| Overview
Mobile Dragon 3D API gives the set of functions and classes
for the organization and managements of drawing 3D scenes. This API is
developed in view of features of graphic subsystems of various mobile
platforms and uses the high-speed algorithms optimized for work on “slow”
devices. 3D API represents low-level graphic library which is capable
to draw various graphic primitives like triangles, lines and points. Mobile
Dragon 3D API it is compatible with OpenGL (in the current version software
render is supported only).
Support of LOD technology, different types of animation (including joint
and texture animation) and lighting is included in the 3D API.
Render3D
The main class which is responsible for drawing is the
Render3D class. This class gives all necessary functions for drawing of
objects, definition of visibility of objects on the screen, cutting off
of hidden objects and many other things. Also this class gives functions
for work with illumination, fog, screen and view ports.
An object of Render3D class must be created in every Mobile Dragon 3D
application. When application start, it is necessary to create Render3D
class object and pass it to System class object before main loop of application
will start.
The following example shows how to create Render3D class object:
//
Create and store new 3D Render class object.
// Here:
// system – pointer to the System class object.
system->render3d = render = new Render3D;
Lets take up general Render3D features:
1) Work with backbuffer
There are functions for backbuffer clearing and copying control. Render3D
has different types of clearing:
– clear color buffer,
– clear depth buffer,
– clear stencil buffer.
You can specify clearing type by flag.
For example:
//
Set clear color.
render->SetClearColor(Color(0,0,128,0));
//
Clear color buffer and depth buffer of backbuffer.
render->Clear(Render_ClearType_ClearColor|Render_ClearType_ClearDepth);
2) Work with Screen and Viewport
Render3D allow access to the screen properties.
For example:
//
Get specified width dimension of display.
Int w = GetScreenWidth();
//
Get specified height dimension of display.
Int h = GetScreenHeight();
The viewport is a rectangle on the device screen to which
objects are rendered. It is possible to create and use several viewports
by switching between them.
The following example shows how to set Viewport for Render3D class object:
//
Get display width and height.
Int w = render->GetScreenWidth();
Int h = render->GetScreenHeight();
//
Set render viewport to whole display.
render->SetViewport(0,0,w,h);
3) Work with perspective, world ,view and texture
matrices
Render3D class allows controlling viewing volume by setting perspective
frustum. The Viewing volume is used for clipping invisible objects (or
their invisible parts) and for vertex projection on the screen.
The following example shows how to set Perspective for Render3D class
object:
//
Get display width and height.
Int w = render->GetScreenWidth();
Int h = render->GetScreenHeight();
//
Set perspective parameters.
Fixed fovy = DegToRad(70);
Fixed aspect = Fixed(w)/h;
Fixed zNear = F_ONE; // = Fixed(1.0)
Fixed zFar = 500;
//
Set render perspective.
render->SetPerspective(fovy,aspect,zNear,zFar);
Also Render3D class provides methods to manipulate world
and view matrices. These matrices are used to compute the model coordinates
into pixel coordinates on the screen. Texture matrix defines how texture
coordinates will be transformed.
Matrices in Mobile Dragon 3D API is defined as 4x4 homogenous matrices.
There are special functions in Render3D class to work with matrices.
For example:
//
Set view identity matrix.
render->SetView(&IdentityMatrix4<Fixed>());
// Create translate matrix by vector (0,1,0).
Matrix4fx tm = TranslateMatrix4(Vector3fx(0,1,0));
// Set world matrix in created translate matrix.
render->SetWorld(&tm);
4) Work with material
Render3D allow setting material for drawing objects.
For example:
//
Set material for object(s) drawing
// Here:
// mat – Material object.
render->SetMaterial(&mat);
//
Here must be code of object(s) drawing.
// ...........
// All objects will drew with specified above material.
4) Lighting manage
The Render3D class provides functionality for lighting management. Render3D
have list of Lights that affect result object lighting. There is set of
functions to manipulate this list. Software 3D render allow adding unlimited
count of lights, but only maximum 8 from their can be switched ON simultaneously.
The following example shows how to add light to the Render3D lights list:
//
Here:
// light – Light class object.
//
Add light to the render.
render->AddLight( light );
5) Render mode flags manage
Render3D class has set of flags that allow manipulating drawing process
mode. This mode defined as Int value (4 bytes), where every bit means
different mode flag. Render3D has following drawing modes:
– drawing triangles from back to front. By default is OFF.
– drawing without writing and checking Z-buffer. By default is OFF.
– drawing texture with perspective correction. By default is ON.
– fast drawing mode, with lower quality. For future OpenGL compatibility.
By default is OFF.
– drawing with lighting mode. By default is ON.
– drawing with fog mode. By default is ON.
– logical pixel operation - COPY. By default is ON.
– logical pixel operation - OR. By default is OFF.
Render3D class has set of functions for work with these flags.
The following example shows how to switch on the texture perspective correction
flag and fog drawing flag:
// Set texture
perspective correction mode ON
render->SetMode(Render_PerspectiveCorrection_Mode);
// Set fog drawing mode ON
render->SetMode(Render_Fog_Mode);
6) Fog control
Render3D support scene drawing with using fog mode. Render3D creates and
draw fog itself. Here is set of functions that allow controlling fog parameters
(density, color, mode etc.).
Fog has three modes:
– linear fog modes,
– exponential fog mode,
– exponential squared fog.
For example:
//
Set fog mode as linear.
SetFogMode( Render_FogMode_Linear );
//
Set fog density as Fixed(0.5).
SetFogDensity( F_HALF );
//
Set fog start distance.
SetFogStart( 50 );
//
Set fog end distance.
SetFogEnd( 500 );
//
Set fog color.
SetFogColor( Color( 0, 0, 255, 0 ) );
//
Update fog. Need to call one time after all calls of
// SetFogColor(), SetFogMode(), SetFogDensity(), SetFogStart(), SetFogEnd().
UpdateFog();
7) Texture manage
Render3D provide functionality for texture management.
All loading textures stored into list of textures. Render3D don’t load
the same texture twice. All object which has the same texture in material
in fact reference to one loaded texture.
For example:
//
Find specified texture by ASCII name in texture queue.
ObjRef<Texture> texture_a = render->FindTexture( "texture_a"
);
//
find specified texture by ASCII name in texture queue
// and if not found than load it from resource.
ObjRef<Texture> texture_b = render->LoadTexture( "texture_b"
);
8) Drawing
Render 3D allow drawing various primitives: lines, points, triangles.
Object geometry defined as set of triangles which stored in VertexBuffer
class object. Therefore Render3D has set of functions to draw lines list,
points list and VertexBuffer class objects. Also Render3D provide functions
to draw 3D sprites (billboards for example) and check object visibility.
The following example shows how to draw VertexBuffer class object:
//
Clipping flag.
Int object3d_clip;
//
Set world transform matrix as identity.
render->SetWorldIdentityMatrix();
//
Check VertexBuffer (vb) visibility.
object3d_clip = render->IsVisible( vb->center, vb->radius );
//
If object is visible – draw them.
if( object3d_clip >= 1 )
{
// Set drawing material.
render->SetMaterial( &material );
// Send VertexBuffer (vb) to the draw queue.
render->Draw( vb, object3d_clip );
// Flush all draw queue for drawing.
render->Flush();
}
9) Other features, which are described
below in separate issues (for example LOD Management).
Scene
loading
Mobile Dragon API includes class MDMLoad, which provides
functionality for loading 3D scenes and models from Mobile Dragon Model
(MDM) file format.
It is necessary to init object of class MDMLoad first by calling Init()
function. You should init loader independently of type loading scene.
For example:
//
3D data loader.
MDMLoad loader;
// Init loader.
// Here:
// “scene\\scene” is file name of MDM file (without extension “MDM”).
// render – pointer to the Render3D class object.
loader.Init(render,"scene\\scene");
It’s possible to use one loader instance to load different
scenes. Every time you call Init()
function, loader reset it’s state and can be used again.
After we’ve initialize loader, we can call loading function directly.
This is only one function Load(),
but it has different prototype and realization for every scene types:
static scene, simple animation, joint animation etc.
For example:
1) Loading of static scene:
If type of loading scene is “static”, than all geometrical objects in
this scenes will be presented as Object3D class objects.
//
Define empty list of objects to store loading scene.
vector< ObjRef<Basic3D> > o3dlist
//
Create loader.
MDMLoad mdm_arena;
//
Init loader.
// Here:
// “arena\\arena” is file name of MDM file (without extension “MDM”).
// render – pointer to the Render3D class object.
mdm_arena.Init(render,"arena\\arena");
//
Load() function will add loaded objects of scene into list.
// Here:
// render – pointer to the Render3D class object.
mdm_arena.Load(render, o3dlist);
2) Loading of static scene with portals:
Static scene may contain portals system. This is aggregate of rooms and
passageways between their (portals). The objects that linked to the room
belong to this room. The objects that linked to the portal belong to two
rooms that linked by this portal.
MDMLoader allow loading portals scene and sort all objects in different
lists.
– rooms – list of Room class objects.
– portals – list of portals.
– out_of_portals – list of objects that are not linked to the rooms and
portals.
If you want to use portal system in your application, you should copy
content of these lists for future usage.
For example:
//
Define empty list of objects to store loading scene.
vector< ObjRef<Basic3D> > o3dlist
//
Create loader.
MDMLoad mdm_arena;
//
Init loader.
// Here:
// “arena\\arena” is file name of MDM file (without extension “MDM”).
// render – pointer to the Render3D class object.
mdm_arena.Init(render,"arena\\arena");
//
Load() function will add loaded objects of scene into list.
// Here:
// render – pointer to the Render3D class object.
mdm_arena.Load(render, o3dlist);
//
Get portals, rooms and out_of_portals lists.
//
List of rooms.
vector< ObjRef<Room> > rooms = mdm_arena.rooms;
//
List of portals.
vector< ObjRef<Portal> > portals = mdm_arena.portals;
// List of objects not linked to the rooms.
vector< ObjRef<Basic3D> > out_of_portals = mdm_arena.out_of_portals;
3) Loading of simple animation scene:
If type of loading scene is “simple animation”, than all geometrical objects
in this scenes will be presented as Robot3D class objects.
//
Define empty list of objects to store loading scene.
vector< ObjRef<Basic3D> > r3dlist
//
Create loader.
MDMLoad mdm_simple;
//
Init loader.
// Here:
// “simple\\simple” is file name of MDM file (without extension “MDM”).
// render – pointer to the Render3D class object.
mdm_simple.Init(render,"simple\\simple");
//
Load() function will add loaded objects of scene into list.
// Here:
// render – pointer to the Render3D class object.
mdm_simple.Load(render, r3dlist);
4) Loading of tweening animation model:
//
Here:
// render – pointer to the Render3D class object.
// Construct new animation objects to store animation.
ObjRef<Actor3DAnimation> actor_animation = Actor3DAnimation::Construct(render);
//
Create loader.
MDMLoad mdm_anim;
//
Init loader by file name of scene.
mdm_anim.Init(render, "tweening\\tweening");
//
Load animation into Actor3DAnimation class object.
mdm_anim.Load(render, actor_animation);
5) Loading of joint animation model:
The feature of loading of joint animation is separate loading animation
and details collection. Animation and details collection stored in the
separate objects.
For example:
//
Create joint animation object.
OnjRef<Joint3DAnimation> joint_animation = Joint3DAnimation::Construct(render);
//
Load joint animation.
MDMLoad mdm_joint_anim;
mdm_joint_anim.Init(render, "robo_joint\\joint_animation");
mdm_joint_anim.Load(render,joint_animation);
//
Create list of joint collection nodes.
vector< ObjRef<Joint3DCollectionNode> > joint_collection;
//
Load join collection.
MDMLoad mdm_joint_coll;
mdm_joint_coll.Init(render, "robo_joint\\joint_collection");
mdm_joint_coll.Load(render,joint_collection);
6) Loading scenes with dummy objects.
If loading scene has dummy objects (dummy box and dummy sphere) than all
this dummies will stored into separate list of dummy objects. You can
directly access to this list.
For example:
//
Define empty list of objects to store loading scene.
vector< ObjRef<Basic3D> > o3dlist
//
Create loader.
MDMLoad mdm_arena;
//
Init loader.
// Here:
// “arena\\arena” is file name of MDM file (without extension “MDM”).
// render – pointer to the Render3D class object.
mdm_arena.Init(render,"arena\\arena");
//
Load() function will add loaded objects of scene into list.
// Here:
// render – pointer to the Render3D class object.
mdm_arena.Load(render, o3dlist);
//
Get list of dummy objects.
vector< ObjRef<Basic3D> > dummies = mdm_arena.dummies;
LOD Management
The Mobile Dragon 3D API provides functionality for
Levels Of Detail (LOD) management. This technology allows automatically
switching geometry of drawing objects taking into account distance from
camera to these objects. This means that we can draw high quality geometry
if it is near from camera and low quality if it is far from camera. This
will accelerate drawing process in general. The Render3D load LOD settings
from file, which must be distributed with scene
First it is necessary to pass reference to the camera into the Render3D
class object:
//
Here:
// camera – Camera class object.
// render – pointer to the Render3D class object.
// Pass camera to the render.
render->SetCamera(&camera);
The LOD management allows usage of unlimited count of
details levels. Designer should create different scenes with different
LOD. All this scenes must be saved into separate files.
3D API uses switch radiuses (personal for every object) to select current
LOD for objects. These radiuses are defined in LOD settings file (it that
should be created with INI Compiler utility). To apply these settings
it is necessary to load all MDM files with different LOD of scene and
after this call LoadLODSettings()
function of Render3D class object.
For example:
// 3D data loader
for high LOD scene.
MDMLoad arena_high;
// Init loader.
// Here:
// “all_arenas\\arena01_high” is file name of MDM file
// (without extension “MDM”).
// render – pointer to the Render3D class object.
arena.Init(render,"all_arenas\\arena01_high");
// Load scene.
// Here:
// o3dlist_high – list of Object3D (geometrical) class objects with high
LOD.
// render – pointer to the Render3D class object.
arena.Load(render, o3dlist_high);
// 3D data loader for low LOD scene.
MDMLoad arena_low;
// Init loader.
// Here:
// “all_arenas\\arena01_low” is file name of MDM file
// (without extension “MDM”).
// render – pointer to the Render3D class object.
arena.Init(render,"all_arenas\\arena01_low");
// Load scene.
// Here:
// o3dlist_low – list of Object3D (geometrical) class objects with low
LOD.
// render – pointer to the Render3D class object.
arena.Load(render, o3dlist_low);
//
Now add all list of objects into common vector.
// It is necessary to add first object list with high detalization,
// next – with lower detalization, next – more lower and so on,
// until will added the object list with lowest detalization.
// In this case there are only two LOD levels: high and low.
vector< vector< ObjRef<Object3D> > > all_objects;
all_objects.push_back(o3dlist_high); // add scene
with high LOD
all_objects.push_back(o3dlist_low); // add scene
with low LOD
// Now load and apply LOD settings to the loaded
scene.
// Here:
// render – pointer to the Render3D class object.
// “all_arenas\\arena01_lod_sett” is file name of file of
// LOD settings (without extension).
render->LoadLODSettings(all_objects, "all_arenas\\arena01_lod_sett”
");
VertexBuffer
Render3D allow drawing special data structure named
VertexBuffer. VB describe set of primitives (triangle) and therefore may
define geometry of objects. VB contains array of vertex and indices for
describing surface of object. Also there is stored information about texture
coordinates, vertex and triangle normal.
VertexBuffer contents are defined by format of this VB. VB can include:
1. Vertex geometrical coordinates;
2. Vertex normal;
3. Triangle normal;
4. Texture UV-coordinates for 2 channels (diffuse texture and lightmap
or some else);
5. Vertex light intensity;
Also VB’s format defines if VB has linked LOD VB, if VB store index, if
this is packed VB.
VB’s format defined as Int value (4 bites), where every bit means, is
corresponding format’s flag on or off.
VB allow also recomputing normals, transforming vertex by transformation
matrix.
If you want to use VB, you should create and initialize it first. You
should know format, vertex count and index count for this VB to do this.
For example:
// create VertexBuffer
ObjRef<VertexBuffer> vb = VertexBuffer::Construct();
//
define format for VertexBuffer
Int format = VertexBuffer_Format_Vxyz | // VB contains
vertex X,Y,Z
VertexBuffer_Format_Nxyz | // VB contains vertex
normals
VertexBuffer_Format_UV0 | // VB contains vertex
UV coordinates
VertexBuffer_Format_Index; // VB contains indices
//
init VertexBuffer
vb->Init( format, vertex_count_, index_count_ );
The code above creates new VertexBuffer and allocates
memory for vertex and indices.
Also Vertex Buffer class has set of function, that allow
to:
1) Get common geometry info (vertex count, index count, max vertex and
index count).
For example:
// Get maximum VB’s vertex count.
// This is count of vertex for which memory was allocated when we call
Init().
Int max_vertex_count = vb->GetMaxVertexCount();
//
Get current VB’s vertex count.
// This is count of real used vertexes.
Int vertex_count = vb->GetVertexCount();
2) Work with VB format.
For example:
//
Get format of VB.
Int format = vb->GetFormat();
//
Chect if VB has vertex normals.
if(vb->CheckFormat(VertexBuffer_Format_Nxyz))
{
// VB has vertex normals.
}
else
{
// VB hasn’t vertex normals.
}
3) Access to the Axis Aligned Bounding Box (AABB). Every
VB has own axis aligned bounding box and bounding sphere. You can access
to its values.
For example:
// Get VB’s bounding box
AABB box = vb->GetAAB();
// Get radius of VB’s bounding sphere.
Fixed radius = vb->GetRadius();
4) Access control.
Every time you want to write or read VB’s content (vertexes, normals,
indices), you should lock this VB first. This prevent VB from drawing
during changing it’s content. To do this, you must call Lock()
function with flag in parameter, that define for what purpose you have
lock the VB. After you have change the VB’s content, you should to unlock
this VB by calling UnLock()
function. You may create Lock/UnLock section inside another Lock/UnLock
section. VB has counter of calling of Lock()
and UnLock() functions:
every calling of Lock()
function increment locks-counter, and every calling of UnLock()
function decrement this counter. When last UnLock()
function will called (locks-counter becomes 0-value) and all VB’s changes
will take effect, and this VB can be drew.
For example:
void func_1()
{
// Lock VB for reading. This is first calling of
Lock() function.
vb->Lock(VertexBuffer_LockType_Read);
//
Here must be VB’s content reading code.
// .................
// Call another function.
func_2();
//
Unlock VB. This is second and last calling of UnLock() function.
vb->UnLock();
}
void func_2()
{
// Lock VB for writing. This is second calling of
Lock() function.
vb->Lock(VertexBuffer_LockType_Write);
// Here must be VB’s content writing code...
// .................
//
Unlock VB. This is first calling of UnLock() function.
vb->UnLock();
}
5) Write and Read Content.
After you have lock VB for reading or writing access, you can read or
write VB’s content. There is set functions to do this.
For example:
// Create new
VB.
vb = VertexBuffer::Construct();
// Define format for VB.
Int format = VertexBuffer_Format_Vxyz |
VertexBuffer_Format_UV0 |
VertexBuffer_Format_Index;
// Initialize VB.
vb->Init( format, 4, 6 );
// Lock VB for Writing.
vb->Lock( VertexBuffer_LockType_Write );
Fixed uv[2]; // UV-coordinates.
Fixed vxyz[3]; // X,Y,Z – coordinates.
Int index; // Index counter
uv[0]=0;
uv[1]=0;
vxyz[0] = 10.0;
vxyz[1] = 20.0;
vxyz[3] = 30.0;
for(index =
0; index < 4; index++)
{
// Write UV0.
vb->WriteUV0( index, uv );
//
Write XYZ.
vb->WriteVxyz( index, vxyz );
}
index = 0;
// Write inices.
vb->Index(index+2) = 0;
vb->Index(index+1) = 1;
vb->Index(index) = 2;
vb->Index(index+5) = 2;
vb->Index(index+4) = 3;
vb->Index(index+3) = 0;
// Unlock VB.
vb->UnLock();
6) LOD manage.
VB can contain link to another VB and switch radius for this VB. This
is LOD VB that contains the same geometry only in lower level of details.
When Render3D will draw VB, it will get distance between object and camera,
and select necessary VB from hierarchy of LOD VB of base VB. There is
set of function to work with LOD VBs.
For example:
//
Set switch radius for LOD VB.
lod_vb->SetLODSwitchRadius( 30 );
// Link LOD VB to the base VB.
base_vb->AddLODVB( lod_vb );
// Set switch radius for base VB.
base_vb->SetLODSwitchRadius( 15 );
The code above means that when distance from camera to the object (which
contains these VBs) will be lower than 15, Render3D will draw base VB,
when distance from camera to the object will be between 15 and 30, Render3D
will draw linked LOD VB, and when distance from camera to the object will
be greater than 30, Render3D will draw no VB (object will disappear).
7) Other operations.
This is copy, transform, update normal operations. Every from these operations
has Lock/UnLock section inside itself, you don’t need to include this
section to call these functions.
For example:
// Copy only XYZ vertex coordinates and triangles
normals from src_vb to dest_vb
dest_vb->Copy(*src_vb, VertexBuffer_Format_Vxyz | VertexBuffer_Format_TriNxyz);
//
Transform VB content by transformation matrix (tm).
dest_vb->Transform(&tm);
Common
features for 3D objects:
Mobile Dragon 3D API provides few classes for work with
objects which relate to 3D objects category: static, dynamic, animated,
lighting and dummy objects. All of these classes are inherited from one
common class Basic3D. Basic3D class is abstract and provides common functionality
for 3D objects.
Every 3D class has own unique ClassID. All 3D classes
has GetClassID() function
that return ClassID for each of them. All 3D objects can be included into
hierarchy of objects. Every object has parent reference and some classes
have list of children also. Therefore transformations of 3D objects are
computed taking into account all transformations of their parents. Thus
Basic3D class provides functionality for 3D objects transformation control.
It’s necessary to call UpdateTransform()
function after you set new transformation to the 3D object to ensure that
this transformation will be composed of parent transformations and it
will affect on children transformations. You always can get result transformation
for 3D object by calling of GetResultTransform()
function and get parent reference by calling GetParent()
function.
Also Basic3D class has Draw()
function that send object to the draw queue.
Static
objects:
For work with static geometrical object Mobile Dragon
3D API provides Object3D class. This class provides functionality for
manipulation and drawing of static geometrical objects. Static geometrical
object is object, which has constant geometry computed in world coordinates.
It’s useful to present objects, which don’t move or transform during application
processing. For example: ground, building, sky, constructions. For loading
of static objects use the static scene loading method. See conformable
issue for more details.
General features of Object3D class object:
1) Is inherited from Basic3D class.
2) Has own VertexBuffer class object.
This VB contains object’s geometry where vertexes have world coordinates.
3) Has own material, including texture reference.
4) Has parent and children references.
5) Has relative transformation matrix.
Used if we need to apply additional transformation to the object (for
example, translate it).
Dynamic
object:
For work with geometrical object, which can be dynamic
transformed Mobile Dragon 3D API provides Robot3D class. This class provides
functionality for manipulation and drawing of dynamic geometrical objects.
Dynamic geometrical object is object that has constant geometry computed
in local model coordinates, but for result transformation of this object
used relative transformation matrix of this objects. Model that is constructed
from these dynamic objects has own hierarchy, where all nodes are linked.
Every node has relative transformation matrix that transforms this node
relatively its parent. Root nodes of this model have transformation matrix
that transform their relatively world coordinate system center. Also every
node in this model has its own transformation matrix. Thus result transformation
matrix of every node is computed as product of parent result transformation
matrix (if current node has parent node), node relative transformation
matrix and node own transformation matrix. This result matrix transform
model in world space.
These dynamic objects are useful to present objects (models)
in which some parts (nodes) can be animated by using of transformation
matrix. For example: tank model (we can turn tower and gun), helicopter
(we can turn propeller) etc. For loading of dynamic objects use the static
scene loading method. See conformable issue for more details.
General features of Robot3D class object:
1) Is inherited from Object3D class. Therefore it has all features of
this Object3D class.
2) Has relative and own transformation matrices.
Simple
animated model:
For work with simple animated model Mobile Dragon 3D
API provides set of classes: Actor3D, Actor3DNode, Actor3DAnimation, Actor3DAnimationNode.
Classes Actor3D and Actor3DNode are inherited from Basic3D class and present
3D objects. Class Actor3D includes list of Actor3DNode class objects.
This class provides functionality for manipulation and drawing of simple
animated model. Simple animated model is the animated model whose geometry
stored only in the key frames (export from 3D Max) and geometry in the
intermediate frames computes by morphing (tweening) method. It’s useful
to present objects, which move or transform during application processing
and their nodes bend and don’t have clear-cut edges at the same time.
For example: people, animals.
In fact Actor3D class is container to store and play
animation. Directly animation stored in the Actor3DAnimation class objects.
Actor3DAnimation class provides functionality for loading and storing
animation for simple animated model. It contains list of key frames exported
from 3D Max and list of geometry objects (presented as Actor3DAnimationNode
class objects) in these key frames.
Therefore Actor3D and Actor3DAnimation classes are necessary
to create and manipulate complete simple animation model.
For loading of simple animated model use the loading of tweening animation
model method. See conformable issue for more details.
Loaded animation stored into Actor3DAnimation class objects. To create
Actor3D class object and to create complete animated model we need to
initialize this object first.
For example:
//
Here:
// render – pointer to the Render3D class object.
// Construct new animation objects to store animation.
ObjRef<Actor3DAnimation> actor_animation = Actor3DAnimation::Construct(render);
//
Create loader.
MDMLoad mdm_anim;
//
Init loader by file name of scene.
mdm_anim.Init(render, "tweening\\tweening");
//
Load animation into Actor3DAnimation class object.
mdm_anim.Load(render, actor_animation);
//
Create and initialize Actor3D class object.
actor = Actor3D::Construct(render);
//
Init Actor3D class object by loaded animation.
actor->Create(actor_animation);
After we have created simple animated model, we can manipulate
this model and play animation. Actor3D class allows animation playing
with different speed and in different directions (forward or backward).
It’s necessary update animation phase in every call of game main loop
by calling of Set() function.
For example:
//
Here:
// actor_animation – Actor3DAnimation class object.
//
Set animated model in the time = 0 and set loop play on.
actor->Set(actor_animation,0,1);
Actor3D class will store all parameters of Set()
function from last calling of this function. Thus we can update animation
by calling Play() function,
which take only animation time increment as parameter.
For example:
//
Play animation.
// Play() function will increment current animation time on it’s parametr
value.
// Thus calling Play(par) is equal calling:
// Set(<current_animation>,<current_time> + par, <current_loop_flag>);
actor->Play(200);
General features of Actor3D class object:
1) Is inherited from Basic3D class.
2) Has list of Actor3DNode class objects.
3) Has transformation matrix to transform whole model.
4) Has set of function for animation playing.
General features of Actor3DNode class object:
1) Is inherited from Basic3D class.
2) Present node of Actor3D model.
3) Has own material, including texture reference.
4) Is linked to the parent Actor3D class object.
5) May have linked objects.
6) Has relative transformation matrix to transform possible linked object.
General features of Actor3DAnimation class object:
1) Contains list of key frames of animation.
2) Contains list of Actor3DAnimationNode class objects.
General features of Actor3DAnimationNode class object:
1) Contains list of transformation matrices in all key frames.
2) Contains list of VertexBuffer class objects which describes geometry
of this node in every key frame.
Joint
animated model
For work with joint animated model Mobile Dragon 3D
API provides set of classes: Joint3D, Joint3DNode, Joint3DAnimation, Joint3DAnimationNode.
Class Joint3D is inherited from Basic3D class, and class Joint3DNode is
inherited from Object3D class and presents 3D object. Class Joint3D includes
list of Joint3DNode and Robot3D class objects. This class provides functionality
for manipulation and drawing of joint animated model. Joint animated model
has list of transformation matrix for every animation key frame. It must
be constructed from set of details which are presented by geometrical
objects (Joint3DNode). It’s possible to construct joint animated model
from different sets of details and use only one joint animation for animating
whole model. It’s useful to present objects, which move or transform during
application processing and their nodes don’t bend and have clear-cut edges.
For example: robots which can be constructed from different sets of details
and may use one common animation.
In fact Joint3D class is container to store sets of details and play animation.
Directly animation stored in the Joint3DAnimation class objects. Joint3DAnimation
class provides functionality for loading and storing animation for joint
animated model. It contains list of key frames exported from 3D Max and
list of Joint3DAnimationNode class objects. In one’s turn Joint3DAnimationNode
class contains list of transformation matrices for every node from details
collection in every key frame. Thus joint animation is set of transformation
matrices for whole animated model in every key frame.
Therefore Joint3D, Joint3DAnimation and Joint3DNode classes are necessary
to create and manipulate complete joint animation model.
For loading of joint animated model use the loading of joint animation
model method. See conformable issue for more details.
Loaded animation stored into Joint3DAnimation class objects and loaded
detail collection stored into the list of Joint3DNode class objects.
To create Joint3D class object and to create complete animated model we
need to initialize this object first.
For example:
//
Create joint animation object.
joint_animation = Joint3DAnimation::Construct(render);
//
Load joint animation.
MDMLoad mdm_joint_anim;
mdm_joint_anim.Init(render, "robo_joint\\joint_animation");
mdm_joint_anim.Load(render,joint_animation);
//
Load details collection.
MDMLoad mdm_joint_coll;
mdm_joint_coll.Init(render, "robo_joint\\joint_collection");
mdm_joint_coll.Load(render,joint_collection);
//
Create and initialize joint model.
joint_model = Joint3D::Construct(render);
//
Attach all nodes from collection.
joint_model->Create(joint_collection);
After we have created joint animated model, we can manipulate
this model and play animation. Joint3D class allows animation playing
with different speed and in different directions (forward or backward).
It’s necessary update animation phase in every call of game main loop
by calling of Set() function.
For example:
//
Here:
// joint_animation – Joint3DAnimation class object.
//
Set animated model in the time = 0 and set loop play on.
joint_model->Set(joint_animation,0,1);
Joint3D class will store all parameters of Set()
function from last calling of this function. Thus we can update animation
by calling Play() function,
which take only animation time increment as parameter.
For example:
//
Play animation.
// Play() function will increment current animation time on it’s parametr
value.
// Thus calling Play(par) is equal calling:
// Set(<current_animation>,<current_time> + par, <current_loop_flag>);
joint_model->Play(200);
General features of Joint3D class object:
1) Is inherited from Basic3D class.
2) Has list of Joint3DNode class objects.
3) Has list of Robot3D class objects which present nodes of model.
4) Has transformation matrix to transform whole model.
5) Has set of function for animation playing.
General features of Joint3DNode class object:
1) Is inherited from Object3D class.
2) Present node of collection of details.
3) Has list of joints which define relative transformation for other details
that are linked to the current detail.
General features of Joint3DAnimation class object:
1) Contains list of key frames of animation.
2) Contains list of Joint3DAnimationNode class objects.
General features of Joint3DAnimationNode class object:
1) Contains list of transformation matrices in all key frames for every
node of model.
Copyright
2005-2006 Herocraft Hitech Co. Ltd. |


