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Make sure you have protoc installed from [here](https://developers.google.com/protocol-buffers/)
Then, execute the below command:
protoc -I=/usr/local/include/dvs_interface --python_out=src/ /usr/local/include/dvs_interface/Scene.proto
# Dependencies
* You will need to get the python protobuf extension with the below:
`pip install protobuf`
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CREATE TABLE abc(a, b, c);
INSERT INTO abc VALUES(1, 2, 3); | {
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package org.gradle.test.performance.mediummonolithicjavaproject.p450;
import org.junit.Test;
import static org.junit.Assert.*;
public class Test9015 {
Production9015 objectUnderTest = new Production9015();
@Test
public void testProperty0() {
String value = "value";
objectUnderTest.setProperty0(value);
assertEquals(value, objectUnderTest.getProperty0());
}
@Test
public void testProperty1() {
String value = "value";
objectUnderTest.setProperty1(value);
assertEquals(value, objectUnderTest.getProperty1());
}
@Test
public void testProperty2() {
String value = "value";
objectUnderTest.setProperty2(value);
assertEquals(value, objectUnderTest.getProperty2());
}
@Test
public void testProperty3() {
String value = "value";
objectUnderTest.setProperty3(value);
assertEquals(value, objectUnderTest.getProperty3());
}
@Test
public void testProperty4() {
String value = "value";
objectUnderTest.setProperty4(value);
assertEquals(value, objectUnderTest.getProperty4());
}
@Test
public void testProperty5() {
String value = "value";
objectUnderTest.setProperty5(value);
assertEquals(value, objectUnderTest.getProperty5());
}
@Test
public void testProperty6() {
String value = "value";
objectUnderTest.setProperty6(value);
assertEquals(value, objectUnderTest.getProperty6());
}
@Test
public void testProperty7() {
String value = "value";
objectUnderTest.setProperty7(value);
assertEquals(value, objectUnderTest.getProperty7());
}
@Test
public void testProperty8() {
String value = "value";
objectUnderTest.setProperty8(value);
assertEquals(value, objectUnderTest.getProperty8());
}
@Test
public void testProperty9() {
String value = "value";
objectUnderTest.setProperty9(value);
assertEquals(value, objectUnderTest.getProperty9());
}
} | {
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package cycloneserver
import (
"fmt"
"io"
"net/http"
"net/url"
"strings"
websocketutil "github.com/caicloud/cyclone/pkg/util/websocket"
)
const (
cycloneAPIVersion = "/apis/v1alpha1"
apiPathForLogStream = "/workflowruns/%s/streamlogs"
)
// Client ...
type Client interface {
PushLogStream(ns, workflowrun, stage, container string, reader io.Reader, close <-chan struct{}) error
}
type client struct {
baseURL string
client *http.Client
}
// NewClient ...
func NewClient(cycloneServer string) Client {
baseURL := strings.TrimRight(cycloneServer, "/")
if !strings.Contains(baseURL, "://") {
baseURL = "http://" + baseURL
}
return &client{
baseURL: baseURL,
client: http.DefaultClient,
}
}
// PushLogStream ...
func (c *client) PushLogStream(ns, workflowrun, stage, container string, reader io.Reader, close <-chan struct{}) error {
path := fmt.Sprintf(apiPathForLogStream, workflowrun)
host := strings.TrimPrefix(c.baseURL, "http://")
host = strings.TrimPrefix(host, "https://")
requestURL := url.URL{
Host: host,
Path: cycloneAPIVersion + path,
RawQuery: fmt.Sprintf("namespace=%s&stage=%s&container=%s", ns, stage, container),
Scheme: "ws",
}
return websocketutil.SendStream(requestURL.String(), reader, close)
}
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<?php
namespace Shoko\TwitchApiBundle\Tests\Factory;
use Shoko\TwitchApiBundle\Factory\TokenFactory;
use Shoko\TwitchApiBundle\Model\ValueObject\Token;
/**
* TokenFactoryTest class.
*/
class TokenFactoryTest extends \PHPUnit_Framework_TestCase
{
/**
* Test create token method.
*/
public function testCreateToken()
{
$data = [
// 'authorization' => [
// 'scopes' => ['user_read', 'channel_read', 'channel_commercial', 'user_read'],
// 'created_at' => '2012-05-08T21:55:12Z',
// 'updated_at' => '2012-05-17T21:32:13Z',
// ],
'user_name' => 'test_user1',
'valid' => false,
];
$tokenFactory = new TokenFactory();
$token = $tokenFactory->createEntity($data);
$this->assertInstanceOf('Shoko\TwitchApiBundle\Model\ValueObject\Token', $token);
$this->assertEquals(null, $token->getAuthorization());
$this->assertEquals('test_user1', $token->getUserName());
$this->assertEquals(false, $token->isValid());
}
}
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package android.media.audiofx;
public class AcousticEchoCanceler
extends AudioEffect{
// Constructors
public AcousticEchoCanceler(int arg1) throws java.lang.IllegalArgumentException, java.lang.UnsupportedOperationException, java.lang.RuntimeException{
super((java.util.UUID) null, (java.util.UUID) null, 0, 0);
}
}
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
namespace CatalogApi.Models
{
public class ProductCategory
{
public string Name { get; set; }
public IEnumerable<Product> Products { get; set; }
}
}
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require 'spec_helper'
describe 'NbaStats' do
describe 'client' do
client = NbaStats::Client.new
describe '.draft_combine_stats' do
draft_combine_stats = client.draft_combine_stats('2014-15')
it 'should return a draft_combine_stats resource' do
expect(draft_combine_stats).to be_a NbaStats::Resources::DraftCombineStats
end
it 'should be named draft_combine_stats' do
expect(draft_combine_stats.name).to eq 'draftcombinestats'
end
NbaStats::Resources::DraftCombineStats::VALID_RESULT_SETS.each do |valid_result_set|
describe ".#{valid_result_set}" do
it 'should return an Array' do
expect(draft_combine_stats.send(valid_result_set)).to be_a Array
end
end
end
end # .draft_combine_stats
end # client
end | {
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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<title>PaketTemplateParams - FAKE - F# Make</title>
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<meta name="description" content="">
<meta name="author" content="Steffen Forkmann, Mauricio Scheffer, Colin Bull">
<script src="https://code.jquery.com/jquery-1.8.0.js"></script>
<script src="https://code.jquery.com/ui/1.8.23/jquery-ui.js"></script>
<script src="https://netdna.bootstrapcdn.com/twitter-bootstrap/2.2.1/js/bootstrap.min.js"></script>
<script type="text/javascript" src="http://cdn.mathjax.org/mathjax/latest/MathJax.js?config=TeX-AMS-MML_HTMLorMML"></script>
<link href="https://netdna.bootstrapcdn.com/twitter-bootstrap/2.2.1/css/bootstrap-combined.min.css" rel="stylesheet">
<link type="text/css" rel="stylesheet" href="http://fsharp.github.io/FAKE/content/style.css" />
<script type="text/javascript" src="http://fsharp.github.io/FAKE/content/tips.js"></script>
<!-- HTML5 shim, for IE6-8 support of HTML5 elements -->
<!--[if lt IE 9]>
<script src="http://html5shim.googlecode.com/svn/trunk/html5.js"></script>
<![endif]-->
</head>
<body>
<div class="container">
<div class="masthead">
<ul class="nav nav-pills pull-right">
<li><a href="http://fsharp.org">fsharp.org</a></li>
<li><a href="http://github.com/fsharp/fake">github page</a></li>
</ul>
<h3 class="muted"><a href="http://fsharp.github.io/FAKE/index.html">FAKE - F# Make</a></h3>
</div>
<hr />
<div class="row">
<div class="span9" id="main">
<h1>PaketTemplateParams</h1>
<div class="xmldoc">
<p>Contains the different parameters to create a paket.template file</p>
</div>
<h3>Record Fields</h3>
<table class="table table-bordered member-list">
<thead>
<tr><td>Record Field</td><td>Description</td></tr>
</thead>
<tbody>
<tr>
<td class="member-name">
<code onmouseout="hideTip(event, '2169', 2169)" onmouseover="showTip(event, '2169', 2169)">
Authors
</code>
<div class="tip" id="2169">
<strong>Signature:</strong> string list<br />
</div>
</td>
<td class="xmldoc">
<a href="https://github.com/fsharp/FAKE/blob/master/src/app/FakeLib/PaketTemplateHelper.fs#L60-60" class="github-link">
<img src="../content/img/github.png" class="normal" />
<img src="../content/img/github-blue.png" class="hover" />
</a>
<p>a list of authors for the nuget package.
If omitted, <code>paket</code>will use reflection to obtain the value of the <code>AssemblyCompanyAttribute</code>.</p>
</td>
</tr>
<tr>
<td class="member-name">
<code onmouseout="hideTip(event, '2170', 2170)" onmouseover="showTip(event, '2170', 2170)">
Copyright
</code>
<div class="tip" id="2170">
<strong>Signature:</strong> string option<br />
</div>
</td>
<td class="xmldoc">
<a href="https://github.com/fsharp/FAKE/blob/master/src/app/FakeLib/PaketTemplateHelper.fs#L76-76" class="github-link">
<img src="../content/img/github.png" class="normal" />
<img src="../content/img/github-blue.png" class="hover" />
</a>
<p>the copyright information</p>
</td>
</tr>
<tr>
<td class="member-name">
<code onmouseout="hideTip(event, '2171', 2171)" onmouseover="showTip(event, '2171', 2171)">
Dependencies
</code>
<div class="tip" id="2171">
<strong>Signature:</strong> PaketDependency list<br />
</div>
</td>
<td class="xmldoc">
<a href="https://github.com/fsharp/FAKE/blob/master/src/app/FakeLib/PaketTemplateHelper.fs#L87-87" class="github-link">
<img src="../content/img/github.png" class="normal" />
<img src="../content/img/github-blue.png" class="hover" />
</a>
<p>A list of dependencies to other packages</p>
</td>
</tr>
<tr>
<td class="member-name">
<code onmouseout="hideTip(event, '2172', 2172)" onmouseover="showTip(event, '2172', 2172)">
Description
</code>
<div class="tip" id="2172">
<strong>Signature:</strong> string list<br />
</div>
</td>
<td class="xmldoc">
<a href="https://github.com/fsharp/FAKE/blob/master/src/app/FakeLib/PaketTemplateHelper.fs#L54-54" class="github-link">
<img src="../content/img/github.png" class="normal" />
<img src="../content/img/github-blue.png" class="hover" />
</a>
<p>The package description
If omitted, <code>paket</code> will use reflection to obtain the value of the <code>AssemblyDescriptionAttribute</code>.</p>
</td>
</tr>
<tr>
<td class="member-name">
<code onmouseout="hideTip(event, '2173', 2173)" onmouseover="showTip(event, '2173', 2173)">
DevelopmentDependency
</code>
<div class="tip" id="2173">
<strong>Signature:</strong> bool option<br />
</div>
</td>
<td class="xmldoc">
<a href="https://github.com/fsharp/FAKE/blob/master/src/app/FakeLib/PaketTemplateHelper.fs#L94-94" class="github-link">
<img src="../content/img/github.png" class="normal" />
<img src="../content/img/github-blue.png" class="hover" />
</a>
<p>If set to <code>true</code> this will tell <code>nuget</code>/<code>paket</code> that this is a development dependency</p>
</td>
</tr>
<tr>
<td class="member-name">
<code onmouseout="hideTip(event, '2174', 2174)" onmouseover="showTip(event, '2174', 2174)">
ExcludedDependencies
</code>
<div class="tip" id="2174">
<strong>Signature:</strong> string list<br />
</div>
</td>
<td class="xmldoc">
<a href="https://github.com/fsharp/FAKE/blob/master/src/app/FakeLib/PaketTemplateHelper.fs#L89-89" class="github-link">
<img src="../content/img/github.png" class="normal" />
<img src="../content/img/github-blue.png" class="hover" />
</a>
<p>A list of excluded dependencies</p>
</td>
</tr>
<tr>
<td class="member-name">
<code onmouseout="hideTip(event, '2175', 2175)" onmouseover="showTip(event, '2175', 2175)">
Files
</code>
<div class="tip" id="2175">
<strong>Signature:</strong> PaketFileInfo list<br />
</div>
</td>
<td class="xmldoc">
<a href="https://github.com/fsharp/FAKE/blob/master/src/app/FakeLib/PaketTemplateHelper.fs#L80-80" class="github-link">
<img src="../content/img/github.png" class="normal" />
<img src="../content/img/github-blue.png" class="hover" />
</a>
<p>The included or excluded files (use this if the <code>TemplateType</code> is <code>File</code>)</p>
</td>
</tr>
<tr>
<td class="member-name">
<code onmouseout="hideTip(event, '2176', 2176)" onmouseover="showTip(event, '2176', 2176)">
FrameworkAssemblies
</code>
<div class="tip" id="2176">
<strong>Signature:</strong> string list<br />
</div>
</td>
<td class="xmldoc">
<a href="https://github.com/fsharp/FAKE/blob/master/src/app/FakeLib/PaketTemplateHelper.fs#L85-85" class="github-link">
<img src="../content/img/github.png" class="normal" />
<img src="../content/img/github-blue.png" class="hover" />
</a>
<p>A list of referenced framework assemblies
if omitted all used Framework assemblies will be used by <code>paket</code></p>
</td>
</tr>
<tr>
<td class="member-name">
<code onmouseout="hideTip(event, '2177', 2177)" onmouseover="showTip(event, '2177', 2177)">
IconUrl
</code>
<div class="tip" id="2177">
<strong>Signature:</strong> string option<br />
</div>
</td>
<td class="xmldoc">
<a href="https://github.com/fsharp/FAKE/blob/master/src/app/FakeLib/PaketTemplateHelper.fs#L74-74" class="github-link">
<img src="../content/img/github.png" class="normal" />
<img src="../content/img/github-blue.png" class="hover" />
</a>
<p>URL to an icon</p>
</td>
</tr>
<tr>
<td class="member-name">
<code onmouseout="hideTip(event, '2178', 2178)" onmouseover="showTip(event, '2178', 2178)">
Id
</code>
<div class="tip" id="2178">
<strong>Signature:</strong> string option<br />
</div>
</td>
<td class="xmldoc">
<a href="https://github.com/fsharp/FAKE/blob/master/src/app/FakeLib/PaketTemplateHelper.fs#L48-48" class="github-link">
<img src="../content/img/github.png" class="normal" />
<img src="../content/img/github-blue.png" class="hover" />
</a>
<p>The NuGet Package ID
If omitted, <code>paket</code> will use reflection to determine the assembly name.</p>
</td>
</tr>
<tr>
<td class="member-name">
<code onmouseout="hideTip(event, '2179', 2179)" onmouseover="showTip(event, '2179', 2179)">
IncludePDBs
</code>
<div class="tip" id="2179">
<strong>Signature:</strong> bool option<br />
</div>
</td>
<td class="xmldoc">
<a href="https://github.com/fsharp/FAKE/blob/master/src/app/FakeLib/PaketTemplateHelper.fs#L97-97" class="github-link">
<img src="../content/img/github.png" class="normal" />
<img src="../content/img/github-blue.png" class="hover" />
</a>
<p>With the <code>IncludePDBs</code> switch you can tell <code>paket</code> to pack pdbs into the package.
this only works for paket.template files of type 'Project'.</p>
</td>
</tr>
<tr>
<td class="member-name">
<code onmouseout="hideTip(event, '2180', 2180)" onmouseover="showTip(event, '2180', 2180)">
Language
</code>
<div class="tip" id="2180">
<strong>Signature:</strong> string option<br />
</div>
</td>
<td class="xmldoc">
<a href="https://github.com/fsharp/FAKE/blob/master/src/app/FakeLib/PaketTemplateHelper.fs#L68-68" class="github-link">
<img src="../content/img/github.png" class="normal" />
<img src="../content/img/github-blue.png" class="hover" />
</a>
<p>The package language</p>
</td>
</tr>
<tr>
<td class="member-name">
<code onmouseout="hideTip(event, '2181', 2181)" onmouseover="showTip(event, '2181', 2181)">
LicenseUrl
</code>
<div class="tip" id="2181">
<strong>Signature:</strong> string option<br />
</div>
</td>
<td class="xmldoc">
<a href="https://github.com/fsharp/FAKE/blob/master/src/app/FakeLib/PaketTemplateHelper.fs#L70-70" class="github-link">
<img src="../content/img/github.png" class="normal" />
<img src="../content/img/github-blue.png" class="hover" />
</a>
<p>URL to the license of the package</p>
</td>
</tr>
<tr>
<td class="member-name">
<code onmouseout="hideTip(event, '2182', 2182)" onmouseover="showTip(event, '2182', 2182)">
Owners
</code>
<div class="tip" id="2182">
<strong>Signature:</strong> string list<br />
</div>
</td>
<td class="xmldoc">
<a href="https://github.com/fsharp/FAKE/blob/master/src/app/FakeLib/PaketTemplateHelper.fs#L62-62" class="github-link">
<img src="../content/img/github.png" class="normal" />
<img src="../content/img/github-blue.png" class="hover" />
</a>
<p>A list of package owners</p>
</td>
</tr>
<tr>
<td class="member-name">
<code onmouseout="hideTip(event, '2183', 2183)" onmouseover="showTip(event, '2183', 2183)">
ProjectUrl
</code>
<div class="tip" id="2183">
<strong>Signature:</strong> string option<br />
</div>
</td>
<td class="xmldoc">
<a href="https://github.com/fsharp/FAKE/blob/master/src/app/FakeLib/PaketTemplateHelper.fs#L72-72" class="github-link">
<img src="../content/img/github.png" class="normal" />
<img src="../content/img/github-blue.png" class="hover" />
</a>
<p>URL to the where the project of the package is hosted</p>
</td>
</tr>
<tr>
<td class="member-name">
<code onmouseout="hideTip(event, '2184', 2184)" onmouseover="showTip(event, '2184', 2184)">
References
</code>
<div class="tip" id="2184">
<strong>Signature:</strong> string list<br />
</div>
</td>
<td class="xmldoc">
<a href="https://github.com/fsharp/FAKE/blob/master/src/app/FakeLib/PaketTemplateHelper.fs#L82-82" class="github-link">
<img src="../content/img/github.png" class="normal" />
<img src="../content/img/github-blue.png" class="hover" />
</a>
<p>A list of references</p>
</td>
</tr>
<tr>
<td class="member-name">
<code onmouseout="hideTip(event, '2185', 2185)" onmouseover="showTip(event, '2185', 2185)">
ReleaseNotes
</code>
<div class="tip" id="2185">
<strong>Signature:</strong> string list<br />
</div>
</td>
<td class="xmldoc">
<a href="https://github.com/fsharp/FAKE/blob/master/src/app/FakeLib/PaketTemplateHelper.fs#L64-64" class="github-link">
<img src="../content/img/github.png" class="normal" />
<img src="../content/img/github-blue.png" class="hover" />
</a>
<p>the release notes (line by line)</p>
</td>
</tr>
<tr>
<td class="member-name">
<code onmouseout="hideTip(event, '2186', 2186)" onmouseover="showTip(event, '2186', 2186)">
RequireLicenseAcceptance
</code>
<div class="tip" id="2186">
<strong>Signature:</strong> bool option<br />
</div>
</td>
<td class="xmldoc">
<a href="https://github.com/fsharp/FAKE/blob/master/src/app/FakeLib/PaketTemplateHelper.fs#L92-92" class="github-link">
<img src="../content/img/github.png" class="normal" />
<img src="../content/img/github-blue.png" class="hover" />
</a>
<p>If set to <code>true</code> this will tell <code>nuget</code>/<code>paket</code> to prompt the user for
the acceptance of the provided license</p>
</td>
</tr>
<tr>
<td class="member-name">
<code onmouseout="hideTip(event, '2187', 2187)" onmouseover="showTip(event, '2187', 2187)">
Summary
</code>
<div class="tip" id="2187">
<strong>Signature:</strong> string list<br />
</div>
</td>
<td class="xmldoc">
<a href="https://github.com/fsharp/FAKE/blob/master/src/app/FakeLib/PaketTemplateHelper.fs#L66-66" class="github-link">
<img src="../content/img/github.png" class="normal" />
<img src="../content/img/github-blue.png" class="hover" />
</a>
<p>a short summary (line by line)</p>
</td>
</tr>
<tr>
<td class="member-name">
<code onmouseout="hideTip(event, '2188', 2188)" onmouseover="showTip(event, '2188', 2188)">
Tags
</code>
<div class="tip" id="2188">
<strong>Signature:</strong> string list<br />
</div>
</td>
<td class="xmldoc">
<a href="https://github.com/fsharp/FAKE/blob/master/src/app/FakeLib/PaketTemplateHelper.fs#L78-78" class="github-link">
<img src="../content/img/github.png" class="normal" />
<img src="../content/img/github-blue.png" class="hover" />
</a>
<p>a list of tags</p>
</td>
</tr>
<tr>
<td class="member-name">
<code onmouseout="hideTip(event, '2189', 2189)" onmouseover="showTip(event, '2189', 2189)">
TemplateFilePath
</code>
<div class="tip" id="2189">
<strong>Signature:</strong> string option<br />
</div>
</td>
<td class="xmldoc">
<a href="https://github.com/fsharp/FAKE/blob/master/src/app/FakeLib/PaketTemplateHelper.fs#L43-43" class="github-link">
<img src="../content/img/github.png" class="normal" />
<img src="../content/img/github-blue.png" class="hover" />
</a>
<p>The file path to the <code>paket.template</code> file
if omitted, a <code>paket.template</code> file will be created in the current directory</p>
</td>
</tr>
<tr>
<td class="member-name">
<code onmouseout="hideTip(event, '2190', 2190)" onmouseover="showTip(event, '2190', 2190)">
TemplateType
</code>
<div class="tip" id="2190">
<strong>Signature:</strong> PaketTemplateType<br />
</div>
</td>
<td class="xmldoc">
<a href="https://github.com/fsharp/FAKE/blob/master/src/app/FakeLib/PaketTemplateHelper.fs#L45-45" class="github-link">
<img src="../content/img/github.png" class="normal" />
<img src="../content/img/github-blue.png" class="hover" />
</a>
<p>The type of the template (<code>File</code> or <a href="fake-teamcityresthelper-project.html" title="Project"><code>Project</code></a>)</p>
</td>
</tr>
<tr>
<td class="member-name">
<code onmouseout="hideTip(event, '2191', 2191)" onmouseover="showTip(event, '2191', 2191)">
Title
</code>
<div class="tip" id="2191">
<strong>Signature:</strong> string option<br />
</div>
</td>
<td class="xmldoc">
<a href="https://github.com/fsharp/FAKE/blob/master/src/app/FakeLib/PaketTemplateHelper.fs#L57-57" class="github-link">
<img src="../content/img/github.png" class="normal" />
<img src="../content/img/github-blue.png" class="hover" />
</a>
<p>The title of the package
If omitted, <code>paket</code> will use reflection to obtain the value of the <code>AssemblyTitleAttribute</code>.</p>
</td>
</tr>
<tr>
<td class="member-name">
<code onmouseout="hideTip(event, '2192', 2192)" onmouseover="showTip(event, '2192', 2192)">
Version
</code>
<div class="tip" id="2192">
<strong>Signature:</strong> string option<br />
</div>
</td>
<td class="xmldoc">
<a href="https://github.com/fsharp/FAKE/blob/master/src/app/FakeLib/PaketTemplateHelper.fs#L51-51" class="github-link">
<img src="../content/img/github.png" class="normal" />
<img src="../content/img/github-blue.png" class="hover" />
</a>
<p>The package version.
If omitted, <code>paket</code> will use reflection to obtain the value of the <code>AssemblyInformationalVersionAttribute</code> or if that is missing the <code>AssemblyVersionAttribute</code>.</p>
</td>
</tr>
</tbody>
</table>
</div>
<div class="span3">
<a href="http://fsharp.github.io/FAKE/index.html">
<img src="http://fsharp.github.io/FAKE/pics/logo.png" style="width:140px;height:140px;margin:10px 0px 0px 35px;border-style:none;" />
</a>
<ul class="nav nav-list" id="menu">
<li class="nav-header">FAKE - F# Make</li>
<li class="divider"></li>
<li><a href="http://fsharp.github.io/FAKE/index.html">Home page</a></li>
<li class="divider"></li>
<li><a href="https://www.nuget.org/packages/FAKE">Get FAKE - F# Make via NuGet</a></li>
<li><a href="http://github.com/fsharp/fake">Source Code on GitHub</a></li>
<li><a href="http://github.com/fsharp/fake/blob/master/License.txt">License (Apache 2)</a></li>
<li><a href="http://fsharp.github.io/FAKE/RELEASE_NOTES.html">Release Notes</a></li>
<li><a href="http://fsharp.github.io/FAKE//contributing.html">Contributing to FAKE - F# Make</a></li>
<li><a href="http://fsharp.github.io/FAKE/users.html">Who is using FAKE?</a></li>
<li><a href="http://stackoverflow.com/questions/tagged/f%23-fake">Ask a question</a></li>
<li class="nav-header">Tutorials</li>
<li><a href="http://fsharp.github.io/FAKE/gettingstarted.html">Getting started</a></li>
<li><a href="http://fsharp.github.io/FAKE/cache.html">Build script caching</a></li>
<li class="divider"></li>
<li><a href="http://fsharp.github.io/FAKE/nuget.html">NuGet package restore</a></li>
<li><a href="http://fsharp.github.io/FAKE/fxcop.html">Using FxCop in a build</a></li>
<li><a href="http://fsharp.github.io/FAKE/assemblyinfo.html">Generating AssemblyInfo</a></li>
<li><a href="http://fsharp.github.io/FAKE/create-nuget-package.html">Create NuGet packages</a></li>
<li><a href="http://fsharp.github.io/FAKE/specifictargets.html">Running specific targets</a></li>
<li><a href="http://fsharp.github.io/FAKE/commandline.html">Running FAKE from command line</a></li>
<li><a href="http://fsharp.github.io/FAKE/parallel-build.html">Running targets in parallel</a></li>
<li><a href="http://fsharp.github.io/FAKE/fsc.html">Using the F# compiler from FAKE</a></li>
<li><a href="http://fsharp.github.io/FAKE/customtasks.html">Creating custom tasks</a></li>
<li><a href="http://fsharp.github.io/FAKE/soft-dependencies.html">Soft dependencies</a></li>
<li><a href="http://fsharp.github.io/FAKE/teamcity.html">TeamCity integration</a></li>
<li><a href="http://fsharp.github.io/FAKE/canopy.html">Running canopy tests</a></li>
<li><a href="http://fsharp.github.io/FAKE/octopusdeploy.html">Octopus Deploy</a></li>
<li><a href="http://fsharp.github.io/FAKE/typescript.html">TypeScript support</a></li>
<li><a href="http://fsharp.github.io/FAKE/azurewebjobs.html">Azure WebJobs support</a></li>
<li><a href="http://fsharp.github.io/FAKE/azurecloudservices.html">Azure Cloud Services support</a></li>
<li><a href="http://fsharp.github.io/FAKE/fluentmigrator.html">FluentMigrator support</a></li>
<li><a href="http://fsharp.github.io/FAKE/androidpublisher.html">Android publisher</a></li>
<li><a href="http://fsharp.github.io/FAKE/watch.html">File Watcher</a></li>
<li><a href="http://fsharp.github.io/FAKE/wix.html">WiX Setup Generation</a></li>
<li><a href="http://fsharp.github.io/FAKE/chocolatey.html">Using Chocolatey</a></li>
<li><a href="http://fsharp.github.io/FAKE/slacknotification.html">Using Slack</a></li>
<li><a href="http://fsharp.github.io/FAKE/sonarcube.html">Using SonarQube</a></li>
<li class="divider"></li>
<li><a href="http://fsharp.github.io/FAKE/deploy.html">Fake.Deploy</a></li>
<li><a href="http://fsharp.github.io/FAKE/iis.html">Fake.IIS</a></li>
<li class="nav-header">Reference</li>
<li><a href="http://fsharp.github.io/FAKE/apidocs/index.html">API Reference</a></li>
</ul>
</div>
</div>
</div>
<a href="http://github.com/fsharp/fake"><img style="position: absolute; top: 0; right: 0; border: 0;" src="https://s3.amazonaws.com/github/ribbons/forkme_right_gray_6d6d6d.png" alt="Fork me on GitHub"></a>
</body>
</html>
| {
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"name": "HTML",
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{
"name": "Haskell",
"bytes": "5471"
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"name": "JavaScript",
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"name": "Shell",
"bytes": "41"
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import {
GraphQLNonNull as NonNull,
GraphQLString as StringType,
} from 'graphql';
import fetch from 'node-fetch';
import { NoAccessError, NotLoggedInError } from '../../errors';
import CjResponseType from '../types/CjResponseType';
import CjTest from '../models/CjTest';
import CjTestType from '../types/CjTestType';
import config from '../../config';
const createCjTest = {
type: CjTestType,
args: {
input: {
description: 'Input data',
type: new NonNull(StringType),
},
output: {
description: 'Output data',
type: new NonNull(StringType),
},
problemId: {
description: 'Id of the problem',
type: new NonNull(StringType),
},
},
resolve({ request }, { input, output, problemId }) {
const { user } = request;
if (!user) throw new NotLoggedInError();
if (!user.isAdmin) throw new NoAccessError();
return fetch(`${config.codejudgeUrl}tests`, {
method: 'POST',
headers: { 'Content-Type': 'application/json' },
body: JSON.stringify({ input, output }),
})
.then(res => res.json())
.then(({ id }) =>
CjTest.create({
idCj: id,
problemId,
}),
)
.catch(err => err);
},
};
const createCjSubmission = {
type: CjResponseType,
args: {
source: {
description: 'Source code of the submissinon',
type: new NonNull(StringType),
},
lang: {
description: 'Programming language',
type: new NonNull(StringType),
},
},
async resolve({ request }, { source, lang }) {
const { user } = request;
if (!user) throw new NotLoggedInError();
if (!user.isAdmin) throw new NoAccessError();
return fetch(`${config.codejudgeUrl}submissions`, {
method: 'POST',
body: JSON.stringify({ source, lang }),
headers: { 'Content-Type': 'application/json' },
}).then(res => res.json());
},
};
const deleteCjTest = {
type: CjTestType,
args: {
id: {
description: 'Id of the test to delete',
type: new NonNull(StringType),
},
},
resolve({ request }, args) {
const { user } = request;
if (!user) throw new NotLoggedInError();
if (!user.isAdmin) throw new NoAccessError();
const where = { id: args.id };
return CjTest.destroy({ where });
},
};
const createCjRun = {
type: CjResponseType,
args: {
test: {
description: 'Id of the test',
type: new NonNull(StringType),
},
submission: {
description: 'Id of the submission',
type: new NonNull(StringType),
},
},
async resolve({ request }, { test, submission }) {
const { user } = request;
if (!user) throw new NotLoggedInError();
if (!user.isAdmin) throw new NoAccessError();
return fetch(
`${config.codejudgeUrl}runs?submission=${submission}&test=${test}`,
{
method: 'POST',
},
).then(res => res.json());
},
};
export { createCjSubmission, createCjRun, createCjTest, deleteCjTest };
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require 'jquery_datepick/form_helper'
module JqueryDatepick
module DatepickHelper
include JqueryDatepick::FormHelper
# Helper method that creates a datepicker input field
def datepicker_input(object_name, method, options = {})
datepicker(object_name, method, options)
end
end
end | {
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<!doctype html>
<html>
<head>
<meta name="viewport" content="width=device-width, minimum-scale=1.0, initial-scale=1.0, user-scalable=yes">
<title>geocode-stats</title>
<script src="../../bower_components/webcomponentsjs/webcomponents.min.js"></script>
<!-- Needed for running the tests from the command-line -->
<script src="../../../bower_components/webcomponentsjs/webcomponents.min.js"></script>
<script src="../../bower_components/web-component-tester/browser.js"></script>
<!-- Needed for running the tests from the command-line -->
<script src="../../../bower_components/web-component-tester/browser.js"></script>
<!-- Step 1: import the element to test -->
<link rel="import" href="../elements/geocode-stats/geocode-stats.html">
</head>
<body>
<test-fixture id="basic">
<template>
<geocode-stats></geocode-stats>
</template>
</test-fixture>
<script>
suite('geocode-stats tests', function() {
var element;
setup(function() {
element = fixture('basic');
});
test('', function() {
});
});
</script>
</body>
</html>
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"ref": "refs/heads/master",
"path": "app/test/geocode-stats-basic.html",
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{
"name": "ApacheConf",
"bytes": "20968"
},
{
"name": "CSS",
"bytes": "2420"
},
{
"name": "HTML",
"bytes": "200932"
},
{
"name": "JavaScript",
"bytes": "403371"
},
{
"name": "Python",
"bytes": "1127"
},
{
"name": "Shell",
"bytes": "5455"
}
],
"symlink_target": ""
} |
package apps::biztalk::sql::mode::rlocationdisabled;
use base qw(centreon::plugins::mode);
use strict;
use warnings;
sub new {
my ($class, %options) = @_;
my $self = $class->SUPER::new(package => __PACKAGE__, %options);
bless $self, $class;
$self->{version} = '1.0';
$options{options}->add_options(arguments =>
{
"warning:s" => { name => 'warning' },
"critical:s" => { name => 'critical' },
"filter-location:s" => { name => 'filter_location' },
"filter-application:s" => { name => 'filter_application' },
});
return $self;
}
sub check_options {
my ($self, %options) = @_;
$self->SUPER::init(%options);
if (($self->{perfdata}->threshold_validate(label => 'warning', value => $self->{option_results}->{warning})) == 0) {
$self->{output}->add_option_msg(short_msg => "Wrong warning threshold '" . $self->{option_results}->{warning} . "'.");
$self->{output}->option_exit();
}
if (($self->{perfdata}->threshold_validate(label => 'critical', value => $self->{option_results}->{critical})) == 0) {
$self->{output}->add_option_msg(short_msg => "Wrong critical threshold '" . $self->{option_results}->{critical}. "'.");
$self->{output}->option_exit();
}
}
sub run {
my ($self, %options) = @_;
# $options{sql} = sqlmode object
$self->{sql} = $options{sql};
my $query = q{
SELECT RL.Name, RL.Disabled, APP.nvcName
FROM BizTalkMgmtDb.dbo.adm_ReceiveLocation AS RL WITH(NOLOCK)
INNER JOIN BizTalkMgmtDb.dbo.bts_receiveport AS RP WITH(NOLOCK)
ON RL.ReceivePortId = RP.nID
INNER JOIN BizTalkMgmtDb.dbo.bts_application AS APP WITH(NOLOCK)
ON RP.nApplicationID = APP.nID WHERE RL.[Disabled] = -1
};
$self->{sql}->connect();
$self->{sql}->query(query => $query);
my $count = 0;
while ((my $row = $self->{sql}->fetchrow_hashref())) {
if (defined($self->{option_results}->{filter_location}) && $self->{option_results}->{filter_location} ne '' &&
$row->{Name} !~ /$self->{option_results}->{filter_location}/) {
$self->{output}->output_add(long_msg => "Skipping '" . $row->{Name} . "': no matching filter location.", debug => 1);
next;
}
if (defined($self->{option_results}->{filter_application}) && $self->{option_results}->{filter_application} ne '' &&
$row->{nvcName} !~ /$self->{option_results}->{filter_application}/) {
$self->{output}->output_add(long_msg => "Skipping '" . $row->{nvcName} . "': no matching filter application.", debug => 1);
next;
}
$self->{output}->output_add(long_msg => "'" . $row->{Name} . "' of application '" . $row->{nvcName} . "'");
$count++;
}
my $exit = $self->{perfdata}->threshold_check(value => $count, threshold => [ { label => 'critical', exit_litteral => 'critical' }, { label => 'warning', exit_litteral => 'warning' } ]);
$self->{output}->output_add(severity => $exit,
short_msg => sprintf("%d receive locations are disabled", $count));
$self->{output}->perfdata_add(label => 'count',
value => $count,
warning => $self->{perfdata}->get_perfdata_for_output(label => 'warning'),
critical => $self->{perfdata}->get_perfdata_for_output(label => 'critical'),
min => 0);
$self->{output}->display();
$self->{output}->exit();
}
1;
__END__
=head1 MODE
Check the number of biztalk received locations disabled.
The mode should be used with mssql plugin and dyn-mode option.
=over 8
=item B<--warning>
Threshold warning.
=item B<--critical>
Threshold critical.
=item B<--filter-location>
Filter by location (regexp can be used).
=item B<--filter-application>
Filter by application (regexp can be used).
=back
=cut
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<title>Uses of Class org.apache.solr.client.solrj.request.SolrPing (Solr 4.5.1 API)</title>
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<table border="0" cellpadding="3" cellspacing="0" summary="Use table, listing packages, and an explanation">
<caption><span>Packages that use <a href="../../../../../../../org/apache/solr/client/solrj/request/SolrPing.html" title="class in org.apache.solr.client.solrj.request">SolrPing</a></span><span class="tabEnd"> </span></caption>
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<th class="colFirst" scope="col">Package</th>
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<tr class="altColor">
<td class="colFirst"><a href="#org.apache.solr.client.solrj.request">org.apache.solr.client.solrj.request</a></td>
<td class="colLast">
<div class="block">Convenience classes for dealing with various types of Solr requests.</div>
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<h3>Uses of <a href="../../../../../../../org/apache/solr/client/solrj/request/SolrPing.html" title="class in org.apache.solr.client.solrj.request">SolrPing</a> in <a href="../../../../../../../org/apache/solr/client/solrj/request/package-summary.html">org.apache.solr.client.solrj.request</a></h3>
<table border="0" cellpadding="3" cellspacing="0" summary="Use table, listing methods, and an explanation">
<caption><span>Methods in <a href="../../../../../../../org/apache/solr/client/solrj/request/package-summary.html">org.apache.solr.client.solrj.request</a> that return <a href="../../../../../../../org/apache/solr/client/solrj/request/SolrPing.html" title="class in org.apache.solr.client.solrj.request">SolrPing</a></span><span class="tabEnd"> </span></caption>
<tr>
<th class="colFirst" scope="col">Modifier and Type</th>
<th class="colLast" scope="col">Method and Description</th>
</tr>
<tbody>
<tr class="altColor">
<td class="colFirst"><code><a href="../../../../../../../org/apache/solr/client/solrj/request/SolrPing.html" title="class in org.apache.solr.client.solrj.request">SolrPing</a></code></td>
<td class="colLast"><span class="strong">SolrPing.</span><code><strong><a href="../../../../../../../org/apache/solr/client/solrj/request/SolrPing.html#removeAction()">removeAction</a></strong>()</code>
<div class="block">Remove the action parameter from this request.</div>
</td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code><a href="../../../../../../../org/apache/solr/client/solrj/request/SolrPing.html" title="class in org.apache.solr.client.solrj.request">SolrPing</a></code></td>
<td class="colLast"><span class="strong">SolrPing.</span><code><strong><a href="../../../../../../../org/apache/solr/client/solrj/request/SolrPing.html#setActionDisable()">setActionDisable</a></strong>()</code>
<div class="block">Set the action parameter on this request to enable.</div>
</td>
</tr>
<tr class="altColor">
<td class="colFirst"><code><a href="../../../../../../../org/apache/solr/client/solrj/request/SolrPing.html" title="class in org.apache.solr.client.solrj.request">SolrPing</a></code></td>
<td class="colLast"><span class="strong">SolrPing.</span><code><strong><a href="../../../../../../../org/apache/solr/client/solrj/request/SolrPing.html#setActionEnable()">setActionEnable</a></strong>()</code>
<div class="block">Set the action parameter on this request to enable.</div>
</td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code><a href="../../../../../../../org/apache/solr/client/solrj/request/SolrPing.html" title="class in org.apache.solr.client.solrj.request">SolrPing</a></code></td>
<td class="colLast"><span class="strong">SolrPing.</span><code><strong><a href="../../../../../../../org/apache/solr/client/solrj/request/SolrPing.html#setActionPing()">setActionPing</a></strong>()</code>
<div class="block">Set the action parameter on this request to ping.</div>
</td>
</tr>
</tbody>
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</li>
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| {
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layout: basic
title: The ultimate image optimiser for designers
slug: img-gen
base_url: "../"
---
<main class="bs-masthead" role="main">
<div class="container">
<!--<h2>The ultimate image tool for designers</h2>-->
<div class="row">
<div class="col-md-6">
<form action="file-upload.php" class="dropzone square" id="my-awesome-dropzone">
<div class="fallback">
<input type="file" name="file" />
</div>
</form>
</div>
<form id="img-config" class="col-md-6" role="form" action="file-upload.php" method="post">
<p><strong>Device width(s) to support:</strong></p>
<div class="form-group">
<label>
<input type="checkbox" name="img_sizes[]" value="290" checked /> 290px
</label>
<label>
<input type="checkbox" name="img_sizes[]" value="450" checked /> 450px
</label>
</div>
<div class="form-group">
<label>
<input type="checkbox" name="img_sizes[]" value="690" checked /> 690px
</label>
<label>
<input type="checkbox" name="img_sizes[]" value="768" checked /> 768px
</label>
</div>
<div class="form-group">
<label>
<input type="checkbox" name="img_sizes[]" value="960" checked /> 960px
</label>
<label>
<input type="checkbox" name="img_sizes[]" value="1200" checked /> 1200px
</label>
</div>
<div class="form-group">
<label>Custom device width:</label>
<input type="text" name="custom_size" value="" />
</div>
<div class="form-group">
<label>
<input type="checkbox" name="retina" value="1" checked />
Retinafy
</label>
</div>
<div class="form-group">
<label>
<input type="checkbox" name="compress" value="1" checked /> Compress
</label>
<a class="help-message" href="#" data-toggle="tooltip" title="Compress all uncompressed PNG and JPEG
images">?</a>
</div>
<div class="form-group">
<label>
<input type="checkbox" name="separate_folders" value="1" checked /> Separate folders
</label>
<a class="help-message" href="#" data-toggle="tooltip" title="Tick this box if you would
like all your images in separate folders with names based on their image width">?</a>
</div>
<input type="hidden" name="ajax_submit" value="1" />
<p>
<input type="button" class="btn btn-default" name="preview" value="Preview" />
<input type="submit" class="btn btn-primary" name="generate" value="Generate!" />
</p>
</form>
</div> <!-- .row -->
<div class="row">
<div id="preview-box" class="col-md-12">
</div> <!-- #preview-box -->
</div> <!-- .row -->
</div> <!-- .container -->
</main>
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package com.system.dormitory.dormitory_system_android;
import android.app.Application;
import android.test.ApplicationTestCase;
/**
* <a href="http://d.android.com/tools/testing/testing_android.html">Testing Fundamentals</a>
*/
public class ApplicationTest extends ApplicationTestCase<Application> {
public ApplicationTest() {
super(Application.class);
}
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"""
Views for managing Images and Snapshots.
