Our team is mentor driven but student organized. We help train, elevate, and support each other while holding ourselves accountable.
We support our community by sharing our knowledge, mentoring younger students, and getting kids excited about STEM through our outreach program.
Let's face it, building robots is fun. We are proud of our exceptional student-built FTC robots and look forward to continuing our tradition in FRC.
Our team grew out of an established FTC team at our school which experienced a "soft reset" in 2015 when the majority of its members graduated. Since 2015 we've rebuilt ourselves and regained our expertise as we forged new bonds and built a new robotics community at our school.
After a stellar season our team won the northern California FTC state championship, and earned our school's first trip to the FIRST World Championship in Houston, Texas. We were excited to be there and experience all the energy, but we especially happy to have finished in the top quartile at Worlds.
While at Houston, we really got to experience the differences between the FTC and FRC programs. While we found the atmosphere and excitment intoxicating, we really felt that we had what it took to participate in the FIRST Robotics Competition, which is more of a "professional" high school robotics league.
When we returned from Houston, we discussed with our mentors and convinced them, as well as our school's administration, to support us in founding and supporting our FRC team. While we worked throughout the spring, we got our team registered and approved over the summer. Since then we've been working to recruit new students, more technical mentors, and forge partnerships with local companies.
Computer Science Teacher
Manufacturing Professor
Design Teacher
Chemistry Teacher
Computer Science Teacher
Electrical Engineer
Program Manager, Google
Business Management
Electrical Engineer, Apple
Mechanical Engineer
VP Advanced Vehicle Technologies, Ricardo Inc
Computer Scientist, SAP
We are looking for more professional mentors to work with us this FRC season! Send us an email to find out more about becoming a mentor.


Saturday May 30, 2015
Aviators Stadium: 4503 Interstate Blvd. Loves Park, IL
Featuring SCCR Autocross, Paintless Dent Removal & Door Prizes
Gates open at 9 A.M. | Show ends at 4 P.M. | Show: $20 | Autocross $40
After Party @ Olympic Tavern at 5 P.M.
Space is limited for autocross and paintless dent removal. Please email us at<EMAIL_ADDRESS>to reserve a spot. Food, drinks and restrooms will be available on site.
Hotel accommodations available at Holiday Inn Express, just down the road. Mention EuroSlam '15 and get a discounted group rate! Visit their website to reserve a room today.


--- layout: v2 title: Documentation bodyclass: api-page ---
This page lists the API references for several Leaflet versions.


Page 1 of 1
The New Unseen
Posted:
Mon Apr 10, 2006 6:19 pm
by Karl G.
A pre-alpha release of Born to Rule is on the horizon. We are looking for core programming bugs, compatibility issues, speed issues and any other problems with this very bare-bones application. Check our News Forum for more information.

This website will be expanded as we have the time to update. Please check the forums or these links for the latest updates on everything that is Unseen!
Posted:
Mon Apr 10, 2006 6:26 pm
by Karl G.
Temp. Gameplay Video - Two devs playing around in Born to Rule
Posted:
Wed Apr 19, 2006 3:28 pm
by Karl G.
[ 1 - 2 - 3 ] Three in-game screenshots
Posted:
Tue Apr 25, 2006 6:54 pm
by Karl G.
[ High - Low | High - Low | High - Low ] Screenshots of the MapView utility
Posted:
Sat Apr 29, 2006 12:57 pm
by Unseen Studios
The About Us page skeleton has been uploaded.


All Classes
Controller
HomeLocation
HomeTourSimulation
Inventory
Item
Location
Picture
Properties
WorldController


Use Node.JS for front end package managment to help with deployment speed of commonly used javascript components.


Ajit Goud
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Ajit Goud
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Hi there, I'am Ajit Goud,
An Android Developer and tech enthusiast who loves to explore tech.
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In order to better serve the multimedia community, IEEE Transactions on Multimedia (T-MM) is collaborating with IEEE International Conference on Multimedia and Expo (ICME) to promote papers published in T-MM. Authors of T-MM papers will be given the opportunity to present their work at ICME 2016, which will be held in Seattle from July 11-15, 2016. The presentation will be subject to space availability and approval by the ICME Technical Program Chairs. T-MM papers published on or after January 1, 2015 and manuscripts accepted on or before April 15, 2016 are eligible for presentation at ICME 2016. Additionally, the T-MM paper should not be an extended version of a previous ICME paper.
Since the T-MM papers have already been peer-reviewed, they will not be subject to further review. They will be reprinted in the ICME proceedings, but will not appear redundantly in Xplore.
ICME 2016 aims to have high quality oral and poster presentations. Several awards sponsored by industry and institutions will be given out. Best papers will be presented in a single‐track session to all participants. Accepted papers should be presented, or else they will not be included in the IEEE Xplore Library.
Requests for presentation of T-MM papers at ICME 2016 should be made through an online submission under the "T MM track" of the CMT site (https://cmt.research.microsoft.com/ICMEW2016) on or before May 1, 2016. Approval notifications will be issued no later than May 13, 2016 and all approved requests for presentation must have one author/presenter register for the conference according to the ICME 2016 registration policy.
|


Chapter 10 )
10.0.1 APP CODE
library(shiny) library(OSUICode)
bs4_cdn <- “https://maxcdn.bootstrapcdn.com/bootstrap/4.0.0/” bs4_css <- paste0(bs4_cdn, “css/bootstrap.min.css”)
shinyApp( ui = fluidPage( # load the css code tags\(head( tags\)link( rel = “stylesheet”, type = “text/css”, href = bs4_css ) ), fluidRow( column( width = 6, align = “center”, br(), my_card(“Card Content”) ) ) ), server = function(input, output) {} )
The card may seem ugly but at least it is displayed as shown on Figure 10.1.
10.1 The clean approach
The best approach consists in leveraging the htmlDependency()
and attachDependencies()
functions from {htmltools}
.
htmlDependency()
takes the following main parameters:
- A name.
- A version (useful to remember on which version it is built upon).
- A path to the dependency (can be a CDN or a local folder).
- script and stylesheet to respectively pass css and scripts.
# handle dependency
bs4_cdn <- "https://maxcdn.bootstrapcdn.com/bootstrap/4.0.0/"
bs4_card_dep <- function() {
htmlDependency(
name = "bs4_card",
version = "1.0",
src = c(href = bs4_cdn),
stylesheet = "css/bootstrap.min.css"
)
}
If you are not pointing to a CDN and use local files, this is crucial to wrap the newly created dependency in a function since the path has to be determined at run time and not when the package builds. It means that if you are developing a package with dependencies, forgetting this step might prevent other users to get the dependency working on their own machine (the differences between Unix and Windows OS paths is clearly a good example).
We create the card tag and give it the Bootstrap 4 dependency through the attachDependencies()
function.
In recent version of {htmltools}
, we may simply use tagList(tag, deps)
instead. Importantly, attachDependencies()
has an append
parameter FALSE by default. Ensure to set it to TRUE if you want to keep already attached dependencies!
# create the card
my_card <- function(...) {
cardTag <- my_card(...)
# attach dependencies (old way)
# htmltools::attachDependencies(cardTag, bs4_card_dep())
# simpler way
tagList(cardTag, bs4_card_dep())
}
We finally run our app:


A x/y/zpub or master public key address can be passed to generate receiving addresses.
Monitor individual addresses you want to keep an eye on.
Generate addresses and QR codes for receiving.
Send transactions by signing them offline or with another wallet.
To facilitate the experience for big transactons.
Support for your cold storage solution and hardware devices.
Use your wallets with ease on your mobile app while leaving your keys in cold storage. Ability to create, send and receive transactions.


Oshiomhole Urges APC Governors To Implement N30,000 Minimum Wage
Oshiomhole made the plea on Monday in Jos at the Federal Government-Progressives Governors Forum parley in Jos, according to the News Agency of Nigeria.
by SaharaReporters, New York
National Chairman of All Progressives Congress, Adams Oshiomhole, has called on governors on the party’s platform to implement the N30,000 minimum wage and the consequential adjustments.
Oshiomhole made the plea on Monday in Jos at the Federal Government-Progressives Governors Forum parley in Jos, according to the News Agency of Nigeria.
He said, “As progressives, let us be the first to pay the new national minimum wage and not just the wage but also the consequential adjustments arising from it.
"Already, there are some proactive progressive governors that have taken steps to address this.
“I plead that you give this a priority because when other governors are fighting whether or not to pay, you will say that progressive governors have paid.
“Where there is will, there will certainly be a way.”


Mauricio Pochettino’s emotional parting message to Tottenham Hotspur revealed
Mauricio Pochettino was given the sack by Tottenham Hotspur after a horrible start to the 2019/20 season saw them drop down to the 14th spot in English Premier League table. The Argentine’s five-year association with Spurs peaked when he took the team to UEFA Champions League final last year.
The North London side have replaced Pochettino with Jose Mourinho, who is set to lead the team in his first Premier League match as Spurs manager. As the dust settles on this managerial change, the former Espanyol manager’s emotional parting message for the Tottenham players and staff has been revealed.
Pochettino’s assistant Jesus Perez posted the message the Argentine left for the players and staff. The message said: “Big thanks to you all! We can’t to [sic] say goodbye… You will always be in our hearts…”
Mourinho opened up on Pochettino’s time with the club during his first press conference as a Spurs manager.
“First of all, I think I have to and I do it with a bit of sadness, I have to speak about Mauricio. I have to congratulate him for the work he did. I have to share with you what we already shared indoors, which is that this club will always be his home. This training ground will always be his training ground, he can come whenever he wants.
“The door is always open for him and from my experience tomorrow is another day and he will find happiness again. He will find a great club again and he will have a great future. He will always be welcome,” the Portuguese said.


Why You Should Go To Yoga
Far far away, behind the word mountains, far from the countries Vokalia and Consonantia, there live the blind texts. Separated they live in Bookmarksgrove right at the coast of the Semantics, a large language ocean.
Lorem ipsum dolor sit amet, consectetur adipisicing elit. Temporibus quis maiores ipsa aut eum voluptate laudantium. Molestiae quibusdam voluptatibus repellendus odio, accusantium nisi, rerum cupiditate, quam suscipit assumenda vel eum.
Far far away, behind the word mountains, far from the countries Vokalia and Consonantia, there live the blind texts. Separated they live in Bookmarksgrove right at the coast of the Semantics, a large language ocean.


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Exodus 18:11
Now I know that the LORD is greater than all gods: for in the thing wherein they dealt proudly he was above them.


Kerala University payment system is insecure, says IT dept.
Fraudulent use of pay-in slips
by Staff ReporterThree months after the University of Kerala detected the fraudulent use of pay-in slips and suspended payment facility for various services through the FRIENDS Janasevana Kendram, the Electronics and Information Technology Department has found fault with the insecure payment system.
In a letter issued to the Registrar a few days ago, the department has stated that no lapses have occurred on the part of the FRIENDS outlets or its implementing agency, Kerala State IT Mission.
Massive loss
The unauthorised use of the slips (or challans) is suspected to have led to a massive revenue loss over several years. While the university had fixed the blame for the malpractice on loopholes in the payment system of the FRIENDS network, the claim has now been rebutted by the Electronics and IT Department. The department held the university responsible for failing to cross-check receipts issued by FRIENDS. The receipts were issued upon payments made using the login credentials provided by the university.


