class Alexa::Session
Public Class Methods
new(session={})
click to toggle source
Calls superclass method
# File lib/alexa/session.rb, line 17 def initialize(session={}) @variables = session super(session["attributes"]) end
Public Instance Methods
application_id()
click to toggle source
Get application's ID from session
# File lib/alexa/session.rb, line 56 def application_id @variables["application"]["applicationId"] end
elicitation_count_for(slot_name)
click to toggle source
Get the elicitation count of a slot.
Elicitation counts are maintained in the session so that they can be referred to within the intenthandlers or the views
Options:
- slot_name: Slot name to return the elicitation count for
# File lib/alexa/session.rb, line 29 def elicitation_count_for(slot_name) self["elicitations"] ||= {} if self["elicitations"][slot_name].present? return self["elicitations"][slot_name]["count"] end return 0 end
increment_elicitation_count!(slot_name)
click to toggle source
Increase the elicitation count of a slot.
Elicitation counts are maintained in the session so that they can be referred to within the intenthandlers or the views
Options:
- slot_name: Slot name to increment the elicitation count for
# File lib/alexa/session.rb, line 43 def increment_elicitation_count!(slot_name) count = elicitation_count_for(slot_name) self["elicitations"].merge!( "#{slot_name}": { count: count + 1 } ) end
new?()
click to toggle source
Whether its a new session.
# File lib/alexa/session.rb, line 51 def new? @variables["new"] == true end
user_id()
click to toggle source
Get Amazon user's ID from session
# File lib/alexa/session.rb, line 61 def user_id @variables["user"]["userId"] end


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Test of two meta elements with transitional doctype
Pete Forman
Mail
Web
Last modified: 2008-02-29T11:17:11+00:00


'3BlackChicks Review...'
BAIT (2000) Rated R; running time 119 minutes Genre: Comedy IMDB site: http://us.imdb.com/Details?0211938 Official site: http://www.baitmovie.com/ Written by: Tony Gilroy, Adam Scheinman, Andrew Scheinman Directed by: Antoine Fuqua Cast: Jamie Foxx, David Morse, Doug Hutchison, Kimberly Elise, Mike Epps, Robert Pastorelli, David Paymer (Wally), Jamie Kennedy (Blum), Nestor Serrano (Boyle), Kirk Acevedo (Ramundo), Jeffrey Donovan (Julio), Megan Dodds (Walsh), Tia Texada (Tika)
Review Copyright Rose Cooper, 2000 Review URL: http://www.3blackchicks.com/bamsbait.html
Well, that didn't Stink.
The Story (WARNING: **spoilers contained below**): Bristol (Doug Hutchinson), a Weird Compugeek with a sadistic streak, along with his bumbling partner Jaster (Robert Pastorelli), steals $42 million in gold from a Manhattan gold reserve, and in the process Bristol kills two guards, causing Jaster to wig out (with the obligatory "you said no guns!" cliche) and leave Bristol to fend for himself. At the same time, petty thief Alvin Sanders (Jamie Foxx) and his brother Stevie (Mike Epps) plan to break into a shrimp...er, prawn factory in Brooklyn. Alvin is, of course, caught by the cops, and just happens to bunk with the also-caught Jaster, who may have told Alvin a lil' sum'n sum'n about where the gold is hidden before Jaster leaves his cell.
At least Treasury Agent Edgar Clenteen (David Morse) thinks so; and with the aid of (completely unconvincing and unintentionally-humorously overblown) Modern Technology, sets up Alvin as live bait to reel in Bristol by "leaking" info through The Internet that Alvin knows where the gold is - unbeknownst to Alvin, who wants to go straight to win back the love and respect of his girlfriend Lisa (Kimberly Elise).
There's Other Stuff, but you get the picture, eh?
The Upshot: Sometimes, "that didn't Stink" is the best you can say about a flick; and in the case of BAIT - which, admittedly, I didn't hold much hope for from jump - that's enough for a middle-of-the-road yellowlight rating. All that to say, this'll be a fairly short review.
The sillyness of the setup itself (Weird Compugeek Plots Revenge On Feds By Offing Those Who Stand In His Way While Tough Cop Grimaces And Unknowing Clown Clowns), the too-long by thirty minutes length of BAIT (which reminds me, it was obviously cut: one scene shown in all the trailers I saw on TV, where Alvin humorously confronted his unknowing mother when he breaks into her house, was inexplicably cut out. And the movie still weighed in at a top-heavy two hours long), the wifflebattedness of David Morse's hardnose cop character, the cheesy, tired, wanna-be-a-playa clowning by Jaime Foxx and Mike Epps - all these things conspired to completely underwhelm me. And, apparently, the rest of the American movie public, as witnessed by the anemic box office draw ($5.3 million) of BAIT in its opening weekend. I'll put it this way: as much as I love David Morse as an actor, I'd really rather just forget his role in this movie. For that matter, I'd really rather just forget this movie.
About the only surprise was seeing Kimberly Elise. I cannot explain why, but I was expecting to see a light-skinned actress playing Alvin's neglected girlfriend; and when Elise opened the door, I got a pleasant shock. Indeed, Elise was the best thing about this whole flick to me, and I kept watching simply for her sake. Well, her, and that fine brother who played the unnamed Federal agent.
[I'd normally explain the significance of light/dark skin in The "Black Factor", but for some reason, I just can't be arsed to care enough about this flick to do so. For your further edification, fast-forward to the Jigaboo/Wannabe sequence in Spike Lee's SCHOOL DAZE].
Bammer's Bottom Line: Jaime Foxx failed to cash in on his outstanding performance in 1999's ANY GIVEN SUNDAY, David Morse pushed the Tough Cop buttons too hard, his THE GREEN MILE co-star, Doug Hutchinson, played Weird to little effect...all around, BAIT just failed to hook me.
BAIT (rating: yellowlight): Not exactly Stinky Bait, but it certainly wasn't very fresh.
Rose "Bams" Cooper /~\ Webchick and Editor, /','\ 3BlackChicks Review /','`'\ Movie Reviews With Flava! /',',','/`, Copyright Rose Cooper, 2000 `~-._'c / EMAIL<EMAIL_ADDRESS>`\ ( http://www.3blackchicks.com/ /====\
The review above was posted to the
rec.arts.movies.reviews newsgroup (de.rec.film.kritiken for German reviews).
The Internet Movie Database accepts no responsibility for the contents of the
review and has no editorial control. Unless stated otherwise, the copyright
belongs to the author.
Please direct comments/criticisms of the review to relevant newsgroups.
Broken URLs inthe reviews are the responsibility of the author.
The formatting of the review is likely to differ from the original due
to ASCII to HTML conversion.
Related links: index of all rec.arts.movies.reviews reviews


Welcome to internal recruiting platform of the Amusement Park,
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Below are the applications
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Changelog¶ ↑
2.0.1 / 2014-08-21¶ ↑
Bug fixes:
-
Load RR correctly when running test files directly. (Thanks, @ktdreyer!)
Notes:
-
Extracted HTML5::Scrub#scrub_css_attribute to accommodate the Rails integration work. (Thanks, @kaspth!)
2.0.0 / 2014-05-09¶ ↑
Compatibility notes:
-
ActionView helpers now must be required explicitly: `require “loofah/helpers”`
-
Support for Ruby 1.8.7 and prior has been dropped
Enhancements:
-
HTML5 whitelist allows the following …
-
tags: `article`, `aside`, `bdi`, `bdo`, `canvas`, `command`, `datalist`, `details`, `figcaption`, `figure`, `footer`, `header`, `mark`, `meter`, `nav`, `output`, `section`, `summary`, `time`
-
attributes: `data-*` (Thanks, Rafael Franca!)
-
URI attributes: `poster` and `preload`
-
-
Addition of the `:unprintable` scrubber to remove unprintable characters from text nodes. #65 (Thanks, Matt Swanson!)
-
`Loofah.fragment` accepts an optional encoding argument, compatible with `Nokogiri::HTML::DocumentFragment.parse`. #62 (Thanks, Ben Atkins!)
-
HTML5 sanitizers now remove attributes without values. (Thanks, Kasper Timm Hansen!)
Bug fixes:
-
HTML5 sanitizers' CSS keyword check now actually works (broken in v2.0). Additional regression tests added. (Thanks, Kasper Timm Hansen!)
-
HTML5 sanitizers now allow negative arguments to CSS. #64 (Thanks, Jon Calhoun!)
1.2.1 (2012-04-14)¶ ↑
-
Declaring encoding in html5/scrub.rb. Without this, use of the ruby -KU option would cause havoc. (#32)
1.2.0 (2011-08-08)¶ ↑
Enhancements:
-
Loofah::Helpers#sanitize_css is a replacement for Rails's built-in sanitize_css helper.
-
Improving ActionView integration.
1.1.0 (2011-08-08)¶ ↑
Enhancements:
-
Additional HTML5lib whitelist elements (from html5lib 1524:80b5efe26230). Up to date with HTML5lib ruby code as of 1723:7ee6a0331856.
-
Whitelists (which are not part of the public API) are now Sets (were previously Arrays).
-
Don't explode when encountering UTF-8 URIs. (#25, #29)
1.0.0 (2010-10-26)¶ ↑
Notes:
-
Moved ActiveRecord functionality into `loofah-activerecord` gem.
-
Removed DEPRECATIONS.rdoc documenting 0.3.0 API changes.
0.4.7 (2010-03-09)¶ ↑
Enhancements:
-
New methods Loofah::TextBehavior#to_text and Loofah::TextBehavior#to_text do the right thing with whitespace. Note that these methods are significantly slower than text. GH #12
-
Loofah::Elements::BLOCK_LEVEL contains a canonical list of HTML4 block-level4 elements.
-
Loofah::TextBehavior#text and Loofah::TextBehavior#text will return unescaped HTML entities by passing :encode_special_chars => false.
0.4.4, 0.4.5, 0.4.6 (2010-02-01)¶ ↑
Enhancements:
-
Loofah::TextBehavior#text and Loofah::TextBehavior#text now escape HTML entities.
Bug fixes:
-
Loofah::XssFoliate was not properly escaping HTML entities when implicitly scrubbing a string attribute. GH #17
0.4.3 (2010-01-29)¶ ↑
Enhancements:
-
All built-in scrubbers are accepted by ActiveRecord::Base.xss_foliate
-
Loofah::XssFoliate.xss_foliate_all_models replaces use of the constant LOOFAH_XSS_FOLIATE_ALL_MODELS
Miscellaneous:
-
Modified documentation for bootstrapping XssFoliate in a Rails app, since the use of Bundler breaks the previously-documented method. To be safe, always use an initializer file.
0.4.2 (2010-01-22)¶ ↑
Enhancements:
-
Implemented Node#scrub! for scrubbing subtrees.
-
Implemented NodeSet#scrub! for scrubbing a set of subtrees.
-
Document.text now only serializes <body> contents (ignores <head>)
-
<head>, <html> and <body> added to the HTML5lib whitelist.
Bug fixes:
-
Supporting Rails apps that aren't loading ActiveRecord. GH #10
Miscellaneous:
-
Mailing list is now<EMAIL_ADDRESS>/ librelist.com
-
IRC channel is now #loofah on freenode.
0.4.1 (2009-11-23)¶ ↑
Bugfix:
-
Manifest fixed. Whoops.
0.4.0 (2009-11-21)¶ ↑
Enhancements:
-
Scrubber class introduced, allowing development of custom scrubbers.
-
Added support for XML documents and fragments.
-
Added :nofollow HTML scrubber (thanks Luke Melia!)
-
Built-in scrubbing methods refactored to use Scrubber.
0.3.1 (2009-10-12)¶ ↑
Bug fixes:
-
Scrubbed Documents properly render html, head and body tags when serialized.
0.3.0 (2009-10-06)¶ ↑
Enhancements:
-
New ActiveRecord extension `xss_foliate`, a drop-in replacement for xss_terminate.
-
Replacement methods for Rails's helpers, Loofah::Rails.sanitize and Loofah::Rails.strip_tags.
-
Official support (and test coverage) for Rails versions 2.3, 2.2, 2.1, 2.0 and 1.2.
Deprecations:
-
The methods strip_tags, whitewash, whitewash_document, sanitize, and sanitize_document have been deprecated. See DEPRECATED.rdoc for details on the equivalent calls with the post-0.2 API.
0.2.2 (2009-09-30)¶ ↑
Enhancements:
-
ActiveRecord extension scrubs fields in a before_validation callback (was previously in a before_save)
0.2.1 (2009-09-19)¶ ↑
Enhancements:
-
when loaded in a Rails app, automatically extend ActiveRecord::Base with html_fragment and html_document. GH #6 (Thanks Josh Nichols!)
Bugfixes:
-
ActiveRecord scrubbing should generate strings instead of Document or DocumentFragment objects. GH #5
-
init.rb fixed to support installation as a Rails plugin. GH #6 (Thanks Josh Nichols!)
0.2.0 (2009-09-11)¶ ↑
-
Swank new API.
-
ActiveRecord extension.
-
Uses Nokogiri's Document and DocumentFragment for parsing.
-
Updated html5lib codes and tests to revision 1384:b9d3153d7be7.
-
Deprecated the Dryopteris sanitization methods. Will be removed in 0.3.0.
-
Documentation! Hey!
0.1.2 (2009-04-30)¶ ↑
-
Added whitewashing – removal of all attributes and namespaced nodes. You know, for microsofty HTML.
0.1.0 (2009-02-10)¶ ↑
-
Birthday!


