--- layout: default title: Settings & Commands - DDraceNetwork menu: |
---| Setting | Description | Default |
|---|---|---|
| sv_hit | Whether players can hammer/grenade/laser each other or not | 1 |
| sv_endless_drag | Turns endless hooking on/off | 0 |
| sv_freeze_delay | How many seconds the players will remain frozen (applies to all except delayed freeze in switch layer & deepfreeze) | 3 |
| sv_save_worse_scores | Whether to save worse scores when you already have a better one | 1 |
| sv_pauseable | Whether players can pause their char or not | 0 |
| sv_team | Teams configuration (0 = off, 1 = on but optional, 2 = must play only with teams, 3 = forced random team only for you) | 1 |
| sv_max_team_size | Maximum team size (from 2 to 64) | MAX_CLIENTS |
| sv_team_lock | Enable team lock | 1 |
| sv_old_laser | Whether lasers can hit you if you shot them and that they pull you towards the bounce origin (0 for all new maps) or lasers can't hit you if you shot them, and they pull others towards the shooter | 0 |
| sv_reset_pickups | Whether the weapons are reset on passing the start tile or not | 0 |
| sv_plasma_range | How far will the plasma gun track tees | 700 |
| sv_plasma_per_sec | How many shots does the plasma gun fire per seconds | 3 |
| sv_dragger_range | How far will the dragger track tees | 700 |
| sv_solo_server | Set server to solo mode (no player interactions, has to be set before loading the map) | 0 |
| sv_old_teleport_weapons | Teleporting of all weapons (deprecated, use special entities instead) | 0 |
| sv_old_teleport_hook | Hook through teleporter (deprecated, use special entities instead) | 0 |
| sv_teleport_hold_hook | Hold hook when teleported | 0 |
| sv_teleport_lose_weapons | Lose weapons when teleported (useful for some race maps) | 0 |
| sv_deepfly | Allow fire non auto weapons when deep | 1 |
| sv_destroy_bullets_on_death | Destroy bullets when their owner dies | 1 |
| sv_destroy_lasers_on_death | Destroy lasers when their owner dies | 0 |
| Command | Arguments | Description |
|---|---|---|
| tune | s[tuning] i[value] | Tune variable to value |
| toggle_tune | s[tuning] i[value 1] i[value 2] | Toggle tune variable |
| tune_zone | i[zone] s[tuning] i[value] | Tune in zone a variable to value |
| tune_zone_enter | i[zone] s[message] | which message to display on zone enter; use 0 for normal area |
| tune_zone_leave | i[zone] s[message] | which message to display on zone leave; use 0 for normal area |
| mapbug | s[mapbug] | Enable map compatibility mode using the specified bug (example<EMAIL_ADDRESS>|
| switch_open | i[switch] | Whether a switch is deactivated by default (otherwise activated) |
| Setting | Description | Default |
|---|---|---|
| password | Password to the server | "" |
| logfile | Filename to log all output to | "" |
| console_output_level | Adjusts the amount of information in the console | 0 |
| events | Enable triggering of events, like the happy eye emotes on some holidays. | 1 |
| sv_name | Server name | "unnamed server" |
| bindaddr | Address to bind the client/server to | "" |
| sv_ipv4only | Whether to bind only to ipv4, otherwise bind to all available interfaces | 0 |
| sv_port | Port to use for the server (Only ports 8303-8310 work in LAN server browser) | 8303 |
| sv_external_port | External port to report to the master servers | 0 |
| sv_map | Map to use on the server | "Kobra 4" |
| sv_max_clients | Maximum number of clients that are allowed on a server | MAX_CLIENTS |
| sv_max_clients_per_ip | Maximum number of clients with the same IP that can connect to the server | 4 |
| sv_high_bandwidth | Use high bandwidth mode. Doubles the bandwidth required for the server. LAN use only | 0 |
| sv_register | Register server with master server for public listing | 1 |
| sv_rcon_password | Remote console password (full access) | "" |
| sv_rcon_mod_password | Remote console password for moderators (limited access) | "" |
| sv_rcon_helper_password | Remote console password for helpers (limited access) | "" |
| sv_rcon_max_tries | Maximum number of tries for remote console authentication | 30 |
| sv_rcon_bantime | The time a client gets banned if remote console authentication fails. 0 makes it just use kick | 5 |
| sv_auto_demo_record | Automatically record demos | 0 |
| sv_auto_demo_max | Maximum number of automatically recorded demos (0 = no limit) | 10 |
| sv_tee_historian | Activate the tee historian that writes complete gameplay data to disk (WARNING: This will use a lot of disk space) | 0 |
| sv_vanilla_antispoof | Enable vanilla Antispoof | 1 |
| sv_dnsbl | Enable DNSBL (DNS-based Blackhole List) | 0 |
| sv_dnsbl_host | Hostname of DNSBL provider to use for IP Verification | "" |
| sv_dnsbl_key | Optional Authentication Key for the specified DNSBL provider | "" |
| sv_dnsbl_vote | Block votes by blacklisted addresses | 0 |
| sv_dnsbl_ban | Automatically ban blacklisted addresses | 0 |
| sv_rcon_vote | Only allow authed clients to call votes | 0 |
| sv_player_demo_record | Automatically record demos for each player | 0 |
| sv_demo_chat | Record chat for demos | 0 |
| sv_server_info_per_second | Maximum number of complete server info responses that are sent out per second | 50 |
| sv_van_conn_per_second | Antispoof specific ratelimit | 10 |
| debug | Debug mode | 0 |
| dbg_curl | Debug curl | 0 |
| dbg_pref | Performance outputs | 0 |
| dbg_hitch | Hitch warnings | 0 |
| dbg_stress | Stress systems | 0 |
| dbg_stress_network | Stress network | 0 |
| sv_welcome | Message that will be displayed to players who join the server | "" |
| sv_reserved_slots | The number of slots that are reserved for special players | 0 |
| sv_reserved_slots_pass | The password that is required to use a reserved slot | "" |
| sv_hit | Whether players can hammer/grenade/laser each other or not | 1 |
| sv_endless_drag | Turns endless hooking on/off | 0 |
| sv_test_cmds | Turns testing commands aka cheats on/off | 0 |
| sv_freeze_delay | How many seconds the players will remain frozen (applies to all except delayed freeze in switch layer & deepfreeze) | 3 |
| sv_endless_super_hook | Endless hook for super players on/off | 0 |
| sv_hide_score | Whether players scores will be announced or not | 0 |
| sv_save_worse_scores | Whether to save worse scores when you already have a better one | 1 |
| sv_pauseable | Whether players can pause their char or not | 0 |
| sv_pause_messages | Whether to show messages when a player pauses and resumes | 0 |
| sv_pause_frequency | The minimum allowed delay between /spec | 1 |
| sv_invite | Whether players can invite other players to teams | 1 |
| sv_invite_frequency | The minimum allowed delay between invites | 1 |
| sv_emotional_tees | Whether eye change of tees is enabled with emoticons = 1, not = 0, -1 not at all | 1 |
| sv_emoticon_delay | The time in seconds between over-head emoticons | 3 |
| sv_eye_emote_change_delay | The time in seconds between eye emoticons change | 1 |
| sv_chat_delay | The time in seconds between chat messages | 1 |
| sv_team_change_delay | The time in seconds between team changes (spectator/in game) | 3 |
| sv_info_change_delay | The time in seconds between info changes (name/skin/color), to avoid ranbow mod set this to a very high time | 5 |
| sv_vote_time | The time in seconds a vote lasts | 25 |
| sv_vote_map_delay | The minimum time in seconds between map votes | 0 |
| sv_vote_delay | The time in seconds between any vote | 3 |
| sv_vote_kick_delay | The minimum time in seconds between kick votes | 0 |
| sv_vote_yes_percentage | The percent of people that need to agree or deny for the vote to succeed/fail | 50 |
| sv_vote_majority | Whether No. of Yes is compared to No. of No votes or to number of total Players ( Default is 0 Y compare N) | 0 |
| sv_vote_max_total | How many people can participate in a vote at max (0 = no limit by default) | 0 |
| sv_vote_veto_time | Minutes of time on a server until a player can veto map change votes (0 = disabled) | 20 |
| sv_spectator_votes | Choose if spectators are allowed to start votes | 1 |
| sv_kill_delay | The minimum time in seconds between kills | 1 |
| sv_suicide_penalty | The minimum time in seconds between kill or /kills and respawn | 0 |
| sv_map_window | Map downloading send-ahead window | 15 |
| sv_fast_download | Enables fast download of maps | 1 |
| sv_shotgun_bullet_sound | Crazy shotgun bullet sound on/off | 0 |
| sv_checkpoint_save | Whether to save checkpoint times to the score file | 1 |
| sv_score_folder | Folder to save score files to | "records" |
| sv_use_sql | Enables SQL DB instead of record file | 0 |
| sv_sql_servername | SQL Server name that is inserted into record table | "UNK" |
| sv_sql_valid_servernames | Comma separated list of valid server names for saving a game to ([A-Z][A-Z][A-Z].? | "UNK" |
| sv_savegames | Enables savegames (/save and /load) | 1 |
| sv_savegames_delay | Delay in seconds for loading a savegame | 60 |
| sv_sql_failure_file | File to store failed Sql-Inserts (ranks) | "failed_sql.sql" |
| sv_sql_queries_delay | Delay in seconds between SQL queries of a single player | 1 |
| sv_ddrace_rules | Whether the default mod rules are displayed or not | 1 |
| sv_rules_line1 | Rules line 1 | "" |
| sv_rules_line2 | Rules line 2 | "" |
| sv_rules_line3 | Rules line 3 | "" |
| sv_rules_line4 | Rules line 4 | "" |
| sv_rules_line5 | Rules line 5 | "" |
| sv_rules_line6 | Rules line 6 | "" |
| sv_rules_line7 | Rules line 7 | "" |
| sv_rules_line8 | Rules line 8 | "" |
| sv_rules_line9 | Rules line 9 | "" |
| sv_rules_line10 | Rules line 10 | "" |
| sv_team | Teams configuration (0 = off, 1 = on but optional, 2 = must play only with teams, 3 = forced random team only for you) | 1 |
| sv_max_team_size | Maximum team size (from 2 to 64) | MAX_CLIENTS |
| sv_team_lock | Enable team lock | 1 |
| sv_map_vote | Whether to allow /map | 1 |
| sv_announcement_filename | file which will have the announcement, each one at a line | "announcement.txt" |
| sv_announcement_interval | time(minutes) in which the announcement will be displayed from the announcement file | 300 |
| sv_announcement_random | Whether announcements are sequential or random | 1 |
| sv_old_laser | Whether lasers can hit you if you shot them and that they pull you towards the bounce origin (0 for all new maps) or lasers can't hit you if you shot them, and they pull others towards the shooter | 0 |
| sv_slash_me | Whether /me is active on the server or not | 0 |
| sv_rejoin_team_0 | Make a team automatically rejoin team 0 after finish (only if not locked) | 1 |
| conn_timeout | Network timeout | 100 |
| conn_timeout_protection | Network timeout protection | 1000 |
| sv_reset_pickups | Whether the weapons are reset on passing the start tile or not | 0 |
| sv_show_others | Whether players can user the command showothers or not | 1 |
| sv_show_others_default | Whether players see others by default | 0 |
| sv_show_all_default | Whether players see all tees by default | 0 |
| sv_max_afk_time | The time in seconds a player is allowed to be afk (0 = disabled) | 0 |
| sv_max_afk_vote_time | The time in seconds a player can be afk and his votes still count (0 = disabled) | 300 |
| sv_plasma_range | How far will the plasma gun track tees | 700 |
| sv_plasma_per_sec | How many shots does the plasma gun fire per seconds | 3 |
| sv_dragger_range | How far will the dragger track tees | 700 |
| sv_vote_pause | Allow voting to pause players (instead of moving to spectators) | 1 |
| sv_vote_pause_time | The time (in seconds) players have to wait in pause when paused by vote | 10 |
| sv_tune_reset | Whether tuning is reset after each map change or not | 1 |
| sv_reset_file | File to execute on map change or reload to set the default server settings | "reset.cfg" |
| sv_input_fifo | Fifo file to use as input for server console | "" |
| sv_ddrace_tune_reset | Whether DDRace tuning (sv_hit, sv_endless_drag and sv_old_laser) is reset after each map change or not | 1 |
| sv_nameless_score | Whether nameless tee has a score or not | 1 |
| sv_time_in_broadcast_interval | How often to update the broadcast time | 1 |
| sv_default_timer_type | Default way of displaying time either game/round timer or broadcast. 0 = game/round timer, 1 = broadcast, 2 = 0+1, 3 = none | 0 |
| sv_chat_penalty | chat score will be increased by this on every message, and decremented by 1 on every tick. | 250 |
| sv_chat_threshold | if chats core exceeds this, the player will be muted for sv_spam_mute_duration seconds | 1000 |
| sv_spam_mute_duration | how many seconds to mute, if player triggers mute on spam. 0 = off | 60 |
| sv_rank_cheats | Enable ranks after cheats have been used (file based server only) | 0 |
| sv_shutdown_when_empty | Shutdown server as soon as no one is on it anymore | 0 |
| sv_reload_when_empty | Reload map when server is empty (1 = reload once, 2 = reload every time server gets empty) | 0 |
| sv_kill_protection | 0 - Disable, 1-9999 minutes | 20 |
| sv_solo_server | Set server to solo mode (no player interactions, has to be set before loading the map) | 0 |
| sv_client_suggestion | Broadcast to display to players without DDNet client | "Get DDNet client from DDNet.tw to use all features on DDNet!" |
| sv_client_suggestion_old | Broadcast to display to players with an old version of DDNet client | "Your DDNet client is old, update it on DDNet.tw!" |
| sv_client_suggestion_bot | Broadcast to display to players with a known botting client | "Your client has bots and can be remotely controlled!\nPlease use another client like DDNet client from DDNet.tw" |
| sv_banned_versions | Comma separated list of banned clients to be kicked on join | "" |
| sv_netlimit | Netlimit: Maximum amount of traffic a client is allowed to use (in kb/s) | 0 |
| sv_netlimit_alpha | Netlimit: Alpha of Exponention moving average | 50 |
| sv_connlimit | Connlimit: Number of connections an IP is allowed to do in a timespan | 4 |
| sv_connlimit_time | Connlimit: Time in which IP's connections are counted | 20 |
| sv_conn_logging_server | Unix socket server for IP address logging | "" |
| sv_warmup | Number of seconds to do warmup before round starts | 0 |
| sv_motd | Message of the day to display for the clients | "" |
| sv_tournament_mode | Tournament mode. When enabled, players joins the server as spectator | 0 |
| sv_spamprotection | Spam protection | 1 |
| sv_spectator_slots | Number of slots to reserve for spectators | 0 |
| sv_inactivekick_time | How many minutes to wait before taking care of inactive players | 0 |
| sv_inactivekick | How to deal with inactive players (0=move to spectator, 1=move to free spectator slot/kick, 2=kick) | 0 |
| sv_strict_spectate_mode | Restricts information in spectator mode | 0 |
| sv_vote_spectate | Allow voting to move players to spectators | 1 |
| sv_vote_spectate_rejoindelay | How many minutes to wait before a player can rejoin after being moved to spectators by vote | 3 |
| sv_vote_kick | Allow voting to kick players | 1 |
| sv_vote_kick_min | Minimum number of players required to start a kick vote | 0 |
| sv_vote_kick_bantime | The time in seconds to ban a player if kicked by vote. 0 makes it just use kick | 5 |
| sv_join_vote_delay | Add a delay before recently joined players can call any vote or participate in a kick/spec vote (in seconds) | 300 |
| sv_old_teleport_weapons | Teleporting of all weapons (deprecated, use special entities instead) | 0 |
| sv_old_teleport_hook | Hook through teleporter (deprecated, use special entities instead) | 0 |
| sv_teleport_hold_hook | Hold hook when teleported | 0 |
| sv_teleport_lose_weapons | Lose weapons when teleported (useful for some race maps) | 0 |
| sv_deepfly | Allow fire non auto weapons when deep | 1 |
| sv_destroy_bullets_on_death | Destroy bullets when their owner dies | 1 |
| sv_destroy_lasers_on_death | Destroy lasers when their owner dies | 0 |
| sv_mapupdaterate | 64 player id <-> vanilla id players map update rate | 5 |
| sv_skinstealaction | How to punish skin stealing (currently only 1 = force pinky) | 0 |
| sv_server_type | Type of the server (novice, moderate, ...) | "none" |
| sv_send_votes_per_tick | Number of vote options being send per tick | 5 |
| sv_rescue | Allow /rescue command so players can teleport themselves out of freeze | 0 |
| sv_rescue_delay | Number of seconds between two rescues | 5 |
| dbg_dummies | 0 |
| Command | Arguments | Description |
|---|---|---|
| echo | r[text] | Echo the text |
| exec | r[file] | Execute the specified file |
| toggle | s[config-option] i[value 1] i[value 2] | Toggle config value |
| access_level | s[command] ?i[accesslevel] | Specify command accessibility (admin = 0, moderator = 1, helper = 2, all = 3) |
| access_status | i[accesslevel] | List all commands which are accessible for admin = 0, moderator = 1, helper = 2, all = 3 |
| cmdlist | List all commands which are accessible for users | |
| ban | s[ip|id] ?i[minutes] r[reason] | Ban ip for x minutes for any reason |
| ban_range | s[first ip] s[last ip] ?i[minutes] r[reason] | Ban ip range for x minutes for any reason |
| unban | s[ip|entry] | Unban ip/banlist entry |
| unban_range | s[first ip] s[last ip] | Unban ip range |
| unban_all | Unban all entries | |
| bans | Show banlist | |
| bans_save | s[file] | Save banlist in a file |
| ban | s[ip|id] ?i[minutes] r[reason] | Ban player with ip/client id for x minutes for any reason |
| kick | i[id] ?r[reason] | Kick player with specified id for any reason |
| status | List players | |
| shutdown | Shut down | |
| logout | Logout of rcon | |
| show_ips | ?i[show] | Show IP addresses in rcon commands (1 = on, 0 = off) |
| record | ?s[file] | Record to a file |
| stoprecord | Stop recording | |
| reload | Reload the map | |
| add_sqlserver | s['r'|'w'] s[Database] s[Prefix] s[User] s[Password] s[IP] i[Port] ?i[SetUpDatabase ?] | add a sqlserver |
| dump_sqlservers | s['r'|'w'] | dumps all sqlservers readservers = r, writeservers = w |
| auth_add | s[ident] s[level] s[pw] | Add a rcon key |
| auth_add_p | s[ident] s[level] s[hash] s[salt] | Add a prehashed rcon key |
| auth_change | s[ident] s[level] s[pw] | Update a rcon key |
| auth_change_p | s[ident] s[level] s[hash] s[salt] | Update a rcon key with prehashed data |
| auth_remove | s[ident] | Remove a rcon key |
| auth_list | List all rcon keys | |
| name_ban | s[name] ?i[distance] ?i[is_substring] ?r[reason] | Ban a certain nick name |
| name_unban | s[name] | Unban a certain nick name |
| name_bans | List all name bans | |
| sv_test_cmds | Turns testing commands aka cheats on/off | |
| sv_rescue | Allow /rescue command so players can teleport themselves out of freeze | |
| tune | s[tuning] i[value] | Tune variable to value |
| toggle_tune | s[tuning] i[value 1] i[value 2] | Toggle tune variable |
| tune_reset | Reset tuning | |
| tune_dump | Dump tuning | |
| tune_zone | i[zone] s[tuning] i[value] | Tune in zone a variable to value |
| tune_zone_dump | i[zone] | Dump zone tuning in zone x |
| tune_zone_reset | ?i[zone] | reset zone tuning in zone x or in all zones |
| tune_zone_enter | i[zone] s[message] | which message to display on zone enter; use 0 for normal area |
| tune_zone_leave | i[zone] s[message] | which message to display on zone leave; use 0 for normal area |
| mapbug | s[mapbug] | Enable map compatibility mode using the specified bug (example<EMAIL_ADDRESS>|
| switch_open | i[switch] | Whether a switch is deactivated by default (otherwise activated) |
| pause_game | Pause/unpause game | |
| change_map | ?r[map] | Change map |
| random_map | ?i[stars] | Random map |
| random_unfinished_map | ?i[stars] | Random unfinished map |
| restart | ?i[seconds] | Restart in x seconds (0 = abort) |
| broadcast | r[message] | Broadcast message |
| say | r[message] | Say in chat |
| set_team | i[id] i[team-id] ?i[delay in minutes] | Set team of player to team |
| set_team_all | i[team-id] | Set team of all players to team |
| add_vote | s[name] r[command] | Add a voting option |
| remove_vote | s[name] | remove a voting option |
| force_vote | s[name] s[command] ?r[reason] | Force a voting option |
| clear_votes | Clears the voting options | |
| vote | r['yes'|'no'] | Force a vote to yes/no |
| dbg_lognetwork | Log the network | |
| kill_pl | v[id] | Kills player v and announces the kill |
| totele | i[number] | Teleports you to teleporter v |
| totelecp | i[number] | Teleports you to checkpoint teleporter v |
| tele | ?i[id] ?i[id] | Teleports player i (or you) to player i (or you to where you look at) |
| addweapon | i[weapon-id] | Gives weapon with id i to you (all = -1, hammer = 0, gun = 1, shotgun = 2, grenade = 3, rifle = 4, ninja = 5) |
| removeweapon | i[weapon-id] | removes weapon with id i from you (all = -1, hammer = 0, gun = 1, shotgun = 2, grenade = 3, rifle = 4, ninja = 5) |
| shotgun | Gives a shotgun to you | |
| grenade | Gives a grenade launcher to you | |
| rifle | Gives a rifle to you | |
| jetpack | Gives jetpack to you | |
| weapons | Gives all weapons to you | |
| unshotgun | Takes the shotgun from you | |
| ungrenade | Takes the grenade launcher you | |
| unrifle | Takes the rifle from you | |
| unjetpack | Takes the jetpack from you | |
| unweapons | Takes all weapons from you | |
| ninja | Makes you a ninja | |
| super | Makes you super | |
| unsuper | Removes super from you | |
| unsolo | Puts you out of solo part | |
| undeep | Puts you out of deep freeze | |
| left | Makes you move 1 tile left | |
| right | Makes you move 1 tile right | |
| up | Makes you move 1 tile up | |
| down | Makes you move 1 tile down | |
| move | i[x] i[y] | Moves to the tile with x/y-number ii |
| move_raw | i[x] i[y] | Moves to the point with x/y-coordinates ii |
| force_pause | v[id] i[seconds] | Force i to pause for i seconds |
| force_unpause | v[id] | Set force-pause timer of i to 0. |
| set_team_ddr | v[id] ?i[team] | Set ddrace team of a player |
| uninvite | v[id] ?i[team] | Uninvite player from team |
| vote_mute | v[id] i[seconds] | Remove v's right to vote for i seconds |
| vote_unmute | v[id] | Give back v's right to vote. |
| vote_mutes | List the current active vote mutes. | |
| mute | ||
| muteid | v[id] i[seconds] | |
| muteip | s[ip] i[seconds] | |
| unmute | v[id] | |
| mutes | ||
| moderate | Enables/disables active moderator mode for the player | |
| vote_no | ||
| freezehammer | v[id] | Gives a player Freeze Hammer |
| unfreezehammer | v[id] | Removes Freeze Hammer from a player |
| Command | Arguments | Description |
|---|---|---|
| credits | Shows the credits of the DDNet mod | |
| rules | Shows the server rules | |
| emote | ?s[emote name] i[duration in seconds] | Sets your tee's eye emote |
| eyeemote | ?s['on'|'off'|'toggle'] | Toggles use of standard eye-emotes on/off, eyeemote s, where s = on for on, off for off, toggle for toggle and nothing to show current status |
| settings | ?s[configname] | Shows gameplay information for this server |
| help | ?r[command] | Shows help to command r, general help if left blank |
| info | Shows info about this server | |
| me | r[message] | Like the famous irc command '/me says hi' will display ' |
| w | s[player name] r[message] | Whisper something to someone (private message) |
| whisper | s[player name] r[message] | Whisper something to someone (private message) |
| c | r[message] | Converse with the last person you whispered to (private message) |
| converse | r[message] | Converse with the last person you whispered to (private message) |
| pause | ?r[player name] | Toggles pause |
| spec | ?r[player name] | Toggles spec (if not available behaves as /pause) |
| pausevoted | Toggles pause on the currently voted player | |
| specvoted | Toggles spec on the currently voted player | |
| dnd | Toggle Do Not Disturb (no chat and server messages) | |
| mapinfo | ?r[map] | Show info about the map with name r gives (current map by default) |
| timeout | ?s[code] | Set timeout protection code s |
| save | r[code] | Save team with code r to current server. To save to another server, use '/save s r' where s = server (case-sensitive: GER, RUS, etc) and r = code |
| load | r[code] | Load with code r |
| map | ?r[map] | Vote a map by name |
| rankteam | ?r[player name] | Shows the team rank of player with name r (your team rank by default) |
| teamrank | ?r[player name] | Shows the team rank of player with name r (your team rank by default) |
| rank | ?r[player name] | Shows the rank of player with name r (your rank by default) |
