HOT SHOTS! PART DEUX A film review by James Berardinelli Copyright 1993 James Berardinelli
Rating: 6.8 out of 10 (C+, ** out of ****)
Date Released: 5/21/93 Running Length: 1:27 Rated: PG-13 (Sexual situations, brief nudity, mock violence)
Starring: Charlie Sheen, Valeria Golino, Lloyd Bridges, Richard Crenna, Brenda Bakke, Miguel Ferrer Director: Jim Abrahams Producer: Bill Badalato Screenplay: Jim Abrahams and Pat Proft Music: Basil Poledouris Released by Twentieth Century Fox
Since being inexplicably dumped by Ramada (Valeria Golino), the love of his life, Topper Harley (Charlie Sheen), the earstwhile hero of HOT SHOTS!, has retreated into a monastery to contemplate the meaning of life. His time of solitude comes to an end, however, when his good friend and former superior, Colonel Denton Walters (Richard Crenna), is captured by Saddam Hussein, and a sexy female CIA operative (Brenda Bakke) arrives at the monastery to recruit Topper for the rescue mission. Biceps bulging and guns blazing, Topper charges into Iraq, letting nothing get in his way.
Two years ago, I gave the original HOT SHOTS! a scathing review, calling it "one of the most unfunny and sophomoric movies" of the year.  As a result, the sequel is more watchable than the original. Better than the actual film, however, is its theatrical trailer, which shows a number of scenes not in the finished product (they look to have been produced explicitly for the trailer).
What HOT SHOTS! did for TOP GUN, PART DEUX does for the Rambo movies. Charlie Sheen has bulked up impressively for this role and, with unbound hair hanging to his shoulders and ammo encasing his body, he looks eerily like the posters of Sylvester Stallone from the second and third FIRST BLOODs. Then there's Richard Crenna, here in a role that's obviously a sendup of the one he played in the other series. Of course, PART DEUX doesn't stop with Rambo, getting its digs in at dozens of other targets ranging from the easily-lampooned BASIC INSTINCT to LADY AND THE TRAMP.
 With as many as there are, it's only to be expected that quite a few are duds. Unfortunately, a disproportionate number of the failures occur during the last third of the movie, causing PART DEUX to be unbalanced. The first hour is decently paced as the humor keeps it afloat, but the final portion of the film is occasionally tedious.
There are a couple of real winners in PART DEUX. Most memorable are a cameo by Martin Sheen, a spoof of SEA HUNT featuring the original star (Lloyd Bridges), a slapstick gathering of the living presidents, and an on-screen digital "body count" meter during the climactic raid on Saddam's fortress.
Sheen and Golino wade through this film with gloriously deadpan expressions, playing it straight no matter how outlandish the story becomes. As is true of Leslie Nielsen in the NAKED GUN pictures, this is one of the film's assets. Satire often works best when it's intentionally modelled after bad drama. Oddly enough, one wonders if the Rambo films were the best choice for a spoof, since the second and third installments came close to self-parody in their own right.
Nevertheless, not enough of PART DEUX gels to make it an unqualified success, even for its genre. There are too many instances when the film is too obvious in its attempts at humor. Forcing jokes more often leads to them falling flat than working and, in PART DEUX, this happens on several occasions.
Those that enjoyed the original HOT SHOTS! will doubtless be entertained by the second part, as will moviegoers who laughed their way through LOADED WEAPON ONE. The stuff of PART DEUX is not AIRPLANE material, but it has its high points, and as a mindless summer evening out, it will certainly deliver what's expected from it.
- James Berardinelli<EMAIL_ADDRESS>.
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


{% extends "bootstrap/base.html" %} {% block title %}Face Recognition - Response{% endblock %} {% block body %}
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 When a person
goes to a web page like www.google.com, their computer sends a HTTP Request to
a server. The server finds the appropriate HTML document and sends it back to the
user's computer where a web browser interprets the page and displays it on the user's
screen.This video does a good job of explaining.
HTML
HTML stands forHypertext Markup Language . HTML documents form the majority
of the content on the web. HTML documents contain text content which describes
"what you see" and markup which describes "how it looks".This video gives a good
overview.
Tags and Elements
HTML documents are made of HTML elements. When writing HTML, we tell
browsers the type of each element by using HTML tags.This video explains the
distinction well.
 This makes them
very unforgiving since a small mistake by a programmer can cause huge problems in a
program.
Inline vs Block Elements
HTML elements are either inline or block. Block elements form an "invisible box"
around the content inside of them.


public class ArcadeDriveAlgorithm extends DriveAlgorithm
DriveAlgorithm
controller
| Constructor and Description |
|---|
ArcadeDriveAlgorithm(DriveController controller)
Creates a new
ArcadeDriveAlgorithm that controls the specified
DriveController . |
| Modifier and Type | Method and Description |
|---|---|
void |
arcadeDrive(double moveValue,
double rotateValue)
Uses the specified values to control the move and rotation speed of the
robot and whether to square the inputs.
|
void |
arcadeDrive(double moveValue,
double rotateValue,
boolean squaredInputs)
Uses the specified values to control the move and rotation speed of the
robot and whether to square the inputs.
|
void |
arcadeDrive(edu.wpi.first.wpilibj.GenericHID stick)
Uses the X and Y axis of an HID, such as a joystick to drive.
|
void |
arcadeDrive(edu.wpi.first.wpilibj.GenericHID stick,
boolean squaredInputs)
Uses the X and Y axis of an HID, such as a joystick to drive.
|
void |
arcadeDrive(edu.wpi.first.wpilibj.GenericHID moveStick,
int moveAxis,
edu.wpi.first.wpilibj.GenericHID rotateStick,
int rotateAxis)
Uses two separate HIDs to control move and rotation.
|
void |
arcadeDrive(edu.wpi.first.wpilibj.GenericHID moveStick,
int moveAxis,
edu.wpi.first.wpilibj.GenericHID rotateStick,
int rotateAxis,
boolean squaredInputs)
Uses two separate HIDs to control move and rotation speeds.
|
stop
public ArcadeDriveAlgorithm(DriveController controller)
ArcadeDriveAlgorithm
that controls the specified
DriveController
. This algorithm can use any type of
DriveController
, since it only needs independent control over
each side of the robot.controller
- the DriveController
to controlpublic void arcadeDrive(edu.wpi.first.wpilibj.GenericHID stick, boolean squaredInputs)
stick
- the joystick to usesquaredInputs
- if true, the axes are squared to decrease the
sensitivity at low speedspublic void arcadeDrive(edu.wpi.first.wpilibj.GenericHID stick)
stick
- the joystick to usepublic void arcadeDrive(edu.wpi.first.wpilibj.GenericHID moveStick, int moveAxis, edu.wpi.first.wpilibj.GenericHID rotateStick, int rotateAxis, boolean squaredInputs)
moveStick
- the HID that controls the move speedmoveAxis
- the axis on the moveStick
to use for the move
speed (typically Y_AXIS)rotateStick
- The HID that controls the rotation speedrotateAxis
- The axis on the rotateStick
to use for the
rotate speed (typically X_AXIS)squaredInputs
- whether to square the axespublic void arcadeDrive(edu.wpi.first.wpilibj.GenericHID moveStick, int moveAxis, edu.wpi.first.wpilibj.GenericHID rotateStick, int rotateAxis)
moveStick
- the HID that controls the move valuemoveAxis
- the axis on the moveStick
to use for the move
value (typically Y_AXIS)rotateStick
- The HID that controls the rotation valuerotateAxis
- The axis on the rotateStick
to use for the
rotate value (typically X_AXIS)public void arcadeDrive(double moveValue, double rotateValue, boolean squaredInputs)
moveValue
- the move speedrotateValue
- the rotation speedsquaredInputs
- if true, the inputs are squared to decrease the
sensitivity at low speedspublic void arcadeDrive(double moveValue, double rotateValue)
moveValue
- the move speedrotateValue
- the rotation speed


Schnitzel
Original Austrian breaded meat, pan-fried in butter.
- ⏲ Prep time: 15 min
- 🍳 Cook time: 6 min
- 🍽 Servings: 4
Ingredients
- 4 veal cutlets (1 ~ 150g)
- 2 eggs
- 1 lemon
- 100g flour
- 150g bread crumbs
- 100g butter (or even better clarified butter)
Directions
- Prepare 3 bowls. (One with flour, one with beaten eggs, one with bread crumbs seasoned with salt and paprika)
- Wash the veal and gently dry it with kitchen roll.
- Put the veal on a board and beat it with a meat tenderizer (or a rolling pin) to a thickness of 0.5 cm. (Beating the veal makes it tender)
- Season the veal with salt and pepper on both sides, dive it through the 3 bowls. (First flour, then eggs, finally bread crumbs)
- Melt the butter in a deep pan. (Attention: not too hot. Butter should not turn brown)
- Fry the veal on each side until it is gold brown. (e.g. 3 min on each side)
- Serve with a piece of lemon.
Contribution
Recipe tags:
austrian
beef


