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ClusterDuck Protocol
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Implements all common low-level SPI/UART/I2C methods to control the wireless module. Every module class contains one private instance of this class. More...
#include <Module.h>
Public Member Functions | |
| Module (int16_t tx, int16_t rx, HardwareSerial *serial=&Serial1, int16_t rst=NC) | |
| UART-based module constructor. More... | |
| Module (int16_t tx, int16_t rx, HardwareSerial *serial=nullptr, int16_t rst=NC) | |
| Module (int16_t cs, int16_t irq, int16_t rst) | |
| SPI-based module constructor. Will use the default SPI interface automatically initialize it. More... | |
| Module (int16_t cs, int16_t irq, int16_t rst, int16_t gpio) | |
| Extended SPI-based module constructor. Will use the default SPI interface automatically initialize it. More... | |
| Module (int16_t cs, int16_t irq, int16_t rst, SPIClass &spi, SPISettings spiSettings) | |
| SPI-based module constructor. More... | |
| Module (int16_t cs, int16_t irq, int16_t rst, int16_t gpio, SPIClass &spi, SPISettings spiSettings) | |
| Extended SPI-based module constructor. More... | |
| Module (int16_t cs, int16_t irq, int16_t rst, int16_t rx, int16_t tx, SPIClass &spi=SPI, SPISettings spiSettings=SPISettings(2000000, MSBFIRST, SPI_MODE0), HardwareSerial *serial=&Serial1) | |
| Generic module constructor. More... | |
| Module (int16_t cs, int16_t irq, int16_t rst, int16_t rx, int16_t tx, SPIClass &spi=SPI, SPISettings spiSettings=SPISettings(2000000, MSBFIRST, SPI_MODE0), HardwareSerial *serial=nullptr) | |
| void | init (uint8_t interface) |
| Initialize low-level module control. More... | |
| void | term () |
| Terminate low-level module control. | |
| void | ATemptyBuffer () |
| Empty internal AT buffer. | |
| bool | ATgetResponse () |
| Get response after sending AT command. More... | |
| bool | ATsendCommand (const char *cmd) |
| Send AT command. Will also call ATgetResponse. More... | |
| bool | ATsendData (uint8_t *data, uint32_t len) |
| Send raw AT data. Will also call ATgetResponse. More... | |
| int16_t | SPIgetRegValue (uint8_t reg, uint8_t msb=7, uint8_t lsb=0) |
| SPI read method that automatically masks unused bits. This method is the preferred SPI read mechanism. More... | |
| int16_t | SPIsetRegValue (uint8_t reg, uint8_t value, uint8_t msb=7, uint8_t lsb=0, uint8_t checkInterval=2) |
| Overwrite-safe SPI write method with verification.  More... | |
| void | SPIreadRegisterBurst (uint8_t reg, uint8_t numBytes, uint8_t *inBytes) |
| SPI burst read method. More... | |
| uint8_t | SPIreadRegister (uint8_t reg) |
| SPI basic read method. Use of this method is reserved for special cases, SPIgetRegValue should be used instead. More... | |
| void | SPIwriteRegisterBurst (uint8_t reg, uint8_t *data, uint8_t numBytes) |
| SPI burst write method. More... | |
| void | SPIwriteRegister (uint8_t reg, uint8_t data) |
| SPI basic write method. Use of this method is reserved for special cases, SPIsetRegValue should be used instead. More... | |
| void | SPItransfer (uint8_t cmd, uint8_t reg, uint8_t *dataOut, uint8_t *dataIn, uint8_t numBytes) |
| SPI single transfer method. More... | |
| int16_t | getCs () const |
| Access method to get the pin number of SPI chip select. More... | |
| int16_t | getIrq () const |
| Access method to get the pin number of interrupt/GPIO. More... | |
| int16_t | getRst () const |
| Access method to get the pin number of hardware reset pin. More... | |
| int16_t | getGpio () const |
| Access method to get the pin number of second interrupt/GPIO. More... | |
| int16_t | getRx () const |
| Access method to get the pin number of UART Rx. More... | |
| int16_t | getTx () const |
| Access method to get the pin number of UART Rx. More... | |
| SPIClass * | getSpi () const |
| Access method to get the SPI interface. More... | |
| SPISettings | getSpiSettings () const |
| Access method to get the SPI interface settings. More... | |
Static Public Member Functions | |
| static void | pinMode (int16_t pin, uint8_t mode) |
| Arduino core pinMode override that checks -1 as alias for unused pin. More... | |
| static void | digitalWrite (int16_t pin, uint8_t value) |
| Arduino core digitalWrite override that checks -1 as alias for unused pin. More... | |
Public Attributes | |
| HardwareSerial * | ModuleSerial |
| Internal SoftwareSerial instance. | |
| SoftwareSerial * | ModuleSerial |
| uint32_t | baudrate = 9600 |
| Baud rate of SoftwareSerial UART communication. Defaults to 9600 baud. | |
| const char * | AtLineFeed = "\r\n" |
| Line feed to be used when sending AT commands. Defaults to CR+LF. | |
| uint8_t | SPIreadCommand = 0b00000000 |
| Basic SPI read command. Defaults to 0x00. | |
| uint8_t | SPIwriteCommand = 0b10000000 |
| Basic SPI write command. Defaults to 0x80. | |
Implements all common low-level SPI/UART/I2C methods to control the wireless module. Every module class contains one private instance of this class.
| Module::Module | ( | int16_t | tx, |
| int16_t | rx, | ||
| HardwareSerial * | serial = &Serial1 , |
||
| int16_t | rst = NC |
||
| ) |
UART-based module constructor.
| tx | Arduino pin to be used as Tx pin for SoftwareSerial communication. |
| rx | Arduino pin to be used as Rx pin for SoftwareSerial communication. |
| serial | HardwareSerial to be used on platforms that do not support SoftwareSerial. Defaults to Serial1. |
| rst | Arduino pin to be used as hardware reset for the module. Defaults to NC (unused). |
| Module::Module | ( | int16_t | cs, |
| int16_t | irq, | ||
| int16_t | rst | ||
| ) |
SPI-based module constructor. Will use the default SPI interface automatically initialize it.
| cs | Arduino pin to be used as chip select. |
| irq | Arduino pin to be used as interrupt/GPIO. |
| rst | Arduino pin to be used as hardware reset for the module. |
| Module::Module | ( | int16_t | cs, |
| int16_t | irq, | ||
| int16_t | rst, | ||
| int16_t | gpio | ||
| ) |
Extended SPI-based module constructor. Will use the default SPI interface automatically initialize it.
| cs | Arduino pin to be used as chip select. |
| irq | Arduino pin to be used as interrupt/GPIO. |
| rst | Arduino pin to be used as hardware reset for the module. |
| gpio | Arduino pin to be used as additional interrupt/GPIO. |
| Module::Module | ( | int16_t | cs, |
| int16_t | irq, | ||
| int16_t | rst, | ||
| SPIClass & | spi, | ||
| SPISettings | spiSettings | ||
| ) |
SPI-based module constructor.
| cs | Arduino pin to be used as chip select. |
| irq | Arduino pin to be used as interrupt/GPIO. |
| rst | Arduino pin to be used as hardware reset for the module. |
| spi | SPI interface to be used, can also use software SPI implementations. |
| spiSettings | SPI interface settings. |
| Module::Module | ( | int16_t | cs, |
| int16_t | irq, | ||
| int16_t | rst, | ||
| int16_t | gpio, | ||
| SPIClass & | spi, | ||
| SPISettings | spiSettings | ||
| ) |
Extended SPI-based module constructor.
| cs | Arduino pin to be used as chip select. |
| irq | Arduino pin to be used as interrupt/GPIO. |
| rst | Arduino pin to be used as hardware reset for the module. |
| gpio | Arduino pin to be used as additional interrupt/GPIO. |
| spi | SPI interface to be used, can also use software SPI implementations. |
| spiSettings | SPI interface settings. |
| Module::Module | ( | int16_t | cs, |
| int16_t | irq, | ||
| int16_t | rst, | ||
| int16_t | rx, | ||
| int16_t | tx, | ||
| SPIClass & | spi = SPI , |
||
| SPISettings | spiSettings = SPISettings(2000000, MSBFIRST, SPI_MODE0) , |
||
| HardwareSerial * | serial = &Serial1 |
||
| ) |
Generic module constructor.
| cs | Arduino pin to be used as chip select. |
| irq | Arduino pin to be used as interrupt/GPIO. |
| rst | Arduino pin to be used as hardware reset for the module. |
| tx | Arduino pin to be used as Tx pin for SoftwareSerial communication. |
| rx | Arduino pin to be used as Rx pin for SoftwareSerial communication. |
| spi | SPI interface to be used. Defaults to Arduino hardware SPI interface, can also use software SPI implementations. |
| spiSettings | SPI interface settings. Defaults to 2 MHz clock, MSB first, mode 0. |
| serial | HardwareSerial to be used on ESP32 and SAMD. Defaults to 1 |
| bool Module::ATgetResponse | ( | ) |
Get response after sending AT command.
| bool Module::ATsendCommand | ( | const char * | cmd | ) |
Send AT command. Will also call ATgetResponse.
| cmd | AT command to be sent. Line feed characters are added automatically. |
| bool Module::ATsendData | ( | uint8_t * | data, |
| uint32_t | len | ||
| ) |
Send raw AT data. Will also call ATgetResponse.
| data | Data to be sent. |
| len | Number of bytes to send. |
|
static |
Arduino core digitalWrite override that checks -1 as alias for unused pin.
| pin | Pin to write to. |
| value | Whether to set the pin high or low. |
|
inline |
Access method to get the pin number of SPI chip select.
|
inline |
Access method to get the pin number of second interrupt/GPIO.
|
inline |
Access method to get the pin number of interrupt/GPIO.
|
inline |
Access method to get the pin number of hardware reset pin.
|
inline |
Access method to get the pin number of UART Rx.
|
inline |
Access method to get the SPI interface.
|
inline |
Access method to get the SPI interface settings.
|
inline |
Access method to get the pin number of UART Rx.
| void Module::init | ( | uint8_t | interface | ) |
Initialize low-level module control.
| interface | Interface to be used on the module. See Shield Configuration for details. |
|
static |
Arduino core pinMode override that checks -1 as alias for unused pin.
| pin | Pin to change the mode of. |
| mode | Which mode to set. |
| int16_t Module::SPIgetRegValue | ( | uint8_t | reg, |
| uint8_t | msb = 7 , |
||
| uint8_t | lsb = 0 |
||
| ) |
SPI read method that automatically masks unused bits. This method is the preferred SPI read mechanism.
| reg | Address of SPI register to read. |
| msb | Most significant bit of the register variable. Bits above this one will be masked out. |
| lsb | Least significant bit of the register variable. Bits below this one will be masked out. |
| uint8_t Module::SPIreadRegister | ( | uint8_t | reg | ) |
SPI basic read method. Use of this method is reserved for special cases, SPIgetRegValue should be used instead.
| reg | Address of SPI register to read. |
| void Module::SPIreadRegisterBurst | ( | uint8_t | reg, |
| uint8_t | numBytes, | ||
| uint8_t * | inBytes | ||
| ) |
SPI burst read method.
| reg | Address of SPI register to read. |
| numBytes | Number of bytes that will be read. |
| inBytes | Pointer to array that will hold the read data. |
| int16_t Module::SPIsetRegValue | ( | uint8_t | reg, |
| uint8_t | value, | ||
| uint8_t | msb = 7 , |
||
| uint8_t | lsb = 0 , |
||
| uint8_t | checkInterval = 2 |
||
| ) |
Overwrite-safe SPI write method with verification. This method is the preferred SPI write mechanism.
| reg | Address of SPI register to write. |
| value | Single byte value that will be written to the SPI register. |
| msb | Most significant bit of the register variable. Bits above this one will not be affected by the write operation. |
| lsb | Least significant bit of the register variable. Bits below this one will not be affected by the write operation. |
| checkInterval | Number of milliseconds between register writing and verification reading. Some registers need up to 10ms to process the change. |
| void Module::SPItransfer | ( | uint8_t | cmd, |
| uint8_t | reg, | ||
| uint8_t * | dataOut, | ||
| uint8_t * | dataIn, | ||
| uint8_t | numBytes | ||
| ) |
SPI single transfer method.
| cmd | SPI access command (read/write/burst/...). |
| reg | Address of SPI register to transfer to/from. |
| dataOut | Data that will be transfered from master to slave. |
| dataIn | Data that was transfered from slave to master. |
| numBytes | Number of bytes to transfer. |
| void Module::SPIwriteRegister | ( | uint8_t | reg, |
| uint8_t | data | ||
| ) |
SPI basic write method. Use of this method is reserved for special cases, SPIsetRegValue should be used instead.
| reg | Address of SPI register to write. |
| data | Value that will be written to the register. |
| void Module::SPIwriteRegisterBurst | ( | uint8_t | reg, |
| uint8_t * | data, | ||
| uint8_t | numBytes | ||
| ) |
SPI burst write method.
| reg | Address of SPI register to write. |
| data | Pointer to array that holds the data that will be written. |
| numBytes | Number of bytes that will be written. |


