#include <SFML/Graphics/Export.h>
#include <SFML/Graphics/Color.h>
#include <SFML/Graphics/Rect.h>
#include <SFML/Graphics/Types.h>
#include <SFML/Graphics/PrimitiveType.h>
#include <SFML/Graphics/RenderStates.h>
#include <SFML/Graphics/Vertex.h>
#include <SFML/Window/Event.h>
#include <SFML/Window/VideoMode.h>
#include <SFML/Window/WindowHandle.h>
#include <SFML/Window/Window.h>
#include <SFML/System/Vector2.h>
#include <stddef.h>
Go to the source code of this file.
Functions | |
| CSFML_GRAPHICS_API sfRenderWindow * | sfRenderWindow_create (sfVideoMode mode, const char *title, sfUint32 style, const sfContextSettings *settings) |
| Construct a new render window. More... | |
| CSFML_GRAPHICS_API sfRenderWindow * | sfRenderWindow_createUnicode (sfVideoMode mode, const sfUint32 *title, sfUint32 style, const sfContextSettings *settings) |
| Construct a new render window (with a UTF-32 title) More... | |
| CSFML_GRAPHICS_API sfRenderWindow * | sfRenderWindow_createFromHandle (sfWindowHandle handle, const sfContextSettings *settings) |
| Construct a render window from an existing control. More... | |
| CSFML_GRAPHICS_API void | sfRenderWindow_destroy (sfRenderWindow *renderWindow) |
| Destroy an existing render window. More... | |
| CSFML_GRAPHICS_API void | sfRenderWindow_close (sfRenderWindow *renderWindow) |
| Close a render window (but doesn't destroy the internal data) More... | |
| CSFML_GRAPHICS_API sfBool | sfRenderWindow_isOpen (const sfRenderWindow *renderWindow) |
| Tell whether or not a render window is opened. More... | |
| CSFML_GRAPHICS_API sfContextSettings | sfRenderWindow_getSettings (const sfRenderWindow *renderWindow) |
| Get the creation settings of a render window. More... | |
| CSFML_GRAPHICS_API sfBool | sfRenderWindow_pollEvent (sfRenderWindow *renderWindow, sfEvent *event) |
| Get the event on top of event queue of a render window, if any, and pop it. More... | |
| CSFML_GRAPHICS_API sfBool | sfRenderWindow_waitEvent (sfRenderWindow *renderWindow, sfEvent *event) |
| Wait for an event and return it. More... | |
| CSFML_GRAPHICS_API sfVector2i | sfRenderWindow_getPosition (const sfRenderWindow *renderWindow) |
| Get the position of a render window. More... | |
| CSFML_GRAPHICS_API void | sfRenderWindow_setPosition (sfRenderWindow *renderWindow, sfVector2i position) |
| Change the position of a render window on screen. More... | |
| CSFML_GRAPHICS_API sfVector2u | sfRenderWindow_getSize (const sfRenderWindow *renderWindow) |
| Get the size of the rendering region of a render window. More... | |
| CSFML_GRAPHICS_API void | sfRenderWindow_setSize (sfRenderWindow *renderWindow, sfVector2u size) |
| Change the size of the rendering region of a render window. More... | |
| CSFML_GRAPHICS_API void | sfRenderWindow_setTitle (sfRenderWindow *renderWindow, const char *title) |
| Change the title of a render window. More... | |
| CSFML_GRAPHICS_API void | sfRenderWindow_setUnicodeTitle (sfRenderWindow *renderWindow, const sfUint32 *title) |
| Change the title of a render window (with a UTF-32 string) More... | |
| CSFML_GRAPHICS_API void | sfRenderWindow_setIcon (sfRenderWindow *renderWindow, unsigned int width, unsigned int height, const sfUint8 *pixels) |
| Change a render window's icon. More... | |
| CSFML_GRAPHICS_API void | sfRenderWindow_setVisible (sfRenderWindow *renderWindow, sfBool visible) |
| Show or hide a render window. More... | |
| CSFML_GRAPHICS_API void | sfRenderWindow_setMouseCursorVisible (sfRenderWindow *renderWindow, sfBool show) |
| Show or hide the mouse cursor on a render window. More... | |
| CSFML_GRAPHICS_API void | sfRenderWindow_setVerticalSyncEnabled (sfRenderWindow *renderWindow, sfBool enabled) |
| Enable / disable vertical synchronization on a render window. More... | |
| CSFML_GRAPHICS_API void | sfRenderWindow_setKeyRepeatEnabled (sfRenderWindow *renderWindow, sfBool enabled) |
| Enable or disable automatic key-repeat for keydown events. More... | |
| CSFML_GRAPHICS_API sfBool | sfRenderWindow_setActive (sfRenderWindow *renderWindow, sfBool active) |
| Activate or deactivate a render window as the current target for rendering. More... | |
| CSFML_GRAPHICS_API void | sfRenderWindow_requestFocus (sfRenderWindow *renderWindow) |
| Request the current render window to be made the active foreground window. More... | |
| CSFML_GRAPHICS_API sfBool | sfRenderWindow_hasFocus (const sfRenderWindow *renderWindow) |
| Check whether the render window has the input focus. More... | |
| CSFML_GRAPHICS_API void | sfRenderWindow_display (sfRenderWindow *renderWindow) |
| Display a render window on screen. More... | |
| CSFML_GRAPHICS_API void | sfRenderWindow_setFramerateLimit (sfRenderWindow *renderWindow, unsigned int limit) |
| Limit the framerate to a maximum fixed frequency for a render window. More... | |
| CSFML_GRAPHICS_API void | sfRenderWindow_setJoystickThreshold (sfRenderWindow *renderWindow, float threshold) |
| Change the joystick threshold, ie. More... | |
| CSFML_GRAPHICS_API sfWindowHandle | sfRenderWindow_getSystemHandle (const sfRenderWindow *renderWindow) |
| Retrieve the OS-specific handle of a render window. More... | |
| CSFML_GRAPHICS_API void | sfRenderWindow_clear (sfRenderWindow *renderWindow, sfColor color) |
| Clear a render window with the given color. More... | |
| CSFML_GRAPHICS_API void | sfRenderWindow_setView (sfRenderWindow *renderWindow, const sfView *view) |
| Change the current active view of a render window. More... | |
| CSFML_GRAPHICS_API const sfView * | sfRenderWindow_getView (const sfRenderWindow *renderWindow) |
| Get the current active view of a render window. More... | |
| CSFML_GRAPHICS_API const sfView * | sfRenderWindow_getDefaultView (const sfRenderWindow *renderWindow) |
| Get the default view of a render window. More... | |
| CSFML_GRAPHICS_API sfIntRect | sfRenderWindow_getViewport (const sfRenderWindow *renderWindow, const sfView *view) |
| Get the viewport of a view applied to this target. More... | |
| CSFML_GRAPHICS_API sfVector2f | sfRenderWindow_mapPixelToCoords (const sfRenderWindow *renderWindow, sfVector2i point, const sfView *view) |
| Convert a point from window coordinates to world coordinates. More... | |
| CSFML_GRAPHICS_API sfVector2i | sfRenderWindow_mapCoordsToPixel (const sfRenderWindow *renderWindow, sfVector2f point, const sfView *view) |
| Convert a point from world coordinates to window coordinates. More... | |
| CSFML_GRAPHICS_API void | sfRenderWindow_drawSprite (sfRenderWindow *renderWindow, const sfSprite *object, const sfRenderStates *states) |
| Draw a drawable object to the render-target. More... | |
| CSFML_GRAPHICS_API void | sfRenderWindow_drawText (sfRenderWindow *renderWindow, const sfText *object, const sfRenderStates *states) |
| CSFML_GRAPHICS_API void | sfRenderWindow_drawShape (sfRenderWindow *renderWindow, const sfShape *object, const sfRenderStates *states) |
| CSFML_GRAPHICS_API void | sfRenderWindow_drawCircleShape (sfRenderWindow *renderWindow, const sfCircleShape *object, const sfRenderStates *states) |
| CSFML_GRAPHICS_API void | sfRenderWindow_drawConvexShape (sfRenderWindow *renderWindow, const sfConvexShape *object, const sfRenderStates *states) |
| CSFML_GRAPHICS_API void | sfRenderWindow_drawRectangleShape (sfRenderWindow *renderWindow, const sfRectangleShape *object, const sfRenderStates *states) |
| CSFML_GRAPHICS_API void | sfRenderWindow_drawVertexArray (sfRenderWindow *renderWindow, const sfVertexArray *object, const sfRenderStates *states) |
| CSFML_GRAPHICS_API void | sfRenderWindow_drawPrimitives (sfRenderWindow *renderWindow, const sfVertex *vertices, size_t vertexCount, sfPrimitiveType type, const sfRenderStates *states) |
| Draw primitives defined by an array of vertices to a render window. More... | |
| CSFML_GRAPHICS_API void | sfRenderWindow_pushGLStates (sfRenderWindow *renderWindow) |
| Save the current OpenGL render states and matrices. More... | |
| CSFML_GRAPHICS_API void | sfRenderWindow_popGLStates (sfRenderWindow *renderWindow) |
| Restore the previously saved OpenGL render states and matrices. More... | |
| CSFML_GRAPHICS_API void | sfRenderWindow_resetGLStates (sfRenderWindow *renderWindow) |
| Reset the internal OpenGL states so that the target is ready for drawing. More... | |