Officials: Germany foils alleged attack plan after US tip
by KIRSTEN GRIESHABER and DAVID RISINGBERLIN (AP) - German special police forces arrested a Syrian man in a raid on his apartment Tuesday after receiving intelligence from American officials that he was planning an extremist attack, authorities said.
The 26-year-old “radical Islamist” was planning an attack in Germany designed to “kill and injure a maximum number of people,” federal prosecutors said in a statement.
The Syrian, whose name wasn’t given, came to Germany in 2014 as an asylum seeker and had been living in the country with “protected” status, said Martin Steltner, a spokesman for Berlin state prosecutors.
The suspect had obtained information online on how to build bombs and talked about planning an attack in internet chats, and an “allied foreign intelligence service” provided the information to German authorities, Berlin’s top security official Andreas Geisel told the dpa news agency.
Steltner would not comment on where the tip came from, but a U.S. official speaking on condition of anonymity to discuss the case told The Associated Press it had come from law enforcement and intelligence cooperation between American and German authorities.
Federal prosecutors, who lead most terrorism investigations, said the suspect had been under surveillance for several months, and had started in January procuring material and chemicals, including acetone and hydrogen peroxide, to build an explosive device.
“These were to be set off at an unknown time and place in Germany,” they said.
The man was arrested by GSG-9 police special forces in Berlin’s Schoeneberg district early in the morning.
Geisel said the suspect worked as a cleaner in a Berlin elementary school and at the city’s famous Bode museum.
“We assume that there was a considerable danger,” Geisel said.
German authorities have foiled several attacks by Muslim extremists since a Tunisian man attacked a Berlin Christmas market nearly three years ago killing 12 people.
This story has been updated to correct the age of the suspect from 37 to 26 based on new information from authorities.
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Copyright © 2019 The Washington Times, LLC.
Please read our comment policy before commenting.


