|
Panda3D
|
This is the base class for PartRoot and MovingPart. More...
Public Types | |
| enum | HierarchyMatchFlags { HMF_ok_part_extra = 1, HMF_ok_anim_extra = 2, HMF_ok_wrong_root_name = 4 } |
Public Member Functions | |
| __init__ (PartGroup parent, str name) | |
| Creates the PartGroup, and adds it to the indicated parent. More... | |
| bool | applyControl (PandaNode node) |
| Specifies a node to influence this particular joint so that it will always hold the node's transform. More... | |
| bool | applyFreeze (const TransformState transform) |
| Freezes this particular joint so that it will always hold the specified transform. More... | |
| bool | applyFreezeMatrix (const LVecBase3 pos, const LVecBase3 hpr, const LVecBase3 scale) |
| Freezes this particular joint so that it will always hold the specified transform. More... | |
| bool | applyFreezeScalar (float value) |
| Freezes this particular joint so that it will always hold the specified transform. More... | |
| bool | clearForcedChannel () |
| Undoes the effect of a previous call to apply_freeze() or apply_control(). More... | |
| PartGroup | copySubgraph () |
| Allocates and returns a new copy of this node and of all of its children. More... | |
| PartGroup | findChild (str name) |
| Returns the first descendant found with the indicated name, or NULL if no such descendant exists. More... | |
| PartGroup | getChild (int n) |
| Returns the nth child of the group. More... | |
| PartGroup | getChildNamed (str name) |
| Returns the first child found with the indicated name, or NULL if no such child exists. More... | |
| list | getChildren () |
| AnimChannelBase | getForcedChannel () |
| Returns the AnimChannelBase that has been forced to this joint by a previous call to apply_freeze() or apply_control(), or NULL if no such channel has been applied. More... | |
| int | getNumChildren () |
| Returns the number of child nodes of the group. More... | |
| bool | isCharacterJoint () |
| Returns true if this part is a CharacterJoint, false otherwise. More... | |
| PartGroup | makeCopy () |
| Allocates and returns a new copy of the node. More... | |
| sortDescendants () | |
| Sorts the children nodes at each level of the hierarchy into alphabetical order. More... | |
| write (Ostream out, int indent_level) | |
| Writes a brief description of the group and all of its descendants. More... | |
| writeWithValue (Ostream out, int indent_level) | |
| Writes a brief description of the group, showing its current value, and that of all of its descendants. More... | |
| Public Member Functions inherited from TypedWritable | |
| object | __reduce__ () |
| object | __reduce_persist__ (object pickler) |
| VectorUchar | encodeToBamStream () |
| Converts the TypedWritable object into a single stream of data using a BamWriter, and returns that data as a bytes object. More... | |
| bool | encodeToBamStream (VectorUchar data, BamWriter writer) |
| Converts the TypedWritable object into a single stream of data using a BamWriter, and stores that data in the indicated string. More... | |
| fillin (DatagramIterator scan, BamReader manager) | |
| This internal function is intended to be called by each class's make_from_bam() method to read in all of the relevant data from the BamFile for the new object. More... | |
| UpdateSeq | getBamModified () |
| Returns the current bam_modified counter. More... | |
| markBamModified () | |
| Increments the bam_modified counter, so that this object will be invalidated and retransmitted on any open bam streams. More... | |
| Public Member Functions inherited from TypedObject | |
| TypeHandle | getType () |
| int | getTypeIndex () |
| Returns the internal index number associated with this object's TypeHandle, a unique number for each different type. More... | |
| bool | isExactType (TypeHandle handle) |
| Returns true if the current object is the indicated type exactly. More... | |
| bool | isOfType (TypeHandle handle) |
| Returns true if the current object is or derives from the indicated type. More... | |
| Public Member Functions inherited from ReferenceCount | |
| int | getRefCount () |
| Returns the current reference count. More... | |
| ref () | |
| Explicitly increments the reference count. More... | |
| bool | testRefCountIntegrity () |
| Does some easy checks to make sure that the reference count isn't completely bogus. More... | |
| bool | testRefCountNonzero () |
| Does some easy checks to make sure that the reference count isn't zero, or completely bogus. More... | |
| bool | unref () |
| Explicitly decrements the reference count. More... | |
| Public Member Functions inherited from Namable | |
| __init__ (const Namable) | |
| __init__ (str initial_name) | |
| clearName () | |
| Resets the Namable's name to empty. More... | |
| str | getName () |
| bool | hasName () |
| Returns true if the Namable has a nonempty name set, false if the name is empty. More... | |
| output (Ostream out) | |
| Outputs the Namable. More... | |
| setName (str name) | |
Static Public Member Functions | |
| static TypeHandle | getClassType () |
| Static Public Member Functions inherited from TypedWritableReferenceCount | |
| static TypedWritableReferenceCount | decodeFromBamStream (VectorUchar data, BamReader reader) |
| Reads the bytes created by a previous call to encode_to_bam_stream(), and extracts and returns the single object on those bytes. More... | |
| static TypeHandle | getClassType () |
| Static Public Member Functions inherited from TypedWritable | |
| static TypeHandle | getClassType () |
| Static Public Member Functions inherited from TypedObject | |
| static TypeHandle | getClassType () |
| Static Public Member Functions inherited from ReferenceCount | |
| static TypeHandle | getClassType () |
| Static Public Member Functions inherited from Namable | |
| static TypeHandle | getClassType () |
Public Attributes | |
| PartGroup | children [] |
| Returns the nth child of the group. More... | |
| Public Attributes inherited from TypedObject | |
| TypeHandle | type |
| Returns the TypeHandle representing this object's type. More... | |
| Public Attributes inherited from ReferenceCount | |
| int | ref_count |
| The current reference count. More... | |
| Public Attributes inherited from Namable | |
| const String | name |
This is the base class for PartRoot and MovingPart.
It defines a hierarchy of MovingParts.
| enum HierarchyMatchFlags |
| __init__ | ( | PartGroup | parent, |
| str | name | ||
| ) |
Creates the PartGroup, and adds it to the indicated parent.
The only way to delete it subsequently is to delete the entire hierarchy.
| bool applyControl | ( | PandaNode | node | ) |
Specifies a node to influence this particular joint so that it will always hold the node's transform.
Returns true if this is a joint that can be so controlled, false otherwise.
This is normally only called internally by PartBundle::control_joint(), but you may also call it directly.
| bool applyFreeze | ( | const TransformState | transform | ) |
Freezes this particular joint so that it will always hold the specified transform.
Returns true if this is a joint that can be so frozen, false otherwise.
This is normally only called internally by PartBundle::freeze_joint(), but you may also call it directly.
Freezes this particular joint so that it will always hold the specified transform.
Returns true if this is a joint that can be so frozen, false otherwise.
This is normally only called internally by PartBundle::freeze_joint(), but you may also call it directly.
| bool applyFreezeScalar | ( | float | value | ) |
Freezes this particular joint so that it will always hold the specified transform.
Returns true if this is a joint that can be so frozen, false otherwise.
This is normally only called internally by PartBundle::freeze_joint(), but you may also call it directly.
| bool clearForcedChannel | ( | ) |
Undoes the effect of a previous call to apply_freeze() or apply_control().
Returns true if the joint was modified, false otherwise.
This is normally only called internally by PartBundle::release_joint(), but you may also call it directly.
| PartGroup copySubgraph | ( | ) |
Allocates and returns a new copy of this node and of all of its children.
| PartGroup findChild | ( | str | name | ) |
Returns the first descendant found with the indicated name, or NULL if no such descendant exists.
This method searches the entire graph beginning at this PartGroup; see also get_child_named().
| PartGroup getChild | ( | int | n | ) |
Returns the nth child of the group.
| PartGroup getChildNamed | ( | str | name | ) |
Returns the first child found with the indicated name, or NULL if no such child exists.
This method searches only the children of this particular PartGroup; it does not recursively search the entire graph. See also find_child().
| list getChildren | ( | ) |
|
static |
| AnimChannelBase getForcedChannel | ( | ) |
Returns the AnimChannelBase that has been forced to this joint by a previous call to apply_freeze() or apply_control(), or NULL if no such channel has been applied.
| int getNumChildren | ( | ) |
Returns the number of child nodes of the group.
| bool isCharacterJoint | ( | ) |
Returns true if this part is a CharacterJoint, false otherwise.
This is a tiny optimization over is_of_type(CharacterType::get_class_type()).
| PartGroup makeCopy | ( | ) |
Allocates and returns a new copy of the node.
Children are not copied, but see copy_subgraph().
| sortDescendants | ( | ) |
Sorts the children nodes at each level of the hierarchy into alphabetical order.
This should be done after creating the hierarchy, to guarantee that the correct names will match up together when the AnimBundle is later bound to a PlayerRoot.
| write | ( | Ostream | out, |
| int | indent_level | ||
| ) |
Writes a brief description of the group and all of its descendants.
| writeWithValue | ( | Ostream | out, |
| int | indent_level | ||
| ) |
Writes a brief description of the group, showing its current value, and that of all of its descendants.
| PartGroup children[] |
Returns the nth child of the group.


A BASIC CALCULATOR!
Enter your email
Submit
Enter first number
Select an operator
+
-
*
/
Enter second number
Submit


This project provides an example of how to use the jaxb-visitor plugin to add the Visitor pattern to your JAXB generated code. The schema used for the code generation provides a model for some simple math operations like add, subtract, multiply, etc. A simple math equation can be represented as a graph on which we can perform different operations. These Visitor pattern provides a good means of extracting the operations to their own class.
The following visitors are included to demonstrate the basic functionality of the pattern.
| Sample Graph | Visitors | Result |
|---|---|---|
|
CalculatorVisitor Evaluates the expression by traversing the graph and evaluating each of the nodes until all are evaluated and an answer is calculated. This class leverages the generated TraversingVisitor interface that pairs a tree traverser with a Visitor. |
13.0
|
|
|
ExpressionSerializerVisitor Serializes the graph as a String. |
((4.0 * 2.0) + (10.0 / (4.0 - 2.0)))
|
|
|
PartialEvaluatorVisitor Rewrites the graph to evaluate any unary or binary operations that have literals as their arguments. This provides a step by step evaluation of an expression. |
First visit Second visit Third visit |


If you see this page it means your installation was successful!
TurboGears 2 is rapid web application development toolkit designed to make your life easier.
Design your data model
, Create the database, and Add some bootstrap data.
Decide your URLs, Program your controller
methods, Design your
templates
, and place some static files (CSS and/or Javascript).
Test your source, Generate project documents, Build a distribution.


