There is a significant overhead in using pyglet.graphics.draw and pyglet.graphics.draw_indexed due to pyglet interpreting and formatting the vertex data for the video device. Usually the data drawn in each frame (of an animation) is identical or very similar to the previous frame, so this overhead is unnecessarily repeated.
A VertexList is a list of vertices and their attributes, stored in an efficient manner that's suitable for direct upload to the video card. On newer video cards (supporting OpenGL 1.5 or later) the data is actually stored in video memory.
Create a VertexList for a set of attributes and initial data with pyglet.graphics.vertex_list. The following example creates a vertex list with the two coloured points used in the previous page:
vertex_list = pyglet.graphics.vertex_list(2, ('v2i', (10, 15, 30, 35)), ('c3B', (0, 0, 255, 0, 255, 0)) )
To draw the vertex list, call its VertexList.draw method:
vertex_list.draw(pyglet.gl.GL_POINTS)
Note that the primitive mode is given to the draw method, not the vertex list constructor. Otherwise the vertex_list method takes the same arguments as pyglet.graphics.draw, including any number of vertex attributes.
Because vertex lists can reside in video memory, it is necessary to call the delete method to release video resources if the vertex list isn't going to be used any more (there's no need to do this if you're just exiting the process).
The data in a vertex list can be modified. Each vertex attribute (including the vertex position) appears as an attribute on the VertexList object. The attribute names are given in the following table.
Vertex attribute Object attribute Vertex position vertices Color colors Edge flag edge_flags Fog coordinate fog_coords Normal normals Secondary color secondary_colors Texture coordinate tex_coords Generic attribute Inaccessible
In the following example, the vertex positions of the vertex list are updated by replacing the vertices attribute:
vertex_list.vertices = [20, 25, 40, 45]
The attributes can also be selectively updated in-place:
vertex_list.vertices[:2] = [30, 35]
Similarly, the color attribute of the vertex can be updated:
vertex_list.colors[:3] = [255, 0, 0]
For large vertex lists, updating only the modified vertices can have a perfomance benefit, especially on newer graphics cards.
Attempting to set the attribute list to a different size will cause an error (not necessarily immediately, either). To resize the vertex list, call VertexList.resize with the new vertex count. Be sure to fill in any newly uninitialised data after resizing the vertex list.
Since vertex lists are mutable, you may not necessarily want to initialise them with any particular data. You can specify just the format string in place of the (format, data) tuple in the data arguments vertex_list function. The following example creates a vertex list of 1024 vertices with positional, color, texture coordinate and normal attributes:
vertex_list = pyglet.graphics.vertex_list(1024, 'v3f', 'c4B', 't2f', 'n3f')
By default, pyglet assumes vertex data will be updated less often than it is drawn, but more often than just during initialisation. You can override this assumption for each attribute by affixing a usage specification onto the end of the format string, detailed in the following table:
Usage Description "/static" Data is never or rarely modified after initialisation "/dynamic" Data is occasionally modified (default) "/stream" Data is updated every frame
In the following example a vertex list is created in which the positional data is expected to change every frame, but the color data is expected to remain relatively constant:
vertex_list = pyglet.graphics.vertex_list(1024, 'v3f/stream', 'c4B/static')
The usage specification affects how pyglet lays out vertex data in memory, whether or not it's stored on the video card, and is used as a hint to OpenGL. Specifying a usage does not affect what operations are possible with a vertex list (a static attribute can still be modified), and may only have performance benefits on some hardware.
IndexedVertexList performs the same role as VertexList, but for indexed vertices. Use pyglet.graphics.vertex_list_indexed to construct an indexed vertex list, and update the IndexedVertexList.indices sequence to change the indices.


* A description of your own strengths and limitations * I am a vibrant and positive person, I am able to adapt to any situation with ease, I can work well within a team and also on my own. My personality is my biggest strength, I am always ready to learn new things and here to help others in need. I am responsible, disciplined and very creative. My mind is my greatest friend but also my only limitation, sometimes I can entertain the confusion on things. * Based on the above description, a commitment to how you will manage your workload in this programme. This should include - an explanation of how you will manage yourself to work productively and safely with other learners, facilitators and industry/community representatives.* I will make a plan at the start of every week in my weekly spreadsheet on what I am going to do and when. I will use a timer to manage the time spent on each segment and stick to these guidelines. On every Sprint I will apply the below process: Process 1. Get intentional and habitual 2. Start your timer 3. Understand: Get clear on what is being asked. 4. Plan: Plan your approach 5. Divide: Break into small steps 6. Make an attempt at solving it (write Initial Solution) 7. Get unstuck 8. Improve your solution (Refactor) 9. Learn what you learned (Reflect) 10. Practice I will also do my best to stay ahead coming into each Sprint. * A commitment as to how and where you will seek help in a timely way.* When I am stuck, I am going to be proactive and I will use my facilitator and use Slack to speak to within our team. I will also make sure that I have understood the question and will try problem solving myself however I will use Slack to guide me through as well. * A description of what you expect from the facilitation team* Feedback Help Be yourself * Any scheduling information such as block-out times when you are committed to other things. Only commitment is Dev A, everything else works around this unless there is an emergency.


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Comedy legend Lenny Henry is coming to Plymouth this weekend
The show is at Plymouth Pavilions this weekend
by Talia HeggsLegendary comedian Sir Lenny Henry is currently embarking on a huge UK Tour which is set to dazzle the Plymouth Pavilions stage this Sunday.
Following the publication of his memoir ‘Who Am I, Again?’ in October, the critically acclaimed comedian is travelling the length of the country with a live show recalling a jam packed session of life stories, kicking off in Birmingham Hippodrome, and an appearance in Plymouth this weekend.
The acclaimed writer, radio DJ, TV presenter and co-founder of Comic Relief in his show ‘An Evening with Lenny Henry- Who Am I, Again?’ tells the extraordinary story of his early years and sudden rise to fame.
Born soon after his Jamaican parents had arrived in the Midlands, Lenny was raised as one of seven siblings in a boisterous, hilarious, complicated working household, and sent out into the world with a natural ability to make people laugh.
He recollects growing up in the Black Country, puberty, school, friendship, family secrets and unabashed racism. At school, his comedic flare undoubtedly helped to subdue the daily racist bullying.
Lenny proceeds to regale the audience with memories of his stellar career, bursting into the public consciousness in 1975 as the splendidly gifted 16-year-old winner of the TV talent show, New Faces, followed by his enormous successes on such TV shows as Tiswas, Three of a Kind and The Lenny Henry Show. He fondly reminisces about live performance over the years, as well as his favourite comedic double act.
"What Morecambe and Wise did in front of a live audience was very different to what they did on telly. Their TV show was brilliant, but Eric was probably 20 times funnier on stage than he was on telly," he said.
"I worked with him in Bournemouth in 1979, and it was one of the most extraordinary live experiences I have ever had. It was so funny and loose.”
"I try to get to the same space when I perform live, create real sense that this is unmediated and unmitigated. I attempt to communicate to the audience that we’re gonna have a great time for the next 90 minutes, and then we're all off home! HOORAY!".
In the second half "An Evening with Lenny Henry - Who Am I, Again" Lenny will be interviewed by friend, broadcaster and author Jon Canter, offering further insights into his life and career.
Riotous, warm-hearted and revealing, and told with Lenny’s trademark energy — expect recipes, comic strips, and tips for aspiring comedians — Who Am I, Again? is the heartbreakingly honest and inspirational coming-of-age story of a man who holds a very special place in British hearts.
An Evening With Lenny Henry UK tour comes to Plymouth Pavilions on Sunday, November 10.