In this practical financial management course I was introduced to financial management techniques that I could apply in the real world. I learned how to critically analyze a company’s financial statement by using various measurements such as current ratio and the degree of leverage a company is exposed to.
In my Fall 2016 semester at Capilano University I took an e-business course where I learned basic coding and developed a prototype online presence for a business idea I came up with in the class. Please visit the website!
This course helped me cement my decision to pursue a degree in law after graduating from Capilano University. As a 100 level introductory course, I was introduced to a wide array of concepts in the field of law, as well as how the Canadian legal system functions today and where it came from.


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The upstream object represents a virtual hostname and can be used to loadbalance incoming requests over multiple services (targets). So for example an upstream named service.v1.xyz with an API object created with an upstream_url=https://service.v1.xyz/some/path. Requests for this API would be proxied to the targets defined within the upstream.
Checkout Kong documentation for the meaning of the form parameters.


--- layout: page title: About header-img: "img/about-bg.png" ---
A blog from a designer who speaks developer-ese. The challenge is achieving elegance through typography, spacing, balance, weight and color. But also through the things you experience, like how the project flows and how the data is presented after the user inputs it. What is the Users' Experience and now the other side of the coin, how to improve upon it via software engineering? Adding Javascript, Jquery, Ajax requests, Angular and React to base applications and bring them to their full potential. Bring them to LIFE. Those are the Jedi skills needed to do it well, and the ones I aspire to each day.


|
TUST
Script Library and Template Collection for Gamestudio A8
|
Code of the kubus voxelizer. More...
Functions | |
| BlockType * | kubus_get_block (int x, int y, int z) |
| Gets the block type at a specific position. More... | |
| void | kubus_set_block (int x, int y, int z, BlockType *blockType) |
| Sets teh block type at a specific position. More... | |
| void * | kubus_get_blockdata (int x, int y, int z) |
| Gets the block data at a specific position. Block data is a free-to-use pointer for free use. More... | |
| void | kubus_set_blockdata (int x, int y, int z, void *data) |
| Sets the block data at a specific position. Block data is a free-to-use pointer for free use. More... | |
| void | kubus_update () |
| Updates chunks. Updates all chunks in the view range around the camera. kubus_update creates, removes and modifies chunk meshes. | |
| void | kubus_init (BMAP *texpack) |
| Initializes Kubus. Initializes and sets up Kubus. All needed parameters are set. More... | |
| VECTOR * | kubus_pos_from_hit (void) |
| Gets the block position after a c_trace call. The function calculates the position of the block hit by the last c_trace call. More... | |
| void | kubus_force_refresh () |
| Forces a refresh of all chunks. | |
| void | kubus_set_viewrange (int range) |
| Sets the maximum view range in chunks. More... | |
| int | kubus_get_viewrange () |
| Gets the maximum view range in chunks. More... | |
Code of the kubus voxelizer.


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Currently it is very early days... so only basic function but you can:
Enter the amount of coins you sent in 1 transaction, and the number of days that have passed to get a readout.
The first line shows you the POS reward for your custom days, 30 days (the min number of days to generate a POS block) and 90 days (the max amount of coin days you can earn on your transaction).
The second line then shows you the POS reward for having not moved the coins + the POS earned from before (so your compound interest) on you initial holding.


{{ existing ? "New User?" : "Existing User?"}}
For Registered Users:
Enter Shaastra ID:
{{get_fest_button}}
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{% extends 'contents/_base.html' %} {% load static %} {% block title %}Keynotes{% endblock %} {% block content %} {# Kyenote speakers ordered by their first name #} {# 'Amber Brown', 'Audrey Tang', 'Jim Huang', 'Paul Hildebrandt', 'Steve Dower' #} {# begin .conf #}
唐鳳 (Audrey Tang)，1981 年出生，台灣知名自由軟體開發者。小學時曾留學德國，後來又回臺灣繼續就讀，國小五年級曾自己發明壓縮演算法，次年以一支人工智慧的程式拿下全國比賽冠軍，最高學歷為國中畢業，十六歲時就開了搜尋引擎的小公司，她也提倡自主學習 是「臺灣十大電腦高手」。
唐鳳是 Pugs 專案的發起人，為 Haskell 語言與 Perl 6 語言的核心貢獻者之一，也是 Haskell 和 Perl 社群的領導者之一。在 CPAN 上，唐鳳負責維護 100 餘項的 Perl 相關專案，包括 Perl Archive Toolkit (PAR) 這項跨平台封裝及建置工具，以及 CPAN 的自動測試及數位簽章系統等。
現在她已然退休，仍致力於自由軟體的國際化工作，包括設計 Kwiki、RT 及 Slash 等系統的國際化架構，並發起多項開放原始碼書籍的翻譯計劃，以及參與 g0v 社群的發起。
黃敬群 (Jim Huang, jserv)，1981 年出生，網路暱稱為 jserv，台灣知名開放原碼社群參與者。因為父親的關係，所以 jserv 從小便閱讀電腦主機與各式程式設計等書籍自學軟體開發。1997 年，高中生的他嘗試開發作業系統而接觸 Linux，便在開源軟體界活躍。1999 年，大學生的他與人合作網路事業，然而公司最後慘淡收場，使 jserv 決定先休學當兵。
當兵期間，jserv 不斷充實自己。開始工作後，仍不斷的研究和實作，並致力於軟硬體系統整合，也協助台灣的科技產業得以銜接開放系統的豐富資源和活躍的社群。
2009 年，jserv 協同開源社群的朋友創辦 0xLab，成為軟硬體整合方案提供者。2014 年與朋友建立南星創速器（SSX）並擔任技術長，關注智能硬體、醫療健康和互聯網應用等三大主軸的新興創業團隊，給予各方面輔導和協助。2012 年，在業界力薦和學界邀請，jserv 於成功大學資訊工程系擔任兼任教師至今。並在聯發科技、工研院資通所，台達電子等單位擔任技術顧問。
如今，jserv 仍自詡為熱血工讀生，並騎著心愛的腳踏車繼續在南台灣為世界發光……
Paul Hildebrandt has been a Senior Engineer with Walt Disney Animation Studios (WDAS) since 1996, and has worked in both Systems and Software engineering. His current title is Senior Software Engineer and Product Owner for the Playback tools among his primary duties is spending time working with the artists, understanding their needs, and designing tools to assist them. If he is lucky, he gets to write code.
Hildebrandt leads a team that is responsible for developing the digital asset manager, media player, dailies review system with a mobile interface, and other related tools. These tools are available on a variety of platforms including Linux, Mac, iOS, and Android. Among the Disney animated films that he has contributed are Zootopia, the Oscar® winning hits "Big Hero 6", "Frozen" and Oscar®-nominated box office hits, "Wreck-It Ralph," "Tangled," "Bolt," "Treasure Planet," and "Dinosaur." He is WDAS' evangelist for PyCon and other Python sponsorships.
Prior to joining Disney, Hildebrandt spent eight years with Hughes Aircraft as a Senior Engineer working on commercial in-flight entertainment for airlines and the Stealth Bomber trainers. He also served as the electrical lead for a team that raced a solar car across Australia in the 1990 World Solar Challenge. The team finished in the top third.
Hildebrandt was born and raised in Anaheim, California. He received his BSEE with a focus on Computing from California Polytechnic University Pomona. He resides outside of Los Angeles with his wife and three boys.
Steve is an engineer who tells people about Python and then gives them excuses to use it and great tools to use it with. He works on Python Tools for Visual Studio, contributes to many of Microsoft’s Python libraries, and is a core contributor and Windows expert for CPython.
He now works as a software engineer at Microsoft.


{% extends "base.html" %} {% load bootstrap3 %} {% block content %} Enter your email and choose one or more locations to receive notifications for. On a desktop, hold control or command to select multiple locations.


{%extends 'base.html'%} {{block.super}} {%block content%} {% include 'navbar.html'%}
by kelvin Rated at 9.0
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by {{project.user}}


Our playlist consists of August Burns Red's "Sleddin' Hill" album and other various Christmas songs they've done.
Be sure to tune your radio to 92.9FM! We play the show from 5:30pm to 10:00pm.
This project is made possible by losant.com and lightshowpi.org.
View my Losant-powered widget "Controls"


Perfect College Admissions will help you ace college applications. Our counselors have years of experience helping students put their best foot forward to improve their futures. See our testimonials!
At Perfect College Admissions, we know that it's not about what you study or what you put on your applications. It's about how you present your unique story. We have a proven track record of sending students to their dream colleges and setting them up for life success.
Let Us Help YouAt Perfect College Admissions, our counselors work with you 1:1, and take you from start to finish. Most students enter our program during their freshman or sophomore years and get matched with a counselor right away.
This counselor becomes your student's personal advocate and mentor throughout the entire college admissions process. This way, your counselor will have many years of experience with your personal story and can help you craft a most powerful application.
Get Started With Our Services!Learn how to study and learn techniques for getting the best grades you possibly can.
Learn your strengths so you can enroll in your highest-impact extra-curricular activities.
Learn the newest college admissions best practices, which change year-over-year.
Learn how you can set yourself up for success in college and beyond too! Contact us!
Ready to start your journey with us? That's great! Give us a call or send us an email and we will get back to you as soon as possible!
(330) 577-7077


