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Smart Select:
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{% extends 'store/base.html' %} {% load static %} {% block content %}
I remember it was just one of those rare Blue Moon nights In August when the idea of this mandala came through!
Reminds me of the calmness of the flowing river.
The fullness of life.
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Public Types | |
| using | rep = Rep |
| using | ratio = Ratio |
| using | unit_type = UnitType |
Public Member Functions | |
| constexpr | unit (rep value) |
| template<typename Rep2 , typename Ratio2 , typename UnitType2 > | |
| constexpr | unit (unit< Rep2, Ratio2, UnitType2 > dist) |
| constexpr rep | count () const |
|
constexpr std::common_type_t < unit > | operator+ () const |
|
constexpr std::common_type_t < unit > | operator- () const |
| unit & | operator++ () |
| unit | operator++ (int) |
| unit & | operator-- () |
| unit | operator-- (int) |
| unit & | operator+= (unit const other) |
| unit & | operator-= (unit const other) |
| unit & | operator*= (rep const scalar) |
| unit & | operator/= (rep const scalar) |
| unit & | operator%= (rep const scalar) |
| unit & | operator%= (unit const other) |


Note that the following guidelines assume that the test projects have the latest LeanTest.Net packages from nuGet installed.
The LeanTest.Core package contains the core builder pattern implementation, initialization etc.
The LeanTest.JSon package adds extension methods for WithData<T>(string)
for which a string parameter is deserialized to T
.
The LeanTest.DI.DotNetCore package implements a wrapper for .NET Core/.NET 5 dependency injection. Use this package rather than implementing IIocContainer
if you use .NET Core/.NET 5.
The LeanTest.AspNetCore package contains helper methods for setting up LeanTest as well as the .NET Core test host. LeanTest can handle all disposing, or you can chose to do that yourself. You do not need this package if you use the recommended method of initialization described below.
The LeanTest.MsTest package adds MsTest specific functionality, e.g. attributes initialized via an MsTest context. You only need this package if you use the MsTest test runner.
The LeanTest.Xunit package adds Xunit specific functionality, e.g. attributes initialized via an Xunit ITestOutputHelper
. You only need this package if you use the xUnit test runner.
Lean Testing requires little or no refactoring of production code in order to put the code under test.
The only hard requirement which Lean Testing imposes is that external dependencies must be well-defined. Furthermore, if these external dependencies are represented by interfaces implemented as pass-through to the actual external dependency then it is quite possible to put all relevant logic under test. Finally, if at least these external dependency interfaces and implementations are handled with dependency injection, then life as a person implementing automated tests is easy.
However, the job is a lot easier if everybody consistently follows the following coding guidelines.
Each test class is initialized by creating a context builder and then getting an instance of the test target. There are a couple of ways to do that and your choice of test framework will influence other details, but it will generally look something like the following,
[TestClass]
public class TestMyService
{
private ContextBuilder _contextBuilder;
private HttpClient _target;
public TestContext TestContext { get; set; } // use a TestContext if you use MS Test
[TestInitialize]
public void TestInitialize()
{
_contextBuilder = // there are a couple of ways to create a context builder
.RegisterAttributes(TestContext)
_target = _contextBuilder.GetHttpClient();
}
// ...
}
Tests largely follow the Arrange, Act, Assert (AAA) pattern. When arranging, the initial context is setup using WithData
statements on the context builder, the act part will exercise the test target, and the assert part will, well, assert on the outcome. Here is an example,
[TestMethod, TestScenarioId("UserAssumptions")]
public async Task AssumeUsersAsyncMustReturnIbWithActiveChildWhenAssumingIbWithActiveChild()
{
_contextBuilder
.WithData<UsersWithEnvironment>(TestData.UsersWithEnvironment.IbWithWithActiveChild)
.Build();
User actual = await _target.AssumeUsersAsync(myAssumption).ConfigureAwait(false);
Assert.IsTrue(actual.ChildrenOfIb.Any(c => c.IsActive == true));
}
Note that it is quite possible that you need multiple asserts in a single unit test method, and that's OK as long as you use the magic of MultiAssert
so that all relevant assertions are always executed.
Since the main focus for Lean Testing is usually functional coverage, you will often need to combine multiple A's in a single test. That is often also OK, as long as the test code is as simple and maintainable as possible, and as long as all relevant assertions are always executed.
LeanTest itself must be initialized once per test suite. As a matter of principle we prefer that each test case starts with a clean (or empty, if you will) environment.
There are a number of ways to ensure a clean environment, including the use of an assembly initializer class and static factory classes.
A better way which does not require an assembly initializer class is described in the next section.
The recommended method of initialization can be seen as a method with less hidden magic than the AssemblyInitializer
based method described below. Without the magic, you need to handle any clean-up needed, such as e.g. disposing instances.
Below are examples of how to implement it for the .Net Core built-in IoC container. The first example does not use the ASP.NET Core test server, so you can use this approach for non-ASP.NET Core projects. Note that an assembly initializer is not needed, we simply new up a context builder for each test.
[TestInitialize]
public void TestInitialize()
{
_contextBuilder = new MyContextBuilderFactory().ContextBuilder
.WithData<MyData>()
.RegisterAttributes(TestContext);
_target = _contextBuilder.GetInstance<MyApplicationService>();
}
/// <summary>
/// Does the setup which must must be done consistently across all tests in the assembly.
/// </summary>
public class MyContextBuilderFactory
{
public ContextBuilder ContextBuilder {get;}
public MyContextBuilderFactory() =>
ContextBuilder =
new ContextBuilder(
new IocContainer(L0CompositionRootForTest.Initialize(
CompositionRoot.Initialize(new ServiceCollection()))));
}
[TestClass]
public class TestAuthController
{
private ContextBuilder _contextBuilder;
private HttpClient _target;
private WebApplicationFactory<Startup> _factory;
public TestContext TestContext { get; set; }
[TestInitialize]
public void TestInitialize()
{
_factory = new ExampleWebApplication().Factory;
_contextBuilder = new ContextBuilder(new LeanTestContainer(_factory.Services))
.RegisterAttributes(TestContext);
_target = _factory.CreateClient();
}
/// <summary>
/// The factory is not automatically disposed.
/// In this example, the test fail if we don't dispose manually.
/// </summary>
[TestCleanup]
public void TestCleanup() => _factory.Dispose();
// ...
}
/// <summary>
/// Does the setup which must must be done consistently across all tests in the assembly.
/// </summary>
public class ExampleWebApplication
{
public WebApplicationFactory<Startup> Factory {get;}
public ExampleWebApplication()
{
Factory = new WebApplicationFactory<Startup>();
Factory = Factory.WithWebHostBuilder(builder =>
builder
.ConfigureTestServices(L0CompositionRootForTest.Initialize);
}
}
Using a test server is preferred for ASP.NET Core, as this approach will exercise the end-point through the http stack, which means that even routing, model binding etc. will be under test. For a good description of the benefits of testing through the .NET Core test server see this blog post or this Pluralsight course. While it is not recommended to test through the controller C# class in .NET Core, it is sometimes necessary to test through other objects registered in the IoC container. Note that even in these cases the principle of maximizing the code under test must be adhered to.
The initialization can be done in an assembly initializer class so that initialization is done exactly once per test suite (a test project is considered to be a test suite). We ensure a clean environment per test case by passing a factory method to LeanTest's ContextBuilderFactory
initializer. Below are examples of how to implement it for the .Net Core built-in IoC container. The first example does not use the ASP.NET Core TestServer, so you can use this approach for non-ASP.NET Core projects,
/// <summary>
/// Does the setup which must must be done consistently across all tests in the assembly.
/// </summary>
[TestClass]
public static class AssemblyInitializer
{
[AssemblyInitialize]
public static void AssemblyInitialize(TestContext _)
{
IIocContainer IocFactory() =>