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This prototype demonstrates unique features for studying microbiome
data and for comparing a single patient to groups of other patients.
Advanced analytics are used to identify important microbes that
differentiate cohorts for research objectives. Visualizations are
provided to compare data and to see relative abundances in the
context of the phylogenetic tree. The intention of this prototype is to
demonstrate potential use in both a research and clinical lab setting
where reports can be generated from these views. Funding provided by
the University of Illinois’s ARI Visual Analytics group and Mayo Clinic’s
CIM Microbiome group.


'''
Clock object
============
The :class:`Clock` object allows you to schedule a function call in the
future; once or repeatedly at specified intervals. You can get the time
elapsed between the scheduling and the calling of the callback via the
`dt` argument::
# dt means delta-time
def my_callback(dt):
pass
# call my_callback every 0.5 seconds
Clock.schedule_interval(my_callback, 0.5)
# call my_callback in 5 seconds
Clock.schedule_once(my_callback, 5)
# call my_callback as soon as possible (usually next frame.)
Clock.schedule_once(my_callback)
.. note::
If the callback returns False, the schedule will be canceled and won't
repeat.
If you want to schedule a function to call with default arguments, you can use
the `functools.partial
<http://docs.python.org/library/functools.html#functools.partial>`_ python
module::
from functools import partial
def my_callback(value, key, *largs):
pass
Clock.schedule_interval(partial(my_callback, 'my value', 'my key'), 0.5)
Conversely, if you want to schedule a function that doesn't accept the dt
argument, you can use a `lambda
<http://docs.python.org/2/reference/expressions.html#lambda>`_ expression
to write a short function that does accept dt. For Example::
def no_args_func():
print("I accept no arguments, so don't schedule me in the clock")
Clock.schedule_once(lambda dt: no_args_func(), 0.5)
.. note::
You cannot unschedule an anonymous function unless you keep a
reference to it. It's better to add \*args to your function
definition so that it can be called with an arbitrary number of
parameters.
.. important::
The callback is weak-referenced: you are responsible for keeping a
reference to your original object/callback. If you don't keep a
reference, the ClockBase will never execute your callback. For
example::
class Foo(object):
def start(self):
Clock.schedule_interval(self.callback, 0.5)
def callback(self, dt):
print('In callback')
# A Foo object is created and the method start is called.
# Because no reference is kept to the instance returned from Foo(),
# the object will be collected by the Python Garbage Collector and
# your callback will be never called.
Foo().start()
# So you should do the following and keep a reference to the instance
# of foo until you don't need it anymore!
foo = Foo()
foo.start()
.. _schedule-before-frame:
Schedule before frame
---------------------
.. versionadded:: 1.0.5
Sometimes you need to schedule a callback BEFORE the next frame. Starting
from 1.0.5, you can use a timeout of -1::
Clock.schedule_once(my_callback, 0) # call after the next frame
Clock.schedule_once(my_callback, -1) # call before the next frame
The Clock will execute all the callbacks with a timeout of -1 before the
next frame even if you add a new callback with -1 from a running
callback. However, :class:`Clock` has an iteration limit for these
callbacks: it defaults to 10.
If you schedule a callback that schedules a callback that schedules a ... etc
more than 10 times, it will leave the loop and send a warning to the console,
then continue after the next frame. This is implemented to prevent bugs from
hanging or crashing the application.
If you need to increase the limit, set the :attr:`max_iteration` property::
from kivy.clock import Clock
Clock.max_iteration = 20
.. _triggered-events:
Triggered Events
----------------
.. versionadded:: 1.0.5
A triggered event is a way to defer a callback. It functions exactly like
schedule_once() and schedule_interval() except that it doesn't immediately
schedule the callback. Instead, one schedules the callback using the
:class:`ClockEvent` returned by it. This ensures that you can call the event
multiple times but it won't be scheduled more than once. This is not the case
with :meth:`Clock.schedule_once`::
# will run the callback twice before the next frame
Clock.schedule_once(my_callback)
Clock.schedule_once(my_callback)
# will run the callback once before the next frame
event = Clock.create_trigger(my_callback)
event()
event()
# will also run the callback only once before the next frame
event = Clock.schedule_once(my_callback) # now it's already scheduled
event() # won't be scheduled again
event()
In addition, it is more convenient to create and bind to
the triggered event than using :meth:`Clock.schedule_once` in a function::
from kivy.clock import Clock
from kivy.uix.widget import Widget
class Sample(Widget):
def __init__(self, **kwargs):
self._trigger = Clock.create_trigger(self.cb)
super(Sample, self).__init__(**kwargs)
self.bind(x=self._trigger, y=self._trigger)
def cb(self, *largs):
pass
Even if x and y changes within one frame, the callback is only run once.
:meth:`CyClockBase.create_trigger` has a timeout parameter that
behaves exactly like :meth:`CyClockBase.schedule_once`.
.. versionchanged:: 1.10.0
:meth:`CyClockBase.create_trigger` now has a ``interval`` parameter.
If False, the default, it'll create an event similar to
:meth:`CyClockBase.schedule_once`. Otherwise it'll create an event
similar to :meth:`CyClockBase.schedule_interval`.
Unscheduling
-------------
An event scheduled with :meth:`CyClockBase.schedule_once`,
:meth:`CyClockBase.schedule_interval`, or with
:meth:`CyClockBase.create_trigger` and then triggered can be unscheduled in
multiple ways. E.g::
def my_callback(dt):
pass
# call my_callback every 0.5 seconds
event = Clock.schedule_interval(my_callback, 0.5)
# call my_callback in 5 seconds
event2 = Clock.schedule_once(my_callback, 5)
event_trig = Clock.create_trigger(my_callback, 5)
event_trig()
# unschedule using cancel
event.cancel()
# unschedule using Clock.unschedule
Clock.unschedule(event2)
# unschedule using Clock.unschedule with the callback
# NOT RECOMMENDED
Clock.unschedule(my_callback)
The best way to unschedule a callback is with :meth:`ClockEvent.cancel`.
:meth:`CyClockBase.unschedule` is mainly an alias for that for that function.
However, if the original callback itself is passed to
:meth:`CyClockBase.unschedule`, it'll unschedule all instances of that
callback (provided ``all`` is True, the default, other just the first match is
removed).
Calling :meth:`CyClockBase.unschedule` on the original callback is highly
discouraged because it's significantly slower than when using the event.
Threading and Callback Order
-----------------------------
Beginning with 1.10.0, all the events scheduled for the same frame, e.g.
all the events scheduled in the same frame with a ``timeout`` of ``0``,
well be executed in the order they were scheduled.
Also, all the scheduling and canceling methods are fully thread safe and
can be safely used from external threads.
As a a consequence, calling :meth:`CyClockBase.unschedule` with the original
callback is now significantly slower and highly discouraged. Instead, the
returned events should be used to cancel. As a tradeoff, all the other methods
are now significantly faster than before.
Advanced Clock Details
-----------------------
The following section goes into the internal kivy clock details as well
as the various clock options. It is meant only for advanced users.
Fundamentally, the Kivy clock attempts to execute any scheduled callback
rhythmically as determined by the specified fps (frame per second, see
``maxfps`` in :mod:`~kivy.config`). That is, ideally, given e.g. a desired fps
of 30, the clock will execute the callbacks at intervals of 1 / 30 seconds, or
every 33.33 ms. All the callbacks in a frame are given the same timestamp,
i.e. the ``dt`` passed to the callback are all the same and it's the difference
in time between the start of this and the previous frame.
Because of inherent indeterminism, the frames do not actually occur exactly
at intervals of the fps and ``dt`` may be under or over the desired fps.
Also, once the timeout is "close enough" to the desired timeout, as determined
internally, Kivy will execute the callback in the current frame even when the
"actual time" has not elapsed the ``timeout`` amount.
Kivy offers now, since ``1.10.0``, multiple clocks with different behaviors.
Default Clock
^^^^^^^^^^^^^^
The default clock (``default``) behaves as described above. When a callback
with a timeout of zero or non-zero is scheduled, they are executed at the frame
that is near the timeout, which is a function of the fps. So a timeout of zero
would still result in a delay of one frame or about 1 / fps, typically a bit
less but sometimes more depending on the CPU usage of the other events
scheduled for that frame.
In a test using a fps of 30, a callback with a timeout of 0, 0.001, and 0.05,
resulted in a mean callback delay of 0.02487, 0.02488, and 0.05011 seconds,
respectively. When tested with a fps of 600 the delay for 0.05 was similar,
except the standard deviation was reduced resulting in overall better accuracy.
Interruptible Clock
^^^^^^^^^^^^^^^^^^^^
The default clock suffers from the quantization problem, as frames occur only
on intervals and any scheduled timeouts will not be able to occur during an
interval. For example, with the timeout of 0.05, while the mean was 0.05011,
its values ranged between 0.02548 - 0.07348 and a standard deviation of 0.002.
Also, there's the minimum timeout of about 0.02487.
The interruptible clock (``interrupt``) will execute timeouts even during a
frame. So a timeout of zero will execute as quickly as possible and similarly
a non-zero timeout will be executed even during the interval.
This clock, and all the clocks described after this have an option,
:attr:`ClockBaseInterruptBehavior.interupt_next_only`. When True, any of the
behavior new behavior will only apply to the callbacks with a timeout of
zero. Non-zero timeouts will behave like in the default clock. E.g. for this
clock when True, only zero timeouts will execute during the the interval.
In a test using a fps of 30, a callback with a timeout of 0, 0.001, and 0.05,
resulted in a mean callback delay of 0.00013, 0.00013, and 0.04120 seconds,
respectively when :attr:`ClockBaseInterruptBehavior.interupt_next_only` was
False. Also, compared to the default clock the standard deviation was reduced.
When :attr:`ClockBaseInterruptBehavior.interupt_next_only` was True, the values
were 0.00010, 0.02414, and 0.05034, respectively.
Free Clock
^^^^^^^^^^^
The interruptible clock may not be ideal for all cases because all the events
are executed during the intervals and events are not executed anymore
rhythmically as multiples of the fps. For example, there may not be any benefit
for the graphics to update in a sub-interval, so the additional accuracy
wastes CPU.
The Free clock (``free_all``) solves this by having ``Clock.xxx_free`` versions
of all the Clock scheduling methods. By free, we mean the event is free from
the fps because it's not fps limited. E.g.
:meth:`CyClockBaseFree.create_trigger_free` corresponds to
:meth:`CyClockBase.create_trigger`. Only when an event scheduled using the
``Clock.xxx_free`` methods is present will the clock interrupt and execute
the events during the interval. So, if no ``free`` event is present the clock
behaves like the ``default`` clock, otherwise it behaves like the ``interrupt``
clock.
In a test using a fps of 30, a callback with a timeout of 0s, 0.001s, and
0.05s, resulted in a mean callback delay of 0.00012s, 0.00017s, and 0.04121s
seconds, respectively when it was a free event and 0.02403s, 0.02405s, and
0.04829s, respectively when it wasn't.
Free Only Clock
^^^^^^^^^^^^^^^^^
The Free clock executes all events when a free event was scheduled. This
results in normal events also being execute in the middle of the interval
when a free event is scheduled. For example, above, when a free event was
absent, a normal event with a 0.001s timeout was delayed for 0.02405s. However,
if a free event happened to be also scheduled, the normal event was only
delayed 0.00014s, which may be undesirable.
The Free only clock (``free_only``) solves it by only executing free events
during the interval and normal events are always executed like with the
default clock. For example, in the presence of a free event, a normal event
with a timeout of 0.001s still had a delay of 0.02406. So this clock,
treats free and normal events independently, with normal events always being
fps limited, but never the free events.
Summary
^^^^^^^^
The kivy clock type to use can be set with the ``kivy_clock`` option the
:mod:`~kivy.config`. If ``KIVY_CLOCK`` is present in the environment it
overwrites the config selection. Its possible values are as follows:
* When ``kivy_clock`` is ``default``, the normal clock, :class:`ClockBase`,