| top5team | ?i[rank to start with] | Shows five team ranks of the ladder beginning with rank i (1 by default) |
| teamtop5 | ?i[rank to start with] | Shows five team ranks of the ladder beginning with rank i (1 by default) |
| top5 | ?i[rank to start with] | Shows five ranks of the ladder beginning with rank i (1 by default) |
| times | ?s[player name] ?i[number of times to skip] | /times ?s?i shows last 5 times of the server or of a player beginning with name s starting with time i (i = 1 by default) |
| points | ?r[player name] | Shows the global points of a player beginning with name r (your rank by default) |
| top5points | ?i[number] | Shows five points of the global point ladder beginning with rank i (1 by default) |
| team | ?i[id] | Lets you join team i (shows your team if left blank) |
| lock | ?i['0'|'1'] | Lock team so no-one else can join it |
| invite | r[player name] | Invite a person to a locked team |
| showothers | ?i['0'|'1'] | Whether to show players from other teams or not (off by default), optional i = 0 for off else for on |
| showall | ?i['0'|'1'] | Whether to show players at any distance (off by default), optional i = 0 for off else for on |
| specteam | ?i['0'|'1'] | Whether to show players from other teams when spectating (on by default), optional i = 0 for off else for on |
| ninjajetpack | ?i['0'|'1'] | Whether to use ninja jetpack or not. Makes jetpack look more awesome |
| saytime | ?r[player name] | Privately messages someone's current time in this current running race (your time by default) |
| saytimeall | Publicly messages everyone your current time in this current running race | |
| time | Privately shows you your current time in this current running race in the broadcast message | |
| timer | ?s['gametimer'|'broadcast'|'both'|'none'|'cycle'] | Personal Setting of showing time in either broadcast or game/round timer, timer s, where s = broadcast for broadcast, gametimer for game/round timer, cycle for cycle, both for both, none for no timer and nothing to show current status |
| r | Teleport yourself out of freeze (use sv_rescue 1 to enable this feature) | |
| rescue | Teleport yourself out of freeze (use sv_rescue 1 to enable this feature) | |
| kill | Kill yourself | |
| list | ?s[filter] | List connected players with optional case-insensitive substring matching filter |
| Setting | Description | Default |
|---|---|---|
| cl_predict | Predict client movements | 1 |
| cl_antiping_limit | Antiping limit (0 to disable) | 0 |
| cl_antiping | Enable antiping, i. e. more aggressive prediction. | 0 |
| cl_antiping_players | Predict other player's movement more aggressively (only enabled if cl_antiping is set to 1) | 1 |
| cl_antiping_grenade | Predict grenades (only enabled if cl_antiping is set to 1) | 1 |
| cl_antiping_weapons | Predict weapon projectiles (only enabled if cl_antiping is set to 1) | 1 |
| cl_antiping_smooth | Make the prediction of other player's movement smoother | 0 |
| cl_nameplates | Show name plates | 1 |
| cl_nameplates_always | Always show name plates disregarding of distance | 1 |
| cl_nameplates_teamcolors | Use team colors for name plates | 1 |
| cl_nameplates_size | Size of the name plates from 0 to 100% | 50 |
| cl_nameplates_clan | Show clan in name plates | 0 |
| cl_nameplates_clan_size | Size of the clan plates from 0 to 100% | 30 |
| cl_nameplates_own | Show own name plate (useful for demo recording) | 0 |
| cl_text_entities | Render textual entity data | 1 |
| cl_text_entities_size | Size of textual entity data from 0 to 100% | 100 |
| cl_text_entities_size | Size of textual entity data from 0 to 100% | 100 |
| cl_text_entities_size | Size of textual entity data from 0 to 100% | 100 |
| cl_enable_ping_color | Whether ping is colored in scoreboard. | 1 |
| cl_autoswitch_weapons | Auto switch weapon on pickup | 0 |
| cl_autoswitch_weapons_out_of_ammo | Auto switch weapon when out of ammo | 0 |
| cl_showhud | Show ingame HUD | 1 |
| cl_showhud_healthammo | Show ingame HUD (Health + Ammo) | 1 |
| cl_showhud_score | Show ingame HUD (Score) | 1 |
| cl_showrecord | Show old style DDRace client records | 0 |
| cl_shownotifications | Make the client notify when someone highlights you | 1 |
| cl_showemotes | Show tee emotes | 1 |
| cl_showchat | Show chat | 1 |
| cl_show_chat_friends | Show only chat messages from friends | 0 |
| cl_show_chat_system | Show chat messages from the server | 1 |
| cl_showkillmessages | Show kill messages | 1 |
| cl_show_votes_after_voting | Show votes window after voting | 0 |
| cl_show_local_time_always | Always show local time | 0 |
| cl_showfps | Show ingame FPS counter | 0 |
| cl_showpred | Show ingame prediction time in milliseconds | 0 |
| cl_eye_wheel | Show eye wheel along together with emotes | 1 |
| cl_eye_duration | How long the eyes emotes last | 999999 |
| cl_airjumpindicator | 1 | |
| cl_threadsoundloading | Load sound files threaded | 0 |
| cl_warning_teambalance | Warn about team balance | 1 |
| cl_mouse_deadzone | 0 | |
| cl_mouse_followfactor | 0 | |
| cl_mouse_max_distance | 400 | |
| cl_mouse_min_distance | 0 | |
| cl_dyncam | Enable dyncam | 0 |
| cl_dyncam_max_distance | Maximum dynamic camera distance | 1000 |
| cl_dyncam_min_distance | Minimum dynamic camera distance | 0 |
| cl_dyncam_mousesens | Mouse sens used when dyncam is toggled on | 0 |
| cl_dyncam_deadzone | Dynamic camera dead zone | 300 |
| cl_dyncam_follow_factor | Dynamic camera follow factor | 60 |
| ed_zoom_target | Zoom to the current mouse target | 0 |
| ed_showkeys | 0 | |
| cl_show_welcome | 1 | |
| cl_motd_time | How long to show the server message of the day | 10 |
| cl_ddnet_map_download_url | URL to use to download maps (can start with http:// or https://) | "https://maps.ddnet.tw" |
| cl_languagefile | What language file to use | "" |
| cl_vanilla_skins_only | Only show skins available in Vanilla Teeworlds | 0 |
| cl_auto_statboard_screenshot | Automatically take game over statboard screenshot | 0 |
| cl_auto_statboard_screenshot_max | Maximum number of automatically created statboard screenshots (0 = no limit) | 10 |
| cl_default_zoom | Default zoom level (10 default, min 0, max 20) | 10 |
| player_use_custom_color | Toggles usage of custom colors | 0 |
| player_use_custom_color | Toggles usage of custom colors | 0 |
| player_use_custom_color | Toggles usage of custom colors | 0 |
| player_skin | Player skin | "default" |
| cl_skin_prefix | Replace the skins by skins with this prefix (e.g. kitty, coala, santa) | "" |
| cl_fat_skins | Enable fat skins | 0 |
| ui_page | Interface page | 9 |
| ui_toolbox_page | Toolbox page | 0 |
| ui_server_address | Interface server address | "localhost:8303" |
| ui_scale | Interface scale | 100 |
| ui_mousesens | Mouse sensitivity for menus/editor | 200 |
| ui_mousesens | Mouse sensitivity for menus/editor | 200 |
| ui_colorize_ping | Highlight ping | 1 |
| ui_colorize_gametype | Highlight gametype | 1 |
| ui_demo_selected | Selected demo file | "" |
| ui_close_window_after_changing_setting | Close window after changing setting | 1 |
| gfx_noclip | Disable clipping | 0 |
| dummy_name | Name of the Dummy | "brainless tee" |
| dummy_clan | Clan of the Dummy | "" |
| dummy_country | Country of the Dummy | -1 |
| dummy_use_custom_color | Toggles usage of custom colors | 0 |
| dummy_use_custom_color | Toggles usage of custom colors | 0 |
| dummy_use_custom_color | Toggles usage of custom colors | 0 |
| dummy_skin | Dummy skin | "default" |
| cl_dummy | 0 - player / 1 - dummy | 0 |
| cl_dummy_hammer | Whether dummy is hammering for a hammerfly | 0 |
| cl_dummy_resetonswitch | Whether dummy should stop pressing keys when you switch | 0 |
| cl_dummy_copy_moves | Whether dummy should copy your moves | 0 |
| cl_dummy_control | Whether can you control dummy at the same time | 0 |
| cl_dummy_jump | Whether dummy is jumping | 0 |
| cl_dummy_fire | Whether dummy is firing | 0 |
| cl_dummy_hook | Whether dummy is hooking | 0 |
| cl_http_connect_timeout_ms | HTTP downloads: timeout for the connect phase in milliseconds (0 to disable) | 2000 |
| cl_http_low_speed_limit | HTTP downloads: Set low speed limit in bytes per second (0 to disable) | 500 |
| cl_http_low_speed_time | HTTP downloads: Set low speed limit time period (0 to disable) | 5 |
| dbg_focus | 0 | |
| dbg_tuning | 0 | |
| player_name | Name of the player | "nameless tee" |
| player_clan | Clan of the player | "" |
| player_country | Country of the player | -1 |
| password | Password to the server | "" |
| logfile | Filename to log all output to | "" |
| console_output_level | Adjusts the amount of information in the console | 0 |
| events | Enable triggering of events, like the happy eye emotes on some holidays. | 1 |
| cl_save_settings | Write the settings file on exit | 1 |
| cl_refresh_rate | Refresh rate for updating the game (in Hz) | 0 |
| cl_refresh_rate_inactive | Refresh rate for updating the game when the window is inactive (in Hz) | 120 |
| cl_editor | 0 | |
| cl_editorundo | Undo function in editor | 0 |
| cl_load_country_flags | Load and show country flags | 1 |
| cl_skin_filter_string | Skin filtering string | "" |
| cl_auto_demo_record | Automatically record demos | 0 |
| cl_auto_demo_max | Maximum number of automatically recorded demos (0 = no limit) | 10 |
| cl_auto_screenshot | Automatically take game over screenshot | 0 |
| cl_auto_screenshot_max | Maximum number of automatically created screenshots (0 = no limit) | 10 |
| cl_auto_csv | Automatically create game over csv | 0 |
| cl_auto_csv_max | Maximum number of automatically created csvs (0 = no limit) | 10 |
| cl_reset_wanted_weapon_on_death | Reset wanted weapon on death | 1 |
| cl_show_broadcasts | Show broadcasts ingame | 1 |
| cl_print_broadcasts | Print broadcasts to console | 1 |
| cl_print_motd | Print motd to console | 1 |
| cl_friends_ignore_clan | Ignore clan tag when searching for friends | 0 |
| br_filter_string | Server browser filtering string | "Novice" |
| br_exclude_string | Server browser exclusion string | "" |
| br_filter_full | Filter out full server in browser | 0 |
| br_filter_empty | Filter out empty server in browser | 0 |
| br_filter_spectators | Filter out spectators from player numbers | 0 |
| br_filter_friends | Filter out servers with no friends | 0 |
| br_filter_country | Filter out servers with non-matching player country | 0 |
| br_filter_country_index | Player country to filter by in the server browser | -1 |
| br_filter_pw | Filter out password protected servers in browser | 0 |
| br_filter_ping | Ping to filter by in the server browser | 999 |
| br_filter_gametype | Game types to filter | "" |
| br_filter_gametype_strict | Strict gametype filter | 0 |
| br_filter_connecting_players | Filter connecting players | 1 |
| br_filter_serveraddress | Server address to filter | "" |
| br_filter_pure | Filter out non-standard servers in browser | 0 |
| br_filter_pure_map | Filter out non-standard maps in browser | 0 |
| br_filter_compatversion | Filter out non-compatible servers in browser | 0 |
| br_filter_unfinished_map | Show only servers with unfinished maps | 0 |
| br_filter_exclude_countries | Filter out DDNet servers by country | "" |
| br_filter_exclude_types | Filter out DDNet servers by type (mod) | "" |
| br_indicate_finished | Show whether you have finished a DDNet map (transmits your player name to info.ddnet.tw/info) | 1 |
| br_filter_exclude_countries_kog | Filter out kog servers by country | "" |
| br_filter_exclude_types_kog | Filter out kog servers by type (mod) | "" |
| br_sort | Sorting column in server browser | 4 |
| br_sort_order | Sorting order in server browser | 1 |
| br_max_requests | Number of requests to use when refreshing server browser | 25 |
| br_demo_sort | Sorting column in demo browser | 0 |
| br_demo_sort_order | Sorting order in demo browser | 0 |
| br_demo_fetch_info | Whether to auto fetch demo infos on refresh | 0 |
| snd_buffer_size | Sound buffer size | 512 |
| snd_rate | Sound mixing rate | 48000 |
| snd_enable | Sound enable | 1 |
| snd_enable_music | Play background music | 0 |
| snd_volume | Sound volume | 100 |
| snd_device | (deprecated) Sound device to use | -1 |
| snd_ambient_volume | Map Sound sound volume | 70 |
| snd_nonactive_mute | 0 | |
| snd_game | Enable game sounds | 1 |
| snd_gun | Enable gun sound | 1 |
| snd_long_pain | Enable long pain sound (used when shooting in freeze) | 1 |
| snd_chat | Enable regular chat sound | 1 |
| snd_team_chat | Enable team chat sound | 1 |
| snd_servermessage | Enable server message sound | 1 |
| snd_highlight | Enable highlighted chat sound | 1 |
| gfx_screen | Screen index | 0 |
| gfx_screen_width | Screen resolution width | 0 |
| gfx_screen_height | Screen resolution height | 0 |
| gfx_borderless | Borderless window (not to be used with fullscreen) | 1 |
| gfx_fullscreen | Fullscreen | 0 |
| gfx_alphabits | Alpha bits for framebuffer (fullscreen only) | 0 |
| gfx_color_depth | Colors bits for framebuffer (fullscreen only) | 24 |
| gfx_clear | Clear screen before rendering | 1 |
| gfx_vsync | Vertical sync (may cause delay) | 0 |
| gfx_resizable | Enables window resizing | 1 |
| gfx_display_all_modes | 0 | |
| gfx_texture_compression | Use texture compression | 0 |
| gfx_high_detail | High detail | 1 |
| gfx_texture_quality | 1 | |
| gfx_fsaa_samples | FSAA Samples | 0 |
| gfx_refresh_rate | Screen refresh rate | 0 |
| gfx_finish | 0 | |
| gfx_backgroundrender | Render graphics when window is in background | 1 |
| gfx_text_overlay | Stop rendering textoverlay in editor or with entities: high value = less details = more speed | 10 |
| gfx_asyncrender_old | Do rendering async from the the update | 1 |
| gfx_tune_overlay | Stop rendering text overlay in tuning zone in editor: high value = less details = more speed | 20 |
| gfx_quad_as_triangle | Render quads as triangles (fixes quad coloring on some GPUs) | 1 |
| inp_mousesens | Mouse sensitivity | 200 |
| inp_mouseold | Use old mouse mode (warp mouse instead of raw input) | 0 |
| inp_ignored_modifiers | Ignored keyboard modifier mask | 0 |
| bindaddr | Address to bind the client/server to | "" |
| debug | Debug mode | 0 |
| dbg_curl | Debug curl | 0 |
| dbg_graphs | Performance graphs | 0 |
| dbg_stress | Stress systems | 0 |
| dbg_stress_network | Stress network | 0 |
| dbg_stress_server | Server to stress | "localhost" |
| cl_race_binds | Enable Default DDRace builds when pressing the reset binds button | 1 |
| cl_race_binds_set | Whether the DDRace binds set or not (this is automated you don't need to use this) | 0 |
| cl_reconnect_timeout | How many seconds to wait before reconnecting (after timeout, 0 for off) | 600 |
| cl_reconnect_full | How many seconds to wait before reconnecting (when server is full, 0 for off) | 600 |
| cl_reconnect_full | How many seconds to wait before reconnecting (when server is full, 0 for off) | 600 |
| cl_reconnect_full | How many seconds to wait before reconnecting (when server is full, 0 for off) | 600 |
| cl_reconnect_full | How many seconds to wait before reconnecting (when server is full, 0 for off) | 600 |
| cl_reconnect_full | How many seconds to wait before reconnecting (when server is full, 0 for off) | 600 |
| cl_reconnect_full | How many seconds to wait before reconnecting (when server is full, 0 for off) | 600 |
| cl_reconnect_full | How many seconds to wait before reconnecting (when server is full, 0 for off) | 600 |
| cl_reconnect_full | How many seconds to wait before reconnecting (when server is full, 0 for off) | 600 |
| cl_message_friend | Enable coloring and the heart for friends | 1 |
| cl_message_friend | Enable coloring and the heart for friends | 1 |
| conn_timeout | Network timeout | 100 |
| cl_show_ids | Whether to show client ids in scoreboard | 0 |
| cl_scoreboard_on_death | Whether to show scoreboard after death or not | 1 |
| cl_auto_race_record | Save the best demo of each race | 1 |
| cl_race_record_server_control | Let the server start the race recorder | 1 |
| cl_demo_name | Save the player name within the demo | 1 |
| cl_demo_assume_race | Assume that demos are race demos | 1 |
| cl_race_ghost | Enable ghost | 1 |
| cl_race_ghost_server_control | Let the server start the ghost | 1 |
| cl_race_show_ghost | Show ghost | 1 |
| cl_race_save_ghost | Save ghost | 1 |
| cl_ddrace_scoreboard | Enable DDRace Scoreboard | 1 |
| cl_show_decisecs | Show deciseconds in game time | 1 |
| cl_show_others | Show players in other teams | 0 |
| cl_show_others_alpha | Show players in other teams (alpha value, 0 invisible, 100 fully visible) | 40 |
| cl_overlay_entities | Overlay game tiles with a percentage of opacity | 0 |
| cl_show_quads | Show quads | 1 |
| cl_zoom_background_layers | Zoom background layers | 0 |
| cl_zoom_background_layers | Zoom background layers | 0 |
| cl_zoom_background_layers | Zoom background layers | 0 |
| cl_background_entities | Background (entities) | "" |
| cl_background_show_tiles_layers | Whether draw tiles layers when using custom background (entities) | 0 |
| cl_unpredicted_shadow | Show unpredicted shadow tee to estimate your delay | 0 |
| cl_predict_ddrace | Predict some DDRace tiles | 1 |
| cl_predict_freeze | Predict freeze tiles (0 = off, 1 = on, 2 = partial (allow a small amount of movement in freeze) | 1 |
| cl_show_ninja | Show ninja skin | 1 |
| cl_show_hook_coll_other | Show other players' hook collision line | 1 |
| cl_show_hook_coll_own | Show own players' hook collision line | 1 |
| cl_show_hook_coll_always | Show every players' hook collision line even if they're not using it | 0 |
| cl_chat_teamcolors | Show names in chat in team colors | 0 |
| cl_chat_reset | Reset chat when pressing escape | 1 |
| cl_show_direction | Show tee direction | 0 |
| cl_http_map_download | Try fast HTTP map download first | 1 |
| cl_old_gun_position | Tees hold gun a bit higher like in TW 0.6.1 and older | 0 |
| cl_confirm_disconnect_time | Confirmation popup before disconnecting after game time (in minutes, -1 to turn off, 0 to always turn on) | 20 |
| cl_confirm_quit_time | Confirmation popup before quitting after game time (in minutes, -1 to turn off, 0 to always turn on) | 20 |
| cl_timeout_code | Timeout code to use | "" |
| cl_dummy_timeout_code | Dummy Timeout code to use | "" |
| cl_timeout_seed | Timeout seed | "" |
| cl_input_fifo | Fifo file to use as input for client console | "" |
| cl_show_console | Show console window (Windows only) | 0 |
| inp_joystick | Try to use a joystick as input | 0 |
| cl_config_version | The config version. Helps newer clients fix bugs with older configs. | 0 |
| cl_demo_slice_begin | Begin marker for demo slice | -1 |
| cl_demo_slice_end | End marker for demo slice | -1 |
| cl_demo_show_speed | Show speed meter on change | 0 |
| gfx_opengl3 | Use new OpenGL3 with shaders | 0 |
| gfx_enable_texture_unit_optimization | Use multiple texture units, instead of only one. | 0 |
| gfx_use_preinitialized_buffer | Use only one buffer for data, that is uploaded to the GPU(might help when using an iGPUs). | 0 |
| Command | Arguments | Description |
|---|---|---|
| exec | r[file] | Execute the specified file |
| toggle | s[config-option] i[value 1] i[value 2] | Toggle config value |
| +toggle | s[config-option] i[value 1] i[value 2] | Toggle config value via keypress |
| toggle_local_console | Toggle local console | |
| toggle_remote_console | Toggle remote console | |
| clear_local_console | Clear local console | |
| clear_remote_console | Clear remote console | |
| dump_local_console | Dump local console | |
| dump_remote_console | Dump remote console | |
| console_page_up | Previous page in console | |
| console_page_down | Next page in console | |
| callvote | s[name] s[command] ?r[reason] | Call vote |
| vote | r['yes'|'no'] | Vote yes/no |
| +emote | Open emote selector | |
| emote | i[emote-id] | Use emote |
| +spectate | Open spectator mode selector | |
| spectate | i[spectator-id] | Switch spectator mode |
| spectate_next | Spectate the next player | |
| spectate_previous | Spectate the previous player | |
| zoom+ | Zoom increase | |
| zoom- | Zoom decrease | |
| zoom | Zoom reset | |
| say | r[message] | Say in chat |
| say_team | r[message] | Say in team chat |
| chat | s['team'|'all'] ?r[message] | Enable chat with all/team mode |
| +show_chat | Show chat | |
| echo | r[message] | Echo the text in chat window |
| +left | Move left | |
| +right | Move right | |
| +jump | Jump | |
| +hook | Hook | |
| +fire | Fire | |
| +showhookcoll | Show Hook Collision | |
| +weapon1 | Switch to hammer | |
| +weapon2 | Switch to gun | |
| +weapon3 | Switch to shotgun | |
| +weapon4 | Switch to grenade | |
| +weapon5 | Switch to rifle | |
| +nextweapon | Switch to next weapon | |
| +prevweapon | Switch to previous weapon | |
| add_foe | s[name] ?s[clan] | Add a foe |
| remove_foe | s[name] ?s[clan] | Remove a foe |
| foes | List foes | |
| add_friend | s[name] ?s[clan] | Add a friend |
| remove_friend | s[name] ?s[clan] | Remove a friend |
| friends | List friends | |
| team | i[team-id] | Switch team |
| kill | Kill yourself | |
| dummy_connect | connect dummy | |
| dummy_disconnect | disconnect dummy | |
| quit | Quit Teeworlds | |
| exit | Quit Teeworlds | |
| minimize | Minimize Teeworlds | |
| connect | s[host|ip] | Connect to the specified host/ip |
| disconnect | Disconnect from the server | |
| ping | Ping the current server | |
| screenshot | Take a screenshot | |
| rcon | r[rcon-command] | Send specified command to rcon |
| rcon_auth | s[password] | Authenticate to rcon |
| rcon_login | s[username] r[password] | Authenticate to rcon with a username |
| play | r[file] | Play the file specified |
| record | ?s[file] | Record to the file |
| stoprecord | Stop recording | |
| add_demomarker | Add demo timeline marker | |
| add_favorite | s[host|ip] | Add a server as a favorite |
| remove_favorite | s[host|ip] | Remove a server from favorites |
| demo_slice_start | ||
| demo_slice_end | ||
| demo_play | Play demo | |
| demo_speed | i[speed] | Set demo speed |
| Tuning | Description | Default |
|---|---|---|
| ground_control_speed | Max speed the tee can get on ground | 10.0 |
| ground_control_accel | Acceleration speed on the ground | 2.0 |
| ground_friction | Friction on the ground | 0.5 |
| ground_jump_impulse | Impulse when jumping on ground | 13.2 |
| air_jump_impulse | Impulse when jumping in air | 12.0 |
| air_control_speed | Max speed the tee can get in the air | 5.0 |
| air_control_accel | Acceleration speed in air | 1.5 |
| air_friction | Friction in the air | 0.95 |
| hook_length | Length of the hook | 380.0 |
| hook_fire_speed | How fast the hook is fired | 80.0 |
| hook_drag_accel | Acceleration when hook is stuck | 3.0 |
| hook_drag_speed | Drag speed of the hook | 15.0 |
| gravity | Gravity of the teeworld | 0.5 |
| velramp_start | Velocity ramp start | 550 |
| velramp_range | Velocity ramp range | 2000 |
| velramp_curvature | Velocity ramp curvature | 1.4 |
| gun_curvature | Gun curvature | 1.25 |
| gun_speed | Gun speed | 2200.0 |
| gun_lifetime | Gun lifetime | 2.0 |
| shotgun_curvature | Shotgun curvature | 1.25 |
| shotgun_speed | Shotgun speed | 2750.0 |
| shotgun_speeddiff | (UNUSED) Speed difference between shotgun bullets | 0.8 |
| shotgun_lifetime | Shotgun lifetime | 0.20 |
| grenade_curvature | Grenade curvature | 7.0 |
| grenade_speed | Grenade speed | 1000.0 |
| grenade_lifetime | Grenade lifetime | 2.0 |
| laser_reach | How long the laser can reach | 800.0 |
| laser_bounce_delay | When bouncing, stop the laser this long | 150 |
| laser_bounce_num | How many times the laser can bounce | 1000 |
| laser_bounce_cost | Remove this much from reach when laser is bouncing | 0 |
| laser_damage | Laser damage | 5 |
| player_collision | Enable player collisions | 1 |
| player_hooking | Enable player vs player hooking | 1 |
| jetpack_strength | Jetpack pistol strength | 400.0 |
| shotgun_strength | Shotgun pull strength | 10.0 |
| explosion_strength | Explosion strength (grenade for example) | 6.0 |
| hammer_strength | Hammer strength | 1.0 |
| hook_duration | Hook duration | 1.25 |
| hammer_fire_delay | Delay of hammering | 125 |
| gun_fire_delay | Delay of firing gun | 125 |
| shotgun_fire_delay | Delay of firing shotgun | 500 |
| grenade_fire_delay | Delay of firing grenade | 500 |
| laser_fire_delay | Delay of firing laser rifle | 800 |
| ninja_fire_delay | Delay of firing ninja | 800 |