new IocContainer(L0CompositionRootForTest.Initialize(
CompositionRoot.Initialize(new ServiceCollection())));
ContextBuilderFactory.Initialize(IocFactory);
}
[AssemblyCleanup]
public static void AssemblyCleanup() => ContextBuilderFactory.Cleanup();
}
[TestClass]
public static class AssemblyInitializer
{
[AssemblyInitialize]
public static void AssemblyInitialize(TestContext _)
{
static WebApplicationFactory<Startup> FactoryFactory()
{
var factory = new WebApplicationFactory<Startup>();
factory = factory.WithWebHostBuilder(builder =>
builder
.ConfigureTestServices(L0CompositionRootForTest.Initialize));
return factory;
}
AspNetCoreContextBuilderFactory.Initialize(
FactoryFactory, provider => new IocContainer(provider));
}
[AssemblyCleanup]
public static void AssemblyCleanup() => ContextBuilderFactory.Cleanup();
}
The above examples of initialization is for L0 test projects, but L1 test projects will be very similar, the difference usually being code needed in order to reference a database running in a Docker container. Initialization in L2 test projects will be different because L2 tests depend on the run-time environment and environment dependencies make life difficult
The examples have until now implicitly used the MS Test test framework. The Lean Testing approach and the LeanTest.NET core library do not depend on any specific test environment, but separate nuGet packages provide support for MS Test and Xunit.
An Xunit test project must include the packages
With Xunit, you new up a context builder similar to how it is done for MS Test..
Initialization of LeanTest.NET itself in an AssemblyInitializer
class is similar to MS Test based test projects, except that the following attributes must be added,
[assembly: AssemblyFixture(typeof(AssemblyInitializer))]
[assembly: Xunit.TestFramework("LeanTest.Xunit.XunitExtensions.XunitTestFrameworkWithAssemblyFixture", "LeanTest.Xunit")]
public sealed class AssemblyInitializer
{
public AssemblyInitializer()
{
static ICreateContextBuilder FactoryFactory() =>
new CustomFactory<Startup>(L0CompositionRootForTest.Initialize, provider => new IocContainer(provider));
ContextBuilderFactory.Initialize(FactoryFactory);
}
}
Each Xunit test class will be very similar to MS Test test classes. Xunit does not have a TestInitialize
attribute, but rather use the constructor for that purpose,
public class TestMyController
{
private readonly ContextBuilder _contextBuilder;
private readonly HttpClient _target;
public TestMyController(ITestOutputHelper output)
{
var testContext = new TestContext(output);
_contextBuilder = ContextBuilderFactory.CreateContextBuilder()
.RegisterAttributes(testContext)
.Build();
_target = _contextBuilder.GetHttpClient();
}
// ...
}
The difference here, when compared to an MS Test based test, is the Xunit specific ITestOutputHelper
which is used to craft our own TestContext
. The reason for this is that Xunit does not support a test context (it is planned for version 3.x) as MS Test does.
Each Xunit test will differ from similar MS Test dittos only for test framework specific differences, such as Xunit using Fact
or Theory
attributes rather than TestMethod
. Also, assertion syntax is different.
As always, use the test attributes from the LeanTest.Attribute namespace.
It is not compulsory to follow the Dependency Inversion Principle (aka. DIP, one of the SOLID principles) and to use an Inversion of Control (IoC) container, but doing so is considered best practice and it tends to make the life of a developer easier. At least when applied to truly external dependencies.
LeanTest will resolve instances using your preferred IoC container by calling your implementation of the IIocContainer
interface,
public interface IIocContainer
{
T Resolve<T>() where T : class;
T TryResolve<T>() where T : class;
IEnumerable<T> TryResolveAll<T>() where T : class;
}
LeanTest will resolve single instances using Resolve<T>
and it is expected that failure to resolve an instance of a given type will throw an exception.
LeanTest will use TryResolveAll<T>
to resolve instances of mock-for-data and state-handlers, i.e. implementations of IMockForData<T>
and IStateHandler<T>
. This way, it is possible to implement multiple mocks and handlers for a single T
.
Here is how the LeanTest.DI.DotNetCore package implements IIocContainer
for the .Net Core built-in IoC container,
public class IocContainer : IIocContainer
{
private readonly IServiceProvider _serviceProvider;
public IocContainer(IServiceProvider serviceProvider) => _serviceProvider = serviceProvider;
public T Resolve<T>() where T : class => _serviceProvider.GetRequiredService<T>();
public T TryResolve<T>() where T : class => _serviceProvider.GetService<T>();
public IEnumerable<T> TryResolveAll<T>() where T : class => _serviceProvider.GetServices<T>();
}
It is recommended that all dependencies are injected into constructors and that dependencies (i.e. the object graph) is composed as close as possible to an application's entry point.
This recommendation goes for production code as well as for test code - see more details here.
For LeanTest, our recommendation goes one step further - we recommend that test code reuse the production code composition root, only replacing the few mocks needed. This makes it possible to catch tricky bugs that stem from life-time mismatches, such as injecting an object with transient life-time into a singleton. If the production code is following this best practice, then it will also simplify setup of the test project. And the simple test composition root will clearly document what is mocked.
In .Net Core it is customary to compose the object graph with the built-in IoC container in Startup.ConfigureServices
, so this method is the composition root. If you wish, you can choose to delegate initialization of dependencies to a class called CompositionRoot
,
internal static class CompositionRoot
{
internal static IServiceCollection Initialize(IServiceCollection services)
{
services.AddSingleton<IPortfolioService, PortfolioService>();
services.AddSingleton<ITimeFacade, TimeFacade>();
return services;
}
}
In the above, we declare an external dependency, a portfolio service. Note that the interface IPortfolioService
can be found in the production code in a folder named ExternalDependencies
and that its implementation is simple and has cyclomatic complexity of 1. That is why we can mock this interface in a test project and still claim that we have tested all significant code.
The time façade wraps time, i.e. DateTime.Now
. This can be necessary when time itself is a relevant external dependency (see Lean Test Coding Patterns).
Here is one way to implement the L0 test composition root for the .Net Core built-in IoC container,
public static class L0CompositionRootForTest
{
public static IServiceCollection Initialize(IServiceCollection services)
{
// Mocks (not mock-for-data):
services.Replace(ServiceDescriptor.Singleton<ITimeFacade, MockTimeFacade>());
// Mock-for-data:
services.RegisterMockForData<IPortfolioService, MockForDataPortfolioService, AccountsList>();
return services;
}
}
In the above, we define a simple mock, not a mock-for-data, for the time façade, since we assume simple requirements for which hard-coded time is good-enough. This may change, so the mock may later be turned into a proper mock-for-data.
For the portfolio service, the tests require that we control initial context, so we use a utility method, RegisterMockForData
, in order to declare that the mock-for-data implementation is MockForDataPortfolioService
which implements IPortfolioService
and IMockForData<AccountList>
.
Here is an example of how to implement RegisterMockForData
for the .Net Core built-in IoC container,
private static void RegisterMockForData<TInterface, TImplementation, TData>(this IServiceCollection container)
where TImplementation: class, TInterface, IMockForData<TData>
where TInterface: class
{
container.AddSingleton<TImplementation>();
container.AddSingleton<TInterface>(x => x.GetRequiredService<TImplementation>());
container.AddSingleton<IMockForData<TData>>(x => x.GetRequiredService<TImplementation>());
}
The benefits of consistent use of composition roots can be seen when nuGet packages are consumed. If nuGet packages expose their composition roots, then it is possible for the consuming service to provide test doubles for the nuGet packages' external dependencies, thereby putting more code under test.
The implementation of the above mentioned mock-for-data is as simple as usual, it receives the initial context data in WithData
, in this case it receives an AccountList
, which it hands out in its single IPortfolioService
method, GetMyAccountsAsync
,
public class MockForDataPortfolioService : IPortfolioService, IMockForData<AccountsList>
{
private AccountsList _accountsList;
public Task<AccountsList> GetMyAccountsAsync(OpenApiHttpClient openApiClient) =>
Task.FromResult(_accountsList);
public void WithData(AccountsList data) => _accountsList = data;
}


