p4wn, a smallish javascript chess engine
p4wn, a smallish javascript chess engine
P4wn is a small public domain chess engine. It was first released in 2002, and substantially revised in 2012.
Instructions
Click on the piece you want to move, then click where you want it to be.
If the game is too easy or hard, click on the computer level button until it seems about right.

Further instructions can be found in the README file.
News
2012-08-12: P4wn 2.01 released
Version 2 had user interface problems in Microsoft Explorer. Thanks to Uwe Alex for the bug report.
2012-07-03: P4wn 2 released
Version 2 has been released, following the apparent cessation of activity. Read the announcement if you wish, and look out for version 3 in 2022.
Zip and tar files can be found at Sourceforge.
2012-03-22: P4wn 2 also on Github
At https://github.com/douglasbagnall/p4wn. The clarified code is currently known as “almost version 2”.
2012-03-19: Switch to Git, with clarified code
All of a sudden I decided to pay some attention to this. The git repository obsoletes the CVS, and the code has had some attention to make it explicable.
2005-03-23: Sven Vahar's fancy version in CVS
The improved board that Sven Vahar made in December 2004 is now available in CVS, and as a zip download.
2005-03-04: Unicode version by Antony Lesuisse
Antony Lesuisse replaced the external gifs with unicode glyphs, creating a completely self-contained page of only 4385 bytes. It has been added to CVS.
If you don't see a row of chess pieces here (♔♕♖♗♝♞♟), you might have problems using the page - it depends on your browser's font rendering.
2004-12-14: New version by Sven Vahar
Sven Vahar has created a cleaner interface with help text, with both Estonian and English versions.
2004-03-25: Sourceforge site registered
This is what you are looking at.
2002-06-16: First released in 5k web competition
Development started in 2000 and skipped 2001.
How it works
It recursively explores the tree of possible moves, keeping score along the way. It tries to take as many pieces as possible and get into the centre early. That's about all. Its endgame strategy is to win before the endgame.
Mailing list
There is a mailing list hosted by sourceforge, which averages about two messages per year. Ask any questions there.
Similar Projects
Gary Linscott wrote Garbochess-JS. It seems much stronger than p4wn, and uses the WebWorkers javascript to keep the UI going while it schemes away in the background.
Óscar Toledo G. has written various tiny chess engines in various languages, including javascript. Óscar Toledo is the undisputed world champion of chess minification and obfuscation. His code manages to somehow be humorous at the same time as being unreadably compact. It plays quite well, too.
Neil Pearce wrote a javascript chess game which no longer seems to be online.
There was one by David Moore in the 2001 5k competition. Now it is here.
The most famous small chess implentation is probably the 1k ZX81 game. Not only is it short, it ran in only 1024 bytes of ram (javascript has megabytes to play with). On the other hand, it didn't know all the rules.


| HYTOOL Function Reference |
Neuzil (1982) solution for a slug test (pulse)
s = nsl_dim( p, t) p(1) = Cd = dimensionless well bore storage coefficient p(2) = t0 = time such that t0 = rc^2 / ( 2T ) t = time
The aquifer is supposed to be confined, the well fully penetrating and the slug injection or withdrawal is supposed to be instantaneous. NB: Modified from Cooper et al. (1967) solution for a slug test. Note that in the original publication of Cooper et al. The dimensionless parameter was alpha, it is related to Cd by: alpha = 1 / (2 Cd)
s=nsl_dim(p,t);
nsl_dmo, nsl_rpt, nsl_gss Published output in the Help browser showdemo nsl_dim
| Hytool |
© 1998-2017 Philppe Renard and Co. Terms of Use Acknowledgments


Given two arrays, write a function to compute their intersection.
Example 1:
Input: nums1 = [1,2,2,1], nums2 = [2,2]
Output: [2,2]
Example 2:
Input: nums1 = [4,9,5], nums2 = [9,4,9,8,4]
Output: [4,9]
Note:
- Each element in the result should appear as many times as it shows in both arrays.
- The result can be in any order.
Follow up:
- What if the given array is already sorted? How would you optimize your algorithm?
- What if nums1's size is small compared to nums2's size? Which algorithm is better?
- What if elements of nums2 are stored on disk, and the memory is limited such that you cannot load all elements into the memory at once?


This is basic card with image on top, title, description and button.
Features
Description............


Extensions on
String
Properties
Methods
random(length:)
public static func random(length: Int) -> String
Returns a random string.
Parameters
| Name | Type | Description |
|---|---|---|
| length | Int |
The length of the string. |
Returns
A random string of length length
. It consists of alphabets and numbers.


z
Big A's Concessions
Toggle navigation
Big
A
's
About
Contact
Menu
East Jefferson and East Grand Blvd , Detroit, MI 48207 | Tuesday - Sunday 11a.m. - 7p.m.
Big
A
's
Food Truck and Concessions
Belle Isle State Park
Bringing the food and service of a Detroit diner to Belle Isle State Park
Fresh & Local Food
Family Owned and Operated
Delicious Detroit Diner style food made to order right off the grill
Come hungry and leave satisfied
Vegetarian friendly


The testing environment is currently hosted on Firebase Hosting (beta).
# Install the Firebase Command Line Tools
npm install -g firebase-tools
# Build the project
gulp build
# Run the firebase deploy command
firebase deploy
# Voilà, you can go to
# https://scorching-fire-6383.firebaseapp.com/
# to access the running app.
The production environment is hosted [on GitHub Pages](http://knov.trgdy.com/).
# Build the project
gulp build
# Run the deploy command
gulp deploy
# Voilà, you can go to
# http://knov.trgdy.com/
# to access the running app.
Copyright (c) 2014 FlipFlop Crew


SIR model with deSolve and ggplot2
Original post date: January 04 2017
In my infectious disease epidemiology course back in 2016, I first learned about a basic compartmental disease transmission model. I thought it was pretty awesome to predict and model how an infectious agent could affect a population. Purely out of interest I wanted to develop some working code in R to make a function that would plot the model based on specified parameters.
The basic deterministic model is composed of three compartments that represent different categories of individuals within a population; the susceptible, infected, and recovered – hence the SIR model. The relationship of these three groups is described by a set of differential equations first derived by Kermack and McKendrick . The SIR model details the transmission of infection through the contact of susceptible individuals with an infected host. If you are interested in learning more on this model, there is an online module .
The SIR Model
dI/dt = βSI – γI
dR/dt = γI
β = cp
S – proportion of susceptible individuals in total population
I – proportion of infected individuals in total population
R – proportion of recovered individuals in total population
β – transmission parameter (rate of infection for susceptible-infected contact)
c – number of contacts each host has per unit time (contact rate)
p – probability of transmission of infection per contact (transmissibility)
γ – recovery parameter (rate of infected transitioning to recovered)
This model is very basic and has important assumptions. The first being the population is closed and fixed, in other words – no one it added into the susceptible group (no births), all individuals who transition from being infected to recovered are permanently resistant to infection and there are no deaths. Second, the population is homogenous (all individuals are the same) and only differ by their disease state. Third, infection and that individual’s “infectiveness” or ability to infect susceptible individuals, occurs simultaneously.
Now on to using R!
I used the deSolve package which was developed to solve the initial condition values of differential equations in R. The code to setup the SIR model was adapted from the MATLAB code from Modeling Infectious Diseases in Humans and Animals and an online demo in R.
To begin, I setup my R function to be dependent on the input of three parameters: time period (in days), and the values of β and γ. These are denoted by t,b,g within the function.
The initial conditions are set to have the proportion of the populationg being in the Susceptible group at >99.9% (1-1E-6 to be exact), the Infected group to be close to 0 (1E-6) and no one in the Recovered group. The SIR model is going to be plotted at 0.5 days for higher resolution.
library(deSolve)
SIR.model <- function(t, b, g) {
init <- c(S = 1 - 1e-6, I = 1e-6, R = 0)
parameters <- c(bet = b, gamm = g)
time <- seq(0, t, by = t / (2 * length(1:t)))
}
Next we setup the differential equation (from above) so that we can run the ode function from the deSolve package correctly.
eqn <- function(time, state, parameters) {
with(as.list(c(state, parameters)), {
dS <- -bet * S * I
dI <- bet * S * I - gamm * I
dR <- gamm * I
return(list(c(dS, dI, dR)))
})
}
Then we run the ode function based on the parameters we set above and save coerce the output as a data frame class.
out <- ode(y=init, times=time, eqn, parms=parameters)
out.df <- as.data.frame(out)
Now that we’ve solved the differential equation, the next task is to plot it. To do this I am going to be using the elegant visualization package ggplot2 (version 2.1.0).
First I’m going to set a theme for the plot, by modifying one of the built-in ggplot2 themes, theme_bw
. I referred to ggplot2 documentation found
here
.
library(ggplot2)
mytheme4 <- theme_bw() +
theme(text = element_text(colour = "black")) +
theme(panel.grid = element_line(colour = "white")) +
theme(panel.background = element_rect(fill = "#B2B2B2"))
theme_set(mytheme4)
Here I set the title for the plot as SIR Model: Basic. For the subtitle it will show the values of β and γ set when first running the function. The use of bquote
was based reading some
material
on R expressions, trial and error, with some scouring of
Stack Overflow
(which is an incredible resource FYI).
title <- bquote("SIR Model: Basic")
subtit <- bquote(list(beta==.(parameters[1]),~gamma==.(parameters[2])))
Now I describe the plot, essentially I am selecting the data frame from the ode
function. Most of the code for theme
and legend
is just for aesthetics.
res <- ggplot(out.df, aes(x = time)) +
ggtitle(bquote(atop(bold(.(
title
)), atop(bold(
.(subtit)
))))) +
geom_line(aes(y = S, colour = "Susceptible")) +
geom_line(aes(y = I, colour = "Infected")) +
geom_line(aes(y = R, colour = "Recovered")) +
ylab(label = "Proportion") +
xlab(label = "Time (days)") +
theme(legend.justification = c(1, 0),
legend.position = c(1, 0.5)) +
theme(
legend.title = element_text(size = 12, face = "bold"),
legend.background = element_rect(
fill = '#FFFFFF',
size = 0.5,
linetype = "solid"
),
legend.text = element_text(size = 10),
legend.key = element_rect(
colour = "#FFFFFF",
fill = '#C2C2C2',
size = 0.25,
linetype = "solid"
)
) +
scale_colour_manual(
"Compartments",
breaks = c("Susceptible", "Infected", "Recovered"),
values = c("blue", "red", "darkgreen")
)
So now the function runs, it prints the plot and write a .png image file to the file directory with the specified parameters in the filename. The ggsave function accomplishes this with ease.
print(res)
ggsave(
plot=res,
filename=paste0("SIRplot_","time",t,"beta",b,"gamma",g,".png"),
width=8,
height=6,
dpi=180)
The fully annotated code can be found in my GitHub repository SIR-interact. You can download the code and tinker around with it.
So when we run the function while setting the period to 70 days, β = 1.4 and γ = 0.3 SIR.model(70,1.4,0.3)
we write a file with the name SIRplot_time70beta1.4gamma0.3.png
and get output plot looking like…
{width=95%}