Multimeter
-
Description
I want to learn about basic circuit elements and how to use a multimeter. -
What I Need
- Breadboard
- Multimeter
- resistors
- wires
-
Why I Need It
I want to study computer engineering in the future and getting a head start on it would be awesome. Unfortuanately I can not afford to purchase the things neccessay to get started. Please donate if you have any spare parts. -
Location


Undefined Type
Cellphone
Cnpj
Cpf
Telephone
Fax
Ncm
Money
Money2
Date
Time
Date/Time
Cep
Percent
Teste
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Numbers
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Words


Before Change
// So we sneak in the copy by going via torch.no_grad(), and then fix the gradients after the fact (without
// modifying k, so the version doesn"t increment) with _DistributeGradients.
k = torch.empty(*f0.shape, tableau.length + 1, dtype=f0.dtype, device=f0.device)
with torch.no_grad():
k[..., 0] = f0 // sneak past the version checker
fs = [f0]
for i, (alpha_i, beta_i) in enumerate(zip(tableau.alpha, tableau.beta)):
ti = t0 + alpha_i * dt
yi = y0 + k[..., :i + 1].matmul(beta_i * dt).view_as(f0)
After Change
// Little bit of black magic coming up.
// We use an unchecked assign to put data into k without increments its _version counter, so that the backward
// doesn"t throw an error about in-place correctness. We know that it"s actually correct.
k = torch.empty(*f0.shape, len(tableau.alpha) + 1, dtype=f0.dtype, device=f0.device)
k = _UncheckedAssign.apply(k, f0, (..., 0))
for i, (alpha_i, beta_i) in enumerate(zip(tableau.alpha, tableau.beta)):
ti = t0 + alpha_i * dt


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Rules
Armed with open minds, we gather to think. We must focus on the problems at hand. To ensure an equitable and just Thinkathon for all participants, We Are Open Co-op asks that each individual:
- Be present. Life is messy, we know. Please take calls and do your emails outside the room.
- Speak up if you have something to share. Say out loud when it's necessary to look at screens and when not.
- Make room for everyone to speak. Pause and invite remote thinkers into the conversation. It's hard to be on the screen.
- Know how decisions will be made. Discuss in advance who will make decisions. Or is it consensus-based? Take a few minutes to let your co-thinkers know. This will help when knotty issues arise.
- Stay together, use a "Yes, and..." approach.
Tools
We load our kits with tools of the trade. Technology empowers us, and it changes the way we get things done. For remote Thinkathons, we use:
- Collaborative documents, such as Etherpad / Google Docs. These hold the Thinkathon Agenda, serve as a place to take notes, and in some cases, a backchannel chat to make jokes or to solve technical problems. Meanwhile in the backchannel, Laura writes 'I can't hear you! Move the mic closer!'
- Photo-sharing, such as uploading to a document or facing a computer towards a whiteboard. Google Slides work too.
- Video conferencing, we can use your solution or offer a room in a tool like Zoom or Appearin. Remote attendees and We Are Open members will appear on your screen. We'll organize the specific tool together in advance.
- Document camera. We have this special tool to draw ideas that you can see in real time, no matter where we are in the world.
- Stationery - paper, super-sticky post-its, pens: Have plenty of paper, post-its and pens for individual and collaborative thinking activities.
Room specs
Creativity needs space. Be sure you have a comfortable room where you can move the chairs and sit together in a half-circle. Your remote participants need to see everyone, which means your positioning in the room and lighting is important.
- Table: A square or circular table is best.

- Atmosphere: Ensure there is Internet, power and good lighting.
- Wall space: A place to draw and stick post-its is very useful.
Tech check
Technology has a habit of going wrong, especially at a distance, so...a few days before our Thinkathon, we'll schedule a quick tech check. We'll ask you to meet us using the actual set-up you plan to use for the day. We'll have a quick fifteen minute chat to check the audio and visuals.
Audio:
- Have an external microphone, or use a secondary laptop in the center of the table (be sure to mute the other laptops!) Virtual participants should use headphones. (Image of Dr. Echo)
- Check sound levels, and make it easy for remote participants to say when it's difficult to hear.
- Default to muted when you're not speaking, there's always unexpected sounds to distract people :)
Video:
- We recommend two computers. On one you can fullscreen the virtual participants and on the other you can full screen the collaborative documents or document camera.
Power ups
Don't forget about energy levels, the brain needs a lot of juice! Have snacks and drinks available to help people think, and schedule breaks every 90 minutes (don't worry, we'll remind you!)
 The aim of this brief guide is to set you up for success based on our experience.
Questions? Get in touch!


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An integrated set of tools to analyze and simulate networks based on exponential-family random graph models (ERGMs). 'ergm' is a part of the Statnet suite of packages for network analysis.
| Version: | 3.9.4 |
| Depends: | network (≥ 1.13) |
| Imports: | robustbase (≥ 0.9-10), coda (≥ 0.18-1), trust, Matrix, lpSolve, parallel, methods, MASS, statnet.common (≥ 4.1.0), purrr (≥ 0.2.4), rlang (≥ 0.2.0), tibble (≥ 1.4.2), dplyr (≥ 0.7.4) |
| Suggests: | lattice, latticeExtra, sna, latentnet, rmarkdown, knitr, ergm.userterms, Rmpi, testthat |
| Published: | 2018-08-16 |
| Author: | Mark S. Handcock [aut], David R. Hunter [aut], Carter T. Butts [aut], Steven M. Goodreau [aut], Pavel N. Krivitsky [aut, cre], Martina Morris [aut], Li Wang [ctb], Kirk Li [ctb], Skye Bender-deMoll [ctb] |
| Maintainer: | Pavel N. Krivitsky <pavel at uow.edu.au> |
| BugReports: | https://github.com/statnet/ergm/issues |
| License: | GPL-3 + file LICENSE |
| URL: | http://statnet.org |
| NeedsCompilation: | yes |
| Citation: | ergm citation info |
| Materials: | README NEWS |
| In views: | SocialSciences, gR |
| CRAN checks: | ergm results |
| Reference manual: | ergm.pdf |
| Vignettes: |
ERGM terms cross-reference ergm Example |
| Package source: | ergm_3.9.4.tar.gz |
| Windows binaries: | r-devel: ergm_3.9.4.zip, r-release: ergm_3.9.4.zip, r-oldrel: ergm_3.9.4.zip |
| OS X binaries: | r-release: ergm_3.9.4.tgz, r-oldrel: ergm_3.8.0.tgz |
| Old sources: | ergm archive |
| Reverse depends: | Bergm, CCMnet, dnr, ergm.count, ergm.ego, ergm.rank, ergm.userterms, gwdegree, hergm, latentnet, lvm4net, mlergm, statnetWeb, tergm, VBLPCM, xergm.common |
| Reverse imports: | Blaunet, btergm, egoTERGM, EpiModel, fergm, RDS, statnet |
| Reverse linking to: | ergm.count, ergm.rank, ergm.userterms, tergm |
| Reverse suggests: | broom, lolog, sand, texreg, tsna |
| Reverse enhances: | stargazer |
Please use the canonical form https://CRAN.R-project.org/package=ergm to link to this page.