OPERATOR ON-OFF/EG COPY
1
2
3
4
5
6
ALGORITHM
FEEDBACK
MASTER
TUNE ADJ
POLY/MONO
RANGE
STEP
PITCH BEND
MODE
GLISSANDO
TIME
PORTAMENTO
BATTERY
CHECK
LFO
WAVE
SPEED
DELAY
PMD
AMD
SYNC
MOD SENSITIVITY
PITCH
AMPLITUDE
EDIT RECALL
VOICE INIT
SAVE
LOAD
CARTRIDGE
RANGE
PITCH
AMPLITUDE
EG BIAS
MODULATION WHEEL
OSCILLATOR
MODE/
SYNC
FREQUENCY
COARSE
FREQUENCY
FINE
DETUNE
EG
RATE
LEVEL
KEY
TRANSPOSE
VOICE
NAME
RANGE
PITCH
AMPLITUDE
EG BIAS
FOOT CONTROL
RANGE
PITCH
AMPLITUDE
EG BIAS
BREATH CONTROL
KEYBOARD LEVEL SCALING
BREAK
POINT
CURVE
DEPTH
KYBD RATE
SCALING
OPERATOR
OUTPUT
LEVEL
KEY VELOCITY
SENSITIVITY
PITCH EG
RATE
LEVEL
RANGE
PITCH
AMPLITUDE
EG BIAS
AFTER TOUCH