"""
from django.core.exceptions import ImproperlyConfigured
from django.utils.translation import ugettext_lazy as _
from django.views import generic
from horizon import exceptions
from horizon import tables
from aws_dashboard.content.aws.images.images \
import tables as images_tables
from aws_dashboard.api import ec2
class AngularIndexView(generic.TemplateView):
template_name = 'angular.html'
class IndexView(tables.DataTableView):
table_class = images_tables.ImagesTable
template_name = 'aws/images/index.html'
page_title = _("Images")
def has_prev_data(self, table):
return getattr(self, "_prev", False)
def has_more_data(self, table):
return getattr(self, "_more", False)
def get_data(self):
images = []
try:
images = ec2.list_image(self.request)
except ImproperlyConfigured:
exceptions.handle(self.request, _("Not Found AWS API KEY in this project."))
except Exception:
images = []
self._prev = self._more = False
exceptions.handle(self.request, _("Unable to retrieve images."))
return images
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<?php
use PHPUnit\Framework\TestCase;
class FleetTest extends TestCase
{
private $CI;
public function setUp()
{
$this->CI = &get_instance();
$this->CI->load->model('Fleet');
}
public function testSetPass()
{
$this->assertEquals(005, $this->CI->Fleet->setVehicleID(005));
$this->assertEquals("Baron", $this->CI->Fleet->setModel("Baron"));
$this->assertEquals(4, $this->CI->Fleet->setSeats(4));
$this->assertEquals(1948, $this->CI->Fleet->setReach(1948));
$this->assertEquals(373, $this->CI->Fleet->setCruise(373));
$this->assertEquals(701, $this->CI->Fleet->setTakeoff(701));
$this->assertEquals(340, $this->CI->Fleet->setHourly(340));
}
public function testSetFail()
{
$this->assertEquals(-1, $this->CI->Fleet->setVehicleID("1ab"));
$this->assertEquals(-1, $this->CI->Fleet->setModel("abc"));
$this->assertEquals(-1, $this->CI->Fleet->setSeats(-4));
$this->assertEquals(-1, $this->CI->Fleet->setReach("abc"));
$this->assertEquals(-1, $this->CI->Fleet->setCruise("abc"));
$this->assertEquals(-1, $this->CI->Fleet->setTakeoff("abc"));
$this->assertEquals(-1, $this->CI->Fleet->setHourly("abc"));
}
}
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package controllers
import javax.inject.{Inject, Singleton}
import play.api.mvc.{Action, AnyContent, MessagesControllerComponents}
import uk.gov.hmrc.play.bootstrap.frontend.controller.FrontendController
@Singleton
class RedirectController @Inject() (cc: MessagesControllerComponents) extends FrontendController(cc) {
def redirectIfFromStart(): Action[AnyContent] = Action {
Redirect(routes.StartPageController.onPageLoad)
}
def redirectIfFromOldOverview(): Action[AnyContent] = Action {
Redirect(routes.StartPageController.onPageLoad)
}
def redirectIfFromRoot(): Action[AnyContent] = Action {
Redirect(routes.StartPageController.onPageLoad)
}
}
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<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<meta name="generator" content="rustdoc">
<meta name="description" content="API documentation for the Rust `P35184372088832` type in crate `typenum`.">
<meta name="keywords" content="rust, rustlang, rust-lang, P35184372088832">
<title>typenum::consts::P35184372088832 - Rust</title>
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<h1 class='fqn'><span class='in-band'>Type Definition <a href='../index.html'>typenum</a>::<wbr><a href='index.html'>consts</a>::<wbr><a class="type" href=''>P35184372088832</a></span><span class='out-of-band'><span id='render-detail'>
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<pre class='rust typedef'>type P35184372088832 = <a class="struct" href="../../typenum/int/struct.PInt.html" title="struct typenum::int::PInt">PInt</a><<a class="type" href="../../typenum/consts/type.U35184372088832.html" title="type typenum::consts::U35184372088832">U35184372088832</a>>;</pre></section>
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en" lang="en">
<head>
<meta http-equiv="content-type" content="text/html; charset=UTF-8" />
<title>SerializerException xref</title>
<link type="text/css" rel="stylesheet" href="../../../../stylesheet.css" />
</head>
<body>
<div id="overview"><a href="../../../../../apidocs/org/yaml/snakeyaml/serializer/SerializerException.html">View Javadoc</a></div><pre>
<a class="jxr_linenumber" name="1" href="#1">1</a> <em class="jxr_javadoccomment"></em>
<a class="jxr_linenumber" name="16" href="#16">16</a> <strong class="jxr_keyword">package</strong> org.yaml.snakeyaml.serializer;
<a class="jxr_linenumber" name="17" href="#17">17</a>
<a class="jxr_linenumber" name="18" href="#18">18</a> <strong class="jxr_keyword">import</strong> org.yaml.snakeyaml.error.YAMLException;
<a class="jxr_linenumber" name="19" href="#19">19</a>
<a class="jxr_linenumber" name="20" href="#20">20</a> <strong class="jxr_keyword">public</strong> <strong class="jxr_keyword">class</strong> <a href="../../../../org/yaml/snakeyaml/serializer/SerializerException.html">SerializerException</a> <strong class="jxr_keyword">extends</strong> <a href="../../../../org/yaml/snakeyaml/error/YAMLException.html">YAMLException</a> {
<a class="jxr_linenumber" name="21" href="#21">21</a> <strong class="jxr_keyword">private</strong> <strong class="jxr_keyword">static</strong> <strong class="jxr_keyword">final</strong> <strong class="jxr_keyword">long</strong> serialVersionUID = 2632638197498912433L;
<a class="jxr_linenumber" name="22" href="#22">22</a>
<a class="jxr_linenumber" name="23" href="#23">23</a> <strong class="jxr_keyword">public</strong> <a href="../../../../org/yaml/snakeyaml/serializer/SerializerException.html">SerializerException</a>(String message) {
<a class="jxr_linenumber" name="24" href="#24">24</a> <strong class="jxr_keyword">super</strong>(message);
<a class="jxr_linenumber" name="25" href="#25">25</a> }
<a class="jxr_linenumber" name="26" href="#26">26</a> }
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| {
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from local_packages.list import ListNode
class Solution:
def insertionSortList(self, head: ListNode) -> ListNode:
prev = sentinal = ListNode()
while head:
nxt = head.next
# Optimization: search from begining
# only when head is supposed in front of last insert point
if head.val <= prev.val:
prev = sentinal
while prev.next and prev.next.val < head.val:
prev = prev.next
head.next = prev.next
prev.next = head
head = nxt
return sentinal.next
# TESTS
for array, expected in [
([], []),
([3], [3]),
([4, 2, 1, 3], [1, 2, 3, 4]),
([-1, 5, 3, 4, 0], [-1, 0, 3, 4, 5]),
]:
sol = Solution()
actual = ListNode.to_array(sol.insertionSortList(ListNode.from_array(array)))
print("Sort", array, "->", actual)
assert actual == expected
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} |
typedef void (^shortURLBlock)(NSArray *theURLs, NSArray *response, NSError *error);
@interface KBSCloudAppAPI ()
@property (nonatomic, strong) NSMutableData *responseData;
@property (copy) shortURLBlock shortenReturnBlock;
@end
@implementation KBSCloudAppAPI
+ (KBSCloudAppAPI *)sharedClient {
static KBSCloudAppAPI *sharedClient = nil;
static dispatch_once_t onceToken;
dispatch_once(&onceToken, ^{
sharedClient = [[KBSCloudAppAPI alloc] init];
});
return sharedClient;
}
#pragma mark - API Calls
- (void)shortenURLs:(NSArray *)urls andBlock:(void(^)(NSArray *theURLs, NSArray *response, NSError *error))block {
NSParameterAssert(urls);
NSParameterAssert(block);
if (!self.user) {
block(nil, nil, [KBSCloudAppUser missingCredentialsError]);
return;
}
self.shortenReturnBlock = block;
NSMutableArray *itemsArray = [NSMutableArray array];
for (KBSCloudAppURL *aURL in urls) {
NSMutableDictionary *params = [NSMutableDictionary dictionary];
[params setObject:[aURL.originalURL absoluteString] forKey:@"redirect_url"];
if (aURL.name) {
[params setObject:aURL.name forKey:@"name"];
}
[itemsArray addObject:params];
}
NSDictionary *item = @{@"items": itemsArray};
NSMutableURLRequest *request = [NSMutableURLRequest requestWithURL:[[NSURL URLWithString:baseAPI] URLByAppendingPathComponent:itemsPath]];
[request setHTTPMethod:@"POST"];
[request setValue:@"application/json" forHTTPHeaderField:@"Accept"];
[request setValue:@"application/json" forHTTPHeaderField:@"Content-Type"];
NSError *jsonError = nil;
NSData *httpData = [NSJSONSerialization dataWithJSONObject:item options:0 error:&jsonError];
if (jsonError) {
self.shortenReturnBlock(nil, nil, jsonError);
return;
}
[request setHTTPBody:httpData];
NSURLConnection *conn = [NSURLConnection connectionWithRequest:request delegate:self];
self.responseData = [NSMutableData data];
[conn start];
}
#pragma mark - NSURLConnectionDelegate
- (void)connectionDidFinishLoading:(NSURLConnection *)connection {
NSError *jsonError = nil;
NSArray *responseObject = [NSJSONSerialization JSONObjectWithData:self.responseData options:0 error:&jsonError];
if (jsonError) {
self.shortenReturnBlock(nil, nil, [self internalError]);
return;
}
NSMutableArray *responseURLs = [NSMutableArray array];
for (NSDictionary *response in responseObject) {
NSURL *originalURL = [NSURL URLWithString:[response valueForKey:@"redirect_url"]];
NSURL *responseURL = [NSURL URLWithString:[response valueForKey:@"url"]];
NSString *name = [response valueForKey:@"name"];
KBSCloudAppURL *theURL = [KBSCloudAppURL URLWithURL:originalURL andName:name andShortURL:responseURL];
[responseURLs addObject:theURL];
}
self.shortenReturnBlock(responseURLs, responseObject, nil);
}
- (void)connection:(NSURLConnection *)connection didReceiveData:(NSData *)data {
[self.responseData appendData:data];
}
- (void)connection:(NSURLConnection *)connection didFailWithError:(NSError *)error {
self.shortenReturnBlock(nil, nil, error);
}
- (void)connection:(NSURLConnection *)connection didReceiveAuthenticationChallenge:(NSURLAuthenticationChallenge *)challenge {
if ([challenge previousFailureCount] == 0) {
NSURLCredential *cred = [NSURLCredential credentialWithUser:self.user.username password:self.user.password persistence:NSURLCredentialPersistenceNone];
[[challenge sender] useCredential:cred forAuthenticationChallenge:challenge];
} else {
self.shortenReturnBlock(nil, nil, [KBSCloudAppUser invalidCredentialsError]);
}
}
#pragma mark - Other
- (void)setUser:(KBSCloudAppUser *)user {
[KBSCloudAppUser clearCloudAppUsers];
_user = user;
}
- (NSError *)internalError {
NSDictionary *errorInfo = @{NSLocalizedDescriptionKey: NSLocalizedString(@"CloudApp Error", nil), NSLocalizedRecoverySuggestionErrorKey: NSLocalizedString(@"Internal error while processing the data. Please try again.", nil)};
return [NSError errorWithDomain:KBSCloudAppAPIErrorDomain code:KBSCloudAppInternalError userInfo: errorInfo];
}
@end
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import math
from zeeguu_core.word_scheduling.arts.arts_base import ArtsBase
class ArtsDiffSlow((ArtsBase)):
"""
ARTS algorithm with default values as described in:
Adaptive response-time-based category sequencing in perceptual learning
by Everett Mettler and Philip J. Kellman
This class emphasizes the differences between (on average) slow reaction times more than between (on average)
fast reaction times. This means that priorities of slightly different slow reaction times (e.g. 2000ms and
2050ms) differ more significantly (e.g. 10 and 50) than the priorities of slightly different fast reaction times
(e.g. 500ms and 550ms, with priorities of e.g. 10 and 12)
a: Constant - general weight
d: Constant - enforced delay (trials)
b: Constant - weight for the response time
r: Constant - weight for the standard deviation (inside log)
w: Constant - priority increment for an error. Higher values let incorrect items appear quicker again
"""
def __init__(self, a=0.1, d=2, b=1.1, r=1.7, w=20):
self.a = a
self.d = d
self.b = b
self.r = r
self.w = w
def calculate(self, N, alpha, sd):
return self.a \
* (N - self.d) \
* (
(1 - alpha) * self.b / (math.e ** (self.r * sd))
+ (alpha * self.w)
)
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} |
arr = [["test", "hello", "world"],["example", "mem"]]
puts arr.last.first
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| **[Technical Docs] [techdocs]** | **[Setup Guide] [setup]** | **[joola Docs] [api-docs]** | **[Contributing] [contributing]** | **[About joola] [about]** |
|-------------------------------------|-------------------------------|-----------------------------------|---------------------------------------------|-------------------------------------|
| [![i1] [techdocs-image]] [techdocs] | [![i2] [setup-image]] [setup] | [![i3] [api-docs-image]] [api-docs] | [![i4] [contributing-image]] [contributing] | [![i5] [about-image]] [about] |
<img src="https://joo.la/img/logo-profile.png" alt="joola logo" title="joola" align="right" />
[joola][22] is a real-time data analytics and visualization framework.
**joola.datastore-cassandra** is a joola plugin to provide Cassandra based data store for its operation.
### Setup Guide
### Technical Docs
### Contributing
We would love to get your help! We have outlined a simple [Contribution Policy][18] to support a transparent and easy merging
of ideas, code, bug fixes and features.
If you've discovered a security vulnerability in joola, we appreciate your help in disclosing it to us in a responsible manner via our [Bounty Program](https://hackerone.com/joola-io).
If you're looking for a place to start, you can always go over the list of [open issues][17], pick one and get started.
If you're feeling lost or unsure, [just let us know](#Contact).
### Contact
Contacting us is easy, ping us on one of these:
- [](https://gitter.im/joola/joola)
- [@joolaio][19]
- [[email protected]][20]
- You can even fill out a [form][21].
### License
Copyright (c) 2012-2014 Joola Smart Solutions. GPLv3 Licensed, see [LICENSE][24] for details.
[1]: https://coveralls.io/repos/joola/joola.datastore-cassandra/badge.png?branch=develop
[2]: https://coveralls.io/r/joola/joola.datastore-cassandra?branch=develop
[3]: https://travis-ci.org/joola/joola.datastore-cassandra.png?branch=develop
[4]: https://travis-ci.org/joola/joola.datastore-cassandra?branch=develop
[14]: https://github.com/joola/joola
[15]: http://nodejs.org
[16]: http://serverfault.com/
[18]: https://github.com/joola/joola/blob/master/CONTRIBUTING.md
[19]: http://twitter.com/joolaio
[20]: mailto://[email protected]
[21]: http://joo.la/#contact
[22]: http://joo.la/
[24]: https://github.com/joola/joola/blob/master/LICENSE.md
[architecture-doc]: https://github.com/joola/joola/wiki/Technical-architecture
[talk-to-us]: https://github.com/joola/joola/wiki/Talk-to-us
[about-image]: https://raw.github.com/joola/joola/develop/docs/images/about.png
[techdocs-image]: https://raw.github.com/joola/joola/develop/docs/images/techdocs.png
[setup-image]: https://raw.github.com/joola/joola/develop/docs/images/setup.png
[api-docs-image]: https://raw.github.com/joola/joola/develop/docs/images/roadmap.png
[contributing-image]: https://raw.github.com/joola/joola/develop/docs/images/contributing.png
[about]: https://github.com/joola/joola/wiki/joola-overview
[techdocs]: https://github.com/joola/joola/wiki/Technical-documentation
[setup]: https://github.com/joola/joola/wiki/Setting-up-joola
[api-docs]: http://docs.joolaio.apiary.io/
[contributing]: https://github.com/joola/joola/wiki/Contributing
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/**
*/
package CIM.IEC61970.Wires;
import java.util.Arrays;
import java.util.Collections;
import java.util.List;
import org.eclipse.emf.common.util.Enumerator;
/**
* <!-- begin-user-doc -->
* A representation of the literals of the enumeration '<em><b>Winding Type</b></em>',
* and utility methods for working with them.
* <!-- end-user-doc -->
* @see CIM.IEC61970.Wires.WiresPackage#getWindingType()
* @model
* @generated
*/
public enum WindingType implements Enumerator {
/**
* The '<em><b>Tertiary</b></em>' literal object.
* <!-- begin-user-doc -->
* <!-- end-user-doc -->
* @see #TERTIARY_VALUE
* @generated
* @ordered
*/
TERTIARY(0, "tertiary", "tertiary"),
/**
* The '<em><b>Quaternary</b></em>' literal object.
* <!-- begin-user-doc -->
* <!-- end-user-doc -->
* @see #QUATERNARY_VALUE
* @generated
* @ordered
*/
QUATERNARY(1, "quaternary", "quaternary"),
/**
* The '<em><b>Primary</b></em>' literal object.
* <!-- begin-user-doc -->
* <!-- end-user-doc -->
* @see #PRIMARY_VALUE
* @generated
* @ordered
*/
PRIMARY(2, "primary", "primary"),
/**
* The '<em><b>Secondary</b></em>' literal object.
* <!-- begin-user-doc -->
* <!-- end-user-doc -->
* @see #SECONDARY_VALUE
* @generated
* @ordered
*/
SECONDARY(3, "secondary", "secondary");
/**
* The '<em><b>Tertiary</b></em>' literal value.
* <!-- begin-user-doc -->
* <p>
* If the meaning of '<em><b>Tertiary</b></em>' literal object isn't clear,
* there really should be more of a description here...
* </p>
* <!-- end-user-doc -->
* @see #TERTIARY
* @model name="tertiary"
* @generated
* @ordered
*/
public static final int TERTIARY_VALUE = 0;
/**
* The '<em><b>Quaternary</b></em>' literal value.
* <!-- begin-user-doc -->
* <p>
* If the meaning of '<em><b>Quaternary</b></em>' literal object isn't clear,
* there really should be more of a description here...
* </p>
* <!-- end-user-doc -->
* @see #QUATERNARY
* @model name="quaternary"
* @generated
* @ordered
*/
public static final int QUATERNARY_VALUE = 1;
/**
* The '<em><b>Primary</b></em>' literal value.
* <!-- begin-user-doc -->
* <p>
* If the meaning of '<em><b>Primary</b></em>' literal object isn't clear,
* there really should be more of a description here...
* </p>
* <!-- end-user-doc -->
* @see #PRIMARY
* @model name="primary"
* @generated
* @ordered
*/
public static final int PRIMARY_VALUE = 2;
/**
* The '<em><b>Secondary</b></em>' literal value.
* <!-- begin-user-doc -->
* <p>
* If the meaning of '<em><b>Secondary</b></em>' literal object isn't clear,
* there really should be more of a description here...
* </p>
* <!-- end-user-doc -->
* @see #SECONDARY
* @model name="secondary"
* @generated
* @ordered
*/
public static final int SECONDARY_VALUE = 3;
/**
* An array of all the '<em><b>Winding Type</b></em>' enumerators.
* <!-- begin-user-doc -->
* <!-- end-user-doc -->
* @generated
*/
private static final WindingType[] VALUES_ARRAY =
new WindingType[] {
TERTIARY,
QUATERNARY,
PRIMARY,
SECONDARY,
};
/**
* A public read-only list of all the '<em><b>Winding Type</b></em>' enumerators.
* <!-- begin-user-doc -->
* <!-- end-user-doc -->
* @generated
*/
public static final List<WindingType> VALUES = Collections.unmodifiableList(Arrays.asList(VALUES_ARRAY));
/**
* Returns the '<em><b>Winding Type</b></em>' literal with the specified literal value.
* <!-- begin-user-doc -->
* <!-- end-user-doc -->
* @param literal the literal.
* @return the matching enumerator or <code>null</code>.
* @generated
*/
public static WindingType get(String literal) {
for (int i = 0; i < VALUES_ARRAY.length; ++i) {
WindingType result = VALUES_ARRAY[i];
if (result.toString().equals(literal)) {
return result;
}
}
return null;
}
/**
* Returns the '<em><b>Winding Type</b></em>' literal with the specified name.
* <!-- begin-user-doc -->
* <!-- end-user-doc -->
* @param name the name.
* @return the matching enumerator or <code>null</code>.
* @generated
*/
public static WindingType getByName(String name) {
for (int i = 0; i < VALUES_ARRAY.length; ++i) {
WindingType result = VALUES_ARRAY[i];
if (result.getName().equals(name)) {
return result;
}
}
return null;
}
/**
* Returns the '<em><b>Winding Type</b></em>' literal with the specified integer value.
* <!-- begin-user-doc -->
* <!-- end-user-doc -->
* @param value the integer value.
* @return the matching enumerator or <code>null</code>.
* @generated
*/
public static WindingType get(int value) {
switch (value) {
case TERTIARY_VALUE: return TERTIARY;
case QUATERNARY_VALUE: return QUATERNARY;
case PRIMARY_VALUE: return PRIMARY;
case SECONDARY_VALUE: return SECONDARY;
}
return null;
}
/**
* <!-- begin-user-doc -->
* <!-- end-user-doc -->
* @generated
*/
private final int value;
/**
* <!-- begin-user-doc -->
* <!-- end-user-doc -->
* @generated
*/
private final String name;
/**
* <!-- begin-user-doc -->
* <!-- end-user-doc -->
* @generated
*/
private final String literal;
/**
* Only this class can construct instances.
* <!-- begin-user-doc -->
* <!-- end-user-doc -->
* @generated
*/
private WindingType(int value, String name, String literal) {
this.value = value;
this.name = name;
this.literal = literal;
}
/**
* <!-- begin-user-doc -->
* <!-- end-user-doc -->
* @generated
*/
public int getValue() {
return value;
}
/**
* <!-- begin-user-doc -->
* <!-- end-user-doc -->
* @generated
*/
public String getName() {
return name;
}
/**
* <!-- begin-user-doc -->
* <!-- end-user-doc -->
* @generated
*/
public String getLiteral() {
return literal;
}
/**
* Returns the literal value of the enumerator, which is its string representation.
* <!-- begin-user-doc -->
* <!-- end-user-doc -->
* @generated
*/
@Override
public String toString() {
return literal;
}
} //WindingType
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//css_dir ..\..\;
//css_ref Wix_bin\SDK\Microsoft.Deployment.WindowsInstaller.dll;
//css_ref System.Core.dll;
using System;
using WixSharp;
class Script
{
static public void Main()
{
Build(); // explicit definition of the COM registration info
BuildWithHeat(); // definition of the COM registration info is automatically produced by the WiX tools
// (e.g. new File("<path to COM server file").RegisterAsCom())
}
static public void Build()
{
// You can also use `CommonTasks.RegisterComAssembly` to register COM servers.
// Which is not a WiX/MSI recommended approach for COM registration, but may still
// be a good choice of the registration technique.
var project =
new Project("MyProduct",
new Dir(@"%ProgramFiles%\My Company\My Product",
new File(@"Files\Bin\MyApp.exe",
new TypeLib
{
Id = new Guid("6f330b47-2577-43ad-9095-1861ba25889b"),
Language = 33,
MajorVersion = 23
},
new ComRegistration
{
Id = new Guid("6f330b47-2577-43ad-9095-1861ba25889b"),
Description = "MY DESCRIPTION",
ThreadingModel = ThreadingModel.apartment,
Context = "InprocServer32",
ProgIds = new[]
{
new ProgId
{
Id = "PROG.ID.1",
Description ="Version independent ProgID ",
ProgIds = new[]
{
new ProgId
{
Id = "prog.id",
Description="some description"
}
}
}
}
})));
project.GUID = new Guid("6f330b47-2577-43ad-9095-1861ba25889b");
project.PreserveTempFiles = true;
project.BuildMsi();
}
static public void BuildWithHeat()
{
// The approach is implemented by yokioda: https://github.com/oleg-shilo/wixsharp/issues/1204
// This shows how to register COM files like .dll or .ocx without the need to depend
// on external programs like regsvr32.exe or the use of the frowned upon self registration.
//
// It utilizes heat.exe from the WiX toolkit to extract the registration data and
// adds it to the installers .wxs file, therefore eliminating the need to go through
// each file manually to add the entries to the generated .wxs file.
//
//
// CreateComObjects - Used to create better readable entries with TypeLib and ProgId
// entries but is more prone to cause errors, therefore disabled by default.
// You can compare the two files in the .wxs to have a look for yourself.
//
// HeatArguments - If you want to customize the call to heat.exe.
// You can find the available arguments at:
// https://wixtoolset.org/documentation/manual/v3/overview/heat.html
//
// OverrideDefaults - Omits the default arguments for further customization.
// By default heat.exe is called with '-ag' and '-svb6'
//
// HideWarnings - If you want to hide the warnings received from heat.exe.
// You can also pass the argument '-sw<N>' to suppress all or specific warnings.
// Register a single File.
var project =
new Project("MyProduct2",
new Dir(@"%ProgramFiles%\My Company\My Product",
// Either use the extension,
new File(@"Files\bin\CSScriptLibrary.dll").RegisterAsCom(),
// or create a new WixEntity.
new File(@"Files\bin\CSScriptLibrary2.dll",
new RegisterAsCom()
{
CreateComObjects = true,
HeatArguments = new[] { "-gg" },
OverrideDefaults = true,
HideWarnings = true
})
/*,
// You can also register multiple files using either Files() or DirFiles().
// Again using the extension which does the work for you,
new Files(@"Files\*.*").RegisterAsCom(true),
// or by adding it to each file manually.
new Files(@"Files\*.*")
{
// OnProcess is called for each file when it is actually created
// and can be used to make changes to the individual files.
OnProcess = file =>
{
// Here you can either use the extension or add a WixEntity again.
file.Add(
new RegisterAsCom()
{
HideWarnings = true
}
);
}
},
// This is literally what the extension does for Files() and DirFiles().
new DirFiles(@"Files\*.*")
{
OnProcess = file =>
{
file.RegisterAsCom();
}
}
*/
)
);
project.GUID = new Guid("6fe30b47-2577-43ad-9095-1861ba25889b");
project.PreserveTempFiles = true;
project.BuildMsi();
}
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ACCEPTED
#### According to
International Plant Names Index
#### Published in
null
#### Original name
null
### Remarks
null | {
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var activityStreamsController = require("./activity-streams-controller"),
usersController = require("./users-controller"),
viewsController = require("./views-controller"),
apiController = require("./api-controller");
/*
* @description Define the route map
*/
var map = {
"/": {
"get": viewsController.login
},
"/activitystreams": {
"/:userID": {
"get": viewsController.activityStreams,
"post": activityStreamsController.add
},
"/:activityID": {
"delete": activityStreamsController.remove
}
},
"/users": {
"get": usersController.getUsers,
"/:user": {
"post": usersController.add,
"delete": usersController.removeUser,
"/followings": {
"get": usersController.getFollowings,
"/:followingID": {
"post": usersController.addFollowing,
"delete": usersController.removeFollowing
}
}
}
},
"/api": {
"/see": {
"get": apiController.see
},
"/share": {
"get": apiController.share
}
}
};
/*
* @description Set error handlers
*/
var errorHandlers = function(app) {
// Handle 404
app.use(function(req, res) {
viewsController.error404(req, res);
});
// Handle 500
app.use(function(error, req, res, next) {
viewsController.error500(req, res, error);
});
};
/*
* @description Function to parse route map into Express router paths
*/
var createRoutes = function(routeMap, app, route) {
route = route || '';
for (var key in routeMap) {
switch (typeof routeMap[key]) {
case 'object':
createRoutes(routeMap[key], app, route + key);
break;
case 'function':
app[key](route, routeMap[key]);
break;
}
}
};
var generateRouteMap = function(app) {
createRoutes(map, app);
errorHandlers(app);
};
module.exports = generateRouteMap;
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layout: page
title: InvalidRequestContentType
number: 1217
categories: [AvaTax Error Codes]
disqus: 1
---
## Summary
TBD
## Example
```json
{
"code": "InvalidRequestContentType",
"target": "Unknown",
"details": [
{
"code": "InvalidRequestContentType",
"number": 1217,
"message": "The request content type is invalid.",
"description": "The request content type must be either 'multipart/form-data' or empty string.",
"faultCode": "Client",
"helpLink": "http://developer.avalara.com/avatax/errors/InvalidRequestContentType",
"severity": "Error"
}
]
}
```
## Explanation
TBD
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package dev.paytrack.paytrack.domain;
import java.util.Date;
import dev.paytrack.paytrack.utils.DateUtils;
import io.realm.RealmObject;
import lombok.Getter;
import lombok.Setter;
import lombok.ToString;
import lombok.experimental.Builder;
@Getter
@Setter
@Builder
@ToString
public class Trip extends RealmObject {
private String image;
private String destination;
private Date initialDate;
private Date finalDate;
private String price;
public Trip() {
}
public Trip(String image, String destination, Date initialDate, Date finalDate, String price) {
this.image = image;
this.destination = destination;
this.initialDate = initialDate;
this.finalDate = finalDate;
this.price = price;
}
public String getDates() {
return DateUtils.dateToString(this.initialDate) +
" – " +
DateUtils.dateToString(this.finalDate);
}
}
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// ==========================================================================
// RABEMA Read Alignment Benchmark
// ==========================================================================
// Copyright (C) 2010 Manuel Holtgrewe, FU Berlin
//
// This program is free software: you can redistribute it and/or modify it
// under the terms of the GNU General Public License as published by the Free
// Software Foundation, either version 3 of the License, or (at your option)
// any later version.
//
// This program is distributed in the hope that it will be useful, but WITHOUT
// ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
// FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
// more details.
//
// You should have received a copy of the GNU General Public License along
// with this program. If not, see <http://www.gnu.org/licenses/>.
//
// ==========================================================================
// Author: Manuel Holtgrewe <[email protected]>
// ==========================================================================
#ifndef APPS_RABEMA_BUILD_GOLD_STANDARD_OPTIONS_H_
#define APPS_RABEMA_BUILD_GOLD_STANDARD_OPTIONS_H_
#include <iostream>
#include <seqan/misc/misc_cmdparser.h>
#include "rabema.h"
// ============================================================================
// Enums, Tags, Classes, Typedefs.
// ============================================================================
// Options specialization for the build gold standard subprogram.
template <>
class Options<BuildGoldStandard>
{
public:
// True iff help is to be shown.
bool showHelp;
// Whether hits should be verified with MyersUkonnen search.
bool verify;
// Whether N should match all characters without penalty.
bool matchN;
// Whether or not to run in "oracle Sam mode", i.e. the Sam file was
// generated by a read simulator. If this is the case, the maximal
// error rate for each read is determined by the alignment given in
// the Sam file. The generated error rate for each alignment is output
// to be 0.
bool oracleSamMode;
// Maximum errors in percent, relative to the read length.
double maxError;
// Distance function to use, also see validDistanceFunction.
String<char> distanceFunction;
// Path to output file.
CharString outFileName;
// Name of reference contigs file name.
String<char> referenceSeqFilename;
// Name of Sam file with golden reads.
String<char> perfectMapFilename;
// Verbosity level.
int verbosity;
Options()
: showHelp(false),
verify(false),
matchN(false),
oracleSamMode(false),
maxError(0),
distanceFunction("edit"),
outFileName("-"),
verbosity(0)
{}
};
// ============================================================================
// Metafunctions
// ============================================================================
// ============================================================================
// Functions
// ============================================================================
// Check whether the distanceFunction member variable of the build
// gold standard options specialization is valid.
bool validDistanceFunction(Options<BuildGoldStandard> const & options)
{
if (options.distanceFunction == "hamming")
return true;
if (options.distanceFunction == "edit")
return true;
return false;
}
// Set up the command line parser, adding options for the gold
// standard building subprogram.
void setUpCommandLineParser(CommandLineParser & parser, BuildGoldStandard const & /*tag*/)
{
setUpCommandLineParser(parser);
// Add usage lines.
addUsageLine(parser, "build_standard [OPTIONS] <REFERENCE SEQ> <PERFECT MAP>");
// Set options.
addOption(parser, CommandLineOption("e", "max-error-rate", "the maximal error in percent of read length, default: 0", OptionType::Double));
addOption(parser, CommandLineOption("x", "verify", "Verify Result. Default: true.", OptionType::Boolean));
addOption(parser, CommandLineOption("d", "distance-function", ("the distance function to use, default: hamming"), OptionType::String | OptionType::Label));
addHelpLine(parser, "hamming = Hamming distance");
addHelpLine(parser, "edit = Edit distance");
addOption(parser, CommandLineOption("o", "out-file", ("Path to the output file. Use \"-\" for stdout, default is \"-\""), OptionType::String));
addOption(parser, CommandLineOption("mN" , "match-N", "If specified, N characters match all other characters. The default is for them to mismatch with CGAT.", OptionType::Boolean));
addOption(parser, CommandLineOption("os" , "oracle-sam", "If specified, wit_builder is run in oracle Sam mode. Use this for Sam files generated by a read simulator. Default: false", OptionType::Boolean));
requiredArguments(parser, 3);
}
// Parse command line parameters and validate them for the build
// standard building subprogram.
int parseCommandLineAndCheck(Options<BuildGoldStandard> & options, CommandLineParser & parser, int const argc, char const * argv[])
{
if (!parse(parser, argc, argv)) {
if (!isSetShort(parser, "h"))
shortHelp(parser, std::cerr);
return 1;
}
if (isSetShort(parser, "h")) {
options.showHelp = true;
return 0;
}
// Get arguments.
if (isSetLong(parser, "verify"))
options.verify = true;
if (isSetLong(parser, "max-error-rate"))
getOptionValueLong(parser, "max-error-rate", options.maxError);
if (isSetLong(parser, "distance-function"))
getOptionValueLong(parser, "distance-function", options.distanceFunction);
if (isSetLong(parser, "match-N"))
options.matchN = true;
if (isSetLong(parser, "out-file"))
getOptionValueLong(parser, "out-file", options.outFileName);
if (isSetLong(parser, "oracle-sam"))
options.oracleSamMode = true;
// Validate values.
if (options.maxError < 0) {
std::cerr << "ERROR: Invalid maximum error value: " << options.maxError << std::endl;
return 1;
}
if (!validDistanceFunction(options)) {
std::cerr << "ERROR: Invalid distance function: " << options.distanceFunction << std::endl;
return 1;
}
// Get positional arguments.
options.referenceSeqFilename = getArgumentValue(parser, 1);
options.perfectMapFilename = getArgumentValue(parser, 2);
return 0;
}
#endif // #ifndef APPS_RABEMA_BUILD_GOLD_STANDARD_OPTIONS_H_
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import * as React from 'react';
import * as cx from 'classnames';
import { SingleDropdown as Dropdown } from '../Dropdown';
import { FormField } from './FormField';
type DefaultProps<OptionType> = {
/** An optional custom renderer for Dropdown */
dropdownRenderer: (props: Dropdown.Props<OptionType>) => JSX.Element;
};
type NonDefaultProps<OptionType> = {
/** the label for the field */
label: FormField.Props['label'];
/** whether the field is required */
required?: FormField.Props['required'];
/** optional props to pass to the wrapping View */
viewProps?: FormField.Props['viewProps'];
/** an optional hint describing what's the expected value for the field (e.g. sample value or short description) */
hint?: FormField.Props['hint'];
/** an optional class name to pass to top level element of the component */
className?: string;
/** an optional style object to pass to top level element of the component */
style?: React.CSSProperties;
/** an optional id passed to the dropdown component */
id?: string;
/** the properties of the dropdown */
dropdownProps: Dropdown.Props<OptionType>;
};
type InternalProps<OptionType> = NonDefaultProps<OptionType> & DefaultProps<OptionType>;
export namespace SingleDropdownField {
export type Props<OptionType> = NonDefaultProps<OptionType> & Partial<DefaultProps<OptionType>>;
}
export class SingleDropdownField<OptionType> extends React.PureComponent<
InternalProps<OptionType>
> {
static defaultProps: DefaultProps<unknown> = {
dropdownRenderer: props => <Dropdown {...props} />
};
render() {
const {
label,
required,
className,
viewProps,
hint,
dropdownRenderer,
dropdownProps
} = this.props;
return (
<FormField
label={label}
required={required}
className={cx('dropdown-field', className)}
viewProps={viewProps}
disabled={dropdownProps.isDisabled}
hint={hint}
render={(onFocus, onBlur) => dropdownRenderer({ ...dropdownProps, onFocus, onBlur })}
/>
);
}
}
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using System.Collections.Generic;
namespace Engine
{
public static class ParserCommon
{
public static bool AssertUpperToken(string expected, string[] tokens, int pos)
{
return pos < tokens.Length && tokens[pos].ToUpperInvariant() == expected;
}
public static bool AssertToken(string expected, string[] tokens, int pos)
{
return pos < tokens.Length && tokens[pos] == expected;
}
public static bool AssertToken(HashSet<string> expected, string[] tokens, int pos)
{
return pos < tokens.Length && expected.Contains(tokens[pos]);
}
}
}
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<?php
/**
* @namespace
*/
namespace Zend\Gdata\App\Extension;
/**
* @see Zend_Gdata_App_Extension
*/
require_once 'Zend/Gdata/App/Extension.php';
/**
* Represents the atom:uri element
*
* @category Zend
* @package Zend_Gdata
* @subpackage App
* @copyright Copyright (c) 2005-2010 Zend Technologies USA Inc. (http://www.zend.com)
* @license http://framework.zend.com/license/new-bsd New BSD License
*/
class Uri extends Extension
{
protected $_rootElement = 'uri';
public function __construct($text = null)
{
parent::__construct();
$this->_text = $text;
}
}
| {
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"ref": "refs/heads/master",
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{
"name": "PHP",
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],
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} |
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Rougelikeberry.Render
{
public class Console : MonoBehaviour
{
public enum ENUM_WidthScaling { Fixed, Scaled }
public enum ENUM_Layer { Zero, One, Two, Three, Four, Five, Six, Seven, Eight, Nine }
public ENUM_WidthScaling WidthScaling;
public ENUM_Layer Layer;
public bool Visible;
public bool Initialized { get; set; }
public Material backgroundMaterial;
public Vector2 Start;
public Vector2 End;
public MeshLayer Background;
public MeshLayer Foreground;
public MeshLayer Animation;
private ITileManager m_TileManager;
private int displayWidth;
private int displayHeight;
private float quadWidth;
private float quadHeight;
private bool isDirty;
private static Vector3 zero3 = Vector3.zero;
private static Vector2 zero2 = Vector2.zero;
private Color clearColor = Color.clear;
private Cell[,] Cells;
private Stack<Cell> DirtyCells = new Stack<Cell>();
private int MaxDirtCells = 0;
#region --- Unity Methods and Initialization ---
public void Create(GameObject go, Material foregroundMaterial, int screenWidth, int screenHeight, ITileManager tileManager, float widthRatio)
{
int xStart = (int)Start.x;
int yStart = (int)Start.y;
int xEnd = (int)End.x;
int yEnd = (int)End.y;
m_TileManager = tileManager;
// Calculate the console dimensions.
displayWidth = Mathf.RoundToInt((xEnd - xStart));
displayHeight = Mathf.RoundToInt((yEnd - yStart));
// Calculate the max number of tiles that can fit in aspect ratio.
int maxTile = Mathf.RoundToInt((((float)Screen.height / (float)Screen.width) * (float)screenWidth) / 1F);
// Calculate heigh scaling adjustment to fit inside aspect ratio.
float adjust = (((float)maxTile / (float)screenHeight));
quadHeight = 1F * adjust;
// Does the width scale. This increases number of horizontal tiles, but makes them not square. Used for displaying UI text, not maps.
switch (WidthScaling)
{
case ENUM_WidthScaling.Fixed:
quadWidth = 1F;
break;
case ENUM_WidthScaling.Scaled:
quadWidth = 1F * widthRatio;
break;
}
displayWidth = Mathf.RoundToInt(displayWidth / quadWidth);
// Create cells
Cells = new Cell[displayWidth, displayHeight];
for (int y = 0; y < displayHeight; y++)
{
for (int x = 0; x < displayWidth; x++)
{
Cells[x, y] = CreateCell(x, y);
}
}
DirtyCells = new Stack<Cell>(MaxDirtCells * 2);
// Instantiate quads
int quadMeshFilterIndex = 0;
MeshFilter[] quadMeshFilters = new MeshFilter[displayWidth * displayHeight];
for (int y = 0; y < displayHeight; y++)
{
for (int x = 0; x < displayWidth; x++)
{
// Instantiate from prefab
GameObject quad = (GameObject)GameObject.Instantiate(go);
quad.transform.parent = transform;
quad.transform.localScale = new Vector3(quadWidth, quadHeight, 1f);
quad.transform.position = new Vector3(x * quadWidth + quadWidth * 0.5f, -y * quadHeight - quadHeight * 0.5f, 0f);
// Add to array for combining later
quadMeshFilters[quadMeshFilterIndex] = quad.GetComponent<MeshFilter>();
quadMeshFilterIndex++;
}
}
// Add quads to combine instances
CombineInstance[] combineInstances = new CombineInstance[quadMeshFilters.Length];
for (int i = 0; i < quadMeshFilters.Length; i++)
{
combineInstances[i].mesh = quadMeshFilters[i].sharedMesh;
combineInstances[i].transform = quadMeshFilters[i].transform.localToWorldMatrix;
}
// Combine quads to foreground and background
Background.CreateMesh(combineInstances, "background_quads", backgroundMaterial, xStart - screenWidth * 1 / 2, screenHeight * 1 / 2 - yStart * quadHeight, 0.001F);
Foreground.CreateMesh(combineInstances, "foreground_quads", foregroundMaterial, xStart - screenWidth * 1 / 2, screenHeight * 1 / 2 - yStart * quadHeight, 0F);
Animation.CreateMesh(combineInstances, "animation_quads", foregroundMaterial, xStart - screenWidth * 1 / 2, screenHeight * 1 / 2 - yStart * quadHeight, -0.001F);
// Destroy original quads
for (int i = quadMeshFilters.Length - 1; i >= 0; i--)
{
GameObject.Destroy(quadMeshFilters[i].gameObject);
}
quadMeshFilters = null;
transform.position = new Vector3(0, 0, -1 * (int)Layer);
Initialized = true;
}
public void Update()
{
if (!Initialized) { return; }
// Update dirty cells
while (DirtyCells.Count > 0)
{
DirtyCells.Pop().Update();
isDirty = true;
}
}
private void LateUpdate()
{
if (!Initialized) { return; }
// Draw cells if console is visible and dirty.
if (Visible && isDirty)
{
Draw();
isDirty = false;
}
else if (Visible)
{
// No update needs to happen, but redraw if it was disabled.
if(Background.RequireRedraw() || Foreground.RequireRedraw() || Animation.RequireRedraw())
{
Draw();
isDirty = false;
}
}
else
{
// Hide the mesh.
Background.Hide();
Foreground.Hide();
Animation.Hide();
}
}
#endregion
#region --- Drawing ---
public void Draw()
{
for (int y = 0; y < displayHeight; y++)
{
for (int x = 0; x < displayWidth; x++)
{
Cell cell = null;
cell = Cells[x, y];
// empty cell
if (cell == null || cell.content == 0)
{
for (int i = 0; i < 4; i++)
{
// update display mesh vertices, uvs and colors
Foreground.meshVertices[(y * displayWidth + x) * 4 + i] = zero3;
Foreground.meshUVs[(y * displayWidth + x) * 4 + i] = zero2;
Foreground.meshColors[(y * displayWidth + x) * 4 + i] = clearColor;
Animation.meshVertices[(y * displayWidth + x) * 4 + i] = zero3;
Animation.meshUVs[(y * displayWidth + x) * 4 + i] = zero2;
Animation.meshColors[(y * displayWidth + x) * 4 + i] = clearColor;
Background.meshColors[(y * displayWidth + x) * 4 + i] = cell != null ? cell.backgroundColor : clearColor;
}
}
else // filled cell
{
Tile tile = (WidthScaling == ENUM_WidthScaling.Fixed) ? m_TileManager.GetGridTile(cell.content) : m_TileManager.GetUITile(cell.content);
for (int i = 0; i < 4; i++)
{
// update display mesh vertices, uvs and colors
Foreground.meshVertices[(y * displayWidth + x) * 4 + i] = new Vector3(x * quadWidth + tile.vertices[i].x * quadWidth, -y * quadHeight + tile.vertices[i].y * quadHeight - quadHeight, 0f);
Foreground.meshUVs[(y * displayWidth + x) * 4 + i] = tile.uvs[i];
Foreground.meshColors[(y * displayWidth + x) * 4 + i] = cell.color;
Animation.meshVertices[(y * displayWidth + x) * 4 + i] = new Vector3(x * quadWidth + tile.vertices[i].x * quadWidth, -y * quadHeight + tile.vertices[i].y * quadHeight - quadHeight, 0f);
Animation.meshUVs[(y * displayWidth + x) * 4 + i] = tile.uvs[i];
Animation.meshColors[(y * displayWidth + x) * 4 + i] = cell.animationColor;
Background.meshColors[(y * displayWidth + x) * 4 + i] = cell.backgroundColor;
}
}
}
}
// apply display mesh updates
Background.UpdateMesh();
Foreground.UpdateMesh();
Animation.UpdateMesh();
}
public void SetBackgroundColor(Color background)
{
for (int y = 0; y < displayHeight; y++)
{
for (int x = 0; x < displayWidth; x++)
{
Cells[x, y].SetBackgroundColor(background);
}
}
}
#endregion
#region --- Cell Methods ---
private Cell CreateCell(int x, int y)
{
// Create a new cell
Cell cell = new Cell();
cell.X = x;
cell.Y = y;
cell.owner = this;
MaxDirtCells++;
return cell;
}
public void DiryCell(Cell c)
{
DirtyCells.Push(c);
}
public Cell GetCell(int x, int y)
{
if (!Initialized) { return null; }
// If cell is within bound return it.
if (x >= 0 && y >= 0 && x < displayWidth && y < displayHeight)
{
return Cells[x, y];
}
else
{
return null;
}
}
#endregion
#region --- Helper Methods ---
public int GetWidth()
{
return displayWidth;
}
public int GetHeight()
{
return displayHeight;
}
#endregion
}
} | {
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<tr>
<td class="specification-title">Declared in</td>
<td class="specification-value">ESTNearableDefinitions.h</td>
</tr>
</tbody></table></div>
<h3 class="subsubtitle method-title">ESTNearableOrientation</h3>
<div class="section section-overview">
<p>Physical orientation of the device in 3D space.</p>
</div>
<div class="section">
<!-- display enum values -->
<h4 class="method-subtitle">Definition</h4>
<code>typedef NS_ENUM(NSInteger, ESTNearableOrientation ) {<br/>
<a href="">ESTNearableOrientationUnknown</a> = 0,<br/>
<a href="">ESTNearableOrientationHorizontal</a>,<br/>
<a href="">ESTNearableOrientationHorizontalUpsideDown</a>,<br/>
<a href="">ESTNearableOrientationVertical</a>,<br/>
<a href="">ESTNearableOrientationVerticalUpsideDown</a>,<br/>
<a href="">ESTNearableOrientationLeftSide</a>,<br/>
<a href="">ESTNearableOrientationRightSide</a>,<br/>
};</code>
</div>
<div class="section section-methods">
<h4 class="method-subtitle">Constants</h4>
<dl class="termdef">
<dt><a name="" title="ESTNearableOrientationUnknown"></a><code>ESTNearableOrientationUnknown</code></dt>
<dd>
<p>Physical orientation of the device in 3D space.</p>
<p>
Declared In <code class="declared-in-ref">ESTNearableDefinitions.h</code>.
</p>
</dd>
<dt><a name="" title="ESTNearableOrientationHorizontal"></a><code>ESTNearableOrientationHorizontal</code></dt>
<dd>
<p>Physical orientation of the device in 3D space.</p>
<p>
Declared In <code class="declared-in-ref">ESTNearableDefinitions.h</code>.
</p>
</dd>
<dt><a name="" title="ESTNearableOrientationHorizontalUpsideDown"></a><code>ESTNearableOrientationHorizontalUpsideDown</code></dt>
<dd>
<p>Physical orientation of the device in 3D space.</p>
<p>
Declared In <code class="declared-in-ref">ESTNearableDefinitions.h</code>.
</p>
</dd>
<dt><a name="" title="ESTNearableOrientationVertical"></a><code>ESTNearableOrientationVertical</code></dt>
<dd>
<p>Physical orientation of the device in 3D space.</p>
<p>
Declared In <code class="declared-in-ref">ESTNearableDefinitions.h</code>.
</p>
</dd>
<dt><a name="" title="ESTNearableOrientationVerticalUpsideDown"></a><code>ESTNearableOrientationVerticalUpsideDown</code></dt>
<dd>
<p>Physical orientation of the device in 3D space.</p>
<p>
Declared In <code class="declared-in-ref">ESTNearableDefinitions.h</code>.
</p>
</dd>
<dt><a name="" title="ESTNearableOrientationLeftSide"></a><code>ESTNearableOrientationLeftSide</code></dt>
<dd>
<p>Physical orientation of the device in 3D space.</p>
<p>
Declared In <code class="declared-in-ref">ESTNearableDefinitions.h</code>.
</p>
</dd>
<dt><a name="" title="ESTNearableOrientationRightSide"></a><code>ESTNearableOrientationRightSide</code></dt>
<dd>
<p>Physical orientation of the device in 3D space.</p>
<p>
Declared In <code class="declared-in-ref">ESTNearableDefinitions.h</code>.