| CSFML_GRAPHICS_API sfImage * | sfRenderWindow_capture (const sfRenderWindow *renderWindow) |
| Copy the current contents of a render window to an image. More... | |
| CSFML_GRAPHICS_API sfVector2i | sfMouse_getPositionRenderWindow (const sfRenderWindow *relativeTo) |
| Get the current position of the mouse relative to a render-window. More... | |
| CSFML_GRAPHICS_API void | sfMouse_setPositionRenderWindow (sfVector2i position, const sfRenderWindow *relativeTo) |
| Set the current position of the mouse relative to a render window. More... | |
| CSFML_GRAPHICS_API sfVector2i | sfTouch_getPositionRenderWindow (unsigned int finger, const sfRenderWindow *relativeTo) |
| Get the current position of a touch in window coordinates. More... | |
| CSFML_GRAPHICS_API sfVector2i sfMouse_getPositionRenderWindow | ( | const sfRenderWindow * | relativeTo | ) |
Get the current position of the mouse relative to a render-window.
This function returns the current position of the mouse cursor relative to the given render-window, or desktop if NULL is passed.
| relativeTo | Reference window |
| CSFML_GRAPHICS_API void sfMouse_setPositionRenderWindow | ( | sfVector2i | position, |
| const sfRenderWindow * | relativeTo | ||
| ) |
Set the current position of the mouse relative to a render window.
This function sets the current position of the mouse cursor relative to the given render-window, or desktop if NULL is passed.
| position | New position of the mouse |
| relativeTo | Reference window |
| CSFML_GRAPHICS_API sfImage* sfRenderWindow_capture | ( | const sfRenderWindow * | renderWindow | ) |
Copy the current contents of a render window to an image.
This is a slow operation, whose main purpose is to make screenshots of the application. If you want to update an image with the contents of the window and then use it for drawing, you should rather use a sfTexture and its update(sfWindow*) function. You can also draw things directly to a texture with the sfRenderWindow class.
| renderWindow | Render window object |
| CSFML_GRAPHICS_API void sfRenderWindow_clear | ( | sfRenderWindow * | renderWindow, |
| sfColor | color | ||
| ) |
Clear a render window with the given color.
| renderWindow | Render window object |
| color | Fill color |
| CSFML_GRAPHICS_API void sfRenderWindow_close | ( | sfRenderWindow * | renderWindow | ) |
Close a render window (but doesn't destroy the internal data)
| renderWindow | Render window to close |
| CSFML_GRAPHICS_API sfRenderWindow* sfRenderWindow_create | ( | sfVideoMode | mode, |
| const char * | title, | ||
| sfUint32 | style, | ||
| const sfContextSettings * | settings | ||
| ) |
Construct a new render window.
| mode | Video mode to use |
| title | Title of the window |
| style | Window style |
| settings | Creation settings (pass NULL to use default values) |
| CSFML_GRAPHICS_API sfRenderWindow* sfRenderWindow_createFromHandle | ( | sfWindowHandle | handle, |
| const sfContextSettings * | settings | ||
| ) |
Construct a render window from an existing control.
| handle | Platform-specific handle of the control |
| settings | Creation settings (pass NULL to use default values) |
| CSFML_GRAPHICS_API sfRenderWindow* sfRenderWindow_createUnicode | ( | sfVideoMode | mode, |
| const sfUint32 * | title, | ||
| sfUint32 | style, | ||
| const sfContextSettings * | settings | ||
| ) |
Construct a new render window (with a UTF-32 title)
| mode | Video mode to use |
| title | Title of the window (UTF-32) |
| style | Window style |
| settings | Creation settings (pass NULL to use default values) |
| CSFML_GRAPHICS_API void sfRenderWindow_destroy | ( | sfRenderWindow * | renderWindow | ) |
Destroy an existing render window.
| renderWindow | Render window to destroy |
| CSFML_GRAPHICS_API void sfRenderWindow_display | ( | sfRenderWindow * | renderWindow | ) |
Display a render window on screen.
| renderWindow | Render window object |
| CSFML_GRAPHICS_API void sfRenderWindow_drawCircleShape | ( | sfRenderWindow * | renderWindow, |
| const sfCircleShape * | object, | ||
| const sfRenderStates * | states | ||
| ) |
| CSFML_GRAPHICS_API void sfRenderWindow_drawConvexShape | ( | sfRenderWindow * | renderWindow, |
| const sfConvexShape * | object, | ||
| const sfRenderStates * | states | ||
| ) |
| CSFML_GRAPHICS_API void sfRenderWindow_drawPrimitives | ( | sfRenderWindow * | renderWindow, |
| const sfVertex * | vertices, | ||
| size_t | vertexCount, | ||
| sfPrimitiveType | type, | ||
| const sfRenderStates * | states | ||
| ) |
Draw primitives defined by an array of vertices to a render window.
| renderWindow | render window object |
| vertices | Pointer to the vertices |
| vertexCount | Number of vertices in the array |
| type | Type of primitives to draw |
| states | Render states to use for drawing (NULL to use the default states) |
| CSFML_GRAPHICS_API void sfRenderWindow_drawRectangleShape | ( | sfRenderWindow * | renderWindow, |
| const sfRectangleShape * | object, | ||
| const sfRenderStates * | states | ||
| ) |
| CSFML_GRAPHICS_API void sfRenderWindow_drawShape | ( | sfRenderWindow * | renderWindow, |
| const sfShape * | object, | ||
| const sfRenderStates * | states | ||
| ) |
| CSFML_GRAPHICS_API void sfRenderWindow_drawSprite | ( | sfRenderWindow * | renderWindow, |
| const sfSprite * | object, | ||
| const sfRenderStates * | states | ||
| ) |
Draw a drawable object to the render-target.
| renderWindow | render window object |
| object | Object to draw |
| states | Render states to use for drawing (NULL to use the default states) |
| CSFML_GRAPHICS_API void sfRenderWindow_drawText | ( | sfRenderWindow * | renderWindow, |
| const sfText * | object, | ||
| const sfRenderStates * | states | ||
| ) |
| CSFML_GRAPHICS_API void sfRenderWindow_drawVertexArray | ( | sfRenderWindow * | renderWindow, |
| const sfVertexArray * | object, | ||
| const sfRenderStates * | states | ||
| ) |
| CSFML_GRAPHICS_API const sfView* sfRenderWindow_getDefaultView | ( | const sfRenderWindow * | renderWindow | ) |
Get the default view of a render window.
| renderWindow | Render window object |
| CSFML_GRAPHICS_API sfVector2i sfRenderWindow_getPosition | ( | const sfRenderWindow * | renderWindow | ) |
Get the position of a render window.
| renderWindow | Render window object |
| CSFML_GRAPHICS_API sfContextSettings sfRenderWindow_getSettings | ( | const sfRenderWindow * | renderWindow | ) |
Get the creation settings of a render window.
| renderWindow | Render window object |
| CSFML_GRAPHICS_API sfVector2u sfRenderWindow_getSize | ( | const sfRenderWindow * | renderWindow | ) |
Get the size of the rendering region of a render window.
| renderWindow | Render window object |
| CSFML_GRAPHICS_API sfWindowHandle sfRenderWindow_getSystemHandle | ( | const sfRenderWindow * | renderWindow | ) |
Retrieve the OS-specific handle of a render window.
| renderWindow | Render window object |
| CSFML_GRAPHICS_API const sfView* sfRenderWindow_getView | ( | const sfRenderWindow * | renderWindow | ) |
Get the current active view of a render window.
| renderWindow | Render window object |
| CSFML_GRAPHICS_API sfIntRect sfRenderWindow_getViewport | ( | const sfRenderWindow * | renderWindow, |
| const sfView * | view | ||
| ) |
Get the viewport of a view applied to this target.
| renderWindow | Render window object |
| view | Target view |
| CSFML_GRAPHICS_API sfBool sfRenderWindow_hasFocus | ( | const sfRenderWindow * | renderWindow | ) |
Check whether the render window has the input focus.
At any given time, only one window may have the input focus to receive input events such as keystrokes or most mouse events.
| CSFML_GRAPHICS_API sfBool sfRenderWindow_isOpen | ( | const sfRenderWindow * | renderWindow | ) |
Tell whether or not a render window is opened.
| renderWindow | Render window object |
| CSFML_GRAPHICS_API sfVector2i sfRenderWindow_mapCoordsToPixel | ( | const sfRenderWindow * | renderWindow, |
| sfVector2f | point, | ||
| const sfView * | view | ||
| ) |
Convert a point from world coordinates to window coordinates.
This function finds the pixel of the render-window that matches the given 2D point. In other words, it goes through the same process as the graphics card, to compute the final position of a rendered point.