--- layout: post title: Build your own media server date: 2020-05-17 category: Computer-Science tags: Media-Server Open-Science img: /notebooks/imgs/jellyfin/post_img.jpg file: /notebooks/jellyfin.py excerpt_separator:
Streaming and sharing media are gaining popular adoption, specifically using popular web media platform that everyone knows: Netflix, YouTube or Spotify. They all exists thanks to the same technology, media encoding/decoding.
Streaming has many advantages, maybe you want to share your personnal pictures with your family (while being in controll of the server), access music with a nice front-end, or easilly watch your movies anywhere on your house. But did you knew that is was possible to make your own media server for FREE.
You may have heard of Plex which is a popular and free media server. But you need to understand that 1) it is not open-source and 2) Plex collects and stores information about you (check the user agreement page). Let me introduce you instead Jellyfin, which does not store anything about you, and is trully free and open-source. Yes, you will mostly have lot of headaches, things will not work as smoothly as Plex and their UI is worst but at least your privacy should be safe.
Disclaimer
I am not promoting and don't support downloading and distributing copyrighted content digitally, without copyright holder permission.
The following implies that you already installed an ubuntu 18.04 server OS on a computer.
All the Jellyfin
installation procedure is described here.
First, you will need to install HTTPS transport for APT if you haven't already:
sudo apt install apt-transport-https
Enable the Universe repository to obtain all the FFMpeg dependencies:
sudo add-apt-repository universe
Import the GPG signing key (signed by the Jellyfin
Team):
wget -O - https://repo.jellyfin.org/ubuntu/jellyfin_team.gpg.key | sudo apt-key add -
Add a repository configuration at /etc/apt/sources.list.d/jellyfin.list
:
echo "deb [arch=$( dpkg --print-architecture )] https://repo.jellyfin.org/ubuntu $( lsb_release -c -s ) main" | sudo tee /etc/apt/sources.list.d/jellyfin.list
Note
Supported releases are xenial, bionic, cosmic, disco, and eoan.
Update APT repositories:
sudo apt update
Install Jellyfin
:
sudo apt install jellyfin
Note the ip of your device:
ip a
You can see your IP adress by checking under enp2s0
, it should be on the form 192.168.X.X
.
Congratulations!
You have now access to your Jellyfin
server through the web on any device (tablet, smartphone etc..).
Open a browser and type http://<your_ip>:8096
to access it.
Note
The server is running on your LAN network thanks to your router, it is not accessible from outside of your home Wi-Fi. If you want to make your server available anywhere, check the reverse proxy setup.
Optionnally, you can check the status of the server using:
sudo service jellyfin status
If you want to start/stop the Jellyfin
server:
sudo service jellyfin stop
sudo service jellyfin start
By default, Jellyfin
will use software for video encoding/decoding. It uses the CPU and can be slow because it is not optimized for your hardware. This is why it is interresting to enable hardware acceleration for transcoding your medias.
The latter will explain you how to enable hardware acceleration on your GPU NVIDIA card.
First, check if you have an NVIDIA compatible card:
lshw -class display
Basically, FERMI and newer cards allow NVDEC (hardware decoding), KEPLER and newer allows for NVENC (hardware encoding) https://developer.nvidia.com/video-encode-decode-gpu-support-matrix.
Note
Hardware accelaration is of course also possible on CPUs. You should check the official documentation for CPU hardware acceleration (Intel, AMD etc..).
FFmpeg is a popular open-source multimedia streaming software, mostly used to do video encoding and decoding. There is a high chance that all the company I mentionned in the beginning are using it.
We will compile our own FFmpeg to make the best used of our GPU, but you will firt need to make sure that you have CUDA installed. If not, check my post on installing cuda for your ubuntu system.
We also need to make sure that the build tools are available on the system:
sudo apt-get update
sudo apt-get install build-essential pkg-config
All the following is partially based from the NVIDIA ffmpeg documentation.
Download the ffnvcodec
git repository:
git clone https://git.videolan.org/git/ffmpeg/nv-codec-headers.git
cd nv-codec-headers
You should now check which version (git branch) of the codec is compatible with your NVIDIA driver version on the github repo. Checkout to the repo (for me it is sdk/8.0
) and build it:
git checkout sdk/8.0
cd nv-codec-headers && sudo make install && cd ..
Download the latest ffmpeg
source code, by cloning the corresponding git repository:
git clone https://git.ffmpeg.org/ffmpeg.git
cd ffmpeg
Use the following configure command:
./configure --prefix=/usr/lib/ffmpeg --target-os=linux --disable-doc --disable-ffplay --disable-shared \
--disable-libxcb --disable-vdpau --disable-sdl2 --disable-xlib --enable-gpl --enable-version3 --enable-static \
--enable-libx264 --enable-libx265 --arch=amd64 --enable-cuda-nvcc --enable-cuvid --enable-nvenc --enable-nonfree \
--enable-libnpp --extra-cflags=-I/usr/local/cuda/include --extra-ldflags=-L/usr/local/cuda/lib64
Warning
It is possible that thenv-codec-headers
version does not match theffmpeg
version. You should checkout to affmpeg
version that is compatible. By comparing the commits date, I had to change Fmpeg tov4.0
:git checkout n4.0Note
You can add--disable-nvenc
if your GPU is not compatible with hardware encoding (FERMI architecture).
You are now ready to compile FFMpeg (should take few minutes!):
make -j 2
And copy the binaries into the appropriate folder,
sudo cp ffmpeg /usr/lib/ffmpeg/bin/
sudo cp ffprobe /usr/lib/ffmpeg/bin/
To test that the decoding works on GPU, run this benchmark on a sample test.mp4
video:
ffmpeg -v debug -y -hwaccel cuvid -c:v h264_cuvid -i test.mp4 -benchmark -f null -
The CPU usage should be really low, and you should see our GPU running (check encoder and decoder stats):
nvidia-smi -i 0 -q -d UTILIZATION -lms 500
To enable hardware encoding on jellyfin
, on the admin dashboard select transcoding.
Depending on the architecture and the GPU, you will not support every format.
Check the box on jellifyn app depending on https://developer.nvidia.com/video-encode-decode-gpu-support-matrix
and http://developer.download.nvidia.com/assets/cuda/files/NVIDIA_Video_Decoder.pdf
To further optimize your server usage (the worst being transcoding), you should use a codec and a container that is supported with almost any browser.
The ideal is the H.264 8Bit
video (libx264), AAC
audio, mp4
container with SubRip Text
(srt) subtitles codecs.
Check here for information on what the codes that browsers supports.


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- Check where in the community litter has been picked up
- Fill out a form for any litter you pick up
- Have fun!
Welcome to LitterLog!
A group of University of Maryland students are exploring a new way to make litter tracking more efficient and visualize areas around Pringe George's County where litter is often found.
LitterLog is a web and smartphone application used to track trash collection during clean-up events in Prince George’s County.
Information submitted through LitterLog including bags of litter removed, items collected and litter pick-up locations will assist the Department of Energy meet their trash reduction rate of 170,628 pounds per year within the Anacostia River Watershed. Data provided will also help the DoE develop real-time maps cataloging litter collected throughout PG County.
How to use LitterLog:
What people are saying about LitterLog...
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Value Set of all NZ Ethnicity Level 4 Codes
The source of information.
New Zealand Citizenship status


Welcome to MatthewBaldock.com. I'm an aspiring Network Security expert and Software developer looking to grow his career in these newly unprecedented times. For my experience and credentials see my LinkedIn
For business inquiries email me at<EMAIL_ADDRESS>Enjoy this video I made back in 2016 about Adobe Connect API solutions.