As Aaradhya Turns 8, Aishwarya Rai Bachchan Shares Heart Warming Photos From Her Birthday Party
Big B took to his blog and penned a lengthy note, sharing how celebrations have changed over time.
by Koimoi.com TeamAishwarya Rai Bachchan and Abhishek Bachchan’s little one Aaradhya turned 8 recently and the whole Bachchan family celebrated the day in a big way. A big party was thrown and many big celebs were invited. Even Shah Rukh Khan was present along with wife Gauri Khan and son AbRam.
While several paparazzi pictures and videos from the party already went viral on social media, now Aishwarya has herself shared a couple of pics on Instagram.
In the first pic, the beautiful Bachchan’s – Aishwarya, Abhishek and birthday girl Aaradhya can be seen posing together for an extremely eye-pleasing pic. All three look picture perfect and it’s tough to take eyes off them.
In another pic, we can see Aaradhya sitting along with a big 8 and posing like a little angel.
Aishwarya captioned the pic, “✨❤🥰MY WORLD 😘😍💖🌟🌈 ✨💖I LOVE YOU INFINITELY ❤✨”
Earlier Amitabh Bachchan shared a glimpse of the birthday party. Big B took to his blog and penned a lengthy note, sharing how celebrations have changed over time.
“The child grows up .. and celebrations keep in growth too .. for long have the traditions of the British been kept in place .. that of the cake .. I presume that a cake was a rarity during the time of the inception of this tradition .. so it became a rarity and hence to be brought about on special occasions .. the candle and the number of them for age and its blowing has remained for too long but what be the tradition or history of it…in my and our tradition in this part of the world the blowing of candles is an indication of an end .. here the blowing is an achievement of celebration .. so do we continue or change or what .. we in our family did .. the cake was replaced by a ‘khoye’ ki barfi’ and no candles..are agarbatti jalo , kuch aur karo lekin batti na bujhao,” he wrote.
Aishwarya was last seen in Fanney Khan & Ae Dil Hai Mushkil. Her upcoming is Mani Ratnam’s Tamil film, Ponniyin Selvan. Abhishek was last seen in Anurag Kashyap’s Manmarziyaan also starring Vicky Kaushal & Taapsee Pannu.