Initially, both coordinate systems (world units and target pixels) match perfectly. But if you define a custom view or resize your render-window, this assertion is not true anymore, ie. a point located at (150, 75) in your 2D world may map to the pixel (10, 50) of your render-window – if the view is translated by (140, 25).
This version uses a custom view for calculations, see the other overload of the function if you want to use the current view of the render-window.
| renderWindow | Render window object |
| point | Point to convert |
| view | The view to use for converting the point |
| CSFML_GRAPHICS_API sfVector2f sfRenderWindow_mapPixelToCoords | ( | const sfRenderWindow * | renderWindow, |
| sfVector2i | point, | ||
| const sfView * | view | ||
| ) |
Convert a point from window coordinates to world coordinates.
This function finds the 2D position that matches the given pixel of the render-window. In other words, it does the inverse of what the graphics card does, to find the initial position of a rendered pixel.
Initially, both coordinate systems (world units and target pixels) match perfectly. But if you define a custom view or resize your render-window, this assertion is not true anymore, ie. a point located at (10, 50) in your render-window may map to the point (150, 75) in your 2D world – if the view is translated by (140, 25).
This function is typically used to find which point (or object) is located below the mouse cursor.
This version uses a custom view for calculations, see the other overload of the function if you want to use the current view of the render-window.
| renderWindow | Render window object |
| point | Pixel to convert |
| view | The view to use for converting the point |
| CSFML_GRAPHICS_API sfBool sfRenderWindow_pollEvent | ( | sfRenderWindow * | renderWindow, |
| sfEvent * | event | ||
| ) |
Get the event on top of event queue of a render window, if any, and pop it.
| renderWindow | Render window object |
| event | Event to fill, if any |
| CSFML_GRAPHICS_API void sfRenderWindow_popGLStates | ( | sfRenderWindow * | renderWindow | ) |
Restore the previously saved OpenGL render states and matrices.
See the description of pushGLStates to get a detailed description of these functions.
| renderWindow | render window object |
| CSFML_GRAPHICS_API void sfRenderWindow_pushGLStates | ( | sfRenderWindow * | renderWindow | ) |
Save the current OpenGL render states and matrices.
This function can be used when you mix SFML drawing and direct OpenGL rendering. Combined with popGLStates, it ensures that:
Note that this function is quite expensive: it saves all the possible OpenGL states and matrices, even the ones you don't care about. Therefore it should be used wisely. It is provided for convenience, but the best results will be achieved if you handle OpenGL states yourself (because you know which states have really changed, and need to be saved and restored). Take a look at the resetGLStates function if you do so.
| renderWindow | render window object |
| CSFML_GRAPHICS_API void sfRenderWindow_requestFocus | ( | sfRenderWindow * | renderWindow | ) |
Request the current render window to be made the active foreground window.
At any given time, only one window may have the input focus to receive input events such as keystrokes or mouse events. If a window requests focus, it only hints to the operating system, that it would like to be focused. The operating system is free to deny the request. This is not to be confused with sfWindow_setActive().
| CSFML_GRAPHICS_API void sfRenderWindow_resetGLStates | ( | sfRenderWindow * | renderWindow | ) |
Reset the internal OpenGL states so that the target is ready for drawing.
This function can be used when you mix SFML drawing and direct OpenGL rendering, if you choose not to use pushGLStates/popGLStates. It makes sure that all OpenGL states needed by SFML are set, so that subsequent sfRenderWindow_draw*() calls will work as expected.
| renderWindow | render window object |
| CSFML_GRAPHICS_API sfBool sfRenderWindow_setActive | ( | sfRenderWindow * | renderWindow, |
| sfBool | active | ||
| ) |
Activate or deactivate a render window as the current target for rendering.
| renderWindow | Render window object |
| active | sfTrue to activate, sfFalse to deactivate |
| CSFML_GRAPHICS_API void sfRenderWindow_setFramerateLimit | ( | sfRenderWindow * | renderWindow, |
| unsigned int | limit | ||
| ) |
Limit the framerate to a maximum fixed frequency for a render window.
| renderWindow | Render window object |
| limit | Framerate limit, in frames per seconds (use 0 to disable limit) |
| CSFML_GRAPHICS_API void sfRenderWindow_setIcon | ( | sfRenderWindow * | renderWindow, |
| unsigned int | width, | ||
| unsigned int | height, | ||
| const sfUint8 * | pixels | ||
| ) |
Change a render window's icon.
| renderWindow | Render window object |
| width | Icon's width, in pixels |
| height | Icon's height, in pixels |
| pixels | Pointer to the pixels in memory, format must be RGBA 32 bits |
| CSFML_GRAPHICS_API void sfRenderWindow_setJoystickThreshold | ( | sfRenderWindow * | renderWindow, |
| float | threshold | ||
| ) |
Change the joystick threshold, ie.
the value below which no move event will be generated
| renderWindow | Render window object |
| threshold | New threshold, in range [0, 100] |
| CSFML_GRAPHICS_API void sfRenderWindow_setKeyRepeatEnabled | ( | sfRenderWindow * | renderWindow, |
| sfBool | enabled | ||
| ) |
Enable or disable automatic key-repeat for keydown events.
Automatic key-repeat is enabled by default
| renderWindow | Render window object |
| enabled | sfTrue to enable, sfFalse to disable |
| CSFML_GRAPHICS_API void sfRenderWindow_setMouseCursorVisible | ( | sfRenderWindow * | renderWindow, |
| sfBool | show | ||
| ) |
Show or hide the mouse cursor on a render window.
| renderWindow | Render window object |
| show | sfTrue to show, sfFalse to hide |
| CSFML_GRAPHICS_API void sfRenderWindow_setPosition | ( | sfRenderWindow * | renderWindow, |
| sfVector2i | position | ||
| ) |
Change the position of a render window on screen.
Only works for top-level windows
| renderWindow | Render window object |
| position | New position, in pixels |
| CSFML_GRAPHICS_API void sfRenderWindow_setSize | ( | sfRenderWindow * | renderWindow, |
| sfVector2u | size | ||
| ) |
Change the size of the rendering region of a render window.
| renderWindow | Render window object |
| size | New size, in pixels |
| CSFML_GRAPHICS_API void sfRenderWindow_setTitle | ( | sfRenderWindow * | renderWindow, |
| const char * | title | ||
| ) |
Change the title of a render window.
| renderWindow | Render window object |
| title | New title |
| CSFML_GRAPHICS_API void sfRenderWindow_setUnicodeTitle | ( | sfRenderWindow * | renderWindow, |
| const sfUint32 * | title | ||
| ) |
Change the title of a render window (with a UTF-32 string)
| renderWindow | Render window object |
| title | New title |
| CSFML_GRAPHICS_API void sfRenderWindow_setVerticalSyncEnabled | ( | sfRenderWindow * | renderWindow, |
| sfBool | enabled | ||
| ) |
Enable / disable vertical synchronization on a render window.
| renderWindow | Render window object |
| enabled | sfTrue to enable v-sync, sfFalse to deactivate |
| CSFML_GRAPHICS_API void sfRenderWindow_setView | ( | sfRenderWindow * | renderWindow, |
| const sfView * | view | ||
| ) |
Change the current active view of a render window.
| renderWindow | Render window object |
| view | Pointer to the new view |
| CSFML_GRAPHICS_API void sfRenderWindow_setVisible | ( | sfRenderWindow * | renderWindow, |
| sfBool | visible | ||
| ) |
Show or hide a render window.
| renderWindow | Render window object |
| visible | sfTrue to show the window, sfFalse to hide it |
| CSFML_GRAPHICS_API sfBool sfRenderWindow_waitEvent | ( | sfRenderWindow * | renderWindow, |
| sfEvent * | event | ||
| ) |
Wait for an event and return it.
| renderWindow | Render window object |
| event | Event to fill |
| CSFML_GRAPHICS_API sfVector2i sfTouch_getPositionRenderWindow | ( | unsigned int | finger, |
| const sfRenderWindow * | relativeTo | ||
| ) |
Get the current position of a touch in window coordinates.
This function returns the current touch position relative to the given render window, or desktop if NULL is passed.
| finger | Finger index |
| relativeTo | Reference window |