1. Cristiano Ronaldo
He has won 22 trophies in his career,
including five league titles, four UEFA Champions League titles and one UEFA European Championship.
A prolific goalscorer, Ronaldo holds the records for most official goals scored in the top five
European leagues (369), the UEFA Champions League (105) and the UEFA European Championship (29),
as well as the most goals scored in a UEFA Champions League season (17). He has scored more than
600 senior career goals for club and country..
2. Lionel Messi
He is an Argentine professional footballer who plays as a forward for
Spanish club FC Barcelona and the Argentina national team. Often considered the best player in the
world and regarded by many as the greatest of all time, Messi is the only player in history to win
five FIFA Ballon d'Or awards,[note 2] four of which he won consecutively, and a record-tying four
European Golden Shoes
3. Raul
Known as Raúl, is a retired Spanish footballer who played as a striker.
Raúl is considered one of the most important players in the history of Real Madrid, and regarded as
one of the greatest Spanish players of all time.
4. Ruud Van Nistelrooy
Is a retired Dutch footballer and a current manager for the PSV youth team.
A former striker, he is the fourth-highest goalscorer in UEFA Champions League history with 56 goals.
He is a three-time Champions League top scorer, as well as a top scorer in three different European
domestic leagues.
5. Karim Benzema
Is a French professional footballer who plays for Spanish club Real Madrid
and the France national team as a striker.[3] He has been described as an "immensely talented striker"
who is "strong and powerful" and "a potent finisher from inside the box"
6. Thierry Henry
By not having the imagination to imagine what the content "might" be, a design consideration is lost. Meaning becomes obfuscated because "it's just text", understandability gets compromised because nobody realized that this
7. Di Stefano
By not having the imagination to imagine what the content "might" be, a design consideration is lost. Meaning becomes obfuscated because "it's just text", understandability gets compromised because nobody realized that this
8. Ibrahimovic
By not having the imagination to imagine what the content "might" be, a design consideration is lost. Meaning becomes obfuscated because "it's just text", understandability gets compromised because nobody realized that this
8. Shevchenko
By not having the imagination to imagine what the content "might" be, a design consideration is lost. Meaning becomes obfuscated because "it's just text", understandability gets compromised because nobody realized that this
10. Eusebio
By not having the imagination to imagine what the content "might" be, a design consideration is lost. Meaning becomes obfuscated because "it's just text", understandability gets compromised because nobody realized that this


SYNTHETIC PLEASURES A film review by Steve Rhodes Copyright 1996 Steve Rhodes
RATING (0 TO ****): ** 1/2
I love documentaries. If I had a bumper sticker on my car, it would probably read "This car breaks for documentaries" or "Documentarians do it with realism."
The best documentaries are made in the cutting room where the documentarian decides just how long to go with each scene. Of those practicing their craft today, Leni Riefenstahl is pretty much retired, Michael Apted is the best at this. I would suggest that everyone interested at all in film see his 28 UP and 35 UP. As he follows a group of English men and women as they grow up, he has an uncanny ability to linger with an interview at length and yet know exactly when to cut away. MTV directors and most American newscasts have the five seconds and cut rule. Makes for a fast past, but does little to enlighten.
SYNTHETIC PLEASURES is a new documentary made in the Silicon Valley, where else with a name like that, but it features scenes from all over the world with special emphasis on Japan. The film is produced by the owner, George Gund, of the local San Jose Sharks hockey team and is directed by his wife Iara Lee. Both are first time film makers and the results show. Nevertheless, this is an interesting and provocative film and worth seeing.
If I had a single criticism, it is of the editing by Stacia Thompson and Andreas Troeger. Lee's choice of subjects are fascinating, but the editors are way too influenced by MTV. Lee should have edited the picture herself, and she should have spent more time on the synthetic pleasures part of the movie and less on the peripheral material like cryonics.
So what does the documentary show us? Well, it starts mainly in Japan with large indoor artificial environments of all types. This is the best part of the film. We see gigantic buildings where people inside are skiing, surfing, golfing, fishing, you name it. The film says people like these better than the real thing because they are guaranteed consistency and perfection - the snow will always be white powder, the waves large, the fish biting, etc.
The movie is a three way blend of visits to places of synthetic pleasures, talking heads about technology and computer animations. The first is the most fascinating, and the last the most boring. The expert's views provide as much comical relief as insights. Among other things we are told are, "Technology is power to us," "You no longer have to go to the Pyramids, the Pyramids come to you [in Las Vegas]," and "The electricity goes off, and you discover you're not living in Paradise, you're living in Hell." The last quote seem apropos since I saw the movie the day after a ten statewide power outage! It also reminded me of WESTWORLD where they have a little trouble with their artificial environments. See my recent review of it for more details.
After a while the show begins to bog down with all of the stuff Lee tries to cram in. We have everything from old science fiction movies to women who want to use virtual reality to feel the sexuality of a man to people discussing all of the places on their bodies that have been pierced to a section on cyberporn. Lee takes a kitchen sink approach which almost sinks the film.
Like the photographer who takes a thousand pictures in the hope that a few good ones will emerge, Lee interviews countless number of people. One is French performance artist Orlan who tells us, "I gave my body to art." She is shown getting her ninth plastic surgery to rearrange her face to make a different artistic statement. In a very gory sequence we see her face being cut open so that her doctor can make large puffy areas the size of a sliced peach above her eyes. Another low point in the show is a very spaced out guy with rings all over his body and with multicolored hair who informs us, "I definitely think artificial intelligence is happening and will take over." The film is full of pop science, and provocative choices of experts.
SYNTHETIC PLEASURES runs 1:25. The film is not rated, but would be an R.  It would be fine for most teenagers. I recommend this film to you even with its flaws. The good parts are fascinating, and if you don't like a section, all you need do is wait two minutes, and the film will have switched to something else entirely. I give the show ** 1/2.
**** = One of the top few films of this or any year. A must see film. *** = Excellent show. Look for it. ** = Average movie. Kind of enjoyable. * = Poor show.  Totally unbearable.
REVIEW WRITTEN ON: August 12, 1996
Opinions expressed are mine and not meant to reflect my employer's.
The review above was posted to the
rec.arts.movies.reviews newsgroup (de.rec.film.kritiken for German reviews).
The Internet Movie Database accepts no responsibility for the contents of the
review and has no editorial control. Unless stated otherwise, the copyright
belongs to the author.
Please direct comments/criticisms of the review to relevant newsgroups.
Broken URLs inthe reviews are the responsibility of the author.
The formatting of the review is likely to differ from the original due
to ASCII to HTML conversion.
Related links: index of all rec.arts.movies.reviews reviews