Ocean [ao01], ocean, in The Outer Sea
Last updated Turn #145
Ocean [ao01], ocean, in The Outer Sea
------------------------------------------------------------------------
11: The Savvy Aardvark [ha5r], ship, 2 hulls, 1 rowing port, 6 sails,
11: 27% damaged, arrived from Ocean [ao02], owner:
11: Phantasm [n4b], Imperial Empire, duke, with two workers,
11: eight sailors
12: The Savvy Aardvark [ha5r], ship, 2 hulls, 1 rowing port, 6 sails,
12: 27% damaged, departed for Ocean [ao00].
14: It has become quite foggy.
Routes leaving Ocean:
North, to Ocean [an01], 6 days
East, to Ocean [ao02], 6 days
South, to Ocean [ap01], 6 days
West, to Ocean [ao00], 6 days
It is windy.
The province is blanketed in fog.
No one can be seen through the fog.


|
libcoap
4.1.2
|
Bit vector manipulation. More...
#include <stdint.h>
Go to the source code of this file.
Functions | |
| static int | bits_setb (uint8_t *vec, size_t size, uint8_t bit) |
Sets the bit bit in bit-vector vec . More... | |
| static int | bits_clrb (uint8_t *vec, size_t size, uint8_t bit) |
Clears the bit bit from bit-vector vec . More... | |
| static int | bits_getb (const uint8_t *vec, size_t size, uint8_t bit) |
Gets the status of bit bit from bit-vector vec . More... | |
Bit vector manipulation.
Definition in file bits.h.
|
inlinestatic |
Clears the bit bit
from bit-vector vec
.
This function returns 1
if bit was cleared or -1
on error (i.e. when the given bit does not fit in the vector).
| vec | The bit-vector to change. |
| size | The size of vec in bytes. |
| bit | The bit to clear from vec . |
-1
if bit
does not fit into vec
, 1
otherwise.
|
inlinestatic |
Gets the status of bit bit
from bit-vector vec
.
This function returns 1
if the bit is set, 0
otherwise (even in case of an error).
| vec | The bit-vector to read from. |
| size | The size of vec in bytes. |
| bit | The bit to get from vec . |
1
if the bit is set, 0
otherwise.
|
inlinestatic |
Sets the bit bit
in bit-vector vec
.
This function returns 1
if bit was set or -1
on error (i.e. when the given bit does not fit in the vector).
| vec | The bit-vector to change. |
| size | The size of vec in bytes. |
| bit | The bit to set in vec . |
-1
if bit
does not fit into vec
, 1
otherwise.


{% include resimg.html src=website.img class="with-viewer force-medium" %}
{{ website.title }}
{{ website.year }} | {{website.link | remove: "http://" | remove: "https://" | remove: "www."}}
{{website.description}}
--- title: Websites date: 2020-03-04 featured_image: projects/websites.png hero_style: none redirect_from: - /websites/ ---
There's no way around it: I love making websites. It's tons of fun and can be really relaxing. Between school, side projects, collaborations with friends, and work, I've had the opportunity to build a ton of them. This is a running list of some of my favorites. Enjoy!
{{website.description}}


{% extends 'base/base_http_error.html' %}
{% load i18n %}
{% block 'title' %}404 - {% trans "Page Not Found" %}{% endblock 'title' %}
{% block title_error %}404 - {% trans "Page Not Found" %}{% endblock %}
{% block 'error_description' %}
{% trans "The page you are looking for might have been removed had its name changed or is temporarily unavailable." %}
{% endblock 'error_description' %}


This feature is coming soon!
We are in the process of building out our data set. We'll let you know when there's more!
Choose resources to view on the map
Average Age Population Density Average Income Educational Attainment
People Retail Sectors Public Transportation Taxes Schools Art Districts Parking
Businesses in Good Standing Density by Sector


You hear the murderer call out "Where do you think you're going? I hear you running." What do you do next?