</p>
</dd>
</dl>
</div>
<div class="method-subsection declared-in-section">
<h4 class="method-subtitle">Declared In</h4>
<code class="declared-in-ref">ESTNearableDefinitions.h</code><br />
</div>
</div>
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using System;
using System.Collections.Generic;
using System.ComponentModel.DataAnnotations;
using System.Linq;
using System.Threading.Tasks;
namespace JobLogger.Models.AccountViewModels
{
public class RegisterViewModel
{
[Required]
[EmailAddress]
[Display(Name = "Email")]
public string Email { get; set; }
[Required]
[StringLength(100, ErrorMessage = "The {0} must be at least {2} and at max {1} characters long.", MinimumLength = 6)]
[DataType(DataType.Password)]
[Display(Name = "Password")]
public string Password { get; set; }
[DataType(DataType.Password)]
[Display(Name = "Confirm password")]
[Compare("Password", ErrorMessage = "The password and confirmation password do not match.")]
public string ConfirmPassword { get; set; }
}
}
| {
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using Xamarin.Forms;
using NUnit.Framework;
using Xamarin.Forms.Core.UnitTests;
namespace Xamarin.Forms.Xaml.UnitTests
{
public class MockView : View
{
public MockFactory Content { get; set; }
}
public class MockFactory
{
public string Content { get; set; }
public MockFactory ()
{
Content = "default ctor";
}
public MockFactory(string arg0, string arg1)
{
Content = "alternate ctor " + arg0 + arg1;
}
public MockFactory(string arg0)
{
Content = "alternate ctor " + arg0;
}
public MockFactory (int arg)
{
Content = "int ctor " + arg.ToString ();
}
public MockFactory(object [] args)
{
Content = string.Join(" ", args);
}
public static MockFactory ParameterlessFactory ()
{
return new MockFactory {
Content = "parameterless factory",
};
}
public static MockFactory Factory (string arg0, int arg1)
{
return new MockFactory {
Content = "factory " + arg0 + arg1,
};
}
public static MockFactory Factory (int arg0, string arg1)
{
return new MockFactory {
Content = "factory " + arg0 + arg1,
};
}
}
public partial class FactoryMethods : ContentPage
{
public FactoryMethods ()
{
InitializeComponent ();
}
public FactoryMethods (bool useCompiledXaml)
{
//this stub will be replaced at compile time
}
[TestFixture]
public class Tests
{
[SetUp]
public void SetUp()
{
Device.PlatformServices = new MockPlatformServices();
}
[TestCase (false)]
[TestCase (true)]
public void TestDefaultCtor (bool useCompiledXaml)
{
var layout = new FactoryMethods (useCompiledXaml);
Assert.AreEqual ("default ctor", layout.v0.Content.Content);
}
[TestCase (false)]
[TestCase (true)]
public void TestStringCtor (bool useCompiledXaml)
{
var layout = new FactoryMethods (useCompiledXaml);
Assert.AreEqual ("alternate ctor foobar", layout.v1.Content.Content);
}
[TestCase (false)]
[TestCase (true)]
public void TestIntCtor (bool useCompiledXaml)
{
var layout = new FactoryMethods (useCompiledXaml);
Assert.AreEqual ("int ctor 42", layout.v2.Content.Content);
}
[TestCase (false)]
[TestCase (true)]
public void TestArgumentlessFactoryMethod (bool useCompiledXaml)
{
var layout = new FactoryMethods (useCompiledXaml);
Assert.AreEqual ("parameterless factory", layout.v3.Content.Content);
}
[TestCase (false)]
[TestCase (true)]
public void TestFactoryMethod (bool useCompiledXaml)
{
var layout = new FactoryMethods (useCompiledXaml);
Assert.AreEqual ("factory foo42", layout.v4.Content.Content);
}
[TestCase (false)]
[TestCase (true)]
public void TestFactoryMethodParametersOrder (bool useCompiledXaml)
{
var layout = new FactoryMethods (useCompiledXaml);
Assert.AreEqual ("factory 42foo", layout.v5.Content.Content);
}
[TestCase(false)]
[TestCase(true)]
public void TestCtorWithxStatic(bool useCompiledXaml)
{
var layout = new FactoryMethods(useCompiledXaml);
Assert.AreEqual("alternate ctor Property", layout.v6.Content.Content);
}
[TestCase(false)]
[TestCase(true)]
public void TestCtorWithxStaticAttribute(bool useCompiledXaml)
{
var layout = new FactoryMethods(useCompiledXaml);
Assert.AreEqual("alternate ctor Property", layout.v7.Content.Content);
}
[TestCase(false)]
[TestCase(true)]
public void TestCtorWithArrayParameter(bool useCompiledXaml)
{
var layout = new FactoryMethods(useCompiledXaml);
Assert.AreEqual("Foo Bar", layout.v8.Content.Content);
}
}
}
} | {
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} |
module.controller('GroupListCtrl', function($scope, $route, $q, realm, Groups, GroupsCount, Group, GroupChildren, Notifications, $location, Dialog, ComponentUtils, $translate) {
$scope.realm = realm;
$scope.groupList = [
{
"id" : "realm",
"name": $translate.instant('groups'),
"subGroups" : []
}
];
$scope.searchCriteria = '';
$scope.currentPage = 1;
$scope.currentPageInput = $scope.currentPage;
$scope.pageSize = 20;
$scope.numberOfPages = 1;
$scope.tree = [];
var refreshGroups = function (search) {
console.log('refreshGroups');
$scope.currentPageInput = $scope.currentPage;
var first = ($scope.currentPage * $scope.pageSize) - $scope.pageSize;
console.log('first:' + first);
var queryParams = {
realm : realm.realm,
first : first,
max : $scope.pageSize
};
var countParams = {
realm : realm.realm,
top : 'true'
};
if(angular.isDefined(search) && search !== '') {
queryParams.search = search;
countParams.search = search;
}
var promiseGetGroups = $q.defer();
Groups.query(queryParams, function(entry) {
promiseGetGroups.resolve(entry);
}, function() {
promiseGetGroups.reject($translate.instant('group.fetch.fail', {params: queryParams}));
});
promiseGetGroups.promise.then(function(groups) {
$scope.groupList = [
{
"id" : "realm",
"name": $translate.instant('groups'),
"subGroups": ComponentUtils.sortGroups('name', groups)
}
];
if (angular.isDefined(search) && search !== '') {
// Add highlight for concrete text match
setTimeout(function () {
document.querySelectorAll('span').forEach(function (element) {
if (element.textContent.indexOf(search) != -1) {
angular.element(element).addClass('highlight');
}
});
}, 500);
}
}, function (failed) {
Notifications.error(failed);
});
var promiseCount = $q.defer();
console.log('countParams: realm[' + countParams.realm);
GroupsCount.query(countParams, function(entry) {
promiseCount.resolve(entry);
}, function() {
promiseCount.reject($translate.instant('group.fetch.fail', {params: countParams}));
});
promiseCount.promise.then(function(entry) {
if(angular.isDefined(entry.count) && entry.count > $scope.pageSize) {
$scope.numberOfPages = Math.ceil(entry.count/$scope.pageSize);
} else {
$scope.numberOfPages = 1;
}
}, function (failed) {
Notifications.error(failed);
});
};
refreshGroups();
$scope.$watch('currentPage', function(newValue, oldValue) {
if(parseInt(newValue, 10) !== oldValue) {
refreshGroups($scope.searchCriteria);
}
});
$scope.clearSearch = function() {
$scope.searchCriteria = '';
if (parseInt($scope.currentPage, 10) === 1) {
refreshGroups();
} else {
$scope.currentPage = 1;
}
};
$scope.searchGroup = function() {
if (parseInt($scope.currentPage, 10) === 1) {
refreshGroups($scope.searchCriteria);
} else {
$scope.currentPage = 1;
}
};
$scope.edit = function(selected) {
if (selected.id === 'realm') return;
$location.url("/realms/" + realm.realm + "/groups/" + selected.id);
};
$scope.cut = function(selected) {
$scope.cutNode = selected;
};
$scope.isDisabled = function() {
if (!$scope.tree.currentNode) return true;
return $scope.tree.currentNode.id === 'realm';
};
$scope.paste = function(selected) {
if (selected === null) return;
if ($scope.cutNode === null) return;
if (selected.id === $scope.cutNode.id) return;
if (selected.id === 'realm') {
Groups.save({realm: realm.realm}, {id:$scope.cutNode.id}, function() {
$route.reload();
Notifications.success($translate.instant('group.move.success'));
});
} else {
GroupChildren.save({realm: realm.realm, groupId: selected.id}, {id:$scope.cutNode.id}, function() {
$route.reload();
Notifications.success($translate.instant('group.move.success'));
});
}
};
$scope.remove = function(selected) {
if (selected === null) return;
Dialog.confirmWithButtonText(
$translate.instant('group.remove.confirm.title', {name: selected.name}),
$translate.instant('group.remove.confirm.message', {name: selected.name}),
$translate.instant('dialogs.delete.confirm'),
function() {
Group.remove({ realm: realm.realm, groupId : selected.id }, function() {
$route.reload();
Notifications.success($translate.instant('group.remove.success'));
});
}
);
};
$scope.createGroup = function(selected) {
var parent = 'realm';
if (selected) {
parent = selected.id;
}
$location.url("/create/group/" + realm.realm + '/parent/' + parent);
};
var isLeaf = function(node) {
return node.id !== "realm" && (!node.subGroups || node.subGroups.length === 0);
};
$scope.getGroupClass = function(node) {
if (node.id === "realm") {
return 'pficon pficon-users';
}
if (isLeaf(node)) {
return 'normal';
}
if (node.subGroups.length && node.collapsed) return 'collapsed';
if (node.subGroups.length && !node.collapsed) return 'expanded';
return 'collapsed';
};
$scope.getSelectedClass = function(node) {
if (node.selected) {
return 'selected';
} else if ($scope.cutNode && $scope.cutNode.id === node.id) {
return 'cut';
}
return undefined;
}
});
module.controller('GroupCreateCtrl', function($scope, $route, realm, parentId, Groups, Group, GroupChildren, Notifications, $location, $translate) {
$scope.realm = realm;
$scope.group = {};
$scope.save = function() {
console.log('save!!!');
if (parentId === 'realm') {
console.log('realm');
Groups.save({realm: realm.realm}, $scope.group, function(data, headers) {
var l = headers().location;
var id = l.substring(l.lastIndexOf("/") + 1);
$location.url("/realms/" + realm.realm + "/groups/" + id);
Notifications.success($translate.instant('group.create.success'));
})
} else {
GroupChildren.save({realm: realm.realm, groupId: parentId}, $scope.group, function(data, headers) {
var l = headers().location;
var id = l.substring(l.lastIndexOf("/") + 1);
$location.url("/realms/" + realm.realm + "/groups/" + id);
Notifications.success($translate.instant('group.create.success'));
})
}
};
$scope.cancel = function() {
$location.url("/realms/" + realm.realm + "/groups");
};
});
module.controller('GroupTabCtrl', function(Dialog, $scope, Current, Group, Notifications, $location, $translate) {
$scope.removeGroup = function() {
Dialog.confirmWithButtonText(
$translate.instant('group.remove.confirm.title', {name: $scope.group.name}),
$translate.instant('group.remove.confirm.message', {name: $scope.group.name}),
$translate.instant('dialogs.delete.confirm'),
function() {
Group.remove({
realm : Current.realm.realm,
groupId : $scope.group.id
}, function() {
$location.url("/realms/" + Current.realm.realm + "/groups");
Notifications.success($translate.instant('group.remove.success'));
});
}
);
};
});
module.controller('GroupDetailCtrl', function(Dialog, $scope, realm, group, Group, Notifications, $location, $translate) {
$scope.realm = realm;
if (!group.attributes) {
group.attributes = {}
}
convertAttributeValuesToString(group);
$scope.group = angular.copy(group);
$scope.changed = false; // $scope.create;
$scope.$watch('group', function() {
if (!angular.equals($scope.group, group)) {
$scope.changed = true;
}
}, true);
$scope.save = function() {
convertAttributeValuesToLists();
Group.update({
realm: realm.realm,
groupId: $scope.group.id
}, $scope.group, function () {
$scope.changed = false;
convertAttributeValuesToString($scope.group);
group = angular.copy($scope.group);
Notifications.success($translate.instant('group.edit.success'));
});
};
function convertAttributeValuesToLists() {
var attrs = $scope.group.attributes;
for (var attribute in attrs) {
if (typeof attrs[attribute] === "string") {
attrs[attribute] = attrs[attribute].split("##");
}
}
}
function convertAttributeValuesToString(group) {
var attrs = group.attributes;
for (var attribute in attrs) {
if (typeof attrs[attribute] === "object") {
attrs[attribute] = attrs[attribute].join("##");
}
}
}
$scope.reset = function() {
$scope.group = angular.copy(group);
$scope.changed = false;
};
$scope.cancel = function() {
$location.url("/realms/" + realm.realm + "/groups");
};
$scope.addAttribute = function() {
$scope.group.attributes[$scope.newAttribute.key] = $scope.newAttribute.value;
delete $scope.newAttribute;
}
$scope.removeAttribute = function(key) {
delete $scope.group.attributes[key];
}
});
module.controller('GroupRoleMappingCtrl', function($scope, $http, $route, realm, group, clients, client, Client, Notifications, GroupRealmRoleMapping,
GroupClientRoleMapping, GroupAvailableRealmRoleMapping, GroupAvailableClientRoleMapping,
GroupCompositeRealmRoleMapping, GroupCompositeClientRoleMapping, $translate) {
$scope.realm = realm;
$scope.group = group;
$scope.selectedRealmRoles = [];
$scope.selectedRealmMappings = [];
$scope.realmMappings = [];
$scope.clients = clients;
$scope.client = client;
$scope.clientRoles = [];
$scope.clientComposite = [];
$scope.selectedClientRoles = [];
$scope.selectedClientMappings = [];
$scope.clientMappings = [];
$scope.dummymodel = [];
$scope.realmMappings = GroupRealmRoleMapping.query({realm : realm.realm, groupId : group.id});
$scope.realmRoles = GroupAvailableRealmRoleMapping.query({realm : realm.realm, groupId : group.id});
$scope.realmComposite = GroupCompositeRealmRoleMapping.query({realm : realm.realm, groupId : group.id});
$scope.addRealmRole = function() {
$scope.selectedRealmRolesToAdd = JSON.parse('[' + $scope.selectedRealmRoles + ']');
$scope.selectedRealmRoles = [];
$http.post(authUrl + '/admin/realms/' + realm.realm + '/groups/' + group.id + '/role-mappings/realm',
$scope.selectedRealmRolesToAdd).then(function() {
$scope.realmMappings = GroupRealmRoleMapping.query({realm : realm.realm, groupId : group.id});
$scope.realmRoles = GroupAvailableRealmRoleMapping.query({realm : realm.realm, groupId : group.id});
$scope.realmComposite = GroupCompositeRealmRoleMapping.query({realm : realm.realm, groupId : group.id});
$scope.selectedRealmMappings = [];
$scope.selectRealmRoles = [];
if ($scope.selectedClient) {
console.log('load available');
$scope.clientComposite = GroupCompositeClientRoleMapping.query({realm : realm.realm, groupId : group.id, client : $scope.selectedClient.id});
$scope.clientRoles = GroupAvailableClientRoleMapping.query({realm : realm.realm, groupId : group.id, client : $scope.selectedClient.id});
$scope.clientMappings = GroupClientRoleMapping.query({realm : realm.realm, groupId : group.id, client : $scope.selectedClient.id});
$scope.selectedClientRoles = [];
$scope.selectedClientMappings = [];
}
$scope.selectedRealmRolesToAdd = [];
Notifications.success($translate.instant('group.roles.add.success'));
});
};
$scope.deleteRealmRole = function() {
$scope.selectedRealmMappingsToRemove = JSON.parse('[' + $scope.selectedRealmMappings + ']');
$http.delete(authUrl + '/admin/realms/' + realm.realm + '/groups/' + group.id + '/role-mappings/realm',
{data : $scope.selectedRealmMappingsToRemove, headers : {"content-type" : "application/json"}}).then(function() {
$scope.realmMappings = GroupRealmRoleMapping.query({realm : realm.realm, groupId : group.id});
$scope.realmRoles = GroupAvailableRealmRoleMapping.query({realm : realm.realm, groupId : group.id});
$scope.realmComposite = GroupCompositeRealmRoleMapping.query({realm : realm.realm, groupId : group.id});
$scope.selectedRealmMappings = [];
$scope.selectRealmRoles = [];
if ($scope.selectedClient) {
console.log('load available');
$scope.clientComposite = GroupCompositeClientRoleMapping.query({realm : realm.realm, groupId : group.id, client : $scope.selectedClient.id});
$scope.clientRoles = GroupAvailableClientRoleMapping.query({realm : realm.realm, groupId : group.id, client : $scope.selectedClient.id});
$scope.clientMappings = GroupClientRoleMapping.query({realm : realm.realm, groupId : group.id, client : $scope.selectedClient.id});
$scope.selectedClientRoles = [];
$scope.selectedClientMappings = [];
}
$scope.selectedRealmMappingsToRemove = [];
Notifications.success($translate.instant('group.roles.remove.success'));
});
};
$scope.addClientRole = function() {
$scope.selectedClientRolesToAdd = JSON.parse('[' + $scope.selectedClientRoles + ']');
$http.post(authUrl + '/admin/realms/' + realm.realm + '/groups/' + group.id + '/role-mappings/clients/' + $scope.selectedClient.id,
$scope.selectedClientRolesToAdd).then(function() {
$scope.clientMappings = GroupClientRoleMapping.query({realm : realm.realm, groupId : group.id, client : $scope.selectedClient.id});
$scope.clientRoles = GroupAvailableClientRoleMapping.query({realm : realm.realm, groupId : group.id, client : $scope.selectedClient.id});
$scope.clientComposite = GroupCompositeClientRoleMapping.query({realm : realm.realm, groupId : group.id, client : $scope.selectedClient.id});
$scope.selectedClientRoles = [];
$scope.selectedClientMappings = [];
$scope.realmComposite = GroupCompositeRealmRoleMapping.query({realm : realm.realm, groupId : group.id});
$scope.realmRoles = GroupAvailableRealmRoleMapping.query({realm : realm.realm, groupId : group.id});
$scope.selectedClientRolesToAdd = [];
Notifications.success($translate.instant('group.roles.add.success'));
});
};
$scope.deleteClientRole = function() {
$scope.selectedClientMappingsToRemove = JSON.parse('[' + $scope.selectedClientMappings + ']');
$http.delete(authUrl + '/admin/realms/' + realm.realm + '/groups/' + group.id + '/role-mappings/clients/' + $scope.selectedClient.id,
{data : $scope.selectedClientMappingsToRemove, headers : {"content-type" : "application/json"}}).then(function() {
$scope.clientMappings = GroupClientRoleMapping.query({realm : realm.realm, groupId : group.id, client : $scope.selectedClient.id});
$scope.clientRoles = GroupAvailableClientRoleMapping.query({realm : realm.realm, groupId : group.id, client : $scope.selectedClient.id});
$scope.clientComposite = GroupCompositeClientRoleMapping.query({realm : realm.realm, groupId : group.id, client : $scope.selectedClient.id});
$scope.selectedClientRoles = [];
$scope.selectedClientMappings = [];
$scope.realmComposite = GroupCompositeRealmRoleMapping.query({realm : realm.realm, groupId : group.id});
$scope.realmRoles = GroupAvailableRealmRoleMapping.query({realm : realm.realm, groupId : group.id});
$scope.selectedClientMappingsToRemove = [];
Notifications.success($translate.instant('group.roles.remove.success'));
});
};
$scope.changeClient = function(client) {
$scope.selectedClient = client;
if (!client || !client.id) {
$scope.selectedClient = null;
$scope.clientRoles = null;
$scope.clientMappings = null;
$scope.clientComposite = null;
return;
}
if ($scope.selectedClient) {
$scope.clientComposite = GroupCompositeClientRoleMapping.query({realm : realm.realm, groupId : group.id, client : $scope.selectedClient.id});
$scope.clientRoles = GroupAvailableClientRoleMapping.query({realm : realm.realm, groupId : group.id, client : $scope.selectedClient.id});
$scope.clientMappings = GroupClientRoleMapping.query({realm : realm.realm, groupId : group.id, client : $scope.selectedClient.id});
}
$scope.selectedClientRoles = [];
$scope.selectedClientMappings = [];
};
clientSelectControl($scope, $route.current.params.realm, Client);
});
module.controller('GroupMembersCtrl', function($scope, realm, group, GroupMembership) {
$scope.realm = realm;
$scope.page = 0;
$scope.group = group;
$scope.query = {
realm: realm.realm,
groupId: group.id,
max : 5,
first : 0
};
$scope.firstPage = function() {
$scope.query.first = 0;
$scope.searchQuery();
};
$scope.previousPage = function() {
$scope.query.first -= parseInt($scope.query.max);
if ($scope.query.first < 0) {
$scope.query.first = 0;
}
$scope.searchQuery();
};
$scope.nextPage = function() {
$scope.query.first += parseInt($scope.query.max);
$scope.searchQuery();
};
$scope.searchQuery = function() {
console.log("query.search: " + $scope.query.search);
$scope.searchLoaded = false;
$scope.users = GroupMembership.query($scope.query, function() {
console.log('search loaded');
$scope.searchLoaded = true;
$scope.lastSearch = $scope.query.search;
});
};
$scope.searchQuery();
});
module.controller('DefaultGroupsCtrl', function($scope, $q, realm, Groups, GroupsCount, DefaultGroups, Notifications, $translate) {
$scope.realm = realm;
$scope.groupList = [];
$scope.selectedGroup = null;
$scope.tree = [];
$scope.searchCriteria = '';
$scope.currentPage = 1;
$scope.currentPageInput = $scope.currentPage;
$scope.pageSize = 20;
$scope.numberOfPages = 1;
var refreshDefaultGroups = function () {
DefaultGroups.query({realm: realm.realm}, function(data) {
$scope.defaultGroups = data;
});
}
var refreshAvailableGroups = function (search) {
var first = ($scope.currentPage * $scope.pageSize) - $scope.pageSize;
$scope.currentPageInput = $scope.currentPage;
var queryParams = {
realm : realm.realm,
first : first,
max : $scope.pageSize
};
var countParams = {
realm : realm.realm,
top : 'true'
};
if(angular.isDefined(search) && search !== '') {
queryParams.search = search;
countParams.search = search;
}
var promiseGetGroups = $q.defer();
Groups.query(queryParams, function(entry) {
promiseGetGroups.resolve(entry);
}, function() {
promiseGetGroups.reject($translate.instant('group.fetch.fail', {params: queryParams}));
});
promiseGetGroups.promise.then(function(groups) {
$scope.groupList = groups;
}, function (failed) {
Notifications.success(failed);
});
var promiseCount = $q.defer();
GroupsCount.query(countParams, function(entry) {
promiseCount.resolve(entry);
}, function() {
promiseCount.reject($translate.instant('group.fetch.fail', {params: countParams}));
});
promiseCount.promise.then(function(entry) {
if(angular.isDefined(entry.count) && entry.count > $scope.pageSize) {
$scope.numberOfPages = Math.ceil(entry.count/$scope.pageSize);
}
}, function (failed) {
Notifications.success(failed);
});
};
refreshAvailableGroups();
$scope.$watch('currentPage', function(newValue, oldValue) {
if(parseInt(newValue, 10) !== parseInt(oldValue, 10)) {
refreshAvailableGroups($scope.searchCriteria);
}
});
$scope.clearSearch = function() {
$scope.searchCriteria = '';
if (parseInt($scope.currentPage, 10) === 1) {
refreshAvailableGroups();
} else {
$scope.currentPage = 1;
}
};
$scope.searchGroup = function() {
if (parseInt($scope.currentPage, 10) === 1) {
refreshAvailableGroups($scope.searchCriteria);
} else {
$scope.currentPage = 1;
}
};
refreshDefaultGroups();
$scope.addDefaultGroup = function() {
if (!$scope.tree.currentNode) {
Notifications.error($translate.instant('group.default.add.error'));
return;
}
DefaultGroups.update({realm: realm.realm, groupId: $scope.tree.currentNode.id}, function() {
refreshDefaultGroups();
Notifications.success($translate.instant('group.default.add.success'));
});
};
$scope.removeDefaultGroup = function() {
DefaultGroups.remove({realm: realm.realm, groupId: $scope.selectedGroup.id}, function() {
refreshDefaultGroups();
Notifications.success($translate.instant('group.default.remove.success'));
});
};
var isLeaf = function(node) {
return node.id !== "realm" && (!node.subGroups || node.subGroups.length === 0);
};
$scope.getGroupClass = function(node) {
if (node.id === "realm") {
return 'pficon pficon-users';
}
if (isLeaf(node)) {
return 'normal';
}
if (node.subGroups.length && node.collapsed) return 'collapsed';
if (node.subGroups.length && !node.collapsed) return 'expanded';
return 'collapsed';
};
$scope.getSelectedClass = function(node) {
if (node.selected) {
return 'selected';
} else if ($scope.cutNode && $scope.cutNode.id === node.id) {
return 'cut';
}
return undefined;
}
});
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extern crate build;
fn main() {
build::link("mi", true)
}
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title: Comment le Brésil a élevé les droits des travailleurs à un nouveau niveau
date: 2016-01-25 12:08
layout: post
category: [reportage]
embed_youtube: gG3HPX0D2mU
illustration: /images/gG3HPX0D2mU.jpg
tags: ["Semco"]
---
Reportage en anglais qui majoritairement se penche sur le fonctionnement de l'entreprise brésilienne Semco.
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xsi:schemaLocation="http://maven.apache.org/POM/4.0.0 http://maven.apache.org/xsd/maven-4.0.0.xsd">
<modelVersion>4.0.0</modelVersion>
<groupId>com.hardik.javase</groupId>
<artifactId>UUID-Demo</artifactId>
<version>0.0.1-SNAPSHOT</version>
<packaging>jar</packaging>
<name>UUID-Demo</name>
<url>http://maven.apache.org</url>
<properties>
<project.build.sourceEncoding>UTF-8</project.build.sourceEncoding>
</properties>
<dependencies>
<!-- TESTING -->
<dependency>
<groupId>junit</groupId>
<artifactId>junit</artifactId>
<version>3.8.1</version>
<scope>test</scope>
</dependency>
</dependencies>
</project>
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'use strict';
const blockhash = require('blockhash');
const fs = require('fs');
const jpeg = require('jpeg-js');
/**
* Calculates the perceptual hash of the given image
* @param {string} fileName
* @returns {Array.<string>} A "tuple" where the first entry is the image path/name, the second the perceptual hash
* and the third entry holds any error which has occurred;
*/
const getPHash = (fileName) => {
var error = '';
const data = fs.readFileSync(fileName);
var jpg;
var hash = '';
try {
jpg =jpeg.decode(data);
} catch(e) {
console.log('File', fileName, 'caused an error!');
error = e;
}
if (jpg) {
hash = blockhash.blockhashData(jpg, 16, 2);
}
return [fileName, hash, error];
};
/**
* Handles the message event of the process and starts to calculate perceptual hashes for all given images
* @param {string} params The JSON encoded payload for the process, in the form of {jgps: Array.<string>}, where
* each entries in jpgs represents an image
*/
const handleMessage = (params) => {
const data = JSON.parse(params);
const hashes = data.jpgs.map(getPHash);
process.send(JSON.stringify({hashes: hashes, index: data.index}));
};
process.on('message', handleMessage);
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<caption><span>Fields in <a href="../../../../../../../../edu/brown/cs/systems/baggage_buffers/gen/example/package-summary.html">edu.brown.cs.systems.baggage_buffers.gen.example</a> declared as <a href="../../../../../../../../edu/brown/cs/systems/baggage_buffers/gen/example/SimpleBag.Handler.html" title="class in edu.brown.cs.systems.baggage_buffers.gen.example">SimpleBag.Handler</a></span><span class="tabEnd"> </span></caption>
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<td class="colFirst"><code>static <a href="../../../../../../../../edu/brown/cs/systems/baggage_buffers/gen/example/SimpleBag.Handler.html" title="class in edu.brown.cs.systems.baggage_buffers.gen.example">SimpleBag.Handler</a></code></td>
<td class="colLast"><span class="typeNameLabel">SimpleBag.Handler.</span><code><span class="memberNameLink"><a href="../../../../../../../../edu/brown/cs/systems/baggage_buffers/gen/example/SimpleBag.Handler.html#instance">instance</a></span></code> </td>
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class CreateRatesForSkillJob
include SuckerPunch::Job
def perform(skill_id:)
Skills::UserSkillRatesGenerator.new.generate_single_for_all_users(
skill_id: skill_id
)
end
end
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],
"symlink_target": ""
} |
import React, {Component} from 'react';
import {Container, Row, Col, CardGroup, Card, CardBody, Button, Input, InputGroup, InputGroupAddon} from 'reactstrap';
import Header from '../../../components/Header/';
class Login extends Component {
toRegister() {
window.location='/#/register';
}
constructor(props) {
super(props);
this.toRegister = this.toRegister.bind(this);
}
render() {
const toRegister = this.toRegister;
return (
<div>
<Header />
<div className="app flex-row align-items-center">
<Container>
<Row className="justify-content-center">
<Col md="8">
<CardGroup className="mb-0">
<Card className="p-4">
<CardBody>
<h1>Login</h1>
<p className="text-muted">Sign In to your account</p>
<InputGroup className="mb-3">
<InputGroupAddon><i className="icon-user"></i></InputGroupAddon>
<Input type="text" placeholder="Username"/>
</InputGroup>
<InputGroup className="mb-4">
<InputGroupAddon><i className="icon-lock"></i></InputGroupAddon>
<Input type="password" placeholder="Password"/>
</InputGroup>
<Row>
<Col xs="6">
<Button color="primary" className="px-4">Login</Button>
</Col>
<Col xs="6" className="text-right">
<Button color="link" className="px-0">Forgot password?</Button>
</Col>
</Row>
</CardBody>
</Card>
<Card className="text-white bg-primary py-5 d-md-down-none" style={{ width: 44 + '%' }}>
<CardBody className="text-center">
<div>
<h2>Sign up</h2>
<p>Lorem ipsum dolor sit amet, consectetur adipisicing elit, sed do eiusmod tempor incididunt ut
labore et dolore magna aliqua.</p>
<Button color="primary" className="mt-3" onClick={toRegister}>Register Now!</Button>
</div>
</CardBody>
</Card>
</CardGroup>
</Col>
</Row>
</Container>
</div>
</div>
);
}
}
export default Login;
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THIS_DIR=`dirname $0`
# Check if mvn exists
NPM_PATH=`which npm`
if [ -z "$NPM_PATH" ]; then
echo "npm is not found!"
exit 1
fi
pushd "$THIS_DIR"
npm test
popd | {
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ACCEPTED
#### According to
The Catalogue of Life, 3rd January 2011
#### Published in
Matsush. Mycol. Mem. 7: 54 (1993)
#### Original name
Hyalobelemnospora Matsush.
### Remarks
null | {
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org.jgrapht.demo Class Hierarchy (JGraphT : a free Java graph library)
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Hierarchy For Package org.jgrapht.demo
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Class Hierarchy
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// Copyright (c) AlphaSierraPapa for the SharpDevelop Team (for details please see \doc\copyright.txt)
// This code is distributed under the GNU LGPL (for details please see \doc\license.txt)
using System;
using System.Collections.Generic;
namespace ICSharpCode.SharpDevelop.Dom
{
public interface IParameter : IFreezable, IComparable
{
string Name {
get;
}
IReturnType ReturnType {
get;
set;
}
IList<IAttribute> Attributes {
get;
}
ParameterModifiers Modifiers {
get;
}
DomRegion Region {
get;
}
string Documentation {
get;
}
bool IsOut {
get;
}
bool IsRef {
get;
}
bool IsParams {
get;
}
bool IsOptional {
get;
}
}
}
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#ifndef HEADER_RSA_H
# define HEADER_RSA_H
# include <openssl/opensslconf.h>
# ifndef OPENSSL_NO_RSA
# include <openssl/asn1.h>
# include <openssl/bio.h>
# include <openssl/crypto.h>
# include <openssl/ossl_typ.h>
# if OPENSSL_API_COMPAT < 0x10100000L
# include <openssl/bn.h>
# endif
# ifdef __cplusplus
extern "C" {
# endif
/* The types RSA and RSA_METHOD are defined in ossl_typ.h */
# ifndef OPENSSL_RSA_MAX_MODULUS_BITS
# define OPENSSL_RSA_MAX_MODULUS_BITS 16384
# endif
# define OPENSSL_RSA_FIPS_MIN_MODULUS_BITS 1024
# ifndef OPENSSL_RSA_SMALL_MODULUS_BITS
# define OPENSSL_RSA_SMALL_MODULUS_BITS 3072
# endif
# ifndef OPENSSL_RSA_MAX_PUBEXP_BITS
/* exponent limit enforced for "large" modulus only */
# define OPENSSL_RSA_MAX_PUBEXP_BITS 64
# endif
# define RSA_3 0x3L
# define RSA_F4 0x10001L
# define RSA_METHOD_FLAG_NO_CHECK 0x0001/* don't check pub/private
* match */
# define RSA_FLAG_CACHE_PUBLIC 0x0002
# define RSA_FLAG_CACHE_PRIVATE 0x0004
# define RSA_FLAG_BLINDING 0x0008
# define RSA_FLAG_THREAD_SAFE 0x0010
/*
* This flag means the private key operations will be handled by rsa_mod_exp
* and that they do not depend on the private key components being present:
* for example a key stored in external hardware. Without this flag
* bn_mod_exp gets called when private key components are absent.
*/
# define RSA_FLAG_EXT_PKEY 0x0020
/*
* new with 0.9.6j and 0.9.7b; the built-in
* RSA implementation now uses blinding by
* default (ignoring RSA_FLAG_BLINDING),
* but other engines might not need it
*/
# define RSA_FLAG_NO_BLINDING 0x0080
# if OPENSSL_API_COMPAT < 0x10100000L
/*
* Does nothing. Previously this switched off constant time behaviour.
*/
# define RSA_FLAG_NO_CONSTTIME 0x0000
# endif
# if OPENSSL_API_COMPAT < 0x00908000L
/* deprecated name for the flag*/
/*
* new with 0.9.7h; the built-in RSA
* implementation now uses constant time
* modular exponentiation for secret exponents
* by default. This flag causes the
* faster variable sliding window method to
* be used for all exponents.
*/
# define RSA_FLAG_NO_EXP_CONSTTIME RSA_FLAG_NO_CONSTTIME
# endif
# define EVP_PKEY_CTX_set_rsa_padding(ctx, pad) \
EVP_PKEY_CTX_ctrl(ctx, EVP_PKEY_RSA, -1, EVP_PKEY_CTRL_RSA_PADDING, \
pad, NULL)
# define EVP_PKEY_CTX_get_rsa_padding(ctx, ppad) \
EVP_PKEY_CTX_ctrl(ctx, EVP_PKEY_RSA, -1, \
EVP_PKEY_CTRL_GET_RSA_PADDING, 0, ppad)
# define EVP_PKEY_CTX_set_rsa_pss_saltlen(ctx, len) \
EVP_PKEY_CTX_ctrl(ctx, EVP_PKEY_RSA, \
(EVP_PKEY_OP_SIGN|EVP_PKEY_OP_VERIFY), \
EVP_PKEY_CTRL_RSA_PSS_SALTLEN, \
len, NULL)
# define EVP_PKEY_CTX_get_rsa_pss_saltlen(ctx, plen) \
EVP_PKEY_CTX_ctrl(ctx, EVP_PKEY_RSA, \
(EVP_PKEY_OP_SIGN|EVP_PKEY_OP_VERIFY), \
EVP_PKEY_CTRL_GET_RSA_PSS_SALTLEN, \
0, plen)
# define EVP_PKEY_CTX_set_rsa_keygen_bits(ctx, bits) \
EVP_PKEY_CTX_ctrl(ctx, EVP_PKEY_RSA, EVP_PKEY_OP_KEYGEN, \
EVP_PKEY_CTRL_RSA_KEYGEN_BITS, bits, NULL)
# define EVP_PKEY_CTX_set_rsa_keygen_pubexp(ctx, pubexp) \
EVP_PKEY_CTX_ctrl(ctx, EVP_PKEY_RSA, EVP_PKEY_OP_KEYGEN, \
EVP_PKEY_CTRL_RSA_KEYGEN_PUBEXP, 0, pubexp)
# define EVP_PKEY_CTX_set_rsa_mgf1_md(ctx, md) \
EVP_PKEY_CTX_ctrl(ctx, EVP_PKEY_RSA, \
EVP_PKEY_OP_TYPE_SIG | EVP_PKEY_OP_TYPE_CRYPT, \
EVP_PKEY_CTRL_RSA_MGF1_MD, 0, (void *)md)
# define EVP_PKEY_CTX_set_rsa_oaep_md(ctx, md) \
EVP_PKEY_CTX_ctrl(ctx, EVP_PKEY_RSA, EVP_PKEY_OP_TYPE_CRYPT, \
EVP_PKEY_CTRL_RSA_OAEP_MD, 0, (void *)md)
# define EVP_PKEY_CTX_get_rsa_mgf1_md(ctx, pmd) \
EVP_PKEY_CTX_ctrl(ctx, EVP_PKEY_RSA, \
EVP_PKEY_OP_TYPE_SIG | EVP_PKEY_OP_TYPE_CRYPT, \
EVP_PKEY_CTRL_GET_RSA_MGF1_MD, 0, (void *)pmd)
# define EVP_PKEY_CTX_get_rsa_oaep_md(ctx, pmd) \
EVP_PKEY_CTX_ctrl(ctx, EVP_PKEY_RSA, EVP_PKEY_OP_TYPE_CRYPT, \
EVP_PKEY_CTRL_GET_RSA_OAEP_MD, 0, (void *)pmd)
# define EVP_PKEY_CTX_set0_rsa_oaep_label(ctx, l, llen) \
EVP_PKEY_CTX_ctrl(ctx, EVP_PKEY_RSA, EVP_PKEY_OP_TYPE_CRYPT, \
EVP_PKEY_CTRL_RSA_OAEP_LABEL, llen, (void *)l)
# define EVP_PKEY_CTX_get0_rsa_oaep_label(ctx, l) \
EVP_PKEY_CTX_ctrl(ctx, EVP_PKEY_RSA, EVP_PKEY_OP_TYPE_CRYPT, \
EVP_PKEY_CTRL_GET_RSA_OAEP_LABEL, 0, (void *)l)
# define EVP_PKEY_CTRL_RSA_PADDING (EVP_PKEY_ALG_CTRL + 1)
# define EVP_PKEY_CTRL_RSA_PSS_SALTLEN (EVP_PKEY_ALG_CTRL + 2)
# define EVP_PKEY_CTRL_RSA_KEYGEN_BITS (EVP_PKEY_ALG_CTRL + 3)
# define EVP_PKEY_CTRL_RSA_KEYGEN_PUBEXP (EVP_PKEY_ALG_CTRL + 4)
# define EVP_PKEY_CTRL_RSA_MGF1_MD (EVP_PKEY_ALG_CTRL + 5)
# define EVP_PKEY_CTRL_GET_RSA_PADDING (EVP_PKEY_ALG_CTRL + 6)
# define EVP_PKEY_CTRL_GET_RSA_PSS_SALTLEN (EVP_PKEY_ALG_CTRL + 7)
# define EVP_PKEY_CTRL_GET_RSA_MGF1_MD (EVP_PKEY_ALG_CTRL + 8)
# define EVP_PKEY_CTRL_RSA_OAEP_MD (EVP_PKEY_ALG_CTRL + 9)
# define EVP_PKEY_CTRL_RSA_OAEP_LABEL (EVP_PKEY_ALG_CTRL + 10)
# define EVP_PKEY_CTRL_GET_RSA_OAEP_MD (EVP_PKEY_ALG_CTRL + 11)
# define EVP_PKEY_CTRL_GET_RSA_OAEP_LABEL (EVP_PKEY_ALG_CTRL + 12)
# define RSA_PKCS1_PADDING 1
# define RSA_SSLV23_PADDING 2
# define RSA_NO_PADDING 3
# define RSA_PKCS1_OAEP_PADDING 4
# define RSA_X931_PADDING 5
/* EVP_PKEY_ only */
# define RSA_PKCS1_PSS_PADDING 6
# define RSA_PKCS1_PADDING_SIZE 11
# define RSA_set_app_data(s,arg) RSA_set_ex_data(s,0,arg)
# define RSA_get_app_data(s) RSA_get_ex_data(s,0)
RSA *RSA_new(void);
RSA *RSA_new_method(ENGINE *engine);
int RSA_bits(const RSA *rsa);
int RSA_size(const RSA *rsa);
int RSA_security_bits(const RSA *rsa);
int RSA_set0_key(RSA *r, BIGNUM *n, BIGNUM *e, BIGNUM *d);
int RSA_set0_factors(RSA *r, BIGNUM *p, BIGNUM *q);
int RSA_set0_crt_params(RSA *r,BIGNUM *dmp1, BIGNUM *dmq1, BIGNUM *iqmp);
void RSA_get0_key(const RSA *r,
const BIGNUM **n, const BIGNUM **e, const BIGNUM **d);
void RSA_get0_factors(const RSA *r, const BIGNUM **p, const BIGNUM **q);
void RSA_get0_crt_params(const RSA *r,
const BIGNUM **dmp1, const BIGNUM **dmq1,
const BIGNUM **iqmp);
void RSA_clear_flags(RSA *r, int flags);
int RSA_test_flags(const RSA *r, int flags);
void RSA_set_flags(RSA *r, int flags);
ENGINE *RSA_get0_engine(const RSA *r);
/* Deprecated version */
DEPRECATEDIN_0_9_8(RSA *RSA_generate_key(int bits, unsigned long e, void
(*callback) (int, int, void *),
void *cb_arg))
/* New version */
int RSA_generate_key_ex(RSA *rsa, int bits, BIGNUM *e, BN_GENCB *cb);
int RSA_X931_derive_ex(RSA *rsa, BIGNUM *p1, BIGNUM *p2, BIGNUM *q1,
BIGNUM *q2, const BIGNUM *Xp1, const BIGNUM *Xp2,
const BIGNUM *Xp, const BIGNUM *Xq1, const BIGNUM *Xq2,
const BIGNUM *Xq, const BIGNUM *e, BN_GENCB *cb);
int RSA_X931_generate_key_ex(RSA *rsa, int bits, const BIGNUM *e,
BN_GENCB *cb);
int RSA_check_key(const RSA *);
int RSA_check_key_ex(const RSA *, BN_GENCB *cb);
/* next 4 return -1 on error */
int RSA_public_encrypt(int flen, const unsigned char *from,
unsigned char *to, RSA *rsa, int padding);
int RSA_private_encrypt(int flen, const unsigned char *from,
unsigned char *to, RSA *rsa, int padding);
int RSA_public_decrypt(int flen, const unsigned char *from,
unsigned char *to, RSA *rsa, int padding);
int RSA_private_decrypt(int flen, const unsigned char *from,
unsigned char *to, RSA *rsa, int padding);
void RSA_free(RSA *r);
/* "up" the RSA object's reference count */
int RSA_up_ref(RSA *r);
int RSA_flags(const RSA *r);
void RSA_set_default_method(const RSA_METHOD *meth);
const RSA_METHOD *RSA_get_default_method(void);
const RSA_METHOD *RSA_get_method(const RSA *rsa);
int RSA_set_method(RSA *rsa, const RSA_METHOD *meth);
/* these are the actual RSA functions */
const RSA_METHOD *RSA_PKCS1_OpenSSL(void);
const RSA_METHOD *RSA_null_method(void);
DECLARE_ASN1_ENCODE_FUNCTIONS_const(RSA, RSAPublicKey)
DECLARE_ASN1_ENCODE_FUNCTIONS_const(RSA, RSAPrivateKey)
typedef struct rsa_pss_params_st {
X509_ALGOR *hashAlgorithm;
X509_ALGOR *maskGenAlgorithm;
ASN1_INTEGER *saltLength;
ASN1_INTEGER *trailerField;
} RSA_PSS_PARAMS;
DECLARE_ASN1_FUNCTIONS(RSA_PSS_PARAMS)
typedef struct rsa_oaep_params_st {
X509_ALGOR *hashFunc;
X509_ALGOR *maskGenFunc;
X509_ALGOR *pSourceFunc;
} RSA_OAEP_PARAMS;
DECLARE_ASN1_FUNCTIONS(RSA_OAEP_PARAMS)
# ifndef OPENSSL_NO_STDIO
int RSA_print_fp(FILE *fp, const RSA *r, int offset);
# endif
int RSA_print(BIO *bp, const RSA *r, int offset);
/*
* The following 2 functions sign and verify a X509_SIG ASN1 object inside
* PKCS#1 padded RSA encryption
*/
int RSA_sign(int type, const unsigned char *m, unsigned int m_length,
unsigned char *sigret, unsigned int *siglen, RSA *rsa);
int RSA_verify(int type, const unsigned char *m, unsigned int m_length,
const unsigned char *sigbuf, unsigned int siglen, RSA *rsa);
/*
* The following 2 function sign and verify a ASN1_OCTET_STRING object inside
* PKCS#1 padded RSA encryption
*/
int RSA_sign_ASN1_OCTET_STRING(int type,
const unsigned char *m, unsigned int m_length,
unsigned char *sigret, unsigned int *siglen,
RSA *rsa);
int RSA_verify_ASN1_OCTET_STRING(int type, const unsigned char *m,
unsigned int m_length, unsigned char *sigbuf,
unsigned int siglen, RSA *rsa);
int RSA_blinding_on(RSA *rsa, BN_CTX *ctx);
void RSA_blinding_off(RSA *rsa);
BN_BLINDING *RSA_setup_blinding(RSA *rsa, BN_CTX *ctx);
int RSA_padding_add_PKCS1_type_1(unsigned char *to, int tlen,
const unsigned char *f, int fl);
int RSA_padding_check_PKCS1_type_1(unsigned char *to, int tlen,
const unsigned char *f, int fl,
int rsa_len);
int RSA_padding_add_PKCS1_type_2(unsigned char *to, int tlen,
const unsigned char *f, int fl);
int RSA_padding_check_PKCS1_type_2(unsigned char *to, int tlen,
const unsigned char *f, int fl,
int rsa_len);
int PKCS1_MGF1(unsigned char *mask, long len, const unsigned char *seed,
long seedlen, const EVP_MD *dgst);
int RSA_padding_add_PKCS1_OAEP(unsigned char *to, int tlen,
const unsigned char *f, int fl,
const unsigned char *p, int pl);
int RSA_padding_check_PKCS1_OAEP(unsigned char *to, int tlen,
const unsigned char *f, int fl, int rsa_len,
const unsigned char *p, int pl);
int RSA_padding_add_PKCS1_OAEP_mgf1(unsigned char *to, int tlen,
const unsigned char *from, int flen,
const unsigned char *param, int plen,
const EVP_MD *md, const EVP_MD *mgf1md);
int RSA_padding_check_PKCS1_OAEP_mgf1(unsigned char *to, int tlen,
const unsigned char *from, int flen,
int num, const unsigned char *param,
int plen, const EVP_MD *md,
const EVP_MD *mgf1md);
int RSA_padding_add_SSLv23(unsigned char *to, int tlen,
const unsigned char *f, int fl);
int RSA_padding_check_SSLv23(unsigned char *to, int tlen,
const unsigned char *f, int fl, int rsa_len);
int RSA_padding_add_none(unsigned char *to, int tlen, const unsigned char *f,
int fl);
int RSA_padding_check_none(unsigned char *to, int tlen,
const unsigned char *f, int fl, int rsa_len);
int RSA_padding_add_X931(unsigned char *to, int tlen, const unsigned char *f,
int fl);
int RSA_padding_check_X931(unsigned char *to, int tlen,
const unsigned char *f, int fl, int rsa_len);
int RSA_X931_hash_id(int nid);
int RSA_verify_PKCS1_PSS(RSA *rsa, const unsigned char *mHash,
const EVP_MD *Hash, const unsigned char *EM,
int sLen);
int RSA_padding_add_PKCS1_PSS(RSA *rsa, unsigned char *EM,
const unsigned char *mHash, const EVP_MD *Hash,
int sLen);
int RSA_verify_PKCS1_PSS_mgf1(RSA *rsa, const unsigned char *mHash,
const EVP_MD *Hash, const EVP_MD *mgf1Hash,
const unsigned char *EM, int sLen);
int RSA_padding_add_PKCS1_PSS_mgf1(RSA *rsa, unsigned char *EM,
const unsigned char *mHash,
const EVP_MD *Hash, const EVP_MD *mgf1Hash,
int sLen);
#define RSA_get_ex_new_index(l, p, newf, dupf, freef) \
CRYPTO_get_ex_new_index(CRYPTO_EX_INDEX_RSA, l, p, newf, dupf, freef)
int RSA_set_ex_data(RSA *r, int idx, void *arg);
void *RSA_get_ex_data(const RSA *r, int idx);
RSA *RSAPublicKey_dup(RSA *rsa);
RSA *RSAPrivateKey_dup(RSA *rsa);
/*
* If this flag is set the RSA method is FIPS compliant and can be used in
* FIPS mode. This is set in the validated module method. If an application
* sets this flag in its own methods it is its responsibility to ensure the
* result is compliant.
*/
# define RSA_FLAG_FIPS_METHOD 0x0400
/*
* If this flag is set the operations normally disabled in FIPS mode are
* permitted it is then the applications responsibility to ensure that the
* usage is compliant.
*/
# define RSA_FLAG_NON_FIPS_ALLOW 0x0400
/*
* Application has decided PRNG is good enough to generate a key: don't
* check.