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--- layout: page title: Blog - Categories permalink: /blog/categories/ sitemap: lastmod: 2017-07-31 changefreq: weekly priority: 0.8 ---


First of all, I had trouble making the complete
XML/XSL version of your widget. Some of the internal
XML concepts I just haven't played too much with, but
I did get most of it done. Here it is:
XML Verison
I also put together a completed HTML/DHTML version so
you could see that I am capable of laying out the
concept using either language.
HTML/DHTML


Module voice
Voice is a system to make the chat of Minetest more like a voice.
The only function that should be called from the client is activate.
Functions
| abstruse (message, rate) | Abstruses the given message. |
| activate () | Activates the voice system. |
| activate_internal () | Activates the system, without checking the configuration. |
| in_range (distance, range, line_of_sight) | Checks if the given distance is in the given range, considering the line of sight. |
| invoke_message_callbacks (player, type, message) | Invokes all registered message callbacks. |
| muffle (message) | Muffles the given messages, meaning replaces everything with dots. |
| on_chat_message (name, message) | Callback for if a chat message is send. |
| random (rate) | Gets a random chance based on the given rate. |
| register_chatcommand (short, long, description, parameters) | Registers a chat chommand. |
| register_global_chatcommand () | Registers the chat command for global messaging. |
| register_on_message (callback) | Registers a callback that is invoked for every message that is send. |
| speak (speaking_player, message, parameters) | Speaks the given message. |
Tables
| shout_parameters | The parameters for shouting. |
| whisper_parameters | The parameters for whispering. |
Fields
| TYPE_GLOBAL | Type constant for a global message. |
| TYPE_SHOUT | Type constant for a shouted message. |
| TYPE_TALK | Type constant for a talked message. |
| TYPE_WHISPER | Type constant for a whispered message. |
| activate_automatically | If the system should be activated automatically. |
| active | If the system is active/has been activated. |
| global_privilege | The privilege that is needed for using the global command. |
| line_of_sight_mod | The line of sight modification, which means that if the target does not have line of sight with the source, this mod will be applied to the range to limit it. |
| message_callbacks | The callbacks for when a message is send. |
| understandable | Everything within this range (inclusive) will be understandable. |
| abstruse | Everything within this range (inclusive) will be abstruse, which means that only part of the message (depending on the distance) will be understandable. |
| incomprehensible | Everything within this range (inclusive) will not be understandable. |
Functions
- abstruse (message, rate)
-
Abstruses the given message. That means that parts of it will be blanked,
based on the rate.
Parameters:
- message The message to abstruse.
- rate The rate at which to abstruse the message, a value between 0 and 1, with 1 being everything abstrused.
Returns:
-
The abstrused message.
- activate ()
- Activates the voice system.
- activate_internal ()
- Activates the system, without checking the configuration.
- in_range (distance, range, line_of_sight)
-
Checks if the given distance is in the given range, considering
the line of sight.
Parameters:
- distance The distance.
- range The range.
- line_of_sight If there is line of sight.
Returns:
-
true if it is in range.
- invoke_message_callbacks (player, type, message)
-
Invokes all registered message callbacks.
Parameters:
- player The player that is sending the message.
- type The type of the message.
- message The message to be send.
Returns:
-
true if the message should be suppressed, and the second return
value is the modified message.
- muffle (message)
-
Muffles the given messages, meaning replaces everything with dots.
Parameters:
- message The message to muffle.
Returns:
-
The muffled message.
- on_chat_message (name, message)
-
Callback for if a chat message is send.
Parameters:
- name The name of the sending player.
- message The message that is send.
Returns:
-
true if the message has been handled and should not be send.
- random (rate)
-
Gets a random chance based on the given rate.
Parameters:
- rate The rate. A number between 0 and 1, with 1 being always true.
Returns:
-
true if there is a chance.
- register_chatcommand (short, long, description, parameters)
-
Registers a chat chommand.
Parameters:
- short The short command.
- long The long command.
- description The description of the command.
- parameters The parameters to use.
- register_global_chatcommand ()
- Registers the chat command for global messaging.
- register_on_message (callback)
-
Registers a callback that is invoked for every message that is send.
Parameters:
- callback The callback that is to be registered, a function that accepts the player (Player object), the type of the message (TYPE_* constants), if the message is going to be send and the message itself. The callback can return two values, the first, a boolean that is true if the message should be suppressed, and the second being a message to be sent instead. The last callback can determine if the message should actually be send or not.
- speak (speaking_player, message, parameters)
-
Speaks the given message.
Parameters:
- speaking_player The speaking player, a Player Object.
- message The message that is spoken.
- parameters The speak parameters, like talk_parameters.
Tables
- shout_parameters
-
The parameters for shouting.
Fields:
- understandable Everything within this range (inclusive) will be abstruse, which means that only part of the message (depending on the distance) will be understandable.
- abstruse Everything within this range (inclusive) will not be understandable.
- incomprehensible The type of these parameters.
- type
Returns:
-
Everything within this range (inclusive) will be understandable.
- whisper_parameters
-
The parameters for whispering.
Fields:
- understandable Everything within this range (inclusive) will be abstruse, which means that only part of the message (depending on the distance) will be understandable.
- abstruse Everything within this range (inclusive) will not be understandable.
- incomprehensible The type of these parameters.
- type
Returns:
-
Everything within this range (inclusive) will be understandable.
Fields
- TYPE_GLOBAL
- Type constant for a global message.
- TYPE_SHOUT
- Type constant for a shouted message.
- TYPE_TALK
- Type constant for a talked message.
- TYPE_WHISPER
- Type constant for a whispered message.
- activate_automatically
- If the system should be activated automatically.
- active
- If the system is active/has been activated.
- global_privilege
- The privilege that is needed for using the global command.
- line_of_sight_mod
- The line of sight modification, which means that if the target does not have line of sight with the source, this mod will be applied to the range to limit it.
- message_callbacks
- The callbacks for when a message is send.
- understandable
- Everything within this range (inclusive) will be understandable.
- abstruse
- Everything within this range (inclusive) will be abstruse, which means that only part of the message (depending on the distance) will be understandable.
- incomprehensible
- Everything within this range (inclusive) will not be understandable.


