This library is currently in public beta phase. This documentation should be considered beta as well. Please report any grammatical corrections/spelling corrections.
Luabind is a library that helps you create bindings between C++ and lua. It has the ability to expose functions and classes, written in C++, to lua. It will also supply the functionality to define classes in lua and let them derive from other lua classes or C++ classes. Lua classes can override virtual functions from their C++ base classes. It is written towards lua 5.0, and does not work with lua 4.
It is implemented utilizing template meta programming. That means that you don't need an extra preprocess pass to compile your project (it is done by the compiler). It also means you don't (usually) have to know the exact signature of each function you register, since the library will generate code depending on the compile-time type of the function (which includes the signature). The main drawback of this approach is that the compilation time will increase for the file that does the registration, it is therefore recommended that you register everything in the same cpp-file.
luabind is released under the terms of the MIT license.
We are very interested in hearing about projects that use luabind, please let us know about your project.
Luabind supports:
Luabind has been tested to work on the following compilers:
It has been confirmed not to work with:
Metrowerks 8.3 (Windows) compiles but fails the const-test. This means that const member functions are treated as non-const member functions.
If you have tried luabind with a compiler not listed here, let us know your result with it.
To keep down the compilation-time luabind is built as a library. This means you have to either build it and lika against it, or include its source files in your project. You also have to make sure the luabind directory is somewhere in your compiler's include path. It requires boost 1.30.0 to be installed (only boost headers). It also requires that lua is installed.
There is a makefile in the root-directory that will build the library and the test program. If you are using a UNIX-system (or cygwin) they will make it easy to build luabind as a static library. If you are using Visual Studio it may be easier to include the files in the src directory in your project.
When building luabind you have several options that may streamline the library to better suit your needs. It is extremely important that your application has the same settings as the library was built with. The available options are found in the Configuration section.
If you want to change the settings to differ from the default, it's recommended that you define the settings on the commandline of all your files (in the project settings in visual studio).
To use luabind, you must include lua.h and luabind's main header file.
extern "C" { #include "lua.h" } #include <luabind/luabind.hpp>
This includes support for both registering classes and functions. If you just want to have support for functions or classes you can include <luabind/function.hpp> and <luabind/class.hpp> separately.
#include <luabind/function.hpp> #include <luabind/class.hpp>
The first thing you need to do is to call luabind::open(lua_State*) which will register the functions to create classes from lua, and initialize some state-global structures used by luabind. If you don't call this function you will hit asserts later in the library. There is no corresponding close function because once a class has been registered in lua, there really isn't any good way to remove it. Partly because any remaining instances of that class relies on the class being there. Everything will be cleaned up when the state is closed though.
Note that no luabind header will include "lua.h", this is up to you. You have to include it before any luabind header is included.
Everything that gets registered in lua is registered in a namespace (lua tables) or in the global scope (called module). All registrations must be surrounded by its scope. To define a module, the luabind::module class is used. It is used like this:
module(L) [ // declarations ];
This will register all declared functions or classes in the global namespace in lua. If you want to have a namespace for your module (like the standard libraries) you can give a name to the constructor, like this:
module(L, "my_library") [ // declarations ];
Here all declarations will be put in the my_library table.
If you want nested namespaces you can use the luabind::namespace_ class. It works exactly as luabind::module except that it doesn't take a lua_State* in it's constructor. An example of its usage could look like this:
module(L, "my_library") [ // declarations namespace_("detail") [ // library-private declarations ] ];
As you might have figured out, the following declarations are equivalent:
module(L) [ namespace_("my_library") [ // declarations ] ];
module(L, "my_library") [ // declarations ];
Each declaration must be separated by a comma, like this:
module(L) [ def("f", &f), def("g", &g), class_<A>("A") .def(construcor<int, int>), def("h", &h) ];
More about the actual declarations in the Binding functions to lua and Binding classes to lua sections.
A word of caution, if you are in really bad need for performance, putting your functions in tables will increase the lookup time.
To bind functions to lua you use the function luabind::def(). It has the following synopsis:
template<class F, class policies> void def(const char* name, F f, const Policies&);
An example usage could be if you want to register the function float std::sin(float):
module(L) [ def("sin", &std::sin) ];
If you have more than one function with the same name, and want to register them in lua, you have to explicitly give the signature. This is to let C++ know which function you refer to. For example, if you have two functions, int f(const char*) and void f(int).
module(L) [ def("f", (int(*)(const char*)) &f), def(L, "f", (void(*)(int)) &f) ];
luabind will generate code that checks the lua stack to see if the values there can match your functions' signatures. It will handle implicit typecasts between derived classes, and it will prefer matches with the least number of implicit casts. In a function call, if the function is overloaded and there's no overload that match the parameters better than the other, you have an ambiguity. This will spawn a run-time error, stating that the function call is ambiguous. A simple example of this is to register one function that takes an int and one that takes a float. Since lua don't distinguish between floats and integers, both will always match.
Since all overloads are tested, it will always find the best match (not the first match). This also means that it can handle situations where the only difference in the signature is that one member function is const and the other isn't. For example, if the following function and class is registered:
struct A { void f(); void f() const; }; const A* create_a(); struct B: A {}; struct C: B {}; void g(A*); void g(B*);
(note that create_a() would need an adopt return value policy. How to register classes is described in Binding classes to lua).
And the following lua code is executed:
a1 = create_a() a1:f() -- the const version is called a2 = A() a2:f() -- the non-const version is called a = A() b = B() c = C() g(a) -- calls g(A*) g(b) -- calls g(B*) g(c) -- calls g(B*)
To call a lua function, you can either use call_function(), call_member(), an object or functor.
This calls the global function called name. This function can only call global lua functions. The ... represents a variable number of parameters that are sent to the lua function. This function call may throw luabind::error if the function call fails.
The return value isn't actually Ret (the template parameter), but a proxy object that will do the function call. This enables you to give policies to the call. You do this with the operator[]. You give the policies within the brackets, like this:
int ret = call_function<int>(L, "a_lua_function", new complex_class())[ adopt(_1) ];
This treats the given object as an instance of a class. The given name is the name of a member function to call. The ... represents a variable number of parameters given to the function. This function may throw luabind::error if the function call fails.
You can give policies to a member function call the same way as you do with call_function.
To register classes you use a class called class_. Its name is supposed to resemble the C++ keyword, to make it look more intuitive. It has an overloaded member function def() that is used to register member functions, operators, constructors, enums and properties on the class. It will return its this-pointer, to let you register more members directly.
Let's start with a simple example. Consider the following C++ class:
class testclass { public: testclass(const std::string& s): m_string(s) {} void print_string() { std::cout << m_string << "\n"; } private: std::string m_string; };
To register it with a lua environment, write as follows (assuming you are using namespace luabind):
module(L) [ class_<testclass>("testclass") .def(constructor<const std::string&>()) .def("print_string", &testclass::print_string) ];
This will register the class with the name testclass and constructor that takes a string as argument and one member function with the name print_string.
-- instantiate the class a = testclass('a string') -- call the member function print_string on it -- this will print 'a string' on stdout a:print_string()
It is also possible to register free functions as member functions. The requirement on the function is that it takes a pointer, const pointer, reference or const reference to the class type as the first parameter. The rest of the parameters are the ones that are visible in lua, while the object pointer is given as the first parameter. If we have the following C++ code:
struct A { int a; }; int plus(A* o, int v) { return o->a + v; }
You can register the plus, function as if it was a member function on A like this:
class_<A>("A") .def("plus", &plus)
plus can now be called as a member function on A with one parameter, int. If the object pointer parameter is const, the function will act as if it was a const member function (it can be called on const objects).
To register a global data member with a class is easily done. Consider the following class:
struct A { int a; };
This class is registered like this:
module(L) [ class_<A>("A") .def_readwrite("a", &A::a) ];
Then it's both readable and writable. You can also register attributes as read-only.
module(L) [ class_<A>("A") .def_readonly("a", &A::a) ];
You can also register getter and setter functions and make them look as if they were a public data member. Consider the following class:
class A { void set_a(int x) { a_ = x; } int get_a() const { return a_; } private: int a_; };
It can be registered as if it had a public data member a like this:
class_<A>("A") .property("a", &A::get_a, &A::set_a)
This way the get_a() and set_a() functions will be called instead of just writing to the data member. If you want to make it read only you can just omit the last parameter.
If your class contains enumerated constants (enums), you can register them as well to make them available in lua. Note that they will not be type safe, all enums are integers in lua, and all functions that takes an enum, will accept any integer. You register them like this:
module(L) [ class_<A>("A") .enum_("constants") [ value("my_enum", 4), value("my_2nd_enum", 7), value("another_enum", 6) ] ];
In lua they are reached like any data member, except that they are read-only and reached on the class itself rather than on an instance of the class.
print(A.my_enum) print(A.another_enum)
In this example the numbers 4 and 6 are printed.
The mechanism for registering operators on your class is pretty simple. You use a global name luabind::self to refer to the class itself and then you just write the operator expression inside the def() call. This class:
struct vec { vec operator+(int s); };
Is registered like this:
module(L) [ class_<vec>("vec") .def(self + int()) ];
This will work regardless if your plus operator is defined inside your class or as a free function.
If you operator is const (or, when defined as a free function, takes a const reference to the class itself) you have to use const_self instead of self. Like this:
module(L) [ class_<vec>("vec") .def(const_self + int()) ];
The operators supported are those available in lua:
This means, no in-place operators. The equality operator (==) has a little hatch, it will not be called if the references are equal. This means that the == operator has to do pretty much what's it's expected to do.
In the above example the other operand type is instantiated by writing int(). If the operand type is a complex type that cannot easily be instantiated you can wrap the type in a class called other. For example:
To register this class, we don't want to instantiate a string just to register the operator.
struct vec { vec operator+(std::string); };
Instead we use the other wrapper like this:
module(L) [ class_<vec>("vec") .def(self + other<std::string>()) ];
To register an application operator:
module(L) [ class_<vec>("vec") .def( self(int()) ) ];
There's one special operator. In lua it's called __tostring, it's not really an operator. It is used for converting objects to strings in a standard way in lua. If you register this functionality, you will be able to use the lua standard function tostring() for converting you object to a string.
To implement this operator in C++ you should supply an operator<< for ostream. Like this example:
class number {}; std::ostream& operator<<(ostream&, number&);
module(L) [ class_<number>("number") .def(tostring(self)) ];
If you want to register classes that derives from other classes, you can specify a template parameter bases<> to the class_ instantiation. The following hierarchy:
struct A {}; struct B: A{};
Would be registered like this:
module(L) [ class_<A>("A"), class_<B, A>("B") ];
If you have multiple inheritance you can specify more than one base. If B would also derive from a class C, it would be registered like this:
module(L) [ class_<B, bases<A, C> >("B") ];
Note that you can omit bases<..> when using single inheritance.
If you don't specify that classes derive from each other, luabind will not be able to implicitly cast pointers between the types. If for example, you forget to tell that B derives from A and we have a function with the following signature:
void f(A*);
The following code will not run:
b = B() f(b) -- error, no function 'f' matches the arguments (B)
Because luabind doesn't know that a B* can be cast to an A*.
When you register a class you can tell luabind that all instances of that class should be held by some kind of smart pointer (boost::shared_ptr for instance). You do this by giving the holder type as an extra template-parameter to the class_ your constructing, like this:
module(L) [ class_<A, boost::shared_ptr<A> >("A"); ];
You also have to supply two functions for your smart pointer. One that returns the type of const version of the smart pointer type (boost::shared_ptr<const A> in this case). And one function that extracts the raw pointer from the smart pointer. The first function is needed because luabind has to allow the non-const -> conversion when passing values from lua to C++. The second function is needed when lua calls member functions on held types, the this pointer must be a raw pointer, it is also needed to allow the smart_pointer -> raw_pointer conversion from lua to C++. They look like this:
namespace luabind { template<class T> T* get_pointer(boost::shared_ptr<T>& p) { return p.get(); } template<class A> boost::shared_ptr<const A>* get_const_holder(boost::shared_ptr<A>*) { return 0; } }
The conversion that works are (given that B is a base class of A):
from lua to C++ |
|
| holder_type<A> | A* |
| holder_type<A> | B* |
| holder_type<A> | const A* |
| holder_type<A> | const B* |
| holder_type<A> | holder_type<A> |
| holder_type<A> | holder_type<const A> |
| holder_type<const A> | const A* |
| holder_type<const A> | const B* |
| holder_type<const A> | holder_type<const A> |
from C++ to lua |
|
| holder_type<A> | holder_type<A> |
| holder_type<const A> | holder_type<const A> |
| const holder_type<A>& | holder_type<A> |
| const holder_type<const A>& | holder_type<const A> |
When using a holder type, it can be useful to know if the pointer is valid. For example when using std::auto_ptr, the holder will be invalidated when passed as a parameter to a function. For this purpose there is a member of all object instances in luabind: __ok.
struct test {}; void f(std::auto_ptr<test>); module(L) [ class_<test>("test") .def(constructor<>()), def("f", &f) ]; a = test() f(a) print a.__ok -- prints false
Since functions have to be able to take lua values (of variable type) we need a wrapper around them. This wrapper is called luabind::object. If the function you register takes an object, it will match any lua value. To use it, you need to include <luabind/object.hpp>.  */ };