Download latest version of warp-engine a service helper to speeding up! your development infraestructure
curl -L -o warp http://ct.summasolutions.net/warp-engine/warp && chmod 755 warp
curl -L -o warp http://ct.summasolutions.net/warp-engine/warp && chmod 755 warp && ./warp update
After download the warp
binary file, you should initialize your dockerized infraestrucutre running the following command:
$ ./warp init
For further information please run: ./warp --help
warp --help
Shows the warp tool helpwarp [command] --help
Shows the specific command help. For instance: warp php --helpwarp info
Shows the configured values and useful information for each serviceswarp init
Initialize the warp framework the first time before to start the projectwarp start
Starts the containerswarp stop
Stops the containersFor Linux
Docker Comunity Edition 18.06+
Link to the main distributions
Docker compose 1.21+
For OS X
Docker Sync 0.5.8+
Docker for mac Comunity Edition 18.06+
sudo gem install docker-sync
1) The first step is to install the Browser Toolbar and enable listening for PHP Debug Conections
2) After that, the server name must be configured in Nginx.
To achieve this, please modify the nginx config file (file ended in .conf) setting the server_name attribute.
The file can be located running the command warp info
in your root project folder with the "Nginx configuration file" flag
3) Now is time to configure the Web Server in PHPStorm IDE
Please, go to: File -> Settings->Languages & Frameworks -> PHP -> Servers
Add a new Server clicking on the plus (+) button and set the following fields:
server_name
fieldserver_name
fieldAfter configure those values, check the option Use path mappings and configure the right paths. See the table below
| File/Directory (Your computer - host) | absolute path on the Servers (inside the container) |
|---|---|
| /path/to/current/project/ | /var/www/html/ |
| /path/to/current/project/pub/ | /var/www/html/pub/ |
4) Once that the Web Server has been configured, the PHP Web Aplication must be created, so go to Menu: Run -> Edit Configurations
Create a new PHP Web Application clicking on the plus (+) button and select the PHP Web Application option, then set the following fields:
server_name
fieldUsing Xdebug by console requires to set PHP_IDE_CONFIG environment var with same Nginx server_name value.
Open the .env
file located in your root project folder and set the value like this sample:
PHP_IDE_CONFIG=serverName=magento2.com
Where magento2.com is the server_name set previously in Nginx configuration
Plase located in your root project folder, execute the command: warp php info
, you will see the location of ext-xdebug.ini file.
Open the file, for example located in .warp/docker/config/php/ext-xdebug.ini
Finally, make sure to configure your xdebug correctly, the most important options are:
The field xdebug.remote_host
depends of your Operating System and your local configurations:
Linux: The IP should be grabbed from Docker network interface, ussually called docker0
You can get it running the command ifconfig for instance:
docker0: flags=4099mtu 1500 inet <IP_ADDRESS> netmask <IP_ADDRESS> broadcast <IP_ADDRESS> inet6 fe80::42:49ff:fec6:dfe7 prefixlen 64 scopeid 0x20 ether 02:42:49:c6:df:e7 txqueuelen 0 (Ethernet) RX packets 72049 bytes 4443463 (4.4 MB) RX errors 0 dropped 0 overruns 0 frame 0 TX packets 82000 bytes 435500419 (435.5 MB) TX errors 0 dropped 0 overruns 0 carrier 0 collisions 0
Mac OS X: The IP should be xdebug.remote_host=<IP_ADDRESS>
added as an alias following the next steps:
1- Create the alias
sudo ifconfig lo0 alias <IP_ADDRESS>
2- Add the network configuration to OS X launch daemons, to create the alias automatically on system boot process.
sudo curl -o /Library/LaunchDaemons/net.summasolutions.docker_10254_alias.plist http://ct.summasolutions.net/warp-engine/osx/net.summasolutions.docker_10254_alias.plist
you can run composer
warp composer install
you can use composer inside the container accessing by ssh
warp php ssh composer install
Editing The Crontab File
To check whether you have a crontab file run the following command:
warp crontab -l
To create or edit a crontab file run the following command:
warp crontab -e
The file that opens has a lot of information but the key part is the example just before the end of the comments section (comments are denoted by lines beginning with #).
# m h dom mon dow command
Example:
* * * * * www-data echo "Cron run test" >> /var/www/html/cron.log
Step-by-step guide
warp npm install -g grunt-cli warp npm install
All the information, tutorials and best practises are provided in the Documentation