Add up to 10 artists and Spartify will create you a mixed playlist consisting of each artist's top 5 songs on Spotify.


UE4 Integration 2.00
FMOD Studio projects can be set up to use third party plugins. These can include custom DSP effects that are created in-house or commercial products that can be used with FMOD Studio.
The plugins must be loaded at runtime so that they are there when loading the banks that need them. Plugins are set up in the project settings Advanced section.
Each entry should be the filename of the plugin, without any extension. Any plugin files required should be added to the FMODStudio/Binaries/Platform/ directory.
For example, to use fmod_gain.dll on Win64 builds, you should add the file here:
FMODStudio/Binaries/Win64/fmod_gain.dll
You will need to make sure the plugins are deployed as well. Unreal deployment doesn't have access to the settings information so you will need to create an extra file that lists the plugins you want to deploy.
Create a file "plugins.txt" in the FMODStudio/Binaries/Platform/ directory. The text file should contain the plugin names (just the name without file extension).
For example, to deploy fmod_gain.dll on Win64 builds, create a file FMODStudio/Binaries/Win64/plugins.txt with the following contents:
fmod_gain
Check the Platform Specifics for information relating to plugins on specific platforms.


Why is JavaScript popular?: JavaScript became popular because Netscape (the first really popular web browser) used a JavaScript engine, prompting the need for Javascript to script for the web.
JavaScript Advantage: The biggest advantage to using JavaScript is that it is executed at the client instead of at a web server. This increases result speed to the client user and preserves bandwidth over the network.
JavaScript Disadvantage: Because JavaScript runs on the client side, it also is less secure because it has access to the client's machine while being executed there as opposed to at a distance. Additionally, JavaSCript may be rendered different by different machines, making it harder to create a universal look and result.


{% extends "base.html" %} {% block page_title %} Command Line Scripts {% endblock %} {% block content %}
The file upload script can be used to submit malware samples to the MASS server directly from the command line. The script supports submission of single files or a complete directory. You can optionally set a comment which will be attached to the uploaded samples.
Usage:./mass_cli_upload.sh -u <api_url> (-d <directory>|-f <file>) [-c <comment>]


We’ll now go through the process of performing and validating a transaction using our Payment APIs.
We use the command-line tool cURL for all HTTP request examples in this guide. cURL allows you make API requests without a web application, just like you would with command prompts in Windows, or Terminal on Apple computers. You can read more on cURL here.
For fans of of the HTTP Client Postman, we offer a comprehensive collection of requests and an environment. The collection uses the pre and post request scripts to set authentication headers and record transaction IDs. Before you run any queries, you’ll need to update the environment with your Merchant ID and passcodes.
Note: Most of your Postman queries containing variables are set to return the related variable: ‘Get Token’ will set the returned token in the environment.
With your Merchant ID in hand and your passcodes set, you’re ready to combine them into the required Authorization header. You can use our encoder to create an authorisation header here.
Authorization: Passcode Base64Encoded(merchant_id:passcode)
To process credit card transactions online, you must be in compliance with standards set out by the Payment Card Industry (PCI). Tokenizing credit card details is the most effective way to reduce the scope of your PCI compliance by removing the interaction between your server and your customer’s card details.
You can also use our hosted Custom Checkout library to validate and tokenize all card data to further reduce scope.
shell
curl https://api.na.bambora.com/scripts/tokenization/tokens \
-H "Content-Type: application/json" \
-d '{
"number":"4030000010001234",
"expiry_month":"02",
"expiry_year":"20",
"cvd":"123"
}'
| Variable | Description |
|---|---|
| number | The 16-digit credit card number. |
| expiry_month | The 2-digit month the card expires, as it appears on the card. |
| expiry_year | The 2-digit year the card expires, as it appears on the card. |
| cvd | The 3 or 4-digit security code that appears on the back of Visa and MasterCard cards, and the front of American Express. |
Once you have a single-use token with payment details, you can use it to store the credit card details as a Payment Profile (multi-use token) for future payments.
shell
curl https://api.na.bambora.com/v1/profiles \
-H "Authorization: Passcode your_encoded_payment_profile_passcode" \
-H "Content-Type: application/json" \
-d '{
"token":{
"name":"John Doe",
"code":"your_card_token",
}
}'
| Variable | Description |
|---|---|
| name | The cardholder’s first and last name as they appear on the card. |
| code | The single-use token ID. |
With a single-use or multi-use token, you can charge the card. The sample below displays a transaction for $100 using a Payment Profile.
shell
curl https://api.na.bambora.com/v1/payments \
-H "Authorization: Passcode your_encoded_payment_passcode" \
-H "Content-Type: application/json" \
-d '{
"amount":100.00,
"payment_method":"payment_profile",
"payment_profile":{
"customer_code":"John Doe",
"card_id":"your_customer_token",
"complete":"true"
}
}'
| Variable | Description |
|---|---|
| amount | The total amount of the transaction in local currency. |
| payment_method | The method for the payment, either card , token , or payment_profile . |
| payment_profile | The stored information of the multi-use token. |
After your payment is sent, you can expect an HTTP response with a status code 200, and a payment response object with code:1, message:approved
. This is your confirmation the payment was approved.
If your transaction was not approved, check the the HTTP response code along with the message in the object. You’ll only receive one of two codes from our payment gateway emulator: 1 for approved, 7 for declined. >Note: HTTP status codes 200 and 402 mean your transaction reached the gateway. Any other response means your payment did not reach the emulator.
Within the response body , you’ll find a Transaction ID. You can perform a transaction request using the Transaction ID at any future date through the Payments API.
shell
curl -X GET https://api.na.bambora.com/v1/payments/{your_transaction_id} \
-H "Authorization: Passcode your_encoded_payment_passcode" \
-H "Accept: application/json"
If you’re searching for a transaction through the API, you can search by using the date and up to 24 fields from a transaction record.
shell
curl https://api.na.bambora.com/v1/reports \
-H "Authorization: Passcode your_encoded_reporting_passcode" \
-H "Content-Type: application/json" \
-d '{
"name": "Search",
"start_date": "2017-01-01T01:01:03",
"end_date": "2018-06-05T16:05:00",
"start_row": "1",
"end_row": "2"
}'
Now that you’re ready to accept payments, the final step is to access a full gateway and Go Live.


© 2004-2021 Galaxie Software and SIL International
This Keyman keyboard is designed for Koine Greek, a trade language of the ancient Mediterranean and the language of the Septuagint and New Testament Scriptures. It is a mnemonic keyboard. This means that the arrangement of the letters in the Keyman keyboard will depend on the order of the keys on your hardware layout.
This keyboard has been optimised for use with the following hardware layouts:
This keyboard includes an On Screen Keyboard view, which displays best on a QWERTY US layout.
This keyboard works with standard Unicode fonts.


 Besides simplicity in setup, it is also characterized with a powerful user interface that allows users to manage their content with ease. This article provides introduction to various content management options provided by the Ghost blogging platform.
Prerequisites
This article assumes that the host machine has a Ghost blogging platform deployed and running. For detailed steps, see:
The following steps work in the same way for all of the above mentioned platforms.
Ensure Ghost is running
- Ensure that Ghost is running and available via browser. For this, type the IP address or the associated domain name in the browser.
http://<IP_ADDRESS>:2368
Or
http://coolexample.com
Start a new blog with Ghost
- Open the blog setup page by typing the following in the browser:
http://<IP_ADDRESS>:2368/ghost/setup/
- Provide the required details in the blog setup page.
- Once registration is complete, the content tab will be visible, showing the sample pre-configured blog “Welcome to Ghost”.
Create a new post
- New posts can be created using the “New Post” icon on the top left corner.
- The title for the post and the content can be typed in or pasted in the provided windows. While putting content, the preview of the post is simultaneously visible in the preview window.
- For formatting the content, Ghost uses its own markup language called markdown, which uses simple markdowns for formatting content. Help regarding this can be accessed via the small icon on the top right corner of the Markdown window (the content editing window).
- The Markdown Help window shows all the options for additional formatting of text, like bold, emphasize, links and so on.
- Option for adding tags is available in the bottom left corner.
- Option to publish the draft, save the draft or delete the post are available in the bottom right corner of the window.
- Additional post settings like post URL, publish dates, author name and other meta data can be accessed using the ‘Settings’ icon, next to the SAVE DRAFT button in the bottom right corner.
Additional Blog Settings and Information
- The ‘Settings’ tab provides additional blog settings, which includes the following:
- General: General information about the blog, like title, description, logo, cover images, email address, number of posts per page, permanent links with dates and blog themes.
- Users: List of active users of the blog.
- Tags: Tags applied across all the articles in the blog.
- Navigation: Additional navigation options besides Home.
- Code Injection: Adds external code into the top and bottom of blog theme, without editing the theme files.
- Labs: A testing ground for experimental features.
- About: Information about Ghost version, environment, database, mail and other additional information.
- Additional help options can be viewed via the question-mark icon, next to the User Name at the top right corner.
Conclusion
Ghost blogging platform provides easy to use options to manage the content. Most options being self-explanatory, allows users to create posts, edit posts, publish and manage them by themselves, without having any need to additional training.


{% load staticfiles %} {% load i18n %}
*Fishbowl: is a group discussion format that promotes dialogue and exchange of experience among the participants of the session and allows everyone to have their chances of expressing opinions and excluding their points of view.


#Clicky
If you're having issues with #Clicky, use this button to clear your data.
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Clear #Clicky Data


{{ partial "mainpartials/head.html" . }}
Joining the cool kids and having a blog of some sort seemed like a great idea. I'm not really expecting or hoping that anybody reads from my little developer log. It's just that I'm a pretty bad procrastinator and pretending there's some public pressure to show that I'm actually getting something done might be good for my productivity. So far I'm not sure it's working, but you might want to give it a try too!
Let's assume for a second that you are looking for the developer log. Head on up to the main menu and go to "posts."