4chan's programming projects for noobs
Just saving this for posterity
Courtesy of 4chan's Anon.
- 4chan Thread Downloader (Images)
- Algorithm to calculate Triangle Numbers
- Area Calculator
- ASCII Analogue Clock
- Atomically Correct Time from an internet clock
- Basic LISP Interpreter
- Battleships with an Artificial Intelligence (NPC) opponent. Make sure they're beatable.
- Benfords Law
- Binary Search / Binary Search Tree
- Blackjack
- BMI Calculator
- Brainfuck Interpreter
- Calculate a users typing speed
- Calculate and Print the Factorial of 100
- Calculate Pascals Triangle
- Calculate the Dot and Cross of two Vectors
- Calculate your Age in Seconds
- Chip-8 Emulator
- Collatz Conjecture
- Connect Four
- Convert Markup to HTML
- Conway's Game of Life
- Count the Vowels in a string
- Count the words in a string
- Crossword Game
- Decimal to Binary
- Define, translate and rotate a shape with an arbitrary amount of vertices
- Details Validatior using Regular Expressions. Validate Phone numbers, emails, names etc.
- Dijkstra's Algorithm
- Encryption / Decryption Hiding text in an image
- Encryption Collection. Implement all of the tools in the Rumkin Collection: http://rumkin.com/tools/cipher/
- Eulerian Path
- Evaluate Binomial Coefficients
- Fast Fourier Transform
- Fibonnaci Sequence Algorithm
- Find the largest number in an array, and print its position
- FizzBuzz
- Flappy Birds Clone
- FTP Client (TCP or UDP with ACK)
- Geekcode Generator (3.12)
- Generate an ASCII image of a Christmas tree to a user given height.
- Generate the Sierpinski Triangle
- Graphical Digital Clock (GUI) that allows the user to set alarms and change colors
- Graphical Digital Clock (GUI)
- Haiku Generator
- Hailstone Sequence
- Hangman
- Higher or Lower / Heads or tails
- Hunt the Wumpus
- IMP Interpreter
- Incremental Economy Simulator (Look up Time of Exploration)
- IRC Bot
- Klingon Translator
- last.FM Scrobbler
- Linked List
- Little Man Computer Simulator
- Love Calculator
- Magic Eight Ball
- Markov Chain
- Mastermind
- Maze Game and Solution Algorithm
- Minesweeper
- Name Art in ASCII
- Name Generator
- Nintendo Oil Panic
- Noughts and Crosses / Tic Tac Toe / X and O
- NTP Server
- Oil Spill Game
- Output the Mandlebrot Set in ASCII
- Pacman Clone with Ghost AI
- Password Generator
- Picross Solver
- Pong with Variable Vectors
- Prime Number generator using a Sieve
- Pseudorandom Quote Generator
- Quine
- Random Image Generator
- Reverse a string
- Reverse Polish Notation (RPN) Calculator
- Rock Paper Scissors and/or Rock Paper Scissors Lizard Spock
- RSS Feed Creator
- Simple Encryption / Decryption
- Simple Rougelike. Mega chapeau for multiplayer over LAN.
- Sine Wave Generator from Pseudorandom Numbers
- Snake Game
- Sodoku Generator / Solver
- Sorting Algorithm Audibilization and/or Visualisation
- Sorting Algorithm
- Static Website Generator
- Stronger Password Generator (With less chance of predicting an outcome)
- TCP chat program with basic encryption (XOR)
- Telnet Server
- Temperature Converter
- Tetris
- Text Adventure Game
- Text Editor
- Text to Morse translator. Bonus points for generating the sound.
- The N Queens Problem
- Towers of Hanoi
- Web Crawler


NOTE: In 2003–04, schools reported on school resource officers present at their school on a regular basis. In 2005–06, 2007–08, 2009–10, and 2015–16, schools reported on school resource officers present at their school at least once a week.
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Chapter 5 Create With Code
Create with Code
https://learn.unity.com/course/create-with-code
5.1 Unit 1 - Player Control
5.1.1 Lesson 1.1 - Start your 3D Engines
1.Introduction
2.Make a course folder and new project
3.Import assets and open Prototype 1
4.Add your vehicle to the scene
5.Add an obstacle and reposition it
6.Locate your camera and run the game
7.Move the camera behind the vehicle
8.Customize the interface layout
9.Lesson Recap
5.1.2 Lesson 1.2 - Pedal to the Metal
1.Introduction
2.Create and apply your first script
3.Add a comment in the Update() method
- comments
- methods
- start method
- update method
4.Give the vehicle a forward motion
- transform.Translate(0,0,1);
5.Use a Vector3 to move forward
- transform.Translate(Vector3.forward);
6.Customize the vehicle’s speed
- Time.deltaTime
7.Add RigidBody components to objects
Rigidbody
8.Duplicate and position the obstacles
5.1.3 Lesson 1.3 - High Speed Chase
Introduction
Add a speed variable for your vehicle
- variable
public float speed = 5.0f;
3.Create a new script for the camera
4.Add an offset to the camera position
5.Make the offset into a Vector3 variable
6.Edit the playmode tint color
- Playmode Tint
- Lesson Recap
5.1.4 Lesson 1.4 - Step into the Driver’s Seat
1.Introduction
2.Allow the vehicle to move left/right
3.Base left/right movement on input
4.Take control of the vehicle speed
5.Make vehicle rotate instead of slide
6.Clean your code and hierarchy
7.Lesson Recap
5.1.5 Challenge 1 - Plane Programming
1.Introduction to Challenges
2.Challenge 1 Overview
3.The plane is going backward
4.The plane is going too fast
5.The plane is tilting automatically
6.The camera is in front of the plane
7.The camera is not following the plane
8.Bonus: The plane’s propeller does not spin
5.1.6 Lab 1 - Project Design Document
1.Introduction
2.Understand what a Personal Project is
3.Review Design Doc examples
4.Complete your Project Concept V1
5.Complete your Project Timeline
6.Complete your MVP sketch
7.Recap
5.2 Unit 2 - Player Control
5.2.1 Lesson 2.1 - Player Positioning
<IP_ADDRESS> Introduction
<IP_ADDRESS> Create a new Project for Prototype 2
The first thing we need to do is create a new project and import the Prototype 2 starter files.
- Open Unity Hub and create a New project named “Prototype 2” in your course directory
- Click on the link to access the Prototype 2 starter files, then import them into Unity
- Open the Prototype 2 scene and delete the SampleScene without saving
- In the top-right of the Unity Editor, change your Layout from Default to your custom layout
<IP_ADDRESS> Add the Player, Animals, and Food
Let’s get all of our objects positioned in the scene, including the player, animals, and food.
- If you want, drag a different material from Course Library > Materials onto the Ground object
- Drag 1 Human, 3 Animals, and 1 Food object into the Hierarchy
- Rename the character “Player”, then reposition the animals and food so you can see them
- Adjust the XYZ scale of the food so you can easily see it from above #### Get the user’s horizontal input
If we want to move the Player left-to-right, we need a variable tracking the user’s input.
- In your Assets folder, create a “Scripts” folder, and a “PlayerController” script inside
- Attach the script to the Player and open it
- At the top of PlayerController.cs, declare a new public float horizontalInput
- In Update(), set horizontalInput = Input.GetAxis(“Horizontal”), then test to make sure it works in the inspector
public float horizontalInput;
void Update()
{
horizontalInput = Input.GetAxis("Horizontal");
}
<IP_ADDRESS> Move the player left-to-right
We have to actually use the horizontal input to translate the Player left and right.
- Declare a new public float speed = 10.0f;
- In Update(), Translate the player side-to-side based on horizontalInput and speed
public float horizontalInput;
public float speed = 10.0f;
void Update()
{
horizontalInput = Input.GetAxis("Horizontal");
transform.Translate(Vector3.right * horizontalInput * Time.deltaTime * speed);
}
<IP_ADDRESS> Keep the player inbounds
We have to prevent the player from going off the side of the screen with an if-then statement.
- In Update(), write an if-statement checking if the player’s left X position is less than a certain value
- In the if-statement, set the player’s position to its current position, but with a fixed X location
void Update()
{
if (transform.position.x < -10)
{
transform.position = new Vector3(-10, transform.position.y, transform.position.z);
}
}
<IP_ADDRESS> Clean up your code and variables
We need to make this work on the right side, too, then clean up our code.
- Repeat this process for the right side of the screen
- Declare new xRange variable, then replace the hardcoded values with them
- Add comments to your code
public float xRange = 10;
void Update()
{
// Keep the player in bounds
if (transform.position.x < -xRange)
{
transform.position = new Vector3(-xRange, transform.position.y, transform.position.z);
}
if (transform.position.x > xRange)
{
transform.position = new Vector3(xRange, transform.position.y, transform.position.z);
}
}
<IP_ADDRESS> Lesson Recap
New Functionality
- The player can move left and right based on the user’s left and right key presses
- The player will not be able to leave the play area on either side
New Concepts & Skills
- Adjust object scale
- If-statements
- Greater/Less than operators
5.2.2 Lesson 2.2 - Food Flight
<IP_ADDRESS> Introduction
<IP_ADDRESS> Make the projectile fly forwards
The first thing we must do is give the projectile some forward movement so it can zip across the scene when it’s launched by the player.
- Create a new “MoveForward” script, attach it to the food object, then open it
- Declare a new public float speed variable;
- In Update(), add transform.Translate(Vector3.forward * Time.deltaTime * speed);, then save
- In the Inspector, set the projectile’s speed variable, then test
public float speed = 40.0f;
void Update()
{
transform.Translate(Vector3.forward * Time.deltaTime * speed);
}
<IP_ADDRESS> Make the projectile into a prefab
Now that our projectile has the behavior we want, we need to make it into a prefab it so it can be reused anywhere and anytime, with all its behaviors included.
- Create a new “Prefabs” folder, drag your food into it, and choose Original Prefab
- In PlayerController.cs, declare a new public GameObject projectilePrefab; variable
- Select the Player in the hierarchy, then drag the object from your Prefabs folder onto the new Projectile Prefab box in the inspector
- Try dragging the projectile into the scene at runtime to make sure they fly
<IP_ADDRESS> Test for spacebar press
Now that we have a projectile prefab assigned to PlayerController.cs, the player needs a way to launch it with the space bar.
- In PlayerController.cs, in Update(), add an if-statement checking for a spacebar press: if (Input.GetKeyDown(KeyCode.Space)) {
- Inside the if-statement, add a comment saying that you should // Launch a projectile from the player
<IP_ADDRESS> Launch projectile on spacebar press
We’ve created the code that tests if the player presses spacebar, but now we actually need spawn a projectile when that happens
- Inside the if-statement, use the Instantiate method to spawn a projectile at the player’s location with the prefab’s rotation
if (Input.GetKeyDown(KeyCode.Space))
{
Instantiate(projectilePrefab, transform.position, projectilePrefab.transform.rotation);
}
<IP_ADDRESS> Make animals into prefabs
The projectile is now a prefab, but what about the animals? They need to be prefabs too, so they can be instantiated during the game.
- Rotate all animals on the Y axis by 180 degrees to face down
- Select all three animals in the hierarchy and Add Component > Move Forward
- Edit their speed values and test to see how it looks
- Drag all three animals into the Prefabs folder, choosing “Original Prefab”
- Test by dragging prefabs into scene view during gameplay
<IP_ADDRESS> Destroy projectiles offscreen
Whenever we spawn a projectile, it drifts past the play area into eternity. In order to improve game performance, we need to destroy them when they go out of bounds.
- Create “DestroyOutOfBounds” script and apply it to the projectile
- Add a new private float topBound variable and initialize it = 30;
- Write code to destroy if out of top bounds if (transform.position.z > topBound) { Destroy(gameObject); }
- In the Inspector Overrides drop-down, click Apply all to apply it to prefab
private float topBound = 30.0f;
void Update() {
if(transform.position.z > topBound) {
Destroy(gameObject);
}
}
<IP_ADDRESS> Destroy animals offscreen
If we destroy projectiles that go out of bounds, we should probably do the same for animals. We don’t want critters getting lost in the endless abyss of Unity Editor…
- Create else-if statement to check if objects are beneath lowerBound: else if (transform.position.z > topBound)
- Apply the script to all of the animals, then Override the prefabs
private float topBound = 30.0f;
private float lowerBound = -10.0f;
void Update() {
if(transform.position.z > topBound) {
Destroy(gameObject);
} else if(transform.position.z < lowerBound) {
Destroy(gameObject);
}
}
<IP_ADDRESS> Lesson Recap
New Functionality
- The player can press the Spacebar to launch a projectile prefab,
- Projectile and Animals are removed from the scene if they leave the screen
New Concepts & Skills
- Create Prefabs
- Override Prefabs
- Test for Key presses
- Instantiate objects
- Destroy objects
- Else-if statements
5.2.3 Lesson 2.3 - Random Animal Stampede
<IP_ADDRESS> Introduction
<IP_ADDRESS> Create a spawn manager
If we are going to be doing all of this complex spawning of objects, we should have a dedicated script to manage the process, as well as an object to attach it to.
- In the hierarchy, create an empty object called “SpawnManager”
- Create a new script called “SpawnManager”, attach it to the Spawn Manager, and open it
- Declare new public GameObject animalPrefabs;
- In the inspector, change the Array size to match your animal count, then assign your animals by dragging them in
<IP_ADDRESS> Spawn an animal if S is pressed
We’ve created an array and assigned our animals to it, but that doesn’t do much good until we have a way to spawn them during the game. Let’s create a temporary solution for choosing and spawning the animals.
- In Update(), write an if-then statement to instantiate a new animal prefab at the top of the screen if S is pressed
- Declare a new public int animalIndex and incorporate it in the Instantiate call, then test editing the value in the Inspector
public GameObject[] animalPrefabs;
public int animalIndex;
void Update() {
if(Input.GetKeyDown(KeyCode.S)) {
Instantiate(animalPrefabs[animalIndex], new Vector3(0,0,20), animalPrefabs[animalIndex].transform.rotation);
}
}
<IP_ADDRESS> Spawn random animals from array
We can spawn animals by pressing S, but doing so only spawns an animal at the array index we specify. We need to randomize the selection so that S can spawn a random animal based on the index, without our specification.
- In the if-statement checking if S is pressed, generate a random int animalIndex between 0 and the length of the array
- Remove the global animalIndex variable, since it is only needed locally in the if-statement
public GameObject[] animalPrefabs;
void Update() {
if(Input.GetKeyDown(KeyCode.S)) {
int animalIndex = Random.Range(0, animalPrefabs.Length);
Instantiate(animalPrefabs[animalIndex], new Vector3(0,0,20), animalPrefabs[animalIndex].transform.rotation);
}
}
<IP_ADDRESS> Randomize the spawn location
We can press S to spawn random animals from animalIndex, but they all pop up in the same place! We need to randomize their spawn position, so they don’t march down the screen in a straight line.
- Replace the X value for the Vector3 with Random.Range(-20, 20), then test
- Within the if-statement, make a new local Vector3 spawnPos variable
- At the top of the class, create private float variables for spawnRangeX and spawnPosZ
public GameObject[] animalPrefabs;
private float spawnRangeX = 10;
private float spawnPosZ = 20;
void Update() {
if(Input.GetKeyDown(KeyCode.S)) {
int animalIndex = Random.Range(0, animalPrefabs.Length);
Vector3 spawnPos = new Vector3(Random.Range(-spawnRangeX,spawnRangeX), 0, spawnPosZ);
Instantiate(animalPrefabs[animalIndex], spawnPos, animalPrefabs[animalIndex].transform.rotation);
}
}
<IP_ADDRESS> Change the perspective of the camera
Our Spawn Manager is coming along nicely, so let’s take a break and mess with the camera.Changing the camera’s perspective might offer a more appropriate view for this top-down game.
- Toggle between Perspective and Isometric view in Scene view to appreciate the difference
- Select the camera and change the Projection from “Perspective” to “Orthographic”
<IP_ADDRESS> Lesson Recap
New Functionality
- The player can press the S to spawn an animal
- Animal selection and spawn location are randomized
- Camera projection (perspective/orthographic) selected
New Concepts & Skills
- Spawn Manager
- Arrays
- Keycodes
- Random generation
- Local vs Global variables
- Perspective vs Isometric projections
5.2.4 Lesson 2.4 - Collision Decisions
<IP_ADDRESS> Introduction
<IP_ADDRESS> Make a new method to spawn animals
Our Spawn Manager is looking good, but we’re still pressing S to make it work! If we want the game to spawn animals automatically, we need to start by writing our very first custom function.
- In SpawnManager.cs, create a new void SpawnRandomAnimal() {} function beneath Update()
- Cut and paste the code from the if-then statement to the new function
- Call SpawnRandomAnimal(); if S is pressed
<IP_ADDRESS> Spawn the animals at timed intervals
We’ve stored the spawn code in a custom function, but we’re still pressing S! We need to spawn the animals on a timer, so they randomly appear every few seconds.
- In Start(), use InvokeRepeating to spawn the animals based on an interval, then test.
- Remove the if-then statement that tests for S being pressed
- Declare new private startDelay and spawnInterval variables then playtest and tweak variable values
private float startDelay = 2;
private float spawnInterval = 1.5f;
void Start(){
InvokeRepeating("SpawnRandomAnimal", startDelay, spawnInterval);
}
<IP_ADDRESS> Add collider and trigger components
Animals spawn perfectly and the player can fire projectiles at them, but nothing happens when the two collide! If we want the projectiles and animals to be destroyed on collision, we need to give them some familiar components - “colliders.”
- Double-click on one of the animal prefabs, then Add Component > Box Collider
- Click Edit Collider, then drag the collider handles to encompass the object
- Check the “Is Trigger” checkbox
- Repeat this process for each of the animals and the projectile
- Add a RigidBody component to the projectile and uncheck “use gravity”
<IP_ADDRESS> Destroy objects on collision
Now that the animals and the projectile have Box Colliders with triggers, we need to code a new script in order to destroy them on impact.
- Create a new DetectCollisions.cs script, add it to each animal prefab, then open it
- Before the final } add OnTriggerEnter function using autocomplete
- In OnTriggerEnter, put Destroy(gameObject);, then test
- In OnTriggerEnter, put Destroy(other.gameObject);
void onTriggerEnter(Collider other){
Destroy(gameObject);
Destroy(other.gameObject);
}
<IP_ADDRESS> Trigger a “Game Over” message
The player can defend their field against animals for as long as they wish, but we should let them know when they’ve lost with a “Game Over” message if any animals get past the player.
- In DestroyOutOfBounds.cs, in the else-if condition that checks if the animals reach the bottom of the screen, add a Game Over messsage: Debug.Log(“Game Over!”)
- Clean up your code with comments
- If using Visual Studio, Click Edit > Advanced > Format document to fix any indentation issues (On a Mac, click Edit > Format > Format Document)
<IP_ADDRESS> Lesson Recap
New Functionality
- Animals spawn on a timed interval and walk down the screen
- When animals get past the player, it triggers a “Game Over” message
- If a projectile collides with an animal, both objects are removed
New Concepts & Skills
- Create custom methods/functions
- InvokeRepeating() to repeat code
- Colliders and Triggers
- Override functions
- Log Debug messages to console