When you have a lua object, you can assign it a new value with the assignment operator (=). When you do this, the default_policy will be used to make the conversion from C++ value to lua. If your luabind::object is a table you can access its members through the operator[] or the iterators. The value returned from the operator[] is a proxy object that can be used both for reading and writing values into the table (using operator=). Note that it is impossible to know if a lua value is indexable or not (lua_gettable doesn't fail, it succeeds or crashes). This means that if you're trying to index something that cannot be indexed, you're on your own. Lua will call its panic() function (you can define your own panic function using lua_setpanicf). The at() and raw_at() functions returns the value at the given table position (like operator[] but only for reading).
The ordinary object::iterator uses lua_gettable to extract the values from the table, the standard way that will invoke metamethods if any. The object::raw_iterator uses lua_rawget and object::array_iterator uses lua_rawgeti. The latter will only iterate over numberical keys starting at 1 and continue until the first nil value.
The lua_state() function returns the lua state where this object is stored. If you want to manipulate the object with lua functions directly you can push it onto the lua stack by calling pushvalue(). And set the object's value by calling set(), which will pop the top value from the lua stack and assign it to the object.
The operator== will run lua_equal() on the operands and return its result.
The int type() member function will return the lua type of the object. It will return the same values as lua_type().
The is_valid function tells you whether the object has been initialized or not. When created with its default constructor, objects are invalid. To make an object valid, you can assign it a value. If you want to invalidate an object you can simply assign it an invalid object.
The operator bool() isn't really an implicit cast to bool, but an implicit cast to a member pointer, since member pointers don't have any arithmetic operators on them (which can cause hard to find errors). The functionality of the cast-operator is equivalent to is_valid(). This means that:
object o; // ... if (o.is_valid()) { // ... }
is equivalent to:
object o; // ... if (o) { // ... }
The application operator will call the value as if it was a function. You can give it any number of parameters (currently the default_policy will be used for the conversion). The returned object refers to the return value (currently only one return value is supported). This operator may throw luabind::error if the function call fails. If you want to specify policies to your function call, you can use index-operator (operator[]) on the function call, and give the policies within the [ and ]. Like this:
my_function_object(2, 8, new my_complex_structure(6)) [ adopt(_3) ];
This tells luabind to make lua adopt the ownership and responsibility for the pointer passed in to the lua-function.
It's important that all instances of object have been destructed by the time the lua state is closed. The object will keep a pointer to the lua state and release its lua object in its destructor.
Here's an example of how a function can use a table.
void my_function(const object& table) { if (table.type() == LUA_TTABLE) { table["time"] = std::clock(); table["name"] = std::rand() < 500 ? "unusual" : "usual"; std::cout << object_cast<std::string>(table[5]) << "\n"; } }
If you take a luabind::object as a parameter to a function, any lua value will match that parameter. That's why we have to make sure it's a table before we index into it.
The iterators, that are returned by the begin() and end() (and their variants) are (almost) models of the ForwardIterator concept. The exceptions are that operator-> and post increment doesn't exist on them.
They look like this:
class object::iterator { iterator(); iterator(const iterator&); iterator& operator++(); bool operator!=(const iterator&) const; iterator& operator=(const iterator&); object key() const; implementation-defined operator*(); };
The implementation defined return value from the dereference operator is a proxy object that can be used as if it was an object, it can also be used to assign the specific table entry with a new value. If you want to assign a value to an entry pointed to by an iterator, just use the assignment operator on the dereferenced iterator:
*iter = 5;
The key() member returns the key used by the iterator when indexing the associated lua table.
There are a couple of functions related to objects and tables.
The object_cast function casts the value of an object to a C++ value. You can supply a policy to handle the conversion from lua to C++. If the cast cannot be made a cast_failed exception will be thrown. If you have defined LUABIND_NO_ERROR_CHECKING (see configuration) no checking will occur, and if the cast is invalid the application may very well crash. The nothrow versions will return an uninitialized boost::optional<T> object, to indicate that the cast could not be performed.
These functions return the global environment table and the registry table respectively.
This function creates a new table and returns an object to it.
The functor class is similar to object, with the exception that it can only be used to store functions. If you take it as a parameter, it will only match functions.
To use it you need to include its header:
#include <luabind/functor.hpp>
It takes one template parameter, the return value of the lua function it represents. Currently the functor can have at most one return value (unlike lua functions). It has the following synopsis:
template<class Ret> class functor { public: functor(lua_State*, const char* name); functor(const functor&); ~functor(); bool is_valid() const; operator bool() const; lua_State* lua_state() const; void pushvalue() const; bool operator==(const functor<Ret>&); bool operator!=(const functor<Ret>&); <implementation-defined> operator()() const; template<class A0> <implementation-defined> operator()(const A0&) const; template<class A0, class A1> <implementation-defined> operator()(const A0&, const A1&) const; /* ... */ };
The application operator takes any parameters. The parameters are converted into lua and the function is called. The return value will act as if it was the type Ret, with the exception that you can use the return value to give policies to the call. You do this the same way as you do with objects, using the operator[], and giving the policies inside the brackets.
The is_valid() function works just like the one on object, it tells you if the functor has been assigned with a valid lua function. The operator bool() is an alias for this member function and also works just as the one found in object.
For example, if you have the following lua function:
function f(a, b) return a + b end
You can expose it to C++ like this:
functor<int> f(L, "f"); std::cout << f(3, 5) << "\n";
This will print out the sum of 3 and 5. Note that you can pass any parameters to the application operator of luabind::functor, this is because lua doesn't have signatures for its functions. All lua functions take any number of parameters of any type.
If we have a C++ function that takes a luabind::functor and registers it, it will accept lua functions passed to it. This enables us to expose APIs that requires you to register callbacks. For example, if your C++ API looks like this:
void set_callback(void(*)(int, int));
object o; // ... if (o.is_valid()) { // ... }
And you want to expose it to lua, you have to wrap the call to the lua function inside a real C++ function, like this:
functor<void> lua_callback; void callback_wrapper(int a, int b) { lua_callback(a, b); } void set_callback_wrapper(const functor<void>& f) { lua_callback = f; set_callback(&callback_wrapper); }
And then register set_callback_wrapper instead of registering set_callback. This will have the effect that when one tries to register the callback from lua, your set_callback_wrapper will be called instead and first set the lua functor to the given function. It will then call the real set_callback with the callback_wrapper. The callback_wrapper will be called whenever the callback should be called, and it will simply call the lua function that we registered.
You can also use object_cast to cast an object to a functor.
In addition to binding C++ functions and classes with lua, luabind also provide an oo-system in lua.
class 'lua_testclass' function lua_testclass:__init(name) self.name = name end function lua_testclass:print() print(self.name) end a = lua_testclass('example') a:print()
Inheritance can be used between lua-classes:
class 'derived' (lua_testclass) function derived:__init() super('derived name') end function derived:print() print('Derived:print() -> ') lua_testclass.print(self) end
Here the super keyword is used in the constructor to initialize the base class. The user is required to call super first in the constructor.
As you can see in this example, you can call the base class' member functions. You can find all member functions in the base class, but you will have to give the this-pointer (self) as first argument.
It is also possible to derive lua classes from C++ classes, and override virtual functions with lua functions. To do this we have to create a wrapper class for our C++ base class. This is the class that will hold the lua object when we instantiate a lua class.
The wrapper class has to provide the same constructors as the base class, with the addition of one extra parameter: luabind::object. This is the reference to the lua object that should be held by the wrapper, and should be stored in a member variable as done in the sample below.
class base class { public: baseclass(const char* s) { std::cout << s << "\n"; } virtual void f(int a) { std::cout << "f(" << a << ")\n"; } }; struct baseclass_wrapper: baseclass { luabind::object m_l; baseclass_wrapper(luabind::object l, const char* s): baseclass(s), m_l(l) {} virtual void f(int a) { call_member<void>(m_l, "f", a); } static void f_static(baseclass* ptr, int a) { return ptr->baseclass::f(a); } };
module(L) [ class_<baseclass, baseclass_wrapper>("baseclass") .def(constructor<const char*>()) .def("f", &baseclass_wrapper::f_static) ];
Note that if you have both base classes and a base class wrapper, you must give both bases and the base class wrapper type as template parameter to class_. The order in which you specify them is not important.
If we didn't have a class wrapper, it would not be possible to pass a lua class back to C++. Since the entry points of the virtual functions would still point to the C++ base class, and not to the functions defined in lua. That's why we need one function that calls the base class' real function (used if the lua class doesn't redefine it) and one virtual function that dispatches the call into luabind, to allow it to select if a lua function should be called, or if the original function should be called. If you don't intend to derive from a C++ class, or if it doesn't have any virtual member functions, you can register it without a class wrapper.
You don't need to have a class wrapper in order to derive from a class, but if it has virtual functions you may have silent errors. The rule of thumb is: If your class has virtual functions, create a wrapper type, if it doesn't don't create a wrapper type.
You can overload most operators in lua for your classes. You do this by simply declaring a member function with the same name as an operator (the name of the metamethods in lua). The operators you can overload are:
__tostring isn't really an operator, but it's the metamethod that is called by the standard library's tostring() function. There's one strange behavior regarding binary operators. You are not guaranteed that the self pointer you get actually refers to an instance of your class. This is because lua doesn't distinguish the two cases where you get the other operand as left hand value or right hand value. Consider the following examples:
class 'my_class' function my_class:__init(v) self.val = v end function my_class:__sub(v) return my_class(self.val - v.val) end function my_class:__tostring() return self.val end
This will work well as long as you only subtracts instances of my_class with each other. But If you want to be able to subtract ordinary numbers from your class too, you have to manually check the type of both operands, including the self object.
function my_class:__sub(v) if (type(self) == 'number') then return my_class(self - v.val) elseif (type(v) == 'number') then return my_class(self.val - v) else -- assume both operands are instances of my_class return my_class(self.val - v.val) end end
The reason why __sub is used as an example is because subtraction is not commutative (the order of the operands matter). That's why luabind cannot change order of the operands to make the self reference always refer to the actual class instance.
If you have two different lua classes with an overloaded operator, the operator of the right hand side type will be called. If the other operand is a C++ class with the same operator overloaded, it will be prioritized over the lua class' operator. If none of the C++ overloads matches, the lua class' operator will be called.
If an object needs to perform actions when it's collected we provide a __finalize function that can be overridden in lua-classes. The __finalize functions will be called on all classes in the inheritance chain, starting with the most derived type.
... function lua_testclass:__finalize() -- called when the an object is collected end
If any of the functions you register throws an exception when called, that exception will be caught by luabind and converted to an error string and lua_error will be invoked. If the exception is a std::exception or a const char* the string that is pushed on the lua stack, as error message, will be the what() or the string itself respectively. If the exception is unknown, a generic string saying that the function threw an exception will be pushed.
Exceptions thrown from user defined functions have to be caught by luabind. If they weren't they would be thrown through lua itself, which is usually compiled as C code and doesn't support the stack-unwinding that exceptions imply.
Any function that invokes lua code may throw luabind::error. This exception means that a lua run-time error occurred. The error message is found on top of the lua stack. The reason why the exception doesn't contain the error string itself is because it would then require heap allocation which may fail. If an exception class throws an exception while it is being thrown itself, the application will be terminated.
Error's synopsis is:
class error: std::exception { public: error(lua_State*); lua_State* state() const throw(); virtual const char* what() const throw(); };
The state function returns a pointer to the lua state in which the error was thrown. This pointer may be invalid if you catch this exception after the lua state is destructed. If the lua state is valid you can use it to retrieve the error message from the top of the lua stack.
An example of where the lua state pointer may point to an invalid state follows:
struct lua_state { lua_state(lua_State* L): m_L(L) {} ~lua_state() { lua_close(m_L); } operator lua_State*() { return m_L; } lua_State* m_L; }; int main() { try { lua_state L = lua_open(); /* ... */ } catch(luabind::error& e) { lua_State* L = e.state(); // L will now point to the destructed // lua state and be invalid /* ... */ } }
There's another exception that luabind may throw. luabind::cast_failed, this exception is thrown from call_function, call_member or when functor is invoked. It means that the return value from the lua function couldn't be converted to a C++ value. It is also thrown from object_cast if the cast cannot be made.
The synopsis for luabind::cast_failed is:
class cast_failed: std::exception { public: cast_failed(lua_State*); lua_State* state() const throw(); LUABIND_TYPE_INFO info() const throw(); virtual const char* what() const throw(); };
Again, the state member function returns a pointer to the lua state where the error occurred. See the example above to see where this pointer may be invalid.
The info member function returns the user defined LUABIND_TYPE_INFO, which defaults to a const std::type_info*. This type info describes the type that we tried to cast a lua value to.
If you have defined LUABIND_NO_EXCEPTIONS none of these exceptions will be thrown, instead you can set two callback functions that are called instead. These two functions are only defined if LUABIND_NO_EXCEPTIONS are defined.
The function you set will be called when a runtime-error occur in lua code. You can find an error message on top of the lua stack. This function is not expected to return, if it does luabind will call std::terminate().
The function you set is called instead of throwing cast_failed. This function is not expected to return, if it does luabind will call std::terminate().
