 *tgattr; char **tgargs; char *tgqual; } Trigger;
where tgname is the trigger's name, tgnargs is the number of arguments in tgargs, and tgargs is an array of pointers to the arguments specified in the CREATE TRIGGER statement. The other members are for internal use only.
The buffer containing tg_trigtuple, or InvalidBuffer if there is no such tuple or it is not stored in a disk buffer.
The buffer containing tg_newtuple, or InvalidBuffer if there is no such tuple or it is not stored in a disk buffer.
A trigger function must return either a HeapTuple pointer or a NULL pointer (not an SQL null value, that is, do not set isNull true). Be careful to return either tg_trigtuple or tg_newtuple, as appropriate, if you don't want to modify the row being operated on.


| | |
- Method resolution order:
- TestLoader
- unittest.loader.TestLoader
- __builtin__.object
Methods defined here:
- discover(self, start_dir, pattern, top_level_dir)
- # unittest.main does not allow multiple "--start-directory"
# options, but we can make it scan multiple separate directories
# by overriding discover(). This allows us to have a "tests"
# directory that's separate from "switch_mod".
#
# We don't want to scan for *.py files in the parent directory in
# case any of those are throwaway scripts that have unexpected
# effects when imported.
- loadTestsFromModule(self, module)
- # The unittest module does not have built-in support for finding
# doctests. In order to run the doctests, we need a custom
# TestLoader that overrides loadTestsFromModule().
Methods inherited from unittest.loader.TestLoader:
- getTestCaseNames(self, testCaseClass)
- Return a sorted sequence of method names found within testCaseClass
- loadTestsFromName(self, name, module=None)
- Return a suite of all tests cases given a string specifier.
The name may resolve either to a module, a test case class, a
test method within a test case class, or a callable object which
returns a TestCase or TestSuite instance.
The method optionally resolves the names relative to a given module.
- loadTestsFromNames(self, names, module=None)
- Return a suite of all tests cases found using the given sequence
of string specifiers. See 'loadTestsFromName()'.
- loadTestsFromTestCase(self, testCaseClass)
- Return a suite of all tests cases contained in testCaseClass
Data descriptors inherited from unittest.loader.TestLoader:
- __dict__
- dictionary for instance variables (if defined)
- __weakref__
- list of weak references to the object (if defined)
Data and other attributes inherited from unittest.loader.TestLoader:
- sortTestMethodsUsing = <built-in function cmp>
- cmp(x, y) -> integer
Return negative if x<y, zero if x==y, positive if x>y.
- suiteClass = <class 'unittest.suite.TestSuite'>
- A test suite is a composite test consisting of a number of TestCases.
For use, create an instance of TestSuite, then add test case instances.
When all tests have been added, the suite can be passed to a test
runner, such as TextTestRunner. It will run the individual test cases
in the order in which they were added, aggregating the results. When
subclassing, do not forget to call the base class constructor.
- testMethodPrefix = 'test'
|


Baby comes home bruised after falling down stairs at unlicensed New Jersey day care, mom says
by WABCNEWARK, New Jersey (WABC) -- A woman says her 6-month-old daughter came home bruised after falling down the stairs at an unlicensed daycare in Newark.
Anari Ormond said her daughter Zuri was also bitten by a toddler on Nov. 12.
The J&A Nursery is a single family home on Eastern Parkway. Ormond said she did not know the daycare was unlicensed at the time.
Ormond says she got a text from the daycare operator saying, "Hey Anari, call me on your lunch" with no further explanation.
Ormond says she got on the phone, and was told a two-year-old boy left unattended bit Zuri three times on her stomach. However, things took a turn for the worse after the young mother rushed over to the nursery.
"She started to get frantic. She started crying and she's just like, 'I went upstairs to get Neosporin and I fell down the steps holding Zuri, and she's severely bruised," Ormond said.
Police are now investigating.
The New Jersey Department of Children and Families released the following statement:
"Our records do not show an operating license or registration for J&A Nursery in Newark. Please note that Family Child Care Homes are permitted to operate in New Jersey, without a license, if they are caring for five or fewer unrelated children. However, if programs wish to receive federal subsidies they're required to voluntarily register with DCF and comply with applicable regulations. Providing care for more than five unrelated children requires a child care center license, and operating without such a license may subject the operator to prosecution."
Eyewitness News has been unable to reach the owner of the daycare for comment.
Doctors confirm Zuri also suffered a minor concussion.
Click here to check for a licensed child care provider.


PC build completed sophomore year as a "final hoorah" for our A+ curriculum before we moved our primary focus to Cisco I.
View ProjectThroughout our Cisco curriculum we have completed many assignments and projects on our equipment.
View ProjectIn IT we accept jobs from outside customers. In this case, the job was to locate issues on a customer's iPad.
View ProjectEvery year, BVT hosts a night for prospective applicants to tour the school and learn more about how we operate at BVT. This year I volunteered to talk about our shop and inform applicants and their parents about the IT shop.
View ProjectCompleted a project to show my knowledge of Cisco I's concepts and procedures.
View Project


TVS Motor Chairman Venu Srinivasan bags Deming award in Tokyo
Becomes first Indian industrialist to be bestowed with award for contributions in the field of TQM
by T E NarasimhanVenu Srinivasan, Chairman of TVS Motor Company and Sundaram Clayton, was conferred with the Deming ‘Distinguished Service Award For Dissemination and Promotion Overseas’, at a ceremony held in Tokyo today.
Srinivasan becomes the first Indian industrialist from India to be bestowed with this prestigious award for his contributions in the field of Total Quality Management (TQM), according to a press release.
The Deming Prize is the highest award for TQM in the world. Deming ‘Distinguished Service Award for Dissemination and Promotion Overseas’ is given to individuals who have made outstanding contributions in the dissemination and promotion of Total Quality Management (TQM) and is sponsored by Japanese Union of Scientists and Engineers (JUSE).
Candidates require recommendations from the members of the Deming Prize Committee, and their primary activities must also be outside Japan.


--- layout: post title: "Thoughts on Flash" external-url: http://www.apple.com/hotnews/thoughts-on-flash/ ---
I had written a long piece in support of Jobs’ Thoughts on Flash but it’s unnecessary. Each cogent argument against Flash is reason enough, alone, to exclude Flash on Apple devices.


Michayal Mathew is an aerospace engineering student at Texas A&M University. In his free time, he plays Intramural basketball, participates in Hackathons (24 hour programming competitions) as well as Entrepreneurial Idea Pitch competitions.
He considers his creativity and public speaking abilities to be his greatest assets. He has been conducting AR/VR Research with Dr. Darren Hartl for the past year, and just returned from working as a VR Intern at NASA Goddard Space Flight Center.


Are you sure you want to remove {{institution.name}} from {{ 'global.country.' + country.isoCode2 | translate }}?