QSO Mapper
Map
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WITNESS LIST
Oversight of Compact Facility
September 6, 2018 9:00 AM
Compact Facility
ON:
Adams, Richard (Comanche Peak), Dallas, TX
Carlson, David (also providing written testimony) (Waste Control Specialists), Dallas, TX
Cook, Kelly (also providing written testimony) (Texas Commission on Environmental
Quality), Austin, TX
Dolgener, Richard H. Judge (also providing written testimony) (Andrews County),
Andrews, TX
Ing, Leigh (also providing written testimony) (Texas Low-Level Radioactive Waste
Disposal Compact Commission), Austin, TX
Jacobi, Rick (Waste Control Specialists), Austin, TX
Janecka, Bobby (also providing written testimony) (Texas Commission on Environmental
Quality), Austin, TX
Selig, Edward (also providing written testimony) (Advocates for Responsible Disposal in
Texas), Austin, TX
Timberger, David (also providing written testimony) (Texas Commission on
Environmental Quality), Austin, TX
Wade, Brent (also providing written testimony) (Texas Commission on Environmental
Quality), Austin, TX
Yturralde, Greg (also providing written testimony) (Texas Commission on Environmental
Quality), Austin, TX
Registering, but not testifying:
ON:
Flaherty, Shawn (Advocates for Responsible Disposal in Texas, STP Nuclear Operating
Company), Fort Worth, TX
Knapp, Robert C. (Vistra Energy Comanche Peak Nuclear Power Plant), Granbury, TX


map[]
Hugo is a static site engine written in Go.
It makes use of a variety of open source projects including:
Learn more and contribute on GitHub.
Some fun facts about Hugo:
Have questions or suggestions? Feel free to open an issue on GitHub or ask me on Twitter.
Thanks for reading!


Test large media video
plain:
Your browser does not support the video tag.
function without token:
Your browser does not support the video tag.
function with token:
Your browser does not support the video tag.


Object-Oriented JavaScript Practice: Places You've Been
Home
Address Book
>
Places You've Been
To Do
Bank Account
Movie Tickets
Places You've Been - Week Four: New Projects
Vietnam
Oregon