Sometimes it is necessary to control how luabind passes arguments and return value, to do this we have policies. These are the policies that can be used:
This will make a copy of the parameter. This is the default behavior when passing parameters by-value. Note that this can only be used when passing from C++ to lua. This policy requires that the parameter type has a copy constructor.
To use this policy you need to include <luabind/copy_policy.hpp>.
This will transfer ownership of the parameter.
Consider making a factory function in C++ and exposing it to lua:
base* create_base() { return new base(); }
module(L) [ def("create_base", create_base) ];
Here we need to make sure lua understands that it should adopt the pointer returned by the factory-function. This can be done using the adopt-policy.
module(L) [ def(L, "create_base", adopt(return_value)) ];
To specify multiple policies we just separate them with '+'.
base* set_and_get_new(base* ptr) { base_ptrs.push_back(ptr); return new base(); }
module(L) [ def(L, "set_and_get_new", &set_and_get_new, adopt(return_value) + adopt(_1)) ];
When lua adopts a pointer, it will call delete on it. This means that it cannot adopt pointers allocated with another allocator than new (no malloc for example).
To use this policy you need to include <luabind/adopt_policy.hpp>.
The dependency policy is used to create life-time dependencies between values. Consider the following example:
struct A { B m_member; const B& get_member() { return m_member; } };
When wrapping this class, we would do something like:
module(L) [ class_<A>("A") .def(constructor<>()) .def("get_member", &A::get_member) ];
However, since the return value of get_member is a reference to a member of A, this will create some life-time issues. For example:
a = A() b = a:get_member() -- b points to a member of a a = nil collectgarbage(0) -- since there are no references left to a, it is removed -- at this point, b is pointing into a removed object
When using the dependency-policy, it is possible to tell luabind to tie the lifetime of one object to another, like this:
module(L) [ class_<A>("A") .def(constructor<>()) .def("get_member", &A::get_member, dependency(result, self)) ];
This will create a dependency between the return-value of the function, and the self-object. This means that the self-object will be kept alive as long as the result is still alive.
a = A() b = a:get_member() -- b points to a member of a a = nil collectgarbage(0) -- a is dependent on b, so it isn't removed b = nil collectgarbage(0) -- all dependencies to a gone, a is removed
To use this policy you need to include <luabind/dependency_policy.hpp>.
It is very common to return references to arguments or the this-pointer to allow for chaining in C++.
struct A { float m_val; A& set(float v) { m_val = v; return *this; } };
When luabind generates code for this, it will create a new object for the return-value, pointing to the self-object. This isn't a problem, but could be a bit inefficient. When using the return_reference_to-policy we have the ability to tell luabind that the return-value is already on the lua stack.
module(L) [ class_<A>("A") .def(constructor<>()) .def("set", &A::set, return_reference_to(self)) ];
Instead of creating a new object, luabind will just copy the object that is already on the stack.
NOTE! This policy ignores all type information and should be used only it situations where the parameter type is a perfect match to the return-type (such as in the example).
To use this policy you need to include <luabind/return_reference_to_policy.hpp>.
This policy makes it possible to wrap functions that take non const references as its parameters with the intention to write return values to them.
void f(float& val) { val = val + 10.f; }or
void f(float* val) { *val = *val + 10.f; }
Can be wrapped by doing:
module(L) [ def("f", &f, out_value(_1)) ];
When invoking this function from lua it will return the value assigned to its parameter.
a = f(10) -- a is now 20
When this policy is used in conjunction with user define types we often need to do ownership transfers.
struct A { }; void f(A*& obj) { obj = new A(); } or void f(A** obj) { *obj = new A(); }
Here we need to make sure luabind takes control over object returned, for this we use the adopt policy
module(L) [ class_<A>("A"), def("f", &f, out_value(_1, adopt(_2))) ];
Here we are using adopt as an internal policy to out_value. The index specified, _2, means adopt will be used to convert the value back to lua. Using _1 means the policy will be used when converting from lua to C++.
To use this policy you need to include <luabind/out_value_policy.hpp>.
This policy works in exactly the same way as out_value, except that it replaces the parameters with default-constructed objects.
void get(float& x, float& y) { x = 3.f; y = 4.f; }
module(L) [ def("get", &get, pure_out_value(_1) + pure_out_value(_2)) ];
x,y = get() print(x,y) -- prints '3 4'
Like out_value, it is possible to specify an internal policy used then converting the values back to lua.
void get(test_class*& obj) { obj = new test_class(); }
module(L) [ def("get", &get, pure_out_value(_1, adopt(_1))) ];
This is a very simple policy which makes it possible to throw away the value returned by a C++ function, instead of converting it to lua. This example makes sure the this reference never gets converted to lua
struct simple { simple& set_name(const std::string& n) { name = n; return *this; } std::string name; };
module(L) [ class_<simple>("simple") .def("set_name", &simple::set_name, discard_result) ];
To use this policy you need to include <luabind/discard_result.hpp>.
This policy converts an STL container to a generator function that can be used in lua to iterate over the container. It works on any container that defines begin() and end() member functions (they have to return iterators). It can be used like this:
struct A { std::vector<std::string> names; };
module(L) [ class_<A>("A") .def_readwrite("names", &A::names, return_stl_iterator) ];
The lua code to iterate over the container:
a = A() for name in a.names do print(name) end
To use this policy you need to include <luabind/iterator_policy.hpp>
This policy will cause the function to always yield the current thread when returning. See the lua manual for restrictions on yield.
module(L) [ def("f", &f, yield) ];
The policies don't have a stable API yet. See the examples directory.
The policies don't have a stable API yet. See the examples directory.
There are a number of configuration options available when building luabind. It is very important that your project has the exact same conmfiguration options as the ones given when the library was build! The exceptions are the LUABIND_MAX_ARITY and LUABIND_MAX_BASES which are template-based options and only matters when you use the library (which means they can differ from the settings of the library).
The default settings can be found in luabind/config.hpp they will be used if no other settings are given.
If you want to change the settings of the library, you can modify the config-file. It is included and used by all make-files. You can change paths to lua and boost in there as well.
Controls the maximum arity of functions that are registered with luabind. You can't register functions that takes more parameters than the number this macro is set to. It defaults to 5, so, if your functions have greater arity you have to redefine it. A high limit will increase compilation time.
Controls the maximum number of classes one class can derive from in luabind (the number of classes specified within bases<>). LUABIND_MAX_BASES defaults to 4. A high limit will increase compilation time.
If this macro is defined, all the lua code is expected only to make legal calls. If illegal function calls are made (e.g. giving parameters that doesn't match the function signature) they will not be detected by luabind and the application will probably crash. Error checking could be disabled when shipping a release build (given that no end-user has access to write custom lua code). Note that function parameter matching will be done if a function is overloaded, since otherwise it's impossible to know which one was called. Functions will still be able to throw exceptions when error checking is disabled.
Functions will still be able to throw exceptions, they will be caught by luabind and propagated with lua_error().
If this macro is defined, luabind will expect that all strings given to the def() methods are static constant strings (given as string constants for example). luabind will not copy the strings if you enable this setting, but just keep the char pointers. This may be especially useful for embedded systems or consoles where heap allocations should be minimized.
This define will disable all usage of try, catch and throw in luabind. This will in many cases disable run-time errors, when performing invalid casts or calling lua-functions that fails or returns values that cannot be converted by the given policy. luabind requires that no function called directly or indirectly by luabind throws an exception (throwing exceptions through lua has undefined behavior).
Where exceptions are the only way to get an error report from luabind, they will be replaced with calls to the callback functions set byt set_error_callback() and set_cast_failed_callback().
If you don't want to use the RTTI supplied by C++ you can supply your own type-info structure with the LUABIND_TYPE_INFO define. Your type-info structure must be copyable and must be able to compare itself against other type-info structures. You supply the compare function through the LUABIND_TYPE_INFO_EQUAL() define. It should compare the two type-info structures it is given and return true if they represent the same type and false otherwise. You also have to supply a function to generate your type-info structure. You do this through the LUABIND_TYPEID() define. It should return your type-info structure and it takes a type as its parameter. That is, a compile time parameter. LUABIND_INVALID_TYPE_INFO macro should be defined to an invalid type. No other type should be able to produce this type info. To use it you probably have to make a traits class with specializations for all classes that you have type-info for. Like this:
class A; class B; class C; template<class T> struct typeinfo_trait; template<> struct typeinfo_trait<A> { enum { type_id = 0 }; }; template<> struct typeinfo_trait<B> { enum { type_id = 1 }; }; template<> struct typeinfo_trait<C> { enum { type_id = 2 }; };
If you have set up your own RTTI system like this (by using integers to identify types) you can have luabind use it with the following defines
#define LUABIND_TYPE_INFO int #define LUABIND_TYPE_INFO_EQUAL(i1, i2) i1 == i2 #define LUABIND_TYPEID(t) typeinfo_trait<t>::type_id #define LUABIND_INVALID_TYPE_INFO -1
The default behavior, if you don't define any of these three, is to use the built-in RTTI support in C++.
#define LUABIND_TYPE_INFO const std::type_info* #define LUABIND_TYPEID(t) &typeid(t) #define LUABIND_TYPE_INFO_EQUAL(i1, i2) *i1 == *i2 #define LUABIND_INVALID_TYPE_INFO &typeid(detail::null_type)
currently the type given through LUABIND_TYPE_INFO must be less-than comparable!
This define will disable all asserts and should be defined in a release build.
The classes and objects are implemented as user data in lua. To make sure that the user data really is the internal structure it is supposed to be, we tag their metatables. A user data who's metatable contains a boolean member named "__luabind_classrep" is expected to be a class exported by luabind. A user data who's metatable contains a boolean member named "__luabind_class" is expected to be an instantiation of a luabind class.
This means that if you make your own user data and tags its metatable with the exact same names, you can very easily fool luabind and crash the application.
In the lua registry, luabind keeps an entry called "__luabind_classes" and "__luabind_free_functions". These should not be removed or overwritten.
In the global table, a variable called super is used every time a constructor in a lua-class is called. This is to make it easy for that constructor to call its base class' constructor. So, if you have a global variable named super it may very well be overwritten. This is probably not the best solution, and this restriction may very well be removed in the future.
Inside the luabind namespace, there's another namespace called detail. This namespace contains non-public classes and are not supposed to be used directly.
There is no data member named <attribute-name> in the class <class-name>, or there's no setter-method registered on that property name. See the properties section.
The class' constructor or member function threw an unknown exception. Known exceptions are const char*, std::exception. See the exceptions section.
No function/operator with the given name takes the parameters you gave it. You have either misspelled the function name, or given it incorrect parameters. This error is followed by a list of possible candidate functions to help you figure out what parameter has the wrong type. If the candidate list is empty there's no function at all with that name. See the signature matching section.
This means that the function/operator you are trying to call has at least one other overload that matches the arguments just as good as the first overload.
You are trying to derive a lua class from a C++ class that doesn't have a wrapped type. You have to give your C++ class a wrapped type when you register it with lua. See the deriving in lua section.
The attribute you are trying to set is registered as read only. If you want it to be writeable you have to change your class registration and use def_readwrite() instead of def_readonly().  See the properties section.
You will get this error message if you are trying to access an enum that doesn't exist. Read about how to declare enums.
You have written a malformed class definition in lua. The format is: class '<class-name>' [<base-class>]. If you don't want to derive from a base class, you have to break the line directly after the class declaration.
You have written a malformed class definition in lua. The class function expects a string as argument. That string is the name of the lua class to define.
If you're having problem with functions that cannot be converted from 'void (__stdcall *)(int,int)' to 'void (__cdecl *)(int,int)'. You can change the project settings to make the compiler generate functions with __cdecl calling conventions. This is a problem in developer studio.
You cannot register a function with ellipses in its signature. Since ellipses don't preserve type safety, those should be avoided anyway.
If you, in visual studio, get fatal error C1204: compiler limit : internal structure overflow. You should try to split that compilation unit up in smaller ones.
Visual Studio doesn't like anonymous namespaces in its precompiled headers. If you encounter this problem you can disable precompiled headers for the compilation unit (cpp-file) that uses luabind.
In visual studio you will probably hit this error. To fix it you have to increase the internal heap with a command-line option. We managed to compile the test suit with /Zm300, but you may need a larger heap then that.
It seems that this error occurs when too many assert() are used in a program, or more specifically, the __LINE__ macro. It seems to be fixed by changing /ZI (Program database for edit and continue) to /Zi (Program database).
If you're compiling in debug mode, you will probably have a lot of debug-info and symbols (luabind consists of a lot of functions). Also, if built in debug mode, no optimizations were applied, luabind relies on that the compiler is able to inline functions. If you built in release mode, try running strip on your executable to remove export-symbols, this will trim down the size.
Our tests suggests that cygwin's gcc produces much bigger executables compared to gcc on other platforms and other compilers.
Yes you can, but you can only register explicit instantiations of the class. Because there's no lua counterpart to C++ templates. For example, you can register an explicit instantiation of std::vector like this:
module(L) [ class_<std::vector<int> >("vector") .def(constructor<int>) .def("push_back", &std::vector<int>::push_back) ];
Note that the space between the two > is required by C++.
No, the destructor of a class is always called by luabind when an object is collected. Note that lua has to own the object to collect it. If you pass it to C++ and gives up ownership (with adopt policy) it will no longer be owned by lua, and not collected.
If you have a class hierarchy, you should make the destructor virtual if you want to be sure that the correct destructor is called (this apply to C++ in general).
VC6.5 chokes on warnings, if you are getting alot of warnings from your code try suppressing them with a pragma directive, this should solve the problem.
This library was written by Daniel Wallin and Arvid Norberg. © Copyright 2003. All rights reserved.
This library was inspired by Dave Abrahams' Boost.Python library which can be found in the boost library.


