Hacklab Cosenza / Centro di Ricerca su Tecnologia e Innovazione
To share with others routers informations about reachability status of remote networks routers use routing protocols.
The discovery of new networks is performed by the routing protocols through specific messages that other routers running the same protocol can understand.
Routing protocols react (dynamic) to topology changes. New or updated paths to remote networks are written in the routing table.
When every router has acquired the updated routing informations through the routing protocol, it is said that they have converged.
The advantages of one are the shortcomings of the other.
Convergence is the status a network reaches when all its routers have built a complete and precise knowledge of the network: they know all the reachable networks, how to reach them, and which is the best path to do it.
Low convergence time is crucial because without convergence a network isn’t fully operable: traffic might be lost because lack of route to destination, or travel down an inefficient path.
Convergence time is one of the key feature of each routing protocol, and is the sum of:
The Internet is based on the concept of autonomous system (AS), which is a network, or a collection of networks, administrated by a single entity, lile a company or an ISP.
AS are then interconnected in order to create the network of networks that is the Internet. This stucture drives the need for two very different classes of routing protocols:
Based on wheter or not they include the subnet mask when they advertise a route, routing protocols can be defined as:
Routing protocols calculate the metric (cost) for each route, which is a number that translates one or more criteria into the "distance" of the destination network along that path.
If the routing protocol use a combination of criteria we talk about a composite metric.
The best path is identified by the lowest metric.
Each routing protocol uses different criteria for the metric. Metrics calculated by different protocols are not directly comparable.
Metrics used in IP routing protocols include:
Current topology is propagated through the sharing of two elements for each reachable destination (route):
The two elements combined, a “distance along a direction”, form a vector.
They are shared only with adjacent routers (neighbours), and this cascading process builds a complete knowledge of all reachable destinations.
However, distance vector routing protocol are not aware of the complete topology of the network: other than the neighbours, each router has no idea about how other remote routers are actually connected.
Basically, distance vector routing works by sharing each router’s routing table (all or part of it) with each of the router’s peers.
Sharing happens periodically or after a topology change, and can be broadcast or multicast-based, depending on the protocol.
Distance vector routing protocols use different algorhitms for their operation: the Bellman-Ford, the Ford-Ferkuson or the Diffusing Update Algorithm (DUAL).
RIPv1 is a legacy, very simple distance vector routing protocol, specified in 1988 with RFC 1058.
In 1993, RIPv2 was released with the following additions:
In 1997, RIPng (next-gen) was released. It’s RIPv2 adapted for IPv6.
Developed by Cisco in 1984. Main differences from RIP are:
In 1992 Cisco obsoleted it by releasing EIGRP with new features.
EIGRP has been also proprietary until 2013, when Cisco released its specifications in a Informational RFC.
RIP (v1) configuration mode is enabled through:
Router(config)# router rip
Router(config-router) # ?
auto-summary Enter Address Family command mode
default-information Control distribution of default information
distance Define an administrative d*istance
exit Exit from routing protocol configuration mode
network Enable routing on an IP network
no Negate a command or set its defaults
passive-interface Suppress routing updates on an interface
redistribute Redistribute information from another routing protocol
timers Adjust routing timers
version Set routing protocol version
no router rip
disables RIP, stopping its processes and erasing all the configurations.
router rip
only starts the RIPv1 process, but it’s useless without specifying on which interfaces it should advertise routes, and which routes it has to advertise.
Interfaces can be enabled and routes advertised in one step:
R2(config-router)# network [network_address]
R2(config-router)# network <IP_ADDRESS>
R2(config-router)# network <IP_ADDRESS>
After issuing the network
command, RIP starts communicating on the interfaces that are configured with these networks, and it sends routing updates every 30 seconds containing routes to these networks.
If you enter a classless subnet RIPv1 automatically converts it to its classful network address (the only one it supports). The above commands are equivalent to
R2(config-router)# network <IP_ADDRESS>
R2(config-router)# network <IP_ADDRESS>
RIP basic parameters like running status, timers, advertised networks, protocol version, and others can be show with
Router# show ip protocols
*** IP Routing is NSF aware ***
Routing Protocol is "rip"
Outgoing update filter list for all interfaces is not set
Incoming update filter list for all interfaces is not set
Sending updates every 30 seconds, next due in 7 seconds
Invalid after 180 seconds, hold down 180, flushed after 240
Redistributing: rip
Default version control: send version 1, receive any version
Interface Send Recv Triggered RIP Key-chain
GigabitEthernet0/0 1 1 2
Serial0/0/1 1 1 2
Automatic network summarization is in effect
Maximum path: 4
Routing for Networks:
<IP_ADDRESS>
<IP_ADDRESS>
Routing Information Sources:
Gateway Distance Last Update
<IP_ADDRESS> 120 00:00:27
Distance: (default is 120)
This command is also useful for other routing protocols.
By default, when enabling RIP on a Cisco router:
To enable RIPv2 sending and receiving of routing updates:
Router(config)# router rip
Router(config-router)# version 2
Router(config-router)# end
Router#
*Feb 6 06:12:17.359: %SYS-5-CONFIG_I: Configured from console by console
Router# show ip protocols
*** IP Routing is NSF aware ***
Routing Protocol is "rip"
Outgoing update filter list for all interfaces is not set
Incoming update filter list for all interfaces is not set
Sending updates every 30 seconds, next due in 18 seconds
Invalid after 180 seconds, hold down 180, flushed after 240
Redistributing: rip
Default version control: send version 2, receive version 2
Interface Send Recv Triggered RIP Key-chain
GigabitEthernet0/0 2 2
Serial0/0/1 2 2
Automatic network summarization is in effect
Maximum path: 4
Routing for Networks:
<IP_ADDRESS>
<IP_ADDRESS>
Routing Information Sources:
Gateway Distance Last Update
<IP_ADDRESS> 120 00:00:20
Distance: (default is 120)
To return to RIP defaults, enter the no version
command; to enter in a RIPv1-only mode, run version 1
.
RIPv2 supports autosummarization by default. To alter this behaviour, the command no auto-summary
is available (the command has no effect on RIPv1).
The show ip protocols
output will now show "automatic network summarization is not in effect" and every subnet will keep its own route in the routing table.
To make the default route advertisable by RIP we can’t use the network
command, since the default route is not a network that can be configured on a interface. Instead:
Router(config-router)# default-information originate
RIP automatically sends updates on all interfaces that belongs to the networks it is configured to advertise.
This is a problem because we only want updates to be sent where other RIP neighbours are present, and not for instance on a LAN that only contains final hosts, leading to wasted bandwidth, resources, and less security.
To prevent this, we can use the router configuration command (available on all routing protocols)
Router(config-router)# passive-interface [interface_id]
This will stop routing updates to be sent over that interfaces, while still advertising that interface’s network.
The interface(s) will then be shown as:
Router# show ip protocols
*** IP Routing is NSF aware ***
[...]
Routing for Networks:
<IP_ADDRESS>
<IP_ADDRESS>
Passive Interface(s):
GigabitEthernet0/0
[...]
We can also make every interface passive with the passive-interface default
command and then selectively enable RIP communication with the no passive-interface [interface_id]
command.
Configuring RIPng for IPv6 is mostly identical to RIPv1/v2, except there is no network
command in router config.
RIPng is enabled on a per-interface basis, issuing the interface configuration command ipv6 rip [domain-name] enable
:
Router(config)# interface Fa0/0
Router(config-if)# ipv6 rip HLCS enable
Router(config-if)# no shutdown
Also, to propagate the default route with RIPng, the following command must be issued:
Router(config-if)# ipv6 rip [domain-name] default-information originate
Link-State routing protocols propagates topology information by sharing their link states, that is who their neighbours are and the metric of each of those connections. The information shared is related to connectivity.
Link states are flooded: each router sends its link states to all of its neighbours, which store them for their own use but also immediately relay them to their own neighbours, and so on until each router in the routing domain is reached by every link-state update.
Because of this, every router participating in link-state routing has enough knowledge to reconstruct the complete topology of the network.
It does so by creating a map (tree) in its memory and then it runs the SPF Algorithm (Shortest Path First, or Dijkstra’s) to calculate the best path to all possible destinations.
After a succesful boot and configuration, the routing table is empty.
First thing, the router will learn its own directly connected network and add them to the table.
Each router uses a reachability protocol (also known as Hello Protocol) to discover which routers enabled with the same link-state protocol it is directly connected to.
This is done by exchanging Hello packets on every enabled interface.
When two routers receive Hello packets from each other, they have formed an adjacency that is kept alive by the continuous exchange of Hello packets and thus broken when a router stops receiving them from a neighbour.
Once it has formed some adjencies, the router builds a link-state advertisement (LSA), which is a message (or link-state packet, LSP) containing:
Link-state advertisment are then flooded throughout the network. Starting with the router producing the message, every router sends a copy to all of its neighbors.
Upon receiving an LSA, a router looks up the last sequence number it has received from the source (ID) of that LSP. If it’s newer (i.e., has a higher sequence number), it is saved, and a copy is sent in turn to each of that router's neighbors.
In most link-state protocols, after convergence is reached, LSPs are not sent periodically, but only on topology changes.
This flooding procedure rapidly gets a copy of the latest version of each router's LSA to every router in the domain.
All these last-version LSAs, the ID they come from and the sequence numbers form the link-state database (LSDB).
Finally, with the complete set of LSAs available, each router produces the graph for the map of the network, “drawing” in the router’s memory the complete topology.
The algorithm iterates over the collection of LSAs; for each one, it makes links on the map of the network, from the router which sent that message, to all the routers which were advertised as neighbors of the sending router.
A link is included on the map only if the two ends agree; if a router reports an other router as one of its neighbours, the reverse must also be true otherwise a problem is assumed.
Each node independently runs an algorithm (generally some variant of Dijkstra's algorithm) over the map to determine the shortest path from itself to every other router known from the LSBD.
Dijkstra bases its calculation on the cost of each link learned though the LSAs, which in turn depends on the particular metric(s) used by the specific link-state protocol.
Once the shortest paths to all possible destinations has been computed, the routing table is filled by specifying the next-hop address/interface along the shortest path, for every possible destination.
One big advantage of modern link-state routing protocols is the possibility to divide the whole routing domain into multiple areas.
R0#show ip route | begin Gateway
Gateway of last resort is <IP_ADDRESS> to network <IP_ADDRESS>
S* <IP_ADDRESS> [1/0] via <IP_ADDRESS>, Serial0/0/1
is directly connected, Serial 0/0/1
<IP_ADDRESS>/16 is variably subnetted, 5 subnets, 3 masks
C <IP_ADDRESS>/24 is directly connected, GigabitEthernet0/0
L <IP_ADDRESS>/32 is directly connected, GigabitEthernet0/0
R <IP_ADDRESS>/24 [120/1] via <IP_ADDRESS>, 00:00:15, Serial0/0/0
R <IP_ADDRESS>/24 [120/1] via <IP_ADDRESS>, 00:00:15, Serial0/0/0
R <IP_ADDRESS>/24 [120/1] via <IP_ADDRESS>, 00:00:15, Serial0/0/0
R <IP_ADDRESS>/16 [120/2] via <IP_ADDRESS>, 00:00:08, Serial0/0/0
<IP_ADDRESS>/24 is variably subnetted, 5 subnets, 2 masks
C <IP_ADDRESS>/30 is directly connected, Serial0/0/0
L <IP_ADDRESS>/32 is directly connected, Serial0/0/0
R <IP_ADDRESS>/30 [120/1] via <IP_ADDRESS>, 00:00:09, Serial0/0/0
C <IP_ADDRESS>/30 is directly connected, Serial0/0/1
L <IP_ADDRESS>/32 is directly connected, Serial0/0/1
All these terms comes from the fact that the routing table for IPv4 on Cisco IOS retains a classful way of expressing routes.
IPv6 is inherently classless instead, so as long as Cisco routing tables for IPv6 are concerned, all routes are Level 1 Ultimate Routes.