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The SDLScreenManager is a manager to control SDL UI features. Use the screen manager for setting up the UI of the template, creating a menu for your users, creating softbuttons, setting textfields, etc..
The top text field within a template layout. Pass an empty string \@""
to clear the text field.
If the system does not support a full 4 fields, this will automatically be concatenated and properly send the field available.
If 3 lines are available: [field1, field2, field3 - field 4]
If 2 lines are available: [field1 - field2, field3 - field4]
If 1 line is available: [field1 - field2 - field3 - field4]
@property (nonatomic, copy, nullable) NSString *textField1;
var textField1: String? { get set }
The second text field within a template layout. Pass an empty string \@""
to clear the text field.
If the system does not support a full 4 fields, this will automatically be concatenated and properly send the field available.
If 3 lines are available: [field1, field2, field3 - field 4]
If 2 lines are available: [field1 - field2, field3 - field4]
If 1 line is available: [field1 - field2 - field3 - field4]
@property (nonatomic, copy, nullable) NSString *textField2;
var textField2: String? { get set }
The third text field within a template layout. Pass an empty string \@""
to clear the text field.
If the system does not support a full 4 fields, this will automatically be concatenated and properly send the field available.
If 3 lines are available: [field1, field2, field3 - field 4]
If 2 lines are available: [field1 - field2, field3 - field4]
If 1 line is available: [field1 - field2 - field3 - field4]
@property (nonatomic, copy, nullable) NSString *textField3;
var textField3: String? { get set }
The fourth text field within a template layout. Pass an empty string \@""
to clear the text field.
If the system does not support a full 4 fields, this will automatically be concatenated and properly send the field available.
If 3 lines are available: [field1, field2, field3 - field 4]
If 2 lines are available: [field1 - field2, field3 - field4]
If 1 line is available: [field1 - field2 - field3 - field4]
@property (nonatomic, copy, nullable) NSString *textField4;
var textField4: String? { get set }
The media text field available within the media layout. Often less emphasized than textField(1-4)
@property (nonatomic, copy, nullable) NSString *mediaTrackTextField;
var mediaTrackTextField: String? { get set }
The primary graphic within a template layout
@property (nonatomic, strong, nullable) SDLArtwork *primaryGraphic;
var primaryGraphic: SDLArtwork? { get set }
A secondary graphic used in some template layouts
@property (nonatomic, strong, nullable) SDLArtwork *secondaryGraphic;
var secondaryGraphic: SDLArtwork? { get set }
What alignment textField(1-4) should use
@property (nonatomic, copy) SDLTextAlignment _Nonnull textAlignment;
var textAlignment: SDLTextAlignment { get set }
The type of data textField1 describes
@property (nonatomic, copy, nullable) SDLMetadataType textField1Type;
var textField1Type: SDLMetadataType? { get set }
The type of data textField2 describes
@property (nonatomic, copy, nullable) SDLMetadataType textField2Type;
var textField2Type: SDLMetadataType? { get set }
The type of data textField3 describes
@property (nonatomic, copy, nullable) SDLMetadataType textField3Type;
var textField3Type: SDLMetadataType? { get set }
The type of data textField4 describes
@property (nonatomic, copy, nullable) SDLMetadataType textField4Type;
var textField4Type: SDLMetadataType? { get set }
The title of the current template layout.
@property (nonatomic, copy, nullable) NSString *title;
var title: String? { get set }
The current list of soft buttons within a template layout. Set this array to change the displayed soft buttons.
@property (nonatomic, copy) NSArray<SDLSoftButtonObject *> *_Nonnull softButtonObjects;
var softButtonObjects: [SDLSoftButtonObject] { get set }
Configures the layout of the menu and sub-menus. If set after a menu already exists, the existing main menu layout will be updated.
If set menu layouts don’t match available menu layouts in WindowCapability, an error log will be emitted and the layout will not be set.
Setting this parameter will send a message to the remote system. This value will be set immediately, but if that message is rejected, the original value will be re-set and an error log will be emitted.
This only works on head units supporting RPC spec version 6.0 and newer. If the connected head unit does not support this feature, a warning log will be emitted and nothing will be set.
@property (nonatomic, strong) SDLMenuConfiguration *_Nonnull menuConfiguration;
var menuConfiguration: SDLMenuConfiguration { get set }
The current list of menu cells displayed in the app’s menu.
WARNING: If two or more cells in this array are duplicates – they contain all of the same data – the menu will not be set. Each list of subCells
and the main menu are compared separately, which means you can have duplicate cells between the main menu and a sub cell list without a conflict occurring.
WARNING: If two or more cells contain the same title
but are otherwise distinctive, unique identifiers will be appended in the style (2), (3), (4), etc. to those cells’ title
. The same rules apply to duplicate titles as apply to complete duplicates above: the titles can be duplicates between different array lists without a conflict.
WARNING: If any two cells contain the same voice command string in their voiceCommands
list, the menu will not be set. Note that unlike the two warnings above, these lists are not checked separately. If you have the same voice command in a cell of the main menu and a sub cell, it will not be set.
@property (nonatomic, copy) NSArray<SDLMenuCell *> *_Nonnull menu;
var menu: [SDLMenuCell] { get set }
Change the mode of the dynamic menu updater to be enabled, disabled, or enabled on known compatible head units.
The current status for dynamic menu updates. A dynamic menu update allows for smarter building of menu changes. If this status is set to SDLDynamicMenuUpdatesModeForceOn
, menu updates will only create add commands for new items and delete commands for items no longer appearing in the menu. This helps reduce possible RPCs failures as there will be significantly less commands sent to the HMI.
If set to SDLDynamicMenuUpdatesModeForceOff
, menu updates will work the legacy way. This means when a new menu is set the entire old menu is deleted and add commands are created for every item regardless if the item appears in both the old and new menu. This method is RPCs heavy and may cause some failures when creating and updating large menus.
We recommend using either SDLDynamicMenuUpdatesModeOnWithCompatibility
or SDLDynamicMenuUpdatesModeForceOn
. SDLDynamicMenuUpdatesModeOnWithCompatibility
turns dynamic updates off for head units that we know have poor compatibility with dynamic updates (e.g. they have bugs that cause menu items to not be placed correctly).
@property (nonatomic) SDLDynamicMenuUpdatesMode dynamicMenuUpdatesMode;
var dynamicMenuUpdatesMode: SDLDynamicMenuUpdatesMode { get set }
The current list of voice commands available for the user to speak and be recognized by the IVI’s voice recognition engine.
Warning
May not be an empty string@property (nonatomic, copy) NSArray<SDLVoiceCommand *> *_Nonnull voiceCommands;
var voiceCommands: [SDLVoiceCommand] { get set }
The default keyboard configuration, this can be additionally customized by each SDLKeyboardDelegate.
@property (nonatomic, strong, null_resettable) SDLKeyboardProperties *keyboardConfiguration;
var keyboardConfiguration: SDLKeyboardProperties! { get set }
Cells will be hashed by their text, image names, and VR command text. When assembling an SDLChoiceSet, you can pull objects from here, or recreate them. The preloaded versions will be used so long as their text, image names, and VR commands are the same.
@property (nonatomic, copy, readonly) NSSet<SDLChoiceCell *> *_Nonnull preloadedChoices;
var preloadedChoices: Set<AnyHashable> { get }
Initialize a screen manager
Warning
For internal use. An exception will be thrown if used.
- (nonnull instancetype)
initWithConnectionManager:
(nonnull id<SDLConnectionManagerType>)connectionManager
fileManager:(nonnull SDLFileManager *)fileManager
systemCapabilityManager:
(nonnull SDLSystemCapabilityManager *)systemCapabilityManager;
The connection manager used to send RPCs
The file manager used to upload files
The system capability manager object for reading window capabilities
The screen manager
Initialize a screen manager
Warning
For internal use
- (nonnull instancetype)
initWithConnectionManager:
(nonnull id<SDLConnectionManagerType>)connectionManager
fileManager:(nonnull SDLFileManager *)fileManager
systemCapabilityManager:
(nonnull SDLSystemCapabilityManager *)systemCapabilityManager
permissionManager:(nonnull SDLPermissionManager *)permissionManager;
The connection manager used to send RPCs
The file manager used to upload files
The system capability manager object for reading window capabilities
The permission manager object for checking RPC permissions
The screen manager
Starts the manager and all sub-managers
- (void)startWithCompletionHandler:
(nonnull void (^)(NSError *_Nullable))handler;
func start() async throws
The handler called when setup is complete
Stops the manager.
Warning
For internal use- (void)stop;
func stop()
Delays all screen updates until endUpdatesWithCompletionHandler: is called.
- (void)beginUpdates;
func beginUpdates()
Pairs with beginUpdates:
to batch text, graphic, and layout changes into a single update with a callback when the update is complete.
Update text fields with new text set into the text field properties, updates the primary and secondary images with new image(s) if new one(s) been set, and updates the template if one was changed using changeLayout:withCompletionHandler:
.
NOTE: The handler in changeLayout:withCompletionHandler:
will not be called if the update is batched into this update.
- (void)endUpdates;
func endUpdates()
Pairs with beginUpdates:
to batch text, graphic, and layout changes into a single update with a callback when the update is complete.
Update text fields with new text set into the text field properties, updates the primary and secondary images with new image(s) if new one(s) been set, and updates the template if one was changed using changeLayout:withCompletionHandler:
.
NOTE: The handler in changeLayout:withCompletionHandler:
will not be called if the update is batched into this update.
NOTE: If this update returns an error, it may have been superseded by another update. This means that it was cancelled while in-progress because another update was requested, whether batched or not. Check for error domain SDLErrorDomainTextAndGraphicManager
and code SDLTextAndGraphicManagerErrorPendingUpdateSuperseded
to determine if your update was superseded. Any other error should represent a rejection of your data to be presented by the head unit. Note that if your update is superseded, it’s possible that the update will succeed or fail later. If you have set a handler for your update which superseded this update, the error or success will be represented there.
- (void)endUpdatesWithCompletionHandler:
(nullable SDLScreenManagerUpdateCompletionHandler)handler;
func endUpdates() async throws
A handler run when the fields have finished updating, with an error if the update failed. This handler may be called multiple times when the text update is sent and the image update is sent.
Change the current layout to a new layout and optionally update the layout’s night and day color schemes. The values set for the text, graphics, buttons and template title persist between layout changes. To update the text, graphics, buttons and template title at the same time as the template, batch all the updates between beginUpdates
and endUpdates