Information exploration should be spatial and in VR
When exploring topics on science or engineering, you look at the diversity of the opinion, not the variety of the same cluster of words, same thought. You'd want to avoid confirmation bias and find articles relevant to the same concept, not necessary the ones which have similar words. This project "The Pattern" is the implementation of the following
Vision
Search or rather information exploration should be spatial preferably in VR (memory palace, see Theatre of Giulio Camillo).
VR/AR visualisation
Explore information in a spatial experience in virtual or augmented reality.
Force-directed graphs
A force-directed graph is a path towards it, where visual assisted by text — relevant text pops up on the connection and where people explore the concepts and then dig deeper into text.
Redis Ecosystem
Leveraging RedisLab modules, starting with Redis Gears, RedisGraph and RedisAI
Open Source
Build NLP pipeline leveraging Redis ecosystem whenever possible. We use COVID 19 (CORD19) medical articles corpus as input.
Code on GithubImplementation
Redis components used: RedisGears, Redis Cluster, RedisGraph. Run all script
1. Ingest documents
Parses documents taking out body_text and saves under paragraphsin Redis cluster
2. Detect language
Uses Redis Gears by registering key reader on ‘paragraphs:*’.Not all medical literature was in English. Currently discards non-English: it’s “filter” operation
3. Split paragraphs into sentences
Map paragraphs into a sentence — flatmap operation
4. Spell checker
Uses symspell library and it’s “map” and outputs saved into hash — processor
5. Matcher
Uses pre-build Aho-Corasick automata to match incoming words to Medical Concepts using UMLS Methathesaurus
6. Populate RedisGraph
Loading matched sentences into edges in RedisGraph with Nodes being Concept (CUI)
7. Front-End repository
Stores code for this page and upcoming VR/AR
8. Flask API server to query RedisGraph
Just simple Flask API server


"BLADE" Review by R. L. Strong
Rated R 121 minutes
New line Cinema presents an AMEN RA FILMS production in association with Peter Frankfurt a Stephen Norrington Picture Wesley Snipes Stephen Dorff "BLADE" Kris Kristofferson N'Bushe Wright Donal Logue Co-Producers: Andrew J. Horne and Jon Divens Costume Designer: Sanja Milkovic Hays Music by Mark Isham Edited by Paul Rubin, A.C.E. Prodcution Designer: Kirk M. Petruccelli Director of Phography: Theo Van De Sande, A.S.C. Executive Producers: Stan Lee, Avi Arad, Joseph Calamari, Lynn Harris Produced by Peter Frankfurt, Wesley Snipes, Robert Engelman Writen by David S. Goyer Blade and Deacon Frost characters created for Marvel Comics by Marv Wolfman & Gene Colan Directed by Stephen Norrington
Translating the world of the graphic novel or comic to the screen has never been an easy task. Most filmmakers don't understand the intricacies and character development which are the life blood of this form of art. Most films of this type either go for high camp ('Batman & Robin'), or wallow in excessive nihilism ('The Crow'). With the release of New Line's new film "BLADE", there is hope that the genre may becoming more involving.
"BLADE" opens with a young woman in 1968, her throat torn open going into labor. Flash forward to present day New York, where a young man is being led to an underground rave by a ravishing young woman (Traci Lords). Once inside the club, the young man is buffeted and confronted by most of the congregation. Shortly thereafter, the true purpose of this gathering is revealed when the D.J. turns on the stage lights illuminating a banner which read "Bloodbath". Immediately, the sprinkler system inside the club starts spraying everyone with blood. It is now that the young man realizes that he is going to be the next victim of a troupe of vampires.
Screaming for his life, the young man cowers in the center of the club. Suddenly everyone steps away from him except for one lone man in black. The rain of blood stops. As the young man looks up, he sees Blade (Wesley Snipes) standing in front of him. He picks the boy up and tells him to get out. Blade systematically starts to kill and maim all of the vampires in the club.
Blade is half human/ half vampire. The product of his mother's death at the hands of a vampire. He has become a one man demolition squad, determined to eradicate all vampires. It seems that the vampires (in the mythology of this film) have existed along side man for centuries, working with high ranking officials to gain monetary control of the worlds riches and power yet never venturing out into the open, preferring to remain secretive and unobserved.
This conflicts with the desires of one vampire, Deacon Frost (Stephen Dorff) who plans to rule the world of man by reviving the ancient demigod, the Blood Demon.
The plot for "BLADE" is very complex and invigorating. For once, here is a film of fantasy and action that wants you to pay attention to it's plot. While not being as tightly constructed as it could have been, "BLADE" earns a nod for attempting something different. While there are marvelous plot constructions in the film, and the action scenes are some of the best we've seen on U.S. screens in years, "BLADE" ultimately fails to deliver the promise of it's goal, by not having a soul.
The problems with "BLADE" are two-fold. Firstly, it's plot is so intricate and delicate that the slightest misstep causes one to forget relevant pieces of information. Secondly, scenes and characters are developed without any emotional content.
Wesley Snipes is a fine actor, possibly one of the cinema's most underrated performers. But here, in "BLADE", he is not called upon to do anything other that stand stoically and / or fight. N'Bushe Wright, is fine in what is basically a woman in distress role. Again the same situation exits for her performance as for Blade, no one is remotely concerned about their fate. This is brought to fore most painfully by the character of Abraham Whistler (Kris Kristofferson), Blade's weapon supplier and mentor. Whistler, it is revealed near the end of the film, to be dying of cancer. But there is no urgency to the character, no rush to complete his calling. It's as if everyone is not the least bit concerned with their own impending demise.
This brings us to Stephen Dorff as the vampire Deacon Frost. Mr. Dorff is riveting. He is one of the best screen villains since Gary Busey in the original "Lethal Weapon". When Mr. Dorff is on-screen, "BLADE" comes to life (if you'll pardon the pun).
The Cinematography by Theo Van De Sande is remarkably inventive. There is a subtlety of color used in the film with the exception of blood (which has never been redder). There is a very interesting use of under-cracking during the fight scenes, reminiscent of the action films from Hong Kong which give "BLADE" the kinetic energy that it needs. All of the tech credits are very well served in the film. The art direction and special effects are models of both creativity and function. The demise of the vampires as they are killed is remarkable inventive, eliminating the always troublesome flaw in most films of this type, ie: the massive amounts of severed body parts that no one ever seems to question or find.
Director Stephen Norrington has staged an interestingly flawed film. Some scenes drag out for much longer then they should strictly for shock value (the torture of the horribly obese Vampire Librarian with an ultra violet lamp is a prime example). Other scenes are glanced over (Karen's realization that she may yet become a vampire and have to take her own life). And one glaring misstep relating to Blade's past which has no emotional dimension to it at all.
Blade is one of those films which is really hard to review. These are filmmakers that obviously cared about what they were doing and worked hard to deliver a spectacle equal to their desire. While "BLADE" looks and moves with a great amount of energy and style, what it really needs.. is a beating heart.
On a scale of *****, "BLADE" rates **1/2
Copyright 1998 R.L. Strong Nothing in this review may be copied of duplicated either in whole of in part, without the express written permission of the author.
The review above was posted to the
rec.arts.movies.reviews newsgroup (de.rec.film.kritiken for German reviews).
The Internet Movie Database accepts no responsibility for the contents of the
review and has no editorial control. Unless stated otherwise, the copyright
belongs to the author.
Please direct comments/criticisms of the review to relevant newsgroups.
Broken URLs inthe reviews are the responsibility of the author.
The formatting of the review is likely to differ from the original due
to ASCII to HTML conversion.
Related links: index of all rec.arts.movies.reviews reviews


EasyMOBA comes with the multiple language support. You can see the current languages at Resources/Languages/ folder.
Language files are text files (.json)
You can edit the current language files like;
{
"id":58,
"text":"Last Round!"
},
{
"id":59,
"text":"Level UP!"
},
{
"id":60,
"text":"slained by"
},
{
"id":61,
"text":"NEW TEXT!!!"
}
You will need to edit this files when adding a new map & game modes and skills.
All skill prefabs in Resources/Skills folder, should have a Language component with a Language ID.
ADDING A NEW LANGUAGE
To add a new language, just duplicate the current language files and name it. File name is important here. File name will be the language name in the main menu.
Don't forget to add new language icon (mostly flags :)) to Resources/Icons/Languages folder.
-Language sound support-
Language system supports the different sound files foreach languages.
But this feature is still in BETA and currently used when instancing heroes only.
Currently, heroes can say Hi, Hail etc. in German and English languages on birth.
If you call the SoundPlayer with language=true, the sound files should be placed at Sounds/'LanguageName'/ with the same name.
For example:
Sounds/English/killSound
Sounds/German/killSound
You can see the code here for language sounds.
AgentSoundData asd;
void Start ()
{
DontDestroyOnLoad(this);
DontDestroyOnLoad(gameObject);
asd = GetComponent<'AgentSoundData'>();
Invoke("Hail", 0.1f);
}
void Hail()
{
if (asd != null)
SoundPlayer.PlaySound(asd.born, gameObject, true, 1, 0.7f); // SoundPlayer.PlaySound (string [], GameObject, isLanguage)
}
We will add more language sounds in time.


Find apprenticeship training
For employers looking to take on apprentices.
Use this service to:
- search for apprenticeship training by job role or keyword
- find training providers who offer the training you choose
- find a named training provider you want to use
or
- search for training providers to see what apprenticeships they offer
Help
You can contact the National Apprenticeship Service for advice or help using the service.
National Apprenticeship Service
Telephone: 0800 015 0600 Find out about call charges


--- layout: post status: publish published: true title: Ignored Parameters (2) author: display_name: Tomas Restrepo login: tomasr email<EMAIL_ADDRESS>url: http://winterdom.com/ author_login: tomasr author_email<EMAIL_ADDRESS>author_url: http://winterdom.com/ wordpress_id: 860 wordpress_url: http://winterdom.com/2002/07/ignoredparameters2 date: '2002-07-30 17:38:08 +0000' date_gmt: '2002-07-30 17:38:08 +0000' categories: - ".NET" tags: [] comments: - id: 572 author: Terrence M author_email<EMAIL_ADDRESS>author_url: http://codaland.blogspot.com date: '2002-07-31 05:34:14 +0000' date_gmt: '2002-07-31 05:34:14 +0000' content: |
I think your comments on interfaces as contracts on behavior is right on. I've posted my own thoughts at http://codaland.blogspot.com.
---Sam replies: "Clearly, .NET (or is it SOAP itself?) has cemented association between XML and interface is too strongly.".
Humm... I hadn't looked at it from that perspective. I was, however, talking from years of dealing with poorly defined COM interfaces :)
See, I don't usually talk about interfaces in the .NET or programming language sense, but rather on the concept of interface itself: something that defines a contract... and WSDL seems to, at least partially, fit the bill here. Now, obviously, that contract can be either strict, or loose, as has been pointed out. In my experience, strict works best long term, altough I agree that loose agreement might work best in the short term. But even so, I don't think syntax is enough, and that seems to be the focus of Sam's article. An interface is pretty much worthless unless there are agreed semantics attached to it. So it becomes a question of what does an interface consumer expect out of it?
I'm not crazy about defaults, though. I'd feel much more comfortable if those default values where mandated by spec, at least (altough I can see there might be trouble for non-primitive types).
Even so, I think there's middle ground to be found. Perhaps not so strict that it's too hard to evolve/interop, but not so relaxed that it becomes a complete nightmare...