Consolidated output data is in the same format as the input. Small TradeBars are aggregated into large TradeBars, and small QuoteBars are aggregated into large QuoteBars.
Many asset-types in QuantConnect have data for both trades and quotes. In this case, we default to generating bars for the TradeBar data source. Forex is the exception here, which only has data for quotes, and we so default to generating QuoteBars.


Nilangé publishes a series of general guides to cities, states of India and awards exceptional quality of establishment/work with stars. The Nilangé Guide awards three stars (Gold, Platinum & Diamond) based on the quality of experience. A fourth star, Ultimate is awarded to the best establishment/work with unbeatable perfection. The reviewers are anonymous and stars are awarded based on multiple factors that are specific to each field. An establishment can even lose a star when the set standard is failed to attain in the following years of operation.


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November 4
If my people, which are called by my name, shall humble themselves, and pray, and seek my face, and turn from their wicked ways; then will I hear from heaven, and will forgive their sin, and will heal their land.
2 Chronicles 7:14
You may be thinking, "Can a few people like us actually change the whole nation?" Let me ask you this: Can one demonic person change a nation for the worse? Definitely. Hitler did it in Germany, didn't he? If the devil's power resting on a man can change a nation for the worse, you can be sure that a group of men and women with God's power resting on them can change a nation for the better.
No nation is so far gone that God can't change it. Israel proved that. Why, even when it didn't exist, the devil couldn't destroy it. God raised it back up before His very eyes.
I want you to notice something in that scripture. It says, "If MY people, which are called by MY name...." God didn't say it would take everybody in the nation to get things turned around. He said, "If MY people...."
Notice also that He didn't say, "If my people will get out there and sign petitions and drum up a majority vote...." He said, "Pray." In other words, we're going to have to quit trying to work this thing out by ourselves. God Himself will do the healing in this land. Our job is to pray, to believe and to seek His face. Seek Him today.
Scripture Reading: 2 Chronicles 7:1-16


Created for
Created by
<EMAIL_ADDRESS>└── AngularCourse
└── HW
└── Labs
└── lab1
HW
- folder to put your home worksLabs
- folder to put the code written in labs
node -v
#v12.2.0
npm -v
#6.9.0
# update npm:
npm install -g npm stable
#update node:
npm install -g node
#check version installation,
node -v
npm -v
npm install -g @angular/cli
The preferred Code Editors/IDEs for Angular development are:
During the course we'll be using VS Code
.
# make sure you are in 'lab1' folder by typing:
pwd
# create new Angular App (with defaults):
ng new my-first-app
# If you do not use git, then use:
ng new --skipGit=true my-first-app
# go to my-first-app folder:
cd my-first-app
# start the server:
ng serve --open
--open
option will automatically opens your default browser to http://localhost:4200/These slides are based on
customised version of
framework


Jacob’s story teaches us that words matter, no matter how
small. As we continue to follow his story throughout the week, I hope it also will teach
us that no name is permanent if God wants to change it. It doesn’t matter how it is given
or who gives it or how much it seems to mark us for life; God always has the power to
start us over on a better-named path, showering us with His grace.
Pray About It
Ask God to continue making you aware of the names that need
to be removed from your internal nametag. As you go about your day, be aware of the words
you speak in your internal monologue. When you are using words or names for yourself that
are not positive, stop and ask God to help you replace those with His vision and names for
you.
Act on It
- Think about the people in your life you’ve been given
influence over. These can be family members, coworkers, or friends. How can God use you
to “name” them this week?
Day 2: Brotherly Love
Read God’s Word
- 27 The boys grew up, and Esau became a skillful
hunter, a man of the open country, while Jacob was content to stay at home among the
tents. 28 Isaac, who had a taste for wild game, loved Esau, but Rebekah
loved Jacob.
- 29 Once when Jacob was cooking some stew, Esau came
in from the open country, famished. 30 He said to Jacob, “Quick, let me
have some of that red stew! I’m famished!” (That is why he was also called Edom.)
- 31 Jacob replied, “First sell me your
birthright.”
- 32 “Look, I am about to die,” Esau said. “What good
is the birthright to me?”
- 33 But Jacob said, “Swear to me first.” So he swore
an oath to him, selling his birthright to Jacob.


Helping make your musical dreams come true!
WHAT IS MIXING?
In a few words, mixing is where we will balance, blend, clean, and curate your stems to sound like a more cohesive piece of music. Our trained engineers work delicately to make sure that the mix you receive is what you envisioned with your song when you started it or first heard it in your head.
WHAT IS MASTERING?
This is the final stage of the process. The mix sounds good, and now we do the final tweaks, making it sound loud, full, and translate to all types of speakers, from a phone all the way up to a large venue sound system.
Hear some examples of what a mix and master can do for your tracks
Stem Mixing
$80
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$50
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Remote port forwarding
Giving access to a service (SSH port tcp/22) on your home machine (<IP_ADDRESS>) to people at work
$ ssh<EMAIL_ADDRESS>-R 10000:<IP_ADDRESS>:22
We see on our server at work (on the loopback interface on port tcp/10000) that we have access to our SSH server at home :
work.example.org$ netstat -tunelp | grep 10000
tcp 0 0 <IP_ADDRESS>:10000 <IP_ADDRESS>:* LISTEN 0 73719534 3809/1
People logged in on the machine work.example.org now should be able to SSH into your home machine by doing :
work.example.org$ ssh user@localhost -p 10000


{% include phead1.html %}
{% include pnav.html %} {% include phead.html %} {% include pheader1.html %} {% include pimages1.html %} {% include portfolio.html %} {% include contact.html %} {% include scripts.html %}


