| 1 | package fr.sii.ogham.spring.sms; | |
| 2 | ||
| 3 | import com.cloudhopper.smpp.SmppBindType; | |
| 4 | import com.cloudhopper.smpp.pdu.EnquireLink; | |
| 5 | import org.springframework.boot.context.properties.ConfigurationProperties; | |
| 6 | import org.springframework.boot.context.properties.NestedConfigurationProperty; | |
| 7 | ||
| 8 | import java.util.List; | |
| 9 | ||
| 10 | @ConfigurationProperties("ogham.sms.cloudhopper") | |
| 11 | public class OghamCloudhopperProperties { | |
| 12 | /** | |
| 13 | * The system_id parameter is used to identify an ESME ( External Short | |
| 14 | * Message Entity) or an SMSC (Short Message Service Centre) at bind time. | |
| 15 | * An ESME system_id identifies the ESME or ESME agent to the SMSC. The SMSC | |
| 16 | * system_id provides an identification of the SMSC to the ESME. This is an | |
| 17 | * alias of ogham.sms.smpp.system-id. If both properties are defined, this | |
| 18 | * value is used. | |
| 19 | * | |
| 20 | */ | |
| 21 | private String systemId; | |
| 22 | /** | |
| 23 | * The password parameter is used by the SMSC (Short Message Service Centre) | |
| 24 | * to authenticate the identity of the binding ESME (External Short Message | |
| 25 | * Entity). The Service Provider may require ESME’s to provide a password | |
| 26 | * when binding to the SMSC. This password is normally issued by the SMSC | |
| 27 | * system administrator. The password parameter may also be used by the ESME | |
| 28 | * to authenticate the identity of the binding SMSC (e.g. in the case of the | |
| 29 | * outbind operation). This is an alias of ogham.sms.smpp.password. If both | |
| 30 | * properties are defined, this value is used. | |
| 31 | */ | |
| 32 | private String password; | |
| 33 | /** | |
| 34 | * The SMPP server host (IP or address).
 | |
| 35 | *
 | |
| 36 | * | |
| 37 | * This is an alias of ogham.sms.smpp.host. If both properties are defined, | |
| 38 | * this value is used. | |
| 39 | */ | |
| 40 | private String host; | |
| 41 | /** | |
| 42 | * The SMPP server port.
 | |
| 43 | *
 | |
| 44 | * | |
| 45 | * This is an alias of ogham.sms.smpp.port. If both properties are defined, | |
| 46 | * this value is used.
 | |
| 47 | *
 | |
| 48 | * | |
| 49 | * Default: 2775 | |
| 50 | */ | |
| 51 | private Integer port; | |
| 52 | /** | |
| 53 | * The version of the SMPP protocol.
 | |
| 54 | *
 | |
| 55 | * | |
| 56 | * Default: "3.4" | |
| 57 | */ | |
| 58 | private String interfaceVersion; | |
| 59 | /** | |
| 60 | * The bind command type.
 | |
| 61 | *
 | |
| 62 | * | |
| 63 | * This is an alias of ogham.sms.smpp.bind-type. If both properties are | |
| 64 | * defined, this value is used.
 | |
| 65 | * | |
| 66 | * Default: "TRANCEIVER" | |
| 67 | */ | |
| 68 | private SmppBindType bindType; | |
| 69 | /** | |
| 70 | * The system_type parameter is used to categorize the type of ESME that is | |
| 71 | * binding to the SMSC. Examples include “VMS” (voice mail system) and “OTA” | |
| 72 | * (over-the-air activation system). Specification of the system_type is | |
| 73 | * optional - some SMSC’s may not require ESME’s to provide this detail. In | |
| 74 | * this case, the ESME can set the system_type to NULL. The system_type | |
| 75 | * (optional) may be used to categorize the system, e.g., “EMAIL”, “WWW”, | |
| 76 | * etc.
 | |
| 77 | * | |
| 78 | * This is an alias of ogham.sms.smpp.system-type. If both properties are | |
| 79 | * defined, this value is used. | |
| 80 | */ | |
| 81 | private String systemType; | |
| 82 | @NestedConfigurationProperty | |
| 83 | private SessionProperties session = new SessionProperties(); | |
| 84 | @NestedConfigurationProperty | |
| 85 | private DataCodingSchemeProperties dataCodingScheme = new DataCodingSchemeProperties(); | |
| 86 | @NestedConfigurationProperty | |
| 87 | private EncoderProperties encoder = new EncoderProperties(); | |
| 88 | @NestedConfigurationProperty | |
| 89 | private UserDataProperties userData = new UserDataProperties(); | |
| 90 | @NestedConfigurationProperty | |
| 91 | private SplitProperties split = new SplitProperties(); | |
| 92 | ||
| 93 | public String getSystemId() { | |
| 94 |
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return systemId; |
| 95 | } | |
| 96 | ||
| 97 | public void setSystemId(String systemId) { | |
| 98 | this.systemId = systemId; | |
| 99 | } | |
| 100 | ||
| 101 | public String getPassword() { | |
| 102 |
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return password; |
| 103 | } | |
| 104 | ||
| 105 | public void setPassword(String password) { | |
| 106 | this.password = password; | |
| 107 | } | |
| 108 | ||
| 109 | public String getHost() { | |
| 110 |
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return host; |
| 111 | } | |
| 112 | ||
| 113 | public void setHost(String host) { | |
| 114 | this.host = host; | |
| 115 | } | |
| 116 | ||
| 117 | public Integer getPort() { | |
| 118 |
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return port; |
| 119 | } | |
| 120 | ||
| 121 | public void setPort(Integer port) { | |
| 122 | this.port = port; | |
| 123 | } | |
| 124 | ||
| 125 | public SessionProperties getSession() { | |
| 126 |
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return session; |
| 127 | } | |
| 128 | ||
| 129 | public void setSession(SessionProperties session) { | |
| 130 | this.session = session; | |
| 131 | } | |
| 132 | ||
| 133 | public String getInterfaceVersion() { | |
| 134 |
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return interfaceVersion; |
| 135 | } | |
| 136 | ||
| 137 | public SmppBindType getBindType() { | |
| 138 |
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return bindType; |
| 139 | } | |
| 140 | ||
| 141 | public void setBindType(SmppBindType bindType) { | |
| 142 | this.bindType = bindType; | |
| 143 | } | |
| 144 | ||
| 145 | public String getSystemType() { | |
| 146 |
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return systemType; |
| 147 | } | |
| 148 | ||
| 149 | public void setSystemType(String systemType) { | |
| 150 | this.systemType = systemType; | |
| 151 | } | |
| 152 | ||
| 153 | public DataCodingSchemeProperties getDataCodingScheme() { | |
| 154 |
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return dataCodingScheme; |
| 155 | } | |
| 156 | ||
| 157 | public void setDataCodingScheme(DataCodingSchemeProperties dataCodingScheme) { | |
| 158 | this.dataCodingScheme = dataCodingScheme; | |
| 159 | } | |
| 160 | ||
| 161 | public EncoderProperties getEncoder() { | |
| 162 |
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return encoder; |
| 163 | } | |
| 164 | ||
| 165 | public void setEncoder(EncoderProperties encoder) { | |
| 166 | this.encoder = encoder; | |
| 167 | } | |
| 168 | ||
| 169 | public UserDataProperties getUserData() { | |
| 170 |
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return userData; |
| 171 | } | |
| 172 | ||
| 173 | public void setUserData(UserDataProperties userData) { | |
| 174 | this.userData = userData; | |
| 175 | } | |
| 176 | ||
| 177 | public void setInterfaceVersion(String interfaceVersion) { | |
| 178 | this.interfaceVersion = interfaceVersion; | |
| 179 | } | |
| 180 | ||
| 181 | public SplitProperties getSplit() { | |
| 182 |
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return split; |
| 183 | } | |
| 184 | ||
| 185 | public void setSplit(SplitProperties split) { | |
| 186 | this.split = split; | |
| 187 | } | |
| 188 | ||
| 189 | public static class SessionProperties { | |
| 190 | /** | |
| 191 | * A name for the session (used to name threads used by Cloudhopper). | |
| 192 | */ | |
| 193 | private String name; | |
| 194 | /** | |
| 195 | * Set the maximum amount of time (in milliseconds) to wait for the | |
| 196 | * success of a bind attempt to the SMSC.
 | |
| 197 | *
 | |
| 198 | * | |
| 199 | * Default: 5 seconds | |
| 200 | */ | |
| 201 | private Long bindTimeout; | |
| 202 | /** | |
| 203 | * Set the maximum amount of time (in milliseconds) to wait for a | |
| 204 | * establishing the connection.
 | |
| 205 | *
 | |
| 206 | * | |
| 207 | * Default: 10 seconds | |
| 208 | */ | |
| 209 | private Long connectTimeout; | |
| 210 | /** | |
| 211 | * Set the amount of time (milliseconds) to wait for an endpoint to | |
| 212 | * respond to a request before it expires.
 | |
| 213 | *
 | |
| 214 | * | |
| 215 | * Default: -1 (disabled) | |
| 216 | */ | |
| 217 | private Long requestExpiryTimeout; | |
| 218 | /** | |
| 219 | * Sets the amount of time (milliseconds) between executions of | |
| 220 | * monitoring the window for requests that expire. It's recommended that | |
| 221 | * this generally either matches or is half the value of | |
| 222 | * requestExpiryTimeout. Therefore, at worst a request would could take | |
| 223 | * up 1.5X the requestExpiryTimeout to clear out.
 | |
| 224 | *
 | |
| 225 | * | |
| 226 | * Default: -1 (disabled) | |
| 227 | */ | |
| 228 | private Long windowMonitorInterval; | |
| 229 | /** | |
| 230 | * Sets the maximum number of requests permitted to be outstanding | |
| 231 | * (unacknowledged) at a given time. Must be > 0.
 | |
| 232 | *
 | |
| 233 | * | |
| 234 | * Default: 1 | |
| 235 | */ | |
| 236 | private Integer windowSize; | |
| 237 | /** | |
| 238 | * Set the amount of time (milliseconds) to wait until a slot opens up | |
| 239 | * in the sendWindow.
 | |
| 240 | *
 | |
| 241 | * | |
| 242 | * Default: 1 minute | |
| 243 | * | |
| 244 | */ | |
| 245 | private Long windowWaitTimeout; | |
| 246 | /** | |
| 247 | * Set the maximum amount of time (in milliseconds) to wait for bytes to | |
| 248 | * be written when creating a new SMPP session.
 | |
| 249 | *
 | |
| 250 | * | |
| 251 | * Default: 0 (no timeout, for backwards compatibility) | |
| 252 | */ | |
| 253 | private Long writeTimeout; | |
| 254 | /** | |
| 255 | * Set the maximum amount of time (in milliseconds) to wait until a | |
| 256 | * valid response is received when a "submit" request is synchronously | |
| 257 | * sends to the remote endpoint. The timeout value includes both waiting | |
| 258 | * for a "window" slot, the time it takes to transmit the actual bytes | |
| 259 | * on the socket, and for the remote endpoint to send a response | |
| 260 | * back.
 | |
| 261 | *
 | |
| 262 | * | |
| 263 | * Default: 5 seconds | |
| 264 | */ | |
| 265 | private Long responseTimeout; | |
| 266 | /** | |
| 267 | * Set the maximum amount of time (in milliseconds) to wait until the | |
| 268 | * session is unbounded, waiting up to a specified period of | |
| 269 | * milliseconds for an unbind response from the remote endpoint. | |
| 270 | * Regardless of whether a proper unbind response was received, the | |
| 271 | * socket/channel is closed.
 | |
| 272 | *
 | |
| 273 | * | |
| 274 | * Default: 5 seconds | |
| 275 | */ | |
| 276 | private Long unbindTimeout; | |
| 277 | @NestedConfigurationProperty | |
| 278 | private ReuseSessionOptions reuseSession = new ReuseSessionOptions(); | |
| 279 | @NestedConfigurationProperty | |
| 280 | private KeepAliveOptions keepAlive = new KeepAliveOptions(); | |
| 281 | @NestedConfigurationProperty | |
| 282 | private ConnectRetryProperties connectRetry = new ConnectRetryProperties(); | |
| 283 | ||
| 284 | public String getName() { | |
| 285 |
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return name; |
| 286 | } | |
| 287 | ||
| 288 | public void setName(String name) { | |
| 289 | this.name = name; | |
| 290 | } | |
| 291 | ||
| 292 | public Long getBindTimeout() { | |
| 293 |
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return bindTimeout; |
| 294 | } | |
| 295 | ||
| 296 | public void setBindTimeout(Long bindTimeout) { | |
| 297 | this.bindTimeout = bindTimeout; | |
| 298 | } | |
| 299 | ||
| 300 | public Long getConnectTimeout() { | |
| 301 |
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return connectTimeout; |
| 302 | } | |
| 303 | ||
| 304 | public void setConnectTimeout(Long connectTime) { | |
| 305 | this.connectTimeout = connectTime; | |
| 306 | } | |
| 307 | ||
| 308 | public Long getRequestExpiryTimeout() { | |
| 309 |
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return requestExpiryTimeout; |
| 310 | } | |
| 311 | ||
| 312 | public void setRequestExpiryTimeout(Long requestExpiryTimeout) { | |
| 313 | this.requestExpiryTimeout = requestExpiryTimeout; | |
| 314 | } | |
| 315 | ||
| 316 | public Long getWindowMonitorInterval() { | |
| 317 |
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return windowMonitorInterval; |
| 318 | } | |
| 319 | ||
| 320 | public void setWindowMonitorInterval(Long windowMonitorInterval) { | |
| 321 | this.windowMonitorInterval = windowMonitorInterval; | |
| 322 | } | |
| 323 | ||
| 324 | public Integer getWindowSize() { | |
| 325 |
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return windowSize; |
| 326 | } | |
| 327 | ||
| 328 | public void setWindowSize(Integer windowSize) { | |
| 329 | this.windowSize = windowSize; | |
| 330 | } | |
| 331 | ||
| 332 | public Long getWindowWaitTimeout() { | |
| 333 |
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return windowWaitTimeout; |
| 334 | } | |
| 335 | ||
| 336 | public void setWindowWaitTimeout(Long windowWaitTimeout) { | |
| 337 | this.windowWaitTimeout = windowWaitTimeout; | |
| 338 | } | |
| 339 | ||
| 340 | public Long getWriteTimeout() { | |
| 341 |
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return writeTimeout; |