| module ti.sysbios.rts.gnu.SemiHostSupport |
|
|
This module does the required setup for supporting Semi-Hosted SYS/BIOS
applications for all Cortex-A and Cortex-M GNU targets
For Cortex-A targets, this module generates a SVC_Handler() function and
registers it as the default SWI/SVC handler.
[
more ... ]
#include <ti/sysbios/rts/gnu/SemiHostSupport.h>
Functions common to all target modules |
|
|
DETAILS
For Cortex-A targets, this module generates a SVC_Handler() function and
registers it as the default SWI/SVC handler.
This module also registers a startup last function
(see
Startup.lastFxns) that initializes
the file handles for all Cortex-A and Cortex-M GNU targets.
Adding Semi-Hosting support to a SYS/BIOS application requires linking
with a semi-hosting gnu library called "librdimon" and including this
module in the config script.
Here's an example of including this module in the *.cfg file.
var SemiHost = xdc.useModule('ti.sysbios.rts.gnu.SemiHostSupport');
The following examples illustrate how to link with the Semi-Hosting library
in the different build flows supported by SYS/BIOS:
- When using package.bld build flow, the following code needs to be added to
the config.bld file:
var gccArmTargets = xdc.loadPackage('gnu.targets.arm');
// For Cortex-A8 target
gccArmTargets.A8F.bspLib = "rdimon";
// For Cortex-A9 target
gccArmTargets.A9F.bspLib = "rdimon";
// For Cortex-A15 target
gccArmTargets.A15F.bspLib = "rdimon";
// For Cortex-M3 target
gccArmTargets.M3.bspLib = "rdimon";
// For Cortex-M4 target
gccArmTargets.M4.bspLib = "rdimon";
// For Cortex-M4F target
gccArmTargets.M4F.bspLib = "rdimon";
- When using configuro or building a CCS project, the user needs to add
the following link options to link with the librdimon.a library.
-Wl,--start-group -lrdimon -Wl,--end-group
NOTE
If the SemiHostSupport module is used without linking with the librdimon
library, the application build will generate a linker error. The linker
complaints about a missing "initialise_monitor_handles" symbol which is
defined in librdimon library. Please do not include this module if you
are not linking with librdimon library to avoid any linker errors.
| Module-Wide Built-Ins |
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// Get this module's unique id
Bool SemiHostSupport_Module_startupDone();
// Test if this module has completed startup
// The heap from which this module allocates memory
Bool SemiHostSupport_Module_hasMask();
// Test whether this module has a diagnostics mask
Bits16 SemiHostSupport_Module_getMask();
// Returns the diagnostics mask for this module
Void SemiHostSupport_Module_setMask(Bits16 mask);
// Set the diagnostics mask for this module
var SemiHostSupport = xdc.useModule('ti.sysbios.rts.gnu.SemiHostSupport');
module-wide config parameters
generated on Wed, 28 Aug 2019 17:00:30 GMT


| Home | Trees | Indices | Help |
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object --+ | SubMapperParent --+ | Mapper
Mapper handles URL generation and URL recognition in a web application.
Mapper is built handling dictionary's. It is assumed that the web application will handle the dictionary returned by URL recognition to dispatch appropriately.
URL generation is done by passing keyword parameters into the generate function, a URL is then returned.
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Create a new Mapper instance All keyword arguments are optional. ``controller_scan`` Function reference that will be used to return a list of valid controllers used during URL matching. If ``directory`` keyword arg is present, it will be passed into the function during its call. This option defaults to a function that will scan a directory for controllers. Alternatively, a list of controllers or None can be passed in which are assumed to be the definitive list of controller names valid when matching 'controller'. ``directory`` Passed into controller_scan for the directory to scan. It should be an absolute path if using the default ``controller_scan`` function. ``always_scan`` Whether or not the ``controller_scan`` function should be run during every URL match. This is typically a good idea during development so the server won't need to be restarted anytime a controller is added. ``register`` Boolean used to determine if the Mapper should use ``request_config`` to register itself as the mapper. Since it's done on a thread-local basis, this is typically best used during testing though it won't hurt in other cases. ``explicit`` Boolean used to determine if routes should be connected with implicit defaults of:: {'controller':'content','action':'index','id':None} When set to True, these defaults will not be added to route connections and ``url_for`` will not use Route memory. Additional attributes that may be set after mapper initialization (ie, map.ATTRIBUTE = 'something'): ``encoding`` Used to indicate alternative encoding/decoding systems to use with both incoming URL's, and during Route generation when passed a Unicode string. Defaults to 'utf-8'. ``decode_errors`` How to handle errors in the encoding, generally ignoring any chars that don't convert should be sufficient. Defaults to 'ignore'. ``minimization`` Boolean used to indicate whether or not Routes should minimize URL's and the generated URL's, or require every part where it appears in the path. Defaults to True. ``hardcode_names`` Whether or not Named Routes result in the default options for the route being used *or* if they actually force url generation to use the route. Defaults to False.
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Generates a tabular string representation.
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Internal Route matcher Matches a URL against a route, and returns a tuple of the match dict and the route object if a match is successfull, otherwise it returns empty. For internal use only. |
Create and connect a new Route to the Mapper. Usage: .. code-block:: python m = Mapper() m.connect(':controller/:action/:id') m.connect('date/:year/:month/:day', controller="blog", action="view") m.connect('archives/:page', controller="blog", action="by_page", requirements = { 'page':'\d{1,2}' }) m.connect('category_list', 'archives/category/:section', controller='blog', action='category', section='home', type='list') m.connect('home', '', controller='blog', action='view', section='home') |
Extends the mapper routes with a list of Route objects If a path_prefix is provided, all the routes will have their path prepended with the path_prefix. Example: >>> map = Mapper(controller_scan=None) >>> map.connect('home', '/', controller='home', action='splash') >>> map.matchlist[0].name == 'home' True >>> routes = [Route('index', '/index.htm', controller='home', ... action='index')] >>> map.extend(routes) >>> len(map.matchlist) == 2 True >>> map.extend(routes, path_prefix='/subapp') >>> len(map.matchlist) == 3 True >>> map.matchlist[2].routepath == '/subapp/index.htm' True .. note: This function does not merely extend the mapper with the given list of routes, it actually creates new routes with identical calling arguments. |
Generate a route from a set of keywords Returns the url text, or None if no URL could be generated. .. code-block:: python m.generate(controller='content',action='view',id=10) |
Match a URL against against one of the routes contained. Will return None if no valid match is found. .. code-block:: python resultdict = m.match('/joe/sixpack') |
Add a redirect route to the mapper Redirect routes bypass the wrapped WSGI application and instead result in a redirect being issued by the RoutesMiddleware. As such, this method is only meaningful when using RoutesMiddleware. By default, a 302 Found status code is used, this can be changed by providing a ``_redirect_code`` keyword argument which will then be used instead. Note that the entire status code string needs to be present. When using keyword arguments, all arguments that apply to matching will be used for the match, while generation specific options will be used during generation. Thus all options normally available to connected Routes may be used with redirect routes as well. Example: map = Mapper() map.redirect('/legacyapp/archives/{url:.*}, '/archives/{url}) map.redirect('/home/index', '/', _redirect_code='301 Moved Permanently') |
Generate routes for a controller resource The member_name name should be the appropriate singular version of the resource given your locale and used with members of the collection. The collection_name name will be used to refer to the resource collection methods and should be a plural version of the member_name argument. By default, the member_name name will also be assumed to map to a controller you create. The concept of a web resource maps somewhat directly to 'CRUD' operations. The overlying things to keep in mind is that mapping a resource is about handling creating, viewing, and editing that resource. All keyword arguments are optional. ``controller`` If specified in the keyword args, the controller will be the actual controller used, but the rest of the naming conventions used for the route names and URL paths are unchanged. ``collection`` Additional action mappings used to manipulate/view the entire set of resources provided by the controller. Example:: map.resource('message', 'messages', collection={'rss':'GET'}) # GET /message/rss (maps to the rss action) # also adds named route "rss_message" ``member`` Additional action mappings used to access an individual 'member' of this controllers resources. Example:: map.resource('message', 'messages', member={'mark':'POST'}) # POST /message/1/mark (maps to the mark action) # also adds named route "mark_message" ``new`` Action mappings that involve dealing with a new member in the controller resources. Example:: map.resource('message', 'messages', new={'preview':'POST'}) # POST /message/new/preview (maps to the preview action) # also adds a url named "preview_new_message" ``path_prefix`` Prepends the URL path for the Route with the path_prefix given. This is most useful for cases where you want to mix resources or relations between resources. ``name_prefix`` Perpends the route names that are generated with the name_prefix given. Combined with the path_prefix option, it's easy to generate route names and paths that represent resources that are in relations. Example:: map.resource('message', 'messages', controller='categories', path_prefix='/category/:category_id', name_prefix="category_") # GET /category/7/message/1 # has named route "category_message" ``parent_resource`` A ``dict`` containing information about the parent resource, for creating a nested resource. It should contain the ``member_name`` and ``collection_name`` of the parent resource. This ``dict`` will be available via the associated ``Route`` object which can be accessed during a request via ``request.environ['routes.route']`` If ``parent_resource`` is supplied and ``path_prefix`` isn't, ``path_prefix`` will be generated from ``parent_resource`` as "<parent collection name>/:<parent member name>_id". If ``parent_resource`` is supplied and ``name_prefix`` isn't, ``name_prefix`` will be generated from ``parent_resource`` as "<parent member name>_". Example:: >>> from routes.util import url_for >>> m = Mapper() >>> m.resource('location', 'locations', ... parent_resource=dict(member_name='region', ... collection_name='regions')) >>> # path_prefix is "regions/:region_id" >>> # name prefix is "region_" >>> url_for('region_locations', region_id=13) '/regions/13/locations' >>> url_for('region_new_location', region_id=13) '/regions/13/locations/new' >>> url_for('region_location', region_id=13, id=60) '/regions/13/locations/60' >>> url_for('region_edit_location', region_id=13, id=60) '/regions/13/locations/60/edit' Overriding generated ``path_prefix``:: >>> m = Mapper() >>> m.resource('location', 'locations', ... parent_resource=dict(member_name='region', ... collection_name='regions'), ... path_prefix='areas/:area_id') >>> # name prefix is "region_" >>> url_for('region_locations', area_id=51) '/areas/51/locations' Overriding generated ``name_prefix``:: >>> m = Mapper() >>> m.resource('location', 'locations', ... parent_resource=dict(member_name='region', ... collection_name='regions'), ... name_prefix='') >>> # path_prefix is "regions/:region_id" >>> url_for('locations', region_id=51) '/regions/51/locations' |
Match a URL against against one of the routes contained. Will return None if no valid match is found, otherwise a result dict and a route object is returned. .. code-block:: python resultdict, route_obj = m.match('/joe/sixpack') |
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environ
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| Home | Trees | Indices | Help |
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| Generated by Epydoc 3.0.1 on Thu Oct 25 18:47:47 2012 | http://epydoc.sourceforge.net |