Record a message in the web browser and then send the message to a phone.
Click on the microphone icon and begin speaking.
Speak now.
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Click the "Allow" button above to enable your microphone.
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Fall 2015
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The WebGL renderer displays your beautifully crafted scenes using [link:https://en.wikipedia.org/wiki/WebGL WebGL].
[page:Object parameters] - (optional) object with properties defining the
renderer's behaviour. The constructor also accepts no parameters at all.
In all cases, it will assume sane defaults when parameters are missing.
The following are valid parameters:
[page:DOMElement canvas] - A
[link:https://developer.mozilla.org/en-US/docs/Web/HTML/Element/canvas canvas]
where the renderer draws its output. This corresponds to the
[page:WebGLRenderer.domElement domElement] property below. If not passed
in here, a new canvas element will be created.
[page:WebGLRenderingContext context] - This can be used to attach the
renderer to an existing
[link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext RenderingContext]. Default is null.
[page:String precision] - Shader precision. Can be `"highp"`, `"mediump"`
or `"lowp"`. Defaults to `"highp"` if supported by the device.
[page:Boolean alpha] - controls the default clear alpha value. When set to
`true`, the value is `0`. Otherwise it's `1`. Default is `false`.
[page:Boolean premultipliedAlpha] - whether the renderer will assume that
colors have
[link:https://en.wikipedia.org/wiki/Glossary_of_computer_graphics#Premultiplied_alpha premultiplied alpha].
Default is `true`.
[page:Boolean antialias] - whether to perform antialiasing. Default is
`false`.
[page:Boolean stencil] - whether the drawing buffer has a
[link:https://en.wikipedia.org/wiki/Stencil_buffer stencil buffer] of at
least 8 bits. Default is `true`.
[page:Boolean preserveDrawingBuffer] - whether to preserve the buffers
until manually cleared or overwritten. Default is `false`.
[page:String powerPreference] - Provides a hint to the user agent
indicating what configuration of GPU is suitable for this WebGL context.
Can be `"high-performance"`, `"low-power"` or `"default"`. Default is
`"default"`. See
[link:https://www.khronos.org/registry/webgl/specs/latest/1.0/#5.2 WebGL spec] for details.
[page:Boolean failIfMajorPerformanceCaveat] - whether the renderer
creation will fail upon low performance is detected. Default is `false`.
See [link:https://www.khronos.org/registry/webgl/specs/latest/1.0/#5.2 WebGL spec] for details.
[page:Boolean depth] - whether the drawing buffer has a
[link:https://en.wikipedia.org/wiki/Z-buffering depth buffer] of at least
16 bits. Default is `true`.
[page:Boolean logarithmicDepthBuffer] - whether to use a logarithmic depth
buffer. It may be necessary to use this if dealing with huge differences
in scale in a single scene. Note that this setting uses gl_FragDepth if
available which disables the
[link:https://www.khronos.org/opengl/wiki/Early_Fragment_Test Early Fragment Test]
optimization and can cause a decrease in performance.
Default is `false`. See the [example:webgl_camera_logarithmicdepthbuffer camera / logarithmicdepthbuffer] example.
Defines whether the renderer should automatically clear its output before rendering a frame.
If [page:.autoClear autoClear] is true, defines whether the renderer should clear the color buffer. Default is `true`.
If [page:.autoClear autoClear] is true, defines whether the renderer should clear the depth buffer. Default is `true`.
If [page:.autoClear autoClear] is true, defines whether the renderer should clear the stencil buffer. Default is `true`.
An object containing details about the capabilities of the current
[link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext RenderingContext].
- [page:Boolean floatFragmentTextures]: whether the context supports the
[link:https://developer.mozilla.org/en-US/docs/Web/API/OES_texture_float OES_texture_float] extension.
- [page:Boolean floatVertexTextures]: `true` if [page:Boolean floatFragmentTextures]
and [page:Boolean vertexTextures] are both true.
- [page:Method getMaxAnisotropy](): Returns the maximum available
anisotropy.
- [page:Method getMaxPrecision](): Returns the maximum available precision
for vertex and fragment shaders.
- [page:Boolean isWebGL2]: `true` if the context in use is a
WebGL2RenderingContext object.
- [page:Boolean logarithmicDepthBuffer]: `true` if the [page:parameter logarithmicDepthBuffer]
was set to true in the constructor and the context
supports the
[link:https://developer.mozilla.org/en-US/docs/Web/API/EXT_frag_depth EXT_frag_depth] extension.
- [page:Integer maxAttributes]: The value of `gl.MAX_VERTEX_ATTRIBS`.
- [page:Integer maxCubemapSize]: The value of
`gl.MAX_CUBE_MAP_TEXTURE_SIZE`. Maximum height * width of cube map
textures that a shader can use.
- [page:Integer maxFragmentUniforms]: The value of
`gl.MAX_FRAGMENT_UNIFORM_VECTORS`. The number of uniforms that can be used
by a fragment shader.
- [page:Integer maxSamples]: The value of `gl.MAX_SAMPLES`. Maximum number
of samples in context of Multisample anti-aliasing (MSAA).
- [page:Integer maxTextureSize]: The value of `gl.MAX_TEXTURE_SIZE`.
Maximum height * width of a texture that a shader use.
- [page:Integer maxTextures]: The value of `gl.MAX_TEXTURE_IMAGE_UNITS`.
The maximum number of textures that can be used by a shader.
- [page:Integer maxVaryings]: The value of `gl.MAX_VARYING_VECTORS`. The
number of varying vectors that can used by shaders.
- [page:Integer maxVertexTextures]: The value of
`gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS`. The number of textures that can be
used in a vertex shader.
- [page:Integer maxVertexUniforms]: The value of
`gl.MAX_VERTEX_UNIFORM_VECTORS`. The maximum number of uniforms that can
be used in a vertex shader.
- [page:String precision]: The shader precision currently being used by
the renderer.
- [page:Boolean vertexTextures]: `true` if [property:Integer maxVertexTextures]
is greater than 0 (i.e. vertex textures can be used).
User-defined clipping planes specified as THREE.Plane objects in world space. These planes apply globally. Points in space whose dot product with the plane is negative are cut away. Default is [].
- [page:Boolean checkShaderErrors]: If it is true, defines whether
material shader programs are checked for errors during compilation and
linkage process. It may be useful to disable this check in production for
performance gain. It is strongly recommended to keep these checks enabled
during development. If the shader does not compile and link - it will not
work and associated material will not render. Default is `true`.
- [page:Function onShaderError]( gl, program, glVertexShader,
glFragmentShader ): A callback function that can be used for custom error
reporting. The callback receives the WebGL context, an instance of
WebGLProgram as well two instances of WebGLShader representing the vertex
and fragment shader. Assigning a custom function disables the default
error reporting. Default is `null`.
A [link:https://developer.mozilla.org/en-US/docs/Web/HTML/Element/canvas canvas]
where the renderer draws its output.
This is automatically created by the renderer in the constructor (if not
provided already); you just need to add it to your page like so:
document.body.appendChild( renderer.domElement );
- [page:Object get]( [param:String extensionName] ): Used to check whether
various extensions are supported and returns an object with details of the
extension if available. This method can check for the following
extensions:
Defines the output color space of the renderer. Default is [page:Textures THREE.SRGBColorSpace].
If a render target has been set using [page:WebGLRenderer.setRenderTarget .setRenderTarget] then renderTarget.texture.colorSpace will be used instead.
See the [page:Textures texture constants] page for details of other formats.
An object with a series of statistical information about the graphics board memory and the rendering process. Useful for debugging or just for the sake of curiosity. The object contains the following fields:
By default these data are reset at each render call but when having
multiple render passes per frame (e.g. when using post processing) it can
be preferred to reset with a custom pattern. First, set `autoReset` to
`false`.
renderer.info.autoReset = false;
Call `reset()` whenever you have finished to render a single frame.
renderer.info.reset();
Defines whether the renderer respects object-level clipping planes. Default is `false`.
Used internally by the renderer to keep track of various sub object properties.
Used internally to handle ordering of scene object rendering.
This contains the reference to the shadow map, if used.
- [page:Boolean enabled]: If set, use shadow maps in the scene. Default is
`false`.
- [page:Boolean autoUpdate]: Enables automatic updates to the shadows in
the scene. Default is `true`.
If you do not require dynamic lighting / shadows, you may set this to
`false` when the renderer is instantiated.
- [page:Boolean needsUpdate]: When set to `true`, shadow maps in the scene
will be updated in the next `render` call. Default is `false`.
If you have disabled automatic updates to shadow maps
(`shadowMap.autoUpdate = false`), you will need to set this to `true` and
then make a render call to update the shadows in your scene.
- [page:Integer type]: Defines shadow map type (unfiltered, percentage
close filtering, percentage close filtering with bilinear filtering in
shader). Options are:
Defines whether the renderer should sort objects. Default is `true`.
Note: Sorting is used to attempt to properly render objects that have some
degree of transparency. By definition, sorting objects may not work in all
cases. Depending on the needs of application, it may be necessary to turn
off sorting and use other methods to deal with transparency rendering e.g.
manually determining each object's rendering order.
Contains functions for setting various properties of the [page:WebGLRenderer.context] state.
Default is [page:Renderer NoToneMapping]. See the [page:Renderer Renderer constants] for other choices.
Exposure level of tone mapping. Default is `1`.
Provides access to the WebXR related [page:WebXRManager interface] of the renderer.
Tells the renderer to clear its color, depth or stencil drawing buffer(s).
This method initializes the color buffer to the current clear color
value.
Arguments default to `true`.
Clear the color buffer. Equivalent to calling [page:WebGLRenderer.clear .clear]( true, false, false ).
Clear the depth buffer. Equivalent to calling [page:WebGLRenderer.clear .clear]( false, true, false ).
Clear the stencil buffers. Equivalent to calling [page:WebGLRenderer.clear .clear]( false, false, true ).
Compiles all materials in the scene with the camera. This is useful to precompile shaders before the first rendering.
Copies pixels from the current WebGLFramebuffer into a 2D texture. Enables access to [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/copyTexImage2D WebGLRenderingContext.copyTexImage2D].
Copies all pixels of a texture to an existing texture starting from the given position. Enables access to [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/texSubImage2D WebGLRenderingContext.texSubImage2D].
Copies the pixels of a texture in the bounds '[page:Box3 sourceBox]' in the destination texture starting from the given position. Enables access to [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/texSubImage3D WebGL2RenderingContext.texSubImage3D].
Frees the GPU-related resources allocated by this instance. Call this method whenever this instance is no longer used in your app.
Simulate loss of the WebGL context. This requires support for the [link:https://developer.mozilla.org/en-US/docs/Web/API/WEBGL_lose_context WEBGL_lose_context] extensions.
Simulate restore of the WebGL context. This requires support for the [link:https://developer.mozilla.org/en-US/docs/Web/API/WEBGL_lose_context WEBGL_lose_context] extensions.
Returns a [page:Float float] with the current clear alpha. Ranges from `0` to `1`.
Returns a [page:Color THREE.Color] instance with the current clear color.
Return the current WebGL context.
Returns an object that describes the attributes set on the WebGL context when it was created.
Returns the current active cube face.
Returns the current active mipmap level.
Returns the current [page:RenderTarget RenderTarget] if there are; returns `null` otherwise.
[page:Vector4 target] — the result will be copied into this Vector4.
Returns the current viewport.
[page:Vector2 target] — the result will be copied into this Vector2.
Returns the width and height of the renderer's drawing buffer, in pixels.
Returns current device pixel ratio used.
[page:Vector4 target] — the result will be copied into this Vector4.
Returns the scissor region.
Returns `true` if scissor test is enabled; returns `false` otherwise.
[page:Vector2 target] — the result will be copied into this Vector2.
Returns the width and height of the renderer's output canvas, in pixels.
[page:Vector4 target] — the result will be copied into this Vector4.
Returns the viewport.
Initializes the given texture. Useful for preloading a texture rather than waiting until first render (which can cause noticeable lags due to decode and GPU upload overhead).
Reset the GL state to default. Called internally if the WebGL context is lost.
buffer - Uint8Array is the only destination type supported in all cases, other types are renderTarget and platform dependent. See [link:https://www.khronos.org/registry/webgl/specs/latest/1.0/#5.14.12 WebGL spec] for details.
Reads the pixel data from the renderTarget into the buffer you pass in. This is a wrapper around [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/readPixels WebGLRenderingContext.readPixels]().
See the [example:webgl_interactive_cubes_gpu interactive / cubes / gpu] example.
For reading out a [page:WebGLCubeRenderTarget WebGLCubeRenderTarget] use the optional parameter activeCubeFaceIndex to determine which face should be read.
Render a [page:Scene scene] or another type of [page:Object3D object]
using a [page:Camera camera].
The render is done to a previously specified [page:WebGLRenderTarget renderTarget]
set by calling [page:WebGLRenderer.setRenderTarget .setRenderTarget] or to the canvas as usual.
By default render buffers are cleared before rendering but you can prevent
this by setting the property [page:WebGLRenderer.autoClear autoClear] to
false. If you want to prevent only certain buffers being cleared you can
set either the [page:WebGLRenderer.autoClearColor autoClearColor],
[page:WebGLRenderer.autoClearStencil autoClearStencil] or
[page:WebGLRenderer.autoClearDepth autoClearDepth] properties to false. To
forcibly clear one or more buffers call [page:WebGLRenderer.clear .clear].
Can be used to reset the internal WebGL state. This method is mostly relevant for applications which share a single WebGL context across multiple WebGL libraries.
[page:Function callback] — The function will be called every available frame. If `null` is passed it will stop any already ongoing animation.
A built in function that can be used instead of [link:https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame requestAnimationFrame]. For WebXR projects this function must be used.
Sets the clear alpha. Valid input is a float between `0.0` and `1.0`.
Sets the clear color and opacity.
Sets device pixel ratio. This is usually used for HiDPI device to prevent blurring output canvas.
renderTarget -- The [page:WebGLRenderTarget renderTarget] that needs to be
activated. When `null` is given, the canvas is set as the active render
target instead.
activeCubeFace -- Specifies the active cube side (PX 0, NX 1, PY 2, NY 3,
PZ 4, NZ 5) of [page:WebGLCubeRenderTarget]. When passing a
[page:WebGLArrayRenderTarget] or [page:WebGL3DRenderTarget] this indicates
the z layer to render in to (optional).
activeMipmapLevel -- Specifies the active mipmap level (optional).
This method sets the active rendertarget.
The x, y, width, and height parameters of the scissor region.
Optionally, a 4-component vector specifying the parameters of the
region.
Sets the scissor region from (x, y) to (x + width, y + height).
(x, y) is the lower-left corner of the scissor region.
Enable or disable the scissor test. When this is enabled, only the pixels within the defined scissor area will be affected by further renderer actions.
Sets the custom opaque sort function for the WebGLRenderLists. Pass null to use the default painterSortStable function.
Sets the custom transparent sort function for the WebGLRenderLists. Pass null to use the default reversePainterSortStable function.
Resizes the output canvas to (width, height) with device pixel ratio taken into account, and also sets the viewport to fit that size, starting in (0, 0). Setting [page:Boolean updateStyle] to false prevents any style changes to the output canvas.
The x, y, width, and height parameters of the viewport.
Optionally, a 4-component vector specifying the parameters of a
viewport.
Sets the viewport to render from (x, y) to (x + width, y + height).
(x, y) is the lower-left corner of the region.
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]