This library provides an marshallItem
and unmarshallItem
functions that
convert native JavaScript values to DynamoDB AttributeValues and back again,
respectively, based on a defined schema. While many JavaScript values map
cleanly to DynamoDB data types and vice versa, schemas allow you to losslessly
persist any JavaScript type, including dates, class instances, and empty
strings.
To use the data marshaller, begin by defining a schema that describes the relationship between your application's domain objects and their serialized form in a DynamoDB table:
const schema = {
foo: {type: 'Binary'},
bar: {type: 'Boolean'},
baz: {type: 'String'},
quux: {
type: 'Document',
members: {
fizz: {type: 'Set', memberType: 'String'},
buzz: {
type: 'Tuple',
members: [
{
type: 'List',
memberType: {type: 'Set', memberType: 'Number'},
},
{
type: 'Map',
memberType: {type: 'Date'},
}
]
},
},
},
};
This schema may be used to marshall JavaScript values to DynamoDB attribute values:
import {marshallItem} from '@block65/dynamodb-data-marshaller';
const marshalled = marshallItem(schema, {
foo: Uint8Array.from([0xde, 0xad, 0xbe, 0xef]),
bar: false,
baz: '',
quux: {
fizz: new Set(['a', 'b', 'c']),
buzz: [
[
new Set([1, 2, 3]),
new Set([2, 3, 4]),
new Set([3, 4, 5]),
],
new Map([
['now', new Date()],
['then', new Date(0)],
]),
]
}
});
The schema can also be used to unmarshall DynamoDB attribute values back to their original JavaScript representation:
import {unmarshallItem} from '@block65/dynamodb-data-marshaller';
const unmarshalled = unmarshallItem(schema, {
foo: {B: Uint8Array.from([0xde, 0xad, 0xbe, 0xef])},
bar: {BOOL: false},
baz: {NULL: true},
quux: {
fizz: {SS: ['a', 'b', 'c']},
buzz: {
L: [
L: [
{NS: ['1', '2', '3']},
{NS: ['2', '3', '4']},
{NS: ['3', '4', '5']},
],
M: {
now: {N: '1507189047'},
then: {N: '0'}
},
],
},
},
});
DynamoDB tables must define a hash key and may optionally define a range key. In
DynamoDB documentation, these keys are sometimes referred to as partition and
sort keys, respectively. To declare a property to be a key, add a keyType
property to its property schema (example taken from the DynamoDB developer
guide):
// Table model taken from http://docs.aws.amazon.com/amazondynamodb/latest/developerguide/GSI.html
const gameScores = {
UserId: {
type: 'String',
keyType: 'HASH'
},
GameTitle: {
type: 'String',
keyType: 'RANGE'
},
TopScore: {type: 'Number'},
TopScoreDateTime: {type: 'Date'},
Wins: {type: 'Number'},
Losses: {type: 'Number'}
};
The keyType
attribute may only be used in types that are serialized as
strings, numbers, or binary attributes. In addition to 'String'
, 'Number'
,
and 'Binary'
properties, it may be used on 'Date'
and 'Custom'
properties.
Index keys are specified using an object mapping index names to the key type as
which the value is used in a given index. To continue with the gameScores
example given above, you could add the index key declarations described in the
DynamoDB Global Secondary Index developer guide
as follows:
const gameScores = {
UserId: {
type: 'String',
keyType: 'HASH'
},
GameTitle: {
type: 'String',
keyType: 'RANGE',
indexKeyConfigurations: {
GameTitleIndex: 'HASH'
}
},
TopScore: {
type: 'Number',
indexKeyConfigurations: {
GameTitleIndex: 'RANGE'
}
},
TopScoreDateTime: {type: 'Date'},
Wins: {type: 'Number'},
Losses: {type: 'Number'}
};
Any property schema may define a defaultProvider
function to be called when a
field is undefined
in the input provided to marshallItem
. This function must
return a raw JavaScript value and should not return an already-marshalled
DynamoDB AttributeValue shape.
const uuidV4 = require('uuid/v4');
const schema = {
key: {
type: 'String',
defaultProvider: uuidV4,
keyType: 'HASH',
},
// ...
};
Will be marshalled and unmarshalled using the @block65/dynamodb-auto-marshaller
package, which detects the type of a given value at runtime.
const anyProperty = {
type: 'Any',
// optionally, you may specify configuration options for the
// @block65/dynamodb-auto-marshaller package's Marshaller class:
unwrapNumbers: false,
onInvalid: 'omit',
onEmpty: 'nullify',
};
Used for ArrayBuffer
and ArrayBufferView
objects, as well as Node.JS
buffers.
May be used as a table or index key.
const binaryProperty = {type: 'Binary'};
Used for true
/false
values.
const booleanProperty = {type: 'Boolean'};
Denotes a list of untyped items. The constituent items will be marshalled and
unmarshalled using the @block65/dynamodb-auto-marshaller
.
const collectionProperty = {
type: 'Collection',
// optionally, you may specify configuration options for the
// @block65/dynamodb-auto-marshaller package's Marshaller class:
unwrapNumbers: false,
onInvalid: 'omit',
onEmpty: 'nullify',
};
Allows the use of bespoke marshalling and unmarshalling functions. The type
definition for a 'Custom'
property must include a marshall
function that
converts the type's JavaScript representation to a DynamoDB AttributeValue and
an unmarshall
function that converts the AttributeValue back to a JavaScript
value.
May be used as a table or index key.
// This custom property handles strings
const customProperty = {
type: 'Custom',
marshall(input) {
return {S: input};
},
unmarshall(persistedValue) {
return persistedValue.S;
}
};
Used for time data. Dates will be serialized to DynamoDB as epoch timestamps for easy integration with DynamoDB's time-to-live feature. As a result, timezone information will not be persisted.
May be used as a table or index key.
const dateProperty = {type: 'Date'};
Used for object values that have their own schema and (optionally) constructor.
class MyCustomDocument {
method() {
// pass
}
get computedProperty() {
// pass
}
}
class documentSchema = {
fizz: {type: 'String'},
buzz: {type: 'Number'},
pop: {type: 'Date'}
}
const documentProperty = {
type: 'Document',
members: documentSchema,
// optionally, you may specify a constructor to use to create the object
// that will underlie unmarshalled instances. If not specified,
// Object.create(null) will be used.
valueConstructor: MyCustomDocument
};
Used for objects with string keys and untyped values.
const collectionProperty = {
type: 'Hash',
// optionally, you may specify configuration options for the
// @block65/dynamodb-auto-marshaller package's Marshaller class:
unwrapNumbers: false,
onInvalid: 'omit',
onEmpty: 'nullify',
};
Used for arrays or iterable objects whose elements are all of the same type.
const listOfStrings = {
type: 'List',
memberType: {type: 'String'}
};
Used for Map
objects whose values are all of the same type.
const mapOfStrings = {
type: 'Map',
memberType: {type: 'String'}
};
Used to serialize null
. Often used as a sigil value.
const nullProperty = {type: 'Null'};
Used to serialize numbers.
May be used as a table or index key.
const numberProperty = {type: 'Number'};
Used to serialize sets whose values are all of the same type. DynamoDB allows sets of numbers, sets of strings, and sets of binary values.
const binarySetProperty = {type: 'Set', memberType: 'Binary'};
const numberSetProperty = {type: 'Set', memberType: 'Number'};
const stringSetProperty = {type: 'Set', memberType: 'String'};
Used to serialize strings.
May be used as a table or index key.
const stringProperty = {type: 'String'};
Used to store arrays that have a specific length and sequence of elements.
const tupleProperty = {
type: 'Tuple',
members: [
{type: 'Boolean'},
{type: 'String'}
]
};


{% load i18n %}
{% trans "Choose from the cell phone cases or other gifts, place your order and your customized handcrafted gift will be done soon." %}