which limits callbacks to the maxfps quantization - is used.
* When ``kivy_clock`` is ``interrupt``, a interruptible clock,
:class:`ClockBaseInterrupt`, which doesn't limit any callbacks to the
maxfps - is used. Callbacks will be executed at any time.
* When ``kivy_clock`` is ``free_all``, a interruptible clock,
:class:`ClockBaseFreeInterruptAll`, which doesn't limit any callbacks to the
maxfps in the presence of free events, but in their absence it limits events
to the fps quantization interval - is used.
* When ``kivy_clock`` is ``free_only``, a interruptible clock,
:class:`ClockBaseFreeInterruptAll`, which treats free and normal events
independently; normal events are fps limited while free events are not - is
used.
'''
__all__ = (
'Clock', 'ClockEvent', 'FreeClockEvent', 'CyClockBase', 'CyClockBaseFree',
'ClockBaseBehavior', 'ClockBaseInterruptBehavior',
'ClockBaseInterruptFreeBehavior', 'ClockBase', 'ClockBaseInterrupt',
'ClockBaseFreeInterruptAll', 'ClockBaseFreeInterruptOnly', 'mainthread')
from sys import platform
from os import environ
from functools import wraps, partial
from kivy.context import register_context
from kivy.config import Config
from kivy.logger import Logger
from kivy.compat import clock as _default_time, PY2
import time
from kivy._clock import CyClockBase, ClockEvent, FreeClockEvent, \
CyClockBaseFree
try:
from multiprocessing import Event as MultiprocessingEvent
except ImportError: # https://bugs.python.org/issue3770
from threading import Event as MultiprocessingEvent
from threading import Event as ThreadingEvent
# some reading: http://gameprogrammingpatterns.com/game-loop.html
def _get_sleep_obj():
pass
try:
import ctypes
if platform in ('win32', 'cygwin'):
# Win32 Sleep function is only 10-millisecond resolution, so
# instead use a waitable timer object, which has up to
# 100-nanosecond resolution (hardware and implementation
# dependent, of course).
_kernel32 = ctypes.windll.kernel32
def _get_sleep_obj():
return _kernel32.CreateWaitableTimerA(None, True, None)
def _usleep(microseconds, obj=None):
delay = ctypes.c_longlong(int(-microseconds * 10))
_kernel32.SetWaitableTimer(
obj, ctypes.byref(delay), 0,
ctypes.c_void_p(), ctypes.c_void_p(), False)
_kernel32.WaitForSingleObject(obj, 0xffffffff)
else:
if platform == 'darwin':
_libc = ctypes.CDLL('libc.dylib')
else:
from ctypes.util import find_library
_libc = ctypes.CDLL(find_library('c'), use_errno=True)
def _libc_clock_gettime_wrapper():
from os import strerror
class struct_tv(ctypes.Structure):
_fields_ = [('tv_sec', ctypes.c_long),
('tv_usec', ctypes.c_long)]
_clock_gettime = _libc.clock_gettime
_clock_gettime.argtypes = [ctypes.c_long,
ctypes.POINTER(struct_tv)]
if 'linux' in platform:
_clockid = 4 # CLOCK_MONOTONIC_RAW (Linux specific)
elif 'freebsd' in platform:
# clockid constants from sys/time.h
# _clockid = 4 # CLOCK_MONOTONIC (FreeBSD specific)
# 11: CLOCK_MONOTONIC_PRECISE (FreeBSD known OK for 10.2)
_clockid = 11
# _clockid = 12
# 12: CLOCK_MONOTONIC_FAST (FreeBSD specific)
Logger.debug('clock.py: {{{:s}}} clock ID {:d}'.format(
platform, _clockid))
else:
_clockid = 1 # CLOCK_MONOTONIC
tv = struct_tv()
def _time():
if _clock_gettime(ctypes.c_long(_clockid),
ctypes.pointer(tv)) != 0:
_ernno = ctypes.get_errno()
raise OSError(_ernno, strerror(_ernno))
return tv.tv_sec + (tv.tv_usec * 0.000000001)
return _time
_default_time = _libc_clock_gettime_wrapper()
_libc.usleep.argtypes = [ctypes.c_ulong]
_libc_usleep = _libc.usleep
def _usleep(microseconds, obj=None):
_libc_usleep(int(microseconds))
except (OSError, ImportError, AttributeError):
# ImportError: ctypes is not available on python-for-android.
# AttributeError: ctypes is now available on python-for-android, but
# "undefined symbol: clock_gettime". CF #3797
# OSError: if the libc cannot be readed (like with buildbot: invalid ELF
# header)
def _usleep(microseconds, obj=None):
time.sleep(microseconds / 1000000.)
[ドキュメント]class ClockBaseBehavior(object):
'''The base of the kivy clock.
'''
_dt = 0.0001
_last_fps_tick = None
_start_tick = 0
_fps = 0
_rfps = 0
_fps_counter = 0
_rfps_counter = 0
_frames = 0
_frames_displayed = 0
_events_duration = 0
'''The measured time that it takes to process all the events etc, excepting
any sleep or waiting time. It is the average and is updated every 5
seconds.
'''
_duration_count = 0
_sleep_time = 0
_duration_ts0 = 0
MIN_SLEEP = 0.005
'''The minimum time to sleep. If the remaining time is less than this,
the event loop will continuo
'''
SLEEP_UNDERSHOOT = MIN_SLEEP - 0.001
def __init__(self, **kwargs):
super(ClockBaseBehavior, self).__init__(**kwargs)
self._duration_ts0 = self._start_tick = self._last_tick = self.time()
self._max_fps = float(Config.getint('graphics', 'maxfps'))
@property
def frametime(self):
'''Time spent between the last frame and the current frame
(in seconds).
.. versionadded:: 1.8.0
'''
return self._dt
@property
def frames(self):
'''Number of internal frames (not necessarily drawed) from the start of
the clock.
.. versionadded:: 1.8.0
'''
return self._frames
@property
def frames_displayed(self):
'''Number of displayed frames from the start of the clock.
'''
return self._frames_displayed
[ドキュメント] def usleep(self, microseconds):
'''Sleeps for the number of microseconds.
'''
pass
[ドキュメント] def idle(self):
'''(internal) waits here until the next frame.
'''
fps = self._max_fps
if fps > 0:
min_sleep = self.get_resolution()
undershoot = 4 / 5. * min_sleep
usleep = self.usleep
ready = self._check_ready
done, sleeptime = ready(fps, min_sleep, undershoot)
while not done:
usleep(1000000 * sleeptime)
done, sleeptime = ready(fps, min_sleep, undershoot)
current = self.time()
self._dt = current - self._last_tick
self._last_tick = current
return current
def _check_ready(self, fps, min_sleep, undershoot):
sleeptime = 1 / fps - (self.time() - self._last_tick)
return sleeptime - undershoot <= min_sleep, sleeptime - undershoot
[ドキュメント] def tick(self):
'''Advance the clock to the next step. Must be called every frame.
The default clock has a tick() function called by the core Kivy
framework.'''
self._release_references()
ts = self.time()
current = self.idle()
# tick the current time
self._frames += 1
self._fps_counter += 1
# compute how long the event processing takes
self._duration_count += 1
self._sleep_time += current - ts
t_tot = current - self._duration_ts0
if t_tot >= 1.:
self._events_duration = \
(t_tot - self._sleep_time) / float(self._duration_count)
self._duration_ts0 = current
self._sleep_time = self._duration_count = 0
# calculate fps things
if self._last_fps_tick is None:
self._last_fps_tick = current
elif current - self._last_fps_tick > 1:
d = float(current - self._last_fps_tick)
self._fps = self._fps_counter / d
self._rfps = self._rfps_counter
self._last_fps_tick = current
self._fps_counter = 0
self._rfps_counter = 0
# process event
self._process_events()
return self._dt
[ドキュメント] def tick_draw(self):
'''Tick the drawing counter.
'''
self._process_events_before_frame()
self._rfps_counter += 1
self._frames_displayed += 1
[ドキュメント] def get_fps(self):
'''Get the current average FPS calculated by the clock.
'''
return self._fps
[ドキュメント] def get_rfps(self):
'''Get the current "real" FPS calculated by the clock.
This counter reflects the real framerate displayed on the screen.
In contrast to get_fps(), this function returns a counter of the
number of frames, not the average of frames per second.
'''
return self._rfps
[ドキュメント] def get_time(self):
'''Get the last tick made by the clock.'''
return self._last_tick
[ドキュメント] def get_boottime(self):
'''Get the time in seconds from the application start.'''
return self._last_tick - self._start_tick
time = staticmethod(partial(_default_time))
ClockBaseBehavior.time.__doc__ = \
'''Proxy method for :func:`~kivy.compat.clock`. '''
[ドキュメント]class ClockBaseInterruptBehavior(ClockBaseBehavior):
'''A kivy clock which can be interrupted during a frame to execute events.
'''
interupt_next_only = False
_event = None
_get_min_timeout_func = None
def __init__(self, interupt_next_only=False, **kwargs):
super(ClockBaseInterruptBehavior, self).__init__(**kwargs)
self._event = MultiprocessingEvent() if PY2 else ThreadingEvent()
self.interupt_next_only = interupt_next_only
self._get_min_timeout_func = self.get_min_timeout
def usleep(self, microseconds):
self._event.clear()
self._event.wait(microseconds / 1000000.)
def on_schedule(self, event):
fps = self._max_fps
if not fps:
return
if not event.timeout or (
not self.interupt_next_only and event.timeout <=
1 / fps - # remaining time
(self.time() - self._last_tick) + # elapsed time
4 / 5. * self.get_resolution()): # resolution fudge factor
self._event.set()
def idle(self):
fps = self._max_fps
event = self._event
resolution = self.get_resolution()
if fps > 0:
done, sleeptime = self._check_ready(
fps, resolution, 4 / 5. * resolution)
if not done:
event.wait(sleeptime)
current = self.time()
self._dt = current - self._last_tick
self._last_tick = current
event.clear()
# anything scheduled from now on, if scheduled for the upcoming frame
# will cause a timeout of the event on the next idle due to on_schedule
# `self._last_tick = current` must happen before clear, otherwise the
# on_schedule computation is wrong when exec between the clear and
# the `self._last_tick = current` bytecode.
return current
def _check_ready(self, fps, min_sleep, undershoot):
if self._event.is_set():
return True, 0
t = self._get_min_timeout_func()
if not t:
return True, 0
if not self.interupt_next_only:
curr_t = self.time()
sleeptime = min(1 / fps - (curr_t - self._last_tick), t - curr_t)
else:
sleeptime = 1 / fps - (self.time() - self._last_tick)
return sleeptime - undershoot <= min_sleep, sleeptime - undershoot
[ドキュメント]class ClockBaseInterruptFreeBehavior(ClockBaseInterruptBehavior):
'''A base class for the clock that interrupts the sleep interval for
free events.
'''
def __init__(self, **kwargs):
super(ClockBaseInterruptFreeBehavior, self).__init__(**kwargs)
self._get_min_timeout_func = self.get_min_free_timeout
def on_schedule(self, event):
if not event.free: # only wake up for free events
return
# free events should use real time not frame time
event._last_dt = self.time()
return super(ClockBaseInterruptFreeBehavior,
self).on_schedule(event)
[ドキュメント]class ClockBase(ClockBaseBehavior, CyClockBase):
'''The ``default`` kivy clock. See module for details.
'''
_sleep_obj = None
def __init__(self, **kwargs):
super(ClockBase, self).__init__(**kwargs)
self._sleep_obj = _get_sleep_obj()
def usleep(self, microseconds):
_usleep(microseconds, self._sleep_obj)
[ドキュメント]class ClockBaseInterrupt(ClockBaseInterruptBehavior, CyClockBase):
'''The ``interrupt`` kivy clock. See module for details.
'''
pass
[ドキュメント]class ClockBaseFreeInterruptAll(
ClockBaseInterruptFreeBehavior, CyClockBaseFree):
'''The ``free_all`` kivy clock. See module for details.
'''
pass
[ドキュメント]class ClockBaseFreeInterruptOnly(
ClockBaseInterruptFreeBehavior, CyClockBaseFree):
'''The ``free_only`` kivy clock. See module for details.
'''
def idle(self):
fps = self._max_fps
current = self.time()
event = self._event
if fps > 0:
min_sleep = self.get_resolution()
usleep = self.usleep
undershoot = 4 / 5. * min_sleep
min_t = self.get_min_free_timeout
interupt_next_only = self.interupt_next_only
sleeptime = 1 / fps - (current - self._last_tick)
while sleeptime - undershoot > min_sleep:
if event.is_set():
do_free = True
else:
t = min_t()
if not t:
do_free = True
elif interupt_next_only:
do_free = False
else:
sleeptime = min(sleeptime, t - current)
do_free = sleeptime - undershoot <= min_sleep
if do_free:
event.clear()
self._process_free_events(current)
else:
event.wait(sleeptime - undershoot)
current = self.time()
sleeptime = 1 / fps - (current - self._last_tick)
self._dt = current - self._last_tick
self._last_tick = current
event.clear() # this needs to stay after _last_tick
return current
[ドキュメント]def mainthread(func):
'''Decorator that will schedule the call of the function for the next
available frame in the mainthread. It can be useful when you use
:class:`~kivy.network.urlrequest.UrlRequest` or when you do Thread
programming: you cannot do any OpenGL-related work in a thread.
Please note that this method will return directly and no result can be
returned::
@mainthread
def callback(self, *args):
print('The request succeeded!',
'This callback is called in the main thread.')
self.req = UrlRequest(url='http://...', on_success=callback)
.. versionadded:: 1.8.0
'''
@wraps(func)
def delayed_func(*args, **kwargs):
def callback_func(dt):
func(*args, **kwargs)
Clock.schedule_once(callback_func, 0)
return delayed_func
if 'KIVY_DOC_INCLUDE' in environ:
#: Instance of :class:`ClockBaseBehavior`.
Clock = None
else:
_classes = {'default': ClockBase, 'interrupt': ClockBaseInterrupt,
'free_all': ClockBaseFreeInterruptAll,
'free_only': ClockBaseFreeInterruptOnly}
_clk = environ.get('KIVY_CLOCK', Config.get('kivy', 'kivy_clock'))
if _clk not in _classes:
raise Exception(
'{} is not a valid kivy clock. Valid clocks are {}'.format(
_clk, sorted(_classes.keys())))
Clock = register_context('Clock', _classes[_clk])
'''The kivy Clock instance. See module documentation for details.
'''