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HACKS MUSIC
a collaborative music generation interface made at mhacks iv
click on the staff to add or remove a note
top bar is for high snare | low bar is for bass drum
made by:
berwin xie
,
mohammad saad
,
rufei zhou
,
yosub shin
chat
Chat


How to vote?
Add or update csv files with your votes and send a PR!
Example file look like this:
idea-name-one,idea-name-two
Remember to use your username as filename!
Only one file per user allowed!
You can vote for a idea only once!
How to add an idea?
Add idea file and send a PR!
Files are using toml format.
Example file look like this:
title: "Idea title"
description: "Some description."
Only dashes and letters allowed in filename!
Filename will become codename used for voting so don't change it!
You can also update old idea files, but the PR will need a review.
Link to repository?
new web framework
Say no to Rocket!
vote codename: new-web-framework
votes: 4
new game engine
We need some game engine with editor...
vote codename: new-game-engine
votes: 2
new gui library
We still don't have a good crossplatform
vote codename: new-gui-library
votes: 1
more flexible static site generator
maybe something using handlebars and json?
vote codename: more-flexible-static-site-generator
votes: 1


Reflections
Features I Like
I am mostly interested in very minimal very user friendly design. key features i admire are things like infinite scrolling, content that uses the full width of the page and simple animated drop down/ push menus.
Analogy to describe HTML and CSS
As unoriginal as it may be, i think the best analogy to describe HTML and CSS is to think of the HTML as the frame of a house. where the rooms are, how many rooms there are etc. and the CSS is the style of the house, things like colour, the type of carpet, and art.
What is meant by boxifying design?
Boxifying is pretty much just the process of thinking of your project or an existing website as a set of boxes that can fit together in a number of ways.
What is the box model?
I think the box model is best described as box where you keep something important, like a jewelry box, only in this case the jewelry is content. because the content is really important we keep it in a box with loads of padding, a few margins and even a border. just to be sure.