*/
# define RSA_FLAG_CHECKED 0x0800
RSA_METHOD *RSA_meth_new(const char *name, int flags);
void RSA_meth_free(RSA_METHOD *meth);
RSA_METHOD *RSA_meth_dup(const RSA_METHOD *meth);
const char *RSA_meth_get0_name(const RSA_METHOD *meth);
int RSA_meth_set1_name(RSA_METHOD *meth, const char *name);
int RSA_meth_get_flags(const RSA_METHOD *meth);
int RSA_meth_set_flags(RSA_METHOD *meth, int flags);
void *RSA_meth_get0_app_data(const RSA_METHOD *meth);
int RSA_meth_set0_app_data(RSA_METHOD *meth, void *app_data);
int (*RSA_meth_get_pub_enc(const RSA_METHOD *meth))
(int flen, const unsigned char *from,
unsigned char *to, RSA *rsa, int padding);
int RSA_meth_set_pub_enc(RSA_METHOD *rsa,
int (*pub_enc) (int flen, const unsigned char *from,
unsigned char *to, RSA *rsa,
int padding));
int (*RSA_meth_get_pub_dec(const RSA_METHOD *meth))
(int flen, const unsigned char *from,
unsigned char *to, RSA *rsa, int padding);
int RSA_meth_set_pub_dec(RSA_METHOD *rsa,
int (*pub_dec) (int flen, const unsigned char *from,
unsigned char *to, RSA *rsa,
int padding));
int (*RSA_meth_get_priv_enc(const RSA_METHOD *meth))
(int flen, const unsigned char *from,
unsigned char *to, RSA *rsa, int padding);
int RSA_meth_set_priv_enc(RSA_METHOD *rsa,
int (*priv_enc) (int flen, const unsigned char *from,
unsigned char *to, RSA *rsa,
int padding));
int (*RSA_meth_get_priv_dec(const RSA_METHOD *meth))
(int flen, const unsigned char *from,
unsigned char *to, RSA *rsa, int padding);
int RSA_meth_set_priv_dec(RSA_METHOD *rsa,
int (*priv_dec) (int flen, const unsigned char *from,
unsigned char *to, RSA *rsa,
int padding));
int (*RSA_meth_get_mod_exp(const RSA_METHOD *meth))
(BIGNUM *r0, const BIGNUM *i, RSA *rsa, BN_CTX *ctx);
int RSA_meth_set_mod_exp(RSA_METHOD *rsa,
int (*mod_exp) (BIGNUM *r0, const BIGNUM *i, RSA *rsa,
BN_CTX *ctx));
int (*RSA_meth_get_bn_mod_exp(const RSA_METHOD *meth))
(BIGNUM *r, const BIGNUM *a, const BIGNUM *p,
const BIGNUM *m, BN_CTX *ctx, BN_MONT_CTX *m_ctx);
int RSA_meth_set_bn_mod_exp(RSA_METHOD *rsa,
int (*bn_mod_exp) (BIGNUM *r,
const BIGNUM *a,
const BIGNUM *p,
const BIGNUM *m,
BN_CTX *ctx,
BN_MONT_CTX *m_ctx));
int (*RSA_meth_get_init(const RSA_METHOD *meth)) (RSA *rsa);
int RSA_meth_set_init(RSA_METHOD *rsa, int (*init) (RSA *rsa));
int (*RSA_meth_get_finish(const RSA_METHOD *meth)) (RSA *rsa);
int RSA_meth_set_finish(RSA_METHOD *rsa, int (*finish) (RSA *rsa));
int (*RSA_meth_get_sign(const RSA_METHOD *meth))
(int type,
const unsigned char *m, unsigned int m_length,
unsigned char *sigret, unsigned int *siglen,
const RSA *rsa);
int RSA_meth_set_sign(RSA_METHOD *rsa,
int (*sign) (int type, const unsigned char *m,
unsigned int m_length,
unsigned char *sigret, unsigned int *siglen,
const RSA *rsa));
int (*RSA_meth_get_verify(const RSA_METHOD *meth))
(int dtype, const unsigned char *m,
unsigned int m_length, const unsigned char *sigbuf,
unsigned int siglen, const RSA *rsa);
int RSA_meth_set_verify(RSA_METHOD *rsa,
int (*verify) (int dtype, const unsigned char *m,
unsigned int m_length,
const unsigned char *sigbuf,
unsigned int siglen, const RSA *rsa));
int (*RSA_meth_get_keygen(const RSA_METHOD *meth))
(RSA *rsa, int bits, BIGNUM *e, BN_GENCB *cb);
int RSA_meth_set_keygen(RSA_METHOD *rsa,
int (*keygen) (RSA *rsa, int bits, BIGNUM *e,
BN_GENCB *cb));
/* BEGIN ERROR CODES */
/*
* The following lines are auto generated by the script mkerr.pl. Any changes
* made after this point may be overwritten when the script is next run.
*/
int ERR_load_RSA_strings(void);
/* Error codes for the RSA functions. */
/* Function codes. */
# define RSA_F_CHECK_PADDING_MD 140
# define RSA_F_ENCODE_PKCS1 146
# define RSA_F_INT_RSA_VERIFY 145
# define RSA_F_OLD_RSA_PRIV_DECODE 147
# define RSA_F_PKEY_RSA_CTRL 143
# define RSA_F_PKEY_RSA_CTRL_STR 144
# define RSA_F_PKEY_RSA_SIGN 142
# define RSA_F_PKEY_RSA_VERIFY 149
# define RSA_F_PKEY_RSA_VERIFYRECOVER 141
# define RSA_F_RSA_ALGOR_TO_MD 156
# define RSA_F_RSA_BUILTIN_KEYGEN 129
# define RSA_F_RSA_CHECK_KEY 123
# define RSA_F_RSA_CHECK_KEY_EX 160
# define RSA_F_RSA_CMS_DECRYPT 159
# define RSA_F_RSA_ITEM_VERIFY 148
# define RSA_F_RSA_METH_DUP 161
# define RSA_F_RSA_METH_NEW 162
# define RSA_F_RSA_METH_SET1_NAME 163
# define RSA_F_RSA_MGF1_TO_MD 157
# define RSA_F_RSA_NEW_METHOD 106
# define RSA_F_RSA_NULL 124
# define RSA_F_RSA_NULL_PRIVATE_DECRYPT 132
# define RSA_F_RSA_NULL_PRIVATE_ENCRYPT 133
# define RSA_F_RSA_NULL_PUBLIC_DECRYPT 134
# define RSA_F_RSA_NULL_PUBLIC_ENCRYPT 135
# define RSA_F_RSA_OSSL_PRIVATE_DECRYPT 101
# define RSA_F_RSA_OSSL_PRIVATE_ENCRYPT 102
# define RSA_F_RSA_OSSL_PUBLIC_DECRYPT 103
# define RSA_F_RSA_OSSL_PUBLIC_ENCRYPT 104
# define RSA_F_RSA_PADDING_ADD_NONE 107
# define RSA_F_RSA_PADDING_ADD_PKCS1_OAEP 121
# define RSA_F_RSA_PADDING_ADD_PKCS1_OAEP_MGF1 154
# define RSA_F_RSA_PADDING_ADD_PKCS1_PSS 125
# define RSA_F_RSA_PADDING_ADD_PKCS1_PSS_MGF1 152
# define RSA_F_RSA_PADDING_ADD_PKCS1_TYPE_1 108
# define RSA_F_RSA_PADDING_ADD_PKCS1_TYPE_2 109
# define RSA_F_RSA_PADDING_ADD_SSLV23 110
# define RSA_F_RSA_PADDING_ADD_X931 127
# define RSA_F_RSA_PADDING_CHECK_NONE 111
# define RSA_F_RSA_PADDING_CHECK_PKCS1_OAEP 122
# define RSA_F_RSA_PADDING_CHECK_PKCS1_OAEP_MGF1 153
# define RSA_F_RSA_PADDING_CHECK_PKCS1_TYPE_1 112
# define RSA_F_RSA_PADDING_CHECK_PKCS1_TYPE_2 113
# define RSA_F_RSA_PADDING_CHECK_SSLV23 114
# define RSA_F_RSA_PADDING_CHECK_X931 128
# define RSA_F_RSA_PRINT 115
# define RSA_F_RSA_PRINT_FP 116
# define RSA_F_RSA_PRIV_ENCODE 138
# define RSA_F_RSA_PSS_TO_CTX 155
# define RSA_F_RSA_PUB_DECODE 139
# define RSA_F_RSA_SETUP_BLINDING 136
# define RSA_F_RSA_SIGN 117
# define RSA_F_RSA_SIGN_ASN1_OCTET_STRING 118
# define RSA_F_RSA_VERIFY 119
# define RSA_F_RSA_VERIFY_ASN1_OCTET_STRING 120
# define RSA_F_RSA_VERIFY_PKCS1_PSS_MGF1 126
/* Reason codes. */
# define RSA_R_ALGORITHM_MISMATCH 100
# define RSA_R_BAD_E_VALUE 101
# define RSA_R_BAD_FIXED_HEADER_DECRYPT 102
# define RSA_R_BAD_PAD_BYTE_COUNT 103
# define RSA_R_BAD_SIGNATURE 104
# define RSA_R_BLOCK_TYPE_IS_NOT_01 106
# define RSA_R_BLOCK_TYPE_IS_NOT_02 107
# define RSA_R_DATA_GREATER_THAN_MOD_LEN 108
# define RSA_R_DATA_TOO_LARGE 109
# define RSA_R_DATA_TOO_LARGE_FOR_KEY_SIZE 110
# define RSA_R_DATA_TOO_LARGE_FOR_MODULUS 132
# define RSA_R_DATA_TOO_SMALL 111
# define RSA_R_DATA_TOO_SMALL_FOR_KEY_SIZE 122
# define RSA_R_DIGEST_DOES_NOT_MATCH 158
# define RSA_R_DIGEST_TOO_BIG_FOR_RSA_KEY 112
# define RSA_R_DMP1_NOT_CONGRUENT_TO_D 124
# define RSA_R_DMQ1_NOT_CONGRUENT_TO_D 125
# define RSA_R_D_E_NOT_CONGRUENT_TO_1 123
# define RSA_R_FIRST_OCTET_INVALID 133
# define RSA_R_ILLEGAL_OR_UNSUPPORTED_PADDING_MODE 144
# define RSA_R_INVALID_DIGEST 157
# define RSA_R_INVALID_DIGEST_LENGTH 143
# define RSA_R_INVALID_HEADER 137
# define RSA_R_INVALID_LABEL 160
# define RSA_R_INVALID_MESSAGE_LENGTH 131
# define RSA_R_INVALID_MGF1_MD 156
# define RSA_R_INVALID_OAEP_PARAMETERS 161
# define RSA_R_INVALID_PADDING 138
# define RSA_R_INVALID_PADDING_MODE 141
# define RSA_R_INVALID_PSS_PARAMETERS 149
# define RSA_R_INVALID_PSS_SALTLEN 146
# define RSA_R_INVALID_SALT_LENGTH 150
# define RSA_R_INVALID_TRAILER 139
# define RSA_R_INVALID_X931_DIGEST 142
# define RSA_R_IQMP_NOT_INVERSE_OF_Q 126
# define RSA_R_KEY_SIZE_TOO_SMALL 120
# define RSA_R_LAST_OCTET_INVALID 134
# define RSA_R_MODULUS_TOO_LARGE 105
# define RSA_R_NO_PUBLIC_EXPONENT 140
# define RSA_R_NULL_BEFORE_BLOCK_MISSING 113
# define RSA_R_N_DOES_NOT_EQUAL_P_Q 127
# define RSA_R_OAEP_DECODING_ERROR 121
# define RSA_R_OPERATION_NOT_SUPPORTED_FOR_THIS_KEYTYPE 148
# define RSA_R_PADDING_CHECK_FAILED 114
# define RSA_R_PKCS_DECODING_ERROR 159
# define RSA_R_P_NOT_PRIME 128
# define RSA_R_Q_NOT_PRIME 129
# define RSA_R_RSA_OPERATIONS_NOT_SUPPORTED 130
# define RSA_R_SLEN_CHECK_FAILED 136
# define RSA_R_SLEN_RECOVERY_FAILED 135
# define RSA_R_SSLV3_ROLLBACK_ATTACK 115
# define RSA_R_THE_ASN1_OBJECT_IDENTIFIER_IS_NOT_KNOWN_FOR_THIS_MD 116
# define RSA_R_UNKNOWN_ALGORITHM_TYPE 117
# define RSA_R_UNKNOWN_DIGEST 166
# define RSA_R_UNKNOWN_MASK_DIGEST 151
# define RSA_R_UNKNOWN_PADDING_TYPE 118
# define RSA_R_UNSUPPORTED_ENCRYPTION_TYPE 162
# define RSA_R_UNSUPPORTED_LABEL_SOURCE 163
# define RSA_R_UNSUPPORTED_MASK_ALGORITHM 153
# define RSA_R_UNSUPPORTED_MASK_PARAMETER 154
# define RSA_R_UNSUPPORTED_SIGNATURE_TYPE 155
# define RSA_R_VALUE_MISSING 147
# define RSA_R_WRONG_SIGNATURE_LENGTH 119
# ifdef __cplusplus
}
# endif
# endif
#endif
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// Copyright (C) 2008 The Android Open Source Project
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
package com.google.gerrit.server.workflow;
import com.google.gerrit.common.data.LabelType;
import com.google.gerrit.reviewdb.client.ApprovalCategory;
import com.google.gerrit.reviewdb.client.PatchSetApproval;
/**
* Computes an {@link ApprovalCategory} by looking at maximum values.
* <p>
* In order to be considered "approved" this function requires that:
* <ul>
* <li>The maximum negative value is never used;</li>
* <li>The maximum positive value is used at least once;</li>
* <li>The user approving the maximum positive has been granted that.</li>
* </ul>
* <p>
* This function is primarily useful for review fields, with values such as:
* <ul>
* <li>+2: Approved change.</li>
* <li>+1: Looks ok, but get another approval from someone with more depth.</li>
* <li>-1: Soft reject, it isn't a great change but its OK if approved.</li>
* <li>-2: Rejected, must not be submitted.
* </ul>
* <p>
* Note that projects using this function would typically want to assign out the
* middle range (-1 .. +1) to almost everyone, so people can indicate how they
* feel about a change, but the extremes of -2 and +2 should be reserved for the
* project's long-term maintainers, those who are most familiar with its code.
*/
public class MaxWithBlock extends CategoryFunction {
public static String NAME = "MaxWithBlock";
@Override
public void run(final LabelType lt, final FunctionState state) {
boolean rejected = false;
boolean passed = false;
for (final PatchSetApproval a : state.getApprovals(lt)) {
state.normalize(lt, a);
rejected |= lt.isMaxNegative(a);
passed |= lt.isMaxPositive(a);
}
// The type must not have had its max negative (a forceful reject)
// and must have at least one max positive (a full accept).
//
state.valid(lt, !rejected && passed);
}
}
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from django.apps import AppConfig
class HsDiscoverConfig(AppConfig):
name = 'hs_discover'
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<?xml version="1.0" encoding="utf-8"?>
<selector xmlns:android="http://schemas.android.com/apk/res/android" >
<item android:state_pressed="true" android:drawable="@drawable/button_tentang_pressed" />
<item android:state_focused="true" android:drawable="@drawable/button_tentang_hover" />
<item android:drawable="@drawable/button_tentang_normal" />
</selector>
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"path": "res/drawable-ldpi/sel_but_tentang.xml",
"mode": "33188",
"license": "mit",
"language": [
{
"name": "Java",
"bytes": "265645"
}
],
"symlink_target": ""
} |
///////////////////////////////////////////////////////////////////////////
// Copyright © 2014 Esri. All Rights Reserved.
//
// Licensed under the Apache License Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
///////////////////////////////////////////////////////////////////////////
define([
'dojo/_base/declare',
'dijit/_WidgetBase',
'dijit/_TemplatedMixin',
'dijit/_WidgetsInTemplateMixin',
'dojo/text!./templates/_FilterSet.html',
'dijit/registry',
'dojo/_base/lang',
'dojo/_base/html',
'dojo/_base/array',
'dojo/on',
'dojo/aspect',
'dojo/query',
'./_SingleFilter'
],
function(declare, _WidgetBase, _TemplatedMixin, _WidgetsInTemplateMixin, template, registry,
lang, html, array, on, aspect, query, SingleFilter) {
return declare([_WidgetBase, _TemplatedMixin, _WidgetsInTemplateMixin], {
templateString:template,
baseClass: 'jimu-filter-set',
nls: null,
url: null,
layerInfo: null,
stringFieldType: '',
dateFieldType: '',
numberFieldTypes: [],
partsObj: null,
OPERATORS: null,
enableAskForValues: false,
isHosted: false,
postMixInProperties:function(){
this.nls = window.jimuNls.filterBuilder;
var a = "${any_or_all}";
var splits = this.nls.matchMsgSet.split(a);
this.nls.strMatchMsgPart1 = splits[0] || '';
this.nls.strMatchMsgPart2 = splits[1] || '';
this.inherited(arguments);
},
postCreate:function(){
this.inherited(arguments);
this._initSelf();
},
toJson:function(){
var nodes = query('.jimu-single-filter',this.allExpsBox);
var parts = array.map(nodes,lang.hitch(this,function(node){
var filter = registry.byNode(node);
return filter.toJson();
}));
var validParts = array.every(parts,lang.hitch(this,function(part){
return part;
}));
if(validParts && parts.length > 0){
var result = {
logicalOperator: this.allAnySelect.value,
parts: parts
};
return result;
}
else{
return null;
}
},
showDelteIcon:function(){
html.setStyle(this.btnDelete,'display','block');
},
hideDeleteIcon:function(){
html.setStyle(this.btnDelete,'display','none');
},
_initSelf:function(){
this.own(on(this.btnAdd,'click',lang.hitch(this,this._addSingleFilter)));
if(this.partsObj){
this.allAnySelect.value = this.partsObj.logicalOperator;
var parts = this.partsObj.parts||[];
if(parts.length === 0){
this._addSingleFilter();
this._addSingleFilter();
}
else if(parts.length === 1){
this._addSingleFilter(parts[0]);
this._addSingleFilter();
}
else{
array.forEach(parts,lang.hitch(this,function(part){
this._addSingleFilter(part);
}));
}
}
else{
this._addSingleFilter();
this._addSingleFilter();
}
},
_addSingleFilter:function(/* optional */ part){
var args = {
url: this.url,
layerInfo: this.layerInfo,
stringFieldType: this.stringFieldType,
dateFieldType: this.dateFieldType,
numberFieldTypes: this.numberFieldTypes,
part:part,
OPERATORS: this.OPERATORS,
enableAskForValues: this.enableAskForValues,
isHosted: this.isHosted,
style:{
margin:'15px auto 0 auto',
border:0,
background:'inherit'
}
};
var singleFilter = new SingleFilter(args);
singleFilter.placeAt(this.allExpsBox);
singleFilter.startup();
this.own(aspect.after(singleFilter,'_destroySelf',lang.hitch(this,this._checkFilterNumbers)));
this._checkFilterNumbers();
},
_checkFilterNumbers:function(){
var nodes = query('.jimu-single-filter',this.allExpsBox);
var isShowIcon = nodes.length > 2;
array.forEach(nodes,lang.hitch(this,function(node){
var filter = registry.byNode(node);
if(isShowIcon){
filter.showDelteIcon();
}
else{
filter.hideDeleteIcon();
}
}));
},
_destroySelf:function(){
this.destroy();
}
});
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"""Unit tests for DataflowDistributionCounter
When Cython is available, unit tests will test on cythonized module,
otherwise, test on pure python module
"""
import math
import sys
import unittest
from mock import Mock
from apache_beam.transforms import DataflowDistributionCounter
class DataflowDistributionAccumulatorTest(unittest.TestCase):
def test_calculate_bucket_index_with_input_0(self):
counter = DataflowDistributionCounter()
index = counter.calculate_bucket_index(0)
self.assertEquals(index, 0)
def test_calculate_bucket_index_within_max_long(self):
counter = DataflowDistributionCounter()
bucket = 1
power_of_ten = 1
INT64_MAX = math.pow(2, 63) - 1
while power_of_ten <= INT64_MAX:
for multiplier in [1, 2, 5]:
value = multiplier * power_of_ten
actual_bucket = counter.calculate_bucket_index(value - 1)
self.assertEquals(actual_bucket, bucket - 1)
bucket += 1
power_of_ten *= 10
def test_add_input(self):
counter = DataflowDistributionCounter()
expected_buckets = [1, 3, 0, 0, 0, 0, 0, 0, 1, 1]
expected_sum = 1510
expected_first_bucket_index = 1
expected_count = 6
expected_min = 1
expected_max = 1000
for element in [1, 500, 2, 3, 1000, 4]:
counter.add_input(element)
histogram = Mock(firstBucketOffset=None, bucketCounts=None)
counter.translate_to_histogram(histogram)
self.assertEquals(counter.sum, expected_sum)
self.assertEquals(counter.count, expected_count)
self.assertEquals(counter.min, expected_min)
self.assertEquals(counter.max, expected_max)
self.assertEquals(histogram.firstBucketOffset, expected_first_bucket_index)
self.assertEquals(histogram.bucketCounts, expected_buckets)
def test_translate_to_histogram_with_input_0(self):
counter = DataflowDistributionCounter()
counter.add_input(0)
histogram = Mock(firstBucketOffset=None, bucketCounts=None)
counter.translate_to_histogram(histogram)
self.assertEquals(histogram.firstBucketOffset, 0)
self.assertEquals(histogram.bucketCounts, [1])
def test_translate_to_histogram_with_max_input(self):
counter = DataflowDistributionCounter()
counter.add_input(sys.maxint)
histogram = Mock(firstBucketOffset=None, bucketCounts=None)
counter.translate_to_histogram(histogram)
self.assertEquals(histogram.firstBucketOffset, 57)
self.assertEquals(histogram.bucketCounts, [1])
if __name__ == '__main__':
unittest.main()
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var util = require('util');
var os = require('os');
var bleno = require('eddystone-beacon/node_modules/bleno');
var eddystone = require('eddystone-beacon');
var five = require('johnny-five');
var Edison = require('edison-io');
var led = '';
var relay = '';
var board = new five.Board({ io: new Edison() });
board.on('ready', function () {
led = new five.Led('J19-6');
relay = new five.Relay('J19-10');
relay.off();
led.on();
});
board.on('warn', function () {
led.off();
relay.off();
});
var name = 'PW_Coffee';
var url = 'https://goo.gl/TWmm3H';
bleno.on('stateChange', function (state) {
console.log('on -> stateChange: ' + state);
if (state === 'poweredOn') {
bleno.startAdvertising();
startBeacon();
} else {
bleno.stopAdvertising();
}
});
bleno.on('advertisingStart', function (error) {
console.log('on -> advertisingStart: ' + (error ? 'error ' + error : 'success'));
if (error) {
console.error('Can not start advertising');
exit();
}
});
function startBeacon() {
console.log('Starting beacon.');
var config = { 'name': name };
eddystone.advertiseUrl(url, config);
led.off();
led.blink();
}
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/***************************************************************************
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
***************************************************************************/
#include <stdio.h>
#include <tgfclient.h>
#include "exitmenu.h"
#include "mainmenu.h"
static void
endofprog(void * /* dummy */)
{
STOP_ACTIVE_PROFILES();
PRINT_PROFILE();
/* glutSetKeyRepeat(GLUT_KEY_REPEAT_ON); */
GfScrShutdown();
exit(0);
}
static void *exitmenuHandle = NULL;
static void *exitMainMenuHandle = NULL;
void * exitMenuInit(void *menu, void *menuHandle)
{
if (menuHandle) {
GfuiScreenRelease(menuHandle);
}
menuHandle = GfuiMenuScreenCreate("Quit ?");
GfuiScreenAddBgImg(menuHandle, "data/img/splash-quit.png");
GfuiMenuButtonCreate(menuHandle,
"No, Back to Game",
"Return to TORCS",
menu,
GfuiScreenActivate);
GfuiMenuButtonCreate(menuHandle,
"Yes, Let's Quit",
"Exit of TORCS",
NULL,
endofprog);
return menuHandle;
}
/*
* Function
* TorcsExitMenuInit
*
* Description
* init the exit menus
*
* Parameters
* none
*
* Return
* 0 ok -1 nok
*
* Remarks
*
*/
void * TorcsExitMenuInit(void *menu)
{
exitmenuHandle = exitMenuInit(menu, exitmenuHandle);
return exitmenuHandle;
}
void * TorcsMainExitMenuInit(void *mainMenu)
{
exitMainMenuHandle = exitMenuInit(mainMenu, exitMainMenuHandle);
return exitMainMenuHandle;
}
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using OpenKh.Bbs;
using OpenKh.Common;
using OpenKh.Tools.Common.Wpf;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Windows;
using Xe.Tools;
using Xe.Tools.Wpf.Commands;
using Xe.Tools.Wpf.Dialogs;
namespace OpenKh.Tools.BbsEventTableEditor.ViewModels
{
public class MainViewModel : BaseNotifyPropertyChanged
{
private static string ApplicationName = Utilities.GetApplicationName();
private Window Window => Application.Current.Windows.OfType<Window>().FirstOrDefault(x => x.IsActive);
private string _fileName;
private EventsViewModel _eventsViewModel;
private static readonly List<FileDialogFilter> Filters = FileDialogFilterComposer.Compose().AddExtensions("Event table (EVENT_TE, EVENT_VE, EVENT_AQ)", "*").AddAllFiles();
public string Title => $"{Path.GetFileName(FileName) ?? "untitled"} | {ApplicationName}";
private string FileName
{
get => _fileName;
set
{
_fileName = value;
OnPropertyChanged(nameof(Title));
}
}
public RelayCommand OpenCommand { get; }
public RelayCommand SaveCommand { get; }
public RelayCommand SaveAsCommand { get; }
public RelayCommand ExitCommand { get; }
public RelayCommand ExportEventsListCommand { get; }
public RelayCommand ExportUsedEventsCommand { get; }
public RelayCommand ExportUsedMapsCommand { get; }
public RelayCommand AboutCommand { get; }
public EventsViewModel EventsViewModel
{
get => _eventsViewModel;
private set { _eventsViewModel = value; OnPropertyChanged(); }
}
public IEnumerable<Event> Events
{
get => EventsViewModel?.Items?.Select(x => x.Event) ?? new Event[0];
set => EventsViewModel = new EventsViewModel(value);
}
public MainViewModel()
{
OpenCommand = new RelayCommand(x =>
{
FileDialog.OnOpen(fileName =>
{
OpenFile(fileName);
}, Filters);
}, x => true);
SaveCommand = new RelayCommand(x =>
{
if (!string.IsNullOrEmpty(FileName))
{
SaveFile(FileName, FileName);
}
else
{
SaveAsCommand.Execute(x);
}
}, x => true);
SaveAsCommand = new RelayCommand(x =>
{
FileDialog.OnSave(fileName =>
{
SaveFile(FileName, fileName);
FileName = fileName;
}, Filters);
}, x => true);
ExitCommand = new RelayCommand(x =>
{
Window.Close();
}, x => true);
ExportEventsListCommand = new RelayCommand(x =>
{
var defaultFileName = CreateExportFilePath("events_list.txt");
FileDialog.OnSave(fileName =>
{
File.CreateText(fileName).Using(stream =>
{
foreach (var item in Events)
{
stream.WriteLine($"ID {item.Id:X03} MAP {Constants.Worlds[item.World]}_{item.Room:D02} EVENT {item.EventIndex:D03}");
}
});
}, Filters, defaultFileName);
}, x => true);
ExportUsedEventsCommand = new RelayCommand(x =>
{
var defaultFileName = CreateExportFilePath("events_used.txt");
FileDialog.OnSave(fileName =>
{
File.CreateText(fileName).Using(stream =>
{
foreach (var item in Events)
{
stream.WriteLine($"event/{Constants.Worlds[item.World]}/{Constants.Worlds[item.World]}_{item.EventIndex:D03}.exa");
}
});
}, Filters, defaultFileName);
}, x => true);
ExportUsedMapsCommand = new RelayCommand(x =>
{
var defaultFileName = CreateExportFilePath("maps_used.txt");
FileDialog.OnSave(fileName =>
{
File.CreateText(fileName).Using(stream =>
{
foreach (var item in Events)
{
stream.WriteLine($"arc/map/{Constants.Worlds[item.World]}{item.Room:D02}.arc");
}
});
}, Filters, defaultFileName);
}, x => true);
AboutCommand = new RelayCommand(x =>
{
new AboutDialog(Assembly.GetExecutingAssembly()).ShowDialog();
}, x => true);
EventsViewModel = new EventsViewModel();
}
public bool OpenFile(string fileName) => File.OpenRead(fileName).Using(stream =>
{
if (!Event.IsValid(stream))
{
MessageBox.Show(Window, $"{Path.GetFileName(fileName)} is not a valid event file.", "Error", MessageBoxButton.OK, MessageBoxImage.Error);
return false;
}
Events = Event.Read(stream);
FileName = fileName;
return true;
});
public void SaveFile(string previousFileName, string fileName)
{
File.Create(fileName).Using(stream =>
{
Event.Write(stream, Events);
});
}
private string CreateExportFilePath(string newFileName)
{
var dirName = Path.GetDirectoryName(FileName);
var fileName = Path.GetFileNameWithoutExtension(FileName);
return Path.Combine(dirName, $"{fileName}_{newFileName}");
}
}
}
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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1, shrink-to-fit=no">
<!-- SEO Meta Tags -->
<meta name="description" content="Valkyrie is an App to build scenarios/quests and share them with players around the world. Both Mnsions of Madness Second Edition and Descent are supported and scenarios can be available in multiple languages, localized by the community.">
<!-- OG Meta Tags to improve the way the post looks when you share the page on LinkedIn, Facebook, Google+ -->
<meta property="og:site_name" content="" /> <!-- website name -->
<meta property="og:site" content="" /> <!-- website link -->
<meta property="og:title" content=""/> <!-- title shown in the actual shared post -->
<meta property="og:description" content="" /> <!-- description shown in the actual shared post -->
<meta property="og:image" content="" /> <!-- image link, make sure it's jpg -->
<meta property="og:url" content="" /> <!-- where do you want your post to link to -->
<meta property="og:type" content="article" />
<!-- Website Title -->
<title>Valkyrie GM for Fantasy Flight Board Games</title>
<!-- Styles -->
<link href="https://fonts.googleapis.com/css?family=Montserrat:400,600,700" rel="stylesheet">
<link href="https://fonts.googleapis.com/css?family=Open+Sans:400,400i,700,700i" rel="stylesheet">
<link href="web/css/bootstrap.css" rel="stylesheet">
<link href="web/css/fontawesome-all.css" rel="stylesheet">
<link href="web/css/swiper.css" rel="stylesheet">
<link href="web/css/magnific-popup.css" rel="stylesheet">
<link href="web/css/styles.css" rel="stylesheet">
<!-- Favicon -->
<link rel="icon" href="web/images/favicon.png">
</head>
<body data-spy="scroll" data-target=".fixed-top">
<!-- Preloader -->
<div class="spinner-wrapper">
<div class="spinner">
<div class="bounce1"></div>
<div class="bounce2"></div>
<div class="bounce3"></div>
</div>
</div>
<!-- end of preloader -->
<!-- Navigation -->
<nav class="navbar navbar-expand-md navbar-dark navbar-custom fixed-top">
<!-- Text Logo - Use this if you don't have a graphic logo -->
<a class="navbar-brand logo-text page-scroll" href="index.html">Valkyrie</a>
<!-- Image Logo -->
<!-- <a class="navbar-brand logo-image" href="index.html"><img src="web/images/banner.png" alt="alternative"></a> -->
<!-- Mobile Menu Toggle Button -->
<button class="navbar-toggler" type="button" data-toggle="collapse" data-target="#navbarsExampleDefault" aria-controls="navbarsExampleDefault" aria-expanded="false" aria-label="Toggle navigation">
<span class="navbar-toggler-awesome fas fa-bars"></span>
<span class="navbar-toggler-awesome fas fa-times"></span>
</button>
<!-- end of mobile menu toggle button -->
<div class="collapse navbar-collapse" id="navbarsExampleDefault">
<ul class="navbar-nav ml-auto">
<li class="nav-item">
<a class="nav-link page-scroll" href="#header">HOME <span class="sr-only">(current)</span></a>
</li>
<!-- Dropdown Menu -->
<li class="nav-item dropdown">
<a class="nav-link dropdown-toggle page-scroll" href="#details" id="navbarDropdown" role="button" aria-haspopup="true" aria-expanded="false">DO POBRANIA</a>
<div class="dropdown-menu" aria-labelledby="navbarDropdown">
<a class="dropdown-item" href="#download-windows"><span class="item-text">WINDOWS</span></a>
<div class="dropdown-items-divide-hr"></div>
<a class="dropdown-item" href="#download-android"><span class="item-text">ANDROID</span></a>
<div class="dropdown-items-divide-hr"></div>
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<div class="dropdown-items-divide-hr"></div>
<a class="dropdown-item" href="#download-linux"><span class="item-text">LINUX</span></a>
<div class="dropdown-items-divide-hr"></div>
<a class="dropdown-item" href="#download-fireos"><span class="item-text">Fire OS</span></a>
<div class="dropdown-items-divide-hr"></div>
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</div>
</li>
<!-- end of dropdown menu -->
<li class="nav-item">
<a class="nav-link page-scroll" href="https://github.com/NPBruce/valkyrie/wiki/QuestGuide" target="_blank">TWORZENIE PRZYGÓD - INSTRUKCJA</a>
</li>
<li class="nav-item">
<a class="nav-link page-scroll" href="https://discord.gg/yrVeSVt" target="_blank">DISCORD</a>
</li>
<li class="nav-item dropdown">
<a class="nav-link dropdown-toggle page-scroll" href="#details" id="navbarDropdown" role="button" aria-haspopup="true" aria-expanded="false">JĘZYK</a>
<div class="dropdown-menu" aria-labelledby="navbarDropdown">
<a class="dropdown-item" href="index.html"><span class="item-text">English</span></a>
<div class="dropdown-items-divide-hr"></div>
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</div>
</li>
</ul>
</div>
</nav> <!-- end of navbar -->
<!-- end of navigation -->
<!-- Header -->
<header id="header" class="header">
<div class="header-content">
<div class="container">
<div class="row">
<div class="col-lg-6">
<div class="text-container">
<h2>EDYTOR SCENARIUSZY DO GIER<br></h2> <h3><span id="js-rotating">POSIADŁOŚĆ SZALEŃSTWA, DESCENT</span></h3>
<p class="p-large">Valkyrie jest aplikacją do tworzenia scenariuszy/przygód do gier od Fantasy Flight Games.</p>
<a class="btn-solid-lg page-scroll" href="#download-windows"><i class="fab fa-windows"></i>WINDOWS</a>
<a class="btn-solid-lg page-scroll" href="#download-android"><i class="fab fa-android"></i>ANDROID</a>
<a class="btn-solid-lg page-scroll" href="#download-macos"><i class="fab fa-apple"></i>MAC OS</a>
<a class="btn-solid-lg page-scroll" href="#download-linux"><i class="fab fa-linux"></i>LINUX</a>
<a class="btn-solid-lg page-scroll" href="#download-fireos">Fire OS</a>
<a class="btn-solid-lg page-scroll" href="#download-ios"><i class="fab fa-apple"></i>iOS</a>
</div>
</div> <!-- end of col -->
<div class="col-lg-6">
<div class="image-container">
<img class="img-fluid" src="web/images/banner.png" alt="alternative">
</div>
<div class="image-container">
<img class="img-fluid" src="web/images/screenshot.png" alt="alternative">
</div> <!-- end of image-container -->
</div> <!-- end of col -->
</div> <!-- end of row -->
</div> <!-- end of container -->
</div> <!-- end of header-content -->
</header> <!-- end of header -->
<!-- end of header -->
<!-- Features -->
<div id="features" class="tabs">
<div class="container">
<div class="row">
<div class="col-lg-12">
<h2>OPIS</h2>
<div class="p-heading p-large">Valkyrie została stworzona przez użytkowników, którzy chcieli tworzyć własne przygody, którymi mogliby dzielić się z innymi graczami.</div>
</div> <!-- end of col -->
</div> <!-- end of row -->
<div class="row">
<!-- Tabs Links -->
<ul class="nav nav-tabs" id="lenoTabs" role="tablist">
<li class="nav-item">
<a class="nav-link active" id="nav-tab-1" data-toggle="tab" href="#tab-1" role="tab" aria-controls="tab-1" aria-selected="true">TWORZENIE</a>
</li>
<li class="nav-item">
<a class="nav-link" id="nav-tab-2" data-toggle="tab" href="#tab-2" role="tab" aria-controls="tab-2" aria-selected="false">ROZGRYWKA</a>
</li>
</ul>
<!-- end of tabs links -->
<!-- Tabs Content-->
<div class="tab-content" id="lenoTabsContent">
<!-- Tab -->
<div class="tab-pane fade show active" id="tab-1" role="tabpanel" aria-labelledby="tab-1">
<div class="container">
<div class="row">
<!-- Icon Cards Pane -->
<div class="col-lg-3">
<div class="card left-pane first">
<div class="card-body">
<div class="text-wrapper">
<h4 class="card-title">Tworzenie własnej przygody</h4>
<p>Zostań Mistrzem Gry i rozpocznij tworzenie własnych przygód.</p>
</div>
</div>
</div>
<div class="card left-pane">
<div class="card-body">
<div class="text-wrapper">
<h4 class="card-title">Edytor Scenariusza</h4>
<p>Używaj Edytora Scenariuszy żeby rozmieszczać według własnego uznania żetony oraz kafle terenu.</p>
</div>
</div>
</div>
</div>
<!-- end of icon cards pane -->
<!-- Image Pane -->
<div class="col-lg-6">
<img class="img-fluid" src="web/images/editor.png" alt="alternative">
<img class="img-fluid" src="web/images/editor2.png" alt="alternative">
</div>
<!-- end of image pane -->
<!-- Icon Cards Pane -->
<div class="col-lg-3">
<div class="card right-pane first">
<div class="card-body">
<div class="text-wrapper">
<h4 class="card-title">Sterowanie Wydarzeniami</h4>
<p>Twórz wydarzenia połączone z żetonami, kaflami terenu oraz bohaterami.</p>
</div>
</div>
</div>
<div class="card right-pane">
<div class="card-body">
<div class="text-wrapper">
<h4 class="card-title">Podziel się swoim dziełem.</h4>
<p>Po zakończeniu pracy w edytorze możesz podzielić się efektami swojej pracy z innymi graczami na całym świecie.</p>
</div>
</div>
</div>
</div>
<!-- end of icon cards pane -->
</div> <!-- end of row -->
</div> <!-- end of container -->
</div> <!-- end of tab-pane -->
<!-- end of tab -->
<!-- Tab -->
<div class="tab-pane fade" id="tab-2" role="tabpanel" aria-labelledby="tab-2">
<div class="container">
<div class="row">
<!-- Image Pane -->
<div class="col-md-6">
<img class="img-fluid" src="web/images/select-scenario.png" alt="alternative">
<img class="img-fluid" src="web/images/select-scenario2.png" alt="alternative">
</div>
<!-- end of image pane -->
<!-- Text And Icon Cards Area -->
<div class="col-md-6">
<div class="text-area">
<h3>Wypróbuj Scenariusz</h3>
<p>Możesz zagrać w stworzony przez siebie scenariusz lub zagrać w dzieła innych graczy.</p>
</div> <!-- end of text-area -->
<div class="icon-cards-area">
<div class="card">
<div class="card-body">
<h4 class="card-title">Wybór Języka</h4>
<p>Scenariusze są dostępne w różnych językach. Społeczność jest międzynarodowa i zajmuje się ich tłumaczeniem.</p>
</div>
</div>
<div class="card">
<div class="card-body">
<h4 class="card-title">Zostaw Opinię</h4>
<p>Po zakończeniu scenariusza gracze są proszeni o napisanie swojej opinii o scenariuszu. Daje to cenne informacje zwrotne dla twórcy.</p>
</div>
</div>
</div> <!-- end of icon cards area -->
</div> <!-- end of col-md-8 -->
<!-- end of text and icon cards area -->
</div> <!-- end of row -->
</div> <!-- end of container -->
</div> <!-- end of tab-pane -->
<!-- end of tab -->
</div> <!-- end of tab-content -->
<!-- end of tabs content -->
</div> <!-- end of row -->
</div> <!-- end of container -->
</div> <!-- end of tabs -->
<!-- end of features -->
<!-- Video -->
<div id="preview" class="basic-1">
<div class="container">
<div class="row">
<div class="col-lg-12">
<h2>Przegląd</h2>
<div class="p-heading p-large">Krótki film wprowadzający</div>
</div> <!-- end of col -->
</div> <!-- end of row -->
<div class="row">
<div class="col-lg-12">
<!-- Video Preview -->
<div class="image-container">
<div class="video-wrapper">
<a class="popup-youtube" href="https://www.youtube.com/watch?v=NGMZqCx6YoA" data-effect="fadeIn">
<img class="img-fluid" src="web/images/thumb.png" alt="alternative">
<span class="video-play-button">
<span></span>
</span>
</a>
</div> <!-- end of video-wrapper -->
</div> <!-- end of image-container -->
<!-- end of video preview -->
</div> <!-- end of col -->
</div> <!-- end of row -->
</div> <!-- end of container -->
</div> <!-- end of basic-1 -->
<!-- end of video -->
<!-- Download -->
<div id=download class="tabs">
<!-- Windows -->
<div id="download-windows" class="basic-2">
<div class="container">
<div class="row">
<div class="col-lg-3">
<img class="img-fluid" src="web/images/windows-logo.png" alt="alternative">
</div> <!-- end of col -->
<div class="col-lg-9">
<div class="text-container">
<h3>Windows</h3>
<p>Uruchom instalator i zainstaluj aplikację w wybranej lokalizacji, następnie uruchom Valkyrie. Importowanie może zająć kilka chwil więc bądź cierpliwy. Jeżeli import danych do aplikacji się nie powiedzie, sprawdź sekcję <a href="https://github.com/NPBruce/valkyrie/wiki/Troubleshooting" target="_blank">Troubleshooting</a>.</p>
<p>Wymagane jest posiadanie zainstalowanej aplikacji od FFG powiązanej z grą, w którą chcesz zagrać.</p>
<ul>
<li>Posiadłość Szaleństwa druga edycja wymaga aplikacji <a href="http://store.steampowered.com/app/478980/" target="_blank">Posiadłość Szaleństwa</a>.</li>
<li>Descent: Wędrówki w mroku (Druga Edycja) wymaga aplikacji <a href="http://store.steampowered.com/app/477200/" target="_blank">Descent: Droga do Legendy</a>.</li>
</ul>
<a id="valkyrieWindowsZip" class="btn-solid-reg" rel="external nofollow" target="_blank">Pobierz najnowszy ZIP</a>
<a id="valkyrieWindowsExe" class="btn-solid-reg" rel="external nofollow" target="_blank">Pobiesz najnowszy EXE</a>
</div> <!-- end of text-container -->
</div> <!-- end of col -->
</div> <!-- end of row -->
</div> <!-- end of container -->
</div> <!-- end of basic-2 -->
<!-- end of details 1 -->
<!-- Android -->
<div id="download-android" class="basic-3">
<div class="container">
<div class="row">
<div class="col-lg-9">
<div class="text-container">
<h3>Android</h3>
<p><b>Ostrzeżenie: Obecnie Valkyrie jest obsługiwany tylko przez Android 10 lub niższe. Zobacz <a href="https://github.com/NPBruce/valkyrie/wiki/Troubleshooting#blackscreen-on-startup-android">troubleshooting</a> po szczegóły.</b></p>
<p>Jeśli posiadasz już zainstalowaną wcześniejsza wersję Valkyrie, najpierw ją odinstaluj.</p>
<p>Zainstaluj oficjalną aplikację ze sklepu Google Play:</p>
<ul>
<li><a href="https://play.google.com/store/apps/details?id=com.fantasyflightgames.mom" target="_blank">Posiadłość Szaleństwa Druga Edycja</a></li>
<li><a href="https://play.google.com/store/apps/details?id=com.fantasyflightgames.rtl" target="_blank">Descent: Droga do Legendy</a></li>
</ul>
<p>1. Uruchom oficjalną aplikację i poczekaj aż zakończy się ładowanie(poczekaj aż kursor w menu głównym zniknie).</p>
<p>2. Włącz zezwolenie na instalowanie aplikacji z nieznanych źródeł w menu Ustawienia → Bezpieczeństwo → Nieznane Źródła. Skopiuj plik Valkyrie APK na swoje urządzenie.</p>
<p>3. Uruchom Valkyrie APK i poczekaj aż się zainstaluje. Po zakończeniu instalacji znajdziesz aplikację o nazwie Valkyrie na liście aplikacji. </p>
<p>4. Uruchom ją. Udziel zezwoleń wymaganych przez aplikację. Nacisnij przycik "Zaimportuj". Ten proces może chwilę zająć. Gdy importowanie plików się zakończy możesz użyć wybranej gry.</p>
<p>Jeżeli ekran pozostaje czarny sprawdź w ustawieniach aplikacji czy została udzielona zgoda na dostęp do plików.</p>
<p>Jeżeli import zakończy się niepowodzeniem, sprawdź czy posiadasz wystarczającą ilość wolnego miejsca we wbudowanej pamięci. Każda z gier wymaga do 300 MB. Dla pewności warto mieć ok. 1GB wolnego miejsca.</p>
<a id="valkyrieAndroid" class="btn-solid-reg" rel="external nofollow" target="_blank">Pobierz</a>
</div> <!-- end of text-container -->
</div> <!-- end of col -->
<div class="col-lg-3">
<img class="img-fluid" src="web/images/android-logo.png" alt="alternative">
</div> <!-- end of col -->
</div> <!-- end of row -->
</div> <!-- end of container -->
</div> <!-- end of basic-3 -->
<!-- end of details 2 -->
<!-- Mac OS -->
<div id="download-macos" class="basic-2">
<div class="container">
<div class="row">
<div class="col-lg-3">
<img class="img-fluid" src="web/images/apple-logo.png" alt="alternative">
</div> <!-- end of col -->
<div class="col-lg-9">
<div class="text-container">
<h3>MAC OS</h3>
<p>Dla Mac OS, Gatekeeper musi być wyłączony:</p>
<p>Przy pomocy Findera znajdź aplikację, którą chcesz uruchomić. Nie używaj do tego Lauchpada. Launchpad nie pozwala na dostęp do menu skrótów.</p>
<p>1. Wciśnij przycisk Control i kliknij w ikonę aplikacji, następnie wybierz Otwórz z menu.