Let’s break down these points one at a time
Today there are four font container formats in use on the web: EOT, TTF, WOFF, and WOFF2
link rel="preload" as="font" href="/fonts/custom-font.woff2"
type="font/woff2" crossorigin="anonymous"
link rel="preload" as="font" href="/fonts/custom-font.woff"
type="font/woff" crossorigin="anonymous"
@font-face {
font-family: 'Custom Font';
font-weight: 400;
font-style: normal;
font-display: swap;
unicode-range: U+000-5FF; /*Download only latin glyphs*/
src: local('Custom Font'),
url('/fonts/custom-font.woff2') format('woff2'),
url('/fonts/custom-font.woff') format('woff');}
A webfont is a collection of glyphs, and each glyph is a vector shape that describes a letter or symbol. As a result, two simple variables determine the size of a particular font file: the complexity of the vector paths of each glyph and the number of glyphs in a particular font.
@font-face {
font-display: swap;
}
| Browser | Timeout | Fallback | Swap |
|---|---|---|---|
| Chrome 35+ | 3 seconds | Yes | Yes |
| Opera | 3 seconds | Yes | Yes |
| Firefox | 3 seconds | Yes | Yes |
| Internet Explorer | 0 seconds | Yes | Yes |
| Safari | No timeout | N/A | N/A |


Local Weather
Temperature
Humidity
Air Quality
Rain Guage
Field Soil
Solar Battery
Field Control
History
Temperature
Current Weather
5 Day Forcast
Cities
Bandera
Lake Hills
Boerne
San Antonio
Bexar County


We all write code that we don't like or think is ugly. This is a place for that code you think is ugly. There are no comments. No judgements (only reassurance in heartform).
Please do not include any code that includes security keys/passwords or any code that is proprietary.
{% include 'submission_form.html' %}
{% endblock content %}