--- layout: post title: 8 lbs 13 oz, 20 inches categories: [] tags: [] status: publish type: post published: true meta: _original_post_id: '' _original_import_author: John Duprey author: ---
jduprey


Summary: Latitude vs. X
The purpose of this project was to analyze how weather changes as you get closer to the equator. To accomplish this analysis, we first pulled data from the Open/weatherMap API to assemble a dataset on over 500 cities.
After Assembling the dataset, we used Matplotlib to plot various aspects of the weather vs. latitude. Factors we looked at included temperature, cloudiness, wind speed, and humidity. This site provides the source data and visualizations created as part of the analysis, as well as explanations and descriptions of any trends and correlations witnessed.


Power Distribution Panel
What is it?
Use the Power Distribution Panel to measure battery voltage,
current on any channel, power, and energy used.
Properties
- CAN ID
- The CAN ID of the Power Distribution module.
- Module Type
- The type of Power Distribution Module. Automatic detects which
type is plugged in.
See Also


Cache Simulator To download the source code, click here. User Manual To download the simulator's manual: Portuguese (Brazil):


When you work with us,you are part of a team of committed collaborators. All aspects of our software development process are intergrated interactive and agile.
Our approach unifies design,development and product management to create exceptional
products.
We start each project by understanding your business goals,the user's needs and the product requirements.
Then we help translate them into effective and elegant solutions.
Before we sign a contract or write a line of code our team will spend the necessary time needed to understand your product vision.
The outcome of this scoping session is a proposal or high-level statement of work.
Based on your
requirements,we can provide a complete offering or just the pieces you need.
Our design practice offers a full range of services
including
brand strategy, interaction and visual
design and user experience testing.
Throughout
your project,our designers
create and implement visual design and workflows,
solicit
user feedback and work with y
to make sure what gets built is what is needed.
All engineers are fluent in the latest enterprise,
mobile and
web development technologies.
They collaborate with your team to write,
and improve
code on a daily basis, using proven
practices such as test-driven
development and
pair programming.
Planning and development is iterative.
Because we are constantly
coding and testing,
the products we build are always
ready to go live. This
iterative process allows
for changes as business requirements evolve.
Safe-space App
Ontario App
Color-mix App
Let's have some fun
True-Test Software
Question paper Generator
Daisy Jack
Bailey Wonger
Hello there. Thank you for reaching out to us.


Popover positioning example: An
isolated example showing CSS overriding of the default popover positioning
specified by the UA sylesheet.
Toggle help UI example: Shows the basics of
using JavaScript to control popover showing and hiding.
Toast popovers example: Illustrates how to
make a simple system of "toast" notifications with popovers, which
automatically hide again after a certain time.


Cops nab murder suspect in Staten Island bar shooting
Man found fatally shot outside Staten Island bar
NYPD investigates deadly shooting outside Staten Island bar