| 342 | } | |
| 343 | ||
| 344 | public void setWriteTimeout(Long writeTimeout) { | |
| 345 | this.writeTimeout = writeTimeout; | |
| 346 | } | |
| 347 | ||
| 348 | public Long getResponseTimeout() { | |
| 349 |
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return responseTimeout; |
| 350 | } | |
| 351 | ||
| 352 | public void setResponseTimeout(Long responseTimeout) { | |
| 353 | this.responseTimeout = responseTimeout; | |
| 354 | } | |
| 355 | ||
| 356 | public Long getUnbindTimeout() { | |
| 357 |
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return unbindTimeout; |
| 358 | } | |
| 359 | ||
| 360 | public void setUnbindTimeout(Long unbindTimeout) { | |
| 361 | this.unbindTimeout = unbindTimeout; | |
| 362 | } | |
| 363 | ||
| 364 | public ConnectRetryProperties getConnectRetry() { | |
| 365 |
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return connectRetry; |
| 366 | } | |
| 367 | ||
| 368 | public void setConnectRetry(ConnectRetryProperties connectRetry) { | |
| 369 | this.connectRetry = connectRetry; | |
| 370 | } | |
| 371 | ||
| 372 | public ReuseSessionOptions getReuseSession() { | |
| 373 |
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return reuseSession; |
| 374 | } | |
| 375 | ||
| 376 | public void setReuseSession(ReuseSessionOptions reuseSession) { | |
| 377 | this.reuseSession = reuseSession; | |
| 378 | } | |
| 379 | ||
| 380 | public KeepAliveOptions getKeepAlive() { | |
| 381 |
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return keepAlive; |
| 382 | } | |
| 383 | ||
| 384 | public void setKeepAlive(KeepAliveOptions keepAlive) { | |
| 385 | this.keepAlive = keepAlive; | |
| 386 | } | |
| 387 | ||
| 388 | } | |
| 389 | ||
| 390 | public static class ConnectRetryProperties { | |
| 391 | /** | |
| 392 | * Set the maximum number of attempts for establishing a | |
| 393 | * connection.
 | |
| 394 | *
 | |
| 395 | * | |
| 396 | * Default: 10 | |
| 397 | */ | |
| 398 | private Integer maxAttempts; | |
| 399 | /** | |
| 400 | * Set the delay between two attemps for establishing a connection (in | |
| 401 | * milliseconds).
 | |
| 402 | *
 | |
| 403 | * | |
| 404 | * Default: 5 seconds | |
| 405 | */ | |
| 406 | private Long delayBetweenAttempts; | |
| 407 | ||
| 408 | /** | |
| 409 | * Set the initial delay between two executions (in milliseconds). This | |
| 410 | * delay will be doubled for each try. | |
| 411 | */ | |
| 412 | private Long exponentialInitialDelay; | |
| 413 | ||
| 414 | /** | |
| 415 | * Set specific delays (in milliseconds) used for each new execution. If | |
| 416 | * there are more attempts than the configured delays, the last delay is | |
| 417 | * used for remaining attempts. | |
| 418 | */ | |
| 419 | private List<Long> perExecutionDelays; | |
| 420 | ||
| 421 | /** | |
| 422 | * Retry several times with a fixed delay between each try (no matter | |
| 423 | * how long the execution of the action lasts) until the maximum | |
| 424 | * attempts is reached. The next execution date is based on the | |
| 425 | * execution start date of the first execution.
 | |
| 426 | *
 | |
| 427 | * Set the interval between two executions (in milliseconds). | |
| 428 | */ | |
| 429 | private Long executionInterval; | |
| 430 | ||
| 431 | public Integer getMaxAttempts() { | |
| 432 |
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return maxAttempts; |
| 433 | } | |
| 434 | ||
| 435 | public void setMaxAttempts(Integer maxAttempts) { | |
| 436 | this.maxAttempts = maxAttempts; | |
| 437 | } | |
| 438 | ||
| 439 | public Long getDelayBetweenAttempts() { | |
| 440 |
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return delayBetweenAttempts; |
| 441 | } | |
| 442 | ||
| 443 | public void setDelayBetweenAttempts(Long delayBetweenAttempts) { | |
| 444 | this.delayBetweenAttempts = delayBetweenAttempts; | |
| 445 | } | |
| 446 | ||
| 447 | public Long getExponentialInitialDelay() { | |
| 448 |
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return exponentialInitialDelay; |
| 449 | } | |
| 450 | ||
| 451 | public void setExponentialInitialDelay(Long exponentialInitialDelay) { | |
| 452 | this.exponentialInitialDelay = exponentialInitialDelay; | |
| 453 | } | |
| 454 | ||
| 455 | public List<Long> getPerExecutionDelays() { | |
| 456 |
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return perExecutionDelays; |
| 457 | } | |
| 458 | ||
| 459 | public void setPerExecutionDelays(List<Long> perExecutionDelays) { | |
| 460 | this.perExecutionDelays = perExecutionDelays; | |
| 461 | } | |
| 462 | ||
| 463 | public Long getExecutionInterval() { | |
| 464 |
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return executionInterval; |
| 465 | } | |
| 466 | ||
| 467 | public void setExecutionInterval(Long executionInterval) { | |
| 468 | this.executionInterval = executionInterval; | |
| 469 | } | |
| 470 | ||
| 471 | } | |
| 472 | ||
| 473 | public static class KeepAliveOptions { | |
| 474 | /** | |
| 475 | * Enable or disable sending of {@link EnquireLink} messages to keep the | |
| 476 | * session alive.
 | |
| 477 | *
 | |
| 478 | * | |
| 479 | * Default: false | |
| 480 | */ | |
| 481 | private Boolean enable; | |
| 482 | /** | |
| 483 | * The delay (in milliseconds) between two {@link EnquireLink} | |
| 484 | * messages.
 | |
| 485 | *
 | |
| 486 | * | |
| 487 | * Default: 30 seconds | |
| 488 | */ | |
| 489 | private Long requestInterval; | |
| 490 | /** | |
| 491 | * The maximum amount of time (in milliseconds) to wait for receiving a | |
| 492 | * response from the server to an {@link EnquireLink} request.
 | |
| 493 | *
 | |
| 494 | * | |
| 495 | * Default: 10 seconds | |
| 496 | */ | |
| 497 | private Long responseTimeout; | |
| 498 | /** | |
| 499 | * Connect to the server directly when the client is ready (if true). | |
| 500 | * Otherwise, the connection is done when the first message is | |
| 501 | * sent.
 | |
| 502 | *
 | |
| 503 | * | |
| 504 | * This may be useful to avoid a latency for the first message.
 | |
| 505 | *
 | |
| 506 | * | |
| 507 | * If connection fails at startup, then a new attempt is done when first | |
| 508 | * message is sent.
 | |
| 509 | *
 | |
| 510 | * | |
| 511 | * Default: false | |
| 512 | */ | |
| 513 | private Boolean connectAtStartup; | |
| 514 | /** | |
| 515 | * The maximum number of consecutive EnquireLink requests that end in | |
| 516 | * timeout to consider that a new session is required.
 | |
| 517 | *
 | |
| 518 | * | |
| 519 | * Default: 3 | |
| 520 | */ | |
| 521 | private Integer maxConsecutiveTimeouts; | |
| 522 | ||
| 523 | public Boolean getEnable() { | |
| 524 |
2
1. getEnable : replaced Boolean return with True for fr/sii/ogham/spring/sms/OghamCloudhopperProperties$KeepAliveOptions::getEnable → RUN_ERROR 2. getEnable : replaced Boolean return with False for fr/sii/ogham/spring/sms/OghamCloudhopperProperties$KeepAliveOptions::getEnable → RUN_ERROR |
return enable; |
| 525 | } | |
| 526 | ||
| 527 | public void setEnable(Boolean enable) { | |
| 528 | this.enable = enable; | |
| 529 | } | |
| 530 | ||
| 531 | public Long getRequestInterval() { | |
| 532 |
1
1. getRequestInterval : replaced Long return value with 0L for fr/sii/ogham/spring/sms/OghamCloudhopperProperties$KeepAliveOptions::getRequestInterval → RUN_ERROR |
return requestInterval; |
| 533 | } | |
| 534 | ||
| 535 | public void setRequestInterval(Long enquireLinkInterval) { | |
| 536 | this.requestInterval = enquireLinkInterval; | |
| 537 | } | |
| 538 | ||
| 539 | public Long getResponseTimeout() { | |
| 540 |
1
1. getResponseTimeout : replaced Long return value with 0L for fr/sii/ogham/spring/sms/OghamCloudhopperProperties$KeepAliveOptions::getResponseTimeout → RUN_ERROR |
return responseTimeout; |
| 541 | } | |
| 542 | ||
| 543 | public void setResponseTimeout(Long enquireLinkTimeout) { | |
| 544 | this.responseTimeout = enquireLinkTimeout; | |
| 545 | } | |
| 546 | ||
| 547 | public Boolean getConnectAtStartup() { | |
| 548 |
2
1. getConnectAtStartup : replaced Boolean return with False for fr/sii/ogham/spring/sms/OghamCloudhopperProperties$KeepAliveOptions::getConnectAtStartup → RUN_ERROR 2. getConnectAtStartup : replaced Boolean return with True for fr/sii/ogham/spring/sms/OghamCloudhopperProperties$KeepAliveOptions::getConnectAtStartup → RUN_ERROR |
return connectAtStartup; |
| 549 | } | |
| 550 | ||
| 551 | public void setConnectAtStartup(Boolean connectAtStartup) { | |
| 552 | this.connectAtStartup = connectAtStartup; | |
| 553 | } | |
| 554 | ||
| 555 | public Integer getMaxConsecutiveTimeouts() { | |
| 556 |
1
1. getMaxConsecutiveTimeouts : replaced Integer return value with 0 for fr/sii/ogham/spring/sms/OghamCloudhopperProperties$KeepAliveOptions::getMaxConsecutiveTimeouts → RUN_ERROR |
return maxConsecutiveTimeouts; |
| 557 | } | |
| 558 | ||
| 559 | public void setMaxConsecutiveTimeouts(Integer maximumConsecutiveTimeouts) { | |
| 560 | this.maxConsecutiveTimeouts = maximumConsecutiveTimeouts; | |
| 561 | } | |
| 562 | } | |
| 563 | ||
| 564 | public static class ReuseSessionOptions { | |
| 565 | /** | |
| 566 | * Enable or disable the reuse the same session (if possible) for | |
| 567 | * sending messages.
 | |
| 568 | *
 | |
| 569 | * | |
| 570 | * Default: false | |
| 571 | */ | |
| 572 | private Boolean enable; | |
| 573 | /** | |
| 574 | * To check if the session is still alive, an {@link EnquireLink} | |
| 575 | * request is sent. The request is sent just before sending the | |
| 576 | * message.
 | |
| 577 | *
 | |
| 578 | * | |
| 579 | * This is the time (in milliseconds) to wait before considering last | |
| 580 | * {@link EnquireLink} response as expired (need to send a new | |
| 581 | * {@link EnquireLink} request to check if session is still | |
| 582 | * alive).
 | |
| 583 | *
 | |
| 584 | * | |
| 585 | * This is needed to prevent sending {@link EnquireLink} request every | |
| 586 | * time a message has to be sent. Instead it considers that the time | |
| 587 | * elapsed between now and the last {@link EnquireLink} response (or the | |
| 588 | * last sent message) is not enough so a new {@link EnquireLink} is not | |
| 589 | * necessary to check if session is still alive.
 | |
| 590 | *
 | |
| 591 | * | |
| 592 | * Set to 0 or null to always check session before sending | |
| 593 | * message.
 | |
| 594 | *
 | |
| 595 | * | |
| 596 | * Default: 30 seconds | |
| 597 | */ | |
| 598 | private Long lastInteractionExpirationDelay; | |
| 599 | /** | |
| 600 | * To check if the session is still alive, an {@link EnquireLink} | |
| 601 | * request is sent. This request may fail since the session may be | |
| 602 | * killed by the server. The timeout ensures that the client doesn't | |
| 603 | * wait too long for a response that may never come.
 | |
| 604 | *
 | |
| 605 | * | |
| 606 | * The maximum amount of time (in milliseconds) to wait for receiving a | |
| 607 | * response from the server to an {@link EnquireLink} request.
 | |
| 608 | *
 | |
| 609 | * | |
| 610 | * Default: 10 seconds | |
| 611 | */ | |
| 612 | private Long responseTimeout; | |
| 613 | ||
| 614 | public Boolean getEnable() { | |
| 615 |
2
1. getEnable : replaced Boolean return with False for fr/sii/ogham/spring/sms/OghamCloudhopperProperties$ReuseSessionOptions::getEnable → RUN_ERROR 2. getEnable : replaced Boolean return with True for fr/sii/ogham/spring/sms/OghamCloudhopperProperties$ReuseSessionOptions::getEnable → RUN_ERROR |
return enable; |
| 616 | } | |
| 617 | ||
| 618 | public void setEnable(Boolean enable) { | |
| 619 | this.enable = enable; | |
| 620 | } | |
| 621 | ||
| 622 | public Long getLastInteractionExpirationDelay() { | |
| 623 |
1
1. getLastInteractionExpirationDelay : replaced Long return value with 0L for fr/sii/ogham/spring/sms/OghamCloudhopperProperties$ReuseSessionOptions::getLastInteractionExpirationDelay → RUN_ERROR |
return lastInteractionExpirationDelay; |
| 624 | } | |
| 625 | ||
| 626 | public void setLastInteractionExpirationDelay(Long delay) { | |
| 627 | this.lastInteractionExpirationDelay = delay; | |
| 628 | } | |
| 629 | ||
| 630 | public Long getResponseTimeout() { | |
| 631 |
1
1. getResponseTimeout : replaced Long return value with 0L for fr/sii/ogham/spring/sms/OghamCloudhopperProperties$ReuseSessionOptions::getResponseTimeout → RUN_ERROR |
return responseTimeout; |
| 632 | } | |
| 633 | ||
| 634 | public void setResponseTimeout(Long enquireLinkTimeout) { | |
| 635 | this.responseTimeout = enquireLinkTimeout; | |
| 636 | } | |
| 637 | } | |
| 638 | } | |
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Info : I am Darsan hirani and kenyan by nationality.
Backgroung:studied in Shree Cutchi Leva Patel Samaj School,i carried out my studies on
igcse curriculam.I finished my A-levels on June 2019.
Goal :what I have is not a dream because I will make it a reality.I am going to be the world most succesful businessman and have the largest software & hardware developing compony.I will not let my name stay just a name i will make it to a brand. I will be the worlds most powerful man.I will not rest till the time my evry second is worth 100$.The reason i joined moringa, it is one of the step that will take me to make my reality.
Hobbies : I dont have any hobbies in patricular but i like anything that kills my boredom be it anything.
A picture describing me
A picture of me and my homies running towards our realties.