Locations, hours, and Contacts!
- Seattle: 1108 Pike St, Seattle, WA 98101 Hours: 6-8
- Dubai:The Academies - Dubai Sports City - Dubai - United Arab Emirates Hours: 6-8
- Paris:21 Rue des Grands Champs, 75020 Paris, France Hours: 6-8
- lima:San Isidro, Av. Paz Soldan 290, Lima 15073, PeruHours: 6-8


[§325-126] Civil and criminal liability. (a) Authorized users of the registry shall not be subject to civil liability for damages by reason of:
(1) Providing information to the registry in good faith; or
(2) Accessing and using information from the registry in good faith for the purposes specified in section 325-124.
(b) Any person who intentionally or knowingly discloses registry information contrary to the confidentiality provisions of this part shall be guilty of a misdemeanor. [L 2010, c 113, pt of §1]


Subpart 49.1—General Principles
49.101 Authorities and responsibilities.
49.104 Duties of prime contractor after receipt of notice of termination.
49.105 Duties of termination contracting officer after issuance of notice of termination.
49.105-1 Termination status reports.
49.105-2 Release of excess funds.
49.105-3 Termination case file.
49.105-4 Cleanup of construction site.
49.106 Fraud or other criminal conduct.
49.107 Audit of prime contract settlement proposals and subcontract settlements.
49.108 Settlement of subcontract settlement proposals.
49.108-1 Subcontractor’s rights.
49.108-2 Prime contractor’s rights and obligations.
49.108-3 Settlement procedure.
49.108-4 Authorization for subcontract settlements without approval or ratification.
49.108-5 Recognition of judgments and arbitration awards.
49.108-6 Delay in settling subcontractor settlement proposals.
49.108-7 Government assistance in settling subcontracts.
49.108-8 Assignment of rights under subcontracts.
49.109-6 Joint settlement of two or more settlement proposals.
49.109-7 Settlement by determination.
49.110 Settlement negotiation memorandum.
49.111 Review of proposed settlements.
49.114 Unsettled contract changes.
49.115 Settlement of terminated incentive contracts.
Subpart 49.2—Additional Principles for Fixed-Price Contracts Terminated for Convenience
49.206-1 Submission of settlement proposals.
49.206-2 Bases for settlement proposals.
49.206-3 Submission of inventory disposal schedules.
49.207 Limitation on settlements.
49.208 Equitable adjustment after partial termination.
Subpart 49.3—Additional Principles for Cost-Reimbursement Contracts Terminated for Convenience
49.302 Discontinuance of vouchers.
49.303 Procedure after discontinuing vouchers.
49.303-1 Submission of settlement proposal.
49.303-2 Submission of inventory disposal schedules.
49.303-3 Audit of settlement proposal.
49.303-4 Adjustment of indirect costs.
49.304 Procedure for partial termination.
49.304-2 Submission of settlement proposal (fee only).
49.304-3 Submission of vouchers.
49.305-2 Construction contracts.
Subpart 49.4—Termination for Default
49.402 Termination of fixed-price contracts for default.
49.402-1 The Government’s right.
49.402-2 Effect of termination for default.
49.402-3 Procedure for default.
49.402-4 Procedure in lieu of termination for default.
49.402-5 Memorandum by the contracting officer.
49.402-6 Repurchase against contractor’s account.
49.402-8 Reporting Information.
49.403 Termination of cost-reimbursement contracts for default.
49.404 Surety-takeover agreements.
49.405 Completion by another contractor.
49.406 Liquidation of liability.
Subpart 49.5—Contract Termination Clauses
49.502 Termination for convenience of the Government.
49.503 Termination for convenience of the Government and default.
49.504 Termination of fixed-price contracts for default.
49.505 Other termination clauses.
Subpart 49.6—Contract Termination Forms and Formats
49.601 Notice of termination for convenience.
49.602 Forms for settlement of terminated contracts.
49.602-1 Termination settlement proposal forms.
49.602-3 Schedule of accounting information.
49.602-5 Settlement agreement.
49.603 Formats for termination for convenience settlement agreements.
49.603-1 Fixed price contracts—complete termination.
49.603-2 Fixed-price contracts—partial termination.
49.603-3 Cost reimbursement contracts—complete termination, if settlement includes cost.
49.603-4 Cost-reimbursement contracts—complete termination, with settlement limited to fee.
49.603-5 Cost-reimbursement contracts—partial termination.
49.603-6 No-cost settlement agreement—complete termination.
49.603-7 No-cost settlement agreement—partial termination.
49.603-8 Fixed-price contracts—settlements with subcontractors only.
49.603-9 Settlement of reservations.
49.604 Release of excess funds under terminated contracts.
49.605 Request to settle subcontractor settlement proposals.
49.606 Granting subcontract settlement authorization.


{% extends 'base.html' %} {% load static %} {% block title %} About {% endblock %} {% block content %}
you can check out my profiles and source code below.
Managing portfolio by Account level.


A One-Stop platform for all your Verilog needs
We will help you build strong fundamentals in Digital Electronics in addition to Verilog Programming
Got introduced to strange terms?
Don't worry, we have them explained at the end of each article
Code along with us referring to numerous scripts and simulation outputs in each technical article
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We believe in learning by doing! We try our best to bring out all the concepts on the plate along with relevant examples. Our aim is to make the Verilog Language well understood among the users and learners.
Have a question or a comment? Please feel free to contact us
We will answer you as quickly as possible
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{{template "links.html"}}
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This tool generates a Retail MAC as described by
ISO-9797-1
.
Key:
Data:
Padding:
None
Method 1
Method 2
Retail MAC
Result:
{{template "error.html"}} {{template "scripts.html"}}


THE HARLYN PIE
THE Peter family, who formerly lived at Harlyn, left the place, and sold the estate to a farmer. The common report was that one of the family manured his land with earth from the graves in Constantine churchyard.
A considerable quantity of land formerly said to belong to the poor of the parish cannot now he found, as all the marks are gone.
The gold collar deposited in the Royal Institution at Truro, by H.R.H., the Duke of Cornwall, was found on the Harlyn estate.