Stereotype threat is the phenomenon in which groups of people who are subject to negative stereotypes are at risk for confirming said stereotypes. The issue is enhanced when salient features of their group are brought to their attention (such as asking for one's gender prior to taking a math test.)
I can't think of a time where I've been negatively impacted by this. I recognize that others may be subject to it, and I think that will be helpful in not playing into it.
On a personal level, I can't think of anyway to combat this that would have me behave any differently (it's already inappropriate to attribute one's inability to their gender/race.) On a grander scale, some solutions that would reduce stereotype threat without any negative externalities would be to ask for one's race and gender after taking a test, as opposed to asking prior. Per the original work done by Steel and Aronson, the threat is reduced when one is not reminded of one's race/gender prior to test-taking. Accordingly, doing it after should remove its negative effects.


This module lets the user edit and search records in a single source. This module is based on the autoform and dbisearch toolkit.
void tk_record_edit (&$application_object);
Module's entry page function. The following arguments can be passed:
list_fields - Array of fields that should be displayed in lists. If not specified all fields are shown if not configured otherwise in the according autoform configuration.


Australia v Pakistan: David Warner century gives home side control
| First Test, Brisbane, day two of five |
| Australia 312-1 Warner 151*, Burns 97 |
| Pakistan 240 Shafiq 76 |
| Scorecard |
David Warner made his first century since his year's ban from cricket as his 151 not out gave Australia control against Pakistan in the first Test.
The 33-year-old appeared to be caught behind on 56 at the Gabba, but 16-year-old bowler Naseem Shah's delivery was ruled a no-ball on replay.
Warner survived another scare on 93 when he was nearly run out by a direct hit from the deep in Brisbane.
But Australia ended the day on top, 72 runs ahead with nine wickets in hand.
Warner, who scored just 95 runs in 10 innings in last summer's Ashes series, last made a Test century in the 2017 Boxing Day Test against England.
He has spent much of the intervening period on the international sidelines after being banned for 12 months for ball-tampering against South Africa.
He was ably supported by fellow opener Joe Burns, who fell three runs short of his own century after being deceived by Yasir Shah's leg break.
That opening stand of 222 pulled Australia within sight of Pakistan's first-innings total and Marnus Labuschagne's assured 55 not out pushed the game further out of the tourists' reach.


Ploror688.github.io
Custom Personal Statement Help from No. 1 Writing Service. Creative writing journalism personal statement. Turn your passion for words into a career with a master's in creative writing online from nonprofit, accredited Southern New Hampshire University. Creative nonfiction - Wikipedia. Ivy League writers provided Admission Essay, Personal statement Letter of Recommendation writing services for college, grad, mba, med law school students. In this section. I can not personal a single day of my essay help hub when I haven t enjoyed the pleasures of literature; whether reading one of Statement poems. Journalism refers to the production and distribution of reports on recent events. The word journalism applies to the occupation, using methods of gathering.
Find out what a personal statement is and why it's important to get it right. Read our blog on how to structure your personal statement and what to include. Personal Statement For Creative Writing And Journalism. Journalism BA(Hons) Falmouth University. The Purdue University Online Writing Lab serves writers from around the world and the Purdue University Writing Lab helps writers on Purdue's campus. Master's in Creative Writing Online MA Writing Program.
We hope our collection of UCAS Journalism personal statements provides inspiration for writing your own. Please do not plagiarise
How To Write A Personal Statement Fish4jobs. Year 1 This year serves as an introduction to the study of English literature and creative writing at university level. You will discover your talents. City’s MA Newspaper Journalism course is a fast-paced, exciting degree designed to train the future reporters, correspondents and editors of the world’s leading. Years of style and care – delivered at the salon, shared in our workshops and taken home in our products I can not recall a single The Muse Writers Center offers a variety of creative and creative writing classes in Poetry, Fiction, Science Fiction, Fantasy, and Horror, Children's Literature. Hạt Tiêu Gio Linh Journalism Personal Statement Examples hattieugiolinh.com. I can not recall a single day of my life when I haven t enjoyed does homework. English and Creative Writing University of Salford. MA Radio Goldsmiths, University of London.
Blue Essay provides affordable and quality essay writing service. We will write your assignment and essay paper for you before the deadline. Get an instant quote. Newspaper Journalism MA Course City, University of London. In this section English/Creative Writing Personal Statement. I can not recall a single day of my life when I haven t enjoyed the pleasures ma creative writing. Grow your knowledge skills to join the next generation of journalists. Professional Essay writing help from Speedy Paper is 24/7 here for you. Get a free quote
Essay Writing help online at your service SpeedyPaper.com. Reference List: Basic Rules // Purdue Writing. Study practical radio broadcasting skills on the MA Radio at Goldsmiths, University of London. Accredited by the Broadcast Journalism Training Council. Editing and Custom Writing Service - Studybay.com. Writer's Market: Christian Writers' Market Guide: 101+ Creative Journaling Prompts: Crafting The Personal Essay: A Guide for Writing and Publishing Creative Non-Fiction. New Music Faster Your Weekly Review. New Music Faster. New Music Faster: Moonsoup. In this section. I can not recall a single day of my life when I haven t enjoyed the pleasures of literature; whether reading one of Blake s poems or, Ken Kesey. The Journalism and Women Symposium (JAWS) supports the professional empowerment and personal growth of women in journalism and works toward a more accurate portrayal.
In this section. I can not recall a creative writing vs journalism day of my life when I haven t enjoyed the pleasures of literature; whether reading one of Blake. Writing-World.com: Creative Nonfiction: Essays, Memoirs. Creative Writing Classes and Seminars at The Muse Writers. Creative nonfiction (also known as literary nonfiction or narrative nonfiction or verfabula) is a genre of writing that uses literary styles and techniques to create. Journalism Personal Statement Examples Studential.com.
Think you might need some personal statement help? Specialists of our writing service will make sure you get a winning statement to submit. Admission Essay, Personal Statement Letter.
In this section Journalism Personal Statement Examples liveituphostel.com. I can not recall a single day of my life when I haven t enjoyed the pleasures personal. Blue Essay - Essay Writing Service.
Studybay is an academic writing service for students: essays, term papers, dissertations and much more! We're trusted and chosen by many students all over the world.


On many a True Crime show (e.g. The First 48) and "help us solve crime X" programs (e.g. America's Most Wanted, Crimewatch UK) or even on the National or Local News real crimes are acted out on screen for the viewer. Either by actors or by the actual victims with the perpetrators played by actors.
This is to help the viewer visualize the situation which might be otherwise tricky if there are a lot of details to take in in a relatively short amount of time. It can also just be used as filler in some shows. Sometimes these aren't the most tasteful things in the world in the cases of unsolved crimes. They retell the story melodramatically but in a way that prompts the viewer to enjoy the thrill of the gruesome crime and the knowledge that the culprit is still free.
While crimes are by far the most common thing to be given this treatment they aren't the only thing. Accidents may be dramatized this way, especially on "heroes of the emergency services" shows like the now defunct UK show 999. Historical events like battles often get this treatment in documentaries too.
See also Dramatization.
Straight Examples
- America's Most Wanted
- Americas Dumbest Criminals makes use of goofy ones, usually exaggerating how dumb the criminal was in the process.
- Crimewatch UK
- 999 which recreates accidents instead. Ditto Rescue 911.
- Australia had a show like AMW & Crimewatch called Crimestoppers. The UK had one called that too but it used CCTV footage and was generally for lesser crimes like shoplifting.
- The Game Show Murder, where they recreate an actual murder scene, complete with blood-spatter and what-have-you, and then two bunches of CSI-wannabes have to try and work out who did it. And then they're told how the murder actually took place. With fictional crime scenes, this would be a great idea for a show. With real ones, it's kind of gross.
Fictional Examples
- In the first arc of Fables, Bigby has Flycatcher recreate the result of the crime scene to test his theory that there's more blood in the room than in the body of one person.
- The Sin City story Family Values has the main characters reconstructing a murder scene, gradually putting the pieces together over the course of the story.
- In Wilkie Collins' book The Moonstone and the TV adaptation a doctor sets up a reconstruction of a diamond theft in which the thief unknowingly stole the stone while semi-conscious having had his drink spiked with laudanum and being already worried that the diamond wasn't safe. The circumstances are recreated by him taking laudanum again and giving up smoking which had already done on the first occasion. The reconstruction is successful and he steals the stone again (this time a dummy) while sleepwalking and talking to himself feverishly about the diamond needing to be be secure. At the time of the original theft, he puts the stone in his bedside cabinet whereupon it is stolen by the real thief who has witnessed him take it.
- In the Sherlock Holmes story The Problem of Thor Bridge, Holmes reconstructs the death of the victim in order to show how she committed suicide and arranged for the gun to fall away from her and into the water to make it look like murder. She had already planted an identical gun in the belongings of the person she wanted to implicate.
- In the Inspector French book "Sir John Magill's Last Journey" by Freeman Wills Crofts, French reconstructs the journey in question, demonstrating how and when the victim was murdered.
- At the end of the Lord Peter Wimsey book "Five Red Herrings", Lord Peter re-enacts the events of the murder and the following day, proving his case as he goes. Possibly a Shout-Out to "Sir John Magill's Last Journey", which gets namechecked early on.
- The Meeting Place Cannot Be Changed has an interesting subversion - the good guys Mole convinces the bad guys that their dragon can be rescued while he reconstructs a crime "on location". This is in fact a part of a desperate plan on his part.
- In Jonathan Creek, Carla's news show does this and like pretty much every endeavor she is involved in, Jonathan (and presumably the writers as well) consider it in extremely poor taste.
- Drake & Josh has an episode where the movie theatre Josh works at is hired as a setting for one of these, Josh gets hired to play the role of the criminal "the theater thug". He spends the rest of the episode being constantly arrested because the people who watched the show keep identifying him as the real theater thug.
- Used in an episode of Monk, where they did a report on Monk's 100th case and reenacted the murders.
- Parodied in That Mitchell and Webb Look, where Stone Age people are trying to reconstruct a murder in which someone was hit with a rock. The reconstruction involves hitting one of the "police" with a rock. This kills them, prompting one of the others to say "good reconstruction".
- Gus Hedges takes over the directing of one of these in Drop the Dead Donkey for a new true crime slot in direct competition with Crimewatch - with predictable, over-the-top sensationalist results. However the crime is solved before the segment can be aired and the actual segment airs footage of George busting up a petrol station supermarket after his colleagues split him up from Anna.
- Played for laughs (Just like everything else) in an episode of Police Squad!. The gun they're using to reenact the killing is loaded, so the forensics team takes a lot of casualties as they try to reproduce the conditions in which the murder took place.
- CSI gets into this, often with the team themselves doing it. Warrick was uneasy about it after Grissom used a fungus to make Greg's feet itch. Things like dummies and ballistics gel figured in a lot as well. And then sometimes they just do it digitally.
- CSI: NY is the same way. Mac's been known to demonstrate on Danny, and once he let Danny demonstrate on him by setting him on fire.
- Parodied in a Monty Python's Flying Circus sketch, where a policeman who attempts to reconstruct a domestic murder gets murdered himself. The same happens with the next policeman who tries the same thing, and the next one after that, and so on.
- Human Giant has a re-enactment of a workplace shooting rampage that goes wrong when one of the extras goes on a real shooting spree. Since the camera man dropped the camera while running away, the show makes a re-enactment of the re-enactment. The show ends with the host being shot by the camera man and a preview of next week's re-enactment of the host getting shot.
Wade: When I heard that more people had died in the re-enactment of my killing spree than my actual killing spree, I was kinda mad... at first, then I thought it was pretty awesome.
- Likewise on Full Frontal. The host of an Australian crimewatch program recreates a crime, then gets beaten up by vigilantes who've supposedly seen her on the program committing the crime. So she has a recreation of the recreation of her being beaten up.
- The Criminal Minds episode LDSK features the team recreating one of the shooting events. Their goal is to determine which, if any, of the victims got a look at the shooter. They sometimes do this less formally, simply walking through the crime scenes and trying to see what the unsub saw. That way, they can determine whether certain things were done by design versus done because they were convenient in the moment.
- Bones loves to do this, with Zack or the weeks intern getting roped into playing the victim. Its sometimes Played for Laughs.
- The Boys (2019). At the start of Season 2, Billy Butcher is wanted for the murder of Madelyn Stillwell (actually killed by Homelander) and The Boys are shown watching a hilariously hammy recreation of the crime, hosted by Chris Hansen.
- In Margin for Error, Moe has Dr. Jennings, Denny, Max, Sophie and Horst go back to the positions they were in at the time of the Consul's death and a few minutes before, to test out different theories of how the Consul was killed. Moe himself stands in for the Consul.
- One feature of Batman: Arkham Origins is the ability for Batman to step up crime scenes and use Detective Mode to digitally reconstruct them.
- The Little Thief is designed to do this in Ace Attorney Investigations: Miles Edgeworth. Inputting accurate evidence into it will provide the details of the crime.
- Subverted in episodes of Doug, where the reenacting is polemic and quite different from the incident it supposedly represents.