My partner felt it is difficult to focus at beginning when I practiced mindful listening with her. I felt it is really helpful to our relationship.
Looping and dipping are most useful technique. Once the speaker has completed his speech, then you should tell the speaker what you understood from his speech. If speaker finds you misunderstand something from his speech, then the speaker will let you know the errors and you will express again to the speaker. This process will repeat until speaker satisfied.


Configure DNSSEC¶
Note
In order for Traffic Ops to successfully store keys in Traffic Vault, at least one Riak Server needs to be configured in Traffic Ops. See the Traffic Vault admin page for more information.
Note
Currently DNSSEC is only supported for DNS delivery services.
- Go to Tools->Manage DNSSEC Keys choose a CDN and click Manage DNSSEC Keys
Generate keys for a CDN by clicking Generate Keys then entering the following information:
- Expiration in days for the Zone Signing Key (ZSK)
- Expiration in days for the Key Signing Key (KSK)
- Effective Date
Once the required information has been entered click on the ‘Generate Keys’ button.
Depending upon the number of Delivery Services in the CDN, generating DNSSEC keys may take serveral seconds.
In order for DNSSEC to work properly, the DS Record information needs to be added to the parent zone of the CDN’s domain (e.g. If the CDN’s domain is ‘cdn.kabletown.net’ the parent zone is ‘kabletown.net’).
If you control your parent zone you can enter this information yourself, otherwise you will need to work with your DNS team to get the DS Record added to the parent zone.
Once DS Record information has been added to the parent zone, DNSSEC needs to be activated for the CDN so that Traffic Router will sign responses.
Click on Tools -> Manage DNSSEC Keys -> Choose your CDN -> On the Manage DNSSEC Keys page click the activate DNSSEC Keys button.
This will add a ‘dnssec.enabled = “true”’ entry to CRConfig for the chosen CDN.
DNSSEC should now be active on your CDN and Traffic Router should be signing responses.
A dig command with +dnssec added should show you the signed responses.
dig edge.cdn.kabletown.net. +dnssec
When KSK expiration is approaching (default 365 days), it is necessary to manually generate a new KSK for the TLD (Top Level Domain) and add the DS Record to the parent zone. In order to avoid signing errors, it is suggested that an effective date is chosen which allows time for the DS Record to be added to the parent zone before the new KSK becomes active.
A new KSK can be generated by clicking the ‘Regenerate KSK’ button on the Manage DNSSEC Keys screen (see screenshot above).