/** * @author Richard Davey<EMAIL_ADDRESS>* @copyright 2014 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * The Physics Body is linked to a single Sprite. All physics operations should be performed against the body rather than * the Sprite itself. For example you can set the velocity, bounce values etc all on the Body. * * @class Phaser.Physics.Ninja.Body * @classdesc Ninja Physics Body Constructor * @constructor * @param {Phaser.Physics.Ninja} system - The physics system this Body belongs to. * @param {Phaser.Sprite} sprite - The Sprite object this physics body belongs to. * @param {number} [type=1] - The type of Ninja shape to create. 1 = AABB, 2 = Circle or 3 = Tile. * @param {number} [id=1] - If this body is using a Tile shape, you can set the Tile id here, i.e. Phaser.Physics.Ninja.Tile.SLOPE_45DEGpn, Phaser.Physics.Ninja.Tile.CONVEXpp, etc. * @param {number} [radius=16] - If this body is using a Circle shape this controls the radius. * @param {number} [x=0] - The x coordinate of this Body. This is only used if a sprite is not provided. * @param {number} [y=0] - The y coordinate of this Body. This is only used if a sprite is not provided. * @param {number} [width=0] - The width of this Body. This is only used if a sprite is not provided. * @param {number} [height=0] - The height of this Body. This is only used if a sprite is not provided. */ Phaser.Physics.Ninja.Body = function (system, sprite, type, id, radius, x, y, width, height) { sprite = sprite || null; if (typeof type === 'undefined') { type = 1; } if (typeof id === 'undefined') { id = 1; } if (typeof radius === 'undefined') { radius = 16; } /** * @property {Phaser.Sprite} sprite - Reference to the parent Sprite. */ this.sprite = sprite; /** * @property {Phaser.Game} game - Local reference to game. */ this.game = system.game; /** * @property {number} type - The type of physics system this body belongs to. */ this.type = Phaser.Physics.NINJA; /** * @property {Phaser.Physics.Ninja} system - The parent physics system. */ this.system = system; /** * @property {Phaser.Physics.Ninja.AABB} aabb - The AABB object this body is using for collision. */ this.aabb = null; /** * @property {Phaser.Physics.Ninja.Tile} tile - The Tile object this body is using for collision. */ this.tile = null; /** * @property {Phaser.Physics.Ninja.Circle} circle - The Circle object this body is using for collision. */ this.circle = null; /** * @property {object} shape - A local reference to the body shape. */ this.shape = null; // Setting drag to 0 and friction to 0 means you get a normalised speed (px psec) /** * @property {number} drag - The drag applied to this object as it moves. * @default */ this.drag = 1; /** * @property {number} friction - The friction applied to this object as it moves. * @default */ this.friction = 0.05; /** * @property {number} gravityScale - How much of the world gravity should be applied to this object? 1 = all of it, 0.5 = 50%, etc. * @default */ this.gravityScale = 1; /** * @property {number} bounce - The bounciness of this object when it collides. A value between 0 and 1. We recommend setting it to 0.999 to avoid jittering. * @default */ this.bounce = 0.3; /** * @property {Phaser.Point} velocity - The velocity in pixels per second sq. of the Body. */ this.velocity = new Phaser.Point(); /** * @property {number} facing - A const reference to the direction the Body is traveling or facing. * @default */ this.facing = Phaser.NONE; /** * @property {boolean} immovable - An immovable Body will not receive any impacts from other bodies. Not fully implemented. * @default */ this.immovable = false; /** * A Body can be set to collide against the World bounds automatically and rebound back into the World if this is set to true. Otherwise it will leave the World. * @property {boolean} collideWorldBounds - Should the Body collide with the World bounds? */ this.collideWorldBounds = true; /** * Set the checkCollision properties to control which directions collision is processed for this Body. * For example checkCollision.up = false means it won't collide when the collision happened while moving up. * @property {object} checkCollision - An object containing allowed collision. */ this.checkCollision = { none: false, any: true, up: true, down: true, left: true, right: true }; /** * This object is populated with boolean values when the Body collides with another. * touching.up = true means the collision happened to the top of this Body for example. * @property {object} touching - An object containing touching results. */ this.touching = { none: true, up: false, down: false, left: false, right: false }; /** * This object is populated with previous touching values from the bodies previous collision. * @property {object} wasTouching - An object containing previous touching results. */ this.wasTouching = { none: true, up: false, down: false, left: false, right: false }; /** * @property {number} maxSpeed - The maximum speed this body can travel at (taking drag and friction into account) * @default */ this.maxSpeed = 8; if (sprite) { x = sprite.x; y = sprite.y; width = sprite.width; height = sprite.height; if (sprite.anchor.x === 0) { x += (sprite.width * 0.5); } if (sprite.anchor.y === 0) { y += (sprite.height * 0.5); } } if (type === 1) { this.aabb = new Phaser.Physics.Ninja.AABB(this, x, y, width, height); this.shape = this.aabb; } else if (type === 2) { this.circle = new Phaser.Physics.Ninja.Circle(this, x, y, radius); this.shape = this.circle; } else if (type === 3) { this.tile = new Phaser.Physics.Ninja.Tile(this, x, y, width, height, id); this.shape = this.tile; } }; Phaser.Physics.Ninja.Body.prototype = { /** * Internal method. * * @method Phaser.Physics.Ninja.Body#preUpdate * @protected */ preUpdate: function () { // Store and reset collision flags this.wasTouching.none = this.touching.none; this.wasTouching.up = this.touching.up; this.wasTouching.down = this.touching.down; this.wasTouching.left = this.touching.left; this.wasTouching.right = this.touching.right; this.touching.none = true; this.touching.up = false; this.touching.down = false; this.touching.left = false; this.touching.right = false; this.shape.integrate(); if (this.collideWorldBounds) { this.shape.collideWorldBounds(); } }, /** * Internal method. * * @method Phaser.Physics.Ninja.Body#postUpdate * @protected */ postUpdate: function () { if (this.sprite) { if (this.sprite.type === Phaser.TILESPRITE) { // TileSprites don't use their anchor property, so we need to adjust the coordinates this.sprite.x = this.shape.pos.x - this.shape.xw; this.sprite.y = this.shape.pos.y - this.shape.yw; } else { this.sprite.x = this.shape.pos.x; this.sprite.y = this.shape.pos.y; } } if (this.velocity.x < 0) { this.facing = Phaser.LEFT; } else if (this.velocity.x > 0) { this.facing = Phaser.RIGHT; } if (this.velocity.y < 0) { this.facing = Phaser.UP; } else if (this.velocity.y > 0) { this.facing = Phaser.DOWN; } }, /** * Stops all movement of this body. * * @method Phaser.Physics.Ninja.Body#setZeroVelocity */ setZeroVelocity: function () { this.shape.oldpos.x = this.shape.pos.x; this.shape.oldpos.y = this.shape.pos.y; }, /** * Moves the Body forwards based on its current angle and the given speed. * The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms). * * @method Phaser.Physics.Body#moveTo * @param {number} speed - The speed at which it should move forwards. * @param {number} angle - The angle in which it should move, given in degrees. */ moveTo: function (speed, angle) { var magnitude = speed * this.game.time.physicsElapsed; var angle = this.game.math.degToRad(angle); this.shape.pos.x = this.shape.oldpos.x + (magnitude * Math.cos(angle)); this.shape.pos.y = this.shape.oldpos.y + (magnitude * Math.sin(angle)); }, /** * Moves the Body backwards based on its current angle and the given speed. * The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms). * * @method Phaser.Physics.Body#moveBackward * @param {number} speed - The speed at which it should move backwards. * @param {number} angle - The angle in which it should move, given in degrees. */ moveFrom: function (speed, angle) { var magnitude = -speed * this.game.time.physicsElapsed; var angle = this.game.math.degToRad(angle); this.shape.pos.x = this.shape.oldpos.x + (magnitude * Math.cos(angle)); this.shape.pos.y = this.shape.oldpos.y + (magnitude * Math.sin(angle)); }, /** * If this Body is dynamic then this will move it to the left by setting its x velocity to the given speed. * The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms). * * @method Phaser.Physics.Body#moveLeft * @param {number} speed - The speed at which it should move to the left, in pixels per second. */ moveLeft: function (speed) { var fx = -speed * this.game.time.physicsElapsed; this.shape.pos.x = this.shape.oldpos.x + Math.min(this.maxSpeed, Math.max(-this.maxSpeed, this.shape.pos.x - this.shape.oldpos.x + fx)); }, /** * If this Body is dynamic then this will move it to the right by setting its x velocity to the given speed. * The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms). * * @method Phaser.Physics.Body#moveRight * @param {number} speed - The speed at which it should move to the right, in pixels per second. */ moveRight: function (speed) { var fx = speed * this.game.time.physicsElapsed; this.shape.pos.x = this.shape.oldpos.x + Math.min(this.maxSpeed, Math.max(-this.maxSpeed, this.shape.pos.x - this.shape.oldpos.x + fx)); }, /** * If this Body is dynamic then this will move it up by setting its y velocity to the given speed. * The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms). * * @method Phaser.Physics.Body#moveUp * @param {number} speed - The speed at which it should move up, in pixels per second. */ moveUp: function (speed) { var fx = -speed * this.game.time.physicsElapsed; this.shape.pos.y = this.shape.oldpos.y + Math.min(this.maxSpeed, Math.max(-this.maxSpeed, this.shape.pos.y - this.shape.oldpos.y + fx)); }, /** * If this Body is dynamic then this will move it down by setting its y velocity to the given speed. * The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms). * * @method Phaser.Physics.Body#moveDown * @param {number} speed - The speed at which it should move down, in pixels per second. */ moveDown: function (speed) { var fx = speed * this.game.time.physicsElapsed; this.shape.pos.y = this.shape.oldpos.y + Math.min(this.maxSpeed, Math.max(-this.maxSpeed, this.shape.pos.y - this.shape.oldpos.y + fx)); }, /** * Resets all Body values and repositions on the Sprite. * * @method Phaser.Physics.Ninja.Body#reset */ reset: function () { this.velocity.set(0); this.shape.pos.x = this.sprite.x; this.shape.pos.y = this.sprite.y; this.shape.oldpos.copyFrom(this.shape.pos); }, /** * Returns the absolute delta x value. * * @method Phaser.Physics.Ninja.Body#deltaAbsX * @return {number} The absolute delta value. */ deltaAbsX: function () { return (this.deltaX() > 0 ? this.deltaX() : -this.deltaX()); }, /** * Returns the absolute delta y value. * * @method Phaser.Physics.Ninja.Body#deltaAbsY * @return {number} The absolute delta value. */ deltaAbsY: function () { return (this.deltaY() > 0 ? this.deltaY() : -this.deltaY()); }, /** * Returns the delta x value. The difference between Body.x now and in the previous step. * * @method Phaser.Physics.Ninja.Body#deltaX * @return {number} The delta value. Positive if the motion was to the right, negative if to the left. */ deltaX: function () { return this.shape.pos.x - this.shape.oldpos.x; }, /** * Returns the delta y value. The difference between Body.y now and in the previous step. * * @method Phaser.Physics.Ninja.Body#deltaY * @return {number} The delta value. Positive if the motion was downwards, negative if upwards. */ deltaY: function () { return this.shape.pos.y - this.shape.oldpos.y; } }; /** * @name Phaser.Physics.Ninja.Body#x * @property {number} x - The x position. */ Object.defineProperty(Phaser.Physics.Ninja.Body.prototype, "x", { get: function () { return this.shape.pos.x; }, set: function (value) { this.shape.pos.x = value; } }); /** * @name Phaser.Physics.Ninja.Body#y * @property {number} y - The y position. */ Object.defineProperty(Phaser.Physics.Ninja.Body.prototype, "y", { get: function () { return this.shape.pos.y; }, set: function (value) { this.shape.pos.y = value; } }); /** * @name Phaser.Physics.Ninja.Body#width * @property {number} width - The width of this Body * @readonly */ Object.defineProperty(Phaser.Physics.Ninja.Body.prototype, "width", { get: function () { return this.shape.width; } }); /** * @name Phaser.Physics.Ninja.Body#height * @property {number} height - The height of this Body * @readonly */ Object.defineProperty(Phaser.Physics.Ninja.Body.prototype, "height", { get: function () { return this.shape.height; } }); /** * @name Phaser.Physics.Ninja.Body#bottom * @property {number} bottom - The bottom value of this Body (same as Body.y + Body.height) * @readonly */ Object.defineProperty(Phaser.Physics.Ninja.Body.prototype, "bottom", { get: function () { return this.shape.pos.y + this.shape.yw; } }); /** * @name Phaser.Physics.Ninja.Body#right * @property {number} right - The right value of this Body (same as Body.x + Body.width) * @readonly */ Object.defineProperty(Phaser.Physics.Ninja.Body.prototype, "right", { get: function () { return this.shape.pos.x + this.shape.xw; } }); /** * @name Phaser.Physics.Ninja.Body#speed * @property {number} speed - The speed of this Body * @readonly */ Object.defineProperty(Phaser.Physics.Ninja.Body.prototype, "speed", { get: function () { return Math.sqrt(this.shape.velocity.x * this.shape.velocity.x + this.shape.velocity.y * this.shape.velocity.y); } }); /** * @name Phaser.Physics.Ninja.Body#angle * @property {number} angle - The angle of this Body * @readonly */ Object.defineProperty(Phaser.Physics.Ninja.Body.prototype, "angle", { get: function () { return Math.atan2(this.shape.velocity.y, this.shape.velocity.x); } });