Electronic Health Care System
Home
(current)
Consultation
Manage Appointments
Subscriptions
Login
Current Appointments
Doctor
Medical Practice
Date
Time
Cancel Appointment
Dr Test 1
Dr Test 2
Dr Test 3
General Medical Practice
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Submit Changes


 MEMBER’S DETAILS:
NAME
(Surname First)
………………………………………………
...........
.............................
....
………….
.....
…….
..
Company…………………….
Dept. /
Location…………………………….
.Employee Sharp ID
…………..………..….
GSM number
..................................................................
Tel Ext
.........................................................................................
ADDRESS: ……………………………………………………..……………
.....................
…….………………
...
…
......
2. CASH REQUEST DETAILS:
Amount Requested
in Words ……………………………………………………………………………..…….…………
…………………………………………………………….Amount
in figures
(=N=)
…………………………………….
Tenor
.......
………….………….………
Purpose for
Loan……………………………
..
………..…………………
..........
GUIDELINES:
Maximum Loan amount is
200%
(i.e. Two Times
)
of Member’s
Total Savings
Maximum Loan amount shall not
exceed Five Million Naira only (=N= 5M).
Repayment interest is currently on Yearly interest of
5%
reducing balance and reviewable.
Maximum repayment period of
48
months with equal Monthly deduction of Principal and interest.
Minimum saving must be
20%
of Monthly repayment
(i.e. one quarter of the Monthly deduction of Principal & interest).
Monthly payroll deduction must be within approved Loan Burden Allowance of the Company.
Treatment of applications shall be on “first come first served” basis and subject
to availability of fund.
Applicants are required to attach a copy of immediate
past three (3) Months’ Pay Slip.
Society shall have all the rights exercisable by the Indemnifier over all the benefits including but not limited to his /her,
terminal benefits, retirement benefits, ESP, Superannuation, etc. to the extent to which he/ she is indebted to the Society and
the amount deductible shall be limited to the amount formally advised to the company by the Cooperative Society.
Completed, signed and executed application is irrevocable.
4. AUTHORIZATION TO DEDUCT:
To: Manager, Payroll
I have just obtained a Thrift loan of
………………………….…….………………………………………………….……………
(=N=
………………….….
)
from the Cooperative Society. I hereby authorize you to deduct the following amount
………………………….…….………………………………………………………
(=N=
………………….….)
from my
Salary monthly in
………..
equal installments with effect from
………………………………
20
………
and pay same to
PROGRESSIVE MOBIL EMPLOYEES MULTI-PURPOSE COOPERATIVE SOCIETY Limited, Akwa Ibom State.
In the event of my death or early retirement/discharge from the company before the loan is fully paid off, I hereby agree
that the Thrift loan will be the first charge on my retirement benefits / ESP / Pension, etc.
In signing below, I hereby certify and warrant that all the information given above is true and correct. I hereby authorize
you to make any necessary inquiries for the purpose of evaluating this application. I also hereby agree to abide by the
above guidelines.
Name of Applicant………………………………….……………
Signature/date………………………………


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The Ruby Standard Library is a vast collection of classes and modules that you can require in your code for additional features.
Below is an overview of libraries and extensions followed by a brief description.
Calculates a set of unique abbreviations for a given set of strings
Support for encoding and decoding binary data using a Base64 representation
Debugging functionality for Ruby
Distributed object system for Ruby
Require 'English.rb' to reference global variables with less cryptic names
An easy to use but powerful templating system for Ruby
This module supports top-down traversal of a set of file paths
Module used to generate a Makefile for C extensions
Provides an object or module to use safely by more than one thread
Support for the File Transfer Protocol
HTTP client api for Ruby
Ruby client api for Internet Message Access Protocol
An easy-to-use wrapper for Net::HTTP, Net::HTTPS and Net::FTP
Ruby-oriented class for command-line option analysis
Provides a PrettyPrinter for Ruby objects
Implements a pretty printing algorithm for readable structure
Information of your configure and build of Ruby
Replace Socket DNS with Resolv
Thread-aware DNS resolver library in Ruby
The Linda distributed computing paradigm in Ruby
Package management framework for Ruby
Interface for secure random number generator
Provides a class to deal with collections of unordered, unique values
Manipulates strings with word parsing rules of UNIX Bourne shell
A utility class for managing temporary files
Extends the Time class with methods for parsing and conversion
Extends the Dir class to manage the OS temporary file path
Topological sorting using Tarjan's algorithm
Utilities to replace common UNIX commands
Allows a referenced object to be garbage-collected
Provides coverage measurement for Ruby
Provides a framework for message digest libraries
Extensions for Ruby IO class, including wait and ::console
Ruby extension for Network Kanji Filter
Extends ObjectSpace module to add methods for internal statistics
Representation of the name of a file or directory on the filesystem
Creates and manages pseudo terminals
Provides an interface for parsing Ruby programs into S-expressions
Access underlying OS socket implementations
Ruby interface for the POSIX system logging facility
Provides an interface for OLE Automation in Ruby
Provides methods to measure and report the time used to execute code
Manage your Ruby application's gem dependencies
Support for the Common Gateway Interface protocol
Provides an interface to read and write CSV files and data
Provides three abilities to delegate method calls to an object
“Did you mean?” experience in Ruby
Several file utility methods for copying, moving, removing, etc
Provides delegation of specified methods to a designated object
Parse command line options similar to the GNU C getopt_long()
Provides methods to manipulate IPv4 and IPv6 IP addresses
Interactive Ruby command-line tool for REPL (Read Eval Print Loop)
Provides a simple logging utility for outputting messages
Represents a mathematical matrix.
Mixin to extend objects to be handled like a Mutex
Ruby client library for POP3
Simple Mail Transfer Protocol client library for Ruby
Provides a mechanism for publish/subscribe pattern in Ruby
Provides access to stdin, stdout and stderr when running other programs
Prime numbers and factorization library
Implements a file based persistence mechanism based on a Hash
A LALR(1) parser generator written in Ruby.
Produces HTML and command-line documentation for Ruby
An XML toolkit for Ruby
Family of libraries that support various formats of XML “feeds”
Implementation of the Singleton pattern for Ruby
Auto-terminate potentially long-running operations in Ruby
Outputs a source level execution trace of a Ruby program
A Ruby module providing support for Uniform Resource Identifiers
An HTTP server toolkit for Ruby
Ruby client library for the Psych YAML implementation
Provides arbitrary-precision floating point decimal arithmetic
A subclass of Object includes Comparable module for handling dates
Subclass of Date to handling dates, hours, minutes, seconds, offsets
Provides a wrapper for the UNIX-style Database Manager Library
Provides access to information typically stored in UNIX /etc directory
Loads constants defined in the OS fcntl.h C header file
A libffi wrapper for Ruby
Ruby extension for the GNU dbm (gdbm) library
Console interface
Implements Javascript Object Notation for Ruby
Provides SSL, TLS and general purpose cryptography for Ruby
A YAML parser and emitter for Ruby
Provides an interface for GNU Readline and Edit Line (libedit)
Provides a simple file-based key-value store with String keys and values
Pseudo I/O on String objects
Provides lexical scanning operations on a String
Ruby interface for the zlib compression/decompression library
A test suite with TDD, BDD, mocking and benchmarking
Telnet client library for Ruby
Power Assert for Ruby.
Ruby build program with capabilities similar to make
A compatibility layer for MiniTest
Remote Procedure Call over HTTP support for Ruby


JavaScript..? At the LLVM developer's conference..?
Everything compiles into LLVM bitcode
The web is everywhere, and runs JavaScript
Compiling LLVM bitcode to JavaScript lets us run ~ everything, everywhere
Everything compiles into LLVM bitcode
The web is everywhere, and runs JavaScript
Compiling LLVM bitcode to JavaScript lets us run ~ everything, everywhere
Game engines like Unreal Engine 3
Programming languages like Lua
Libraries too: like Bullet
Of course, usually native builds are best
But imagine, for example, that you wrote a new feature in clang and want to let people give it a quick test
Build once to JS, and just give people a URL
(and that's not theoretical)
Random (unrelated) code samples from each:
%r = load i32* %p
%s = shl i32 %r, 16
%t = call i32 @calc(i32 %r, i32 %s)
br label %next
var x = new MyClass('name', 5).chain(function(arg) {
if (check(arg)) doMore({ x: arg, y: [1,2,3] });
else throw 'stop';
});
What could be more different? ;)
| LLVM | ||
| LLVM | ||
| LLVM | ||
| LLVM | ||
Ironic, actually - many wish JS had block scope, like most languages...
// LLVM IR
define i32 @func(i32* %p) {
%r = load i32* %p
%s = shl i32 %r, 16
%t = call i32 @calc(i32 %r, i32 %s)
ret i32 %t
}
⇒ Emscripten ⇒
// JS
function func(p) {
var r = HEAP[p];
return calc(r, r << 16);
}
Almost direct mapping in many cases
Another example:
float array[5000]; // C++
int main() {
for (int i = 0; i < 5000; ++i) {
array[i] += 1.0f;
}
}
⇒ Emscripten ⇒
var g = Float32Array(5000); // JS
function main() {
var a = 0, b = 0;
do {
a = b << 2;
g[a >> 2] = +g[a >> 2] + 1.0;
b = b + 1 | 0;
} while ((b | 0) < 5000);
}
(this "style" of code is a subset of JS called asm.js)
JS began as a slow interpreted language
Competition ⇒ type-specializing JITs
Those are very good at statically typed code
LLVM compiled through Emscripten is exactly that, so it can be fast
(x+1)|0
⇒ 32-bit integer + in modern JS VMs
Loads in LLVM IR become reads from typed array in JS, which become reads in machine code
Emscripten's memory model is identical to LLVM's (flat C-like, aliasing, etc.), so can use all LLVM opts
(VMs and Emscripten from Oct 28th 2013, run on 64-bit linux)
Open source (MIT/LLVM)
Began in 2010
Most of the codebase is not the core compiler, but libraries + toolchain + test suite
Emscripten Compiler | Emscripten Optimizer |
Compiler and optimizer written mostly in JS
Wait, that's not an LLVM backend..?
Mandreel: Typical LLVM backend, uses tblgen, selection DAG (like x86, ARM backends)
Duetto: Processes LLVM IR in llvm::Module (like C++ backend)
Emscripten: Processes LLVM IR in assembly
JS is such an odd target ⇒ wanted architecture with maximal flexibility in codegen
Helped prototype & test many approaches
Emscripten currently must do its own legalization (are we doing it wrong? probably...)
Emscripten has 3 optimizations we found are very important for JS
Whatever the best architecture is, it should be able to implement those - let's go over them now
block0:
; code0
br i1 %cond, label %block0, label %block1
block1:
; code1
br %label block0
Without relooping (emulated gotos):
var label = 0;
while (1) switch (label) {
case 0:
// code0
label = cond ? 0 : 1; break;
case 1:
// code1
label = 0; break;
}
block0:
; code0
br i1 %cond, label %block0, label %block1
block1:
; code1
br %label block0
With relooping:
while (1) {
do {
// code0
} while (cond);
// code1
}
Relooping allows JS VM to optimize better, as it can understand control flow
Emscripten Relooper code is generic, written in C++, and used by other projects (e.g., Duetto)
This one seems like it could work in any architecture, in an LLVM backend or not
var a = g(x);
var b = a + y;
var c = HEAP[b];
var d = HEAP[20];
var e = x + y + z;
var f = h(d, e);
FUNCTION_TABLE[c](f);
FUNCTION_TABLE[HEAP[g(x) + y](h(HEAP[20], x + y + z));
Improves JIT time and execution speed: fewer variables ⇒ less stuff for JS engines to worry about
Reduces code size
var a = g(x) | 0; // integers
var b = a + y | 0;
var c = HEAP[b] | 0;
var d = +HEAP[20]; // double
var a = g(x) | 0;
a = a + y | 0;
a = HEAP[a] | 0;
var d = +HEAP[20];
Looks like regalloc, but goal is different: Minimize # of total variables (in each type), not spills
JS VMs will do regalloc, only they know the actual # of registers
Benefits code size & speed like expressionize
Expressionize & registerize require precise modelling of JS semantics (and order of operations is in some cases surprising!)
Is there a nice way to do these opts in an LLVM backend, or do we need a JS AST?
Questions: Should Emscripten change how it interfaces with LLVM? What would LLVM like upstreamed?
LLVM bitcode can be compiled to JavaScript and run in all browers, at high speed, in a standards-compliant way
For more info, see emscripten.org - feedback & contributions always welcome
Thank you for listening!