CS
Header Settings
Text
Text Properties
Font
Serif
Sans-Serif
Monospace
Color
Subheader Settings
Text
Text Properties
Font
Serif
Sans-Serif
Monospace
Color
Media Settings
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public interface CMMsg extends CMCommon
Source
The source of any message must always be a valid reference to an instance of the
MOB interface. In short, all events that occur in the system are a direct result
of the activity of a MOB. This is on the theory that the universe is controlled
and governed by sentience. In the extremely rare instances where a mob is not
readily available to provide a message source, one should be instantiated --
even if it is just a blank, new StdMOB.
Target
The target of a message may be null, or any valid reference to an instance of the
Environmental interface, which includes Items, MOBs, Rooms, Exits, etc. The type
and context of message you wish to generate will typically tell you intuitively
whether the source is doing something to someone or something else, or is acting
independently. This is usually another mob or an item, but you will find examples
of all kinds of targets in the code.
Tool
The tool of a message may be null, or any valid reference to an instance of the
Environmental interface, which includes Items, Abilities, MOBs, Rooms, Exits,
etc. The tool represents something which the source is utilizing to accomplish
the task or generate the event. This is typically either an Ability object (like
a Spell or Skill being used), or an Item object (like a weapon in an attack event).
Source Code
This is an encoded integer which represents what the source MOB is actually doing.
Codes are separable into major and minor codes, with the major code being a bitmask
and the minor code being a constant integer representing the event type. See below.
Source Message
This is the string which the source MOB will see should the event occur successfully.
Target Code
This is an encoded integer which represents what is happening to the target.
If there is no target, this number will typically have the value of 0 (CMMsg.NOEFFECT).
Codes are separable into major and minor codes, with the major code being a bitmask
and the minor code being a constant integer representing the event type. See below.
Target Message
This is the string which the target MOB (if it is a MOB) will see should the event
occur successfully. If there is no target, this string is null.
Others Code
This is an encoded integer which represents how any other objects (such as MOBs,
Items, Rooms, Exits) other than the source and target, in the same room, perceive
the event. If the event is completely imperceptible by anything other than the
source, it may be 0 (CMMsg.NOEFFECT) Codes are separable into major and minor
codes, with the major code being a bitmask and the minor code being a constant
integer representing the event type. See below.
Others Message
This is the string which other MOBs in the same room as the source and target
MOBs will see should the event occur successfully. If the event is completely
imperceptible by other MOBs, it may be null.
** * ** * ** * ** * ** * ** * ** * ** * ** * ** * ** * ** * ** * ** * ** * ** * ** * ** * **
You should also familiarize yourself with the interface that handles these
events
,
MsgListener.okMessage(Environmental, CMMsg)
,
MsgListener.executeMsg(Environmental, CMMsg)
,
MsgListener
,
Room.send(MOB, CMMsg)
,
Room.sendOthers(MOB, CMMsg)
| Modifier and Type | Interface and Description |
|---|---|
static class |
CMMsg.Desc
An accessor for safely converting raw message codes into friendlier
description codes, and back again.
|
| Modifier and Type | Field and Description |
|---|---|
static int |
MAJOR_MASK
Mask to remove the TYPE CODE from the source, target, or others code, leaving only MASK bits
|
static int |
MASK_ALWAYS
MAJOR_MASK bit denoting a source, target, or others code is always confirmed (involuntary usually)
|
static int |
MASK_CHANNEL
MAJOR_MASK bit denoting a source, target, or others code is a channel message
|
static int |
MASK_CNTRLMSG
MAJOR_MASK bit denoting an event that is for system processing, and not observable
|
static int |
MASK_DELICATE
MAJOR_MASK bit denoting a source, target, or others code is thiefly, delicate
|
static java.lang.String[] |
MASK_DESCS
Index string descriptions of all the MAJOR_MASK code MAKS_s
|
static int |
MASK_EYES
MAJOR_MASK bit denoting a source, target, or others code does looking and seeing
|
static int |
MASK_HANDS
MAJOR_MASK bit denoting a source, target, or others code does small hand movements
|
static int |
MASK_INTERMSG
MAJOR_MASK bit denoting an event that is for system processing, and not observable
|
static int |
MASK_MAGIC
MAJOR_MASK bit denoting a source, target, or others code is magical
|
static int |
MASK_MALICIOUS
MAJOR_MASK bit denoting a source, target, or others code is malicious, harmful to the target
|
static int |
MASK_MOUTH
MAJOR_MASK bit denoting a source, target, or others code does speaking and eating
|
static int |
MASK_MOVE
MAJOR_MASK bit denoting a source, target, or others code does large body movements (travel)
|
static int |
MASK_OPTIMIZE
MAJOR_MASK bit denoting an event that will be repeated, in order to optimize execution
|
static int |
MASK_SOUND
MAJOR_MASK bit denoting a source, target, or others code does general body noises
|
static int |
MINOR_MASK
Mask to remove the MAJOR_MASK from the source, target, or others code, leaving only TYPE
|
static java.lang.Object[][] |
MISC_DESCS
Addendum to TYPE_DESCS for codes above the last index (channels only at this point)
|
static int |
MSG_ACTIVATE
combined MAJOR and MINOR codes for useful event message type for a activate event
|
static int |
MSG_ADVANCE
combined MAJOR and MINOR codes for useful event message type for a combat advance event
|
static int |
MSG_AREAAFFECT
combined MAJOR and MINOR codes for useful event message type for general area effects
|
static int |
MSG_BID
combined MAJOR and MINOR codes for useful event message type for a auction bid event
|
static int |
MSG_BORROW
combined MAJOR and MINOR codes for useful event message type for a banker borrow event
|
static int |
MSG_BRINGTOLIFE
combined MAJOR and MINOR codes for useful event message type for a bring-to-life event
|
static int |
MSG_BUY
combined MAJOR and MINOR codes for useful event message type for a buy event
|
static int |
MSG_CAST
combined MAJOR and MINOR codes for useful event message type for a spellcasting event
|
static int |
MSG_CAST_ATTACK_SOMANTIC_SPELL
combined MAJOR and MINOR codes for useful event message type for a malicious somantic spellcasting event
|
static int |
MSG_CAST_ATTACK_VERBAL_SPELL
combined MAJOR and MINOR codes for useful event message type for a malicious verbal spellcasting event
|
static int |
MSG_CAST_MALICIOUS
combined MAJOR and MINOR codes for useful event message type for a malicious spellcasting event
|
static int |
MSG_CAST_SOMANTIC_SPELL
combined MAJOR and MINOR codes for useful event message type for a somantic spellcasting event
|
static int |
MSG_CAST_VERBAL_SPELL
combined MAJOR and MINOR codes for useful event message type for a verbal spellcasting event
|
static int |
MSG_CLANEVENT
combined MAJOR and MINOR codes for useful event message type for a clan event
|
static int |
MSG_CLOSE
combined MAJOR and MINOR codes for useful event message type for a close event
|
static int |
MSG_COLLISION
combined MAJOR and MINOR codes for useful event message type for a collision
|
static int |
MSG_COMMAND
combined MAJOR and MINOR codes for useful event message type for a fail to target in a command
|
static int |
MSG_COMMANDFAIL
combined MAJOR and MINOR codes for useful event message type for a fail to target in a command
|
static int |
MSG_CONTEMPLATE
combined MAJOR and MINOR codes for useful event message type for power current flow
|
static int |
MSG_DAMAGE
combined MAJOR and MINOR codes for useful event message type for a damage event
|
static int |
MSG_DEACTIVATE
combined MAJOR and MINOR codes for useful event message type for a deactivate event
|
static int |
MSG_DEATH
combined MAJOR and MINOR codes for useful event message type for a death event
|
static int |
MSG_DELICATE_HANDS_ACT
combined MAJOR and MINOR codes for useful event message type for a thiefly large quiet event
|
static int |
MSG_DELICATE_SMALL_HANDS_ACT
combined MAJOR and MINOR codes for useful event message type for a thiefly delicate quiet event
|
static int |
MSG_DEPOSIT
combined MAJOR and MINOR codes for useful event message type for a bank deposit event
|
static int |
MSG_DIG
combined MAJOR and MINOR codes for useful event message type for a physical digging action
|
static int |
MSG_DISMOUNT
combined MAJOR and MINOR codes for useful event message type for a dismount event
|
static int |
MSG_DISPOSSESS
combined MAJOR and MINOR codes for useful event message type for a un-possession
|
static int |
MSG_DRINK
combined MAJOR and MINOR codes for useful event message type for a drink event
|
static int |
MSG_DROP
combined MAJOR and MINOR codes for useful event message type for a drop event
|
static int |
MSG_DUELCHALLENGE
combined MAJOR and MINOR codes for useful event message type for a duel challenge
|
static int |
MSG_DUELLOSS
combined MAJOR and MINOR codes for useful event message type for a loss in a duel
|
static int |
MSG_EAT
combined MAJOR and MINOR codes for useful event message type for a eat event
|
static int |
MSG_EAT_GROUND
combined MAJOR and MINOR codes for useful event message type for a eat event
|
static int |
MSG_EMOTE
combined MAJOR and MINOR codes for useful event message type for a emoting event
|
static int |
MSG_ENHANCE
combined MAJOR and MINOR codes for useful event message type for a tech enhance
|
static int |
MSG_ENTER
combined MAJOR and MINOR codes for useful event message type for a enter event
|
static int |
MSG_EXAMINE
combined MAJOR and MINOR codes for useful event message type for a examine event
|
static int |
MSG_EXPIRE
combined MAJOR and MINOR codes for useful event message type for a item expire event
|
static int |
MSG_EXTINGUISH
combined MAJOR and MINOR codes for useful event message type for a extinguish event
|
static int |
MSG_FILL
combined MAJOR and MINOR codes for useful event message type for a fill event
|
static int |
MSG_FLEE
combined MAJOR and MINOR codes for useful event message type for a flee event
|
static int |
MSG_FOLLOW
combined MAJOR and MINOR codes for useful event message type for a follow event
|
static int |
MSG_GET
combined MAJOR and MINOR codes for useful event message type for a get event
|
static int |
MSG_GIVE
combined MAJOR and MINOR codes for useful event message type for a give event
|
static int |
MSG_HANDS
combined MAJOR and MINOR codes for useful event message type for a general hands event
|
static int |
MSG_HEALING
combined MAJOR and MINOR codes for useful event message type for a healing event
|
static int |
MSG_HOLD
combined MAJOR and MINOR codes for useful event message type for a hold event
|
static int |
MSG_HUH
combined MAJOR and MINOR codes for useful event message type for an unknown command event
|
static int |
MSG_INSTALL
combined MAJOR and MINOR codes for useful event message type for a tech install
|
static int |
MSG_KNOCK
combined MAJOR and MINOR codes for useful event message type for a knock event
|
static int |
MSG_LEAVE
combined MAJOR and MINOR codes for useful event message type for a leave event
|
static int |
MSG_LEGALWARRANT
combined MAJOR and MINOR codes for useful event message type for a duel challenge
|
static int |
MSG_LEVEL
combined MAJOR and MINOR codes for useful event message type for a level event
|
static int |
MSG_LIST
combined MAJOR and MINOR codes for useful event message type for a shopkeeper list event
|
static int |
MSG_LOCK
combined MAJOR and MINOR codes for useful event message type for a lock event
|
static int |
MSG_LOGIN
combined MAJOR and MINOR codes for useful event message type for a login event
|
static int |
MSG_LOOK
combined MAJOR and MINOR codes for useful event message type for a look event
|
static int |
MSG_LOOK_EXITS
combined MAJOR and MINOR codes for useful event message type for looking around at exits
|
static int |
MSG_MOUNT
combined MAJOR and MINOR codes for useful event message type for a mount event
|
static int |
MSG_NOFOLLOW
combined MAJOR and MINOR codes for useful event message type for a nofollow event
|
static int |
MSG_NOISE
combined MAJOR and MINOR codes for useful event message type for a noisy event
|
static int |
MSG_NOISYMOVEMENT
combined MAJOR and MINOR codes for useful event message type for a large noisy movement event
|
static int |
MSG_OK_ACTION
combined MAJOR and MINOR codes for useful event message type for a always confirmed noisy event
|
static int |
MSG_OK_VISUAL
combined MAJOR and MINOR codes for useful event message type for a always confirmed quiet event
|
static int |
MSG_OPEN
combined MAJOR and MINOR codes for useful event message type for a open event
|
static int |
MSG_ORDER
combined MAJOR and MINOR codes for useful event message type for a target order event
|
static int |
MSG_PANIC
combined MAJOR and MINOR codes for useful event message type for a panic event
|
static int |
MSG_POSSESS
combined MAJOR and MINOR codes for useful event message type for a possession
|
static int |
MSG_POUR
combined MAJOR and MINOR codes for useful event message type for a pour onto event
|
static int |
MSG_POWERCURRENT
combined MAJOR and MINOR codes for useful event message type for power current flow
|
static int |
MSG_PRACTICE
combined MAJOR and MINOR codes for useful event message type for a practice event
|
static int |
MSG_PREINVOKE
combined MAJOR and MINOR codes for useful event message type for a possibly invoked skill
|
static int |
MSG_PULL
combined MAJOR and MINOR codes for useful event message type for a pull event
|
static int |
MSG_PUSH
combined MAJOR and MINOR codes for useful event message type for a push event
|
static int |
MSG_PUT
combined MAJOR and MINOR codes for useful event message type for a put event
|
static int |
MSG_QUIETMOVEMENT
combined MAJOR and MINOR codes for useful event message type for a large quiet movement event
|
static int |
MSG_QUIT
combined MAJOR and MINOR codes for useful event message type for a game quit event
|
static int |
MSG_READ
combined MAJOR and MINOR codes for useful event message type for a read event
|
static int |
MSG_REBUKE
combined MAJOR and MINOR codes for useful event message type for a rebuke event
|
static int |
MSG_RECALL
combined MAJOR and MINOR codes for useful event message type for a recall event
|
static int |
MSG_RELOAD
combined MAJOR and MINOR codes for useful event message type for a missile weapon reload event
|
static int |
MSG_REMOVE
combined MAJOR and MINOR codes for useful event message type for a remove event
|
static int |
MSG_REPAIR
combined MAJOR and MINOR codes for useful event message type for a tech repair
|
static int |
MSG_RETIRE
combined MAJOR and MINOR codes for useful event message type for a retire event
|
static int |
MSG_RETREAT
combined MAJOR and MINOR codes for useful event message type for a combat retreat event
|
static int |
MSG_ROOMRESET
combined MAJOR and MINOR codes for useful event message type for a room reset event
|
static int |
MSG_SELL
combined MAJOR and MINOR codes for useful event message type for a sell event
|
static int |
MSG_SERVE
combined MAJOR and MINOR codes for useful event message type for a serve event
|
static int |
MSG_SHUTDOWN
combined MAJOR and MINOR codes for useful event message type for a game shutdown event
|
static int |
MSG_SIT
combined MAJOR and MINOR codes for useful event message type for a sit event
|
static int |
MSG_SITMOVE
combined MAJOR and MINOR codes for useful event message type for a crawl event
|
static int |
MSG_SLEEP
combined MAJOR and MINOR codes for useful event message type for a sleep event
|
static int |
MSG_SNIFF
combined MAJOR and MINOR codes for useful event message type for a sniff event
|
static int |
MSG_SPEAK
combined MAJOR and MINOR codes for useful event message type for a speak event
|
static int |
MSG_STAND
combined MAJOR and MINOR codes for useful event message type for a stand event
|
static int |
MSG_TEACH
combined MAJOR and MINOR codes for useful event message type for a teach event
|
static int |
MSG_TELL
combined MAJOR and MINOR codes for useful event message type for a tell event
|
static int |
MSG_THIEF_ACT
combined MAJOR and MINOR codes for useful event message type for a general thiefly embarrassing event
|
static int |
MSG_THROW
combined MAJOR and MINOR codes for useful event message type for a throw event
|
static int |
MSG_UNLOAD
combined MAJOR and MINOR codes for useful event message type for a missile weapon reload event
|
static int |
MSG_UNLOCK
combined MAJOR and MINOR codes for useful event message type for a unlock event
|
static int |
MSG_VALUE
combined MAJOR and MINOR codes for useful event message type for a shopkeeper value event
|
static int |
MSG_VIEW
combined MAJOR and MINOR codes for useful event message type for a shop view event
|
static int |
MSG_WEAPONATTACK
combined MAJOR and MINOR codes for useful event message type for a physical attack event
|
static int |
MSG_WEAR
combined MAJOR and MINOR codes for useful event message type for a wear event
|
static int |
MSG_WIELD
combined MAJOR and MINOR codes for useful event message type for a wield event
|
static int |
MSG_WITHDRAW
combined MAJOR and MINOR codes for useful event message type for a bank withdraw event
|
static int |
MSG_WRITE
combined MAJOR and MINOR codes for useful event message type for a write event