1. In a medium-sized bowl, whisk together the soy sauce, lemon juice, honey, sesame oil and rice wine vinegar. Add in the chicken, and toss to coat. Let marinate in the fridge will you chop your veggies.
2. When you have all your veggies ready to go, heat a large wok over high heat. Add one table-spoon of the olive oil.
3. Drain the chicken from the marinade, reserving it. Add the chicken to the wok and cook until the chicken is cooked through, about five minutes. Remove the chicken to a plate.
4. Add the remaining olive oil to the wok, and then add in the garlic. Cook for a minute or until fragrant. Add in the carrots, bell peppers, snow peas, and mushrooms. Cook until bright in colour and just crisp cooked, about three minutes.
5. Add in the broccoli and cooked chicken. Reduce heat to low. Bring the wok to a simmer and cook until thick, about five minutes. Serve on top of Minute Brown Rice and topped with green onions and toasted sesame seeds.


As a safeguard, you must enter your credit card's verification number, which is printed on the card.
Visa and MasterCard The credit card verification number is the last three digits printed on the back of your card.
American Express The credit card verification number is the four digits printed above your account number on the front of your card.


I am a visual designer, illustrator, web design and developer, based in San Francisco CA. With a background in visual arts, movement, and music, creative expression is integral to who I am.
As a self-starter, I am motivated by the intrinsic value to excel at anything I pursue. A deep love for connection and community fuels my drive to support clients by strategically amplifying the core of their vision through dynamically beautiful design. Collaborating with other creatives and empowering change-makers, is both deeply nourishing and a source of personal inspiration.
Maintaining a diverse range of interests motivates me to expand my skillset and grow as a creative. When I am not designing, you can find me producing electronic music, playing my guitar and writing songs, or moving my body with dance and yoga. If you are in the mood to groove, you can find my DJ sets on my Soundcloud!