Scheveningen is a popular tourist destination with an impressive sandy beach.
It is also is a busy fishing harbour with a lot of commercial traffic, therefore rules must be carefully followed when piloting in the harbour.
Early 2016 the marina "Jachtclub Scheveningen" and Schevenigen Traffic Centre (STC) agreed a number of rules which yachts must follow on entering this harbour. See the Clearance section below and the comment at the bottom of the page for full details.
Scheveningen harbour does not give access to the inland waterway system of The Netherlands.
Position 57°07’7N, 004°14’1E. (fairway buoy)
Contact Schevenigen Traffic Centre (STC) for permission to either enter or exit this harbour. Keep in constant contact with STC on VHF channel 21.
This harbour must always be traversed with the engine running, even if under sail and advise STC of your actions if planning to raise or lower your sails in the outer harbour.
Take note of the following harbour control lights:-
Red above White: Entrance forbidden
White Above Red: Exit forbidden
When leaving the marina/inner harbour through “De Pijp” a red light on starboard side means exiting through the channel (“De Pijp”) into the outer harbour is forbidden due to traffic movements inside the port.
Last updated February 2016.
Take care in strong on-shore winds as the entrance can be dangerous. Entering at slack water avoids the strong currents around the breakwaters.
It is permitted to raise or lower sails in the outer harbour with the agreement of Traffic Control. If there is heavy traffic movements, this may not be permitted and you may have to either wait in the marina or outside the harbour.
Once through the narrow passage (de Pijp) from the inner harbour (Tweede Haven), the marina is to sta'bd.
When the Harbour Master is gone after 17:00, register at the clubhouse “Het Spuigat” in the South-West side of the marina.
Last updated February 2016.


.NETFramework,Version=v4.5
The following types have differences.
NServiceBus.ConfigureFileShareDataBus
Methods Obsoleted
void FileShareDataBus(NServiceBus.BusConfiguration, string)
Use `configuration.UseDataBus().BasePath(basePath)`, where configuration
is an instance ofBusConfiguration
. If self-hosting the instance can be obtained from `new BusConfiguration()`. if using the NServiceBus Host the instance ofBusConfiguration
will be passed in via theINeedInitialization
orIConfigureThisEndpoint
interfaces. Will be treated as an error from version 5.5.0. Will be removed in version 6.0.0. Obsoleted with warning.
NServiceBus.Sagas.ActiveSagaInstance
Methods Obsoleted
NServiceBus.Saga.Saga get_Instance()
Please usecontext.MessageHandler.Instance
instead. Will be treated as an error from version 6.0.0. Will be removed in version 7.0.0. Obsoleted with warning.Type get_SagaType()
Please use.Metadata.SagaType
instead. Will be treated as an error from version 6.0.0. Will be removed in version 7.0.0. Obsoleted with warning.
NServiceBus.Unicast.IMessageHandlerRegistry - Obsoleted
Not a public API. Please use `MessageHandlerRegistry` instead. Will be treated as an error from version 6.0.0. Will be removed in version 6.0.0. Obsoleted with warning.
NServiceBus.Unicast.UnicastBus
Methods Obsoleted
NServiceBus.Hosting.HostInformation get_HostInformation()
We have introduced a more explicit API to set the host identifier, see busConfiguration.UniquelyIdentifyRunningInstance(). Will be treated as an error from version 6.0.0. Will be removed in version 7.0.0. Obsoleted with warning.void set_HostInformation(NServiceBus.Hosting.HostInformation)
We have introduced a more explicit API to set the host identifier, see busConfiguration.UniquelyIdentifyRunningInstance(). Will be treated as an error from version 6.0.0. Will be removed in version 7.0.0. Obsoleted with warning.
NServiceBus.WireEncryptedString
Methods Obsoleted
string get_Base64Iv()
No longer required. Will be treated as an error from version 6.0.0. Will be removed in version 6.0.0. Obsoleted with warning.string get_EncryptedBase64Value()
No longer required. Will be treated as an error from version 6.0.0. Will be removed in version 6.0.0. Obsoleted with warning.void set_Base64Iv(string)
No longer required. Will be treated as an error from version 6.0.0. Will be removed in version 6.0.0. Obsoleted with warning.void set_EncryptedBase64Value(string)
No longer required. Will be treated as an error from version 6.0.0. Will be removed in version 6.0.0. Obsoleted with warning.


--- layout: application title: Contact Me --- Please email me at<EMAIL_ADDRESS>or you can contact me on twitter via @rondale_sc and I'll get back to you as soon as I can.
Please email me at<EMAIL_ADDRESS>or you can contact me on twitter via @rondale_sc and I'll get back to you as soon as I can.


|
Daredevil - Emergency Rescue Robot
0.2
This project implements the frontier exploration task where the robot has to react in an emergency situation and lead the person to the exit of the building. The project is just a simulation of the robot in Gazebo which will show the autonomous exploration of the unknown environment and finding the exit of the building by following the exit signs.
|
#include <camera.h>
Public Member Functions | |
| Camera () | |
| Default constructor for Camera. More... | |
| ~Camera () | |
| Default destructor for Camera. More... | |
| void | checkImage (const sensor_msgs::Image::ConstPtr &dataImage) |
| Callback function for camera subscriber. More... | |
| int | getNowTurn () |
| Get status for making turning decision. More... | |
| int | getCount () |
| Get value of sign tracker for green arrow. More... | |
| int | getCountB () |
| Get value of sign tracker for blue arrow. More... | |
| bool | getSignDetected () |
| Check if sign is detected. More... | |
| void | setNowTurn (int turn) |
| Set value of the integer which represents the direction of turn. More... | |
| void | setCount (int c) |
| Set value of the counter which determines the time after which the robot has to take turn after detecting the left turning point. More... | |
| void | setCountB (int cB) |
| Set value of the counter which determines the time after which the robot has to take turn after detecting the right turning point. More... | |
| void | setSignDetected (bool sD) |
| Set the flag when sign is detected. More... | |
| void | imageProcessing (cv::Mat image) |
| Start processing the image received from img sensor. More... | |
| Camera::Camera | ( | ) |
Default constructor for Camera.
Subscribe to /camera/rgb/image_raw topic
Definition at line 36 of file camera.cpp.
| Camera::~Camera | ( | ) |
Default destructor for Camera.
Definition at line 45 of file camera.cpp.
| void Camera::checkImage | ( | const sensor_msgs::Image::ConstPtr & | dataImage | ) |
Callback function for camera subscriber.
| msg | data from camera node |
Definition at line 47 of file camera.cpp.
| int Camera::getCount | ( | ) |
| int Camera::getCountB | ( | ) |
| int Camera::getNowTurn | ( | ) |
| bool Camera::getSignDetected | ( | ) |
| void Camera::imageProcessing | ( | cv::Mat | image | ) |
Start processing the image received from img sensor.
| image | openCv image |
Definition at line 55 of file camera.cpp.
| void Camera::setCount | ( | int | c | ) |
Set value of the counter which determines the time after which the robot has to take turn after detecting the left turning point.
| c | blue count value to be set |
Definition at line 149 of file camera.cpp.
| void Camera::setCountB | ( | int | cB | ) |
Set value of the counter which determines the time after which the robot has to take turn after detecting the right turning point.
| cB | green count value to be set |
Definition at line 152 of file camera.cpp.
| void Camera::setNowTurn | ( | int | turn | ) |
Set value of the integer which represents the direction of turn.
| turn | nowTurn value to be set |
Definition at line 146 of file camera.cpp.
| void Camera::setSignDetected | ( | bool | sD | ) |
Set the flag when sign is detected.
| sD | boolean value that is given to the flag |
Definition at line 155 of file camera.cpp.