. If the layout update fails while batching, then the updated text, graphics, buttons or template title will also not be updated.
If you are connected on a < v6.0 connection and batching the update, the layout will be updated, then the text and graphics will be updated. If you are connected on a >= v6.0 connection, the layout will be updated at the same time that the text and graphics are updated.
If this update is batched between beginUpdates
and endUpdatesWithCompletionHandler:
, the completion handler here will not be called. Use the completion handler on endUpdatesWithCompletionHandler:
NOTE: If this update returns an error, it may have been superseded by another update. This means that it was cancelled while in-progress because another update was requested, whether batched or not. Check for error domain SDLErrorDomainTextAndGraphicManager
and code SDLTextAndGraphicManagerErrorPendingUpdateSuperseded
to determine if your update was superseded. Any other error should represent a rejection of your data to be presented by the head unit. Note that if your update is superseded, it’s possible that the update will succeed or fail later. If you have set a handler for your update which superseded this update, the error or success will be represented there.
- (void)changeLayout:(nonnull SDLTemplateConfiguration *)templateConfiguration
withCompletionHandler:
(nullable SDLScreenManagerUpdateCompletionHandler)handler;
func changeLayout(_ templateConfiguration: SDLTemplateConfiguration) async throws
The new configuration of the template, including the layout and color scheme.
A handler that will be called when the layout change finished.
Retrieve a SoftButtonObject based on its name.
- (nullable SDLSoftButtonObject *)softButtonObjectNamed:
(nonnull NSString *)name;
func softButtonObjectNamed(_ name: String) -> SDLSoftButtonObject?
The name of the button
Subscribes to a subscribe button. The update handler will be called when the button has been selected. If there is an error subscribing to the subscribe button it will be returned in the error
parameter of the updateHandler.
- (nonnull id<NSObject>)subscribeButton:(nonnull SDLButtonName)buttonName
withUpdateHandler:
(nonnull SDLSubscribeButtonHandler)updateHandler;
func subscribeButton(_ buttonName: SDLButtonName, withUpdateHandler updateHandler: @escaping SDLSubscribeButtonHandler) -> NSObjectProtocol
The name of the hard button to subscribe to
The block run when the subscribe button is selected
An object that can be used to unsubscribe the block using unsubscribeButtonWithObserver:withCompletionHandler:
.
Subscribes to a subscribe button. The selector will be called when the button has been selected. If there is an error subscribing to the subscribe button it will be returned in the error
parameter of the selector.
The selector supports the following parameters:
A selector with no parameters. The observer will be notified when a button press occurs (it will not know if a short or long press has occurred).
A selector with one parameter: (SDLButtonName). The observer will be notified when a button press occurs (both a short and long press will trigger the selector, but it will not be able to distinguish between them). It will not be notified of button events.
A selector with two parameters: (SDLButtonName, NSError). The observer will be notified when a button press occurs (both a short and long press will trigger the selector, but it will not be able to distinguish between them). It will not be notified of button events.
A selector with three parameters: (SDLButtonName, NSError, SDLOnButtonPress). The observer will be notified when a long or short button press occurs (and can distinguish between a short or long press), but will not be notified of individual button events.
A selector with four parameters: (SDLButtonName, NSError, SDLOnButtonPress, SDLOnButtonEvent). The observer will be notified when any button press or any button event occurs (and can distinguish between them).
To unsubscribe from the hard button, call unsubscribeButton:withObserver:withCompletionHandler:
.
- (void)subscribeButton:(nonnull SDLButtonName)buttonName
withObserver:(nonnull id<NSObject>)observer
selector:(nonnull SEL)selector;
func subscribeButton(_ buttonName: SDLButtonName, withObserver observer: NSObjectProtocol, selector: Selector)
The name of the hard button to subscribe to
The object that will have selector
called whenever the button has been selected
The selector on observer
that will be called whenever the button has been selected
Unsubscribes to a subscribe button. Please note that if a subscribe button has multiple subscribers the observer will no longer get notifications, however, the app will still be subscribed to the hard button until the last subscriber is removed.
- (void)unsubscribeButton:(nonnull SDLButtonName)buttonName
withObserver:(nonnull id<NSObject>)observer
withCompletionHandler:
(nonnull SDLScreenManagerUpdateCompletionHandler)completionHandler;
func unsubscribeButton(_ buttonName: SDLButtonName, withObserver observer: NSObjectProtocol) async throws
The name of the hard button to subscribe to
The object that will be unsubscribed. If a block was subscribed, the return value should be passed. If a selector was subscribed, the observer object should be passed
A handler called when the observer has been unsubscribed to the hard button
Preload cells to the head unit. This will greatly reduce the time taken to present a choice set. Any already matching a choice already on the head unit will be ignored. You do not need to wait until the completion handler is called to present a choice set containing choices being loaded. The choice set will wait until the preload completes and then immediately present.
- (void)preloadChoices:(nonnull NSArray<SDLChoiceCell *> *)choices
withCompletionHandler:(nullable SDLPreloadChoiceCompletionHandler)handler;
func preloadChoices(_ choices: [SDLChoiceCell]) async throws
The choices to be preloaded.
The handler to be called when complete.
Delete loaded cells from the head unit. If the cells don’t exist on the head unit they will be ignored.
- (void)deleteChoices:(nonnull NSArray<SDLChoiceCell *> *)choices;
func deleteChoices(_ choices: [SDLChoiceCell])
The choices to be deleted. These will be matched via a hash of the text, image name(s), and VR commands.
Present a choice set on the head unit with a certain interaction mode. You should present in VR only if the user reached this choice set by using their voice, in Manual only if the user used touch to reach this choice set. Use Both if you’re lazy…for real though, it’s kind of confusing to the user and isn’t recommended.
If the cells in the set are not already preloaded, they will be preloaded before the presentation occurs; this could take a while depending on the contents of the cells.
If the cells have voice commands and images attached, this could take upwards of 10 seconds. If there are no cells on the set, this will fail, calling choiceSet:didReceiveError:
on the choice set delegate.
- (void)presentChoiceSet:(nonnull SDLChoiceSet *)choiceSet
mode:(nonnull SDLInteractionMode)mode;
func present(_ choiceSet: SDLChoiceSet, mode: SDLInteractionMode)
The set to be displayed
If the set should be presented for the user to interact via voice, touch, or both
Present a choice set on the head unit with a certain interaction mode. You should present in VR only if the user reached this choice set by using their voice, in Manual only if the user used touch to reach this choice set. Use Both if you’re lazy…for real though, it’s kind of confusing to the user and isn’t recommended.
This presents the choice set as searchable when in a touch interaction. The user, when not in a distracted state, will have a keyboard available for searching this set. The user’s input in the keyboard will be available in the SDLKeyboardDelegate.
If the cells in the set are not already preloaded, they will be preloaded before the presentation occurs; this could take a while depending on the contents of the cells.
If the cells have voice commands and images attached, this could take upwards of 10 seconds. If there are no cells on the set, this will fail, calling choiceSet:didReceiveError:
on the choice set delegate.
- (void)presentSearchableChoiceSet:(nonnull SDLChoiceSet *)choiceSet
mode:(nonnull SDLInteractionMode)mode
withKeyboardDelegate:(nonnull id<SDLKeyboardDelegate>)delegate;
The set to be displayed
If the set should be presented for the user to interact via voice, touch, or both
The keyboard delegate called when the user interacts with the search field of the choice set
Present a keyboard-only interface to the user and receive input. The user will be able to input text in the keyboard when in a non-driver distraction situation.
- (nullable NSNumber<SDLInt> *)
presentKeyboardWithInitialText:(nonnull NSString *)initialText
delegate:(nonnull id<SDLKeyboardDelegate>)delegate;
The initial text within the keyboard input field. It will disappear once the user selects the field in order to enter text
The keyboard delegate called when the user interacts with the keyboard
A unique cancelID that can be used to cancel this keyboard
Cancels the keyboard-only interface if it is currently showing. If the keyboard has not yet been sent to Core, it will not be sent.
This will only dismiss an already presented keyboard if connected to head units running SDL 6.0+.
- (void)dismissKeyboardWithCancelID:(nonnull NSNumber<SDLInt> *)cancelID;
func dismissKeyboard(withCancelID cancelID: NSNumber & SDLInt)
The unique ID assigned to the keyboard, passed as the return value from presentKeyboardWithInitialText:keyboardDelegate:
Present the top-level of your application menu. This method should be called if the menu needs to be opened programmatically because the built in menu button is hidden.
- (BOOL)openMenu;
func openMenu() -> Bool
Present the application menu. This method should be called if the menu needs to be opened programmatically because the built in menu button is hidden. You must update the menu with the proper cells before calling this method. This RPC will fail if the cell does not contain a sub menu, or is not in the menu array.
- (BOOL)openSubmenu:(nonnull SDLMenuCell *)cell;
func openSubmenu(_ cell: SDLMenuCell) -> Bool
The submenu cell that should be opened as a sub menu, with its sub cells as the options.
Present the alert on the screen. To replace a currently presenting alert with a new alert, you must first call cancel
on the currently presenting alert before sending the new alert. Otherwise the newest alert will only be presented when the module dismisses the currently presented alert (either due to the timeout or the user selecting a button on the alert). Please note that cancelling a currently presented alert will only work on modules supporting RPC Spec v.5.0+.
If the alert contains an audio indication with a file that needs to be uploaded, it will be uploaded before presenting the alert. If the alert contains soft buttons with images, they will be uploaded before presenting the alert. If the alert contains an icon, that will be uploaded before presenting the alert.
The handler will be called when the alert either dismisses from the screen or it has failed to present. If the error value in the handler is present, then the alert failed to appear or was aborted, if not, then the alert dismissed without error. The userInfo
object on the error contains an error
key with more information about the error. If the alert failed to present, the userInfo
object will contain a tryAgainTime
key with information on how long to wait before trying to send another alert. The value for tryAgainTime
may be nil
if the module did not return a value in its response.
- (void)presentAlert:(nonnull SDLAlertView *)alert
withCompletionHandler:
(nullable SDLScreenManagerUpdateCompletionHandler)handler;
func presentAlert(_ alert: SDLAlertView) async throws
Alert to be presented
The handler to be called when the alert either dismisses from the screen or it has failed to present.