Angular 11 boilerplate with Spectre.css, i18n, static prerendering and some common resources.
Install everything with npm install
, then:
npm start
to start the project locally on http://localhost:4200 (accessible through
local network)npm run start:fr
does the same using the French localenpm lint
to lint (the default configuration has not been modified)npm run extract
to extract the source language file in src/localenpm run build
to build for production, files are generated in dist/angular-boilerplate/browsernpm run prerender
does the same but it also prerenders routes defined in the prerender configuration in angular.jsonSpectre.css, a lightweight CSS framework, is included with its set of pure CSS icons Icons.css.
i18n is done with the native package. It is currently configured to be in English in the source code and to have a French translation. The exact configuration is detailed below.
AutofocusDirective
: dynamically focuses an elementConcatPipe
ForObjectPipe
: iterates through the keys of an objectJoinPipe
LastElementPipe
: returns the last element of an arraySplitPipe
ToFixedPipe
CoreModule
is supposed to contain global services and models. There are a few other useful files:
ThemeModule
is supposed to contain global resources which can be used in templates (components,
directives, pipes, etc.). You can also find a folder named styles containing the following files:
This is supposed to contain modules which are likely to be imported in various places in the application.
The project has been initialized with Angular CLI and then modified.
.vscode/launch.json allows to attach the debugger to Chrome.
i18n has been configured like this:
Nonexistent routes are redirected to home and scroll position restoration is enabled.


Shop IT - Contact
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{% if not g.user.is_authenticated %}
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{% else %}
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The EOS 5D Mark V camera builds on the powerful legacy of the 5D series, offering amazing refinements in image quality, performance and versatility. Canon's commitment to imaging excellence is the soul of the EOS 5D Mark IV.
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Thomas (Tom) Pestak has 10 years’ experience as an engineer, manager, and project leader in the management, planning and execution of Research, Development, Test and Evaluation (RDT&E) projects involving complex hardware/software systems for the Department of Defense (DoD). His career progression involves increasing levels of technical complexity and management responsibility. He is currently the Director of Software Development at The Perduco Group, where he manages all aspects the company’s growing portfolio of software projects for DoD and commercial customers. Previously, during a 16-month assignment with the Air Force Research Laboratory’s (AFRL) Center for Rapid Innovation, he architected and led a number of rapid reaction technology, business, and infrastructure initiatives, including an indoor gunshot detection system. Prior to joining The Perduco Group, Mr. Pestak was a research engineer in the Autonomy & Navigation Technology (ANT) Center at the Air Force Institute of Technology (AFIT) where he advanced the technology readiness levels of Positioning, Navigation, and Timing (PNT) technologies for the DoD. He led numerous AFIT research projects and collaborated with the AFRL and the Defense Advanced Research Projects Agency (DARPA). In addition to his extensive experience as a project manager, researcher, and engineer, Mr. Pestak has excellent communication, technical writing, and leadership skills. He has supported business development efforts and has written several proposals which resulted in new projects being awarded. Mr. Pestak is currently an adjunct professor in the college of engineering and computer science at Wright State University, teaching EGR3350: Technical Communications for Engineers and Computer Scientists. He owns and contributes to www.cavstheblog.com and enjoys spending time with his family.


|
MiniGFX
0.13.5
Helper classes, abstractions, and interfaces to assist in OpenGL rendering applications.
|
A way of expressing and manipulating image data. More...
#include <image.hpp>
Public Types | |
| enum | Fill_Policy { SOLID, CHECKERED } |
| Public Enumerations. | |
Public Member Functions | |
| ~Image ()=default | |
| Default Destructor. | |
| Image ()=default | |
| Default Constructor. | |
| Image (const std::vector< float > &pixelData, const vec2 &size) | |
| Construct an image with a specific size and pixels. More... | |
| Image (Image &&o) noexcept=default | |
| Default move constructor. | |
| Image & | operator= (Image &&p) noexcept=default |
| Default move-assignment operator. | |
| void | fill (const Fill_Policy fillPolicy, const vec4 &primaryColor, const vec4 &secondaryColor) |
| Fill this image with pixels of the supplied policy. More... | |
| const float * | data () const noexcept |
| Retrieve a pointer to the underlying pixel data. More... | |
| vec2 | size () const noexcept |
| Retrieve the image size. More... | |
Static Public Member Functions | |
| static Image | generate (const vec2 &size, const Fill_Policy fillPolicy, const vec4 &primaryColor, const vec4 &secondaryColor) |
| Generate an image with pixels of the supplied policy. More... | |
A way of expressing and manipulating image data.
| Image::Image | ( | const std::vector< float > & | pixelData, |
| const vec2 & | size | ||
| ) |
Construct an image with a specific size and pixels.
Custom Constructor.
| pixelData | the image pixels. |
| size | the image size. |
|
noexcept |
Retrieve a pointer to the underlying pixel data.
data
| void Image::fill | ( | const Fill_Policy | fillPolicy, |
| const vec4 & | primaryColor, | ||
| const vec4 & | secondaryColor | ||
| ) |
Fill this image with pixels of the supplied policy.
fill
| fillPolicy | directive to fill solid, checkered, etc. |
| primaryColor | the primary color to use. |
| secondaryColor | the secondary color to use. |
|
static |
Generate an image with pixels of the supplied policy.
generate
| size | the size to make the image. |
| fillPolicy | directive to fill solid, checkered, etc. |
| primaryColor | the primary color to use. |
| secondaryColor | the secondary color to use. |
|
noexcept |
Retrieve the image size.
size


Step 1: This is the first thing you will see when you click on Create Qr.
Step 2: Now place your cursor in the text box and enter you info just like how the example shows it.
Step 3: Once you have entered your info just like the example you can hit enter on the keyboard, this will generate your QR code.
Step 4: Now you have two options, you can right click and save to your computer, or you can open the QR code in another tab to print it.
Step 5: If you picked to open in a new tab this is what your QR code will look like.
Step 6: Now you can right click and pick the print option.


If this checkbox is selected, the interactive merge tool automatically merges all non-conflicting changes.
This is an equivalent to clicking Apply not conflicts in the Merge dialog.


--- layout: single excerpt: "This post should display a **header with an overlay image**, if the theme supports it." header: overlay_image: /assets/images/rh_ipaas_large.svg ---
The official page for Red Hat iPaaS - a flexible, customizable, cloud-hosted platform that provides core integration capabilities as a service. It leverages Red Hat’s existing product architecture using OpenShift Online/Dedicated and Fuse Integration Services.
If you want to contribute to this repository, please fork it first and clone that fork to your computer. Then, to run it you must have Ruby, Jekyll, and Bundler installed. Linux-based distros usually come with Ruby installed already. If not, please use rbenv or RVM to manage your Ruby installations.
gem install jekyll bundler
bundle exec jekyll serve
And you should be able to see the Red Hat iPaaS website in your browser on http://localhost
:4000
.


|
||||||||||
| PREV PACKAGE NEXT PACKAGE | FRAMES NO FRAMES |
| Interface Summary | |
|---|---|
| CsvToBeanFilter | Here's an example showing how to use CsvToBean with a column
name mapping and line filtering.
|
| MappingStrategy<T> | The interface for the classes that handle translating between the columns in the csv file to an actual object. |
| Class Summary | |
|---|---|
| AbstractCSVToBean | Converts CSV data to objects. |
| BeanField | Used to extend the Field class to add a required flag. |
| ColumnPositionMappingStrategy<T> | Allows for the mapping of columns with their positions. |
| CsvToBean<T> | Converts CSV data to objects. |
| HeaderColumnNameMappingStrategy<T> | Maps data to objects using the column names in the first row of the csv file as reference. |
| HeaderColumnNameTranslateMappingStrategy<T> | Expands on HeaderColumnNameMappingStrategy by allowing the user to pass in a map of column names to bean names. |
| Annotation Types Summary | |
|---|---|
| CsvBind | Annotation for fields to mark if they are required or not. |
|
||||||||||
| PREV PACKAGE NEXT PACKAGE | FRAMES NO FRAMES |