Phaser CE Examples
Find
animation/animation events
animation/aseprite animation
animation/change frame
animation/change texture on click
animation/creature dragon multiple
animation/creature dragon
animation/creature phoenix
animation/destroy animation
animation/dragonBones
animation/dragon_bones
animation/dynamic animation
animation/frame update
animation/group creation
animation/load texture
animation/local json object
animation/looped animation
animation/multiple anims
animation/phaser_dragonbones
animation/sprite sheet
animation/starling atlas
animation/stop animation
animation/two frame test
arcade physics/accelerate to pointer
arcade physics/angle between
arcade physics/angle to pointer
arcade physics/angular acceleration
arcade physics/angular velocity
arcade physics/asteroids movement
arcade physics/body debug
arcade physics/body enable
arcade physics/body scale
arcade physics/bounce accelerator
arcade physics/bounce knock
arcade physics/bounce with gravity
arcade physics/bounce
arcade physics/bounding box
arcade physics/circle body
arcade physics/custom sprite vs group
arcade physics/direct body movement
arcade physics/distance to pointer
arcade physics/global pause
arcade physics/gravity and drag
arcade physics/gravity
arcade physics/group vs group
arcade physics/group vs self
arcade physics/larger bounding box
arcade physics/launcher follow world
arcade physics/launcher follow
arcade physics/launcher
arcade physics/masked collision
arcade physics/mass velocity test
arcade physics/move over distance
arcade physics/move to pointer
arcade physics/move towards object
arcade physics/multi angle to pointer
arcade physics/multiball
arcade physics/nested group
arcade physics/offset bounding box
arcade physics/on collide event
arcade physics/one way collision
arcade physics/platformer basics
arcade physics/platformer tight
arcade physics/process callback
arcade physics/quadtree collision infos
arcade physics/rotate to sprite
arcade physics/ship trail
arcade physics/shoot the pointer
arcade physics/snake
arcade physics/sort direction vertical
arcade physics/sort direction
arcade physics/sprite vs group
arcade physics/sprite vs sprite
arcade physics/vertical collision
arcade physics/world bounds event
audio/audio sprite duration
audio/audio sprite json
audio/audio sprite
audio/fade in
audio/ios
audio/loop
audio/marker bug
audio/pause and resume marker
audio/pause and resume
audio/play music
audio/protracker
audio/remove sound
audio/restart sound
audio/sound complete
audio/ym
basics/01 load an image
basics/02 click on an image
basics/03 move an image
basics/04 image follow input
basics/05 load an animation
basics/06 render text
basics/07 tween an image
basics/08 sprite rotation
bitmapdata/alpha mask
bitmapdata/atlas
bitmapdata/cached bitmapdata
bitmapdata/copy bitmapdata
bitmapdata/copy pixels
bitmapdata/draw atlas frame
bitmapdata/draw blended sprite
bitmapdata/draw full
bitmapdata/draw group
bitmapdata/draw sprite
bitmapdata/fastcopy draw
bitmapdata/flood fill
bitmapdata/fog of war
bitmapdata/get pixel
bitmapdata/plot
bitmapdata/process pixels 1
bitmapdata/process pixels 2
bitmapdata/process pixels 3
bitmapdata/radial gradient
bitmapdata/replace color
bitmapdata/reveal
bitmapdata/set hsl
bitmapdata/sprite texture
bitmapdata/text blend
bitmapdata/text
bitmapdata/tint
bitmapdata/wobble
box2d/basic movement
box2d/body debug draw
box2d/bridge
box2d/bullet bodies
box2d/car on terrain
box2d/chain
box2d/circle body
box2d/collision impulses
box2d/contact callbacks
box2d/conveyor belt
box2d/directional sensors
box2d/distance joint
box2d/domino tower
box2d/edge shape
box2d/fixture types
box2d/friction joints
box2d/gear joints
box2d/get body at point
box2d/load polygon
box2d/motor joints
box2d/mouse drag
box2d/pinball
box2d/polygon decomposition
box2d/prismatic joint
box2d/projected trajectory
box2d/pulley joint
box2d/raycasting
box2d/rectangle body
box2d/restitution
box2d/revolute joint
box2d/rope joint
box2d/slider crank
box2d/spring
box2d/test point in fixture
box2d/tilemap
box2d/varying friction
box2d/weld joint
box2d/wheel joint
box2d/world bounds
box2d/world querying
bristoljs/01 load
bristoljs/02 click
bristoljs/03 text
bristoljs/04 asteroids
bristoljs/05 shader
bristoljs/06 particles
buttons/action on click
buttons/button in a group
buttons/button scale
buttons/button using texture atlas
buttons/cancel button
buttons/changing the frames
buttons/disable button on click
buttons/rotated buttons
camera/basic follow
camera/camera cull
camera/camera fade
camera/camera flash
camera/camera lerp
camera/camera shake
camera/camera view
camera/child follow
camera/deadzone
camera/fixed to camera
camera/follow styles
camera/mass camera cull
camera/moving the camera
camera/smooth follow
camera/world sprite
camera/zooming the camera
create/gen paint
create/generate sprite
create/gradient gen
create/more sprites
create/polyline
create/rat attack
debug/debug camera
debug/debug display
debug/debug draw
debug/debug fps
debug/debug input
debug/debug physics
debug/debug sprite
demoscene/atari intro
demoscene/ballfield
demoscene/defjam path follow
demoscene/flag
demoscene/floppy disk
demoscene/font from bitmapdata
demoscene/glitter
demoscene/raster bounce
demoscene/raster carpet
demoscene/raster font
demoscene/sine wave canvas
demoscene/sine wave
demoscene/springy
demoscene/starfield batched
demoscene/starfield bitmapdata
demoscene/starfield
demoscene/textwriter
demoscene/unlimited bobs
demoscene/wobble
display/arc details
display/arc
display/arcade physics graphics shape
display/circle
display/ellipse
display/extract mask
display/fullscreen buttons
display/fullscreen
display/game background color
display/generate texture from graphics
display/gradient
display/graphics 2
display/graphics child
display/graphics input events
display/graphics perf
display/graphics
display/hsv color wheel
display/pixi render texture
display/render crisp
display/render texture image
display/render texture mirror
display/render texture rotation
display/render texture starfield
display/render texture tilemap
display/render texture to tilesprite
display/render texture trail
display/round pixels
display/sprite shadow
display/spritesheet from graphics
display/tint sprite frame
display/tint sprite
display/viewport
filters/bacteria
filters/basic
filters/blue dots
filters/blur
filters/checker wave
filters/dalek
filters/dotwave
filters/dotwave2
filters/fire
filters/fireball
filters/gray
filters/kaleidoscope
filters/lightbeams
filters/lightwave
filters/marble
filters/mouse ray
filters/mouse wave
filters/multiple shaders
filters/pixelate
filters/pixi filter
filters/plane deformation
filters/plasma
filters/rainbow bars
filters/retro plasma
filters/rotozoomer
filters/seascape
filters/sinewave fixed base
filters/sinewave
filters/sphere tracer
filters/spiral galaxy
filters/starfield
filters/starlight
filters/tunnel
filters/undersea
filters/vdu noise
filters/vertical bars
filters/vortex
filters/world filter
games/breakout
games/defender
games/gemmatch
games/invaders
games/matching pairs
games/simon
games/sliding puzzle
games/starstruck
games/tanks
games/yahtzee
geometry/center line
geometry/centroid
geometry/circle random point
geometry/circle
geometry/ellipse random point
geometry/line bounds
geometry/line intersection
geometry/line midpoint
geometry/line random point
geometry/line reflection
geometry/line
geometry/playing with points
geometry/polygon contains
geometry/polygon
geometry/quadtree
geometry/rectangle get point
geometry/rectangle intersects
geometry/rectangle random point
geometry/rectangle
geometry/rotate line
geometry/rotate point
groups/add a sprite to group
groups/align frames to grid
groups/align sprites to grid
groups/bring a group to top
groups/call all animations
groups/call all input
groups/call all
groups/create group
groups/create if null
groups/create sprite in a group
groups/create thumbnail
groups/depth sort
groups/display order
groups/extending a group
groups/filter by property
groups/for each
groups/get first dead
groups/get first
groups/group as layer
groups/group bounds
groups/group scale
groups/group transform rotate
groups/group transform tween
groups/group transform
groups/has property
groups/move to another group
groups/nested groups
groups/recycling
groups/remove check
groups/remove
groups/removeBetween
groups/replace
groups/set All
groups/sort
groups/sub groups group length
groups/swap children in a group
input/bounds rect
input/bounds sprite
input/bring a child to top
input/button destroy
input/button open popup
input/cursor key movement
input/custom candidate handler
input/down duration
input/drag event parameters
input/drag scaled group
input/drag several sprites
input/drag update multiple
input/drag update
input/drag
input/drop limitation
input/follow mouse
input/game scale
input/gamepad analog button
input/gamepad buttons
input/gamepad debug
input/gamepad hotkeys
input/gamepad multiple pads
input/gamepad tanks
input/gamepad
input/group input events
input/ignore child input
input/input child priority
input/input enable group
input/input order
input/input priority
input/key
input/keyboard hotkeys
input/keyboard justpressed
input/keyboard
input/motion lock horizontal
input/motion lock vertical
input/mouse buttons
input/multi touch
input/on tap
input/out of game mouse up
input/out of game
input/override default controls
input/pixel perfect click detection
input/pixelpick atlas scaled
input/pixelpick atlas
input/pixelpick scrolling effect
input/pixelpick spritesheet
input/pointer lock
input/pointer over
input/snap on drag
input/touch events
input/touch joystick
input/virtual gamecontroller
input/word input
loader/asset pack
loader/check cache
loader/cross origin load image
loader/load audio
loader/load binary file
loader/load bitmap font
loader/load events
loader/load image
loader/load json file
loader/load spritesheet
loader/load starling atlas
loader/load text file
loader/load texture atlas
loader/load tilemap json
loader/load video
loader/load xml file
loader/pick images from cache
misc/antialias game
misc/device
misc/game config
misc/net
misc/pause menu
misc/random generators
misc/repeatable random numbers
misc/resize
misc/template
misc/webcam
misc/weighted pick
multitexture/sample
ninja physics/ninja aabb vs aabb
ninja physics/ninja aabb vs tile
ninja physics/ninja impact
ninja physics/ninja platforms
ninja physics/ninja tilemap
noise/simplex+vs+perlin
p2 physics/aabb
p2 physics/accelerate to object