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Do you like hiking or are you more of a couch potato? Allergic to pet dander and need a
non-shedder? Live on a farm or in an apartment? With FurEver Home you can explore over 60 breeds of
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You may wonder why this is important. Pets are often rescued from shelters or even bought from
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Phaser 2.0.5
Phaser is a fast, free and fun open source game framework for making desktop and mobile browser HTML5 games. It uses Pixi.js internally for fast 2D Canvas and WebGL rendering.
Version: 2.0.5 "Tanchico" - Released: 20th May 2014
By Richard Davey, Photon Storm
- View the Official Website
- Follow on Twitter
- Join the Forum
- Source code for 300+ Phaser Examples or browse them online
- View the growing list of Phaser Plugins
- Read the documentation online
- Join our #phaserio IRC channel on freenode
- Subscribe to the Phaser Newsletter and we'll email you when new versions are released.
Welcome to Phaser and What's new in 2.0.5?
2.0.5 is our latest point release in our on-going series of updates to the core Phaser framework. As usual the full change log can be found below and you'll notice a raft of updates, new features and bug fixes. Most of the updates are to do with enhancing already existing features to make them more powerful, for example being able to pass a Rectangle object to the QuadTree class now. Or allowing you to control when a tilemap collision recalculation happens. It's small tweaks like this, the vast majority of which are based on community feedback, that help us go from strength to strength.
Another important change is that we've removed all of the Phaser Plugins from this repository. They now live intheir own repository which makes it much easier for us and contributors to manage. You'll find some awesome new plugins in there too, so take a look :)
The number of issues being reported is starting to drop as we squash more and more bugs. To that end we're going to do one last minor point release: 2.0.6 in approximately 2 weeks time. After this we'll wrap-up our current bi-weekly sprint schedule and focus on 2.1. We are aware there are some significant updates incoming on both the Pixi.js and p2.js fronts. GoodBoy Digital have been hard at work putting some incredible new features in Pixi (and restoring some long-lost ones such as Rope and Strip), so as soon as they leave dev we'll merge with Phaser.
We're also very close to releasing the brand new Phaser web site. The current single-page site has done us well for now, but it was only ever meant to be temporary while the full site was built. This is nearly done and we've got some exciting content to share and plenty of room for growth! Be sure to subscribe to our monthly newsletter to be notified as soon as it's out.
Until then happy coding everyone! And we hope to see you on the forums.
Getting Started Guides
We have a Getting Started Guide which covers all you need to begin developing games with Phaser. From setting up a web server to picking an IDE. If you're new to HTML5 game development, or are coming from another language like AS3, then we recommend starting there.
We wrote a comprehensive How to Learn Phaser guide for GameDevTuts+ which covers finding tutorials, examples and support.
The Game Mechanic Explorer is a great interactive way to learn how to develop specific game mechanics in Phaser. Well worth exploring once you've got your dev environment set-up.
Finally the list of community authored Phaser Tutorials is growing fast!
Change Log
Version 2.0.5 - "Tanchico" - 20th May 2014
Updates
- TypeScript definitions fixes and updates (thanks @luispedrofonseca @clark-stevenson @Anahkiasen @adamholdenyall @luispedrofonseca @WillHuxtable)
- Input.getPointerFromIdentifier docs update to reflect where the identifier comes from. Pointer properties now set to give it fixed defaults (thanks @JirkaDellOro, #793)
- Pointer.pointerId added which is set by the DOM event (if present in the browser). Note that browsers can and do recycle pointer IDs.
- Pointer.type and Pointer.exists properties added.
- QuadTree.retrieve can now accept either a Sprite with a physics body or a Phaser.Rectangle as its parameter.
- PluginManager.add now accepts additional parameters and if given a function it will pass them all to the Plugin constructor.
- Tilemap.getTile has a new nonNull parameter. If true it won't return
null
for empty tiles, but will return the actual Tile in that location. - Math.interpolateAngles and Math.nearestAngleBetween have been removed for the time being. They threw run-time errors previously.
- PIXI.InteractionManager is no longer over-written if the object already exists (thanks @georgiee, #818)
- Key.justPressed and justReleased incorrectly set the delay value to 2500ms. Now defaults to 50ms (thanks @draklaw, fix #797)
- Stage.backgroundColor can now accept short-code hex values:
#222
,#334
, etc. - Pointer.withinGame is now accurate based on game scale and updated as the Pointer moves.
- Stage.bounds is now updated if the game canvas offset changes position. Note that it contains the un-scaled game dimensions.
New Features
- New
force
parameter added to Group.set, setAll, setAllChildren, setProperty which controls if a property is created even if it doesn't exist. - Group.hasProperty will check a child for the given property and return true if it exists, otherwise false.
- Phaser.Tween.from allows you to set tween properties that will end up where the current object is (thanks @codevinsky, #792)
- Input.getPointerFromId will return a pointer with a matching pointerId value, if any. pointerId is a value set by the browser in the DOM event.
- ArcadePhysics.getObjectsUnderPointer will return all children from a Group that overlap with the given Pointer.
- InputManager.minPriorityID lets you set the minimum priority level an object needs to be to be checked by a Pointer. Useful for UI layer stacking.
- New consts: Phaser.Tilemap.NORTH, SOUTH, EAST and WEST to use with plugins and generally just handy to have.
- BitmapData.processPixelRGB added undefined check (thanks @muclemente, fix #808)
- Phaser.Utils.transposeArray will transpose the given array and return it.
- Phaser.Utils.rotateArray will rotate the given array by 90 or 180 degrees in either direction and return it.
- BitmapData.rect provides a quick way to draw a Rectangle to a BitmapData.
- Button.onOverMouseOnly is a boolean that causes onOver events to fire only if the pointer was a mouse (i.e. stops onOver sounds triggering on touch)
- Tilemap.setCollision has a new boolean parameter 'recalculate' which lets you control recalculation of collision faces (thanks @max-m, #819)
- Tilemap.setCollisionBetween has a new boolean parameter 'recalculate' which lets you control recalculation of collision faces (thanks @max-m, #819)
- Tilemap.setCollisionByExclusion has a new boolean parameter 'recalculate' which lets you control recalculation of collision faces (thanks @max-m, #819)
- Tilemap.setCollisionByIndex has a new boolean parameter 'recalculate' which lets you control recalculation of collision faces (thanks @max-m, #819)
- Graphics.drawTriangles will draw an array of vertices to the Graphics object (thanks @codevinsky, #795)
- Polygon.area will calculate the area of the Polygon (thanks @codevinsky, #795)
- The Tiled JSON parser will now include Tiled polygons, ellipse and rectangle geometry objects in the resulting map data (thanks @tigermonkey, #791)
- Input.addMoveCallback allows you to bind as many callbacks as you like to the DOM move events (Input.setMoveCallback is now flagged as deprecated)
- Input.deleteMoveCallback will remove a previously set movement event callback.
- Mouse will now check if it's over the game canvas or not and set Pointer.withinGame accordingly.
- Mouse.mouseOutCallback callback added for when the mouse is no longer over the game canvas.
- Mouse.stopOnGameOut boolean controls if Pointer.stop will be called if the mouse leaves the game canvas (defaults to false)
- Tilemap.searchTileIndex allows you to search for the first tile matching the given index, with optional skip and reverse parameters.
- Tilemap.layer is a getter/setter to the current layer object (which can be changed with Tilemap.setLayer)
- Cache.checkKey added - allows you to pass in a Cache type and a key and return a boolean.
- Cache.checkCanvasKey(key) - Check if a Canvas key exists in the cache (thanks to @delta11 for the proposal)
- Cache.checkTextureKey(key) - Check if a Texture key exists in the cache (thanks to @delta11 for the proposal)
- Cache.checkSoundKey(key) - Check if a Sound key exists in the cache (thanks to @delta11 for the proposal)
- Cache.checkTextKey(key) - Check if a Text key exists in the cache (thanks to @delta11 for the proposal)
- Cache.checkPhysicsKey(key) - Check if a Physics key exists in the cache (thanks to @delta11 for the proposal)
- Cache.checkTilemapKey(key) - Check if a Tilemap key exists in the cache (thanks to @delta11 for the proposal)
- Cache.checkBinaryKey(key) - Check if a Binary key exists in the cache (thanks to @delta11 for the proposal)
- Cache.checkBitmapDataKey(key) - Check if a BitmapData key exists in the cache (thanks to @delta11 for the proposal)
- Cache.checkBitmapFontKey(key) - Check if a BitmapFont key exists in the cache (thanks to @delta11 for the proposal)
- Cache.checkJSONKey(key) - Check if a JSON key exists in the cache (thanks to @delta11 for the proposal)
- New movement data added for a Pointer Locked mouse (Pointer.movementX/Y) (thanks @woutercommandeur, #831)
- ScaleManager.bounds is a Rectangle object that holds the exact size of the game canvas, taking DOM offset and game scale into account.
Plugins
The Plugins have now all moved to their own repository
Bug Fixes
- Line.pointOnLine corrected algorithm (thanks @woutercommandeur, fix #784)
- Line segment collision fails under certain cicumstances (thanks @woutercommandeur, fix #760)
- The P2 DistanceConstraint method signature has changed. Updated Phaser so maxForce is now passed as object (fix #788)
- Moved the this._reversed flag outside of the property loop in Tween (as per tween.js issue 115)
- Emitter.makeParticles updated to use Array.isArray() check on the key/frame values, so non-string objects can be passed in (thanks @AnderbergE, fix #786)
- Tilemap.createFromObjects will now force the creation of the property again even if it doesn't exist (regression fix from 2.0.4)
- Phaser.Line.intersectsPoints fixed by properly checking the boundaries (thanks @woutercommandeur, fix #790)
- Group.set and setAll were changed in 2.0.4 to not create the property unless it existed. This broke backwards compatibility, so has been fixed.
- Sound.play now returns the Sound object (thanks @AnderbergE, fix #802)
- Device Silk UA test updated to avoid Safari conflict (thanks @jflowers45, fix #810)
- Sound.stop on Samsung S4 would randomly throw a DOM error. Wrapped the audio stop in a try/catch (thanks FSDaniel)
- RandomDataGenerator.integerInRange would return a non-integer value if you passed in a float.
- Timer class updated so that code-resumed pauses don't mess up the internal _pausedTotal value (thanks @joelrobichaud, fix #814)
- Timer class when paused by code after a game-level pause wouldn't set the codepaused flag (thanks @joelrobichaud, fix #814)
- Stage.backgroundColor now properly accepts hex #RRGGBB and color values 0xRRGGBB again (fix #785)
- Color.getRGB would return incorrect color components if a color value without alpha was given, now works with both 0xRRGGBB and 0xAARRGGBB.
- Color.getWebRGB now works regardless if you give an 0xRRGGBB or 0xAARRGGBB color value.
- If an object was drag enabled with bringToTop, the onDragStop event wouldn't fire until the mouse was next moved (thanks @alpera, fix #813)
- RetroFont.text would throw WebGL errors due to an issue with Pixi.RenderTexture. Fixed in Phaser and submitted code to Pixi.
- RenderTexture.resize would throw WebGL errors due to an issue with Pixi.RenderTexture. Fixed in Phaser and submitted code to Pixi.
- Group.hasProperty fixed to not use hasOwnProperty, but a series of
in
checks (thanks @mgiuffrida for the idea, #829) - Tilemap.removeTile sets tiles to null but should set to index of -1 (thanks @draklaw, fix #835)
Migration Guide
There is an extensive Migration Guide available for those converting from Phaser 1.x to 2.x. In the guide we detail the API breaking changes and approach to our new physics system.
The full Change Log is at https://github.com/photonstorm/phaser/blob/master/CHANGELOG.md
How to Build
We provide a fully compiled version of Phaser in the build
folder, in both plain and minified formats.
You will also find custom builds in the build\custom
folder, that split phaser up into components.
We also provide a Grunt script that will build Phaser from source.
Run grunt
to perform a default build to the dist
folder.
If you replace Pixi or p2 then run grunt replace
to patch their UMD strings so they work properly with Phaser and requireJS.
Note: Some of you may not be aware, but the phaser.min.js
file in the build folder contains all 3 physics systems bundled in. If you only need Arcade Physics then you can use build\custom\phaser-arcade-physics.min.js
instead. This will save you 180KB from the minified file size.
Koding
You can clone the Phaser repo in Koding and then start editing and previewing code right away using their web based VM development system.
Bower
If you use bowser you can install phaser with:
bower install phaser
Nice and easy :)
CDNJS
Phaser is now available on CDNJS. You can include the following in your html:
http://cdnjs.cloudflare.com/ajax/libs/phaser/2.0.5/phaser.min.js
Or if you prefer you can leave the protocol off, so it works via http and https:
//cdnjs.cloudflare.com/ajax/libs/phaser/2.0.5/phaser.min.js
Requirements
Games created with Phaser require a modern web browser that supports the canvas tag. This includes Internet Explorer 9+, Firefox, Chrome, Safari and Opera. It also works on mobile web browsers including stock Android 2.x browser and above and iOS5 Mobile Safari and above. But as always be aware of browser limitations. Not all features of Phaser work on all browsers.
IE9
If you need to support IE9 or Android 2.x and want to use P2 physics then you must use the polyfill found in the resources/IE9 Polyfill
folder. If you don't require P2 Physics (or don't care about IE9!) then you don't need this polyfill.
JavaScript and TypeScript
Phaser is developed in JavaScript. We've made no assumptions about how you like to code your games, and were careful not to impose any form of class / inheritance / structure upon you. So you won't find it split into require modules or pull in 3rd party npm packages for example. That doesn't mean you can't, it just means we don't force you to do so. If you're a requireJS user you'll find a new template in the resources\Project Templates
folder just for you.
If you code with TypeScript you'll find a comprehensive definitions file inside the build
folder and tutorials on getting started.
Phaser is 128 KB gzipped (576 KB minified) when including all 3 physics engines. Without the physics engines its 67 KB gzipped (311 KB minified)
Note: The phaser.min.js
file in the build folder contains all 3 physics systems bundled in. If you only need Arcade Physics then you can use build\custom\phaser-arcade-physics.min.js
instead. This will save you 180 KB from the minified file size.
Learn By Example
Ever since we started Phaser we've been growing and expanding our extensive set of Examples. Currently over 270 of them!
They used to be bundled in the main Phaser repo, but because they got so large and in order to help with versioning we've moved them to their own repo.
So please checkout https://github.com/photonstorm/phaser-examples
Here you'll find an ever growing suite of Examples. Personally I feel that developers tend to learn better by looking at small refined code examples, so we created hundreds of them, and create new ones to test new features and updates. Inside the examples
repo you'll find the current set. If you write a particularly good example then please send it to us.
The examples need to be run through a local web server (in order to avoid file access permission errors from your browser). You can use your own web server, or start the included web server using grunt.
Using a locally installed web server browse to the examples folder:
examples/index.html
Alternatively in order to start the included web server, after you've cloned the repo, run npm install
to install all dependencies, then grunt connect
to start a local server. After running this command you should be able to access your local webserver at http://<IP_ADDRESS>:8000
. Then browse to the examples folder: http://<IP_ADDRESS>:8000/examples/index.html
There is a 'Side View' example viewer as well. This loads all the examples into a left-hand frame for faster navigation. And if you've got php installed into your web server you may want to try debug.php
, which provides a minimal examples list and debug interface.
You can also browse all Phaser Examples online.
Features
WebGL & Canvas
Phaser uses both a Canvas and WebGL renderer internally and can automatically swap between them based on browser support. This allows for lightning fast rendering across Desktop and Mobile. When running under WebGL Phaser now supports shaders, allowing for some incredible in-game effects. Phaser uses and contributes towards the excellent Pixi.js library for rendering.
Preloader
We've made the loading of assets as simple as one line of code. Images, Sounds, Sprite Sheets, Tilemaps, JSON data, XML and JavaScript files - all parsed and handled automatically, ready for use in game and stored in a global Cache for Sprites to share.
Physics
Phaser ships with our Arcade Physics system, Ninja Physics and P2.JS - a full body physics system. Arcade Physics is for high-speed AABB collision only. Ninja Physics allows for complex tiles and slopes, perfect for level scenery, and P2.JS is a full-body physics system, with constraints, springs, polygon support and more.
Sprites
Sprites are the life-blood of your game. Position them, tween them, rotate them, scale them, animate them, collide them, paint them onto custom textures and so much more! Sprites also have full Input support: click them, touch them, drag them around, snap them - even pixel perfect click detection if needed.
Groups
Group bundles of Sprites together for easy pooling and recycling, avoiding constant object creation. Groups can also be collided: for example a "Bullets" group checking for collision against the "Aliens" group, with a custom collision callback to handle the outcome.
Animation
Phaser supports classic Sprite Sheets with a fixed frame size, Texture Packer and Flash CS6/CC JSON files (both Hash and Array formats) and Starling XML files. All of these can be used to easily create animation for Sprites.
Particles
An Arcade Particle system is built-in, which allows you to create fun particle effects easily. Create explosions or constant streams for effects like rain or fire. Or attach the Emitter to a Sprite for a jet trail.
Camera
Phaser has a built-in Game World. Objects can be placed anywhere within the world and you've got access to a powerful Camera to look into that world. Pan around and follow Sprites with ease.
Input
Talk to a Phaser.Pointer and it doesn't matter if the input came from a touch-screen or mouse, it can even change mid-game without dropping a beat. Multi-touch, Mouse, Keyboard and lots of useful functions allow you to code custom gesture recognition.
Sound
Phaser supports both Web Audio and legacy HTML Audio. It automatically handles mobile device locking, easy Audio Sprite creation, looping, streaming and volume. We know how much of a pain dealing with audio on mobile is, so we did our best to resolve that!
Tilemaps
Phaser can load, render and collide with a tilemap with just a couple of lines of code. We support CSV and Tiled map data formats with multiple tile layers. There are lots of powerful tile manipulation functions: swap tiles, replace them, delete them, add them and update the map in realtime.
Device Scaling
Phaser has a built-in Scale Manager which allows you to scale your game to fit any size screen. Control aspect ratios, minimum and maximum scales and full-screen support.
Plugin system
We are trying hard to keep the core of Phaser limited to only essential classes, so we built a smart Plugin system to handle everything else. Create your own plugins easily and share them with the community.
Mobile Browser
Phaser was built specifically for Mobile web browsers. Of course it works blazingly fast on Desktop too, but unlike lots of frameworks mobile was our main focus. If it doesn't perform well on mobile then we don't add it into the Core.
Developer Support
We use Phaser every day on our many client projects. As a result it's constantly evolving and improving and we jump on bugs and pull requests quickly. This is a living, breathing framework maintained by a commercial company with custom feature development and support packages available. We live and breathe HTML5 games.
Battle Tested
Phaser has been used to create hundreds of games, which receive millions of plays per month. We're not saying it is 100% bug free, but we use it for our client work every day, so issues get resolved <em>fast</em> and we stay on-top of the changing browser landscape.
Road Map
Here are some of the features planned for future releases:
Version 2.1 ("Shienar")
- Comprehensive testing across Firefox OS devices, CocoonJS and Ejecta.
- Ability to control DOM elements from the core game and layer them into the game.
- Touch Gestures.
Version 2.2 ("Tarabon")
- Enhance the State Management, so you can perform non-destructive State swaps and persistence.
- Support for parallel asset loading.
- Flash CC HTML5 export integration.
- Massively enhance the audio side of Phaser. Take more advantage of Web Audio: echo effects, positional sound, etc.
Beyond version 2.2
- A more advanced Particle system, one that can render to a single canvas (rather than spawn hundreds of Sprites), more advanced effects, etc.
- Integration with third party services like Google Play Game Services and Amazon JS SDK.
- Test out packaging with Node-webkit.
- Game parameters stored in Google Docs.
- Look at HiDPI Canvas settings.
- Multiple Camera support.
- DragonBones support.
- Cache to localStorage using If-Modified-Since. See github request
- Allow for complex assets like Bitmap Fonts to be stored within a texture atlas.
- Look at XDomainRequest for IE9 CORs issues.
MightyEditor - A Visual Phaser Game Editor
MightyEditor is a browser-based visual Phaser game editor. Create your maps with ease, position objects and share them in seconds. It also exports to native Phaser code. Excellent for quickly setting-up levels and scenes.
Nadion
Nadion is a set of powerful enhancements for Phaser that makes level building even easier. It includes features such as Trigger, Area, Alarms and Emitters, debug panels, state machines, parallax layer scrolling, 'developer mode' short-cuts and more.
Contributing
We now have a full Contributors Guide which goes into the process in more detail, but here are the headlines:
If you find a bug then please report it on GitHub Issues or our Support Forum.
If you have a feature request, or have written a game or demo that shows Phaser in use, then please get in touch. We'd love to hear from you! Either post to our forum or email<EMAIL_ADDRESS>If you issue a Pull Request for Phaser, please only do so againt the
dev
branch and not against themaster
branch.Before submitting a Pull Request please run your code through JSHint to check for stylistic or formatting errors. To use JSHint, run
grunt jshint
. This isn't a strict requirement and we are happy to receive Pull Requests that haven't been JSHinted, so don't let it put you off contributing, but do know that we'll reformat your source before going live with it.
Bugs?
Please add them to the Issue Tracker with as much info as possible, especially source code demonstrating the issue.
"Being negative is not how we make progress" - Larry Page, Google
License
Phaser is released under the MIT License.