Lev Walkin<EMAIL_ADDRESS>Download the PDF version
The purpose of the ASN.1 compiler, of which this document is part, is to convert the specifications in ASN.1 notation into some other language. At this moment, only C and C++ target languages are supported, the latter is in upward compatibility mode.
The compiler reads the specification and emits a series of target language structures (C's structs, unions, enums) describing the corresponding ASN.1 types. The compiler also creates the code which allows automatic serialization and deserialization of these structures using several standardized encoding rules (BER, DER, XER).
For example, suppose the following ASN.1 module is given1.1:
The compiler would read this ASN.1 definition and produce the following C type1.2:RectangleTest DEFINITIONS ::= BEGIN Rectangle ::= SEQUENCE { height INTEGER, -- Height of the rectangle width INTEGER -- Width of the rectangle } END
It would also create the code for converting this structure into platform-independent wire representation (a serializer API) and the decoder of such wire representation back into local, machine-specific type (a deserializer API).typedef struct Rectangle_s { int height; int width; } Rectangle_t;
After building and installing the compiler, the asn1c1.3 command may be used to compile the ASN.1 module1.4:
If several ASN.1 modules contain interdependencies, all of the files must be specified altogether:asn1c <module.asn1>
The compiler -E and -EF options are used for testing the parser and the semantic fixer, respectively. These options will instruct the compiler to dump out the parsed (and fixed, if -F is involved) ASN.1 specification as it was "understood" by the compiler. It might be useful to check whether a particular syntactic construction is properly supported by the compiler.asn1c <module1.asn1> <module2.asn1> ...
The -P option is used to dump the compiled output on the screen instead of creating a bunch of .c and .h files on disk in the current directory. You would probably want to start with -P option instead of creating a mess in your current directory. Another option, -R, asks compiler to only generate the files which need to be generated, and supress linking in the numerous support files.asn1c -EF <module-to-test.asn1>
Print the compiled output instead of creating multiple source files:
asn1c -P <module-to-compile-and-print.asn1>
After compiling, the following entities will be created in your current directory:
In other words, after compiling the Rectangle module, you have the following set of files: { Makefile.am.sample, Rectangle.c, Rectangle.h, ... }, where ''...'' stands for the set of additional ''helper'' files created by the compiler. If you add a simple file with the int main() routine, it would even be possible to compile everything with the single instruction:
Refer to the Chapter cha:Step-by-step-examples for a sample int main() routine.cc -I. -o rectangle.exe *.c # It could be that simple
The Table 1 summarizes various options affecting the compiler's behavior.
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First of all, you should include one or more header files into your application. Typically, it is enough to include the header file of the main PDU type. For our Rectangle module, including the Rectangle.h file is sufficient:
The header files defines the C structure corresponding to the ASN.1 definition of a rectangle and the declaration of the ASN.1 type descriptor, which is used as an argument to most of the functions provided by the ASN.1 module. For example, here is the code which frees the Rectangle_t structure:#include <Rectangle.h>
This code defines a rect pointer which points to the Rectangle_t structure which needs to be freed. The second line invokes the generic free_struct() routine created specifically for this Rectangle_t structure. The asn_DEF_Rectangle is the type descriptor, which holds a collection of routines to deal with the Rectangle_t structure.Rectangle_t *rect = ...; asn_DEF_Rectangle.free_struct(&asn_DEF_Rectangle, rect, 0);
The following member functions of the asn_DEF_Rectangle type descriptor are of interest:
The Basic Encoding Rules describe the most widely used (by the ASN.1 community) way to encode and decode a given structure in a machine-independent way. Several other encoding rules (CER, DER) define a more restrictive versions of BER, so the generic BER parser is also capable of decoding the data encoded by CER and DER encoders. The opposite is not true.
The ASN.1 compiler provides the generic BER decoder which is implicitly capable of decoding BER, CER and DER encoded data.
The decoder is restartable (stream-oriented), which means that in case the buffer has less data than it is expected, the decoder will process whatever there is available and ask for more data to be provided. Please note that the decoder may actually process less data than it was given in the buffer, which means that you must be able to make the next buffer contain the unprocessed part of the previous buffer.
Suppose, you have two buffers of encoded data: 100 bytes and 200 bytes.
Here is the simplest example of BER decoding.
The code above defines a function, simple_deserializer, which takes a buffer and its length and is expected to return a pointer to the Rectangle_t structure. Inside, it tries to convert the bytes passed into the target structure (rect) using the BER decoder and returns the rect pointer afterwards. If the structure cannot be deserialized, it frees the memory which might be left allocated by the unfinished ber_decoder routine and returns 0 (no data). (This freeing is necessary because the ber_decoder is a restartable procedure, and may fail just because there is more data needs to be provided before decoding could be finalized). The code above obviously does not take into account the way the ber_decoder() failed, so the freeing is necessary because the part of the buffer may already be decoded into the structure by the time something goes wrong.Rectangle_t * simple_deserializer(const void *buffer, size_t buf_size) { Rectangle_t *rect = 0; /* Note this 0! */ asn_dec_rval_t rval; rval = asn_DEF_Rectangle.ber_decoder(0, &asn_DEF_Rectangle, (void **)&rect, buffer, buf_size, 0); if(rval.code == RC_OK) { return rect; /* Decoding succeeded */ } else { /* Free partially decoded rect */ asn_DEF_Rectangle.free_struct( &asn_DEF_Rectangle, rect, 0); return 0; } }
A little less wordy would be to invoke a globally available ber_decode() function instead of dereferencing the asn_DEF_Rectangle type descriptor:
Note that the initial (asn_DEF_Rectangle.ber_decoder) reference is gone, and also the last argument (0) is no longer necessary.rval = ber_decode(0, &asn_DEF_Rectangle, (void **)&rect, buffer, buf_size);
These two ways of BER decoder invocations are fully equivalent.
The BER decoder may fail because of (the following RC_... codes are defined in ber_decoder.h):
Please look into ber_decoder.h for the precise definition of ber_decode() and related types.
The Distinguished Encoding Rules is the canonical variant of BER encoding rules. The DER is best suited to encode the structures where all the lengths are known beforehand. This is probably exactly how you want to encode: either after a BER decoding or after a manual fill-up, the target structure contains the data which size is implicitly known before encoding. Among other uses, the DER encoding is used to encode X.509 certificates.
As with BER decoder, the DER encoder may be invoked either directly from the ASN.1 type descriptor (asn_DEF_Rectangle) or from the stand-alone function, which is somewhat simpler:
As you see, the DER encoder does not write into some sort of buffer or something. It just invokes the custom function (possible, multiple times) which would save the data into appropriate storage. The optional argument app_key is opaque for the DER encoder code and just used by _write_stream() as the pointer to the appropriate output stream to be used./* * This is the serializer itself, * it supplies the DER encoder with the * pointer to the custom output function. */ ssize_t simple_serializer(FILE *ostream, Rectangle_t *rect) { asn_enc_rval_t er; /* Encoder return value */ er = der_encode(&asn_DEF_Rect, rect, write_stream, ostream); if(er.encoded == -1) { /* * Failed to encode the rectangle data. */ fprintf(stderr, ''Cannot encode %s: %s\n'', er.failed_type->name, strerror(errno)); return -1; } else { /* Return the number of bytes */ return er.encoded; } }
If the custom write function is not given (passed as 0), then the DER encoder will essentially do the same thing (i.e., encode the data) but no callbacks will be invoked (so the data goes nowhere). It may prove useful to determine the size of the structure's encoding before actually doing the encoding2.2.
Please look into der_encoder.h for the precise definition of der_encode() and related types.
The XER stands for XML Encoding Rules, where XML, in turn, is eXtensible Markup Language, a text-based format for information exchange. The encoder routine API comes in two flavors: stdio-based and callback-based. With the callback-based encoder, the encoding process is very similar to the DER one, described in Section Encoding DER. The following example uses the definition of write_stream() from up there.
Please look into xer_encoder.h for the precise definition of xer_encode() and related types./* * This procedure generates the XML document * by invoking the XER encoder. * NOTE: Do not copy this code verbatim! * If the stdio output is necessary, * use the xer_fprint() procedure instead. * See Section Printing the target. */ int print_as_XML(FILE *ostream, Rectangle_t *rect) { asn_enc_rval_t er; /* Encoder return value */ er = xer_encode(&asn_DEF_Rectangle, rect, XER_F_BASIC, /* BASIC-XER or CANONICAL-XER */ write_stream, ostream); return (er.encoded == -1) ? -1 : 0; }
See Section [Printing the target] for the example of stdio-based XML encoder and other pretty-printing suggestions.
The data encoded using the XER rules can be subsequently decoded using the xer_decode() API call:
The decoder takes both BASIC-XER and CANONICAL-XER encodings.Rectangle_t * XML_to_Rectangle(const void *buffer, size_t buf_size) { Rectangle_t *rect = 0; /* Note this 0! */ asn_dec_rval_t rval; rval = xer_decode(0, &asn_DEF_Rectangle, (void **)&rect, buffer, buf_size); if(rval.code == RC_OK) { return rect; /* Decoding succeeded */ } else { /* Free partially decoded rect */ asn_DEF_Rectangle.free_struct( &asn_DEF_Rectangle, rect, 0); return 0; } }
The decoder shares its data consumption properties with BER decoder; please read the Section Decoding BER to know more.
Please look into xer_decoder.h for the precise definition of xer_decode() and related types.
Sometimes the target structure needs to be validated. For example, if the structure was created by the application (as opposed to being decoded from some external source), some important information required by the ASN.1 specification might be missing. On the other hand, the successful decoding of the data from some external source does not necessarily mean that the data is fully valid either. It might well be the case that the specification describes some subtype constraints that were not taken into account during decoding, and it would actually be useful to perform the last check when the data is ready to be encoded or when the data has just been decoded to ensure its validity according to some stricter rules.
The asn_check_constraints() function checks the type for various implicit and explicit constraints. It is recommended to use asn_check_constraints() function after each decoding and before each encoding.
Please look into constraints.h for the precise definition of asn_check_constraints() and related types.
There are two ways to print the target structure: either invoke the print_struct member of the ASN.1 type descriptor, or using the asn_fprint() function, which is a simpler wrapper of the former:
Please look into constr_TYPE.h for the precise definition of asn_fprint() and related types.asn_fprint(stdout, &asn_DEF_Rectangle, rect);
Another practical alternative to this custom format printing would be to invoke XER encoder. The default BASIC-XER encoder performs reasonable formatting for the output to be useful and human readable. To invoke the XER decoder in a manner similar to asn_fprint(), use the xer_fprint() call:
See Section Encoding XER for XML-related details.xer_fprint(stdout, &asn_DEF_Rectangle, rect);
Freeing the structure is slightly more complex than it may seem to. When the ASN.1 structure is freed, all the members of the structure and their submembers etc etc are recursively freed too. But it might not be feasible to free the structure itself. Consider the following case:
In this example, the application programmer defined a custom structure with one ASN.1-derived member (rect). This member is not a reference to the Rectangle_t, but an in-place inclusion of the Rectangle_t structure. If the freeing is necessary, the usual procedure of freeing everything must not be applied to the &rect pointer itself, because it does not point to the memory block directly allocated by the memory allocation routine, but instead lies within a block allocated for the my_figure structure.struct my_figure { /* The custom structure */ int flags; /* <some custom member> */ /* The type is generated by the ASN.1 compiler */ Rectangle_t rect; /* other members of the structure */ };
To solve this problem, the free_struct routine has the additional argument (besides the obvious type descriptor and target structure pointers), which is the flag specifying whether the outer pointer itself must be freed (0, default) or it should be left intact (non-zero value).
It is safe to invoke the free_struct function with the target structure pointer set to 0 (NULL), the function will do nothing./* 1. Rectangle_t is defined within my_figure */ struct my_figure { Rectangle_t rect; } *mf = ...; /* * Freeing the Rectangle_t * without freeing the mf->rect area */ asn_DEF_Rectangle.free_struct( &asn_DEF_Rectangle, &mf->rect, 1 /* !free */); /* 2. Rectangle_t is a stand-alone pointer */ Rectangle_t *rect = ...; /* * Freeing the Rectangle_t * and freeing the rect pointer */ asn_DEF_Rectangle.free_struct( &asn_DEF_Rectangle, rect, 0 /* free the pointer too */);
This example will help you to create a simple BER and XER encoder of a ''Rectangle'' type used throughout this document.
RectangleModule1 DEFINITIONS ::= BEGIN Rectangle ::= SEQUENCE { height INTEGER, width INTEGER } END
asn1c -fnative-types rectangle.asn1
#include <stdio.h> #include <sys/types.h> #include <Rectangle.h> /* Rectangle ASN.1 type */ /* * This is a custom function which writes the * encoded output into some FILE stream. */ static int write_out(const void *buffer, size_t size, void *app_key) { FILE *out_fp = app_key; size_t wrote; wrote = fwrite(buffer, 1, size, out_fp); return (wrote == size) ? 0 : -1; } int main(int ac, char **av) { Rectangle_t *rectangle; /* Type to encode */ asn_enc_rval_t ec; /* Encoder return value */ /* Allocate the Rectangle_t */ rectangle = calloc(1, sizeof(Rectangle_t)); /* not malloc! */ if(!rectangle) { perror(''calloc() failed''); exit(71); /* better, EX_OSERR */ } /* Initialize the Rectangle members */ rectangle->height = 42; /* any random value */ rectangle->width = 23; /* any random value */ /* BER encode the data if filename is given */ if(ac < 2) { fprintf(stderr, ''Specify filename for BER output\n''); } else { const char *filename = av[1]; FILE *fp = fopen(filename, ''wb''); /* for BER output */ if(!fp) { perror(filename); exit(71); /* better, EX_OSERR */ } /* Encode the Rectangle type as BER (DER) */ ec = der_encode(&asn_DEF_Rectangle, rectangle, write_out, fp); fclose(fp); if(ec.encoded == -1) { fprintf(stderr, ''Could not encode Rectangle (at %s)\n'', ec.failed_type ? ec.failed_type->name : ''unknown''); exit(65); /* better, EX_DATAERR */ } else { fprintf(stderr, ''Created %s with BER encoded Rectangle\n'', filename); } } /* Also print the constructed Rectangle XER encoded (XML) */ xer_fprint(stdout, &asn_DEF_Rectangle, rectangle); return 0; /* Encoding finished successfully */ }
cc -I. -o rencode *.c
This example will help you to create a simple BER decoder of a simple ''Rectangle'' type used throughout this document.
RectangleModule1 DEFINITIONS ::= BEGIN Rectangle ::= SEQUENCE { height INTEGER, width INTEGER } END
asn1c -fnative-types rectangle.asn1
#include <stdio.h> #include <sys/types.h> #include <Rectangle.h> /* Rectangle ASN.1 type */ int main(int ac, char **av) { char buf[1024]; /* Temporary buffer */ Rectangle_t *rectangle = 0; /* Type to decode */ asn_dec_rval_t rval; /* Decoder return value */ FILE *fp; /* Input file handler */ size_t size; /* Number of bytes read */ char *filename; /* Input file name */ /* Require a single filename argument */ if(ac != 2) { fprintf(stderr, ''Usage: %s <file.ber>\n'', av[0]); exit(64); /* better, EX_USAGE */ } else { filename = av[1]; } /* Open input file as read-only binary */ fp = fopen(filename, ''rb''); if(!fp) { perror(filename); exit(66); /* better, EX_NOINPUT */ } /* Read up to the buffer size */ size = fread(buf, 1, sizeof(buf), fp); fclose(fp); if(!size) { fprintf(stderr, ''%s: Empty or broken\n'', filename); exit(65); /* better, EX_DATAERR */ } /* Decode the input buffer as Rectangle type */ rval = ber_decode(0, &asn_DEF_Rectangle, (void **)&rectangle, buf, size); if(rval.code != RC_OK) { fprintf(stderr, ''%s: Broken Rectangle encoding at byte %ld\n'', filename, (long)rval.consumed); exit(65); /* better, EX_DATAERR */ } /* Print the decoded Rectangle type as XML */ xer_fprint(stdout, &asn_DEF_Rectangle, rectangle); return 0; /* Decoding finished successfully */ }
cc -I. -o rdecode *.c
This chapter shows how to define ASN.1 constraints and use the generated validation code.
This example shows how to add basic constraints to the ASN.1 specification and how to invoke the constraints validation code in your application.
RectangleModuleWithConstraints DEFINITIONS ::= BEGIN Rectangle ::= SEQUENCE { height INTEGER (0..100), -- Value range constraint width INTEGER (0..MAX) -- Makes width non-negative } END
int ret; /* Return value */ char errbuf[128]; /* Buffer for error message */ size_t errlen = sizeof(errbuf); /* Size of the buffer */ /* ... here may go Rectangle decoding code ... */ ret = asn_check_constraints(&asn_DEF_Rectangle, rectangle, errbuf, &errlen); /* assert(errlen < sizeof(errbuf)); // you may rely on that */ if(ret) { fprintf(stderr, ''Constraint validation failed: %s\n'', errbuf /* errbuf is properly nul-terminated */ ); /* exit(...); // Replace with appropriate action */ } /* ... here may go Rectangle encoding code ... */
This chapter defines some basic ASN.1 concepts and describes several most widely used types. It is by no means an authoritative or complete reference. For more complete ASN.1 description, please refer to Olivier Dubuisson's book [Dub00] or the ASN.1 body of standards itself [ITU-T/ASN.1].
The Abstract Syntax Notation One is used to formally describe the semantics of data transmitted across the network. Two communicating parties may have different formats of their native data types (i.e. number of bits in the integer type), thus it is important to have a way to describe the data in a manner which is independent from the particular machine's representation. The ASN.1 specifications are used to achieve the following:
This ASN.1 specification describes a constructed type, Rectangle, containing two integer fields. This specification may tell the reader that there exists this kind of data structure and that some entity may be prepared to send or receive it. The question on how that entity is going to send or receive the encoded data is outside the scope of ASN.1. For example, this data structure may be encoded according to some encoding rules and sent to the destination using the TCP protocol. The ASN.1 specifies several ways of encoding (or ''serializing'', or ''marshaling'') the data: BER, PER, XER and others, including CER and DER derivatives from BER.Rectangle ::= SEQUENCE { height INTEGER, width INTEGER }
The complete specification must be wrapped in a module, which looks like this:
The module header consists of module name (RectangleModule1), the module object identifier ({...}), a keyword ''DEFINITIONS'', a set of module flags (AUTOMATIC TAGS) and ''::= BEGIN''. The module ends with an ''END'' statement.RectangleModule1 { iso org(3) dod(6) internet(1) private(4) enterprise(1) spelio(9363) software(1) asn1c(5) docs(2) rectangle(1) 1 } DEFINITIONS AUTOMATIC TAGS ::= BEGIN -- This is a comment which describes nothing. Rectangle ::= SEQUENCE { height INTEGER, -- Height of the rectangle width INTEGER -- Width of the rectangle } END
The BOOLEAN type models the simple binary TRUE/FALSE, YES/NO, ON/OFF or a similar kind of two-way choice.
The INTEGER type is a signed natural number type without any restrictions on its size. If the automatic checking on INTEGER value bounds are necessary, the subtype constraints must be used.
SimpleInteger ::= INTEGER -- An integer with a very limited range SmallPositiveInt ::= INTEGER (0..127) -- Integer, negative NegativeInt ::= INTEGER (MIN..0)
The ENUMERATED type is semantically equivalent to the INTEGER type with some integer values explicitly named.
FruitId ::= ENUMERATED { apple(1), orange(2) } -- The numbers in braces are optional, -- the enumeration can be performed -- automatically by the compiler ComputerOSType ::= ENUMERATED { FreeBSD, -- acquires value 0 Windows, -- acquires value 1 Solaris(5), -- remains 5 Linux, -- becomes 6 MacOS -- becomes 7 }
This type models the sequence of 8-bit bytes. This may be used to transmit some opaque data or data serialized by other types of encoders (i.e. video file, photo picture, etc).
The OBJECT IDENTIFIER is used to represent the unique identifier of any object, starting from the very root of the registration tree.
For example, the very first ASN.1 module in this Chapter (RectangleModule1) has the following OBJECT IDENTIFIER: 1 3 6 1 4 1 9363 1 5 2 1 1.
As you see, names are optional.ExampleOID ::= OBJECT IDENTIFIER rectangleModule1-oid ExampleOID ::= { 1 3 6 1 4 1 9363 1 5 2 1 1 } -- An identifier of the Internet. internet-id OBJECT IDENTIFIER ::= { iso(1) identified-organization(3) dod(6) internet(1) }
The RELATIVE-OID type has the semantics of a subtree of an OBJECT IDENTIFIER. There may be no need to repeat the whole sequence of numbers from the root of the registration tree where the only thing of interest is some of the tree's subsequence.
this-document RELATIVE-OID ::= { docs(2) usage(1) } this-example RELATIVE-OID ::= { this-document assorted-examples(0) this-example(1) }
This is essentially the ASCII, with 128 character codes available (7 lower bits of an 8-bit byte).
This is the character string which encodes the full Unicode range (4 bytes) using multibyte character sequences.
This type represents the character string with the alphabet consisting of numbers (''0'' to ''9'') and a space.
The character string with the following alphabet: space, ''''' (single quote), ''('', '')'', ''+'', '','' (comma), ''-'', ''.'', ''/'', digits (''0'' to ''9''), '':'', ''='', ''?'', upper-case and lower-case letters (''A'' to ''Z'' and ''a'' to ''z'').
The character string with the alphabet which is more or less a subset of ASCII between the space and the ''~'' symbol (tilde).
Alternatively, the alphabet may be described as the PrintableString alphabet presented earlier, plus the following characters: ''!'', '''''', ''#'', ''$'', ''%'', ''&'', ''*'', '';'', ''<'', ''>'', ''['', ''\'', '']'', ''^'', ''_'', ''`'' (single left quote), ''{'', ''|'', ''}'', ''~''.
This is an ordered collection of other simple or constructed types. The SEQUENCE constructed type resembles the C ''struct'' statement.
Address ::= SEQUENCE { -- The apartment number may be omitted apartmentNumber NumericString OPTIONAL, streetName PrintableString, cityName PrintableString, stateName PrintableString, -- This one may be omitted too zipNo NumericString OPTIONAL }
This is a collection of other simple or constructed types. Ordering is not important. The data may arrive in the order which is different from the order of specification. Data is encoded in the order not necessarily corresponding to the order of specification.
This type is just a choice between the subtypes specified in it. The CHOICE type contains at most one of the subtypes specified, and it is always implicitly known which choice is being decoded or encoded. This one resembles the C ''union'' statement.
The following type defines a response code, which may be either an integer code or a boolean ''true''/''false'' code.
ResponseCode ::= CHOICE { intCode INTEGER, boolCode BOOLEAN }
This one is the list (array) of simple or constructed types:
-- Example 1 ManyIntegers ::= SEQUENCE OF INTEGER -- Example 2 ManyRectangles ::= SEQUENCE OF Rectangle -- More complex example: -- an array of structures defined in place. ManyCircles ::= SEQUENCE OF SEQUENCE { radius INTEGER }
The SET OF type models the bag of structures. It resembles the SEQUENCE OF type, but the order is not important: i.e. the elements may arrive in the order which is not necessarily the same as the in-memory order on the remote machines.
-- A set of structures defined elsewhere SetOfApples :: SET OF Apple -- Set of integers encoding the kind of a fruit FruitBag ::= SET OF ENUMERATED { apple, orange }
Placing the constraint checking code after decoding, but before any further action depending on the decoded data, helps to make sure the application got the valid contents before making use of it.