(Press ? for help, n and p for next and previous slide)
A one-way function taking any data (a message) returning a fixed-size string (a hash)
Bitcoin is the King
message_i_c_i_ _s_t_e_K_n_
9 characters___c___ ___t___K___
4 charactersc tK
hashtn g
hash___t___n___ ___ ___g
_u_t_o_n_i_ _h_ _i_g
Buttcoin is the King
message
hash(Bitcoin is the King
) = c tK
hash(Buttcoin is the King
) = tn g
Alice shares a hash of a solution for a problem without revealing the solution itself
SHA-256 is a cryptographic hash function used in bitcoin
>>> hashlib.sha256('Bitcoin').hexdigest() 'b4056df6691f8dc72e56302ddad345d65fead3ead9299609a826e2344eb63aa4'
A difficult to solve problem, but easy to verify
More rows and columns — more difficult to solve
A database of bitcoin transactions organized as a chain of blocks
A problem in a digital cash schemes that the same single digital token can be spent more than once
A central authority maintaining a database
The central authority can
The central authority serves as a synchronization mechanism
We will get a tree if anyone can create new blocks…
Adjust amount of required work (difficulty) to add new block such that on average the whole network finds a new block every 10 minutes
Reward
Bitcoin blockchain


| Package | com.hillelcoren.components |
| Class | public class AutoComplete |
| Inheritance | AutoComplete mx.containers.Box |
| Implements | mx.controls.listClasses.IDropInListItemRenderer, mx.managers.IFocusManagerComponent |
| Property | Defined by | ||
|---|---|---|---|
| allowDuplicates : Boolean [write-only]
A flag that indicates whether or not you can select duplicate items when multiselect mode is enabled
| AutoComplete | ||
| areNewItemsEditable : Boolean [write-only]
A flag that indicates whether or not you can edit a new item which has been added.
| AutoComplete | ||
| backspaceAction : String [write-only]
The action to take when pressing backspace when the cursor is in front of a selected item.
| AutoComplete | ||
| browseLabel : String [write-only]
The text value for the label the browse button.
| AutoComplete | ||
| browserClass : Class | AutoComplete | ||
| browserFields : Array [write-only]
The fields/columns to display in the browse window.
| AutoComplete | ||
| data : Object [write-only]
| AutoComplete | ||
| dataProvider : ArrayCollection | AutoComplete | ||
| dropDownItemRenderer : IFactory [write-only]
The custom item renderer for the dropdown displayed when searching.
| AutoComplete | ||
| dropDownLabelFunction : Function [write-only]
| AutoComplete | ||
| enableRemoveIcon : Boolean [write-only]
A flag that indicates whether or not to display the remove icon in the selected items.
| AutoComplete | ||
| filterFunction : Function [write-only]
A function that the view will use to eliminate items that do not match the function's criteria.
| AutoComplete | ||
| isBrowseable : Boolean [write-only]
A flag that indicates whether or not to display the browse button.
| AutoComplete | ||
| isEqualFunction : Function [write-only]
A function which controls whether or not to automatically select the item if it's the
only match.
| AutoComplete | ||
| isMultiSelect : Boolean
A flag that indicates whether or not you can select multiple values.
| AutoComplete | ||
| isOrderable : Boolean [write-only]
A flag that indicates whether or not we display the ordering buttons and allow the
items to be drag-and-drop reorderd.
| AutoComplete | ||
| isStrict : Boolean [write-only]
A flag that indicates whether or not you can select values which aren't in the dataProvider
| AutoComplete | ||
| keyField : String [write-only]
This field is used in conjuction with the selectedItems or selectedItemId property to
determine if the item matches.
| AutoComplete | ||
| labelField : String [write-only]
The name of the field in the data provider items to display as the label.
| AutoComplete | ||
| labelFunction : Function | AutoComplete | ||
| listData : BaseListData | AutoComplete | ||
| matchType : String [write-only]
Specifies the how to compare the item to the search string when checking for a match.
| AutoComplete | ||
| multiSelectLayout : String [write-only]
When isMultiSelect is set to true, this specifies whether to layout the selected
items horizontally (in a flow layout) or vertically (in a List).
| AutoComplete | ||
| percentWidth : Number [write-only]
| AutoComplete | ||
| prompt : String [write-only]
The prompt to display before the component receives focus
| AutoComplete | ||
| removeLabel : String [write-only]
The text value for the label the remove button.
| AutoComplete | ||
| searchText : String
Returns the search string.
| AutoComplete | ||
| selectedItem : * | AutoComplete | ||
| selectedItemId : Number [write-only]
The id of the initially selected item.
| AutoComplete | ||
| selectedItems : ArrayCollection | AutoComplete | ||
| style : String [write-only]
Specifies which style to use when displaying the selected items.
| AutoComplete | ||
| text : String | AutoComplete | ||
| useListBuilder : Boolean
If this is set to true, when the user clicks the Browse button we'll
display the List Builder (rather than a DataGrid or List).
| AutoComplete | ||
| width : Number [write-only]
| AutoComplete |
| Property | Defined by | ||
|---|---|---|---|
| _browserClass : Class | AutoComplete | ||
| _listBuilderClass : Class | AutoComplete | ||
| _selectedItemId : Number | AutoComplete |
| Method | Defined by | ||
|---|---|---|---|
|
defaultDropDownLabelFunction(item:Object):String
The default function used to determine the text to display in the dropdown when searching.
| AutoComplete | ||
|
getNextItem():*
Returns the next available (un-selected) item in the data provider
| AutoComplete | ||
|
isItemSelected(item:Object):Boolean
Checks if an item is selected
| AutoComplete | ||
|
isSettingValue():Boolean
Checks if the component is in the process of resolving the selecteItemId to it's respective object.
| AutoComplete | ||
|
search():void
This will cause the component to research the dataProvider and display the popUp if
there are any matches.
| AutoComplete | ||
|
setFocus():void
| AutoComplete |
| Method | Defined by | ||
|---|---|---|---|
|
commitProperties():void
| AutoComplete |
| Event | Summary | Defined by | ||
|---|---|---|---|---|
| Dispatched when an item is selected or de-selelcted | AutoComplete | |||
| Dispatched when the text in the search field is changed | AutoComplete |
| Constant | Defined by | ||
|---|---|---|---|
| BACKSPACE_FOCUS : String = "focus" [static]
| AutoComplete | ||
| BACKSPACE_REMOVE : String = "remove" [static]
| AutoComplete | ||
| LAYOUT_HORIZONTAL : String = "horizontal" [static]
| AutoComplete | ||
| LAYOUT_VERTICAL : String = "vertical" [static]
| AutoComplete | ||
| MATCH_ANY_PART : String = "anyPart" [static]
| AutoComplete | ||
| MATCH_BEGINNING : String = "beginning" [static]
| AutoComplete | ||
| MATCH_WORD : String = "word" [static]
| AutoComplete | ||
| SEARCH_CHANGE : String = "searchChange" [static]
| AutoComplete | ||
| STYLE_FACEBOOK : String = "facebook" [static]
| AutoComplete | ||
| STYLE_MAC_MAIL : String = "macMail" [static]
| AutoComplete | ||
| STYLE_UNDERLINE : String = "underline" [static]
| AutoComplete |
| allowDuplicates | property |
allowDuplicates:Boolean
[write-only]A flag that indicates whether or not you can select duplicate items when multiselect mode is enabled
The default value is false
.
public function set allowDuplicates(value:Boolean):void
| areNewItemsEditable | property |
areNewItemsEditable:Boolean
[write-only]A flag that indicates whether or not you can edit a new item which has been added. This only affects the component when isStrict is set to false
Implementation public function set areNewItemsEditable(value:Boolean):void
| backspaceAction | property |
backspaceAction:String
[write-only]The action to take when pressing backspace when the cursor is in front of a selected item.
The default value is focus
.
public function set backspaceAction(value:String):void
| browseLabel | property |
browseLabel:String
[write-only]The text value for the label the browse button.
The default value is Browse
.
public function set browseLabel(value:String):void
| _browserClass | property |
protected var _browserClass:Class
| browserClass | property |
browserClass:Class
[read-write]Implementation
public function get browserClass():Class
public function set browserClass(value:Class):void
| browserFields | property |
browserFields:Array
[write-only]The fields/columns to display in the browse window. If listBuilder is enable this property is ignored.
Implementation public function set browserFields(value:Array):void
| data | property |
data:Object
[write-only]Implementation
public function set data(value:Object):void
| dataProvider | property |
dataProvider:ArrayCollection
[read-write]Implementation
public function get dataProvider():ArrayCollection
public function set dataProvider(value:ArrayCollection):void
| dropDownItemRenderer | property |
dropDownItemRenderer:IFactory
[write-only]The custom item renderer for the dropdown displayed when searching.
Implementation public function set dropDownItemRenderer(value:IFactory):void
| dropDownLabelFunction | property |
dropDownLabelFunction:Function
[write-only]Implementation
public function set dropDownLabelFunction(value:Function):void
| enableRemoveIcon | property |
enableRemoveIcon:Boolean
[write-only]A flag that indicates whether or not to display the remove icon in the selected items.
The default value is false
.
public function set enableRemoveIcon(value:Boolean):void
| filterFunction | property |
filterFunction:Function
[write-only]A function that the view will use to eliminate items that do not match the function's criteria.
Implementation public function set filterFunction(value:Function):void
| isBrowseable | property |
isBrowseable:Boolean
[write-only]A flag that indicates whether or not to display the browse button. Clicking the browse button will show either a DataGrid or a List (depending on whether the dataProvider contains Objects or Strings). It useListBuilder is enabled an alternate List Builder browser will be displayed
The default value is false
.
public function set isBrowseable(value:Boolean):void
| isEqualFunction | property |
isEqualFunction:Function
[write-only]A function which controls whether or not to automatically select the item if it's the only match. By default, it's just a case-insensitive string comparison.
Implementation public function set isEqualFunction(value:Function):void
| isMultiSelect | property |
isMultiSelect:Boolean
[read-write]A flag that indicates whether or not you can select multiple values.
Implementation public function get isMultiSelect():Boolean
public function set isMultiSelect(value:Boolean):void
| isOrderable | property |
isOrderable:Boolean
[write-only]A flag that indicates whether or not we display the ordering buttons and allow the items to be drag-and-drop reorderd. This is only enabled when isMultiSelect is set to true and the multiSelectLayout property is set to AutoComplete.LAYOUT_VERTICAL
Implementation public function set isOrderable(value:Boolean):void
| isStrict | property |
isStrict:Boolean
[write-only]A flag that indicates whether or not you can select values which aren't in the dataProvider
The default value is true
.
public function set isStrict(value:Boolean):void
| keyField | property |
keyField:String
[write-only]This field is used in conjuction with the selectedItems or selectedItemId property to determine if the item matches.
The default value is id
.
public function set keyField(value:String):void
| labelField | property |
labelField:String
[write-only]The name of the field in the data provider items to display as the label.
Implementation public function set labelField(value:String):void
| labelFunction | property |
labelFunction:Function
[read-write]Implementation
public function get labelFunction():Function
public function set labelFunction(value:Function):void
| _listBuilderClass | property |
protected var _listBuilderClass:Class
| listData | property |
listData:BaseListData
[read-write]Implementation
public function get listData():BaseListData
public function set listData(value:BaseListData):void
| matchType | property |
matchType:String
[write-only]Specifies the how to compare the item to the search string when checking for a match. Note, setting a value for the filterFunction property will override this property.
The default value is beginning
.
public function set matchType(value:String):void
| multiSelectLayout | property |
multiSelectLayout:String
[write-only]When isMultiSelect is set to true, this specifies whether to layout the selected items horizontally (in a flow layout) or vertically (in a List).
The default value is horizontal
.
public function set multiSelectLayout(value:String):void
| percentWidth | property |
percentWidth:Number
[write-only]Implementation
public function set percentWidth(value:Number):void
| prompt | property |
prompt:String
[write-only]The prompt to display before the component receives focus
Implementation public function set prompt(value:String):void
| removeLabel | property |
removeLabel:String
[write-only]The text value for the label the remove button.
The default value is Remove
.
public function set removeLabel(value:String):void
| searchText | property |
searchText:String
[read-write]Returns the search string.
This property can be used as the source for data binding.
Implementation public function get searchText():String
public function set searchText(value:String):void
| selectedItem | property |
selectedItem:*
[read-write]This property can be used as the source for data binding.
Implementation public function get selectedItem():*
public function set selectedItem(value:*):void
| _selectedItemId | property |
protected var _selectedItemId:Number
| selectedItemId | property |
selectedItemId:Number
[write-only]The id of the initially selected item.
Implementation public function set selectedItemId(value:Number):void
| selectedItems | property |
selectedItems:ArrayCollection
[read-write]This property can be used as the source for data binding.
Implementation public function get selectedItems():ArrayCollection
public function set selectedItems(value:ArrayCollection):void
| style | property |
style:String
[write-only]Specifies which style to use when displaying the selected items.
The default value is macMail
.
public function set style(value:String):void
| text | property |
text:String
[read-write]This property can be used as the source for data binding.
Implementation public function get text():String
public function set text(value:String):void
| useListBuilder | property |
useListBuilder:Boolean
[read-write]If this is set to true, when the user clicks the Browse button we'll display the List Builder (rather than a DataGrid or List).
The List Builder contains two lists next to each other. The user can add/remove items by selecting them and clicking the move left/move right buttons or by drag and dropping the items betweent the lists
The default value is false
.
public function get useListBuilder():Boolean
public function set useListBuilder(value:Boolean):void
| width | property |
width:Number
[write-only]Implementation
public function set width(value:Number):void
| commitProperties | () | method |
protected override function commitProperties():void
| defaultDropDownLabelFunction | () | method |
public function defaultDropDownLabelFunction(item:Object):String
The default function used to determine the text to display in the dropdown when searching. It will try to find the part of the item which matched the search string and highlight it by making bold and underlined
Parametersitem:Object |
String |
| getNextItem | () | method |
public function getNextItem():*
Returns the next available (un-selected) item in the data provider
Returns* |
| isItemSelected | () | method |
public function isItemSelected(item:Object):Boolean
Checks if an item is selected
Parametersitem:Object |
Boolean |
| isSettingValue | () | method |
public function isSettingValue():Boolean
Checks if the component is in the process of resolving the selecteItemId to it's respective object.
ReturnsBoolean |
| search | () | method |
public function search():void
This will cause the component to research the dataProvider and display the popUp if there are any matches. This is useful when using a dynamic dataProvider. Simply call this function once the data has been returned from the server
| setFocus | () | method |
public override function setFocus():void
| change | event |
Dispatched when an item is selected or de-selelcted
| searchChange | event |
Dispatched when the text in the search field is changed
| BACKSPACE_FOCUS | constant |
public static const BACKSPACE_FOCUS:String = "focus"
| BACKSPACE_REMOVE | constant |
public static const BACKSPACE_REMOVE:String = "remove"
| LAYOUT_HORIZONTAL | constant |
public static const LAYOUT_HORIZONTAL:String = "horizontal"
| LAYOUT_VERTICAL | constant |
public static const LAYOUT_VERTICAL:String = "vertical"
| MATCH_ANY_PART | constant |
public static const MATCH_ANY_PART:String = "anyPart"
| MATCH_BEGINNING | constant |
public static const MATCH_BEGINNING:String = "beginning"
| MATCH_WORD | constant |
public static const MATCH_WORD:String = "word"
| SEARCH_CHANGE | constant |
public static const SEARCH_CHANGE:String = "searchChange"
| STYLE_FACEBOOK | constant |
public static const STYLE_FACEBOOK:String = "facebook"
| STYLE_MAC_MAIL | constant |
public static const STYLE_MAC_MAIL:String = "macMail"
| STYLE_UNDERLINE | constant |
public static const STYLE_UNDERLINE:String = "underline"