I’m an MD/PhD student at the University of Washington. My research interests are in chromatin dynamics during cell fate maintenance, differentiation and dedifferentiation. As a dual degree candidate, I am also looking to advance methods in personalized medicine through statistical and computational learning.
My prior education includes a bachelor’s degree in Bioengineering with an emphasis in Stem Cell Engineering from the University of California, Berkeley. Before matriculating at University of Washington, I worked as a crystallographer in Peter Kwong’s lab at the National Institutes of Health. There, I focused primarily on the development of structure-based vaccine for HIV-1, and trained in the techniques of protein biochemistry and X-Ray crystallography.
In my free time I like turtles, sip coffee and climb rocks.


Note:
The

element will only be styled in this way when it is a child of an element with the.content
class.
- Excerpt 1
- Excerpt 2
--- title: Callout layout: layout-docs category: General icon: callout --- {% capture default_callout %}
Note:
The

element will only be styled in this way when it is a child of an element with the.content
class.
- Excerpt 1
- Excerpt 2
The callout is an excerpt of text used in design to draw attention to or label content.
You should use the callout component when you want to highlight very specific information within a page and to differentiate it from content that surrounds it. E.g quotes or additional information.
The callout component should be used sparingly and there should not be multiple callouts on your page as they may lose their effectiveness, or worse confuse users.
Callouts should not be used in complex pages as some users may not notice the callout if they are presented together with other visually prominent elements.
If there is a need to draw attention to important or critical information, you may want to consider using the notification component with the correct color state instead.


Event management in Lime is very similar to normal events management in Closure library. You use the same methods goog.events.listen(src, type, listener, opt_capt, opt_handler)
to listen for events and goog.events.unlisten(src, type, listener, opt_capt, opt_handler)
to remove the listener. The target object(src) is the same Node element that you interact normally. Event types are the ones you would normally add to your DOM elements: usually mousedown, mousemove and mouseup for mouse events and touchstart, touchmove, touchend and touchcancel for touch events. Event types can be also specified as an array.
The idea behind Lime event management is to allow you to write all your code only once for both touch and mouse based devices. If you have tried to do this before you might know this is not so simple to achieve as it first sounds. First of all there is no one-to-one relation between mouse and touch events. Mousedown may usually mean same as touchstart but mousemove is totally different concept than touchmove. Secondly there is a implementation difference - the position of the different events is exposed differently for different events. And thirdly the touch devices usually support multitouch. This means that you can't only have handlers for specific events but you need to set next responders for specific interations. Lime tries to solve all those problems.
When you listen for an event on an element in Lime the Event object you receive in your handler function isn't the normal browser event but instance of lime.events.Event. The properties of this object include:
These positions are the same for both mouse and touch events. All the coordinates can be transformed to different coordinate spaces with Node object's helper functions.
Event object also has swallow(eventType,handler)
method. This allows you to interact with queue of events. You would normally use it so that you listen for a first interaction(mousdown, touchstart etc) as you normally would and then on a handler would swallow next mousemove or mouseup events. Swallow means that the handlers only get called if it is still part of the same interaction. On a multitouch capable device every individual touch has its own swallow handlers so if your touchstart had been started by one finger it never gets mixed up with movement of some other finger. When the interaction ends(touchend, mouseup) all swallowed listeners are automatically cleared.
#!JavaScript
goog.events.listen(ball,['mousedown','touchstart'],function(e){
this.setFill('#c00'); // ball is colored to red when touched
e.swallow(['mouseup','touchend','touchcancel'],function(){
this.setFill('#0c0'); // ball is colored back to green when interaction ends
}
});
One common interaction is to drag elements around. Lime has made it simple for you. In the event handler simply call event.startDrag()
. You can also provide parameters that limit the draggable area, snap to center or provide custom target object. Because the drag method uses the same swallow()
logic as described earlier every dragging is handled separately and you can drag around multiple items same time without writing a single line of code.
#!JavaScript
goog.events.listen(ball,['mousedown','touchstart'],function(e){
e.startDrag(true); // true is for snapToCenter
});
When you use Canvas renderer there are no DOM elements to pick up the events. While developing with raw Canvas methods this can be problem cause you only have one event target. Fortunately in Lime using different renderers doesn't affect the event system at all. You can still listen events on Nodes that don't have a DOM counterpart.
If you have some weird custom displayobject you can override it's hitTest()
method to give it a custom area from where it responds to events. By default all sprites respond to their bounding box(not to fill). Custom shapes check their own geometry. Layers don't have any body so they respond to all of their children.