p2 physics/basic movement
p2 physics/body click
p2 physics/body debug
p2 physics/chain
p2 physics/collide custom bounds
p2 physics/collide world bounds
p2 physics/collision groups
p2 physics/contact events
p2 physics/contact material
p2 physics/distance constraint
p2 physics/gear constraint
p2 physics/gravity scale
p2 physics/gravity
p2 physics/impact events
p2 physics/kill and revive
p2 physics/kinematic body
p2 physics/load polygon 1
p2 physics/load polygon 2
p2 physics/load polygon 3
p2 physics/lock constraint
p2 physics/mouse spring
p2 physics/movement constraint
p2 physics/physics group
p2 physics/pick up object
p2 physics/platformer material
p2 physics/postbroadphase callback
p2 physics/prismatic constraint
p2 physics/remove spring
p2 physics/revolute constraint
p2 physics/springs
p2 physics/state reset
p2 physics/static body
p2 physics/thrust left right
p2 physics/thrust
p2 physics/tilemap gravity
p2 physics/tilemap
p2 physics/tilesprite
p2 physics/world boundary
p2 physics/world move
particles/auto scale
particles/click burst
particles/collision
particles/destroy emitter
particles/diamond burst
particles/emitter width
particles/firestarter
particles/flow
particles/glass
particles/no rotation
particles/particle alpha
particles/particle class
particles/particle scale
particles/particles vs platforms
particles/rain
particles/random sprite
particles/smoke trail
particles/snow
particles/tweened emitter
particles/when particles collide
particles/world particles
particles/zero gravity
particlestorm/autumn breeze
particlestorm/birdy nam nam
particlestorm/blend modes
particlestorm/block trail
particlestorm/bonfire
particlestorm/carrots
particlestorm/confetti
particlestorm/cube swirl
particlestorm/delay fx
particlestorm/facing velocity
particlestorm/fairy lights
particlestorm/falling lines
particlestorm/firelight
particlestorm/gravity sucks
particlestorm/gravity wells
particlestorm/heart breaker
particlestorm/hsv colors
particlestorm/jewel burst
particlestorm/kaboom
particlestorm/logo blowup
particlestorm/magic smoke
particlestorm/magic swirls
particlestorm/mouse trail
particlestorm/ocean depths
particlestorm/party blocks
particlestorm/pixel fire
particlestorm/pixels
particlestorm/purple trails
particlestorm/radial emitter
particlestorm/rockets
particlestorm/sea creatures
particlestorm/shower
particlestorm/stars
particlestorm/swirl
particlestorm/text zone
particlestorm/wiggle it
sprites/add a sprite
sprites/add an image
sprites/add several sprites
sprites/align in rectangle
sprites/align multiple sprites
sprites/align text to sprite
sprites/align to rectangle
sprites/align to sprite
sprites/align within sprite
sprites/anchor
sprites/benchmark
sprites/child sprites
sprites/collide world bounds
sprites/destroy texture
sprites/destroy
sprites/dynamic crop
sprites/extending sprite demo 1
sprites/extending sprite demo 2
sprites/fixed scale
sprites/horizontal crop
sprites/mask
sprites/move a sprite
sprites/movement mask
sprites/multi texture example 32
sprites/multi texture example
sprites/multi texture test
sprites/out of bounds
sprites/overlap tween without physics
sprites/overlap without physics
sprites/pivot
sprites/rope
sprites/rotate and scale
sprites/rotate sprite around point
sprites/rotated atlas frame support
sprites/scale a sprite
sprites/shared sprite textures
sprites/sprite bounds
sprites/sprite dimensions
sprites/sprite from bitmapdata
sprites/sprite group mask
sprites/sprite rotation
sprites/sprite tint
sprites/spritesheet
sprites/usenew
sprites/vertical crop
text/add char by char
text/bitmap font cache as bitmap
text/bitmap font from texture atlas
text/bitmap font tint
text/bitmap fonts
text/bitmapfont drag
text/bitmaptext anchor x
text/bitmaptext anchor y
text/bitmaptext max width
text/bitmaptext purge glyphs
text/bitmaptext with physics updating
text/bitmaptext with physics
text/center text on sprite
text/center text
text/clean text
text/colored characters
text/display text word by word
text/dynamic text shadow
text/extending text
text/google webfonts
text/hello arial
text/kern of duty
text/line color
text/littera
text/remove text
text/retro font 1
text/retro font 2
text/set properties after creation
text/text bounds
text/text events
text/text gradient
text/text line spacing
text/text padding
text/text reflect
text/text resolution
text/text shadow stroke
text/text shadow
text/text stroke with color
text/text stroke
text/text tabs from array
text/text tabs with google font
text/text tabs
text/text tint
text/text with physics
text/update text
text/word wrap
texture-compression/example
tile sprites/animated tiling sprite
tile sprites/colliding with tiling sprite
tile sprites/sprite sheet tiling sprite
tile sprites/tile sprite from animated sprite
tile sprites/tiling atlas trim
tile sprites/tiling sprite atlas 32x32
tile sprites/tiling sprite atlas
tile sprites/tiling sprite
tilemaps/blank tilemap
tilemaps/create from array
tilemaps/create from objects
tilemaps/csv map collide
tilemaps/csv map with p2
tilemaps/csv map
tilemaps/detach from camera
tilemaps/dig
tilemaps/dual view
tilemaps/features test
tilemaps/fill tiles
tilemaps/flipped tiles
tilemaps/map bounce
tilemaps/map collide
tilemaps/mario
tilemaps/multi layer multi tileset
tilemaps/multi layer
tilemaps/multi map collide
tilemaps/multi tileset
tilemaps/multiple-layer-collision
tilemaps/paint tiles
tilemaps/phaser tiled plugin
tilemaps/randomise tiles
tilemaps/replace tiles
tilemaps/resize map
tilemaps/sci fly
tilemaps/shuffle tiles
tilemaps/swap tiles
tilemaps/tile callbacks
tilemaps/tile properties
tilemaps/tilemap ray cast
tilemaps/tileset from bitmapdata
tilemaps/vertical map
time/basic looped event
time/basic repeat event
time/basic timed event
time/custom timer
time/elapsed seconds
time/multiple timers
time/remove event
time/slow down time
time/timed slideshow
tweens/alpha text
tweens/bounce
tweens/bubbles
tweens/chained tweens
tweens/combined tweens
tweens/custom ease
tweens/earthquake
tweens/easing spritesheets
tweens/easing
tweens/fading in a sprite
tweens/generate data
tweens/interpolation
tweens/pause tween
tweens/repeat
tweens/single tween reuse
tweens/tween array
tweens/tween delay
tweens/tween from
tweens/tween loop event
tweens/tween relative
tweens/tween reuse
tweens/tween rotation
tweens/tween several properties
tweens/tween to
tweens/yoyo
video/alpha webm
video/change source
video/dolby digital plus
video/load as blob
video/multiple videos
video/play video
video/snapshot blend mode
video/sprites sharing video
video/take snapshot from stream
video/video stream
virtualjoystick/arcade joystick
virtualjoystick/buttons
virtualjoystick/dpad
virtualjoystick/dual sticks
virtualjoystick/generic joystick
virtualjoystick/horizontal motion lock
virtualjoystick/shader motion
virtualjoystick/shoot em up
virtualjoystick/show on touch
virtualjoystick/stick debug
virtualjoystick/stick events
virtualjoystick/stick position
virtualjoystick/stick scale
virtualjoystick/vertical motion lock
weapon/asteroids bullet wrap
weapon/asteroids
weapon/autofire
weapon/bullet angle variance
weapon/bullet frame cycle
weapon/bullet speed variance
weapon/fire many from tracked sprite
weapon/fire many with variance
weapon/fire many
weapon/fire offset position
weapon/fire rate
weapon/multiple bullets
weapon/single bullet
wip/001 crop
wip/01 interpolation test
wip/01-jitter
wip/01graphics
wip/01input
wip/01pos
wip/01tilemap
wip/01tween
wip/03step
wip/3dhut
wip/TweenGroup
wip/a01
wip/a02
wip/a03
wip/a04
wip/a05
wip/a06
wip/a07
wip/a08
wip/aly
wip/anchor
wip/anim new
wip/anim reset
wip/anim speed test
wip/anim-speed
wip/anim1
wip/animated tilesprite
wip/animation events
wip/arcade restart
wip/arcade state
wip/arcadefonts
wip/arnold
wip/as3tint
wip/asrc-test
wip/astro balls
wip/atari balls
wip/atlas_trim_array
wip/autoscroll
wip/balls
wip/bitmap destroy
wip/bitmapdata drawsprite
wip/bitmaptext littera
wip/bitmaptext1
wip/bitmaptext2
wip/bitmaptext3
wip/blank text
wip/blendmodes
wip/bmd
wip/body overlap
wip/body pos
wip/body scale
wip/bounds
wip/box2dstate
wip/bring top 2
wip/bring top test
wip/butwidth
wip/cab
wip/call all animations
wip/cam existing
wip/camera follow
wip/camera
wip/cannon
wip/chrome bug
wip/circle body
wip/class update
wip/cocoon-audio
wip/cocoon-batch
wip/cocoon-filter
wip/cocoon-screen
wip/cocoon-tilesprites
wip/contact1
wip/contact2
wip/crop tilesprite
wip/crop
wip/crt
wip/debug
wip/destroy button
wip/destroy state swap
wip/destroy state
wip/destroy
wip/dom position
wip/drag move
wip/earcut1
wip/extend
wip/feiss
wip/fixed to cam scale
wip/fixed to cam
wip/focus mute
wip/frame
wip/framedebugger
wip/fullscreen
wip/gc
wip/gc2
wip/gc3
wip/glitch test
wip/google webfont
wip/graphics-mask
wip/graphics
wip/grid-drag
wip/grid
wip/group destroy
wip/group fixed to cam
wip/group lifespan
wip/group1
wip/hitArea
wip/iemouse
wip/image1
wip/image2
wip/image3
wip/itest
wip/iworld
wip/jiun
wip/joystick1
wip/keyboard
wip/landscape-pointer
wip/line bounds
wip/line points
wip/loadPolygon
wip/mass scale
wip/missile command
wip/mouse
wip/mouse2
wip/ninja aabb vs aabb
wip/ninja aabb vs aabb2
wip/ninja overlap
wip/ninja tilemap
wip/ninja tilesprite
wip/ninja
wip/ninja1
wip/ninja2
wip/ninja3
wip/no-scale
wip/opos
wip/oscale
wip/overlap
wip/p2 tilemap1
wip/p21
wip/p22
wip/p23
wip/p24
wip/p25
wip/p26
wip/p27
wip/p28
wip/p2multi
wip/particle1
wip/pausetime
wip/physics config
wip/physics-1
wip/physics-2
wip/pixel priority 2
wip/pixel priority
wip/pixi1
wip/pixi2
wip/platforms
wip/po
wip/pool test 1
wip/pool test 2
wip/priority
wip/raster font
wip/raster joe
wip/record webm
wip/rect intersect
wip/rect
wip/remove random
wip/rendertexture
wip/resize
wip/retro font effect
wip/rnd
wip/rubber band
wip/sci-fly2
wip/shader1
wip/shared state
wip/skiprender
wip/snotattack
wip/soundpause
wip/springs 1
wip/spritebatch1
wip/spritebatch2
wip/sprites
wip/stage color
wip/state parameters
wip/state smoothed
wip/sticky
wip/stroke
wip/subgroup
wip/tab swap
wip/template
wip/testbed
wip/testmap
wip/text 576
wip/text tilesprite
wip/text tween
wip/text
wip/tilemap blank
wip/tilemap csv
wip/tilemap new 1
wip/tilemap put tile
wip/tilemap raycast
wip/tilemap1
wip/tilemap2
wip/tilemap3
wip/tilesprite fixed to cam
wip/tilesprite input
wip/tilesprite
wip/timer1
wip/timer2
wip/timer3
wip/timetest
wip/toes
wip/tpo
wip/tween balls
wip/tween generate 2
wip/tween generate
wip/tween swap
wip/tween var
wip/tweenalvin
wip/twokeys
wip/ve
world/fixed to camera
world/move around world
world/world wrap