If you are not automatically redirected to my new homepage, please click http://laali.ca/
If you see this message for more than 5 seconds, please click on the link above!


DrawImage_Transform(slot, x, y, w, h, src_x, src_y, src_w, src_h, angle, center_x, center_y, flip_h, flip_v)
Can be used to apply multiple transformations in one command.
slot - the image
x, y, w, h - The area of the screen to draw to. The image will be scaled to area specified so this will effectively zoom the image as well.
src_x, src_y, src_w, src_h - The portion of the image to draw.
angle - the angle in degrees to rotate the image by
center_x, center_y - The center point the image will be rotated around
flip_h - set to true to flip the image horizontally or false for no flip
flip_v - set to true to flip the image vertically or false for no flip
Example:


Merry new year!
Skyrocket.js
Click anywhere to launch another skyrocket
Canvas not supported, please try a different web browser.


rtk1865
rtk1865
- 6 Courses Completed
- 33 Levels Completed
- 1 Screencasts Watched
- 70,250 Total Points
HTML/CSS: 3 Courses Completed
Front-end Formations
Getting Started With HTML and CSS
Learn the latest versions of HTML & CSS. Take a look at new HTML5 tags, form elements, attributes, input types, border-radius, box-shadow, gradients, and more.
-
Overview & Updates
Get an overview of HTML5 and CSS3, and learn which HTML elements have been updated in HTML5.
-
HTML5 Elements
Learn all of the new HTML5 elements, including the section, article, header, footer, and time elements, and also several others that will help make your markup more semantic.
-
HTML5 Forms
Learn all of the new HTML5 form input types, elements, and attributes.
-
CSS3 Styles
Learn modern CSS styling techniques, including border radius, box shadow, text shadow, box sizing, multiple backgrounds, and gradients.
-
Fonts & Interactions
Learn how to use web fonts with @font-face, create smooth transitions and manipulated elements in CSS with the transition and transform properties, and write CSS according to the principles of progressive enhancement.
CSS Cross-Country
Intermediate CSS
Learn the fundamentals & foundational elements of CSS with CSS Cross-Country. Review all the web-styling necessities for front-end efficiency.
-
Frost-Proof Fundamentals
Adding style, selectors, the cascade, and floats
-
Clear Carving
Clearing floats, inheritance, and specificity
-
Box Bindings
The box model, positioning, and z-index
-
Grooming Your Code
DRY, display types, and centering
-
CSS Safety
Protecting your layout and specificity problems
-
Image Issues
Image use and image cropping
-
Sprightly Slaloms
Image replacement and sprites
-
Pseudo Sitzmark
Pseudo classes and pseudo elements
Blasting Off with Bootstrap
CSS Frameworks
Learn how to use the Bootstrap framework's pre-built styles and functionality to easily add polish and useful behavior to your website.
-
Lift Off
Get your website off the ground by adding the Bootstrap library and getting familiar with the container class.
-
Designing in Grids
Use the grid design pattern to add structure and style to your application.
-
Typography
Use Bootstrap’s custom classes and Glyphicon icons to make your site easier on the eyes.
-
Enough CSS to be Dangerous
Make your site stand out from the rest by adding a custom navigation and a splash of colorful buttons.
-
JavaScript Components
Use Bootstrap’s Collapse and Dropdown plugins to add needed behavior to your website.
JavaScript: 3 Courses Completed
JavaScript Road Trip Part 3
JavaScript Language
Continue building intermediate skills within the JavaScript web programming language. Master function expressions, closures, hoisting, objects, and the use of prototypes.
-
Forest of Function Expressions
Learn how to use and manipulate functions as expressions.
-
Cold Closures Cove
Explore the binding of external variables into local scopes.
-
Hoisting Hills
Build an awareness of the pitfalls of load order within a scope.
-
Ocean of Objects
Create, fill, and manipulate the generic JavaScript object literal.
-
Plains of Prototypes
Using the magic of object inheritance, explore classes, constructors, prototypes, and properties.
JavaScript Road Trip Part 1
JavaScript Language
An introduction to the very basics of the JavaScript language. Build a foundation of JavaScript syntax and learn how to use values, variables, and files.
-
The Cliffs of Value
Learn to manipulate values on the console.
-
Variable Valley
Review how to store and use data with variables.
-
Files Falls
Create JS files and source them within HTML code.
JavaScript Road Trip Part 2
JavaScript Language
A continued introduction to the very basics of the JavaScript language. Learn common programming mechanisms like loops, conditionals, functions, and arrays.
-
The Labyrinth of Loops
Understand and build loops for repeated code with 'while' and 'for' syntax.
-
Conditional Canyon
Use conditions to execute different branches of code with if-else blocks.
-
Built-In's Bluff
Learn to use the basic JavaScript dialog box functions 'prompt', 'alert', and 'confirm'.
-
The Desert of Declarations
Understand functions and building custom functionality.
-
The Array Archipelago
Learn to build and manipulate the array data structure.