{% extends 'shared/base.html' %} {% block content %}
We've emailed you instructions for setting up a new one. If an account exist for the email you entered you will receive them shortly.
If you don't receive instructions, please make sure you've entered the proper email and check your spam folder.


<EMAIL_ADDRESS>+34 609 24 29 73
From sunny Barcelona since 1982
Android developer with background on contactless payments, personal health data, privacy and encryption.
Loves self-explanatory code and keeping things as simple as they can be. Likes to start small and refactor often. Thinks tests and code reviews are developers best friends.
Enjoys both working together with others as well as handling tasks autonomously.
Telecommunications Engineering // UPC (ETSETB) // 2007
Kotlin & Java // Main programming languages.
Android // Main mobile platform.
SQL, RESTful APIs // Command of relational databases and backend services interaction.
Testing // Experience with unit, integration and UI tests.
App architecture & design patterns // Knowledge of app design as well as generic software design patterns.
Conitnuous Integration/Deployment // Kown-how on automatic build, test, and release pipelines.
Security & Encryption // Familiar with best practices and most common algorithms.
| Period | Company | Industry | Position |
|---|---|---|---|
| 2018 - 2021 | D4L data4life gGmbH | Personal health data | Senior Android Developer |
| 2017 - 2018 | Sage | Accounting | Android Developer |
| 2012 - 2017 | Toro Development Ltd. | Payments and Loyalty | Mobile Developer & NFC Payments engineer. |
| 2008 - 2012 | SEAT, S.A. | Automotive | Project Controller & Application Service Officer |
| 2008 | Capgemini | Power grid management | C/C++ Junior Software Developer |


233_happy_pig.py
from collections import defaultdict, deque
import heapq
class Solution:
def maxProbability(self, n: int, edges: List[List[int]], succProb: List[float], start: int, end: int) -> float:
graphs = defaultdict(set)
for ii, (from_, to_) in enumerate(edges):
prob = succProb[ii]
graphs[from_].add((to_, prob))
graphs[to_].add((from_, prob))
q = [(-1, start)]
visited = set()
max_prob = 0
while q:
curr_prob, curr = heapq.heappop(q)
# print(curr, curr_prob)
if curr == end:
return -curr_prob
if curr in visited:
continue
visited.add(curr)
for nxt, nxt_prob in graphs[curr]:
if nxt in visited:
continue
heapq.heappush(q, (curr_prob * nxt_prob, nxt))
return 0


{% extends "base.html" %} {% set page = 'news' %} {% block content %}
Jinja2 supports putting often used code into macros. These macros can go into different templates and get imported from there. This works similar to the import statements in Python. It's important to know that imports are cached and imported templates don't have access to the current template variables, just the globals by default. For more details about context behavior of imports and includes see Import Context Behavior.
{% import 'social.html' as social %} {{ social.block() }}


The purpose this test is to show the cascade order of how accessible names are applied in the accessibility tree for links. The priority order from highest to lowest is:
aria-labelledby
value.aria-label
value.title
value.In examples 1 - 3, the title
value of "Rabbit" is announced as a description rather than a name, which is why is announced at the end of each string. In example 4, the title is announced as the accessible name as no other accessible name is provided.
This example should not be considered proper practice. Where possible content within the link should be used to define the accessible name.