Few feelings better than discovering a favorite author has a pseudonym and thus more novels to devour. Reveling in the non-stop energy of The Price You Pay today from @NYGCN. Ht @Harkaway
9/26/2021, 9:52:29 AM
Favs: 14
Retweets: 1
link--- layout: tweet ---
Few feelings better than discovering a favorite author has a pseudonym and thus more novels to devour. Reveling in the non-stop energy of The Price You Pay today from @NYGCN. Ht @Harkaway
9/26/2021, 9:52:29 AM
Favs: 14
Retweets: 1
link


Plugin Information |
|---|
View Testability Explorer on the plugin site for more information. |
This plugin generates trend reports for the Testability Explorer, an open source program which uses byte-code analysis to look for testability pitfalls in Java code.
Description
Testability Explorer is an open-source tool that identifies hard-to-test Java code. Testability Explorer provides a repeatable objective metric of "testability." This metric becomes a key component of engineering a social change within an organization of developers. The Testability Explorer report provides actionable information to developers which can be used as measure of progress towards a goal and a guide to refactoring towards a more testable code-base. Further information can be found here.
The Plugin
The following features are provided by this plug-in:
- Configuration
- Configuration of the XML report files to scan after a build.
- Configurable threshold value at which a build will become unstable if your code's testability is beyond this number.
- Trend reports
- Overall testability cost for your project.
- Number of excellent, good and poor testable classes in your project.
- Detailed information how the testability cost is aggregated per class.
The current release is available in the download section. This plug-in is developed and maintained by Reik Schatz. Please use the Hudson mailing lists or the Testability Explorer mailing list to ask questions, create feature request or bug reports.
Installation
Use the Hudson plugin browser or Download and install the plugin. Restart Hudson, then go to your project and click on Configure
in the left menu.
Configuration
Check Publish Testability Explorer Report
. Enter the correct path to your Testability Explorer report files. The path will be relative to your project root. The project root is usually where your build.xml (Ant) or pom.xml (Maven) file is located. Let's say as part of your build, you create the Testability Explorer report in reports/testability/result.xml
, then the Report File Pattern for Hudson would have to be reports/testability/result.xml
or reports/testability/*.xml
if you want to use a Wildcard.
The Overall Threshold is a number value representing an overall testability cost. By setting this threshold you define that your project code base, must not have a higher overall testability cost than this number. If the testability cost is higher, the build will become unstable. As a rule of thumb, a good testability is below 100 but aim for a score below 50. The Hudson core project has more than 500 classes and a great testability score of just 22!
The Per-Class Threshold is a number value representing a testability cost on a per class basis. By setting this threshold you define that not a single class in your project may have a higher testability cost than this value. If the testability cost of any class is higher, the build will become unstable.
Reports
For each individual build you can review the testability scores. Click on a single build in the left column then on the Testability Explorer Report icon in the screen center. This will bring up the detailed report. You can see a summary on a class basis, which will show you the number of classes in your project and how many of them a excellent, good and poor testable. The total is the overall testability score for your project.
In the lower section of the start screen, you will see the 20 least testable classes in your project.
You can click on any of these classes to see an aggregation of what is causing the cost on a method level. For every method in the selected class, you can see how much testability cost is associated. The methods will be ordered by their cost - highest first. Depending on the testability cost, the rows will be marked red, yellow or green. The colors map to what Testability Explorer considers excellent, good and poor.
Then for each method, you can go into further detail and see how the cost is computed. Within the method, as your code executes, every line might come with a testability cost. This screen will tell you what is causing the cost.is found within a
Trends
In the main project page, you have a testability trend graph to the right side. This is how your overall testability is evolving during the different builds. The Testability Explorer Report icon in the center and the left menu, will bring you to a testability trend graph on the class level. You can see how many excellent, good or poor testable classes you have and how this number is changing over time.
Changelog
Version 0.4 (May 29, 2012)
- Restored functionality
Version 0.3 (Dec 29, 2009)
- Added support for report aggregation
- Report improvements
- Better html output
- Tabbing with context header
- Conditional rendering depending on the amount of results available
- I18N modifications + Dutch translations
- Updated uses of deprecated APIs
Version 0.2 (Jan 14, 2009)
- fixed bug where number of classes in report summary will always be between 1 and 20
- added colors to rows in report summary
- added new configuration value "per-class threshold"
- method signatures in report screens are not abbreviated after 130 characters
- fixed a bug where no report classes showed up in report summary if you had only 1 class in your project
- methods in report screens are ordered by their testability cost
- added method details and cost reason as report screens
- fixed a bug where trendline in graphs was interrupted in builds
Version 0.1
- First version
Attachments:
report.jpg (image/jpeg)
trend-total.jpg (image/jpeg)
trend-classes.jpg (image/jpeg)
config_screen.jpg (image/jpeg)
methods-cost.jpg (image/jpeg)
cost-compution.jpg (image/jpeg)
report-new.jpg (image/jpeg)
class-details-new.jpg (image/jpeg)
method-details-new.jpg (image/jpeg)
reasons-new.jpg (image/jpeg)


<<<<<<< HEAD
thenewdomain.com
=======
My dog ate my homework
Excuse Generator
>>>>>>> 54e1fba14aaffd55ad4b9ea458b74836c20820c5


Django and Flask are two well known Python web frameworks. There are lot of benchmarks claim Flask is 2xfaster for simple JSON Response, one such is Techempower. After lookinginto the source, it struckme Django can do better!
I will compare Flask and Django for simple json response. The machine used is Macbook pro, Intel Core i5-4258U CPU @ 2.40GHz
,with 8 GB
Memory on OS X 10.10.3
. gunicorn==19.3.0
will be used for serving WSGI application.
#flask simple app
from flask import Flask, jsonify
app = Flask(__name__)
@app.route('/index')
def index():
return jsonify({'hello': 'world'})
if __name__ == "__main__":
app.run()
Start the flask app, gunicorn -w 2 -b <IP_ADDRESS>:5000 flask_app:app
.
apachebench
will be used for benchmarking, you can use any tool for this.
ab -n 1000 -c 2 http://localhost:5000/index
...
Server Software: gunicorn/19.3.0
Server Hostname: localhost
Server Port: 5000
Document Path: /index
Document Length: 22 bytes
Concurrency Level: 2
Time taken for tests: 0.622 seconds
Complete requests: 1000
Failed requests: 0
Total transferred: 174000 bytes
HTML transferred: 22000 bytes
Requests per second: 1429.55 [#/sec] (mean)
Time per request: 1.399 [ms] (mean)
Time per request: 0.700 [ms] (mean, across all concurrent requests)
Transfer rate: 242.91 [Kbytes/sec] received
Now let’s do same thing with Django 1.8 with default settings.
#hello/views.py
from django.http import JsonResponse
# Create your views here.
def index(request):
return JsonResponse({'hello': 'world'})
Add url('^index/$', index),
in urls.py
and hello
app in settings.py
.Start the Django app, gunicorn -w 2 -b <IP_ADDRESS>:8000 django_app.wsgi
.
ab -n 1000 -c 2 http://localhost:8000/index/
...
Server Software: gunicorn/19.3.0
Server Hostname: localhost
Server Port: 8000
Document Path: /index/
Document Length: 18 bytes
Concurrency Level: 2
Time taken for tests: 0.814 seconds
Complete requests: 1000
Failed requests: 0
Total transferred: 179000 bytes
HTML transferred: 18000 bytes
Requests per second: 1228.25 [#/sec] (mean)
Time per request: 1.628 [ms] (mean)
Time per request: 0.814 [ms] (mean, across all concurrent requests)
Transfer rate: 214.70 [Kbytes/sec] received
Time taken for 1000 requests by Django is 0.814s
and Flask is 0.622s
. Clearly flask is faster.
Django is full fledged framework but Flask is micro framework. Django comes with lot of middlewares, contribmodels etc … Remove all those unused settings in settings.py
.
Comment all middleware classes
. The settings
snippet looks like
INSTALLED_APPS = (
'django.contrib.admin',
'django.contrib.auth',
'django.contrib.contenttypes',
'django.contrib.sessions',
'django.contrib.messages',
'django.contrib.staticfiles',
'hello',
)
MIDDLEWARE_CLASSES = (
# 'django.contrib.sessions.middleware.SessionMiddleware',
# 'django.middleware.common.CommonMiddleware',
# 'django.middleware.csrf.CsrfViewMiddleware',
# 'django.contrib.auth.middleware.AuthenticationMiddleware',
# 'django.contrib.messages.middleware.MessageMiddleware',
# 'django.middleware.clickjacking.XFrameOptionsMiddleware',
)
Restart the django app and run ab -n 1000 -c 2 http://localhost:8000/index/
.
...
Server Software: gunicorn/19.3.0
Server Hostname: localhost
Server Port: 8000
Document Path: /index/
Document Length: 18 bytes
Concurrency Level: 2
Time taken for tests: 0.560 seconds
Complete requests: 1000
Failed requests: 0
Total transferred: 150000 bytes
HTML transferred: 18000 bytes
Requests per second: 1784.37 [#/sec] (mean)
Time per request: 1.121 [ms] (mean)
Time per request: 0.560 [ms] (mean, across all concurrent requests)
Transfer rate: 261.38 [Kbytes/sec] received
Now Django took only 0.560s
for 1000 requests compared to flask 0.622s
.
Now remove Django admin from urls.py
, and remove all contrib
apps in INSTALLED_APPS
.
INSTALLED_APPS = (
#'django.contrib.admin',
#'django.contrib.auth',
#'django.contrib.contenttypes',
#'django.contrib.sessions',
#'django.contrib.messages',
#'django.contrib.staticfiles',
'hello',
)
Restart the Django app and run the benchmark ab -n 1000 -c 2 http://localhost:5000/index
.
...
Server Software: gunicorn/19.3.0
Server Hostname: localhost
Server Port: 8000
Document Path: /index/
Document Length: 18 bytes
Concurrency Level: 2
Time taken for tests: 0.553 seconds
Complete requests: 1000
Failed requests: 0
Total transferred: 150000 bytes
HTML transferred: 18000 bytes
Requests per second: 1806.90 [#/sec] (mean)
Time per request: 1.107 [ms] (mean)
Time per request: 0.553 [ms] (mean, across all concurrent requests)
Transfer rate: 264.68 [Kbytes/sec] received
That is much better. While developing API based application in Django tweak settings.py
to getbetter performance out of Django. Source code for this benchmark can be found in Github.
See also
- Parameterize Python Tests
- “Don’t touch your face” - Neural Network will warn you
- Capture all browser HTTP[s] calls to load a web page
- How long do Python Postgres tools take to load data?
- Debugging Python multiprocessing program with strace
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.