http://www.fuzzysecurity.com/tutorials/16.html
https://blogs.technet.microsoft.com/markrussinovich/2006/05/01/the-power-in-power-users/
http://www.greyhathacker.net/?p=738
https://toshellandback.com/2015/11/24/ms-priv-esc/
https://toshellandback.com/2015/08/30/gpp/
https://toshellandback.com/2015/09/30/anti-virus/
https://www.veil-framework.com/category/veil-framework/
http://securityxploded.com/networkpasswordsecrets.php#Recover_Domain_Network_Passwords
http://www.nirsoft.net/articles/saved_password_location.html
http://pentestmonkey.net/tools/windows-privesc-check
https://blog.gdssecurity.com/labs/2014/7/11/introducing-windows-exploit-suggester.html
https://pentest.blog/windows-privilege-escalation-methods-for-pentesters/
http://www.oissg.org/issaf
http://www.exumbraops.com/
http://www.exumbraops.com/penetration-testing-102-windows-privilege-escalation-cheatsheet/
https://github.com/PowerShellMafia/PowerSploit
http://www.blackhillsinfosec.com/?p=5824
https://www.commonexploits.com/unquoted-service-paths/
https://bitrot.sh/cheatsheet/06-12-2017-dns-recon-cheatsheet/
https://blog.g0tmi1k.com/2011/08/basic-linux-privilege-escalation/
https://www.lanmaster53.com/2011/05/7-linux-shells-using-built-in-tools/
http://www.thegeekstuff.com/2011/08/linux-var-log-files/
https://github.com/PenturaLabs/Linux_Exploit_Suggester
https://github.com/mzet-/linux-exploit-suggester
https://www.offensive-security.com/metasploit-unleashed/exploit-development/
http://netsec.ws/?p=331
https://www.cheatography.com/fred/cheat-sheets/file-transfers/
https://blog.ropnop.com/transferring-files-from-kali-to-windows/
https://pen-testing.sans.org/blog/2013/07/24/plundering-windows-account-info-via-authenticated-smb-sessions
https://github.com/mubix/post-exploitation-wiki
https://www.sans.org/reading-room/whitepapers/testing/tunneling-pivoting-web-application-penetration-testing-36117
https://pentest.blog/explore-hidden-networks-with-double-pivoting/
https://www.corelan.be/index.php/articles/
https://www.sans.org/reading-room/whitepapers/testing/pass-the-hash-attacks-tools-mitigation-33283
https://www.sans.org/reading-room/whitepapers/testing/crack-pass-hash-33219
https://www.coresecurity.com/grid/index-open-source-tools
http://www.spy-hunter.com/Database_Pen_Testing_ISSA_March_25_V2.pdf
https://perishablepress.com/stupid-htaccess-tricks/
https://github.com/kurobeats/pentest-bookmarks/blob/master/BookmarksList.md
https://attackerkb.com
https://pentest.blog/art-of-anti-detection-1-introduction-to-av-detection-techniques/
https://pentest.blog/art-of-anti-detection-2-pe-backdoor-manufacturing/
http://www.carnal0wnage.com/papers/Derbycon2011_The_Dirty_Little_Secrets_Gates_Fuller.pdf
http://www.infosecwriters.com/hhworld/hh8/csstut.htm
http://www.technicalinfo.net/papers/CSS.html