Performance of Hashing in Javascript Crypto Libraries.
Dominic Tarr (Stackvm Mad Science University) 2014-04-04 (v1.1.1)
Abstract
The performance of a cryptography library is not its most important consideration, but performance is still highly important. If performance is too low, it affects the usability, and so less cryptography will be used. In this article, I've compared the performance of the sha hashing functions in several javascript crypto libraries. These have wildly varying performance, and some have non-linear performance characteristics, and there are a few that have dramatically better perfomance.
Method
So far, I have benchmarks for measuring hashing performance against input size, and key derivation performance (pbkdf2) as the number of iterations are increased. hashing a "large" file measures throughput, while key derivation depends on creating many hashes repeatedly - whether many hashes can be created in succession is quite a different measurement.
Since javascript timers are not very precise, if the time taking to hash is under 100 ms,
the hash is repeated until the elapsed time is > 100ms, and the the time taken is adjusted
to time_taken/repeated_runs
.
All benchmarks where run on a macbook air 11 running archlinux and<EMAIL_ADDRESS>Crypto Libraries Tested
- Stanford javascript crypto library (
sjcl
) crypto-js
forge
crypto-browserify
(I am the author of this module)
these libraries where also benchmarked, but they only implemented some of the features tested.
crypto-mx
(sha256)git-sha1
(sha1)jshashes
(sha1, sha256)rusha
(sha1)
Hashing a 0-10MB File
Since each library provides a different API, each api has been wrapped to a function that takes a buffer, and then converts to a format that the algorithm can process, and calls the hash function with one buffer.
Since javascript did not originally include a way to represent binary, some of the older implementations use arrays of numbers or binary strings. This extra step is not necessarily fair on them, however it would be surprising if encoding had more than a small effect on hashing performance.
Sha1, Time Taken against Input Size.
(y-axis shows total time taken, lower is better)
Every implementation behaves basically linearly with input size,
except that crypto-browserify
and git-sha1
becomes more efficient once input size
becomes about 2MB. Below 2MB, forge is slightly ahead of crypto-browserify.
rusha
is consistently the fastest, although at the low end of this graph it's difficult to see by much.
and sjcl
, crypto-js
, and jshashes
are significantly slower as size increases.
Sha1, Bytes Hashed Per Millisecond
(y-axis shows size/time, higher is better)
rusha
stands out impressively ahead of all others. crypto-browserify
and git-sha1
are close,
and interestingly make a very similar non-linear step at about 2mb input size.
Probably this is because they both allocate typed arrays, and that slows them down at low input sizes.
A future experiment will be to manage TypedArrays with pooling, to make repeated hashes faster.
Looking at this graph it appears that rusha
is certainly the best implementation,
but there is a significant problem - it is not streaming, so you need to buffer the entire
file into memory before hashing it. This is not a problem if you are hashing small files,
or few files at a time. But if you need to hash a large number of files at as they arrive
it will may be slower, due to being unable to process what has arrived inbetween chunks.
This will be the subject of a future experiment.
crypto-browserify
and git-sha1
are both capable of streaming.
It is temping to think of the change in performance as an good thing, but I think it's better to interpret any departure from linear as signs of trouble - or at least room for improvement. Hashing small inputs is very important, since most inputs are probably small.
Sha256, Time Taken Against Input Size.
(y-axis shows total time taken, lower is better)
sjcl and crypto-js performance at sha256 seems much the same as for sha1, but forge is faster than crypto-browserify, which doesn't show any improvement with input size.
Sha256, Time Taken Against Input Size.
(y-axis shows size/time, higher is better)
forge
is clearly faster, and crypto-browserify
does not show any improvement.
also note that the performance of both forge
and crypto-browserify
is over 20k bytes per ms,
about the performance of crypto-browserify
's sha1.
An interesting thing here is that crypto-browserify
and forge
both use very different
binary representations. crypto-browserify
uses node.js buffers
(or feross/buffer,
a polyfill on top of TypedArrays in the browser) where as forge
uses binary strings.
Binary Strings is not expected to be faster than TypedArrays, but may have some benefits
in copying from one string to another, since strings are immutable, and there is
the possibility that v8 is doing something clever here.
Key Derivation (pbkdf2)
Pbkdf2(sha1), Time Taken Against Iterations.
(y-axis shows total time taken, lower is better)
This graph shows that crypto-js
's pbkdf2
has non-linear performance.
something is clearly wrong, as there is no reason this should not be linear.
compared to crypto-js
, the other libraries are not even on this scale.
Pbkdf(sha1), Iterations per Millisecond.
(y-axis shows size/time, higher is better)
looking at the iterations per ms, we see that sjcl
, which was the slowest on large files,
is the fastest with rapid iterations. This suggests that there is something about the
crypto-browserify
and forge
implementations which make the hash objects heavy to create,
but efficient once created. If this is correct, they could possibly be improved with pooling,
or some other thing to lighten iterations.
rusha
unfortunately does not have a pbkdf2
feature, this could easily be added,
and it would be interesting to see if it's performance continues to be impressive.
Pbkdf2(sha256), Time Taken Against Iterations.
(y-axis shows total time taken, lower is better)
Again, crypto-js has non-linear scaling.
Pbkdf2(sha256), Iterations per Millisecond.
(y-axis shows size/time, higher is better)
Interestingly, the relative performance of sjcl is even more impressive, about 4 times greater than sha1 (it's not surprising that sha256 is the default hash algorithm for sjcl)
Hashing Small Files
(zoomed into bottom left of the earlier hashing bytes/ms graphs)
Is sjcl
's superior pbkdf2 performance due to better performance at small values?
If so, we would expect to see the lines cross if we zoomed in on the bottom left corner
of the bytes-hashed-per-millisecond graphs.
Sha1 on Small Inputs (bytes/ms)
(y-axis shows size/time, higher is better)
Sha256 on Small Inputs (bytes/ms)
(y-axis shows size/time, higher is better)
sjcl
is not faster at pure hashes in small values, therefore,
the key to it's performance must be in another aspect of the implementation.
Comparison of Fastest Hashes.
If you where implementing a new crypto system that must run in the browser, which is the most performant algorithim to use? In this experiment we compare the best implementations of different algorithms.
The fastest sha1 implementation is included in the graph, but only for comparison. Weaknesses have been discovered in sha1, and it should not be used in a new system.
(y-axis size/time, higher is better)
blake2s
is a new algorithm designed specifically to be performant is
the fastest implementation. rusha
is close behind it, and forge's sha256
All implementations display nearly completely linear performance.
Future Work
By optimizing for the specifics of a key derivation algorithm (i.e. writing a fixed size input, instead of a variable one) it may be possible to improve iterated hash performance significantly.
It will also be worthwhile running the benchmarks under different javascript engines (browsers)
And prehaps most interesting, would be to construct a realistic benchmark for streaming hashes. Normally, I have observed that buffering is faster if only one file is processed, however if many files are to be processed, then you can process part of the file while waiting for the rest to arrive.
Conclusion
The hash algorithms in sjcl, crypto-browserify, and forge, have been optimized for different purposes. It appears that crypto-js hasn't been optimized, after the correctness of the implementation has been verified.
Resources
All resources required to repeat these experiments are available at https://github.com/dominictarr/crypto-bench


Northwest Wyoming deer test positive for chronic wasting
CHEYENNE, Wyo. (AP) - Wildlife biologists have confirmed a disease deadly to deer, elk and moose in several deer in a new area of northwest Wyoming, near the Montana line.
The Wyoming Game and Fish Department says the deer came from the Clark area. Tests for chronic wasting disease came back positive for mule deer and white-tailed deer killed by hunters and for mule deer killed by vehicles.
The deer were killed in early November.
Chronic wasting disease is fatal to deer, elk and moose. There is no evidence humans can get the disease but wildlife officials urge hunters to have their meat tested and not eat meat testing positive.
The neurological disease has spread across most of Wyoming and much of North America since its discovery in Colorado in the 1960s.
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--- layout: post title: Torn date: '2014-12-09T07:30:44+01:00' categories: - Sketchbooks picture_url: https://film-Storyboards.tumblr.com/post/104756420095 ---


Each column in a Grid can have its own editor and datatype. An editor is something that changes data, like a textbox, or a checkbox. Certain kinds of editors can change data from different data types. For example textboxes and lookups can edit dates, alphanumeric strings, and numeric strings. This sample demonstrates each of the available editors in Nitobi Grid.
ENTER
will signal that your edit has completed.
ESC
will cancel your edit.


{{> type/default/client/pages/defaults/content/header.html}}
- {
var doDelete = confirm("Are you sure you want to delete '" + {{camel TYPE.name}}.name + "'?")
if ( doDelete === true ) {
this.props.{{camel TYPE.name}}Delete({{camel TYPE.name}}.id)
}
} }
> delete


Based on judicial laws in California and your records, we have identified the following crimes are eligible for expungement.
| Crime Type | Result | Conviction Date | Offense Code | Probability Status | Expunge Results | Non-violent Non-serious | Offense description |
|---|---|---|---|---|---|---|---|
| {{ d.crime_type }} | {{ d.result }} | {{ d.convict_date }} | {{d.offense_code}} | {{d.prob_status}} | {{d.expunge_result}} | {{d.nonviolent_nonserious}} | {{d.offense_description}} |


Moves rows with an empty predicate to the top of the column in ascending order, and to the bottom in descending order.