 Once, sure. More if you're fit, or a Le Parkour expert like Jackie Chan.
Some Video Game Characters, however, have the speed, strength and stamina to Wall Jump all day. Give them two walls close enough together and they can wall jump repeatedly to climb up the shaft. Some need only one wall, by steering themselves back onto the wall they jumped off at a higher point, then jumping off again. Some video game characters would rather Wall Jump than use the stairs.
Also known as a "triangle jump", after the path traced during a typical Wall Jump. Part of Jump Physics. May be paired with Running on All Fours and Wall Crawl. Compare Building Swing.
The Ur Examples of this trope were the Sega Master System games Alex Kidd in Shinobi World (1990) and Ninja Gaiden (1992).
Examples:
- In Giana Sisters: Twisted Dreams, Giana can do this albeit only on certain walls.
- In La-Mulana, after collecting a certain item, Lemeza can cling onto walls and kick off of them to reach platforms below him that he normally cannot reach. However, he doesn't gain height with wall jumps; wall jumping simply increases his horizontal speed when he falls off the wall.
- In Castlevania: Circle of the Moon, this was one of the after-Boss power-ups you got, each one being some kind of physical ability (mostly), that helped you advance.
- Mirror's Edge has the wall jump and the wall run as staples of Faith's movement abilities. However, you can only wall jump or wall run once.
- It is possible to wall jump more than once if the walls are very close together, but the second jump really doesn't give you much extra height at all, and there's not much point.
- Total Overdose: A Gunslinger's Tale in Mexico: Most of Ram's best-scoring gun kills come from springing off a wall, either by jumping into it and flipping back, or walking sideways up it and wheeling in air. Slow-mo is even slower during these moves, giving a higher rate of fire and more time to headshot more skulls. "King of the Wall!"
- In Ōkami, Amaterasu can gain purchase on any smooth wall to perform a wall-jump. With the appropriate skills, she can do successive leaps.
- Used by the protagonist in Henry Hatsworth in the Puzzling Adventure, perhaps justified by the "legendary pants" he gains the ability from?
- Shadow Complex has this as one of the first upgrades, along with grabbing ledges.
- Louie the Rabbit from Bomberman Hero can do this.
- Eshe from Sundered has this ability, and she will jump further if the player presses in the direction that shes jumping. She can also perform Mega Man X-style Wall Kicks in certain windy areas.
- Misa Nikko from Feathery Ears can jump from wall to wall to get to higher places.
- Ryu from Ninja Gaiden. Lots of ninja games. In fact, ninjas love this stuff.
- The original NES trilogy lacked a wall-jump mechanic, but instead had a wall-clinging mechanic. The first Ninja Gaiden game with a proper wall-jump mechanic was Ninja Gaiden (1992) for the Sega Master System. The wall-jump mechanic was then later adopted by the 3D Ninja Gaiden games.
- One particularly physics defying example requires Ryu to scale a square well by wall running, jumping to the next wall, wall running, jumping to the next wall, and so on. In total, about ten runs and jumps are required, and I don't care if he is a ninja, that's ridiculous(ly awesome).
- Then there's his ability to scale narrow shafts by repeatedly wall jumping back and forth between the walls.
- The Ur-Example of this trope was an Alex Kidd game, Alex Kidd in Shinobi World, released for the Sega Master System in 1990.
- Dante from Devil May Cry. However, he can only do this once per try, and it's the only way he can Double Jump until he learns Air Hike (which essentially makes a wall under his feet). Of all the things to be more realistic about...
- The Matrix series uses this, both in the games and the movies.
- Almost every video game incarnation of Batman, starting with the first NES game and the Game Boy version of Return of the Joker.
- The Gunstar Heroes.
- Strider Hiryu in the Strider series. The NES game had problems with this due to sloppy controls, while the arcade version lets Hiryu cling to the wall with a grappling blade, Ninja Gaiden style. He gets the blade in Marvel vs. Capcom too, and even uses it for a throw. Ouch.
- Spider-Man in the same series can naturally jump and stick to walls. His first Super "Maximum Spider", starts off with him jumping against a wall and kicking off, before crossing the opponent up with a one-man wall-jumping Air Joust.
- Lara Croft can do this in Tomb Raider: Underworld.
- In Shinobi III, the player character, Joe Musashi, has this ability. In one of the most grueling platforming sections of the entire Sega Genesis library, you have to use the wall-jump to cross a series of spires over a bottomless pit. Why not just jump on top of the spires? Because of the electric fields on top of each one, of course.
- In Armored Core 5, they added this.
- In Final Fight, one of Guy's special attacks is his "Off-the-Wall" jump. Maki in Final Fight 2 also has this.
- Super Double Dragon was planned to have this, but since the game was released as an Obvious Beta, the areas where it would be used never got implemented.
- In Super Smash Bros. Melee, some of the characters can wall jump. They are: Mario, but not Luigi or Doctor Mario; Fox, Falco, Samus, Captain Falcon, Sheik, but not Zelda; Young Link, but not regular Link; and Pichu, but not Pikachu. Yeah, Pichu. However, all characters can wall-tech jump if hit into a wall.
- With Pichu out of Super Smash Bros. Brawl, Pikachu can wall jump now. Zero Suit Samus, but not Regular Samus, was also added. However, it subverts the trope a bit as wall jumps have diminishing gains in altitude until your feet hit something reasonably horizontal. This goes for everyone now.
- Just give Lucario a single wall as tall as you want, and he can go from bottom to top in a matter of seconds. Though, he can stick to walls in between wall jumps, so it hardly seems fair.
- Squirtle, Diddy Kong, and Sheik also have the ability to stick to walls.
- In Super Smash Bros. 4, more characters have the ability to do a wall jump such as Greninja and Little Mac while Super Smash Bros. Ultimate included Joker as well.
- With Pichu out of Super Smash Bros. Brawl, Pikachu can wall jump now. Zero Suit Samus, but not Regular Samus, was also added. However, it subverts the trope a bit as wall jumps have diminishing gains in altitude until your feet hit something reasonably horizontal. This goes for everyone now.
- Sufficiently nimble characters in the Street Fighter franchise (Chun-Li and Vega in Street Fighter II) have this ability. Curiously, it can be used from either edge of the screen, even when the fighters scroll to one side so that one "edge" is actually empty space.
- Felicia in Darkstalkers can often jump off and cling to walls, but in true cat fashion, will start to slide down the wall if she stays too long.
- Much like Felicia, Chipp Zanuff from Guilty Gear can jump off and cling to wall, but he also can perform certain specials from this position.
- Quinn from Pocket Rumble is able to do this and divebomb his opponents when jumping off.
- The Hunter from Left 4 Dead is able to do this, though it takes practice and good timing.
- Unreal Tournament 2004 is a rare FPS example. A wall-jump is performed by jumping near a wall, then "dodging" in the direction facing away from the wall. This carried on to Unreal Championship 2: The Liandri Conflict and Unreal Tournament III.
- Ups the ante by giving you the ability to Double Jump from wall-jumping.
- Further enhanced by a mutator called multidodge. This allows for unlimited wall-jumping and, with enough frantic button bashing, wall-running
- Portal 2 has Repulsion Gel, which normally lets you jump high, but if applied on opposite walls (or a wall and a Hard Light vertical bridge), let you jump off them for greater distance or height (depending on the layout of the walls).
- In Warsow, wall jumping is an ability which is recommended to master.
- Mario in every Mario game since Super Mario 64. Super Mario Sunshine made it much easier, as Mario will slide down the wall instead of bouncing his head off it, and the quirk was carried over since. Luigi wasn't that lucky, but he eventually got the ability in New Super Mario Bros..
- This ability likely originated in the earlier 2D Super Mario Bros. games due to glitchy collision checking. If Mario approaches a wall when his vertical position is just right, he will momentarily land on it, and with quick reflexes, one can jump from it before starting to fall again (due to wall ejection, which is the standard way most 2D games use to compensate for cheap collision checking). They intentionally added it in 3D, and made it much easier.
- Prince of Persia:
- Taken to an absurd extent in Prince of Persia (2008). You rarely run more than 10 feet on any given piece of land; most of your travel is done by wall.
- The Prince in the Sands of Time quadrilogy can employ the inverse of this trope as well: if two walls are far enough apart, he can Wall Jump down the shaft.
- Ratchet from Ratchet & Clank.
- Samus in Metroid. Apparently, the ability was taught to her in Super Metroid by some creatures she found in the caves, but she could use it since the beginning. In Metroid: Zero Mission she even keeps this ability when she doesn't have her Power suit.
- In the Metroid Prime Trilogy (namely Metroid Prime 2: Echoes and Metroid Prime 3: Corruption), the Screw Attack can be used to this effect on special wall surfaces.
- Of course, Sequence Breakers have exploited this so you can jump off of the same wall indefinitely. People complained when you couldn't do this in Metroid Fusion.
- Mega Man X is the king of the Wall Jump. Combined with the ability to change direction mid-air, he can do something called a wall kick, in which he reverses course back to a wall after a wall jump, allowing him to rapidly ascend a single wall by jumping up it. It is quite handy when dealing with bosses with ground-spamming attacks.
- Zero can also Wall Kick, as can anyone who can transform in the Mega Man ZX series.
- One of X and Zero's limit breaks in 'Project X Zone has them attack while performing wall jumps... in mid-air, without the wall!
- Several bosses in the series use this too, like Sigma from the first game, Flame Stag, Neon Tiger, Split Mushroom, Mattrex, Dark Mantis, etc.
- When playing as Cut Man in Mega Man Powered Up, he has the ability to wall jump, though the game doesn't allow you to use like in other Mega Man games and you slide off icy surfaces.
- This trope is used in various degrees throughout the Sonic the Hedgehog games:
- In Knuckles Chaotix, this is Mighty's method of scaling.
- Sonic Heroes and Shadow the Hedgehog have the Triangle Jump, where Sonic, Shadow, and Espio have the ability to cling to a wall and use that to jump forward from wall to wall. Espio can cling to the wall indefinitely, while Sonic and Shadow fall down if they don't jump within a few seconds.
- As a result, their teammates can also do it, but only when controlled by the computer.
- Starting with Sonic Unleashed, Sonic can use a more traditional Wall Jump, complete with a Mario Galaxy-esque slide down. Though the Xbox 360/Playstation 3 version requires getting the Wall Jump Shoes to use it, the Nintendo Wii and Playstation 2 version and every other 3D game afterwards has it available from the start. In Sonic Generations, it can only be done by Modern Sonic, and only from certain surfaces.
- Used in a rather weird fashion in Ristar. Ristar can grab onto any surface in the game that isn't spiked or otherwise harmful to touch, but he can't hold on unless there are rungs or other handholds; otherwise, he will slam into it and bounce at an upward angle. However, by grabbing a wall over and over again in rapid succession, it is possible to bounce up the wall. Unlike the typical Wall Jump, only one wall is needed for this, although it can be done with two opposing walls as well. This move is impossible on Planet Freon, presumably because the walls are made of cold, slippery ice that causes Ristar to withdraw his hands in discomfort upon touching it.