Plateform Assignment
Indian Railway Wishes You A Happy And A Safe Journey.
.
Plateform Locations
Plateform Number:
Arrival Time:
Departure Time:
Thank You for yor Cooperation!


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About
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Development
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Busybox Screenshot.Everybody loves to look at screenshots, so here is a live action screenshot of BusyBox. Also check out incredible Javascript x86 emulator by Fabrice Bellard with BusyBox running inside it. $ busybox
BusyBox v1.18.0 (2010-12-01 19:10:28 CET) multi-call binary.
Copyright (C) 1998-2009 Erik Andersen, Rob Landley, Denys Vlasenko
and others. Licensed under GPLv2.
See source distribution for full notice.
Usage: busybox [function] [arguments]...
or: busybox --list[-full]
or: function [arguments]...
BusyBox is a multi-call binary that combines many common Unix
utilities into a single executable. Most people will create a
link to busybox for each function they wish to use and BusyBox
will act like whatever it was invoked as.


--- layout: page permalink: /intldocs/ title: INTL Toolkit Documentation pygments: true ---
See also: INTL FAQ and How to purchase INTL.
The important thing is for VFP to find INTLs files as needed. Heres where to put your INTL files so they are available to your development environment:
| File | Location |
|---|---|
| GENMENUX.PRG | VFP root or the project root directory. |
| INTL.PRG | VFP root or the project root directory, or along SET PATH. |
| STRINGS.DBF STRINGS.FPT STRINGS.CDX |
Project root directory, or along SET PATH. |
| MSGSVC.DBF MSGSVC.FPT MSGSVC.CDX |
VFP project root directory, or along SET PATH. |
In order to use INTL, your application must instantiate an INTL object. There are many ways to do this, the best being to add it to _SCREEN, like this:
*-- Anywhere, anytime: *-- Instantiate INTL in _SCREEN *-- or anywhere you like. SET PROCEDURE TO INTL ADDITIVE _SCREEN.AddObject( "oINTL", "INTL" )
Forms (and any other container) can be localized by passing it to the oINTL.Localize() method. Localize forms by passing their object references to the Localize() method of an INTL class object.
*-- Configure oINTL to another language _SCREEN.oINTL.SetLanguage( "French" ) *-- Instantiate a form. If the form calls INTL in *-- its INIT() method, then the form *-- appears in French... DO FORM MyForm Name MyForm *-- ...or you can localize the form on the fly. _SCREEN.oINTL.Localize( MyForm )
Place a call to oINTL in your Form.Init() hierarchy. To make your forms localize themselves automatically
call the oINTL.Localize()
method in your form class hierarchy. To do so, place the following code in the INIT()
method of your form class definition.
*-- Don't forget to call the ParentClass! DODEFAULT() IF TYPE( "_SCREEN.oINTL" ) == "O" _SCREEN.oINTL.Localize( This ) ENDIF
A GENMENUX driver is used to localize menus. To activate GENMENUX and its INTL.PRG driver, put the following lines in your CONFIG.FPW:
* Add these lines to CONFIG.FPW. *-- Configuring for INTL menus. _GENMENU=GENMENUX.PRG _MNXDRV2=INTL.PRG *-- End of configuration for INTL menus.
Some of these changes require a VFP restart.
This change will take effect the next time you start Visual FoxPro. To avoid restarting FoxPro at this time, issue the following command in the command window:
_GENMENU=HOME()+"GENMENUX.PRG"
This is all you need to change in your development environment to localize menus. Henceforth generate menus as usual.
Note: GENMENUX does not replace Visual FoxPro's native menu generator. Since GENMENUX calls GENMENU.PRG, your code is generated by Visual FoxPro as usual. The INTL Toolkit uses GENMENUX as a pre-processor. GENMENUX is a rich program. Please see the GENMENUX section in the Appendix.
The structure of STRINGS.DBF determines which languages you support. Use the SetLanguage()
method to change
INTLs language.
INTL comes with a table named STRINGS.DBF which contains a variety of fields, one of which is cOriginal, and it may contain other fields for different languages, for example cFrench, cGerman, cSpanish, and so on.
The languages you support is determined by the structure of the STRINGS.DBF table. To add a new language, just change the structure of STRINGS.DBF.
To change the current localization language, use the SetLanguage()
method. Say we want a form to be in
French. First set the language, then we localize the form:
_SCREEN.oINTL.SetLanguage( "French" ) _SCREEN.oINTL.Localize( _SCREEN.ActiveForm )
Nothing demos better than swapping the display language on the fly. To swap languages on the fly, which is
always a success in a demo ( do it even if it isn't required it's so easy ), create a mechanism in your
application to configure the INTL object with SetLanguage()
, as follows.
_SCREEN.oINTL.SetLanguage( "German" ) FOR i=1 TO ALEN( _SCREEN.Forms ) && Localize active forms _SCREEN.oINTL.Localize( _SCREEN.Forms[i] ) ENDFOR DO MAIN.MPR && Refresh the menu too!
To change your application's locale-based personality, I suggest you subclass INTL to work as you need. Here is an example of an INTL subclass that works for me in a variety of locales.
In this example, I've subclassed the INTL class to change all the locale-specific settings at one go. Subclassing INTL for your own needs is a great way to meet locale demands with a minimum of code and fuss.
DEFINE CLASS MyINTL AS INTL FUNCTION SetLocale( tcLocale ) IF EMPTY( tcLocale ) tcLocale=this.GetLocale() ENDIF IF DODEFAULT( @tcLocale ) DO CASE CASE PROPER( tcLocale )= "Usa" SET CURRENCY TO "$" SET CURRENCY LEFT SET POINT TO "." SET SEPARATOR TO "," SET DATE TO American SET MARK TO "/" this.SetConversion( "Usa", 1.33 ) this.SetLanguage( "USEnglish" ) CASE PROPER( tcLocale )= "France" SET CURRENCY TO " F" SET CURRENCY RIGHT SET POINT TO "," SET SEPARATOR TO "." SET DATE TO DMY SET MARK TO "/" this.SetConversion( "France", 0.28 ) this.SetLanguage( "French" ) CASE PROPER( tcLocale )= "Uk" SET CURRENCY TO "" SET CURRENCY LEFT SET POINT TO "," SET SEPARATOR TO "." SET DATE TO British SET MARK TO "/" this.SetConversion( "Uk", 2.05 ) this.SetLanguage( "BritEng" ) CASE PROPER( tcLocale )= "Germany" SET CURRENCY TO " DM" SET CURRENCY RIGHT SET POINT TO "," SET SEPARATOR TO "." SET DATE TO DMY SET MARK TO "/" this.SetConversion( "Germany", 0.28 ) this.SetLanguage( "German" ) ENDCASE ENDIF ENDDEFINE
I recommend making a main INTL object named _SCREEN.oINTL
. It's possible to have
several separate INTL objects co-exist together. Each INTL object is itself an amalgam of
other INTL objects called hooks or strategies. Your main INTL object is the master INTL
object in your environment, and whichever it happens to be, I assume here that it's called
_SCREEN.oINTL
.
Use the SetConfig( n )
method to configure your main INTL
object. You configure INTL with a _SCREEN.oINTL.SetConfig( n )
method, where n is a bitwise
integer value with the following interpretation:
| Value | Configuration Meaning |
|---|---|
|
1 2 4 8 16 32 |
Load the String strategy Load the Font strategy Load the Data strategy Load the Picture strategy Load the Currency strategy Load the Right-To-Left display strategy |
Configuration integers for the .SetConfig()
method for the various INTL classes.
Example: create an INTL object that localizes strings and fonts
*-- create an INTL object _SCREEN.AddObject( "oINTL", "INTL" ) *-- Load the strings and font strategies. _SCREEN.oINTL.SetConfig( 1+ 2 )
The operative language and locale of the main INTL object are configured with the
SetLanguage()
and SetLocale()
methods.
Strategies are bitwise configured. Configuring individual strategies is easy. Simply get a reference to the strategy, then configure it. Here are the configuration meanings for each configurable strategy.
| Strategy | Value | Localization |
|---|---|---|
| Data |
1 ( Default ) 2 4 8 16 |
BoundColumn ControlSource RowSource RecordSource InputMask |
| Font |
1 ( Default ) 2 ( Default ) |
Font and FontSize DynamicFont and
|
| Picture |
1 ( Default ) 2 4 ( Default ) 8 |
Picture DownPicture Icon DragIcon |
| Right to Left | 1 | All display objects are mirrored within their container. |
| Strings |
1 ( Default )
2 ( Default ) 4 ( Default ) |
Caption
ToolTipText StatusBarText |
Configuration integers for the SetConfig()
method for the various INTL classes.
To get a handle on a loaded strategy, use the ::GetStrategy() method. Thereafter, use
the handle's SetConfig()
method to configure the strategy.
Example: create an INTL object that localizes strings but not Tooltips. Use the
oINTL.GetStrategy() method to get an object reference, then use its SetConfig()
method to
configure it.
*-- create an INTL object _SCREEN.AddObject( "oINTL" "INTL" ) *-- Load the strings and font strategies. _SCREEN.oINTL.SetConfig( 3 ) *-- Configure Strings to NOT localize ToolTips LOCAL loTempHandle loTempHandle= _SCREEN.oINTL.GetStrategy( "String" ) *-- For the string strategy, the configuration *-- for Caption and StatusBarText is 5 loTempHandle.SetConfig( 1 + 4 )
Example: create an INTL object that localizes only strings and InputMasks.
*-- create an INTL object _SCREEN.AddObject( "oINTL","INTL" ) *-- Load the strings and data strategies. _SCREEN.oINTL.SetConfig( 5 ) *-- now modify the data strategy from its default. LOCAL oTemp oTemp= _SCREEN.oINTL.GetStrategy( "Data" ) *-- Input masks only. oTemp.SetConfig( 16 )
Interface strings are usually the first things that come to mind when we think of translating software. This table lists the configuration bits for INTL. These configuration bits decide which strategy is loaded. By default, only the String strategy is loaded, which is to say that strings are automatically localized by INTL by default.
| Class | Configuration bits | Localization |
|---|---|---|
|
INTL |
1 ( Default ) 2 4 8 16 32 |
String strategy loaded Font strategy loaded Data strategy loaded Picture strategy loaded Currency strategy loaded Right-to-Left loaded |
|
String Strategy |
1 ( Default ) 2 ( Default ) 3 ( Default ) |
Caption ToolTipText StatusBarText |
So activate the string strategy as follows:
*-- cINTLString is loaded by default. *-- So theres usually no need to do this _SCREEN.oINTL.SetStrategy( "String", "cINTLString" )
Another more cryptic way to load the String strategy is:
*-- Set configuration bit 2^0 "ON" _SCREEN.oINTL.SetConfing( BITSET( oINTL.GetConfing(),0))
So there are two ways to do it.
Strings can be localized by providing translations in STRINGS.DBF.
| cOriginal | cFrench |
|---|---|
| Yes | Oui |
| No | Non |
Configure the String Strategy with its SetConfig()
method. The INTL String strategy, like all strategies, is
bitwise-configured. You can control the string strategy object as follows:
Example: to disable font processing for the ToolTipText property:
*-- Get a handle on the string strategy: oString= _SCREEN.oINTL.GetStrategy( "String" )
*-- We want Caption ( 1 ) and StatusbarText ( 4 ) only oString.SetConfing( 5 )
Fonts can be locale-specific. Fonts like Arial, Times New Roman, MS Sans Serif might not be suitable in some languages. This matters; we may need a way to change fonts when we change locales.
The following table lists the configuration bits for the INTL object to load the Font strategy, and the configuration integers to configure the Font strategy:
| Class | Configuration bits | Localization |
|---|---|---|
| INTL |
1 ( Default ) 2 4 8 16 32 |
String strategy loaded
Font strategy loaded Data strategy loaded Picture strategy loaded Currency strategy loaded Right-to-Left loaded |
| Font Strategy |
1 ( Default ) 2 ( Default ) |
Font and FontSize DynamicFont and DynamicFontSize |
So activate the font strategy as follows:
*-- cINTLFont is the Font strategy class. _SCREEN.oINTL.SetStrategy( "Font", "cINTLFont" )
Another more cryptic way to load the Font strategy is:
*-- Set configuration bit 2^1 "ON" _SCREEN.oINTL.SetConfing( BITSET( oINTL.GetConfing(),1))
So there are two ways to do it.
Fonts can be localized by providing translations in STRINGS.DBF. Font specifications are prefixed with the
identifier "((Font))"
, like for example:
| cOriginal | cRussian |
|---|---|
| ((Font))Courier New,10 | ((Font))Courier New Cyr,10 |
| ((Font))Arial,16 | ((Font))Arial Cyr,16 |
Configure the Font Strategy with its SetConfig()
method. The INTL Font strategy, like all strategies, is
bitwise-configured. You can control the font strategy object as follows:
Example: to disable font processing for DynamicFont
and DynamicFontSize
, which will slightly improve the
font strategy performance:
*-- Set Font localization on oINTL.SetConfing( BITSET( oINTL.GetConfing(), 1)) *-- Get a handle on the font strategy: oFont= _SCREEN.oINTL.GetStrategy( "Font" ) *-- We want Font and FontSize and to disable DynamicFont *-- and DynamicFontSize oFont.SetConfing( 1 )
Data can be locale-specific. Sometimes it is the data itself that needs to be localized. INTL allows you to present different fields for different locales. The Data strategy works just like the other strategies. The following table lists the configuration bits for the INTL object to load the Picture strategy, and the configuration integers to configure the Picture strategy.
| Class | Configuration bits | Localization |
|---|---|---|
| INTL |
1 ( Default ) 2 4 8 16 32 |
String strategy loaded Font strategy loaded Data strategy loaded Picture strategy loaded Currency strategy loaded Right-to-Left loaded |
| Data Strategy |
1 ( Default ) 2 4 8 16 |
BoundColumn ControlSource RowSource RecordSource InpuMask |
So activate the data strategy as follows:
*-- cINTLData is the Graphics strategy class. _SCREEN.oINTL.SetStrategy( "Data", "cINTLData" )
Another more cryptic way to load the Data strategy is:
*-- Set configuration bit 2^2 "ON" _SCREEN.oINTL.SetConfing( BITSET( oINTL.GetConfing(),2))
So there are two ways to do it.
Data elements can be localized by providing translations in STRINGS.DBF. Data specifications are prefixed
with the identifier "((Data))"
, like for example:
| COriginal | Crussian |
| ((Data))cEngDesc | ((Data))cRussianDesc |
Configure the Data Strategy with its SetConfig()
method. The INTL data strategy, like all strategies, is
bitwise-configured. You can control the picture strategy object as follows:
Example: Localize ControlSource properties.
*-- Set Data localization on *-- Set 2^2 "ON" oINTL.SetConfing( BITSET( oINTL.GetConfing(), 2)) *-- Get a handle on the font strategy: oData= _SCREEN.oINTL.GetStrategy( "Data" ) *-- We want ControlSource ( 2 ) *-- property localized. oPicture.SetConfing( 2 )
Images can be locale-specific. Some of the icons and images we use every day may not be appropriate in other locales. INTL provides a way to change the displayed images when we change locales. The Picture strategy works just like the other strategies. The following table lists the configuration bits for the INTL object to load the Picture strategy, and the configuration integers to configure the Picture strategy.
| Class | Configuration bits | Localization |
|---|---|---|
| INTL |
1 ( Default ) 2 4 8 16 |
String strategy loaded Font strategy loaded Data strategy loaded Picture strategy loaded Currency strategy loaded |
| Picture |
1 ( Default )
2 4 ( Default ) 8 |
Picture
DownPicture Icon DragIcon |
So activate the picture strategy as follows:
*-- cINTLPicture is the Graphics strategy class. _SCREEN.oINTL.SetStrategy( "Picture", "cINTLPicture" )
Another more cryptic way to load the Picture strategy is:
*-- Set configuration bit 2^3 "ON" _SCREEN.oINTL.SetConfing( BITSET( oINTL.GetConfing(),3))
So there are two ways to do it.
Images can be localized by providing translations in STRINGS.DBF. Picture specifications are prefixed with
the identifier "((Picture))"
, like for example:
| Coriginal | Crussian |
|---|---|
| ((Picture))Doctor.BMP | ((Picture))Doktor.BMP |
| ((Picture))Friend.BMP | ((Picture))Comrade.BMP |
Configure the Picture Strategy with its SetConfig()
method. The INTL picture strategy, like all strategies,
is bitwise-configured. You can control the picture strategy object as follows:
Example: Localize Picture, DownPicture, and Icon properties.
*-- Set Picture localization on *-- Set 2^3 "ON" oINTL.SetConfing( BITSET( oINTL.GetConfing(), 3)) *-- Get a handle on the font strategy: oPicture= _SCREEN.oINTL.GetStrategy( "Picture" ) *-- We want Picture (1), DownPicture(2) and Icon (4) *-- properties localized. 1+2+4= 7 oPicture.SetConfing( 7 )
INTL enables you to endow your application with a simple multi-currency capability. This architecture is flexible, and by subclassing the cINTLCurrency class you can probably implement almost any multi-currency scheme you need. At the heart of it all, the INTL Currency strategy works only on fields having a format property of "$".
Recall that INTL strategies are bitwise-configured according to the following table.
| Class ( with default ) | Value | Localization |
|---|---|---|
| INTL ( 1 ) |
1 2 4 8 16 32 |
String strategy loaded Font strategy loaded Data strategy loaded Picture strategy loaded Currency strategy loaded Right-To-Left loaded |
So activate the currency strategy as follows:
Use oINTL.SetConfig() or oINTL.SetStrategy() to load the Currency strategy.
oINTL= _SCREEN.oINTL oINTL.SetStratrgy( "Currency", "cINTLCurrency" )
An alternate ( and more cryptic ) way is to use INTL's SetConfig()
method to make INTL invoke the
currencystrategy as follows:
OINTL= _SCREEN.oINTL *-- Set bit 2^4 "ON" oINTL.SetConfing( BITSET( oINTL.GetConfing(), 4))
So there are two ways to do it.
The Curremcy strategy is not like the others. The INTL toolkit currency strategy is a little different from other strategies in three important respects:
The default exchange rate for all currencies is 1.00
With the cINTLCurrency class you assign currency conversion factors to different currencies. By default the conversion factor used by the Currency strategy is 1.00.
If you need time-dependent currency conversions, you can subclass class cINTLCurrency to do anything you need it to do, such as lookups.
Let's configure INTL for the following currencies: Canadian dollar, German Mark, and US dollar. Assume that our data is based in Canadian dollars.
oINTL.SetConversion() sets the exchange rate between the original and other locales.
Use SetLocale() to change the currency locale.
Localize as usual.
oINTL= _SCREEN.oINTL *-- Load the currency strategy *-- Set 2^4 "ON" oINTL.SetConfing( BITSET( oINTL.GetConfing(), 4)) *-- Define a few locales and currencies oINTL.SetConversion( "Canada", 1 ) oINTL.SetConversion( "Germany", 0.96 ) oINTL.SetConversion( "USA", 1.33 ) *-- Lets assume we want to see it in US dollars oINTL.SetLocale( "USA" ) *-- Localize the current form oINTL.Localize( _SCREEN.ActiveForm )
Most of the world does not read from left to right. Both the Oriental and Mid-Eastern writing systems read from right to left. INTL allows you to create applications whose interfaces can display from right to left.
Recall that INTL strategies are bitwise-configured according to the following table.
| Class ( with default ) | Value | Localization |
| INTL ( 1 ) |
1 2 4 8 16 32 |
String strategy loaded Font strategy loaded Data strategy loaded Picture strategy loaded Currency strategy loaded Right-To-Left loaded |
So activate the right-to-left strategy as follows:
Use oINTL.SetConfig()
or oINTL.SetStrategy()
to load the right-to-left strategy.
oINTL= _SCREEN.oINTL oINTL.SetStratrgy( "RightToLeft", "cINTLRightToLeft" )
An alternate ( and more cryptic ) way is to use INTL's SetConfig()
method to make INTL invoke the
right-to-left strategy as follows:
OINTL= _SCREEN.oINTL *-- Set bit 2^5 "ON" oINTL.SetConfing( BITSET( oINTL.GetConfing(), 5 ))
So there are two ways to do it. When the right-to-left strategy is loaded, all your UI elements will be repositioned relative to their UI containers. The object captions will read right-to-left if their rightToLeft properties are true, and if you are using a Middle Eastern or Oriental version of Windows.
Just like you can subclass an existing strategy, you can create your own strategy and use INTL to automatically invoke it. Just make your new strategy a subclass of the cINTLStrategy class ( so you'll have the properties and methods INTL expects ) and then run with it!
Just as in the case of subclassing an existing strategy, use the SetStrategy() method to load your strategy into INTL.
Three ways:
.F.
INTL ships with iterator and visitor classes designed to recur VFP structures and, among other things, load all the string interface elements into the STRINGS.DBF.
VFP report structures are not generated or compiled; they are bound into your application "as-is". Reports must therefore be transformed before the .APP or .EXE is created. INTL has tools to do this automatically.
The transformation process
turns your report labels into report expressions containing a call to INTL's I() function.
For example the report label "Name:"
becomes expression I( "Name:" )
.
For run time localization, you need to distribute the following files:
| File | Notes |
|---|---|
| I.PRG | For best performance, place this function in your first SET PROCEDURE file. |
| INTL.PRG | For best performance, SET PROCEDURE TO INTL Additive. |
| MSGSVC.DBF MSGSVC.FPT MSGSVC.CDX |
If you use MsgSvc() you will need to distribute these files. |
| MSGSVC.PRG | The message services library. |
| NOHOT.PRG | For best performance, place this function in your first SET PROCEDURE file. |
| STRINGS.DBF STRINGS.FPT STRINGS.CDX |
Youll need to distribute these too. |
For the STRINGS and MSGSVC tables and files, if you include them in your APP or EXE then they will, of course, be read-only.