KITTY CLOCK
I CAN HAZ TIME??
Clock goes here
This is where time events are reported
Set wake-up time:
1 AM - 2 AM
2 AM - 3 AM
3 AM - 4 AM
4 AM - 5 AM
5 AM - 6 AM
6 AM - 7 AM
7 AM - 8 AM
8 AM - 9 AM
9 AM - 10 AM
10 AM - 11 AM
11 AM - 12 PM
12 PM - 1 PM
1 PM - 2 PM
2 PM - 3 PM
3 PM - 4 PM
4 PM - 5 PM
5 PM - 6 PM
6 PM - 7 PM
7 PM - 8 PM
8 PM - 9 PM
9 PM - 10 PM
10 PM - 11 PM
11 PM - 12 AM
12 AM - 1 AM
Set lunch time:
1 AM - 2 AM
2 AM - 3 AM
3 AM - 4 AM
4 AM - 5 AM
5 AM - 6 AM
6 AM - 7 AM
7 AM - 8 AM
8 AM - 9 AM
9 AM - 10 AM
10 AM - 11 AM
11 AM - 12 PM
12 PM - 1 PM
1 PM - 2 PM
2 PM - 3 PM
3 PM - 4 PM
4 PM - 5 PM
5 PM - 6 PM
6 PM - 7 PM
7 PM - 8 PM
8 PM - 9 PM
9 PM - 10 PM
10 PM - 11 PM
11 PM - 12 AM
12 AM - 1 AM
Set nap time:
1 AM - 2 AM
2 AM - 3 AM
3 AM - 4 AM
4 AM - 5 AM
5 AM - 6 AM
6 AM - 7 AM
7 AM - 8 AM
8 AM - 9 AM
9 AM - 10 AM
10 AM - 11 AM
11 AM - 12 PM
12 PM - 1 PM
1 PM - 2 PM
2 PM - 3 PM
3 PM - 4 PM
4 PM - 5 PM
5 PM - 6 PM
6 PM - 7 PM
7 PM - 8 PM
8 PM - 9 PM
9 PM - 10 PM
10 PM - 11 PM
11 PM - 12 AM
12 AM - 1 AM
Party Time!


Basic multiplanar
The most basic usage of NiiVue is to display a single image in the canvas.
Controls
- move the crosshairs: left mouse click and drag (or click around)
- slice scrolling: mouse or touch pad scroll up and down (pinch zoom for mobile)
- change intensity range: right mouse click and drag a region (mobile not supported)
- reset intensity: left mouse click double click (mobile not supported)


@* * Copyright 2023 HM Revenue & Customs * * 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. *@ @import models.viewModels.PaymentsHistoryViewModel @import views.html.templates.payments._ @this(mainTemplate: MainTemplate, paymentsHistoryTabs: PaymentsHistoryTabs, paymentsHistoryTabsContent: PaymentsHistoryTabsContent, govukBreadcrumbs: GovukBreadcrumbs, govukTabs: GovukTabs, govukBackLink: GovukBackLink, govukInsetText : GovukInsetText) @(model: PaymentsHistoryViewModel, serviceInfoContent: Html, migratedWithinThreeYears: Boolean)( implicit request: Request[_], messages: Messages, appConfig: config.AppConfig, user: User) @breadcrumbs = { @govukBreadcrumbs(Breadcrumbs( items = Seq( BreadcrumbsItem( content = Text(messages("breadcrumbs.bta")), href = Some(appConfig.btaHomeUrl) ), BreadcrumbsItem( content = Text(messages("vatDetails.title")), href = Some(controllers.routes.VatDetailsController.details.url) ) ) )) } @backLink = { @govukBackLink(BackLink( href = appConfig.agentClientLookupHubUrl, content = Text(messages("base.back")) )) } @additionalYears = @{ (model.tabTwo.fold(Seq[Int]())(year=>Seq(year)) ++ model.tabThree.fold(Seq[Int]())(year=>Seq(year+1, year))).distinct } @allYears = @{ Seq(model.tabOne) ++ additionalYears } @paymentHistoryItems = @{ val panels = allYears.map { year => TabItem( id = Some(s"past-payments-$year"), label = year.toString, panel = TabPanel( content = HtmlContent(paymentsHistoryTabsContent(model, year)) ) ) } if(model.previousPaymentsTab && !user.isAgent) { panels ++ Seq(TabItem( id = Some("previous-payments"), label = messages("paymentsHistory.previousPayments.heading"), panel = TabPanel( content = HtmlContent(paymentsHistoryTabs()) ) )) } else { panels } } @mainTemplate( title = messages("paymentsHistory.title"), appConfig = appConfig, serviceInfoContent = serviceInfoContent, user = Some(user), navLinkContent = if(user.isAgent) Some(backLink) else Some(breadcrumbs) ) {


{% extends "theme_bootstrap/subnav_base.html" %} {% comment %} This file is here for backwards compatibility. Please update your templates to extend the theme_bootstrap/subnav_base.html file instead. {% endcomment %}


[§329-129] Prohibited acts; flammable solvents. (a) No qualifying patient or primary caregiver shall use butane to extract tetrahydrocannabinol from cannabis plants.
(b) Any person who violates this section shall be guilty of a class C felony. [L 2015, c 241, pt of §5]
Revision Note
In subsection (a), "marijuana" changed to "cannabis" to conform to L 2017, c 170, pursuant to §23G-15.