Windows
A fatal exception 0E has occured at 0028:C002682 in VXD VFAT(01) * 0000798E. The current application will be terminated.
- Press any key to terminate the current application.
- Press CTR + ALT + DEL again to restart your computer. You will lose any unsaved information in all applications.
Press any key to continue _


“I visualize a time when we will be to robots what dogs are to humans, and I’m rooting for the machines.” —Claude Shannon
SPECIFICATIONS
INFOGAN FOR DYSLEXIA
Nov 2016 – Jan 2017 - AKASH KUMAR, BE-7th SEMESTER
Project description
InfoGAN tries to predict and picturize what a child suffering from dyslexia is trying to express and write. Generative Adversarial Network model is trained with Google draw image dataset to predict simple daily life objects when information of features is feeded alongside noise in the generator.
Uses Python and TensorFlow with Google draw image dataset of over 277,000 images.
Automated Parcel sorting using OCR and PTL(Put to light)Mar 2018 – Apr 2018 - Ankit kumar Singh, BE-7th SEMESTER
Project description
In this we used automated the parcel sorting process that was previously done by India Post manually.We provided both the semi automated and automated solution to the Department of Post.We used Opencv Python to detect and decode bar code and then retrieved all the information of the parcel from the database and then used motors to control the flaps so that parcel can be put in right destination bag automatically.For the semi automated solution we created a GUI for the whole process which will scan the barcode and fetch data from database and used Indicators(PTL) so that the sorting can be done by unskilled people also to create employment in rural areas
We also created secure login to the application using Tkinter in Python.
Brooks Law: "Adding manpower to a late software project makes it later!"
SPECIFICATIONS
INFOGAN FOR DYSLEXIA
Nov 2016 – Jan 2017 - AKASH KUMAR, BE-7th SEMESTER
Project description
InfoGAN tries to predict and picturize what a child suffering from dyslexia is trying to express and write. Generative Adversarial Network model is trained with Google draw image dataset to predict simple daily life objects when information of features is feeded alongside noise in the generator.
Uses Python and TensorFlow with Google draw image dataset of over 277,000 images.
Automated Parcel sorting using OCR and PTL(Put to light)Mar 2018 – Apr 2018 - Ankit kumar Singh, BE-7th SEMESTER
Project description
In this we used automated the parcel sorting process that was previously done by India Post manually.We provided both the semi automated and automated solution to the Department of Post.We used Opencv Python to detect and decode bar code and then retrieved all the information of the parcel from the database and then used motors to control the flaps so that parcel can be put in right destination bag automatically.For the semi automated solution we created a GUI for the whole process which will scan the barcode and fetch data from database and used Indicators(PTL) so that the sorting can be done by unskilled people also to create employment in rural areas
We also created secure login to the application using Tkinter in Python.
“Websites promote you 24/7: No employee will do that.”
― Paul Cookson
SPECIFICATIONS
WEBSITE AUTOMATION
Mar 2017 – May 2017 - AKASH KUMAR, BE-7th SEMESTER
Project description
Website Automation is a application which is used to prepare data for websites to post. The application traverses through the web for a given topic and extracts the related articles and photos from it, saves them and posts them online using CMS WordPress.
In this we used automated the parcel sorting process that was previously done by India Post manually.We provided both the semi automated and automated solution to the Department of Post.We used Opencv Python to detect and decode bar code and then retrieved all the information of the parcel from the database and then used motors to control the flaps so that parcel can be put in right destination bag automatically.For the semi automated solution we created a GUI for the whole process which will scan the barcode and fetch data from database and used Indicators(PTL) so that the sorting can be done by unskilled people also to create employment in rural areas
We also created secure login to the application using Tkinter in Python.


Upcoming Meetings
| September 15, 2022 |
| October 6, 2022 |
| TBD |
TSA Competition Dates
| TBD (likely in February) Virtual |
| March 26 - 28 2023, Greensboro, North Carolina |
| June 28 - July 2, 2023 St. Louisville, Kentucky |
Stay Updated!
Remind:
- 9th-10th grade: @aktsa910
- 11th-12th grade: @aktsa1112


The Game
Fermi Pico Bagel is a super fun number guess game for all ages. It is based on an old code-breaking game
called Bulls and Cows.
 The game players take turns to guess what the secret number is.
The game leader then responds each guess as follows:
-
If the guess has no matching numbers, the game leader responds "Bagel"
-
For each digit the guess has correct, but the position is wrong, the game leader responds "Pico"
-
For each digit the guess has correct, and in the correct position, the game leader responds "Fermi"
Example
As an example, let's say the secret number is 7685.
|
Guesses
|
Respones
|
Notes
|
|
1234
|
Bagel
|
No digits is correct.
|
|
8697
|
Fermi Pico Pico
|
6 is in the right place, 7 and 8 are in the wrong places.
|
|
6598
|
Pico Pico Pico
|
5, 6 and 8 are all in wrong places.
|
|
7685
|
Fermi Fermi Fermi
|
All digits are in the right place.
|
How to use the solver
-
1. Specify the number of digits (3 to 8), whether duplicate digits are allowed, zeros are allowed, and leading zero is allowed. Then click 'Start guesses'.
-
2. Start with a guess, and put in the response you get from the game leader. Use a "F" for each Fermi, a "P" for each Pico, and "B" for Bagel (for example "FPPB" is a valid response). Then click "Add Guess".
-
3. The remaining candidate numbers will be displayed in the "Candidates" box. The guess will also be added to the "Steps" table below, and a hint for the next guess will be displayed. Click on the hint to auto-fill the hint for the next turn.
-
4. Continue until there is only one candidate number left.
-
5. Click "New Game" for a new round.


--- layout: post title: To Saas or not to Saas.... date: 2013-09-23 20:23:48.000000000 -05:00 type: post published: true status: publish categories: - Ruby on Rails tags: - Software as a service meta: _edit_last: '15714693' _zemanta_has_recommendations: '1' publicize_reach: a:2:{s:7:"twitter";a:1:{i:482036;i:238;}s:2:"wp";a:1:{i:0;i:27;}} publicize_twitter_user: broberts_az _wpas_done_482036: '1' _publicize_done_external: a:1:{s:7:"twitter";a:1:{i:199393780;b:1;}} _wpas_skip_482036: '1' author: login: broberts65 email<EMAIL_ADDRESS>display_name: Bob Roberts first_name: '' last_name: '' ---
So I am torn with what to do with RailsCRM. From the beginning it was always intended to be OSS and minimal. Then I started to add on to it. I feel that it should be something easy to use and require minimal setup and not have all of the bells and whistles as those could be added by the user.
I really do not know if anybody has used it for themselves as I have no idea whether anybody has cloned the repo and done anything with it.
So, I thought lately that I will set it up as a SaaS and still allow people to clone the basic and advanced crm repos. But now I am thinking that I should do both. Maybe make the new version that I have been working on the advanced version as well as setting it up to use as a SaaS.
I have no intention of making money off of this but I could see that if it were popular as a SaaS that I would incur the costs of running it.
I know that either way I have a lot of improvements to make and doing that is a little hard with so many other things occupying my time.
Does anybody think there would be a need for an easy to use CRM SaaS?