A personal blog website
This blog is a follow up from my last blog in which I talked about promises. If you are unfamiliar with promises in JavaScript, please read that article before reading this one. Also, some familiarity with exception handling would be useful.
Async Await is a syntactic sugar added in ECMAScript 2017 standard that helps us working with promises easier. As I mentioned on the last blog, promises were introduced to work with asynchronous code and avoid callback hell. Though promises aimed to do so, the code still looks kind of callbacky. Async and await help us to write asynchronous code but it looks like synchronous code.
On the last blog, we created an imitation of the fetch API. It was a function that returned a promise. It looked like this
function fetch(requestPassed = true) {
return new Promise((resolve, reject) => {
if (requestPassed) {
resolve('{"success": true,
"data": {"movies": ["batman", "iron man"]}}')
} else {
reject('{"success": false,
"message": "Database connection failed"}')
}
})
}
To consume the promise, we did the following
fetch()
.then(data => JSON.parse(data))
.then(res => console.log(res))
.catch(err => JSON.parse(err))
.then(errorMsg => console.log(errorMsg))
This is the part where we can use async-await to make our code look better. To consume the promise, we have to use an async function which we can describe as follows:
async function fetchData() {}
Inside an async
function, we can use the await
keyword to wait for the promise to resolve.
async function fetchData() {
const data = await fetch()
const res = JSON.parse(data)
console.log(res)
}
fetchData()
The above code will print the following onto the console
{ success: true, data: { movies: [ 'batman', 'iron man' ] } }
If we revisit the promise, we know that the promise might get resolved or might get rejected. Rejection of a promise might be because of some error (it all depends on the use case too but that’s the only thing I can think of right now). Hence, the use of exception handling with try-catch can be really handy while using async-await
.
async function fetchData() {
try {
const data = await fetch(false)
const res = JSON.parse(data)
console.log(res)
} catch (error) {
const errorObject = JSON.parse(error)
console.log(errorObject)
}
}
fetchData()
I have intentionally passed false value as an argument to the fetch function to make the promise reject. Anything passed to the reject function will be received by the catch block as an exception. We can reference the rejected error on the error
argument we have passed to the catch block. The above code logs the following onto the console.
{ success: false, message: 'Database connection failed' }
This is how async and await can be used with promises to make our code more readable. If you revisit and make a comparison with the code we wrote earlier, you’ll find a vast difference. Async-await is one of my favorite features on JavaScript and I use it all the time. It has made my life as a JavaScript developer easier.
Thanks for reading. If you like my content, consider subscribing.


US govt starts issuing licences to allow limited Huawei sales
The US government has started granting licences to some American companies to resume sales to Huawei, the Commerce Department announced. The special licences allow certain companies to avoid the restrictions on doing business with Huawei since it was put on the department's Entity List in May due to security concerns.
Commerce Secretary Wilbur Ross said on Fox Business Network that his agency had received nearly 300 requests for exemptions, and that he had begun approving some of those license applications.
A Commerce spokesperson told the Wall Street Journal that the approved licenses "authorize limited and specific activities which do not pose a significant risk to the national security or foreign policy interests of the United States."
The paper said the licences could be seen as a step towards the US trying to reach a new trade deal with China.
Huawei did not comment on the licences.


159. Self-Replicating Numbers
time limit per test: 2 sec.
memory limit per test: 65536
KB
input: standard input
output: standard
output
Vasya's younger brother Misha is fond of playing with numbers.
Two days ago he discovered that 9376^2 = 87909376 - the last four digits
constitute 9376 again. He called such numbers self-replicating.
More
precisely, an n-digit number is called self-replicating if it is equal to the
number formed by the last n digits of its square. Now Misha often asks Vasya to
help him to find new such numbers. To make the things worse, Vasya's brother
already knows what the scales of notation are, so he asks Vasya to find, for
example, hexadecimal or binary self-replicating numbers.
Vasya wants to help
his brother, but unfortunately he is very busy now: he is seriously preparing
and training for the next ACM Regional Contest. So he asked you to write a
program that for a given base b and length n will find all n-digit
self-replicating numbers in the scale of notation with base b.
Input
The only line of the input contains two integer numbers b and n
separated by a single space, the base b of the scale of notation (2 <= b
<= 36) and the required length n (1 <= n <= 2000).
Output
The first line of the output contains K - the total number of
self-replicating numbers of length n in base b. Next K lines contain one n-digit
number in base b each. Uppercase Latin letters from A to Z must be used to
represent digits from 10 to 35. The self-replicating numbers can be listed in
arbitrary order.
Sample test(s)
Input
Sample input #1
10 4
Sample input #2
12 6
Output
Sample output #1
1
9376
Sample output #2
2
1B3854
A08369
Note
You can download pdf version of this task
here
| Author: |
Nikolay Durov |
| Resource: |
ACM ICPC 2002-2003 NEERC, Northern Subregion |
| Date: |
November, 2002
|
| Server time: 2004-01-13 20:11:40 |
Online Contester Team © 2002 - 2003. All
rights
reserved. | | |


My Skills
About me
I'm a student and an enthusiastic learner. Currently pursuing Bachelors of Technology from MANIT, Bhopal. I love to explore new technologies and learn new languages.Having experience in different technologies like Web Development, Blockchain Application Development, Problem Solving etc.
An open source fanatic, I love to contribute, collaborate and make new connections.I've worked on various open source projects like Gnome, Python, Greenpeace Organisation etc.
I have mentored many students and equipped them with technical skilks.I've participated in various hackathons to make projects solving real-world problems.
Experience
“The purpose of life is to live it, to taste experience to the utmost, to reach out eagerly and without fear for newer and richer experience.”
OSD Mentor- Anita B.Org
Selected as a mentor for the Greenpeace Planet-4 Project on Open Source Day by Anita B.Org. Planet 4 is a CMS tool built on the WordPress Block Editor framework. I worked on the enhancement of UI along with solving backend issues in Php.
MoreMentor -Let’s Grow More Summer of Code
Mentoring Students on MERN stack based project, "The awesome portfolio website". Worked on transfering th project from VanillaJS to ReactJS and NodeJS.Also selected as a mentor for Lunabot, which is a python based multi purpose Discord Bot using using discord.py and multiple APIs and Libraries.
MoreTechnical Writer - The Lean Programmer
Lean Blogs are a technical community enhancing technical knowledge in the society. As a technical writer, contributed in writing blogs transforming complex and technically difficult written material into clear and concise documentation that will be read by target audiences.
Open Source Contributor -
GirlScript Summer of Code
Worked on various open source projects. Implemented python scripts and automated tasks to ease daily routine. Enhanced features, UI/UX with Vanilla JS. Solved backend Php issues on non-profit websites.
MoreFounder- Pink Coder
Started a technical social-startup to reduce the gender gap and empower women in technology. Conducted various hackathons, technical workshops, bootcamps etc. to create technical awareness among students and provide industry-level exposure.
MoreMember- Women Techmakers
Women Techmakers is an initiative by Google to empower women in STEM.Involved as a member supporting and providing visibility, community, and resources for women in technology. Sharing the vision, and guiding many others int the field through various events and tech talks.
MoreWeb Developer and Executive- ISTE-SC MANIT
Organized many events in college and throughout the country like hackathons, quizzes, workshops,technical talks etc. Responsible for managing website traffic and SEO, and creating the hackathon website as a web developer.
MoreEvent Manager - Aaroha
Aroha is a youth organization that works for the upliftment of underprivileged children. Worked with the team organizing educational events and fundraising events.
MoreProjects
"In the end, you're measured not by how much you undertake but by what you finally accomplish."
Blog
"Don't focus on having a great blog. Focus on producing a blog that's great for your readers."
Open Source
Open Source through the years
In open source, we feel strongly that to really do something well, you have to get a lot of people involved.
Women in Tech
Women Techmakers IWD India Summit
“If we do not share our stories and shine a light on inequities, things will not change.”


| Initialising Iris3D |
The first step in the initialisation process is to get what we call the
Context. The
context is in fact the heart of Iris. It
represents the dreamcast and contains the pipelines (example: Geometry)
and managers (example: Input Manager).
|
The second step is to Init the context using the InitContext function.
This function will initialise KOS and other things like input. You just
have to call it once. This function takes only one parameter that
defines the size of the vertex buffer you will use. It represents the
maximum size in bytes of the vertex buffer available for each frame
(example: 1024 * 1024).
IrisContext &c = IrisContext::Get();
c.InitContext(1024 * 1024);
|
|
The next step consists of using the InputManager to get the number of
controllers. In this tutorial, you can notice a simple test to check how
many controllers are plugged in (using the ControllerCount function) and
exit the game if none are found.
if (c.GetInputManager().ControllerCount() == 0)
{
printf("[ERROR] No controller found\n");
return (-1);
}
|
|
We can access a controller using the GetController function. This
function takes only one parameter: an int which specifies the number of
the controller you want to use (notice that the first controller is the
number 0).
| IrisController &p = c.GetInputManager().GetController(0); |
|
We will exit our game loop if start button is pressed on the first
controller. Most of the controller's buttons return a boolean telling
wether it's pressed or not. We'll see later how the analog stick and
trigger work. Notice the GetInputManager().Update() function which is
required to update the input. This operation is usually done in the
BeginScene function which isn't used in this example.
while (!p.Start())
{
c.GetInputManager().Update();
printf("Hello world\n");
}
|
|


The San Francisco 49ers are a professional American football team based in the San Francisco Bay Area. They compete in the National Football League (NFL) as a member of the league's National Football Conference (NFC) West division. The team plays its home games at Levi's Stadium in Santa Clara, California, located 38 miles (61 km) southeast of San Francisco in the heart of Silicon Valley. Since 1988, the 49ers have been headquartered in Santa Clara.
Years when they were champions: 1982, 1985, 1989, 1990 and 1995