|
Panda3D
|
An interface for simplifying ("flattening") scene graphs by eliminating unneeded nodes and collapsing out unneeded state changes and transforms. More...
Public Types | |
| enum | AttribTypes { TT_transform = 1, TT_color = 2, TT_color_scale = 4, TT_tex_matrix = 8, TT_clip_plane = 16, TT_cull_face = 32, TT_apply_texture_color = 64, TT_other = 128 } |
| enum | CollectVertexData { CVD_name = 1, CVD_model = 2, CVD_transform = 4, CVD_avoid_dynamic = 8, CVD_one_node_only = 16, CVD_format = 32, CVD_usage_hint = 64, CVD_animation_type = 128 } |
| enum | CombineSiblings { CS_geom_node = 1, CS_within_radius = 2, CS_other = 4, CS_recurse = 8 } |
| enum | MakeNonindexed { MN_composite_only = 1, MN_avoid_animated = 2, MN_avoid_dynamic = 4 } |
Public Member Functions | |
| __init__ (const SceneGraphReducer) | |
| __init__ (GraphicsStateGuardianBase gsg) | |
| applyAttribs (PandaNode node, const AccumulatedAttribs attribs, int attrib_types, GeomTransformer transformer) | |
| This flavor of apply_attribs() can be called recursively from within another flatten process (e.g. More... | |
| applyAttribs (PandaNode node, int attrib_types) | |
| Walks the scene graph, accumulating attribs of the indicated types, applying them to the vertices, and removing them from the scene graph. More... | |
| bool | checkLiveFlatten (PandaNode node) |
| In a non-release build, returns false if the node is correctly not in a live scene graph. More... | |
| clearGsg () | |
| Specifies that no particular GraphicsStateGuardian will be used to guide the optimization. More... | |
| int | collectVertexData (PandaNode root, int collect_bits) |
| Collects all different GeomVertexData blocks that have compatible formats at this node and below into a single, unified block (or at least multiple larger blocks). More... | |
| decompose (PandaNode root) | |
| Calls decompose() on every GeomNode at this level and below. More... | |
| int | flatten (PandaNode root, int combine_siblings_bits) |
| Simplifies the graph by removing unnecessary nodes and nodes. More... | |
| float | getCombineRadius () |
| Returns the radius that is used in conjunction with CS_within_radius. More... | |
| GraphicsStateGuardianBase | getGsg () |
| Returns the particular GraphicsStateGuardian that this object will attempt to optimize to. More... | |
| int | makeCompatibleFormat (PandaNode root, int collect_bits) |
| Walks through the tree at this node and below and unifies the GeomVertexFormat for any GeomVertexData objects that are found, so that all eligible vdatas (according to collect_bits; see collect_vertex_data) will share the same vertex format. More... | |
| int | makeCompatibleState (PandaNode root) |
| Searches for GeomNodes that contain multiple Geoms that differ only in their ColorAttribs. More... | |
| int | makeNonindexed (PandaNode root, int nonindexed_bits) |
| Converts indexed geometry to nonindexed geometry at the indicated node and below, by duplicating vertices where necessary. More... | |
| premunge (PandaNode root, const RenderState initial_state) | |
| Walks the scene graph rooted at this node and below, and uses the indicated GSG to premunge every Geom found to optimize it for eventual rendering on the indicated GSG. More... | |
| int | removeColumn (PandaNode root, const InternalName column) |
| Removes the indicated data column from any GeomVertexDatas found at the indicated root and below. More... | |
| removeUnusedVertices (PandaNode root) | |
| Removes any vertices in GeomVertexDatas that are no longer used at this level and below. More... | |
| setCombineRadius (float combine_radius) | |
| Specifies the radius that is used in conjunction with CS_within_radius to decide whether a subgraph's siblings should be combined into a single node or not. More... | |
| setGsg (GraphicsStateGuardianBase gsg) | |
| Specifies the particular GraphicsStateGuardian that this object will attempt to optimize to. More... | |
| unify (PandaNode root, bool preserve_order) | |
| Calls unify() on every GeomNode at this level and below. More... | |
An interface for simplifying ("flattening") scene graphs by eliminating unneeded nodes and collapsing out unneeded state changes and transforms.
This class is designed so that it may be inherited from and specialized, if needed, to fine-tune the flattening behavior, but normally the default behavior is sufficient.
| enum AttribTypes |
| enum CollectVertexData |
| Enumerator | |
|---|---|
| CVD_name | If set, two GeomVertexDatas with different names will not be collected together. |
| CVD_model | If set, a ModelNode begins a subgraph of nodes whose GeomVertexDatas will not be collected with nodes outside the subgraph. |
| CVD_transform | If set, a non-identity transform begins a subgraph of nodes whose GeomVertexDatas will not be collected with nodes outside the subgraph. |
| CVD_avoid_dynamic | If set, GeomVertexDatas with any usage_hint other than UH_static will not be collected with any other Geoms in a different GeomNode. However, two different dynamic Geoms within the same node might still be collected together. |
| CVD_one_node_only | If set, only those GeomVertexDatas within the same node might be collected together. |
| CVD_format | If set, two GeomVertexDatas with different formats will not be collected together. If not set, GeomVertexDatas of different formats may be combined by expanding all GeomVertexDatas to the union of all defined columns. |
| CVD_usage_hint | If set, two GeomVertexDatas with different usage hints (for instance, UH_static vs. UH_dynamic) will not be collected together. |
| CVD_animation_type | If set, GeomVertexDatas with unanimated vertices will not be combined with GeomVertexDatas with animated vertices. |
| enum CombineSiblings |
| enum MakeNonindexed |
| Enumerator | |
|---|---|
| MN_composite_only | If set, only composite primitives such as tristrips and trifans will be made nonindexed; simple primitives such as triangles will be left indexed. |
| MN_avoid_animated | If set any GeomVertexData with any animation indication will not be adjusted, whether the animation is to be performed on the CPU or on the graphics pipe. |
| MN_avoid_dynamic | If set, any GeomVertexData or Geom with a usage_hint other than UH_static will not be made nonindexed. |
| __init__ | ( | const | SceneGraphReducer | ) |
| __init__ | ( | GraphicsStateGuardianBase | gsg | ) |
| applyAttribs | ( | PandaNode | node, |
| const AccumulatedAttribs | attribs, | ||
| int | attrib_types, | ||
| GeomTransformer | transformer | ||
| ) |
This flavor of apply_attribs() can be called recursively from within another flatten process (e.g.
from PandaNode::apply_attribs_to_vertices()). The parameters were presumably received from a parent SceneGraphReducer object.
| applyAttribs | ( | PandaNode | node, |
| int | attrib_types | ||
| ) |
Walks the scene graph, accumulating attribs of the indicated types, applying them to the vertices, and removing them from the scene graph.
This has a performance optimization benefit in itself, but is especially useful to pave the way for a call to flatten() and greatly improve the effectiveness of the flattening operation.
Multiply instanced geometry is duplicated before the attribs are applied.
Of course, this operation does make certain dynamic operations impossible.
| bool checkLiveFlatten | ( | PandaNode | node | ) |
In a non-release build, returns false if the node is correctly not in a live scene graph.
(Calling flatten on a node that is part of a live scene graph, for instance, a node somewhere under render, can cause problems in a multithreaded environment.)
If allow_live_flatten is true, or in a release build, this always returns true.
| clearGsg | ( | ) |
Specifies that no particular GraphicsStateGuardian will be used to guide the optimization.
The SceneGraphReducer will instead use config variables such as max-collect-vertices and max-collect-indices.
| int collectVertexData | ( | PandaNode | root, |
| int | collect_bits | ||
| ) |
Collects all different GeomVertexData blocks that have compatible formats at this node and below into a single, unified block (or at least multiple larger blocks).
This is intended to reduce rendering overhead incurred by switching vertex buffers. It can also make a subsequent call to unify() much more effective than it would have been otherwise.
The set of bits passed in collect_bits indicates which properties are used to differentiate GeomVertexData blocks. If it is 0, then more blocks will be combined together than if it is nonzero.
| decompose | ( | PandaNode | root | ) |
Calls decompose() on every GeomNode at this level and below.
There is usually no reason to call this explicitly, since unify() will do this anyway if it needs to be done. However, calling it ahead of time can make that future call to unify() run a little bit faster.
This operation has no effect if the config variable preserve-triangle- strips has been set true.
| int flatten | ( | PandaNode | root, |
| int | combine_siblings_bits | ||
| ) |
Simplifies the graph by removing unnecessary nodes and nodes.
In general, a node (and its parent node) is a candidate for removal if the node has no siblings and the node has no special properties.
If combine_siblings_bits is nonzero, some sibling nodes (according to the bits set in combine_siblings_bits) may also be collapsed into a single node. This will further reduce scene graph complexity, sometimes substantially, at the cost of reduced spatial separation.
Returns the number of nodes removed from the graph.
| float getCombineRadius | ( | ) |
Returns the radius that is used in conjunction with CS_within_radius.
See set_combine_radius().
| GraphicsStateGuardianBase getGsg | ( | ) |
Returns the particular GraphicsStateGuardian that this object will attempt to optimize to.
See set_gsg().
| int makeCompatibleFormat | ( | PandaNode | root, |
| int | collect_bits | ||
| ) |
Walks through the tree at this node and below and unifies the GeomVertexFormat for any GeomVertexData objects that are found, so that all eligible vdatas (according to collect_bits; see collect_vertex_data) will share the same vertex format.
This will add unused columns where necessary to match formats. It can result in suboptimal performance if used needlessly.
There is usually no reason to call this explicitly, since collect_vertex_data() will do this anyway if it has not been done already. However, calling it ahead of time can make that future call to collect_vertex_data() run a little bit faster.
The return value is the number of vertex datas modified.
| int makeCompatibleState | ( | PandaNode | root | ) |
Searches for GeomNodes that contain multiple Geoms that differ only in their ColorAttribs.
If such a GeomNode is found, then all the colors are pushed down into the vertices. This makes it feasible for the geoms to be unified later.
| int makeNonindexed | ( | PandaNode | root, |
| int | nonindexed_bits | ||
| ) |
Converts indexed geometry to nonindexed geometry at the indicated node and below, by duplicating vertices where necessary.
The parameter nonindexed_bits is a union of bits defined in SceneGraphReducer::MakeNonindexed, which specifes which types of geometry to avoid making nonindexed.
| premunge | ( | PandaNode | root, |
| const RenderState | initial_state | ||
| ) |
Walks the scene graph rooted at this node and below, and uses the indicated GSG to premunge every Geom found to optimize it for eventual rendering on the indicated GSG.
If there is no GSG indicated for the SceneGraphReducer, this is a no-op.
This operation will also apply to stashed children.
| int removeColumn | ( | PandaNode | root, |
| const InternalName | column | ||
| ) |
Removes the indicated data column from any GeomVertexDatas found at the indicated root and below.
Returns the number of GeomNodes modified.
| removeUnusedVertices | ( | PandaNode | root | ) |
Removes any vertices in GeomVertexDatas that are no longer used at this level and below.
This requires remapping vertex indices in all of the GeomPrimitives, to remove holes in the GeomVertexDatas. It is normally not necessary to call this explicitly.
| setCombineRadius | ( | float | combine_radius | ) |
Specifies the radius that is used in conjunction with CS_within_radius to decide whether a subgraph's siblings should be combined into a single node or not.
If the CS_within_radius bit is included in the combine_siblings_bits parameter passed to flatten, than any nodes whose bounding volume is smaller than the indicated radius will be combined together (as if CS_other were set).
| setGsg | ( | GraphicsStateGuardianBase | gsg | ) |
Specifies the particular GraphicsStateGuardian that this object will attempt to optimize to.
The GSG may specify parameters such as maximum number of vertices per vertex data, max number of vertices per primitive, and whether triangle strips are preferred. It also affects the types of vertex column data that is created by premunge().
| unify | ( | PandaNode | root, |
| bool | preserve_order | ||
| ) |
Calls unify() on every GeomNode at this level and below.
This attempts to reduce the total number of individual Geoms and GeomPrimitives by combining these objects wherever possible. See GeomNode::unify().