|
static int |
MSK_CAST
Useful MAJOR_MASK shortcut combining other MASK_ constants related to casting both verbal and somantic
|
static int |
MSK_CAST_MALICIOUS
Useful MAJOR_MASK shortcut combining other MASK_ constants related to casting both verbal and somantic maliciously
|
static int |
MSK_CAST_MALICIOUS_SOMANTIC
Useful MAJOR_MASK shortcut combining other MASK_ constants related to casting somantic malicious magic
|
static int |
MSK_CAST_MALICIOUS_VERBAL
Useful MAJOR_MASK shortcut combining other MASK_ constants related to casting verbal malicious magic
|
static int |
MSK_CAST_SOMANTIC
Useful MAJOR_MASK shortcut combining other MASK_ constants related to casting somantic magic
|
static int |
MSK_CAST_VERBAL
Useful MAJOR_MASK shortcut combining other MASK_ constants related to casting verbal magic
|
static int |
MSK_HAGGLE
Useful MAJOR_MASK shortcut combining other MASK_ constants related to haggling over price
|
static int |
MSK_MALICIOUS_MOVE
Useful MAJOR_MASK shortcut combining other MASK_ constants related to malicious noisy movements
|
static int |
NO_EFFECT
combined MAJOR and MINOR codes for useful event message type that does absolutely nothing
|
static int |
TYP_ACID
MINOR_MASK minor action code type, denoting a melting action
|
static int |
TYP_ACTIVATE
MINOR_MASK minor action code type, denoting an activate action
|
static int |
TYP_ADVANCE
MINOR_MASK minor action code type, denoting an advance on target action
|
static int |
TYP_AREAAFFECT
MINOR_MASK minor action code type, denoting a general area event
|
static int |
TYP_AROMA
MINOR_MASK minor action code type, denoting a general unknown action
|
static int |
TYP_BID
MINOR_MASK minor action code type, denoting a auctioneer bid action
|
static int |
TYP_BORROW
MINOR_MASK minor action code type, denoting a banker borrow action
|
static int |
TYP_BUY
MINOR_MASK minor action code type, denoting a buy action
|
static int |
TYP_CAST_SPELL
MINOR_MASK minor action code type, denoting a spell casting action
|
static int |
TYP_CHANNEL
MINOR_MASK minor action code type, denoting a channel action -- 2000-2047 are channels
|
static int |
TYP_CLANEVENT
MINOR_MASK minor action code type, denoting a clan event
|
static int |
TYP_CLOSE
MINOR_MASK minor action code type, denoting a close action
|
static int |
TYP_COLD
MINOR_MASK minor action code type, denoting a freezing action
|
static int |
TYP_COLLISION
MINOR_MASK minor action code type, denoting a collision
|
static int |
TYP_COMMAND
MINOR_MASK minor action code type, denoting a meta-message command
|
static int |
TYP_COMMANDFAIL
MINOR_MASK minor action code type, denoting a command that was mistargeted
|
static int |
TYP_CONTEMPLATE
MINOR_MASK minor action code type, denoting power current flowing
|
static int |
TYP_DAMAGE
MINOR_MASK minor action code type, denoting a general damaging action
|
static int |
TYP_DEACTIVATE
MINOR_MASK minor action code type, denoting a deactivate action
|
static int |
TYP_DEATH
MINOR_MASK minor action code type, denoting a dying action
|
static int |
TYP_DELICATE_HANDS_ACT
MINOR_MASK minor action code type, denoting a delicate, thiefly action
|
static int |
TYP_DEPOSIT
MINOR_MASK minor action code type, denoting a shopkeeper deposit action
|
static int |
TYP_DIG
MINOR_MASK minor action code type, denoting the digging a hole action
|
static int |
TYP_DISEASE
MINOR_MASK minor action code type, denoting a disease spreading action
|
static int |
TYP_DISMOUNT
MINOR_MASK minor action code type, denoting a dismount action
|
static int |
TYP_DISPOSSESS
MINOR_MASK minor action code type, denoting dispossession of a possessed body
|
static int |
TYP_DRINK
MINOR_MASK minor action code type, denoting a drink action
|
static int |
TYP_DROP
MINOR_MASK minor action code type, denoting a drop action
|
static int |
TYP_DUELCHALLENGE
MINOR_MASK minor action code type, denoting a challenge to the duel
|
static int |
TYP_DUELLOSS
MINOR_MASK minor action code type, denoting a loss in a duel
|
static int |
TYP_EAT
MINOR_MASK minor action code type, denoting a eat action
|
static int |
TYP_ELECTRIC
MINOR_MASK minor action code type, denoting a shocking action
|
static int |
TYP_EMOTE
MINOR_MASK minor action code type, denoting an emote action
|
static int |
TYP_ENHANCE
MINOR_MASK minor action code type, denoting a tech enhance
|
static int |
TYP_ENTER
MINOR_MASK minor action code type, denoting a entering action
|
static int |
TYP_EXAMINE
MINOR_MASK minor action code type, denoting a close look/examine action
|
static int |
TYP_EXPCHANGE
MINOR_MASK minor action code type, denoting a xp gain/loss action
|
static int |
TYP_EXPIRE
MINOR_MASK minor action code type, denoting an item/room expiration action
|
static int |
TYP_EXTINGUISH
MINOR_MASK minor action code type, denoting a extinguishing action
|
static int |
TYP_FACTIONCHANGE
MINOR_MASK minor action code type, denoting a gain or loss of faction
|
static int |
TYP_FILL
MINOR_MASK minor action code type, denoting a fill action
|
static int |
TYP_FIRE
MINOR_MASK minor action code type, denoting a flaming action
|
static int |
TYP_FLEE
MINOR_MASK minor action code type, denoting a fleeing action
|
static int |
TYP_FOLLOW
MINOR_MASK minor action code type, denoting a following action
|
static int |
TYP_GAS
MINOR_MASK minor action code type, denoting a gassing action
|
static int |
TYP_GENERAL
MINOR_MASK minor action code type, denoting a general unknown action
|
static int |
TYP_GET
MINOR_MASK minor action code type, denoting a get action
|
static int |
TYP_GIVE
MINOR_MASK minor action code type, denoting a give action
|
static int |
TYP_HANDS
MINOR_MASK minor action code type, denoting a small hands, non-movement action
|
static int |
TYP_HEALING
MINOR_MASK minor action code type, denoting a healing action
|
static int |
TYP_HOLD
MINOR_MASK minor action code type, denoting a hold action
|
static int |
TYP_HUH
MINOR_MASK minor action code type, denoting an unknown command action
|
static int |
TYP_INSTALL
MINOR_MASK minor action code type, denoting a tech install
|
static int |
TYP_JUSTICE
MINOR_MASK minor action code type, denoting an embarrasing action
|
static int |
TYP_KNOCK
MINOR_MASK minor action code type, denoting a knock action
|
static int |
TYP_LASER
MINOR_MASK minor action code type, denoting a laser action
|
static int |
TYP_LEAVE
MINOR_MASK minor action code type, denoting a leaving action
|
static int |
TYP_LEGALWARRANT
MINOR_MASK minor action code type, denoting a legal matter
|
static int |
TYP_LEVEL
MINOR_MASK minor action code type, denoting a level gain action
|
static int |
TYP_LIFE
MINOR_MASK minor action code type, denoting a bring-to-life action
|
static int |
TYP_LIST
MINOR_MASK minor action code type, denoting a shopkeeper list action
|
static int |
TYP_LOCK
MINOR_MASK minor action code type, denoting a lock action
|
static int |
TYP_LOGIN
MINOR_MASK minor action code type, denoting a login action
|
static int |
TYP_LOOK
MINOR_MASK minor action code type, denoting a look action
|
static int |
TYP_LOOK_EXITS
MINOR_MASK minor action code type, denoting a specific glance at the exits
|
static int |
TYP_MIND
MINOR_MASK minor action code type, denoting a mind-affecting action
|
static int |
TYP_MOUNT
MINOR_MASK minor action code type, denoting a mount action
|
static int |
TYP_NOFOLLOW
MINOR_MASK minor action code type, denoting a nofollow action
|
static int |
TYP_NOISE
MINOR_MASK minor action code type, denoting a noisy, non-movement action
|
static int |
TYP_NOISYMOVEMENT
MINOR_MASK minor action code type, denoting a noisy, large movement action
|
static int |
TYP_OK_ACTION
MINOR_MASK minor action code type, denoting a general noisy movement action
|
static int |
TYP_OK_VISUAL
MINOR_MASK minor action code type, denoting a general non-noisy movement action
|
static int |
TYP_OPEN
MINOR_MASK minor action code type, denoting a open action
|
static int |
TYP_ORDER
MINOR_MASK minor action code type, denoting a order target action
|
static int |
TYP_PANIC
MINOR_MASK minor action code type, denoting a panic/near death action
|
static int |
TYP_PARALYZE
MINOR_MASK minor action code type, denoting a paralyzing action
|
static int |
TYP_POISON
MINOR_MASK minor action code type, denoting a poisoning action
|
static int |
TYP_POSSESS
MINOR_MASK minor action code type, denoting possession of one body by another
|
static int |
TYP_POUR
MINOR_MASK minor action code type, denoting power current flowing
|
static int |
TYP_POWERCURRENT
MINOR_MASK minor action code type, denoting power current flowing
|
static int |
TYP_PRACTICE
MINOR_MASK minor action code type, denoting a practice action
|
static int |
TYP_PREINVOKE
MINOR_MASK minor action code type, denoting a skill possibly invoked
|
static int |
TYP_PULL
MINOR_MASK minor action code type, denoting a pull action
|
static int |
TYP_PUSH
MINOR_MASK minor action code type, denoting a push action
|
static int |
TYP_PUT
MINOR_MASK minor action code type, denoting a put action
|
static int |
TYP_QUIETMOVEMENT
MINOR_MASK minor action code type, denoting a quiet, large movement action
|
static int |
TYP_QUIT
MINOR_MASK minor action code type, denoting a game quitting action
|
static int |
TYP_READ
MINOR_MASK minor action code type, denoting a read action
|
static int |
TYP_REBUKE
MINOR_MASK minor action code type, denoting a rebuke action
|
static int |
TYP_RECALL
MINOR_MASK minor action code type, denoting a recall action
|
static int |
TYP_RELOAD
MINOR_MASK minor action code type, denoting a missile weapon reload action
|
static int |
TYP_REMOVE
MINOR_MASK minor action code type, denoting a remove action
|
static int |
TYP_REPAIR
MINOR_MASK minor action code type, denoting a tech repair
|
static int |
TYP_RETIRE
MINOR_MASK minor action code type, denoting a player retire action
|
static int |
TYP_RETREAT
MINOR_MASK minor action code type, denoting a target retreat from action
|
static int |
TYP_ROOMRESET
MINOR_MASK minor action code type, denoting a room resetting action
|
static int |
TYP_SELL
MINOR_MASK minor action code type, denoting a sell action
|
static int |
TYP_SERVE
MINOR_MASK minor action code type, denoting a serve action
|
static int |
TYP_SHUTDOWN
MINOR_MASK minor action code type, denoting a game shutdown action
|
static int |
TYP_SIT
MINOR_MASK minor action code type, denoting a sitting action
|
static int |
TYP_SITMOVE
MINOR_MASK minor action code type, denoting a crawling/sit enter action
|
static int |
TYP_SLEEP
MINOR_MASK minor action code type, denoting a sleeping action
|
static int |
TYP_SNIFF
MINOR_MASK minor action code type, denoting a sniff action
|
static int |
TYP_SONIC
MINOR_MASK minor action code type, denoting a sonic action
|
static int |
TYP_SPEAK
MINOR_MASK minor action code type, denoting a speaking action
|
static int |
TYP_STAND
MINOR_MASK minor action code type, denoting a standing action
|
static int |
TYP_TEACH
MINOR_MASK minor action code type, denoting a teach action
|
static int |
TYP_TELL
MINOR_MASK minor action code type, denoting a tell action
|
static int |
TYP_THROW
MINOR_MASK minor action code type, denoting a throw action
|
static int |
TYP_UNDEAD
MINOR_MASK minor action code type, denoting a cold evil undead action
|
static int |
TYP_UNLOAD
MINOR_MASK minor action code type, denoting a missile weapon unload action
|
static int |
TYP_UNLOCK
MINOR_MASK minor action code type, denoting a unlock action
|
static int |
TYP_VALUE
MINOR_MASK minor action code type, denoting a shopkeeper value action
|
static int |
TYP_VIEW
MINOR_MASK minor action code type, denoting a shopkeeper view action
|
static int |
TYP_WAND_USE
MINOR_MASK minor action code type, denoting a wand activation action
|
static int |
TYP_WATER
MINOR_MASK minor action code type, denoting a wet action
|
static int |
TYP_WEAPONATTACK
MINOR_MASK minor action code type, denoting a physical attack
|
static int |
TYP_WEAR
MINOR_MASK minor action code type, denoting a wear action
|
static int |
TYP_WIELD
MINOR_MASK minor action code type, denoting a wield action
|
static int |
TYP_WITHDRAW
MINOR_MASK minor action code type, denoting a shopkeeper withdraw action
|
static int |
TYP_WRITE
MINOR_MASK minor action code type, denoting a writing action
|
static java.lang.String[] |
TYPE_DESCS
Index string descriptions of all the MINOR_MASK action code TYP_s
|
| Modifier and Type | Method and Description |
|---|---|
CMMsg |
addTrailerMsg(CMMsg msg)
Appends to the list of other CMMsg events which are slated to be confirmed
and executed AFTER this current message is handled.
|
CMMsg |
addTrailerRunnable(java.lang.Runnable runner)
Appends to the list of Runnable objects which are slated to be confirmed
and executed AFTER this current message is handled.
|
boolean |
amISource(MOB thisOne)
Returns whether the given Environmental object is, in fact, the source
of this message.
|
boolean |
amITarget(Environmental thisOne)
Returns whether the given Environmental object is, in fact, the target
of this message.
|
boolean |
isOthers(Environmental E)
Returns whether the given Environmental object is neither the source
nor the target of this message.
|
boolean |
isOthers(int codeOrMask)
Returns whether the given code or mask is either the minor code
or a part of the major code of the othersCode
|
boolean |
isOthers(java.lang.String codeOrMaskDesc)
Returns whether the given code or mask string matches the minor code
or a part of the major code of the othersCode.
|
boolean |
isSource(Environmental E)
Returns whether the given Environmental object is, in fact, the source
of this message.
|
boolean |
isSource(int codeOrMask)
Returns whether the given code or mask is either the minor code
or a part of the major code of the sourceCode
|
boolean |
isSource(java.lang.String codeOrMaskDesc)
Returns whether the given code or mask string matches the minor code
or a part of the major code of the sourceCode.
|
boolean |
isTarget(Environmental E)
Returns whether the given Environmental object is, in fact, the target
of this message.
|
boolean |
isTarget(int codeOrMask)
Returns whether the given code or mask is either the minor code
or a part of the major code of the targetCode
|
boolean |
isTarget(java.lang.String codeOrMaskDesc)
Returns whether the given code or mask string matches the minor code
or a part of the major code of the targetCode.
|
CMMsg |
modify(MOB source,
Environmental target,
Environmental tool,
int newSourceCode,
int newTargetCode,
int newOthersCode,
java.lang.String allMessage)
Modifies one of more fields in this event.
|
CMMsg |
modify(MOB source,
Environmental target,
Environmental tool,
int newAllCode,
java.lang.String allMessage)
Modifies one of more fields in this event.
|
CMMsg |
modify(MOB source,
Environmental target,
Environmental tool,
int newSourceCode,
java.lang.String sourceMessage,
int newTargetCode,
java.lang.String targetMessage,
int newOthersCode,
java.lang.String othersMessage)
Modifies one of more fields in this event.
|
CMMsg |
modify(MOB source,
Environmental target,
Environmental tool,
int newAllCode,
java.lang.String sourceMessage,
java.lang.String targetMessage,
java.lang.String othersMessage)
Modifies one of more fields in this event.
|
CMMsg |
modify(MOB source,
Environmental target,
int newAllCode,
java.lang.String allMessage)
Modifies one of more fields in this event.
|
CMMsg |
modify(MOB source,
int newAllCode,
java.lang.String allMessage)
Modifies one of more fields in this event.
|
CMMsg |
modify(MOB source,
int newAllCode,
java.lang.String allMessage,
int newValue)
Modifies one of more fields in this event.
|
int |
othersCode()
A combination bitmask, action type integer that describes information
about how this event affects or is perceived by the others of the
action.
|
int |
othersMajor()
Returns high order bitmask for the others code
(Others are everyone not source, not target)
|
boolean |
othersMajor(int bitMask)
Returns whether high order bitmask for the others code is set
(Others are everyone not source, not target)
|
java.lang.String |
othersMessage()
Returns the string seen by the others of the event, and only by
the others of the event.
|
int |
othersMinor()
Returns low order action type integer for the others code
(Others are everyone not source, not target)
|
void |
parseFlatString(java.lang.String flat)
Unserializes this message as well as it reasonably can.
|
boolean |
sameAs(CMMsg E)
Whether this object instance is functionally identical to the object passed in.
|
CMMsg |
setOthersCode(int code)
A combination bitmask, action type integer that describes information
about how this event affects or is perceived by the others of the
action.
|
CMMsg |
setOthersMessage(java.lang.String str)
Sets the string seen by the others of the event, and only by
the others of the event.
|
CMMsg |
setSource(MOB mob)
Sets the source of this event, a MOB object
|
CMMsg |
setSourceCode(int code)
A combination bitmask, action type integer that describes information
about how this event affects or is perceived by the source of the
action.
|
CMMsg |
setSourceMessage(java.lang.String str)
Sets the string seen by the source of the event, and only by
the source of the event.
|
CMMsg |
setTarget(Environmental E)
Sets the target of this event, an Environmental object
|
CMMsg |
setTargetCode(int code)
A combination bitmask, action type integer that describes information
about how this event affects or is perceived by the target of the
action.
|
CMMsg |
setTargetMessage(java.lang.String str)
Sets the string seen by the target of the event, and only by
the target of the event.
|
CMMsg |
setTool(Environmental E)
Sets the means, item, portal, or otherwise tool that helps the source