Python Events
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Python Calendars
:: 2015-02-07 11:37 UTC
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class: center, middle, inverse, title-slide # preciseTAD: A machine learning framework for precise 3D domain boundary prediction at base-level resolution ## #EuroBioc2020 workshop ### Spiro Stilianoudakis, PhD Candidate; Mikhail Dozmorov, PhD ### Virginia Commonwealth University ### December 16th, 2020 ---  ## preciseTADworkshop resources - [The slides](https://stilianoudakis.github.io/slides_preciseTADworkshop/#1): https://stilianoudakis.github.io/slides_preciseTADworkshop/#1 - [Github repo](https://github.com/dozmorovlab/preciseTADworkshop): https://github.com/dozmorovlab/preciseTADworkshop - [Docker image](https://hub.docker.com/repository/docker/stilianoudakis/precisetadworkshop): https://hub.docker.com/repository/docker/stilianoudakis/precisetadworkshop - [Pkgdown website](https://dozmorovlab.github.io/preciseTADworkshop/): https://dozmorovlab.github.io/preciseTADworkshop/ --- ## The 3D structure of the genome - .small[ Human genome is big - ~3.2 billion base pairs ] - .small[ Chromosome structure and function is organized at multiple scales ] - .small[ At kilobase (kb) scale chromatin loops form regions that are highly self-interacting called Topologically Associated Domains (TADs) ] .center[] --- ## Why study TADs? - TADs are stable and dynamic structures + Highly conserved across species and cell lines + Associated with gene regulation - Disruption of the boundaries that demarcate TADs has been shown to lead to rare diseases and even cancer - Understanding the mechanisms through which TADs are formed remains a top priority in our goal to fully understand the functionality of the human genome  --- ##Hi-C data as a matrix .pull-left[ - The genome (chromosome) is split into equally sized regions controlled by sequencing depth (resolution) - Data is represented by a symmetric matrix of contacts `\(C_{ij}\)` where entry `\(ij\)` corresponds to the number of times region `\(i\)` comes into contact with region `\(j\)` (interaction frequency) - Power-law decay of interactions with increasing **distance** ] .pull-right[  ] --- ## TAD-calling .pull-left[ - “TAD-callers” have been proposed to identify the start and end coordinates of TAD boundaries - Heavily reliant on Hi-C data “resolution” - Ignore the fundamental role of functional genomic data (ChIP-seq data) in chromatin folding - Our aim: Can we leverage functional genomic elements in order to more precisely identify TAD boundaries? ] .pull-right[  ] --- ## Turning TAD calling into a supervised ML framework .pull-left[ - Defining a resolution-specific response vector Y by shifted binning ] .pull-right[  ] --- ## Turning TAD calling into a supervised ML framework .pull-left[ - Defining the feature space `\(\textbf{X} = \{X_1, X_2, \cdots, X_p \}\)` ] .pull-right[  ] --- ## Precisely predicting TAD boundaries at base-level resolution using *preciseTAD* .pull-left[ What it does… + Leverages a predictive model in conjunction with: - Density-based spatial clustering of applications with noise (DBSCAN) - Partitioning around mediods (PAM) to precisely predict the most biologically meaningful domain boundaries ] .pull-right[] --- ## Evaluating precision of boundary prediction - Enriched heatmaps - Signal profile plots - Distance to nearest ChIP-seq peak region - Venn diagrams/Jaccard indices --- ## preciseTADworkshop resources - [The slides](https://stilianoudakis.github.io/slides_preciseTADworkshop/#1): https://stilianoudakis.github.io/slides_preciseTADworkshop/#1 - [Github repo](https://github.com/dozmorovlab/preciseTADworkshop): https://github.com/dozmorovlab/preciseTADworkshop - [Docker image](https://hub.docker.com/repository/docker/stilianoudakis/precisetadworkshop): https://hub.docker.com/repository/docker/stilianoudakis/precisetadworkshop - [Pkgdown website](https://dozmorovlab.github.io/preciseTADworkshop/): https://dozmorovlab.github.io/preciseTADworkshop/


Angular + Typescript + RequireJS skeleton ❤❤
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Hot days call for ice-cream! Just because you are on the cure, it doesn't mean you have to miss out, with our Chef's...
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---
layout: post
title: Erector - Object Oriented views
date: '2009-05-10T09:38:00.000-07:00'
author: Rx
tags:
modified_time: '2009-05-10T13:12:59.584-07:00'
blogger_id: tag:blogger.com,1999:blog-3950436325253663978.post-5021197380495152113
blogger_orig_url: http://railsindirection.blogspot.com/2009/05/erector-object-oriented-views.html
---
I just got back from railsconf. On the plane ride home I decided to take a look at Erector. Erector, besides having a cool name, is a
dsl for writing markup. It is very similar to markaby, except erector views are not templates, they are plain old
ruby objects. Let's look at an example:
class
Views::Home::Index < Views::Layouts::Application
def main_content
h1 'Welcome to
Voomify'
p do
text 'What is Voomify?'
end
p "Voomify is the verb
for applying Voom to a problem."
p "Voom as defined by Dr Seuss in 'The Cat in the Hat
Comes Back':"
blockquote do
p "'Voom is so hard to get,
You never
saw anything
Like it, I bet.
Why, Voom cleans up anything
Clean as can be!'"
p "Then he yelled,
'Take your hat off now,
Little Cat Z!

Make it clean up the snow!
Hurry! You Little Cat!
One! Two! Three! GO!'"
p "Then the Voom...
It went VOOM!
And, oh
boy! What a VOOM!"
p "Now, don't ask me what Voom is.
I never
will know.
But, boy! Let me tell you
It DOES clean up snow!"
end
end
end
This will render the
following code:

Welcome
to Voomify

What is Voomify?

Voomify is the
verb for applying Voom to a problem.

Voom as defined by Dr Seuss in 'The Cat in
the Hat Comes Back':

'Voom is so hard to get,
You never saw anything
Like it, I bet.
Why, Voom cleans up anything
Clean as
can be!'

Then he yelled,
'Take your hat off now,
Little
Cat Z!

Make it clean up the snow!
Hurry! You
Little Cat!
One! Two! Three! GO!'

Then the Voom...
It
went VOOM!
And, oh boy! What a VOOM!

Now, don't ask me what Voom is.
I never will know.
But, boy! Let me tell you
It DOES clean up snow!

Admittedly this is not a very good example
showing any benefit at all to using Erector. It is all markup and requires no real logic at all. Be patient we'll
eventually get there.
Why would anyone want to do that? We'll for one I hate
markup. (When I'm in full markup mode, i feel dirty.) If you love markup and erbs, then you should stop reading
now. Before you leave, I'll leave you with this, you can easily mix erector and erbs (or any other template that
works with rails). Some tasks are very well suited to markup and others are better suited to a markup dsl. If you
are tag heavy then you should stick with your erb's. If you find you views are light with markup but heavy with
ruby flow and control logic then erector or markaby may be the ticket.
Markaby
or Erector
I dont' know much about Markaby. After taking Erector for a spin, I
took a closer look at Markaby. I like it. The biggest difference to me is that Markaby allows you to create ruby
template files the same way erb's do. The views are still templates with ruby syntax. They are not first class
ruby objects. With erector they are first class plain old ruby objects. Why is this good? It gives you all the
tools of inheritance and mixin's for your views. That is cool. Especially for an application with multiple views
of the same underlying models. You can refactor your views into base classes that derive and render the same data
in different ways. This is object oriented design for views. Nice.
Side
Note
I've seen object oriented view code in other languages and it leads to some
very powerful re-use that all OO programmers can understand. The most ambitious of these attemps was by an HR
company named Seeker in the bay area. I was working for Concur at the time and we bought Seeker back in 1999. (It
did not work out well, but that is a story for another time.) Seeker created their own markup language that was
object oriented. The nature of HR data is that it has very complicated rules regarding who can see what data and
when. The OO design of the language allowed that to be abstracted to the base classes and a functional programmer
simply focused on the problem at hand. They took it further, as all commercial enterprise applications do, and
they allowed the customer to define new models and views. Those views were very easy to write with this advanced
data access logic abstracted out. Their customers loved it. They wrote very advanced business applications on top
of this abstraction.
A Closer Look
So
let's look a little deeper at using Erector with rails. Follow the erector installation and you'll be able to
write an erector view. One gotcha I ran into was the fact that your views should derive from Erector::RailsWidget.
If you don't do that you don't have access to the rails helpers.
To layout or not
to layout
You have a couple of options for the layout. You can keep your erb
layout and just drop in your Erector views. That is cool if you have an app already that you want to mix erector
into quickly. It also allows the views to be rendered with different layouts.
The
other option is to create an Erector layout. If you do that then you set your controler like so:
class HomeController < ApplicationController
layout nil
...
Here is a simple erector
layout:
class Views::Layouts::Application
< Erector::RailsWidget
def javascript_includes
javascript_include_tag
'application'
end
def stylesheet_includes
stylesheet_link_tag
'styles'
end
def header
h1 'Voomify'
end
# override this to render your view 'main' content
def main_content
end
def footer
a 'Home', :href=>"/"
end
def content
html do
head do
title "Voomify"
javascript_includes
stylesheet_includes
end
body do
div :id=>"maincontainer" do
div :id=>"contentwrapper" do
div
:id=>"topsection" do
header
end
div :id=>"contentcolumn"
do
main_content
end
div :id=>"footer" do
footer
end
end
end
end
end
end
end
Then you derive your view from the layout erector class. The view example
above does just that. Notice that the view defined above implements main_content. This is the method defined by
our layout, you can name it whatever you want. You'll also notice that it has methods to override for the header,
footer, javascript_includes and stylesheet_includes. So if the page want's to modify any of those elements all it
needs to do is override those methods. It can call super if it wants or just replace it.
This got me thinking about the decoupled relationship between templates and their view. The view does not
know anything about where they are being rendered. Generally this is a very good thing. For example a view may be
rendered on a page, or as an ajax call. Coupling the view to the layout creates a tight dependency between the
two. This troubled me at first. (OK not that much, the world has bigger problems!) But then I started thinking
about it. How often do I have single view that has a different layout? Not much. When I do with Erector I could
use a decorator pattern from my base layout. OK that works. What about ajax forms? I have not tried it yet, but
I'm pretty sure I can call my main_content to return to an ajax request.
OK so not very often do I have multiple layout variations with the same view. What does happen a lot is that
I would like to make a modification to how the layout renders based on the view. Eventually the layout ends up
with conditionals that render some of the erb if some variable is set by the controller. Yuck! How many times have
you done that. (Be honest!) You say to yourself its ugly, but it's a template. You grit your teeth and move on. Or
if it really bothers you, you introduce a helper, but it suffers from the same condition, branching logic, but now
its written in ruby. An Object Oriented layout can easily eliminate that. Another case is when a view participates
in another relationship. For example a given view may be related to other models in the system. The layout defines
a standard layout for this relationship and then the view code implements main_content and related_content. The
related_content method could return markup, or the layout may take care of the markup, and all the related content
needs to do is return the model objects that are related to my current view.
In
my next post I'll be building a simple contact model and then turning it into an Erector set of views. Until then
... keep it clean.