<p>2. Aplikacja została zapisana jako wyjątek w ustawieniach zabezpieczeń i w przyszłości możesz ją otworzyć przez podwójne kliknięcie tak jak inne zarejestrowane aplikacje.</p>
<p>Jeżeli importowanie się nie zakończy, spróbuj uruchomić Valkyrie używając wyższego poziomu uprawnień.</p>
<p>Sprawdź też czy posiadasz uprawnienia dostępu do folderów. Przenieś ściągnięty plik Valkyrie do folderu Applications w aplikacji Finder. Następnie uruchom chmod +x/Applications/Valkyrie.app/Contents/MacOS/Valkyrie w aplikacji Terminal.</p>
<a id="valkyrieMacos" class="btn-solid-reg" rel="external nofollow" target="_blank">Pobierz</a>
</div> <!-- end of text-container -->
</div> <!-- end of col -->
</div> <!-- end of row -->
</div> <!-- end of container -->
</div> <!-- end of basic-2 -->
<!-- Linux -->
<div id="download-linux" class="basic-3">
<div class="container">
<div class="row">
<div class="col-lg-9">
<div class="text-container">
<h3>Linux</h3>
<p>Linux nie wspiera automatycznego importu. Możesz:</p>
<p>1. Skopiować zawartość /<type>/ffg z innej zaimportowanej aplikacji lub</p>
<p>2. Uruchomić -import <location> gdzie <location> to Road to Legend lub Mansions of Madness data.</p>
<p>Na przykład /home/ <username> /.local/share/Steam/steamapps/common/Descent Road to Legend dla Drogi do Legendy.</p>
<a id="valkyrieLinux" class="btn-solid-reg" rel="external nofollow" target="_blank">Pobierz</a>
</div> <!-- end of text-container -->
</div> <!-- end of col -->
<div class="col-lg-3">
<img class="img-fluid" src="web/images/linux-logo.png" alt="alternative">
</div> <!-- end of col -->
</div> <!-- end of row -->
</div> <!-- end of container -->
</div> <!-- end of basic-3 -->
<!-- end of details 2 -->
<!-- FireOS -->
<div id="download-fireos" class="basic-2">
<div class="container">
<div class="row">
<div class="col-lg-3">
<img class="img-fluid" src="web/images/fire-logo.png" alt="alternative">
</div> <!-- end of col -->
<div class="col-lg-9">
<div class="text-container">
<h3>Fire OS</h3>
<p>Użyj wersji Valkyrie dla systemu Android, będzie działała także na Fire OS.</p>
<p>Musisz pobrać i zanstalować oficjalny plik OBB ręcznie(Znajdziesz go <a href="https://apkplz.net" target="_blank">tutaj</a>).</p>
<p>Skopiuj plik do <storage>/Android/obb/<game> (Jeśli lokalizacja nie istnieje, utwórz ją).</p>
<p>1. < storage > Powinno być "Internal Storage". /storage/emulated/0 w większości przypadków.</p>
<p>2. < game > musi być jednym z dwóch:</p>
<p><b>Posiadłość Szaleństwa:</b> com.fantasyflightgames.mom/ main.906.com.fantasyflightgames.mom.obb</p>
<p><b>Droga do Legendy</b>: com.fantasyflightgames.rtl/ main.459.com.fantasyflightgames.rtl.obb</p>
<p>Włącz "Nieznane Źródła" w Ustawienia → Zabezpieczenia → Nieznane Źródła. Skopiuj plik Valkyrie APK na swoje urządzenie. Uruchom i zainstaluj Valkyrie APK. Po zakończeniu instalacji "Valkyrie" pojawi się na liście aplikacji. Uruchom ją. Udziel aplikacji wymaganych zezwoleń. Wciśnij przycisk "Zaimportuj". Proces może potrwać dłuższą chwilę. Po zakończeniu importu możesz wybrać i rozpocząć grę.</p>
<a id="valkyrieAndroid2" class="btn-solid-reg" rel="external nofollow" target="_blank">Pobierz</a>
</div> <!-- end of text-container -->
</div> <!-- end of col -->
</div> <!-- end of row -->
</div> <!-- end of container -->
</div> <!-- end of basic-2 -->
<!-- iOS -->
<div id="download-ios" class="basic-3">
<div class="container">
<div class="row">
<div class="col-lg-12">
<div class="text-container">
<h3>iOS</h3>
<p>Pomimo tego, że ze względu na wymagania App Store, nie udostępniamy Valkyrie na urządzenia z iOS, możesz jednak streamować ją ze swojego PC-ta z Windowsem przy pomocy <a href="http://kinoconsole.kinoni.com/" target="_blank">KinoConsole</a>.</p>
<p>Zainstaluj Valkyrie oraz <a href="http://kinoconsole.kinoni.com/#server" target="_blank">KinoConsole Server</a> na swoim komputerze (wymagane jest ponowne uruchomienie komputera). Uruchom aplikację "Kinoni Streamer". Wybierz "Quick Launch", "Browse..." i wybierz Valkyrie.exe (domyślnie znajduje się w C:\Program Files (x86)\Valkyrie\Valkyrie.exe).</p>
<p>Zainstaluj aplikację<a href="https://itunes.apple.com/app/kinoconsole-stream-pc-games/id965075144" target="_blank"> KinoConsole</a> z App Store. Jeśli twoje urządzenie z iOS oraz PC są w tej samej sieci, serwer powinien zostać wykryty automatycznie i "Valkyrie" powinno wyświetlić się na liście aplikacji możliwych do włączenia. Sprawdź też: Official Setup Guide.</p>
<p>Starsze wersje iOS (< iOS 10) Nie wspierają <a href="http://kinoconsole.kinoni.com/" target="_blank">KinoKonsole</a>. Możesz spróbować użyć na nich Splashtop Personal.</p>
</div> <!-- end of text-container -->
</div> <!-- end of col -->
</div> <!-- end of row -->
</div> <!-- end of container -->
</div> <!-- end of basic-3 -->
<!-- end of details 2 -->
</div>
<!-- Scripts -->
<script src="web/js/jquery.min.js"></script> <!-- jQuery for Bootstrap's JavaScript plugins -->
<script src="web/js/popper.min.js"></script> <!-- Popper tooltip library for Bootstrap -->
<script src="web/js/bootstrap.min.js"></script> <!-- Bootstrap framework -->
<script src="web/js/jquery.easing.min.js"></script> <!-- jQuery Easing for smooth scrolling between anchors -->
<script src="web/js/swiper.min.js"></script> <!-- Swiper for image and text sliders -->
<script src="web/js/jquery.magnific-popup.js"></script> <!-- Magnific Popup for lightboxes -->
<script src="web/js/morphext.min.js"></script> <!-- Morphtext rotating text in the header -->
<script src="web/js/validator.min.js"></script> <!-- Validator.js - Bootstrap plugin that validates forms -->
<script src="web/js/scripts.js"></script> <!-- Custom scripts -->
<script src="web/js/indexScripts.js"></script> <!-- additional scripts for this page (e.g. for generating download links) -->
</body>
</html>
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import React, {PropTypes, Component} from 'react';
import View from '../View';
import Text from '../Text';
import Avatar from '../Avatar';
export default class Email extends Component {
static propTypes = {
email: PropTypes.object.isRequired
};
render() {
const {email} = this.props;
return (
<View
display='flex'
padding='a-m'
fontSize='small'
border={['solid', 'b-s']}
background='base'
borderColor={['base']}>
<View margin='r-m'>
<Avatar imageUrl={email.actor.imageUrl} />
</View>
<View>
<View display='flex' flex={['justify-between']}>
<Text>{email.actor.name}</Text>
<Text>10 minutes ago</Text>
</View>
<Text fontWeight='bold'>{email.title}</Text>
<Text>{email.message}</Text>
</View>
</View>
);
}
}
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NS_ASSUME_NONNULL_BEGIN
@interface NSDictionary (TypesafeExtraction)
- (nullable id)objectForKey:(id)key requiredType:(Class)type;
- (nullable NSString *)stringObjectForKey:(id)key;
- (nullable NSNumber *)numberObjectForKey:(id)key;
- (nullable NSDate *)dateObjectForKey:(id)key;
- (nullable NSDate *)dateObjectForKey:(id)key formatter:(nullable NSDateFormatter *)formatter;
- (nullable NSArray *)arrayObjectForKey:(id)key;
- (nullable NSArray *)arrayObjectForKey:(id)key constrainedToElementsOfClass:(Class)klass;
- (nullable NSDictionary *)dictionaryObjectForKey:(id)key;
- (nullable NSURL *)URLObjectForKey:(id)key;
- (float)floatValueForKey:(id)key;
- (NSInteger)integerValueForKey:(id)key;
- (BOOL)boolValueForKey:(id)key;
@end
NS_ASSUME_NONNULL_END
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<mvc:View
xmlns="sap.m"
xmlns:mvc="sap.ui.core.mvc"
xmlns:core="sap.ui.core" controllerName="testdata.terminologies.component4.Main">
<Panel id="Panel">
</Panel>
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//#define NC_AUTH_GOOGLE
//#define NC_AUTH_FACEBOOK
//#define NC_AUTH_MICROSOFT
//#define NC_AUTH_TWITTER
using System;
using Foundation;
using UIKit;
using Producer.Auth;
#if NC_AUTH_GOOGLE
#endif
#if NC_AUTH_FACEBOOK
#endif
#if NC_AUTH_MICROSOFT
#endif
#if NC_AUTH_TWITTER
#endif
#if NC_AUTH_GOOGLE
using Google.SignIn;
#endif
#if NC_AUTH_FACEBOOK
using Facebook.CoreKit;
using Facebook.LoginKit;
#endif
#if NC_AUTH_MICROSOFT
#endif
#if NC_AUTH_TWITTER
#endif
namespace Producer.iOS
{
public partial class LoginVc : UIViewController
#if NC_AUTH_GOOGLE
, ISignInDelegate, ISignInUIDelegate
#endif
{
SignInButton _authButtonGoogle, _authButtonMicrosoft, _authButtonTwitter, _authButtonFacebook;
SignInButton AuthButtonGoogle => _authButtonGoogle ?? (_authButtonGoogle = new SignInButton { Tag = 0 });
SignInButton AuthButtonFacebook => _authButtonFacebook ?? (_authButtonFacebook = new SignInButton { Tag = 1 });
SignInButton AuthButtonMicrosoft => _authButtonMicrosoft ?? (_authButtonMicrosoft = new SignInButton { Tag = 2 });
SignInButton AuthButtonTwitter => _authButtonTwitter ?? (_authButtonTwitter = new SignInButton { Tag = 3 });
public LoginVc (IntPtr handle) : base (handle) { }
public override void ViewDidLoad ()
{
base.ViewDidLoad ();
initSignInButtons ();
}
public override void ViewDidAppear (bool animated)
{
base.ViewDidAppear (animated);
connectSignInButtonHandlers ();
}
public override void ViewDidDisappear (bool animated)
{
disconnectSignInButtonHandlers ();
base.ViewDidDisappear (animated);
}
partial void cancelClicked (NSObject sender) => DismissViewController (true, null);
void initSignInButtons ()
{
#if NC_AUTH_GOOGLE
buttonStackView.AddArrangedSubview (AuthButtonGoogle);
SignIn.SharedInstance.UIDelegate = this;
SignIn.SharedInstance.Delegate = this;
// Uncomment to automatically sign in the user.
SignIn.SharedInstance.SignInUserSilently ();
// Uncomment to automatically sign out the user.
// SignIn.SharedInstance.SignOutUser ();
#endif
#if NC_AUTH_FACEBOOK
stackView.AddArrangedSubview (AuthButtonFacebook);
if (AccessToken.CurrentAccessToken != null)
{
// User is logged in, do work such as go to next view controller.
Log.Debug ($"Facebook Current Access Token: {AccessToken.CurrentAccessToken}");
}
else
{
Log.Debug ($"Facebook Current Access Token: null");
}
#endif
#if NC_AUTH_MICROSOFT
stackView.AddArrangedSubview (AuthButtonMicrosoft);
#endif
#if NC_AUTH_TWITTER
stackView.AddArrangedSubview (AuthButtonTwitter);
#endif
buttonStackViewHeightConstraint.Constant = buttonStackView.ArrangedSubviews.Length * 52;
}
#region SignInButton Click Handlers
#if NC_AUTH_GOOGLE
void handleAuthButtonGoogleClicked (object s, EventArgs e)
{
SignIn.SharedInstance.SignInUser ();
}
#endif
#if NC_AUTH_FACEBOOK
void handleAuthButtonFacebookClicked (object s, EventArgs e)
{
var readPermissions = new string [] { @"public_profile", @"email"/*, @"user_friends"*/};
var loginManager = new LoginManager ();
loginManager.LogInWithReadPermissions (readPermissions, this, (LoginManagerLoginResult result, NSError error) =>
{
if (error != null)
{
Log.Error ($"Facebook Login Failed: Code: {error.Code}, Description: {error.LocalizedDescription}");
}
else if (result.IsCancelled)
{
Log.Debug ("Facebook Login Failed: Cancelled");
}
else
{
Log.Debug ($"Facebook Login Success: Token: {result.Token}");
DismissViewController (true, null);
}
});
}
#endif
#if NC_AUTH_MICROSOFT
void handleAuthButtonMicrosoftClicked (object s, EventArgs e)
{
showNotImplementedAlert ("Microsoft");
}
#endif
#if NC_AUTH_TWITTER
void handleAuthButtonTwitterClicked (object s, EventArgs e)
{
showNotImplementedAlert ("Twitter");
}
#endif
void showNotImplementedAlert (string providerName)
{
var alert = UIAlertController.Create ("Bummer", $"Looks like this lazy developer hasn't implemented {providerName} auth yet.", UIAlertControllerStyle.Alert);
alert.AddAction (UIAlertAction.Create ("Complain", UIAlertActionStyle.Destructive, handleComplainAction));
alert.AddAction (UIAlertAction.Create ("Whatever", UIAlertActionStyle.Default, handleComplainAction));
PresentViewController (alert, true, null);
void handleComplainAction (UIAlertAction action)
{
if (action.Title == "Complain")
{
var issueUrl = @"https://github.com/technicalpoets/producer/issues/new";
UIApplication.SharedApplication.OpenUrl (new NSUrl (issueUrl));
// DismissViewController (true, null;
}
else if (action.Title == "Whatever")
{
//DismissViewController (true, null);
}
}
}
void connectSignInButtonHandlers ()
{
#if NC_AUTH_GOOGLE
AuthButtonGoogle.TouchUpInside += handleAuthButtonGoogleClicked;
#endif
#if NC_AUTH_FACEBOOK
AuthButtonFacebook.TouchUpInside += handleAuthButtonFacebookClicked;
#endif
#if NC_AUTH_MICROSOFT
AuthButtonMicrosoft.TouchUpInside += handleAuthButtonMicrosoftClicked;
#endif
#if NC_AUTH_TWITTER
AuthButtonTwitter.TouchUpInside += handleAuthButtonTwitterClicked;
#endif
}
void disconnectSignInButtonHandlers ()
{
#if NC_AUTH_GOOGLE
AuthButtonGoogle.TouchUpInside -= handleAuthButtonGoogleClicked;
#endif
#if NC_AUTH_FACEBOOK
AuthButtonFacebook.TouchUpInside -= handleAuthButtonFacebookClicked;
#endif
#if NC_AUTH_MICROSOFT
AuthButtonMicrosoft.TouchUpInside -= handleAuthButtonMicrosoftClicked;
#endif
#if NC_AUTH_TWITTER
AuthButtonTwitter.TouchUpInside -= handleAuthButtonTwitterClicked;
#endif
}
#endregion
#if NC_AUTH_GOOGLE
#region ISignInDelegate
public void DidSignIn (SignIn signIn, GoogleUser user, NSError error)
{
if (error == null && user != null)
{
ClientAuthManager.Shared.SetClientAuthDetails (user.GetAuthDetails ());
DismissViewController (true, null);
}
else
{
Log.Error (error?.LocalizedDescription);
}
}
[Export ("signIn:didDisconnectWithUser:withError:")]
public void DidDisconnect (SignIn signIn, GoogleUser user, NSError error)
{
Log.Debug ("Google User DidDisconnect");
// Perform any operations when the user disconnects from app here.
}
#endregion
#endif
}
}
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using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
// General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information
// associated with an assembly.
[assembly: AssemblyTitle("09.DeleteOddLines")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("09.DeleteOddLines")]
[assembly: AssemblyCopyright("Copyright © 2015")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
// Setting ComVisible to false makes the types in this assembly not visible
// to COM components. If you need to access a type in this assembly from
// COM, set the ComVisible attribute to true on that type.
[assembly: ComVisible(false)]
// The following GUID is for the ID of the typelib if this project is exposed to COM
[assembly: Guid("cc815661-4492-4150-b7cf-68dffa35412a")]
// Version information for an assembly consists of the following four values:
//
// Major Version
// Minor Version
// Build Number
// Revision
//
// You can specify all the values or you can default the Build and Revision Numbers
// by using the '*' as shown below:
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("1.0.0.0")]
[assembly: AssemblyFileVersion("1.0.0.0")]
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"path": "Homeworks/C#2/TextFilesHomework/09.DeleteOddLines/Properties/AssemblyInfo.cs",
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"language": [
{
"name": "ASP",
"bytes": "21510"
},
{
"name": "C#",
"bytes": "1819391"
},
{
"name": "CSS",
"bytes": "158896"
},
{
"name": "HTML",
"bytes": "6010402"
},
{
"name": "JavaScript",
"bytes": "1395750"
},
{
"name": "Python",
"bytes": "3523"
},
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"name": "SQLPL",
"bytes": "941"
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"bytes": "111"
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<li class="md-nav__item"><a href="#generated-statsmodels-discrete-truncated-model-truncatedlfnegativebinomialp-loglikeobs--page-root" class="md-nav__link">statsmodels.discrete.truncated_model.TruncatedLFNegativeBinomialP.loglikeobs</a><nav class="md-nav">
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<section id="statsmodels-discrete-truncated-model-truncatedlfnegativebinomialp-loglikeobs">
<h1 id="generated-statsmodels-discrete-truncated-model-truncatedlfnegativebinomialp-loglikeobs--page-root">statsmodels.discrete.truncated_model.TruncatedLFNegativeBinomialP.loglikeobs<a class="headerlink" href="#generated-statsmodels-discrete-truncated-model-truncatedlfnegativebinomialp-loglikeobs--page-root" title="Permalink to this heading">¶</a></h1>
<dl class="py method">
<dt class="sig sig-object py" id="statsmodels.discrete.truncated_model.TruncatedLFNegativeBinomialP.loglikeobs">
<span class="sig-prename descclassname"><span class="pre">TruncatedLFNegativeBinomialP.</span></span><span class="sig-name descname"><span class="pre">loglikeobs</span></span><span class="sig-paren">(</span><em class="sig-param"><span class="n"><span class="pre">params</span></span></em><span class="sig-paren">)</span><a class="headerlink" href="#statsmodels.discrete.truncated_model.TruncatedLFNegativeBinomialP.loglikeobs" title="Permalink to this definition">¶</a></dt>
<dd><p>Loglikelihood for observations of Generic Truncated model</p>
<dl class="field-list">
<dt class="field-odd">Parameters<span class="colon">:</span></dt>
<dd class="field-odd"><dl>
<dt><strong>params</strong><span class="classifier"><a class="reference external" href="https://numpy.org/doc/stable/glossary.html#term-array_like" title="(in NumPy v1.23)"><span>array_like</span></a></span></dt><dd><p>The parameters of the model.</p>
</dd>
</dl>
</dd>
<dt class="field-even">Returns<span class="colon">:</span></dt>
<dd class="field-even"><dl>
<dt><strong>loglike</strong><span class="classifier"><a class="reference external" href="https://numpy.org/doc/stable/reference/generated/numpy.ndarray.html#numpy.ndarray" title="(in NumPy v1.23)"><code class="xref py py-obj docutils literal notranslate"><span class="pre">ndarray</span></code></a> (nobs,)</span></dt><dd><p>The log likelihood for each observation of the model evaluated
at <cite>params</cite>. See Notes</p>
</dd>
</dl>
</dd>
</dl>
</dd></dl>
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This project shall help you programming by giving you not only the results but also the intermediate values of multiple cryptographic algorithms.
The code will not be optimized in any way except (hopefully) readability.
We do this mainly for fun, training, and because we experienced how difficult it can be
to implement a whole algorithm with only the final result as testing vectors.
Currently, this project is completely WIP.
## Usage
We will prepare releases with a compiled .jar-File as the project progresses. You may simply download this file and use it either via commandline or the GUI.
java -jar CLTP.jar [OPTIONS]
## Available Algorithms
All algorithms listed here have been succesfully validated with the testcases in the package "test" or the referred test vectors.
* Encryption
* DES
* Hashing
* MD2
* MD5
* SHA-1
* SHA-2
* [SHA-3 (Keccak)](https://www.di-mgt.com.au/sha_testvectors.html "SHA-3 Test vectors")
## WIP Algorithms
* AES
## Planned Algorithms
* Encryption
* ...
* Hashing
* ...
* Misc
* Square-and-Multiply
* Double-and-Add
* Extended Euclidian Algorithm
## Sidenote
Feel free to use our code in your project, but we encourage you to rather write your own implementation.
Mainly because we did not spend any time in cleaning or optimizing it, but also because you benefit more
by doing stuff like this yourself. | {
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/*!
* Angular Material Design
* https://github.com/angular/material
* @license MIT
* v0.6.0-rc2-master-8b44052
*/
md-input-group.md-default-theme input, md-input-group.md-default-theme textarea {
text-shadow: none; }
md-input-group.md-default-theme input:-ms-input-placeholder, md-input-group.md-default-theme textarea:-ms-input-placeholder {
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md-input-group.md-default-theme input::-webkit-input-placeholder, md-input-group.md-default-theme textarea::-webkit-input-placeholder {
color: rgba(0, 0, 0, 0.26); }
md-input-group.md-default-theme label {
text-shadow: none;
color: rgba(0, 0, 0, 0.26); }
md-input-group.md-default-theme input, md-input-group.md-default-theme textarea {
color: rgba(0, 0, 0, 0.73);
border-color: rgba(0, 0, 0, 0.12); }
md-input-group.md-default-theme.md-input-focused input, md-input-group.md-default-theme.md-input-focused textarea {
border-color: #03a9f4; }
md-input-group.md-default-theme.md-input-focused label {
color: #03a9f4; }
md-input-group.md-default-theme.md-input-has-value:not(.md-input-focused) label {
color: rgba(0, 0, 0, 0.372); }
md-input-group.md-default-theme[disabled] input, md-input-group.md-default-theme[disabled] textarea {
border-bottom-color: rgba(0, 0, 0, 0.12);
color: rgba(0, 0, 0, 0.26);
background-image: linear-gradient(to right, rgba(0, 0, 0, 0.19) 0%, rgba(0, 0, 0, 0.19) 50%, rgba(0, 0, 0, 0) 0%); }
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require 'spec_helper'
shared_examples 'Charge API' do
it "requires a valid card token", :live => true do
expect {
charge = Stripe::Charge.create(
amount: 99,
currency: 'usd',
source: 'bogus_card_token'
)
}.to raise_error(Stripe::InvalidRequestError, /token/i)
end
it "requires presence of amount", :live => true do
expect {
charge = Stripe::Charge.create(
currency: 'usd',
card: stripe_helper.generate_card_token
)
}.to raise_error(Stripe::InvalidRequestError, /missing required param: amount/i)
end
it "requires presence of currency", :live => true do
expect {
charge = Stripe::Charge.create(
amount: 99,
card: stripe_helper.generate_card_token
)
}.to raise_error(Stripe::InvalidRequestError, /missing required param: currency/i)
end
it "requires a valid positive amount", :live => true do
expect {
charge = Stripe::Charge.create(
amount: -99,
currency: 'usd',
card: stripe_helper.generate_card_token
)
}.to raise_error(Stripe::InvalidRequestError, /invalid positive integer/i)
end
it "requires a valid integer amount", :live => true do
expect {
charge = Stripe::Charge.create(
amount: 99.0,
currency: 'usd',
card: stripe_helper.generate_card_token
)
}.to raise_error(Stripe::InvalidRequestError, /invalid integer/i)
end
it "creates a stripe charge item with a card token" do
charge = Stripe::Charge.create(
amount: 999,
currency: 'USD',
source: stripe_helper.generate_card_token,
description: 'card charge'
)
expect(charge.id).to match(/^test_ch/)
expect(charge.amount).to eq(999)
expect(charge.description).to eq('card charge')
expect(charge.captured).to eq(true)
expect(charge.status).to eq('succeeded')
end
it "creates a stripe charge item with a customer and card id" do
customer = Stripe::Customer.create({
email: '[email protected]',
source: stripe_helper.generate_card_token(number: '4012888888881881'),
description: "a description"
})
expect(customer.sources.data.length).to eq(1)
expect(customer.sources.data[0].id).not_to be_nil
expect(customer.sources.data[0].last4).to eq('1881')
card = customer.sources.data[0]
charge = Stripe::Charge.create(
amount: 999,
currency: 'USD',
customer: customer.id,
source: card.id,
description: 'a charge with a specific card'
)
expect(charge.id).to match(/^test_ch/)
expect(charge.amount).to eq(999)
expect(charge.description).to eq('a charge with a specific card')
expect(charge.captured).to eq(true)
expect(charge.source.last4).to eq('1881')
end
it "stores a created stripe charge in memory" do
charge = Stripe::Charge.create({
amount: 333,
currency: 'USD',
source: stripe_helper.generate_card_token
})
charge2 = Stripe::Charge.create({
amount: 777,
currency: 'USD',
source: stripe_helper.generate_card_token
})
data = test_data_source(:charges)
expect(data[charge.id]).to_not be_nil
expect(data[charge.id][:amount]).to eq(333)
expect(data[charge2.id]).to_not be_nil
expect(data[charge2.id][:amount]).to eq(777)
end
it "retrieves a stripe charge" do
original = Stripe::Charge.create({
amount: 777,
currency: 'USD',
source: stripe_helper.generate_card_token
})
charge = Stripe::Charge.retrieve(original.id)
expect(charge.id).to eq(original.id)
expect(charge.amount).to eq(original.amount)
end
it "cannot retrieve a charge that doesn't exist" do
expect { Stripe::Charge.retrieve('nope') }.to raise_error {|e|
expect(e).to be_a Stripe::InvalidRequestError
expect(e.param).to eq('charge')
expect(e.http_status).to eq(404)
}
end
it "updates a stripe charge" do
original = Stripe::Charge.create({
amount: 777,
currency: 'USD',
source: stripe_helper.generate_card_token,
description: 'Original description',
})
charge = Stripe::Charge.retrieve(original.id)
charge.description = "Updated description"
charge.metadata[:receipt_id] = 1234
charge.receipt_email = "[email protected]"
charge.fraud_details = {"user_report" => "safe"}
charge.save
updated = Stripe::Charge.retrieve(original.id)
expect(updated.description).to eq(charge.description)
expect(updated.metadata.to_hash).to eq(charge.metadata.to_hash)
expect(updated.receipt_email).to eq(charge.receipt_email)
expect(updated.fraud_details.to_hash).to eq(charge.fraud_details.to_hash)
end
it "marks a charge as safe" do
original = Stripe::Charge.create({
amount: 777,
currency: 'USD',
source: stripe_helper.generate_card_token
})
charge = Stripe::Charge.retrieve(original.id)
charge.mark_as_safe
updated = Stripe::Charge.retrieve(original.id)
expect(updated.fraud_details[:user_report]).to eq "safe"
end
it "does not lose data when updating a charge" do
original = Stripe::Charge.create({
amount: 777,
currency: 'USD',
source: stripe_helper.generate_card_token,
metadata: {:foo => "bar"}
})
original.metadata[:receipt_id] = 1234
original.save
updated = Stripe::Charge.retrieve(original.id)
expect(updated.metadata[:foo]).to eq "bar"
expect(updated.metadata[:receipt_id]).to eq 1234
end
it "disallows most parameters on updating a stripe charge" do
original = Stripe::Charge.create({
amount: 777,
currency: 'USD',
source: stripe_helper.generate_card_token,
description: 'Original description',
})
charge = Stripe::Charge.retrieve(original.id)
charge.currency = "CAD"
charge.amount = 777
charge.source = {any: "source"}
expect { charge.save }.to raise_error(Stripe::InvalidRequestError, /Received unknown parameters: currency, amount, source/i)
end
it "creates a unique balance transaction" do
charge1 = Stripe::Charge.create(
amount: 999,
currency: 'USD',
card: stripe_helper.generate_card_token,
description: 'card charge'
)
charge2 = Stripe::Charge.create(
amount: 999,
currency: 'USD',
card: stripe_helper.generate_card_token,
description: 'card charge'
)
expect(charge1.balance_transaction).not_to eq(charge2.balance_transaction)
end
context "retrieving a list of charges" do
before do
@customer = Stripe::Customer.create(email: '[email protected]')
@charge = Stripe::Charge.create(amount: 1, currency: 'usd', customer: @customer.id)
@charge2 = Stripe::Charge.create(amount: 1, currency: 'usd')
end
it "stores charges for a customer in memory" do
expect(@customer.charges.data.map(&:id)).to eq([@charge.id])
end
it "stores all charges in memory" do
expect(Stripe::Charge.all.data.map(&:id)).to eq([@charge.id, @charge2.id])
end
it "defaults count to 10 charges" do
11.times { Stripe::Charge.create(amount: 1, currency: 'usd') }
expect(Stripe::Charge.all.data.count).to eq(10)
end
it "is marked as having more when more objects exist" do
11.times { Stripe::Charge.create(amount: 1, currency: 'usd') }
expect(Stripe::Charge.all.has_more).to eq(true)
end
context "when passing limit" do
it "gets that many charges" do
expect(Stripe::Charge.all(limit: 1).count).to eq(1)
end
end
end
it 'when use starting_after param', live: true do
cus = Stripe::Customer.create(
description: 'Customer for [email protected]',
source: {
object: 'card',
number: '4242424242424242',
exp_month: 12,
exp_year: 2024
}
)
12.times do
Stripe::Charge.create(customer: cus.id, amount: 100, currency: "usd")
end
all = Stripe::Charge.all
default_limit = 10
half = Stripe::Charge.all(starting_after: all.data.at(1).id)
expect(half).to be_a(Stripe::ListObject)
expect(half.data.count).to eq(default_limit)
expect(half.data.first.id).to eq(all.data.at(2).id)
end
describe 'captured status value' do
it "reports captured by default" do
charge = Stripe::Charge.create({
amount: 777,
currency: 'USD',
card: stripe_helper.generate_card_token
})
expect(charge.captured).to eq(true)
end
it "reports captured if capture requested" do
charge = Stripe::Charge.create({
amount: 777,
currency: 'USD',
card: stripe_helper.generate_card_token,
capture: true
})
expect(charge.captured).to eq(true)
end
it "reports not captured if capture: false requested" do
charge = Stripe::Charge.create({
amount: 777,
currency: 'USD',
card: stripe_helper.generate_card_token,
capture: false
})
expect(charge.captured).to eq(false)
end
end
describe "two-step charge (auth, then capture)" do
it "changes captured status upon #capture" do
charge = Stripe::Charge.create({
amount: 777,
currency: 'USD',
card: stripe_helper.generate_card_token,
capture: false
})
returned_charge = charge.capture
expect(charge.captured).to eq(true)
expect(returned_charge.id).to eq(charge.id)
expect(returned_charge.captured).to eq(true)
end
it "captures with specified amount" do
charge = Stripe::Charge.create({
amount: 777,
currency: 'USD',
card: stripe_helper.generate_card_token,
capture: false
})
returned_charge = charge.capture({ amount: 677 })
expect(charge.captured).to eq(true)
expect(returned_charge.amount_refunded).to eq(100)
expect(returned_charge.id).to eq(charge.id)
expect(returned_charge.captured).to eq(true)
end
end
end
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package aws
import (
"bytes"
"io"
"io/ioutil"
"net/http"
"net/url"
"reflect"
"strings"
"time"
)
// A Request is the service request to be made.
type Request struct {
*Service
Handlers Handlers
Time time.Time
ExpireTime time.Duration
Operation *Operation
HTTPRequest *http.Request
HTTPResponse *http.Response
Body io.ReadSeeker
bodyStart int64 // offset from beginning of Body that the request body starts
Params interface{}
Error error
Data interface{}
RequestID string
RetryCount uint
Retryable SettableBool
RetryDelay time.Duration
built bool
signed bool
}
// An Operation is the service API operation to be made.
type Operation struct {
Name string
HTTPMethod string
HTTPPath string
}
// NewRequest returns a new Request pointer for the service API
// operation and parameters.
//
// Params is any value of input parameters to be the request payload.
// Data is pointer value to an object which the request's response
// payload will be deserialized to.
func NewRequest(service *Service, operation *Operation, params interface{}, data interface{}) *Request {
method := operation.HTTPMethod
if method == "" {
method = "POST"
}
p := operation.HTTPPath
if p == "" {
p = "/"
}
httpReq, _ := http.NewRequest(method, "", nil)
httpReq.URL, _ = url.Parse(service.Endpoint + p)
r := &Request{
Service: service,
Handlers: service.Handlers.copy(),
Time: time.Now(),
ExpireTime: 0,
Operation: operation,
HTTPRequest: httpReq,
Body: nil,
Params: params,
Error: nil,
Data: data,
}
r.SetBufferBody([]byte{})
return r
}
// WillRetry returns if the request's can be retried.
func (r *Request) WillRetry() bool {
return r.Error != nil && r.Retryable.Get() && r.RetryCount < r.Service.MaxRetries()
}
// ParamsFilled returns if the request's parameters have been populated
// and the parameters are valid. False is returned if no parameters are
// provided or invalid.
func (r *Request) ParamsFilled() bool {
return r.Params != nil && reflect.ValueOf(r.Params).Elem().IsValid()
}
// DataFilled returns true if the request's data for response deserialization
// target has been set and is a valid. False is returned if data is not
// set, or is invalid.
func (r *Request) DataFilled() bool {
return r.Data != nil && reflect.ValueOf(r.Data).Elem().IsValid()
}
// SetBufferBody will set the request's body bytes that will be sent to
// the service API.
func (r *Request) SetBufferBody(buf []byte) {
r.SetReaderBody(bytes.NewReader(buf))
}
// SetStringBody sets the body of the request to be backed by a string.
func (r *Request) SetStringBody(s string) {
r.SetReaderBody(strings.NewReader(s))
}
// SetReaderBody will set the request's body reader.
func (r *Request) SetReaderBody(reader io.ReadSeeker) {
r.HTTPRequest.Body = ioutil.NopCloser(reader)
r.Body = reader
}
// Presign returns the request's signed URL. Error will be returned
// if the signing fails.
func (r *Request) Presign(expireTime time.Duration) (string, error) {
r.ExpireTime = expireTime
r.Sign()
if r.Error != nil {
return "", r.Error
} else {
return r.HTTPRequest.URL.String(), nil
}
}
// Build will build the request's object so it can be signed and sent
// to the service. Build will also validate all the request's parameters.
// Anny additional build Handlers set on this request will be run
// in the order they were set.
//
// The request will only be built once. Multiple calls to build will have
// no effect.
//
// If any Validate or Build errors occur the build will stop and the error
// which occurred will be returned.
func (r *Request) Build() error {
if !r.built {
r.Error = nil
r.Handlers.Validate.Run(r)
if r.Error != nil {
return r.Error
}
r.Handlers.Build.Run(r)
r.built = true
}
return r.Error
}
// Sign will sign the request retuning error if errors are encountered.
//
// Send will build the request prior to signing. All Sign Handlers will
// be executed in the order they were set.
func (r *Request) Sign() error {
if r.signed {
return r.Error
}
r.Build()
if r.Error != nil {
return r.Error
}
r.Handlers.Sign.Run(r)
r.signed = r.Error != nil
return r.Error
}
// Send will send the request returning error if errors are encountered.
//
// Send will sign the request prior to sending. All Send Handlers will
// be executed in the order they were set.
func (r *Request) Send() error {
for {
r.Sign()
if r.Error != nil {
return r.Error
}
if r.Retryable.Get() {
// Re-seek the body back to the original point in for a retry so that
// send will send the body's contents again in the upcoming request.
r.Body.Seek(r.bodyStart, 0)
}
r.Retryable.Reset()
r.Handlers.Send.Run(r)
if r.Error != nil {
return r.Error
}
r.Handlers.UnmarshalMeta.Run(r)
r.Handlers.ValidateResponse.Run(r)
if r.Error != nil {
r.Handlers.UnmarshalError.Run(r)
r.Handlers.Retry.Run(r)
r.Handlers.AfterRetry.Run(r)
if r.Error != nil {
return r.Error
}
continue
}
r.Handlers.Unmarshal.Run(r)
if r.Error != nil {
r.Handlers.Retry.Run(r)
r.Handlers.AfterRetry.Run(r)
if r.Error != nil {
return r.Error
}
continue
}
break
}
return nil
}
| {
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"binary": false,
"copies": "3",
"ref": "refs/heads/master",
"path": "Godeps/_workspace/src/github.com/awslabs/aws-sdk-go/aws/request.go",
"mode": "33188",
"license": "apache-2.0",
"language": [
{
"name": "Dockerfile",
"bytes": "3220"
},
{
"name": "Go",
"bytes": "21293"
},
{
"name": "Shell",
"bytes": "363"
}
],
"symlink_target": ""
} |
/**
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package com.github.castagna.kafka.connect.exchange;
import java.io.BufferedReader;
import java.io.FileNotFoundException;
import java.io.FileReader;
import java.io.IOException;
import java.net.URI;
import java.security.GeneralSecurityException;
import java.security.cert.X509Certificate;
import java.util.ArrayList;
import java.util.HashMap;
import java.util.List;
import java.util.Map;
import javax.net.ssl.HttpsURLConnection;
import javax.net.ssl.SSLContext;
import javax.net.ssl.TrustManager;
import javax.net.ssl.X509TrustManager;
import org.apache.kafka.connect.data.Schema;
import org.apache.kafka.connect.data.SchemaBuilder;
import org.apache.kafka.connect.data.Struct;
import org.apache.kafka.connect.data.Timestamp;
import org.apache.kafka.connect.source.SourceRecord;
import org.apache.kafka.connect.source.SourceTask;
import org.slf4j.Logger;
import org.slf4j.LoggerFactory;
import microsoft.exchange.webservices.data.autodiscover.IAutodiscoverRedirectionUrl;
import microsoft.exchange.webservices.data.core.ExchangeService;
import microsoft.exchange.webservices.data.core.PropertySet;
import microsoft.exchange.webservices.data.core.enumeration.misc.ExchangeVersion;
import microsoft.exchange.webservices.data.core.enumeration.property.BasePropertySet;
import microsoft.exchange.webservices.data.core.enumeration.property.BodyType;
import microsoft.exchange.webservices.data.core.enumeration.property.WellKnownFolderName;
import microsoft.exchange.webservices.data.core.enumeration.service.SyncFolderItemsScope;
import microsoft.exchange.webservices.data.core.exception.service.local.ServiceLocalException;
import microsoft.exchange.webservices.data.core.service.folder.Folder;
import microsoft.exchange.webservices.data.core.service.item.Item;
import microsoft.exchange.webservices.data.credential.ExchangeCredentials;
import microsoft.exchange.webservices.data.credential.WebCredentials;
import microsoft.exchange.webservices.data.property.complex.FolderId;
import microsoft.exchange.webservices.data.sync.ChangeCollection;
import microsoft.exchange.webservices.data.sync.ItemChange;
public class ExchangeSourceTask extends SourceTask {
static final Logger log = LoggerFactory.getLogger(ExchangeSourceTask.class);
// private static final RedirectionUrlCallback redirectionUrlCallback = new RedirectionUrlCallback();
protected int task;
protected int maxTasks;
protected ExchangeSourceConnectorConfig config;
protected ArrayList<String> emails = new ArrayList<String>();
protected ArrayList<String> passwords = new ArrayList<String>();
protected ArrayList<String> domains = new ArrayList<String>();
protected ArrayList<String> watermarks = new ArrayList<String>();
protected CustomExchangeService service;
protected PropertySet propertySet;
protected FolderId folderId;
public static final Schema KEY_SCHEMA = SchemaBuilder.struct()
.name("com.github.castagna.kafka.connect.exchange.ConversationKey")
.field("conversation_id", SchemaBuilder.string().doc("This is the id which identify a conversation in Exchange").build())
.build();
public static final Schema VALUE_SCHEMA = SchemaBuilder.struct()
.name("com.github.castagna.kafka.connect.exchange.Conversation")
.field("conversation_id", SchemaBuilder.string().doc("This is the id which identify a conversation in Exchange").build())
.field("item_id", SchemaBuilder.string().doc("This is the id which identify an item in Exchange").build())
.field("from", SchemaBuilder.string().doc("The text of a conversation.").build())
.field("to", SchemaBuilder.string().doc("The text of a conversation.").build())
.field("cc", SchemaBuilder.string().doc("The text of a conversation.").optional().build())
.field("bcc", SchemaBuilder.string().doc("The text of a conversation.").optional().build())
.field("date", Timestamp.builder().optional().doc("The date when a conversation was started.").build())
.field("subject", SchemaBuilder.string().doc("The text of a conversation.").optional().build())
.field("body", SchemaBuilder.string().doc("The text of a conversation.").optional().build())
.build();
public static final Map<String, ?> EMPTY_MAP = new HashMap<>();
@Override
public void start(Map<String, String> settings) {
task = Integer.parseInt(settings.get("task"));
maxTasks = Integer.parseInt(settings.get("maxTasks"));
log.info("Starting Exchange Source task {} of {} ...", task, maxTasks);
this.config = new ExchangeSourceConnectorConfig(settings);
loadCredentials();
initTrustManager();
try {
init();
} catch (Exception e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
@Override
public List<SourceRecord> poll() throws InterruptedException {
List<SourceRecord> records = new ArrayList<SourceRecord>();
for (int i = 0; i < emails.size(); i++) {
String email = emails.get(i);
String password = passwords.get(i);
String domain = domains.get(i);
log.info("Loading emails for {}...", email);
ExchangeCredentials credentials = new WebCredentials(email, password, domain);
service.setCredentials(credentials);
ChangeCollection<ItemChange> itemChanges;
try {
Folder inbox = Folder.bind(service, WellKnownFolderName.Inbox, propertySet);
folderId = inbox.getId();
log.info ("Connected to folder {} at {}", folderId, config.getUrl());
itemChanges = syncFolder(service, propertySet, folderId, watermarks.get(i));
log.info("Found {} emails starting from watermark {} ...", itemChanges.getCount(), watermarks.get(i));
ArrayList<Item> items = new ArrayList<Item>();
for (ItemChange itemChange : itemChanges) {
items.add(itemChange.getItem());
}
service.loadPropertiesForItems(items, propertySet);
for (Item item : items) {
records.add(createSourceRecord(item));
}
watermarks.set(i, itemChanges.getSyncState());
// TODO: watermarks should be committed back to Kafka so that if the connector is interrupted and must be restarted it will start from there
} catch (Exception e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
log.info("Generated {} records ...", records.size());
return records;
}
private SourceRecord createSourceRecord (Item item) throws ServiceLocalException {
Struct keyStruct = new Struct(KEY_SCHEMA);
Struct valueStruct = new Struct(VALUE_SCHEMA);
keyStruct.put("conversation_id", item.getConversationId().getUniqueId());
// TODO: valueStruct.put("from", item.???);
valueStruct.put("item_id", item.getId().getUniqueId());
valueStruct.put("conversation_id", item.getConversationId().getUniqueId());
setIfNotNull(valueStruct, "to", item.getDisplayTo());
setIfNotNull(valueStruct, "cc", item.getDisplayCc());
setIfNotNull(valueStruct, "subject", item.getSubject());
setIfNotNull(valueStruct, "body", item.getBody().toString());
setIfNotNull(valueStruct, "date", item.getDateTimeSent());
SourceRecord record = new SourceRecord(EMPTY_MAP, EMPTY_MAP, config.getTopic(), KEY_SCHEMA, keyStruct, VALUE_SCHEMA, valueStruct);
if (log.isDebugEnabled()) {
log.debug("Created record {}", record);
}
return record;
}
private void setIfNotNull (Struct struct, String fieldname, Object value) {
if (value != null) {
struct.put(fieldname, value);
}
}
private ChangeCollection<ItemChange> syncFolder(ExchangeService service, PropertySet propertySet, FolderId folderId, String watermark) throws Exception {
return service.syncFolderItems(folderId, propertySet, null, 256, SyncFolderItemsScope.NormalAndAssociatedItems, watermark); // TODO: make the items returned configurable
}
@Override
public void stop() {
service.close();
log.info("Stopping Exchange Source task...");
}
@Override
public String version() {
return VersionUtil.getVersion();
}
private void loadCredentials() {
BufferedReader in = null;
try {
in = new BufferedReader(new FileReader(config.getCredentials()));
String line = in.readLine();
int i = 0;
while (line != null) {
if (i % maxTasks == task) {
String[] s = line.split("\t");
emails.add(s[0]);
passwords.add(s[1]);
domains.add(s[2]);
watermarks.add(null);
}
line = in.readLine();
i++;
}
} catch (FileNotFoundException e) {
// TODO Auto-generated catch block
e.printStackTrace();
} catch (IOException e) {
// TODO Auto-generated catch block
e.printStackTrace();
} finally {
if (in != null) {
try {
in.close();
} catch (IOException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
}
}
private void init() throws Exception {
service = new CustomExchangeService(ExchangeVersion.Exchange2010_SP2);
URI uri = new URI(config.getUrl());
service.setUrl(uri);
propertySet = new PropertySet(BasePropertySet.FirstClassProperties);
propertySet.setRequestedBodyType(BodyType.Text);
}
private void initTrustManager() {
TrustManager[] trustAllCerts = new TrustManager[] {
new X509TrustManager() {
public java.security.cert.X509Certificate[] getAcceptedIssuers() { return new X509Certificate[0]; }
public void checkClientTrusted(java.security.cert.X509Certificate[] certs, String authType) {}
public void checkServerTrusted(java.security.cert.X509Certificate[] certs, String authType) {}
}
};
try {
SSLContext sc = SSLContext.getInstance("SSL");
sc.init(null, trustAllCerts, new java.security.SecureRandom());
HttpsURLConnection.setDefaultSSLSocketFactory(sc.getSocketFactory());
} catch (GeneralSecurityException e) {}
}
static class RedirectionUrlCallback implements IAutodiscoverRedirectionUrl {
public boolean autodiscoverRedirectionUrlValidationCallback(String redirectionUrl) {
return redirectionUrl.toLowerCase().startsWith("https://");
}
}
} | {
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"timestamp": "",
"source": "github",
"line_count": 268,
"max_line_length": 177,
"avg_line_length": 40.69402985074627,
"alnum_prop": 0.7095176966807262,
"repo_name": "castagna/kafka-connect-exchange",
"id": "fa3369c65182090de2642695af5de01a0232db1b",
"size": "10906",
"binary": false,
"copies": "1",
"ref": "refs/heads/master",
"path": "src/main/java/com/github/castagna/kafka/connect/exchange/ExchangeSourceTask.java",
"mode": "33188",
"license": "apache-2.0",
"language": [
{
"name": "Java",
"bytes": "34852"
}
],
"symlink_target": ""
} |
```html
<html>
<head>
<style>
.js-reveal {
opacity: 0;
transform: translateY(100px);
}
.is-visible {
opacity: 1;
transform: translateY(0);
}
</style>
</head>
<body>
<p class="js-reveal">Hello world!</p>
<p class="js-reveal-this-too" data-offset="100" data-delay="0.2">Hello again, world!</p>
<script defer src="//ajax.googleapis.com/ajax/libs/jquery/1.11.1/jquery.min.js"></script>
<script defer src="./dist/reveal.min.js"></script>
<script defer>
window.addEventListener('load', function() {
// Create a new instance
var reveal = new Reveal('.js-reveal', {
successClass: 'is-visible'
});
// Init the reveal
reveal.init();
// Add new items
reveal.add('.js-reveal-this-too');
// Stop the reveal
reveal.disable();
// Enable the reveal again
reveal.enable();
});
</script>
</body>
</html>
```
## Dependencies
- jQuery (tested with 1.11.1, should work with earlier version too)
| {
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"repo_name": "studiometa/js-reveal",
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"size": "995",
"binary": false,
"copies": "1",
"ref": "refs/heads/gh-pages",
"path": "readme.md",
"mode": "33188",
"license": "mit",
"language": [
{
"name": "HTML",
"bytes": "5033"
},
{
"name": "JavaScript",
"bytes": "9643"
}
],
"symlink_target": ""
} |
using System;
using System.Collections.Generic;
using System.Text;
using Microsoft.Extensions.DependencyInjection;
namespace core.Extensions.Data
{
class Extension : Base.Extension
{
public override void Execute(IServiceCollection serviceCollection, IServiceProvider serviceProvider)
{
base.Execute(serviceCollection, serviceProvider);
serviceCollection.AddTransient(typeof(IRepository<,>), typeof(Repository.InMemory<,>));
}
}
}
| {
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"license": "mit",
"language": [
{
"name": "C#",
"bytes": "7149"
}
],
"symlink_target": ""
} |
app = Ember.Application.create({
LOG_TRANSITIONS: true
});
app.IndexController = Ember.ArrayController.extend({
renderedOn: function () {
return new Date();
}.property(),
actions: {
clickMe: function () {
alert("I have been clicked");
}
}
});
Ember.Handlebars.registerBoundHelper("fromDate", function (theDate) {
var today = moment();
var target = moment(theDate);
return target.from(today);
});
Ember.Handlebars.registerBoundHelper("longYear", function (theDate) {
return moment(theDate).format('YYYY');
});
app.IndexRoute = Ember.Route.extend({
model: function () {
return ['red', 'yellow', 'blue'];
}
});
app.Router.map(function () {
this.route("index", { path: "/" });
this.route("table");
this.route("component");
});
| {
"content_hash": "fe7ed2b239fdc3721af41a0af9c0fcfb",
"timestamp": "",
"source": "github",
"line_count": 37,
"max_line_length": 69,
"avg_line_length": 22.405405405405407,
"alnum_prop": 0.6031363088057901,
"repo_name": "NormLorenz/VisualStudioCode.Ember",
"id": "7de5633924bfdfa85d8404f51c76d46154b1d6d1",
"size": "884",
"binary": false,
"copies": "1",
"ref": "refs/heads/master",
"path": "public/build/app.js",
"mode": "33188",
"license": "mit",
"language": [
{
"name": "CSS",
"bytes": "426"
},
{
"name": "HTML",
"bytes": "655"
},
{
"name": "Handlebars",
"bytes": "1523"
},
{
"name": "JavaScript",
"bytes": "1877733"
}
],
"symlink_target": ""
} |
/*Theme : assan
* Author : Design_mylife
* Version : V1.6
*
*/
//sticky header on scroll
$(window).load(function() {
$(".sticky").sticky({topSpacing: 0});
});
//smooth scroll
$(function() {
$('.scroll-to a[href*=#]:not([href=#])').click(function() {
if (location.pathname.replace(/^\//,'') == this.pathname.replace(/^\//,'') && location.hostname == this.hostname) {
var target = $(this.hash);
target = target.length ? target : $('[name=' + this.hash.slice(1) +']');
if (target.length) {
$('html,body').animate({
scrollTop: target.offset().top
}, 1000);
return false;
}
}
});
});
/* ==============================================
Auto Close Responsive Navbar on Click
=============================================== */
function close_toggle() {
if ($(window).width() <= 768) {
$('.navbar-collapse a').on('click', function(){
$('.navbar-collapse').collapse('hide');
});
}
else {
$('.navbar .navbar-default a').off('click');
}
}
close_toggle();
$(window).resize(close_toggle);
//parallax
$(window).stellar({
horizontalScrolling: false,
responsive: true/*,
scrollProperty: 'scroll',
parallaxElements: false,
horizontalScrolling: false,
horizontalOffset: 0,
verticalOffset: 0*/
});
/* ==============================================
Counter Up
=============================================== */
jQuery(document).ready(function($) {
$('.counter').counterUp({
delay: 100,
time: 800
});
});
/* ==============================================
WOW plugin triggers animate.css on scroll
=============================================== */
var wow = new WOW(
{
boxClass: 'wow', // animated element css class (default is wow)
animateClass: 'animated', // animation css class (default is animated)
offset: 100, // distance to the element when triggering the animation (default is 0)
mobile: false // trigger animations on mobile devices (true is default)
}
);
wow.init();
//MAGNIFIC POPUP
$('.show-image').magnificPopup({type: 'image'});
//OWL CAROUSEL
$("#clients-slider").owlCarousel({
autoPlay: 3000,
pagination: false,
items: 4,
itemsDesktop: [1199, 3],
itemsDesktopSmall: [991, 2]
});
| {
"content_hash": "f563ef891e52d3dd3ec5632109176c0f",
"timestamp": "",
"source": "github",
"line_count": 106,
"max_line_length": 120,
"avg_line_length": 23.254716981132077,
"alnum_prop": 0.481947261663286,
"repo_name": "cruble/karmency",
"id": "7c0fd0ad93e1568d63857577e4aabcc441db9024",
"size": "2465",
"binary": false,
"copies": "2",
"ref": "refs/heads/master",
"path": "public/js/one-page.js",
"mode": "33261",
"license": "mit",
"language": [
{
"name": "CSS",
"bytes": "697968"
},
{
"name": "CoffeeScript",
"bytes": "633"
},
{
"name": "HTML",
"bytes": "159857"
},
{
"name": "JavaScript",
"bytes": "579765"
},
{
"name": "PHP",
"bytes": "42054"
},
{
"name": "Ruby",
"bytes": "85530"
}
],
"symlink_target": ""
} |
<!--
@license
Copyright 2016 Google Inc. All Rights Reserved.