Machine Learning Engineer
Projected Time
30-55 minutes
- 35-40 min Lesson
- 10-20 min Independent Practice
- 5-10 min Check for Understanding
Prerequisites
Motivation
- Machine learning(ML) is an application of artificial intelligence that provides systems the ability to automatically learn and improve from experience without being explicitly programmed.(reference from expert system)
- Machine learning is given so much importance because it helps in predicting behavior and recognizing patterns that humans with their limited capacity cannot predict. It is important because every field wants automatic, adaptive, optimize and want to take the decision itself without any human interface.(btbp.org)
Which companies use Machine Learning?(from em360tech.com)
1. Google
- Google is regarded by experts to be the most advanced company in the field of AI, machine learning and deep learning. The main reason for this is probably the amount of money the company has spent acquiring startups – Google has spent more than any other, according to CB Insights. Whether it’s something it acquired or developed in-house, Google has launched an AI chatbot which answers your messages for you – like a more sophisticated auto-response email – in a range of contexts, including Skype, Slack and Twitter direct messages.(em360tech.com)
- These are few Google cloud AI machine learning tools.
2. IBM
- IBM’s chess challenge has been usurped in terms of media hype by the recent human-vs-machine contest over an ancient board game called “Go”, which was won by the machine, of course. In this instance, the machine – or algorithm – was developed by DeepMind, which Google bought a few years ago for about $525 million.(em360tech.com)
3. Baidu
- Another company which has been very active on the mergers and acquisitions scene is Chinese search giant Baidu. The company is particularly interested in natural language processing, with a view to developing a workable voice-activated search function. One of the many machine learning acquisitions Baidu made last year was Kitt.ai, which is said to have a portfolio of chatbots and voice-based applications. The financial terms of that particular deal were not disclosed but Baidu is said to be the 10th biggest-spender on acquisitions in the world, according to CB Insights, which says Google spends the most.(em360tech.com)
4.Microsoft
- Microsoft has actually been the third-biggest spender on acquisitions over the past five years, according to CB Insights. The company is well and truly into the internet market, especially after its $26 billion purchase of LinkedIn a couple of years ago. LinkedIn may provide the best platform for Microsoft to showcase the enterprise applications it develops based on machine learning.(em360tech.com)
Objectives
Participants will be able to:
- Understand what Machine Learning mean.
- Why it is so important nowadays.
- Applications of Machine Learning.
Specific Things to Learn
- What is machine learning?
- Types of the machine learning algorithm
- Supervised learning
- Unsupervised learning
- Application of machine learning
Lesson
Misconceptions
- Machine learning is just summarizing data. In reality, the main purpose of machine learning is to predict the future.
- Learning algorithms just discover correlations between pairs of events.
- Machine learning can only discover correlations, not causal relationships.
- Machine learning will soon give rise to superhuman intelligence.
Reference : Ten Myths About Machine Learning by Pedro Domingo
Independent Practice
Go through the video and follow the specific steps as mentioned.
Supplemental Materials


| Scottish Widows |
£109.80 per week |
EditScottish Widows pension amount or frequency of payments or RemoveScottish Widows from your pension income
|
| NHS |
£109.80 every 2 weeks |
EditScottish Widows pension amount or frequency of payments or RemoveScottish Widows from your pension income
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| HMRC Nuvos |
£109.80 every month |
EditScottish Widows pension amount or frequency of payments or RemoveScottish Widows from your pension income
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| HMRC Classic |
£109.80 every week |
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the and with for was were that VGCV Ad-infected hamsters virus {background (Figure animals adenovirus weight The treatment from against challenge pathology burden days infection margin {border-style are group px;} #ffffff;} Ad-Vehicle []. lungs than Syrian post dose immunosuppressed replication this after human used body drug hamsters. CDV can hamster i.v. these Hamsters challenge, not patients B). VGCV-treated animal efficacy error immunocompromised liver species study (for For HAdV-C all groups hamsters, mean. model mortality three treat vehicle-treated while Ad, Each Figure both deaths effective had have levels more most px; represents respiratory severe significant symbol {font-family Ad-VGCV Ad. Ads This active collected decreased differences disseminated font-size i.n. infections loss lower lungs, mg/kg morbidity noted one only pathogenicity pathology. permissive results sacrificed show study. syrian two very (A) (B) Ad- Ad-induced administered before cause caused cell changes. data double; drugs five high infections. kidney less liver, lung mitigated observed organs purchased reduced same serum showed shown there transaminase treated using value whether -fold A). Ad-challenged Body CDV, However, Immunosuppressed Infection Marrow PFU/kg There VGCV, Virus analyzed animal; anti-adenoviral bar bars border-color border-width challenge) day described effect efficacious female first horizontal however, individual infection, known losing lost lungs. male model. mottled necropsy our prevented significantly signifies solid; standard starting such test then thus time transplant treatment-related untreated use which {font-style {font-weight Ad-CDV GCV Treatment acute antiviral approved bold brincidofovir challenge. compared completely courier; demonstrated each either em; even extent findings group. hematopoietic immunocompetent infected inhibits input lesions lesser mean; oncolytic out prevents prophylactic pt;} result see serious some study, their when


--- layout: page meta-title:"Page credits" ---
This website was developed thanks to Dean Attali's tutorial on how to make GitHub Pages using Beautiful Jekyll's Theme. Thanks Dean.


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--- layout: post title: Use grep to match a term for an if test date: 2011-03-16 22:15:47.000000000 +00:00 type: post parent_id: '0' published: true password: '' status: publish categories: - bash tags: [] meta: _edit_last: '1' author: Noel permalink: "/use-grep-to-match-a-term-for-an-if-test/" ---
if echo -e "Hello\nWorld" | grep -q "ell" ; then
echo "Hello was matched"
else
echo "World was matched"
fi
> Hello was matched


We start with b1.9-p5 solely because a version of MCP was released for it. This and other historical MCP versions can be found on the Minecraft Wiki, and a direct download can be found here.
In these versions of Minecraft, the maximum enchanting level was 50, and removing an item from the slot and re-adding it would refresh the available levels. This means that we will first want to determine how these levels are chosen, as it is obviously very different from modern Minecraft.
The relevant code is found in the onCraftMatrixChanged
function of the ContainerEnchantment
class, as named by MCP. This is one of only a handful of relevant functions that MCP names. From here on out, most function names I've assigned.
if(itemstack == null || !itemstack.is_enchantable()) { for(int i = 0; i < 3; i++) { chosen_xp_levels[i] = 0; } }
This code will clear out the xp levels in the table if the item isn't enchantable. This changes the appearance in the UI. If our item is enchantable, we continue with the following code.
int bookshelves = 0; for(int k = -1; k <= 1; k++) { for(int i1 = -1; i1 <= 1; i1++) { if(k == 0 && i1 == 0 || !the_world.isAirBlock(x + i1, y, z + k) || !the_world.isAirBlock(x + i1, y + 1, z + k)) { continue; } if(the_world.getBlockId(x + i1 * 2, y, z + k * 2) == Block.bookShelf.blockID) { bookshelves++; } if(the_world.getBlockId(x + i1 * 2, y + 1, z + k * 2) == Block.bookShelf.blockID) { bookshelves++; } if(i1 == 0 || k == 0) { continue; } if(the_world.getBlockId(x + i1 * 2, y, z + k) == Block.bookShelf.blockID) { bookshelves++; } if(the_world.getBlockId(x + i1 * 2, y + 1, z + k) == Block.bookShelf.blockID) { bookshelves++; } if(the_world.getBlockId(x + i1, y, z + k * 2) == Block.bookShelf.blockID) { bookshelves++; } if(the_world.getBlockId(x + i1, y + 1, z + k * 2) == Block.bookShelf.blockID) { bookshelves++; } } }
This code calculates how many bookshelves are around us. It does this by iterating over the 8 columns around the bookshelf. If either of the blocks in the column is not air, none of that column's bookshelves can count.
If they are air, then it checks the column coordinates with double the offset as the air column, and bookshelves in that column count towards the total. This counts corner bookshelves for corner air columns and side bookshelves for side air columns.
However, this leaves 8 columns unchecked, namely, those with an offset of (±2, ±1) or (±1, ±2) from the table. To check these, it uses the air corners and selectively doubles the offset for either x or z.
for(int ench_slot = 0; ench_slot < 3; ench_slot++) { chosen_xp_levels[ench_slot] = EnchantmentHelper.get_xp_offer(random, ench_slot, bookshelves, itemstack); }
We now populate the enchantment offers. To do so, we must switch over to the EnchantmentHelper
class.
Item item = itemstack.getItem(); int k = item.enchantability(); if(k <= 0) { return 0; } if(bookshelves > 30) { bookshelves = 30; }
This code gets our item and the enchantability of the item. This enchantability will be positive for any enchantable item. If that enchantability isn't strictly positive, it's unenchantable and we stop. Otherwise, we cap out the number of bookshelves used for calculations at 30 (32 is possible, but 30 allows for a door to be added).
bookshelves = 1 + random.nextInt((bookshelves >> 1) + 1) + random.nextInt(bookshelves + 1); int xp_cost = random.nextInt(5) + bookshelves;
This is finally where the magic happens. We calculate a value xp_cost
from the number of bookshelves and some random integers. This code is fairly straightforward to understand (note that the >> 1
operator is equivalent to integer division by 2.)
if(ench_slot == 0) { return (xp_cost >> 1) + 1; } if(ench_slot == 1) { return (xp_cost * 2) / 3 + 1; } else { return xp_cost; }
We finally return the values shown to the player. If we're in the top slot, this value is l/2+1
, rounded down. The second slot gets 2/3*l + 1
, rounded down, and the botton slot gets just l
. Note that this is called seperately, with different random values, for each slot, so this fractional relationship isn't preserved for any one enchanting table offer, but should be for an overall average.
When a player clicks on a slot in the enchanting table, a function triggers in the ContainerEnchantment
class.
ItemStack item_to_enchant = slot_ench_table.getStackInSlot(0); if(chosen_xp_levels[slot] > 0 && item_to_enchant != null && player.playerLevel >= chosen_xp_levels[slot]) { if(!the_world.multiplayerWorld) { List enchants = EnchantmentHelper.choose_enchants(random, item_to_enchant, chosen_xp_levels[slot]);
The first few lines of this code get the item, the xp levels to be consumed, and make some checks that the item can be enchanted. The multiplayer check is because this code is extracted from the client jar, and in multiplayer worlds, the server does the enchanting. The choose_enchants
function of the EnchantmentHelper
class then is called to find the valid enchantments.
Item item = itemstack.getItem(); int j = item.enchantability(); if(j <= 0) { return null; }
The first few lines are again just getting the item and a check that it is enchantable. We also store the enchantability in the variable j
. The enchantability of an item is defined as in the table below.
| Material | Tool | Armor |
|---|---|---|
| Wood/Leather | 15 | 15 |
| Stone/Chain | 5 | 12 |
| Iron | 14 | 9 |
| Gold | 22 | 25 |
| Diamond | 10 | 10 |
We then calculate an l
-value from this enchantability (which j
is initialized to), the xp cost calculated in the previous section, and some random values.
j = 1 + random.nextInt((j >> 1) + 1) + random.nextInt((j >> 1) + 1); int k = j + xp_cost; float f = ((random.nextFloat() + random.nextFloat()) - 1.0F) * 0.25F; int l = (int)((float)k * (1.0F + f) + 0.5F);
As you can see, the way this randomness is integrated is complicated, and so the resultant probability distribution is non-trivial. k
should follow a triangular distribution, as should f
, but I'm not certain what the resulting distribution of l
is. It is likely somewhat bell-shaped. I plan to add a tool to visualize it on this page in the future. We now switch to the get_valid_enchants
function in the same class.
Item item = itemstack.getItem(); HashMap hashmap = null; Enchantment aenchantment[] = Enchantment.enchants; int j = aenchantment.length; for(int k = 0; k < j; k++) { // Check every possible enchantment ID Enchantment enchantment = aenchantment[k]; if(enchantment == null || !enchantment.ench_type.matches_item(item)) { continue; } for(int ench_level = enchantment.min_level(); ench_level <= enchantment.max_level(); ench_level++) { if(l < enchantment.min_l_level(ench_level) || l > enchantment.max_l_level(ench_level)) { continue; } if(hashmap == null) { hashmap = new HashMap(); } hashmap.put(Integer.valueOf(enchantment.ench_id), new EnchantmentData(enchantment, ench_level)); } } return hashmap;
Ultimately, this just iterates over each possible function ID (0-255) and checks if that function exists. If it does exist, it iterates over all possible levels for that function (eg, Efficiency 1 - 5, Silk Touch 1). For each of those, it checks the get_min_levels
and get_max_levels
functions and checks that l
is within the bounds returned by those. In the code, these are defined Enchantment child classes by overriding two functions in the Enchantment class. Those bounds are described in the table below:
All enchantments where l
is within those limits are returned. It is worth re-iterating that those bounds are not bounds on the xp levels used, but the value which results from the levels used, the enchantability, and some random variables.