Jenkins is primarily a set of Java classes that model the concepts of a build system in a straight-forward fashion (and if you are using Jenkins, you've seen most of those already). There are classes like Project, Build, that represents what the name says. The root of this object model is Hudson, and all the other model objects are reachable from here.
Then there are interfaces and classes that model code that performs a part of a build, such as SCM for accessing source code control system, Ant for performing an Ant-based build, Mailer for sending out e-mail notifications.
Stapler
Those Jenkins classes are bound to URLs by using Stapler. The singleton Hudson
instance is bound to the context root (e.g. "/") URL, and the rest of the objects are bound according to their reachability from this root object. Stapler uses reflection to recursively determine how to process any given URL. A few examples of how the URL /foo/bar
could be processed:
- A
getFoo(String)
is defined on theJenkins
object, and Stapler passesbar
as a parameter. The object returned has a method calleddoIndex(…)
that gets called and renders the response. getFoo()
ordoFoo()
are defined. They return an object that has agetBar
ordoBar
method. The object returned from that has an associatedindex.jelly
orindex.groovy
view.getFoo()
ordoFoo()
are defined. The object return has a view namedbar.jelly
orbar.groovy
defined.
A number of additional ways to handle requests exist, but these are the most common.
As a real-world example, there's the Jenkins#getJob(String)
method. So the URL /job/foo/
will be bound to the object returned by Jenkins#getJob("foo")
(which would be a Project
named foo
.
Additionally, objects can implement one of two interfaces to further control how Stapler processes URLs:
StaplerProxy
allows delegating the processing of a URL to another object. So, for/foo/bar
, ifgetFoo()
returns an objectx
that implementsStaplerProxy
'sgetTarget()
method, Stapler will callx.getTarget()
and continue using that to process the rest of the URL (bar
). This has the highest priority among all possible URL processing options.StaplerFallback
allows delegating the processing of a URL to another object, similar toStaplerProxy
, but has the lowest priority among all possible URL processing options.
For more information on how Stapler binds (or staples) a Java Object Model to a URL hierarchy, see the Stapler Reference Documentation
Views
Jenkins' model objects have multiple "views" that are used to render HTML pages about each object. Jenkins uses Jelly as the view technology (which is somewhat similar to JSP+JSTL) Views are like methods and each of them work against a particular class. So the views are organized according to classes that they belong to, just like methods are organized according to classes that they belong to. Again, see the Stapler project for more about how this works.
Taglibs
Jenkins defines a few Jelly tag libraries to encourage views to have the common theme. For example, one of them defines tags that form the basic page layout of Jenkins, another one defines tags that are used in the configuration pages, and so on.
Persistence
Jenkins uses the file system to store its data. Directories are created inside $JENKINS_HOME
in a way that models the object model structure. Some data, like console output, are stored just as plain text file, some are stored as Java property files. But the majority of the structured data, such as how a project is configured, or various records of the build, are persisted by using XStream.
This allows object state to be persisted relatively easily (including those from plugins), but one must pay attention to what's serialized in XML, and take measures to preserve backward compatibility. For example, in various parts of Jenkins you see the transient
keyword (which instructs XStream not to bind the field to XML), fields left strictly for backward compatibility, or re-construction of in-memory data structure after data is loaded.
More persistence topics
Plugins
Jenkins' object model is extensible (for example, one can define additional SCM implementations, provided that they implement certain interfaces), and it supports the notion of "plugins," which can plug into those extensibility points and extend the capabilities of Jenkins.
Jenkins loads each plugin into a separate class loader to avoid conflicts. Plugins can then participate to the system activities just like other Jenkins built-in classes do. They can participate in XStream-based persistence, they can provide "views" by Jelly, they can provide static resources like images, and from users, everything works seamlessly --- there's no distinction between functionalities that are built-in vs those from plugins.