- In N, you control a Ninja whose only real ability is this.
- The title character in Cosmo's Cosmic Adventure can do this on any wall surface with his suction hands. Walls which happen to be made of ice make it maddeningly difficult, though. Fortunately, those only appear in a few levels.
- In Heavy Iron games of Spongebob Squarepants games, you can wall jump in very single game as Spongebob.
- Jumper series. This has become Ogmo's staple ability since Jumper Two.
- Kirby
- Kirby's Ninja ability in Kirby Super Star allows him to stick to walls and do a Triangle Jump. Of course, since he has unlimited flight, this is rather useless.
- However, in Kirby's Return to Dream Land, the Ninja ability returns, and some optional puzzles take advantage of the fact that Ninja Kirby can cling to walls and throw knives from his elevated position.
- Same in Kirby: Squeak Squad, where Kirby can throw shuriken while sticking to walls; a much better attack overall than his weak air puffs and helpful in rooms full of flying enemies.
- Kirby's Dream Land 3: Rick the Hamster, to make up for the fact he can't fly, can wall jump indefinitely with any single wall surface.
- Kirby 64: The Crystal Shards: Rock + Cutter gives the ability for Kirby to carve himself into the shape of his animal friends from Kirby's Dream Land 2 and 3; in Rick form, he can wall jump.
- Kirby's Ninja ability in Kirby Super Star allows him to stick to walls and do a Triangle Jump. Of course, since he has unlimited flight, this is rather useless.
- Toad Man, an example of an enemy of having this ability, abuses it in Rockman 4 Minus Infinity.
- InMomentum has wall jumps as a core game mechanic.
- The first game of Fancy Pants Adventures has the wall jump as an unlockable ability for completing a challenge. The sequels retain that ability as part of normal gameplay.
- In Super Meat Boy, you have so much air control, that you can wall jump on just one wall. Meat Boy can even jump higher from a wall than from the floor. The designers justified it by saying that he "push[es] with his legs AND his arms".
- In Zen Intergalactic Ninja, this is your main mode of travel during the sidescrolling levels, many of which are more vertical than horizontal, and many of your enemies are airborne.
- Buster has this ability in Tiny Toon Adventures: Buster's Hidden Treasure for the Sega Genesis/Mega Drive. The game's manual refers to this move as the "Super Jump".
- In The Floor is Jelly, the protagonist has this ability and can even do this to climb up walls similar to the Mega Man examples above.
- Luigi gains the ability to wall jump with the power of the Atheltic Peach in Something Else
- The protagonist of 2 gains this ability after finding the Banner powerup.
- In Rabi-Ribi, the Wall Jump item grants Erina the ability to do up to two wall jumps, with the first upgrade for it granting a third. Utilizing two hidden techniques, Erina can perform two wall jumps without the item. Mastering these techniques is essential for clearing the game without any items.
- In Akane the Kunoichi, this is necessary for Akane to reach certain areas, including quite a few of the collectables. It's also necessary to defeat the final boss — you can't use it to reach her, but you can use it to get high enough to throw kunais at her.
- In Ultimate Chicken Horse, characters slide down walls and can jump from this state to reach higher ground. The very loose Jump Physics mean that you can "climb" walls by wall-jumping, then turning around in mid-air and jumping off the same wall several times.
- Wall jumping, combined with Wall Run, make up the majority of the action in Yo! Noid 2: Enter the Void.
- Rena from Grapple Force Rena can jump from wall to wall to get to higher places.
- Funk Unplugged: Ampy has the power to jump from wall to wall to get up them.
- In the first Mass Effect, several types of geth units (Ghosts, Hoppers, and Sappers) can do this.
- Monster Girl Quest has the Demon Skull Beheading technique. The technique is originally used by monsters that can jump very high to perform a downward jump cut on an enemy's head. The protagonist, Luka, is a normal human, so he needs to do a jump-kick on a wall or other environments to make his jump high enough. That's to say, the move is totally unusable if Luka's fighting in a wide open area.
- In Kingdom Hearts 3D: Dream Drop Distance, this is one of the Flowmotion actions you'll probably be using the most. It's also possible to scale a wall by repeatedly wall jumping up it, Mega Man X style.

- This is one of Altair's moves in Assassin's Creed: Altaïr's Chronicles.
- In Assassin's Creed II, (perhaps only after you get the jump-up-grab ability) you can run up a wall, then jump immediately to your left or right or backwards and grab onto something. It's kinda like an upside down "L".
- The first game has this move as well, but only the run-up-wall-and-kick-off-backwards variant.
- In the Ghost in the Shell PS2 game, the major difference in play styles between the two characters is that Major Kusanagi can wall jump, up to twice, and Batou can't.
- Used liberally in Double Action: Boogaloo as it's a send up of Heroic Bloodshed and Gun Fu series. You can jump off of walls... and other players. Players need to jump a lot in order to score "style points" and look badass.
- [PROTOTYPE] features the Wall Latch ability that allows you to chain jumps upon contact with any wall, even the same one over and over again.
- Saints Row IV features this as the main way to scale buildings... until you unlock Wall Sprint, that is.
Non-video game examples:
- In the film Kiki's Delivery Service, when Kiki's witch abilities start to fail her, she tries to propel herself into the air by kicking off a few buildings. She flies erratically with her "borrowed" broom, but she still musters enough courage to save Tombo after he falls out of a crashed dirigible.
- In the supplementary manga set before Magical Girl Lyrical Nanoha StrikerS, Subaru performs one to catch a falling Teana after she accidentally throws the latter waaaay over the wall (and the surrounding rock-formations) during a wall-climbing exercise.
- Ryoko Achakura attempts this in Haruhi-chan 10.
- Nonomiya, the main character of Nononono, shows off her leg strength by casually Wall Jumping to catch a child's balloon.
- Kekkaishi. Repeated battle tactic by the protaganists, helped by their abillity to create walls wherever they desire.
- Captain Tsubasa:
- Super Karate Goal Keeper Ken Wakashimazu has a triangle jump ability that he jump-kicks a goal post to launch himself further in the air.
- Masao and Kazuo's Triangle Shot
- Ghost in the Shell: Stand Alone Complex. The Major is doing a training exercise with some rookies. She evades their surveillance by entering a public bathroom, opening its two-foot-by-two-foot window, and... 0_0 ...Just see for yourself..
- Gunslinger Girl. Cyborg girl Petra does this during the Turin Nuclear Plant assault.
- Ninjette and other ninjas from Empowered can do this. Now, if this comic is ever made into a video game...
- Crouching Tiger, Hidden Dragon (although it demonstrates that Chinese People Can Fly, so partially justified.)
- This is a regular staple of Jackie Chan movies. In Rush Hour, he uses it to break into the Chinese Consulate's home.
- It's revealed in Duumvirate that Sarah can do this between walls ten feet away.
- The Cobras in Timothy Zahn's eponymous series are described training to use this method to descend between buildings, but it's implied that they can do it in the other direction as well.
- Community: Abed performs a Matrix-style version during the episode Modern Warfare.
- In the final episode of Season 2 of 24, Jack Bauer does this during the fight in the L.A. Coliseum with Peter Kingsley's goons.
- In The Breaker, a martial artist attempts this to in order to run away from Chun Woo, who's out to kill him. Not that it works...
- DSBT InsaniT: Killer does zig-zag wall jumps off the support beams of a roller coaster in order to place what are essentially energy versions of remote bombs so he can destroy a hunk of the roller coaster in combat.
- In Hero Oh Hero, Burk does this to get at Logan when the latter starts flying.
- Pacem of Lucid Spring uses it to get herself up and onto the bear attacking her.
- Kim Possible and Shego do it, both in the series itself and in some of the games based on the series.
- In Teen Titans Robin does this, and his walls are falling rocks.
- In Avatar: The Last Airbender, Aang wall jumps during the three-way fight "Chase". Azula demonstrated an even more impressive technique in "Day of The Black Sun: Eclipse" (which gets even more awesome once you remember she is not an airbender).
- The title character of Jackie Chan Adventures.
- See --this-- parkour video. Specifically at 3:10 and 4:45.
- Australian Rules Football has the "speccy" (special) — where you literally Wall Jump off another player to catch the ball.
- Chinchillas can wall jump. Check it out.(first 7 seconds)
- A squirrel using a successful wall jump to avoid an obstacle course.
- Cats, given their natural agility and speed, will do this when they feel the need. Or when they're chasing a laser pen.
- The ringtail (resembles a cat but is actually a member of the raccoon family) can wall jump to climb canyon walls in the American Southwest.