@*
* Copyright 2021 HM Revenue & Customs
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*@
@import uk.gov.hmrc.views.ViewConfig
@import uk.gov.hmrc.views.html.partials.Head
@import uk.gov.hmrc.hmrcfrontend.views.viewmodels.header.Header
@import uk.gov.hmrc.personaldetailsvalidation.model.CompletionUrl
@import uk.gov.hmrc.views.html.partials.{Heading1, Paragraph}
@this(
govukLayout: GovukLayout,
head: Head,
hmrcHeader: hmrcHeader,
reportTechnicalIssue: HmrcReportTechnicalIssueHelper,
hmrcStandardFooter: HmrcStandardFooter,
languageSelection: HmrcLanguageSelect,
h1 : Heading1,
p : Paragraph
)
@(pageTitle: String, heading: String, message: String
)(implicit request: Request[_], messages: Messages, appConfig: ViewConfig, headBlock: Option[Html] = None)
@beforeContentBlockSection = {
@languageSelection(LanguageSelect(
messages.lang.code match {
case "en" => En
case "cy" => Cy
},
appConfig.languageLinks: _*
))
}
@contentSection = {
@h1(content = Text(heading))
@p(content = Text(message))
}
@headerBlock = {
@hmrcHeader(Header(
language = if(messages.lang.code == "cy") Cy else En,
displayHmrcBanner = false
))
}
@scripts = {
}
@govukLayout(
pageTitle = Some(pageTitle),
headBlock = Some(head(headBlock, CompletionUrl("#"))),
headerBlock = Some(headerBlock),
scriptsBlock = Some(scripts),
beforeContentBlock = Some(beforeContentBlockSection),
footerBlock = Some(hmrcStandardFooter())
)(contentSection)


Book Aid International has supported libraries in Zimbabwe since 1959 and we have developed strong partnerships with a wide range of library services. In 2015 we will supply around 100,000 books to university and medical libraries, public and municipal libraries and libraries in schools both in towns and in rural communities.Each year we send up to one million brand new, carefully selected books to our library partners in Africa. These books are sent to libraries in a variety of settings in Africa, and they help individuals and communities to improve their lives and shape their own futures.
Our Free Products
Just try to find me
Each year we send up to one million brand new, carefully selected books to our library partners in Africa. These books are sent to libraries in a variety of settings in Africa, and they help individuals and communities to improve their lives and shape their.
Meeting Place
Each year we send up to one million brand new, carefully selected books to our library partners in Africa. These books are sent to libraries in a variety of settings in Africa, and they help individuals and communities to improve their lives and shape their.
Skate Show
Each year we send up to one million brand new, carefully selected books to our library partners in Africa. These books are sent to libraries in a variety of settings in Africa, and they help individuals and communities to improve their lives and shape their .


Our Values
Security
Total security and safety of your data
Health
Only together can we defeat this virus.
Technology
Everything is easier with technology.
Clients
Hours Of Support
Features
Everything you need is
Smart phone
Network
GPS
F.A.Q
Frequently Asked Questions
No we are not spying on you, your data is totally protected and encrypted under the laws of the countries in which you are located.
All the listed information about the application will be available in the user manual, and recordings with clearer instructions will be available to you.


Toggle Navigation
plug#
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Commands
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The requested page does not exist!
Click the button below to go back to the main page!
home


Accordions
Accordions are used to toggle sections of content.

<input type="checkbox" id="accordion-1" name="accordion-checkbox" hidden/>

Title

<input type="radio" id="accordion-1" name="accordion-radio" hidden/>

Title

Autocomplete
Autocomplete form component provides suggestions while you type. It is often used for tags and contacts input.
Add a container element with the form-autocomplete
class. There are 2 parts of it, one is form-autocomplete-input
, another is menu
component. You may add the is-focused
class to form-autocomplete-input
to make it appear as focus state.
Spectre.css does NOT include JavaScript code, you will need to implement your JS to interact with the autocomplete. The autocomplete HTML structure is exampled below.

Thor Odinson

<input class="form-input" type="text" placeholder="typing here" />

Steve Rogers

Avatars
Avatars are user profile pictures.
Add the avatar
class to  element. There are 4 additional sizes available, including avatar-xl
(64px), avatar-lg
(48px), avatar-sm
(24px), and avatar-xs
(16px). By default, the avatar size is 32px.
For users who don't have profile pictures, you may use their initials for avatars. Add the avatar
class and avatar size class to
 element. The data-initial
attribute is the name appear inside the avatar.

Avatars support presence indicators. You can add an i
element with the avatar-presence
class, and add online
, busy
or away
class for different status colors. The default is gray which means offline.

Badges
Badges are often used as unread number indicators.
Add the badge
class to non self closing elements. And add the data-badge
attribute to define the content of a badge. The badge will appear in the top-right direction of the element.
If there is no data-badge
or the attribute is not specified, the badge will appear as a dot.
Badges support button
and avatars
elements as well.

Notifications

Notifications

<button class="btn badge" data-badge="8">
Button
</button>

Bars
Bars represent the progress of a task or the value within the known range. Bars are custom components for displaying HTML5 progress
, meter
and input range
elements.
Add a container element with the bar
class. And add child elements with the bar-item
class. The width percentage value is needed for every bar-item
.
There is the bar-sm
class for thinner Bars. Also, you could use Tooltips for any bar-item
.

25%

15%

Slider bars
You can add the bar-slider
class to the Bars container. And add child elements with the bar-item
class and bar-slider-btn
inside bar-item. You need to set the bar-item
width manually to have the slider point.
If there are two bar-item
divs in one bar-slider, you will have a range slider.

<button class="bar-slider-btn btn" role="slider"></button>

<button class="bar-slider-btn btn" role="slider"></button>

<button class="bar-slider-btn btn" role="slider"></button>

Cards
Cards are flexible content containers.
Add a container element with the card
class. And add child elements with the card-image
, card-header
, card-body
and/or card-footer
classes. The card-image
can be placed in any position.

Microsoft

Software and hardware

Empower every person and every organization on the planet to achieve more.

<button class="btn btn-primary">Do</button>

Chips
Chips are complex entities in small blocks.
Add a container element with the chip
class. And add child text element, buttons or avatars with the avatar
class.

Crime

Yan Zhu

Empty states
Empty states/blank slates are commonly used as placeholders for first time use, empty data and error screens.
You have no new messages
Click the button to start a conversation
You've successfully signed up
Click the button to invite your friends
You are not following anyone
Start to meet new friends
An empty state component can include icons, messages (title and subtitle messages) and action buttons or any combination of those elements. Add empty-icon
, empty-title
, empty-subtitle
or empty-action
to the elements. HTML structure is exampled below.

You have no new messages

Click the button to start a conversation.

<button class="btn btn-primary">Send a message</button>

Modals
Modals are flexible dialog prompts.
This is the content inside the modal.
Lorem ipsum
Lorem ipsum dolor sit amet, consectetur adipiscing elit. Praesent risus leo, dictum in vehicula sit amet, feugiat tempus tellus. Duis quis sodales risus. Etiam euismod ornare consequat.
Climb leg rub face on everything give attitude nap all day for under the bed. Chase mice attack feet but rub face on everything hopped up on goofballs.
Cupcake ipsum
Jelly-o sesame snaps halvah croissant oat cake cookie. Cheesecake bear claw topping. Chupa chups apple pie carrot cake chocolate cake caramels.
De braaaiiiins apocalypsi gorger omero prefrontal cortex undead survivor fornix dictum mauris. Hi brains mindless mortuis limbic cortex soulless creaturas optic nerve.
Candy ipsum
Efficiently unleash cross-media information without cross-media value. Quickly maximize timely deliverables for real-time schemas. Dramatically maintain clicks-and-mortar.
Caerphilly swiss fromage frais. Brie cheese and wine fromage frais chalk and cheese danish fontina smelly cheese who moved my cheese cow.
Add a container element with the modal
class. And add a real container modal-container
and overlay modal-overlay
inside it. You can add child elements with the modal-header
, modal-content
and modal-footer
- any or all of them.
Spectre.css does not include JavaScript code, you will need to implement your JS to interact with modals. To make a modal appear, add the active
class to the modal
container.

<button class="btn btn-clear float-right"></button>

Modal title

...

Modal sizes
Add the modal-sm
class for a smaller modal dialog.

Pagination
Add a container element with the pagination
class. And add child elements with the page-item
class. The page-item
with the active
class will be highlighted. You can add the disabled
to the page-item
to have unclickable page links.

Previous

1

2

3

...