This week brings a boost in visibility of results, not just for startup, but for all the performance testing we're doing on all branches and platforms. As I mentioned last week, I was working on an automated method of generating the cross-branch startup results. Luckily Johnath and Chris Atlee had done the hard work when making the performance dashboard. It has a JSON file that contains a roll-up of the previous 7 days performance data, which is updated every 5 minutes with new Talos results. Using that as the datasource, I wrote a script summarizes the results for each test+branch+OS combination across all the boxes that returned results, as well as stable branch and previous week differences. The final product gives a snapshot view of how each branch compares to the stable branch.
This is useful for a few different reasons. First, we (and the press and our users and our managers and everyone really) are able to know at-a-glance how any branch compares to the stable release branch. An example of another use is that before the JS team does a Tracemonkey merge, they can quickly see if any major performance effects can be expected.
The table shows red or green for any differences that are outside of a 2% threshold, to take test noise into account. This is quite liberal, as I've already calculated the numbers to take into account whether the difference is within the standard deviation. Reducing the noise in the tests would be a big help - perhaps some researcher will take up Roc's challenge. A second point of trust is my math :) I'm not a statistician, so please view source and let me know where I've miscalculated.
An example of the full report is here. I'm going to file a bug and work with release-engineering to get it pushed out to the graph server, where the dashboard lives. The data from this week's startup table is copied below (though sans the color-coding of the real thing.
Ts
| Firefox3.5 | Firefox3.6 | Firefox | TraceMonkey | |
| Leopard | median: 1469deviation: 110mean: 1481
from last week: 2% |
median: 1115 deviation: 59 mean: 1096 from last week: 3% from 3.5: 26% | median: 1036 deviation: 48 mean: 1006 from last week: 1% from 3.5: 32% | median: 1014 deviation: 38 mean: 1000 from last week: 0% from 3.5: 32% |
| Linux | median: 625 deviation: 7 mean: 626 from last week: 0% | median: 632 deviation: 7 mean: 633 from last week: 0% from 3.5: -1% | median: 619 deviation: 10 mean: 623 from last week: 1% | median: 628 deviation: 7 mean: 628 from last week: 0% |
| Vista | median: 538 deviation: 8 mean: 540 from last week: 0% | median: 533 deviation: 13 mean: 537 from last week: 1% from 3.5: 1% | median: 503 deviation: 23 mean: 509 from last week: 0% from 3.5: 6% | median: 511 deviation: 41 mean: 531 from last week: 11% from 3.5: 2% |
| XP | median: 461 deviation: 6 mean: 461 from last week: 0% | median: 464 deviation: 6 mean: 464 from last week: 1% from 3.5: -1% | median: 448 deviation: 7 mean: 448 from last week: 0% from 3.5: 3% | median: 530 deviation: 38 mean: 501 from last week: 10% from 3.5: -9% |
- Taras and Joel are still working on bug 524202, tracking down exactly how and when dynamic library code is loaded. They're past diagnostics, and are now into implementation, coaxing the linker into ordering functions in the optimal sequence. See this comment for a good summary of the issue. Joel put up a very detailed blog post about the work they've been doing.
- Ryan Flint posted an update on his startup bug activity this week.
- Have a patch enabling Windows cold-startup testing for Talos for bug 522807, but it's causing the whole OS to freeze, only recoverable via reboot. Fun! I also added some details and links about how Prefetch/SuperFetch work on Windows to the wiki.
- Rob Strong pushed bug 311965 to mozilla-central, comm-central and 1.9.2 while also ensuring not to break all the toolkit apps that depend on this code. Truly a gentleman of the Mozilla ecosystem.
- Taras put a new patch up for service caching in bug 516085.
- Everything is about ready for re-enabling rebasing on Windows in bug 484799, just needs landing.
- John Dagget posted some test times in bug 519445 for yet further reductions in Mac startup time spent in font system initialization, just needs review.
Bug 512645, removing the setTimeout 10ms wait in chrome JS, is ready to land. I'll try to land this weekend if the bug owner doesn't get around to it first (hint hint). Projects in a holding pattern:
Drew has a patch up for bug 506814, getting rid of Change GetPersistentDescriptor/SetPersistentDescriptor on Mac, just needs review from Josh.
- Ben Hsieh has been prototyping a whole Fastload cache replacement in bug 520309.
- JARification: David abandoned moving JS modules into a JAR file, since those files are fastloaded. However, since we want things like post-extension-install restarts to be fast, and those cause fastload cache invalidation, we might want to do things like this anyways. I filed a bug for the same treatment for components. These are lower priority, since they're not the normal startup case. Follow along with all JAR-ification via the tracker bug.
- Startup Timeline: No updates, still not landed. Add [ft] in the whiteboard of your bug w/ the function names you want timed and David will generate it and update the bug.
- Static Analysis: No progress on bug 506128. David needs to file a bug with the final log of named-yet-uncalled functions.
- Dirty Profile Testing: No progress. Need to list scenarios, file bugs for each, generate Talos config patches and profile data, and then move it into Rel-Eng territory. Also, need to get a separate Tinderbox tree, since it's going to cause a bazillion new columns.
- Joel Reymont noted in bug 513076 that there are serious drawbacks to getting our libraries in the dyld shared cache on Mac, so has deprioritized that work.
- No updates on Zack's CSS parser changes in bug 513149. As usual, more details and links are available on the project wiki, and we're available to answer questions in #startup on irc.mozilla.org.
UPDATE: Fixed link to full report.


Post-Rock: Defining a lost era of music
Music videos to get lost in
Home Page
Video Tribute
Post-Rock Rankings
Godspeed You! Black Emperor
Merch
History of band
Yndi Halda
Godspeed You! Black Emperor-Rockets Fall on Rocket Falls


| Contract File | Joining Commitement File | Salary BreakUp File | Action | |||
|---|---|---|---|---|---|---|
| {{data.file_type_name}}
|
No file uploaded | {{data.file_type_name}}
|
No file uploaded | {{data.file_type_name}}
|
No file uploaded |
| S.No | Client Name | Task Assigned | Action | |
|---|---|---|---|---|
| {{i+1}} | {{data.client_name}} | yes | No |
| S.No | Training Task Assigned | Action | |
|---|---|---|---|
| {{i+1}} | yes | No |


A YANG model catalog and registry that allows users to find models relevant to their use cases from the large and growing number of YANG modules being published.
This server is running:
oper
and the password is oper
.For access to the REST interface using curl, try the following to receive the content of the organizations subtree from the module catalog YANG:
$ curl -u oper:oper http://yangcatalog.org/api/operational/organizations?deep
And to get the same data but in JSON-format, use the following:
$ curl -H "Accept: application/vnd.yang.data+json" -u oper:oper http://yangcatalog.org/api/operational/organizations?deep


| Classes | Subjects | Fees(Per Month) |
|---|---|---|
| 3-8 | All Subjects | Rs. 800/- |
| 9-10 | Science, Social Science, Mathematics | Rs. 1000/- |
| 11-12 | Economics | Rs. 500/- |
Address: 46-B Brij Vihar Colony, Near Vaishali Nagar, Indore, Madhya Pradesh-452009
Mobile:<PHONE_NUMBER>,<PHONE_NUMBER>


This paragraph will show/hide with very fast speed.
This paragraph will show/hide with default speed.
This paragraph will show/hide with fast speed.
This paragraph will show/hide with slow speed.
This paragraph will show/hide with very slow speed.


The Berkeley DB Btree, Queue and Recno access methods can operate on logical record numbers. Record numbers are 1-based, not 0-based, that is, the first record in a database is record number 1.
In all cases for the Queue and Recno access methods, and when calling the Btree access method using the DB->get() and DBC->get() methods with the DB_SET_RECNO flag specified, the data field of the key DBT must be a pointer to a memory location of type db_recno_t, as typedef'd in the standard Berkeley DB include file. The size field of the key DBT should be the size of that type (for example, "sizeof(db_recno_t)" in the C programming language). The db_recno_t type is a 32-bit unsigned type, which limits the number of logical records in a Queue or Recno database, and the maximum logical record which may be directly retrieved from a Btree database, to 4,294,967,295.
Record numbers in Recno databases can be configured to run in either mutable or fixed mode: mutable, where logical record numbers change as records are deleted or inserted, and fixed, where record numbers never change regardless of the database operation. Record numbers in Queue databases are always fixed, and never change regardless of the database operation. Record numbers in Btree databases are always mutable, and as records are deleted or inserted, the logical record number for other records in the database can change. See Logically renumbering records for more information.
When appending new data items into Queue databases, record numbers wrap around. When the tail of the queue reaches the maximum record number, the next record appended will be given record number 1. If the head of the queue ever catches up to the tail of the queue, Berkeley DB will return the system error EFBIG. Record numbers do not wrap around when appending new data items into Recno databases.
Configuring Btree databases to support record numbers can severely limit the throughput of applications with multiple concurrent threads writing the database, because locations used to store record counts often become hot spots that many different threads all need to update. In the case of a Btree supporting duplicate data items, the logical record number refers to a key and all of its data items, as duplicate data items are not individually numbered.
The following is an example function that reads records from standard input and stores them into a Recno database. The function then uses a cursor to step through the database and display the stored records.
int recno_build(DB *dbp) { DBC *dbcp; DBT key, data; db_recno_t recno; u_int32_t len; int ret; char buf[1024]; /* Insert records into the database. */ memset(&key, 0, sizeof(DBT)); memset(&data, 0, sizeof(DBT)); for (recno = 1;; ++recno) { printf("record #%lu> ", (u_long)recno); fflush(stdout); if (fgets(buf, sizeof(buf), stdin) == NULL) break; if ((len = strlen(buf)) <= 1) continue; key.data = &recno; key.size = sizeof(recno); data.data = buf; data.size = len - 1; switch (ret = dbp->put(dbp, NULL, &key, &data, 0)) { case 0: break; default: dbp->err(dbp, ret, "DB->put"); break; } } printf("\n"); /* Acquire a cursor for the database. */ if ((ret = dbp->cursor(dbp, NULL, &dbcp, 0)) != 0) { dbp->err(dbp, ret, "DB->cursor"); return (1); } /* Re-initialize the key/data pair. */ memset(&key, 0, sizeof(key)); memset(&data, 0, sizeof(data)); /* Walk through the database and print out the key/data pairs. */ while ((ret = dbcp->get(dbcp, &key, &data, DB_NEXT)) == 0) printf("%lu : %.*s\n", *(u_long *)key.data, (int)data.size, (char *)data.data); if (ret != DB_NOTFOUND) dbp->err(dbp, ret, "DBcursor->get"); /* Close the cursor. */ if ((ret = dbcp->close(dbcp)) != 0) { dbp->err(dbp, ret, "DBcursor->close"); return (1); } return (0); }