Press release
‘Moving More, Living More’ – The physical activity Olympic and Paralympic legacy for the nation
The Government and Mayor of London have today launched a team effort to promote physical activity across the country - ensuring it is a lasting legacy of London 2012 and part of a long term vision for a fitter nation. ‘Moving More, Living More’ builds on learning from the world’s most active countries, that action on physical activity needs to be a long term effort and is best tackled through a team approach across government and all sectors.
By bringing together individuals and key organisations, like local authorities, businesses and employers, this approach will make sure the drive to tackle physical activity:
The country was captured by the spirit of the 2012 Games, inspired by our sporting heroes and their many achievements. We now need to build on this, creating a nation that’s physically active and improving their health for the long term.
We need to provide communities with the encouragement to come together and realise the physical and social benefits of being more active. Government, Local Government, business and community groups must now join together to help make this ambition a reality.
The Government has already put in place a wide range of measures to help people become more active:
But the Government and Mayor of London want to go further and encourage more initiatives like the one being led by the Amateur Swimming Association (ASA), who are working with the Swimathon Foundation to get children swimming.
As part of the Responsibility Deal, the ASA, and its partner the Swimathon Foundation, have today pledged to recruit and provide tools for schools to inspire 10,000 youngsters who have acquired essential swimming skills to ‘Swim their Best’ - swim further and for longer.
Physical activity is an essential ingredient for a healthier nation, and can deliver so many other benefits for individuals and the wider community.
The Olympic and Paralympic legacy has already delivered good results with over 1.5 million more people doing sport once a week than when we won the bid to host the Games. By working together we can achieve more and make sure that getting more people moving is the biggest legacy of London 2012.
The ASA’s Responsibility Deal pledge was launched today – helping to get 10,000 school children swimming. This exemplifies our commitment across government to this approach.
The benefits of physical activity are clear:
However a large proportion of the UK population is still inactive:
My vision is for a healthier, fitter city and we are encouraging Londoners to be more active in their everyday lives. This might include cycling to work, using the stairs rather than the lift, getting off the bus a few stops early, or getting into social activities like dance.
Our goal is to build on the legacy we are creating from the London 2012 Games, which is already getting hundreds of thousands of Londoners participating in grassroots sport, thanks to initiatives like our Make a Splash mobile pools scheme.
The legacy from the 2012 Games is a long-term project to deliver lasting change. But this initiative has the biggest potential impact for our nation’s health.
A joined up approach to challenging inactivity and encouraging physical activity is key. Moving More, Living More” will bring together government, local government, business and above all the individuals and community groups - who know how to get people moving.
The launch of “Moving More, Living More” will take place at Daubeney Primary School in Hackney, which has one of the lowest rates of children who can swim in the country. The school is already helping its pupils get active and is taking part in the type of initiative the Government and Mayor of London want to hear about.
The school has recently taken delivery of a portable swimming pool, funded by the Mayor’s “Make a Splash” scheme and arranged by the Amateur Swimming Association (ASA). This is helping to get more children active and swimming. The pool is even available for use by members of the wider community, after school hours – providing wider benefits and supporting members of the community to get more exercise.
Supporting quotes:
Taking part in regular physical activity has so many positive benefits from improved well-being to having a healthier body and that’s why the “Moving More, Living More” campaign is so important.
Getting more people to be more active is an essential focus for us, not only across Government, but for clubs and organisations around the country with whom we work. I want to thank the ASA for their commitment to this important campaign and would urge other organisations to do the same.
We want all children to develop a healthy lifestyle and a love of sport from a young age, which they’re then more likely to continue throughout their lives.
That’s why this government, through the primary PE and sport premium, is giving more than £150m per year to primary schools to spend on improving sport and PE, and trusting headteachers to spend it on what they think will benefit their pupils most.
This ring-fenced funding shows just how committed this government is to securing a lifetime habit of physical activity for young people: a truly lasting legacy from the Olympic and Paralympic Games.
In order to achieve a lasting legacy of physical activity that reaches every member of the community, the support of local authorities is vital.
Councils have been leading local physical activity, bringing together National Governing Bodies, voluntary sports clubs, schools and others to create opportunities and encourage participation.
With new opportunities afforded by the transition of public health to local government, councils are at the heart of promoting activity and physical well-being.
From aqua aerobics to buggy bootcamps to running a marathon, sport can play a pivotal role in building a more active nation. We are committed to opening up sport to all age groups and abilities to ensure the benefits of the Olympic and Paralympic legacy continue.
To fight the epidemic of physical inactivity in the UK we need an approach, which transcends politics and sectors.
We have joined forces with other champions for physical activity such as the British Heart Foundation, Lawn Tennis Association, Sustrans and Premier League to support the commission on physical activity and work with Government as part of an overarching collaboration called Designed to Move, to help get children moving more.
What everyone can do today is to make family time, active time. If we all do a little bit more we can make a huge difference.
For more information, please contact Cariad Hazard at the Department of Health press office – 0207 210 5281.
The ‘Moving More, Living More’ document can be accessed here
People can get involved and share ideas through an engagement exercise Public Health England will be running aiming to share ideas and good practice for getting people moving. This will be available towards the end of February.
Example of getting people more active: Working with the Swimathon Foundation, the Amateur Swimming Asociation has set up a programme, ‘Schools Swimathon’, to help less active children improve their swimming, build their confidence in the water and ‘swim your best’. The programme is not about trying to make children into elite athletes, but helping them discover the physical and social benefits of joining in activities and importantly, that it is something everyone can enjoy.
Hackney has among the lowest numbers of children in the country able to swim, and Daubeney School has benefited from a novel temporary pool - funded by the GLA, the ASA and British Gas - located directly on their premises in their playground. Not only do the school get to benefit from regular swimming activity, but the pool is also open to the wider community after school.
The Government’s Responsibility Deal challenges all organisations to take action to make a significant contribution to improving public health by helping to create the right environment – across food, alcohol, health at work as well as enabling people to be more active.
The Responsibility Deal embodies the Government’s ambition for a more collaborative approach to tackling the challenges caused by our lifestyle choices. Organisations signing up to the Responsibility Deal commit to taking action voluntarily to improve public health through their responsibilities as employers, as well as through their commercial actions and their community activities. Organisations can sign up to be either national partners or local partners. Further information can be found at https://responsibilitydeal.dh.gov.uk
Information on creating a lasting legacy from the 2012 Olympic and Paralympic Games can be found here
We have already achieved a great deal through the games legacy:
10.In addition to the ‘Moving More, Living More’ campaign, embedding a long term legacy from the Games continues:
11.As the Prime Minister announced last week, the school sport premium will continue into the academic year 2015-16, meaning primary schools will be able to put in place longer-term plans to improve their PE and sport provision; and
12.The government will support the London Legacy Development Corporation and Mayor of London in developing Queen Elizabeth Olympic Park. This includes plans for a new higher education and cultural quarter on the Park, in partnership with University College London and the Victoria and Albert Museum.
Published: 13 February 2014


A list of managed framebuffers
The renderer this manager works for.
Get the size of the current width and height. Returns object with width
and height
values.
Framebuffer value that shows that we don't know what is bound
Bind a framebuffer
Clear the color of the context
Red value from 0 to 1
Green value from 0 to 1
Blue value from 0 to 1
Alpha value from 0 to 1
Sets up the renderer context and necessary buffers.
Generic destroy methods to be overridden by the subclass
Disposes all framebuffers, but not textures bound to them
Disposes framebuffer
framebuffer that has to be disposed of
Initialize framebuffer
resets framebuffer stored state, binds screen framebuffer
should be called before renderTexture reset()
Resize the framebuffer
Set the WebGLRenderingContext's viewport.
X position of viewport
Y position of viewport
Width of viewport
Height of viewport
Update the framebuffer
Generated using TypeDoc
System plugin to the renderer to manage framebuffers.
PIXI.systems


AlloyUI Drawing Demos
Sandbox
Charts
Analytics
Interactive chart
Pie chart
Animated chart
Animation - Easing examples
Animation - bounce examples
Draggable curves
Color Picker
Workflow Editor
Custom fonts
Custom fonts - typing animation
Image rotation
Rainbow Clock
Spinner


|
Withering
|
Class for handling screen transition with a fade effect. More...
Public Member Functions | |
| override void | Interact () |
| Interact with the SceneChange collider. More... | |
| Public Member Functions inherited from Interactable | |
| void | OnFocused () |
| Method for setting the focus to an object. More... | |
| void | onDeFocused () |
| Method for remove the focus to an object. More... | |
Public Attributes | |
| Animator | transition |
| Animator that contains the transiton animation. More... | |
| string | nextScene |
| Index of the next scene to be loaded. More... | |
| GameObject | SpawnPoint |
| Target SpawnPoint for the player to be warped to. More... | |
| bool | isFlag |
| Check for if it is a flag. More... | |
| string | flag |
| Associated flag. More... | |
| Public Attributes inherited from Interactable | |
| float | radius = 3f |
Private Member Functions | |
| void | Start () |
| IEnumerator | ScreenTransition () |
| IEnumerator for transitioning to another scene with fade effect. More... | |
Private Attributes | |
| float | transitionTime = 1.0f |
| Durantion of the animation effect. More... | |
| int | currentSceneIndex |
| Index of the current scene. More... | |
Class for handling screen transition with a fade effect.
|
virtual |
Interact with the SceneChange collider.
Virtual method for interacting.This class is meant to be overriden.
Reimplemented from Interactable.
|
private |
IEnumerator for transitioning to another scene with fade effect.
|
private |
|
private |
Index of the current scene.
| string SceneChange.flag |
Associated flag.
| bool SceneChange.isFlag |
Check for if it is a flag.
| string SceneChange.nextScene |
Index of the next scene to be loaded.
| GameObject SceneChange.SpawnPoint |
Target SpawnPoint for the player to be warped to.
| Animator SceneChange.transition |
Animator that contains the transiton animation.
|
private |
Durantion of the animation effect.


"What day of the week was that?"Here you can find the day of the week which you were born and have your Akan Name According to the Day of your birth Date.


This analysis is a placeholder with a sample set. If you want to contribute new analyses for the site, contact Disaster Area on Discord.
Level: 50
- Hypnosis
- Thunderbolt
- Psychic
- Explosion
This analysis is a placeholder with a sample set. If you want to contribute new analyses for the site, contact Disaster Area on Discord.
Double Team, Seismic Toss, Confuse Ray
This analysis is a placeholder with a sample set. If you want to contribute new analyses for the site, contact Disaster Area on Discord.
Author: zalarye
Quality Checked by: Plague von Karma
Publish Date: 24th July 2020


Java, JavaScript, Python, C++, Agile SCRUM, JIRA, Git, Maven, Jenkins, Confluence
MQTT, CoAP, EC2, IAM, S3, SNS, SES, Dynamo DB, Travis CI, CodeDeploy ELB, Lambda, CloudWatch, AWS, HTTP, DNS, Ubidots, TCP/IP, UDP
HTML, CSS, BootStrap, AJAX, ReactJS, jQuery, JSON, RESTful, Spring MVC, Spring Boot, Node.js, MEAN, Angular, OAuth 2.0, JWT, WebSockets, MySQL, MongoDB, Postgres
Software Engineer
Graduate Teaching Assistant(Connected Devices)
Iot Software Engineer Intern
Software Engineer


Lorena Townsend
Democrat
Discover Goodwill/Associate
Completed 2 years at Central Connecticut State University
80814
In colorado springs another woman and I began PPA future which was a group of concerned citizens rallying to get city council to create oil and gas regulations for the city and county. We held meetings monthly, had a website and facebook page and had speakers like Josh Fox and Wes Wilson come speak to our members and to city council. I was a member of OW attending GA and helping with our social media out reach. For just myself I started the 'No fracking in Colorado Springs' Page on FB and used it to get information out about upcoming events and situations across the country and world that had to do with oil and gas.
I was involved with Occupy Wallstreet in 2011-2013 at which point I began attending city council meetings in Colorado Springs in regards to oil and gas regulations and MJ legalization and sales. I have donated to the Progressive Democrats of America in regards to getting Bernie Sanders to run. I got involved in Bernie Sanders campaign as soon as he announced and have been donating to him in small increments since. I have also donated to various races across the country that were tied to his policy proposals.
Prior to 11/2015 I was involved in a few organizations but since then I have basically been a PCP for my district servicing 2 terms.
Redistricting is such a very important aspect of our democracy that most citizens don't even know about. When I heard on NPR that this commission was being put together I shared it on my social media and made sure to try to get out the word. I really feel like keeping a district fair and balanced can seriously shape how our democracy looks.
While I admit that I am very progressive because of that I feel like it is important to include everyone in how we behave in regards to voting and the ability to open avenues for it to everyone- regardless of their own view points. I can and do look at both sides of every issue before I make my own decisions. I care more about the collective than I do about just myself. It isn't always an easy position to be in but I feel that we all pledge to a social contract when we are part of a society and sometimes that means letting my own desires put aside in order to help others. In this I believe I would be an asset to a larger group.
I have always been a person who can look at different sides to a problem or question and find weaknesses and strengths within it. While being very outgoing I can take time to sit back and listen to someone else's perspective and add that to my own decisions about a problem to help find a solution that works for the most instead of the few.
Female