cake
Description
Cake is a food block that can be eaten by the player. Once placed, cake cannot be recollected.
Unlike most foods, cake cannot be eaten as an item in the hotbar. Before being eaten,
it must first be placed on top of a block.
To eat from a placed cake, click on the cake with use button. Each cake has seven "slices",
and each use will consume one slice. A single slice restores 2 hunger and 0.4 hunger
saturation. Eating all seven slices of a cake restores 14 hunger and 2.8 hunger saturation.
Unlike the eating of other foods, eating a slice of cake is instantaneous (an entire cake
can be eaten as fast as it can be clicked) and makes no sound. Multiple players can eat
from the same cake at the same time.
ingredients
3x milk (from cows, use a bucket),
2x sugar, 1x egg (laid by chickens)
3x wheat
Gives you...
1x cake


OK
Blur amount:
OK
OK
OK
Show seconds?
OK
Martin Sõmer, 2018
https://github.com/martinsomer/1.ea-kodutoo


{% if not visits %}
This encampment has never been visited
{% else %}
{% with visits|first as most_recent %}
{% if most_recent %}
{% if most_recent.supplies_delivered or most_recent.food_delivered %}
{% endif %}
{% if most_recent.food_delivered %}
{% endif %}
{% endif %}
{% if most_recent.needs or most_recent.notes %}
{% endif %}
{% if most_recent.notes %}
{% endif %}
{% endif %}
{% else %}
{% endif %}
{% endwith %}
{% endif %}
Most Recent Visit
{{ most_recent.performed_by }}
Status
Type of setup
{{ most_recent.type_of_setup }}
Living here
{{ most_recent.get_occupancy_display }}
Talked to
{{ most_recent.talked_to }}
Deliveries
{% if most_recent.supplies_delivered %}Supplies Delivered
{{ most_recent.supplies_delivered }}
Food Delivered
{{ most_recent.food_delivered }}
Covid
Education
{{ most_recent.education_provided }}
Assessed
{{ most_recent.assessed }}
Asymptomatic
{{ most_recent.assessed_asymptomatic }}
Actions
{% if most_recent.needs %}Outstanding Needs
{{ most_recent.needs }}
Notes / next steps
{{ most_recent.notes }}
Previous Visits
{% for visit in visits|slice:"1:" %}
{% if visit.supplies_delivered or visit.food_delivered %}
{% endif %}
{% if visit.food_delivered %}
{% endif %}
{% endif %}
{% if visit.needs or visit.notes %}
{% endif %}
{% if visit.notes %}
{% endif %}
{% endif %}
{% endfor %}
{{ visit.date }}
{{ visit.date | ago }}
{{ visit.performed_by }}
{{ visit.date }}
{{ visit.date | ago }}
{{ visit.performed_by }}
Status
Type of setup
{{ visit.type_of_setup }}
Living here
{{ visit.get_occupancy_display }}
Talked to
{{ visit.talked_to }}
Deliveries
{% if visit.supplies_delivered %}Supplies Delivered
{{ visit.supplies_delivered }}
Food Delivered
{{ visit.food_delivered }}
Covid
Education
{{ visit.education_provided }}
Assessed
{{ visit.assessed }}
Asymptomatic
{{ visit.assessed_asymptomatic }}
Actions
{% if visit.needs %}Outstanding Needs
{{ visit.needs }}
Notes / next steps
{{ visit.notes }}
Tasks
- Add
+ Add
{{ task.title }}
{{ task.details }}
{% if user.is_staff %} {% endif %}{{ completed_tasks | length }} Completed Task{{ completed_tasks | pluralize }}
{% for task in completed_tasks %}{{ task.title }}
{{ task.details }}


Hunky Dorys - Firey Chilli
Hunky Dorys - Firey Chilli
On a mundane trip to spar on an uneventful Tuesday evening, a new Hunky Dory flavour was discovered that neither of us had tried. The initial excitement was short lived as ** tasted the first crisp. A bland taste followed by a bust of “Fiery” Flames. The crisps taste rather oily at the start and there is no specific flavour, such as paprika, sour cream or salt to them.  Usually Hunky Dorys convince with their rich flavours, thus it was a disappointment to realise that Hunky Dorys didn’t display their usual pedigree.
Hopefully they will shine brighter with their next try.
Conclusions: 2 of 5 Stars


CrossORM
Overview
Namespace
Class
Tree
Files
Deprecated
Todo
Index
Frames
No frames
Class Hierarchy
CrossORM\Security\ACL
CrossORM\Core\Builder
CrossORM\DB
CrossORM\Helpers
CrossORM\Interfaces\Model
CrossORM\Interfaces\ORM
CrossORM\Core\Resultset
CrossORM\Security\Validation
CrossORM
Overview
Namespace
Class
Tree
Files
Deprecated
Todo
Index
Frames
No frames
This document was generated by
PHPDoctor: The PHP Documentation Creator


10.5. *Exceptions as Strings
Prior to Python 1.5, standard exceptions were implemented as strings. However, this became limiting in that it did not allow for exceptions to have relationships to each other. With the advent of exception classes, this is no longer the case. As of 1.5, all standard exceptions are now classes. It is still possible for programmers to generate their own exceptions as strings, but we recommend using exception classes from now on.
For backward compatibility, it is possible to revert to string-based exceptions. Starting the Python interpreter with the command-line option -Xwill provide you with the standard exceptions as strings. This feature will be obsolete beginning with Python 1.6.
Python 2.5 begins the process of deprecating string exceptions from Python forever. In 2.5, raise of string exceptions generates a warning. In 2.6, the catching of string exceptions results in a warning. Since they are rarely used and are being deprecated, we will no longer consider string exceptions within the scope of this book and have removed it. (You may find the original text in prior editions of this book.) The only point of relevance and the final thought is a caution: You may use an external or third-party module, which may still have string exceptions.  One reader vividly recalls seeing Linux RPM exceptions with spelling errors in the exception text.
|


WITNESS LIST Insurance Committee March 7, 2005-1:15P HB 532 For: Lee, Randy M. (Stewart Title Guaranty Co.) On: Rockhold, Neal (Texas Department of Insurance) HB 885 For: Gosdin, James L. (Stewart Title Guaranty Co.) Liesman, Bruce D. (Alamo Title Insurance) On: Rockhold, Neal (Texas Department of Insurance)


Search on for sexual predator who attacked 3 women in Bronx
by Eyewitness NewsNEW YORK (WABC) -- Police are searching for a man who is accused of attacking at least three women in the Bronx within one hour of each other.
Police say he groped two women and sexually assaulted another on Thursday in the vicinity of Bartow Avenue and Baychester Avenue in Co-Op City.
In one case he approached a 48-year-old woman who was removing packages from a parked car, grabbed her groin area and fled.
Police say he also opened the passenger side car door where a 44-year-old woman was sitting and began touching her breasts and groin area.
After a struggle ensued and the victim began yelling, the man fled the scene.
The suspect also approched a 52-year-old woman from behind as she was walking, grabbed her buttocks and genital area and then fled, police said.
Police describe the suspect as male, dark complexion, medium build, short dark hair with a full beard.
Anyone with information about the suspect is asked to call the NYPD's Crime Stoppers Hotline at 1-800-577-TIPS (8477) or for Spanish, 1-888-57-PISTA (74782).
Tips can also be submitted by visiting the CrimeStoppers website or Twitter @NYPDTips.
All calls are kept confidential.
----------
* More Bronx news
* Send us a news tip
* Download the abc7NY app for breaking news alerts
* Follow us on YouTube


About
The Gospel in Six is a resource of Cross City Church to help explain the good news of Jesus Christ in a simple and clear manner so people may understand the gospel, grow as followers of Jesus, and provide a framework to explain Jesus’ teaching on any subject.
Scott Burns wrote The Gospel in Six, Jay Hobbs edited, and Chris Bennett designed.


Gets PaymentMechanism
 The field shall be filled in with:
 “CC” - Credit card;
 “CD” - Debit card;
 “CH” - Bank cheque;
 “CI” – International Letter of Credit;
 “CO” - Gift cheque or gift card
 “CS” - Balance compensation in current account;
 “DE” - Electronic Money, for example, on fidelity or points cards;
 “LC” - Commercial Bill;
 “MB” - Payment references for ATM;
 “NU” – Cash;
 “OU” – Other means not mentioned;
 “PR” – Exchange of goods;
 “TB” – Banking transfer or authorized direct debit;
 “TR” - Non-wage compensation titles regardless of their support [paper or digital format], for instance, meal or education vouchers, etc.
 <xs:element ref="PaymentMechanism" minOccurs="0"/>


--- layout: api title: "v2.1.8 JavaScript Library: L.mapbox.sanitize(string)" categories: api version: v2.1.8 permalink: /api/v2.1.8/l-mapbox-sanitize/ ---
A HTML sanitization function, with the same effect as the default value of the sanitizer
option of L.mapbox.featureLayer
, L.mapbox.gridControl
, and L.mapbox.legendControl
.
| Options | Value | Description |
|---|---|---|
| text | string | String of content you wish to sanitize. |


Some text
and a bit more
And this output
Compatible with PHP Markdown Extra 1.2.2 and Markdown.pl1.0.2b8:
Should be in p


Incredible Messi Stat Makes Mockery Of All-Time Greats
by SL InternationalAfter Lionel Messi scored his 608th FC Barcelona goal and overtook rival Cristiano Ronaldo's all-time club goalscoring tally, an incredible statistic has emerged about the Argentina forward's record numbers that makes a mockery of some of the game's great players.
Read: 9 Players Who Left Barca Because Of Messi
Towards the end of last month, Messi netted a brace in Barcelona's 5-1 win over Real Valladolid, and in doing so, surpassed Ronaldo's tally of 606 club goals despite having played 118 fewer matches.
The 32-year-old scored again this past weekend, during the Blaugrana's shock defeat to Levante, to take his tally to 609, and after that match, an incredible statistic emerged surrounding the nature of his goals.
According to ESPN, who cited Gracenote, the Argentina international's penalty goal against Levante was the 500th time he had scored with his left foot for Barca, which amounts to 82.1% of all of his strikes for the club.
Of Messi's other goals, 85 were scored with his right foot and 22 with his head, while two more have been credited to other parts of his body.
Incredibly, the Albiceleste talisman's tally with his left foot alone is higher than the overall career hauls of players such as Thierry Henry, Ronaldo Nazario, Alan Shearer, Diego Maradona and Raul.
Click through the gallery below to see 10 records Messi & Ronaldo have not yet broken!
Messi has scored six goals in his past five appearances for Barcelona, and will likely be in action again on Tuesday evening for the club's UEFA Champions League clash against Slavia Praha.


Reading List
The Wind Up Bird Chronicle
A Visit From the Goon Squad
The Flamethrowers
To Kill a Mockingbird
Kafka on the Shore
Chill!


This page contains all the documentation for
Litexa. The same material can be found
as a set of markdown file, in the
/documentation
folder of the code package.
The Litexa Language Tour section contains a guided walkthrough of the language's features, while the Language Reference section contains a cross-referenced complete list of features.
The Litexa Readme section mirrors the contents of the readme.md file in the code package, and contains an installation and getting started guide.