|
IOH
<IP_ADDRESS>
Experimentation procedure for Iterative Optimization Heuristics
|
Interface of loggers.  More... | |
| Logger (trigger::Set &triggers, std::vector< std::reference_wrapper< logger::Property >> properties) | |
| Use this constructor if you want to combine triggers differently. More... | |
| Logger () | |
| Use this constructor if you just need the interface without triggers or properties, for instance if you define default triggers/properties in your constructor. More... | |
| void | trigger (logger::Trigger &when) |
| Add the given trigger to the list. | |
| virtual void | log (const logger::Info &log_info) |
Check if the logger should be triggered and if so, call call(log_info) . | |
| virtual void | attach_problem (const problem::MetaData &problem) |
| Starts a new session for the given problem/instance/dimension/run. More... | |
| virtual void | attach_suite (const std::string &suite_name)=0 |
| Starts a new session for the given Suite name. | |
| virtual void | call (const logger::Info &log_info)=0 |
| Main entry point, called everytime a Trigger is true. | |
| virtual void | reset () |
| Optional actions when the logger is detached from a suite/problem or the problem is reset. More... | |
| virtual void | close () |
| Shutdown behaviour. | |
| problem::MetaData | problem () const |
| Access the attached problem's metadata. | |
Protected Member Functions | |
| bool | consistent_properties () |
| Check that there is no duplicated properties (only in Debug builds). | |
| void | store_properties (std::vector< std::reference_wrapper< logger::Property >> &properties) |
| Convert a vector of properties in a map of {name => property}. | |
Protected Attributes | |
| trigger::Any | any_ |
| Default combination of triggers instance. | |
| trigger::Set & | triggers_ |
| Lower-level interface. | |
| const problem::MetaData * | problem_ |
| Access to the problem. | |
| std::map< std::string, std::reference_wrapper< logger::Property > > | properties_ |
| Map property names to property references. More... | |
| logger::Properties | properties_vector_ {} |
| A vector with all the properties. | |
Interface of loggers.
A logger is a class that has a log(log_info)
function called by the problem and hosts a set of Trigger that determine when a log event should be handled (or silently passed).
By default, the Logger calls a log event if any of the triggers are fired, but you can use your own way to combine triggers if necessary.
If you need to handle any property, consider sub-classing logger::Watcher.
If not, the design enforces your subclass to declare which property it needs. Then, you can easily access them by their name through _properties.at("name")
.
|
inline |
Use this constructor if you just need to trigger a log event if ANY of the triggers are fired.
Logger()
constructor and then add the triggers manually in your own constructor.
|
inline |
Use this constructor if you want to combine triggers differently.
You can for instance combine your triggers in a trigger::All, so that the log event would be triggered only if ALL triggers are fired at once.
|
inline |
Use this constructor if you just need the interface without triggers or properties, for instance if you define default triggers/properties in your constructor.
_properties.insert_or_assign(name, std::ref(tp));
instead of classical access operators.Used by logger::Combine, for instance.
|
inlinevirtual |
Starts a new session for the given problem/instance/dimension/run.
This is called automatically by the Problem (or Suite) to which the Logger is attached, each time a change occurs (be it a new run, or a new problem instance).
Reimplemented in ioh::logger::EAH, ioh::logger::analyzer::v1::Analyzer, ioh::logger::Store, ioh::logger::FlatFile, and ioh::logger::Combine.
|
inlinevirtual |
Optional actions when the logger is detached from a suite/problem or the problem is reset.
Useful if you want to flush data, for instance.
Reimplemented in ioh::logger::Combine.
|
protected |
Map property names to property references.
If your logger is handling any property, you can just iterate over them, if you need specific ones, you can call them by their name.
This holds reference to optionals, so to get the actual value of a property, you should:
at(…)
and not operator[]
,get()
on the returned element,value()
to get it. You can directly test if the property actually has a valid value:


--- next-page: 1-1-catherine-intro ---
Catherine Roebuck is the Web Developer for the City of Meridian, Idaho, where her major project is migrating the City’s website from a traditional CMS to Jekyll. She completed a BS in Computer Information Technology in 2016, interning as the front-end developer and user experience strategist for a data management web application at Idaho National Laboratory during her junior and senior years. In her free time, Catherine climbs rocks and mountains, listens to audiobooks, and dabbles in photography.
Brian Chatman is a web developer based in Atlanta, Georgia. Brian has worked in web for 11 years with the City of Fort Worth, Texas, first managing content with the roll out of the city’s first CMS-driven website, and then working as the lone web designer/developer to make the full city site mobile responsive and, later, to roll out a fully Jekyll-based website and visual redesign. He now works as a developer with The Starr Conspiracy, a strategic marketing and advertising agency.
Greg Scott is a freelance programmer based in Newkirk, Oklahoma. Greg has 20 years of experience consulting and building products for schools, governments, and businesses. His speciality is software integrations and automation using bots, APIs, and cloud-based services. In the summertime, Greg drives a combine during wheat harvest for the Scott family farm. He is @gregoryjscott on Twitter and GitHub or email Greg directly at me@gregoryjscott.com.