affect the event upon the target.
|
CMMsg |
setValue(int amount)
Sets an arbitrary integer value associated with this event.
|
MOB |
source()
Returns the source of this event, a MOB object
|
int |
sourceCode()
A combination bitmask, action type integer that describes information
about how this event affects or is perceived by the source of the
action.
|
int |
sourceMajor()
Returns high order bitmask for the source code
|
boolean |
sourceMajor(int bitMask)
Returns whether high order bitmask for the source code is set
|
java.lang.String |
sourceMessage()
Returns the string seen by the source of the event, and only by
the source of the event.
|
int |
sourceMinor()
Returns low order action type integer for the target code
|
Environmental |
target()
Returns the target of this event, an Environmental object
|
int |
targetCode()
A combination bitmask, action type integer that describes information
about how this event affects or is perceived by the target of the
action.
|
int |
targetMajor()
Returns high order bitmask for the target code
|
boolean |
targetMajor(int bitMask)
Returns whether high order bitmask for the target code is set
|
java.lang.String |
targetMessage()
Returns the string seen by the target of the event, and only by
the target of the event.
|
int |
targetMinor()
Returns low order action type integer for the target code
|
java.lang.String |
toFlatString()
Serializes this message as well as it reasonably can.
|
Environmental |
tool()
Returns the means, item, portal, or otherwise tool that helps the source
affect the event upon the target.
|
java.util.List<CMMsg> |
trailerMsgs()
Returns a List of other CMMsg events which are slated to be confirmed
and executed AFTER this current message is handled.
|
java.util.List<java.lang.Runnable> |
trailerRunnables()
Returns a List of other Runnables which are slated to be
and executed AFTER this current message is handled.
|
int |
value()
Returns the arbitrary value integer associated with this event.
|
copyOf, ID, initializeClass, name, newInstance
static final int MINOR_MASK
static final int MAJOR_MASK
static final int MASK_HANDS
static final int MASK_MOVE
static final int MASK_EYES
static final int MASK_MOUTH
static final int MASK_SOUND
static final int MASK_ALWAYS
static final int MASK_MAGIC
static final int MASK_DELICATE
static final int MASK_MALICIOUS
static final int MASK_CHANNEL
static final int MASK_OPTIMIZE
static final int MASK_CNTRLMSG
static final int MASK_INTERMSG
static final int TYP_AREAAFFECT
static final int TYP_PUSH
static final int TYP_PULL
static final int TYP_RECALL
static final int TYP_OPEN
static final int TYP_CLOSE
static final int TYP_PUT
static final int TYP_GET
static final int TYP_UNLOCK
static final int TYP_LOCK
static final int TYP_WIELD
static final int TYP_GIVE
static final int TYP_BUY
static final int TYP_SELL
static final int TYP_DROP
static final int TYP_WEAR
static final int TYP_FILL
static final int TYP_DELICATE_HANDS_ACT
static final int TYP_VALUE
static final int TYP_HOLD
static final int TYP_NOISYMOVEMENT
static final int TYP_QUIETMOVEMENT
static final int TYP_WEAPONATTACK
static final int TYP_LOOK
static final int TYP_READ
static final int TYP_NOISE
static final int TYP_SPEAK
static final int TYP_CAST_SPELL
static final int TYP_LIST
static final int TYP_EAT
static final int TYP_ENTER
static final int TYP_FOLLOW
static final int TYP_LEAVE
static final int TYP_SLEEP
static final int TYP_SIT
static final int TYP_STAND
static final int TYP_FLEE
static final int TYP_NOFOLLOW
static final int TYP_WRITE
static final int TYP_FIRE
static final int TYP_COLD
static final int TYP_WATER
static final int TYP_GAS
static final int TYP_MIND
static final int TYP_GENERAL
static final int TYP_JUSTICE
static final int TYP_ACID
static final int TYP_ELECTRIC
static final int TYP_POISON
static final int TYP_UNDEAD
static final int TYP_MOUNT
static final int TYP_DISMOUNT
static final int TYP_OK_ACTION
static final int TYP_OK_VISUAL
static final int TYP_DRINK
static final int TYP_HANDS
static final int TYP_PARALYZE
static final int TYP_WAND_USE
static final int TYP_SERVE
static final int TYP_REBUKE
static final int TYP_ADVANCE
static final int TYP_DISEASE
static final int TYP_DEATH
static final int TYP_DEPOSIT
static final int TYP_WITHDRAW
static final int TYP_EMOTE
static final int TYP_QUIT
static final int TYP_SHUTDOWN
static final int TYP_VIEW
static final int TYP_RETIRE
static final int TYP_RETREAT
static final int TYP_PANIC
static final int TYP_THROW
static final int TYP_EXTINGUISH
static final int TYP_TELL
static final int TYP_SITMOVE
static final int TYP_KNOCK
static final int TYP_PRACTICE
static final int TYP_TEACH
static final int TYP_REMOVE
static final int TYP_EXPCHANGE
static final int TYP_DAMAGE
static final int TYP_HEALING
static final int TYP_ROOMRESET
static final int TYP_RELOAD
static final int TYP_SNIFF
static final int TYP_ACTIVATE
static final int TYP_DEACTIVATE
static final int TYP_FACTIONCHANGE
static final int TYP_LOGIN
static final int TYP_LEVEL
static final int TYP_EXAMINE
static final int TYP_ORDER
static final int TYP_EXPIRE
static final int TYP_BORROW
static final int TYP_HUH
static final int TYP_LIFE
static final int TYP_BID
static final int TYP_CLANEVENT
static final int TYP_UNLOAD
static final int TYP_DUELCHALLENGE
static final int TYP_LEGALWARRANT
static final int TYP_DIG
static final int TYP_PREINVOKE
static final int TYP_POSSESS
static final int TYP_DISPOSSESS
static final int TYP_POWERCURRENT
static final int TYP_CONTEMPLATE
static final int TYP_POUR
static final int TYP_LOOK_EXITS
static final int TYP_LASER
static final int TYP_SONIC
static final int TYP_REPAIR
static final int TYP_ENHANCE
static final int TYP_INSTALL
static final int TYP_COLLISION
static final int TYP_AROMA
static final int TYP_DUELLOSS
static final int TYP_COMMANDFAIL
static final int TYP_COMMAND
static final int TYP_CHANNEL
static final java.lang.Object[][] MISC_DESCS
static final java.lang.String[] TYPE_DESCS
static final java.lang.String[] MASK_DESCS
static final int MSK_CAST_VERBAL
static final int MSK_CAST_MALICIOUS_VERBAL
static final int MSK_CAST_SOMANTIC
static final int MSK_CAST_MALICIOUS_SOMANTIC
static final int MSK_HAGGLE
static final int MSK_CAST
static final int MSK_CAST_MALICIOUS
static final int MSK_MALICIOUS_MOVE
static final int NO_EFFECT
static final int MSG_AREAAFFECT
static final int MSG_PUSH
static final int MSG_PULL
static final int MSG_RECALL
static final int MSG_OPEN
static final int MSG_CLOSE
static final int MSG_PUT
static final int MSG_GET
static final int MSG_UNLOCK
static final int MSG_LOCK
static final int MSG_WIELD
static final int MSG_GIVE
static final int MSG_BUY
static final int MSG_SELL
static final int MSG_DROP
static final int MSG_WEAR
static final int MSG_FILL
static final int MSG_DELICATE_SMALL_HANDS_ACT
static final int MSG_DELICATE_HANDS_ACT
static final int MSG_THIEF_ACT
static final int MSG_VALUE
static final int MSG_HOLD
static final int MSG_NOISYMOVEMENT
static final int MSG_QUIETMOVEMENT
static final int MSG_RELOAD
static final int MSG_WEAPONATTACK
static final int MSG_LOOK
static final int MSG_READ
static final int MSG_NOISE
static final int MSG_SPEAK
static final int MSG_CAST_VERBAL_SPELL
static final int MSG_LIST
static final int MSG_EAT
static final int MSG_ENTER
static final int MSG_CAST_ATTACK_VERBAL_SPELL
static final int MSG_LEAVE
static final int MSG_SLEEP
static final int MSG_SIT
static final int MSG_STAND
static final int MSG_FLEE
static final int MSG_CAST_SOMANTIC_SPELL
static final int MSG_CAST_ATTACK_SOMANTIC_SPELL
static final int MSG_CAST
static final int MSG_CAST_MALICIOUS
static final int MSG_OK_ACTION
static final int MSG_OK_VISUAL
static final int MSG_DRINK
static final int MSG_HANDS
static final int MSG_EMOTE
static final int MSG_FOLLOW
static final int MSG_NOFOLLOW
static final int MSG_WRITE
static final int MSG_MOUNT
static final int MSG_DISMOUNT
static final int MSG_SERVE
static final int MSG_REBUKE
static final int MSG_ADVANCE
static final int MSG_DEATH
static final int MSG_WITHDRAW
static final int MSG_DEPOSIT
static final int MSG_QUIT
static final int MSG_SHUTDOWN
static final int MSG_VIEW
static final int MSG_RETIRE
static final int MSG_RETREAT
static final int MSG_PANIC
static final int MSG_THROW
static final int MSG_EXTINGUISH
static final int MSG_TELL
static final int MSG_SITMOVE
static final int MSG_KNOCK
static final int MSG_PRACTICE
static final int MSG_TEACH
static final int MSG_REMOVE
static final int MSG_DAMAGE
static final int MSG_HEALING
static final int MSG_ROOMRESET
static final int MSG_SNIFF
static final int MSG_ACTIVATE
static final int MSG_DEACTIVATE
static final int MSG_LOGIN
static final int MSG_LEVEL
static final int MSG_EXAMINE
static final int MSG_ORDER
static final int MSG_EXPIRE
static final int MSG_BORROW
static final int MSG_EAT_GROUND
static final int MSG_HUH
static final int MSG_BRINGTOLIFE
static final int MSG_BID
static final int MSG_CLANEVENT
static final int MSG_UNLOAD
static final int MSG_DUELCHALLENGE
static final int MSG_LEGALWARRANT
static final int MSG_DIG
static final int MSG_PREINVOKE
static final int MSG_POSSESS
static final int MSG_DISPOSSESS
static final int MSG_POWERCURRENT
static final int MSG_CONTEMPLATE
static final int MSG_POUR
static final int MSG_LOOK_EXITS
static final int MSG_REPAIR
static final int MSG_ENHANCE
static final int MSG_INSTALL
static final int MSG_COLLISION
static final int MSG_DUELLOSS
static final int MSG_COMMANDFAIL
static final int MSG_COMMAND
int targetMajor()
targetCode()
,
targetMinor()
,
MASK_MAGIC
boolean targetMajor(int bitMask)
bitMask
- the bitmask to check fortargetCode()
,
targetMinor()
,
MASK_MAGIC
int targetMinor()
targetCode()
,
targetMajor(int)
,
TYP_CAST_SPELL
int targetCode()
target()
,
targetMessage()
,
targetMajor(int)
,
targetMinor()
,
MASK_MAGIC
,
TYP_CAST_SPELL
,
setTargetCode(int)
CMMsg setTargetCode(int code)
code
- the new full bitmask/action type target event codetarget()
,
targetMessage()
,
targetCode()
,
targetMajor(int)
,
targetMinor()
,
MASK_MAGIC
,
TYP_CAST_SPELL
java.lang.String targetMessage()
target()
,
setTargetMessage(String)
,
targetCode()
CMMsg setTargetMessage(java.lang.String str)
str
- the string to show to the target, or NULLtarget()
,
targetMessage()
,
targetCode()
boolean isTarget(int codeOrMask)
codeOrMask
- the target action code or target major mask to checktargetCode()
boolean isTarget(java.lang.String codeOrMaskDesc)
codeOrMaskDesc
- the target action code string, or mask stringTYPE_DESCS
,
MASK_DESCS
,
targetCode()
boolean isTarget(Environmental E)
E
- the Environmental to inspect, may not be nulltarget()
,
Environmental
boolean amITarget(Environmental thisOne)
thisOne
- the Environmental to inspect, may not be nulltarget()
,
Environmental
int sourceMajor()
sourceCode()
,
sourceMinor()
,
MASK_MAGIC
boolean sourceMajor(int bitMask)
bitMask
- the bitmask to check forsourceCode()
,
sourceMinor()
,
MASK_MAGIC
int sourceMinor()
targetCode()
,
targetMajor(int)
,
TYP_CAST_SPELL
int sourceCode()
source()
,
sourceMessage()
,
sourceMajor(int)
,
sourceMinor()
,
MASK_MAGIC
,
TYP_CAST_SPELL
,
setSourceCode(int)
boolean isSource(int codeOrMask)
codeOrMask
- the source action code or source major mask to checksourceCode()
boolean isSource(java.lang.String codeOrMaskDesc)
codeOrMaskDesc
- the source action code string, or mask stringTYPE_DESCS
,
MASK_DESCS
,
sourceCode()
boolean isSource(Environmental E)
E
- the Environmental to inspect, may not be nullsource()
,
Environmental
boolean amISource(MOB thisOne)
thisOne
- the Environmental to inspect, may not be nullsource()
,
Environmental
CMMsg setSourceCode(int code)
code
- the new full bitmask/action type source event codesource()
,
sourceMessage()
,
sourceCode()
,
sourceMajor(int)
,
sourceMinor()
,
MASK_MAGIC
,
TYP_CAST_SPELL
java.lang.String sourceMessage()
source()
,
setSourceMessage(String)
,
sourceCode()
CMMsg setSourceMessage(java.lang.String str)
str
- the string to show to the source, or NULLsource()
,
sourceMessage()
,
sourceCode()
int othersMajor()
othersCode()
,
othersMinor()
,
MASK_MAGIC
boolean othersMajor(int bitMask)
bitMask
- the bitmask to check forothersCode()
,
othersMinor()
,
MASK_MAGIC
int othersMinor()
othersCode()
,
othersMajor(int)
,
TYP_CAST_SPELL
int othersCode()
othersMessage()
,
othersMajor(int)
,
othersMinor()
,
MASK_MAGIC
,
TYP_CAST_SPELL
,
setOthersCode(int)
boolean isOthers(int codeOrMask)
codeOrMask
- the others action code or others major mask to checkothersCode()
boolean isOthers(java.lang.String codeOrMaskDesc)
codeOrMaskDesc
- the others action code string, or mask stringTYPE_DESCS
,
MASK_DESCS
,
othersCode()
CMMsg setOthersCode(int code)
code
- the new full bitmask/action type others event codeothersMessage()
,
othersCode()
,
othersMajor(int)
,
othersMinor()
,
MASK_MAGIC
,
TYP_CAST_SPELL
java.lang.String othersMessage()
setOthersMessage(String)
,
othersCode()
CMMsg setOthersMessage(java.lang.String str)
str
- the string to show to the others, or NULLothersMessage()
,
othersCode()
boolean isOthers(Environmental E)
E
- the Environmental to inspect, may not be nullEnvironmental
,
source()
,
target()
Environmental target()
setTarget(Environmental)
,
Environmental
CMMsg setTarget(Environmental E)
E
- the new target of this eventtarget()
,
Environmental
Environmental tool()
Environmental
,
setTool(Environmental)
CMMsg setTool(Environmental E)
E
- the new tool of this eventEnvironmental
,
tool()
MOB source()
setSource(MOB)
,
MOB
int value()
CMMsg setValue(int amount)
amount
- the integer value of this eventCMMsg modify(MOB source, Environmental target, int newAllCode, java.lang.String allMessage)
source
- the source of the eventtarget
- the target of the eventnewAllCode
- the source, target, and others codeallMessage
- the source, target, and others messagesource()
,
target()
,
sourceCode()
,
targetCode()
,
othersCode()
,
sourceMessage()
,
targetMessage()
,
othersMessage()
CMMsg modify(MOB source, int newAllCode, java.lang.String allMessage)
source
- the new source of this eventnewAllCode
- the new source, target, and others code of this eventallMessage
- the new source, target, and others message of this eventsource()
,
target()
,
sourceCode()
,
targetCode()
,
othersCode()
,
sourceMessage()
,
targetMessage()
,
othersMessage()
CMMsg modify(MOB source, int newAllCode, java.lang.String allMessage, int newValue)
source
- the new source of this eventnewAllCode
- the new source, target, and others code of this eventallMessage
- the new source, target, and others message of this eventnewValue
- the new value for this eventsource()
,
target()
,
sourceCode()
,
targetCode()
,
othersCode()
,
sourceMessage()
,
targetMessage()
,
othersMessage()
,
value()
CMMsg modify(MOB source, Environmental target, Environmental tool, int newAllCode, java.lang.String allMessage)
source
- the new source of this eventtarget
- the new target of this eventtool
- the new tool for this eventnewAllCode
- the new source, target, and others code of this eventallMessage
- the new source, target, and others message of this eventsource()
,
target()
,
sourceCode()
,
targetCode()
,
othersCode()
,
sourceMessage()
,
targetMessage()
,
othersMessage()
CMMsg modify(MOB source, Environmental target, Environmental tool, int newAllCode, java.lang.String sourceMessage, java.lang.String targetMessage, java.lang.String othersMessage)
source
- the new source of this eventtarget
- the new target of this eventtool
- the new tool for this eventnewAllCode
- the new source, target, and others code of this eventsourceMessage
- the new source message for this eventtargetMessage
- the new target message for this eventothersMessage
- the new others message for this eventsource()
,
target()
,
sourceCode()
,
targetCode()
,
othersCode()
,
sourceMessage()
,
targetMessage()
,
othersMessage()
CMMsg modify(MOB source, Environmental target, Environmental tool, int newSourceCode, java.lang.String sourceMessage, int newTargetCode, java.lang.String targetMessage, int newOthersCode, java.lang.String othersMessage)
source
- the new source of this eventtarget
- the new target of this eventtool
- the new tool for this eventnewSourceCode
- the new source code for this eventsourceMessage
- the new source message for this eventnewTargetCode
- the new target code for this eventtargetMessage
- the new target message for this eventnewOthersCode
- the new others code for this eventothersMessage
- the new others message for this eventsource()
,
target()
,
sourceCode()
,
targetCode()
,
othersCode()
,
sourceMessage()
,
targetMessage()
,
othersMessage()
CMMsg modify(MOB source, Environmental target, Environmental tool, int newSourceCode, int newTargetCode, int newOthersCode, java.lang.String allMessage)
source
- the new source of this eventtarget
- the new target of this eventtool
- the new tool for this eventnewSourceCode
- the new source code for this eventnewTargetCode
- the new target code for this eventnewOthersCode
- the new others code for this eventallMessage
- the new source, target, and others message of this eventsource()
,
target()
,
sourceCode()
,
targetCode()
,
othersCode()
,
sourceMessage()
,
targetMessage()
,
othersMessage()
java.util.List<CMMsg> trailerMsgs()
Room.send(MOB, CMMsg)
CMMsg addTrailerMsg(CMMsg msg)
msg
- the CMMsg to append to this message.Room.send(MOB, CMMsg)
java.util.List<java.lang.Runnable> trailerRunnables()
Room.send(MOB, CMMsg)
CMMsg addTrailerRunnable(java.lang.Runnable runner)
runner
- the Runnable to append to this message.Room.send(MOB, CMMsg)
void parseFlatString(java.lang.String flat)
flat
- the serialized messagejava.lang.String toFlatString()