Getting started¶
Installation¶
Installing MkDocs¶
Before installing MkDocs, you need to make sure you have Python and pip
– the Python package manager – up and running. You can verify if you're already
good to go with the following commands:
1 2 3 4 | python --version # Python 2.7.13 pip --version # pip 9.0.1 |
Installing and verifying MkDocs is as simple as:
1 2 | pip install mkdocs && mkdocs --version # mkdocs, version 0.17.1 |
Material requires MkDocs >= 0.17.1.
Installing Material¶
using pip¶
Material can be installed with pip
:
1 | pip install mkdocs-material |
using choco¶
If you're on Windows you can use Chocolatey to install Material:
1 | choco install mkdocs-material |
This will install all required dependencies like Python and MkDocs.
cloning from GitHub¶
Material can also be used without a system-wide installation by cloning the repository into a subfolder of your project's root directory:
1 | git clone https://github.com/squidfunk/mkdocs-material.git |
This is especially useful if you want to extend the theme and
override some parts of the theme. The theme will reside in the folder
mkdocs-material/material
.
Troubleshooting¶
Installation on macOS
When you're running the pre-installed version of Python on macOS, pip
tries to install packages in a folder for which your user might not have
the adequate permissions. There are two possible solutions for this:
-
Installing in user space (recommended): Provide the
--user
flag to the install command andpip
will install the package in a user-site location. This is the recommended way. -
Switching to a homebrewed Python: Upgrade your Python installation to a self-contained solution by installing Python with Homebrew. This should eliminate a lot of problems you may be having with
pip
.
Error: unrecognized theme 'material'
If you run into this error, the most common reason is that you installed
MkDocs through some package manager (e.g. Homebrew or apt-get
) and the
Material theme through pip
, so both packages end up in different
locations. MkDocs only checks its install location for themes.
Alternative: Using Docker¶
If you're familiar with Docker, the official Docker image for Material comes with all dependencies pre-installed and ready-to-use with the latest version published on PyPI, packaged in a very small image. Pull it with:
1 | docker pull squidfunk/mkdocs-material |
The mkdocs
executable is provided as an entrypoint, serve
is the default
command. Start the development server in your project root with:
1 | docker run --rm -it -p 8000:8000 -v ${PWD}:/docs squidfunk/mkdocs-material |
If you're using Windows command prompt (cmd.exe
), substitute ${PWD}
with
"%cd%"
.
Usage¶
In order to enable the theme just add one of the following lines to your
project's mkdocs.yml
. If you installed Material using a package manager:
1 2 | theme: name: 'material' |
If you cloned Material from GitHub:
1 2 3 | theme: name: null custom_dir: 'mkdocs-material/material' |
MkDocs includes a development server, so you can review your changes as you go. The development server can be started with the following command:
1 | mkdocs serve |
Now you can point your browser to http://localhost:8000 and the Material theme should be visible. From here on, you can start writing your documentation, or read on and customize the theme.
Configuration¶
Color palette¶
A default hue is defined for every primary and accent color on Google's Material Design color palette, which makes it very easy to change the overall look of the theme. Just set the primary and accent colors using the following variables:
1 2 3 4 | theme: palette: primary: 'indigo' accent: 'indigo' |
Color names are case-insensitive, but must match the names of the Material
Design color palette. Valid values are: red
, pink
, purple
, deep purple
,
indigo
, blue
, light blue
, cyan
, teal
, green
, light green
, lime
,
yellow
, amber
, orange
, deep orange
, brown
, grey
, blue grey
and
white
. The last four colors can only be used as a primary color.
If the color is set via this configuration, an additional CSS file that defines the color palette is automatically included. If you want to keep things lean, clone the repository and recompile the theme with your custom colors set. See the guide on customization for more information.
Primary colors¶
Default:
indigo
Click on a tile to change the primary color of the theme:
Accent colors¶
Default:
indigo
Click on a tile to change the accent color of the theme:
Font family¶
Default:
Roboto
andRoboto Mono
By default the Roboto font family is included with the theme, specifically
the regular sans-serif type for text and the monospaced
type for code. Both
fonts are loaded from Google Fonts and can be changed to other fonts,
like for example the Ubuntu font family:
1 2 3 4 | theme: font: text: 'Ubuntu' code: 'Ubuntu Mono' |
The text font will be loaded in weights 400 and 700, the monospaced
font
in regular weight. If you want to load fonts from other destinations or don't
want to use the Google Fonts loading magic, just set font
to false
:
1 2 | theme: font: false |
Logo¶
Default icon:
school
Your logo should have rectangular shape with a minimum resolution of 128x128,
leave some room towards the edges and be composed of high contrast areas on a
transparent ground, as it will be placed on the colored header bar and drawer.
Simply create the folder docs/images
, add your logo and embed it with:
1 2 | theme: logo: 'images/logo.svg' |
Additionally, the default icon can be changed by setting an arbitrary ligature (or Unicode code point) from the Material Design icon font, e.g.
1 2 3 | theme: logo: icon: 'cloud' |
Language¶
Call for Contributions: Add languages/translations to Material
Help translate Material into more languages - it's just one click and takes approximately 2 minutes: click here
Localization¶
Default:
en
Material for MkDocs supports internationalization (i18n) and provides translations for all template variables and labels in the following languages:
| Available languages | |||
|---|---|---|---|
ar / Arabic |
ca / Catalan |
cs / Czech |
da / Danish |
nl / Dutch |
en / English |
fi / Finnish |
fr / French |
gl / Galician |
de / German |
he / Hebrew |
hi / Hindi |
hr / Croatian |
hu / Hungarian |
id / Indonesian |
it / Italian |
ja / Japanese |
kr / Korean |
no / Norwegian |
fa / Persian |
pl / Polish |
pt / Portugese |
ru / Russian |
sr / Serbian |
sh / Serbo-Croatian |
sk / Slovak |
es / Spanish |
sv / Swedish |
zh / Chinese (Simplified)
|
zh-Hant / Chinese (Traditional)
|
||
zh-TW / Chinese (Taiwanese)
|
tr / Turkish |
uk / Ukrainian |
|
vi / Vietnamese |
Submit a new language |
Specify the language with:
1 2 | theme: language: 'en' |
If the language is not specified, Material falls back to English. To create a translation for another language, copy the localization file of an existing language, name the new file using the 2-letter language code and adjust all translations:
1 | cp partials/language/en.html partials/language/jp.html |
Text direction¶
Default: best match for given theme language, automatically set
Material supports both, left-to-right (ltr
) and right-to-left (rtl
) text
direction. This enables more languages like Arabic, Hebrew, Syriac and others
to be used with the theme:
1 2 | theme: direction: 'rtl' |
Site search¶
Default: best match for given theme language, automatically set
Site search is implemented using lunr.js, which includes stemmers for the
English language by default, while stemmers for other languages are included
with lunr-languages, both of which are integrated with this theme.
Material selects the matching (or best-matching) stemmer for the given theme
language. Multilingual search can be activated in your project's mkdocs.yml
by explicitly defining the search language(s):
1 2 3 | extra: search: language: 'en, de, ru' |
At the time of writing, the following languages are supported:
| Available language stemmers | |||
|---|---|---|---|
da / Danish |
du / Dutch |
en / English |
fi / Finnish |
fr / French |
de / German |
hu / Hungarian |
it / Italian |
jp / Japanese |
no / Norwegian |
pt / Portugese |
ro / Romanian |
ru / Russian |
es / Spanish |
sv / Swedish |
tr / Turkish |
MkDocs 1.0 compatibility
While MkDocs 1.0 supports prebuilding the search index, Material currently doesn't support this setting as the default search behavior of the original theme was heavily modified for the sake of a better UX. Integration is possible, but a small subset of the features Material provides will not be portable to the prebuilt index mainly due to missing localization.
Only specify the languages you really need
Be aware that including support for other languages increases the general JavaScript payload by around 20kb (without gzip) and by another 15-30kb per language.
The separator for tokenization can be customized which makes it possible
to index parts of words that are separated by -
or .
:
1 2 3 | extra: search: tokenizer: '[\s\-\.]+' |
Favicon¶
Default:
assets/images/favicon.png
The default favicon can be changed by setting the favicon
variable to an
.ico
or image file:
1 2 | theme: favicon: 'assets/images/favicon.ico' |
Features¶
Tabs¶
Default:
false
Material supports another layer on top of the main navigation for larger screens in the form of tabs. This is especially useful for larger documentation projects with only few top-level sections. Tabs can be enabled by setting the respective feature flag to true:
1 2 3 | theme: feature: tabs: true |
Customization¶
Adding a source repository¶
To include a link to the repository of your project within your documentation,
set the following variables via your project's mkdocs.yml
:
1 2 | repo_name: 'squidfunk/mkdocs-material' repo_url: 'https://github.com/squidfunk/mkdocs-material' |
The name of the repository will be rendered next to the search bar on big
screens and as part of the main navigation drawer on smaller screen sizes.
Furthermore, if repo_url
points to a GitHub, BitBucket or GitLab repository,
the respective service logo will be shown next to the name of the repository.
Additionally, for GitHub, the number of stars and forks is shown.
If the repository is hosted in a private environment, the service logo can be
set explicitly by setting extra.repo_icon
to github
, gitlab
or
bitbucket
.
Why is there an edit button at the top of every article?
If the repo_url
is set to a GitHub or BitBucket repository, and the
repo_name
is set to GitHub or BitBucket (implied by default), an
edit button will appear at the top of every article. This is the automatic
behavior that MkDocs implements. See the MkDocs documentation on more
guidance regarding the edit_uri
attribute, which defines whether the edit
button is shown or not.
Adding social links¶
Social accounts can be linked in the footer of the documentation using the
automatically included FontAwesome webfont. The type
must denote the
name of the social service, e.g. github
, twitter
or linkedin
and the
link
must contain the URL you want to link to:
1 2 3 4 5 6 7 8 | extra: social: - type: 'github' link: 'https://github.com/squidfunk' - type: 'twitter' link: 'https://twitter.com/squidfunk' - type: 'linkedin' link: 'https://linkedin.com/in/squidfunk' |
The links are generated in order and the type
of the links must match the
name of the FontAwesome glyph. The fa
is automatically added, so github
will result in fa fa-github
.
Adding a Web App Manifest¶
A Web App Manifest is a simple JSON file that tells the browser about your
web application and how it should behave when installed on the user's mobile
device or desktop. You can specify a manifest in your mkdocs.yml
:
1 2 | extra: manifest: 'manifest.webmanifest' |
More advanced customization¶
If you want to change the general appearance of the Material theme, see this article for more information on advanced customization.
Integrations¶
Google Analytics¶
MkDocs makes it easy to integrate site tracking with Google Analytics.
Besides basic tracking, clicks on all outgoing links can be tracked as well as
how site search is used. Tracking can be activated in your project's
mkdocs.yml
:
1 2 3 | google_analytics: - 'UA-XXXXXXXX-X' - 'auto' |
Disqus¶
Material for MkDocs is integrated with Disqus, so if you want to add a
comments section to your documentation set the shortname of your Disqus project
in your mkdocs.yml
:
1 2 | extra: disqus: 'your-shortname' |
The comments section is inserted on every page, except the index page. Additionally, a new entry at the bottom of the table of contents is generated that is linking to the comments section. The necessary JavaScript is automatically included.
Requirements
site_url
value must be set in mkdocs.yml
for the Disqus integration to
load properly.
Disqus can also be enabled or disabled for specific pages using Metadata.
Extensions¶
MkDocs supports several Markdown extensions. The following extensions are not enabled by default (see the link for which are enabled by default) but highly recommended, so they should be switched on at all times:
1 2 3 4 5 6 | markdown_extensions: - admonition - codehilite: guess_lang: false - toc: permalink: true |
For more information, see the following list of extensions supported by the Material theme including more information regarding installation and usage:
Full example¶
Below is a full example configuration for a mkdocs.yml
:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 | # Project information site_name: 'Material for MkDocs' site_description: 'A Material Design theme for MkDocs' site_author: 'Martin Donath' site_url: 'https://squidfunk.github.io/mkdocs-material/' # Repository repo_name: 'squidfunk/mkdocs-material' repo_url: 'https://github.com/squidfunk/mkdocs-material' # Copyright copyright: 'Copyright © 2016 - 2017 Martin Donath' # Configuration theme: name: 'material' language: 'en' palette: primary: 'indigo' accent: 'indigo' font: text: 'Roboto' code: 'Roboto Mono' # Customization extra: manifest: 'manifest.webmanifest' social: - type: 'github' link: 'https://github.com/squidfunk' - type: 'twitter' link: 'https://twitter.com/squidfunk' - type: 'linkedin' link: 'https://linkedin.com/in/squidfunk' # Google Analytics google_analytics: - 'UA-XXXXXXXX-X' - 'auto' # Extensions markdown_extensions: - admonition - codehilite: guess_lang: false - toc: permalink: true |