Represents a Font specialized for a particular device.
Methods enable the font to be queried for sizes, attributes, and text extents.
| FontMetric() | Constructor. |
| ascent() | Returns the largest ascent of any character in the font. |
| descent() | Returns the largest descent of any character in the font. |
| getTextExtent() | Returns the size required to render a string. |
| getTextLength() | Returns the length in pixels of the rendering of the specified string. |
| height() | Returns the height of a bounding box sufficient to render any character in the font. |
| width() | Returns the width of a bounding box sufficient to render any character in the font. |
FontMetric( const Canvas& cvs, FontIndex findx )
FontMetric( const Figure& fig, FontIndex findx )
Constructor.
Parameters are the Canvas for which the font is desired along with parameters to identify the font.
int FontMetric::ascent()
Returns the largest ascent of any character in the font.
int FontMetric::descent()
Returns the largest descent of any character in the font.
TextExtent FontMetric::getTextExtent( const String& str )
Returns the size required to render a string.
Fields in the TextExtent indicate the width, height, ascent and descent of the rendering.
int FontMetric::getTextLength( const String& str )
Returns the length in pixels of the rendering of the specified string.
int FontMetric::height()
Returns the height of a bounding box sufficient to render any character in the font.
int FontMetric::width()
Returns the width of a bounding box sufficient to render any character in the font. This is the width of the widest character.


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fun theme(axis_title: String? = null, axis_title_x: String? = null, axis_title_y: String? = null, axis_text: String? = null, axis_text_x: String? = null, axis_text_y: String? = null, axis_ticks: String? = null, axis_ticks_x: String? = null, axis_ticks_y: String? = null, axis_line: String? = null, axis_line_x: String? = null, axis_line_y: String? = null, legend_position: String? = null, otherOptions: Options = Options.empty()): OtherPlotFeature
Use theme() to modify individual components of a theme, allowing you to control the appearance of all non-data components of the plot.
axis_title
- result of element_text() or (element_blank() | "blank") to draw nothing and assign no
space.
label of axes
axis_title_x
- result of element_text() or (element_blank() | "blank") to draw nothing and assign no
space.
x axis label
axis_title_y
- result of element_text() or (element_blank() | "blank") to draw nothing and assign no
space.
y axis label
axis_text
- result of element_text() or (element_blank() | "blank") to draw nothing and assign no
space.
tick labels along axes
axis_text_x
- result of element_text() or (element_blank() | "blank") to draw nothing and assign no
space.
x axis tick labels
axis_text_y
- result of element_text() or (element_blank() | "blank") to draw nothing and assign no
space.
y axis tick labels
axis_ticks
- result of element_line() or (element_blank() | "blank") to draw nothing and assign no
space.
tick marks along axes
axis_ticks_x
- result of element_line() or (element_blank() | "blank") to draw nothing and assign no
space.
x axis tick marks
axis_ticks_y
- result of element_line() or (element_blank() | "blank") to draw nothing and assign no
space.
y axis tick marks
axis_line
- result of element_line() or (element_blank() | "blank") to draw nothing and assign no
space.
lines along axes
axis_line_x
- result of element_line() or (element_blank() | "blank") to draw nothing and assign no
space.
line along x axis
axis_line_y
- result of element_line() or (element_blank() | "blank") to draw nothing and assign no
space.
line along y axis
legend_position
- ("none" | "left" | "right" | "bottom" | "top") or two-element numeric vector.
the position of legends


Learn about the key principles of olympic weightlifting that will have an immediate impact on your lifts. If you're a coach and are having trouble simplifying things for your atheletes, fall back to these basic pillars.
Read More →If you move well, you will more than likely lift well. If you load better positions in the gym, it will reflect in your day to day. If you compromise your posture and movement on a daily basis, you're better off not lifting heavy.
Read More →Being proprioceptively sound and body aware would imply that there is no difference between (a) "How one is moving" and (b) "how they think they're moving". Conversely, an existence of such a difference between the two would mean the athlete in question can't really be classified as a perfect athlete
Read More →


Recently I’ve got my hands on the craved-for IoT ESP32, thanks to DFRobot, and have been tinkering with it ever since. I’m really amazed by it since it packs both Bluetooth and WiFi in a small yet powerful unit. Since I received the MCU rather than the module, so, to use it, I made myself a breakout board named ESPer(because, why not? 😄). Feel free to check out its Instructable over here.
So, coming back on track, this post is dedicated on how to use it efficiently via Mongoose OS, which in my opinion, is a great firmware to start with for ESP32 beginners, such as me. It provides a good interface for creating, modifying and and uploading code. I think it’s biggest feature is that it allows code modification over the air(OTA) so that you don’t have to flash your device for every small modification.
Speaking of code, it also supports a variety of languages, including C++, JavaScript and guess what, Wiring(Arduino). I think that’s enough of decribing what Mongoose OS is.
If you’re more curious about Mongoose OS, check out it’s official site: Mongoose OS.
Prepping and Beginning!
To flash your ESPer with Mongoose OS, you’re supposed to have the following things at bay:
- ESPer or ESP32 MCU.
This method will also work if your ESP32 is wired according to the ESPer schematic here. The ESP32 chip I used!
- Arduino(any model) or a USB to TTL Converter
- 5 - Jumper Wires
- 2 - Breadboards (since ESPer doesn’t fit on one)
That’s all for the requirements. Once you’re sure you’ve got all the stuff, boost ahead!
Installing the mos Tool
The Mongoose OS website provides an easy-to-use tool for flashing and managing Mongoose OS on devices. This tool also aids in uploading code and in numerous other tasks.
The installation instructions have been documented on the official website here. Since I’m using Lubuntu myself, I had to use the following commands:
sudo add-apt-repository ppa:mongoose-os/mos
sudo apt-get update
sudo apt-get install mos
Wiring up ESPer
Once the tool is downloaded, wire up your ESPer with any USB to TTL Converter since the flashing is to be done via UART.
To keep things applicable to a larger reader-base, I’ll be proceeding with my good `ol Arduino UNO. It’s possible to use an Arduino as a USB to TTL Converter since it has an in-built CH340G Converter which the Arduino uses for programming the ATmega IC. Now wire up ESPer according to the wiring diagram posted above. Once done it should look something like this.
Be careful while making the power connections because ESP32 MCU is not 5V tolerable therefore you might end up burning your MCU if you’re not careful.
Once that’s done, connect your Arduino to your PC or any other device.
Flashing the Firmware
Now that everything’s done, all that’s left to do is to flash the firmware onto the ESPer board. To do that:
- Launch the mos tool. In my case, that is Linux, it is opened by entering
mos
in the terminal. This will open up the mos Web UI in your web browser. - In the UI, set the Arduino Serial Port, device as esp32 and an app of your choice. Then click on
Flash
. - After a few moments, the UI will attempt to connect to the device. In this interval, you’ll have to get off from your keyboard to the ESPer board. To connect the device to the UI, we’ll have to make it enter Download Mode. This is done by pressing and holding the Boot button, and then the Reset button. After a second, release the Reset button first and then the Boot button. You’ll see that the UI will have begun the flashing process by then.
- Once the message “All done” pops up in the console. Close the web browser and terminate the
mos
command by pressingCtrl+C
in the terminal.
This concludes the flashing process.
Configuring the WiFi Settings
So we have flashed the Mongoose OS firmware in our ESPer board now, but we still haven’t configured the WiFi Settings which is the most important feature of IoT devices since they have to be connected to the internet. To configure WiFi:
- Press the Reset button on the ESPer board. Wait for a minute or so to let the MCU boot up.
- Launch the mos tool again and select your Arduino Serial Port. You’ll notice that the UI automatically detects that the Mongoose OS firmware is installed on the device and asks you to enter the WiFi settings.
- Enter the WiFi settings and that’s it.
The Sky’s the Limit
Now that you’ve installed an OS on your ESPer board or ESP32, you can do almost anything with it, be it a mini Arduino or a WiFi server, you name it. So go ahead and start coding and making. The video below shows my ESPer flashed with the Blink Code.
The video was recorded before this post was published that is why there is no silkscreen on the ESPer board.
So that’s how you install Mongoose OS on your ESPer board. You may refer to the official documentation to get acquainted with the UI and use it effectively in your projects. This is the link: Mongoose OS Documentation
If you feel that I missed something, please use the Disqus Comments below to let me know. Same goes for the improvement suggestions.
A huge thanks to DFRobot for sending me awesome stuff.
Thanks for reading! 😀
Keep Making!