Using D3's force directed graphs to draw a hierarchical map of your assets in OT BASE.
There is a lot of security vulnerabilities in most of assets, to get a better perspective which ones dominate a Treemap graph can help you easily.
Treemap not complex enough? How about adding a color coding to see pockets of bugs, severity driving the heat color up.
Building on top of the previous Treemap, what if you need to include yet another attribute to the treemap, so you need to add a dimension.
We created these examples to help OT-BASE system users to visualize the JSON exported data themselves since we realize there are many customer specific use-cases that are better served by quickly building the visualization in-house in contrast to any generic visualization inside OT-BASE that cannot always satisfy specific needs or integrate with external systems. However here we are trying to propose a few examples on how to use open source visualization tools like the D3 library to do something intereseting yourself.


Variable air volume terminal unit
| lib | phIoT |
|---|---|
| superkind | phIoT::Equip |
| filter | equip and vav |
| Dict |
Dict is a map of tag name/value pairs |
|---|---|
| Entity |
Entity represents top-level dicts with a unique identifier |
| Equip |
Equipment asset |
| AirDuctwork |
Ductwork configuration |
|---|---|
| AirHeatingMethod |
Method to heat air for conditioning spaces |
| VavAirFlow |
How does the VAV pull in air |
| VavType |
Basic configuration of the VAV |
| ahuRef | AirFlow « Ahu |
AHU which supplies air to this VAV |
|---|---|---|
| spaceRef | AirFlow » Space |
Zone serviced by this VAV |
| vav! | Marker |
Ductwork configuration
| dualDuct | Marker |
Two ducts |
|---|---|---|
| singleDuct | Marker |
One single duct |
| tripleDuct | Marker |
Three ducts |
Method to heat air for conditioning spaces
| elecHeat | Marker |
Heating is generated locally using electricity |
|---|---|---|
| gasHeat | Marker |
Heating is generated locally using electricity |
| hotWaterHeat | Marker |
Heating is supplied by hot water |
| steamHeat | Marker |
Heating is supplied by steam |
How does the VAV pull in air
| parallel | Marker |
VAV pulls air from outside the primary air flow |
|---|---|---|
| series | Marker |
VAV pulls air from the primary air flow |
Basic configuration of the VAV
| coolOnly | Marker |
Cooling only VAV without a fan |
|---|---|---|
| fanPowered | Marker |
VAV contains a fan with reheat |
Entity represents top-level dicts with a unique identifier
| dis | Str |
Display name for humans |
|---|---|---|
| id | Ref |
Defines the unique identifier of an entity in system using a Ref value type |
Equipment asset
| equip! | Marker | |
|---|---|---|
| siteRef | Contains « Site |
Site which contains this equipment |


Property List
The Data View and several Game Dialogs show the properties, or statistics, of a selected entity in a common list format.
Properties include numerical variables describing attributes and resources, and abilities that are either present or absent.
- Column Property shows the name of each variable.
- Column Value shows the current basic and modifier values for each variable.
- Double-click on an entry to show its Variables dialog.
Properties usually appear in the following sequence:
- Abilities, if present (see below).
- Strength resource for units, if defined.
- Any other resources, in alphabetical order.
- Any attributes, in alphabetical order.
Separator bars appear between abilities, resources, and attributes.
The Value column of a depletable resource shows a colored bar to indicate its state of depletion. A long green bar appears while the resource is fully replenished. As the resource is depleted, the bar grows shorter and changes color, first to yellow and then to red.
Basic values otherwise appear as simple numbers. The display of modifier values depends on their target:
- Self affects the entity itself and appears in parentheses, e.g. “(+3)”. A basic value for the same variable precedes the modifier value, e.g. “10 (+1)”.
- Owner affects the resources of the entity’s current owner, if any.
- Units affects any units, regardless of their owner, except when overriden by an Owner Units modifier.
- Owner Units affects units with the same owner as the entity, and overrides a corresponding Units modifier.
- Units and Owner Units normally affect only units in the entity’s current map site. If the entity is an upgrade, these modifiers affect units in the home site of the upgrade’s owner.
- Units and Owner Units may also appear in ranged variants that affect units within a certain range around the current or home site. The range precedes the modifier value, e.g. “Units 1/+2”. An infinity symbol (∞) indicates a range that comprises the entire map.
When a unit defines an Owner Units modifier for its current map site, that modifier also affects the unit itself and is cumulative with any Self modifier defined by the same unit.
Unit Abilities
An additional “Abilities” row appears for units, followed by a combination of ability indicators.
- A indicates that the unit can still attack this turn.
- M indicates that the unit can still move this turn.
- B indicates that the owner may build units of this class.
- C indicates that the unit can capture map sites.
A dash indicates that the unit does not have the corresponding ability.
Terrain Abilities
An additional “Abilities” row may appear for terrains.
- Can Capture indicates that the map site containing the terrain can be captured by occupying units. At least one unit must be of a class that also has the “Capture” ability.
- Can Destroy indicates that the owner may destroy the terrain at will. Terrains without this ability are indestructible under the default rules.
- Can Capt./Dest. indicates that the terrain has both abilities.