Use of this source code is governed by a BSD-style
license that can be found in the LICENSE file or at
https://github.com/firebase/polymerfire/blob/master/LICENSE
-->
<link rel="import" href="../polymer/polymer.html">
<link rel="import" href="firebase.html">
<link rel="import" href="firebase-common-behavior.html">
<!--
`firebase-auth` is a wrapper around the Firebase authentication API. It notifies
successful authentication, provides user information, and handles different
types of authentication including anonymous, email / password, and several OAuth
workflows.
Example Usage:
```html
<firebase-app auth-domain="polymerfire-test.firebaseapp.com"
database-url="https://polymerfire-test.firebaseio.com/"
api-key="AIzaSyDTP-eiQezleFsV2WddFBAhF_WEzx_8v_g">
</firebase-app>
<firebase-auth id="auth" user="{{user}}" provider="google" on-error="handleError">
</firebase-auth>
```
The `firebase-app` element initializes `app` in `firebase-auth` (see
`firebase-app` documentation for more information), but an app name can simply
be specified at `firebase-auth`'s `app-name` property instead.
JavaScript sign-in calls can then be made to the `firebase-auth` object to
attempt authentication, e.g.:
```javascript
this.$.auth.signInWithPopup()
.then(function(response) {// optionally handle a successful login})
.catch(function(error) {// unsuccessful authentication response here});
```
This popup sign-in will then attempt to sign in using Google as an OAuth
provider since there was no provider argument specified and since `"google"` was
defined as the default provider.
The `user` property will automatically be populated if an active session is
available, so handling the resolved promise of sign-in methods is optional.
It's important to note that if you're using a Service Worker, and hosting on
Firebase, you should let urls that contain `/__/` go through to the network,
rather than have the Service Worker attempt to serve something from the cache.
The `__` namespace is reserved by Firebase and intercepting it will cause the
OAuth sign-in flow to break.
If you are self-deploying your app to some non-Firebase domain, this shouldn't
be a problem.
-->
<dom-module id="firebase-auth">
<script>
(function() {
'use strict';
Polymer({
is: 'firebase-auth',
behaviors: [
Polymer.FirebaseCommonBehavior
],
properties: {
/**
* [`firebase.Auth`](https://firebase.google.com/docs/reference/js/firebase.auth.Auth) service interface.
*/
auth: {
type: Object,
computed: '_computeAuth(app)',
observer: '__authChanged'
},
/**
* Default auth provider OAuth flow to use when attempting provider
* sign in. This property can remain undefined when attempting to sign
* in anonymously, using email and password, or when specifying a
* provider in the provider sign-in function calls (i.e.
* `signInWithPopup` and `signInWithRedirect`).
*
* Current accepted providers are:
*
* ```
* 'facebook'
* 'github'
* 'google'
* 'twitter'
* ```
*/
provider: {
type: String,
notify: true
},
/**
* True if the client is authenticated, and false if the client is not
* authenticated.
*/
signedIn: {
type: Boolean,
computed: '_computeSignedIn(user)',
notify: true
},
/**
* The currently-authenticated user with user-related metadata. See
* the [`firebase.User`](https://firebase.google.com/docs/reference/js/firebase.User)
* documentation for the spec.
*/
user: {
type: Object,
readOnly: true,
value: null,
notify: true
},
/**
* When true, login status can be determined by checking `user` property.
*/
statusKnown: {
type: Boolean,
value: false,
notify: true,
readOnly: true,
reflectToAttribute: true
}
},
/**
* Authenticates a Firebase client using a new, temporary guest account.
*
* @return {Promise} Promise that handles success and failure.
*/
signInAnonymously: function() {
if (!this.auth) {
return Promise.reject('No app configured for firebase-auth!');
}
return this._handleSignIn(this.auth.signInAnonymously());
},
/**
* Authenticates a Firebase client using a custom JSON Web Token.
*
* @return {Promise} Promise that handles success and failure.
*/
signInWithCustomToken: function(token) {
if (!this.auth) {
return Promise.reject('No app configured for firebase-auth!');
}
return this._handleSignIn(this.auth.signInWithCustomToken(token));
},
/**
* Authenticates a Firebase client using an oauth id_token.
*
* @return {Promise} Promise that handles success and failure.
*/
signInWithCredential: function(credential) {
if (!this.auth) {
return Promise.reject('No app configured for firebase-auth!');
}
return this._handleSignIn(this.auth.signInWithCredential(credential));
},
/**
* Authenticates a Firebase client using a popup-based OAuth flow.
*
* @param {?String} provider Provider OAuth flow to follow. If no
* provider is specified, it will default to the element's `provider`
* property's OAuth flow (See the `provider` property's documentation
* for supported providers).
* @return {Promise} Promise that handles success and failure.
*/
signInWithPopup: function(provider) {
return this._attemptProviderSignIn(this._normalizeProvider(provider), this.auth.signInWithPopup);
},
/**
* Authenticates a firebase client using a redirect-based OAuth flow.
*
* @param {?String} provider Provider OAuth flow to follow. If no
* provider is specified, it will default to the element's `provider`
* property's OAuth flow (See the `provider` property's documentation
* for supported providers).
* @return {Promise} Promise that handles failure. (NOTE: The Promise
* will not get resolved on success due to the inherent page redirect
* of the auth flow, but it can be used to handle errors that happen
* before the redirect).
*/
signInWithRedirect: function(provider) {
return this._attemptProviderSignIn(this._normalizeProvider(provider), this.auth.signInWithRedirect);
},
/**
* Authenticates a Firebase client using an email / password combination.
*
* @param {!String} email Email address corresponding to the user account.
* @param {!String} password Password corresponding to the user account.
* @return {Promise} Promise that handles success and failure.
*/
signInWithEmailAndPassword: function(email, password) {
return this._handleSignIn(this.auth.signInWithEmailAndPassword(email, password));
},
/**
* Creates a new user account using an email / password combination.
*
* @param {!String} email Email address corresponding to the user account.
* @param {!String} password Password corresponding to the user account.
* @return {Promise} Promise that handles success and failure.
*/
createUserWithEmailAndPassword: function(email, password) {
return this._handleSignIn(this.auth.createUserWithEmailAndPassword(email, password));
},
/**
* Unauthenticates a Firebase client.
*
* @return {Promise} Promise that handles success and failure.
*/
signOut: function() {
if (!this.auth) {
return Promise.reject('No app configured for auth!');
}
return this.auth.signOut();
},
_attemptProviderSignIn: function(provider, method) {
provider = provider || this._providerFromName(this.provider);
if (!provider) {
return Promise.reject('Must supply a provider for popup sign in.');
}
if (!this.auth) {
return Promise.reject('No app configured for firebase-auth!');
}
return this._handleSignIn(method.call(this.auth, provider));
},
_providerFromName: function(name) {
switch (name) {
case 'facebook': return new firebase.auth.FacebookAuthProvider();
case 'github': return new firebase.auth.GithubAuthProvider();
case 'google': return new firebase.auth.GoogleAuthProvider();
case 'twitter': return new firebase.auth.TwitterAuthProvider();
default: this.fire('error', 'Unrecognized firebase-auth provider "' + name + '"');
}
},
_normalizeProvider: function(provider) {
if (typeof provider === 'string') {
return this._providerFromName(provider);
}
return provider;
},
_handleSignIn: function(promise) {
return promise.catch(function(err) {
this.fire('error', err);
throw err;
}.bind(this));
},
_computeSignedIn: function(user) {
return !!user;
},
_computeAuth: function(app) {
return this.app.auth();
},
__authChanged: function(auth, oldAuth) {
this._setStatusKnown(false);
if (oldAuth !== auth && this._unsubscribe) {
this._unsubscribe();
this._unsubscribe = null;
}
if (this.auth) {
this._unsubscribe = this.auth.onAuthStateChanged(function(user) {
this._setUser(user);
this._setStatusKnown(true);
}.bind(this), function(err) {
this.fire('error', err);
}.bind(this));
}
}
});
})();
</script>
</dom-module>
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package org.eclipse.ceylon.compiler.java.language;
import org.eclipse.ceylon.compiler.java.metadata.Ceylon;
import org.eclipse.ceylon.compiler.java.metadata.Class;
/**
* Thrown when an operation which requires reified type information is
* evaluated with an instance or type which lacks the necessary information
* @author tom
*/
@Ceylon(major = 8)
@Class
public class ReifiedTypeError extends Error {
private static final long serialVersionUID = -2854641361615943896L;
public ReifiedTypeError(String message) {
super(message);
}
}
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},
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},
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"name": "Java",
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"name": "JavaScript",
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"name": "Perl",
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},
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"name": "Roff",
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},
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"name": "Shell",
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"name": "XSLT",
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}
],
"symlink_target": ""
} |
layout: page
title: Silicon Networks Executive Retreat
date: 2016-05-24
author: Susan Castaneda
tags: weekly links, java
status: published
summary: Suspendisse in ipsum vel quam sagittis.
banner: images/banner/meeting-01.jpg
booking:
startDate: 05/05/2016
endDate: 05/08/2016
ctyhocn: AMSZUHX
groupCode: SNER
published: true
---
Donec vitae sollicitudin lorem. Proin lacinia augue quis tempor vestibulum. Donec id sem facilisis, consequat odio vitae, suscipit mauris. Mauris scelerisque neque nec nisi placerat lobortis. Integer rutrum magna orci, a rhoncus nibh auctor in. Morbi et turpis quam. Vestibulum ut placerat tortor. Praesent sagittis tincidunt eleifend. Etiam faucibus hendrerit molestie. Aenean rhoncus orci vel convallis tincidunt. In vitae sagittis magna. Nullam vel dignissim risus, et iaculis elit. Sed scelerisque libero et massa ultricies, venenatis accumsan dolor auctor.
1 Maecenas tincidunt mi eget eleifend ultrices.
Fusce in tortor faucibus, placerat metus ac, tincidunt nibh. Suspendisse nunc risus, molestie id libero scelerisque, volutpat ornare nunc. Nunc gravida venenatis pellentesque. Nunc quis egestas lorem. Duis sodales nibh id nisl laoreet, eget consectetur lacus tincidunt. Aenean semper, lorem vitae tincidunt placerat, lectus enim aliquet turpis, ut dapibus lacus velit cursus dui. Quisque luctus congue egestas. Pellentesque volutpat ante laoreet mollis condimentum. Mauris quis neque ac nisl lacinia commodo.
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import { shallowMount, createLocalVue } from "@vue/test-utils";
import { expect } from "chai";
import BootstrapVue from "bootstrap-vue";
import List from '@/components/projects/Weather.vue';
describe("/components/projects/Weather.vue", () => {
it('Weather status 1', () => {
const localVue = createLocalVue();
localVue.use(BootstrapVue);
const wrapper = shallowMount(List, {
localVue,
propsData: {
state: 1
}
});
expect(wrapper.html().includes('weather01')).to.equal(true)
});
it('Weather status 2', () => {
const localVue = createLocalVue();
localVue.use(BootstrapVue);
const wrapper = shallowMount(List, {
localVue,
propsData: {
state: 2
}
});
expect(wrapper.html().includes('weather02')).to.equal(true)
});
});
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"name": "HCL",
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},
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},
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},
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},
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"name": "PLpgSQL",
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#region License, Terms and Conditions
// Copyright (c) 2010 Jeremy Burman
//
// Permission is hereby granted, free of charge, to any person
// obtaining a copy of this software and associated documentation
// files (the "Software"), to deal in the Software without
// restriction, including without limitation the rights to use,
// copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the
// Software is furnished to do so, subject to the following
// conditions:
//
// The above copyright notice and this permission notice shall be
// included in all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
// EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
// OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
// NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
// HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
// WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
// OTHER DEALINGS IN THE SOFTWARE.
#endregion
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Data;
namespace ZeroG.Data.Database
{
public sealed class DatabaseAsyncResult
{
public readonly IAsyncResult Result;
public readonly IDbCommand Command;
public DatabaseAsyncResult(IAsyncResult result, IDbCommand command)
{
Result = result;
Command = command;
}
}
}
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"name": "C#",
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"name": "TSQL",
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}
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} |
CREATE TABLE flyway_test.book (
id INT NOT NULL,
author_id INT NOT NULL,
title VARCHAR(400) NOT NULL,
CONSTRAINT pk_t_book PRIMARY KEY (id),
CONSTRAINT fk_t_book_author_id FOREIGN KEY (author_id) REFERENCES flyway_test.author(id)
);
-- inserted by dbunit rule
--INSERT INTO flyway_test.author VALUES (next value for flyway_test.s_author_id, 'George', 'Orwell', '1903-06-25', 1903, null);
--INSERT INTO flyway_test.author VALUES (next value for flyway_test.s_author_id, 'Paulo', 'Coelho', '1947-08-24', 1947, null);
--INSERT INTO flyway_test.book VALUES (1, 1, '1984');
--INSERT INTO flyway_test.book VALUES (2, 1, 'Animal Farm');
--INSERT INTO flyway_test.book VALUES (3, 2, 'O Alquimista');
--INSERT INTO flyway_test.book VALUES (4, 2, 'Brida'); | {
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"name": "Kotlin",
"bytes": "5726"
},
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"name": "Python",
"bytes": "32121"
}
],
"symlink_target": ""
} |
using namespace std;
namespace Moses
{
void Desegmenter::Load(const string filename)
{
std::ifstream myFile(filename.c_str() );
if (myFile.is_open()) {
cerr << "Desegmentation File open successful." << endl;
string line;
while (getline(myFile, line)) {
stringstream ss(line);
string token;
vector<string> myline;
while (getline(ss, token, '\t')) {
myline.push_back(token);
}
mmDesegTable.insert(pair<string, string>(myline[2], myline[1] ));
}
myFile.close();
} else
cerr << "open() failed: check if Desegmentation file is in right folder" << endl;
}
vector<string> Desegmenter::Search(string myKey)
{
multimap<string, string>::const_iterator mmiPairFound = mmDesegTable.find(myKey);
vector<string> result;
if (mmiPairFound != mmDesegTable.end()) {
size_t nNumPairsInMap = mmDesegTable.count(myKey);
for (size_t nValuesCounter = 0; nValuesCounter < nNumPairsInMap; ++nValuesCounter) {
if (mmiPairFound != mmDesegTable.end()) {
result.push_back(mmiPairFound->second);
}
++mmiPairFound;
}
return result;
} else {
string rule_deseg ;
rule_deseg = ApplyRules(myKey);
result.push_back(rule_deseg);
return result;
}
}
string Desegmenter::ApplyRules(string & segToken)
{
string desegToken=segToken;
if (!simple) {
boost::replace_all(desegToken, "l+ All", "ll");
boost::replace_all(desegToken, "l+ Al", "ll");
boost::replace_all(desegToken, "y+ y ", "y");
boost::replace_all(desegToken, "p+ ", "t");
boost::replace_all(desegToken, "' +", "}");
boost::replace_all(desegToken, "y +", "A");
boost::replace_all(desegToken, "n +n", "n");
boost::replace_all(desegToken, "mn +m", "mm");
boost::replace_all(desegToken, "En +m", "Em");
boost::replace_all(desegToken, "An +lA", "Em");
boost::replace_all(desegToken, "-LRB-", "(");
boost::replace_all(desegToken, "-RRB-", ")");
}
boost::replace_all(desegToken, "+ +", "");
boost::replace_all(desegToken, "+ ", "");
boost::replace_all(desegToken, " +", "");
return desegToken;
}
Desegmenter::~Desegmenter()
{}
}
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},
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},
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},
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"name": "NewLisp",
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},
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"name": "Objective-C",
"bytes": "8255"
},
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"name": "PHP",
"bytes": "145237"
},
{
"name": "Perl",
"bytes": "1617898"
},
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"name": "Protocol Buffer",
"bytes": "947"
},
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"name": "Python",
"bytes": "974116"
},
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"name": "Roff",
"bytes": "14619243"
},
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"name": "Ruby",
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},
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"name": "Shell",
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},
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"name": "Slash",
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},
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"name": "Smalltalk",
"bytes": "208330"
},
{
"name": "SystemVerilog",
"bytes": "368"
},
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"name": "Yacc",
"bytes": "18910"
},
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"name": "nesC",
"bytes": "366"
}
],
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} |
/*
* MediaMonkey Project
* Licenced under Apache license 2.0. Read LICENSE for details.
*/
package com.fj.android.mediamonkey.plugin;
/**
* @author Francesco Jo([email protected])
* @since 3 - Dec - 2016
*/
public class PluginImplException extends PluginException {
public PluginImplException(String message) {
super(message);
}
}
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{
"name": "Java",
"bytes": "379213"
},
{
"name": "Shell",
"bytes": "651"
}
],
"symlink_target": ""
} |
require "minitest/autorun"
require_relative "../lib/graphviz/dot_script"
describe GraphViz::DOTScript do
let(:script) { GraphViz::DOTScript.new }
it "appends a newline character if it is missing" do
str = "Test without newline"
script.append(str)
script.to_s.must_equal(str + "\n")
end
it "does not append a newline if already present" do
str = "Linebreak follows at my tail:\n"
script.append(str)
script.to_s.must_equal(str)
end
it "can prepend lines to its content" do
start_content = "I want to be at the top!\n"
additional_content = "No way!\n"
script.append(start_content)
script.prepend(additional_content)
script.to_s.must_equal(additional_content + start_content)
end
it "can add types with data" do
data = "some random data"
script.add_type("node_attr", data)
script.to_s.must_match(/\s*node\s*\[\s*#{data}\s*\]\s*/m)
end
it "does nothing if data is empty" do
script.add_type("anything", "")
script.to_s.must_be :empty?
end
it "raises an argument error on unknown types" do
-> { script.add_type("invalid", "some data") }.must_raise(ArgumentError)
end
end
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} |
var physics = require('aframe-physics-system');
module.exports = {
'checkpoint': require('./checkpoint'),
'grab': require('./grab'),
'jump-ability': require('./jump-ability'),
'kinematic-body': require('./kinematic-body'),
'sphere-collider': require('./sphere-collider'),
'toggle-velocity': require('./toggle-velocity'),
registerAll: function (AFRAME) {
if (this._registered) return;
AFRAME = AFRAME || window.AFRAME;
physics.registerAll();
if (!AFRAME.components['checkpoint']) AFRAME.registerComponent('checkpoint', this['checkpoint']);
if (!AFRAME.components['grab']) AFRAME.registerComponent('grab', this['grab']);
if (!AFRAME.components['jump-ability']) AFRAME.registerComponent('jump-ability', this['jump-ability']);
if (!AFRAME.components['kinematic-body']) AFRAME.registerComponent('kinematic-body', this['kinematic-body']);
if (!AFRAME.components['sphere-collider']) AFRAME.registerComponent('sphere-collider', this['sphere-collider']);
if (!AFRAME.components['toggle-velocity']) AFRAME.registerComponent('toggle-velocity', this['toggle-velocity']);
this._registered = true;
}
};
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} |
package com.axway.ats.agent.core.ant;
import java.lang.annotation.ElementType;
import java.lang.annotation.Retention;
import java.lang.annotation.RetentionPolicy;
import java.lang.annotation.Target;
@Retention( RetentionPolicy.RUNTIME)
@Target( { ElementType.TYPE })
public @interface ClientStubGeneration {
boolean skip() default false;
}
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"bytes": "11104"
},
{
"name": "TSQL",
"bytes": "24113"
}
],
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} |
/**
* Created with JetBrains WebStorm.
* User: P0018766
* Date: 13-1-23
* Time: 下午4:34
* To change this template use File | Settings | File Templates.
*/
function DaoBase (Model){
this.model = Model;
}
//create
DaoBase.prototype.create = function (doc,callback){
this.model.create(doc, function (error,data) {
if(error) return callback(error,data);
return callback(null,data);
});
};
DaoBase.prototype.getById = function (id, callback) {
this.model.findOne({_id:id}, function(error, model){
if(error) return callback(error,null);
return callback(null,model);
});
};
DaoBase.prototype.countByQuery = function (query, callback) {
this.model.count(query, function(error, model){
if(error) return callback(error,null);
return callback(null,model);
});
};
DaoBase.prototype.getByQuery = function (query,fileds,opt,callback) {
this.model.find(query, fileds, opt, function(error,model){
if(error) return callback(error,null);
return callback(null,model);
});
};
DaoBase.prototype.getAll = function (callback) {
this.model.find({}, function(error,model){
if(error) return callback(error,null);
return callback(null, model);
});
};
DaoBase.prototype.delete = function (query, callback){
this.model.remove(query, function(error){
if(error) return callback(error);
return callback(null);
});
};
DaoBase.prototype.update = function( conditions, update ,options, callback) {
this.model.update(conditions, update, options, function (error) {
if(error) return callback(error);
return callback(null);
});
};
module.exports = DaoBase; | {
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/** @file */
#ifndef _ALICE_SWITCHINPUT_H_
#define _ALICE_SWITCHINPUT_H_
#include "IInput.h"
#include <ArduinoButton.h>
/**
* @class SwitchInput
* @brief Represents a two position switch (or one position of a multiple
* position switch).
*/
class SwitchInput : public IInput
{
public:
SwitchInput(char *name, uint8_t ioPin, bool pullUp = true, bool activeLow = true);
virtual ~SwitchInput();
cevalue_t value();
private:
ArduinoButton m_button;
};
#endif
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;------------------------------------------------------------------------------
;
; Copyright (c) 2006, Intel Corporation. All rights reserved.<BR>
; This program and the accompanying materials
; are licensed and made available under the terms and conditions of the BSD License
; which accompanies this distribution. The full text of the license may be found at
; http://opensource.org/licenses/bsd-license.php
;
; THE PROGRAM IS DISTRIBUTED UNDER THE BSD LICENSE ON AN "AS IS" BASIS,
; WITHOUT WARRANTIES OR REPRESENTATIONS OF ANY KIND, EITHER EXPRESS OR IMPLIED.
;
; Module Name:
;
; ReadTr.Asm
;
; Abstract:
;
; AsmReadTr function
;
; Notes:
;
;------------------------------------------------------------------------------
.386
.model flat,C
.code
;------------------------------------------------------------------------------
; UINT16
; EFIAPI
; AsmReadTr (
; VOID
; );
;------------------------------------------------------------------------------
AsmReadTr PROC
str ax
ret
AsmReadTr ENDP
END
| {
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},
{
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{
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},
{
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},
{
"name": "PHP",
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<!DOCTYPE html>
<html lang="en">
<head>
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<meta name="viewport" content="width=device-width, initial-scale=1">
<title>cats-in-zfc: Not compatible</title>
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<li><a href="../..">clean / extra-dev</a></li>
<li class="active"><a href="">8.10.0 / cats-in-zfc - 8.9.0</a></li>
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</div>
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<div class="row">
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<a href="../..">« Up</a>
<h1>
cats-in-zfc
<small>
8.9.0
<span class="label label-info">Not compatible</span>
</small>
</h1>
<p><em><script>document.write(moment("2020-07-14 04:23:34 +0000", "YYYY-MM-DD HH:mm:ss Z").fromNow());</script> (2020-07-14 04:23:34 UTC)</em><p>
<h2>Context</h2>
<pre># Packages matching: installed
# Name # Installed # Synopsis
base-bigarray base
base-num base Num library distributed with the OCaml compiler
base-threads base
base-unix base
conf-findutils 1 Virtual package relying on findutils
conf-m4 1 Virtual package relying on m4
coq 8.10.0 Formal proof management system
num 0 The Num library for arbitrary-precision integer and rational arithmetic
ocaml 4.05.0 The OCaml compiler (virtual package)
ocaml-base-compiler 4.05.0 Official 4.05.0 release
ocaml-config 1 OCaml Switch Configuration
ocamlfind 1.8.1 A library manager for OCaml
# opam file:
opam-version: "2.0"
maintainer: "[email protected]"
homepage: "https://github.com/coq-contribs/cats-in-zfc"
license: "LGPL 2.1"
build: [make "-j%{jobs}%"]
install: [make "install"]
remove: ["rm" "-R" "%{lib}%/coq/user-contrib/CatsInZFC"]
depends: [
"ocaml"
"coq" {>= "8.9" & < "8.10~"}
]
tags: [
"keyword: set theory"
"keyword: ordinal"
"keyword: cardinal"
"keyword: category theory"
"keyword: functor"
"keyword: natural transformation"
"keyword: limit"
"keyword: colimit"
"category: Mathematics/Logic/Set theory"
"category: Mathematics/Category Theory"
"date: 2004-10-10"
]
authors: [
"Carlos Simpson <[email protected]> [http://math.unice.fr/~carlos/]"
]
bug-reports: "https://github.com/coq-contribs/cats-in-zfc/issues"
dev-repo: "git+https://github.com/coq-contribs/cats-in-zfc.git"
synopsis: "Category theory in ZFC"
description: """
In a ZFC-like environment augmented by reference to the
ambient type theory, we develop some basic set theory, ordinals, cardinals
and transfinite induction, and category theory including functors,
natural transformations, limits and colimits, functor categories,
and the theorem that functor_cat a b has (co)limits if b does."""
flags: light-uninstall
url {
src: "https://github.com/coq-contribs/cats-in-zfc/archive/v8.9.0.tar.gz"
checksum: "md5=c8be2400164ae30e17cb4b55a851c977"
}
</pre>
<h2>Lint</h2>
<dl class="dl-horizontal">
<dt>Command</dt>
<dd><code>true</code></dd>
<dt>Return code</dt>
<dd>0</dd>
</dl>
<h2>Dry install</h2>
<p>Dry install with the current Coq version:</p>
<dl class="dl-horizontal">
<dt>Command</dt>
<dd><code>opam install -y --show-action coq-cats-in-zfc.8.9.0 coq.8.10.0</code></dd>
<dt>Return code</dt>
<dd>5120</dd>
<dt>Output</dt>
<dd><pre>[NOTE] Package coq is already installed (current version is 8.10.0).
The following dependencies couldn't be met:
- coq-cats-in-zfc -> coq < 8.10~ -> ocaml < 4.05.0
base of this switch (use `--unlock-base' to force)
Your request can't be satisfied:
- No available version of coq satisfies the constraints
No solution found, exiting
</pre></dd>
</dl>
<p>Dry install without Coq/switch base, to test if the problem was incompatibility with the current Coq/OCaml version:</p>
<dl class="dl-horizontal">
<dt>Command</dt>
<dd><code>opam remove -y coq; opam install -y --show-action --unlock-base coq-cats-in-zfc.8.9.0</code></dd>
<dt>Return code</dt>
<dd>0</dd>
</dl>
<h2>Install dependencies</h2>
<dl class="dl-horizontal">
<dt>Command</dt>
<dd><code>true</code></dd>
<dt>Return code</dt>
<dd>0</dd>
<dt>Duration</dt>
<dd>0 s</dd>
</dl>
<h2>Install</h2>
<dl class="dl-horizontal">
<dt>Command</dt>
<dd><code>true</code></dd>
<dt>Return code</dt>
<dd>0</dd>
<dt>Duration</dt>
<dd>0 s</dd>
</dl>
<h2>Installation size</h2>
<p>No files were installed.</p>
<h2>Uninstall</h2>
<dl class="dl-horizontal">
<dt>Command</dt>
<dd><code>true</code></dd>
<dt>Return code</dt>
<dd>0</dd>
<dt>Missing removes</dt>
<dd>
none
</dd>
<dt>Wrong removes</dt>
<dd>
none
</dd>
</dl>
</div>
</div>
</div>
<hr/>
<div class="footer">
<p class="text-center">
<small>Sources are on <a href="https://github.com/coq-bench">GitHub</a>. © Guillaume Claret.</small>
</p>
</div>
</div>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/1.11.1/jquery.min.js"></script>
<script src="../../../../../bootstrap.min.js"></script>
</body>
</html>
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package com.mastercard.api.partnerwallet.domain.common;
import javax.xml.bind.annotation.XmlAccessType;
import javax.xml.bind.annotation.XmlAccessorType;
import javax.xml.bind.annotation.XmlType;
/**
* <p>Java class for PrivacyPolicy complex type.
*
* <p>The following schema fragment specifies the expected content contained within this class.
*
* <pre>
* <complexType name="PrivacyPolicy">
* <complexContent>
* <extension base="{}LegalNotice">
* <sequence>
* </sequence>
* </extension>
* </complexContent>
* </complexType>
* </pre>
*
*
*/
@XmlAccessorType(XmlAccessType.FIELD)
@XmlType(name = "PrivacyPolicy")
public class PrivacyPolicy
extends LegalNotice
{
}
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}
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} |
/**************************************************************************
File: C:\docs\git_smaccm\phase2\ramses-demo\test0\.\components\sender\src\smaccm_sender.c
Created on: 2015/03/05 13:01:33
using Dulcimer AADL system build tool suite
***AUTOGENERATED CODE: DO NOT MODIFY***
This C file contains the implementations of the AADL primitives
used by user-level declarations for thread sender.
The user code runs in terms of "dispatchers", which cause
dispatch user-level handlers to execute. These handlers can
communicate using the standard AADL primitives, which are mapped
to C functions.
The send/receive handlers are not thread safe; it is assumed that
this is handled by the CAmkES sequentialized access to the dispatch
handler. There is only one dispatch interface for the component
containing all of the dispatch points.
The read/write handlers are thread safe because the writer comes
through a dispatch interface but the reader is "local" on a dispatch
interface and so contention may occur.
**************************************************************************/
#include <smaccm_sender.h>
#include <sender.h>
#include <string.h>
///////////////////////////////////////////////////////////////////////////
//
// Functions for dispatching IRQs and Periodic Events
//
///////////////////////////////////////////////////////////////////////////
bool smaccm_occurred_periodic_100_ms;
uint32_t smaccm_time_periodic_100_ms;
bool sender_periodic_100_ms_write_uint32_t(/* const */uint32_t arg) {
smaccm_occurred_periodic_100_ms = true;
smaccm_time_periodic_100_ms = arg;
smaccm_dispatch_mutex_unlock();
return true;
}
void dispatch_dispatch_periodic_100_ms(/* const */uint32_t periodic_100_ms ) {
periodic_ping(periodic_100_ms);
}
// Writing dispatchers...
void smaccm_dispatcher_periodic_100_ms(/* const */uint32_t periodic_100_ms) {
// make the call:
dispatch_dispatch_periodic_100_ms(periodic_100_ms );
}
int run() {
// initialization routines ... skipped for now.
// initial lock to await dispatch input.
smaccm_dispatch_mutex_lock();
for(;;) {
smaccm_dispatch_mutex_lock();
// drain the queues
if (smaccm_occurred_periodic_100_ms) {
smaccm_occurred_periodic_100_ms = false;
smaccm_dispatcher_periodic_100_ms(smaccm_time_periodic_100_ms);
}
}
// won't ever get here, but form must be followed
return 0;
}
/**************************************************************************
End of autogenerated file: C:\docs\git_smaccm\phase2\ramses-demo\test0\.\components\sender\src\smaccm_sender.c
**************************************************************************/
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import resolve from 'rollup-plugin-node-resolve'
import commonjs from 'rollup-plugin-commonjs'
import uglify from 'rollup-plugin-uglify'
import babel from 'rollup-plugin-babel'
import { minify } from 'uglify-es'
import pkg from './package.json'
export default [
// browser-friendly UMD build
{
input: 'src/main.js',
output: {
file: pkg.browser,
format: 'umd',
name: 'emailRemoveUnusedCss',
},
plugins: [
resolve(), // so Rollup can find deps
commonjs(), // so Rollup can convert deps to ES modules
babel(),
uglify({}, minify),
],
},
// Builds: CommonJS (for Node) and ES module (for bundlers)
{
input: 'src/main.js',
output: [
{ file: pkg.main, format: 'cjs' },
{ file: pkg.module, format: 'es' },
],
external: [
'array-pull-all-with-glob',
'lodash.intersection',
'lodash.isplainobject',
'lodash.pullall',
'lodash.uniq',
'posthtml-ast-is-empty',
'ranges-is-index-within',
'string-collapse-white-space',
'string-extract-class-names',
'string-find-heads-tails',
'string-match-left-right',
'string-replace-slices-array',
'string-slices-array-push',
],
plugins: [
babel(),
],
},
]
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"ref": "refs/heads/master",
"path": "rollup.config.js",
"mode": "33188",
"license": "mit",
"language": [
{
"name": "JavaScript",
"bytes": "103997"
}
],
"symlink_target": ""
} |
namespace ann_solo
{
class Spectrum
{
public:
Spectrum(double precursor_mz, unsigned int precursor_charge, unsigned int num_peaks,
float *masses, float *intensities, uint8_t *charges) :
m_precursor_mz(precursor_mz), m_precursor_charge(precursor_charge), m_num_peaks(num_peaks),
m_masses(masses), m_intensities(intensities), m_charges(charges) {}
~Spectrum() {}
double getPrecursorMz() const { return m_precursor_mz; }
unsigned int getPrecursorCharge() const { return m_precursor_charge; }
unsigned int getNumPeaks() const { return m_num_peaks; }
float getPeakMass(unsigned int peak_index) const { return *(m_masses + peak_index); }
float getPeakIntensity(unsigned int peak_index) const { return *(m_intensities + peak_index); }
uint8_t getPeakCharge(unsigned int peak_index) const { return *(m_charges + peak_index); }
private:
double m_precursor_mz;
unsigned int m_precursor_charge;
unsigned int m_num_peaks;
float *m_masses;
float *m_intensities;
uint8_t *m_charges;
};
class SpectrumSpectrumMatch
{
public:
SpectrumSpectrumMatch(unsigned int candidate_index) :
m_candidate_index(candidate_index), m_score(0), m_peak_matches(new std::vector<std::pair<unsigned int, unsigned int>>()) {}
~SpectrumSpectrumMatch() { m_peak_matches->clear(); delete m_peak_matches; }
unsigned int getCandidateIndex() const { return m_candidate_index; }
double getScore() const { return m_score; }
void setScore(double score) { m_score = score; }
void addPeakMatch(unsigned int peak_index1, unsigned int peak_index2) { m_peak_matches->push_back(std::make_pair(peak_index1, peak_index2)); }
std::vector<std::pair<unsigned int, unsigned int>>* getPeakMatches() const { return m_peak_matches; }
private:
unsigned int m_candidate_index;
double m_score;
std::vector<std::pair<unsigned int, unsigned int>> *m_peak_matches;
};
class SpectrumMatcher
{
public:
SpectrumMatcher() {}
~SpectrumMatcher() {}
SpectrumSpectrumMatch* dot(Spectrum *query, std::vector<Spectrum*> candidates, double fragment_mz_tolerance, bool allow_shift);
};
}
#endif
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FactoryGirl.define do
factory :policy do
university "MyString"
end
end
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"name": "CSS",
"bytes": "322"
},
{
"name": "CoffeeScript",
"bytes": "10729"
},
{
"name": "HTML",
"bytes": "12545"
},
{
"name": "Haml",
"bytes": "85802"
},
{
"name": "JavaScript",
"bytes": "769"
},
{
"name": "Ruby",
"bytes": "385431"
},
{
"name": "SCSS",
"bytes": "835"
}
],
"symlink_target": ""
} |
<!DOCTYPE html>
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<meta charset="utf-8">
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</li>
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<li class="class-depth-1"><a href="Phaser.Rectangle.html">Rectangle</a></li>
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<li class="class-depth-1"><a href="Phaser.Physics.P2.html">P2 Physics</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.P2.Body.html">Body</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.P2.Spring.html">Spring</a></li>
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<li class="class-depth-1"><a href="Phaser.Physics.Ninja.html">Ninja Physics</a></li>
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</li>
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Community<b class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-1"><a href="http://phaser.io">Phaser Web Site</a></li>
<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser">Phaser Github</a></li>
<li class="class-depth-1"><a href="http://phaser.io/examples">Phaser Examples</a></li>
<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser-plugins">Phaser Plugins</a></li>
<li class="class-depth-1"><a href="http://www.html5gamedevs.com/forum/14-phaser/">Forum</a></li>
<li class="class-depth-1"><a href="http://stackoverflow.com/questions/tagged/phaser-framework">Stack Overflow</a></li>
<li class="class-depth-1"><a href="http://phaser.io/learn">Tutorials</a></li>
<li class="class-depth-1"><a href="http://phaser.io/community/newsletter">Newsletter</a></li>
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<li class="class-depth-1"><a href="http://phaser.io/community/donate">Donate</a></li>
<li class="class-depth-1"><a href="https://www.codeandweb.com/texturepacker/phaser">Texture Packer</a></li>
</ul>
</li>
</ul>
</div>
</div>
<div class="row-fluid">
<div class="span8">
<div id="main">
<!--<h1 class="page-title">Class: Bullet</h1>-->
<section>
<header>
<h2>
<span class="ancestors"><a href="Phaser.html">Phaser</a>.</span>
Bullet
</h2>
</header>
<article>
<div class="container-overview">
<dt>
<h4 class="name "
id="Bullet"><span class="type-signature"></span>new Bullet<span class="signature">(game, x, y, key, frame)</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Create a new <code>Bullet</code> object. Bullets are used by the <code>Phaser.Weapon</code> class, and are normal Sprites,<br>with a few extra properties in the data object to handle Weapon specific features.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>game</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.Game.html">Phaser.Game</a></span>
</td>
<td class="description last"><p>A reference to the currently running game.</p></td>
</tr>
<tr>
<td class="name"><code>x</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>The x coordinate (in world space) to position the Particle at.</p></td>
</tr>
<tr>
<td class="name"><code>y</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>The y coordinate (in world space) to position the Particle at.</p></td>
</tr>
<tr>
<td class="name"><code>key</code></td>
<td class="type">
<span class="param-type">string</span>
|
<span class="param-type"><a href="Phaser.RenderTexture.html">Phaser.RenderTexture</a></span>
|
<span class="param-type"><a href="Phaser.BitmapData.html">Phaser.BitmapData</a></span>
|
<span class="param-type"><a href="PIXI.Texture.html">PIXI.Texture</a></span>
</td>
<td class="description last"><p>This is the image or texture used by the Particle during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.</p></td>
</tr>
<tr>
<td class="name"><code>frame</code></td>
<td class="type">
<span class="param-type">string</span>
|
<span class="param-type">number</span>
</td>
<td class="description last"><p>If this Particle is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_plugins_weapon_Bullet.js.html">plugins/weapon/Bullet.js</a>, <a href="src_plugins_weapon_Bullet.js.html#sunlight-1-line-20">line 20</a>
</dt>
</dl>
</dd>
</div>
<h3 class="subsection-title">Extends</h3>
<ul>
<li><a href="Phaser.Sprite.html">Phaser.Sprite</a></li>
</ul>
<h3 class="subsection-title">Members</h3>
<dl>
<dt>
<h4 class="name "
id="alive"><span class="type-signature"></span>alive<span class="type-signature"> :boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>A useful flag to control if the Game Object is alive or dead.</p>
<p>This is set automatically by the Health components <code>damage</code> method should the object run out of health.<br>Or you can toggle it via your game code.</p>
<p>This property is mostly just provided to be used by your game - it doesn't effect rendering or logic updates.<br>However you can use <code>Group.getFirstAlive</code> in conjunction with this property for fast object pooling and recycling.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.LifeSpan.html#alive">Phaser.Component.LifeSpan#alive</a>
</li></dd>
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>true</li></ul></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_LifeSpan.js.html">gameobjects/components/LifeSpan.js</a>, <a href="src_gameobjects_components_LifeSpan.js.html#sunlight-1-line-50">line 50</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="alpha"><span class="type-signature"></span>alpha<span class="type-signature"> :Number</span></h4>
</dt>
<dd>
<div class="description">
<p>The alpha value of this DisplayObject. A value of 1 is fully opaque. A value of 0 is transparent.<br>Please note that an object with an alpha value of 0 is skipped during the render pass.</p>
<p>The value of this property does not reflect any alpha values set further up the display list.<br>To obtain that value please see the <code>worldAlpha</code> property.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.DisplayObject.html#alpha">PIXI.DisplayObject#alpha</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_display_DisplayObject.js.html">pixi/display/DisplayObject.js</a>, <a href="src_pixi_display_DisplayObject.js.html#sunlight-1-line-63">line 63</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="anchor"><span class="type-signature"></span>anchor<span class="type-signature"> :Point</span></h4>
</dt>
<dd>
<div class="description">
<p>The anchor sets the origin point of the texture.<br>The default is 0,0 this means the texture's origin is the top left<br>Setting than anchor to 0.5,0.5 means the textures origin is centered<br>Setting the anchor to 1,1 would mean the textures origin points will be the bottom right corner</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.Sprite.html#anchor">PIXI.Sprite#anchor</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_display_Sprite.js.html">pixi/display/Sprite.js</a>, <a href="src_pixi_display_Sprite.js.html#sunlight-1-line-17">line 17</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="angle"><span class="type-signature"></span>angle<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The angle property is the rotation of the Game Object in <em>degrees</em> from its original orientation.</p>
<p>Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation.</p>
<p>Values outside this range are added to or subtracted from 360 to obtain a value within the range.<br>For example, the statement player.angle = 450 is the same as player.angle = 90.</p>
<p>If you wish to work in radians instead of degrees you can use the property <code>rotation</code> instead.<br>Working in radians is slightly faster as it doesn't have to perform any calculations.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Angle.html#angle">Phaser.Component.Angle#angle</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Angle.js.html">gameobjects/components/Angle.js</a>, <a href="src_gameobjects_components_Angle.js.html#sunlight-1-line-29">line 29</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="animations"><span class="type-signature"></span>animations<span class="type-signature"> :<a href="Phaser.AnimationManager.html">Phaser.AnimationManager</a></span></h4>
</dt>
<dd>
<div class="description">
<p>If the Game Object is enabled for animation (such as a Phaser.Sprite) this is a reference to its AnimationManager instance.<br>Through it you can create, play, pause and stop animations.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Core.html#animations">Phaser.Component.Core#animations</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Core.js.html">gameobjects/components/Core.js</a>, <a href="src_gameobjects_components_Core.js.html#sunlight-1-line-193">line 193</a>
</dt>
<dt class="tag-see">See:</dt>
<dd class="tag-see">
<ul>
<li><a href="Phaser.AnimationManager.html">Phaser.AnimationManager</a></li>
</ul>
</dd>
</dl>
</dd>
<dt>
<h4 class="name "
id="autoCull"><span class="type-signature"></span>autoCull<span class="type-signature"> :boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>A Game Object with <code>autoCull</code> set to true will check its bounds against the World Camera every frame.<br>If it is not intersecting the Camera bounds at any point then it has its <code>renderable</code> property set to <code>false</code>.<br>This keeps the Game Object alive and still processing updates, but forces it to skip the render step entirely.</p>
<p>This is a relatively expensive operation, especially if enabled on hundreds of Game Objects. So enable it only if you know it's required,<br>or you have tested performance and find it acceptable.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.AutoCull.html#autoCull">Phaser.Component.AutoCull#autoCull</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_AutoCull.js.html">gameobjects/components/AutoCull.js</a>, <a href="src_gameobjects_components_AutoCull.js.html#sunlight-1-line-28">line 28</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="blendMode"><span class="type-signature"></span>blendMode<span class="type-signature"> :Number</span></h4>
</dt>
<dd>
<div class="description">
<p>The blend mode to be applied to the sprite. Set to PIXI.blendModes.NORMAL to remove any blend mode.</p>
<p>Warning: You cannot have a blend mode and a filter active on the same Sprite. Doing so will render the sprite invisible.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.Sprite.html#blendMode">PIXI.Sprite#blendMode</a>
</li></dd>
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>PIXI.blendModes.NORMAL;</li></ul></dd>
<dt class="tag-source">Source -
<a href="src_pixi_display_Sprite.js.html">pixi/display/Sprite.js</a>, <a href="src_pixi_display_Sprite.js.html#sunlight-1-line-82">line 82</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="body"><span class="type-signature"></span>body<span class="type-signature"> :<a href="Phaser.Physics.Arcade.Body.html">Phaser.Physics.Arcade.Body</a>|<a href="Phaser.Physics.P2.Body.html">Phaser.Physics.P2.Body</a>|<a href="Phaser.Physics.Ninja.Body.html">Phaser.Physics.Ninja.Body</a>|null</span></h4>
</dt>
<dd>
<div class="description">
<p><code>body</code> is the Game Objects physics body. Once a Game Object is enabled for physics you access all associated<br>properties and methods via it.</p>
<p>By default Game Objects won't add themselves to any physics system and their <code>body</code> property will be <code>null</code>.</p>
<p>To enable this Game Object for physics you need to call <code>game.physics.enable(object, system)</code> where <code>object</code> is this object<br>and <code>system</code> is the Physics system you are using. If none is given it defaults to <code>Phaser.Physics.Arcade</code>.</p>
<p>You can alternatively call <code>game.physics.arcade.enable(object)</code>, or add this Game Object to a physics enabled Group.</p>
<p>Important: Enabling a Game Object for P2 or Ninja physics will automatically set its <code>anchor</code> property to 0.5,<br>so the physics body is centered on the Game Object.</p>
<p>If you need a different result then adjust or re-create the Body shape offsets manually or reset the anchor after enabling physics.</p>
</div>
<h5>Type:</h5>
<ul>
<li>
<span class="param-type"><a href="Phaser.Physics.Arcade.Body.html">Phaser.Physics.Arcade.Body</a></span>
|
<span class="param-type"><a href="Phaser.Physics.P2.Body.html">Phaser.Physics.P2.Body</a></span>
|
<span class="param-type"><a href="Phaser.Physics.Ninja.Body.html">Phaser.Physics.Ninja.Body</a></span>
|
<span class="param-type">null</span>
</li>
</ul>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.PhysicsBody.html#body">Phaser.Component.PhysicsBody#body</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_PhysicsBody.js.html">gameobjects/components/PhysicsBody.js</a>, <a href="src_gameobjects_components_PhysicsBody.js.html#sunlight-1-line-91">line 91</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="bottom"><span class="type-signature"></span>bottom<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The sum of the y and height properties.<br>This is the same as <code>y + height - offsetY</code>.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Bounds.html#bottom">Phaser.Component.Bounds#bottom</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Bounds.js.html">gameobjects/components/Bounds.js</a>, <a href="src_gameobjects_components_Bounds.js.html#sunlight-1-line-168">line 168</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="cacheAsBitmap"><span class="type-signature"></span>cacheAsBitmap<span class="type-signature"> :Boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>Sets if this DisplayObject should be cached as a bitmap.</p>
<p>When invoked it will take a snapshot of the DisplayObject, as it is at that moment, and store it<br>in a RenderTexture. This is then used whenever this DisplayObject is rendered. It can provide a<br>performance benefit for complex, but static, DisplayObjects. I.e. those with lots of children.</p>
<p>Cached Bitmaps do not track their parents. If you update a property of this DisplayObject, it will not<br>re-generate the cached bitmap automatically. To do that you need to call <code>DisplayObject.updateCache</code>.</p>
<p>To remove a cached bitmap, set this property to <code>null</code>.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.DisplayObject.html#cacheAsBitmap">PIXI.DisplayObject#cacheAsBitmap</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_display_DisplayObject.js.html">pixi/display/DisplayObject.js</a>, <a href="src_pixi_display_DisplayObject.js.html#sunlight-1-line-763">line 763</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="cameraOffset"><span class="type-signature"></span>cameraOffset<span class="type-signature"> :<a href="Phaser.Point.html">Phaser.Point</a></span></h4>
</dt>
<dd>
<div class="description">
<p>The x/y coordinate offset applied to the top-left of the camera that this Game Object will be drawn at if <code>fixedToCamera</code> is true.</p>
<p>The values are relative to the top-left of the camera view and in addition to any parent of the Game Object on the display list.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.FixedToCamera.html#cameraOffset">Phaser.Component.FixedToCamera#cameraOffset</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_FixedToCamera.js.html">gameobjects/components/FixedToCamera.js</a>, <a href="src_gameobjects_components_FixedToCamera.js.html#sunlight-1-line-86">line 86</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="centerX"><span class="type-signature"></span>centerX<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The center x coordinate of the Game Object.<br>This is the same as <code>(x - offsetX) + (width / 2)</code>.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Bounds.html#centerX">Phaser.Component.Bounds#centerX</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Bounds.js.html">gameobjects/components/Bounds.js</a>, <a href="src_gameobjects_components_Bounds.js.html#sunlight-1-line-58">line 58</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="centerY"><span class="type-signature"></span>centerY<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The center y coordinate of the Game Object.<br>This is the same as <code>(y - offsetY) + (height / 2)</code>.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Bounds.html#centerY">Phaser.Component.Bounds#centerY</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Bounds.js.html">gameobjects/components/Bounds.js</a>, <a href="src_gameobjects_components_Bounds.js.html#sunlight-1-line-80">line 80</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="checkWorldBounds"><span class="type-signature"></span>checkWorldBounds<span class="type-signature"> :boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>If this is set to <code>true</code> the Game Object checks if it is within the World bounds each frame. </p>
<p>When it is no longer intersecting the world bounds it dispatches the <code>onOutOfBounds</code> event.</p>
<p>If it was <em>previously</em> out of bounds but is now intersecting the world bounds again it dispatches the <code>onEnterBounds</code> event.</p>
<p>It also optionally kills the Game Object if <code>outOfBoundsKill</code> is <code>true</code>.</p>
<p>When <code>checkWorldBounds</code> is enabled it forces the Game Object to calculate its full bounds every frame.</p>
<p>This is a relatively expensive operation, especially if enabled on hundreds of Game Objects. So enable it only if you know it's required,<br>or you have tested performance and find it acceptable.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.InWorld.html#checkWorldBounds">Phaser.Component.InWorld#checkWorldBounds</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_InWorld.js.html">gameobjects/components/InWorld.js</a>, <a href="src_gameobjects_components_InWorld.js.html#sunlight-1-line-98">line 98</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="children"><span class="type-signature"><readonly> </span>children<span class="type-signature"> :Array.<<a href="global.html#DisplayObject">DisplayObject</a>></span></h4>
</dt>
<dd>
<div class="description">
<p>[read-only] The array of children of this container.</p>
</div>
<h5>Type:</h5>
<ul>
<li>
<span class="param-type">Array.<<a href="global.html#DisplayObject">DisplayObject</a>></span>
</li>
</ul>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.DisplayObjectContainer.html#children">PIXI.DisplayObjectContainer#children</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_display_DisplayObjectContainer.js.html">pixi/display/DisplayObjectContainer.js</a>, <a href="src_pixi_display_DisplayObjectContainer.js.html#sunlight-1-line-17">line 17</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="components"><span class="type-signature"><internal> </span>components<span class="type-signature"> :object</span></h4>
</dt>
<dd>
<div class="description">
<p>The components this Game Object has installed.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Core.html#components">Phaser.Component.Core#components</a>
</li></dd>
<dt class="important tag-deprecated">Internal:</dt>
<dd class="tag-deprecated"><ul>
<li>This member is <em>internal (protected)</em> and may be modified or removed in the future.</li>
</ul></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Core.js.html">gameobjects/components/Core.js</a>, <a href="src_gameobjects_components_Core.js.html#sunlight-1-line-167">line 167</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="cropRect"><span class="type-signature"></span>cropRect<span class="type-signature"> :<a href="Phaser.Rectangle.html">Phaser.Rectangle</a></span></h4>
</dt>
<dd>
<div class="description">