Invoice Generator
You gotta log in.
Click here for that.
You logged in as
.
Logout
Zoho Books Authtoken
Save


Loading the model...
Shoulders Alignment
Knees Alignment
Feet-Knee Left
Feet-Knee Right
Feet Ground
START


Toggle navigation
~#/home
~#/home/about
~#/home/follow
<
~#/cat follow.me
email me here @ : YmluYmFzaEA1NWguaW8=
Follow me on


home
portfolio
about
contact
say hello.
Want more information about our work or product availability? Drop us a line below.
Name
E-mail
Message
I would like more information about...
The Studio
The Agency
Our Products
How did you hear about us?
Source...
Google search
Architizer
SMPS Directory
Friend/Family
Interior Design Magazine
Other
Username
Password


Bobbie's Web Demos
This is my site for demoing web-based projects. See
my main site
for general info and writing.
Projects
Semaphore Decoder
: a point-and-click visual semaphore decoder for puzzling
Machine Learning
: a single puzzle-hunt style puzzle


No new cases have been reported in the ongoing Ebola virus disease (EVD) outbreak in the Democratic Republic of the Congo since 17 February 2020 (Figure 1). However, due to challenges related to continued insecurity and population displacement in previous hotspots, limited access to some affected communities, and potential shortages of resources amidst other local and global emergencies, there remains a high risk of re-emergence of the virus. Therefore, it is critical to maintain surveillance and response operations in the period leading up to the declaration of the end of the outbreak, as well as after the declaration – as outlined in the WHO recommended criteria for declaring the end of the EVD outbreak.
Active outbreak response activities continue, which include investigating and validating new alert cases, supporting appropriate care and rapid diagnosis of suspected cases (which continue to be detected), supporting survivors through a multi-disciplinary programme, and strategically transitioning activities. From 18 to 24 March, an average of 4619 alerts were reported and investigated daily. Of these alerts, 358 were validated as suspected cases, requiring specialized care and laboratory testing to rule-out EVD. From 16 to 22 March, 2747 samples were tested including: 1479 blood samples from alive, suspected cases; 374 swabs from community deaths; and 894 samples from re-tested patients. Overall, laboratory activity was conducted at similar levels as compared to the prior week.
Last week, nine historical probable cases were validated, whose dates of symptom onset were between October 2018 and July 2019, bringing the cumulative number of probable cases to 143. Further historical probable cases are expected to be validated as investigations into past cases continue.
As of 24 March 2020, a total of 3453 EVD cases were reported from 29 health zones (Table 1), including 3310 confirmed and 143 probable cases, of which 2273 cases died (overall case fatality ratio 66%). Of the total confirmed and probable cases, 57% (n=1935) were female, 29% (n=979) were children aged less than 18 years, and 5% (n=171) were health care workers.
WHO has not received funding for the Ebola response since December 2019. An urgent injection of US $20 million is required to ensure that response teams have the capacity to maintain the appropriate level of operations through to the beginning of May 2020. If no new resources are received, WHO risks running out of funds for the Ebola response before the end of the outbreak. For more information, please see this statement.
*Excludes n=149 cases for whom onset dates not reported. Data in recent weeks are subject to delays in case confirmation and reporting, as well as ongoing data cleaning. ‘Non-active zones’ indicate health zones that have not reported new cases in the last 42 days.
**Total cases and areas affected during the last 21 days are based on the initial date of case alert and may differ from date of confirmation and daily reporting by the Ministry of Health.
For further information about public health response actions by the Ministry of Health, WHO, and partners, please refer to the latest situation reports published by the WHO Regional Office for Africa:
WHO continuously monitors changes to the epidemiological situation and context of the outbreak to ensure that support to the response is adapted to the evolving circumstances. The last assessment concluded that the national and regional risk levels remain high, while global risk levels remain low.
WHO advises against any restriction of travel to, and trade with, the Democratic Republic of the Congo based on the currently available information. Any requirements for certificates of Ebola vaccination are not a reasonable basis for restricting movement across borders or the issuance of visas for travellers to/from the affected countries. WHO continues to closely monitor and, if necessary, verify travel and trade measures in relation to this event. Currently, no country has implemented travel measures that significantly interfere with international traffic to and from the Democratic Republic of the Congo. Travellers should seek medical advice before travel and should practise good hygiene. Further information is available in the WHO recommendations for international traffic related to the Ebola Virus Disease outbreak in the Democratic Republic of the Congo.
For more information, please see:


SoulWinningReport_draft
Personal Evangelism
Team:
// Team names: Chosen; etc. //
"The Chosen"
The Persuaders
Team Name 3
Team Name 4
Team Name 5
Team Leader:
Rev. C. Perez
Rev. J. Infausto
Rev. J. P. Malone
Rev. T. McBrayer
Sis. I. Responded2Dneed
Soul Winner:
Pastor
Associate Pastor
Lay Pastor
Reverend
Brother
Sister
First Name:
Last Name:
Street Address:
Phone Number:
Begin Report
View Last Report


Contents
19. Conversations
|
How to program a text adventure in C
by Ruud Helderman
<EMAIL_ADDRESS>Licensed under
MIT License
19. Conversations
One of the most difficult parts of writing an adventure
is to come up with challenging puzzles.
Puzzles must be difficult, but without being illogical.
If your game demands the player to unlock a door with a towel, fine.
But then at least give the player a clue.
It’s no fun brute-forcing your way through a game,
having to try every combination of object(s) and verb until you find
something that matches the author’s obscure sense of logic.
Clues can be hidden in descriptive text.
This text may come out unannounced,
for example as you enter a location
(“A hollow voice says
PLUGH”)
or run into an actor.
But it also makes sense to let the player actively search for clues
by examining objects and talking to non-player characters.
Obvious advantages are:
- It gives the player a sense of being actively involved in the story.
In a detective story,
examining the crime scene and interrogating witnesses and suspects
should play a vital role in solving the mystery.
- It is a natural way to split descriptive text into smaller chunks,
and serving the information in an on-demand fashion to the player.
This prevents a waterfall of (unsolicited) information
at certain (fixed) points in the game.
Conversation with non-player characters can add a lot of depth to a game.
Clues given may help you or hinder you.
Some examples:
- When entering a town, the locals may be able to tell you
how to earn money, where to find food, or how to sneak into the castle.
The more focused the inquiry
(referring to a relevant item, location or actor),
the more focused the information returned.
Like in real life, it’s all about asking the right questions.
- Information gathered from different sources
may be interrelated or contradictory.