Lecture 10: Anti-aliasing
Computer graphics in Game development
Ivan Belyavtsev
7.11.2020
Kotelnikov theorem
If a function $x(t) $contains no frequencies higher than \(B\) hertz, it is completely determined by giving its ordinates at a series of points spaced \(1/2B\) seconds apart.
Anti-aliasing methods
- Trace more than 1 ray per pixel
- Blend resulted colors
[shirely_2009]
Implementations of super sampling
TODO
- Implement super-sampling anti-aliasing
Implementations of super sampling
Knowledge
- Cost of super sampling is huge
- Quality is the best


BioBlocks
Save Experiment
Load Experiment
powered by
Blockly
and
Cytoscape
Machine Code
English Translation
Protocol Workflow


BTS’ Jungkook popularizing the modern hanbok has lead to it being sold offline for the first time ever in Lotte department stores under his name
by dose-nelJungkook's brand power showed its complete power when he made the modern hanbok a full blown trend. From celebs to the general publiceveryone was purchasing the modern hanbok. The brand also thanked Jungkook for impacting and increasing their sales by a tenfold thus leading to it being sold out on official sites. Now thanks to Jungkook the brand for the first time ever is selling the modern hanbok offline at the main Lotte Department store. Jungkook has positively helped increase sales and boost many startup brands and his brand power is recognized by media and fans alike.