The Outdoor Girls in Florida
by Laura Lee Hope
Chapter XI: "Into the Interior"
Additional Information
- Year Published: 1913
- Language: English
- Country of Origin: United States of America
- Source: Hope, L. L. (1913) The Outdoor Girls in Florida. New York: Grosset & Dunlap.
-
Readability:
- Flesch–Kincaid Level: 2.2
- Word Count: 2,083
- Genre: Adventure
- Keywords: florida stories, the outdoor girls in florida
- ✎ Cite This
Downloads
"Oh, dear!" cried Grace, as she shrank back against Betty. "Oh, dear."
"Those—those men," breathed Amy, who also seemed to be looking about for some sort of physical support. "See, Betty!"
They both seemed to depend on the "Little Captain" in this emergency. As for Mollie, her dark eyes flashed, and she looked at Betty with a nod of encouragement. Whatever happened, these two would stand together, at any rate.
"Don't be silly!" exclaimed Betty, stilling the wild beating of her own heart by the reflection that she must be brave for the sake of others.
"But they are coming right toward us!" gasped Grace, making a move as though to hide in the cabin.
"Of course they are!" exclaimed Mollie, quickly. "They are going to help us; aren't they, Betty?"
"I'm sure I hope so," was the low-voiced answer. "One thing, girls, speak very carefully. Sound carries very distinctly over water, you know."
"They are coming toward us," added Amy, shrinking closer to Betty. There was no doubt of that. The eyes of all in the approaching motor boat, which was a powerful craft, were fixed on the girls in the Gem, and it was a strange sight to see the eyes of the colored men, with so much of the white showing in contrast to their dark faces, staring fixedly at our friends. Grace caught herself in a half-hysterical laugh.

The white man steering the boat was almost as dark in complexion as were his companions, but at least he was white—the girls were sure of that.
"I guess they know we have run on a sand bar," Betty explained, in as calm a voice as she could bring to her need. "They are avoiding it themselves."
As she spoke the other boat made a wide sweep and then, having gone down past the Gem, it again swept in on a curve, now being headed up stream.
"Stuck?" called the white steersman, and his voice was not unpleasant, though a bit domineering, Betty thought.
"But perhaps this is because he is used to giving orders," she reflected.
"Yes; we are on a sand bar, I'm afraid," she answered, and smiled.
"Look natural!" she commanded to the others a moment later, her voice not reaching the men in the other craft, she felt sure, for the clutch of the relief boat had been thrown out and the engine was racing, making considerable noise. "Look as though we expected this," Betty commanded. "There's nothing to fear. We are not far from home."
"Lots of folks get stuck on that bar," went on the man, who was bringing his boat into a position favorable for giving aid to the Gem. "It ought to be buoyed, or marked in some way. You're strangers around here, I take it," he went on.
"Yes, from Mr. Stonington's orange grove," said Betty, simply.
Was it fancy, or did Betty detect fierce and eager gleams in the eyes of the colored men?
"Oh, shucks!" exclaimed the steersman, quickly. "I've pulled lots of bigger boats than yours off that bar. And not for pay, neither. Can you catch a rope?"
"Oh, yes," said Mollie, quickly, determined to second Betty's efforts to appear at ease. "We've done considerable cruising."
"That's good. Well, you want to know this river before you do much more. It's treacherous. Sam, throw that rope while I put us up a little closer," he commanded.
"Yes, boss," was the reply of a big colored man in the bow.
Both Mollie and Betty grasped for the rope as it came uncoiling toward them.
"That's good," complimented the man. "Now can you make it fast? Have you a ring-bolt there?"
"No, but there's a deck-cleat," spoke Betty.
"Just the same.  This boat works better on the direct clutch than in reverse. And when I start to pull, you'd better reverse your motor. Can you do it?"
"Oh, yes," answered Betty.
"Good. You do know something about boats. So you're from the orange grove; eh? I heard the new owner had come on. Need any men down there?" and he seemed quite business-like.
"I—I don't know," faltered Betty, looking at Amy. "Mr. Stonington hasn't told us anything about that. This is his niece," and she nodded at Amy.
"Oh, is that so! Well, if he should happen to need any pickers, I can supply him. Hank Belton is my name. I supply laborers for lots of orange growers and others. I'm the biggest dealer in labor around here; ain't I, boys?" and he appealed to the colored men.
"Dat's what you am, boss!" exclaimed one, with a chuckle.
"And I always treats my help right, no matter what happens after they hire out; don't I, boys?"
"Suah!" came in a chorus.
"So just remind Mr. Stonington about me," the man went on with what he evidently meant for a friendly smile, but which made the girls shudder. "My place is at Penbrook—about ten miles up the river. Now, then, have you that rope fast?"
"Yes," answered Betty.
"Get ready then—I'm going to pull you. And start your motor as soon as the tow rope gets taut!"
"All right," answered Betty in business-like tones.
The tow rope straightened out as the other motor boat started down stream. Betty watched, and, when she thought the proper time had come, she started her motor on the reverse.
For a moment it seemed that, even with this, the Gem would not come off the bar, and the girls looked anxiously over the side to detect the first motion.
Then there came a quiver to the stranded boat, and a shout from the colored men:
"She's movin', boss!"
"Turn on a little more gas!" cried the steersman to Betty. "I think we have her now!"
She speeded up her motor, and in another instant the Gem came free so suddenly that there was danger of a collision.
"Shut down!" called Hank Belton quickly. "You're all right now."
Betty turned off the power, and Mollie cast loose the tow rope.
"Thank you very much," she called to the man.
"I wish you would let us pay you," added Betty.
"Nary a pay, Miss," was his answer. "I'm glad I could help you. Just give my message to Mr. Stonington, and I'll be obliged to you.  That bar sticks out a ways. It's a wonder you didn't hit it before. You can't draw much."
"We don't!" answered Betty.
The other boat was proceeding down stream now, the colored men looking back with their rolling eyes. Betty started her engine on the reverse again, and then, feeling sure that they were beyond the bar, she turned and steered her craft back toward the orange grove. The picnic plan was given up now as it was getting late and the girls were tired.
"Thank goodness that's over!" exclaimed Grace, with a sigh of relief. "Oh, I was so frightened!"
"At what?" asked Mollie.
"I—I don't know."
"Well, it was very kind of them," said Betty. "We might have had to stay there a long time."
"And I'm going to tell Uncle Stonington," spoke Amy. "He may want to hire men, for there are many more oranges to pick."
Grace sat thoughtfully on the cushions, neglecting even to eat her chocolates.
"'A penny for your thoughts,'" offered Betty.
"I was just wondering," said Grace slowly, "that perhaps that man might know something of the labor contractor who has Will in the toils. I wish I had thought to ask."
"That's so!" cried Mollie. "But we can find him again. It will give us something to do, Betty. We can come up the river again."
"And I'll be sure to keep away from that sand bar," declared the Little Captain.
Mr. and Mrs. Stonington were quite alarmed when the girls told of their adventure.
"They weren't in any real danger," declared Mr. Hammond, the overseer. "The river isn't deep nor swift, and there are boats going up and down quite often."
"But what about those rough men?" asked Mrs. Stonington.
"Oh, rough is the worst thing you can say against them. They aren't really bad. Belton has the best supply of laborers around here. Probably he was taking those men down to Hanson's grove. We will need pickers ourselves next week, Mr. Stonington, and I don't believe we can do any better than to get them from Belton."
"Very well, Mr. Hammond; whatever you say."
"And that will be a chance to repay him for his kindness to us," added Betty.
"And perhaps we can get some news of my brother," spoke Grace, wistfully, for there had come no word from those who were searching for the missing youth.
"I'd like to go and ask myself," went on Grace.
"Well, there's no reason why you shouldn't," said Mr. Hammond. "I'll be going up the river in a day or so, and if you think we'll hire of Belton I'll tell him so," he said to Mr. Stonington.
"Yes, if you like, Mr. Hammond."
"All right, then I'll pilot the girls to his camp if their boat will hold me."
"Indeed it will!" exclaimed Betty, "and you can tell me how to avoid sand bars."
"Belton's place is a little way into the interior from the river," went on Mr. Hammond, "but it's a safe road."
"Then we'll go," decided Betty.
The next few days were filled with small incidents of little interest. The girls motored about, and did some fishing in the river, catching a variety of specimens, few of which were pronounced fit for the table. But they enjoyed themselves very much.
They wandered about in the orange grove, eating as much of the delicious fruit as they chose. Sometimes they took walks with Mrs. Stonington, who was slowly regaining her health. Mr. Stonington was kept busy seeing to the details of the business, that was new to him.
One night Mr. Hammond said:
"I think we'll need those pickers to-morrow, or next day, Mr. Stonington."
"Very well, then get them. The girls can take you up to Belton's camp."
"And perhaps I can get some word of Will," observed Grace hopefully.
The trip up the river was devoid of incident, except that Betty nearly ran on another sand bar, being warned just in time by Mr. Hammond. Then they reached the landing where Belton's boat was moored.
"That shows he's in camp," said the foreman, as he helped the girls tie the Gem. Then they struck off into the interior, not a few doubts tugging at the girls' hearts. It was very wild and desolate, the Everglades being not far distant.