Application Configuration Resource File
JavaServer Faces technology provides a portable configuration format (as an XML document) for configuring application resources. One or more XML documents, called application configuration resource files, may use this format to register and configure objects and resources, and to define navigation rules for applications. An application configuration resource file is usually named faces-config.xml.
You need an application configuration resource file in the following cases:
To specify configuration elements for your application that are not available through managed bean annotations, such as localized messages and navigation rules
To override managed bean annotations when the application is deployed
The application configuration resource file must be valid against the XML schema located at http://java.sun.com/xml/ns/javaee/web-facesconfig_2_0.xsd.
In addition, each file must include the following information, in the following order:
The XML version number, usually with an encoding attribute:
<?xml version="1.0" encoding='UTF-8'?>
A faces-config tag enclosing all the other declarations:
<faces-config version="2.0" xmlns="http://java.sun.com/xml/ns/javaee" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://java.sun.com/xml/ns/javaee http://java.sun.com/xml/ns/javaee/web-facesconfig_2_0.xsd"> ... </faces-config>
You can have more than one application configuration resource file for an application. The JavaServer Faces implementation finds the configuration file or files by looking for the following:
A resource named /META-INF/faces-config.xml in any of the JAR files in the web application’s /WEB-INF/lib/ directory and in parent class loaders. If a resource with this name exists, it is loaded as a configuration resource. This method is practical for a packaged library containing some components and renderers. In addition, any file with a name that ends in faces-config.xml is also considered a configuration resource and is loaded as such.
A context initialization parameter, javax.faces.application.CONFIG_FILES, in your web deployment descriptor file that specifies one or more (comma-delimited) paths to multiple configuration files for your web application. This method is most often used for enterprise-scale applications that delegate to separate groups the responsibility for maintaining the file for each portion of a big application.
A resource named faces-config.xml in the /WEB-INF/ directory of your application. Simple web applications make their configuration files available in this way.
To access the resources registered with the application, an application developer can use an instance of the Application class, which is automatically created for each application. The Application instance acts as a centralized factory for resources that are defined in the XML file.
When an application starts up, the JavaServer Faces implementation creates a single instance of the Application class and configures it with the information that you provided in the application configuration resource file.
Ordering of Application Configuration Resource Files
Because JavaServer Faces technology allows the use of multiple application configuration resource files stored in different locations, the order in which they are loaded by the implementation becomes important in certain situations (for example, when using application level objects). This order can be defined through an ordering element and its subelements in the application configuration resource file itself. The ordering of application configuration resource files can be absolute or relative.
Absolute ordering is defined by an absolute-ordering element in the file. With absolute ordering, the user specifies the order in which application configuration resource files will be loaded. The following example shows an entry for absolute ordering:
File my-faces-config.xml:
<faces-config> <name>myJSF</name> <absolute-ordering> <name>A</name> <name>B</name> <name>C</name> </absolute-ordering> </faces-config>
In this example, A, B, and C are different application configuration resource files and are to be loaded in the listed order.
If there is an absolute-ordering element in the file, only the files listed by the sub-element name are processed. To process any other application configuration resource files, an others subelement is required. In the absence of the others sub-element, all other unlisted files will be ignored at load time.
Relative ordering is defined by an ordering element and its subelements before and after. With relative ordering, the order in which application configuration resource files will be loaded is calculated by considering ordering entries from the different files. The following example shows some of these considerations. In the following example, config-A, config-B, and config-C are different application configuration resource files.
File config-A contains the following elements:
<faces-config> <name>config-A</name> <ordering> <before> <name>config-B</name> </before> </ordering> </faces-config>
File config-B (not shown here) does not contain any ordering elements.
File config-C contains the following elements:
<faces-config> <name>config-C</name> <ordering> <after> <name>config-B</name> </after> </ordering> </faces-config>
Based on the before subelement entry, file config-A will be loaded before the config-B file. Based on the after subelement entry, file config-C will be loaded after the config-B file.
In addition, a subelement others can also be nested within the before and after subelements. If the others element is present, the file may receive highest or lowest preference among both listed and unlisted configuration files.
If an ordering element is not present in an application configuration file, then that file will receive the lowest order when being loaded, compared to the files that contain an ordering element.


--- layout: page permalink: /service-mesh-interface title: SMI Conformance heading: Service Mesh Interface Conformance redirect_from: smi ---
| Service Mesh | Mesh Version | Traffic Access | Traffic Split | Traffic Spec | % Passed |
|---|
Interested in how the SMI Conformance program works or details of the specific tests that are run?


Across: 1. No way to have done with setter's medical donation? (4 2 4 4) 9. Musician's clerk holds two pence (7) 10. This person may be boring students about towel (7) 11. Old people get back in behind rocks (5) 12. Get rid of taxi Peter crashed! (9) 13. In Bordeaux she follows crowd right to backpacker (9) 14. Junior acted badly! (5) 15. Writer turns in article which is not very good! (5) 17. I Moan and pray about this burning desire! (9) 20. Weight vanishes with start of eating disorder (9) 22. Turner starts racing on the open road (5) 23. Coming up to give one Bible study to force out wrongdoing (7) 24. Taken in to sketch interior of pub (7) 25. Doctor sees grave signs of intimidation! (14) Down: 1. Angry Queen's order is...? (3 4 3 4) 2. Lessen confusion about delta being immense! (7) 3. Girl has sick note without having money (9) 4. Lawrence has Union rights in computer firm (7) 5. He checks out raid damage (7) 6. Smash barrier and get Queen out of bush (5) 7. He may be slow on highway following Matt (7) 8. Documents to put a stop to jingoism? (6 8) 14. Grab medic wandering around university (9) 16. Removing time to vocalise (7) 17. Vows to find quiet places to sit (7) 18. Scorer is in confusion after archer blows top! (7) 19. Did Canute's disposition make him this? (7) 21. Eric and I may be much colder! (5)


| Path: | lib/inline.rb |
| Last Update: | Tue Apr 15 12:30:45 -0500 2008 |
Ruby Inline is a framework for writing ruby extensions in foreign languages.
require 'inline' class MyClass inline do |builder| builder.include "<math.h>" builder.c %q{ long factorial(int max) { int i=max, result=1; while (i >= 2) { result *= i--; } return result; } } end end
Inline allows you to write foreign code within your ruby code. It automatically determines if the code in question has changed and builds it only when necessary. The extensions are then automatically loaded into the class/module that defines it.
Using the package_inline tool Inline now allows you to package up your inlined object code for distribution to systems without a compiler (read: windows)!
You can even write extra builders that will allow you to write inlined code in any language. Use Inline::C as a template and look at Module#inline for the required API.


Definition
Average starting date for accumulating GDDSUM2 (calendar day). (Starting dates used for wheat and barley).
Method of calculation
10 days after the average mean daily air temperature (Tmean) first exceeds 5°C in spring (calendar day).


This is a basic Line chart - basic except for the fact that it's showing 120,000 points. When you're showing this much data you have to bear in mind how many pixels there are that are available for the line to render on.
For example, if your canvas is 800 pixels wide and the left and right margins are the default 35 pixels, this leaves 730 pixels for the data points For all 120,000 points. So you'll be rendering approximately 137 points per pixel... If you consider that a "wide view" and provide options to drill down into the data you can provide a more detailed look at the data. Much like zooming in on a large image to see more detail.
This goes in the documents header:<script src="RGraph.common.core.js"></script> <script src="RGraph.line.js"></script>Put this where you want the chart to show up:
<canvas id="cvs" width="750" height="250"> [No canvas support] </canvas>This is the code that generates the chart - it should be placed AFTER the canvas tag(s):


| eq_clean_data | Clean raw NOAA data |
| eq_create_label | Create informative labels for map |
| eq_location_clean | Clean location names in raw NOAA data |
| eq_map | Map earthquakes |
| GeomTimeline | Timeline geom |
| GeomTimelineLabel | Labels for timeline geom |
| geom_timeline | Timeline geom |
| geom_timeline_label | Labels for timeline geom |
| raw_noaa | WASH Severity Classification (WSC) Analysis Plan (AP) |
| top_eq | Filter earthquakes by magnitude |


[gecode-users] doing multiple minimising searches with the same space
Guido Tack
tack at ps.uni-sb.de
Tue Jul 21 08:27:28 CEST 2009
Hi Kish,
do I understand you correctly, you want to first minimize one cost
variable, and then (independently) minimize another? I.e., when the
first one is minimized, there's potentially still variables left that
are not assigned, and then you branch over them, minimizing the
other? Or is the actual cost a function of more than one variable
(say, a weighted sum or something like that)?
If it is the latter, you can (of course) just use a single cost
variable and post constraints that implement the cost function.
But I assume it is more like the former. In this case, I'm not sure
it can be done with the current Gecode search engines. You'd probably
have to split the search, first minimizing the first cost, then
setting up a new problem and minimizing the second variable.
Actually, the new problem might even use the same space (the one
returned as the optimal solution), as long as you install a new
branching for the remaining variables and tell the cost method to
return the new cost variable.
Cheers,
Guido
Kish Shen wrote:
> Hi,
>
> I am now trying to add support for the minimising search engines (BAB,
> Restart) to the ECLiPSe-Gecode interface I am developing.
>
> I think I can see how to implement the cost function, which is only
> given at run-time (with the limitation that the cost is a finite
> domain
> variable, which has must have a vlaue assigned at the end of labelling
> all the variables specified in the search), *if* the search is done
> only
> once:
>
> In the Space class I use, I have a IntVarArray (called vInt),
> representing the problem variables. To implement the cost variable, I
> add a Cost IntVar to the space, and when the search routine is
> called, I
> post an additional constraint
>
> Cost = vInt[i]
>
> where vInt[i] is the problem variable that is defined to be the cost
> variable.
>
> The constrain/cost member function required can then perform the right
> action using the Cost variable.
>
> However, at the ECLiPSe level, I can perform more than one minimising
> search while solving a problem, with different cost variables (and
> persumably with a different set of problem variables). I am not sure
> how
> I can do this with what I know of Gecode's search engine interface,
> as I
> have already posted a constraint linking Cost to the vInt[i], cost
> vafriable for the previous search.
>
> Thanks in advance for any help/suggestion for how I can program this!
>
> Cheers,
>
> Kish
>
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|
Bullet Collision Detection & Physics Library
|
#include "BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.h"
#include "LinearMath/btMatrixX.h"
#include "BulletDynamics/MLCPSolvers/btMLCPSolverInterface.h"
Go to the source code of this file.
Classes | |
| class | btMLCPSolver |
| original version written by Erwin Coumans, October 2013 More... | |