public interface ReservationController
Reservation
.
This class handles all interactions with the user. Examples:
| Modifier and Type | Method and Description |
|---|---|
Appointment |
copyAppointment(Appointment appointment)
copys an appointment without interaction
|
Appointment |
copyAppointment(Appointment appointment,
Date from,
Component sourceComponent,
Point point) |
void |
deleteAppointment(Appointment appointment,
Date from,
Component sourceComponent,
Point point) |
void |
edit(Appointment appointment) |
void |
edit(Reservation reservation) |
void |
exchangeAllocatable(Reservation reservation,
Appointment app,
Date onDate,
Allocatable oldAlloc,
Allocatable newAlloc,
Component sourceComponent,
Point p) |
ReservationEdit[] |
getEditWindows() |
boolean |
isAppointmentOnClipboard() |
void |
moveAppointment(Appointment appointment,
Date from,
Date newStart,
Component sourceComponent,
Point point,
boolean keepTime) |
void |
pasteAppointment(Date start,
Component sourceComponent,
Point point,
boolean asNewReservation,
boolean keepTime) |
void |
resizeAppointment(Appointment appointment,
Date from,
Date newStart,
Date newEnd,
Component sourceComponent,
Point p,
boolean keepTime) |
boolean |
save(Reservation reservation,
Component sourceComponent,
boolean showOnlyWhenConflicts) |
static final String ROLE
void edit(Reservation reservation) throws RaplaException
RaplaException
void edit(Appointment appointment) throws RaplaException
RaplaException
boolean save(Reservation reservation, Component sourceComponent, boolean showOnlyWhenConflicts) throws RaplaException
RaplaException
ReservationEdit[] getEditWindows()
Appointment copyAppointment(Appointment appointment) throws RaplaException
RaplaException
void deleteAppointment(Appointment appointment, Date from, Component sourceComponent, Point point) throws RaplaException
RaplaException
Appointment copyAppointment(Appointment appointment, Date from, Component sourceComponent, Point point) throws RaplaException
RaplaException
void pasteAppointment(Date start, Component sourceComponent, Point point, boolean asNewReservation, boolean keepTime) throws RaplaException
RaplaException
void moveAppointment(Appointment appointment, Date from, Date newStart, Component sourceComponent, Point point, boolean keepTime) throws RaplaException
keepTime
- when moving only the date part and not the time part is modifiedRaplaException
void resizeAppointment(Appointment appointment, Date from, Date newStart, Date newEnd, Component sourceComponent, Point p, boolean keepTime) throws RaplaException
keepTime
- when moving only the date part and not the time part is modifiedRaplaException
void exchangeAllocatable(Reservation reservation, Appointment app, Date onDate, Allocatable oldAlloc, Allocatable newAlloc, Component sourceComponent, Point p) throws RaplaException
RaplaException
boolean isAppointmentOnClipboard()
Copyright © 2000-2012 Rapla Team. All Rights Reseserved.


Sorry your browser does not support audio - but you can download here and listen https://flex.acast.com/audio.guim.co.uk/2018/09/26-51111-gdn.pol.180926.podcast.mp3


{% extends "base.html" %} {% block title %}{{ JOBS_BOARD_TITLE }}: Approve {{ job.title }}?{% endblock %} {% block body %}
Are you sure that you want to approve this job?
A tweet will be sent with the following content:
New {{ TWITTER_HASHTAGS }}: {{ form.summary }}


flutterjanus
Flutter plugin for Janus Gateway. flutterjanus is port of janus.js. All the functions and calls are mapped in flutter to make things easy for porting an existing javascript app for flutter. The calls are modified only to suit the static typing of the flutter.
Organisation
The code is organised in four files
- janus.dart - This file contains the static calls and basic transport mechanism with the backend janus server
- session.dart - This file is the heart of the whole plugin. All the janus.js calls are mapped in this file with same nomenclature. Some of the code inside the files are commented with // FIX ME to take care of the flutter requirements. A lot of code inside this file is not required as those are browser specific which will be cleaned at later date when all the tests are working properly.
- plugin.dart - This file defines the template plugin which is initialised when a webrtc session is set. In janus.js this is defined a dictionary one time for websocet and one time for the http. This has been moved to seperate file to provide a template strucutre and also to enable static type checking in flutter.
- callbacks.dart - This file defines the template callbacks which are used in janus.js. A single point definition of the callback structure enables better code checking in flutter.
Status
| Feature | Support | Well Tested |
|---|---|---|
| WebSocket | Yes | Yes |
| Rest/Http API | Yes | Yes |
| Echotest Plugin | Yes | No |
| Videocall Plugin | Yes | No |
| Sipcall Plugin | Yes | No |
| Videoroom Plugin | WIP | No |
For SIP call, please modify the registerUsername function in janus_demo_sip_call.dart. I will be adding the code for UI shortly.
registerUsername(username) {
if (sipcall != null) {
final _body = {
"authuser": "authUser",
"display_name": "displayName",
"request": "register",
"username": "sip:authUser@sipServer",
"secret": "secret"
};
Callbacks callbacks = Callbacks();
callbacks.message = _body;
sipcall.send(callbacks);
}
}
Getting Started
Clone the repository and then update the janus server url in the examples/lib/janus_demo_echo.dart file. Build and you should be able to run the janus.js echotest example.
Road Ahead
- I will be porting the other janus examples also to create one to one mapping with janus.js
- Test out the plugin on desktop
- Clean up the code base to remove the browser specific code
- Set up development cycle to match janus.js
Test & Bugs
The code is ready to use but will have some bug, please open issue when you spot any issue or bugs.