A bonfire engulfs politics
by Aaron Patrick-
Top fashion designer leads a double life saving tigers
-
Meet the Paris designers creating the world's most sumptuous interiors
-
Can this tech unicorn build the Uber of real estate?
-
Young Rich List wealth almost doubles to $41.2b
-
Design your own Lamborghini


Transactions Balance
2000
₹10,000
₹0.10 per Transaction
Branches Balance
-2
₹1,60,000
₹2,000 per Branch
Warehouses Balance
₹1,20,000
₹2,000 per Warehouse
Net payable amount
₹2,84,302 Including Tax (18% GST)


A light that gets emitted in a specific direction. This light will behave
as though it is infinitely far away and the rays produced from it are all
parallel. The common use case for this is to simulate daylight; the sun is
far enough away that its position can be considered to be infinite, and
all light rays coming from it are parallel.
This light can cast shadows - see the [page:DirectionalLightShadow] page
for details.
A common point of confusion for directional lights is that setting the
rotation has no effect. This is because three.js's DirectionalLight is the
equivalent to what is often called a 'Target Direct Light' in other
applications.
This means that its direction is calculated as pointing from the light's
[page:Object3D.position position] to the [page:.target target]'s position
(as opposed to a 'Free Direct Light' that just has a rotation
component).
The reason for this is to allow the light to cast shadows - the
[page:.shadow shadow] camera needs a position to calculate shadows
from.
See the [page:.target target] property below for details on updating the
target.
// White directional light at half intensity shining from the top.
const directionalLight = new THREE.DirectionalLight( 0xffffff, 0.5 );
scene.add( directionalLight );
[example:misc_controls_fly controls / fly ]
[example:webgl_effects_parallaxbarrier effects / parallaxbarrier ]
[example:webgl_effects_stereo effects / stereo ]
[example:webgl_geometry_extrude_splines geometry / extrude / splines ]
[example:webgl_materials_bumpmap materials / bumpmap ]
[page:Integer color] - (optional) hexadecimal color of the light. Default
is 0xffffff (white).
[page:Float intensity] - (optional) numeric value of the light's
strength/intensity. Default is `1`.
Creates a new [name].
See the base [page:Light Light] class for common properties.
If set to `true` light will cast dynamic shadows. *Warning*: This is expensive and requires tweaking to get shadows looking right. See the [page:DirectionalLightShadow] for details. The default is `false`.
Read-only flag to check if a given object is of type [name].
This is set equal to [page:Object3D.DEFAULT_UP] (0, 1, 0), so that the light shines from the top down.
A [page:DirectionalLightShadow] used to calculate shadows for this light.
The DirectionalLight points from its [page:.position position] to
target.position. The default position of the target is `(0, 0, 0)`.
*Note*: For the target's position to be changed to anything other than the
default, it must be added to the [page:Scene scene] using
scene.add( light.target );
This is so that the target's [page:Object3D.matrixWorld matrixWorld] gets
automatically updated each frame.
It is also possible to set the target to be another object in the scene
(anything with a [page:Object3D.position position] property), like so:
const targetObject = new THREE.Object3D();
scene.add(targetObject);
light.target = targetObject;
The directionalLight will now track the target object.
See the base [page:Light Light] class for common methods.
Frees the GPU-related resources allocated by this instance. Call this method whenever this instance is no longer used in your app.
Copies value of all the properties from the [page:DirectionalLight source] to this DirectionalLight.
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]


Designing Responsively != Responsibly.
Like I wrote on the heading, designing responsively maybe miscontrued as responsibly. I came to know this whilst talking with one of my clients; when I said I'll make a Responsive Design, my client said been a Responsible Designer should be an obvious thing and shouldn't be included in an Invoice.Read More


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Click to view this email online
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President and Vice-Chancellor Dr. David Sylvester offers his congratulations to Kathryn Elton on her retirement:
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A message from Kathryn Elton, Chief Advancement Officer:
Dear Alumni and Friends,
Joining the St. Mike’s community and collaborating with alumni, faculty, staff, and students to support and advance this great institution has been the personal and professional highlight of my career.
I love this community, and I am excited about all the great things that are happening here as the St. Mike’s 180: Rooted in the Future strategic plan unfolds. However, after turning sixty-four last April, I decided it is time to join my husband in retirement, move back home to Guelph, and pursue new adventures while I still have "gas in my tank."
The Advancement and Alumni Affairs team and I have spent time together this summer planning for the year ahead. A new team leader will be confirmed soon, and I will be assisting with the transition when they arrive.
For today, I want to share the news of my retirement with you and express my appreciation for the opportunity to work for, and with, St. Mike's, and for, and with, you! I hope our paths will cross as I stay connected with St. Mike’s as a true-blue fan and supporter.
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Kathryn Elton, Chief Advancement Officer
University of St. Michael’s College
in the University of Toronto
<EMAIL_ADDRESS>|
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Latest Edition: St. Michael’s Magazine
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The Spring 2021 edition of St. Michael’s Alumni Magazine is dedicated to President David Sylvester’s report on the University. During a year filled with challenges, the University of St. Michael’s College’s community of students, faculty, staff, alumni, and community partners have been able to advance a number of priorities identified in our St. Mike’s 180: Rooted in the Future strategic plan. Read a copy online.
If you would prefer to receive an electronic copy of the magazine, please contact<EMAIL_ADDRESS>|
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Employment Opportunity at St. Mike’s
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St. Michael's is looking for a dynamic and organized professional who understands university governance to take on the role of Director, Office of the President and Secretary to the Collegium. Learn more and apply.
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Watch: Alumni Reunion Home Edition 2021
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Alumni Reunion looked different this year, but what remained the same was the camaraderie and connections made as we re-connected virtually during Alumni Reunion—Home Edition.
For those who were unable to tune in, recordings of “Medieval Manuscripts in a Digital Age” with Professors More and Granata and “Alumni in Entertainment” Panel have been uploaded to our YouTube channel.
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Welcoming Modele to the Advancement and Alumni Affairs Team
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Modele Kuforiji joined the St. Michael’s College staff on May 10, 2021, serving as Advancement Assistant. He assists with the implementation of alumni and donor events and programming, supports fundraising activities, and provides administrative support to the Advancement team.
Modele graduated from St. Mike’s in 2018 with a Bachelor of Arts in English and a Double Minor in Anthropology and Environmental Anthropology. After his undergraduate studies, he traveled to Amsterdam to pursue his Master of Social Cultural Anthropology. Prior to joining the team at St. Mike’s, he worked at U of T in the Engineering Outreach office as the Residence Life Coordinator.
Modele looks forward to connecting with alumni in the months ahead!
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The Bulletin Board in St. Michael’s Magazine publishes recent developments in the lives of St. Michael’s graduates and friends. Are you celebrating a new job, a promotion, a book, engagement, marriage, or new family member? If so, we want to hear from you. Please send news and updates to<EMAIL_ADDRESS>|
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Upcoming Events at St. Mike’s
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Holy Relics of the Saviour in Roman Churches:
How They Connect Italian Culture, Art, and Architectonical History
Thursday, October 14, 2021, 12:00 — 1:00 p.m. EDT.
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In partnership with the Alumni Association Board, join us for a virtual lecture by Professor Emilio Del Gesso.
For almost 30 years, Professor Emilio Del Gesso has been working at the Rome Study Center in Rome, Italy, at the University of Arkansas. For 4 years, he has been collaborating on several activities administered by the Accademia di San Luca, the oldest academy for Italian art and architecture in the world, founded in the XVI century.
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Celebrating Women Religious at St. Mike’s
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It was women’s religious communities that opened the college doors for female students more than 100 years ago, with the arrival of the Loretto Sisters and the Sisters of St. Joseph as professors and advocates for women’s higher education. This site celebrates, through archival materials and historical accounts, how these two religious communities changed the face of St. Michael’s.
To celebrate the anniversaries of the Loretto Sisters and the Sisters of St. Joseph, alumni and friends are invited to tune in to a series of virtual conversations beginning in October, celebrating women religious at St. Mike’s. More details to follow in September.
We remain hopeful that in-person alumni programming will return in the spring. Until then, we are planning virtual gatherings and presentations. Please visit the website for updates and information on campus reopening plans.
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St. Mike’s is blessed with the support and encouragement of an extended community of alumni and friends who invest in our students and programs. Each and every gift to St. Mike’s contributes to providing today’s students with a dynamic education, nurturing environment, and the guidance they need to become tomorrow’s global citizens and engaged community leaders.
Your gift will advance exciting initiatives that will benefit students across campus. There are many ways to give—and every gift makes a difference!
You can donate online, on our website, here.
To donate by cheque, please print a copy of this gift form, fill in the details requested, and include it with your cheque, payable to the University of St. Michael’s College.
Mailing address:
University of St. Michael’s College
Office of Advancement
81 St. Mary Street
Toronto, ON M5S 1J4
Canada
To donate by telephone, please call Ken Schnell, Advancement Manager, Annual Campaigns at<PHONE_NUMBER> or<PHONE_NUMBER>.
To donate gifts of stock or securities, please refer to our Gift of Securities Form, found here.
Charitable Registration Number: BN 11927 9321 RR 0001
St. Mike’s alumni and their immediate family who reside in the United States may donate directly to the University of St. Michael’s College and, under the Canada-United States Income Tax Convention, use the University of St. Michael’s College charitable receipt for their U.S. income tax returns.
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The final product of each project can be found below in the form of a PNG. Click on them to view the full-sized version!
Website source code


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iTunes 7 was announced today, which means more ipod-sharp breakage. It doesn’t look like anything really changed except the database version, so I’ve bumped that and released 0.6.1. The music sharing stuff in iTunes hasn’t changed for ages, so Tangerine still works fine.
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