{% extends "base.html" %} {% block menu %} {% include "menu.html" %} {% endblock%} {% block body %}
ElevenBits is working at some projects. Here is a list:
This web site is built using the Django Framework. Version 1.4 is used.
Some Django plugins are used, like the treemenus system.
The system was (and still is) developed using Eclipse and the PyDev.
An open souce, Python based sharing system.
Information will follow soon.
Klink is a wedding application. It allows the bride and groom to inform their friends and family to invite them to the wedding. Visitors can log in, to see some pictures and read some interesting info on the wedding. Also a route plan and gifts are part of the web site.
The website is based on PHP and will work with a MySQL database. A nice feature is the cataloging of visitors of the wedding party. It is handy to allow some people for the full day(s), others only for the mass, yet others for the reception.
{% endblock %}


Symbol Index for "Ordered Species Relation"
Symbol Index for diagram
"Ordered Species Relation"
genus (Association)
Ordered Classification Element (Class)
Ordered Species Relation (Class)
Species Relation (Class)
SR/Ordering (Generalization Node)
Unordered Species Relation (Class)


Deborah Lee
Deborah Lee
Home
(current)
About
Projects
Resume
Always curious, Continuously learning & growing
Skills


Work experience
As Car seller since i was 5.
Hobbies
I am huge fanatic of photography.
Here are some of my shots https://500px.com/iivomitrunen
Nationality: Finnish
Number:0787359372
Address: Cregvair crecent 55 Ab10 7de Aberdeen
Email<EMAIL_ADDRESS>As Car seller since i was 5.
I am huge fanatic of photography.
Here are some of my shots https://500px.com/iivomitrunen


Submitted {{ submittedDate | formatDate: 'MMMM Do YYYY' }}
CURRENT
This PRIME enrolment was approved on {{ acceptedDate | formatDate: 'MMMM Do YYYY' }}
Enrollee edited and submitted an Enrolment, but has not signed the Terms of Access
User Requested Remote Access


We offer inventory management for your site so you never have to worry about running out of fuel or dealing with retains.
We deliver even the longest of hauls, going to all 48 states and Canada to deliver your load safely and on time.
No matter where your load is going, our central dispatch can coordinate it for your single point of contact at RMH Trucking.
It all started in 2009 with one truck and a dream to begin delivering bulk liquids. After only a few months of working it was time to expand. By 2011, the fleet had grown to 7 trucks.
Between 2012 and 2015, RMH Trucking continued to expand, adding new equipment and top notch drivers along the way. During this time our customer base grew too as we earned their trust.
In 2016, RMH Trucking opened our second terminal, then third, and now we have 7 terminals as of May 2018. We plan to continue opening new terminals in strategic locations in the coming months.
Our team is available 24⁄7 to be able to best service your needs. With unrivaled experience and knowledge, we will take your load and deliver it safely and on time!


This module makes it possible to control a combobox or checkbox on some target module via modulation.
- Connect any output of the target module (either modulation or partials) into a Target input on the Choice module. Doing so informs Choice which target module you would like to manipulate.
- Next, choose the combobox or checkbox of interest via the Option dial.
- Finally, change or modulate the Value dial.
- The Target Inputs
- A modulation input and a partials input to connect to any output of your target module.
- Option
- The combobox or checkbox to manipulate.
- Value
- The setting of the combobox or checkbox.


Teachers
Learn from the best industry experts in Business and Technology.
Displaying 4 out of 10 teachers
Sort by
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tune Filters
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{% include 'components/teacher.html' %}
Feedback
A wonderful course on how to start. Eddie beautifully conveys all essentials of a becoming a good Angular developer. Very glad to have taken this course. Thank you Eddie Bryan.
A wonderful course on how to start. Eddie beautifully conveys all essentials of a becoming a good Angular developer. Very glad to have taken this course. Thank you Eddie Bryan.
A wonderful course on how to start. Eddie beautifully conveys all essentials of a becoming a good Angular developer. Very glad to have taken this course. Thank you Eddie Bryan.


{% extends 'base.html' %} {% block head %}
Can't not find any page on the server. If you seeing this, please contact administrator


File: vendor/guzzlehttp/guzzle/tests/server.js
/** * Guzzle node.js test server to return queued responses to HTTP requests and * expose a RESTful API for enqueueing responses and retrieving the requests * that have been received. * * - Delete all requests that have been received: * DELETE /guzzle-server/requests * Host: <IP_ADDRESS>:8125 * * - Enqueue responses * PUT /guzzle-server/responses * Host: <IP_ADDRESS>:8125 * * [{ "statusCode": 200, "reasonPhrase": "OK", "headers": {}, "body": "" }] * * - Get the received requests * GET /guzzle-server/requests * Host: <IP_ADDRESS>:8125 * * - Shutdown the server * DELETE /guzzle-server * Host: <IP_ADDRESS>:8125 * * @package Guzzle PHP <http://www.guzzlephp.org> * @license See the LICENSE file that was distributed with this source code. */ var http = require("http"); /** * Guzzle node.js server * @class */ var GuzzleServer = function(port, log) { this.port = port; this.log = log; this.responses = []; this.requests = []; var that = this; var controlRequest = function(request, req, res) { if (req.url == '/guzzle-server/perf') { res.writeHead(200, "OK", {"Content-Length": 16}); res.end("Body of response"); } else if (req.method == "DELETE") { if (req.url == "/guzzle-server/requests") { // Clear the received requests that.requests = []; res.writeHead(200, "OK", { "Content-Length": 0 }); res.end(); if (this.log) { console.log("Flushing requests"); } } else if (req.url == "/guzzle-server") { // Shutdown the server res.writeHead(200, "OK", { "Content-Length": 0, "Connection": "close" }); res.end(); if (this.log) { console.log("Shutting down"); } that.server.close(); } } else if (req.method == "GET") { if (req.url === "/guzzle-server/requests") { // Get received requests var data = that.requests.join("\n----[request]\n"); res.writeHead(200, "OK", { "Content-Length": data.length }); res.end(data); if (that.log) { console.log("Sending receiving requests"); } } } else if (req.method == "PUT") { if (req.url == "/guzzle-server/responses") { if (that.log) { console.log("Adding responses..."); } // Received response to queue var data = request.split("\r\n\r\n")[1]; if (!data) { if (that.log) { console.log("No response data was provided"); } res.writeHead(400, "NO RESPONSES IN REQUEST", { "Content-Length": 0 }); } else { that.responses = eval("(" + data + ")"); if (that.log) { console.log(that.responses); } res.writeHead(200, "OK", { "Content-Length": 0 }); } res.end(); } } }; var receivedRequest = function(request, req, res) { if (req.url.indexOf("/guzzle-server") === 0) { controlRequest(request, req, res); } else if (req.url.indexOf("/guzzle-server") == -1 && !that.responses.length) { res.writeHead(500); res.end("No responses in queue"); } else { var response = that.responses.shift(); res.writeHead(response.statusCode, response.reasonPhrase, response.headers); res.end(new Buffer(response.body, 'base64')); that.requests.push(request); } }; this.start = function() { that.server = http.createServer(function(req, res) { var request = req.method + " " + req.url + " HTTP/" + req.httpVersion + "\r\n"; for (var i in req.headers) { request += i + ": " + req.headers[i] + "\r\n"; } request += "\r\n"; // Receive each chunk of the request body req.addListener("data", function(chunk) { request += chunk; }); // Called when the request completes req.addListener("end", function() { receivedRequest(request, req, res); }); }); that.server.listen(port, "<IP_ADDRESS>"); if (this.log) { console.log("Server running at http://<IP_ADDRESS>:8125/"); } }; }; // Get the port from the arguments port = process.argv.length >= 3 ? process.argv[2] : 8125; log = process.argv.length >= 4 ? process.argv[3] : false; // Start the server server = new GuzzleServer(port, log); server.start();


@username123
Tweet tweet cheep cheep peep brrrrr whistle caw caw
- continued tweets should be appended in a sane readable fashion
Tweet tweet cheep cheep peep brrrrr whistle caw caw
- continued tweets should be appended in a sane readable fashion
Every hour grab the 100 most recent tweets from friends list. Store in JSON archive. Neatly organize comment threads (how to recognize these?). Extremely simple page that loads as fast as possible (100ms minus content). Link to comment on Twitter so can do twittery things there.


| Model Name | Model Name |
|---|---|
| Status | Loading model ... |
| FPS | 0 |
| Graphics API | ... |
This is a basic model renderer that implements a small subset of glTF 2.0 (a data format used to transmit and store models). You could select one of the models from the Model drop-down above. These models are fetched from this Khronos repository, except the three "ScalarField" models which were generated from my other toy, and the "SculptTorso" one, generated from my sculpting toy.
Please bear in mind that this only implements a subset of the aforementioned data format. Currently, it only renders the basic geometrical aspects of the model, and it is not fully tested. Therefore, some models might not render correctly, or they might need to be manipulated (rotated, scaled, moved ... etc.) in order to fit nicely in the canvas.
The following keys change the function of mouse-dragging:
| M | Model Movement |
| R | Model Rotation |
| S | Model Scaling |
| Z | Zoom |
| C | Color |
| H | Shininess |
| D | Light Direction |
| L | Light Radius |
| F | Fog |
The following keys perform the specified actions:
| ⬅ | Previous model |
| ➡ | Next model |