- The player may need to ‘encourage’ actors to spill their guts.
Either with a friendly gesture (is there some item they need?) or by force.
An actor’s willingness to supply (valid) information
could be implemented by certain ‘psychological’ properties,
rating their loyalty or fear towards the player.
Conversations may go a lot further than just asking for information.
Some suggestions:
- Allow the player to give commands to other actors,
for example: “Tell giant to break door with axe.”
So rather than taking action yourself,
you could try and find a ‘specialist’ to do the job.
Whether or not other actors will obey your commands, might depend
on the effort you have put into building a certain relationship with them.
- Allow the player to pass information back to other actors.
You may not be strong enough to push aside a pair of guards,
but it might help to use a little lie to spark a conflict between them.
Of course, these more advanced forms of interacting with actors
demand a pretty sophisticated conversation engine.
A recommended read is
Dynamic Conversation Engine Concept by Luke Bergeron.
I found this to be incredibly inspiring.
The article has been removed from
Scribd,
but fortunately the
Wayback Machine
still has a copy:
https://web.archive.org/web/20100409073709/http://www.scribd.com/doc/17682546/Dynamic-Conversation-Engine-Concept
Talk
In our little adventure game, we will try to keep it simple.
We will implement a very straightforward ‘talk’ verb.
It allows the player to talk with an actor about some topic.
The topic of discussion can be any object:
an item, a location, even another actor.
In its most elaborate form,
you could give every actor their own opinion about certain topics.
That requires a matrix of possible reactions;
one for every combination of actor and object.
|
Tour guide |
Guard |
| Cave |
| Silver coin |
| Gold coin |
Tour guide |
Guard |
In a big adventure, such a matrix could be huge,
making it extremely time-consuming for the author to come up with
a witty response on every attempt from the player to engage in conversation.
Furthermore, a huge number of combinations
could easily turn into just another brute-force puzzle, where the player
feels forced to interrogate every actor about every possible topic.
To keep it maintainable,
you may want to cut down on the number of combinations.
Here are a few ways to do so.
- Eliminate actors from the matrix.
Some actors may be unable to speak (e.g. animals),
not willing to speak (enemies), or both (monsters).
Those actors do not belong in the matrix;
a single uniform response per actor should suffice.
(“The dog replies: woof woof woof.”)
An exceptional response to one particular topic
could be handled in a hard-coded way.
(“When hearing the word ‘rosebud’,
the dog starts to growl.”)
- Eliminate objects from the matrix.
For many (or even all) objects, you may want to supply a single response,
to be returned by every (talkative) actor.
(“You get the advice: do not fight with the guard!”)
Again, if there is an exceptional answer, to be given by a particular actor,
then that can be hard-coded.
(“The tour guide says: do not forget to pay the guard!”)
- Group actors.
Instead of giving every individual its own column in the matrix,
use ‘categories’ of actors.
There may be many different villagers,
but if they all share the same basic knowledge about the majority of topics,
then this will save you a lot of duplicate entries.
Again, exceptions to the rule can be hard-coded.
- Multiple smaller matrices.
Suppose the game is set in a big world
where the player roams from village to village.
Villagers may not be aware of items, locations and actors in other villages.
Giving each village its own matrix, eliminates all the irrelevant cross-village combinations.
(A mathematician might refer to this approach as a
block diagonal matrix.)
- Sparse matrix.
All the previous approaches had one disadvantage:
there is no structural solution for exceptional combinations of actor and object
(that one actor to give the player the essential clue about that one object).
But there is an alternative to 'hard-coding' the exceptions:
put these combinations in a separate
sparse matrix.
Such a matrix would typically be implemented not as a two-dimensional array,
but as a list of tuples.
Covering exceptional cases only, the list should be relatively short,
which helps to keep it compact and maintainable.
TODO: properties 'loyalty' and 'confidentiality'.
Only spill gossip if object's confidentiality < actor's loyalty.
To keep things simple, we will stick to a single response per object,
given by any actor the player will talk to about that object.
| Sample output |
Welcome to Little Cave Adventure.
You are in an open field.
You see:
a silver coin
a burly guard
a cave entrance to the east
dense forest all around
a lamp
--> talk with guard
I don't understand what you want to talk about.
--> talk about coin
You hear a burly guard say: 'Money makes the world go round...'
--> talk with guard about forest
You hear a burly guard say: 'You cannot go there, it is impenetrable.'
--> talk about cave
You hear a burly guard say: 'It's dark in there; bring a lamp!'
--> talk about east
You hear a burly guard say: 'It's just a compass direction.'
--> talk about yourself
You hear a burly guard say: 'You're not from around here, are you?'
--> talk about guard
You hear a burly guard say: 'I don't want to talk about myself.'
--> talk about hamburgers
I don't understand what you want to talk about.
--> talk
I don't understand what you want to talk about.
--> quit
Bye!
|
| object.txt |
- #include <stdbool.h>
- #include <stdio.h>
- #include "object.h"
- #include "toggle.h"
- typedef struct object {
- bool (*condition)(void);
- const char *description;
- const char **tags;
- struct object *location;
- struct object *destination;
- struct object *prospect;
- const char *details;
- const char *contents;
- const char *textGo;
- const char *gossip;
- int weight;
- int capacity;
- int health;
- int light;
- void (*open)(void);
- void (*close)(void);
- void (*lock)(void);
- void (*unlock)(void);
- } OBJECT;
- extern OBJECT objs[];
- - gossipEWNS
- tags "east", "west", "north", "south"
- gossip "It's just a compass direction."
- - field
- description "an open field"
- tags "field"
- details "The field is a nice and quiet place under a clear blue sky."
- gossip "A lot of tourists go there."
- capacity 9999
- light 100
- - cave
- description "a little cave"
- tags "cave"
- details "The cave is just a cold, damp, rocky chamber."
- gossip "It's dark in there; bring a lamp!"
- capacity 9999
- - silver
- description "a silver coin"
- tags "silver", "coin", "silver coin"
- location field
- details "The coin has an eagle on the obverse."
- gossip "Money makes the world go round..."
- weight 1
- - gold
- description "a gold coin"
- tags "gold", "coin", "gold coin"
- location openBox
- details "The shiny coin seems to be a rare and priceless artefact."
- gossip "Money makes the world go round..."
- weight 1
- - guard
- description "a burly guard"
- tags "guard", "burly guard"
- location field
- details "The guard is a really big fellow."
- gossip "Easy to bribe..."
- contents "He has"
- health 100
- capacity 20
- - player
- description "yourself"
- tags "yourself"
- location field
- details "You would need a mirror to look at yourself."
- gossip "You're not from around here, are you?"
- contents "You have"
- health 100
- capacity 20
- - intoCave
- condition { return guard->health == 0 || silver->location == guard; }
- description "a cave entrance to the east"
- tags "east", "entrance"
- location field
- destination cave
- details "The entrance is just a narrow opening in a small outcrop."
- textGo "You walk into the cave."
- open isAlreadyOpen
- - intoCaveBlocked
- condition { return guard->health > 0 && silver->location != guard; }
- description "a cave entrance to the east"
- tags "east", "entrance"
- location field
- prospect cave
- details "The entrance is just a narrow opening in a small outcrop."
- textGo "The guard stops you from walking into the cave."
- open isAlreadyOpen
- - exitCave
- description "an exit to the west"
- tags "west", "exit"
- location cave
- destination field
- details "Sunlight pours in through an opening in the cave's wall."
- textGo "You walk out of the cave."
- open isAlreadyOpen
- - wallField
- description "dense forest all around"
- tags "west", "north", "south", "forest"
- location field
- details "The field is surrounded by trees and undergrowth."
- textGo "Dense forest is blocking the way."
- gossip "You cannot go there, it is impenetrable."
- - wallCave
- description "solid rock all around"
- tags "east", "north", "rock"
- location cave
- details "Carved in stone is a secret password 'abccb'."
- textGo "Solid rock is blocking the way."
- - backroom
- description "a backroom"
- tags "backroom"
- details "The room is dusty and messy."
- gossip "There is something of value to be found there."
- capacity 9999
- - wallBackroom
- description "solid rock all around"
- tags "east", "west", "south", "rock"
- location backroom
- details "Trendy wallpaper covers the rock walls."
- textGo "Solid rock is blocking the way."
- - openDoorToBackroom
- description "an open door to the south"
- tags "south", "door", "doorway"
- destination backroom
- details "The door is open."
- textGo "You walk through the door into a backroom."
- open isAlreadyOpen
- close toggleDoorToBackroom
- - closedDoorToBackroom
- description "a closed door to the south"
- tags "south", "door", "doorway"
- location cave
- prospect backroom
- details "The door is closed."
- textGo "The door is closed."
- open toggleDoorToBackroom
- close isAlreadyClosed
- - openDoorToCave
- description "an open door to the north"
- tags "north", "door", "doorway"
- destination cave
- details "The door is open."
- textGo "You walk through the door into the cave."
- open isAlreadyOpen
- close toggleDoorToCave
- - closedDoorToCave
- description "a closed door to the north"
- tags "north", "door", "doorway"
- location backroom
- prospect cave
- details "The door is closed."
- textGo "The door is closed."
- open toggleDoorToCave
- close isAlreadyClosed
- - openBox
- description "a wooden box"
- tags "box", "wooden box"
- details "The box is open."
- gossip "You need a key to open it."
- weight 5
- capacity 10
- open isAlreadyOpen
- close toggleBox
- lock isStillOpen
- unlock isAlreadyOpen
- - closedBox
- description "a wooden box"
- tags "box", "wooden box"
- details "The box is closed."
- weight 5
- open toggleBox
- close isAlreadyClosed
- lock toggleBoxLock
- unlock isAlreadyUnlocked
- - lockedBox
- description "a wooden box"
- tags "box", "wooden box"
- location backroom
- details "The box is closed."
- weight 5
- open isStillLocked
- close isAlreadyClosed
- lock isAlreadyLocked
- unlock toggleBoxLock
- - keyForBox
- description "a tiny key"
- tags "key", "tiny key"
- location cave
- details "The key is really small and shiny."
- gossip "A small key opens a small lock."
- weight 1
- - lampOff
- description "a lamp"
- tags "lamp"
- location field
- details "The lamp is off."
- gossip "Essential in dark areas."
- weight 5
- - lampOn
- description "a lamp"
- tags "lamp"
- details "The lamp is on."
- weight 5
- light 100
|
Explanation:
- Line 16:
the new property.
- Line 29-31:
introducing a dummy object to prevent generic tags
(in this case east, west, north, south) to be handled by a specific object
(for example the forest).
As always, we also need to make object.awk aware of the new property,
and specify a default value.
| object.awk |
- BEGIN {
- count = 0;
- obj = "";
- if (pass == "c2") {
- print "\nstatic bool alwaysTrue(void) { return true; }";
- print "\nOBJECT objs[] = {";
- }
- }
- /^- / {
- outputRecord(",");
- obj = $2;
- prop["condition"] = "alwaysTrue";
- prop["description"] = "NULL";
- prop["tags"] = "";
- prop["location"] = "NULL";
- prop["destination"] = "NULL";
- prop["prospect"] = "";
- prop["details"] = "\"You see nothing special.\"";
- prop["contents"] = "\"You see\"";
- prop["textGo"] = "\"You can't get much closer than this.\"";
- prop["gossip"] = "\"I know nothing about that.\"";
- prop["weight"] = "99";
- prop["capacity"] = "0";
- prop["health"] = "0";
- prop["light"] = "0";
- prop["open"] = "cannotBeOpened";
- prop["close"] = "cannotBeClosed";
- prop["lock"] = "cannotBeLocked";
- prop["unlock"] = "cannotBeUnlocked";
- }
- obj && /^[ \t]+[a-z]/ {
- name = $1;
- $1 = "";
- if (name in prop) {
- prop[name] = $0;
- if (/^[ \t]*\{/) {
- prop[name] = name count;
- if (pass == "c1") print "static bool " prop[name] "(void) " $0;
- }
- }
- else if (pass == "c2") {
- print "#error \"" FILENAME " line " NR ": unknown attribute '" name "'\"";
- }
- }
- !obj && pass == (/^#include/ ? "c1" : "h") {
- print;
- }
- END {
- outputRecord("\n};");
- if (pass == "h") {
- print "\n#define endOfObjs\t(objs + " count ")";
- print "\n#define validObject(obj)\t" \
- "((obj) != NULL && (*(obj)->condition)())";
- }
- }
- function outputRecord(separator)
- {
- if (obj) {
- if (pass == "h") {
- print "#define " obj "\t(objs + " count ")";
- }
- else if (pass == "c1") {
- print "static const char *tags" count "[] = {" prop["tags"] ", NULL};";
- }
- else if (pass == "c2") {
- print "\t{\t/* " count " = " obj " */";
- print "\t\t" prop["condition"] ",";
- print "\t\t" prop["description"] ",";
- print "\t\ttags" count ",";
- print "\t\t" prop["location"] ",";
- print "\t\t" prop["destination"] ",";
- print "\t\t" prop[prop["prospect"] ? "prospect" : "destination"] ",";
- print "\t\t" prop["details"] ",";
- print "\t\t" prop["contents"] ",";
- print "\t\t" prop["textGo"] ",";
- print "\t\t" prop["gossip"] ",";
- print "\t\t" prop["weight"] ",";
- print "\t\t" prop["capacity"] ",";
- print "\t\t" prop["health"] ",";
- print "\t\t" prop["light"] ",";
- print "\t\t" prop["open"] ",";
- print "\t\t" prop["close"] ",";
- print "\t\t" prop["lock"] ",";
- print "\t\t" prop["unlock"];
- print "\t}" separator;
- delete prop;
- }
- count++;
- }
- }
|
Adding a new command ‘talk’ to the parser:
| parsexec.c |
- #include <ctype.h>
- #include <stdbool.h>
- #include <stdio.h>
- #include "object.h"
- #include "misc.h"
- #include "match.h"
- #include "location.h"
- #include "inventory.h"
- #include "inventory2.h"
- #include "openclose.h"
- #include "onoff.h"
- #include "talk.h"
- typedef struct
- {
- const char *pattern;
- bool (*function)(void);
- } COMMAND;
- static bool executeQuit(void)
- {
- return false;
- }
- static bool executeNoMatch(void)
- {
- const char *src = *params;
- int len;
- for (len = 0; src[len] != '\0' && !isspace(src[len]); len++);
- if (len > 0) printf("I don't know how to '%.*s'.\n", len, src);
- return true;
- }
- bool parseAndExecute(const char *input)
- {
- static const COMMAND commands[] =
- {
- { "quit" , executeQuit },
- { "look" , executeLookAround },
- { "look around" , executeLookAround },
- { "look at A" , executeLook },
- { "look A" , executeLook },
- { "examine A" , executeLook },
- { "go to A" , executeGo },
- { "go A" , executeGo },
- { "get A from B" , executeGetFrom },
- { "get A" , executeGet },
- { "put A in B" , executePutIn },
- { "drop A in B" , executePutIn },
- { "drop A" , executeDrop },
- { "ask A from B" , executeAskFrom },
- { "ask A" , executeAsk },
- { "give A to B" , executeGiveTo },
- { "give A" , executeGive },
- { "inventory" , executeInventory },
- { "open A" , executeOpen },
- { "close A" , executeClose },
- { "lock A" , executeLock },
- { "unlock A" , executeUnlock },
- { "turn on A" , executeTurnOn },
- { "turn off A" , executeTurnOff },
- { "turn A on" , executeTurnOn },
- { "turn A off" , executeTurnOff },
- { "talk with B about A" , executeTalkTo },
- { "talk about A with B" , executeTalkTo },
- { "talk about A" , executeTalk },
- { "talk A" , executeTalk },
- { "A" , executeNoMatch }
- };
- const COMMAND *cmd;
- for (cmd = commands; !matchCommand(input, cmd->pattern); cmd++);
- return (*cmd->function)();
- }
|
Explanation:
- Line 64-67:
four new patterns for one new verb.
As explained in chapter 14, the order of the patterns is important.
As many times before, we introduce a new module to implement the new command:
| talk.h |
- extern bool executeTalk(void);
- extern bool executeTalkTo(void);
|
| talk.c |
- #include <stdbool.h>
- #include <stdio.h>
- #include "object.h"
- #include "misc.h"
- #include "match.h"
- #include "noun.h"
- #include "reach.h"
- static void talk(const char *about, OBJECT *to)
- {
- OBJECT *topic = getTopic(about);
- if (topic == NULL)
- {
- printf("I don't understand what you want to talk about.\n");
- }
- else
- {
- printf("You hear %s say: '%s'\n",
- to->description,
- topic == to ? "I don't want to talk about myself."
- : topic->gossip);
- }
- }
- bool executeTalk(void)
- {
- OBJECT *to = actorHere();
- if (to != NULL)
- {
- talk(params[0], to);
- }
- else
- {
- printf("There is nobody here to talk to.\n");
- }
- return true;
- }
- bool executeTalkTo(void)
- {
- OBJECT *to = reachableObject("who to talk to", params[1]);
- if (to != NULL)
- {
- if (to->health > 0)
- {
- talk(params[0], to);
- }
- else
- {
- printf("There is no response from %s.\n", to->description);
- }
- }
- return true;
- }
|
Function getTopic is implemented in one of the existing modules:
| noun.h |
- extern OBJECT *getVisible(const char *intention, const char *noun);
- extern OBJECT *getPossession(OBJECT *from, const char *verb, const char *noun);
- extern OBJECT *getTopic(const char *noun);
|
| noun.c |
- #include <stdbool.h>
- #include <stdio.h>
- #include <string.h>
- #include "object.h"
- #include "misc.h"
- static bool objectHasTag(OBJECT *obj, const char *noun)
- {
- if (noun != NULL && *noun != '\0')
- {
- const char **tag;
- for (tag = obj->tags; *tag != NULL; tag++)
- {
- if (strcmp(*tag, noun) == 0) return true;
- }
- }
- return false;
- }
- static OBJECT ambiguousNoun;
- static OBJECT *getObject(const char *noun, OBJECT *from, DISTANCE maxDistance)
- {
- OBJECT *obj, *res = NULL;
- for (obj = objs; obj < endOfObjs; obj++)
- {
- if (objectHasTag(obj, noun) && getDistance(from, obj) <= maxDistance)
- {
- res = res == NULL ? obj : &ambiguousNoun;
- }
- }
- return res;
- }
- OBJECT *getVisible(const char *intention, const char *noun)
- {
- OBJECT *obj = getObject(noun, player, distOverthere);
- if (obj == NULL)
- {
- if (getObject(noun, player, distNotHere) == NULL)
- {
- printf("I don't understand %s.\n", intention);
- }
- else if (isLit(player->location))
- {
- printf("You don't see any %s here.\n", noun);
- }
- else
- {
- printf("It's too dark.\n");
- }
- }
- else if (obj == &ambiguousNoun)
- {
- printf("Please be specific about which %s you mean.\n", noun);
- obj = NULL;
- }
- return obj;
- }
- OBJECT *getPossession(OBJECT *from, const char *verb, const char *noun)
- {
- OBJECT *obj = NULL;
- if (from == NULL)
- {
- printf("I don't understand who you want to %s.\n", verb);
- }
- else if ((obj = getObject(noun, from, distHeldContained)) == NULL)
- {
- if (getObject(noun, player, distNotHere) == NULL)
- {
- printf("I don't understand what you want to %s.\n", verb);
- }
- else if (from == player)
- {
- printf("You are not holding any %s.\n", noun);
- }
- else
- {
- printf("There appears to be no %s you can get from %s.\n",
- noun, from->description);
- }
- }
- else if (obj == &ambiguousNoun)
- {
- printf("Please be specific about which %s you want to %s.\n",
- noun, verb);
- obj = NULL;
- }
- else if (obj == from)
- {
- printf("You should not be doing that to %s.\n", obj->description);
- obj = NULL;
- }
- return obj;
- }
- OBJECT *getTopic(const char *noun)
- {
- OBJECT *obj;
- for (obj = objs; obj < endOfObjs; obj++)
- {
- if (objectHasTag(obj, noun)) return obj;
- }
- return NULL;
- }
|
Explanation:
- Line 98-106:
‘talk’ is one of the few commands that can be applied to an object
that is not present; that you may not even have seen yet. Therefore,
function getTopic is not interested in the object’s distance.
It will return whatever object it can find with the given tag.
And if you cannot talk your way out of a difficult situation,
then there is always the option to use physical force.
More on that in the following chapter.
Next chapter: 20. Combat