Description
- Olgia is celebrated on the first day of Bhado (middle of August), when the harvest is lush and green,
vegetables are in abundance and the milch animals very productive.
- In ancient times sons-in-law and nephews would give presents to fathers-in-law and maternal uncles, respectively, in order to celebrate Olgia.
- Today agriculturists and artisans give presents to the owners of their land and purchasers of
their tools and receive gifts and money in return.
- People put ghee on their foreheads and eat ghee and chapatis stuffed with ‘urad’ dal.
- Binai (oral harp), datkhocha (metallic tooth pick), metal calipers, axes, ghee, vegetables and firewood are some of the presents exchanged on this day.
- It is believed that walnuts sweeten after this festival.
- This festival, which is a celebration of the produce of the land, is now seldom celebrated.


Qt Quick Demo - Maroon in Trouble
Maroon in Trouble demonstrates QML features that are useful when developing games:
- Using custom QML types to create different screens for different stages of the game.
- Using the Item and Image types to construct a game background.
- Using the SequentialAnimation, NumberAnimation, ParticleSystem, Emitter, and Wander types to animate background objects.
- Using the Timer and Repeater types to display a countdown sequence before starting the game.
- Using a custom QML type with custom properties to construct a game board.
- Using the SpriteSequence and Sprite types to add animated objects to the game board.
- Using a custom QML type that uses the Image type with some custom properties to add a menu where the players can buy objects.
- Using custom properties with private functions to keep track of game statistics and a custom QML type to display them to the players.
- Using the State type with JavaScript functions to manage game states.
- Using the SoundEffect type to play individual sound effects depending on the object type and the action applied to the object.
- Using signal handlers to specify keyboard shortcuts for some game actions.
- Using resource files to package game resources for deployment and delivery.
Running the Example
To run the example from Qt Creator, open the Welcome mode and select the example from Examples. For more information, visit Building and Running an Example.
Adding Screens
In the Maroon in Trouble app, we use the following custom types that are each defined in a separate .qml file to create the game screens:
- NewGameScreen.qml
- GameCanvas.qml
- GameOverScreen.qml
To use the custom types, we add an import statement to the main QML file, maroon.qml that imports the folder called content
where the types are located:
import "content"
We use the screen types at different stages of the game. The NewGameScreen type is used to create the screen that appears when the players start the app. In NewGameScreen.qml, we use an Image type to create a New Game button that the players can press to start a new game.
Tapping the button initiates a countdown timer that triggers the creation of the game canvas by using the GameCanvas type. Another Timer type spawns mobs of fish inside bubbles that the players must free before they reach the surface. The players can tap on the screen to open a menu where they can buy different types of weapons (melee, ranged, and bombs) to burst the bubbles.
When the game finishes, a screen created by using the GameOverScreen type appears. On this screen, the players can see their score and start a new game.
The screens are all created on the same background and use some of the same images and animations.
Constructing the Background
In the maroon.qml file, we use an Item type with the id root
and a fixed width and height to create a main window for the game:
Item { id: root width: 320 height: 480 property var gameState property bool passedSplash: false
We declare two custom properties for the root item, gameState
and passedSplash
that we will use later to manage game states.
We use an Image item to display the game background image:
Image { source:"content/gfx/background.png" anchors.bottom: view.bottom
We want to be able to load the background image only once at app startup and still use different scenes for the game screens. Therefore, background.png is three times the length of the root item and displays a scene that stretches from the bottom of sea to the sky above the horizon.
We use the anchors.bottom
property to anchor the background image to the bottom of the Column layout that we use to position the screens:
Column { id: view y: -(height - 480) width: 320 GameOverScreen { gameCanvas: canvas }
We set a negative value for the y
property to set the first scene at the bottom of the sea. We calculate the position by subtracting the height of a screen from the height
property.
Within the column layout, we use an Item type to add objects to the background. Within the item, we use Row layout objects to position Image objects that display waves on the game canvas and the game over screen:
Item { id: canvasArea width: 320 height: 480 Row { height: childrenRect.height Image { id: wave y: 30 source:"content/gfx/wave.png" } Image { y: 30 source:"content/gfx/wave.png" } ... Row { opacity: 0.5 Image { id: wave2 y: 25 source: "content/gfx/wave.png" } Image { y: 25 source: "content/gfx/wave.png" }
The second row of waves is positioned on the y axis with a slight offset to the first row. We also use the opacity
property to make the waves appear lighter in color than the first two waves, which gives the background some depth.
We use Image objects to also display sunlight on the new game screen and on the game canvas:
Image { source: "content/gfx/sunlight.png" opacity: 0.02 y: 0 anchors.horizontalCenter: parent.horizontalCenter ... Image { source: "content/gfx/sunlight.png" opacity: 0.04 y: 20 anchors.horizontalCenter: parent.horizontalCenter
We set the opacity
property of the images to 0.02
and 0.04
to give some depth to the rays of sunshine. We use the y
property to position the images at fixed locations on the y axis and the anchors.horizontalCenter
property to center them horizontally in relation to their parent.
We use an Image type to display an image that adds a deepening shadow to the background:
Image { source: "content/gfx/grid.png" opacity: 0.5 }
We set the opacity
property of the image to 0.5
to make the background visible behind the shadow.
To make the background more interesting, we animate some of the objects we added to it.
Animating Background Objects
We use NumberAnimation to move the waves horizontally across the screen in opposite directions and SequentialAnimation with NumberAnimation to move them up and down.
We apply the number animation to the x
property of wave
as a property value source to animate the x value from its current value to the -(wave.width)
, over 16 seconds. We set the loops
property to Animation.Infinite
to repeat the animation indefinitely:
NumberAnimation on x { from: 0; to: -(wave.width); duration: 16000; loops: Animation.Infinite }
We apply the sequential animation to the y
property of the image as a property value source to animate the y value. We use one number animation to animate the image from the y position of two below the value of y to two above it, over 1600 milliseconds. We use another number animation to subsequently animate the image in the opposite direction, again over 1600 milliseconds. The animation is repeated indefinitely:
SequentialAnimation on y { loops: Animation.Infinite NumberAnimation { from: y - 2; to: y + 2; duration: 1600; easing.type: Easing.InOutQuad } NumberAnimation { from: y + 2; to: y - 2; duration: 1600; easing.type: Easing.InOutQuad } }
We use the easing curve of the type Easing.InOutQuad
for a quintic (t^5) function to accelerate the motion until halfway and then decelerate it.
We use sequential animation and number animation to animate wave2
similarly to wave
, but in the opposite direction:
SequentialAnimation on y { loops: Animation.Infinite NumberAnimation { from: y + 2; to: y - 2; duration: 1600; easing.type: Easing.InOutQuad } NumberAnimation { from: y - 2; to: y + 2; duration: 1600; easing.type: Easing.InOutQuad } }
We use sequential animation to rotate the rays of sunlight in degrees clockwise around an origin point that we set to Item.Top
in the transformOrigin
property. The animation is repeated indefinitely:
transformOrigin: Item.Top SequentialAnimation on rotation { loops: Animation.Infinite NumberAnimation { from: -10; to: 10; duration: 8000; easing.type: Easing.InOutSine } NumberAnimation { from: 10; to: -10; duration: 8000; easing.type: Easing.InOutSine } }
We use one number animation to rotate the image from -10
degrees to 10
degrees over 8 seconds and another to subsequently rotate it from 10
degrees to -10
degrees over the same duration.
We use the easing curve of the type Easing.InOutSine
for a sinusoidal (sin(t)) function to accelerate the motion until halfway and then decelerate it.
We use sequential animation and number animation to animate another sunlight.png image similarly, but in the opposite direction:
transformOrigin: Item.Top SequentialAnimation on rotation { loops: Animation.Infinite NumberAnimation { from: 10; to: -10; duration: 8000; easing.type: Easing.InOutSine } NumberAnimation { from: -10; to: 10; duration: 8000; easing.type: Easing.InOutSine } }
For examples of using SequentialAnimation and NumberAnimation on the x
and y
properties and the width
and height
properties, see NewGameScreen.qml.
Emitting Particles
In addition to animation, we use particles to generate motion on the game screens. We use the ParticleSystem QML type in maroon.qml to make bubbles appear at the bottom of the new game screen and game canvas and slowly float towards the top on varying trajectories.
To use the ParticleSystem type, we must import Qt Quick Particles QML Types:
import QtQuick.Particles 2.0
To have the particles appear on the game background, we place the ParticleSystem type within the Image type that displays the game background:
Image { source:"content/gfx/background.png" anchors.bottom: view.bottom ParticleSystem { id: particles anchors.fill: parent
In the ParticleSystem, we use an Emitter type to emit particles from the location of the emitter at the rate of two per second with the life span of 15 seconds:
Emitter { width: parent.width height: 150 anchors.bottom: parent.bottom anchors.bottomMargin: 3 startTime: 15000 emitRate: 2 lifeSpan: 15000 acceleration: PointDirection{ y: -6; xVariation: 2; yVariation: 2 } size: 24 sizeVariation: 16 }
The acceleration
property uses the PointDirection type to specify random variation of the x and y coordinates, so that the bubbles appear inside a rectangular area around the emitter that is anchored to the bottom of the image.
The size
property sets the base size of the particles at the beginning of their life to 24 pixels and the sizeVariation
property randomly increases or decreases the particle size by up to 16 pixels, so that we get bubbles in different sizes.
As emitters have no visualization, we use the ImageParticle type to render the catch.png image at the particle location:
ImageParticle { id: bubble anchors.fill: parent source: "content/gfx/catch.png" opacity: 0.25 }
A Wander type applies a random trajectory to the particles, so that the bubbles follow random routes from the bottom to the top.
Wander { xVariance: 25; pace: 25; }
For another example of using the ParticleSystem type, see the GameOverScreen.qml file, where an ImageParticle type is used to make clouds move across the sky.
Using Timers
In maroon.qml, we use the Timer type with a Repeater type to display a countdown sequence before using another timer to start a new game. Both timers are started simultaneously in the "gameOn"
state, that is when the players tap the New Game button and passedSplash
is true
. This is explained in more detail in Managing Game States.
We use the countdownTimer
to display the countdown sequence:
Timer { id: countdownTimer interval: 1000 running: root.countdown < 5 repeat: true onTriggered: root.countdown++ }
The onTriggered
signal handler is called when the timer is triggered to increment the value of the countdown
custom property.
We set the repeat
property to true
to specify that the timer is triggered at the interval of 1 second as long as the value of countdown
is less than 5.
The countdown
property is defined in the root item with an initial value of 10
, so that countdownTimer
is not running by default:
property int countdown: 10