Limit:
Status:
Any
Complete
Incomplete
Body contains:
Owner:
Category:
Order by:
Owner
Category
Body
Status
Filter Todos
JSON will go here


-
@Retention(RUNTIME) @Target(FIELD) public @interface PropertyDefinition
Annotation defining a property for code generation.This annotation must be used on all private instance variables that should be treated as properties.
-
-
Optional Element Summary
Optional Elements Modifier and Type Optional Element Description java.lang.String
alias
An alternative name for the property.java.lang.String
builderType
The exposed type of the property in the builder and associated constructor.java.lang.String
equalsHashCodeStyle
The configuration for equals and hash code.java.lang.String
get
The style of the method used to query the property.boolean
overrideGet
Whether the generated getter should be declared with theOverride
annotation.boolean
overrideSet
Whether the generated setter should be declared with theOverride
annotation.java.lang.String
set
The style of the method used to mutate the property.java.lang.String
toStringStyle
The configuration for toString.java.lang.String
type
The exposed type of the property.java.lang.String
validate
The validator to use.
-
-
-
Element Detail
-
alias
java.lang.String alias
An alternative name for the property.The property can be looked up using the specified alias. The primary name is unaffected, and the alias is only used in certain circumstances. For example,
bean.metaProperty("alias")
andbean.property("alias")
will both work, as will getting and setting via an immutable bean builder.This attribute is most useful in handling change from serialized forms.
- Returns:
- the alias of the property, defaulted to ''
- Default:
- ""
-
-
-
get
java.lang.String get
The style of the method used to query the property.The style is a string describing the getter, typically used for code generation. By default this is 'smart' which will use the source code knowledge to determine what to generate. This will be a method of the form
isXxx()
forboolean
andgetXxx()
for all other types.Supported style strings are:
- '' - do not generate any form of getter
- 'smart' - process intelligently - 'is' for boolean and 'get' for other types
- 'private' - process as per 'smart' but set scope as private
- 'package' - process as per 'smart' but set scope as package/default
- 'protected' - process as per 'smart' but set scope as protected
- 'is' - generates isXxx()
- 'get' - generates getXxx()
- 'clone' - generates getXxx() with a clone of the field (assumed to be of the correct type)
- 'cloneCast' - generates getXxx() with a clone of the field with a cast to the property type
- 'optional' - generate getXxx() returning a Java 8
Optional
wrapper around the field, where the field itself is nullable instead of optional.OptionalDouble
,OptionalInt
andOptionalLong
are also handled - 'optionalGuava' - generate getXxx() returning a Guava
Optional
wrapper around the field, where the field itself is nullable instead of optional - 'field' - generates direct access to the field, enabling a weird manual getter
- 'manual' - a method named getXxx() must be manually provided at package scope or greater
- Returns:
- the getter style, defaulted to 'smart'
- Default:
- "smart"
-
-
-
set
java.lang.String set
The style of the method used to mutate the property.The style is a string describing the mutator, typically used for code generation. By default this is 'smart' which will use the source code knowledge to determine what to generate. This will be a method of the form
setXxx()
for all types unless the field isfinal
. If the field is a finalCollection
orMap
of a known type then a set method is generated usingaddAll
orpuAll
Standard style strings are:
- '' - do not generate any form of setter
- 'smart' - process intelligently - uses 'set' unless final, when it will use 'setClearAddAll' for common list types or 'setClearPutAll' for common map types and FlexiBean
- 'private' - process as per 'smart' but set scope as private
- 'package' - process as per 'smart' but set scope as package/default
- 'protected' - process as per 'smart' but set scope as protected
- 'set' - generates setXxx()
- 'setClearAddAll' - generates setXxx() using field.clear() and field.addAll(newData)
- 'setClearPutAll' - generates setXxx() using field.clear() and field.putAll(newData)
- 'bound' - generates a bound property with
PropertyChangeSupport
- 'field' - generates direct access to the field, enabling a weird manual setter
- 'manual' - a method named setXxx() must be manually provided at package scope or greater
- a pattern, see below
A pattern can be used for special behaviour. The pattern is a complete piece of code. For example, 'new Foo($value)' or '$field = $value.clone()'.
'$field' for the field to copy into.
'$value' for the value to copy from.
'<>' for the generics of the type including angle brackets.
'\n' for a new line (all lines must then include semi-colons).- Returns:
- the setter style, defaulted to 'smart'
- Default:
- "smart"
-
-
-
type
java.lang.String type
The exposed type of the property.The style is used to control the exposed type of the property in getters and setters, or similar.
This is used when the type of the field is not the same as the type that should be used in public methods such as getters and setters.
By default, the declared type will be used as the exposed type.
- Returns:
- the exposed type, defaulted to 'smart'
- Default:
- "smart"
-
-
-
builderType
java.lang.String builderType
The exposed type of the property in the builder and associated constructor.The style is used to control the exposed type of the property in immutable builders and associated constructors, or similar.
This is used when the type of the field is not the same as the type that should be used in public methods such as builder setters.
By default, the declared type will be used as the exposed type.
This is typically used to add '? extends' to collection types.
- Returns:
- the builder type, defaulted to 'smart'
- Default:
- "smart"
-
-
-
equalsHashCodeStyle
java.lang.String equalsHashCodeStyle
The configuration for equals and hash code.This flag controls generation of the
equals
andhashCode
methods. The default is 'smart'.Standard strings are:
- 'omit' - omit this property from equals and hashCode
- 'smart' - process intelligently, equivalent to 'field' for immutable and 'getter' for mutable
- 'getter' - include in equals and hashCode using the getter
- 'field' - include in equals and hashCode using the field
- Returns:
- the equals/hashCode style, defaulted to 'smart'
- Default:
- "smart"
-
-
-
toStringStyle
java.lang.String toStringStyle
The configuration for toString.This flag controls generation of the
toString
method. The default is 'smart'.Standard strings are:
- 'omit' - omit this property from toString
- 'smart' - process intelligently, equivalent to 'field' for immutable and 'getter' for mutable
- 'getter' - include in toString using the getter
- 'field' - include in toString using the field
- Returns:
- the toString style, defaulted to 'smart'
- Default:
- "smart"
-
-
-
validate
java.lang.String validate
The validator to use.The property value may be validated by specifying this attribute. By default no validation is performed. The code generator places the validation into the set method and ensures that new objects are validated correctly.
Custom validations, are written by writing a static method and referring to it. For example,
public void checkMyValue(Integer val, String propertyName) ...
The method generally has avoid
return, throwing an exception if validation fails. There must be two arguments, the value and the property name. The value may be the property type or a superclass (like Object). The property name should be a String.Standard validation strings are:
- '' - do not generate any form of validation
- 'notNull' - suitable for checking that the value is non-null, calls JodaBeanUtils.notNull() which throws an IllegalArgumentException
- 'notEmpty' - suitable for checking that a string/collection/map is non-null and non-empty, calls JodaBeanUtils.notEmpty() which throws an IllegalArgumentException
- 'notBlank' - suitable for checking that a string is non-null and non-blank, calls JodaBeanUtils.notBlank() which throws an IllegalArgumentException
- '{className}.{staticMethodName}' - a custom validation method, described above
- Returns:
- the validation, defaulted to ''
- Default:
- ""
-
-


Mobie-UI is Based on Bootstrap 4.3, so you can use Bootstrap grid.
.col
One of three columns
.col
One of three columns
.col
One of three columns
you can also use .col-sm- .col-md- .col-lg- .col-xl-


Our food is completely made in home product.
We only sell frehly prepared food.
Highly satisfied customers, who believe in us.
It's just a startup to provide tasty and healthy food to every person in a reasonable price.We only use fresh vegetables,we never compromise with our quality.


Class Editor
This class represents the controller of the interface of the map editor.
Methods
| Editor:_setQuads (self, tilesWidth, tilesHeight) | This function loads the quads for create the tilemap |
| Editor:getHeight (self) | Gets the height of the map drawn. |
| Editor:getWidth (self) | Gets the width of the map drawn. |
| Editor:init (self) | Creates a new map editor controller. |
| Editor:newMap (self, rows, cols) | Clears the current map and loads a empty fresh map. |
| Editor:resize (self, width, height) | This function is called when the window is resized. |
| Editor:setMap (self, map) | Clears the current map and add a loaded map. |
| Editor:setRegions (self, regions, c_rows, c_cols) | Sets the mapping of regions. |
| Editor:setSpawns (self, spawns) | Sets the spawn points created in the generations |
Methods
- Editor:_setQuads (self, tilesWidth, tilesHeight)
-
This function loads the quads for create the tilemap
Parameters:
- self
- tilesWidth
- tilesHeight Load all the sprites on the tilemap
- Editor:getHeight (self)
-
Gets the height of the map drawn.
Parameters:
- self A controller object.
- Editor:getWidth (self)
-
Gets the width of the map drawn.
Parameters:
- self A controller object.
- Editor:init (self)
-
Creates a new map editor controller.
Parameters:
- self The new controller object.
- Editor:newMap (self, rows, cols)
-
Clears the current map and loads a empty fresh map.
Parameters:
- self A controller object.
- rows Number of rows of the new map.
- cols Number of columns of the new map.
- Editor:resize (self, width, height)
-
This function is called when the window is resized.
Parameters:
- self
- width
- height
- Editor:setMap (self, map)
-
Clears the current map and add a loaded map.
Parameters:
- self A controller object.
- map The new map object to set to the editor.
- Editor:setRegions (self, regions, c_rows, c_cols)
-
Sets the mapping of regions. This function is for debugging purpose.
Parameters:
- self A controller object.
- regions A 2d array with the regions.
- c_rows The number of rows.
- c_cols The number of cols.
- Editor:setSpawns (self, spawns)
-
Sets the spawn points created in the generations
Parameters:
- self
- spawns