JavaScript MVW Framework
MVW - Model-View-Whatever
Developed at Google
Gives us Single Page UI / UXP
Think Gmail, Facebook etc.
Administrative / Back Office
Administrative / Back Office
Do we need single page?
Nope
Common / Core Structure
Flexibility
Develop to an API
Potential Mobile Support
@Component({
templateUrl: 'app/components/brands/brand-list.html',
providers: [BrandService]
})
export class BrandListComponent implements OnInit {
brands: Observable;
constructor(private _brandService: BrandService) { }
ngOnInit() {
this.brands = this._brandService.brands$;
this._brandService.loadBrands();
}
}
<brand-list-component />


{% load staticfiles %}
The official example template of creating a blog with Bootstrap.
Search Results


This file demonstrates different types of list available in HTML. Sometimes a table actually works better but for when it does not here are some lists.
With the Ordered and Unordered lists you can use text formatting techniques to highlight the title or key part, for example Item One. It is worth commenting here that the "strong" HTML element is for emphasis and whilst commonly rendered as bold, does not mean bold, if you really want bold then use proper text formatting, which for bold is font-weight in CSS (Cascading Style Sheets).
The Unordered List
- Item One: This is the full description of the first item.
- A Second Item: As the second item this needs a nice descrption.
- Third item: However this time we need a little description.
The Ordered List
- Item One: This is the full description of the first item.
- A Second Item: As the second item this needs a nice descrption.
- Third item: However this time we need a little description.
The Description List
- Item One
- This is the full description of the first item.
- A Second Item
- As the second item this needs a nice descrption.
- Third item
- However this time we need a little description.


I started coding in my school days but I was not much interested in it as a result I got poor marks in my practical and I decided to leave coding but the story changed when I met my cousin (who is a software engineer) in my vacation he thought how to enjoy coding. He influenced me much & I started coding once again later on I opted ECE in my college where we had CS as a core subject in 2nd semester. As a beginner I started with C & C++, now I'm learning python, tried my hand in web development as well, also planning for java in coming days. Believe me coding is the most interesting subject just we need to give some time to it. (specially for lazy person like me) Now Coding is in trend or demand it's became necessary to know coding in majority of field.
Nowadays, there are numerous programming languages are becoming more general and all-purpose, but these languages have their specialties, and each language has its own advantages and disadvantages.
CODING IN C: -
The C language is a basic programming language and it is a very popular language, particularly used in game programming, Because C language includes the additional packing of the C++, every programmer uses this language because it makes programs faster. However, the value of this language gives the reusability of C++ to get the slight increase in performance with C language.
CODING IN JAVA: -
The Java language is a multi-platform language that’s particularly helpful in networking. Of course, mostly this language is used on the web with Java applets. However, this language is used to design cross platform programs, Since it similar to C++ in structure and syntax. For C++ programmers, Java language is very easy to learn and it offers some advantages provided by object-oriented programming. Like reusability and it can be difficult to write efficient code in Java. But, nowadays the speed of the Java language has increased and 1.5 version offers some good features for easy program making.
PERL LANGUAGE: -
Perl language is a file management language for UNIX. But it is more popular for its common gateway interface programming (CGI). It is a term for programs that web servers can perform to allow additional capabilities of web pages. Pearl language is a method for searching text and it is used for useful server functions and other databases, and it is very easy to pick up the fundamentals if you have any experience in any language. As a CGI language, web hosting services select Perl language over C++ language. Because, the web hosts can review Perl script files. Since they are text files, when C++ is compiled.
PHP LANGUAGE: -
The PHP language is used to design web pages and sometimes it is also used as scripting language. This language is designed to develop a rapid website, and as a result comprises features which make it easy generate HTTP headers and link to databases. As a scripting language, it includes a set of components permit the programmer to easily get up to speed. However, it has more sophisticated object-oriented features.
PYTHON LANGUAGE: -
Python is currently the most widely used multi-purpose, high-level programming language. Python allows programming in Object-Oriented and Procedural paradigms. Python programs generally are smaller than other programming languages like Java. Programmers have to type relatively less and indentation requirement of the language, makes them readable all the time. Python language is being used by almost all tech-giant companies like – Google, Amazon, Facebook, Instagram, Dropbox, Uber… etc.
The biggest strength of Python is huge collection of standard libraries which can be used for the following:
Machine Learning
GUI Applications (like Kivy, Tkinter, PyQt etc.)
Web frameworks like Django (used by YouTube, Instagram, Dropbox)
Image processing (like OpenCV, Pillow)
Web scraping (like Scrapy, BeautifulSoup, Selenium)
Test frameworks
Multimedia


fitbuddy is for the
Let's try a class!
Connectwithfriends
based on shared interests
Meet yourgoals
by holding eachotheraccountable
Team Roles
MapsTranslation
BackendSearchRecommendations
Frontend UX/UIMessaging


I Want to Learn connects you with expert curated knowledge on any topic that may come to mind. Just ask our Knowledge Engine™ which topic you'd like to learn about. We'll then send your curated curriculum to wherever you are; text, web, email, alexa, Google Assistant and more.
Learn the basics of working with your desktop, choosing the right mobile phone, learn a new programming language or walk through the basics of Artificial Intelligence and Machine Learning.
What is the Cloud, what are the latest trends in Virtual Reality or learn how you can build a lean product.
Learn about related Sci-Fi universes, how are certain artists you follow are influenced by other greats or find out how you can start a career as a grafitti artist in New York.
How do you organize a room for both style and function, organize your storage space or redo your landscaping to a more lush and ecologically friendly design.


Student kills one, wounds three before killing himself at Russian college
MOSCOW (Reuters) - A 19-year-old male student shot and killed a fellow student and wounded three others at a vocational college in Russia’s Far East on Thursday before committing suicide, Russian investigators said in a statement.
School and college shootings are rare in Russia which has strict gun laws, and it was not immediately clear what the shooter’s motive was.
Investigators said the student opened fire with a hunting rifle at the college, which is located in the city of Blagoveshchensk, around 3,500 miles (5,600 km) east of Moscow near Russia’s border with China.
He shot dead another 19-year-old male student, and three other students had been taken to hospital after receiving gunshot wounds, investigators said.
One of the wounded was in a serious condition and was being operated on, the RIA news agency reported.
Russia’s Investigative Committee opened a criminal case.
Vasily Orlov, the governor of the Amur Region, described the incident as a tragedy.
“I express my deep condolences to the relatives of the victims,” Orlov said in a statement on social media.
“We will give them all necessary assistance. And I promise that from our side we will make sure we investigate why such an incident was possible in an educational institution.”
In 2018, a teenager killed 19 people in another college shooting, in the Black Sea region of Crimea which Russia annexed from Ukraine, before also killing himself.
And in October, a Russian conscript shot dead eight fellow soldiers in Russia’s Far East.