Multiple Workspaces
It's now possible to have multiple characters open at once, useful for cross-referencing dialogue.
To open a character, click the "Characters" button, which will bring up a selection form. You can either click the character or search for them. Characters will each be given their own workspace, accessible through a tab at the top of the window. To close a character, click the X in their tab.
The horizontal tabs (Metadata, Images, Dialogue, etc.) which were previously on top are now located on the left side of the workspace.
Easier Character Creation
To create a new character, open the Charatcers selection form. Type the name for your new character and press enter. Assuming no one already has this name, it will enable a "Create New" button. Press the button or enter again to create a new character, which is automatically added to the testing tables.
Tag Screen
In support of the mission to use a consistent set of tags, the free text Tag list has been replaced with a series of questionnaires. Simply check the tags that apply for your character and be done.
Wardrobe Screen
The clunky wardrobe list has been replaced with a table, making it faster and easier to fill in.
Kisekae Integration
- Better Kisekae v83 support in general
- Support for global scene objects (ex. extra arms and other tabs in Kisekae with a + on them)
- Local images loaded in Kisekae can now be imported by the editor, allowing for a greater array of clothing options and such.
Template Overhaul
Frequently people spent more time fighting pose templates wrecking their work than getting anything useful out of them.
Templates spend less time trying (and failing) to be smart, and should actually prove useful now.
Sample workflow:
- In the Kisekae export screen, filter it to only include physical appearance-related things, and paste this into the base code.
- Filter to only include clothing (which can now include hair and other things), and paste this into the stage codes.
- Pose the character in Kisekae, and filter to only include pose-related things (arm or leg positioning, facial expression, etc.) AND any belts, hair, ribbons, etc. that were repositioned for that pose.
The template will combine the base and stage codes, look for any belts or other positioned things in the pose and throw away any that don't appear in the base+stage, and then merge the remaining parts of the pose into the base+stage. In short, this means you can pose belts et al in the emotion, and it will keep them for any clothing stages that actually use those belts, while taking them out for layers that don't.
Variable Intellisense
Typing ~ will now display a list of available variables for the current case. Typing punctuation or space will auto-complete the first variable in the list, speeding up typing. For variables with functions (ex. ~clothing.ifPlural(...)~) it will list out the available functions and their parameters as you type.
Bug Fixes
Image imports failing after a long session should be much less frequent, if not eliminated all together.


My Pet Zuri
Zuri is my emotional support animal.
We've been together for a while now and she has become an important part of my life.
Things Zuri likes.
- Cuddling
- Playing around in the couch
- watching TV
Places Zuri would like to visit.
- Giraffe Manor
- Nairobi Tech Week
- Coachella
- Disney Land
Note to Zuri.
Thank you for always being such an amazing friend


Caen is known for its historical buildings, built during the reign of William the Conqueror, who was buried here. Ouistreham is the small English channel port and fishing harbour, which serves as the port for the city of Caen. Both places have marinas accessed via locks.
Position 49° 17'30"N, 00° 14'37"W (river entrance)
The marina at the port of Ouistreham is accessible at all states of the tide.
If proceeding up the 14km canal to Caen, the lock there is open approximately 2 hrs each side of HW.
If sailing to Caen from Ouistreham, leave in sufficient time (at least 30 minutes) to reach the bridge at Benouville (Pegasus Bridge) at 1010, 1330 or 1630. On leaving Caen, the bridge at the entrance to the marina opens at 0845, 1200 and 1500.
Note - during July on Friday and Sunday evenings there are also three supplementary openings. Full details from Ouistreham Capitainerie.
Commercial ship movements may delay opening times.
Last updated April 2016.


Behavior
Nidoriino's heavy horn is stronger than diamond. In case of danger, the antennae on his back rise up. Pokemon with all its might and fury challenges the enemy.


Methods summary
public
|
|
public
struct
|
#
add( string $name, string $code, boolean $publish = true )
Add a new template
Parameters
- $name
string the name for the new template - must be unique
- $code
string the HTML code for the template with mc:edit attributes for the editable
elements
- $publish
boolean set to false to add a draft template without publishing
Returns
struct the information saved about the new template - slug string the immutable unique
code name of the template - name string the name of the template - code string
the full HTML code of the template, with mc:edit attributes marking the editable
elements - draft version - publish_name string the same as the template name -
kept as a separate field for backwards compatibility - publish_code string the
full HTML code of the template, with mc:edit attributes marking the editable
elements that are available as published, if it has been published -
published_at string the date and time the template was last published as a UTC
string in YYYY-MM-DD HH:MM:SS format, or null if it has not been published -
created_at string the date and time the template was first created as a UTC
string in YYYY-MM-DD HH:MM:SS format - updated_at string the date and time the
template was last modified as a UTC string in YYYY-MM-DD HH:MM:SS format
|
public
struct
|
#
info( string $name )
Get the information for an existing template
Get the information for an existing template
Parameters
- $name
string the immutable name of an existing template
Returns
struct the requested template information - slug string the immutable unique code name
of the template - name string the name of the template - code string the full
HTML code of the template, with mc:edit attributes marking the editable elements
- draft version - publish_name string the same as the template name - kept as a
separate field for backwards compatibility - publish_code string the full HTML
code of the template, with mc:edit attributes marking the editable elements that
are available as published, if it has been published - published_at string the
date and time the template was last published as a UTC string in YYYY-MM-DD
HH:MM:SS format, or null if it has not been published - created_at string the
date and time the template was first created as a UTC string in YYYY-MM-DD
HH:MM:SS format - updated_at string the date and time the template was last
modified as a UTC string in YYYY-MM-DD HH:MM:SS format
|
public
struct
|
#
update( string $name, string $code, boolean $publish = true )
Update the code for an existing template
Update the code for an existing template
Parameters
- $name
string the immutable name of an existing template
- $code
string the new code for the template
- $publish
boolean set to false to update the draft version of the template without publishing
Returns
struct the template that was updated - slug string the immutable unique code name of
the template - name string the name of the template - code string the full HTML
code of the template, with mc:edit attributes marking the editable elements -
draft version - publish_name string the same as the template name - kept as a
separate field for backwards compatibility - publish_code string the full HTML
code of the template, with mc:edit attributes marking the editable elements that
are available as published, if it has been published - published_at string the
date and time the template was last published as a UTC string in YYYY-MM-DD
HH:MM:SS format, or null if it has not been published - created_at string the
date and time the template was first created as a UTC string in YYYY-MM-DD
HH:MM:SS format - updated_at string the date and time the template was last
modified as a UTC string in YYYY-MM-DD HH:MM:SS format
|
public
struct
|
#
publish( string $name )
Publish the content for the template. Any new messages sent using this
template will start using the content that was previously in draft.
Publish the content for the template. Any new messages sent using this
template will start using the content that was previously in draft.
Parameters
- $name
string the immutable name of an existing template
Returns
struct the template that was published - slug string the immutable unique code name of
the template - name string the name of the template - code string the full HTML
code of the template, with mc:edit attributes marking the editable elements -
draft version - publish_name string the same as the template name - kept as a
separate field for backwards compatibility - publish_code string the full HTML
code of the template, with mc:edit attributes marking the editable elements that
are available as published, if it has been published - published_at string the
date and time the template was last published as a UTC string in YYYY-MM-DD
HH:MM:SS format, or null if it has not been published - created_at string the
date and time the template was first created as a UTC string in YYYY-MM-DD
HH:MM:SS format - updated_at string the date and time the template was last
modified as a UTC string in YYYY-MM-DD HH:MM:SS format
|
public
struct
|
#
delete( string $name )
Delete a template
Parameters
- $name
string the immutable name of an existing template
Returns
struct the template that was deleted - slug string the immutable unique code name of
the template - name string the name of the template - code string the full HTML
code of the template, with mc:edit attributes marking the editable elements -
draft version - publish_name string the same as the template name - kept as a
separate field for backwards compatibility - publish_code string the full HTML
code of the template, with mc:edit attributes marking the editable elements that
are available as published, if it has been published - published_at string the
date and time the template was last published as a UTC string in YYYY-MM-DD
HH:MM:SS format, or null if it has not been published - created_at string the
date and time the template was first created as a UTC string in YYYY-MM-DD
HH:MM:SS format - updated_at string the date and time the template was last
modified as a UTC string in YYYY-MM-DD HH:MM:SS format
|
public
array
|
#
getList( )
Return a list of all the templates available to this user
Return a list of all the templates available to this user
Returns
array an array of structs with information about each template - return[] struct the
information on each template in the account - slug string the immutable unique
code name of the template - name string the name of the template - code string
the full HTML code of the template, with mc:edit attributes marking the editable
elements - draft version - publish_name string the same as the template name -
kept as a separate field for backwards compatibility - publish_code string the
full HTML code of the template, with mc:edit attributes marking the editable
elements that are available as published, if it has been published -
published_at string the date and time the template was last published as a UTC
string in YYYY-MM-DD HH:MM:SS format, or null if it has not been published -
created_at string the date and time the template was first created as a UTC
string in YYYY-MM-DD HH:MM:SS format - updated_at string the date and time the
template was last modified as a UTC string in YYYY-MM-DD HH:MM:SS format
|
public
array
|
#
timeSeries( string $name )
Return the recent history (hourly stats for the last 30 days) for a
template
Return the recent history (hourly stats for the last 30 days) for a
template
Parameters
- $name
string the name of an existing template
Returns
array the array of history information - return[] struct the stats for a single hour -
time string the hour as a UTC date string in YYYY-MM-DD HH:MM:SS format - sent
integer the number of emails that were sent during the hour - hard_bounces
integer the number of emails that hard bounced during the hour - soft_bounces
integer the number of emails that soft bounced during the hour - rejects integer
the number of emails that were rejected during the hour - complaints integer the
number of spam complaints received during the hour - opens integer the number of
emails opened during the hour - unique_opens integer the number of unique opens
generated by messages sent during the hour - clicks integer the number of
tracked URLs clicked during the hour - unique_clicks integer the number of
unique clicks generated by messages sent during the hour
|
public
struct
|
#
render( string $template_name, array $template_content, array $merge_vars = null )
Inject content and optionally merge fields into a template, returning the
HTML that results
Inject content and optionally merge fields into a template, returning the
HTML that results
Parameters
- $template_name
string the immutable name of a template that exists in the user's account
- $template_content
array an array of template content to render. Each item in the array should be a
struct with two keys - name: the name of the content block to set the content
for, and content: the actual content to put into the block - template_content[]
struct the injection of a single piece of content into a single editable region
- name string the name of the mc:edit editable region to inject into - content
string the content to inject
- $merge_vars
array optional merge variables to use for injecting merge field content. If this is
not provided, no merge fields will be replaced. - merge_vars[] struct a single
merge variable - name string the merge variable's name. Merge variable names are
case-insensitive and may not start with _ - content string the merge variable's
content
Returns
struct the result of rendering the given template with the content and merge field
values injected - html string the rendered HTML as a string
|