12

Next

You could use previous and next pagination to navigate.

Previous

Getting started

Next

Layout

Panels
Panels are flexible view container with auto-expand content section.
Thor Odinson
Earth's Mightiest Heroes joined forces to take on threats that were too big for any one hero to tackle...
Bruce Banner
The Strategic Homeland Intervention, Enforcement, and Logistics Division...
Tony Stark
Earth's Mightiest Heroes joined forces to take on threats that were too big for any one hero to tackle...
Steve Rogers
The Strategic Homeland Intervention, Enforcement, and Logistics Division...
Natasha Romanoff
Earth's Mightiest Heroes joined forces to take on threats that were too big for any one hero to tackle...
Add a container element with the panel
class. And add child elements with the panel-header
, panel-nav
, panel-body
and/or panel-footer
class. The panel-body
can be auto expanded and vertically scrollable.

Comments

Popovers
Popovers are small overlay content containers. Popovers component is built entirely in CSS.
Wrap an element by a container with the popover
class. And add a container with the popover-container
next to the element. You can use Cards component inside the popover-container
.
Also, you can add the popover-right
, popover-bottom
or popover-left
class to define the position. By default, the popovers appear above the element.

<button class="btn btn-primary">right popover</button>

...

...

...

Steps
Steps are progress indicators of a sequence of task steps.
Add a container element with the step
class. And add child elements with the step-item
class. The step-item
with the active
class will be highlighted and indicate the current state of progress.

Step 1

Step 2

Step 3

Step 4

Tabs
Tabs enable quick switch between different views.
Add a container element with the tab
class. And add child elements with the tab-item
class. You can add the tab-block
class for a full-width tab. The tab-item
or its child  with the active
class will be highlighted.

Music

Playlists

Radio

Connect

If you need badges
on tabs, you can add badge class to the element within tab-item
.

Music

You could add a search box or buttons inside a tab. Add the tab-action
class to the tab-item
.

Music

<input class="form-input input-sm" type="text" placeholder="search" />
<button class="btn btn-primary btn-sm input-group-btn">Search</button>

Tiles
Tiles are repeatable or embeddable information blocks.
The Avengers
Earth's Mightiest Heroes joined forces to take on threats that were too big for any one hero to tackle...
The S.H.I.E.L.D.
The Strategic Homeland Intervention, Enforcement, and Logistics Division...
Add a container with the tile
class. And add child elements with the tile-icon
, tile-content
or/and tile-action
classes. The tile-icon
and tile-action
are optional.
There are tile-title
and tile-subtitle
classes for title and subtitle text styles.

The Avengers

Earth's Mightiest Heroes joined forces to take on threats that were too big for any one hero to tackle...

<button class="btn btn-primary">Join</button>

Compact tiles
There is compact version of Tiles component, which is often used as contact and file info blocks.
Add the tile-centered
class to the container tile
. The tile-icon
, tile-content
and tile-action
will be vertically centered.

spectre-docs.pdf

14MB · Public · 1 Jan, 2017

<button class="btn btn-link">

</button>

Toasts
Toasts are used to show alert or information to users.
Toast Title
Lorem ipsum dolor sit amet, consectetur adipiscing elit.Add a container element with the toast
class. You can add any text within the container, and even icons. You may also add a close button with the btn-clear
class if you need.
And you can add the toast-primary
, toast-success
, toast-warning
or toast-error
class for additional toast colors.

Lorem ipsum dolor sit amet, consectetur adipiscing elit.

<button class="btn btn-clear float-right"></button>
Lorem ipsum dolor sit amet, consectetur adipiscing elit.

Tooltips
Tooltips provide context information labels that appear on hover and focus.
Tooltips component is built entirely in CSS.
Add the tooltip
class and the data-tooltip
attribute, which contains the tooltip content, to non self closing elements. And add the tooltip-right
, tooltip-bottom
or tooltip-left
class to define the position of a tooltip. By default, the tooltip appears above the element.
<button class="btn tooltip" data-tooltip="Lorem ipsum dolor sit amet">top tooltip</button>
<button class="btn tooltip tooltip-right" data-tooltip="Lorem ipsum dolor sit amet">right tooltip</button>


ttytype - terminal device to default terminal type mapping
The /etc/ttytype file associates termcap(5)/terminfo(5)
terminal type names with tty lines. Each line consists of a terminal type,
followed by whitespace, followed by a tty name (a device name without the
/dev/) prefix.
This association is used by the program tset(1) to set the
environment variable TERM to the default terminal name for the user's
current tty.
This facility was designed for a traditional time-sharing
environment featuring character-cell terminals hardwired to a UNIX
minicomputer. It is little used on modern workstation and personal UNIX
systems.
- /etc/ttytype
- the tty definitions file.
A typical /etc/ttytype is:
con80x25 tty1
vt320 ttys0
termcap(5), terminfo(5), agetty(8), mingetty(8)
This page is part of release 5.05 of the Linux man-pages project. A
description of the project, information about reporting bugs, and the latest
version of this page, can be found at https://www.kernel.org/doc/man-pages/.


[gecode-users] Multiple Multidimensional Knapsack Problem (MMKP)
Guido Tack
tack at gecode.org
Mon Jul 15 01:22:47 CEST 2013
The error clearly states that the argument arrays have different sizes (in line 75), so you're probably confusing rows and columns. Check the docs for Matrix.
If you can't see where the error originated, you can use gdb with "catch throw" to catch exceptions (or some other debugger).
And please don't post to users-owner.
Cheers,
Guido
On 14/07/2013, at 3:03 AM, manel askri <askri.manel1 at gmail.com> wrote:
> hi every one !
>
>
> i'm sorry to be so bothering but i really don't know how to solve my problem here:
>
> Mathematically, the placement problem the placement of testers into the right nodes) can be modeled by merging the two introduced knapsack variants: multidimensional and multiple knapsack problems. The obtained model is called Multiple Multidimensional Knapsack Problem (MMKP).. We assume that the
> execution environment consists of m nodes and we have n test components that
> may be assigned to them. We attempt to find an optimal solution of test com-
> ponent placement not violating resource and connectivity constraints and also
> maximizing their placement profit. We can formulate this problem using the MMKP variant
> there is more details in a file below :
>
> The provided resources by the m nodes are given through three vectors: C
> that contains the provided CPU, R that provides the available RAM and B that
> contains the battery level of each node( see the C,R,B representations)
>
> In addition, the required resources for each test component are illustrated over
> three vectors: Dcthat carries the required CPU, Drthat contains the required
> RAM and Dbthat contains the required Battery by each tester.( see the Dc,Dr,Db representations)
>
> i have got an error that i dont know the sorce , i will post also my code file MMKP.cpp
>
> Thanks for evry help and very sorry to bother you again
> <MMKP.cpp><MMKP Model.png><C,R,B representations.png><Dc,DB,DR representations.png>_______________________________________________
> Gecode users mailing list
> users at gecode.org
> https://www.gecode.org/mailman/listinfo/gecode-users
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I like to game develop, script, 3D model create, and creating/developing interactive dialogues and interfaces
Bananas!.