Explore
Home
(current)
About
Contact
Johnathan
Wierzbicki
Web Design - Frontend Developer
View Work
A Bootstrap 4 Starter Template
Complete with pre-defined file paths and responsive navigation!
Bootstrap 4.3.1
jQuery 3.4.1


Across: 7. She is on the line to him (5) 8. Taking these may cause irritation (9) 9. First Lady is coming back? It's a riddle! (5) 10. Getting quicker at tying up? (9) 12. Difficult situation for decrepit man? (11) 16. He orders 18 (4) 17. Eskimo is in the middle of Quito (5) 18. Workers upset 16 (4) 19. Managing to study strange creature mixing gin (11) 22. Best fish for high fliers! (9) 24. Vincent's fee (5) 25. Dismisses reductions in 24 (9) 26. I go to New York carrying Los Angeles' decoration (5) Down: 1. Insult one in home and hearth! (9) 2. Tin proved surprisingly economical (9) 3. Pass six to South Africa (4) 4. Intoned "It's a strange place to get to!" (11) 5. Rock is all wrong notes! (5) 6. Plants found in marshes around river (5) 11. Bitter edge in account about debts! (11) 13. Tom returns astride a French horse (5) 14. Would she bare all in frenzied dance? (9) 15. Jagger's idle talk gets the bird! (9) 20. 16 holds me and Mark (5) 21. Good man to build with (5) 23. Force boiling tea into opening (4)


On 1 September 2018, 3 new articles were published in 3 journals.
Problem-Oriented Policing of Transnational Environmental Crimes: A Social Harms Approach
Observer Effect: Insights For Building Equitable Community-Research Partnerships
Georgios A. Antonopolous, Georgios Papanicolaou (2018). Organized Crime: A Very Short Introduction


EPL Apps Tools¶
Introduction¶
Tooling to work with Apama EPL Apps. This tooling allows you to script uploads of your EPL apps and manage them for CI/CD use cases. It also provides extensions to the PySys test framework to allow you to simply write tests for your EPL apps and to run them automatically.
See <http://www.apamacommunity.com/docs> and <https://cumulocity.com/guides/apama> for further docs. See apama-eplapps-tools for the main github respoitory.
Contents¶
Disclaimer¶
These tools are provided as-is and without warranty or support. They do not constitute part of the Software AG product suite. Users are free to use, fork and modify them, subject to the license agreement. While Software AG welcomes contributions, we cannot guarantee to include every contribution in the main project.
Licensing¶
This project is licensed under the Apache 2.0 license - see https://www.apache.org/licenses/LICENSE-2.0


Northern Ireland’s DUP will not support a Corbyn-led government
BELFAST, Nov 19 — Northern Ireland’s Democratic Unionist Party will not consider supporting a government led by Labour Party leader Jeremy Corbyn, as it would be “hugely detrimental” to the United Kingdom, DUP leader Arlene Foster said today.
The DUP has long been hostile to Corbyn because of his sympathy with Irish nationalists Sinn Fein and their goal of cutting Northern Ireland’s ties with London and joining a united Irish state.
But Labour and the DUP are united in their opposition to Prime Minister Boris Johnson’s EU withdrawal agreement and if the DUP retain their 10 seats in British parliamentary elections on Dec. 12, they could be crucial in the formation of the next British government.
“We are very clear that we will not be supporting a Jeremy Corbyn-led labour party in a government, because we believe Jeremy Corbyn would ... be hugely detrimental to the united Kingdom in terms of the break up of the united kingdom,” DUP leader Arlene Foster told journalists in Belfast.
“There are many, many reasons why couldn’t in all conscience support a Jeremy Corbyn-led administration,” she said. — Reuters


This Week
Cornell Hacking Club
Agenda
- Praetorian
- Upcoming CTFs
- CVE-2017-5124
- Workshops
- New Member Onboarding
- Proxmark Demo
TU CTF
- Still coming up.
- Optional, but highly encouraged
- 11/24 - 11/26
- "an introductory CTF for teams that want to build their experience"
Onboarding
- Well, only one person followed through.
- You must DM Ryan on Slack at least a picture. Ideally links to your facebook, Github, and Linkedin.
- MANDATORY: Join our Orgsync page
- This helps us get more SAFC funding in future semesters.
- Team Photo: soon™
Workshops
- The first will still cover XSS
- Still looking for volunteers to help
Proxmark Demo
YASH: Enter stage right.


First name :
Second name :
Email address :
Age :
Gender :
Male
Female
Other
City
choose city...
Sulayanyah
Erbil
Duhok
Kirkuk
Halabja
Other
Student
Send
Full name :
Email-address:
Age :
Gender :
City :
Student ?