{% extends "base.html" %} {% block main_title %}Campaigns{% endblock %} {% block title %}Campaign Information{% endblock %} {% block content %}
Hi {{user|capfirst}} ,
Your account should be approved by admin to create a Campaign.
You will be informed soon after approved.
{% endblock %}


Ivy RoundUp is an online Ivy repository that can be used in combination with the standard [[doc:resolver/packager Packager Resolver]].
This subversion repository is used to share ivy files before promoting them to ivyrep.
The official repository of maven hosts a great number of jars. It can be used by ivy to find the jars of your depedencies.
Open symphony has created an ivy repository you can use as a model or directly.
Java.net has a Maven repository with interesting stuff that can't be found on ibiblio
Search Maven Ibiblio repository
Repository of OSGi-ready versions of hundreds of open source enterprise libraries that are commonly used when developing Spring applications
A Maven repository hosted by JBoss
A Maven repository hosted by Codehaus
Here is a list of IDE plugins that brings the power of Apache Ivy to your favourite IDE.
Part of the Apache Ant project, it is a plugin for eclipse which helps writing Ivy files by bringing powerful code completion and wizards, and also let you add a classpath container keeping your eclipse project classpath in sync with the dependencies Ivy resolves.
NetBeans module providing Apache Ivy integration in Java and Web projects by exposing Ivy confs as shared libraries. Each conf is resolved and created as a library. The libraries can then be added to the project classpaths.
A plugin for NetBeans which provides full Apache Ivy integration into the library management feature of the Netbeans IDE.
An Intellij IDEA plugin for resolving dependencies using Apache Ivy and adding them in IntelliJ.
Another plugin for Intellij IDEA, which let you import all the libs described in the ivy.xml to the current module library.
Another plugin for Intellij IDEA, which reads IDEA module settings such as classpath and source directories from Ivy setup.
A plugin for Visual Studio to manage the inter dependencies of the solutions with Ivy.
Here is a list of the Apache Ivy related tools and plugins we are aware of that can be found over the net. Feel free to post on the mailing list to ask for your tool to be added here.
A collection of tools for managing and searching your Ivy repository.
Ivy Facade is a utility project aimed at visualizing an Ivy repository. It can be run as a stand-alone command or as part of a build script. Very useful for enterprise development using Ivy.
This set of plugins for Cruise Control let you integrate Ivy with this famous continuous integration server.
This is a Apache Subversion dependency resolver for Ivy 2.1.0.
SAnt (Shared Ant) is an experimental build system based on Ant and Ivy, primarily developpedd as part of the hippo project.
is an entry on Philipp Meier's weblog which explain how he used ivy and xslt to generate his application.xml files.
This sourceforge project aims to gather community contributed tools and plugins for Ivy.
this is not directly related to Ivy, but more to the link above. You have also the possibility to use this task to generate your ear, which does not depend on Ivy, but which can be very easily integrated with.
A step by step guide to assist beginners in understanding basic concepts/tasks and use them straight away in their projects either through Ant build or in Eclipse IDE.
Some introductory articles from David Harrigan about configuring and using Ivy.
slides and demo sources from Xavier's ApacheCon EU 2007 talk
The Netbeans FAQ has an entry explaining how to use Ivy in their open source IDE.
Chris gives a good idea of how to use Ivy, Cruise Control and nant in a dotnet project environment
Davor Cengija on his blog explain how he integrates Ivy in luntbuild, an open source continuous integration server
Johan stuyts, the author of SAnt, also contributed a nice article on his view of how to use Ivy on a multi module environment.
This article is not related to Ivy, but to build script in general, but we thought it may be worth for Ivy users to read it.
Apache Ant is the popular build tool with which ivy is integrated.
AntContrib is a project offering a set of useful tasks for ant.
Javalobby is a Java community site with interesting forums and tutorials


{% include header.html %}
mini2Dx uses a Gradle-based build system.
The Project Generator provides templates for quickly setting up your game project.
mini2Dx Project Generator for Mac OSGet started by generating a new project for your game using the Project Generator.
Import your project into Eclipse or IntelliJ. You can also use the command line to build your project.
Use the command line tools to launch your game on desktop, Android and iOS and package it for release.


I expect that any decent sized sample of a convex process will have more numbers with a leading significant digit of 1, followed by significant digit 2, and the least occurrence of numbers with significant digit 9, since
$f^{-1}(2) - f^{-1}(1) > f^{-1}(3) - f^{-1}(2) > … > f^{-1}(9) - f^{-1}(8)$
for a convex function $f(t)$ and uniform distribution of $t$. To see this in action I thought to plot the histogram of significant digits of publication citations, since I think it’s reasonable that the more citations a paper has, the more likely it is to be cited again. This meets the convex criterion. For a roughly uniform sampling of $t$, we should collect the citations of papers of senior researchers (although I make one exception out of curiosity).
To get the data, I used the Publish or Perish application, a Windows interface to Google Scholar, and downloaded six csv files, one per researcher. Here’s the J code I use to plot the histograms:
And a version made using R’s ggplot:
So the results match intuition, but the next question is why (except for the less senior researcher) do the distributions so closely match the log distribution $log(1 + 1/x)$? Here’s one answer by Hill 1995.
References


No information known.
Passports must be valid for at least 9 months.
All citizens, except those of Namibia, require a visa in advance. Visas are valid for stays of up to 30 days and can be renewed twice.
Visas can now be applied for online at www.angola.org.uk/PDF/formularios/visa_application.pdf and take about 15 days. The visa must be used within 60 days of being issued.
Penalties for over-staying a visa is a fine of US$150 per day.
Last updated November 2015.
The ban on local currency being taken out of the country has now been lifted.
Last updated November 2015.
Yellow fever inoculations are mandatory.
Protection against malaria essential.
Drink or use only boiled or bottled water and avoid ice in drinks.
Rabies is common and visitors should take appropriate precautions. The rabies vaccine is in short supply.
Poisonous snakes can be found in most regions of Angola. Scorpions are common in the drier areas. Antidotes are in short supply.
The rural areas are still full of unexploded landmines.
There are several competent private clinics run by expatriate organisations in Luanda. Fees are high and are charged in advance. Outside Luanda health care is very limited.
You must not use cameras, binoculars, maps, GPS equipment, etc. near government buildings of any description.
Taking photographs in the streets can draw the attention of the authorities. Your equipment may be confiscated.
Carry a certified copy of your passport (data page and visa) and/or identity documents at all times for identification purposes or you will be liable for an on-the-spot fine of $US 100.


@(user:models.users.User) @main("contactUs" ,user) {
Hi! Thank you for Wishing to Contact Us ,
Submit Youre inquiry & we will try to get back to you within 48 hours.
Galway,Ireland
+01 456 9578
RealSneakersReviewsU@@hotmail.com


Configuration
Networking
SSID
Password
Hostname
MQTT Server
Status Topic
Graphs
Light
Min
Max
Refresh
Battery
Min
Max
Refresh
Temperature
Min
Max
Refresh
Humidity
Min
Max
Refresh
Update
Firmware Upgrade
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il
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No textbooks required!
| Usefulness |
{{ getPercent(book) + '% found it useful' }}
{{ book.usefulness.up + book.usefulness.down + ' ratings' }}
|
|---|---|
| Author | {{ book.author }} |
| SKU | {{ book.sku }} |
| Price for new | {{ book.new_price }} |
| Price for used | {{ book.used_price }} |


About Me
Hi there! My name is Jackson and I'm currently a university student at CU Boulder studying economics. I'm also pursueing website development on the side through a course at CU Boulder.
Since I'm new to web development, I don't have any projects to showcase, so currently in the work section, all projects don't have functioning links. Instead, I opted to showcase potential project ideas I have in the future.
Once I have more projects and experience, I'll update this portfolio fully.


Requirements
The following requirements state the functions and capabilities that the DML system will provide, although some requirements may be stated on other pages:
- Integration with University of Aveiro’s services (UU) — for easier access and information retrieval;
- Wiki-based platform — imposed by stakeholders — search for information in the system and manage equipments and their requisitions, projects and users;
- Android and iOS apps — manage projects and request equipments using their QR codes to make the requisition process agile;
- Self-managed network — able to satisfy the users’ requests to VM’s and VLANs autonomously, in order to overcome UA’s network constraints;
- Components must be independent — the failure of a plugin component must not affect neither the core nor other plugins;
- History of equipment usage (owner and associated project) — keep a log of users who might have broken it;
- Ability to automatically test the reachability of a set of endpoints;
- Interface to manage the room’s network;
- Statistics about the room’s usage (count people);
- The system must provide APIs for easy expansion — this is a multi-year project.
Features
DETI MakerLab (DML) platform includes the following features:
- Create, edit and delete projects;
- Register and edit equipment’s info and their quantity;
- Invite and remove collaborators to projects;
- Generation of QR codes for unlabeled units;
- Search users/projects/equipments;
- Document users/projects/equipments with text, images and file attachments;
- Version controlled documentation;
- Let teachers approve projects;
- Request and return/release electronic equipment in the context of approved projects;
- Scanning QR codes of equipments using the mobile app in order to do requests;
- Notify requisitions by email;
- Request and release VLANs and create or destroy VMs through the DETI MakerLab Servant.


Matthew Mckerroll
About Me
Pictures
Contact
(current)
Projects
Contact
Name
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Message
Submit
Social Media
Here is my Facebook profile
Here is my linkedin profile
My github account


Teams: S.A.S. vs. Spetsnaz
Place: Altai Mountains, Russia
Terrain: Pipeline complex with a few large, enterable buildings
Type of Combat: Medium range combat with occasional close quarters fighting
Pipeline is a large multiplayer map in Call of Duty 4: Modern Warfare. Its design mainly centers around two side-to-side warehouses out in the middle of Russia and the immediate areas around it. It is an abandoned railyard with many hiding places.
The map features a good variety of sniper positions throughout the level. Including on top of the roofs of the two main warehouses, and the green hill they both face. These positions (apart from the hill) can provide good cover from enemies who may spot the player. Almost all weapons are suited to this map, the only weapon type that struggles here are the shotguns. As they have a short range and the user will often have to neutralize targets at medium range. Then again, shotguns come in handy in the tunnels as the player will often come across enemies in close range. Try not to go straight down the middle of the map in between the two warehouses as the player face many threats such as a machine gun position and numerous other positions where the enemy can take the unfortunate player out with ease.
The level also has a rather elaborate network of tunnels beneath it. These tunnels can provide undetected movement from one location to another, however, they are used predominately during Search and Destroy, Headquarters and Sabotage.