Each time the timer is triggered, an image from the countdown sequence is displayed. We use a Repeater type to instantiate the Image delegate in the context of the repeater's parent, canvasArea
item, seeded with data from the model
:
Repeater { model: ["content/gfx/text-blank.png", "content/gfx/text-3.png", "content/gfx/text-2.png", "content/gfx/text-1.png", "content/gfx/text-go.png"] delegate: Image { visible: root.countdown <= index opacity: root.countdown == index ? 0.5 : 0.1 scale: root.countdown >= index ? 1.0 : 0.0 source: modelData Behavior on opacity { NumberAnimation {} } Behavior on scale { NumberAnimation {} } } }
We scale the images from 0.0
to 1.0
and use the visible
property to hide the images for the previous steps as the countdown progresses. We also raise the opacity of the image that matches the current countdown step, keeping the others nearly transparent.
By animating the changes in the opacity
and scale
properties using a Behavior type, we achieve a countdown sequence where numbers zoom in towards the players.
Constructing the Game Board
To construct the game board, we use the GameCanvas custom type that is defined in GameCanvas.qml.
In maroon.qml, we use the GameCanvas type to display the game canvas at the position of 32 on the x axis and 20 pixels from the bottom of its parent item, canvasArea
:
GameCanvas { id: canvas anchors.bottom: parent.bottom anchors.bottomMargin: 20 x: 32 focus: true }
We set the focus
property to true
to give canvas
active focus on startup.
In GameCanvas.qml, we use an Item type and define custom properties for it to create a grid of equally sized squares divided to 4 columns on 6 rows:
Item { id: grid property int squareSize: 64 property int rows: 6 property int cols: 4 property Item canvas: grid
We use the custom properties to set the width
and height
of the grid
item as the amount of columns and rows multiplied by square size:
width: cols * squareSize height: rows * squareSize
We use an Image type with a MouseArea type to display a help button that the players can tap to view an image that contains instructions for playing the game:
Image { id: helpButton z: 1010 source: "gfx/button-help.png" function goAway() { helpMA.enabled = false; helpButton.opacity = 0; } function comeBack() { helpMA.enabled = true; helpButton.opacity = 1; } Behavior on opacity { NumberAnimation {} } MouseArea { id: helpMA anchors.fill: parent onClicked: {helpImage.visible = true; helpButton.visible = false;} } anchors.horizontalCenter: parent.horizontalCenter anchors.bottom: parent.bottom anchors.bottomMargin: 0 }
We declare the goAway()
private function to disable the mouse area and make the image fully transparent and a comeBack()
function to enable the mouse area and make the button fully opaque. We use a Behavior type on the opacity
property to apply the default number animation when the value of opacity
changes.
When the players tap the help button, the onClicked
signal handler is called to hide the help button by setting the helpButton.visible
property to false
and to show the help image by setting the helpImage.visible
property to false
.
We use anchoring to position the help button at the bottom center of the game canvas.
We use another Image type to display the help image:
Image { id: helpImage z: 1010 source: "gfx/help.png" anchors.fill: parent visible: false MouseArea { anchors.fill: parent onClicked: helpImage.visible = false; } }
To hide the help image when the players tap it, the onClicked
signal handler within the MouseArea type is called to set the helpImage.visible
property to true
.
To ensure that the images are placed on top when they are visible, we set a high value for their z
property.
The following sections describe how to use timers to add animated objects to the game board and how to create a menu dialog from which the players can add more objects to it.
Animating Objects on the Game Board
We use sprite animation to animate objects on the game board. The Qt Quick sprite engine is a stochastic state machine combined with the ability to chop up images containing multiple frames of an animation.
Spawning Fish
We use a Timer element with the tick()
function in GameCanvas.qml to spawn mobs of fish in waves at an increasing rate, starting at 16 milliseconds:
Timer { interval: 16 running: true repeat: true onTriggered: Logic.tick() }
We use the MobBase custom type that is defined in MobBase.qml to animate mobs of fish that swim inside bubbles. We use an Item type with custom properties and private functions to create the fish and the bubbles and to define the actions that can be applied to them:
Item { id: container property string name: "Fish" property int col: 0 property real hp: 3 property real damage: 1 property real speed: 0.25 property int rof: 30 //In ticks property int fireCounter: 0 property bool dying: false width: parent ? parent.squareSize : 0 height: parent ? parent.squareSize : 0 x: col * width z: 1001 function fire() { } ...
We use a SpriteSequence type to animate the fish:
SpriteSequence { id: fishSprite width: 64 height: 64 interpolate: false goalSprite: ""
The SpriteSequence type renders and controls a list of animations defined by Sprite types:
Sprite { name: "left" source: "../gfx/mob-idle.png" frameWidth: 64 frameHeight: 64 frameCount: 1 frameDuration: 800 frameDurationVariation: 400 to: { "front" : 1 } } Sprite { name: "front" source: "../gfx/mob-idle.png" frameCount: 1 frameX: 64 frameWidth: 64 frameHeight: 64 frameDuration: 800 frameDurationVariation: 400 to: { "left" : 1, "right" : 1 } } Sprite { name: "right" source: "../gfx/mob-idle.png" frameCount: 1 frameX: 128 frameWidth: 64 frameHeight: 64 frameDuration: 800 frameDurationVariation: 400 to: { "front" : 1 } }
In the fishSprite
sprite sequence, each sprite defines one frame within the mob-idle.png file, which shows a fish facing right, front, and left:
We use the frameWidth
, frameHeight
, and frameX
properties to determine that the first 64x64-pixel square of the image is framed in the "left"
sprite, the second in the "front"
sprite, and the third in the "right"
sprite. For each sprite, the frameCount
property is set to 1
to specify that the sprite contains one frame.
We use the frameDuration
and frameDurationVariation
properties to specify that the duration of an animation can vary from 400
to 1200
milliseconds.
The to
property specifies that the sprites have weighted transitions to other sprites. The "left"
and "right"
sprites always transfer to the "front"
sprite. When the "front"
animation finishes, the sprite engine chooses "left"
or "right"
randomly, but at roughly equal proportions, because they both have the weight 1
.
When the fish are set free, we want them to swim away in the direction they are facing until they get off the screen. If they were facing front, we use the jumpTo
method with the JavaScript Math.random()
method in the die()
private function to randomly jump to the "left"
or "right"
sprite:
function die() { if (dying) return; dying = true; bubble.jumpTo("burst"); if (fishSprite.currentSprite == "front") fishSprite.jumpTo(Math.random() > 0.5 ? "left" : "right" ); fishSwim.start(); Logic.gameState.score += 1; killedSound.play(); bubble.scale = 0.9 destroy(350); }
We then use the start()
function to run a NumberAnimation that applies a number animation to the x value from its current value to -360
or 360
, depending on whether the goingLeft
custom property is true
, in 300 milliseconds:
NumberAnimation on x { id: fishSwim running: false property bool goingLeft: fishSprite.currentSprite == "right" to: goingLeft ? -360 : 360 duration: 300 }
Bursting Bubbles
We use another SpriteSequence to animate the bubbles so that they become smaller and finally burst when they are attacked by a shooter or a melee. For this effect, we set the value of the scale
property to decrease by 0.2
each time the custom hp
property changes:
SpriteSequence { id: bubble width: 64 height: 64 scale: 0.4 + (0.2 * hp) interpolate: false goalSprite: ""
We use a Behavior type to apply a NumberAnimation when the value of scale
changes. We use the Easing.OutBack
easing type for a back (overshooting cubic function: (s+1)*t^3 - s*t^2) easing out curve that decelerates the motion to zero velocity in 150 milliseconds:
Behavior on scale { NumberAnimation { duration: 150; easing.type: Easing.OutBack } }
The SpriteSequence consist of two sprites that display different images. The first sprite, "big"
, uses the catch.png image to display an empty bubble:
Sprite { name: "big" source: "../gfx/catch.png" frameCount: 1 to: { "burst" : 0 } }
We set the to
property to "burst"
with the weight 0
to make the second sprite, "burst"
, a valid goal for the jumpTo
method that we use in the die()
private function to jump directly to the "burst"
sprite without playing the first sprite.
In the "burst"
sprite, we set the frameCount
property to 3
and the frameX
property to 64
to specify that the animation starts at pixel location 64 and loads each frame for the duration of 200 milliseconds.
Sprite { name: "burst" source: "../gfx/catch-action.png" frameCount: 3 frameX: 64 frameDuration: 200 }
Within the SpriteSequence, we use SequentialAnimation with NumberAnimation to animate the transitions between the frames. To create a pulsating effect on the bubbles, we apply a sequential animation on the width
property with two number animations to first increase the bubble width from * 1
to * 1.1
over 800 milliseconds and then bring it back over 1 second:
SequentialAnimation on width { loops: Animation.Infinite NumberAnimation { from: width * 1; to: width * 1.1; duration: 800; easing.type: Easing.InOutQuad } NumberAnimation { from: width * 1.1; to: width * 1; duration: 1000; easing.type: Easing.InOutQuad } }
Similarly, we increase the bubble height from * 1
to * 1.15
over 1200 milliseconds and then bring it back over 1 second:
SequentialAnimation on height { loops: Animation.Infinite NumberAnimation { from: height * 1; to: height * 1.15; duration: 1200; easing.type: Easing.InOutQuad } NumberAnimation { from: height * 1.15; to: height * 1; duration: 1000; easing.type: Easing.InOutQuad } }
We use yet another SpriteSequence to display the effect of squid ink on the bubbles. For more examples of using sprite sequences, see the QML files in the towers
directory.
Adding Dialogs
In GameCanvas.qml, we use an Image type with some custom properties to create a menu where the players can buy tower objects:
Image { id: towerMenu visible: false z: 1500 scale: 0.9 opacity: 0.7 property int dragDistance: 16 property int targetRow: 0 property int targetCol: 0 property bool shown: false property bool towerExists: false
We set the visible
property to false
to hide the menu by default. The z
property is set to 1500 to ensure that the menu is displayed in front of all other items when it is visible.
We use a MouseArea type to open or close the menu when players tap on the canvas:
MouseArea { id: ma anchors.fill: parent onClicked: { if (towerMenu.visible) towerMenu.finish() else towerMenu.open(mouse.x, mouse.y) } }
We set the anchors.fill
property to parent
to allow the players to tap anywhere on the game canvas. We use a condition in the onClicked
signal handler to call the finish()
function if the menu is visible and the open()
function otherwise.
The finish()
function hides the menu by setting the shown
custom property to false
:
function finish() { shown = false }
The open()
function displays the menu at the x and y position of the mouse pointer:
function open(xp,yp) { if (!grid.gameRunning) return targetRow = Logic.row(yp) targetCol = Logic.col(xp) if (targetRow == 0) towerMenu.y = (targetRow + 1) * grid.squareSize else towerMenu.y = (targetRow - 1) * grid.squareSize towerExists = (grid.towers[Logic.towerIdx(targetCol, targetRow)] != null) shown = true helpButton.goAway(); }
If gameRunning
is true
, we call the JavaScript row()
function to calculate the value of the targetRow
custom property and the col()
function to calculate the value of the targetCol
custom property. If the value of targetRow
equals 0
, the y position is set to one square above the mouse pointer. Otherwise, it is set to one square below the mouse pointer.
We use the towerIdx()
function to set the value of the towerExists
custom property.
We set the shown
custom property to true
to show the menu and call the helpButton.goAway()
function to hide the help button when the menu opens.
We use states and transitions to display the menu when the shown
property is true
and the gameOver
property is false
:
states: State { name: "shown"; when: towerMenu.shown && !grid.gameOver PropertyChanges { target: towerMenu; visible: true; scale: 1; opacity: 1 } } transitions: Transition { PropertyAction { property: "visible" } NumberAnimation { properties: "opacity,scale"; duration: 500; easing.type: Easing.OutElastic } }
To set the visibility of the menu to "visible"
without animating the property change, we use a PropertyAction type. We do want to animate the changes in opacity and scale, though, so we use number animation to animate the value of the scale
property from 0.9
to 1
and the value of opacity
property from 0.7
to 1
, over 500 milliseconds. We use the Easing.outElastic
easing type for an elastic (exponentially decaying sine wave) function easing curve that decelerates from zero velocity.
To construct the menu, we use a BuildButton custom type that is defined in BuildButton.qml. In GameCanvas.qml, we create one build button for each tower object that the players can buy and position them in a Row layout in front of the menu background image, dialog.png:
x: -32 source: "gfx/dialog.png" Row { id: buttonRow height: 100 anchors.centerIn: parent spacing: 8 BuildButton { row: towerMenu.targetRow; col: towerMenu.targetCol anchors.verticalCenter: parent.verticalCenter towerType: 1; index: 0 canBuild: !towerMenu.towerExists source: "gfx/dialog-melee.png" onClicked: towerMenu.finish() } BuildButton { row: towerMenu.targetRow; col: towerMenu.targetCol anchors.verticalCenter: parent.verticalCenter towerType: 2; index: 1 canBuild: !towerMenu.towerExists source: "gfx/dialog-shooter.png" onClicked: towerMenu.finish() } BuildButton { row: towerMenu.targetRow; col: towerMenu.targetCol anchors.verticalCenter: parent.verticalCenter towerType: 3; index: 2 canBuild: !towerMenu.towerExists source: "gfx/dialog-bomb.png" onClicked: towerMenu.finish() } BuildButton { row: towerMenu.targetRow; col: towerMenu.targetCol anchors.verticalCenter: parent.verticalCenter towerType: 4; index: 3 canBuild: !towerMenu.towerExists source: "gfx/dialog-factory.png" onClicked: towerMenu.finish() } } }
For each build button, we set the values of towerType
and index
custom properties that we define in BuildButton.qml.
We use the canBuild
custom property to prevent players from adding tower objects in locations where tower objects already exist.
We use the source
property to display the image for the tower type.
The onClicked
signal handler is called to execute the finish()
function that closes the menu when the players tap an enabled build button.
Build buttons are enabled when the players have enough coins to buy the tower objects. We use an Image type in BuildButton.qml to display images on the buttons:
Image { id: img opacity: (canBuild && gameCanvas.coins >= Logic.towerData[towerType-1].cost) ? 1.0 : 0.4 }
We use the opacity
property to make the buttons appear enabled. If canBuild
is true
and the value of the gameCanvas.coins
property is larger than or equal to the cost of a tower object, the images are fully opaque, otherwise their opacity is set to 0.4
.
We use a Text type to display the cost of each tower item, as specified by the towerData
variable, depending on towerType
:
Text { anchors.right: parent.right font.pointSize: 14 font.bold: true color: "#ffffff" text: Logic.towerData[towerType - 1].cost }
To display a pointer on the screen at the position where the tower object will be added, we use the Image type. We use the visible
property to determine whether the dialog-pointer.png image should be positioned below or above the menu. When the value of the col
property equals the index
and the value or the row
property is not 0
, we anchor the image to the bottom of its parent, BuildButton.
When the value or the row
property is 0
, we anchor the image to the top of BuildButton to position the pointer above the menu and use the rotation
property to rotate it by 180 degrees, so that it points upwards:
Image { visible: col == index && row != 0 source: "gfx/dialog-pointer.png" anchors.top: parent.bottom anchors.topMargin: 4 anchors.horizontalCenter: parent.horizontalCenter } Image { visible: col == index && row == 0 source: "gfx/dialog-pointer.png" rotation: 180 anchors.bottom: parent.top anchors.bottomMargin: 6 anchors.horizontalCenter: parent.horizontalCenter }
Keeping Track of Game Statistics
To keep track of the game statistics, we use the InfoBar custom type (that is defined in InfoBar.qml) in maroon.qml:
InfoBar { anchors.bottom: canvas.top; anchors.bottomMargin: 6; width: parent.width }
We use the anchors.bottom
and anchors.bottomMargin
properties to position the info bar at 6 points from the top of the game canvas. We bind the width
property of the info bar to that of its parent.
In InfoBar.qml, we use an Item type to create the info bar. Within it, we use a Row layout type to display the number of lives the players have left, the number of fish that have been saved, and the amount of coins that are available for use.
We use the anchors
property to position the rows in relationship to their parent and to each other. In the first Row object, we use the anchors.left
and anchors.leftMargin
properties to position the heart icons at 10 points from the left border of the parent item:
Item { height: childrenRect.height // Display the number of lives Row { anchors.left: parent.left anchors.leftMargin: 10 spacing: 5 Repeater { id: rep model: Math.min(10, canvas.lives) delegate: Image { source: "gfx/lifes.png" } } }
We use a Repeater type with a model
and a delegate
to display as many hearts as the players have lives left. We use the spacing
property to leave 5 pixels between the displayed icons.
In the second Row object, we use the anchors.right
and anchors.rightMargin
properties to position the number of fish saved at 20 points left of the third Row object that displays the number of coins available (and has the id points
):
Row { anchors.right: points.left anchors.rightMargin: 20 spacing: 5 Image { source: "gfx/scores.png" } Text { text: canvas.score font.bold: true } } // Display the number of coins Row { id: points anchors.right: parent.right anchors.rightMargin: 10 spacing: 5 Image { source: "gfx/points.png" } Text { id: pointsLabel text: canvas.coins font.bold: true } } }
In these objects, we set spacing to 5 pixels to separate the icons from the numbers that we display by using a Text type.
In GameCanvas.qml, we define custom properties to hold the game statistics:
property int score: 0 property int coins: 100 property int lives: 3
We declare the freshState()
function to set the initial game statistics when a new game starts:
function freshState() { lives = 3 coins = 100 score = 0 waveNumber = 0 waveProgress = 0 gameOver = false gameRunning = false towerMenu.shown = false helpButton.comeBack(); }
We use the Logic.gameState.score
variable in the die()
function that we declare in MobBase.qml to increase the score by one when the players set a fish free:
Logic.gameState.score += 1;
Managing Game States
In maroon.qml, we use a State type and JavaScript to switch between screens according to the game state. The logic.js file contains definitions for the functions. To use the functions in a QML file, we import logic.js as the Logic
namespace in that file:
import "content/logic.js" as Logic
The base state displays the new game screen when the application starts. In addition, we call the Component.onCompleted signal handler to initialize a new game:
Component.onCompleted: gameState = Logic.newGameState(canvas);
In NewGameScreen.qml we use the onClicked
signal handler to emit the startButtonClicked()
signal when the players tap the New Game button:
Image { source: "gfx/button-play.png" anchors.bottom: parent.bottom anchors.bottomMargin: 60 MouseArea { anchors.fill: parent onClicked: newGameScreen.startButtonClicked() }
In maroon.qml, we use the onStartButtonClicked
signal handler to set the passedSplash
property of the root
item to true
:
NewGameScreen { onStartButtonClicked: root.passedSplash = true }
We then use the passedSplash
property in the when
property of the gameOn
state to trigger the gameStarter
timer:
State { name: "gameOn"; when: gameState.gameOver == false && passedSplash PropertyChanges { target: view; y: -(height - 960) } StateChangeScript { script: root.countdown = 0; } PropertyChanges { target: gameStarter; running: true } },
We also switch to the "gameOn"
state and move to the y position -(height - 960)
to display the game canvas.
In the gameStarter
Timer object we use the onTriggered
signal handler to call the startGame()
function that starts a new game:
Timer { id: gameStarter interval: 4000 running: false repeat: false onTriggered: Logic.startGame(canvas); }
The game continues until gameState.gameOver
is set to true
and gameState.gameRunning
is set to false
by calling the endGame()
function when the value of the gameState.lives
property becomes less than or equal to 0
.
In GameOverScreen.qml, we use a MouseArea type and an onClicked
signal handler within an Image type to return to the game canvas when the players tap the New Game button:
Image { source: "gfx/button-play.png" anchors.bottom: parent.bottom anchors.bottomMargin: 0 MouseArea { anchors.fill: parent onClicked: gameCanvas.gameOver = false//This will actually trigger the state change in main.qml } }
The onClicked
signal handler triggers a state change in maroon.qml to display the game canvas:
State { name: "gameOver"; when: gameState.gameOver == true PropertyChanges { target: view; y: 0 } }
Playing Sound Effects
The app can play sound effects if the Qt Multimedia module is installed. In the SoundEffect.qml file, we proxy a SoundEffect type:
Item { id: container property QtObject effect: Qt.createQmlObject("import QtMultimedia 5.0; SoundEffect{ source: '" + container.source + "'; muted: !Qt.application.active }", container); property url source: "" onSourceChanged: if (effect != null) effect.source = source; function play() { if (effect != null) effect.play(); }
We add the qtHaveModule()
qmake command to the app .pro file, maroon.pro, to check whether the Qt Multimedia module is present:
QT += qml quick qtHaveModule(multimedia): QT += multimedia
In each QML file that defines a custom type used on the game canvas, we use a SoundEffect type to specify the audio file to play for that type of objects. For example, in Bomb.qml, we specify the sound that a bomb makes when it explodes:
SoundEffect { id: sound source: "../audio/bomb-action.wav" }
To play the sound effect when a bomb explodes, we call the sound.play()
function that we declare as a member of the private fire()
function within the TowerBase custom type:
function fire() { sound.play() sprite.jumpTo("shoot") animDelay.start() }
For more examples of playing sound effects, see the QML files in the towers
directory and MobBase.qml.
Adding Keyboard Shortcuts
This is a touch example, so you should not really need to handle key presses. However, we do not want you to have to spend more time playing the game than you want to while testing it, so we use the Keys.onPressed
signal handler to specify keyboard shortcuts. You can press Shift+Up to increment the values of the coins
property to add coins, Shift+Left to increment the value of lives
, Shift+Down to increment the value of the waveProgress
property to spawn mobs of fish faster, and Shift+Right to call the endGame()
function to quit the game:
Keys.onPressed: { // Cheat Codes while Testing if (event.key == Qt.Key_Up && (event.modifiers & Qt.ShiftModifier)) grid.coins += 10; if (event.key == Qt.Key_Left && (event.modifiers & Qt.ShiftModifier)) grid.lives += 1; if (event.key == Qt.Key_Down && (event.modifiers & Qt.ShiftModifier)) Logic.gameState.waveProgress += 1000; if (event.key == Qt.Key_Right && (event.modifiers & Qt.ShiftModifier)) Logic.endGame(); }
Packaging Resources for Deployment
To be able to run the app on mobile devices, we package all QML, JavaScript, image, and sound files into a Qt resource file (.qrc). For more information, see The Qt Resource System.
Files:
- demos/maroon/maroon.qml
- demos/maroon/content/BuildButton.qml
- demos/maroon/content/GameCanvas.qml
- demos/maroon/content/GameOverScreen.qml
- demos/maroon/content/InfoBar.qml
- demos/maroon/content/NewGameScreen.qml
- demos/maroon/content/SoundEffect.qml
- demos/maroon/content/logic.js
- demos/maroon/content/mobs/MobBase.qml
- demos/maroon/content/towers/Bomb.qml
- demos/maroon/content/towers/Factory.qml
- demos/maroon/content/towers/Melee.qml
- demos/maroon/content/towers/Ranged.qml
- demos/maroon/content/towers/TowerBase.qml
- demos/maroon/main.cpp
- demos/maroon/maroon.pro
- demos/maroon/maroon.qmlproject
- demos/maroon/maroon.qrc
See also QML Applications.