wget https://archive.apache.org/dist/tomcat/tomcat-8/v8.0.30/bin/apache-tomcat-8.0.30.tar.gz tar xzf apache-tomcat-8.0.30.tar.gz mv apache-tomcat-8.0.30 /usr/local/tomcat8 /usr/local/tomcat8/bin/startup.sh
ps -ef | grep tomcat
Where [directory-fortress-realm] is location of Fortress Realm source package and [VERSION] matches [directory-fortress-realm] package pom.xml file.cp [directory-fortress-realm]/proxy/target/fortress-realm-proxy-[VERSION]-proxy.jar /usr/local/tomcat7/lib
vi /usr/local/tomcat8/conf/tomcat-users.xml
Using the config file realm to store credentials for an important application like the Tomcat Manager is a security antipattern. In production, the fortress realm should be used globally by Tomcat.<role rolename="manager-script"/> <role rolename="manager-gui"/> <user username="tcmanager" password="m@nager123" roles="manager-script"/> <user username="tcmanagergui" password="m@nager123" roles="manager-gui"/>
/usr/local/tomcat8/bin/shutdown.sh /usr/local/tomcat8/bin/startup.sh
Ensure there are no errors within Tomcat's log. One common problem: UnsupportedClassVersionError. This is a sure sign that your Tomcat is running under the wrong version of java. Remember Java 7 or greater is required to run this tutorial.tail -f -n10000 /usr/local/tomcat8/logs/catalina.out
Copyright 2003-2018, The Apache Software Foundation. All Rights Reserved.


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Page Structure Exercise
For the following web page, do the following:
Mark which text should be a heading and what level.
Specify any portions of the screen which are Landmarks and what type of Landmark.


This function is used to test the trained image recognition model.
y = image_model_test();
class guessed by the image recognition model
Upon calling this function, a dialog box will open which will ask you to choose the model file which has been saved to disk after training completion by image_model (). The model files are saved inside the 'models' folder It is of the format 'image_model ###.ml'. Another dialog box will open asking you to select an image to test the image recognition model with. An image having an extension png,jpg or jpeg must be selected.


Oyo to roll out 198 contracts - The Nation Newspaper
At least, 87 local contractors yesterday participated in the bid opening exercise for the 2018 FGN-UBEC/OYOSUBEB intervention projects held on the Oyo State Universal Basic Education Board premises.
The exercise, according to the Executive Chairman, Oyo State Universal Basic Education Board, Dr. Nureni Aderemi Adeniran, was done in compliance with the provision of Oyo State Public Procurement Act 2010.
“We allowed due process in this bid opening, which states that people should be allowed to tender for any goods and/or services, and the tender should be open in the presence of the tenderers,” he said.
While he reiterated the Governor Seyi Makinde administration’s commitment to transparency, openness and integrity at all times, the chairman said the projects are being jointly financed by Oyo State Government through the State Universal Basic Education Board and the Federal Government, through the Universal Basic Education Commission.
The chairman revealed that 198 contracts are being rolled out, adding that the process involved transparency and due process.


Ask GuruHave a question? Guru has the answer. Amaze people around you.
Evil HangmanHangman with an evil twist: uses algorithm with equivalence classes and Set theory to change word depending on the letter the user chooses.
We Wash It LaundryPick-up requests for laundry company that caters to UPenn and 5 other colleges.
ConnectQuickly network with the people around you. Designed for hackathons, conventions, etc.


|
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Frames | ||||||
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Included frames:
Unlabeled frames:
Frame
To continue, each bounding box must have a label.
|
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Find Unlabeled Frames
Playback
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Tracking
Stopped
Finished
Stopped unexpectedly
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Example for using solid-acl-utils, demonstrating how to grant permissions to specific webIds
The agents describe with whom you want to share the file/folder
Choose what type of access you want to grant. Read, Write, Append and/or Control (which means they will be able to change permissions too)


Ever wanted to load tweets based on a single simple keyword? Well look no further! Here at Tweet n Load we can pull tweets straight from Twitter's API based on a given keyword. Exciting! Now the real question, how many of those tweets will you get? We got you covered! Just enter in how many tweets you want, or else nothing will happen in the first place! AMAZING!!!


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FlightSurety
Set Insurance Credit Multiplier:
Set Credit Multiplier
Create (invite) Airline:
Inviting Airline:
New Airline name:
Add Airline
Fund Airline:
Fund value (ether):
Fund Airline
Vote for Airline:
Voting Airline:
Vote YES
Vote NO
Register new Flight:
For Airline:
Departure (mm-dd-yyyy hh:MM:ss):
Register Flight
Buy Insurance for Flight:
Airline:
Departure (mm-dd-yyyy hh:MM:ss):
Traveler:
Insurance value (ether):
Insure Flight
Buy Insurance for Flight:
Traveler:
Insurance value (ether):
Insure Selected Flight
Update Flight:
Of Airline:
Departure (mm-dd-yyyy hh:MM:ss):
Flight status:
ON_TIME
LATE_AIRLINE
LATE_WEATHER
LATE_TECHNICAL
LATE_OTHER
Update Flight Status
Check available Traveler credit:
Check the credit of Traveler
Traveler - cash the credit:
Cash the credit of Traveler
Fetch status for Flight:
Of Airline:
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Submit to Oracles
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You have just answered five questions about me. So you know I have traveled to many places, love Star Trek and am horrible at using a computer. Other favorite things of mine are listed at the bottom of the page.
Some other quick things about me are that I was in the Marines for nine years and have three children. I work fulltime as many of you probably do and cram school into the little bit of extra time I have.
At this point it's you may be getting a little bored hearing about me. No? Okay then you probably want to know that I am hilarious and can fix just about anything. I worked landscaping, construction, concrete, automotive and now HVAC. All jobs I have held are listed at the bottom of the page.


German Fashionista Leonie Hanne Is A Vision In Pink Silk
November 24, 2019
German Fashionista Leonie Hanne Is A Vision In Pink Silk
Germany’s hottest social media influencer, Leonie Hanne, stepped out for the evening at the Playa Grande Beach Club, dressed to the nines in an elegant pink silk dress. Leonie treated her 2 million Instagram followers to a gift today with the newest photo from the gorgeous fashionista.
Her dress cuts low in front thanks to its plunging neckline. Teasing her fans with an ample amount of cleavage is one of Leonie’s favorite past times. Her previous Instagram photos show the stunner dressed in myriad outfits ranging from sultry to chic.
Embroidered floral arrangements decorate the expanse of Leonie’s latest outfit. The low-lighting of her background makes her dress catch the light and shine. Leonie’s elegant gown recalls the bliss of summer due to its flowery adornments. A warm sentiment is further expressed with her multi-colored wrap and her bright yellow Jacquemus mini handbag.
Leonie’s dress is actually a slip dress from Spell, but the daring model decided to wear it out for the night instead of into the bedroom. Staud Clothing supplied other elements of her outfit.
Aside from the initial photo, Leonie also uploaded a short, close-up video that pans from head-to-toe. The zoomed-in shot allows her admirers to see her crimped blond waves and her jewelry. Her outfit comes with a little glitz in the form of several golden necklaces, each one dangling lower than the last. It also provides her fans with a close-up of her cleavage.
No glamorous evening look would be complete without at least a touch of makeup. The ravishing beauty painted her lips in a bubblegum pink color with a glossy sheen. She brushed her cheeks with a peach-colored rouge that looks astonishingly natural, as does the subtle dash of white glimmery eyeshadow on her almond-shaped eyes.
Germany might be the lucky country to claim Leonie as their own, but the influencer has fans across the globe. Many of them enjoy praising the beauty’s fashion taste and good looks regularly.
“Love this outfit and look,” complimented one fan.
“I love your profile it’s perfect,” gushed a second admirer. They also added a darling heart-eyes emoji.
Loading...
Even though Leonie’s “dress” is technically sleepwear, it appears her commenters don’t mind. Many of them chimed in to admire how incredible it looks like a standard gown.
A third fan echoed the sentiments of many previous commenters.
“This dress looks beautiful on you,” they wrote.
“Perfection: Head to Toe,” said a fourth user.