<p>The Rectangle used to crop the texture this Game Object uses.<br>Set this property via <code>crop</code>.<br>If you modify this property directly you must call <code>updateCrop</code> in order to have the change take effect.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Crop.html#cropRect">Phaser.Component.Crop#cropRect</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Crop.js.html">gameobjects/components/Crop.js</a>, <a href="src_gameobjects_components_Crop.js.html#sunlight-1-line-24">line 24</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="damage"><span class="type-signature"></span>damage<span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Damages the Game Object. This removes the given amount of health from the <code>health</code> property.</p>
<p>If health is taken below or is equal to zero then the <code>kill</code> method is called.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Health.html#damage">Phaser.Component.Health#damage</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Health.js.html">gameobjects/components/Health.js</a>, <a href="src_gameobjects_components_Health.js.html#sunlight-1-line-46">line 46</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="data"><span class="type-signature"></span>data<span class="type-signature"> :Object</span></h4>
</dt>
<dd>
<div class="description">
<p>An empty Object that belongs to this Game Object.<br>This value isn't ever used internally by Phaser, but may be used by your own code, or<br>by Phaser Plugins, to store data that needs to be associated with the Game Object,<br>without polluting the Game Object directly.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Core.html#data">Phaser.Component.Core#data</a>
</li></dd>
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>{}</li></ul></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Core.js.html">gameobjects/components/Core.js</a>, <a href="src_gameobjects_components_Core.js.html#sunlight-1-line-160">line 160</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="debug"><span class="type-signature"></span>debug<span class="type-signature"> :boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>A debug flag designed for use with <code>Game.enableStep</code>.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Core.html#debug">Phaser.Component.Core#debug</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Core.js.html">gameobjects/components/Core.js</a>, <a href="src_gameobjects_components_Core.js.html#sunlight-1-line-218">line 218</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="deltaX"><span class="type-signature"><readonly> </span>deltaX<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>Returns the delta x value. The difference between world.x now and in the previous frame.</p>
<p>The value will be positive if the Game Object has moved to the right or negative if to the left.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Delta.html#deltaX">Phaser.Component.Delta#deltaX</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Delta.js.html">gameobjects/components/Delta.js</a>, <a href="src_gameobjects_components_Delta.js.html#sunlight-1-line-24">line 24</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="deltaY"><span class="type-signature"><readonly> </span>deltaY<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>Returns the delta y value. The difference between world.y now and in the previous frame.</p>
<p>The value will be positive if the Game Object has moved down or negative if up.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Delta.html#deltaY">Phaser.Component.Delta#deltaY</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Delta.js.html">gameobjects/components/Delta.js</a>, <a href="src_gameobjects_components_Delta.js.html#sunlight-1-line-42">line 42</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="deltaZ"><span class="type-signature"><readonly> </span>deltaZ<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>Returns the delta z value. The difference between rotation now and in the previous frame. The delta value.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Delta.html#deltaZ">Phaser.Component.Delta#deltaZ</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Delta.js.html">gameobjects/components/Delta.js</a>, <a href="src_gameobjects_components_Delta.js.html#sunlight-1-line-58">line 58</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="destroyPhase"><span class="type-signature"><readonly> </span>destroyPhase<span class="type-signature"> :boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>As a Game Object runs through its destroy method this flag is set to true,<br>and can be checked in any sub-systems or plugins it is being destroyed from.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Destroy.html#destroyPhase">Phaser.Component.Destroy#destroyPhase</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Destroy.js.html">gameobjects/components/Destroy.js</a>, <a href="src_gameobjects_components_Destroy.js.html#sunlight-1-line-22">line 22</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="events"><span class="type-signature"></span>events<span class="type-signature"> :<a href="Phaser.Events.html">Phaser.Events</a></span></h4>
</dt>
<dd>
<div class="description">
<p>All Phaser Game Objects have an Events class which contains all of the events that are dispatched when certain things happen to this<br>Game Object, or any of its components.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Core.html#events">Phaser.Component.Core#events</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Core.js.html">gameobjects/components/Core.js</a>, <a href="src_gameobjects_components_Core.js.html#sunlight-1-line-185">line 185</a>
</dt>
<dt class="tag-see">See:</dt>
<dd class="tag-see">
<ul>
<li><a href="Phaser.Events.html">Phaser.Events</a></li>
</ul>
</dd>
</dl>
</dd>
<dt>
<h4 class="name "
id="exists"><span class="type-signature"></span>exists<span class="type-signature"> :Boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>Controls if this Sprite is processed by the core Phaser game loops and Group loops.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.Sprite.html#exists">PIXI.Sprite#exists</a>
</li></dd>
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>true</li></ul></dd>
<dt class="tag-source">Source -
<a href="src_pixi_display_Sprite.js.html">pixi/display/Sprite.js</a>, <a href="src_pixi_display_Sprite.js.html#sunlight-1-line-103">line 103</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="filterArea"><span class="type-signature"></span>filterArea<span class="type-signature"> :Rectangle</span></h4>
</dt>
<dd>
<div class="description">
<p>The rectangular area used by filters when rendering a shader for this DisplayObject.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.DisplayObject.html#filterArea">PIXI.DisplayObject#filterArea</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_display_DisplayObject.js.html">pixi/display/DisplayObject.js</a>, <a href="src_pixi_display_DisplayObject.js.html#sunlight-1-line-195">line 195</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="filters"><span class="type-signature"></span>filters<span class="type-signature"> :Array</span></h4>
</dt>
<dd>
<div class="description">
<p>Sets the filters for this DisplayObject. This is a WebGL only feature, and is ignored by the Canvas<br>Renderer. A filter is a shader applied to this DisplayObject. You can modify the placement of the filter<br>using <code>DisplayObject.filterArea</code>.</p>
<p>To remove filters, set this property to <code>null</code>.</p>
<p>Note: You cannot have a filter set, and a MULTIPLY Blend Mode active, at the same time. Setting a<br>filter will reset this DisplayObjects blend mode to NORMAL.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.DisplayObject.html#filters">PIXI.DisplayObject#filters</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_display_DisplayObject.js.html">pixi/display/DisplayObject.js</a>, <a href="src_pixi_display_DisplayObject.js.html#sunlight-1-line-710">line 710</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="fixedToCamera"><span class="type-signature"></span>fixedToCamera<span class="type-signature"> :boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>A Game Object that is "fixed" to the camera uses its x/y coordinates as offsets from the top left of the camera during rendering.</p>
<p>The values are adjusted at the rendering stage, overriding the Game Objects actual world position.</p>
<p>The end result is that the Game Object will appear to be 'fixed' to the camera, regardless of where in the game world<br>the camera is viewing. This is useful if for example this Game Object is a UI item that you wish to be visible at all times<br>regardless where in the world the camera is.</p>
<p>The offsets are stored in the <code>cameraOffset</code> property.</p>
<p>Note that the <code>cameraOffset</code> values are in addition to any parent of this Game Object on the display list.</p>
<p>Be careful not to set <code>fixedToCamera</code> on Game Objects which are in Groups that already have <code>fixedToCamera</code> enabled on them.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.FixedToCamera.html#fixedToCamera">Phaser.Component.FixedToCamera#fixedToCamera</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_FixedToCamera.js.html">gameobjects/components/FixedToCamera.js</a>, <a href="src_gameobjects_components_FixedToCamera.js.html#sunlight-1-line-56">line 56</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="frame"><span class="type-signature"></span>frame<span class="type-signature"> :integer</span></h4>
</dt>
<dd>
<div class="description">
<p>Gets or sets the current frame index of the texture being used to render this Game Object.</p>
<p>To change the frame set <code>frame</code> to the index of the new frame in the sprite sheet you wish this Game Object to use,<br>for example: <code>player.frame = 4</code>.</p>
<p>If the frame index given doesn't exist it will revert to the first frame found in the texture.</p>
<p>If you are using a texture atlas then you should use the <code>frameName</code> property instead.</p>
<p>If you wish to fully replace the texture being used see <code>loadTexture</code>.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.LoadTexture.html#frame">Phaser.Component.LoadTexture#frame</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_LoadTexture.js.html">gameobjects/components/LoadTexture.js</a>, <a href="src_gameobjects_components_LoadTexture.js.html#sunlight-1-line-259">line 259</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="frameName"><span class="type-signature"></span>frameName<span class="type-signature"> :string</span></h4>
</dt>
<dd>
<div class="description">
<p>Gets or sets the current frame name of the texture being used to render this Game Object.</p>
<p>To change the frame set <code>frameName</code> to the name of the new frame in the texture atlas you wish this Game Object to use,<br>for example: <code>player.frameName = "idle"</code>.</p>
<p>If the frame name given doesn't exist it will revert to the first frame found in the texture and throw a console warning.</p>
<p>If you are using a sprite sheet then you should use the <code>frame</code> property instead.</p>
<p>If you wish to fully replace the texture being used see <code>loadTexture</code>.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.LoadTexture.html#frameName">Phaser.Component.LoadTexture#frameName</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_LoadTexture.js.html">gameobjects/components/LoadTexture.js</a>, <a href="src_gameobjects_components_LoadTexture.js.html#sunlight-1-line-284">line 284</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="fresh"><span class="type-signature"><readonly> </span>fresh<span class="type-signature"> :boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>A Game Object is considered <code>fresh</code> if it has just been created or reset and is yet to receive a renderer transform update.<br>This property is mostly used internally by the physics systems, but is exposed for the use of plugins.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Core.html#fresh">Phaser.Component.Core#fresh</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Core.js.html">gameobjects/components/Core.js</a>, <a href="src_gameobjects_components_Core.js.html#sunlight-1-line-248">line 248</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="game"><span class="type-signature"></span>game<span class="type-signature"> :<a href="Phaser.Game.html">Phaser.Game</a></span></h4>
</dt>
<dd>
<div class="description">
<p>A reference to the currently running Game.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Core.html#game">Phaser.Component.Core#game</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Core.js.html">gameobjects/components/Core.js</a>, <a href="src_gameobjects_components_Core.js.html#sunlight-1-line-142">line 142</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="heal"><span class="type-signature"></span>heal<span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Heal the Game Object. This adds the given amount of health to the <code>health</code> property.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Health.html#heal">Phaser.Component.Health#heal</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Health.js.html">gameobjects/components/Health.js</a>, <a href="src_gameobjects_components_Health.js.html#sunlight-1-line-90">line 90</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="health"><span class="type-signature"></span>health<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The Game Objects health value. This is a handy property for setting and manipulating health on a Game Object.</p>
<p>It can be used in combination with the <code>damage</code> method or modified directly.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Health.html#health">Phaser.Component.Health#health</a>
</li></dd>
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>1</li></ul></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Health.js.html">gameobjects/components/Health.js</a>, <a href="src_gameobjects_components_Health.js.html#sunlight-1-line-26">line 26</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="height"><span class="type-signature"></span>height<span class="type-signature"> :Number</span></h4>
</dt>
<dd>
<div class="description">
<p>The height of the sprite, setting this will actually modify the scale to achieve the value set</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.Sprite.html#height">PIXI.Sprite#height</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_display_Sprite.js.html">pixi/display/Sprite.js</a>, <a href="src_pixi_display_Sprite.js.html#sunlight-1-line-144">line 144</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="hitArea"><span class="type-signature"></span>hitArea<span class="type-signature"> :Rectangle|Circle|Ellipse|Polygon</span></h4>
</dt>
<dd>
<div class="description">
<p>This is the defined area that will pick up mouse / touch events. It is null by default.<br>Setting it is a neat way of optimising the hitTest function that the interactionManager will use (as it will not need to hit test all the children)</p>
</div>
<h5>Type:</h5>
<ul>
<li>
<span class="param-type">Rectangle</span>
|
<span class="param-type">Circle</span>
|
<span class="param-type">Ellipse</span>
|
<span class="param-type">Polygon</span>
</li>
</ul>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.DisplayObject.html#hitArea">PIXI.DisplayObject#hitArea</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_display_DisplayObject.js.html">pixi/display/DisplayObject.js</a>, <a href="src_pixi_display_DisplayObject.js.html#sunlight-1-line-89">line 89</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="ignoreChildInput"><span class="type-signature"></span>ignoreChildInput<span class="type-signature"> :Boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>If <code>ignoreChildInput</code> is <code>false</code> it will allow this objects <em>children</em> to be considered as valid for Input events.</p>
<p>If this property is <code>true</code> then the children will <em>not</em> be considered as valid for Input events.</p>
<p>Note that this property isn't recursive: only immediate children are influenced, it doesn't scan further down.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.DisplayObjectContainer.html#ignoreChildInput">PIXI.DisplayObjectContainer#ignoreChildInput</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_display_DisplayObjectContainer.js.html">pixi/display/DisplayObjectContainer.js</a>, <a href="src_pixi_display_DisplayObjectContainer.js.html#sunlight-1-line-26">line 26</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="inCamera"><span class="type-signature"><readonly> </span>inCamera<span class="type-signature"> :boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>Checks if the Game Objects bounds intersect with the Game Camera bounds.<br>Returns <code>true</code> if they do, otherwise <code>false</code> if fully outside of the Cameras bounds.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.AutoCull.html#inCamera">Phaser.Component.AutoCull#inCamera</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_AutoCull.js.html">gameobjects/components/AutoCull.js</a>, <a href="src_gameobjects_components_AutoCull.js.html#sunlight-1-line-37">line 37</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="input"><span class="type-signature"></span>input<span class="type-signature"> :<a href="Phaser.InputHandler.html">Phaser.InputHandler</a>|null</span></h4>
</dt>
<dd>
<div class="description">
<p>The Input Handler for this Game Object.</p>
<p>By default it is disabled. If you wish this Game Object to process input events you should enable it with: <code>inputEnabled = true</code>.</p>
<p>After you have done this, this property will be a reference to the Phaser InputHandler.</p>
</div>
<h5>Type:</h5>
<ul>
<li>
<span class="param-type"><a href="Phaser.InputHandler.html">Phaser.InputHandler</a></span>
|
<span class="param-type">null</span>
</li>
</ul>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.InputEnabled.html#input">Phaser.Component.InputEnabled#input</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_InputEnabled.js.html">gameobjects/components/InputEnabled.js</a>, <a href="src_gameobjects_components_InputEnabled.js.html#sunlight-1-line-24">line 24</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="inputEnabled"><span class="type-signature"></span>inputEnabled<span class="type-signature"> :boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>By default a Game Object won't process any input events. By setting <code>inputEnabled</code> to true a Phaser.InputHandler is created<br>for this Game Object and it will then start to process click / touch events and more.</p>
<p>You can then access the Input Handler via <code>this.input</code>.</p>
<p>Note that Input related events are dispatched from <code>this.events</code>, i.e.: <code>events.onInputDown</code>.</p>
<p>If you set this property to false it will stop the Input Handler from processing any more input events.</p>
<p>If you want to <em>temporarily</em> disable input for a Game Object, then it's better to set<br><code>input.enabled = false</code>, as it won't reset any of the Input Handlers internal properties.<br>You can then toggle this back on as needed.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.InputEnabled.html#inputEnabled">Phaser.Component.InputEnabled#inputEnabled</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_InputEnabled.js.html">gameobjects/components/InputEnabled.js</a>, <a href="src_gameobjects_components_InputEnabled.js.html#sunlight-1-line-42">line 42</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="inWorld"><span class="type-signature"><readonly> </span>inWorld<span class="type-signature"> :boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>Checks if the Game Objects bounds are within, or intersect at any point with the Game World bounds.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.InWorld.html#inWorld">Phaser.Component.InWorld#inWorld</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_InWorld.js.html">gameobjects/components/InWorld.js</a>, <a href="src_gameobjects_components_InWorld.js.html#sunlight-1-line-129">line 129</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="key"><span class="type-signature"></span>key<span class="type-signature"> :string|<a href="Phaser.RenderTexture.html">Phaser.RenderTexture</a>|<a href="Phaser.BitmapData.html">Phaser.BitmapData</a>|<a href="Phaser.Video.html">Phaser.Video</a>|<a href="PIXI.Texture.html">PIXI.Texture</a></span></h4>
</dt>
<dd>
<div class="description">
<p>The key of the image or texture used by this Game Object during rendering.<br>If it is a string it's the string used to retrieve the texture from the Phaser Image Cache.<br>It can also be an instance of a RenderTexture, BitmapData, Video or PIXI.Texture.<br>If a Game Object is created without a key it is automatically assigned the key <code>__default</code> which is a 32x32 transparent PNG stored within the Cache.<br>If a Game Object is given a key which doesn't exist in the Image Cache it is re-assigned the key <code>__missing</code> which is a 32x32 PNG of a green box with a line through it.</p>
</div>
<h5>Type:</h5>
<ul>
<li>
<span class="param-type">string</span>
|
<span class="param-type"><a href="Phaser.RenderTexture.html">Phaser.RenderTexture</a></span>
|
<span class="param-type"><a href="Phaser.BitmapData.html">Phaser.BitmapData</a></span>
|
<span class="param-type"><a href="Phaser.Video.html">Phaser.Video</a></span>
|
<span class="param-type"><a href="PIXI.Texture.html">PIXI.Texture</a></span>
</li>
</ul>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Core.html#key">Phaser.Component.Core#key</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Core.js.html">gameobjects/components/Core.js</a>, <a href="src_gameobjects_components_Core.js.html#sunlight-1-line-203">line 203</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="left"><span class="type-signature"></span>left<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The left coordinate of the Game Object.<br>This is the same as <code>x - offsetX</code>.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Bounds.html#left">Phaser.Component.Bounds#left</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Bounds.js.html">gameobjects/components/Bounds.js</a>, <a href="src_gameobjects_components_Bounds.js.html#sunlight-1-line-102">line 102</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="lifespan"><span class="type-signature"></span>lifespan<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The lifespan allows you to give a Game Object a lifespan in milliseconds.</p>
<p>Once the Game Object is 'born' you can set this to a positive value.</p>
<p>It is automatically decremented by the millisecond equivalent of <code>game.time.physicsElapsed</code> each frame.<br>When it reaches zero it will call the <code>kill</code> method.</p>
<p>Very handy for particles, bullets, collectibles, or any other short-lived entity.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.LifeSpan.html#lifespan">Phaser.Component.LifeSpan#lifespan</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_LifeSpan.js.html">gameobjects/components/LifeSpan.js</a>, <a href="src_gameobjects_components_LifeSpan.js.html#sunlight-1-line-65">line 65</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="mask"><span class="type-signature"></span>mask<span class="type-signature"> :PIXIGraphics</span></h4>
</dt>
<dd>
<div class="description">
<p>Sets a mask for this DisplayObject. A mask is an instance of a Graphics object.<br>When applied it limits the visible area of this DisplayObject to the shape of the mask.<br>Under a Canvas renderer it uses shape clipping. Under a WebGL renderer it uses a Stencil Buffer.<br>To remove a mask, set this property to <code>null</code>.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.DisplayObject.html#mask">PIXI.DisplayObject#mask</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_display_DisplayObject.js.html">pixi/display/DisplayObject.js</a>, <a href="src_pixi_display_DisplayObject.js.html#sunlight-1-line-675">line 675</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="maxHealth"><span class="type-signature"></span>maxHealth<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The Game Objects maximum health value. This works in combination with the <code>heal</code> method to ensure<br>the health value never exceeds the maximum.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Health.html#maxHealth">Phaser.Component.Health#maxHealth</a>
</li></dd>
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>100</li></ul></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Health.js.html">gameobjects/components/Health.js</a>, <a href="src_gameobjects_components_Health.js.html#sunlight-1-line-35">line 35</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="name"><span class="type-signature"></span>name<span class="type-signature"> :string</span></h4>
</dt>
<dd>
<div class="description">
<p>A user defined name given to this Game Object.<br>This value isn't ever used internally by Phaser, it is meant as a game level property.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Core.html#name">Phaser.Component.Core#name</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Core.js.html">gameobjects/components/Core.js</a>, <a href="src_gameobjects_components_Core.js.html#sunlight-1-line-150">line 150</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="offsetX"><span class="type-signature"><readonly> </span>offsetX<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The amount the Game Object is visually offset from its x coordinate.<br>This is the same as <code>width * anchor.x</code>.<br>It will only be > 0 if anchor.x is not equal to zero.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Bounds.html#offsetX">Phaser.Component.Bounds#offsetX</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Bounds.js.html">gameobjects/components/Bounds.js</a>, <a href="src_gameobjects_components_Bounds.js.html#sunlight-1-line-24">line 24</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="offsetY"><span class="type-signature"><readonly> </span>offsetY<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The amount the Game Object is visually offset from its y coordinate.<br>This is the same as <code>height * anchor.y</code>.<br>It will only be > 0 if anchor.y is not equal to zero.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Bounds.html#offsetY">Phaser.Component.Bounds#offsetY</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Bounds.js.html">gameobjects/components/Bounds.js</a>, <a href="src_gameobjects_components_Bounds.js.html#sunlight-1-line-42">line 42</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="outOfBoundsKill"><span class="type-signature"></span>outOfBoundsKill<span class="type-signature"> :boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>If this and the <code>checkWorldBounds</code> property are both set to <code>true</code> then the <code>kill</code> method is called as soon as <code>inWorld</code> returns false.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.InWorld.html#outOfBoundsKill">Phaser.Component.InWorld#outOfBoundsKill</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_InWorld.js.html">gameobjects/components/InWorld.js</a>, <a href="src_gameobjects_components_InWorld.js.html#sunlight-1-line-106">line 106</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="outOfCameraBoundsKill"><span class="type-signature"></span>outOfCameraBoundsKill<span class="type-signature"> :boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>If this and the <code>autoCull</code> property are both set to <code>true</code>, then the <code>kill</code> method<br>is called as soon as the Game Object leaves the camera bounds.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.InWorld.html#outOfCameraBoundsKill">Phaser.Component.InWorld#outOfCameraBoundsKill</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_InWorld.js.html">gameobjects/components/InWorld.js</a>, <a href="src_gameobjects_components_InWorld.js.html#sunlight-1-line-115">line 115</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="parent"><span class="type-signature"><readonly> </span>parent<span class="type-signature"> :PIXIDisplayObjectContainer</span></h4>
</dt>
<dd>
<div class="description">
<p>The parent DisplayObjectContainer that this DisplayObject is a child of.<br>All DisplayObjects must belong to a parent in order to be rendered.<br>The root parent is the Stage object. This property is set automatically when the<br>DisplayObject is added to, or removed from, a DisplayObjectContainer.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.DisplayObject.html#parent">PIXI.DisplayObject#parent</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_display_DisplayObject.js.html">pixi/display/DisplayObject.js</a>, <a href="src_pixi_display_DisplayObject.js.html#sunlight-1-line-107">line 107</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="pendingDestroy"><span class="type-signature"></span>pendingDestroy<span class="type-signature"> :boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>A Game Object is that is pendingDestroy is flagged to have its destroy method called on the next logic update.<br>You can set it directly to allow you to flag an object to be destroyed on its next update.</p>
<p>This is extremely useful if you wish to destroy an object from within one of its own callbacks<br>such as with Buttons or other Input events.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Core.html#pendingDestroy">Phaser.Component.Core#pendingDestroy</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Core.js.html">gameobjects/components/Core.js</a>, <a href="src_gameobjects_components_Core.js.html#sunlight-1-line-259">line 259</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="physicsType"><span class="type-signature"><readonly> </span>physicsType<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The const physics body type of this object.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Sprite.html#physicsType">Phaser.Sprite#physicsType</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_Sprite.js.html">gameobjects/Sprite.js</a>, <a href="src_gameobjects_Sprite.js.html#sunlight-1-line-61">line 61</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="pivot"><span class="type-signature"></span>pivot<span class="type-signature"> :PIXIPoint</span></h4>
</dt>
<dd>
<div class="description">
<p>The pivot point of this DisplayObject that it rotates around. The values are expressed<br>in pixel values.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.DisplayObject.html#pivot">PIXI.DisplayObject#pivot</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_display_DisplayObject.js.html">pixi/display/DisplayObject.js</a>, <a href="src_pixi_display_DisplayObject.js.html#sunlight-1-line-43">line 43</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="position"><span class="type-signature"></span>position<span class="type-signature"> :PIXIPoint</span></h4>
</dt>
<dd>
<div class="description">
<p>The coordinates, in pixels, of this DisplayObject, relative to its parent container.</p>
<p>The value of this property does not reflect any positioning happening further up the display list.<br>To obtain that value please see the <code>worldPosition</code> property.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.DisplayObject.html#position">PIXI.DisplayObject#position</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_display_DisplayObject.js.html">pixi/display/DisplayObject.js</a>, <a href="src_pixi_display_DisplayObject.js.html#sunlight-1-line-20">line 20</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="previousPosition"><span class="type-signature"><readonly> </span>previousPosition<span class="type-signature"> :<a href="Phaser.Point.html">Phaser.Point</a></span></h4>
</dt>
<dd>
<div class="description">
<p>The position the Game Object was located in the previous frame.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Core.html#previousPosition">Phaser.Component.Core#previousPosition</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Core.js.html">gameobjects/components/Core.js</a>, <a href="src_gameobjects_components_Core.js.html#sunlight-1-line-225">line 225</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="previousRotation"><span class="type-signature"><readonly> </span>previousRotation<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The rotation the Game Object was in set to in the previous frame. Value is in radians.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Core.html#previousRotation">Phaser.Component.Core#previousRotation</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Core.js.html">gameobjects/components/Core.js</a>, <a href="src_gameobjects_components_Core.js.html#sunlight-1-line-232">line 232</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="renderable"><span class="type-signature"></span>renderable<span class="type-signature"> :Boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>Should this DisplayObject be rendered by the renderer? An object with a renderable value of<br><code>false</code> is skipped during the render pass.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.DisplayObject.html#renderable">PIXI.DisplayObject#renderable</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_display_DisplayObject.js.html">pixi/display/DisplayObject.js</a>, <a href="src_pixi_display_DisplayObject.js.html#sunlight-1-line-98">line 98</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="renderOrderID"><span class="type-signature"><readonly> </span>renderOrderID<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The render order ID is used internally by the renderer and Input Manager and should not be modified.<br>This property is mostly used internally by the renderers, but is exposed for the use of plugins.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Core.html#renderOrderID">Phaser.Component.Core#renderOrderID</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Core.js.html">gameobjects/components/Core.js</a>, <a href="src_gameobjects_components_Core.js.html#sunlight-1-line-240">line 240</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="right"><span class="type-signature"></span>right<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The right coordinate of the Game Object.<br>This is the same as <code>x + width - offsetX</code>.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Bounds.html#right">Phaser.Component.Bounds#right</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Bounds.js.html">gameobjects/components/Bounds.js</a>, <a href="src_gameobjects_components_Bounds.js.html#sunlight-1-line-124">line 124</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="rotation"><span class="type-signature"></span>rotation<span class="type-signature"> :Number</span></h4>
</dt>
<dd>
<div class="description">
<p>The rotation of this DisplayObject. The value is given, and expressed, in radians, and is based on<br>a right-handed orientation.</p>
<p>The value of this property does not reflect any rotation happening further up the display list.<br>To obtain that value please see the <code>worldRotation</code> property.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.DisplayObject.html#rotation">PIXI.DisplayObject#rotation</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_display_DisplayObject.js.html">pixi/display/DisplayObject.js</a>, <a href="src_pixi_display_DisplayObject.js.html#sunlight-1-line-51">line 51</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="scale"><span class="type-signature"></span>scale<span class="type-signature"> :PIXIPoint</span></h4>
</dt>
<dd>
<div class="description">
<p>The scale of this DisplayObject. A scale of 1:1 represents the DisplayObject<br>at its default size. A value of 0.5 would scale this DisplayObject by half, and so on.</p>
<p>The value of this property does not reflect any scaling happening further up the display list.<br>To obtain that value please see the <code>worldScale</code> property.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.DisplayObject.html#scale">PIXI.DisplayObject#scale</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_display_DisplayObject.js.html">pixi/display/DisplayObject.js</a>, <a href="src_pixi_display_DisplayObject.js.html#sunlight-1-line-31">line 31</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="scaleMax"><span class="type-signature"></span>scaleMax<span class="type-signature"> :<a href="Phaser.Point.html">Phaser.Point</a></span></h4>
</dt>
<dd>
<div class="description">
<p>The maximum scale this Game Object will scale up to. </p>
<p>It allows you to prevent a parent from scaling this Game Object higher than the given value.</p>
<p>Set it to <code>null</code> to remove the limit.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.ScaleMinMax.html#scaleMax">Phaser.Component.ScaleMinMax#scaleMax</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_ScaleMinMax.js.html">gameobjects/components/ScaleMinMax.js</a>, <a href="src_gameobjects_components_ScaleMinMax.js.html#sunlight-1-line-46">line 46</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="scaleMin"><span class="type-signature"></span>scaleMin<span class="type-signature"> :<a href="Phaser.Point.html">Phaser.Point</a></span></h4>
</dt>
<dd>
<div class="description">
<p>The minimum scale this Game Object will scale down to.</p>
<p>It allows you to prevent a parent from scaling this Game Object lower than the given value.</p>
<p>Set it to <code>null</code> to remove the limit.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.ScaleMinMax.html#scaleMin">Phaser.Component.ScaleMinMax#scaleMin</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_ScaleMinMax.js.html">gameobjects/components/ScaleMinMax.js</a>, <a href="src_gameobjects_components_ScaleMinMax.js.html#sunlight-1-line-36">line 36</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="setHealth"><span class="type-signature"></span>setHealth<span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Sets the health property of the Game Object to the given amount.<br>Will never exceed the <code>maxHealth</code> value.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Health.html#setHealth">Phaser.Component.Health#setHealth</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Health.js.html">gameobjects/components/Health.js</a>, <a href="src_gameobjects_components_Health.js.html#sunlight-1-line-70">line 70</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="shader"><span class="type-signature"></span>shader<span class="type-signature"> :PhaserFilter</span></h4>
</dt>
<dd>
<div class="description">
<p>The shader that will be used to render this Sprite.<br>Set to null to remove a current shader.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.Sprite.html#shader">PIXI.Sprite#shader</a>
</li></dd>
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>null</li></ul></dd>
<dt class="tag-source">Source -
<a href="src_pixi_display_Sprite.js.html">pixi/display/Sprite.js</a>, <a href="src_pixi_display_Sprite.js.html#sunlight-1-line-93">line 93</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="smoothed"><span class="type-signature"></span>smoothed<span class="type-signature"> :boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>Enable or disable texture smoothing for this Game Object.</p>
<p>It only takes effect if the Game Object is using an image based texture.</p>
<p>Smoothing is enabled by default.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Smoothed.html#smoothed">Phaser.Component.Smoothed#smoothed</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Smoothed.js.html">gameobjects/components/Smoothed.js</a>, <a href="src_gameobjects_components_Smoothed.js.html#sunlight-1-line-25">line 25</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="texture"><span class="type-signature"></span>texture<span class="type-signature"> :<a href="PIXI.Texture.html">PIXI.Texture</a></span></h4>
</dt>
<dd>
<div class="description">
<p>The texture that the sprite is using</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.Sprite.html#texture">PIXI.Sprite#texture</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_display_Sprite.js.html">pixi/display/Sprite.js</a>, <a href="src_pixi_display_Sprite.js.html#sunlight-1-line-28">line 28</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="tint"><span class="type-signature"></span>tint<span class="type-signature"> :Number</span></h4>
</dt>
<dd>
<div class="description">
<p>The tint applied to the sprite. This is a hex value. A value of 0xFFFFFF will remove any tint effect.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.Sprite.html#tint">PIXI.Sprite#tint</a>
</li></dd>
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>0xFFFFFF</li></ul></dd>
<dt class="tag-source">Source -
<a href="src_pixi_display_Sprite.js.html">pixi/display/Sprite.js</a>, <a href="src_pixi_display_Sprite.js.html#sunlight-1-line-54">line 54</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="tintedTexture"><span class="type-signature"></span>tintedTexture<span class="type-signature"> :Canvas</span></h4>
</dt>
<dd>
<div class="description">
<p>A canvas that contains the tinted version of the Sprite (in Canvas mode, WebGL doesn't populate this)</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.Sprite.html#tintedTexture">PIXI.Sprite#tintedTexture</a>
</li></dd>
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>null</li></ul></dd>
<dt class="tag-source">Source -
<a href="src_pixi_display_Sprite.js.html">pixi/display/Sprite.js</a>, <a href="src_pixi_display_Sprite.js.html#sunlight-1-line-73">line 73</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="top"><span class="type-signature"></span>top<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The y coordinate of the Game Object.<br>This is the same as <code>y - offsetY</code>.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Bounds.html#top">Phaser.Component.Bounds#top</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Bounds.js.html">gameobjects/components/Bounds.js</a>, <a href="src_gameobjects_components_Bounds.js.html#sunlight-1-line-146">line 146</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="transformCallback"><span class="type-signature"></span>transformCallback<span class="type-signature"> :function</span></h4>
</dt>
<dd>
<div class="description">
<p>The callback that will apply any scale limiting to the worldTransform.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.ScaleMinMax.html#transformCallback">Phaser.Component.ScaleMinMax#transformCallback</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_ScaleMinMax.js.html">gameobjects/components/ScaleMinMax.js</a>, <a href="src_gameobjects_components_ScaleMinMax.js.html#sunlight-1-line-20">line 20</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="transformCallbackContext"><span class="type-signature"></span>transformCallbackContext<span class="type-signature"> :object</span></h4>
</dt>
<dd>
<div class="description">
<p>The context under which <code>transformCallback</code> is called.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.ScaleMinMax.html#transformCallbackContext">Phaser.Component.ScaleMinMax#transformCallbackContext</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_ScaleMinMax.js.html">gameobjects/components/ScaleMinMax.js</a>, <a href="src_gameobjects_components_ScaleMinMax.js.html#sunlight-1-line-26">line 26</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="type"><span class="type-signature"><readonly> </span>type<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The const type of this object.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Sprite.html#type">Phaser.Sprite#type</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_Sprite.js.html">gameobjects/Sprite.js</a>, <a href="src_gameobjects_Sprite.js.html#sunlight-1-line-55">line 55</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="visible"><span class="type-signature"></span>visible<span class="type-signature"> :Boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>The visibility of this DisplayObject. A value of <code>false</code> makes the object invisible.<br>A value of <code>true</code> makes it visible. Please note that an object with a visible value of<br><code>false</code> is skipped during the render pass. Equally a DisplayObject with visible false will<br>not render any of its children.</p>
<p>The value of this property does not reflect any visible values set further up the display list.<br>To obtain that value please see the <code>worldVisible</code> property.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.DisplayObject.html#visible">PIXI.DisplayObject#visible</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_display_DisplayObject.js.html">pixi/display/DisplayObject.js</a>, <a href="src_pixi_display_DisplayObject.js.html#sunlight-1-line-75">line 75</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="width"><span class="type-signature"></span>width<span class="type-signature"> :Number</span></h4>
</dt>
<dd>
<div class="description">
<p>The width of the sprite, setting this will actually modify the scale to achieve the value set</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.Sprite.html#width">PIXI.Sprite#width</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_display_Sprite.js.html">pixi/display/Sprite.js</a>, <a href="src_pixi_display_Sprite.js.html#sunlight-1-line-125">line 125</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="world"><span class="type-signature"></span>world<span class="type-signature"> :<a href="Phaser.Point.html">Phaser.Point</a></span></h4>
</dt>
<dd>
<div class="description">
<p>The world coordinates of this Game Object in pixels.<br>Depending on where in the display list this Game Object is placed this value can differ from <code>position</code>,<br>which contains the x/y coordinates relative to the Game Objects parent.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Core.html#world">Phaser.Component.Core#world</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Core.js.html">gameobjects/components/Core.js</a>, <a href="src_gameobjects_components_Core.js.html#sunlight-1-line-211">line 211</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="worldAlpha"><span class="type-signature"><readonly> </span>worldAlpha<span class="type-signature"> :Number</span></h4>
</dt>
<dd>
<div class="description">
<p>The multiplied alpha value of this DisplayObject. A value of 1 is fully opaque. A value of 0 is transparent.<br>This value is the calculated total, based on the alpha values of all parents of this DisplayObjects<br>in the display list.</p>
<p>To obtain, and set, the local alpha value, see the <code>alpha</code> property.</p>
<p>Note: This property is only updated at the end of the <code>updateTransform</code> call, once per render. Until<br>that happens this property will contain values based on the previous frame. Be mindful of this if<br>accessing this property outside of the normal game flow, i.e. from an asynchronous event callback.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.DisplayObject.html#worldAlpha">PIXI.DisplayObject#worldAlpha</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_display_DisplayObject.js.html">pixi/display/DisplayObject.js</a>, <a href="src_pixi_display_DisplayObject.js.html#sunlight-1-line-119">line 119</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="worldPosition"><span class="type-signature"><readonly> </span>worldPosition<span class="type-signature"> :PIXIPoint</span></h4>
</dt>
<dd>
<div class="description">
<p>The coordinates, in pixels, of this DisplayObject within the world.</p>
<p>This property contains the calculated total, based on the positions of all parents of this<br>DisplayObject in the display list.</p>
<p>Note: This property is only updated at the end of the <code>updateTransform</code> call, once per render. Until<br>that happens this property will contain values based on the previous frame. Be mindful of this if<br>accessing this property outside of the normal game flow, i.e. from an asynchronous event callback.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.DisplayObject.html#worldPosition">PIXI.DisplayObject#worldPosition</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_display_DisplayObject.js.html">pixi/display/DisplayObject.js</a>, <a href="src_pixi_display_DisplayObject.js.html#sunlight-1-line-150">line 150</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="worldRotation"><span class="type-signature"><readonly> </span>worldRotation<span class="type-signature"> :Number</span></h4>
</dt>
<dd>
<div class="description">
<p>The rotation, in radians, of this DisplayObject.</p>
<p>This property contains the calculated total, based on the rotations of all parents of this<br>DisplayObject in the display list.</p>
<p>Note: This property is only updated at the end of the <code>updateTransform</code> call, once per render. Until<br>that happens this property will contain values based on the previous frame. Be mindful of this if<br>accessing this property outside of the normal game flow, i.e. from an asynchronous event callback.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.DisplayObject.html#worldRotation">PIXI.DisplayObject#worldRotation</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_display_DisplayObject.js.html">pixi/display/DisplayObject.js</a>, <a href="src_pixi_display_DisplayObject.js.html#sunlight-1-line-180">line 180</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="worldScale"><span class="type-signature"><readonly> </span>worldScale<span class="type-signature"> :PIXIPoint</span></h4>
</dt>
<dd>
<div class="description">
<p>The global scale of this DisplayObject.</p>
<p>This property contains the calculated total, based on the scales of all parents of this<br>DisplayObject in the display list.</p>
<p>Note: This property is only updated at the end of the <code>updateTransform</code> call, once per render. Until<br>that happens this property will contain values based on the previous frame. Be mindful of this if<br>accessing this property outside of the normal game flow, i.e. from an asynchronous event callback.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.DisplayObject.html#worldScale">PIXI.DisplayObject#worldScale</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_display_DisplayObject.js.html">pixi/display/DisplayObject.js</a>, <a href="src_pixi_display_DisplayObject.js.html#sunlight-1-line-165">line 165</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="worldTransform"><span class="type-signature"><readonly> </span>worldTransform<span class="type-signature"> :PIXIMatrix</span></h4>
</dt>
<dd>
<div class="description">
<p>The current transform of this DisplayObject.</p>
<p>This property contains the calculated total, based on the transforms of all parents of this<br>DisplayObject in the display list.</p>
<p>Note: This property is only updated at the end of the <code>updateTransform</code> call, once per render. Until<br>that happens this property will contain values based on the previous frame. Be mindful of this if<br>accessing this property outside of the normal game flow, i.e. from an asynchronous event callback.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.DisplayObject.html#worldTransform">PIXI.DisplayObject#worldTransform</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_display_DisplayObject.js.html">pixi/display/DisplayObject.js</a>, <a href="src_pixi_display_DisplayObject.js.html#sunlight-1-line-135">line 135</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="worldVisible"><span class="type-signature"></span>worldVisible<span class="type-signature"> :Boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>Indicates if this DisplayObject is visible, based on it, and all of its parents, <code>visible</code> property values.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.DisplayObject.html#worldVisible">PIXI.DisplayObject#worldVisible</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_display_DisplayObject.js.html">pixi/display/DisplayObject.js</a>, <a href="src_pixi_display_DisplayObject.js.html#sunlight-1-line-632">line 632</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="x"><span class="type-signature"></span>x<span class="type-signature"> :Number</span></h4>
</dt>
<dd>
<div class="description">
<p>The horizontal position of the DisplayObject, in pixels, relative to its parent.<br>If you need the world position of the DisplayObject, use <code>DisplayObject.worldPosition</code> instead.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.DisplayObject.html#x">PIXI.DisplayObject#x</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_display_DisplayObject.js.html">pixi/display/DisplayObject.js</a>, <a href="src_pixi_display_DisplayObject.js.html#sunlight-1-line-588">line 588</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="y"><span class="type-signature"></span>y<span class="type-signature"> :Number</span></h4>
</dt>
<dd>
<div class="description">
<p>The vertical position of the DisplayObject, in pixels, relative to its parent.<br>If you need the world position of the DisplayObject, use <code>DisplayObject.worldPosition</code> instead.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.DisplayObject.html#y">PIXI.DisplayObject#y</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_display_DisplayObject.js.html">pixi/display/DisplayObject.js</a>, <a href="src_pixi_display_DisplayObject.js.html#sunlight-1-line-610">line 610</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="z"><span class="type-signature"><readonly> </span>z<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The z depth of this Game Object within its parent Group.<br>No two objects in a Group can have the same z value.<br>This value is adjusted automatically whenever the Group hierarchy changes.<br>If you wish to re-order the layering of a Game Object then see methods like Group.moveUp or Group.bringToTop.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Core.html#z">Phaser.Component.Core#z</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Core.js.html">gameobjects/components/Core.js</a>, <a href="src_gameobjects_components_Core.js.html#sunlight-1-line-177">line 177</a>
</dt>
</dl>
</dd>
</dl>
<h3 class="subsection-title">Methods</h3>
<dl>
<dt>
<h4 class="name "
id="addChild"><span class="type-signature"></span>addChild<span class="signature">(child)</span><span class="type-signature"> → {<a href="PIXI.DisplayObject.html">PIXI.DisplayObject</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Adds a child to the container.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>child</code></td>
<td class="type">
<span class="param-type"><a href="PIXI.DisplayObject.html">PIXI.DisplayObject</a></span>
</td>
<td class="description last"><p>The DisplayObject to add to the container</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type"><a href="PIXI.DisplayObject.html">PIXI.DisplayObject</a></span>
-
</div>
<div class="returns-desc param-desc">
<p>The child that was added.</p>
</div>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.DisplayObjectContainer.html#addChild">PIXI.DisplayObjectContainer#addChild</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_display_DisplayObjectContainer.js.html">pixi/display/DisplayObjectContainer.js</a>, <a href="src_pixi_display_DisplayObjectContainer.js.html#sunlight-1-line-42">line 42</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="addChildAt"><span class="type-signature"></span>addChildAt<span class="signature">(child, index)</span><span class="type-signature"> → {<a href="PIXI.DisplayObject.html">PIXI.DisplayObject</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>child</code></td>
<td class="type">
<span class="param-type"><a href="PIXI.DisplayObject.html">PIXI.DisplayObject</a></span>
</td>
<td class="description last"><p>The child to add</p></td>
</tr>
<tr>
<td class="name"><code>index</code></td>
<td class="type">
<span class="param-type">Number</span>
</td>
<td class="description last"><p>The index to place the child in</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type"><a href="PIXI.DisplayObject.html">PIXI.DisplayObject</a></span>