Jul 31, 2021
6 mins read
Main Point
From the beginning, to measure what was saved by this offering would be more important than any single act before it. The greatest exchange of wealth and power in history now linked to the greatest balance of spiritual power and knowledge.
God’s master piece, his greatest gift; his son Jesus Christ of Nazareth lived and died on earth.
His sacrifice was a gift of love and one of time. two millenia ago, just like today, culture and society were going through rapid social political shifts. It could have appeared as though the end were coming if you were there yourself. The ground shook, temple floor cracked.
The son of God, set to live as a man. Was there and able to understand human nature. He walked like a man, ate like one and met others just like you or I.
It could be thought that he was perhaps preparing to take a place with his father in the judgement of mankind - after all, a perfect, all knowing being that created the heavens and earth could find it difficult to understand why it was that given something so beautiful as free will, some would want to waste it on themselves and spoil it on things of this world or a night of wine and entertainment.
The the human experience his son would provide him with a worldly view. He could understand how simple it is to forget and have something so spiritually important slip from the mind of a hardworking father.
Something happened though, this boy became a man. He did what we men do, we find ourselves and what we lack in others around us. We find something greater than ourselves when we huddle around a fire to share our meals. Then, as the flame cracks the simple stories of their journeys become timeless legends of true insight and sentiment.
This gave his son purpose here. A reason to stay and call it home. He made a family.
To his family he was a teacher of the highest regard. The stories he would share with those who walked with him ignited something so powerful they would drop their lives after a single night listening to him and then give up their lives to be baptized by him.
The belonging he felt in his family gave him a new purpose. He was no longer here to stand beside his father at the end and judge. He would not need to explain or understand our mistakes, he would not need to investigate our sin or deliberate on the nature of his friend’s life style choices. He came and fell in love.
Instead of coming to know, he would come to be. When God’s son lived as man he did not see the filth or shame. He did not focus on the hopeless guilt. He saw beauty. The world built by man inspired him. Resting with some friends to share a meal and glass of wine, freeing yourself from the labors of your time and exchanging lessons with each other was what he lived through.
His love for humanity grew so powerfully that when it was time for him to leave, he could no longer stomach the fact that he had come here to understand in order to help his father pass judgement in the end.
With all his spiritual force he made a lasting gesture. He would leave this life by taking sin from all those he new. He refused to believe the nice men and women he met would be spending eternity in hell. His consious and loving spirit would not sit well with it. So he made a promise.
He promised that he would lift the burden of sin from all those he met and would meet. Those who knew them could find solace in the fact that their sins would not remove them from ever lasting life in the garden.
After his painful and publicly shaming death. It was said that he rested for three days in his tomb; that after waking his spirit traveled to share his message.
His devoted followers crafted a special set of lesson they would ritualize. Similar to other spiritual forms of both, mind, spirit calibration the could use their training and some tools with certain chemical properties
Sharing is caring!