{% extends "photonic/view.html" %} {% block content %} {% include "photonic/login.html" %} {% for dashboard in dashboards %}


THE CORRUPTOR A film review by Matt Williams
RATING: * * out of * * * *
The Corruptor promises a mix of Hong Kong style action with a gritty New York cop drama, and it partially delivers each. The action sequences are entertaining, but not electric; the drama is interesting, but hardly original.
The Corruptor opens as a standard buddy cop flick, with rookie Danny Wallace (Mark Wahlberg) being assigned to the Asian Crime Unit under the reluctant tutelage of Nick Chen (Chow Yun-Fat). Chen is the type of cop who is willing to cause millions of dollars of damage if it means the bad guy goes down. He doesn't particularly appreciate being saddled with a rookie, especially in these tough times.
Chinatown is under a severe gang war. The long established Tong mob, led by the venerable Uncle Benny (Kim Chan), is confronted with the young and violent Fukinese Dragons. The cops from the ACU aren't expected to solve anything. Rather, their job is to try and keep the violence to a minimum in order to protect tourism.
It soon becomes clear that Detective Chen is on the Tong payroll... but is he a bad cop? That's a question the young Danny must answer, and quickly too, as he soon finds himself approached by Tong agents. Will the lure of quick cash amid a hopeless situation corrupt Danny as well?
Fans of Chow Yun-Fat will be happy to know that the Hong Kong action superstar is much more at ease in his second Hollywood film than his first, The Replacement Killers. The bullets fly fast and furious, and, though director James Foley is no John Woo when it comes to an action sequence, he is able to make the action tense and somewhat exciting.
But the highly unrealistic action sequences seem out of place in this gritty crime drama that, apparently, is intended to be steeped in the truth. Even for those accustomed to taking their cop movies with a grain of salt, The Corruptor proves hard to swallow.
One of the problems is with Mark Wahlberg's character. He starts out believably as a green rookie, stunned motionless at the first gunfight he encounters. However, as the film progresses, his character quickly metamorphoses into a savvy super action hero, complete with an encyclopedic knowledge of Chinese. Audience members who leave to fetch popcorn might think they've returned to the wrong movie.
Ignoring the film's excesses, the plot of The Corruptor is at least interesting, if a bit routine. The story of cops on the take has been analyzed before by countless other films and TV shows. The Corruptor does manage to throw in an interesting twist or two, but it wraps things up a bit too neatly...robbing the characters of the opportunity to make a tough moral decision.
The action sequences of The Corruptor wouldn't be terribly compromised if viewed on the small screen...a place where the cop drama elements would seem right at home.
Copyright 1999 Matt Williams
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` without it
affecting the document. So, the rule is that any text that is pure whitespace is
ignored. If you want to have a text object consisting solely of whitespace, then make
sure it contains at least one &sp; element, which is just an escape sequence for
a regular space character (ie ascii 32).
And now I'm thinking, maybe a LISP-ish thing would be better...
``````````````````````````````````````````````````
>
>
``````````````````````````````````````````````````
And while we're at it, why don't we remove the need for the 'style' attribute:
`````````````````````````````````````````
>
>
`````````````````````````````````````````
That's looking closer to something one might be able to create as a DSL in C++.
2015-01-07 Boxer
=================
AT LAST. All I needed was a chunk of uninterrupted time to figure out how to
write xoBoxLayout3 in such a manner that it takes care only of the box layout,
and not of populating the renderer's data structures, nor the specifics of
text. xoBoxLayout3 now deals only in boxes, and inline flow on a simple example
also works.
2015-01-10 Recursive inline flow
================================
Recursive inline flow is where you have more than one `
` object. For example,
`````````````````````````````````````````````````````````
quick brown fox
`````````````````````````````````````````````````````````
Imagine the scenario where "quick brown" fits on a line, but "fox" flows onto
the next line. What you want in this case is for "quick brown" to have a blue
border on the inside, and a red border on the outside. Likewise for "fox",
it must get two different boxes surrounding it. There are different ways of
achieving this, but what I'm thinking of right now is that when a text object
notices that a word flows onto a new line, then it bubbles out to it's closest
ancestor with it's own flow context. That closest ancestor ('abc' in our example)
then restarts its rendering process, but skips all of the elements that have
already been dealt with.
Now let's look at a slightly more complex example:
`````````````````````````````````````````````````````````
THE
quick brown fox
`````````````````````````````````````````````````````````
Imagine again, "THE quick brown" fits on a line, and "fox" flows onto a new line.
Before "fox" is emitted, we need to detect that it is going to flow, and
buble out to 'abc', so that a new 'red-border' span can be created, as well
as a new 'blue-border' span. Note however, that when the rendering is restarted,
we skip over the span containing 'THE'. We also skip over "quick brown", of course.
2015-01-16 Alignment
====================
I have realized that aligning things to baseline is actually easier than I
previously thought. You don't need to maintain any kind of "parent baseline".
Every node starts with an undefined baseline, and it places it's children
as though it's the root of the tree. Once it's done, it fills out it's own
baseline, and that is used by it's parent to place it. The key point here
is that baseline propagates horizontally (from one node of a branch to it's
siblings), but it does not move vertically down (from one node to it's
children). It does however move upward. My original design moved baseline
down as well as up, but that ends up doing alignment twice, which forced
one to have to not use baseline:baseline on intermediate nodes. I first
noticed this was broken when nesting two `` nodes, which both have
baseline:baseline.
2015-01-21 Render node reference frame (2)
==========================================
In the log entry 2014-08-02, I said that I thought it was redundant storing
the following three items:
* ContentBox
* Padding (x4)
* Border Size (x4)
However, I don't know what I was thinking there, because now it seems to me
that you absolutely DO need to store all three of these things. And I like
that because storing the content box relative to your parent's context box
just makes perfect intuitive sense.
2015-01-21 What to do next?
===========================
1. Fix up baselines when wrapping onto next line.
2. Add line boxes as render nodes, and then bump down line boxes if they
have content that has extended upward beyond their top. This is for
if you start a line with a small font, and end it with a big font.
Instead of having the big font pop out the top of the line, you want
the whole line box to be brought down. This must be a configurable
property of the container that holds the line boxes.
3. Add a new property that takes effect on injection-flow elements,
allowing one to specify whether their padding, border, and margin
boxes affect layout. In HTML, adding padding and a border around ``
elements doesn't change layout at all. It literally just places a box
around it's contents, as though it's some kind of post-process step.
This is a nice thing to use when doing the classic `<_code_>` style of
highlighting pieces of text. Hmm well.. actually in HTML `` elements
do affect horizontal layout (ie they increase spacing around words),
but they don't affect vertical layout. I guess we'll want to be able
to control which of the two dimensions are affected. See the
line-heights.html example.
2015-01-22 Bump
===============
I implemented the feature (3) from the previous post, and called it
"bump" for desperate lack of a better word. The concept is that you're
either allowing your padding + border + margin to affect layout, or
you're not. And you can make that choice in both horizontal and vertical
dimensions. The default is to have both dimensions affected, but
for `` elements, they only affect horizontal bump, which gets us
the same behaviour as an HTML inline element.
2015-01-24 Nested spans
=======================
Yay! I tested my 'bump' implementation with two nested spans that surround
some text. I was surprised to see that the inner box's height is the same
as the outer box's height. It is comforting to see that HTML ends up
up with the same result. I don't fully understand why this happens, and
I'm not sure I want it to happen, but I'm OK with letting it slide for now,
given HTML does the same thing.
2015-01-24 Line boxes
=====================
I'm becoming increasingly convinced that the coordinate space into which
text is output should be "line box", and not "containing node". We're just
sort of barely hanging onto understandability with the current management
of line boxes, but it might be much simpler if we forced line boxes as
proper elements that went into nodes.
2015-01-26 Baseline alignment x3
================================
Back in [2015-01-16] I noted that I was getting rid of propagating baseline
down into nodes. I am now going to try re-instating it, but only for nodes
that define their own flow. I suspect this is a useful compromise.
2015-01-27 Early alignment
===========================
If one knows the content-width and content-height, then you can do alignment
immediately after generating a child, instead of doing all alignments after
all children. This could be useful if you're aligning the child that defines
your baseline, so that subsequent children get the right baseline. I'm wary
of it because you'd have to document it, and people might not understand it,
and just be annoyed by the apparent inconsistency.
2015-01-27 Baseline alignment x4
================================
Dammit no. Propagating baselines down into nodes is a BAD IDEA. Don't ever
try that again. HTML doesn't do it. It's horrible. Look at the simple case
in does-baseline-propagate-downward.html to get a better understanding.
By propagating baseline downward you're introducing a nightmare of side
effects. Don't try it again!
2015-06-30 Style bloat
=======================
I'm busy adding left/right/top/bottom background colors, and realizing I'm
gonna have to do the same for borders, and all of a sudden I'm seeing that
xoRenderStyle is probably going to continue to grow. I wonder if at some point,
instead of storing all these styles, you might want to store a vector of
styles that were combined to produce a particular node. I can see this being
a thorny problem, and I'm really being irresponsible by not looking at how
the browsers do it.
2015-07-09 Background color gradients
=====================================
My goal here is to reproduce the subtle vertical gradients that one finds
on Windows 8 buttons. I started out by allowing a style to define 4 colors
for left/right/top/bottom. That doesn't work at all. It's not even well
defined. Does your top-left corner get the left color or the top color?
I was inspired by an old short conversation I had with Michael Herf on
Twitter, and I'm going to try and do these kinds of things with textures
instead. If the styling language (ie my CSS ripoff) allows one to define
textures inline with some amount of ease, then it should be a nice fit.
One potential gotcha here is interpolating between two textures. For example,