{% extends "base.html" %} {# templates/transactions/tables2.html #} {% load render_table from django_tables2 %} {% load bootstrap3 %} {% load django_tables2 crispy_forms_tags %} {% block content %}
The Nairobi Coffee Exchange (NCE) is a central coffee auction where an estimated 80% of Kenya's coffee is traded. This page provides a summary of curated information that is prepared and disseminated by the NCE at the end of each auction on its website.
{% render_table table 'django_tables2/bootstrap.html' %} {% endblock %}


| Home | Libraries | People | FAQ | More |
This is an example of using a badly designed File
class. An instance of File
doesn't close a file in a destructor, a programmer is expected to call the
close
member function explicitly.
File passwd; try { passwd.open("/etc/passwd"); // ... passwd.close(); } catch(...) { log("could not get user info"); if(passwd.is_open()) passwd.close(); throw; }
Note the following:
passwd
object is defined
outside of the try
block because
this object is required inside the catch
block to close the file,
passwd
object is not
fully constructed until after the open
member function returns, and
passwd.close()
should not be called, hence the call to
passwd.is_open()
.
ScopeExit doesn't have any of these problems:
try { File passwd("/etc/passwd"); BOOST_SCOPE_EXIT( (&passwd) ) { passwd.close(); } BOOST_SCOPE_EXIT_END // ... } catch(...) { log("could not get user info"); throw; }
RAII
is absolutely perfect for the File
class introduced above. Use of a properly designed File
class would look like:
try { File passwd("/etc/passwd"); // ... } catch(...) { log("could not get user info"); throw; }
However, using RAII to build up a strong guarantee could introduce a lot of non-reusable RAII types. For example:
m_persons.push_back(person); pop_back_if_not_commit pop_back_if_not_commit_guard(commit, m_persons);
The pop_back_if_not_commit
class is either defined out of the scope or as a local class:
class pop_back_if_not_commit { bool m_commit; std::vector<Person>& m_vec; // ... ~pop_back_if_not_commit() { if(!m_commit) m_vec.pop_back(); } };
In some cases strong guarantee can be accomplished with standard utilities:
std::auto_ptr<Person> spSuperMan(new Superman); m_persons.push_back(spSuperMan.get()); spSuperMan.release(); // m_persons successfully took ownership.
or with specialized containers such as Boost Pointer Container Library or Boost Multi-Index Containers Library.
Imagine that you add a new currency rate:
bool commit = false; std::string currency("EUR"); double rate = 1.3326; std::map<std::string, double> rates; bool currency_rate_inserted = rates.insert(std::make_pair(currency, rate)).second;
and then continue a transaction. If it cannot be completed, you erase the currency
from rates
. This is how you
can do this with ScopeGuard
and Boost.Lambda:
using namespace boost::lambda; ON_BLOCK_EXIT( if_(currency_rate_inserted && !_1) [ bind( static_cast< std::map<std::string,double>::size_type (std::map<std::string,double>::*)(std::string const&) >(&std::map<std::string,double>::erase) , &rates , currency ) ] , boost::cref(commit) ); // ... commit = true;
Note that
if_
expression
refers to commit
variable
indirectly through the _1
placeholder,
if_[ ... ]
requires in-depth knowledge of Boost.Lambda
and debugging techniques.
This code will look much better with native lambda expressions proposed for C++0x:
ON_BLOCK_EXIT( [currency_rate_inserted, &commit, &rates, ¤cy]() -> void { if(currency_rate_inserted && !commit) rates.erase(currency); } );
With ScopeExit you can simply do
BOOST_SCOPE_EXIT( (currency_rate_inserted)(&commit)(&rates)(¤cy) ) { if(currency_rate_inserted && !commit) rates.erase(currency); } BOOST_SCOPE_EXIT_END // ... commit = true;
In future releases ScopeExit will take advantages of C++0x features.
BOOST_SCOPE_EXIT(currency_rate_inserted, &commit, &rates, ¤cy) { if(currency_rate_inserted && !commit) rates.erase(currency); } BOOST_SCOPE_EXIT_END
BOOST_SCOPE_EXIT_END
will
be replaced with a semicolon:
BOOST_SCOPE_EXIT(currency_rate_inserted, &commit, &rates, ¤cy) { if(currency_rate_inserted && !commit) rates.erase(currency); };
&
and =
:
BOOST_SCOPE_EXIT(&, currency_rate_inserted) { if(currency_rate_inserted && !commit) rates.erase(currency); };
this
pointer.
ScopeExit is similar to scope(exit) feature built into the D programming language.
A curious reader may notice that the library doesn't implement scope(success)
and scope(failure)
of the D
language. Unfortunately, it's not possible in C++ because failure or success
condition cannot be determined by calling std::uncaught_exception
.
It's not a big problem, though. These two constructs can be expressed in terms
of scope(exit)
and a bool commit
variable as explained in Tutorial.
Refer to Guru of the Week #47
for more details about std::uncaught_exception
and if it has any good use at all.