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{% extends "layout.html" %} {% block content %}
The National Composite Gazetteer of Australia is being hosted by Geoscience Australia, an Australian Government Agency. As an API (application programming interface) this tool allows users to access the data in both human and machine readable forms.
As human readable data, place names are presented on descriptive web pages which include a map and hyperlinks to the data suppliers, the ontology, vocabularies and metadata.
As machine readable data it will be available for data integration and sharing, including combination with other datasets.
Data has been sourced from various naming authorities. For inquiries about the actual place-name Gazetteer data please contact the relevant naming authority indicated for each placename.
Users can download datasets from https://placenames.fsdf.org.au/
Technical feedback on this National Composite Gazetteer of Australia is most welcome, and users are encouraged to contact us using "Contact us" link below.
{% endblock %}


Show Me the `Money' by Homer Yen (c) 2000
The keen wisdom of an elderly bank robber, the naive ambitions of a sexy hospital nurse, and a partnership that blossoms between the two are the fine components that make up a modest, little caper adventure entitled `Where the Money Is.'
The elderly bank robber is Henry (Paul Newman), a famous criminal that was only recently caught. He has pulled off dozens of successful heists and has probably stashed away a small fortune. Always the shrewd thinker, he begins working on a plan to get out of jail. This involves years of studying Buddhism and self-hypnosis. When he is prepared to execute his plan, he uses what he has learned to fake a stroke. Now a seemingly twitching vegetable, he is temporarily transferred to a state-run home.
Carol (Linda Fiorentino) is the nurse that cares for him. She's a very bright person with a good heart. Yet, her life is a miserable waste of time. The most exciting thing to do in town is to fix cars. Her days at the hospital facility are spent leading wheelchair calisthenics. Worse, she's in a dead-end relationship with high-school sweetheart Wayne (Dylan McDermott). They became a couple because they were king and queen of the prom. To her, this made sense long ago. But now, it's a different story.
Wayne seems equally bored with his life, but is content enough to stay put. Wayne's greatest ambition is to become a night shift supervising foreman. Carol feels as lifeless as many of the other hospital patients, but she's never been anywhere else and doesn't see many other opportunities in life. However, when Henry falls under her care, her outlook begins to change.
The medical reports may state that he suffered a massive stroke. Carol, however, begins to grow suspicious that Henry may just be faking it after all. Maybe she can get through to him, and maybe she can learn something about the money that he has stashed away. The opening 30 minutes are filled with hilarious attempts of Carol trying to bring Henry ‘back to life.' And what are some of Carol's resuscitation techniques? Perhaps an erotic lapdance might stir his senses. If that fails, maybe she'll try a little shock therapy by pushing him off a 20-foot high pier into the cold lake below.
When he finally comes out of his state of self-trance, the movie's direction changes, though it remains equally if not more entertaining. Carol sees that Henry is filled with charisma and self-assuredness. She is invigorated by his commanding presence and refreshed by his vibrancy. This, of course, puts Wayne in an odd situation. Henry and Carol's bond grows stronger when they enter into an agreement to rob an armored car. Henry needs this heist because he is unable to retrieve his original stash. Meanwhile, this is Carol's ticket to a better life. Wayne is uncomfortable with the situation, but helps out nonetheless. However, his lack of commitment threatens their success. The heist sequence is suspenseful, well paced, and casts the uneasy feeling that something will horribly go wrong.
`Where the Money Is' does more to spotlight Newman and Fiorentino than it does to showcase a story about a nifty heist. Newman is the real joy of the film, adroitly showing that at age 75, he's still really hot stuff. He possesses a sly smile, displays a dominating attitude, and a projects a demeanor that is undeniably attractive. Fiorentino is also a fun presence. You root for her despite her sense of amorality. Sure, she wants to commit robbery and has little compunction about pushing a wheelchair-stricken man into a lake, but we can see that to escape her dead-end world, she needs to do something drastic. With two charismatic characters such as these, it's hard to ignore that `Where the Money Is' is where the fun is.
Grade: B
S: 1 out of 3 V: 1 out of 3 L: 1 out of 3
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{{episode.firstAired | date: 'MMM d, y'}}
Director {{episode.director}}
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MARIUS AND JEANNETTE (M). (Gil Scrine Films) Director: Robert Guediguian Stars: Ariane Ascaride, Gerard Meylan, Pascale Roberts, Jacques Boudet, Frederique Bonnal, Jean-Pierre Darroussin, Laetitia Pesenti, Miloud Nacer Running time: 101 minutes (French with English subtitles).
Writer/director Robert Guediguian was born and raised in Marseilles, and has an affinity for the tough working class area and its characters. Guediguian has set his previous films in this same area, somehow finding beauty and inspiration in the harsh environment. A contemporary romantic comedy about the relationship between two middle aged people touched by tragedy, Marius And Jeannette is Guediguian's seventh film, but the first to be released locally.
This enormously appealing film has no real plot to speak of, but is driven along by its wonderful cast of characters.
Jeannette (beautifully played by the director's wife Ariane Ascaride) has been scarred by tragedy all her life. Her father died when she was nine, and she has lost two husbands. One died in an accident, the other walked out on the family and never returned. However, she has a feisty, uncompromising attitude and tackles life on her terms. She has raised her two children, and worked a succession of thankless jobs to pay the bills. Marius (Gerard Meylan) is a shy gentle giant who works as a security guard at the local cement works, which are being demolished to make way for new developments. He also carries around with him the tragic loss of a wife and two children, although his grief has been bottled up inside.
This lonely and scarred pair meet after Jeannette scales a fence at the dilapidated concrete factory to steal a couple of paint cans. Marius drives her away, but the next day shows up at her place with a couple of cans and an apology for his rough attitude. He helps Jeannette paint the house, and a strong affection develops between the pair. However, they have to overcome their own personal demons before they can be truly happy.
There is plenty of advice and support for Jeannette from her eccentric ensemble of neighbours, who share a courtyard. While this charming obviously concentrates on the developing romance between Marius and Jeannette, Guediguian also devotes some screen time to exploring her colourful neighbours, who are sketched in economical fashion. Caroline (Pascale Roberts) is a survivor of the Nazi concentration camps, but has a healthy appetite for life and a generous spirit, while Justin (Jacques Boudet) is a retired teacher who is in love with her. Monique (Frederique Bonnal) and Dede (Jean- Pierre Darrousin) are a married couple constantly fighting over his radical politics.
But, at the heart of the film is an exploration of the healing power of love, and how people find their own happiness despite the hardships they encounter. However, there are a few moments that misfire - such as Justin's political discourses, which are largely irrelevant, and an unusual bar room brawl. There is also a delightful running joke, in which Jeannette constantly encounters her former boss forced to undertake a variety of menial jobs.
Guediguian always works with the same ensemble group of actors, who bring the characters to life with compassion, understanding and humour. Their familiarity and easy going affinity with his laid back style is reflected in the film's realistic and natural style. Meylan gives a soulful performance as the haunted Marius, while Ascaride brings fire and verve to her role.
Marius And Jeannette is suffused with a generous spirit, a relaxed charm, and a genuine sense of warmth. Guediguian maintains a gentle rhythm throughout. The film's upbeat and optimistic nature will strike a more responsive chord with audiences who found the recent Gallic drama Dream Life Of Angels a little too bleak and grim for their tastes.
*** greg king http://www.netau.com.au/gregking
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
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Related links: index of all rec.arts.movies.reviews reviews


Travel around the city comfortably and easily this festive season
Using an app, you can get an Arriva Click vehicle to come straight to you
by Leena SidatWith so much going on in the Liverpool City Region over the festive period, there’s really only one way to travel - by bus of course.
Apart from the obvious environmental benefits of travelling by bus, such as over 70 per cent of air pollution being caused by cars and the fact that one double decker bus takes 75 cars off the road.
There’s also the added bonus of Bustle, Arriva's onboard, free entertainment system which is streamed straight to your personal device. Enjoy audiobooks, games, podcasts, eBooks and more. There is no fuss, no app downloads, simply access Arriva's free on-board Wi-Fi, and not forgetting contactless payment options and no paying for parking.
Arriva is the first bus operator in the UK to offer a media entertainment service to passengers. It’s another way in which the company is continuing to invest in its service to provide you with better journeys.
This festive season has so much going on and because Arriva don’t want you to miss a single minute of it, its on-demand transport service is perfect.
Arriva Click is available in central and south Liverpool and really is as easy as a click. The app based travel portal uses GPS to find where you are, before you tell the app where you want to go.
A luxurious Arriva Click vehicle then comes straight to you, and with leather seats, heating and AC available, as well as USB charging points, what's not to love?
Christmas is the season of traditions and if you love the bus, then the Arriva Bus app will help you to get the most out of your Arriva local bus services right across the north west. Find the time of the next bus, the nearest bus stop, which bus to catch, and lots more. You can even get real time updates.
Enjoy everything the City Region has to offer this festive period by travelling via bus.
For more information, visit Arriva's website.


Network
Trade War
Prediction
Instruction
Coming Soon! ✧⁺⸜(●˙▾˙●)⸝⁺✧
Show trade war effect on
ONE
specific company
Network View
    to show supply chain changes e.g. emerging and disappearing suppliers.
Map View
    to show the number of Suppliers in different countries
Line Chart
    to show the change of financial performance and relation value
Data Table
    to display the raw data used above


Preparation time
less than 30 mins
Cooking time
30 mins to 1 hour
Serves
Serves 6-8
A simple, hearty dish of baked polenta layered with spicy sausage, bacon and cheese that will feed a family.
Pour one tablespoon of the oil into a large non-stick frying pan and fry the bacon rashers in two batches over a medium heat for two minutes on each side, or until browned and beginning to crisp. Drain on kitchen paper.
While the bacon is frying, separate the sausages, if necessary, and squeeze each one out of its skin. Add the sausagemeat to the frying pan and stir in the sliced onions.
Cook over a medium heat for 10-12 minutes, stirring regularly to break up the sausagemeat and brown the onions. Stir in the paprika and hot smoked paprika and cook for one minute more, stirring constantly. Set aside.
Preheat the oven to 200C/190C (fan)/Gas 6. Lightly butter a shallow two litre/3½ pint ovenproof dish, such as a lasagne dish. Snip the cooled bacon into 3cm/1in lengths with kitchen scissors and set aside.
To make the polenta, pour 1.5 litres/2½ pints of water into a large saucepan and stir in the salt. Bring the boil and stir in the polenta with a wooden spoon. Take off the heat and continue to stir for a further four minutes. You will begin to feel the polenta swell and the mixture getting thicker, but it should remain pourable.
Add the butter and three-quarters of the grated cheese. Stir vigorously until the cheeses melt and the polenta looks creamy. Season with lots of salt and pepper. Pour a third of the polenta into the base of the prepared dish and spread evenly with a rubber spatula. (The polenta will thicken as it cools, so it is important to work fairly quickly.)
Spoon half of the sausagemeat mixture evenly over the top. Scatter with half of the bacon. Pour just half of the remaining polenta over the top of the sausagemeat and bacon and spread to the corners of the dish.
Spoon the rest of the sausage and the bacon pieces on top. Finish with the remaining polenta, but don’t take it quite all the way to the sides, so you can see the sausagemeat mixture peaking from underneath.
Scatter with the reserved cheese and bake for 30 minutes, or until golden-brown and bubbling. Serve with a large mixed salad, tossed with a good dressing.