Monitor Class
Monitor a remote probe
Monitor objects are the local interface to a remote Probe. The probe may be running in this process or on a remote server.
In a disconnected state, the monitor object contains information about the type, attributes, and location of the probe it will monitor.
In a connected state, the monitor object contains the data attributes of the probe it is monitoring, and emits change events as the probe changes state.
Many monitors may be attached to a single probe. When the probe data model changes, changes are broadcast to the connected monitors.
Probes can be remotely controlled using the control() method. The control() method acts an RPC in that it accepts input arguments and returns results to the monitor initiating the request.
Example:
// Connecting a monitor to a probe
var processMonitor = new Monitor({
probeClass: 'Process'
});
processMonitor.connect();
// Monitoring the probe
processMonitor.on('change', function(){
console.log('Changes:', processMonitor.getChangedAttributes());
});
// Remote control
processMonitor.control('ping', function(error, response) {
console.log('Ping response: ', response);
});
Monitoring a probe on a remote server requires the hostName
parameter
to be set.
// Connecting to a remote monitor
var processMonitor = new Monitor({
probeClass: 'Process',
hostName: 'remote-server1'
});
processMonitor.connect();
Additional parameters can be set to identify a specific server if many
servers are running on the specified hostName
.
Constructor
Monitor
-
model
Parameters:
-
model
Object- Initial data model. Can be a JS object or another Model.
-
[id]
String optionalThe monitor object id. Set externally.
-
probeClass
StringClass name of the probe this is (or will be) monitoring.
-
[initParams]
Object optionalInitialization parameters passed to the probe during instantiation.
-
[hostName]
String optionalHostname the probe is (or will) run on. If not set, the Router will connect with the first host capable of running this probe.
-
[appName]
String optionalApplication name the probe is (or will) run within. If not set, the Router will disregard the appName of the process it is connecting with.
-
[appInstance]
String optionalApplication instance ID the probe is (or will) run within. If not set, the Router will disregard the appInstance of the process it is connecting with. Application instances can (should) set the $NODEAPPINSTANCE environment variable prior to running to uniquely identify their unique instance within a server or network. If this variable is not set prior to running the app, node-monitor will assign a unique ID among other running apps on the host.
-
probeId
StringID of the probe this is monitoring (once connected). READONLY
-
PROBE_PARAMS...
(defined by the probe)... all other
model
parameters are READONLY parameters of the connected probe
Item Index
Methods
Events
Methods
connect
-
callback
Connect the monitor to the remote probe
Upon connection, the monitor data model is a proxy of the current state of the probe.
Parameters:
-
callback
Function(error)Called when the probe is connected (or error)
control
-
name
-
[params]
-
[callback]
Send a control message to the probe.
Monitors can use this method to send a message and receive a response from a connected probe.
The probe must implement the specified control method. All probes are derived from the base Probe class, which offers a ping control.
To send a ping message to a probe and log the results:
var myMonitor.control('ping', console.log);
Parameters:
-
name
StringName of the control message.
-
[params]
Object optionalNamed input parameters specific to the control message.
-
[callback]
Function(error, response) optionalFunction to call upon return.
- error (Any) - An object describing an error (null if no errors)
- response (Any) - Response parameters specific to the control message.
deepCopy
-
value
-
[depth=4]
Produce a depth-limited copy of the specified object
Functions are copied for visual inspection purposes - the fact that they are a function, and any prototype members. This is so a JSON.stringify of the result will show the functions (normally JSON.stringify doesn't output functions).
This method is mostly for debugging - for producing a human-readable stream representation of the object. It is an exact copy, except for elements of type function.
Parameters:
-
value
MixedObject or value to copy
-
[depth=4]
Integer optionalMaximum depth to return. If the depth exceeds this value, the string "[Object]" is returned as the value.
Returns:
disconnect
-
callback
Disconnect from the remote probe
This should be called when the monitor is no longer needed. It releases resources associated with monitoring the probe.
If this was the last object monitoring the probe, the probe will be stopped, releasing resources associated with running the probe.
Parameters:
-
callback
Function(error)Called when disconnected (or error)
generateUniqueId
()
String
protected
static
Generate a unique UUID-v4 style string
This is a cross-platform UUID implementation used to uniquely identify model instances. It is a random number based UUID, and as such can't be guaranteed unique.
Returns:
getConnection
()
Connection
Get the connection to the remote probe
This method returns the Connection object that represents the remote server used for communicating with the connected probe.
If the probe is running internally or the monitor isn't currently connected, this will return null.
Returns:
getRouter
()
Router
protected
static
Get the default router (an application singleton)
This instantiates a Router on first call.
Returns:
isConnected
()
Boolean
Is the monitor currently connected?
Returns:
List
-
[items]
Constructor for a list of Monitor objects
var myList = new Monitor.List(initialElements);
Parameters:
-
[items]
Array optionalInitial list items. These can be raw JS objects or Monitor data model objects.
Returns:
Monitor.generateUniqueCollectionId
-
collection
-
[prefix]
Generate a unique ID for a collection
This generates an ID to be used for new elements of the collection, assuring they don't clash with other elements in the collection.
Parameters:
-
collection
Backbone.CollectionThe collection to generate an ID for
-
[prefix]
String optionalAn optional prefix for the id
Returns:
setLoggerClass
-
loggerClass
Expose the logger class
Parameters:
-
loggerClass
FunctionLogger class to expose
setStatLoggerClass
-
statLoggerClass
Expose the stat logger class
Parameters:
-
statLoggerClass
FunctionStat logger class to expose
start
-
options
-
callback
Start a monitor server in this process
This is a shortand for the following:
var Monitor = require('monitor-min');
var server = new Monitor.Server();
server.start();
It can be chained like this:
var Monitor = require('monitor-min').start(),
log = Monitor.getLogger('my-app');
For more fine-tuned starting, see the Server api.
Parameters:
-
options
Object- Server.start() options. OPTIONAL
-
port
Integer- Port to attempt listening on if server isn't specified. Default: 42000
-
callback
Function(error)- Called when the server is accepting connections.
Returns:
stop
-
callback
Stop a started monitor server in this process
Parameters:
-
callback
Function(error)- Called when the server is accepting connections.
stringify
-
value
-
[depth=4]
-
[indent=2]
Produce a recursion-safe JSON string.
This method recurses the specified object to a maximum specified depth (default 4).
It also indents sub-objects for debugging output. The indent level can be specified, or set to 0 for no indentation.
This is mostly useful in debugging when the standard JSON.stringify returns an error.
Parameters:
-
value
MixedObject or value to turn into a JSON string
-
[depth=4]
Integer optionalMaximum depth to return. If the depth exceeds this value, the string "[Object]" is returned as the value.
-
[indent=2]
Integer optionalIndent the specified number of spaces (0=no indent)
Returns:
toMonitorJSON
-
[options]
Produce an object with the monitor only attributes.
A Monitor object contains a union of the connection attributes required for a Monitor, and the additional attributes defined by the probe it's monitoring.
This method produces an object containing only the monitor portion of those attributes.
Parameters:
-
[options]
Object optionalOptions to pass onto the model toJSON
Returns:
toProbeJSON
-
[options]
Produce an object without monitor attributes
A Monitor object contains a union of the connection attributes required for a Monitor, and the additional attributes defined by the probe it's monitoring.
This method produces an object containing only the probe portion of those attributes.
The id attribute of the returned JSON is set to the probeId from the monitor.
Parameters:
-
[options]
Object optionalOptions to pass onto the model toJSON
Returns:
toServerString
()
String
Produce a server string representation of the hostName:appName:appInstance
Depending on the presence of the appName and appInstance, this will produce one of the following:
hostName
hostName:appName
hostName:appName:appInstance
Returns:
toServerString
-
monitorJSON
-
hostName
-
[appName]
-
[appInstance]
Produce a server string representation of the hostName:appName:appInstance
Depending on the presence of the appName and appInstance, this will produce one of the following:
hostName
hostName:appName
hostName:appName:appInstance
Parameters:
Returns:
Events
change
Receive real time notifications from the probe
When the probe data model changes, all changed attributes are forwarded to monitors, triggering this event.
All probe attributes are available in the monitor, and the getChangedAttributes() method returns the list of attributes changed since the last change event.
myMonitor.on('change', function(){
console.log('Changes:', myMonitor.getChangedAttributes());
});
connect
The monitor has successfully connected with the probe
disconnect
The monitor has disconnected from the probe
Event Payload:
-
reason
StringReason specified for the disconnect
- Known Reasons:
- manual_disconnect - A manual call to disconnect() was made.
- connect_failed - Underlying transport connection problem.
- remote_disconnect - Underlying transport disconnected.


Depp Space The Astronaut's Wife
By Ross Anthony
This is one weird film. Weird and scary. Scarier than that Witch film, probably the scariest film I've seen this summer (though it's been a tame summer on the fright-o-meter). The fine sound engineering does a splendid job toward this goal.
Lift-off looks promising with a cast of three actors I adore. The simply irresistible Charlize Theron, rock solid actor Johnny Depp and strong supporter Joe Morton from "T2" fame. Johnny goes up in space, has an incident, comes back a little weird, or is it wife Charlize who's paranoid? A creepy psychological thriller.
Surprise, it's no "Apollo 13." Though the film hooked me heartily in the beginning, I grew tired in the middle (though scared), and while the twist ending was indeed something I did not expect at all -- it wasn't something I cared for either.
Great concept, awesome actors, fine dialogue, but a lack of that right stuff.
Starring Johnny Depp, Charlize Theron, Joe Morton, Clea Duvall. Director/Screenwriter Rand Ravich. Produced by Andrew Lazar at New Line. Rated R.
Grade..........................B
-- Copyright © 1999 Ross Anthony, currently based in Los Angeles, has scripted and shot documentaries, music videos, and shorts in 35 countries across North America, Europe, Africa and Asia. For more reviews visit: http://RossAnthony.com
The review above was posted to the
rec.arts.movies.reviews newsgroup (de.rec.film.kritiken for German reviews).
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Related links: index of all rec.arts.movies.reviews reviews


| DOSE: |
8 Tbsp |
oral |
Kava |
(tea) |
Recently I've experimenting with various recipes and preparations of kava to see which one is the most effective. I'm an extremely experienced drug user and I know when a substance has a real effect on my mind and body versus a placebo effect. I've been using Twinlabs Alvita brand kava tea bags, so the potency is defintely not the same as fresh root, but today I tried a slight variation of Murple's kava brew recipe and finally experienced some 'above threshold' effects.
In the short time between school and work today I decided I needed to chill out a bit, so I went home and broke out the kava. I tore open eight teabags and emptied their contents into a medium saucepan along with 1 cup water and 1/2 cup 2% milk. Then I heated the mixture on the stove for 6 minutes, stirring constantly. (note: heat on low or medium, do not let the mixture boil.) I then took it off the stove and poured it through a fine strainer into a large mug, squeezing the excess liquid out of the root muck. I added honey until it was tolerable to drink and gulped it down on my way to work, a gas station about 15 minutes away from my house.
[Erowid Note: Driving while intoxicated or tripping is dangerous and irresponsible because it endangers other people. Don't do it!]
About ten minutes into the car ride I noticed that I was driving faster than usual (obviously not a good idea to drive on this stuff) and was feeling generally carefree. I finished my mug and by the time I arrived at work I had a slight 'buzz' going. It's not a buzz in the alcohol or pot sense, but more like maybe .25mg of xanax with less drowsiness. Three of the six hours of my shift flew by, and I felt upbeat, calm, and outgoing without the kava having much of an effect on my memory, alertness, or coordination. By the fourth hour I was back to normal, no noticeable after effects at all.
This is definitely a recipe that I will use in the future when I need to chill out without getting messed up. It's perfect for high-stress situations in which I still need to be able to focus.
Experience Reports are the writings and opinions of the individual authors who submit them.
Some of the activities described are dangerous and/or illegal and none are recommended by Erowid.