in Windows 8, when your cursor moves over a button, it quickly becomes
a blue gradient. When you move your cursor away from the button, it slowly
fades back to a grey gradient. Assuming 60 different fade states (60 fps
over 1 second), that's 60 different textures that you'd need to manage.
This could get tricky - you'd want to be hashing textures, and reusing
those that you had used before.
I'm thinking about this here in the context of having a generic "scratch"
texture that is used as a throwaway canvas. The textures defined by styles
would need to be uploaded on demand into this scratch texture atlas, and
we'd need to coordinate this so that the texture is uploaded once at the
start of a frame. You'd have all of these tiny 2x2 textures inside that
atlas, and you'd want to reuse them.
Simply hashing their contents (and dimensions) is the simplest thing I
can think of, and that ought to work pretty well. But perhaps there is an
even simpler solution than this: Allow the user to interpolate between
two textures, but force the user to define textures by giving them names.
If the user wants to dynamically generate different textures each frame,
then it's up to the user to define the lifecycle of that texture. I would
imagine that one would create one such texture, give it a name, and then
mutate that one texture from one frame to the next. This is actually
far better than trying to be all smart and generic about it, because most
of the time your textures are going to be pretty static. Allowing
interpolation between two textures should suffice for the other big chunk
of the mutability of textures. The few times when one does need a
runtime-defined texture, you can manage that thing's lifecycle yourself.
2015-08-19 Rendering box nodes
==============================
Until now, box nodes (ie everything except text and canvas) have been rendered
as a single quad. I want to change that, so that we render using the following
breakdown of primitives:
***************************************
* .---+---------------------+---. *
* | x | | y | *
* +----+ A +----+ *
* | | | | *
* | C +---------------------+ D | *
* | | | | *
* +----+ B +----+ *
* | z | | w | *
* '---+---------------------+---' *
***************************************
The four quads `ABCD` are rendered by the Rect3 shader.
The four corners `xyzw` are rendered by the Arc shader.
The corners are actually ellipses, but computing the distance to an ellipse is
hard. See:
*
*
Instead of rendering a true ellipse, we construct them by rendering a fan
of circular arcs. We can determine the arc by computing a circle from 3
points along the ellipse.  We do this on the CPU.
That's the plan at least...
Nice diagrams:
*
The following diagram illustrates how we compute the size of the
squares nodes `ABCD`:
**************************
* .----+-------+---. *
* | h1 | | h2 | *
* | | +----+ *
* +-----+-------+----+ *
**************************
In the above figure, the top-left vertical radius is greater than the top-right vertical
radius. In this example, the *A* node is rendered down to the larger... ?? hmmmmmm.....
It doesn't matter! It's easy enough to figure our later on, and doesn't really have much
effect on complexity.
2016-11-27 Text quality, Infinality Patches
===========================================
For a while now I was using a Freetype fork with the "Infinality" patches applied. These
made many Windows fonts render almost identically to the way Windows renders them with
Cleartype, but the results were actually even better than Cleartype (at least on Windows 7),
because we have antialiasing in both X and Y. With Freetype version 2.7, they attempted
to distill the Infinality patches down into their essence, and retain a simpler code
base that provided similar improvements. I've tried out a couple variations of flags,
such as using Maxim's technique of stretching the fonts horizontally to clobber the
vertical hinting, as well as trying out various Freetype flags. What looks reasonable
to me now, and at least for Consolas, gives pretty similar results to Windows 10
rendering, is to disable subpixel glyph positioning, and to use just FT_LOAD_TARGET_LCD
to load the glyphs. Although the output is quite fuzzy for many fonts, I think this
is acceptable, and I need to move on now, and finish the rectangle corner rendering.
2016-11-29 Rounded corners and arcs
===================================
In order to implement elliptical corners, and varying border widths, I've implemented
rounded corners as arcs. This is terribly inefficient, but it works. A significant
optimization for non-elliptical (ie circular) borders (which are by far the majority),
is to render them with only 2 or 3 arc subdivisions, but using a gradient function
to define the border width. At present we're at the mercy of the barycentric vertex
attribute interpolation, which doesn't give perfect results. Instead, what would be
better, is to send through a gradient function of the form
`border_width = a*x + b*y + c`, so that the fragment shader gets a perfect linear
function to compute the border width.
One that that still needs to happen here, is that we're not dealing correctly with
cases where the width exceeds some threshold of the radius.. ie a large border
width and a small radius.
Also - the BlockMargins example in KitchenSink shows bleeding of the border color
where it shouldn't.
2016-11-30 Arcs not linear
==========================
Ahem - that previous statement about arcs being linear in wrong. If you draw out
the contour lines of equal "border width" for an arc, you'll see that the widths
in the inside of the arc are different to the widths on the outside of the arc.
2016-11-29 Ubershaders
======================
I am going to try combining all shaders into one ubershader. I don't see any other
way of reducing the driver state changes. One thought I had was that I could have
just two ubershaders - one for text, and one for everything else. But if you go down
this path, then you need to maintain a queue for the text objects, and make sure
that you never paint over a text rectangle with a regular rectangle. Whenever you
detect that condition, you need to flush your text queue. I imagine this could work
fairly well in practice, for most UI, but I'm also pretty sure that there would
be pathological cases that would really screw you over.
2016-11-30 Better arcs
======================
There were many problems with my previous arc-for-ellipse approximation. I have
sorted out a lot of them, and the results look good for what I'd say is 99% of
the types of eccentricities that you find in real-world UI corner radii. No
doubt there will be cases where people push it to the extreme and it falls over
(numerical precision issues manifest in just plain broken corners). Anyway,
it's not particularly performant, but it's probably OK. The CPU setup work for
the arcs is embarrasing, but the fragment shader is just two square roots and
some clamps, which I think is alright.
2016-12-19 Ubershaders success
==============================
I shouldn't really declare this a success until measuring the performance, but
my little "benchmark" project feels responsive enough. The system is definitely
simpler if we only have one shader, and one vertex type.
2016-12-20 Cleanup
==================
Embraced C++ namespaces. Ensured that all macros start with XO_.
Reformat all code with clang-format (using my as-yet-unmerged changes to it,
https://reviews.llvm.org/D21279). Brace style changed from Allman to OTB, because
I basically just do whatever John Carmack recommends, and I'm considering changing
all of the new IMQS C++ code to OTB too, so that Go code, C++ code, and Typescript
code all uses the same style.
Got rid of lots of old dependencies that I brought with me from previous projects.
Some could be replaced up by C++11, and other parts I brought into the 'xo' project
into the 'Base' directory. Ideally, xo would have a very clean PAL layer, but I just
don't have the time for that now. I don't think the PAL layer is terrible as it
stands, but definitely a lot of room for improvement.
2016-12-22 The Layout Algorithm
===============================
Initially, I thought that I could come up with a layout algorithm "on paper", that
made sense, and covered all the bases, and then code it up. I just couldn't
bring myself to do that though, because I couldn't envisage all the uses cases,
so instead I had to evolve the algorithm in code, while trying my best to maintain
a coherent system. This is my attempt to describe that system.
DISCLAIMER
I have not done the long hard miles of understanding all the intricasies
of the various layout systems that have come before this, such as HTML [Box Inline Flexbox],
Latex, Android, QT, WinForms, Delphi, WPF. I have only a mild understanding of them,
and experience using some of them. One of my original goals with this project
was to come up with a design language that took the good parts of all of those
systems and distilled them down into a few great parts, which together formed
a cohesive system that was simple to understand, yet capable enough to build
complex real-world user interfaces. I haven't had enough time to realize that dream,
so I'm pushing ahead with what I've got here, which is the third iteration of my
layout system in this project. If, after lots of experience, we figure out the
One True Layout System, there's always room for version 2.0. With that out of the way,
here is the algorithm, in broad strokes:
### In Broad Strokes
Objects in the DOM form a tree, with the `body` node at the root of that tree.
We walk that tree recursively, and at each node, we start a new _flow context_.
A flow context is a box wherin we place smaller boxes, starting at the top left,
and filling up each line from left to right, then onto the next line, etc, the way
you'd imagine lines of text get drawn onto a page. The system has in it the DNA
to lay objects out in different orders - ie right to left, and bottom to top, but
so far I haven't needed it, so it hasn't been fully implemented yet.
In order to flow over at the end of a line, a box needs to have
a well defined width in order to know when you've reached the end of a line, and
this means that you need to set it's `width` attribute in order for line wrapping to occur.
For the root of the tree (the `body` tag), we know it's dimensions: they are the
width and height of the OS
window that houses our document. Nodes don't have to specify their width or height
though, and such elements, when rendered, will never have their children flow within
them. Instead, their children will just continue along the first horizontal line
forever.
Even if an object doesn't specify it's width or height explicitly, after rendering
all of it's children, we DO know it's width and height, because the children expand
the object, thereby giving it size. For example, if we need to place the nodes
```
```
then the outer `div` element has no width, but because it's child has a width and
height of 10 pixels, the outer div ends up having a width and height of 10 also.
Keep in mind though that this calculated height can't be used in computations inside
it's children, because our rendering is essentially a one-pass operation, so if your
parent didn't define it's width or height explicitly, then you literally don't have
access to it while you're being renderered.
Once we have placed all the children of a node, we go back and perform _alignment_.
Alignment occurs at the end of the rendering of each node. It is not something that spans
different levels of the DOM. It looks only at the immediate children of a node.
Alignment allows us to force all boxes to the top, left, right, bottom, or center.
Our alignment rules are specified as a pair of the form `child:parent`, such as
`left:hcenter`. The example here `left:hcenter` means that the left edge of the child