The API used for this visualisation is the Exchange Rates Api. This API provides a wide range of historical data on many currencies. This tutorial assumes that the user is fluent in HTML, CSS, Javascript and has at least some knowledge of basic DOM manipulation using JQuery. To retrieve the data from the API we will be using a javascript library that simplifies the process called AXIOS. We will be using this library to make all of our requests.
Example of API Response:
index.html - <body>
{
"base": "EUR",
"date": "2018-04-08",
"rates": {
"CAD": 1.565,
"CHF": 1.1798,
"GBP": 0.87295,
"SEK": 10.2983,
"EUR": 1.092,
"USD": 1.2234,
...
}
}
Add the following elements to the body of your HTML page
index.html - <body>
<div class="currencySelectContainer">
<p> Base Currency </p>
<select name="currency1" id="currency1">
</select>
<p> Secondary Currency </p>
<select name="currency2" id="currency2">
</select>
<p> Select a date: </p>
<input id="el">
</div>
<canvas id="exchangeChart"></canvas>
After creating the html elements above, we will now create a external javascript file called exchangeScript.js. All of the code snippets below will be placed in this file. The code below contains a little JQuery for selecting DOM elements, it will be run when the script it first loaded and is responsible for running important functions and setting up the date range picker. For this tutorial we will be using JQuery UI Date Range Picker.
exchangeScript.js
let startdate
let enddate
console.log("Exchange Currency on script started");
getCurrencyList();
let currency1 = document.getElementById('currency1');
let currency2 = document.getElementById('currency2');
currency1.onchange = OnCurrencyChange;
currency2.onchange = OnCurrencyChange;
$('#el').daterangepicker({
change: function(event, data) {
let datesChanged = Object.values(JSON.parse($('#el').val()));
startdate = datesChanged[0];
enddate = datesChanged[1];
$('#el').val(`${startdate} - ${enddate}`)
populateDataset()
}
});
$('#el').removeAttr('style');
$('#drp_autogen0').text("Select a Date")
insertChartJsScriptTag();
populateDataset();
The first function we will create is the GetCurrencyList function, this will be used to get a list of all the valid currencies from the API. After the response has been recieved as seen in the code below, we then loop through each currency and add it to the selection boxes called currency 1 & 2.
getCurrencyList()
try {
let url = "https://api.exchangeratesapi.io/latest?base=USD";
let chartElement = document.getElementById('exchangeChart').getContext('2d');
chartElement.font = "30px Roboto";
chartElement.fillStyle = "white";
chartElement.fillText("Loading data...", 10, 50);
let res = await axios.get(url);
let currencies = Object.keys(res.data.rates);
let currency1 = document.getElementById('currency1');
let currency2 = document.getElementById('currency2');
currencies.forEach(currency => {
let opt = "<option value="${currency}">${currency}</option>";
currency1.innerHTML = currency1.innerHTML + opt;
currency2.innerHTML = currency2.innerHTML + opt;
});
currency1.value = "USD";
currency2.value = "GBP";
}
catch (error){
console.log(error);
}
The next function to create is OnCurrencyChange(), this function is responsible for getting the user selected currency when it changes. The final part of the function that calls another another function called populateDataset() will be responsible for getting all of the currency data and displaying it on screen.
OnCurrencyChange()
let currency1 = document.getElementById('currency1');
let currency2 = document.getElementById('currency2');
console.log(currency1.value);
console.log(currency2.value);
populateDataset();
After you successfully created the OnCurrencyChange() function, the next function to create is the populateDataset() function. As mentioned previouly, this will be responsible for retrieving the data from the API. As the function is rather large, we will break it down into sections so it is easier to understand and explain
The code below will run in a try catch block as we're retrieving data therefore there maybe complications. The first part of this function will get the values from the selection boxes, then uses those values to make a request that will return the historical data of currency 2 using currency 1 as the base currency.
populateDataset()
trygio
{
let BaseCurrency = document.getElementById('currency1');
let CompCurrency = document.getElementById('currency2');
let url = `https://api.exchangeratesapi.io/history?start_at=${startdate || "2021-01-01"}&end_at=${enddate || "2021-02-20"}&base=${BaseCurrency.value || 'USD'}&symbols=${CompCurrency.value|| 'GBP'}`;
console.log(url);
let chartElement = document.getElementById('exchangeChart').getContext('2d');
chartElement.font = "30px Roboto";
chartElement.fillStyle = "white";
chartElement.fillText("Loading data...", 10, 50);
let response = await axios.get(url);
After you have recieve the data fron the API, you will notice that the dates aren't in order within in the array. To fix this we will implement a piece of code that will sort the array by date in ascending order
populateDataset()
const sortedRates =[];
for (const [key, value] of Object.entries(rates)) {
let newobj = { [key] :`${Object.values(value)}`};
sortedRates.push(newobj);
}
const newSortedRates = sortedRates.sort(function(a,b){
let date1 = new Date(Object.keys(a)[0]);
let date2 = new Date(Object.keys(b)[0]);
return date1.getDate() - date2.getDate()
});
console.log(newSortedRates);
const Dates = []
const DateValuesArr = [];
newSortedRates.forEach(element => {
DateValuesArr.push((Object.values(element)[0]));
});
newSortedRates.forEach(element => {
Dates.push((Object.keys(element)[0].toString()));
});
After the data has been sorted, the next step is to display the data on screen. For this example we will use ChartJS as it allows us to create complex charts without much code. The first thing to do when create a chart is to get the canvas you'd like to use, we selected the chart early in the function and saved it to a variable called chartElement.
populateDataset()
let data = {
labels: Dates,
datasets: [{
label: `${$('#currency2').val()}`,
data: DateValuesArr,
backgroundColor: ['rgba(255, 0, 0, 0.05)'],
pointBackgroundColor: 'white'
}]
}
The options variable below will be used to define the options for the chart, It can be used to alter a wide range of chart attributes, such as it's font size, color, etc. As you can see from the code below we have alter a number of properties on the chart. These include change the font color, adding '$' in front each value on the y axes, as well adding labels both axes.
populateDataset()
let options = {
legend: {
labels: {
fontColor: "white",
fontSize: 18
}
},
scales: {
yAxes: [{
scaleLabel: {
fontColor: "white",
fontSize: 14,
display: true,
labelString: `Value of ${CompCurrency.value}`
},
ticks: {
fontColor: "white",
fontSize: 18,
stepSize: 1,
callback: function(value, index, values) {
return '$' + value;
},
}
}],
xAxes: [{
scaleLabel: {
fontColor: "white",
fontSize: 14,
display: true,
labelString: `Price changes each day`
},
ticks: {
fontColor: "white",
fontSize: 14,
stepSize: 1,
title:{
align:'center',
text: "Text",
display: true
}
}
}]
}
}
This next section of code is responsible for using the previous two defined varibles to create the Chart. Tt takes two parameters the element you'd like to use to display the chart and an object that contains 3 values. The first value 'type' is the type of chart you'd like to create with ChartJS, the next two values are data and options which we previous created.
populateDataset()
var LineChart = new Chart(chartElement, {
type: 'line',
data: data,
options: options
});


Barcelona Journal
By RAPHAEL MINDER
Barcelona officials claim the daughters of an industrialist who bequeathed his mansion to his native city covertly removed much of their father’s art collection from the property.
By RAPHAEL MINDER
Barcelona officials claim the daughters of an industrialist who bequeathed his mansion to his native city covertly removed much of their father’s art collection from the property.


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Quick Wikipedia Lookup
Get quick lookup of Wikipedia for any word or phrase on any webpage without opening Wikipedia.
Usage
- Highlight any word or phrase using left mouse button
- Right click on the highlighted word(s)
- Click on 'Quick Wikipedia Lookup'
Features
- Fast lookup of basic info
- Works on any webpage
- Links to main article for details
- Perform Custom Search from pop up UI


[1]
Size. Android software. Battery life; Small Size. No third paty apps
[2]
Small size. HTC Sense. Android 2.1. Rooted; BAD BATTERY LIFE. AT&T bloatware. No non-marketplace apps


Make this model a repeatable group (grid)
The value is displayed above the GRID when a user is performing data entry. Defaults to model's name This value is like a title for the group. An example of a GROUP_HEADER would be "Medications Log." Can contain up to 5 characters.
The default (initial) number of repeats on the form should be provided here. If left blank, only one row of information will be displayed by default. This field should be used to specify how many rows of data should exist for the item group upon initiation of data entry, or in printing of a blank CRF from OpenClinica. If three rows of information, specify the number 3 in the field. When a user accesses the CRF, the row will be repeated 3 times by default. A user will be allowed to add more rows up to the GROUP_REPEAT_MAX and even remove some of the rows displayed by default.
The total number of rows a user will be allowed to repeat in the item group. When left blank, the default number of repeats is 40. This field should be used to restrict users to a certain number of repeats for the GRID. However, this restriction works only if data are entered through OpenClinica Web UI. If data are imported using Task-> Import Data option or through web services, all rows of data in the import file will be allowed to import, even if the rows of data in the import exceed the GROUP_REPEAT_MAX. If GROUP_REPEAT_MAX is less than GROUP_REPEAT_NUMBER group will have GROUP_REPEAT_MAX number of rows on initial data entry displayed and no additional rows can be added.


| Respiratory | Eyes | Skin |
|---|---|---|
| French Bulldogs are prone to brachycephalic obstructive airway syndrome or BOAS. This health problem is due to a short facial structure that creates a squashing effect of the tissues at the back of the nose and in the throat. Their flattened face makes it hard for them to pant and cool themselves down which can cause health issues. Some ways to prevent this is to exercise them moderately and use a harness when walking to prevent a collar from disrupting the airflow. | Because of their flat faces their eyes stick out more compared to other dogs, leaving their eyes exposed to dangers and infections. Eye injuries can lead to these infections, corneal ulcers and the most common for French Bulldogs ‘cherry eye’, where eye tissue sticks out of the eye socket, iIt can affect one or both eyes and will require a trip to the vet. | Skin allergies are common for French Bulldogs and various things can irritate their skins and lead to skin inflammation. For example, things that they breathe in (like pollen or dust mites), items that they eat (for example, wheat), items that they come into contact with (for example, washing powders), or bites from parasites (such as fleas). Allergies cannot be cured but they can be treated, and like I said before there are things to help reduce the issue to ensure they stay happy and healthy. |
| Ears | Back, Spine | Hips and Neck |
| French Bulldogs have very distinct ‘bat like’ ears that are essentially a target for bacterias, germs and debris to enter the ear canal. These all can lead to ear infections, keep a close eye on your dog if he/she starts scratching their ears a lot or the ears start to look more abnormally red then they should be, then seek immediate Veterinary assistance. | French Bulldogs are prone to issues with their spine and neck over other dogs, and this is the way they are bred such as short legs and a stout body frame. A mixture of issues ranging from back pain to slipped discs also known as intervertebral disc disease (IVDD). This occurs when the discs between the vertebrae become damaged and brittle with age or general wear and tear. This makes the discs prone to rupturing, slipping and pressing against the spinal cord itself. Treatment depends on the cause and location of the problem but may include medication, rest and possibly even surgery to help live a comfortable life. | French Bulldogs are more prone to issues and pain with their spine and neck than other dogs and this is a result of the way they are bred, the way their body has been developed. For example characteristics like shortened back legs, compared to their front legs. Their neck issues derive from them being structured heavy towards the front, this also why French Bulldogs do not swim well and need to be monitored if they are around pools or bodies of water that they may accidentally fall into. |


Heartbleed
sudo sslscan <IP_ADDRESS>:443
You can exploit the vulnerability in many different ways. There is a module for it in burp suite, and metasploit also has a module for it.
use auxiliary/scanner/ssl/openssl_heartbleed
set RHOSTS <IP_ADDRESS>
set verbose true
run
Certificate
Read the certificate.
Does it include names that might be useful?
Correct vhost
Shellshock
Etc


{% extends "base.html" %} {% block content %} {% if form.errors %}
Your username and password didn't match. Please try again.
Your account doesn't have access to this page. To proceed, please login with an account that has access.
{% else %}Please login to see this page.
{% endif %} {% endif %} {% if user.is_authenticated %} {% else %}


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x
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The Leela Goa is a unique property set amidst sprawling 75 acres of lush landscapes and beautiful lagoons with a winding river on one side and the azure blue sea on the other. The resort is as enchanting as it is unique. If you are looking for luxury in a beachside setting, then The Leela Goa is a perfect choice. The resort offers spacious and airy rooms, balconies that open up to majestic views.
Jag Niwas is today the majestic and magnificent Taj Lake Palace of Udaipur. Restored to its pristine glory, this spectacular palace became world renowned when the James Bond film ‘Octopussy’ was filmed at it. It was the secluded lair of the film’s eponymous Bond Girl. This heritage hotel has 65 luxurious rooms and 18 grand suites. Its location on an island in the midst of a lake affords every room breathtaking views of the neighbouring City Palace, Aravalli Hills, Machla Magra Hills and Jag Mandir.