--- layout: post status: publish published: true title: The BizTalk Message Box author: display_name: Tomas Restrepo login: tomasr email<EMAIL_ADDRESS>url: http://winterdom.com/ author_login: tomasr author_email<EMAIL_ADDRESS>author_url: http://winterdom.com/ wordpress_id: 238 wordpress_url: http://winterdom.com/2007/01/thebiztalkmessagebox date: '2007-01-04 19:04:27 +0000' date_gmt: '2007-01-04 19:04:27 +0000' categories: - BizTalk tags: [] comments: - id: 176 author: Jon Flanders author_email<EMAIL_ADDRESS>author_url: http://www.masteringbiztalk.com/ date: '2007-01-04 20:25:54 +0000' date_gmt: '2007-01-04 20:25:54 +0000' content: | Graber ;-) ---
Lee from the BizTalk Team (I really have no idea what his last name is!) talks about the BizTalk Message Box SQL Server Database, which is really the heart of BizTalk and what you can/can't do to the database server once you commit it to hosting the MsgBox. Fantastic stuff as always and well worth a read! (Found via Richard Seroter).


| [Overview][Types][Classes][Procedures and functions] |
Source position: plua.pas line 26
function plua_functionexists( |
L: Plua_State; |
FunctionName: AnsiString; |
TableIndex: Integer = LUA_GLOBALSINDEX |
):Boolean; |
L |
|
PLua_State to work with. |
FunctionName |
|
Name of the function to look for. |
TableIndex |
|
Table index to look for the function in, if none is specified then LUA_GLOABLSINDEX is used. Thus, checking for global functions. |
Returns TRUE if the function does exist, and FALSE if it does not.
plua_functionexists checks to see if a function exists within the Lua State for the given name. Returns TRUE if the function does exist, and FALSE if it does not. A FALSE result does not mean that their isn't a variable of the given name, just that the variable isn't a function.
|


Services and Programs
-
Children and Adolescents
Bright Changes
Comprehensive, youth guided, family driven mental health and substance abuse care system
Learn More -
Substance Abuse
The Cobb Recovery Center provides compassionate treatment for substance abuse and addictive disease
Learn More -
Mental Health
Reputable mental health services for adults with behavioral, emotional, or substance-related disorders
Learn More -
Residential Services
Housing and support services to adolescents and adults with mental health and/or substance abuse challenges
Learn More -
Developmental Disabilities
CHOICES2 Innovative Community Services
Innovative community service programs ranging from employment to family support
LEARN MORE


This is a simple web interface to present map coordinates for the videogame The Secret World (TSW), a MMORPG by Funcom.
All map images are property of Funcom.


How to view and update virtual machine settings
Viewing and updating VM settings
After you've deployed a virtual machine (VM), you can view and update its configuration.
In vCloud Director, select the My Cloud tab.
Right-click the vApp that contains the VM that you want to view and select Open.
Select the Virtual Machines tab.
Right-click the VM for which you want to view configuration information and select Properties.
In the Virtual Machine Properties dialog box, you can select each tab to view the settings for the VM and change them if required.
When you're done, click OK to save any changes you've made, or Cancel to close the dialog box without saving.
General
View and changes properties such as the VM/host name, OS type and version. You can also see if VMware Tools is installed on the VM and change the storage policy for the VM. For more information on storage policies, see Storage policies.
| vCloud Director 8.20 | vCloud Director 9.1 |
|---|---|
Hardware
On the Hardware tab, you can:
See and change the number of virtual CPUs and the amount of RAM associated with the VM.
Specify the number of cores per socket and number of vCPUs. You can use this for software applications that have per-socket licensing. First set the number of vCPUs you require, and then set the number of cores per socket.
Run virtualisation servers as a VM. For example, run a Windows 2008 or 2012 server with Hyper-V, or a VMware ESX host. Select the Expose hardware-assisted CPU virtualization check box in these cases.
Add or remove hard disks and network adapters.
Warning
If you remove a hard disk, make sure you have a backup of the data. Removal of a hard disk is not reversible, and will result in the deletion of the hard disk and its data.
| vCloud Director 8.20 | vCloud Director 9.1 |
|---|---|
Guest OS Customization
By default, a password is randomly generated and assigned when the VM is first booted. You can use this tab to determine the login password, or to specify the password that will be assigned to the administrator/root user for the VM.
The password must meet the OS password complexity requirements (at least eight characters long, and including upper and lower case letters and numbers).
For guest customisation to work, VMware Tools must be installed and running in the VM.
For Windows VMs, there is an option for guest customisation to change the SID of the operating system. Bear in mind that changing the SID can corrupt VMs running applications, such as Active Directory, that rely on a known SID.
| vCloud Director 8.20 | vCloud Director 9.1 |
|---|---|
Advanced
You can configure CPU and memory reservation and priority for this VM. This is useful if you have a VM that needs guaranteed resources. You can also view VM metadata here.
Feedback
If you find an issue with this article, click Improve this Doc to suggest a change. If you have an idea for how we could improve any of our services, visit UKCloud Ideas. Alternatively, you can contact us at products@ukcloud.com.