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FormKeyboardInputPrompt Events
The FormKeyboardInputPrompt type exposes the following members.
Events
| Name | Description | |
|---|---|---|
| Activated |
Occurs when the form is activated in code or by the user. (Inherited from System.Windows.Forms.Form.) |
|
| AutoSizeChanged |
Occurs when the AutoSize property changes. (Inherited from System.Windows.Forms.Form.) |
|
| AutoValidateChanged |
Occurs when the AutoValidate property changes. (Inherited from System.Windows.Forms.Form.) |
|
| BackColorChanged |
Occurs when the value of the BackColor property changes. (Inherited from System.Windows.Forms.Control.) |
|
| BackgroundImageChanged |
Occurs when the value of the BackgroundImage property changes. (Inherited from System.Windows.Forms.Control.) |
|
| BackgroundImageLayoutChanged |
Occurs when the BackgroundImageLayout property changes. (Inherited from System.Windows.Forms.Control.) |
|
| BindingContextChanged |
Occurs when the value of the System.Windows.Forms.BindingContext property changes. (Inherited from System.Windows.Forms.Control.) |
|
| CausesValidationChanged |
Occurs when the value of the CausesValidation property changes. (Inherited from System.Windows.Forms.Control.) |
|
| ChangeUICues |
Occurs when the focus or keyboard user interface (UI) cues change. (Inherited from System.Windows.Forms.Control.) |
|
| Click |
Occurs when the control is clicked. (Inherited from System.Windows.Forms.Control.) |
|
| ClientSizeChanged |
Occurs when the value of the ClientSize property changes. (Inherited from System.Windows.Forms.Control.) |
|
| Closed |
Occurs when the form is closed. (Inherited from System.Windows.Forms.Form.) |
|
| Closing |
Occurs when the form is closing. (Inherited from System.Windows.Forms.Form.) |
|
| ContextMenuChanged |
Occurs when the value of the ContextMenu property changes. (Inherited from System.Windows.Forms.Control.) |
|
| ContextMenuStripChanged |
Occurs when the value of the ContextMenuStrip property changes. (Inherited from System.Windows.Forms.Control.) |
|
| ControlAdded |
Occurs when a new control is added to the System.Windows.Forms.Control.ControlCollection. (Inherited from System.Windows.Forms.Control.) |
|
| ControlRemoved |
Occurs when a control is removed from the System.Windows.Forms.Control.ControlCollection. (Inherited from System.Windows.Forms.Control.) |
|
| CursorChanged |
Occurs when the value of the Cursor property changes. (Inherited from System.Windows.Forms.Control.) |
|
| Deactivate |
Occurs when the form loses focus and is no longer the active form. (Inherited from System.Windows.Forms.Form.) |
|
| Disposed |
Occurs when the component is disposed by a call to the Dispose method. (Inherited from System.ComponentModel.Component.) |
|
| DockChanged |
Occurs when the value of the Dock property changes. (Inherited from System.Windows.Forms.Control.) |
|
| DoubleClick |
Occurs when the control is double-clicked. (Inherited from System.Windows.Forms.Control.) |
|
| DragDrop |
Occurs when a drag-and-drop operation is completed. (Inherited from System.Windows.Forms.Control.) |
|
| DragEnter |
Occurs when an object is dragged into the control's bounds. (Inherited from System.Windows.Forms.Control.) |
|
| DragLeave |
Occurs when an object is dragged out of the control's bounds. (Inherited from System.Windows.Forms.Control.) |
|
| DragOver |
Occurs when an object is dragged over the control's bounds. (Inherited from System.Windows.Forms.Control.) |
|
| EnabledChanged |
Occurs when the Enabled property value has changed. (Inherited from System.Windows.Forms.Control.) |
|
| Enter |
Occurs when the control is entered. (Inherited from System.Windows.Forms.Control.) |
|
| FontChanged |
Occurs when the Font property value changes. (Inherited from System.Windows.Forms.Control.) |
|
| ForeColorChanged |
Occurs when the ForeColor property value changes. (Inherited from System.Windows.Forms.Control.) |
|
| FormClosed |
Occurs after the form is closed. (Inherited from System.Windows.Forms.Form.) |
|
| FormClosing |
Occurs before the form is closed. (Inherited from System.Windows.Forms.Form.) |
|
| GiveFeedback |
Occurs during a drag operation. (Inherited from System.Windows.Forms.Control.) |
|
| GotFocus |
Occurs when the control receives focus. (Inherited from System.Windows.Forms.Control.) |
|
| HandleCreated |
Occurs when a handle is created for the control. (Inherited from System.Windows.Forms.Control.) |
|
| HandleDestroyed |
Occurs when the control's handle is in the process of being destroyed. (Inherited from System.Windows.Forms.Control.) |
|
| HelpButtonClicked |
Occurs when the Help button is clicked. (Inherited from System.Windows.Forms.Form.) |
|
| HelpRequested |
Occurs when the user requests help for a control. (Inherited from System.Windows.Forms.Control.) |
|
| ImeModeChanged |
Occurs when the ImeMode property has changed. (Inherited from System.Windows.Forms.Control.) |
|
| InputLanguageChanged |
Occurs after the input language of the form has changed. (Inherited from System.Windows.Forms.Form.) |
|
| InputLanguageChanging |
Occurs when the user attempts to change the input language for the form. (Inherited from System.Windows.Forms.Form.) |
|
| Invalidated |
Occurs when a control's display requires redrawing. (Inherited from System.Windows.Forms.Control.) |
|
| KeyDown |
Occurs when a key is pressed while the control has focus. (Inherited from System.Windows.Forms.Control.) |
|
| KeyPress |
Occurs when a key is pressed while the control has focus. (Inherited from System.Windows.Forms.Control.) |
|
| KeyUp |
Occurs when a key is released while the control has focus. (Inherited from System.Windows.Forms.Control.) |
|
| Layout |
Occurs when a control should reposition its child controls. (Inherited from System.Windows.Forms.Control.) |
|
| Leave |
Occurs when the input focus leaves the control. (Inherited from System.Windows.Forms.Control.) |
|
| Load |
Occurs before a form is displayed for the first time. (Inherited from System.Windows.Forms.Form.) |
|
| LocationChanged |
Occurs when the Location property value has changed. (Inherited from System.Windows.Forms.Control.) |
|
| LostFocus |
Occurs when the control loses focus. (Inherited from System.Windows.Forms.Control.) |
|
| MarginChanged |
Occurs when the Margin property changes. (Inherited from System.Windows.Forms.Form.) |
|
| MaximizedBoundsChanged |
Occurs when the value of the MaximizedBounds property has changed. (Inherited from System.Windows.Forms.Form.) |
|
| MaximumSizeChanged |
Occurs when the value of the MaximumSize property has changed. (Inherited from System.Windows.Forms.Form.) |
|
| MdiChildActivate |
Occurs when a multiple-document interface (MDI) child form is activated or closed within an MDI application. (Inherited from System.Windows.Forms.Form.) |
|
| MenuComplete |
Occurs when the menu of a form loses focus. (Inherited from System.Windows.Forms.Form.) |
|
| MenuStart |
Occurs when the menu of a form receives focus. (Inherited from System.Windows.Forms.Form.) |
|
| MinimumSizeChanged |
Occurs when the value of the MinimumSize property has changed. (Inherited from System.Windows.Forms.Form.) |
|
| MouseCaptureChanged |
Occurs when the control loses mouse capture. (Inherited from System.Windows.Forms.Control.) |
|
| MouseClick |
Occurs when the control is clicked by the mouse. (Inherited from System.Windows.Forms.Control.) |
|
| MouseDoubleClick |
Occurs when the control is double clicked by the mouse. (Inherited from System.Windows.Forms.Control.) |
|
| MouseDown |
Occurs when the mouse pointer is over the control and a mouse button is pressed. (Inherited from System.Windows.Forms.Control.) |
|
| MouseEnter |
Occurs when the mouse pointer enters the control. (Inherited from System.Windows.Forms.Control.) |
|
| MouseHover |
Occurs when the mouse pointer rests on the control. (Inherited from System.Windows.Forms.Control.) |
|
| MouseLeave |
Occurs when the mouse pointer leaves the control. (Inherited from System.Windows.Forms.Control.) |
|
| MouseMove |
Occurs when the mouse pointer is moved over the control. (Inherited from System.Windows.Forms.Control.) |
|
| MouseUp |
Occurs when the mouse pointer is over the control and a mouse button is released. (Inherited from System.Windows.Forms.Control.) |
|
| MouseWheel |
Occurs when the mouse wheel moves while the control has focus. (Inherited from System.Windows.Forms.Control.) |
|
| Move |
Occurs when the control is moved. (Inherited from System.Windows.Forms.Control.) |
|
| PaddingChanged |
Occurs when the control's padding changes. (Inherited from System.Windows.Forms.Control.) |
|
| Paint |
Occurs when the control is redrawn. (Inherited from System.Windows.Forms.Control.) |
|
| ParentChanged |
Occurs when the Parent property value changes. (Inherited from System.Windows.Forms.Control.) |
|
| PreviewKeyDown |
Occurs before the KeyDown event when a key is pressed while focus is on this control. (Inherited from System.Windows.Forms.Control.) |
|
| QueryAccessibilityHelp |
Occurs when System.Windows.Forms.AccessibleObject is providing help to accessibility applications. (Inherited from System.Windows.Forms.Control.) |
|
| QueryContinueDrag |
Occurs during a drag-and-drop operation and enables the drag source to determine whether the drag-and-drop operation should be canceled. (Inherited from System.Windows.Forms.Control.) |
|
| RegionChanged |
Occurs when the value of the Region property changes. (Inherited from System.Windows.Forms.Control.) |
|
| Resize |
Occurs when the control is resized. (Inherited from System.Windows.Forms.Control.) |
|
| ResizeBegin |
Occurs when a form enters resizing mode. (Inherited from System.Windows.Forms.Form.) |
|
| ResizeEnd |
Occurs when a form exits resizing mode. (Inherited from System.Windows.Forms.Form.) |
|
| RightToLeftChanged |
Occurs when the RightToLeft property value changes. (Inherited from System.Windows.Forms.Control.) |
|
| RightToLeftLayoutChanged |
Occurs after the value of the RightToLeftLayout property changes. (Inherited from System.Windows.Forms.Form.) |
|
| Scroll |
Occurs when the user or code scrolls through the client area. (Inherited from System.Windows.Forms.ScrollableControl.) |
|
| Shown |
Occurs whenever the form is first displayed. (Inherited from System.Windows.Forms.Form.) |
|
| SizeChanged |
Occurs when the Size property value changes. (Inherited from System.Windows.Forms.Control.) |
|
| StyleChanged |
Occurs when the control style changes. (Inherited from System.Windows.Forms.Control.) |
|
| SystemColorsChanged |
Occurs when the system colors change. (Inherited from System.Windows.Forms.Control.) |
|
| TabIndexChanged |
Occurs when the value of the TabIndex property changes. (Inherited from System.Windows.Forms.Form.) |
|
| TabStopChanged |
Occurs when the TabStop property changes. (Inherited from System.Windows.Forms.Form.) |
|
| TextChanged |
Occurs when the Text property value changes. (Inherited from System.Windows.Forms.Control.) |
|
| Validated |
Occurs when the control is finished validating. (Inherited from System.Windows.Forms.Control.) |
|
| Validating |
Occurs when the control is validating. (Inherited from System.Windows.Forms.Control.) |
|
| VisibleChanged |
Occurs when the Visible property value changes. (Inherited from System.Windows.Forms.Control.) |


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{% extends "layout.html" %} {% set title = 'USB Communication' %} {% block additionalHead %} {% endblock %} {% block content %}
This page allows you to communicate with your camera through the USB connection of your computer. Make sure you switch your camera to MTP mode, connect it via USB and turn it on.
If you haven't installed the PMCA Downloader plugin, install it here.
If you have problems, please try it again using Internet Explorer.
{% if blob %} {% endif %} {% if app %} {% endif %}