-
</div>
<div class="returns-desc param-desc">
<p>The child that was added.</p>
</div>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.DisplayObjectContainer.html#addChildAt">PIXI.DisplayObjectContainer#addChildAt</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_display_DisplayObjectContainer.js.html">pixi/display/DisplayObjectContainer.js</a>, <a href="src_pixi_display_DisplayObjectContainer.js.html#sunlight-1-line-55">line 55</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="alignIn"><span class="type-signature"></span>alignIn<span class="signature">(container, <span class="optional">position</span>, <span class="optional">offsetX</span>, <span class="optional">offsetY</span>)</span><span class="type-signature"> → {Object}</span></h4>
</dt>
<dd>
<div class="description">
<p>Aligns this Game Object within another Game Object, or Rectangle, known as the<br>'container', to one of 9 possible positions.</p>
<p>The container must be a Game Object, or Phaser.Rectangle object. This can include properties<br>such as <code>World.bounds</code> or <code>Camera.view</code>, for aligning Game Objects within the world<br>and camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText,<br>TileSprites or Buttons.</p>
<p>Please note that aligning a Sprite to another Game Object does <strong>not</strong> make it a child of<br>the container. It simply modifies its position coordinates so it aligns with it.</p>
<p>The position constants you can use are:</p>
<p><code>Phaser.TOP_LEFT</code>, <code>Phaser.TOP_CENTER</code>, <code>Phaser.TOP_RIGHT</code>, <code>Phaser.LEFT_CENTER</code>,<br><code>Phaser.CENTER</code>, <code>Phaser.RIGHT_CENTER</code>, <code>Phaser.BOTTOM_LEFT</code>,<br><code>Phaser.BOTTOM_CENTER</code> and <code>Phaser.BOTTOM_RIGHT</code>.</p>
<p>The Game Objects are placed in such a way that their <em>bounds</em> align with the<br>container, taking into consideration rotation, scale and the anchor property.<br>This allows you to neatly align Game Objects, irrespective of their position value.</p>
<p>The optional <code>offsetX</code> and <code>offsetY</code> arguments allow you to apply extra spacing to the final<br>aligned position of the Game Object. For example:</p>
<p><code>sprite.alignIn(background, Phaser.BOTTOM_RIGHT, -20, -20)</code></p>
<p>Would align the <code>sprite</code> to the bottom-right, but moved 20 pixels in from the corner.<br>Think of the offsets as applying an adjustment to the containers bounds before the alignment takes place.<br>So providing a negative offset will 'shrink' the container bounds by that amount, and providing a positive<br>one expands it.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th>Argument</th>
<th>Default</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>container</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.Rectangle.html">Phaser.Rectangle</a></span>
|
<span class="param-type"><a href="Phaser.Sprite.html">Phaser.Sprite</a></span>
|
<span class="param-type"><a href="Phaser.Image.html">Phaser.Image</a></span>
|
<span class="param-type"><a href="Phaser.Text.html">Phaser.Text</a></span>
|
<span class="param-type"><a href="Phaser.BitmapText.html">Phaser.BitmapText</a></span>
|
<span class="param-type"><a href="Phaser.Button.html">Phaser.Button</a></span>
|
<span class="param-type"><a href="Phaser.Graphics.html">Phaser.Graphics</a></span>
|
<span class="param-type"><a href="Phaser.TileSprite.html">Phaser.TileSprite</a></span>
</td>
<td class="attributes">
</td>
<td class="default">
</td>
<td class="description last"><p>The Game Object or Rectangle with which to align this Game Object to. Can also include properties such as <code>World.bounds</code> or <code>Camera.view</code>.</p></td>
</tr>
<tr>
<td class="name"><code>position</code></td>
<td class="type">
<span class="param-type">integer</span>
</td>
<td class="attributes">
<optional><br>
</td>
<td class="default">
</td>
<td class="description last"><p>The position constant. One of <code>Phaser.TOP_LEFT</code> (default), <code>Phaser.TOP_CENTER</code>, <code>Phaser.TOP_RIGHT</code>, <code>Phaser.LEFT_CENTER</code>, <code>Phaser.CENTER</code>, <code>Phaser.RIGHT_CENTER</code>, <code>Phaser.BOTTOM_LEFT</code>, <code>Phaser.BOTTOM_CENTER</code> or <code>Phaser.BOTTOM_RIGHT</code>.</p></td>
</tr>
<tr>
<td class="name"><code>offsetX</code></td>
<td class="type">
<span class="param-type">integer</span>
</td>
<td class="attributes">
<optional><br>
</td>
<td class="default">
0
</td>
<td class="description last"><p>A horizontal adjustment of the Containers bounds, applied to the aligned position of the Game Object. Use a negative value to shrink the bounds, positive to increase it.</p></td>
</tr>
<tr>
<td class="name"><code>offsetY</code></td>
<td class="type">
<span class="param-type">integer</span>
</td>
<td class="attributes">
<optional><br>
</td>
<td class="default">
0
</td>
<td class="description last"><p>A vertical adjustment of the Containers bounds, applied to the aligned position of the Game Object. Use a negative value to shrink the bounds, positive to increase it.</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type">Object</span>
-
</div>
<div class="returns-desc param-desc">
<p>This Game Object.</p>
</div>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Bounds.html#alignIn">Phaser.Component.Bounds#alignIn</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Bounds.js.html">gameobjects/components/Bounds.js</a>, <a href="src_gameobjects_components_Bounds.js.html#sunlight-1-line-223">line 223</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="alignTo"><span class="type-signature"></span>alignTo<span class="signature">(parent, <span class="optional">position</span>, <span class="optional">offsetX</span>, <span class="optional">offsetY</span>)</span><span class="type-signature"> → {Object}</span></h4>
</dt>
<dd>
<div class="description">
<p>Aligns this Game Object to the side of another Game Object, or Rectangle, known as the<br>'parent', in one of 11 possible positions.</p>
<p>The parent must be a Game Object, or Phaser.Rectangle object. This can include properties<br>such as <code>World.bounds</code> or <code>Camera.view</code>, for aligning Game Objects within the world<br>and camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText,<br>TileSprites or Buttons.</p>
<p>Please note that aligning a Sprite to another Game Object does <strong>not</strong> make it a child of<br>the parent. It simply modifies its position coordinates so it aligns with it.</p>
<p>The position constants you can use are:</p>
<p><code>Phaser.TOP_LEFT</code> (default), <code>Phaser.TOP_CENTER</code>, <code>Phaser.TOP_RIGHT</code>, <code>Phaser.LEFT_TOP</code>,<br><code>Phaser.LEFT_CENTER</code>, <code>Phaser.LEFT_BOTTOM</code>, <code>Phaser.RIGHT_TOP</code>, <code>Phaser.RIGHT_CENTER</code>,<br><code>Phaser.RIGHT_BOTTOM</code>, <code>Phaser.BOTTOM_LEFT</code>, <code>Phaser.BOTTOM_CENTER</code><br>and <code>Phaser.BOTTOM_RIGHT</code>.</p>
<p>The Game Objects are placed in such a way that their <em>bounds</em> align with the<br>parent, taking into consideration rotation, scale and the anchor property.<br>This allows you to neatly align Game Objects, irrespective of their position value.</p>
<p>The optional <code>offsetX</code> and <code>offsetY</code> arguments allow you to apply extra spacing to the final<br>aligned position of the Game Object. For example:</p>
<p><code>sprite.alignTo(background, Phaser.BOTTOM_RIGHT, -20, -20)</code></p>
<p>Would align the <code>sprite</code> to the bottom-right, but moved 20 pixels in from the corner.<br>Think of the offsets as applying an adjustment to the parents bounds before the alignment takes place.<br>So providing a negative offset will 'shrink' the parent bounds by that amount, and providing a positive<br>one expands it.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th>Argument</th>
<th>Default</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>parent</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.Rectangle.html">Phaser.Rectangle</a></span>
|
<span class="param-type"><a href="Phaser.Sprite.html">Phaser.Sprite</a></span>
|
<span class="param-type"><a href="Phaser.Image.html">Phaser.Image</a></span>
|
<span class="param-type"><a href="Phaser.Text.html">Phaser.Text</a></span>
|
<span class="param-type"><a href="Phaser.BitmapText.html">Phaser.BitmapText</a></span>
|
<span class="param-type"><a href="Phaser.Button.html">Phaser.Button</a></span>
|
<span class="param-type"><a href="Phaser.Graphics.html">Phaser.Graphics</a></span>
|
<span class="param-type"><a href="Phaser.TileSprite.html">Phaser.TileSprite</a></span>
</td>
<td class="attributes">
</td>
<td class="default">
</td>
<td class="description last"><p>The Game Object or Rectangle with which to align this Game Object to. Can also include properties such as <code>World.bounds</code> or <code>Camera.view</code>.</p></td>
</tr>
<tr>
<td class="name"><code>position</code></td>
<td class="type">
<span class="param-type">integer</span>
</td>
<td class="attributes">
<optional><br>
</td>
<td class="default">
</td>
<td class="description last"><p>The position constant. One of <code>Phaser.TOP_LEFT</code>, <code>Phaser.TOP_CENTER</code>, <code>Phaser.TOP_RIGHT</code>, <code>Phaser.LEFT_TOP</code>, <code>Phaser.LEFT_CENTER</code>, <code>Phaser.LEFT_BOTTOM</code>, <code>Phaser.RIGHT_TOP</code>, <code>Phaser.RIGHT_CENTER</code>, <code>Phaser.RIGHT_BOTTOM</code>, <code>Phaser.BOTTOM_LEFT</code>, <code>Phaser.BOTTOM_CENTER</code> or <code>Phaser.BOTTOM_RIGHT</code>.</p></td>
</tr>
<tr>
<td class="name"><code>offsetX</code></td>
<td class="type">
<span class="param-type">integer</span>
</td>
<td class="attributes">
<optional><br>
</td>
<td class="default">
0
</td>
<td class="description last"><p>A horizontal adjustment of the Containers bounds, applied to the aligned position of the Game Object. Use a negative value to shrink the bounds, positive to increase it.</p></td>
</tr>
<tr>
<td class="name"><code>offsetY</code></td>
<td class="type">
<span class="param-type">integer</span>
</td>
<td class="attributes">
<optional><br>
</td>
<td class="default">
0
</td>
<td class="description last"><p>A vertical adjustment of the Containers bounds, applied to the aligned position of the Game Object. Use a negative value to shrink the bounds, positive to increase it.</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type">Object</span>
-
</div>
<div class="returns-desc param-desc">
<p>This Game Object.</p>
</div>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Bounds.html#alignTo">Phaser.Component.Bounds#alignTo</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Bounds.js.html">gameobjects/components/Bounds.js</a>, <a href="src_gameobjects_components_Bounds.js.html#sunlight-1-line-321">line 321</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="bringToTop"><span class="type-signature"></span>bringToTop<span class="signature">()</span><span class="type-signature"> → {<a href="PIXI.DisplayObject.html">PIXI.DisplayObject</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Brings this Game Object to the top of its parents display list.<br>Visually this means it will render over the top of any old child in the same Group.</p>
<p>If this Game Object hasn't been added to a custom Group then this method will bring it to the top of the Game World,<br>because the World is the root Group from which all Game Objects descend.</p>
</div>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type"><a href="PIXI.DisplayObject.html">PIXI.DisplayObject</a></span>
-
</div>
<div class="returns-desc param-desc">
<p>This instance.</p>
</div>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.BringToTop.html#bringToTop">Phaser.Component.BringToTop#bringToTop</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_BringToTop.js.html">gameobjects/components/BringToTop.js</a>, <a href="src_gameobjects_components_BringToTop.js.html#sunlight-1-line-24">line 24</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="contains"><span class="type-signature"></span>contains<span class="signature">(child)</span><span class="type-signature"> → {Boolean}</span></h4>
</dt>
<dd>
<div class="description">
<p>Determines whether the specified display object is a child of the DisplayObjectContainer instance or the instance itself.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>child</code></td>
<td class="type">
<span class="param-type"><a href="PIXI.DisplayObject.html">PIXI.DisplayObject</a></span>
</td>
<td class="description last"><p>-</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type">Boolean</span>
-
</div>
<div class="returns-desc param-desc">
</div>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.DisplayObjectContainer.html#contains">PIXI.DisplayObjectContainer#contains</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_display_DisplayObjectContainer.js.html">pixi/display/DisplayObjectContainer.js</a>, <a href="src_pixi_display_DisplayObjectContainer.js.html#sunlight-1-line-449">line 449</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="crop"><span class="type-signature"></span>crop<span class="signature">(rect, <span class="optional">copy</span>)</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Crop allows you to crop the texture being used to display this Game Object.<br>Setting a crop rectangle modifies the core texture frame. The Game Object width and height properties will be adjusted accordingly.</p>
<p>Cropping takes place from the top-left and can be modified in real-time either by providing an updated rectangle object to this method,<br>or by modifying <code>cropRect</code> property directly and then calling <code>updateCrop</code>.</p>
<p>The rectangle object given to this method can be either a <code>Phaser.Rectangle</code> or any other object<br>so long as it has public <code>x</code>, <code>y</code>, <code>width</code>, <code>height</code>, <code>right</code> and <code>bottom</code> properties.</p>
<p>A reference to the rectangle is stored in <code>cropRect</code> unless the <code>copy</code> parameter is <code>true</code>,<br>in which case the values are duplicated to a local object.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th>Argument</th>
<th>Default</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>rect</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.Rectangle.html">Phaser.Rectangle</a></span>
</td>
<td class="attributes">
</td>
<td class="default">
</td>
<td class="description last"><p>The Rectangle used during cropping. Pass null or no parameters to clear a previously set crop rectangle.</p></td>
</tr>
<tr>
<td class="name"><code>copy</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="attributes">
<optional><br>
</td>
<td class="default">
false
</td>
<td class="description last"><p>If false <code>cropRect</code> will be stored as a reference to the given rect. If true it will copy the rect values into a local Phaser Rectangle object stored in cropRect.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Crop.html#crop">Phaser.Component.Crop#crop</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Crop.js.html">gameobjects/components/Crop.js</a>, <a href="src_gameobjects_components_Crop.js.html#sunlight-1-line-49">line 49</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="destroy"><span class="type-signature"></span>destroy<span class="signature">(<span class="optional">destroyChildren</span>, <span class="optional">destroyTexture</span>)</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Destroys the Game Object. This removes it from its parent group, destroys the input, event and animation handlers if present<br>and nulls its reference to <code>game</code>, freeing it up for garbage collection.</p>
<p>If this Game Object has the Events component it will also dispatch the <code>onDestroy</code> event.</p>
<p>You can optionally also destroy the BaseTexture this Game Object is using. Be careful if you've<br>more than one Game Object sharing the same BaseTexture.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th>Argument</th>
<th>Default</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>destroyChildren</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="attributes">
<optional><br>
</td>
<td class="default">
true
</td>
<td class="description last"><p>Should every child of this object have its destroy method called as well?</p></td>
</tr>
<tr>
<td class="name"><code>destroyTexture</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="attributes">
<optional><br>
</td>
<td class="default">
false
</td>
<td class="description last"><p>Destroy the BaseTexture this Game Object is using? Note that if another Game Object is sharing the same BaseTexture it will invalidate it.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Destroy.html#destroy">Phaser.Component.Destroy#destroy</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Destroy.js.html">gameobjects/components/Destroy.js</a>, <a href="src_gameobjects_components_Destroy.js.html#sunlight-1-line-37">line 37</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="getBounds"><span class="type-signature"></span>getBounds<span class="signature">(matrix)</span><span class="type-signature"> → {Rectangle}</span></h4>
</dt>
<dd>
<div class="description">
<p>Returns the bounds of the Sprite as a rectangle.<br>The bounds calculation takes the worldTransform into account.</p>
<p>It is important to note that the transform is not updated when you call this method.<br>So if this Sprite is the child of a Display Object which has had its transform<br>updated since the last render pass, those changes will not yet have been applied<br>to this Sprites worldTransform. If you need to ensure that all parent transforms<br>are factored into this getBounds operation then you should call <code>updateTransform</code><br>on the root most object in this Sprites display list first.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>matrix</code></td>
<td class="type">
<span class="param-type">Matrix</span>
</td>
<td class="description last"><p>the transformation matrix of the sprite</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type">Rectangle</span>
-
</div>
<div class="returns-desc param-desc">
<p>the framing rectangle</p>
</div>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.Sprite.html#getBounds">PIXI.Sprite#getBounds</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_display_Sprite.js.html">pixi/display/Sprite.js</a>, <a href="src_pixi_display_Sprite.js.html#sunlight-1-line-199">line 199</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="getChildAt"><span class="type-signature"></span>getChildAt<span class="signature">(index)</span><span class="type-signature"> → {<a href="PIXI.DisplayObject.html">PIXI.DisplayObject</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Returns the child at the specified index</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>index</code></td>
<td class="type">
<span class="param-type">Number</span>
</td>
<td class="description last"><p>The index to get the child from</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type"><a href="PIXI.DisplayObject.html">PIXI.DisplayObject</a></span>
-
</div>
<div class="returns-desc param-desc">
<p>The child at the given index, if any.</p>
</div>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.DisplayObjectContainer.html#getChildAt">PIXI.DisplayObjectContainer#getChildAt</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_display_DisplayObjectContainer.js.html">pixi/display/DisplayObjectContainer.js</a>, <a href="src_pixi_display_DisplayObjectContainer.js.html#sunlight-1-line-153">line 153</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="getChildIndex"><span class="type-signature"></span>getChildIndex<span class="signature">(child)</span><span class="type-signature"> → {Number}</span></h4>
</dt>
<dd>
<div class="description">
<p>Returns the index position of a child DisplayObject instance</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>child</code></td>
<td class="type">
<span class="param-type"><a href="PIXI.DisplayObject.html">PIXI.DisplayObject</a></span>
</td>
<td class="description last"><p>The DisplayObject instance to identify</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type">Number</span>
-
</div>
<div class="returns-desc param-desc">
<p>The index position of the child display object to identify</p>
</div>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.DisplayObjectContainer.html#getChildIndex">PIXI.DisplayObjectContainer#getChildIndex</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_display_DisplayObjectContainer.js.html">pixi/display/DisplayObjectContainer.js</a>, <a href="src_pixi_display_DisplayObjectContainer.js.html#sunlight-1-line-112">line 112</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="getLocalBounds"><span class="type-signature"></span>getLocalBounds<span class="signature">()</span><span class="type-signature"> → {Rectangle}</span></h4>
</dt>
<dd>
<div class="description">
<p>Retrieves the non-global local bounds of the Sprite as a rectangle. The calculation takes all visible children into consideration.</p>
</div>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type">Rectangle</span>
-
</div>
<div class="returns-desc param-desc">
<p>The rectangular bounding area</p>
</div>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.Sprite.html#getLocalBounds">PIXI.Sprite#getLocalBounds</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_display_Sprite.js.html">pixi/display/Sprite.js</a>, <a href="src_pixi_display_Sprite.js.html#sunlight-1-line-315">line 315</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="kill"><span class="type-signature"></span>kill<span class="signature">()</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Updates the Bullet, killing as required.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_plugins_weapon_Bullet.js.html">plugins/weapon/Bullet.js</a>, <a href="src_plugins_weapon_Bullet.js.html#sunlight-1-line-60">line 60</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="kill"><span class="type-signature"></span>kill<span class="signature">()</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Kills the Bullet, freeing it up for re-use by the Weapon bullet pool.<br>Also dispatches the <code>Weapon.onKill</code> signal.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_plugins_weapon_Bullet.js.html">plugins/weapon/Bullet.js</a>, <a href="src_plugins_weapon_Bullet.js.html#sunlight-1-line-41">line 41</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="loadTexture"><span class="type-signature"></span>loadTexture<span class="signature">(key, <span class="optional">frame</span>, <span class="optional">stopAnimation</span>)</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Changes the base texture the Game Object is using. The old texture is removed and the new one is referenced or fetched from the Cache.</p>
<p>If your Game Object is using a frame from a texture atlas and you just wish to change to another frame, then see the <code>frame</code> or <code>frameName</code> properties instead.</p>
<p>You should only use <code>loadTexture</code> if you want to replace the base texture entirely.</p>
<p>Calling this method causes a WebGL texture update, so use sparingly or in low-intensity portions of your game, or if you know the new texture is already on the GPU.</p>
<p>You can use the new const <code>Phaser.PENDING_ATLAS</code> as the texture key for any sprite.<br>Doing this then sets the key to be the <code>frame</code> argument (the frame is set to zero). </p>
<p>This allows you to create sprites using <code>load.image</code> during development, and then change them<br>to use a Texture Atlas later in development by simply searching your code for 'PENDING_ATLAS'<br>and swapping it to be the key of the atlas data.</p>
<p>Note: You cannot use a RenderTexture as a texture for a TileSprite.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th>Argument</th>
<th>Default</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>key</code></td>
<td class="type">
<span class="param-type">string</span>
|
<span class="param-type"><a href="Phaser.RenderTexture.html">Phaser.RenderTexture</a></span>
|
<span class="param-type"><a href="Phaser.BitmapData.html">Phaser.BitmapData</a></span>
|
<span class="param-type"><a href="Phaser.Video.html">Phaser.Video</a></span>
|
<span class="param-type"><a href="PIXI.Texture.html">PIXI.Texture</a></span>
</td>
<td class="attributes">
</td>
<td class="default">
</td>
<td class="description last"><p>This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache Image entry, or an instance of a RenderTexture, BitmapData, Video or PIXI.Texture.</p></td>
</tr>
<tr>
<td class="name"><code>frame</code></td>
<td class="type">
<span class="param-type">string</span>
|
<span class="param-type">number</span>
</td>
<td class="attributes">
<optional><br>
</td>
<td class="default">
</td>
<td class="description last"><p>If this Sprite is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.</p></td>
</tr>
<tr>
<td class="name"><code>stopAnimation</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="attributes">
<optional><br>
</td>
<td class="default">
true
</td>
<td class="description last"><p>If an animation is already playing on this Sprite you can choose to stop it or let it carry on playing.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.LoadTexture.html#loadTexture">Phaser.Component.LoadTexture#loadTexture</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_LoadTexture.js.html">gameobjects/components/LoadTexture.js</a>, <a href="src_gameobjects_components_LoadTexture.js.html#sunlight-1-line-51">line 51</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="moveDown"><span class="type-signature"></span>moveDown<span class="signature">()</span><span class="type-signature"> → {<a href="PIXI.DisplayObject.html">PIXI.DisplayObject</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Moves this Game Object down one place in its parents display list.<br>This call has no effect if the Game Object is already at the bottom of the display list.</p>
<p>If this Game Object hasn't been added to a custom Group then this method will move it one object down within the Game World,<br>because the World is the root Group from which all Game Objects descend.</p>
</div>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type"><a href="PIXI.DisplayObject.html">PIXI.DisplayObject</a></span>
-
</div>
<div class="returns-desc param-desc">
<p>This instance.</p>
</div>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.BringToTop.html#moveDown">Phaser.Component.BringToTop#moveDown</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_BringToTop.js.html">gameobjects/components/BringToTop.js</a>, <a href="src_gameobjects_components_BringToTop.js.html#sunlight-1-line-87">line 87</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="moveUp"><span class="type-signature"></span>moveUp<span class="signature">()</span><span class="type-signature"> → {<a href="PIXI.DisplayObject.html">PIXI.DisplayObject</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Moves this Game Object up one place in its parents display list.<br>This call has no effect if the Game Object is already at the top of the display list.</p>
<p>If this Game Object hasn't been added to a custom Group then this method will move it one object up within the Game World,<br>because the World is the root Group from which all Game Objects descend.</p>
</div>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type"><a href="PIXI.DisplayObject.html">PIXI.DisplayObject</a></span>
-
</div>
<div class="returns-desc param-desc">
<p>This instance.</p>
</div>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.BringToTop.html#moveUp">Phaser.Component.BringToTop#moveUp</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_BringToTop.js.html">gameobjects/components/BringToTop.js</a>, <a href="src_gameobjects_components_BringToTop.js.html#sunlight-1-line-66">line 66</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="overlap"><span class="type-signature"></span>overlap<span class="signature">(displayObject)</span><span class="type-signature"> → {boolean}</span></h4>
</dt>
<dd>
<div class="description">
<p>Checks to see if the bounds of this Game Object overlaps with the bounds of the given Display Object,<br>which can be a Sprite, Image, TileSprite or anything that extends those such as Button or provides a <code>getBounds</code> method and result.</p>
<p>This check ignores the <code>hitArea</code> property if set and runs a <code>getBounds</code> comparison on both objects to determine the result.</p>
<p>Therefore it's relatively expensive to use in large quantities, i.e. with lots of Sprites at a high frequency.<br>It should be fine for low-volume testing where physics isn't required.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>displayObject</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.Sprite.html">Phaser.Sprite</a></span>
|
<span class="param-type"><a href="Phaser.Image.html">Phaser.Image</a></span>
|
<span class="param-type"><a href="Phaser.TileSprite.html">Phaser.TileSprite</a></span>
|
<span class="param-type"><a href="Phaser.Button.html">Phaser.Button</a></span>
|
<span class="param-type"><a href="PIXI.DisplayObject.html">PIXI.DisplayObject</a></span>
</td>
<td class="description last"><p>The display object to check against.</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type">boolean</span>
-
</div>
<div class="returns-desc param-desc">
<p>True if the bounds of this Game Object intersects at any point with the bounds of the given display object.</p>
</div>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Overlap.html#overlap">Phaser.Component.Overlap#overlap</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Overlap.js.html">gameobjects/components/Overlap.js</a>, <a href="src_gameobjects_components_Overlap.js.html#sunlight-1-line-29">line 29</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="play"><span class="type-signature"></span>play<span class="signature">(name, <span class="optional">frameRate</span>, <span class="optional">loop</span>, <span class="optional">killOnComplete</span>)</span><span class="type-signature"> → {<a href="Phaser.Animation.html">Phaser.Animation</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Plays an Animation.</p>
<p>The animation should have previously been created via <code>animations.add</code>.</p>
<p>If the animation is already playing calling this again won't do anything.<br>If you need to reset an already running animation do so directly on the Animation object itself or via <code>AnimationManager.stop</code>.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th>Argument</th>
<th>Default</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>name</code></td>
<td class="type">
<span class="param-type">string</span>
</td>
<td class="attributes">
</td>
<td class="default">
</td>
<td class="description last"><p>The name of the animation to be played, e.g. "fire", "walk", "jump". Must have been previously created via 'AnimationManager.add'.</p></td>
</tr>
<tr>
<td class="name"><code>frameRate</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="attributes">
<optional><br>
</td>
<td class="default">
null
</td>
<td class="description last"><p>The framerate to play the animation at. The speed is given in frames per second. If not provided the previously set frameRate of the Animation is used.</p></td>
</tr>
<tr>
<td class="name"><code>loop</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="attributes">
<optional><br>
</td>
<td class="default">
false
</td>
<td class="description last"><p>Should the animation be looped after playback. If not provided the previously set loop value of the Animation is used.</p></td>
</tr>
<tr>
<td class="name"><code>killOnComplete</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="attributes">
<optional><br>
</td>
<td class="default">
false
</td>
<td class="description last"><p>If set to true when the animation completes (only happens if loop=false) the parent Sprite will be killed.</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type"><a href="Phaser.Animation.html">Phaser.Animation</a></span>
-
</div>
<div class="returns-desc param-desc">
<p>A reference to playing Animation.</p>
</div>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Animation.html#play">Phaser.Component.Animation#play</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Animation.js.html">gameobjects/components/Animation.js</a>, <a href="src_gameobjects_components_Animation.js.html#sunlight-1-line-31">line 31</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="postUpdate"><span class="type-signature"><internal> </span>postUpdate<span class="signature">()</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Internal method called by the World postUpdate cycle.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Core.html#postUpdate">Phaser.Component.Core#postUpdate</a>
</li></dd>
<dt class="important tag-deprecated">Internal:</dt>
<dd class="tag-deprecated"><ul>
<li>This member is <em>internal (protected)</em> and may be modified or removed in the future.</li>
</ul></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Core.js.html">gameobjects/components/Core.js</a>, <a href="src_gameobjects_components_Core.js.html#sunlight-1-line-338">line 338</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="preUpdate"><span class="type-signature"></span>preUpdate<span class="signature">()</span><span class="type-signature"> → {boolean}</span></h4>
</dt>
<dd>
<div class="description">
<p>Automatically called by World.preUpdate.</p>
</div>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type">boolean</span>
-
</div>
<div class="returns-desc param-desc">
<p>True if the Sprite was rendered, otherwise false.</p>
</div>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Sprite.html#preUpdate">Phaser.Sprite#preUpdate</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_Sprite.js.html">gameobjects/Sprite.js</a>, <a href="src_gameobjects_Sprite.js.html#sunlight-1-line-107">line 107</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="removeChild"><span class="type-signature"></span>removeChild<span class="signature">(child)</span><span class="type-signature"> → {<a href="PIXI.DisplayObject.html">PIXI.DisplayObject</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Removes a child from the container.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>child</code></td>
<td class="type">
<span class="param-type"><a href="PIXI.DisplayObject.html">PIXI.DisplayObject</a></span>
</td>
<td class="description last"><p>The DisplayObject to remove</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type"><a href="PIXI.DisplayObject.html">PIXI.DisplayObject</a></span>
-
</div>
<div class="returns-desc param-desc">
<p>The child that was removed.</p>
</div>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.DisplayObjectContainer.html#removeChild">PIXI.DisplayObjectContainer#removeChild</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_display_DisplayObjectContainer.js.html">pixi/display/DisplayObjectContainer.js</a>, <a href="src_pixi_display_DisplayObjectContainer.js.html#sunlight-1-line-171">line 171</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="removeChildAt"><span class="type-signature"></span>removeChildAt<span class="signature">(index)</span><span class="type-signature"> → {<a href="PIXI.DisplayObject.html">PIXI.DisplayObject</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Removes a child from the specified index position.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>index</code></td>
<td class="type">
<span class="param-type">Number</span>
</td>
<td class="description last"><p>The index to get the child from</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type"><a href="PIXI.DisplayObject.html">PIXI.DisplayObject</a></span>
-
</div>
<div class="returns-desc param-desc">
<p>The child that was removed.</p>
</div>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.DisplayObjectContainer.html#removeChildAt">PIXI.DisplayObjectContainer#removeChildAt</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_display_DisplayObjectContainer.js.html">pixi/display/DisplayObjectContainer.js</a>, <a href="src_pixi_display_DisplayObjectContainer.js.html#sunlight-1-line-191">line 191</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="removeChildren"><span class="type-signature"></span>removeChildren<span class="signature">(beginIndex, endIndex)</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Removes all children from this container that are within the begin and end indexes.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>beginIndex</code></td>
<td class="type">
<span class="param-type">Number</span>
</td>
<td class="description last"><p>The beginning position. Default value is 0.</p></td>
</tr>
<tr>
<td class="name"><code>endIndex</code></td>
<td class="type">
<span class="param-type">Number</span>
</td>
<td class="description last"><p>The ending position. Default value is size of the container.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.DisplayObjectContainer.html#removeChildren">PIXI.DisplayObjectContainer#removeChildren</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_display_DisplayObjectContainer.js.html">pixi/display/DisplayObjectContainer.js</a>, <a href="src_pixi_display_DisplayObjectContainer.js.html#sunlight-1-line-213">line 213</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="reset"><span class="type-signature"></span>reset<span class="signature">(x, y, <span class="optional">health</span>)</span><span class="type-signature"> → {<a href="PIXI.DisplayObject.html">PIXI.DisplayObject</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Resets the Game Object.</p>
<p>This moves the Game Object to the given x/y world coordinates and sets <code>fresh</code>, <code>exists</code>,<br><code>visible</code> and <code>renderable</code> to true.</p>
<p>If this Game Object has the LifeSpan component it will also set <code>alive</code> to true and <code>health</code> to the given value.</p>
<p>If this Game Object has a Physics Body it will reset the Body.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th>Argument</th>
<th>Default</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>x</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="attributes">
</td>
<td class="default">
</td>
<td class="description last"><p>The x coordinate (in world space) to position the Game Object at.</p></td>
</tr>
<tr>
<td class="name"><code>y</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="attributes">
</td>
<td class="default">
</td>
<td class="description last"><p>The y coordinate (in world space) to position the Game Object at.</p></td>
</tr>
<tr>
<td class="name"><code>health</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="attributes">
<optional><br>
</td>
<td class="default">
1
</td>
<td class="description last"><p>The health to give the Game Object if it has the Health component.</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type"><a href="PIXI.DisplayObject.html">PIXI.DisplayObject</a></span>
-
</div>
<div class="returns-desc param-desc">
<p>This instance.</p>
</div>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Reset.html#reset">Phaser.Component.Reset#reset</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Reset.js.html">gameobjects/components/Reset.js</a>, <a href="src_gameobjects_components_Reset.js.html#sunlight-1-line-30">line 30</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="resetFrame"><span class="type-signature"></span>resetFrame<span class="signature">()</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Resets the texture frame dimensions that the Game Object uses for rendering.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.LoadTexture.html#resetFrame">Phaser.Component.LoadTexture#resetFrame</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_LoadTexture.js.html">gameobjects/components/LoadTexture.js</a>, <a href="src_gameobjects_components_LoadTexture.js.html#sunlight-1-line-237">line 237</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="resizeFrame"><span class="type-signature"></span>resizeFrame<span class="signature">(parent, width, height)</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Resizes the Frame dimensions that the Game Object uses for rendering.</p>
<p>You shouldn't normally need to ever call this, but in the case of special texture types such as Video or BitmapData<br>it can be useful to adjust the dimensions directly in this way.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>parent</code></td>
<td class="type">
<span class="param-type">object</span>
</td>
<td class="description last"><p>The parent texture object that caused the resize, i.e. a Phaser.Video object.</p></td>
</tr>
<tr>
<td class="name"><code>width</code></td>
<td class="type">
<span class="param-type">integer</span>
</td>
<td class="description last"><p>The new width of the texture.</p></td>
</tr>
<tr>
<td class="name"><code>height</code></td>
<td class="type">
<span class="param-type">integer</span>
</td>
<td class="description last"><p>The new height of the texture.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.LoadTexture.html#resizeFrame">Phaser.Component.LoadTexture#resizeFrame</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_LoadTexture.js.html">gameobjects/components/LoadTexture.js</a>, <a href="src_gameobjects_components_LoadTexture.js.html#sunlight-1-line-225">line 225</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="revive"><span class="type-signature"></span>revive<span class="signature">(<span class="optional">health</span>)</span><span class="type-signature"> → {<a href="PIXI.DisplayObject.html">PIXI.DisplayObject</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Brings a 'dead' Game Object back to life, optionally resetting its health value in the process.</p>
<p>A resurrected Game Object has its <code>alive</code>, <code>exists</code> and <code>visible</code> properties all set to true.</p>
<p>It will dispatch the <code>onRevived</code> event. Listen to <code>events.onRevived</code> for the signal.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th>Argument</th>
<th>Default</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>health</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="attributes">
<optional><br>
</td>
<td class="default">
100
</td>
<td class="description last"><p>The health to give the Game Object. Only set if the GameObject has the Health component.</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type"><a href="PIXI.DisplayObject.html">PIXI.DisplayObject</a></span>
-
</div>
<div class="returns-desc param-desc">
<p>This instance.</p>
</div>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.LifeSpan.html#revive">Phaser.Component.LifeSpan#revive</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_LifeSpan.js.html">gameobjects/components/LifeSpan.js</a>, <a href="src_gameobjects_components_LifeSpan.js.html#sunlight-1-line-78">line 78</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="sendToBack"><span class="type-signature"></span>sendToBack<span class="signature">()</span><span class="type-signature"> → {<a href="PIXI.DisplayObject.html">PIXI.DisplayObject</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Sends this Game Object to the bottom of its parents display list.<br>Visually this means it will render below all other children in the same Group.</p>
<p>If this Game Object hasn't been added to a custom Group then this method will send it to the bottom of the Game World,<br>because the World is the root Group from which all Game Objects descend.</p>
</div>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type"><a href="PIXI.DisplayObject.html">PIXI.DisplayObject</a></span>
-
</div>
<div class="returns-desc param-desc">
<p>This instance.</p>
</div>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.BringToTop.html#sendToBack">Phaser.Component.BringToTop#sendToBack</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_BringToTop.js.html">gameobjects/components/BringToTop.js</a>, <a href="src_gameobjects_components_BringToTop.js.html#sunlight-1-line-45">line 45</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="setChildIndex"><span class="type-signature"></span>setChildIndex<span class="signature">(child, index)</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Changes the position of an existing child in the display object container</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>child</code></td>
<td class="type">
<span class="param-type"><a href="PIXI.DisplayObject.html">PIXI.DisplayObject</a></span>
</td>
<td class="description last"><p>The child DisplayObject instance for which you want to change the index number</p></td>
</tr>
<tr>
<td class="name"><code>index</code></td>
<td class="type">
<span class="param-type">Number</span>
</td>
<td class="description last"><p>The resulting index number for the child display object</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.DisplayObjectContainer.html#setChildIndex">PIXI.DisplayObjectContainer#setChildIndex</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_display_DisplayObjectContainer.js.html">pixi/display/DisplayObjectContainer.js</a>, <a href="src_pixi_display_DisplayObjectContainer.js.html#sunlight-1-line-132">line 132</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="setFrame"><span class="type-signature"></span>setFrame<span class="signature">(frame)</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Sets the texture frame the Game Object uses for rendering.</p>
<p>This is primarily an internal method used by <code>loadTexture</code>, but is exposed for the use of plugins and custom classes.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>frame</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.Frame.html">Phaser.Frame</a></span>
</td>
<td class="description last"><p>The Frame to be used by the texture.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.LoadTexture.html#setFrame">Phaser.Component.LoadTexture#setFrame</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_LoadTexture.js.html">gameobjects/components/LoadTexture.js</a>, <a href="src_gameobjects_components_LoadTexture.js.html#sunlight-1-line-155">line 155</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="setScaleMinMax"><span class="type-signature"></span>setScaleMinMax<span class="signature">(minX, minY, maxX, maxY)</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Sets the scaleMin and scaleMax values. These values are used to limit how far this Game Object will scale based on its parent.</p>
<p>For example if this Game Object has a <code>minScale</code> value of 1 and its parent has a <code>scale</code> value of 0.5, the 0.5 will be ignored<br>and the scale value of 1 will be used, as the parents scale is lower than the minimum scale this Game Object should adhere to.</p>
<p>By setting these values you can carefully control how Game Objects deal with responsive scaling.</p>
<p>If only one parameter is given then that value will be used for both scaleMin and scaleMax:<br><code>setScaleMinMax(1)</code> = scaleMin.x, scaleMin.y, scaleMax.x and scaleMax.y all = 1</p>
<p>If only two parameters are given the first is set as scaleMin.x and y and the second as scaleMax.x and y:<br><code>setScaleMinMax(0.5, 2)</code> = scaleMin.x and y = 0.5 and scaleMax.x and y = 2</p>
<p>If you wish to set <code>scaleMin</code> with different values for x and y then either modify Game Object.scaleMin directly,<br>or pass <code>null</code> for the <code>maxX</code> and <code>maxY</code> parameters.</p>
<p>Call <code>setScaleMinMax(null)</code> to clear all previously set values.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>minX</code></td>
<td class="type">
<span class="param-type">number</span>
|
<span class="param-type">null</span>
</td>
<td class="description last"><p>The minimum horizontal scale value this Game Object can scale down to.</p></td>
</tr>
<tr>
<td class="name"><code>minY</code></td>
<td class="type">
<span class="param-type">number</span>
|
<span class="param-type">null</span>
</td>
<td class="description last"><p>The minimum vertical scale value this Game Object can scale down to.</p></td>
</tr>
<tr>
<td class="name"><code>maxX</code></td>
<td class="type">
<span class="param-type">number</span>
|
<span class="param-type">null</span>
</td>
<td class="description last"><p>The maximum horizontal scale value this Game Object can scale up to.</p></td>
</tr>
<tr>
<td class="name"><code>maxY</code></td>
<td class="type">
<span class="param-type">number</span>
|
<span class="param-type">null</span>
</td>
<td class="description last"><p>The maximum vertical scale value this Game Object can scale up to.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.ScaleMinMax.html#setScaleMinMax">Phaser.Component.ScaleMinMax#setScaleMinMax</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_ScaleMinMax.js.html">gameobjects/components/ScaleMinMax.js</a>, <a href="src_gameobjects_components_ScaleMinMax.js.html#sunlight-1-line-110">line 110</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="setTexture"><span class="type-signature"></span>setTexture<span class="signature">(texture, <span class="optional">destroy</span>)</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Sets the texture of the sprite. Be warned that this doesn't remove or destroy the previous<br>texture this Sprite was using.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th>Argument</th>
<th>Default</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>texture</code></td>
<td class="type">
<span class="param-type"><a href="PIXI.Texture.html">PIXI.Texture</a></span>
</td>
<td class="attributes">
</td>
<td class="default">
</td>
<td class="description last"><p>The PIXI texture that is displayed by the sprite</p></td>
</tr>
<tr>
<td class="name"><code>destroy</code></td>
<td class="type">
<span class="param-type">Boolean</span>
</td>
<td class="attributes">
<optional><br>
</td>
<td class="default">
false
</td>
<td class="description last"><p>Call Texture.destroy on the current texture before replacing it with the new one?</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.Sprite.html#setTexture">PIXI.Sprite#setTexture</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_display_Sprite.js.html">pixi/display/Sprite.js</a>, <a href="src_pixi_display_Sprite.js.html#sunlight-1-line-163">line 163</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="swapChildren"><span class="type-signature"></span>swapChildren<span class="signature">(child, child2)</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Swaps the position of 2 Display Objects within this container.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>child</code></td>
<td class="type">
<span class="param-type"><a href="PIXI.DisplayObject.html">PIXI.DisplayObject</a></span>
</td>
<td class="description last"><p>-</p></td>
</tr>
<tr>
<td class="name"><code>child2</code></td>
<td class="type">
<span class="param-type"><a href="PIXI.DisplayObject.html">PIXI.DisplayObject</a></span>
</td>
<td class="description last"><p>-</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="PIXI.DisplayObjectContainer.html#swapChildren">PIXI.DisplayObjectContainer#swapChildren</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_pixi_display_DisplayObjectContainer.js.html">pixi/display/DisplayObjectContainer.js</a>, <a href="src_pixi_display_DisplayObjectContainer.js.html#sunlight-1-line-85">line 85</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="update"><span class="type-signature"></span>update<span class="signature">()</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Override this method in your own custom objects to handle any update requirements.<br>It is called immediately after <code>preUpdate</code> and before <code>postUpdate</code>.<br>Remember if this Game Object has any children you should call update on those too.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Core.html#update">Phaser.Component.Core#update</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Core.js.html">gameobjects/components/Core.js</a>, <a href="src_gameobjects_components_Core.js.html#sunlight-1-line-328">line 328</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="updateCrop"><span class="type-signature"></span>updateCrop<span class="signature">()</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>If you have set a crop rectangle on this Game Object via <code>crop</code> and since modified the <code>cropRect</code> property,<br>or the rectangle it references, then you need to update the crop frame by calling this method.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Component.Crop.html#updateCrop">Phaser.Component.Crop#updateCrop</a>
</li></dd>
<dt class="tag-source">Source -
<a href="src_gameobjects_components_Crop.js.html">gameobjects/components/Crop.js</a>, <a href="src_gameobjects_components_Crop.js.html#sunlight-1-line-86">line 86</a>
</dt>
</dl>
</dd>
</dl>
</article>
</section>
</div>
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.3</a>
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</html> | {
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<?php
namespace Gedmo\Translatable;
use Doctrine\Common\EventManager;
use Tool\BaseTestCaseORM;
use Doctrine\ORM\Query;
use Gedmo\Translatable\Query\TreeWalker\TranslationWalker;
use Translatable\Fixture\Article;
use Translatable\Fixture\Comment;
/**
* These are tests for translation query walker
*
* @author Gediminas Morkevicius <[email protected]>
* @link http://www.gediminasm.org
* @license MIT License (http://www.opensource.org/licenses/mit-license.php)
*/
class Issue109Test extends BaseTestCaseORM
{
const ARTICLE = 'Translatable\\Fixture\\Article';
const COMMENT = 'Translatable\\Fixture\\Comment';
const TRANSLATION = 'Gedmo\\Translatable\\Entity\\Translation';
const TREE_WALKER_TRANSLATION = 'Gedmo\\Translatable\\Query\\TreeWalker\\TranslationWalker';
private $translatableListener;
protected function setUp()
{
parent::setUp();
$evm = new EventManager;
$this->translatableListener = new TranslatableListener();
$this->translatableListener->setTranslatableLocale('en');
$this->translatableListener->setDefaultLocale('en');
$evm->addEventSubscriber($this->translatableListener);
$this->getMockSqliteEntityManager($evm);
$this->populate();
}
public function testIssue109()
{
$this->em
->getConfiguration()
->expects($this->any())
->method('getCustomHydrationMode')
->with(TranslationWalker::HYDRATE_OBJECT_TRANSLATION)
->will($this->returnValue('Gedmo\\Translatable\\Hydrator\\ORM\\ObjectHydrator'))
;
$query = $this->em->createQueryBuilder();
$query->select('a')
->from(self::ARTICLE, 'a')
->add('where', $query->expr()->not($query->expr()->eq('a.title', ':title')))
->setParameter('title', 'NA')
;
$this->translatableListener->setTranslatableLocale('es');
$this->translatableListener->setDefaultLocale('en');
$this->translatableListener->setTranslationFallback(true);
$query = $query->getQuery();
$query->setHint(Query::HINT_CUSTOM_OUTPUT_WALKER, self::TREE_WALKER_TRANSLATION);
$result = $query->getResult();
$this->assertEquals(3, count($result));
}
protected function getUsedEntityFixtures()
{
return array(
self::ARTICLE,
self::TRANSLATION,
self::COMMENT
);
}
public function populate()
{
$text0 = new Article;
$text0->setTitle('text0');
$this->em->persist($text0);
$text1 = new Article;
$text1->setTitle('text1');
$this->em->persist($text1);
$na = new Article;
$na->setTitle('NA');
$this->em->persist($na);
$out = new Article;
$out->setTitle('Out');
$this->em->persist($out);
$this->em->flush();
$this->translatableListener->setTranslatableLocale('es');
$text1->setTitle('texto1');
$text0->setTitle('texto0');
$this->em->persist($text1);
$this->em->persist($text0);
$this->em->flush();
}
}
| {
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ACCEPTED
#### According to
IRMNG Homonym List
#### Published in
null
#### Original name
null
### Remarks
null | {
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"copies": "1",
"ref": "refs/heads/master",
"path": "life/Plantae/Pteridophyta/Polypodiopsida/Cyatheales/Cyatheaceae/Haydenia/README.md",
"mode": "33188",
"license": "apache-2.0",
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Subsets and Splits