Player Hand:
Dealer Hand:
Place a bet
bet submit
Game Over
Hit
Stay
Black Jack
Submit
Name
Money
Player Name
Player Money


PLY file read and write
The PLY file format was developed at Stanford University. Some well-known models in Computer Graphics, such as the models of The Stanford 3D Scanning Repository (including the Stanford Bunny, Happy Buddha and Dragon), the models of the Large Geometric Models Archive, and the Power Plant Model are in the PLY format.
Here is some C++ libraries for PLY reading and writing. I used RPly because the code is really well written and documented. My task is to read to and write from 2 data structure Point_3D
, storing the 3D position and other information for all 3D points, and Face
, storing the vertex index of each face of the triangulated surface.
Data structure
The declaration of data structure of Point_3D
and Face
.
struct Point_3D
{
int u, v;
float x, y, z;
vector<int> ind_vis_views;
};
struct Face
{
long inds[3];
};
Header
The header defines the format of the PLY file. The typical format is as follows
ply
format ascii 1.0
comment an example of a PLY header
element vertex 3
property float x
property float y
property float z
element face 1
property list uchar int vertex_indices
comment this is a comment
end_header
The format can be ascii
, binary_little_endian
or binary_big_endian
. The element
keyword introduces a description of how some particular data element is stored and how many of them there are. Each element consists of one or more properties, which can be either of type scalar or list. For instance, the vertex
consists of scalaer properties x
, y
, and z
, the face
element consists of one list property vertex_idx
.
This is how you define the file header in the code:
ply_add_element(ply, "vertex", num_vertices);
ply_add_scalar_property(ply, "x", PLY_FLOAT);
// define other properties for `vertex`
ply_add_element(ply, "face", num_faces);
ply_add_list_property(ply, "ind_vertex", PLY_UCHAR, PLY_INT);
PLY Read
Actual reading happens in a callback function the user develops, here is how it works: the method ply_read()
is called, which will further invoke ply_read_element()
, then ply_read_scalar_property()
or ply_read_list_property()
depending on the property type. The actually data is read in by handler
and stored in argument-value
, where argument
is the argument for the callback function. Finally, this callback function is invoked in read_cb(argument)
and the user can do further processing in the callback function.
int ply_read2file(const char* name)
{
// create a p_ply instance
p_ply ply = ply_open(name, NULL, 0, NULL);
if(!ply)
return 0;
// read the header/file format
if(!ply_read_header(ply))
return 0;
// link properties to the callback function `vertex_cb`
ply_set_read_cb(ply, "vertex", "ind_vis_views", vertex_cb, NULL, 1);
// link other properties to the callback function, omitted
// read file
if (!ply_read(ply))
return 0;
// close ply file
if (!ply_close(ply))
return 0;
return 1;
}
// callback function
int PLY_IO::vertex_cb(p_ply_argument argument)
{
// Further processing with the read data
}
Writing
Writing is even easier, there is no need to write a callback function. The only thing to keep in mind is that the order of writing should follow that defined in the header.
int ply_write2file(const char* name, vector<Point_3D> &points_3d, vector<Face> &faces)
{
long num_vertices = static_cast<long>(points_3d.size());
long num_faces = static_cast<long>(faces.size());
p_ply ply = ply_create(name, PLY_ASCII, NULL, 0, NULL);
if (!ply)
return 0;
ply_add_element(ply, "vertex", num_vertices);
ply_add_scalar_property(ply, "u", PLY_INT);
ply_add_scalar_property(ply, "v", PLY_INT);
ply_add_scalar_property(ply, "x", PLY_FLOAT);
ply_add_scalar_property(ply, "y", PLY_FLOAT);
ply_add_scalar_property(ply, "z", PLY_FLOAT);
ply_add_list_property(ply, "ind_vis_views", PLY_INT, PLY_INT);
ply_add_element(ply, "face", num_faces);
ply_add_list_property(ply, "ind_vertex", PLY_UCHAR, PLY_INT);
if (!ply_write_header(ply))
return 0;
// write vertices
std::cout << "#### Writing vertices..." << std::endl;
for (int i = 0; i < num_vertices; ++i)
{
ply_write(ply, points_3d[i].u);
ply_write(ply, points_3d[i].v);
ply_write(ply, points_3d[i].x);
ply_write(ply, points_3d[i].y);
ply_write(ply, points_3d[i].z);
int num_vis_views = static_cast<int>(points_3d[i].ind_vis_views.size());
ply_write(ply, num_vis_views);
for (int j = 0; j < num_vis_views; ++j)
::ply_write(ply, points_3d[i].ind_vis_views[j]);
}
// write faces
std::cout << "#### Writing polygons..." << std::endl;
for (int i = 0; i < num_faces; ++i)
{
int num_faces = 3;
ply_write(ply, num_faces);
for(int j = 0; j < num_faces; ++j)
{
ply_write(ply, faces[i].inds[j]);
}
}
if (!ply_close(ply))
return 0;
return 1;
}


| GEOS SDK TechDocs
|
| Using Tools
| 2 Typical Development Session
The tools provided in this kit are listed below. Each is described in full in the following sections.
-
pmake
- "Make" utility which has knowledge of Goc. The
pmake
tool manages geode compilation and linking, making appropriate calls to Goc and Glue.
-
Goc
- C preprocessor which is aware of programming constructs specific to GEOS programming. The Goc tool looks for special keywords (such as @class and @object) and creates the proper GEOS data structures so that the geode will work correctly after being compiled and linked. Chances are you won't call Goc directly but will instead use
pmake
, which will call Goc in turn.
-
Esp
- Assembler with awareness of GEOS programming constructs. Also includes support for creating enumerated types, complicated records, and more. Chances are you won't call Esp directly but will instead use
pmake
, which will call Esp in turn.
-
Glue
- GEOS linker. This determines how the program's resources should be set up and how those resources can be relocated. It determines file offsets and how to access library functions. As with Goc, you probably won't call Glue directly but will instead use it through
pmake
.
-
grev
- Revision number generator. This is a handy utility for generating revision numbers for geodes, which may be used to keep track of library protocols. The
pmake
program uses grev to keep track of incremental changes; if you make large changes to a geode at some point, you can use grev to modify your geode's revision file to reflect your changes.
-
mkmf
- Makefile maker. Creates a MAKEFILE which will in turn be used by
pmake
to determine how to create the geode's files.
-
pccom
- Communication manager. Sets up communication over serial lines. This manages data transfer and protocols when sending files between machines or debugging.
-
pcs
- Geode downloader. Sends geodes from the development machine to their proper directory on the target machine.
-
pcsend
- File downloader. Sends an arbitrary file from the development machine to an arbitrary directory on the target machine.
-
pcget
- File uploader. Retrieves an arbitrary file on the target machine, transferring it to any directory on the development machine.
-
Swat
- GEOS debugger. This program runs on the development machine, monitoring GEOS programs running on the target machine.
| GEOS SDK TechDocs
|
| Using Tools
| 2 Typical Development Session


{% extends 'layout-lab-3-diabetes.html' %} {% block pageTitle %} Metformin - NHS.UK {% endblock %} {% block beforeContent %} {% endblock %} {% block content %}
Like all medicines, erythromycin can cause side effects, although not everyone gets them.
These common side effects of erythromycin happen in more than 1 in 100 people. Keep taking the medicine, but talk to your doctor or pharmacist if these side effects bother you or don't go away:
Serious side effects are rare and happen in less than 1 in 1,000 people.
Call a doctor straight away if you get:
In rare cases, it's possible to have a serious allergic reaction (anaphylaxis) to erythromycin.
You could be having a serious allergic reaction and may need immediate treatment in hospital.
Page last reviewed: 8 August 2017
Next review due: 8 August 2020


100 days of chess
If you like this post and would like to read more of my posts,
Subscribe!Goal
The goal here is to try to do 100 days of chess study and see how that affects my games.
Plan
Will pull from a list of resources I have. Will add books below as I decide to start tasks:
- [book] Logical Chess: Move by Move by Irving Chernev.
- [book/video series] My 60 memorable games by Bobby Fischer.
MoveGuesser to “learn” the GM games.
Day-by-day logs
Day 1: 10/10 - First two games/chapters from Logical Chess Move by Move (by Irving Chernev). Both games were in the Giucco Piano.
Day 2: 10/13 - IM Sowmya’s explanation of Fischer’s game against Sherwin https://www.youtube.com/watch?v=x2QGuK2dLsA. Featuring the Sicilian, with white playing d3.


Welcome to the scoring points for Roland Garros
Choose the type of match
Men's game
Women's game
Enter name of players
Player 1
VS
Player 2
Coin toss
After the coin toss,
X
starts to serve
Start game
/
NAME
0
0
/
NAME
0
0
NAME
NAME
The winner is
!
Reset


Veganism: Both the practice of abstaining from the use of animal products,
particularly in diet, and an associated philosophy that rejects the commodity status of animals
Vegetarianism: The practice of not consuming meat. This may also include staying away from by-products of
animal slaughter.
Raw Foodism: Eating only, or mostly, uncooked, unprocessed foods. Raw food diets may include
a selection of fruits, vegetables, nuts, seeds, eggs, fish, meat, and dairy products.
Healthy Diet: Helps to maintain or improve overall health. A healthy diet provides the body with essential
nutrition: fluid, amino acids from protein, essential fatty acids, vitamins, minerals, fiber and calories.
*However it is ok to have any of these foods every once in a while!


Former Bristol Academy coach Mark Sampson charged by FA for using racist language
Stevenage's caretaker manager Mark Sampson has been charged by the FA for using racist language
by Josh ChalliesStevenage's caretaker manager Mark Sampson has been charged by the FA for using racist language, after an allegation by a former coach at the League Two club.
The FA launched an investigation in September on the former Bristol Academy coach, with Stevenage stating at the time that the allegations had 'no foundation'.
Sampson has been charged with an "aggravated breach" of FA rule E3 and has until 6 December to respond. According to PA Media, it is alleged the remark was aimed at a player during a conversation about transfer targets.
It marks another incident for the 37-year-old boss, who was sacked by England in 2017 following 'inappropriate and unacceptable' behaviour with female players in his previous role in Bristol.
However, the FA agreed a settlement with Sampson in January after an unfair dismissal case but, prior to his departure in 2017, he was also cleared of any wrongdoing following discrimination allegations made by England players.
The FA then apologised to Eni Aluko and England team-mate Drew Spence for Sampson's racially discriminatory remarks after an independent barrister ruled he made unacceptable "ill-judged attempts at humour" on two occasions.
During Sampson's time in Bristol, he led the club to runners-up in the Women's Super League in 2013 as well as taking the club to FA Cup finals in 2011 and 2013.


BpForms
: toolkit for concretely describing non-canonical DNA, RNA, and proteins
Crosslinks
Crosslinks between non-adjacent monomeric forms. The crosslinks have been curated from RESID
.
Atom/bond legend
See help
for more information
X
Left monomeric form
X
Right monomeric form
–
Crosslinking bond


About Me
I'm in love with all things tech! A Youth Pastor by trade, my role in a church has also given me exposure to web development, graphics design, and video production, leading me to pursue further education to transition into a career in web development. When I'm not working or coding, I'm hanging out with my awesome family and/or watching soccer. Thanks for exploring my portfolio!