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Out of Sight A film review by Marty Mapes Copyright 1998 Marty Mapes
**1/2 (out of 4) Too often, a movie with lots of momentum loses it all at a crucial scene. It happened in this film when a character accidentally killed himself. The movie seemed to play up this gruesome scene as comedy, and my audience laughed at it. The pressure to find this scene funny was awkward and disquieting, and it made me respect the film much less.
But I was talking about momentum.
This movie has a lot going for it. For one, the story was written by Elmore Leonard, whose offbeat crime dramas inevitably make for good movies. GET SHORTY, JACKIE BROWN, and now OUT OF SIGHT make an interesting trio of capers.
The style and look of the movie held together nicely. The simplified four-color poster for the movie tells us to expect a late sixties/early seventies action movie, and that's what the movie delivers. It captured the feel of those great cops-and-robbers TV shows without parodying them, and without setting the movie in that era. The music, the sideburns, the liberal use of freeze frames and quick zooms add to the overall impression of a solid late-sixties crime drama.
The movie is actually set in the present. Jack Foley (George Clooney) is a smooth bank robber. He helps his victims relax and obey with his casual air. Unfortunately, his car doesn't run so smooth and he gets sent to prison where he makes some connections for when he gets out. There's Glenn (Steve Zahn), who has a tip on a big score, Ripley (Albert Brooks), who blabs about his wealth, making himself a target, Buddy (Ving Rhames), and Snoopy (Don Cheadle), who rules Detroit.
Foley breaks out of prison with the help of Glenn, but their plan is somewhat hampered by the appearance of a federal Marshall, Karen Sisco (Jennifer Lopez). She gets locked in a trunk with Foley as they make their getaway. Foley comes on to her and she isn't entirely unreceptive. Finally she escapes, and so does he.
Foley works his way to Detroit, looking for one last big score while Sisco works her way there on his trail. She is looking for him both professionally and personally, and he won't be too sorry if she catches him. The night before the big heist, they meet in a bar, and they try to work out which one will give up their career for the other.

(To be fair, nobody else has criticized the accidental death scene and I can only assume that, for most people, it wasn't a problem. Mentally give this movie an extra half-star if you're not squeamish.)
Veteran editor Anne V. Coates used lots of good technique. There were a few places where the cut from one scene to the next makes a wry visual joke. For example, after Foley's getaway car won't start, Coates cuts directly to him in prison. When Sisco has Foley trapped, Coates cuts to a scene of her in the hospital with a broken nose. In addition, she had a good feel for the chemistry between Lopez and Clooney, letting their eyes linger just long enough before cutting to the other.
All in all, this movie is a step or two above average. The writing, chemistry, editing, and momentum PROBABLY made up for any deficiencies.
Check out more current movie reviews at http://www.indra.com/~mmapes/
The review above was posted to the
rec.arts.movies.reviews newsgroup (de.rec.film.kritiken for German reviews).
The Internet Movie Database accepts no responsibility for the contents of the
review and has no editorial control. Unless stated otherwise, the copyright
belongs to the author.
Please direct comments/criticisms of the review to relevant newsgroups.
Broken URLs inthe reviews are the responsibility of the author.
The formatting of the review is likely to differ from the original due
to ASCII to HTML conversion.
Related links: index of all rec.arts.movies.reviews reviews


@* * Copyright 2021 HM Revenue & Customs * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. *@ @import uk.gov.hmrc.checkeorinumberfrontend.models.CheckResponse @this(layout: Layout) @(checkResponse: CheckResponse)(implicit request: Request[_], messages: Messages, appConfig: AppConfig) @layout(pageTitle = Some(messages("gov.uk.page-title", messages("result.valid.heading")))) {
@messages("result.valid.reg-details-not-available.p1")
@messages("result.valid.reg-details-not-available.p2")
} else<EMAIL_ADDRESS>@companyDetails.address.streetAndNumber
@companyDetails.address.cityName
@companyDetails.address.postcode


Presented by Scott Yu
Pretty mockup
Copy & Paste from my previous projects
Copy & Paste from somebody else's project
Fill in the blanks
Build a cool re-usable plugin
Pretty mockup
Component Style Guide!
Let's build a new component
HTML, CSS and JavaScript
(Handlebar, Sass and Backbone View)
Demo
#hubcommon and #web-development on Slack


For use Silly Datatable insert in your template component tag:
<ngx-silly-datatable></ngx-silly-datatable>
All features of Silly Datatable are separated components. This is made for easy integration into the user interface.
For add search field insert in template:
<ngx-silly-datatable-search></ngx-silly-datatable-search>
For add pagination feature insert in template:
<ngx-silly-datatable-paging></ngx-silly-datatable-paging>
For add options of table insert in template:
<ngx-silly-datatable-options></ngx-silly-datatable-options>
For add filters insert in template:
<ngx-silly-datatable-filter></ngx-silly-datatable-filter>
All components required additional setup. Please look details info in specific sections.


Andy Gray identifies where Liverpool's title clash with Man City will be won or lost
Liverpool play host to Manchester City, and victory could see them go nine points clear of the champions at the top of the table
by Jake Polden, https://www.mirror.co.uk/authors/jake-polden/Andy Gray reckons Manchester City's shaky defence could cost them in their crunch clash with Liverpool.
The Reds play host to City at Anfield, and victory could see them go nine points clear of the champions - putting them further in the driving seat to win a first Premier League title.
The two sides are equally matched for the most part, but Manchester City will be without a number of key players in defence - including goalkeeper Ederson.
And Gray reckons Liverpool will come out on top if their front three are in the mood.
"If you look at the two teams - is it too simplistic for me to ask which one is stronger than the other?" asked Gray on beIN SPORTS.
"If you take the two front threes, there is nothing between them really.
"Midfield creativity, City have more of it, if it's David Silva or [Kevin] de Bryune, they are more creative than any of Liverpool's three players but Liverpool play a typical type - they have an energy in defence.'
"So where Liverpool have a big bonus is defensively, there is absolutely no doubt in my mind that the back four and goalkeeper today of Liverpool is better than Man City's back four and keeper. That might be it.
"If City can't cope with [Mohamed] Salah, [Roberto] Firmino and [Sadio] Mane then they could lose the game."


// Here would be the AN-- and a gmail integration so it can be sent to the corresponding email address


Brazilian
Stockholm
Forest engineering
Geoprocessing and technology
Assignment
Improvement
Front-end - Android - Node.js - Git - Linux
Web perfomance - Web accessibility
I am prepared for the Salt program
Coding is the path I want to follow.
I am committed
Resilience


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Do Something Do AnythingSome quick example text to build on the card title and make up the bulk of the card's content.
DownloadSome quick example text to build on the card title and make up the bulk of the card's content.
DownloadSome quick example text to build on the card title and make up the bulk of the card's content.
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RAM R4 REST API
Fake Online REST API for Testing and Prototyping
powered by
JSON Server
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WITNESS LIST Appropriations Committee January 24, 2001-7:00A Budget On: Bell, Dr. Charles (Texas Department of Health) Blount, Deborah (Texas Department of Health) Bost, Eric (Texas Department of Human Services) Boyd, Jeffrey (Office of the Attorney General) Cooke, Jason (Texas Health and Human Services Commission) Gilbert, Don (Health and Human Services Commission) Halfmann, Bobby (Texas Department of Human Services) Hamilton, Dona (Office of the Attorney General) Horne, Edwin (Office of the Attorney General) Johnson, Jacqueline Z. (Texas Department of Human Services) Rose, Leilani (Texas Department of Health) Walton, Joe (Texas Department of Health) Registering, but not testifying: For: Chatelle, Melody (United Ways of Texas) Johnson, Karen (United Ways of Texas) On: Harriss, Bob (Texas Department of Health) Wertz, Linda (Health and Human Services Commission)


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--- layout: archive title: Zulip Chat Archive permalink: /stream/113489-new-members/topic/locally.20disabling.20instances.html ---
Can one entirely turn off an already imported instance, locally? You can override it by providing something with higher priority, and I was hoping that [priority 0]
might remove it from the search, but that doesn't seem to happen.
I would also like to be able to do this.
priority 0
cannot be the answer, this is what we use for decidability to ensure it is used only after all actual instances. But we do want to use it
we need priority to take a with_bot nat
Why do you need to disable an instance? Maybe there's another way to approach the issue
I asked this mostly for the sake of teaching students about instances -- I had them building by hand some instances that already existed, and it was sometimes confusing whether library or hand-built instances were being used.
You could try using synonyms for the types you're building instances for. For instance, if you want the students to build an instance of monoid nat
, write a definition def natural := nat
and then an instance monoid natural
Last updated: Apr 24 2020 at 19:02 UTC


Using Objects
Problem 3. Deep copy
Write a function that makes a deep copy of an object.
The function should work for both primitive and reference types.
Deep Copy
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DPS: Arrest made in fatal crash at eastbound US-60 at Country Club
by Joe EneaMESA, AZ — An arrest was made in a fatal car crash on U.S. 60 in Mesa.
Around 2 a.m. on Sunday , DPS troopers received a call regarding a car facing sideways on US-60 eastbound at Country Club due to a possible collision, according to DPS.
When troopers arrived on scene, they determined at least one person sustained serious injuries. That person, Dennisha Lawanda Owens, 22, later died from her injuries.
Deanndra Oymay Woo, 24, was the driver of the other vehicle.
Woo allegedly told DPS that she drank cranberry and vodka cocktail, followed by a beer about 9 p.m. Saturday.
Troopers say Woo’s B.A.C. level was recorded by a portable breathalyzer to be .115.
Woo is currently being held on a $150, 000 bond for DUI and second-degree murder.


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- Test
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- Again
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Some ordinary text.
Heading One
Heading Two
Third heading
A section
Another section
Some more text.
The last bit.
Now for some breaks.
Page break.
- Lower case roman list
- Again.
- Just a numbered list
- Square list
- Upper case letters
Some text.
Hard case:
- A number list.
- Test
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GitHub has an amazing issue tracking functionality built in. Please use it to track the tasks for your project.
Please watch this video to get more familiar with GitHub issues, pull requests, and the Git-based workflow.
To complete this assignment, please create one issue in GitHub for each of the tasks you presented in your final proposal. Each task should have a short title, and should have a description that fully specifies the nature of the task, and what exactly needs to get done in order for the issue to be closed.
If an issue feels like it confuses multiple tasks, please split it up into multiple separate issues.
Please submit the issues URL for your repository as the submission for this in Canvas. For example, https://github.com/curran/dataviz-project-template/issues , but using your username and repositoruy name. You can get this URL by clicking on "issues" in your repository.
Please also share this link in the course Slack, so others can see and comment on your issues.
Hopefully this sort of issue tracking will help you manage the work that needs to get done for your project, and also give you a sense of your velocity in terms of how many issues you can close per week. Please do start working on these issues themselves as well, after you've created them.
By the way, you need to enable issues like this:
Also, feel free to open new issues on the template project https://github.com/curran/dataviz-project-template/issues if anything about the template project itself needs improvement or clarification.
If you're new to GitHub, this video might also be useful:
Good luck!