|
Drake
|
Directories | |
| directory | proximity |
| directory | query_results |
| directory | render |
| directory | test_utilities |
Files | |
| file | frame_kinematics_vector.h |
| file | geometry_doxygen.h |
| Doxygen-only documentation for Geometric Representations. | |
| file | geometry_frame.h |
| file | geometry_ids.h |
| file | geometry_index.h |
| file | geometry_infrastructure_doxygen.h |
| Doxygen-only documentation for SceneGraph, SceneGraphInspector, QueryObject. | |
| file | geometry_instance.h |
| file | geometry_properties.h |
| file | geometry_roles.h |
| file | geometry_set.h |
| file | geometry_state.h |
| file | geometry_visualization.h |
| Provides a set of functions to facilitate visualization operations based on SceneGraph system state. | |
| file | internal_frame.h |
| file | internal_geometry.h |
| file | proximity_engine.h |
| file | proximity_properties.h |
| A collection of data types and functions to help manage defining properties for geometries with the proximity role. | |
| file | query_object.h |
| file | rgba.h |
| file | scene_graph.h |
| file | scene_graph_inspector.h |
| file | shape_specification.h |
| Provides the classes through which geometric shapes are introduced into SceneGraph. | |
| file | shape_to_string.h |
| file | utilities.h |


IE7+ (including IE10), Firefox, Safari, Opera, Chrome, IOS4+, and Android are supported.
Made for everyone.
iLightBox was made to not only look and behave great in the latest desktop browsers (as well as IE7!), but in tablet and smartphone browsers as well.
Packed with features.
To make things even more awesome iLightBox comes with fullscreen, retina-ready skins, supports for swipe events, Youtube and Vimeo integration for HTML5 video, powerful Javascript API and has lifetime free support and updates.
In this case iLightBox auto recognize images from image sharing sites e.g. flickr, instagram, deviantArt, ... and captions and social buttons only appear when mouseover on images.
Auto cycling & Arrows
In this example iLightBox auto cycling images and the arrow buttons will be available for better control over changing images.
Tokyo faces a new reality after the tragedy of 3/11. While persistent challenges still lay ahead, the city's creative class is hell-bent on making
sure that their hometown thrives. Innovative and resilient, they are defining the future of Tokyo on their own terms.
In this case iLightBox display the DOM elements that created on the fly and the lazy loading can load all entire elements.

It's time to upgrade.

iLightBox supports DOM elements created on the fly.


GUESS WHO'S BACK
TRNSMT returns to Glasgow as music fest announces 2020 line-up with Scottish treasure hunt
by Chelsea RocksTRNSMT is making its much anticipated return to Glasgow next summer - and organisers are already promising another "memorable weekend".
Work is already under way on next year's line-up - and now the event has announced it's ready to reveal its first confirmed acts.
We previously told how the 2019 line-up was announced in a huge live reveal where fans had to solve cryptic song lyrics to piece together the headliners.
And this year, bosses have announced they're taking the puzzle to another level - with a giant digital treasure hunt on the streets of Scotland.
Hopeful festival punters will be given tip-offs about venues and locations, with correct answers taking them to find interactive badges and artist names.
Once they have identified the artists the next step is to share them on your social media for the chance to win free tickets to next year's fest.
The first clues will be announced at 4pm on November 26.
Organisers will then reveal the first headliners for the festival at 5pm.
It comes after TRNSMT social media feeds spent days teasing fans and advising them to "stay tuned".
The popular Summer festival will take place at Glasgow Green again next year - from July 10 to July 12.
How to get involved
To get involved:
- Head to https://trnsmtfest.com/ at just before 4pm on Tuesday November 26th
- Follow the clues and work out the correct destinations before anyone else
- Type in that guess, and search for the mysterious X and the artist found at that address
- Share your findings on Twitter or Facebook to be in with a chance of winning a pair of tickets to TRNSMT 2020
The TRNSMT stage has stunned fans in recent years with music legends such as Arctic Monkeys, The Killers and Queen with Adam Lambert.
And the stage has also played a part in rocketing new talent to international success including Lewis Capaldi, Stormzy, Sigrid and The 1975.
As if the epic line-up wasn't exciting enough, TRNSMT have also promised an "extra special" Black Friday deal.
Those who have signed up to the TRNSMT database receiving a special discount on 3 Day Weekend Tickets for one week only, before the next tier of ticket pricing kicks in on December 7th.
The deal applies on both pre-sale and general release tickets, with subscribers scooping the best deal.
Tickets are on sale from 9am on Friday 29th November here.


In a study, it was observed that just over six percent of teenagers were classified as addicted to video games. The majority of these addicted gamers were male, came from families with lower academic achievement, and tended to use video games as a way of coping with negative moods and escaping from reality. It was also shown that these teenagers were more than twice as likely to have ADD/ADHD and health problems than others.
 What? Feeling Excited Already? Yes, it is actually a proven method.
After completing the game, it will no longer interest you. However there will be no outcome of completing it and nothing that helps you in the longer run. But before you get out, searching for a new game; you must understand that someday you will similarly complete the next game too. You don't even care about the games after you finish them; which is the ultimate goal while playing games(to finish them). Hence, it makes no sense to play games in the first place. However a controlled amount of gaming, can provide you a temporary pleasure; which is actually beneficial for the body.


|
Bullet Collision Detection & Physics Library
|
#include <btCollisionWorld.h>
Public Member Functions | |
| ClosestRayResultCallback (const btVector3 &rayFromWorld, const btVector3 &rayToWorld) | |
| virtual btScalar | addSingleResult (LocalRayResult &rayResult, bool normalInWorldSpace) |
| Public Member Functions inherited from btCollisionWorld::RayResultCallback | |
| virtual | ~RayResultCallback () |
| bool | hasHit () const |
| RayResultCallback () | |
| virtual bool | needsCollision (btBroadphaseProxy *proxy0) const |
Public Attributes | |
| btVector3 | m_rayFromWorld |
| btVector3 | m_rayToWorld |
| btVector3 | m_hitNormalWorld |
| btVector3 | m_hitPointWorld |
| Public Attributes inherited from btCollisionWorld::RayResultCallback | |
| btScalar | m_closestHitFraction |
| const btCollisionObject * | m_collisionObject |
| int | m_collisionFilterGroup |
| int | m_collisionFilterMask |
| unsigned int | m_flags |
Definition at line 232 of file btCollisionWorld.h.
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inline |
Definition at line 234 of file btCollisionWorld.h.
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inlinevirtual |
need to transform normal into worldspace
Implements btCollisionWorld::RayResultCallback.
Reimplemented in btKinematicClosestNotMeRayResultCallback.
Definition at line 246 of file btCollisionWorld.h.
| btVector3 btCollisionWorld::ClosestRayResultCallback::m_hitNormalWorld |
Definition at line 243 of file btCollisionWorld.h.
| btVector3 btCollisionWorld::ClosestRayResultCallback::m_hitPointWorld |
Definition at line 244 of file btCollisionWorld.h.
| btVector3 btCollisionWorld::ClosestRayResultCallback::m_rayFromWorld |
Definition at line 240 of file btCollisionWorld.h.
| btVector3 btCollisionWorld::ClosestRayResultCallback::m_rayToWorld |
Definition at line 241 of file btCollisionWorld.h.