must be aligned to the horizontal center of the parent. A more common value is `hcenter:hcenter`,
which is used to perform horizontal centering, or `vcenter:vcenter`, which centers
vertically. Another very common alignment rule is `baseline:baseline`, which is what
you usually want for items containing text. Baseline is one of the vertical positions
that you can bind to. An item's baseline alignment point is chosen as the baseline of the first
word that appears in that node. More strictly speaking, an item's baseline is
the baseline of the first child that has a non-null baseline. This stricter definition
is necessary for cases such as the following:
```
Once
upon a time
```
In the above example, imagine that `Once` is written in a large font, and `upon a time`
is written in a smaller font. We want the large and small text to align up on their
baseline. The `div` object is not a text object, but it gets it's baseline from `Once`
and because the `div` is the first object on that line, it defines the baseline, onto
which `upon a time` can be aligned.
### Baseline Propagation
We should probably take the extra time to explain here how baselines propagate up and
down the node hierarchy. Since the DOM is a recursive data structure, how do we decide
who's baseline aligns up to whos? The answer is quite simple. One of the parameters
to the `RenderNode` function is `parentBaseline`. This might be undefined, in which case
trying to align to your parent's baseline will produce no action. However, if it is
defined, then that is the definition `parent baseline`. That parent baseline does not
magically propagate downwards and become the child's baseline. Instead, every node
defines it's own internal baseline (remember, from it's first child with a non-null
baseline), and that internal baseline becomes the `parent baseline` for the grandchildren.
It is probably worth mentioning that I went through several iterations of experimenting
with other concepts of how baseline would propagate, and you can find them in the log
if you search for baseline. This ends up being the most sensible approach that I came
up with, and it is also very simple and hopefully easy to understand.
There are other issues that should be discussed here, such as how word boxes are
generated, but I'd like to move onto the trickiest thing first, in case I run out of energy
writing this document. That tricky thing is the concept of _injected flow_, and it's
companion, _restarts_.
### Injected Flow and Restarts
Every node in the DOM has one of two flow modes: `inject` or `new`, as embodied by the
tyle attributes `flow-context: inject` and `flow-context: new`.
New flow is the thing you'd expect, and is the thing we've been
talking about up until now. Injected flow is a special concept that was invented for
text objects, and for `` objects that surround text. The idea with injected flow
is that such an object doesn't define it's own flow context. Instead, it places it's
children inside the flow context of it's parent node. Imagine the following example:
```
Like one that on a lonesome road doth
walk in fear and dread
```
In the above example, we want the words "lonesome road" within the span, to flow
just as if they were the same as the words on the outside of the span. This is tricky
to get right, especially if you imagine the case where "lonesome road" is split across
two lines, and the style around the span specifies a rounded border. If you look at
the HTML example "span", you'll see how HTML deals with this case, and you'll notice
that in HTML, when a span is split across a line, it doesn't really get formatted nicely.
Specifically, it is as though the pixels of the span get cut off at the end of the line,
and then they start again on the next line. What we do instead, is to split the span
up into multiple logical spans, as many necessary, due to line wrapping. The way we
achieve this, is with the concept of restarts and injected flow.
A `` object has the attribute `flow-context: inject` toggled on it. What this means,
is that conceptually, we want the `` object not to create it's own flow context,
but instead to operate within the flow context of it's parent. In practice, however,
it ended up being easier not doing this, but instead to actually make the `` object
have it's own flow context, but to artificially limit the line length to the remaining
line length inside which it was created. If you look at the above example, when it
comes time to render the "lonesome road" span, the layout engine will see that the
span object has the injected-flow style set, and it will pre-load the line box of the
span, such that the remaining space is the length of the line, minus the length that
was consumed by the initial words "Like one that on a". By doing this, we keep the code
uniform, whether operating with injected flow or new flow. The next key thing, is
what precisely happens when we hit the end of the line for the span. Imagine that
"lonesome" is the last word to fit on the line, and "road" must wrap around. What we
do in this case, is we issue a _restart_.
When a restart occurs, we bubble back up, out of the recursive DOM tree, until
we hit a node with `flow-context: new` (which is most nodes). When that node sees
that a restart has been asked for, it will immediately issue a line break, and then
descend back down into the DOM tree, but at each step of the way, each node will
remember where it left off, and so it won't repeat the work that it already did
on the previous walk. Instead, each node will start where it left off, but this
time, it does so on a fresh line.
It is this concept of restarts that allows us to generate nicer looking output
for a `` object that gets chopped across multiple lines. In my experience
so far, it also makes for a fairly simple system.
2017-01-02 Message Loop
=======================
If you find yourself tweaking timeouts to make a system responsive, you're probably
doing it wrong, and my previous windows message loop was no exception. I was trying
to avoid relying on a WM_PAINT to wake up the system, but that's a totally arbitrary
and incorrect approach. WM_PAINT works well enough, and by relying on it entirely,
I get rid of that hackish sleep mechanism, where I would switch between a "cold"
GetMessage wait, and a "hot" PeekMessage spinloop.
2017-01-24 Updated Node Box Rendering Split
===========================================
I suspected, when I drew out the original split of a node box rendering, in
section [2015-08-19 Rendering box nodes], that it wasn't going to be sufficient for the cases
where the border radius differed from corner to corner, and now that I've actually
implemented unique radii for each corner, I see that the original layout isn't
sufficient.
What I'm going to do instead, is the following layout, which has a little bit of variation,
depending on whether the top radius or bottom radius is greater. Two examples:
*********************************
* .-------+-----+----+---. *
* | | | E | | *
* | | +----+----+ *
* | | C1 | | *
* +--------+ | B | *
* | +-----+ | *
* | A | +---------+ *
* | | C2 | | *
* +---+----+ | | *
* | | D | | | *
* '--+----+-----+--------' *
*********************************
*********************************
* .--+----+-----+--------. *
* | | D | | | *
* +---+----+ | | *
* | | C1 | | *
* | A | +---------+ *
* | +-----+ | *
* | | | B | *
* +--------+ C2 | | *
* | | +----+----+ *
* | | | E | | *
* '-------+-----+----+---' *
*********************************
The two figures above aren't the only configurations. There are four configurations in total,
and the remaining two layouts are where D and E are both at the top, or where D and E are both at the bottom.
The principle here is that the big blocks A and B and stretched so that they are as wide
as the maximum radius of their tops and bottoms. Specifically, A is as wide as max(x,z),
and B is as wide as max(y,w). We then place C1 and C2, so that they meet at the equator,
and together they form a vertical strip down the middle.
The nature of our arc rendering technique means we need to enclose the arc sweep in a tight
box, which is why the previous simple four quad technique is not sufficient, once we allow
different radii at each corner of the box.
The following diagram shows the layout of the key point numbers, which are referred to in the code:
************************************
* x0 x1 x2 x3 x4 x5 *
* y0+-----+----+----+----+-----+ *
* | | | | | | *
* | | D | | E | | *
* | | | C1 | | | *
* y1+-----+----+ +----+-----+y4 *
* | | | | *
* | | | | *
* | A y6+----+ B | *
* | | | | *
* | | | | *
* y2+-----+----+ +----+-----+y5 *
* | | | C2 | | | *
* | | D | | E | | *
* | | | | | | *
* y3+-----+----+----+----+-----+ *
* x6 x7 *
************************************
The candidates for block D are either x1-x2/y0-y1 or x6-x2/y2-y3. In other words, D must lie
at the top or the bottom. At least one of these two blocks will always be degenerate, because
the distance from x1 to x2, or x6 to x2 can be zero. Or, both of these distances can be zero,
which occurs when the left horizontal radii are the same on the top and the bottom. The same
idea applies to the right side, for block E.
Note that this scheme arbitrarly picks the horizontal axis as the one where we use the max radius.
The entire scheme could just as well use the vertical axis, but we've arbitrarly chosen to go
with the horizontal.
The scheme described thus far mostly works, but there remains one little gap that can get missed,
and this gap occurs when a corner radius is less than the border width. The following screenshot
shows it:
![missing pieces](img/node-rect-missing-pieces.png)
The grey pieces that are next to the red corners, are the final bits that need to be filled in.
It is simple to fill these. They are filled 100% with the border color.
2017-02-16 Style variables
==========================
It's harder than you'd think to build $variables into the styling language, ala SASS for CSS,
if you want to allow the variables to be late bound. In other words, if you allow changing
a variable at any time, and have all the styles that reference that variable, change along
with it. I believe this is worth doing though. Honestly, I can't see a lot of value in this,
but somehow it feels wrong to leave it out.
So what's the plan for achieving this right now?
Firstly, keep a variable table, which maps $varname to "arbitrary string". That part is simple.
Next, figure out how to store a class that includes one or more variables, such as:
```
button {
border: $thin-border-width $dark-outline;
border-top: 1px $light-outline;
}
```
The example above is already quite complicated, because you have a generic "border" spec, which
may or may not include widths, as well as a single overridden property of the border, "border-top".
Because one needs to retain this kind of override behaviour, we need to store both the "border"
property and the "border-top" property inside our class. The simplest thing is to just store the
entire string representation of the class, and defer parsing until render time. I worry about
the performance implications of this, if one was to use it heavily. Anyway, that's what I'm doing
for now. If a class contains any variable references, then the entire class is stored as a string.
HMM NO. That's wrong.
How about if we add some enums for things like "border". We already have enums for things such
as BorderColor_Left, but we don't have generic placeholder enums for this purpose. If we do create
such enums, then we don't need to store the entire class as a string. We can instead just
store the value (in this case "$thin-border-width $dark-outline") as a string. In addition,
the override behaviour is not a problem, because class styles are stored as a vector of
StyleAttrib objects, so provided we don't mess with the ordering, we can still get the desired
override behaviour.


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