Displays
- Display creation
- ALLEGRO_DISPLAY
- al_create_display
- al_destroy_display
- al_get_new_display_flags
- al_set_new_display_flags
- al_get_new_display_option
- al_set_new_display_option
- al_reset_new_display_options
- al_get_new_window_position
- al_set_new_window_position
- al_get_new_display_refresh_rate
- al_set_new_display_refresh_rate
- Display operations
- Display size and position
- Display settings
- Screensaver
These functions are declared in the main Allegro header file:
#include <allegro5/allegro.h>
Display creation
ALLEGRO_DISPLAY
typedef struct ALLEGRO_DISPLAY ALLEGRO_DISPLAY;
An opaque type representing an open display or window.
al_create_display
ALLEGRO_DISPLAY *al_create_display(int w, int h)
Create a display, or window, with the specified dimensions. The parameters of the display are determined by the last calls to al_set_new_display_*. Default parameters are used if none are set explicitly. Creating a new display will automatically make it the active one, with the backbuffer selected for drawing.
Returns NULL on error.
Each display has a distinct OpenGL rendering context associated with it. See al_set_target_bitmap for the discussion about rendering contexts.
See also: al_set_new_display_flags, al_set_new_display_option, al_set_new_display_refresh_rate, al_set_new_display_adapter, al_set_window_position
al_destroy_display
void al_destroy_display(ALLEGRO_DISPLAY *display)
Destroy a display.
If the target bitmap of the calling thread is tied to the display, then it implies a call to "al_set_target_bitmap(NULL);" before the display is destroyed.
That special case notwithstanding, you should make sure no threads are currently targeting a bitmap which is tied to the display before you destroy it.
See also: al_set_target_bitmap
al_get_new_display_flags
int al_get_new_display_flags(void)
Get the display flags to be used when creating new displays on the calling thread.
See also: al_set_new_display_flags, al_set_display_flag
al_set_new_display_flags
void al_set_new_display_flags(int flags)
Sets various flags to be used when creating new displays on the calling thread. flags is a bitfield containing any reasonable combination of the following:
- ALLEGRO_WINDOWED
Prefer a windowed mode.
Under multi-head X (not XRandR/TwinView), the use of more than one adapter is impossible due to bugs in X and GLX. al_create_display will fail if more than one adapter is attempted to be used.
- ALLEGRO_FULLSCREEN
Prefer a fullscreen mode.
Under X the use of more than one FULLSCREEN display when using multi-head X, or true Xinerama is not possible due to bugs in X and GLX, display creation will fail if more than one adapter is attempted to be used.
- ALLEGRO_FULLSCREEN_WINDOW
Make the window span the entire screen. Unlike ALLEGRO_FULLSCREEN this will never attempt to modify the screen resolution. Instead the pixel dimensions of the created display will be the same as the desktop.
The passed width and height are only used if the window is switched out of fullscreen mode later but will be ignored initially.
Under Windows and X11 a fullscreen display created with this flag will behave differently from one created with the ALLEGRO_FULLSCREEN flag - even if the ALLEGRO_FULLSCREEN display is passed the desktop dimensions. The exact difference is platform dependent, but some things which may be different is how alt-tab works, how fast you can toggle between fullscreen/windowed mode or how additional monitors behave while your display is in fullscreen mode.
Additionally under X, the use of more than one adapter in multi-head mode or with true Xinerama enabled is impossible due to bugs in X/GLX, creation will fail if more than one adapter is attempted to be used.
- ALLEGRO_RESIZABLE
The display is resizable (only applicable if combined with ALLEGRO_WINDOWED).
- ALLEGRO_OPENGL
Require the driver to provide an initialized OpenGL context after returning successfully.
- ALLEGRO_OPENGL_3_0
Require the driver to provide an initialized OpenGL context compatible with OpenGL version 3.0.
- ALLEGRO_OPENGL_FORWARD_COMPATIBLE
If this flag is set, the OpenGL context created with ALLEGRO_OPENGL_3_0 will be forward compatible only, meaning that all of the OpenGL API declared deprecated in OpenGL 3.0 will not be supported. Currently, a display created with this flag will not be compatible with Allegro drawing routines; the display option ALLEGRO_COMPATIBLE_DISPLAY will be set to false.
- ALLEGRO_DIRECT3D
Require the driver to do rendering with Direct3D and provide a Direct3D device.
- ALLEGRO_FRAMELESS
Try to create a window without a frame (i.e. no border or titlebar). This usually does nothing for fullscreen modes, and even in windowed modes it depends on the underlying platform whether it is supported or not. Since: 5.0.7, 5.1.2
- ALLEGRO_NOFRAME
Original name for ALLEGRO_FRAMELESS. This works with older versions of Allegro.
- ALLEGRO_GENERATE_EXPOSE_EVENTS
Let the display generate expose events.
0 can be used for default values.
See also: al_set_new_display_option, al_get_display_option, [al_change_display_option]
al_get_new_display_option
int al_get_new_display_option(int option, int *importance)
Retrieve an extra display setting which was previously set with al_set_new_display_option.
al_set_new_display_option
void al_set_new_display_option(int option, int value, int importance)
Set an extra display option, to be used when creating new displays on the calling thread. Display options differ from display flags, and specify some details of the context to be created within the window itself. These mainly have no effect on Allegro itself, but you may want to specify them, for example if you want to use multisampling.
The 'importance' parameter can be either:
- ALLEGRO_REQUIRE - The display will not be created if the setting can not be met.
- ALLEGRO_SUGGEST - If the setting is not available, the display will be created anyway. FIXME: We need a way to query the settings back from a created display.
- ALLEGRO_DONTCARE - If you added a display option with one of the above two settings before, it will be removed again. Else this does nothing.
The supported options are:
- ALLEGRO_COLOR_SIZE
This can be used to ask for a specific bit depth. For example to force a 16-bit framebuffer set this to 16.
- ALLEGRO_RED_SIZE, ALLEGRO_GREEN_SIZE, ALLEGRO_BLUE_SIZE, ALLEGRO_ALPHA_SIZE
Individual color component size in bits.
- ALLEGRO_RED_SHIFT, ALLEGRO_GREEN_SHIFT, ALLEGRO_BLUE_SHIFT, ALLEGRO_ALPHA_SHIFT
Together with the previous settings these can be used to specify the exact pixel layout the display should use. Normally there is no reason to use these.
- ALLEGRO_ACC_RED_SIZE, ALLEGRO_ACC_GREEN_SIZE, ALLEGRO_ACC_BLUE_SIZE, ALLEGRO_ACC_ALPHA_SIZE
This can be used to define the required accumulation buffer size.
- ALLEGRO_STEREO
Whether the display is a stereo display.
- ALLEGRO_AUX_BUFFERS
Number of auxiliary buffers the display should have.
- ALLEGRO_DEPTH_SIZE
How many depth buffer (z-buffer) bits to use.
- ALLEGRO_STENCIL_SIZE
How many bits to use for the stencil buffer.
- ALLEGRO_SAMPLE_BUFFERS
Whether to use multisampling (1) or not (0).
- ALLEGRO_SAMPLES
If the above is 1, the number of samples to use per pixel. Else 0.
- ALLEGRO_RENDER_METHOD:
0 if hardware acceleration is not used with this display.
- ALLEGRO_FLOAT_COLOR
Whether to use floating point color components.
- ALLEGRO_FLOAT_DEPTH
Whether to use a floating point depth buffer.
- ALLEGRO_SINGLE_BUFFER
Whether the display uses a single buffer (1) or another update method (0).
- ALLEGRO_SWAP_METHOD
If the above is 0, this is set to 1 to indicate the display is using a copying method to make the next buffer in the flip chain available, or to 2 to indicate a flipping or other method.
- ALLEGRO_COMPATIBLE_DISPLAY
Indicates if Allegro's graphics functions can use this display. If you request a display not useable by Allegro, you can still use for example OpenGL to draw graphics.
- ALLEGRO_UPDATE_DISPLAY_REGION
Set to 1 if the display is capable of updating just a region, and 0 if calling al_update_display_region is equivalent to al_flip_display.
- ALLEGRO_VSYNC
Set to 1 to tell the driver to wait for vsync in al_flip_display, or to 2 to force vsync off. The default of 0 means that Allegro does not try to modify the vsync behavior so it may be on or off. Note that even in the case of 1 or 2 it is possible to override the vsync behavior in the graphics driver so you should not rely on it.
- ALLEGRO_MAX_BITMAP_SIZE
When queried this returns the maximum size (width as well as height) a bitmap can have for this display. Calls to al_create_bitmap or al_load_bitmap for bitmaps larger than this size will fail. It does not apply to memory bitmaps which always can have arbitrary size (but are slow for drawing).
- ALLEGRO_SUPPORT_NPOT_BITMAP
Set to 1 if textures used for bitmaps on this display can have a size which is not a power of two. This is mostly useful if you use Allegro to load textures as otherwise only power-of-two textures will be used internally as bitmap storage.
- ALLEGRO_CAN_DRAW_INTO_BITMAP
Set to 1 if you can use al_set_target_bitmap on bitmaps of this display to draw into them. If this is not the case software emulation will be used when drawing into display bitmaps (which can be very slow).
- ALLEGRO_SUPPORT_SEPARATE_ALPHA
This is set to 1 if the al_set_separate_blender function is supported. Otherwise the alpha parameters will be ignored.
See also: al_set_new_display_flags
al_reset_new_display_options
void al_reset_new_display_options(void)
This undoes any previous call to al_set_new_display_option on the calling thread.
al_get_new_window_position
void al_get_new_window_position(int *x, int *y)
Get the position where new non-fullscreen displays created by the calling thread will be placed.
See also: al_set_new_window_position
al_set_new_window_position
void al_set_new_window_position(int x, int y)
Sets where the top left pixel of the client area of newly created windows (non-fullscreen) will be on screen, for displays created by the calling thread. Negative values allowed on some multihead systems.
To reset to the default behaviour, pass (INT_MAX, INT_MAX).
See also: al_get_new_window_position
al_get_new_display_refresh_rate
int al_get_new_display_refresh_rate(void)
Get the requested refresh rate to be used when creating new displays on the calling thread.
See also: al_set_new_display_refresh_rate
al_set_new_display_refresh_rate
void al_set_new_display_refresh_rate(int refresh_rate)
Sets the refresh rate to use when creating new displays on the calling thread. If the refresh rate is not available, al_create_display will fail. A list of modes with refresh rates can be found with al_get_num_display_modes and al_get_display_mode.
The default setting is zero (don't care).
See also: al_get_new_display_refresh_rate
Display operations
al_get_display_event_source
ALLEGRO_EVENT_SOURCE *al_get_display_event_source(ALLEGRO_DISPLAY *display)
Retrieve the associated event source.
al_get_backbuffer
ALLEGRO_BITMAP *al_get_backbuffer(ALLEGRO_DISPLAY *display)
Return a special bitmap representing the back-buffer of the display.
Care should be taken when using the backbuffer bitmap (and its sub-bitmaps) as the source bitmap (e.g as the bitmap argument to al_draw_bitmap). Only untransformed operations are hardware accelerated. This consists of al_draw_bitmap and al_draw_bitmap_region when the current transformation is the identity. If the tranformation is not the identity, or some other drawing operation is used, the call will be routed through the memory bitmap routines, which are slow. If you need those operations to be accelerated, then first copy a region of the backbuffer into a temporary bitmap (via the al_draw_bitmap and al_draw_bitmap_region), and then use that temporary bitmap as the source bitmap.
al_flip_display
void al_flip_display(void)
Copies or updates the front and back buffers so that what has been drawn previously on the currently selected display becomes visible on screen. Pointers to the special back buffer bitmap remain valid and retain their semantics as the back buffer, although the contents may have changed.
Several display options change how this function behaves:
With ALLEGRO_SINGLE_BUFFER, no flipping is done. You still have to call this function to display graphics, depending on how the used graphics system works.
The ALLEGRO_SWAP_METHOD option may have additional information about what kind of operation is used internally to flip the front and back buffers.
If ALLEGRO_VSYNC is 1, this function will force waiting for vsync. If ALLEGRO_VSYNC is 2, this function will not wait for vsync. With many drivers the vsync behavior is controlled by the user and not the application, and ALLEGRO_VSYNC will not be set; in this case al_flip_display will wait for vsync depending on the settings set in the system's graphics preferences.
See also: al_set_new_display_flags, al_set_new_display_option
al_update_display_region
void al_update_display_region(int x, int y, int width, int height)
Does the same as al_flip_display, but tries to update only the specified region. With many drivers this is not possible, but for some it can improve performance.
The ALLEGRO_UPDATE_DISPLAY_REGION option (see al_get_display_option) will specify the behavior of this function in the display.
See also: al_flip_display, al_get_display_option
al_wait_for_vsync
bool al_wait_for_vsync(void)
Wait for the beginning of a vertical retrace. Some driver/card/monitor combinations may not be capable of this.
Note how al_flip_display usually already waits for the vertical retrace, so unless you are doing something special, there is no reason to call this function.
Returns false if not possible, true if successful.
See also: al_flip_display
Display size and position
al_get_display_width
int al_get_display_width(ALLEGRO_DISPLAY *display)
Gets the width of the display. This is like SCREEN_W in Allegro 4.x.
See also: al_get_display_height
al_get_display_height
int al_get_display_height(ALLEGRO_DISPLAY *display)
Gets the height of the display. This is like SCREEN_H in Allegro 4.x.
See also: al_get_display_width
al_resize_display
bool al_resize_display(ALLEGRO_DISPLAY *display, int width, int height)
Resize the display. Returns true on success, or false on error. This works on both fullscreen and windowed displays, regardless of the ALLEGRO_RESIZABLE flag.
Adjusts the clipping rectangle to the full size of the backbuffer.
See also: al_acknowledge_resize
al_acknowledge_resize
bool al_acknowledge_resize(ALLEGRO_DISPLAY *display)
When the user receives a resize event from a resizable display, if they wish the display to be resized they must call this function to let the graphics driver know that it can now resize the display. Returns true on success.
Adjusts the clipping rectangle to the full size of the backbuffer.
Note that a resize event may be outdated by the time you acknowledge it; there could be further resize events generated in the meantime.
See also: al_resize_display, ALLEGRO_EVENT
al_get_window_position
void al_get_window_position(ALLEGRO_DISPLAY *display, int *x, int *y)
Gets the position of a non-fullscreen display.
See also: al_set_window_position
al_set_window_position
void al_set_window_position(ALLEGRO_DISPLAY *display, int x, int y)
Sets the position on screen of a non-fullscreen display.
See also: al_get_window_position
Display settings
al_get_display_flags
int al_get_display_flags(ALLEGRO_DISPLAY *display)
Gets the flags of the display.
In addition to the flags set for the display at creation time with al_set_new_display_flags it can also have the ALLEGRO_MINIMIZED flag set, indicating that the window is currently minimized. This flag is very platform-dependent as even a minimized application may still render a preview version so normally you should not care whether it is minimized or not.
See also: al_set_new_display_flags, al_set_display_flag
al_set_display_flag
bool al_set_display_flag(ALLEGRO_DISPLAY *display, int flag, bool onoff)
Enable or disable one of the display flags. The flags are the same as for al_set_new_display_flags. The only flags that can be changed after creation are:
- ALLEGRO_FULLSCREEN_WINDOW
- ALLEGRO_FRAMELESS
Returns true if the driver supports toggling the specified flag else false. You can use al_get_display_flags to query whether the given display property actually changed.
Since: 5.0.7, 5.1.2
See also: al_set_new_display_flags, al_get_display_flags
al_toggle_display_flag
bool al_toggle_display_flag(ALLEGRO_DISPLAY *display, int flag, bool onoff)
Deprecated synonym for al_set_display_flag.
al_get_display_option
int al_get_display_option(ALLEGRO_DISPLAY *display, int option)
Return an extra display setting of the display.
See also: al_set_new_display_option
al_get_display_format
int al_get_display_format(ALLEGRO_DISPLAY *display)
Gets the pixel format of the display.
See also: ALLEGRO_PIXEL_FORMAT
al_get_display_refresh_rate
int al_get_display_refresh_rate(ALLEGRO_DISPLAY *display)
Gets the refresh rate of the display.
See also: al_set_new_display_refresh_rate
al_set_window_title
void al_set_window_title(ALLEGRO_DISPLAY *display, const char *title)
Set the title on a display.
See also: al_set_display_icon, al_set_display_icons
al_set_display_icon
void al_set_display_icon(ALLEGRO_DISPLAY *display, ALLEGRO_BITMAP *icon)
Changes the icon associated with the display (window). Same as al_set_display_icons with one icon.
See also: al_set_display_icons, al_set_window_title
al_set_display_icons
void al_set_display_icons(ALLEGRO_DISPLAY *display,
int num_icons, ALLEGRO_BITMAP *icons[])
Changes the icons associated with the display (window). Multiple icons can be provided for use in different contexts, e.g. window frame, taskbar, alt-tab popup. The number of icons must be at least one.
Note: If the underlying OS requires an icon of a size not provided then one of the bitmaps will be scaled up or down to the required size. The choice of bitmap is implementation dependent.
Since: 5.0.9, 5.1.5
See also: al_set_display_icon, al_set_window_title
Screensaver
al_inhibit_screensaver
bool al_inhibit_screensaver(bool inhibit)
This function allows the user to stop the system screensaver from starting up if true is passed, or resets the system back to the default state (the state at program start) if false is passed. It returns true if the state was set successfully, otherwise false.


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